From: Bedfordshire UK
Also, will we get an allert if an amphibious force is in this controlled waters? So bombing and naval reinforcement can be brought in. I for one miss to check all seazones all the time especcially when tired and only want another turn and again and .....
I think the solution is to introduce a delay before an amphibious operation could be launched, firstly because it is more realistic, it takes weeks to prepare forces and select beaches for an amphibious landing. Secondly, the preparation time gives opportunities for the defender to fly air reconn over sea zones and ports to detect if a landing is being prepared (or the attacker to stop such flights with air superiority).
Ideally it would be good if this was an option that could be built into the game, otherwise it could be covered by house rules for PBEM, or solo play. I have a framework of time delays in first choosing a sea zone to launch a landing, then a time to load forces into amphibious fleets and select specific landing beaches, before being able to actually launch the attack.
For a single division landing against one landing hex (Operation Jubilee -Dieppe) chose the Sea Zone where the landing will take place, wait 6 game turns (represents planning and preparation), before any landing can be made. 4 turns from the planned landing date, select landing hex and load amphibious fleet (hold in port), this represents final plans approved, assembly of shipping and training of ground units. After the overall 6 turns delay period the landing can be attempted, any change of landing beach introduces the 4 turn beach select delay again.
For a Shingle-Anzio landing (1 Corps, 1 landing hex) the figures are Sea Zone selection delay 9 turns, with load and select beach 6 turns from landing.
For a Torch/Husky landings (2 Corps over 2 landing hexes) the figures are delay from Sea Zone selection is 12 turns from landing date, with load forces and select beaches 8 turns from landing date. This delay is the actual timing of the Torch landings, which was historically quite straightforward from the Churchill/Roosevelt and Combined Chiefs decision, to execution of the landings and is the basis of the calculation of the other landing combinations.
For an Overlord-D-Day landing (3, or more, Corps landing over 3, or more, hexes) the delay from sea zone selection, wait 24 turns, chose landing hexes, load forces, with 16 turns to go, then you can launch the invasion.
The loading of amphibious fleets up to 16 turns ahead does not necessarily represent troops actually on-board ships for this long, but for game purposes, it represents shipping being assembled (over 5,000 vessels for D-Day), ground units allocated and in training for landings and not available for other tasks. They will be vulnerable to attack and may take losses after being loaded, but such things happened, as in the 'Tiger Convoy' and Slapton Sands exercise, prior to D-Day. Air and Naval superiority becomes essential for a landing if this type, as it should be.
24 game turns (each game turn just over a week) may not seem much to plan and mount an operation the size of D-Day, but planners were always working on plans for operations many of which did not take place, for a cross Channel invasion, planning started in 1942, with many operations proposed and cancelled. The 24 game turns represents the decision to make this particular landing (Overlord), on about the 6th June, with these particular forces, on these particular beaches, in Normandy. The player can chose other beaches and other forces, but it is assumed that much of the planning would have been done earlier, just as for D-Day itself.
These figures are chosen for my own use, based on a review of several of the major landings carried out by the Allies and the Germans (Weserbung-Norway). The historical planning and preparation times are confused by operations being cancelled, then revived, political delays, etc., the actual delay times are open to discussion, but I think some form of delay is much better and more realistic than nothing at all.
I am waiting for the next updates to test the idea in a modified Gotterdammerung scenario starting in late 1943.
< Message edited by Rasputitsa -- 10/2/2012 5:06:09 PM >
"We have to go from where we are, not from where we would like to be" - me