OK, as promised an updated version with some surprising features... (they even surprised me!)
+ Added Fast Horse Teams to the border guards; initially they're 0/27, but because there are replacements available, they will be distributed (with priority!) to the units.
+ Border guards also got the special guerilla capabilities (be in for a nasty surprise)
16.1.2. Guerrilla unit notes
§ Guerrilla units always Disengage without
cost, as Special Forces units do.
§ Guerrilla units are very difficult to spot,
particularly by Air or Helicopter units.
§ Guerrilla units will not change the ownership
of locations while moving. Only after
Movement will Guerrilla units change the
ownership of the location they occupy.
§ Guerrilla unit Attack and Defense strengths
are doubled when attacking from locations that
were enemy-owned at the beginning of the Turn.
Guerrilla units always draw at least “normal”
supply, regardless of whether their location
is friendly-supplied or not. If a higher level of
Supply is available, the unit benefits normally.
That fact alone caused me in my tests some serious trouble, because there was no manpower available to deal with them. Recon is the key! In fact... it's better to wait for at least 2/3rd of 11th Panzer to arrive before you should even attempt to repair the broken bridge (Pz.Pio.Abt.209 might come in handy) and cross it in force. I made the mistake to just dash ahead and in the process suffered more than 40%(!!!) losses; despite a 'victory'.
+ Added French 47mm Pak to the units of Inf.Rgt.66; alas I managed only to lose 6 tanks.
+ Added a Staffel (squadron) of He-51 planes for the Germans in order to use them as reece planes (another airfield was added, too. If one moves the air units back and forth the airfields they should, in some cases, spot enemy units in their flight path).
+ Added more pesky behind enemy lines surprises via event.
+ Slides, of course; most likely 1 per turn, or perhaps 2 per turn up to the point when the border guards have been dealt with. Like with the v3.4 slides, I will always refer to the manual for easy reference. I don't want to compress too much information into them. Alas, I am open for suggestions; PM me or reply here.
+ Because of the pesky surprises (I didn't anticipate at all!), I guess adding some security detachments (via event or as reinforcements) for the Germans. AFAIR, security units, specially the dreaded OrPo/security battalion and other RHG (rear group area) MP units, have special abilities in dealing with those guerillas/partisans.
+ Focus on the importance of the supply net, lines of communication, river crossings, bridge destruction/repair, ferry operations, traffic control, in short - stuff you NEED to know in order to actually do the job.
+++ The updated version, see my latest post +++
Unzip it into the Documents\My Games\The Operational Art of War IV\Scenarios\TUTORIALS folder and... well, see if you can do better than me! Feedback, +/- is kindly requested.
< Message edited by Oberst_Klink -- 11/25/2017 3:52:33 PM >