Overlord - On to Paris

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Overlord - On to Paris

Postby Robjess » Mon Jan 17, 2005 10:24 am

I have now published JSS' custom scenario "Overlord - On To Paris". This scenario is a 76 full campaign variant for BIN. The scenario is available now for download from the Run5 Custom Scenarios page (http://www.ssg.com.au/Run5/scenarios/scenarios.htm)

Here are JSS' design notes:

Overlord: On to Paris - 1944 - a battle for SSG's Battles in Normandy - brought to you by Run5 (http://www.ssg.com.au)
Version : 2.00
Created by: JSS for Run5
Special Thanks to SSG for support that enabled this scenario to be created.

Historical setting:

6 Jun – 20 Aug 1944: This scenario is a 76 turn mega campaign for SSG’s Battles in Normandy. It covers the D-Day Invasion thru closing the Falaise Gap.

Design notes:

1. The base design is from the 32 turn Overlord campaign scenario, but its more than a 44 turn extension. There are several significant changes:

- You’ll find the Bloody Omaha landing beach to be much more difficult to
gain control of initially.
- The German 319th Infantry Division starts the scenario in its historical
location (Channel Islands). It will arrive later as an alert reinforcement.
- Cherbourg supply does not close down until the Allied side takes the
supply dump hex.
- Most of Seventh Armee does not immediately head to the invasion site (two turns of surprised status).
- US & British units have a limited supply of regular replacements
(significantly less than Overlord).
- Opportunities for two British offensives and an American attack(Operations Goodwood, Epsom, and Cobra) are supported by carpet bombing runs.
- Numerous cities are now VP locations.
- SS Pz Div HJ is not fully assembled on 6 Jun 44. 26 SS PzGd Reg arrives on 7 Jun 44 and all units are waiting for elements and supply to arrive.

2. Other features (compared to the Overlord scenario) include:

- German Flak units more effective (range = 2 hexes).
- Third Army is activated at turn 50.
- 125 Pz Gd Reg is upgraded to KG von Luck and has the Becker Assault Gun Bn 200 attached.
- German 352 ID regiments have 4 steps.
- Additional step size and auto timed replacements made available to many Pz Div units.
- 82d & 101st Airborne Divs have additional auto replacements.
- Bocage costs more for the Allies to enter.
- American supply level decreased to replicate American difficulty maneuvering tanks thru bocage prior to 22 Jul when the hedge-chopper was developed.
- British supply level & replacement availability decreased to replicate the
relative caution used by British.
- Something happens around 20 Jul 44 (confusion introduced into German rear areas), effect continues thru 23 Jul 44.
- British Commandos have larger area of influence/landings.
- US 90 ID leadership was not up to task on D-Day historically. After GEN van Fleet took charge, the unit performed very well. The division's units evolve to higher performance capability around 26 Jun 44.
- Luftwaffe influence lessened/removed (interdiction & combat shift).
- Coast towns are no longer beachhead terrain.

3. Key Settings:

- Turn length: 24 hours
- US/British Refit: 300%
- German Refit: 200%
- German units dug in to prevent overruns require: 4 Steps
- Allied units dug in to prevent overruns require: 5 Steps
- German interdiction values:
Artillery: 2 OP’s
Air: 4 OP’s Good Air; 3 OP’s Bad Air
Partisan: N/A
Detachment: 7 OP’s (for 1 turn)
- Allied interdiction values:
Artillery: 3 OP’s
Air: 6 OP’s Good Air; 4 OP’s Bad Air
Partisan: 4 OP’s
Detachment: 7 OP’s (for 1 turn)
- Units on both sides have equal exposure for all unit types.
- Support, artillery, and combat units become exposed at the same distances.
- Good air increases exposure; bad air decreases exposure of German units.
- Germans gain no information on Allied unit location via air (Allied
exposure is same for good and bad air conditions).

4. Other notes:

- AI is included but it is only designed for the first 30+ turns. Performance after that may not be optimal.

- Numerous equipment, spelling, and other technical details noted by players on the Matrix & SSG forums are not included. Please post specifics on the Run5 boards; these will be included in a v2.01 update if there's interest.

- Allied arrival information is completely hidden from the Axis player.

- Axis arrival information is limited to locations where heavy traffic moves
along the roads (i.e. all Panzers Division arrivals will be known by the Allied player). Lightly traveled routes will not be visible to the Allied player.


Installation:

Download the scenario file from the Run5 Scenario area. Double click on the Paris exe file and browse to:

...\Battles in Normandy\scenarios\Battles in Normandy

Start Battles in Normandy up and you should see the Paris scenario under the Battles in Normandy battle folder.

Errata:

This scenario/battle may be downloaded for FREE from the Run5 Scenario area.

This scenario may be circulated freely in its current form as long as it is not changed or amended. If you do use this scenario to create another variant scenario - please be sure to send Run5 a copy also - so we can play it too :)

Good luck, I value any feedback - especially in relation to discrepancies,
design flaws, or play balance.

Posted by JSS January 16, 2004 8:15 AM.
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Postby Robjess » Mon Jan 17, 2005 10:26 am

Infact Im playing a game of it right now.. and its pretty damn good! Well done JSS!
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Break'n the Law!

Postby Teven_Hangue » Mon Jan 17, 2005 12:25 pm

When I went to install the scenario, I got the following message: "This copy of Win-Zip self extractor is NOT LICENSED for distribution. Any distribution of this file is prohibited and is a violation of U.S. copyright law and international treaty. A registered version does not display this message."

I've downloaded other ziped scenarios from Run5. This message didn't come up when I unzipped the other scenarios.

Anyone else seen this message?
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Postby Robjess » Mon Jan 17, 2005 12:37 pm

Arhh my fault. I recently reinstalled my OS and I havent fully reinstalled all of my software. Looks like I hadnt yet entered me rego data into my zipper. I will go and fix that now. Thanks for the heads up.
Last edited by Robjess on Mon Jan 17, 2005 12:42 pm, edited 1 time in total.
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Postby Robjess » Mon Jan 17, 2005 12:41 pm

Ok I have recompiled that now and fixed it.
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Postby Kardon » Mon Jan 17, 2005 1:58 pm

What does "good air" and "bad air" mean? Does it have to do with AA? Because if it does, it's not correct. I'm trying the scenario solitaire and on the German turn they're sufffering penalties of +6 OPs outside an AA umbrella and +2 in range of one. What with the incrased ranges for the German AA units and intrensic city AA (plus more of them), it looks like it's going to be close to impossible to put units out of supply. What's the thinking for the enourmous 5-hex AA range at Caen, St. Lo, etc.? What sort of AA units are you simulating?

The upgrades to the beach defenses are signifiicant!
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Postby Robjess » Mon Jan 17, 2005 2:23 pm

Yeah I had a hard time getting men ashore.. it makes for an interesting game.
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Postby JSS » Mon Jan 17, 2005 2:55 pm

Kardon wrote:What does "good air" and "bad air" mean? Does it have to do with AA? Because if it does, it's not correct. I'm trying the scenario solitaire and on the German turn they're sufffering penalties of +6 OPs outside an AA umbrella and +2 in range of one. What with the incrased ranges for the German AA units and intrensic city AA (plus more of them), it looks like it's going to be close to impossible to put units out of supply. What's the thinking for the enourmous 5-hex AA range at Caen, St. Lo, etc.? What sort of AA units are you simulating?

The upgrades to the beach defenses are signifiicant!


Good air = clear skies
Bad air = rain

It affects how powerful the interdiction was for the weather conditions (i.e. its more effective when visibility is unlimited).

AA reduces the effectiveness of air interdiction to 2 (same for both air conditions).

German supply state drops around 22 Jul (from 100% to 75%). For the last 30 days German mobility will be severely limited. The effect of the 20 Jul assisination attempt also hurt the German player significantly for 4 four days.

To put the German out of supply requires careful placement of interdiction in depth. Heavy concentration of Flak units will likely prevent entire sectors from being totally out of supply.
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Postby Xenos80 » Mon Jan 17, 2005 3:07 pm

Looks very nice. Good work! Would it be possible at a later date to release smaller scenarios like Bloody Omaha, Cherbourg, Failaise Gap, etc but with the same changes that were made in this big campaign? I don't know if I could finish a mega game like this anytime soon...but it looks nice. Good work JSS and Rob.
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Postby Kardon » Mon Jan 17, 2005 3:12 pm

Yeah I had a hard time getting men ashore.. it makes for an interesting game.


It's easy for the entire 352nd to rush to the beach and put 14 steps within range of the beaches, and with air inderdiction being less of a problem, the boys at Omaha may need help from the lads on Gold to turn the flank.

And what about those OP penalties, +8(!!) for the Allies in bocage in enemy territory? That means the average Allied unit won't be able to move more than two hexes in bocage in enemy territory, even along the roads. Sheesh! Say goodbye to breakouts.

Hmm, better flak for the Germans, better beach defenses, harder movement for the Allies, less replacements for the Allies - JSS, do you have something against the Allies??? :lol:
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Postby Robjess » Mon Jan 17, 2005 4:02 pm

JSS takes all credit for this beasty.. all I did was publish it..
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Postby Xenos80 » Tue Jan 18, 2005 4:21 am

I wonder if it plays more the like historical battle. :) Increased AA ranges for the Germans, and overall bloodiness for Omaha. 14 steps for attrition dice? That's going to give the American's a bloody nose no matter what!
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Postby scout1 » Sat Jan 29, 2005 12:16 pm

Marty,

My compliements. Nice job :D
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Postby Robjess » Mon Mar 28, 2005 2:54 pm

We have just released an updated version 2.01 of the On To Paris scenario for Bin.

JSS reports that the following has been updated in this version:

Version 2.01 Notes (26 Mar 05)

A few small tweaks in this update:

1) Unknown units updated,
2) all arriving German units have an arrival hex to jump to if their arrival hex is closed due to enemy proximity, and
3) Allied artillery bonus stays +1 to end of scenario.


The scenario is now available from the scenario download page.
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Postby CESteman » Sun Apr 03, 2005 11:03 am

Thanks Rob! Only I started a game already<g>
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