AAR v1.04 Italian Campaign
Posted: Thu Feb 09, 2017 9:26 am
Scenario - The Italian Campaign 26th Aug 1943 – 8th May 1945 - PFE v1.04
Axis – AI
Handicap Level – Neutral
Game scale – hex size, 12 kms (7.5 miles) – turn length, 4 days Summer, 6 days Winter.
Map and Unit Counter mods from CHEMKID applied,
Map Mod: tm.asp?m=3820441
Counter Mod: tm.asp?m=3818611
This mod package has transformed the look of the game and greatly improved the immersion effect, by bringing a real map appearance.
Why Italy ?
The US had been building up its own forces and equipment after having being brought into the war by Pearl Harbor and, with a declared policy of 'Germany First', there was a need to get US ground troops into direct contact with the Wehrmacht, preferably before the US Mid-term Elections, due in November 1942.
The pending operation for 1942, 'Sledgehammer', was recognised as a near suicidal gesture to help Soviet forces on the Eastern Front, but the seizure of a bridgehead in Northern France would require mostly the use of British troops, with the expectation of heavy losses.
The alternative was 'Gymnast', an attack in North Africa, which the British favoured, as linking in with their own existing North African Strategy and seemed to entail less risk. Roosevelt was convinced and, against the advice of Marshall, agreed with Churchill to what became the 'Torch' landings.
The final exchange of telegrams on this issue, between Marshall and Roosevelt, concluded with Roosevelt overruling Marshall and signing off, unusually for him with the words 'Commander in Chief', to emphasise the finality of the decision. Roosevelt did not often overrule his military advisors and had immense respect for Marshall, but with this decision a joint Allied Mediterranean Strategy was initiated, culminating in the Italian Campaign.
The Allied force was truly a United Nations, which the game reflects, featuring units from the US, Britain, Canada, India, New Zealand, France, Poland, South Africa, Brazil and Greece, either already on the map, or listed to arrive as reinforcements during later turns.
The eventual victory in North Africa and the capture of Sicily brought the Italian Fascist government to its knees in late 1943 and looking for a way out of the war. It was expected that an Allied invasion of the Italian mainland would not be contested by Italian units and would cause a quick collapse of the Italian government, but how would German forces react, even whilst they were heavily engaged on the Eastern Front :
Recent additional reading :
Masters and Commanders – Andrew Roberts, The record of Roosevelt, Churchill, Marshall and Brooke, as political leaders and Chiefs of Staff, facing the most important and contentious decisions of the Western Allies during WW2. The tensions and strains of running what became the most successful wartime coalition, but the enormous effort and conflict in resolving the very different priorities of the various Allied nations. The Mediterranean Strategy being one of the most divisive issues facing these commanders, during the lead up to the invasion of mainland Europe.
This has nothing much to add to the detail of actual campaigns, but is a fascinating insight into the 'behind the scenes' discussions that created the plans and operations, which became the Western Allies contribution to the defeat of Nazi Germany.
…..............................................................................................................
Each unit has a 'Stacking Value' (yellow circle on unit counter), which indicates the size of the unit. Each type of terrain in a hex has a stacking limit, therefore the combination of units which can be stacked in the same hex depends on the size of the units and the terrain in each hex.
Each unit can make one action each turn and, when selecting a unit, a panel will appear with unit information and all the action options available for that unit.
Only those actions available to use will be shown by these buttons, for instance, if you don't have enough sea transport points, then the 'amphibious move' options will not appear.
When a unit is selected to move, an overlay appears to indicate the hexes eligible for a move and when the move is selected, the unit counter will move to the designated hex. However, all actions are only actually completed after the 'end of turn' button has been selected. Therefore, if you come back to that unit later, you will find it back in its original position, but if you select the unit again, a cursor will indicate where on the map it has been ordered to move to.
When in contact with an enemy unit the 'movement' option is not available, 'attack' and 'withdraw' options will show. Only after the unit has disengaged from contact in the next turn will the standard movement option become available.
Any and all actions can be cancelled, or altered, up until the 'end of turn' button is selected.
All this takes some getting used to, as you are no longer simply clicking and moving units, as all actions, for both sides, are resolved simultaneously at the end of the turn, any unit may not get to its selected position, as the enemy may get there first, or a unit may fail to disengage from contact.
The whole system needs more anticipation and care, as things may not happen as you expect, but it is much more realistic than moving units like chess pieces on a game map. Strategy must take into account the unexpected and moves which are too ambitious are likely to fail.
Game on !
Axis – AI
Handicap Level – Neutral
Game scale – hex size, 12 kms (7.5 miles) – turn length, 4 days Summer, 6 days Winter.
Map and Unit Counter mods from CHEMKID applied,
Map Mod: tm.asp?m=3820441
Counter Mod: tm.asp?m=3818611
This mod package has transformed the look of the game and greatly improved the immersion effect, by bringing a real map appearance.
Why Italy ?
The US had been building up its own forces and equipment after having being brought into the war by Pearl Harbor and, with a declared policy of 'Germany First', there was a need to get US ground troops into direct contact with the Wehrmacht, preferably before the US Mid-term Elections, due in November 1942.
The pending operation for 1942, 'Sledgehammer', was recognised as a near suicidal gesture to help Soviet forces on the Eastern Front, but the seizure of a bridgehead in Northern France would require mostly the use of British troops, with the expectation of heavy losses.
The alternative was 'Gymnast', an attack in North Africa, which the British favoured, as linking in with their own existing North African Strategy and seemed to entail less risk. Roosevelt was convinced and, against the advice of Marshall, agreed with Churchill to what became the 'Torch' landings.
The final exchange of telegrams on this issue, between Marshall and Roosevelt, concluded with Roosevelt overruling Marshall and signing off, unusually for him with the words 'Commander in Chief', to emphasise the finality of the decision. Roosevelt did not often overrule his military advisors and had immense respect for Marshall, but with this decision a joint Allied Mediterranean Strategy was initiated, culminating in the Italian Campaign.
The Allied force was truly a United Nations, which the game reflects, featuring units from the US, Britain, Canada, India, New Zealand, France, Poland, South Africa, Brazil and Greece, either already on the map, or listed to arrive as reinforcements during later turns.
The eventual victory in North Africa and the capture of Sicily brought the Italian Fascist government to its knees in late 1943 and looking for a way out of the war. It was expected that an Allied invasion of the Italian mainland would not be contested by Italian units and would cause a quick collapse of the Italian government, but how would German forces react, even whilst they were heavily engaged on the Eastern Front :
Recent additional reading :
Masters and Commanders – Andrew Roberts, The record of Roosevelt, Churchill, Marshall and Brooke, as political leaders and Chiefs of Staff, facing the most important and contentious decisions of the Western Allies during WW2. The tensions and strains of running what became the most successful wartime coalition, but the enormous effort and conflict in resolving the very different priorities of the various Allied nations. The Mediterranean Strategy being one of the most divisive issues facing these commanders, during the lead up to the invasion of mainland Europe.
This has nothing much to add to the detail of actual campaigns, but is a fascinating insight into the 'behind the scenes' discussions that created the plans and operations, which became the Western Allies contribution to the defeat of Nazi Germany.
…..............................................................................................................
Each unit has a 'Stacking Value' (yellow circle on unit counter), which indicates the size of the unit. Each type of terrain in a hex has a stacking limit, therefore the combination of units which can be stacked in the same hex depends on the size of the units and the terrain in each hex.
Each unit can make one action each turn and, when selecting a unit, a panel will appear with unit information and all the action options available for that unit.
Only those actions available to use will be shown by these buttons, for instance, if you don't have enough sea transport points, then the 'amphibious move' options will not appear.
When a unit is selected to move, an overlay appears to indicate the hexes eligible for a move and when the move is selected, the unit counter will move to the designated hex. However, all actions are only actually completed after the 'end of turn' button has been selected. Therefore, if you come back to that unit later, you will find it back in its original position, but if you select the unit again, a cursor will indicate where on the map it has been ordered to move to.
When in contact with an enemy unit the 'movement' option is not available, 'attack' and 'withdraw' options will show. Only after the unit has disengaged from contact in the next turn will the standard movement option become available.
Any and all actions can be cancelled, or altered, up until the 'end of turn' button is selected.
All this takes some getting used to, as you are no longer simply clicking and moving units, as all actions, for both sides, are resolved simultaneously at the end of the turn, any unit may not get to its selected position, as the enemy may get there first, or a unit may fail to disengage from contact.
The whole system needs more anticipation and care, as things may not happen as you expect, but it is much more realistic than moving units like chess pieces on a game map. Strategy must take into account the unexpected and moves which are too ambitious are likely to fail.
Game on !