1947---(What If)---Invasion of Nazi Europe

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JapLance
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by JapLance »

ORIGINAL: desert
 by the way, the WOTY scenario is, according to the briefing, Europa 1947 2.0 by Piero Falotti, while the CoW one is Invasion of Nazi Europe (What if) by ¿?.
...CoW download is NOT 1947---(What If)---Invasion of Nazi Europe.

[&:]Uhhh...

Well, I claimed that second sentence first, because in that moment I hadn't checked the scenario itself very thoroughly, so I just meant that CoW download wasn't the scenario Trick37 was playing. Later on I checked the briefings and noticed the different names.
Greetings from Spain.
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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

Just had a brief look at this hidden treasure, very impressive
I spotted some things I 'd like to do to update it [8|]
 
Using bio-ed to replace the foreign aircraft in the Axis TOE with "Luft 46" machines...
I also noticed various cities being misspelled.
 
But it may take a wee while before I'll dive back into TOAW... gotta get our new home organized
 
 
 
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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

That Axis OOB looks very familiar[:)], it's the one from Thomas Kolley's GtD I recently modded but with a bunch of additions
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cesteman
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by cesteman »

Can't wait for you to put the midas touch on this on e[:D]
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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

Had another quick look at it during the scarce spare time I've got these days...  used the new ODD to make a quick eqp fix to replace aircraft for the Luftwaffe
I renamed the following
Scud-A --> V-2
Scud-B --> V-3
Il-28 --> He-343
MiG-15 --> Ta-183
MiG-17 --> Me-1101
 
B-17 and B-50 are also used by the Allies so these have to be built up from scratch. May become Me-264 Ta-400 or similar...
Also the Japanese carrier-based aircraft used by the Reggia and LW need to be replaced by creating carrier capable Me-109 and FW-190...
 
For 1/2 week per turn scenario a production rate of 400 tanks of a certain type seems rather high
 
Trick37, you played it... Does it play well in the 25 Km/Hex for 1/2 week per turn ratio?
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Trick37_MatrixForum
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Trick37_MatrixForum »

ORIGINAL: Silvanski

Had another quick look at it during the scarce spare time I've got these days...  used the new ODD to make a quick eqp fix to replace aircraft for the Luftwaffe
I renamed the following
Scud-A --> V-2
Scud-B --> V-3
Il-28 --> He-343
MiG-15 --> Ta-183
MiG-17 --> Me-1101

B-17 and B-50 are also used by the Allies so these have to be built up from scratch. May become Me-264 Ta-400 or similar...
Also the Japanese carrier-based aircraft used by the Reggia and LW need to be replaced by creating carrier capable Me-109 and FW-190...

For 1/2 week per turn scenario a production rate of 400 tanks of a certain type seems rather high

Trick37, you played it... Does it play well in the 25 Km/Hex for 1/2 week per turn ratio?

Yes, it does play quite well, and the Axis (computer played) is quite aggressive at times. Like I said, I had issues with coming through Denmark. I took some pretty bad casualties because there were no supply hexes there (that changed once I got in to the Berlin area, and after taking Berlin).

There are a couple of issues that annoy the piss out of me. They are:

1). All Allied reconsituted units come back in and around London, regardless of what country/zone they're from. There should be "regional" reconstitution points throughout the map. I had to use a lot of sea transport points just to get (for example) the Russians back into the Russian zone. I gave up after a while, and unit integrity went by the wayside, because of this.

2). The same goes with the Axis player, except that they come back in and around Berlin.

3). Soviet HQ units had rail repair crews assigned, whereas Allied HQ units had none. I believe that both should have rail repair crews.

I can't think of anything else right now, although there are a couple more issues (massive migraine right now!). I'll get back to this later.

All in all, it's a good scenario.

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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

ORIGINAL: Trick37
There are a couple of issues
1). All Allied reconsituted units come back in and around London, regardless of what country/zone they're from. There should be "regional" reconstitution points throughout the map. I had to use a lot of sea transport points just to get (for example) the Russians back into the Russian zone. I gave up after a while, and unit integrity went by the wayside, because of this.

That's because Piero put an "R" reconstitution point in place.

This can be changed by removing the "R" and setting all Allied units on "fixed" reconstitution, so they'll reconstitute near objective 1 of their formation.

2). The same goes with the Axis player, except that they come back in and around Berlin.
same as for point 1
3). Soviet HQ units had rail repair crews assigned, whereas Allied HQ units had none. I believe that both should have rail repair crews.

Western Allies have individual rail repair units
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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

Just checked my mail, got the green light from Piero to overhaul and publish this one. 
Grazie Piero![&o]
 
I'll put it on my "wanna mod" list for 2008
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dmagnusson
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by dmagnusson »

hello
have a OT question :-)
does this scenario exist to TOAW III?
or can i run the COW verision on TOAW 3?
and if it exist to TOAW 3 where can i download it?

Thx Dan M
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sPzAbt653
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by sPzAbt653 »

If you have the COW version, move it to a TOAW 3 folder, then open TOAW 3 editor, then open the scenario, then save it. Then you can close all and the newly saved version will be available in your TOAW 3 folder, ready to play!
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by dmagnusson »

hello thx for the help

/Dan M
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Trick37_MatrixForum »

ORIGINAL: Silvanski

ORIGINAL: Trick37
There are a couple of issues
1). All Allied reconsituted units come back in and around London, regardless of what country/zone they're from. There should be "regional" reconstitution points throughout the map. I had to use a lot of sea transport points just to get (for example) the Russians back into the Russian zone. I gave up after a while, and unit integrity went by the wayside, because of this.

That's because Piero put an "R" reconstitution point in place.

This can be changed by removing the "R" and setting all Allied units on "fixed" reconstitution, so they'll reconstitute near objective 1 of their formation.
[/quote]

Thanks for the tip.

ORIGINAL: Silvanski

ORIGINAL: Trick37
2). The same goes with the Axis player, except that they come back in and around Berlin.
same as for point 1
[/quote]

Ditto.

ORIGINAL: Silvanski

ORIGINAL: Trick37
3). Soviet HQ units had rail repair crews assigned, whereas Allied HQ units had none. I believe that both should have rail repair crews.

Western Allies have individual rail repair units

And so do the Soviet units (and about as many separate ones as the Allies). That's allowed me to repair ALL Soviet lines up to their front lines, but I'm having trouble doing the same for the Allied player.

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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

Having to be on call frequently during this holiday season has allowed me to smuggle my laptop to work
I've been doing some stuff to Piero's scenario and got it running with its own eqp file (the Luftwaffe has the Focke-Wulf Ta 183, Rheintochter SAM and other Luft 46 goodies)

Standardized the OOB like I did for Gtd 44-45 and HoC 45, changed some counter colors, all formations on army support, except for a few exceptions.

Changed reconstitution as mentioned above, tinkered with replacement priorities and rates.

There are surrender events for the Axis partners and puppet regimes and some other stuff [;)]

Still need to look into the replacement rates more closely and also smooth out the map ...
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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

Thanks for the message TPOO
There were some weird abnormalities with French Guerillas occupying the same hex as Axis units in Belgium, solved this.
Supply points added for the Allied staging areas, as well as Reykjavik and the Medi islands, Tangiers etc etc.


I made a few small tweaks to the Axis PO, maybe he'll defend a bit better but it will play best vs the (attacking) Allied PO...
A few last check-ups, release is imminent...


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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

More observations by TPOO which are corrected...
Suez was a congestion point for Allied reinforcements and hampered the PO, eased that by spreading them out along neighboring hexes.
A South African division which was to enter in a non-playable hex has been given a valid hex.
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cesteman
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by cesteman »

Can't wait to see this scenario updated. It's people like you who keep people like me playing TOAW III. Cheers.
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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »



my pleasure... I like these buried treasures from previous versions
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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

ORIGINAL: Trick37 In France, when the partisans started appearing, a couple of units started having flaws in them.

This is fixed for the TOAWIII mod
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Trick37_MatrixForum »

ORIGINAL: Silvanski

ORIGINAL: Trick37 In France, when the partisans started appearing, a couple of units started having flaws in them.

This is fixed for the TOAWIII mod

That's the version tha I'm playing.
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Silvanski
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RE: 1947---(What If)---Invasion of Nazi Europe

Post by Silvanski »

ORIGINAL: Trick37

ORIGINAL: Silvanski

ORIGINAL: Trick37 In France, when the partisans started appearing, a couple of units started having flaws in them.

This is fixed for the TOAWIII mod

That's the version tha I'm playing.

That'll be one converted to TOAWIII [&:] I haven't uploaded a mod (with the fix) yet
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