ORIGINAL: Cfant2
I know nothing about scenario-design. I think, it would be a lot of work to change it into a "smaller" or shorter scenario. And, even more, the question is, how close you want to stay with reality. So the reinforcements you mentioned didn't come in time. Let's say a shorter scenario (30 turns? 40? 50?) with less german artillery, sooner allied reinforcements and an allied major victory with capture of osterricia and Cisterna might give Elmar some real chance.
Actually it hasn't been a lot of work to change it into a shorter scenario, i just added a TO and a few related events. The short game is now optional, you still can play out the long version.
Earlier Allied reinforcements is out of the question. The turnaround from Naples to Anzio was three days. Allied commanders and 'advocats of Shingle' struggled to get the required transport craft, not so much because these weren't available but because Allied High Command didn't want to risk losses which could influence the projected Normandy landings.
If you as the German Player want to have a tougher going then don't use the von Behr and 4.FJ TOs.
However what could be done is to reduce readiness/supply of arriving German reinforcements. Maybe this even
needs to be done if i take a look at the losses you posted..
ORIGINAL: Cfant2
And maybe the losses show how quick Elmar runs out of power.
Losses Axis: 420 Squads Inf, 26 Panzer (including Nashorns etc.), 68 Aircraft.
Losses Allies: 1.500 Squads Inf, 136 Tanks, 102 Aircraft and 10 ships (I wonder, because not all have been reported as sunk [&:])
However, looking at tanks for example: 84 Shermans were destroyed in this 19 turns. So only 32 Shermans remained, with a rate of 1 per turn. A lot of intantry types is down to 1/3 either. And losses are climbing as the Germans gain momentum... So Elmar will never stand a 120 turn-szenario, I fear. If you want the losses or anything else in detail just tell me, and I will post it here. [:)]
Puh.. Elmer is a butcher. However there are disband units which add a few Shermans and Squads every tenth turn. Ship losses - what do you mean with "ships" - units? Or naval guns?
You mean 42 and 150 squads, not 420 and 1500, don't you?[8|]
We will have to look at this with the new version again as i changed some objective tracks which should reduce Elmer's stacking. I hope.
However note that according to Molony and Verney the British combat companies in the Campoleone salient were down to approx 40 - 60% personel strength after their offensive towards Campoleone. The German attack produced more losses and 56th Div's 168th Inf Bde had to be inserted into the line. One British unit - i can't recall which, except that it's been one of 1st Inf Div's battalions - would have ceased to exist if the remaining officers wouldn't have rebuilt it 'ad hoc' from freshly arrived reinforcements (source: Peter Verney).
I suppose that if you hadn't "sneaked in" along the coastal roads, but had fought your way down the Via Anziate your losses would have been significantly higher. These attacks costed the Germans dearly in men (as did Br. 1st Div's attack towards Ostericcia/Campoleone for the Allies).
Defensive artillery support is a factor here, too. Though i have tweaked cooperation levels so that regimental guns only can freely support its regiment, divisional artillery its parent division and only Heeres-Artillery and VI Corps Artillery respectively can freely coperate with everyone. Still there is the artillery support bug, which btw had first been discovered in the strategycon forums.. ( and which will be fixed in 3.5). I wonder if this bug also "works" for defensive fire support.