..............................................
Main Front : Italy. An alternative long campaign which assumes the invasion of southern France doesn’t happen and the forces and resources are instead kept in and/or diverted to the Italian campaign.
The campaign up until the spring of 1944 is pretty much historical. After that, there are a number of differences from other scenarios. The withdrawals of units from the Allied army no longer take place and the reduction in resources is cancelled.
As a trade-off for the advantages gained by the Allies, they are expected to reach the Po Valley by December of 1944 or the campaign is considered to be a failure.
..............................................
Playing Axis Solitaire against AI Allies, with the AI having the advantages provided to the Allies by the 'Main Front' scenario.
4 days turn Summer, 6 days turn Winter - Map scale 7.5 mls - 12kms/hex
I am using the CHEMKID map and counter mods in all screen shots, which certainly greatly improves the look of the game.
In this campaign the Allies need 130 victory points to gain a marginal victory and 240 victory points for a decisive victory. Also, for a decisive victory, every city in the following list needs to be captured.
FLORENCE, ROME, BOLOGNA, MANTUA, VENICE, NAPLES, FOGGIA
For the Germans, less than 129 victory points is a marginal victory and less than 80 is a decisive victory.
There are also VPs for casualties inflicted on each side.
Playing as the Allies in PFE is fairly safe, although resources (fuel and supply) can be difficult, you have plenty of units and overwhelming airpower.
There is a temptation to want to play the historical winner, the Allies, in PFE, or the French in 'Campaigns on the Danube' (Frank Hunter's other WEGO Campaign game), but playing the opposition can be interesting with different situations arising.
So this time playing as Axis against the Allied AI, to see what happens.
In the previous PFE AAR, playing as Allies, the Axis AI needed some help, so I used house rules for more balance and now its the Allied AI needing help, as it tends to leave beach-head hexes undefended, as the AI controlled units head inland. Playing as Axis, it is too easy to move in behind the advancing AI Allies and seize the undefended beach-heads. Game over.
Using this house rule :
….....................................................................................................................................
Naval Gunfire
After Dieppe 1942 no significant Allied beach-head was lost to enemy action. At 'Omaha', Normandy 1944 and Salerno 1943, the Allied commanders considered abandoning the beach-heads, but that did not happen and naval gunfire was decisive. Naval fire support can reach all parts of a PFE hex (7.5 miles across) and break up concentrations of enemy forces, meaning that landing forces can be pinned into the beach-head, but not eliminated.
The beach-head contains 1000's support troops and equipment, even if no actual unit counter is in beach-head hex.
Therefore, in reality, a beach-head hex is never empty and has massive gunfire support.
House Rule : No axis attack can be made on a hex containing a beach-head symbol.
Note: the beach-head symbol represents off-shore naval gun fire support.
….....................................................................................................................................
Giving just a brief description of selected early turns, as this is mostly manoeuvring before the sides properly come to grips. However the most startling effect in the first turns is the quick and almost total destruction of Axis airpower.
I know that historically the Allies had air superiority and this is needed to achieve any of the amphibious landings which took place in the actual campaign, but the Axis did retain some airpower during the historical campaign, even if it only had a nuisance value. Not a game-breaker, but I created an Axis bomber counter for the game and it seems there is not much opportunity to use it, Drat.
The game really starts to get more interesting in Turn 23 - 27th November 1943, which is not to say that the early turns are not important, because they are. The moves and decisions you make in these early tuns has a big impact of the rest of the game, but I will cover this early period with selected turns.
The Allies start in MESSINA, Sicily, and have to cross the straits into mainland Italy and/or launch some airborne and amphibious landings onto the beach hexes.
The Axis player cannot defend everywhere and must decide where to make a stand, I decided on a line from SAPRI to BARI, which may turn out to be a mountain too far.
…………………………………………………………………………………………………………………………………………………...
Turn 09, 27th September 1943 – Weather Clear- air operations possible
The Allies appear !
The first Allied units appear on the coast road South of SAPRI, whilst I have been trying to establish some sort of defence line across the peninsular from SAPRI to BARI and GER 65th INF Div. is covering the beaches further North at SALERNO. This is a balance of supplying fuel to move these units into place, against giving combat supply so that they can fight when they get there.
How far South will you hold, how much fuel to get there ?
You can expend some of your resources on fortification and I have fortified the beach positions at SAPRI and SALERNO, although the build speed of fortifications, one turn, seems unrealistically fast and the effect on combat is more like digging-in, than full scale fortifications. So I am looking on this as digging-in, but that is a personal opinion.
The triangle, in the bottom right of the unit's counter, shows Combat Supply level and I managed to get these up to yellow and green (level 2 and 3 supply) for the defending Axis units.
Trying to cover the possible beach-heads at SAPRI, BARI and SALERNO, but there aren't enough units to cover every actual beach hex, just able to be there if an invasion takes place nearby.
There is no clear line to defend, rivers, or mountains, but so far so good. I have already used one of the units, when heading South on the coast road towards BARLETTA, to place a fortification on the River Ofanto, which might become a fall-back position for later.

This is a WEGO game and, unlike fully turn-based games, although you select actions and movement for units, nothing actually happens until you select 'Next Phase' from the top screen menu and the computer starts to enact your move, whilst the opponent's units move simultaneously.
All actions are reversible until you hit 'Next Phase', with the only exception being allocation of replacements (once done cannot be changed). Your input is more like a planning phase, until you end the turn and all these operations are enacted.
When you have selected actions for units, a red bar appears across the top of the unit counter and , if you cancel the action, the unit returns to its original spot and the red bar disappears.
When clicking to move units, or order attacks, the unit counters will be placed where you have selected, but when you hit 'Next Phase' all counters return to their original places and then start to enact the move. The opponent is moving at the same time, although timing is influenced by unit quality. Unit quality is shown by a triangle in the top right of the unit counter and expressed in terms of efficiency (selected unit, GER 29th MOT Div. shows Efficiency 7 in its info panel). A Green triangle means 'Elite', Yellow means 'High Quality'(e.g.29th MOT), Red means 'Average' and a Black symbol means 'Low Quality'.
A 'High Quality' unit is likely to move before a 'Low Quality' unit and if you are attempting to 'Withdraw' a 'Low Quality' unit, which is adjacent to an enemy unit (Withdraw, or Attack, are the only movement options you have when adjacent to enemy units), if the enemy unit is higher quality, it is likely to move first and attack before your unit can withdraw.
Something to consider before committing low quality units too deeply and many of the Axis units in this Campaign are low quality.
You don't get to specify a route, but each unit will try and carry out your orders by the best route, as maybe the direct route is blocked by the movement of enemy units.
So it's a different 'feel' and needs more forethought and anticipation of what might happen, which is more realistic than just click/drag units over the map with God like powers, which the historical commanders did not have.