was Overlord '44 updated w/new patch?

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mussey
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was Overlord '44 updated w/new patch?

Post by mussey »

After a year's absence I'm jumping back into TOAW IV.

Does anyone know if Overlord 44 was updated w/the recent patch? I've installed the patch and started playing this scenario but the Allied amphibious units are getting slaughtered by German coastal guns. Six allied battalions have already been vaporized during the first turn AM. Yikes.

The most recent file I have is dated 11/19/2017. Any help would be appreciated!
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RE: was Overlord '44 updated w/new patch?

Post by larryfulkerson »

Sometimes the Coastal Guns won't shoot at the units moving on the water if you move them one hex at a time.
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RE: was Overlord '44 updated w/new patch?

Post by mussey »

Thanks Larry. You've helped me several years ago in another game.

One hex at time... That's a lot of clicking.... [:(]
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RE: was Overlord '44 updated w/new patch?

Post by btd64 »

You can move the Naval units first as well. Those units will also knock out the coastal guns....GP
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RE: was Overlord '44 updated w/new patch?

Post by mussey »

ORIGINAL: btd64

You can move the Naval units first as well. Those units will also knock out the coastal guns....GP

You mean so as to draw the fire of the coastal guns (?)
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RE: was Overlord '44 updated w/new patch?

Post by btd64 »

Yes....GP
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RE: was Overlord '44 updated w/new patch?

Post by sPzAbt653 »

In addition to the 'moving naval one hex at a time' thing, here is the TOAW IV version:
tm.asp?m=4381203

EDIT: Also see Post #9 below [:)]
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RE: was Overlord '44 updated w/new patch?

Post by mussey »

Well, this is what I was asking about in my #1 post. I downloaded this, but noticed this supposed update was the same file as my original. Both are dated 11/19/17...
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RE: was Overlord '44 updated w/new patch?

Post by sPzAbt653 »

I think you are still ok, but if you want to be safer here is an even later version [dated today]:
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mussey
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RE: was Overlord '44 updated w/new patch?

Post by mussey »

ORIGINAL: sPzAbt653

I think you are still ok, but if you want to be safer here is an even later version [dated today]:

Most excellent. Thanks for clarifying this! Downloaded. [&o]
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RE: was Overlord '44 updated w/new patch?

Post by danfrodo »

Hey all, looking forward to playing this one, but have been put off in the past by the confusing beginning. It says June 5. Am I supposed to do something a day early? I wish this started with the troops on shore, but I don't want to give up just because the beginning is confusing. Anyone know how I am supposed to start this thing?

Thanks,
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RE: was Overlord '44 updated w/new patch?

Post by larryfulkerson »

IIRC that scenario starts a day early because the paratroopers were dropped during the night before the invasion.
Plus, you might want to do some preperatory bombardment on the German CD guns or the German positions, etc.
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RE: was Overlord '44 updated w/new patch?

Post by danfrodo »

Roger that, thanks LarryF. I switch between Battlefront's Combat Mission & this game and was looking for a nice summer overrunning France (I hope)
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RE: was Overlord '44 updated w/new patch?

Post by arksent »

I tried this. Downloaded this file. Renamed the old .sce file. Loaded this one. Played the game (takes an hour to get to the 2nd turn!). It doesn't solve the problem.

Am I doing something wrong.
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Re: was Overlord '44 updated w/new patch?

Post by Mpowers5000 »

Played this scenario over the weekend. If German coastal artillery had been that effective on D-Day, they would still be in France today. Tried the patch, got no effect. I tried putting the Germans on pause ( no computer player) for the first turn just to get the landing in place as occurred, and still got toasted. I could have lived with it if it was just an Omaha problem, but was happening at Utah as well as the UK beaches. After half a dozen attempts, I am tapping out.

Shame, because it looks like the scenario is well put together from a TOE / Order of Battle standpoint.

Anyway....
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Re: was Overlord '44 updated w/new patch?

Post by sPzAbt653 »

I just pulled it up and did a 'quick' assault at Utah. Comments on the procedure I used:

Gather up a bunch of the Naval units into one hex, moving them each one hex at a time. Then troll the stack up and down the coast. Each hex entered should attract some shore battery fire. This activity reduces the effectiveness of the shore batteries, and may even knock some of them out.

Alternatively, you can keep the naval units where they are and shell all the coast batteries for 5 rounds. The amphibious assaults will take a minimum of 5 rounds to take place, so you are not 'wasting' rounds doing this. You may also bomb the batteries with the air force, but only for a couple rounds (I think the bombers are more effective when used to directly support the amphibious assaults).

Load your assaulting ground units into sea transports. Move them to a stack near the target beach but out side the 'Coastal gun limit line' [to avoid getting shelled while forming up].

Repeat the above steps for each assault zone/target beach BEFORE hitting 'End Turn/Resolve Combat' [resolve them all at the same time].

Move the assaulting stack one hex at a time to the beach, and assault at 'ignore losses'.

Voila! Easy peasy!
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Re: was Overlord '44 updated w/new patch?

Post by sPzAbt653 »

Further comments:

This scenario [Overlord 44, by James D Burns] is one of the original works from TOAW I. With the later releases of TOAW, we really didn't want to remove these original scenarios from the lineup. They are classics. However, in some cases they obviously won't work as intended, but they are still playable. It's like getting the '69 Firebird out of the garage to take for a spin. :D

Additionally, TOAW never was a naval model, and changes made to it for TOAW IV arguably made things worse [who wants to move naval units one hex at a time? Especially in scenarios with big oceans!]. So if this scenario is a source of aggravation, there are other more recent ones covering the same subject matter that can be played. The 'one hex at a time' procedure will still be the same, though.

Similarly related, has anyone played, for example, a scenario where the opponent [PO or Human] uses the 'new' Sea Interdiction orders for Air Units and found it frustrating to move long distances while having to stop in every hex to undergo an air attack? I tried this out during pre-release playtesting and couldn't see how it would stay in, but it did. This and the subject of this thread are a few of the many reasons that so many have left TOAW, and I would guess ultimately contributed to the developer being canned.
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Re: was Overlord '44 updated w/new patch?

Post by btd64 »

Didn't know that the developer was canned. Interesting....GP
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