Anzio 1944 @2km - Version 3.2

Post new mods and scenarios here
Post Reply
User avatar
Telumar
Posts: 2229
Joined: Tue Jan 03, 2006 12:43 am

Anzio 1944 @2km - Version 3.2

Post by Telumar »

Current scenario version: 3.2

Playable as PBEM or Human vs. PO (Programmed Opponent - either side)
Date: Jan. 22nd – Feb. 18th, 1944
Location: Anzio, Italy
Map Scale: 2 km per hex*
Time Scale: 12 hour turns per turn
Unit Scale: Battalion
Length: 25 - 60 turns

Max. Rounds per Battle: 3
Attrition Divider: 28
Naval Attrition Divider: 120
Combat Density Penalty: 90
Supply Cost for Movement: 80
Readiness Cost for Movement: 80
Entrenchment Rate: 70

*The scenario uses a special equipment file with adjusted artillery and aircraft ranges.

Further updates will follow with a future TOAW patch. I plan to implement the force hierachy module to the scenario for which it is a perfect candidate as the Germans fielded a lot of thrown together Kampfgruppen and Divisional HQs commanded conglomerates of various units from different divisions in the early days of the battle.

AM Jan 22nd 1944.png
AM Jan 22nd 1944.png (562.52 KiB) Viewed 195 times

Changes in version 3.2:
  • German Coastal Artillery now uses the Fixed Artillery icon with a Naval secondary icon. This was necessary as the Coastal Artillery icon did not allow bombardment of land targets despite the units having been assigned a secondary ‘regular’ artillery icon. These units were not typical coastal artillery batteries with a limited firing angle as you might have found i.e. on the Atlantic wall. They used regular artillery pieces and were thus also employed against land targets in the beachhead. The Naval icon as a secondary unit icon allows employing them against Allied shipping as with the standalone coastal artillery icon. Thanks to LLv34_Snefens for coming up with this workaround.
  • Major redraw of the map road network, added more minor settlements, made the road Ardea – Osteriacchia a minor road by inserting gaps every other hex. The road had been labeled as “nicht immer befahrbar” (not always passable) according to Deutsche Heereskarte 1:100.000 (1943) while most secondary sources’ maps depicted it as a normal road. (I highlight this as this road is in an operationally critical sector)
  • Set Attrition Divider to 28
  • Set German movement bias to 125
  • Set Allied movement bias to 125 on turn 3 (lower movement bias during the first two turns to represent the circumstances of an amphibious landing)
  • Added Anti-Air range to German 8.8cm and 3.7cm Flak and to Allied 90mm and 40mm AA guns
  • Updated Br. 1st Infantry Divisions’s HQ TO&E (added military police squads among other things)
A list of all changes can be found in the scenario manual.
Attachments
Anzio 1944 @2 km v.3.2.zip
(4.68 MiB) Downloaded 19 times
Last edited by Telumar on Wed Jan 28, 2026 9:10 pm, edited 2 times in total.
User avatar
Curtis Lemay
Posts: 15064
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: ANzio 1944 @2km - New Scenario Version 3.1

Post by Curtis Lemay »

Good to see you back, Stefan! :D
My TOAW web site:

Bob Cross's TOAW Site
JB007
Posts: 47
Joined: Tue Apr 19, 2022 3:55 pm

Re: ANzio 1944 @2km - New Scenario Version 3.1

Post by JB007 »

Good work.
Thanks
User avatar
Telumar
Posts: 2229
Joined: Tue Jan 03, 2006 12:43 am

Re: ANzio 1944 @2km - New Scenario Version 3.1

Post by Telumar »

Curtis Lemay wrote: Mon Oct 06, 2025 12:19 am Good to see you back, Stefan! :D
:) Yes, though i have been lurking and reading from time to time. Good to see you still working on and dedicated to updating TOAW
User avatar
Telumar
Posts: 2229
Joined: Tue Jan 03, 2006 12:43 am

Re: ANzio 1944 @2km - New Scenario Version 3.1

Post by Telumar »

JB007 wrote: Tue Oct 07, 2025 10:42 am Good work.
Thanks
You are welcome :) Thank you!

If you (or anyone playing this) encounter any quirks and bugs please let me know.
User avatar
Telumar
Posts: 2229
Joined: Tue Jan 03, 2006 12:43 am

Re: Anzio 1944 @2km - Version 3.2

Post by Telumar »

Updated the scenario - see first post

I am also looking for a human opponent as this is an area that could/should be tested further with the recent changes. Feel free to contact me via PM.
Post Reply

Return to “Mods and Scenarios”