BIN 76 Turn Campaign Available

Battles In Normandy is the third game in the Decisive Battles game series. Battles in Normandy recreates all aspects of the Normandy campaign, from the landings on the first day to the final climax of the campaign at Falaise. Strategic Studies Group rewrote the Decisive Battles game engine for Battles in Normandy with a host of new special rules for amphibious and airborne operations, plus a huge number of other enhancements.

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JSS
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Joined: Wed Oct 15, 2003 3:24 pm

BIN 76 Turn Campaign Available

Post by JSS »

The 76 turn super-sized campaign is available now. If you're interested in trying the BIN 76 turn Mega-Monster Sized Campaign send me email requesting the scenario. EDIT: File is small (71kB).

It's designed for PBEM but does include AI capability (NO promises that the AI will be competent past turn 30).

It should be installed to ...Scenarios/Battles in Normandy/Paris/ folder.

Changes from the base scenario include:

- German 319 ID arriving as an alert division.
- Third Army is activated at turn 50.
- 125 Pz Gd Reg is upgraded to KG von Luck and has the Becker Assault Gun Bn 200 attached.
- German 352 ID is now 4 steps.
- Additional step size and auto timed replacements made available to many Pz Div units.
- 82d & 101st Airborne Divs have additional auto replacements.
- Bocage costs more for the Allies to enter.
- American supply level decreased to replicate American difficulty maneuvering tanks thru bocage prior to 22 Jul when the hedge-chopper was developed.
- British supply level & replacement availability decreased to replicate the relative caution used by British.

EDIT: Here's additional features not listed initially:

- British get two allocations of carpet bombing (Operations Goodwood & Epsom)
- US gets a short window of carpet bombing for Opn Cobra.
- Something happens around 20 Jul 44 (confusion introduced into German rear areas), effect continues thru 23 Jul 44.
- British Commandos have larger area of influence/landings.
- US 90 ID leadership was not up to task on D-Day historically. After GEN van Fleet took charge the unit performed very well. Division's units evolve to higher performance capability around 26 Jun 44.
- Luftwaffe influence lessened/removed (interdiction & combat shift).

All credit for the good in this scenario goes to SSG whose assistance made putting this together incredibly easy. All scenario weaknesses and flaws are mine.

JSS
benpark
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RE: BIN 76 Turn Campaign Available

Post by benpark »

Beautiful.[&o]
"Fear is a darkroom where the devil develops his negatives" Gary Busey
Capitaine
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RE: BIN 76 Turn Campaign Available

Post by Capitaine »

JSS, just curious... shouldn't movement in bocage affect the Allies and Axis equally? The Germans did not have "hedge choppers" ever afaik, and it wasn't movement that caused the problems, but combat. Since the Germans were on the defensive in most places in the bocage, they benefitted primarily. But had they attacked, they'd have faced exactly the same problems faced by the Allies. I think the rule ought to hinder both sides on the attack (until Allies develop the "Rhino"), but not further affect regular bocage movement at all (there were roads between those hedgerows, ya know).

Discuss...
JSS
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RE: BIN 76 Turn Campaign Available

Post by JSS »

ORIGINAL: Capitaine

JSS, just curious... shouldn't movement in bocage affect the Allies and Axis equally? The Germans did not have "hedge choppers" ever afaik, and it wasn't movement that caused the problems, but combat. Since the Germans were on the defensive in most places in the bocage, they benefitted primarily. But had they attacked, they'd have faced exactly the same problems faced by the Allies. I think the rule ought to hinder both sides on the attack (until Allies develop the "Rhino"), but not further affect regular bocage movement at all (there were roads between those hedgerows, ya know).

Discuss...

Ummm, yes. Agree with your points.

Entering enemy controlled territory does have movement penalty for both sides. Narrow, sunken roads of bocage were problem by themselves but it was the everpresent risk of entering a kill zone that slowed movement. Germans tendency to keep Pz Divisions in the British sector had to be strongly influenced by the difficulty of attacking thru the bocage.

Once under friendly control both sides pay the same base movement cost to travel thru the terrain.
Capitaine
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RE: BIN 76 Turn Campaign Available

Post by Capitaine »

Ah, that's a good addition if I read you correctly. So you're saying BOTH sides pay a greater cost to enter unfriendly bocage hexes, but once they're friendly controlled they pay the normal cost?
JSS
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RE: BIN 76 Turn Campaign Available

Post by JSS »

ORIGINAL: Capitaine

Ah, that's a good addition if I read you correctly. So you're saying BOTH sides pay a greater cost to enter unfriendly bocage hexes, but once they're friendly controlled they pay the normal cost?

That's exactly the way its set up[:D]
DBeves
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RE: BIN 76 Turn Campaign Available

Post by DBeves »

Fantastic....
JSS
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RE: BIN 76 Turn Campaign Available

Post by JSS »

BTW, should have mentioned: Scenario zip file for email is small (71kb zipped).
Capitaine
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RE: BIN 76 Turn Campaign Available

Post by Capitaine »

JSS, you going to post this on Run5? If so, how long to wait till there?
DBeves
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RE: BIN 76 Turn Campaign Available

Post by DBeves »

JSS...
Got your scenario - thanks - unfortunately when running it I click the Play Scenario button it crashes the game back to the desk top ...
Just me ????
DBeves
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Joined: Mon Jul 29, 2002 5:11 am

RE: BIN 76 Turn Campaign Available

Post by DBeves »

JSS .. not to worry ... solved problem ... thanks again for the work
JSS
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RE: BIN 76 Turn Campaign Available

Post by JSS »

ORIGINAL: Capitaine

JSS, you going to post this on Run5? If so, how long to wait till there?


Capitaine,

Do plan to put this in the scenario section at Run5 but... expect it may be a little while as I'd like to do at least one update first.

JSS
JSS
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Additional features not listed in first post

Post by JSS »

Here's some of the other features:

British get two allocations of carpet bombing (Operations Goodwood & Epsom)

US gets a short window of carpet bombing for Opn Cobra.

Something happens around 20 Jul 44 (confusion introduced into German rear areas), effect continues thru 23 Jul 44.

British Commandos have larger area of influence/landings.

US 90 ID leadership was not up to task on D-Day historically. After GEN van Fleet took charge the unit performed very well. Division's units evolve to higher performance capability around 26 Jun 44.
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joey
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Location: Johnstown, PA

RE: Additional features not listed in first post

Post by joey »

I want this file!
benpark
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RE: Additional features not listed in first post

Post by benpark »

Good call on the 90ID! Nice features, JSS. I'm on turn 21 vs. Ai-looks real good so far.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
Ron
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RE: Additional features not listed in first post

Post by Ron »

Hi JSS, thanks for sending the scenario. Just took a quick look at it and have a couple observations/questions.

How come the 12th SS don't arrive until June 7th? Historically they were near Caen in the evening of the 6th and were counterattacking the Canadian 3rd NW of Caen on the 7th.

How come you decided to freeze the whole of the German 7th Army until June 9? Yes the German high command were paralyzed for most of June 6, but after that they began to recognize it wasn't just a 'raid'.

Somewhat related but how come Panzer Lehr shows up near Argentan on June 7th when again historically they were not even ordered to leave Chartres until the 7th and elements didn't engage until the 9th.



Ron
JSS
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RE: Additional features not listed in first post

Post by JSS »

Ron,

In general have tried to set the scenario up to recreate the historical situation. Responsiveness and timelines are key elements of this attempt.

- The delay of 12 SS Pz Div is based primarily on General Reynolds' Steel Inferno account.

- Pz Lehr arrival is from the main SSG scenario and I think it fits the overall historical situation quite well (FM Rommel had directed an 8 June attack with 21 Pz Div, Pz Lehr, and 12 SS Pz Div)... the arrival schedule allow this to happen.

- The three days in surprised (frozen) condition is one way to recreate the confusion in command and communications that plagued German forces early in the invasion. Perhaps two days surprised with extra interdiction/delay markers would model this better. Its worth looking into.

The part I like about the surprised condition in DBWWII is that it prevents the perfect knowledge factor from affecting initial turns. Perhaps in a future scenario additional, non-historical landing beaches will be available. Then the German player would have to decide if its worth the risk to rush all availalbe forces to the five main beaches[:D]

JSS
DBeves
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RE: Additional features not listed in first post

Post by DBeves »

I think what would be really nice as far as the "surprised" feature goes is that you could also set a maximum radius from a predefined hex a unit could move from (maybe even a hexrow limitation also)....so allowing a certain freedom of movement but keeping some kind of historical reign on where a unit can go to - and representing a reluctance to commit by its commander - don't suppose you can do this already or its in the patch :)
I think the full scenario as it stands makes the " easy to destroy the orne river bridgehead situation" a little better.
JSS
Posts: 780
Joined: Wed Oct 15, 2003 3:24 pm

RE: Additional features not listed in first post

Post by JSS »

ORIGINAL: DBeves

I think what would be really nice as far as the "surprised" feature goes is that you could also set a maximum radius from a predefined hex a unit could move from (maybe even a hexrow limitation also)....so allowing a certain freedom of movement but keeping some kind of historical reign on where a unit can go to - and representing a reluctance to commit by its commander - don't suppose you can do this already or its in the patch :)
I think the full scenario as it stands makes the " easy to destroy the orne river bridgehead situation" a little better.

It would be possible to do this now by setting up say Cherbourg Garrison as its own country. By setting the supply system so that the garrison only drew from one source of limited radius, it would have to stay close by (or in certain regions). Using an Axis supply source (vice a German supply source) would then allow any units retreating into the harbor area to share in the same fate[:D]
Ron
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Joined: Thu Jun 06, 2002 2:46 am

RE: Additional features not listed in first post

Post by Ron »

JSS,

It's been awhile since I read Steel Inferno, forgot how many useful details are there! Browsing the movements of 12th SS on the 6th, it clearly shows the Reconaissance Group and the 25th PzGrenadier Regiment were assembled near Noyers(SW of Caen) late that evening. The rest of the Division wouldn't arrive in the assembly area until the night of June 7th, shortages of fuel a major problem!

Yes I know the Overlord battles shows Lehr on the first turn, but again Steel Inferno bears out that is in error also. Only the leading elements reached their assembly area of Tilly-sur-Seulles in the evening of the 7th. In fact on June 6th the Panthers of Lehr were being loaded onto railway flats in preparation for a move to Poland!

Yes I believe the Overlord scenario better respresents the confusion of 7th Army Command on the 6th. 4 days seems excessive IMO.



Ron
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