Overruns

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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Chris21wen
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Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

Overruns

Post by Chris21wen »

I've had the game for sometime but never got around to playing it, one of the reasons is the tutorial seems to have conflicting info in various places. (Who writes your tutorial/manuals anyway!!!)

For instance in Lesson Six it states that:

Very Important! When calculating odds all artillery, air support and off-map support shifts are never included!

When you use the Comabt advisor in conjuction with the 'Maximize Combat results' button it uses artillery. What does happen is the artillery uses its one action for the turn.

I can't find reference to this in the manual.
JSS
Posts: 780
Joined: Wed Oct 15, 2003 3:24 pm

RE: Overruns

Post by JSS »

ORIGINAL: Chris H

I've had the game for sometime but never got around to playing it, one of the reasons is the tutorial seems to have conflicting info in various places. (Who writes your tutorial/manuals anyway!!!)

For instance in Lesson Six it states that:

Very Important! When calculating odds all artillery, air support and off-map support shifts are never included!

When you use the Comabt advisor in conjuction with the 'Maximize Combat results' button it uses artillery. What does happen is the artillery uses its one action for the turn.

I can't find reference to this in the manual.

Artillery, air, and off map support shifts do NOT affect the calculation for whether or not an overrun occurs. They do affect the final combat odds.
Note: When using the max attack button be aware that it will use all available combat units and up to the max number of artillery units allowed for the attacking side. If you see 10+-1 odds when using max attack be aware that you may be using more forces than are needed to get the 10+-1 odds.

The calculation of overrun potential can be viewed by right clicking the small bullet in the combat dialog window. If the small bullet is greyed out, then overruns are not allowed in that hex (no overruns allowed occurs if defender is dug in with enough steps, or in some cases the terrain does not allow overruns for the given ground conditions).
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Gregor_SSG
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RE: Overruns

Post by Gregor_SSG »

ORIGINAL: Chris H

I've had the game for sometime but never got around to playing it, one of the reasons is the tutorial seems to have conflicting info in various places. (Who writes your tutorial/manuals anyway!!!)

For instance in Lesson Six it states that:

Very Important! When calculating odds all artillery, air support and off-map support shifts are never included!

When you use the Comabt advisor in conjuction with the 'Maximize Combat results' button it uses artillery. What does happen is the artillery uses its one action for the turn.

I can't find reference to this in the manual.

Just a quick word about writing tutorials. There is an inescapable tension betweem the desire to explain eveything, and the need to keep the tutorials relatively short. There will always be stuff that slips through or isn't clear to some people, that's why you should use these or the Run 5 forums whenever you have a question. Chances are very good that a user will have answered your question well before I've even seen it, (thanks JSS)as happened here.

Gregor
Vice President, Strategic Studies Group
See http://www.ssg.com.au and http://www.ssg.com.au/forums/
for info and free scenarios.
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