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RE: Playtesters wanted.
Posted: Wed Dec 15, 2010 7:37 am
by Telumar
ORIGINAL: PRUSSIAN TOM
ALSO, what do we heport to the big guy [&o] Blow by blow turns, AAR's, suspected bugs? All of the above. [&:]
What your time allows. Suspected Bugs would be good, certainly. Just play, and see what you get. Maybe take a look at replacement rates.
RE: Playtesters wanted.
Posted: Wed Dec 15, 2010 7:30 pm
by PRUSSIAN TOM
I have the old ANZIO on the menu, but when I select it it load the new ANZIO 1944 @ 2km, complete with spreadsheet and expanded notes. I assume I made a mistake in installing something, so I am going to uninstall, clean the registry, reinstall and see what I get. IF ADVANCED GRAPHICS SHOULD BE LEFT ALONE, PLEASE LET ME KNOW, AS I LOVE THE SET YOU CURRENTLY HAVE OUT. [&o] I have sent Oberst_Klink a note explaining the delay. If I can get it going before he finds another Mark Clark, I will go against "Elmer". Sorry, I am sure that, in downloading upgrades, somewhere I pulled a SNAFU! [:D] (Not really funny, but the nice thing about thees sims is that SNAFU's don't usually kill anyone. Should be back in business tomorrow. Sorry for the delay. [:(] TAOW had produced so much fun for me, I'm thrilled at the idea of being able to put a small bit back in. TY, see you soon. [&o]
RE: Playtesters wanted.
Posted: Wed Dec 15, 2010 7:51 pm
by Telumar
Odd. Both exist peacefully next to each other in my scenario folder. You're using the latest Beta Patch, don't you? 3.4.0.201.
There is no excel spreadsheet for the 2 km version. There is just one for the 1 km version.
Have you extracted it from the .zip file i sent you as it is? The folder into the Graphics directory?
Could it be related to the '@' in the scenario name??
It also could be that the file got corrupted somehow. I just (re-)sent you the scenario and files.
Graphics should cause no problems, use what you like.
RE: Playtesters wanted.
Posted: Wed Dec 15, 2010 10:31 pm
by 1_Lzard
Stefan,
Curiosity consumes me, perhaps you'll do me the favor of Anzio @2clicks?
Unsure if I'll have anything to add, but we'll never know till I look, LOL!
Kurt
RE: SNAFU
Posted: Thu Dec 16, 2010 3:49 am
by PRUSSIAN TOM
Am I clueless or what? Thanks for the advice, Telumar. I put the "Anzio 1944 @2km in the wrong directory, AND was running the Alpha patch, not the Beta.

Soo, I didn't have to tear everything up, just update to the latest beta patch, put the folder in the graphics (where they were supposed to go), and put the scenario in the WW2/Med Scenario folder. That's batting 1.000 3 for 3 [8|]. I have to admit I cheated this time, I did not

before installing the game (my brain works better on air) [;)], and I READ YOUR INSTRUCTIONS CAREFULLY. [:D] It's only 11:45 PM here, so I'm going to read the breifing carefully, before turning in. Oberst_Klink, be calling you tomorrow, if your still free. Thanks again. [&o]
RE: SNAFU
Posted: Thu Dec 16, 2010 2:43 pm
by Telumar
Very good. In the initial mail i had sent to all of you i forgot to mention that you'll need to use the latest Beta. I sent a seperate E-Mail later that day, maybe it drowned or escaped your attention. Well, all's fine in the end. [:)]
RE: Playtesters wanted.
Posted: Thu Dec 16, 2010 2:50 pm
by Telumar
ORIGINAL: 1_Lzard
Stefan,
Curiosity consumes me, perhaps you'll do me the favor of Anzio @2clicks?
Unsure if I'll have anything to add, but we'll never know till I look, LOL!
Kurt
Just sent you an e-mail. Let me know if you got it.
RE: Playtesters wanted.
Posted: Fri Dec 17, 2010 2:24 am
by 1_Lzard
Nothing so far! [:(]
Might need a new contact address: lzard at comcast dot net !
RE: Playtesters wanted.
Posted: Fri Dec 17, 2010 2:51 am
by PRUSSIAN TOM
Telumar: We are up and running. I just sent Oberst_Klink my turn 2.
One odd thing I have noticed. When I end my turn, a dialogue box appears and says, select from the options below...But there are no visible options, so I have to check the box, which saves and ends the game. No big deal, my turn was done, but I am curious about the options...they are also mentioned in the manual. Is it a setting thing. I am running the latest beta, and I catually did read (carefully) your instruction about putting the scenario in WW2-Med., and the folder in graphics. Still clueless about the PBEM end-of-turn options, but the game seems to be running nicely. TY for all the help. Hope we can generate some useful data for you, while we blast away at each oher!
RE: Playtesters wanted.
Posted: Fri Dec 17, 2010 9:25 am
by Telumar
ORIGINAL: 1_Lzard
Nothing so far! [:(]
Might need a new contact address: lzard at comcast dot net !
Alright. Just sent. I still had your 'verizon' address..
New Version of Anzio 1944 @2km
Posted: Sat Feb 05, 2011 11:34 pm
by Telumar
The scenario is still BETA, but i have implemented several changes and adressed some issues after the first feedback of the initial playtesting. These are:
- Elmer's navy now withdraws for the duration of the first storm period
- Aircraft ranges and airfield distances have been adjusted so that the two airforces can't get at each others airfields anymore. The way the TOAW engine (and Elmer) handled this was too unrealistic and yielded ahistoric results, especially if one considers fighter escort, fighter ranges, airbase distances (especially Northern France and Northern italy) and time-scale. The new setting isn't the last wisdom, too, but much better than the initial setup. Without German airfields to be bombed into moon landscapes Elmer now finally uses Interdiction and combat support.
- Made the terrain around Ardea/Pratica di Mare more difficult. This solves some problems with the Allied PO's guarding of this flank.
- Added Beach Groups (1st Naval Beach Bn and 3rd Beach Group) as a last defence. Mainly because Elmer needs this.
If anyone is interested please drop me a mail at cariundel at yahoo de.
And a small teaser - Playing as the Allies against the German PO, turn 4:

RE: New Version of Anzio 1944 @2km
Posted: Sat Feb 05, 2011 11:50 pm
by 1_Lzard
Good Stuff, Stefan!
Read your mail, LOL!
Kurt
RE: New Version of Anzio 1944 @2km
Posted: Sun Feb 06, 2011 12:15 am
by Telumar
Checked and sent.

RE: New Version of Anzio 1944 @2km
Posted: Sun Feb 06, 2011 2:44 am
by Silvanski
L'zard and myself will put this latest version through the grinder Stefan

RE: New Version of Anzio 1944 @2km
Posted: Sun Feb 06, 2011 7:45 am
by Telumar
Good to hear! Just let me know how it's going from time to time.
RE: New Version of Anzio 1944 @2km
Posted: Sun Feb 06, 2011 7:46 pm
by Telumar
Just want to throw in some issues the scenario still has:
- Mud. Contrary to the 1km scenario where i designated every hex south of a certain line a marsh hex i used the normal weather patterns for mud in the 2 km version: Heavy precipitation, Cool, Storms etc. I've played games where ground conditions were somewhat historical and others where mud played almost no role at all.
- Elmer is overstacking. Old Elmer issue, maybe a bit enforced by the formation setup (most divisions modelled as battalions in one single formation), overlapping objective tracks (also due to restricted terrain and infrastructure).
- Still only one objective path per force
- Replacement rates, especially for infantry squads. Not really an issue, but something that needs to be watched closely, especially in longer games.
- Changing initiative in Human vs PO games. Nothing i can do about, but note that sometimes the german PO moves first in round 2. This results in overrunning 504th PRCT's landing zone thus blocking entry of certain airborne units until the hex is under Allied control. Maybe 504th PRCT should start on map on turn 1 and be removed if the Allied player doesn't want the airdrop option.
RE: New Version of Anzio 1944 @2km
Posted: Mon Feb 07, 2011 3:42 am
by sPzAbt653
Elmer is overstacking.
I hate to suggest something that might not make a difference, but you can try adjusting the objective tracks so that objectives are at least 3 hexes apart (4 hexes from one objective to the next). I've done this and it does seem to make Elmer better.
Changing initiative in Human vs PO games.
From what I can tell, its due to movement allowances. I would suggest giving the Allies some units with large mp's in an off map area where they won't be used. Check Autumn Fog for an example, in the upper right map corner. In that scenario, those units are removed and then initiative swings back to the other side.
RE: New Version of Anzio 1944 @2km
Posted: Mon Feb 07, 2011 6:50 pm
by Telumar
ORIGINAL: sPzAbt653
Elmer is overstacking.
I hate to suggest something that might not make a difference, but you can try adjusting the objective tracks so that objectives are at least 3 hexes apart (4 hexes from one objective to the next). I've done this and it does seem to make Elmer better.
I did this already with the initial version. It's really as i said. Restrictive terrain, big formations, partially overlapping tracks.
ORIGINAL: sPzAbt653
Changing initiative in Human vs PO games.
From what I can tell, its due to movement allowances. I would suggest giving the Allies some units with large mp's in an off map area where they won't be used. Check Autumn Fog for an example, in the upper right map corner. In that scenario, those units are removed and then initiative swings back to the other side.
thanks for the hint. I'll look into this.
RE: New Version of Anzio 1944 @2km
Posted: Tue Feb 08, 2011 12:34 am
by sPzAbt653
Elmer is overstacking.
Maybe if Elmer was a little bit smarter, he could recognize when the stacking penalty goes from green to something else, and would then switch from crowding into one hex to going for defense in depth. Maybe he already does, I don't know. Maybe some scenarios can take nine units per hex without being overstacked, and then it wouldn't make a difference.
RE: New Version of Anzio 1944 @2km
Posted: Tue Feb 08, 2011 9:06 am
by 1_Lzard
Actually, Steve, it's going to take a bit more........
Stefan's sce has dense points early, eh? Something about 2km hexes comes to mind, LOL!
Scalability..........
Kurt