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Ardennes 1944 Feedback
Posted: Fri Nov 10, 2006 5:20 am
by r6kunz
I would appreciate any feedback, AARs, or play test of Ardennes 1944, posted on both The Wargamer and The Strategist web sites. It is primarily regimental level, 2.5 km per hex and 60 half-day turns. Although it is playable as PBEM as well as Allies vs PO, my personal playtesting was German vs PO.
I plan to do some minor revisions by 16 Dec...
Rob
RE: Ardennes 1944 Feedback
Posted: Fri Nov 10, 2006 5:23 am
by TOCarroll
Great Game. In my opinion, it favors the Americans, but only marginally. I am not the most experienced player.
RE: Ardennes 1944 Feedback
Posted: Sun Nov 12, 2006 5:21 am
by Menschenfresser
Some time ago I played against the Allied PO set to strong up to...say...T7 or 8. Smashed through at the appropriate places, but didn't have the spare divisions to control the ant remnants left behind by the advancing spearheads. This really tied up my artillery in the middle when several of the regiments I'd left behind to clean up evaporated. I had to pull back several more from the front lines. This allowed the US 7th Arm to set up shop right in the middle of the map. Without arty, I couldn't crush the forward defenders while they were weak. My panzers cut right through the center of the map like a long finger. The PO moved in forces from the north, but chose to attack the relatively static front at the northern end of the map. After several turns I saw some strength arriving in the center to slice off the finger. But the PO made no attempt to stop the two pz divisions pushing to the western end of the map. I took Liege and several units reached the western end of the map. The same in the south...I just circumvented the US reinforcements. This is when I stopped the game. I'm not sure I could hold what I took, but I was gaining enough permanent victory points so that it might not matter.
RE: Ardennes 1944 Feedback
Posted: Wed Nov 15, 2006 4:15 am
by r6kunz
Thanks for the input!
Rob
RE: Ardennes 1944 Feedback
Posted: Wed Nov 15, 2006 2:30 pm
by r6kunz
Menschenfresser- question for you- you said "some time ago"- are your referring to the older Ardennes 44 or the more recently posted Ardennes 1944?
RE: Ardennes 1944 Feedback
Posted: Thu Nov 16, 2006 1:58 am
by Menschenfresser
Some weeks ago, I meant. I played v 0.9 designed by you. Got it from the-strategist.
Compared to other bulge scens out there it played pretty well. I've played almost all of them to some degree or another. However, I'd probably have to agree with TOCarroll on it favoring the Americans. If the PO knew how to set up road blocks with relatively few units and diverted some of the northerly reinforcements toward the center, the Germans would not get far. I think most players will have a big problem erradicating the leftover Americans that start up front. There's very little that can be spared to attack these units...much less methodically surround them so they don't dance around. It requires some really smart attack coordination and some lucky retreats to heard the Americans into piles.
Let us know when you get a new version out.
RE: Ardennes 1944 Feedback
Posted: Thu Nov 16, 2006 3:55 pm
by r6kunz
Your comments are appreciated.
With regards to your observation concerning the leftover American units- they certainly do cause the Germans problems, but historically that is pretty much what happened. The question is- do they cause more problems than they did historically? (Note that there is a good chance the US 106 Inf Div will surrender as they did historically.)
If we think the Germans do not advance as fast as they did historically we could make the US front line battalions into section icons so they would not subdivide, or we could have them withdrawn from the game at some point. but I found in the game the Germans actually do pretty well the first few turns (the exception is KG Peiper).
(I used Danny Parker (designer of SPI Battles of the Ardennes) book Battle of the Bulge which has a series of operational maps that show positions of Allied and German divisions at two day intervals. I then modified the scenario variable so that the units had a reasonable chance of reaching their historic phase lines.)
I am concerned about the ease at which you said you reached LIEGE (and the west edge of the map). Wow- you must be good! In my hands I could just reach the Meuse River in a couple of places. We may need to beef up the Allies rear area and UK reinforcements.
Rob
RE: Ardennes 1944 Feedback
Posted: Fri Nov 17, 2006 1:26 am
by Menschenfresser
I only reached Liege and the western map edge because a) I knew I was playing the PO and b) it moved in its reinforcements behind my leading units. Even if the road was open, I would not do what I did in this game against a human player. This is one of the problems of the PO: it can't deal with units too far beyond the expected line of engagement. If you make a big flank of the POs forces, I've found it will ignore it until it is waaay too late. I do think if I played another 10 turns of your scenario, the PO would have forced me to retreat or cut off my pz divs.
No, I think the US remnants worked well. They were frustrating is all.
RE: Ardennes 1944 Feedback
Posted: Fri Dec 15, 2006 4:25 am
by CommC
One very minor thing... the German 150 Pz Bde is olive green. Did you want that to be gray like the other German units?
RE: Ardennes 1944 Feedback
Posted: Fri Dec 15, 2006 9:58 am
by golden delicious
ORIGINAL: CommC
One very minor thing... the German 150 Pz Bde is olive green. Did you want that to be gray like the other German units?
I would think this is deliberate- the unit wore American uniforms.
RE: Ardennes 1944 Feedback
Posted: Fri Dec 15, 2006 10:10 pm
by r6kunz
Re: 150th Bde Greif teams. That is correct-the gray on olive color reflects the fact they were teams disguised as US troops. Note that on 19 Dec the Grief team consolidate into a combat brigade(-) in the usual gray color.
Rob
RE: Ardennes 1944 Feedback
Posted: Sat Dec 16, 2006 11:34 pm
by TOCarroll
I am in the midst of a heated PBEM game (Dec 30, 1944). The Germans have been held way short of their histroical advance, but at huge cost in blood, supplies and proficiency to the Americans. Also, a few divisions of mine will not stop reorganizing (I'm sure they do that till the Germans advance past a certain point) long enough to shoot anyone! With the air superiority I have, I hope for a decisive victory, but I lost a lot of troops stopping the advance.[8D]
RE: Ardennes 1944 Feedback
Posted: Tue Nov 27, 2007 2:52 am
by Conny D
Bumping up this thread hope its not too outdated.
My feedback for your scenario: Great map, IMO the best Ardennes Map of all the various existing maps. But the OOB in parts is incomplete. No German Panzer Div has any recon Bn and no armored engineers at all. That simply sucks. If there is any updated version in the making, i hope this to be fixed. As it is now, the Units are unrealsitic when important subunits missing. Also in the town of Stavelot was a really major fuel dump that Peiper captured. An event should be included for this.
RE: Ardennes 1944 Feedback
Posted: Thu Dec 13, 2007 2:40 pm
by r6kunz
CD
Thanks for the feed back on the map.
With regards to the OOB:
Note in the latest version of Ardennes 1944, which is included in the latest TOAW III patch, several that Aufklärung Abteilungen are included in cases where they operated as an significant independent Kampfgruppen (as shown in Cole or Dupay). In general, however, I have distributed antiaircraft, antitank, engineer, and recon battalions into the respective major maneuver units as tended to be done historically. I wanted a scenario that avoided the micromanagement of 2000+ units and 123 turns that were in the original Bulge '44 that was including in the orginal Art of War.
RE: Ardennes 1944 Feedback
Posted: Tue Nov 25, 2008 3:39 pm
by r6kunz
For those of you hoping to play the “Bulge” by 16 December, I just posted Ardennes 1944 v1.2 on Games Depot for The Operational Art of War III.
It is battalion/regiments scale, 2.5 km per hex, and 60 twelve-hour turns, so it is a manageable size.
I would appreciate any feedback from you Bulge grognards.
RE: Ardennes 1944 Feedback
Posted: Tue Nov 25, 2008 8:02 pm
by jmlima
One question, is it my impression or having the Volksgrenadier divisions rated at 85% proficiency is a bit too much?... By comparison they are rated the same as the Hitlerjugend...
Also, all German units are with 100% supply, shouldn't they reflect the fact that some units did not start with a full compliment of ammo and fuel?
And wasn't it concluded somewhere that having units above 85% proficiency makes turn burn more noticable? Or what this compensated via the max rounds per turn thingy?
RE: Ardennes 1944 Feedback
Posted: Wed Nov 26, 2008 4:58 pm
by cesteman
Your talking about the Directive 21 thread which has been going back and forth for some time now. Reaching an agreement on how much experiance to give a specific unit is always open to discussion. As for the Bulge, as I recall reading the Germans used up the last of their supply reserves in one last desperate attempt to throw the Allies back. So, I guess to answer your question, most if not all units should start off with as little supply as possible and then let it trickle in as the game progresses (my opinion). Cheers
RE: Ardennes 1944 Feedback
Posted: Thu Nov 27, 2008 12:51 am
by r6kunz
Thanks for your comments. These are just the kind of thought provoking comments I was looking for.
With regards to unit proficiency, I used the unit evaluations of McDonald’s A Time of Trumpets. His appendix gives an evaluation of each division. The 12th SS Panzer Division was “rebuild following heavy losses in Normandy ...but was short of experienced junior officers.”
Most of the volksgrenadier units are at 70-75% proficiency ; let me know which VG divisions are at 85% unit proficiency and I will check it out.
I will address the question concerning unit supply in a later reply.
Thanks again!
RE: Ardennes 1944 Feedback
Posted: Thu Nov 27, 2008 5:06 pm
by Silvanski
My first time in this scenario, and having a blast
I'm currently playing as Allies vs German PO, and am getting a good run for my money.
It's in medium size scenarios with sufficient unit density -like this one- where Elmer can do a lot of damage.
I'm on turn 14 - Dec 22 PM and have lost Sankt Vith, Stavelot and Bastogne (after a stubborn defense by 101 AB and whatever was available)
There's Germans in Houffalize and approaching La Roche. In the south they captured Martelange.
German units threatening Eupen have been surrounded.
I re-entered Ettelbruck but lack enough units there to seriously squeeze out the southern German flank
Reinforcements are starting to flow in more freely, but the offensive isn't contained yet
I've attached my sal file
After downloading change the extension TXT to ZIP and unzip
Solid scenario but IMHO the Northeastern flank around Schmidt could use some German screening units as I am able to wander behind German lines too easy... Some constraint is needed when facing Elmer
RE: Ardennes 1944 Feedback
Posted: Fri Nov 28, 2008 7:05 am
by jmlima
ORIGINAL: HPT KUNZ
Thanks for your comments. These are just the kind of thought provoking comments I was looking for.
With regards to unit proficiency, I used the unit evaluations of McDonald’s A Time of Trumpets. His appendix gives an evaluation of each division. The 12th SS Panzer Division was “rebuild following heavy losses in Normandy ...but was short of experienced junior officers.”
Most of the volksgrenadier units are at 70-75% proficiency ; let me know which VG divisions are at 85% unit proficiency and I will check it out.
I will address the question concerning unit supply in a later reply.
Thanks again!
Well, we must be talking about different versions then. I'm talking about the one that came with the latest patch. In that one, the first three Volks divisions (as you list them on the formation editor) are all 85%.