Anzio questions
Posted: Fri May 21, 2010 12:38 am
I'm playing thru (hotseat) the first few turns of Telumar's Anzio scenario and I have a few questions. (And some comments to follow the qns).
1) Allied Supply Points - Thanks to the clear, with pictures !, documentation, I avoided the mistakes of forgetting or mis-placing the supply point units. But on turn 2 when I disembarked stacks after stacks of assualt units, I forgot about 1 point, and just group-moved the whole stack (including the supply point) onto the beach hex (actually it's in Anzio itself). I'm unable to re-embark it in turn 3 or turn 4, so do I just leave it in the port hex, or move it up as an extra VI Corps supply unit, or hope it gets wiped out by arty/air and when I get the replacement, I can remember to not move that one onto the beach ?
2)Axis coastal batteries -- Genzano (sp?) and that other one : The house rule says direct bombard only, and with internal support, they do not support attacks, but I cannot get either battery to directly shell observed Allied units with some exceptions. It's like the damned paras, 3rd ID, and 1 BR ID are invisible to these batteries. Except if the unit is in any of the 3 hexes flagged as landing beaches for each of Peter, Anzio and X-Ray Red/Green. Oh, and they work quite well on ships and on supply units when idiots forget to move them. Am I doing or not doing something wrong with these batteries ? or do they only shell the beaches and the ships ?
3) I'm winding up Turn 4 -- PM Jan 22 1944 -- and I was wondering about air units. I left the Allied Beaufighters up on Air Superiority, but took everyone else off Interdiction and Air Superiority (just could not imagine those Spit Vs and P-40s doing all-night CAP). No units were on combat support. Then I finished Allies and went to Axis turn 4.
I was moving in the reinforcement units, and you guessed it -- air interdiction. Having just finished Rimini as Axis, I now move everything in small onesie twosie steps all over the map, so that helped but shouldnt a) nighttime and b) no air units on interdiction eliminate interdiction ? (Or is this the result of the global interdiction factor ?)
4) What is the "Electronic Support" listed in the Force Characteristics along with Night Combat (in the documentation) ?
That's enough questions for now.
My comments after playing a few turns --
I like this scenario better than I thought I would - and I thought I would enjoy it. It's a very well-designed and heavily researched game, and it shows the depth of its design right away. But boy, it is complex.
Telumar == Thank you for the clear carefully-pictured color codes of the units in the doc -- and for the separate arrival/withdrawal spreadsheet. If you play this scenario, I think you have to have these guides open in separate tabs on your PC just to remain sane; I'm not sure about my sanity, but I do know these are open for review when I play Anzio.
Thanks for this scenario, and thanks for any answers/suggestions to my questions.
Ogar
1) Allied Supply Points - Thanks to the clear, with pictures !, documentation, I avoided the mistakes of forgetting or mis-placing the supply point units. But on turn 2 when I disembarked stacks after stacks of assualt units, I forgot about 1 point, and just group-moved the whole stack (including the supply point) onto the beach hex (actually it's in Anzio itself). I'm unable to re-embark it in turn 3 or turn 4, so do I just leave it in the port hex, or move it up as an extra VI Corps supply unit, or hope it gets wiped out by arty/air and when I get the replacement, I can remember to not move that one onto the beach ?
2)Axis coastal batteries -- Genzano (sp?) and that other one : The house rule says direct bombard only, and with internal support, they do not support attacks, but I cannot get either battery to directly shell observed Allied units with some exceptions. It's like the damned paras, 3rd ID, and 1 BR ID are invisible to these batteries. Except if the unit is in any of the 3 hexes flagged as landing beaches for each of Peter, Anzio and X-Ray Red/Green. Oh, and they work quite well on ships and on supply units when idiots forget to move them. Am I doing or not doing something wrong with these batteries ? or do they only shell the beaches and the ships ?
3) I'm winding up Turn 4 -- PM Jan 22 1944 -- and I was wondering about air units. I left the Allied Beaufighters up on Air Superiority, but took everyone else off Interdiction and Air Superiority (just could not imagine those Spit Vs and P-40s doing all-night CAP). No units were on combat support. Then I finished Allies and went to Axis turn 4.
I was moving in the reinforcement units, and you guessed it -- air interdiction. Having just finished Rimini as Axis, I now move everything in small onesie twosie steps all over the map, so that helped but shouldnt a) nighttime and b) no air units on interdiction eliminate interdiction ? (Or is this the result of the global interdiction factor ?)
4) What is the "Electronic Support" listed in the Force Characteristics along with Night Combat (in the documentation) ?
That's enough questions for now.
My comments after playing a few turns --
I like this scenario better than I thought I would - and I thought I would enjoy it. It's a very well-designed and heavily researched game, and it shows the depth of its design right away. But boy, it is complex.
Telumar == Thank you for the clear carefully-pictured color codes of the units in the doc -- and for the separate arrival/withdrawal spreadsheet. If you play this scenario, I think you have to have these guides open in separate tabs on your PC just to remain sane; I'm not sure about my sanity, but I do know these are open for review when I play Anzio.
Thanks for this scenario, and thanks for any answers/suggestions to my questions.
Ogar