Bomb Alley??
Moderators: Joel Billings, wdolson, Don Bowen, mogami
Bomb Alley??
Haven't been around here much but this is the first I've heard of "Bomb Alley". Where can I find some info on this game? Thanks.
"It is well War is so terrible lest we grow fond of it." -
R. E. Lee
"War..god help me, I love it so." - G. Patton
R. E. Lee
"War..god help me, I love it so." - G. Patton
- tiredoftryingnames
- Posts: 488
- Joined: Mon Dec 10, 2001 10:00 am
- Location: Chesapeake, Virginia
RE: Bomb Alley??
It's a board game by Avalanche Press games.
What you've seen around here is hopeful speculation that it'll be the next in the series of UV and WITP as most want to move to the MED with the game engine. There has been no decision that the testers are aware of (at least I'm not) that a decision has been made on the next title. Last I heard when we asked was Gary and company were still debating. Of course they might have decided and are hush hush. [:'(]
What you've seen around here is hopeful speculation that it'll be the next in the series of UV and WITP as most want to move to the MED with the game engine. There has been no decision that the testers are aware of (at least I'm not) that a decision has been made on the next title. Last I heard when we asked was Gary and company were still debating. Of course they might have decided and are hush hush. [:'(]

RE: Bomb Alley??
I remember more than one person from Matrix confirming that UV-MED was next after WitP or at least it was a firm project.
Col Saito: "Don't speak to me of rules! This is war! It is not a game of cricket!"
RE: Bomb Alley??
Here is a short description of the "old" Bomb Alley computer Game (http://www.atarimagazines.com/creative/ ... simula.php) :
Bomb Alley
The year is 1942, and even with Russia and the United States in the war, Adolf Hitler's dream of world conquest could still come true. His hopes are pinned on the Afrika Corps commanded by Field Marshal Erwin Rommel, the master tank commander known as The Desert Fox. Standing in his way to the Suez Canal and an eventual linkup with the Japanese is the British Eighth Army and an island sitting astride Rommel's air and sea supply lanes--Malta.
In Gary Grigsby's Bomb Alley, the Axis player has one important job: to keep British convoys from resupplying their "unsinkable aircraft carrier,' Malta. In this monster-sized naval/air strategic-level simulation the players have at their disposal virtually all of the ships and planes which took part in the actual campaign between June and late August, 1942. The Axis player commands over 150 ships, from cruisers to motor torpedo boats. The British player has a similarly diverse collection, numbering over 160 vessels.
The game control system is essentially the same as used in Grigsby's other "monster' game, Guadalcanal Campaign. Each player may have as many as eight task forces on the map at any time on a variety of missions including bombardment (to support--or attack-- invading Nazi ground troops on Malta), transport, combat, submarine, emergency resupply and evacuation.
Waves of bombers pound ships and shore installations. Other planes are used to search for enemy convoys. Submarines lurk in the waters through which the enemy must pass. British convoys of transport ships are heavily escorted by cruisers and destroyers, intended to draw the bombers and subs away from the transports.
The key to the game is the proper use and convervation of air power. The planes simulated in Bomb Alley represent a wide range of the many types flown during the war. The Axis player intercepts British bombing missions with high performance Messerschmidt Me 109 fighters. The British player counters with nimble Spitfires. Alongside other classic planes like the deadly Ju87 Stuka divebomber, the Do17 bomber and the Ju52 trimotor transport are such lesser known planes as the Fairey Fulmar, the biplane Swordfish torpedo plane, and the deadly Italian bomber, the SIAI Marchetti SM 79.
The action in Bomb Alley is fast and complex. Unlike Guadalcanal, in which combat is infrequent (carrier task forces spend many game turns in harbor refitting and reforming, reflecting the way the real campaign was fought), Bomb Alley offers combat almost every turn.
The main campaign scenario is 164 turns long, covering the period from June 11 to August 31, 1942. That is a formidable gaming challenge in itself. For those with less time and patience, there are two shorter scenarios. One is a re-creation of the last-ditch attempt to resupply the island, "Operation Pedestal,' the other is a re-creation of the German invasion of Crete.
The strong point the three scenarios share is realism. They faithfully recreate the strategic choices the commanders faced and the dilemmas they had to resolve. The ships and the planes all perform according to historical fact. Add to this the non-stop action and you have a formula for great strategic wargaming.
Bomb Alley
The year is 1942, and even with Russia and the United States in the war, Adolf Hitler's dream of world conquest could still come true. His hopes are pinned on the Afrika Corps commanded by Field Marshal Erwin Rommel, the master tank commander known as The Desert Fox. Standing in his way to the Suez Canal and an eventual linkup with the Japanese is the British Eighth Army and an island sitting astride Rommel's air and sea supply lanes--Malta.
In Gary Grigsby's Bomb Alley, the Axis player has one important job: to keep British convoys from resupplying their "unsinkable aircraft carrier,' Malta. In this monster-sized naval/air strategic-level simulation the players have at their disposal virtually all of the ships and planes which took part in the actual campaign between June and late August, 1942. The Axis player commands over 150 ships, from cruisers to motor torpedo boats. The British player has a similarly diverse collection, numbering over 160 vessels.
The game control system is essentially the same as used in Grigsby's other "monster' game, Guadalcanal Campaign. Each player may have as many as eight task forces on the map at any time on a variety of missions including bombardment (to support--or attack-- invading Nazi ground troops on Malta), transport, combat, submarine, emergency resupply and evacuation.
Waves of bombers pound ships and shore installations. Other planes are used to search for enemy convoys. Submarines lurk in the waters through which the enemy must pass. British convoys of transport ships are heavily escorted by cruisers and destroyers, intended to draw the bombers and subs away from the transports.
The key to the game is the proper use and convervation of air power. The planes simulated in Bomb Alley represent a wide range of the many types flown during the war. The Axis player intercepts British bombing missions with high performance Messerschmidt Me 109 fighters. The British player counters with nimble Spitfires. Alongside other classic planes like the deadly Ju87 Stuka divebomber, the Do17 bomber and the Ju52 trimotor transport are such lesser known planes as the Fairey Fulmar, the biplane Swordfish torpedo plane, and the deadly Italian bomber, the SIAI Marchetti SM 79.
The action in Bomb Alley is fast and complex. Unlike Guadalcanal, in which combat is infrequent (carrier task forces spend many game turns in harbor refitting and reforming, reflecting the way the real campaign was fought), Bomb Alley offers combat almost every turn.
The main campaign scenario is 164 turns long, covering the period from June 11 to August 31, 1942. That is a formidable gaming challenge in itself. For those with less time and patience, there are two shorter scenarios. One is a re-creation of the last-ditch attempt to resupply the island, "Operation Pedestal,' the other is a re-creation of the German invasion of Crete.
The strong point the three scenarios share is realism. They faithfully recreate the strategic choices the commanders faced and the dilemmas they had to resolve. The ships and the planes all perform according to historical fact. Add to this the non-stop action and you have a formula for great strategic wargaming.
- tiredoftryingnames
- Posts: 488
- Joined: Mon Dec 10, 2001 10:00 am
- Location: Chesapeake, Virginia
RE: Bomb Alley??
ORIGINAL: Drex
I remember more than one person from Matrix confirming that UV-MED was next after WitP or at least it was a firm project.
I'm not denying it's not a project as it is. When we asked I believe there were several projects they mentioned they have. The comment was made they have more projects they want to do than time. But only one can be next. To my knowledge it was never said the Med would be next but as I stated I might have missed it if they did. A Med game gets the most support in the forums so I wouldn't doubt it that it's next. I was just saying it's not official as far as I know.

-
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RE: Bomb Alley??
ORIGINAL: tiredoftryingnames
ORIGINAL: Drex
I remember more than one person from Matrix confirming that UV-MED was next after WitP or at least it was a firm project.
I'm not denying it's not a project as it is. When we asked I believe there were several projects they mentioned they have. The comment was made they have more projects they want to do than time. But only one can be next. To my knowledge it was never said the Med would be next but as I stated I might have missed it if they did. A Med game gets the most support in the forums so I wouldn't doubt it that it's next. I was just saying it's not official as far as I know.
There's a lot of sentiment for a redo of the old WIR game, as well. But that, I believe, would probably not be a very good fit for the WitP game engine.....
- Stavka_lite
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RE: Bomb Alley??
If my vote or opinion amounts to anything I would vote for a WiR game. The WitP engine appears to be a good fit for that. Ultimately I would like to see a War in Europe game released.
Yes, it is a dry heat... but so is a bloody blast furnace!
RE: Bomb Alley??
Personally, i would prefer UV-Med, otherwise known as "The almost 20 years in coming update to SSI's "Bomb Alley"
After that: update of Warship! [:D]
After that: update of Warship! [:D]
RE: Bomb Alley??
Bomb Alley
WIR later
my two cents
WIR later
my two cents
RE: Bomb Alley??
You guys really think Bomb Alley fits with a 24 hour turn or does it need to be more tactical?
I'd be looking for a more tactical level of control for something that short. With WitP, we are about 20 times as long so the 1-3 day turns fit.
I'd be looking for a more tactical level of control for something that short. With WitP, we are about 20 times as long so the 1-3 day turns fit.
RE: Bomb Alley??
24 hour turns would work fine for a game covering 1940 - 44
RE: Bomb Alley??
I was thinking 1939 - 1944 [:D]
- Capt. Harlock
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RE: Bomb Alley??
Personally, i would prefer UV-Med, otherwise known as "The almost 20 years in coming update to SSI's "Bomb Alley"
Actually, there is a Version 2.0 of Bomb Alley out there. (It used to be on an Apple emulator web-site.) The bad news is it is still an Apple II game, although in ProDOS rather than SSi's RDOS, and unsupported by Gary Grigsby or SSI.
Civil war? What does that mean? Is there any foreign war? Isn't every war fought between men, between brothers?
--Victor Hugo
--Victor Hugo
RE: Bomb Alley??
If WiR were redone, I would like to see a new system/engine created for it. I do not think WitP land combat routines would do it justice. From a business point of view, it would only make sense to do UV-Med next.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: Bomb Alley??
as long as the "supply the panzer corp" by airlift only so that it can go galavanting off into the russian hinterland cutting rail links hundreds of miles behind the lines is eliminated [:D]
Med Game
Hi, Since I don't think long games scare war gamers I think the Med game should go from June 10 1940 to 1 Dec 1942. Because night combat was so important I'd have 3 turns per day.
If we use maps the same size as those in WITP only change the scale from 60 to 10 miles per hex we cover an area 1480 by 1480 miles. (It is 800 miles from El-Agheila to Port Said)
Only the land combat routines from WITP would need extensive revision. The Air and Naval routines could be brought over mostly unchanged. (except for scale) Because of the 10 mile per hex scale I would use Bn sized units. (The combat in North Africa would be very tactical in nature limited by the logistics)
I use the period from Italy's entry into war to USA landings because once the USA arrives the Germans have lost so they have to win the game prior to that. (The great German retreat began in Nov 1942)
If we use maps the same size as those in WITP only change the scale from 60 to 10 miles per hex we cover an area 1480 by 1480 miles. (It is 800 miles from El-Agheila to Port Said)
Only the land combat routines from WITP would need extensive revision. The Air and Naval routines could be brought over mostly unchanged. (except for scale) Because of the 10 mile per hex scale I would use Bn sized units. (The combat in North Africa would be very tactical in nature limited by the logistics)
I use the period from Italy's entry into war to USA landings because once the USA arrives the Germans have lost so they have to win the game prior to that. (The great German retreat began in Nov 1942)

I'm not retreating, I'm attacking in a different direction!
- Oleg Mastruko
- Posts: 4534
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RE: Med Game
ORIGINAL: Mogami
Hi, Since I don't think long games scare war gamers I think the Med game should go from June 10 1940 to 1 Dec 1942.
Why not go from 1 Sept 39, and include hypothetical scenario where Italy enters the war with their German allies - there were plans do to just that. And then Italian Navy gets clobbered by French Navy in the Med before May 40 [:D][:D][:D]
It would make fine short scenario to get familiar with the game [:D]
O.
- Ron Saueracker
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RE: Med Game
ORIGINAL: Mogami
Hi, Since I don't think long games scare war gamers I think the Med game should go from June 10 1940 to 1 Dec 1942. Because night combat was so important I'd have 3 turns per day.
If we use maps the same size as those in WITP only change the scale from 60 to 10 miles per hex we cover an area 1480 by 1480 miles. (It is 800 miles from El-Agheila to Port Said)
Only the land combat routines from WITP would need extensive revision. The Air and Naval routines could be brought over mostly unchanged. (except for scale) Because of the 10 mile per hex scale I would use Bn sized units. (The combat in North Africa would be very tactical in nature limited by the logistics)
I use the period from Italy's entry into war to USA landings because once the USA arrives the Germans have lost so they have to win the game prior to that. (The great German retreat began in Nov 1942)
Naval routines could do with more work, and mid sea engagements are a must. You are not advocating that the developers skirt the naval detail in a game heavily naval in scope again are you?
[&:]


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
RE: Med Game
Hi, Just the change in game scale and time would require alot of changes to routines. What I meant was the basic frame work (weapons ship class et al) can come over without much effort. A game with 3 turns per day by nature is much more tactical then a game that cover 1 or more days pre turn. I'm still opposed to any mechinism that allows one TF to target another for surface combat. (I advocate making the players achive such interceptions. Since there would be 3 turns per day it is much more likely that you could meet an enemy TF for combat)

I'm not retreating, I'm attacking in a different direction!
- Ron Saueracker
- Posts: 10967
- Joined: Mon Jan 28, 2002 10:00 am
- Location: Ottawa, Canada OR Zakynthos Island, Greece
RE: Med Game
ORIGINAL: Mogami
Hi, Just the change in game scale and time would require alot of changes to routines. What I meant was the basic frame work (weapons ship class et al) can come over without much effort. A game with 3 turns per day by nature is much more tactical then a game that cover 1 or more days pre turn. I'm still opposed to any mechinism that allows one TF to target another for surface combat. (I advocate making the players achive such interceptions. Since there would be 3 turns per day it is much more likely that you could meet an enemy TF for combat)
Why no ability to shadow/intercept? Happened all the time. We just going to pick a hex and hope for the best? Unacceptable. Forces were too small in the Med to spread them out to force a battle...would give convoys and escorts a huge advantage. Either they don't get intercepted by large enemy TFs due to probability or they engage small ones which they can overwhelm because to engage them, they enemy ships had to spread out. At least have it work like sub contact/attacks when ships pass through same hex.
You have no problem with advocating effort to massive revamp of land combat (agreed), but naval deserves as much attention.


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan