A very first impression - time will tell
Posted: Mon Oct 04, 2004 3:39 am
With Overlord well and truly underway I’m able to now share a few impressions with those still sitting on the fence. Hopefully something a tad coherent!
Compared to Korsun Pocket, BiN is a friendly beast. Familiar in setting, force pool and massively, a revamped user interface.
Flak units now serve a purpose (if possibly undocumented with KP) in reducing the impact of air interdiction based on a range of effect. Police units likewise, interact with interdiction caused by the new partisan presence. Mines and strong points may be placed by the gamer during play as yet, variations of the interdiction effect and a supply system (explained by some fairly loosely written rules) logically distributes bullets and fuel not only from edge hex supply dumps but from inland supply sources that may pop-up and become active/or lost during play. Be on the lookout for a new supply unit movement-type called “Supply”! A movement rate used specifically by some supply units to trace supply from themselves to a supply source – the strength of this “trace” impacting their ability to “burst” supply forth to its surrounding hexes (supply dumps aka supply points may also “burst” beans and bullets on their own).
The Overlord scenario as the Allies begins with its 3 airborne divisions already landed on map. Where these units end up (together with their future supply dumps) will change each time you start the scenario from scratch. (Note: Steve Ford in his 76 turn scenario permits the Allied Player to determine its desired drop zones before turn 1 and watch these units scatter to ground). Whilst the official Overlord scenario obviously wishes players to use historical landing and drop zones, it would have been nice to allow players to witness the landing in progress rather than finding their airborne units already on the map and set for play. This is where the first anomaly in game play personally arises. Whilst airborne divisions may indeed loose and entire regiment on landing (lost from the game forever even before the action starts that is – very tough!), more usually units will begin play with a step loss. This does not sit perfectly well with the expectation for scatter, confusion and disunity that the morning of June 6th was legendary for in the airborne realm. To exacerbate this further, all airborne divisions begin the game with full Divisional Integrity intact allowing the advantage of their Integrity combat modifiers. Divisional Integrity in BiN has become a powerful force multiplier – and ascertaining exactly whether it applies to a force is now a matter of simplicity owing to some extremely useful on-map clues.
A turn in BiN represents 1 day of actual time (and no where in the user manual is the specified). Turn 1 therefore proceeds with the Allied Day 1 landing waves at the top of the map, embarked and at sea awaiting orders to come ashore. Click on a unit or stack and a sea-lane will highlight, terminating in a series of landing hexes pertaining to its assigned beach. Yet, the urge to bring these units in immediately is tempered by the reality that every landing hex contains a German strong point. This is where the Navy comes in. Dozens of counters representing individually named warships of various designations (battleship, destroyer etc) wait off the Normandy coast. They too populate sea-lanes and may be shifted along them as the player decides for targeting purposes. On turn 1 the role of the Navy is to soften those beaches up. This is enabled through the ability of each vessel to combat strong points and a dice within their unit information boxes tells of the probability of such success. So its click and wait. A booming sound will emanate as each fires and a crash will announce the elimination of an enemy step (for those unfamiliar with the system, units comprise “steps” – representing battalions or platoons etc). There is a slight frustration here as the initial boom lasts just a second or two too long and there are dozen of vessels to fire when awaiting the crucial “crash” telling of success. Management of the Navy it soon becomes clear, is of the utmost importance, for the success of the infant campaign relies upon its productivity.
Once you slowly see your beach hexes opening up, the urge to land the infantry and armor grows until the impatience overwhelms! Sending the units and stacks towards the shore and onto a beach reveals a great surprise: A dice or series of dice may suddenly appear in a unit’s information box. This tells of the danger of combat attrition in the current beach hex. A range indicator nearby tells that greater the number of enemy steps in the vicinity, the more times it will need to roll for possible step destruction (up to a maximum of one dice per step comprising the landing unit – the extent of the enemy’s threat also determining the numeral to be rolled – a five will suggest a 33% chance of that unit losing 1 step). The moral here is easy: Clear as many enemy steps as you can before landing – look inland for forts too, for so long as he enemy sits within attrition range, the threat of losses will hang around).
Yet, even amidst all this excitement something raises its head. Exactly how wide is a hex in BiN? The user manual states 4km across. Yet, on DDay (Turn 1) not only can you bring an entire stack containing an entire division ashore in one beach hex but given the right situation, you can move it inland and bring yet another into its exact spot. Given that a turn equates to a day, this possibility of landing efficiency does contain some plausibility. However, it really is stretching the imagination to believe. A poorly managed landing can alternately see units embarked off shore with no place to end their day either. DDay on my PC yesterday saw Utah cleared and the 4th Infantry a hex inland, with full landings on Omaha, Juno, Gold and Sword – inroads made at all too. In other words, DDay will either be a very bloody time for your silicone forces or a cakewalk depending on how you manage the affair.
Using the advice of Gregor Whiley in setting the AI to “Computer –” pending a patch (see below). I’m wondering whether the AI is up to its tactical best? The 6th Airborne managed on Turn 1 to blow the bridge north of Caen from its west bank and the 12th SS reaction force by Turn 4 hasn’t seemed to fathom that its approach to the beaches is now south of Caen and rather has been sitting on the east bank (without firing) for 3 turns now. The Omaha area is perfectly clear. Every German unit ran away from its environs on Turn 1! And Bayeaux sits in the British grasp with the 352nd Wehrmacht failing to occupy it in any way. Utah is forming a pocket, the fight for Carentan will be a long and bloody affair depending on what the German AI will throw from the west and I expect a very silent 6th FJ and possibly the 1st SS to make an appearance, though signs of both have been nil for now.
Is “Computer – ”the way to play pending a patch to fix the AI double replacement bug?
All in all BiN is proving a very comfortable and manageable operational sim. It looks like DDay, it looks like Normandy but something just doesn’t feel right in this Great Crusade. Maybe a bit more atmosphere in between turns? Maybe a bit more confusion in unit cohesion? The board game Breakout Normandy saw units frozen in place due to operational disruption, bridges and losses. So the regimental level does work. Maybe it’s for the revamped BiN supply system to now start rearing its ugly logistical head as the game progresses to start feeling the frustrations of fighting the bocage? Time will tell. A nice game, some nice rules innovations but yet to prove “revolutionary”.
Adam.
Compared to Korsun Pocket, BiN is a friendly beast. Familiar in setting, force pool and massively, a revamped user interface.
Flak units now serve a purpose (if possibly undocumented with KP) in reducing the impact of air interdiction based on a range of effect. Police units likewise, interact with interdiction caused by the new partisan presence. Mines and strong points may be placed by the gamer during play as yet, variations of the interdiction effect and a supply system (explained by some fairly loosely written rules) logically distributes bullets and fuel not only from edge hex supply dumps but from inland supply sources that may pop-up and become active/or lost during play. Be on the lookout for a new supply unit movement-type called “Supply”! A movement rate used specifically by some supply units to trace supply from themselves to a supply source – the strength of this “trace” impacting their ability to “burst” supply forth to its surrounding hexes (supply dumps aka supply points may also “burst” beans and bullets on their own).
The Overlord scenario as the Allies begins with its 3 airborne divisions already landed on map. Where these units end up (together with their future supply dumps) will change each time you start the scenario from scratch. (Note: Steve Ford in his 76 turn scenario permits the Allied Player to determine its desired drop zones before turn 1 and watch these units scatter to ground). Whilst the official Overlord scenario obviously wishes players to use historical landing and drop zones, it would have been nice to allow players to witness the landing in progress rather than finding their airborne units already on the map and set for play. This is where the first anomaly in game play personally arises. Whilst airborne divisions may indeed loose and entire regiment on landing (lost from the game forever even before the action starts that is – very tough!), more usually units will begin play with a step loss. This does not sit perfectly well with the expectation for scatter, confusion and disunity that the morning of June 6th was legendary for in the airborne realm. To exacerbate this further, all airborne divisions begin the game with full Divisional Integrity intact allowing the advantage of their Integrity combat modifiers. Divisional Integrity in BiN has become a powerful force multiplier – and ascertaining exactly whether it applies to a force is now a matter of simplicity owing to some extremely useful on-map clues.
A turn in BiN represents 1 day of actual time (and no where in the user manual is the specified). Turn 1 therefore proceeds with the Allied Day 1 landing waves at the top of the map, embarked and at sea awaiting orders to come ashore. Click on a unit or stack and a sea-lane will highlight, terminating in a series of landing hexes pertaining to its assigned beach. Yet, the urge to bring these units in immediately is tempered by the reality that every landing hex contains a German strong point. This is where the Navy comes in. Dozens of counters representing individually named warships of various designations (battleship, destroyer etc) wait off the Normandy coast. They too populate sea-lanes and may be shifted along them as the player decides for targeting purposes. On turn 1 the role of the Navy is to soften those beaches up. This is enabled through the ability of each vessel to combat strong points and a dice within their unit information boxes tells of the probability of such success. So its click and wait. A booming sound will emanate as each fires and a crash will announce the elimination of an enemy step (for those unfamiliar with the system, units comprise “steps” – representing battalions or platoons etc). There is a slight frustration here as the initial boom lasts just a second or two too long and there are dozen of vessels to fire when awaiting the crucial “crash” telling of success. Management of the Navy it soon becomes clear, is of the utmost importance, for the success of the infant campaign relies upon its productivity.
Once you slowly see your beach hexes opening up, the urge to land the infantry and armor grows until the impatience overwhelms! Sending the units and stacks towards the shore and onto a beach reveals a great surprise: A dice or series of dice may suddenly appear in a unit’s information box. This tells of the danger of combat attrition in the current beach hex. A range indicator nearby tells that greater the number of enemy steps in the vicinity, the more times it will need to roll for possible step destruction (up to a maximum of one dice per step comprising the landing unit – the extent of the enemy’s threat also determining the numeral to be rolled – a five will suggest a 33% chance of that unit losing 1 step). The moral here is easy: Clear as many enemy steps as you can before landing – look inland for forts too, for so long as he enemy sits within attrition range, the threat of losses will hang around).
Yet, even amidst all this excitement something raises its head. Exactly how wide is a hex in BiN? The user manual states 4km across. Yet, on DDay (Turn 1) not only can you bring an entire stack containing an entire division ashore in one beach hex but given the right situation, you can move it inland and bring yet another into its exact spot. Given that a turn equates to a day, this possibility of landing efficiency does contain some plausibility. However, it really is stretching the imagination to believe. A poorly managed landing can alternately see units embarked off shore with no place to end their day either. DDay on my PC yesterday saw Utah cleared and the 4th Infantry a hex inland, with full landings on Omaha, Juno, Gold and Sword – inroads made at all too. In other words, DDay will either be a very bloody time for your silicone forces or a cakewalk depending on how you manage the affair.
Using the advice of Gregor Whiley in setting the AI to “Computer –” pending a patch (see below). I’m wondering whether the AI is up to its tactical best? The 6th Airborne managed on Turn 1 to blow the bridge north of Caen from its west bank and the 12th SS reaction force by Turn 4 hasn’t seemed to fathom that its approach to the beaches is now south of Caen and rather has been sitting on the east bank (without firing) for 3 turns now. The Omaha area is perfectly clear. Every German unit ran away from its environs on Turn 1! And Bayeaux sits in the British grasp with the 352nd Wehrmacht failing to occupy it in any way. Utah is forming a pocket, the fight for Carentan will be a long and bloody affair depending on what the German AI will throw from the west and I expect a very silent 6th FJ and possibly the 1st SS to make an appearance, though signs of both have been nil for now.
Is “Computer – ”the way to play pending a patch to fix the AI double replacement bug?
All in all BiN is proving a very comfortable and manageable operational sim. It looks like DDay, it looks like Normandy but something just doesn’t feel right in this Great Crusade. Maybe a bit more atmosphere in between turns? Maybe a bit more confusion in unit cohesion? The board game Breakout Normandy saw units frozen in place due to operational disruption, bridges and losses. So the regimental level does work. Maybe it’s for the revamped BiN supply system to now start rearing its ugly logistical head as the game progresses to start feeling the frustrations of fighting the bocage? Time will tell. A nice game, some nice rules innovations but yet to prove “revolutionary”.
Adam.