Nijmegen 1944

Version 1.2 (02.11.2013)

The scenario is a tribute to the first computer wargame i played, CCS’ Arnhem for Amstrad CPC and my first TOAW PbEM which was Erik Nygaard’s ‘A bridge too far 1944’. It is strictly historical, without the small ‘what-if’ options you may know from my other scenarios. I always found the battle for Nijmegen to be one of the most decisive parts of Market Garden. If the Allies had taken Nijmegen bridge earlier or just would have pushed on after the bridge fell instead to pause, the entire operation most probably could have been successful. Harmel, commander of 10.SS Panzer-Division, wondered, even after the war, why the tanks that had rushed the Nijmegen bridge with such elan had not continued further: ‘At this instant there were no German armoured forces available to block Elst’. In fact, the British pause allowed the Germans to organise their defence on the Betuwe and to deny XXX Corps the route to Arnhem.

The scenario has been designed for and under TOAW 3.4 and can be played with the new supply and the new turn order rules. Download (external link – dropbox)

PBEM and Human vs PO play (both sides PO enabled)

Date: Sept 17th, 1944
Location: Nijmegen, Netherlands
Map Scale: 1km/hex
Turn Scale: 6 hour turns
Unit Scale: Company/Battalion
Length: 14 turns

Due to the uncommon scale the following editor parameters have been set:

Supply & Readiness Cost for Movement: 40
Combat Density Penalty: 200
Movement Bias: 250 (both sides)
Entrenchment Rate: 33

MRPB: 3
Attrition Divider: 20

The scenario uses a modified version of Brian Wilson’s WWII equipment database with adjusted artillery ranges to fit the 1km scale. The scenario also uses a modified GameText.xml that displays marsh as polder. Make sure that you put the file “Nijmegen1944GameText.xml” into the same folder as the scenario file. Note that the special GameText file is in English and overwrites other language settings when you open the scenario. To play the scenario in an other language than English rename or remove “Nijmegen 1944GameText.xml” from the scenario folder before opening the scenario.

Version Changes

Version 1.2

  • Fixed a bug that withdrew the wrong RAF unit on turn 6
  • Lowered KG Henke’s 1st and 2nd battalions’ formation proficiencies
  • All units have now veteran status. Note that this is only pro forma as final unit proficiency variation after first combat has proved to be too „wild“.
  • Updated the Briefing. Special thanks to ‘General Staff’ for proof-reading.

Version 1.1

  • Changed the escarpments for Nijmegen bridge
  • Reworked AT values for German Squads and RPzB 8.8cm
  • Slight change in US Airborne TO&Es: Replaced the M1919 MMG in airborne and glider infantry companies with M1919 LMG teams
  • Reduced German garrisons’ formation proficiencies from 60 to 40
  • Briefing: Expanded chapter 5.0 Scenario Design Notes and added an OOB chart as chapter 6.0

Map and turn 1 setup:

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Anzio 1944 @2 km – Version 2 (Beta)

After some more editing and bugfixing – thanks to Ogar btw – the preliminary version 2 of the scenario is now available. Note that this is still an export from 3.5 Beta; thus i can’t 100% guarantee that there is not a quirk in any fashion though i didn’t yet encounter one in my test runs. The scenario can be played as either side versus the PO, but as usual human vs human will provide a better challenge and more fun.

You can install this version parallel to any previous version (1.0 or 1.1) as the ‘technical’ name of the scenario and all related files is Anzio 1944 @2 km v.2.0. TOAW will display both versions without the version number appendix if you install into the same folder.

Players who are familiar with the scenario will notice that i changed the setup of the Allied cruisers more towards TOAW standard. The cruisers are now modeled as two pieces of equipment, one for each gun (primary and secondary battery). This means that they are now a little bit more vulnerable to German air raids than with the old setting.

Download the scenario here: http://ge.tt/7jY2nTF/v/1?c

Changes from version 1.1 (still available here at the TOAW beachhed or at Rugged Defense/The Strategist):

  • Reworked the Naval System
  • Reworked the Briefing
  • Reworked MapOptional2.bmp
  • Slightly changed Br 1st Div’s, US 3rd Div’s and 45th Div’s objective tracks. They have been put slightly apart to remedy ‘choke point issues’ with Elmer at Osteriacchia and Cisterna.
  • Added alternative graphics for tiles_marsh that represent irrigation canals.
  • Map revision: Added more rivers that were present in the 1km version. Lateral road south of Moletta creek, lateral road Cisterna – Osteriaccia. Placenames: Corrected misspellings, added river names and some mountains, changed some placename styles.
  • Set 36th Combat Engineer Regiment to ‘screen’ orders.
  • Made 36th and 540th Combat Engineer Regiments foot movement units. This should help with the difficult terrain at the Moletta and thus add to coastal road security for the Allied PO.
  • Deleted Event 368. The Allied PO will now be more aggressive during the initial storm period.
  • Deleted the German divisional supply units. These were too many. Now the Germans have 3 supply units (one for 14. Armee and one for each Korps).
  • The PO will have static supply units now.
  • Corrected a buggy event controlling the Allied PO objective tracks.
  • Changed 540th Combat Engineer Regiment’s objective track. The formation should now guard the Aprilia sector.
  • All units have now veteran status. Variations in final proficiencies were too wild.
  • Deleted the unit withdrawal messages in the news report (too much intel).
  • Changed various unit proficiencies.
  • Removed German supply point at (14/2) – it was not necessary.
  • Checked the torpedo flag for the SM 79 III (under 3.4 i had this flag unchecked).
  • Reduced Luftwaffe unit proficiencies from 75 to 70.
  • Reduced German aircraft replacements.
  • Added a new house rule: German naval bombers may not attack land targets in any fashion.
  • Recoloured German naval bombers’ and Balkan air unit icons and cooperation levels to minimize effects of the PO’s unrealistic use of these units as combat support or interdiction.
  • The Balkan naval air TO now costs 10 VPs instead of 5.
  • Corrected a bug with the Balkan naval air TO.
  • Reduced the range of the German 21cm railroad gun as it could reach Allied airfields.

Anzio 1944 Allied PO

Scenario version 1.0

This version of ‘Anzio 1944’ has been edited to be played as the Germans vs the Allied PO. It is based on the 2.36 version of the original design and incooperates various enhancements and adjustments to be suited for the PO. Players who are familiar with the human vs human version of the scenario can start right away by reading the ‘What has changed?’ document that is included in the download. Download (external link)

For those that don’t know, there has been a lively discussion in the scenario’s beta testing thread at the Matrix Games forum: http://www.matrixgames.com/forums/tm.asp?m=2850176.

Historical Background

At the end of January 1944 US VI Corps executed an amphibious assault behind German lines at the city of Anzio, just 50 km south of Rome, in an attempt to break the stalemate at the Gustav Line. To achieve this VI Corps was to advance onto the Alban Hills, a key feature dominating the southeastern approaches to the eternal city, thus cutting off German 10th Army’s lines of communication and forcing a retreat from the Gustav line. Despite total tactical surprise a combination of over-cautiousness, hesitation and willingly ambiguous orders failed to exploit the situation. The Germans reacted swiftly and brought in substantial forces to not only contain the beachhead, but also to release a determined counterattack. After the climax of the battles by mid February the beachhead front line came to a stalemate with neither side having achieved its operational objectives.
The scenario covers the initial landings and the opening phase of “Shingle” (the codename for the operation) until mid-February with the possibility of an earlier end. It also incooperates some small what-ifs. More historical background and scenario information can be found in the extended briefing document.

Date: January 22nd, 1944
Location: Anzio/Nettuno, southeast of Rome
Map scale: 1km per hex*
Turn length: 6 hours
Unit/Formation scale: Company/Battalion
Length: 30 – 120 turns

*The scenario uses a special equipment file with adjusted artillery ranges for a 1 km per hex scale. To further adjust to the scale the following editor parameters have been set:

MRPB: 3
Attrition Divider: 20
Readiness Cost for Movement: 40
Supply Cost for Movement: 40
Combat Density Penalty: 200
Engineering Build Rate: 150
Allied Movement Bias: 235
German Movement Bias: 230
Entrenchment Rate: 70 (due to ground conditions)

Playtesters (for the PO version): Ogar, Cfant, Colin Wright

Thanks to J.M.Serrano & Bob Cross for helping with some US TO&Es, thanks to Derek Weichs for his WWII equipment database.

Allied beachhead on turn 1:

Anzio 1944 – Allied PO: Beta version for playtesting available

Finally the first Beta Version is available – see also here. I am looking for playtesters, preferably people who are at least a bit familiar with the human vs. human version of the scenario, but this is not a must. Those interested may drop me a comment or an e-mail.

The attached document lists all changes from the human vs human version.

Anzio 1944 – Allied PO Notes.pdf

Forthcoming things – Anzio 1944 Allied PO

Yes it can be done….

I had to rearrange a lot of things to make the scenario suitable for the PO. I don’t know yet if I will release it as a standalone scenario or as an update to the current version. One major rearrangement was to have the Allied land units to start already on the land hexes. Elmer just couldn’t handle the amphibious invasion; he always left someone behind or even embarked at sea. Given the lack of resistance to the initial invasion executing the amphibious landing was pointless anyway. The turn 1 setup is now similar to that in the 2km version, which means the 504th Para Regiment Option had to be reworked event wise. The additional TO for the 509th Para Battalion airdrop had to be done away, but i think most players didn’t use this option anyway. This freed up additional event slots that will be used for the PO selection of theater options and probably objective tracks, the latter having less priority than the former. The Allied air formations (MATBF, MASAF and US XII ASC) have been set up like in the 2km version, too: each TO will bring up a new formation from the TOAW OOB.

Unfortunately there are not enough free event slots to set up a German PO. Not before Ralph increases the event slots. The Allied situation might also be more suited to the TOAW AI than the difficult task the Germans face.

Here is a preview how the turn 1 setup now looks like:

Once I have completed the necessary changes I will make a call for playtesters – stay tuned.

Forthcoming things – Salerno

Salerno 1943

I have made progress, although very slow.. The Allied land OOB is done and i now have begun to work on the German land OOB, which will be a real pain.. As in Nijmegen 1944 Bill Wilson’s World War II equipment database is being used for the scenario – it is available at the download section at Gamesquad (http://forums.gamesquad.com/downloads.php?do=file&id=2116).

The scale issue is not yet decided. Depending on unit density i might again use a 2km map as in Anzio 1944 @2km.