Classic Redux Addendum

This is not a standalone Graphic Mod, it’s just an update – or better a mixture of updated, improved, corrected and alternate files – for the Classic Redux Mod.

Note that the download doens’t always contain a huge or small view version of a specific graphic file. You will need a s_ or H_ version of the according terrain tile in AltGraphics for the best results. Some files are only present in the huge version (H_tiles..), for them you certainly need according normal and small versions.

Get it here:

The addendum contains a corrected version of tiles_misc.png as the original file didn’t display frozen shallow water. Now there is also an alternate version of open terrain in the zip file’s subfolder ‘Tiles Misc Alt’:

In the above screenshot you can also see an updated version of marsh terrain and a slightly modified version of urban terrain. More of this here…:

And the urban tiles:

Another version of urban terrain is visible below (in the .zip file’s folder ‘Urban Version 2′). Also movement arrows and updated supply markers:

Supply markers in huge view and a clearer version of hills (only in huge view):

Last but not least: A much improved version of canal and major canal terrain tiles. First in normal view:

And in zoomed in huge view. The download also contains new versions of river and major river in huge view (only) which are more in accordance with the normal view versions:


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:

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.

Classic Redux

A Graphic Mod for TOAW 3.4, based on the classic TOAW graphics. The Mod also contains graphic files for the zoomed in huge view, though these are not perfect. Some files have not been modified and are not incooperated in the Mod, i.e. improved roads. In the screenshots the improved roads are TOAW 3.4 standard .png graphics. Unit counters in the screenshots are from JMass, they are not part of the download.

Get it here:

Anzio @2km News

Over the past few days i’ve been updating the scenario to TOAW 3.5. Initially i didn’t want to spend a lot of time on it, but in the end i got “carried away”.. the result is a vastly improved version, though i must admit that the German PO is still weak. As 3.5 allows a scenario to be saved as a 3.4 file i think i will make the new version available for download here – as a Beta and certainly without the 3.5 related improvements. Here’s a list of the major changes – note that i left out improvements that are directly related to new features in 3.5 (the NDA..):

  • Various changes in Allied objective tracks.
  • Map revision: Added more rivers, lateral road south of the Moletta creek as in the 1km version, lateral road Cisterna – Osteriaccia as in the 1km version. Added more placenames.
  • 36th Combat Eng Regt is now a foot movement unit. This unit is used – as historically – by the Allied PO at the Moletta and along the coastal road. Giving them foot movement should help the PO with the difficult terrain.
  • The Allied PO is now 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, either side, will have static supply units now.
  • All units have now veteran status. Variations in final proficiencies after ‘seeing the elephant’ were too wild.
  • Deleted unit withdrawal messages in the news report (too much intel).
  • Changed various unit proficiencies.
  • New scenario specific graphics (tiles_marsh used for irrgations and a new MapOptional .bmp file).
  • Corrected a buggy event controlling the Allied PO’s objective tracks.

More to come soon. Next on the list is the German PO. I will try to make it a more challenging opponent, but given the difficult task i can’t promise much.

Finally.. the teaser: Turn 11 – VI Corps’ left flank:


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:

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:

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: