September 01, 1939,
Axis army of 582 units opposed to Allied army of 810 units
for a battle of complexity 3.72 at Division(XX) level
on a 50 Km/Hex map
for 297 turns of Full Week each.
by Chris C Jones submited on 17-12-2002
Rugged-Defense Playing Statistics
WAR IN EUROPE_ACOW V 7.0
Original Author : Patrick Feyret firstname.lastname@example.org
Modifying Author for ACOW conversion : Chris C. Jones email@example.com
Playtesters & Thanks to: Deen Wood, Shaun Freeman, Michael Barrett
Requires : A Century of Warfare version 1.04
Scenario Name : "War in Europe" - Updated for ACOW from Patrick's War in Europe V3.0 for TOAW I
Start Date : 1 September 1939
End Date : 7 May 1945.
Duration : 297 turns.
Scale :50 km per hex
Turn Scale : 1 turn = 1 week
Map = The European Theatre
The map covers Scandanavia to north Africa, and Iceland to the Urals.
Changes from Patrick's Original Scenario :
·Scenario has been modified to work with ACOW v 1.03 onwards
·Anglicized all of the French names and French news text
·Removed reconstitution of the lesser powers units
(For this case, lesser powers includes all BUT Germany, France, England, Commonwealth, USSR, Italy, & USA)
·Added Axis supply points in Copenhagen (made it too easy for the Allies to take it back otherwise), Crete, & Cyprus.
·Modified the weather zones so that winter becomes more of a factor
Tried to fix the fall of France bug, but apparently that fix didn't take.
·Fixed several bugs, including one that caused capturing France to end the game.
This time it's ACTUALLY FIXED and TESTED!
·Fixed Poland events so that taking Lodz doesn't cause the Polish Army to still exist after Poland falls
·Fixed Denmark so that Danish units disappear after it is conquered.
·Fixed Norway not falling bug
V2.0 (Internal Version Only)
·Modified game to require Axis player to conquer France, Poland & USSR
·Added more rail repair and bridging capacity to German HQs
·Added historical German Unit names
·Fixed a bug where PzrIIIG units weren't being used, leaving a hole in German production
·Added historical unit names for all German land units
·Added Yugoslav army
·Changed all reconstitution points so that various countries correctly reconstitute
·Added way to declare war on Russia (for Axis) and Spain (for Allies) in Theatre Options
·Now modified for 1.04 ACOW
·Fixed PO objectives and orders to make PO act a little more sanely. I think this version would be playable and fun even as Allies now that the Axis PO is tweaked.
·Fixed Yugoslav Army not surrendering right... argh!
·Changed name of Malta from Malte to Malta
·Made Sweden non-playable to match their neutral status
·Fixed the 3rd French army not disappearing after France falls bug
·Internal test version only. Made lots of changes to fix playability issues.
·Moved supply points around on both sides to make sure that all historical play has the possibility of being in supply
·USA troops come into play earlier (early 42, around turn 130).
·Changed MANY AI objectives to produce more historical play (Overlord invasion, Norway etc).
·Added allied supply point in Sicily
·Added English HomeGuard units to help defend England against Sealion
·Added KGB units to defend Moscow (both of the above are due to the AI not adequately defending the countries capitals sometimes) All of these were playtested to assure that it is not balance altering.
·Added Italian Praetorian unit for Rome
·Reduced the Axis sea transport allowance (makes it harder to take England, but it is still possible to do so).
·Reduced the Allied sea transport allowance until the US enters the war.
·There is a 50% chance that the USSR will attack Germany after England falls.
·There is a 50% chance that Spain will join the Axis.
·I think this version is the best yet, and I can play and enjoy from either side against the AI.
Patrick's War in Europe scenario is my favorite WWII European theatre strategic level scenario, hence my desire to convert it to ACOW.
It is my favorite for a number of reasons:
Fairly correct historical units (which most theatre level scenarios don't model well).
Inclusion of SS units and USSR Guard units
No freaky ahistorical things happen (like communist units taking over Germany, etc.), so it is possible to replay WWII realistically.
NOTE: It is possible through judicious use of angles when attacking Yugoslavia
for the human player to activate Bulgaria and Romania (by driving the Yugo units into those countries. This is very difficult to stop in the scenario design, so if you don't want WAY atypical results, I suggest
that you don't do this.
MANY THANKS TO THE PLAYERS WHO HAVE EMAILED ME TELLING ME OF THINGS THEY WOULD PREFER
CHANGED. I AM ALWAYS OPEN TO HEARING FROM ANY OF THE PLAYERS AND CAN APPRECIATE CONSTRUCTIVE CRITICISM.
Patrick's Original Comments on the scenario:
Two sides : AXIS (force 1) and ALLIES (force2)
Both of them have minor army countries allies :
AXIS : Germany, Italy, Finland, Bulgary, Hungary, Rumania, Spain (neutral) and Turkey (neutral).
ALLIES : Britain, France, Poland, Belgium, Netherland, Norway (neutral), Sweden (neutral), USA, USSR, Commonwealth, Iceland (neutral), Portugal (neutral).
Victory objectives are multiple and linked :
AXIS player must defeat the USSR (Moscow), and Britain (London) and France (Paris) to win the game.
ALLIES player must defeat Germany (Berlin) or Italy(ROME) and Germany.
Other locations trigger events :
Fall of France will generate Vichy government (vichy units), will trigger De Gaulle call to fight (Free french units) and West Atlantic fortifications (some bunkers in harbors).
Fall of Britain will generate Commonwealth armistice (if France is also invaded) due to the lack of support...
Capture of France triggers fortification of French coast.
Capture of Gibraltar will generate fortifications in it.
Captures of Ploesti (Rumania), Baku (USSR) and Grozny (USSR) will boost (and reverse) industries of both sides.
Captures of enemy major countries will affect war effort on both sides.
Occupation of allied major powers will permit recruitment of foreign units for Germany for most of the invaded countries.
The historical 38 SS divisions are modeled, including their historical dates of muster.
Occupation of Ukraine will trigger Vlassov Russian Army for the Axis.
Research on nuclear weapons (starting in 1943 with 4% per turn) could result in a bad conflict (if one side uses nuke toys, the other will respond with chemical weapons).
Reinforcements occur all through the war, depending on the status of the individual powers (i.e. if Italy has fallen, it will not generate reinforcements)...
Units are division level +, so there are no artillery divisions. Instead of that, artillery is included in each unit. The exceptions are a few rail artilleries for a private joke ! (Thor 800mm axis toy for crumbling Sebastopol).
I tried to make logical and accurate units, but as I had no precise documentations (except for SS) I have made some suppositions for exact compositions.
It is similar for quantities and reinforcements (based on documented records, but not guaranteed to be accurate).
Limitations of the game's code prevented me from doing all what I planned (re-entry point limited to 1 slot per side, re-appearance of destroyed units in strange locations, difficulty to program each country to stay neutral until a certain event...).
I think the game is much enjoyable from the axis point of view, but I have made some sacrifices (on the comportement of allies units) to permit a playability for an allied player (he can't use some forces before their historical entry time or axis assault).