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Europe, Mediteranean, September 01, 1939, Communist army of 655 units opposed to Allied army of 1033 units for a battle of complexity 4.2 at Division(XX) level on a 20 Km/Hex map for 350 turns of Full Week each. by Ben Turner submited on 12-05-2003 Rugged-Defense Playing Statistics
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Alternative World War IIversion 3.2 This scenario can be played against a programmed opponent, but I don't know how well it will be able to work in this scenario. A alternate PO version of this version can be found here 1. Unit Colours 1.1. Communist
1.2. Allied
2. Significant Events 2.1. Weather Every year there are warm fronts within two weeks of the beginnings of April, June and August, and cold fronts within two weeks of the beginnings of October, December and February. 2.2. Reinforcements Each Infantry Corps or army begins with 3 units, with the exception of the Polish army (4 divisions per corps), the Soviet armies (6 Infantry, 1 Cavalry and 0/1 Motorised) and corps and armies that arrive late in the game, which are complete. Each Armoured Corps begins with 2 Armoured Divisions, with the exception of the Italian Armoured Corps (4 Divisions). Each Cavalry Corps begins with 5 units Every Corps or Army ends with 5 units, with the exception of the Italian Armoured Corps (8 units), the Soviet armies (12 Units), some small nations and some colonial forces. Every naval power except the USSR gains 1 naval unit in 1942 based on that nations war construction. 2.3. Additional reinforcements (Communist)
2.4. Replacement Replacements for both sides increase by 10% every six months for the first 4 years of the war. All formations are up to full strength within 50 months of their appearance. Nation, Turn of Entry into war, replacement percentage (All taken to be supplying arms from the start), supply proportion. Communist countries are marked with an * (Note that 5% of Communist replacements, and 1% of Supply come from China, and 3% of communist supply comes from Eastern Russia).
These are lost bit by bit as major industrial centres are lost- after these cities' names are two numbers: replacements/supply 2.5. Surrender The following are the cities needed to cause surrender of a nation's armed forces (NOTE: not necassarily cities in the country concerned). Also note that these cities have strong garrisons. The cities chosen are based on the determination to fight of the forces concerned, and the direction they are being attacked from.
Most major militaries (Britain, France, Germany, Italy, Poland and Spain) have some units that survive the capitulation of their country. Also each of those countries (Except Spain) produces Soviet units upon capitulation. If The USA is forced out of the war after having enterred it then the Communists win immediately. If the USSR is forced out of the war then the Allies win immediately. 2.6. Transport Capacities (Note: Rail capacities are only included for the movement of reinforcements to the front. This could otherwise be a journey of several months) Soviets
Allies:
Rail:
3. Virtual History (The Scenario begins 1st September 1939)
4. Strategy The turning point of this scenario is Paris. If the Soviets can take Paris then they will have taken out the strongest allied army, and no doubt several others along the way. This task should be possible as the Russians have a lot of very strong units to start with, and although by the time all of the reinforcements arrive they are outnumbered nearly 2 to 1 on the land, and about 3 to 2 in the air, they should be able to get to Paris before this happens. But even if Paris is taken, and even if it is not but gains are made in other areas, then the game is not over. The Allies should be hard pressed to make any advance once Paris is taken, until the Americans arrive, and if it is not taken then they may still have difficulty pushing back the Russians when their forces are so large. Therefore at the beginning the Soviets have the option of trying to take as many minor nations out of the war as possible, to facilitate reaching Paris, or to go straight for the city. If the second plan fails, you may end up with a large part of your army cut off, and you would be unable to win. The option of going for smaller objectives first gives you a fair bit of extra time; the countries of Eastern Europe could be taken out one corps at a time, as they are caught by suprise, and there are 14 formations there, including the Austrian and Czech armies. This is the equivalent of the rest of the German army. Whatever you do, be decisive. Hoverring between these two strategies could very easily leave you facing an overwhelming allied army. For the Allies you begin with limited options because you are in a defensive position. But as the scenario progresses you will want to consider alternative theatres, especially as the front gets bogged down over the winter. You could try attacking the Russians in the Caucasus or in Scandinavia. It's certainly worth considering taking out Spain, since once this is done you can move extra forces to your front. The main concern for you is just trying to hold off the Soviet forces from as many capital cities as possible until the big armies arrive, turn 12 for the French and British, turn 32 for the Italians. With the Version 2 update Soviet ground forces are back to being only half of the Allied ground forces, but with the new features of Communist riots early Russian progress could be much easier, so you will have to wait for these big armies to arrive before making any major counter-attacks. With the Version 2 update the Russians now have an easier time in the air. The Red Air Force can essentially match the Allies until the Americans arrive, so long as they are able to deal the Luftwaffe a strong enough blow to keep their air units weak. 4.1. The first few turns On turn one the Soviets will obviously push several hexes into Poland. In addition to this there are a few other options: Invading Turkey, Invading Norway, Invading Rumania, Invading Hungary or making an airborne landing. I recommend taking as many of these options as possible, since time is of the essence for the Soviets. For the next few turns you will want to bring extra troops onto weaker fronts, and to take out as many enemy divisions as possible. Avoid at all costs bringing in a powerful country before you have to. Once the Germans join the line you will almost certainly see your attacks start to fail. Don't panic, this is temporary. The German units are large and strong, but they are very few. After a few turns they will start to waste and you should have enough units to have a full line when their's is disintegrating. With a bit of luck by turn 12 the allied line should be full of broken down and low supplied units, making it less of a shock when the French arrive. In subsidiary theatres- go straight for the capitals. Countries like Rumania than larger countries with the advantage of depth have less stomach for war and will capitulate on the fall of their capital city. Most East-European capitals should be within reach after 2 turns of war with them. The Allies have very little to do until turn 3- just try to keep as many of your divisions alive and complete as you can. The arrival of the Germans gives you some options. Put the border units into the objective cities and wait for the more distant Korps to fill the rest of the line. The airborne corps will come under your control at this time as well, and this gives you the opportunity to go behind enemy lines, but be warned, the Soviets will have no difficulty overcoming a couple of divisions of paratroopers behind their main armies, so this is only viable in a subsidiary theatre. In these minor nations you should pull as many divisions as you can find into any threatened capital city, since there's not much point in sparing divisions from action if they're going to be withdrawn. In addition, if the Soviet player captures a capitulation city in his turn, then it is advisable to try and retake it in yours, since the game will not recognise the city's capture if you hold it at the end of the turn. 5. Growth of Forces Air Forces:
The final number of Allied aircraft is now about 30,000 Infantry Divisions:
Red Army: 350 Infantry Divisions The final number of Allied Infantry Divisions is now about 500 Armoured Divisions:
Red Army: 40 Armoured Divisions The final number of Allied Armoured Divisions is now about 55 The final number of Soviet Armoured Divisions is now about 50 As you can see, while the Red Army maintains superiority in tanks without great difficulty,for the rest the crucial period is the first 9 months. After this time, if no significant portion of the Allied forces have been taken out of action, they will swamp the Soviets. 6. House Rules
7. Game Variant Jack O'Neal's "Fall of Capitalism" For an (apparently) interesting alternative game, remove the sea transport limitations above for the soviets for the first four turns- this represents a failure on the part of the allies to effectively patrol the seas around their countries for the first month. This basically allows the Soviets to make amphibious landings with their armies stationed in Leningrad, the Ukraine, Georgia and the Baltic Republics to anywhere they wish. This could simply be grabbing a port or two slightly in advance of the main Soviet armies, or placing Soviet troops in Spain, or, as is most dangerous, risking dozens of divisions in trying to bring about the early capitulation of one of the major nations. 8. Notes on Scenario Design Map is provided by Benny Wahlberg. TOEs are mainly from the Neihorster. Replacement and supply loss cities are based on my knowledge of those cities industry. Although the Allies can lose 74% and the Communists 95%, replacements will never fall this low due to the effect of cumulative percentage reductions (90% of 90% is 81%-not 80%). This is because I can't be bothered to work out how to get replacements to 0%, and my excuse is that this represents small improvised factories either in the countryside or behind enemy lines. The industry of a nation is neither gained by their conquerors, nor regained when the country is liberated. The first is as a result of the forces needed to control the populace are equal to the arms that can be generated by them- with the exception of the Foreign legion units provided for the Soviets. The second is because there would be little industry left at this point, and the people would have lost much of the will to fight. Part of the supply is returned to the allies on the recapture of Paris, Berlin and Rome. These are one-off bonuses and are taken away if the cities are captured by the Communists a second time. This additional 10% supply is necassary since if the Soviets reach Paris the Allies will almost certainly be below 20% supply and unable to stretch far enough in to Russia when the time comes. 9. Notes Original Map by Patrick Feyret. Playtested by Jack O'Neal and Colin Lowing. Borders lovingly crafted by Dan Cook. |