|
Italy, September 09, 1943, Allied army of 472 units opposed to Axis army of 469 units for a battle of complexity 2.73 at Division(XX) level on a 10 Km/Hex map for 173 turns of Half Week each. by Marc J. Custer submited on 17-10-2003 Rugged-Defense Playing Statistics
|
||||||||||||||||||
| Briefing |
|---|
The Italian Campaign PBEMThis is a modified version of the scenario done by Bill Kransdorf . It is more suitable for PBEM Version 3.O 1. UNIT COLOR KEY 1.1. ALLIES
1.2. AXIS
2. Recent Changes and Corrections Minor changes have been made to the map. The Straights of Messina can now be crossed without the use of sea transport. The Order of Battle has been refined with the Army Groups and Corps units added. Most Corps have several units attached to them including artillery and engineers. There are also HQ units that control various other formations as well. The Allied Italian Order of Battle has been redone to include the transitions over the campaign. The events on the Allied bombing theater options have been corrected in regards to the effects on supply. The Kriegsmarine is represented by light static naval units by northern Italian ports. The house rules have been hopefully made more clear and simplified. The scenario is designed as a PBeM but it can be played against a PO. The PO will not however follow the house rules or use the theater options. There are events to handle an Allied PO's invasions, but that is about it.. 3. House rules
4. Notes Second invasion options are available on turns 25 through 50. Third invasion options are available on turn 104 to the end of the scenario. Each invasion after the second will come at a cost of various victory points to the Allies. The Allies may also repair the ports of La Spezia and Venizia for a cost once occupied. Invasion zones are marked off with the use of ( * ). The Allies may use all the hexes that are with in these marked off area as invasion hexes. Invasion hexes act like port hexes for the British and American forces in regards to sea transport. The Allies are restricted to these beach hexes within the areas that have been invaded. In zones that have not been invaded these hexes are NOT to be used as port hexes. 5. Other Theater options: The German player also has two theater options to release panzer formations early in the scenario. The Allies also have theater options for additional US forces to enter the scenario. These are activated in reaction to the use of the German theater options. There are two theater options that are available to the Allies that represent the effects of the use of the Allied Strategic bombers in coordination with their ground offensives. They will reduce the German supply by around 50%, an Air Shock value of 65%, and a Shock value of 65. These effects will only last for two to four turns. The first is available during the period of April and May of 1944, and the second during April 1945. An Allied PO will not have any of these effects during the scenario. 6. Event notes The Allies had many plans for the invasion of Italy. This scenario takes into consideration the need for air support for the Allied first invasion. This is why Napoli and Salerno are the only two choices available. The placement of the British 1st Airborne Division at start is to precipitate the PO to invade at Toranto. The human player may utilize it at start any way they may seem fit. The Allied PO will probably make the first invasion at Salerno. There is an event for the PO to place an Allied supply point at Salerno. The Allied PO will probably attempt a second invasion (probably at Anzio, but could be at Livorno). There is also an event for the PO to place a supply point at Anzio. There will be rain and lots of mud from November through April. Look for slow movement, and drastically reduced supply radius. Many, many units on both sides are withdrawn over the course of the game. The Allies will be particularly hard-hit by withdrawals for Overlord (November-December '43), and Dragoon (July, '44). The Axis have several units that are in Garrison over the course of the scenario. These are activated at various times or by events. See below. The map makes extensive use of escarpment hex-sides, which are often hard to see. These benefit the defender, and cannot be crossed by many units. Mountain units are particularly adept at crossing, and fighting across, escarpment hex-sides. Also note that they come in 2 strengths, with the major escarpment hex sides looking only slightly thicker. The historical locations of the original German defense lines have been drawn in. The German player probably won't go wrong by defending along these lines, especially the Gustav and Gothic lines. It is recommended sending your engineers there to build defenses along those lines before you need them. Note: the entrenchment values have been increased in these hexes to simulate construction. Most British and American reinforcements arrive in Sicily, which means the Allies can choose to land ANYWHERE. The Indian, New Zealand, Greek, Polish and Jewish reinforcements will enter at Taranto. French, Brazilian and some American reinforcements will enter at Naples. Some British will arrive at Calabria. The Axis commander should be aware that places like Livorno and Ancona need attention throughout the game, or you will get a rude shock by Allied Special Forces or Paratroops. The Air war should be pretty close through 43, but the German player should be aware that air unit replacements are a low priority and lost aircraft will be slow to return. So keep them out of Allied range when you don't need them. Gradually, the Allies will gain the upper hand. Because both sides have reinforcements traveling long distances to the front, interdiction is a useful assignment. The following link gives historical background |