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Italy, January 22, 1944, USA army of 779 units opposed to German army of 932 units for a battle of complexity 2.95 at Company(I) level on a 2.5 Km/Hex map for 120 turns of 6 Hours each. by Telumar submited on 10-05-2011 Rugged-Defense Playing Statistics
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| Briefing |
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ANZIO 1944Operation ShingleVersion 2.36 PBEM only "I had hoped that we are hurling a wild cat on the shore, but all we got was a stranded whale" (W. Churchill) 1. UNIT COLOURS 1.1. US VI Corps
1.2. German 14. Armee
2. SPECIAL SCENARIO VARIABLES
3. 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, and to cut off German 10th Army's supply lines thus forcing a retreat from the Gustav line. Despite the total tactical surprise a combination of over-cautiousness, hesitation and willingly ambiguous orders failed to exploit the situation and the Germans had enough time to bring substantial forces into the area to not only contain the beachhead but also to release a determined counterattack. After the climax of the battles by mid February the beachhead frontline came to a stalemate with neither side having achieved its operational aims. 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 and incooperates also some small what-ifs. More historical background and scenario information can be found in the extended briefing document. 4. IMPORTANT The following is only a quick reference guide. Players are strongly advised to read the extended briefing. Watch for the excel file in the scenario folder for a detailed reinforcement table. 5. SPECIAL EVENTS AND FEATURES 5.1. Sudden Death Victory The Allies can achieve a Sudden Death Victory by seizing certain locations in the Colli Laziali (Alban Hills) and thus triggering EEV driven probability checks. The Germans can achieve a Sudden Death victory by capturing Anzio. 5.2. Weather Stormy weather will lead to a temporary removal of beach supply points. The weather is historical for the first part of the scenario, and thereafter is regulated by a weather engine. Each day has a 40% chance for stormy weather which will affect theater recon (0), air activity (air shock 25) and naval fire support (house rule). 5.3. German Air Raids On afternoon turns the Germans enjoy a 105% air shock bonus while the Allies receive a 95% air shock penalty. This is to simulate the Allied fighters returning to their distant bases to land at daylight. There is no shock bonus on bad weather/storm turns. 5.4. Loss of Allied ships The German player will receive victory points for sinking Allied ships. The cruisers HMS Orion, HMS Spartan and USS Brooklyn are worth 10 VPs each. All other ships (destroyer class) are worth 5 VPs. 5.5. Nettuno Airfield Nettuno airfield will be operational on turn 42. This will remove the German air raid bonus. 5.6. Replacements Both sides regularily receive various replacement units on a semi-random basis. These units can be disbanded to fill up the replacement pools. 5.7. Early End Players can agree upon an earlier end of the scenario after turn 50 by selecting the theatre option "End game with current victory levels". 5.8. Theatre Recon Theater Recon on PM turns and during storm/bad weather is set to 0 for both sides. 5.9. Pestilence Force pestilence is 1% for both sides, beginning on turn 18. 5.10. Allied First Turn Allied units must land in the appropriate beach hexes. No naval or air support is possible for the first turn. The Allied player must not forget to select his 504th PRCT option. 5.11. Opening Moves, Shock and TOs If the Allied player doesn't use the 504th PRCT on turn 1 he will suffer a small negative shock in the opening turns. This is to simulate the historical caution of the Allies. The Allied player can remove the shock by theater options at a VP cost while the German player can restore the shock at a VP cost with his theater options. Players might agree upon playing with the shock or discarding it before they start a game. See the extended briefing document for further detail and rationale behind this setup. 5.12. Shock events:
5.13. Theatre Options (only available for one turn)
5.14. Naval Units A row of distant sea hexes represents the open sea and can be used to save ships from German air raids. 5.15. Allied Supply Radius Allied supply radius will increase if the EEV value reaches 64 and fall if the EEV value drops below 64. 5.16. German additional reinforcements If the Allies approach Rome the garrison and additional German reserves will be released. Additional reinforcements may arrive when the Allies advance towards Littoria. 5.17. German Withdrawals From turns 76 to 92 Kampfgruppe Ens and 71. Infanterie Division will be withdrawn. 5.18. Reconstitutions Special forces (Rangers, FSSF etc.) and German 'Alarm' units (i.e. HG Alarm Bn) do not reconstitute. Units that are scheduled to withdraw anytime during the scenario don't reconstitute. 6. THEATRE OPTIONS 6.1. Allied Theatre Options
6.2. German Theatre Options
7. HOUSE RULES
8. Playtesters Erik Nygaard, Marc Custer, Dierk Walter (Heldenkaiser), Nick (Olorin4) Thanks to J.M.Serrano & Bob Cross for helping with some US TO&Es, thanks to Derek Weichs for his WWII equipment databse. Special thanks to Erik Nygaard and Marc Custer for major contributions to version 1.8 |