The Allied invasion of Sicily, codenamed 'Operation Husky', was a major World War II campaign, in which the Allies took Sicily from the Axis (Italy and Nazi Germany). It was a large scale amphibious and airborne operation, followed by six weeks of land combat. It marked the beginning of the Italian Campaign and the first stepping stone to the invasion of main land Italy.
Husky began on the night of July 9, 1943, and ended August 17. Strategically, Husky achieved the goals set out for it by Allied planners. The Allies drove Axis air and naval forces from the island; the Mediterranean's sea lanes were opened, and Italian dictator Benito Mussolini was toppled from power. It opened the way to the Allied invasion of Italy. (Wikipedea)
In this battle 68th armored battalion(-) supported by a battalion size Parachute & Glider Infantry unit has the mission to seize one of the larger airfields on the island of Sicily. This field is suitable for operations against main land Italy.
The Axis defenders are not completely surprised, however. The Italian Coastal battalion 122, defending the area, although not equipped with veteran elements and the best weaponry, is very familiar with the area and the unit prepared themself as well as possible. Further there are sufficent high quality German mechanised reserve elmentents on short notice in the area.
During the night of the 9th of July crack US paratroopers jumped over their designated DZ, but unfornately they are scatterd all over the area. In the morning the heavy units are debarked and they start from the beaches to link up with the brave para´s. The Italians stand to their weapons and notify their veteran German allies. In a couple of minutes, the result will be CAS! (Chaos at Sicily!!!)
Minor Victory
My Side
Allied
Turns Played
27
Balance and Enjoyment
This battle would play out far better on a smaller map with less rocky terrain and less flags. Both players became frustrated by being blocked in due to the vast amount of rocky terrain on this map.
Victory Conditions
my objective was to capture the airfield and surrounding flags. This did not happen as we did a ceasefire.
Map & Terrain
Map is far too big. Really this map would be ideal for an operation instead of a single battle.
Rocky terrain was used too much on this map, cutting down going across country for both players. It felt like the designer was forcing the players to use the routes he choose.
Historical Introduction
Allied briefing should tell the player when and where his reinforcements will arrive or just give him a rough idea in what area they arrive so the player can work out tactics in advance.
Game Length
Ceasefire on about turn 27 due to both players not enjoying the battle.
Force Mix
Allied force mix was ok.
Initial Setup
The ones I came across were ok.
What I really liked about this scenario
I could see the designer had worked hard on this huge map.
What I really did not like about this scenario
Map size, rocky terrain, set up area's, too many flags on the map.
Any other comments
I'm sorry most of this review is negative but as it stands at the moment, I could not recommend this scenario to be played as a H2H. With work to reduce the map, rocky terrain and less flags, then the players enjoyment factor will improve and they should then be willing to play the scenario to the end turn.
Minor Loss
My Side
Axis
Turns Played
27
Balance and Enjoyment
Lopsided US with all their infantry and tanks. The majority of the axis infantry is Italian which limits one's ability. My Italians held out well, and actually wiped out a para platoon, but all in all I was craving German infantry, not German tanks. Bring the Germans in on the same road, not on 5 different roads, or in one case, woods. Less green crews too, I suffered lots of misses by my tanks only to suffered a 1 shot 1 kill from the allies.
Victory Conditions
No. The axis player had to hold numerous areas with few units causing him to spread too thin.
Map & Terrain
Too big, WAY TOO BIG. The map looks nice but it is covered with impassable terrain, forcing the player to stick to the roads. Areas of road are left out to try and force the players who are using the roads to slow down.
Historical Introduction
Introduction is ok but I don't think it accurately reflects what one is getting himself into in this scenario. I was expecting an airfield battle and ended up with a beach and middle of the map battle.
Game Length
Even if one was to play this out to turn 45 I think it would be too much for the axis to hold onto. With that number of turns the allies can take their time, destroying each little pocket of enemy as they find them with his full force.
Force Mix
Too much armour, not enough infantry. I would have gladly traded my platoon of PzIIIs for a couple of companies of German infantry. The PzIIIs entered in an area where the allied player got para reinforcements which enabled him to cut the road. With no infantry I was forced to crawl through horrible terrain which allowed the allies to bring up their armour and blast my PzIII platoon off the map.
Initial Setup
The Italians at the beach have lots of fox holes which are their saving grace against the hordes of US units coming ashore. The airfield has 2 bunkers but I had no idea where the enemy was coming from so in the end they played no role.
What I really liked about this scenario
I got to play with Tigers.
What I really did not like about this scenario
Reinforcements appeared all over the map so one had to search for them. And as they appeared all over they were easily cut off and destroyed in detail. All units should come in close together to give them a chance.
Also I was 6 turns into the game and still finding units I didn't know I had. I cannot count the number of times BT and I emailed each other saying "hey, found some more units".
Any other comments
The scenario has merit if the following were to happen: Cut the map into 4 sections and make it a campaign. Have the battle for the beach, followed by the approaches to the airfield and then finally the airfield attack itself. But as one big battle it doesn't work.