WF: Breakout at Benicourt - Design Notes - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Campaign Series (https://www.theblitz.club/message_boards/forumdisplay.php?fid=8) +---- Forum: H2H Productions | CS (https://www.theblitz.club/message_boards/forumdisplay.php?fid=58) +---- Thread: WF: Breakout at Benicourt - Design Notes (/showthread.php?tid=59405) |
WF: Breakout at Benicourt - Design Notes - Kool Kat - 07-23-2011 Gents: Version 1.0 (July 22, 2011) * Extended the map and road network - Allows more Allied and Axis options * Majority of Allied forces enter as reinforcements - Allied player does not start with overwhelming force on board * German OOB - Added assorted recon elements, 1x Stug Assault Gun, 2x rifle companies, 1x 75mm AT * Added another Objective Hex (German controlled) * Victory points have been adjusted. Scenario starts as "Major Allied Defeat" * Allied player moves first RE: WF: Breakout at Benicourt - Design Notes - Kool Kat - 08-18-2011 Gents: Version 1.1 (August 17, 2011) Allies * Reduced quality of armored infantry to green * Reduced number of M3A3 (MG) half tracks to 1x company Axis Added the following units as Turn #5 reinforcements: * 2x engineer platoons * 1x JgPz V 88mm TD * 1x leader (mot) * 2x half tracks RE: WF: Breakout at Benicourt - Design Notes - Kool Kat - 08-26-2011 Gents: New version of "Breakout at Benicourt." Version 1.2 (September 4, 2011) Extreme Assault may be selected. Allies * Decreased green armored infantry platoons to 1 platoon per company. The other 2 platoons per company will be regular. (Will give Allies more offensive strength and hopefully address the unbalance here) * Added 1x M8 Greyhound armored car (Added more "punch" in scouts) Axis * Removed 3x 105mm artillery. Replaced by 1x 105mm artillery (full strength) that became off board. (Suggestion from a few play testers and historically valid) * Remove 1x 37mm AT, 1x 75mm Inf, 1x rifle, 3x trucks - North flank. Replace with 1x motorcycle platoon, 1x motorcycle, 1x 251/10. (More realistic flank capability based on an Axis infantry-dominated OOB.) * Remove 1x 50mm AT, 1x 75mm Inf, 1x engineer, 3x half tracks - South flank. Replace with 1x motorcycle platoon, and 1x motorcycle. (More realistic flank capability based on an Axis infantry-dominated OOB.) * Remove foot-based 1x 20mm AA. * Remove 2x infantry companies (that start on map). Axis Reinforcements: * Remove majority of trucks and half tracks carrying reinforcements. Most Axis reinforcements (with a few exceptions) now arrive on foot or wagons. (Better reflects Axis transport capability and prevents Axis player from being able to easily shift infantry units to threatened sectors.) In previous test games, as the Axis player, once the American main thrust was identified, I was able to use my truck and half track fleet to pick up the majority of "idle" troops in quiet sectors, and quickly transport them to any threatened sector on the map... knowing that the American did not have the forces to exploit any holes I left in the front lines. IMO, unrealistic and "gamey." * Remove 2x 75mm AT. Replace with 1x Marder III. * Remove 1x JagPz V. * Remove 1x 251/1. Replace with captured Allied truck. 2x engineer platoons now arrive in Axis half tracks and captured American trucks. |