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Updated Normandy'44_Alt (third time, 13 AUG)
08-13-2013, 11:06 PM,
#38
RE: Updated Normandy'44_Alt (again, 7 AUG)
(08-13-2013, 09:13 PM)ComradeP Wrote: Volcano Man: do your mods account for differences in rate of fire of various equipment types?

I'm new to this particular series and only own Moscow '42, but I do own various Overlord games. One of the main things operational/strategic wargames often don't tend to get right is that the "raw" value of equipment depends purely on the best theoretical performance adjusted by unit quality of some sort.

In the PzC series, the same seems to apply. You already mentioned the effect of quality on breakdowns, and I guess you're also changing the unit quality of German units to lower the casualties they can cause, but do the HA/SA remain unchanged?

Also, a comment purely based on what the Normandy map looks like: won't the German units coming in from the south/southeast more or less automatically receive losses through interdiction, thus requiring their starting strength to be lowered to a lesser extent than the units arriving closer to the edge of the map, such as the units coming in from the Calais area, as the units that have to drive further are more likely to receive losses through interdiction?

Several divisions trained specifically for night marches to the battlefield to avoid interdiction. From memory, 12th SS took more losses than Panzer Lehr or 2nd Panzer because it received its order to move "too late" and moved out in daytime, resulting in higher losses, whilst the other two divisions moved primarily at night and only started to take serious interdiction losses near the frontline.

I am not aware of German mobile units suffering from serious interdiction losses before arriving in the greater Normandy area, but my memory could be failing me.

Hi ComradeP,

You're right the HA/SA is usually unchanged no matter the quality level BUT there is now a Quality Fire Modifier that is in all the later games that has a positive or negative modifier based upon the units quality. I am certain that Volcano Man will be including this in his Alt version.

As far as interdiction and night moves etc. The system handles all this very well currently. Interdiction only works fully during the day and is halved in the dawn and dusk turns. It is not present at night. This allows you to do what the Germans did historically and move at night with confidence that you won't get shot up (from the air).

That said, the night disruption rule will be in place and if you move off the roads etc you will have a very reasonable chance of disrupting your units. You have to be very careful with stacking limits as you do move units along the roads. This again demonstrates the importance of planning night moves and the implications of getting them right or wrong.

All in all I think the system already covers what you're asking for.

David
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Messages In This Thread
RE: Updated Normandy'44_Alt - by FM WarB - 08-05-2013, 01:05 AM
RE: Updated Normandy'44_Alt - by dragonslayer2001 - 08-06-2013, 05:02 AM
RE: Updated Normandy'44_Alt - by Liquid_Sky - 08-06-2013, 12:59 PM
RE: Updated Normandy'44_Alt - by Liquid_Sky - 08-06-2013, 01:45 PM
RE: Updated Normandy'44_Alt - by Volcano Man - 08-07-2013, 06:39 AM
RE: Updated Normandy'44_Alt - by jonnymacbrown - 08-07-2013, 10:50 AM
RE: Updated Normandy'44_Alt - by Volcano Man - 08-08-2013, 03:30 AM
RE: Updated Normandy'44_Alt (again, 7 AUG) - by Strela - 08-13-2013, 11:06 PM

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