(03-27-2018, 05:37 PM)Vasili.I.Chuikov Wrote: Trying to leave the beach at 2:00 pm in Normandy 44 is impossible because of the time scale does not match. this does not happen in PB Normandy. But I do know that a good bombardment of aviation and artillery of high values of hard attack and the sum of armored assault and engineers concentrated in a hexagon is the key to get out of that damn beach.
Quite true. Trouble is, you don't have any.
The best you can do re. airplanes are the Typhoons with a Hard attack of 8.
In comparison, the Shermans have a Hard attack of 26 and the 57mm AT-guns have 22.
So the flyboys might scrape the paint off the bunkers, but that's about it.
The Navy is slightly better, the big'uns have a Hard attack of 16. But you only have a handful of those, and they won't be available every turn.
The engineers aren't of much use with the Mac PDT. Since the pillboxes/bunkers are Hard targets, you attack with the Hard attack of 3, instead of the Assault of 16.
Not to mention that the engineers have far too many other things they need to do what with minefields and AT-ditches to be able to assault anything until very late in the day. Assuming they survive in the first place.
Oddly enough I've found that the best (or least bad) way is to ignore the advice in the Alt. documents.
Never mind getting more infantry onto those beaches, what you need is the AT-guns and plenty of them.
If you can't have armor, you'll want whatever you can get with a decent Hard attack to hammer those bunkers.
I did another test, this time with the Beach TEM set to 100% instead of 200%.
(Still Alt_ scenario with Alt. fire/assault on, against the AI.)
Now that helped immensely.
Make no mistake, Omaha is still a bloody shambles but it is at least possible to get off the beaches.
The above is the situation after Turn 4, so it's 2pm.
All three possible breaches have been made (I got a little lucky with Disruptions).
But while the initial breaches have been made, it's worth noting that they're still adjacent to good-order enemies in bunkers, and every hex of the beach is still under fire. And that beach is still heavily mined.
The only good-order troops I have available are the ones in the breaches, anything on the beach is either Disrupted or has high fatigue. And none of my armor is undisrupted.
So it's not as if I'm about to jog across France......
With four more turns of daylight, it should be possible to reduce two more bunker hexes, and widen the gap a little bit.
But I doubt the advance will get much further than the highway, and this is still against the AI.
Casualties have been roughly historical for the Allies, while the Germans have (thus far) taken very few casualties.
If memory serves 352nd Inf. lost something like 1200 men on D-Day.
There are still a few things that bother me about the Alt_ version though.
Engineers aren't very good at doing what they're supposed to be doing, i.e. destroying strongpoints.
Without good Hard attack, they're only slightly better than standard infantry. On the other hand, if you crank up the Hard attack, they suddenly become AT troops, which they most certainly weren't.
So there are two possibilities that I can see, both unfortunately requiring hard-code changes.
Either there's a third 'anti-bunker' value added, separate from the Hard attack. Or bunkers are changed from being Hard targets.
The other niggle is the use of AT-ditches to simulate....er, AT-ditches.
While I get the idea behind it, there's an unfortunate side-effect. In order for it to work, the engineers have to land Disrupted, otherwise they can remove the AT-ditch upon landing.
Which means that on Turn 2, you only have 2/3rds of the available engineers available to do engineer stuff.
Which in turn means fewer targets the Germans need to concentrate on.
I'm not sure the scale is right for AT-ditches of fairly small sizes. I think it's better to simply use escarpments to funnel the attacks in the historical direction.
But that's just me.
Finally, I do hope nobody is taking any of the above as a critique of either the PzC series or the Alt_ scenarios.
Seaborne invasions are highly specialized undertakings, and asking a game-engine built for armored mobile warfare to do something like this is perhaps a bit of a stretch.
Same goes for which ORs are 'right'.
After nearly three decades of wargaming I have learnt one thing for certain:
Put three wargamers in a room, and you get five different opinions on anything. ;)
EDIT: Typo-corrections.