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Old February 5th, 2017, 02:54 PM
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Default Re: Normandy 1944

If you have the original "scenario" set up saved. post it
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Old February 5th, 2017, 10:23 PM

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Default Re: Normandy 1944

Quote:
Originally Posted by DRG View Post
If you have the original "scenario" set up saved. post it
Not sure how to do that?

It was standard random June 1944 Normandy map Britain V Germany, with beach. Largest Map. Everything set to normal, except Artillery at 175%.(and British set to 110% spotting and 110% shooting, actually an accident since I had been doing an earlier German v USSR scenario set in June 1941 and did not notice to change it back).

German forces Command group (safely far in at rear) One Company SS Tiger Tanks (14 Tanks)Not dug in in fairly close formation on open ground (not in trees or behind hedgerows, etc).

British forces Command Group and Foo (both on Patrol ships) 10 Spotter aircraft (Auster) one 16 inch Battleship, two 15 inch Battleship, one 14 inch battleship, one 8 inch Heavy Cruiser. Game length set to 39 turns.

I set up the spotter aircraft runs to make sure the German tanks were well and truly spotted and then set the game to run on computer control. Results as above.
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Old February 6th, 2017, 02:38 AM
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Default Re: Normandy 1944

Try doing again but modify tank speed to 2 or less, use a smaller map & place all victory hexes near the tanks so the AI concentrates on that area.
Not as effective as you might think, need a near miss to flip a tank from the web.

http://www.kbismarck.org/forum/viewtopic.php?t=3450
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Old February 6th, 2017, 03:50 AM

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Default Re: Normandy 1944

Gentlemen, let me make it clear the German Tiger Company did not move, at all, during the entire 39 turns of bombardment by four Battleships and a Heavy Cruiser. I repeat they did NOT move at all (other than one Tiger that retreated fairly early on). The tanks sat there, got bombarded by 16 inch, 15 inch, 14 inch and 8 inch guns for turn after turn.

At the end one tank was destroyed, one was immobilised, one tank had run away and just two other tanks even had to button up. That was the total effect of well over 30 turns of heavy naval gun bombardment on tanks, not moving, in the open, that were the only possible target, with maximum visibility and artillery set to 175% of normal, and with a 10% plus to both British spotting and firing.

Let me be clear I love this game, but I think Naval gun Fire support is under powered (and WWII Air is rather over powered). Not the end of the world.

Last edited by IronDuke99; February 6th, 2017 at 03:59 AM..
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Old February 6th, 2017, 04:25 AM

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Default Re: Normandy 1944

Just to make my position clear I think artillery in our game is, generally, a fair bit under powered in terms of causing casualties. I routinely play WWII games with artillery set at 175% and MBT games with artillery set at 150% (And I still think it is a bit under performing).

In both WWI and WWII artillery was the biggest killer of fighting soldiers, far ahead of Machine guns (another thing, I agree with Suhiir, our game also under estimates a little, especially MMG' and HMG's).

If my test had resulted in two or three Tigers destroyed, two or three immobilised, and most of the rest retreating, all of them buttoned up, I would say that would have been a pretty realistic result.

I also contrast the result I got with four Battleships and a Heavy Cruiser, with using just five units of the best rocket armed Typhoons (the SAP rockets are much better than the AT rockets in the game) that would totally ruin a Company of late war Konigstigers even with say two units of late WWII SPAA. I doubt, very much, that is a historically accurate result.

As I said earlier, the Commander of the Panzer Lehr Division, in bemoaning his losses from days of allied air attacks while moving up to the Normandy front, says he only lost a total of five tanks from all these allied air attacks, although he lost many other soft and weaker AFV's...

The Naval Artillery Results are a bit too weak and the air force results a a fair bit too strong. Just my view.
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