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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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This is a continuation of the previous thread to discuss Second Front.
I am still looking for a good idea for the new unit in the next version. Canadian Infantry is the one I like the best so far, how about you? I would give them a Brengun and capabilities similar to the American BAR Infantry so they complement the basic British troopers.
The new version is seriously more difficult than the first! Not to discourage you, but this change in the Kriegsmarine role is very tough to counter. The bunkers "fight back" unlike those sitting ducks in the first version. The minefield East of Omaha blocks access to Port-en-Bessin and forces the Americans to land right in the middle of the 352nd Infantry... It's been a massive bloodbath. The British are still relatively successful and Utah Beach becomes the better choice for the US forces when the Omaha landings fail. Pointe du Hoc is now a real challenge because every time you empty out the bunker it seems like more troops pull into it from the rear.
The first new unit I made is a 20mm Flakvierling stationary air defense battery that protects all the Kriegsmarine bunkers against air attack. It is just tough enough to dispatch allied planes and requires the use of combat engineers to take them out.
The bunkers are nameless size 1 cities protected by air defenses and tank defenses with no improvements... Of course I made them look like the 210mm batteries (And can even make them point in different directions by adjusting their size/ciy walls) The AI seems much more eager to defend such a position than the old unit style bunker. "Capturing" it result in the same since it is size 1 it dissappears and provides no defensive value. Only Pointe du Hoc is size 2 because it requires an actual capture to trigger the technology.
By 2PM on D-Day:
My last 6 airborne hold Ste Mere Eglise with the help of 6 Sherman tanks that rolled up from La Madeleine. British hold Langrune, Lion-sur-Mer and Le Hamel. The 210mm battery West of Arromanches is the only one of the 6 new type of City-Bunkers in the landing zone that was destroyed. The British are surrounding Arromanches for the kill.
On Omaha the Americans are "pinned" on the Beach... The only hopeful sign is that they have finally reached the fortification West of Port-en-Bessin and have cut the coastal road to German traffic. But about 30-40 units have been wiped including all DD tanks, Rangers and Engineers. My old favorite landing spot on Pointe du Hoc actually turned into an American route as the defenders inside the Bunker kept machine-gunning all my engineers and rangers... One time a stack of 11 went up in smoke!
Hope to have the revised version out before too long!
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Jim Winchell
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Louisville, Kentucky, USA
May 1999 time: 05:13
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For the new unit, how about Bren Gun Carriers--a mobile infantry unit for the British? You could use the slot for landing craft--I had dozens of von Schliebens hugging the coast.
I restarted and I'm just started on Part IV, using the list of trigger cities you posted as a roadmap. So far I've managed to capture all of the objectives for each part (I'm still working on Caen.
The Carpiquet AF needs a bunker--it was undefended.
Part IV should include the event for the capture of the Cherbourg AF.
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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What I drew is a Canadian Infantry with a Bren Gun... It's not final but it adds to the British punch. The Bren Gun Carrier is also a good idea and certainly was an extensively used British vehicle, but very small and not really so proficient at anything except haunling 17 pdrs and their crew?
The mines... If they can defend against air units then everybody will complain about losing planes that run into them by mistake... I wish that air units and ground units could "Coexist" in the same slot and that there were rules preventing unit A from attacking unit B. Civ 2 is not really designed to be a tactical wargame... But this is not too bad?
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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Yes, the mines are not really working once you figure out how to dismantle them with aircraft... How about making them really strong, impossible to destroy AND visible. Basically they WILL kill X-ships but you can try to outrun them which will disrupt the landings extensively. Maybe make 10-12 of them only?
The M-7 is already in the scenario... Later on there is also an M40 and an M-18 (My favorite US armored vehicle). Another plane might be good like a rocket armed Typhoon a Lancaster or a P-38?. The Me262 were not in Normandy at all. They really only saw action in 1945 over Germany.
I have tried to keep the units in Normandy strictly historical and some of the later German surprises like Tiger II and JagdPanthers were truly used in Normandy for the first time, albeit in very small numbers.
The opportunity for adding more units only develops after D-Day as every slot is used up on D-Day. Therefore Nebelwerfers and the like will not be possible until part 3 or 4.
I have restructured the game to claim back some of the "poorly" used slots later on like the multiple German infantry and the shells. I was even thinking of reusing the Battleship after part IV as there is almost no coastal warfare after that time... Does anyone know of any German Naval action in the Channel during the Battle for Normandy? Would it be appropriate to have a few E-Boats or Subs to harass the Channel convoys later in the game?
[This message has been edited by Captain Nemo (edited October 24, 2000).]
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Cal
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Hermosa Beach, California, USA
Aug 2000 time: 05:13
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Nemo... howabout this suggestion?
Giving mines zero movement points doesn't work because the naval wonder let's them move anyway, so why not give the mines zero attack value, while still making them invisible? Then the only ships that crash will be the ones that run into them.
------------------
The strategically impaired,
-Cal
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Jim Winchell
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Louisville, Kentucky, USA
May 1999 time: 05:13
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I think the mines work fine. Sure, after you play the first part a few times you know where most of them are and can sic your planes on them, but I always seem to miss one or two and send a LC of engineers into them at full speed.
If you want to toughen things up, keep mines the way they are but lower the mp of US aircraft during the first event part to keep them off of the coast and barely out of range of the mines on the first turn. That way the LCs will still have to make their way through the mines on the first turn and the AF will have to choose between land targets or hunting down mines on the second turn--it is this way already in the British sector.
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:13
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*I think some (half) of the mines actually belong to the Kreigmarine civ so they don't get the move bonus.
There were two line ship lost on DDay.
The Norwegian destroyer Svenner was the closest ship to Le Havre. Half a dozen Eboats raced in and torped it - the Svenner broke in half and folded. The HMS Warspite counterfired as the Es released their torps and sank one while the rest fled back to Le Havre. The USS Corry, a destroyer, hit a mine at 0640, while trying to avoid shore gun fire and sank. There were no Uboat sorties - because of Allied air superiority. (all per Ambrose)
Using the Goto function with aircraft and landing craft significantly reduced my mine losses - to just a handful of units.
Maybe the mines could have a small attack value and a large defensive value. If they had a smaller chance of wiping out all of the landing craft, and were difficult for the Airforce to clean-up then maybe that would force us to take our chances with troop losses. Maybe a destroyed after attacking flag. If they had the 2x air, but were slightly weaker than the P51, you would not want to run the risk of severely wounding your planes vs maybe losing a Higgins boat. Say perhaps 1a6d 2h1f with the 2x air flag. Destroyers & Crusiers could take them out offensively, but that would leave them vulnerable to the shore guns. If they had those stats, I would take out a couple with P47s on turn one, sacrafice a destroyer or two to clear a lane and take my chances with the rest. If placed correctly this might also force the player to land infantry or risk losing all units if the Higgins gets sunk.
A combination of this sort of mine with one set of shore shells that were weak, low cost and shorter ranged - provides an interesting dilema. Weaker shells that could wound the landing parties but sink Higgins boats (more expensive to attract hits) would make the player choose between staying away from the short range guns, but in range of the mines, or getting the hell off the boats and land at the beaches and take the chance that some infantry will survive. A slightly higher cost Higgins boat to attract some shore guns would also weaken a Higgins escort formation from protecting the LCTs.
[This message has been edited by Sten Sture (edited October 25, 2000).]
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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I tested the visible mines with 1m,20a,80d,5f,5h... Only made 18 of them all Kreigsmarine to make sure they would only move 1. Since they are visible and only move 1 you can always avoid them but they chase your ships all over the coast and disrupt the protective formations and "lines" of LCVPs. They are destroyed after attack so the most damage they can cause is 18 attacks... they are disbanded by the end of D-Day but I haven't seen if that works (Made them obsolete with Phi tech on turn 8). The other way is to tie them to city/bunkers on the shore so they all get canned as the Allies destroy the shore batteries.
This new version seems a lot more difficult than the last go around. Rangers, Commandos and Airborne are VERY useful in breaking into the beaches but I am not sure I can get through D-Day myself... May need Xin Yu's expertise here... In two attempts I still am hopelessly stuck fighting for those nasty bunkers and unable to secure a continuous beach... Omaha is still a bloodbath and can't easily be bypassed as in the last version. Very historical in that regard. I am not trying to make this impossible, just making sure players really feel great once they kick the AI's butt!
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