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Lt_2nd

Rep: 15.6


PostPosted: Mon Jun 27, 2011 2:25 am Post subject: Small Mod for LSA - Corridor Mod Reply with quote

LSA Corridor Mod
-After playing the LSA GC H2H, it was in my opinion that currently the LSA GC does not accurately simulate the difficulties the Allies had historically in clearing/opening and maintaining the corridor. The original CC2 simulated these problems the Allies had historically and made it difficult for an Allied player to link up the British 1st Airborne with XXX corps. In an effort to give the Germans more of a chance of winning the GC and harder for the Allies to open the corridor and keep it in supply as historically, changes have been made to the Campaign file and a number of static BGs have been added. Recommended level settings for H2H are for German Green and Allies Line.


SUPPLY POINT ADJUSTMENTS
-As pointed out/suggested in the matrix forums by xe5, XXX corps can trace supply to an Allied AB minor depot and gain fuel/ammo. So even if the Germans manage to cut the corridor at son or veghel, etc, if XXX corp can trace its supply to overessalt /grossbeek/son heath etc it will be in supply. To counter this the minor depots have been removed from the 101st and 82nd drop zones. The Campaign was originally designed for the AB units to be in supply for 2 days. XXX corp should be able to link up with the 101st within this time, and has a good chance of linking up with the 82 within this time frame as well. It was decided to leave the supply depots for the British 1st Airborne for play balance. The thinking behind this being that this will give the British a reason to defend/hold the drop zones to the west of Arnhem, and if XXX corp manages to link up with the British 1st Airborne, the Allies are probably already winning the GC anyway. Though, feel free to mod the Campaign scenario file to remove the minor depots in the British area if you would like.

Also pointed out in the Matrix Forums, the Allied AB groups are only suppose to be in supply for 2 days, however they appear to have unlimited supply unless this value is "0" in the Campaign.text. I have changed this value to "0" in the Campaign file so that the AB groups do not have supply indefinetly. To Counter this change to make sure AB groups have supply for the 17th and 18th, the Allies have been given 10 supply drops for the 17th and 18th and should only be used for AB units.

German supply depots to the West of Nijmegan changed to minor depots (see below). German minor supply depots added to Best, Nederwetten, Wyler. German BGs in these area will be able to trace supply off the map instead of needing control of the adjacent map and VLs to be in supply. German major supply depots added to Grafwagen.

DISBANDED BGS
The Campaign text file has been modified so that Disbanded BGs reappear. This will help the Germans and may add some variation to the GC since the Allied player will not know what/where disbanded BGs will reappear and could potentially threaten the corridor. The German major depot to the West of Nijmegan has been changed to a minor depot so that Disbanded BGs will not reappear here, and thus be diverted to threaten the 101st corridor in the South, the 82nd DZs around Grossbeek, or the Arnhem areas to try and keep in line with history.

STATIC BG ADJUSTMENT
As currently it is to easy for the Allies to clear the corridor in the South and clear Valkenswaard and Eindhoven. XXX corps did not reach Eindhoven in force till the end of the day/evening of the 18th. The static group in Valkenswaard has been given more teams to hopefully allow the German player more staying power to hold Valkenswaard maybe two or three turns depending on the players skill. Eindhoven Static BG has been given a couple of panzerjager teams as well for Anti-Tank Capability.

Static BGs have been added to Nederwetten, Helmond, Gemert, Schindel, Uden, Oss, De Gelders, Beek, to  allow the German player to delay the Allied player and from taking these maps automatically thus slowing down their advance. Also, it serves as an incentive for XXX corp to use the Son/Veghel/Uden Airborne corridor which typically should be secured by Day 1, and this also should discourage XXX corp and AB units on initially straying from this corridor since it should take longer to secure the Nederwetten/Gemert/Helmond Route. The group in Nederwetten consists of SS troops and a SS Jagpanzer IV. This is to represent the remnants of two SS Inf. companys and a SS Bn of Jagpanzer IVs that had been reduced to about 8 by the 18th-19th, originally in action in the Valkenswaard area and after the initial XXX Corps breakthrough had reformed Southeast of Eindhoven. In reality they were not reformed here until the 18th, but the only way I found to include this blocking force was to use a static BG. Static BGs in Gemert and Helmond to represent reformed FJ elements of KG Walther. These groups also provides the German player a decent force in holding the approaches to the Helmond map until 107th Pz Brigade arrives and so this group will not have to "fight" its way onto the strategic map. Static Groups in De Gelders and Schjindel to represent German scratch forces that were in the area and hastly assembled, (2 inf replacement battalions, police battalion, etc). Static BG in Beek just to represent outlying defense for the approaches to Nijmegan Bridge.

German Static BG in Arnhem reduced by 1 MG team to make it easier for the British to take North end of the Bridge.

German Static BG in Best given 1 extra MG team to make it more difficult for the US to take the Bridge.

GERMAN REINFORCEMENT ADJUSTMENT
Also, in an effort to help the 107th Panzer Brigade counter attack, KG Walther has been moved to come out on the morning of the 19th (previously the 22nd) to help allow for the 107th Panzer brigade counterattack while having a follow up/reserve brigade to help prevent the allied player from moving in behind and cutting off their supply. There were remnants of KG Walther in the area before the 22 historically.

The arrival of KG spindler has been adjusted to 1800 hrs on the 17th instead of 1500 hrs on the 17th.  Based on my understanding of historical accounts, KG Spindler did not arrive till the late
afternoon/evening of the 17th and harrased the remainder of the Brit. 1st Brigade (Minus Frost 2nd Bn) West of Arnhem trying to reach the Bridge. As of now they can be get to Arnhem Bridge and defend the map before the Brit 2nd Bn can get there. Also, the location has been changed to Valkenhuizen North of Arnhem. The purpose behind this is to give Frost's British 2nd/Bn a better chance of getting to and taking the N. End of Arnhem Bridge while still allowing the Germans the ability to cut off the approaches to Arnhem from the West as occurred historically.


***OPTIONAL HOUSE RULES TO CONSIDER AND TO HAVE A "GENTLEMENS" AGREEMENT TO OBIDE BY IF BOTH PLAYERS CONCUR***:

There is nothing in the game that enforces these. If both players agree, they will have to keep track manually by writing down/taking notes if necessary.


ALLIED AIR SUPPLY DROPS:
Only can be used for Allied AB Groups and to be used, Allied AB BG must be on an original Suply Point Drop Zone, or trace a line of supply back to an original Supply Point Drop Zone. **Note - NOT Applicable to the Allied AB supply drops allocated on the 17th/18th since all Allied AB groups originally suppose to be in supply for 2 days. Also not applicable to the Polish Para Brigade on the 22 since they would be assumed to be in supply for 2 days. Drops on for these exceptions can be used for Allied AB groups on any map regardless of tracing to supply point or not***

These Maps are as Follows:
US 101st - Original Drop Zone Supply Point - Son Heath
US 82nd - Original Drop Zone Supply Points - Overasselt, Grossbeek, Wyler
British 1st - Original Drop Zone Supply Points - Renkum Heath, Arnhem Heights

FERRY CROSSINGS:
To emphasis the importance of the Arnhem Road Bridge in the campaign, it is recommended that some BGs incur delays when using Ferrys. A player can reach Nijmegan from North/East of Arnhem in the same number of moves whether they use the Arnhem Road Bridge or move down to Pannerden to use the Ferry which is not an accurate portrayal in my opinion. It is recommended that some of the BGS should incur a delay when using ferry crossings and the delay should depend on the BG size and whether they have armored vehicles attached. This is can be attributed to the amount of time required and resources that were available for transporting equipment across the ferrys represented in the game, especially for heavy armored vehicles.  The penalty should occur after the BG has used the ferry crossing (eg, Arm. Group moves from Pannerden to Doorneburg, the turn delay should be observed on the Doorneburg map)  Only one BG may be considered crossing at a time. To determine the delay look at the size of the BG, find the estimated Xing time, and add that the the time of the strategic turn time in which the group first moves across the ferry, the resulting number is the next time of the phase they can move. In reality it may have taken some of these groups longer to cross, but in an effort to maintain a balance between realism and playability, these are the suggestions.Inf BGs battalion size or less are assumed to be able to get the entire unit across in 3 hours so should not suffer a delay. Infantry BGs US regiment/British Brigade/German Brigades should take 6 hours to move across or incurr 1 daylight turn delay, no penalty at night time since these are 6 hour turns. Armour BGs battalion size or less incur a 6 hour or 1 daylight turn delay (this mainly applies to the Germans since the majority of there armor Groups are this size, all of the British Tank Groups are Brigade Size). Armour BGs Brigade size should take 12 hours or incurr a 3 daylight turn delay (**German 506h abt should be considered to be Brigade Size).  The night turns are 6 hours and would count as 2 turns, (1800 to 0000 hrs, and from 0000 hrs to 0600 hrs). Only one BG may cross at a time and no other BG should be able to cross until the last group to use the ferry is considered across the river. Ie, If an Arm. Brigade initially crosses at 0600 Hrs, it is considered to be using the resources at the ferry until 1800 hours, so the ferry crossing can't be used by another group until the 1800 hrs turn. Armoured groups are considered to be any mobile group with Armour (Ie, halftracks, armour cars, tanks, etc) **Note - AB units with Jeeps do not count as armoured groups**

So for example, most of the German Armour BGs that arrive North of Arnhem are battalion size or less. If they move across the Ferry on the 18th at 0900 hrs, they will incur a penalty at 12 hrs and then be able to move off the map at 1500 hrs. Or if they move to across the ferry at 1800 hrs, they should be allowed to move again at 0000 hrs,same if they move across at 0000 hrs, they should be able to move off the map at 0600 hours.

British Example, say the Coldstream Guards get to the ferry on the 22nd and cross at 0600 hours, they should not be able to move off the ____ map until 1800 hours, or if they move across they ferry at 1800 hours, they should not be able to move off the ____ map until 0600 the following morning.

Day turns 0600 through 1800 hrs
Night Turns 1800 and 0000 Hours.
                                                                             
Inf. BG Battalion or Less -CrossingTime - 3 hours -Daylight Turn Delay - None -Night Turn Delay None
Inf. BG Brigade/Regiment Size-      -CrossingTime - 6 hours -Daylight Turn Delay - 1 Turn -Night Turn Delay None
Arm. BG Battalion or Less -CrossingTime - 6 hours -Daylight Turn Delay - 1 Turn -Night Turn Delay None
Arm. BG Brigade Size -CrossingTime - 12 hours                -Daylight Turn Delay - 3 Turns -Night Turn Delay 2 Turns



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Tejszd

Rep: 133.6
votes: 19


PostPosted: Mon Jun 27, 2011 2:59 am Post subject: Re: Small Mod for LSA - Corridor Mod Reply with quote

Sounds good, thank you Lt_2nd!!!
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QM

Rep: 49.4


PostPosted: Mon Jun 27, 2011 8:26 am Post subject: Re: Small Mod for LSA - Corridor Mod Reply with quote

Nice one!  Thanks.


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ErwinSp

Rep: 23.7
votes: 2


PostPosted: Mon Jun 27, 2011 8:52 am Post subject: Re: Small Mod for LSA - Corridor Mod Reply with quote

Nice one.

Thank you


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Priapus

Rep: 18.6
votes: 1


PostPosted: Mon Jun 27, 2011 9:53 am Post subject: Re: Small Mod for LSA - Corridor Mod Reply with quote

Nice work. I've been playing around with the data too, mostly trying to improve the balance of the GC by giving the german BGs a boost. The line:

# Number of days after arrival that Allied AB BGs are automatically in supply
2

presumably means that after 2 days the AB BGs begin to lose supply, right?

With recycling of disbanded BGs activated, will they incur strength loses after being disbanded?
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thumb

Rep: 5.9
votes: 3


PostPosted: Mon Jun 27, 2011 4:27 pm Post subject: Re: Small Mod for LSA - Corridor Mod Reply with quote

Priapus wrote (View Post):
The line:
# Number of days after arrival that Allied AB BGs are automatically in supply
2
presumably means that after 2 days the AB BGs begin to lose supply, right?


Presumably, however if that value > 0, Allied AB BGs will never run out of supply.
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thumb

Rep: 5.9
votes: 3


PostPosted: Mon Jun 27, 2011 10:23 pm Post subject: Re: Small Mod for LSA - Corridor Mod Reply with quote

Lt_2nd wrote (View Post):
LSA Corridor Mod
...the minor depots have been removed from the 101st and 82nd drop zones...


Some Allied AB reinforcements require that the BGs to be reinforced must be in at least minor supply on the turn their reinforcements arrive. Otherwise the reinforcements dont happen.
Suggest changing the reinforcement code for those BGs (3rd value) from 1 - 0 to 0 - 1, which  will cause the reinforcements to happen regardless of the BGs supply situation.
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