0623_01c: The Destruction of Army Group Center - no Fixed Units_Alt rebalanced by Michael Smith - PzC 16 Minsk '44
The Destruction of Army Group Centre 1944
A challenge for both players - The Germans can win (a tactical victory)!
Thanks and Credits to the original designers and Volcano Mans alt version. This modified version has been under development since summer 2009.
This revision of the Minsk campaign has been the result of substantial PBEM testing with Carl Hebert ( every turn was played). 4 PBEM underway or completed.
I have attempted to pretty much keep the flavour of the alt version of the game but have made substantial revisions for play balance esp, to the PDT.
I have changed some parts of the OOB, the PDT and scn itself.
Intended optional rules used with these alternate scenarios are as per ALT:
Artillery Set up
Low Vis Air Effects
Limited Air Recon
FILES YOU NEED IN YOUR MINSK FOLDER TO PLAY, THEY WILL NOT REPLACE THE EXISTING FILES
V3.0 Dec 2011 V3 OOB updated. V3.0 Sept 2011
A. Corrected a few OOB mistakes and varied a few units morale a little- reduced some axis repl units, improved one or two Soviet esp. assualt engineers. Just to add a bit of chrome.
B. Added new rule values in the PDT to reflect and make use of all the new rules , night value is set at 20,congestion removal at 10.
C. Removed a few of the bunkers and replaced with entrenchments where they were acting as supply as they were too tough to take if the Germans withdraw in good order.
D. Reduced VP values slightly for Soviets tally. -2000.
E. Slightly improved fortifications in front of 78TH STURM.
F. In light of the new rule on fading congestion - Added a couple of congestion / choke points representing the escape of rear area troops.
G. Reduced supply values in fortified towns (40 to 10) .
V2.0 March 2010
A. Designated all Heavy Art over 150mm except SP Art guns ( to give them a little more flexibility )
B. Corrected PZ (Max) strength for 20th Pz and FHH
C. Added a few more VP for the key Towns (if you started under V1 you should add these to the Russian score)
D. PDT - Blowing of Bridges left in as Auto wired – added back in the values so it happens
E. One or two minor map modifications/ corrections
F. Corrected some errors in the oob. Armour is now more in line with alt Mc Namara data base with a few modifications
The air units for the Russians are a bit stronger according to the air research I have done the Russians enjoyed about 7-1 even 10-1 ratio
Air interception for the Russians has been increased as has the interdiction %. Axis air interception has been reduced.
For both sides I have attempted to show a wider deployment for these units by giving them an abstract range and improved AA fire
I hope they will pose more of a THREAT to air units now. I also hope players will deploy them so they cover as many units as practical.
ART SET UP
Reduced for both sides 40% for the Russians and 80% for the Axis - this is the main historical mechanism to slow offensive ops in PZC ( ESP. THE Soviets )
Now set at 1 to really give the long range guns( on turreted or open platforms ) an advantage and closed SP guns a historical disadvantage.
The auto blowing of bridges has been removed.
Now at 20%
GENERAL REPL RATE
2% for the Russians and 3% for the Axis ( stragglers )
Russian supply will begin to dwindle in the later part of the game ( it could stall the offensive ) , Axis supply will also reduce.
If you are the Russians you should consider this carefully.
Now at 160 to allow the Russians about the historical time to capture Minsk
Substantial improvements the axis morale in general although there are a few poorer quality units mixed in as well. Same applies to the Russians
there are a few Bs in there mix but few poorer units as well.
Reduced all closed to SP guns to 1 hex hard attack range ( to simulate the defensive nature of these weapons a bit better )
Substantial improvement to the defences which are more significant than in the original game
The fortress Towns are not at first sight that good to take up any defence but they have supply hexes so isolation will not take effect
Added some rubble Town and Village hexes. It will be tempting for the Axis to try and hold these.
As per VM modification from the original plus some hexes have been moved and or reduced.
I really hope you will give this a try - a lot of effort has gone into making the PBEM experience good for both sides.
All suggestions and comments are welcome
Cavalry Corps Sept 2011