DECISIVE CAMPAIGNS - THE BLITZ FROM WARSAW TO PARIS

Bootie

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Have to say I like the look of this one. :)

http://www.matrixgames.com/products/390/details/DecisiveCampaigns:TheBlitzkriegfromWarsawtoParis

The team behind the award-winning game Advanced Tactics is back with a new and improved game engine that focuses on the decisive early days of World War II! Decisive Campaigns: The Blitzkrieg from Warsaw to Paris is the first in an innovative series of operational World War II wargames that also include a strategic element. The Decisive Campaigns simulates Germany’s military successes in Poland and France in 1939 and 1940 (including also a hypothetical “Sea Lion†invasion of Great Britain).
 
Looks like just another standard 2D job, I wouldn't fancy being the Polish player in 1939..
But playing as the Allies in 1940 would be an interesting challenge because I'm sure we can do a lot better than the French did historically. The Brits as usual will perform well, they made SS-Totenkopf panic (Guderians word) at Arras..
And the invasion of Britain scenario would be interesting too.
 
Yes, it does look rather interesting. I wish that it was one step down for the units, Battalion/Division would be more interesting to me. Graphics look good and clean. I guess will have to wait and see. When is/was it's release date?
 
I don't see Russians in 1939 that makes this game unhistorical and just another 2d wargame
 
and unfortunately there were no somua tanks in Poland near Siedlce in 1939 :)
 
BRITS PANIC TOTENKOPF, 1940..:)
Guderian quote from 'Panzer Leader' page 114-

Gud-Arras.gif
 
I bought this and have played through three of the five scenarios. I enjoyed it. Only played the Germans so far against the AI, but there are lots of options to make the AI tougher, and introduce variants in the scenarios to make them tougher, or more balanced in a 2-player game. In fact in the bigger scenarios you can have multiple players on each side, so one player takes the French, another the Brits, and another the Dutch and Belgians, while on the German side different players can take Army Group North and South and so on. So despite there only being a five scenarios (Fall Weiss, Fall Gelb, Sealion, and two shorter scenarios for the Invasion of the Netherlands and a Bzura in the Polish Campaign) there's plenty to keep you going, and the bigger scenarios take a good while to play through. And there is a Grand Campaign mode where your losses or successes are carried on to the next stage (Fall Weiss, Fall Gelbh and Sealion, although it is only available as the German player.

If you like your operational wargames I would recommend this one, good clean interface, a good game engine, no show-stopping bugs, and although there are some historic inaccuracies the feel of the game I think recreates the feel of the battles of the time, with mobile breakouts and combined arms portrayed pretty well. And there are a good few subtleties to work out before you get the hang of combat, although if you do what feels right you generally do pretty well, so you can get into this game without reading the manual, at least that's what I did! It is not the same as Advanced Tactics however, and has no editor to create other battles.

Well worth a look if you like these kind of games though. I'm now going to give some of the battles a go as the Allies.
 
Look forward to hearing your thoughts on this one Bootie, I like it, but I like operational level wargames. It has a good feel, and the cards you can play add an extra twist to the game. If any of guys are wanting a flavour of the game head over to Matrix where there's an AAR going on showing the game mechanics. If I have time I'll try and do a short AAR myself of the Netherlands scenario, but I'm not sure when. I'm sure Bootie will show you the ropes when he does his review.
 
Okay I’m going to offer a simple AAR of this game which hopefully will give you a flavour of the game, and I will try and show how it works. I really enjoy it, but although it is from the maker of Advanced Tactics, be warned this does not have that much in common with that game, not so open-ended, only a handful of scenarios, and no option to produce units etc.
Opening screen presents you with the options:

TitlePage.jpg


Campaign Game (which entails playing Case White, Case Yellow and Sealion as three linked scenarios as the Germans, where you carry casualties into the next scenario, and what you do in the previous scenario has some impact on the following scenario; you also carry over the experience gained in the previous scenario, which is evenly distributed between all of your troops, rather than being individually retained by the unit that earned the XP)
Case White – German invasion of Poland, playable as either side
Case Yellow – German invasion of France and Low Countries, playable as Allies or Germans
Sealion – Hypothetical invasion of Britain, playable as either side
Bzura – Smaller scenario based in Polish campaign
Netherlands – Smaller scenario based on invasion of the Netherlands


I decide to go for the Netherlands scenario as the Germans to give a small taste of what the game has to offer:

ScenarioOptions.jpg


Next up is the options page, in this case there are two variants available for the Dutch to be more prepared, which gives them better morale and cohesion, or for the Germans to take it easy, which make the Germans less prepared. You can also choose to give the AI more help, in other words make the game more difficult, and slow down the AI, which I assume slows down how quickly the AI processes its turns. I will choose to leave this as it is, although when beginning you might want to slow it down to see more clearly what the AI is up to. In the bigger scenarios, the AI turn can take quite a while.


One thing that might bug some people is that scenarios, and game saves can take a while to load. I think this is being addressed in an upcoming patch to some extent, and that is one thing about the developer, Vic, he is very helpful and active at the Matrix forums and is taking on board a lot of the advice for future patches and other games in this series.
Okay I’ll leave everything as default, and move onto the game.

Below are the victory conditions for this scenario, the most likely reason for a German victory will be that Dutch morale will drop too low due to losses and they surrender. On other scenarios, you’ll need to acquire the Victory Points (VPs) by capturing strategic towns.

VictoryConditions.jpg


Here is a look at the German OOB before the panzers roll over the Dutch border:

18thArmyOOB.jpg


As you can see the 18th Army under Georg Von Kulcher is the German force tasked with taking the Netherlands. If you look closely at the information for Von Kulcher you can see he has some cards at his disposal. This is one of the more interesting features of the game, commanders have a chance of being awarded a card each turn which they can then keep to play at a decisive moment in the scenario to tip the balance. As an Army commander Von Kulcher has a Ready Unit card which he can play, which boosts a battle-weary unit back to battle-readiness. As it is the beginning of the game, no unit requires this. Also Von Kulcher has a % under his portrait, this shows the benefit he gives to units directly under his command in combat. The four divisions 56th to 256th and the air units and Engineers are all under his direct command, and benefit from his bonus. There are also three Corps within the 18th Army who have their own commanders and support units:

XXVICorpsOOB.jpg


XXVI Corps is commanded by Albert Wodrig who has two infantry divisions, a panzer division, an artillery, an engineering unit and a security train under his command. The small ‘r’ in the centre of the infantry icon means that they are reserve infantry units, and so their morale is not as good as standard infantry units. Engineers are used to repair bridges and are better at blowing them, artillery is used to soften up units, and each division has its own artillery as well as there being Corps and Army level arty. Security trains are used to keep rear areas secure, and are of little combat value. As you will have seen there are also some air units attached to 18th Army, these can be used to bomb troops, bridges, or hard targets. Level bombers are better at destroying soft targets, Stukas are better at targeting tanks, and so on. You can also use planes for recon purposes.

There is also the main cards tab which allows you to play some general scenario cards which are available if you have enough PPs or Political Points to spend. In this case, the Germans have enough to spend to access any one of the three options open to them. I will choose to terror bomb the Dutch for 30pps straight away, as this reduces the morale of the Dutch troops from the outset, which is pretty shakey to begin with!

MainCards.jpg


56thovertheriver.jpg


56threadytomove.jpg


Above you can see the 56th Infantry Division is ready to move out with the ultimate aim of securing Eindhoven, but there is at least one unidentified enemy unit in the way. In the second screen shot the 3rd Regiment of the division is selected and you can see how far it can move and the two red arrows indicate it can move and still has enough APs (Actions Points) to participate in an attack against the enemy unit. The more APs you have left to attack with, the longer you can sustain the attack, and so the more likely you can win, if the odds are favourable. I decide to move the 56th into attacking positions on the enemy unit.

MaasLineUnit.jpg


The unit is a MaasLine defense unit, which I have reasonable recon about. The more units you move in proximity to enemy units, the more recon you exercise over them, and thus the more accurate your info is on the enemy unit. My info bar at the top tells me that I have 189 recon on this unit, 40 is enough to identify it, but I would need 400 to have full and exact info about it, so my info is reasonable, but it may be inaccurate. The red bar appears to tell me that the unit is not at full strength, but I have not attacked anyone yet, so I would expect this to be false. The unit is in open fields as terrain, so it will not get many defensive bonuses from terrain, and it does not appear to be dug in. It is not well organised and lacks XP. So despite attacking over a river, I should have an easy victory with this attack. Also notice that the unit which moved over the river has converted several hexes around it. Unit exercise a zone of control. My recon is very low in these hexes though, and there may be enemy units there, but I do not have enough units to uncover them through recon as yet. So when moving, you should move a couple of hexes at a time, as you could run into the enemy!

56thCrossestheRiver.jpg


An artillery barrage from the 56th softened up the defenders and then two regiments attacked the Maasline defenders across the river. The Dutch defenders routing quickly and the defenders were able to cross the river. No matter how few APs you have left at the end of combat, you can always move into the hex vacated by the defeated enemy unit. The Dutch took heavy losses, and the Germans lost a bit of readiness and unit integrity, but gained morale and XP. Morale makes units less likely to break in combat, and XP improves their combat effectiveness.

AttackonPeel.jpg


Further north elements of Wodrig’s XXVI Corps, including the 9th Panzer Division, have crossed the Maas successfully as well, but have run into fortified defenders at Peel Raam. Here the defenders will benefit from Light Fortifications, being dug-in. To the north more of XXVI Corps have captured Nijmegen before the Dutch could react. I am going to conduct an airstrike and an artillery barrage on the defenders at Peel Raam, before attacking with tanks and infantry. The airstrikes and artillery barrage have completely obliterated the fortifications and reduced the Peel Division’s entrenchment to zero, as well as taking a heavy toll on the unit itself. The attack can now go ahead with minimum risk, and less APs should be expended in the attack now, and the Germans will take significantly fewer losses.

The screen above shows that two elements of the 9th Panzer Division are going to attack. You can see that they benefit from a 30% attack bonus due to the fact that two units from the same division are attacking together, and a 20% bonus for the attack being from different angles. The more units attacking from different directions, the better generally. And the same goes for the units from the same division attacking together. However, if you mix in units from another division, then the divisional bonus is reduced. Also there are overstacking penalties to attackers and defenders. The 86/70 means that my two attacking units are slighty overstacked in terms of the volume of attackers trying to attack across the frontage of the two hexes. The defender has no overstacking penalty. You need at least two units in a hex to trigger this, and they have to have sufficient stacking points. I’ll go with the slight penalty here, as the attack is very low risk and so will incur very few casualties in any case. The attack broke the Dutch unit, which simply disappears from the game. If it had retreated, it would still be in play, but when a unit breaks, it is destroyed. This normally happens when the unit has lost most of its men and machines.

ObjectiveArnhem.jpg


The X and IXL Corps are poised to move on Arnhem, but I think I will use another card to deploy the 7th Flieger Division in an audacious airborne operation. Well as can be seen below, no Dutch defenders were there to welcome us, and so Arnhem falls without a shot fired...

7thFliegeratArnhem.jpg


And so the turn is about over, contact made, some key cities taken, and some crossings secured, but the enemy will now have a chance to make his moves. Below is a mistake I made south of Arnhem. I sent in some heavy bombers to soften up a target for the next turn’s attack, but I have also blown two bridges in the process, the red circles you can see. So now supply could be an issue at these points, particularly as they are rail bridges. It is on the rail network that Corps and Army HQs should always be, so they can distribute supply more effectively. Also if Corps HQs are 10 hexes or less from their subordinate units, they give them full combat bonuses, associated with the abilities of the Commander and his staff.

BridgesBlown.jpg


And so that it is the first turn.
 
I haven't played a game like this ever. So an observation from someone who doesn't know anything about it:
- it seems that the artillery strikes and aerial bombardments are extremely effective and/or accurate.
- can you use these planes again next turn or can't you use them for one or more turns because of refuelling and the like ?
- Arnhem end Rhenen are spelled incorrectly
 
Artillery strikes and air strikes can be effective on troops which are in open terrain and not dug in, but if you try and bombard troops that are dug-in and in heavy forest or urban, then the strikes are less effective, and you are in effect sending 100s of planes to attack a division. But you may be right that the effects of artillery and air strikes can be excessive, but I guess the game being an operational wargame has some abstractions, meaning that it is not totally accurate. In the Netherlands scenario the Germans have 3 air flottes, two which are heavy bombers, and one which has stukas, which are good for taking out tanks, but the Dutch have very few hard targets.

Each air unit can make one air strike per turn, or conduct a recon mission. And the futher from the front line, the less time they have over the target. Air units have APs like any other unit, and it the target is further away, it takes longer to get there and so they have less APs to attack with when they get there.

Arty units can only attack once per round, and although each division has its own arty, I don't think it is as powerful as the much less common Corps and Army arty. I will check that out in my Turn 3 update, I have already written up Turn 2.

As for the effectiveness of the German arty and air strikes, perhaps the desinger was trying to simulate the effectiveness with which the Germans were able to use combined arms in the 1939/40 Blitzkreig? As I said, they are not always as effective as you would like, and you only have a limited amount to deploy each turn. And although the Dutch have little air cover, the French and British do. And in other scenarios, anti-aircraft units can be deployed strategically. Although I'm not sure about how they are best deployed yet.

There are supposed to be quite a few spelling errors in the game, and some historical inaccuracies such as Gross Deustchland being non-motorised, but the developer as I said is very keen to correct them, along with any other bugs. The game runs very smoothly, and is fun to play. In the bigger scenarios, multi-player games can involve several players, with someone taking an Army Group each, or the British, the French and so on. And the variants mean that PBEM games can be equalised a bit if players feel one side is hopelessly disadvantaged. It's got a board game feel to it.

Anyway, I hope to get Turn 2 up sometime tomorrow. And I will try and show the effects of arty and planes a bit more
 
I only played Advanced Tactics for a short time, I just couldn't get into it. Not sure why, as I understand that a lot of user-created scenarios have made it a beast of a game. But yes, you are right I think, that the game's basic engine is based on the Advanced Tactics engine. But no editor with this one, and a small set of scenarios to play with. But I think the game engine has been refined to give the game a more historical feel, at the expense of the boundless possibilities you got with Advanced Tactics. And although combat seems simple and intuitive, I believe there is quite a lot going on under the hood. As you have seen from the screenies, each units has men and equipment, so German infantry regiments have so many 37mm AT guns and so on. And you can see what AT equipment a unit has before attacking with Panzers. So there is a lot of detail and modifiers going on in combat (terrain, morale, xp, readiness, over-stacking etc), supply (rail/road/broken bridges/terrain) and so on.

If that all sounds like Advanced Tactics, then yes this is a refined version of AT.
 
Turn 2.

Here east of Arnhem can be seen a security train, doing what it does best, converting rail hexes that the advancing units did not have time to convert, so supply can flow to the front.

Turn2-Train-1.jpg


The SS Das Furher has uncovered enemy units east of Amersfoort, and west of Arnhem the enemy is concentrating, so there will be some tough fighting to come to force a crossing across the waterland running from the coast down to Rhenen.

Turn2-UtrechtandArnhem-1.jpg


The 7th Flieger will attack across the river at Rhenen, and the rest of X Corps moves up to get in position to attack and exploit a retreat. The Dutch AI is pretty passive, one of the reasons will be that the Dutch have poor Command and Control and suffer from a shortage of APs in some units (a random result each turn), and also as they have poor morale and readiness etc, it is best for them to sit tight and dig in, preferably in urban areas, or woodlands etc. Also the more bridges they blow the better, as long as they don’t cut their own troops off also!

Turn2-IXLCorpstoflank-1.jpg


Also in the picture is Rudolph Schmidt’s IXL Corps, which includes an SS motorised division which is mobile and of high quality. Note that Schmidt’s portrait contains a star, this means he is a better commander, he has 73% as his combat modifier, which is the highest among German commanders in this scenario. The Germans have much better command and control than the Allies, 100% for every scenario, and their commanders are better, Dutch commanders for example in this scenario have an average of 30-40% combat modifier. Dutch commanders can also inflict a combat penalty on their troops, again a random event. And Schmidt has an infantry attack card available to him, which allows an infantry division under his command to attack with a bonus. I intend to try and flank with Schmidt’s IXL Corps with X and XXVI Corps taking on the two concentrations of Dutch defenders.


Below 7th Flieger takes Rhenen and wipes out the Regiment from the Dutch 4th Division, but when a single regiment from the 7th tries to take on the 2nd Division unit highlighted across a river, and the enemy is in heavy forest and dug in, the 7th suffers heavy losses and is forced to retreat from the battle. I should have realised that such an attack, unsupported and with no attempt to soften up the enemy was doomed.

Turn2-7thFliegerattackRenen-1.jpg


Meanwhile south of Nijmegen Wodrig’s XXVI Corps have run into some stiff opposition, with his Panzers inflicting heavy losses on the Peel Division, but the remnants still block the way.

Turn2-XXVICorps.jpg


And in the south the 56th continues its push to Eindhoven, wiping out the MaasLine unit and mauling a Dutch Light Infantry regiment. And engineers move up to try and repair the bridge as soon as possible. We still only hold 10 victory points and have not inflicted enough losses on the Dutch to affect their morale too much. A lot still to do. Another turn and I’ll have enough PPs to drop another airborne division, the 22nd Luftlande. So I might have to drop them deep...
 
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