Free France Campaign

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GabeKnight
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Re: Free France Campaign

Post by GabeKnight »

bru888 wrote: Wed Apr 21, 2021 3:09 pm Here it is, in effect. What exactly is the rule? A conquered VP must stay in a friendly unit's ZOC until the flag is fully risen?
Yep. At least if there is no other supply source inside the territory.

Back to the scen:
Personally I would be against the Colonel's proposal to change hex ownership. With scens like this - and Partisan scens in general - it was the most fun part: securing the supply sources. It's practically impossible to have a "solid" territory here, which was great and added to the immersion factor. Some enemy infantry or SdKfz popping out of nowhere to cut my supply line or capture some undefended supply hex back or just attack my Partisans that are completely useless against mechanical. I loved it.

And there are enough turns to "revert" some mistakes on the way. Like losing the only supply source to an overwhelming enemy attack (or because one forgot the above rule for one second... :roll: :lol: ) and having to wait for another para to catch up to them to resupply.

But I agree that the Partisans should only spawn after my paras reach the actual rendezvous points.

And there's one more issue that was somewhat bothering me, the neverending spawnings of the SdKfz's near my mid-western rendezvous point. The first one or two were a nasty surprise, but after I've secured the small peninsula there, they spawned without supply and had no effect whatsoever.

The "moving" subs are a nice touch, BTW. :)

PS: FYI, I don't know how others are doing, but I have about 10000RP for the FreeFrench now (playing as a campaign with 50% RP refund for aux. repairs!) and elite repairing ALL my units is not an issue anymore. Even the Partisans... :wink:
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Re: Free France Campaign

Post by bru888 »

GabeKnight wrote: Wed Apr 21, 2021 5:41 pm
bru888 wrote: Wed Apr 21, 2021 3:09 pm Here it is, in effect. What exactly is the rule? A conquered VP must stay in a friendly unit's ZOC until the flag is fully risen?
Yep. At least if there is no other supply source inside the territory. Thanks.

Back to the scen:
Personally I would be against the Colonel's proposal to change hex ownership. With scens like this - and Partisan scens in general - it was the most fun part: securing the supply sources. It's practically impossible to have a "solid" territory here, which was great and added to the immersion factor. Some enemy infantry or SdKfz popping out of nowhere to cut my supply line or capture some undefended supply hex back or just attack my Partisans that are completely useless against mechanical. I loved it. Remember, territory is not the object here. Destroying objectives is the main purpose. Supply should not really be a factor but to the extent that it is, supply is readily available at the rendezvous points or at many villages, most of which are undefended.

And there are enough turns to "revert" some mistakes on the way. Like losing the only supply source to an overwhelming enemy attack (or because one forgot the above rule for one second... :roll: :lol: ) and having to wait for another para to catch up to them to resupply. Exactly. For one thing, the partisans don't need supply. For another thing, the paratroopers have three turns to fix things if they are cut off from supply. It sounds like you like this challenge.

But I agree that the Partisans should only spawn after my paras reach the actual rendezvous points. Well, more or less. Within one hex is close enough. I want the action to start on Turn 2; I have been criticized for slowness in getting into the action.

And there's one more issue that was somewhat bothering me, the neverending spawnings of the SdKfz's near my mid-western rendezvous point. The first one or two were a nasty surprise, but after I've secured the small peninsula there, they spawned without supply and had no effect whatsoever. Here's the thing: I chose to use the SdKfz 251 halftrack to represent German patrols because it is relatively weak. Recon vehicles are stronger. The SdKfz 251 captures territory, however, which means that it can cut off supply. I thought about this but then I realized what we just said: it's not about territory and supply deficiencies can be readily and temporarily remedied. It's about blowing up all this stuff, not preserving a well-supplied front.

The "moving" subs are a nice touch, BTW. :) I should have been a movie director.

PS: FYI, I don't know how others are doing, but I have about 10000RP for the FreeFrench now (playing as a campaign with 50% RP refund for aux. repairs!) and elite repairing ALL my units is not an issue anymore. Even the Partisans... :wink: And yet, you will occasionally see here a request for more friendly resources. This is because, I believe, people are playing these scenarios individually. For this reason, I make sure that the friendlies have resources according to the formula 1 unit = 1 resource point (AI, 25% of that). This seems to work for individual scenarios. The fact that RPs may pile up over time — it's all aux units here — is partly a by-product of dealing with the limited Free French faction and having no core units. It's something that I am just going to shrug at, regretfully. I did have a thought: When this is all done, in addition to listing it as a campaign I may upload and link to individual scenarios which have been sanitized of references to campaign variables. This would be one of the benefits of having built the campaign as I did, without core units.
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GabeKnight
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Re: Free France Campaign

Post by GabeKnight »

bru888 wrote: Wed Apr 21, 2021 8:59 pm For one thing, the partisans don't need supply. For another thing, the paratroopers have three turns to fix things if they are cut off from supply. It sounds like you like this challenge.
Oh yes! It was super fun. This whole idea can be done wrong, where supply is lacking for example, or right, like here: The paras are super strong against almost all town's garrison forces. This means - in case of emergency - that I can take each town in 1-2 turns and wait and entrench my unit there until they're fully supplied again. Perfect!

But yeah, for me and my (probably too aggressive sometimes) playstyle, the supply "challenge" was the best part IMO. Yeah, sure, I had a ton of Partisans, but they are very weak and take a ton of damage each time. And the thing is, they can ONLY be repaired inside fiendly territory, thus I needed some of my own territory nearby...
And since the para units were my only hard-hitting units, AND the only units capable of capturing territory, I had to keep them alive and fully supplied or I could not only lose them, but the whole attached Partisan group also.

Honestly, I didn't know this could be so much fun until I've played your scen.
The "stock" Partisan scen is okay, but lacking something that yours is not IMO. Maybe it's a bit comparable to the "Chindits" scen, that was fun, too.

bru888 wrote: Wed Apr 21, 2021 8:59 pm
GabeKnight wrote: Wed Apr 21, 2021 5:41 pm And there's one more issue that was somewhat bothering me, the neverending spawnings of the SdKfz's near my mid-western rendezvous point. The first one or two were a nasty surprise, but after I've secured the small peninsula there, they spawned without supply and had no effect whatsoever.
Here's the thing: I chose to use the SdKfz 251 halftrack to represent German patrols because it is relatively weak. Recon vehicles are stronger. The SdKfz 251 captures territory, however, which means that it can cut off supply. I thought about this but then I realized what we just said: it's not about territory and supply deficiencies can be readily and temporarily remedied. It's about blowing up all this stuff, not preserving a well-supplied front.
Don't get me wrong, I think that the choice of the vehicle was good: strong against Partisans, weak against regulars. And yeah, they needed to be "supply-cutting" units, no recons. I just don't like the spawning point. The northern one was fine in my playthrough, as the NW-part was the last location I've attacked.

But the peninsula directly next to my main supply hex? As said, the first vehicles were nice (as long as I didn't get the spawning mechanic), but after that: they were ineffective because they spawned out of supply. I mean, come on, of course I was guarding my supply hex after the first attacks.

Maybe you could change the spawning point to another location after the change of hex ownership? The southern sub-base was also one of the last locations I've attacked in my playthrough, for example. Or keep a sub there to provide supply.

However, it's nothing major, just a strange gamey thing to happen.

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I don't mind the coin situation for the FF, it was merely for your information; sometimes I wished for more funds for the "supporting-factions" (don't know how else to call them since the main campaign faction is FF), though
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Re: Free France Campaign

Post by bru888 »

GabeKnight wrote: Thu Apr 22, 2021 12:00 am
bru888 wrote: Wed Apr 21, 2021 8:59 pm
GabeKnight wrote: Wed Apr 21, 2021 5:41 pm And there's one more issue that was somewhat bothering me, the neverending spawnings of the SdKfz's near my mid-western rendezvous point. The first one or two were a nasty surprise, but after I've secured the small peninsula there, they spawned without supply and had no effect whatsoever.
Here's the thing: I chose to use the SdKfz 251 halftrack to represent German patrols because it is relatively weak. Recon vehicles are stronger. The SdKfz 251 captures territory, however, which means that it can cut off supply. I thought about this but then I realized what we just said: it's not about territory and supply deficiencies can be readily and temporarily remedied. It's about blowing up all this stuff, not preserving a well-supplied front.
Don't get me wrong, I think that the choice of the vehicle was good: strong against Partisans, weak against regulars. And yeah, they needed to be "supply-cutting" units, no recons. I just don't like the spawning point. The northern one was fine in my playthrough, as the NW-part was the last location I've attacked.

But the peninsula directly next to my main supply hex? As said, the first vehicles were nice (as long as I didn't get the spawning mechanic), but after that: they were useless because they spawned out of supply. I mean, come on, of course I was guarding my supply hex after the first attacks.

Maybe you could change the spawning point to another location after the change of hex ownership? The southern sub-base was also one of the last locations I've attacked in my playthrough, for example.
Well, you just talked yourself into a bigger challenge. :wink:

Because, yeah, I guess it was a bit lame to be spawning all of those German patrols in only two sites. There are 12 of them, and six were spawning in each of the western peninsulas. Kind of repetitive.

So what I did was to spawn only the first two on those peninsulas, and then gradually move the spawning points from west to east so that each patrol spawns only once on each of these 12 hexes:

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Notice how each spawn pair keeps moving east. That is where the patrols eventually go, to the east in order to exit. (The northern patrols exit to the southeast while the southern patrols exit to the northeast.)

The challenge is, there are only 12 patrols and you are supposed to bag 4 of them. That may not sound like a lot, but if they happen to travel where you are not, they will disappear before you have a chance at them. So now, they have less and less distance to travel before they exit. Better grab 'em as they go by!

Free France 1940-1945 v0.42 has been uploaded. It includes the the change mentioned above in the Jedburgh Missions scenario.

Also included is preliminary work on Argentan. The map layout is done but lacks terrain and details. The introductory messages are functioning. Work continues on this one.

Free France 1940-1945 (fifteen scenarios)
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GabeKnight
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Re: Free France Campaign

Post by GabeKnight »

bru888 wrote: Thu Apr 22, 2021 12:29 am So what I did was to spawn only the first two on those peninsulas, and then gradually move the spawning points from west to east so that each patrol spawns only once on each of these 12 hexes
Sounds good to me, at least in theory... has to be tested first, though. This will definitely provide a bigger challenge... nice!!! :mrgreen:

I'll make sure to replay it before I play the 16th scen... :D

EDIT: Looking at your map screenshot, one more suggestion: "Rennes" should have a much stronger garrison IMO. The player should not venture going there, even less be able to easily capture it... Maybe two inf. units on local defense and some heavy inf. on static duty on the city hex? You have to be able to approach the bridge to destroy it, but then run like hell... :lol:
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Re: Free France Campaign

Post by bru888 »

The supposition is exactly that: Rennes would be too heavily guarded for the Jedburgh teams to venture into, looking for targets. Same for Brest. That's why there are no objectives actually in those cities, just on the edges. Objectives near those cities (trains, fuel depot, power station) have their complements of guards as is the case elsewhere. I just parked a couple of SS Gestapo units in each city so that they would come snooping around at the first sign of trouble nearby (and hopefully get knocked on the head).
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Re: Free France Campaign

Post by bru888 »

bru888 wrote: Wed Apr 21, 2021 8:59 pm
GabeKnight wrote: Wed Apr 21, 2021 5:41 pm PS: FYI, I don't know how others are doing, but I have about 10000RP for the FreeFrench now (playing as a campaign with 50% RP refund for aux. repairs!) and elite repairing ALL my units is not an issue anymore. Even the Partisans... :wink: And yet, you will occasionally see here a request for more friendly resources. This is because, I believe, people are playing these scenarios individually. For this reason, I make sure that the friendlies have resources according to the formula 1 unit = 1 resource point (AI, 25% of that). This seems to work for individual scenarios. The fact that RPs may pile up over time — it's all aux units here — is partly a by-product of dealing with the limited Free French faction and having no core units. It's something that I am just going to shrug at, regretfully. I did have a thought: When this is all done, in addition to listing it as a campaign I may upload and link to individual scenarios which have been sanitized of references to campaign variables. This would be one of the benefits of having built the campaign as I did, without core units.
In view of this situation, specifically that part of the Resource Points Formula is "+ (0.5 x RP's used during scenario to repair aux units)" and that we are dealing with ALL aux units in this campaign, I decided to take out the +50 resource points to start each scenario that was earned at 06BirHakeim for damaging 150 armour points (and I was planning another +50 RP's for liberating Paris). Of what you have seen so far, the affected scenarios are 07OperationLilaDenied, 08Fezzan, 09Medenine, 10MarethLine, 11Normandie-Niemen, 12OperationVesuvius, and 13OperationDiadem. Due to their unusual nature, 14LaCombattante and 15JedburghMissions were not affected by this.
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uzbek2012
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Re: Free France Campaign

Post by uzbek2012 »

A Frenchman. commandos in world war 2
http://sof-mag.ru/spec_arms/franse_morpex.html

Image
http://paraparabellum.ru/armiya/morskie ... oruzhenie/

Are we talking about them ?
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Re: Free France Campaign

Post by bru888 »

uzbek2012 wrote: Mon Apr 26, 2021 4:06 pm Are we talking about them ?
No we are not and it's funny, because I was just coming back to report my frustration (once again) with this limited French faction. If I want to show the mechanized infantry that were with Leclerc's 2nd Armored Division, I have to use U.S. infantry (as French) for the first time because otherwise, I would need to use French Truck instead of the accurate M3 Half-track. The tanks are accurate; Stuarts and Shermans were Stuarts and Shermans whether Frenchmen or Americans were driving them but now it will say "U.S. Infantry" for French troops. First time I have had to make this compromise. Oh well.

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So no French commandos unless there is a real need for them and then I will need to use the British versions.
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Re: Free France Campaign

Post by bru888 »

bru888 wrote: Mon Apr 26, 2021 4:15 pm So no French commandos unless there is a real need for them and then I will need to use the British versions.
Actually, I forgot; I do mention them in a campaign message:

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but they are not in any scenario so far.
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Re: Free France Campaign

Post by ColonelY »

Well, not directly as Green Berets of course, but the "Bataillon de Choc" of the Corsican scenario were between paratroopers and commandos... :wink:
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Re: Free France Campaign

Post by ColonelY »

15JedburghMissions: 8)

I'm playing it again and, even if not finished playing it yet, here are few little thoughts about it... Another trully excellent scenario, that's for sure! :D
*******
About the pri obj "Destroy 4 airfields" (where each time the airfield control - an proper AF - and the hangar must be destroyed) and the sec obj "Destroy 2 planes on the ground", I was at first a little worried about one point, but I've seen that you've done it perfectly already.

The point was: at one given airfield, if the plane can fly away, then the hangar disappears... so it can't be any longer properly destroyed (whether it was already damaged or not), so in this case would it count as a completely destroyed airfield (for the pri obj) or not? But I've then seen that you've indeed already taken this into account (at start of the next turn, provided of course that the "airfield control" itself has been destroyed!).

So, excellent job! :D
*******
Then, various little points:

-> Descr of sec obj about German patrols: “The Germans are preparing to […] In preparation, they are […]” Due to the repetition, perhaps starting with a “The Germans are about to […]” or “The Germans are planning to […]”. :wink:

-> For flavor, adding :idea: some good XP for the various U-boats? (Like perhaps one at 3 stars, one at 5, etc.)

-> Thinking back to what has been written about it, I think that adding some heavy infantry on static (garrison) duty on the city hex for both Rennes and Brest would be a nice addition. :wink:
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Mon Apr 26, 2021 7:42 pm 15JedburghMissions: 8)

I'm playing it again and, even if not finished playing it yet, here are few little thoughts about it... Another trully excellent scenario, that's for sure! :D
*******
About the pri obj "Destroy 4 airfields" (where each time the airfield control - an proper AF - and the hangar must be destroyed) and the sec obj "Destroy 2 planes on the ground", I was at first a little worried about one point, but I've seen that you've done it perfectly already.

The point was: at one given airfield, if the plane can fly away, then the hangar disappears... so it can't be any longer properly destroyed (whether it was already damaged or not), so in this case would it count as a completely destroyed airfield (for the pri obj) or not? But I've then seen that you've indeed already taken this into account (at start of the next turn, provided of course that the "airfield control" itself has been destroyed!). Yes, if the plane takes off before the hangar is destroyed, it's no difference to the (primary objective) trigger: the first condition is the airfield hex being vacant of enemy units; the other condition is the airfield control (airstrip unit) being destroyed. It's easier on the player to let the plane take off but that's one less opportunity for destroying a plane on the ground (secondary objective).

So, excellent job! :D Thanks. That's one bug that I caught before it hatched.
*******
Then, various little points:

-> Descr of sec obj about German patrols: “The Germans are preparing to […] In preparation, they are […]” Due to the repetition, perhaps starting with a “The Germans are about to […]” or “The Germans are planning to […]”. :wink: Done:

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-> For flavor, adding :idea: some good XP for the various U-boats? (Like perhaps one at 3 stars, one at 5, etc.) Not only that, but authentic U-boat numbering (instead of U-boat 1, 2, 3, etc.) as found at https://www.uboat.net with careful attention being paid to choosing only u-boats that were operational on 6 June 1944 according to this list of U-boat Losses during 1944 and 1945 (I try to be respectful of this sort of thing, both for the sake of history and the men involved) and which suffered their fates nearby. They are ranked in experience by boat number:

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-> Thinking back to what has been written about it, I think that adding some heavy infantry on static (garrison) duty on the city hex for both Rennes and Brest would be a nice addition. :wink: Alright. For the sake of keeping them (that is, you players) honest:

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Free France 1940-1945 v0.43 has been uploaded. It includes the above changes to the Jedburgh Missions scenario and:
- Removed the "+50 resource points to start each scenario" campaign variable as mentioned in a previous post.
- You can get a sneak peek at the Argentan scenario which is about 70% done. Map, objectives, and messages are finished.

Free France 1940-1945 (fifteen scenarios)
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Re: Free France Campaign

Post by ColonelY »

15JedburghMissions: 8)

I've finished playing it; it's just excellent! :D

:arrow: I think we can safely :idea: rise these two thresholds: 6 German patrols to be ambushed (instead of 4, even if they'll be spwaned more and more eastwards, there will be largely enough of them, so it shouldn't be a problem) & 20 SS Gestapo and Vichy Milice units (instead of 16; there are more of these units on map and we're likely to destroy already more of them to achieve our various objectives).
*******
bru888 wrote: Mon Apr 26, 2021 9:34 pm [...] Removed the "+50 resource points to start each scenario" campaign variable as mentioned in a previous post. [...]
Has this reward (where did it appear, again?) been replaced by something else? :?: (For the achievement of the corresponding objective, that is. :wink: )
*******
Either for the briefing of the 16Argentan scenario or for completing the campaign event "2e Division Blindée" (which comes just before the 16th scen and which reads yet "And now, it is time to begin telling the story of the French 2nd Armored Division (2e Division Blindée, 2e DB), commanded by General Philippe Leclerc ..."), I think that a little reminder would be welcome. :idea: Perhaps something like:

"Leclerc's stirring victory at Kufra has been followed by the famous 'Oath of Koufra' (to not cease fighting for France's freedom until their flag flew once again from the Cathedral of Strasbourg). Then Leclerc has been the architect of the conquest of the Fezzan province and later has played an important role in the Tunisian campaign."

Why a little reminder?

Well, this oath will come back later in two scenarios, when it will be a question of taking back and defending the city of Strasbourg...

However, we haven't heard about this oath since the 3rd scenario (or one of the campaign events just after), nor about Leclerc after the 10th scenario... and here, it's the 16th one that awaits us... :wink:
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Wed Apr 28, 2021 10:13 am 15JedburghMissions: 8)

I've finished playing it; it's just excellent! :D Glad to hear that!

:arrow: I think we can safely :idea: rise these two thresholds: 6 German patrols to be ambushed (instead of 4, even if they'll be spwaned more and more eastwards, there will be largely enough of them, so it shouldn't be a problem) & 20 SS Gestapo and Vichy Milice units (instead of 16; there are more of these units on map and we're likely to destroy already more of them to achieve our various objectives). Those are targets of opportunity. The Jedburghs were there to establish some discipline among the Resistance fighters, and the primary objectives would be kept foremost. They would want to get in, get those objectives done, and get out. If some patrols were ambushed and some vermin exterminated, fine, but the missions would not be compromised by chasing after Germans and Vichy.
*******
bru888 wrote: Mon Apr 26, 2021 9:34 pm [...] Removed the "+50 resource points to start each scenario" campaign variable as mentioned in a previous post. [...]
Has this reward (where did it appear, again? Bir Hakeim) been replaced by something else? :?: (For the achievement of the corresponding objective, that is. :wink: ) No. Like most secondary objectives throughout the campaign, it is now there just for interest and/or it would have been a sound tactical objective.
*******
Either for the briefing of the 16Argentan scenario or for completing the campaign event "2e Division Blindée" (which comes just before the 16th scen and which reads yet "And now, it is time to begin telling the story of the French 2nd Armored Division (2e Division Blindée, 2e DB), commanded by General Philippe Leclerc ..."), I think that a little reminder would be welcome. :idea: Perhaps something like:

"Leclerc's stirring victory at Kufra has been followed by the famous 'Oath of Koufra' (to not cease fighting for France's freedom until their flag flew once again from the Cathedral of Strasbourg). Then Leclerc has been the architect of the conquest of the Fezzan province and later has played an important role in the Tunisian campaign."

Why a little reminder?

Well, this oath will come back later in two scenarios, when it will be a question of taking back and defending the city of Strasbourg...

However, we haven't heard about this oath since the 3rd scenario (or one of the campaign events just after), nor about Leclerc after the 10th scenario... and here, it's the 16th one that awaits us... :wink: See below.
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Re: Free France Campaign

Post by ColonelY »

Very nice event! :D
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Re: Free France Campaign

Post by bru888 »

ColonelY wrote: Wed Apr 28, 2021 3:54 pm Very nice event! :D
Yes, I am slowly getting handy with paint.net (that's a composite of three images that I put together).
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Re: Free France Campaign

Post by ColonelY »

8) This famous division was created in May 1943 but (re)named on August 24, 1943 as "2e Division Blindée".

During 8 months spent in the Témara sector (in Morocco), its leader, General Leclerc, forged a powerful fighting tool from units coming from the early Free French Forces as well as from the African Army. The men who made up the division came from all walks of life and included many Frenchmen from abroad or foreigners who had volunteered to fight the Nazi regime. Such an example of fusion is rare, even unique...

The division, organized on the model of the American armoured divisions, has been equipped with American material.


But you know all this already. Anyway, about this "2e Division Blindée" and "Général Leclerc", you can find some really nice pictures here: :D http://www.france-libre.net/images/stor ... blinde.pdf
(for several of the next scenarios probably :wink: )...

And another cool one here: https://sites.google.com/site/concoursr ... ee-2eme-db (On this photograph we can see the 2nd armoured division being given a flag by General Koenig in England. In England? Yes, as after having been built up and trained in Morocco, this division was sent to England in preparation to the Normandy landings - Koenig, the hero of Bir Hakeim!)

Here you have some more info... the "2e DB" all the way to Hitler's eagle's nest: https://www.voiedela2edb.fr/histoire-de ... n-blindee/
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Re: Free France Campaign

Post by ColonelY »

Quote:

L’épopée de Leclerc, c’est pour toujours une des plus belles pages de notre Histoire.” = "Leclerc's epic is forever one of the most beautiful pages of our History." 8)

Général de Gaulle

:wink:
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Re: Free France Campaign

Post by bru888 »

Good input. Timely, in that I am wrapping up Argentan. Will use some of it, thanks.

Orders of battle: For the Allies, it was even a bit difficult. XV Corps consisted of two armoured and two infantry divisions; 2e DB, of course, and U.S. Fifth Armoured were no-brainers. The two U.S. infantry divisions, not so sure. I finally narrowed it down to the 79th and 90th Divisions. 2e DB escorted the 90th to the left of the battlefield, while the 5th led the 79th on the right.

Germans? Oy. All sorts of (conflicting) input as to who the heck was in the Argentan area at the time. Lots of confusion going on in the Falaise pocket.

Well, there comes a time when the designer must put his foot down and say "Enough is enough, fools!" and "Look here, this is how it's going to be." :x ( :wink: )

This map happened to coincide with some other input, so I am going with it. It shows (or mentions — note the "Exact location of the following German units cannot be ascertained" comment :) ) the following divisions and their orders of battle:
2nd Panzer Division
6th Parachute Division
9th Panzer Division
116th Panzer Division
331st Infantry Division (this one took a bit of digging)

As I said, all of these were mentioned in various other sources as being in the pocket and opposing XV Corps. So, "Enough is enough, fools!" and "Look here, this is how it's going to be." :)

Falaise-Argentan Map.png
Falaise-Argentan Map.png (573.57 KiB) Viewed 1684 times

Unit placement is going well, and it should make for a bit of a challenge. One change from what you might have peeked at already about Argentan: The secondary objective is now "French take Échauffour and L'Aigle." Mission explanation: "'L'audace, l'audace, toujours l'audace.' Falaise and other towns to the north are off-limits by order of General Bradley, but not so Échauffour and L'Aigle. Note: The French must liberate these towns. The Americans can take any other victory points but these towns are for l'audace française." (These comments are explained in popup messages.)

So, #16 scenario, Argentan, should be out soon. I think it will be good. One more thought: It specifically deals with taking Argentan only. In the text, it is explained why the Falaise Pocket was never closed (basically, General Bradley ordered XV Corps to stop at Argentan — the Canadians were late in closing the northern pincer and he was worried about a flank attack by German armoured divisions fleeing eastward). Operation Diadem was the last large-scale battle in this campaign; from here on out, we concentrate on the Free French portions of battles.
- Bru
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