

For anyone interested... LandMarine is hosting a DIEPPE TOURNEY... -> viewtopic.php?f=115&t=42940&p=406379#p406376
Download in the usual way
Neat little instructional vid by fellow gamer IDjester, explaining how to download and setup GJS'44... Thanks mate. Nice!GottaLove88s wrote:1. Run BA on your Mac, PC or iPad
2. If you do not already have GJS'44 Dieppe on your system, skip ahead to Step 8... If you do have it, then you have to delete your old version first (steps 3-7)
3. Choose Multiplayer (at the bottom)
4. Log in to Multiplayer as usual
5. Choose the My Challenges tab (at the top) then press New Challenge
6. Select the GJS'44 Dieppe scenario and then Delete Campaign (bottom right)
7. Press X until you get back to BA start screen
8. Choose Campaigns (at the bottom)
9. Choose Download Community Scenarios (at the top)
10. Choose Download a Campaign Package from the Internet (top right)
11. Type http://bit.ly/BA88dieppe into the URL box
12. Click the green tick
13. Back at the campaigns list, select "GJS44 Operation Jubilee: Dieppe v1.1" and click Download the Selected Campaign (bottom centre)
14. This should download everything that you need
15. Press X until you get back to the BA start screen and choose Multiplayer
16. Log in to Multiplayer as usual
17. Either go to the My Challenges tab and click the New Challenge arrow. This list will now show the GJS44 Dieppe v1.1
18. Or go to the Accept Challenges tab and click the scenario that you're supposed to be fighting (if your opponent has already setup your game)
After all that, you can play GJS'44 on any platform... Phew!!

http://www.youtube.com/watch?v=BvykITr5F1k
Drumroll, fanfare...
With huge thanks to fellow collaborators LandMarine47, Amaris, Ranger, Morge4 & iProp...
Operation Jubilee: Dieppe Raid v1.1 is available for download
Health warnings for Dieppe newbies:
* To keep it simple for me, I've built Dieppe on the GJS'44 mod... Sorry for the few who can't tolerate that... Everyone else, please enjoy!

* If you're willing to experiment, this means that your infantry will have a much more interesting war. They're tougher to kill/suppress than they are in plain vanilla BA (there are more men per squad and they start with a bit more morale). HMGs, MMGs and mortars can move short distances

* Amaris' fabulous 'real engineers' are active (can place/remove tank traps, demolish walls, cut trees, clear marsh... Each action consumes 1 charge)

* Allies start in Sussex, England... First turn, load up your infantrymen into your ships (up to 1 unit into each LCA or destroyer, up to 3 units into each LCT). Some LCAs and LCTs already hold a unit of armour. DO NOT UNLOAD THESE!! You won't be able to put them back.
* Germans start with some units at the seafront but with HQ 302nd Infanterie, 10th Panzer reserves and a group of radar engineers further back
* Germans can deploy but only within the areas further back... Think of it like reinforcement, but you know exactly what you're getting... you can figure out approximately how long it's going to take you to get to the action... and you can choose your own route to get there, in case there may be a possibility of you urgently needing to change the destination of your 'reinforcements'.
* Dieppe was one of the biggest combined ops of the war (the biggest at that time) so both sides have access to serious airpower
* Destroyers are much tougher than German Vorpostenboot. Vorpostenboot are slightly tougher than German Ubootjager (sub hunters)
* Destroyers, Vorpostenboote and Coastal Guns can bombard or fire smoke... You're going to need all the smoke that you can make!!
* Royal Marine Commandos, Wehrmacht & RM Snipers, and 10th Pz armour ('fresh' from Russia) all start as three stripers
* First 5 TURNS HAPPEN AT NIGHT with line-of-sight (LOS) halved for all units from both sides (a good time for a landing, Captain Hughes-Hallett?

* 8 VP flags... Winner holds best of 8 VP flags at the end. Automatic win by taking all 8 at any time... 35 turn limit (for now; pls let us know if that's too long/short)
* Good luck gentlemen (and ladies)... Happy hunting!

Illustrated reminders (for those, like me, too lazy to read warnings

Dieppe is a major, fortified harbour town

There are cliffs both sides of the port and promenade... They're well defended


The Allies have brought a substantial convoy (their biggest since Dunkirk)... carrying 6,000 troops... Canadian, Brit Royal Marines, US Rangers and Free French Commandos...


But the assault craft are pretty puny

Heck, some of your LCAs already have holes in 'em, lol

So, remember to use your EIGHT Hunt class destroyers to lay a lot of smoke to hide what you're doing

And don't be shy about using your 4-inch guns to bombard the living daylights out of your enemy on those clifftops


Don't forget the RAF (and the Luftwaffe)... Dieppe was the biggest combined op of the war at that time... Allies enjoy airstrikes from B17s, Blenheims, Typhoons (the flaky, pre-Merlin engined version, so don't expect their usual kick ass power & accuracy) & Hurricanes... Likewise, the Germans can call upon He111s, Stukas & Fw190s, flying from nearby aerodromes at the Pas de Calais... Yup, that is Dieppe harbour to the top left of the RAF Boston below...


Allies enjoy a critical potential advantage of concentrated strength, if they can land enough of their assault craft... Germans start scattered around the map but can bring up strong reserves

The Germans usually win...


And the Allies should expect to suffer severe losses on the beaches



Taster Screenshots
Dieppe is a 64x64 map concentrating on the battle area between the Eastern and Western Headlands, including Blue, Red & White beaches

First turn, Allies must load up their LCTs (up to 3 units into each LCT). Do NOT unload the vehicles already loaded because you can't put them back.

As Allies, remember that you can also load infantrymen into destroyers (up to 1 unit into each destroyer)

Once your fleet is loaded, deploy it for your assault... Let HMS Calpe lead the way... Check out the serious airpower available!


First 5 turns take place at night, with halved line of sight for all units (Allies must use this wisely... and quickly)

The Germans control the seafront, but also have a (weak) naval presence of 3 Vorpostenboote and a freighter convoy sailing to Dieppe from Boulogne (you may or may not wish to redeploy this inside your Outer Harbour... they won't stand a chance if the Royal Navy destroyers find them)... Expect the Luftwaffe to be highly active, flying from nearby bases


The Germans can also summon reserves from 302nd Infanterie Division HQ...

...and from 10th Panzer Division...

...plus a small contingent of engineers working at the radar station

With luck, that should leave plenty of scope for every battle to turn out differently...
But can the Allies actually win??!!

Ranger successfully lands a major force of 5 Churchills and 6 infantry (a Royal Marine squad has already made it inside the bunker) on Red Beach... while his destroyers AA easily knock my vengeful Fw190 out of the sky...

Known Bugs (please post any more you find on this thread... All feedback welcome!)
* FIXED in v1.01 - Germans freighters sail backwards (Thanks for explaining the problem Richcat, and huge thanks TwoEyes for kindly sharing Slith's 180o rotated 3d model

* FIXED in v1.01 - Can't seem to load more than 1 unit per LCT (Amaris has written an excellent mod to load 3, but I need to do more work on this)
* IMPLEMENTED in v1.02 - Plan to include dynamic lighting, so the first 5 turns take place at night (making Allied landings possible, or perhaps not entirely impossible lol)
* FIXED in v1.02 - Unit info icons needed for Freighters and LCTs (Thank you for your usual excellent work, Amaris!)
* FIXED in v1.02 - KIA 'score' screen doesn't list lost/killed warships
* FIXED in v1.03 - Three PC users reported 'blank blue screen' during the night phases (night colours are now brighter generally; appears to fix the problem for PC users affected)
* ADDED in v1.03 - LCTs and freighters modded to permit them to load tanks/vehicles
* ADDED in v1.03 - Permit infantry squads to 'ride' on tanks... Permit tanks to 'tow' artillery (Coastal guns remain fixed in place)
* ADDED in v1.03 - Limit the movement/firing arc of coastal guns (Excellent code tips Amaris, Merci!)
* ADDED in v1.03 - Warships & Coastal Guns lose their remaining shots when they bombard
* ADDED in v1.03 - Warships (RN/Polish destroyers & German Vorpostenboot) can move after firing smoke screens
* FIXED in v1.04 - LCT's cannot load 3 units if they unload before loading (thanks for the fix Amaris)
* FIXED in v1.04 - Prevent Coastal Guns from firing behind in suppression
* FIXED in v1.04 - Correct the weapon/armour stats of the Churchills (from 1944 -> 1942)
* FIXED in v1.04 - Slightly enhance the weapon/armour stats of the Panzer IVs (from PzIVA -> PzIVD)
* ADDED in v1.04 - Warships (RN/Polish destroyers & German Vorpostenboot) can move after bombarding
* ADDED in v1.04 - Night-to-day switch is now slightly less jarring, with a two turn 'dawn' between them
* ADDED in v1.04 - Yes LandMarine, there's now a summer rain flurry during night and dawn that ends as the sun comes up fully
* ADDED in v1.1 - More charges for assault units
* FIXED in v1.1 - Enforce delays to prevent fighter-bombers or off board arty until dawn (at the earliest)
* FIXED in v1.1 - Prevent 'dead unit LOS' (where BA permits units that have been killed to enjoy LOS for one more turn)
* FIXED in v1.1 - Remove 'must hold 1 flag' defeat condition
* FIXED IN v1.1 - Remove the rain effect
* ADDED in v1.1 - Add UI flash ups to explain deployment, night and dawn
* FIXED in v1.1 - Dawn LOS to 80% (from 66%)
* 35 turn limit (plan to observe how this goes before finally deciding on the right number of turns)
* Info text is missing for several 'new' units
* Would be great if LCAs said something like 'the current is too strong' rather than 'we're bogged' (thanks Ranger)
* There seems to be an occasional iPad crash problem, which occurs when loading?
Change Log (what's coming in v1.11)
* Waiting for feedback on v1.1
* Reduce accuracy and increase ambush skill at night
* Ships should have to move to turn, ie. no moving on the spot (and no moving to response fire)
* Enable move and bombard/fire smoke for warships
Maps of the Battle Area

ORDER OF BATTLE v1.02-1.04
The two sides have been approximately balanced, assuming that not all Allied units will be able to land in Dieppe, and that those Allied units that do land should be able fight the German defenders in waves, as they arrive from their rear areas. To help players to get their heads around what is available to them...
ALLIED FORCES
8x Hunt class Destroyers
8 DESTROYERS (7 Royal Navy, 1 Polish)
2x Scouts, 2x Vickers MG, 2x Boys AT Rifles (2nd Canadian Infantry Division)
6x Infantry (Essex Scottish, Cameron Highlander, Fusiliers Mont-Royal)
4x Engineers (Royal Canadian Engineers)
16 INFANTRY
6x Royal Marines, 2x RM Snipers (No. 3 & No.4 Commando)
1x Free Frech Commando
1x US Ranger (1st Ranger Bn)
10 ELITE INFANTRY
6x Churchill, 2x Crocodile (Calgary Tank Regiment)
8 TANKS
2x Guy Recon Car, 2x Blitz Buggies (8th Canadian Recon Regt)
4 SUPPORT VEHICLES
2x Mortars (4th Field Regt, Royal Canadian Artillery)
2 ARTILLERY
8x Landing Craft Assault LCAs (1st & 5th Flotilla Group)
8x Landing Craft Tank LCTs (2nd Landing Craft Tank Flotilla)
16 LANDING CRAFT
B17 tactical bomber (USAAF 97th Bombardment Group)
Blenheim ground support (RAF Fighter Command No.11 Group)
Typhoon ground attack
Hurricane fighter-bomber
GERMAN FORCES
2x Ubootjager 'sub chasers' (UJ-1404 & UJ-1411)
3x Vorpostenboote 'armed trawlers'
5x WARSHIPS (weaker than destroyers)
5x Freighters (unarmed convoy from Boulogne)
5x MERCHANTMEN
10TH PANZERDIV
2x StuG A
2x PzIVD
1x Sturmpanzer
4x Trucks
2x Waffen SS
1x SdKfz232 8Rad
RADAR STATION
2x Engineer
1x MG34 MMG
2x Volksgrenadier
1x SdKfz 10/4 Flak
2x Truck
302nd INFANTERIE DIV
2x Mortar
2x MG34 MMG
1x Infantry
2x SdKfz 251/1
2x SdKfz 10/4 Flak
1x SdKfz232 8Rad
COASTAL DEFENCE
8x 152mm Coastal Guns
1x 105mm Heavy Gun
3x HMG
1x MMG
4x Infantry
3x Wehmacht Snipers
16 INFANTRY
5 ELITE INFANTRY
4 TANKS
14 SUPPORT VEHICLES, incl 3 mobile AA, 2 armed halftracks & 2 recon cars
12 ARTILLERY, 1 of which self propelled
Inland Arty (8th Troop, 302nd Field Artillery Regt)
He111 tactical bomber (KG2)
Stuka dive bomber (KG40)
Fw190 fighter-bomber (JG2 & JG26)
Links to Selection of Historical References
http://www.combinedops.com/Dieppe.htm
http://en.wikipedia.org/wiki/Operation_ ... _of_battle
http://en.wikipedia.org/wiki/Dieppe_Raid
http://www.historylearningsite.co.uk/dieppe_1942.htm
http://www.wargamesillustrated.net/hobb ... art_id=423
http://samilitaryhistory.org/vol015ms.html
http://www.youtube.com/watch?v=NNMiRtqa3-0