Hi all,
I am looking for two people to playtest my latest scenario, Over the Reich (for Test of Time). This is a scenario depicting the air battle over Germany between the 8th USAAF and the Luftwaffe.
Each player will control two civs: Germany/Luftwaffe, and British/USAAF.
The only house rule is that you are NOT to change the production of the Flak cities.
The first two people to post in this thread get dibs. The ideal candidate can commit to playing an average of one turn per day.
Although secrecy no doubt plays a role in this scenario (I don't expect you to broadcast your plans), I would appreciate knowing how things are going, so please play this as you would a normal MP match (with posts in this thread).
This scenario is still missing a few graphics and labels, little odds and ends. It should be playable.
If you post in THIS thread and find that you are one of the first two, please send me a PM with your email address!
Here is the playtester readme to whet the appetite:
Thanks!
Over the Reich
A Scenario for Civilization II: Test of Time
By John P. Petroski
2011
INTRODUCTION
Over the Reich is scenario that attempts to depict the United States Army Air Force’s daylight bombing campaign of Nazi Germany during World War II. Though the Royal Air Force no doubt played a great role in the war, their nighttime operations are represented abstractly in this scenario (see the section: “RAF Bombing Campaign” below).
This scenario utilizes two maps. The first is “low level” and the second is “high level.” Often, attacking a target at the high level will directly affect the low level situation.
This scenario is only meant to be played against another human being. The AI handles air units atrociously, and as far as I can tell, rarely (if ever) makes use of the secondary map.
There are four civs that must be played by two players:
Team 1: The Jagdflieger and Germany
Team 2: The USAAF and Britain
It is unnecessary to play as the Europeans. They have nothing to do and can be left to the AI.
ALLIED OBJECTIVES
The British are the protagonists of this scenario, and their objective is to liberate the continent. They will be scored according to the Civ2 objectives system. However, it is important to note that the British cannot build offensive ground units until after D-Day occurs. D-Day will only happen if the USAAF destroys enough German targets.
Throughout Germany (specifically, throughout the secondary, “high altitude” map), there are several “targets” that the USAAF can raid. These are divided into two broad categories, and several sub categories. The broad categories are “Primary” and “Secondary” targets.
Primary Targets:
A supermajority of the following types of targets must be destroyed to trigger the D-Day landings. In addition to triggering D-Day, destroying all of a certain type of target will generally have an adverse effect on German industry or Luftwaffe morale (an exception are the sub pens, which merely serve to contribute towards the D-Day threshold). These are considered the Allied player’s primary targets.
Ball Bearings (BB)
Electrical Power (EP)
Aircraft Factories (AC)
Aviation Gas Dispensaries (AG)
Chemical Production (CH)
Oil Production Facilities (Oil)
Submarine Pens (SUB)
Secondary Targets:
Destroying secondary targets will help you achieve your primary objectives, because they will severely hinder Germany’s ability to oppose you. Each of four types of secondary targets has a unique effect:
Railroad Marshalling Yards (RR) – Destroying these units will cause the surrounding terrain to change, thus wiping any railroad lines in the area and hindering the German economy. These units will respawn, allowing the target to be attacked again later.
Major Cities (no symbol) – Destroying the center of a major German city will cause the terrain to change nearby, destroying that city’s industry and making it harder for Germany to produce new units. The RAF can also attack German cities indirectly (see below).
Economic Units – Economic units include raw materials, locomotives, and supply trains. Destroying these will hinder the German economy and make it difficult for them to reinforce their fighter squadrons (very important—read up on Germany’s economy below)!
Military Units – The German Flakkorps can cause massive problems for your airmen. Each flak battery city will produce a flak burst every few turns. The 88mm batteries can shoot projectiles into the high altitude map, whereas the smaller flak batteries can only attack units at low altitude. Flak tends to be fiercer at low levels, as there are more batteries, and the flak does more damage since it is easier for it to hit your aircraft. It may pay dividends to suppress these batteries before they can fire their rounds (after a few turns, they can have quite the stockpile)! Further, the Germans have a “German Army” ground unit to oppose your eventual landings. Destroying these as you find them can only help you in the long run.
RAF BOMBING CAMPAIGN
As previously stated, the RAF bombing campaign is represented abstractly in this scenario. Britain has a tech tree that features many techs named things like, “Target Berlin.” Researching this will change much of Berlin’s terrain from urban to “firestorm,” requiring fixing by German engineers.
The events are designed to take the tech back from the British after a few turns, enabling you to hit the same cities more than once.
The German player cannot stop British raids. Their best hope is to delay them as best they can by destroying British locomotives (trade units that speed scientific advances).
GERMAN OBJECTIVE
The German player’s objective is to prevent the Allies from invading the continent. Failing that, the objective is to hold as many cities as possible until the end of the scenario!
German Defenses:
The skies of Germany are defended by the Flakkorps (under German control) and the Luftwaffe (Jagdflieger). Both will be necessary to thwart the USAAF. Generally, you will want your flak bursts to soften enemy units for your fighters to then prey upon. If you can hold off on attacking until after the bombers are outside of fighter range, all the better!
You will initially enjoy air superiority, as it will take some time for the USAAF to build its strength. Beware: this is not likely to last for long!
German Economy:
The German economy works very differently in this scenario than in a regular game of Civ2. There are no “vanilla” industrial improvements available, and science takes the place of production. The faster you research, the more units can be built! This is accomplished via different stages:
Stage 1 – Events causes the “raw materials” unit to pop up in occupied Europe under German control.
Stage 2 – The raw materials unit is brought inside a major German city, where it is disbanded to help build a locomotive (freight) unit.
Stage 3 – The locomotive is sent to various cities (Jagdflieger, European, or German) where its trade revenue will increase the science beakers for Germany.
Stage 4 – These science beakers help Germany research “Production Run North, South, East, West.” Researching these techs creates “Supplies” that are controlled by the JAGDFLIEGER.
Stage 5 – The Jagdflieger bring the “supplies” units into their airfields, disbanding them to use their shields to help produce units (which are normally very expensive)!
The extreme importance of your infrastructure should now be obvious! Allied attacks will ravage your cities and destroy your rail track. It is critical that you repair these as soon as possible with your TENO brigades! Keep your supply lines open at all costs!