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WEGO World War II: Overlord | Dev Diary #4

[p]OLD, JUNO, and SWORD[/p][p][/p][p]This is Part II of my third Developer’s Diary.  In Part I, I walked you through my suggested landings for the American beaches; UTAH and OMAHA.[/p][p][/p][p]In Part II, I’ll describe my suggested landings for the British plus Canadians.  British beaches = GOLD and SWORD.  Canadian beach = JUNO.[/p][p][/p][p]Step One:  Intelligence (Intel)[/p][p]GOLD - Hex 43, 27 (JIG) XXX Corps Intel Asset.[/p][p]JUNO - Hex 47, 28 (NAN) II Canadian Corps Intel Asset.[/p][p]SWORD - Hex 51, 30 (QUEEN) I Corps Intel Asset.[/p][p]CAEN - Hex 49, 37 Enigma Intel Asset.[/p][p][/p][p]Step Two: Heavy Bombers (17 Total; Minus 5 (3xB-17s, 1xB-24, and 1xLancaster) used in support of the Americans = 12 Remaining).[/p][p][/p][p]GOLD - One B-17 vs. Hex 46, 27 and one B-17 vs. Hex 43, 27.[/p][p]JUNO - One B-17 vs. Hex 46, 27 + One B-17 vs. Hex 48, 28, and one B-17 vs. Hex 49, 28.[/p][p]SWORD - One B-24 vs. Hex 51, 30 and One B-24 vs. Hex 52, 30.[/p][p]Merville Battey - One Halifax vs. Hex 55, 31.[/p][p][/p][p]Objective Hillman (Headquarters, 736th Grenadier Regiment, 716th Infantry Division) - One Halifax vs. Hex 51, 32.[/p][p][/p][p]Douvres Luftwaffe Radar Station - One B-24 vs. Hex 48, 30.[/p][p]Bayeux - One Lancaster vs. Hex 39, 31.[/p][p]Caen - One Lancaster vs. Hex 49, 37.[/p][p][/p][p]Step 3: Seaborne Assault[/p][p][/p][p]GOLD - Hex 43, 26 and Hex 43, 27.[/p][p][/p][p]Hex 43, 26 (ITEM) - All three Infantry Battalions from the 231st Infantry Brigade (50th Northumbrian Infantry Division) plus Number (No.) 47th Royal Marine Commando Battalion (4th Special Service Brigade) vs. German Grenadier Company from the 352nd Infantry Division (part of I. Battalion/916 Grenadier Regiment Wiederstandnest #36 and #37 or I./916 WN 36 and 37) in a Fort, ~5 in Defense.  With 3rd Battalion/231st Brigade exploiting to Hex 42, 28 and the Royal Marine Commandos exploiting to Hex 42, 28 and then to Hex 41, 28.  In position to attack Strong Point #42 (StP 42) next turn.  Spend supply so that all four British battalions are in Combat+ and Move+.[/p][p][/p][p][/p][p][/p][p]Odds (for their scatter rolls, assume the strength of 1st and 2nd Battalions/216th Brigade are reduced to 85% each):  17-5.[/p][p][/p][p]Naval Gunfire Support:[/p][p]o 74th and 90th Field Regiments (Self Propelled or SP) (M7 Priests)[/p][p]\[On D-Day, six American Armored Artillery Battalions (M7 Priests) and ten British and Canadian Field Regiments (Sextons and M7 Priests) were brought ashore on Landing Craft Tanks (LCTs) so they could provide direct fire support to their assigned beaches during the LCT’s beach run-in.  An LCT is a small 259 ton amphibious assault ship - with a bow ramp - designed to carry five tanks.][/p][p]o Royal Navy Destroyer Flotilla 8[/p][p]o US Navy Landing Craft (Rocket) or LCT(R), Fire Support Group (FSG) 320.1[/p][p]\[LCT(R) was a modified LCT, designed to carry salvos of 3” rockets.  An area weapon,  it fired its rockets just prior to the first wave “hitting” the beach.][/p][p][/p][p]Allied Combat Assets: One Engineer Asset (69/90/290 Royal Engineers) and 4/7 Royal Dragoons Duplex Drive (DD) Asset.[/p][p][/p][p]Final Odds: 9.2-1.[/p][p][/p][p]Hex 43, 27 (JIG) - All three Infantry Battalions from the 61st Infantry Brigade (50th Northumbrian Infantry Division) vs. two German Osttruppen (OST) Platoons (441 OST Battalion) from the 716th Infantry Division in WNs 35 and 35a (2.&3./441/716 WNs 35 & 35a), in a Fort, ~6 in Defense.  With 3rd Battalion/61st Brigade exploiting to Hex 43, 28.  Spend supply so that all three British battalions are in Combat+ and Move+.[/p][p][/p][p]Odds (for their scatter rolls, assume 1st and 2nd Battalions/61st Brigade battalions’ strength are reduced to 85%):  17-6.[/p][p][/p][p]Naval Gunfire Support:[/p][p]o 124th (M7 Priests) and 86th (Sextons) Field Regiments (SP)[/p][p]o Royal Navy Destroyer Flotilla 25[/p][p]o US Navy LCT(R), FSG 320.2.[/p][p][/p][p]Allied Combat Assets: XXX Corps Funny Asset (79th Armour Division; [/p][p](https://en.m.wikipedia.org/wiki/79th_Ar ... d_Kingdom) and Sherwood Rangers DD Asset.[/p][p][/p][p]Final Odds: 10-1.[/p][p][/p][p]JUNO - Hex 46, 27, Hex 48, 28, and Hex 49, 28 (Royal Marine Commandos)[/p][p]Hex 46, 27 (MIKE) - 1st and 2nd Battalions, 7th Canadian Infantry Brigade (3rd Canadian Infantry Division) vs. German Grenadier Company from the 716th Infantry Division (6./III./736 WNs 29-31), in a Fort, ~4 in Defense.  With 3rd Battalion/7th Canadian Brigade exploiting to Hex 46, 28.[/p][p][/p][p]Spend supply so that all three Canadian battalions are in Combat+ and Move+.[/p][p][/p][p]Odds (for their scatter rolls, assume the strengths of all three 7th Canadian Brigade battalions are reduced to 85% each):  17-4.[/p][p][/p][p]Naval Gunfire Support:[/p][p][/p][p]o 12th and 13th Canadian Field Regiments (SP) (M7 Priests)[/p][p]o Royal Navy Destroyer Flotilla 26[/p][p]o US Navy LCT(R), FSG J.1[/p][p][/p][p][/p][p][/p][p]Allied Combat Assets: II Canadian Corps Surprise (+2 shifts) and 1st Hussars DD Asset.[/p][p]Final Odds: 14-1.[/p][p]Hex 46, 27 (NAN) - 2nd and 3rd Canadian Infantry Battalions (in Hex 47, 27 and 1st Canadian Infantry Battalion (in Hex 48, 27) all three part of the 8th Canadian Infantry Brigade (3rd Canadian Infantry Division) vs. German Grenadier Platoon from the 716th Infantry Division (part of 9./III./736 WN 26), in a Fort, ~2 in Defense.[/p][p]Spend supply so that all three Canadian battalions are in Combat+ and Move+.[/p][p]Odds (for their scatter rolls, assume the strength of all three Canadian battalions are reduced to 85% each):  25.5-4.[/p][p][/p][p]Naval Gunfire Support:[/p][p]o 14th and 19th Canadian Field Regiments (SP) (M7 Priests)[/p][p]o Royal Navy Destroyer Flotilla 27[/p][p]o US Navy LCT(R), FSG J.2[/p][p][/p][p]Allied Combat Assets: II Canadian Corps Funny Asset and Fort Gary Horse DD Asset.[/p][p][/p][p]Final Odds: 12.75-1.[/p][p][/p][p]Hex 49, 28 (NAN) - No. 46 and 48 Royal Marine Commando Battalions (4th Special Service Brigade) in Hex 48, 27 vs. German Grenadier Platoon from the 716th Infantry Division (part of 9./III./736 WN 25), in a Fort, ~2 in Defense. [/p][p][/p][p]Spend supply so that both Royal Marine battalions are in Combat+ and Move+.[/p][p]Odds (for their scatter rolls, assume both Royal Marine battalions are reduced to 85% strength each): 5.1-2.[/p][p]Naval Gunfire Support:  None.[/p][p]Allied Combat Assets:  I Corps Engineer Asset (84/91/184 Royal Engineers).[/p][p]\[4th Special Service Brigade is attached to I Corps.][/p][p][/p][p]Final Odds:  6.55-1.[/p][p]SWORD - Hex 51, 30 and Hex 52, 30.[/p][p]Hex 51, 30 (QUEEN) - 2nd Battalion, 2nd Brigade (3rd Infantry Division) and No. 3 Commando, 1st Special Service Brigade in Hex 51, 29 vs. Grenadier Platoon from 716th Infantry Division (part of 10./III./736 WN 25), in a Fort, ~2 in Defense.  Plus a) No. 6 Commando, No. 45 Royal Marine Commando, and 1st Special Service Brigade Headquarters (move towards Pegasus Bridge, Hex 52, 34) and b) No. 41 Royal Marine Commando and 4th Special Service Brigade Headquarters (move to Sea Hex 50, 28).[/p][p][/p][p]Spend supply so that all units in Hex 51, 29 are in Combat+ and Move+ (3rd Infantry Division, 1st Special Service Brigade, and 4th Special Service Brigade).[/p][p][/p][p]Odds for their scatter rolls, assume all battalions are reduced to 85% strength each): 13.6-2.[/p][p][/p][p]Naval Gunfire Support:[/p][p]o 33rd Field Regiment (SP)(Sexton)[/p][p]o Royal Navy Task Force Cruiser Division 1[/p][p]o US Navy LCT(R), FSG S.1[/p][p][/p][p]Allied Combat Assets: 13/18 Royal Hussars DD Asset and “You and I are Scottish” (1st Special Service Brigade).[/p][p]Final Odds: >15-1.[/p][p][/p][p]Hex 52, 30 (QUEEN) - 1st and 3rd Battalions, 2nd Brigade (3rd Infantry Division) and vs. Grenadier Platoon from 716th Infantry Division (part of 10./III./736 WN 18), in a Fort, ~4 in Defense.  No. 10 Free French Commando Battalion + No. 4 Commando Battalion - both 1st Special Service Brigade - exploit to Hex 51, 31.[/p][p][/p][p]Spend supply so that all units in Hex 52, 29 are in Combat+ and Move+ (3rd Infantry Division and 1st Special Service Brigade).[/p][p][/p][p]Odds (for their scatter rolls, assume all battalions are reduced to 85% strength each):  17-4.[/p][p][/p][p]Naval Gunfire Support:[/p][p][/p][p]o 76th Field Regiment (SP)(Sexton)[/p][p]o Royal Navy Frobisher [/p][p]o Royal Navy Task Force Cruiser Division 2[/p][p][/p][p]Allied Combat Assets: I Corps Surprise Asset (+2 shifts) and I Corps Funny Asset.[/p][p][/p][p]Final Odds:  11.25-1.[/p][p][/p][p]I’ll see you on the beach!!![/p][p][/p][p]Out on February 26th [/p][p][dynamiclink][/dynamiclink][/p]

WEGO World War II: Overlord | Dev Diary #3 is out now

[p]I don’t remember exactly when I bought my first copy of Avalon Hill’s “The Longest Day.”  But I think it was around 1985.[/p][p]Obviously the subject and battalion-level scale attracted me, but also the use of German unit symbols.  However, what I really enjoyed were Jim Burnett’s two articles in the General magazine; Volume 19, Numbers 1 and 2.[/p][p]In the two articles Jim gave a detailed description of the game plus provided a suggested set-up for each beach.  It was this suggested set-up that captivated me.  Resulting in hours perfecting my own, modified set-up.  Which the “dice gods” often laffed at - allowing me only horrible rolls - when I played the game.[/p][p]Having spent a fair amount of time Alpha and Beta Testing Overlord’s various landing scenarios - to include the 135 turn campaign game - what I’d like to do in this diary and a second follow-on diary, is walk you through my suggested landings for the American beaches (this diary) and then the British plus Canadians (my next diary).[/p][p]Needless to say, my suggested landings are not perfect.  The “dice gods” still get a vote.  A roll of a one, on a six sided die, can result in the Allies taking high casualties on “Beach xyz” and not getting ashore.[/p][p] [/p][p]Step One:  Intelligence (Intel)[/p][p]During the Allied Set-up, for each of the five beaches; UTAH, OMAHA, GOLD, JUNO, and SWORD.  The Allies get a Corps Intel Asset plus a sixth Ultra Intel Asset.[/p][p]Why are these important?  Without, at a minimum, a German Flag in a hex (Fog of War (FOW) Level One Intelligence) you cannot target your heavy bombers versus a hex nor fire - in support of the attack - naval gunfire.  In other words, you’re conducting a moving attack.  Only able to allocate the combat strength of your ground units versus the Atlantic Wall.  Not good.*[/p][p]*FOW also reduces the effect of naval and air bombardments vs. ground targets.[/p][p]UTAH - Hex 25, 21 (Uncle Red) VII Corps Intel Asset.[/p][p]OMAHA - Hex 33, 25 (Charlie/Dog) V Corp Intel Asset.[/p][p] [/p][p]Step Two: Heavy Bombers (17 Total)[/p][p]UTAH - One B-17 vs. Hex 24, 19 and one B-17 vs. Hex 25, 21.[/p][p]OMAHA - Lancaster** vs. 31, 24 (Point du Hoc) + One B-17 vs. 33, 25 and one B-24 (453rd Bombardment Group***) vs. 36, 26.[/p][p]And if the German artillery unit in 32, 25 has been spotted (FOW Level 2 Intelligence or higher****), one last B-17 vs. 32, 25.[/p][p]**The only Heavy Bomber attack to hit its target was a Lancaster mission vs. Point du Hoc.  The Lancasters were able to damage several of the underground tunnel exits and the tunnels themselves, trapping approximately one-third of the garrison.[/p][p]***The Operations Officer for the 453rd was (then) Major Jimmy Stewart.  And while he didn’t fly on D-Day, he did plan the Group’s mission.  (Note: I’ve not been able to learn the 453rd’s D-Day target, but supporting The Big Red One - if they were writing it - sounds like something Hollywood would put into its D-Day script.)[/p][p]****Level 1 FOW = German Flag.[/p][p] [/p][p]Step 3: Seaborne Assault[/p][p]UTAH - Hex 24, 19 and Hex 25, 21.[/p][p][/p][p]Hex 24, 19 - Both 4th Infantry Division battalions (1st Battalion/8th Infantry Regiment and 3rd Battalion/22nd Infantry Regiment) in Hex 25, 19 (Tare Green) vs. German Grenadier Platoon from the 709th Infantry Division (7.II./919 WN 9 or 7 Platoon, II Grenadier Battalion, 919 Grenadier Regiment, Wiederstandnest #9), in a Fort, ~2 in Defense.[/p][p][/p][p]Spend supply so that both American battalions are in Combat+ and Move+.[/p][p]Odds (for their scatter rolls, assume both American battalions’ strength is reduced to 85% each): 17-2.[/p][p]Naval Gunfire Support:[/p][p]o 29th and 42nd Armored Field Artillery Battalions (M7 Priests)[/p][p]\[On D-Day, six American Armored Artillery Battalions (M7 Priests) and ten British and Canadian Field Regiments (Sextons and M7 Priests) were brought ashore on LCTs so they could provide direct fire support to their assigned beaches during the LCTs’ beach run-in.  An LCT is a small 259 ton amphibious assault ship - with a bow ramp - designed to carry five tanks.][/p][p]o US Navy Cruiser Division Task Force A1[/p][p]o US Navy Destroyer Squadron (DESRON) 20/10[/p][p]Allied Combat Assets: One Combat Engineer Asset (the 49th Combat Engineers) + 70th Armor Battalion Duplex Drive (DD) Asset.[/p][p]Final Odds: >15:1[/p][p]Hex 25, 21 - Both 4th Infantry Division battalions (2nd and 3rd Battalions/8th Infantry Regiment) in Hex 26, 20 (Uncle Red) vs. German Grenadier Platoon from the 709th Infantry Division (3./I./919 WN 7), in a Fort, ~2 in Defense.[/p][p]Spend supply so that both American battalions are in Combat+ and Move+.[/p][p]Odds (for their scatter rolls, assume both American battalions’ strength is reduced to 85%): 17-2.[/p][p]Naval Gunfire Support:  [/p][p]o 65th and 76th Armored Field Artillery Battalions (M7 Priests)[/p][p]o US Navy Cruiser Division Task Force A2[/p][p]o US Navy Destroyer Squadron (DESRON) 34/17[/p][p]o US Navy Landing Craft Tank (Rocket) or LCT(R), Fire Support Group (FSG) 5.1[/p][p]\[LCT(R), was a modification of the standard LCT, that could carry salvos of 3” Rockets.  An area weapon, it fired its rockets just prior to the first wave “hitting” the beach.][/p][p]Allied Combat Assets: VII Corps Surprise Asset (two shifts) and “Rough Rider” Brigadier (BG) Teddy Roosevelt Jr. Asset (Assistant Division Commander or ADC 4th Infantry Division).[/p][p]Final Odds: >15:1[/p][p]OMAHA - Pointe du Hoc (Hex 31, 24) + Hex 33, 25 and Hex 36, 26.[/p][p][/p][p][/p][p]Pointe de Hoc - American D, E, and F Companies, 2nd Ranger Battalion vs. a German Coastal Artillery Battery (2 Battery, 1260 Artillery Regiment WN 77 or 2./1260 WN77), in a Fort, ~2 in Defense.[/p][p]\[During WWII, US Ranger Battalions were organized like British Commando and Royal Marine Battalions.  Six companies of around seventy men each.  On D-Day, while D, E, and F Companies assaulted Pointe du Hoc, A, B, and C Companies, 2nd Ranger Battalion plus 5th Ranger Battalion assaulted OMAHA.][/p][p]Spend supply so the Rangers are in Combat+ and Move+.[/p][p]Odds (for its scatter rolls, assume the Ranger Battalion (-)’s strength is reduced to 85%): 3-2.[/p][p]Naval Gunfire Support: USS Texas[/p][p]Allied Combat Assets: V Corps Surprise Asset (two shifts).[/p][p]Final Odds: 7.67:1[/p][p]\[Because of the repeated Allied bombings and the German bunker complex at Pointe du Hoc were not yet complete, just prior to D-Day, the Germans decided to hide its French 155mm Guns in an orchard a mile to the South.  The guns were discovered later on D-Day - by the Rangers - and destroyed.][/p][p]Hex 33, 25 - Two 29th Infantry Division Battalions (1st and 3rd Battalions/116th Infantry Regiment)  and the remainder of the 2nd Rangers in Hex 34, 24 (Charlie/Dog) \[Main Attack] plus 2nd Battalion/116th Infantry Regiment and the 5th Rangers in Hex 34, 25 (Easy Green) \[Supporting Attack] vs. a German Grenadier Battalion (minus) from the 352nd Infantry Division (III.(-)/726 WNs 68, 70, 71, & 72), in a Fort, ~11 in Defense.[/p][p]Spend supply so that all American battalions are in Combat+ and Move+.[/p][p]Odds (for their scatter rolls, assume all American battalions’ strength is reduced to 85%): 34-11.[/p][p]Naval Gunfire Support:  [/p][p]o 58th Armored Field Artillery Battalion (M7 Priests)[/p][p]o USS Arkansas[/p][p]o Royal Navy Cruiser Division Task Force C1[/p][p]o US Navy Destroyer Squadron (DESRON) 35/18[/p][p]o US Navy Landing Craft Tank (Rocket) 4.1[/p][p]Allied Combat Assets: Rangers Lead the Way Asset (two shifts) and One Combat Engineer Asset (the 299th Combat Engineers).[/p][p]Final Odds: 9.36:1[/p][p]Hex 36, 26 - One 1st Infantry Division battalion (1st Battalion/16th Infantry Regiment) in Hex 35,25 (Easy Red) \[Supporting Attack] and two additional 1st Infantry Division battalions (2nd and 3rd Battalions/16th Infantry Regiment) in Hex 36, 25 (Fox Green) \[Main Attack] vs. a German Grenadier Battalion (minus) from the 352nd Infantry Division (I.(-)/726 WNs 66 and 61), in a Fort, ~8 in Defense.[/p][p]Spend supply so that all American battalions are in Combat+ and Move+.[/p][p]Odds (for their scatter rolls, assume all American battalions’ strength is reduced to 85%): 26-8.[/p][p][/p][p]Naval Gunfire Support:  [/p][p]o 62nd Armored Field Artillery Battalion (M7 Priests)[/p][p]o Free French Cruiser Division Task Force C2[/p][p]o US Navy Destroyer Squadron (DESRON) 36/18[/p][p]o US Navy Landing Craft Tank (Rocket) 4.2[/p][p][/p][p]Allied Combat Assets: 741st Armor Battalion DD Asset and One Combat Engineer Asset (the 112th Combat Engineers).[/p][p]Final Odds: 8.75:1[/p][p] [/p][p]Part 2:  GOLD, JUNO, and SWORD coming soon![/p][p][/p][p]Out on February 26th: [dynamiclink][/dynamiclink][/p][p][/p]

WEGO World War II: Overlord | Dev Diary #2

[p]Back during the summer of 2022, when I first started to look for primary sources to build the Master Allied and German databases for Overlord, it quickly became obvious to me the Germans would be the toughest nut to crack.[/p][p][/p][p]Why?  In part there weren’t standard Tables of Equipment (TOE) for Wehrmacht, Luftwaffe, and Waffen SS Divisions.  In 1944, each unit was - with respect to its TOE - different from its sister units.[/p][p][/p][p]For example, the 709th, 711th, and 716th Coastal Defense Divisions not only had different numbers of Ost Truppen Battalions, but their Artillery Regiments each had a different mix of howitzers and/or guns - both in size and country of origin - to include coastal artillery.  And with respect to their Infantry Regiments, the 709th had three while both the 711th and 716th only had two.[/p][p][/p][p]So in August 2022, it was a very lucky coincidence that I was reading a Board Game Geek blog - “Hans and Carl take over the Nakatomi Plaza” -  on Panzer Lehr (https://boardgamegeek.com/blog/6892/blogpost/135050/here-lehr-and-everywhere-panzer-lehr-and-their-rea).  \[Yes, the abbreviated link works.][/p][p][/p][p]In the blog, Carl Fung briefly described Lehr’s organic Panther Battalion (I./130 Panzer Regiment) being replaced, by 3rd Panzer Division’s Panther Battalion (I./6 Panzer Regiment).  \[In June 1944 I./130 was in Germany, going through Panther new equipment training.][/p][p][/p][p]I quickly dashed off an E-Mail to Carl asking, if for this little nugget, he would share his source(s).  To my surprised, he quickly responded crediting Niklas Zetterling’s “Normandy 1944 German Military Organization, Combat Power, and Operational Effectiveness”, Niehorster’s Order of Battle site, and Lexikon der Wehrmact.[/p][p][/p][p]I checked on Amazon, and - as I recall - for about $35.00 I could purchase a hard bound copy of the 2019 fully revised Zetterling book.  When it arrived, it only took me a few minutes to notice the immense detail Zetterling had poured into his book and the very extensive footnoting.[/p][p][/p][p][/p][p][/p][p]Quickly it became my go to book for the German Master database and one of the books that made-up my Overlord, quick reference compendium.[/p][p][/p][p]But it’s one thing to find a primary source for the Germans.  It’s another - much more time consuming - to input the data into the database.[/p][p][/p][p]Not having used the WEGO Editor before, I had to create, one at a time - by hand, if you would - the 538 German counters.  Not to beat a dead horse, this took time.[/p]
  • [p]Field Gray for the Herr, [/p]
  • [p]light blue for the Luftwaffe, and [/p]
  • [p]black, with white print, for the SS.[/p]
[p][/p][p]\[And let’s not forget the 579 Allied counters.  Olive drab for the US, khaki for the British, dark brown with red for the Canadians, and royal blue for the Free French.][/p][p][/p][p]Just over a year ago, one of the Alpha play testers noticed I had forgotten to use white “ink” on both the I SS and II SS Panzer Korps counters.  Easy fix, but it’s shows how hard it is to see a small error when you’re looking at a small ocean of counters.[/p][p][/p][p]The good news is, bcgames - who developed the master databases for Desert War and Stalingrad, plus the counters, maps, scenarios, etc., etc. - was there to help.  bc allowed me to build off of his earlier WEGO WWII work, as well as create all of Overlord’s new graphics/counters and the map.  To say the least, he plus very helpful answering my myriad of questions and providing insightful guidance.[/p][p] [/p][p]My Overlord Compendium:[/p]
  • [p]Niklas Zetterling’s “Normandy 1944; German Military Organization, Combat Power, and Operational Effectiveness”[/p]
  • [p]Peter Caddick-Adams’ “Sand and Steel; The D-Day Invasions and the Liberation of France” \[In Normandy initial German dispositions.][/p]
  • [p]Joe Youst’s “Atlantic Wall; D-Day to Falaise” Wargame \[Primary source Allied Master database and dates of arrival in Normandy.][/p]
  • [p]James Holland’s “Normandy ‘44; D-Day and the Epic 77-Day Battle for France” \[Great, 10,000 feet description of the overall campaign.][/p]
  • [p]Christopher Chant’s “Order of Battle Operation Overlord; Volumes 1 and 2” \[Detailed British and Canadian Orders of Battle on D-Day plus their actions on 6 June 1944.][/p]
[p][/p][p]WEGO WORLD WAR II: OVERLORD IS COMING ON FEBRUARY 26TH[/p][p][dynamiclink][/dynamiclink][/p][p][/p]

WEGO WORLD WAR II: OVERLORD | Is coming on Steam on February 26th

[h3] Dev Diary #1 [/h3][p][/p][p]When I first started creating these games, they were traditional I-GO-U-GO designs: one side takes its entire turn—moving units, attacking, finishing all actions—before handing control to the other player to do the same. It’s straightforward and easy to follow, but it has an inevitable drawback: the other side is frozen in time while you’re acting.[/p][p][/p][p]Then I thought: “Wouldn’t it be neat if it was WEGO instead?”[/p][p][/p][p]For those unfamiliar, in a WEGO system both players issue their orders during the planning phase, and then the game executes them simultaneously in a resolution phase—like watching a film of the turn play out.[/p][p][/p][p]I still think WEGO is neat—but I quickly learned why more games don’t use it. In effect, you’re making two games instead of one. The first “game” is just like IGOUGO: players give orders as usual. The second “game” is the complex job of meshing both sides’ orders together into one unfolding sequence, while handling, for example, these sorts of interactions:[/p][p][/p][p]- Collisions between moving units, whether delays caused by congestion or due to enemy action.[/p][p]- Chain reactions—like when Unit A attacks Unit B, but Unit B was ordered to attack Unit C, and Unit C was already on its way somewhere else.[/p][p]- Ad-Hoc battles - battles that are not planned by either player but occur when units with Move And Attack orders bump into enemy units when moving - this can either result in a battle or in an Overrun.[/p][p]All of these require the system to intelligently resolve timing, priority, and the fog of war—without breaking the flow or fairness. And it also has to take into account movement that the player hasn’t directly ordered, like recon unit withdrawals, retreats etc.[/p][p][/p][p]So in this diary, I’ll walk you through how our WEGO simultaneous play system actually works, and the problem-solving that makes it tick.[/p][p][/p][p][/p][p][/p][p]So what actually happens?[/p][p][/p][p]Once both players have locked in their orders, the game records two full sets of Commands — every move, every attack, every recon mission, the lot.[/p][p][/p][p]We start by setting the battlefield:[/p][p][/p][p]- All units are placed in their starting positions.[/p][p]- Any pontoon bridge is removed if its engineer is on the move.[/p][p]- Units with breakdown/combine orders (splitting a regiment into battalions, or merging battalions into a regiment) are updated.[/p][p]- Air recon and interdiction missions are assigned.[/p][p][/p][p]Then the scouts get busy. Ground reconnaissance units try to pull back from enemy contact — whether that’s from an ongoing battle or an enemy Zone of Control (ZOC). This happens before any fighting starts. If a recce unit has Hold No Retreat orders, it stays put; otherwise, it withdraws to a safe adjacent hex outside enemy ZOC.[/p][p][/p][p]Now, the real action begins: battles.[/p][p][/p][p]There are several types, but the most important is the Set-Piece (Deliberate) attack — carefully planned engagements that happen before any movement (other than the recce pull-backs).[/p][p][/p][p]Battles resolve in odds order, starting with the highest odds first.[/p][p][/p][p]If a battle involves air support, we may need to run an Anti-Aircraft (AA) battle first. If the AA fire forces the planes to abort, the main battle is affected — and if the fight was air-to-ground only, it might be cancelled entirely.[/p][p][/p][p]Once any AA step is done, the main battle (ground, bombardment, or both) plays out.[/p][p][/p][p]Here’s what we check after battle resolution:[/p][p][/p][p]- Retreat — Defenders might pull back. This is less likely if they have Hold At All Costs orders (but they’ll take heavier losses if they stay).[/p][p]- Withdraw — If defenders have Withdraw orders, they leave the hex with fewer casualties.[/p][p]- Units that retreat or withdraw skip any movement they’d been ordered to do.[/p][p]- If a unit stays and the battle odds are greater than 1:1, it loses half its movement points (less time left in the turn to move). If odds are less than 1:1, it keeps full movement — to prevent “cheap” attacks just to slow the enemy.[/p][p]- If the defender is eliminated, retreats, or withdraws, the attacker may advance into the hex.[/p][p][/p][p]Because battles can change the makeup of later fights, we then update the remaining combat list:[/p][p][/p][p]- Remove or modify battles where the defender was wiped out and was the only attacker in another engagement.[/p][p]- Remove or modify battles where all attackers have already retreated/withdrawn.[/p][p]- Keep in mind: if only some attackers retreat, the odds can shift dramatically.[/p][p][/p][p]Once that’s all cleaned up, we recalculate odds, pick the new highest-odds battle, and resolve again.[/p][p][/p][p][/p][p][/p][p]Now it’s time for movement.[/p][p][/p][p]The goal here is to make movement feel realistic — a unit’s speed is based on its movement points, and slower units don’t magically arrive at their destination earlier in the turn than faster ones.[/p][p][/p][p]For example: if one unit has 20 movement points and another has only 4, they’ll still both arrive at their destinations at the end of the move phase. We do this by dividing the turn into “movement slices.” In this example, the turn gets 20 slices:[/p][p][/p][p]- The faster unit moves 1 MP per slice.[/p][p]- The slower unit moves only once every 5th slice.[/p][p]Result: both finish at the same time on the 20th slice.[/p][p][/p][p]The process works like this:[/p][p][/p][p]Find the fastest unit — its movement points set the number of slices for the turn.[/p][p][/p][p]Recce pull-backs — any recon unit without Hold At All Costs or Move To Attack orders tries to withdraw from enemy ZOC. This check repeats every slice, since the enemy’s position changes constantly.[/p][p][/p][p]Wait orders — some units delay their movement until their wait timer runs out.[/p][p]Command & Control delay — HQ inefficiency can also hold units up.[/p][p]Units move — moving strips them of any dug-in bonus.[/p][p]Recce caution — recon units avoid advancing into enemy ZOC unless ordered to Move To Attack.[/p][p]Road movement ambushes — if a road-moving unit approaches the enemy, an ambush battle triggers (except for artillery, which doesn’t ambush). The ambushed unit loses all remaining MPs.[/p][p]Move-to-attack clashes — if a moving unit enters an enemy hex, one of two things happens:[/p][p]Meeting Engagement — both sides are moving; terrain is ignored and unit quality differences are doubled.[/p][p]Move Battle — only one side is moving; it’s like a normal battle but with one level lower intensity.[/p][p]Blocking & stacking — if a destination hex is full, the unit waits until it clears, losing some MPs while stuck in traffic.[/p][p]Engineering & fortification — units attempt to breach minefields, repair or destroy bridges, clear damage, build pontoons, and dig in.[/p][p]Fort/depot destruction — units ending their turn in enemy forts or depots automatically destroy them.[/p][p]Readiness updates — unit readiness adjusts, reduced if they were attacked.[/p][p]Supply updates — movement triggers a recalculation of supply lines, unit supply states (isolated, encircled, extended, or fully supplied), and the impact of counter-air, interdiction, and ground asset missions.[/p][p][/p][p]And finally… You get to sit back and watch the replay film.[/p][p][/p][p]I’ve actually simplified a few bits here — but hopefully this gives you a good peek at the clockwork ticking away under the hood![/p][p][/p][p]WEGO WORLD WAR II: OVERLORD IS COMING ON FEBRUARY 26TH[/p][p][dynamiclink][/dynamiclink][/p]