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		<title><![CDATA[Forums - Normandy 44 Mods]]></title>
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		<pubDate>Fri, 01 May 2026 06:47:07 +0000</pubDate>
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			<title><![CDATA[Normandy 44 scenario mod]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=74098</link>
			<pubDate>Fri, 27 Nov 2020 19:58:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=8018">Tom Moore</a>]]></dc:creator>
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			<description><![CDATA[Comrades,<br />
<br />
          I am looking to mod scn # 27cx so it does not have the ZOC feature? I assume there is a line modification to the scn PDT file. Also is there a PDF file guide to PDT files? <br />
<br />
                                         Thanks,  Tom]]></description>
			<content:encoded><![CDATA[Comrades,<br />
<br />
          I am looking to mod scn # 27cx so it does not have the ZOC feature? I assume there is a line modification to the scn PDT file. Also is there a PDF file guide to PDT files? <br />
<br />
                                         Thanks,  Tom]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Grand Campaign by Indragnir]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=48617</link>
			<pubDate>Thu, 23 Oct 2008 19:35:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=48617</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">The Grand Campaign </span></span></span>  </div>
By César Librán Moreno “Indragnir”. <br />
V1.2<br />
<br />
Changes from 1.0 to 1.2 (Thanks to Jim Brammer (BRAMMER) for his suggestions and playtest)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">PDT</span><br />
Raised fatigue recovery from 8 to 10 <br />
Lowered axis air interception from 3 to 0<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scenario</span><br />
Set all PILLBOXES upon Bocage as vacated.<br />
Eliminated AT Ditch at (144,51) due lack of engeneers Brithish Commandos were unable to assault.<br />
Juno Beach: weakened Bernieres from PILLBOX to BUNKER.<br />
Omaha beach: Weakened Omaha defenses (mainly change BUNKER and Colleville defenses to TRENCH, make all PILLBOX change to pillbox but one)<br />
Lot of VP added to [areas] : Caen, Cherburg, St Sauver, St Lo-Evrecy, Bocage rich in VP locations and german rearguard.<br />
Bunkers at Carentan. Tilly Sur Suelles area reinforced.<br />
Removed the everlasting deception units.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">OOB</span><br />
Replacement for all US forces, very few for british, for german the worst the unit the more replacement (SS divs 0%-1%, infantry 2%)<br />
SA values from infantry units lowered, assault values for "regular" infantry lowered, SA from tanks both sides) increased.<br />
Elite troops more elite than before. (I mean Rangers, Paras, Commandos).<br />
British arty increased values a little.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AXIS</span><br />
Duplicate Command range for German HQ <br />
Raised german 352th ID to quality B (unless rgt 726 and FE352, remained as E and C quality units )<br />
Raised german 12.FJ.Aufk.Abt. to quality B<br />
Raised german FJ.Regt.6 to quality A.<br />
Lowered Sturm.Btl.AOK.7 assault rating to 30<br />
Increased NW 15cm SA rating from 22 to 25<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ALLIED</span><br />
Increased Air power, lowered naval power (a little both).<br />
<br />
Should be played with that Rules: Alternative Assault Resolution, Artillery setup, Low Visibility Air Effects, Counterbattery Fire, Night Fatigue, Programmed Weather, Limited Air Recon.<br />
Explicit Supply is recomended. <br />
<br />
Please note that : Alternative Indirect Fire Resolution. Alternative Direct Fire Resolution, Alternative Assault Resolution are KEY rules for this scenario.<br />
<br />
This version of 750 turns Monster Campaign is heavily based upon Jon Sowden and Volcano Man works.<br />
It includes: .scn, .oob, .pdt, .map files<br />
It doesn’t incluide Jon Sowden art or Volcano’s art, please download them from Glenn’s website or Volcano’s website.<br />
I’ve copied some of Jon Sowden original .doc file here when relevant for that scenario, please read it in the Word Doc. in the zip file.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scenario Changes</span><br />
Better defensive terrain for german player to hold their ground. Lowered Field, Orchard and such terrain to encourage German player hold that terrain.<br />
Hundreds of small VP locations to avoid German player rush back to bocage. <br />
Beach congestioned, mined and beachlanded troops disrupted, plus BUNKER and PILLBOXES should make interesting the first day.<br />
Raised german assault ratings to avoid continous dislodgment by Allied assaults once Germans are entrechted at Bocage.<br />
VP count: up to 24999 vp is a Draw.<br />
<br />
CHANGES to Jon Sowden work and Stock Campaign.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">PDT changes</span><br />
Used Volcano Man_alt version values except: <br />
1) Increase Digging in ratio from 5% to 10%<br />
2) BUNKERS -20% +20 and PILLBOXES -30% +30<br />
3) Greatly increased terrain combat values: Town: -55%, City -60%, Forest -40%. Industrial -70% and Bocage -70%<br />
4) Set Improved position to -10% and Trenches -20%<br />
5) Lower a little some terrain like Brush and Field to encourage german players to use the best terrain and let german player punish advancing allied units<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scenario</span><br />
Used Jon Sowden scenario with these changes:<br />
1) Change fortification near Colleville to Trench, as per Volcano Man idea.<br />
2) To slow Allied tidal-wave like advances early in the game I streghtened Axis beach positions. (Not Omaha nor Utah)<br />
3) Use Volcano Man for Ranger at Point du Hoc idea: vacated bunker, small supply source to avoid isolation and disrupted defenders.<br />
4) Upgraded Tilly sur suelles to PILLBOX.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">OOB</span><br />
Used Jon Sowden version (with some bits of Volcano Man work) with that changes:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ALLIED</span><br />
1) <span style="text-decoration: underline;" class="mycode_u">Allied tanks</span><br />
1.1) Sherman Firefly: use Jon Sowden values (Higer defense values) with Volcano Man Hard attack ratings (67/3)<br />
1.2) Sherman M4A2/IIIA: I standarized a little to avoid complex tracking of what unit do what, (eliminate Defense rating disparity between DD Shermans and no DD Shermans)and set HA for sherman to 23/2<br />
1.3) Tetrarchs CS: use Jon Sowden values (Higer defense values) with Volcano Man attack ratings (mainly SA 17/2)<br />
1.4) Tank Destroyers use Jon Sowden values (Higher defense values) with Volcano Man Hard attack rating (mainly 41/2 and 72/3)<br />
1.5) 105 mm gun Cromwell and Sherman tanks use Volcano attack ratings (HA 7/1 SA 28/3)<br />
<br />
2) Use Volcano Man LCT&reg; Defense rating<br />
3) Increased non bridge Engeneers assault ratings to 20<br />
4) Standarize quality,  range and attack ratings from all Ships.<br />
5) Greatly increase Defense for all AT guns units (set to 20) to simulate concealment, camouflage and knowlede of terrain. Increase some (6 and 17 PDR, 76mm)  HA values.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Air Units</span><br />
Used stock values for US bombers<br />
P-47 reduced SA from 29 to 25<br />
P-38 reduceded SA from 29 to 21<br />
P-51 increased HA from 5 to 10, lowered SA from 19 to 17<br />
A-20 lowered HA from 9 to 8, increased SA from 20 to 25<br />
A-26 lowered HA from 18 to 8, lowered SA from 48 to 28<br />
B-17 set HA 17, SA 45<br />
Spitfire LF.IX increased HA from 5 to 10<br />
Mosquito lowered HA from 20 to 10, lowered SA from 41 to 20<br />
Mitchell II  lowered  HA m 20 to 8, lowered SA from 33 to 19<br />
B-25 / A-20 lowered HA from 14 to 8<br />
Lancaster lowered HA from 14 to 13<br />
Halifax lowered HA from 13 to 10<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">British and Commonwealth</span><br />
1) 3inch mortar and Mortar carriers changed to SA 15/3. To avoid  “en masse” elimination of mortar carriers (and they’ll be more efective)<br />
2) Reduced Allied MG units range to 3 and removed Indirect fire trait.<br />
3) Increased British Commandos Assault ratings to 24 and defense rating to 18<br />
4) Increased 5,5 Inch Gun to SA 17 (from 10)<br />
5) Increased 7,2 inch gun to SA 22/18 (from 18/16)<br />
6) Removed Indirect Fire trait from Centaurs <br />
7) Changed 4,5inch gun to HA 4/21, SA 12/21<br />
8) Changed Churchil VII croc FT HR to 23/2 and improved assault value to 30 from 22<br />
9) AEC Matador: Lowered HA range from 2 to 1.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">American</span><br />
1) Raised american MMG Pltn from 1/0 to 3/1 and from 2/1 to 14/2<br />
2) Lowered Infantry HW (foot) assault rating to 11<br />
3) Increased Ranger assault rating to 20.<br />
4) Increased Paratroops assault rating from 15 to 20<br />
5) 50 Cal HMG increaed SA rating from 9/2 to 20/2<br />
6) US Para HW increased SA rating from 12/3 to 15/3<br />
7) Glider US HW Co lowered SA rating from 17/3 to 15/3<br />
8) Changed 49th Combat Eng. Batt (1st Eng. Brigade) and  348th Engr Combat Bn (1st Army troops)  from Bridge to Mine.<br />
9) 155L45 Gun M1A1 Stanadired range to 24 for HA and SA values.<br />
10) 704th TD Bn changed M-18 to M-10 TD.<br />
11) 603th TD Bn changed M-18 76mm to M-18 Hellcat.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AXIS</span><br />
<span style="text-decoration: underline;" class="mycode_u">Tanks</span><br />
1) Pz Kw IVF(1) increased SA to 20/2<br />
2) Somua(f) HT 75L46 and Hotchkiss H-39 75L46  increased HA from 24/2 to 37/2 and reduced assault rating to 3 from 16<br />
3) Hotchkiss H-39 105H Increased SA rating from 10/ to 23/2<br />
4) Marder II increased HA to 33/2 from 23/2<br />
5) Stug IIID increased SA to 20/2 from 10/2<br />
6) PzJag Ib increased HA to 11/1 from 9/1<br />
7) Panther VG increased HA 3 hex range, SA rating to 19/2 (from 14/1) and defense to 25 (from 22)<br />
8) Stug IIIG increased HA rating to 33/2 from 24/2<br />
9) Jagdpanzer IV increased HA rating to 33/3 from 24/2, increased defense to 16 from 15<br />
10) PzKw VIe Tiger increased HA 3 hex range .SA to 24/2 from 14/1, increased defense to 24 from 22<br />
11) Jagdpanther V .. Increased SA from 13/1 to 19/2 and defense from 22 to 26<br />
12) Sturmpanzer IV increased SA rating from 18/2 to 39/4<br />
13) Standarized all PzKW IVh to HA 38/3<br />
14) StuG H42 increased SA rating to 26/3 from 17/2<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Vehicles</span><br />
1) Lowered all SdKfz vehicles (unless 234-2 and 234-3, and 251-9 models) to assault 2<br />
2) P107(f) HT 20AA 21Pz lowered assault rating from 14 to 2<br />
3) SdKfz 250-4 Lowered SA range from 2 to 1<br />
4) SdKfz 234-3 Increased SA rating from 13 to 19<br />
5) SdKfz 251-9 Increased SA rating from 13 to 19<br />
6) SdKfz 251/22 Increased HA rating from 24/2 to 37/2<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Anti Air </span><br />
1) Changed 88L71 PaK43 21Pz to 88L56 AA FLAK 18 (21st PzD) <br />
2) 88L56 AA FLAK 18 Changed values to HA 80/4, SA 24/2 AA 20/5 Defense 20<br />
3) Increased all vehicles and guns with 37L98 FlaK 18 SA rating to 17/2 from 11/1<br />
4) FlakPz IV Wirbelwind increased SA from 14/ to 25/2, increased AAR to 25/2<br />
5) Lowered assault rating from all non 88L56 AA units to 2 (to avoid their use in a ahistorical role)<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Anti-Tank</span><br />
1) Give all AT guns defense 20 (to simulate concealment, camouflage and knowledge of terrain)<br />
2) 75L46 PaK 40 gun Increased HA rating from 24 to 37<br />
3) 88L71 PaK 43 Increased HA range to 4 from 2, increased SA ratings to 20/2 from 10/1 <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Artillery</span><br />
1) Standarized all axis 105 mm artillery guns based units to HA 6/12 SA 14/12<br />
2) 170L50 K 18 increased SA rating to 22 from 18<br />
3) 30cm NW 42 increased SA rating to 40 from 30<br />
4) 210L31 Morser increased HA and SA ratings to 10/18 and 26/18<br />
5) 24cm 'Theodor Bruno' set to HA 9/30  SA 30/30<br />
6) 28cm NW 41 increased SA to 35/2<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Infantry</span> (Motorized and Half-Track)<br />
1) Standarized PzG HW (HT/Motorized) set SA to 16/3 (from various ratings)<br />
2) Standarized PzG HW (HT/Mot) assault rating to 20 (HT) and 14 (Motorized)<br />
3) Standarized all Pz Gren (HT) SA rating to 14/2 and assault rating to 27 (unless Pz.Feld.Erz.Btls)<br />
4) Standarized all Pz Gren (Mot) SA rating to 9/2 from various ratings and assault rating to 18 (unless Pz.Feld.Erz.Btls)<br />
5) Standarized all Pz Gren (HT) Aufk.Abt. units from various ratings to SA 19/2 and assault 31.<br />
6) Standarized all Pz Gren HW (HT) Aufk.Abt. units from various ratings to SA 24/3 and assault 24<br />
7) Standarized all Pz Gren (Motorized) Aufk.Abt. units from various ratings to SA 12/2 and assault 20.<br />
8) Standarized all Pz Gren HW (Motorized ) Aufk.Abt. units from various ratings to SA 16/3<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Infantry</span> (foot)<br />
1) Standarized all Axis Heavy Weapon company (foot infantry) to 15/3 <br />
2) Standarized Axis foot infantry range from 2 to 1, however I kept those different values in SA (ranging from 7 to 10) because I think it fits very well with german equipment disparity at Normandy.<br />
3) Lowered all Foot Infanfry HW company assault rating  to 13 from various ranges<br />
4) Increased non Feld.Erz. Foot Infantry assault rating from various ratings to 16 (vs 12 American assault rating, 16 for British). This will let German forces in American areas hold better against American assaults.(Watch out for American combat engineers, they are very strong in assault)<br />
5) Standarized all Falls. Division infantry units SA to 8/1<br />
6)Increased range from MG Batt to 3<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Engineers</span><br />
1) Increased non bridge Engineers assault ratings between 20 and 40 (foot, motorized, half-track...)<br />
2) Standarized all Pioneer (HT) to SA 15/2 from various values. Assault rating to 40. <br />
3) Standarized all Pioneer (Motorized) to SA 11/2 from various values. Assault rating to 30.<br />
4) Standarized Pioneer (Foot/Bcy) assault rating to 25. (usually SA value is 1 point higher than their parent infantry grenadier regiments)<br />
5) Give all Pioneer units Mine clearing capacity.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Miscellaneus</span><br />
1) 101.s.SS.Pz.Abt. Increased Quality from B to A.<br />
2) Sturm.Btl.AOK.7 Increased assault rating to 32 from 18<br />
3) Keep 6th Falls. Rgt assault ratings (17)<br />
4) Lowered 91th LLD defense from 18 to 16<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Huge Scenario 750 Turns, Designer Indragnir</span><br />
<br />
Any comments on this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">The Grand Campaign </span></span></span>  </div>
By César Librán Moreno “Indragnir”. <br />
V1.2<br />
<br />
Changes from 1.0 to 1.2 (Thanks to Jim Brammer (BRAMMER) for his suggestions and playtest)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">PDT</span><br />
Raised fatigue recovery from 8 to 10 <br />
Lowered axis air interception from 3 to 0<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scenario</span><br />
Set all PILLBOXES upon Bocage as vacated.<br />
Eliminated AT Ditch at (144,51) due lack of engeneers Brithish Commandos were unable to assault.<br />
Juno Beach: weakened Bernieres from PILLBOX to BUNKER.<br />
Omaha beach: Weakened Omaha defenses (mainly change BUNKER and Colleville defenses to TRENCH, make all PILLBOX change to pillbox but one)<br />
Lot of VP added to [areas] : Caen, Cherburg, St Sauver, St Lo-Evrecy, Bocage rich in VP locations and german rearguard.<br />
Bunkers at Carentan. Tilly Sur Suelles area reinforced.<br />
Removed the everlasting deception units.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">OOB</span><br />
Replacement for all US forces, very few for british, for german the worst the unit the more replacement (SS divs 0%-1%, infantry 2%)<br />
SA values from infantry units lowered, assault values for "regular" infantry lowered, SA from tanks both sides) increased.<br />
Elite troops more elite than before. (I mean Rangers, Paras, Commandos).<br />
British arty increased values a little.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AXIS</span><br />
Duplicate Command range for German HQ <br />
Raised german 352th ID to quality B (unless rgt 726 and FE352, remained as E and C quality units )<br />
Raised german 12.FJ.Aufk.Abt. to quality B<br />
Raised german FJ.Regt.6 to quality A.<br />
Lowered Sturm.Btl.AOK.7 assault rating to 30<br />
Increased NW 15cm SA rating from 22 to 25<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ALLIED</span><br />
Increased Air power, lowered naval power (a little both).<br />
<br />
Should be played with that Rules: Alternative Assault Resolution, Artillery setup, Low Visibility Air Effects, Counterbattery Fire, Night Fatigue, Programmed Weather, Limited Air Recon.<br />
Explicit Supply is recomended. <br />
<br />
Please note that : Alternative Indirect Fire Resolution. Alternative Direct Fire Resolution, Alternative Assault Resolution are KEY rules for this scenario.<br />
<br />
This version of 750 turns Monster Campaign is heavily based upon Jon Sowden and Volcano Man works.<br />
It includes: .scn, .oob, .pdt, .map files<br />
It doesn’t incluide Jon Sowden art or Volcano’s art, please download them from Glenn’s website or Volcano’s website.<br />
I’ve copied some of Jon Sowden original .doc file here when relevant for that scenario, please read it in the Word Doc. in the zip file.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scenario Changes</span><br />
Better defensive terrain for german player to hold their ground. Lowered Field, Orchard and such terrain to encourage German player hold that terrain.<br />
Hundreds of small VP locations to avoid German player rush back to bocage. <br />
Beach congestioned, mined and beachlanded troops disrupted, plus BUNKER and PILLBOXES should make interesting the first day.<br />
Raised german assault ratings to avoid continous dislodgment by Allied assaults once Germans are entrechted at Bocage.<br />
VP count: up to 24999 vp is a Draw.<br />
<br />
CHANGES to Jon Sowden work and Stock Campaign.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">PDT changes</span><br />
Used Volcano Man_alt version values except: <br />
1) Increase Digging in ratio from 5% to 10%<br />
2) BUNKERS -20% +20 and PILLBOXES -30% +30<br />
3) Greatly increased terrain combat values: Town: -55%, City -60%, Forest -40%. Industrial -70% and Bocage -70%<br />
4) Set Improved position to -10% and Trenches -20%<br />
5) Lower a little some terrain like Brush and Field to encourage german players to use the best terrain and let german player punish advancing allied units<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scenario</span><br />
Used Jon Sowden scenario with these changes:<br />
1) Change fortification near Colleville to Trench, as per Volcano Man idea.<br />
2) To slow Allied tidal-wave like advances early in the game I streghtened Axis beach positions. (Not Omaha nor Utah)<br />
3) Use Volcano Man for Ranger at Point du Hoc idea: vacated bunker, small supply source to avoid isolation and disrupted defenders.<br />
4) Upgraded Tilly sur suelles to PILLBOX.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">OOB</span><br />
Used Jon Sowden version (with some bits of Volcano Man work) with that changes:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">ALLIED</span><br />
1) <span style="text-decoration: underline;" class="mycode_u">Allied tanks</span><br />
1.1) Sherman Firefly: use Jon Sowden values (Higer defense values) with Volcano Man Hard attack ratings (67/3)<br />
1.2) Sherman M4A2/IIIA: I standarized a little to avoid complex tracking of what unit do what, (eliminate Defense rating disparity between DD Shermans and no DD Shermans)and set HA for sherman to 23/2<br />
1.3) Tetrarchs CS: use Jon Sowden values (Higer defense values) with Volcano Man attack ratings (mainly SA 17/2)<br />
1.4) Tank Destroyers use Jon Sowden values (Higher defense values) with Volcano Man Hard attack rating (mainly 41/2 and 72/3)<br />
1.5) 105 mm gun Cromwell and Sherman tanks use Volcano attack ratings (HA 7/1 SA 28/3)<br />
<br />
2) Use Volcano Man LCT&reg; Defense rating<br />
3) Increased non bridge Engeneers assault ratings to 20<br />
4) Standarize quality,  range and attack ratings from all Ships.<br />
5) Greatly increase Defense for all AT guns units (set to 20) to simulate concealment, camouflage and knowlede of terrain. Increase some (6 and 17 PDR, 76mm)  HA values.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Air Units</span><br />
Used stock values for US bombers<br />
P-47 reduced SA from 29 to 25<br />
P-38 reduceded SA from 29 to 21<br />
P-51 increased HA from 5 to 10, lowered SA from 19 to 17<br />
A-20 lowered HA from 9 to 8, increased SA from 20 to 25<br />
A-26 lowered HA from 18 to 8, lowered SA from 48 to 28<br />
B-17 set HA 17, SA 45<br />
Spitfire LF.IX increased HA from 5 to 10<br />
Mosquito lowered HA from 20 to 10, lowered SA from 41 to 20<br />
Mitchell II  lowered  HA m 20 to 8, lowered SA from 33 to 19<br />
B-25 / A-20 lowered HA from 14 to 8<br />
Lancaster lowered HA from 14 to 13<br />
Halifax lowered HA from 13 to 10<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">British and Commonwealth</span><br />
1) 3inch mortar and Mortar carriers changed to SA 15/3. To avoid  “en masse” elimination of mortar carriers (and they’ll be more efective)<br />
2) Reduced Allied MG units range to 3 and removed Indirect fire trait.<br />
3) Increased British Commandos Assault ratings to 24 and defense rating to 18<br />
4) Increased 5,5 Inch Gun to SA 17 (from 10)<br />
5) Increased 7,2 inch gun to SA 22/18 (from 18/16)<br />
6) Removed Indirect Fire trait from Centaurs <br />
7) Changed 4,5inch gun to HA 4/21, SA 12/21<br />
8) Changed Churchil VII croc FT HR to 23/2 and improved assault value to 30 from 22<br />
9) AEC Matador: Lowered HA range from 2 to 1.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">American</span><br />
1) Raised american MMG Pltn from 1/0 to 3/1 and from 2/1 to 14/2<br />
2) Lowered Infantry HW (foot) assault rating to 11<br />
3) Increased Ranger assault rating to 20.<br />
4) Increased Paratroops assault rating from 15 to 20<br />
5) 50 Cal HMG increaed SA rating from 9/2 to 20/2<br />
6) US Para HW increased SA rating from 12/3 to 15/3<br />
7) Glider US HW Co lowered SA rating from 17/3 to 15/3<br />
8) Changed 49th Combat Eng. Batt (1st Eng. Brigade) and  348th Engr Combat Bn (1st Army troops)  from Bridge to Mine.<br />
9) 155L45 Gun M1A1 Stanadired range to 24 for HA and SA values.<br />
10) 704th TD Bn changed M-18 to M-10 TD.<br />
11) 603th TD Bn changed M-18 76mm to M-18 Hellcat.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AXIS</span><br />
<span style="text-decoration: underline;" class="mycode_u">Tanks</span><br />
1) Pz Kw IVF(1) increased SA to 20/2<br />
2) Somua(f) HT 75L46 and Hotchkiss H-39 75L46  increased HA from 24/2 to 37/2 and reduced assault rating to 3 from 16<br />
3) Hotchkiss H-39 105H Increased SA rating from 10/ to 23/2<br />
4) Marder II increased HA to 33/2 from 23/2<br />
5) Stug IIID increased SA to 20/2 from 10/2<br />
6) PzJag Ib increased HA to 11/1 from 9/1<br />
7) Panther VG increased HA 3 hex range, SA rating to 19/2 (from 14/1) and defense to 25 (from 22)<br />
8) Stug IIIG increased HA rating to 33/2 from 24/2<br />
9) Jagdpanzer IV increased HA rating to 33/3 from 24/2, increased defense to 16 from 15<br />
10) PzKw VIe Tiger increased HA 3 hex range .SA to 24/2 from 14/1, increased defense to 24 from 22<br />
11) Jagdpanther V .. Increased SA from 13/1 to 19/2 and defense from 22 to 26<br />
12) Sturmpanzer IV increased SA rating from 18/2 to 39/4<br />
13) Standarized all PzKW IVh to HA 38/3<br />
14) StuG H42 increased SA rating to 26/3 from 17/2<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Vehicles</span><br />
1) Lowered all SdKfz vehicles (unless 234-2 and 234-3, and 251-9 models) to assault 2<br />
2) P107(f) HT 20AA 21Pz lowered assault rating from 14 to 2<br />
3) SdKfz 250-4 Lowered SA range from 2 to 1<br />
4) SdKfz 234-3 Increased SA rating from 13 to 19<br />
5) SdKfz 251-9 Increased SA rating from 13 to 19<br />
6) SdKfz 251/22 Increased HA rating from 24/2 to 37/2<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Anti Air </span><br />
1) Changed 88L71 PaK43 21Pz to 88L56 AA FLAK 18 (21st PzD) <br />
2) 88L56 AA FLAK 18 Changed values to HA 80/4, SA 24/2 AA 20/5 Defense 20<br />
3) Increased all vehicles and guns with 37L98 FlaK 18 SA rating to 17/2 from 11/1<br />
4) FlakPz IV Wirbelwind increased SA from 14/ to 25/2, increased AAR to 25/2<br />
5) Lowered assault rating from all non 88L56 AA units to 2 (to avoid their use in a ahistorical role)<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Anti-Tank</span><br />
1) Give all AT guns defense 20 (to simulate concealment, camouflage and knowledge of terrain)<br />
2) 75L46 PaK 40 gun Increased HA rating from 24 to 37<br />
3) 88L71 PaK 43 Increased HA range to 4 from 2, increased SA ratings to 20/2 from 10/1 <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Artillery</span><br />
1) Standarized all axis 105 mm artillery guns based units to HA 6/12 SA 14/12<br />
2) 170L50 K 18 increased SA rating to 22 from 18<br />
3) 30cm NW 42 increased SA rating to 40 from 30<br />
4) 210L31 Morser increased HA and SA ratings to 10/18 and 26/18<br />
5) 24cm 'Theodor Bruno' set to HA 9/30  SA 30/30<br />
6) 28cm NW 41 increased SA to 35/2<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Infantry</span> (Motorized and Half-Track)<br />
1) Standarized PzG HW (HT/Motorized) set SA to 16/3 (from various ratings)<br />
2) Standarized PzG HW (HT/Mot) assault rating to 20 (HT) and 14 (Motorized)<br />
3) Standarized all Pz Gren (HT) SA rating to 14/2 and assault rating to 27 (unless Pz.Feld.Erz.Btls)<br />
4) Standarized all Pz Gren (Mot) SA rating to 9/2 from various ratings and assault rating to 18 (unless Pz.Feld.Erz.Btls)<br />
5) Standarized all Pz Gren (HT) Aufk.Abt. units from various ratings to SA 19/2 and assault 31.<br />
6) Standarized all Pz Gren HW (HT) Aufk.Abt. units from various ratings to SA 24/3 and assault 24<br />
7) Standarized all Pz Gren (Motorized) Aufk.Abt. units from various ratings to SA 12/2 and assault 20.<br />
8) Standarized all Pz Gren HW (Motorized ) Aufk.Abt. units from various ratings to SA 16/3<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Infantry</span> (foot)<br />
1) Standarized all Axis Heavy Weapon company (foot infantry) to 15/3 <br />
2) Standarized Axis foot infantry range from 2 to 1, however I kept those different values in SA (ranging from 7 to 10) because I think it fits very well with german equipment disparity at Normandy.<br />
3) Lowered all Foot Infanfry HW company assault rating  to 13 from various ranges<br />
4) Increased non Feld.Erz. Foot Infantry assault rating from various ratings to 16 (vs 12 American assault rating, 16 for British). This will let German forces in American areas hold better against American assaults.(Watch out for American combat engineers, they are very strong in assault)<br />
5) Standarized all Falls. Division infantry units SA to 8/1<br />
6)Increased range from MG Batt to 3<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Engineers</span><br />
1) Increased non bridge Engineers assault ratings between 20 and 40 (foot, motorized, half-track...)<br />
2) Standarized all Pioneer (HT) to SA 15/2 from various values. Assault rating to 40. <br />
3) Standarized all Pioneer (Motorized) to SA 11/2 from various values. Assault rating to 30.<br />
4) Standarized Pioneer (Foot/Bcy) assault rating to 25. (usually SA value is 1 point higher than their parent infantry grenadier regiments)<br />
5) Give all Pioneer units Mine clearing capacity.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Miscellaneus</span><br />
1) 101.s.SS.Pz.Abt. Increased Quality from B to A.<br />
2) Sturm.Btl.AOK.7 Increased assault rating to 32 from 18<br />
3) Keep 6th Falls. Rgt assault ratings (17)<br />
4) Lowered 91th LLD defense from 18 to 16<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Huge Scenario 750 Turns, Designer Indragnir</span><br />
<br />
Any comments on this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[#150: Operation Cobra by Al Sandrik]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=48266</link>
			<pubDate>Mon, 29 Sep 2008 16:38:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=48266</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#150: Operation Cobra</span></span></span> </div>
25-30 July 1944, St Lo, Operation Cobra.  Large, Allied Human vs. Axis A/I or HTH scenario.  With Montgomery's Operations Epsom, Charnwood and Goodwood all failing to crack the German line and Axis panzer reinforcements headed toward Caen, Bradley decides to unleash Lightning Joe Collins VII Corps against a small portion of the German Line just west of St. Lo.  The area covered by the map is the area cleared by the U.S. 1st Army prior to 1 August 1944 (when Patton's 3rd Army officially became active).  The carpet bombing began at 09:36 a.m. and the assault at 11:00 a.m., so the scenario begins at 10:00 a.m.  To follow the historical plan first hit the area just west  of St. Lo with all of the air strikes (Panzer Lehr's area) and then attack to breakthrough.  I will say in my playtesting several other avenues/axises of attack do present themselves.  I will be honest, due to some personal difficulties right now, the OOB is not as throughly researched as I like when I design a scenario.  If anyone who is a fan of this campaign can improve the OOB and set up,  by all means please do so!  Enjoy! <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 60 Turns, Designer Al Sandrik</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Cobra/action=scenario_details&amp;sid=146&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#150: Operation Cobra</span></span></span> </div>
25-30 July 1944, St Lo, Operation Cobra.  Large, Allied Human vs. Axis A/I or HTH scenario.  With Montgomery's Operations Epsom, Charnwood and Goodwood all failing to crack the German line and Axis panzer reinforcements headed toward Caen, Bradley decides to unleash Lightning Joe Collins VII Corps against a small portion of the German Line just west of St. Lo.  The area covered by the map is the area cleared by the U.S. 1st Army prior to 1 August 1944 (when Patton's 3rd Army officially became active).  The carpet bombing began at 09:36 a.m. and the assault at 11:00 a.m., so the scenario begins at 10:00 a.m.  To follow the historical plan first hit the area just west  of St. Lo with all of the air strikes (Panzer Lehr's area) and then attack to breakthrough.  I will say in my playtesting several other avenues/axises of attack do present themselves.  I will be honest, due to some personal difficulties right now, the OOB is not as throughly researched as I like when I design a scenario.  If anyone who is a fan of this campaign can improve the OOB and set up,  by all means please do so!  Enjoy! <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 60 Turns, Designer Al Sandrik</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Cobra/action=scenario_details&amp;sid=146&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[#30z - Normandy Campaign Balanced (6 June - 19 August) by Michael Tonks]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=48139</link>
			<pubDate>Mon, 22 Sep 2008 17:48:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=48139</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">#30z - Normandy Campaign Balanced (6 June - 19 August)</span></span></span></div>
This is the stock 750 turn monster scenario with adjustments made for play balance. The following changes have been made. Air interdiction reduced to 20% and effectiveness reduced to 15%. Breakdown values reduced to 5 for both sides. Improved Position and Trench effectiveness increased to -15% and -30% respectively. Victory levels completely overhauled and more in line with a game of this length. Far fewer objective hexes but with much higher point values and located much further to the south. Generally they are located to reward the Allied player as his bridgehead expands. Map exit victory hexes have been added to reward a successful 'breakout'. Storms are now possible with the new weather.dat file from 11th June to the end of July. With very high chances of storm from the 19th June to the 22nd June in line with historical weather. It is highly recommended that programmed weather is used. The odd storm will hinder the Allied advance and give the German player some much needed respite. Many thanks to the original designers for creating such a great game. Warning: The weather.dat file in this version has a possibility of storms. The stock version does not.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 750 Turns, Designer Michael Tonks</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Normandy-Campaign-%28JuneJulyAugust%29-Balanced/action=scenario_details&amp;sid=145&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files </span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">#30z - Normandy Campaign Balanced (6 June - 19 August)</span></span></span></div>
This is the stock 750 turn monster scenario with adjustments made for play balance. The following changes have been made. Air interdiction reduced to 20% and effectiveness reduced to 15%. Breakdown values reduced to 5 for both sides. Improved Position and Trench effectiveness increased to -15% and -30% respectively. Victory levels completely overhauled and more in line with a game of this length. Far fewer objective hexes but with much higher point values and located much further to the south. Generally they are located to reward the Allied player as his bridgehead expands. Map exit victory hexes have been added to reward a successful 'breakout'. Storms are now possible with the new weather.dat file from 11th June to the end of July. With very high chances of storm from the 19th June to the 22nd June in line with historical weather. It is highly recommended that programmed weather is used. The odd storm will hinder the Allied advance and give the German player some much needed respite. Many thanks to the original designers for creating such a great game. Warning: The weather.dat file in this version has a possibility of storms. The stock version does not.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 750 Turns, Designer Michael Tonks</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Normandy-Campaign-%28JuneJulyAugust%29-Balanced/action=scenario_details&amp;sid=145&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files </span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[Operation Cobra: July 25-Aug. 10, 1944 by Gary "Grrr" Cobleigh]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46877</link>
			<pubDate>Thu, 17 Jul 2008 23:15:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46877</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Operation Cobra: July 25-Aug. 10, 1944</span> </span></span></div>
Operation Cobra (Historical);From the Movie, "Patton." (Bradley talking to Patton): "George, I've been working on a plan called "Cobra." I'd like to know what you think of it? Now, we've been slugging our way through hedgerow country half an acre a day and we've gotta find away to breakout! I want to use this road(pointing to the map). The St. Lo/Periers Road. We'll let Monty pin down the enemy forces at Caen, (Then) we'll pulverize an area three and a half miles wide with saturation bombing and then Seven Divisions will follow through... Now, Third Army will swing around here pointing at Avranches), a sweeping end run, right across france. What do you think? (Patton): " I think you'll need a screwball old horse cavalryman to command Third Army." (Bradley) "George, Ike came to that conclusion in London, three months ago. (Patton) "He What?...That Dirty......" , explicit supply recommended.<br />
<br />
 <span style="font-weight: bold;" class="mycode_b">Large Scenario 162 turns, Designer Gary "Grrr" Cobleigh </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Operation-Cobra-July-25-Aug.-10-1944/action=scenario_details&amp;sid=143&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files </span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Operation Cobra: July 25-Aug. 10, 1944</span> </span></span></div>
Operation Cobra (Historical);From the Movie, "Patton." (Bradley talking to Patton): "George, I've been working on a plan called "Cobra." I'd like to know what you think of it? Now, we've been slugging our way through hedgerow country half an acre a day and we've gotta find away to breakout! I want to use this road(pointing to the map). The St. Lo/Periers Road. We'll let Monty pin down the enemy forces at Caen, (Then) we'll pulverize an area three and a half miles wide with saturation bombing and then Seven Divisions will follow through... Now, Third Army will swing around here pointing at Avranches), a sweeping end run, right across france. What do you think? (Patton): " I think you'll need a screwball old horse cavalryman to command Third Army." (Bradley) "George, Ike came to that conclusion in London, three months ago. (Patton) "He What?...That Dirty......" , explicit supply recommended.<br />
<br />
 <span style="font-weight: bold;" class="mycode_b">Large Scenario 162 turns, Designer Gary "Grrr" Cobleigh </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Operation-Cobra-July-25-Aug.-10-1944/action=scenario_details&amp;sid=143&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files </span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[#50 - Landing Campaign (6-30 June) US landing near Cherbourg by Bernard Polarski]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46876</link>
			<pubDate>Thu, 17 Jul 2008 23:10:28 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46876</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">#50 - Landing Campaign (6-30 June) US landing near Cherbourg </span></span></span></div>
Normandy Coast of Occupied France: Landing with overwhelming force the Allies secured a beachhead and then defeated the Germans in the reinforcement battle. This scenario is an alternate campaign. The 319th Inf div is guarding Cherbourg while 77th Inf div start at St Lo. The allied have spotted the 352th Inf Div at Omaha and have estimated impossible the landing in front of 2 active Div. The Us Landing Omaha is moved to north of Utah, It utilizes upper half map.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 250 turns, Designer Bernard Polarski </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/US-landing-Near-Cherbourg/action=scenario_details&amp;sid=106&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Scenario Files</span> </span></a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">#50 - Landing Campaign (6-30 June) US landing near Cherbourg </span></span></span></div>
Normandy Coast of Occupied France: Landing with overwhelming force the Allies secured a beachhead and then defeated the Germans in the reinforcement battle. This scenario is an alternate campaign. The 319th Inf div is guarding Cherbourg while 77th Inf div start at St Lo. The allied have spotted the 352th Inf Div at Omaha and have estimated impossible the landing in front of 2 active Div. The Us Landing Omaha is moved to north of Utah, It utilizes upper half map.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 250 turns, Designer Bernard Polarski </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/US-landing-Near-Cherbourg/action=scenario_details&amp;sid=106&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color">Scenario Files</span> </span></a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[The Falaise Pocket - 17th - 20th August 1944 by Sergio Navarro]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46875</link>
			<pubDate>Thu, 17 Jul 2008 23:05:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46875</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">The Falaise Pocket - 17th - 20th August 1944</span></span></span></div>
Best played H&amp;H. Thanks to Mike Ozga and others for his help. Description from the book "Fighting the Breakout": "While the withdrawal across the Orne to the east was taking place according to plan, the overall situation was becoming increasingly critical owing to the developments at Fifth Panzer Army. There, the connecting line of defense had collapsed at some points. East of Falaise, the enemy had succeeded in penetrating the front held by I SS-Pz. Corps, and had managed to cross the Ante creek at Damblainville. At this point, the 4th Canadian Armored Div. and the Polish 1st Armored Div. continued their advance toward Trun. Falaise itself had been taken by the Canadian 2nd Infantry Division. In spite of their having been in action for only a comparatively short time, the infantry units controlled by Fifth Panzer Army were severely battered and worn. The main body of 85th Inf. Div. had been forced eastward across the Dives, while to the southwest of this division there was a wide gap in the front. The combat efficiency of 12th SS-Pz. Div. was extremely low, and the remnants of 89th Inf. Div. south of Falaise were attempting to establish a new defense line based on the hills and wooded sections, and concentrating their efforts mainly on blocking the large road from Falaise to Argentan. The divisions under LXXIV Inf. Corps by now had been reduced to weak combat groups, which were putting up localized resistance but could no longer hold a connecting line. In coordination with the movement of Seventh Army, they broke loose from the left wing and also crossed to the east bank of the Orne. At Seventh Army, the withdrawal to the next line of defense west of the Orne had been carried out according to plan, without the enemy following up in force. The bulk of 363th and 84th Inf. Divs had been pulled out of the front, and set on the march to the Orne. These divisions had not yet reached their assembly areas south of Falaise, however, as the mounting activity of the low-flying planes and the few roads and bridges available did not allow rapid movement. A combat group of 84th Inf. Div. in the Briouze region remained as yet under the command of 353th Inf. Div., and was only to be pulled out during the following night. While the day passed quietly, Seventh Army, having removed the command post to Necy as from 17 August, issued the following orders: 1. Intense enemy pressure east of Falaise. Only slight pressure on the front held by this Army. 2. During the night 17/18 August, Seventh Army will withdraw with the main body behind the Orne, leaving strong security detachments in a line generally: Val d'Orne - St. Aubert-sur-Orne - Launay - Menil-Gondouin - La Fresnaye-au-Sauvage. 3. The following units will be detached from the Army command: 363th Inf. Div. from the command of II Para. Inf. Corps; 84th Inf. Div. and 10th SS-Pz. Div. from the command of LXXXIV Infantry Corps. These divisions are to be moved to the Fifth Panzer Army: 363th Inf. Div. to the Bazoches - Champcerie - Neuvy area; 84th Inf. Div. to the Vignats - Ronay - Necy area; 10th SS-Pz. Div. to assemble in the Monceaux - Giel - Habloville - Noirville area. 4. Missions for the II Para. Inf. Corps (3 Para. Inf. Div.) and LXXXIV Inf. Corps (353th Inf. Div.): defense of the Orne. Mission for the security: Withdrawal to behind the Orne ony if heavily pressured by the enemy." <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Medium Scenario 35 turns, Designer Sergio Navarro </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/The-Falaise-Pocket/action=scenario_details&amp;sid=144&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span> </span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">The Falaise Pocket - 17th - 20th August 1944</span></span></span></div>
Best played H&amp;H. Thanks to Mike Ozga and others for his help. Description from the book "Fighting the Breakout": "While the withdrawal across the Orne to the east was taking place according to plan, the overall situation was becoming increasingly critical owing to the developments at Fifth Panzer Army. There, the connecting line of defense had collapsed at some points. East of Falaise, the enemy had succeeded in penetrating the front held by I SS-Pz. Corps, and had managed to cross the Ante creek at Damblainville. At this point, the 4th Canadian Armored Div. and the Polish 1st Armored Div. continued their advance toward Trun. Falaise itself had been taken by the Canadian 2nd Infantry Division. In spite of their having been in action for only a comparatively short time, the infantry units controlled by Fifth Panzer Army were severely battered and worn. The main body of 85th Inf. Div. had been forced eastward across the Dives, while to the southwest of this division there was a wide gap in the front. The combat efficiency of 12th SS-Pz. Div. was extremely low, and the remnants of 89th Inf. Div. south of Falaise were attempting to establish a new defense line based on the hills and wooded sections, and concentrating their efforts mainly on blocking the large road from Falaise to Argentan. The divisions under LXXIV Inf. Corps by now had been reduced to weak combat groups, which were putting up localized resistance but could no longer hold a connecting line. In coordination with the movement of Seventh Army, they broke loose from the left wing and also crossed to the east bank of the Orne. At Seventh Army, the withdrawal to the next line of defense west of the Orne had been carried out according to plan, without the enemy following up in force. The bulk of 363th and 84th Inf. Divs had been pulled out of the front, and set on the march to the Orne. These divisions had not yet reached their assembly areas south of Falaise, however, as the mounting activity of the low-flying planes and the few roads and bridges available did not allow rapid movement. A combat group of 84th Inf. Div. in the Briouze region remained as yet under the command of 353th Inf. Div., and was only to be pulled out during the following night. While the day passed quietly, Seventh Army, having removed the command post to Necy as from 17 August, issued the following orders: 1. Intense enemy pressure east of Falaise. Only slight pressure on the front held by this Army. 2. During the night 17/18 August, Seventh Army will withdraw with the main body behind the Orne, leaving strong security detachments in a line generally: Val d'Orne - St. Aubert-sur-Orne - Launay - Menil-Gondouin - La Fresnaye-au-Sauvage. 3. The following units will be detached from the Army command: 363th Inf. Div. from the command of II Para. Inf. Corps; 84th Inf. Div. and 10th SS-Pz. Div. from the command of LXXXIV Infantry Corps. These divisions are to be moved to the Fifth Panzer Army: 363th Inf. Div. to the Bazoches - Champcerie - Neuvy area; 84th Inf. Div. to the Vignats - Ronay - Necy area; 10th SS-Pz. Div. to assemble in the Monceaux - Giel - Habloville - Noirville area. 4. Missions for the II Para. Inf. Corps (3 Para. Inf. Div.) and LXXXIV Inf. Corps (353th Inf. Div.): defense of the Orne. Mission for the security: Withdrawal to behind the Orne ony if heavily pressured by the enemy." <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Medium Scenario 35 turns, Designer Sergio Navarro </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/The-Falaise-Pocket/action=scenario_details&amp;sid=144&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span> </span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[Mortain - Hitler's Gamble Version 1.02 by Jarrel Crider]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46874</link>
			<pubDate>Thu, 17 Jul 2008 23:00:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46874</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Mortain - Hitler's Gamble Version 1.02 </span></span></span></div>
This scenario was developed using the OOB and unit placement from Avalon Hill’s boardgame The Longest Day (TLD), designed by Randall Reed.   TLD gives some battalion locations and approximate setup areas for divisions so I have tried to develop the positioning for Normandy ’44 using that as a basis and educated guesses as to where battalions/companies not given specific locations were at the start of the battle.   The remnants of the 130 Panzer Lehr Aufklarung Battalion are given as “free setup” in the Avalon Hill game so I have put them in a position that makes sense to me, but may not be historical.  If anyone has any information on this unit’s participation in the battle, I would appreciate hearing from them.  The panzer divisions in Normandy ’44 have more tanks at full strength OOB than they do in TLD’s OOB and I have tilted tank strength toward the TLD interpretation.  <br />
<br />
The German attack on the night of 6-7 August achieved tactical surprise.  Therefore, most of the Allied units begin the game fixed and will become free to move during the 7th.  The allies will get an overall command unit (1st Army HQ) on the 8th to simulate their improving command structure during the battle.   The Germans have no overall command unit, just two separate Korps (84th and 47th Pz).<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Recommended Rules Settings:</span><br />
<br />
Manual Defensive Fire-<span style="color: #FF0000;" class="mycode_color">No</span> <br />
Automatic Defensive Fire-<span style="color: #FF0000;" class="mycode_color">No</span>	 	<br />
Optional Fire Results-<span style="color: #FF0000;" class="mycode_color">Either</span><br />
Optional Assault Results-<span style="color: #FF0000;" class="mycode_color">Either</span><br />
Alternative Indirect Fire Resolution-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
    Locking Zones of Control-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
Alternative Air Strike Resolution-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
Higher Fatigue Recovery-<span style="color: #FF0000;" class="mycode_color">No</span><br />
Alternative Direct Fire Resolution-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
  Indirect Fire/Air By the Map-<span style="color: #FF0000;" class="mycode_color">No</span><br />
Alternative Assault Resolution-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
        Counterbattery Fire-<span style="color: #FF0000;" class="mycode_color">Yes</span>		<br />
Artillery Set Up-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
     Night Fatigue-<span style="color: #FF0000;" class="mycode_color">Yes</span>	<br />
Recon Spotting-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
     No Low Fuel Effects-<span style="color: #FF0000;" class="mycode_color">No </span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Medium Scenario 24 turns, Designer Jarrel Crider </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Mortain---Hitler%27s-Gamble/action=scenario_details&amp;sid=70&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Mortain - Hitler's Gamble Version 1.02 </span></span></span></div>
This scenario was developed using the OOB and unit placement from Avalon Hill’s boardgame The Longest Day (TLD), designed by Randall Reed.   TLD gives some battalion locations and approximate setup areas for divisions so I have tried to develop the positioning for Normandy ’44 using that as a basis and educated guesses as to where battalions/companies not given specific locations were at the start of the battle.   The remnants of the 130 Panzer Lehr Aufklarung Battalion are given as “free setup” in the Avalon Hill game so I have put them in a position that makes sense to me, but may not be historical.  If anyone has any information on this unit’s participation in the battle, I would appreciate hearing from them.  The panzer divisions in Normandy ’44 have more tanks at full strength OOB than they do in TLD’s OOB and I have tilted tank strength toward the TLD interpretation.  <br />
<br />
The German attack on the night of 6-7 August achieved tactical surprise.  Therefore, most of the Allied units begin the game fixed and will become free to move during the 7th.  The allies will get an overall command unit (1st Army HQ) on the 8th to simulate their improving command structure during the battle.   The Germans have no overall command unit, just two separate Korps (84th and 47th Pz).<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Recommended Rules Settings:</span><br />
<br />
Manual Defensive Fire-<span style="color: #FF0000;" class="mycode_color">No</span> <br />
Automatic Defensive Fire-<span style="color: #FF0000;" class="mycode_color">No</span>	 	<br />
Optional Fire Results-<span style="color: #FF0000;" class="mycode_color">Either</span><br />
Optional Assault Results-<span style="color: #FF0000;" class="mycode_color">Either</span><br />
Alternative Indirect Fire Resolution-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
    Locking Zones of Control-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
Alternative Air Strike Resolution-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
Higher Fatigue Recovery-<span style="color: #FF0000;" class="mycode_color">No</span><br />
Alternative Direct Fire Resolution-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
  Indirect Fire/Air By the Map-<span style="color: #FF0000;" class="mycode_color">No</span><br />
Alternative Assault Resolution-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
        Counterbattery Fire-<span style="color: #FF0000;" class="mycode_color">Yes</span>		<br />
Artillery Set Up-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
     Night Fatigue-<span style="color: #FF0000;" class="mycode_color">Yes</span>	<br />
Recon Spotting-<span style="color: #FF0000;" class="mycode_color">Yes</span><br />
     No Low Fuel Effects-<span style="color: #FF0000;" class="mycode_color">No </span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Medium Scenario 24 turns, Designer Jarrel Crider </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Mortain---Hitler%27s-Gamble/action=scenario_details&amp;sid=70&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[Jagdpanthers are Hungry by Michael Ozga]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46840</link>
			<pubDate>Wed, 16 Jul 2008 23:11:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46840</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Jagdpanthers are Hungry </span></span></span></div>
South of Caumont, France, July 30th, 1944: After the success of Operation Cobra, British commanders launched an attack to assist the advance of their Allies. This offensive would be called Operation Bluecoat. First, a key terrain feature on the N-175 highway south of Caumont would need to be catured. The hill, Point 309, was defended by the remnants of the German 326th Infantry Division and Jagdpanthers of Panzerjager Abteilung 654. Little did the Scotsmen of the 15th Infantry Division and the tankers of the Guards Armoured Brigade know what waited on the hill for them. They would suffer defeat by a few armored vehicles and tired landsers positioned for the defense of another nameless hill in the Norman bocage country.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Small Scenario 8 turns, Designer Michael Ozga. </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Jagdpanthers-are-Hungry/action=scenario_details&amp;sid=103&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files </span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Jagdpanthers are Hungry </span></span></span></div>
South of Caumont, France, July 30th, 1944: After the success of Operation Cobra, British commanders launched an attack to assist the advance of their Allies. This offensive would be called Operation Bluecoat. First, a key terrain feature on the N-175 highway south of Caumont would need to be catured. The hill, Point 309, was defended by the remnants of the German 326th Infantry Division and Jagdpanthers of Panzerjager Abteilung 654. Little did the Scotsmen of the 15th Infantry Division and the tankers of the Guards Armoured Brigade know what waited on the hill for them. They would suffer defeat by a few armored vehicles and tired landsers positioned for the defense of another nameless hill in the Norman bocage country.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Small Scenario 8 turns, Designer Michael Ozga. </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Jagdpanthers-are-Hungry/action=scenario_details&amp;sid=103&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files </span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[#27cx -Ike's Worst Nightmare! (6-30 June)- Fluid ZOCs by Gary"Grrr" Cobleigh]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46839</link>
			<pubDate>Wed, 16 Jul 2008 23:07:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46839</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">#27cx -Ike's Worst Nightmare! (6-30 June)- Fluid ZOCs</span></span></span></div>
This campaign scenario covers the first 24 days of the Battle for Normandy. It is similar to #27 "Feet Wet" with the fluid ZOC system. However, this scenario assumes that the German high command had solved it's command problems. Rommel's plan was to stop the Allied invasion on the beaches, with his Panzers right on the beach. However, Rundstedt favored keeping the Panzers far in Reserve. Once the invasion was spotted, they would concentrate and counter attack. Hitler stepped in and proposed a compromise. The reserve panzer divisions would be moved closer, but still behind, the expected invasion beaches and released to Rommel once the invasion was spotted. The seven reserve divisions would be spread out evenly from Normandy to Holland. Expecting the invasion in the Pas de Calais area, Rundstedt sent the refitting 1st SS Panzer Division to join the 21st Panzer in the quiet Normandy area. If the allied target was Normandy, they both would be available to move towards the beach immediately. Also, Rommel would have immediate release of the 12th SS Panzer and Panzer Lehr Divisions positioned to the North. They could be in Normandy within 48 hours. With Panzers at his disposal, can Rommel throw the Allies back into the Sea? ...........This scenario is a modification to Grave's and Dunnam's scenario #27 [Size: large; Length: 250 turns]This is a modified/revised version of the original #30-Campaign1.scn. Changes to objectives, supply, terrain modifiers, morale/quality, the OOB, reinforcement schedules, air and naval units have been made. The intent is to provide a more balanced and challenging PBEM game using the Automatic Defensive Fire mode. For specific details see the readme file included in the zip file. Recommended optional rules: All 4 Alt fire resolution rules, Artillery Setup, Recon Spotting, Counterbattery Fire, Night Fatigue. Special thanks to "Volcano Man" since I borrowed his changes and incorporated them into this revision. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 250 turns, Designer Gary Cobleigh. </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Ike%27s-Worst-Nightmare/action=scenario_details&amp;sid=107&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span> </span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">#27cx -Ike's Worst Nightmare! (6-30 June)- Fluid ZOCs</span></span></span></div>
This campaign scenario covers the first 24 days of the Battle for Normandy. It is similar to #27 "Feet Wet" with the fluid ZOC system. However, this scenario assumes that the German high command had solved it's command problems. Rommel's plan was to stop the Allied invasion on the beaches, with his Panzers right on the beach. However, Rundstedt favored keeping the Panzers far in Reserve. Once the invasion was spotted, they would concentrate and counter attack. Hitler stepped in and proposed a compromise. The reserve panzer divisions would be moved closer, but still behind, the expected invasion beaches and released to Rommel once the invasion was spotted. The seven reserve divisions would be spread out evenly from Normandy to Holland. Expecting the invasion in the Pas de Calais area, Rundstedt sent the refitting 1st SS Panzer Division to join the 21st Panzer in the quiet Normandy area. If the allied target was Normandy, they both would be available to move towards the beach immediately. Also, Rommel would have immediate release of the 12th SS Panzer and Panzer Lehr Divisions positioned to the North. They could be in Normandy within 48 hours. With Panzers at his disposal, can Rommel throw the Allies back into the Sea? ...........This scenario is a modification to Grave's and Dunnam's scenario #27 [Size: large; Length: 250 turns]This is a modified/revised version of the original #30-Campaign1.scn. Changes to objectives, supply, terrain modifiers, morale/quality, the OOB, reinforcement schedules, air and naval units have been made. The intent is to provide a more balanced and challenging PBEM game using the Automatic Defensive Fire mode. For specific details see the readme file included in the zip file. Recommended optional rules: All 4 Alt fire resolution rules, Artillery Setup, Recon Spotting, Counterbattery Fire, Night Fatigue. Special thanks to "Volcano Man" since I borrowed his changes and incorporated them into this revision. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 250 turns, Designer Gary Cobleigh. </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Ike%27s-Worst-Nightmare/action=scenario_details&amp;sid=107&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span> </span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[Goodwood Exploited by Andrew Offen]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46838</link>
			<pubDate>Wed, 16 Jul 2008 23:02:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46838</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Goodwood Exploited </span></span></span></div>
Southwest of Caen 0600 20 July 1944 : (HYPOTHETICAL) Operation Goodwood has achieved its objectives and the British 7th &amp; 11th Armoured Divisions together with 3rd Infantry Division have shattered the German line in two days of hard fighting. The 16th Luftwaffe Div and 21st Panzer Div have been virtually destroyed, but the attacking British divisons are also largely spent. 1st SS Panzer Div is still intact and has fallen back overnight and the Canadians are still fighting to clear Caen. The Guards Armoured and 51st Highland Divisions are now being passed through the gap to exploit. Their orders are to strike south down the Falaise Road in order to cut off the main German force to the west. The Germans are rushing mobile forces including 12th SS Panzer Division to the area to stop the penetration and drive it back.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Medium size 19 turns, Designer Andrew Offen.</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Goodwood-Exploited/action=scenario_details&amp;sid=98&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files </span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Goodwood Exploited </span></span></span></div>
Southwest of Caen 0600 20 July 1944 : (HYPOTHETICAL) Operation Goodwood has achieved its objectives and the British 7th &amp; 11th Armoured Divisions together with 3rd Infantry Division have shattered the German line in two days of hard fighting. The 16th Luftwaffe Div and 21st Panzer Div have been virtually destroyed, but the attacking British divisons are also largely spent. 1st SS Panzer Div is still intact and has fallen back overnight and the Canadians are still fighting to clear Caen. The Guards Armoured and 51st Highland Divisions are now being passed through the gap to exploit. Their orders are to strike south down the Falaise Road in order to cut off the main German force to the west. The Germans are rushing mobile forces including 12th SS Panzer Division to the area to stop the penetration and drive it back.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Medium size 19 turns, Designer Andrew Offen.</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Goodwood-Exploited/action=scenario_details&amp;sid=98&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files </span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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			<title><![CDATA[Forum Info.]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46831</link>
			<pubDate>Wed, 16 Jul 2008 20:17:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46831</guid>
			<description><![CDATA[This forum lists all of the N44 Mod scenarios located at the <span style="font-weight: bold;" class="mycode_b">Blitz</span>, for Volcano Man's Alt Mod scenarios you should visit <a href="http://www.volcanomods.com/index.php?option=com_frontpage&amp;Itemid=1" target="_blank" rel="noopener" class="mycode_url"><span style="color: #FF0000;" class="mycode_color">Volcano Mods.</span> </a><br />
<br />
All these scenarios can be reported on the TOC ladder and for the same points as stock scenarios, any problems downloading the files from this forum should be reported to myself.]]></description>
			<content:encoded><![CDATA[This forum lists all of the N44 Mod scenarios located at the <span style="font-weight: bold;" class="mycode_b">Blitz</span>, for Volcano Man's Alt Mod scenarios you should visit <a href="http://www.volcanomods.com/index.php?option=com_frontpage&amp;Itemid=1" target="_blank" rel="noopener" class="mycode_url"><span style="color: #FF0000;" class="mycode_color">Volcano Mods.</span> </a><br />
<br />
All these scenarios can be reported on the TOC ladder and for the same points as stock scenarios, any problems downloading the files from this forum should be reported to myself.]]></content:encoded>
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			<title><![CDATA[Dash Through the Hedgerows by Saunders & Blackie]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=46787</link>
			<pubDate>Tue, 15 Jul 2008 22:44:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=46787</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Dash Through the Hedgerows.</span>    </span> </span> </div>
North western France, August 20 1944: Your recon outfit has been tasked to move down the 2 parallel roads from North to South. You are to proceed through the bocage to the villages of Landivy and Fougerolles. Enemy opposition is expected to be light, although a few units of 2nd Pz Div have been identified to the west. The 705th Tank Destroyer Bn has provided a couple of units to assist you if you run into enemy armor. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Size:small, 8 turns, Designer(s) Saunders &amp; Blackie.</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Dash-Through-the-Hedgerows/action=scenario_details&amp;sid=102&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="font-weight: bold;" class="mycode_b"><span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u">Dash Through the Hedgerows.</span>    </span> </span> </div>
North western France, August 20 1944: Your recon outfit has been tasked to move down the 2 parallel roads from North to South. You are to proceed through the bocage to the villages of Landivy and Fougerolles. Enemy opposition is expected to be light, although a few units of 2nd Pz Div have been identified to the west. The 705th Tank Destroyer Bn has provided a couple of units to assist you if you run into enemy armor. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Size:small, 8 turns, Designer(s) Saunders &amp; Blackie.</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/Dash-Through-the-Hedgerows/action=scenario_details&amp;sid=102&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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