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CMAK
Kampfgruppe Richter in Budel. Dilemma, fight the allies or retreat?
A Very British Civil War
Note: this is clearly a “what-if” scenario, loosely based on the bustling miniatures war gaming off-shoot of the same name. Outstanding work has been done by Solway Crafts and Miniatures, and I credit them with the brilliance of this war gaming theme.
Background
England, May 1938 (designer note: note the in-game calendar notes “1944”; this is only to create the optics of lush green environment of the British Isles)
Weather: overcast, mild, dry
The very social fabric of Great Britain was torn during the apocalypse that was The Great War. The mightiest empire on the globe ended victorious, but at what cost? The rigid social hierarchy was shaken, and the world wide waves of social change did not stop at the English Channel. Class structure, worker’s rights, regional animosities have all brewed in the decades following the Great War. This has all been exacerbated by the crippling economic crisis of the 1930s, to which the ever cautious government responded to by constricting public spending ever more.
In May 1937, King Edward VIII of the United Kingdom married Wallis Simpson. The marriage to Wallis was not supported by Stanley Baldwin, the British Prime Minister; and King Edward refused to abdicate. This marriage left the British government, and most of the people, alienated; and public hatred for King Edward and Queen Wallis rose. Parliament was torn, and in the general election of 1937, Baldwin was defeated. The Conservative party, ripped by the issue of King Edward’s marriage, as well as economic and regional tensions, broke apart, and a large segment of the Tory support went to the British Union of Fascists. Oswald Mosley’s promise to ensure public order, and shore up the Empire, resonated with a public tired of public disturbances, strikes in essential services, and the economic malaise. The Labour party too split, with the more radical sections forming their own splinter parties which ran their own candidates. The 1937 election results saw a fractured parliament, and although only winning slightly over 200 seats, and less than 30% of the vote, the BUF formed the largest caucus in the House of Commons. King Edward VIII asked Oswald Mosely to form a government. Mosley did so and almost immediately issued “Orders of Council”, outlawing strikes, restricting collective bargaining, and establishing new offences for unauthorized public gatherings, and publishing “any article intended to alarm the public”. Any opposition was swiftly responded to, if not by the police, then by Mosely’s own BUF Blackshirts, the BUF’s paramilitary wing.
In January 1938, a protest by Dockyard workers in Liverpool was brutally crushed by the BUF and elements of the Regular Army; and violent clashes began across the country; between the Kings troops and those of several other factions. The British Civil War has begun!

Factions: The outbreak of conflict led several groups to attempt to seize the country or their own personal goals. Major factions included:
On the Right (Axis in this scenario
* The Edwardian Army – elements of the professional Army, bound to King Edward VIII.
* The Royal Navy and Royal Marines – bound by tradition and culture to remain loyal to the reigning monarch, and the majority have done so.
* The British Union of Fascists (or “BUF”) – the dominant political party, led by Oswald MOSLEY and heavily backed by German and Italian interests. Mosley has garnered considerable support in his efforts to restore order internally and restore the status of Britain’s Empire
* The Mosley Youth – a “social club” of young men, who have been drilled and armed by unknown sources, and have formed para-military units to push the BUF agenda.
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Contingents from other fascist and imperialist sympathizers have been formed. Here we will see the presence of the “Hanoverian Legion”, volunteers from Germany, who are backing the Edwardian and BUF efforts
On the Left (Allied in this scenario)
* The Albertine Army – elements of the regular forces, plus most of the “Territorial Army”, backing the young Prince Albert’s claim to the throne.
* The Anglican League - A large army led by a group of bishops and archbishops, they were aligned with the Albertine Army. Many are veterans of the Great War.
* The People’s Party Army - Made up of disillusioned Labour party supporters, disgruntled workers and Spanish Civil War veterans, they are seeking to turn Britain into a Socialist state based upon Lenin's Russia.
* The Farmer’s Union: radical small plot farmers and farm working hands, seeking better pay, price subsidies, and land redistribution. They are heavily influenced by Marxist doctrine.
* The Student’s Union: like students before and after them, the university students have ramparts to thwart whomever they view as authoritarian,
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Groups of Americans, Canadians, and ANZAC units have been formed; here we will see the Lafayette Battalion, formed of French volunteers, many fresh from the savage fighting in Spain.
This scenario occurs in the West Coast port town of Twaddlemore. Twaddlemore is the home base for a small Royal Navy destroyer flotilla, as well as being a mid-sized port for international commerce. Given that the United Kingdom lives or dies based on this freedom to trade overseas, the port is vital to all in this conflict. The Royal Navy, which for the most part has remained loyal to King Edward VIII, dispatched the flotilla two days ago to join the rest of the fleet, tasked with stemming the flow of foreign volunteers coming to fight for their faction of choice. Many of these foreigners have come directly from fighting for the Nationalists or the Republicans in Spain, who have endured two years of their own brutal Civil War already.
Yesterday the dock workers, who are heavily influenced by communist agents and are affiliated with the People’s Party, refused to move armaments stored in the dock warehouses. Instead, they armed themselves and fighting broke out when security staff sought to control the situation. Who opened fire first is both in dispute and a moot point at this juncture. A company of the Army’s Provost Corps was rushed to Twaddlemore by train, but a bomb was used to derail the trail just outside of town. Multiple factions are either in town currently or rumoured to be headed this way. The Telephone Exchange is the key to communicating with the rest of the country, and is clearly a goal to secure. Likewise, the docks and the armaments stored there in are also of immense value. Lastly, the mysterious new Wireless Tower being built on the south shore is of unknown value, as the work crews are from “away” and appear to be quite Teutonic in manner.
This battle will surely prove that the term “Civil War” is clearly a misnomer.
A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
SCENARIO DESCRIPTION
A meeting engagement played out in the wooded terrain of the Ardennes at the beginning of the Bulge. 60+ turns.

The Germans are trying to seize important territory: bridges, cross-roads, and towns to allow breakthrough armored thrusts. Central to this map is the village of L’Shone and its surrounding road network.

The Americans are trying to occupy the same terrain to prevent its use by the Germans.

Best played as: H2H
Second Best played as: H2H
(Not designed for vs. AI play due to mounted units)

Map edge friendly to Axis: East. Map edge friendly to Allies: West.

It is hard to believe that it was only a week ago when we first heard of “The Outbreak”. Initially it was thought to be a terrorist biological attack, with outbreaks in large cities overwhelming medical facilities. But soon it was apparent it was much more… the more we hear, the more we realize that we know very little – the cause – the prognosis – or the scale of this crisis. All remain unknown – at least to the general populace. What the “government” knows may be something else again.
You are Jack McCann, police chief in the small coastal tourist town of Shady Acres, Maine. Normally by this time of the year, your town is overrun with loud tourists from the cities of the East Coast. If only that were the case.
Four days ago a large staff of the Center for Disease Control showed up at the Town Hall, and brusquely informed the Mayor, Chuck Zeto, that the Federal Government was immediately taking control of “Shady Island”, a favourite picnic spot in the bay. This was all one-way communication, you don’t know much more other than soon thereafter a convoy of sealed trucks arrived and barbed wire was being strung across the access bridge to the island.
The National Guard has been mobilized, and your own police force has been placed under the command of the governor’s office.
And yet even now, you are not sure why. A strange illness has swept the globe, but what little news was initially released was like something from a bad movie. Now that trickle of news has stopped altogether. The official story is that a Chinese cyber attack has shut down the Internet, but this being Small Town America, there are a lot of conspiracy theories floating about.
The Mayor, Chuck Zeto, who also is the local bank manager, has asked that citizens assist in securing the town from whatever threats may arise. Given that the local National Rifle Association sponsored Chuck’s last campaign, their members were eager to show their affinity for the 2nd amendment and reaffirm their ownership of large capacity magazines and assault rifles. With some hesitation, you agreed to deputize these men, but have asked them to stay at home until they may actually be required. Their training and experience doesn’t necessarily match their enthusiasm.
You were at your office all night. You had a call from Doctor Jacobie at the hospital. Dr. Jacobie, a Vietnam war draft dodger who only returned from Canada in the 1990s, is determined to ignore what he considers a “fascist edict” that all patients in suspected cases of the “outbreak” be turned over to the C.D.C. immediately and quarantined on the Island. “It reminds me of the interment of the Japanese in 1942!” Jacobie ranted, and he said he would treat all patients as “patients, not criminals”. At that, you sent two teams of part time deputies to the hospital to deal with any issues that may arise.
The town is an important transportation hub, in that the coastal railway runs through the town. The Railway has deployed their own security at the train station, as if there is an epidemic, it is important to prevent those infected from traveling. Hopefully they have enough staff to do the job.
You remained in your office all night, and it seemed that things may be calming down, but then with a complete news black out, and the mute C.D.C. guards by the island Park, who knows? You did receive several calls from citizens overnight, reporting screams and other noises from the areas near cemeteries last night; typically the local teens will go there to drink and smoke up. Although you usually will send a Deputy to put the run on them, there are more important things to do now.
The sun is coming up, but a heavy thick fog has blankets the town. A convoy of C.D.C. relieve staff are expected in from Bangor any minute; hopefully they have some news. To allow your exhausted staff get some needed rest, two detachments of National Guard troops will be arriving, one is about 5 minutes away and a second convoy from the east in another 5 minutes after that. It will be good to get home and hit the sheets. You are so tired you feel like the walking dead.
Your phone rings. It is the security detail from the train station. Old man Codger, a elderly farmer who lives north east of town, has just shown up at the Rail station, out of breath and terrified. He is rambling about being attacked at his home, and that the only way he could escape is by setting the buildings on fire. You had better send a Deputy to go interview him. It sounds bizarre.
The phone rings again… it is Deputy Boomhauer at the hospital. He sounds quite distraught. Apparently the hospital was overwhelmed with patients overnight, and now he reports the motion detector alarms in the morgue have gone off.
At that second the switch board lights up, and several simultaneous “10-78” calls are received – “officer need assistance!”… What the?????”

This scenario is
1) Meant strictly for play against the AI. Although it one player wants to try playing the Axis/Zombies, please feel free.
2) The scenario is meant to be strictly for fun.
3) Watch you ammo loads. Shoot for the head. You only have the ammo you brought into the fight.
August 12,1944. France. SE of Argentan.
Married platoons of U.S. 5th Armored Division
night out-posts.
France, 1940 - Case Red.

Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
At Dornot, the U.S. Third Army's XX Corps' first attempt to establish a bridgehead on the Moselle River south of Metz met bloody failure. Two and a half miles south of Dornot the XX Corps' 10 Infantry Regiment is trying once more to establish a permanent bridgehead across the Moselle at Arnaville. Since the first U.S. troops crossed at Arnaville on the night of 8/9 September, the Germans have been launching increasingly vicious counterattacks in an effort to destroy the bridgehead and repeat what happened at Dornot.
This is an Aug 44 meeting engagement between Brit and German mech forces in Belgium. The map is based on a satellite photo of Neubruck just southeast of St. Vith.
Cassino town was destroyed by Allied Airforces on Wednesday, March 15th, along with the abby known as Monte Cassino. "The town was blown assunder and beaten into heaps of rubble, the official British history reported. Yet hundreds of bombs and thousands of shells failed to pound the town to powder, contrary to Allied expectations, nor were the surviving defenders 'rendered comatose', as planned." --The Day of Battle
CMBB
The Axis launch a major attack on the Allied defenses.
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

In recent weeks, this industrial center has been the scene of increasingly sharp clashes between recon units and regular forces. Both sides have traded jabs over this important airplane fabrication city. Both have moved into the town and then been forced out again. No one seems to be able to hold it. The landing gear assembly plant on the edge of town was occupied by the Red Army a few days ago and then burned and destroyed as the Wehrmacht forced them out. Much of the town lies untouched, but the workers and residents know it is just a matter of time before a major battle rages through the streets of their city…

After another bloody engagement, both sides have backed off. Again, in the still of a Sunday morning under the cover of a pounding rainstorm, both sides push forces forward to gain possession of the city.

No one is sure where the front lines lie. Is the enemy in front of you? Or is he gone?

Push forward, as so many before you have tried, and hold this town once and for all!
This is a CMBB scenario, modelling Plan Yellow in France in May 1940.
It is a "dynamic flag" scenario, on a large map that will provide many options in attack and defence.
July 1941, a german advance detachment, composed of motorized infantry with Stug support, attempts to cut off retreating russian forces.
Russians attack three German-held villages in an attempt to secure the flank of a future offensive.
July, 1944. Operation Bagration already going on since one month. The german north front runs danger to be cut off. Setting down of german troops in western direction
runs among constant attacks of soviet armoured shock forces...
43-02-01, South. SS commandos save Kleist's troops from encirclement. Fictional.
42-07-10, South. Axis forces in Group A cross the Donits to secure northern flank in the beggining of Fall Blau Operation. Semi-fictional.
October, 1942
In the northern Caucaus, along the Terek river line, the battle has been raging brutally for nearly two months. Germany's 13.Panzer-Division tasked with taking the key junction city of Vladikavkaz (Ordzhonikidze) has been stymied in it's every attempt to breakthrough.

But now, at the end of October a break has been achieved through the first mountain range and panzers are rolling along the valley near Ardon, on a back route to Vladikavkaz.

The Russians, somewhat disorganized, are withdrawing to new positions. A desperate stand is ordered to slow the German advance and buy time to set-up the new defensive positions.

Russian breakout from a Kessel against a German blocking force.
CMBO
German infantry dawn attack during the Battle of the Bulge. American infantry caught off-guard whilst lining up for chow.

VPs for casualties and German exit points only.
Before dawn on D-Day the British airbourne must destroy the gun batteries at Vierville.
Koen - A Town to conquer
*****************************************

a Couple of weeks ago the Allies have conquered one of the major towns in France.

Now the Germans broke through the American line of defense in the Ardennes and are advancing rapidly towards this town.

Can the Allied commander hold this town?
November 1944, the French 2nd Armored Division is tasked to breach the German fortified line of the Vosges mountains. This battle takes place on the second days of the attack. The different French Task forces are competing with each other in order to be the first to reach the plain of Alsace. The company team Minjonnet (part of the Task Force Massu) blocked close to Voyer in a narrow valley by German remnants of the 708. ID has to bypass quickly this resistance. The French can be sure that their old enemy is not about to ease their action !
An American WWII GI's dream come true- a "what if" American assault on Berlin AND a chance to personally bag the ol'Führer himself!
Arnhem Bridge battle. British airborne against armoured SS.
Updated Scenarios
CMAK
A Very British Civil War
Note: this is clearly a “what-if” scenario, loosely based on the bustling miniatures war gaming off-shoot of the same name. Outstanding work has been done by Solway Crafts and Miniatures, and I credit them with the brilliance of this war gaming theme.
Background
England, May 1938 (designer note: note the in-game calendar notes “1944”; this is only to create the optics of lush green environment of the British Isles)
Weather: overcast, mild, dry
The very social fabric of Great Britain was torn during the apocalypse that was The Great War. The mightiest empire on the globe ended victorious, but at what cost? The rigid social hierarchy was shaken, and the world wide waves of social change did not stop at the English Channel. Class structure, worker’s rights, regional animosities have all brewed in the decades following the Great War. This has all been exacerbated by the crippling economic crisis of the 1930s, to which the ever cautious government responded to by constricting public spending ever more.
In May 1937, King Edward VIII of the United Kingdom married Wallis Simpson. The marriage to Wallis was not supported by Stanley Baldwin, the British Prime Minister; and King Edward refused to abdicate. This marriage left the British government, and most of the people, alienated; and public hatred for King Edward and Queen Wallis rose. Parliament was torn, and in the general election of 1937, Baldwin was defeated. The Conservative party, ripped by the issue of King Edward’s marriage, as well as economic and regional tensions, broke apart, and a large segment of the Tory support went to the British Union of Fascists. Oswald Mosley’s promise to ensure public order, and shore up the Empire, resonated with a public tired of public disturbances, strikes in essential services, and the economic malaise. The Labour party too split, with the more radical sections forming their own splinter parties which ran their own candidates. The 1937 election results saw a fractured parliament, and although only winning slightly over 200 seats, and less than 30% of the vote, the BUF formed the largest caucus in the House of Commons. King Edward VIII asked Oswald Mosely to form a government. Mosley did so and almost immediately issued “Orders of Council”, outlawing strikes, restricting collective bargaining, and establishing new offences for unauthorized public gatherings, and publishing “any article intended to alarm the public”. Any opposition was swiftly responded to, if not by the police, then by Mosely’s own BUF Blackshirts, the BUF’s paramilitary wing.
In January 1938, a protest by Dockyard workers in Liverpool was brutally crushed by the BUF and elements of the Regular Army; and violent clashes began across the country; between the Kings troops and those of several other factions. The British Civil War has begun!

Factions: The outbreak of conflict led several groups to attempt to seize the country or their own personal goals. Major factions included:
On the Right (Axis in this scenario
* The Edwardian Army – elements of the professional Army, bound to King Edward VIII.
* The Royal Navy and Royal Marines – bound by tradition and culture to remain loyal to the reigning monarch, and the majority have done so.
* The British Union of Fascists (or “BUF”) – the dominant political party, led by Oswald MOSLEY and heavily backed by German and Italian interests. Mosley has garnered considerable support in his efforts to restore order internally and restore the status of Britain’s Empire
* The Mosley Youth – a “social club” of young men, who have been drilled and armed by unknown sources, and have formed para-military units to push the BUF agenda.
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Contingents from other fascist and imperialist sympathizers have been formed. Here we will see the presence of the “Hanoverian Legion”, volunteers from Germany, who are backing the Edwardian and BUF efforts
On the Left (Allied in this scenario)
* The Albertine Army – elements of the regular forces, plus most of the “Territorial Army”, backing the young Prince Albert’s claim to the throne.
* The Anglican League - A large army led by a group of bishops and archbishops, they were aligned with the Albertine Army. Many are veterans of the Great War.
* The People’s Party Army - Made up of disillusioned Labour party supporters, disgruntled workers and Spanish Civil War veterans, they are seeking to turn Britain into a Socialist state based upon Lenin's Russia.
* The Farmer’s Union: radical small plot farmers and farm working hands, seeking better pay, price subsidies, and land redistribution. They are heavily influenced by Marxist doctrine.
* The Student’s Union: like students before and after them, the university students have ramparts to thwart whomever they view as authoritarian,
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Groups of Americans, Canadians, and ANZAC units have been formed; here we will see the Lafayette Battalion, formed of French volunteers, many fresh from the savage fighting in Spain.
This scenario occurs in the West Coast port town of Twaddlemore. Twaddlemore is the home base for a small Royal Navy destroyer flotilla, as well as being a mid-sized port for international commerce. Given that the United Kingdom lives or dies based on this freedom to trade overseas, the port is vital to all in this conflict. The Royal Navy, which for the most part has remained loyal to King Edward VIII, dispatched the flotilla two days ago to join the rest of the fleet, tasked with stemming the flow of foreign volunteers coming to fight for their faction of choice. Many of these foreigners have come directly from fighting for the Nationalists or the Republicans in Spain, who have endured two years of their own brutal Civil War already.
Yesterday the dock workers, who are heavily influenced by communist agents and are affiliated with the People’s Party, refused to move armaments stored in the dock warehouses. Instead, they armed themselves and fighting broke out when security staff sought to control the situation. Who opened fire first is both in dispute and a moot point at this juncture. A company of the Army’s Provost Corps was rushed to Twaddlemore by train, but a bomb was used to derail the trail just outside of town. Multiple factions are either in town currently or rumoured to be headed this way. The Telephone Exchange is the key to communicating with the rest of the country, and is clearly a goal to secure. Likewise, the docks and the armaments stored there in are also of immense value. Lastly, the mysterious new Wireless Tower being built on the south shore is of unknown value, as the work crews are from “away” and appear to be quite Teutonic in manner.
This battle will surely prove that the term “Civil War” is clearly a misnomer.
A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
France, 1940 - Case Red.

Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
Axis and Allied forces clash for a town and large hill.
This is an Aug 44 meeting engagement between Brit and German mech forces in Belgium. The map is based on a satellite photo of Neubruck just southeast of St. Vith.
At Dornot, the U.S. Third Army's XX Corps' first attempt to establish a bridgehead on the Moselle River south of Metz met bloody failure. Two and a half miles south of Dornot the XX Corps' 10 Infantry Regiment is trying once more to establish a permanent bridgehead across the Moselle at Arnaville. Since the first U.S. troops crossed at Arnaville on the night of 8/9 September, the Germans have been launching increasingly vicious counterattacks in an effort to destroy the bridgehead and repeat what happened at Dornot.
Normandy - known for its rolling fields, orchards, stud farms and a good glass of cider. Sheltered from the elements which can pound the coastline this is a landscape is carpeted in apple blossom. It is here, at the heart of one of the best designated cider producing areas that you will find the Chateau les Bruyîres, an Empire period residence and 18th century manor house - run by the Wehrmacht. It is your task to put an end to this inappropriate ownership.
US Army invades an island defended by Italian Troops.

Map is 1200x1200.
Non-Historical.
20 Battles 10 Turns each.

Play HtH (Preferred), or Allied vs. Axis AI.
Allow AI to setup units, there is no pre-planned setup for the defender yet.
Two Reinforced Infantry Companies with Armor Support clash in this typical Meeting Engagement.
engineering company attacks dug in german positions somewhere near monte cassino to capture wine stash for captain hosehead
CMBB
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

In recent weeks, this industrial center has been the scene of increasingly sharp clashes between recon units and regular forces. Both sides have traded jabs over this important airplane fabrication city. Both have moved into the town and then been forced out again. No one seems to be able to hold it. The landing gear assembly plant on the edge of town was occupied by the Red Army a few days ago and then burned and destroyed as the Wehrmacht forced them out. Much of the town lies untouched, but the workers and residents know it is just a matter of time before a major battle rages through the streets of their city…

After another bloody engagement, both sides have backed off. Again, in the still of a Sunday morning under the cover of a pounding rainstorm, both sides push forces forward to gain possession of the city.

No one is sure where the front lines lie. Is the enemy in front of you? Or is he gone?

Push forward, as so many before you have tried, and hold this town once and for all!
The Axis launch a major attack on the Allied defenses.
Russians attack three German-held villages in an attempt to secure the flank of a future offensive.
Russian breakout from a Kessel against a German blocking force.
43-02-01, South. SS commandos save Kleist's troops from encirclement. Fictional.
42-07-10, South. Axis forces in Group A cross the Donits to secure northern flank in the beggining of Fall Blau Operation. Semi-fictional.
October, 1942
In the northern Caucaus, along the Terek river line, the battle has been raging brutally for nearly two months. Germany's 13.Panzer-Division tasked with taking the key junction city of Vladikavkaz (Ordzhonikidze) has been stymied in it's every attempt to breakthrough.

But now, at the end of October a break has been achieved through the first mountain range and panzers are rolling along the valley near Ardon, on a back route to Vladikavkaz.

The Russians, somewhat disorganized, are withdrawing to new positions. A desperate stand is ordered to slow the German advance and buy time to set-up the new defensive positions.

a product of HDCS

3rd SS Totenkopf arrives back at the front after its Hiatus from the front in France and is immediately thrown back into action.

Follow the swift Donet's campaign the IInd SS panzer Korps stands poised for the final push too retake Kharkov and restore the pride of the Waffen SS, but they have too cross the Mzha river first.

Alternative History : Moskow Decision
This the first of a series of fictional scenarios based on the hipotetic decision by Hitler to attack Moskow instead of Kiev during the august 1941.
The german offensive to Moskow is starting, the first task is to take the bridge over the Dnjepr between Smolensk and Viazma.
Alternative History : Moskow Decision
This the first of a series of fictional scenarios based on the hipotetic decision by Hitler to attack Moskow instead of Kiev during the august 1941.
The german offensive to Moskow is starting, the first task is to take the bridge over the Dnjepr between Smolensk and Viazma.
CMBO
German infantry dawn attack during the Battle of the Bulge. American infantry caught off-guard whilst lining up for chow.

VPs for casualties and German exit points only.
An American WWII GI's dream come true- a "what if" American assault on Berlin AND a chance to personally bag the ol'Führer himself!
Newest Maps
CMAK
a fictional Town in North Africa.
Fictional City in North Africa. Best played as a meeting
engagement.
Fictional City in North Africa. Best played as a meeting
engagement.
Version 2, church size and orientation adjusted to be in village center. Minor adjustments such as villages, small hills and ridges around the wheat fields.
Mixed terrain, woods, open fields, villages, church, river, bridges.
This is a huge (actually 5 x 4 km) map representing a piece of French countryside west of the town of Arras. It is flat (gentle slopes) and moderately populated with villages, forests, orchards and the like. It is suitable for a massive battle of regiment-sized forces (15,000 points or more).
Fictional Map, Crete, An almost compleatly dried up river bed with a ruined bridge across, 2 small hamlets on either side
The axis forces have captured the ridge east of Lieso. It´s been quiet over a month, so they have had enough time to dig deep in the ridge.

Allied forces are attacking with brutal force from east. Tuomari-Laurila has already been taken.
The axis forces are about to assault a little town called Lieso in aim to capture a road that leads through a ridge to deeper east. The allied forces are dug in somewhere around the old elementary school.
A small river splits a large map, with lots of roads and 6 bridges to control and a town also to control. This map is for meeting engagements and no side has a terrain advantage. Hopefully this will boil down to your choice of units and your game play.
CMBB
Beautiful and challenging map perfect for direct or flank approach. Fight in the woods, the streets, the buildings or inside a small factory! Great for infantery with some armor and artillerie support and IDEAL for a quick motorized assault in the middle of a foggy night.
This was a work in progress for the cancelled CM Campaigns. Maps are both operations and battles. Four maps included. One is large version (75% accurate scale) of the entire fortress of Brest Litovsk and immediate area. Others are 2 km x 2 km maps of the north and south portions of the fortress. You are welcome to use these maps as long as your credit "Bannon DC" for map creation.
1600x1600m, middle eastern front,
3 big victory locations in the middle of the map,
4 additional small flags,
medium settlement with surrounding rural areas,
some hills, woods and farmland,
a small river crossing from N to S,
prepared setup-zones for both sides,
therefor I call it battlefield-map.
Germans advance easily untill they find... A speed bump on the road to Leningrad
This Map is designed for Meeting engagements, it is set in a fictional City.
A medium town lying crosswisely to the advance direction. In and around the town gardens and fields, some bush and tree rows.
2 small rivers with some fords.
Only 1 large victory location.
Best used for meeting engagements.
Damaged large town/small city divided by a river. Contains several bridges, an old fortress, stadium, factories, railway station, and an old manor. Flags spread pretty evenly out on the map, made for a QB axis attack. IMPORTANT: ONLY FOR USE WITH UMLAUTS STALINGRAD MODS. You most use the scenario with these three mods found at www.cmmods.com:

FULL_telephonepole_umlaut
rubble_spray_umlaut
stalingrad_buildings_umlaut
Stalingrad-ish map made for Umlaut´s Stalingrad-mods.
29 2x2km maps. Various terrain; city, village, farmland, deep forests ...

They all quite beatuful ;)
I know it was UK and not USSR! but i didnt own CMAK when i made the level and i dont want to do everything over again so USSR must equal UK! its a fun level with the FJ troops in the greatest air invasion prior to D-Day.
CMBO
This CMBO map is built from a topographical map of the little town of Seville, NE of Melbourne, Australia. My idea was to lauch a Brit brigade (3 btns) across it at a German static defence screening mobile reserves.
Desiliens is an ancient Roman town. The map features the ruins of the town, an aquaduct, and the ruins of a villa on a low central hill.

The eastern side of the map is mostly woods, the west is hills and farms. It is most suitable for an assault on the town, but if the focus is shifted to the ruined villa it would be good for a meeting engagement.
Updated Maps
CMAK
Ideal for a QB ME
CMBB
This Map is designed for Meeting engagements, it is set in a fictional City.
axis winterattack on a Russian City
Please feel free to download, use or edit the map.

Screenshots can be found here:

http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
This is part of a series of maps on the so-called Ladoga
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Scenario discussion area for 5th Tank Army vs 22nd Panzer

NAME MESSAGE
JDR DRAGOON
Junior Tester

Member #2429
Joined: Aug 2005
Ratings: 0 / 0 / 0
Discussions: 62
Post #21   6512 days, 1 hour, 10 minutes, 12 seconds ago        
OUTCOME:Total Victory
STATISTICS:
Axis
Allied
Player Name:
Me
Him
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
177
95
Tot. Casualties
8
201
Men KIA
2
54
Men Captured
0
0
Mortars Dest.
0
3
Guns Dest.
0
1
Pillboxes Dest.
0
0
Vehicles Dest.
1
23
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
900
100
Enemy Casualties:
1865
120
Prisoners Taken:
0
0
Exited Troops:
0
0
Scenario Bonus:
0
0
FINAL SCORE:
93%
7%

Played it as PBEM vs Human opponent. This is the AAR I wrote up for him. Hope it is useful:

Well, this is how I saw it:

The initial forces were quite well matched. The soviet ones consisted of a Platoon of T34s, and one of T70 lights. Plus 3 supporting Infantry platoons (2 Rifle, 1 SMG) and 1 HVY Weapons Platoon (120mm Mortar FO, 76,2mm ZIS 3 Field Gun, 2 Maxims, 2 82mm Mortars). These were riding trucks or the tanks themselves.

Later the soviets were reinforced by a company of Cavalry (4 Cav. Platoons supported by 2 Light weapons platoons with DP LMG, 50mm Mortar and ATRs). Plus 1 T34 shepherding a Platoon of T70 Lights.

The Germans had a Platoon of MK IVF "Short" 75mm and 2 Platoons of Czech PZ 38t. These were supported by 2 Platoons of veteran infantry and a Platoon of Hvy Weapons (2 MG 34 tripods, 2 81mm Mortars 1 105mm FO) plus an AT Gun Section (2 75mm PAK).

On the face of things, the soviets are clearly superior in infantry, both with and without the cavalry. Artillery is also quite even (2 Medium mortars and one "medium" FP pr side. The soviet 50mm gives them a slight edge, but has a short range). Given the raw numbers, the germans have more tanks to begin with (9) than the russians (7) but later they got another 4 making the numbers more even. The number of Tank killing guns (1 and 2 respectively) means that each side had about 11 tanks or AT Guns. But since the majority of german tanks (6) were 37mm armed lights, unable to penetrate the front armour of any of the soviet vehicles, the advantage clearly lay with the soviets here. This actually sets up an interesting Papers-Scissors-Rocks relationship since:

-German PZ38t lights won´t penetrate any of the soviets frontally. It can penetrate the T70 (not T34) from the side, but will be vulnerable to most incoming fire (discounting ATRs).

-Soviet T70s are immune to PZ38t´s frontally, but will die to HEAT fired from the MK IVF´s short 75mm. They will themselves penetrate either of the Kraut designs at ranges of 200 meters or below (ie. extremely close).

-German MK IVF will kill T70 at any range. It won´t be able to hurt the T34 frontally unless hitting at close to 90 degrees to the armour, but will kill with a close to 90 degree side hit. It can itself be killed reliably by T34s below 1000 meters and by T70s below 200 meters.

-The T34 will kill any of the germans below 1000 meters from any aspect and will itself be immune to frontal replies, unless they are getting a "lucky" angle (didn´t happen for me in this game at any time).

-Both the soviet and german AT Guns will kill any of the oppositions tanks below 1000 meters. The Lights are off the worst since they can´t reply effectively beyond MG Range (250 meters) due to the low HE "punch" of their guns. The T34s and MK IVs are somewhat better off, but will still need to hit. the AT Gun (or very close) before the AT Gun nails them.

This sets up a relationship, where the 6 german lights are trumphed by the 7 soviet ones. They are in turn trumphed by the 3 german MK IVs, who are in turn trumphed by the 4 soviet T34s. The AT Guns trumph everything, but are themselves vulnerable to most replies (insluding infantry fire). This sets up a combined arms match, where the winner is the one who best applies his "Trumphs" against the weaker of the opponents systems. For the germans, this means that the 75mm AT Guns have to take out most of the T34s, while the MK IVs handle the T70s. The german Lights can then come out and machingun the soviet infantry and trucks. For the soviets, the key is to avoid losing the T34s, while steering clear of losing the T70s to the superior MK IVs and AT Guns.

This is my observations during the game:

Terrain:
Dominated by relatively clear steppe. Two hills with a village inbetween. One forest flanking the hill on the german "side" of the village. Scattered paches of brushes and Rocky. Mostly on the german "side" of the village.

My force started mounted in their transport vehicles on the reverse slope of the hill with the large V-Flag. I used the first 10 turns to secure this territory, setting up my AT Guns and Infantry Heavy weapons in the patches of rocky on the hill itself and in the nearby wood. This was accomplished by dismounting just below the slope and moving on to the crest on feet. As Luck would have it, I had just managed to tuck the last of my supporting troops into their positions as soon as you showed up. I also used the patches of brush to infiltrate most of my infantry into the village.

You then crested the hill oin your side of the map, with armour leading, and infantry tagging along to clear the patches of forest on the hilltop. This is also how I would have done it. Not encountering any resistance, you decied to press on with most of your force in "Travel" mode. meaning infantr mounted on trucks and no overwatch. I then proceeded to absolutely decimate your mounted force through the timely use of artillery. The "text book" solution would have been for you to dismount just below the crest on your "side" of the hill and then walk or push your weapons into position, instead of trying to press forward "mounted". At the very least, you should have immeditely have left the vehicles when coming under effective fire, instead of vainly trying to press forwards. As it was, my artillery wolfed up entire squads and support wepons as their vehicles went up in a fiery explosion.

With much of your infantry in shambles, the tanks forged ahead towards the village, followed by whatever infantry could get through the barrage and harassing machinegun fire. The next point for me was to open fire at just the right moment, since I had to rely on my AT Guns to "Run the table" against your T34s. My problems here was further compounded by the fact, that more armoured threats appeared with the Cav. reinforcements from your right (I actually believed that 6 out of 10 of your tanks were T34s due to my cross eyed observers IDĂ­ng the T70s furthest away as "T34?". they must have looked really big in the binoculars...). Luckily for me, you had neglected to set up any support for your advancing armour. The weapons you did manage to get into position in the scattered trees on the hill were subsequently suppressed or destroyed by my arty or mortars. I took special care of your AT gun (using an entire shell load from one of my mortars to ensure that it got destroyed) and any identified mortars, since those systems would be able to wreck my ambush (The Gun lighting up the tanks and the mortars killing my guns). I then proceeded to open fire on your tanks at the exact moment that about half of them were obscured from the other half by the buildings. This allowed me to defeat your armour force in detail one group at a time. Coupled with this, i used my mortras to smoke any identified heavy weapons position on your side, which ensured that my guns could work in peace from your mortars and machinguns for a few turns.I can now see that I managed to knock out 3 out of 4 T34s in the initial volley. After that, it was almost over. You did manage to get a single PZ 38 due to the smoke cover giving up earlier than I anticipated, buit that was about it. I started to demolish the buildings where your tanks were hiding behind, thereby forcing them into the sights of my AT Guns, which lead to their destruction. After that it was all over bar the shouting. My tanks had mungo machinegun and HE ammo left and used it. The drill was simple: My infantry advanced. If they took fire, any identified shooting position got a full minute of 75mm HE, which was usually enough to silence it terminally. Your infantry caught in the open stood no chance, as even the PZ 38s were invulnerable to anything they could throw frontally, and had 2 functioning MGs with close to 100 shots to fire back with. It was then merely a matter of me systematically running you out of fresh unsuppressed forces, as any of your men up and firing got a shitstorm of lead and HE back.

What could have been done differently:

Well, as I said, you should have walked across the hill with your infantry and support weapons, instead of driving. This would have been prudent, sonce you had no way of knowing if the village was "Clear" of my forces (as it was, it was partially clear). Just because you can´t see the enemy, doesn´t mean he is not there. Don´t believe that anything is clear untill your infantry has actually walked across that peice of ground and checked it. You have 40 turns, and arrived in the genral combat area around turn 10 or so. 30 turns is plenty of time to play it cool and methodically. Rushing won´t get you anywhere, since dead men hold no ground.

You should then have established your own "support position" on the hill itself. This should have included all of your infantry heavy weapons plus perhaps the 3 initial T34s, since they don´t need to get close in order to kill their targets. They also have no radio, which can make them iffy to coordinate. Just pull them into a hull down position and leave them there. The T70s plus the infantry could then have struck out for the village under the cover of 2 Mortars, 2 Maxims and 4 76.2mm Guns (3 tanks, 1 AT gun). As it was, this support position consisted of 1 Maxim and 1 Mortar at best. The cav. reinforcements would merely have added even more gravy to this punch. I would then have been caught in a dilemme: I could have fired on your support position. That would have meant duelling hull down T34s and Infantry Hvy weapons in position in forests. Not a good prospect. especially since my infantry in the village would then lack any protection from your advancing T70s and infantry. On top of this, your remaining T34s could then have skulked back behind the hill if I took out 1-2 of them, only to reemerge later when the threats to them have been dealt with by mortars and srtillery. Alternatively I could have fired on your advancing T70s and infantry, which would likely have put a dent in those, but your supporting T34s and Heavy weapons would then have lit me up. They key here is to avoid losing all your armour in one go by placing me between a rock and a hard place and splitting them up (but still allowing the two groups to support each other by fire). On top of this, you need to insure that my AT Guns get in 1-2 turns of unmolested firing time. TOPS. Otherwise they will simple run rampant, and since they are likely to kill with their initial volleys, your T34s might very well not be strong enough to duel them on their own (which was evidently the case here.). Instead I literally ran the table (the guns destroyed 9 out of 10 of your tanks), since you were never able to coordinate fire on the guns effectively. By rights you should have gotten one of them, since you spent most of the ammo load of a mortar on one, but even that would have made little difference. It would merely have meant that my MK IVs would have had to do more "lifting" against your remaining T70s. You should probably also have used your 120mm mortar FO for laying down some serious HE on my gun positions, instead of trying to hide yourself behind a temporary curtain of smoke. As for going through the Steppe instead of over the hill, it can work, but not with infantry alone. Instead, your infantry sets up it´s heavy weapons on the hill as before (dismounting below the crest etc.) and the pure infantry part then starts to slog towards the village. Meanwhile, all your tanks (with a platoon of tommygunners riding on the T34s) races across the steppe towards the other end of the village. Ideally you will have coordinated this with your cavalry reinforcements coming from the right, thus allowing you to start a nice "pincer" attack on the village from two sides with your entire fielded force pitching in. This is a bit of a gamblers variant, since you will only have the support of your infantry heavy weapons (120mm FO, 82mm Mortars and Maxims) while maneuvering. Your tank force will also be split up into a group of six and one of four, who will likely not be able to immediately support each other, thereby potentially inviting the same disaster as happened to you in this game. But as long as most of your force is intact and can see into the village, woods and onto the hill I occupied, this arrangement can pay huge dividends due to the fact that I have to split my fire across your entire force, while you will ideally be able to shoot back with most of your weapons too. Threatening a pincer movement will also force me to open fire before you manage to outflank me. And since you had the numerical and qualitative edge in this scenario, this would likely have counted decisively in your favour. Overall, I find this cenario very finely balanced, with a good mix of weapons and equipment. Both sides have some redundant capacity to take losses on (most notably the soviets), but in order to win you need to get each subtle factor in the combined arms matchup to play to your tune
GEORGE MC
Member

Member #1037
Joined: Feb 2004
Ratings: 2 / 0 / 0
Discussions: 18
Post #20   6641 days, 19 hours, 10 minutes, 40 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
George Mc
AI
Experience Bonus:
0
+3
Play Balance:
0
0
Men OK
163
205
Tot. Casualties
22
91
Men KIA
7
29
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
4
3
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
400
500
Enemy Casualties:
691
395
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
55%
45%

Hi Jason
Played this as Germans against Soviet AI (+3 CEB).

I opted to have all my infantry supported by the PAKs take up position in the woods on the German right. The panzer IVs took up station just behind and to the left of the woods. Both platoons of Pz38s were formed up left again. I’d no idea whether the village was occupied or not, nor what exactly was coming at me, therefore my initial plan was rather cautious.

I started by having one platoon of Pz38s with tank hunters mounted moved up fast to just below the ridge crest and the tank hunters then went scouting into the village. The infantry and PAKs hightailed it into the woods and set-up there. I made sure my spotter had LOS to the flag in the middle of the village, whilst the MGs covered all approaches to my woods. The AT guns had keyhole firing positions.

Around about turn 5 I started to get contacts of light tanks moving for the central area in the village. Not long after one of my tank hunter patrols met some Soviet infantry – briefly… After that flurry of activity it went a bit quiet, although I had occasional contacts of Soviet infantry filtering through the village.

Around turn 25 I then had the spotter fire some rounds onto the central flag and sure enough a few minutes latter Soviet infantry started to come running out of that area. At the same time light tanks moved out of the village and into the open ground in front of the siding. At that point I then moved my Pz38s over to my left flank to engage these light tanks. This they did but in the midst of the tank duel I clocked the T34s sitting on the hill at the back. I lost three Pz38s but KOd three light tanks. I now had contact with the T34s on the ridge but they were out of LOS of my PAK.

More Soviet infantry came running out of the village towards my woods and grenadiers. The battle then pretty much became an infantry fight around this wood area. My HMGs, mortars and FOO did a good job of slowing down the attack, whilst my infantry holding fire till 100m did the rest. My PAK sniped at the occasional light tank that came into view, but no T34s appeared.

I lost a PzIV when I became a bit reckless and pushed it’s nose just a bit too far over whilst trying to engage another wave of Soviet infantry. A T34 on the opposite ridge took it out rather spectacularly with one shot.

Thereafter the battle was pretty much the Soviet AI flinging it’s infantry at my patch of woods. The T34s pretty much stayed out of LOS.

My thoughts? I liked the map very evocative of the steppes. The house all facing the same way look a bit like one of the new housing estates being built in Aviemore, so small detail, but how about just turning some at different angles? I do enjoy the ‘immersive’ atmosphere these maps give so make the best of what you have created.

Not a lot happened till just over half way through. The AI attacks very slowly, even with a +3 CEB. I’d suggest more turns or a variable ending. This might encourage the AI to eventually bring it’s T34s forward. I guess I could have moved more aggressively but given the openness of the map there was no way my tanks were going over that hill till I had ID what was coming at me. I thought the force balance was about right. Overall I enjoyed this, and would have preferred to keep going with it hence my view that there should be more turns. Good job JC! Smile

Cheers fur noo
George Mc

--------------------
It's better to burn out than to fade away!

Get your Eastern Front fix at www.blowtorchscenarios.com
JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
Post #19   6642 days, 12 hours, 43 minutes, 23 seconds ago        

First, make sure you have the latest version of this scenario, because it was revised for play balance. The number of Russian T-34s was reduced, for instance, which makes a considerable difference in the German chances. There is also more cover on the end of the German side ridge toward the German right, which makes PAK handling easier etc.

Second, you are doing it about right. The PAK are key, they have to even the odds against the T-34s. The P38s have to be kept alive until after most or all of the T-34s are dead, used before then as occasional distraction or bait but not recklessly. Then they have to come out and use their MGs on the Russian infantry.

Last, the FO needs to target any part of the town-siding occupied by the Russian infantry. If you still have any Pz IVs alive, their HE is also vital to ejecting the Russians from the village. The German infantry is not numerous enough to tangle with the Russians in the siding. Instead tank MGs have to cut off the later arrivals (cavalry from the German left - Russian right), HE has to flush some of them out, MGs cut up both attack attempts and retreats. The German infantry clears what is left at the very end.

It is possible to win without controlling the siding on KOs alone, if you win the armor war and the vehicle MGs take their toll of the Russian infantry.
--------------------
DER ALTE FRITZ
Novice Tester

Member #3943
Joined: Apr 2006
Ratings: 1 / 0 / 0
Discussions: 32
Post #18   6642 days, 22 hours, 37 minutes, 7 seconds ago        
Getting better as I got a draw this time!

Played the same as before only opened the engagement at 400m instead of 600m. About half the Sov armour was just coming out of the village and got shot up by the PAKs and PzIV in short order. Infantry fire was a problem for the PAKs so brought up the t38 to silence them. 2 T34 accounted for but the rest had held so far back they were invisible, so we started a long range duel which kept them nicely at the back of the map. Accounted for 2 more by the end for the cost of one PAK and a PzIV. t38 killed a lot of infantry and the Sov attack had gone to ground by move 30.

How do you win this one? Push the infantry into the village at the start?
--------------------
DER ALTE FRITZ
Novice Tester

Member #3943
Joined: Apr 2006
Ratings: 1 / 0 / 0
Discussions: 32
Post #17   6643 days, 15 hours, 36 minutes, 48 seconds ago        
OUTCOME:Minor Defeat
STATISTICS:
Axis
Allied
Player Name:
Der Alte Fritz
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
130
236
Tot. Casualties
53
98
Men KIA
11
22
Men Captured
2
Mortars Dest.
2
2
Guns Dest.
2
Pillboxes Dest.
Vehicles Dest.
9
5
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
400
400
Enemy Casualties:
916
1302
Prisoners Taken:
25
Exited Troops:
Scenario Bonus:
FINAL SCORE:
43%
57%

Hello
Thought that I might be up against superior forces here so dismounted all the infantry on the hill, lined the Panzers up below the crest, set up the 2 AT guns in the rocky patches on the crest. Sent a patrol and a TH into the village to hold two flags and to see what was happening. Soviet advanced and we engaged at 600m with AT guns and PzIV. Found the latter were missing a lot so I reckon I should have waited to under 500m for the short L24. KOed the initial wave of T-34s but gradually the follow up ones killed the AT guns and the PzIVs while Soviet infantry took the village. By the end my patrol held the one end of the village while the Sovs held the other and their various attempts to chargeup the hill had been shot down. All my armour was dead, the T38s had gone down to the village to help against the infantry but had died in the end.

Reckon the Germans can win this if they hold their fire and choose the right range to engage. Difficult to kill all 6 T-34 with the AT guns unless they are all out in the open. Managed to kill 4 T-34 with those guns.
--------------------
JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
Post #16   6672 days, 12 hours, 22 minutes, 23 seconds ago        

The Russians are indeed meant to be numerically much stronger on the ground. But the terrain is so open, if the Germans keep a few Pz38s alive to the end of the armor war, those extra infantry squads don't matter very much.

Part of the point is to show that the Pz38s are quite effective as tanks against mere infantry - because all it takes in the open is a functioning coaxial MG and armor - but are underpowered against all the Russian armor.

That makes the key the mileage the Germans get out of their PAK, which are hard to use but have the potential to deal with the T-34s. If instead they just trade Pz IVs for the T-34s, they are likely to lose the overall armor war. The IVs are strong against the T-70s but there aren't enough of them to get them killed off in duels with the T-34s.


--------------------
KINGFISH
Member

Member #790
Joined: Jan 2004
Ratings: 0 / 0 / 0
Discussions: 10
Post #15   6683 days, 12 hours, 41 minutes, 59 seconds ago        
Played hotseat with everything left ot scenario default. Game went to T-39 before autosurrender kicked in, but in reality it was over by around T-26/28 with the Russians winning a major vic.

The Russians lost 2 of each type of tank, the gun, about a depleted platoon's worth of casualties and a couple of trucks.

The Germans, in contrast, lost all their tanks except one of each type, both guns, half the infantry and 3-4 HTs.

The two sides are evenly matched in tank vs tank, as well as in heavy weapons, but in infantry the scenario definetly favors the Russian player. To give you an example, both Mot rifle platoons spent the entire game embarked in trucks. They were held back as reserve, awaiting the outcome of the tank battle (which given the terrain is the deciding factor of the game). By the time that battle was decided the Russians had received a company's worth of reinforcements. The Mot troops were never called up.

My suggestion is to omit reinforcement group 4 & 6. Either that or toss in a platoon of PzGr as reinforcements. The Russians will still outnumber the Germans 2:1 in infantry.

Having said that, I still enjoyed the game and found it a challenge from both sides.
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #14   6702 days, 9 hours, 56 minutes, 22 seconds ago        
Sorry, I as Germans, folke as Soviets.
--------------------
JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
Post #13   6702 days, 15 hours, 33 minutes, 22 seconds ago        

junk2drive - sorry, that isn't very illuminating. I don't know which side you have and which side he has. I can't tell anything about what is happening yet, from your description.
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JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
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Discussions: 162
Post #12   6703 days, 12 hours, 45 minutes, 55 seconds ago        
folke and I just finished turn 10.

He has left for vacation. I will see what he wants to do upon his return.

I lost a few tanks, had my arty landing on my left as his troops were heading into the trees, and had my guns in position.

It did look like an awful lot of open ground to cross.
--------------------
JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
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Discussions: 133
Post #11   6703 days, 14 hours, 42 minutes, 49 seconds ago        

I've revised this scenario for play balance purposes. The Russians are toned down considerably, losing several T-34s, one of their towed guns, and some SMG riders. Their cavalry reinforcements are delayed longer and staggered over a longer period of time.

The Germans are given somewhat better ammo loadouts, including more plentiful HEAT ammunition for their Panzer IVs, and no distracting AP to prevent it from being used properly. The flags have also been adjusted to make the village more valuable and to weight the flag points toward locations the Germans can more readily reach.

Last, the terrain has been adjusted somewhat, with the German side ridge now sporting some lightly wooded slopes on one side, and scattered brush on the remainder of the slopes down toward the village.

It should now be a much more even fight, though the Germans should still have a reasonably tough time, as their historical counterparts did.
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JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
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Post #10   6746 days, 21 hours, 9 minutes, 13 seconds ago        
Started PBEM vs folke
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POOR OLD SPIKE
Novice Tester

Member #2282
Joined: Jul 2005
Ratings: 9 / 1 / 10
Discussions: 36
Post #9   6748 days, 19 minutes, 29 seconds ago        
Incidentally I played this game blind against my human opponent, that is to say I never analysed it in the editor beforehand to spy out his German tank types or his and my reinf schedules, so for all I knew he might have had a dozen lethal PzIV-longs or even - gulp - Tigers coming at me..
I therefore did the only thing I could -push my T-34 group forward and hope to encounter tanks that were at least no better than mine, and luckily for me thats how it turned out, his IV-shorts were quickly taken out..
And even if they'd stayed on reverse slope positions, I never planned to go up and over his ridge anyway, as my strategy was to simply hold the big flag on my own ridge and capture a couple of small ones down in the village.
That, plus notching up extra points for killing his tanks would have given me a minor win at least, hence no need for me to go for the big flag on his ridge at all.
Suggestion - re-position my and his big flags down into the ville, that'll encourage both sides not to hang around on the ridges but to make a determined drive into the flag-saturated ville, and sparks will fly :)

PS - There's a screenshot from the game here, scroll down a bit - http://koen.conforums.com/index.cgi?board=gonein60seconds&action=display&num=1147624477

(modified 06/02/2006 09:10:43 by poor old spike)
--------------------
JASONC
Senior Tester

Member #3156
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2008
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Post #8   6748 days, 15 hours, 53 minutes, 46 seconds ago        

The way to get shorter ranges for the IVs in this one is to stay on the reverse slope, with a little infantry up on the rocky patches atop the ridge, to spot. Then only hunt over the crest if/when the T-34s some closer. 500m range is fine, the L24 is accurate enough at such ranges.

Just driving up onto the crestline is a bad idea - but then it is almost always a bad idea, unless you have unkillable armor.

Trees on top of the ridge don't fit the terrain in the area, but some lower down (well under the crest, e.g. right end and wrapped around to village side from there) would be realistic enough, and are one tweak I plan to make.
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POOR OLD SPIKE
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Post #7   6748 days, 21 hours, 37 minutes, 6 seconds ago        
Yes, the IV's hollow-charge ammo can certainly badly hurt T-34s but it rarely hits at longish ranges (as in this open-terrain scen) because of the low-velocity gun that's firing it.
Suggestion - triple the number of IV's on the field :)
Oops that probably wouldn't be historically accurate, so we're back to the old realism-versus balance factor that's plagued all long-suffering wargame designers since time immemorial ;)
Maybe a bit of fog or snow should be introduced to reduce visibility to help the Pz IV's close for a short-range firefight where they can't miss?
Or a few clumps of woods would give the IV's a chance to sneak closer unseen, although in winter cover from them would be minimal because of the lack of leaves..
Or give Jerry the capacity to drop a thick smoke barrage so's the IV's can get up close and personal with the T-34s through that..
Or reduce T-34 crew quality to lessen their accuracy, while at the same time upping the IV's quality?
As for guns under tow, they tend to die very quickly in CM, especially in Meeting Engagements (like this one) as its virtually impossible for them to be towed or pushed into position under the eyes of the enemy, that's why I suggested giving Jerry some trees up on his ridge to give them some chance to get into firing positions..

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JASONC
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Post #6   6749 days, 2 hours, 49 minutes, 46 seconds ago        

Incidentally, the short IVs are effective against the T-34s, because of their HC ammo. They don't have the accuracy of long 75s, but either side kills the others with hits.
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JASONC
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Post #5   6749 days, 2 hours, 51 minutes, 49 seconds ago        

POS - Well the 22nd simply did not have Panzer IV longs. So that balance suggestion is right out I'm afraid.

I do think the Russians are too powerful in this one, however. My solution is to cut the Russian T-34s from 6 to 4, losing an SMG rider section as well. I could also drop the Russian towed 76s.

The intention all along was that the Germans have to get some use out of their towed PAK or they are dead, because that was the historical fact.

As for trees on the ridge nearest the Germans, not really realistic for this terrain. I could put a bit more rocky up there, though. Doubt it helps all that much.

Another map balancing possibility might be to make a route around the right end of the near ridge useful for the Germans, with e.g. trees below the crest on that end, wrapping around the end of the ridge.

I agree this one needs play balancing more than any of the others in the pack, and I'm working on a revised version.
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GANGOFMAO
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Post #4   6750 days, 13 hours, 46 minutes, 2 seconds ago        
...Aloha Jason...
Well looking back...
i would have rushed all my 1/2 tracks to the buildings...
i played this too conservitive i think...
would agree,been nice if i had a few trees to hide in,
on the ridge...but by the time i realized i had to rush buildings,
had lost much of my force...
my fault,moving to slow i think...
would play this again with a different attitude Cool
GoM
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can give at least a turn a day,sometimes more,and i'll let you know beforehand if i cannot...aloha
POOR OLD SPIKE
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Post #3   6750 days, 14 hours, 3 minutes, 48 seconds ago        
HEY I posted this discussion once but it vanished, so this is my second attempt :)

I played as Russian against a human opponent but we quit on turn 16 because there's no way the Germans can win, my T-34s simply picked off his tanks with no losses to themselves
I examined the scen in the editor afterwards and was shocked to see Jerry only has 3 x Pz IV-short75mms against 6 x T-34s !!
Both sides light tanks more or less balance each other out, and both sides have a couple of useful 75mm AT-guns, but the scen can only be properly balanced if the 3 x PzIV-shorts are thrown out and replaced by 4 x veteran Pz IVF2-long75's.
(5x vet F2's against 6 x reg T-34s is a good balance)

Reinf-wise,throw out everything and do this new reinf schedule -have a T-34 and a IVF2 come on around turns 10, 15, 20 and 25 so both sides can keep the pressure on by replacing earlier tank losses.
Have an inf platoon come as reinfs with each tank too.

Oh, and give Jerry some clumps of scattered trees up on his ridge like the Russians have got on theirs.
That way the Jerry guns and mortars etc will have a bit of cover..
Finally cut the game length down to 30+

But you're the designer, do whatever you want, don't mind me ;)

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BILLY PRIOR
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Post #2   6762 days, 14 hours, 32 minutes, 45 seconds ago        
Once again I enjoyed this battle.

I played as Soviet vs AI. Total victory,

Went flat out for the flags on the hill (nearest my set up zone)and in the village. Everybody in vehicles and tanks until the reverse slope was secure, then infantry dismounted and leading the advance in to the village.

The fast start paid off. I secured the hill and got troops into the village, as well as moving up armour in support. The AI was slower and I was able achieve a double envelopment with armour of the hill nearest the Axis set up zone.

It was all over by turn 15. The panzers were all knocked out or abandoned, the German infantry were being shot to pieces by my tanks, the German transport were sitting ducks. I lost seven vehicles (five tanks ko'd and two trucks that were abandoned). My infantry were exhausted but in possession of the village and no Germans crested the hill to attack it because my tanks were running amock.

Balance? Against the AI there wasn't much. The Germans got hammered by fast aggressive Soviet mobile forces. Did it reflect what happend in 1942- I'll leave that to more learned commentators?

Thanks Jason, for your hard work.
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JASONC
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Post #1   6803 days, 12 hours, 49 minutes, 43 seconds ago        
Scenario discussion area for 5th Tank Army vs 22nd Panzer
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