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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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PAULH
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Post #23   4991 days, 16 hours, 39 minutes, 3 seconds ago        
Good scenario. Axis Tac Defeat only because I didnt exit in time. Played against Soviet AI. Not too difficult. Didnt save the outcome stats sorry. Had this game for a while just never played it until recently.

My tactics were more of a bounding overwatch as opposed to Movement to Contact.

If I had any improvements it would be extended turns.

Playing your Initial Assault one now. I'll post the stats for it. It's around turn 23 and getting ready to exit.




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JASONC
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Post #22   5503 days, 14 hours, 45 minutes, 44 seconds ago        

Men shot at in the open tend to crawl toward cover. The difficulty here is often the nearest cover is held by the enemy, and you can't simply shoot it out from the next body of cover because you can't see that far!

The Germans get lots of "tracks", however, to deal with this. If you scout properly you may lose the odd half-squad IDing a position, but you should then be able to exploit the same limited LOS distances to put a halftrack on the offending shooter without exposing said haltrack to too much else.

Flanking moves by the platoon main body can also work. What won't is floundering into LOS with a full enemy position, all your men on line and taking fire, then pinning in the open. That way lies sorrow. The scenario is meant to stress your recon tactics...
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JONNYDOOD
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Post #21   5503 days, 15 hours, 28 minutes, 41 seconds ago        
OUTCOME:Tactical Defeat
STATISTICS:
Axis
Allied
Player Name:
Me
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
141
23
Tot. Casualties
98
41
Men KIA
25
11
Men Captured
3
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
100
Enemy Casualties:
587
686
Prisoners Taken:
Exited Troops:
-335
Scenario Bonus:
500
FINAL SCORE:
34%
66%

Very hard scenario, way beyond my skill level i think.

Sent 3 Plats up the west side of the map, all 3 got minced trying to take that hill. The rest of the infantry made it across the map OK.

I really don't like some of the strange behaviour that goes off during night combat, but obviously there's nothing you can do about that, i'll have to experiment with various order combinations.
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JDR DRAGOON
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Post #20   6129 days, 50 minutes, 11 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
Me
Him
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
181
0
Tot. Casualties
58
47
Men KIA
18
10
Men Captured
0
17
Mortars Dest.
0
0
Guns Dest.
0
0
Pillboxes Dest.
0
0
Vehicles Dest.
1
0
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
100
0
Enemy Casualties:
638
417
Prisoners Taken:
247
0
Exited Troops:
119
0
Scenario Bonus:
0
500
FINAL SCORE:
53%
47%

Played this PBEM. Here is my comments to my opponent.

Looks like autosurrender kicked in, but you still managed a Draw :-).

Map was nice. Inclement weather and short LOS in darkness meant excellent opportunities for infiltration. It also meant that any firefights taking place outside cover would be over quickly as one side gets fire superiority immediately and cleans house. Number of turns was quite adequate to get the job done.

I split my forces into two equal battle groups of 2 infantryplatoons, ½ an engineer platoon, 3 vehicles and some heavy weapons each.

I aimed at infiltrating left and right of the hill with the V-flag, the infantry peeling off and assaulting the flag from both sides and rear while the vehicles drove off map. The engineers were split up and on point ahead of each vehicle in order to find any mines ahead of me. The group on my left almost immediately ran into your plt. (-) position, while my right platoon got ½ way across the map before hitting the first small position. The infantry then peeled off like planned (albeit only from my rightmost battlegroup) and took the flag from the single russian squad holding it.

Your dispositions looks OK from my POV (small strongpoints interspered with mines and wire). Your platoon (-) position on my leftmost flank was especially troublesome. I was able to catch your men out in the open quite a few times though, and annihilate them as they tried to displace to more useful positions. As for your preplanned artillery it should have been fired as "target wide" in order to catch as large an area as possible.

My own play was also OK, but I could have done better in some regards. For insatnce I should have led with full engineer sqauds in order to better weather the first contact at clsoe range. I was also dismayed at how easily men panicked in the dark (though this worked both ways to a degree and is understandable). The flamethrowers proved eminently useful and were the key to unlocking your defensive setup on both occasions by rotuing your defenders. They still took losses though. I was a lso a bit dismayed that I managed to drive 2 halftracks onto the only two patches of AT mines within sight, immobilizing one and destroying another but oh well, tough break. I also dawdled for a bit too long in front of your platoon (-) position in front of my left prong, but this was in order for me to better develop the situation and get some men onto your flank (which ultimately worked albeit at a heavy cost in men).

Overall I find this scenario a balanced challenge that presents a novel tactical problem to the experienced player. I wouldn´t really suggest changing anything as the scenario pretty much works "as is".


Here is my opponents remarks to me:

No, I surrendered voluntarily ;)

Map: Nice broad front, darkness and weather serve as an advantage to the Soviets, IMO.
Very tough to defend with just a rifle platoon and a light support platoon. In retrospect, I should have clustered the ines and wire into small, dense areas. I tried to cluster as many units around the only flag as possible, with leaving small units near the extreme flanks to prevent you from sneaking by/encirclement. I just didnt have enough firepower at any point on the map.

My barrages sucked. I should've used 'target wide'. :(

I think you outnumbered me like 3:1 in manpower. I was expecting a company-sized recon or Pzgren unit. Wasn't expecting engineers, and was surprised that you didnt have any armor. Actually, the 222 appeared as a PzII when I first spotted it!

As for my guys in the open, yes I ended up trying to have ATRs and LMG units run across great lengths of the map, once I was certain that were your attack was going to be fixated. Seeing two vehicles that hit mines was a surprise as well. Visibility was so poor, I couldn't identify most of your vehicles.

As for 1/2 squads, I had to break them up in order to spread my defense a little ;)

Your flamers were awesome. IMO, that was the decisive element in this scenario.


(modified 07/22/2007 04:08:31 by JDR Dragoon)
SHMAVIS
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Post #19   6558 days, 15 hours, 13 minutes, 31 seconds ago        
Okay. I think we're more in agreement than you realize. Again, I'm not arguing the historical accuracy of the scenario, or the wisdom of a night recon-in-force to clear an enemy's forward positions before the main attack at dawn. I just thought it was a tough nut to crack for the Axis player. Sometimes, scenarios with a high degree of historical accuracy aren't fun, and this is a game, right?

Kudos on creating this and the other series! I know it wasn't easy.

By the way, have you considered just making the Ponyri series an operation? It seems like too much trouble for players to have to adjust their own forces after each battle and then have you e-mail the next scenario file. I don't think you'll have to worry about cheating with our crowd.
JASONC
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Post #18   6558 days, 18 hours, 23 minutes, 55 seconds ago        

The Russians were not in battalion sized strongpoints. Rather, the front line divisions a detachment forward in the OP screen from each from line battalion - second echelon battalions did not. Each was divided into a number of smaller positions, the largest platoon size and the rest very small OP/LPs. See the map in Glantz, Battle of Kursk, page 70. Notice the 6 widely scattered forward positions, each labeled "Pltn". Read the last full paragraph on the preceding page, 69, describing the "security zone".

The reasons to depict the action are (1) it happened, (2) it was the opening fighting in the battle of Kursk, not a grand clash of armor armadas (3) it shows one "bookend" of how long the day was for the 1SS division, while the 5th battle at dusk shows the other end (4) I wanted to highlight one of the tactical roles of infantry in this battle - it was much more active at night than the armor was, and night was one way of dealing with open steppe terrain (5) in my opinion, the relative outperformance of the SS corps on the first day was directly related to their night recon successes.

On (5) in particular, the SS corps hit the Russian main positions cleanly at dawn, with all armor participating effectively. In contrast, 48 Pz Corps on their left was mired in antitank obstacles and undiscovered minefields for the entire first morning, with dramatically higher infantry losses, many tanks lost, and much less ground taken as a direct result. Their recon was clearly inadequate. It was vastly better to find lanes across the 10 km separating the main forces at night behind a recon screen, than in the morning under fire from the Russian main positions.
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SHMAVIS
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Post #17   6561 days, 1 hour, 47 minutes, 34 seconds ago        
Quote:
Originally posted by: jasonc:

They did not use the recon battalion for this. They used a single battalion from the panzergrenadier regiment, modestly reinforced. Night recon needs dismounts for stealth. And half the point was to find routes through the forward mine fields and mark them before dawn, hence pioneers. They were not razzle dazzling into a void at speed, they were slowing picking their way through Russian obstacles and OP lines to find their main line of resistence.



Okay. If that's the command decision that was made at the time, I understand your force selection. I admit I was expecting more of a slugging match, or something of a pre-emptive strike, with the intention of driving in enemy OP's and seizing advanced positions from which to continue the attack at dawn. As such, I must have been mistaken. Since we've discussed Glantz and House's The Battle of Kursk, I'll quote it: "Shortly after 1600 hours on 4 July 1943...German forces along the southern face of the Kursk Bulge launched a reconnaissance-in-force...The purpose of these limited actions was to eliminate the combat outposts, battalion-sized* strong points, and observation posts..., to determine the precise location of the Russians' forward defenses, and, if possible, to gain a lodgment in those defenses so that the full weight of Fourth Panzer Army could strike the Soviet defenses at first light on the following morning."

Quote:
I'm still unclear on the course of events and where 58 German causalties came from. A dozen from artillery is good and I got that. You mentioned wipe outs of units totaling a dozen men, 4 by a tank hunter team at point blank. You didn't say what caught the HMG team moving in the open - nor did I hear anything from the other side about how or why that happened.


I can't fully comment on this since I believe some vehicles/squads had exited the map before I could review it at game's end. Also, I had already deleted most of my turns, and after starting the game about a month ago, then having to postpone the game during my move to a new house, not all of the details are clear. There may be some errors in my remarks. Possibly Gary can confirm/refute them.

Anyway, I can state now that I had a platoon leader, a tank hunter team and an AT rifle team entrenched in the bit of trees and rocky terrain somewhat to the East of the flag. These were joined by the lmg team after the enemy troops on the Western side of the map broke contact and headed northward. I was mainly going after enemy vehicles because I knew they needed to exit. So, when multiple infantry and 2 vehicle contacts were made, I let the infantry pass to my left(east) and engaged the 2 vehicles with the AT rifle team, scoring some penetrations and(I guess) causing some casualties, but without knocking either of them out. I recall one vehicle returning mg42 fire, which led me to believe it was a regular armored transport.

Gary must have swung his infantry left(westward) to put some flanking fire on the AT rifle team, and sent in the FT. I had my platoon commander in the center of the woods patch, facing south, and the tank hunters to his left, facing southeast. Both had short covered arcs and were set to hide. They didn't see the FT team until it was just about on top of them. Since my AT rifle team was the first to open fire at all, I guess they were the target. The FT killed the AT rifle team, but was itself eliminated. The rest of the enemy infantry contacts dropped out of LOS, I guess believing all AT threats were neutralized in that area and that the way forward was clear. He may have just been pressed for time. The vehicles followed. A hmg team was trailing behind the infantry screen(which I believe was in something of an echelon right formation, maybe not) and to the left of the enemy vehicle contacts, which put it directly in front of the covered arcs of my platoon leader, tank hunter and lmg teams. After the hmg team was toast, I set my troops back to hide and arranged their covered arcs for all-around defense, not knowing if more enemy troops would appear to my front, or if Gary would strike my rear(Heh.)

At about the same time as this firefight, I remember that I sent an AT rifle team from the rear, larger platoon far to the western side of the map in an effort to catch at least one vehicle that I had spotted heading North when my tank hunter team ambushed that enemy platoon leader. I got lucky here and spotted a halftrack, scored some penetrations, and eliminated some passengers which were dropped by the halftrack, but it continued Northward out of LOS. If I remember correctly, the casualties that this AT rifle team inflicted amounted to approximately 1 enemy squad.


A few turns later, I noticed that some anti-personnel mines were exploding to the right-front(about 2 o'clock) of my rear platoon along the barbed wire. Two infantry contacts appeared, were engaged by my infantry and 1 of them was eliminated, possibly because they ran back over the mines. The other contact crawled away, heading somewhat West/Southwestward. I started to send some half-squads with a tank hunter and an AT rifle team back and to my right(Northwestward) to catch anyone trying to slip by me. They spotted and drove off at least one squad, and spotted the 2 vehicles which I had encountered earlier. The tank hunters got one vehicle, which turned out to be an armored car(PSW 223?) and the AT rifle team knocked out the other vehicle, a SPW 251, I think. That detail is still a bit hazy.

Quote:
If the Germans lose that much and the Russians lose very little, the Russians deserve to win.


Maybe, but we're all familiar with the battle, 60+ years hence. Gary(I'm fairly sure) and I know that on the first day of the battle the 1SS suffered heavy casualties. Someone who's done little or no reading about the Second World War's Eastern Front would certainly get that impression from this scenario. If you were seeking a high level of historical accuracy, you may have done it, and I recognize such an accomplishment, but I really think a healthy balance should be struck between historical accuracy and fun.

Also, some positive remarks were lacking in my first comments. Despite it being a night battle, I did like the map. With full sound effects turn on, it was quite immersive. CMBB doesn't spook me, though. I do like to be challenged by a scenario, and this one did just that, if mostly in shuffling my forces to block my enemy's advance.

In conclusion, if your intention was to create a night recon scenario in which the Germans must carefully probe the enemy lines, avoid extended exchanges of fire and exit at least half of their vehicles to achieve a level of victory, I'll say "Good Job!" as I believe you've done just that. However, with v1.00, it's an awfully tough mission for the Germans, considering the forces available and the turn limit. Almost every time there was an exchange of fire, it was bad for the Germans. Maybe the update is easier. That's about all I can think to mention, except that I wonder if I'm related to Tolstoy...

* my emphasis



(modified 05/16/2006 03:11:08 by Shmavis)
GJK
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Post #16   6561 days, 8 hours, 3 minutes, 27 seconds ago        
Jason: when I get a chance, I'll go through my saved turns and see where the 58 men got wounded and 16 got killed. Probably due to my sloppiness towards then end as interest waned after I exited the remaining vehicles if truth be told.
--------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
JASONC
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Post #15   6562 days, 8 hours, 8 minutes, 22 seconds ago        

They did not use the recon battalion for this. They used a single battalion from the panzergrenadier regiment, modestly reinforced. Night recon needs dismounts for stealth. And half the point was to find routes through the forward mine fields and mark them before dawn, hence pioneers. They were not razzle dazzling into a void at speed, they were slowing picking their way through Russian obstacles and OP lines to find their main line of resistence.

As for ability to engage, the German light armor is quite good at it, if an infantry screen goes first and then they pull up to the edge of LOS to fire with their MGs.

I'm still unclear on the course of events and where 58 German causalties came from. A dozen from artillery is good and I got that. You mentioned wipe outs of units totaling a dozen men, 4 by a tank hunter team at point blank. You didn't say what caught the HMG team moving in the open - nor did I hear anything from the other side about how or why that happened.

If the Germans lose that much and the Russians lose very little, the Russians deserve to win.

On scenario bonus, incidentally, much of it is meant to cover the "ko" points awarded for Russian obstacles, which aren't actually "ko'ed". The rest is meant to require exit of more than half the German armor, but might set the bar modestly too high.
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SHMAVIS
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Post #13   6562 days, 13 hours, 48 minutes, 39 seconds ago        
Hello, Jason. Here's my remarks:

I set my two arty spotters to wide-fire with a few turns delay. One hit nothing, the other got lucky and caused about a dozen casualties.

I had my troops basically in 2 groups, one at the flag with a few weapons team under a platoon commander, the other full platoon in the depression at the North end of the map basically in its default positions. I left a couple of tank hunters and a lmg team spread across my front in a sort of OP role. I got lucky again when an enemy platoon passed between a hidden tank hunter and lmg team. The tank hunters to the right of my troops near the flag were almost stepped on by what turned out to be an enemy platoon command team, which they wiped out. The rest of the enemy platoon took out the tank hunters, but I had the lmg team engage them from behind and I think they caused a few more casualties. They broke contact and headed North. Meanwhile, I had spotted a couple of vehicles passing through the center of the map and a few infantry contacts. An AT rifle team engaged and caused at least a few casualties, I think. An enemy hmg team got caught in the open and wasted. A FT team appeared just about in the midst of my troops, killed the AT rifle team, I think, and was in turn eliminated shortly thereafter. The enemy vehicles continued Northward. All of this occurred within 2-3 turns.

After that, I figured I had identified Gary's chosen route of advance(which happened to be mostly through clear territory. So, good on Gary and shame on me.) and it became a race for the map edge. An enemy squad or two must have hit some mines to the right front of my larger force. Contact was made, but they bugged out, heading further to my right. I managed to maneuver an AT rifle team to engage a halftrack with mounted troops in the Northwestern map area causing probably a few more casualties there, but the HT pressed on. He must have slipped a few other vehicles past me in this same area. Heh.

Historically accurate? I guess, but pioneers performing reconnaissance in force for such a "superbly" equipped unit as II SS Panzer Korps at the beginning of this offensive doesn't seem right. How about Panzer recon troops followed by the pioneers? There may have been recon troops in the German OOB. I don't know. I didn't read the Axis briefing.

Ditto on the fun factor. I think the Germans need more troops to increase the instances of firefights and their ability to overcome resistance, making the battle more entertaining for both sides.

EDIT: I forgot to mention that we played v1.00.


(modified 05/14/2006 12:20:08 by Shmavis)

EDIT: More details added. I had to move house in the middle of this game. So, I'm trying to remember what I can.


(modified 05/14/2006 15:10:03 by Shmavis)
GJK
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Post #14   6562 days, 15 hours, 44 minutes, 19 seconds ago        
Quote:
Originally posted by: jasonc:

I'm slightly confused. If you "saw little action" other than hitting a few AT mines, how did the Germans take 58 casualties? That sounds like heavy action to me. But perhaps you can explain.



Well, ok, I'd call it moderate casualties. Roughly 24% of the total 238 men were casualties, with .06% of them killed outright; mostly caused by either mines or artillery fire - there was very little firefight action.

(modified 05/14/2006 13:14:23 by GJK)
--------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
JASONC
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Post #12   6562 days, 17 hours, 3 minutes, 25 seconds ago        

I'm slightly confused. If you "saw little action" other than hitting a few AT mines, how did the Germans take 58 casualties? That sounds like heavy action to me. But perhaps you can explain.
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GJK
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Post #11   6562 days, 18 hours, 30 minutes, 38 seconds ago        
OUTCOME:Minor Defeat
STATISTICS:
Axis
Allied
Player Name:
GJK
Shmavis
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
180
51
Tot. Casualties
58
13
Men KIA
16
4
Men Captured
1
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
3
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
100
Enemy Casualties:
485
487
Prisoners Taken:
14
Exited Troops:
122
Scenario Bonus:
750
FINAL SCORE:
40%
60%

Finished this one up the other day vs Shmavis. First time playing with him and it was a very pleasant experience. Rep points for you after I post this....

The review.

It was with great expectations that I began this scenario, knowing of Jason's experience and knowledge with the game. The setup looked pretty straight forward, the decision for me was whether to spread the forces out or go in as a grouped recon in force. I opted for recon in force along the west to shoot and overrun the small flag, realizing that the best defenses were probably there which may or may not of been the wise thing to do.

Unfortunately, there's not much to report for this battle. Forward scouts would find some wire and so I'd shift the column behind them to go around. There was some light resistance here and there; the most dangerous thing for me were the various mines that managed to snag 3 of my SPW's/PSW's.

I'm not big on exit type scenarios for this reason mainly - it's a hit or miss thing, avoid the opposition and you likely will win though it makes for a dull game. Meet the opposition and you'll likely lose, but you get to see some action. So, I avoided direct contact for the most part, but met with 3 AT mines and with the bonus given to the Allies, I suffer a minor defeat.

Credit to Jason - I'm sure that the OOB is well researched and the map looks nice, the night giving an ominous feeling to the whole thing, but the fun factor just wasn't there for me.
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"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
ANDREAS
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Post #10   6573 days, 22 hours, 22 minutes, 3 seconds ago        
Starting this one against Bastables. I intend to play through the series, we'll see how it ends.

All the best

Andreas
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JASONC
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Post #9   6577 days, 16 hours, 5 minutes, 31 seconds ago        

Yes, the only rational use of the *conscript, corps level* Russian FOs, is as "map fire". I would have hoped that would be obvious, but I guess not everyone knows how to use artillery the Russian way.

You order the barrage on turn 1, and then select the time you want it to land by using QQQ to delay the barrage, from the opening minute to any minute you like.

If you don't know the likely target, then "target wide" is your friend. Pick areas you expect Germans to be advancing through. Approaches to the flag, routes past your defenses, cover he might hop into on his way to either, etc.

The barrage will come down accurately starting on the turn ordered. The shells will land in a relatively wide pattern over the course of 4 or 5 minutes. You can use staggered aim points for the 2 modules, and overlap the times or not. Whatever your guesses about the German approach, suggest.

Historically, the Russians began a *spoiling barrage* in the early morning hours, after the German recon began but before the morning main effort. They fire enough shells that even though they were aiming at wide areas, it disrupted and helped delay the German jump off. The pair of Russian FOs in this one depict part of that spoiling barrage.

Reactiveness, exact placement of each flight of 4 to 8 shells, was not the Russian's long suit in artillery. They made up for it with volume. Russian artillery is a bludgeon, not a scalpel. If you swing it and miss, you miss. If you happen to catch a platoon with a 122mm barrage, you mess up that platoon.

Russians use their regimental FOs - 76mm and 120mm mortars - and below, in a "reactive", aimed fashion, much as other powers use theirs. But all the higher level, heavy stuff, is meant to be used in the "map fire" manner. On the attack, you do the same thing, you just also pick the spots to hit based on where you intend to attack, and when.
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SPRINGEL
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Post #8   6577 days, 20 hours, 12 minutes, 42 seconds ago        
I "played" this one yesterday, that is to say my opponent played the Germans and I watched things happening as Russian :-)

I discovered that the Soviet artillery is useless after turn 1, with a reaction time of over 20 minutes.

So the only thing to do with them is order a barrage in turn one. But this is complete guesswork. I think one barrage at the flag at game end, and maybe the other covering a flank around turn 5 or so?

Jason, what did you have in mind with them?
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JTCM
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Post #7   6586 days, 1 hour, 1 minute, 55 seconds ago        
Wonderful scenario, played as Axis vs AI. I too assaulted the hill with two plts screening, one ad hoc pioneer group trailing, and 1 AC and 1 HT (37mm) supporting-- one plt got routed and the AC brewed up, burning eerily in the night; one plt, on the left, got through, and the HT followed along-- was about to exit when the clock ran out.

In the centre, 1 plt screening, 1 pioneer group, 1 AC-- got quite far before a mine belt then firefight with soviets in trenches. Flamethrowers and satche charges not withstanding, bad losses here. This is where the rest of the armour went. Debussed HMGs to join in the firefight; HTs lost to mines; two HTs about to exit, with mortars on board (prob. not the right thing).

On the right, 1 plt walked to the edge of the map with no problem. Swept left, and joined in the firefight with the Soviets in the trenches.

Result ? a small armoured group, 1 HT 37mm, 2 HTs MG, a heavy mortar group, slipped through; 2 infy groups in good shape (Grenadier plt, pioneer group; Grenadier plt + remnants of another plt) engaging with enemy.
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GJK
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Post #6   6589 days, 4 minutes, 58 seconds ago        
Hi Jason,

Started this one up with Shmavis - we'll keep you posted on how it goes!
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GEORGE MC
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Post #5   6590 days, 15 hours, 33 minutes, 53 seconds ago        
Hi Jason
Many thanks for the detailed comments - I appreciate the tactical advice. I'm going to give that a run through and try my luck again. I guess I did tend to stand and fight hence my units were sucked into close range fighting.

I did after realising the clock was ticking go to fast move, but I guess, in retrospect my guys had done the job - ID'd the Soviet positions, checked there were no mines and then fast tracked it through and onto the next objective - just I did'nt do it fast enough Big Grin

Interesting comment about the aggressive recce - I had'nt realised that only 1st SS had been so aggressive in comparison to the Heer units.

Next time it's move to contact with withdraw tacked on!

I like the whole idea of this series and I'll be playing the others to follow.

Nice job!

Cheers fur noo
George
--------------------
It's better to burn out than to fade away!

Get your Eastern Front fix at www.blowtorchscenarios.com
JASONC
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Post #4   6590 days, 17 hours, 39 minutes, 9 seconds ago        

To George on night sneaking behavior - yes it is very dangerous to approach enemy cover at night with nothing but the dark for cover yourself. Clearly the right thing to do when you get scared in that situation is to run away to break LOS. The Tac AI defaults to sneaking towards the nearest cover - even if enemy occupied!

You can override it, though. You can't make men already in "cover panic" stand their ground and fire back from open steppe, which might be the best thing objectively. But you can change the waypoint and speed, and you can also risk or allow the descent to outright panic by using "withdraw-run" to break contact.

You can also move up additional shooters to suppress the firer and "free" the cover-panicked unit that way. That is the best solution, but requires help close at hand for anyone shot. But not so close they get suppressed by the same rounds! Even area fire readily does so in open ground at night.

You always have to watch out for additional enemy shooters hitting the "relief", too. The light armor is particularly good at this because it does not suppress, making it the attacker of choice in moves across open. It does have to get within ATR range to help, though. The basic story is that no infantry unit can "look out for itself" unless stationary in cover, in these circumstances.

On extra time, I can consider adding 5 minutes. When I played it I was always able to resolve any firefight that did occur with plenty of time left. It is true the infantry fight often lingers, but the infantry do not need to exit, only the vehicles, which can switch to exit behavior rapidly.

As for previous recon, no, this *was* the recon. The Russians were unlocated. Historically, they had a thin line of screening outposts in their fortified zone. Registered artillery and all the mines kept the German out before the assault.

Though it may not be obvious, adding this one is part of the key to my understanding of the relative success of 1SS in the main attack on the opening day. Whereas 48 Panzer Corps on their left spent the day prior in a pitched battle for one village, and the AG Center people up north waited until after their barrage, 1SS aggressively recon'ed into the obstacle zone the night before. 48 Pz Corps had god-awful problems with mines and wet ground tank barriers on the day of the real attack, as a direct result.

The SS, on the other hand, hit the Russian forward positions (depicted in the next scenario in the series) cleanly with all armor moving. Success the night before is why - they got routes through the thick forward mine belts on marked paths by daybreak.

As for the report of only a minor using the "just sneak through" strategy, I did not want to make the fight mandatory. Just sneaking risks minor losses to random mines, bogging, or (against a human, not the AI) random artillery barrages, which is realistic. I do think successfully exiting all should actually win more like a tactical, though, so I will see about reducing the Russian VP bonus slightly - and maybe add 5 minutes.
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VON SCHWENDEMAN
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Post #3   6592 days, 9 hours, 36 minutes, 33 seconds ago        
OUTCOME:Minor Victory
STATISTICS:
Axis
Allied
Player Name:
me
AI
Experience Bonus:
0
+2
Play Balance:
0
0
Men OK
239
61
Tot. Casualties
3
Men KIA
1
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
425
Prisoners Taken:
Exited Troops:
774
Scenario Bonus:
750
FINAL SCORE:
62%
38%

It was a dark and stormy night when all my men did sneak through the enemy lines without a loss. A conflict always occurs in exit scenarios, exit the troops or kill the enemy and hold the victory flags. I chose to move through around the area of the small pond. Met only one Russian light MG squad on the way and got everyone off the board in time, but only managed to score a Minor Victory.
I have to agree with George, not eneough turns to make any other strategy viable; it takes 13 turns just to walk across the map. Anyone who spends more than 5 min. on an attack will not get off the board. I also got luck with no bogged vehicles, second time I played had two immobilized and one stuck by turn 20.
I don't know what tactic is historically accurate, would the real objective be to eliminate the screening force or to find a way through. Perhaps those with ground troop military experience could enlighten the rest of us, all my military time was spent as a pilot.
My opinion is this would be a more fun scenario with the objective of eliminating the screening force, more time, and no exit zone.

Thanks for a fun couple of hours,

Von Schwendeman
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GEORGE MC
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Post #2   6592 days, 16 hours, 50 minutes, 19 seconds ago        
OUTCOME:Major Defeat
STATISTICS:
Axis
Allied
Player Name:
George Mc
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
161
42
Tot. Casualties
78
22
Men KIA
22
5
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
1
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
100
Enemy Casualties:
513
473
Prisoners Taken:
Exited Troops:
-316
Scenario Bonus:
750
FINAL SCORE:
28%
72%

Played this as the Germans Vs the AI and as you can see had my head handed to me on my plate! :)

I decided to head for the hill using the ridge leading up to the hill as my main axis of attack, also steering clear of any trees etc. I set out with a screen of grenadiers to check for any possible hazards such as mines, wire etc. They did the job found a belt of wire. I then had this platoon move around the wire on both sides to see if there was way through. Executing this plan the left hand squad were nailed by an infantry unit hidden in some trees. The other two squads faired better and found a way through on the right.

However they started to take fire and went to ground. Then started a behaviour that really hacked me off, I must admit. Any units pinned in this action went straight to sneak and started sneaking straight for the Soviet lines. Most of my casualties were taken when units came under fire, were pinned, then decided to sneak forwards right into the enemy where they were wiped out/routed/broken. Most infuriating.

By this point I’d brought up the rest of my group and started to debus the heavy weapons support. I must admit this didn’t go according to plan. Due to the sneaking behaviour of my pinned platoon the covering fire for this was not that great. Slowly, but surely my plan started to fall apart. I could se more Soviets running for the trench. By this point my attack was a shambles, time was running out and I was desperate. So guess what I did Jason? He! He! Mounted up a platoon of grenadiers in an SPW and charged through the Soviet lines. Three out of four SPW and their load made it through, one bogged and were then nailed by some Soviet infantry/tank hunter squad. Then the time ran out.

I must admit I found handling the grenadiers in this night fight with the time pressure hard going. I did push too hard and I guess the result was the heavy casualties.

So feedback. I’d definitely suggest giving this more turns. I’d barely time to move forward (not knowing exactly where the Soviets were going to be) and sort out adequate support for my forward troops. In this I reckon the only main change I’d suggest would be the time limit – give say 35 turns or so.

Also it would be good to have some info about where roughly the Soviet positions are. I’m sure the guys going into this would have done some recce before and would have a bit of an idea of what areas of the ground ahead of them were held – unless you have historical info that says otherwise. In this respects the briefings I thought could do with a bit more to them. I’d have liked to have had the scene set a bit more just to make the experience that bit more ‘immersive’ – a big factor for me J

The map was nicely done and the force mix for both sides was about spot on I thought. I like the idea of the series and I’m looking forward to the next battle. Big Grin

Off to try the next one, and hopefully improve my performance. Razz

Cheers fur noo
George Mc

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

Get your Eastern Front fix at www.blowtorchscenarios.com
JASONC
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Post #1   6598 days, 13 hours, 6 minutes, 21 seconds ago        
Scenario discussion area for 1SS at 0115
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