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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
Front
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Scenario discussion area for 1SSInitialAssault

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JASONC
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Post #24   5194 days, 13 hours, 57 minutes, 39 seconds ago        

Thanks for the report. Yes the bogging can be brutal. To win you really need to focus on exiting the full tanks - though the SPWs can stay to help the infantry.
--------------------
PAULH
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Post #23   5195 days, 18 hours, 20 minutes, 42 seconds ago        
OUTCOME:Minor Defeat
STATISTICS:
Axis
Allied
Player Name:
Paulh
ai
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
283
79
Tot. Casualties
123
150
Men KIA
38
38
Men Captured
2
Mortars Dest.
2
Guns Dest.
4
Pillboxes Dest.
Vehicles Dest.
15
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
1247
1958
Prisoners Taken:
16
Exited Troops:
-543
Scenario Bonus:
FINAL SCORE:
38%
62%

I liked this one. I could have exited more, but I left 2 spw251/1, 1 spw251/2, and 4 pzkw IVG to support the Panzer Grenaiders clear the woods to the Nortwest of the road.

Russian AT guns went down qiuck with concentrated fire.

All 3 tigers got immoblizied/brokedown, but could still support by fire.

Damn Luftwaffe straffed and knocked out a couple of spw251's..lol
--------------------
JASONC
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Post #22   5368 days, 5 minutes, 6 seconds ago        

To Tiger Ivan - from the final score report, it appears you did fine in damage inflicted, the problem was not exiting that last platoon of Panzer IVs after they got their licks in. Your exited vehicles net score was minus 200. In armor-exit required scenarios, the losses to AFVs dominate the outcome, and any non-exit of surviving AFVs is very damaging in the scoring phase. Basically a tank left on the board is about as bad as a dead one, and it takes a live exited tank to make up for each dead one. In this scenario, the Russians have a large bonus to reflect their fortification points but also the expectation that most of the German armor survives and gets through them. If they halt or kill half the armor, they will win handily.

Balancing exit VCs it hard because the swing is very large compared to knock out points for everything else...
--------------------
TIGERIVAN
Novice Tester

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Post #21   5368 days, 37 minutes, 12 seconds ago        
OUTCOME:Minor Defeat
STATISTICS:
Axis
Allied
Player Name:
tigerivan
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
330
127
Tot. Casualties
76
104
Men KIA
23
28
Men Captured
Mortars Dest.
1
Guns Dest.
4
Pillboxes Dest.
Vehicles Dest.
8
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
1040
1446
Prisoners Taken:
Exited Troops:
-212
Scenario Bonus:
1500
FINAL SCORE:
40%
60%

I attacked with most of my force on the left.The tiger stayed on or near the road.
Most of the panzer IV exited while one platoon turned against the back of the enemy position.
Clearly not enough damage was done on the enemy infantry.
It is difficult to balance the necessity to exit ones vehicles and causing enough damage on the enmy to compensate the bonus. Quiet
--------------------
JDR DRAGOON
Junior Tester

Member #2429
Joined: Aug 2005
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Post #20   6314 days, 5 hours, 7 minutes, 1 second ago        
OUTCOME:Total Defeat
STATISTICS:
Axis
Allied
Player Name:
Me
Him
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
317
54
Tot. Casualties
89
171
Men KIA
28
41
Men Captured
0
6
Mortars Dest.
0
3
Guns Dest.
0
4
Pillboxes Dest.
0
0
Vehicles Dest.
8
0
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
0
0
Enemy Casualties:
1409
1382
Prisoners Taken:
71
0
Exited Troops:
-6270
0
Scenario Bonus:
0
1500
FINAL SCORE:
14%
86%

Played this PBEM against Human opponent here are our observations:

Me:

Well, that went rather less well then I could have hoped for.

Map was nice. Good continuity in the design (map was "wet" with areas of
inundated lowland on behalf of the rainy night depicted in the last
scenario). Forces are grossly mismatched in favor of the germans, but due to
the unique german "exit" victory conditions this should be liveable for the
soviets.

The german forces represents the spearpoint of a panzer battalion (MK IV
equipped) with a bunch of "Tiggers" on point, garnished with infantry (about
1/3 halftrack equipped) plus engineers and preplotted artillery to match.
The soviets were a single full stranght infantry Coy with eaxtra machinguns,
ATRs and AT guns attached. Along with mines and field fortifications
essentially creating a small AT strongpoint.

The deployment and reinforcement area was quite small, so I really didn´t
have any other obvious options than to go up the road at start with my
initial force (Tigers+PzG platoon) to be joined by the rest of my forces as
they arrived. I preplotted my artillery to begun falling according to a
timetable of where I expected to be at the relevant parts of the game. This
almost worked out as planned. As it was, I consistently outfought your force
and lost very little in return (2 MK IVs 1 Tiger, 6 halftracks against
3/4ths of your force including all your heavy weapons). The only problem was
that I spent half the game stuck in a minefield that my engineers for some
reason refused to clear (I suspect the reason for this is that the minetiles
visible had immobilized MK IVs sitting in the middle of them). after
spending some 10 turns waiting for the mines to be cleared, I tenderly felt
my way out of the mines (losing another MK IV to immobilization on the way),
but by then it was already too late to "win" the game by exiting, so I had
to settle for beating the stuffing out of you instead ;-).

The Tigers were essentially invulnerable to everything but mines and tank
hunters with RPGS (and the odd lucky kill by haillfire or point blank
shooting. They worked fine for leading the attack, although I lost one to an
RPG and another immobilized to close assault. Luckily both of them had
delivered almost all of their ammunition by this point anyway.

The firesupport was excellent and easily my strongest suit in the game. The
preplotted artillery and my airsupport was right on the money and accounted
for half your AT guns and a lot of infantry before they had even fired a
shot. Which meant that your remianing AT guns only accouned for a single MK
IV. All round excellence.

My own infantry was a bit hamstrung by your heavy firesupport (according to
my reckoning you had 2 76mm FOs 1 82mm, 1 120mm and 1 122mm) but that is
Kursk for you as a german. The tanks were often forced to forge ahead alone.
Luckily a bunch of tanks in a fist are well able to take care of themselves
and I only lost 1 Tiger immob´ed and another abandoned due to close assault.
It did mean I had to button down in order to avoid losing TC´s, but that´s
livable. After your artillery ran out of shells, my infantry could emerge
again and police up the remaining resistance. The heavy weapons arriving
later also gave quite good service in suppressing your infantry while the
tanks rolled through.

The halftracks were not really that good. Arriving in enemy LOS, I managed
to lose half of them (50/50 to ATRs and artillery) before being able to do
much of anything with them. The surviving HT´s gave good service though,
especially the flamethrower and mortar tracks.

The engineers were a bit of a sore point seeing as they failed to clear the
AT mines in a timely manner. On the other hand you also played excellently
by forcing them to to ground for 5 turns or so while riding out your
artillery barrages.

As for your play it was generally solid. The deployment looked good and was
likely an improvement upon the default setup. As it is, there is precious
little the soviet player can do when about 20 tanks comes barreling down the
road, especially if prep fire takes out half your heavy AT assets to begin
with. One possible solution might have been to setup the AT guns in a place
where I wouldn´t fire prep barrages (this still doesn´t take away the threat
of rowing airplanes showing up though). As it was, you still did a good job
stalling for time (chiefly by delaying my infantry by firing artillery at
them).

As for my own game, I have now learned to start probing for a minefree route
instantly instead of waiting for untrustworthy engineers to show up. Had I
just done this 5-10 turns earlier I would have won the game outright. But so
it goes ;-)



His observations:

I wasn't expecting a TOTAL victory!

The map clearly gave the Soviets the advantage, as the wetlands encouraged
keeping the tanks near the roads for any possibility of a map exit.
I was given an abundance of wire and mines to place.

I was surprised by your Guderian-esque strategy, ie massing armor into a
single force concentrated in a small area. Minefields could have been more
effective if I clustered more on the roads. I was also surprised by the
Tigers rolling right over the mines without effect. :(

Basically, the platoon of Tigers were impossible to damage or KO once they
passed the mines. Even as they got close to my infantry, the acompanying
grenadiers would spot them and flush them out. If I was able to KO the
Tigers early, the battle would've been much easier for me.

re: AT guns
Yes, your barrages were very effective.

All my AT guns and half of my ATRs were destroyed or abandoned by turn 11.
Only one shot was fired between my two 76mms(!), and the 45mms were
essentially worthless against Tigers and PzIVs at such long ranges. They
were destroyed quickly after firing their first half-dozen shots.

After about turn 15, I literally had one tank hunter team; the rest were
infantry with molotovs! Basically, all I did was settle in and wait from
about turns 15-35. If your tank advance had been more aggressive (i was
surprised it wasn't), then you could have easily overrun me and destroyed
90+% of my force by turn 25. It seems that you were too cautious, not
knowing that only one strip of mines lay in your path. Again, like the first
scenario, I spread my forces a little too thin.

I kept wondering why your forces weren't advancing. I knew the obstacles
would slow them partially, but I was assuming that you had possibly
experienced some pathfinding issues and bogging. Didnt realize you were
being careful and waiting on the engineers.

As for my own performance, my arty barrages were quite effective, even
knocking out a MarkIV and several halftracks, IIRC. Also kept your infantry
pinned and crawling for the first half of the battle. ;)

Thats probably the only thing I did well, IMO.

Your flamer halftrack caught me offguard. I hit it several times with a Vet
ATR team, but it kept scooting over to the trees on the right flank. The
whole time my troops had it ID'd as a 'Wespe' SP gun. I assumed the gun was
damaged, so you were just using it as bait.

Your airstrikes were extremely effective also. First one took out a 76mm gun
and half a rifle squad with a direct hit.

Placing the AT guns was very challenging. I really don't know where else I
could've put them. Too close and they'd be spotted easily. Too far away and
they'd never get decent shots.

All in all, an interesting scenario.

Hopefully the next in the series gives the Soviets some vehicles to play
with. I kept waiting for T-34s to appear as reinforcements, but they never
did. :(
KOLYAN
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Post #19   6776 days, 14 hours, 56 minutes, 26 seconds ago        
In my game, I got lucky as the plane picked on infantry squad. 4 guys got killed/wounded and the rest were pinned. There was no any influence on a course of action.
JASONC
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Post #18   6780 days, 12 hours, 22 minutes, 40 seconds ago        

The German air support in InitialAssault is a single Me-109F. Gets a bomb run and MG strafing. Perfectly sufficient as you can see. Air is quite powerful in CM and does not need to be overdone, nor are the biggest types needed.
--------------------
SPRINGEL
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Post #17   6781 days, 1 hour, 54 minutes, 44 seconds ago        
We played this one yesterday, I won a minor victory as Soviet.

The tank hunters on the (soviet) right flank tried to attack a passing tank, but were immediately captured because the tank had a lot of company. After that most of his exit vehicles could pass through that gap.

He suffered just too many losses from mines before he found the gap. His infantery was stripped by artillery in the forward defense zone.

The German plane(s?) were horrific. They killed both my 76's.

Today we are continuing with the breakthrough. It starts really bloody (with a Tiger killed by a 122mm artillery hit and AT rifles doing more than expected, however, my heroes have short life expectancies)
--------------------
Erik Springelkamp
http://springelkamp.nl/
JASONC
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Post #16   6786 days, 17 hours, 18 minutes, 3 seconds ago        

On entry stuff, yes some of the reinforcements are set to come in right or left of the road, about 100m. Those on the left come in behind the wheat. Those on the right - led by a Panzer IV platoon with riders - come in beyond the berm on the right.

I did not want to put the entire huge force on the road. It wouldn't fit, and historically they'd be deployed on either side of it, though not very widely. I guess when an entire division drives into an enemy defense, some of them are occasionally going to be visible to the defense.

On the mines on the left, there is a gap between the edge fields and the trees, but all of it within range of a tank hunter with RPGs. If you kill the TH team, sure you get a route. If someone who hasn't peeked instead tries to stay more than RPG throwing distance away from any cover, he will hit mines instead. Think of it as a reward for sending infantry first.
--------------------
DRESCHER
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Post #15   6787 days, 5 hours, 34 minutes, 59 seconds ago        
Just wanted to let you know, I gave this one another go, this time the revised 1.02. And yes, it helps alot if you know the russian forces setup Big Grin .
But I used my plan from the first game(including arty fire plan). Entry area seems better now, though it is imperative to move the reinforcements immediately, which may be more difficult when played vs a human.
Still, occasionally one or two vehicles spawn to the right of the covered area.

One thing I noticed, there is a hole in the minefield on the western edge of the map, which lets the german tanks pass through without halt. Dont know if this was intentionally?
DER ALTE FRITZ
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Post #14   6789 days, 9 hours, 45 minutes, 7 seconds ago        
Sorry the scenario was Initial Assault
played the orginal version dated 9/4/06.
Will try to remember to keep all the stats next time!
--------------------
JASONC
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Post #13   6789 days, 16 hours, 12 minutes, 58 seconds ago        

Thanks for the report.

A slight confusion however - from the Russian forces faced, I can't tell if you are describing the 1SS Breakthrough scenario, which comes after 1SS Initial Assault in the series. The count of 76mm guns, the number of Tigers, the Russians having 122mm FOs - all support this.

On the suggestions, the AI opens fire sooner than a human probably would, and therefore runs out of ATGs sooner. If it gets a number of kills it still makes it hard.

As for a larger set up area or more sheltered entry zone to deploy from, I'll look at it. It has been a frequent point, and I already made some changes along those lines. Did you have the latest version of the scenario?
--------------------
DER ALTE FRITZ
Novice Tester

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Post #12   6789 days, 17 hours, 7 minutes, 58 seconds ago        
OUTCOME:Total Defeat
STATISTICS:
Axis
Allied
Player Name:
Der Alte Fritz
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
Men KIA
Men Captured
Mortars Dest.
1
1
Guns Dest.
4
Pillboxes Dest.
Vehicles Dest.
22
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
0
0
Enemy Casualties:
0
0
Prisoners Taken:
Exited Troops:
4800
Scenario Bonus:
3800
FINAL SCORE:
13%
87%

How the game went:
Started in the middle of a barrage which cleared the infantry off the tanks and into the corn, disabled a Tiger. Moved forward to take the first wood under fire and set the artillery onto the roadblock and wire in the second position. Lots of losses as reinforcements arrived, several PzIVto AT guns and several HT to ATR. Killed all 4 AT guns at long range, Finally got a fire group outside the wood and the infantry moving through it. A group of tanks moved out on the right flank and through the gapsin the soft ground. HT drove forward to assault small wood on the right of the 1st position. Cleared the 1st position but only had 4 HT and a gun HT left so they drove round the wood to attack the road block while the bulk of the infantry waited for the mines to be cleared on the road. Tank platoon drove down road, one set off a mine and another two bogged down, the next had his gun damaged and the final two made it. Started to demolish the defence and infantry started to cross the open ground to the first trench. The half track attack stalled in the minefield and only one HT made it through. Lost a Tiger that was supporting them to the mines and a PzIV. Lost the other two Tigers to the minefield in the soft ground gap on the right but the PzIVs got through alright. They attacked the right of second infantry position while the bogged tanks and Tigers shot up the left to cover the infantry advance from the wood. Infantry cleared the left hand trenchs and had captured the first trench on the right hand side. Much of the infantry had been destroyed by the tanks already. Exited or just on board about 6 PzIV and a HT.

Suggestion:
Game went very well but once I had silenced the AT guns and ATR it was just a case of flushing out the enemy infantry and the tanks killing them. So I felt the second half of the game was not as challenging as the first part. Perhaps keep pair of the 45mm on short armour arcs near likely exit points? The deployment area seems too small and caused a huge traffic jam and alot of casualties. I could have done with more Pioneers as I lost a lot in the first artillery barrage? So mine clearing was a nightmare with just 2 units and an HQ. I never did clear the road. Losses were 45AT PzIV 76AT nil 76AT 2 PzIV 76AT PzIV and HT. ATR 6 HT 122mm Artillery PzIV mines 3 Tigers 2 PzIV and 2 HT.
An enjoyable and challenging game and I was suprised how 'feeble' the Soviets were when I looked at the map afterwards. A good representation of Kursk.
--------------------
GJK
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Post #11   6793 days, 4 hours, 34 minutes, 21 seconds ago        
Jason -

Started this one with Stoffel, we'll keep you posted on how it goes as well!

G.
--------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
KOLYAN
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Post #10   6793 days, 9 hours, 21 minutes, 30 seconds ago        
OUTCOME:Total Victory
STATISTICS:
Axis
Allied
Player Name:
MOROZ
KOLYAN
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
284
136
Tot. Casualties
122
95
Men KIA
34
22
Men Captured
Mortars Dest.
1
1
Guns Dest.
4
Pillboxes Dest.
Vehicles Dest.
14
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
1050
2030
Prisoners Taken:
Exited Troops:
-5712
Scenario Bonus:
3850
FINAL SCORE:
10%
90%

Oh, thats the way you post it.
KOLYAN
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Post #9   6793 days, 9 hours, 37 minutes, 6 seconds ago        
Yesterday I played this scenario TCP/IP as Russians.
I won total victory 90% to Guards and 10% to LAAH.

Only one German tank managed to exit. Although my opponent admitted that he lost a feeling of time as he was crushing my defence. I think German players tend to forget their main objective but this is not the scenario design that should be blamed for.

My opponent lost 6 tanks:
- 2 were destroyed by mines
- 4 by my ATGs
In addition 3 got bogged or immobilised by mines
8 tanks were ready to exit with in 2-3 turns. 35+ turns would make a difference here

Despite of numerous penetrations my PTRDs haven’t scored even one single SPW kill. However they damaged quite a few. Artillery destroyed 2 SPW, tank hunter team another 1, and his own artillery (rockets) another 1.
Total: 4 SPW destroyed while another 5 got damaged/immobile by PTRDs, artillery, mines or simply got bogged

German casualties -122
Russian - 95

I felt that scenario is perfectly balanced while at the same time it gives the idea what that morning was like.

Both sides get their opportunities.
Russians can hit German infantry hard with their artillery.
I didn’t feel that there is a need for more ATGs for Russians. Mines and a couple of flank ambushes can easily destroy about 5 tanks. It’s just a matter of timing and setting a good place for ambushes.

On the other hand if Germans have tremendous firepower and enough rounds to use
area target to destroy Russian defence before it even starts firing. Another possibility is to outmanoeuvre all Russian defence or most of it by advancing at the edge of the right flank.

Excellent stuff. Looking forward to see more scenario packs (especially TCP/IP playable)
from JasonC. Next one we and my opponent decided to move one is Operation Uranus.
MAD RUSSIAN
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Post #8   6793 days, 14 hours, 34 minutes, 22 seconds ago        
Quote:
Originally posted by: jasonc:



Personally, vs. the AI I wipe out the Russian defense, but then I know the Russian defense, so...



Knowing the defense as the designer isn't all bad. Eek!

As long as it can be done, no matter how much knowledge you have, the scenario is legitimate as far as I'm concerned. Cool

A lot of gamers like the challenge of harder scenarios vs the AI. Big Grin

Good Hunting.

MR
JASONC
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Post #7   6794 days, 13 hours, 54 minutes, 40 seconds ago        

Meant to take the skirts off. I consider them overmodeled, make ATRs too ineffective. I'll see about pulling them from "Breakthrough".

Must say I don't have the problem with the 1.01 entry area you are reporting. Units arriving there will get pushed forward if you haven't moved the old guys out.

Personally, vs. the AI I wipe out the Russian defense, but then I know the Russian defense, so...
--------------------
DRESCHER
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Post #6   6794 days, 20 hours, 17 minutes, 31 seconds ago        
Actually, I already played 1.01. But The entry area is still too small IMO.
Or, alternatively, the germans arrive to crowded. When the 2 Pz IV plts arrived, one started to the right of the depression, on the other side. And, worse, all the HTs start in LOS of enemy AT-rifles, even when I tried to fast move all the tanks away from the reinforcement point.

On a not really related topic, the Pz IV Gs in the "1SSBreakthrough" scenario are all lates with SchĂĽrzen while here they are all without.
JASONC
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Post #5   6794 days, 21 hours, 52 minutes, 13 seconds ago        

Version 1.01 tweaked the German entry area, giving them a bit more low ground and a higher "berm" to shelter the SPWs and such. Advancing will still draw fire.

On balance suggestions, I've made a 1.02 that gives the Germans a little more time, and I've reduced the Russian scenario bonus considerably.

The bar I set initially when I set the high Russian VP bonus was to basically wipe out the Russian force and exit all of the vehicles, except those actually lost. With only a modest loss tolerance allowed to get a real victory. It would appear that bar is too high - what I can do to my own defense is clearly not a valid test.
--------------------
DRESCHER
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Post #4   6796 days, 4 hours, 15 minutes, 24 seconds ago        
OUTCOME:Total Defeat
STATISTICS:
Axis
Allied
Player Name:
Drescher
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
324
133
Tot. Casualties
82
96
Men KIA
20
32
Men Captured
2
Mortars Dest.
1
Guns Dest.
4
Pillboxes Dest.
Vehicles Dest.
11
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
1020
1463
Prisoners Taken:
26
Exited Troops:
-4468
Scenario Bonus:
3850
FINAL SCORE:
15%
85%

Hi Jason!

Good to see that you finally started making your own scenarios! Wink

It was a really nice scenario, lots of fun to play despite the crushing defeat. Overall I think I didnt do as badly as the scoring might imply, out of the 11 desroyed vehicles 8 were HTs, which were given up by their crews because of the heave AT-rifle fire.
I got 3 dead Pz IV, victims of AT-mines, which were removed in exchange by the pioneers. At the end of the game I had 13 tanks close to the map edge, ready to leave within the next 2-3 turns. Talk about bad timetables...
I would propose to make the game last 35+ turns.

Now for the details:
Turn 1 saw concentrated arty fire from all russian tubes on the tigers with the PGs, leading to immideate routs among them. As you can imagine, when the reinforcements arrived over the next turns, they also started in the middle of this barrage. While it was probably the most effective barrage Ive ever seen from the AI Big Grin I also had the feeling that this part needs a bit of reworking, like, as Shmavis already suggested, a covered entry area like some sort of lower ground.
When the Pz IVs arrived, the At-guns opened up, managing nothing at all but being taken out within 2 turns by hails of 75 and 88 fire. Great show! Actually, that was one of the most interesting things to see: Whenever my infantry discovered an enemy shooter, the tanks answered with deadly fire, leading to pinned and routed enemies. While this is SOP, seeing it done by not 2-3 tanks but a whole company is impressive.

I managed to make slow but steady progress. At the end, as mentioned already, my tanks were forming to leave the area, my infantry was located on a line leading from the left woods at the map edge diagonal to the big cover area in the center.

Some final notes:

Overall a great scenario, even vs the AI. Obviously, you are not here for the eye candy, the map looks quite empty, though the areas of soft groud are a great idea to help in the defense. I liked the way that I was forced to really employ combined arms, like tanks overwatching, infantry closing, pioneers clearing minefields. Maybe the best scenario Ive ever played in this regard.
Just keep em coming... Cool
SHMAVIS
Novice Tester

Member #2094
SUPPORTER
2011
2007
Joined: May 2005
Ratings: 1 / 0 / 0
Discussions: 22
Post #3   6797 days, 2 hours, 54 minutes, 2 seconds ago        
Alright. Before I make any suggestions, I'd like to mention that I didn't look at the map after I finished the scenario because I plan to replay it with a different route of advance.


************SPOILER***********

First, I think the Russians should have more AT guns. The few that they seemed to have were knocked out fairly quickly. I don't know if this will leave the 52(?) Guards Rifle Div. troops with an ahistorically high number or not.

Second, without knowing how many were placed on the map or where they were all placed, I believe the Russians need more AT mines around the strip of woods North of the Southwest wheatfield and the open ground between the Northwest trees and middle soft ground area. Only one of my panzers hit any mines. On a side note, fear of AT mines was what caused me to advance cautiously, costing me exit points. I suppose a more audacious pace would have produced better results.

Third, the area in which the German reinforcements arrive needs some cover. Maybe some scattered trees or a low rise around the road. Also, the reinforcement groups need a few turns between each one's arrival. It turned into a big jumble. It was a real hassle moving the lighter vehicles into the better cover of the wheatfield adjacent to the road, with vehicles being knocked out, panicked crews fast moving vehicles around, etc. I suppose the reinforcement markers could be move a bit to the West so they arrive in the wheatfield instead of the road. All of these should make the scenario more challenging for the German player in some ways, and less of a "turkey-shoot" for the Russian AT riflemen. I don't think this will detract from historical accuracy greatly, if at all. It was still a neat, little battle with lots of units to make the scenario fun.
SHMAVIS
Novice Tester

Member #2094
SUPPORTER
2011
2007
Joined: May 2005
Ratings: 1 / 0 / 0
Discussions: 22
Post #2   6797 days, 6 hours, 51 minutes, 6 seconds ago        
OUTCOME:Tactical Defeat
STATISTICS:
Axis
Allied
Player Name:
Shmavis
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
350
173
Tot. Casualties
56
58
Men KIA
17
14
Men Captured
Mortars Dest.
Guns Dest.
4
Pillboxes Dest.
Vehicles Dest.
12
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
786
1229
Prisoners Taken:
Exited Troops:
570
Scenario Bonus:
3850
FINAL SCORE:
35%
65%

*******SPOILER ALERT*********

Hello, Jason. First, I'll try to give as detailed an AAR as I can. Then, I'll give my suggestions.

I set the 3 Tigers in an echelon left formation, covering 12 to 3 o'clock basically, as I expected most of the enemy fire to come from that direction at first. I put the infantry in the wheatfield in the Southwest corner of the map. I had the two 105mm spotters plot their wide barrages on the strip of woods(barbed wire was spotted along it) just North of the wheatfield, with a few minutes delay between each. The 150mm spotter would hit the bit of woods in the Northeast corner of the map and the rocket spotter targetted the area of trees and soft ground to the Northwest of the road, with 10 and 15 minutes delay respectively.

The game started with a smoke barrage being called on the Tigers. Though vexing at first, it would greatly help the lighter vehicles that were due to arrive along the road shortly. I advanced the Tigers out of the smoke so they could provide better cover, hoping they wouldn't run over any mines or bog, which they didn't.

In the next few turns the Panzer IV's and mounted infantry arrived along the road. The Panzer IV's attracted AT gun fire from the North, East and Northwest, which was silenced completely after a couple of turns, but at the loss of two Panzer IV's. The dispersal and interval of the reinforcements made me have to scramble to get them into the better cover of the wheatfield. After the enemy smoke had dissipated, the SPW's suffered greatly from AT rifle fire. Those that weren't immobilized by the wet ground were mostly knocked out before they even reached the woods that I had the 105mm spotters target just North of the Southwest wheatfield. (This might have more to do with my ineptitude in handling halftracks than anything else. Heh.)

Keeping to the West of the road, I advanced on the woods from the wheatfield with my infantry and pioneers under the panzers' cover. Small arms fire gave the infantry a hard time. I had the panzers fire some smoke on the woods, which helped. The infantry encountered mines in the woods, but finally spotted enemy troops there. Machine gun fire was coming from the patch of trees in the Northwest corner of the map. About this time, the 150mm barrage was falling with no noticeable effect, but I hoped it was at least suppressing some troops.

I tried to swing the Tigers around to the left flank now that the lighter vehicles and infantry have better cover. Two got bogged along the way, one of which then became immobilized(Damn it!). While the infantry was busy in the woods, I had the Panzer IV's move around to the left(or West) of said woods, some of them bogged and became immobilized(Ugh). AT gun opens fire from Northwest trees. Luckily, the gun is spotted and destroyed by the Panzer IV's and single Tiger that had LOS before it could score a kill. AT mines immobilized a panzer while this was happening. Pioneers moved forward to clear the mines. Meanwhile, the rocket barrage had started to fall on the large area of trees and soft ground in the approximate center of the map. Again, there was no noticeable effect. More machine gun fire came from the Northwest trees. I had the panzers area fire on the trees to try to suppress the machine gun, which had yet to be spotted. This helped the pioneers reach the mines and clear them. Waiting for the mines to be cleared had cost me a few turns.

With time running out and my infantry struggling to advance past the mined strip of woods, I decided to take a risk and advance the Panzer IV's between the Northwest trees and the middle soft ground area. I guess I got lucky because they made it in good time. However, the Tigers didn't manage to exit to before the game's end. This cost me greatly, of course.

That's all for the review. I have an appointment now, but I'll be back with suggestions!

Later,

Shmavis
JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
Post #1   6802 days, 17 hours, 30 minutes, 50 seconds ago        
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