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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.
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Ideal for a QB ME
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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.

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http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
This is part of a series of maps on the so-called Ladoga
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Scenario discussion area for 1SS at Jakowlewo

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JASONC
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Post #15   5386 days, 21 hours, 55 minutes, 3 seconds ago        

Thanks for the report, and glad you enjoyed it and did so well. Humans are less forgiving about opening up with hidden guns without a good kill chance, than the AI, but that's fine.

I do also notice 6 destroyed vehicles. Not a complete cakewalk, then? :-)
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TIGERIVAN
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Post #14   5388 days, 26 minutes, 18 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
tigerivan
.AIi
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
161
133
Tot. Casualties
28
126
Men KIA
7
36
Men Captured
1
Mortars Dest.
2
Guns Dest.
6
Pillboxes Dest.
Vehicles Dest.
6
5
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
500
100
Enemy Casualties:
1291
541
Prisoners Taken:
8
Exited Troops:
Scenario Bonus:
FINAL SCORE:
74%
26%

I moved the Tiger tank forward to draw the fire from the AT guns and take them out.With some aid from one platoon of panzer IV the T 34 were also disposed off.
After that the whole force moved forward and crushed the red army infantry.Easy. Smile
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JASONC
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Post #13   6161 days, 14 hours, 1 minute, 30 seconds ago        

They were all Grilles in 1SS. With the Pz Gdr regiments.

No, the only indirect they could possibly scare up, as deep as they were, would be the SP battalion of div arty, if it were right up with them and still had any ammo in the tracks - which is most doubtful that late in the day. Plus the 81mm tracks of the SPWed battalion working with the panzer regiment. There is a reason the gun front stopped them - they didn't really have full combined arms working that deep into the day's effort.

I think more time, or a bit more Pz Gdrs (one platoon in tank rider form, say), are the only balance items I'd add to the German side. Not arty.
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JDR DRAGOON
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Post #12   6161 days, 16 hours, 58 minutes, 39 seconds ago        
Hmm, perhaps some regimental 150mm infantry guns firing indirect then? (The 2 Tube 150mm spotter in the artillery menu)? Or did they lag behind along with the Pz.Art. ?
JASONC
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Post #11   6161 days, 19 hours, 17 minutes, 58 seconds ago        

Not really mongo enough.

1SS was 20 kilometers into the Russian defense by the time of the last depicted fight. The maximum range of a German 150mm howitzer is only 13 km, and they definitely need some of that on the German side of the line to stay safely out of LOS and action etc.

There was a single battery of 10 cm Kanone for counterbattery work in the division, but again 16.5 km maximum range and meant to be used against Russian artillery anyway.

As corps level artillery, they have large numbers of nebelwerfer, which were used in the opening bombardment, but those are very limited range. Also a couple battalions of motorized 105mm howitzers, but nothing there the divisions didn't have themselves.

There was a single battery of 150mm guns in the sector of the front, 4 pieces total, from the 731st heavy artillery. Those had 24 km range, but were well behind the front and again firing counterbattery.

The armor group expected to get artillery support from the Hummel and Wespe battalion, meant to be able to keep up. But they would have been held up by the continuing fight for Bykovka. The whole thing was an armored stab out at the end of a long salient, not a set piece from an all arms divisional start line, by then.

Air would be more reasonable that deep in the penetration, in the sense that both sides were quite active there and the Germans report getting excellent support. But it was quite late in the day for it by the time of the Jakowlewo fight. Dusk was falling - the contact with the Russian gun front came at 2000 hours. Rather late in the day for air support.
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JDR DRAGOON
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Post #10   6162 days, 7 hours, 52 minutes, 5 seconds ago        
RE: Balancing issues.

Surely some of the bigger Korps gun could possibly have supported due to their mongo range (170mm, 100mm, 150mm etc.). Perhaps a single spotter for long range Korps artillery would do the trick?

A plane of some type might also be an idea, thought pretty hard for the player to control.
JASONC
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Post #9   6162 days, 9 hours, 7 minutes, 32 seconds ago        

Great detail in the AAR, thanks.

Frankly I think this last one may well have balance issues, but pro Russian ones, head to head.

Clearly the German commander outplayed the Russian in your outing, yet he ended with a 60-40 minor. I say well done.

The Russians have to focus on attrition throughout the whole scenario package to pull out wins. Meaning, hit things they can kill, fully knowing they will trade off to the replies even when it works. And meaning, aim at the weaker parts of the German force, to wear them down and strain the ammo depth and engagement time and LOS footprint, of the nasty remainder.

I don't think 1 Panzer IV and a halftrack for the T-34s is such a bad trade in the last one. Not perfect, but OK.

I also don't think 2 guns for a Panzer IV is a bad trade - that is still making 50% over the point values, which is what a defender needs to average.

(Good German play wants to use the 81mm halftrack to kill guns, rather than to clear infantry from woods interiors. But if a flock of Panzers gets the gun within a minute of its opening fire, not needed I suppose.)

To actually win as the Russians, though, you have to hurt the weaker infantry and light armor "legs" of the German force at some point. Wearing out their Panzer IV numbers can help set that up, but so can just making full use of all the infantry killing firepower in the Russian force.

T-34s have a lot of HE, if they can keyhole well enough to use it. Their keyholing to aim at the leading German infantry, while avoiding the overwatch armor, can be used to draw German tanks forward to get LOS. Draw them past 76mm guns, and open on leaders. T-70s want to do the same to light armor. In both cases, the role as bait is at least as important as the direct threat to the weaker German unit types. The T-34s are also valuable enough that the Russians have a key decision whether to simply exit them later in the game (after spending much of it skulking and keyholing and baiting etc). Doing so can deprive the Germans of 300 VPs. Nowhere is it written that Russian armor must charge suicidally - it is best used behind cover to threaten leading units only.

The FOs and stealthy long range MGs and mortars firing from defilade, can make the limited German infantry's life quite hard, without giving the tanks much to shoot back at. Then squads wait for point blank range to trade off whatever can get through all that - even if the overwatch kills them. The ideal goal is to force tanks to come forward without scouting help - if they don't you stop them by killing the infantry, if they do them tank hunters (and in earlier games, pioneers) get their chances.

In the earlier fights similar themes apply. Killing Panzer IVs with 76mm weapons (towed and T-34) for VPs and to reduce the German firepower, and brawling with their infantry. Obstacles and bogging also play a role in the earlier scenarios.

Changes I've considered to the last scenario are (1) providing the Germans another Panzer grenadier platoon (2) giving them more space between arrival location and likely initial LOS, and (3) giving them 5 more minutes.

As for the comment about obstacles, it is accurate. The Russians were making a new scratch line with the army level second echelon by the afternoon of the first day. The first was thoroughly penetrated. But they were able to do so - plenty of reserve ATG formations and modest amounts of armor, as an AT net to protect fresh rifle forces.

Another theme of the last is meant to be that the Germans have outrun their artillery support, while Russian artillery fire can converge on the German spearpoints from all directions. Sounds like it got quite a few vehicles in your outing.




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JDR DRAGOON
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Post #8   6162 days, 11 hours, 40 minutes, 21 seconds ago        
Here are my answers and observations:

I agree on the map. Not that it gave you any decisive advantages, since most of my force was behind armor plating ;-). Most of my reinforcements still arrived out of LOS, so you being able to see far didn´t really matter all that much to me in the end.

As for the AT guns underperforming, well that is pretty much an "own goal". The times your guns waited for perfect sideshots they managed to kill what they aimed at. The times they didn´t they predictably died for little return. As for the artillery, it works best against infantry. and as you might have noticed, I didn´t really have a lot of that (1 strong PzG plt. in HTs and 2 weak "Recon" platoons (1 in HTs)). The 122mm still managed to Gun damage a MK III and force a MK IV to abandon by getting an immobilization followed by Gun Damage. Both vehicles had expended most of their shells though so the loss was bearable. The artillery also managed to Gun damage the platoon leaders HT and immob. another HT in the PzG. platoon. Pretty annoying, but the HTs had done most of what was required by them at that point anyway (getting the infantry to where it was needed).

As for the Tiger, it was perfectly nasty, but it can´t win the game on it´s own. If the rest of the tanks get knocked out the "Tigger" can´t shoot the german infantry onto the objectives by itself.

My plan was sort of a "tocuh and go" affair, since I didn´t really know how much stuff I would get apart from the units already on board (Tiger, Pioneers, MK IV ptn. MK III section). I also didn´t know when or where the rest of my forces were going to show up. what I was most afraid of was a "defeat in detail", where each small element of my force would be vulnerable to being knocked out in turn. I was also feeling a little bit anxious about the lack of artillery (all I got was the mortar HT) and the paucity of infantry (2 full platoons plus heavy weapons all told. Less than you got!). This meant that I had to "lean" on my tanks to do most of the heavy lifting and fighting, with everybody else playing second fiddle. I was also a bit worried about mines (only 1 squad of engineers) but luckily that particular problem didn´t manifest itself.

With that squared away, I settled for feeling my way forward with the Tiger (supported by the MK IIIs and pioneers) up the road, with the MK IV platoon driving forward to an initial overwatch position on the hill on my right flank near the setup zone. The arriving reinforcements would then move up and take over the overwatch positions, leaving my initial vehicles free to advance. My original plan was to push up the road in the centre and down the right flank, since those routes seemed to promise the most open terrain for my tanks (which was an issue since I didn´t have the infantry to clear every last bush on the map). As my reinforcements began to arrive, I started to push my initial force forwards in order to get ID´s on your positions when and if they opened up. The "light armor part" of the force (The plt. of armored cars plus the HT recon dudes) were initially held in reserve untill I was sure your AT net had been suitably mangled (paying particular attention to any pesky ATRs). I then sent them out on my left flank and down along the table edge in order to put you in a crossfire and scarf up the victory flags there. this worked out as planned, only losing one AC and some of the infantry in the end (ACs and HTs will readily dominate infantry with their mungo number of machineguns and light cannon)

Once my intital force had neared the intital string of objectives under the cover of their mates, the infantry was sent forward in order to force your men to reveal their positions. In order to accomplish this speedily, the HT PzGs had to do a bit of "razzle dazzle" in order to get the men forward in time (I only had 35 turns remember). I still cose to prudently disembark them about 250 meters short of their objective (outside effective small arms range). Under the cover of smoke they raced down my right flank behind the tanks, only losing a few men to ATRs (4 all told I believe, including crewmen) with 2 of the HTs sustaining damage. Unfortunately the disembarkation point then got hit by an accurate artillery barrage, that killed half a squad, immobilized a HT and gundamaged another. As they tried to avoid the barrage another HT was taken out by a lurking T34, which had hoved into view along with 2 mates. Accurate overwtach fire from the MK Ivs at the back dealt with 2 of those though and the sole survivor skulked out of view again. The men then pressed on, eluded the artillery killing zone and then began to police up the mortars and ATRs guarding this flank.

In the center things was also going almost according to plan, although the lack of infantry here (1 squad of engineers and 2 of Recon infantry) also counted against me. As soon as your positions (mostly mortars and MGs) opened up on them they were neutralized in turn just as planned without any noticeble losses on my side, so I was happy. again the infantry (supported by the tanks) could start on policing up the support wepons (ATRs and mortars) covering the central objectives.

This work was intermittantly interrupted by your AT guns, which opened up singly at targets of opprtunity. Sometimes this cost me a tank (2 in one rare instance where a keyholed 45mm got "hot" but overall I was able to deal with the guns in a satisfying manner. Overall the exchange rate was you losing 2 guns for each tank knocked out. Losses I can live with and you can´t ;-).

Things went to plan, and I had about ½ of the objectives secured around midgame and prepared to make a bid for half of the remainder (I had already given up on taking all objectives, since I simply didn´t have enough infantry to take and hold them all). It then started to go a bit awry. My infantry in the center took fire from a position that later turned out to contain an entire platoons worth of infantry. The reduction of this strongpoint essentially sucked up my remaining infantry in the center plus the recon infantry from the left "hook" who had loped inwards to help. They were also ragged out a bit by more artillery (spread out pretty widely though so few casualties), which also reduced the firepower of the supporting tanks by gun damaging one and forcing another to abandon by a combination of immob. and gun damage. As my infantry tried to approach this reoubt they were also rebuffed by a keyholed MG firing from your backline, which caused a humber of casualties. My ACs and HTs supported the assault on this position with MG fire from the right. You then tried to use your T70s to drive them away, which succeded (Acs and HTs are no match for tanks. Even crappy tanks like the T70). Unfortunately one of my supporting MK IVs merely had to hunt 50 meters forward to establish LOS and took out both. At games end the situation was still in dispute as regards this position, with both sides infantry ragged out and the V-flag belonging to no-one. On the right flank, the T34 who had knocked out the HT managed to get the drop on a cresting MK IV, but the Tiger repaid him in kind. Your guns managed to knock out 1 more IV but then the show was definitely over, as the Tiger and the overwatching IVs massacred the rest of the guns. Unfortunately I lost my mortar HT in the process, due to it being caught repositioning, but since it had already used most of it´s ammo and took the bullet instead of a "real" tank, I was not too unhappy. The game then ended with me in possession of 7 out of 10 objecives, having given better than I got. This was enough to secure a narrow win.

I think the balance of the game was overall OK. The german player (still) has a lot of panzers swanning about, but not as many as in the initital scenarios and has been forced to make up the numbers by including "inferior" MK IIIs and armored cars in the main assault force. Combined arms in beginning to break down this late in the day, with little infantry and almost no artillery present. This forces the german player to lean almost exclusively on his armor. Take the tanks out of the equation and the german player has no chance of winning (unlike in the Bykovka scenario where the german infantry was the "pace setter"). Of course the tought question is: How do you accomplish taking out 9 MK IVs, 2 MK IIIs and a "Tigger" (12 critters all told)? I was also a bit surprised by the lack of soviet engineering works (mines, trenches, wire) but rationalized that this was because this battle represented a soviet effort to pull the handbrake in order to give time to set up more defences further back during the night, since the SS panzer Korps (as the only german unit on the first day of Citadelle) had breezed through the front line division like shit through a goose.

From my side of the table, the lack of infantry and arty was annoying but not crippling. It did mean I had to put the tanks on point and in harms way a lot, but they are built for that and can take it (most of the time anyway). My main problem was dealing with infantry skulking inside woods (I had no artillery to stonk them with apart from the single 81mm which is a bit anaemic for this kind of work and the tanks guns don´t reach inside the wood parcels proper), but luckily I only encountered one such position very late in the game. Apart from this, my "plan" (if you can all it that...) worked pretty much as advertised. I also had a distinct lack of infantry heavy weapons, so I was forced to lean a lot on the HTs for MG suppression MG support. If you had savaged my light armour more I wuld have had to o without that support.

Taken the above in to consideration, I think there was a lot of things you could have done differently. First of all was the need to seperate the infantry from the tanks (more important here, since I don´t have much inf. to begin with). You only sort of managed this. My infantry took losses but still came on and in turn your forward deployed support weapons (4 mortars and 2 MGs) were knocked out. This suggest to me that you would have been better served by deploying even more of your supporting weapons at the ridge at the back of your end of the map. Notice that your most succesful machinegun both managed to kill ½ a squad of germans AND survive the game due to being deployed at the back where fewer of my anks could see it! Instead you should have deployed your infantry platoons closer to the action. Using the company HQ and lending it a couple of squads you could have covered up to 4 wood parcels with infantry, firing from the edge at first but then skulking into the interior. As it was, I only had to face one platoon of infanry (the remainder shot up a few bailing crewmen and held on to the two rearmost objectives, but this job could have been equavlly well done by support weapons alone). Imagibe how the ame could have gone if my infantry had been "shagged" out by the halfway point trying to fight your infantry 1:1 inside woods where the tanks can´t help out much? On top of this you deploying your mortars in the first line of defence meant that they were almost instantly spotted and got knocked out promptly. Again, might they not have supported equavally effectively from the back ridge, while the larger infantry sqauds (who can´t be knocked out of the game by one shell!) shouldered the brunt of the fighting up front (The same goes for the MGs). You also emplaced your mortars for direct fire, which is a sure way to get them killed, especially if you deploy them in the front line. If you insist in deploying them up front, you should at least have deployed them hidden and only fired them indirectly through a HQ "spotter".

As for your AT allocation and fireplan, it frankly sucked. You only opened fire with one vun at a time and managed a lacklustre rate of exchange (2 guns for each tanks). if your 45mm gun hadn´t gone all Gung Ho you would only have gotten a 1:6 rate of exchange!). This to me suggests a lack of concentration of assets. Your guns were spread out in "penny packets" of 2 each, that failed to support each other by interlocking their fields of fire. This is especially noticeable with the two rearmost 76mm guns, that simply couldn´t fire untill my tanks began to crest the rearmost hill during the latter part of the game (and by that time the rest of your AT defence was dead anyway). Instead I would have concentrated all guns in the forward positions. The goal here is to open fire in a single "mad minute" of fire, ideally at the same time that the T34s and the T70s hunt into LOS of the german armour. The goal here is to give the german player more argets than he can handle (the idela being 6 guns and 5 tanks plus a host of ATRs, almost as many AT assets as the Kraut has tanks), and is especially effective if you can manage to catch only a pary of the german tank force with the initial barrage, forcing the remnants to duel at a disadvantage in numbers (tough but possible if the Tiger lives) or skulk out of sight, thereby effectively forfeiting the game. With luck, guts and a careless german player you might even have managed to wipe out the initial 6 german tanks on the field before the rest had managed to show up (the 5 of them die to vanilla 76mm guns and if you can get 5-6 76mm guns firing continually on him, the Tiger will eventually die to "hailfire"), but even if you have to settle for opening up at a slight disadvantage, this single "mad minute" of concontrated AT gun fire can still cause immense damage. Even if you only manage to trade off, you should still be able to kill one ank for each gun lost on average. If this had been the case, my attack would have stalled due to a lack of vehicles, and I would have been forced to lean more on my light armor than I did, which is much more vulnerable to the effects of your weapons. As it was, your strongest AT guns simply didn´t manage to pull their weight, which likely cost you the game. As for the infantry AT stuff, the ATRs killed some crew and passengers on the HTs both were swiftly silenced in turn by the advancing infantry and tanks who had advanced close enough to get a spot. As for the THs, I was able to lead my advance in the heavy terrain with infantry and killed the single team I encountered with little trouble. How different this might have been if you had been able to seperate my infantry from the tanks ;-)

Your tank handling was also so-so. You kept your T34s skulking on a reverse slope, which worked well enough (and eventually netted you a cresting MK IV) but apart from this 2 out of 3 T34s died without doing anything useful. Again, using them in concert with the At guns would probably have been better. Instead you lost 2 out of 3 to overwatching MK Ivs at 800 meters, netting only a single halftrack in return for 2 T34s. Later you got the aforementioned MK IV, but it still meant that you lost 3 T34s for each MK IV I lost in return. As for the T70s, trying to use them to scare off and kill my light armor was a good plan. Unfortunately one of my MK Ivs merely had to move a bit forward in order to establish LOS. Nothing wrong with the concept though and if you had managed to kill more of my MK IVs to begin with, it would probably have worked ;-)

Overall, I think this scenariopack makes a good representation of the "meat grinder" nature of the fighting at Kursk, both by showing how the germans were gradually worn down, but also by showing the enormous number of assets the soviets had to use in order to accomplish this. A for the Tigers, well tough beans, but they were an important part of the SS´s spearhead. besides, of the 6 (3 in the 2nd, 2 in th 3rd and 1 in the 5th scenario) Tigers that appeared, you still managed to knock out 1/3 (2). Not too shabby ;-)
JDR DRAGOON
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Post #7   6162 days, 11 hours, 41 minutes, 52 seconds ago        
OUTCOME:Minor Victory
STATISTICS:
Axis
Allied
Player Name:
Me
Him
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
134
139
Tot. Casualties
53
120
Men KIA
14
29
Men Captured
0
1
Mortars Dest.
0
4
Guns Dest.
0
6
Pillboxes Dest.
0
0
Vehicles Dest.
8
5
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
700
200
Enemy Casualties:
1431
1226
Prisoners Taken:
8
0
Exited Troops:
0
0
Scenario Bonus:
0
0
FINAL SCORE:
60%
40%

Played the game PBEM with human opponent. Here are the observations of my opponent:

I like the map, as it clearly gave me the advantage. I had clear LOS on my left side stretching up to your deployment zones.

Lack of AT firepower again led to my downfall. 2 X 45mm atgs achieved 2 Pz IV Kos...but that was on a very lucky turn.

Out of 4 x 76mm atg, I killed 1 x PzIV and 1 x 251/2 HT. Blah! My AT guns underperformed...again.

My artillery spotters (4 x 122mm) were also a major disappointment. Between the four, I achieved less than 20 enemy casualties! Pathetic. Did seem to do a relatively good job of slowing your advance, though.

I too thought it looked bleak, and in my favor...but then your infantry, which were well concealed, kept popping up everywhere...not to mention the seemingly endless amount of tanks you keep fielding. I think I did a great job of delaying the bulk of your forces with just a thin front line. It seemed to have took you until about turn 20-25 just to secure the first set of flags.

The T70s were an attempt to engage the ACs and HTs on my right flank...my LOS estimation proved wrong, and the PzIVs you had near the center were able to pick them off easily. In retrospect, I probably shouldve kept them in reserve longer.

Your Tiger (goddamn that thing!) played the role of the mobile bunker, destroying all in its path. I see it took out 4 of my guns (3/4 of my 76mm guns!). And it was still decently loaded with ammo by the end of the battle.


It was frustrating as hell at times (again, lack of AT firepower, lack of armor), but it was definitely fun! However, if Im to go up against Tigers or Panthers in the future, I definitely will require a scenario which provides me with adequate firepower (T34-85s, IS series tanks, 122/152mm SPs...and/or air support!). Possibly a meeting engagement of Allied assault. I dont want to be sitting and waiting for long periods of time again. I think you had about 12 Tigers fielded over the 5 scenarios...I managed to KO just two of them, and immobilize one, IIRC. Ouch!

FIGO
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Post #6   6737 days, 13 hours, 3 minutes, 39 seconds ago        
I played this H2H as the German commander and it was indeed a short fight.
While this may indeed be a historical scenario, I feel that to make it 'enjoyable' to both parties the Germans need some help...maybe more infantry or artillery. Preferably both...

I agree with Lars, it is probably better suited to vs AI play then H2H as is currently...

Mapwork is well done!

Thanks.

--------------------
Figo

"A democracy is nothing more than mob rule, where fifty-one percent of the people may take away the rights of the other forty-nine" -Thomas Jefferson
LARS107
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Post #5   6739 days, 4 hours, 21 minutes, 48 seconds ago        
I played this one against a human opponent with the sovjet forces under my command.

The battle story is very short. During the first 15 turns I only used the ATRs to destroy a few of the lighter vehicles. After those 15 turns the enemy tanks had advanced close to my lines. Thus I opened fire with all my guns. Within two turns nearly all of the german armor was destroyed while only one Allied gun was destroyed. The only remaining german tank was the Tiger which was in a observer position. With only one tank and a few infantry units left my opponent decided to surrender.

In my opinion the battle should not be recommened for two players since I see no way how the german player could win this scenario. As a Human Axis vs AI Allied scenario it might work quite well.

Apart from that the scenario recreates the Russian Pak front very well.

Lars
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SPRINGEL
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Post #4   6753 days, 5 hours, 12 minutes, 5 seconds ago        
We played this one, finishing the series.

The Germans suffered a major defeat.

By the time the Soviet 76mm guns were silenced there were no mobile German tanks left.

My opponent is not experienced and all these scenario's were too much of a challenge for him - in this scenario he drove his Tiger over rocky ground and it immobilized.

But I made the error of putting my artillery reinforcements in the two story building which the Germans skillfully preemtively leveled.

I think it is very difficult even for a good German player.

Great battles though.
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Erik Springelkamp
http://springelkamp.nl/
JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
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Post #3   6794 days, 22 hours, 52 minutes, 14 seconds ago        

I strongly disagree that a map 1200m on a side is too small for a fight like this. Advancing into a PAK front that holds its fire until multiple targets are in LOS may not be fun, but that is exactly what happened to 1SS at Jakowlewo and it is what stopped the division that day.

That said, I do appreciate that the player must have command of his forces before LOS. Most arrivals did come in out of LOS - in low ground - if the German player kept them moving, but it was easy enough to overstack the entry area and have some appear too far forward. And the schedule was tight. One reinforcement that had 5 vehicles was also too large and could cause such problems, particularly if the Germans hadn't already engaged and reduced fire etc.

So I've tweaked the German entry area in a version 1.01, I've split the largest reinforcement, and staggered the times by 2 minutes minimum. So there should be less instant danger.

The basic situation remains - the Tiger led platoon (balance IIIs) can be put wherever, as can the lead Pz IV platoon. The Panzer Recon guys arrive along the road, some on Pz IVs the rest with their recon vehicles. The Panzergrenadiers arrive on the right, again with some Pz IVs, and including their weapon section and mortar carrier.

Both have "berms" in front of them, and can remain unengaged behind them if they desire. But advancing across them means entering the LOS of the Russian PAK front. The Tiger can withstand those but can't exactly charge the position alone, and they won't unmask to shoot at it anyway. So somebody is going to get shot at by hidden ATGs, any way you slice it. That is not something to be corrected through a larger map, it is the intended (difficult) historical task.

I would be interested in your report on 1.01 and how much it addresses your concerns.

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RUNYAN99
Member

Member #505
Joined: Nov 2003
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Post #2   6796 days, 18 hours, 9 minutes, 11 seconds ago        
I tried this as the Germans versus the AI.

The map is too small.

If you are depicting an engegement between tanks and guns that can easily take place from 800-1100 meters, the map needs to be 4 times that size to be interesting. My reinforcements that came on the map were immediately under fire. I had no opportunity to maneuver them at all. You've got to give the player the opportunity to move to contact on his own terms, otherwise there is no point in playing. I'm just watching units shoot at each other.
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JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
Post #1   6802 days, 17 hours, 32 minutes, 50 seconds ago        
Scenario discussion area for 1SS at Jakowlewo
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