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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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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
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Scenario discussion area for Prokhorovka Prelude

NAME MESSAGE
TIGERIVAN
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Post #62   5253 days, 11 hours, 29 minutes, 53 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
tigerivan
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
1048
239
Tot. Casualties
205
846
Men KIA
80
359
Men Captured
Mortars Dest.
8
Guns Dest.
2
16
Pillboxes Dest.
Vehicles Dest.
36
45
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
%
%

In the first battle hill 252,2 and the flag behind it were attacked from the flank by SturmgeschĂĽtze and panzergrenadiere covered by a thick smoke screen;Both flags were taken.
At the beginning of the second battle counterattacking red army tanks appeared in thje jaws of my tigers and were swiftly destroyed. Big Grin
Another counterattack on the left was also dealt with by tigers.
The counterattacking infantry was annihilated by tanks and artillery.At the end of the batle both flags were firme rin my hands.
At the beginning of the third battle counterattacking red army tanks appeared on my right and were killed by tigertanks and AT guns which had been brought forward.
My tanks then moved forward and took out remaining red army AT guns.Together with panzergrenadiere they then took the next two flags. Big Grin
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TIGERIVAN
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Post #61   5264 days, 9 hours, 33 minutes, 30 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
tigerivan
AI
Experience Bonus:
0
+1
Play Balance:
0
0
Men OK
1095
597
Tot. Casualties
187
541
Men KIA
74
222
Men Captured
Mortars Dest.
Guns Dest.
1
9
Pillboxes Dest.
Vehicles Dest.
30
39
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
%
%

First attempt was a minor defeat.After the first battle you more or less control the hill.Moving your infantry to the front of the hill is suicide in viw of the heavy fire.
The next two battles you spend your time beating off counterattacks by tanks and infantry.Moving your tanks towards the second flag is difficult in view of the flank threat from the left. Quiet
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MAD RUSSIAN
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Post #60   6301 days, 57 minutes, 41 seconds ago        
OUTCOME:Tactical Defeat
STATISTICS:
Axis
Allied
Player Name:
Stoffel
MR
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
741
157
Tot. Casualties
486
938
Men KIA
232
496
Men Captured
1
5
Mortars Dest.
10
Guns Dest.
1
16
Pillboxes Dest.
Vehicles Dest.
54
37
Aircraft Dest.
1
POINTS:
Axis
Allied
Flags Held:
1100
300
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
%
%

Here is the final score.

My thoughts have been posted before this end of battle result. In summary they are:

1) Too many Germans. Reduce them down by at least 10% to make this a fight. I would take 1 Tiger out and maybe 2 for play balance issues.

Henk did an excellent job attacking. I feel that if the German forces are reduced, they will need more time to find the soft spots in the defense, as two German players have now commented on.

2) Give the Soviets TRP's for every battle. Possibly more large caliber guns. If you reduce the Germans I might not make this change.

3) Airpower needs to favor the Soviets. I know Henk doesn't like seeing his units hit with airpower but the Soviets were dominant in this battle. Not totally dominant but definately flew way more missions.

4) Given the way that the map is cocked I don't think this can be made a vs the AI scenario. The AI had about half my men outside their trenches and foxholes at the setup stage for each new battle. If that happens with the computer there will be no fixing it like I could.

5) Fixing the AT Trench before we started made this a better scenario than it would have been otherwise. Good going on your part.

This was different. I can't say as I enjoyed it but then I think sitting here and having to watch the decisions I made turns ago play out is very accurate for a commander on the defense. So, while I don't recommend it from the Soviet side it was interesting to play an accurate representation of a defending commander.

The end of game file is in your mailbox. Take a look at what you've done!!

Good Hunting.

MR
STOFFEL
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Post #59   6302 days, 4 hours, 12 minutes, 6 seconds ago        
The heroic battle for the statefarm at Prokhorovka has ended.
With a tactical victory for the germans.

This victory wasnt a walkover though,the russians fought hard and brave but the superior German tanks gave the edge!

How did I accomplish my mission.
First by thoroughly reading the intel,the briefing and the orders.
Than by judging terrain,strong decisive points/values and weaknesses of my units and those of the enemy.
Creating the map into 3 parts (along with the battles)devided by phaselines,each battle taskforce with its own seperate orders and priorities.

SPOILER:
Battle 1.
Main task in battle 1 was reaching the road running diagonal along the maps corbners close to hill 252.
From there recon efforts had to probe the defenses behind that position.
Devided the taskforce into 3 groups with 2 battle groups and a supportgroup.
AT defenses (paks,marders)set up behind the mainline.
Stugs covered the flanks of the battlegroups.
I expected several obstacles,mines and heavy resistance....
Nothing from that all happened and I made it to the first phaseline with about no casualties.

Battle 2.
Recon showed some guns and armor hidden at the farm,also AT-guns and mg teams at hill 252.1.
Main task of the battlegroups was to clean up the hill and advance towards the AT ditch.
Both tasks were done ,however I met far more resistance and ost several tanks to aircraft and a lot of my halftracks to ATR and gun fire.
My tigers proved very usefull in suppressing all enemy resistance.
Nevertheless my objectives were taken and during battle 2 my AT defenses and artillery units moved up towards covering positions watching the farm area.

Battle 3.
Task in that battle was taking the 3 VLs at the farm area,and if possible the 4th one too.
Now my infantry had to take part in the fighting too,supported by the MKIV's and backed up by the tigers and marders.
Pre-usage of my artillery assets should pave the way for them.
Left task force had the task to kill everything coming out of the woods,(they killed all KVs there,7)their infantry crossed the ditch.
Rightflank task force had to advance towards the VLs in front of them and take over the trenches near it.
Fighting was hard ,losses heavy,tanks ,halftracks and even a tiger by a lucky airstrike.
Tough vicious fighting,still my infantry managed to advance every turn driving the russians back.
Russian counterattacks by T34s were beaten back by my tigers,a bold daring move by the russians was met by even bolder behaviour,in stead of retreating my tiger, I drove straight to the T34s killing them at will.
The Pak front(stugs,marders and paks) took out every other tank that came out of the woods.
At the end I got a bit reckless and lost several MK IIIs.
However I managed to take 3 of the 4 remaining VLs.

Conclusion:
Tactical victory for the Germans.

Problems,improvements:

Most of the things we encountered are allready described in this section.

Overall:
It was a very good and tough fight with a very tough opponent.
A perfect example of how our operation rules can work too.
Thanks to MR for the resistance and to PZTWT for creating this battle.
The end result should prove to be even better now.

Henk
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STOFFEL
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Post #58   6305 days, 6 hours, 8 minutes, 57 seconds ago        
Only thing I know is that in Soldiers of death(3rd SS div) a stuka pilot desrcibes how he and his mates shot up several columns of T34s.
furthermore the SS divisions log report in the book said that the Totenkopf unit broke through the last lines after a series of brutal fights through extensive minefields bunkers and trenches.
I had a map once which showed some lines of minefields around the village but I dont have that anymore.
I think MR is right in his statement about airsupport in a way but I dont think either side should get the upperhand.
Overall the number of german aaa is a bit too low as well,mainly lacking quad 20 mm guns.


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War and Tactics: ## WaT ##
PZTWT
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Post #57   6305 days, 6 hours, 26 minutes, 46 seconds ago        
Stoffel, MR, excellent feedback so far - thank you both so much.

MR - the original inspiration for this battle came from the copy of the map that 'fell' into my hands - when you get a map as accurate, small-scale and from exactly the right timeframe it just screams 'make me a battle'. So starting with the map, I had to find the info about the actual fighting. Unsurprisingly, the Glantz book about Kursk was the starting point and provided the initial detail for the operation. My uber-nemesis Mr Yormsha then supplied me with a ton of extra information from a plethora of different sources (some of which are credited in the briefing notes, I believe) and finally there was the Internet (most notably the RKKA website which I'm sure you're familiar with).

However, no amount of information is ever wholly conclusive and there is always room for more research. I would love to see whatever further info you might have access to and would really appreciate a summary of your suggested changes and the reasons for making them. I know this operation still has some flaws (the TRP issue, balance, air support, lack of interest for the Soviet player - I could go on, but you get the idea :-) ) but given that I had an excellent map to start with, I wanted to make the most accurate representation of the fighting that I could - anything you and Stoffel can recommend will be gratefully received.

Stoffel - obviously all of the above also applies to you too. Additionally, do you have any evidence of the minefields and air support that would help?
--------------------
STOFFEL
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Post #56   6305 days, 6 hours, 46 minutes, 7 seconds ago        
From what I know,there should have been more mines too.
Extensive lines of trenches and bunkers.
I only saw some ap mine fields.
Regarding airpower,the Germans killed almost a whole brigade T34 from 5th tank army when they were heading to Prokhorowka.
Mainly with the ATgun armed stuka.
That counterattack came after the SS units had broken through the lines.
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MAD RUSSIAN
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Post #55   6305 days, 10 hours, 30 minutes, 11 seconds ago        
Quote:
Originally posted by: stoffel:


.......I think victory will be mine soon.




We are now at turn 56 of a scheduled 60 turn game. If victory is going to be yours it will have to be soon.

So much for added turns to the operation. This is coming right down to the wire.

This has been very interesting as a designer and my fairly rare sojourn into the area of operations. I have no idea how well this would preform as a vs the AI game. My first impression is not well historically. I believe the computer would reset the fortifications like trenches, wire, mines to new locations at the beginning of each new battle.

That would destroy most of the historcial value of the op. As a H2H game there is little for the Soviet player to do. There is a tank battle somewhere in here that he will lose but will at most take up 20 turns and my instincts tell me far less than that with the Germans having 4 Tigers that the Soviets have no way of countering.

I would think that there should be some large caliber Soviet guns in this fight. Do you have enough information on this battle to decide if there shouldn't be more Soviet artillery and larger calibers? I have some books on Kursk and could possibly do some research in that area for you as well. The Soviet player firing defensive artillery fire salvos and the Germans having to fight through them are missing. Not every Kursk battle has that though and this may be one that doesn't. IF it does that would increase the intensity of op and the Soviet players active role.

From where I sit the German has too much of everything. He has no question of winning this battle against the Soviets. I see that the scenario is just a matter of traffic control and putting his people in the places he wants them before the clock runs out. The Germans are still coming out of the woodwork. So if the real fight was infact in doubt you either have too many Germans or not enough Soviets. My gut feeling, at this moment, is way too many Germans.

While Henk complained about his lack of air support and my getting it if this was my scenario there would be 3 times more Soviet airpower in this. I would have the Germans start with it in battle one. Both sides get it in battle two and the Soviets getting it in battle three. UNLESS you have a battle record that shows exactly when the airstrikes were made in regards to how you have your operation set up to reflect the time period of the original battle.

One of the things the Germans had to undergo at Kursk was Soviet airpower and lot's of it.

There seems to be too little infantry for the Soviets here too. I was hoping not to have to say that since I have about a 1000 units on the map now.

This is one of those historically based fights that could be hard to balance.

Just some of my thoughts at the moment. Henk and I will both do a more thorough AAR when this is officially over.

Good Hunting.

MR

(modified 01/26/2007 08:09:43 by Mad Russian)
STOFFEL
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Post #54   6305 days, 12 hours, 4 minutes, 32 seconds ago        
2 major flags at the edge of the farm in German hands.
At defenses setup behind them in the russian trenches,the Marders did very well as second line AT defense :)
I am now moving in to kill the remaining KVs,I think victory will be mine soon.
--------------------
War and Tactics: ## WaT ##
MAD RUSSIAN
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Post #53   6307 days, 1 hour, 1 minute, 48 seconds ago        
Turn 15 coming up! There are armored fights going on almost on the entire battle field now. By holding my forces back I have the strength to oppose Henk in most places. I don't know how long I can take the punishment of the Tigers but we'll see.

I actually hit a Tiger with a 76mm artillery barrage. He moved into it of course. With a 6 minute lead time I sure didn't plot fire on him and have it hit! The Tiger acted like it was a rain drop and never even flinched! Had to be frustrating for the Soviet defenders when that would happen.

Good Hunting.

MR
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Post #52   6308 days, 7 hours, 23 minutes, 16 seconds ago        
DING DONG! Sounds like the fireworks have started - keep it up fellas...
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MAD RUSSIAN
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Post #51   6308 days, 9 hours, 44 minutes, 13 seconds ago        
I just made a major move to take out his entire right flank tank support. I fired what little smoke I have left and charged though it to take out his tanks at close range. His Tiger drove FORWARD through the smoke and hammered my attack to a standstill! Turning most of my attack force to flaming junk... Mad

The reason I didn't have more smoke to make this work is that without the TRP's my FO's had to be put in the front lines most of them have died without firing a single round of Soviet artillery! Not good. I know you fixed this PzTwt but I'm just reporting what I see at the moment from my command post! German armor is closing in on my positions but they won't win this fight! German infantry must take the objectives and I try to deal them death and destruction to them at every turn.

Good Hunting.

MR

(modified 01/23/2007 08:55:41 by Mad Russian)
STOFFEL
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Post #50   6308 days, 11 hours, 56 minutes, 15 seconds ago        
The way I see it is that you have plenty of forces to do the job in battle 3.
Good progress and good positioning of your forces in battle 2 are keys to win this battle.
A blind reckless dash forward in battle 2 only bring you lots of casualties.
But the end of the battle will show if I am right or not
I think it will be a close finish........

Regarding the airpower,I think the germans should get 2 planes each in battle 2 and 3 just as the russians.
And as MR said,a few TRPs for the soviets cant hurt either.
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PZTWT
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Post #49   6309 days, 4 hours, 43 minutes, 4 seconds ago        
Thanks for that MR - in most of the previous playtests, the major fighting usually started midway around battle 2. It's taken one battle longer than that in your case, but hopefully you're gaining a bit more enjoyment from the battle now - albeit belatedly...
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MAD RUSSIAN
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Post #48   6309 days, 6 hours, 56 minutes, 32 seconds ago        
We are now at about turn 10. The Gemans are closing in but I don't know if he will have enough time to actually take the objectives other than the hill.

I fired a smoke barrage. It turned out not to be much since the FO's had to see the area and most of them were pinned or killed before they fired. But I was going to try to take out his smaller tank force with a very close range tank battle while the Tigers sat in the back blinded.

Henk surprised me and smashed this attack by driving the TIGERS forward through the smoke! If it had been denser and the Tigers a bit further back it might have worked. As it stands now there are multiple tank kills for the Tiger that came roaring out of the smoke and no value to me.

A grouping of KV-1's at the end of the AT Ditch has been causing him alot of grief. Other than that he is trying to wade through the thousands of Soviet units on the map to drive forward.

I think you need a disclaimer that there could be little for the Soviet player to do possibly until battle three when the main attack comes in. The TRP's in each game would make the defensive fire planning at least a little something to do!


Good Hunting.

MR
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Post #47   6309 days, 9 hours, 25 minutes, 18 seconds ago        
Stoffel:
WRT the air support, here's the current breakdown:
Battle 1
Germans - Ju87 x3
Russians - None
Battle 2
Germans - None
Russians - Pe2 x2
Battle 3
Germans - None
Russians - Pe2 x1

Based on your most recent post, how would you change this?

--------------------
STOFFEL
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Post #46   6310 days, 3 hours, 28 minutes, 13 seconds ago        
Weakening the soviets isnt needed.
What do needs to be changed is airsupport.
Both sides had them but in this fight its unbalanced 2(attacker) against 6 (defender)as far as I can judge.(havent looked at the editor)
It should have been the 6 against 2!
In battle 1 I got them but bad weather prevent them from action.
I havent seen any in battle 2 and 3,whereas the soviets did have them in both battle 2 and 3.
The planes could have made a big difference in the upcoming battle where they would have gained nothing in battle 1.
The losses the soviet plane caused cant be made up by the shooting down for the planes.
The germans should get 2 stukas in battle 2 or 3 as well.

We are now at turn 7 and the fighting become very intens with losses now growing.......

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Post #45   6310 days, 8 hours, 25 minutes, 48 seconds ago        
OK - Thanks for the feedback so far guys. It seems so far to be a reasonably well balanced operation, although I'm concerned about the fact that it doesn't appear to be a lot of fun for the Soviet player. Playing the defence in a lot of battles invariably isn't as much fun as attacking, but this operation seems particularly to suffer from this.

Does anyone have any suggestions to spice things up for the Soviets (maybe weaken their forces ever so slightly?), or is it a case of if I want it be as historical as possible I have to just accept things the way they are?
--------------------
KEN F
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Post #44   6310 days, 8 hours, 45 minutes, 5 seconds ago        
Regarding increasing the length of battle to 25+ turns... my Soviet opponent said that it would automatically change the Op to "against AI", (in other words, there is no way he would play it if the turns were increased).

Regarding the Damp ground conditions

I had no problem with this, other than I kept all AFV movement commands to "Move" or "Move to Contact", as I find there is much less bogging (as opposed to Hunt or Fast).

Best Regards,
Ken
--------------------
Will PBEM either CMAK or CMBB. Huge battles and Ops are okay. Can usually return a turn/file every day. Will play-test as well.
KEN F
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Post #43   6310 days, 8 hours, 52 minutes, 43 seconds ago        
Hi All,

Mat (Soviets) and myself, as Axis attacker finished our game.
I suffered a Minor Defeat. I only had the 2 flags around Hill 252.2. I couldn't capture a flag in the collective.

I think a competent German attacker should do better.

I'm not sure what can be done to make this more fun for the Soviets (so that someone would want to take the Soviets and stick with it). My Soviet opponent was not happy with the scenario, as there wasn't much for him to do.

I suppose it could be an Axis vs. AI scenario, but the AI probably sucks in Operations...

I had fun chucking T-N-T at the Soviets for 60+ turns.

I had rather bad luck with my Tigers, which hurt my attack.
One Tiger was bogged and immobilized in Battle-1 (and so... lost).
Another Tiger suffered a Gun-hit/damaged in Battle-2 (and so... lost).
My 2 remaining Tigers kicked Soviet ass, but they couldn't carry the whole load.

Keep up the good work,
Ken
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Will PBEM either CMAK or CMBB. Huge battles and Ops are okay. Can usually return a turn/file every day. Will play-test as well.
STOFFEL
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Post #42   6310 days, 13 hours, 53 minutes, 54 seconds ago        
Battle 3 started as I hoped it would.
The studying of the map and the adding of phaselines and a planning paid off for now I think.
End of battle 2 saw most of my tanks in a well setup defensive position.
MR cant move with his tanks,they will be shot at whereever he goes.
But as good as I am,even I srew up,forgot to deploy my AT guns forward.
ANyway,FOs are in position,infantry is closing in.
Like MR said its very balanced so far,I took out 7 of his tanks the first turns.
from what I can judge out of the last file for battle 2 there were 6 dead guns.
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MAD RUSSIAN
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Post #41   6311 days, 5 hours, 26 minutes, 35 seconds ago        
Well battle two is over.

I counted the dead vehicles on the battlefield when we were done during my setup for battle 3. Here is what I found.

German vehicles destroyed:

Tanks: 8

Assault Guns: 1

Halftracks: 31

with 2 tanks bogged in place.


Soviet vehicles destroyed:

Tanks: 5

I wanted to count the number of guns the Germans killed but the computer removed them from the map instead.

As you can see this was an intense battle and the last one looks like it will be very intense!

A lesser opponent that Stoffel would be in serious shape at the moment! As it is, I believe the battle hangs in the balance.

I'm hoping for more interaction for my part of the operation this battle. Bring on your tanks LAH!!! Eat Red Lead!!

Good Hunting.

MR
MAD RUSSIAN
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Post #40   6311 days, 22 hours, 52 minutes, 15 seconds ago        
Quote:
Originally posted by: Ken F:
Regarding the Soviet TRP's... I understand they wouldn't lose the pre-registration points. It's just that the CM game engine only gives a 1-minute delay with a TRP, when in reality, the delay was more on the order of 5-6 minutes (If I recall correctly... I haven't been to the TRP thread at Battlefront in quite a while).

Cheers,
Ken




I agree that the TRP's are a bit over modeled. A prime example of doing trying to do too many things. The boresighting and artillery reference points should have been seperate. Maybe in coding it they couldn't be.

The fact remains, that it is the only way to do a reasonably accurate map shoot. The Soviets had every square foot of their defenses targeted with artillery. Without the TRP's I have to do a blind map shoot which are usually worthless. So, here is another area where CM is not as good as it could be.

Another thing I don't like about TRP's that come in as reinforcements is I get to reset whatever my locations my new TRP's are. They should be the same ones but no way to lock that down. Even bunkers and trenches can be moved from one battle to the next.

Good Hunting.

MR
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Post #39   6311 days, 22 hours, 57 minutes, 49 seconds ago        
Quote:
Originally posted by: PzTwt:
Quote:


Hopefully, once you're into battle 3, things should liven up a bit for the Soviet player. Also, it seems Stoffel has been playing a conservative and studied game - against a more reckless German commander, Ivan has often had his hands full...



Against a more reckless German commander the situation might not be in doubt. While I feel pretty confident I never forget that Stoffel is a seasoned commander with TIGERS in his force.

HOWEVER, at some point he is going to have to move his infantry into the attack! When that happens the tank battle may hold little relevance. In this battle as in most, I believe that the infantry hold the key to victory, not the tanks. So, either his tankers better move in awful close or his infantry better start signing their wills!

Good Hunting.

MR

(modified 01/19/2007 19:42:06 by Mad Russian)
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Post #38   6313 days, 3 hours, 6 minutes, 12 seconds ago        
Quote:
As a Soviet I will tell you that adding turns should turn this operation into a vs the AI one as far as I'm concerned. I have sit here and basically watched the show. There is not a single turn that I have looked to give commands to troops. Only my artillery. Even the tank battle is on auto pilot. My tankers engage as the Germans move into their firing arcs.

The major problem here is the AI's poor handling of the Soviet armour. I tried making a 'vs the AI option' by replacing a lot of the Soviet armour with ATGs, but it lost the historical element, so binned it.

Hopefully, once you're into battle 3, things should liven up a bit for the Soviet player. Also, it seems Stoffel has been playing a conservative and studied game - against a more reckless German commander, Ivan has often had his hands full...
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Post #37   6313 days, 3 hours, 11 minutes, 33 seconds ago        
WRT the TRPs - let's see where we nett out once battle 3 is fully joined. I've a feeling the advantage in this operation may currently lie with the Soviets and I'm reluctant to give them further advantages. However, if everyone concurs that I need to extend the battle length to 25+ turns, that may just be the tipping point.

Just out of interest, is the Damp ground condition having much effect? It was a close call as to what to make the ground conditions - all the reports I could find state that it had been chucking it down with rain the previous afternoon and all through the night, yet the first versions of this scenario I tried with Mud in effect was way too punitive on the German advance. I think Damp is a good compromise - anyone have any opinions on this?
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Post #36   6313 days, 3 hours, 40 minutes, 14 seconds ago        
Regarding the Soviet TRP's... I understand they wouldn't lose the pre-registration points. It's just that the CM game engine only gives a 1-minute delay with a TRP, when in reality, the delay was more on the order of 5-6 minutes (If I recall correctly... I haven't been to the TRP thread at Battlefront in quite a while).

Cheers,
Ken

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Post #35   6313 days, 10 hours, 39 minutes, 1 second ago        
MR : That's good to hear - hopefully you might have some work to do after all...

Battle 3 is usually when this operation gets into top gear - looking forward to any reports as and when they become available.
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Post #34   6314 days, 7 hours, 36 minutes, 32 seconds ago        
There is a large scale tank battle in full swing here at the end of Battle 2. Not sure how it will turn out or what value it will have. Stoffel is moving closer with each passing turn though so if nothing else it is helping setup Battle 3's positions for his troops!

Good Hunting.

MR
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Post #33   6316 days, 12 hours, 15 minutes, 42 seconds ago        
MR is right I am preparing for battle 3.
PL 3 is reached now.
PL 2 called for the cleaning up of the hill.
I took some more losses than in battle 1,but since I virtually lost nothing that battle I thought I could take more risks :)

battle 3 will see the destruction of the factory area by force :)
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Post #32   6316 days, 17 hours, 25 minutes, 42 seconds ago        
Oh yes - all these comments are definitely helping, please keep them coming.
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Post #31   6318 days, 10 hours, 35 minutes, 57 seconds ago        
Ken...this is not a battle the Soviets fought on a moments notice. They planned it for months! And I am not asking for more TRP's, but the same number all the way through the op. If you don't put in TRP's reinforcements they disappear after a single battle. Did the Soviet preregistered areas go away after 20 minutes? Did they not in months of preparation have time enough to do serious artillery fire support missions? Not in this battle.

Phil...the Germans have finally started the attack! Henk has hit phase line three I guess and has opened fire with a vengence against the main Soviet defenses.

There is a tank battle of sorts going on....I have lost 3 tanks while LAH has lost 6. I REALLY like that loss ratio!! Keep it up LAH and you'll run us out of AP and you can just walk in with your wounded!!


The tank battle is 100% determined by the German attack success! If they move quickly early then the tank battle happens sooner than later.

As a Soviet I will tell you that adding turns should turn this operation into a vs the AI one as far as I'm concerned. I have sit here and basically watched the show. There is not a single turn that I have looked to give commands to troops. Only my artillery. Even the tank battle is on auto pilot. My tankers engage as the Germans move into their firing arcs.

Hope all of this is helping.

Good Hunting.

MR
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Post #30   6319 days, 4 hours, 24 minutes, 39 seconds ago        
Hi Phil,

I have to agree that the Germans could use a few more turns (25+) for battle. It takes a while to identify the gun and ATR positions. Then... it takes time to maneuver the AFV's on Damp ground into positions to shoot back.

I disagree with the Soviets getting more TRP's. From reading Jason C.'s posts on artillery capabilities, it was very difficult for the Soviets to call down indirect fire at a moments notice (in 1943). The radio sets of 1943 were lacking in ability to maintain constant communication, and very possibly the wire communications would have been torn up and repaired on a constant rotation (as the battle moved about).

I would rather the Soviets be forced to use pre-planned barrage orders, to deny general terrain and possible avenues of German attack.

Rather interestingly... when I asked my Soviet opponent if he wanted to swap sides after we finished the Op, and give it another go, his response was... "Hell No...!" (he didn't think he could do any better as the German).

I'm rather addicted to chucking massive amounts of HE at the Soviets, even if I am losing it for the Germans. Hehe....

Salute,
Ken
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Post #29   6320 days, 7 hours, 11 minutes, 6 seconds ago        
Hmmm... the 'ATR problem' is a toughie : I had actually slightly downscaled the number of ATRs present for the very reasons you both mention. However, the fact that MR hasn't suffered any armour losses to date is a cause for concern - in the playtests reported so far, by turn 15 of battle 2, things are usually in full swing with losses on both sides.

Keep the reports coming in - from your comments so far, I'm beginning to think that Stoffel's call of extending the number of turns per battle may be a good one, although I'm inclined to think 30+ turns may be a little too high. What would your opinions be regarding 25+ turns? Or is it still too early to say?
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Post #28   6321 days, 4 hours, 56 minutes, 30 seconds ago        
I feel real good about holding the farm. To get this map I think Stoffel will have to play the best 20 turns of his career! Or I have to play my worst 20 turns! Or some combination of the two!!

I have not lost a single tank to this point. There have been some tanks trading shots. Nothing much exciting yet.

The point Stoffel makes about the guns and ATR's is very accurate though. His HT's have taken heavy losses. He has taken StuG and tank losses as well. Not heavy but steady.

Good Hunting.

MR

(modified 01/10/2007 13:43:25 by Mad Russian)
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Post #27   6321 days, 5 hours, 4 minutes, 44 seconds ago        
Biggest problem with advancing are the ATR's.
You cant reach the end of the map to encricle the russians because gun and atr fire is coming from all directions,the things are hard to spot.
Once you pass hill 252 the russians have a field day taking out my halftracks while I cant even see the damn buggers :(
I have killed about 6 guns now and some T34's.

Closing in now on the farm.
6 turns to go but I think I have the hill cleaned up by than to engage the farm in battle 3.
You cant simply drive forward.losses would be to high,good recon is paramount befor doing so.
Therefor I think the battles need to have at least 30 turns+
With 20 turns you dont have enoug thime do that,finding a weak spot is very important!!

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Post #26   6321 days, 15 hours, 3 minutes, 37 seconds ago        
I have already taken the point about the TRPs - these will be added in a revised version to minimise delay for the Soviet artillery. WRT the dynamics of the Russian defence, quite often the defending player has less to do than the attacker - in this operation a lot will depend on how aggressive the German is. Once those LAH boys begin moving on the farm, the battle usually takes on a very different complexion.

Keep the comments coming chaps, it makes for very interesting reading...

(modified 01/10/2007 03:36:18 by PzTwt)
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Post #25   6323 days, 2 hours, 7 minutes, 25 seconds ago        
I agree, the defense is easy, and fairly boring to play, in this one. While it is interesting to watch the movies, there is little for me to do. We are half way through the second battle and Stoffel is still mopping up the hill.

I haven't given a single Russian firing orders. The most I have done is to put them on hide with covered arcs and sit back and watch the battle unfold. I have directed two artillery FO's since most of them cannot see the German forces I can't even fire my artillery yet. And the delays with no TRP's makes it hard to actually hit an area that has Germans in it before they move on. 5 to 7 minute delays makes it hard.

Good Hunting.

MR

(modified 01/08/2007 16:32:30 by Mad Russian)
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Post #24   6324 days, 12 hours, 50 minutes, 12 seconds ago        
A few turns into battle 2,
I am cleaning up hill 252.2.
Lost some halftracks to a tank and some guns.
But they will be taken care of very soon ;)

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Post #23   6324 days, 23 hours, 6 minutes, 49 seconds ago        
Hi Phil,

I'll try sending some battle movies again (to your alternate Google address).

It doesn't sound like you care to pin down the recommended weather pattern for the first battle? (For example... Should the person starting the game keep re-starting until the weather is Clear for Battle-1...?)

Mat (Soviets) has a great defense going, and I've paid a high price for Hill 252.2, and appoaching the collective (We are near the end of Battle-2).

We both prefer a bigger map for the amount of force (and long Line-of-Sight) in the Clear weather.

A fun tactical problem for the Germans. My Soviet opponet is not so thrilled, since there are not as many options on defense.

Best regards,
Ken F
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Post #22   6325 days, 17 hours, 27 minutes, 38 seconds ago        
I had a sneaky feeling Battle 2 might prove more of a challenge for the Germans... well, not so much a sneaky feeling - more like prior intelligence. It's important for the Liebstandarte to keep plugging away however...
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Post #21   6327 days, 2 hours, 0 minute, 34 seconds ago        
Already battle two is different for my esteemed opponent!

Here we are barely five turns into the battle and his complaint about having too many HT's to have to set up is being taken care of by the Soviet defense! All he had to do was ask!

The defenders are waiting patiently for his stupid...err...great and heroic PzIII to come forward again like the last battle! This battle is very different in nature.

The cats may have to do a rescue charge pretty soon to pull German bacon out of the fire!! Eek!

For The Motherland!!!

Good Hunting.

MR
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Post #20   6329 days, 1 hour, 38 minutes, 39 seconds ago        
No hard feelings mate! Best of luck with FraGMent!

You just go in and add them like you would any unit. Something else you might want to contemplate while Stoffel and I knock heads is the Army/Front artillery assets. I have several good sources on Kursk and I was thinking there was MAJOR artillery assets used by the Soviets in all aspects of the battle.

The reason for my question is that Stoffel plans on ramming his big cats down my throat and one way to stop that is with the Soviet 152mm Army/Front level artillery fire. I'm not too worried about his big cats at the moment. And he is pretty parnoid about losing them so I should be fine. It just seemed I remembered that there was Soviet artillery fire in all levels of Kursk fighting. Major Soviet artillery fire!

Something for you to ponder and us to see if it's even needed! I would like it right now because I'm cat hunting but it may be unnecessary. Time will tell.

Good Hunting.

MR
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Post #19   6329 days, 7 hours, 26 minutes, 8 seconds ago        
Thanks so much for all the positive reports so far chaps - I really appreciate you taking the time to test this battle for me.

MR - thanks for the kind words, hopefully we can move on from any misunderstandings concerning FraGMent. How do I add the TRPs as reinforcements? I can't believe I overlooked them disappearing from the battle when I've tested it myself.

Stoffel - thanks for your comments and your battle reports have been very interesting to read. Let's see if your Tiger commanders are still as disappointed after the next battle...

Ken F - if you have problems with my email, please send to panzertwat(at)googlemail.com

A big thanks again for all the feedback so far - can't wait to see how battle 2 pans out...
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Post #18   6329 days, 16 hours, 24 minutes, 9 seconds ago        
Ken,

Your opponent has no reason to complain for now.
Seems I got further than you did and I didnt receive any airsupport,that looks to me like he did a good job defending.
He should look at the results for the entire duration of the operation not only battle 1.
If you play this well,make a good plan(stick to it)you can get very far with the Germans in turn 1.

I bet battles 2 and 3 will be better for the russians,if thats not the case than your opponent has a reason to cry about.

But for now I think its a fine operation.
On to battle 2!!!
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Post #17   6329 days, 16 hours, 30 minutes, 23 seconds ago        
Both sides are awaiting battle 2 now......
My tiger commanders complained about the lack of T34's in the first battle;)

I hope MR does something about that now:)
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Post #16   6330 days, 4 hours, 20 minutes, 26 seconds ago        
Quote:
Originally posted by: stoffel:
Battle 1 ended.

LAHs mighty combat units have overcome the (mad)russian defensive positions around hill 252.
In a swift,fast and daring move our brave ss troopers killed a score of AT guns,infantry,mortars and machineguns.
Are own losses are counted for a few halftracks and some slightly injured troopers.




In a swift, fast and daring move? It took the whole first game with Tiger support to capture a single hill? LAH is mighty alright....in their own mind.

PzTwt...one thing I noticed you need to do is add the TRP's back with the reinforcements. They disappear after each battle so you need to keep putting them back in. I can fight without them but the Russian preregistrations wouldn't just go away.

Good first battle for an operation. So far a very interesting operation.

I never saw a single aircraft and I believe our sky's were clear!

Good Hunting.

MR

(modified 01/01/2007 14:19:29 by Mad Russian)
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Post #15   6330 days, 5 hours, 28 minutes, 36 seconds ago        
Battle 1 ended.

LAHs mighty combat units have overcome the (mad)russian defensive positions around hill 252.
In a swift,fast and daring move our brave ss troopers killed a score of AT guns,infantry,mortars and machineguns.
Are own losses are counted for a few halftracks and some slightly injured troopers.
Special attention for the commander of the PzIII platoon who personally lead the attack killing scores of russians under his tracks ;)
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Post #14   6330 days, 8 hours, 38 minutes, 24 seconds ago        
Kitty.kitty,come around and play.
For you are here to stay ;)

No kitting....er kidding.

We are almost at the end of battle 1.
Hill 252 secured,enemy seen fleeing the field,or better trying to run away.
Cleaning up progress in start.
Most defenders shot up now.
Taking in positions for the second battle now.
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Post #13   6332 days, 7 hours, 22 minutes, 33 seconds ago        
PzTwt...again I have the turns for around turn 18 in our game if you are interested in seeing how it is progressing.

I think it has been quite a contest so far. Although my esteemd opponent continues to threaten me with Tiger Fur attack vehicles!

Good Hunting.

MR

 

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