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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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CMAK
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 OK1N-11GAAttacks

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JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
Ratings: 2 / 0 / 0
Discussions: 254
Post #20   5540 days, 13 hours, 43 minutes, 40 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
KenF
John Buford
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
56
386
Tot. Casualties
65
52
Men KIA
21
16
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
1
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
200
Enemy Casualties:
289
422
Prisoners Taken:
Exited Troops:
-14
Scenario Bonus:
470
FINAL SCORE:
52%
48%

A fun scenario. Lots of troops to move. I will admit I moved WAAYYY too slow, which is of course the point. I exited almost everyone I wanted to though (minus three platoons, one only one turn away from the exit). The briefing is clear the Soviets have overwhelming force, so I cannot blame the designer. My own hesitancy held me up. But I did pretty well with the route I had chosen (shown below).




My T34 did yeoman service until a flank shot from the entrenched gun did him in. My heavy weapons lined the road, preventing the Axis from moving to assist in stopping the exodus.

Ken and I hope to play most of this 11th Guards series. So check back for future developments in the other scenarios.




--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
SGT AA
Novice Tester

Member #972
SUPPORTER
2009
Joined: Feb 2004
Ratings: 0 / 0 / 0
Discussions: 21
Post #11   5540 days, 18 hours, 21 minutes, 13 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
AI
SgtAA
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
3
374
Tot. Casualties
101
64
Men KIA
32
14
Men Captured
14
Mortars Dest.
1
Guns Dest.
1
Pillboxes Dest.
Vehicles Dest.
1
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
200
Enemy Casualties:
272
704
Prisoners Taken:
134
Exited Troops:
1864
Scenario Bonus:
470
FINAL SCORE:
25%
75%

AI surrender. If I hadn't read the discussion here, I'm not sure I would have done that well. Really no help from the briefing.

Moved the bulk through the barbes wire to the right and fired pre-planned arty on the first flag (killed the gun but the HMG was unaffected). Lose my tank thanks to ATM. Don't think it's so obvious that you can't use the roads - or maybe just me who is too unexperied.

It was a fun scenario to play and it realy was quite different from the most - special idea.


(modified 03/01/2009 01:24:58 by Sgt AA)
--------------------
I prefer "real" maps and "historical" senarios. I'm willing to take part if any designer wants help with playtesting e g.
SGT AA
Novice Tester

Member #972
SUPPORTER
2009
Joined: Feb 2004
Ratings: 0 / 0 / 0
Discussions: 21
Post #19   5540 days, 18 hours, 22 minutes, 18 seconds ago        


(modified 03/01/2009 01:23:53 by Sgt AA)
--------------------
I prefer "real" maps and "historical" senarios. I'm willing to take part if any designer wants help with playtesting e g.
KEN F
Novice Tester

Member #4163
Joined: May 2006
Ratings: 3 / 0 / 0
Discussions: 31
Post #18   5540 days, 23 hours, 22 minutes, 38 seconds ago        
Hi All,

I played this as Germans in a PBEM against an opponent who was admittedly weak on the atack, and pulled a DRAW.

As it was, my force was completely crushed, and my opponent had both flags, but failed to exit much (if any) of his force.

To make this fun for H-2-H against an experienced Soviet attacker, please consider:

1. Add 2 more TRP's to the German for his FO.
That way he can post one on each flank and still have one for the center.

2. Add 2 more trench tiles for the Germans so that most or all of their heavy weapons are dug-in, and they can still post dug-outs for the reinforcement platoon.

3. Make the Soviet tank be forced to exit (if it isn't set that way already?).

Even with the above additions, an experienced Soviet would still gain a victory, but then he would have well earned it.

All the best,
Ken

(modified 02/28/2009 20:23:33 by Ken F)
--------------------
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.
DER ALTE FRITZ
Novice Tester

Member #3943
Joined: Apr 2006
Ratings: 1 / 0 / 0
Discussions: 32
Post #17   5677 days, 20 hours, 18 minutes, 25 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
Philippe
Der Alte Fritz
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
2
365
Tot. Casualties
97
73
Men KIA
30
17
Men Captured
22
Mortars Dest.
1
1
Guns Dest.
1
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
250
Enemy Casualties:
333
685
Prisoners Taken:
246
Exited Troops:
2294
Scenario Bonus:
FINAL SCORE:
21%
79%

Hi
Played this H2H. Did a standard advance up the left side with 2 platoon forward, support platoons, 1 platoon back with the tank with a frontage of 200m. Reinforcements followed behind in column.
Attack kept on rolling forward despite the best efforts of the defenders and the support platoons were very useful as stay behind units to keep defenders on the right pinned down. Got off the map by move 26 with no problems.

82mm mortars are less useful in woods due to minimum fire range. Never used the 120mm mortar spotter. Tank was used with great care and really worked over the defenders in trenches.

Overall very good impression. Felt that Germans could have done with two more TRPs as their artillery never got close. Even if it had, I would have only lost a platoon and a support platoon as I was spread out expecting an artillery attack. You could add another German infantry platoon with no problems. It might help the Germans if you put the idea of flank attacks into the briefing.
cheers
--------------------
JDR DRAGOON
Junior Tester

Member #2429
Joined: Aug 2005
Ratings: 0 / 0 / 0
Discussions: 62
Post #16   5918 days, 4 hours, 32 minutes, 3 seconds ago        
RE Bunker: Yes, of course I meant a log one.

AS for balancing: As the german player I felt I did almost everything right. My only real mistake in the game was to lose the single squad out on the right before it had fired off its ammo. What I am trying to say is, that I think perfect german play should be rewarded with a higher level of victory and that this can be facilitated by thickening up the initital german forces a bit (a mere logbunker plus an extra mortar and 1 LMG plus some obstacles) on the premasis that the german player simply can´t expect to get as much mileage out of his troops on average as I did. On the other hand my opponent also made a few glaring mistakes, so perhaps the balance isn´t that far off again. I still think that the german player needs more obstacles though. If you are unwilling to throw a bunker or an extra mortar to the teeming masses, at least give us more obstacles, ammo and an LMG!

(modified 02/17/2008 06:51:24 by JDR Dragoon)

(modified 02/17/2008 15:14:08 by JDR Dragoon)
JASONC
Senior Tester

Member #3156
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2008
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Post #15   5918 days, 23 hours, 38 minutes, 35 seconds ago        

I will consider a few LMG outposts and additional ammo for the German defenders, but a concrete MG bunker is quite out of the question, both in realism and in balance terms. A single log one, perhaps.

Since you were able to win by a 2 to 1 score with the hand given, I am a little surprised at the call for pro German balancing. While this one is readily won by the Russians vs. a German AI, it is not a cakewalk in head to head play, as it is. The Russians can still win, but the VCs are pretty unforgiving. Exit VC means half of the designated forces must exit alive to avoid a VP penalty, and more than that need to make it to earn anything, net.

The Russians are expected to get through. But with how much, and how fast? If the answer is "slow" or "only a third clean through" then the German player will win on points.

As for how the Russians should attack, yes the prep fire should be used target wide. And not instantly, but timed for not too long after expected arrival of the first infantry wave.

The Russian strength is infantry depth. To use it best, they need to avoid bunching up on the German obstacles, but still need to hit the same defenders with multiple platoons in succession. The German squad ammo will not last. They must then avoid being bunched under the German artillery.

All of those work and can chew through the German defense readily, but they are not fast. The Russians need to push hard whenever thinly opposed, and then push gradually in the other areas, losing as little as possible while keeping the pressure on. Done right, they can kill the defense for only equal losses themselves, and have 3/4 of the force alive to exit.

Historically, the point of the scenario is the dominance within forest terrain the Russian Guards Rifle forces were able to establish right from the opening of the offensive. Which recurred over and over. 11 Guard Army was never stopped as it pushed south through the forested corridor to cut the rail line to Orel. The armor sent elsewhere to exploit frequently was - but not the forest "ooze" of Guards Riflemen from the 11th...
--------------------
JDR DRAGOON
Junior Tester

Member #2429
Joined: Aug 2005
Ratings: 0 / 0 / 0
Discussions: 62
Post #14   5919 days, 56 minutes, 56 seconds ago        
Blah! Shitty BBS will only 5000 characters pr. post!

Here is the rest:

It was now about turn 15 and on the right things started to look bleak now, as more and more troops showed up. I rapidly had to stop thinking about cutting off your infiltration here and had to concenrate on simply staying alive. You were especially good to keep your maxim MGs up with the foemost troops, and often I had to firefight those at shorter ranges, nstead of the infantry I actually had to stop. Good job on your part. My +2 morale Coy HQ really held the defence together here. The 3 squads and the HQ succesfully firefighted your MGs and pioneers who had taken up position in the patch of woods south of the lake. The pioneers with their low firepower definetely got the short end of the stick here and got massacred. Score 1 for intrinsic squad LMGs! The problem here was, that while this fight was going on about 2/3rds of company or so went down my extreme right flank and simply proceeded to walk to the exit area. I simply didn´t have the men or the ammo to stop this, but my FO drizzled about 20 shells in to the crossing area over 6 turns or so, which I could see broke about ½ a platoon and destroyed some support weapons, so a least you weren´t able to get off totally scott free.

We were now entering the endgame of the last 10 turns. Most of my units had either less than 10 shots left or were already low. The units hit and routed by my artillery around turn 15 had now rallied and buttressed by fresh troops and more support weapons they charged again, this time prudently going across the wire inside the forest to the left. MY men fought like the dickens, but in the end were unable to hold. First the PAK went down, and then each foxhole inside the forest was gradually worn down. In the end, the MG itself and the trench was overrun. Only about ½ a squads worth of men got away here.
My men on the right were able to stop any las ditch attacks though. Mostly thanks to the flamethrower, which proved crusial in a counterattack role, quickly moving up to break any unit trying to enter the woods my infantry occupied. You then tried to storm the still held rightmost trench with 2 mortar teams(!) needlessly to say they were cut down. I still had the Coy HQ plus two squads cut in half left here.

The trench in the middle was never really the victim of any attacks. It did take the brunt of your mortar fire (over 100 shells of various calibers by my reckoning) which meant that the MG here was pinned or broken for about 2/3 of the game. It was also here that my reinforcing platoon HQ plus attending squad went, in order to be able to either support the fight in the clearing or near the rightmost trench by fire. Both the HMG, the HQ and the squad were cut in half by enemy fire and everybody (apart from the MG) spent their entire loads.

You also tried the dastardly trick of sneaking a single sqad of crews from an abandoned heavy weapons across my front after breaking through on the right. Unfortunately for you, I had detailed my empty mortar and FO, under the control of the weapons HQ platoon leader to watch over the flag. They quickly scuppered any idea of contesting the flag. Then the game ended.

Overall, my plan almost worked. The defensive "hedgehogs" I set up were able to hold out almost the entire game (except on the left). The obstacle plan, although not perfect still worked well at channeling your troops (especially on the left) setting them up for destruction. And finally every man simply fought like the devil. Most of the shots I delivered were fired off at perfect targets (perfect here meaning in scattered trees or open) at perfect ranges (below 100 meters). Which can clearly be seen in the kill numbers: The HQs typically got between 1-6 men each (Coy HQ highscorer here) while the MGs got 15 (overrun MG on the left) and 7 (the midmost MG that, unfortunately, spent about 1/3 of the game pinned or broken. Hence it was also the only one of my units to finish with ammo left) The THs all died hard and got between 2-10 men each (average of 5 or so pr. team) The squads got about 10 men each on average (going from 0-26! men each!). The mortar got a healthy 6 and the FO 18 (not too good, but he served to break up an enemy attack at a decisive point so I am satisfied). Even the PAK + crew got 7 men in addition to the T34!

You have yourself remarked upon most of what could be done differently or better. Here are some more observations:

-Your initial bombardment should have used "target wide" in order to cover as large an area as possible. If you were going to target the area around the back flag, you should have delayed the bombardment to start landing around turn 15 or so, in order to coincide with the arrival of own forces around turn 20 (each module takes about 4-5 minutes to expend its shells).

-You were too willing to simply put head under arm and charge across the clearing with the rubbled buildings on my right. Instead (as you later succesfully did) you should have pressed more through the woods (taking the casualties necessary to cross the barbed wire in the process). Forces inside the woods are immune to both long range machinegun fire and also to artillery fire (especially if intermingled with my own men at less than 50 meters). Instead your advance across the open was cut up and when the human wave came rolling, it receeded fast back again in a storm of artillery.

-The T34 should have been used more defensively instead of charging it forwards to be blown up by mines and PAK. This is especially unforgivable since the T34 had already survived one duel with the PAK, only to again charge forward towards it´s doom as soon as possible. It would have been better used out of sight of the PAK, staionary, lobbing shells at any point anywhere near the germans. No need to rush!

-Watch out for artillery and mortar rounds falling "short" several times I watched shells as big as 120mm smack down among your own troops ;-)

-Smoke works both ways. Several times your use of smoke both blocked my LOS, but also allowed pinned men to recover from the effects of your fire.

- Be careful of packing infantry too closely. My mortar was very effective hitting such concentrations, as was my FO (the latter mostly against targets in the open though).

-Don´t be afraid of crossing obstacles, be they wire or mines. Mines can be cleared, while wire can be crossed using a combination of covering fire and smoke. if you can help it, don´t go around. The defender will usually have banked on his obstacles achieving such a channeling effect.

-Don´t use the "Human wave" order if you can help it. It is awfully wasteful and the men are awfully exposed and brittle while charging forward.

-Russian engineers lack a squad LMG. Hence they are no match for german inanry aat short range, and as you found out, the can rapidly be "outshot". Use them in heavy cover and aim to get within 30 meters (where they can use their demo charges and flamethrowerss) don´t use them to firefight more heavily armed infanry at range.

-The charging forward of mortars (even light mortars) is of course unforgivable. It merely served to drive my kill ratio up and not to suck up any appreciable amount of my ammo (the units firing a them were Low Ammo or near anyway). An unfortunate flawed chapter of an otherwise well executed plan.


AS for myself, I also discovered a few things:

-Heavy weapons alone are not enough to deny ground to the enemy. At best they can interdict, disrupt and delay (as happened here). They need to be paired off with iether obstacles, heavy artillery or defending squad infantry in order to decisively stop enemy movement

-Squads left out on a limb and out of command will rapidly pin and die in the face of enemy concentrated firepower. Very simple and self explanatory, but still needs to be said. Only offer determined resistance if you are sure you can put up a fight. Otherwise: block, ambush and run! In essence me losing an entire squad on the right without it having accomplished anything was the most glaring mistake I made.



Now for the issue of balancing the scenario:

The main tactical problems were the lack of defensing heavy weapons plus the paucity of obstacles. I suggest to do the following 3 mandatory things. The rest is optional:

1:Give the german player another 5 barbed wire and another 5 AP mines to distribute at setup.

2:Give the german player a HMG bunker. This might seem like overkill, but it actually solves several problems. 1: It gives the german player a unit "immune" to the omnipresent soviet MGs and Mortars. The bunker can thus serve as the "unbreakable" lyncpin of the defence. 2: It gives the soviet player something to use his AT Rifles on. Which means he actually has to preserve and use them, instead of just using them like "suicide fire drawing magnets" like you did.

3: Give the defending germans another 81mm mortar or a 75mm infantry gun (only use the 75mm INFGun if the option below of giving the germans a 37mm PAK instead of a 50mm PAK is also used)

-This should be enough, but if it isn´t another possibility would be to enlarge the ammo load of defending heavy weapons (Mortars and HMGs only) w. 25%.

-The german player also needs some small odds and ends to make his life easier. This includes a 2 man MG34/42 machingun team for outpost duty (as it was, I had to use a squad for this and eventually ended up losing it as a result. The LMG would also help to "thicken up the fire of other teams and act as a decoy for fire itself). Another add onn would be a single Panzerschreck as a reinforcement instead of 1 TH team. If this option is used the german player should not get a 75mm infanry gun and the 50mm PAK should be downgraded to a 37mm)

If this seems as too much, one or both of the following pro soviet measures should be used:

-The german forces on this front has essentially been static since janaury 1942. They are thus unlikely to have the most modern equipment. Therefor the 50mm PAK should be downgraded to a 37mm (w. HEAT ammo). One or both of the HMGs can likewise be downgraded to MG 34s.

-The soviets should get 5 more turns to accomplish their goals in. If this is chosen, the german player starting forces should get an increase of 25-50% ammo for heavy weapons and 25% for squad infantry. The reinforcements should also be bumped up with 25% more ammo (excluding the FO).




(modified 02/16/2008 18:49:15 by JDR Dragoon)
JDR DRAGOON
Junior Tester

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Post #13   5919 days, 1 hour, 13 minutes, 10 seconds ago        
Here are my observations:

Despite the scenario being tilted in the soviets favor I enjoyed it. Horrible "last stand" scenarios have always had a certain appeal.
First to address some of your comments: 20:20 hindsight is of course nice, but I don´t think you had the necessary amount of information to make that decision during the game. Besides, if your attack in my left (your right) hadn´t been credible, I would merely have counterconcentrated my reinforcements (including my FO) against your men barreling down my right. As it was, I had to split them in order to even hold my left flank in the first place (due to the strenght of the attack there) so I didn´t have the forces necessary to "close down" the right flank like I had planned to do with the reinforcements.

As for placing some of my initial units further back, that was a decided no go. The reinforcements were supposed to do that (yet couldn´t due to them being diluted to prevent my left from collapsing). As it was, I had to commit everything to battle at my chosen line of resistance. Otherwise you would merely have gobbled up each position in sequence. AS for the points, the 742 points for "exiting", notice the little "-" in front. They are negative points, deducted from your score as a punishment for failing to exit more of your force! The scenario bonus is also meanto to cover a "bug" in CMBB, whereby the point spent by the defender on fortifications is actually counted as "killed" in the attackers favor when the points are added up in the end.

AS for the scenario itself, I liked the map. It is nice to notice the way that defensive "firebreaks" had been cleared beforehand, allowing clear shots across the width of the defensive position. A minor quibble here: German defensive doctrine would mandate burning any flimsy structures near the MLR down to the grounds in order to clear fields of fire and prevent the enemy from taking cover there. So the two buildings should be replaced with 2 tiles of rubble (luckily your artillery took care of that detail for me. Otherwise that would have been a secondary job for my AT gun ;-)). As for the lenght of the scenario, I thought it basically OK. It seems you had little trouble actually exiting the forces that infiltrated through and even did so with a margin of a few turns.

The correlation of forces were decidedly in the soviet camp. With all forces on the table the soviets enjoyed a massive superiority of 6:1 in machineguns, 8:1 in mortars, 3:1 in artillery and 3.5:1 in infantry (counting german THs and the various extra soviet platoon HQs as an extra squad on each side. The armor war was less lopsided, w. 1 medium PAK vs 1 T34. While the superiority in men and artillery is probably surmountable for the german player (attack odds in other words) the german lack of heavy weapons is a serious handicap and means the german player has to lean much more heavily on his squad infantry (Which I did. The result being 3 squads wiped out with the remainder 4 essentially cut in half). But more about what can be done to rectify this later.

As for my defensive setup, I started out by figuring out my Obstacle and AT defence plans first. The rest came thereafter.

I was most afraid of you infiltrating down through the heavy forest on my left near the V-flag. I thus deployed most of my obstacles here. A chain of barbed wire covered the interior of the forest with a ½ platoon (2 squads) covering the wire. The point here was to create a sort of "mini reverse slope" in that my men could only see the barbed wire and nor further into the woods. Thus your men would be spotted and fired at when at their most vulnerable; at 100% exposure slowly crossing the barbed wire! The rest of the wire was used to cover the edge of the forest north of the road in order to facilitate machinegun fire at any men trying to cross the road. I ran out of barbed wire and had to cover some of the gaps with either AP mines or the TRP (the TRP was placed close to the road between the AT mines in order to get dual usage out of it in combination with the AT gun). The rest of the AP mines went into the elongated SW to NE running patch of woods immeditaely south of the road in order to discourage it´s use as a base of fire. I simply didn´t have enough obstacles to cover my entire front, so I had to focus them on what I thought was the most threatened sector. The goal here was to channel your movement out from the cover and into the open. Unfortunately this meant that extreme right of my position was covered only by the lake and a TH + 2 Riflesquads posted as outpost. I knew I was getting reinforcements, so I was banking on using these to close down the "hole" on my right flank. Untill hey showed up I was dependent on ranged fire from the machineguns to shut down any enemy movement across the "firebreaks" on my right. This was a regrettable tradeoff, but I simply couldn´t afford to have your men infiltrate to within 50 meters through the woods on my left unpunished. The AT mines in conjunction w. the PAK, TRP and the single outpost TH covered the road (the TH also served to discourage any movements into the scattered trees or soft ground south of the road).

AS for my initial units, they were by necessity thinly spread. Everybody was essentially "up" and ready to fire with no depth to speak of (I was banking on the reserves to provide depth). I simply had to do this, since my obstacles could not otherwise by satisfactorily covered by fire (and why have an obstacle if you are not prepared to hold it?). As mentioned, a ½ platoon w. HQ held the wood interior to the left, covering the barbed wire inside the woods. next to them was a trench w. the 50mm AT gun and a HMG 42. They were sited to fire down the road, to the east acorss the E-W firebreak and across the clearing to their front (somewhat obscured by the buildings here. As for the buildings, I had no inention of using them myself. Light structures are a deathtrap for the defender, especially if exposed in the open like these were). In the forest to their right, just across the road, was the support platoon w. the HQ looking across the clearing with the houses, the mortar in a foxhole to his rear w. LOS down the SW NE running firebrak and down the EW running firebreak and able to fire indirectly to the north of the clearing thanks to the HQ. To the east of these were a trench w. a single HMG (I was banking on slotting in either the support HQ or a reinforcement unit into the trench along the HMG if things got hot later). A TH was also herein a rear foxhole, planning on leaving this and creeping cloe to the road later if any enemy tanks should manage to get that far. The woods immediately south of the lakes were held by 2 "outpost" squads, both out of command, with an empty trench in the trees across the E-W running firebreak to their rear. The plan here was to use these squads for interdicting enemy movements into this patch of forest. Once things get too hot they were supposed to run back to the trench and continue the fight from there, hopefully bolstered with whatever reinforcements had shown up by then. The already mentioned TH wam was deep in a patch of woods to the north near a bend in the road. He was planning to sneak forward to nail any tanks trying to drive down the road or the scattered trees south of it. The forward deployed TH outpost was the only unit I had writen off beforehand. The rest were supposed to be able to fight and live. As it was, this worked out mostly as planned, with a few snags on the way.

The game started with your prebattle bombardment. It fell in the clearing with the houses and due to the narrow sheaf none of my men were hit. The other module hit the empty space near the rear falg, where none of my men were stationed. A shell did break the support HQ outright, but I was able to rally him and corrall him back into his foxhole before the rest of your forces showed up.

The outposts then spotted your platoon coming down my right, but declined to open fire. As soon as my rightmost MG had LOS to them he opened fire and pinned them as the tried to cross the firebreak running from SW to NE. He was unable to stop them though, and later this platoon would get into a scuffle with my 2 outpost squads as they tried to delay them long enough for reinforcements to come up. Meanwhile the TH team was discovered by a passing infantry squad. He died hard, firing off most of his ammo and taking his own numbers in enemies with him (2-3 afaik)

Meanwhile, on the left, all hell broke lose as most of a company of infantry came charging across the clearing with the two rubbled houses and straight at my machinegun post on my left. The machingun post, support by 1 squad from the ½ platoon on my left and the judicious use of firemissions from the mortar was able to hold off the screaming horde (in this case 2 infanry platoons with support) for the moment.

It was now around turn 10 and the situation was already beginning to look dire. Both my machineguns was under continous mortar and machinegun fire and vexillating between being pinned and shaken. hey had also expended about half their ammo already. My reinforcements showed up then (Coy HQ, Platoon w 3 squads, Flamethrower, TH team and the ace in the hole: a 105mm FO). The situation on my left looked like it was about to collapse, while the right didn´t look so bad, apart from the single infilrating platoon. So I decided to split up my reinforcements. The Coy HQ plus 2 squads and the flamethrower would go to the right in order to shore up my 2 outposting sqauds (and use the excellent +1 combat +2 morale +2 command Coy HQ to put them back in command), while the rest would go to the left in order to stop your attack across the clearing. Then disaster struck.

One of the outpost squads got isolated and annihilated by the infiltrating soviet platoon and got cut down after having only fired a shot or two. The last outpost squad then fell back to the rightmost trench, where it met up with the Coy HQ plus squads. Meanwhile it became clear that more russian forces were coming down the right. On the left things were also looking glum. The PAK had opened up on the T34, even achieving peneration, but the tank merely backed away and broke LOS. Meanwhile, despite the reinforcements, the soviet attackers were almost across the clearing and within grenade range. In order to free up forces to firefight the infantru crossing the clearing I even had to use TH teams to hold my foxhole line in front of the wire inside the forest in order to free up infanry to firefight the soviet infanry crossing the clearing. Then a ray of light came through...

Instead of standing off and tossing shells, your T34 chose to charge forwards towards the PAK and machinegun nest in the trench of my left, barreling down the road towards. It promptly hit an AT mine and came to rest immobilized right next to the TRP... My PAK fired off six shots in succession at 90% hit chance. Bye bye T34. Meanwhile, as your infantry prepared to smother the beleagured defenders on my left with a human wave attack the FO finished adjusting his aimpoint and called for effect (6 battery shoots). Carnage ensued... When the smoke lifted the attacking platoons had been well and truly broken and were being chased back to their start line by fire from my recovering HMG.


(modified 02/16/2008 18:32:40 by JDR Dragoon)

(modified 02/16/2008 18:33:01 by JDR Dragoon)
JDR DRAGOON
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Post #12   5919 days, 6 hours, 16 minutes, 56 seconds ago        
OUTCOME:Tactical Victory
STATISTICS:
Axis
Allied
Player Name:
Me
Him
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
43
256
Tot. Casualties
77
182
Men KIA
19
45
Men Captured
1
0
Mortars Dest.
0
3
Guns Dest.
1
0
Pillboxes Dest.
0
0
Vehicles Dest.
0
1
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
100
100
Enemy Casualties:
866
537
Prisoners Taken:
0
11
Exited Troops:
0
-742
Scenario Bonus:
470
0
FINAL SCORE:
66%
34%

Played this scenario PBEM. Here are the observations of my opponent:

I think the scenario was definitely tilted in the Soviet's favor. Not that Im complaining, especially after facing 12+ panzers with a pair of guns and a handful of ATRs. ;)

I could've pulled off a major/decisive victory quite easily if I had just massed infantry and marched down the left side of the map, as there were practically no defensive impediments there. :(

Pic #1 is how I advanced my deployed units. I didnt take anytime setting them up. I just hit start and emailed you. The gold arrows is how I SHOULD OF advanced for a decisive victory. Instead I was distracted by the Flags.

I ended up wasting an entire company of infantry on the right flank, as they were effectively halted on the choke point directly in front of the flag. Even after pouring down mortar and artillery fire to no discernable effect ( I FINALLY managed to destroy the gun late in the game..the only real accomplishment of my arty FOs), two rifle platoons were pinned and breaking after being caught up in the choke point. A third joined them and aided in finally pushing your line to the breaking point, but by then (turn 28), it was far too late to matter.

My tank was carelessly managed...being damaged and KOd in the same turn, early on in the game. Its presence would've definitely made a significant difference post-turn 20. :( Unfortunately, I became too inpatient and wanted it to directly support the pinned/breaking platoons being mowed down near the flag.

On the left side, I was surprised by the lack of defenses (a tank hunter and a single Jager squad), and after a disastrous frontal assault w/ pioneers on the left trench, I basically pulled back my precious infantry and left 2 pltns of MGs and mortars to keep you busy while I snuck the 'exitable' troops around to the left and up the side of the map.

I managed to exit: 1 Rifle Pltn @ 100% strength, 1 Rifle Pltn @ 50%, 1 Pioneer Pltn @ 25%, and 1 Coy HQ. About 3 Rifle Pltns and a Coy HQ remained on the map, stuck near the flag.

~~~~~~~~~~~~~~~~~~

As for your defense, my intelligence estimate was correct: a weakened company with a few support units. The firepower of even the basic German units never ceazes to amaze me. A single Jager squad on the left-most trench caused 20+ casualties and was instrumental in holding off my assaults, even after being flanked.

Its interesting to note that if you had placed your doomed Jager squad, or even a single MG unit farther back (see blue circle on 'left' pic), it would have been very effective at holding off/delaying my advancing troops intent on exiting. I was almost expecting to see a unit or two placed at the very back, just before the exit edge of the map. ;)

~~~~~~~~~~~~~~~~~~

As for the points, I still dont understand how CM does it. Adding up the total points, you only beat me by less than a hundred, yet the % margin is 66-34.

I was actually expecting to lose worse than I did, but was credited with 700+ pts for exiting. When matched up against your scenario bonus (470), I would assume that I performed better than expected. That is, if '470' is the handicap value given for the Soviets to match in exiting points.

All in all, a good scenario, but as I had stated before, I was expecting a large armored assault, not a forest slug-fest.



(modified 02/16/2008 13:29:15 by JDR Dragoon)
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Post #10   6045 days, 7 hours, 13 minutes, 34 seconds ago        
Photo Sharing and Video Hosting at Photobucket>
"at other times, the Russians found it hard going,"

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SALUTE !
HUZZAH !!
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Post #9   6049 days, 6 hours, 55 minutes, 10 seconds ago        
I dont feel offended :)

I had my TH teams stretched along the entire width of the map, with some squads covering the front line and a reserveforce behind them(as I have learned it).
When he broke through I committed the reserve force which got creamed by massive enemy fire......like I said each squad got shot at by at least 5 to 6 infantryunits.
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JASONC
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Post #8   6049 days, 10 hours, 30 minutes, 43 seconds ago        

I didn't mean that to sound so snippy, by the way. No offense intended.

Here are my suggested play balance adjustments to strengthen the German side. I'm not sure which mix would work best - even one of the larger ones might be too much, given the general difficulty of exit VCs (which implicitly require half the attacking force to exit intact). These are in roughly ascinding order.

reaction speed - move German reinforcement up 3 minutes.
obstacles - add 5xAP mines, 5xwire.
arty - add 2nd TRP, +1 81mm mortar, 105 FO starts on map.
MGs - add 1xMG log bunker, 1xHMG-42, 1xtrench.
time pressure - reduce game length 5 minutes
infantry - add grenadier platoon to German start force.

Any recommendation among those as to which looks like the right amount?
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Post #7   6053 days, 14 hours, 21 minutes, 23 seconds ago        

OK. So as I understand it, you had your mines and arty and THs all in one basket, predicting he'd come on the right, and he started there but adapted as soon as he hit mines.

On the left you had poorly covered wire, implicitly hoping to deter anyone from coming that way just from the visible obstacle, without backup due to limited force and LOS on the left, and his infantry all came through the wire safely there and overwhelmed you.

Sounds entirely fair to me. You were outplayed. Massive assault scenarios in tight terrain in which the defender is outplayed should result in easy break ins.






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Post #6   6053 days, 15 hours, 25 minutes, 50 seconds ago        
I placed the TRP behind the Minefields somewhat to the middle of the map near the houses.
The rounds landed but most of them hit nothing.
When I had to shift away from the TRP the rounds came down in a wide scattered pattern.
Total kills for FO were 5.....
Enemy went through the wire on my left flank ,LOS for most of my units there was very bad.
He took a few casualties in the mines and than decided to move to the left.
Same with the tank,tank came through my left flank.
At mines were in centre and to the right at the road with TH teams.
Needless to say that those teams could not get a shot at the tanks cause of the infantry protection.

So, thats why I got about zero casualties amongst the russians.....

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Post #5   6053 days, 23 hours, 57 minutes, 11 seconds ago        

OK I'll bite - where did you put the TRP, what fire order did you give your FO, and did any rounds land? If so, to what effect?

Also, did your opponent hit any mines? Did you challenge any of his men crossing your wire?

The Russians should be able to break through regardless (outcome turning on number exited in time), but if none of the German long suits are used effectively, they deserve to win in a walk.
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Post #4   6054 days, 6 hours, 19 minutes, 39 seconds ago        
Played this with BVRJ.

I defended with the Germans.
Brief AAR.
At the opening turns the 122 took out my gun.
The russians showed up fast enough their infantry spread out, and they came through the wire.
Next thing I saw was a tank close behind the infantry.
Each squad that opened fire got suprressed and killed immediately by 10 times more russian squads.
We quit after 20 turns, when it had no use for me to continue.

Basically, balance for HtH is definitely in favor of the russians.
They have 5 times more infantry, a tank, multiple support weapons and 2 FO.
A lot of overkill for two platoons an mg42 team and some minor units.
Off course there is the wire and the mines, but they cant make up for the russian masses.
Another problem is that the Germans are not able to bring their squads firepower to bare.
All LOS was only at short ranges which proved to be deadly for my poor guys.
Same goes for the 105 FO, with only 1 TRP and short LOS lines I could not use him as effeictively as I could have.
Most of my squads had a kill rate of 2 to 3 russians.
So at turn 20 90% of the russian force was ready to make it to the exit zone, whereas I had lost 60% of my guys.
I like challenges, but this one wasnt even a challenge.



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JASONC
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Post #3   6055 days, 1 hour, 46 minutes, 2 seconds ago        

Thanks for the report.

I think a human might have taken away your couple of key minutes with a TRPed 105mm barrage ;-) So the balance is probably about right for H to H. You may be right on better mine placement on the German right, however.

The other thing a human might do better is use the German reinforcement platoon to delay at a key open area, instead of rushing off to try to regain a lost flag.

The Russian force is still pretty overwhelming if he uses it correctly. He should be able to get through, the issue should just come down to "how much, how fast".
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Post #2   6059 days, 6 hours, 38 minutes, 47 seconds ago        
OUTCOME:Tactical Victory
STATISTICS:
Axis
Allied
Player Name:
AI
LeeW
Experience Bonus:
+3
0
Play Balance:
0
0
Men OK
54
398
Tot. Casualties
65
40
Men KIA
19
12
Men Captured
2
Mortars Dest.
1
1
Guns Dest.
1
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
200
Enemy Casualties:
184
694
Prisoners Taken:
34
Exited Troops:
1361
Scenario Bonus:
470
FINAL SCORE:
30%
70%

AAR

Played this one against the AI with a +3 CEB. It is listed as a H2H so was a little hesitant about cluttering up the discussion area with a report. Jason said go ahead, so here it is.

As I read the breifings was really looking forward to playing this. The OOB would be scaled to fit the map and it would be a little piece of history. The maps were made to fit the situation, which I liked the idea. As the defense would have had time to prepare their fire lanes and such. This is often missing on defense maps or overlooked by the player as he sets up his force. You can't go out there and remove some brush or whatever to get that LOS just right unless you build the map.

Open the battle up as Russians, because they are attacking and also the AI doesn't exit it's troops for points. Looked around and you could see that there were fire lanes laid out across the map. This was going to be good.

Decided to go on the russians left flank with my forces. There was a pond with woods extending from the map edge towards the center. I figured this would be a good place for the defense to set up some kind of ambush, so this would be were I'd attack.

I moved out my scouts on the left half of the map and started them forward. The T-34 started where he could look down the road but not be seen from the woods, just in case there was a gun lurking. One arty spotter hit the little patch of woods by the road and the other hit the front flag, just to shake any defenders up that might be there.

I could see wire in front of me going from the pond to the little patch of woods, but figured there would be a gap to get through or at worst would have to wade in the swamp to get around them. The tank could go over the wire and he would be screened by the woods once they were cleared of enemy units.

The arty that dropped on the flag knocked both houses down, but I don't think he did any damage to the enemy. If the HMG was in the house he may have taken a casualty, but I don't know that, he put up a good fight. The other spotter KO'ed an enemy tank hunter team that was in the small woods and also a short shell wounded three of my guys.

The platoon HQ that went up the center hit a mine, so sent the platoon that was trailing in the center to the left to follow across the wire. The pioneers went up the left flank to handle any mines that might be gaurding the wire. So once I hit the mines the attack was narrowed to the path between the two patches of woods. This path was also chosen as it offered the most protection for the tank with fewer trees to try and get through to exit.

As the troops moved forward they came under fire from a HMG in the woods across the pond right next to the edge, shooting down the fire lane that was prepared for him. There was a platoon of inf just across the pond from him, setting in overwatch as the scouts moved forward and drew his fire. The T-34 would not enter the battle or even move until the inf are well forward, so this first HMG will have to be shot to pieces by the inf and mortars. The overwatch platoon opened up and kept pouring in the fire until the mortars were moved up and started firing. The tree bursts made quick work of the HMG and he retreated in a few minutes.

Their was no other defenders in the woods, so the men started pouring through the gaps in the wire and the mg's and mortars moved up to help with the next defense line. The HQ that had hit the mine in the center was up to road and had turned toward the first flag, staying in the scattered trees and staying on his side of the road. He hadn't gone far when a HMG in the front, now destoyed house, opened fire on him. I moved up three mg's of my own and put them in the small patch of woods to give answering fire and to overwatch the front flag.

By now the forward men had hit another defense position. They had come under fire from a unit in a foxhole, but also visible was a trench. One had to assume there was a gun in that trench, so the inf would have to check it out before the tank made it up to help.

After making it through the wire and woods one platoon was sent up the branch of scattered trees that went towards the front flag. They were to gaurd my right flank from any counter attacks from the flag area. I didn't want an axis squad running around behind my main force wiping out all the support units that were following on.

The main push was up the line of scattered trees that were in front of the enemy trench. This stalled out as another HMG finally opened up from the trench. So the follow on forces started sliding towards the left flank and advancing across the open area into the scattered trees to the left of the enemy trench. The enemy then used one unit to counter attack in front of his foxhole position, which gave him LOS to my units trying to flank him. By then I had enough men forward to bring all his shooters under fire, so they had to do some ducking which allowed men to still get across the gap. The mortars were also up and shooting by now, which helped with suppressing the defense.

The AI did do a counter attack from the front flag into the scattered trees where my right flank platoon were dodging bullets from the HMG in the destroyed house.

Time was starting to become an issue if I was to exit the troops off the map. I made the decision to leave my screening platoon on the right flank, behind. So they would attack towards the front enemy flag and take as many points as possible to offset the points that would be lost by there not exiting. So they started up the scattered trees towards the flag and had to fight it out with the axis force that was counter attacking. Mortars had broken one of the axis squads and he was taken out by the mg's and inf. They kept pushing forward and made contact with another enemy unit, which came under fire from my units that were bogged down in front of the trench, which made short work of him. The final enemy uint on this flank was over run as well. So now what was left was the HMG in the destroyed house.

While this battle on the right flank was going on, the left flank had made it over and was now moving in on the enemy trench which had stopped the center force. This trench and the foxhole and forward unit had been under mortar fire, so had moved up the T-34 to bring some direct fire HE into the fight. I didn't move him up to far, as there were some pretty good fire lanes extending back into enemy held areas on my right flank. I kept his front armor facing that area as much as possible, just to be on the safe side.

The enemy in the center was finally over run. Scouts were going up the left flank to make sure there wasn't anything to surprise the tank, which would go up the clearings to exit the map. The inf were crossing in the center where the enemy trench was located and going straight on from there to the exit zone. Time was really getting tight now and I'm not sure they are going to make it.

I have a bunch of mg's and mortars following the inf in the center. As they get ready to cross the clearing in front of the foxhole and trench that was just over run, they come under HE fire from an enemy mortar unit on my right flank, behind the front flag. The tree burst are murder and really shakes the troops up. One squad is broken and another panics. Am able to move the mg's and mortars to the left a little and get out of the fire. The tank and mgs open fire and soon have him suppressed. So the remainder of the support units start across the opening again.

Now they come under HE fire again, and this time it is a gun in the trench by the front flag. I was able to use a couple of mortars and the tank to area fire just next to the gun to suppress him and to allow the units to escape on across the clearing. One 50mm mortar crew left there post and ran.

It was now time for the right flank screening platoon to assult the HMG, which was finally being suppressed by my three or four mg's. Also they needed to put some pressure on this gun and get him KO'ed in a hurry if my tank was to have time to exit. They started the assult and moved forward as the mg's, mortars and tank kept up a steady stream of fire. The enemy HMG went down under the fire and as they swarmed through the rubble and charged the trench a HE shell finally took out the gun and the crew surrendered.

Now the race was on to get off the map as many units as possible. The scouts had cleared the center, so all the move to contact orders had been changed to move and now were changed to run.

Just as all this was getting underway the AI counter attacks the front flag. My platoon here are in good positions mostly, except for one squad in the open next to the rubble. I didn't want him to turn his back, so just had him hold his ground as he and the others poured lead into lead units. This suppressed them well enough and the time was running out.

Sent one scout around the back side of the map towards the back flag, to see if there was any defenders left there. Also some scouts were moving up the center area and swung towards the back flag.

As it turned out the AI didn't use his arty. He had ordered it to fire, but probably blind and it was still counting down. I didn't not get to use my 4.5 arty spotter either. By the time it would count down the area was over run or the troops were to close. He was counting down the whole battle, while moving into new LOS areas, but still, three or four minutes were to much time in such close quarter fighting to get to use him for HE. He would have worked for smoke though, if I had counted him down that way.

There could have been alot more enemy mines, as it was, by going to the left of center I missed them all, so never used the pioneers. Since wire can't be removed in game, a person could leave a small gap in the wire and put a mine there instead. Now you go through the wire or the pioneers come up and clear the hole. As it was I went around the end of the wire on open ground for the most part.

For me it would have been more realistic to have to clear a mine out of the wire gap and then pour the troops through that hole. As it was I used the gaps that were there, but it takes a little away from the immersion and suspense. And would I have had time to get off map with the added minute or two to clear the mines???

Also the time worked out just right and I liked it being set with no extra time possible. You either make it or you don't. The AI doesn't save your bacon by counter attacking the flags and giving you more time to exit.

A more aggressive player would have probably gotten the job done faster, without so much suspense. For me and my style it was a very fun game and the pressure kept building to get the way open and get the troops exited.

lee Smile
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Post #1   6064 days, 2 hours, 31 minutes, 1 second ago        
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