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CMAK
Kampfgruppe Richter in Budel. Dilemma, fight the allies or retreat?
A Very British Civil War
Note: this is clearly a “what-if” scenario, loosely based on the bustling miniatures war gaming off-shoot of the same name. Outstanding work has been done by Solway Crafts and Miniatures, and I credit them with the brilliance of this war gaming theme.
Background
England, May 1938 (designer note: note the in-game calendar notes “1944”; this is only to create the optics of lush green environment of the British Isles)
Weather: overcast, mild, dry
The very social fabric of Great Britain was torn during the apocalypse that was The Great War. The mightiest empire on the globe ended victorious, but at what cost? The rigid social hierarchy was shaken, and the world wide waves of social change did not stop at the English Channel. Class structure, worker’s rights, regional animosities have all brewed in the decades following the Great War. This has all been exacerbated by the crippling economic crisis of the 1930s, to which the ever cautious government responded to by constricting public spending ever more.
In May 1937, King Edward VIII of the United Kingdom married Wallis Simpson. The marriage to Wallis was not supported by Stanley Baldwin, the British Prime Minister; and King Edward refused to abdicate. This marriage left the British government, and most of the people, alienated; and public hatred for King Edward and Queen Wallis rose. Parliament was torn, and in the general election of 1937, Baldwin was defeated. The Conservative party, ripped by the issue of King Edward’s marriage, as well as economic and regional tensions, broke apart, and a large segment of the Tory support went to the British Union of Fascists. Oswald Mosley’s promise to ensure public order, and shore up the Empire, resonated with a public tired of public disturbances, strikes in essential services, and the economic malaise. The Labour party too split, with the more radical sections forming their own splinter parties which ran their own candidates. The 1937 election results saw a fractured parliament, and although only winning slightly over 200 seats, and less than 30% of the vote, the BUF formed the largest caucus in the House of Commons. King Edward VIII asked Oswald Mosely to form a government. Mosley did so and almost immediately issued “Orders of Council”, outlawing strikes, restricting collective bargaining, and establishing new offences for unauthorized public gatherings, and publishing “any article intended to alarm the public”. Any opposition was swiftly responded to, if not by the police, then by Mosely’s own BUF Blackshirts, the BUF’s paramilitary wing.
In January 1938, a protest by Dockyard workers in Liverpool was brutally crushed by the BUF and elements of the Regular Army; and violent clashes began across the country; between the Kings troops and those of several other factions. The British Civil War has begun!

Factions: The outbreak of conflict led several groups to attempt to seize the country or their own personal goals. Major factions included:
On the Right (Axis in this scenario
* The Edwardian Army – elements of the professional Army, bound to King Edward VIII.
* The Royal Navy and Royal Marines – bound by tradition and culture to remain loyal to the reigning monarch, and the majority have done so.
* The British Union of Fascists (or “BUF”) – the dominant political party, led by Oswald MOSLEY and heavily backed by German and Italian interests. Mosley has garnered considerable support in his efforts to restore order internally and restore the status of Britain’s Empire
* The Mosley Youth – a “social club” of young men, who have been drilled and armed by unknown sources, and have formed para-military units to push the BUF agenda.
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Contingents from other fascist and imperialist sympathizers have been formed. Here we will see the presence of the “Hanoverian Legion”, volunteers from Germany, who are backing the Edwardian and BUF efforts
On the Left (Allied in this scenario)
* The Albertine Army – elements of the regular forces, plus most of the “Territorial Army”, backing the young Prince Albert’s claim to the throne.
* The Anglican League - A large army led by a group of bishops and archbishops, they were aligned with the Albertine Army. Many are veterans of the Great War.
* The People’s Party Army - Made up of disillusioned Labour party supporters, disgruntled workers and Spanish Civil War veterans, they are seeking to turn Britain into a Socialist state based upon Lenin's Russia.
* The Farmer’s Union: radical small plot farmers and farm working hands, seeking better pay, price subsidies, and land redistribution. They are heavily influenced by Marxist doctrine.
* The Student’s Union: like students before and after them, the university students have ramparts to thwart whomever they view as authoritarian,
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Groups of Americans, Canadians, and ANZAC units have been formed; here we will see the Lafayette Battalion, formed of French volunteers, many fresh from the savage fighting in Spain.
This scenario occurs in the West Coast port town of Twaddlemore. Twaddlemore is the home base for a small Royal Navy destroyer flotilla, as well as being a mid-sized port for international commerce. Given that the United Kingdom lives or dies based on this freedom to trade overseas, the port is vital to all in this conflict. The Royal Navy, which for the most part has remained loyal to King Edward VIII, dispatched the flotilla two days ago to join the rest of the fleet, tasked with stemming the flow of foreign volunteers coming to fight for their faction of choice. Many of these foreigners have come directly from fighting for the Nationalists or the Republicans in Spain, who have endured two years of their own brutal Civil War already.
Yesterday the dock workers, who are heavily influenced by communist agents and are affiliated with the People’s Party, refused to move armaments stored in the dock warehouses. Instead, they armed themselves and fighting broke out when security staff sought to control the situation. Who opened fire first is both in dispute and a moot point at this juncture. A company of the Army’s Provost Corps was rushed to Twaddlemore by train, but a bomb was used to derail the trail just outside of town. Multiple factions are either in town currently or rumoured to be headed this way. The Telephone Exchange is the key to communicating with the rest of the country, and is clearly a goal to secure. Likewise, the docks and the armaments stored there in are also of immense value. Lastly, the mysterious new Wireless Tower being built on the south shore is of unknown value, as the work crews are from “away” and appear to be quite Teutonic in manner.
This battle will surely prove that the term “Civil War” is clearly a misnomer.
A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
SCENARIO DESCRIPTION
A meeting engagement played out in the wooded terrain of the Ardennes at the beginning of the Bulge. 60+ turns.

The Germans are trying to seize important territory: bridges, cross-roads, and towns to allow breakthrough armored thrusts. Central to this map is the village of L’Shone and its surrounding road network.

The Americans are trying to occupy the same terrain to prevent its use by the Germans.

Best played as: H2H
Second Best played as: H2H
(Not designed for vs. AI play due to mounted units)

Map edge friendly to Axis: East. Map edge friendly to Allies: West.

It is hard to believe that it was only a week ago when we first heard of “The Outbreak”. Initially it was thought to be a terrorist biological attack, with outbreaks in large cities overwhelming medical facilities. But soon it was apparent it was much more… the more we hear, the more we realize that we know very little – the cause – the prognosis – or the scale of this crisis. All remain unknown – at least to the general populace. What the “government” knows may be something else again.
You are Jack McCann, police chief in the small coastal tourist town of Shady Acres, Maine. Normally by this time of the year, your town is overrun with loud tourists from the cities of the East Coast. If only that were the case.
Four days ago a large staff of the Center for Disease Control showed up at the Town Hall, and brusquely informed the Mayor, Chuck Zeto, that the Federal Government was immediately taking control of “Shady Island”, a favourite picnic spot in the bay. This was all one-way communication, you don’t know much more other than soon thereafter a convoy of sealed trucks arrived and barbed wire was being strung across the access bridge to the island.
The National Guard has been mobilized, and your own police force has been placed under the command of the governor’s office.
And yet even now, you are not sure why. A strange illness has swept the globe, but what little news was initially released was like something from a bad movie. Now that trickle of news has stopped altogether. The official story is that a Chinese cyber attack has shut down the Internet, but this being Small Town America, there are a lot of conspiracy theories floating about.
The Mayor, Chuck Zeto, who also is the local bank manager, has asked that citizens assist in securing the town from whatever threats may arise. Given that the local National Rifle Association sponsored Chuck’s last campaign, their members were eager to show their affinity for the 2nd amendment and reaffirm their ownership of large capacity magazines and assault rifles. With some hesitation, you agreed to deputize these men, but have asked them to stay at home until they may actually be required. Their training and experience doesn’t necessarily match their enthusiasm.
You were at your office all night. You had a call from Doctor Jacobie at the hospital. Dr. Jacobie, a Vietnam war draft dodger who only returned from Canada in the 1990s, is determined to ignore what he considers a “fascist edict” that all patients in suspected cases of the “outbreak” be turned over to the C.D.C. immediately and quarantined on the Island. “It reminds me of the interment of the Japanese in 1942!” Jacobie ranted, and he said he would treat all patients as “patients, not criminals”. At that, you sent two teams of part time deputies to the hospital to deal with any issues that may arise.
The town is an important transportation hub, in that the coastal railway runs through the town. The Railway has deployed their own security at the train station, as if there is an epidemic, it is important to prevent those infected from traveling. Hopefully they have enough staff to do the job.
You remained in your office all night, and it seemed that things may be calming down, but then with a complete news black out, and the mute C.D.C. guards by the island Park, who knows? You did receive several calls from citizens overnight, reporting screams and other noises from the areas near cemeteries last night; typically the local teens will go there to drink and smoke up. Although you usually will send a Deputy to put the run on them, there are more important things to do now.
The sun is coming up, but a heavy thick fog has blankets the town. A convoy of C.D.C. relieve staff are expected in from Bangor any minute; hopefully they have some news. To allow your exhausted staff get some needed rest, two detachments of National Guard troops will be arriving, one is about 5 minutes away and a second convoy from the east in another 5 minutes after that. It will be good to get home and hit the sheets. You are so tired you feel like the walking dead.
Your phone rings. It is the security detail from the train station. Old man Codger, a elderly farmer who lives north east of town, has just shown up at the Rail station, out of breath and terrified. He is rambling about being attacked at his home, and that the only way he could escape is by setting the buildings on fire. You had better send a Deputy to go interview him. It sounds bizarre.
The phone rings again… it is Deputy Boomhauer at the hospital. He sounds quite distraught. Apparently the hospital was overwhelmed with patients overnight, and now he reports the motion detector alarms in the morgue have gone off.
At that second the switch board lights up, and several simultaneous “10-78” calls are received – “officer need assistance!”… What the?????”

This scenario is
1) Meant strictly for play against the AI. Although it one player wants to try playing the Axis/Zombies, please feel free.
2) The scenario is meant to be strictly for fun.
3) Watch you ammo loads. Shoot for the head. You only have the ammo you brought into the fight.
August 12,1944. France. SE of Argentan.
Married platoons of U.S. 5th Armored Division
night out-posts.
France, 1940 - Case Red.

Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
At Dornot, the U.S. Third Army's XX Corps' first attempt to establish a bridgehead on the Moselle River south of Metz met bloody failure. Two and a half miles south of Dornot the XX Corps' 10 Infantry Regiment is trying once more to establish a permanent bridgehead across the Moselle at Arnaville. Since the first U.S. troops crossed at Arnaville on the night of 8/9 September, the Germans have been launching increasingly vicious counterattacks in an effort to destroy the bridgehead and repeat what happened at Dornot.
This is an Aug 44 meeting engagement between Brit and German mech forces in Belgium. The map is based on a satellite photo of Neubruck just southeast of St. Vith.
Cassino town was destroyed by Allied Airforces on Wednesday, March 15th, along with the abby known as Monte Cassino. "The town was blown assunder and beaten into heaps of rubble, the official British history reported. Yet hundreds of bombs and thousands of shells failed to pound the town to powder, contrary to Allied expectations, nor were the surviving defenders 'rendered comatose', as planned." --The Day of Battle
CMBB
The Axis launch a major attack on the Allied defenses.
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

In recent weeks, this industrial center has been the scene of increasingly sharp clashes between recon units and regular forces. Both sides have traded jabs over this important airplane fabrication city. Both have moved into the town and then been forced out again. No one seems to be able to hold it. The landing gear assembly plant on the edge of town was occupied by the Red Army a few days ago and then burned and destroyed as the Wehrmacht forced them out. Much of the town lies untouched, but the workers and residents know it is just a matter of time before a major battle rages through the streets of their city…

After another bloody engagement, both sides have backed off. Again, in the still of a Sunday morning under the cover of a pounding rainstorm, both sides push forces forward to gain possession of the city.

No one is sure where the front lines lie. Is the enemy in front of you? Or is he gone?

Push forward, as so many before you have tried, and hold this town once and for all!
This is a CMBB scenario, modelling Plan Yellow in France in May 1940.
It is a "dynamic flag" scenario, on a large map that will provide many options in attack and defence.
July 1941, a german advance detachment, composed of motorized infantry with Stug support, attempts to cut off retreating russian forces.
Russians attack three German-held villages in an attempt to secure the flank of a future offensive.
July, 1944. Operation Bagration already going on since one month. The german north front runs danger to be cut off. Setting down of german troops in western direction
runs among constant attacks of soviet armoured shock forces...
43-02-01, South. SS commandos save Kleist's troops from encirclement. Fictional.
42-07-10, South. Axis forces in Group A cross the Donits to secure northern flank in the beggining of Fall Blau Operation. Semi-fictional.
October, 1942
In the northern Caucaus, along the Terek river line, the battle has been raging brutally for nearly two months. Germany's 13.Panzer-Division tasked with taking the key junction city of Vladikavkaz (Ordzhonikidze) has been stymied in it's every attempt to breakthrough.

But now, at the end of October a break has been achieved through the first mountain range and panzers are rolling along the valley near Ardon, on a back route to Vladikavkaz.

The Russians, somewhat disorganized, are withdrawing to new positions. A desperate stand is ordered to slow the German advance and buy time to set-up the new defensive positions.

Russian breakout from a Kessel against a German blocking force.
CMBO
German infantry dawn attack during the Battle of the Bulge. American infantry caught off-guard whilst lining up for chow.

VPs for casualties and German exit points only.
Before dawn on D-Day the British airbourne must destroy the gun batteries at Vierville.
Koen - A Town to conquer
*****************************************

a Couple of weeks ago the Allies have conquered one of the major towns in France.

Now the Germans broke through the American line of defense in the Ardennes and are advancing rapidly towards this town.

Can the Allied commander hold this town?
November 1944, the French 2nd Armored Division is tasked to breach the German fortified line of the Vosges mountains. This battle takes place on the second days of the attack. The different French Task forces are competing with each other in order to be the first to reach the plain of Alsace. The company team Minjonnet (part of the Task Force Massu) blocked close to Voyer in a narrow valley by German remnants of the 708. ID has to bypass quickly this resistance. The French can be sure that their old enemy is not about to ease their action !
An American WWII GI's dream come true- a "what if" American assault on Berlin AND a chance to personally bag the ol'Führer himself!
Arnhem Bridge battle. British airborne against armoured SS.
Updated Scenarios
CMAK
A Very British Civil War
Note: this is clearly a “what-if” scenario, loosely based on the bustling miniatures war gaming off-shoot of the same name. Outstanding work has been done by Solway Crafts and Miniatures, and I credit them with the brilliance of this war gaming theme.
Background
England, May 1938 (designer note: note the in-game calendar notes “1944”; this is only to create the optics of lush green environment of the British Isles)
Weather: overcast, mild, dry
The very social fabric of Great Britain was torn during the apocalypse that was The Great War. The mightiest empire on the globe ended victorious, but at what cost? The rigid social hierarchy was shaken, and the world wide waves of social change did not stop at the English Channel. Class structure, worker’s rights, regional animosities have all brewed in the decades following the Great War. This has all been exacerbated by the crippling economic crisis of the 1930s, to which the ever cautious government responded to by constricting public spending ever more.
In May 1937, King Edward VIII of the United Kingdom married Wallis Simpson. The marriage to Wallis was not supported by Stanley Baldwin, the British Prime Minister; and King Edward refused to abdicate. This marriage left the British government, and most of the people, alienated; and public hatred for King Edward and Queen Wallis rose. Parliament was torn, and in the general election of 1937, Baldwin was defeated. The Conservative party, ripped by the issue of King Edward’s marriage, as well as economic and regional tensions, broke apart, and a large segment of the Tory support went to the British Union of Fascists. Oswald Mosley’s promise to ensure public order, and shore up the Empire, resonated with a public tired of public disturbances, strikes in essential services, and the economic malaise. The Labour party too split, with the more radical sections forming their own splinter parties which ran their own candidates. The 1937 election results saw a fractured parliament, and although only winning slightly over 200 seats, and less than 30% of the vote, the BUF formed the largest caucus in the House of Commons. King Edward VIII asked Oswald Mosely to form a government. Mosley did so and almost immediately issued “Orders of Council”, outlawing strikes, restricting collective bargaining, and establishing new offences for unauthorized public gatherings, and publishing “any article intended to alarm the public”. Any opposition was swiftly responded to, if not by the police, then by Mosely’s own BUF Blackshirts, the BUF’s paramilitary wing.
In January 1938, a protest by Dockyard workers in Liverpool was brutally crushed by the BUF and elements of the Regular Army; and violent clashes began across the country; between the Kings troops and those of several other factions. The British Civil War has begun!

Factions: The outbreak of conflict led several groups to attempt to seize the country or their own personal goals. Major factions included:
On the Right (Axis in this scenario
* The Edwardian Army – elements of the professional Army, bound to King Edward VIII.
* The Royal Navy and Royal Marines – bound by tradition and culture to remain loyal to the reigning monarch, and the majority have done so.
* The British Union of Fascists (or “BUF”) – the dominant political party, led by Oswald MOSLEY and heavily backed by German and Italian interests. Mosley has garnered considerable support in his efforts to restore order internally and restore the status of Britain’s Empire
* The Mosley Youth – a “social club” of young men, who have been drilled and armed by unknown sources, and have formed para-military units to push the BUF agenda.
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Contingents from other fascist and imperialist sympathizers have been formed. Here we will see the presence of the “Hanoverian Legion”, volunteers from Germany, who are backing the Edwardian and BUF efforts
On the Left (Allied in this scenario)
* The Albertine Army – elements of the regular forces, plus most of the “Territorial Army”, backing the young Prince Albert’s claim to the throne.
* The Anglican League - A large army led by a group of bishops and archbishops, they were aligned with the Albertine Army. Many are veterans of the Great War.
* The People’s Party Army - Made up of disillusioned Labour party supporters, disgruntled workers and Spanish Civil War veterans, they are seeking to turn Britain into a Socialist state based upon Lenin's Russia.
* The Farmer’s Union: radical small plot farmers and farm working hands, seeking better pay, price subsidies, and land redistribution. They are heavily influenced by Marxist doctrine.
* The Student’s Union: like students before and after them, the university students have ramparts to thwart whomever they view as authoritarian,
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Groups of Americans, Canadians, and ANZAC units have been formed; here we will see the Lafayette Battalion, formed of French volunteers, many fresh from the savage fighting in Spain.
This scenario occurs in the West Coast port town of Twaddlemore. Twaddlemore is the home base for a small Royal Navy destroyer flotilla, as well as being a mid-sized port for international commerce. Given that the United Kingdom lives or dies based on this freedom to trade overseas, the port is vital to all in this conflict. The Royal Navy, which for the most part has remained loyal to King Edward VIII, dispatched the flotilla two days ago to join the rest of the fleet, tasked with stemming the flow of foreign volunteers coming to fight for their faction of choice. Many of these foreigners have come directly from fighting for the Nationalists or the Republicans in Spain, who have endured two years of their own brutal Civil War already.
Yesterday the dock workers, who are heavily influenced by communist agents and are affiliated with the People’s Party, refused to move armaments stored in the dock warehouses. Instead, they armed themselves and fighting broke out when security staff sought to control the situation. Who opened fire first is both in dispute and a moot point at this juncture. A company of the Army’s Provost Corps was rushed to Twaddlemore by train, but a bomb was used to derail the trail just outside of town. Multiple factions are either in town currently or rumoured to be headed this way. The Telephone Exchange is the key to communicating with the rest of the country, and is clearly a goal to secure. Likewise, the docks and the armaments stored there in are also of immense value. Lastly, the mysterious new Wireless Tower being built on the south shore is of unknown value, as the work crews are from “away” and appear to be quite Teutonic in manner.
This battle will surely prove that the term “Civil War” is clearly a misnomer.
A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
France, 1940 - Case Red.

Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
Axis and Allied forces clash for a town and large hill.
This is an Aug 44 meeting engagement between Brit and German mech forces in Belgium. The map is based on a satellite photo of Neubruck just southeast of St. Vith.
At Dornot, the U.S. Third Army's XX Corps' first attempt to establish a bridgehead on the Moselle River south of Metz met bloody failure. Two and a half miles south of Dornot the XX Corps' 10 Infantry Regiment is trying once more to establish a permanent bridgehead across the Moselle at Arnaville. Since the first U.S. troops crossed at Arnaville on the night of 8/9 September, the Germans have been launching increasingly vicious counterattacks in an effort to destroy the bridgehead and repeat what happened at Dornot.
Normandy - known for its rolling fields, orchards, stud farms and a good glass of cider. Sheltered from the elements which can pound the coastline this is a landscape is carpeted in apple blossom. It is here, at the heart of one of the best designated cider producing areas that you will find the Chateau les Bruyîres, an Empire period residence and 18th century manor house - run by the Wehrmacht. It is your task to put an end to this inappropriate ownership.
US Army invades an island defended by Italian Troops.

Map is 1200x1200.
Non-Historical.
20 Battles 10 Turns each.

Play HtH (Preferred), or Allied vs. Axis AI.
Allow AI to setup units, there is no pre-planned setup for the defender yet.
Two Reinforced Infantry Companies with Armor Support clash in this typical Meeting Engagement.
engineering company attacks dug in german positions somewhere near monte cassino to capture wine stash for captain hosehead
CMBB
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

In recent weeks, this industrial center has been the scene of increasingly sharp clashes between recon units and regular forces. Both sides have traded jabs over this important airplane fabrication city. Both have moved into the town and then been forced out again. No one seems to be able to hold it. The landing gear assembly plant on the edge of town was occupied by the Red Army a few days ago and then burned and destroyed as the Wehrmacht forced them out. Much of the town lies untouched, but the workers and residents know it is just a matter of time before a major battle rages through the streets of their city…

After another bloody engagement, both sides have backed off. Again, in the still of a Sunday morning under the cover of a pounding rainstorm, both sides push forces forward to gain possession of the city.

No one is sure where the front lines lie. Is the enemy in front of you? Or is he gone?

Push forward, as so many before you have tried, and hold this town once and for all!
The Axis launch a major attack on the Allied defenses.
Russians attack three German-held villages in an attempt to secure the flank of a future offensive.
Russian breakout from a Kessel against a German blocking force.
43-02-01, South. SS commandos save Kleist's troops from encirclement. Fictional.
42-07-10, South. Axis forces in Group A cross the Donits to secure northern flank in the beggining of Fall Blau Operation. Semi-fictional.
October, 1942
In the northern Caucaus, along the Terek river line, the battle has been raging brutally for nearly two months. Germany's 13.Panzer-Division tasked with taking the key junction city of Vladikavkaz (Ordzhonikidze) has been stymied in it's every attempt to breakthrough.

But now, at the end of October a break has been achieved through the first mountain range and panzers are rolling along the valley near Ardon, on a back route to Vladikavkaz.

The Russians, somewhat disorganized, are withdrawing to new positions. A desperate stand is ordered to slow the German advance and buy time to set-up the new defensive positions.

a product of HDCS

3rd SS Totenkopf arrives back at the front after its Hiatus from the front in France and is immediately thrown back into action.

Follow the swift Donet's campaign the IInd SS panzer Korps stands poised for the final push too retake Kharkov and restore the pride of the Waffen SS, but they have too cross the Mzha river first.

Alternative History : Moskow Decision
This the first of a series of fictional scenarios based on the hipotetic decision by Hitler to attack Moskow instead of Kiev during the august 1941.
The german offensive to Moskow is starting, the first task is to take the bridge over the Dnjepr between Smolensk and Viazma.
Alternative History : Moskow Decision
This the first of a series of fictional scenarios based on the hipotetic decision by Hitler to attack Moskow instead of Kiev during the august 1941.
The german offensive to Moskow is starting, the first task is to take the bridge over the Dnjepr between Smolensk and Viazma.
CMBO
German infantry dawn attack during the Battle of the Bulge. American infantry caught off-guard whilst lining up for chow.

VPs for casualties and German exit points only.
An American WWII GI's dream come true- a "what if" American assault on Berlin AND a chance to personally bag the ol'Führer himself!
Newest Maps
CMAK
a fictional Town in North Africa.
Fictional City in North Africa. Best played as a meeting
engagement.
Fictional City in North Africa. Best played as a meeting
engagement.
Version 2, church size and orientation adjusted to be in village center. Minor adjustments such as villages, small hills and ridges around the wheat fields.
Mixed terrain, woods, open fields, villages, church, river, bridges.
This is a huge (actually 5 x 4 km) map representing a piece of French countryside west of the town of Arras. It is flat (gentle slopes) and moderately populated with villages, forests, orchards and the like. It is suitable for a massive battle of regiment-sized forces (15,000 points or more).
Fictional Map, Crete, An almost compleatly dried up river bed with a ruined bridge across, 2 small hamlets on either side
The axis forces have captured the ridge east of Lieso. It´s been quiet over a month, so they have had enough time to dig deep in the ridge.

Allied forces are attacking with brutal force from east. Tuomari-Laurila has already been taken.
The axis forces are about to assault a little town called Lieso in aim to capture a road that leads through a ridge to deeper east. The allied forces are dug in somewhere around the old elementary school.
A small river splits a large map, with lots of roads and 6 bridges to control and a town also to control. This map is for meeting engagements and no side has a terrain advantage. Hopefully this will boil down to your choice of units and your game play.
CMBB
Beautiful and challenging map perfect for direct or flank approach. Fight in the woods, the streets, the buildings or inside a small factory! Great for infantery with some armor and artillerie support and IDEAL for a quick motorized assault in the middle of a foggy night.
This was a work in progress for the cancelled CM Campaigns. Maps are both operations and battles. Four maps included. One is large version (75% accurate scale) of the entire fortress of Brest Litovsk and immediate area. Others are 2 km x 2 km maps of the north and south portions of the fortress. You are welcome to use these maps as long as your credit "Bannon DC" for map creation.
1600x1600m, middle eastern front,
3 big victory locations in the middle of the map,
4 additional small flags,
medium settlement with surrounding rural areas,
some hills, woods and farmland,
a small river crossing from N to S,
prepared setup-zones for both sides,
therefor I call it battlefield-map.
Germans advance easily untill they find... A speed bump on the road to Leningrad
This Map is designed for Meeting engagements, it is set in a fictional City.
A medium town lying crosswisely to the advance direction. In and around the town gardens and fields, some bush and tree rows.
2 small rivers with some fords.
Only 1 large victory location.
Best used for meeting engagements.
Damaged large town/small city divided by a river. Contains several bridges, an old fortress, stadium, factories, railway station, and an old manor. Flags spread pretty evenly out on the map, made for a QB axis attack. IMPORTANT: ONLY FOR USE WITH UMLAUTS STALINGRAD MODS. You most use the scenario with these three mods found at www.cmmods.com:

FULL_telephonepole_umlaut
rubble_spray_umlaut
stalingrad_buildings_umlaut
Stalingrad-ish map made for Umlaut´s Stalingrad-mods.
29 2x2km maps. Various terrain; city, village, farmland, deep forests ...

They all quite beatuful ;)
I know it was UK and not USSR! but i didnt own CMAK when i made the level and i dont want to do everything over again so USSR must equal UK! its a fun level with the FJ troops in the greatest air invasion prior to D-Day.
CMBO
This CMBO map is built from a topographical map of the little town of Seville, NE of Melbourne, Australia. My idea was to lauch a Brit brigade (3 btns) across it at a German static defence screening mobile reserves.
Desiliens is an ancient Roman town. The map features the ruins of the town, an aquaduct, and the ruins of a villa on a low central hill.

The eastern side of the map is mostly woods, the west is hills and farms. It is most suitable for an assault on the town, but if the focus is shifted to the ruined villa it would be good for a meeting engagement.
Updated Maps
CMAK
Ideal for a QB ME
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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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JASONC
Senior Tester

Member #3156
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2008
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Post #5   5715 days, 8 hours, 13 minutes, 5 seconds ago        

Thanks for the detailed report. I agree on the extra time for the Russians, it is a good balance suggestion. I might also consider speeding up the arrival of the column by a few minutes here and there.

The Russians might also benefit from a bit more in the way of early recon items (e.g. 2-3 BA-64s on map to start, and/or a weak motorcycle platoon. That would give a way to scout the south route that the Germans wouldn't want to show 88s to stop).

Terrain analysis is key to this scenario, you clearly did some at set up and your opponent apparently did not. Of course, the Russians don't know the German force and its limitations coming in blind, but still the role of the central ridge can clearly be understood at set up.

On the value of the T-70s, they are excellent recon vehicles. The German AT strength is highly concentrated in 3 heavy PAK that are vulnerable to replies if they open, and a single T-70 isn't worth losing one of them. When someone needs to drive close enough to get a full spot of a chattering MG-42, a T-70 should get the job.

Up north the Germans can try bluffing a bit with their daisy chain AT mines, to block a sector they cannot otherwise cover early. Gaps in visible AT mines sometimes threaten hidden ones between...
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JDR DRAGOON
Junior Tester

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Post #4   5715 days, 15 hours, 24 minutes, 53 seconds ago        
Here is my comments:

I don´t think there are any more games left in the series where you get an "exit" victory condition. Afaik there are some of the scenarios left that saddles me with that condition though ;-). As for the trucks, in this scenario they allow your infantry to get within assault range of most of the german positions within a few turns and once the german long ange anti infantry weapons are gone they will allow the soviet player to bus his infantry quickly to within a few hundred meters of the german positions during the later parts of the game.

THis game was essentially a soviet "Forward Detachments" attempt at opening up the march route against a german attempt to stop this (an "Advance-Delay" mission in other words). The soviets have a 2:1.5 point in advantage, but since the german force is forced to split up into at least 2 defensive strongpoints, this advantage is more like 2:1 or 3:1 depending on where the soviet player decides to weigh his attack. The problem for the soviet player is if he decides to attack everywhere at once ;-). I think the scenario balanced enough, but it might to do with a slight adjustment of the time limit in soviet favor.

THe terrain was dominated by a huge central ridge with patches of forest running from the NW corner to the center of the map. 2 roads run from the northern tableedge and down the "spines of this ridge towards the south, where the westernmost road curves and joins the other northern road near the center of the board (where there is a small v-flag in a few patches of forest). Before being joined by the other road running from the north, the centermost N-S running road branches off to the east, where it further subdivides into 2 more roads (each road branch having a V-flag) before hitting the eastern table edge. The central N-S running road itself branches into two a few hundred meters before hitting the southern table edge (the eastmost road branch having a small v-flag as well). South of the ridge, but west of the central N-S running road the terrain is dominated by open fields with a few patches of brush and trees right down to the southern table edge. The two roads running north from the southern table edge is lined with trees untill they join up. The terrain east of the central road and north of the southern mapedge is also dominated by a field untill about midmap, where a patches and continous stretches of forest covers the eastern table edge and the east running roads after they have branched off. The N-E corner of the map (north of the road(s) running to the east but east of the N-S running central road) is more open, with a small cornfield and a few patches of trees. Immeditely east of the N-S running road is a depression leading almost to the cornfield in the NE corner and the eastern table edge. This essentially has the effect of cutting the map into two sectors: one east of the central ridgeline and one to the south of the ridge. This of course poses a great problem for the german defender, since this makes it very hard to make mutually supporting positions.

Game lenght seems ok, although given the late arrival of most of the soviet force, another 5 turns might be in order in order to ensure that less proficient soviet players can also have a shot at winning. As it is now, the soviet player really has to launch himself headlong down one avenue of advance and stick to it without really doing any prior reconnaisance. It will also likely take the soviet infantry untill turn 20 at the earliest to get into small arms range. 5 turns more will ensure that the soviet infantry can also play a greater role in the tactical play. Otherwise the tanks will have to do almost all the tactical "lifting".

The german force starts in two setup "sectors". There is one to the south, comprising a triangle drawn between the southern table edge, the two roads running to the N-E and N-W respectively, and the point where they meet. Here a small Luftwaffe group of infantry (a small platoon of 2 green squads plus HQ) and 2 88mm AA guns (regular) sets up. On turn 8 they are reinforced by a battery of 3 37mm AA guns plus a HQ and some TH teams transported in 3 prime movers (all reg, except THs who are Vet). From this position the german player can cover the everything south of the central ridge with fire from the 88 and 37mm guns. The guns can slo shoot a few 100 meters into the cornfields to the east of the N-S running road.
The other setup sector runs from the eastern edge of the Luftwaffe setup sector and is defined by the N-S running center road, the eastern table edge and the roadbranch running E-W from the main road. Here a reduced company of german Security Infantry sets up (Coy HQ, 2 Platoons of 3 squads and a 50mm LMT each, Hvy weapon section of 2 HMG 34s and an 81mm spotter with reduced ammo load plus a TH team). All units are Green w. the exception of the TH and the Coy HQ. This setup area also has a single roadblock and about a dozen openly emplaced AT mines to distribute. THis position later gets runningly reinforced by parts of the divisional Panzerjäger Battalion (2 Marder IIIs on turn 12 (Reg), a 75mm PAK 40 and a HMG 42 plus prime mover on turn 16 (all vet), and at last a platoon of Panzergrenadiers (3 squads plus HQ) plus a Panzerschreck on turn 20 (I suspect that these are not really meant to represent personnel associated with with the Panzer arm of service, but rather a heavily armed reaction reserve of normal infantry festooned with automatic weapons). This force is well equipped to deal with soviet infantry, but has no long range AT weapons whatsoever before the reinforcements show up. In the 12 turns before the AT weapons show up, this force has essentially no way of impeding the soviet tanks from simply heading east, staying more than 50 meters away from any cover and then exiting. The german force thus has a large number of tactical problems: most of his force is Green, spread across the map in small strongpoints to stop the soviets from exiting and mostly without long range AT weapons during the first 1/3rd of the game. He is also short on artillery and all other infantry heavy weapons.

The soviet froce starts w. a platoon of 3 T34s on map supported by a platoon of SMG gunners, a TH team and a sniper. They begin the game in the N-W corner of the map near the westernmost of the roads entering the map from the northern table edge. The rest of the soviet forces enters play through this road. On turn 3 a pionner platoon (3 squads and HQ plus transport) shows up, an turn 5 a MOTINF ptn. (3 squads, HQ, ATR plus transport), on turn 7 a brace of T70 Lt. Tanks, a Quad AA Halftrack and a 120mm radio FO (plus his transport), on turn 9 another MOTINF ptn., on turn 11 a Coy HQ leading a small Hvy weapons platoon (2 Maxim MMGs, 2 82mm MMTs plus transport), on turn 13 another MOTINF ptn, and lastly on turn 15 another T34 ptn of 3 tanks plus a ptn. of SMG riders. The soviet force thus presents a powerful combined arms team of one mixed tank coy plus a reinforced company of infantry w. Hvy weapons supported by limited but powerful artillery. The danger for the soviet player is that the piecemeal arrival of his forces invites a defeat in detail. He thus has to develope the battle with his initial forces and then concentrate his arrivals at the decisive point, punch through in a block and then exit the armor. He cannot afford to spread his forces thinly across the map.

The overall correlation of forces is thus one of slight soviet numerical and qualitative superiority in infantry at 1.5:1 (6 ptn equivalents all regular vs. 4 german platoon equivalents of which 3 are green. Points wise the ratio is somewhat closer at 5:4 in the soviet favor. In infantry support weapons the
germans are slightly numerically superior in machineguns (3 to 2, but 2 of the german MGs are green) but inferior in mortars (2 mortars to each side, but the german ones are puny 50mm types while the soviets are manlier 82mm pieces). The germans also have a number of guns (3 37mm AA guns, 2 88mm AA guns and a 75mm PAK 40) that are able to fire HE at enemy infantry when not sniping tanks. Regrading infantry AT weapons, the numbers are almost equal (1 german Schreck, 3 THs vs. 3 soviet ATRs and 2 THs). The germans are the ones with the greatest potential here, but the soviet ATRs might very well be able to kill the german light TDs with shots through their thin sides. The soviets also have a single AA halftrack, that can help thicken the soviet machingun fire against identified targets at longer ranges (ithas a shitload of ammo so fire away! Quite vulnerable to even german machinguns though). In the artillery department point sides are almost equal points wise, but the soviet module hits significantly harder, although it takes longer to call it in on target. In the long range AT department the soviets have 6 T34s and 2 T70s against 2 german Marders, 2 88mm AA guns, 1 75mm PAK and 3 37mm guns (which by their aggregate fire can wreck an MBT quickly through track and gun hits). The relationship is thus one of 6:6 here, with the T34s able to kill any of the german AT weapons at any range and the six german systems (counting the 3 37mm guns as one here) able to do the same. The T70s are pretty marginal here. They need to get within 500 meters to have a shot at penetrating the 50mm front of the Marders, and their puny HE won´t knock out the guns reliably. They work well enough at pinning down german infantry though. In the armor war, once everything is on table, both sides are tus close to even overall. The overall correlation of points also slightly favors the soviets at 2000 to 1399 points for the germans. If the points for unarmed soft transport is deducted though, the correlation drops to one of 1479:1291 in the soviet favour or close to 1:1! But the german force is essentially split in to two uneven forces (about 1/3rd of the force is in the south and 2/3rds are along the eastern table edge). depending which force the soviet player attacks, he will thus have a superiority of either 3:1 (if hitting in the south) or 1.75:1 if hitting the german forces along the eastern table edge. With regards to the armor war, the conditions will change to 6 T34s and vs at most 3 long range AT systems at either point and thus a clear soviet advantage (the Marders will be able to move where they are needed to change this balance, but this sets them up for nasty soviet ATR sniping and side shot ambushes by every soviet armor piercing weapon)

What this means, is that the game becomes a sort of "hit and miss" for the soviet player. There is essentially 4 possible ways it can play out:

-If he chooses to advance parallel to the northern table edge down the depression with his entire force he will essentially unhinge the german defensive position automatically and be almost free to exit his vehicles at will without the german player being able to do anything about it for almost half the game (the Marders show up during turn 12 and will likely take a few turns to get into position to try and stop a soviet trust parallel to the northern table edge). In this scenario the german Luftwaffe force in the south will be essentially useless apart from holding the small V-flag in the south. The soviet forces will be essentially untouchable before hitting the german lines at small arms ranges. The soviets shoudl thus be able to win easily with few losses, since they will be able to chew up the german defence at will. This path should ensure victory at a minmum cost by exiting most of the armor plus netting 2 V-flags.

-If he chooses to advance straight east at the german forces holding the two V-flags near the roads leading to the east, he will run into german infantry at first (which his tanks and attached SMG riders should be able to engage without further ado) and later by confronted with a few TDs and a towed gun. The soviet player should be able to fight through the german position head on, losing 3-4 tanks at most and exiting the rest if only he perseveres in using all his forces in this direction. Only if the soviet player tries to take the small V-flag near the crossroads in the center will the soviet Luftwaffe force in the south be able to support by fire. This path is tougher but will net 2-3 v-flags and shoudl exit almost half the armor.

-If he chooses to advance straight to the south, he will of course hit the german FLAKFront head on and almost certainly start losing tanks straight away. The key here is then to bring up mortars and off board artillery and proceed to destroy and overrun the guns and their infantry protection by a dismounted infantry attack. The tanks can then head south and turn east through the cornfield and then exit. The german player might choose to send reinforcements from the eastern part of the table to the south (most notably the Marders) and thus swing the ratio of AT weapons back in his favour. The problem with this approach is thus that it will at most net 1-2 V-flags (and then only if a force is detached to take the v-flag near the crossroads) and it will cost perhaps up to 2/3rds of the soviet tanks (4-6 out of 8 depending on how the chips fall and how good the german player is at juggling his AT assets) to carry this position and exit. It is thus the worst position to assault from an "armor exit" point of view, even though it is the weakest german position in both pure numbers and points

-If the soviet player chooses to attack everywhere or chooses to dither and dally back and forth between what route to attack along (like you did), every part of the german defence system will be effective against him and he will likely lose ;-).

I took stock of my meagre initial forces and began to set up. I set up my forces in the south in the trees along the road near the V-flag. I spread out the guns as good as I could in order to make artillery less effective and stuck the infantry as far as they don´t need to be ale to see more than a few 100 meters, their effective weapon range. In the east I detached a weakened platoon (2 squads plus my worst HQ) to hold the crossraods in the center. I fully expected to lose them, but at least I could support them by fire from both the AA guns to the south and the machinguns to the east. The rest of the Security company was set up in two small platoon positions in the woods around the roads and V-flags to the east (the company HQ forming the nuecleus of one usch position). The machineguns and the 81mm FO were set up to cover the longer ranges and reach the slipes of the central ridgeline. The obstacles were spread tp cover the roads and the gaps between the tree patches, w. 1-2 holes to entice any tanks to pass through these and be ambushed by the infanry or THs lurking behind. My right flank towards the northern table edge was essentially open, and I was banking on reinforcements to close this gap if I had to and I hoped you wouldn´t press this avenue of attack. Other than this, my men were pretty much isolated in their indivdual strongpoints and left to their own devices. I didn´t know exactly what I would get as reinforcements. The briefing mentioned that an extra AA battery would show up shortly and that the divisional Panzerjäger Battalion might also show up, but when and where I didn´t know. I then pressed "Start".

Around turn 5 I spotted 3 T34s w. riders cautiosuly driving on the road curving around the ridge from the NW to E. They were driving directly towards the road junction and the V-flag in the center and were fully exposed on the forward slope. I waited 2 turns untill all of the tanks were fully exposed, hull up and within sight of both 88s. I then cut loose, destroying all 3 T34s and sending the infantry scurrying for cover. The 88s then fired speculayive fire against any position likely to contain enemy infantry or mortars, since I was sure that I would now lose them. To my surprise I didn´t. Then the 37mm guns showed up, I didn´t dare to drive them across the cornfield in order to support my position to the east, but I wasmortally afraid that they would merely get picked off by heavy weapons while in travel mode. I thus set them up behind the 88s and my position was pretty much solid solid in the south for the last of the game. During the latter parts of the game the entire 120mm module was expended on this position to little effects (only killed a single man. I got lucky). After turn 20 soviet infantry put in a weak atack that was routed in short order by the 37mm guns. Apart from this they supported the outpost near the crossroads in the center by firing into the flank of any infantry on top of the ridge trying to attack. This was pretty much everything that happened during the game in this part of the field and I held both the V-flag to the south and the one near the crossroads at game end).

The position of my Security Company to the east was tested during the first 10 turns by a couple of weak infantry probes, that was turned back by machinegun fire. The Marder TDs then showed up Since I was a bit war at exposing these fagile vehicles to your attention I simply left them almost where they entered the map. Here they had a nice oblique angle across my lines towards the NW. More soviet vehicles showed up, and espite being partially screened by smoke a T70 tank and a couple of trucks filled with infantry ran afoul of my keyholed Marders and were taken out. It was now around midgame, and the PAK 40 plus HMG 42 showed up. I took a gamble and drove these to the north in order to be able to cover this sector with both armor and infantry killing weapons, since I could see that multiple tanks and trucks loaded with infantry was trying to enter the depression running parallel to the north table edge. The Marders supported this by screening with smoke. Meanwhile the MGs and the 81mm mortar FP were firing harassment shoots against the advancing infantry trying to come down the forward slope of the ridge. The 75mm gun and MG arrived and were set up around turn 20 in a patch of forest. So far the soviet return fire had been almost non existent (a single Maxim MMG clattering at 750 meters firing speculative. Not enough to even make my dudes duck..). The 75mm PAK immediately took out
a T70 tank hanging around the forward slope of the ridgeline, and then turned itself on the infantry filled trucks in the depression. The remaining T34s then showed up piecemeal in column. The 75mm PAK destroyed 2 T34s, losing a single man of the crew in return. You then chucked in the towel and the game ended.

I don´t really think I could have played this game any better. I took some small calculated gambles, but the rest of my defensive play was pretty solid. Not mch room for improvement there in this case.

AS for you, there is a couple of points where you might improve your offensive play:

-Respect the terrain. Don´t run vehicles around on exposed slopes and on roads obviously covered by enemy observation. Analyse the dips and nooks of the terrain at eye level view in order to find out where the patches of dead ground are. Go cross country! That is, after all, what tanks are made for!

-Once you discovered the 88s through "recon by death" you should have concentrated more effort on taking them out. Use your mortars. They didn´t fire a shot during the game!

-Don´t expose your loaded soft transport vehicles.

-Your attack seemed disjointed without much coordination with tanks and infantry spread all over the map. There was essentially no attempt at fire and movement and no maneuver plan, and most of my offending units got away practically unscathed! It took you untill turn 20 to get some semblance of a concerted attack going down the depression parallel to the northern table edge, and even then, this move still took place without any supporting fires and I was thus able to stop it.

- All my AT weapons essentially got to take a bite out of your tank force thanks to the fact that you sent your armor all over. You cannot afford such waste. Concentrate, don´t spatter! Concentrate on some of the AT weapons with all your tanks and open up the march route in one place instead of trying to press equally hard all over the map.

-The direction of 120mm mortar fire on my 88s were appropriate and I was lucky not to lose more to this barrage. But is should ave been followed up with a concerted dismounted attack supported by infantry heavy weapons and tanks hanging back untill at least the 88s are taken out.

That being said, I find the scenario balanced enough. The only balancing measure might be another 5 turns in order for the russian infantry to be able to press in a dismounted attack on their own.
JDR DRAGOON
Junior Tester

Member #2429
Joined: Aug 2005
Ratings: 0 / 0 / 0
Discussions: 62
Post #3   5715 days, 15 hours, 26 minutes, 5 seconds ago        
OUTCOME:Total Victory
STATISTICS:
Axis
Allied
Player Name:
Me
Him
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
223
0
Tot. Casualties
2
50
Men KIA
1
12
Men Captured
0
216
Mortars Dest.
0
2
Guns Dest.
0
0
Pillboxes Dest.
0
0
Vehicles Dest.
0
30
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
400
0
Enemy Casualties:
1488
67
Prisoners Taken:
1488
0
Exited Troops:
0
-1537
Scenario Bonus:
0
0
FINAL SCORE:
99%
1%

Played this PBEM against human opponent. MY opponent surrendered around turn 26. Here is his observations:

Good game.

Far too difficult for my skill level. I think I'll pass on all future 'exit unit' maps...or did I say that already? :)

The terrain on this one was probably the most difficult of any map I've played yet. Judging LOS and elevation was exceptionally difficult, as the hills and slopes were very 'gentle'.

I predicted your guns (figured you'd have about 2x 75s and 2x 50s, plus tank hunters and pzschrecks...wasnt expecting the SP guns) would largely be on the opposite side of the map...up in the corners guarding the quickest exit route for the amor. Instead, they were are the far side with excellent LOS on the road, on which I foolishly led a pltn of T-34s to their doom.

I decided to then thrust the bulk of my forces along the edge to my left, and attempt to reach the wheat field from which I could have my armor cover the infantry advances on the flags. Obviously this didnt happen. My T-70s were destroyed by 'keyhole' shots, leaving a platoon of T-34s and infantry spread all over the map. At this point I knew a minor victory would be my best bet, as I would keep the tanks hidden in a subtle depression whilst advancing my infantry towards the two closest victory flags.

My FO was neutralized early on from gun fire across the map. Once they pulled themselves together they managed a barrage on the main gun position, but to no discernable effect.

Infantry was mowed down and suppressed on almost every advance attempt. Im confused as to when I should and shouldn't use trucks. What are their best functions in CM? I don't think I quite understand.

Tanks and support weapons couldnt find an appropriate spot for good LOS and suppressive fire, especially with your excellent gun placements. In fact, one of my MGs and both of my 82mm mortar teams never got into a good position to actual target your units.

Interestingly, I was given an M17 AA halftrack, which is why I suspected German air support. Never seemed to materialize, unless the scenario designer intended it for the last few turns.

The map really killed me on this one. I haven't seen the end screen yet to review your units, but I suspect the balance was appropriate....terrain and the damned 'exit armor' mission is what made this one too tough for me.
LEEW
Junior Tester

Member #5800
Joined: Jan 2007
Ratings: 0 / 0 / 0
Discussions: 58
Post #2   6027 days, 10 hours, 20 minutes, 24 seconds ago        
OUTCOME:Minor Victory
STATISTICS:
Axis
Allied
Player Name:
AI
LeeW
Experience Bonus:
+2
0
Play Balance:
0
0
Men OK
102
235
Tot. Casualties
123
31
Men KIA
35
8
Men Captured
Mortars Dest.
Guns Dest.
5
Pillboxes Dest.
Vehicles Dest.
5
11
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
300
100
Enemy Casualties:
674
1513
Prisoners Taken:
Exited Troops:
197
Scenario Bonus:
FINAL SCORE:
40%
60%

AAR

Played out fun, but for play against AI a couple things could be changed. The guns that arrived as reinforcements were mounted on their carriers, of course, but the AI doesn't use them until the carriers are destroyed.

I decided to keep going south until the farm was reached and then angle across to the south flag and exit to the east from there.

Met a little surprise, but only lost one tank. The other two tanks were able to area fire and get rid of the threat. While they were moving to get the right LOS, the following trucks took a beating, with several destroyed.

After that threat was neutralized, the inf and tanks moved on up to the south flag. The axis had a inf screening force there which had to be taken care of. The tanks then rushed along the tree line along the road to the south edge and over ran the forces there. While moving across the road to the east the tanks once again were engaged by the enemy AT forces at range, which caused the tanks to back up into the trees.

Although the allied inf were rushing forward to clean up any inf left along the road, they were not fast enough getting there and one panicked T-34 was immobilised by a grenade and abondoned and the other was destroyed by a axis platoon leader using his AT weapons.

Finally the axis AT weapons were destroyed and the rest of the tanks headed on east to exit the battle ground. The inf were following, but running into axis forces that were counter attacking from the east center area.

The defense out smarted me again. This has been half the fun, trying to figure out how Jason will set up his forces. He nails me every time.

lee Smile
--------------------
JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
Post #1   6064 days, 5 hours, 35 minutes, 3 seconds ago        
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