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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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A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
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Scenario discussion area for LS 1 Not So Quiet Flows the Don

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JASONC
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Post #13   5381 days, 8 hours, 19 minutes, 38 seconds ago        
A lot less cover panic sideways sneaking than "move" though... In playtesting I commonly would use a wave to reach the shelter of a suppressed hill along one of the edges. But whatever works for you.
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JDR DRAGOON
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Post #12   5381 days, 9 hours, 25 minutes, 35 seconds ago        
I used the remainder of the 76mm ammo for suppression in order to keep identified enemy platoon positions ducking. Which worked reasonably well for as long as the ammo lasted.

Human Wave never crossed my mind. The men would have been just as vulnerable and tired out to boot in the snow. Possibly even quicker than they were using "Advance". Since the soviet troops are regulars with quite a few HQs w. morale bonuses the small morale bonus from "waving" shouldn´t be needed anyway. If the soviets had been Green or Conscript on the other hand.
JASONC
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Post #11   5381 days, 10 hours, 21 minutes, 17 seconds ago        
What did the other 2/3rds of the 76mm ammunition do?

Also, did you consider "human wave" for any of the approach?
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JDR DRAGOON
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Post #10   5381 days, 18 hours, 2 minutes, 42 seconds ago        
Oh, I used smoke when crossing the table lenght wire obstacle. Used up about 1/3rd of the 76mm ammo and of course the 82mm MTs on it.
JASONC
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Post #9   5382 days, 10 hours, 57 minutes, 59 seconds ago        

Thanks for the report.

You are probably right about the time, and I will see about adding a bit to it.

In the narrative the one item I expect in the Russian attack that is missing is the role of smoke in negotiating the passage of the wire. The Russians have 6 on map 82mm with modest numbers of smoke shells to mask particular shooters (MGs for example), and 2 76mm FOs which are not terribly effective against men in trenches, but are perfectly effective at laying smoke screens.

I will also consider toning down the Italian morale bonuses.

As for the "fortifications bug", the Russians are not expected to take the entire Italian position in the available time (human vs human). The fortification points are meant to be offset by the Italian flag points if they hold, with only a modest edge to the Italians - leaving losses to influence the marginal outcome. If the Russians get even half of the flag points they are to win, not draw. So the VC is calculated with the effect of the fortifications taken into account.
--------------------
JDR DRAGOON
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Post #8   5383 days, 3 hours, 51 minutes, 22 seconds ago        
Here are my comments:

Well, that went slightly less than I could have hoped for. Still, it wasn´t a total washout. The scenario uitself could probably do with a few adjustments though, but more about that later.

The overall theme of this scenario was of course one of a reinforced soviet infantry battalion attacking a reinforced dug in italian company at 3:1 odds. This fight is a pure infantry and artillery affair, since the tanks can´t cross the ice. On top of this the ground was covered with snow, making any movement labrous and slow and the italian position was screened off by continous belt of wire with further wire obstacles and mines immediately in front of the italian positions.

The terrain was dead simple. A bend of the Don river isolated the NE corner of the map. The rest was pretty much upon snow covered steppes with some patches of brush, rocky and trees. The SW corner of the map where the italians defended was dominated by two hills overlooking the river (each w. a large V-flag) with a village in the "saddle" between them (w. a lrage and a small V-flag).

The number of turns seems a tad too short. I would suggest enlarging it with at least 5 and preferably 10 turns. The soviet player has to cross essentially open ground which is covered by onstacles and fire and he has to do it in snow. I am confident that 40 turns would have been adequate in clear summer weather, but with snow on the ground everything suddenly slows down noticeably.

The correlation of forces is remarkably even points wise, with the soviets only having an advantage of 3:2 (2456 to 1700) but once it becomes clear that 900 points of the italian force is tied up in obstacles the superiority of the soviet force becomes clear. The soviets had an entire Guards Infantry Battalion consisting of 3 Infantry Companies (Coy Hq, 3 Platoons w. 4 squads each), a Machinegun Company (12 Maxims in 3 Platoons of 4 each), a Mortar Company (6x82mm MTs) and an AT Rifle Company (12 rifles in 2 Platoons of 6). In addition this Battalion had been reinforced with a Sapper Company (6 Sapper squads in 2 platoons), a Sniper section of 3 Snipers. ON top of this was added a 120mm MT battery, 2 76mm batteries and 2 122mm batteries of artillery. All were Regulars w. the exception of the snipers (Vet) and the 122mm Guns (Conscript). Leadership wise the situation was OK. Most of the HQs had reasonable bonuses and there were a few with exceptional bonuses in Combat, Command and Morale.

You have already covered the italian force, so I have only one thing to add: One of the reasons they held out so well was because most of their HQs had some hefty Morale bonuses. A +2 Morale HQ leading a "Regular" squad makes that squad react to enemy fire as if it was "Crack" (ie. two experience levels above regular). Once such a unit is emplaced in a Trench it becomes quite hard to shift indeed.

The correlation is thus one of a soviet 3:1 superiority in almost every category and an unchallenged superiority in armor (although the tanks could not use their mobility for anything). 3:1 in pure numbers is coincidentally the rule of thumb applied for this kind of assault so this aspect of the scenario certainly looks ok.

The soviet setup zone stretched in a narrow belt about halfway across the northern and eastern table edges and also encompassed the small triangle in the NE corner boxed in by the Don river bend. One of the soviet infantry companies along with approx. 1/3 of the support weapons and all 3 T34s had to start behind the Don river bend on the eastern side, while the other two companies plus the remaining support weapons could choose to set up along either side. I chose to deploy one company plus support weapons along each table edge. With the benefit of hindsight I might have been better served by deploying both companies along the same table edge, only using the other table edge setup zone one for setting up crossfire with heavy weapons. That would have ensured that I would have had the necessary strenght to break through no metter what. On the flipside the two company concentration would have made an excellent artillery target and the problem of negotiating through gaps in obstacles such as wire or minfields would only have been made a lot worse by trying to press through double the number of units, especially if under artillery fire at the time! My single TRP was deployed in the middle of the village, since I expected the resistance to be greatest here.

With my setup compelted I started the game. On turn one I set both 122mm FOs to fire a prep barrage starting in turn 2 in order to catch any units redeploying. I centered the barrages on the lee side of both hills, firing "Wide" in order that the edges of their sheafs would converge over the village. I sent the rest of my men moving forward towards the first continous belt of wire obstacles.

After about 10 turns the 2 flank companies reached the wire. Along the way the supporting T34s and ATRs had taken out the two pillboxes as they opened up. Casualties were low and everything was looking good. The wing companies then started crossing the wire. As they did so they began taking small arms fire and the company on my right (your left) was hit by a concentrated dose of artillery and mortar fire. Many of the units stalled and began to enter "cower panic" once caught in the wire and under fire which meant that they began to "crawl" which of course tired them immensely. On top of this the two italian 75mm guns also opened up on the troops in the wire, but were rapidly silenced by mortars and T34s. It took me about 5 turns before both wing companies were across the wire. By this time (around turn 15) the central company had also crossed the ice and was approaching the wire.

It was then that my tactical problems began. After I crossed the wire the italian fire began to get more effective, so I began to use the "Advance" command to move my men forwards into the thickening fire. Well the snow on the ground rapidly made them "Tired" after only 1-2 turns of movement, so I had to stop and rest them, leapfrogging up troops from behind who also rapidly got "Tired" after only 1-2 turns. I was now halfway through the game and sitting squarely inbetween the wire obstacle and the italian trenches with men too tired to move and about 600-700 meters still to go to the V-Flags. This wasn´t of course helped in any way by the tendency of units hit by italian fire in the open to enter "cower panic" and begin to "crawl" towards the nearest piece of cover thereby further exhausting them.

After some quick calculation I discovered, that 20 turns was not nearly enough for men to fight through and reach the objectives by using "Advance" with resting spells inbetween, so I had to settle for using "Move", thus leaving them very vulnerable to incoming fire. In order to alleviate this the T34s, ATRs, Maxim MGs and Mortars fired suppressive fire against any position identified, while the 76 and 120mm FOs fired intermittant HE suppression and smoke missions. This rammed my attacking companies down to about 250-300 meters from the italian positions (with some of the fresher units using intermittant "Advance" commands, but most of them using "move"). But my available ammunition for my support weapons and T34s was now running low. The squad infantry thus had to use up their ammo for suppression at range windows (150-250 meters) where it wasn´t very effective at creating any kind of permanent damge to the italian positions. I then began to leapfrog the sqauds forward, 50% of a platoon firing while 50% used move to close in. the turn count was now in its late 20s. Another problem plaguing me was the minefields placed in convenient places of cover along my routes of adavnce. Not so much due to the casaulties but because they sent my men into a "crawl" thus further exhausting them.

My men used the remaining 10-15 turns of the game to close in on the italian positions using their own organic squad firepower plus whatever was left in the Maxims and ATRs (the ATRs actually surprised me by being able to kill off a few of your men!). By games end the leftmost company (on your right) had broken into the italian trenches on the left hill and had almost wiped out the platoon there. Alas they were still 150-200 meters away from the large flag here and beginning to run low on ammo. The central company had arrived late and had just begun breaking into the village. They were about 150 meters away from the small flag and 300 away from the large with plenty of ammo left. The rightmost company had taken most of my losses and were (temporarily) stalled in front of the italian positions on the hill to my right (your left) at the games end. They had middling levels of ammo left and might still have carried the day.

Observations and comments:

-As already mentioned one thing I might have done differently would have been to "overload" one of my flanks with two infantry companies. I am not so sure this would have ensured me of victory, but it might have netted me one of the V-flags thus ensuting at least a draw, although I am not sure that I could reach even the closest flag on the left in the 40 turns available even with two companies. And as already mentioned overloading a sector with infantry might merely have lead to appalling losses to artillery shooting into the packed masses.

-The scenario is obviously too short with regards to the number of turns. I suggest the following two ways to correcdt this:

Solution 1: Add 5 turns. Let the center russian company plus support weapons (but not the T34s) start across the river like the other two. Downgrade some of the italian HQs with huge morale bonuses. Give the italians a scenario bonus to offset the "fortification bug"

Solution 2: Add 10 turns to the scenario. Add a Scenario Bonus for the italians to offset the "Fortification Bug".

JDR DRAGOON
Junior Tester

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Post #7   5383 days, 3 hours, 52 minutes, 2 seconds ago        
OUTCOME:Minor Defeat
STATISTICS:
Axis
Allied
Player Name:
Him
Me
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
156
519
Tot. Casualties
74
150
Men KIA
21
37
Men Captured
0
0
Mortars Dest.
3
0
Guns Dest.
2
0
Pillboxes Dest.
2
0
Vehicles Dest.
0
0
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
1000
0
Enemy Casualties:
494
1094
Prisoners Taken:
0
0
Exited Troops:
0
0
Scenario Bonus:
0
0
FINAL SCORE:
58%
42%

Played this PBEM. Narrowly lost the game. Here are the comments of my opponent:

The design of this scenario requires the Soviet player to constantly be on the move, and to use armor,
artillery, mortars and other support units to effectively suppress the Italians while the Soviet infantry moves steadily into place.

For the Italians, the mission is to simply use the terrain to your advantage and place fortifications with precision, and delay the infantry as much as possible. The Italians start with a full strength company of 'regular infantry, 2x 75mm field guns, and 2x MG (wooden) pillboxes. About a dozen pieces of wire, trench, and a half dozen AP mines are generously afforded.

Italian infantry squads came in four to a platoon, each with 11 men. Two of the platoons had LMGs, the
other two had a SMG. They came fully stocked with ammo (63)...more than enough to start firing as soon
as enemy infantry was in range (400-500 meters), and still have ~10 left by the time the Reds settled at the base of the hills.

Italians suffered a total 32% casualties (74/230). Lost 1/2 81mm mortars, 2/3 45mm mortars, 1/3 MMGs, as well as both guns and
pillboxes.

Soviets only suffered 22% (150/669) casualties by comparison. Soviet tanks, despite their distance of over 1km away, managed 22 inf casualties (about 30% of total Italian manpower losses) and killed both pillboxes.

The first pic shows the Situation as of Turn 5. I split many squads in order to have multiple units to fire at (and stall, if not suppress) the enemy infantry slowly approaching. Even though I knew I wouldn't score kills, your units would drop to the ground and crawl, or (better) run and tire themselves.

Breakdown of stats by region:

The left side performed the best overall...

Left Pltn (65 total infantry casualties caused, or 43% of total!):
-Pltn (includes 45mm mortar, ATR) = 24 inf cas
-Coy HQ, FO, 81mm mortars = 34 inf cas
-75mm gun = 5 inf cas
-Pillbox = 2 inf cas

62/80 men (excluding gun/pillbox), or 78%, survived on the left hill.

Center remained relatively intact as well...

Center Pltn (31 inf cas caused)
-Pltn (including 45mm mortar) = 18 inf cas
-Section HQ w/ 2x MMGs = 13 inf cas

45/66 men, or 68%, survived in the center.

Right side was definitely the most threatened, as it had the shortest distance between deployed troops of the three fronts...

Right Pltn (42 inf cas caused)
-Pltn (including ATR, Sniper, Section HQ, and MMG) = 35 inf cas
-75mm gun = 5 inf cas
-Pillbox = 2 inf cas

27/64 men (excluding gun/pillbox), or 42%, survived on the left flank.

Total casualties caused are as follows:
Guns - 10
Pillboxes - 4
Infantry - 124
Remaining 12 inf casualties were due to mines and a routed 45mm mortar on the right pltn.

Fighting while in well-placed trenches proved easier than I had thought. Many units (especially on the
right flank) fought on well into the mid-30s in terms of turns, due to the excellent trench placement
and configuration. One such soldier (killed a turn later) will be forever remembered. See pics ;-)


Italian Pros:
-Good trench/Mine/Wire placement - served its function well. Trenches offered significant protection,
and the mines delayed troops in certain areas.
-Good use of infantry to 'drop' approaching Soviet infantry; significantly delaying them.
-Arty FO achieved 25 infantry kills. Nice!
-Splitting squads to increase the amount of enemy units targeted was effective
-Lots of infantry ammo to use
-Long distance over open terrain easy to defend

Italian Cons:
-Pillboxes and guns were lackluster. I knew both would be destroyed within 2-3 turns after opening
fire, so I was careful when to use them. I was disappointed with the pillboxes, but the guns were Ok.
My original plan was to wait until a few pltns crossed the main wire line, then open up with guns to
make them panic and get caught up in the wire. Worked somewhat on the left.
-Terrain is visible to almost the entire map; difficult to place certain units without poor LOS.
-Guns and pillboxes set near the edge made their troops rout off the map easier.
-Sniper had only 1 kill?
-ATR were worthless; both killed w/o causing inf casualties.

Soviet pros:
-Good use of armor and arty to take out pillboxes and guns.
-Troops had massed at the base of the hills w/ enough ammo on the last 10 turns.
-Used up almost all MG ammo to try and suppress Axis positions.
-Had LOTS of infantry to use.

Soviet cons:
-Long distance to cross; advance was too slooow; only seemed to pick up momentum on the last 6-8 turns.
-Wimpy Soviet infantry (herding cats) difficult to advance.
-Lack of smoke to help with advance (?)
-Armor out of range for AP, Cannister, or MG fire.
-Arty FOs and mortars could've been more effective and coordinated (although your first barrage KO'd an
81mm mortar before it fired a shot).

Ready for the next one!
DER ALTE FRITZ
Novice Tester

Member #3943
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Post #6   5841 days, 21 hours, 46 minutes, 7 seconds ago        
Looked for the Italian FO and he was there 2 minutes from countdown about to be assaulted by some Guards Infantry. So I would just accept the AIs limitations and place him for prep fire as being the best of a bad job.

Yes I would add the 5 extra minutes. I felt, though this may not be true, that the right hand company had further to go and they went by the most direct route to the hill.

Yes add the fortification points as well - most people think that is a reasonable allocation.

cheers
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JASONC
Senior Tester

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Post #5   5842 days, 6 hours, 41 minutes, 56 seconds ago        

P.S. - in return for 5 more minutes for the Russians, I might add some bonus points to offset fortification "phantom knock out points" for the Italians. Comments?
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JASONC
Senior Tester

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2008
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Post #4   5842 days, 6 hours, 43 minutes, 37 seconds ago        

A good point about being more explicit about the time. I can add something to the Russian side briefing about urgency and potential reaction from Italian artillery etc.

Similarly for the Italians, I might add some comment about delay as an objective.

Frankly the Russians might also need 5 more minutes in a human game.

As for the Russian 122mm FO, if the Russian commander wants to use it for reactive fire, he is welcome. They do get 1 TRP - the enemy village is meant to be registered.

You mentioned expecting to encounter more in the way of artillery fire. The Italians do have 100mm artillery support and a couple TRPs. Still it is hard to get the AI to use the stuff, and even if it does, it tends to be as immediate prep fire, which isn't the most effective. A human would get more out of that asset. (Perhaps another reason to add 5 minutes...)
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DER ALTE FRITZ
Novice Tester

Member #3943
Joined: Apr 2006
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Discussions: 32
Post #3   5842 days, 11 hours, 36 minutes, 30 seconds ago        
OUTCOME:Minor Victory
STATISTICS:
Axis
Allied
Player Name:
AI
Der Alte Fritz
Experience Bonus:
+2
0
Play Balance:
0
0
Men OK
166
569
Tot. Casualties
63
100
Men KIA
16
29
Men Captured
1
Mortars Dest.
Guns Dest.
2
Pillboxes Dest.
2
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
600
300
Enemy Casualties:
342
988
Prisoners Taken:
7
Exited Troops:
Scenario Bonus:
FINAL SCORE:
42%
58%

Finished this one with the Russians holding the left hand hill and working their way into the village from both the hill and the valley and the right hand company just below the summit and building up a firing line prior to assaulting the trenches there.

The two left hand companies had quite an easy advance until they came over the hill and then received fire from both the village and the other hill. Overwatch helped to surpress the people on the right hand hill. Time pressure meant that I had to move forward quickly but was a good ten moves from capturing the village.. The right hand company could have got enough fire power together to supress the Italian section in the trenches and then assault in about the same time.

A good scenario that worked really very well but the briefing needs to explain the time pressure more. With hindsight I would have taken a shorter route to the hill if I had expected less resistance at the start.
--------------------
DER ALTE FRITZ
Novice Tester

Member #3943
Joined: Apr 2006
Ratings: 1 / 0 / 0
Discussions: 32
Post #2   5844 days, 5 hours, 30 minutes, 24 seconds ago        
Hi JasonC
Apologies for not getting round to testing the other series yet, have been helping George Mc with his Baake series. You seem to have had reports on most of those so I thought I would start with Little Saturn instead which seems unreported so far. Also it is the same date and place as the BAAKE series so I already have my 'eye' in.

Started this one and decided on a classic Russian attack, two companies flanking on the left and one on the right to draw fire. Objective to take both hills or at least the left hill and then take the village from the heights.

Briefing seems a little sparse in game detail, could have a note of best ways to play, etc. Setup showed that I could have used the 122mm batteries in direct fire and ignored the 'preplanned' instructions in the briefing. You might consider having on tile at level zero in the corner and then placing the FOs there so that they have to be used for planned fire. Otherwise all seemed fine with units well laid out.

Game started and the advance happened pretty much as planned. Took out long range defences such as the pillboxes, guns and HMG positions as they revealed themselves. Crossed the main wire belt and gathered the companies on a start line about 300m from the small belts of wire. Had planned to use the 76mm to provide smoke /barrage but as little resistance kept them on hold by shifting targets. Right hand company attracted some light mortar fire? not heavy probably 50mm? but worked through it to advance to the wire. Some infantry on the crest engaged by tanks and HMG. Other companies captured the crest of their hill with no resistance at all once the HMG and AT Rifle were killed. Preplanned 122mm fire landed right on the two gun positions on move 25 which helped to keep the infantry's heads down.

So by move 30. Two left hand companies are on the crest and about to move down into the village. Right hand company has attracted most of the fire and has only just reahced the small belt of wire but all units are in command and going forward when they can.

I had expected to be hit by artillery fire but it only seems to have been the two guns and some light mortars.

Have saved games if you want them emailed to you.
--------------------
JASONC
Senior Tester

Member #3156
SUPPORTER
2008
Joined: Jan 2006
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Post #1   5850 days, 23 hours, 46 minutes, 10 seconds ago        
Scenario discussion area for LS 1 Not So Quiet Flows the Don
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