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Newest Scenarios |
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Kampfgruppe Richter in Budel. Dilemma, fight the allies or retreat?
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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.
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A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
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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.
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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.
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August 12,1944. France. SE of Argentan. Married platoons of U.S. 5th Armored Division night out-posts.
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France, 1940 - Case Red.
Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
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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.
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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.
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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
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The Axis launch a major attack on the Allied defenses.
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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!
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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.
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July 1941, a german advance detachment, composed of motorized infantry with Stug support, attempts to cut off retreating russian forces.
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Russians attack three German-held villages in an attempt to secure the flank of a future offensive.
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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...
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43-02-01, South. SS commandos save Kleist's troops from encirclement. Fictional.
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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.
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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.
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Russian breakout from a Kessel against a German blocking force.
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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.
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Before dawn on D-Day the British airbourne must destroy the gun batteries at Vierville.
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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?
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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 !
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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!
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Arnhem Bridge battle. British airborne against armoured SS.
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Updated Scenarios |
CMAK |
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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.
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A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
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France, 1940 - Case Red.
Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
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Axis and Allied forces clash for a town and large hill.
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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.
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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.
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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.
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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.
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Two Reinforced Infantry Companies with Armor Support clash in this typical Meeting Engagement.
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engineering company attacks dug in german positions somewhere near monte cassino to capture wine stash for captain hosehead
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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!
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The Axis launch a major attack on the Allied defenses.
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Russians attack three German-held villages in an attempt to secure the flank of a future offensive.
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Russian breakout from a Kessel against a German blocking force.
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43-02-01, South. SS commandos save Kleist's troops from encirclement. Fictional.
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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.
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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.
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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.
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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.
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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.
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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.
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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!
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Newest Maps |
CMAK |
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a fictional Town in North Africa.
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Fictional City in North Africa. Best played as a meeting engagement.
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Fictional City in North Africa. Best played as a meeting engagement.
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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.
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Mixed terrain, woods, open fields, villages, church, river, bridges.
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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).
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Fictional Map, Crete, An almost compleatly dried up river bed with a ruined bridge across, 2 small hamlets on either side
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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.
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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.
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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.
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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.
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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.
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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.
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Germans advance easily untill they find... A speed bump on the road to Leningrad
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This Map is designed for Meeting engagements, it is set in a fictional City.
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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.
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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
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Stalingrad-ish map made for Umlaut´s Stalingrad-mods.
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29 2x2km maps. Various terrain; city, village, farmland, deep forests ...
They all quite beatuful ;)
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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.
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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.
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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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Updated Maps |
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Ideal for a QB ME
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This Map is designed for Meeting engagements, it is set in a fictional City.
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axis winterattack on a Russian City
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Please feel free to download, use or edit the map.
Screenshots can be found here:
http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
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A town with a river and lake surrounded by grainfields
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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 Front
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forseti007 |
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Bee Goode |
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fungf |
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Note: Scenario discussions are most likely to contain numerous ***spoilers*** without notice.
If you're wanting opinions as to playability of a scenario, refer to the scenario details and reviews section instead!
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JASONC
Senior Tester
Member #3156
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
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Post #6
5396 days, 19 hours, 40 minutes, 9 seconds ago
Thanks for the report. It sounds like the Germans didn't really have a plan, and they need one to win this.
On the artillery and its use in with limited LOS, map fire is always available. Just target on turn 1 and delay with Qs.
It also sounds like the German heavy weapons were entirely effective. They are a long suit, if used right. Indeed, using them to neutralize guns rapidly is a key to winning this one.
The German infantry has very high firepower if they can close in, without getting shot up too much in the open snow on the way. The easiest way to do that is along the river from either end. The tree lined road into the village from its side of the river can also work. Attacking across the open snow from the south, on the other hand, is suicide if the Russians have any defense there, which they generally will.
It also sounds like the Russians played the armor war smart, and got some luck in that respect too...
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JDR DRAGOON
Junior Tester
Member #2429
Joined: Aug 2005
Ratings: 0 / 0 / 0
Discussions: 62
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Post #5
5402 days, 17 hours, 54 minutes, 56 seconds ago
And here are my comments:
Well, that definetely went better than it did historically for the soviets :-).
The theme of this scenario is of course the last stand of the soviet 24 Tank Corps after it got overextended and cut off by german reserves. The scenario here shows a weakened soviet mechanized battalion, still with its combined arms elements mostly intact (albeit weakened and without any artillery) confronted by a qualitatively superior german mechanized battalion (with full combined arms) that has the option of launching their attacks from all directions of the map if they so choose. Most of the game will depend on the setup. If the german player can catch the soviet forces using overwhelming force from one or more directions he can potentially bowl over the soviet forces in sequence. If he gets bogged down and proves unable to overcome the initial soviet defences however, the game devolves into a 1:1 slugging match, which the german player is in no way sure of winning (which is what happened here).
The map seemed ok. The defining feature is an ice covered river running E-W about halfway down the board. Parallel to this river runs a paved road (exiting and entering the board from the W and E table edges), which splits a branch off to the N about in the middle of the map (that exits the table to the N). The terrain between the road and the river is covered by scattered patches of trees close together (w. a small V-Flag about halfways between the birdge and the 2nd ford on the southern side of the river). The same type of treecover runs in a small strip alongside the northern side of the river, the N running road and the southern side of the E-W running road. The river is bridged in the middle thanks to the N running road (w. a small V-Flag on the bridge itself) and there is also 3 fords 2/6th, 4/6th (w. a small V-Flag) and 5/6th along the lenght of the river counted from the W, which allows armor to cross the river. In the "bend" between the river and the N running road (to the E) is a small village (w. a small V-Flag). In addition two patches of brush covered small gullies stretched from the W table edge and SE towards the river and from the northern table edge and directly south towards the river thus offering a covered and somewhat concealed route into the soviet defence for any germans who sets up here).
The lenght of the game seems OK. We certainly both had enough time to do some effective maneuvering and expend our full ammo loads. The visibility was 200 meters w. falling snows, so this was shaping up to be a knifefight.
The correlation of forces was essentially almost even. Each side had the equivalent of 4 infantry platoons, with the germans having a slight quality advantage (2 Vet and 2 Reg Platoons vs. 1 Vet and 3 Reg for the soviets). In the infantry support category the germans were somwhat ahead w. 4 MG42s and 2 81mm MTs (all Vet) against 2 soviet Maxims and 2 82mm MTs (all Reg). Furthermore the germans get 2 Vet Flamethrowers(!). In the artillery category the germans ruled supreme, with 1 Vet 105mm Spotter against nothing for the soviets. In the light armor category The soviets get 2 Reg BA 64 ACs armed w. machineguns, while the germans get nothing. For busting light armor (and taking opportunistic potshots) the soviets get 4 ATRs (2 Vet) plus a single TH team armed w. useless Molotov cocktails. In the all important armor category the soviets get 3 T34s (albeit without radios, thus making them harder to coordinate) plus 2 T70s (all Reg), while the germans get 4 PZ IV Long plus 2 Long PZ IIIs (all Vet except for 2 PZ IVs). The germans thus have a slight advantage here, both in quantity and quality (the PZ IIIs can stand their own against T34s at short ranges). This is somewhat rectified by the fact that the soviets also receive 2 76mm Guns (Reg), thus insuring almost parity in the heavy AT hitter department. In addition the germans get 2 Vet 75mm Inf Guns, while the soviets get a single 37mm AA, all of which are mostly useful for infantry support, but might bag a tank if they get very lucky. The germans also had motorized transport for their guns (2 Kubelwagens (Vet)) as did the soviets (4 Trucks for transporting heavy weapons/guns plus 5 jeeps meant to carry the recon platoon). Points wise the germans have a clear advantage due to the extra price of their superior troops: about 1700 to 1000 (once poins for unarmed soft transport has been deducted), but since they are supposed to be attacking (and doesn´t have superior numbers with which to do this with) this seems OK. 1.7:1 odds in other words, falling somewhat between the 3:2 and 2:1 odds normally necessary to succesfully attack in a game of CMBB.
The soviet force is thus a weakened armor battalion (1 reduced company of armor, 1 company of MotInf, including heavy weapons) including an added weakened company of Recon troops (The recon plt.plus the BA 64s) augmented with supporting assets from Brigade/Corps (the 76mm Guns). With regard to leaders the soviets are pretty well served. Most of their HQs have at least average bonuses and the Coy HQ plus two of the infantry platoon HQs have an especially large number of morale and combat bonuses. All soviet forces starts on the map and has to set up in a single setup area, centered on the bridge across the frozen river. The soviet player has some choises to make in his setup, since he potentially needs to hold at 4 different V-Flags. The V-Flags themselves are of such low value that they are not really decisive for the result of the game, which will be decided by the exchange of casualties. The player who loses less while killing more will most likely win. In addition the soviet player has the option of exiting parts of his force, so that the germans do not receive victory points for killing them. On paper the soviet forces has almost numerical parity with the germans, but due to the need to guard an extended perimeter this is not something that the soviet player can readily take advantage off (unless he masses his force into a "fist" and actively goes hunting for the german forces, but the soviet player really has no way of knowing the german deployment or force composition). This of course means that the soviet player is liable to be defeated in detail if the german player masses parts of his forces. Which of course makes it imperative for the soviet player to put large parts of his mobile units (primarily the tanks plus perhaps the recon platoon and the infantry heavy weapons) into a central reserve from where they can intervene rapidly against any german attacks in force. The soviet player doesn´t get any foxholes either (likely to represent the hasty nature of the defence) which further complicates his problem. To top it all off, the T34s and 76mm Guns only start the game with 50-66% of their normal ammo allotment, so they must choose their shots carefully.
The german force is also a reduced combined arms battalion consisting of a weak tank company plus an overstrenghtened PanzerGrenadier Company supported by battalion level infantry guns and divisional level artillery. The german players leaders are also respectable, with the company commander being very potent (Crack quality combined with a slew of bonuses). The german panzergrenadier company (including its organic support weapons) plus two of the PZ IVs, the infantry guns and the artillery spotter starts the game on the table with a number of setup options. On turn 2 and 3 they are joined by an additional PzG platoon and a section of PZ IIIs arriving along the road leading from the northern table edge. On turn 5 another pair of PZ IVs show up in the SE corner of the map. The initial german force has a choise of 5 setup areas to use: 2 of these areas start in the patches of brush entering the board from the N abd W table edge respectively and leading towards the river. Another setup area gives the option of setting up in a small box in the center of the southern table edge. The last two setup areas gives the german player the option of setting up along the W or E eastern table edges, in the patches of trees on either side of the river and the road. Combined w. the reinforcements entering the table from the N along the road, this potentially gives the german player the option of attacking the soviets from all directions simultaneously, but the correlation of forces means that this might not be such a good idea. An obvious idea might be to use the E and W setup areas in the trees on either side of the road/river to set up a lot of infantry (ideally an entire company, possibly split on both sides of the river since the ranges are short enough that they can support each other by fire) and then use the setup areas in the open to set up the supporting AFVs/Guns. Another option might be to split the initial german force across several setup areas, but coordinate their attack in such a time and fashion, that they hit the same (or adjacent) parts of the soviet defences from several angles at the same time. The possible variables here are of course endless, but the close correlation of forces means, that the german player must use his qualitative superiority and freedom of setup to wrangle some kind of tactical advantage over his soviet opponent. Otherwise the germans will simply be mashing into the soviet defences in an almost straight 1:1 slugging match in pure numbers. A slugging match he can not be sure of winning.
I had to set up the soviets. The problem of making the available resources cover all objectives (without any foxholes for cover), while maintaining an all-arms defence and also having a reaction reserve available. I toyed around with a number of ideas, but finally settled on guarding each of the outlying V-Flags, while a central reserve would occupy the V-Flag on the bridge and from there be able to use the road or the riverbank to quickly react to an enemy thrust against any one of the objectives. Thus I chose to garrison the village w. my best MotInf platoon (3 squads plus an ATR) stiffened up w. an extra ATR. The ATRs were set up to fire flanking into any AFVs skirting around the village to either side. An addition a BA 64 stood as outpost on the road coming from the north in order to stop any infantry by fire and give advance warning about any armor. The eastern flank of the village and the V-flag on the ford there was protected by a small detachament, consisting of the Recon Plt (minus 1 squad) and a Maxim MG set up to fire into the brush covered gully coming down form the north, into the trees along both riverbanks and of course along the river itself. This position was also supported to the S of the river by two T70s, who had the dual task of shutting down any infantry infiltrating attempts along the trees along either side of the river and moving N or S in order to fire flanking shots into the side of any enemy AFVs advancing from the E towards the village or driving W along the road (an addition to holding the V-Flag on the ford by their presence). The V-Flag in the forest to S of the river was guarded by the SMG platoon, stiffened up by the TH team and an ATR set up to fire flanking into any armor coming along the road from the E. In addition this platoon was supported by a Mortar and set up so, that the SMG squads were lurking inside the woods on short cover arcs (and thus untargetable untill someone actually went inside the forest, while the mortar could potentially fire on targets approaching due to the SMG platoon HQ, which was set up so that it could call for fire against targets approaching the position. In addition the mortar was set up so that it could potentially cover the northern riverbank and shoot down the lenght of the river towards the E as well. The approach towards the river from the S was guarded by a single BA 64, set up in the crossroads, w. the job of stopping any infantry from moving in the open and skedaddle if anything serious showed up. This was backed up by a full platoon of MotInf set up in the trees to the W of the N-S running road, with the job of preventing infantry infiltration from the W along the S riverbank and also set up to fire against any enemy infantry aaproaching in the open towards the S. In addition this position had 2 guns. One 76mm gun was set up near the to the S of the bridge to fire S along the road against any enemy tanks approaching from the S (and potentially also from the N and along both sides of the river. The other gun was a 37mm AA gun set up behind the MotInf platoon to fire flanking into any enemy armor coming down the road from the W and also able to fire into the flank of any enemy trying to use the westernmost ford. In addition the bridge itself was guarded by the Coy HQ, plus a Recon squad and an ATR (set up to fire W along the riverbank or into the open terrain W of the N running road) set up in the trees just to the N of the bridge. In addition this position also had a Maxim MG and a 76mm gun in the trees along the road leading N (set up to fire N along the road and into the open terrain to the W of the road). In addition this position had a mortar (set up to fire on the call of the Coy HQ and along the riverbanks and into the trees on the other side). On the bridge itself was the T34 platoon, which was my only completely undedicated reserve. One truck was kept in reserve near the birdge in case I needed to haul the guns or the mortar anywhere else. The remaining motortransport (3 trucks and 5 jeeps) were set up in the extreme NW corner of my setup area, intending to drive off towards the NW and off the table at the first chance (the briefing advocated driving due W, but that would lead me to cross the brush covered gully and I was afraid tha it might be a german assembly area). I then started the game.
The first few turns were pretty quiet. I sent the 3 trucks and the jeeps haring off into the distance. The jeeps all made it, but the trucks were slightly slower and two of them got intercepted and wiped out by a PZ III. An inauspicious start.... The battle then devolved into a number of essentially independent actions, with the T34s and some of the other forces being rushed to the threatened sectors in sequence.
The real action started with the MotInf platoon set up S of the river and W of the road, who spotted advancing infantry in the open to the S. The BA 64 opened fire and sent them crawling for cover. The infantry began crawling closer, and it became clear that there was at least a platoon. Anxious to keep most of my defence hidden during this early part of the game I committed 2 of the T34s to a quick counterattack against the infantry in the open, which did a number on them and either killed the exposed infantry or drove them to cover (the BA 64 ended up dying to a flurry of mortar hits though). The MotInf platoon in the woods then began firing on enemies advancing from the W in the forest and w. the help of the 37mm AA gun routed or drove them to ground. My infantry then began taking fire from a tank on the road to the W. I immediately dispatched the last T34 towards the S in order to get a solid 3:1 odds (and still have numerical supriority even if the german tank had a "wingman" out there somewhere). The tank trundled into the sight of my 3 T34s and after a short duel it was destroyed (but the TC of my platoon leaders T34 got capped in the proces when he poked out his head at an inopportune momet, which meant hat the command delay for the T34s would now always be 45 seconds...). The T34s then turned due east in order to help the SMG platoon (more about that further down). When they returned a few turns later and prepapred to drive north along the road in order to help out the MotInf platoon in the village to the N, the trailing tank got bogged down and then was picked off at long range by a lurking PZ IV coming up from the SE. This PZ IV then proceeded to head straight for the bridge, accopanied by a renewed infantry assault by the german units from the S and W. The tank promptly drove into LoS of the AT gun set up to cover the road and died. The 76mm gun then spent its remaining ammo shooting up german infantry, along with the MotInf platoon and the 37mm gun, which managed to stop the german advance. During the final turns of the game the sole surviving T34 returned down here for a short spell in order to silence an annoying MG42 that was threatening to pin some of my defenders. In this sector the game ended w. the enemy decisively stopped at very few losses to myself (about ½ dozen infantry and a BA 64).
The SMG platoon to the east got its baptism of fire slightly later than the MOTINF platoon to the west. But a platoons worth of infantry supported by two tanks suddenly appeared out of the falling snow. The platoon HQ called for fire from the mortar in order to button the anks and buy some time to redeploy in, while the SMG infantry began duffing up the attacking erman infantry at close ange, taking fearful losses themselves due to the supporting tanks momentarily pinning them and making them vulnerable. This gave me the time to bring over the T34s from the W (they used a central clearing in the forest to rapidly redeploy due E and call up the T70s to do their planned flanking fire. This went swimmingly. Both of the enemy PZ IVs kept on shooting up my infantry, while the T70s crept up on them and dispatched both in sequence in two straight up 2:1 duels against the flank of the panzers (the last PZ Iv had also been targeted by a T34 from the front and was probably going to die anyway). The T34s then went back the way they came (one of them being picked off by an enemy ank as already narrated), while the T70s used their ample supply of 45mm ammo to pin the german infantry and give the soviet SMG gunners a breather. I then used the truck to bring over another mortar from the position at the bridge, since the first one had expended its ammo, but before I could move it into a proper supporting positions after it had been dismounted a hidden german gun firing from N of the river picked it off. Drat! Artillery then started falling which wrecked the truck (but did precious little else). Since I did not know which kind of gun I was dealing with (for all I knew it might be an armor busting PAK 38 or 40) The T70s stuck out of view and consoled themselves by firing at a couple of machineguns that had also appeared in the trees N of the river, pinning or routing them. The german infantry tried a last ditch assault during the final turns but got stymied and cut down. Despite this they were still able to contest the flag. The SMG platoon held, but at the cost of 80% casualties.
The action in the village also started a little bit later than the other two. As mentioned above a PZ III destroyed two of the trucks before they could get away. The BA 64 on the N outskirts of the village then spotted enemy infantry advancing in the trees along the road and drove them to ground. Another PZ III then came roaring down the road and forced him into "Cower Panic", which lead to the AC backing into the trees along the road. I frantically issued orders for him to back away, but it was too late and the PZ III picked him off. Oh well... The german infantry then took the lead and begun pressing into the village along the tree lined road, supported by the PZ III. My Maxim MG and MotInf platoon gave them a warm welcome, but the covvering fire from the PZ III was pretty efficient. The last PZ III then came drivingtowards the village from the W, after having finished off my trucks and their crew. It drove straight into the sights of the 76mm gun and an ATR, who proceeded to knock it out from the flank. The remaining PZ III wisely stayed back, which lead me to call for the T34 platoon (now reduced to two tanks), which promptly drove up the road and engaged the PZ III. In a duel at maximum LoS I lost a single T34 and was forced into a "mexican standoff". This payed off somewhat, as the remaining T34 was able to use its HE and MGs to further help the infantry, Maxim MG and 76mm gun to drive off the german infantry with crippling losses. The T34 then had to drive back down south in order to elp beat back the renewed german assault on the MotInf platoon S of the river. The germans then renewed their attack on the village, this time from the east and by fire alone. A gun sitting in the steppe to the E of the village began demolishing the houses and their occupants, aided by a machinegun. The infantry in the vllage were out of ammo and could not return fire, so it fell to my supporting position (consisting of a recon squad and a Maxim MG) in the trees to the E of the village to return fire. They were in turn suppressed by the fire of a couple of machineguns, a mortar and a gun set up in the trees to the NE of the ford w. the V-Flag. As already mentioned the T70s then pinned these units down, so that my units could resume firing, but by that time the gun to the E of the village had already reduced my position to shambles (the MotInf platoon here took about 75% casualties with the un accaunting for about 25% alone) and in the confusion the PZ II had driven close enough to contest the V-Flag. During the last few turns I tried to bring my T34 up again from the south while hoping that the PZ III might peek out from behind a house so that my 76mm AT gun N of the river could gain LoS, but to no avail. The game then ended with 2 V-Flags disputed and two in y possession.
Overall I don´t think this scenario requires any modification. It seems balanced enough, and if you had been able to get a little more mileage out of your FO and tanks might very well have been a Draw.
As for your mistakes you have already covered most of them. I would only add, that setting your infantry and MG42s/Inf Guns up in seperate setup zones might also have been a mistake. The way you played the game, your infantry was never really able to capitalize on the firepower dispensed by these units. Instead you had to resort to calling forward the tanks whenever your infantry needed support, and once you didn´t really have many of those left the game was up. As fr myself I don´t really think I commited any cardinal errors. I was probably a bit dawdling w. the use of my last T34 during the final turns, but I hadn´t really counted on the destruction wreaked by your infantry gun, which was what allowed the PZ III to break into the village and contest the flag.
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JDR DRAGOON
Junior Tester
Member #2429
Joined: Aug 2005
Ratings: 0 / 0 / 0
Discussions: 62
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Post #4
5402 days, 17 hours, 56 minutes, 4 seconds ago
OUTCOME: | Major Victory | STATISTICS: | Axis | Allied | Player Name: | Him | Me | Experience Bonus: | 0 | 0 | Play Balance: | 0 | 0 | Men OK | 93 | 133 | Tot. Casualties | 139 | 58 | Men KIA | 31 | 15 | Men Captured | 0 | 0 | Mortars Dest. | 0 | 1 | Guns Dest. | 0 | 0 | Pillboxes Dest. | 0 | 0 | Vehicles Dest. | 5 | 7 | Aircraft Dest. | 0 | 0 | POINTS: | Axis | Allied | Flags Held: | 0 | 200 | Enemy Casualties: | 603 | 1431 | Prisoners Taken: | 0 | 0 | Exited Troops: | 0 | 0 | Scenario Bonus: | 0 | 0 | FINAL SCORE: | 27% | 73% |
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Played this PBEM against a Human opponent. Here are his comments:
Well, that certainly sucked. Even with armor superiority, I lose not one, but TWO PzIVGs to a T70! That single T70 was responsible for holding off an entire flank assault. I was deliberately trying to keep my armor at a cautious approach, so the loss of those two, a third which crept forward instead of waiting, a fourth that got impatient and 'discovered' a 76mm gun, and a PzIII that discovered a second 76mm gun seemed to prove that I wasn't doing a good job of using infantry to spot/scout. I was spread too thin (again) and could not coordinate the armor/infantry attacks properly, as my precious infantry was getting chewed up too quickly. I was lucky enough to KO two T34s and rout some infantry, but stealthy maneuvering by the T70s and good gun placement was your best defense, IMO. My only bright spots were my IGs and mortars, which were well-positioned, and able to provide some support. My FO was a complete waste, given that the fog prevented him from targeting...even below 200m, as his rounds landed sporadically on odd parts of the map...sometimes 100s of meters away from the targeted spot(?) In retrospect, hitting you from one side of the map with everything I had (especially the depression where I deployed my Coy HQ and IG!) would have minimized the effectiveness of your guns, and caused you to spend countless turns shuffling infantry and armor around to defend against amassed forces. My attempt to surprise you from three seperate fronts was met (on at least two) with adequate resistance, and I ultimately failed to capture any flags.
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JASONC
Senior Tester
Member #3156
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
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Post #3
6047 days, 13 hours, 44 minutes, 55 seconds ago
There is no exit VC condition, correct. That would force the Russians to exit and heavily penalize them if they fail to get off. Instead the west edge is simply Russian friendly, allowing exit there. Units moved off are out of the fight but safe.
This can simply be a way of reducing potential German knock out points, and might be used e.g. for the soft transport only. Or you can move off a larger portion of the force. That will only get a draw or better if you also give the Germans a bloody nose in the process.
The suggestion is also meant to get the Russian commander out of a purely defensive mindset. The Russian force is reasonably strong and has mech arm attacking abilities. Visibility is quite limited and the trees along the river cut LOS across it. The Germans are thin on all sides. If the Russians move heavily in one direction, they have a good chance of overwhelming the Germans on that part of the perimeter.
The Germans, on the other hand, are strongest if they can press or hold off an any given side, as tactical opportunities dictate, and if the Russians stand paralyzed trying to hold in all directions, while the Germans overload one sector with their armor.
Of course, it is prefectly legit to instead try a static defense. You saw what that will turn on - how well the guns do, and how well the Russian armor can make itself felt. Options, replay value...
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DUNHILL06
Member
Member #6121
Joined: Mar 2007
Ratings: 0 / 0 / 0
Discussions: 2
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Post #2
6048 days, 1 hour, 48 minutes, 31 seconds ago
Played this one as Soviets against a human opponent. No need to provide a detailed AAR screen as the Soviets surrendered on turn 16. Despite that lopsided outcome, I came away feeling this was a well-balanced scenario. The overwhelming loss came down to statistical "bad luck"; the two 76mm ATGs failed to score a single kill before they were dispatched, despite having clean ambush shots with hit probabilities of about 70 percent. If each one had managed a single kill, something well within the spread, I could easily see this one coming down to a tense draw. Without those kills, the Panzers never paused and confidently steamrolled over their opposition, losing only one PzIV to a shot from a T-34. With the exception of one T-70, the entire Soviet armor force was eliminated.
Not much to criticize here; rather, I have one item that somewhat puzzled me.
The briefing for the Soviet side suggests moving forces off to the west as an alternative strategy to standing and fighting. I'd like some more details as to how this works as an option, given there is no exit zone. Is the idea to leave a small delaying force behind, hide the bulk of the units in the trees to the west, and draw out a win/draw based on surviving points rather than flags held?
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JASONC
Senior Tester
Member #3156
Joined: Jan 2006
Ratings: 0 / 0 / 0
Discussions: 133
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Post #1
6055 days, 12 hours, 37 minutes, 21 seconds ago
Scenario discussion area for LS 5 Last Stand of the 24th Tank Corps
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