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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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CMBO |
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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 |
CMAK |
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Ideal for a QB ME
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CMBB |
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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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CMBO |
Newest Members |
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forseti007 |
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Bee Goode |
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Coyote1945 |
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fungf |
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frankf |
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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!
Members online:
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BRITISH TOMMY
Novice Tester
Member #290
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Joined: Aug 2003
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Post #23
6757 days, 17 hours, 49 minutes, 6 seconds ago
Just love it when you go to the trouble of play testing a scenario and the designer doesn't respond to your messages Sorry, but I wont be play testing another of your scenario's again.
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success is not final, failure is not fatal: it is the courage to continue that counts. Winston Churchill
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BRITISH TOMMY
Novice Tester
Member #290
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Joined: Aug 2003
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Post #22
6784 days, 17 hours, 22 minutes, 36 seconds ago
Mc Nab is putting up a good defence but the American reinforcements come on in full view of the enemy! This really need to be fixed before releasing to the SD
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success is not final, failure is not fatal: it is the courage to continue that counts. Winston Churchill
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BRITISH TOMMY
Novice Tester
Member #290
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Joined: Aug 2003
Ratings: 6 / 0 / 0
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Post #21
6850 days, 2 hours, 23 minutes, 13 seconds ago
Just started this against McNab. I took the Americans. Will update you here on how the battle plays out. Not really sure what version I'm using but I do have the 81mm arty spotter
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success is not final, failure is not fatal: it is the courage to continue that counts. Winston Churchill
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CHRIS - NERD KING
Novice Tester
Member #2635
Joined: Oct 2005
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Post #20
6940 days, 14 hours, 52 minutes, 49 seconds ago
Thanks for the detailed feedback! All of your desired changes were implemented. The terrain has been modified according to your desires, along with some extra stuff to the town. The Americans have an infantry and engineer platoon, some HMGs, and 105mm spotter added, and another tank made Veteran. The Germans have one platoon withdrawn and put into reinforcements. The turn length has been lengthened and made variable.
If you liked this, try my CMBB A Tankers War Episode 3. I just finished revising it for AI play and it is one CRAZY fight!
Thanks again!
Chris
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
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Post #19
6941 days, 10 hours, 27 minutes, 27 seconds ago
Forgot to mention; other than perhaps increasing the experience of maybe just 1 US tank crew, I think the armour/ panzer balance is spot on in this game. Also, as RnlTiger said, the German side of the map gives good opportunities for the Germans to use their force in a defensive role. Yes, that aspect was very well done
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
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Post #18
6942 days, 1 hour, 41 minutes, 8 seconds ago
Ok back to game 2.
So, I chose the flag on the left, just for comparative purposes.
Similar sort of start to game 1. Main force, this time on my left, dropped a few mortar shells on likely positions then laid smoke. Bluffed in town with lots of fire, but despite their weakened state I decided I must move some of these guys to the right as a diversion. Trouble was time prohibited me waiting for them to attack simultaneously or before my main effort. So it had to be a bluff AFTER my real attack had gone in. Needless to say, I didn't have enough smoke or fire-power to give this feint a real chance and my opponent made me pay - about 20+ casualties before I retreated them all back to the cover of the woods. I'd also split my tanks this time, and the one tank on my right was taken out by the TD in quick order.
Meanwhile my main attack had got across the river with remarkably light casualties - just 2 or 3 per platoon. The TD again caused havoc with the Shermans, remarkably hitting the leader again! So, same as game 1, Shermans forward. This is when a specific 'extra problem' came to light on this side. One of the fords is deep - so it slowed the infantry down and the tanks had to use the others. This resulted in the infantry nearest the wood - with the task of clearing it - arriving too late for an expert Panzerfaust ambush which took out two more Shermans. At this point I thought the massacre was about to start, but it was only really as I approached the objective and my opponent skilfully moved a town platoon to its flank to provide cross-fire against my advance that I was stopped - about 40-60m short of the flag.
It was ridiculous for my lead platoon, by now considerably depleted, to contest the flag from, as already related, what amounted to an intact Company of infantry.
The armour battle was interesting in both games, but especially so this time around. There was a weird 'dance of death' at about 40m between my Armoured Car and the big TD. But the TD just refused to die and retired a little with gun damage.
So, now that I've seen the end of both games, I still have the following recommendations:-
Maybe one or even two of the German platoons should be brought on from the rear as reserves around turns 5, and 10 - they've plenty of time to reach their chosen deployment or to lay in reserve.
The deep ford - about the third ford from the US left - should also be shallow to allow a reasonable chance of the infantry getting across.
Otherwise my comments from before still stand.
In neither game were there any significant casualties to my artillery, despite it hitting the very areas where the enemy were deployed - and that by intuition. Basically 81mm against infantry in foxholes needs a direct hit to do anything. I really do think it needs upgrading.
Perhaps another Sherman should be a veteran too.
With these changes I think it will be a very good game, and much more likely to go either way - remembering, of course, that being a dynamic flag game, it does tend to be an all or nothing result.
Thanks for putting together this game, which has great potential, and which as I mentioned had a number of innovative ideas which I won't spoil by mentioning them here.
I hope you'll produce morelike it.
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
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Post #17
6942 days, 2 hours, 20 minutes, 13 seconds ago
OUTCOME: | Tactical Defeat | STATISTICS: | Axis | Allied | Player Name: | RnlTiger | Chris F | Experience Bonus: | 0 | 0 | Play Balance: | 0 | 0 | Men OK | 239 | 301 | Tot. Casualties | 76 | 100 | Men KIA | 17 | 33 | Men Captured | | | Mortars Dest. | 1 | | Guns Dest. | 1 | | Pillboxes Dest. | | | Vehicles Dest. | 2 | 7 | Aircraft Dest. | | | POINTS: | Axis | Allied | Flags Held: | | | Enemy Casualties: | 1395 | 754 | Prisoners Taken: | | | Exited Troops: | | | Scenario Bonus: | | | FINAL SCORE: | 65% | 35% |
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This is the game 2 result, which had me chasing the flag on the US left.
More later, but suffice to say, despite the score, this was a far more serious set-back than the other game. It should have been a thorough going defeat.
Having arrived at the target flag - well within 60-80m of it - I found there was nearly a Company of infantry waiting for me. Although, full credit to my opponent who played resolutely throughout, most of these fresh troops hadn't had to move far, if at all. Since my entire assault force consisted of only a Company of infantry, by the time they'd taken some, relatively few, losses advancing, they were not going to overcome that sort of opposition.
I'll give a fuller review later.
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
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Post #16
6942 days, 2 hours, 29 minutes, 24 seconds ago
OUTCOME: | Minor Defeat | STATISTICS: | Axis | Allied | Player Name: | Demyansk | Chris F | Experience Bonus: | 0 | 0 | Play Balance: | 0 | 0 | Men OK | 245 | 308 | Tot. Casualties | 70 | 93 | Men KIA | 22 | 22 | Men Captured | | | Mortars Dest. | | | Guns Dest. | 1 | | Pillboxes Dest. | | | Vehicles Dest. | 4 | 6 | Aircraft Dest. | | | POINTS: | Axis | Allied | Flags Held: | 1000 | | Enemy Casualties: | 1175 | 1298 | Prisoners Taken: | | | Exited Troops: | | | Scenario Bonus: | | | FINAL SCORE: | 63% | 37% |
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This was Game 1, and so it was also my first choice of tactics and flag.
The map, briefing and OOB, set an interesting choice of dynamic flag for me as the US player. This was one of the best aspects of the game. Either way I had to cross 100+m of open ground to the river, cross 40m (on the left) or 60m (on the right) of river ford, then having established a position on the opposite bank, advance a further 160-240m across partially open ground to the objective. In this game, I chose the furthest flag on the US right because:-
I thought it would be the line of least expectation and thus there might be less defenders in the way.
I felt the joined fords and layout of the river in relation to the town would be easier to cover with smoke.
Once across the river my advance would be isolated from the town by a wood which could at least shield my infantry advance (if I captured it).
Once my infantry entered it, this same wood would act as my deception plan as I could advance on the town instead of the rear right flag.
To some extent all these points turned out to be correct, but I realised I was short of time, and had only light (81mm max) artillery, and I was already warned about the enemy AT capability. Strangely, smoke ammo was not a problem, just about right to allow for a margin of error.
What really concerned me though, was that I just didn't have enough infantry to create an effective diversion, and the stuff in town was in a 'weakened' condition. In the end, I put a picked team of mortar, bazooka, and MMG, with independent HQ on the left to at least create some fire and drop a bit of smoke about. I doubt this had the slightest effect on my opponent, who nevertheless never moved a thing from that side.
I started off with vigorous activity in town, fire, mortars, my light AFV shooting about, to try to locate the enemy and cause a bit of a pin there. This resulted in the known enemy ATG revealing its position, which was promptly destroyed at the expense of my AFV. Later even a feint cross bridge attack was mounted, at some loss, and again it seems the enemy moved very little out of town. MG positions were gradually eliminated but my proper assault couldn't wait for all this and had to proceed anyway.
I allowed about 3 turns for mortaring of suspected/ likely positions, and the laying of smoke. Very soon though my opponent brought a TD into play, and this created havoc with my tin-can Shermans. One was nicely destroyed (inevitably the platoon leader!) despite its hull down position, and worse, another then took fright and reversed out of its safe position in the 'ready prepared tank trench' and was blown apart. This resulted in my remaining tanks dashing straight across the river to relative safety, while the infantry adavanced through a hail of MG fire despite the smoke - there have to be some small gaps. Casualties were quite light, but only about a third of my infantry got to the river bank and then through the ford. Second and third waves followed, and about two-thirds strength got to the other side. The TD was finally destroyed after multiple hits at close range from bazookas and Shermans. There was then very little doubt I'd get to the vicinity of the flag, at least, but the armour battle wasn't over, and I was glad of my reinforcements, even though they did come on in full view of the enemy. I was lucky, and hit first, but it could have resulted in my badly needed force being wiped out or demotorised. As it was the lack of roads caused bogging several times, and in the end only two HTs made it across the river, the tanks being used to cover the assaulting infantry from intereference from the german armour.
The German tanks were gradually worn down without further loss, and most of my remaining infantry arrived at the wood containing the flag. The game then ended with the flag - at the rear of these woods - held legitimately by about 17 surviving Germans which included a 6 man mortar team at the flag itself. Two or three more turns would have seen this small force overwhelmed by the equivalent of 2+platoons plus two Shermans all within 80m or so.
So, a close ending, much closer than it first appears. However, I feel I was very lucky, very lucky indeed. After theinitial upsets with the armour everyting seemed to go my way - and it need not have. Also, my opponent never really made any counter moves - he didn't need to - which would have made my position hopeless.
This suggests to me the following changes are needed:-
remove the 'tank trench' on the US right and create a more natural hull down position so that if a Sherman reverses it doesn't make its position worse but disappears out of sight.
alter the terrain around the US reserves entry point, perhaps with a very slight ridge, so they're hidden on arrival
Add a platoon more infantry so that a diversion can be created on the opposite side to the intended attack
The Germans have lots of HMG, give the US some more
The Germans have TRP, give the US at least one, and give them some 105mm - this can be partly off-set by a reduction in 60/81mm.
Move the right flag slightly forward to the front edge of the wood as it is on the left.
Create some clear terrain - just a 20m wide row - behind the woods on the right, otherwise the US reinforcements are pushed to get anywhere in the time available through the corn and scattered trees - unless they're to be massacred by any AT threats the Germans still possess at that point.
Don't get me wrong - these are relatively minor changes which i think will perk it up a lot.
Cheers
(modified 11/20/2005 03:19:15 by Chris )
(modified 11/20/2005 07:16:19 by Chris )
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
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Post #15
6942 days, 8 hours, 15 minutes, 49 seconds ago
Ok, as you know I played this as the US side against two opponents in parallel, and with such synchronicity that both games finished within 15 minutes of each other!
I deliberately chose a different flag in each game to give this a thorough test, yet curiously the results were very similar numerically, although they differed markedly in actual events.
I lost both about 65:35, as will be detailed above, and it was certainly a challenge from the US side. I enjoyed it, although it was frustrating to realise very early that there just wasn't anywhere near enough time to do the job without risking a massacre (which I'm sure would have resulted) by rushing headlong straight from the off. It seems my opponents had little to do except set-up, as is often the case with the defence, although they did get to move a bit of armour about.
My overall opinion is that this scenario is a very good effort. It has lots of nice touches, and a pretty good map, and a real attempt has been made to create an exciting and balanced pbem game. However, at present, I believe it just falls short and it needs some small but significant tweaks to make it balanced for two players.
Thanks, for providing a good test game though. Thanks, and congratulations also to my two opponents who played their chosen deployments with skill and fought it to a nail-biting finish.
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CHRIS "FERROUS"
Junior Tester
Member #424
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Post #14
6942 days, 19 hours, 57 minutes, 2 seconds ago
Hi Chris N-K
More later, but, yes, I did use the spotter - I sent the end files dropped into QB so you don't need a password to see them - so every unit has been resupplied as you see them now. However, you can see the losses and the end position.
I'll do a full AAR tomorrow. Thanks for setting this up, nice game, just needs a few fixes to balance it out.
Cheers
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CHRIS - NERD KING
Novice Tester
Member #2635
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Post #13
6942 days, 21 hours, 1 minute, 3 seconds ago
I just recieved the end game files, thanks to both of you for your time. I agree the time limit needs to be increased, but I am wondering why in both games the American 81mm mortar spotter w/ 200 rds was not used? I had planned that the smoke it could provide would be crucial for a quick American advance across the river.
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RNL TIGER
Member
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Joined: Apr 2005
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Post #12
6942 days, 22 hours, 33 minutes, 42 seconds ago
I have enjoyed the scenario from the Axis side and the map is good with a few nice peep holes for an AFV.
I would suggest that the length needs to be increased by around 5 turns as the battle ended quite suddenly whilst the US forces were still trying to take the flag. In terms of force balance the US may benefit from slightly more offensive capability and this will really put the question to the Axis forces about how to respond to US probes/attacks.
Regards RNL Tiger
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CHRIS "FERROUS"
Junior Tester
Member #424
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Post #11
6956 days, 9 hours, 14 minutes, 39 seconds ago
Hi
Into the final third in both games which are literally running file by file - neck and neck - well done both my opponents.
Building nicely to a critical finale. In both cases I'll have to get my chosen flag to have any chance of winning, and my opponents will have to stop me. The beast is down in game 1 - two tank shell turret penetrations, 4 bazooka penetrations, 3 track hits, and umpteen ricochets, then the crew bailed out.
Game 2, is developing altogether diffently - more in the AAR.
Great fun so far.
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CHRIS - NERD KING
Novice Tester
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Post #10
6958 days, 18 hours, 42 minutes, 37 seconds ago
Thanks for your inputs, I am glad that the beast is a pain, that's what I intended it to be. I had thought the reinforcements might be a problem, I was hoping I had them far back enough, I guess I need to make some minor terrain alterations.
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
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Post #9
6959 days, 2 hours, 43 minutes, 45 seconds ago
In both games, which are running neck and neck, it was my German adversary that suffered by losing a unit due to my reinforcements appearing in full view. I was very lucky. I don't think my opponents' loss has unhinged the game, but they weren't best pleased
Likewise I'd have been disgruntled to say the least if half my new force had been demotorised within the first minute of its arrival.
Otherwise the game's are developing ok at just beyond the halfway mark.
Far too early to say who has the upper hand. Game 1 - The 'beast' in this game has taken 3 bazooka penetrations and a track hit to nil effect. Game 2 - the same unit is keeping well out of harm's way and although it has probably registered less kills, its mere presence is such a threat that it has caused other units success elsewhere. Interesting ....
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
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Post #8
6963 days, 5 hours, 58 minutes, 44 seconds ago
Ok, we're starting to encounter some snags now.
I've received some reinforcemnts in full view of the enemy. I did have my suspicions that would be the case, and I reckon this is a pbem player's pet hate. As it happens, due to what occurred earlier, it might be slightly to my advantage, but it could so easily have been murder on the Allies. I could see the reinforcement being negated almost instantly. I'd recommend a re-draw of the entry area so that either a slight ridge or woods shields their auto-deployment.
Also, not being told when or where they'd arrive, I couldn't really form a plan in advance as to what to do with them.
It seems to me now that there's only one realistic possibility for their use, and precious little time as the game is of fixed turn length. Routes to either flank are poor, especially to the US right, and I think there should be some breaks in the terrain cover to make some paths through - not necessarily tracks, just a bit of clear. I can see more than half the remaining time being taken up with them just getting in position. The roadsides look a bit barren too. A few roadside scattered trees would help.
It'll be too little too late I suspect.
Some interesting firefights going on in both games, soit's still entertaining.
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CHRIS "FERROUS"
Junior Tester
Member #424
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Discussions: 68
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Post #7
6963 days, 23 hours, 7 minutes, 46 seconds ago
One more thing - I'd have liked to know how many flag points' my guys are risking their necks for
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
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Post #6
6964 days, 9 hours, 0 minute, 8 seconds ago
Hi Chris NK
About 1/3 of the way through both of these playtests. No significant snags to report so far - it's looking promising, certainly a perfectly good pbem, and proving quite interesting.
OOB - maybe give allies better appreciation of when and where reinforcement will arrive. If axis get any maybe the same will apply.
Map - especially well done on Axis side of river, a few gamey 'holes' giving certain hull down positions on Allied side (I suppose there may turn out to be some on Axis side too). As I noted earlier, I'd prefer a bit more detail in town without significantly altering the LOS.
Also, some players might object to the church at the back of town intruding on the road, perhaps bring the jiggle in the road 20m forward to avoid this.
OOB - too early to say, but looks challenging so far.
Battle - interesting challenge for Allies. My Shermans are suffering but got several across the river in both games. In game 1 I've about half my intended infantry across in good order. In game 2 I've more across than I originally intended. In both cases infantry casualties are fairly light - thanks for the smoke - I'd have liked and expected something a bit heavier than 81mm to drop on suspected positions however. Please can I have 105 next time !
Will report back. Cheers
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CHRIS - NERD KING
Novice Tester
Member #2635
Joined: Oct 2005
Ratings: 0 / 0 / 0
Discussions: 34
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Post #5
6976 days, 20 hours, 13 minutes, 36 seconds ago
hehe. I hope you enjoy it. If you like vs AI games, try my A Tanker's War too... the second and third episodes will be coming soon too.
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
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Post #4
6976 days, 20 hours, 23 minutes, 35 seconds ago
Ok, it looks like I'm playing this twice by pbem!
I'll be playing it in parallel from the US side against two different opponents. I'll make sure the games keep at the same pace and I'll use a different plan each time. Maybe, even swap the flag choices around
Still haven't a clue what's waiting for me, but we'll see.
Cheers
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CHRIS - NERD KING
Novice Tester
Member #2635
Joined: Oct 2005
Ratings: 0 / 0 / 0
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Post #3
6977 days, 17 hours, 51 minutes, 42 seconds ago
Actually I had noticed that myself. Towns have always been my weak point. Another thing I had missed, can't believe I forgot, was craters and battle damage. That will be included in the next upload. The reason I had said H2H was the German side can be a little tricky to play, and I don't think the AI can handle it well. You are more than welcome to give it a shot though and let me know what you think.
Chris
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CHRIS "FERROUS"
Junior Tester
Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
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Post #2
6977 days, 18 hours, 2 minutes, 21 seconds ago
Hi Chris NK
I opened this up from the US side, intending to play against the AI - I don't really see why it HAS to be two-player but maybe you know different ?
My immediate reaction is that this could be a really good little game, although obviously I haven't a clue about theforces involved etc.
Good, well thought out briefing, and interesting storyline. Pretty good map, and a very popular scale of game.
The only thing I was a bit disappointed about was the drawing of the town and the lack of field definition. I beleive the town could be considerably improved by adding some scattered tree lined roads to simulate hedges / garden fences etc, and general 'clutter' to reduce LOS. Just looks a bit sterile as it is.
Please don't take this as a particular criticism, it's tons better than many I've seen.
OK, I'M SUFFICIENTLY INTERESTED IN THIS ONE TO TRY IT PBEM - IF ANYONE'S WILLING. My opponent should play the Germans of course, as I've vaguely looked over the US side. Otherwise I'd be playing it blind. Any takers?
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CHRIS - NERD KING
Novice Tester
Member #2635
Joined: Oct 2005
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Discussions: 34
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Post #1
6987 days, 13 hours, 30 minutes, 36 seconds ago
Scenario discussion area for Pick Your Poison
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