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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

a product of HDCS

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

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

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

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

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

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

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

The eastern side of the map is mostly woods, the west is hills and farms. It is most suitable for an assault on the town, but if the focus is shifted to the ruined villa it would be good for a meeting engagement.
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This Map is designed for Meeting engagements, it is set in a fictional City.
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A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
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Converting ASL Scenarios to CM
GJK
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Post #114   7349 days, 19 hours, 49 minutes, 6 seconds ago           

Converting ASL scenarios to CM

by ASL Veteran

When converting Advanced Squad Leader scenarios to Combat Mission I follow a philosophy in which I attempt to make as true a conversion as I can within the limitations of the differences between the two games.  The key for me is whether the converted scenario "feels" the same as the ASL original.  When evaluating a conversion some things such as maps and force pools are obvious; however, some things such as leaders and snipers are a little less obvious.  I will categorize all these differences and explain how I deal with them when making my conversions.


Maps



The most obvious difference between ASL and CM is in the maps.  ASL uses hexes while CM uses squares in the editor.  A hex in ASL is 40 meters while a square in CM is 20 meters.  All is not lost!  There is a way to convert ASL maps directly "hex for hex" into CM.  Each hex in ASL will be the equivalent of a four square cluster in CM.  With a little imagination, each four square cluster in CM can be visualized as the center of a six hex cluster.


 




I have an example of a six hex cluster here.  Once you have gained the ability to visualize the CM world of squares as ASL mapboard hexes, converting the map hex by hex becomes a very simple matter.  The only problem then becomes one of dealing with the terrain types that are in ASL but are not represented in CM.  In CMBO I generally used scattered trees for orchard hexes and rough for cemetery hexes.  The new terrain selections in CMBB have made things a little easier, but there are still some terrain types that are not represented.  I try to use woods hexes in ASL as a straight conversion to woods in CM whenever possible, but it can be much easier to see through woods hexes in CM during certain times of the year and sometimes tall pines must be used instead if it is critical to establish the proper "feel" for the scenario.  Gullies are also not represented in CM, and in some cases they are crucial to getting a scenario properly converted.  About the only option available is to make an area of lower elevation that is one "square" wide and create a huge trench for infantry to move in.  They derive no cover benefits from being in this trench, but hopefully it can give troops sufficient concealment that they will not be fired upon.  Elevation changes can be converted straight across, and you can use the standard 2.5-meter elevation that is the default in the CM editor.  Elevation changes in ASL are 5 meters in height, but using the 2.5 meter default you can just adjust the elevations by two in CM and get some good looking hills.  If you master hill making you can use the 1.25 meter elevations to really make some smooth looking hills.  I"ve found that the one or two level hills in ASL are best converted over using the 1.25 meter elevation changes.  The thing that really makes the hills look natural using the 1.25 meter elevations is to expand the base of the hills several squares beyond where the hill would technically end on the ASL maps.  This can be justified since the basic maps show no elevations that are 2.5 meters or less.  I take that as an invitation to freely add 1.25 and 2.5 meter hills and depressions on all maps to reduce the "flat" map conversion effect.  You can then expand the base of each elevation change on the ASL maps using the 1.25 meter elevation changes and the effect can be very nice.  Hills located near roads or buildings can be tricky at times, so you still need to do a little fudging and manual terrain smoothing to make things look right.  I am especially picky about roadsides running up the sides of hills.  You will generally want to smooth out "points" where higher elevation "square clusters" are placed adjacent to lower level roads or your roads will be half flat and half on the hillside.  This looks very odd as a vehicle travelling such a road would have a difficult time of it!!    


Buildings, roads, walls, and hedges are some of the most difficult items to convert from ASL to CM.  Most of the one hex buildings in ASL are fairly large and fill most of the hex while the small buildings in CM don"t even fill the 20 meter square they are in.  There is also no way to really simulate multihex buildings that have no second level.  The only solution I have come up with is to simply use the two story buildings in CM for all multihex ASL buildings whether they have a second floor or not.  Using these buildings for all multihex buildings isn"t as much of a compromise as it may seem since the multihex buildings automatically contains a level one location in ASL.  Since the individual single story buildings are so small in CM, I also include any buildings and sub buildings that are present in an ASL hex containing a one hex building regardless of the size difference in ASL.  I may also include multiple small CM buildings in locations where the single hex building in ASL looks particularly large.  This helps add "density" to the various boards and makes the boards look more interesting.  For some of the more complicated large stone buildings on the city boards, I will fill each "square cluster hex" in CM with four full buildings then trim the "extra" buildings off in CM until the desired building shape is achieved.  This is a fairly time consuming process, but it helps to keep your buildings looking like the ASL buildings and located in the right place on the map.  If you lose your place even by one hex your whole map could be ruined.


I convert road hexes the same way I convert large building hexes.  I will fill every CM "square cluster hex" with four "crossroads" squares until all road hexes have been placed on my map.  Once I have done that, I trim off the "extra" road squares and you have your road converted "hex by hex" from the ASL map to the CM map.  Walls and hedges can be converted hexside by hexside as well, but you just need to determine which CM "hex" to put your hedge or wall into.  After that it is a fairly simple (but time consuming) matter to follow along the ASL hexsides using the "angled" hedge or wall squares in CM.  


Units


When converting units from ASL to CM a few decisions need to be made.  The type of squad to use, the experience level, leaders, snipers, and support weapons all need to be determined.  Squad type is seemingly obvious, although once you really start putting your conversion together this does become an issue.  One example would be the vast selection of SS squads available in CM as opposed to ASL.  Are those ASL squads motorized?  Are they Panzergrenadiers?  Are they standard SS squads?  All of these squad types are slightly different from each other in CM which will require a decision to be made.  I generally look at the unit that is being represented per the scenario card and compare that to the scenario OB to decide which squad type to use.  A scenario that calls for nine 4-4-7 German squads could represent any number of different squad types, but if the scenario card identifies these troops as "elements of the 99th Volksgrenadier Division" it becomes clear that these are Volksgrenadier infantry.  Since nine squads would be the size of a Volksgrenadier company, I would simply choose one Volksgrenadier company.  A Volksgrenadier company in CM will consist of two platoons of SMG and Heavy SMG squads and one "Volksgrenadier" platoon.  These squad types are very different, but in the spirit of the scenario they could all equate as 4-4-7s since the ASL scenario is attempting to represent a Volksgrenadier company.  I always purchase companies rather than platoons when possible, even if it means I need to delete some extra support weapons.  The only drawback to using Companies is the addition of all those "extra" leaders to the OB.  You must also take into consideration the effect on playbalance of the firepower of the various squads in CM.  Some squads have so much firepower in CM that using them upsets the delicate balance of the conversion.  I would categorize "2 LMG" squads as balance buster items.  These deserve special consideration in your conversion and should probably only be used in conjunction with the "extra" LMGs that are present on the ASL scenario card.  However, in CMBB and CMAK the double LMG squads don"t seem as powerful as they were in CMBO, so this rule of thumb may be obsolete.  The trick is to substitute and swap out the various squad types until you balance the scenario the way you want to.    


Leaders in ASL cannot be converted directly into leaders in CM.  Not only are leaders in CM "command groups", but they have different modifiers as well.  You will also have a few more of them in CM than you may have in ASL since every ASL platoon doesn"t necessarily have a leader attached.  However, leaders can be converted after a fashion.  ASL leadership modifiers are fairly straightforward and are represented as a number that is subtracted from nearly every dice or die roll that the leader participates in.  This number ranges from zero to three.  CM has four categories where a leader can influence his troops: stealth, combat, morale, and command.  Each of these areas can also have a modifier that ranges from zero to two.  The most effective means of converting leaders would be to simply double the ASL leader modifier and apply that doubled modifier to a CM leader.  For example, a 10-3 in ASL would have his 3 modifier doubled to a 6.  You could then select a leader from your CM conversion and supply him with a two modifier in Combat, a two modifier in Morale, a one modifier in Stealth, and a one modifier in Command.  This leader would then become your "converted" 10-3.  All "extra" CM leaders would have no modifiers given to them in order to minimize their impact on the converted scenario.  I"ve found that the best way to implement leader conversion this way is to heavily use the modifiers given as defaults by the CM scenario editor.  This gives you some randomness in how your leaders are assigned to the troops.  In other words, you will look through the leaders in the editor, find the leader with the most modifiers and make him your 10-3.  I allow all the "extra" leaders to keep one modifier if the editor gave it to them and I will manually add or subtract modifiers to leaders if necessary.  Usually the editor does a decent enough job of assigning modifiers that you won"t need to do too much tweaking in this department.    


The next area that needs to be addressed is in the area of experience.  CM has a scale that includes Conscript, Green, Regular, Veteran, Crack, and Elite.  ASL has a scale that includes Conscript, Green, Standard, and Elite troop types.  However, squads are only separated by three morale levels: six, seven, and eight.  Leaders are always considered Elite, but they are separated by five morale levels: six, seven, eight, nine, and ten.  With this in mind, I generally just assign all German and British squads with a morale of eight (regardless of type) as "Veteran" and any with a morale of seven as "Regular" or if they are second line "Green".  All British or German squads with morale six would then be "Green" or "Conscript" as appropriate.  Since American squads have a base morale of six, their morale six squads in ASL would be converted to "Regular" while all their morale seven squads would be converted to "Veteran".  This choice is made because there is no way to simulate the "easy to break, easy to rally" Albatross that ASL hangs around the neck of American fighting men.  However, making standard American squads "Green" due to their six morale would penalize them too much in CM.  Soviet and Axis minor squads can be converted the same way as German and British squads, although since the Soviets have no Green squads in ASL you may want to use them as "play balancers" if necessary.  If it is known that certain squads are fanatic in a scenario, you can also just raise their experience level by one to account for that.  Leader experience is a simple conversion to CM.  Any leader with morale ten would be "Elite", morale nine would be "Crack", morale eight would be "Veteran", morale seven would be "Regular", and morale six would be "Green".  Armor Leaders can also be added to a CM scenario by making any Armor Leader with morale eight Veteran, morale nine Crack, and morale ten Elite, although armor experience levels are more sensitive to play balance issues and you want to use discretion here.


SAN and support weapons are the last areas of concern when making conversions.  SAN as represented in ASL should be converted into snipers in CM.  I have not come up with any hard and fast method of converting SAN into snipers other than through how the scenario "feels".  A straight conversion of SAN level into snipers probably overstates their effect on the CM battlefield unless the map is a particularly large one.  I think you may wish to start out with a one sniper for every two SAN, but if the map area is particularly large, you may wish to increase the number of snipers in the OB.  Their experience level is also a bit tricky and you should probably use the SAN level itself as a guideline for how experienced your snipers will be.  You don"t need to be too careful with snipers though as their effects in CM are not as dramatic as they can be in ASL with the exception of their effect on CE tank crews.  Most support weapons can be converted easily enough.  The only weapon that really requires a decision to be made is the LMG.  ASL adds LMGs as separate support weapons to the OB, while squads in CM already contain one or more LMGs within the squad itself.  I have decided to leave out the "extra" German LMGs as separate units unless the scenario doesn"t "feel" right without them.  A better method of adding the "extra" LMGs is to give the German player Motorized Infantry squads that have the "extra" LMG inherent to the squad.  They can also be added in order to adjust the play balance for a particular conversion.  The British also do not have the "extra" LMGs to choose from in CM so to add separate German LMG units without the ability to add British LMG units may favor the German side.


Fortifications


Fortifications is another area that is deceptively straightforward to convert.  This would include bunkers, trenches, wire, mines, and roadblocks.  Bunkers force you to make a choice that the player would normally have.  In general I make the +3 bunkers wooden ones and I make the +5 bunkers concrete ones.  You then have to subtract the appropriate weapons from the ASL force pool and "place" them inside the bunker for the player.  This sometimes forces you to make a choice when there are both MGs and AT guns that can be placed in a bunker.  Trenches and wire are pretty straightforward too.  Just give a player who has wire obstacles or trenches 2 CM wire or trenches for every one wire and trench counter alloted to the ASL player.  Roadblocks should only be assigned on a one for one basis though, as one roadblock is generally sufficient in CM to block a road if it is well placed.  Giving two road blocks also allows the owning player to split the roadblocks up and block more avenues of attack than would normally be allowed.  Mines are the trickiest items to convert since they are usually given a numerical factor that is equivalent to firepower in ASL.  The best way to convert AP mines is to take every six factors allotted in ASL and assign two CM AP minefields.  This allows the owning player to cover 40 meters of terrain with mines, but reduces the depth of the minefield to only 20 meters.  This is a necessary compromise though as assigning four CM minefields per 6 factors would give the owning player the opportunity to spread them across 80 meters of front rather than the intended 40 meters of front.  The six ASL factors is used for the conversion because that is the minimum number of mine factors that can make up an ASL minefield.  AP minefields are a very tricky animal and must be handled with discretion.  I would recommend a ratio of One AT minefield per 4 AT mine factors.  If not converted with discretion AT minefields can be ?balance busters? and ruin your scenario conversion.


Reinforcements


Some of the limitations placed on reinforcements in CM are that the player cannot deploy them and the scenario converter cannot allow for an increasing probability of reinforcement arrival.  With this in mind, it is generally preferable to place all reinforcements or forces that enter on turn one on the map from the very beginning.  I generally give the player a strip forty meters deep along the appropriate edge or edges and allow the player to deploy these forces as he sees fit.  Forces that enter with having spent movement points should enter halfway through your ?turn conversion?.  In other words, if you are using a four minute per ASL turn ratio and your reinforcements enter on turn 1 having expended 2 MF, then you would have them enter on turn 2 or 3.  I always attempt to place reinforcements in areas that will hopefully be covered from enemy fire or observation when the reinforcements are scheduled to arrive.  This gives the player an opportunity to organize his forces and bring them into battle at his own pace.  It also helps to reduce frustration on the part of both players when reinforcements arrive in the midst of enemy forces.  Scenarios where reinforcements arrive in odd locations or in areas that the enemy can camp upon are problematic to convert.  In ASL the player entering may have a whole board edge to enter on, but in CM you must select a suitable location that may only be the size of a single hex.


Time


Time is one of the most difficult, yet one of the most important, conversions you can make.  One turn in ASL is supposed to represent two minutes of "real" time, although when pinned down the designers of ASL always admit that this conversion of time is just an approximation.  When conducting movement tests in CM it was found that a regular infantry squad traveled 160 meters in two minutes when using the move command.  When converting that to ASL that would seem to confirm that a two CM turn for each ASL turn is appropriate since 160 meters would be four ASL hexes.  However, in CM this 160 meter movement for a squad in two minutes is the maximum that a squad can move within a two minute time period.  In ASL a movement rate of four hexes per turn for a standard squad is increased by one hex for the Advance Phase ? a form of movement not available to a squad in CM.  A squad in ASL may also have it"s movement increased by two if that squad is stacked with a leader.  These two additions mean that a squad with a leader could easily travel seven hexes in ASL and if this stack was moving down a road their movement could be increased a further hex in ASL for a maximum of eight hexes.  This means that a squad in ASL could move as much as twice as far as the equivalent squad could move in CM.  Using this calculation, a conversion rate of between 3.5 and 4 CM turns per ASL turn would seem to be more appropriate.  The speed of a running squad in CM is also different than a running squad in ASL.  A squad in CM can run the equivalent of ten ASL hexes in two minutes.  This would seem to overstate the movement rate for a squad in CM as a squad in ASL can run only six hexes.  Add a leader, advance phase, and a road bonus to that squad though and we see that a squad in ASL can achieve a running rate of ten hexes per turn.


Straight movement rate conversions are not the only concern for the ASL to CM converter though.  Most ASL scenarios do not have hidden units in them.  In CM, all units have the equivalent of HIP status throughout the entire length of the scenario.  The ASL player knows where all enemy units are at all times throughout the entire battle while the CM player does not know this.  This will generally create an advantage for the defender as the attacker will need to advance a little more cautiously in CM than he would need to advance in ASL.  Weapons effectiveness is one more concern.  It seems a little more difficult to "break" defenders in CM using rifle fire than it does in ASL which adds one more time consuming factor in favor of the defender.  I recommend an initial conversion of 4 CM turns for each ASL turn that would then be modified up or down after play testing the scenario until the proper "feel" of the scenario is finally achieved.  This is by far the simplest areas for play balancing and should be the most flexible part of your conversion.


Victory Conditions


Victory conditions are very difficult to convert since your ability to set victory conditions in CM are limited to three things: exit points, victory flags, and casualty VPs.  Some ASL scenarios have such complicated victory conditions that they are impossible to convert.  This is one area that the converter will need to use his own judgement since only extensive playtesting will show whether a scenario is balanced or not.  I have found that casualty victory points seems to be the dominant factor in CM and that the use of victory flags needs to be fairly liberal if they are to counter balance those VPs gained from casualties.  This is especially true for scenarios where the ASL victory conditions do not call for CVPs.  The only downside to the use of victory flags is that the defender must actually be occupying a location to gain points for it.  ASL does not require this continuous occupation for the defender to gain these VPs so this tends to disperse the defender if the flags are scattered over the length of a whole "board".


Converting scenarios from ASL to CM can be a lot of fun, and a good conversion can bring back fond memories to all ASL fanatics.  The challenge is making a conversion that is playable, true to the original, and something you can be proud of.  Careful consideration of all the factors involved in creating a conversion will allow you to achieve a playable, true conversion that even the hardest of hardcore ASL player will enjoy.


Special thanks to Jon "ASL Veteran" for allowing me to post this information to the site.




(modified 10/08/2004 14:21:00 by GJK)
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