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CMAK
The starting battle of Sealion.
The first attack on English soil!
Thx to John Buford for testing!!
7th pz division tries to expand its bridgehead, the allies have to stop them!

Date is set to 1944 to simulate green grass.
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.
Kampfgruppe Roestler attacks XXX corps prior to Market Garden.

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.
406th division ill fated attempt to drive the 82nd airborne back across the Meuse river.
Tough battle for the allied armor!
German attack towards Dunkirk.
CMBB
The Axis launch a major attack on the Allied defenses.
25th pz div firefighting near Kiev!
Partisans and other troops attack and harrass German positions.
Germans have to search the threat and destroy it before its to late.
The Russians broke through...again.
Fictional battle with lots of troops and armor.
Plenty of tactical choices!
The first major Russian offensive aimed at the German 16th army.
290th inf div was hit hard by the first attacks!
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!
Conversion of team Carter.
Ideal scenario for training a combined arms attack on a small town. (Panzer Tactics from Schneider Stackpole books)
This is a conversion of a modern Tacops battle.
4 M113 with TOW, a mech platoon and 2 choppers conduct a rearguard action against a 2 soviet tank companies.
Budapest is surround, the Russian attack is underway can you take the city?
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.
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 historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
406th division ill fated attempt to drive the 82nd airborne back across the Meuse river.
German attack towards Dunkirk.
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.
Canadians attack the 15th army!
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.
CMBB
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

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

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

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

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

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

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

a product of HDCS

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

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

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

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

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

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

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

The eastern side of the map is mostly woods, the west is hills and farms. It is most suitable for an assault on the town, but if the focus is shifted to the ruined villa it would be good for a meeting engagement.
Updated Maps
CMAK
Ideal for a QB ME
CMBB
This Map is designed for Meeting engagements, it is set in a fictional City.
axis winterattack on a Russian City
Please feel free to download, use or edit the map.

Screenshots can be found here:

http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
This is part of a series of maps on the so-called Ladoga
Front
CMBO
Newest Members
soundcard
26marines
stanton
colbigmac
Aleifr

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Scenario discussion area for Italy '44 - DAF

NAME MESSAGE
VOSSIEWULF
Member

Member #1356
Joined: May 2004
Ratings: 0 / 0 / 0
Discussions: 20
Post #7   3236 days, 12 hours, 4 minutes, 41 seconds ago        
Ouch;-) Yes, the left-hand route is even harder...you can really get your teeth kicked in by the pioneers in the trees, and it's hard to bring up vehicle support as the guns at the back of the map have a pretty good view of the area. To make that work, I think it would have to be a two-staged attack, where the first goal is to take the villas, and then use the left-most villa as a firebase for the FO and organic mortars to kill/supress the guns, and to provide support for the attack up the left.

I think I'm going to add three or four more turns...I think that would give the player more of a chance to take the time necessary to crack a defense this nasty.

Thanks again Tanki;-)

Now, of course, I need you to take on the other scenario I uploaded, Italy '44 WLS...find a playing partner for that one, you should have fun Smile

(help a designer out, and what does he do but ask for more!)
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TANKIBANKI
Member

Member #2686
Joined: Oct 2005
Ratings: 0 / 0 / 0
Discussions: 3
Post #6   3237 days, 7 hours, 27 minutes, 18 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
AI
tankibanki
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
478
765
Tot. Casualties
448
424
Men KIA
127
100
Men Captured
Mortars Dest.
2
3
Guns Dest.
3
Pillboxes Dest.
Vehicles Dest.
13
18
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
1100
100
Enemy Casualties:
2859
3940
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
50%
50%

I took a beating this time... (well, a draw actually)

Intention was to advance 2/3 of my forces through the woods on the left. The remaining third was to take the centre with vehicle support.

This time the enemy flamethrowers on the left hit me hard. My troops were not spaced far enough apart, so 2 of my platoons were rendered combat ineffective for more than 10 minutes.

Throughout the battle I never really got a grip on the opposition and the units I needed most were far away from the place I needed them in (e.g. in somewhere around turn 30 I sent a recon car all over the map to fetch the 81mm FO. took about 5 turns until it was in the desired position). At least the FO wasnt useless this time as I managed to take out the 3 central guns with a mortar barrage.

I tried to use the reinforcing flamethrowers to clear the central woods, but that didnt work. They aren't much good on the offensive.

Again a couple of additional turns would not have made a huge difference, but I guess I could have turned it into a minor victory (would have been possible to turn the central 300pt flag into contested without too many losses).

From the beginning my instinct told me that this plan wasn't going to work as well as the one I used before. In this setup it is very hard to make much progress without inacceptable losses, especially since you are under pressure timewise. After this second try I more and more like the idea of adding a couple of turns. The battle didn't feel like it was over when it ended.

However you'll have to decide what your intention is. Obviously added time would make the scenario much easier (but still no walk in the park, still don't know how to take all the objectives), but I like the challenge created by the short time.
--------------------
VOSSIEWULF
Member

Member #1356
Joined: May 2004
Ratings: 0 / 0 / 0
Discussions: 20
Post #5   3240 days, 23 hours, 22 minutes, 47 seconds ago        
Thanks Tanki Smile

Ok, I'll leave the turns as is.

I'll drop the flamethrowers and add...still not sure what, but as you see there's that last layer of defense you're likely to hit within the last few turns, and I still think the American player should have something to possibly break it.

Every time I've played it, most of the infantry was on the edge of running out of ammo at the end, and I just didn't have much to push with.

I'll come up with something. Thanks again for the testing and the very helpful feedback!
--------------------
TANKIBANKI
Member

Member #2686
Joined: Oct 2005
Ratings: 0 / 0 / 0
Discussions: 3
Post #4   3243 days, 10 hours, 0 minute, 44 seconds ago        
I think the length is ok. I would have been able to take the rightmost flag in another 5 turns but I could have been faster on the right in 2 ways. Firstly I was too careful in the first couple of turns and secondly I wasnt prepared for the enemy flamthrowers. It took me 2 turns to get enough mortars in position (and some more turns to clear the area). Should have kept the support weapons closer to the advancing infantry. You don't want to make the scenario too easy.

In the centre there is no way I could have taken any more objectives, not even in 10 more rounds.

I don't see any good use for the flamethrowers in the center or on the left because of long LOS but I don't have any suggestion of what you could improve there.

I'll try the scenario again with a different plan as soon as I find the time.
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VOSSIEWULF
Member

Member #1356
Joined: May 2004
Ratings: 0 / 0 / 0
Discussions: 20
Post #3   3252 days, 23 hours, 2 minutes, 9 seconds ago        
Thanks for the detailed AAR, Tanki...sounds like the results were pretty much what I intended, a tough go that definitely pushed you.

That was a good plan; the right does offer more cover, and the ability to mass firepower without taking long-range fire. However, there's a downside, as you saw, that it makes it hard to clear the guns on the left, which will control the central road north of the central villas.

But attacking up the left is plenty unpleasant, too. I've tried it three different ways now, and still haven't found an easy way.

If you want to try it again, I'd make the leftmost villa a major goal, getting the FO, leaders to observe for the organic mortars, and the .50cal MGs up on the top floor. From that position, they have a pretty commanding view of the center and left of the map.

I wasn't terribly happy with the flamethrowers in jeeps, either...I was trying to give the player some extra oomph to deal with the last layer of defense, without resorting to armor. Any suggestions for other options?

Are you ok with the length? Sounds like you could have made a bit more progress if you'd had the time.
--------------------
TANKIBANKI
Member

Member #2686
Joined: Oct 2005
Ratings: 0 / 0 / 0
Discussions: 3
Post #2   3256 days, 4 hours, 21 minutes, 46 seconds ago        
Don't have the exact score, but I achieved a tactical victory. Didn't give the AI any XP bonus.

My battle plan was as follows:

Advance nearly all of the infantry through the woods left of the rightmostmost road supported by light armor and mortars. 2 platoons with some scout cars as support were to take the central "villas" in order to place the FO, the mortars and some HMGs and MMGs there.

At first everything went according to plan. My vehicles destroyed numerous enemy vehicles and the infantrys advance broke through the first line of resistance.

At the villas the first advancing platoon was pinned down, but eventually I got the second platoon and some heavy weapons in place to pin the defenders.

On the right my infantry seemed to have fully broken through, just a matter of time until all resistance will have been broken. On the very far right one platoon has nearly reached the end of the map, taking out a gun that has destroyed some of my vehicles.

Just as I think that total victory is just a few turns away the flamethrowers in the woods on the right decimate 2 of my infantry platoons. Using the 81mm mortar HTs, the FO (out of LOS) and lots of other mortars I eventually manage to clear the woods and advance my infantry further. In the centre the 2 infantry platoons supported by reinforcing armor finally secure the villas, but any armor advancing too far is taken out by enemy guns.

The one platoon on the very right is pinned down by enemy troops close to the rightmost 300pt objective and cannot effectively return fire. 3 platoons supported by heavy weapons and mortars attack the trenches from a different direction pouring in fire for 3 or 4 turns. The battle ends before they have sufficiently suppressed the defenders for the final attack.

In the end I have control over 600pts of flags, while the defenders have got 700. The Axis forces took more than 2x as many casualties (in points) as I did.

I enjoyed this scenario very much. I didnt manage to get the FO in any useful position (LOS-wise) because of the terrain.

Moreover I didn't really expect so many reinforcements. Of course they came in handy, but as I was focusing on an advance on the far right (planning to cut left after taking the rightmost 300pt objective) I didn't really know what to do with them except support the taking of the central buildings (needless to mention that any armor advancing past the villas was destroyed immediately).

I didn't have any use for all those flamethrowers in the jeeps, but I was thankful for the reinforcing infantry platoons. Mostly I just used them to mop up any remaining enemy forces behind my front line advance, though.
--------------------
VOSSIEWULF
Member

Member #1356
Joined: May 2004
Ratings: 0 / 0 / 0
Discussions: 20
Post #1   3265 days, 18 hours, 17 minutes, 46 seconds ago        
Scenario discussion area for Italy '44 - DAF
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