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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
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arkle
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Scenario discussion area for Prime Real Estate

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ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #38   2618 days, 21 hours, 37 minutes, 30 seconds ago        
Hi

This is what I have been thinking as well - it may just work as a single player game, so why not publish it as such?

In terms of infantry, the US now has an additional engineer platoon, which should help.

All the best

Andreas


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MAD RUSSIAN
Senior Tester

Member #468
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2010
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Ratings: 14 / 1 / 0
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Post #37   2619 days, 6 hours, 2 minutes, 43 seconds ago        
Have you thought that maybe the scenario is best played as Americans vs the AI? If that were the case then the Americans may not need beefing up. They may well be strong enough to take out the AI controled Germans...but I think it would still be tough with the limited number of men the Americans have that are carrying rifles.

Good Hunting.

MR
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
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Discussions: 118
Post #36   2619 days, 19 hours, 29 minutes, 9 seconds ago        
Hi brvj

Thanks a lot for the feedback, much appreciated, and good to see that the scenario has some use. It is a good point you make about it being instructive for new players, while maybe experienced players will have a much easier time.

Thanks a lot, and happy playing!

All the best

Andreas
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BRVJ
Member

Member #6753
Joined: Aug 2007
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Discussions: 10
Post #35   2619 days, 20 hours, 14 minutes, 19 seconds ago        
Hi Andreas ,

I had a good time .

I played it against the AI with a +1 bonus .
I think this scenario typically depicts a fight that needs to be carried out cautiously and patiently ; each time I tried to accelerate the rythmn of the battle or tried some fancy moves , I got nasty surprises . 2 Stuarts that wanted to see what was near the cemetary without prior infantry recon got destroyed in exactly 12 seconds ( reloading time included ) with the compliments of Herr MĂĽller and his friend Schreck ! Big Grin

The Ai arty made a pretty good use of its shells and I believe that with a little more synchronisation my infantry would have probably be in a bad shape . Now I know why I need a Company CO ! He managed to rally those platoons of which one had lost its HQ to a well placed 120mm shell ( ouch !).

Just as a side note I didn't even have to fight for the 2 little flags since the germans finally surrendred on the 35th turn .
I don't knwo if they are really necessary but that's just my game . I guess you can't tweak your scenario at every different outcome

I would highly recommend this scenario to beginners / average players , maybe skilled players would find it a bit too easy (at least against the AI )but not me .

Thanks again .
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #34   2628 days, 16 hours, 44 minutes, 22 seconds ago        
Another update based on the very helpful comments from ddog and the Mad Russian. Smile

Thanks a lot!

All the best

Andreas
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #33   2696 days, 23 hours, 48 minutes, 16 seconds ago        
MR, ddog, that is excellent help, thanks a lot to both of you! I feel that now I am getting somewhere, despite the disparaging comments by L4Pilot on this one.

Thanks!

Andreas
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DDOGG
Member

Member #215
SUPPORTER
2006
2004
Joined: Jul 2003
Ratings: 2 / 0 / 0
Discussions: 4
Post #32   2698 days, 11 hours, 43 minutes, 55 seconds ago        
Like I said I played MR and I was the Germans. I had a hard time trying to figure out where the Americans might attack as there were many avenues of approach to come through. I set up my loney AT Gun next to the building at the turn near the gravel field, I also set up some of the anti personel and anti tank mines near the beginning of the gravel area on the left hand side with a panzerfaust and MG. This was to cover the left flank. I places some tank killers and a platoon of men on the left hand side near the woods in foxholes. I placed platoons variously through the buildings to cover various avenues as well as mines and barbed wire. I always felt that I was in a precarious position and expected to have to cover a breakthru at any second, all the way up to the time that MR surrendered. This surprised me, but after looking at the map, I understand why. The Americans just did not have enough men. I had arty pound him as he came thru the gravel pit area and between the mg and panzerfaust I set up they kept them at bay. He tried to pull a flanking menuever thru the trees but my men that were there stopped him, being firmly entrenched. He took out my gun and mg quickly on my right side, but the men that I had were entrenched or in a building and they could not use the gap to execute a breakthru. I suggest that the Americans might have an understrenght Sherman tank platoon and maybe make the men all Veteran and Elite or give them maybe one more company. He had too many mg's and mortar teams that are great for support but cannot assist in a breakthru. I think with these suggestions it would give the Germans just enough trouble to make the game very exciting, it has alot of potential, you almost there.
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"Put us down in Holland, or put us down in Hell, but put us down all in one place or I will hound you to your graves!"
82nd Airborne Lt. Col Louis Mendez addressing the Air Crews at a briefing, September 1943
MAD RUSSIAN
Senior Tester

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Post #31   2737 days, 8 hours, 26 minutes, 45 seconds ago        
Playing this PBEM at the moment. I think downgrading the tanks to Stuarts and still leaving the Germans with guns was over correcting. There is not a decent way to set up the TRP's and without that artillery the Americans aren't going to win this fight.

The Stuarts aren't strong enough to make a difference in the heavy buildings. You need to go back to Shermans but reduce the number of them.

At the moment this is a German massacre of US troops all strung out waiting for the ambush.

Good Hunting.

MR
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
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Post #30   2893 days, 15 hours, 3 minutes, 28 seconds ago        
I made some major changes to the US OOB following feedback.

All the best

Andreas
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ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
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Post #29   3110 days, 2 hours, 6 minutes, 34 seconds ago        
Hi John

Thanks a lot for playing it and for the feedback. I am coming round to that view as well. Smile

All the best

Andreas
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JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
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Post #28   3110 days, 8 hours, 16 minutes, 14 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
Der Hauptmann
John Buford
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
39
135
Tot. Casualties
48
51
Men KIA
11
13
Men Captured
8
0
Mortars Dest.
0
0
Guns Dest.
1
0
Pillboxes Dest.
0
0
Vehicles Dest.
0
0
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
0
500
Enemy Casualties:
242
435
Prisoners Taken:
0
119
Exited Troops:
Scenario Bonus:
FINAL SCORE:
19%
81%

Der Hauptmann and I have been playing this one for a while. I think it was one of your earlier versions. At FIRST I thought this was an excellent match up. I commend you on the use of fog and terrain. As my opponent likes to say, when you get in a firefight with those 12 man US squads, they dish out a lot of damage. But your very low LOS makes it almost impossible to bring a lot fo their firepower to bear at once. My opponent did a good job of ambushing me (the US) several times and then slipping away. The other advantage the US has is heavy artillery support. The fog negates that too. So by using crummy weather you essentially "level" the playing field. Well done. I thought you balanced it well there. Until...

Unfortuantely, he just had nothing to counter the Shermans. I have GOT to agree with Koen, it just isn't fair. Give the Axis one of two more AT guns and at leat a couple of AT minefields. Make the Shermans go slow, make them blow their tracks in a mine field. I was edging in really slow with the tanks, but eventually I figured out he couldn't stop me. I setup as Axis after I beat him, and saw you gave hime quite a few schrecks and TH's, but as Koen said, "They're still just schrecks." I don't think they can do it. I believe I won too easily, and Der Hauptmann is no slouch, so it was NOT my "playing brilliance". He just couldn't stop my tanks. That just MUST be changed.

Hope this helps.
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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
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Discussions: 118
Post #27   3115 days, 3 hours, 0 minute, 31 seconds ago        
Hi Paul

Thanks a lot for this. Interestingly, I had exactly the opposite experience, I lost 83:17 as Axis, did not take out a single tank. I guess you are right about the luck factor.

Back to the drawing board with this one.

Thanks!

Andreas
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JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #26   3115 days, 13 hours, 55 minutes, 58 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
Sequoia
j2d
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
50
74
Tot. Casualties
43
112
Men KIA
10
35
Men Captured
2
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
4
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
400
Enemy Casualties:
995
315
Prisoners Taken:
26
Exited Troops:
Scenario Bonus:
FINAL SCORE:
80%
20%

hmmmmm, mixed feelings about this one. Very tense early, slows to very little plotting near the end. Mostly hanging on in foxholes and buildings while the opponent nervously probes the fog.
Taking out 3 tanks upset the score. Sequoia having one tank stuck didn't help him either.
Arty and mortars without TRPs was futile. I had one arty strike that was way off course but right when the enemy was.
I think, lol.
I did do a bit of shuffling around in the beginning half. Not just sit and wait. But even hiding troops would get stumbled upon and shot at, losing the ability to return fire.

This one might come down to playing styles of the opponents and some luck.
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JUNK2DRIVE
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Post #25   3119 days, 17 hours, 38 minutes, 37 seconds ago        
Turn 37 complete.

I Schrecked a Sherman that wandered near the 2 small flags. I hope that is the last mobile tank.
On the previous turn the tank appeared to my squad in the foxhole and the schreck team. Both were hiding. In the orders phase it showed a target line from the schreck. Next movie they did not fire and a swarm of troops came into view.
Next plot I targeted the Sherman and hoped for the best. They survived and hit on the second round. The squad did not but took the tank fire away from the team.

I think I have a good chance at a win. Lots of points for those Shermans. I will probably lose the small flags.
--------------------
ANDREAS
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Post #24   3132 days, 14 hours, 24 minutes, 25 seconds ago        
Sounds like it is working the way it should. Big Grin

Thanks a lot for the update!

All the best

Andreas
--------------------
JUNK2DRIVE
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Post #23   3132 days, 14 hours, 26 minutes, 42 seconds ago        
Turn 27
Strange scenario. I spot him, shoot, he falls down. He spots me, shoots, I fall down. Eventually one side has more standers than proners and the proners crawl away into the fog.
Tanks chase most of my troops away. The ones hiding take out the tanks.
As of 27 I have killed 3 tanks. Two by a lone Schrek team. I see another one is immobile. From bogging, I believe.
My arty hasen't done much. My last plot took 4 minutes to land far from the target. Where it did fall has a few enemy last seen markers. Hope I hit something.
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Post #22   3160 days, 14 minutes, 53 seconds ago        
Excellent.

All the best

Andreas
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JUNK2DRIVE
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Post #21   3161 days, 6 hours, 18 minutes, 48 seconds ago        
Started PBEM as Axis vs Sequoia.
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CHRIS "FERROUS"
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Post #20   3163 days, 45 minutes, 37 seconds ago        
The pleasure's been mine, Andreas.

You've got two good scenarios in this and 'Clearing Larkevalley Wood'. Don't think I checked out your others but if they're anything like these they're worth a look. Cool
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Post #19   3163 days, 2 hours, 17 minutes, 37 seconds ago        
Hi Chris

Latest version with the modifications suggested by you is now online. Also tidied up the briefings!

Thanks a lot for your help, unfortunately I can not do more than the honourable mention and an offer of a drink if you ever come to Paris to reciprocate.

All the best

Andreas
--------------------
CHRIS "FERROUS"
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Post #18   3164 days, 23 hours, 52 minutes, 2 seconds ago        
Hi Andreas

Castle mod and suggestions sent. Been great fun checking this out.

Cool
CHRIS "FERROUS"
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Post #17   3165 days, 19 hours, 58 minutes, 50 seconds ago        
Andreas, you've got email turned off in your profile, so you'll need to send me a 'I found your profile at the Proving Grounds' email then I can reply with attachment.

I've done the changes - I think it could be neat - gatehouse and a traversible castle ie room to room; also have you ever seen units on the third floor before Wink
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Post #16   3165 days, 20 hours, 28 minutes, 25 seconds ago        
Hi Chris

I'd be interested in seeing what you have in mind for the castle. Feel free to send it to me.

The idea with the reinforcement in the castle is a good one.

Thanks for the kind words and the time taken to help me out on it.

All the best

Andreas
--------------------
CHRIS "FERROUS"
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Post #15   3165 days, 20 hours, 50 minutes, 10 seconds ago        
I suspect that as always a competent human player would have made it more difficult for me than the AI. Having said that the default deployment was very good - hats off to you Andreas.

But, the AI didn't really defend the castle, preferring to throw a cordon around it. I did check it tactically room by room but only found a couple of squads which were easily overcome and remember the tanks could hardly assist in room-to-room fighting. With your permission I'd like to send you a modified layout for the castle which I think would have great possibilities. Another possibility is a nicely timed reinforcement within the castle simulating reserves coming up from underground billets - another platoon perhaps, although this could include one of the FO if there's a reasonable LOS he could use.

The trenches were fought very well and I can't see any need to change their layout or garrisoning. The unit at the final two flags though didn't fight so well. After a brief heavy bombardment which caught the tail of my advance beyond the first trenchline, mainly knocking out follow-up mortars and a MG, the unit there counterattacked rashly and was badly mauled and panicked (except for the two FO who were cool as cucumbers - perhaps knowing they were about to surrender). There were 8 men left and they surrendered and the four surviving crew of the knocked out ATG then surrendered also. Everyone else was dead in their trenches - I've never had to move along the lengths of trenches before clearing them.

As I said, a reasonable challenge and has possibilities. With the extra platoon I'd say the German player would have a good chance of holding - oh one last thing - deny the attacker the chance to do a fire-plan, force him to get LOS with his FO to use his arty and I think you've got a good game. Needless to say do the same for the Germans - don't want an unscrupulous German player bombarding the US set-up zone during turn one.

Big Grin Wink
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Post #14   3166 days, 15 minutes, 50 seconds ago        
Hi Chris

Thanks for the feedback. Very nice to see how it played out. You are right about it portraying a textbook situation - this was how I intended it, and I am glad that came through clearly.

Regarding pre-battle intel - the lack of it is a conscious reflection of the 'green' nature of this US formation on all levels. They are just not very good yet at what they are supposed to be doing.

What is your view of potential balance if played against a competent human player?

Glad you enjoyed it, and thanks again for taking the time to report back and making suggestions!

All the best

Andreas
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CHRIS "FERROUS"
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Post #13   3166 days, 25 minutes, 45 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
AI+1
Chris F
Experience Bonus:
+1
0
Play Balance:
0
0
Men OK
117
Tot. Casualties
75
69
Men KIA
25
21
Men Captured
16
Mortars Dest.
Guns Dest.
1
Pillboxes Dest.
Vehicles Dest.
2
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
500
Enemy Casualties:
528
679
Prisoners Taken:
298
Exited Troops:
Scenario Bonus:
FINAL SCORE:
26%
74%

Enjoyable game against the AI. Certainly fulfilled its objective:- to demonstrate a fairly straightforward US attack.

It turns out I was only encountering the outer crust when I first reported back.

Ok, so the AI surrendered about turn 36 when it had about 12 men left, including both its Artillery FO, only one of whom fired I believe. I lost 2 Shermjans at point blank range; one to a Panzerfaust in a trench I'd already bombarded with tank fire and had to presume was cleared, and the other to the gun which had not revealed its position at all until the tank was within metres of it. The crux of this one, and which makes it interesting is that the US player only has the bare minimum of infantry to do the job, and the weather forces the tanks tobe right up close to give support and therefore it does make them vulnerable to the AT teams. Stumbling across trenchlines doesn't do the infantry any good either - perhaps the US would have known something of the trenches? Found some mines too.

If the AI FO could be made to fire earlier it could turn really nasty for the US player even against the AI.

So in summary - definitely got possibilities; decent briefing, good map, interesting textbook sort of problem for the US player to solve at least cost.

Thanks for setting this one up. Cheers Smile



CHRIS "FERROUS"
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Post #12   3166 days, 17 hours, 54 minutes, 18 seconds ago        
Hmmm... er... downloaded yesterday so probably first version (I put version numbers in my briefings just to confirm this issue).

It's an interesting situation but it does look relatively easy (SO FAR) although the entrenchment has caused some delay and casualties, but my Shermans don't seem to have been under any threat despite the fog. I am using default set-up as recommended.

Hopefully give it some time to a finish tomorrow....

Lovely map btw.
ANDREAS
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Post #11   3166 days, 18 hours, 21 minutes, 8 seconds ago        
Thanks a lot Chris, look forward to hearing how it goes. Did you catch the new version, or the first one?

All the best

Andreas
--------------------
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Post #10   3166 days, 19 hours, 37 minutes, 15 seconds ago        
Hi

I'm giving this a play through against German AI +1 experience. Interesting. Should be able to report back with 24hr.

Cheers

Smile
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Post #9   3167 days, 26 minutes, 45 seconds ago        
No, of course not:
1.they were not padlocked which is ok!
2.if I would do that where would be the fun in playing it?
-----------------------------------------------------------------
With or without fog the Shermans still can blow the defense into pieces because they can use their infantry to neutralize the schrecks.
No fog gives the schrecks a better los/lof to fire upon the shermans.

Koen Cool
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War and Tactics: ## WaT ##
ANDREAS
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Post #8   3167 days, 34 minutes, 1 second ago        
BTW - did you use the default setup for the defense?

All the best

Andreas
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Post #7   3167 days, 35 minutes, 17 seconds ago        
If the fog goes, the Shermans can stand back and pummel the defense. Not a solution.

I'll see how it goes for me with the current set-up. May add some more Schrecks, or simply better AT weapons to the infantry, but we'll see.

All the best

Andreas
--------------------
KOEN
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Post #6   3167 days, 3 hours, 1 minute, 13 seconds ago        
Quote:
Halfway down the road of designing this one I switched the German formation type, and forgot to set up the new formation with the artillery support.


try to upload when you checked everything to the last detail after f.e. a testgame.

Quote:
I am normally quite positive about Schrecks and Tankhunters, so I am a bit surprised that they did not work at all for you


I LOVE Schrecks but together with the hunters they are 6 against 5 shermans. First you must spread them very thin over the defenseline and then hope that the tanks reach them within visibility of the fog. And then hope that they're not discovered by infantry because you haven't got enough infantry to cover them.

Quote:
In any case, I upped their experience, so maybe that will be enough already.


that won't do, they still remain schrecks,they still aren't numerous enough and remain vulnerable against infantry.
Add more schrecks and other at-stuff instead.

Or throw away the fog and turn it into rain.

Koen Cool
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War and Tactics: ## WaT ##
ANDREAS
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Post #5   3167 days, 4 hours, 24 minutes, 13 seconds ago        
Hi Koen

First of all my apologies. Halfway down the road of designing this one I switched the German formation type, and forgot to set up the new formation with the artillery support. Thanks a lot for pointing that error out. I have now corrected it, and made some other minor changes, so anyone wanting to play this should download it again.

Regarding your other comment, I have now started it as PBEM myself, and will see how the current German force mix does. I am normally quite positive about Schrecks and Tankhunters, so I am a bit surprised that they did not work at all for you. In any case, I upped their experience, so maybe that will be enough already.

All the best

Andreas
--------------------
KOEN
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Post #4   3167 days, 11 hours, 4 minutes, 49 seconds ago        
Andreas,

playtested this TCP/IP as axis vs. Bootie.

Surrendered in turn 14. 1st time I ever surrendered!

Where is my 120mm mortar?
Where is my 75mm houwitzer?

The Allies have 5 Shermans, with what should I encounter these? 3 tankhunterteams & 3 pz schrecks? They can never cover the defenseline and there's a fog that limits their visibility, when they dehide at 20m of a tank they get blown to pieces. Only 1x 37mm gun that has also limited visibility due to the fog, and this 1 gun , a 37mm, against 5(!) shermans?

stronger player as US? wrong! he has already all the advantages! he has no obstacles to take in terrain, no antitank mines, only 1 too small atgun, he's got 2 artillery guys and 5 shermans!

I don't know how your playtesting went but this one needs lots of work!

Also fill in the short phrase describing your battles, it appears blanco in the menu.

If you want to make this a tough battle and if you want to keep that number of tanks you should give the axis lots of antitank goodies, creating traps for the shermans all around. Also create some terrainlimitations for those tanks so that they're forced into some directions, you've got a bridge...so put some water next to it...
When the allies advance at their right flank they can drive right through until the end of the map. Just shooting up the houses and keeping away from the forests for possible infantry.

Lots of work...If I can help...just gimme a call!

Koen Cool


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War and Tactics: ## WaT ##
JUNK2DRIVE
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Post #3   3167 days, 16 hours, 10 minutes, 37 seconds ago        
Waiting to finish a battle with a PBEM friend then start this one with him.
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ANDREAS
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Post #2   3167 days, 20 hours, 54 minutes, 42 seconds ago        
BTW - I know the briefings have lots of typos in them, this was a formatting issue that I will correct for the next version.

All the best

Andreas
--------------------
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Post #1   3167 days, 22 hours, 52 minutes, 34 seconds ago        
Scenario discussion area for Prime Real Estate
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