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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
LockBox313
bluesman67
Unteroffizier Braun
arkle
ErwinPdL

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Scenario discussion area for Somme 1: Lochnagar Crater

NAME MESSAGE
LEEW
Junior Tester

Member #5800
Joined: Jan 2007
Ratings: 0 / 0 / 0
Discussions: 58
Post #13   2750 days, 1 hour, 30 minutes, 4 seconds ago        
With a +1 AI bonus they were forced to surrender on turn 46.
With a +3 AI bonus they were forced to surrender on turn 36.

The added experience makes the AI much more aggressive. Unfortunately it didn't use the TRP's that I set up on all the front flags. It did, for the first time in four run throughs try to fire, which lasted for two minutes. I think what happened is that the FO lost LOS when the 18 pdrs were stirring up alot of dust. Didn't notice any more attempts, but could have missed a spotting round in all the mayhem.

Revised the rough to only be on the outside of the rim and all soft ground on the inner side.

Most of the units were out of ammo except for the last couple platoons to arrive. Forced the surrender by assulting the Co HQ's and platoon leaders over the rim of the crator. They led the charge which destroyed the last of the axis couter attack. The Brits were counter attacking on both flanks to tie down the axis forces so they couldn't shift to the center and help there.

Still had 10 arty shell left in one of the 18 pdr FO's. He kept the units broke that routed and kept the dust stirred up so the axis arty couldn't lock on. I guess that is what happened.

If the axis ever would use the arty, those green brits would panick in less than a minute. Had two squads panick with only a couple minutes of axis arty fire. With two FO's they should be able to clean the map.

lee Smile
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LEEW
Junior Tester

Member #5800
Joined: Jan 2007
Ratings: 0 / 0 / 0
Discussions: 58
Post #12   2751 days, 4 hours, 23 minutes, 26 seconds ago        
One reason for the flank reinforcements to arrive in the trench line on both flanks:

I don't see these platoons as reinforcements, but the units on both flanks sending out a platoon to link up with my force to establish that their flanks are secure. They would come down the trench line as the most protected place for lateral movement. Also they would be establishing that the trench was in our hands across that part of the front.

It makes sense for the axis to come in from the sides following the foxholes as this was their behind the lines area before the attack.

By turn 20 the front trench line will be secured and the axis will already have a couter attack going to push you out.

It has been fun using the allied arty to break up these couter attacks. Playing with a +1 for the AI this time and the axis are a little stiffer, but the arty takes the starch out of them and slows their advance down.

Also it might be a good idea to give the brens their full load out of ammo. They don't do alot, as their firepower at range isn't much, but they do annoy anybody who tries to run across open ground.

I'm still playing with rough replacing the soft ground around the big crator, as it wasn't any fun fighting with the AI for control of my troops.

There probably won't be a chance to take the back flags again, as the axis counter attack has stalled my advance on both flanks just in front of the flags. If he gets worn down soon enough, maybe able to start moving forward again. It will depend on ammo levels also. Have a couple platoons reserve in the crator waiting to go over the rim. The rest are on the rim doing overwatch for the flank platoons who were trying to move up. The arty helped break up the counter attack on the left flank and the overwatch keeps them suppressed.

After making the change of rough on the crator I've had loads of fun playing this. Probably will play it through a couple more times as I want to see how much difference increasing the experience level makes for the AI.

Oh and another thing I might try is to give the axis a few TRP's to see if that will get him to use his arty better. But not until after the experience level test.

lee Smile
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LEEW
Junior Tester

Member #5800
Joined: Jan 2007
Ratings: 0 / 0 / 0
Discussions: 58
Post #11   2753 days, 7 hours, 40 minutes, 39 seconds ago        
Finished playing through the test one with rough instead of soft ground. Took the three front flags and the axis held the three back ones. Had regrouped and was starting to move forward when the game ended. Was lots of fun, but will need to give the computer an experience bonus next time.

AAR

You can look and see what was done if you want.

Most of the troops were running low on ammo, as I shoot first and move later. Took most everybody up the center behind the crator and then attacked to both flanks. Kept the men going forward in short bounds with lots of shooting.

There probably were less than a half dozen times that the AI gave sneak commands so that saved the troops from being slaughtered by silly AI tricks.

lee Smile
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LEEW
Junior Tester

Member #5800
Joined: Jan 2007
Ratings: 0 / 0 / 0
Discussions: 58
Post #10   2754 days, 1 hour, 12 minutes, 40 seconds ago        
Am trying a test now. Have changed the soft ground to rough, except for the lower middle tiles. They were left as soft ground in the big crator.

Also decided to just play this one without any bonus for the AI, just to see how it played.

It is playing alot better, but probably will need at least a plus one bonus next time, to stiffen up the axis a bit.

The rough has worked great for the green brits. They will stand their ground now and put up a fight. I've had only one unit go into the AI sneak mode.

I hope to be able to take and hold the front three flags and maybe win on points then.

The reiforcements on the brits left flank arrived out in front of the trench line and behind and amoung the axis troops. If it wasn't for some close arty support being able to land within 30 meters of the platoon and stripping away the axis attackers one by one they would have been lost. As it was an axis Co HQ, which was in their midst, about did the Plt HQ in. He is down to one man, and if he would have went they would all have gone. A couple paniced for a few minutes, until the arty stirred up the dust and took some pressure off them long enough for them to recover.

There is one brit platoon in the trenchs on the left flank and they are holding the flag there.

On the right flank there was a Company of inf moving around the flank of the big crator towards the trench line. They had not jumped off yet, when the brit reinforcements arrived in the trench line area. So plans were changed and this platoon will secure the flag and the company will continue to sweep around the flank of the crator. Hopefully the inf on both flanks of the crator will be able to sweep around and meet at the flag. The 3 inch has moved up to the back lip of the crator and is now lobbing shells over the front side where the axis are trying to get a foot hold.

It has been loads of fun so far, with the green brits doing a good job in the rough ground. The platoons fight as a unit and if you don't push them to hard they do really good. At least they will set there and fight now, without the AI interfering with your plans.

The arty has been fun as well, and it was really satisfing to be able to call in that close support for the stranded platoon and see them saved from being wiped out.

lee Smile
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LEEW
Junior Tester

Member #5800
Joined: Jan 2007
Ratings: 0 / 0 / 0
Discussions: 58
Post #9   2755 days, 1 hour, 20 minutes, 59 seconds ago        
The "Crator" needs some crators around the rim and basically all over it. I would think this would be really tore up ground.

I figured the logical place to make the attack would be right up the middle where the big explosion happened. Shouldn't be any defenders left alive in that area.

Used the mortar on the left flank to hit the flag and area there and use the other FO on the right flank and area behind as the axis started moving up.

The problem I've run into is that as soon as the brits start taking fire up on the crator the AI sends them down the outside looking for some crator to crawl into. I guess it doesn't recognize that nice big crator you created as a good hiding place. So have lost a platoon for no reason at all. They just start crawling out and get shot at enough to break and it is all over. I've got one platoon leader that I've canceled his AI orders twice now and he refuses to go into the large crator. He just wants to go outside.

I had made it inside the large crator by turn seven with no casualties. So is rather frustrating to have the AI keep taking over the troops and getting them destroyed. Green troops are pretty fragil, so they need some cover to recover in. At least if there were some crators up there they wouldn't have far to go to satisfy the AI's need to crawl to cover.

I'm on turn 12 now, but don't know whether I'll continue now or not. My plan has been ruined by the AI's need for cover.

It was fun up to this point, but with the AI's poor behaviour with green troops and no cover it has become rather frustrating to say the least.

lee Smile

Added some crators around the soft ground and ran through again. Up to turn 17 and it does much better. The green guys will still panick under heavy fire, but they stay in the crators until they break and move back towards their line. They will actually do some fighting now. I've got the computer set to +3. That might be a little strong as you can't break their units or hardly keep them pinned at all after several minutes of blasting them with several units on one. Still fun though, just tough.

(modified 04/10/2007 21:13:54 by LeeW)
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SIR 37MM
Novice Tester

Member #4351
Joined: Jun 2006
Ratings: 0 / 0 / 0
Discussions: 27
Post #8   2823 days, 6 hours, 42 minutes, 14 seconds ago        
Thank you Enigma...I assure you though that any serious reading of WW1 at the tactical level will show you that it was not a 'boring bloodbath'

The best overall on-line source that I've come across (for free) is the Official Australian History of WW1... I highly recommend it, on many levels
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THE_ENIGMA
Junior Tester

Member #1775
Joined: Nov 2004
Ratings: 6 / 0 / 0
Discussions: 66
Post #7   2824 days, 13 hours, 6 minutes, 7 seconds ago        
Quote:
err but did you actually enjoy the battle?


Woops missed this comment, though i had replied to it the other day but obiously not Big Grin

Yes i did enjoy the battle is was great fun. It presented several tactical problems for myself at least to attempt to get around.
Thus i found what i would have though to have been a boring bloodbath to turn out to be a, imo, an excellent scenario which was very fun to play Smile
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The Demolition Man
Quote:
sgtgoody (esq)
I find that people will play the way they want. Make the OP that you want, if others like it, great, if not, well there is no accounting for taste is there?

SIR 37MM
Novice Tester

Member #4351
Joined: Jun 2006
Ratings: 0 / 0 / 0
Discussions: 27
Post #4   2826 days, 14 hours, 9 minutes, 52 seconds ago        
Thank you very much Enigma... I'm a bit embarrassed about the map edge problem, it's usually the first thing I check.

I'll work on an updated version ASAP, it'll also feature the doubled up trench line trick (so I can get rid of those 50/50 trenches).

I'm not really too sure what to recommend in regards to AI bonuses... heck I'm not even sure if the scenarios are balanced for PBEM yet!
However if I get enough people sending in AAR like yourself then I'm sure I can offer more advice.

I don't think I'll have the British reinforcing company arrive in front of their trenches... because what if the Germans actually managed to hold or retake a section of Front line? It could result in a mess!

I'll certainly play around with the other reinforcement flags, perhaps I'll add more craters in those areas too.

Conscript FO's are a feature of all of my Somme scenarios (and probably for any 1917 scenarios I do) as, historically, communication with the field artillery was extremely difficult.

This means that in most cases a players responsive fire is limited (usually to Trench mortars) & their initial fireplan is of far greater importance than usual.

Again thank you for your help, and I'm glad you liked the map... err but did you actually enjoy the battle?

(modified 01/29/2007 08:25:01 by Sir 37mm)
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SIR 37MM
Novice Tester

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Post #6   2826 days, 14 hours, 10 minutes, 24 seconds ago        
Okay the scenario changes have been made & uploaded.

(modified 01/29/2007 08:24:29 by Sir 37mm)
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THE_ENIGMA
Junior Tester

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Post #5   2833 days, 5 hours, 9 minutes, 16 seconds ago        
Cheers for the comments and clearing up the situation about the FO's.

I do tihnk so far and with the small adjustment (which i may have stressed slightly harsly early on) that this scenario is imo good to go as a VS Axis AI battle Smile
--------------------
The Demolition Man
Quote:
sgtgoody (esq)
I find that people will play the way they want. Make the OP that you want, if others like it, great, if not, well there is no accounting for taste is there?

THE_ENIGMA
Junior Tester

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Post #3   2833 days, 13 hours, 13 minutes, 44 seconds ago        
I've played through this as the British agaisnt the Germans whom had a +3 bonus.

I have to say nice map and i like the way you have used the forces available to represent the troops of World War 1, i like the way you have done the crater Smile

However there is a serious flaw which needs correcting. You have it would seem left the map edges set at default.
You need to go into parameters and set them as that ... at least, the West is set to Allied and the East is set to Axis.

So that what we have happening right now in the game, broken troops heading towards the German lines does not happen.

I wouldnt have taken so many casulties if my men had not routed and the moved forwards into the German line of fire!

A few other things, just obserations.

1 - Prehaps should mention what type of bonus you recommend for fighting this agaisnt the computer. I interpreted what you wrote as a +3 AI bonus.
Prehaps this should be cleared up a bit.

2 - If possible, could you move the British reinforcement flags near the British trench forward a bit (not too much, but prehaps just infront of the trenchline)?
I say this as it would ease the movement of reinfocements into the battle as they would not be slowed down by crossing the British trench.

3 - The British reinforcements who arrived on the northern flank of the battlefield. Is it possible you could play around with the reinforcement marker a bit? Half the platoon which arrived was above the trench level and were hit hard because of this during my playtest.

4 - Out of curiousity, why are the 18 pounder FO's conscripts? It doesnt seem to fit with the scenario being based round a pals battalion Confused

(modified 01/22/2007 09:21:09 by the_enigma)
--------------------
The Demolition Man
Quote:
sgtgoody (esq)
I find that people will play the way they want. Make the OP that you want, if others like it, great, if not, well there is no accounting for taste is there?

THE_ENIGMA
Junior Tester

Member #1775
Joined: Nov 2004
Ratings: 6 / 0 / 0
Discussions: 66
Post #2   2833 days, 13 hours, 18 minutes, 28 seconds ago        
Ok heres an AAR for you:

3 minutes after going over the top, B Coy on the left flank although harassed by
German artillery has seized the frontline trenches. They are regrouping and will proceed to move down to the communication trenches.
The German recovery has been quick; already machine gun fire is coming from those positions!
On the right (A Coy), the men are moving through the barbed wire on the extreme right flank, and men are moving towards the frontline trenches via the crater!


Over the next few minutes, on our extreme right the German defence has came to life and has massacred 1st plt which is still stuck in the wire (24 men lost including the entire plt HQ)!
Other portions of the A Coy are now entering there lines.

On the left, the men are clearing the frontline trench and have taken out several of the hun with the bayonet. A German counterattack has been dealt with but there are more men moving through the communication trenches. The company is going to finish securing the frontline and start working forwards.


9 minutes into the attack, B Coy on the left has secured the frontline and is pushing up the communications trench. So far they have inflicted a good deal of casualties upon the enemy and have taken 2 prisoners. Although there progress has been far from flawless, 2 squads are still near our own trench line after panicking during the Jerry bombardment.
A Coy has made little progress and is still trying to deal with a pocket of German resistance in the frontlines.


14 minutes into the attack. B coy has made excellent progress and has taken a further 5 prisoners who have been sent back to Bn HQ set up in the frontline trench B coy captured.
The coy has been reinforced by a plt and C Coy is going to be fed into this sector.
2 plts are going to work towards the support trench while one of B coys plts secures a communications trench which moves parallel to the frontline.

A Coy has finally secured the frontline and has a plt slowly moving through the communications trench. An 18pounder battery is about to open fire on the supporting trench facing them.

Facing both companies fire has increased from the support trench and alot of troop movement has been seen!


19 minutes now into the attack. A coy is pinned down in a junction of one of the communication trenches around 200 meters from the Support Trench. They are disorganised, frightened and now under heavy attack by what seems to be a weak German Coy.
B Coy has advanced well, now only 100 meters from the support trench. However they have halted to let the 18pounders pound the line and for C coy to catch up before they make another attack.
There assault down one of the communication trenches by a plt has been met with little gain and heavy losses.


25 minutes after going over the top,
A Coy has beaten off the attack and has around 40-60 dead Germans around there position. They are going to attempt to get going again now, although they have taken some losses and are low on ammo.

B and C coy have come under increasing attacks from the front and the flanks, most attack being driven off however. They are also been unable to regroup in the forward position and are strung out in a column around 100 meters long.
Units arriving on the flank to deal with German troops have beaten them off and taken many prisoners.

28 minutes in, 3 men from the plt who arrived on the left flank in support of B Coy have taken a section of the support trench. Other members of there plt are attempting to reinforce them.
B and C Coy are now attempting to also move up and A coy has made great progress in the last few minutes!


During the last 5 minutes, 1 plt from A Coy had advanced to within 75 meters of the Support Trench. On the left, the 3 men have been reinforced so there is now a weak platoon in a section of the trench.
More prisoners have also been taken!

In the last few minutes of the battle before i called for a ceasefire, A coy had advanced to within hands reach of the support trench in one place and then couldn’t make it any further due to losses and disorganisation.
B and C Coy were not able to make it any further and resulted more casualties in attempting to advance.


The Bn took 214 casulties and 62 killed. 162 of the Pals were left ok.
They had inflicted 166 casulties upon Jerry, 48 dead and 19 prisoners.

(modified 01/22/2007 09:16:25 by the_enigma)
--------------------
The Demolition Man
Quote:
sgtgoody (esq)
I find that people will play the way they want. Make the OP that you want, if others like it, great, if not, well there is no accounting for taste is there?

SIR 37MM
Novice Tester

Member #4351
Joined: Jun 2006
Ratings: 0 / 0 / 0
Discussions: 27
Post #1   2837 days, 7 hours, 16 minutes, 10 seconds ago        
Scenario discussion area for Somme1: Lochnagar Crater
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