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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'Fhrer 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 Bruy®res, 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'Fhrer himself!
Newest Maps
CMAK
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.
Map made of RHZ Fall Gelb scenario WIP
Setup for Axis attack and Axis defend (2 maps!)

Has all sorts of terrain, with gentle hills, a small river, woods, grain but also lots of LOS and fields of fire for longer range shooting.
Map for PvP and free for using in scenarios.
Old village by a wadi, somewhere in Tunisia.
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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Scenario discussion area for Road to Abbeville

NAME MESSAGE
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #28   2475 days, 6 hours, 3 minutes, 6 seconds ago        
I think I'll pronounce this one done, after doing some minor tweaks, and checking up on the briefings.

Any thoughts on the matter?

All the best

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

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #27   2475 days, 6 hours, 4 minutes, 55 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
Thin Red Line
Andreas
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
Men KIA
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
37%
63%

Well it is over, and it was a great fight, if I may say so myself. Hero of the battle was Sgt. Darcis with his squad, who held out in the central trench until the Germans brought up a flamethrower. Absolutely astounding performance that wrecked the German advance plan in the centre.

My opponent made the mistake of not pushing on once he had me dislodged from the orchards. Instead of going for a deep hook, he let himself be deterred by the minefields and tried to roll up my line by attacking straight through it. This allowed me to continue the use of my fire assets, while he struggled to bring his to bear.

All the best

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

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #26   2523 days, 20 hours, 57 minutes, 50 seconds ago        
Many thanks to both of you for playing and the extensive feedback. Very helpful, and the result cracked me up. 50:50, I think we had that before with you two in one of my scenarios? Big Grin

In my own playtest my opponent has just tested the French right wing with what looks like a platoon, unsupported, and had to beat a hasty retreat leaving one section dead in front from the fire of the Chatelleraults and the mortars. I love it when a plan works.

All the best

Andreas
--------------------
SEQUOIA
Novice Tester

Member #2553
SUPPORTER
2007
Joined: Sep 2005
Ratings: 1 / 0 / 0
Discussions: 32
Post #25   2524 days, 18 hours, 1 minute, 13 seconds ago        
Actually I don't request more turns. I think I could have taken the second flag in the village had not some of my troops been green and panicked easily. (Or surrendered).
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #24   2525 days, 18 hours, 36 minutes, 5 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
Sequoia
j2d
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
181
92
Tot. Casualties
148
102
Men KIA
37
26
Men Captured
2
3
Mortars Dest.
Guns Dest.
3
3
Pillboxes Dest.
1
Vehicles Dest.
1
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
300
100
Enemy Casualties:
626
856
Prisoners Taken:
43
14
Exited Troops:
Scenario Bonus:
FINAL SCORE:
50%
50%

Turn 50, it finally ends.

I had no idea it was this close. I was sure that I would lose 60-40 or worse.

The small flag in the midst was contested. Valiant effort by the Germans.

Allies request less turns

Axis request more turns

You need more feedback to pronounce this done I think.

Thanks for the battle.
--------------------
SEQUOIA
Novice Tester

Member #2553
SUPPORTER
2007
Joined: Sep 2005
Ratings: 1 / 0 / 0
Discussions: 32
Post #23   2526 days, 17 hours, 21 minutes, 37 seconds ago        
I took a knocked out gun crew prisoner. Poor boys, they don't know their fate.
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #22   2530 days, 3 hours, 3 minutes, 16 seconds ago        
Turn 45

I've lost the hill flag. Waiting for the end. AAR on Saturday.

I lost a field gun to mortar airbursts after the 60 second clock ran out. I don't think I've ever caught that before.
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #21   2532 days, 5 hours, 50 minutes, 49 seconds ago        
Kein Problem - glad you found it useful.

Here is another thread with information on whether the French had ATRs in 1940.

It appears they had - 48 (fourtyeight)...

http://forum.axishistory.com/viewtopic.php?t=127481

All the best

Andreas
--------------------
ROCKINHARRY
Junior Tester

Member #869
Joined: Jan 2004
Ratings: 0 / 0 / 0
Discussions: 56
Post #20   2533 days, 3 hours, 31 minutes, 44 seconds ago        
Quote:
Originally posted by: Andreas:
Quote:
Originally posted by: rockinharry:
Saw other scenario designers (at the Depot II) use US early war tanks, but that destroys the 1940 feel pretty much. Indifferent



Thanks but no thanks, I agree. If it works for some players and designers that's great for them, but for me it destroys immersion, which is also what I need.

Here is link about French artillery tactics:

French Artillery in 1940

I added it to the Reference Section here. Look for the posts by David Lehmann.

All the best

Andreas



thanks! Smile David provided great info! Saved the stuff for future reference.

I got my AI in RHZ Fall Gelb #1 Beta, using the artillery very aggressively and that should reflect the unpleasent german experience at the early western front quite well. Big Grin
--------------------
former member of SPWAW Lost Victories design team and Wild Bills Raiders

Rockinharry Music at Myspace

for PBEM requesters; I´ll play TPG stuff that needs testing only!

RockinHarry Scenarios:

RHZ Death Factory #1 CMAK ETO Scenario
RHZ Fall Gelb CMAK ETO Scenario

Rockinharry Mods can be found at GAJs Mod Place
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #19   2533 days, 21 hours, 53 minutes, 2 seconds ago        
Turn 36

Germans break through on the left. Nothing to stop them at the flag but one unit from the Batt HQ. I sent him running for the edge flag.

Turn 37

Lost more troops on the right. Barely hanging on.

Flamer on the left blast the last of the troops in the trench.

All my troops are low on ammo. Too many turns.
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #18   2534 days, 21 hours, 33 minutes, 51 seconds ago        
Turn 35

On my left:
In the last couple of turns a flamethower has managed to
A. survive Eek!
B. knock out the gun on my left but not the crew Sad
C. generally flame everyone else Mad

Still holding the tail of the trench. I've sent my 60mm mortar to the unheld flag at the back of the map. His min range was to long to be of use in this vis.

On my right I am holding on. Lots of markers with no terrain box.

Score shows 58 to 32 or something like that.
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #17   2536 days, 4 hours, 10 minutes, 55 seconds ago        
Quote:
Originally posted by: rockinharry:
Saw other scenario designers (at the Depot II) use US early war tanks, but that destroys the 1940 feel pretty much. Indifferent



Thanks but no thanks, I agree. If it works for some players and designers that's great for them, but for me it destroys immersion, which is also what I need.

Here is link about French artillery tactics:

French Artillery in 1940

I added it to the Reference Section here. Look for the posts by David Lehmann.

All the best

Andreas
--------------------
ROCKINHARRY
Junior Tester

Member #869
Joined: Jan 2004
Ratings: 0 / 0 / 0
Discussions: 56
Post #16   2537 days, 5 hours, 32 minutes, 8 seconds ago        
Thanks for your comments Andreas. Smile We really need more early war settings, although CMAK does not support required stuff, as original french armor ect. Embarrassed

Only allied tank that I found possibly substituting any french armor sufficiently could be the captured (from italy) armor armata L33 something in south african (or was it australian?) OOB in 1941. It has a good 47mm gun, medium armor, but not a 1 man turret as some of the french tanks. Char D1 would come closest I think.

Saw other scenario designers (at the Depot II) use US early war tanks, but that destroys the 1940 feel pretty much. Indifferent
--------------------
former member of SPWAW Lost Victories design team and Wild Bills Raiders

Rockinharry Music at Myspace

for PBEM requesters; I´ll play TPG stuff that needs testing only!

RockinHarry Scenarios:

RHZ Death Factory #1 CMAK ETO Scenario
RHZ Fall Gelb CMAK ETO Scenario

Rockinharry Mods can be found at GAJs Mod Place
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #15   2539 days, 2 hours, 13 minutes, 19 seconds ago        
Quote:
Originally posted by: rockinharry:
The good things Smile

The (faked) France 1940 setting. Never tried before, so was a refreshing experience. I also like infantry only battles much and overcoming the stiff french resistance in this scenario provided lots of exitement.:)
The map is nice and of the right size for amount of onmap forces. ETO mods and french uniform mod (and some of my own..hehe) adds much to the overall feel, so it´s highly recommended to install appropiate mods!



I am glad you liked the setting - I think France 1940 is underserved with scenarios because many people think it was a complete walkover. While this is correct at the operational/strategic level, at the tactical level one could not be more wrong. The average daily losses in France 1940 were higher for the Germans than in Russia 1941, winter counter-offensive included.

Quote:
Originally posted by: rockinharry:
Things I like less Indifferent Just minor stuff actually. Things that put the AI at a disadvantage, like the odd placement of the big flag on that meaningless hill and the AI behavior to make stupid counterattacks once the big flag is taken by germans.



I'll replace that with a small flag to help the AI. Although if you have the AI attacking it is actually a nailbiter in those woods, with French last stands against relentless pushes by the AI.

Quote:
Originally posted by: rockinharry:
If that hill is meant to be a commanding hill, remove most of the heavy woods and change weather setting to better visibility.



Wink What J2D said. The fog is going to clear later today, and then the hill will command the surrounding country-side.

Quote:
Originally posted by: rockinharry:
In fact the battle was very tense till the moment where I capped the big hill 126 flag. My foothold in the town (engineer force) was more or less fixed by all around french positions and my main force on the hill was about to settle for the counterattack, that I knew the AI would about to start.:P At this time the german ammo situation was earnest. Once the french left their safe entrenchement positions, I could resume my offensive at every place again (after beating the counter attacks off first). After the french counterattacks were crushed and the remaining troops routing, I just needed to march towards the last flag on the street, which I found undefended. Remaining french west of the street were about to be encircled and crushed as well, as the scenario quit at around turn 40. (can´t quite remember when it ended. Last turns were gone through pretty fast, without doing much adjustements to german forces. All 3 flags showed to be german for several turns, before the scenario quit)



Thanks for this, that is very helpful.

Quote:
Originally posted by: rockinharry:
After the battle I noticed the french had mortars, which never fired a shot during the game. Think these need LOS to some TRP in order to be used by the AI. For this purpose, single FO would probably better (contrary to germans who IMO need the onboard version more)



Good suggestion.

Quote:
Originally posted by: rockinharry:
Although you´ve given the french TRPs, I think they should have way more, to reflect the coordinated defense fire plan and in order to encourage the AI using any Arty. Giving the french at least 1-2 Bty. of medium artillery would add to realism IMO. Placemaent of TRP should be less close to french frontlines. Giving germans 1-2 TRP as well would be realistic, although personally I didn´t need them.



More good suggestions.

Quote:
Originally posted by: rockinharry:
With regard to victory flags, making a reevalution of flag placment would be necessary and a H2H version should be laid out differently than a vs AIP version. Options would be adding an attacker selected big flag (out of 2-3) or rather choosing a multiple of small flags instead and spread out over most of the to be attacked area. This requires the germans to take more locations, before the AI is triggered to counter attack.



I tend to dislike having the same scenario in two versions, but I can see your point.

Quote:
Originally posted by: rockinharry:
I found the french field gun postions to be odd. Is these meant to portray AT defense of any sort? Or was it french doctrine to use these as infantry support guns? These guns were not easy to overcome and more than once routed attacking german units at CC range. Otherwise I have little to no knowledge about french forces and doctrine, so i can´t really evaluate.



At this stage in the campaign the 75s were used as ATGs, and they did very well at it. The placement is reflecting this use.

Quote:
Originally posted by: rockinharry:
Mating a single german Infantry Cpy. with all of the support Cpy. is a bit much IMO! More realistically, cut down HMG support by half and replace the 80mm Mortar FO with 1-2 onboard 80mm mortar groups (each 2 mortars).



Well, you get what is left over when the Schwerpunk has been serviced. But what I could do is to replace two HMG teams with a single Panzergrenadier 44 squad with two lmgs to simulate that the HMG teams have been converted to normal infantry. That was done at least in Africa, I think, during the Tobruk battles. Will also make the change on the mortars you suggest.

Quote:
Originally posted by: rockinharry:
The lightly armored (!) Flak trucks are surely useless under most circumstances. Since you use the late armored version of the SdKfz 10/4 (non available in 1940!), one would be tempted to use these as light assault guns, which might be fun to try, but is anything but realistic. I suggest to purchase the "early" version, which still shows wrong model, but is unarmored.



Actually, in Russia they were used as such in some circumstances. They are coming along to provide LR fire support - of course, when you arrive they can not do that because the fog has not lifted. It is now up to the German player whether he wants to risk losing them, or keep them back and not use them at all.

Quote:
Originally posted by: rockinharry:
I have several save games, the end game one included, just in case you would have use of them. Let me know. Wink



Will do, and thanks for the email and taking the time to write such long and very useful feedback.

All the best

Andreas
--------------------
ANDREAS
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Post #14   2539 days, 2 hours, 23 minutes, 57 seconds ago        
Quote:
Originally posted by: junk2drive:
Around turn 30

From RH's post I can see that this plays differently vs a semi human like me.

RE: the hill as large flag. Maybe the hill is good to have on a clear day. Just a little foggy today.

My opponent has been slowly working his way toward me. He could have gone along the map edge and attacked from the rear. I would have no defense against that.

A turn or two ago he started a smoke barrage on my right between the road and the hill. I had moved my far right units out of the trenches and into the village. I cannot cover such a wide front with so few forces.

PBs somewhat successful. Field guns fairly useless.

Where are my HMGs? Arty? My 81s hit my TRPs which I never seem to place in the correct location.

Last turn video shows a mass of field grey coming through a gap in the wire to my center left. My Company HQ, one squad, and a frightened gun are all that stand in front of this assault. A few enemy squads are crawling in the hedges, but I fear that soon my meagre force will be overrun. MG area fire and arty treebursts aren't helping my troops nerves. I had started my far left units toward the hill but it will be too late when they arrive.



Sounds riveting. I look forward to hearing more.

All the best

Andreas
--------------------
JUNK2DRIVE
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Post #13   2540 days, 16 hours, 13 minutes, 10 seconds ago        
Around turn 30

From RH's post I can see that this plays differently vs a semi human like me.

RE: the hill as large flag. Maybe the hill is good to have on a clear day. Just a little foggy today.

My opponent has been slowly working his way toward me. He could have gone along the map edge and attacked from the rear. I would have no defense against that.

A turn or two ago he started a smoke barrage on my right between the road and the hill. I had moved my far right units out of the trenches and into the village. I cannot cover such a wide front with so few forces.

PBs somewhat successful. Field guns fairly useless.

Where are my HMGs? Arty? My 81s hit my TRPs which I never seem to place in the correct location.

Last turn video shows a mass of field grey coming through a gap in the wire to my center left. My Company HQ, one squad, and a frightened gun are all that stand in front of this assault. A few enemy squads are crawling in the hedges, but I fear that soon my meagre force will be overrun. MG area fire and arty treebursts aren't helping my troops nerves. I had started my far left units toward the hill but it will be too late when they arrive.
--------------------
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Post #12   2542 days, 3 hours, 35 minutes, 46 seconds ago        
OUTCOME:Total Victory
STATISTICS:
Axis
Allied
Player Name:
Me
the AI dumbass
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
267
4
Tot. Casualties
64
143
Men KIA
14
31
Men Captured
50
Mortars Dest.
4
Guns Dest.
4
Pillboxes Dest.
4
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
500
Enemy Casualties:
954
320
Prisoners Taken:
609
Exited Troops:
Scenario Bonus:
FINAL SCORE:
87%
13%

The good things Smile

The (faked) France 1940 setting. Never tried before, so was a refreshing experience. I also like infantry only battles much and overcoming the stiff french resistance in this scenario provided lots of exitement.:)
The map is nice and of the right size for amount of onmap forces. ETO mods and french uniform mod (and some of my own..hehe) adds much to the overall feel, so it´s highly recommended to install appropiate mods!

Things I like less Indifferent Just minor stuff actually. Things that put the AI at a disadvantage, like the odd placement of the big flag on that meaningless hill and the AI behavior to make stupid counterattacks once the big flag is taken by germans.

If that hill is meant to be a commanding hill, remove most of the heavy woods and change weather setting to better visibility.

In fact the battle was very tense till the moment where I capped the big hill 126 flag. My foothold in the town (engineer force) was more or less fixed by all around french positions and my main force on the hill was about to settle for the counterattack, that I knew the AI would about to start.:P At this time the german ammo situation was earnest. Once the french left their safe entrenchement positions, I could resume my offensive at every place again (after beating the counter attacks off first). After the french counterattacks were crushed and the remaining troops routing, I just needed to march towards the last flag on the street, which I found undefended. Remaining french west of the street were about to be encircled and crushed as well, as the scenario quit at around turn 40. (can´t quite remember when it ended. Last turns were gone through pretty fast, without doing much adjustements to german forces. All 3 flags showed to be german for several turns, before the scenario quit)

After the battle I noticed the french had mortars, which never fired a shot during the game. Think these need LOS to some TRP in order to be used by the AI. For this purpose, single FO would probably better (contrary to germans who IMO need the onboard version more)

Although you´ve given the french TRPs, I think they should have way more, to reflect the coordinated defense fire plan and in order to encourage the AI using any Arty. Giving the french at least 1-2 Bty. of medium artillery would add to realism IMO. Placemaent of TRP should be less close to french frontlines. Giving germans 1-2 TRP as well would be realistic, although personally I didn´t need them.

With regard to victory flags, making a reevalution of flag placment would be necessary and a H2H version should be laid out differently than a vs AIP version. Options would be adding an attacker selected big flag (out of 2-3) or rather choosing a multiple of small flags instead and spread out over most of the to be attacked area. This requires the germans to take more locations, before the AI is triggered to counter attack.

I found the french field gun postions to be odd. Is these meant to portray AT defense of any sort? Or was it french doctrine to use these as infantry support guns? These guns were not easy to overcome and more than once routed attacking german units at CC range. Otherwise I have little to no knowledge about french forces and doctrine, so i can´t really evaluate.

Mating a single german Infantry Cpy. with all of the support Cpy. is a bit much IMO! More realistically, cut down HMG support by half and replace the 80mm Mortar FO with 1-2 onboard 80mm mortar groups (each 2 mortars). The lightly armored (!) Flak trucks are surely useless under most circumstances. Since you use the late armored version of the SdKfz 10/4 (non available in 1940!), one would be tempted to use these as light assault guns, which might be fun to try, but is anything but realistic. I suggest to purchase the "early" version, which still shows wrong model, but is unarmored.

I have several save games, the end game one included, just in case you would have use of them. Let me know. Wink
--------------------
former member of SPWAW Lost Victories design team and Wild Bills Raiders

Rockinharry Music at Myspace

for PBEM requesters; I´ll play TPG stuff that needs testing only!

RockinHarry Scenarios:

RHZ Death Factory #1 CMAK ETO Scenario
RHZ Fall Gelb CMAK ETO Scenario

Rockinharry Mods can be found at GAJs Mod Place
ROCKINHARRY
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Post #11   2542 days, 3 hours, 39 minutes, 38 seconds ago        
Quote: Junk2Drive

A brave squad worked their way to the building next to the road and my forward pillbox. A few turns later they satcheled the PB to bits.

Endquote:

WARNING! LOTS OF SPOILERS FOLLOWING
.
.
.
.


Hehe..could have been me! Big Grin I do pretty much conservative german infantry tactics in this scenario. Along the road (the very small strip of light woods actually) on both sides I approach marched my engineers in "contact-hide" mode, with the HQ´s in the lead (we german lead up front, do we?! hehe). One "HQ scout" (taken from the IG platoon, now under command of the Btl. HQ) farther to the left of the road in the wheat fields took some fire of the mentioned pillbox, but went to ground (also "contact-hide" mode) without taking losses. Now with the position of the pillbox spotted I crawled one of the 6 men engineer units up the light woods and then short before the hedge that is just about 30m away of the pillbox. I suspected the hedge to give enough cover to allow crawling units to get close enough unobserved. It was daring however, since there could be LOS from other enemy units nearby or....a mine field. But there was none. For a coming turn I intended to let the engineer squad throw the SC at the pillbox, but just as it came at range (35m or so), it did the attack already by its own and killed the PB. But that was just the easy job so far. As I had the same engineer squad crawl further forward to the hedge, it received heavy flanking fire from a nearby french field gun. After a number of hits and 2 losses, finally the engineers routed and escaped to a nearby crater, caused by my preceding artillery bombardement. So that´s about the anekdote so far.

While the engineer move was nice and exiting, tactically the PB was placed in a little faulty manner. The hedge allows crawling units to come to CC range too easily and I did not even tried an enveloping move, I hit the PB straight from the front! I would move the PB either closer to the hedge, providing it better LOS in its front covered arc, or secure the spot with some wire at range of about 40m. There´s already lots of wire in this scenario, so placing some more would not add to the difficulty that much. However, the "faulty" placement allows realistic engagement tactics to exploit the PB. That would be a reason to let it be as is (rewarding sound player tactics).

As pointed out earlier, the big flag placement does not make much of a sense if evaluating the tactical situation. You don´t have LOS, nor LOF from that hill, it´s just a patch of heavy woods on a hill. The main goal for germans normally would be to clear the roadsides and leave surrounding areas to mopping up forces to follow later. Thinking from POV as scenario designer, it would make sense to assign parts of the forces to "leave map edge" and leave other (non exit) units the clearing of the areas that enemy units could provide effective fire on the street from. As said, not a suggestion, just loud thinking!;)

Off course there´s the issue with providing the AI with something to defend (the flags!) and this needs to be carefully evaluated to provide a human player reasonable tactical objectives (why should I take this patch of woods which seems unimportant to me?...ect. ). For H2H games, I wouldn´t even place any flags at all, but that´s just my very personal opinion off course.;)

To mention my initial attack plan, which could be interesting to know:

Not much regarding the flag placements, I intended to envelope the town with the stronger of two forces from just south of the wooded hill (which so far wasn´t that easy) and just use the majority of engineer forces, reinforced by couple of HMG platoons to "open" the road into the town. Once I reach a foothold at the town entry and with the hill "taken" I would push down the hill toward the town center to envelope any of the remaining french positions from the rear and meet with the engineer forces (sort of pincer move), that would try to hold their positions or do cautious attack if the situation permits. I used the available 105mm Arty Btl. (3x FO, representing 3 batteries of Arty.) to make a preceding preparation bombardement on the intended break in positions south of the wooded hill (1 FO) and the town entry (remaining 2 FO). This would represent a common attack style and the size of the map (small) is ideally suited, since advancing infantry can follow the barrage quickly.

However, once I reached the break in points, I did not notice any great effect of my bombardement and I had to deal with heavy flanking fire south-west of the hill. As said, the town entry was reached rather silently. As I had concentrated forces much south of the hill, I was able to neutralize some of the flanking fire or underwent in crawling modes right through the wheat fields. My break in into the french trench went quite classical, with most troops providing covering fire, with the assault platoon moving in in assault mode, screaming "Hurrah". :D Still the french defended tenaciously and only after some brutal close combat I finally secured the break in. Assaulting german squads took about 10 to 50% losses and the ammo situation for half my forces started to become serious! That means I´ll have to use those forces mostly defensively from now on, to counter possible french (AI) counter attacks, that are surely to come once the big flag is taken. Well that´s the theory. The following 30 turns will show how it all turns out.

Am now about to move the full strength reserve platoon through the french gap up the hill and letting the reduced strenght german units roll up some of the nearby french postions to broaden and secure the breach. So far I think I did choose the right spot from tactical point of view (good cover approach route and only minor hassles from flanking fire, breach in point out of view from defenders once taken, easing further defense), even if the AI has no idea about what I´m doing.

The engineers at the town entry are now more or less in defense mode, since they are threatened from flanking fires all around (dug in frenchmen and PBs). About to approach a second PB from the destroyed ones position now, which allows approach from within the trench (with added cover from hedges) to a flank position. Next turn certainly will show the second PB destroyed (yes, I´m an optimist LOL). Btw, destroyed the nasty french gun position in brutal CC a turn earlier.

If now a french counterattack would start to happen with goal to throw the engineers out again, I would be most exited! :) I´m already about to move the AT guns and IG down the road, to have them nearby, just in case anything unpleasent is about to happen (unlikely, since the AI reacts mostly to threatened flags, which is not the case at the moment. A human player probably would and should do!). The guns stayed in reserve mode to the rear so far. The AA guns are postioned out of harms way to the rear. I don´t need them (so far) and with the fog setting, french air attacks are quite unlikely (and unrealistic if that would happen)

As said, if the weather setting stays as is (fog and VIS of 200m max), it would be more realistic to remove some of the HMG and the onboard IG and instead add a 2 gun 75mm FO and 4-6 onbord 80mm mortars. This would probably work out much better and is closer to german doctrines. CM does not model overshooting HMG or shooting through gaps, so using mortars would be (and feel) more realistic, even if the game does not recognize and the AI does not care anyway. Btw, I used the 50mm mortars for the break in with very good effect (...according to the books), but the 80mm would have come handy for the approach, just when the Arty. barrage lifted. The supporting HMG had to come within the 200m max VIS range so they took some suppression and losses from the defenders, making the support fire on the heavily entrenched french rather ineffective. A sneaky up front HQ spotter with onboard mortars behind out of LOS of the enemy would have been perfect for the purpose. The given german 80mm mortar FO went with the engineers to the town entry and wasn´t of any use so far. (the german doctrine would have assigned the full mortar Cpy. only if visibility on the "Schwerpunkt" would be given. That´s not the case in the scenario as vilibility is too low. In this case the mortars would be parcelled out to the attacking infantry platoons and went forward with the attack.)

Hey, and what about some TRP for germans? If this battle does not portray a too hasty attack, adding TRP to the attacking side is ALWAYS realistic, in particular for germans who are well trained to range in their artillery. I have no idea if the french have TRP in the scenario, but I´ll open the scenario in the editor after I finished the battle for sure. It would be realistic if the french have, not just to portray Arty. TRP, also the general "defense fire support plan" would be modelled. Since the french had time to dig trenches and place wire obstacles, they logically had the time to register any available artillery (note: I did not notice ANY french artillery nor mortar fire in my game up to this point; turn #15). From my reading about the french 1940 campaign, the french Arty. was always strong and a threat to deal with for the germans.

So far a good scenario to test early war "by the book" style attacks.:) I might reevaluate some of the mentioned things, once I played through the scenario til the end.;)

For the beginners who have issues with some of the used abbreviations:

HQ = headquarters unit
FO = forward observer
AI = artificial intelligence player, or computer opponent
LOS = Line of sight
LOF = Line of fire
POV = point of view
VIS = Visibility range (determined by weather setting)
PB = pillbox
Arty. = artillery
IG = infantry gun or howitzer
Btl. = battailon or "Abteilung" sized unit
Cpy. = company size unit
CC = close or hand to hand combat
TRP = Target reference point (registered Arty. or heavy weapons)
"Schwerpunkt" = german term for main point of effort or "gravity point" in attack mode
"Brennpunkt" = same when in defense mode, meaning the enemy attacks "Schwerpunkt"
--------------------
former member of SPWAW Lost Victories design team and Wild Bills Raiders

Rockinharry Music at Myspace

for PBEM requesters; I´ll play TPG stuff that needs testing only!

RockinHarry Scenarios:

RHZ Death Factory #1 CMAK ETO Scenario
RHZ Fall Gelb CMAK ETO Scenario

Rockinharry Mods can be found at GAJs Mod Place
ROCKINHARRY
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Post #10   2546 days, 30 minutes, 37 seconds ago        
Funny! Big Grin I´m at turn 15 axis vs AI as well! The french are tough as nails so far, with the gun crews to be toughest! Eek! Even if the gun is detroyed, the crews will fight to death and inflict considerable damage to meleeing germans. So far I gained a foothold (a very small bridgehead actually) with my engineer force in the town, where the street enters. The other one was forced with my main force just south of the wooded hill. No off to take the flag.....

The fog neglects most of the many available german support weapons, thus they are of about non use. The artillery was used and expended in barrage mode (turn1), with the exception of the mortar FO taken into the frontline.

I suggest: Make the 2 75mm IG16 a 75 FO! Contrary to popular belief, the german infantry howitzers were mostly indirect firing weapons!;) Moving these vulnerable things into LOS of the enemy at close ranges (200m max LOS in the scenario) was out of question historically.

I also suggest to replace the 80mm mortar FO with 6 tubes of the onboard variant. Way more flexible and under the current conditions more up to german doctrine (mortars attached to single platoons, advancing and supporting directly)

...now where do I get those french uniform mod now...
--------------------
former member of SPWAW Lost Victories design team and Wild Bills Raiders

Rockinharry Music at Myspace

for PBEM requesters; I´ll play TPG stuff that needs testing only!

RockinHarry Scenarios:

RHZ Death Factory #1 CMAK ETO Scenario
RHZ Fall Gelb CMAK ETO Scenario

Rockinharry Mods can be found at GAJs Mod Place
JUNK2DRIVE
Master Tester

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2005
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Post #9   2546 days, 12 hours, 21 minutes, 38 seconds ago        
15 turns have passed. Not much for the French commander to do. A turn one bombardment nearly destroyed my HQ on top of the hill. The main German force so far has come up the middle and found it difficult. My right flank started to be probed. A brave squad worked their way to the building next to the road and my forward pillbox. A few turns later they satcheled the PB to bits. I fear that is a break in the dike that I may not be able to control. 45 turns is a long way away but I start moving my far right units toward the road.
--------------------
ROCKINHARRY
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Post #8   2552 days, 2 hours, 13 minutes, 15 seconds ago        
A "commanding height"; a height or hill that does provide LOS as well as LOF far into the surrounding area. That does not apply at all in this scenario/map, so naming it in the briefing and putting a large flag onto it does not make any sense, if taking it as serious.

Just to sort things out when tactical terms are used "inappropiately" IMO.;)
--------------------
former member of SPWAW Lost Victories design team and Wild Bills Raiders

Rockinharry Music at Myspace

for PBEM requesters; I´ll play TPG stuff that needs testing only!

RockinHarry Scenarios:

RHZ Death Factory #1 CMAK ETO Scenario
RHZ Fall Gelb CMAK ETO Scenario

Rockinharry Mods can be found at GAJs Mod Place
JUNK2DRIVE
Master Tester

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2005
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Post #7   2553 days, 19 hours, 39 minutes, 51 seconds ago        
Started PBEM as French vs Sequoia as Germans.
--------------------
ANDREAS
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Post #6   2565 days, 18 hours, 35 minutes, 4 seconds ago        
Excellent, thanks a lot for playing and taking the time to write up your comments!

All the best

Andreas
--------------------
SUDOWUDO
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Post #5   2565 days, 20 hours, 36 minutes, 20 seconds ago        
played as axis v AI +2.
nice looking map,i took your recommendation and used the CMETO mods.
attacked to the left of the road through the cornfield.scouts encountered mines and mg fire while i snuck all the MG34's up.by about turn 10 i had them all banging away trying to surpress.pioneers did sterling work clearing the mines under fire.once a few french heads went down they got mortared and then assaulted by the weakest infantry platoon who were supported by all pioneers and all hmgs.once i got into the trenches had to suffer a bit of fanatical defence but from then on it was plain sailing.took a small flag then the AI counterattacked but i had hmgs set by then and it came to nothing.located a bunker from the rear and the crew bailed after one burst from flamethrower.
once across the road i regrouped and advanced on main flag in good order.some skirmishing in the woods but that was that.i kept expecting more french troops but none appeared.for that reason i never tried for the far flag as ammo was becoming a bit of a worry.
got 68% and a tactical victory.
think the allies could benefit from some sort of reserve behind the line or possibly a reinforcement.
almost forgot to mention that i never used the artillery spotters,guns or AA vehicles.did use kubelwagens to shuttle hmgs forward though and found them very handy.
suggest a slight weakening of axis and strengthening of allies.
no need to touch map its great.number of turns ok too.
--------------------
ANDREAS
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Post #4   2566 days, 23 hours, 48 minutes, 43 seconds ago        
Anyone who DL'd "Road to Abbeville" and either:

a) Intends to play it PBEM and do his own defense setup
b) Intends to play the AI letting it set up freely

Needs to re-download. Junk2drive pointed out an error that will affect those games.

If you intended to use the default defense setup, you can use teh original version.

Sorry for the hassle!

All the best

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

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Post #3   2567 days, 8 hours, 42 minutes, 14 seconds ago        
Hi mate

I had this nagging feeling I had forgotten something, but thought it was the correct placement of the French HQ, which in my playtest was in no-man's-land...

I'll fix it tonight.

All the best

Andreas

--------------------
JUNK2DRIVE
Master Tester

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Post #2   2567 days, 17 hours, 33 minutes, 16 seconds ago        
Hello old friend. I haven't played CM in months but thought I would give this a try.
The French setup zone is all wrong. I can't place the mines and wire and most of the TRPs. Looks like you changed the red zone after you moved the units in place. Most of them are grey bases now.
Maybe next weekend.

paul
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ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
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Discussions: 118
Post #1   2568 days, 14 minutes, 3 seconds ago        
Scenario discussion area for Road to Abbeville
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