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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
DANLEPAN
soundcard
26marines
stanton
colbigmac

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Scenario discussion area for Die Brucke von Remagen

NAME MESSAGE
FIGO
Novice Tester

Member #1314
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Post #11   2600 days, 19 hours, 25 minutes, 41 seconds ago        
It's a shame BT...but it does look as though this has been abandoned since last reply from the designer is ~2months ago :(

And this one does need some work from the road tiles to the mine fields...

Cheers

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Figo

"A democracy is nothing more than mob rule, where fifty-one percent of the people may take away the rights of the other forty-nine" -Thomas Jefferson
BRITISH TOMMY
Novice Tester

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Post #10   2603 days, 19 hours, 59 minutes, 59 seconds ago        
Looks like the designer has just dumped this scenario and left. I have to say I get quite annoyed when I take the time and trouble to play test a scenario, leave comments and the designer can't be bothered to reply.
This scenario needs some SERIOUS work done on the road tiles. The heights are too extreme so any play testers reading this, don't bother downloading it Mad
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success is not final, failure is not fatal: it is the courage to continue that counts.
Winston Churchill
BRITISH TOMMY
Novice Tester

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Post #9   2628 days, 20 hours, 1 minute, 49 seconds ago        
The roads in the centre of the town really needs to be flatter. I'm also finding the extreme heights across the map make me feel queasy as I scroll around the map Confused
Contact made in our battle!
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success is not final, failure is not fatal: it is the courage to continue that counts.
Winston Churchill
BRITISH TOMMY
Novice Tester

Member #290
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Discussions: 39
Post #8   2632 days, 1 hour, 8 minutes, 58 seconds ago        
Have started this battle with one of my opponents. Will report back how it plays out H2H.
One thing I noticed was the mix of exp levels. I have a company HQ unit which is green while other infantry units are elite. I think the company HQ should be at the very least regulars if not vets.
Just hope I can get my vehicles down those very steep roads! Eek!
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success is not final, failure is not fatal: it is the courage to continue that counts.
Winston Churchill
BANNON DC
Junior Tester

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Post #7   2646 days, 16 hours, 15 minutes, 47 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
AI
Bannon
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
173
360
Tot. Casualties
185
100
Men KIA
40
23
Men Captured
13
2
Mortars Dest.
3
Guns Dest.
2
Pillboxes Dest.
Vehicles Dest.
1
20
Aircraft Dest.
4
1
POINTS:
Axis
Allied
Flags Held:
400
400
Enemy Casualties:
1996
1705
Prisoners Taken:
25
176
Exited Troops:
Scenario Bonus:
FINAL SCORE:
51%
49%

This is a good scenario but with many game play issues in its current form.

* Aircraft -- way too many German airstrikes (5) for a game this size. The American vehicles are easily able to counter these airstikes and they caused only minor damage. However, their biggest effect was forcing mounted infantry to abandon their vehicles in the last stage of the game. Extremely irritating considering the effort needed to finally clear the roads and get them to a point where they could make a drive to the bridge. I like the effect of the cluster-bombs, but overall, aircraft are a problem.

* Entry zone under direct enemy line of sight -- as mentioned below, I continued to lose vehicles in my entry zone on the northern side of the map. Units are lost even before I can give them orders to move.

* Some rough roads -- the biggest area of concern with the roads is the road near the river and the first paved road connection. The Shermans that come in by the river must race to avoid the guns on the hill. This is a rough turn and the slope of the hill causes them to slow down making them an easier target. There are a couple other road tiles that could be fixed but are not a major play concern... more for looks.

* Flag distribution -- the major concern with flags when playing against the AI is that the first flag captured will result in a counter attack by almost all AI units. In my game, I captured the flag at the church on the high ground. The AI attempted to send his troops up this steep hill with the result that I caught most of them in the open and eliminated them in the streets of the town. For game play, it may be better to eliminate this flag.

+ The flag in the middle of the bridge seems to cause problems for the AI as well in that it wants to occupy the location. The AI had several squads in the middle of the bridge for most of the game. They would occasionally fire at me, but the result was my men firing at them and wasting ammo.

+ Number and location of flags favors the defender. There are 500 points on the German side (east) and 400 on American side (west) with one flag in the middle of the river. As the scenario stands now, it is possible to capture the west flags but unlikely to be able to capture the eastern flags.

* Time -- in order to capture the western side of this map, the 27 turns is just enough. I was forced to make a quick dash for the bridge that was a bit "gamey" -- racing my half-tracks through enemy troops and hoping there would be no mines or roadblocks and praying not to get hit by a panzerfaust. A few more turns would have allowed me to clear the road better but not without a gamble -- it would have been less gamey but still risky.

+ Could I have captured the eastern side of the bridge? Most likely not. I did run a scout vehicle though the German squads on the middle of the bridge just to see what was on the other side. Of course the vehicle was destroyed at the other end. Capturing the eastern side of this bridge is highly unlikely given the time, defense, and tools available. The best would be a dash across in halftracks through the flak guns to dump men on the other side and hope they could get into the heavy buildings.

Some minor suggestions that are not game play factors:
* include a half-track for the platoon HQ for mounted infantry. Without a HT for himself, he is likely to get shot up driving in a jeep.
* Craters look a little too evenly placed. I assume this is supposed to be damage from heavy bombers.
* include heavier artillery -- I was unable to take out both guns on the German side of the river. Their location is tricky on the side of the cliff. Artillery that lands in front of them is unless because it lands so far down the hill. The 81mm mortars and light 75mm artillery is not very effective against this target. 105mm was common for the Americans and more effective. (The second guns was finally taken out with the American airstike).

The two 88s on top of the hill scored 4 vehicle kills each. At least 3-4 were in my northern entry zone, one was a tank trying to get up the river road. Ultimately I only got one tank in play late in the game.

The map is excellent and the opening 15 turns went very well. Moving some flags around may have a big effect on the game if the Germans keep their countattack to the town instead of trying to retake the high ground. Fewer airstrikes for the Germans will not disrupt the American momentum. Could be a different game, but I'm not sure how the Americans can effectively take the far side of the bridge and still keep the game to around 30 turns.

Bannon

(modified 09/23/2007 13:55:24 by Bannon DC)
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BANNON DC
Junior Tester

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Post #6   2649 days, 23 hours, 30 minutes, 19 seconds ago        
Quote:
Originally posted by: JUSTIN MACDURO:
About the german LOS to the zone entry for the american ... it was the same in the battle , in i think you have enoug spotters and mortars to counter fire the germans guns or to provide cover with smoke .



This is a game play issue. Players often hold back forces until they can deploy them for battle or movement. I always play under the assumption that my forces could come under attack and even if "parked" I use caution.

In this case, the guns opened up and KO'ed the lead vehicle that advanced in town and then turned on my "parked" guys. When you have a key unit like the mortar spotter with the parked units you are in danger of losing one of the necessary units to make the scenario playable. Many players would immediately quit the scenario and consider it not playable.

Also, units often enter in a jumble and it takes a turn or two to sort them out. Units that enter under fire are sitting ducks and get killed quickly before the player can take control of them. Players hate that.

I will continue to play. My mortar spotter did survive and is taking the guns under fire along with the smaller 60mm mortars.
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STOFFEL
Senior Tester

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Post #5   2650 days, 3 hours, 50 minutes, 14 seconds ago        
Its your choice.
However there is a simple rule I follow with scenarios.
If you are finished with the map you place the slowest unit you are going to have on the edge and let it walk to the other opposite mapedge.
After that you can add some more turns for fighting.
If you use that rule here you will see you need far more time.
Historical battles are ok but you also need to think about the gamemechanics.
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War and Tactics: ## WaT ##
JUSTIN MACDURO
Member

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Post #4   2650 days, 20 hours, 59 minutes, 15 seconds ago        
Thx for the coments .
About the Allied firepower , you have to understand that hthe capture was not a planned operation with an high amount of forces . They just send a little force that was operating near . Whatever ill check the city defenses , mines and german forces to make a little easier the USA advance , maybe ill add too some vehicle instead the mg jeeps to the usa city forces ...
The lack of time for capture the bridge ... well the USA had the same problem during the battle , they were too hurry because they thought that germans will blown the bridge in any moment .The lack of time is important here for the historical taste of the battle . I'll add one or two more turns to do recon , but no more.
About the german LOS to the zone entry for the american ... it was the same in the battle , in i think you have enoug spotters and mortars to counter fire the germans guns or to provide cover with smoke .
Iill work in another version for the map , but not before the next week ... unfortunatly my PC decided to die two days ago ... now im using my works protable pc , but i can't install or use it to play games hehe.
ANd remember , the lack of forces and time was a real situation for the allies during the battle ... and the point here is to do better than they did in the same conditions , hehehe , this is a historical map.
Lo of thanx for the comments , i reallly apreciate it.
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BANNON DC
Junior Tester

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Post #3   2650 days, 23 hours, 35 minutes, 19 seconds ago        
Justin --

I'm in the early turns of this battle.

I second what Stoffel says about lack of time. I have encountered the first firefight in the high ground and some of the mines with my force coming from the north.

Let me add... the German guns on the high ground across the river have LOS to the entry zone for the Americans in the north. They held their fire for about 5 turns until I advanced along the river bank. But now they are picking off vehicles I had left in the northern set up zone (near the buildings). You should adjust this to give the Americans a small safe zone for reinforcements.

I'm not too far in and could restart with an updated version if you plan to post one. Will look for your comments before continuing.

Bannon
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STOFFEL
Senior Tester

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Post #2   2651 days, 1 hour, 0 minute, 28 seconds ago        
Tried the battle.

Completely different than the other Remagen battle :)
But thats not a problem.
Exiting battle, fighting from turn 1.

However......
I think that the allied player has not enough firepower to deal with the germans in the village.
The engineers have to clear mines(a lot of them) under fire which they are very reluctant to do....
It took me 12 turns to get through the first defenses.
After that I was attacked by all kinds of guns opposite the river.
Given that the battle has only 27+ turns I'd say that is not enough.
You simply have not enough time nor the ability to race to the bridge.
To be succesfull you need more heavy armor early on.
And more turns to do recon in force first, I never made it across the bridge.
And thats bad cause this battle has enough potential.
So again, more turns!!!
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War and Tactics: ## WaT ##
JUSTIN MACDURO
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Post #1   2654 days, 8 hours, 40 minutes, 32 seconds ago        
Scenario discussion area for Die Brucke von Remagen
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