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

Date is set to 1944 to simulate green grass.
A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
SCENARIO DESCRIPTION
A meeting engagement played out in the wooded terrain of the Ardennes at the beginning of the Bulge. 60+ turns.

The Germans are trying to seize important territory: bridges, cross-roads, and towns to allow breakthrough armored thrusts. Central to this map is the village of L’Shone and its surrounding road network.

The Americans are trying to occupy the same terrain to prevent its use by the Germans.

Best played as: H2H
Second Best played as: H2H
(Not designed for vs. AI play due to mounted units)

Map edge friendly to Axis: East. Map edge friendly to Allies: West.
Kampfgruppe Roestler attacks XXX corps prior to Market Garden.

It is hard to believe that it was only a week ago when we first heard of “The Outbreak”. Initially it was thought to be a terrorist biological attack, with outbreaks in large cities overwhelming medical facilities. But soon it was apparent it was much more… the more we hear, the more we realize that we know very little – the cause – the prognosis – or the scale of this crisis. All remain unknown – at least to the general populace. What the “government” knows may be something else again.
You are Jack McCann, police chief in the small coastal tourist town of Shady Acres, Maine. Normally by this time of the year, your town is overrun with loud tourists from the cities of the East Coast. If only that were the case.
Four days ago a large staff of the Center for Disease Control showed up at the Town Hall, and brusquely informed the Mayor, Chuck Zeto, that the Federal Government was immediately taking control of “Shady Island”, a favourite picnic spot in the bay. This was all one-way communication, you don’t know much more other than soon thereafter a convoy of sealed trucks arrived and barbed wire was being strung across the access bridge to the island.
The National Guard has been mobilized, and your own police force has been placed under the command of the governor’s office.
And yet even now, you are not sure why. A strange illness has swept the globe, but what little news was initially released was like something from a bad movie. Now that trickle of news has stopped altogether. The official story is that a Chinese cyber attack has shut down the Internet, but this being Small Town America, there are a lot of conspiracy theories floating about.
The Mayor, Chuck Zeto, who also is the local bank manager, has asked that citizens assist in securing the town from whatever threats may arise. Given that the local National Rifle Association sponsored Chuck’s last campaign, their members were eager to show their affinity for the 2nd amendment and reaffirm their ownership of large capacity magazines and assault rifles. With some hesitation, you agreed to deputize these men, but have asked them to stay at home until they may actually be required. Their training and experience doesn’t necessarily match their enthusiasm.
You were at your office all night. You had a call from Doctor Jacobie at the hospital. Dr. Jacobie, a Vietnam war draft dodger who only returned from Canada in the 1990s, is determined to ignore what he considers a “fascist edict” that all patients in suspected cases of the “outbreak” be turned over to the C.D.C. immediately and quarantined on the Island. “It reminds me of the interment of the Japanese in 1942!” Jacobie ranted, and he said he would treat all patients as “patients, not criminals”. At that, you sent two teams of part time deputies to the hospital to deal with any issues that may arise.
The town is an important transportation hub, in that the coastal railway runs through the town. The Railway has deployed their own security at the train station, as if there is an epidemic, it is important to prevent those infected from traveling. Hopefully they have enough staff to do the job.
You remained in your office all night, and it seemed that things may be calming down, but then with a complete news black out, and the mute C.D.C. guards by the island Park, who knows? You did receive several calls from citizens overnight, reporting screams and other noises from the areas near cemeteries last night; typically the local teens will go there to drink and smoke up. Although you usually will send a Deputy to put the run on them, there are more important things to do now.
The sun is coming up, but a heavy thick fog has blankets the town. A convoy of C.D.C. relieve staff are expected in from Bangor any minute; hopefully they have some news. To allow your exhausted staff get some needed rest, two detachments of National Guard troops will be arriving, one is about 5 minutes away and a second convoy from the east in another 5 minutes after that. It will be good to get home and hit the sheets. You are so tired you feel like the walking dead.
Your phone rings. It is the security detail from the train station. Old man Codger, a elderly farmer who lives north east of town, has just shown up at the Rail station, out of breath and terrified. He is rambling about being attacked at his home, and that the only way he could escape is by setting the buildings on fire. You had better send a Deputy to go interview him. It sounds bizarre.
The phone rings again… it is Deputy Boomhauer at the hospital. He sounds quite distraught. Apparently the hospital was overwhelmed with patients overnight, and now he reports the motion detector alarms in the morgue have gone off.
At that second the switch board lights up, and several simultaneous “10-78” calls are received – “officer need assistance!”… What the?????”

This scenario is
1) Meant strictly for play against the AI. Although it one player wants to try playing the Axis/Zombies, please feel free.
2) The scenario is meant to be strictly for fun.
3) Watch you ammo loads. Shoot for the head. You only have the ammo you brought into the fight.
406th division ill fated attempt to drive the 82nd airborne back across the Meuse river.
Tough battle for the allied armor!
German attack towards Dunkirk.
CMBB
The Axis launch a major attack on the Allied defenses.
25th pz div firefighting near Kiev!
Partisans and other troops attack and harrass German positions.
Germans have to search the threat and destroy it before its to late.
The Russians broke through...again.
Fictional battle with lots of troops and armor.
Plenty of tactical choices!
The first major Russian offensive aimed at the German 16th army.
290th inf div was hit hard by the first attacks!
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

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

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

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

Push forward, as so many before you have tried, and hold this town once and for all!
Conversion of team Carter.
Ideal scenario for training a combined arms attack on a small town. (Panzer Tactics from Schneider Stackpole books)
This is a conversion of a modern Tacops battle.
4 M113 with TOW, a mech platoon and 2 choppers conduct a rearguard action against a 2 soviet tank companies.
Budapest is surround, the Russian attack is underway can you take the city?
This is a CMBB scenario, modelling Plan Yellow in France in May 1940.
It is a "dynamic flag" scenario, on a large map that will provide many options in attack and defence.
CMBO
German infantry dawn attack during the Battle of the Bulge. American infantry caught off-guard whilst lining up for chow.

VPs for casualties and German exit points only.
Before dawn on D-Day the British airbourne must destroy the gun batteries at Vierville.
Koen - A Town to conquer
*****************************************

a Couple of weeks ago the Allies have conquered one of the major towns in France.

Now the Germans broke through the American line of defense in the Ardennes and are advancing rapidly towards this town.

Can the Allied commander hold this town?
November 1944, the French 2nd Armored Division is tasked to breach the German fortified line of the Vosges mountains. This battle takes place on the second days of the attack. The different French Task forces are competing with each other in order to be the first to reach the plain of Alsace. The company team Minjonnet (part of the Task Force Massu) blocked close to Voyer in a narrow valley by German remnants of the 708. ID has to bypass quickly this resistance. The French can be sure that their old enemy is not about to ease their action !
An American WWII GI's dream come true- a "what if" American assault on Berlin AND a chance to personally bag the ol'Führer himself!
Arnhem Bridge battle. British airborne against armoured SS.
Updated Scenarios
CMAK
A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
406th division ill fated attempt to drive the 82nd airborne back across the Meuse river.
German attack towards Dunkirk.
France, 1940 - Case Red.

Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
Axis and Allied forces clash for a town and large hill.
Canadians attack the 15th army!
This is an Aug 44 meeting engagement between Brit and German mech forces in Belgium. The map is based on a satellite photo of Neubruck just southeast of St. Vith.
At Dornot, the U.S. Third Army's XX Corps' first attempt to establish a bridgehead on the Moselle River south of Metz met bloody failure. Two and a half miles south of Dornot the XX Corps' 10 Infantry Regiment is trying once more to establish a permanent bridgehead across the Moselle at Arnaville. Since the first U.S. troops crossed at Arnaville on the night of 8/9 September, the Germans have been launching increasingly vicious counterattacks in an effort to destroy the bridgehead and repeat what happened at Dornot.
Normandy - known for its rolling fields, orchards, stud farms and a good glass of cider. Sheltered from the elements which can pound the coastline this is a landscape is carpeted in apple blossom. It is here, at the heart of one of the best designated cider producing areas that you will find the Chateau les Bruyîres, an Empire period residence and 18th century manor house - run by the Wehrmacht. It is your task to put an end to this inappropriate ownership.
US Army invades an island defended by Italian Troops.

Map is 1200x1200.
Non-Historical.
20 Battles 10 Turns each.

Play HtH (Preferred), or Allied vs. Axis AI.
Allow AI to setup units, there is no pre-planned setup for the defender yet.
CMBB
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

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

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

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

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

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

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

a product of HDCS

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

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

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

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

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

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

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

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

Screenshots can be found here:

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

NAME MESSAGE
HEINRICH505
Member

Member #6856
Joined: Aug 2007
Ratings: 2 / 0 / 0
Discussions: 4
Post #7   2526 days, 10 hours, 21 minutes, 41 seconds ago        
OUTCOME:Minor Defeat
STATISTICS:
Axis
Allied
Player Name:
AI
Heinrich505
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
58
114
Tot. Casualties
448
270
Men KIA
241
142
Men Captured
16
-
Mortars Dest.
-
1
Guns Dest.
5
-
Pillboxes Dest.
1
-
Vehicles Dest.
14
58
Aircraft Dest.
-
2
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
%
%

Kutuzov/Pat,
I really enjoyed this operation, and left a review for you. I played as the British, and didn't give the AI any advantages, as I normally play German, and realize there are some nuances with the allied equipment that require some finesse to play properly. I managed a minor defeat, and felt lucky to get that, as I didn't play the British equipment very well. The map gave me the impression of being in France at that time, and I really enjoyed it. It enhanced the operation nicely. I would highly recommend this operation.
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**Spoilers
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I was facing Bourneville with a lot of light armor and scouting equipment. I didn't figure I would come up against much this early - big mistake - and eased my scouting tanks and armored cars forward. Suddenly I watch in horror as they start to explode in flames, crews bailing out in terror. I've been hit by hidden guns on the left flank, and hidden 20 mm guns in town. Infantry out, rush forward. They had to dash from tree to tree, trying to suppress the 20 mm guns in town. I diverted a Stuart to rush the guns, only to lose that tank in flames. I then rushed a halftrack with a squad in it around behind the hedgerows, with the squad set to assault the gun when the halftrack came to a halt. The halftrack came around the hedgerow at top speed, then screeched to a halt right next to the howitzer that had blown up most of my armor. A nearby squad shocked the machine gunner, and the squad of Tommies bailed over the side, yelling and screaming, as they assaulted the howitzer crew. They managed to cut down three of the crew, but the others were turning the gun way to fast. As the squad neared, the howitzer crew let loose a shot point-blank into the onrushing squad, and they instantly went from 7 to 3, broke, and started running towards cover. They were all cut down like dogs in the street. A nearby AT gun then totaled the halftrack, and their crew were all gunned down. Things were just as ugly on the right flank. I eased forward with the Stuart and two Wolverines, only to lose ALL THREE to a panzershrek gunner. All three, in succession, and I only discovered the gunner too late. I was able to force the center of the town with armored cars, that won a gun duel with a 20 mm gun Sdkz. First battle done, and I'm shaking my head, and seriously doubting I'll make the river.

I get a bunch of Shermans for the second battle, and I rush the town of Bourneville. The Germans have pulled back, and I take the town easily. However, the Germans have not left, and they surprise me with flank attacks on both sides. Hey, c'mon now, the AI isn't supposed to do this, right? I am amazed at the aggressiveness of the panzergrenadiers. They charge the Shermans and throw grenade bundles or try to use panzerfausts. It is mayhem. I manage to cut them down, but I lose several Shermans in the process. At one point, a panzergrenadier squad charges THROUGH A BURNING WHEATFIELD, to get at a tank. I am really impressed. The Sherman reverses and blasts them back into the smoke. I come out bloodied, but hopeful.

Okay, now I am moving. I fairly fly across the plains area. With the tanks and halftracks on line, I can suppress the Germans hiding in the woods along the highways. They fall back in disarray, but they hold up some of my tanks in the fields. I cannot afford to be slowed down now, but still lose some tanks in useless efforts. I make the bluffs in good stead, with practically no casualties. Okay, I've got two battles to make it into the town of Aizier and then across the river. This might work. Evidently I have played the Brits a little better.

I set up all the halftracks on the ridge line, expecting to suppress any hidden guns. I leave some Shermans on the road on the ridge to the right, and the one remaining Wolverine and two Sextons on the road near the church, on the left. All other armor is down near the village and river. So, on with the battle. All hell breaks loose. I say Major, all our bloody halftracks are burning or blowing up. Major tactical error, and all my halftracks were toasted. Ouch. We are face to face with numerous guns, a Mark IV and a Stug III. Pretty impressive. My Shermans on the ridge road get the StuG, and the Wolverine and Sextons get the Mark IV. They also get some of the guns on the left flank. I can still see through all the smoke of my burning halftracks, and think I've got a chance, so I start easing out my Shermans to deal with the guns. Oh Blimey, is that a Panther? Dash it all Major, whatever shall we do? A freaking Panther. With a crack crew, no less. They start opening up, and one by one, my Shermans start exploding. The didn't nickname them "Tommy Cookers" for nothing. I order a Sherman on the left flank to ease out and take a flank shot at the Panther while it is torching my other armor. The driver is hesitant - understandably - but slowly eases out, and suddely uncovers a panzergrenadier squad, hiding in the trees. The squad immediately charges head-on, throwing grenade bundles. Reverse, back back, fast. The gunner opens up, not on the Panther, but on the charging squad. They hit the dirt, and I see the Panther stop, and start swinging that long 75mm gun around. It....is...going....to....be.....close........yesssss, just out of line of sight. Whew, that was too damn close. The Sherman holds off the panzergrenadiers, and survives. I try to order them back out to shoot at the Panther again, but they advise, "I'm sorry sir, sqqeeeeeoooohsqueeeooooooo, something wrong with the radio, not receiving.....out." Yeah, that trick came out shortly after Marconi called out, "Watson, I need you," on his wireless invention. We aren't going anywhere on this battle, and are out of time. In desperation, I sneak a PIAT crew into the woods by the rivers edge, but they are too far away. Dash it all.

Okay, last battle, and no reinforcements. Figures. I have to set up back from the village of Aizier again, so I rush the town and take it quickly. I ambush some flak trucks, and they surrender quickly. "Hande Hoch, raus, marche." I've hidden my remaining Shermans and the Sextons behind trees and buildings, knowing that darn Panther is still lurking. I get a sight on it, but the troops are distracted for a time, battling off a flank attack on the right side. Now I try to time the armor to all ease out at the same moment, as SOMEONE must get a hit on the Panther. One Sexton fires first, missing, and takes a gun hit for it's trouble, backing out of the fight. The two remaining Shermans open up, both misses, and the one gets a gun hit, the other retreating safely behind a building. The other Sexton, in town now, opens up on the flank of the Panther, and then explodes in flames. Yeah, direct hit. Two survivors. I'm almost all the way through this battle. I decide to try and rush the gun-damaged Sherman (they are really not pleased with this action) across the bridge, and also another squad. As the Sherman starts to get speed up, I notice the Panther is not moving. Imobilized. The Sexton must have hit them just before getting blown up. Yess, but small consolation for all my flaming armor. The Sherman makes it 3/4s of the way across, before the hidden puppschen 88 gunner gets a hit, immobilizing them. Get out lads. The second shot is a kill. Only 1 crewman makes it back to our side. The squad is hit by accurate 75mm HE from the immobilized Panther, and breaks, crawling back after leaving many squad members on the bridge. The gun-damaged tank might have had slight chance if the gun was working, but it wasn't.

And there you have it. Game-Set-Match. I have nothing left to get across, and Jerry has spanked me roundly. That goll-durned Panther is credited with 40 inf casualties, 6 Sherman IIIs, 4 Sherman IIs, 1 Sherman V, 1 Sexton, 1 Kangaroo, and 3 halftracks. All in a days work for a crack crew of a Panther. Sheesh. Double ace. The wise guys with the radio trouble are the only Sherman to survive. Go figure. I really enjoyed the ebb and flow of the battle. It felt right, and the AI put up quite the struggle. Had I given it a +1, I would have lost even more severely. A very nice operation, moves quickly, is a challenge, gives you a feel for what it might have been like, and makes you protect your forces through the battles, knowing you'll need them for the bridge. If I'd had a few more Shermans.......ah well, the fortunes of war. Thanks for a neat operation. I had a lot of fun with this one.
Heinrich505
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KUTUZOV
Member

Member #6973
Joined: Sep 2007
Ratings: 0 / 0 / 0
Discussions: 3
Post #6   2565 days, 22 hours, 46 minutes, 22 seconds ago        
Quote:
Originally posted by: stoffel:
Overall a fine playing battle.
The map looks OK
Only the small points raised by kingfish should be fixed.
Problem is the last battle.
At battle 6 I had to cross the river over 1 bridge.

Opposite the river were several german heavies, a bunch of AT guns.
River crossings are hard to make in CM, and if you have to do that under fire you get creamed.
The allied armor has no chance to get across with so many high quality(even crack) guns firing at you.
This last battle killed the fun I had with the 5 earlier ones.

I suggest to ad another FO(smoke) to get over the river safe.
And as kingfish said, the briefings should be in english too



Hi, Thanks for your comments! There is only 5 battles in this operation ! About the floating boat bridge you are not obliged to cross it to win. Allies Victory conditions are first : To reach the river bank, second for total victory : To cross the bridge.
Vice versa for Axis victory conditions. Pat

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KUTUZOV
Member

Member #6973
Joined: Sep 2007
Ratings: 0 / 0 / 0
Discussions: 3
Post #5   2566 days, 1 hour, 41 minutes, 28 seconds ago        
Quote:
Originally posted by: Kingfish:
A couple of quick comments / observation...

(SPOILERS BELOW)
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The map is very nice over all, although I spotted a couple of places where you may want to revisit:

-The small pond in Bourneville caused the adjacent road to dip down at a weird angle. Go to ground level to see what I mean. I suggest ending the road just before the pond to eliminate this.

-The large triangular-shaped wheat field located to the right of the main Bourneville / Aizier road has a rather drastic change in elevation. It seems unrealistic to have wheat planted there, since such a steep grade would make harvesting difficult. I recommend either smoothing out the elevation or substituting vineyards instead.

Of the German forces:

-The German forces all begin at full strength, when in reality the German army post-Falaise was anything but. In some formations even a 60% casualty level is overly generous.

-The garrison in Bourneville is, besides all at full strength as mentioned above, set to an unrealistically high experience level. With the exception of a select few, none of the divisions had any combat experience prior to Normandy, and once there the stock of trained units was whittled away in the face of the Allied onslaught. Those that survived were at best veteran, with a rare crack unit in the mix, but for the most part regular or even green would have been more realistic.

-Of the Allied forces:

-The British 7th Armored Division was the only one fully equipped with Cromwells. The Sherman is a suitable substitute, as is the Valentine IX. Both have their pros and cons.

- With only 3 rounds of ammo, I would love to know what the US 240mm Spotter is meant to represent, but unfortunately the briefings are all in French. I wouls suggest an English translation.

I'm still in the setup phase. More to come...




Hi Kingfish and thanks for your interest,

I fixed elevation for the road just before the pond and the wheat as you suggest, and it looks better now.
About German forces, I just changed the ammo & tiredness levels. Historically the German forces fought with energy the Allies approaching the river Seine, that's why to simulate this hard combat the German forces started the fight at full strengh.

About 7th Armored Division, I watched the 7th ArmDivision site www.btinternet.com/~ian.a.paterson/main.htm, the Division was equipped with Cromwells and Shermans & Sherman Firefly tanks.

Initially the scenario designer for the first battle, added a"Crack" US 240mm Spotter with 2 rounds of ammo & TRP on the floating bridge at Aizier to simulate a "B-25" raid.
(BUT, with CMBO the bridge was indestructible, remember! )(I tried many times and each time the B-25 raid destroyed the bridge)Normally the US Spotter must exit after the first battle, to avoid cheat and to keep alive the total victory objectif(Crossing the Seine) I removed it, I just kept the second B-25 raid. (US 240mm Spotter with 3 rounds of ammo).(go in editor, US spotter, then edit and you'll see under special name B-25 on TRP).

Ok I tried to translate the briefing even the main thing was in the description of the scenario.

Thanks for your review

Pat/kutuzov

(modified 11/14/2007 03:00:27 by kutuzov)
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STOFFEL
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Post #4   2566 days, 4 hours, 38 minutes, 45 seconds ago        
Overall a fine playing battle.
The map looks OK
Only the small points raised by kingfish should be fixed.
Problem is the last battle.
At battle 6 I had to cross the river over 1 bridge.

Opposite the river were several german heavies, a bunch of AT guns.
River crossings are hard to make in CM, and if you have to do that under fire you get creamed.
The allied armor has no chance to get across with so many high quality(even crack) guns firing at you.
This last battle killed the fun I had with the 5 earlier ones.

I suggest to ad another FO(smoke) to get over the river safe.
And as kingfish said, the briefings should be in english too
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War and Tactics: ## WaT ##
STOFFEL
Senior Tester

Member #420
SUPPORTER
2012
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2006
Joined: Oct 2003
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Post #3   2566 days, 21 hours, 51 minutes, 16 seconds ago        
Started this against the AI(germans+2)

First observatioon,

The main language used in this forum is English.
I suggest you make the briefings in english too.
I could read some of it but not all.

Henk
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War and Tactics: ## WaT ##
KINGFISH
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Post #2   2568 days, 14 hours, 28 minutes, 23 seconds ago        
A couple of quick comments / observation...

(SPOILERS BELOW)
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*
The map is very nice over all, although I spotted a couple of places where you may want to revisit:

-The small pond in Bourneville caused the adjacent road to dip down at a weird angle. Go to ground level to see what I mean. I suggest ending the road just before the pond to eliminate this.

-The large triangular-shaped wheat field located to the right of the main Bourneville / Aizier road has a rather drastic change in elevation. It seems unrealistic to have wheat planted there, since such a steep grade would make harvesting difficult. I recommend either smoothing out the elevation or substituting vineyards instead.

Of the German forces:

-The German forces all begin at full strength, when in reality the German army post-Falaise was anything but. In some formations even a 60% casualty level is overly generous.

-The garrison in Bourneville is, besides all at full strength as mentioned above, set to an unrealistically high experience level. With the exception of a select few, none of the divisions had any combat experience prior to Normandy, and once there the stock of trained units was whittled away in the face of the Allied onslaught. Those that survived were at best veteran, with a rare crack unit in the mix, but for the most part regular or even green would have been more realistic.

-Of the Allied forces:

-The British 7th Armored Division was the only one fully equipped with Cromwells. The Sherman is a suitable substitute, as is the Valentine IX. Both have their pros and cons.

- With only 3 rounds of ammo, I would love to know what the US 240mm Spotter is meant to represent, but unfortunately the briefings are all in French. I wouls suggest an English translation.

I'm still in the setup phase. More to come...
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KUTUZOV
Member

Member #6973
Joined: Sep 2007
Ratings: 0 / 0 / 0
Discussions: 3
Post #1   2570 days, 21 hours, 17 minutes, 8 seconds ago        
Scenario discussion area for Aizier
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