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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
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 HSG-Moyland Wood

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ROCKINHARRY
Junior Tester

Member #869
Joined: Jan 2004
Ratings: 0 / 0 / 0
Discussions: 56
Post #42   1928 days, 2 hours, 5 minutes, 18 seconds ago        
some excerpt from

R E P O R T N O. 185
HISTORICAL SECTION
CANADIAN MILITARY HEADQUARTERS


165. The success of 4 Cdn Inf Bde in crossing the Goch - Calcar road greatly
improved the position of 7 Cdn Inf Bde, which was still battling for the
Moyland wood. In this sector, S.D. & G. Highrs had arrived to take over from
R. Wpg Rif on the evening of 19 Feb. A change in command took place when
Brigadier J.G. Spragge, D.S.O., left for England, and Lt-Col A.S. Gregory,
O.C. Regina Rif, assumed temporary command of 7 Cdn Inf Bde. Apart from
shelling and mortaring, Regina Rif had not experienced any tactical change
(W.D., H.Q. 7 Cdn Inf Bde, 19-20 Feb 45). Most of the day's action had been
in front of 1 C. Scot r., who were counter-attacked in considerable force in
the early hours of 20 Feb. This attack having been dealt with, the enemy soon
mounted another which was stopped within 70 yards of "B" Coy's forward troops,
where the enemy proceeded to taken over in dead ground, but from which even
the heaviest artillery concentrations could not budge him. Finally, Wasp
flame throwers were called forward, yet they too found the ground much too
boggy and were unable to operate (W.Ds., 1 C. Scot R., 19-20 Feb 45; H.Q. 7
Cdn Inf Bde, 20 Feb 45).

A new plan was now formed for R. Wpg Rif to pass
through and clear the woods on 21 Feb, using as a start line the road below
the Moyland Woods south-west of Langenhorst (9650); "B" and "D" Coys were to
attack and capture the high ground astride the road leading south-west from
Moyland, "A" and "D" Coy south of Langenhorst and "D" Coy on the wooded hill
at Point 30 (970504). From here "D" Coy would take up the advance again to
seize the neck of the woods to the east at Bramerkath (975504), and "B" Coy,
having handed over to "A" Coy Regina Rif, was to situate itself on the forward
northern slope of the feature west of Langenhorst. The artillery, M.M.G. and
mortars were to act on a timed programme while the anti-tank guns and tanks
were instructed to provide close support over open sights. H Hour was set at
1000 hours, 21 Feb 45 (W.D., R. Wpg Rif, 20 Feb 45).

166. The night of 20/21 Feb passed quietly, a welcome change to what had gone
before. The morning of the 21st saw final arrangements for the attack
completed, and at 1915 hours R. Wpg Rif went forward (W.D., H.Q. 7 Cdn Inf Bde
and units, 20/21 Feb 45). The first step was by "B" and "D" Coys, who worked
their way through Regina Rif and advanced north to within 600 yards of
Moyland. "A" and "C" Coys then began clearing the main wood parallel to the
start line, and "A" Coy Regina Rif moved up to relieve "B" Coy of the
Winnipegs as planned. Resistance was fierce at all points and prisoners were
few. Nevertheless "A" Coy managed to reach the high ground north-west of
Rosenboom (9750), while "C" Coy cleared the buildings in this hamlet. One of
the hottest fights took place when the depleted "C" Coy under Major C.S.
Platts assaulted an enemy strongpoint with the aid of flame throwers. 200
paratroops had been reported here, but after the fierce engagement only five
were taken out alive (W.D., R. Wpg Rif., 21 Feb 45). But by now the troops
had suffered such heavy casualties that it was necessary for "B" Coy Regina
Rif to take over from "D" Coy R. Wpg Rif, allowing the latter to proceed to
settle in Rosenboom, while "C" Coy Regina Rif withdrew slightly to the west
(969503). The night brought with it the usual counter-attacks from the enemy,
who tried hard, though unsuccessfully, to push "D" Coy out of its position
(W.Ds., H.Q. 7 Cdn Inf Bde, R. Wpg Rif, 21 Feb 45). The gains of the day had
been held and the way to Calcar, which had taken so long to reach and had cost
so many lives, was open, for now the Moyland - Calcar road was effectively
dominated by 7 Cdn Inf Bde (W.D., H.Q. 7 Cdn Inf Bde, 21 Feb 45).
--------------------
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
PZAUFKLARUNG
Junior Tester

Member #1976
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Post #41   1929 days, 17 hours, 23 minutes, 6 seconds ago        
WM:
Confused
Briefing says Moyland Wood is a ridge covered by pines - but I don't have a single pine tree on my map. Pines would probably change LOS calculations for a February scenario.
Smile
--------------------


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PZAUFKLARUNG
Junior Tester

Member #1976
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Post #40   1938 days, 18 hours, 30 minutes, 49 seconds ago        
T(WM)G:

Email me or post when you complete your update. I want to have a go at SP Allied Attacker. I started to setup with the current version -- 12 - count 'em - 12 TRPs for the Canadians.

God bless those aerial spotters all (the long and the short and the tall) Razz
--------------------


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WARMONGER
Junior Tester

Member #835
Joined: Jan 2004
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Post #39   1938 days, 21 hours, 42 minutes, 1 second ago        
PzAufklarung and mrbadexample

Thanks for the additional feed back.

Quote:
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Originally posted by: mrbadexample:


I think your proposed changed are right on the money! My only complaint might be that the reinforcements are still arriving after turn 10 (25% of the Battle over for 40 turns), Considering the size of the map It would be nice to have the whole force on the field by turn 10.
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There is no historical reason for spreading out the Canadian battalion. I found that having them all on the board on turn one resulted in the Canadians being too crowded and an artillery spotters dream. I don't like to have reinforcements come on in too big of groups as CM has them arrive in such a mixed up mess. I think arrival times of turn 5 and 10 would work ok and give the allied commander time to get the troop organized



Quote:
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Liberal use of craters can really slow down larger (map) scenarios. Give the attacker enough artillery to make his own with heavy openning turn fire missions.
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I agree totally. If I add craters there would only be a few and of a size that could be used tactically .


Quote:
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I agree in principle with much of the f/b offered by MRBADEXAMPLE. I take minor exception to the notion that axis artillery is TOO strong. I think the situation demonstrates how a limited amount of artillery can do a lot of damage. What proved especially useful from fire support perspective were the FJ mortar platoons - nine mortars, supplied with default loads (don't like these in prepared defense) are a tremendous help to the human player who needs to use his relatively "weak" off-map artillery most efficiently. I used an opening barrage with the two-gun 150mm (sIG) battery to harass reserves on a hi-speed approach from the rear - initially targeting a tank/infantry group in LOS to three FOs placed far forward of defense lines (I had to hide two of them frequently when Jeremy came uncomfortably close to them with his probes).

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I agree and that is why I have not proposed any changes in the German artillery strength.


Quote:
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PAK 40s/leIG18s - encourage replacing these with weapon systems more common to FSJ units: 7.5cm & 10.5 recoiless.
Four-six 10.5 recoiless guns could be an appropriate replacement for one 10.5cm spotter. A combination of 7.5cm RRs with a several FJ-preferred AT weapons (8.8 cm Raketen Werfer 43 "püppchen", & 8.0cm PAW) might be more historically accurate and highly interesting for human players to boot./QUOTE]

Assuming the supporting artillery is from the 6th Fallschirmjager division this should be do able and make the scenario more interesting.


Quote:
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I am a little confused why the attacker's strength is on par with the defense. I would expect the Canadian infantry to be 2.5-3 times that of the German.
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With infantry the attack was indeed 1-1 it was it the other areas that the allies were greatly stronger. They had a extremely strong and preplanned artillery, massive air support (there were over 100 sorties made on Moyland wood during the battle, often at tree top hieght. I believe the Canadians used aircraft personal on the ground as spotters so the aircraft could be directed like artillery, something lacking in CM) and most importantly armour. While there are only 4 Shermans, it was the 12 wasps that were most effective. I have been thinking of ways to make the Wasps more of a threat. My only idea is to up the experience levels of the Wasps crews.

Would you believe that two days before this attack the Canadian 7th brigade CO ordered C company of the Can Scots with only 68 men to take these woods unsupported? The company was wiped out and the 7th Brigade CO was replaced!!!



Quote:
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I think the defense fortifications need attention. MG Bunkers are great but are out of place without trenches - bunkers were improvements to prepared defense lines - typically trench systems. I think the Axis defense ought to be principally built upon a line of trenches. HMG platoons (D Company) are probably redundant since those crews are certainly already deployed in MG Bunkers. Keep one or the other - not both - unless you want to place historic security/festung support. Otherwise limit the number of bunkers to the number of HMGs on-hand in the battalion.
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I will put in some trenches from what I've seen and read I don't think there was any kind of continous WW1 style trench system. It seems to have been a combination of bunkers, dug outs, fox holes and a few trenches along with mine fields and there was different belts of these defences for the Germans to fall back to.
Reducing the German HMGs by the number of MG bunkers would be a good way to reduce the German strength.

WArmonger
PZAUFKLARUNG
Junior Tester

Member #1976
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Post #38   1940 days, 1 hour, 15 minutes, 9 seconds ago        
Quote:
Originally posted by: mrbadexample:


I think your proposed changed are right on the money! My only complaint might be that the reinforcements are still arriving after turn 10 (25% of the Battle over for 40 turns), Considering the size of the map It would be nice to have the whole force on the field by turn 10.



Wholeheartedly agree unless you want probes, recon in force or lack of coordination to be a factor.

Quote:
Originally posted by: mrbadexample:

I think the idea of adding shell holes is a great idea and also a good way to add a little cover for the attacker.



Liberal use of craters can really slow down larger (map) scenarios. Give the attacker enough artillery to make his own with heavy openning turn fire missions.
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Post #37   1940 days, 1 hour, 22 minutes, 27 seconds ago        
Really neat scenario. I love the HSG approach. Want to try vs AI as both allied and axis SP.
Razz
Playtest evoked many ideas for improvement. This is just my first instalment for axis playtester comments.
Wink
I agree in principle with much of the f/b offered by MRBADEXAMPLE. I take minor exception to the notion that axis artillery is TOO strong. I think the situation demonstrates how a limited amount of artillery can do a lot of damage. What proved especially useful from fire support perspective were the FJ mortar platoons - nine mortars, supplied with default loads (don't like these in prepared defense) are a tremendous help to the human player who needs to use his relatively "weak" off-map artillery most efficiently. I used an opening barrage with the two-gun 150mm (sIG) battery to harass reserves on a hi-speed approach from the rear - initially targeting a tank/infantry group in LOS to three FOs placed far forward of defense lines (I had to hide two of them frequently when Jeremy came uncomfortably close to them with his probes).

PAK 40s/leIG18s - encourage replacing these with weapon systems more common to FSJ units: 7.5cm & 10.5 recoiless.
Four-six 10.5 recoiless guns could be an appropriate replacement for one 10.5cm spotter. A combination of 7.5cm RRs with a several FJ-preferred AT weapons (8.8 cm Raketen Werfer 43 "püppchen", & 8.0cm PAW) might be more historically accurate and highly interesting for human players to boot.

I think the defense fortifications need attention. MG Bunkers are great but are out of place without trenches - bunkers were improvements to prepared defense lines - typically trench systems. I think the Axis defense ought to be principally built upon a line of trenches. HMG platoons (D Company) are probably redundant since those crews are certainly already deployed in MG Bunkers. Keep one or the other - not both - unless you want to place historic security/festung support. Otherwise limit the number of bunkers to the number of HMGs on-hand in the battalion.

TRPs are great equallizers for the typically (heavily-)outnumbered defense. All defense TRPs reflect an authentic prepared defense - every fire team would have at least two target reference points (Eva 1 primary & Eva 2 supplemental). Conversely, I believe TRPs for the attacker/assaulter ought to be limited in number reflecting limited ability to register (observe registration fire) targets beyond LOS or attack start lines. With artillery superiority, human attackers ought to have to contend with the difficulties inherent to firing on unobserved map coordinates.

I am a little confused why the attacker's strength is on par with the defense. I would expect the Canadian infantry to be 2.5-3 times that of the German.



(modified 06/09/2009 09:34:37 by PzAufklarung)
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Post #36   1940 days, 1 hour, 28 minutes, 2 seconds ago        
Hi Warmonger:

I think your proposed changed are right on the money! My only complaint might be that the reinforcements are still arriving after turn 10 (25% of the Battle over for 40 turns), Considering the size of the map It would be nice to have the whole force on the field by turn 10. I think the idea of adding shell holes is a great idea and also a good way to add a little cover for the attacker.


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Post #35   1940 days, 3 hours, 10 minutes, 20 seconds ago        
I've gone over the comments and reread the accounts of the battle and I am proposing the following changes:
-remove the 6 pdr ATG battery and replace them with two 25pdr art spotters
-Move up the Canadian reinforcements to turns 10 and 15 and better inform the Canadians of where and when they will arrive
-reduce the Canadian air power to two but to balance this by also removing the German reinforcements as these were intercepted by the aircraft (84 group, 2nd tac air force) historically
-delute the German experince by changing some units to vet. The battalion was described as being fresh so I'll keep it at 100%
-remove the 4 German 75mm ATG and replace them with MG bunkers. The Germans will keep thier 75mm Inf guns as they were organic to the battalion.
-add some trenches around the key German positions
-increase the ammo load on all troops
-update the Canadian briefing to indicate that this is an allied assault.
-add a few shell holes to show that this area has been fought over for several days
-modify the Candian set up zone to allow the Candians to be closer to the woods at the start of the game
-I may correct the terrain elevations using google earth. However this is a slow labourious procedure and I may not have the time to get this done any time soon.

This is what I have so far. Let me know if I have missed any other areas of concern.

Warmonger
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Post #34   1940 days, 10 hours, 59 minutes, 31 seconds ago        
mrbadexample

Thanks for the feed back. Cool
I was surprised at the difficulty as this played well against the AI but as you know the ability of the AI is limited so that why this feed back is extremely benefical.

I will answer your points of concern below:

Quote:
1.) The Allies have a tough battle, sure, so why supply them with many useless points? The ATG section is not very helpful, the Snipers, the unarmed Bren Carries (transpo for the ATG's) inflate the size of the force with no combat value, they could go and I don't think they would be missed. IMO all the Bren carriers except for the Wasps should go - there is no end run plan that will work in the time allotted in any case and they are just easy targets that can be taken down with small arms


The snipers, carriers and ATG were all standard order of battle at this time. I like to keep the carriers back and used them as battlefield taxis to rapidly switch my forces from place to place to by pass or out flank the German positions. The ATG section was mentioned in the accounts of the battle as part of the bombardment. Perhaps they could be removed and replaced by an artillery spotter. In the historical battle the wasps were a complete surprise to the Germans but in CM the Germans automatically know what they are and focus thier fire on them and they seem rather easy to ko by small arms fire. The flame attacks in my opinion should be much more effective. Even the most fanatical soldiers did not like to face a flamethrower attack. Historically, they were so effective in this battle that they had to be rotated so they could be resupplied with fuel for the flamethrowers

Quote:
2.) Reinforcement need to arrive earlier and in locations known to the Allied Commander prior to the battle so they can be integrated into a plan - not thrown pell mell into the meat grinder


This should be easy to correct with a change to the briefing. How much earlier should they arrive? When I played this battle against the AI the fighting on the left flank caused the AI the shift it's reserve to the left and the reinforcements attacked on the right flank and caught the Germans in a two prong attack. I guess human players don't fall for that trick too easy.

Quote:
3.) Why so much air power? I counted 6 Hurricane units in the reinforcements - These are expensive and as dangerous to the Attacker (more so, in my experience) as to the defender and I would guess 2 would do, they seem an afterthought and so many add a layer of unpredictability to the game that can be very discouraging


The strong allied airpower was another part of the historical allied account of the battle as they interdicted the German reinforcements and greatly hindered the ability of the Germans to move. However, reducing them can be done if they are causing more trouble than they are worth. Perhaps I should even remove the German reinforcements as well as it seems a human German player does not need them. I could then recommend that if playing against a German AI player the Germans should forces should be boosted.

Quote:
4.) The Axis force is very powerful, unbelievably so. Were the 6th Fallschirmjagers all "Crack", at 100% strength and fully supplied with that much artillery? I don't know, but if so the could use a little ahistorical "tweak" IMO to make it playable. Steve did a very sensible thing and "unstrung" the long, hard to defend Axis line into a well manned interior perimeter with no place to wedge an assault through - the way the wood is drawn the Allies have to play it exactly your way, how about opening up the forest with more scattered tree squares so that every tank approach isn't covered by AT assets six ways from sunday? The tanks are key, I would like greater options in deploying them.


The accounts of the battle were very clear on the quality of the 6th Fallschirmjager. At this point in the war the Fallschirmjager were of an even better quality than the SS. They were recruited much earlier in the war when Germany still had a surplus of excellent troops and unlike the SS they had been kept in reserve and had not been bled dry in the fighting during 1944 and they were well trained and equipped and they were still full of the fanatical nazi zeal that Germany could win the war. There were no old men and boys in this battalion. However, were they at 100% strength? I know they had just moved in and replaced 2 depleted battalions but I am not sure if they were at full strength as they may have been fighting else where. This could be lowered but then there is the question, were the Canadians at full strength? As for the German artillery they had amassed a unpresented artillery concentration in this battle and I have actually reduced it from what it should be but it is nothing when compared to the allied firepower. Perhaps some kind of set up restriction for the German artillery spotters is necessary. Another idea is should the allied set up zone be moved closer to the woods? Perhaps the allied TRPs should be placed better. Did you find them helpful?
Did you have trouble finding and removing the minefields with your engineers? I found this was extremely important to allow effective movement of the Canadian armour. One area I could change is the number of German anti-tank guns as they were not organic to the 6th Fallschirmjager. They could even be removed as I have no real historical accounts of any being present.

I will go over your comments and reread my research and see what I can do. Thanks for all your input. Big Grin

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Post #33   1940 days, 15 hours, 54 minutes, 39 seconds ago        
Hi Warmonger:

I think that this scen shows a lot of potential but has a few problems from my POV. My tactics were not the ones advocated on the briefing, given, but they were sound nevertheless. The forces supplied to the Allies are entirely insufficient for an assault on the position as I saw it, especially at the start.

Steve (PzAufklarung) deployed in very good positions and ceded the Eastern most flag at the start - drawing back to a dense fortified position with overlapping fields of fire. My artillery barrage was powerful but the Paratroops didn't break or take heavy casualties and since I had no reliable intel to go on as to where the enemy front line was (basic info) I had to start by attacking everywhere along the tree line and forest I had planned to attack, wasting a lot of arty in the process.

I grouped my forces together at the start because I felt that to do so would allow me to make some headway, and to spread them out as advocated in the briefing would render them ineffective, and the excess artillery supplied to the Axis made mincemeat of the clustered forces just as surely as the Bunkers and Crack Fallschirmjagers would have destroyed them in piecemeal attacks. I did end the PT after a flank assault in the Moyland Wood failed under withering fire and I still had no sign of reinforcements or info on where (which direction) they would be arriving.

My concerns are these:

1.) The Allies have a tough battle, sure, so why supply them with many useless points? The ATG section is not very helpful, the Snipers, the unarmed Bren Carries (transpo for the ATG's) inflate the size of the force with no combat value, they could go and I don't think they would be missed. IMO all the Bren carriers except for the Wasps should go - there is no end run plan that will work in the time allotted in any case and they are just easy targets that can be taken down with small arms fire.

2.) Reinforcement need to arrive earlier and in locations known to the Allied Commander prior to the battle so they can be integrated into a plan - not thrown pell mell into the meat grinder.

3.) Why so much air power? I counted 6 Hurricane units in the reinforcements - These are expensive and as dangerous to the Attacker (more so, in my experience) as to the defender and I would guess 2 would do, they seem an afterthought and so many add a layer of unpredictability to the game that can be very discouraging.

4.) The Axis force is very powerful, unbelievably so. Were the 6th Fallschirmjagers all "Crack", at 100% strength and fully supplied with that much artillery? I don't know, but if so the could use a little ahistorical "tweak" IMO to make it playable. Steve did a very sensible thing and "unstrung" the long, hard to defend Axis line into a well manned interior perimeter with no place to wedge an assault through - the way the wood is drawn the Allies have to play it exactly your way, how about opening up the forest with more scattered tree squares so that every tank approach isn't covered by AT assets six ways from sunday? The tanks are key, I would like greater options in deploying them.

I think that outlines my major concerns, historicity is important but I often find myself pointing out that in gaming terms this is a suicide mission in its present state. To wit:

Total Axis Points: 5694 (including reinforcements) All combat troops and "armed" except for the spotters.

Total Allied Points, minus the six Hurricanes, all the Bren Carriers except for the Wasp Platoons and also subtracting the 6 ATG's and total Allied Points are: 5624 !!
Eek!

If you add to that little problem all of the aforementioned difficulties of attacking uphill, in mud, against dug in, superior troops with fortification and equivalent artillery support you can see how foolish it would be to launch an attack in the first place. It's just my opinion but the problems to me looked insurmountable after it became clear the size force I was facing. Hope this helps if you want to make some changes, I do think the battle could be an exciting infantry assault action with some changes. Smile
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Post #32   1940 days, 21 hours, 44 minutes, 15 seconds ago        
Warmonger:

Would help clarify scenario discussions if you can come up with some reference points for the map - even approx "measured elevation" points.

MRBE & I decided to end it after +13 -- was becoming too one-sided. I was surprised that his infantry strength was limited to one battalion. Seems that the tactical/operational problem has a single solution: unleash artillery in massive bombardment on flank of choice and follow up with a concentrated infantry attack. MrBE tried a number of sound approaches, amazing me the whole time with the flexibility and power of his fire support assets/plan. Allied challenges made for fighting reminding me of the unsuccessful attacks at Cassino. I thought he might be coming with a banzai attack on my right flank and was concerned about my right flank surviving an apocalyptic barrage. Fortunately for me, my flank defenses proved strong enough to persuade him to probe elsewhere.
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Post #31   1940 days, 23 hours, 21 minutes, 16 seconds ago        
PzAufklarung

Your summary of the German defensive capabilities and the terrain seem right on with the historical battle. This was a tough battle for the Canadians! You seem to playing the German side with distinction. However, I wonder about the Canadian tactics. The Canadians seem to be grouped together in excellent artillery targets instead of being despersed and thier attacks seem hesitant instead of moving in quickly. Once in the woods the German artillery spotters are handicaped by short LOS and limited TRPs. The large map should be a plus for the Canadians because they can choose to attack anywhere or every where and use the flanks. The Germans are much weaker in strength and can not defend everywhere. The Canadians also have trully massive artillery assets that don't seem to being used for thier best results. Switching targets and shell types too often takes too much time. The Canadians have a lot of TRPs that should be an advantage as well. Being a forest battle the Canadians can not expect to lead thier attacks with thier armour. The infantry need to move ahead and identify German strong points, minefields and elminate tank hunting teams then protect the armour when it moves up to deal with the bunkers. The WASPS seem very vulnerable in CM and don't seem to be as effective as they were historically. I would like to hear from your opponent and get his impression of the battle. Thanks for the excellent turn by turn AAR Your insight is very helpful.

Tom
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Post #30   1941 days, 3 hours, 25 minutes, 4 seconds ago        
Time to end the frontline commentary and shift to some constructive commentary.

So far (thru turn 12) the scenario seems better balanced for AI (either vs Allied or Axis) vs SP. H2H Defender has enough assets/options to organize a series of security zones that can/will rapidly stall virtually any sound attack plan. As is, only way I can see balancing is to cut back defense by 1/3 and limit action to 1/2 (or less) the map area. Only alternative to reduction would seem to be a sizeable point bonus for the attacker.

Terrain and limited avenues channeling attacker's vehicle movement virtually denying movement latitude to lend their support for infantry assaults.

Current setup favors the defender's ability to use his artillery with devastating effect if he risks placing his spotters in a number of forward position with excellent LOS into attacker's deployment sector.
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Post #29   1941 days, 16 hours, 49 minutes, 26 seconds ago        
H+11. Enemy targets at EVA withdraw under heavy MG and mortar fires. Heavy enemy barrage in support of reconnaissance probe shifts to smoke munitions. Reorganized enemy infantry enemy infantry resumes heavy contact with 2. Company. HMGs from 4. Company (on 2. Company's left) begin engaging enemy infantry in company-strength with enfilade fire. Enemy smoke becoming heavier in sector. Medium mortar directed to fire on FRIEDA causes new Bren-class target to withdraw south on trail. 10.5 cm interdiction fire on enemy armor east of SABENA expected to commence shortly. No further contact at EVA.

(modified 06/07/2009 18:07:38 by PzAufklarung)
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Post #28   1941 days, 17 hours, 13 minutes, 13 seconds ago        
H+10. Fire on TRP EVA is accurate but enemy vehicles have stopped short of impact area! Adjust fire south 60m - fire for effect. Infantry contact seems to be a reconnaissance element in platoon strength. After exchange of heavy fire, enemy infantry begins to withdraw south, breaking contact. No new sitings of second Bren-vehicle formation - still believed headed for Frieda. Enemy tank formation with mounted infantry approaching TRP Sabena. Requesting fire fromany available 10.5cm battery. Fire on Eva finally begins finds its range. Enemy fires in support of reconnaissance element falls in heavy suppressive volleys in 2. Company sector.

(modified 06/07/2009 17:43:51 by PzAufklarung)
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Post #27   1941 days, 17 hours, 34 minutes, 13 seconds ago        
H+9. Allied artillery fire abating over entire sector. soon Brens are observed closing on Eva. Commence Fire! Visual contact in 1. Company area -- new Bren contacts approaching Frieda! 1. Company prepares to engage with mortar platoon. First infantry contact in 2. Company sector, approx 100 meters north of Kalb - commence firing with squad weapons and available HMGs... Frown
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Post #26   1941 days, 17 hours, 45 minutes, 37 seconds ago        
H+8. Allied fire intensifies toward rear lines in sector. OP/LPs report Bren-type vehicles, some armed with flame throwers are approaching TRP Eva. Alerting mortar battery to prepare to initiate interdicting fire. No enemy infantry reported, but they are certainly out there.
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Post #25   1941 days, 17 hours, 55 minutes, 12 seconds ago        
H+7. Desultory artillery fire. No contacts. Canadian barrage resumes in closing seconds. 1. Company and 3. Company report no contact at all in their sectors. Ic estimates that Allied probes in NW section of wood will continue. Indifferent
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Post #24   1943 days, 2 hours, 59 minutes, 59 seconds ago        
H+6. Canadian artillery strikes increase in intensity - German right flank defenses sustain first serious casualties, losing a gun in the fire strike. Frown
German artillery harassment of dismounted troops from knocked out u/carriers decreases in volume and effect. Confused
Axis batteries intensify fire missions against retreating enemy tank platoon while dismounted infantry sustain additional casualties. Indifferent
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Post #23   1943 days, 3 hours, 21 minutes, 24 seconds ago        
H+5 Harassing artillery fire continues to range in Canadian and German target areas, especially on German right flank. German pak takes out carrier #8. No significant axis casualties to report. Indifferent
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Post #22   1944 days, 18 minutes, 53 seconds ago        
H+4. A sixth carrier dies in opening seconds, the remaining two pop smoke and reverse. Infantry and crews are seen in respectable numbers (probably no more than a platoon) scatter for cover in closest section of woods. Pak kills a seventh universal carrier. Halfway through one minute and assorted artillery begins to land in the general vicinity of the stranded crews/infantry. One battery seems way off the mark, while the other is achieving some effect. Shermans continue to withdraw from axis opening barrage - no new visual infantry contacts.

(modified 06/05/2009 10:38:11 by PzAufklarung)
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Post #20   1944 days, 37 minutes, 4 seconds ago        
H+3. A tightly packed grouping of perhaps eight tracked (universal-type) carriers has come into view of right flank defenders. The carriers begin a cavalry charge closing on my right. With the help of indirect fire a pak and MG are able to stop five en route - also inflicting unknown casualties on mounted (now dismounted) infantry. Shermans targeted early withdraw leaving their passengers to fend for themselves. Fire appears to inflict only light losses if any on the troops scrambling for better cover. Heavy Allied barrage seems to be intensifying and shifting, achieving limited success.

(modified 06/05/2009 10:20:00 by PzAufklarung)
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Post #21   1944 days, 37 minutes, 53 seconds ago        
Quote:
Originally posted by: PzAufklarung:
H+3. A tightly packed grouping of perhaps eight tracked (universal-type) carriers has come into view of right flank defenders. The carriers begin a cavalry charge closing on my right. With the help of indirect fire a pak and MG are able to stop five en route - also inflicting unknown casualties on mounted (now dismounted) infantry. Shermans targeted early withdraw leaving their passengers to fend for themselves. Fire appears to inflict only light losses if any on the troops scramblingg for better cover. Heavy Allied barrage seems to be intensifying and shifting, achieving limited success.


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Post #19   1944 days, 13 hours, 35 minutes, 36 seconds ago        
Turn 2 brings the realization that Mr BE has used smoke munitions to cover approaches toward two scattered tree corridors and moves up infantry across the hard surfaced road. Some light contact with one of my pickets. As my artillery starts to creep closer to some Sherman paydirt, Mr BE opens a delayed barrage into my forward defenses. More vehicles heard by OP/LPs Quiet churning at high speed through deep mud. The waiting is killing me. Frown
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Post #18   1944 days, 14 hours, 5 minutes, 5 seconds ago        
Tom G-

Mr. Bad Example and I have initiated hostilities for Moyland Wood. I wish I could upload screenshots, but photobucket doesn't like something about my image files.

From Axis perspctive, battle opens with an artillery attack on what appear to be four Shermans with mounted infantry. Rounds fall a little short causing 2 leading Sherms to button up and send their passengers running for cover. Canadiens appear to be making a concentrated rush of ? AFVs toward my right flank - a very good plan. Frown
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Post #16   1945 days, 23 hours, 47 minutes, 12 seconds ago        
Quote:
Originally posted by: warmonger:
Britsh Tommy

I am very interested in how this plays out H vs H. I always played it versus the AI and we all know how good an opponent that is. The real battle was a real tough fight against a determined German defence. I found it difficult to get the proper support from my armour and use the battle tactics deployed by the Canadians. I depended more on my artillery to help soften things up. My goal is for the battle to be just difficult enough to keep it interesting and hopefully fun to play without sinking into a game of utter frustration. Eek!



British Tommy:

Let me know if you're up to a H2H play test when you finish with AI. I would prefer to be the Allied attacker. The Defence seems like it's all about setup and managing internal lines reinforcements. Just lobbying for a little point bonus. Roll Eyes

I think I may have MAD RUSSIAN convinced to try this H2H. Will keep you apprised.


(modified 06/03/2009 11:09:53 by PzAufklarung)
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Post #17   1945 days, 23 hours, 50 minutes, 55 seconds ago        
Quote:
Originally posted by: warmonger:


Trenches. Probally a good idea. I think I skipped them as I prefer foxholes with fall back positions. I could certainly place some trenches around the pill boxes.



I would expect prepared defenses to be the name of the game, especially with so many bunkers. I believe trenches simulate prepared defensive positions much better than FHs even when you add in secondary/supplemental positions (fallbacks). Concrete pillboxes are a little out of place around dug in positions, but if historical, by all means include.

Quote:
Originally posted by: warmonger:

Ammo: I thought I did up the ammo loads abit but maybe I only did the artillery. I will check this out when I do my next revision of this scenario.



User manual makes a very good point in teh Editor chapter about the option of heavy ammo loads for assaults. Intensity of the fighting in an assault (AI Force Readiness) affects AI to use much more ammo than in other fights.

Quote:
Originally posted by: warmonger:

I don't know how popular this battle would be as it is a relatively unknown mainly infantry fight in the woods.



There are many smaller actions within the megabattle which would make for popular scenarios. High quality FJs alone will attract much attention. Canadian allies are always an attention catcher for me.Wink


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Post #15   1947 days, 2 hours, 2 minutes, 10 seconds ago        
Britsh Tommy

I am very interested in how this plays out H vs H. I always played it versus the AI and we all know how good an opponent that is. The real battle was a real tough fight against a determined German defence. I found it difficult to get the proper support from my armour and use the battle tactics deployed by the Canadians. I depended more on my artillery to help soften things up. My goal is for the battle to be just difficult enough to keep it interesting and hopefully fun to play without sinking into a game of utter frustration. Eek!

Good Hunting Big Grin

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Post #14   1947 days, 2 hours, 9 minutes, 22 seconds ago        
PzAufklarung

Thanks for the input. Cool
I will rewrite the briefing to indicate that this is an Allied assault. I am quite familiar with the battle so I didn't think to put it in. I will correct the ground condition as well.

Trenches. Probally a good idea. I think I skipped them as I prefer foxholes with fall back positions. I could certainly place some trenches around the pill boxes.

Ammo: I thought I did up the ammo loads abit but maybe I only did the artillery. I will check this out when I do my next revision of this scenario.

Hope you find a e-mail opponent for this battle. I don't know how popular this battle would be as it is a relatively unknown mainly infantry fight in the woods. Frown

Warmonger
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Post #13   1947 days, 18 hours, 54 minutes, 16 seconds ago        
*** UPDATE ***

Hi Warmonger,
The battle is still ongoing and so far it's been REALLY tough for my Canadians Frown
See what you mean about the wasps. I have lost a few to MG fire and mortars Roll Eyes
Haven't yet found a use for the ATG's as dragging them through woods and setting them up takes too long.
Infantry reinforcements arrived last turn so I plan to concentrate my men into one area instead of using the present tactic of having them spread out and trying to take too many targets.
Will keep you update Smile
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PZAUFKLARUNG
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Post #12   1949 days, 19 hours, 1 minute, 41 seconds ago        
Hey Tom (Warmonger not British Tommy)

I'm trying to scare up a human PBEM opponent for playtest!

Three quick observations

nowhere in the briefings nor in battle description (parameters) do you tell the players that this is an Allied Assault. Important info for me in huge scenarios.

seems odd that such a decked out defensive position has no trenches (head scratcher). Confused

when I play an assault I like to have a heavier ammo load since AI/Force Readiness feature pushes both sides to fight longer and harder. Roll Eyes

PS current briefing describes ground conditions as damp not mud. Wink

(modified 05/30/2009 15:55:24 by PzAufklarung)
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Post #11   2007 days, 12 hours, 37 minutes, 49 seconds ago        
British Tommy

The wasps were a key piece of equipment for the Canadians but remember they are open top and vulnerable to even rifle fire from higher ground Frown

However they do seem to warm things up for the Germans. Big Grin

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Post #10   2008 days, 18 hours, 10 minutes, 41 seconds ago        
warmonger,
Sorry it's taken me so long to get back to you Frown
I can supply you with some replays to watch if you like? Just drop me a line at bmillard7291 at yahoo dot co dot uk

I will of course post here once the battle ends. So far my brave Canadians have just entered the woods and are dealing with the bunkers....... oh, and I LOVE those wasps Big Grin
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Post #9   2044 days, 11 hours, 52 minutes, 45 seconds ago        
British Tommy

Thanks for giving this a try. It will be very interesting to see your results. The Canadians need good armor, infantry and artillery co-operation but so do the Germans. That is something the AI could not do. I am particularly interested in the balance of the game. So your comments on this at the end will be great appreciated. Smile

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Post #8   2045 days, 3 hours, 1 minute, 21 seconds ago        
Just started this with a long time opponent and will report back how it plays out (I took the Canadians). I will ask my opponent to also post here so you can get the views from both sides Smile
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Post #7   2057 days, 18 hours, 22 minutes, 13 seconds ago        
Hey warmonger, maybe I´ll find the time to give it a try! :)

RE Goch Calcar Road OP; I saw and downloaded one and had a quick look at it. Don´t know ATM whether it was CMBO or CMAK. Think it´s the former. Could not find it at TSD2 and forgot where I´d downloaded it. Nevertheless, it would be an ambitous undertaking to make a CMAK one!:)

During my research times I found lots of useful info, incl. British operational maps, as well as good unit info. I´ll have a look at the stuff and see whether I find something that might supplementing what you have already.:)

Hochwald Gap is another of my favorites and I was tempted to create something around the actions of Major Tilston in 3rd Canadian sector further north. I´ll see.

The main actions re Hochwald Gap actually occured beyond the gap (the farms about 1 km to the east) and in the 2 forests north and south of the gap with a climax at 27th of february to 1st of march, before the paras and the greyhounds vanished to a new defence line further east over night.
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Post #6   2058 days, 20 hours, 5 minutes, 59 seconds ago        
Thanks for the comments Rockinharry Smile

I can easily add craters. It won't effect game play too much and certainly there will be a lot more created while playing the scenario. I also have not tried to balance the game by varying the experience levels of the troops yet. I would want to see how the game plays. Trouble is that there are very few active testors at the Proving Ground these days. So I don't know if that will ever get done.

I am currently working on an operation about the fight for the Goch-Kalcar road. It will be a big one! I have pretty good info on the Canadians but I am hoping to get better info on the Germans. Especially the elements of the 116th Panzer Division and Battlegroup Hauser from Panzer Lehr. As well as the German Fallshirmjaeger battalions that were there. HSG founder, MadRussian, is looking into this for me. I have the map done based on modern satelite pictures. Probally a few more farms now than in 1945 but generally I don't think it has changed too much since then. I would love to find a WW2 era aerial photo of the area but no luck in that so far. I will test it to see if the ground conditions are better as mud or deep mud. Probally deep mud I expect.

I am now researching a possible scenario on the fighting in the Hochwald Gap for my next project. Perhaps the fight for point 73 code name "Albatross" for my next project.

Warmonger Wink
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Post #5   2062 days, 14 hours, 6 minutes, 27 seconds ago        
I´ve downloaded some version of this scenario in the past, as I´m quite interested in the Veritable operation. The original battlefield is also in my backyard so to say and I´ve travelled most of the various locations, just as the relic hunters did, as shown in the pix. Most woods in the area are still made of hardwood, with pines only within parts of the larger bodies of forests, as in Reichswald and Xanten Hochwald. I remember few small areas of pines within Moyland woods as well, but IIRC these were mostly small patches on top of the small ridge.

While working on some own scenarios dealing with Veritable battles, I made a small number of terrain mods, portraying the true terrain way better including (muddy) clay fields, as shown here:

http://home.planet.nl/~versl416/pages/hochwald017_JPG.htm

I believe the small lake was made after the war and some open area in the middle of the forest, was tree covered during the war. It´s a golf course nowadays.:P

http://home.planet.nl/~versl416/pages/moyland2_JPG.htm

I´ve not checked your latest scenario version, but the version I´ve downloaded did not show any craters IIRC. The whole area was heavily bombarded, so adding a whole lot of craters would add to the overall impression! Smile
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RHZ Death Factory #1 CMAK ETO Scenario
RHZ Fall Gelb CMAK ETO Scenario

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Post #4   2083 days, 10 hours, 25 minutes, 49 seconds ago        
I've up loaded a new version of this scenario. I've changed the trees to hardwood from pines and added a small lake I missed after examining photographs and a new map of this area. Smile
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Post #3   2083 days, 15 hours, 24 minutes, 1 second ago        
Thanks for the links BannonDC Big Grin

I have a copy of the account from the legion magazine and I have a similar account from a book in my collection called "The Long Left Flank" by Jeffery Williams. However the other link was extrememly interesting. One thing that stands out is that the trees do not seem to be mostly pine as I had been led to believe which may make a difference in the sighting distances. I will have to look closer at the maps at the link. I need to determine when the map was made. The scources for the current battle map were from the book "The Long Left Flank" and modern satelitte photos. I will review this information and rework the battle map as required.

Warmonger Smile
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Post #2   2083 days, 22 hours, 24 minutes, 37 seconds ago        
Hello Warmonger --

Was poking around the internet and came across a few links related to your Moyland scenario.

The first has several modern day photos of the area from relic hunters. Click through and you will come across some maps as well.

http://home.planet.nl/~versl416/pages/bml024_JPG.htm

This one has a quick read on the Canadian's action. Not sure if it specifically relates to the action you depicted.

Legion Magazine, 2002

I read a book on the battles of the Rhine over the summer and spent some time comparing the maps to modern day Google Earth images. Amazine how similar the terrain remains after all these years.
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Post #1   2087 days, 11 hours, 45 minutes, 4 seconds ago        
Scenario discussion area for HSg-Moyland WOOD

 

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