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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

a product of HDCS

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

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

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

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

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

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

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

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

Screenshots can be found here:

http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
This is part of a series of maps on the so-called Ladoga
Front
CMBO
Newest Members
Bossworth
Ddoubletapp
piotrmx
marpam9a
CliveBurt

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Scenario discussion area for Italian Village

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STOFFEL
Senior Tester

Member #420
SUPPORTER
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Joined: Oct 2003
Ratings: 5 / 0 / 0
Discussions: 132
Post #21   1777 days, 12 hours, 21 minutes, 14 seconds ago        
Well,

I liked the map :)
And I had a good time playing it, the counterattack in the centre surprised me and cost me a lot of troops and ammo.
The AI surrendered at turn 51, so you can reduce the number of turns.

Some notes, a lot of troops like the mortars are way back doing nothing.
Thats bad.
I suggest to move them forward in to the outskirts of the town or to have them support the inf platoons.
Bring in the armor as reinforcements on the two flanking roads leading to the town, will be a nice surprise for the allied player.
I would also remove the flag in the rear.
And place the other ones closer to the town.
Defending a wheatfield isnt the most glamourous assignement a soldier wants ;)

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War and Tactics: ## WaT ##
JONNYDOOD
Junior Tester

Member #8866
Joined: Apr 2009
Ratings: 0 / 0 / 0
Discussions: 65
Post #20   1870 days, 1 hour, 25 minutes, 12 seconds ago        
Took a quick look at this one, not played it yet but will be willing to play it when the next version comes out (so make sure you put a notice up on the front page or i'll probably miss it)

Map has potential, I like the countryside bit but the town could do with some work IMO, it just doesn't look right, I especially don't like the tall light buildings that are diagonally placed but that may just be my personal opinion. I feel CM (x1 at least) doesn't do urban environments very well so I don't often attempt to make maps with towns.

Why are the allies attacking from the east? It is feasable and depending on where this is set likely but as the map stands at the moment it might be better having the allies attack from the north, this will give the italians a nice ridge of high ground in their rear (which would make good spots for some of those MGs and the AT guns). If you wish I could rotate the map so that the allies still attack from the east but are attacking in the direction of what is now south.

Don't like the luck of the allied setup zones much, i'd quite like to send some infantry down the middle, if you still wish to restrict the stuarts to that left hand side you could move the infantry out of the setup zones all together (or at least some of it, a platoon perhaps) so the player can have a little more freedom (make sure you mention these troops in the briefing though).

The two fields closest to the allies, they're a little far out of town to not have their own farmbuildings don't you think? Some light buildings or shacks here i think.

Quote:

As the Allies advance through Italy, a small village desperately held
by a sizable Italian force blocks the Allied path. The Allied command
knows this village has to be taken as it would be too dangerous to leave
the enemy in the rear.



If the allies knew this was such a sizable force and viewed it as so important don't you think they might have arty'd/bombed the place a bit first, think rubble, craters, few casualties among the Italian force.

The axis setup is a bit suspect aswell (especially the troops in the green setup zone, they look like they're about ready to parade not fight!), I havn't actually checked all the LOS yet but it looks a bit ugly, make sure all units are in command, the units in the rear just looks like you group clicked them from the original line and placed them there and forgot about them. I agree with what JB said about the gun at that crossroads, you may think it'll get some nice flank shots onto enemy armor but any decent player will send an infantry screen in front of their armor, it may get a scout vehicle if it's a particularly bold player but that should be about it. Besides at the ranges in this scenario that gun should be perfectly capable of scoring pens on the allied armor even the frontal armor (44mm of armor pen power at 500m beats even the stuarts frontal armor).

I'm guessing you were trying to get the AI to perform an ambush but in my experience this very rarely works out.

Forces look OK but I see all the Italians are Regs, mix the experiences up here too, mixing experience levels up not only provides a challenge to the player who's controlling them but also to the player who's facing them, say for example you are attacking a position guarded by a plt, the first 2 squads are green and quickly rout so you might get cocky and order an all out charge but you run into some vets who drive you back.

So let us know when the next version is out and I should give it a try.
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JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
Ratings: 2 / 0 / 0
Discussions: 308
Post #19   1870 days, 5 hours, 22 minutes, 11 seconds ago        
Overall, it needs a lot of work.

Not ready for release yet.

I hope these comments help.

I did not mind the 90 turns, but MR is right, that might scare some people. But it took me at least 60, so I think you need the 90 or so turns. It is better than rushing. I would not change that.
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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
Ratings: 2 / 0 / 0
Discussions: 308
Post #18   1870 days, 5 hours, 23 minutes, 35 seconds ago        
I think the AI needs a few more AT guns and in better places. The one in the field is okay. The two that are covering the intetersections in the woods are poorly placed. they don't get line of sight until a vehicle rounds a corner, which a good player won't do. IN my game they did basically nothing. They should be back quite some ways with good overwatch of a junction. They should be in command and have some infantry guarding them. If you need to ceate some topography for them, I would do so. I think the AI should have some artillery to use. You have to give some FO's as the AI can't use indirect fire from on board mortars with spotters. IN my game the tank destroyers were effective, but VERY bunched up. You must have brought them on the map together and they stayed together. Maybe you could space them out some.

i do not think any army used massed HMG's the way you depict it. Over on the attacker's left (up on the hill by the flag) and right at that crossroads where the suicidal charge was, you have at least 3 maybe more HMG's lined up firing down. Unbelievable. A standard defense would have a single HMG and a platoon of infantry. MG's would be placed with interlocking fields of fire which give mutual support, not side by side by side as you have them. It just isn't realistic and it isn't a good use of resources.
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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
Ratings: 2 / 0 / 0
Discussions: 308
Post #17   1870 days, 5 hours, 30 minutes, 33 seconds ago        
Check out these guys at the back of the map by the final flag. They DEFINITELY did NOT leave their post. On the other hand, they just sat there out of the fight. But they did stay put!



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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
Ratings: 2 / 0 / 0
Discussions: 308
Post #16   1870 days, 5 hours, 31 minutes, 52 seconds ago        
Well it is over in turn 59, the AI surrendered.

Here is how the final map looked.


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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
Ratings: 2 / 0 / 0
Discussions: 308
Post #15   1870 days, 11 hours, 8 minutes, 2 seconds ago        
As for the "suicidal charge", the reinforcements really want that flag back. Maybe if it were only a small flag, they would be less inclined to commit everything to getting it back? Can you try putting a small flag in that field, instead of a big one?

I am still playing this one, by the way...
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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
Ratings: 2 / 0 / 0
Discussions: 308
Post #14   1870 days, 11 hours, 10 minutes, 29 seconds ago        
Yes, concealment, sorry.

I misspoke. Concealment is what I meant, so that is why I suggested trying some trees ringing the field.
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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
MARX
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Joined: Apr 2009
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Discussions: 12
Post #13   1871 days, 6 hours, 12 minutes, 58 seconds ago        
Thats could be it, Grain normally provides concealment but it varys with the seasons and the scenario is set in september so therefore the grain wouldnt provide concealment
JONNYDOOD
Junior Tester

Member #8866
Joined: Apr 2009
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Discussions: 65
Post #12   1871 days, 6 hours, 16 minutes, 29 seconds ago        
Quote:
Also, I think they may be lookign for cover.


They shouldn't be, as far as I'm aware foxholes provide equal cover in all terrain (and actually provide better cover in non wooded terrain than wooded due to treeburts shells), the foxholes do stay better hidden in wooded terrain however so perhaps they are looking for concealement.
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MARX
Member

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Post #11   1871 days, 7 hours, 33 minutes, 9 seconds ago        
Thanks for your review, when I was testing it I had trouble trying to get the AI to stay put, i shall try giving them trenches and setting them up around the field instead of in it.

What do you think would be the best way to stop the AI's reinforcements suicidal dash at the end?
JOHN BUFORD
Supreme Tester

Member #3014
Joined: Dec 2005
Ratings: 2 / 0 / 0
Discussions: 308
Post #10   1871 days, 9 hours, 24 minutes, 42 seconds ago        
By turn 32 or so, I have swept up to the village. i took over some abandoned foxholes by the road. The AI proceeded to send ALL his infantry reinforcements right at me through the scattered trees. i had 5 Stuarts and lots of infantry there, and he just kept coming in a suicidal fashion. It made NO SENSE.


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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
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Post #9   1871 days, 9 hours, 27 minutes, 7 seconds ago        
Here is how I have done by turn 14. That field is a slaughterhouse. But I would not say the defense is laid out in a very intelligent fashion. Those foxholes are all "grouped" together, but provide no mutual support. The HMG's over in the trees are good, they are providing good covering / suppressing fire.




--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
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Post #8   1871 days, 9 hours, 29 minutes, 16 seconds ago        
The AI is indeed playing very badly in this game.

First off. He started leaving his foxholes in the wheatfield by the first flag on TURN 1!!! He was well hidden in cover, and he gets up and starts running around, revealing his postion for no reason. That is frustratting, as it "tipped his hand" to me early.

I started the game a couple of times and he always left his foxholes. Can I suggest trenches maybe? Also, I think they may be lookign for cover. Maybe the troops could set up in a line of trees that surround the field instead of in the middle of the field and then they wouldn't dash to cover?


--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
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Post #7   1877 days, 2 hours, 8 minutes, 37 seconds ago        
Allied brief:
***Mission overview***

Sicily has fallen and the invasion of southern Italy has begun.
Although the Italian army is at a breaking point, with some of their
commanders even calling for surrender, the troops on the ground fight on with
a bitter resolve and a desire to protect their homeland from foriegn armies.

Although this small village is not strategically important, it garrisons a
large contingent of Italians. We cannot circle around it and leave them at
our rear. So the village must be taken.

***troops***
1x infantry battalion (two companies are following up as reinforcements)
2x platoons of Stuart V
2x 25pdr FO
2x extra universal carriers
4x sharpshooters

***reinforcement 1*** (should turn up around turn 5ish)
1x infantry company

***reinforcement 2*** (should turn up around turn 25ish)
1x infantry company
1x platoon of stuart V
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"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
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Post #6   1877 days, 2 hours, 9 minutes, 20 seconds ago        
I'll start by proof reading and correcting the briefing for English.

General:

Fictional
Computer should stick to scenario default otherwise the AI won't put up a good fight
Early september (before the Italians surrender) 1943.
Italy
Dry
Hot
Breeze WNW
Allied attack
90+ turns

As the Allies advance through Italy, a small village desperately held
by a sizable Italian force blocks the Allied path. The Allied command
knows this village has to be taken as it would be too dangerous to leave
the enemy in the rear.
--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD
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Post #5   1877 days, 2 hours, 12 minutes, 18 seconds ago        
I'll give it a try Marx.

90+ turns???

Interesting...


--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
MAD RUSSIAN
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Post #4   1934 days, 10 hours, 18 minutes, 45 seconds ago        
Quote:
Originally posted by: marx:
Ive tried Assault but for some reson the AI made all his units hide.



Then try other things. But as long as there are no flags lost the AI won't leave it's positions.

Quote:

I didnt think the set up zone really affected the AI if it was stick to scenario default. Also this scenario was meant to be played as british.



That's fine. In that case you can take off the Axis setup zones altogether, that locks them in place.

Quote:

More ammo is definatly something I should do.



Before you go in and make changes playtest it and see how it comes out.

Quote:

also im not the best player and so for me to sucessfully win a battle then its probably way to easy for everyone else lol.



Don't worry about your skill as a gamer. You skill as a scenario designer are still being improved as well. Make the scenario for you. When you like it and think it plays well then release it and share it with others. If you always make the scenario where you are happy with it then it won't matter if others don't think it's the greatest CM scenario ever made.

Which all designers know that the last one they made is...... Razz

The key is to playtest it and keep making changes and tweaks to it until you get it where you like it.

We always tell new designers to start small. Work with the system on a small scale and learn what it will do. Then move up to larger battles. Can you imagine if this had been your first effort? You would probably not have made another. My first scenario had 9 vehicles in it. 4 German and 5 Soviet. I have worked my way slowly up from there to regimental engagements. Along the way I have learned to get the AI to do what I want it to.

You may get some help from reading the threads about making the AI work for you in the Design Tips section.

I rarely play a scenario that goes beyond about 45 turns. They just don't hold my interest and my very first recommendation to those designers is to shorten the scenario. That's not a fair recommendation in all cases. It's my own personal preference getting in the way of an unbiased playtest. Knowing that sometimes the battle the designer is trying to model is a long and slow paced action I come to the realization that I need to not playtest longer actions because I just don't care for that style of play.

I do still go in and look at the scenario and try to offer as much help as I can without an actual playtest. That's not much help in most cases but hopefully better than nothing.

Good Hunting.

MR
MARX
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Post #3   1934 days, 15 hours, 16 minutes, 22 seconds ago        
Ive tried Assault but for some reson the AI made all his units hide.

I didnt think the set up zone really affected the AI if it was stick to scenario default. Also this scenario was meant to be played as british.

More ammo is definatly something I should do.

also im not the best player and so for me to sucessfully win a battle then its probably way to easy for everyone else lol.

Thanks alot, it really has helped.

Marx
MAD RUSSIAN
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Post #2   1934 days, 20 hours, 37 minutes, 39 seconds ago        
You have the parameters set for an Allied Attack. Have you tried the battle with those set to Allied Assault or Meeting Engagement?


The AI will not move troops that are fanatic. The fanatic setting to the CM AI means they stay where they are until killed.

I don't understand your initial setup for the Italians. More than half of them aren't in the Axis Green setup zone. You have them clustered around the flags. They can't be moved in that area, except back into the green setup zone. If you intend on them to be placed where you have them then you need to lock them. Since this is a vs the AI scenario you put them where you want them and don't worry about what another player may think of your setups. Playtest the scenario to make sure you get the setup to respond the way you want it to.

The AI isn't going to move a single unit unless it loses a flag. The AI will counterattack and move when it loses a flag.

This scenario being 90 turns will, more than likely, get only a very small portion of playtesters. You will have to do most of your own playtesting. What you do get will be long and drawn out. 90 turns takes a long time to play.

The changes I would make if this were my scenario are:

1) Take out all the Axis setup zones and put the Italians where you want them.

2) PLAYTEST THIS SCENARIO....over and over until it plays like you want it to.

3) Ammo is going to be a real problem in a scenario this large. I would playtest it first to set the number of turns. I think it is too long by double just looking at it. Unless you play much slower than I do.....they don't call me the Mad Russian for nothing.....anybody that has ever played me will substantiate that rumor......

If the length fits what you are trying to do then leave it as it is.

4) Reinforcements for the defense will be key. That is the second factor I would playtest for. To make sure that the reinforcements come in pretty much unhindered and in time to respond.

5) Drive your roads. Go down at level 1 and move down your roads like you are driving them. Some of the elevations are a bit uneven.

6) PLAYTEST THE SCENARIO....over and over and over....that is especially important for a scenario of this length.

Finally, don't make any changes that don't make sense to you. No matter who makes them. At the end of the day this is your work. If it makes you happy that's all that really matters.

Hope this helps.

Good Hunting.

MR

(modified 08/07/2009 20:27:31 by Mad Russian)
MARX
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Post #1   1935 days, 9 hours, 26 minutes, 13 seconds ago        
Scenario discussion area for Italian Village

 

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