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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
Version 2, church size and orientation adjusted to be in village center. Minor adjustments such as villages, small hills and ridges around the wheat fields.
Mixed terrain, woods, open fields, villages, church, river, bridges.
This is a huge (actually 5 x 4 km) map representing a piece of French countryside west of the town of Arras. It is flat (gentle slopes) and moderately populated with villages, forests, orchards and the like. It is suitable for a massive battle of regiment-sized forces (15,000 points or more).
Fictional Map, Crete, An almost compleatly dried up river bed with a ruined bridge across, 2 small hamlets on either side
The axis forces have captured the ridge east of Lieso. It´s been quiet over a month, so they have had enough time to dig deep in the ridge.

Allied forces are attacking with brutal force from east. Tuomari-Laurila has already been taken.
The axis forces are about to assault a little town called Lieso in aim to capture a road that leads through a ridge to deeper east. The allied forces are dug in somewhere around the old elementary school.
A small river splits a large map, with lots of roads and 6 bridges to control and a town also to control. This map is for meeting engagements and no side has a terrain advantage. Hopefully this will boil down to your choice of units and your game play.
Map made of RHZ Fall Gelb scenario WIP
Setup for Axis attack and Axis defend (2 maps!)

Has all sorts of terrain, with gentle hills, a small river, woods, grain but also lots of LOS and fields of fire for longer range shooting.
Map for PvP and free for using in scenarios.
Old village by a wadi, somewhere in Tunisia.
CMBB
Beautiful and challenging map perfect for direct or flank approach. Fight in the woods, the streets, the buildings or inside a small factory! Great for infantery with some armor and artillerie support and IDEAL for a quick motorized assault in the middle of a foggy night.
This was a work in progress for the cancelled CM Campaigns. Maps are both operations and battles. Four maps included. One is large version (75% accurate scale) of the entire fortress of Brest Litovsk and immediate area. Others are 2 km x 2 km maps of the north and south portions of the fortress. You are welcome to use these maps as long as your credit "Bannon DC" for map creation.
1600x1600m, middle eastern front,
3 big victory locations in the middle of the map,
4 additional small flags,
medium settlement with surrounding rural areas,
some hills, woods and farmland,
a small river crossing from N to S,
prepared setup-zones for both sides,
therefor I call it battlefield-map.
Germans advance easily untill they find... A speed bump on the road to Leningrad
This Map is designed for Meeting engagements, it is set in a fictional City.
A medium town lying crosswisely to the advance direction. In and around the town gardens and fields, some bush and tree rows.
2 small rivers with some fords.
Only 1 large victory location.
Best used for meeting engagements.
Damaged large town/small city divided by a river. Contains several bridges, an old fortress, stadium, factories, railway station, and an old manor. Flags spread pretty evenly out on the map, made for a QB axis attack. IMPORTANT: ONLY FOR USE WITH UMLAUTS STALINGRAD MODS. You most use the scenario with these three mods found at www.cmmods.com:

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

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

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

Screenshots can be found here:

http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
This is part of a series of maps on the so-called Ladoga
Front
CMBO
Newest Members
Tarling
Stalker_
tlaty
Slink
dirk666

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Scenario discussion area for Abawadi Village

NAME MESSAGE
HORST
Junior Tester

Member #5535
Joined: Dec 2006
Ratings: 2 / 0 / 0
Discussions: 59
Post #10   1319 days, 22 hours, 21 minutes, 17 seconds ago        
Ceb+0, major victory.

Ok. Finally have some free time to play with the Axis. I had some hard time clearing the fords but there was enough time and equipment to finish the job. Especially flame-tankettes cleared the allied trences very efficently. Poor lads... Ai surrendered at turn 30.

Good screnario! Works either way against the AI and could be interesting H2H screnario. Experienced player should take the axis.

My two cents.
German 8-wheel armoured cars could be discarded from the final version.

Cherioo!!
RHYTHALION
Member

Member #9691
Joined: Mar 2010
Ratings: 0 / 0 / 0
Discussions: 5
Post #9   1596 days, 17 hours, 43 minutes, 27 seconds ago        
Thanx for the feedback Horst

Good idea with the flags, might try that. Might just remove altogether the flag in the village, so make it that the crossings and the rear are the important locations?

I'll reduce the ammo for the 18pdr too, i got the impression that it might be too much as well, but just wanted people to try it out :)

I think you'll enjoy the Axis vs AI :) I did Big Grin
--------------------
HORST
Junior Tester

Member #5535
Joined: Dec 2006
Ratings: 2 / 0 / 0
Discussions: 59
Post #8   1596 days, 23 hours, 9 minutes, 53 seconds ago        

Allied vs. Ai-Ceb+3.
Major victory.

Huh. Tough battle! Eek!
Ai did much better this time. Those extra fords really gave Ai more routes to attack and in the end AI was in full control of the river. Central flag was theirs, my hidden units kept other two river-flags neutral, village- and rear-flag were mine.

My two cents.

Allied:
-18-pdr. spotter could have less rouds. 50-60 could be ok.
-Allied rear-flag could be small, second village-flag could be large.

Axis:
Ok.

Just have to try it with Axis too... Wink

Cheriooo!!!
RHYTHALION
Member

Member #9691
Joined: Mar 2010
Ratings: 0 / 0 / 0
Discussions: 5
Post #7   1597 days, 15 hours, 52 minutes, 43 seconds ago        
New version uploaded :)

Feel free to try it as Axis vs AI as well

Cheers!
--------------------
FREDROCK1957
Novice Tester

Member #245
SUPPORTER
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Joined: Aug 2003
Ratings: 15 / 0 / 0
Discussions: 43
Post #6   1601 days, 16 hours, 56 minutes, 9 seconds ago        
After looking this over I would say you have the base for a great scenario.... I agree with previous comments to expand the map.. and if you need to try the 'AI exit', I would for go the exit and try extending the map and add some additional VL towards the rear.... A way to cut back on some of the Allies power would be to make the squads 70-80% fit, which if they have been fighting against the AK for a few days (plus the shelling) that would probably be correct....

Also cut the 3 inch Spotter to maybe 100 rounds not 180... you can also cut rounds on the HMG's which makes the defense tougher in that you must be cautious when picking and letting it go on a target

You could also triple up the fords (every other 20 mm) to give a little better chance for the attacking infantry...

Not sure if all that would work... I believe the force mix is right for a H2H game... (expecially if you reduce the allies fitness)....

The Briefings were great....

if you come out with a release with

1) map expansion and a little better crossing area (fords)
2) eliminate the Exit type and place VL's further to the rear

I would give it a try vs AI or if I can get one of my regulars to play me I would try it H2H

Great Job for a first try.... Where were you 5 years ago Wink

That is all...

-FR

(modified 03/07/2010 17:02:48 by Fredrock1957)
--------------------
That is all...
-FR
"Nobody cares how much you know, until they know how much you care." -Theodore Roosevelt
FredRocker's Combat Mission Site
RHYTHALION
Member

Member #9691
Joined: Mar 2010
Ratings: 0 / 0 / 0
Discussions: 5
Post #5   1602 days, 19 hours, 59 minutes, 40 seconds ago        
Thanks for that Mudhugger, i'll remove those exits. I'll look at expanding the map too :)

Cheers for your feedback :)

I did try to add a deep ford in one of my early tests, about halfway between the bridge and southern ford, but that resulted in all the infantry rushing that spot and no action anywhere else.

with the changes i'm making i'll try it again though, hopefully it works out :)

(modified 03/06/2010 13:59:17 by rhythalion)
--------------------
MUDHUGGER
Novice Tester

Member #1826
Joined: Dec 2004
Ratings: 1 / 0 / 0
Discussions: 26
Post #4   1602 days, 21 hours, 34 minutes, 29 seconds ago        
Hi rhythalion,

My comments are strictly pertaining to a vs. AI game. And they echo Horst.

The AI doesn't do exit well. So it should be Axis vs. AI for some challenge. I never moved a soldier and kept hitting go, poor souls never crossed the river.

As far as exit mission at all, I would change. Just take the map and they can move on later.

The map I liked, though I would make it bigger on both sides. The roads along the edges look odd, needs some expansion for visual appeal if nothing else. You might add a few deep fords for infantry to cross in other spots.

I enjoyed the briefing. Good read.

The units? Like I said, I never moved anyone and didn't look over the map at end. I will wait for next version.

My last thoughts, I believe designers can't really make a great AI game and 2 player game in the same version. You must stack the deck a little against you in an AI version, which unbalances a 2 player fight.

Thanks for designing and sharing. Smile
RHYTHALION
Member

Member #9691
Joined: Mar 2010
Ratings: 0 / 0 / 0
Discussions: 5
Post #3   1602 days, 23 hours, 22 minutes, 4 seconds ago        
Thanx a lot for your feedback Horst, that helps a lot Smile It is a bit easy for the allied player... i may have been a bit biased when making it haha.

I actually played as the Italians myself yesterday a few times, and I agree that it might be batter played as them, as I found it challenging. I've made a few changes that i'm testing as well along the lines you mentioned, and i'll incorporate some of your suggestions too.

I'm reducing the allied forces like you suggested, removing 1 of the tanks, moving one of the 2 pdr's back to the middle right hand sandbag and moving the bren AA gun up, and i've also gone through the infantry etc and made a few squads weakened or green or both etc, as a result of the artillery bombardment (added a bunch of craters too) but i'll also go through and look at removing some troops as well.

i'll have a look and add a couple of allied flamethrowers, was thinking of removing the Italian ones but might keep them for now.

I've reduced the allied reserves, but will make the changes to the Dingo's and tanks. Actually I was thinking of removing the tanks completely from the reserves, what do you think?

The Italians do have some spotters. in the middle front of their setup positions they have an 81mm mortar spotter and a 75mm artillery spotter, although in the next version i've increased their ammo and they will be set up in the building just outside of the axis setup zones, and ready to direct traffic, as if they came in during the night before the main force. Will make an adjustment to the battle time from mid day to dawn as well i think. The AI didn't seem to use them very well though.

Other things i'm looking at doing, removing the small flags at the crossroads in axis territory and at the rear of the allied positions, and in the village. That will leave just the two fords with minor flags and the bridge with a major flag. Maybe that will help the AI a bit.

Also i'm looking at reducing the ammo for the allied spotter, tanks and AT guns.

I'll upload the new version later on a bit, i'll wait for a few hours and see if anyone has any more feedback first Big Grin
--------------------
HORST
Junior Tester

Member #5535
Joined: Dec 2006
Ratings: 2 / 0 / 0
Discussions: 59
Post #2   1603 days, 8 hours, 33 minutes, 7 seconds ago        
Ceb+3, total victory.

Just too easy... But if this is your first screnario, then I´ll raise my hat for you. Good job! Smile
Ai:s infatry just never had the change to cross the fords. Short arc:s and artillery cut them down and they just kept coming over and over again. It was horrible... I had squads at the northern ford with 100+ casualtys. Spotter had allso 70+ casualtys.

So what to do...
I think it would be better to change the sides. Player should attack with Italians. Italians should brake the line and germans should pull through and exit. At least that is how I would do it. All exiting german inf:s should then have a vechile to ride with (halftrack, truck, tank).

Allied forces.
If you must have this allied vs. Ai, then allied man-power must be reduced.

setup:
-Trenches and mines are ok but you could loose the wire.
-A.Coy and engineer-platoon is ok. You can loose that second ind. rifle-platoon.
-Too much hmg:s. 2 hmg:s and 2 Bredas would be my choise.
-Could engineers have some flamethrowers? One or two?
reserves:
-Too much reserves. I would reduce it to Three platoons (2 regulars and one engineer-platoon).
-Loose the Dingos. Light hmg-tanks/carriers would be better.
-One Hurricane is enough.
-Cruiser-platoon with three tanks.

Axis:
-Italians need more he-power. I didn´t see any spotters and they need them. One heavy howitzer-spotter and one mortar/light howitzer-spotter should work.
-They could allso use more guns at the field. 2 75mm field guns and 0ne or two 20mm Bredas would be good, with trucks ofcourse.
-Italians have tankettes but none of them is equiped with flamethrowers. I would like to see one or two of them at the field. (I just love them...)

H2H version:

Allied.
Same as Ai:version, but keep the fortifications.

Axis.
-Italians need those spotters. Smoke is crucial!!!

-Map is nice but size is medium, not huge. You must change that. Briefing is ok.

Ok.
Good job for a beginner. Smile

Cheriooo!!!

RHYTHALION
Member

Member #9691
Joined: Mar 2010
Ratings: 0 / 0 / 0
Discussions: 5
Post #1   1604 days, 21 hours, 29 minutes, 26 seconds ago        
Scenario discussion area for Abawadi Village
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