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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
Unteroffizier Braun
arkle
ErwinPdL
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anonymous311

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Scenario discussion area for Bellies and Bullets

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8BALL
Member

Member #712
Joined: Dec 2003
Ratings: 1 / 0 / 0
Discussions: 3
Post #25   3824 days, 4 hours, 46 minutes, 10 seconds ago        
just read me own post there, quite a few mistakes in that, hope ye get the just.
Been a good bank holiday for me, well pissed Big Grin
--------------------
"We shall fight on the beaches.
We shall fight on the landing grounds.
We shall fight in the fields, and in the streets, we shall fight in the hills.
We shall never surrender!"
Winston Churchill
8BALL
Member

Member #712
Joined: Dec 2003
Ratings: 1 / 0 / 0
Discussions: 3
Post #24   3824 days, 4 hours, 49 minutes, 1 second ago        
Hi There,

I see this has been a popular little battle, and so it should it be! Congasts on such a well designed little map, offering a couple of good lines of advance for both
sides which makes for good playability =)

During my game with mel i thought i would have been able to advance resoanably unhindered down thr right side by this was a gross midjudgement as my advancing troops where soon scattered by his ht and infantry which has rushed forward to occupy the church and surrounding area. This forced me to scurry towards the middle of the map, though i was able to pick off some HT's and hit the occupied chuch with mortar fire.
Having slowly moved my stug up the middle of the map avoidving line of fire from his sherman near the estater house i was able to tank out the stuart tank advancing to reinforce the chuch and fire upon enemy troops further down the road, the stug also unded up nicely placed to take out the sheerman making a mad dash towards the chuch in the end.
My others troops just advancing to the right of the middle during this time using mg's and mortars to proide suppressing fire and smoke when the time called for it. Rushed the flame HT in to clear out the church towards the end.
Thinks that covers it, very well designed map though never really felt threatened by the allies and do feel that they need that little bit of extra firepower in perhaps another sherman, though thinking perhaps a full squad of 4 shermans for the allies and 2 stug's for the german with their 2 panzerfaust's could make an interesting little map into a deadly little map. Cool

Cheers
8BALL
--------------------
"We shall fight on the beaches.
We shall fight on the landing grounds.
We shall fight in the fields, and in the streets, we shall fight in the hills.
We shall never surrender!"
Winston Churchill
GJK
Junior Tester

Member #3
SUPPORTER
2007
2006
Joined: Oct 2002
Ratings: 11 / 0 / 0
Discussions: 81
Post #23   3857 days, 3 hours, 28 minutes, 36 seconds ago        
No problem at all, I thoroughly enjoyed playing this one and will be happy to have the final version in my collection of scenarios. Great job again, and give us more!!! Big Grin
--------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
CONSTANTINE
Member

Member #389
Joined: Sep 2003
Ratings: 0 / 0 / 0
Discussions: 17
Post #22   3857 days, 16 hours, 3 minutes, 31 seconds ago        
My computer crashed, so I haven't been able to reply to the last couple of comments. GJK, the alternate ending you experienced is great. I was going for a "protect your armor assets" feel, and every review seems to reflect that. It definitely reflects my experiences in playtesting.

The final changes will incorporate squad experience upgrades--I'll go with a mix of reg-vet for both sides. However, I'll probably change the German flame track to a PSW with the short 75 just so it can engage from longer range.

I'm also working on the briefings, and a full scenario "redux" will be finished around the end of April when school's done.

Thanks again, I'm both highly appreciative and humbled by the attention to detail you guys have paid this scenario.
--------------------
LCM1947
Member

Member #49
Joined: Mar 2003
Ratings: 0 / 0 / 0
Discussions: 5
Post #21   3868 days, 19 hours, 17 minutes, 16 seconds ago        
I agree with GKJ. I'd leave everything as it is now. With him winning a total the game can't be off much if any, well unless Parabellum stinks as a player? Hehe! That was a joke. I'm sure he doesn't. Course like he said he knew what to expect this time so that could acount for the great score. One never having played this wouldn't do that well I'd think so it doesn't mean the game is off any. My opinion anyway.
--------------------
My Best
GJK
Junior Tester

Member #3
SUPPORTER
2007
2006
Joined: Oct 2002
Ratings: 11 / 0 / 0
Discussions: 81
Post #20   3869 days, 22 hours, 12 minutes, 6 seconds ago        
OUTCOME:Total Victory
STATISTICS:
Axis
Allied
Player Name:
Parabellum
GJK
Men OK
70
117
Tot. Casualties
87
14
Men KIA
21
3
Men Captured
1
Mortars Dest.
2
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
4
3
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
100
500
Enemy Casualties:
155
891
Prisoners Taken:
13
Exited Troops:
Scenario Bonus:
FINAL SCORE:
15%
85%

Heya Constantine,

Finished this one *late* last night with Parabellum. This time we swapped sides.

Quite drastice results that I didn't anticipate! In this version, the green troops for the Allies were no problem at all and neither was the StuG. The vehicles I lost were 2 HT's and the jeep. Of course I knew what I would be up against this time having played the Germans last time, so I knew that It would be a must to have a good hull-down position for the Sherman when it encountered the StuG. That's exactly what I had. My first few rounds ricocheted, but then I got full penetration after the StuG missed with a couple of shots.

With the infantry, I was able to secure the middle and (as viewed from the Allied perspective) left objective without encountering resistance. My force on the left was supported by 3 HT's while the middle had the Sherman and then later the Stuart, another HT and the jeep.

As mentioned before, I like the troop balance, love the map - it plays so perfectly. I think the whole secret to success on this one is the StuG and the Sherman. Whoever loses theirs is going to have a very bad day - and I think that makes for a great scenario. Protect your armor assets here and you'll win!

You might bump up the Allies to regular, but I wouldn't go beyond that changes wise, IMHO!
--------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
CONSTANTINE
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Member #389
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Discussions: 17
Post #19   3870 days, 4 hours, 16 minutes, 37 seconds ago        
Thanks a lot for the feedback lcm1947. As always the detail is much appreciated, and I appreciate the follow-up comments as well.


I am going to upgrade this one with reg. or better troops for *both* sides. I think the general conclusion is, green troops more or less don't belong in an Combined Arms ME below 2000 points or so. Agreed...?

As for the armor, it is a bit of a catch 22, since a pbem opponent remarked that if the Stug loses (and he certainly can, I've played this one out vs the AI many times both sides), the Germans seem to be screwed also.

Do you guys think--if *all* the troops are upgraded to regs. & vets... should I add another (green or reg.) Stu and a (reg or vet.) PSW just to keep it interesting...?

Or would it be best to simply upgrade troop quality given the size of the map?
--------------------
LCM1947
Member

Member #49
Joined: Mar 2003
Ratings: 0 / 0 / 0
Discussions: 5
Post #18   3871 days, 10 hours, 7 minutes, 51 seconds ago        
After placing my original comment I went back to read some of the other comments and after reading them I realized I hadn't really helped you much in my remarks so thought I'd make a few more. First off I lost both my tanks to the Stug. If this happens the game is pretty much lost or at least the Allied's aren't going to win and this is the reason why I think they need another tank or something to keep that Stug at bay. My Sherman hit it a couple of times as did the Stuart but they bounced off. I find this true in a lot of the cases where a Sherman goes up against a Stug. The Stuart actually got a side shot too. I personally believe the Stug is overpowered in CM but maybe they were. I really don't know, but it seems like it to me. Anyway, losing these tanks made a lot of difference in the outcome of the game. Actually I didn't have that much of a problem with the green infantry. They performed well for me but then again I had them fighting from inside the buildings and that probably helped alot, whereas the Germans were out in the open. Anyway here's a couple of details more for you.
--------------------
My Best
LCM1947
Member

Member #49
Joined: Mar 2003
Ratings: 0 / 0 / 0
Discussions: 5
Post #17   3871 days, 10 hours, 38 minutes, 51 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
AI
lcm1947
Men OK
87
115
Tot. Casualties
71
16
Men KIA
16
5
Men Captured
Mortars Dest.
2
0
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
3
6
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
400
100
Enemy Casualties:
380
784
Prisoners Taken:
Exited Troops:
Scenario Bonus:
0
0
FINAL SCORE:
47%
53%

A fun game. I enjoyed it alot. I really liked the map as it played well. The one area I'd say could be improved is giving the Allied's more help. I would suggest another Sherman tank or maybe a field piece that could be towed to the battle and if setup properly before it gets knocked out could provide a lot of assistance to the Allied's. If the gun however I would also allow a upgrade in the Allied's abilities. After all it is 1945 and surely the Allied's experience had improved by then. Overall, this could be a damn fine little battle. Good job.
--------------------
My Best
GJK
Junior Tester

Member #3
SUPPORTER
2007
2006
Joined: Oct 2002
Ratings: 11 / 0 / 0
Discussions: 81
Post #16   3874 days, 9 hours, 2 minutes, 48 seconds ago        
No problem, it's a fun scenario that just needs a little bit of tweaking (perhaps?). Just wanted to see if we could help narrow that down.

Yeah, see if they will post here, would be nice to have a central location for all your comments. I've been talking with Keith of the Scenario Depot about *possibly* having an export of these notes feature here for importing there, so that all of this documentation stays on the web somewhere.
--------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
CONSTANTINE
Member

Member #389
Joined: Sep 2003
Ratings: 0 / 0 / 0
Discussions: 17
Post #15   3874 days, 9 hours, 45 minutes, 34 seconds ago        
Right on. I really appreciate the extensive effort you guys have put in. Heck, I know CM is fun but it's still generous of you guys to offer your time for my scenario. :)

I'm also doing some reading to see if I can find a general historical context for this type of Meeting Engagement to improve the briefing and give it some validity.

FYI, I now have two other guys playtesting with improved American troop quality (mostly reg., but a couple of vet squads with casualties thrown in for good measure).

I'll try to get them to post their results here.

Cheers!

Constantine

(modified 03/14/2004 08:26:50 by Constantine)
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GJK
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Post #14   3874 days, 11 hours, 54 minutes, 40 seconds ago        
Consantine, Parabellum and myself have decided to play this one again with the roles reversed. I'll be the Allies this time. Maybe we can help determine if the troop quality really is an issue or not. Will keep you posted!
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GJK
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Post #13   3875 days, 40 minutes, 54 seconds ago        
The VL's were great, I really liked how you had them placed. We had a small skirmish for the one that's sort of opposite of the main VL for the Allies. Mostly though, we exchanged gunfire over the openess between the VL's, which is good - it wasn't a "scramble for the flag while being right on top of the flag". No problems at all with the size and locations of the VL's in my book.

I think your troop balance is spot on as well - if you bump up the U.S. to regular and release it as a 2-player scenario and suggest that a player give the Axis AI some bonuses if played solo as the Allies it would be good to go.

I'd check with Mad Russian and/or Panzerman of the HSG design team who post a bunch of scenario's for testing....they must have some great resources for their battles as their briefings are always very well done and complete. I bet Steve (Mad Russian) could help come up with a semi-historical briefing for this one.

Fun battle, I enjoyed it!
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Post #12   3875 days, 4 hours, 8 minutes, 13 seconds ago        
Thanks a lot for the detailed reply and playtest--this is a newbie scenario in progress and you guys kindly took a leap in trying it out pbem. I'll definitely credit you and the Proving Grounds in the final version.

The point regarding the troop quality is appreciated. I'd hoped the quality of the platoon leaders might compensate, but I should have known better. My problem was that in my playtesting the Sherman always took out the Stug, yet when played as Axis the Stug always took out the Sherman! So I was always working with the best possible scenario.

Two more questions if you don't mind: how did you find the VLs? Fair?

And, do you think the number of AFVs suffices? I wanted to balance it so losing a tank doesn't necessarily mean losing the game--in fact, I counted on the Stug losing the battle more often than not, hence the asymmetry of the VLs and the inclusion of the 'schreck.

As far as the briefings are concerned, I agree with you, and I would like to improve them, but being more specific means inevitably a grog comes along and points out which units don't historically belong. ;)

Any ideas?

Thanks again!
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Post #11   3875 days, 7 hours, 38 minutes, 30 seconds ago        
OUTCOME:Tactical Victory
STATISTICS:
Axis
Allied
Player Name:
GJK
Parabellum
Men OK
135
102
Tot. Casualties
23
25
Men KIA
7
6
Men Captured
4
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
2
6
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
500
100
Enemy Casualties:
610
372
Prisoners Taken:
43
Exited Troops:
Scenario Bonus:
FINAL SCORE:
71%
29%

I agree with everyone else - excellent map with some nice approaches. Captured the feel of a small village very well.

This should be a keeper - don't give up on it now - so do write those briefings, it will add to the quality of the scenario.

Our post-game discussions mainly centered around the troop quality of the Allies - for the most part Green. While it is set in June of '44, I assume that this isn't a villiage just off the beaches and also presume that these troops may have seen action before in either Italy or N. Africa. We didn't feel that Green was the right choice here.

Parabellum lost his tanks fairly early, one to the StuG and one because he strayed a bit close to my infantry. From there, it was downhill all the way for him. The tanks are the key here obviously, lose 1 while your opponent loses none and you're hurting. Lose both and you're out of the game. His green infantry broke easily under fire and I was able to advance on all VL's without much problem. I decided not to incur more casualties than necessary so I held off on the last VL as it was evident that I didn't need it for the victory. Looking at the map post-game, it was pretty clear that I could of taken this last objective as nearly all his troops were broken and cowered in the woods behind and the only defending unit there was a halftrack, which would of fallen prey to my StuG eventually.

Bumping the Allies to regular would pretty much kill the playability as Axis vs AI as Pawn indicates, however we felt that it would balance the scenario nicely for 2-players.
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Post #10   3880 days, 15 hours, 54 minutes, 22 seconds ago        
Constantine: Parabellum and myself are about 1/2 way done with this one. I'm playing the Axis and we'll have reviews/discussions as soon as we wrap up.

Just wanted to point out to you as well that you don't have to re-enter all the information to make a change to the scenario. If you go to "Scenarios" then "Authors Login" in the nav bar above, you'll be taken to your administrative area where you will see a list of all your scenarios here. Click on "Modify" and you will then be able to change the scenario parameters. After you submit, the next screen will allow you to save and exit at that point or let you continue and upload a new version of the actual scenario. More detailed instructions are in the F.A.Q. (which I really need to clean up and rewrite one of these days! Embarrassed

P.S. Thanks for the wonderful compliments...glad the site is working for you!

(modified 03/08/2004 02:18:02 by gjk)
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Post #9   3880 days, 16 hours, 28 minutes, 45 seconds ago        
Pawn, thanks man. Awesome AAR as GJK points out.

Many kudos to this site, the mods and members for generating not only serious feedback but constructive feedback.

A couple of notes: as Pawn mentions the Axis are a little under modelled. I should have made it clear that this ME is slightly in favor of the Allies. I personally like custom MEs that aren't perfectly balanced, so in the next version I'll make a point of stating "more experienced player choose Axis".

I will also improve upon the posted briefing (not sure if this site allows for changes to originally posted scenarios or if I have to repost the whole thing.)

As far as the map is concerned: the NE road is supposed to be a washed out bridge. i.e. a bridge that was destroyed by spring rain and hasn't been rebuilt. Did you (Pawn) want AI/player AFV access to the high ground in the NE corner? If so why? Do you think the Axis could make good use of this? I did not consider this possibility myself in playtesting but if you think it should be more accessible some feedback would be great! (I tried putting a bridge there but looked like crap :) )

In any case I'll make the point of explaining the terrain a little better in the next update.

Thanks again Mad Russian for the words of support, I wholeheartedly agree with you on all points.

Last: this site is awesome . Not to be over the top, it is just great to get this kind of detailed feedback!! Smile

My next scenario will be historical. Any suggestions? (eg. Sicily/Canadian forces)
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Post #8   3880 days, 22 hours, 15 minutes, 11 seconds ago        
Pawn: That's the most nicely formatted AAR I've seen posted here! Big Grin I'll have to create awards for "best post", "best formatted post", etc and give you one. Big Grin

Excellent review by the way!
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Post #7   3880 days, 22 hours, 20 minutes, 53 seconds ago        
OUTCOME:Total Victory
STATISTICS:
Axis
Allied
Player Name:
AI
Pawn
Men OK
6
121
Tot. Casualties
121
10
Men KIA
26
2
Men Captured
31
0
Mortars Dest.
2
0
Guns Dest.
0
0
Pillboxes Dest.
0
0
Vehicles Dest.
4
2
Aircraft Dest.
0
0
POINTS:
Axis
Allied
Flags Held:
0
600
Enemy Casualties:
131
1120
Prisoners Taken:
0
274
Exited Troops:
0
0
Scenario Bonus:
0
0
FINAL SCORE:
6%
94%

Hail Constantine!

Just finished up beating the AI senseless in this fantastic little battle. As you can see by the AAR stats there was no contest. True to it's nature the AI managed to botch up this engagement royally. But I was never board in sweeping through his ill planned maneouvers and sending him running.

Let me first recount the battle quickly here showing you my actions and the AI responses and then I'll move onto some points I thought you might appreciate. The rest of this post will contain spoilers.

I left the setup pretty much as you had it with just swapping the HT's carrying the line squads with the ones carrying the support elements. I then quickly moved Lt. Young's plt. to the estate and set his men up on a line in the trees in front of it along with a MG for support. I then moved the company HQ along with the remaining support elements to the church. Given that it was on a slight rise and situated in a clearing I reckoned it could be easly defended by the other MG and company HQ. I sent the Sherman on a hunt left of the road up till the woods.

Things where going well with little engagement when I then lost two HT's to the Stug while they where maneouving back to pickup Lt. Cook's plt. The sherman dealth with him in short order and that was the only ugly part for me during this battle. After picking up Lt. Cook's plt. I quickly moved them to the woods south of the large VL. Up to this point there where no major firefigts. But as soon as I put Cook's plt in the woods they encountered a german reinforced plt. Supported by the HT's they where annihilated in short order. At this point I was also laying down some nasty Arty into those same wood's causing mass confusion for the ai.

After this short but feirce firefight the AI, all bent out of shape, sent the his remaing forces on the small hill straight at the estate. Caring not for the clear 200 meters of open ground it was obviously a bad decision. It was around this time that I captured the large VL (turn 17). The remaining of the game was mostly shoting the sorry sods in the open field while I moved Cook's plt and captured the final VL.

Ok here are my points. Bear in mind these are all based on personal opinion:

Briefing:



• Non-standard description. while informative it was not in the format of yy-mm-dd followed by the description


• Non-standard overall briefing. I was missing the usual list of parameters that start most scenario overall briefing. Where terrian, weather, time, location, date are all listed.


• Command briefing was short and to the point.


Map



• Like Mad Russian says you did a fabulous job on the map. It looks fantastic and the terrian choices and placement are right on. The approach looks great from both sides with plenty of choices but still focuses the battle to the main objectives.


• Only grip is the road that is broken by the marsh in the NE corner.


Play



• I believe you have overall choosen the right forces here. Which in my opinion is by far the hardest thing to do in a scenario design.


• A few small tweeks I was thinking about include



• Giving the Axis force another AFV. Possibly a PIV or PIII.


• Giving the Axis force some heavier artillery. Unless I missed it they have several light morters but chould use something a little bit bigger.



That's all I got. Great job and I look forward to playing your next scenario.
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Post #6   3881 days, 22 hours, 24 minutes, 10 seconds ago        
Again, thanks for taking the time to look at my map and for your compliments and suggestions.

(modified 03/06/2004 01:58:01 by Constantine)


Don't thank me. Everybody that makes a scenario makes my hobby stronger. When they put out scenarios, with as much promise as the one you are working on, it makes it fun. Like it's supposed to be. Keep up the good work. These guys will tell you if there are play balance issues. I'll leave the tough work up to them... Razz

You have two of the best Playtesters that TPG has, working for you, and that's saying alot. Cool

MR

(modified 03/06/2004 19:48:14 by Mad Russian)
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Post #5   3882 days, 3 hours, 33 minutes, 53 seconds ago        
Right on, thanks guys. Hope you enjoy it.

Looking forward to the feedback from a couple of old school vets. :)
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Post #4   3882 days, 13 hours, 26 minutes, 18 seconds ago        
Constantine: Started this one up pbem with Parabellum. I'm Axis in this one and we'll keep you updated on the progress!

(modified 03/06/2004 04:46:07 by gjk)
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Post #3   3882 days, 16 hours, 14 minutes, 24 seconds ago        
Quote:
Originally posted by: Mad Russian:
I don't play fictional scenarios. That is nothing against those that make them, it's a time and preference thing.

However, that never stops me from looking over the maps and the units.

Two things jump out at me about your map. 1st - for your initial try at a map this is an excellent job. You have done an outstanding job making the map look like it belongs. The only thing I would change is to put fences around the plots and fields of wheat. No farmer would allow just anything to walk out into his fields and eat whenever they wanted to.

The second thing is that I might switch places with the Stuart and the Sherman. Have the Stuart which is a recon tank come on first.

Other than that this looks to me like a solid little battle.

MR



Thanks a lot for your input, Mad Russian. I actually didn't know that an upload meant that there was a new discussion topic! Good thing I clicked on the link from the download scenario page.

Your comments re. the map are much appreciated, esp. the remark about the fence. It will be addressed in the first major revamp. I spent a TON of time on the map, glad to see it shows. ;)

Good point about the Stuart/Sherm. I can see why that would make sense. The reason I had a green jeep and Stuart show up later is to simulate a couple of "FNGs" getting lost on their way to the front. :)

But the switch to vet Stu and a green Sherman appearing alternately would be an interesting twist. :)


Again, thanks for taking the time to look at my map and for your compliments and suggestions.

(modified 03/06/2004 01:58:01 by Constantine)
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Post #2   3884 days, 11 hours, 7 minutes, 51 seconds ago        
I don't play fictional scenarios. That is nothing against those that make them, it's a time and preference thing.

However, that never stops me from looking over the maps and the units.

Two things jump out at me about your map. 1st - for your initial try at a map this is an excellent job. You have done an outstanding job making the map look like it belongs. The only thing I would change is to put fences around the plots and fields of wheat. No farmer would allow just anything to walk out into his fields and eat whenever they wanted to.

The second thing is that I might switch places with the Stuart and the Sherman. Have the Stuart which is a recon tank come on first.

Other than that this looks to me like a solid little battle.

MR
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Post #1   3885 days, 21 hours, 10 minutes, 1 second ago        
Scenario discussion area for Bellies and Bullets
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