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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

a product of HDCS

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

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

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

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

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

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

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

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

Screenshots can be found here:

http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
This is part of a series of maps on the so-called Ladoga
Front
CMBO
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Scenario discussion area for HSG 2DB St Michel

NAME MESSAGE
BERTRAND DOSSMANN
Junior Tester

Member #1258
Joined: Apr 2004
Ratings: 2 / 0 / 0
Discussions: 66
Post #38   3162 days, 19 hours, 9 minutes, 21 seconds ago        
Thin Red Line

I knew effectively the trick and use it lavishly in my scenario with the French.
Unfortunately, you are limited by the equipment of the French Expeditionnary Force in Italy. And in Italy, they had no Shermans, only M10s and M8s !! The 3 French Armored divisions remained in training in Africa in 1943.

So no French Shermans in Italy or I missed something. Same for the equipment. No US equipment in Italy for the French infantry. Frown
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THIN RED LINE
Member

Member #2467
Joined: Sep 2005
Ratings: 0 / 0 / 0
Discussions: 11
Post #37   3169 days, 5 hours, 1 minute, 24 seconds ago        
Quote:
Originally posted by: bertrand dossmann:
For the units issue
Globally CMAK does not provide me 80% of the units I would need for this scenario. As the French units are Italy based, the French get only the equipment available to them on that front until Jul 44 and there was none of the 3 French armored divisions in Italy.
It is also true for the infantry because the 2DB was entirely equipped by American equipment (no British or French equipment except parts of the uniforms)
I could have just used 100% of an American armored bataillon.
But to keep the scenarioflavor, I kept still a majority of French units.



To solve the problem in the editor, change the date (to 43 when french shermans are available), select them, then change the date back to 44.
Miracle : you've got french shermans in your scenario !
(the tip was given too me by Andreas).

amicalement

Nicolas
THIN RED LINE
Member

Member #2467
Joined: Sep 2005
Ratings: 0 / 0 / 0
Discussions: 11
Post #36   3221 days, 3 hours, 17 minutes, 7 seconds ago        
Bertrand, thank you.
It was a fun and very well crafted scenario, not unbalanced at all in H2H, and i would even say a good french player has a slight advantage.
I think my opponent was a little frustrated here ; at first turn he was surprised that my troops were already deep into the forest above the bridge. (i placed all of them disembarked on the closest possible spot from the flag) with only the pioneers and a small support force next to the dragon teeth.
I also put the TRP on the far flag in the forest , and pounded it with 105 and mortars to cover my sherman charge to the exit (is suspected a least an infantry platton was left here guarding the flag, and i was right).
BERTRAND DOSSMANN
Junior Tester

Member #1258
Joined: Apr 2004
Ratings: 2 / 0 / 0
Discussions: 66
Post #35   3221 days, 4 hours, 47 minutes, 1 second ago        
Thin Red Line
BRAVO Wink ! That is exactly what Massu did Cool ! His charge did not stop before the entrance into Strasbourg 3 days later, a further 60km beyond the mountain !!

Thanks a lot for playing this scenario to its end as exit scenarios may be frustrating.

Can you tell me if your opponent "the German" did enjoy the scenario or not ?
Do you have any improvments to suggest or comments on the map or OOB ?

For the units issue
Globally CMAK does not provide me 80% of the units I would need for this scenario. As the French units are Italy based, the French get only the equipment available to them on that front until Jul 44 and there was none of the 3 French armored divisions in Italy.
It is also true for the infantry because the 2DB was entirely equipped by American equipment (no British or French equipment except parts of the uniforms)
I could have just used 100% of an American armored bataillon.
But to keep the scenarioflavor, I kept still a majority of French units.
Poles are for the Reco (Spahis units) and I choose them because they had more SMG.

Thanks again Smile
Thanks to J2D for the additionnal explanation. Cool
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #34   3221 days, 8 hours, 52 minutes, 18 seconds ago        
TRL, in CMAK the French are only in Italy until July 44. The French did not have Shermans in Italy. When you use CMAK for NWE, you have to substitute other countries to get the units that you want.

Bertrand, David and I are on turn 7. Not much happening yet.
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THIN RED LINE
Member

Member #2467
Joined: Sep 2005
Ratings: 0 / 0 / 0
Discussions: 11
Post #33   3221 days, 13 hours, 49 minutes, 41 seconds ago        
From my opponent, who surrendered to me at turn 34.

"When the only German tank fired at a Sherman from the rear and gets a penetrating hit but does not knock it out and then that Sherman fires on that same panzer and while its moving away and gets a knockout hit---that was a bit more bad luck than I can take"

I must admit it was a hell of a charge through the forest. Et vive la cavalerie !
THIN RED LINE
Member

Member #2467
Joined: Sep 2005
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Discussions: 11
Post #32   3221 days, 19 hours, 16 minutes, 13 seconds ago        
Turn 33 and i started to exit tanks.
Removing the mines was longer and more difficult than expected.
One question : why are the fusillers Poles and the shermans American ?
BERTRAND DOSSMANN
Junior Tester

Member #1258
Joined: Apr 2004
Ratings: 2 / 0 / 0
Discussions: 66
Post #31   3230 days, 20 hours, 0 minute, 41 seconds ago        
2 recommendation as you are French and it will be tough.
- if you do not exit your tanks you lose !! Wink
- if you do not remove the mines at the road block, you do not exit your tanks and you lose !! Big Grin

In true life they got through !

Good luck. Smile I visited the battle site so the map should be quite accurate
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THIN RED LINE
Member

Member #2467
Joined: Sep 2005
Ratings: 0 / 0 / 0
Discussions: 11
Post #30   3232 days, 4 hours, 10 minutes, 40 seconds ago        
Hi,

Despite your recommandations, i started it PBEM, me as the french.
Oustanding map, nice OOB.
I realize it will be tough (we're at turn 15 and i have already lost some "gars du genie" in close combat. No mine clearing has started yet).
But i'm having fun, what could i ask more ?
BERTRAND DOSSMANN
Junior Tester

Member #1258
Joined: Apr 2004
Ratings: 2 / 0 / 0
Discussions: 66
Post #29   3347 days, 6 hours, 2 minutes, 18 seconds ago        
As the sceanrio depot has dissapeared, I upload the last version of this one in TPG if anybody wants to try it. Only recommended Allies vs AI.
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BERTRAND DOSSMANN
Junior Tester

Member #1258
Joined: Apr 2004
Ratings: 2 / 0 / 0
Discussions: 66
Post #28   3347 days, 15 hours, 59 minutes, 7 seconds ago        
This is the scenario that J2D mentionned. Smile

My home town is called Marmoutier (2000 inhabitants) and is 6 km to the SE of Saverne. The village was used as flank guard against attacks from the main Strasbourg road while Leclerc took the Saverne gap in a reverse front battle after the division crossed the mountains on small forested roads.

The vets were very happy coming back to Alsace last year and spent some time in Marmoutier also. They appreciated the town's welcome and I hope my booklet did participate to it.
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CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #27   3655 days, 15 hours, 12 minutes, 8 seconds ago        
I hope it's a great day, Bertrand D Smile
BERTRAND DOSSMANN
Junior Tester

Member #1258
Joined: Apr 2004
Ratings: 2 / 0 / 0
Discussions: 66
Post #26   3655 days, 16 hours, 1 minute, 25 seconds ago        
Smile

This scenario has just been released to the SD in time for the 60th anniversary of this battle.

I will be in my home town on Monday for its liberation commemoration (22nd November 1944) and we will have 300 veterans from the 2me Division Blinde in town. I have produced a small booklet in french for this event.
Anyone reading French, please send your e-mail and I will try to send it (it is quite a big document still)

Thanks for all help received. Cool
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CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #25   3660 days, 14 hours, 7 minutes, 21 seconds ago        
You're correct J2D.

That scoreline was totally unrepresentative of events - a common discrepancy with exit scenarios - and tactically it was a stalemate.

Bertrand D - i hope this scenario is appreciated at your commemorative event. Hope all goes well.
BERTRAND DOSSMANN
Junior Tester

Member #1258
Joined: Apr 2004
Ratings: 2 / 0 / 0
Discussions: 66
Post #24   3660 days, 15 hours, 17 minutes, 58 seconds ago        
Smile Thanks all for the time spent testing ! And also the timely reponses as I want to release it by the 20th.

Thanks to your H vs H test, I will definitively label it Allies vs AI. The early entrance in the game for the allies is a little technical and I shall state it better in my comments.

I have seen major victories and major defeats with the exit points vs AI.
Speed was the major word for Massu and the next day he crossed the mountain without any problem thanks to his speed.
I will therefore keep the exit option.

Bertrand

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JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #23   3660 days, 16 hours, 17 minutes, 56 seconds ago        
My suggestion
Get rid of the exit points. Without those, that last AAR looks even. Get rid of the mines. Give the Axis a point bonus equal to the value of the flags that they will loose. Shorten the number of turns and make it a "chase jerry off the map" battle.
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GJK
Junior Tester

Member #3
SUPPORTER
2007
2006
Joined: Oct 2002
Ratings: 11 / 0 / 0
Discussions: 81
Post #22   3660 days, 21 hours, 7 minutes, 9 seconds ago        
OUTCOME:Total Defeat
STATISTICS:
Axis
Allied
Player Name:
Chris F
GJK
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
155
323
Tot. Casualties
117
190
Men KIA
35
54
Men Captured
1
Mortars Dest.
1
2
Guns Dest.
6
Pillboxes Dest.
3
Vehicles Dest.
2
2
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
100
200
Enemy Casualties:
1526
1414
Prisoners Taken:
11
Exited Troops:
-9313
Scenario Bonus:
FINAL SCORE:
87%
13%

Well, not sure what to say about this one. Super looking map as all have commented. Skimming through other comments, I think I fell victim to what some others did:

1. Didn't expect resistance in the forest. And when I did meet the resistance, my engineers were quickly taken out though I tried protecting them as best as possible knowing their task at hand.

2. Moved everything up to the defensive barrier and waited. Took out the 88 and waited. When I realized that my engineers wouldn't make it, we back-tracked back through the forest/road. The large convoy was a mess to handle in CM, and the game turns grew to be quite large though the entire "action" of the whole battle was basically a few infantry skirmishes.

I'm sure that this can work, but it was beyond me as to how. I still don't understand how I would of gotten past that gorge.

I wanted to make it work, I tried to make it work - help me make it work! Razz
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CHRIS "FERROUS"
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Post #21   3663 days, 3 hours, 8 minutes, 46 seconds ago        
Hello Bertrand D!

We're well into extra time (turn 40) with this one so i can say with some confidence what's happened but don't yet have a final score. I'm reporting from the German side.

Within the first few seconds of turn 1 two of my outpost units in the forest got substantial infantry contacts. Both were quickly overrun without any possibility of escaping.

However, this gave me good information of my opponents intentions and i was able to lay 2-3 ambushes in the forest. I believe these clashes wiped out the Allied engineers so the fortifications looked secure from then on. All my troops in the forest then withdrew since they had no ammo left.

Meanwhile the main Allied force, which i couldn't possibly have contained, attacked the farm. I believe i caused significant casualties before the farm and the two flags close by were lost.

The masses of enemy AFVs were by this time working through the forest tracks so i destroyed the bridge (which must have really made GJK's day Big Grin ).

I'm skirmishing the AFV column as it passes through the forest but the troops are down to their last couple of grenades so no spectacular results there.

I received some unexpected minor renforcements but not enough to counterattack. It looks as though i've held the far bank of the river though and the final flag. Thanks for my one tank that i received at the end of the game - it's now having fun peppering the farm with impunity (I believe Wink ).

So, there were no armour on armour clashes, and as i've cited before i wasn't totally happy with my setup zones so my guns did hardly anything, being wiped out one by one by masses of AFV MG or mortar fire. My bunkers (locked in setup)likewise were spotted by armour and destroyed having never fired a shot at any infantry.

So, what can i say. I don't think this works as a game because the mines and obstacles seem unsurmountable (despite the references below). Equally, the Axis are massively overwhelmed by force and i'm sure as defenders their ammo supply shouldn't be an issue. So overall i don't think it gets going as a game. Sad

BUT, this is a superbly crafted scenario, with an excellent briefing and beautiful map, and i'm sure it recreates events well. From that point of view it works Cool Smile .

If you wanted to make this more playable as a human v human game then i believe the mines should be significantly reduced. Also, since the Allies knew they'd be there, why not represent the dragons teeth with gaps in the roadblocks wide enough for tanks to get through but with daisy chain mines in the gaps. Clearing these would represent the engineers blowing up the dragons teeth etc..

And, I'd really like to see the German setup zones slightly extended by a fraction.

Otherwise I think this should be labelled as for play against Grman AI only.

Anyway, still had fun testing this one, and yes, great great map. Thanks Smile
MAD RUSSIAN
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Post #20   3671 days, 18 hours, 16 minutes, 36 seconds ago        
Quote:
Originally posted by: bertrand dossmann:
Hi Junk2drive,
First thanks for the time you spent testing and giving me your comments.

It seems some lessons for demining will be useful. First of all you need to keep as many pioneer alive as possible. Then you do not have to order them to target the mines, just leave them at 5-10 meters and they will take the mines away without you intervening. It takes several minutes though. I think this rule is explained in CMAK somewhere in the CMAK user manual.
I agree it is not obvious but I have made several tests at demining timing before choosing the correct turn number for this scenario. You still must be quick.

It is an all or nothing scenario. Either you go through and you win big Cool or you don't and you lose big. Big Grin

Thanks a lot again.

Bertrand



You may explain in your Allied Briefing about the Engineers and the way mines are taken out. Unless you don't want them knowing they are in the scenario.

Good Hunting.

MR
BERTRAND DOSSMANN
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Post #19   3671 days, 19 hours, 2 minutes, 55 seconds ago        
Just tested it in a small tactic test scenario. In fact the pioneers can take the mine chains from up to 20 meters away approximatively. You definitively do not need to throw your charges. Just let them do their job by bringing them there in good shape and not moving them. Wink
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JUNK2DRIVE
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Post #18   3676 days, 13 hours, 11 minutes, 48 seconds ago        
BTW The heroic effort of the tank with gun damage, to charge fast down the road through the mines, was amazing to watch. No boom, no flame. An immobile warning and bailing crew was the results. No casualties and the tank was doomed anyway. It took out half the mines.
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JUNK2DRIVE
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Post #17   3676 days, 13 hours, 19 minutes, 33 seconds ago        
I will try again.
My first mistake: zooming through the forest expecting it to be clear of the enemy.
Second mistake: never really learning armour tactics.
Third >30m works for demo charges on bridges. I feared that closer than 20 and they wouldn't chance blowing themselves up. I did not know it is 5-10 meters. Have you done this in this battle?
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BERTRAND DOSSMANN
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Post #16   3676 days, 14 hours, 50 minutes, 26 seconds ago        
Hi Junk2drive,
First thanks for the time you spent testing and giving me your comments.

It seems some lessons for demining will be useful. First of all you need to keep as many pioneer alive as possible. Then you do not have to order them to target the mines, just leave them at 5-10 meters and they will take the mines away without you intervening. It takes several minutes though. I think this rule is explained in CMAK somewhere in the CMAK user manual.
I agree it is not obvious but I have made several tests at demining timing before choosing the correct turn number for this scenario. You still must be quick.

It is an all or nothing scenario. Either you go through and you win big Cool or you don't and you lose big. Big Grin

Thanks a lot again.

Bertrand

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JUNK2DRIVE
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Post #15   3679 days, 8 hours, 18 minutes, 8 seconds ago        
TOTAL DEFEAT
I had a squad and FT target the mines. Nothing. I ran a tank with a damaged gun fast through the mines. Still there. I got the last pioneer squad with 2 bundles at 27m. Target. Nothing. 5 turns. Nothing. Target again. Nothing. 12 turns. Nothing.
38 turns total. This battle is not for me.
But I did lose a lot of tanks to the AT guns.
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CHRIS "FERROUS"
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Post #14   3681 days, 6 hours, 25 minutes, 8 seconds ago        
I think it's too early in my pbem game to make a definite comment about balance. Certainly it is an interesting game, and i'm sure quite historically accurate on a superb map, accompanied by an excellently researched briefing (although i'd maybe mark out the important paragraphs about gameplay so that those who don't want to read all the way through the article can skip bits of it).

We're just over halfway through, and as Axis i seem to be overwhelmed by sheer numbers - which doesn't make me confident about balance. However, my opponent has seemingly failed to breach my fixed obstacles and now looks pressed to exit his vehicles.

I've enjoyed the forest fighting and i believe i've had the better of it so far, but the farm had to defend what seemed like an Alamo situation for about 10 turns. Consequently i've prepared the bridge for demolition, but since fords are plentiful it won't hold him long.

My earlier comments about setup zones are particularly relevant, because if the Axis had been in residence for 4yrs I'm sure they'd have got their Lines of sight, fields of fire sorted out. I don't know if you've given either side any bonuses but this method might be used to improve balance.

My anticipated outcome is:- Germans totally wiped out, so Allied win (despite not breaching the barrier) by default as their vehicles will have assumed to have exited.

I honestly believe i've fought my units as best i could possibly have done, with the possible exception of my ATGs which with so many AFV eyes peering for them were soon spotted and quickly destroyed by a host of armour!

Great looking game though, and i'm still having fun holding out against the inevitable Smile
JUNK2DRIVE
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Post #13   3681 days, 9 hours, 20 minutes, 4 seconds ago        
Played through turn 12.
I just realised that my pioneers were wiped out crossing the forest. I have 1 squad with 2 bundles.
I had 1 enemy soldier huddled in a foxhole, attacked by a squad and 2 flamethrowers. He got up and ran away!

I like your map and the gameplay so far. The worst thing in CM for me is moving vehicles. I hate it. I hope CMX2 is better.
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JUNK2DRIVE
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Post #12   3681 days, 23 hours, 13 minutes, 39 seconds ago        
hi, I've been working on other projects. Now that you have a date, I will get on with it.
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BERTRAND DOSSMANN
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Post #11   3682 days, 4 hours, 32 minutes, 51 seconds ago        
Hi Chris, Hi GJK, Hi Junkdribve, All,

I would like to release this scenario for the 60th anniversary of the battle on November 20th. I have got already one feedback in French vs Ai game.

How are your game's going ?
Interesting ? Balanced ?

I am also preparing a booklet (in French for the time being) for the liberation of my village on the 22nd November Smile . Most probably, there will be a mass for all surviving veterans at that date. It means of course that I am not preparing new scenarios for CMAK. Next one will be for X Mas.

Bertrand
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CHRIS "FERROUS"
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Post #10   3706 days, 10 hours, 54 minutes, 49 seconds ago        
Thanks Bertrand - wouldn't have wanted to fall down that hole - could have been a troll down there or something!

I'd already noticed vehicles can't exit through the forest; i think you've locked out that possibility perfectly, and since my 'eyes' in the forest have spotted GJK's troops heading towards the bridge i'd pretty well worked out they weren't trying to exit that way either.

Incidentally, full credit to GJK for probably taking the earliest prisoners in any game of CM: 40seconds at most, and after only 1 casualty - think my guys were eating truffles! Big Grin
BERTRAND DOSSMANN
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Post #9   3706 days, 14 hours, 10 minutes, 49 seconds ago        
Thanks Chris, Thanks GJK,

I will close the hole (just a level problem) and make the dragon teeth more deeply fixed in the soil.

Just a comment after discussion with Steve. There is only one exit towards St Quirin and only vehicles are important for exit. Don't try to exit through the forest south of the river. It is not possible and it should not, because the road to Alsace is North of the river. Of course, in mountains the shortest way is not always the straight line !

The map is bigger than the playing space I think, but I wanted also to offer something beautiful and complete (with no end of the world feeling) to the players.
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CHRIS "FERROUS"
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Post #8   3710 days, 3 hours, 53 minutes, 37 seconds ago        
Hi Bertrand D

I agree, superb map, encyclopaedic briefing (!) but fascinating.

I've had some difficulty placing my units (primarily due to the complexity of the map) but also i would have liked to 'stretch' just a few metres further in one or two places to get better LOS than i can at the moment so i'd have liked the setup areas with one extra square around each edge.

Obviously with such a large, panoramic map, i've had to 'walk the terrain' to understand it. I discovered a very deep pit in the forest about 150m from the little lake with a hut in the corner of the map. I'm not sure if it's genuine or not. Could be; could be like a cave entrance or crater or something.

I've obeyed your instructions about not moving / rotating certain units but (without giving anything away) I noticed one fire unit was pointing in an unusual direction. Have you confirmed none of these have 'got knocked out of line' during editing? 3 of the dragon's teeth were not locked in position like the others too which might mean someone could move them accidentally.

Really looking forward to this. I think i'm a mountain forest trooper at heart Big Grin

GJK
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Post #7   3710 days, 9 hours, 47 minutes, 24 seconds ago        
Just sent my setup back to Chris "F". Wow, what a map and great briefing! This looks to be an excellent battle. We'll keep you posted!
--------------------
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JUNK2DRIVE
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Post #6   3710 days, 21 hours, 40 minutes, 4 seconds ago        
i had a look. the briefing alone is worth reading just for the history lesson. great map, attention to detail, and setup. i think this one will take me a while. i will ponder the setup for a long time and probably have to restart after a couple of failures.
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Post #5   3711 days, 1 hour, 58 minutes, 50 seconds ago        
Thanks for the advise Steve. Wink
Will do it with my next scenario.
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MAD RUSSIAN
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Post #4   3711 days, 13 hours, 29 minutes, 42 seconds ago        
Quote:
Originally posted by: bertrand dossmann:
Thanks Fredrik. I am waiting for your comments with great interest.

For those who didn't go to the general discussion, I will repeat here the presentation of the scenario.

This new HSG scenario is about the 2nd french armored division assault towards Alsace end November 1944.

This scenario counts a lot for me as it is the last fight of the division before they crossed the Vosges mountains and liberated my home town. I visited the battlefield this summer and discussed with some people that had knowledge about the battle. But the witness are becoming rare.

It is an exit type scenario after an assault on a fortified line. I have been testing it only Allied vs AI but it would be great if some players tried it 2 player. Smile It canNOT be played german vs AI



Bertrand, you should simply have edited the initial post here with your presentation. Then it would be in both.

MR
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Post #3   3711 days, 15 hours, 41 minutes, 33 seconds ago        
Thanks Fredrik. I am waiting for your comments with great interest.

For those who didn't go to the general discussion, I will repeat here the presentation of the scenario.

This new HSG scenario is about the 2nd french armored division assault towards Alsace end November 1944.

This scenario counts a lot for me as it is the last fight of the division before they crossed the Vosges mountains and liberated my home town. I visited the battlefield this summer and discussed with some people that had knowledge about the battle. But the witness are becoming rare.

It is an exit type scenario after an assault on a fortified line. I have been testing it only Allied vs AI but it would be great if some players tried it 2 player. Smile It canNOT be played german vs AI

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GEN. FAILURE
Post #2   3712 days, 4 hours, 34 minutes, 32 seconds ago        
Have looked at the map and am looking forward to face my computor on the field of honour!
You will get full AAR later this week-end
//Fredrik Cool
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BERTRAND DOSSMANN
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Post #1   3712 days, 18 hours, 52 minutes, 36 seconds ago        
Scenario discussion area for HSG 2DB St Michel
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