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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
Rommel76
anonymous311

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Scenario discussion area for Prelude to Epsom

NAME MESSAGE
MAD RUSSIAN
Senior Tester

Member #468
SUPPORTER
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2007
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Ratings: 14 / 1 / 0
Discussions: 138
Post #21   2547 days, 23 hours, 43 minutes, 46 seconds ago        
Quote:
Originally posted by: nidan1:
MR,

Thank you for the extensive and well constructed comments. This scenario was still a "work in progress" when I up loaded it here. I do have a somewhat modfied version on my hard drive, but real life kinda bit into the time I had available to extensively re-work it.

Some of the items you suggested, I had already applied to the modified file, i.e. I removed the Nebel Werfers, and added some additional tanks to the Brit OOB. I also modified the map somewhat from the original, adding buildings and detail to the town of Fontenay. I also added five turns, but ten maybe more advantageous.

I certainly appreciate the obvious effort you have taken to provide critique on my design. I need to clear some time to dig back into this, and I would like to contact you in the near future for some help if you would be willing.



Of course, I will be glad to help in any way I can. Just let me know when you get ready to start.

Good Hunting.

MR

(modified 10/31/2007 16:00:10 by Mad Russian)
STNDRTNFHR
Member

Member #3957
Joined: Apr 2006
Ratings: 0 / 0 / 0
Discussions: 2
Post #20   2548 days, 1 hour, 8 minutes, 27 seconds ago        
OUTCOME:Total Victory
STATISTICS:
Axis
Allied
Player Name:
Stndrtnfhr
Mad Russian
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
Men KIA
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
83%
17%

Nidan1,

Thanks for putting out the effort to make this scenario. As MR said, a little adjusting is recommended. Here are my recommendations

German:
-Drop the NW spotter
- " one Panther and one MK IV
- " two AT guns
-Add two TRPs

British:
-All tanks to Churchhills, increase numbers to 3 Plts of 4 tanks
-Change 75mm Halftracks to M-10s
-Add one infantry company and increase quality of all to "regular"
-Stretch the British setup zone to cover the entire length of the map. I thing its depth is fine.

Not sure if onboard spotter will work for the British with the very limited LOS throughout the map. I do not remember how many 3" mortars they had, but they are easier to use on that map. These are pretty much in line with MR's recommendations. Thanks again for designing this one.

Stndrtnfhr Out!
NIDAN1
Member

Member #474
Joined: Oct 2003
Ratings: 0 / 0 / 0
Discussions: 6
Post #19   2548 days, 3 hours, 6 minutes, 47 seconds ago        
MR,

Thank you for the extensive and well constructed comments. This scenario was still a "work in progress" when I up loaded it here. I do have a somewhat modfied version on my hard drive, but real life kinda bit into the time I had available to extensively re-work it.

Some of the items you suggested, I had already applied to the modified file, i.e. I removed the Nebel Werfers, and added some additional tanks to the Brit OOB. I also modified the map somewhat from the original, adding buildings and detail to the town of Fontenay. I also added five turns, but ten maybe more advantageous.

I certainly appreciate the obvious effort you have taken to provide critique on my design. I need to clear some time to dig back into this, and I would like to contact you in the near future for some help if you would be willing.
--------------------
MAD RUSSIAN
Senior Tester

Member #468
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2007
Joined: Oct 2003
Ratings: 14 / 1 / 0
Discussions: 138
Post #18   2548 days, 7 hours, 17 minutes, 23 seconds ago        
Ok..I see you pulled the scenario off of TSDII. That's the right thing to do.

There are three areas of your scenario that we need to look at. Artillery, Infantry and Armor.

Are you working from actual AAR's and battle maps? Do you have an idea of what the forces are and where they fought?

Here is my impression of the fight.

Artillery:

The Germans need to lose the NW. The British need to gain some 25lber FO's. The Loss to the Germans firepower will be substantial. The addition to the British OOB will be minimal. The Germans have TRP's and the British don't. That makes a HUGE difference. If you take away the NW'ers add two more TRP's for the Germans and increase their artillery from 75mm to 105mm and from 50 rounds to 100 rounds.

British add two 25lber FO's. Both with 100 rounds.

German Antitank Guns need to be cut down to two 75mm ATG. Replace the removed guns with Tank Hunter teams.

Take the German on-map mortars off. Replace these with nothing.

Infantry:

The Germans need to lose about 1/3 of their infantry. You can do that either by taking out entire platoons which I don't recommend of deleting one squad from each platoon which I do recommend. This gives the German leadership the ability to make the German infantry very flexible and to spread it out. To form the defensive positions you talk about in your briefing.

German snipers need to have their ammo reduced down to 2 or 3 rounds each. Make these guys listening and observation posts and not actual snipers with telescopic sights which were much more rare. You want the Germans to know where the British are coming since they will have to maneuver to stop the attack. As in real life.

British infantry I would cut way back on the number of Green leaders and squads. Move them mostly up to regular.

I would add another company of British infantry.

Add in another 4 German HMG's. OR you could add some wooden MG bunkers either in the open fields or emplace them in some of the houses to show where they fortified them.

Armor:

The British would more than likely be supporting this attack with Churchills. Not Shermans. I would replace all the Shermans with Churchills and replace the 75mm Gun HT's with M-10's.


I would remove all of the Panthers but one.


General Recommendations:

I would add 10 turns.

Conclusion:

These are the changes I would make if the scenario were mine. It is not mine. You may well have reasons for everything you have in the scenario and why. We can discuss each and every point I have made if you like or none of them.

DO NOT make changes that don't make sense to you or there is a valid reason for making. I don't care who makes the recommendations. This is your scenario, not mine or anyone else's. We make suggestions but at the end of the day you will earn the review ratings and comments by what you do not by what we tell you.

This is a good strong map. The forces are pretty close to being right on. A little bit of watering down the defense and beefing up the offense and I think this one will do very well.

The interest level for this scenario is already here proven by the amount of activity it has already received.

Tweak this just a bit IMO and you will have a very good two player scenario. This may be a very good single player scenario at the moment but it's hard to tell without playing that way. You might try it and see. If it split it. Make one for the AI and one for H2H.

The changes and comments I've made were what I would do if this scenario were mine. No comments have been made to reflect the amount of time and effort you have put into this. It is obviously a well thought out fight. Any historical information you have about actual forces involved of course will affect how the scenario is constructed and what you can do to balance it. That is an entirely different discussion all it's own.

I look forward to playing the scenario again after whatever changes you decide to make to it.

Good Hunting.

MR



(modified 10/31/2007 08:26:34 by Mad Russian)
MAD RUSSIAN
Senior Tester

Member #468
SUPPORTER
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Discussions: 138
Post #17   2548 days, 10 hours, 20 minutes, 11 seconds ago        
OUTCOME:Total Defeat
STATISTICS:
Axis
Allied
Player Name:
Stndrtnfhr
MR
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
321
199
Tot. Casualties
43
388
Men KIA
10
100
Men Captured
7
Mortars Dest.
9
Guns Dest.
3
Pillboxes Dest.
Vehicles Dest.
4
25
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
800
Enemy Casualties:
3876
945
Prisoners Taken:
80
Exited Troops:
Scenario Bonus:
FINAL SCORE:
83%
17%

Have you looked at any of the suggestions for balancing this scenario?

You need to. The British have no chance at winning this. NONE.

The Germans have 12 antitank weapons systems of 75mm. The British only have 10 tanks.

The Germans have 90 rounds of 214mm Rockets and 50 rounds of 75mm artillery. They also have two TRP's. The British have a 3 Inch Mortar spotter with 180 rounds and a 4.2 Inch Mortar 80 rounds. The British have no TRP's.

Germans have 7 infantry platoons vs the British 9.

German tanks 8 ( three of which are Panthers) vs 10 tanks and 4 TD HT's.

German Leaders: 1 Company Commander with 5 total leadership value. 8 Platoon Leaders with a total leadership value of 30. German leadership Experience Levels are 2 Crack Plt Ldrs,
1 Veteran Company Co and 4 Veteran Plt Ldrs, 3 Regular Plt Ldrs.

British Leaders: 1 Battalion commander with total leadership value of 1. 5 Company Commanders with total leadership value of 13. 15 Platoon Leaders with a total leadership value of 34.
Experience Levels are 1 Crack Company Commander, 1 Veteran Company Commander and 5 Veteran Plt Ldrs, 1 Regular Company Commander and 4 Regular Plt Ldrs, 2 Green Company Commander and 5 Green Plt Ldrs.


German Total Leadership Value is 35 for 9 leaders, an average of 5.9 per leader.
British Total Leadership value of 48 for 21 leaders, an average of 2.2. German leadership is roughly 3 times more effective for roughly half as many leaders.

German Average Experience Level for Leaders is Veteran. British Average Experience Level for Leaders is Regular.

You can tell how this fight will turn out when you figure it simply. The Germans have bigger artillery that is pre-registered. They have a much better leadership. Much better combat soldiers. They are roughly one to one in infantry and armor.

The map is large and yet the turns are few. This forces you to attack directly or not have enough time to gain the objectives...as happened to me. But I refused to do a frontal assault over open ground directly at the objective. There is no tactical skill in that and if that's what you want to have happen why the big map?


Suggestions:

1) Get rid of the NW. That unit alone if it hits will end this game on turn one.

2) Add at least 10 turns.

3) Reduce the German infantry by about a 1/3. Your briefing says the Germans had to use strongpoints for defense because of a lack of infantry. They don't have to in this scenario.

Or give the British about 1/3 more infantry.

4) Increase the British leadership qualities a bit. More morale values and not just movement and hiding.

5) The British Armored Brigades were supplied with a single type of tank. Either use Churchills or Shermans but not both. Get rid of the 75mm gun armed HT's altogether. Use Either Archers or M-10s.

6) German tanks are way too strong. The Panthers stopped my entire attack. By the time I killed them I was out of time. I would have at the very most a single Panther in this fight if this scenario were mine.

Then PLAYTEST IT!!!! See how it goes. You can see by the responses here to you that there is quite a bit of interest in this battle and your scenario. Make a few changes to this and you will have a very good scenario here.

This may well play very good as a British vs the AI scenario right now. If it does I recommend you change the briefing and suggested style of play and let gamers play it that way. BUT I think it could be tweaked just a bit and have it play well H2H and I wouldn't give up on that yet.

Good Hunting.

MR
KEN F
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Post #16   2721 days, 20 hours, 38 minutes, 40 seconds ago        
Hi All,

I played this (about a month ago?) in a PBEM against herroberst.

I was Allied attacker and suffered a Major Defeat? (not sure... forgot to save file).

I do remember my units getting stonked by 1st-turn rocket fire (and getting hammered quite badly).

My German opponent played a suburb delaying game... making a stand for a few turns (forcing me to gather support), and then falling back in good order to repeat the process.

This was a fun scenario, but I felt it was somewhat pro-Axis for a PBEM.

I would ask the scenario author to consider swapping out the Allied half-tracks with 75mm guns for regular tanks (Shermans?)

Consider swapping the mortar FO to a 25 Pdr. FO, but add on-board mortars (with carriers).

Keep up the good work,
Ken
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Will PBEM either CMAK or CMBB. Huge battles and Ops are okay. Can usually return a turn/file every day. Will play-test as well.
CROMWELL
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Post #15   2843 days, 1 hour, 25 minutes, 39 seconds ago        
I'll be finishing a PBEM of this shortly (possible even tonight) and will post the results when I have them. I am playing the Brits and will lose. For me, it is not that the Germans are too strong (although I haven't yet seen what else is out there) but that there is too little time for the Brits to advance over what is quite a long distance. I would be much happier with an extra ten turns and would even trade them for the artillery spotters and/or carrier platoon.

Will post outcome when I have it.
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NIDAN1
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Post #14   2845 days, 7 hours, 29 minutes, 52 seconds ago        
Thank you for taking the time to provide some feedback. I have toyed with the idea of taking away some German units, mainly the reinforcements. I tried to include assests on the German side that were historically in or near Fontenay at the time of the initial British assault. Maybe being too historical makes for lopsided h2h play.

No one has really made a strong case for that until now.



(modified 01/07/2007 08:14:05 by nidan1)
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STOFFEL
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Post #13   2847 days, 9 hours, 0 minute, 10 seconds ago        
Hmmm,

Battle agaisnt concorde is almost finished.
Concorde is a good player he tried hard...but he is going too loose soon.
We have been searching eachother for 15 turns.
He finally showed up on my left flank.
I lost some infantry and a gun to prebombarding and along the fighting some more infantry.
But my armor soon knocked out his shermans.
I havent lost a single tank.
The PzIV platoon is in reserve but it looks like I dont really need them.
Same goes for the FO's,I completely forgot the rocket FO.
Well I didnt need him.
I think that this might play well against the German AI but not in HtH.
Therefor the Germans have to be stripped from some assets.
The rocket FO
A plt tanks
1 or 2 guns
Its way too strong and unbalanced for a human allied player to get through.
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War and Tactics: ## WaT ##
STOFFEL
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Post #12   2892 days, 7 hours, 9 minutes, 50 seconds ago        
I am playing this rightnow in pbem.
12 turns played and still no sign of the allied spearhead :)
Some observations,the wooded road on which the reinforcements enter...if an allied player advances fast that road can be a deathtrap.
Other point,the German afv's that enter the map in the reinforcement lot have no HQ vehicles..is that intended?
Let you know progress every 10 turns.
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War and Tactics: ## WaT ##
NIDAN1
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Post #11   3263 days, 4 hours, 2 minutes, 55 seconds ago        
Navy

Thanks for the review and AAR. I was about to do a series of battles with Commonwealth forces against the Germans in Normandy, but unfortunately got hit with a dose of real life.

I enjoy designing scenarios, and I'm happy that you and others like my work. Thanks again for the time you took in the AAR. I hope to be back in action designing real soon.
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NAVY
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Post #10   3324 days, 4 hours, 35 minutes, 48 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
AI
Navy
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
95
436
Tot. Casualties
261
158
Men KIA
57
33
Men Captured
8
Mortars Dest.
2
4
Guns Dest.
4
Pillboxes Dest.
Vehicles Dest.
11
5
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
500
Enemy Casualties:
1108
3501
Prisoners Taken:
96
Exited Troops:
Scenario Bonus:
FINAL SCORE:
21%
79%

Hi Nidan1,

Tks for this scenario, that turned to be very interresting and much more difficult than what the result shows

I do agree with the other reviewers, 15 to 20 turns before getting in contact is quite long, although it leaves a lot a possibilities to choose an approch of the town
2nd point is that using FO's without TRP is difficult because of the short LOS

Then a "short" AAR ( spoilers inside ! )

The situation of my forces by turn 19 when I first made contact with axis units
on the left, adavancing trough the wheatfield after crossing the road to St Matieu : 1Coy + 4 Carriers ( 4 Vickers MG's ) + 4,2" mtr FO
on the road to barracuda, just after the main cross roads : 3 Churchills + 4 Truck ( 3 57mm ATG + Bat.HQ )
in the wheatfield just before the cross roads : 4 HT 75SP + pionner platoon
in the big central wheatfield : 1Coy + 3 Churchills + 4 Bren carriers ( 4 Piats ) + 3 Carriers ( 3 2" mtr ) + 3" mtr FO
on the right ( around the big house alone ) : 1 Coy + 4 Shermans ( 3 Vickers MG's )
Plan : advance from the left to the rear big flag in the wheatfield, direclty to the barracuda flag with forces in the center wheatfield supported by the 3 Churchills on the road, take the 2 flags in the rigth and rear scattered with right flank forces without entering the town itslef
Reserves : 57mm ATG and HT 75SP + pionner platoon

1st contact was with a Pak40 on the road ( quickly destroyed by the Churchills ) and 4 to 6 Pz in the wheatfield on the right
Actually my advancing forces there and the advancing Pz from the right edge ran into each other in the middle of the field !
Pz were identified 1st as PzIII, PzIV and Tiger ( argh, FOW )
Situation turned out quickly to be a nigthmare for my Coy without ATG (except Piats )
I decided to commit urgently my reserves to support them
The 3 HT 75SP ( 1 was stucked in the wheatfield ) arrived the turn after, entering the wheatfield in the back of the Pz Big Grin
2 PvIV were destroyed v/s only 1 HT
I withdraw the 2 remaining HT in the tree bordering the road, waiting for the ATG arrival to secure any risk of push of the Pz toward my forces in the center
I used also the 4,2" mtr FO to fire against some inf squads that arrived with the PZ
In the center, advance continued to the center of the town ( no axis units spotted before being arrived at the flag area )
On the right, I took the flag in the trees, destroying 2 Pak40, capturing 2 MG's and advancing with 2 platoons in the town itself to support units in the center, while the 4 Shermans and 1 platoon continued their way around the town to the rear flag
On the left, my Coy was suffering a lot of causalities by of fire from the Pz and .... 2 salvos of my 4,2" mtr that arrived in the scattered trees where I tried to get some protection for them
2 Piats destroyed a PzIV but were killed by a HT with 20mm gun
I tried a second run in the wheatfield with my 2 HT 75SP and the pionner platoon :
2 pionner squads were killed by 2 PzIV and a Panther, but these 3 Pz, occupied in firing at my squads, did not see the 2 HT 75 SP that destroyed them in a few shots, loosing another Ht 75SP anyway
As the Pz were not firing anymore the my surviving squads ( indeed something like 4 men per squad ), I decided to advance slightly in the wheatfield, discovering a abandonned Panther ( I suppose hitted by a shell of 4.2" mtr )
But there were a remaining PzIV and a Panther there
Again, the only HT 75SP still alive arrived in their back, and destroyed both in a couple of shoots
In the center, 1 full Coy was now holding the barracuda flag
And the Sherman platoon, after leaving the inf platoon at the rear scattered tree flag ( no axis troop there ) advanced at high speed to take the big flag in the rear wheatfield
Now surviving axis troop were trapped in the town, with troops everywhere around them and fighting just for survival
Game ended in turn 39 with amajor victory Cool

I must say the these HT 75SP really saved my day, by killing 5 PzIV and 2 Panthers !

(modified 09/15/2005 11:08:09 by Navy)
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BERLICHTINGEN
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Post #9   3461 days, 16 hours, 13 minutes, 8 seconds ago        
Quote:
Originally posted by: nidan1:
A human player would be a little more agressive I think.


Ya think Big Grin
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LARRY THORNE
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Post #8   3477 days, 11 hours, 0 minute, 5 seconds ago        
That´s true. If it is ment to be played as H2H then the axis commander might have sent some recon patrols ahead. After the battle started I enjoyed this scenario a lot Big Grin you could easily make an ai version as allied v ai just make it little shorter and setup the allies closer to the town. Good and fun scenario. I hope it scores well in the FGM competition
Cheers
-LT
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hoping to get back to CM
NIDAN1
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Post #7   3478 days, 54 minutes, 46 seconds ago        
Just a comment to all who have played this and have been kind enough to provide some feedback. This battle was designed for two player, and I can't guarantee playability with either side against the AI.

tigerivan, your results are most likely due to a predictable path taken by the AI, because it really does not attack well.

Larry Thorne, I think maybe your outcome is a little close to the mark because you played as the Allied attacker. The long interval to contact was probably due to the AI setting up and just waiting. A human player would be a little more agressive I think. In H2H games I have played, contact has started as early as turn 8, because the German player moved some units beyond the initial set up zone.

I really had player flexibilty in mind when I designed this.
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TIGERIVAN
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Post #6   3504 days, 9 hours, 10 minutes, 47 seconds ago        
OUTCOME:Major Victory
STATISTICS:
Axis
Allied
Player Name:
tigerivan
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
303
156
Tot. Casualties
61
435
Men KIA
19
143
Men Captured
12
Mortars Dest.
Guns Dest.
1
Pillboxes Dest.
Vehicles Dest.
5
6
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
700
Enemy Casualties:
3628
1176
Prisoners Taken:
49
Exited Troops:
Scenario Bonus:
FINAL SCORE:
79%
21%

I supposed the enemy was going to come straight to the flags through the cornfields and therefore put the mines and the TRP in the cornfields.As soon as the infantry was seen coming through the cornfields the rockets were fired at them and caused huge casualties.I moved the halftracks and the panthers to the point which was under attack and dismounted the infantry.The panzer 4 tried to attack the flank of the attacking enemy armour.THE churchill tanks were tough to kill.The panzer 4 lost 3 to 1 churchill and 1 Sherman.The other 2 churchill were killed by infantry and a Big Grin panther.The enemy infantry was easily stopped by the halftracks and the Panther
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LARRY THORNE
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Post #5   3506 days, 5 hours, 15 minutes, 8 seconds ago        
OUTCOME:Tactical Victory
STATISTICS:
Axis
Allied
Player Name:
ai
Larry
Experience Bonus:
+1
0
Play Balance:
0
0
Men OK
87
322
Tot. Casualties
266
266
Men KIA
68
86
Men Captured
Mortars Dest.
7
Guns Dest.
2
Pillboxes Dest.
Vehicles Dest.
13
13
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
600
Enemy Casualties:
2256
3776
Prisoners Taken:
68
112
Exited Troops:
Scenario Bonus:
FINAL SCORE:
34%
66%

As the fight finally broke out this was one explosive scenario. The ai did and exellent counterattack and for few turns I though I was going to have to retreat...but then few "ai" moves and had 2 panthers down.

Suggestions remain. Kinda slow start but explosive battle all in all. Some of the roads had woods around them making it impossible to move through them and flank the enemy with armour. For example the east-west road at the back of fontenay.
Just some thoughs through the fight. If yoiu want I can send you thr aar turn?
Let me know
-LT
--------------------
hoping to get back to CM
LARRY THORNE
Junior Tester

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Post #4   3507 days, 13 hours, 45 minutes, 15 seconds ago        
On turn 25
Plan: Concentrate my armour to the eastern flank to go around the forest and cut into the middle towards the flags through the field. Infantry advancing from wedst through the fields cutting to the flags in front of Fontenay.

Things I found out. nothing happened untill turn 17..as my Shermans (one of them bogged so don´t have them all in the battle) and original Churchills came across tigers that turned out to be PzIVs. For a moment I though you had pulled one nice semihistorical move putting in a pack of tigers but luckily that was not the case. Those Pziv KOd on Sherm but after that died with little fighting. Somehow the ai attacked furiously agains Churchills that don´t mind those little 75mm beercans shot at them Richochet after richochet one buy on the PzIvs were all gone. Now it is time to move on..

Infantry contacts some foxholes with a gun and infantry and take them out easily on their way towards Cobra. Now The large flag is in german hands but I have about battalion of infantry closing in a defence that after a surrendered squad looks like one squad and on that charged into the fields to find out there are hundreds of men shooting at him. I have also spotted a panther roaming behing those small buildings on the parallel road across Fontenay I have piats sneaking into that direction and when ever he pops up he will have to taste rockets flying in from 4 angles...I will keep you posted.

Suggestions so far: not too many...17turns with no action is warlike but unneccesary in CM or then I just miraculously happened to survive with no contacts. My artillery spotters are somewhat useless. There are no TRPs on the map so I should have a visual contact to the target. In this weather it is pretty much impossible as I have the battalion of men clearing the city already. I don´t know If I was supposed to use them into Pesnel as preplanned attack but I usually don´t do preplanned unless the briefing points out some intel where to shoot them. The little bombs I have there won´t do enough damage to the heavy buildings anyways. I would need atleast 150somethings.

All in all now as the fight has begun this is a lot of fun. This weather gives me great chance to advance, sneak and hide close to my targets.
Cheers
-LT
--------------------
hoping to get back to CM
NIDAN1
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Post #3   3534 days, 4 hours, 37 minutes, 34 seconds ago        
Thank you Larry, I'll check that one out as well.

Since conducting the research for this scenario, I was amazed at the amount of printed material available on the Normandy Campaign. There are a lot of events that I wasnt even remotely aware of, especially in the Commonwealth areas of operation.

There are a lot of situations that can be built as scenarios that could keep youbusy for a year.
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LARRY THORNE
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Post #2   3534 days, 14 hours, 7 minutes, 14 seconds ago        
Hi Nidan1
I will play through this when I get some time to do it. Maybe during weekend? I´ll let you know. I will take a look at it today and start.

BTW Have you checked out the battle HSG N Guns Blazing. That covers the action for the next day. It needs a little tweaking but so far I am happy with the PT results.

Anyway I´ll let you know about my progress.
-LT
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hoping to get back to CM
NIDAN1
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Post #1   3534 days, 23 hours, 55 minutes, 13 seconds ago        
Scenario discussion area for Prelude to Epsom
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