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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
bump001
Pultti10
LockBox313
bluesman67
Unteroffizier Braun

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Scenario discussion area for ASL 40 FORT McGREGOR

NAME MESSAGE
CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #15   3327 days, 6 hours, 3 minutes, 42 seconds ago        
I agree re hillocks - let's get rid of knolls Smile .
RISINGSUN360
Novice Tester

Member #2529
Joined: Sep 2005
Ratings: 0 / 0 / 0
Discussions: 31
Post #14   3327 days, 17 hours, 41 minutes, 16 seconds ago        
RE: Hill height. Many of the desert scenarios im trying to model, including this one, feature that kinda low hill you see out in the desert - or more properly a hillock. Basically in a flat area of the desert you grasp for any defensive feature you can get ahold of...which out there is not much at times, small 'hills' or rises become very important and in a flat area you'll see a small rise or platform that is maybe 1.25, 2.5 meters or 5 meters high at its apex. You wouldn't even see it from a distance at ground level until you got closer but its enough for some infantry to hunker down with their AT guns and armor in defilade and get some measure of concealment.

So although its not pretty =) it is realistic in that sense...
--------------------
Prefer Germans or Yanks...
RISINGSUN360
Novice Tester

Member #2529
Joined: Sep 2005
Ratings: 0 / 0 / 0
Discussions: 31
Post #13   3327 days, 17 hours, 50 minutes, 58 seconds ago        
Thanks for the tip. I saw that in the FAQ section...lotta good stuff there! Big Grin

--------------------
Prefer Germans or Yanks...
MAD RUSSIAN
Senior Tester

Member #468
SUPPORTER
2010
2009
2008
2007
Joined: Oct 2003
Ratings: 14 / 1 / 0
Discussions: 138
Post #12   3327 days, 18 hours, 5 minutes, 58 seconds ago        
One thing to do, if the wire positions were discovered in an earlier attack, is to stack wire of both sides on the position. That shows where it is to both sides and they can actually see it during setup. In other words, where you have Allied wire you put German wire.

Also, if the bunkers are known to the attacker as well then you could mark them on the map with labels.

Good Hunting.

MR
RISINGSUN360
Novice Tester

Member #2529
Joined: Sep 2005
Ratings: 0 / 0 / 0
Discussions: 31
Post #11   3327 days, 19 hours, 36 minutes, 57 seconds ago        
RE: previous breaches in the wire -
No mention is made of prepatory fire of any consequence being laid down on the hillock before the initial assault. My guess is that they detected the position at night...organized an assault on it with little or no prior intelligence other than what they could gather in the night. They had access to starshells but I don't see this option in CMAK. It sounds like their first attempt went really really bad...they didn't even get past the wire so no breach may have been made.

RE: Wooden bunkers - Sorry for the mixup but yes, I am using wooden bunkers and not concrete pillboxes for sangars. They burn good when hit =)...thats one difference...although if it were a sangar with a HMG I would expect it would have all kinds of ammo and explosive stuff in it...so it still makes sense really. Smile
--------------------
Prefer Germans or Yanks...
CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #10   3327 days, 20 hours, 29 minutes, 30 seconds ago        
I think you'd need at least 120mm mortars to be effective. A dozen rounds would be great.

A few more craters would be helpful too. Another 40 or so in a random pattern gradually becoming more diffuse the further from the top of the knoll you get (why is it every time I see 'knoll' i think 'grassy'?).

I think wooden bunkers is about right - a direct hit from a 120mm is likely to kill it. They can often take 81mm hits without being knocked out although sometimes they're shocked.

Sangars, being constructed of boulders without cement, are susceptible to gradual deterioration from blast during bombardment, so wooden bunkers NOT pillboxes please!!!

Combos of walls trenches sandbags foxholes or craters don't seem to work in my opinion. In my view, even a trench alone is too powerful a defensive unit. It seems to represent a truly fortified line with underground bunkers etc. Units in trenches are almost impervious to anything but direct assault, and you try and get near them first!!

One final thing, I was wondering whether the previous attack or the preceding bombardment had in fact made minor breaches in the wire?
RISINGSUN360
Novice Tester

Member #2529
Joined: Sep 2005
Ratings: 0 / 0 / 0
Discussions: 31
Post #9   3327 days, 21 hours, 30 minutes, 9 seconds ago        
Thanks again! I'll definitely have to say that in my scenario notes for the next version. =)

Ive been thinking this one over a lot. Most of my concern revolves around the bombardment phase. I think this is where the play balance will come in.

I ran some tests using several different mortar tubes - 81mm and 120mm
With the location bore sighted and not.

When I bore sighted it on roughly the middle of the hillock close to the summit I got a direct hit on one of the bunkers and received about 10% + casualty rate. The allies lost a mortar, a pillbox, any units near the summit were severely damaged.

I think you're onto something with the Vet and Fanaticsm.

* I'd like to put the bombardment in the hands of the player to really add some more flavor and excitement. I think about 20 rounds given to X number of observers using mortar caliber of X would work. Need to quantify the Xs.

The notes reference a "massive mortar bombardment"
Would that imply 1 or 2 battalion 120mm or a battery of 81mm from the company section?

re: BUNKERS - I've been using wooden bunkers with a single machine gun to represent the unique to the desert defensive position known as a Sangar - basically a big pile of rocks formed into a wall (usually at least 3 sided) with perhaps a depression behind it. Great protection from fire but not good to be in during an Armored overrun or while take Artillery or mortar fire as you can imagine. But to represent these I have been using wood bunkers...they have a nice look as well in what is otherwise a fairly featureless terrain set.

Perhaps there is another way to represent these but I don't think sandbags would be a good idea...maybe a foxhole and wall combination? But then that would be a visual cue to the enemy.

What ive been wondering is - is a wooden pillbox effectively more strong or less so than a Sangar?? I think the way Ive used them is probably ok.


--------------------
Prefer Germans or Yanks...
CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #8   3328 days, 15 hours, 54 minutes, 47 seconds ago        
OUTCOME:Major Defeat
STATISTICS:
Axis
Allied
Player Name:
Chris F
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
193
99
Tot. Casualties
106
49
Men KIA
22
12
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
300
Enemy Casualties:
238
556
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
22%
78%



Ok, marginal improvement. I actually 'halved' a flag!!

This time at least the AI felt compelled to counterattack, which denied me the flag.

In order to do this though I had to plot every single move with great care, and I didn't have enough time. I reckon 25 turns variable are needed and slightly more lenient set-up zones, but keeping the basic set-up zone 'idea' so as to aid the AI in the attack.

I'll moveon to another scenario now.

Great little game, but might be better for some modification.
It's essential, I think, that the German player has some info on the plaecemnt of the bunkers and the wire.

Cheers
CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #7   3328 days, 17 hours, 19 minutes, 51 seconds ago        
Forgot to say I locked the British wire too.


Well done that man, matt1vid - tactical defeat after a couple of attempts - not bad.
CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #6   3328 days, 17 hours, 21 minutes, 51 seconds ago        
OUTCOME:Total Defeat
STATISTICS:
Axis
Allied
Player Name:
Chris F
AI
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
168
104
Tot. Casualties
131
44
Men KIA
34
12
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
600
Enemy Casualties:
192
630
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
14%
86%



Hmmm.... Can't say I did much better than the AI to be honest!

I set-up the AI in default having not particularly checked the positioning of the bunkers etc, so I had to feel for a weak spot (weak spot ???).

As expected it was brutal. About two depleted platoons got very close (about 80m) from the flags but couldn't get any further in the time allowed. The battle ended bang on turn 20 when it wasn't really over. Just then my fire support units were getting through the wire and all the British foxholes arround my point squad had been well and truly quelled. I'd reckon 3-5 more turns and the few guys left opposing my advance on the bunker would have been dead or surrendered. Once on top of the knoll the other bunkers would have been wiped out in quick succession from the rear.

However, and it's a big, however. The AI had kept one platoon entirely in reserve - they were guarding the bunker on the far side, and I'd never threatened it. I'm sure a human player would have counterattacked, as I did playing the Brits, and cleaned up the penetration of the secure zone.

In consequence I think the result was fair. Can't see the Brits losing this in a pbem.

The Germans could do with an Engineer platoon to quickly demolish the bunkers if the objective is achieved. I'd have expected they'd have had a couple of flamethrowers per Company too, and what about a man-handled light ATG to have a crack at the bunkers? Or at least at one of them, because there'd be no time to wheel it round to attack another.

A quick mortar salvo, and more ammo, particularly for the LMG would be helpful as they'd run out by turn 12.

Given this result, I wouldn't increase Brits fanticism, as my only hope was that despite all, they'd break. Dropping them to Vet might be about right.

I would have preferred more options for set-up too. Interesting set of zones which probably helps the AI make a plan, but they didn't suit my plan and I wasted a few turns manoeuvring.

So, a very tough game, which might just be winnable as the Germans against the AI. There's possibly just one weak point, other than the rear which you don't have time to get to, and I just missed it by about 80m. If I'd hit the wire there I think i'd have taken the position providing I weathered the counterattack.

A fun game all the same.



CHRIS "FERROUS"
Junior Tester

Member #424
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Post #5   3328 days, 21 hours, 21 minutes, 46 seconds ago        
Hi again, Rising Sun

You raise some interesting points also.

I think it would be a good idea to try the Brits with Vet status but higher fanaticism, maybe even 50%. Let's face it they had to have a backs to the wall mentality or not survive at all. I think this would better simulate the 'we've beaten 'em off once, and we'll keep beating 'em off all night' attitude.

With Crack troops the few that are 'cautious' etc recover very very quickly, often by the end of turn 1, so it has very little effect, other than delay movement by a few seconds, and they're not going to need to move for several minutes. So, I'd suggest it's hardly worth it.

A handful of final shells would be good though. Not only could they cause a few casualties, they could cause a few vital moments suppression just as the attack goes in. You can limit the OBA rounds by editing the unit and setting the ammo level. 6 rounds with a 6 'tube' battery would give just one salvo etc..

I do think 10-20% casualties would help balance. Likewise, the German Company that had previously attacked could be weakened this way with 20% casualties minimum. Best set the Germans fanaticism fairly high too.

The wire 'sprite' like most terrain in CM isn't spot on with the effect. Many a time I've had units trapped in wire that appear to be 2-3m away from the edge of the obstacle, and vice versa, units aapparently unaffected. The only way to be sure, is to touch the wire as you seem to have done.

I believe two wires, as with 2 minefields atop each other double the effect. That's why I didn't want the human player to pile it all on top of itself in vital sectors.

I trust I have your permission to lock the wire, then I'm going to try it from the German side. Smile

Cheers



MAD RUSSIAN
Senior Tester

Member #468
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Post #4   3329 days, 1 hour, 32 minutes, 31 seconds ago        
There is an entire section on design tips in the FAQ/TOOLS section. Place your cursor on the FAQ/TOOLS label, don't click on it, then you select Design Tips, then read down until you find what you are looking for.

There are many great ideas and tricks there by some fo the best CM designers the series has seen.

Good Hunting.

MR
RISINGSUN360
Novice Tester

Member #2529
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Post #3   3329 days, 13 hours, 36 minutes, 38 seconds ago        
Wow! Thanks for taking the time to write such a detailed AAR. It really helps quite a bit. You bring up many excellent points.

Re: Brit deployments after the bombardment - According to the historical notes, the 1st East Surreys actually experienced a morale benefit from the first german onslaught (would this be better reflected using the Fanatiscm parameter?). To extrapolate further - I took the position that they were expecting the inevitable counterattack and probably some prepatory fire as well from off board artillery and thus hunkered down in in their foxholes and waited it out. I did elect to put some of the units in a cautious or shaken posture to reflect the bombardment but I left many of them untouched to reflect their higher elan. Additonally, the historical notes mention that the Germans also underwent a bombardment at the time of their earlier assault if im not mistaken.

4 Parameters i could adjust:
1. Give them casualties
2. Lower their Elan to Vet
3. Set their suppression to 'Shaken' or 'Cautious'
4. Do a combination of the above and set their Fanaticism level

Giving them some casualties would be an idea worth considering...but then I would think I would have to apply the same to the German unit (to a lesser degree) since they had already undergone a failed attack and sustained heavy casualties as well. It would make it more realistic.

- Off Board Artillery: Im not sure how to restrict it to just a brief initial bombardment. What i don't want is to have an observer in this scenario calling in OBA every turn. I was thinking 1 turn of OBA would be fine but Im not sure how to accomplish this.

Your notes regarding hiding - I'll definitely take a look at that as I have setup the initial forces in hiding in some of my other scenarios as well - now I know that may not be the best way for a good AI challenge.

Wire - locking it down was something I had debated. I think locking it would be a good idea after reading your notes. When you have 2 wire objects do they actually have to physically touch to prevent a gap or is it that 1 Wire object covers 20m of ground - whether or not they appear to touch is irrelevant?

Being that I am probably a lot newer to the CM series than most, I do appreciate your finer insights into how the AI operates and how I can adjust the scenario to make for a better player vs. AI game. I had been wondering about many of the points you brought up so thanks for the info! I'll have to reread your post because there is a lot of great info there. =)

Thanks again!

Yosh
--------------------
Prefer Germans or Yanks...
CHRIS "FERROUS"
Junior Tester

Member #424
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Post #2   3329 days, 17 hours, 55 minutes, 2 seconds ago        
OUTCOME:Total Victory
STATISTICS:
Axis
Allied
Player Name:
AI+3
Chris F
Experience Bonus:
+3
0
Play Balance:
0
0
Men OK
61
116
Tot. Casualties
237
32
Men KIA
72
7
Men Captured
1
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
600
Enemy Casualties:
145
1503
Prisoners Taken:
10
Exited Troops:
Scenario Bonus:
FINAL SCORE:
6%
94%

Hi Rising Sun


Gave this a quick run through, setting up the AI in default positions with a +3 combat bonus (which I guess would make little difference as they were mostly crack anyway!) and came away with a total victory, although it certainly wasn't plain sailing!!! Smile And the wire was breached easily.

I had to counterattack under heavy fire on two occasions to drive the enemy back, and their bodies lay right under the muzzles of my MGs. It was that close! Game length was perfect but I'd always prefer a variable ending.

Ok, nitty gritty:-

BRIEFING - well written, brief and to the point but I'd recommend -

that you add 'spoilers' before your section called 'Aftermath'

that the briefing doesn't reveal quite so much about the enemy forces and quality (especially about the GB force although this is supposed torepresent a second contact that evening so it's not that critical)

that you state in the briefing the best way to play this i.e. v AI / 2-player, from Axis/GB side, and importantly whether AI should set-up in default positions. You may want to recommend AI bonuses too.

OOB - not much wrong except there's a very high proportion of Crack troops on both sides. I suppose this is to help the Germans get anywhere near the flags. In view the result though, and the fact that the British unit has just undergone bombardment, dropping them (the Brits) to veteran would be justified. Similarly, I'd have expected this bombardment would have caused some casualties but all sections are at full strength (I suspect that same as me, you don't like having to identify from among already 'wounded units' which ones have taken casualties during the game, in which case knock a few complete squads off - one single independent platoon was in that condition I noticed). I think though actual reduced squads would in this instance be better - they've repelled one attack, and been under bombardment - also might balance it a bit.

One possible addition for the germans - a few 'last minute' mortar rounds, and a bit of smoke. Also, were any ofthose guys engineers? Even if no actual engineers were present, for CM gaming purposes, it might simulate the assault preparations better. I don't mean all of tha, just a few squads, maybe a platoon.

Map - entirely adequate for a desert map. It wasn't much of a hill though was it. Guess that's how it was just 5m high. It would be a bit of work, but using the 1.25m contour instead of 2.5 might add a few nuances to the shape of that little knoll Wink

The opening view for theBrits could be improved to give more atmosphere and initial impact.

You've spent a lot of time meticulously placing all that wire - looks good - you must have the patience of a saint, or have just imagined what it must have been like to try to fortify that place! If it's anything like historical placement though, I'd just lock it right down where it is. For several reasons:-

if the AI gets hold of that wire, it'll set it down all higgeldy-piggeldy, and all your hard work falls flat! It'll look awful, and it'll leave gaps for a human player to race through.

I don't think many human players are going to mess with it anyway, but if they did, they could 'cheat' by piling it all up in specific areas rather than making a perimeter.

I'd leave the set-up zone though as it nicely highlights where the wire is.

now we could get on to the technicalities of whether or not, subsequent to their previous attack, the Germans new where the wire was. If so, then some way ought to be found to give them a good idea - Mad Russians favourite method is to use some locked 'friendly' wire but at set-up this would imply to the British player that there were gaps in his wire, so maybe not. If you have a spare German set-up colour you could surround the wire-zone with it as an indicator, then I'd recommend telling the German player in his briefing that the previous attack had discovered the wire at zone black or whatever. Alternatively you could use map labels 'Wire' or both methods because set-up zones disappear once the game gets rolling - or would potentially losing track of things during the attack be a good thing- maybe Smile

Likewise, since the Germans would also have had a good idea where the bunkers were I think they should have their own zone or more accurately, island zones (include some potential dummy positions), also labelled and referred to in the German briefing. You could use the set-up zone colour scheme again but that would probably mean supporting troops couldn't deploy within 20m of a bunker.

Deployment - good default set-up (only checked Brits) but I'd unhide them all as a human player can hide them again if he wants, but it can have a drastic lack of action affect on the AI, which can also re-hide things if it wants.


In summary, then, a very good representation of this sort of action. Currently, despite the historical outcome, it is probably biased towards the Brits certainly against the German AI. I'm sure a human opponent would give it a good go as the Germans but it'll be very tough. MaybeI will give that side a try. Big Grin Big Grin

No idea if the Germans could win this in a pbem - I suspect it's unlikely.

Thanks for setting up a great Smile little game.





RISINGSUN360
Novice Tester

Member #2529
Joined: Sep 2005
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Post #1   3329 days, 23 hours, 0 minute, 34 seconds ago        
Scenario discussion area for ASL 40 FORT McGREGOR
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Prefer Germans or Yanks...

 

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