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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

a product of HDCS

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

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

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

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

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

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

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

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

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

Screenshots can be found here:

http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
This is part of a series of maps on the so-called Ladoga
Front
CMBO
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randor
PodrezBY
eelco
Tiger_23
joeyboris

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Scenario discussion area for Clearing Larkevalley Wood

NAME MESSAGE
JONNYDOOD
Junior Tester

Member #8866
Joined: Apr 2009
Ratings: 0 / 0 / 0
Discussions: 65
Post #24   1699 days, 1 hour, 21 minutes, 29 seconds ago        


Enjoyed this one, sent the assault recon plt over the hill on the right, everything else i sent up the hill towards the woods.

Took me 25 or so turns to get up to the woods using advancing overwatch, artillery, mortars and ACs for overwatch. Managed to get past the wood defences with my morale at 90%. It took me a long time to regroup and move through the woods but i managed to get a line curling around the flag, still on MTC orders it was too slow and i was forced to launch an all out assualt, i rushed everything i had at the flag but well hidden fts and infantry caused heavy casualties, this is where the majority of my casualties were inflicted. I managed to encircle the flag and the remaining defenders surrendered so i secured this flag.

The recon Plt didn't make contact until the woods just before the bridge, i rushed an AC over here where it helped my plt cross the road, they used up most of their ammo by the time they got to the other side of the woods so were unable to take the flag but they did neutralise it.

The spotter should be a vet, 3 minutes is a long time to wait for arty and i didn't even use all my ammo.

I liked the recoilles rifle, wasn't expecting that, took it out with the 18lber FO.




--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #23   2401 days, 18 minutes, 52 seconds ago        
Posted an update which hopefully makes this better to play in two-player. Some minor changes, briefing not changed yet.

All the best

Andreas
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #22   2403 days, 5 hours, 19 minutes, 48 seconds ago        
Hi J2D

Thanks a lot for playing and taking the time to post the result.

As always very helpful!

I'll see what I can do to make it better. :)

All the best

Andreas

--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #21   2889 days, 1 hour, 30 minutes, 5 seconds ago        
OUTCOME:Major Defeat
STATISTICS:
Axis
Allied
Player Name:
j2d
Sequoia
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
63
196
Tot. Casualties
61
51
Men KIA
13
16
Men Captured
7
Mortars Dest.
1
Guns Dest.
2
Pillboxes Dest.
Vehicles Dest.
1
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
100
400
Enemy Casualties:
256
633
Prisoners Taken:
64
Exited Troops:
Scenario Bonus:
FINAL SCORE:
25%
75%

Turn 44 end.

Sequoia advanced toward LVW with the bulk of his forces. I stayed hidden until I felt I had good range. Maybe I waited too long. As I could see that I was going to be overrun I retreated toward the flag. I didn't take too long lose most of my troops with some captured.
At the manor two ACs and some troops made quick work of the limited force there. My tank hunters did take out one MKIV.
As the battle was winding down we both made a run for the last flag at the bridge. The battle ended before the Brits had that one too.

Could be my tactics but I didn't seem to have much of a chance in this version. In the first version I couldn't get close to the woods as the Brits vs the AI.

The RCLs didn't help the Germans and the arty didn't help the Brits.

Thanks for the battle.
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #20   2897 days, 14 hours, 29 minutes, 23 seconds ago        
Turn 37
I pulled my forces back from the treeline as the enemy approached en masse.
Now I am surrounded and outnumbered by the large flag.
Last turn I blindly tossed satchels at suspected paths. It worked well.
At the mansion, two ACs and a few troops are making thing rough for my boys.
With me in control of all the flags the score shows 55 to 45.
A few more turns and 40-60 or 30-70 should appear.
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #19   2905 days, 1 hour, 16 minutes, 20 seconds ago        
Turn 20

My opponent is still in the vineyard. He has tried arty on me a few times, always off target. He took out one gun early.

It's been fairly boring for me. Click go and wait.
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #18   2905 days, 1 hour, 17 minutes, 25 seconds ago        
Turn 20

My opponent is still in the vineyard. He has tried arty on me a few times, always off target. He took out one gun early.

It's been fairly boring for me. Click go and wait.
--------------------
KAWAIKU
Novice Tester

Member #3856
Joined: Mar 2006
Ratings: 0 / 0 / 0
Discussions: 23
Post #17   2913 days, 19 hours, 28 minutes, 25 seconds ago        
Just started playing vs the AI . Reading the AAR's made me downlaod and give it a shot. I have 3 platoons on the left supported by 2 of the light tanks heading towards the woods. One platoon is in the far field with one light tank and the 3rd platoon in reserve. The other is in the field to the left of the road with the other tank. On the road I have the small platoon, 2 mgs, 1 atg, mg plt hq, another plt hq, B Co.'s hq and the spotter moving through. On the right I have 2 platoons in open formation and the 3rd light tank in between both to give mutual support. Their job is to take the bridge. Its turn 6 and a German AT gun just knocked out the fartest tank and is being smoked by a mortar and the FO is preparing a present for the Germans. There will be more to come. O yea and the briefing is very good and I plan on getting revenge for them spoiling my milk.
--------------------
In their eyes as they pass is not hatred, not excitement, not despair, not the tonic of their victory - there is just the simple expression of being here as though they had been here doing this forever, and nothing else.
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #16   2916 days, 10 hours, 56 minutes, 9 seconds ago        
Excellent!

All the best

Andreas
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #15   2917 days, 1 hour, 1 minute, 32 seconds ago        
Started PBEM as Germans vs Sequoia as Brits.
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #14   2974 days, 9 hours, 14 minutes, 22 seconds ago        
Unfortunately it is not possible to increase ammunition for the Allied vehicles. Frown

All the best

Andreas
--------------------
CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #13   2974 days, 11 hours, 53 minutes, 25 seconds ago        
Was that result with increased ammo for the light Allied vehicles, Andreas?
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #12   2974 days, 12 hours, 5 minutes, 45 seconds ago        
OUTCOME:Tactical Victory
STATISTICS:
Axis
Allied
Player Name:
Andreas
Thin Red Line
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
Men KIA
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
2
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
2
1
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
38%
62%

Paul

Even with the worst tactics (according to himself) Nicolas wiped the floor with my Wafflejägers.

In another game Holien's Alien Invaders got their butt kicked by (IIRC) James Crowley.

Needed to be more difficult.

All the best

Andreas
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #11   2974 days, 14 hours, 6 minutes, 46 seconds ago        
This was a ball buster for me before and now you made it harder?
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #10   2974 days, 23 hours, 29 minutes, 48 seconds ago        
Updated version based on more testing. Game should be more challenging for the attacker now.

Briefings not quite final yet.

All the best

Andreas
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #9   3112 days, 4 hours, 49 minutes, 58 seconds ago        
Hi Chris

Updated version is now online. I took most of your advice I think.

Thanks again!

All the best

Andreas
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #8   3116 days, 10 hours, 32 minutes, 10 seconds ago        
Hi Chris

Thanks a lot for the very exhaustive feedback, great AAR, suggestions for improvement, and encouraging words. I very much enjoyed reading this. I'll make some changes and upload an updated version tonight.

Thanks for testing, I am very glad you liked it!

All the best

Andreas
--------------------
CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #7   3117 days, 11 hours, 33 minutes, 31 seconds ago        
OUTCOME:Minor Victory
STATISTICS:
Axis
Allied
Player Name:
AI+2
Chris F
Experience Bonus:
+2
0
Play Balance:
0
0
Men OK
35
189
Tot. Casualties
88
127
Men KIA
21
38
Men Captured
2
Mortars Dest.
2
Guns Dest.
1
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
200
300
Enemy Casualties:
575
965
Prisoners Taken:
15
Exited Troops:
Scenario Bonus:
FINAL SCORE:
38%
62%

Wow!! Tremendous battle.

As soon as I had got a foothold in Larkevalley Wood, the AI recognised it was flanked and prepared a counter, attacking along its own flank towards my disorganised and exhausted troops. We met head on - more hand to hand stuff, but I was beginning to get the better of it.

I sent a squad to recon the main flag, and they appeared to find a fresh enemy platoon on the way. So I changed my plan and sent most of my force exhausted as they were towards the centre of the wood, with follow-up ragged platoons fanning out to left and right and homing back in on anything in the way. A huge, and confused melee developed. It was WWI stuff, bodies everywhere, but the job was getting done - these crack paras were losing their operational base. In fact by the end they effectively ceased to exist - an 'exchange' result in old board wargame terms.

The wood fringe was cleared by just a platoon of engineers,who just failed to fully complete their task - 3 men were left ahead of them but they still manned a gun and MG.

I'd already stopped my attack on the bridge, but it seems I could have done better, because the AI recklessly kept attacking out of the little wood and by the end it had effectively wiped itself out. It seemed to think it had got me on therun but in factit had simply repulsed myassaulton the wood andI was holding in thefield in front of it with about 50% strength. Ithad certainly given me the impression of great strength though.

My recon vehicles skirted between the two flags and got to the far farm but found it occupied, and since they had no ammo thet dropped back and glowered instead.

Ok, comments, and possible improvements.

(British) Briefing - entirely adequate for a historically based fictional scenario, but maybe confirm that the British get no reinforcements. Also confirm whether AI should set-up in default and recommend experience bonuses as either side.

Map - excellent. There's just one fairly major glitch - an unsightly corrugation in the lane just as it turns to approach Larkevalley wood. That section needs redrawing - check the LOS afterwards, but I think it is important to the game that the fields to the right of the lane do slope away from the wood. It is this slope which is bendingthelane all over the place so you'll probably need to level off the left side - along the hedgeline.

Only other comment would be that if the vineyard is in fact a hop field then a few more scattered trees might be added to simulate the 3m high hops.Nottonsof trees maybe 3-6 more scattered tree tiles.

Flags - well postioned. Worked a treat.

OOB - very good. If they can take it a fraction more ammo for the recon vehicles maybe , say 10-20% more. Maybe a LMG at Milton Farm.

I don't think the paras mortars fired on me to any significant effect and they certainly had ammo left at the end - a human player would use this ammo certainly. Maybe check their default set-up LOS it could help - they may have to have direct LOS to be effective.

AI behaviour -generally very good. It couldn't have fought Larkevalley wood much better IMHO. It deployed ok, and held fire until the right time near the bridge, but then became suicidal in its intent to push me back from the wood. As mentioned it could be that it thought it had got me beat, so i'd leave things alone there and see how it plays next time.

Result - I think it reflects the outcome just fine but a standard 40 turns variable instead of 37+ would have made quite a difference as my engineers were only 20m from cleaning up the wood fringe with the remaining MG and Gun, both with badly hurt crews.

Thanks, for setting this up. A great little game which I highly recommend. Smile


CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #6   3117 days, 14 hours, 30 minutes, 42 seconds ago        
Hi Andreas

I'm about two thirds of the way through against the AI+2 and casualties are mounting. I've just managed to breakthrough into the wood near the top end of the vineyard (or maybe it's a hop field?) - the defenders are dead in their foxholes. The question is what to do now? The flag (a 300 pointer) is in the very centre of the wood - if there's anything in the way I'm no longer organised enough to do the job properly in the time available. I may send a platoon to scout that way and use the rest of the company to chew along the flank of the defence line the AI has drawn up.

I sent a smaller force towards the bridge keeping some back as a reserve which has now been committed to the woods. The bridge force has been checked after heavy hand to hand fighting and local counterattacks by the AI. Whenever I took a foxhole the AI counterattacked without fail so I'm expecting the same in Larkevalley Wood.

The light vehicles supporting the bridge attack are out of ammo, so I'm stuck down there. My only hope is the mainwoods flag.

This is looking like a good probing attack on two objectives - Larkevalley Wood or more exactly its fringes, and the Stour River bridge but maybe a bit tough against AI+2

Will report the final result shortly.

Cheers Smile

JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #5   3117 days, 20 hours, 50 minutes, 51 seconds ago        
Me as Brits vs the AI. I couldn't stop the guns and things were not going well. My mortars ran out or were sighted and shot.
Since my arty was locked on to the center of the woods it didn't seem worth going on.
I surrendered to see where everyone was. I'll go back and cheat later.
--------------------
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #4   3117 days, 21 hours, 22 minutes, 3 seconds ago        
Hi

That was quick. Thanks for the compliments on the map. I used Multimap.com, because they have the 1:25k OS maps, and you can get an aerial photo overview. Took me about an hour and a half to do it.

Did you two play each other? The AI?

Cheers

Andreas
--------------------
JUNK2DRIVE
Master Tester

Member #1102
SUPPORTER
2005
Joined: Mar 2004
Ratings: 3 / 0 / 0
Discussions: 162
Post #3   3117 days, 21 hours, 46 minutes, 20 seconds ago        
I surrendered after several turns when I realised that my proplotted arty was not doing me any good.
You taught me something I think.

Yes a nice map.
--------------------
CHRIS "FERROUS"
Junior Tester

Member #424
Joined: Oct 2003
Ratings: 4 / 0 / 0
Discussions: 68
Post #2   3118 days, 8 hours, 42 minutes, 3 seconds ago        
Hi Andreas

Nice looking map - very reminiscent of the area.

This is moving along well, contact turn 3, ad looks like turning out to be a good primarily infantry battle. Flags look sensible. A very popular scale of game too.

Will report back on the result.
ANDREAS
Senior Tester

Member #1448
Joined: Jul 2004
Ratings: 0 / 0 / 0
Discussions: 118
Post #1   3118 days, 11 hours, 50 minutes, 21 seconds ago        
Scenario discussion area for Clearing Larkevalley Wood
--------------------

 

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