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CMAK
Falaise pocket, Axis defend line, allies destroy german forces!
Exit scenario.
The BEF has to get out of France.
Exit numbers have been thoroughly tested.
What if scenario, 6th AB holds the bridges and the area around the Orne, 21st panzerdiv counterattacks.
Most of the units from both divisions arrive on the map.
There fore its huge.
Modified version of this scenario.

Added more reinforcementslots.
Added more turns
Fixed map errors

Thanks to Sphinx for testing!
French troops put up a fight against a German kampfgruppe.
The aftermath of the Market Garden offensive, german counterattacks stalled the allied advance.
In the Peels swampy area hell on earth awaits the US troops.
The German advance to Folkestone. The 17th infantry division secures the flanks!
7th panzerdivision lands on the beaches near Folkestone!
Sealion, battle for the Rye beach and canal.
Allies press forward to Eindhoven. Kampfgruppe Roestler has to stop them.
CMBB
Fight for several major cities. Russian breakthrough, Germans defending.
This is no walkover and it is especially tough for the German player.
Make a solid plan with backup, there is little space for errors.
19 panzer attacks Glowaczow, can the Russians withstand?
Major modification of my own scenario:
- Germany starts pre-planned bombardment,even under AI control!
- Polish fortifications relocated to prove better fields of fire
**this is a non-historical game, in that the background story is pure fiction. It is however, created to provide a challenge to two CM players by utilizing the “war game construction set” aspect of CMBB. It is ONLY intended for “head to head” play, and should not be played against the AI, due to the complex tactical aspects presented in the scenario. Please read the briefing carefully, and review your assets and goals.
**This scenario should be played double-blind! – for a fair game and a fun experience, do not view the briefing or opening set up of more than one side – there are parts of each that, if known, would prevent a fair game**
General Briefing
The Eastern European nation of Vulgaria is a small monarchy on the Black Sea coast. The young nation was created from the post-1918 dissolution of the Austro-Hungarian empire. The two decades following the Great War have been ones of relative serenity, and with the steady hand of King Olaf I and his ministers, the nation had managed to avoid entanglement into the web of alliances that have subsequently dragged the rest of Europe into the conflagration that is now known as World War Two.
King Olaf I managed to hold the various factions of his nation together, and to placate both the Axis and the USSR by supplying both sides with raw materials - coal and lumber in particular, and finished weaponry from the many factories of the Kopek family, who have for generations singlehandedly been the prime power brokers in Vulgaria. The Vulgarian military had commercial relations with the Swedish and Czech manufacturers, and have built their products under licence. Since the outbreak of the war in 1939, through exchanges of rare materials, the Vulgarian military has secured captured French and Soviet equipment from the Axis powers, which are eager to benefit from the bounty of their early war victories. This equipment is being refurbished in several of the Kopek factories located in the capital city, the charming Olafburgh, on the Black Sea.
Sadly, King Olaf I, worn by the constant stress and his advanced years, died two weeks ago in his sleep. His young son, Olaf II, has assumed the title of Regent. This was just the opportunity the Vulgarian fascist party - known as the Iron Fist - was waiting for. General Fabius Maximus, the military Chief of Staff, orchestrated a quiet palace coup, conducted behind the scenes. The fascist forces occupied the Royal Palace, and the young Regent Olaf II, with neither the ability nor the courage to resist, quietly acquiesced to Maximus.
The Ministry of the Interior's police immediately set out and to arrest as many of the labour leaders as they could, to pre-empt any unrest. This seizure of power has not gone to plan, however. The leftist labour unions, heavily infiltrated with Soviet agitators, quickly mobilized and seized the factories and mines, overpowering the police units sent to secure these sites. This has placed the leftists in control of many of the armament plants owned by the Kopek family, and ironically these anti-fascists are in control of the capitalist owned sources of weaponry. The Army, which had been rapidly expanded in the past few years, consists of mostly urban conscripts. These educated and urbanized youth in the ranks have been receptive to the agitation of the Soviet agents, and most of the national army has rallied to the call of the left, and is now marching on the capital to seize power themselves.
The labour leaders that were arrested have been secured in the Ministry's prison, located in Olafburgh, along the coast.
The professional Navy and Air Force, whose officers come from the landed class, and whose enlisted ranks comprise of highly trained volunteers, have rallied around the Chief of Staff. The wealthy Kopek family, who directly or indirectly control most of the industrial and resources assets in Vulgaria, have quietly funded the Iron Fist party, and have encouraged the coup's participants.
The church, a strong agent in the traditional social structure, is an ardent supporter of the status quo and has subscribed to the values of the Iron Fist Party - "God, King, Family, and Work!". The church has amassed great wealth from this support of the fascists, and it has urged its followers to defend the King and the faith. While the church itself abhors violence, some of its followers and even some clergy have threatened to take up arms to thwart any assault on the righteous authority of the Crown and the Church. Understandably the leftists have a great resentment towards the church. Already reports have been made of bloody clashes at local parishes between the followers of the faith and the wrath of the workers.
This morning the situation report states the attempt of the Iron Fist to secure control of Vulgaria was gone awry. While the Ministry of the Interior were able to scoop up all the labour leaders at the Kopek Motor Works, communication failures between the units of the Ministry of the Interior, the Iron Fist’s own storm troopers, the local police, and the Kopek Industries Security branch have resulted in the workers being able to secure control of the major dockyard, railway station, and several of the Kopek factories. Most disturbingly, workers have seized the Kopek coal mine, and have set the nearby Kopek family estate aflame. Not surprisingly the student union at the University of Rote has joined forces with the leftist rebels, and has seized the campus.
Weapons had been smuggled into the Ministry of the Interior’s prison, and overnight the labour leaders staged a break out attempt that was nearly successful – they have seized control of the prison courtyard but the rattled guards have regrouped on the outer walls. The situation is tenuous.
The fascists have control of the naval and air force facilities, as well as the ardent if under-armed Ministry of Interior's paramilitary police force. One of the Navy's small patrol boats attempted to return to port, but there is a report that saboteurs may have tampered with naval vessel's engines and it is stranded at the mouth of the harbour.
The air force has the new parachute battalion, a unit yet to be brought to full complement, but that is well equipped and professional. It is based at the Franz Joseph Air Field. The Iron Fist party has their own armed "protection units", based at their party HQ . Kopek Industries has small detachments of their own security forces near their facilities, but they have poor armaments and little effective training. Lastly, the civilian police appear to have fled, and their station near the Naval dockyards has been set alight, after the weapons stores were looted. The situation in that neighbourhood is unknown.
Any opportunity to avert fratricide between the armed services was lost this morning, when the Army managed to move one of its armoured trains into the dockyard area to support the labour militia. Air Force SM-79 bombers attacked the rail station and may have damaged or destroyed the train, but the Army's A/A guns took a heavy toll of the air force's small bomber fleet. With blood spilt on both sides, the stage is set for a show down.
King Olaf II is known to be in the Royal Palace, and is very rattled by the developments.
Whoever secures the Royal Palace secures the Vulgarian national soul. Furthermore, to secure the palace gains either faction the international legitimacy that will ensure the support of either the Axis or Soviet forces. The very future of the nation is at the crossroads. Who holds the palace holds all the cards in this dangerous game.
**this is a non-historical game, in that the background story is pure fiction. It is however, created to provide a challenge to two CM players by utilizing the “war game construction set” aspect of CMBB. It is ONLY intended for “head to head” play, and should not be played against the AI, due to the complex tactical aspects presented in the scenario. Please read the briefing carefully, and review your assets and goals.
**This scenario should be played double-blind! – for a fair game and a fun experience, do not view the briefing or opening set up of more than one side – there are parts of each that, if known, would prevent a fair game**
General Briefing
The Eastern European nation of Vulgaria is a small monarchy on the Black Sea coast. The young nation was created from the post-1918 dissolution of the Austro-Hungarian empire. The two decades following the Great War have been ones of relative serenity, and with the steady hand of King Olaf I and his ministers, the nation had managed to avoid entanglement into the web of alliances that have subsequently dragged the rest of Europe into the conflagration that is now known as World War Two.
King Olaf I managed to hold the various factions of his nation together, and to placate both the Axis and the USSR by supplying both sides with raw materials - coal and lumber in particular, and finished weaponry from the many factories of the Kopek family, who have for generations singlehandedly been the prime power brokers in Vulgaria. The Vulgarian military had commercial relations with the Swedish and Czech manufacturers, and have built their products under licence. Since the outbreak of the war in 1939, through exchanges of rare materials, the Vulgarian military has secured captured French and Soviet equipment from the Axis powers, which are eager to benefit from the bounty of their early war victories. This equipment is being refurbished in several of the Kopek factories located in the capital city, the charming Olafburgh, on the Black Sea.
Sadly, King Olaf I, worn by the constant stress and his advanced years, died two weeks ago in his sleep. His young son, Olaf II, has assumed the title of Regent. This was just the opportunity the Vulgarian fascist party - known as the Iron Fist - was waiting for. General Fabius Maximus, the military Chief of Staff, orchestrated a quiet palace coup, conducted behind the scenes. The fascist forces occupied the Royal Palace, and the young Regent Olaf II, with neither the ability nor the courage to resist, quietly acquiesced to Maximus.
The Ministry of the Interior's police immediately set out and to arrest as many of the labour leaders as they could, to pre-empt any unrest. This seizure of power has not gone to plan, however. The leftist labour unions, heavily infiltrated with Soviet agitators, quickly mobilized and seized the factories and mines, overpowering the police units sent to secure these sites. This has placed the leftists in control of many of the armament plants owned by the Kopek family, and ironically these anti-fascists are in control of the capitalist owned sources of weaponry. The Army, which had been rapidly expanded in the past few years, consists of mostly urban conscripts. These educated and urbanized youth in the ranks have been receptive to the agitation of the Soviet agents, and most of the national army has rallied to the call of the left, and is now marching on the capital to seize power themselves.
The labour leaders that were arrested have been secured in the Ministry's prison, located in Olafburgh, along the coast.
The professional Navy and Air Force, whose officers come from the landed class, and whose enlisted ranks comprise of highly trained volunteers, have rallied around the Chief of Staff. The wealthy Kopek family, who directly or indirectly control most of the industrial and resources assets in Vulgaria, have quietly funded the Iron Fist party, and have encouraged the coup's participants.
The church, a strong agent in the traditional social structure, is an ardent supporter of the status quo and has subscribed to the values of the Iron Fist Party - "God, King, Family, and Work!". The church has amassed great wealth from this support of the fascists, and it has urged its followers to defend the King and the faith. While the church itself abhors violence, some of its followers and even some clergy have threatened to take up arms to thwart any assault on the righteous authority of the Crown and the Church. Understandably the leftists have a great resentment towards the church. Already reports have been made of bloody clashes at local parishes between the followers of the faith and the wrath of the workers.
This morning the situation report states the attempt of the Iron Fist to secure control of Vulgaria was gone awry. While the Ministry of the Interior were able to scoop up all the labour leaders at the Kopek Motor Works, communication failures between the units of the Ministry of the Interior, the Iron Fist’s own storm troopers, the local police, and the Kopek Industries Security branch have resulted in the workers being able to secure control of the major dockyard, railway station, and several of the Kopek factories. Most disturbingly, workers have seized the Kopek coal mine, and have set the nearby Kopek family estate aflame. Not surprisingly the student union at the University of Rote has joined forces with the leftist rebels, and has seized the campus.
Weapons had been smuggled into the Ministry of the Interior’s prison, and overnight the labour leaders staged a break out attempt that was nearly successful – they have seized control of the prison courtyard but the rattled guards have regrouped on the outer walls. The situation is tenuous.
The fascists have control of the naval and air force facilities, as well as the ardent if under-armed Ministry of Interior's paramilitary police force. One of the Navy's small patrol boats attempted to return to port, but there is a report that saboteurs may have tampered with naval vessel's engines and it is stranded at the mouth of the harbour.
The air force has the new parachute battalion, a unit yet to be brought to full complement, but that is well equipped and professional. It is based at the Franz Joseph Air Field. The Iron Fist party has their own armed "protection units", based at their party HQ . Kopek Industries has small detachments of their own security forces near their facilities, but they have poor armaments and little effective training. Lastly, the civilian police appear to have fled, and their station near the Naval dockyards has been set alight, after the weapons stores were looted. The situation in that neighbourhood is unknown.
Any opportunity to avert fratricide between the armed services was lost this morning, when the Army managed to move one of its armoured trains into the dockyard area to support the labour militia. Air Force SM-79 bombers attacked the rail station and may have damaged or destroyed the train, but the Army's A/A guns took a heavy toll of the air force's small bomber fleet. With blood spilt on both sides, the stage is set for a show down.
King Olaf II is known to be in the Royal Palace, and is very rattled by the developments.
Whoever secures the Royal Palace secures the Vulgarian national soul. Furthermore, to secure the palace gains either faction the international legitimacy that will ensure the support of either the Axis or Soviet forces. The very future of the nation is at the crossroads. Who holds the palace holds all the cards in this dangerous game.
After initial succes 6th pz div finds itself in trouble near Raissenei by a counterattack of the 2nd Russian pz division.
German 19th panzer division attacks Glowacsow, Poland.
A heavy tankbatallion cutt of from its lines trying to flee to the west!
503rd SS heavy tanks and panzergrenadiers attack the Rumanian 4th infantry division!
Russian assault,
German lines are thin with scattered units.
Several units at rear line needs to be defended.
reinforcements come in after each battle.
CMBO
Capture strongpoints guarding a bridge perimeter
Recreation of GHQ's Normandy Terrain Maker Scenario #1
"Stosstrupp- Unternehmen Kersting"
In this battle you will lead the Canadians in an assault on a stretch of farmland.
Your main objective is to capture strongholds and destroy Anti-aircraft guns.
In this battle you will lead British forces in occupying a bridge perimeter in winter conditions.
In this battle you will lead a US Airborne company getting back to friendly territory. The only problem is that the last bridge you need to cross has just been captured by the Germans. We suspect they will use the bridge for a counter-attack in the upcoming days. To complicate things further, a full mounted SS Panzergrenadier company is on its way to reinforce or recapture the bridge. Our infantry, armor and artillery is on the way to help you across and defend the bridge perimeter. It is important that it can not be used for the Germans to break out!

In this battle there will be several tactical options for you to choose.
Approach a village through farmland (8 x 15 minutes operation).
Replay the historic liberation of Zutphen in 6 battles.
Operation Undertone: Alsace, eastern France. Us seventh army advance towards the Rhine.

Fictional
Remember the old classic wargame Panzer Leader? This scenario was inspired by the "Utah Beach" situation #1. It's the 101st Airborne vs. the German 709th behind Utah Beach in the early hours of D-Day. Allies have a choice of three dynamic objectives. Germans must determine the "real" objective and defend it.
This Axis 'Mini-Campaign' is based on the excellent idea from Patrick Ware, who designed a 'continuous campaign' for CMBO. He created two of these Mini-Campaigns (for a US-Army unit), named 'Any Port After a Storm ' and 'No Rest for the Weary'. Both campaigns are highly recommended and you can download them from various websites.

Because there is no 'Mini-Campaign' for the Axis side, I decided to create one.

The basic idea is, that you lead a 'core unit' (company sized) through different battles, which must be played in chronological order. Most of the time you have additional, 'attached' units, that change from scenario to scenario.

Your core unit will look different in each new scenario; maybe some sub-units will have more or less experience (through combat, or because of green troops as replacements, etc.); this will make the campaign more dynamic than the 'Operations' in CMBO.

As you all know, the CMBO game engine is not able to change the core units values, but I tried to simulate these changes.
Each unit and sub-unit leader has an individual name, so that you can get accustomed to them (if they survive, it is).

The complete campaign consists of 6 scenarios, and leads the player from Normandy to Germany. You take the role of the CO and company leader (german 'Hauptmann' rank, i.e Captain)
Updated Scenarios
CMAK
Last German strongpoint on the west bank of the Meusse river.
The Irish Free State was one of the few nations in Europe that escaped WW2. That situation was never a given, as both the British and the Germans had operational plans to invade the Free State. Forces with Eire itself were divided; a savage civil war had only ended in 1924, and I.R.A. was still seeking to overturn those whom they deemed to be traitors who signed away the six northern counties to the British.
This scenario proposes a not-too hypothetical - what if Hitler had postponed his attack on the Soviet Union and instead sought to knock Britain out of the war in the spring of 1941... and activate the German "Plan Kathleen", a joint IRA-German siezure of the Free State and attack on North Ireland, initially proposed by the IRA in 1940.
This scenario covers the early hours of the activation of the operational plans for all three players in this theatre - the British, the Germans and their IRA allies, and the Irish Free State itself.
The stronger player should play the Axis player.
Improved AI version after testers complaining it was to easy.
German armor spread out over more slots.
More allied airplanes and armor.
Better allied quality and HQ bonusses.
Tungsten supplied in large amounts ( date set to october for that reason)
Changed meeting engagement into German attack, placed the flags further back to the allied site.
Changed entry times for German armor and allied armor.
German vanguard skirmishes with the British rearguard during the Allies retreat to the sea
Operation Brimstone - The Invasion of Sardinia. It didnt happen, but if it did, here is a little battle that might have occured outside the town of Sestu....
Northern Italy, April '45:
A bogged British tank becomes the focus of a small but intense battle between German Paratroopers and Royal Engineers.
North Africa, 1942: British Tanks lost in a sandstorm are hunted by Italian troops through a minefield....

(Play as AXIS vs AI only)

You must hunt tanks to win....
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.
East Africa, 1926: a single company of the New South Wales Volunteer Rifles and a handful of civilians defend a Missionary Church & Hospital against ferocious native warriors.
Fight for Carentan, the US took the town because the Germans retreated( Von der Heydte) but the Germans were not allowed to retreat, so they want it back!
CMBB
Major modification of my own scenario:
- Germany starts pre-planned bombardment,even under AI control!
- Polish fortifications relocated to prove better fields of fire
Prequel to Back to Manov Scenario



The Axis are looking to control this small but strategic little town, and are moving in a strike force.

Behind the cover of fog, the Soviets have other ideas.
Germany's plan to occupy Russia is now history. In fact, the German Army is fighting for its very survival against the numerically superior Russian Army. As a result of "Operation Rumiantsev" the Russians advanced westward pass Kiev in Central Russia where they came upon a small village named "Druzhnya." In this village are remnants of the Fourth Panzer Army commanded by Colonel General Hermann Hoth. Druzhnya, which used to be one of the rear staging areas for Operation Zitadel, has been converted into a Panzer repair area. Unfortunately for the Wehrmacht, 2 Ferdinands, along with several other various Panzers, are being repaired in Druzhnya and are out of commission. German high command has ordered the stranded Panzers protected at all costs because of the vital role they will fill in the very near future. The Russians are aware of this repair station thanks to information received from local Partisans. Fearful of the superior German Panzers becoming operational soon, Russian high command (STAVKA) has dispatched a force to deal with this situation. How will the Commander of the Russian force sent on this mission accomplish his objective ? If the Germans have anything to say about it, the only objective the Russinas will have to worry about is escape from a Stalag.
ENDLESS WAR

Poland vs. Ukrainians
night 22/23 October 1945
Bircza village,Bieszczady Mountains,Poland

BACKGROUND
Surrender of Nazi Germany in May 1945 did'nt meance peace in many european regions. Many brutal ethnic conflicts continous in Eastern Europe through many years after World War end. Especially tragic was Ukraine history. Before war Ukrainians were exterminated by Soviets and repressed by Poles. So they welcomes Germans arrival in 1941 as a liberation - but quickly cruel Nazi occupation showed Ukrainians truth. At the end of year 1942 Ukrainians bonded strong guerilla force - UPA (Ukrainians Insurrection Army). UPA become their own war against all enemies - Germans,Soviets and Poles, with great atrocity. The fall of Germany did'nt change situation for Ukraine. UPA concentrated their forces in eastern Poland territories. In responce, Poles started displaced Ukrainian populace. Wild,wodded regions of Bieszczady Mountains saw many cruel battles between Poles and Ukrainians. One of such battle shows this scenario.

BATTLE
Bircza is small village hidden among forests, 34 kilometers form polish-ukrainian border. In September 1945 Poles located here their HQ for Ukrainian populace exile. That's become UPA attack reason. At night 22/23 October 1945 village was encircled by three UPA 'sotnie' (three companies = 300 soldiers). Village was defended by entrie polish battalion from 28 Infantry Regiment, supported by MG's platoons.

AFTERMATCH
Cruel and chaotic fight at village streets lasted by 4 hours. Polish casualities were moderate: 9 soldiers and 11 civilians KIA, 5 WIA and 30 captivate as POW. UPA casualities are unknown exactly,but they were low: only few partisans. Despite tactical victory,battle result for UPA was strategical defeat: Poles saved their positions.

SCENARIO DESIGN
Ukrainian forces are represented in scenario by Romanians.
German counterattack to retake Nyiregihaza.
Germans turned the tide and are ready to take an easy prey.........
Infantry Regiment Grossdeutschland was finally ordered forward after waiting in reserve for several days following the launch of Barbarossa, and by July was pushing forward past marching columns of foot-borne infantrymen of the Fourth Army. Panzer Group 2 under Guderian was forming the southern pincer of a sweeping encirclement at Minsk, and the Germans were finding the trapped Soviets were still dangerous.

By 4 July, the GD was in position for a final assault on the town of Tschweren, but plans were interrupted by a Soviet breakout attempt. While the First Battalion of the GD was engaged at Odceda, the 17th (Motorcycle) Company was sent to Kamienka. A heavy firefight ensued when the company tried to enter the village in darkness, and the GD troops were eventually pushed out.

The 6th Company, part of the 2nd Battalion, was some 12 kilometres away, and ordered to move immediately to assist in taking Kamienka for good. Supported by infantry guns of the 15th Company and elements of the 1st platoon of the 20th (Anti-Aircraft) Company, the attack went in at 0545 hrs on the 5th of July.

Even this early in the Russian Campaign, the Soviet soldier was gaining a reputation for his skill at camouflage, and Red Army troops fought bravely from well-hidden positions in the brush, wheatfields and woods in and around the village. Well armed with good support weapons, the Russians also showed tactical acumen and tried to flank the German attackers.
Battle made based on a story in Jentz panzertruppen.
June, 1941 - the first days of Operation Barbarossa.

Crack Brandenburger commandos storm Litane Prison to free hostage Latvian officers held by the dread NKVD.

You have 25 minutes before the deadline runs out and the hostages are executed.

Get moving!

(Play as AXIS vs AI only)
Schwere abteilung 509 attacks towards the Sarviz canal!
No 5 in the CMBB Combat History series Bäke Battles: "Der Mensch" In The East", this scenario follows on from the earlier CMBB scenario "Bäke’s Knights Cross at New Year Part 1”.

Bäke’s II. Abteiling of the 6th Panzer Division’s 11 Panzer Regiment fights a desperate armoured action against the exhausted remnants of Red Army General Badanov’s Soviet 24th and 25th Tank Corps and the 1st Guards Mechanized Corps as they make one last try to cut the vital rail link to Stalingrad.
CMBO
Capture strongpoints guarding a bridge perimeter
In this battle you will lead British forces in occupying a bridge perimeter in winter conditions.
In this battle you will lead the Canadians in an assault on a stretch of farmland.
Your main objective is to capture strongholds and destroy Anti-aircraft guns.
Replay the historic liberation of Zutphen in 6 battles.
Approach a village through farmland (8 x 15 minutes operation).
In this battle you will lead a US Airborne company getting back to friendly territory. The only problem is that the last bridge you need to cross has just been captured by the Germans. We suspect they will use the bridge for a counter-attack in the upcoming days. To complicate things further, a full mounted SS Panzergrenadier company is on its way to reinforce or recapture the bridge. Our infantry, armor and artillery is on the way to help you across and defend the bridge perimeter. It is important that it can not be used for the Germans to break out!

In this battle there will be several tactical options for you to choose.
Many thought that the war was over when D-day turned out be succesfull. People thought that it was going to be a sundaywalk in the park. They were wrong. Although the German army was retreating towards Germany several units took a stand against the Anglo-American invaders. They fought well and slowed down the speed of those rushing Americans & British. When asked later why they did so they said: "there's nothing left of Germany, Germany is ruined and at the other front the Russians are coming in. Better to die here than to be captured at the Eastern front".
So they did.
The "Guns of Navarone" became famous by the movie with the same name.
This scenario is a battle in two fases.
First there's the fight for the village and secondly the battle for the garrison.
It's a 2player-only game.
This Axis 'Mini-Campaign' is based on the excellent idea from Patrick Ware, who designed a 'continuous campaign' for CMBO. He created two of these Mini-Campaigns (for a US-Army unit), named 'Any Port After a Storm ' and 'No Rest for the Weary'. Both campaigns are highly recommended and you can download them from various websites.

Because there is no 'Mini-Campaign' for the Axis side, I decided to create one.

The basic idea is, that you lead a 'core unit' (company sized) through different battles, which must be played in chronological order. Most of the time you have additional, 'attached' units, that change from scenario to scenario.

Your core unit will look different in each new scenario; maybe some sub-units will have more or less experience (through combat, or because of green troops as replacements, etc.); this will make the campaign more dynamic than the 'Operations' in CMBO.

As you all know, the CMBO game engine is not able to change the core units values, but I tried to simulate these changes.
Each unit and sub-unit leader has an individual name, so that you can get accustomed to them (if they survive, it is).

The complete campaign consists of 6 scenarios, and leads the player from Normandy to Germany. You take the role of the CO and company leader (german 'Hauptmann' rank, i.e Captain)
Name: Gotterdammerung

Type: Battle, Allied Attack, 52 turns

Location: Cologne Germany- March 1945

Time and Weather: Dawn- Overcast

Synopsis: German defenders attempt to prevent the capture of the city of Cologne.

On March 2nd 1945 allied forces stood poised to enter Cologne, Germany’s fourth largest city. Cologne had been the victim of over 160 air raids in the past few years, including a thousand plane raid in 1942, all of which had reduced the once beautiful city to a gutted mass of roofless buildings. This was the American G.I.’s first look at a German metropolis and for many it was a sobering experience. One G.I. described the city as “a bunch of wrecked masonry surrounded by city limits”. The few survivors from the original peacetime population of 800,000 were living in basements and foraging for food. A sickening stench of decay hung in the air and the inhabitants had an unnatural pallor about them.

After taking most of the outlying towns and capturing the airport, elements of the First Army, commanded by “Lightning” Joe Collins entered the city on March 5th. The German Commander, General Kochling, had rapidly fallen back to the city with remnants of the 9th Panzer and 363rd infantry. He moved his headquarters just north of the Hohenzollern bridge which crossed the Rhine near the famous Dom cathedral. Miraculously, after all the air raids, both of these structures were still standing. Furthermore, the great German cathedral would be saved from complete destruction by an enemy. General Collins had forbidden the targeting of the cathedral’s towers by his artillery.

At first German resistance was light near the outskirts of the city. The Germans had piled up streetcars as roadblocks and set up token defenses. But as spearhead units approached the river resistance increased dramatically. The Germans fought desperately to stop the Allied tanks from reaching the river where they were busy trying to ferry as many exhausted troops across the Rhine as they could. Furious tank and antitank combat erupted. Street fighting was old hand to the Germans by 1945 and they took well to the task once again. The ruins came alive with snipers and machine gun teams. Panzerknacker teams roamed the streets making several kills on Allied armor. On March 6th as the Allies closed in the Germans detonated the Hohenzollern bridge rather than risk its capture. Although the chance to capture a bridge over the Rhine was now gone, Collins was still determined to capture the city and cut off the retreat of the remaining German forces. The Germans in the meantime, continued their desperate struggle to hold off the Americans while they continued to evacuate as many men as possible across the Rhine by boat.

As was par for the course by this time in the war, General Kochling was arrested and accused of treason for not doing enough to defend the city. Meanwhile as more and more Allied units were poured into the area the defenders were whittled down and destroyed or captured. Within a few days Cologne was cleared of all resistance and the Allies had their prize.

Scenario can be played as a TCP/IP or PBEM (should be played blind) or it can be played as a single player experience. Add a bonus if you are proficient against the AI. If playing the computer it is suggested to play blind as the Allies first. The scenario should be played with default setup.
Newest Maps
CMAK
Large map of a city.
Several items included.
Morning has broken on this rainy day in Germany in 1945. The terrain consists of fields, woods, the Rhine, bridges and fords, many castles, a few hills and villages.
Thought as map for an allied assault along the Rhine.
UTOPIA 1946 is thought as battlefield for a ficticious battle for the capital city of the Third Reich - GERMANIA. Three bridges are the only way to cross the Spree. Players should beforehand agree to do not destroy at least one of the bridges. And even though it is only a medium map it feels like a huge one concerning the gameplay. It is pure urban warfare. 5000 points is the least one should play on this map.
Tall map with wide grain fields and forests, a manor, a canal and bridges, a grange, tollhouses etc.! A bunker is added for the german side as two Spitfires for the Allies. They are a fixed part of how that map should be played.
CMAK version of the WARLORD map. Good for all kind of battles. That´s my hughest map so far and used in both vesions, CMBB and CMAK, for different battles and OPs. Some of them I´ll upload somewhen later.
All kind of terrain - many trees, wide open space, two huge towns, one Luftwaffe military base with subsurface V2-launching pads, a secret facillity within a mountain, POW-camp and a chateau to name only a few things.
Somewhere in France short after DDay. Dusk, rain, damp, warm, breeze, slightly hilly. Thought for 1500 points attack or until 2000 points ME.
Gentle hills with light or medium tree coverage. Mainly farmland.

That´s a standard assault map I made for a planned tournament against a french wargaming club. So I named all landmarks in french. Sadly it never came to that tourney and the whole effort was for nothing. The map provides good conditions for maneuvering of armored formations of the attacker and entrenched units as bunkers, trenches, wires etc. of the defender.
Same map as for the TINY TOWN 1945 (H2H) scenario except for the QB-map a further road was added.
Hills with heavy pine tree forests, frozen, blizzard, midday, storm.
Snow, cold, clear, dusk. Usable as ME and as Attack/Assault map. Hills surround a village with an old trading post.
CMBB
An Urban QB map best used for Axis attack vs AI with some optional import units linked to map.
Fictional map representing Soviet bridgehead over Strypa river. I used it to try and model the first battles of the 10th SS in march 44
QB version of the TrappenJagd scenario. Setup zones are on either side of a ridge, designed for a meeting engagement. Any force and weather combination is ok.
QB version of the Saraymin scenario. Setup zones are designed for a multi-pronged AL attack or assault on a AX blocking position (blocking the retreat of 56th army, May 1942, Kerch Peninsula) from the west, north and south. Any weather and force combination is ok.
QB version of the Tashkenak Station scenario. Setup zones are designed for night or low-vis Partisan attack on Security troops (german, romanian, etc.). Ideal weather is cloudy night, or dense fog, or blizzard.
QB version of my Korpetsch scenario map, set up for AX Attack or Assault in low visibility conditions. Ideal weather is daytime fog (not dense fog).
8 new maps.
CMBB:
- PP-Budapest is lost
- PP-Obukhiv
- PP-Obukhiv ex
- PP-Fight for shelter
- PP-Spring 42
- PP-Stalingrad
- PP-Outside Pest
CMAK:
- PP-82e
Check WAW for pictures and description:
http://worldatwar.eu/index.php?&lang=3&refcode=0&location=boardshownode&boardid=1049
For your gaming pleasure!
PP-Dance Macabre
PP-Estland Autumn
PP-Estland Ridge
PP-Estland Snow
PP-Estland Suburb
PP-Odessa
PP-steppe Nizjne-Tjirskaja
For your gaming pleasure!

PP-Leningrad Lost.cme
PP-Barbarossa-steppe.cme
PP_Leningrad_Lost_extended.cme
PP-Grain_enuendo_ME.cme

Will release Map Pack 1 shortly...
Pics at:
http://worldatwar.eu/index.php?esid=8e9f6cf9f5b7c19b258249194d8e3d59&lang=3&refcode=0&location=boardshownode&boardid=787
CMBO
Historic map of Zutphen based on a 1944 staff map, drawn from my Liberation of Zutphen battle series.
Historic map of Zutphen based on a 1944 staff map, drawn from my Liberation of Zutphen battle series.
Layout of Nuremberg Rally site. Includes: Nuremberg, Ehrenmal War Memorial, Luitpoldhalle, Power Station, Congresshalle, Kulturhalle, Dutzendteich Lake, Speer's Zepplinwiese Stadium, Old Nuremberg Stadium, Processional Ave, Saluting Base, German Stadium, Marzfeld, Train Station, Labour Corp Camp, SS Camp, SA Camp & Hitler Jugend Camp. Based on article in After The Battle Magazine.
Los Alamos was America's main Atomic Research centre during the war, located on a high plateau covered with pine forest in New Mexico. Layout includes Delta, Gamma & Sigma Labs, Med Lab, Trinity Way, Warehouses, Admin, Boiler House, Commissary, Post Office & Foundry.
Reichswehr Lipetsk was a secret German aviation centre established with Soviet permission in 1928 in Lipetsk Russia. It ran till 1933 testing new technologies & tactics involving bombs, armament installations & aircraft. Layout includes Fuel Dump, Firehouse, Engine Workshop, Wood Frame Workshop, Metal Workshop, Russian Liaison Office, Barracks, HQ & Admin, Mess & Rec Hut, Kitchen, Hangers, Power Stn & Radio Hut.
Layout of Travemunde Seaplane Testing Centre. Includes Hangers, HQ & Administration, Barracks, Launch Ramps, Operations, Wireless Station, Mess Hall & Rec Centre, Workshops, Warehouses, Air Traffic Control & Casper-Werke Assembly Plant. Based on the book 'German Secret Flight Test Centres To 1945' by Beauvais, Kossler, Mayer & Regel.
Layout of the Luftwaffe's primary test centre for new and experimental aircraft. Includes Administration, Barracks, Hangers, Bomb Testing, Explosive Stores, Railway Station, Power House, workshops, Control Tower & large circular grass airfield. Based on the Book 'German Secret Flight Test Centres' by Beauvais, Kossler, Mayer & Regel.
Layout of Kubelwagen/Schwimmwagen/Volkswagen factory. Includes Offices, Machine Shops, Warehouses, Rail Loading Docks, Canal Loading Docks, Body & Assembly Plant, Metal Presses, Test Facilities, Town of Kraft-durch-Freude Stadt & Mittelland Canal. Based on article in After The Battle Magazine.
Layout of primary U Boat base. Includes Scorff Bunker, Keroman Bunkers, Dom Bunkers (whose boats moved to the water by rail!) & turntable, Torpedo Bunker, Hotel Gabriel Staff H.Q., Admiral Doentz H.Q. (when he was in town), Arsenal, Workshops. Based on map & article in After The Battle Magazine.
Layout of Peenemunde Rocket Centre. Includes Design Bureau, V2 Production Plant, V2 Launch Pads & Launch Control Centre, V1 Launch Ramp & Launch Control Centre, Liquid Oxygen Plant, Power Plant, Scientist's Housing, Labour Camp, etc. Based on 'Peenemunde Rocket Centre' article in After The Battle magazine #74.
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Scenario discussion area for NP3. Monty's gambit Allies vs. AI

NAME MESSAGE
S2000


Member #5020
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Post #131   3378 days, 19 hours, 32 minutes, 33 seconds ago        
It took me almost six months to finish, but I finally got through the huge NP3 Monty’s Gambit operation against the AI. I was looking for an easier challenge this time, so only played with an AI experience bonus of +1. In retrospect, AI+2 or +3 would have been better. Ended up with a Total Victory after 7 battles. My overall approach was to advance carefully to minimize losses (especially tanks) as much as possible. [SPOILERS FOLLOW]

Each battle seemed pretty similar. Each would start with a careful advance over mostly open terrain to locate guns/pillboxes/tanks; use of artillery, mortars and tank area fire to take out the guns; use of the large 4” and 5.5” artillery to try to take out or immobilize some German tanks which tended to bunch up in groups; and careful maneuvering of my tanks to get decent side shots at the panzers. Meanwhile, my infantry would steadily advance and with the help of supporting tank fire, would gradually grind down the German infantry and then advance. Since the German tanks and guns were usually set well back, I could usually get my tanks in positions to fire on German infantry without being exposed to enemy guns/tanks. For the first 4 battles, I seemed to lose about a dozen tanks per battle to enemy fire, plus about half that number would get immobilized from the muddy terrain. Fortunately, the number of new tank reinforcements for each battle was quite a bit larger than the number I was losing. I advanced only about halfway up the map the first battle, but then would usually get to the map end on each of the later battles, at least on the flanks (the AI seems to defend the center better than the flanks).

Battle 5 was a night battle (skipped) and Battle 6 found me at the river, with 3 bridges needing to be taken. By this point, my attempts to limit my own losses seemed to be paying off, as I had 83 tanks available, plus most of the infantry companies were in decent shape. I expected a bloodbath going across each bridge, and had my Crocodiles up forward (2 per bridge) for close support of the assaulting infantry (2 rifle companies plus one engineer company per bridge). But nothing happened. No resistance at all at any of the bridges. Is this an AI fault? All the Germans seemed to be set up about halfway up the map, well back from the bridges. Once again, got to the map edge on the flanks, but not the center.

Battle 7 (the final battle) was another fairly typical battle, except that during the battle, the Germans seemed to get an enormous group of reinforcing tanks (close to 30 in all). One bunch of these came forward and closed with my advancing engineer companies located in woods, and about 4 tanks were taken out by flying satchel charges. This was a really fun way to end the operation.

A few interesting tidbits from the action:
- As a flamethrower team was taking out a pillbox, they and their supporting infantry were too close, and when the pillbox got KO’d it went up with a huge explosion, killing ~10 guys nearby.
- A Churchill 75mm tank patiently waited in the fog for a Tiger to come around the edge of some woods, and then hit it twice at close range, causing it to be abandoned.
- An infantry battle in dense woods pitted two of my full-strength platoons against hordes of attacking Germans at almost zero range. My guys pretty much all survived, and wiped out ~8 German squads.
- A Churchill 95mm tank (which I think is intended more for pillbox busting) snuck up on a Tiger and actually knocked it out (big blast).
- The British Church Kangaroo APC carrying a flamethrower team can be a great weapon against MG pillboxes. The APC seems to be immune from the MG fire, so if there are no enemy guns/tanks/infantry nearby, you can rush it to the rear of the pillbox. The flamethrower team jumps out, and makes quick work of the pillbox. Fun to watch.
- During Battle 3, as my main assault force went through a town, I saw a great spectacle of how Crocodiles can immolate German infantry. In just one turn, one Croc fired about 5 flame shots, and wiped out about that many squads of G infantry. Very impressive.

Overall, I thought that this operation was quite fun and reasonably challenging, but would have been better with an AI experience bonus of +2 or +3. The open terrain with patches of cover made advancing challenging, but possible. The mix of forces made things very interesting. After having now played several of these large operations (I’ve now finished NP1, NP2, and NP3), I think the AI does not do well with the large map and extended forces. There were many cases of German infantry getting killed as they needlessly moved sideways across the front lines, and multiple examples of German tanks needlessly turning to give me an easy flank or rear shot. There were also sectors of the front in each battle that seemed to be virtually undefended (particularly near the sides). Against a human German, this operation would probably be extremely difficult.

Casualties: 2035 German – 1401 British.
Vehicles destroyed: 67 German – 112 British.

I also observed some odd things during this operation, and have a few questions:
- A couple of times, the Flame ammo on a Crocodile went to zero. Does this simulate damage to its fuel trailer?
- On one occasion, a British halftrack fired a single burst of MG fire at an unbuttoned immobilized Pz4, and it was knocked out. Not abandoned, but actually knocked out. Is that possible? None of my other units had a line of sight to the Pz4 at the time.
- Between battles, it appears that friendly tanks that were immobilized in the last battle appear as Bogged in the new battle, but only if they were far enough forward so that they are actually on the new map. If they were farther back (off the new map) they seem to be dead in the next battle. Is that how it works?

Finally, I continued my use of personal leaders in this operation, carried over from earlier British battles. One of my infantry leaders did well up through battle 3, but then was ambushed by a hidden German flamethrower team at the edge of a wheatfield. Instant KIA. Lesson – When you give a whole platoon an order to Move to Contact over a long distance, it appears that the HQ moves a little faster than the squads, and eventually becomes the lead unit, and subject to ambush. My second infantry leader survived all 7 battles, and his platoon saw surprisingly little action, although his mortar unit took out a gun and his Piat took out a Panther. Of my 2 tank leaders, neither saw much action, and in fact one of them had zero kills and sustained no damage through 6 battles (kind of amazing given the intensity of the battles at some points), and then got knocked out by a Panther on nearly the last turn of the last battle.

Also, a big thank-you to EMAR for constructing this excellent scenario. By the way, I had no computer issues despite the large size of the scenario.

--------------------
HER HAUPTMAN


Member #1711
Joined: Oct 2004
Ratings: 2 / 0 / 0
Reviews: 6
Post #130   4097 days, 55 minutes, 25 seconds ago        
OUTCOME:Unknown
STATISTICS:
Axis
Allied
Player Name:
AI
Hauptman
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
41
Men KIA
25
Men Captured
1
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
3
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
%
%

First battle VS. AI.I took several key positions along with prisoners.I lost a few vehicles due to mines.Casualties are light so far.I have confirmed about a Co. of SS KIA along with a few bunker emplacements and an AT position that was overrun by a glorious bayonet charge.A panther stationed near the air field limited any gains out that direction.Battle #2 deploy. Smile
--------------------
EMAR


Member #774
Joined: Dec 2003
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Reviews: 11
Post #129   4101 days, 10 hours, 37 minutes, 42 seconds ago        
Sorry to hear about MAO. He has to be going through severe CM withdraw Wink Thanks for putting in the time on such a huge Op. Looking forward to that AAR Big Grin

Eric Cool
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HER HAUPTMAN


Member #1711
Joined: Oct 2004
Ratings: 2 / 0 / 0
Reviews: 6
Post #128   4108 days, 45 minutes, 1 second ago        
I just thought I would post that Mao is MIA.His computer has crashed.I hope to hear from him soon but it has been months.I dont know how he manages to play so many games at the same time.I think he himself may have crashed,lol.Such a large battle for most players.I will promise you a AAR on your vs. AI scen.After all the work you put in the least I can do is to push forward and play it out.I do consider this scen to be the very best by far.It just takes a long time to fight through it. Indifferent
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EMAR


Member #774
Joined: Dec 2003
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Post #127   4175 days, 11 minutes, 40 seconds ago        
o lol Big Grin
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STOFFEL


Member #420
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Post #126   4175 days, 4 hours, 27 minutes, 13 seconds ago        
Yes we do the two player version, I was too lazy to get to the right section ;)
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War and Tactics: ## WaT ##
EMAR


Member #774
Joined: Dec 2003
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Post #125   4175 days, 16 hours, 20 minutes, 3 seconds ago        
Sounds great guys, let me know Big Grin . by the way you are playing the 2player version, right? Just curious since your post is on the discussion area for the single player version. Wink

Thanks again guys

Eric
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STOFFEL


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Post #124   4176 days, 21 hours, 37 minutes, 5 seconds ago        
Started the operation again against GANGOFMAO.
This time with me as the attacking british :)
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War and Tactics: ## WaT ##
HER HAUPTMAN


Member #1711
Joined: Oct 2004
Ratings: 2 / 0 / 0
Reviews: 6
Post #123   4190 days, 41 minutes, 54 seconds ago        
OUTCOME:Unknown
STATISTICS:
Axis
Allied
Player Name:
AI+3
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
32
Men KIA
18
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
6
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
%
%

Update:
End second battle.The move in column formation down the road has put me about a 1.5 Km ahead.Moving on Cheaux now via Gaul{R flank}.Germans reeling back all battle.Lost about 30 men and 4 tanks or mobile bunkers as I see the churchill to be so far total for both battles.The exp bonus{+3} seems to be regretible almost as the German Inf in some places has mounted a counteroffensive UNDER 25LB BARRAGE FIRE and has successfully stopped up a platoon of churchs.Stalemated on that attempt.Hardcore fighters they are it would seem so far.See what happens next.Plan to push down that road and beyond in force.Engineers up front,churchs in support,Art spoters in trail.Love those bren carriers they really move the line up. Wink
--------------------
HER HAUPTMAN


Member #1711
Joined: Oct 2004
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Reviews: 6
Post #122   4192 days, 2 hours, 0 minute, 18 seconds ago        
playing the vs.ai op.Half way through second battle.Making considerable gains down the roads bypassing much of the nitty grittys in the towns.Punching a hole and racing hordes of stuff down the roads.Boosted the ai to +3 and am getting clobbered in the tank duels at range.Some long range tank battles at about a km distance.Losing those ones badly.Otherwise the ai seems to be running away most of the time.Mopping up their infantry as they try to escape. Indifferent
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HER HAUPTMAN


Member #1711
Joined: Oct 2004
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Reviews: 6
Post #121   4225 days, 3 hours, 28 minutes, 7 seconds ago        
Well I know MAO is itching to play the update.I will retry it 2player with him.I put the challenge to him.I know he has many battles raging on many fronts but he is very a faithful opponant at the PBEM routine.Im sure I could get him to commit as the defender,a very good one,on the 2 player update but dont strain yourself EMAR.You make the best battles my friend. Wink -the BIG battles Mad
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EMAR


Member #774
Joined: Dec 2003
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Reviews: 11
Post #120   4226 days, 22 hours, 21 minutes, 20 seconds ago        
The 2 player version update is actually done as well other than the briefings (my least favorite part, I've put them off for a week now Frown ). It should play signifigantly different now as it has had much more of a tweak than the single player version. The German player will have to be a little more up to snuff now Big Grin .

I will try to finish up those briefings this weekend and submit it for download (hopefully Wink ).

Thanks guys

Eric Cool
--------------------
HER HAUPTMAN


Member #1711
Joined: Oct 2004
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Reviews: 6
Post #119   4227 days, 3 hours, 15 minutes, 29 seconds ago        
I downloaded your update.I understand about the scrolling map vs. flags and such.I will give it a shot against the AI.The Normandy mod really works great in your NP scens.Had to import some grass and field mods from CMBB though.Looks like france big time now.Glad you took the time to tweek it a little thats all it really needed Eric. Razz'oh 'ri boys its on 'is time lads,lets to it now'
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STOFFEL


Member #420
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Post #118   4233 days, 16 hours, 6 minutes, 37 seconds ago        
Emar,

Would you be so kind to make 1 colour setup zone for the allies.
I have worked out a detailed plan for me with the allies.
Its better if there is 1 setup area, that way I dont have to reorganize my units and waist an entire battle :)

Henk
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War and Tactics: ## WaT ##
EMAR


Member #774
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Post #117   4235 days, 16 hours, 36 minutes, 56 seconds ago        
Good stuff guys. The reuploaded version is for Brits vs. AI only. The 2player version is coming soon Big Grin

Eric Cool
--------------------
GANGOFMAO
Cadet

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Post #116   4236 days, 15 hours, 23 minutes, 59 seconds ago        
Aloha EMAR Big Grin
HENK and i will continue this v1
and wait for v2

GoM
--------------------
can give at least a turn a day,sometimes more,and i'll let you know beforehand if i cannot...aloha
SROSS


Member #5060
Joined: Sep 2006
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Post #115   4236 days, 20 hours, 42 minutes, 39 seconds ago        
Looks like it is posted in the "Updated" section.
--------------------
STOFFEL


Member #420
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Post #114   4237 days, 6 hours, 2 minutes, 33 seconds ago        
Did you allready uploaded it?

--------------------
War and Tactics: ## WaT ##
EMAR


Member #774
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Post #113   4238 days, 10 hours, 30 minutes, 44 seconds ago        
Here is the promised vs. AI version.

Spoilers ahead! Wink






British now have artillery superiority as they had in the real battle.

More tanks for the Brits and less Panthers for Jerry. Some German reinforcements now arrive later.

Each day has one more daylight battle and each battle is 30+ turns now.

Reinforcement level bumped up for both sides, (Brits maxed)

Many other tweaks and adjustments.

Two player version to follow. Big Grin

Thanks to all for input Cool

Eric
--------------------
STOFFEL


Member #420
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Post #112   4240 days, 16 hours, 9 minutes, 9 seconds ago        
Very nice Emar.
Mao, prepare to start this new one around april?
The mean time we will continue this op ;)

Henk
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War and Tactics: ## WaT ##
EMAR


Member #774
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Post #111   4241 days, 13 hours, 55 minutes, 28 seconds ago        
Hey guys thanks for your patience. Big Grin

Looks like updated vs. AI version should be done this weekend and 2player should be wrapped up by mid next week to no later than the 23rd Wink

Thanks for all the input. This op should be an epic struggle for both sides soon Cool
--------------------
GANGOFMAO
Cadet

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Post #110   4241 days, 15 hours, 41 minutes, 2 seconds ago        
Aloha Henk... Big Grin
so i must be doing something right,
if you willing to replay...lol
no of course i will replay this with anyone interested,
Axis or Allies


GoM
--------------------
can give at least a turn a day,sometimes more,and i'll let you know beforehand if i cannot...aloha
STOFFEL


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Post #109   4242 days, 1 hour, 38 minutes, 43 seconds ago        
mao,

We can allways start again with the newer version.

Ken:

Too bad :)
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War and Tactics: ## WaT ##
KEN F


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Post #108   4243 days, 9 hours, 48 minutes, 52 seconds ago        
Quote:
Originally posted by: stoffel:
Good points Ken!

I would delete the snipers and the pillboxes if I had to add other units ;)
max number of units is 256 if I am not mistaken.

Are you willing to try the new version against me?



Hi Guys,

I'm still playing Will in my second game as Brits in the original version.
That's enough for now...

Thanks,
Ken
--------------------
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.
GANGOFMAO
Cadet

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Post #107   4243 days, 11 hours, 57 minutes, 58 seconds ago        
ALOHA Big Grin
Very Good Points KenF...
But Henk,i would not delete Snipers,
As if i remember,in my battle with Glenn,
As Axis,i needed my Snipers for eyes forward.
EMAR,as Allies in this Battle with Henk,
I need more Arty and Inf for sure,
I driving my Silly UK Tanks all around in backfeild,
Just to try and draw Henk out,
A one on One Trade,i happy...lol
i am moving what little Inf i have forward,
Without AFV cover,
as if i try and cover them,my AFV's die...:)
I need more Smoke Arty i thinking...
But more then willing to do remake of this,
If i can find another that wants put forth the time... Big Grin

GoM
--------------------
can give at least a turn a day,sometimes more,and i'll let you know beforehand if i cannot...aloha
STOFFEL


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Post #106   4243 days, 15 hours, 44 minutes, 46 seconds ago        
Good points Ken!

I would delete the snipers and the pillboxes if I had to add other units ;)
max number of units is 256 if I am not mistaken.

Are you willing to try the new version against me?
--------------------
War and Tactics: ## WaT ##
KEN F


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Post #105   4244 days, 21 hours, 34 minutes, 20 seconds ago        
Emar

Forgot to mention, the Brits have a few Priest/Kangaroo (infantry vehicles) that could be done away with.
I thought those were specialist vehicles created for Operation Totalize. Were they even around at Epsom...?

For what it's worth,
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.
KEN F


Member #4163
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Post #104   4245 days, 12 hours, 37 minutes, 4 seconds ago        
Emar

Consider deleting the majority of the wooden German pillboxes and replacing them with (in subsequent reinforcements) as trench and HMG.
You could dump some of the German flame-thrower teams if you have hit a maximum units allowed.

While the German might abandon a trench, he can at least move the HMG back (rather than lose it in the pillbox).

If the German gets half-dozen trench tiles for battles-2 & 3 (he gets foxholes in Battle-1, so no trench reinforcement), then he can keep his guns dug-in, and/or fortify his HMG's on the turns with no foxholes.

I only recall a few times where the German pillbox caused any trouble. They are just too easy to spot (once they start shooting). They were the one German unit that the Churchill-IV's (with 57mm gun), were good for.... hehe... (besides providing target practice for the German panzers).

A German HMG in a trench will be just a sound contact at 500 meters, plus... he can withdraw when the pressure gets too high.

If the CM game-engine didn't model a pillbox as a vehicle, they would be good units (and much more realistic).

Good luck,
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.
EMAR


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Post #103   4245 days, 14 hours, 37 minutes, 22 seconds ago        
Thank you all for the input. Big Grin

There are some really great suggestions in these notes. Some of them I am already in the process of implimenting.

1. Artillery for the British has been doubled and the rounds for the first battle are maxed out for all spotters. Also added a spotter for 7.2" guns to simulate the naval artillary and considering adding one US spotter for 240mm to simulate BB guns.

2. Adding 1 extra battle for each day and spreading out the German reinforcements over these new battles. Also adding an extra 5 turns (they only come in 5 turn increments in ops). This will make 3 daylight battles for each day and push back arrival of Tigers etc. Wink

3. Will look at the sniper situation and adjust it. swap some out for TRP s maybe.

4. throwing the Brits a few more tnks of all types

5. Bumped up both sides supply levels 1 notch each (maxed Brits)

More to come here but taking the family to dinner

Things that probably won't work


I messed around with the idea of a static map and flags but navigating and controlling 32 square kilometers in CM is a daunting task and I kind of like the move forward Ops. In a perfect world the engine would allow flags in a scrolling map op. Frown

2. I cannot add more units to either side as the engine allowed units for CMAK is maxed out (I did not know there was a max till I made this Op) The only way I have been able to add more spotters and tanks to the Brits is by deleting the odd flamethrower or PIAT, etc. Sad Same for the Jerries.

3. The pillboxes are not actually "locked" but rather stuck where they are deployed in subsequant battles as the map scrolls. pretty sure it is the same fro trenches. Frown

More to come.

As for more Ops in the series I had considered both Goodwood and a bocage map near st. Lo but we will see.
Wink






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KEN F


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Post #102   4245 days, 15 hours, 51 minutes, 43 seconds ago        
Emar

Forgot to add:

Regarding my opponents comments on the supply situation for the Op in H-2-H play, I would agree on bumping up the supply level a notch for both sides.

I think that would put the Brits at "Ample", and the German at "Good"...? With so much time invested in playing this out in a PBEM, many players might prefer the "fun" aspect, rather than the "historical" supply situation.

Of course, the supply levels effect artillery play as well. Ample and Good supply levels would mean a bigger role for the artillery.

Good luck with all this. It would be fun to swap sides for re-play, but still have some FOW.

Regarding other suggestions for a Static Op... They make sense except for the fact that most of us don't have machines that can run that size map. I deliberately created a Static Op. on a 6 X 6 km. map in CMBB (with lots of Steppe terrain and long LOS), and my 'puter would crash around turn-7 or 8.

Cheers,
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.
KEN F


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Post #101   4245 days, 16 hours, 10 minutes, 38 seconds ago        
Emar

I will ask you to consider the following, regarding NP3:

1. Leave the original version as a "Human vs. AI" scenario.

2. Alter the original for H-2-H play. The rest of my suggestions are for H-2-H play.

A. Reduce the experience level of the Crack/Vet snipers to Vet/Reg/Green. I understand the HJ was well-trained in field-craft, fire-discipline, etc., but the Crack snipers in a PBEM are just too much.

In my game against Slade, I would surround the area of a sound-contact with a whole platoon (at close range), and still not be able to locate the Crack sniper.

In my game against Slade, I got so frustrated with these guys that I resorted to the following gamey tactics:
At the start of each set-up phase, I would note the areas in my lines (usually would be just a 30 X 30 meter terrain tile), that I could not set-up in. I would then surround the said terrain tile with flame-throwers, etc., and on the very first turn would order "area-fire" into the terrain tile.

Sometimes the offending sniper would be spotted routing (and promptly targeted with fire from hidden squads with cover-arcs). Other times, I would not even find a body....

This was dangerous work, as my opponent could have called a first-turn fire-mission from his artillery into the area as pay-back...

Reynolds (in Steel Inferno) offers the opinion that because the HJ were wearing their camouflage smocks, they were mistaken for snipers, when in fact, they were just regular line infantry (as opposed to a specialist), that continued to fight on, even when bypassed.

B. For the H-2-H version, substitute a trench and HMG for each German wooden pillbox. Since pillboxes in the CM game-engine are modeled as vehicles, they are just too easy to spot.

C. Regarding any pillboxes you intend to keep in the game, make sure the are NOT locked in the set-up, as this hinders FOW when swapping sides and going for a re-match between 2-players.

D. Make sure the German gets a reinforcement of one (or more) trench tiles for every Infantry & AT-gun.
Along the same line, since existing TRP's actually disappear after a battle, make sure the German gets a half-dozen (or more) at each reinforcement.

E. Consider giving the Brits their due allotment of 6-pdr. AT-guns per respective battalion, since they would come into play in a German counter-attack.

F. Consider giving the Brits the artillery superiority they actually had in the battle.

For what it's worth, against Slade, I did not have a single Clear weather battle in the entire Op...!

I am also currently playing as Allies against Will (AKA, "easymeat', at the Blitz), and have had ONE Clear weather battle, so far...

Emar, if you are interested, send me an e-mail to:
kenfedoroff@comcast.net
I can send you the last (End-game) file I have from my battle with Slade.

I can also show you some turns against Will (which is still on-going).

Best regards,
Ken

***Edit for spelling***
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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.
SROSS


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Post #95   4247 days, 15 hours, 54 minutes, 33 seconds ago        
Stoffel,

I agree that it adds that, but my problem is with the way the lines of possession go. If I am defending and holding my own on the right and he advances well on the left, I still get out of supply because the whole thing moves forward. Yes, some little splotches may stay, but once he moves a magic distance forward I am out of supply. Doesn't matter that I am truly not cut off. Now when a force is truly surrounded, yes I agree.

This also affects the attacker. If you attack and secure a town, but the new leading edge of your forces are 100m ahead of the magic line, then no ammo. It can be frustrating for both attacker and defender.0m for no mans land might help also.

I also agree that play as they lay rules do add a whole new dimension to the game. You definitely have to change your perspective and do a lot more planning. It's too bad some sort of supply vehicles are not modeled in CM, that would make it just grand!!

Sross
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STOFFEL


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Post #100   4247 days, 17 hours, 51 minutes, 33 seconds ago        
Lol,

thats what I offered you ;)
But first the move to another town should be finished.
Somewhere around april we can start the battle with me as allies :)
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GANGOFMAO
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Post #99   4247 days, 20 hours, 29 minutes, 5 seconds ago        
Aloha EMAR Big Grin
that is my plan now,go around what i cannot go through,
Will see how this works,
i will be willing to give this another try if you do an upgrade,
but HENK,i will be Axis next time...lol

GoM
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can give at least a turn a day,sometimes more,and i'll let you know beforehand if i cannot...aloha
HER HAUPTMAN


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Post #98   4247 days, 23 hours, 16 minutes, 28 seconds ago        
Add to previous previous:
After reading the problems of the Op from the other fellows below,One complains the whole map moves as he holds the right or such.Well with the FLAGS on STATIC then go ahead hold the flag on right if you want i say.To the other guy go grab the others.Even if the battle ends 2/3 across the map there is still some kind of decisive outcome.As for the supply problem mentioned below there is no cure for that,thats war.Thats why you go around things sometimes instead of through them. Quiet
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HER HAUPTMAN


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Post #97   4247 days, 23 hours, 32 minutes, 43 seconds ago        
Add to previous:
The only way the game system works is with the capture the flag routine it seems.Advance and assult ops are not very well supported by the game.Especially with the AI.That is the only thing it knows.'Where is the flag?'and 'kill everything on the way to the flag'.read below.I must say awe Razz some map though.Did I mention the Map?Great map,I love it.
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HER HAUPTMAN


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Post #96   4247 days, 23 hours, 43 minutes, 49 seconds ago        
My suggestion is to make the map STATIC.When the map rolls forward all the time the Infantry are enveloped faster than they can appear(play as they lay).By the way the Churches are way toooo slow for the big map.Make the Ops STATIC and pop some flags out.Even the AI knows what to do then,hint.Other wise the AI is making camp in the middle of the field,or no wait,the woods,no the field,as I slaughter em.That will solve all the problems.Get rid of the churchills and place more shermans and fireflys.Against a human opponant the English are doomed and will never see hill 112 from the turret of a churchill.Great map though,I hope that helps.I did mention to add the flags I think?
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STOFFEL


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Post #94   4248 days, 17 hours, 22 minutes, 25 seconds ago        
Sross,

That is true, but it also forces the defender to retreat if needed.
Its a real challenge to keep your forces in 1 line.
Ask Mao, I do that just fine :)

Just think off a real breakthrough... would you be able to resupply/reinforce your infantry if the enemy is driving in your rear area??
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SROSS


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Post #93   4248 days, 18 hours, 13 minutes, 33 seconds ago        
Emar,

Great Op here. I was Ken's opponent and I think the extra turns would really help. Those Churchill's are sooooo slow.

If you play as they lay, as Stoffel says, it would have a very different outcome. The defender wouldn't stand much of a chance with his infantry because they would constantly be out of ammo and slaughtered. IMHO.

I agree with the arty, there should be at least double for the Brits. Lots more 25pdrs I think. Too much more heavy stuff and it would go too easy for them though.

As for the armor, the Tigers aren't much of a threat, as they can be penetrated by the Churchill's 57mm at long ranges. The Panthers are the challenge. However, it could get way out of balance by removing them without replacing with something. I think more Pak40's would be the way to go. Take a third to a half of the Panthers out and replace them 1:1 with the ATG's. Don't take away or give more armor to the Brits. They have enough.

Add more infantry to the Brits. As is, over 19 battles they get 1 more company of infantry than the defenders. I'd add two more plt's per battle and that should give just shy of a 1.5:1 infantry ratio to the attacker. That should make it doable.

Also, is there a reason the supply level for the Germans is so low? This mainly effects the small arms ammo and is a horrible handicap to the defender.

And last but not least; When is NP4 due for release? Big Grin

Thanks again for all your work. I LOVE the huge operations and your maps are some of the best I've seen. Lots of subtle terrain. I've only played NP2 and NP3 once each, but am looking forward to doing them again.


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STOFFEL


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Post #92   4248 days, 19 hours, 59 minutes, 42 seconds ago        
Adding more turns is allways good, it gives the allied player more time to get across.
However more artillery can do the job as well.
Tip.

Play along our operation rules!
Recon the first battle, artillery on weak spots or reconnoitered guns positions and a breakthrough in force the second battle.
Dont try to break through the German libnes everywhere spread thin.
Your armor wont survive a 1 on 1 encounter with german tanks...
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EMAR


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Post #90   4249 days, 11 hours, 29 minutes, 46 seconds ago        
Thanks for your time and patience guys. I love this map and the concept for this operation so I really want to get it right. I really do think this Normandy op has alot of potential and i appreciate the help getting it there. Cool
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EMAR


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Post #91   4249 days, 11 hours, 33 minutes, 28 seconds ago        
Think I will work on this a bit this weekend. As I do more research I think the Brit artillery should be at least doubled. This should help the Allied advance quite a bit. The 12th took quite a pounding from the British arty. Smile

Think I will then tip the Brits some more tanks and take a few away from the Germans. A few other shifts and I think we should be spot on. I will still try to keep within the historical context with a smattering of Panther encounters on the first day and the first Tigers appearing late the same day, just less of them showing up to help balance the battle.

As the goal for the Allies is to reach the end of the map as quickly as possible do you think it would help to add an extra battle or 2 or maybe 5 more turns per battle instead? Cool
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EMAR


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Post #87   4249 days, 11 hours, 34 minutes, 54 seconds ago        
Hi Ken, thanks for your input. Most of the 12thSS units were indeed new to battle with experianced officers. However, CMAK causes a problem or 2 when portryaying the 12th SS as such. The CM engine causes green and sometimes regular units to run away, be unable to perform without their officers present, take overlong times to follow orders, be somewhat ineffective in combat etc. For most newly formed units of young soldiers this would be ok but not the 12th.

Although the Allies initialy dubbed the 12th the baby milk division they soon came to fear them above all others. These young men were somewhat unique as most of them had literaly recieved a life time of military type training from chidhood. They were entirely motivated and devoted and in the matter of training "experianced". Almost to a man they followed orders instantly even if it meant sacrificing their lives to stop a tank or turn back an infantry assault. Because of their training and excellent officers they also kept good unit cohesion and combat effectiveness, even without their officers present. This was not a group of conscripts rounded up in desperation and shipped to the front. In fact these boys outperformed most of the other combat units in the Normandy campaign. It is because of this need to portray the 12th as an effective combat unit, with or without their officers present, that I gave the units "regular" and sometimes "veteran" status with the CMAK engine, even though technically that was not the case. Cool


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GANGOFMAO
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Post #89   4249 days, 15 hours, 33 minutes, 34 seconds ago        
Aloha EMAR Big Grin
as stated in post from HENK we on Battle #3
turn 6 just sent...
as allies i control:
St.Manview
Marcelet
and most of Carpiquet on left,pushing into right side of town,
and a line along Highway from St.Manview to Carpiquet.
this is brutal for Allies Tanks...lol
And seems as if a Pillbox in corner of every feild
I need to cross...lol
I do think i should have more Arty.
If for no other reason then for smoke.
Is there any chance sky will clear so Jabos can hunt?
That would help me much...lol
But as i have said many times before,
The Map is Wonderful to play on... Big Grin

GoM

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can give at least a turn a day,sometimes more,and i'll let you know beforehand if i cannot...aloha
STOFFEL


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Post #88   4249 days, 19 hours, 17 minutes, 40 seconds ago        
Hi Emar,

thanks for the compliment :)
I am facing MAO now, we are at battle 3.
He is having a very hard time.
I think that the balance thing can be resolved by adding more MKIV tanks instead of the tigers.
On the other hand this map has some good points for allied advances.
I havent tried that, but I am sure Mao wants a revenge against me attacking ;)
Just wait a few months :)

henk

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KEN F


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Post #86   4251 days, 10 hours, 52 minutes, 2 seconds ago        
Hi All,

I had to dig out my "Steel Inferno" by Michael Reynolds and start re-reading about Operation Epsom.
I'm going to have to order some more reading material, as well.

The following are initial impressions, with no (as yet), historical reading to back them up...

1. My impression of the HJ Division was that at squad level, these units would be Green/Regular, with HQ units representing Vets transferred from the Ost-Front represented by Vet/Crack HQ's with generous bonus points for morale, etc.

2. I would be interested in how the experience level of the snipers was determined to be Vet/Crack.

3. The Axis seem to be equal (overall) to the Brits in artillery (in med/heavy artillery, perhaps even superior). This concerns me.

4. Initial impressions of panzer units on the first day comprised mainly of Pz-IV's (while acknowledging Panthers and Tigers were rushing to the action).

5. My concern with the Brits having any possibility of capturing a bridge over the Oden by the end of the second day (as happened historically?).

Getting late. More to come.

Nice map and tremendous battle,
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.
EMAR


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Post #85   4251 days, 13 hours, 40 minutes, 58 seconds ago        
Thanks guys. I truly appreciate the feedback and will make whatever changes it takes. I am already working on beefing up the allied arty as my research and feedback are showing it to be deficient. Keep me posted and I am sure we can get this Operation where it needs to be. Both NP1 and NP2 started off with some balance issues as well but feedbak e-mailed me about the current versions of those 2 has been vastly improved. Cool
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Post #84   4251 days, 16 hours, 19 minutes, 52 seconds ago        
Aloha EMAR and Ken F Big Grin
Playing this as Allies against HENK,
EMAR as you know i started this once as AXIS,
As of now i am on Battle #3 turn around 5 i think,
Will agree,a Tough one for the Allies,
I think i've made good progress,
Will give a better Battle Report tomorrow,
But am now interested if Allies do have a chance...
Ken F...did you ever get your AirPower?
And did the fact you might make your Opponet worry?
As of now,
I'm thinking Tanks only good for Pillbox Busting...lol

GoM

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can give at least a turn a day,sometimes more,and i'll let you know beforehand if i cannot...aloha
EMAR


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Post #83   4251 days, 17 hours, 16 minutes, 50 seconds ago        
Hi Ken, can't speak for multiplayer but I have gone the distance against the AI during playtesting. I would be interested to hear how far you made it on the map. Did you cross the Odon river?

I have been looking at changing a few things on this op from some prior feedback. Namely beefing up the Allies level of artillery support but would be interested in hearing some suggestions from you. Do the Allies need more armor? Would more time, either more battles or more turns per battle help?

Remember victory conditions on this type of CMAK op are based primarily on the distance covered and the time it takes to reach the end of the map, enemy units destroyed take a back seat to moving forward. This works well with the historical situation for this battle as reaching and taking hill 112 and the area behind it was the ojective in order to encircle Caen.

Historically Epsom was an Allied failure with the British and Scots losing most of the ground that thye had fought so hard to acquire. The fantical SS grenadiers bolsterd by Tigers, Panthers, artillery and Nebewerfers as well as emplaced 88's made for a tough go for the Allies. Poor weather preventing air cover and creating muddy conditions did not help as well.

Having said all of that I would like for both sides in this op to have a chance at victory which is one of the reasons I kept it listed as semi rather than completely historical. Any suggestions are welcome. I consider all 3 of these mega Normandy ops to be works in progress as it is of course extremely difficult to playtest battles of this magnitude. Playing through this op a single time can take well over a month, especially if you have to adjust something and restart it. Thanks for your help and suggestions

EricCool

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KEN F


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Post #82   4252 days, 10 hours, 10 minutes, 58 seconds ago        
Hi All,

I battled as Allied attacker vs. Slade's Axis in this to the final day, when I got so frustrated that I loaded this into the editor to see what I was up against.

I would argue that this is impossible to win as Allies in the scenario's current version.

I don't have a lot of background on the historical situation, to be able to argue whether the scenario is historical, but I will be looking into unit kit, experience, OOB's, etc.

Nice map and battle, but the Allies should have a chance for a Draw (at the least).

Cheers,
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.

 

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