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CMAK
Units of 15th Pz Division of Afrika Korps attack 10th Indian Brigade in and around Bir Harmat
"The Tabachificio Fioche, known to American troops as the Tobacco Factory,(lies) just north of the Sele river at Salerno. A stronghold of five brick buildings with massive walls, red tile roofs, and small windows resembling gun ports, the complex changed hands repeatedly during the battle..." The Day of Battle
Royal Scots Fuseliers 2nd bn fight to keep the Germans from reaching Dunkirk.
This is a remake of the first fight 21st pz tanks made in their effort to reach the Normandy coast.
Started as historical, but to make it balanced for the tourney I have changed the German OOB.
This proved to be a very balanced fight given the results in the tournament.
I studied carefully the famous battle of Arras but I replaced the german artillery regiments by a Pz regiment.
Weapons are closed to reality despite they might surprise the players

Tests were succesfull; no side has an easy game.
July 1944, Italy: after chasing the Wehrmacht up the boot of Italy for weeks now, you and your reckless boys have been nicknamed "The Hunters" by your comrades. Today, your German prey lies in wait along a road. You decide to approach in three teams from three directions. Make sure that your trap will snap, and take care that the hunters do not become the hunted.
3rd Battalion, 2nd Fallschirmjaeger Regiment attempts to slow the American drive on Brest at Hill 103.
kampfgruppe Walthers illfated attempt to seize Veghel and its important bridges to cut hells Highway.
15th panzergrenadiers kampfgruppe assaults Champs and Hemrouille on the road to bastogne.
This is a fictional scenario depicting a well armed German force defending Hitler's "mountain redoubt", it was created by my good friend Spauldoten and is in it's beta version-forgive it's lack of briefings and rough edges but it plays very well in H2H mode.
CMBB
Leningrad Front, November 1941 - south to the village of Pulkowo:
Elements of the SS-Polizei-Schützen-Regiment 2 of the SS-Polizei-Division attack the russian lines.
Leningrad Front, November 1941 - south to the village of Pulkowo:
Elements of the SS-Polizei-Schützen-Regiment 2 of the SS-Polizei-Division attack the russian lines.
March 1943. The Wehrmacht is on the march to retake the city of Kharkov. You are assigned to secure the south flank of our advance.
"It's no exaggeration to say that the war in the East was won within 14 days. Of course it's not over yet. Because of the vast space it might take us a few more weeks."
General Franz Halder, Führer HQ, July 3rd 1941

"I am happy to defend our country."
Soldier Michail Krylov in a letter to his family, July 4th 1941
Small German recon kampfgruppe defends a bridgehead against a mixed Soviet force.
In June 1943, the Wehrmacht is facing a fierce and determined adversary. Somewhere northwest of Kursk, soldiers of the Red Army have taken position in a remote monastery on a hill. Now OKW has sent you in to fight on holy grounds.
This is a 2 battle Operation,. 25+ each, static, 8 flags. "PLAY AS THEY LAY" rules recommended. This version is recommended for two players.

During the winter of 1941/42, several German pockets survived the Russian winter and counter-offensive. With the coming of Spring, a brief period of mobility occured as the snow began to melt but the ground remained partially frozen. Both sides hoped to take advantage of this in order to launch offensives to crush the pockets or rescue them.

This mini-operation is designed to play as if two related scenarios. In the first, the Germans must breakthrough to the pocket over difficult terrain in order to reinforce it. The Russian's mission is to conduct a probing attack in battle one, and then capture the pocket with an assault.

PLAY AS THEY LAY -- all units start the second battle where they ended on the first.

If playing solo, give the AI +2 or +3. (Rate accordingly... you were warned.)
South Russia, October 2nd 1942. Tired of pulling his heavy Howitzer Gun through the rubble of just another burning Russian city thousands of Kilometers away from home, Obergefreiter Huber addresses Leutnant Stein with a question.
Historical sceanrio of the 6th Panzers attempt to pierce the 2nd Belt defences during the Battle of Kursk. The action takes place in the area of Army Detachment Kempf as it tried to clear the left bank of the Donetz River to allow 2nd SS Panzer Corps to advance northwards. The 6th Pz had seemingly broken out into the open country behind the Soviet 1st Belt but was brought up short by the defences around Melikhovo and held up for a full two days.
Wiesenau, Germany, 16 April 1945


1944 was known to the Soviets as the "Year of Ten Victories". The Soviet war machine used what it had learned, in the first four years of the war, to good advantage. The Germans suffered their worst single defeat with the destruction of Army Group Center in June of 1944. The German armies were put on the defensive everywhere on the Eastern Front during 1944. They were driven out of Russian and on to the west.

The end of the war series takes a look at the time period from January through May 1945. The last part of the war was fought on European soil. Both armies mounted offensives and counteroffensives. The Russians moved across Prussia, Poland, Czechoslovakia, Austria, Yugoslavia, Hungary and Latvia. Red Army victories included drives that captured Budapest, Prague, Vienna and Berlin.

The fighting was fierce everywhere. Budapest, for instance, became known as "Stalingrad on the Danube". The Courland pocket continued to bottle up German divisions and tie up Russian ones. The fall of Berlin was preceded by a great battle of attrition on the Seelowe Heights.

The Germans fought well in most battles but the Red Army was not to be denied. With the fall of Berlin came Hitler's death and the end of the Thousand Year Reich.

The Operational Situation:

To the southeast of Berlin, the Soviet 33rd Army had the task of trying to draw German reserves to its non-vital sector of the Oder River line. The Germans were trying to hold the line with newly formed divisions. This section of the line was held by several Waffen-SS units. Not the Waffen-SS of the glory days, but they would still fight when backed into a corner.

The Tactical Battle:

The Soviet 33rd Army was given the task of pinning the German defenders and at the same time to advance deeper into Germany to isolate Berlin. The Germans were trying, with the resources they had, to stop the Red Army wherever it could.

Here in this small village secondary units of both sides would fight one of the most bitterly contested battles of the war for a small village. The village of Wisenau was about to enter into history as the village that changed hands 28 times in a single day.
CMBO
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)
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.
British Armor advance (depicting part of operation Bluecoat)
Historical units (6th airbourne) in a fictional meeting that could have been.
German Recca force attempts delaying American infantry from seizing town.
In World War II, Cologne endured exactly 262 air raids by the Western Allies, which caused approximately 20,000 civilian casualties and completely wiped out the centre of the city. During the night of May 31, 1942, Cologne was the site of "Operation Millennium", the first 1,000 bomber raid by the Royal Air Force in World War II. 1,046 heavy bombers attacked their target with 1,455 tons of explosive. This raid lasted about 75 minutes, destroyed 600 acres of built-up area, killed 486 civilians and made 59,000 people homeless. By the end of the war, the population of Cologne was reduced by 95%.

The city was also host to one of the most famous tank on tank duels in American history. Sgt Robert Early's M26 Pershing vs a German Mark V Panther tank.
An Allied and Axis force meet at a village with no name that was used by the Axis as a small supply field. The Axis forces were on their way to re-occupy the town after reinforcing in another battle.
Action in Nijmegen
Americans try to clear a bunker system on the Siegfried line
Updated Scenarios
CMAK
110th has to defend positions at Marnach and Clervaux.
German 2nd pz and 76th volksgrenadiers div are ready for their assault.
I studied carefully the famous battle of Arras but I replaced the german artillery regiments by a Pz regiment.
Weapons are closed to reality despite they might surprise the players

Tests were succesfull; no side has an easy game.
"The Tabachificio Fioche, known to American troops as the Tobacco Factory,(lies) just north of the Sele river at Salerno. A stronghold of five brick buildings with massive walls, red tile roofs, and small windows resembling gun ports, the complex changed hands repeatedly during the battle..." The Day of Battle
The Battle of Gabes in southern Tunisia starts on the 5th when the British Eighth Army attacks the Wadi Akarit defences. Within two days the Axis is retreating. The same day, US troops of Second Corps meet Eighth Army units near Gafsa - the long awaited link-up. By the 10th Sfax has fallen to Eighth Army, but a British First Army breakthrough at Fondouk is too late to cut off the retreating Germans and Italians. For the rest of April heavy fighting takes place as the Allies slowly close in on Tunis. This is the multiplayer version of this battle.
This Scenario depicts a fictional commando style attack by British Forces vs. a German Airfield in Libya.
In WWII the SAS executed several operations behind enemy lines with mixed results.

This scenario is intended to be played Allies vs. The AI and was created for the WeBoB monthly Scenairo Challenge.
It is intended to be a hoot and not taken too seriously or considered historically accurate.

It should be noted that I have used snipers with 0 ammo to simulate airfield personell like mechanics and cooks.

Enjoy

-Broompatrol

Settings should be played as:

FoW: Extreme
AI Experience: Experienced players should choose +1 or +2
Allies may setup as they wish
15th panzergrenadiers kampfgruppe assaults Champs and Hemrouille on the road to bastogne.
Last German offensive in Africa
Update of the complete scenario listing for CMBB and CMAK, source websites, current TPG scenarios and a listing of scenarios for fighting the entire Eastern Front campaign.

Listing is written in MS Excel.
On September 20, 1944 the 79th Division made contact with the US XII Corps in Luneville. US XII Corps had been fighting there since September 16 and held the bridge across the Meurthe River.

This gave the 79th Division an opportunity to flank the Meurthe line by a turning movement through Luneville.

The leading battalion of the 313th Infantry passed through the battle in Luneville and wheeled southeast on the enemy bank of the Meurthe, in preparation for an attack designed to roll up the flank of the new German security line ....
In August of 1944 The Falaise Pocket was the area between
Four towns of Trun, Argentan, Vimotiers, and Chambois near
Falaise France. Allied forces attempted to encircle and
Destroy the German Seventh Army and Fifth Panzer Army as
Part of the larger Battle of Normandy.

This battle depicts the frantic escape of a German
Armored column from the II SS Panzer Corp as it rolls
Eastward towards the Seine. It is met by elements of
The Canadian 4th Armored Division and Polish 1st Armored
Division, the USAAF Ninth Air Force and RAF Second
Tactical Air Force.

The outcome of the Falaise Pocket was disastrous for
German forces trying to escape. Allied air power was
particularly instrumental destroying German armored
columns attempting to move Eastward through a narrow
corridor in broad daylight.
CMBB
This is a 2 battle Operation,. 25+ each, static, 8 flags. "PLAY AS THEY LAY" rules recommended. This version is recommended for two players.

During the winter of 1941/42, several German pockets survived the Russian winter and counter-offensive. With the coming of Spring, a brief period of mobility occured as the snow began to melt but the ground remained partially frozen. Both sides hoped to take advantage of this in order to launch offensives to crush the pockets or rescue them.

This mini-operation is designed to play as if two related scenarios. In the first, the Germans must breakthrough to the pocket over difficult terrain in order to reinforce it. The Russian's mission is to conduct a probing attack in battle one, and then capture the pocket with an assault.

PLAY AS THEY LAY -- all units start the second battle where they ended on the first.

If playing solo, give the AI +2 or +3. (Rate accordingly... you were warned.)
Soviet tanks and tank riding infantry attempt to cut a major German supply road prior to the spring thaw.
Bäke's Winter Storm II H2H

No 3 in the CMBB Combat History series Bäke Battles: "Der Mensch" In The East", this scenario follows on from the earlier CMBB scenario "Bäke's Winter Storm I".

15 December 1942
The bulk of Panzer Regiment 11, under the leadership of Colonel von Hünersdorff, is assigned to the forward mobile defense of Verkhne Kumksy, a critical jumping off point for the next thrust toward Stalingrad. Major Dr. Bake is deputy commander of this force. A holding force under Hauptmann Löwe is set-up in the village of Verkhne Kumsky itself.

But the tankists and motorized infantry of Colonel-General V.T. Volksii's Soviet 4th Mechanized Corps are full of confidence and grim determination too. They spearheaded the southern pincer that surrounded the 6th Army in Stalingrad and they will die before allowing the German rescue attempt to succeed. Despite the blue skies above the Kalmuk steppe another winter storm is about to break...
Russian Guard units attack through the swamps near Slobodka.
22 June, 1941, Near Alytus, Lithuania,

The German 7th Panzer Division is ordered to advance on Vilnius. Between the border and Vilnius is the Nieman River. There are two bridges over the Nieman River at Alytus. (Olita)

General A.V. Kurkin's 3rd Mechanized Corps after great initial confusion is ordered to repel the invaders. The Corps still has more than 100 of the new T-34's and KV heavy tanks. The 5th Tank Division has it's assembly area in the forests near to Alytus. The Germans are moving right to them.

7th Panzer Division's spearhead are moving so fast that they catch the Soviet defenders off guard. No matter. A German recon unit is repulsed, but the Germans are not to be deterred so easily and they react strongly beating a small Soviet force of tanks and artillery and capture both bridges.

Soviet reaction was both immediate and intense. The first encounter with the T-34 was about to take place.
A soviet recon-at-force attack on german strongpoint in Newel area.
This is my third scenario, based on real historical actions depicted in soviet "Battle examples" book. All scenarios are the results of research work.
Soviet forces attack german forward strongpoint. Really historical scenario - view PDF file.
Spanish civil war scenario

Battle of the Jarama

Moorish troops assault the international battalion Commune de Paris
An article and map pack describing the Russian tactics and methodology in the period from Kursk onwards. Designed to link the Army level history with the company level CMBB game - to give the player a context and to set the individual game within a historical landscape. Describes Russian tactics on both the offensive and defensive and shows how these can be translated to the CMBB game.
1400 CMBB scenarios sorted into seasonal packs covering the entire war and other mods such as SCW.
Covers all the finished scenarios I could locate.
Originally published by Philippe_in_exile and moved here from www.cmmods.com by Der Alte Fritz before it closes down.
CMBO
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.
Operation Switchback,
The allied move to capture the vital waterways towards Antwerpen.

The Canadians where the first to cross the river supported by a force of wasps.
Panzerlehr runs into the flank of XVth Corps 24NOV44
One of the first major assaults by Monty in France to relieve Caen.
The attack at this ridge would end in a dead ride for the British tankers.
Americans try to clear a bunker system on the Siegfried line
Early Bulge battle - 12th SS Pz meets first organized defenses to attempt to slow down their assault
Canadians holding on at Norrey June 9th: Used the account written by Oliver Haller (Canadian military History)
Scenario used in "From out of the Dust" tournament
Newest Maps
CMAK
Desertmap
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.
Desert with wadis. Setup for Axis Attack on Allied base.
Town in river valley with several road and railway bridges. Woods around the town.
North Africa, big map. Axis occupy two hills, Allies assault from behind a ridge.
Very rugged mountainous terrain, possibly Tunisia? Two high knobs predominate.
Quick-Battle Map for Allied Attack in France, 1944.
Huge beautiful Tunesian landscape.
Huge beautiful Tunesian landscape.
Suitable for a 2 player Allied assault 'quick battle' game. Normandy bocage terrain.
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
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.
Layout of the Obersalzburg complex near Bertchesgaden. Includes Landhaus Bormann, Landhaus Goring, The Platterhoff Hotel, Guest House, Model Haus & Fil Archive, SS Barracks, Teerken Gestapo, and of course, Hitler's Berghof. The Eagle's Nest is nearby. Launch a night assault on Hitler's country retreat!
Map of Gibraltar suitable for Operation Felix, the German plan to use mountain troops to attack Gibraltar, a plan which was never carried out because Franco refused permission for the Germans to launch their attack from Spain.
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Wurzel
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Post #29   622 days, 5 hours, 44 minutes, 23 seconds ago        
JB this is one of those situations where things go bump in the daylight.

The two recon forces were what there was there and they fought. Doesn't happen often but sometimes it does.

HSG AG Berezina Ballet is another of mine where recon forces go bump. It's on a much bigger scale than this though.

One of my favorite reasons for fighting the recon bumps it the light armor and the different OOB's that they generate.

Thanks for playing the scenario and leaving an AAR.

Good Hunting.

MR
JOHN BUFORD


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Post #28   622 days, 10 hours, 14 minutes, 12 seconds ago        
A good battle. Fun in a ME kind of way.

My biggest question is why on earth does the Axis briefing say “avoid major combat”. If that were the point of CM I would have backed off LONG before rushing that firing line he had established in turn 15. That kind of frontal assault its not the point of recon. But it IS the point of CM, which is to have some fun and engage in combat. As I emailed my opponent, “As far as realism goes, the briefing says it all: if it had been real, I would have made contact, ID'd your forces and then withdrawn to report, like good recon should. But that would just be boring, wouldn't it? That's why "recon" scenarios don't ever really work in CM. CM rewards you for taking and holding flags, not for gathering intel (which is the only mission of recon).”

So I don't really "get" this scenario, as it is impossible to carry out the mission.
--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #27   622 days, 10 hours, 17 minutes, 51 seconds ago        
Turn 27: The game ends after going to MAXIMUM over-time turns (much to my opponents chagrin…) I wind up with a minor victory 57%:43%. The picture shows where most of the fighting occurred (all the warning labels speak for themselves...). All my units were on LOW ammo and my AC’s were mostly dead by this point. Tommy had a pretty solid firing line of a dismounted gun, a truck-mounted gun, a couple of carriers and a few AC’s at the end. But I was able to neutralize the center flag at least.



--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #26   622 days, 10 hours, 19 minutes, 34 seconds ago        
Turn 26: I cannot hold that center flag. Tommy has a gun covering it and a VERY effective BOYS AT rifle pinging everything in sight. I order a gamey infantry advance to seize the flag.


--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #25   622 days, 10 hours, 21 minutes, 20 seconds ago        
Turn 20's quandry...



--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #24   622 days, 10 hours, 22 minutes, 29 seconds ago        
My combined arms attack rolls over Tommy and his infantry rout from thier treeline in disarray.

Turn 20: For the past several turns, Tommy has had two AC’s hull-down in good position at the center of the board. I have flanked him this turn with my own PSW and have excellent 75% kill shots. The only problem is an unpinned Boys AT rifle is plunking away at me and I am only about 30 m from him. I can see him easily, but if I don’t dispatch the AC’s, they will dispatch me, so I don’t know how it will come out. Here is the confusing screen shot of the current conditions.



--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #23   622 days, 10 hours, 24 minutes, 39 seconds ago        
Turn 15: Now we are down to it. His infantry is lined up in a tree line opposite my infantry. Only 60 m separates us!! I have ID’d an MG (probably a Vickers) three squads of infantry and an AT rifle. Pouring fire into this treeline are four of my own squads, two HQ’s, two mortars are dumping area fire down, 7 halftracks, two ACs and my AT gun with 3 37 mm rounds left. I should win this firefight due to weight of fire. The Vickers has already taken cover due to incoming. Our squad infantry is close though, and one of my squads is down to 4 of 4 and they will burn through ammo in about two turns now, our proximity is so close.


--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #22   622 days, 10 hours, 25 minutes, 51 seconds ago        
Turn 10: picture shows locations of my half-tracks, AC’s, infantry and AT gun. I have taken out 4 of his vehicles, 2 AC’s and 2 misc. carriers. I have suffered no losses yet, but he has two flags, I have one. I am moving my gun into position on my right flank.


--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #21   622 days, 10 hours, 26 minutes, 48 seconds ago        
Turn 5 I take out two Tommy AC’s and am advancing infantry to the south of the road.


--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #20   622 days, 10 hours, 27 minutes, 58 seconds ago        
Turn 4: closing in...


--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Post #19   622 days, 10 hours, 29 minutes, 34 seconds ago        
By turn 3 we are heading at each other. Tommy is racing up the road. I am moving more cautiously. The dust trails show just where we both are, unfortunately (pic with and without dust).





--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
JOHN BUFORD


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Joined: Dec 2005
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Post #18   622 days, 10 hours, 32 minutes, 11 seconds ago        
I am playing this one vs. a PBEM opponent.

I am axis.

Here we go...

The War Breathes Again: Review/AAR

minimal setup: good. I shuffle a few units. Hit go.(pic 001)


--------------------
"...and we will attack valiantly and be butchered valiantly, and afterward men will thump their chests and say what a brave charge it was." (Brig. Gen. John Buford in The Killer Angels, by Michael Shaara)
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Post #17   1075 days, 2 hours, 31 minutes, 32 seconds ago        
Thoroughly enjoyed this one Steve. Good map, interesting briefing and a good force mix.

Played the Germans and thought I was outmanned, but my opponent thought he was outgunned which probably means the forces were well balanced. I won in the end, mainly by using an armored car in a wide flanking maneuver which allowed me to get all of his light vehicles in a crossfire.

I can't think of anything I would change, except for maybe a couple of more infantry squads on each side.

Thanks for the hours of fun this one provided.
--------------------
MAD RUSSIAN


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Post #16   1654 days, 20 hours, 7 minutes, 30 seconds ago        
Quote:
Originally posted by: Doug Hubley:
Yes I guess it's the old debate of game vs reality.
In my game, I don't want to walk away feeling the battle is unresolved.I'm looking for a fight and am disappointed if it's cut off mid-stream.
Just give me the tools and the time to have a fight is all.Respectfully, I don't want someone else's idea of how the battle should be played,factor into MY battle.
I guess it's why I prefer qb's over scenarios.

Appreciate the work you put into it.



It all depends on the what the designer is trying to model and the gamer is looking for. Not every designer will portray the model that gamers want.

It's interesting when you think about it, the gaming experience is made up of the designers experience level and choice of combat modeling matched to the gamers experience level and combat model preference. When the two come together you will get results all over the spectrum. Of course, what we are all looking for, is that group of designers that make scenarios the way we ourselves like them. Or as one gamer wrote me, "you make scenarios the way I would make them if I were doing it."

My style may not fit your style. That works for both of us.

I appreciate your comments and the time you took to let the rest of the world know what your thoughts are about my work.

Good Hunting.

MR
DOUG HUBLEY


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Post #15   1655 days, 6 hours, 53 minutes, 45 seconds ago        
Yes I guess it's the old debate of game vs reality.
In my game, I don't want to walk away feeling the battle is unresolved.I'm looking for a fight and am disappointed if it's cut off mid-stream.
Just give me the tools and the time to have a fight is all.Respectfully, I don't want someone else's idea of how the battle should be played,factor into MY battle.
I guess it's why I prefer qb's over scenarios.

Appreciate the work you put into it.



--------------------
contact me:

iqc 2227032

msn dbhubley@hfx.eastlink.ca
MAD RUSSIAN


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Post #14   1655 days, 7 hours, 30 minutes, 51 seconds ago        
Doug Hubley... a common problem I find with CM battles though is casualties. In a normal historical meeting engagement one side may well pull back after losing 3 vehicles.

Would you hit ceasefire after losing 3 vehicles? Most CM gamers won't. They will fight to the last vehicle and still be swinging. Very unrealistic.

Apparently you didn't hit ceasefire either and had no intention of stopping.

So my time limitations are an attempt to bring some reality to an electron world. Where electrons mean nothing.

IMO meeting engagements are more suseptible to quick endings than assualts. In an assault you expect to take heavy casualties and have some idea of what you are up against. In an ME you very likely have no idea what the other side has and if you start taking casualties will pull back quicker.

As I said to Richie I'll see what other gamers have to say about the turn limits on this scenario. If they agree with you I'll lengthen it out a bit.

Good Hunting.

MR
DOUG HUBLEY


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Post #13   1655 days, 8 hours, 27 minutes, 38 seconds ago        
I can understand time constraints in attack/defend scenarios where the attacker could just bleed all the defenders ammo dry with unlimited time. However in meeting engagements where forces are relatively equal, it should play out until one side withdraws.The mission here was scout the road, not scout the road for 20 minutes and quit.
Artificial time constraints on meeting engagements are frustrating as I don't think either side would withdraw upon seeing an equal force.Let us play it out is my preference.

Also in this case the allies could flag rush the middle flag to some small tree patches roadside and the Germans would not have enough time to dislodge them. This is too common on many ME's and I think there should be time to attack and counter as long as you have the troops in good order.
It would be far more entertaining to meet, attack , counter attack than it is to meet and stale mate.
My 2 cents:)


--------------------
contact me:

iqc 2227032

msn dbhubley@hfx.eastlink.ca
RICHIE


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Post #12   1655 days, 19 hours, 13 minutes, 38 seconds ago        
No dramas!

It was a pleasure to play. I understand the time issue, I'm an ASL player myself and many CM scenarios give you all the time in the world to hunt down and massacre the opposition. ASL rarely plays that way and neither did real life on the battle field...
--------------------
We Band of Brothers
FredKors' Combat Mission Page
The Stalingrad Campaign
Invasion Italy
Boots & Tracks
MAD RUSSIAN


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Post #11   1656 days, 4 hours, 47 minutes, 20 seconds ago        
Richie and ...thanks for the AAR's and the comments.

I have a problem with normal CM battles. You as the commander have all the time you need to sit down and calmly give out your orders, all the time you need to get the computer to excute them, all the time you need to reorganize and counterattack if need be.

In most of my scenarios I make the time frame a bit pinched. That gives you some grief! It makes you give orders you wouldn't ordinarily give. It makes you take chances you wouldn't ordinarily take. In my mind it allows me to model the pressures of commanding troops at the CM level better than your being able to take all the time you want to obtain your objectives.

I've played several B&T scenarios and for the most part the design philosophy seems to be games with lots of turns to obtain your mission. I can see where you might think my scenarios are too short.

I'll take a look at the time frame again though. Before making any changes I may see what other gamers think of the turn limit.

Again, thanks for your comments, the AAR's and the review!

I appreciate your time. Cool

Good Hunting.

MR
DOUG HUBLEY


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Post #10   1658 days, 11 hours, 54 minutes, 58 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
Men KIA
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
%
%

I'd agree with Richie's comments especially regarding the short time.It doesn't allow for much of an attack or counter attack.

The map could use some tweaks especially as a German rush to the middle roadway can have LOS to all trucked reinforcements incoming for the allies.Allies can't get the same opportunity.
I'd lower elevation of the road or block los or handle it how you see fit.

A note---it seemed the ac's shooting at trucks only used their mg's.Is this the case in cmak or an oddity?

Overall we had just gotten into the fight when it was over.More time would be great as Richie said 30-35 turns.

Thanks for the work on the scenario.




--------------------
contact me:

iqc 2227032

msn dbhubley@hfx.eastlink.ca
RICHIE


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Post #9   1658 days, 15 hours, 36 minutes, 27 seconds ago        
OUTCOME:Draw
STATISTICS:
Axis
Allied
Player Name:
Richie
Doug
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
Men KIA
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
4
3
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
1
1
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
50%
50%

SPOILERS AHEAD!!!


This is a good scenario! Comments made are from the perspective as asked in the discussion by the designer Mad Russian, "Comments Welcome"


Lots of fun to play but I think it needed more time to resolve itself...

Both myself and my opponent, Doug Hubley felt it could have been longer, we both finished with a morale score around 80% and it ended on about turn 24.
In the end we both agreed it could benefit from a little more love and I thought about 30-35 turns might have been more appropriate and required full use of given forces without a flag rush to determine a result.

The central flag could have used a little more cover directly around it to promote an infantry fightfest or cover the odd lucky AFV that actually got there intact. Given the sheer number of infantry here I thought this would have been a real bonus and created a great counterattack situation.

I really liked the addition of the Allied 2 lbr enportees as I found out, lot's of AT fire to pin down the Fritz AC's. The balanced guns is a nice touch and extremely well done.
My opponent commented on the favoritism of German HT's but given the Allied ATR supremacy it was the right touch.

Considering that I would have like to have seen a greater undulation over the entire map, perhaps with the 1.25 gradient but with a greater rise and fall on the flanks so they could be utilized for flanking manuoevres. There was some there but to try and run the ATR gauntlet would have proved suicidal as my opponent also agreed. The softer gradient would have made for a more subtle map with regards to LOS. I was I guess hoping for a wadi or two...

Unfortunately the SPW 251/10 was effectively useless as I couldn't front it against the ATR's let alone the guns? playing havock with my AC's and SPW 251/1's.

A Panzer II here would have provided a great challenge to use and kill, but that maybe more than the designer wanted to include.

But don't take my comments to heart! Like I said a GOOD scenario that was fun to play. My opponent would have rated it lower than I have but I think that's a little unfair given the amount of research and the historical context.

(forgot to paste the screenie of the AAR so detailed results are lost Roll Eyes )
--------------------
We Band of Brothers
FredKors' Combat Mission Page
The Stalingrad Campaign
Invasion Italy
Boots & Tracks
MAD RUSSIAN


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Post #8   1660 days, 19 hours, 42 minutes, 58 seconds ago        
Quote:
Originally posted by: cook:
Forgot to say thank you for your efforts for the pleasure of others!!!
Big Grin



Thank you for your comments about the scenario. It is always nice when gamers take the time to write a few words and let the designer know how things went.

The AI will play better the more CEB you give it. Keep that in mind as you play other vs the AI scenarios.

I look forward to seeing more of your comments in the future.

Good Hunting.

MR
COOK
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Post #7   1662 days, 15 hours, 2 minutes, 4 seconds ago        
Forgot to say thank you for your efforts for the pleasure of others!!!
Big Grin
--------------------
COOK
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Post #6   1662 days, 15 hours, 3 minutes, 15 seconds ago        
Played as Allies vs AI with a +1 modifier. Got a Minor victory (two flags held, and bagged a few prisoners)
I started to play initially spreading people out on the flanks, but then restarted. Would the Allied commander really put people out on the flanks all the way up the road? I would imagine him being told to "get a move on and see what's ahead, sharpish". I tried to do as one would in real life and sent everyone up the road in a 'Move to contact' column.
I reached the second flag this way, and then bumped into a few armoured cars. The Rolls Royces came off worst, but they gave me time to put the infantry into the flanking palm trees etc. Then it came down to varied little firefights between me and them.
I do prefer games, like this one, where you can send people out wide in sweeps, and you have to hit the other side a few times to destroy them (no Ubertanks!)
Any changes?
1) Would there be some sort of British company commander? Would have been useful, if there was one for this type of battlegroup.
Nothing else.
Briefing and force mix excellent.
All in all, very good.
Smile

--------------------
RICHIE


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Post #5   1662 days, 15 hours, 11 minutes, 42 seconds ago        
Hi Steve,

Picking this one up PBEM. Will let you know how it goes.

Looks good, comprehensive briefing!
--------------------
We Band of Brothers
FredKors' Combat Mission Page
The Stalingrad Campaign
Invasion Italy
Boots & Tracks
SPRINGEL


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Post #4   1684 days, 15 hours, 6 minutes, 3 seconds ago        
OUTCOME:Tactical Victory
STATISTICS:
Axis
Allied
Player Name:
AI
Me
Experience Bonus:
0
0
Play Balance:
0
0
Men OK
Tot. Casualties
Men KIA
Men Captured
Mortars Dest.
Guns Dest.
Pillboxes Dest.
Vehicles Dest.
Aircraft Dest.
POINTS:
Axis
Allied
Flags Held:
300
600
Enemy Casualties:
Prisoners Taken:
Exited Troops:
Scenario Bonus:
FINAL SCORE:
30%
70%

I enjoyed this.

The AI's incapability in attacking was stronger than my lack of knowledge of the Brittish hardware.

By the way, the briefing is still wrong in the version I downloaded 3 hours ago.
--------------------
Erik Springelkamp
http://springelkamp.nl/
MAD RUSSIAN


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Post #3   1685 days, 5 hours, 56 minutes, 51 seconds ago        
Fixed the briefing on this one too. That's two breifings that were off. That's totally unacceptable. I'll check the rest of my work more closely before I post it here.


Thanks for the heads up.

Good Hunting.

MR
STEVEP
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Post #2   1687 days, 10 hours, 0 minute, 50 seconds ago        
Enjoyed this little scenario very much. I'm not much of a fan of meeting engagements because I don't think this kind of head-on highway crash happened that much IRL at CM's tactical level. My guess is that it was more often like what CM calls a probe: one side gets to a location before the other, but doesn't have time to dig in. However, in this case, it feels like a reasonable reflection of what happened IRL. Also, it is an especially nice companion to your Welcome to Africa scenario.

By the way, you should check the scenario briefing for the Allies. It looks like you uploaded the wrong text file. The one that shows up appears to be for a scenario set in Iraq. Is that one you finished and posted somewhere? It looks interesting.

Cheers.
--------------------
MAD RUSSIAN


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Post #1   1703 days, 2 hours, 59 minutes, 23 seconds ago        
This is the first real clash between British and German forces in Africa. While still a small scale fight it does begin to foreshadow the great battles of maneuver that are to come.

Comments welcome.

Good Hunting.

MR

 

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