Submitted Scenarios
Moderators: Peter Fisla, Paullus
- genesismwt
- Posts: 177
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First Crisis at Army Group North
First Crisis at Army Group North
ASL Scenario M
Northeast of Raseiniai, Lithuania 25 June 1941: When Army Group North moved toward the River Daugava (renamed Dvina by the Soviets), the Russian command responded by detailing the 3rd Mechanized Corps to meet and destroy Manstein's units. On June 24th, the Soviet armored force made contact with the 6th Panzer Division, the spearhead of XLI Panzer Corps. Over a hundred of the Soviet tanks were the super-heavy KV models. The size and power of these stunned the panzer crews and baffled the AT gunners: neither seemed to posses a gun that could penetrate the armor of their opponents. The German advance was halted and the 6th Panzer Division cut off. The following day, the 1st Panzer Division was ordered to relieve and reinforce the 6th, while the Soviet force moved to continue its advance. These two efforts immediately collided.
Units Human Players (AI player units may vary)
German: Squads, LMG, DC, AFV, ORD
Russian: Squads, MMG, AFV
Maps: Two Maps
Terrain: Forest/Rural
Scenario Length: 7 Game Turns
Victory objective: The Russians win if three AFV are exited off the board. The Germans win if five Russian AFV are destroyed.
Adapted by: genesismwt
ASL Scenario M
Northeast of Raseiniai, Lithuania 25 June 1941: When Army Group North moved toward the River Daugava (renamed Dvina by the Soviets), the Russian command responded by detailing the 3rd Mechanized Corps to meet and destroy Manstein's units. On June 24th, the Soviet armored force made contact with the 6th Panzer Division, the spearhead of XLI Panzer Corps. Over a hundred of the Soviet tanks were the super-heavy KV models. The size and power of these stunned the panzer crews and baffled the AT gunners: neither seemed to posses a gun that could penetrate the armor of their opponents. The German advance was halted and the 6th Panzer Division cut off. The following day, the 1st Panzer Division was ordered to relieve and reinforce the 6th, while the Soviet force moved to continue its advance. These two efforts immediately collided.
Units Human Players (AI player units may vary)
German: Squads, LMG, DC, AFV, ORD
Russian: Squads, MMG, AFV
Maps: Two Maps
Terrain: Forest/Rural
Scenario Length: 7 Game Turns
Victory objective: The Russians win if three AFV are exited off the board. The Germans win if five Russian AFV are destroyed.
Adapted by: genesismwt
- Attachments
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- FirstCris..upNorth.zip
- (24.36 KiB) Downloaded 374 times
The game is afoot!
Mike
Mike
RE: Submitted Scenarios
PEIPER'S PROGRESS
Stoumont, Belgium, December 19, 1944: Kampfgruppe Peiper of the 1st SS Panzer Division made a clean breakthrough of the
American lines at the opening of the Battle of the Bulge. For the next two days Peiper aggressively probed the paths westward,
searching for a clear avenue to the Meuse. After crossing the Ambleve at Cheneux, a string of blown bridges forced the Germans
to reroute their advance. the village of Stoumont lay astride the path Peiper would have to take.
American : Squads, HMG, MMG, MTR, BZK, AA
German : Squads, HMG, MMG, LMG, PZS, AFV
Maps: Two maps ASL(24,11)
Terrain: Village, Hills
Scenario Length: 6.5 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ SL At The Point#11-12_atp 3 ]
Stoumont, Belgium, December 19, 1944: Kampfgruppe Peiper of the 1st SS Panzer Division made a clean breakthrough of the
American lines at the opening of the Battle of the Bulge. For the next two days Peiper aggressively probed the paths westward,
searching for a clear avenue to the Meuse. After crossing the Ambleve at Cheneux, a string of blown bridges forced the Germans
to reroute their advance. the village of Stoumont lay astride the path Peiper would have to take.
American : Squads, HMG, MMG, MTR, BZK, AA
German : Squads, HMG, MMG, LMG, PZS, AFV
Maps: Two maps ASL(24,11)
Terrain: Village, Hills
Scenario Length: 6.5 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ SL At The Point#11-12_atp 3 ]
- Attachments
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- PeipersProgress.zip
- (23.35 KiB) Downloaded 472 times
RE: First Crisis at Army Group North
RANGER STRONGHOLD
LATTARI MOUNTAINS, NW of SALERNO, ITALY, 14 September 1943: The First and Fourth Rangers, under the command of Bill
Darby, landed at Maiori, west of Salerno on 9 September 1943. They then moved 10km inland to block the road to Naples. Once
established in the hills, they became the major obstacle to German moves to retake Salerno from the west. Knowing that the
Rangers lacked armor and heavy weapons, the XIV Panzer Corps was ordered to dislodge them.
American : Squads, MMG, BZK
German : Squads, MMG, LMG, AFV
Maps: One map ASL(2)
Terrain: Hills
Scenario Length: 6 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ ASL T3 ]
LATTARI MOUNTAINS, NW of SALERNO, ITALY, 14 September 1943: The First and Fourth Rangers, under the command of Bill
Darby, landed at Maiori, west of Salerno on 9 September 1943. They then moved 10km inland to block the road to Naples. Once
established in the hills, they became the major obstacle to German moves to retake Salerno from the west. Knowing that the
Rangers lacked armor and heavy weapons, the XIV Panzer Corps was ordered to dislodge them.
American : Squads, MMG, BZK
German : Squads, MMG, LMG, AFV
Maps: One map ASL(2)
Terrain: Hills
Scenario Length: 6 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ ASL T3 ]
- Attachments
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- RangerStronghold.zip
- (21.21 KiB) Downloaded 392 times
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
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Kurhaus Clash
Kurhaus Clash, 18 October 1944.
ASL Scenario 22
History: Aachen, Germany: Unknown to each other, the Americans prepared their last attack
on the city center while German General Koechling readied his desperate counterattack.
Jumping off from the Pass-strasse, the survivors of Colonel Rink's 1st SS would push into
the extensive Farwick Park, closed to the Quellenhof, headquarters of the city commandant,
and drive back the point of Colonel Seitz's 26th Infantry Regiment, which was threatening
to seize the heights that dominated Aachen. That morning, the 3rd Battalion of the 26th
had moved into positions in the park and supported by 4.2 in mortars, attacked. By midday
they had capturede the park's outbuildings, the shattered greenhouses, and the famous Kurhaus
beerhall. Quickly dug in, the Americans were now in position to launch a direct assault on
the Quellenhof itself, but suddenly the teenage veterans of the Waffen SS struck back along
the park's edge.
German: Squads, HMG, MMG, LMG, AFV
American: Squads, HMG, MMG, MTR, BAZ, ART
Maps: ASL 16 and 23 Terrain: Rural/Urban
Scenario Length: 7 Game Turns.
Victory Conditions: VP for VL's taken. VL's start in American control.
Adapted by: genesismwt
ASL Scenario 22
History: Aachen, Germany: Unknown to each other, the Americans prepared their last attack
on the city center while German General Koechling readied his desperate counterattack.
Jumping off from the Pass-strasse, the survivors of Colonel Rink's 1st SS would push into
the extensive Farwick Park, closed to the Quellenhof, headquarters of the city commandant,
and drive back the point of Colonel Seitz's 26th Infantry Regiment, which was threatening
to seize the heights that dominated Aachen. That morning, the 3rd Battalion of the 26th
had moved into positions in the park and supported by 4.2 in mortars, attacked. By midday
they had capturede the park's outbuildings, the shattered greenhouses, and the famous Kurhaus
beerhall. Quickly dug in, the Americans were now in position to launch a direct assault on
the Quellenhof itself, but suddenly the teenage veterans of the Waffen SS struck back along
the park's edge.
German: Squads, HMG, MMG, LMG, AFV
American: Squads, HMG, MMG, MTR, BAZ, ART
Maps: ASL 16 and 23 Terrain: Rural/Urban
Scenario Length: 7 Game Turns.
Victory Conditions: VP for VL's taken. VL's start in American control.
Adapted by: genesismwt
- Attachments
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- KurhausClash.zip
- (24.47 KiB) Downloaded 393 times
The game is afoot!
Mike
Mike
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
Welcome Back ASL S4
Welcome Back, 16 December 1944.
ASL Scenario S4
History: Hosingen, Luxembourg: The 110th Regiment of the 28th Infantry Division had been tasked
with the defense of a narrow ridge running between the Our and Clerf rivers in Luxembourg. The
Regiment sat astride Route N16, a road known to the Virginians of the 28th as "Skyline Drive,"
one of only a few paved roads in the Ardennes. For fifteen miles the strongpoints, often reinforced
with armor and anti-tank assets. One such strongpoint was the town of Hosingen, where Company K,
along with the Company B of the 103rd Engineer Combat Battalion, was posted. At 0525 on December
16th an intense artillery barrage commenced which set several buildings ablaze and damages some
trucks but otherwise left the Americans unscathed. A thick fog obscured anything beyond a few
hundred yards and as the morning progressed the Americans began to hear Germans bypassing their
positions to the north and south. These were units of the 77th Grenadier Regiment which had
assembeld in the woods east of town prior to the bombardment and were now on the move to seize
the bridge of Clervaux. Around 0730 the fog began to lift and shortly thereafter the Grenadiers
attacked Hosingen in an effort to take control of the vital roads leading west.
German: Squads, MMG, LMG
American: Squads, HMG, MMG, FT
Maps: ASL y Rural Village
Scenario Length: 5.5 Game Turns.
Victory Conditions: The Germans gain VP by exiting the board. The Americans gain VP for casualties
inflicted.
Adapted by: genesismwt
ASL Scenario S4
History: Hosingen, Luxembourg: The 110th Regiment of the 28th Infantry Division had been tasked
with the defense of a narrow ridge running between the Our and Clerf rivers in Luxembourg. The
Regiment sat astride Route N16, a road known to the Virginians of the 28th as "Skyline Drive,"
one of only a few paved roads in the Ardennes. For fifteen miles the strongpoints, often reinforced
with armor and anti-tank assets. One such strongpoint was the town of Hosingen, where Company K,
along with the Company B of the 103rd Engineer Combat Battalion, was posted. At 0525 on December
16th an intense artillery barrage commenced which set several buildings ablaze and damages some
trucks but otherwise left the Americans unscathed. A thick fog obscured anything beyond a few
hundred yards and as the morning progressed the Americans began to hear Germans bypassing their
positions to the north and south. These were units of the 77th Grenadier Regiment which had
assembeld in the woods east of town prior to the bombardment and were now on the move to seize
the bridge of Clervaux. Around 0730 the fog began to lift and shortly thereafter the Grenadiers
attacked Hosingen in an effort to take control of the vital roads leading west.
German: Squads, MMG, LMG
American: Squads, HMG, MMG, FT
Maps: ASL y Rural Village
Scenario Length: 5.5 Game Turns.
Victory Conditions: The Germans gain VP by exiting the board. The Americans gain VP for casualties
inflicted.
Adapted by: genesismwt
- Attachments
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- WelcomeBack.zip
- (21.94 KiB) Downloaded 430 times
The game is afoot!
Mike
Mike
RE: Welcome Back ASL S4
My thanks to all you scenario designers! They arecoming out faster than I can play them! In fact, I have yet to play the same scenario more than one time from either side! [&o]
JRR
RE: Welcome Back ASL S4
Thank you baloo7777 to accompany us on the road of 500 scenarios,
I suspect genesismwt want to reach 1,000.
I leave you I must hasten to stay in the race.[:D]
I suspect genesismwt want to reach 1,000.
I leave you I must hasten to stay in the race.[:D]
RE: Welcome Back ASL S4
:)Dedicated to my friend FUSELEX:)
BARKMANN CORNER
On the morning of July 27, Barkmann found himself in his Panther cut off from the rest of his company belonging to the Das Reich.
While attempting to reach his unit, he was stopped near the village of Le Lorey where he was told by German infantrymen that
the Americans were closing in with a large armored column. Barkmann positioned his Panther ( 424 ) under a stand of oaks
near the crossroads where the American tanks would have to pass. As the column came into sight, Ernst Barkmann opened fire...
German : Squads, LMG, PZS, PZF, AFV
American : Squads, MMG, BZK, AFV
Maps: One map
Terrain: Bocage
Scenario Length: 8 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ CUSTOM ]
BARKMANN CORNER
On the morning of July 27, Barkmann found himself in his Panther cut off from the rest of his company belonging to the Das Reich.
While attempting to reach his unit, he was stopped near the village of Le Lorey where he was told by German infantrymen that
the Americans were closing in with a large armored column. Barkmann positioned his Panther ( 424 ) under a stand of oaks
near the crossroads where the American tanks would have to pass. As the column came into sight, Ernst Barkmann opened fire...
German : Squads, LMG, PZS, PZF, AFV
American : Squads, MMG, BZK, AFV
Maps: One map
Terrain: Bocage
Scenario Length: 8 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ CUSTOM ]
- Attachments
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- BarkmannCorner.zip
- (20.13 KiB) Downloaded 405 times
RE: First Crisis at Army Group North
To The REICHSTAG Campaign_v1.2 Mod Updated Updated v1.0 May, 17 2016
There is the File with Mod :
Regards from France
Cheers
[font="Courier New"]Changes for v1.2
- Change Zip Name
- Correct Counter Face
- Make TotH 1.0.27 Compliant
[/font]
so as usual save the original terrain before overwite it .
have Fun
There is the File with Mod :
Regards from France
Cheers
[font="Courier New"]Changes for v1.2
- Change Zip Name
- Correct Counter Face
- Make TotH 1.0.27 Compliant
[/font]
so as usual save the original terrain before overwite it .
have Fun
- Attachments
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- ToTheREI..ign_v1.2.zip
- (3.91 MiB) Downloaded 440 times
Semper Fi - Sicut Aquila
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
RE: Welcome Back ASL S4
Salut Rico!
I am not counting. I am just converting the scenarios that I have liked playing over the table, or what I have wanted to try.
I am currently working on ASL Scenario 4, The Commissar's House. Without concealment, booby traps, and sewer movement for the Russians, I have had to resort to drastic measures to balance the Russian side. By adding 5 Assault Engineers, each with an HMG, and placing them in "ambush" type spots, I have been able to get the computer to last for 7 or 8 turns of the 9 turns, as the Russians. At least that makes up for the booby traps. [:D]
I have been working on AP41, The Meat Grinder. The KV-2 turret issue is now fixed, but I am finding that there is no good replacement for the GAZ-4M-AA with its 4 MMG's in the Russian TO&E. It's not fair that the German's get the SPW 251/sMG, as a reasonable replacement for a Wirbelwind. Maybe I will add an MMG and a 45L AT to give the Russians some help.
Later,
I am not counting. I am just converting the scenarios that I have liked playing over the table, or what I have wanted to try.
I am currently working on ASL Scenario 4, The Commissar's House. Without concealment, booby traps, and sewer movement for the Russians, I have had to resort to drastic measures to balance the Russian side. By adding 5 Assault Engineers, each with an HMG, and placing them in "ambush" type spots, I have been able to get the computer to last for 7 or 8 turns of the 9 turns, as the Russians. At least that makes up for the booby traps. [:D]
I have been working on AP41, The Meat Grinder. The KV-2 turret issue is now fixed, but I am finding that there is no good replacement for the GAZ-4M-AA with its 4 MMG's in the Russian TO&E. It's not fair that the German's get the SPW 251/sMG, as a reasonable replacement for a Wirbelwind. Maybe I will add an MMG and a 45L AT to give the Russians some help.
Later,
The game is afoot!
Mike
Mike
RE: First Crisis at Army Group North
Salut Mike,
500-1000 scenarios == marketing to help TOTH
Watch out for the balance of scenarios,
in swatting at Tigers, I replaced the BAZ43 by BAZ44 because BAZ43 could not scratch the paint on the back of tigers at close range
and hop Stalin or Martians took away the script of the list.
I need to talk to in Caliméro or Zorro.
I am currently working on "The capture of balta" SL13 and a scenario "classified"
All I can tell you is that it happens in the 70 in the desert near a canal.
What do you think of the idea of fuselex on Stalingrad?
(Campaign taking successive buildings on a single card)
The odds with you.
500-1000 scenarios == marketing to help TOTH
Watch out for the balance of scenarios,
in swatting at Tigers, I replaced the BAZ43 by BAZ44 because BAZ43 could not scratch the paint on the back of tigers at close range
and hop Stalin or Martians took away the script of the list.
I need to talk to in Caliméro or Zorro.
I am currently working on "The capture of balta" SL13 and a scenario "classified"
All I can tell you is that it happens in the 70 in the desert near a canal.
What do you think of the idea of fuselex on Stalingrad?
(Campaign taking successive buildings on a single card)
The odds with you.
RE: Welcome Back ASL S4
Another enjoyable scenario .
RE: Submitted Scenarios
THE CAPTURE OF BALTA
The Ukraine, August 3,1941: The 11th Army, advancing on the right side of Army Group South, skirted the Rumanian border with
the Black Sea port of Odessa, had changed hands several times during recent fighting, but was currently held by the Russians
in battalion strenght. As the German 239th Infantry Division attacked to the east of the town, and the rumanian 6th Infantry
attacked to the west, the 744th Engineer Regiment, less one company,was ordered to take Balta, preparatory to building a 24
ton highway bridge across the Kodyma River just south of the town. At the time, Company C, 744th Engineers under command of
First Lt. Ehrhart, was temporarily attached to the 239th, repairing vehicular bridges east of Balta. Upon learning that
his parent unit was encountering difficulty in reaching Balta, Lt. Ehrhart, on his own initiative, decided to take the town
with a surprise attack by Company C from the east.
Russian : Squads, HMG, MMG, LMG, MTR, AT, OBA, AFV
German : Squads, MMG, LMG, FT, DC, AFV
Maps: Two maps ASL(3,4)
Terrain: Rural, Village
Scenario Length: 10 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ SL 13 ]
The Ukraine, August 3,1941: The 11th Army, advancing on the right side of Army Group South, skirted the Rumanian border with
the Black Sea port of Odessa, had changed hands several times during recent fighting, but was currently held by the Russians
in battalion strenght. As the German 239th Infantry Division attacked to the east of the town, and the rumanian 6th Infantry
attacked to the west, the 744th Engineer Regiment, less one company,was ordered to take Balta, preparatory to building a 24
ton highway bridge across the Kodyma River just south of the town. At the time, Company C, 744th Engineers under command of
First Lt. Ehrhart, was temporarily attached to the 239th, repairing vehicular bridges east of Balta. Upon learning that
his parent unit was encountering difficulty in reaching Balta, Lt. Ehrhart, on his own initiative, decided to take the town
with a surprise attack by Company C from the east.
Russian : Squads, HMG, MMG, LMG, MTR, AT, OBA, AFV
German : Squads, MMG, LMG, FT, DC, AFV
Maps: Two maps ASL(3,4)
Terrain: Rural, Village
Scenario Length: 10 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ SL 13 ]
- Attachments
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- TheCaptureofBalta.zip
- (24.08 KiB) Downloaded 413 times
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Submitted Scenarios
SCENARIO NAME: GS5 – Outnumbered and Outgunned
DATE: November 19, 1942
LOCATION: Eastern Front, Petshany, Russia
SITUATION: Early on the morning of the November 19, about 3500 Soviet guns and rocket launchers signaled the
opening of Operation Uranus. Following an hour long bombardment, the leading Soviet divisions moved forward.
At first, although on the receiving end of a very intense artillery bombardment, many of the Romanian troops on
the forward defenses managed to hold their ground. However, once the bulk of Soviet armor was committed, the
Romanian lines quickly collapsed. By late afternoon, the Soviet 1st Tank Corps had broken through near Bolshoy
and the lead elements were descending on the 22nd Panzer Division forming up at Petshany in an effort to plug the
widening gap. Having less than 30 Panzer 38t tanks in service at the time it would fall upon the Panzer Grenadiers
of the 22nd to stop the soviet onslaught.
FORCES: (AI players variable extra units)
Russian: Squads, LMG, ATR, AFV
German: Squads, LMG, ATR, Haltrack
SCENARIO SPECIAL RULES:
*- None
MAPS: Two maps (Sector’s 1×2).
TERRAIN: Woods, Village
SCENARIO LENGTH: 5.5 Turns
VICTORY CONDITIONS : Each side must capture and hold ‘all’ VP building hexes to win.
SCENARIO DESIGNER: Mike ‘Double Deuce’ Torrance
(A ‘Combat Campaigns’ conversion of ASL scenario GS5 Outnumbered and Outgunned)
Version 1.0
Download the scenario by clicking this link: s_CC-05 – GS5 Outnumbered and Outgunned
DATE: November 19, 1942
LOCATION: Eastern Front, Petshany, Russia
SITUATION: Early on the morning of the November 19, about 3500 Soviet guns and rocket launchers signaled the
opening of Operation Uranus. Following an hour long bombardment, the leading Soviet divisions moved forward.
At first, although on the receiving end of a very intense artillery bombardment, many of the Romanian troops on
the forward defenses managed to hold their ground. However, once the bulk of Soviet armor was committed, the
Romanian lines quickly collapsed. By late afternoon, the Soviet 1st Tank Corps had broken through near Bolshoy
and the lead elements were descending on the 22nd Panzer Division forming up at Petshany in an effort to plug the
widening gap. Having less than 30 Panzer 38t tanks in service at the time it would fall upon the Panzer Grenadiers
of the 22nd to stop the soviet onslaught.
FORCES: (AI players variable extra units)
Russian: Squads, LMG, ATR, AFV
German: Squads, LMG, ATR, Haltrack
SCENARIO SPECIAL RULES:
*- None
MAPS: Two maps (Sector’s 1×2).
TERRAIN: Woods, Village
SCENARIO LENGTH: 5.5 Turns
VICTORY CONDITIONS : Each side must capture and hold ‘all’ VP building hexes to win.
SCENARIO DESIGNER: Mike ‘Double Deuce’ Torrance
(A ‘Combat Campaigns’ conversion of ASL scenario GS5 Outnumbered and Outgunned)
Version 1.0
Download the scenario by clicking this link: s_CC-05 – GS5 Outnumbered and Outgunned
RE: Submitted Scenarios
HIGHWAY 66
In early 1941 Hitler asked Franco to ask the Mexican authorities to invade Canada by surprise to force the British to make peace
and to trigger Barbarossa in good conditions.In exchange Hitler equip the Mexican army with modern equipment. The numerous
border incidents in January especially Lajitas encourage Mexicans to accept German assistance. In March, the plan "El
Gringo" is adopted; to cross USA by trucks an Infantry Division by passing for farm workers with German tanks camouflaged
material agricole.All goes as planned but 50 miles from the Canadian border a police check revealed the subterfuge.The
military authorities US are alerted, the hunt begins ...
American : Squads, FT, DC, AT, AA, AFV
German : Squads, AFV
Maps: Four maps
Terrain: Highway
Scenario Length: 10 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ CUSTOM ]
In early 1941 Hitler asked Franco to ask the Mexican authorities to invade Canada by surprise to force the British to make peace
and to trigger Barbarossa in good conditions.In exchange Hitler equip the Mexican army with modern equipment. The numerous
border incidents in January especially Lajitas encourage Mexicans to accept German assistance. In March, the plan "El
Gringo" is adopted; to cross USA by trucks an Infantry Division by passing for farm workers with German tanks camouflaged
material agricole.All goes as planned but 50 miles from the Canadian border a police check revealed the subterfuge.The
military authorities US are alerted, the hunt begins ...
American : Squads, FT, DC, AT, AA, AFV
German : Squads, AFV
Maps: Four maps
Terrain: Highway
Scenario Length: 10 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ CUSTOM ]
- Attachments
-
- Highway66.zip
- (25.2 KiB) Downloaded 313 times
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Submitted Scenarios
SCENARIO NAME: Casa Berardi
Version 1.0
DATE: December 14, 1943
LOCATION: near Ortona, Italy
SITUATION: Before pressing its attack on Ortona, the 1st Canadian Division attempted to isolate the defenders by gaining
control of the Ortona-Orsogna road, which ran parallel to the front line and was used by the Germans to shift reinforcements
to the threatened sectors. From 11 to 13 December, several attacks were launched to gain control of the "Cider" crossroad
(which is located just off the north edge of the map). All of them failed because of the stiff resistance from the 90th
Panzergrenadier Division and of the presence of a deep gully.
At dawn on December 14, "C" and "D" companies of the 22eme Royal Regiment, supported by Sqn C of the Ontario Regiment,
started an enveloping attack on the left. In the meantime, units of the 1st Fallschirmjager Division have replaced most of
the tired 90th Panzergrenadier. After heavy fighting Casa Berardi was finally taken in the late afternoon, and the
Ortona-Orsogna road was finally interrupted. Company C, however was down to a couple dozen men with four Shermans and an
attempt to advance on the crossroad was repulsed by heavy mortar fire. The remaining companies of the 22eme Royal Regiment
arrived during the night and stopped all German counterattacks.
Captain Paul Triquet, CO of Company "C" (the B** leader) was awarded the Victoria Cross for this action.
FORCES:
Canadian: Squads, LMG, MMG, HMG, PIAT, LT. MTR, AFV, OBA
German: Squads, LMG, MMG, HMG, PSK, MTR, ATG, AFV, OBA
SCENARIO SPECIAL RULES:
MAPS: Custom-designed map from 1:5000 topo map of the area
TERRAIN: Ridges, gully, orchards and woods
SCENARIO LENGTH: 16 Turns (see note 3b)
VICTORY CONDITIONS : The Canadian player wins by controlling the VP hexes at Casa Berardi (the fortified building in 16,19) and
along the Ortona-Orsogna road (the paved road).
SCENARIO DESIGNER: Carlo "UP844"
NOTES:
1) This version is still a "work in progress"; I am still researching the German OBA (see note 2) and there are a couple game
issues that should be solved with the next updates.
2) The Canadian OOB is as accurate as possible; the German one is an educated guess, since several units were involved (1st FJ,
26th Pz, 90th PzGr, 242nd StuG Bn) and every source gives a different account of them.
3) The Canadians should have another OBA module and the Germans should also have one. I left them out because of the various
issues with OBA. The scenario should make use of the "variable end" feature, starting from turn #11, but this does not
currently work as intended.
Version 1.0
DATE: December 14, 1943
LOCATION: near Ortona, Italy
SITUATION: Before pressing its attack on Ortona, the 1st Canadian Division attempted to isolate the defenders by gaining
control of the Ortona-Orsogna road, which ran parallel to the front line and was used by the Germans to shift reinforcements
to the threatened sectors. From 11 to 13 December, several attacks were launched to gain control of the "Cider" crossroad
(which is located just off the north edge of the map). All of them failed because of the stiff resistance from the 90th
Panzergrenadier Division and of the presence of a deep gully.
At dawn on December 14, "C" and "D" companies of the 22eme Royal Regiment, supported by Sqn C of the Ontario Regiment,
started an enveloping attack on the left. In the meantime, units of the 1st Fallschirmjager Division have replaced most of
the tired 90th Panzergrenadier. After heavy fighting Casa Berardi was finally taken in the late afternoon, and the
Ortona-Orsogna road was finally interrupted. Company C, however was down to a couple dozen men with four Shermans and an
attempt to advance on the crossroad was repulsed by heavy mortar fire. The remaining companies of the 22eme Royal Regiment
arrived during the night and stopped all German counterattacks.
Captain Paul Triquet, CO of Company "C" (the B** leader) was awarded the Victoria Cross for this action.
FORCES:
Canadian: Squads, LMG, MMG, HMG, PIAT, LT. MTR, AFV, OBA
German: Squads, LMG, MMG, HMG, PSK, MTR, ATG, AFV, OBA
SCENARIO SPECIAL RULES:
MAPS: Custom-designed map from 1:5000 topo map of the area
TERRAIN: Ridges, gully, orchards and woods
SCENARIO LENGTH: 16 Turns (see note 3b)
VICTORY CONDITIONS : The Canadian player wins by controlling the VP hexes at Casa Berardi (the fortified building in 16,19) and
along the Ortona-Orsogna road (the paved road).
SCENARIO DESIGNER: Carlo "UP844"
NOTES:
1) This version is still a "work in progress"; I am still researching the German OBA (see note 2) and there are a couple game
issues that should be solved with the next updates.
2) The Canadian OOB is as accurate as possible; the German one is an educated guess, since several units were involved (1st FJ,
26th Pz, 90th PzGr, 242nd StuG Bn) and every source gives a different account of them.
3) The Canadians should have another OBA module and the Germans should also have one. I left them out because of the various
issues with OBA. The scenario should make use of the "variable end" feature, starting from turn #11, but this does not
currently work as intended.
- Attachments
-
- CasaBerardi_1_0.zip
- (30.78 KiB) Downloaded 377 times
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
RE: First Crisis at Army Group North
For Carlo,
Good work [:)]
German
1st Fallsch Div - setup on b50 east of gully and b43 per ssr1.2
1x9-1 : 2x8-1 : 1x7-0 : 9x5-4-8 : 3x2-4-8 : 3XMMG : 6LMG : 6xPZFaust43 : 1xMTR50 : 6x? : 1xMTR81 : 2xAT50 : 2xEntrench
90th Pzg Div enter east on turn three
1x8-1 : 3x4-6-7 : 2xLMG : 2xPZF43 : 2xPZIVH : 2x SPW251/1 : 1xSPW 251/2
Canadian
C Co, Royal 22e Re, 1st Ca In Div
enter west edge of b43 and/or b50 on turn 1
1x9-2 : 2x8-1 : 1x8-0 : 1x7-0 : 18x4-5-7 : 1x2-3-7 : 1xHMG : 2xMMG : 8xLMG : 2xRADIO : 2xMTR51 : 2xBZK : 1xMTR76 : 2xM4(75) : 1xM4(105) : 2xJEEP : 4xM5 : 5xtruck
D Co, Royal 22e Re, 1st Ca In Div
enter south edge on turn three
1x9-2 : 1x 8-1 : 4x4-5-7 : 2xMMG : 2xLMG : 1x MTR51 : 1x M4(75) : 4xM5
SPECIAL SCENARIO RULES: G1.1: Terrain: All buildings are made of wood. G1.1.1: All Brush are considered Woods. If available, place ASL Woods Overlay #4 over hexes 43S7-43S8-43R7-43R8. G1.1.2: Grain does not exist. The Grainfield area of 43CC7 (including all connecting grain hexes and hex 43AA8) is considered to be Vineyard. A Vineyard hex has the same rules as Brush with the exception that the entire open ground arera of the hex [EXC: roads) is considered Vineyard and it is also a Bog hex. G1.1.3: All Orchard hexes and the area of land within the confines of hexes S4-U5Y3-W2-S4 are considered to be Olive Groves. An Olive Grove hex has the same rules as an Orchard hex with the exception that Olive Grove hexes have a +1 TEM, its MF/MP costs are double those of an Orchard, and it is never out of season. G1.1.4: The river that runs from 50AA10 to 50K1 represents the Gully. Normal gully rules are in effect with the following modifications: a) The terrain in each gully hex is brush b) Each hex contains four anti-personnel mine factors G1.1.5: Custom boards (50c, 43c, and 37c) which contain all the terrain changes built in are available for this scenario using VSQL.
G1.2: The Germans may set up a maximum of eight infantry units (including leaders) inside the farmhouse complex on board 43. Support weapons may be placed freely. G1.3: Due to the lack of transport in this sector of the front, all trucks and unarmed halftracks must immediately withdraw once they have unloaded their passengers. G1.4: Due to heavy mud, all off road movement for vehicles is doubled. G1.5: The Canadians have one module of 100mm OBA available. G1.6: Bore sighting is not allowed.
Good work [:)]
German
1st Fallsch Div - setup on b50 east of gully and b43 per ssr1.2
1x9-1 : 2x8-1 : 1x7-0 : 9x5-4-8 : 3x2-4-8 : 3XMMG : 6LMG : 6xPZFaust43 : 1xMTR50 : 6x? : 1xMTR81 : 2xAT50 : 2xEntrench
90th Pzg Div enter east on turn three
1x8-1 : 3x4-6-7 : 2xLMG : 2xPZF43 : 2xPZIVH : 2x SPW251/1 : 1xSPW 251/2
Canadian
C Co, Royal 22e Re, 1st Ca In Div
enter west edge of b43 and/or b50 on turn 1
1x9-2 : 2x8-1 : 1x8-0 : 1x7-0 : 18x4-5-7 : 1x2-3-7 : 1xHMG : 2xMMG : 8xLMG : 2xRADIO : 2xMTR51 : 2xBZK : 1xMTR76 : 2xM4(75) : 1xM4(105) : 2xJEEP : 4xM5 : 5xtruck
D Co, Royal 22e Re, 1st Ca In Div
enter south edge on turn three
1x9-2 : 1x 8-1 : 4x4-5-7 : 2xMMG : 2xLMG : 1x MTR51 : 1x M4(75) : 4xM5
SPECIAL SCENARIO RULES: G1.1: Terrain: All buildings are made of wood. G1.1.1: All Brush are considered Woods. If available, place ASL Woods Overlay #4 over hexes 43S7-43S8-43R7-43R8. G1.1.2: Grain does not exist. The Grainfield area of 43CC7 (including all connecting grain hexes and hex 43AA8) is considered to be Vineyard. A Vineyard hex has the same rules as Brush with the exception that the entire open ground arera of the hex [EXC: roads) is considered Vineyard and it is also a Bog hex. G1.1.3: All Orchard hexes and the area of land within the confines of hexes S4-U5Y3-W2-S4 are considered to be Olive Groves. An Olive Grove hex has the same rules as an Orchard hex with the exception that Olive Grove hexes have a +1 TEM, its MF/MP costs are double those of an Orchard, and it is never out of season. G1.1.4: The river that runs from 50AA10 to 50K1 represents the Gully. Normal gully rules are in effect with the following modifications: a) The terrain in each gully hex is brush b) Each hex contains four anti-personnel mine factors G1.1.5: Custom boards (50c, 43c, and 37c) which contain all the terrain changes built in are available for this scenario using VSQL.
G1.2: The Germans may set up a maximum of eight infantry units (including leaders) inside the farmhouse complex on board 43. Support weapons may be placed freely. G1.3: Due to the lack of transport in this sector of the front, all trucks and unarmed halftracks must immediately withdraw once they have unloaded their passengers. G1.4: Due to heavy mud, all off road movement for vehicles is doubled. G1.5: The Canadians have one module of 100mm OBA available. G1.6: Bore sighting is not allowed.
RE: Submitted Scenarios
THE PAW OF THE TIGER
South of Leningrad, January 12, 1943: Throughout the winter of'42-43, the Soviets launched repeated attacks to relieve the
siege of Leningrad. The hardpressed Germans rebuffed one attack after another, but in so doing, their lines became progressively
thinner. Finnaly, the Germans had to develop a trip wire defense of light local forces, backed by a "fire brigade" mobile force,
which was quickly dispatched to the inevitable breakthrough sector. Such a fire brigade was 1st Company, Tiger Battalion
502, with ace tanker Cpt. Hans Bolter, who was called upon to halt a major Russian armored incursion by a full battalion of
the 122nd Tank Brigade.
German : Squads, MMG, AT, OBA, AFV
Russian : Squads, AFV
Maps: Three maps ASL(2,4,5)
Terrain: Forest, Hills
Scenario Length: 10 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ SL 14 ]
South of Leningrad, January 12, 1943: Throughout the winter of'42-43, the Soviets launched repeated attacks to relieve the
siege of Leningrad. The hardpressed Germans rebuffed one attack after another, but in so doing, their lines became progressively
thinner. Finnaly, the Germans had to develop a trip wire defense of light local forces, backed by a "fire brigade" mobile force,
which was quickly dispatched to the inevitable breakthrough sector. Such a fire brigade was 1st Company, Tiger Battalion
502, with ace tanker Cpt. Hans Bolter, who was called upon to halt a major Russian armored incursion by a full battalion of
the 122nd Tank Brigade.
German : Squads, MMG, AT, OBA, AFV
Russian : Squads, AFV
Maps: Three maps ASL(2,4,5)
Terrain: Forest, Hills
Scenario Length: 10 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ SL 14 ]
- Attachments
-
- ThePawof..heTiger.zip
- (25.18 KiB) Downloaded 771 times
RE: Submitted Scenarios
HUBE'S POCKET
Southern Russia near Buchach, April 6, 1944:
The March Russian offensive to drive the Germans back to the Carpathian Mountains had been successful. Partially due to
Hitler’s "stand fast" order, many large German formations were encircled. Among them was the entire First Panzer Army of
General Hube. Determined not to be part of another Stalingrad debacle, Hube and Manstein planned a daring breakout. Avoiding
the favorable terrain to the south, Hube drove west across forested hills. The terrain was more difficult, and hence was
less likely to be the move the Russians would expect. Elements of the elite 2nd SS Panzer Corps would drive eastward to aid in
the breakout with a linkup expected in the vicinity of Buchach.
Russian : Squads, LMG, AFV
German : Squads, HMG, MMG, LMG, PZS, DC, AFV
Maps: Three maps ASL(2,4,5)
Terrain: Forest, Hills
Scenario Length: 12 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ SL 15 ]
Southern Russia near Buchach, April 6, 1944:
The March Russian offensive to drive the Germans back to the Carpathian Mountains had been successful. Partially due to
Hitler’s "stand fast" order, many large German formations were encircled. Among them was the entire First Panzer Army of
General Hube. Determined not to be part of another Stalingrad debacle, Hube and Manstein planned a daring breakout. Avoiding
the favorable terrain to the south, Hube drove west across forested hills. The terrain was more difficult, and hence was
less likely to be the move the Russians would expect. Elements of the elite 2nd SS Panzer Corps would drive eastward to aid in
the breakout with a linkup expected in the vicinity of Buchach.
Russian : Squads, LMG, AFV
German : Squads, HMG, MMG, LMG, PZS, DC, AFV
Maps: Three maps ASL(2,4,5)
Terrain: Forest, Hills
Scenario Length: 12 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ SL 15 ]
- Attachments
-
- HubesPocket.zip
- (25.47 KiB) Downloaded 467 times
RE: Submitted Scenarios
Road to Wiltz....Each time I try to play this one...TOTH crashes...is any one else having an issue?