
Submitted Scenarios
Moderators: Peter Fisla, Paullus
RE: Submitted Scenarios
Thanks Rosseau, Lilian, John..., but I have no merit, I went to the best school!


- Attachments
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- unversity.jpg (43.31 KiB) Viewed 2720 times
RE: Submitted Scenarios
+1
Wasn't too expensive... nor too compromising? [:D]
Wasn't too expensive... nor too compromising? [:D]
"On ne passe pas !" - - - - - - - - - - - - "Soyez tous les bienvenus !"
The French Motto (Verdun, 1916) - - - - Paris Olympic Games (2024)
The French Motto (Verdun, 1916) - - - - Paris Olympic Games (2024)
RE: All Hell Breaking Loose.
ORIGINAL: Big Ivan
In honor of Tigers on the Hunt day February 25, 2017 here is the first of three scenario for the TotH family.[;)]
JP006: All Hell Braking Loose: 12th November 1944. Kerling, France
History: After pausing for a month, the US 3rd Army was eager to get moving again. However, the wait saw the
weather turn bad as autumn rains turned the region into a quagmire. On November 9th, the 90th Infantry
Division crossed the rising Moselle River north of Metz at Cattenom and Malling. While two regiments of the
90th continued to clear the old Maginot Line Forts, the third regiment, the 359th, expanded the bridgehead to
the southeast near Oudrenne. However, the 90th Division Mosele crossing did not go unnoticed by German
Army Group G. The 25th Panzergrenadier Division, little more than a kampfgruppe took up positions by
November 12th in front of the advancing US 359th Regiment. Supported by a small number of assault guns
and tanks, the 25th PG was in position to counterattack the pontoon bridges at Malling. All Hell broke loose
the morning of the 12th when American infantry supported by armor ran straight into the waiting 25th PG.
Play Mode: Best played as Americans against Computer German, hard or very hard difficulty.
Special Rule: The American player (Human Player Only) is to begin by advancing his column only along the
center road and continue along the road until fired on by the Germans. After fired upon the American player
may freely move anywhere beginning in the turn the fire took place.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, HMG, PF, AFV, OBA
American: Squads, LMG, MMG, Light MTR, OBA, AFV
Map: Up direction is to the southeast, three maps (1x3).
Visibility: 6 hexes.
Terrain: Rural with Water, Hills and Town
Scenario Length: 12 Game Turns
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides get VPs for
owning VP Objectives at the end of the scenario and killing enemy units.
Scenario Designer: John M. Pirman [Matrix Callsign: Big Ivan]
Thanks Big Ivan... looks and sounds interesting. More stuff for Tigers on the Hunt Day!!!!
RE: All Hell Breaking Loose.
My parents sent me there to study!Wasn't too expensive... nor too compromising?

- Attachments
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- Sanstitre.jpg (44.77 KiB) Viewed 2721 times
RE: Hill 253.5
In honor of Tigers on the Hunt day February 25, 2017 here is the second of three scenario for the TotH family.
Hill 253.5: 9th July 1943, near Ponyri, Russia.
History: Operation Citadel had begun, but instead of lightning fast WWII combat, the fighting had taken on the
shape of trench warfare seen in World War I. For four days now elements of the XLI Panzer Corps repeatedly
attacked the defenses of the Soviet 13th Army only to penetrate 5-6 miles into the Soviet line. For the troops of the
XLI Panzer Corps there was no illusion. They realized they were slowly being forced onto the defensive by relentless
Soviet pressure. In order to break the stalemate the strong position of Hill 253.5 had to be secured in order to free
other mobile units to sieze Ponyri. Earlier on July 9th the panzer grenadiers secured Hill 239.8 in a wild melee. Now it
was time to clear Hill 253.5...
Units Human Players (AI player units may vary) When playing as Germans play with hard or very hard difficulty.
German: Squads, LMG, MMG, HMG, Demo Charge, PF, AFV, OBA
Russian: Squads, LMG, MMG, HMG, AT Rifle, Demo Charge, Flamethrower, Med MTR, Ordnance, OBA, AFV
Maps: Two maps
Terrain: Rural with Hills and Buildings
Scenario Length: 10 Game Turns, Visibility 12 hex maximum.
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides get VPs for owning VP Objectives
at the end of the scenario and killing enemy units.
Scenario Designer: J.M. Pirman [Big Ivan]
Hill 253.5: 9th July 1943, near Ponyri, Russia.
History: Operation Citadel had begun, but instead of lightning fast WWII combat, the fighting had taken on the
shape of trench warfare seen in World War I. For four days now elements of the XLI Panzer Corps repeatedly
attacked the defenses of the Soviet 13th Army only to penetrate 5-6 miles into the Soviet line. For the troops of the
XLI Panzer Corps there was no illusion. They realized they were slowly being forced onto the defensive by relentless
Soviet pressure. In order to break the stalemate the strong position of Hill 253.5 had to be secured in order to free
other mobile units to sieze Ponyri. Earlier on July 9th the panzer grenadiers secured Hill 239.8 in a wild melee. Now it
was time to clear Hill 253.5...
Units Human Players (AI player units may vary) When playing as Germans play with hard or very hard difficulty.
German: Squads, LMG, MMG, HMG, Demo Charge, PF, AFV, OBA
Russian: Squads, LMG, MMG, HMG, AT Rifle, Demo Charge, Flamethrower, Med MTR, Ordnance, OBA, AFV
Maps: Two maps
Terrain: Rural with Hills and Buildings
Scenario Length: 10 Game Turns, Visibility 12 hex maximum.
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides get VPs for owning VP Objectives
at the end of the scenario and killing enemy units.
Scenario Designer: J.M. Pirman [Big Ivan]
- Attachments
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- JP007Hill2535.zip
- (28.04 KiB) Downloaded 367 times
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
RE: Hill 253.5
Just downloaded your Hill 253.5 and will give it a go this weekend. Thanks Big Ivan.
RE: Submitted Scenarios
ORIGINAL: Missouri_Rebel
Thanks to all of you for making these scenarios. I tried my hand at making one and realized I suck at it so it's a good thing others are more proficient.
Hello Eric, good to see you at the live TotH feed today. At least I assume that was you.
At any rate making scenarios is not to difficult. With that having been said how about we together work on a new scenario
for Tigers on the Hunt. In that way you could learn the ins and outs of scenario design. I'd be more than happy to help!!
So what do you think?
Suggest we start out with a small firefight between German and Russian units somewhere in Russia say mid to late 1943. Sound good?
What size map would you like? I'm thinking 1x2 for starters but I'll let you pick the final map size. Let's just not make it too big for starters.
After that we need to determine if we want to use maps already in the game or make a custom map. Then be thinking about what kind of terrain you want.
So we can stay in touch my e-mail is below.
My e-mail address is jpirman555[at]gmail[dot]com
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Guderian's March
In honor of Tigers on the Hunt day February 25, 2017 here is the third and final of three scenario for the TotH family.
I dedicate this scenario plus the other two I posted today "All Hell Breaking Loose" and "Hill 253.5" to Peter Fisla, Jorgen Holmquist and idjester
who without their non stop work behind the scenes we wouldn't have the worlds first operational computer game based on ASL. Thank you and may success always follow your flags!
JP008: Guderian's March SW of Smolensk, Russia July 28, 1941.
History: Guderian's 2nd Panzer Group crossed the Dnepr River and began the encirclement
of the Russian forces holding Smolensk. Key to the operation was getting behind the Russian
troops as quickly as possible. The Russians seeing the danger of encirclement formed a
hasty block of front line plus conscript troops, with tanks arriving later, in an effort to slow
the German advance. The situation became critical for both sides at Prigorskoye town
when lead elements of the Panzer Group slammed into Russian infantry holding the main
line of resistance (MLR).
Play Mode: Best played as Germans against Computer Russians, normal or hard difficulty.
Units Human Players (AI player units may vary)
German: Squads, Half Squads, LMG, MMG, HMG, ATR, Lt-Mtr, AFV, OBA
Russian: Squads, Half Squads, MMG, LMG, HMG, ATR, Lt-Mtr, Ordnance, AFV, OBA
Map: Up direction is northeast, six maps (2x3). Visibility 14 hexes.
Special Rule: The Russians have fifteen fortified building locations.
Terrain: Rural, Forest, River and Town.
Scenario Length: 20 Game Turns.
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides get VPs for
owning VP Objectives and destroying enemy units at the end of the scenario. The Germans also receive
VPs for exiting units.
Scenario Designer: John M. Pirman [Matrix Callsign: Big Ivan]
I dedicate this scenario plus the other two I posted today "All Hell Breaking Loose" and "Hill 253.5" to Peter Fisla, Jorgen Holmquist and idjester
who without their non stop work behind the scenes we wouldn't have the worlds first operational computer game based on ASL. Thank you and may success always follow your flags!
JP008: Guderian's March SW of Smolensk, Russia July 28, 1941.
History: Guderian's 2nd Panzer Group crossed the Dnepr River and began the encirclement
of the Russian forces holding Smolensk. Key to the operation was getting behind the Russian
troops as quickly as possible. The Russians seeing the danger of encirclement formed a
hasty block of front line plus conscript troops, with tanks arriving later, in an effort to slow
the German advance. The situation became critical for both sides at Prigorskoye town
when lead elements of the Panzer Group slammed into Russian infantry holding the main
line of resistance (MLR).
Play Mode: Best played as Germans against Computer Russians, normal or hard difficulty.
Units Human Players (AI player units may vary)
German: Squads, Half Squads, LMG, MMG, HMG, ATR, Lt-Mtr, AFV, OBA
Russian: Squads, Half Squads, MMG, LMG, HMG, ATR, Lt-Mtr, Ordnance, AFV, OBA
Map: Up direction is northeast, six maps (2x3). Visibility 14 hexes.
Special Rule: The Russians have fifteen fortified building locations.
Terrain: Rural, Forest, River and Town.
Scenario Length: 20 Game Turns.
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides get VPs for
owning VP Objectives and destroying enemy units at the end of the scenario. The Germans also receive
VPs for exiting units.
Scenario Designer: John M. Pirman [Matrix Callsign: Big Ivan]
- Attachments
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- JP008Gude..nsMarch.zip
- (36.78 KiB) Downloaded 383 times
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
RE: Guderian's March
ORIGINAL: Big Ivan
In honor of Tigers on the Hunt day February 25, 2017 here is the third and final of three scenario for the TotH family.
I dedicate this scenario plus the other two I posted today "All Hell Breaking Loose" and "Hill 253.5" to Peter Fisla, Jorgen Holmquist and idjester
who without their non stop work behind the scenes we wouldn't have the worlds first operational computer game based on ASL. Thank you and may success always follow your flags!
JP008: Guderian's March SW of Smolensk, Russia July 28, 1941.
History: Guderian's 2nd Panzer Group crossed the Dnepr River and began the encirclement
of the Russian forces holding Smolensk. Key to the operation was getting behind the Russian
troops as quickly as possible. The Russians seeing the danger of encirclement formed a
hasty block of front line plus conscript troops, with tanks arriving later, in an effort to slow
the German advance. The situation became critical for both sides at Prigorskoye town
when lead elements of the Panzer Group slammed into Russian infantry holding the main
line of resistance (MLR).
Play Mode: Best played as Germans against Computer Russians, normal or hard difficulty.
Units Human Players (AI player units may vary)
German: Squads, Half Squads, LMG, MMG, HMG, ATR, Lt-Mtr, AFV, OBA
Russian: Squads, Half Squads, MMG, LMG, HMG, ATR, Lt-Mtr, Ordnance, AFV, OBA
Map: Up direction is northeast, six maps (2x3). Visibility 14 hexes.
Special Rule: The Russians have fifteen fortified building locations.
Terrain: Rural, Forest, River and Town.
Scenario Length: 20 Game Turns.
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides get VPs for
owning VP Objectives and destroying enemy units at the end of the scenario. The Germans also receive
VPs for exiting units.
Scenario Designer: John M. Pirman [Matrix Callsign: Big Ivan]
Amazing Big Ivan... 3 full scenarios for TOTH DAY. I bow to your greatness... thanks[&o][&o][&o]
Guess who just got himself a livestream based upon one of his scenarios?
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- Posts: 157
- Joined: Sat Mar 01, 2014 4:38 pm
- Location: Indianapolis, IN, USA
RE: Submitted Scenarios
Here is my first scenario for TOTH in honor of it's one year anniversary...
Fat Lipki
Lipki, Russia, 3 July, 1941:
As tanks of the 1st Moscow Motor Rifle Division clashed with the 18th Panzer Division's armored spearhead north of Lipki,
infantry elements from both divisions were tasked with securing their respective southern flanks.
One such encounter between these flanking forces occurred in a heavily-wooded hamlet south of town, where several
platoon-sized groups met while trying to secure an important crossroads.
German: Squads, LMG
Russian: Squads, MMG, LMG
Maps: One map
Terrain: Rural, wooded, a few buildings.
Scenario Length: 8 Game Turns. LOS unlimited
Victory objective: The side with the most Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario Designer: Jeff S. Based on the Fat Lipki scenario from the board game "Combat Commander" by Chad Jensen
Fat Lipki
Lipki, Russia, 3 July, 1941:
As tanks of the 1st Moscow Motor Rifle Division clashed with the 18th Panzer Division's armored spearhead north of Lipki,
infantry elements from both divisions were tasked with securing their respective southern flanks.
One such encounter between these flanking forces occurred in a heavily-wooded hamlet south of town, where several
platoon-sized groups met while trying to secure an important crossroads.
German: Squads, LMG
Russian: Squads, MMG, LMG
Maps: One map
Terrain: Rural, wooded, a few buildings.
Scenario Length: 8 Game Turns. LOS unlimited
Victory objective: The side with the most Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario Designer: Jeff S. Based on the Fat Lipki scenario from the board game "Combat Commander" by Chad Jensen
- Attachments
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- FatLipki.zip
- (20.11 KiB) Downloaded 367 times
RE: Submitted Scenarios
ORIGINAL: Deepstuff123
Here is my first scenario for TOTH in honor of it's one year anniversary...
Fat Lipki
Lipki, Russia, 3 July, 1941:
As tanks of the 1st Moscow Motor Rifle Division clashed with the 18th Panzer Division's armored spearhead north of Lipki,
infantry elements from both divisions were tasked with securing their respective southern flanks.
One such encounter between these flanking forces occurred in a heavily-wooded hamlet south of town, where several
platoon-sized groups met while trying to secure an important crossroads.
German: Squads, LMG
Russian: Squads, MMG, LMG
Maps: One map
Terrain: Rural, wooded, a few buildings.
Scenario Length: 8 Game Turns. LOS unlimited
Victory objective: The side with the most Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario Designer: Jeff S. Based on the Fat Lipki scenario from the board game "Combat Commander" by Chad Jensen
Hey Jeff, good to see a scenario from you! I'll give it a try man, thanks![;)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
RE: Submitted Scenarios
ORIGINAL: Big Ivan
ORIGINAL: Deepstuff123
Here is my first scenario for TOTH in honor of it's one year anniversary...
Fat Lipki
Lipki, Russia, 3 July, 1941:
As tanks of the 1st Moscow Motor Rifle Division clashed with the 18th Panzer Division's armored spearhead north of Lipki,
infantry elements from both divisions were tasked with securing their respective southern flanks.
One such encounter between these flanking forces occurred in a heavily-wooded hamlet south of town, where several
platoon-sized groups met while trying to secure an important crossroads.
German: Squads, LMG
Russian: Squads, MMG, LMG
Maps: One map
Terrain: Rural, wooded, a few buildings.
Scenario Length: 8 Game Turns. LOS unlimited
Victory objective: The side with the most Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario Designer: Jeff S. Based on the Fat Lipki scenario from the board game "Combat Commander" by Chad Jensen
Hey Jeff, good to see a scenario from you! I'll give it a try man, thanks![;)]
Hey Jeff,
Tough scenario!! Nice job![&o][&o]
As a little recap:
I played it as the Germans with Hard difficulty. Lost after turn 6 on a dr<3 when game ended. No matter it was a
German major defeat anyway.
At start I split my force. Had the corporal(7-0) + 2 squads +LMG start in the top setup hexes. Had the Lt(9-1) + 2 squads
start in the bottom setup hexes by the VP buildings. Looked like 2 Russian squads started at top setup and both Russian leaders (8-1 plus 7-0) and the balance of the Russian
squads came in at the bottom setup hexes.
Right out of the chute my 7-0 was O of C. Germans got into position by the top VP building and 9-1 + 2 squads moved into one VP building at bottom. After that O of C problems continued to crop up
seemed like more so for the Germans. Russians continued to push in from bottom and eventually over whelmed my 9-1 + 2 squads first with pinning and breaking followed by casualty reductions.
I need to try this one again but this time not split my force. Playing on Hard difficulty was a challenge.
Thanks
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
- Missouri_Rebel
- Posts: 3062
- Joined: Sun Jun 18, 2006 11:12 pm
- Location: Southern Missouri
RE: Submitted Scenarios
ORIGINAL: Big Ivan
ORIGINAL: Missouri_Rebel
Thanks to all of you for making these scenarios. I tried my hand at making one and realized I suck at it so it's a good thing others are more proficient.
Hello Eric, good to see you at the live TotH feed today. At least I assume that was you.
At any rate making scenarios is not to difficult. With that having been said how about we together work on a new scenario
for Tigers on the Hunt. In that way you could learn the ins and outs of scenario design. I'd be more than happy to help!!
So what do you think?
Suggest we start out with a small firefight between German and Russian units somewhere in Russia say mid to late 1943. Sound good?
What size map would you like? I'm thinking 1x2 for starters but I'll let you pick the final map size. Let's just not make it too big for starters.
After that we need to determine if we want to use maps already in the game or make a custom map. Then be thinking about what kind of terrain you want.
So we can stay in touch my e-mail is below.
My e-mail address is jpirman555[at]gmail[dot]com
It was indeed me. I appreciate the offer and if youd allow me just a bit of time I think I have an idea for a small battle.
Eric
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
RE: Submitted Scenarios
ORIGINAL: Missouri_Rebel
ORIGINAL: Big Ivan
ORIGINAL: Missouri_Rebel
Thanks to all of you for making these scenarios. I tried my hand at making one and realized I suck at it so it's a good thing others are more proficient.
Hello Eric, good to see you at the live TotH feed today. At least I assume that was you.
At any rate making scenarios is not to difficult. With that having been said how about we together work on a new scenario
for Tigers on the Hunt. In that way you could learn the ins and outs of scenario design. I'd be more than happy to help!!
So what do you think?
Suggest we start out with a small firefight between German and Russian units somewhere in Russia say mid to late 1943. Sound good?
What size map would you like? I'm thinking 1x2 for starters but I'll let you pick the final map size. Let's just not make it too big for starters.
After that we need to determine if we want to use maps already in the game or make a custom map. Then be thinking about what kind of terrain you want.
So we can stay in touch my e-mail is below.
My e-mail address is jpirman555[at]gmail[dot]com
It was indeed me. I appreciate the offer and if youd allow me just a bit of time I think I have an idea for a small battle.
Eric
Excellent! Let me know when your ready.
Cheers![:)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Kursk1Prokhorovka
Dedicated to small config owners...
Kursk1Prokhorovka
11 Juillet 1943 - 16 Juillet 1943
Front ouest
Southern Salient
Historical Background:
Kursk was one of the largest tank on tank battle in history. The Germans had some 17 Panzer divisions to fall on the Red
Army, while the Soviets had about 20,000 guns of all types ready for the German attack. This scenario focuses on the
Southern Salient, just south of the city of Prokhorovka. It was across these plains that the German Sixth and Eighth
armies along with the Hungarian Second and Third armies attacked across the Psel River. The Fifth and Seventh Guards Tank
Army defended the plains, and on the 12th of July, counterattacked the German 4th Panzer Army. It was an armored clash of
well over 1500 tanks met head on as the Soviets closed to close assault. The German Tiger and Panther tanks were better
at the long range attack, but the Soviets denied them this by charging them straight on. Also aircraft from both sides
bombed the tanks vulnerable top armor. The Soviets surprised the Germans with the first appearance of the SU-152 tank
destroyer. This mounted a six inch howitzer on a KV chassis. By the evening of July 16th, the 4th Panzer Army literally
ceased to exists, and the Germans began to pull back. Hitler also pulled the Tigers and Panthers to Europe to defend
Italy, now under attack. By July 16th the Germans had retreated back to their starting line. The Soviet army had many
more resources than the Germans. They outnumbered the Germans in armor by almost 2 to one, in infantry by 2.5 to one,
and in guns by 4 to one.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
German : --> <-- : Russian
Scenario Length: 6 Game Turns - LOS (5 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: Memoir44'Men [ Kursk ]
Kursk1Prokhorovka
11 Juillet 1943 - 16 Juillet 1943
Front ouest
Southern Salient
Historical Background:
Kursk was one of the largest tank on tank battle in history. The Germans had some 17 Panzer divisions to fall on the Red
Army, while the Soviets had about 20,000 guns of all types ready for the German attack. This scenario focuses on the
Southern Salient, just south of the city of Prokhorovka. It was across these plains that the German Sixth and Eighth
armies along with the Hungarian Second and Third armies attacked across the Psel River. The Fifth and Seventh Guards Tank
Army defended the plains, and on the 12th of July, counterattacked the German 4th Panzer Army. It was an armored clash of
well over 1500 tanks met head on as the Soviets closed to close assault. The German Tiger and Panther tanks were better
at the long range attack, but the Soviets denied them this by charging them straight on. Also aircraft from both sides
bombed the tanks vulnerable top armor. The Soviets surprised the Germans with the first appearance of the SU-152 tank
destroyer. This mounted a six inch howitzer on a KV chassis. By the evening of July 16th, the 4th Panzer Army literally
ceased to exists, and the Germans began to pull back. Hitler also pulled the Tigers and Panthers to Europe to defend
Italy, now under attack. By July 16th the Germans had retreated back to their starting line. The Soviet army had many
more resources than the Germans. They outnumbered the Germans in armor by almost 2 to one, in infantry by 2.5 to one,
and in guns by 4 to one.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
German : --> <-- : Russian
Scenario Length: 6 Game Turns - LOS (5 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: Memoir44'Men [ Kursk ]
- Attachments
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- Kursk1Prokhorovka.zip
- (22.6 KiB) Downloaded 417 times
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- Posts: 157
- Joined: Sat Mar 01, 2014 4:38 pm
- Location: Indianapolis, IN, USA
Bonfire of the NKVD
Here's another scenario from the Combat Commander board game. Enjoy... Jeff
Bonfire of the NKVD
Outside Brest-Litovsk, June 24, 1941
A Soviet forward CP belonging to the retreating 133rd Infantry Regiment is to be abandoned by noon, but not before all
communications equipment is smashed and documents burned - including detailed plans of much of the frontier fortifications
in and around Brest-Litovsk several miles to the east.
A battered company of Russian militia must halt the German juggernaut long enough to affect a withdrawal to the relative
safety of the Brest-Litovsk citadel.
German: Squads, HMG, LMG
Russian: Squads, MMG, LMG
Maps: One map
Terrain: Rural, wooded, a few buildings.
Scenario Length: 12 Game Turns. LOS unlimited
Victory objective: The side with the most Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario Designer: Jeff S. Based on the Bonfire of the NKVD scenario from the board game "Combat Commander" by Chad Jensen
Bonfire of the NKVD
Outside Brest-Litovsk, June 24, 1941
A Soviet forward CP belonging to the retreating 133rd Infantry Regiment is to be abandoned by noon, but not before all
communications equipment is smashed and documents burned - including detailed plans of much of the frontier fortifications
in and around Brest-Litovsk several miles to the east.
A battered company of Russian militia must halt the German juggernaut long enough to affect a withdrawal to the relative
safety of the Brest-Litovsk citadel.
German: Squads, HMG, LMG
Russian: Squads, MMG, LMG
Maps: One map
Terrain: Rural, wooded, a few buildings.
Scenario Length: 12 Game Turns. LOS unlimited
Victory objective: The side with the most Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario Designer: Jeff S. Based on the Bonfire of the NKVD scenario from the board game "Combat Commander" by Chad Jensen
- Attachments
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- Bonfire of the NKVD.zip
- (20.54 KiB) Downloaded 344 times
-
- Posts: 157
- Joined: Sat Mar 01, 2014 4:38 pm
- Location: Indianapolis, IN, USA
RE: Bonfire of the NKVD
Just updated the scenario above to 12 turns. Gives the Germans more time to advance and the scenario will have a better balance.
Kursk2Ponyri
Kursk2Ponyri
6 Juillet 1943 - 10 Juillet 1943
Northern Salient
Historical Background:
Among the battles of Operation "CITADEL", it was at Ponyri that the most ferocious battles were fought, the most fierce
and bloodiest. Turning the place into "little Stalingrad". From 6 to 9 July, the fights for the school, the tractor
depot, the water tower, the station were merciless. On 7 July alone, the Village changed 5 times of camp. From west to
east, the 292 and 86th ID as well as the 78th DA began to attack, not expecting a fiercely resistance. The German units
were supported by a multitude of armored vehicles: tanks, assault cannons, Tank hunters. The main strike force was the 90
Ferdinand of the 656th Heavy Tank hunters Regiment (Regiment that contained all these new armed monsters).The Russian
units in the area belonged to the 29th Rifle Corps of the 13th Army. The 15th and 81st in the first line. Behind them was
the 307th division (the division that initially defended Ponyri). In 307th Division, the Russians had massed an artillery
concentration far superior to that normally to an infantry division. Moreover, everything that the Russians could muster
as troops was thrown away in the fighting. The Germans encountered a multitude of defensive points, connected trenches,
to anti-tank batteries, to whole companies of Tanks buried and entrenched, supported in the air by Sturmoviks and Yaks.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
German : --> ] : Russian
Scenario Length: 6 Game Turns - LOS (5 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: Memoir44'Men [ Kursk ]
6 Juillet 1943 - 10 Juillet 1943
Northern Salient
Historical Background:
Among the battles of Operation "CITADEL", it was at Ponyri that the most ferocious battles were fought, the most fierce
and bloodiest. Turning the place into "little Stalingrad". From 6 to 9 July, the fights for the school, the tractor
depot, the water tower, the station were merciless. On 7 July alone, the Village changed 5 times of camp. From west to
east, the 292 and 86th ID as well as the 78th DA began to attack, not expecting a fiercely resistance. The German units
were supported by a multitude of armored vehicles: tanks, assault cannons, Tank hunters. The main strike force was the 90
Ferdinand of the 656th Heavy Tank hunters Regiment (Regiment that contained all these new armed monsters).The Russian
units in the area belonged to the 29th Rifle Corps of the 13th Army. The 15th and 81st in the first line. Behind them was
the 307th division (the division that initially defended Ponyri). In 307th Division, the Russians had massed an artillery
concentration far superior to that normally to an infantry division. Moreover, everything that the Russians could muster
as troops was thrown away in the fighting. The Germans encountered a multitude of defensive points, connected trenches,
to anti-tank batteries, to whole companies of Tanks buried and entrenched, supported in the air by Sturmoviks and Yaks.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
German : --> ] : Russian
Scenario Length: 6 Game Turns - LOS (5 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: Memoir44'Men [ Kursk ]
- Attachments
-
- Kursk2Ponyri.zip
- (25.07 KiB) Downloaded 405 times
PonyriStation
PonyriStation
During Operation Citadel, Ponyri Station became key terrain to both sides since the Orel-Kursk railway went right
through it. It took the Germans two days to break through the first echelon defenses, but they were eventually attacking
the 2nd echelon. The 307th Rifle Division was reinforced with numerous units including the 1442nd Self-Propelled
Artillery Regiment with SU-152s and the 129th Tank Brigade, which itself was reinforced by the 51st Tank Brigade and
included some American made Stuart tanks. The Germans were able to capture the embankment in the north and establish a
foothold in the village. The Germans launched a ferocious attack on the morning of the 7th with two battalions of
infantry and 50 AFVs.
German : --> <-- : Russian
Scenario Length: 6 Game Turns - LOS (9 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ From Clash at Ponyri ]
During Operation Citadel, Ponyri Station became key terrain to both sides since the Orel-Kursk railway went right
through it. It took the Germans two days to break through the first echelon defenses, but they were eventually attacking
the 2nd echelon. The 307th Rifle Division was reinforced with numerous units including the 1442nd Self-Propelled
Artillery Regiment with SU-152s and the 129th Tank Brigade, which itself was reinforced by the 51st Tank Brigade and
included some American made Stuart tanks. The Germans were able to capture the embankment in the north and establish a
foothold in the village. The Germans launched a ferocious attack on the morning of the 7th with two battalions of
infantry and 50 AFVs.
German : --> <-- : Russian
Scenario Length: 6 Game Turns - LOS (9 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ From Clash at Ponyri ]
- Attachments
-
- PonyriStation.zip
- (25.51 KiB) Downloaded 368 times
Animal Hunter
Animal Hunter
The battle for Ponyri Station, like many battles, happened for no particular reason as to occur where it did. The rail
station and the small town that surrounds it have no military value. Ponyri consisted of a school, water tower, rail
station, and tractor factory. But it was there that two powerful and determined foes met, clashing in their attempts to
destroy one another like some long-past Gods in Greek mythology. The Germans tried five times to bust through the well
defended Russian line, each time, failing. The German XLI Panzer Corps penetrating the Soviet defensive positions and
driving rapidly between the road and the railroad line through the high ground where Ponyri was located and then on
towards Kursk. This Corps comprised four divisions: 18th Panzer Division, 10th Panzer Grenadier Division, and the 86th
and 292nd Infantry Divisions. The 78th Sturm (Assault) Division of XXIII Corps protected the left flank of XLI Panzer
Corps and was also involved in the fighting around Ponyri. From west to east the 292nd and 86th Infantry and 78th Sturm
Divisions led the assault. The main armored support was provided by the 90 Ferdinands of Heavy Panzerjäger Regiment 656,
containing the entire inventory of these armored monsters. In addition, the 292nd and 86th Infantry Divisions had the
216th Sturmpanzer Battalion (45 Brümmbärs) and the 177th and 244 Sturmgeschütz Brigades. The 18th Panzer Division
contained 72 more conventional vehicles including 5 Pz II, 10 Pz III kz, 20 Pz III 75, 5 Pz IV kz, and 3 Pz Bef Cmd, and
also the 101st Panzer Grenadier Regiment. The 10th Panzer Grenadier Division had an exceptionally powerful artillery
complement: seven artillery battalions, a Nebelwerfer regiment, a heavy mortar battalion and an assault gun battalion.
The battle became a whirlpool, sucking in more and more troops on both sides. Records indicate over 10,000 men died for
this meaningless terrain. The only value here was the fact that Ponyri station sat astride the second Russian defensive
belt in this area of the Kursk offensive from the north. Even if the Germans broke through, there was yet a third
defensive line waiting miles away, and events elsewhere during this offensive would dictate the final outcome. However,
like a mysterious magnetic field, the Germans sent four divisions to seize the town and were opposed by a dug-in, well
armed Russian regiment who were ordered to stand and fight at all costs. Russian reserves were close by, including a full
artillery division assigned to support the defenders; something totally unheard of before. Major Sankovsky, commander of
the new SU-152 battery of 1442nd SP Art Regiment, assigned to the 13th Army was in support of the 307th Rifle Division
around Ponyri Station when the 41st Panzer Corps' attacked with 200 panzers. Leading the way were Tiger I's of Schwere
Panzer Abteilung 505, and the Borgward BIV remote control mine clearance tanks. On this day it is believed the major
himself knocked out 10 enemy tanks, and in the ensuing three weeks of combat at Kursk the battery accounted for some 12
Tigers and 7 Ferdinands. It was this units results which the SU152 the nickname of "Animal Hunter".
The battle for Ponyri station was a go-for-broke, see-saw slugfest over a town that the rest of the world never heard of
before. It would be called, "Kursk’s Stalingrad."
German : --> [- : Russian
Scenario Length: 6 Game Turns - LOS (7 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: "Cough" Rico
The battle for Ponyri Station, like many battles, happened for no particular reason as to occur where it did. The rail
station and the small town that surrounds it have no military value. Ponyri consisted of a school, water tower, rail
station, and tractor factory. But it was there that two powerful and determined foes met, clashing in their attempts to
destroy one another like some long-past Gods in Greek mythology. The Germans tried five times to bust through the well
defended Russian line, each time, failing. The German XLI Panzer Corps penetrating the Soviet defensive positions and
driving rapidly between the road and the railroad line through the high ground where Ponyri was located and then on
towards Kursk. This Corps comprised four divisions: 18th Panzer Division, 10th Panzer Grenadier Division, and the 86th
and 292nd Infantry Divisions. The 78th Sturm (Assault) Division of XXIII Corps protected the left flank of XLI Panzer
Corps and was also involved in the fighting around Ponyri. From west to east the 292nd and 86th Infantry and 78th Sturm
Divisions led the assault. The main armored support was provided by the 90 Ferdinands of Heavy Panzerjäger Regiment 656,
containing the entire inventory of these armored monsters. In addition, the 292nd and 86th Infantry Divisions had the
216th Sturmpanzer Battalion (45 Brümmbärs) and the 177th and 244 Sturmgeschütz Brigades. The 18th Panzer Division
contained 72 more conventional vehicles including 5 Pz II, 10 Pz III kz, 20 Pz III 75, 5 Pz IV kz, and 3 Pz Bef Cmd, and
also the 101st Panzer Grenadier Regiment. The 10th Panzer Grenadier Division had an exceptionally powerful artillery
complement: seven artillery battalions, a Nebelwerfer regiment, a heavy mortar battalion and an assault gun battalion.
The battle became a whirlpool, sucking in more and more troops on both sides. Records indicate over 10,000 men died for
this meaningless terrain. The only value here was the fact that Ponyri station sat astride the second Russian defensive
belt in this area of the Kursk offensive from the north. Even if the Germans broke through, there was yet a third
defensive line waiting miles away, and events elsewhere during this offensive would dictate the final outcome. However,
like a mysterious magnetic field, the Germans sent four divisions to seize the town and were opposed by a dug-in, well
armed Russian regiment who were ordered to stand and fight at all costs. Russian reserves were close by, including a full
artillery division assigned to support the defenders; something totally unheard of before. Major Sankovsky, commander of
the new SU-152 battery of 1442nd SP Art Regiment, assigned to the 13th Army was in support of the 307th Rifle Division
around Ponyri Station when the 41st Panzer Corps' attacked with 200 panzers. Leading the way were Tiger I's of Schwere
Panzer Abteilung 505, and the Borgward BIV remote control mine clearance tanks. On this day it is believed the major
himself knocked out 10 enemy tanks, and in the ensuing three weeks of combat at Kursk the battery accounted for some 12
Tigers and 7 Ferdinands. It was this units results which the SU152 the nickname of "Animal Hunter".
The battle for Ponyri station was a go-for-broke, see-saw slugfest over a town that the rest of the world never heard of
before. It would be called, "Kursk’s Stalingrad."
German : --> [- : Russian
Scenario Length: 6 Game Turns - LOS (7 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: "Cough" Rico
- Attachments
-
- AnimalHunter.zip
- (23.32 KiB) Downloaded 402 times