Submitted Scenarios

Moderators: Peter Fisla, Paullus

User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Ooops, minor correction to Devil's Hill[:(]
Attachments
DevilsHill.zip
(22.02 KiB) Downloaded 295 times
slaphappypappy
Posts: 120
Joined: Thu Jun 12, 2014 8:31 am

RE: Submitted Scenarios

Post by slaphappypappy »

Good scenario, Hailstone.
It took me 4 tries and some luck to get a victory.
I got the 9-2 leader and the med and heavy mg's in the same hex to break on long range fire from three airborne squads.
I was just about to think this scenario can't be won, but you do need some luck.
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Slaphappypappy, thanks for the feedback. I was able to take Devil's Hill a couple of times by concentrating all the American units
at the base near the southeast quadrant of that hill then take on one victory point at a time. It's the reinforcements that gave me
a nasty surprise and I ported over the scenario! [:)]

I will be putting out a few more scenarios soon so stay tuned!
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Hey guys, I've made a few scenarios I would like to share. I'm recovering from cancer surgery so I occupied my time learning the Editor and creating new scenarios.

Hopefully, they would be worth downloading.[:'(]


User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Silence That Gun

Foucarville, June 6, 1944: Foucarville was just one of several small villages behind Utah Beach
which were to be occupied to prevent German reinforcements from reaching the beach and the beach
garrisons from getting out. The first dozen paratroopers entered at 2 AM and after exchanging
fire with a battalion command post, withdrew to await reinforcements. At dawn, they re-entered
and the Germans withdrew to a fortified strongpoint at the northern end of the village. Judging
themselves too weak to storm the strongpoint, the paratroopers satisfied themselves with establishing
roadblocks and intercepting Germans withdrawing from the beaches until an AT Gun began to interfere.

Game Length: 6 turns

For the Americans to win they must capture the two VP's or kill the AT Gun crew.
For the Germans to win they must hold the two VP's or have the AT Gun crew survive.

Americans: Squads, MMG's, BAZ's, DC
Germans: Squads, HMG, MMG, LMG's, AT gun

Maps: #2, #3, #4

Aftermath: By 10:30 AM the paratroopers numbered nearly 80 men - but still not enough to take the
entire town. However, under the covering fire of a limited objective attack, Private John Lyell
was able to crawl forward to a position from which he could silence the gun with a grenade bundle
- although he was mortally wounded in the process. The strongpoint remained in German hands until
10 PM when suddenly many Germans threw down their arms. Duped by prisoners they had taken during
the previous night into thinking that a heavy naval bombardment was due to strike, they acted with-
out authority. Before the German leaders could intervene, the captive paratroopers quickly siezed
the discarded weapons and opened fire on their former captors.

Source: ASL Scenario 14, Silence That Gun, corrected version, 12/9/18
Attachments
Silence That Gun.zip
(26.22 KiB) Downloaded 284 times
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Trapped!

St. Come-Du-Mont, June 8, 1944, Oberst Friedrich von ger Heydte's mixed force of paratroops and
grenadiers had held St. Come against constant pressure from American paratroopers for two days
but the Americans were already receiving relief from the beaches and his own forces were dwindling
under what seemed like constant bombardment. And now the Americans had cut the road to Carentan
from the south leaving him surrounded on three sides with only the flooded lowlands open to the
west. The time had come to break out to the south and reform in Carentan ... if he could.

Game length: 7 turns

German units: 1st line squads, MMGs, LMGs, MTRs.
American units: Airborne squads, MMGs, MTRs, BAZs.

For the Germans to win they must exit 10 squads or equivalent.
For the Americans to win they need to eliminate ten squads or equivalent.

Maps: #2, #4

Aftremath: Six times the Germans attacked in a futile attempt to clear the southern road - only to
melt away each time before the Americans' steady fire. Both sides of the road were littered with
German dead. Von der Heydte withdrew to the west, leaving 40 trucks and most of his equipment
behind. As they left, the Germans blew up the main road bridge - something they had prevented the
101st Division from doing for three days. Von der Heydte would be heard from again ... first in
Carentan, and six months later in Belgium when he would lead his paratroopers in a combat jump
behind enemy lines in the Battle of the Bulge.

Source: ASL Scenario 15, Trapped!
Attachments
Trapped.zip
(23.74 KiB) Downloaded 304 times
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Night Assault


Kirchhellen, Germany, March 26, 1945: After dispersing an attack by the Wehrmacht 116th Panzer Division
the American Infantryman of the 120th Regiment were able to advance to positions near Kirchhellen Airfield.
The GI's watched helplessly as the airfields powerful flak guns, mounted high on open concrete towers, drove
back the men of the 117th Regiment. Knowing that any daylight assault would meet the same fate they waited
until darkness fell before beginning their attack.

Game length: 8 turns

For the Germans to win they must defend and hold the flak guns.
For the Americans to win they must capture the flan guns.

Germans: Squads, LMGs, Art, 88 AA flak guns
Americans: Squads, HMG, MMG, MTR

Map: #14

This is a night scenario with 2 hex visibility.

Aftermath: Advancing in the darkness the GI's were able to rout the few defenders and destroy the flak guns
without losing a man. The advance moved forward from the airfield on the following morning.

Source: WWW Scenario 98, Night Assault
Attachments
NightAssault.zip
(20.96 KiB) Downloaded 304 times
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Le Paradis

France May 26, 1940: The Germans were pushing north of the La Bussee canal against the southern
defensive positions of the British Expeditionary Force (B.E.F.) North of Betune the British were
holding the village of Le Paradis as the enemy launched another assault.

Germans to win they must capture 4 VP's.
British to win must defend and hold VP's.

Game length: 7 turns
Maps: #4, #6

Germans: Squads, MMG, LMGs, DC's, AFV's
Brittish: Squads, MMG's, ATR's

Aftermath: Continually being attacked throughout the day by infantry and armor, the Norfolk's
held out until 17:15 hours when becoming short of men and ammunition then decided to surrender.
A sad sequel occurred when their SS captors massacred the prisoners with machine gun fire. The
German Company commander was later convicted and hanged for this crime after the war.

Sorce: WWW Scenario 84, Le Paradis
Attachments
LaParadis.zip
(23 KiB) Downloaded 304 times
Paullus
Posts: 1097
Joined: Tue Jun 09, 2015 1:41 am
Location: Sweden

RE: Submitted Scenarios

Post by Paullus »

Nice selection of scenarios there Hailstone.[:)]

I wish you a good recovery
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
User avatar
Cataphract88
Posts: 730
Joined: Fri Oct 05, 2012 8:02 am
Location: Britannia

RE: Submitted Scenarios

Post by Cataphract88 »

ORIGINAL: Paullus

Nice selection of scenarios there Hailstone.[:)]

I wish you a good recovery

+1

Thanks for the scenarios, and get well soon.
Richard
slaphappypappy
Posts: 120
Joined: Thu Jun 12, 2014 8:31 am

RE: Submitted Scenarios

Post by slaphappypappy »

Thanks for the scenarios Hailstone and wish you a speedy recovery as well!

Slaphappypappy
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

It's all good. Had cancerous prostate removed so now I sit around and make TotH scenarios!


Here's one now...


Fauhgh a' Ballagh


Sinagoga Italy, May 16, 1944: The approach to Monte Cassino was agonizingly slow. The commanding
heights gave the Germans superb observation and fire positions. In the valleys, small rearguard
groups ensured that each hamlet had its bloodprice. For the Allies, the very narrowness of the
battlefield ensured the maximum support for each assault. The Irish Brigade's attack on Sinagoga
was preceeded by a full divisional bombardment. In the thunder of the barrage, many of the small
stone houses of the picturesque village were quickly destroyed. Sinagoga's defenders were not.

Game length: 8 turns

For the Germans to win they must hold 4 VPs.
For the Irish to win they must capture 4 VPs.

Germans: Squads, LMG's, PF's, AFV
Irish: Squads, LMG's, MMG, AFV's

Aftermath: Soon after the barrage lifted, the "Faughs" (so-called for their battery "Faugh a' Ballagh")
stormed the shattered village. The bombardment had knocked out all the mines and fixed antitank weapons
but had left the German troops and armor unaffected. Their fire, and the piles of rubble, so slowed the
Irish assault that it was more the orderly German retirement rather than the Allied advance which left
Sinagoga in Allied hands.


Source: ASL Scenario N, Faugh A' Ballagh
Attachments
FaughaBallagh.zip
(20.95 KiB) Downloaded 307 times
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Burzevo

Burzevo, 27 miles Southwest of the Kremlin, December 2, 1941: By the end of November,
Operation Typhoon had broken down; resolute Soviet resistance, exhaustion, and sub-zero
temperatures had almost completely halted the Germans. Along the Minsk-Moscow highway,
the fastest and most direct to the Russian capital, von Kluge's Fourth Army made a last
desperate attempt to dislodge the defending Russians by an encircling attack from the
south. The real progress was made by the 258th Infantry Division, whose spearheads managed
to capture the village of Burzevo on the afternoon of December 2nd. The battalion of the
47th regiment was ordered to hold there, its men anticipating a brief respite from the
-30 degree fahrenheit night. But at 0200 hours the Russians counterattacked...

Game length: 5 turns


For the Germans to win they must destroy 4 AFV's
For the Russians to win they must eliminate Squads and/or AFV's and/or AA Gun to get
required VP's.

Germans: Squads, MMG, LMG's, DC's, ATR, AA Gun, AFV's
Russians: AFV's


Aftermath: Amid blazing buildings and tanks the Infantry tackled the T-34's with demo
charges and grenade bundles, and with heavy losses to the defenders. That same day
Fourth Army suspended the offensive and ordered its units to withdraw back across the
Nara River. The trials of its own men, however, was far from over, the Russian Winter
Offensive was only days away.

Source: Insert for volume 15, No. 6 of the General, Scenario A, Burzevo
Attachments
Burzevo.zip
(21.33 KiB) Downloaded 304 times
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Gambit

Maleme Crete, May 21, 1941: The New Zealanders had spent most of 20th May pinned down
by endless sweeps of German fighter aircraft. Communications were a shambles, casualties
were heavy, and local counterattacks simply failed. Colonel Andrew of the 5th New Zealand
Brigade opted to withdraw from the immediate area of Maleme airfield and regroup to the
southeast. The problem remained of how to draw back when the German paratroopers seemed
everywhere.

Game Length: 8 turns

For the New Zealanders to win they must exit 9 squads.
For the Germans to win they must eliminate 4 squads.

New Zealanders: Squads, MTR's, LMG's, ATR
Germans: Squads

Aftermath: The Germans swept down from the hill and surrounded one isolated platoon of the
New Zealanders. In so doing, they opened a corridor through which the rest of the 22nd
was able to pass. Colonel Andrew was able to regroup and hoped to retake the airfield the
following day. His hopes were soon to be fulfilled.


Source: ASL Scenario Q, Gambit
Attachments
Gambit.zip
(23.14 KiB) Downloaded 291 times
User avatar
Big Ivan
Posts: 2032
Joined: Mon Jun 09, 2008 12:34 am
Location: Mansfield, Ohio USA

RE: Submitted Scenarios

Post by Big Ivan »

"It's all good. Had cancerous prostate removed so now I sit around and make TotH scenarios!"

Sam, hope you have a speedy recovery as I did. I had mine removed in 2016 just a week before Tigers on the Hunt came out.

Do what your doctors say, drink plenty of water and you'll pull through!

Good Luck, my thoughts and prayers are with you!

John[:)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

Thank you, everyone, for your sentiments. I don't even know why I even mentioned it other than it's on my mind a lot.
TotH has been part of my recovery as I laid around with a catheter and collection bag and going crazy. I got so involved
with learning and using the Editor that I forgot to feel bad. I guess I owe Peter thanks for that. Anyway,


here's another scenario just for its recuperative powers!



The Factory

Aprilia Settlement, Central Italy, February 11, 1944: As the initial expansion
of the Allied beachhead at Anzio drew to a halt, the inevitable Germen counter
-attacks began. The main attacks concentrated on the Albano-Anzio highway around
the village of Carroceto and the Apprilia farm settlement known to the Allies as
the "Factory". The Factory finally fell to the Germans on the 9th after repeated
attacks. Realizing the importance of this position and the threat it presented to
the defense at Carroceto, the Allied command ordered a counterattack by the U.S.
45th Infantry Division.

Game Length: 8 turns

For the Germans to win they must hold 5 VP's.
For the Americans to win they must capture 10 VP's.

Germans: Squads, MMG's, LMG's, PF's, Radio (80mm), AFV
Americans: Squads, HMG, MMG's, BAZ's, AFV's

ASL Boards: 4, 12

Aftermath: The assault was handicapped from the start by a heavy rain which forced
the tank support to manuever very slowly for fear of bogging down in the soft ground.
Planned fire support also proved ineffective due to coordination problems with the
British artillery observers. Without artillery support to soften the German positions
which had been fortified during the intervening 24 hours, the men of the 179th failed
to fully dislodge the defenders from the ruins of the settlement. By the end of the day,
the Allies grudgingly cancelled all further attempts to retake the factory.

Source: ASL Scenario 38, The Factory
Attachments
TheFactory.zip
(23.53 KiB) Downloaded 315 times
User avatar
piotre
Posts: 93
Joined: Sun Sep 17, 2006 5:19 pm
Location: Bologna, Italy

RE: Submitted Scenarios

Post by piotre »

ORIGINAL: Hailstone
Silence That Gun

I've found this easy (maybe even _too_ easy) to get a Major Victory as the Germans, but haven't had any success as the Americans yet.
Any idea for a good American strategy?

Thanks Hailstone for the nice sceanrios [;)]
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Submitted Scenarios

Post by Hailstone »

piotre, what I recall was that I divided the US force by placing 1/3 of the units in the middle area in the woods and the other 2/3's I placed
in the wooden buildings toward the left side of screen next to the road coming up from the bottom of the map. The US encountered only one
German squad on that side that was easily dispatched with all your fire power and best leader. Then I sneak across the road and enter the woods.
So we have 1/3 of US hidden in the woods south of the victory point hexes and 2/3 of US hidden in woods left of the VP hexes. I moved the US
troops in the south up to the edge of the woods to engage whatever is in the vp hex that will shoot at you. If those US squads survive - great
but if they break - no big deal. Their mission is to draw fire while the US squads hidden in woods to the left of the vp hexes advance to take the
building one hex at a time. Might not work on first try to take building but I kept attacking, advancing, and rallying until I took building. The squads
south of the building can keep attracting fire and firing into the VP hexes. As far as that AT gun, I never took it. Once I cleared the building the game
was already won and my playtesting completed - it works!


I'm glad you felt those scenarios were worth downloading. Thanks![:)]
User avatar
piotre
Posts: 93
Joined: Sun Sep 17, 2006 5:19 pm
Location: Bologna, Italy

RE: Submitted Scenarios

Post by piotre »

I'll try that, but fire from the German MGs in the fortified building is murderous [8|]
User avatar
piotre
Posts: 93
Joined: Sun Sep 17, 2006 5:19 pm
Location: Bologna, Italy

RE: Submitted Scenarios

Post by piotre »

Hi Hailstone, I'd like to report a possible bug in your "Silence that gun" scenario.

I was finally able to get an American major victory, by employing a "right hook" strategy.
I basically left some red herrings in the woods in front of the fortified buildings to attract the MG fire and, under cover of the woods on the right, I assaulted with the rest of my force first into the stone building containing the PaK gun and then the fortified buildings.

However, as you can see from the Victory status window, I got no credit for killing the German gun crew.
I believe this is because 10VPs are attributed to a hypothetical crew on the American side (which the Americans don’t have), while no VPs are attributed to the German crew.

You may want to check it out.
Again, thanks for the scenarios.


Image
Attachments
Silence_that_gun.jpg
Silence_that_gun.jpg (478.08 KiB) Viewed 3030 times
Post Reply

Return to “Mods and Scenarios”