Submitted Scenarios

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

slaphappypappy, even during play-testing when I know what's around
the corner I often still lose the first couple of times.[8|]
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Here we go again...


Wings of Death

Drvar, Yugoslavia, May 25, 1944: The 500th SS Parachute Brigade
land and attempt to capture an important center of Partisan
activity.

Game Length: 6 turns

For the Germans to win they must capture the Telephone Exchange
For the Partisans to win they must defend the exchange building

Germans: Squads, LMG's, DC's
Partisans: Squads, LMG's

Boards: #12, #19, #24

Source: On All Fronts, Wings of Death, designed by Terry Treadaway,
June/July 1991 issue


*** British units are used to represent Tito's Partisans, per SSR ***


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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Bada Bing, Bada Boom...


Boom Town

Road to Leningrad - Scenario #4
ASL Classic Tournament, Round #2,

The village of Mga, Russia, Sunday, August 31, 1941

No front story; no back story

Game Length: 6 turns

For the Russians to win they must capture the town of Mga
For the Germans to win they must hold the town

Russians: Squads, LMG's, AFV
Germans: Squads, LMG's, ATR, AT Gun

Boards: #17, #22

Source: On All Fronts, Boom Town, designed by Terry Treadaway
December/January 1991-92 issue

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Monday, Monday...


Bloody Sadzot!

Sadzot #2

Sadzot, Belgium, December 28, 1944: During the night, two companies of
the 2nd SS Panzer Division had overwhelmed a small American mortar unit in
the village. With first light, two companies of paratroopers counterattacked.

Game length: 8 turns

For the Americans to win they must recapture the village of Sadzot
For the Germans to win they must hold the town

Americans: Squads, MMG's, BAZ44's, AFV's
Germans: Squads, HMG, MMG, LMG's, PSK's

Boards: #5, #15, #19, #33

Aftermath: The paratroopers had to charge across an open field directly into
the fire of the German machine guns. Luckily, due to the cold, most of the
SS had taken cover in the houses. Once across the field, the village of
Sadzot was cleared in house-to-house combat. Before the morning was over, 190
SS had fallen and Sadzot was again in American hands.

Source: On All Fronts, Sadzot #2, Bloody Sadzot!, designed by Vince Lewonski,
August/September 1991 issue
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Feeling lucky...


Chance Encounters

Road to Leningrad
Scenario #3

The Village of Mga, Russia, August 29, 1941: Forced to fall back under
the weight of the German onslaught; scattered remnants of the 48th Army
sought refuge and a respite in the village of Mga. They were to have
neither as their pursuers were close on their heels.

Game Length: 7 turns

For the Germans to win they must eliminate the Russians from the town of Mga
for the Russians to win they must survive

Germans: Squads, MMG, LMG's
Russians: Squads, MMG, LMG, DC

Boards: #22

Aftermath: Confusion reigned as chance threw together small groups of
opponents in the unfamiliar confines of a strange village. Finally, the
village was in German hands, for a while.

Source: On All Fronts, Chance Encounters, designed by T. A. Treadaway,
August/September 1991 issue

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

This one sounds bleak...


Ashes to Ashes

SL Rally '91, Dallas TX,
ASL Classic Tournament,
Round #3, Scenario #2:

Outskirts of Leningrad, August 29, 1941: Defensive stand by
the Izhorsk Workers Militia against the German 39th Army Corps.

Game Length: 9 turns

For the Germans to win they must capture the large buildings
For the Russians to win they must defend the buildings

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

Aftermath: None

Source: On All Fronts, designed by Terry A. Treadaway,
February/March 1992 issue

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rico21
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RE: Submitted Players

Post by rico21 »

The Mighty Maus

Kummersdorf Proving Grounds, South-east of Berlin, April 22, 1945.
The last offensive on the Eastern Front was reaching a final, furious cresencdo as Zhukov's and Konev's
Army Groups raced for the ultimate prize of Berlin. Sitting right in front of the path of the 8th Guards
and 1st Guards Tank Armies was the Kummersdorf Proving Grounds, where German armor and ordnance had been
tested throughout the war. Evidence of what went on there is sketchy, but it is known that at least one of
the Super Heavy 'Maus' Tanks was encountered. It is also known that two of these dreadnoughts had been tested
there, and here we are postulating what 'might have been', considering their probable state of readiness and
what the German defense could muster.

Attacker: Russian (Elements of the 1st and 8th Guards Tank Armies)
Defender: German (Remnant elements of the 9th Army, local Volksturm, Proving Grounds Armor, Ordnance and Staff
and elements of the 11th SS Panzer Grenadier Division "Nordland")

Best played on Russian SIDE first / with LOS: 16 Hexes / with RULE: Gunner, Assaulter or Walker / with MOD: Yours / etc.

Scenario Length: 9.5 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 [ Dispatches From The Bunker ]
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

I have no idea what "Klim" means...


Klim and Punishment

The area of Senno, July 8, 1941: Elements of the Soviet 20th Army
versus the German 17th Panzer Division.

Game Length 6 turns

For the Germans to win they must destroy the initial KV-1 and KV-2 tanks
and the reinforcement AFV

For the Russians to win they must survive the German attack

Germans: Squads, DC, AT Gun, AFV's
Russians: AFV's

Boards: #5

Aftermath: none

Source: On All Fronts, ASL Solitaire Scenario, Klim and Punishment,
designed by Terry A. Treadaway, December/January 1992-93 issue

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UP844
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RE: Submitted Scenarios

Post by UP844 »

I think it's a pun based on "Crime and Punishment".

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

ORIGINAL: UP844

I think it's a pun based on "Crime and Punishment".


Man, there's still WTF does "Klim" mean? That must be some dude's name but I don't know his significance in the battle. [&:]
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UP844
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RE: Submitted Scenarios

Post by UP844 »

"Klim" is the diminutive of Kliment (Clement in English), and the KV tanks were named after Kliment Voroshilov (he was not exactly a Kutuzov or Zhukov [:D]).
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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Big Ivan
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RE: Submitted Scenarios

Post by Big Ivan »

Whew!!

Glad we cleared that up![X(]
Blitz call sign Big Ivan.
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Okay, I could live with UP844's input. I can sleep better now if it wasn't for this damn scenario that crawled out of my...


A Gleam of Bayonets

Popelevo, June 29, 1941: The German 78th Infantry Division
marched on the village of Popelevo where elements of the
Russian 4th Armored Division had reformed.



GHame length: 6 turns

For the Germans to win they must capture the village of Popelevo
For the Russians to win they must defend the town

Germans: Squads, HMG, MMG, LMG's, MTR, FT, DC
Russians: Squads, MMG, LMG, MTR, FT, DC's

DASL Boards: #b, #e

Aftermath: House-to-house fighting with bayonet and hand grenade
ensued. The artillery was unable to intervene because friend and
foe could not be separated. By afternoon, the village was in German
hands.

Source: On All Fronts, DASL Scenario Design Contest, A Gleam of Bayonets,
designed by Torbjorn Kuntze, February/March 1993 issue



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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Here's one to end the week...


A Bridge for Panthers

Hotton, Belgium, December 21, 1944: The rivers in the Ardennes formed
natural barriers, and many of the bridges destroyed by the U.S.
engineers, those left that could support armor assumed great importance.

Game Length: 12 turns

For the Germans to win they must capture the bridgehead or cross the river
and capture objective VP
For the Americans to win they must hold the bridgehead

Germans: Squads, MMG's, LMG's, PSK, AFV's
Americans: Squads, HMG, MMG's, BAZ44's, AFV's

Boards: #5, #8, #24

Aftermath: Missing

Source: On All Fronts, A Bridge for Panthers, April/May 1992 issue

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UP844
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RE: Submitted Scenarios

Post by UP844 »

ORIGINAL: Hailstone

A Gleam of Bayonets

Memories of a misspent youth... playing from Friday 6 PM to Monday 6 AM [;)]

Image

Keep up the good work: I regret having no time to play these undoubtedly fine scenarios [:(]
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Wow UP844, I didn't know TSR made historical wargames because back in the day TSR
was part of my Dungeons and Dragons fantasy phase. There were almost 23,000 casualties
in the battle of Antietam. We seem to be too good with Americans killing Americans.
The point being that nobody better mess with the USA because just look at what we do
to each other when we're pissed off. An outsider would get even less mercy...[8D]
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UP844
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RE: Submitted Scenarios

Post by UP844 »

This game was released after TSR purchased SPI (making fine - perhaps the finest - wargames was not profitable enough)

Back in the early '80s I played many games of the "Great Battles of the American Civil War" series made by SPI, including "Terrible Swift Sword" (Gettysburg). It was a fine system, but not really suited to recreate large battles: "A Gleam of Bayonets" had two very large maps and "Terrible Swift Sword" had three. We had to play those games on a pool table.

"A Gleam of Bayonets", like all the games I played, included a long series of rules to prevent the Union player from crushing the Confederate. Actually, the guy playing the Union proved to be even more passive than MacClellan, and I had a furious quarrel with my fellow Confederate player, as I wanted to attack and smash through the Union lines [:D].
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Here's one for the farmers...


The Grain Elevator

Playtest Scenario


Southern Stalingrad, Russia, September 18, 1942: The German 6th Army entered
Stalingrad at a higher cost than anticipated. Since September 13th, they pounded away at the Russians who were defending their city street by street and block by block. The Russians made Stalingrad into a cauldron of fortresses and the Germans were learning the true meaning of street fighting.

One of those fortresses was the huge grain elevator in the southern part of the city. Its cement silos rose high above the plain making observation easy for the
Soviet soldiers who occupied it. Since September 14th, a group of about 50 Russian
troops had holed up in the corrugated metal-sided tower and defied the guns of 3
German Divisions. Reinforced on the night of September 17th by the Soviet's 92nd
Marines, the Russians fought on with renewed spirit. Lt. Andrei Khoysyanov and a
platoon of marines smoked and joked as they joined their comrades in the elevator.
German fire ricocheted and whistled through their fortress as they held off attack after attack. At one point a German tank pulled up under a white flag. Fascinated by this maneuver, the Russians allowed them to approach their position. An officer and interpreter cautiously asked for their surrender to the "Heroic German Army".
The Russians promptly told them where to go and the marines blew up the tank.

Game Length: 8 turns

For the Germans to win they must capture the grain elevator
For the Russians to win they must defend the building

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

Boards: Custom

Aftermath: none

Source: On All Fronts, Playtest Scenario, The Grain Elevator, designed by William G. Locy,
scenario setting based on "Enemy at the Gates" by William Craig, December 1994 issue


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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Here's another town that's in the way...


Taking Popelevo

1991 Scenario Design Contest

Popelevo, July 29, 1941: Operation Barbarossa was only 8 days old and foot infantry were expected to seize and hold ground that the Panzers had over-looked. The German 78th Infantry Division was ordered to take the village of Popelevo where elements of the Russian 4th Armored Division had reformed.

Game Length: 8 turns

For the Germans to win they must capture the village of Popelevo
For the Russians to win they must defend the town

Germans: Squads, HMG, MMG, LMG's, MTR
Russians: Squads, MMG, LMG's, MTR

Boards: #3

Aftermath: The artillery was unable to intervene in the close fighting. Bayonets
and grenades were used to take buildings. Finally, the town was captured that
afternoon by the Germans. Another town down, many more to go on the road to
Moscow.

Source: On All Fronts, Taking Popelevo, designed by Martin Lindstedt,
October/November 1993 issue

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Like it or not here's another one...


Biting Beeck

Beeck, Germany, November 30, 1944: With the Siegfried Line breached
and the Allies on German soil, the German High Command was desperately
trying to find enough troops to hold the line. The 10th SS Panzer Division,
"Frundsburg", had taken heavy losses in the Arnhem fighting and had been
pulled out of Holland for rest and reorganization. But the pressing demand
of the front took precedence, and their only rest was the week it took the
Americans to prepare the next assault. It fell on the Geilenkirchen area.
Beeck was one of the nearby villages, and several attempts to capture it had
failed. Finally, on November 29th, a company from the 84th Infantry Division
had managed to occupy the southwest edge of town. As it was dark and the
company was receiving a great deal of small arms fire, no attempt was made
to clear the rest of the town. On the morning of the 30th, Company B with 4
light tanks for support were to jump off from their toehold and take the western
half of the village. Company A would attack from the east.

Game Length: 10 turns

For the Americans to win they must secure the road through the western part of town
For the Germans to win they must defend the road

Americans: Squads, HMG, MMG's, BAZ44's
Germans: Squads, MMG's, LMG's, PSK's, DC, AFV's

Boards: #10, #18, #21

Aftermath: The SS had all night to deploy machine guns and snipers to fend off
the anticipated assault. Company B's progress was slow. Meanwhile, heavy
concentrations of artillery and mortar fire kept Company A outside of the town
the whole day. Company B had advanced 250 yards by noon, then halted to regroup.
Suddenly 2 Panthers drove into town on the road from Wurm. The first knocked out
a light tank, but was then damaged by bazooka fire and withdrew. The second moved
up with 15-20 supporting SS troopers. Another light tank was hit, but the Panther
was disabled and the infantry was driven back. This broke the back of the German
resistance, and when the Company finally resumed its advance, only light resistance
was encountered. By 1800 Hrs, the G.I.'s had dug in on the high ground outside Beeck.
Company A finally filtered into town after dark, and a calvary troop reinforced the
group the following day. Beeck was firmly held.

Source: On All Fronts, Biting Beeck, designed by V. Lewonski, June 1994 issue



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