Submitted Scenarios

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

slaphappypappy, good to hear my scenario worked as
intended with the first time playing most of them
is tough but once the surprise is gone the second
time is much different result. I'm hoping this next
one is no different...[;)]


Hang 'Em High (BC-1)

Monte Casino, Italy, March 17, 1944: Point 435, a mere 250 yards below the
Monte Casino Monastery comprised a jutting platform of rock that could serve
as an ideal jumping-off point for an assault. From the top of this platform
rose a broken pylon that had originally anchored an aerial ropeway from the
town beneath. To the soldiers in the valley below, this pylon resembled a
gallows and Point 435 earned the nickname "Hangman's Hill". As the third
battle for Casino began, Lt. Col. G.S. Nangle, commanding the 1/9 Gurkha
Rifles had been tasked with the capture of Point 435. The battle had opened
with a series of fits and starts, and while two companies of Rajputana
Rifles had secured Castle Hill, the intermediate objectives between Castle
Hill and Point 435 remained unsecured. Finding himself out of communication
with Brigade Headquarters, Nangle was faced with an agonizing dilemma: hold
back his entire battalion, or proceed with his advance onto an uncharted and
possibly enemy-held hillside. He decided to go forward with the original
plan, and in the early morning hours of March 15th, Companies C and D stepped
off into the darkness.

Game Length: 6.5 turns

For the Germans to win they must capture Point 435 and run the Gurkhas out
For the British to win they must defend the Point 435 and the surrounding hilltops

Germans: Squads, MMG, LMG's, mtr, FT, DC's
Gurkhas: Squads, MMG, LMG's, mtr

Boards: #9

Aftermath: D Company went one direction and walked into a machinegun ambush.
C Company worked its way around the town and disappeared into the night. As
dawn was breaking, the surprised German defenders in the Abbey found the Gurkhas
at their doorstep. With intense machinegun and small-arms fire, the paratroopers
drove the intruders back behind the protective outcropping of Point 435. The
twenty-year-old commander of C Company, Captain Michael Drinkall, was wounded
but continued to command his men from a stretcher. His radio transmitter had
malfunctioned and finding himself isolated and out of communication with his
commander, Drinkall was on the verge of ordering a withdrawal. At the last
moment, the radio began working and contact with Battalion HQ was established.
C Company held on through the 16th, and at dawn of March 17th, the paratroopers
in the Monastery launched a sharp counterattack to dislodge the Gurkha defenders.
Revolver in hand, Drinkall inspired his men to beat back the Germans until the
timely arrival of D Company. The paratroopers were forced to retire to the Monastery
with the knowledge that a significant force of Gurkhas has now entrenched only a
matter of yards from the outer walls of the building.

Source: Unknown
Attachments
HangEmHigh.zip
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Hold on loosely but with an...


Iron Grip (BC-4)

The wooded hills above Reipertswiller, Germany, January 18, 1945:
Colonel Felix Sparks' 3rd Battalion was situated at the point of
the Bitche Salient and since January 11th had been subjected to
continuous punishment at the hands of the 6th SS Gebirgsjager Division.
The 6th SS were "the best we ever ran into, extremely aggressive and
impossible to capture" according to Sparks. "There was no driving
them out, for they fought 'till they were killed." With a series of
well-executed attacks by January 16th, the 12th Gebirgsjager Regiment
succeeded in encircling most of the 3rd Battalion as well as supporting
companies from the 1st and 2nd Battalions. Cut-off from the rest of the
Regiment, with casualties mounting and only the barest minimum of
ammunition and medical supplies, the situation was grave. Colonel Sparks
decided to mount a counter-attack with armored support to evacuate the
wounded.

Game Length: 9 turns

For the Americans to win they must control most of the hilltops
For the Germans to win they must maintain control of the high ground

Germans: Squads, HMG, LMG's, PSK, MTR
Americans: Squads, MMG, BAZ45's, MTR's, AFV's

Boards: #36, #47

Aftermath: Unknown

Source: Unknown
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slaphappypappy
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RE: Submitted Scenarios

Post by slaphappypappy »

Good scenario. (Iron Grip)
I went the back door with good success.
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

ORIGINAL: slaphappypappy

Good scenario. (Iron Grip)
I went the back door with good success.


Hey man, how many turns did it take to win?[:)]
slaphappypappy
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RE: Submitted Scenarios

Post by slaphappypappy »

I had the win secure after turn 7.
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Same for me when I won but the first time I played the scenario it was pretty tragic.
It's all about LOS and it is difficult to tell in wooded hills.[:(]
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Now, let's get back to that "soft underbelly"...

Via Anziate (BC-3)


Astride the Via Anziate, Italy, February 16, 1944: On the night of February 15th,
the 2nd Battalion had moved 3km north of the Flyover and had taken up positions
astride the Via Anziate - a wide paved road that served as the main highway between
Anzio and Rome. Dawn found Captain Felix Sparks' E Company well entrenched, with
concealed AT guns and tank destroyers zeroed-in on the roadway. Unexpectantly the
167th Brigade of the British 56th Division, situated to the west of the 157th
Regiment, pulled back. This exposed the left flank of E Company, a situation on
which the Germans were quick to capitalize. Following an intense but largely
ineffective bombardment, the air was filled with the sound of whistles and revving
engines. The German attack to "lance the abscess of Anzio" was launched.

Game Length: 7.5 turns

For the Germans to win they must destroy the American presence as they move south
For the Americans to win they must destroy the oncoming attack

Germans: Squads, MMG's, LMG's, PSK, mtr, AFV's
Americans: Squads, MMG's, BAZ44's, mtr's, AT Guns, AFV's, OBA

Boards: #18, #44

Aftermath: First came three tanks, without infantry support, cross-country
through the mud to the west of the highway. The tank destroyers blew two of
them to pieces and drove off the third. "It was like they disintegrated",
Sparks recalled. "Parts were flying off everywhere. Then came a wave of
infantry that crashed into the American lines, yelling and screaming". The
Germans were cut down. Then came the third wave of infantry supported by tanks.
Said Sparks, "That's what killed us. The tanks went right up to our foxholes
and blew my men right out of them." E Company's situation became critical, as
the Germans sent battalion after battalion against Sparks' men. As disaster
became imminent, Captain Sparks ordered the tank destroyers to flee and called
in artillery on his own position. The German attack was blunted, but only
momentarily. E Company was overrun, and the weight of the assault continued on
toward the Flyover.

Source: unknown

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slaphappypappy
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RE: Submitted Scenarios

Post by slaphappypappy »

Same for me when I won but the first time I played the scenario it was pretty tragic.
It's all about LOS and it is difficult to tell in wooded hills.

Yeah, that was my key to victory. I did a lot of visability checks first.
slaphappypappy
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RE: Submitted Scenarios

Post by slaphappypappy »

Via Anziate (BC-3)
Good scenario Hailstone.
Got German Major Victory on last turn by a slim margin of 5 pts.
150 for major victory, got 155 on last turn.
Tom
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

It's usually better to wait until you're ready...


A Helping Hand

Near St. George-d'Elle, France, June 13, 1944: After landing at St. Laurent-Sur-Mer
on D-Day plus 1, with enemy shells raining onto the thinly held beachhead, the 2nd
Infantry Division was immediately pressed into the attack. Since it had not been
anticipated that the Indian Head Division would be sent into action so soon, its
support weapons and equipment were not scheduled to arrive for another three days.
Almost a week later the Division was still fighting with rifles alone. On the 13th
of June, the 1st Battalion crossed the River Elle in an attack towards the town of
St. George-d'Elle, situated southwest of the Cerisy Forest and was pinned down by
mortar and machinegun fire from the high ground overlooking the river. Capt. Ernest
B. Miller, D Company Commander, went over to Company C in an effort to push their
advance.

Game Length: 7.5 turns

For the Americans to win they must exit troops towards the town of St. George-d'Elle
For the Germans to win they must prevent the Americans from reaching St. George-d'Elle

Americans: Squads, OBA
Germans: Squads, MMG's, LMG's, mtr's

Boards: #2, #11

Aftermath: While leading the men over the hedgerows against the enemy positions,
Capt. Miller was killed instantly by fire from an enemy machinegun. Without
adequate support weapons to counter the superior range of the German machineguns
and mortars, the Americans relied on the cover afforded by the bocage and heavy
artillery support to advance south of the Elle. Here the attack toward St. Lo was
halted by order of General Bradley, and a long grudge fight with the 3rd Fallsschirm-
jager began.

Source: scenario designed by Bryan Milligan

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Here we go again...


Once More, Into the Breach (BG-1)

Chlom, Russia, January 25, 1942: With the Germans holding a critical land
bridge that would be needed for the spring offensive, the Russian STAVKA
ordered the town of Chlom be taken. With repeated attacks, the Red Army
had reduced the garrison's perimeter to several hundred meters but the
defenders still held the critical land bridge. With a German attack being
mounted to relieve the garrison, the Russian tried yet again to crush the
village's defenders. The Germans, a hastily prepared kampfgruppe consisting
of infantry, machinegunners, and Luftwaffe detachment prepared to meet them.

Game Length: 10 turns

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

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

Boards: #3, #19

Aftermath: Poor Russian tactics in preceding attacks had allowed the German
defenders to anticipate the direction and location of the upcoming attack.
Lying in wait the German defenders used sniper fire to eliminate enemy
commanders and generate confusion and disorganization of the Soviet ranks.
Accurate AT fire destroyed the first three tanks to approach the position
and the remaining armor did not press the attack. Realizing that they can
try again later, the Soviets fell back from the beleaguered garrison and let
them wait for the next attempt.

Source: Playtest scenario designed by Rick Luden


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slaphappypappy
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RE: Submitted Scenarios

Post by slaphappypappy »

I read the book on the Battle of Cholm.
Great book.
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

ORIGINAL: slaphappypappy

I read the book on the Battle of Cholm.
Great book.


I never heard of that specific battle but, of course, a lot went on
at the Battle of Narva. With repeated beachheads to defend including
a train station to keep the Germans busy, that little town went unnoticed for me. Thanks for the feedback. [;)]

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Now here's a short funner one...


On the Breach (CC2)


Narva, Estonia, March 22, 1944: On March 22nd, the Soviets made
yet another attempt to dislodge the De Ruyter Regiment from their
position on the Narva bridgehead. The largely Dutch volunteers were
bombarded by Soviet artillery and then an infantry assault which
annihilated the 5th Company in a matter of minutes. Captain Heinz
Fruhauf, who had just taken over as commander of the 2nd Battalion,
organized an assault group to try to close the breach.

Game Length: 5.5 turns

For the Germans to win they must remove the Russians to restore the line
For the Russians to win they must hold their gains

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

Boards: #16, #19

Aftermath: The Dutch assault force, largely made up of HQ and support
staff, rushed the Soviet force and wiped them out in a fierce half
hour battle. Fruhauf's men then continued to attack other Russian forces
until the line was restored.

Source: Unknown

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LN59
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RE: Submitted Scenarios

Post by LN59 »

Hi, Hailstone

Thank You very much!
You are raining us with a lot of splendid scenarios.
Just like some daredevil heroes dropped their “General Purpose” packages on the evil guys' head.
Or during that famous "Younger Dryas" epoch* (hypothetic and not very good) where ancient gods
would have done so 13000 years ago, with huge ...

... H A I L S T O N E S !

Best Regards
from France
LN59 [:)]

* Please take a look at the video of Mr. Antonio Zamora on YouTube:

https://www.youtube.com/watch?v=vrFj5UT0htE&t=16s "The Younger Dryas Impact Hypothesis".


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The French Motto (Verdun, 1916)
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Thanks, LN59, I always appreciate the feedback. I can see where you
are going with the "Younger Dryas Impact" but I wish I was as
optimistic as you are. In the graph, you see a sudden drop in the curve
but then it eventually rises in as fast a rate as it went down, like an
inverted notch filter for your electronic types. Will TotH recover that quickly?
I think a better analogy would be "mana from heaven". For 40 days/nights the
Israelites were sustained during the dark times in the wilderness by the stuff
coming down until they eventually left. So, hopefully, a little TotH mana during
our pandemic could benefit the hardcore TotH wargamers until we get to the other
side.

Thanks again, LN59, from the Sonoran Desert [;)]
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LN59
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RE: Submitted Scenarios

Post by LN59 »

[:)] You're absolutly right, Hailstone!

But divine mana plus some liquid bread - just as my German neighbors use to say
about a good & not too cold beer ("ein wenig frisches und fluessiges Brot"
- could really help the Phoenix in its resurrection!

The proof ?

That location and the Grimbergen belgish-french brewery's motto,
"Ardet Nec Consumitur"
which does mean 'Ablaze, Doesn't Burn'.

Cheers! Prosit! A la vôtre!

Keep healthy. Be safe.

LN59
Who lives 'entrenched' close to the Franco-Belgian border. [:D]


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TimB64
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RE: Submitted Scenarios

Post by TimB64 »

Hi all
I'm relatively new to TOTH having only discovered it recently (unlike the old ASL etc. board games which I played to bits in the 1980s) but I have to thank Peter for an excellent job and also all the scenario creators here who are constantly adding fantastic content.
Well done guys and thanks again for keeping me entertained and busy during the current situation [:)]
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Hey TimB64, glad you like it. Well, here's one where you'll have
to chase 'em down...


Out of Harm's Way

North of LaBassee, France, May 26, 1940: With supplies and ammunition
running low, the British Expeditionary Force began to fall back on Dunkirk.
In one of many small engagements, the 7th Panzer Division attempted to reduce
the British defensive pocket still further.

Game Length: 6 turns

For the British to win they must evacuate to Dunkirk
For the Germans to win they must prevent the British from escaping

British: Squads, MMG, LMG's, ATR, mtr, AFV
Germans: Squads, HMG, LMG's, ATR, AFV

Boards: #13, #23

Aftermath: Though successful in reducing the British perimeter, the German High
Command lost its nerve and decided to pull most armor units out of the line,
and instead prepared for the final drive on Paris. The British successfully with-
drew to the English Channel and evacuated 300,000 men, albeit with very heavy
loss of equipment.

Source: Unknown


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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Now here's an early war scenario with the French...


Last Stand at Marchelepot (DC3)


Marchelepot, France, June 6, 1940: After the outbreak of war in 1939, the
French government formed three regiments of foreign volunteers, the Regiments
de Marche des Volontaires Etrangers (RMVE). Although associated with the Foreign
Legion, they were technically separate units and included large numbers of Spanish
exiles. Poorly equipped and hastily trained, little was expected of the RMVE. But
the conduct of the 22e upheld the finest traditions of the legion with which it was
loosely linked. From March 22nd to the 25th it fought valiantly on the Somme front,
and on June 5th it held the fortified village of Marchelepot against a full-scale
combined arms assault by the 4th Panzer Division. But after sustaining casualties
of more than 50 percent, and critically short on ammunition, the 22e faced a second
German attack the next day.

Game Length: 7 turns

For the Germans to win they must capture the church and the chateau
For the French to win they must hold the buildings

Germans: Squads, MMG, LMG's, DC's, OBA, AFV's
French: Squads, HMG, MMG, LMG, MTR, AT Guns

Board: #46

Aftermath: Initial German attacks by armor and infantry were thrown back, but after
heavy air and artillery bombardment, a set-piece assault by German infantry cut-off
the village and infiltrated French defenses. The commander of the 22e refused a German
demand for surrender, and the regiment fought house-to-house within the town. Fighting
was especially vicious around the church and the chateau, where desperate defenders
hurled grenades at point-blank range. Overwhelmed by superior numbers and out of
ammunition, the several hundred survivors of the 22e finally surrendered two hours
after their main strongpoints had fallen, although a few committed suicide rather than
give up. The German commander congratulated the colonel of the 22e on his defensive
efforts and expressed disbelief that so few men had held up his assault for so long.
despite its unofficial status as a legion regiment, the unit Croix de Guerre of the
22e won at Marchelepot, now flies among the battle streamers of the legion's etranger.

Source: ASL Scenario DC3, Last Stand at Marchelepot, designed by David Craig


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