Submitted Scenarios
Moderators: Peter Fisla, Paullus
RE: Submitted Scenarios
Now here's a mini-scenario for when you are looking for a quicky...
Assault on Castle Hill
Near Cassino, Italy, March 21, 1944: Amid the rubble, mountainous terrain
the German elites made a last bid to unhinge the defense at Cassino Town
by the capture of Castle Hill. The Gurkhas had to hold onto the hill; battling
both the Germans and exhaustion, awaiting until the surrounding area could be
recaptured once again.
Game Length: 4.5 turns
For the Germans to win they must capture Castle Hill
For the Gurkhas to win they must hold the castle
Germans: squads, MMG's, LMG's, OBA
Gurkhas: Squads, HMG, MMG, LMG's
Board: #9
Aftermath: Though bombardments and infantry attacks threatened to overwhelm the
Gurkhas positions, they somehow managed and held out. A few days later all the
men of the 4th Indian Division were pulled out of the line for a much-needed rest.
Source: Squad Leader Scenario #5
Assault on Castle Hill
Near Cassino, Italy, March 21, 1944: Amid the rubble, mountainous terrain
the German elites made a last bid to unhinge the defense at Cassino Town
by the capture of Castle Hill. The Gurkhas had to hold onto the hill; battling
both the Germans and exhaustion, awaiting until the surrounding area could be
recaptured once again.
Game Length: 4.5 turns
For the Germans to win they must capture Castle Hill
For the Gurkhas to win they must hold the castle
Germans: squads, MMG's, LMG's, OBA
Gurkhas: Squads, HMG, MMG, LMG's
Board: #9
Aftermath: Though bombardments and infantry attacks threatened to overwhelm the
Gurkhas positions, they somehow managed and held out. A few days later all the
men of the 4th Indian Division were pulled out of the line for a much-needed rest.
Source: Squad Leader Scenario #5
- Attachments
-
- Assaulton..tleHill.zip
- (19.81 KiB) Downloaded 250 times
RE: Submitted Scenarios
Get those guys on the hill...
Winternebel
Near Auw, Germany, December 16, 1944: The American 589th Artillery Battalion
was in danger of losing all contact with the unit they supported, the 422nd
Regiment, 106th Infantry Division, just after noon from the commencement of
"Wacht am Rhein". The German General Hoffman-Shoencement commanding the 18th
Volksgrenadier Division was to: "shatter and scatter" this American unit, as
they enclosed the gap in then surrounding the 106th.
Game Length: 5.5 turns
For the Germans to win they must capture the artillery emplacements on the hill
For the Americans to win they must deny the hill from the enemy.
Germans: Squads, MMG, LMG's, PF's, AFV's, OBA
Americans: Leaders, ART Guns, AFV's
Boards: #2, #4, #12
Aftermath: Although Lt. Eric Wood and his bunch of "Gunners" were an intrepid
lot, they could not stand up to the indiscriminate carnage of Nebelwerfers and
other indirect fire directed upon them. General Hoffman-Shoencement himself led
the charge uphill, only to discover the Americans had left abruptly, and for
which these Volksgrenadiers could count their blessings on that as well.
Source: Squad Leader Scenario #9
Winternebel
Near Auw, Germany, December 16, 1944: The American 589th Artillery Battalion
was in danger of losing all contact with the unit they supported, the 422nd
Regiment, 106th Infantry Division, just after noon from the commencement of
"Wacht am Rhein". The German General Hoffman-Shoencement commanding the 18th
Volksgrenadier Division was to: "shatter and scatter" this American unit, as
they enclosed the gap in then surrounding the 106th.
Game Length: 5.5 turns
For the Germans to win they must capture the artillery emplacements on the hill
For the Americans to win they must deny the hill from the enemy.
Germans: Squads, MMG, LMG's, PF's, AFV's, OBA
Americans: Leaders, ART Guns, AFV's
Boards: #2, #4, #12
Aftermath: Although Lt. Eric Wood and his bunch of "Gunners" were an intrepid
lot, they could not stand up to the indiscriminate carnage of Nebelwerfers and
other indirect fire directed upon them. General Hoffman-Shoencement himself led
the charge uphill, only to discover the Americans had left abruptly, and for
which these Volksgrenadiers could count their blessings on that as well.
Source: Squad Leader Scenario #9
- Attachments
-
- Winternebel.zip
- (26.02 KiB) Downloaded 242 times
RE: Submitted Scenarios
Yeti - now that's a real terror in the snow.
Terror in the Snow
Somewhere along the Dneiper River, 40 miles south of Kiev, early November 1943:
After the debacle at Kursk, the nearby German forces were refitted by Hitler
within an area behind the river. With the Soviets dogging their heels, it was
required to guard the east bank to allow retreating Germans across and prevent
Soviet bridgeheads from forming. Nearly universally, elite units formed the rear
guard; thereby compensating for the dearth of manpower through 'elan'. With such
slim resources, however, even minor probes by the enemy could be ruinous.
*Night* Scenario: 3 hex Visibility
Game Length: 6.5 turns
Russians: AFV's
Germans: Squads, PSK's, PF's, LMG's, AT Guns, AFV
Boards: #4, #5, #6, #14
Aftermath: Although outnumbered and outgunned, the German defenders were still able
to obliterate the Soviet's probe. However, the 'PAK Front' was disrupted with many
subsequent attacks of which succeeded in driving the Germans to the river's edge.
As was their usual response then, while the Soviet manpower reserves proved the
difference.
Source: Squad Leader Scenario #6
Terror in the Snow
Somewhere along the Dneiper River, 40 miles south of Kiev, early November 1943:
After the debacle at Kursk, the nearby German forces were refitted by Hitler
within an area behind the river. With the Soviets dogging their heels, it was
required to guard the east bank to allow retreating Germans across and prevent
Soviet bridgeheads from forming. Nearly universally, elite units formed the rear
guard; thereby compensating for the dearth of manpower through 'elan'. With such
slim resources, however, even minor probes by the enemy could be ruinous.
*Night* Scenario: 3 hex Visibility
Game Length: 6.5 turns
Russians: AFV's
Germans: Squads, PSK's, PF's, LMG's, AT Guns, AFV
Boards: #4, #5, #6, #14
Aftermath: Although outnumbered and outgunned, the German defenders were still able
to obliterate the Soviet's probe. However, the 'PAK Front' was disrupted with many
subsequent attacks of which succeeded in driving the Germans to the river's edge.
As was their usual response then, while the Soviet manpower reserves proved the
difference.
Source: Squad Leader Scenario #6
- Attachments
-
- TerrorintheSnow.zip
- (23.85 KiB) Downloaded 239 times
RE: Submitted Scenario
ORIGINAL: rmmwilg
Hi Hailstone, just to give credit where it's due: the scenarios aren't mine but adaptations made by Lehomp. I'm just posting them in his stead. We should try and MP via Steam some time. Deepstuff, Lehomp and myself have done it several times now, and while it's far from perfect, it still allows for a good MP, TotH experience. If you're interested, let me know what your schedule allows for.
One feature of scenario design in TotH that I really like, is it allows for designers to get away from the stock ASL boards and create something much closer to the actual terrain of the real battle.
I just finished Peiper's Progress and got a Major Victory with 1 turn to spare! Your other posted scenarios
are not for Human vs AI but Human vs Human. Are those the scenarios you have been playing on Steam? [8D]
RE: Submitted Scenario
Morning Hailstone,
Martin had mentioned that most of the scenario designs he's done are, indeed for H-to-H rather than against the AI; although, I'll usually play stuff regardless, since the game allows for AI/Human selection of either side. Yes, we've been playing them on Steam, that plus other scenarios; I'm using the spreadsheet to filter out the larger scenarios that just bog down.
I appreciate your prolific production by the way! That's truly a dedicated service to this community, and now that Peter appears to be on the mend, perhaps we'll see the game develop start up again! Who knows, there may be a time when scenarios will have to be updated! One can only hope and pray!
Martin had mentioned that most of the scenario designs he's done are, indeed for H-to-H rather than against the AI; although, I'll usually play stuff regardless, since the game allows for AI/Human selection of either side. Yes, we've been playing them on Steam, that plus other scenarios; I'm using the spreadsheet to filter out the larger scenarios that just bog down.
I appreciate your prolific production by the way! That's truly a dedicated service to this community, and now that Peter appears to be on the mend, perhaps we'll see the game develop start up again! Who knows, there may be a time when scenarios will have to be updated! One can only hope and pray!
RE: Submitted Scenario
Another Lehomp adaption:
Out of The Fold
NIZNA PISANA, SLOVAK REPUBLIC (CZECHOSLOVAKIA) / October 25, 1944:
STAVKA's plans for a series of offensives throughout the summer of 1944 included attacks through the Carpathian
mountains. This way, they could separate Hungary from the rest of the Reich, and finish carving up the last
of Germany’s Eastern European allies. A Slovak uprising would secure the northern flanks, while several
Mechanized Corps would proceed through the valley passes to support the assault on Budapest. However, When
the uprising stalled, German forces secured bottlenecks such as the Dukla pass.
Wanting to keep the Slovaks in the fold a bit longer, Hitler ordered the Carpathians to be fortified along the
Arpad Line, and armoured reserves were moved in from Poland. Throughout the months of September and October,
Slovakia would be the scene of some bloody fighting.
Scenario Length: 7.5 Full Game Turns
Units Human Players (AI player units may vary)
Set up First - German: Squads, LMG, MMG, PSK, PF, AT, INF Gun, AFV
Move First - Russian: Squads, LMG, MMG, MTR, DC, AFV
Maps: Two maps
Terrain: Rural village buildings, Hills
Victory:
Russians win if at game end they have scored >10VP more than the Germans.
Germans score 3VP for each level 3 hill location and 1VP for each stone location controlled at game end plus
CVP.
Russians score CVP & EVP for units exited between 24Y10 and 24I10 inclusive.
Aftermath:
The Carpathian mountains are anything but tank country, and the Autumn rains made the ground even more
treacherous for the mechanized units of Konev's First Ukrainian Front. Nevertheless, the Dukla Pass was cleared
of Axis forces by 06 Oct. As many Slovaks fled to join the Russians or local partisans, the Landsers of
Heinrici's First Panzer Armee felt safe in their extensive fortifications, so they were surprised to see
Soviet tanks bearing down from the ridgelines as the rain and fog cleared at the end of October.
Counterattacked by the 8th Panzer Div., the Soviet onslaught was slowed enough for German artillery to
finish the job. The attack through the Carpathians was halted, but for all military purposes, Slovakia was
lost as an effective ally to the Reich.
Out of The Fold
NIZNA PISANA, SLOVAK REPUBLIC (CZECHOSLOVAKIA) / October 25, 1944:
STAVKA's plans for a series of offensives throughout the summer of 1944 included attacks through the Carpathian
mountains. This way, they could separate Hungary from the rest of the Reich, and finish carving up the last
of Germany’s Eastern European allies. A Slovak uprising would secure the northern flanks, while several
Mechanized Corps would proceed through the valley passes to support the assault on Budapest. However, When
the uprising stalled, German forces secured bottlenecks such as the Dukla pass.
Wanting to keep the Slovaks in the fold a bit longer, Hitler ordered the Carpathians to be fortified along the
Arpad Line, and armoured reserves were moved in from Poland. Throughout the months of September and October,
Slovakia would be the scene of some bloody fighting.
Scenario Length: 7.5 Full Game Turns
Units Human Players (AI player units may vary)
Set up First - German: Squads, LMG, MMG, PSK, PF, AT, INF Gun, AFV
Move First - Russian: Squads, LMG, MMG, MTR, DC, AFV
Maps: Two maps
Terrain: Rural village buildings, Hills
Victory:
Russians win if at game end they have scored >10VP more than the Germans.
Germans score 3VP for each level 3 hill location and 1VP for each stone location controlled at game end plus
CVP.
Russians score CVP & EVP for units exited between 24Y10 and 24I10 inclusive.
Aftermath:
The Carpathian mountains are anything but tank country, and the Autumn rains made the ground even more
treacherous for the mechanized units of Konev's First Ukrainian Front. Nevertheless, the Dukla Pass was cleared
of Axis forces by 06 Oct. As many Slovaks fled to join the Russians or local partisans, the Landsers of
Heinrici's First Panzer Armee felt safe in their extensive fortifications, so they were surprised to see
Soviet tanks bearing down from the ridgelines as the rain and fog cleared at the end of October.
Counterattacked by the 8th Panzer Div., the Soviet onslaught was slowed enough for German artillery to
finish the job. The attack through the Carpathians was halted, but for all military purposes, Slovakia was
lost as an effective ally to the Reich.
- Attachments
-
- OutofTheFold.zip
- (214.41 KiB) Downloaded 241 times
RE: Submitted Scenarios
Now here's a real brawl in the city...
Race for the Schonebeck Bridge
Bad Salzelman, Germany, April 11, 1945: Upon the 9th Army Front, of which
basically extended to the Elbe River, only one goal remained - to capture
any spans across the Elbe, and establish some bridgehead. As for the German
12th Army, its units fled over the very same bridges that the Americans desired
as well. Major Hollingsworth and Captain Star grasped that their only chance
lay in rushing the panzers crossing the bridge at night, and from behind at
that. But first, they had to pass through the village of Bad Salzelman, to get
to Shone and its bridge. They'd hoped their avenues of approach were undefended,
while unfortunately, they weren't.
Game Length: 6.5 turns
For the Americans to win they must capture the Schonebeck Bridge
For the Germans to win they must defend the bridge
Americans: Squads, HMG, BAZ45's, AFV's
Germans: Squads, MMG's, PF's, AT-Guns, AFV's
Boards: #3, #8
Aftermath: Major Hollingsworth tore into Bad Salzelman and immediately "brewed
up" the Panther, as panzergrenadiers wreak much grim havoc with their panzer-
fausts. Just as quickly, resistance was overcome as the Major raced hellbent
toward Schoenbeck and the bridge. Then quite suddenly, the enemy resolve stiffen-
ed as the Major had gotten himself wounded thrice! In spite of this, he plunged
ahead leading his tank right up to the bridge, where anti-tank guns located upon
the opposite side of the river blunted the attack. The Americans had failed by
about 40 yards, since had these succeeded, Berlin was just 11 hours away.
Source: Squad Leader Scenario #10
Race for the Schonebeck Bridge
Bad Salzelman, Germany, April 11, 1945: Upon the 9th Army Front, of which
basically extended to the Elbe River, only one goal remained - to capture
any spans across the Elbe, and establish some bridgehead. As for the German
12th Army, its units fled over the very same bridges that the Americans desired
as well. Major Hollingsworth and Captain Star grasped that their only chance
lay in rushing the panzers crossing the bridge at night, and from behind at
that. But first, they had to pass through the village of Bad Salzelman, to get
to Shone and its bridge. They'd hoped their avenues of approach were undefended,
while unfortunately, they weren't.
Game Length: 6.5 turns
For the Americans to win they must capture the Schonebeck Bridge
For the Germans to win they must defend the bridge
Americans: Squads, HMG, BAZ45's, AFV's
Germans: Squads, MMG's, PF's, AT-Guns, AFV's
Boards: #3, #8
Aftermath: Major Hollingsworth tore into Bad Salzelman and immediately "brewed
up" the Panther, as panzergrenadiers wreak much grim havoc with their panzer-
fausts. Just as quickly, resistance was overcome as the Major raced hellbent
toward Schoenbeck and the bridge. Then quite suddenly, the enemy resolve stiffen-
ed as the Major had gotten himself wounded thrice! In spite of this, he plunged
ahead leading his tank right up to the bridge, where anti-tank guns located upon
the opposite side of the river blunted the attack. The Americans had failed by
about 40 yards, since had these succeeded, Berlin was just 11 hours away.
Source: Squad Leader Scenario #10
- Attachments
-
- Racefort..kBridge.zip
- (24.25 KiB) Downloaded 254 times
RE: Submitted Scenarios
No angels here...
The Black Devils
Sessuno, Italy, February 10, 1944: The First Special Service Force was a
highly trained volunteer force composed of Canadian and American troops.
On February 2, 1944, The Force was assigned to the eastern sector of the
Anzio bridgehead, facing troops of the Herman Goering Division across the
Mussolini Canal. It was felt that an offensive gesture by the Force would
help to offset the dim situation elsewhere in the bridgehead, and so it
was decided to seize the German-held village of Sessuno, hold it for the
night, and retire at daybreak. The raiders crossed the canal at 2000 hrs
under a full moon, while Sessuno was bombarded by 105mm howitzers. Upon
reaching the village one hour later, another barrage was called in, and
the "Black Devils" moved in on their objective.
*******Night Scenario with NVR of 4 hexes************
Game Length: 8.5 turns
For the Special Service Force to win they must capture most of the village of Sessuno
For the Germans to win they must hold the town
SSF: Squads, LMG's, mtr's, PIATs
Germans: Squads, MMG's, PSK
Boards: #3, #4
Aftermath: As the attack began, the defenders used flares to light up the
village and the SSF took several casualties. The defender's machineguns
were soon silenced with mortars, and the SSF then cleared the village using
bazookas and grenades. A company strength counterattack, supported by armor,
forced the raiders to pull out early, and they were back across the Mussolini
Canal at 0300 hrs.
Source: ASL Scenario CWJ #2, designed by Lionel Smith
The Black Devils
Sessuno, Italy, February 10, 1944: The First Special Service Force was a
highly trained volunteer force composed of Canadian and American troops.
On February 2, 1944, The Force was assigned to the eastern sector of the
Anzio bridgehead, facing troops of the Herman Goering Division across the
Mussolini Canal. It was felt that an offensive gesture by the Force would
help to offset the dim situation elsewhere in the bridgehead, and so it
was decided to seize the German-held village of Sessuno, hold it for the
night, and retire at daybreak. The raiders crossed the canal at 2000 hrs
under a full moon, while Sessuno was bombarded by 105mm howitzers. Upon
reaching the village one hour later, another barrage was called in, and
the "Black Devils" moved in on their objective.
*******Night Scenario with NVR of 4 hexes************
Game Length: 8.5 turns
For the Special Service Force to win they must capture most of the village of Sessuno
For the Germans to win they must hold the town
SSF: Squads, LMG's, mtr's, PIATs
Germans: Squads, MMG's, PSK
Boards: #3, #4
Aftermath: As the attack began, the defenders used flares to light up the
village and the SSF took several casualties. The defender's machineguns
were soon silenced with mortars, and the SSF then cleared the village using
bazookas and grenades. A company strength counterattack, supported by armor,
forced the raiders to pull out early, and they were back across the Mussolini
Canal at 0300 hrs.
Source: ASL Scenario CWJ #2, designed by Lionel Smith
- Attachments
-
- TheBlackDevils.zip
- (23.41 KiB) Downloaded 240 times
RE: Submitted Scenarios
Another night mission to be sneaky...
Citadel Night
July 8, 1943, Operation Citadel: Gains of the 4th Army throughtout
the day led to many elements being isolated from their parent units
by sundown. One such pocket contained two self-propelled artillery
pieces from divisional artillery, trying to continue fire missions
for other units throughout the night. Meanwhile, Soviet forces,
moving towards positions for the next day's fighting, came upon the
rag-tag pocket.
**** Night Scenario with NVR is 3 hexes ****
Game Length: 6.5 turns
For the Russians to win they must destroy the German AFV's and take the stone building
For the Germans to win they must defend the armor and the building
Russians: Squads, LMG's, AFV's
Germans: Squads, MMG, AT Gun, AFV's
Boards: #4, #16
Aftermath: The Wespe fired again in support as the Soviets advanced
on their positions. HE from the Panther and AT gun managed to stop
the advancing infantry. Then using direct fire, the artillery caused
the armor attack to falter. Subsequently, the Germans retired in an
orderly fashion.
Source: ASL on the Internet - MT 1, designed by Marcus Teter
Citadel Night
July 8, 1943, Operation Citadel: Gains of the 4th Army throughtout
the day led to many elements being isolated from their parent units
by sundown. One such pocket contained two self-propelled artillery
pieces from divisional artillery, trying to continue fire missions
for other units throughout the night. Meanwhile, Soviet forces,
moving towards positions for the next day's fighting, came upon the
rag-tag pocket.
**** Night Scenario with NVR is 3 hexes ****
Game Length: 6.5 turns
For the Russians to win they must destroy the German AFV's and take the stone building
For the Germans to win they must defend the armor and the building
Russians: Squads, LMG's, AFV's
Germans: Squads, MMG, AT Gun, AFV's
Boards: #4, #16
Aftermath: The Wespe fired again in support as the Soviets advanced
on their positions. HE from the Panther and AT gun managed to stop
the advancing infantry. Then using direct fire, the artillery caused
the armor attack to falter. Subsequently, the Germans retired in an
orderly fashion.
Source: ASL on the Internet - MT 1, designed by Marcus Teter
- Attachments
-
- CitadelNight.zip
- (21.83 KiB) Downloaded 245 times
RE: Submitted Scenarios
Reminds me of a jailbreak...
Hilfe Kommen (rev. 1)
Rittershoffen, Alsace, January 17, 1945: During the first week of
January, the 21st Panzer Division along with the 25th Panzergrenadier
Division was to penetrate the Maginot line defenses, close American
avenues from the Vosges Mountains, and sever lines of communication
with Strasburg. During this action, both divisions were stopped by
the American 79th Infantry Division occupying the twin villages of
Rittershoffen and Hatten. In this bloody eleven-day affair both sides
displayed unusual determination in both attack and defense. At dawn
on this day American forces, including elements of the 14th Armored
Division, launched yet another attack to clear Rittershoffen. The
attack gained some ground and in the process capture regimental and
battalion staffs from the 25th Panzergrenadeir Division which were
resting in the area. Oberstleutant Hans von Luck received the distress
call and dispatched a kampfgruppe of reconnaissance troops and newly
arrived Fallschirmjagers.
Game Length: 8.5 turns
For the Germans to win they must capture 3 German prisoner locations
For the Americans to win they must not allow the prisoners to escape
Germans: Squads, LMG's, PSK, AFV's
Americans: Squads, MMG, BAZ45's, AFV's
Boards: #20, #22
Aftermath: The Germans were able to move almost immediately. The counter-
attack caught the Americans consolidating and reorganizing on their
objectives. This bold, audacious German attack liberated the staffs and
yielded eighty American prisoners. The Germans had pulled off a daring
move but the fighting for Rittershoffen was not over. For three more days
soldiers would fight a savage close-quarters battle for each room and
cellar.
Source: ASL on the Internet - ES 1, scenario designed by Evan Sherry
Hilfe Kommen (rev. 1)
Rittershoffen, Alsace, January 17, 1945: During the first week of
January, the 21st Panzer Division along with the 25th Panzergrenadier
Division was to penetrate the Maginot line defenses, close American
avenues from the Vosges Mountains, and sever lines of communication
with Strasburg. During this action, both divisions were stopped by
the American 79th Infantry Division occupying the twin villages of
Rittershoffen and Hatten. In this bloody eleven-day affair both sides
displayed unusual determination in both attack and defense. At dawn
on this day American forces, including elements of the 14th Armored
Division, launched yet another attack to clear Rittershoffen. The
attack gained some ground and in the process capture regimental and
battalion staffs from the 25th Panzergrenadeir Division which were
resting in the area. Oberstleutant Hans von Luck received the distress
call and dispatched a kampfgruppe of reconnaissance troops and newly
arrived Fallschirmjagers.
Game Length: 8.5 turns
For the Germans to win they must capture 3 German prisoner locations
For the Americans to win they must not allow the prisoners to escape
Germans: Squads, LMG's, PSK, AFV's
Americans: Squads, MMG, BAZ45's, AFV's
Boards: #20, #22
Aftermath: The Germans were able to move almost immediately. The counter-
attack caught the Americans consolidating and reorganizing on their
objectives. This bold, audacious German attack liberated the staffs and
yielded eighty American prisoners. The Germans had pulled off a daring
move but the fighting for Rittershoffen was not over. For three more days
soldiers would fight a savage close-quarters battle for each room and
cellar.
Source: ASL on the Internet - ES 1, scenario designed by Evan Sherry
- Attachments
-
- HilfeKomm..rev.1.zip
- (24.32 KiB) Downloaded 275 times
RE: Submitted Scenarios
Hi everybody, I just want to say that I will not be submitting anymore
scenarios for a while. I have gone through about a thousand scenarios
that were kindly provided by Raybert1123. Unfortunately, less than 10%
were portable to TotH for a variety of reasons. Yet, there was enough
for me to port over quite a few of those scenarios for at least a year.
Also, I'm hesitant to add that I'm getting "burn-out". Playtesting each
and every scenario anywhere from 6-12 times is exhausting. Not that I play
through the complete scenario but as soon as I see a correction is needed
or a better setup I will redo and restart over and over. It's a labor of
love and I'm not leaving TotH but I won't be as regular as before. Thanks
for your feedback on the scenarios and SeeYa![:)]
scenarios for a while. I have gone through about a thousand scenarios
that were kindly provided by Raybert1123. Unfortunately, less than 10%
were portable to TotH for a variety of reasons. Yet, there was enough
for me to port over quite a few of those scenarios for at least a year.
Also, I'm hesitant to add that I'm getting "burn-out". Playtesting each
and every scenario anywhere from 6-12 times is exhausting. Not that I play
through the complete scenario but as soon as I see a correction is needed
or a better setup I will redo and restart over and over. It's a labor of
love and I'm not leaving TotH but I won't be as regular as before. Thanks
for your feedback on the scenarios and SeeYa![:)]
RE: Submitted Scenarios
Nothing but thanks for all your hard work. Truly, indeed, a labour of love! [&o][&o][&o][&o]
RE: Submitted Scenarios
Thanks Sam for all your hours of hard work and the hundreds of TotH scenarios you have provided all of us!![:D]
Designing and playtesting scenarios is no easy task as I have done it long ago and know what you went through.
For me, I especially appreciate each and every creation you have put forth and enjoyed doing AAR's on a few of them!!
My line is always open my friend just to say hi, chat and catch up on current and old times![:)]
With much respect,
John[;)]
Designing and playtesting scenarios is no easy task as I have done it long ago and know what you went through.
For me, I especially appreciate each and every creation you have put forth and enjoyed doing AAR's on a few of them!!
My line is always open my friend just to say hi, chat and catch up on current and old times![:)]
With much respect,
John[;)]
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
Many thanks for all your increadible work. Lots of amazing scenarios there Hailstone.
Take care and keep on gaming
Jorgen
Take care and keep on gaming
Jorgen
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
-
- Posts: 27
- Joined: Sun Jun 19, 2016 9:55 pm
RE: Submitted Scenarios
Thanks Hailstone for all the work you did. Thanks to you and Rico I probably will never pay all the scenarios you guys have posted. I'm too old!
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Submitted Scenarios
Hello Hailstone, thanks for your effort.
I enjoyed all your scenarios, even though I still had no time to play the last dozens [:)].
I enjoyed all your scenarios, even though I still had no time to play the last dozens [:)].
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
RE: Submitted Scenarios
ORIGINAL: Raybert1123
Thanks Hailstone for all the work you did. Thanks to you and Rico I probably will never pay all the scenarios you guys have posted. I'm too old!
Ray, the whole community appreciates the rich supply of scenarios
you passed on to me![:)]
RE: Submitted Scenarios
Thanks, everybody for your warm comments. Again, I'm not going
anywhere I just won't be porting scenarios regularly anymore
but I'll still be around. In fact, I'm going through withdrawal
now not using the TotH editor! Just might need a fix soon. SeeYa!
[:)]
anywhere I just won't be porting scenarios regularly anymore
but I'll still be around. In fact, I'm going through withdrawal
now not using the TotH editor! Just might need a fix soon. SeeYa!
[:)]
RE: Submitted Scenarios
[:)] ANNOUNCEMENT (non-market, of course!) - Notice to the friendly "Tigers on the Hunt" community. [;)]
Good Morning All !
Hope You are doing well and all those who are dear to You ...
On Saturday August 16, I'm offering You here a three days mini campaign on one of the fiercest battles that took place in the "Hautes Vosges"
ie. the highest part of the ridge culminating at 1423 meters (4669 feet), during the cold and rainy fall of 1944. In which we will discuss the achievements of the “6ème Régiment de Tirailleurs Marocains” (6e RTM, 6th MTR thereafter), one of the toughest units belonging to the First French Liberation Army commanded by General de Lattre de Tassigny, regiment which landed on mid-September in Marseilles. It was quickly designated to take over a disputed promontory called "Le Haut-du-Faing" located near the town of Cornimont and immediatly east of the Moselotte valley, a tributary of the Moselle.
Two allied mountain infantry battalions hardened during the fighting in Italy have to attack a German defense formed around a disciplinary battalion, the 291. Grenadier Bataillon z.b.V. "zur besonderen Verwendung" which means for a special deployment; that came to support rather motivated troops who held the "Winterlinie": the 338.ID, CO General L'Homme de Courbières, a very competent one of French Huguenot origins, an unit attached to the XIX. Armee (Heer), C.-in-Chief General Friedrich Wiese, another good German commander that managed a 700 km retreat from southern France, with no rout and being able to re-establish himself on an improvised "Hauptkampflinie" of his own. That defense line (width: 10 to 12 km) stood just in front (west) of the Vosges ridges, thus protecting the "Vaterland", including the famous and fiercely contested Alsace, again annexed to the Reich since 1940.
This mini campaign is a tribute, first and foremost to Peter Fisla, the game's creator, but also to Paullus and all those who have brought it to life since its release four years ago ... Through sharing their creations, great tips, help notes, maps, mods and scenarios. Of course, I'm thinking of our "super champions": Hailstone and Rico21 on the scenario side; but also of Asl3D, decaf, Deepstuff3725, fran52, KhanDam2, Raubkater1 and Richie61 for maps or mods; BigIvan and UP844 for their kind and always constructive criticism. My apologies to all those I could have forgotten!
What is on the menu?
A completely new 40 x 50 hexagon map depicting the terrain of the confrontation as closely as possible. It is located between 600 and 1 000 meters asl (1,800-3,000 feet); at scale 1/5 000, with 1 hex <=> 50 meters, located in a 2 km by 2.5 km (5 km² or ~1235 acres) rugged, humid and forested area[1] in the mountainous part of north-eastern France.
Maximum units (200) almost reached (for the two camps combined) but very few vehicles[2]. It is above all a combat of infantry [3] ... and artillery! Yes, the big guns (OBA) will be a serious nuisance for You but a great asset to the AI's ​​- as it was in reality for the Germans, due to the accurate fire from a battalion of Hummel; and despite theoretically balanced means attributed within the Editor (same OBA for each side except for their order of appearance) ...
Former CG gameplay issue[3]: slowdown in the game from Day 2 on, ie. Turn #12 and following (a around 10 seconds at worst between each unit's movement) but the losses increasing due to the effects from the German 150mm shellings and the reinforcements decreasing rapidly (especially among the French), things will stay (or return) in an area bearable for the most impatient!
[That fine-tuning & issues fixing work was still in progress on August 14 ... ]
LN59 - July & August 2020
[1] "Le Haut-du-Faing", what's that?
"Faing" is a Lorraine word for "Fagne", just like "Hautes Fagnes" in Belgium ("Hohes Venn" in German) which, for their part, are located in the Ardennes-Eifel area. A landscape made of an entanglement of pastures, peat bogs, birch groves and coniferous woods, all among a steep-sided relief. In addition, from October 1944 on, the weather was cold, rain and sleet. Add to it the mud and the German heavy guns: a hell worthy of the Hürtgen Forest 300 km distant (~185 miles) further north but 400 meters above sea level lower (1,200 feet lower) ...
Last linguistic details: "Col" means pass; "Droit de..." a tax-free public timber subdivision; "Canton de..." a logging plot officially delimited on the administrative maps and tax registers; "Xoulces", like "Soultz" (German: Salz, English: Salt) another locality in that region, refers to a stream with slightly saline water; "le Grand Ventron" is for the Big Belly, a kind of rounded top (very eroded summit) common in the Vosges.
[2] Release note (August 16) about the Slowdown Issue from end of Day 1. The total number of units has been slightly lowered in an attempt to eliminate the well-known "interminable waiting time between each action of each unit" bug. A lag that occurs when units are too numerous and the visibility too great ... The result may not be yet perfect, but some beta-tester(s) were still able to masterfully win in a reasonable time.
[3] The mini-CG Name: "Neither Fear nor Mercy" was the 6th MTR's motto. In French "Ni Peur ni Pitié".
Below: non-contractual image. The final map will be slightly different in some details ...
(To be continued ...)

Map realized, scenario tested & played with the excellent [ASL 3D (sept. - oct.) Automne Mod] by Raubkater1.
Good Morning All !
Hope You are doing well and all those who are dear to You ...
On Saturday August 16, I'm offering You here a three days mini campaign on one of the fiercest battles that took place in the "Hautes Vosges"
ie. the highest part of the ridge culminating at 1423 meters (4669 feet), during the cold and rainy fall of 1944. In which we will discuss the achievements of the “6ème Régiment de Tirailleurs Marocains” (6e RTM, 6th MTR thereafter), one of the toughest units belonging to the First French Liberation Army commanded by General de Lattre de Tassigny, regiment which landed on mid-September in Marseilles. It was quickly designated to take over a disputed promontory called "Le Haut-du-Faing" located near the town of Cornimont and immediatly east of the Moselotte valley, a tributary of the Moselle.
Two allied mountain infantry battalions hardened during the fighting in Italy have to attack a German defense formed around a disciplinary battalion, the 291. Grenadier Bataillon z.b.V. "zur besonderen Verwendung" which means for a special deployment; that came to support rather motivated troops who held the "Winterlinie": the 338.ID, CO General L'Homme de Courbières, a very competent one of French Huguenot origins, an unit attached to the XIX. Armee (Heer), C.-in-Chief General Friedrich Wiese, another good German commander that managed a 700 km retreat from southern France, with no rout and being able to re-establish himself on an improvised "Hauptkampflinie" of his own. That defense line (width: 10 to 12 km) stood just in front (west) of the Vosges ridges, thus protecting the "Vaterland", including the famous and fiercely contested Alsace, again annexed to the Reich since 1940.
This mini campaign is a tribute, first and foremost to Peter Fisla, the game's creator, but also to Paullus and all those who have brought it to life since its release four years ago ... Through sharing their creations, great tips, help notes, maps, mods and scenarios. Of course, I'm thinking of our "super champions": Hailstone and Rico21 on the scenario side; but also of Asl3D, decaf, Deepstuff3725, fran52, KhanDam2, Raubkater1 and Richie61 for maps or mods; BigIvan and UP844 for their kind and always constructive criticism. My apologies to all those I could have forgotten!
What is on the menu?
A completely new 40 x 50 hexagon map depicting the terrain of the confrontation as closely as possible. It is located between 600 and 1 000 meters asl (1,800-3,000 feet); at scale 1/5 000, with 1 hex <=> 50 meters, located in a 2 km by 2.5 km (5 km² or ~1235 acres) rugged, humid and forested area[1] in the mountainous part of north-eastern France.
Maximum units (200) almost reached (for the two camps combined) but very few vehicles[2]. It is above all a combat of infantry [3] ... and artillery! Yes, the big guns (OBA) will be a serious nuisance for You but a great asset to the AI's ​​- as it was in reality for the Germans, due to the accurate fire from a battalion of Hummel; and despite theoretically balanced means attributed within the Editor (same OBA for each side except for their order of appearance) ...
Former CG gameplay issue[3]: slowdown in the game from Day 2 on, ie. Turn #12 and following (a around 10 seconds at worst between each unit's movement) but the losses increasing due to the effects from the German 150mm shellings and the reinforcements decreasing rapidly (especially among the French), things will stay (or return) in an area bearable for the most impatient!
[That fine-tuning & issues fixing work was still in progress on August 14 ... ]
LN59 - July & August 2020
[1] "Le Haut-du-Faing", what's that?
"Faing" is a Lorraine word for "Fagne", just like "Hautes Fagnes" in Belgium ("Hohes Venn" in German) which, for their part, are located in the Ardennes-Eifel area. A landscape made of an entanglement of pastures, peat bogs, birch groves and coniferous woods, all among a steep-sided relief. In addition, from October 1944 on, the weather was cold, rain and sleet. Add to it the mud and the German heavy guns: a hell worthy of the Hürtgen Forest 300 km distant (~185 miles) further north but 400 meters above sea level lower (1,200 feet lower) ...
Last linguistic details: "Col" means pass; "Droit de..." a tax-free public timber subdivision; "Canton de..." a logging plot officially delimited on the administrative maps and tax registers; "Xoulces", like "Soultz" (German: Salz, English: Salt) another locality in that region, refers to a stream with slightly saline water; "le Grand Ventron" is for the Big Belly, a kind of rounded top (very eroded summit) common in the Vosges.
[2] Release note (August 16) about the Slowdown Issue from end of Day 1. The total number of units has been slightly lowered in an attempt to eliminate the well-known "interminable waiting time between each action of each unit" bug. A lag that occurs when units are too numerous and the visibility too great ... The result may not be yet perfect, but some beta-tester(s) were still able to masterfully win in a reasonable time.
[3] The mini-CG Name: "Neither Fear nor Mercy" was the 6th MTR's motto. In French "Ni Peur ni Pitié".
Below: non-contractual image. The final map will be slightly different in some details ...
(To be continued ...)

Map realized, scenario tested & played with the excellent [ASL 3D (sept. - oct.) Automne Mod] by Raubkater1.
- Attachments
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"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)
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Submitted Scenarios
I'm looking forward to it!!
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP