Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Submitted Scenarios

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt >> Mods and Scenarios >> RE: Submitted Scenarios Page: <<   < prev  2 3 [4] 5 6   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Submitted Scenarios - 4/5/2016 6:46:07 AM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
Hi,
rounds 2 and 3 will answer your questions
Cheers,

(in reply to Cataphract88)
Post #: 91
RE: Submitted Scenarios - 4/5/2016 10:54:51 AM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
BLOODY BERLIN
BERLIN 1945,the last days.
In 1943, the Reichstag is designated as the final goal of the war with the Reich; massive and isolated building, suitable for
the staging of victory as the Soviet leaders realize. On 28 April a powerful Soviet attack is mounted against the edge of
the government quarter, the latter being protected on three sides by the River Spree. The Moltke Bridge was stormed on 29
April with the Prussian Ministry of the Interior building, defended by a motley band of SS, sailors, of airmen and soldiers
of the Wehrmacht. Fighting rages in the government district around the Reichstag and Führerbunker defended by SS volunteers
of different nationalities; among the latter are fighting the Scandinavians and the Dutch of the 11th SS Division "Nordland",
to which was attached the battle group Charlemagne, bringing together some 300 French under the command of Hauptsturmführer
Henri Fenet as well as also scattered elements that Spaniards the Izquierda captain, survivors Baltic fights and Lithuania
until 3 or 4 British of British Free Corps. The Red Army is forced to bring artillery fire. The defense of Reichstag was
provided by the SS-Brigadeführer Wilhelm Mohnke with also 88 guns and Tiger II. The assault on the Soviet Reichstag begins
April 30 in the evening. The fighting on the outside and inside last all night, continuing melee before the red flag was hoisted
over the Reichstag roof on the morning of May 1st.

German : Squads, ALL
Russian : Squads, ALL

Maps: Four maps
Terrain: Urban

CAMPAIGN Length: 16 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Campaign designer: ASL'Men

Attachment (1)

(in reply to Paullus)
Post #: 92
RE: Submitted Scenarios - 4/8/2016 2:55:49 PM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
BIRDS OF PREY
BRIEDGEN, BELGIUM, 11 May 1940: The famous assault on Eban-Emael was only part of a sweeping operation to seize bridges
across the Albert Canal--Belgium's first and foremost line of defense along which the Allies anticipated the Germans could be
held at bay for five days. Even as Witzig's combat engineers debouched from gliders on the grounds of the fortress, "Assault
Group Steel" (volunteers from the 1st Company, Fallschirmjaeger Regiment 1 led by Lt. Altmann) was coming to earth at the
villages of Veldwezelt and Briedgen to the north. In a furious assault, the 114 Germans captured the two bridges there and
destroyed the detonator wiring. Still under desultory fire, engineers removed the explosives. Altmann reported success and
settled back to await relief by the 4th Panzer Division. But it was not to be that simple. The Belgian command, acting with rare
alacrity, ordered the 2nd Carabiniers to recapture the lost bridges.

German : Squads, LMG + TURN 6 (AIR SUPPORT ~ TWO "STUKAS")
Belgian : Squads, MMG, MTR

Maps: Three maps ASL (11,4,23)
Terrain: Rural, Canal, Village

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


Attachment (1)

(in reply to Paullus)
Post #: 93
RE: Submitted Scenarios - 4/8/2016 8:11:20 PM   
duncanrice


Posts: 10
Joined: 3/31/2016
Status: offline
I'm looking for The Raate Road scenario. It doesn't seem to be here. Anyone?

(in reply to rico21)
Post #: 94
RE: Submitted Scenarios - 4/8/2016 9:04:11 PM   
DoubleDeuce


Posts: 1244
Joined: 6/23/2000
From: Crossville, TN
Status: offline
Pretty sure it was uploaded somewhere as its in the scenario list. I saw mention of someone testing scenarios to see if they needed the custom map loaded to their /maps folder. Was snowbird iirc.

_____________________________


(in reply to duncanrice)
Post #: 95
RE: Submitted Scenarios - 4/8/2016 9:57:39 PM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
Commando Schenke - Liepaja, Latvia: 28th June 1941, Russia

History: 505th Infantry-Regiment with Kriegmarine commandos,
attempted to take the maritime fortress.


Units Human Players (AI player units may vary)
German: Squads, HMG, MMG, LMG, FT, DC
Russian: Squads, MMG, LMG


Maps: One map( ASL 1 )
Terrain: City

Scenario Length: 6.5 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


Attachment (1)

(in reply to Paullus)
Post #: 96
RE: Submitted Scenarios - 4/8/2016 9:58:36 PM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
The Raate Road - Near Suomussalmi: 5th January 1940, Finland

History: The Finns began an offensiveon the Raate Road,
near Suomussalmi and ended up destroying or capturing the
Soviet 44th Division.


Units Human Players (AI player units may vary)
Finnish (German): Squads, LMG, MTR, MMG, ATR, AT
Polish (Russian): Squads, MMG, MTR, LMG, AFV


Maps: One map( ASL 5 "SNOW" )
Terrain: Forest

Scenario Length: 7 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 + Axis&Allies


Attachment (1)

(in reply to rico21)
Post #: 97
RE: Submitted Scenarios - 4/8/2016 9:59:30 PM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
Putot en Bessin, Normandy, 8 June 1944 France

History: After the "Hitler Youth’s" furious
attack which obliged the Canadians of the
Royal Winnipeg Rifles to fall back and leave
Putot-en-Bassin to the Germans, the 3rd Canadian
Infantry Division’s General Staff prepared
a counter attack. That same day, the soldiers
of the Canadian Scottish, supported by the First
Hussars set off to attack the village.

Units Human Players (AI player units may vary)
Canadian: Squads, MMG, LMG, AFV
German: Squads, LMG, MMG

Maps: One map( Z )
Terrain: Village
Scenario Length: 5.5 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


Attachment (1)

(in reply to rico21)
Post #: 98
RE: Submitted Scenarios - 4/8/2016 10:39:03 PM   
duncanrice


Posts: 10
Joined: 3/31/2016
Status: offline
Thanks rico21.
I'm playing through the scenarios chronologically as the Allies.

(in reply to rico21)
Post #: 99
RE: Submitted Scenarios - 4/9/2016 12:18:20 AM   
Cataphract88


Posts: 727
Joined: 10/5/2012
From: Britannia
Status: offline
Thanks very much, Rico, for all your scenarios.

_____________________________

Richard

(in reply to rico21)
Post #: 100
RE: Submitted Scenarios - 4/9/2016 4:46:55 AM   
genesismwt


Posts: 173
Joined: 2/25/2016
From: The middle of flyover country
Status: offline

quote:

ORIGINAL: rico21

BIRDS OF PREY
BRIEDGEN, BELGIUM, 11 May 1940: The famous assault on Eban-Emael was only part of a sweeping operation to seize bridges
across the Albert Canal--Belgium's first and foremost line of defense along which the Allies anticipated the Germans could be
held at bay for five days. Even as Witzig's combat engineers debouched from gliders on the grounds of the fortress, "Assault
Group Steel" (volunteers from the 1st Company, Fallschirmjaeger Regiment 1 led by Lt. Altmann) was coming to earth at the
villages of Veldwezelt and Briedgen to the north. In a furious assault, the 114 Germans captured the two bridges there and
destroyed the detonator wiring. Still under desultory fire, engineers removed the explosives. Altmann reported success and
settled back to await relief by the 4th Panzer Division. But it was not to be that simple. The Belgian command, acting with rare
alacrity, ordered the 2nd Carabiniers to recapture the lost bridges.

German : Squads, LMG + TURN 6 (AIR SUPPORT ~ TWO "STUKAS")
Belgian : Squads, MMG, MTR

Maps: Three maps ASL (11,4,23)
Terrain: Rural, Canal, Village

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



Very ingenius! I found them to be a bit strong so I made one of the "Stukas" AI only.

Good job!

_____________________________

The game is afoot!

Mike

(in reply to rico21)
Post #: 101
RE: Submitted Scenarios - 4/9/2016 10:06:19 AM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
Thank you all for all these compliments.
I also like to play well, the scenarios of other designers with different mods available.

Cheers,

(in reply to Cataphract88)
Post #: 102
RE: Submitted Scenarios - 4/9/2016 10:49:11 AM   
KhanDam2


Posts: 109
Joined: 2/6/2015
From: France
Status: offline

quote:

ORIGINAL: rico21

The Raate Road - Near Suomussalmi: 5th January 1940, Finland

History: The Finns began an offensiveon the Raate Road,
near Suomussalmi and ended up destroying or capturing the
Soviet 44th Division.


Units Human Players (AI player units may vary)
Finnish (German): Squads, LMG, MTR, MMG, ATR, AT
Polish (Russian): Squads, MMG, MTR, LMG, AFV


Maps: One map( ASL 5 "SNOW" )
Terrain: Forest

Scenario Length: 7 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 + Axis&Allies


quote:

Raa


is it the same because it's missing or a new version ?

cheers

_____________________________

Semper Fi - Sicut Aquila

(in reply to rico21)
Post #: 103
RE: Submitted Scenarios - 4/9/2016 11:50:17 AM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
Missing

(in reply to KhanDam2)
Post #: 104
ASL 110 North Bank- featuring Hidden Initial Placement - 4/9/2016 9:34:31 PM   
genesismwt


Posts: 173
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
North Bank

ASL Scenario 110

OOSTERBEEK, HOLLAND, 24 September 1944: By Sunday, D-plus-7, the
beleaguered British 1sth Airborne had contracted into a tight knot
around the village, anchored by positions on the north bank of the
Lower Rhine. Just across the water were friendly forces, but their
every attempt to reach the Red Devils had failed. Within the
shrinking perimeter the situation was critical. Ammunition was short
and for every three men fit for combat, there were two seriosly
wounded. At 1030 hours, a truce was arranged for the transfer of
British wounded into German care. Dr. Graeme Warrack and Major Egon Skalka,
divisional medical officers, who together had arranged the chivalrous
cease-fire, now coordinated clearing "der Hexenkessel"-as the Oosterbeek
perimeter had come to be called-of some 450 wounded. No sooner had this
operation been completed, than the shelling began anew. With it came
a determined German attack intended to push the paratroopers away
from the riverbank and, consequently, their tenuous link with Allied
troops to the south.



Units Human Players
German: Squads, LMG, AFV
British: Squads, LMG, PIAT, AT - Use HIP noted below.

Maps: Two Maps ASL 21, 8

Terrain: Urban

Scenario Length: 7 Game Turns

Victory objective: The Germans win by taking the three VL's. The British win by holding the VL's.

In the absence of a hidden initial placement mechanism, this scenario
has three British units that can "appear" on turn 2, or held for later.
In the spirit of ASL, and to be fair to the German player, please note
the starting hex locations and facing(AT gun) at the start of play. The
British Administration Segment would be a good time. If a German unit
has passed through the designated hex before you place it, choose the next
closest reasonable hex to place the unit. TotH will not allow you to place
a reinforcement in a hex that the enemy controls(last side to have occupied the hex).

Enjoy!



Adapted by: genesismwt



Attachment (1)

< Message edited by genesismwt -- 4/9/2016 9:54:49 PM >


_____________________________

The game is afoot!

Mike

(in reply to rico21)
Post #: 105
Morgan's Stand - 4/9/2016 11:28:42 PM   
genesismwt


Posts: 173
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
Morgan's Stand

ASL Scenario ASLUG 14

BAR-LE-DUC, FRANCE 11 September 1944: Lieutante Allen Morgans 2nd Platoon
(as well as the rest of the 253'rd Battalion) had order's to hold an
important crossroads west of th Mosell River. On Septeber 10th the Germans
counterattacked the junction, but were repulsed in a furious fight,
falling back to the village of Bar-le-Duc with Lt. Morgan's unit in close
pursuit. Morgan's audacity captured the village, but only after suffering
heavy casualties. With the prospects of reinforcement slim for at least two
days, Morgan could muster only seventy-one men and two tanks -- low on
ammunition--for the defense of the village, and he knew that the Germans
would be back.



Units Human Players
German: Squads, MG, AFV
American: Squads, MG, BAZ, AFV

Maps: Two Maps ASL 10 and 7

Terrain: Village/River

Scenario Length: 7 Game Turns

Victory objective: Victory is determined by control of VL's at game end.

Adapted by: genesismwt


2:42 PM 4/10/16, I have removed the file to fix several errors


Attachment (1)

< Message edited by genesismwt -- 4/10/2016 10:05:18 PM >


_____________________________

The game is afoot!

Mike

(in reply to Paullus)
Post #: 106
RE: Morgan's Stand - 4/10/2016 12:23:38 AM   
baloo7777


Posts: 954
Joined: 5/18/2009
From: eastern CT
Status: offline

quote:

ORIGINAL: genesismwt

Morgan's Stand

ASL Scenario ASLUG 14

BAR-LE-DUC, FRANCE 11 September 1944: Lieutante Allen Morgans 2nd Platoon
(as well as the rest of the 253'rd Battalion) had order's to hold an
important crossroads west of th Mosell River. On Septeber 10th the Germans
counterattacked the junction, but were repulsed in a furious fight,
falling back to the village of Bar-le-Duc with Lt. Morgan's unit in close
pursuit. Morgan's audacity captured the village, but only after suffering
heavy casualties. With the prospects of reinforcement slim for at least two
days, Morgan could muster only seventy-one men and two tanks -- low on
ammunition--for the defense of the village, and he knew that the Germans
would be back.



Units Human Players
German: Squads, MG, AFV
American: Squads, MG, BAZ, AFV

Maps: Two Maps ASL 10 and 7

Terrain: Village/River

Scenario Length: 7 Game Turns

Victory objective: Victory is determined by control of VL's at game end.

Adapted by: genesismwt




I think you forgot the Attachment link?!!


_____________________________

JRR

(in reply to genesismwt)
Post #: 107
RE: Morgan's Stand - 4/10/2016 12:45:36 AM   
genesismwt


Posts: 173
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
Sorry about that. It's fixed now.

_____________________________

The game is afoot!

Mike

(in reply to baloo7777)
Post #: 108
RE: Morgan's Stand - 4/10/2016 4:51:54 AM   
Rosseau

 

Posts: 2516
Joined: 9/13/2009
Status: offline
Have not seen this kind of community effort from a handful of well-versed ASL and historical designers since maybe TOAW3.

This is also a good reflection on the game, and I am sure inspires the dev to continue his hard work on patches. Congrats to all.

(in reply to genesismwt)
Post #: 109
RE: ASL 110 North Bank- featuring Hidden Initial Placement - 4/10/2016 9:46:11 AM   
Lannes


Posts: 73
Joined: 6/13/2000
From: france
Status: offline

quote:

ORIGINAL: genesismwt

North Bank

ASL Scenario 110

OOSTERBEEK, HOLLAND, 24 September 1944: By Sunday, D-plus-7, the
beleaguered British 1sth Airborne had contracted into a tight knot
around the village, anchored by positions on the north bank of the
Lower Rhine. Just across the water were friendly forces, but their
every attempt to reach the Red Devils had failed. Within the
shrinking perimeter the situation was critical. Ammunition was short
and for every three men fit for combat, there were two seriosly
wounded. At 1030 hours, a truce was arranged for the transfer of
British wounded into German care. Dr. Graeme Warrack and Major Egon Skalka,
divisional medical officers, who together had arranged the chivalrous
cease-fire, now coordinated clearing "der Hexenkessel"-as the Oosterbeek
perimeter had come to be called-of some 450 wounded. No sooner had this
operation been completed, than the shelling began anew. With it came
a determined German attack intended to push the paratroopers away
from the riverbank and, consequently, their tenuous link with Allied
troops to the south.



Units Human Players
German: Squads, LMG, AFV
British: Squads, LMG, PIAT, AT - Use HIP noted below.

Maps: Two Maps ASL 21, 8

Terrain: Urban

Scenario Length: 7 Game Turns

Victory objective: The Germans win by taking the three VL's. The British win by holding the VL's.

In the absence of a hidden initial placement mechanism, this scenario
has three British units that can "appear" on turn 2, or held for later.
In the spirit of ASL, and to be fair to the German player, please note
the starting hex locations and facing(AT gun) at the start of play. The
British Administration Segment would be a good time. If a German unit
has passed through the designated hex before you place it, choose the next
closest reasonable hex to place the unit. TotH will not allow you to place
a reinforcement in a hex that the enemy controls(last side to have occupied the hex).

Enjoy!



Adapted by: genesismwt




Nice scenario but very hard for brits.
But it's a great challenge.

_____________________________

Christophe

(in reply to genesismwt)
Post #: 110
RE: ASL 110 North Bank- featuring Hidden Initial Placement - 4/10/2016 11:55:29 AM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
MAI PHU
French Indochina 1940, 24 september.
Japan in war against China since 1937, has not yet managed to stop the resistance armies of Chiang Kai-shek. These include
refueled by the Yunnan Railway, which goes through Hai Phong.
The Japanese government took advantage of the French defeat in Europe in June 1940 for an ultimatum to the French. Three
divisions of the Army of Guandong put pressure on the Tonkin border.
22 September, the command of the Army of Guandong commits hostilities. Twenty-five thousand soldiers of the Japanese army
swept into seventy kilometers from the Chinese border: the French can align across five thousand.
For four days, the fighting took place around Lang Son (forty kilometers from the Chinese border), and turn to the
disadvantage of French.

French : Squads, HMG, MMG, LMG, ATR, AT, ART, AFV
Japanese : Squads, MMG, LMG, ATR, DC, MTR, AFV

Maps: Two maps ASL (18,u)
Terrain: Rural, Jungle, Village

Scenario Length: 6.5 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


Attachment (1)

(in reply to Lannes)
Post #: 111
RE: ASL 110 North Bank- featuring Hidden Initial Placement - 4/10/2016 4:13:44 PM   
KhanDam2


Posts: 109
Joined: 2/6/2015
From: France
Status: offline
Dedicated to Rico21

MAI PHU Mod Updated Updated v1.2 May, 17 2016

This Mod is only Done for using with Mai Phu Scenario it change only graphical representation for Russian and British to Figure Japanees and French The all Face Value are the same as Original Country the Ordonance and AFV are the same model as original not the Exact french and Japanese existing

so as usual save the original terrain before overwite it .

have Fun

Changes for v1.2
- Change Zip Name
- Make mod JSGME Compatible
- Correct Counter Face
- Make TotH 1.0.27 Compliant


Updated v1.1 ( April, 12 2016 ) invert French / Japanese as they should be



Attachment (1)

< Message edited by KhanDam2 -- 5/17/2016 6:13:05 PM >


_____________________________

Semper Fi - Sicut Aquila

(in reply to rico21)
Post #: 112
RE: Morgan's Stand - 4/10/2016 4:32:36 PM   
giffin


Posts: 188
Joined: 3/24/2015
Status: offline

quote:

ORIGINAL: genesismwt

Sorry about that. It's fixed now.


Looks like Morgans Stand wont let you choose the "Computer" AI it only give you the choose of "Human" on both sides at Start up.

thanks for scenarios!

(in reply to genesismwt)
Post #: 113
RE: Morgan's Stand - 4/10/2016 8:43:59 PM   
genesismwt


Posts: 173
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
Try it now.

< Message edited by genesismwt -- 4/10/2016 10:05:48 PM >


_____________________________

The game is afoot!

Mike

(in reply to giffin)
Post #: 114
RE: Submitted Scenarios - 4/11/2016 2:59:47 PM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
THANKS KHANDAM2,you are the best,

Except you have wrong, the french are in the village!

corrects it please and get ready because vietnam coming soon,

Cheers,

(in reply to Cataphract88)
Post #: 115
RE: Morgan's Stand - 4/11/2016 6:29:25 PM   
giffin


Posts: 188
Joined: 3/24/2015
Status: offline

quote:

ORIGINAL: genesismwt

Try it now.

Works now thanks!

(in reply to genesismwt)
Post #: 116
RE: Submitted Scenarios - 4/11/2016 7:15:42 PM   
baloo7777


Posts: 954
Joined: 5/18/2009
From: eastern CT
Status: offline

quote:

ORIGINAL: rico21

THANKS KHANDAM2,you are the best,

Except you have wrong, the french are in the village!

corrects it please and get ready because vietnam coming soon,

Cheers,


But I am having such a wonderful time attacking the village with the French!

_____________________________

JRR

(in reply to rico21)
Post #: 117
RE: Submitted Scenarios - 4/11/2016 7:49:48 PM   
rico21

 

Posts: 2817
Joined: 3/11/2016
Status: offline
ME TOO!!!

(in reply to rico21)
Post #: 118
RE: Morgan's Stand - 4/12/2016 12:28:38 AM   
genesismwt


Posts: 173
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
Glad to hear it.

BTW, if you are familiar with the ASL scenario, and even if you are not, the original has each group of Germans coming in on turns one through four, owner's choice. Feel free to alter the groups and have them come in on different turns. I am just a fan of getting the infantry heavy group in on turn one to secure the area for the Brummbaer and PzIV on turn two.

_____________________________

The game is afoot!

Mike

(in reply to giffin)
Post #: 119
The Crux of Calais - 4/12/2016 4:23:45 AM   
genesismwt


Posts: 173
Joined: 2/25/2016
From: The middle of flyover country
Status: offline
The Crux of Calais

ASL Scenario 96
Calais, France, 25 May 1940: The 10th Panzer Division was closing in on Calais, the most important port on the north coast of France.
To hold it, the British High Command hurriedly dispatched the 3rd Royal Tank Regiment and the 30th Infantry Brigade(comprising the
2nd Kings Royal Rifles and the 1st Queen Victoria's Rifles.) But in the face of overwhelming numbers and unchallenged Luftwaffe bombardment,
the defenders were soon forced back into the streets of the city. ... The British replied with their only two remaining mortars, deriving
scant comfort from the explosions across the waterway. Then, at 1900 hours, the barage lifted and enemy infantry, led by tanks, stormed
toward the three bridges simultaneously.



Units Human Players
German: Squads, LMG, MMG, HMG, AFV
British: Squads, LMG, MMG, HMG, ATR, MTR, AT(Hidden Initial Placement)

Maps: Two Maps- ASL 23, 20

Terrain: Urban

Scenario Length: 9 Game Turns

Victory objective: Control of Victory Locations

Adapted by: genesismwt


Attachment (1)

_____________________________

The game is afoot!

Mike

(in reply to rico21)
Post #: 120
Page:   <<   < prev  2 3 [4] 5 6   next >   >>
All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt >> Mods and Scenarios >> RE: Submitted Scenarios Page: <<   < prev  2 3 [4] 5 6   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.342