Submitted Scenarios
Moderators: Peter Fisla, Paullus
RE: Submitted Scenarios - Campaign Length here
Here is the scenario that we created during the live stream where I showed people how to use the TOTH editor.
This scenario is for the whole community since we all created it together.
Name: Assault on Coulvain's Headquarters
Date: 22nd June 1944
Location: Near the Village of Coulvain
History:The British forces are tasked with assaulting the German held town of Coulvain and capturing the French prisoners
and destroying the SS Headquarters. Side objectives are to gather the British supplies and to get the German maps
Units Human Players (AI player units may vary)
Setup First - German: Squads, LMG, MMG, Demo, PSK, PF, AFV
Move First - British: Squads, LMG, MMG, Demo, Piat, AFV
Special Scenario Rules: British units arrive on turn 3 and German units arrive on turn 5. If AI is playing the German side
they have units arriving on turn 2.
Maps: Two maps
Terrain: Rural with wooden village buildings
Scenario Length: 8 Full Game Turns
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides gets VPs for controlling Victory
Objectives.
Scenario Designer: IDJESTER with help from the community during the live stream of building this sceanario!!
This scenario is for the whole community since we all created it together.
Name: Assault on Coulvain's Headquarters
Date: 22nd June 1944
Location: Near the Village of Coulvain
History:The British forces are tasked with assaulting the German held town of Coulvain and capturing the French prisoners
and destroying the SS Headquarters. Side objectives are to gather the British supplies and to get the German maps
Units Human Players (AI player units may vary)
Setup First - German: Squads, LMG, MMG, Demo, PSK, PF, AFV
Move First - British: Squads, LMG, MMG, Demo, Piat, AFV
Special Scenario Rules: British units arrive on turn 3 and German units arrive on turn 5. If AI is playing the German side
they have units arriving on turn 2.
Maps: Two maps
Terrain: Rural with wooden village buildings
Scenario Length: 8 Full Game Turns
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides gets VPs for controlling Victory
Objectives.
Scenario Designer: IDJESTER with help from the community during the live stream of building this sceanario!!
- Attachments
-
- Assaulton..quarters.zip
- (25.54 KiB) Downloaded 687 times
RE: Submitted Scenarios - Campaign Length here
Get ready for the monster.. Almost 200 units and 75+ support weapons. 10 turns of intense action. Can you even
make it off the beach let alone capture the objectives?
Name: Omaha Beach
Date: 6th June 1944
Location: Omaha Beach, Normandy, France
History: Soldiers, Sailors and Airmen of the Allied Expeditionary Forces:
You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the
world are upon you. The hopes and prayers of liberty-loving people everywhere march with you. In company with
our brave Allies and brothers-in-arms on other Fronts you will bring about the destruction of the German war
machine, the elimination of Nazi tyranny over oppressed peoples of Europe, and security for ourselves in a
free world.
Dwight D. Eisenhower
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, HMG, lt Mortar, OBA
American: Squads, LMG, lt Mortar, Flame Throwers, Demo Charge, BAZ, OBA
Special Scenario Rules: American reinforcements arrive on turns 2 and 3. Visibility is 12 hexes.
Maps: Two Full maps
Terrain: Open beach leading to hills with fortified buildings
Scenario Length: 10 Turns (only the American player attacks during the last turn)
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides gets VPs for controlling
Victory Objectives.
Scenario Designer: IDJESTER
make it off the beach let alone capture the objectives?
Name: Omaha Beach
Date: 6th June 1944
Location: Omaha Beach, Normandy, France
History: Soldiers, Sailors and Airmen of the Allied Expeditionary Forces:
You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the
world are upon you. The hopes and prayers of liberty-loving people everywhere march with you. In company with
our brave Allies and brothers-in-arms on other Fronts you will bring about the destruction of the German war
machine, the elimination of Nazi tyranny over oppressed peoples of Europe, and security for ourselves in a
free world.
Dwight D. Eisenhower
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, HMG, lt Mortar, OBA
American: Squads, LMG, lt Mortar, Flame Throwers, Demo Charge, BAZ, OBA
Special Scenario Rules: American reinforcements arrive on turns 2 and 3. Visibility is 12 hexes.
Maps: Two Full maps
Terrain: Open beach leading to hills with fortified buildings
Scenario Length: 10 Turns (only the American player attacks during the last turn)
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides gets VPs for controlling
Victory Objectives.
Scenario Designer: IDJESTER
- Attachments
-
- OmahaBeach1.1.zip
- (25.13 KiB) Downloaded 892 times
RE: Submitted Scenarios - Campaign Length here
Relive one of the most famous battles ever to see the silver screen in Battle at Ramelle. This is the town attack
by the German's at the end of Saving Private Ryan. Can you hold off the German advance and save the bridge?
Name: Battle at Ramelle (Saving Private Ryan town battle)
Date: 13th June, 1944
Location: Village of Ramelle
History: With the capture of Cherbourg being the main objective of the American forces following Operation Overlord,
the 82nd Airborne were responsible for destroying bridges along the Merderet river in order to delay German
reinforcements on their way to the port city or beachhead.
However, in order to complete their own objectives they needed to keep a small number of bridges in tact. Two bridges
were spared at Valognes and Ramelle. Due to scattered paratrooper droppings and the general disorganization following D-Day,
a mixed unit group of Paratroopers led by Captain Jennings were assigned to move on Ramelle and hold the bridge until
mainland forces could secure it.
Units Human Players (AI player units may vary)
German: Squads, LMG, AFV
American: Squads, MMG, HMG, Bazooka
Special Scenario Rules: German units get double victory points for exiting units off the map.
Maps: Two maps
Terrain: Town with a Bridge over water
Scenario Length: 9 Full Game Turns
Victory objective: The side with the most Victory Points is the winner. Both sides gets VPs for controling Victory hexes and for
killed Enemies. The Germans also get VPs for exiting units within Exit Hexes.
Scenario Designer: IDJESTER
by the German's at the end of Saving Private Ryan. Can you hold off the German advance and save the bridge?
Name: Battle at Ramelle (Saving Private Ryan town battle)
Date: 13th June, 1944
Location: Village of Ramelle
History: With the capture of Cherbourg being the main objective of the American forces following Operation Overlord,
the 82nd Airborne were responsible for destroying bridges along the Merderet river in order to delay German
reinforcements on their way to the port city or beachhead.
However, in order to complete their own objectives they needed to keep a small number of bridges in tact. Two bridges
were spared at Valognes and Ramelle. Due to scattered paratrooper droppings and the general disorganization following D-Day,
a mixed unit group of Paratroopers led by Captain Jennings were assigned to move on Ramelle and hold the bridge until
mainland forces could secure it.
Units Human Players (AI player units may vary)
German: Squads, LMG, AFV
American: Squads, MMG, HMG, Bazooka
Special Scenario Rules: German units get double victory points for exiting units off the map.
Maps: Two maps
Terrain: Town with a Bridge over water
Scenario Length: 9 Full Game Turns
Victory objective: The side with the most Victory Points is the winner. Both sides gets VPs for controling Victory hexes and for
killed Enemies. The Germans also get VPs for exiting units within Exit Hexes.
Scenario Designer: IDJESTER
- Attachments
-
- BattleatRamelle.zip
- (24.86 KiB) Downloaded 810 times
RE: Submitted Scenarios - Campaign Length here
And finally the last of the Big 5 scenarios created by IDJESTER... The longest Night. As seen on the live stream
a nighttime paradrop mission to secure two bridges. Germans and American's meeting before the morning light the
night of D-Day.
Name: The Longest Night
Date: 6th June, 1944 4:35am
Location: Near Saint-Come-du-Mont
History: Paratroopers of the 101st Airborne Division "Screaming Eagles" jumped first on June 6, between 00:48 and 01:40
Scattered and disorganized for the few first hours they somehow managed to locate more men of the division and formed
into a fighting force. One very important objective for all of the paratroopers was to secure the bridges that the Germans
would use to reinforce the beaches in the coming hours. As the glow of the morning was about to break the horizon
some members of the 101st set out towards Saint-Come-du-Mont in an effort to secure two important bridges and hopefully
trap the German on the wrong side of the river.
Units Human Players (AI player units may vary)
German: Squads, LMG, AVF
American: Squads, MMG, DEMO, Bazooka
Special Scenario Rules: Best played as the American side. Visibility is 3 hexes.
Maps: Two maps (Only bottom half of maps are playable)
**Americans setup only 1 squad per hex**
Terrain: Rural with a small river crossed by 2 bridges
Scenario Length: 6 Full Game Turns
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides gets VPs for controlling Victory
Objectives.
Scenario Designer: IDJESTER
a nighttime paradrop mission to secure two bridges. Germans and American's meeting before the morning light the
night of D-Day.
Name: The Longest Night
Date: 6th June, 1944 4:35am
Location: Near Saint-Come-du-Mont
History: Paratroopers of the 101st Airborne Division "Screaming Eagles" jumped first on June 6, between 00:48 and 01:40
Scattered and disorganized for the few first hours they somehow managed to locate more men of the division and formed
into a fighting force. One very important objective for all of the paratroopers was to secure the bridges that the Germans
would use to reinforce the beaches in the coming hours. As the glow of the morning was about to break the horizon
some members of the 101st set out towards Saint-Come-du-Mont in an effort to secure two important bridges and hopefully
trap the German on the wrong side of the river.
Units Human Players (AI player units may vary)
German: Squads, LMG, AVF
American: Squads, MMG, DEMO, Bazooka
Special Scenario Rules: Best played as the American side. Visibility is 3 hexes.
Maps: Two maps (Only bottom half of maps are playable)
**Americans setup only 1 squad per hex**
Terrain: Rural with a small river crossed by 2 bridges
Scenario Length: 6 Full Game Turns
Victory Objective: The side with the most Victory Points at the end is the winner. Both sides gets VPs for controlling Victory
Objectives.
Scenario Designer: IDJESTER
- Attachments
-
- TheLongestNight.zip
- (25.41 KiB) Downloaded 707 times
RE: Submitted Scenarios - Campaign Length here
You can download IDJESTER's 5 Pack of scenarios all together right here...
If that helps..
If that helps..
- Attachments
-
- IDJESTER5Pack.zip
- (126.4 KiB) Downloaded 1217 times
RE: Submitted Scenarios
Thanks Paullus,
Totensonntag - Janowice: 10th September 1939, Poland
History: After a week of war, Polish launched a large-
scale assault across the Bzura. For the first( and later)
time the Poles mounted an offensive.
Units Human Players (AI player units may vary)
German: Squads, LMG, MTR, MMG
Polish (Russian): Squads, MMG, MTR
Maps: One map( FRFA )
Terrain: Rural
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
Totensonntag - Janowice: 10th September 1939, Poland
History: After a week of war, Polish launched a large-
scale assault across the Bzura. For the first( and later)
time the Poles mounted an offensive.
Units Human Players (AI player units may vary)
German: Squads, LMG, MTR, MMG
Polish (Russian): Squads, MMG, MTR
Maps: One map( FRFA )
Terrain: Rural
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
- Attachments
-
- Totensonntag.zip
- (22.32 KiB) Downloaded 775 times
RE: Submitted Scenarios - Campaign Length here
Shklov's Labors Lost
ASL T4
Shklov, Russia, 11 July 1941: In the town of Shklov, the German advance was frustrated by the determined defense of a
handful of young Soviets. Skillfully using every advantage, the young officer cadtes, known as "Stalin Scholars", were
able to beat back the advance of the regular German forces, In order to break the deadlock the Germans ordered the
crack Infantry Regiment "Grossdeutschland" to clear the town.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, AFV
Russian: Squads, LMG, MMG, HMG, ATR
Maps: ASL Map 1
Terrain: Urban
Scenario Length: 6 Game Turns
Victory objective: The Germans win by controlling all five of the buildings marked (14 hexes).
ASL T4
Shklov, Russia, 11 July 1941: In the town of Shklov, the German advance was frustrated by the determined defense of a
handful of young Soviets. Skillfully using every advantage, the young officer cadtes, known as "Stalin Scholars", were
able to beat back the advance of the regular German forces, In order to break the deadlock the Germans ordered the
crack Infantry Regiment "Grossdeutschland" to clear the town.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, AFV
Russian: Squads, LMG, MMG, HMG, ATR
Maps: ASL Map 1
Terrain: Urban
Scenario Length: 6 Game Turns
Victory objective: The Germans win by controlling all five of the buildings marked (14 hexes).
- Attachments
-
- ShklovsLaborsLost.zip
- (19.97 KiB) Downloaded 819 times
RE: Submitted Scenarios
Scenario T2: The Puma Prowls: 28 June 1944: Outskirts of Lepel, Belarus, Russia
During the destruction of Army Group Center the German front became pierced at many points. As the battlefield
situation became more fluid, reliable information was of crucial importance to both sides. In the midst of the fighting
an unusual clash occurred on the outskirts of Lepel -- unusual in that both recon forces were commanded by seasoned,
aggressive leaders.
Source scenario is ASL Scenario T2 in The General, Vol.24, No.2.
The TOTH AI has difficulty strategizing the "double exit" victory conditions. Best play experience is hotseat.
I cleared some of the vegetation around the Russian entry on the lower right -- the T-70's get bogged a fair bit.
The scenario has an Armor Leader for each side. But, since TOTH doesn't currently have Armor Leaders, I dropped them.
This scenario is highly regarded for teaching ASL to newcomers.
During the destruction of Army Group Center the German front became pierced at many points. As the battlefield
situation became more fluid, reliable information was of crucial importance to both sides. In the midst of the fighting
an unusual clash occurred on the outskirts of Lepel -- unusual in that both recon forces were commanded by seasoned,
aggressive leaders.
Source scenario is ASL Scenario T2 in The General, Vol.24, No.2.
The TOTH AI has difficulty strategizing the "double exit" victory conditions. Best play experience is hotseat.
I cleared some of the vegetation around the Russian entry on the lower right -- the T-70's get bogged a fair bit.
The scenario has an Armor Leader for each side. But, since TOTH doesn't currently have Armor Leaders, I dropped them.
This scenario is highly regarded for teaching ASL to newcomers.
- Attachments
-
- ThePumaProwls.zip
- (23.56 KiB) Downloaded 848 times
RE: Submitted Scenarios
Riposte
ASL U12
Pfaffenheck, Germany, March 15, 1945:
At the same time that the SS mountain troopers were striking one flank of the U.S. 357th Regiment, the Wehrmacht's
159th Division struck the other. Every effort was to be made to prevent the Americans from establishing an artillery
OP in the large farm building near the river. This would insure the safe retreat of remaining German troops to the Rhine.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, BAZ, MTR, ORD, OBA
Russian: Squads, LMG, MMG, AFV
Maps: ASL Maps 7,4
Terrain: Urban
Scenario Length: 6 Game Turns
Victory objective: The Germans win by controlling the two-hex farm house.
ASL U12
Pfaffenheck, Germany, March 15, 1945:
At the same time that the SS mountain troopers were striking one flank of the U.S. 357th Regiment, the Wehrmacht's
159th Division struck the other. Every effort was to be made to prevent the Americans from establishing an artillery
OP in the large farm building near the river. This would insure the safe retreat of remaining German troops to the Rhine.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, BAZ, MTR, ORD, OBA
Russian: Squads, LMG, MMG, AFV
Maps: ASL Maps 7,4
Terrain: Urban
Scenario Length: 6 Game Turns
Victory objective: The Germans win by controlling the two-hex farm house.
- Attachments
-
- Riposte.zip
- (22.57 KiB) Downloaded 748 times
RE: Submitted Scenarios
Whoa Mohammed!
ASL TAC 38
Arnhem, Holland, September 19, 1944:
For two days, 2nd Battalion of the 1st Airborne Division had held the access ramp of the bridge against repeated assault
from two SS armored divisions: the 9th SS Panzer Division "Hohenstofen" and the 10th SS Panzer Division "Frundsberg".
This bridge was vital to the Germans, since it was the only possible crossing point to send troops to retake Nijmegen,
controlled by the 82nd US Airbone Division. On September 19th, the "Frundsberg" Division resumed its eastern attacks to
retake the bridge.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, HMG, AFV
British: Squads, LMG, MMG, HMG, MTR, Piat
Maps: ASL Map 20
Terrain: Urban
Scenario Length: 6 Game Turns
Victory objective: The Germans win by controlling all hexes of the main building.
ASL TAC 38
Arnhem, Holland, September 19, 1944:
For two days, 2nd Battalion of the 1st Airborne Division had held the access ramp of the bridge against repeated assault
from two SS armored divisions: the 9th SS Panzer Division "Hohenstofen" and the 10th SS Panzer Division "Frundsberg".
This bridge was vital to the Germans, since it was the only possible crossing point to send troops to retake Nijmegen,
controlled by the 82nd US Airbone Division. On September 19th, the "Frundsberg" Division resumed its eastern attacks to
retake the bridge.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, HMG, AFV
British: Squads, LMG, MMG, HMG, MTR, Piat
Maps: ASL Map 20
Terrain: Urban
Scenario Length: 6 Game Turns
Victory objective: The Germans win by controlling all hexes of the main building.
- Attachments
-
- WhoaMohammed.zip
- (19.93 KiB) Downloaded 757 times
RE: Submitted Scenarios
Argos - Peloponnesus: 26th April 1941, Greece
History: The issue in Greece was no longer in doubt ; the
last units of the greek Army had surrended the day before.
"Isthmus Force composed of British, Australians, New-Zealanders,
and even a few Greek die hards which was scattered on both sides of the canal.
Soon afterwards the silent approach of parachutes and gliders
announced the start of the battle for Corinth Bridge.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, DC, AFV
ANZAC: Squads, LMG, MMG, AA, AT, ATR, AFV
Maps: Four maps( ASL 3,2,7,4 )
Terrain: All
Scenario Length: 10 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
History: The issue in Greece was no longer in doubt ; the
last units of the greek Army had surrended the day before.
"Isthmus Force composed of British, Australians, New-Zealanders,
and even a few Greek die hards which was scattered on both sides of the canal.
Soon afterwards the silent approach of parachutes and gliders
announced the start of the battle for Corinth Bridge.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, DC, AFV
ANZAC: Squads, LMG, MMG, AA, AT, ATR, AFV
Maps: Four maps( ASL 3,2,7,4 )
Terrain: All
Scenario Length: 10 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
- Attachments
-
- RehearsalforCrete.zip
- (28.41 KiB) Downloaded 842 times
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
RE: Submitted Scenarios
Soldiers of Destruction, 10 October 1944.
ASL Scenario N
History: Radzymin, Poland: The men of the SS Totenkopf Division had stalled the advance of The Fifth Guards Tank Army in late September. Then, silence. No fighting had occurred for the past three weeks. It seemed like a dream, Time to sleep; time to mend clothing; time to listen to the birds sing. Replacements arrived; weapons were stripped and cleaned. It was too good, too unreal. A feeling of unease pervaded the encampment. There was almost a sigh of relief as the dull thunder of the Russian advance began again.
German: Squads, LMG, PSK, PF, AFV
Russian: Squads, AFV
Maps: ASL 6 and 4 Terrain: Rural
Scenario Length: 7 Game Turns.
Victory Conditions: Russians win by exiting 26 VP off the south map edge. Germans win by amassing 26 casualty VP.
Adapted by: genesismwt
*updated 3/23/16 to include covered arcs for set up of the German units.
ASL Scenario N
History: Radzymin, Poland: The men of the SS Totenkopf Division had stalled the advance of The Fifth Guards Tank Army in late September. Then, silence. No fighting had occurred for the past three weeks. It seemed like a dream, Time to sleep; time to mend clothing; time to listen to the birds sing. Replacements arrived; weapons were stripped and cleaned. It was too good, too unreal. A feeling of unease pervaded the encampment. There was almost a sigh of relief as the dull thunder of the Russian advance began again.
German: Squads, LMG, PSK, PF, AFV
Russian: Squads, AFV
Maps: ASL 6 and 4 Terrain: Rural
Scenario Length: 7 Game Turns.
Victory Conditions: Russians win by exiting 26 VP off the south map edge. Germans win by amassing 26 casualty VP.
Adapted by: genesismwt
*updated 3/23/16 to include covered arcs for set up of the German units.
- Attachments
-
- Soldiers o..truction.zip
- (24.59 KiB) Downloaded 674 times
The game is afoot!
Mike
Mike
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
RE: Submitted Scenarios
Into Vienna Woods
AP52
Southeast of St. Polten, Austria, 17 April 1945: On April 12 STAVKA declared Vienna clear of German forces.
The 3rd Ukrainian Front was issued new orders, one of which was to take the town of St. Polten, south-west
of Vienna, in the strategically located Vienna Woods. St. Polten was taken on the 16th, but the attempt to
clear the Vienna Woods of the defending Germans turned into a sersies of see-saw battles for the hills
which dominated the region.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, PSK, PF
Russian: Squads, LMG, AFV
Maps: ASL Map 58
Terrain: Hills, Orchards and Woods
Scenario Length: 6 Game Turns
Victory objective: The Germans win by controlling all level 3 hexes(marked).
Adapted by: Genesismwt
*updated 3/23/16 to include covered arcs for Russian AFV
AP52
Southeast of St. Polten, Austria, 17 April 1945: On April 12 STAVKA declared Vienna clear of German forces.
The 3rd Ukrainian Front was issued new orders, one of which was to take the town of St. Polten, south-west
of Vienna, in the strategically located Vienna Woods. St. Polten was taken on the 16th, but the attempt to
clear the Vienna Woods of the defending Germans turned into a sersies of see-saw battles for the hills
which dominated the region.
Units Human Players (AI player units may vary)
German: Squads, LMG, MMG, PSK, PF
Russian: Squads, LMG, AFV
Maps: ASL Map 58
Terrain: Hills, Orchards and Woods
Scenario Length: 6 Game Turns
Victory objective: The Germans win by controlling all level 3 hexes(marked).
Adapted by: Genesismwt
*updated 3/23/16 to include covered arcs for Russian AFV
- Attachments
-
- Into Vienna Woods.zip
- (22.55 KiB) Downloaded 635 times
The game is afoot!
Mike
Mike
RE: Submitted Scenarios
SILENT DEATH
Aittojoki : 9th December 1939, Finland
History: Soviet troops pressed into the wilderness areas
north of Lake Ladoga. With the onset of the severe winter,
the Sissi began raids deep behind Red Army lines with
standing orders to destroy all shelter.One such raid by the
27th Sissi Company(Lt Perala), struck HQ of the 18th Russian
Division stationed at the village of Aittojoki at dawn.
Units Human Players (AI player units may vary)
Finnish: Squads, MMG, LMG, DC
Russian: Squads, LMG
Maps: One map( ASL 3 "snow" )
Terrain: Village
Scenario Length: 6 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
Aittojoki : 9th December 1939, Finland
History: Soviet troops pressed into the wilderness areas
north of Lake Ladoga. With the onset of the severe winter,
the Sissi began raids deep behind Red Army lines with
standing orders to destroy all shelter.One such raid by the
27th Sissi Company(Lt Perala), struck HQ of the 18th Russian
Division stationed at the village of Aittojoki at dawn.
Units Human Players (AI player units may vary)
Finnish: Squads, MMG, LMG, DC
Russian: Squads, LMG
Maps: One map( ASL 3 "snow" )
Terrain: Village
Scenario Length: 6 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
- Attachments
-
- SilentDeath.zip
- (20.55 KiB) Downloaded 696 times
RE: Submitted Scenarios
SISTERS
Stalingrad : 23th August 1942, Russia
History: The air defense of the territory -PVO- is often
served by women. In the afternoon the artillerywomen and
militiamen see arise southwest columns of 16.Panzer Division. AA guns fail over to the Panzers ...
Units Human Players (AI player units may vary)
German: Squads, HMG, LMG, DC, AFV
Russian: Squads, MMG, LMG ,ATR, AA, AFV
Maps: Three maps( ASL 33,48,49 )
Terrain: All
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 + French Wargame Magazine "VaeVictis"
Stalingrad : 23th August 1942, Russia
History: The air defense of the territory -PVO- is often
served by women. In the afternoon the artillerywomen and
militiamen see arise southwest columns of 16.Panzer Division. AA guns fail over to the Panzers ...
Units Human Players (AI player units may vary)
German: Squads, HMG, LMG, DC, AFV
Russian: Squads, MMG, LMG ,ATR, AA, AFV
Maps: Three maps( ASL 33,48,49 )
Terrain: All
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 + French Wargame Magazine "VaeVictis"
- Attachments
-
- Sisters.zip
- (21.84 KiB) Downloaded 668 times
RE: Submitted Scenarios
Designed to be played as Russians only on very hard. Made a few modifications to original scenario for the Finnish AI. Was able to get balanced results with tight wins for both sides. As in the original, this is one of those scenarios that I want to keep playing just one more time. The OOC rule can really throw a monkey wrench into your best laid plans. Enjoy!
Beyond Valor-ASL SCENARIO 1 - Fighting Withdrawal: 2 September 1941 Terijoki, Finland
History: The Finns, seeking restitution for the Winter War of 1939, had erupted across
the borders and breached the Soviet Karelian Front. The northern shield of the great
city of Leningrad was shattered. In one town the 131st Border Battalion was ordered to
serve as a rearguard. At 1530 orders arrived releasing them to save themselves....if they could.
Units Human Players (AI player units may vary)
Finnish: Squads, LMG,MMG
Russian: Squads, LMG, MMG
Maps: One map
Terrain: City
Scenario Length: 9 Game Turns -- Designed to be played as Russians only.
Victory objective: Both sides gets VPs for exiting. The side with most exit points wins.
Scenario Designer: Bulldog
Beyond Valor-ASL SCENARIO 1 - Fighting Withdrawal: 2 September 1941 Terijoki, Finland
History: The Finns, seeking restitution for the Winter War of 1939, had erupted across
the borders and breached the Soviet Karelian Front. The northern shield of the great
city of Leningrad was shattered. In one town the 131st Border Battalion was ordered to
serve as a rearguard. At 1530 orders arrived releasing them to save themselves....if they could.
Units Human Players (AI player units may vary)
Finnish: Squads, LMG,MMG
Russian: Squads, LMG, MMG
Maps: One map
Terrain: City
Scenario Length: 9 Game Turns -- Designed to be played as Russians only.
Victory objective: Both sides gets VPs for exiting. The side with most exit points wins.
Scenario Designer: Bulldog
- Attachments
-
- FightingWithdrawal.zip
- (20.66 KiB) Downloaded 698 times
RE: Submitted Scenarios
Some revisions to my Valentine campaign, a new Brits vs. Russians "alternate reality" scenario, and Wolfs Schloss - a very tough mountaintop objective.
I encourage everyone to use any/all of my submitted scenarios (particularly since none of mine are true to real historical battles but are all fictional) as the basis of something of your own. If you think what I've put together is too easy - reinforce the other side and/or manipulate the maps or unit placement, and go from there. If you find something that I've tossed together to be too difficult - jump in there and edit it, reinforce your side then go back and roll over those bad guys....it's supposed to be FUN, right?
One of the things that I really enjoy about the scenario creator tool is the ability for ALL of us to tinker with any and all parts of the various submissions pretty much any way we want. Talk about your "sandbox"...this is about as open as you can possibly want it.
A last thought - make some campaign scenarios, folks. Make a big map - 3x6 or more - string units, emplacements, hills, buildings and VP objectives all over the place, drop reinforcements all over in the later game turns to maybe turn the tide of the battle back and forth - use this impressive sandbox as the wonderful game tool that it is.
The incredible array of scenarios that have popped up so quickly is really impressive, and shows no signs of falling off. Thanks to all of you for pitching in your super talents - this is awesome!
[:)][:)]
I encourage everyone to use any/all of my submitted scenarios (particularly since none of mine are true to real historical battles but are all fictional) as the basis of something of your own. If you think what I've put together is too easy - reinforce the other side and/or manipulate the maps or unit placement, and go from there. If you find something that I've tossed together to be too difficult - jump in there and edit it, reinforce your side then go back and roll over those bad guys....it's supposed to be FUN, right?
One of the things that I really enjoy about the scenario creator tool is the ability for ALL of us to tinker with any and all parts of the various submissions pretty much any way we want. Talk about your "sandbox"...this is about as open as you can possibly want it.
A last thought - make some campaign scenarios, folks. Make a big map - 3x6 or more - string units, emplacements, hills, buildings and VP objectives all over the place, drop reinforcements all over in the later game turns to maybe turn the tide of the battle back and forth - use this impressive sandbox as the wonderful game tool that it is.
The incredible array of scenarios that have popped up so quickly is really impressive, and shows no signs of falling off. Thanks to all of you for pitching in your super talents - this is awesome!
[:)][:)]
- Attachments
-
- Desktop-1.zip
- (83 KiB) Downloaded 819 times
So many games...so little time...
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants." Thomas Jefferson
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants." Thomas Jefferson
RE: Submitted Scenarios
Dead man's Corner: 09th June 1944, near Carentan, Normandie, France.
History: A small element ( 10 to 20 men ) of the 101st Airborne Division bumped into some German troops trying to regroup
and form a defensive line near Carentan. Heavily outnumbered the paratroopers engaged them anyway in the hope of hindering
their attempt until reinforcements arrive. They were soon joined by a single Stuart tank. Unfortunately the tank was destroyed
by an AT gun and the crew was killed. Because the tank commander's body could be seen sticking out of the tank for a couple of
days afterward, the spot were the Stuart was destroyed was latter named ''Le coin de l'homme mort'' ( Dead man's Corner)
by the French locals.
Troops from both sides rapidly arrived on the scene. The Germans where eventually pushed back towards Carentan.
Best played as American against AI.
Both sides receive reinforcements throughout the scenario.
Terrain: Rural with hills.
Scenario Length: 9 Game Turns
Victory Objective: The side with the most Victory Points at the end is the winner.
Scenario Designer: DORANINER
- Attachments
-
- Deadmanscorner.zip
- (21.78 KiB) Downloaded 764 times
RE: Submitted Scenarios
Makin Atoll Raid
Makin Atoll : 18th August 1942, Butaritari Island
History: Our Marine Raider Battalion( Navy Seal ancestor)
is landed on Butaritari by submarine and tasked with
destroying installations on the Makin Atoll to divert
attention from the Guadalcanal landings. We are landing,
Gung Ho!
The beaches are quiet, too many quiet...
Units Human Players (AI player units may vary)
USMC: Squads, MMG, LMG, DC, FT, MTR, OBA
Japanese: Squads, HMG, MMG, LMG, MTR
Maps: Two maps( ASL 8,8( Modified ) )
Terrain: Atoll
Scenario Length: 7.5 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
Makin Atoll : 18th August 1942, Butaritari Island
History: Our Marine Raider Battalion( Navy Seal ancestor)
is landed on Butaritari by submarine and tasked with
destroying installations on the Makin Atoll to divert
attention from the Guadalcanal landings. We are landing,
Gung Ho!
The beaches are quiet, too many quiet...
Units Human Players (AI player units may vary)
USMC: Squads, MMG, LMG, DC, FT, MTR, OBA
Japanese: Squads, HMG, MMG, LMG, MTR
Maps: Two maps( ASL 8,8( Modified ) )
Terrain: Atoll
Scenario Length: 7.5 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
- Attachments
-
- MakinAtollRaid.zip
- (20.85 KiB) Downloaded 734 times
- blackcloud6
- Posts: 643
- Joined: Tue Aug 13, 2002 4:46 am
RE: Submitted Scenarios
S42 - One More Hedgerow, Covains, France
History: The 1st Battalion, 116th Infantry Regiment, 29th Infantry Division struggled across the Elle River and
having to fight through many fields surrounded by the boucage. Orders have come down to take the village of
Covains which is defended by elements of the German 352 Infantry Division. The US soldiers face one more difficult
field, with one more hedgerow, to clear the way towards St. Lo.
Units:
German: Squads, Half Squads LMGs, MMG, HMG
American: Squads, MMGs
Maps: One Map
Terrain: Rural/Village, woods added to simulate hedgerows.
Scenario Length: 5.5 Game Turns
Victory Objective: The US must gain 3 Victory Points to win.
Conversion from ASL by Fred Schwarz (Blackcloud6)
Original ASL scenario by Chas Argent and Brian Youse, Multiman Publishing
History: The 1st Battalion, 116th Infantry Regiment, 29th Infantry Division struggled across the Elle River and
having to fight through many fields surrounded by the boucage. Orders have come down to take the village of
Covains which is defended by elements of the German 352 Infantry Division. The US soldiers face one more difficult
field, with one more hedgerow, to clear the way towards St. Lo.
Units:
German: Squads, Half Squads LMGs, MMG, HMG
American: Squads, MMGs
Maps: One Map
Terrain: Rural/Village, woods added to simulate hedgerows.
Scenario Length: 5.5 Game Turns
Victory Objective: The US must gain 3 Victory Points to win.
Conversion from ASL by Fred Schwarz (Blackcloud6)
Original ASL scenario by Chas Argent and Brian Youse, Multiman Publishing
- Attachments
-
- S42OneMo..Hedgerow.zip
- (20.86 KiB) Downloaded 727 times