Many tanks to user NIckgen for the AMAZING map for Bryanks and to user Sharif for helping me with testing!
Bryanks Front Attacks! :
This is a medium sized scenario simulating an historical, large Soviet offensive in the Voronezh sector in the Summer of '42. This is a forgotten battle, but almost the size of the Ardennes offensive, with 800+ tanks involved! I picked it as both sides get to go on the offensive and the asymmetry of the operational situation. There is now extensive research on the event and I felt it was well suited for the engine, keeping the same scale as the main Stalingrad scenarios. Played human vs human it will be most balanced/historical with the more experienced player taking the Axis side, but it will be fun to see if a better Front commander 'd be able to do better than the historical Red Army Generals!
I believe the AI will also provide be a good challenge as it has been improved considerably in the recent patches. The relatively small scenario size allowed me to give it fairly detailed instructions. It's still a largely scripted AI but give it a try and make sure to check the info and game aids are in the scenario thread (btw with the WEGO update 1.06 even the standard scenarios will play better!)
Soviet Farm: This a small (Corps/Kampfgruppe scale), but challenging scenario designed specifically to try some new possibilites with the engine: new terrain types and the option to call in optional reinforcements (with a VP penalty) as allowed by the new reinforcement triggers (and some design creativity). Sovet Farm has significant replay value and I'd recommend it after trying the official tutorial scenario.
Designer Notes and Future Work
As the WEGO engine and its AI have gone significant improvements/bug fixes from the earlier versions (readiness recovery now works as intended and the AI uses all its resources if programmed accordingly). I feel WEGO is now ready to be taken to new directions. I had previously designed scenarios for other engines (TOAW, V&V) and my background is in numerical simulations, so I got really interested in the possibilities of Brian Kelly's WEGO engine, especially when used in situations were the WEGO approach has clear advantages over the standard IGOYOUGO one (fluid frontlines, relatively low counter density, poor intelligence) and I believe it can be successfully used as is in non WW2 settings and/or different spatial/time scales.
I will use this thread to post semi un-regularly on my future projects and design choices (sometimes slightly different/complementary to those adopted in the main scenarios). I thank in advance the engine designer Brian Kelly for a lot of suggestions/help and even a few changes to the engine (I can be persistent..). I also thanks the scenario designers involved with "WEGO Stalingrad" for encouraging the community to play with the engine and design their own scenarios.
As posted in the Mods/Scenario section, my next scenarios will be set in the American Civil War and should appear sometime late June/early July. It will be a collaboration with user "Hellway". While not a complete graphic rehaul it will have some new graphics so you will not have Axis soldiers roaming around Maryland

And, please be patient as I do this in my spare time and as a hobby!