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RE: Submitted Scenarios

Posted: Sat Apr 09, 2016 1:46 am
by genesismwt
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!

RE: Submitted Scenarios

Posted: Sat Apr 09, 2016 7:06 am
by rico21
Thank you all for all these compliments.
I also like to play well, the scenarios of other designers with different mods available.

Cheers,

RE: Submitted Scenarios

Posted: Sat Apr 09, 2016 7:49 am
by KhanDam2
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
Raa

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

cheers

RE: Submitted Scenarios

Posted: Sat Apr 09, 2016 8:50 am
by rico21
Missing

ASL 110 North Bank- featuring Hidden Initial Placement

Posted: Sat Apr 09, 2016 6:34 pm
by 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


Morgan's Stand

Posted: Sat Apr 09, 2016 8:28 pm
by 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


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

RE: Morgan's Stand

Posted: Sat Apr 09, 2016 9:23 pm
by baloo7777
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?!! [:D]

RE: Morgan's Stand

Posted: Sat Apr 09, 2016 9:45 pm
by genesismwt
Sorry about that. It's fixed now.

RE: Morgan's Stand

Posted: Sun Apr 10, 2016 1:51 am
by Rosseau
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.

RE: ASL 110 North Bank- featuring Hidden Initial Placement

Posted: Sun Apr 10, 2016 6:46 am
by Lannes
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.

RE: ASL 110 North Bank- featuring Hidden Initial Placement

Posted: Sun Apr 10, 2016 8:55 am
by rico21
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

RE: ASL 110 North Bank- featuring Hidden Initial Placement

Posted: Sun Apr 10, 2016 1:13 pm
by KhanDam2
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

[font="Courier New"]Changes for v1.2
- Change Zip Name
- Make mod JSGME Compatible
- Correct Counter Face
- Make TotH 1.0.27 Compliant
[/font]


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


RE: Morgan's Stand

Posted: Sun Apr 10, 2016 1:32 pm
by giffin
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!

RE: Morgan's Stand

Posted: Sun Apr 10, 2016 5:43 pm
by genesismwt
Try it now.

RE: Submitted Scenarios

Posted: Mon Apr 11, 2016 11:59 am
by rico21
THANKS KHANDAM2,you are the best[&o],

Except you have wrong, the french are in the village![:D]

corrects it please and get ready because vietnam coming soon,

Cheers,

RE: Morgan's Stand

Posted: Mon Apr 11, 2016 3:29 pm
by giffin
ORIGINAL: genesismwt

Try it now.
Works now thanks!

RE: Submitted Scenarios

Posted: Mon Apr 11, 2016 4:15 pm
by baloo7777
ORIGINAL: rico21

THANKS KHANDAM2,you are the best[&o],

Except you have wrong, the french are in the village![:D]

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! [:D]

RE: Submitted Scenarios

Posted: Mon Apr 11, 2016 4:49 pm
by rico21
ME TOO!!![:D]

RE: Morgan's Stand

Posted: Mon Apr 11, 2016 9:28 pm
by genesismwt
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 Crux of Calais

Posted: Tue Apr 12, 2016 1:23 am
by genesismwt
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