Submitted Scenarios
Moderators: Paullus, Peter Fisla
RE: Submitted Scenarios
Sometimes you just have to back up and start over...
Back to the Beach
ASL Scenario WOW #2
France, May 28, 1940: Following the successful breakout from the
La Bassee Canal the leading elements of the 7th Panzer Division
pushed north towards Lille from which elements of the British
Expeditionary Force (B.E.F.) was withdrawing to the Dunkirk
perimeter. Attempting to seal off the western exits from Lille,
deploying reconnaissance elements began to encounter the British
exodus.
Game Length: 8 turns
For the British to win they must exit the AFV's toward Dunkirk
For the Germans to win they must prevent the AFV's from making it to Dunkirk
British: Squads, LMG's, AFV's
Germans: Squads, HMG, LMG"s, AFV's
Boards: #4, #33
Aftermath: The Germans were confronted by a force of lorries under
armed escort. Attempting to bypass the blocking force, the British
lost a large number of lorries. Surviving passengers had to flee
west on foot as the roads were no longer passable due to the
interdicting Germans.
Source: On All Fronts, Back to the Beach, adapted for ASL play by
Ray Woloszyn, April 1995 issue
Back to the Beach
ASL Scenario WOW #2
France, May 28, 1940: Following the successful breakout from the
La Bassee Canal the leading elements of the 7th Panzer Division
pushed north towards Lille from which elements of the British
Expeditionary Force (B.E.F.) was withdrawing to the Dunkirk
perimeter. Attempting to seal off the western exits from Lille,
deploying reconnaissance elements began to encounter the British
exodus.
Game Length: 8 turns
For the British to win they must exit the AFV's toward Dunkirk
For the Germans to win they must prevent the AFV's from making it to Dunkirk
British: Squads, LMG's, AFV's
Germans: Squads, HMG, LMG"s, AFV's
Boards: #4, #33
Aftermath: The Germans were confronted by a force of lorries under
armed escort. Attempting to bypass the blocking force, the British
lost a large number of lorries. Surviving passengers had to flee
west on foot as the roads were no longer passable due to the
interdicting Germans.
Source: On All Fronts, Back to the Beach, adapted for ASL play by
Ray Woloszyn, April 1995 issue
- Attachments
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- BacktotheBeach.zip
- (22.97 KiB) Downloaded 334 times
RE: Submitted Scenarios
Now, this is the only way to go...
Not Without a Fight
Playtest Scenario
Near Auw, Germany, December 16, 1944: The American 589th Artillery Battery
was in danger of losing all contact with the unit they supported just
after noon on the first day of the Ardennes Offensive. The mission of the
18th Volksgrenadier Division was to smash the battery and seal the trap.
Game Length: 7 turns
For the Germans to win they must take out the artillery battery
For the Americans to win they must defend the artillery from the German onslaught
Germans: Squads, MMG's, LMG's, OBA, AFV's
Americans: Squads, MMG, BAZ44, ART Guns
Boards: #2, #4, #12
Aftermath: Although the gunners of Battery A were an intrepid lot they could not
withstand the onslaught. as the Volksgrenadiers charged the hill they found the
Americans had already left. Another objective gained in their march westward.
Source: On All Fronts, Not without a Fight, ASL version by Bob Wyar of a G.I.
scenario design by R. Hilbert, April 1995 issue
Not Without a Fight
Playtest Scenario
Near Auw, Germany, December 16, 1944: The American 589th Artillery Battery
was in danger of losing all contact with the unit they supported just
after noon on the first day of the Ardennes Offensive. The mission of the
18th Volksgrenadier Division was to smash the battery and seal the trap.
Game Length: 7 turns
For the Germans to win they must take out the artillery battery
For the Americans to win they must defend the artillery from the German onslaught
Germans: Squads, MMG's, LMG's, OBA, AFV's
Americans: Squads, MMG, BAZ44, ART Guns
Boards: #2, #4, #12
Aftermath: Although the gunners of Battery A were an intrepid lot they could not
withstand the onslaught. as the Volksgrenadiers charged the hill they found the
Americans had already left. Another objective gained in their march westward.
Source: On All Fronts, Not without a Fight, ASL version by Bob Wyar of a G.I.
scenario design by R. Hilbert, April 1995 issue
- Attachments
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- NotWithoutaFight.zip
- (26.26 KiB) Downloaded 345 times
RE: Submitted Scenarios
Hey Sam,
Over in the TotH Organization thread your listed as "War Reporter"!
Think we need to change that to "Scenario Machine"!! (Rico can we do this?)
What do ya think?
You sure crank them out my friend.
Regards,
John[;)]
Over in the TotH Organization thread your listed as "War Reporter"!
Think we need to change that to "Scenario Machine"!! (Rico can we do this?)
What do ya think?
You sure crank them out my friend.
Regards,
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
Its true, you are right!
I have already had this debate with Fuselex.
The rule remains unchanged.
Ask Not What TOTH Can Do For You /
But ask what you can do for TOTH.
I have already had this debate with Fuselex.
The rule remains unchanged.
Ask Not What TOTH Can Do For You /
But ask what you can do for TOTH.
RE: Submitted Scenarios
Rico and Hailstone -- you guys are the best. I spend a good deal of time in VASSAL module design, so I know that this kind of thing can sometimes feel like thankless work but please know that all your efforts are greatly appreciated. Keep up the great work!
S.
S.
-
- Posts: 27
- Joined: Sun Jun 19, 2016 9:55 pm
RE: Submitted Scenarios
So where can we find this VASSAL module design work?
Shtrafbat 1
Shtrafbat
East Prussia Border, 09/15/1944.
You are the SMG company of your penal battalion. Your mission today is to carry out a reconnaissance in force to
test the enemy's defenses and find a way for our army to invade East Prussia.
Go for your objectives, do not take care of the enemy pockets left behind, others will take care of them.
The Stavka did not deem it useful to provide you with fire support, your courage should suffice. However some assault
guns accompany you to make believe in a real attack.
And remember, your life is worth nothing, you have the choice between advancing under enemy fire or being shot by your
officers.
This is your lucky day, the enemy has not installed mines at this area of the front.
Attacker: Russian (Penal Battalion)
Defender: German (Panzer Grenadier Battalion)
Best played on Russian SIDE first / with LOS: 16 Hexes / with RULE: Gamblovic and the rest... / with MOD: Yours / etc.
Scenario Length: 8 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer : Men of War'Men [ Condemned Heroes ]
East Prussia Border, 09/15/1944.
You are the SMG company of your penal battalion. Your mission today is to carry out a reconnaissance in force to
test the enemy's defenses and find a way for our army to invade East Prussia.
Go for your objectives, do not take care of the enemy pockets left behind, others will take care of them.
The Stavka did not deem it useful to provide you with fire support, your courage should suffice. However some assault
guns accompany you to make believe in a real attack.
And remember, your life is worth nothing, you have the choice between advancing under enemy fire or being shot by your
officers.
This is your lucky day, the enemy has not installed mines at this area of the front.
Attacker: Russian (Penal Battalion)
Defender: German (Panzer Grenadier Battalion)
Best played on Russian SIDE first / with LOS: 16 Hexes / with RULE: Gamblovic and the rest... / with MOD: Yours / etc.
Scenario Length: 8 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer : Men of War'Men [ Condemned Heroes ]
- Attachments
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- RicoShtrafbat.zip
- (28.5 KiB) Downloaded 346 times
RE: Shtrafbat 1

run for the motherland ,
I haven`t played it yet ,
but maybe you got a shot of vodka first if you are lucky .
RE: Submitted Scenarios
ORIGINAL: seagles
Rico and Hailstone -- you guys are the best. I spend a good deal of time in VASSAL module design, so I know that this kind of thing can sometimes feel like thankless work but please know that all your efforts are greatly appreciated. Keep up the great work!
S.
Thanks Seagles! I definitely got the quantity down but I fear the quality sometimes. [;)]
RE: Submitted Scenarios
Now, this is a depressing thought...
Town Without Pity (GC3)
Philippsburg, Alsace-Lorraine, January 3, 1945: In the early hours German
units had forced the Americans out of Philippsburg. Several hours later
they had reformed and were ready for a counterattack.
Game Length: 8 turns
For the Americans to win they must capture all stone/rubble buildings
For the Germans to win they must defend the town
Americans: Squads, MMG's, BAZ44's, AFV's
Germans: Squads, MMG, LMG's, PSK's
Boards: #24
Aftermath: To the hail of fire from the Germans was added that of American
warplanes as they mistakenly attacked U.S. units. Days later Philippsburg
would be finally retaken. The toll would decimate both sides and leave the
streets littered with frozen corpses.
Source: On All Fronts, GC3: Town Without Pity, December 1995 issue
Town Without Pity (GC3)
Philippsburg, Alsace-Lorraine, January 3, 1945: In the early hours German
units had forced the Americans out of Philippsburg. Several hours later
they had reformed and were ready for a counterattack.
Game Length: 8 turns
For the Americans to win they must capture all stone/rubble buildings
For the Germans to win they must defend the town
Americans: Squads, MMG's, BAZ44's, AFV's
Germans: Squads, MMG, LMG's, PSK's
Boards: #24
Aftermath: To the hail of fire from the Germans was added that of American
warplanes as they mistakenly attacked U.S. units. Days later Philippsburg
would be finally retaken. The toll would decimate both sides and leave the
streets littered with frozen corpses.
Source: On All Fronts, GC3: Town Without Pity, December 1995 issue
- Attachments
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- TownWithoutPity.zip
- (21.52 KiB) Downloaded 343 times
RE: Submitted Scenarios
ORIGINAL: Raybert1123
So where can we find this VASSAL module design work?
Here and there. I've been developing and maintaining the module for Virtual Advanced Tobruk System (VATS) for years and have done stuff for Flying Pig Games (OST Vol.II + III, Night of Man, PCD: Kursk). Those modules are available through their respective publishers. On the Vassal website, I contributed the Ogre-GEV Deluxe module. I'm just finishing up a new module for Battlelore 2nd Edition with a pseudo-3D vibe which I'll likely post to the website soon.
I plan to next start working on modules for Tango Down (Tiny Battle Publishing), Armageddon War (Flying Pig), and Nuklear Winter '68 2nd Edition (Lock n Load Publishing). I would spend every day working on Vassal modules if I could. I love it.
Hopefully I understood your question!
RE: Submitted Scenarios
Now, this sounds familiar...
Waltzing Matilda
Winds of War '90
Tournament Scenario
Arras, France, May 20, 1940: Lead by the seemingly impregnable
A10 Matilda tanks, the British offensive against Rommel's
strung-out spearheads were beginning to crest against a piece-
meal defense by the Germans.
Game Length: 8 turns
For the British to win they must have their AFV's penetrate through the German defense
For the Germans to win they must stop the British offensive
British: Squads, LMG's, AFV's
Germans: Squads, MMG, LMG's, DC's, AA Gun, AFV's
Boards: #4, #5
Aftermath: The Germans, desperate to stop the British advance, were
able to do so by deploying the legendary 88's (some of which were personally
directed by Rommel himself) of nearby flak units. Nonetheless, many Germans
had suffered their first case of terminal "Matilda-itis".
Source: On All Fronts, Waltzing Matilda, This scenario was based on the
ASL scenario "M" "First Crisis of Army Group North".
******There are no Matilda tanks in TotH so units were substituted******
Waltzing Matilda
Winds of War '90
Tournament Scenario
Arras, France, May 20, 1940: Lead by the seemingly impregnable
A10 Matilda tanks, the British offensive against Rommel's
strung-out spearheads were beginning to crest against a piece-
meal defense by the Germans.
Game Length: 8 turns
For the British to win they must have their AFV's penetrate through the German defense
For the Germans to win they must stop the British offensive
British: Squads, LMG's, AFV's
Germans: Squads, MMG, LMG's, DC's, AA Gun, AFV's
Boards: #4, #5
Aftermath: The Germans, desperate to stop the British advance, were
able to do so by deploying the legendary 88's (some of which were personally
directed by Rommel himself) of nearby flak units. Nonetheless, many Germans
had suffered their first case of terminal "Matilda-itis".
Source: On All Fronts, Waltzing Matilda, This scenario was based on the
ASL scenario "M" "First Crisis of Army Group North".
******There are no Matilda tanks in TotH so units were substituted******
- Attachments
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- WaltzingMatilda.zip
- (23.27 KiB) Downloaded 341 times
RE: Submitted Scenarios
Here's a fun one...
Deadly Encounter
Domagen, Germany, March 2, 1945: "F" Troop of the 4th Cavalry
Recon Squadron advanced on the town of Domagen encountering two
Tiger tanks defending the town.
Game Length: 5 turns
For the Americans to win they must destroy the 2 Tiger tanks defending the town
For the Germans to win the Tigers must survive
Americans: AFV's
Germans: Squad, LMG, AFV's
Boards: #24
Aftermath: The American M24's boldly flanked the surprised Tigers. Using speed
to their advantage, the M24's were able to knock out the Tigers with several
well placed shots.
Source: On All Fronts, Deadly Encounter, designed by Brian Abela, April 1995 issue
Deadly Encounter
Domagen, Germany, March 2, 1945: "F" Troop of the 4th Cavalry
Recon Squadron advanced on the town of Domagen encountering two
Tiger tanks defending the town.
Game Length: 5 turns
For the Americans to win they must destroy the 2 Tiger tanks defending the town
For the Germans to win the Tigers must survive
Americans: AFV's
Germans: Squad, LMG, AFV's
Boards: #24
Aftermath: The American M24's boldly flanked the surprised Tigers. Using speed
to their advantage, the M24's were able to knock out the Tigers with several
well placed shots.
Source: On All Fronts, Deadly Encounter, designed by Brian Abela, April 1995 issue
- Attachments
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- DeadlyEncounter.zip
- (20.91 KiB) Downloaded 346 times
RE: Submitted Scenarios
Wow, over 500 scenarios submitted and still going...
Surrounded at Mouterhouse (GC1)
Mouterhouse, Alsace-Lorraine, France, January 1, 1945: The beginning
of the end for elements of Task Force Hudelson came in the early morning
hours as the Germans began their last offensive of the war. The objective
was to break out of the Bulge, link up with units in the Colmar Pocket and
annihilate Deaver's 6th Army.
Game Length: 7 turns
For the Germans to win they must capture VP buildings
For the Americans to win they must hold the town
Germans: Squads, MMG, LMG's, PF's, AFV's
Americans: Squads, MMG, BAZ45's, MTR, AFV's
Boards: #24
Aftermath: The Germans attacked at 0530 Hrs in overwhelming numbers and
without the warning of a preliminary barrage. They quickly engulfed the
positions held by the units of the Task Force who found themselves cut
to pieces, fighting desperately for their lives or in retreat. The 117th
was surrounded; the 62nd was still fighting but withdrawing through
Bannstein; and the 94th had simply disappeared.
Source: On All Fronts, GC1: Surrounded at Mouterhouse, October 1996 issue
Surrounded at Mouterhouse (GC1)
Mouterhouse, Alsace-Lorraine, France, January 1, 1945: The beginning
of the end for elements of Task Force Hudelson came in the early morning
hours as the Germans began their last offensive of the war. The objective
was to break out of the Bulge, link up with units in the Colmar Pocket and
annihilate Deaver's 6th Army.
Game Length: 7 turns
For the Germans to win they must capture VP buildings
For the Americans to win they must hold the town
Germans: Squads, MMG, LMG's, PF's, AFV's
Americans: Squads, MMG, BAZ45's, MTR, AFV's
Boards: #24
Aftermath: The Germans attacked at 0530 Hrs in overwhelming numbers and
without the warning of a preliminary barrage. They quickly engulfed the
positions held by the units of the Task Force who found themselves cut
to pieces, fighting desperately for their lives or in retreat. The 117th
was surrounded; the 62nd was still fighting but withdrawing through
Bannstein; and the 94th had simply disappeared.
Source: On All Fronts, GC1: Surrounded at Mouterhouse, October 1996 issue
- Attachments
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- Surrounded..terhouse.zip
- (22.11 KiB) Downloaded 345 times
RE: Submitted Scenarios
I thought I came from a rough neighborhood...
Apartment Hunting
Kharkov, in the Ukraine, March 11, 1943: The German counteroffensive
by Von Manstein had reversed the initial success achieved by the
previous Russian assault. By easily sweeping aside the strung out,
overconfident Russian forces back towards the Donets Basin the Germans
were once again astride the large metropolis. Disobeying a direct order
of not getting committed in a costly city struggle and suffer needless
heavy losses, Hausser sent his vanguard, the elite Leibstrandarte Adolph
Hitler into the city. Possibly motivated by prestige, the battle seasoned
SS troopers now found themselves embroiled in severe fighting amongst the
numerous apartment buildings.
Game Length: 10 turns
For the Germans to win they must capture the city
For the Russians to win they must defend VP buildings
Germans: Squads, HMG, MMG, LMG's, ATR's, FT's, DC's, AFV's
Russians: Squads, HMG, MMG, LMG's, ATR's, DC's, AT Guns, ART Gun, AFV's
Deluxe ASL Boards: #a, #b, #c, #d
Aftermath: Led by Max Hanson, the Panzergrenadiers pushed right through to the
Red Square in tough street fighting and so opened the access routes to the city
center. As the deadly street fighting raged on, the bulk of the XLVIII Panzer
Corps found itself pinned down to the south of the city on the Misha Stream.
Colonel-General Roth, a master of mobile operations, did not wish to be pinned
down and employed the bulk of his forces in an encirclement movement around
Kharkov. On the 15th of March, the pocket was sealed, the same day resistance
by the Soviets collapsed at the Kharkov Tractor Works, the last bastion of
resistance. The victory, however, was a pyrrhic one. Motivated by prestige
rather than by a tactical necessity the casualties suffered by the Leibstandarte,
always considered as the cream of the crop were heedlessly high. Avenging an
earlier pasting at Rostov in 1941, the SS once again proved of what mettle they
were made.
Source: On All Fronts, Apartment Hunting, February 1996 issue
Apartment Hunting
Kharkov, in the Ukraine, March 11, 1943: The German counteroffensive
by Von Manstein had reversed the initial success achieved by the
previous Russian assault. By easily sweeping aside the strung out,
overconfident Russian forces back towards the Donets Basin the Germans
were once again astride the large metropolis. Disobeying a direct order
of not getting committed in a costly city struggle and suffer needless
heavy losses, Hausser sent his vanguard, the elite Leibstrandarte Adolph
Hitler into the city. Possibly motivated by prestige, the battle seasoned
SS troopers now found themselves embroiled in severe fighting amongst the
numerous apartment buildings.
Game Length: 10 turns
For the Germans to win they must capture the city
For the Russians to win they must defend VP buildings
Germans: Squads, HMG, MMG, LMG's, ATR's, FT's, DC's, AFV's
Russians: Squads, HMG, MMG, LMG's, ATR's, DC's, AT Guns, ART Gun, AFV's
Deluxe ASL Boards: #a, #b, #c, #d
Aftermath: Led by Max Hanson, the Panzergrenadiers pushed right through to the
Red Square in tough street fighting and so opened the access routes to the city
center. As the deadly street fighting raged on, the bulk of the XLVIII Panzer
Corps found itself pinned down to the south of the city on the Misha Stream.
Colonel-General Roth, a master of mobile operations, did not wish to be pinned
down and employed the bulk of his forces in an encirclement movement around
Kharkov. On the 15th of March, the pocket was sealed, the same day resistance
by the Soviets collapsed at the Kharkov Tractor Works, the last bastion of
resistance. The victory, however, was a pyrrhic one. Motivated by prestige
rather than by a tactical necessity the casualties suffered by the Leibstandarte,
always considered as the cream of the crop were heedlessly high. Avenging an
earlier pasting at Rostov in 1941, the SS once again proved of what mettle they
were made.
Source: On All Fronts, Apartment Hunting, February 1996 issue
- Attachments
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- ApartmentHunting.zip
- (23.01 KiB) Downloaded 356 times
RE: Submitted Scenarios
If you can't lead or follow get the hell out of the way...
Follow Me!
Kolotchy River on the Smolensk-Moscow Gighway, October 13, 1941: Russian
counterattack attempts to eliminate the German bridgehead.
Game Length: 5.5 turns
For the Russians to win they must secure the bridgehead
For the Germans to win they must defend the bridgehead
Russians: Squads, MMG, LMG's, AFV's
Germans: squads, MMG, LMG's, ATR, AFV
Boards: #7, #17
Aftermath: None
Source: On All Fronts, Follow Me!, February 1997 issue
Follow Me!
Kolotchy River on the Smolensk-Moscow Gighway, October 13, 1941: Russian
counterattack attempts to eliminate the German bridgehead.
Game Length: 5.5 turns
For the Russians to win they must secure the bridgehead
For the Germans to win they must defend the bridgehead
Russians: Squads, MMG, LMG's, AFV's
Germans: squads, MMG, LMG's, ATR, AFV
Boards: #7, #17
Aftermath: None
Source: On All Fronts, Follow Me!, February 1997 issue
- Attachments
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- FollowMe.zip
- (23.28 KiB) Downloaded 346 times
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Submitted Scenarios
Just played "Follow me!": nice little scenario! [&o]
I only managed to get a Minor Victory, because of a stubborn PzIIIJ that managed to survive five CC Segments, killing lots of Russian infantry in the process [:@]. The T-34s spent most of the game failing C&C or radio checks (a perfect representation of Russian armor in 1941).
Two notes:
1) the Panzer III J armed with the 50L (unofficially labelled as J2) should not be available as early as October 1941. Most sources indicate the long-barrelled version was introduced in Spring 1942, mostly in Russia (a few went to North Africa, where the British called them Mk III Special). From a game balance perspective, however, replacing the IIIJ with a IIIH would give the Russian a strong advantage (provided his T-34s move [:D]).
2) the three Russian squads scheduled to enter as reinforcements on turn #2 are assigned to Zone 2... which does not exist [;)].
I think I'll try playing the Germans: this might be one of those very rare scenarios where the AI has a reasonable chance to win.
I only managed to get a Minor Victory, because of a stubborn PzIIIJ that managed to survive five CC Segments, killing lots of Russian infantry in the process [:@]. The T-34s spent most of the game failing C&C or radio checks (a perfect representation of Russian armor in 1941).
Two notes:
1) the Panzer III J armed with the 50L (unofficially labelled as J2) should not be available as early as October 1941. Most sources indicate the long-barrelled version was introduced in Spring 1942, mostly in Russia (a few went to North Africa, where the British called them Mk III Special). From a game balance perspective, however, replacing the IIIJ with a IIIH would give the Russian a strong advantage (provided his T-34s move [:D]).
2) the three Russian squads scheduled to enter as reinforcements on turn #2 are assigned to Zone 2... which does not exist [;)].
I think I'll try playing the Germans: this might be one of those very rare scenarios where the AI has a reasonable chance to win.
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
UP844, I intentionally replaced the Panzer IIIH with the Panzer IIIJ for play balance. The Ausf.H was available since 1940 and the Ausf.J was built in 1941 but don't know what month using Wikipedia as reference. So based on that it seemed conceivable that the Panzer IIIJ would be available. Of course, being built in 1941 doesn't mean it was used in 1941. The Panzer IIIJ with its long barrel was a better match because using the Panzer IIIH just kept bouncing shells off the T-34's. Also, I often try to give the AI some kind of edge against its human opponents. With regards to the reinforcements, that was in error leaving them in the OOB. I was experimenting and forgot to delete it.
For a variety of reasons, many scenarios are very one-sided so I typically "tweak" here and there for a more even match. Often, the map features that don't exist in ToTh changes the play balance. Also, the senario designer expects the defense to take a more active role which can't really be done with the AI. So, expect variation from the original design for play balance purposes in the scenarios I port over but I'll try harder maintaining history. [:)]
For a variety of reasons, many scenarios are very one-sided so I typically "tweak" here and there for a more even match. Often, the map features that don't exist in ToTh changes the play balance. Also, the senario designer expects the defense to take a more active role which can't really be done with the AI. So, expect variation from the original design for play balance purposes in the scenarios I port over but I'll try harder maintaining history. [:)]
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Submitted Scenarios
Hailstone, I wholeheartedly agree with your post.
When I played with the Russians, I kept my T-34s well away from the Pz IIIJ and engaged it in CC.
I tried playing the scenario with the Germans, but it ended in a German Major Victory on turn 4. The T-34s dashed forward and at the end of the Russian Turn 1 they were all adjacent to German Infantry: one of them was Immobilized by a very lucky(*) ATR hit, and three out of four were locked in CC at the end of the German Turn 1 (combined arms were not in the 1941 Red Army playbook). At the end of the German Turn 2 there were no surviving T-34s. Russian infantry appeared on Turn 3, and was wiped out by German infantry.
(*) I think ATRs are the most useless SW in the game: I once fired a dozen times against a BT-5 and never managed to get a penetration...
As for Russian reinforcements, I think they should be made "AI-only" to give the AI some more chance to make the human player worry. The German AI can be made tougher by adding another Pz III or a 50mm AT Gun.
Even though this technique is a bit rough, I think it is the only viable approach to address the AI lack of skill. In the scenarios Paullus made for the D-Day pack the AI often gets 50% (and more) extra units to compensate for its lack of skill.
When I played with the Russians, I kept my T-34s well away from the Pz IIIJ and engaged it in CC.
I tried playing the scenario with the Germans, but it ended in a German Major Victory on turn 4. The T-34s dashed forward and at the end of the Russian Turn 1 they were all adjacent to German Infantry: one of them was Immobilized by a very lucky(*) ATR hit, and three out of four were locked in CC at the end of the German Turn 1 (combined arms were not in the 1941 Red Army playbook). At the end of the German Turn 2 there were no surviving T-34s. Russian infantry appeared on Turn 3, and was wiped out by German infantry.
(*) I think ATRs are the most useless SW in the game: I once fired a dozen times against a BT-5 and never managed to get a penetration...
As for Russian reinforcements, I think they should be made "AI-only" to give the AI some more chance to make the human player worry. The German AI can be made tougher by adding another Pz III or a 50mm AT Gun.
Even though this technique is a bit rough, I think it is the only viable approach to address the AI lack of skill. In the scenarios Paullus made for the D-Day pack the AI often gets 50% (and more) extra units to compensate for its lack of skill.
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
Per my data sources for the Pz III j:
PzKw III J
First release model
Available from: 8/41 - 12/42
Speed = 13, Crew 5
Weapons:
5cm KwK 38 L42 (Ammo) HE: 24, AP: 60, Sabot: 15
7.92mm MG34 CMG (Ammo) HE: 120
7.92mm MG34 BMG (Ammo) HE: 120
Armor:
HF 5, HS 3, HR 5, TF 7, TS 3, TR 3, Top 2
Second release model
Available from 1/43 - 9/43
Speed = 13, Crew 5
Weapons:
5cm KwK 38 L42 (Load out) HE: 24, AP: 60, Sabot: 15
7.92mm MG34 CMG (Ammo) HE: 120
7.92mm MG34 BMG (Ammo) HE: 120
Armor:
HF 5, HS 3, HR 5, TF 7, TS 3, TR 3, Top 2
Third release model
Available from 1/43 - 12/44
Speed = 13, Crew 5
Weapons:
5cm KwK 38 L42 (Load out) HE: 24, AP: 60, Sabot: 15
7.92mm MG34 CMG (Ammo) HE: 120
7.92mm MG34 BMG (Ammo) HE: 120
Armor:
HF 5, HS 3, HR 5, TF 7, TS 3, TR 3, Top 2
PzKw III J/1
Available from 1/42 - 3/42
Speed = 13, Crew 5
Weapons:
5cm KwK 38 L60 (Load out) HE: 30, AP: 47, Sabot: 15
7.92mm MG34 CMG (Ammo) HE: 120
7.92mm MG34 BMG (Ammo) HE: 120
Armor:
HF 5, HS 3, HR 5, TF 7, TS 3, TR 3, Top 2
Some slight variations.
PzKw III J
First release model
Available from: 8/41 - 12/42
Speed = 13, Crew 5
Weapons:
5cm KwK 38 L42 (Ammo) HE: 24, AP: 60, Sabot: 15
7.92mm MG34 CMG (Ammo) HE: 120
7.92mm MG34 BMG (Ammo) HE: 120
Armor:
HF 5, HS 3, HR 5, TF 7, TS 3, TR 3, Top 2
Second release model
Available from 1/43 - 9/43
Speed = 13, Crew 5
Weapons:
5cm KwK 38 L42 (Load out) HE: 24, AP: 60, Sabot: 15
7.92mm MG34 CMG (Ammo) HE: 120
7.92mm MG34 BMG (Ammo) HE: 120
Armor:
HF 5, HS 3, HR 5, TF 7, TS 3, TR 3, Top 2
Third release model
Available from 1/43 - 12/44
Speed = 13, Crew 5
Weapons:
5cm KwK 38 L42 (Load out) HE: 24, AP: 60, Sabot: 15
7.92mm MG34 CMG (Ammo) HE: 120
7.92mm MG34 BMG (Ammo) HE: 120
Armor:
HF 5, HS 3, HR 5, TF 7, TS 3, TR 3, Top 2
PzKw III J/1
Available from 1/42 - 3/42
Speed = 13, Crew 5
Weapons:
5cm KwK 38 L60 (Load out) HE: 30, AP: 47, Sabot: 15
7.92mm MG34 CMG (Ammo) HE: 120
7.92mm MG34 BMG (Ammo) HE: 120
Armor:
HF 5, HS 3, HR 5, TF 7, TS 3, TR 3, Top 2
Some slight variations.

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games