Submitted Scenarios

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

This is another small scenario with half a board and few units.


Silni Tochka 858

Northern Finland, east of the Litsa River, February 2, 1944: No prelude

Game Length: 4.5 turns

Night Scenario: NVR: 3 hexes

For the Germans to win they must capture the Pillbox and the supporting tenches
For the Russians to win they must defend the hill

Germans: Squads, Half-Squads, HMG, DC's, MTR
Russians: Squads, HMG, MMG, mtr, MTR

Board: #15

Aftermath: None

Source: ASL on the internet RT 2, Scenario designed by Randy Thompson


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Big Ivan
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RE: Submitted Scenarios

Post by Big Ivan »

Sam I was becoming concerned. Been a while since you posted. Glad to see you back!!![;)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Hey guys, here are scenarios to celebrate this D-Day. One good way to
celebrate the courage and sacrifice of our veterans is to partake in
a little wargaming. Let your imagination bring you to a time not that
long ago and try to relive if you can, what those unit counters really
represent. Every unit that is broken or eliminated demonstrates the
sacrifice. Every unit that charges a position displays the courage.
Here's the first of two scenarios...


Peiper at the Gates

Trois Points, Belgium, December 19, 1944: Seizing Stavelot and the bridge there,
the 1st SS Panzer Division was racing against the clock and the expectations of its
commander. Driving west, Peipers panzers headed for the small village of Trois Ponts
where strategic bridges over the River Ambleve and the River Salm were intact.
However, the day before Major Robert Gates and his 51st Combat Engineers had arrived
there, rushed from their previous assignment of operating sawmills in the Ardennes.
Along the way, they had picked up some unexpected reinforcements - a single 57mm
anti-tank gun and its crew, separated from their unit. Shortly before noon, The rumble
of approaching panzers was heard from the northeast.

Game Length: 8 turns

For the Germans to win they must exit 3 tanks across the bridge
For the Americans to win they must prevent tanks from crossing the river

Germans: Squads, MMG, LMG's, AFV's
Americans: squads, HMG's, MMG's, BAZ44's, AT Gun

Boards: #7, #17, #19

Aftermath: As the leading tank neared the bridge, the concealed 57mm AT Gun opened up,
scoring a direct hit on its tread. For the next 15 minutes, the German tankers dueled with
the desperate gun crew and scattered American infantrymen. But the uneven contest could not
continue long, and a 75mm shell finally scored a direct hit on the gun, killing all four
crewmen. Yet, precious time had been bought with their lives, for as the bridges over the
Salm and Ambleve had been destroyed. The enraged Peiper turned his troops northward, up the
road towards La Gleize, the only route left open to the west.

Source: ASL SCenario: Taking Fire (a.k.a. "Yanks") Playtest


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RE: Submitted Scenarios

Post by Hailstone »

Here is the second scenario and I hope it too is worthy your
time...


The Crumbling Citadel

North of Kursk salient, August 1943: After the German offensive "Operation Citadel"
the Russian commanders decided on a counter-attack...

Game Length: 7.5 turns

For the Russians to win they must control most of the stone buildings
For the Germans to win they must maintain control of the city

Russians: Squads, MMG, LMG's, mtr, ATR's, AFV's
Germans: Squads, MMG, LMG's, mtr, ATR, AFV's

Boards: #10, #16

Aftermath: None

Source: ASL on the Internet SE 1, Scenario design by Sheldon Easterbrook

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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Here's another to try out if you get bored...


Block Busting in Bokruisk

Bokruisk, June 19, 1944: During the destruction of Army Group Center many
of Hitler's "Fortified Localities" were cut-off and surrounded by the Russian
advance. These moves were an almost perfect copy of the German blitzkreig.
Bokruisk was just such a city. The city had become a fortress, with pillboxes
and old tank turrets being used throughout. In covering the city from the east,
a fixed system of trenches and other earthworks were in evidence, but the Russian
attack came from the northern and southern flanks where the Germans were least
able to cope with the threat. After successfully breaking through the fixed outer
defenses, the Russian attack turned into bloody street fighting.

Game Length: 7.5 turns

For the Russians to win they must control the 5 multi-hex stone buildings
For the Germans to win they must prevent the Russians from taking the city

Germans: Squads, MMG's, LMG's, PWSK's, AT Gun, AFV's
Russians: Squads, HMG, MMG's, FT, DC's, AFV's

Boards: #1, #3

Aftermath: By the end of the 29th Bokruisk had fallen with heavy losses on both sides.
The Germans lost nearly 80% of their 9th Army, including 8 divisions that had ceased to
exist. But more importantly, complete German units had been surrounded and eliminated.
No one had learned more from the Germans than the Russians.

Source: Scenario 108


************File corrected to match .scn file with .txt file***********
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RE: Submitted Scenarios

Post by Hailstone »

But if you are really bored here's a real short one, yet it has plenty of units...


Closing the Pocket

Falaise, France, August 16, 1944: Elements of the 3rd Canadian Infantry Division
fight for a breakthrough opposed by elements of the German 89th Infantry Division.

Game Length: 5.5 turns

For the Canadians to win they must exit units while eliminating as much of the enemy
as you can.
For the Germans to win they must cause sufficient damage to prevent the Canadians from
exiting in force.

Canadians: Squads, HMG, MMG, LMG's, AT Gun
Germans: Squads, MMG, LMG's, mtr's, AFV

Board: #20

Aftermath: None

Source: ASL Scenario RGC4

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RE: Submitted Scenarios

Post by Hailstone »

You Dirty, Little, Serafimovich

Serafimovich, Russia, August 24, 1942: The newly formed 22nd Panzer Division
holds the northern flank of the German 6th Army. Repeated attacks are launched
at elements of the Russian 21st Army, in an effort to eliminate its bridgehead
around Serafimovich.

Game length: 6.5 turns

For the Germans to win they must capture the center of town
For the Russians to win they must prevent the Germans from capturing Serafimovich

Germans: Squads, MMG, LMG's, mtr, AFV's
Russians: Squads, MMG, LMG's, ATR's, AT Guns, AA Gun

Boards: #10, #13

Aftermath: The Russians resisted fiercely and the bridgehead was never dissolved.
The 22nd Panzer Division was withdrawn and the Italian 8th Army took its place.
It was from here, four months hence, that the sudden Russian counterattack
encircling the 6th Army at Stalingrad was launched.

Source: SFS Scenario 4

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RE: Submitted Scenarios

Post by Hailstone »

Fighting at the World's Edge

Taraldsvikfjell, Norway, May 28, 1940: With the disastrous situation around
Dunkerque entering its final stages, the Allied High Command decided that the
operation around Narvik would have to be halted, though the city itself was to
be taken in order to cover the evacuation and to ensure complete destruction of
the port. The final assault would be carried out by two battalions of the French
Foreign Legion supported by two tanks and one battalion of Norwegian troops landing
just north of Narvik. At the same time, an attack from the south would be launched
by a Polish unit in an effort to completely cut-off the German troops in Narvik.

Game length: 8.5 turns

For the Allies to win they must exit 7 squads off the south edge
For the Germans to win they must prevent the Allies from going through Taraldsvikfjell

Allies: Squads, MMG's, LMG's, mtr, AFV's
Germans: Squads, HMG, MMG, LMG's, ATR's, AT Gun

Boards: #2, #5

Aftermath: As the Allied troops north of Narvik moved out from their landing area
any armor support they had hoped for were lost when both French tanks bogged down
in the sand. Going ahead without the support, the Allied battalions attempted to
gain control of the western approaches to Narvik by working their way around the
slopes of the Taraldsvikfjell. Here the French and Norwegian battalions met with
determined German resistance and were repeatedly driven back from the slopes. By
holding the Taraldsvikfjell the Germans were able to prevent a flanking maneuver
of the Narvik peninsula and allow the withdrawal of the troops occupying Narvik.
By noon the withdrawal had been completed and the positions on the Taraldsvikfjell
were relinquished to the Allies shortly thereafter.

Source: Scenario 206, Sjanten 3, 1993

*** British Cromwell IV tanks were substituted for French H39 tanks ***
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RE: Submitted Scenarios

Post by Hailstone »

Deliverance

Near Stolberg, Germany, September 13, 1944: Taskforce "Lovelady" had just broken
through the "Scharnhorst" line between Kornelimuenster and Huertgenald. They had
orders to pierce the second line of fortifications and swing around to encircle
Aachen. Sgt. Sveery Dahl had to drive his way through hidden ambush points to even
reach the "Siegfried" line.

Game Length: 7.5 turns

For the Americans to win they must exit 4 tanks off the north edge or eliminate both
"Elephants"
For the Germans to win they must prevent the tanks from exiting and maintain the
survival of the two "Elephants"

Americans: Squads, HMG's, BAZ44, mtr, AFV's
Germans: Squads, MMG's, PSK's, PF's, AFV's

Boards: #4, #6

Aftermath: With their panzerfausts, the grenadiers knocked out four Shermans, but
were faltering under heavy American pressure. Suddenly, a few Ferdinand SP guns
recently unloaded at Aachen, appeared on the scene turning the armored column
into a confused, smoky conflagration. Sgt. Dahl then retreated as quickly as he
could, having lost more than half of the Combat Command's Shermans amid cries of
"Crap!" emitted by his *ACE* mechanic, Moriarty.

Squad Leader Scenario #2
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rmmwilg
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RE: Submitted Scenarios

Post by rmmwilg »

ORIGINAL: Hailstone

Block Busting in Bokruisk

Source: Scenario 108

Oops, the SCN file is spelt 'Bukruisk', so won't match the description file. Have fixed it in my own collection, but just wanted to let ya know. Scenario list has been updated with your latest offerings :)
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RE: Submitted Scenarios

Post by Hailstone »

rmmwilg, thanks for letting me know; I have corrected it. Actually, I was
just testing you. You pass. [:D]
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RE: Submitted Scenarios

Post by rmmwilg »

[:D][8D]
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RE: Submitted Scenarios

Post by Hailstone »

Take the Chance

Balta, Russia, August 3, 1941: During the operation to capture the town of Balta,
C Company of Pioneer Regiment 744 was commanded to assist the 239th Infantry
Division's attack from the south by constructing several bridges across the river
on the edge of town. Having accomplished this mission, Lt. Ehrhardt decided to support
the attack. On his own initiative, he led his company in their assault on the town
from the southeast.

Game Length: 5.5 turns

For the Germans to win they must capture the large stone buildings in Balta
For the Russians to win they must defend the town

Germans: Squads, LMG's, DC's, FT
Russians: Squads, HMG, LMG's, INF Gun

Board: #1

Aftermath: The Pioneers infiltrated Balta and assaulted a machinegun nest which controlled
the southeast sector. An infantry gun hit them at the start, causing several losses.
While the Germans were preparing to dynamite an enemy position, the Russians ensconced
in the adjoining room, beat them to the punch, and detonated a demolition charge which
brought down the building on the hapless Germans. Despite this setback, by progressing
from house to house, the Pioneers managed to gain control of the southern part of the
town. From these positions they interdicted the retreat of the Russian units which were
being rolled back by the attack in the north of the town, capturing more than 300 prisoners.

Source: Scenario ASL TT1, Tournoi IDRAC '92, designed by Jean-Luc Bechennec '92

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RE: Submitted Scenarios

Post by Hailstone »

Panzers Marsch! v2.0

East of Kielce, Poland, August 16, 1944: Profiting from the collapse of
Army Group Center, armored spearheads from the 3rd Guards Army penetrated
deep into German lines and captured a town commanding two bridges which were
the key to the German lines of communication. A kampfgruppe from the 3rd Panzer
Division launched a counterattack to retake the village. The plan formulated by
Zobel, the kampfgruppe commander, involved one company of tanks making a feint
to the west while the main attack, detailed to a second tank company and mounted
infantry was to come from the south.

Game length: 6.5 turns

For the Germans to win they must capture 9 building hexes
For the Russians to win they must prevent the Germans from taking the village

Germans: squads, HMG, MMG's, LMG's, PSK's, AFV's
Russians: HMG, LMG, mtr, ATR, AT Gun, AFV's

boards: #1, #5

Aftermath: The Panthers, using their cannon and machineguns, cleared out the
area south of the village, in the process destroying several anti-tank guns
and two tanks. The infantry then entered the village and seized the bridges
without encountering major opposition. Several Russian units, including tanks,
fled to the northeast. The village was secured with little hindrance from the
Russians who for the most part, realizing their numerical inferiority, abandoned
their positions. The second bridge to the northeast of the village was rapidly
controlled by the Germans.

Source: Scenario ASL TT3, Tournoi IDRAC '92, designed by Jean-Luc Bechennec '92
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rmmwilg
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RE: Submitted Scenarios

Post by rmmwilg »

ORIGINAL: Hailstone

Panzers Marsch! v2.0
So, this is new and improved from previous scenario of the same? Just confirming, coz I'm deleting the previous from the scenario list based on that assumption
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RE: Submitted Scenarios

Post by Hailstone »

rmmwilg, I didn't realize Panzers Marsch! was done already when I completed the
scenario. It wasn't familiar at the time but I did notice just before posting
so added the v2.0. No comparison was made but I do believe the latest version is
better because I'm better at doing this. [:D]
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

The Shooting Lodge

Karelia, Isthmus, April 16, 1942: The 'Jatkosota' ("Continuation War") settled down
into trench warfare sparkled by minor engagements. Finnish have installed an artillery
observation post in a hunting lodge on a height. From there they direct harassing
fire on the Russian positions. Soldiers of the Russian 46th Infantry Division received
orders to take the hill. A platoon of T-50 tanks is supporting the attack.

Game Length: 6.5 turns

For the Russians to win they must capture the hill
For the Finnish to win they must maintain control of the hill

Russians: squads, LMG's, FT, DC, AFV's
Finnish: Squads, HMG, LMG's, ATR, OBA

Boards: #5, #50

Aftermath: Supported by the T-50's, the Russian infantry leave the cover of the woods
to assault the rough hill. The Soviets commit heavily, engaging Pioneers armed with
demolition charges and flamethrowers. But they have to cross a "No Man's Land" of
open ground and a small stream under continuing fire from Finnish artillery and machine-
guns. Losses are horrifying. The tanks go uphill first, trying to disrupt the defense
but they are destroyed one by one by grenade attacks. The hunting lodge stays in Finnish hands.

Source: VB 3, Designed by Eric and Michel Bongiovanni, December 2007
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rmmwilg
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RE: Submitted Scenarios

Post by rmmwilg »

ORIGINAL: Hailstone

rmmwilg, I didn't realize Panzers Marsch! was done already when I completed the
scenario. It wasn't familiar at the time but I did notice just before posting
so added the v2.0. No comparison was made but I do believe the latest version is
better because I'm better at doing this. [:D]
lol [:D][:D]
Scenario List duly updated [;)]
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Hailstone
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RE: Submitted Scenarios

Post by Hailstone »

Here's one that took some serious modifications to play in TotH. One of three mapboards
was eliminated and visibility down to 12 hexes. Impact on the scenario is minimal because
the map removed was only for the reinforcements (1 AFV) from the rear to get to the front
and the visibility will benefit the human player for the first turn but not by much. The
game will slow down around the 6-7 turn but still playable at turn 8 with 3-5 second delays
on my PC.


Sweeping the Doorstep

Carpiquet, France, July 4, 1944: The village of Carpiquet lies to the north of a
major airfield; both were selected as the objective of Operation Windsor, a major
assault designed as a prelude to taking the city of Caen. Four weeks after D-Day,
that vital communications hub was still in German hands despite being a major 2nd
British Army objective on June 6th. Carpiquet, right on the doorstep of the city,
had been within reach of the Canadians since the landings but the buildup of German
armor on the Commonwealth Front made major gains against it difficult. At the start
of July, a reinforced brigade launched itself towards the airfield behind a massive
barrage, with two battalions reinforced by tanks of the 1st Hussars aimed at the
village, perched atop of high ground overlooking the wheatfields outside Caen.

Game Length: 7.5 turns

For the Canadians to win they must capture the majority of multi-hex stone buildings
For the Germans to win they must prevent the Canadians from capturing the town

Canadians: Squads, MMG, LMG's, mtr, MTR, PIAT, AFV's
Germans: squads, HMG, MMG, LMG, PSK, AT Gun's, AA Gun

Boards: #T, #W

Historical Result: The Canadians were met by their old nemesis, the 12th SS Panzer
Division, with whom they had shared the sector for the preceding month. Fighting for
the airfield itself was costly, and while other battalions were turned back from their
objectives across the runway, the fighting was just as costly in the town. There, the
North Shore Regiment had its costliest day of the entire Normandy campaign, losing 132
men. However, both the Brunswickers and the Francophones of Le Regiment de la Chaudiere
did manage to secure the village and effectively paved the way for further operations
that were to follow a few days later under the code name CHARNWOOD which finally resulted
in the liberation of Caen.

Source: TWJ2, designed by Michael Dorosh


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RE: Submitted Scenarios

Post by Hailstone »

Head for the hills...


The Godet Hill

Godet Hill, Northwest of St. Pierre-sur-Dives, France, August 16, 1944: Operation Paddle
aimed to cut the retreat path towards the Seine River for the German troops fighting in
Normandy. As a part of this operation, the British 51st Highland Infantry Division was
tasked with seizing Lisieux. But not only the resistance of Germans must be overcome
for Highlanders, but also a number of small rivers. On the morning of August 16th, a
bridge of the Dives was secured, and the 154th Infantry Brigade sped forward to reach
the Oudon. But the leading tanks and armored cars were greeted by a hail of fire coming
from the Godet Hill standing before the river. The commanding heights must be seized until
the river could be reached.

Game Length: 6.5 turns

For the British to win they must take all the level 2 hexes
For the Germans to win they must defend the high ground

British: Squads, MMG, LMG's, PIAT, mtr, AFV's
Germans: Squads, HMG, LMG, MTR, AFV

Boards: #6, #47

Aftermath: One of the tanks was destroyed, and the others left the road to face the threat.
Some of them were bogged on the wet ground. The infantry of the 7th Black Watch supported
by the Shermans tried to get the Germans out of the hill. But at nightfall, the Germans
were still there and the British decided to stop the progression for the day.

Source: VB 1, designed by Michel Bongiovanni, October 2006 (source: Operation Paddle by
Eddy Florentin
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