Page 8 of 72
RE: Submitted Scenarios
Posted: Wed Apr 20, 2016 11:59 pm
by okiefire1
The Band of Brothers that I speak of is the project rico has going with some ASL TAC scenarios. See the calling all scenario designers thread.
Thanks for putting up Oy Veghel. I remember playtesting that for the ASL Annual.
You're welcome. Hope it plays well for you. I did see the Rico project. Looks very interesting, indeed. Should be fun.
RE: Submitted Scenarios
Posted: Thu Apr 21, 2016 12:00 am
by okiefire1
Next up in the Market-Garden series:
Dreil Team
ASL 37
South of Dreil, Holland, 22 September, 1944:
On 21 September, General Sosabowski's 1st Polish Parachute Brigade at last made its much-delayed drop. In the dark early
hours of the 22nd, a troop of armored cars from the Household Cavalry, taking advantage of a heavy fog and back roads not
suitable for tanks, slipped past the west flank of the German defensive screen to reach them. That same Friday morning
General Thomas was to break his 43rd Wessex Division out of Nijmegan and strike north. But the 7th Somersets, the lead
battallion of the 214th Brigade which was to push through Oosterhaut and link with the Polish paratroopers at Dreil, had
failed to find its way through the traffic chaos in the city, and the advantage of Thomas' planned pre-dawn attack had been
lost. Nevertheless, the link-up could not be delayed, for the British across the Rhine were in desperate straits by now.
In full light the Germans, alerted by the recon unit's drive through their lines and bolstered during the night with a
headquarters infantry battalion and a company of Panthers, were prepared to give them a bloody time of it.
Units: Human Players
German: Squads, LMG, AFV
British: Squads, LMG, MMG, MTR, PIAT
Maps: ASL Map 22
Terrain: Urban
Scenario Length: 9 Game Turns
Victory objective: The British player wins upon exiting >=8 VP.
Scenario Designer: Okiefire
RE: Submitted Scenarios
Posted: Thu Apr 21, 2016 11:02 am
by rico21
Dedicated at genesismwt for his love of "exotics scenarios".
THE WALKING DEAD
Atlanta, Georgia, Nowadays. The Walking Dead tells the show's lead character, sheriff's deputy Rick Grimes, who awakens from a
months-long coma to confront a post-apocalyptic world overrun by zombies. Grimes reunites with his family and becomes the leader
of a group he forms with other survivors. Together they struggle to survive in and adapt to a world filled with zombies and some
humans who are even more dangerous than the zombies themselves.The group stumbles on a prison swamped by walkers and
sets about converting it into their new home. A rival gang managed to grab the prison, but Rick's group stages an
counterattack to retake the penitentiary.
Bad guys, Walkers : Squads, Fog of War
Good guys : Squads, Survivor Panoply
Maps: Three maps
Terrain: Forest, Jail
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 + KHANDAM2
RE: Submitted Scenarios
Posted: Thu Apr 21, 2016 7:31 pm
by KhanDam2
Reserved for Future Use
Thank You
RE: Submitted Scenarios
Posted: Sun Apr 24, 2016 11:03 am
by rico21
Goose Green
The Battle of Goose Green (28-29 May 1982) was an engagement between British and Argentine forces during the Falklands War.
Goose Green and its neighbouring settlement Darwin on East Falkland lie on Choiseul Sound on the east side of the island's
central isthmus.British forces would control access to the entire Lafonia and thus a significant portion of East
Falkland.On 25 May Brigadier Julian Thompson, ground forces commander, commanding 3 Commando Brigade, was again ordered to
mount an attack on Argentine positions around Goose Green and Darwin.Thompson ordered 2nd Battalion of the Parachute Regiment
(2 Para) to prepare for and execute the operation as they were the unit closest to Goose Green in the San Carlos defensive
perimeter. He ordered Lieutenant-Colonel Herbert 'H' Jones, Officer Commanding 2 Para, to "carry out a raid on Goose Green
isthmus and capture the settlements before withdrawing in a reserve for the main thrust to the north." The "capture"
component appealed more to Jones than the "raid" component, although Thompson later acknowledged that he had assigned
insufficient forces to rapidly execute the "capture" part of the orders.
Argentinian : Squads, HMG, MMG, LMG, MTR, AA
British : Squads, HMG, MMG, MTR, OBA
Maps: Three maps
Terrain: Goose Green Isthmus
Scenario Length: 12 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 + KHANDAM2
RE: Submitted Scenarios
Posted: Mon Apr 25, 2016 12:56 pm
by rico21
Genesismwt and Javafiend are proud to present the first unofficial campaign TOTH
TO THE REICHSTAG CAMPAIGN
with the participation of other ASL'Men(Rico21, KhanDam2, Double Deuce, Paullus, Okiefire_ssl...).
The 4 scenarios of this campaign are distinct and played independently from each other.
The 4 scenarios of the campaign are played in chronological order: The Last Bridge (Tac65), Himmler’s House (Tac73),
The Final Assault (Tac66) and finally Red Flag (Tac74).
+ REICHSTAG MOD KHANDAM2
The calculation of the Victory Points of the Campaign (VPC) is based on the Victory Condition of each scenario.
-Major Russian victory--=3VP
-Minor Russian victory--=2VP
-Draw-------------------=0VP
-Minor Russian defeat---=-2VP
-Major Russian defeat---=-3VP
Only one VPC total calculation is done. VP are added or subtracted to the total after each scenario. The final VPC total may be
positive or negative. A final result >0 gives a Russian victory and any other result a German victory.
Campaign Victory Conditions:
12 VPC: Major Russian victory. The Red Flag flutters on the Reichstag before the 1st of May. Stalin is proud of the Russian
performance and the winner is awarded Hero of the Soviet Union.
7 to 11 VPC: Russian victory. The Reichstag is cleared on the 1st of May and the USSR power is demonstrated to the allied
nations.
1 to 6 VPC: Minor Russian victory. The Red Flag flutters on the Reichstag but the building cellars are still haunted by the
fascists.
-6 to 0 VPC: Minor German victory.The SS troops are still holding the upper floors and it was impossible to plant the Red
Flag on the top of the Reichstag. Hopefully, propaganda tricks the other allied nations as to the date and appearances are
saved.
-11 to -7 VPC: German victory. The final assault failed and some Russian assault troops are trapped in the cellars and
eliminated. The Reichstag only fell on the 2nd of May after 3 hours of intensive bombardment.
-12 VPC: Major German victory. The German hyena refused to die and despite the repeated and costly efforts of the Russians, the
Reichstag still resists. The Reichstag will finally fall on 7th of May, the defenders having used all their ammunition.
----------------------------------------------------------------
For example;
-I win 1st scenario The Last Bridge (Tac65), Major Russian victory--=3VP
-I lost 2nd scenario Himmler’s House (Tac73), Minor Russian defeat---=-2VP
-I do equality 3rd scenario The Final Assault (Tac66), Draw---=0VP
-I win 4th scenario Red Flag (Tac74), Major Russian victory--=3VP
VPC total calculation == 3VP-2VP+0VP+3VP == 4VPC
Campaign Victory Conditions Result :
1 to 6 VPC: Minor Russian victory. The Red Flag flutters on the Reichstag but the building cellars are still haunted by the
fascists.
----------------------------------------------------------------
GOOD GAME WITH BAND OF BROTHERS TEAM !
RE: Submitted Scenarios
Posted: Tue Apr 26, 2016 7:28 am
by KhanDam2
TO Fix the Probleme with To The Reichtag Scenarii with Mod you have to change the maps in Scenarii
at this time you would have the map but without the good building, 1 hex road, the at Ditch, orchad it's normal, you have to upgrade Maps
the best way on the editor, is to open the existing scenario then in maps menu import map into sector choose sector 1 and load Reichtag_s1.map make the same thing with sector s2 in sector 2
If you dont do that the Los are not Correct for Building and road are not handling correctly in 1 hex at the left of Bridge.
Note for the Player who don't use the Mod the same Trouble exist with Building and Road!
Reichtagmaps
RE: Submitted Scenarios
Posted: Tue Apr 26, 2016 7:52 am
by KhanDam2
For all who want to play the Reichstag Campaign and don't know how to change Maps, you can find here the Scenarii Updated with the Good Maps and Mods.
all stuff JSGME Ready
For People who don't use JSGME just unzip all and put Scenario in Scenarios Dir and Png in Graphics Dir
Don't forget to save your original files before
Cheers
Regards from France
RE: Submitted Scenarios
Posted: Tue Apr 26, 2016 12:19 pm
by Cataphract88
A really nice mod and easy to install on JSGME, too. Thanks very much to all involved in this very professional-looking mod. Well done! [&o] [&o][&o]
ASL scenario J60 Bad Luck from ASL Journal #3
Posted: Thu Apr 28, 2016 1:41 pm
by DoubleDeuce
SCENARIO NAME: J60 – Bad Luck
DATE: November 21, 1944
LOCATION: Western Front, Merzig, Germany
SITUATION: As part of the Third Army’s encirclement of Metz and attack on the Saar Heights, Combat
Command B of the 10th Armored Division was ordered to strike eastward towards the Saar River at Merzig
to secure the Army’s flank. Although attacking a lightly defended sector, the Americans advanced cautiously
until they eventually held the hills overlooking the river and the approaches to Merzig. Fearing that this was
the main attack to roll up the Saar Region, the Germans took advantage of the Americans’ slow advance and
launched a quick counterattack.
FORCES:
American: Squads, MMG, BAZ, Lt. MTR, AFV
German: Squads, LMG, PSK, Lt. MTR, AFV, Halftrack
SCENARIO SPECIAL RULES:
*- None
MAPS: Two maps (Sector’s 1×2) with only the upper portion of the map being used.
TERRAIN: Open, Some hills
SCENARIO LENGTH: 7 Turns
VICTORY CONDITIONS : The side with the most Victory Points at the end is the winner. Both sides get
VPs for controlling Victory Objectives.
SCENARIO DESIGNER: Double Deuce
(A ‘Combat Campaigns’ conversion of ASL scenario J60 Bad Luck from ASL Journal #3)
Version 1.0
Download the scenario by clicking this link
s_CC-03 - J60 Bad Luck
RE: ASL scenario J60 Bad Luck from ASL Journal #3
Posted: Thu Apr 28, 2016 1:56 pm
by okiefire1
Urban Guerillas
ASL J1
Vienna, Austria, 9 April 1945: With the Allied armies closing on the
crumbling Reich, most Germans, especially those in the Waffen SS, were
occupied with one goal: escape from the Russians and surrender to the
Western Allies. This included Sepp Dietrich's Sixth Panzer Army which
intended to hold the way open to the very last minute, regardless of the
threat of encirclement. In Vienna, with its many canals parallel to the
Danube, this was especially problematic. The 2nd SS Panzer Division,
"Das Reich", would form the rear guard as Tolbukhin's Fourth Ukrainian
Front closed in on the beautiful city.
Units Human Players
German: Squads, LMG, MMG, PSK, AA, AFV
Russian: Squads, LMG, HMG, FT, DC, AFV
Maps: Maps 23, 22
Terrain: Urban
Scenario Length: 6.5 Game Turns
Victory objective: The Russians win at game end if they control two of the
three victory buildings.
Scenario Designer: Okiefire
RE: Submitted Scenarios
Posted: Thu Apr 28, 2016 2:34 pm
by rico21
SLAMMING OF THE DOOR
Panikovo Forest, USSR 1941-08-17
To take Luga, a Soviet strongpoint on the "Leningrad Highway", the German 409th Infantry Regiment crossed the Oredezh River
with plans to take the village of Panikovo. As they moved toward the village the Russians sprung a trap, sending troops and tanks
into the flank of the Germans. In an effort to speed their attack through the dense woods, the Germans had brought no A-T
guns. Their only course of action was to form a "hedgehog" and await relief.
German : Squads, MMG, LMG, OBA
Russian : Squads, MMG, LMG
Maps: Two maps ASL(4,5)
Terrain: Forest, Small 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
RE: Submitted Scenarios
Posted: Sat Apr 30, 2016 12:22 pm
by rico21
BOUGAINVILLE, 22 November 1943:
As elements of the 3rd Marine Division pushed eastward to expand its beachhead, a patrol scouting along the Important East-West
Trail between the opposing front lines discovered a small knoll all but hidden within the swampy and rain-drenched jungle. As
this was the highest ground yet discovered by the marines on the island, a reinforced platoon commanded by 1st Lt. Steve Cibik
was ordered to occupy it. Arriving on its summit early on the morning of the 21st, they found it organized for defense but
deserted. With a commanding view of Empress Augusta Bay, the Japanese were using it as an observation post, abandoning it at
night and returning each morning. Shortly after arriving, the marines surprised and routed a group of approaching Japanese,
and at noon repulsed an organized attack. Lt. Cibik, expecting heavier enemy pressure that afternoon and night, requested
reinforcements and repositioned his four machine guns, putting one on either flank, one in the center, and one east of the
ridge along the trail. The reinforcements arrived later in the form of a 60mm mortar section, but no Japanese materialized,
leaving the marines to spend a quiet but nervous night. The next morning, however, things changed.
USMC : Squads, HMG, MMG, MTR
Japanese : Squads, MMG, LMG, MTR
Maps: One map ASL(34) + overlay 2 on T2-T1
Terrain: Jungle, ridge, river
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: ASL'Men
RE: Submitted Scenarios
Posted: Sun May 01, 2016 5:29 am
by rico21
WE WANT THE PATCH NOW
E (Hero Matrix), rico21, and many others players go to Castle Matrix in demand the patch that will remove many of the bugs in
the game that we have sold.
The discussion begins ...
Matrix Castle : Gentlemen without weapons
Players : Gentlemen without weapons
Maps: one map
Terrain: Matrix Castle
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
RE: Submitted Scenarios
Posted: Sun May 01, 2016 6:31 am
by Paullus
LOL [:D]
RE: Submitted Scenarios
Posted: Sun May 01, 2016 6:33 am
by Paullus
Added to the list [;)]
RE: Submitted Scenarios
Posted: Sun May 01, 2016 6:40 am
by rico21
Added to the list
I like people who have humor.
By the way, Bougainville is Cíbik's Ridge sl scenario A67
Thank you for all.[:)]
RE: Submitted Scenarios
Posted: Sun May 01, 2016 9:03 am
by Paullus
Great Thanks.
RE: Submitted Scenarios
Posted: Mon May 02, 2016 12:01 pm
by rico21
CASTOR OPERATION
In the summer of 1953 the Viet Minh forces of General Giap, based in their northern enclave Tonkin threaten again Laos, now
independent countries and French ally. Modeled on the battle last year around the hedgehog camp Na San, General Chief Navarre
wants to repeat that success. In prévision of this, he decided to reoccupy a Thai country valley, a few miles from the Laotian
border. The airborne operation "Castor" committed several battalions paratroopers but the main action is based on the 6th
BPC Bigeard, one of the best CEFEO units. On Friday, November 20, 1953, around 10:45, the "6" jumps to the west of the small
village of Muong Than, the French also called Dien Bien Phu ...
Giap' Bo Doïs : Squads, HMG, MMG, MTR,
Bigeard' Airborne : Squads, MMG, MTR, OBA
Maps: Three maps
Terrain: Dien Bien Phu
Scenario Length: 8.5 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 + "Vae Victis n°114"
RE: Submitted Scenarios
Posted: Wed May 04, 2016 11:48 am
by rico21
LOST OPPORTUNITIES
STE.MERE-EGLISE, June 6, 1944: Ste.Mere-Eglise was a junction for five roads and was recognized by Germans and Americans
alike as the key to defeating the airborne invasion.Shortly after midnight the village's garrison, a transport and supply
company, had massacred in mid-air two sticks of paratroopers. Those men had the misfortune to be dropped directly on the
village while the garrison was in the streets policing fire-fighting efforts caused by preliminary bombings. Inexplicably,
the Germans then returned to their beds where they were captured or shot four hours later by avenging paratroopers of the 3rd
Battalion. Having given the village away, the Germans would now have to pay dearly to get it back.
American : Squads, MMG, BZK, MTR, AT
German : Squads, HMG, MMG, LMG, MTR, AFV
Maps: Two maps ASL(1,2)
Terrain: Ste.Mere-Eglise
Scenario Length: 9 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 [(SL A17)-->To help Paullus]