Submitted Scenarios
Moderators: Paullus, Peter Fisla
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
RE: Submitted Scenarios
Released from the East
Adapted from ASL Scenario S6
History:
Istra, Russia, 11 December 1941: As the drive on Moscow slowed due to supply problems
and "Gerneral Winter", STAVKA was given time to deploy fresh troops from other fronts. The 78th
Infantry, led by energetic 38-year old general Afanasy Pavalontovich Beloborodov, was transferred
6,000 miles from their native Siveria to the Sixteenth Army under Rokossovsky. Veterans of the
Mongolian frontier, the Siberians would use skillful ambushes, and delaying tactics to slow the
panzer's march on Moscow. Near the River Istra, they were finally ordered to halt and fight. The
snow-covered fields and medieval town of Istra itself would become a battlefield for several weeks.
On 26th November, the 78th was renamed the "9th Guards Infantry" but needed no special titles to
display elan and heroism. Squeezing out of the pincers formed by 10th Panzer Division and 2nd SS
"Das Reich", the marvelous Siberians would regroup and launch a counterattack to retake the historic
town.
Units Human Players (AI player units may vary)
German: Squads, LMG,MMG
Russian: Squads, LMG, MMG, DC
Maps: ASL Map z
Terrain: Urban
Scenario Length: 5.5 Game Turns
Victory objective: VL's that start in the German's possession
Scenario Special Rule: The Russian player may keep up to 5 MMC, 1 SMC and 2 SW in tactical reserve.
Tactical reserve units must enter on Turn 3. (All units are placed by the player. Reserve the desired units
and do not place until Turn 3)The AI is not able to make this decision and will play all units on Turn 1.
Adapted by: genesismwt
Adapted from ASL Scenario S6
History:
Istra, Russia, 11 December 1941: As the drive on Moscow slowed due to supply problems
and "Gerneral Winter", STAVKA was given time to deploy fresh troops from other fronts. The 78th
Infantry, led by energetic 38-year old general Afanasy Pavalontovich Beloborodov, was transferred
6,000 miles from their native Siveria to the Sixteenth Army under Rokossovsky. Veterans of the
Mongolian frontier, the Siberians would use skillful ambushes, and delaying tactics to slow the
panzer's march on Moscow. Near the River Istra, they were finally ordered to halt and fight. The
snow-covered fields and medieval town of Istra itself would become a battlefield for several weeks.
On 26th November, the 78th was renamed the "9th Guards Infantry" but needed no special titles to
display elan and heroism. Squeezing out of the pincers formed by 10th Panzer Division and 2nd SS
"Das Reich", the marvelous Siberians would regroup and launch a counterattack to retake the historic
town.
Units Human Players (AI player units may vary)
German: Squads, LMG,MMG
Russian: Squads, LMG, MMG, DC
Maps: ASL Map z
Terrain: Urban
Scenario Length: 5.5 Game Turns
Victory objective: VL's that start in the German's possession
Scenario Special Rule: The Russian player may keep up to 5 MMC, 1 SMC and 2 SW in tactical reserve.
Tactical reserve units must enter on Turn 3. (All units are placed by the player. Reserve the desired units
and do not place until Turn 3)The AI is not able to make this decision and will play all units on Turn 1.
Adapted by: genesismwt
- Attachments
-
- Releasedf..theEast.zip
- (21.7 KiB) Downloaded 377 times
The game is afoot!
Mike
Mike
RE: Submitted Scenarios
The game is afoot!
Mike
I came posted my scenario,
but when I saw one of genesismwt,
I went back to play -Released from the East- ,
I invite you to do the same thing.
Good Day my serious friend[;)]
Mike
I came posted my scenario,
but when I saw one of genesismwt,
I went back to play -Released from the East- ,
I invite you to do the same thing.
Good Day my serious friend[;)]
RE: Submitted Scenarios
well done all those creating scenario's . have enjoyed them all 

RE: Submitted Scenarios
ORIGINAL: fuselex
well done all those creating scenario's . have enjoyed them all
I too have enjoyed them. I have also been pleasantly surprised at the number of scenario's posted.
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
J63 Silesian Interlude
This is a conversion of ASL scenario J63 Silesian Interlude from ASL Journal #3.
SCENARIO NAME: J63 – Silesian Interlude
DATE: March 19, 1945
LOCATION: Eastern Front, South of Oppeln, Upper Silesia
SITUATION: On the 15th of March, Marshall Koniev’s 1st Ukranian Front attacked to seize Upper Silesia all the
way to the Czechoslovakian border. He planned to use two assault forces to trap the Germans in the Oppeln
Bulge. The front successfully encircled one Oppeln group, linking up at Neustadt. Meanwhile, elements of the
Herman Goring Parachute-Division were hurriedly transported by rail to the area, and began detraining on the
17th. They were immediately committed to the XXXX Panzer Corps sector on the 18th.
FORCES:
Russian: Squads, MMG. LMG, ATR, ATG, AFV
German: Squads, MMG, LMG, PSK, AFV
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: 6 Turns
VICTORY CONDITIONS : Both sides get VPs for controlling VP Objectives and the Germans get additional VPs for exiting units.
SCENARIO DESIGNER: Double Deuce
(A ‘Combat Campaigns’ conversion of ASL scenario J63 – Silesian Interlude from ASL Journal #3)
Version 1.0
Download the scenario by clicking this link: s_CC-04 – J63 Silesian Interlude
SCENARIO NAME: J63 – Silesian Interlude
DATE: March 19, 1945
LOCATION: Eastern Front, South of Oppeln, Upper Silesia
SITUATION: On the 15th of March, Marshall Koniev’s 1st Ukranian Front attacked to seize Upper Silesia all the
way to the Czechoslovakian border. He planned to use two assault forces to trap the Germans in the Oppeln
Bulge. The front successfully encircled one Oppeln group, linking up at Neustadt. Meanwhile, elements of the
Herman Goring Parachute-Division were hurriedly transported by rail to the area, and began detraining on the
17th. They were immediately committed to the XXXX Panzer Corps sector on the 18th.
FORCES:
Russian: Squads, MMG. LMG, ATR, ATG, AFV
German: Squads, MMG, LMG, PSK, AFV
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: 6 Turns
VICTORY CONDITIONS : Both sides get VPs for controlling VP Objectives and the Germans get additional VPs for exiting units.
SCENARIO DESIGNER: Double Deuce
(A ‘Combat Campaigns’ conversion of ASL scenario J63 – Silesian Interlude from ASL Journal #3)
Version 1.0
Download the scenario by clicking this link: s_CC-04 – J63 Silesian Interlude
RE: Submitted Scenarios
SCHELDT FORTRESS SOUTH
Holland, October 25, 1944: Backed against the Scheldt Estuary, the weakened German 64th Infantry Division faced the entire
Canadian First Army. It was the guns of the 64th which barred shipping from Antwerp. Every day that the 64th held out meant
another day of short supplies for the Allies. The Canadian 7th Bde had, at substantial cost, opened a bridgehead across the
Leopold Canal. Now the British 52nd Lowland Division, which had just completed more than two years of special training, was
brought forward to clear the coastline. The issue was never in doubt, only the time it would take and the price the Germans
would exact.
German : Squads, HMG, MMG, LMG, PZF, DC, MTR, AA, AT, ART, OBA
British, Canadian : Squads, HMG, MMG, LMG, MTR, AFV, OBA
Maps: Eight maps ASL(4,5,6,7,8,9,10,11)
Terrain: Scheldt
Scenario Length: 17 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 (R219)
Holland, October 25, 1944: Backed against the Scheldt Estuary, the weakened German 64th Infantry Division faced the entire
Canadian First Army. It was the guns of the 64th which barred shipping from Antwerp. Every day that the 64th held out meant
another day of short supplies for the Allies. The Canadian 7th Bde had, at substantial cost, opened a bridgehead across the
Leopold Canal. Now the British 52nd Lowland Division, which had just completed more than two years of special training, was
brought forward to clear the coastline. The issue was never in doubt, only the time it would take and the price the Germans
would exact.
German : Squads, HMG, MMG, LMG, PZF, DC, MTR, AA, AT, ART, OBA
British, Canadian : Squads, HMG, MMG, LMG, MTR, AFV, OBA
Maps: Eight maps ASL(4,5,6,7,8,9,10,11)
Terrain: Scheldt
Scenario Length: 17 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 (R219)
- Attachments
-
- ScheldtFo..ssSouth.zip
- (32.91 KiB) Downloaded 370 times
The Streets of Stalingrad
I have been working on the first three scenarios of Squad Leader - The Guards Counterattack, The Tractor Works,
and the Streets of Stalingrad. Borrowed heavily upon Bulldogs previous work for the first two (though have made
changes). Hope he does not mind - have given him credit in the preview text files.
I have played Streets of Stalingrad and barely one a minor victory as the Germans - could not handle the T-34s.
A word of warning - flamethrowers sometimes crashed the game - I always saved before I used them. Known problem
that has been reported.
Have not tried the Russians.
Let me know if there are any problems.
Jack
and the Streets of Stalingrad. Borrowed heavily upon Bulldogs previous work for the first two (though have made
changes). Hope he does not mind - have given him credit in the preview text files.
I have played Streets of Stalingrad and barely one a minor victory as the Germans - could not handle the T-34s.
A word of warning - flamethrowers sometimes crashed the game - I always saved before I used them. Known problem
that has been reported.
Have not tried the Russians.
Let me know if there are any problems.
Jack
- Attachments
-
- ASLScenarioAC.zip
- (69.45 KiB) Downloaded 1133 times
Jack
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
RE: Submitted Scenarios
Salut Rico!
I see that you have been quite busy with new scenarios.
I too want to thank every one that has been putting up scenarios. That is what makes TotH so great, all the possibilities of recreating WWII Era battles. Keep up the good work everyone.
I see that you have been quite busy with new scenarios.
I too want to thank every one that has been putting up scenarios. That is what makes TotH so great, all the possibilities of recreating WWII Era battles. Keep up the good work everyone.
The game is afoot!
Mike
Mike
RE: Submitted Scenarios
Thanks to all who have already posted scenarios. This is my first try, a scenario that was too big to manage with counters as a teenager...
Budapest Under Siege: 17 January 1945, Budapest, Hungary
History: On 12 December 1944, the Russian high command ordered the encirclement of Budapest. The 2nd and 3rd Ukrainian fronts attempted to envelop the city, but German counterattacks delayed them until 26 December, when four German and one Hungarian division were trapped. These units were designated the IX SS Mountain Korps and were ordered to hold the city at all costs. On 17 January 1945, the IV Panzer Korps attempted to open an escape route for their compatriots. Meanwhile, the Russians attempted to reduce the German troops, before their rescue could be affected
Notable Units
German: Squads, Support Weapons, AAA/AT Ordnance. Turn 3 AFV reinforcement (armored relief column)
Russian: Squads, Support Weapons, AFVs
Map: Four maps: 1, 2, 3 and 4, lightly modified. North is to the right.
Victory objective: 9 objective hexes, 6 in the city, 3 along a relief/rescue route
Terrain: Action is focused in a city. Scenario includes hills and countryside
Set Up: Germans in the bottom left half of the map. It is set up to keep infantry in buildings and only allow ordnance in locations from which they can fire. Russians arrive along bottom edge and top left edge. German relief appears turn 3 on top edge
Aftermath: Hitler refused to allow Budapest to be evacuated. The remnant of the German - Hungarian garrison surrendered 14 February 1945
Based on a scenario of the same name, found in an old 1980's vintage Dragon magazine
Budapest Under Siege: 17 January 1945, Budapest, Hungary
History: On 12 December 1944, the Russian high command ordered the encirclement of Budapest. The 2nd and 3rd Ukrainian fronts attempted to envelop the city, but German counterattacks delayed them until 26 December, when four German and one Hungarian division were trapped. These units were designated the IX SS Mountain Korps and were ordered to hold the city at all costs. On 17 January 1945, the IV Panzer Korps attempted to open an escape route for their compatriots. Meanwhile, the Russians attempted to reduce the German troops, before their rescue could be affected
Notable Units
German: Squads, Support Weapons, AAA/AT Ordnance. Turn 3 AFV reinforcement (armored relief column)
Russian: Squads, Support Weapons, AFVs
Map: Four maps: 1, 2, 3 and 4, lightly modified. North is to the right.
Victory objective: 9 objective hexes, 6 in the city, 3 along a relief/rescue route
Terrain: Action is focused in a city. Scenario includes hills and countryside
Set Up: Germans in the bottom left half of the map. It is set up to keep infantry in buildings and only allow ordnance in locations from which they can fire. Russians arrive along bottom edge and top left edge. German relief appears turn 3 on top edge
Aftermath: Hitler refused to allow Budapest to be evacuated. The remnant of the German - Hungarian garrison surrendered 14 February 1945
Based on a scenario of the same name, found in an old 1980's vintage Dragon magazine
- Attachments
-
- AJBudap..erSeige.zip
- (30.71 KiB) Downloaded 390 times
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
ASL 21 Among the Ruins
Among the Ruins
ASL Scenario 21
Aachen, Germany, 17 October 1944: Aachen was isolated, but prying the first German
city away form the Reich would prove no easy task. Hoping to avoid the nightmare of
house-to-house fighting, General Huebner ordered Colonel Seitz, in command of the US
26th Infantry Regiment, to drive two battalions through the heart of Aachen toward
the three hills dominating the city to the north. Giving the 2000 weary defenders no
respite, the Americans stepped off at dawn the next day, but Colonel Daniels 2nd
Battalion was immediately counterattacked by Germans filtering through the sewers and
rubble. Their drive consequently slowed to a frustrating crawl. Colonel Corley's men
of the 3rd Battalion, advancing towards the Lousberg hill on a narrow front, found
the going no easier.
Units Human Players
German: Squads, HMG, MMG, LMG, PSK, PF, ORD
American: Squads, MMG, BAZ, FT, AFV
Maps: Two Maps
Terrain: Urban
Scenario Length: 9.5 Game Turns
Victory objective: The Americans win by exiting VP. The Germans win with CVP
SSR:
1. The German ORD appears on turn 2, or later, to simulate HIP. The scenario also
calls for up to two German MMC along with any SW/SMC to set up HIP. To do this,
write down the locations that the HIP units will be, and do not place until a later
turn. The AI will not do this.
2. 10 rubble may be placed by the German player. Any rubble not placed in building hex,
must be adjacent to a building hex. I have placed the 10 rubble. Feel free to change
this in the editor, to change where you want the rubble to be.
Adapted by: genesismwt
ASL Scenario 21
Aachen, Germany, 17 October 1944: Aachen was isolated, but prying the first German
city away form the Reich would prove no easy task. Hoping to avoid the nightmare of
house-to-house fighting, General Huebner ordered Colonel Seitz, in command of the US
26th Infantry Regiment, to drive two battalions through the heart of Aachen toward
the three hills dominating the city to the north. Giving the 2000 weary defenders no
respite, the Americans stepped off at dawn the next day, but Colonel Daniels 2nd
Battalion was immediately counterattacked by Germans filtering through the sewers and
rubble. Their drive consequently slowed to a frustrating crawl. Colonel Corley's men
of the 3rd Battalion, advancing towards the Lousberg hill on a narrow front, found
the going no easier.
Units Human Players
German: Squads, HMG, MMG, LMG, PSK, PF, ORD
American: Squads, MMG, BAZ, FT, AFV
Maps: Two Maps
Terrain: Urban
Scenario Length: 9.5 Game Turns
Victory objective: The Americans win by exiting VP. The Germans win with CVP
SSR:
1. The German ORD appears on turn 2, or later, to simulate HIP. The scenario also
calls for up to two German MMC along with any SW/SMC to set up HIP. To do this,
write down the locations that the HIP units will be, and do not place until a later
turn. The AI will not do this.
2. 10 rubble may be placed by the German player. Any rubble not placed in building hex,
must be adjacent to a building hex. I have placed the 10 rubble. Feel free to change
this in the editor, to change where you want the rubble to be.
Adapted by: genesismwt
- Attachments
-
- AmongtheRuins.zip
- (24.83 KiB) Downloaded 369 times
The game is afoot!
Mike
Mike
RE: Submitted Scenarios
TOWNSFOLK
Europe, 9th May, 1945: The War is over. Peace is everywhere in Europe except in the small town of Townsfolk where a handful of
diehards, with ferocious humor, refuses to disarm. The decision was taken at dawn the Paratroopers at the North and the Rangers
at the South accompanied with armored quickly resolve the matter.
Townsfolk : Squads, HMG, MMG, LMG, PZS, DC, MTR, FT, AT, AFV, OBA
Winner : Squads, HMG, MMG, BZK, DC, MTR, FT, AFV, OBA
Maps: One map ASL(10)
Terrain: Townsfolk
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 [ Custom ]
We thank the Townsfolk' officers :
-E
-UP 844
-Wolfe
-Parusski
and Corporal rico21
Europe, 9th May, 1945: The War is over. Peace is everywhere in Europe except in the small town of Townsfolk where a handful of
diehards, with ferocious humor, refuses to disarm. The decision was taken at dawn the Paratroopers at the North and the Rangers
at the South accompanied with armored quickly resolve the matter.
Townsfolk : Squads, HMG, MMG, LMG, PZS, DC, MTR, FT, AT, AFV, OBA
Winner : Squads, HMG, MMG, BZK, DC, MTR, FT, AFV, OBA
Maps: One map ASL(10)
Terrain: Townsfolk
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 [ Custom ]
We thank the Townsfolk' officers :
-E
-UP 844
-Wolfe
-Parusski
and Corporal rico21
- Attachments
-
- Townsfolk.zip
- (21.36 KiB) Downloaded 266 times
RE: Submitted Scenarios
COUNTERATTACK ON THE VISTULA
Near Wola Chodkowska, Poland, August 6, 1944 : As the Russian 8th Guards Army was expanding its bridgehead on the Vistula,
they met with stiff German resistance. Using the Hermann Goering Division, which had just been brought up from Warsaw as a lead,
the Germans mounted a number of counterattacks in an effort to eliminate the Russian bridgehead. After six repeated German
attacks failed to achieve the needed breakthrough, a seventh assault supported by Tiger tanks forced the situation to its
inconclusive end.
Russian : Squads, HMG, DC, ATR, AT, AFV
German : Squads, LMG, PZF, PZS, AFV
Maps: Two maps ASL(4,5)
Terrain: Forest, Rural, River
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 109 ]
Near Wola Chodkowska, Poland, August 6, 1944 : As the Russian 8th Guards Army was expanding its bridgehead on the Vistula,
they met with stiff German resistance. Using the Hermann Goering Division, which had just been brought up from Warsaw as a lead,
the Germans mounted a number of counterattacks in an effort to eliminate the Russian bridgehead. After six repeated German
attacks failed to achieve the needed breakthrough, a seventh assault supported by Tiger tanks forced the situation to its
inconclusive end.
Russian : Squads, HMG, DC, ATR, AT, AFV
German : Squads, LMG, PZF, PZS, AFV
Maps: Two maps ASL(4,5)
Terrain: Forest, Rural, River
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 109 ]
- Attachments
-
- Counteratt..Vistula.zip
- (23.02 KiB) Downloaded 397 times
RE: Submitted Scenarios
SWATTING AT TIGERS
Biazzo Ridge, Sicily, July 11, 1943: In the early morning hours of July 10th, Colonel James Gavin and the 505th Parachute
Regiment were scattered over much of Southern Sicily. Gavin landed 20 miles east of the selected drop zone, while most of
his regiment came down as far as 60 miles from the planned landing site. Of the 3405 troops that had left Africa under his
command, Gavin marched his small command towards the sounds of battle to the west, collecting troops as he went. After clearing
Biazzo Ridge of Italians, Gavin's force - now numbering some 250 paratroopers and infantrymen of the 45th infantry Division -
pushed on. Advancing down the road along which the Italians had just withdrawn, they heard the sound of distant tank engines
around the bend just ahead. Gavin was about to walk into the eastern pincer of the Hermann Goering Division's two-pronged
attack against the invasion beaches.
German : Squads, MMG, LMG, AFV
American : Squads, MMG, BZK, ART
Maps: Two maps ASL(15,2)
Terrain: Village, Hills
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 [ SL 41 ]
Biazzo Ridge, Sicily, July 11, 1943: In the early morning hours of July 10th, Colonel James Gavin and the 505th Parachute
Regiment were scattered over much of Southern Sicily. Gavin landed 20 miles east of the selected drop zone, while most of
his regiment came down as far as 60 miles from the planned landing site. Of the 3405 troops that had left Africa under his
command, Gavin marched his small command towards the sounds of battle to the west, collecting troops as he went. After clearing
Biazzo Ridge of Italians, Gavin's force - now numbering some 250 paratroopers and infantrymen of the 45th infantry Division -
pushed on. Advancing down the road along which the Italians had just withdrawn, they heard the sound of distant tank engines
around the bend just ahead. Gavin was about to walk into the eastern pincer of the Hermann Goering Division's two-pronged
attack against the invasion beaches.
German : Squads, MMG, LMG, AFV
American : Squads, MMG, BZK, ART
Maps: Two maps ASL(15,2)
Terrain: Village, Hills
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 [ SL 41 ]
- Attachments
-
- SwattingatTigers.zip
- (24.26 KiB) Downloaded 396 times
RE: Submitted Scenarios
Does anyone have either or both of these missing scenarios?
- First Crisis at Army Group North (adapted from SL T1, ASL M, 125)
- Escape from Velikiye Luki (adapted from SL 6, ASL H)
- First Crisis at Army Group North (adapted from SL T1, ASL M, 125)
- Escape from Velikiye Luki (adapted from SL 6, ASL H)
"Lose" is the opposite of "win." "Loose" is the opposite of "tight."
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
RE: Submitted Scenarios
Thanks!
(Don't laugh, my Parrot REALLY does want to kill! He wants to kill my wife! And every dog I've had in the past 20 years!)
(Don't laugh, my Parrot REALLY does want to kill! He wants to kill my wife! And every dog I've had in the past 20 years!)
"Lose" is the opposite of "win." "Loose" is the opposite of "tight."
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Submitted Scenarios
Looks like maybe it got accidentally deleted in a thread cleaning. If it doesn't get reposted I may take a shot at recreating it. It would be a good scenario for testing the use of Exit Hexes in the new patch.ORIGINAL: E
- Escape from Velikiye Luki (adapted from SL 6, ASL H)
- UP844
- Posts: 1670
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Submitted Scenarios
It is one of the scenarios I played to test the patch effects: I got a Major Victory, exiting all the Germans on Turn 5 without ever seeing a Russian. During the whole game, I only once heard Russian infantry moving during an Advance segment.
I started a game with the Russians, leavint the AI set up the units: they were all set up in the village, leaving 10-12 hexes unseen on both sides. The best deployment for the Russians in this scenario - in my opinion, of course - is setting up a "picket line" of squads to intercept the fleeing Germans and a couple "reaction groups" with the leaders, the MGs and any remaining squads. It would be nice to be able to deploy the picket squads as HS, even though this is not an option for Russians.
I started a game with the Russians, leavint the AI set up the units: they were all set up in the village, leaving 10-12 hexes unseen on both sides. The best deployment for the Russians in this scenario - in my opinion, of course - is setting up a "picket line" of squads to intercept the fleeing Germans and a couple "reaction groups" with the leaders, the MGs and any remaining squads. It would be nice to be able to deploy the picket squads as HS, even though this is not an option for Russians.
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
Rico posted both missing scenarios as "Parrot" above.ORIGINAL: Double DeuceLooks like maybe it got accidentally deleted in a thread cleaning. If it doesn't get reposted I may take a shot at recreating it. It would be a good scenario for testing the use of Exit Hexes in the new patch.ORIGINAL: E
- Escape from Velikiye Luki (adapted from SL 6, ASL H)
"Lose" is the opposite of "win." "Loose" is the opposite of "tight."
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
RE: Submitted Scenarios
I will resubmit First Crisis tonight.
I tested the exit hex issue with The Puma Prowls. I only played once, as the Germans. I was delighted to see the Russians come out and play, instead of camping the exit hexes. I will update and fine tune it.
I tested the exit hex issue with The Puma Prowls. I only played once, as the Germans. I was delighted to see the Russians come out and play, instead of camping the exit hexes. I will update and fine tune it.
The game is afoot!
Mike
Mike