Submitted Scenarios
Moderators: Paullus, Peter Fisla
Mike Help!
You're welcome Sir.
Mike, I should like a few words about the future Kursk DLC in the main Post of Daniele. As you explained us about fire
and movement. You did many for this game, you have the right and the duty to explain your point of view!
Mike, I need you Brother
Mike, I should like a few words about the future Kursk DLC in the main Post of Daniele. As you explained us about fire
and movement. You did many for this game, you have the right and the duty to explain your point of view!
Mike, I need you Brother
RE: MonsterGame Hill 621
Rico, just wandering if you have received any comments on your Hill 621 scenario. When played as the Germans there were no problems but as the Russians the game ran poorly to the point of being unplayable. Now the Russians had a lot more units so I think it might had an adverse impact but that could be my hardware. Even the saved game shows the same slow tendencies. If you haven't heard of any negative reports on Hill 621 then it must be me. 

RE: MonsterGame Hill 621
Beyond the problems of slowing down in the big scenarios I discovered that
Windows 10 by collecting unwanted data saturates our processors, which forces me to disconnect from the network when this happens.
The problem is that shortly after Cortana gets started because there is no internet and so slows down my game, which forces me to reconnect.
It's beautiful progress, is not it?[:D]
Windows 10 by collecting unwanted data saturates our processors, which forces me to disconnect from the network when this happens.
The problem is that shortly after Cortana gets started because there is no internet and so slows down my game, which forces me to reconnect.
It's beautiful progress, is not it?[:D]
RE: MonsterGame Hill 621
Thanks man, just surprising that the PC requirements for this game are so modest compared to what I have that I never expected TotH to be affected as it is. Rico, you keep making scenarios and I'll keep playing them until I can't. SeeYa!

RE: MonsterGame Hill 621
ORIGINAL: Hailstone
Rico, just wandering if you have received any comments on your Hill 621 scenario. When played as the Germans there were no problems but as the Russians the game ran poorly to the point of being unplayable. Now the Russians had a lot more units so I think it might had an adverse impact but that could be my hardware. Even the saved game shows the same slow tendencies. If you haven't heard of any negative reports on Hill 621 then it must be me.
ORIGINAL: Rico
Beyond the problems of slowing down in the big scenarios I discovered that
Windows 10 by collecting unwanted data saturates our processors, which forces me to disconnect from the network when this happens.
The problem is that shortly after Cortana gets started because there is no internet and so slows down my game, which forces me to reconnect.
It's beautiful progress, is not it?
Thank you Rico and Hailstone. I have this problem often and could not understand why. Is there some way to stop my Windows 10 from doing this?
JRR
RE: MonsterGame Hill 621
Thanks for your support Baloo7777!
For the spy Windows 10, I leave the word to my technician friend ZAKBLOOD!!![:D]
For the spy Windows 10, I leave the word to my technician friend ZAKBLOOD!!![:D]
RE: MonsterGame Hill 621
baloo7777, I'm surprised you encounter that problem often. Maybe you play more large scenarios than I do because I only have a problem with the scenarios with lots of units and never with the original ones. Anyway, I followed rico's lead about win10's Cortana as a processor hog by disabling it but yet to be tested. Other than that I tend to keep Task Manager displayed while playing TotH to see what else is competing for resources. I use a double monitor display. I'm sure the more talented on this forum will help you more.[:)]
RE: MonsterGame Hill 621
I was having problems with the Omaha Beach scenario. I finally gave up as it was like that from the start. However, I was just playing the Rico one with the US in 1945 (that I posted a pic from in the tech help), and it played fine for 3 turns. Then I saved it and the next day it was slow from that point on. I tried restarting my computer, and even turning off the internet and the Virus protection but still slow (very slow). So I started one of the tutorial scenarios and it played fine. No idea why. It happened on a scenario with a lot of Russian Tanks crossing open wheatfields too, but that was a few months ago. A total pain in the arse. [:(]
JRR
- genesismwt
- Posts: 177
- Joined: Thu Feb 25, 2016 10:35 am
- Location: The middle of flyover country
RE: MonsterGame Hill 621
Have you tried turning down the visibility range on the large scenarios? It is my understanding that view range and large numbers of units cause the biggest demand on your system because TOTH is constantly calculating LOS between all units. Lower visibility range and cut down on the number of calculations TOTH makes.
The game is afoot!
Mike
Mike
88s At Zon*ARNHEM(1/11)*
And so it begins...Dedicated to the Fabled Zakblood...
***ARNHEM(1/11)***
88s At Zon
The mission of the 101st Airborne Division in Operation Market-Garden was to secure the 15 miles of highway stretching
from Eindhoven north to Veghel. The Screaming Eagles faced almost no opposition until the paratroopers reached the
northern outskirts of the village of Zon. As the 1st Battalion entered the village with A Company in the vanguard, they
were fired upon by a concealed heavy AA piece ,the fabled German 88, one of several in place to protect the bridge from
Allied bombers.
101st "Screaming Eagles" Airborne Division(1/4): --> [- : German
Scenario Length: 5.5 Game Turns - LOS (12 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ Scenario S14 ]
***ARNHEM(1/11)***
88s At Zon
The mission of the 101st Airborne Division in Operation Market-Garden was to secure the 15 miles of highway stretching
from Eindhoven north to Veghel. The Screaming Eagles faced almost no opposition until the paratroopers reached the
northern outskirts of the village of Zon. As the 1st Battalion entered the village with A Company in the vanguard, they
were fired upon by a concealed heavy AA piece ,the fabled German 88, one of several in place to protect the bridge from
Allied bombers.
101st "Screaming Eagles" Airborne Division(1/4): --> [- : German
Scenario Length: 5.5 Game Turns - LOS (12 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ Scenario S14 ]
- Attachments
-
- 88sAtZon.zip
- (21.88 KiB) Downloaded 584 times
RE: 88s At Zon*ARNHEM(1/11)*
Nice [:)]
I will put these in the Campaign section of the scenario list.
I will put these in the Campaign section of the scenario list.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
RE: MonsterGame Hill 621
ORIGINAL: genesismwt
Have you tried turning down the visibility range on the large scenarios? It is my understanding that view range and large numbers of units cause the biggest demand on your system because TOTH is constantly calculating LOS between all units. Lower visibility range and cut down on the number of calculations TOTH makes.
I will give it a try.Thanks!
JRR
RE: Mike Help!
Nice
I will put these in the Campaign section of the scenario list.
Thanks Paullus,[&o]
if you go on, you'll become Fabled as Zakblood![8D][:D]
I will put these in the Campaign section of the scenario list.
Thanks Paullus,[&o]
if you go on, you'll become Fabled as Zakblood![8D][:D]
Devil’s Hill*ARNHEM(2/11)*
***ARNHEM(2/11)***
Devil’s Hill
Although the airborne portion of the "Market-Garden" Operation centered around the seizure of vital bridges, heavy
fighting also occurred over control of the highway leading to the bridges as well. While parts of the 82nd Airborne
fought to gain control of the bridges at Nijmegen, other elements fought for control of the Kleve-Nijmegen highway. One
of the major objectives in the control of this road was Hill 75.9, better known as "Devil’s Hill". Even though German
security troops operating in this area were few in number, when concentrated on the defense of a natural strongpoint,
these troops put up strong resistance. Such was the case when Company A of the 508th Parachute Regiment moved out to take
Devil’s Hill.
82nd "All American" Airborne Division(1/4): --> [- : German
Scenario Length: 7 Game Turns - LOS (12 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ Scenario G ]
Devil’s Hill
Although the airborne portion of the "Market-Garden" Operation centered around the seizure of vital bridges, heavy
fighting also occurred over control of the highway leading to the bridges as well. While parts of the 82nd Airborne
fought to gain control of the bridges at Nijmegen, other elements fought for control of the Kleve-Nijmegen highway. One
of the major objectives in the control of this road was Hill 75.9, better known as "Devil’s Hill". Even though German
security troops operating in this area were few in number, when concentrated on the defense of a natural strongpoint,
these troops put up strong resistance. Such was the case when Company A of the 508th Parachute Regiment moved out to take
Devil’s Hill.
82nd "All American" Airborne Division(1/4): --> [- : German
Scenario Length: 7 Game Turns - LOS (12 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ Scenario G ]
- Attachments
-
- DevilsHill.zip
- (25.29 KiB) Downloaded 410 times
RE: Submitted Scenarios
ASL The General Scenario G46 - Triumph Atop Taraldsvikfjell
Published in The General #32.3
THE TARALDSVIKFJELL, NORWAY, 28 May 1940: Although the campaign
for Norway had been one demoralizing setback after another for the Allies, their efforts in
the north had not gone unrewarded. Despite an incredible number of command mistakes, a
series of flanking attacks had put the Allies in position to cut off and destroy the isolated
Germans who had captured Narvik. The defending German force was a mixed batch of
excellent Gebirgsjager infantry and the crews from the destroyer flotilla which had transported
the mountain troops during the assault on Narvik. With no training and only captured
Norwegian weapons to use. the crews were almost more of a liability to General Dietl's
command than an asset. The Allies launched a coordinated attack from two sides: the Poles
from the south, and a beach assault from the north by combined forccs of the Norwegians
and the French Foreign Legion. The beach assault met with initial success, but the accompanying
armor support soon bogged in the mud of the fjord banks. Just as the Legionnaires
gained the first slopes of the Taraldsvikfjell, the Germans counterattacked, nearly driving a
wedge between the French on the hill and the Norwegians who had just landed. Only naval
gunfire from a Btitish ship stationed in the fjord stopped the counterattack, driving the Germans
back in confusion. The French regrouped and were quick to react.
Best played as Allied vs. German when playing against the AI.
Units
German: Squads, Half Squads, LMG, HMG, Leaders
Allies: Squads, Half Squads, LMG, Leaders
Maps: ASL Maps 2, 3, 7, 8 (Only map 2 and some edge hexes from maps 3 and 7 are playable)
Setup
Germans set up anywhere in GE Zone 1 (Hill 621)
Allies set up anywhere in GB Zone 1 (Hill 538) and along GB Zone 2
Terrain: Hills, Cliffs, Grain, Woods
Visibility: 16 hexes
Scenario Length: 7 Game Turns
Victory Objective: Victory is determined by victory point level at the end of the game.
In the original ASL scenario, the Allies win if no good-order German units occupy hexes
[5,48]; [4,49]; [4,50]; [4,51]; [4,52]; [4,54]; and [3,55]. Any other result is a German victory.
So if you can force the good-ordered Germans out of those hexes, consider yourself the winner no
matter what the final score says
Scenario Notes: Eight foxhole counters were also given to the German forces to be placed anywhere in
the German setup zone. Trenches have been used instead and placed in the German setup zone, but feel
free to go into the scenario editor and place them where you'd like before beginning the scenario if
you want to follow the ASL rules.
Original scenario design by: MMP
NOTE: I also included a scenario with a GE prefix that allows for German set-up when playing against
a human or the Allied AI. The other scenario has pre-placed German units.
Published in The General #32.3
THE TARALDSVIKFJELL, NORWAY, 28 May 1940: Although the campaign
for Norway had been one demoralizing setback after another for the Allies, their efforts in
the north had not gone unrewarded. Despite an incredible number of command mistakes, a
series of flanking attacks had put the Allies in position to cut off and destroy the isolated
Germans who had captured Narvik. The defending German force was a mixed batch of
excellent Gebirgsjager infantry and the crews from the destroyer flotilla which had transported
the mountain troops during the assault on Narvik. With no training and only captured
Norwegian weapons to use. the crews were almost more of a liability to General Dietl's
command than an asset. The Allies launched a coordinated attack from two sides: the Poles
from the south, and a beach assault from the north by combined forccs of the Norwegians
and the French Foreign Legion. The beach assault met with initial success, but the accompanying
armor support soon bogged in the mud of the fjord banks. Just as the Legionnaires
gained the first slopes of the Taraldsvikfjell, the Germans counterattacked, nearly driving a
wedge between the French on the hill and the Norwegians who had just landed. Only naval
gunfire from a Btitish ship stationed in the fjord stopped the counterattack, driving the Germans
back in confusion. The French regrouped and were quick to react.
Best played as Allied vs. German when playing against the AI.
Units
German: Squads, Half Squads, LMG, HMG, Leaders
Allies: Squads, Half Squads, LMG, Leaders
Maps: ASL Maps 2, 3, 7, 8 (Only map 2 and some edge hexes from maps 3 and 7 are playable)
Setup
Germans set up anywhere in GE Zone 1 (Hill 621)
Allies set up anywhere in GB Zone 1 (Hill 538) and along GB Zone 2
Terrain: Hills, Cliffs, Grain, Woods
Visibility: 16 hexes
Scenario Length: 7 Game Turns
Victory Objective: Victory is determined by victory point level at the end of the game.
In the original ASL scenario, the Allies win if no good-order German units occupy hexes
[5,48]; [4,49]; [4,50]; [4,51]; [4,52]; [4,54]; and [3,55]. Any other result is a German victory.
So if you can force the good-ordered Germans out of those hexes, consider yourself the winner no
matter what the final score says

Scenario Notes: Eight foxhole counters were also given to the German forces to be placed anywhere in
the German setup zone. Trenches have been used instead and placed in the German setup zone, but feel
free to go into the scenario editor and place them where you'd like before beginning the scenario if
you want to follow the ASL rules.
Original scenario design by: MMP
NOTE: I also included a scenario with a GE prefix that allows for German set-up when playing against
a human or the Allied AI. The other scenario has pre-placed German units.
- Attachments
-
- ASLScenar..vikfjell.zip
- (52.45 KiB) Downloaded 303 times
RE: Submitted Scenarios
good job Utexgrad.
Hope to see more scenarios from you
Hope to see more scenarios from you

Fabled Frost*ARNHEM(3/11)*
***ARNHEM(3/11)***
Fabled Frost
Two of the three battalions of the 1st Parachute Brigade were slowed down by small German units of a training battalion
which had quickly established a thin blocking line covering the obvious routes into Arnhem.Lieutenant-Colonel John Frost's
2nd Parachute Battalion, advancing eastwards along the southernmost road into Arnhem near the Rhine, found its route
largely undefended. They arrived at the bridge in the evening...
British Paratroopers have entered Arnhem. Move through the town and secure the area around the North end of Arnhem bridge.
1st "Red Devils" Airborne Division(1/3): --> [- : German
Scenario Length: 10 Game Turns - LOS (12 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ From Battle Market Garden Academy ]
Fabled Frost
Two of the three battalions of the 1st Parachute Brigade were slowed down by small German units of a training battalion
which had quickly established a thin blocking line covering the obvious routes into Arnhem.Lieutenant-Colonel John Frost's
2nd Parachute Battalion, advancing eastwards along the southernmost road into Arnhem near the Rhine, found its route
largely undefended. They arrived at the bridge in the evening...
British Paratroopers have entered Arnhem. Move through the town and secure the area around the North end of Arnhem bridge.
1st "Red Devils" Airborne Division(1/3): --> [- : German
Scenario Length: 10 Game Turns - LOS (12 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ From Battle Market Garden Academy ]
- Attachments
-
- FabledFrost.zip
- (27.15 KiB) Downloaded 428 times
RE: Fabled Frost*ARNHEM(3/11)*
Hey Rico I am sure enjoying your Arnhem Scenarios thank you!!
Nuenen*ARNHEM(4/11)*
***ARNHEM(4/11)***
Nuenen
The Easy Company belonging to the 101st Airborne jumps during Operation Market Garden. After taking control of the city
of Eindhoven, elements of the company are sent to the North East to spot the German resistance foci.
The paratroopers are embarked on British tanks when they arrive ready from the village of Nuenen where they are firmly
expected by a detachment of a Panzer German brigade.
Notes: After fierce fighting, the allies are forced to retreat. The village will not be taken.
101st "Screaming Eagles" Airborne Division(2/4): --> [- : German
Scenario Length: 6 Game Turns - LOS (12 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ Inspired by episode 4 of the Band of Brothers series and Combat pour Neunen Blitzkrieg.fr ]
Nuenen
The Easy Company belonging to the 101st Airborne jumps during Operation Market Garden. After taking control of the city
of Eindhoven, elements of the company are sent to the North East to spot the German resistance foci.
The paratroopers are embarked on British tanks when they arrive ready from the village of Nuenen where they are firmly
expected by a detachment of a Panzer German brigade.
Notes: After fierce fighting, the allies are forced to retreat. The village will not be taken.
101st "Screaming Eagles" Airborne Division(2/4): --> [- : German
Scenario Length: 6 Game Turns - LOS (12 hexes)
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer: ASL'Men [ Inspired by episode 4 of the Band of Brothers series and Combat pour Neunen Blitzkrieg.fr ]
- Attachments
-
- Nuenen.zip
- (22.53 KiB) Downloaded 402 times