Dodecanese Campaign 1943
Moderator: Vic
Dodecanese Campaign 1943
Working on a small scenario for the Dodecanese campaign in 1943.
Does anyone know where to find a full OOB for the forces used?
More about the campaign can be read here
http://en.wikipedia.org/wiki/Dodecanese_Campaign
Does anyone know where to find a full OOB for the forces used?
More about the campaign can be read here
http://en.wikipedia.org/wiki/Dodecanese_Campaign
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com
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RE: Dodecanese Campaign 1943
Currently working a little on this baby. Purchased the wargame War in the Aegan.
Probably going to model my scenario after this. It has some 350 counters. A lot of work. So far i have placed maybe some 100 units/reinforcements. Will be really fun i think.
New SFTs so far
Coastal artillery
Long range reconnoicense air
Torpedo boat
Minelayer
Landing ship
OOB of the units defending Rhodos (in game)
Sturm Division Rhodos HQ
1st Inf Bat/R
2nd Inf Bat/R
3rd Inf Bat/R
Misc inf Bat/R
806th Flak Bat/R
4th Art bat/99th Reg
99th Recon Bat
Panzerjaeger Bat
50th Div HQ (italian)
5th Art Bat/50th
1st Bat/50th
4th Bat/50th
Air elements (JU-87)
Picture of Rhodos defense at the start of the game

Probably going to model my scenario after this. It has some 350 counters. A lot of work. So far i have placed maybe some 100 units/reinforcements. Will be really fun i think.
New SFTs so far
Coastal artillery
Long range reconnoicense air
Torpedo boat
Minelayer
Landing ship
OOB of the units defending Rhodos (in game)
Sturm Division Rhodos HQ
1st Inf Bat/R
2nd Inf Bat/R
3rd Inf Bat/R
Misc inf Bat/R
806th Flak Bat/R
4th Art bat/99th Reg
99th Recon Bat
Panzerjaeger Bat
50th Div HQ (italian)
5th Art Bat/50th
1st Bat/50th
4th Bat/50th
Air elements (JU-87)
Picture of Rhodos defense at the start of the game

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RE: Dodecanese Campaign 1943
MINELAYER ??
How do they work ?
How do they work ?
RE: Dodecanese Campaign 1943
MINELAYER ?? How do they work ?
Agreed! I could never make sea mines that worked. If you have minelayers, you must have sea mines as well [:'(]
Can't wait to see how you do it, and hope you'll let us copy what you do.
RE: Dodecanese Campaign 1943
You might be able to define an action card that adds a sea mine unit to any sea hex with a friendly minelayer at sea.
RE: Dodecanese Campaign 1943
You might be able to define an action card that adds a sea mine unit to any sea hex with a friendly minelayer at sea.
Now that's thinking outside the box Tom! Good for you.
In my case, I was actually able to create sea mine units that could get placed but I never could get them to do any damage. Barthheart looked at it and couldn't figure it out either so I moved on, but it would be a VERY nice addition to have sea mines that you could place and that did damage, not just ones that start in place like in GPW.
RE: Dodecanese Campaign 1943
As of now each minelayer (who each is a different SFT type) has a number of mines (actioncards). Right now each minelayer has 3 sets of mines. By playing the actioncard one mineset is placed in the hex of the minelayer.
As for the mines not attacking i have the same problem. But in the boardgame mines were not hidden either. So my thought was maybe that the minlayers lay their mines and then they just block locations. If the enemy wants to move through that area he has to pass through the minefield (attack the mines).
Maybe the mines could have some artillery power (abstract, but could work).
There are plenty of narrow locations in the scenario so a couple of well placed mines could actually have some importance in the game. But to be honest the minelayers are mostly for show.
Another idea would be for the minelayers to build locations. And when the enemy would move through the location something would happen.
Italian minelayer Legnano having mined the straits between Leros, Kalimnos and Patmos.

As for the mines not attacking i have the same problem. But in the boardgame mines were not hidden either. So my thought was maybe that the minlayers lay their mines and then they just block locations. If the enemy wants to move through that area he has to pass through the minefield (attack the mines).
Maybe the mines could have some artillery power (abstract, but could work).
There are plenty of narrow locations in the scenario so a couple of well placed mines could actually have some importance in the game. But to be honest the minelayers are mostly for show.
Another idea would be for the minelayers to build locations. And when the enemy would move through the location something would happen.
Italian minelayer Legnano having mined the straits between Leros, Kalimnos and Patmos.

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- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: Dodecanese Campaign 1943
Is it posible in the game to attack the mines by air ?
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
RE: Dodecanese Campaign 1943
Hmm... i guess so. Do you want it to be or do you not want it to be?
Working on it some more today.
Implemented
- The Drache & the HL282 Kolibri (a german minelayer with a experimental helicopter on board)
- Escort Carriers
- Long range reconaissance
- Working on implementing Italians surrender event
- Operation Accolade Event.
Played it against Axis computer a couple of times. Getting really beat up. But its a lot of fun. Huge interaction between air/naval and ground forces.
The theatre of operations.

Working on it some more today.
Implemented
- The Drache & the HL282 Kolibri (a german minelayer with a experimental helicopter on board)
- Escort Carriers
- Long range reconaissance
- Working on implementing Italians surrender event
- Operation Accolade Event.
Played it against Axis computer a couple of times. Getting really beat up. But its a lot of fun. Huge interaction between air/naval and ground forces.
The theatre of operations.

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RE: Dodecanese Campaign 1943
By the way. Here is the mineplacement event (working). Although i dont think its very special.
The things to remember is that every minelayer has to be a separate SFT (otherwise the event causes mines to be layed in several hexes).
LAYING MINE (MINELAYER ZEUS)
0) SETVAR: TempVar2 = CheckMapHeight
1) SETVAR: TempVar1 = CheckMapWidth
2) LOOPER: TempVar3 FROM 0 TO TempVar1
3) LOOPER: TempVar4 FROM 0 TO TempVar2
4) CHECK: CheckSFTypeInXY(TempVar3, TempVar4, 106, 0) > 0
5) EXECUTE: ExecAddUnit(19, TempVar3, TempVar4, 0)
6) END CHECK
7) END LOOPER
8) END LOOPER
The things to remember is that every minelayer has to be a separate SFT (otherwise the event causes mines to be layed in several hexes).
LAYING MINE (MINELAYER ZEUS)
0) SETVAR: TempVar2 = CheckMapHeight
1) SETVAR: TempVar1 = CheckMapWidth
2) LOOPER: TempVar3 FROM 0 TO TempVar1
3) LOOPER: TempVar4 FROM 0 TO TempVar2
4) CHECK: CheckSFTypeInXY(TempVar3, TempVar4, 106, 0) > 0
5) EXECUTE: ExecAddUnit(19, TempVar3, TempVar4, 0)
6) END CHECK
7) END LOOPER
8) END LOOPER
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RE: Dodecanese Campaign 1943
The current briefing.
Dodecanese Campaign 1943
1 Background
1.1 Scale
Units are at company and battalion scale with task force HQs. Ships are individual except for torpedo boats which are each 1-3 units. Aircraft are at squad level.
Each round lasts 5 days.
2 Rule Changes
Naval speed is separated into 3 different speeds. Low speed, normal speed and fast speed.
All aircraft have more than twice the normal range.
3 Production & Research
There is no research in this scenario.
Off map supply centers produce huge amounts of supply. Villages have 500 BPs. They can only produce supply, PP and greek militia.
4 Locations terrain etc
Villages do not function as airports or as ports.
Only airfields work as airfields. Only makeshift ports work as ports.
5 Peoples
The scenario contains the following peoples.
Germans
British
Indians
Greek
Battle at 35 % for the Axis. Battle at 100 % for the allies.
American/US
The US lends the british a hand with some air units. These dissapear at round 5.
Italians
Battle at 50 % for the axis. Battle at 35 % for the allies.
6 New SFTs and changed SFTs
Minelayers
Can each lay three mines. Normal Speed. Very fragile. The Drache minelayer can also carry 10 weightpoints of airunits (the HL282 Kolibri).
Torpedo Boats
Moves fast. High Kill ratio but low retreat ratio. High initiative. Fragile
Landing ships
Carry 20 weighpoints. Move fast.
Escort Carriers
Carry 60 weightpoints of airunits. Less hitpoints than normal Carrier.
Carrier
Can carrie slighly more (120) compared to normal aircraft carrier
Mine
Immobile Axis unit. Fights like cruiser. Have high hide points. Laid out by axis minelayers Drache, Zeus and Legnano.
Greek militia
The only unit that can actually be produced in the scenario. Like rifle but worse. Cost 100Bps. Can be built in villages.
HL282 Kolibri
An experimental helicopter unit aboard the Drache. Only good for reconnaisance.
LR Reconnaisance
Air unit that is only usable for reconnaisance. Have large range and not easily shot down.
7 Events
Operation Accolade
From round 5 and forwards there is a 50 % chance each round of operation accolade happening. Operation Accolade was a proposed invasion of Rhodos. When this happens a large taskforce becomes available in Cyprus together with the 10th Indian division.
German U-boats
Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.
US units
The allied forces get some US airunits as reinforcements on round 2. These are withdrawn on round 5.
Italian Surrender event
When the allies/germans first land on a island occupied by italian forces there is a chance the italians will change sides /surrender (this event is not implemented yet).
8 Reinforcement list.
Very long. Will list this later.
9 Victory
Each location on the map is worth 1 VP (except offmap locations).
Scenario lasts 11 rounds. On round 12 the player with the most victory points win.
Dodecanese Campaign 1943
1 Background
1.1 Scale
Units are at company and battalion scale with task force HQs. Ships are individual except for torpedo boats which are each 1-3 units. Aircraft are at squad level.
Each round lasts 5 days.
2 Rule Changes
Naval speed is separated into 3 different speeds. Low speed, normal speed and fast speed.
All aircraft have more than twice the normal range.
3 Production & Research
There is no research in this scenario.
Off map supply centers produce huge amounts of supply. Villages have 500 BPs. They can only produce supply, PP and greek militia.
4 Locations terrain etc
Villages do not function as airports or as ports.
Only airfields work as airfields. Only makeshift ports work as ports.
5 Peoples
The scenario contains the following peoples.
Germans
British
Indians
Greek
Battle at 35 % for the Axis. Battle at 100 % for the allies.
American/US
The US lends the british a hand with some air units. These dissapear at round 5.
Italians
Battle at 50 % for the axis. Battle at 35 % for the allies.
6 New SFTs and changed SFTs
Minelayers
Can each lay three mines. Normal Speed. Very fragile. The Drache minelayer can also carry 10 weightpoints of airunits (the HL282 Kolibri).
Torpedo Boats
Moves fast. High Kill ratio but low retreat ratio. High initiative. Fragile
Landing ships
Carry 20 weighpoints. Move fast.
Escort Carriers
Carry 60 weightpoints of airunits. Less hitpoints than normal Carrier.
Carrier
Can carrie slighly more (120) compared to normal aircraft carrier
Mine
Immobile Axis unit. Fights like cruiser. Have high hide points. Laid out by axis minelayers Drache, Zeus and Legnano.
Greek militia
The only unit that can actually be produced in the scenario. Like rifle but worse. Cost 100Bps. Can be built in villages.
HL282 Kolibri
An experimental helicopter unit aboard the Drache. Only good for reconnaisance.
LR Reconnaisance
Air unit that is only usable for reconnaisance. Have large range and not easily shot down.
7 Events
Operation Accolade
From round 5 and forwards there is a 50 % chance each round of operation accolade happening. Operation Accolade was a proposed invasion of Rhodos. When this happens a large taskforce becomes available in Cyprus together with the 10th Indian division.
German U-boats
Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.
US units
The allied forces get some US airunits as reinforcements on round 2. These are withdrawn on round 5.
Italian Surrender event
When the allies/germans first land on a island occupied by italian forces there is a chance the italians will change sides /surrender (this event is not implemented yet).
8 Reinforcement list.
Very long. Will list this later.
9 Victory
Each location on the map is worth 1 VP (except offmap locations).
Scenario lasts 11 rounds. On round 12 the player with the most victory points win.
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- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: Dodecanese Campaign 1943
No, I don't want it so, but I was just wondering if you had thought about attacks from air units and also artillery units. It's not really historical or realistic to allow them ot be attacked by these means.
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
RE: Dodecanese Campaign 1943
Kind of figured that.
Well. i pretty much agree. The engine doesnt seem to allow for really good sea mines. Still i think the benefits in gameplay overweights the flaws. The mines will be in form of a game variant so that people who dont like them can deselect them.
In any case i dont think air attacking will be an issue anyhow since mines will only be used in human vs human games (because they are actioncards) and it would be unwise for an human to attack mines with aircraft (since they have cruiser stats).
I realize it will not be really historical, but still, i think they will make a nice addition.
Btw. Looking for a playtester for this. You wouldnt be interested in a game? Its a short scenario (11 rounds).
Well. i pretty much agree. The engine doesnt seem to allow for really good sea mines. Still i think the benefits in gameplay overweights the flaws. The mines will be in form of a game variant so that people who dont like them can deselect them.
In any case i dont think air attacking will be an issue anyhow since mines will only be used in human vs human games (because they are actioncards) and it would be unwise for an human to attack mines with aircraft (since they have cruiser stats).
I realize it will not be really historical, but still, i think they will make a nice addition.
Btw. Looking for a playtester for this. You wouldnt be interested in a game? Its a short scenario (11 rounds).
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com
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RE: Dodecanese Campaign 1943
Here is the reinforcement list
[font="times new roman"]8 Reinforcement list.[/font][/b]
[font="times new roman"]8.1 Allied reinforcements[/font]
[font="times new roman"]Round 2[/b] – Unruly (SUB), US-B17, US B-24, 2*US P-38, Royal Engineer Battalion[/font]
[font="times new roman"]Round 3[/b] – Aldenham, Fury, Miroulis, Panther, Themistocles (DD), Aurora, Carlisle, Dido, Penelope and Sirus (CRU), Torbay (SUB)[/font]
[font="times new roman"]Round 4[/b] – Rockwood, Hursley, Penn, Petard, Dulverton (DD), Koritza (TR).[/font]
[font="times new roman"]Round 5[/b] – 2nd Hvy AA Battalion, 41st Light AA Battalion, 50 % chance of 4th/13th Frontier Forces Battalion[/font]
[font="times new roman"]Round 7[/b] – Escort Carriers Attacker and Hunter with airforces, B,C & D Comp of 11th Parachute Battalion[/font]
[font="times new roman"]Round 9[/b] – Pola, Eolas, Krakowiak (DD)[/font]
[font="times new roman"]Operation Accolade forces[/font][/b]
[font="times new roman"]42nd and 43rd landing ship flotillas, Howe (BB with DD escorts), Formidable (CV with DD escorts and aircraft), [/font]
[font="times new roman"]Indian 10th Infantry division HQ, 8 Infantry battalions, 3 Artillery battalions, 1 Anti tank battalion, 1 commando battalion, 1 Recon battalion[/font]
[font="times new roman"]8.2 Axis Reinforcements[/font]
[font="times new roman"]Round 3[/b] –12th and 21st T-Boat Flotilla, Olympus, Savona, Kari, Trapiani, Schfinno (TR), Landing Ship Flotilla, Drache (Minelayer), Ingegerd (TR with T-boat and landing ship escort), Aschoff HQ, Saldern HQ, 780th Eng Company, 4infantry Battalions, 2nd, 3rd and 4th Luftwaffe infantry Company, 1st and 15th Par Company, [/font]
[font="times new roman"]Round 4[/b] – Olympa (TR) with 9th and 10th Kriegsmarine infantry Company.[/font]
[font="times new roman"]Round 5[/b] – 4* BF109, 3* JU87, 1* Machi202, 3*HE111, Sinfra (TR) and 1st/21st Luftwaffe inf Comp [/font]
[font="times new roman"]Round 6[/b] – Gertrude (TR) Jaeger HQ, 14th Par Company, 3rd Jaeger Bat, 88mm Battery, I/KG100 and II/KG 100[/font]
[font="times new roman"]Round 8[/b] – 15th, 16th and 17th T-boats, Landing Ship, 2nd Par Company, 3rd Company/1st Bat/Brandenburg Div [/font]
[font="times new roman"]8.3 German Airforce reinforcements[/font]
[font="times new roman"]After round 1 the germans recieve aerial reinforcements in mainland greece after the following formula. 2*50 % chance of 2 fighters, 1*50 % chance of 2 divebombers and 1*50 % chance of 2 levelbombers.[/font]
[font="times new roman"]8.4 German U-boats[/font]
[font="times new roman"]Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.[/font]
[font="times new roman"]8 Reinforcement list.[/font][/b]
[font="times new roman"]8.1 Allied reinforcements[/font]
[font="times new roman"]Round 2[/b] – Unruly (SUB), US-B17, US B-24, 2*US P-38, Royal Engineer Battalion[/font]
[font="times new roman"]Round 3[/b] – Aldenham, Fury, Miroulis, Panther, Themistocles (DD), Aurora, Carlisle, Dido, Penelope and Sirus (CRU), Torbay (SUB)[/font]
[font="times new roman"]Round 4[/b] – Rockwood, Hursley, Penn, Petard, Dulverton (DD), Koritza (TR).[/font]
[font="times new roman"]Round 5[/b] – 2nd Hvy AA Battalion, 41st Light AA Battalion, 50 % chance of 4th/13th Frontier Forces Battalion[/font]
[font="times new roman"]Round 7[/b] – Escort Carriers Attacker and Hunter with airforces, B,C & D Comp of 11th Parachute Battalion[/font]
[font="times new roman"]Round 9[/b] – Pola, Eolas, Krakowiak (DD)[/font]
[font="times new roman"]Operation Accolade forces[/font][/b]
[font="times new roman"]42nd and 43rd landing ship flotillas, Howe (BB with DD escorts), Formidable (CV with DD escorts and aircraft), [/font]
[font="times new roman"]Indian 10th Infantry division HQ, 8 Infantry battalions, 3 Artillery battalions, 1 Anti tank battalion, 1 commando battalion, 1 Recon battalion[/font]
[font="times new roman"]8.2 Axis Reinforcements[/font]
[font="times new roman"]Round 3[/b] –12th and 21st T-Boat Flotilla, Olympus, Savona, Kari, Trapiani, Schfinno (TR), Landing Ship Flotilla, Drache (Minelayer), Ingegerd (TR with T-boat and landing ship escort), Aschoff HQ, Saldern HQ, 780th Eng Company, 4infantry Battalions, 2nd, 3rd and 4th Luftwaffe infantry Company, 1st and 15th Par Company, [/font]
[font="times new roman"]Round 4[/b] – Olympa (TR) with 9th and 10th Kriegsmarine infantry Company.[/font]
[font="times new roman"]Round 5[/b] – 4* BF109, 3* JU87, 1* Machi202, 3*HE111, Sinfra (TR) and 1st/21st Luftwaffe inf Comp [/font]
[font="times new roman"]Round 6[/b] – Gertrude (TR) Jaeger HQ, 14th Par Company, 3rd Jaeger Bat, 88mm Battery, I/KG100 and II/KG 100[/font]
[font="times new roman"]Round 8[/b] – 15th, 16th and 17th T-boats, Landing Ship, 2nd Par Company, 3rd Company/1st Bat/Brandenburg Div [/font]
[font="times new roman"]8.3 German Airforce reinforcements[/font]
[font="times new roman"]After round 1 the germans recieve aerial reinforcements in mainland greece after the following formula. 2*50 % chance of 2 fighters, 1*50 % chance of 2 divebombers and 1*50 % chance of 2 levelbombers.[/font]
[font="times new roman"]8.4 German U-boats[/font]
[font="times new roman"]Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.[/font]
My Advanced Tactics Mod page
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- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: Dodecanese Campaign 1943
ORIGINAL: Grymme
Kind of figured that.
Well. i pretty much agree. The engine doesnt seem to allow for really good sea mines. Still i think the benefits in gameplay overweights the flaws. The mines will be in form of a game variant so that people who dont like them can deselect them.
In any case i dont think air attacking will be an issue anyhow since mines will only be used in human vs human games (because they are actioncards) and it would be unwise for an human to attack mines with aircraft (since they have cruiser stats).
I realize it will not be really historical, but still, i think they will make a nice addition.
Btw. Looking for a playtester for this. You wouldnt be interested in a game? Its a short scenario (11 rounds).
Sure, I'll give it a shot. I'm not well learned on the history of this campaign but I'll make a go of it.
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
RE: Dodecanese Campaign 1943
No problems. You dont need any special knowledge about history to play it. Which side would you like to play? Both sides are pretty equal in ground forces. The germans have more airforces and the allies have more naval power. The ground forces of the scenario are quite weak. The scenario should provide a very intense interaction between ground air and naval power.
The germans start pretty much in controll of the starting field so the allies have to be quite aggressive.
If you PM me your email and which side you want to play ill send it over tonight.
Scenario should be more or less finished, but there could be balancing issues.
The germans start pretty much in controll of the starting field so the allies have to be quite aggressive.
If you PM me your email and which side you want to play ill send it over tonight.
Scenario should be more or less finished, but there could be balancing issues.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com
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RE: Dodecanese Campaign 1943
@Grymme
The solution for your mines is nice, but isn´t it the case that each time you use the mines card ALL your minelayers place mines
whereever trhey are (even in own ports and waters) ?
Thi sis not flexible enough. You must place ALL your minelayers in the area you want to have the mines, then use the card, or ?
Needs a lot of good timing and luck.
Btw, i think there are several ways to get working mines.
1. You can make the mines just with a delay effect (changing the movement costs to +100% for example)
Here you would have to change the terrain by event to lets say "mined waters".
2. Make it as you used them and let the mines be Kamikaze. One time attack like rockets with good damage against ships
3. Use them simply for blocking the path. No ship can attack or destroy them EXCEPT the MINESWEEPER. This should be the only
ship that can effectively fight the mines. Just by attacking and destroying them.
You see there are many solutions posssible. When i played around with i got at least some nice working land mines
long time ago.
The solution for your mines is nice, but isn´t it the case that each time you use the mines card ALL your minelayers place mines
whereever trhey are (even in own ports and waters) ?
Thi sis not flexible enough. You must place ALL your minelayers in the area you want to have the mines, then use the card, or ?
Needs a lot of good timing and luck.
Btw, i think there are several ways to get working mines.
1. You can make the mines just with a delay effect (changing the movement costs to +100% for example)
Here you would have to change the terrain by event to lets say "mined waters".
2. Make it as you used them and let the mines be Kamikaze. One time attack like rockets with good damage against ships
3. Use them simply for blocking the path. No ship can attack or destroy them EXCEPT the MINESWEEPER. This should be the only
ship that can effectively fight the mines. Just by attacking and destroying them.
You see there are many solutions posssible. When i played around with i got at least some nice working land mines
long time ago.
RE: Dodecanese Campaign 1943
Hi Seille
No actually that is not a problem. I used a separate SFT number for each minelayer (there are only 3 in the scenario and no production). Since the event checks for the SFT type then only that hex which contains each separate minelayer lays a mine). This sollution would obviously not work for a producing SFT but works fine for this limited scenario.
As of now they can only block the path since i have not found a way of the moving enemy unit being forced to attack the mines. But in the scope of the scenario it is still usefull. YOu can for example block certain straits or mine all entrances to certain harbours making reinforcement difficult.
I am not finished with the scenario yet. We will see. Am in italy until sunday. Then i will continue.
No actually that is not a problem. I used a separate SFT number for each minelayer (there are only 3 in the scenario and no production). Since the event checks for the SFT type then only that hex which contains each separate minelayer lays a mine). This sollution would obviously not work for a producing SFT but works fine for this limited scenario.
As of now they can only block the path since i have not found a way of the moving enemy unit being forced to attack the mines. But in the scope of the scenario it is still usefull. YOu can for example block certain straits or mine all entrances to certain harbours making reinforcement difficult.
I am not finished with the scenario yet. We will see. Am in italy until sunday. Then i will continue.
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30+ scenarios, maps and mods for AT and AT:G
RE: Dodecanese Campaign 1943
First testgame is underway. It seems fun, although it really is a bloodbath. British landforces might be a little weak for their offensive part (but such was the case in real life also).
Updated this scenario a little.
- Beefed up the coastwatcher companies a little.
- Changed placement of German paratroopers to coincide with the place where the transports arrive.
- Gave destroyers a little more AA. (12 instead of 10).
- Changed transporter range from air8 to air6.
- Changed supply capacity of all aeral units so they can carry 2 rounds of supply instead of 1.
- Gave the Kolibri its own movement type to slow it down a little.
- Changed cost of PP from 500 to 2500.
- Gave the allies 50 % chance of recieving a fighter squad and 50 % chance of a levelbomber group each round after round 2.
- Light Cruisers can carry 20 inf
- Battleship can carry 50.
Anyone who has the scenario already and want an updated scenariofile can email me.
Updated this scenario a little.
- Beefed up the coastwatcher companies a little.
- Changed placement of German paratroopers to coincide with the place where the transports arrive.
- Gave destroyers a little more AA. (12 instead of 10).
- Changed transporter range from air8 to air6.
- Changed supply capacity of all aeral units so they can carry 2 rounds of supply instead of 1.
- Gave the Kolibri its own movement type to slow it down a little.
- Changed cost of PP from 500 to 2500.
- Gave the allies 50 % chance of recieving a fighter squad and 50 % chance of a levelbomber group each round after round 2.
- Light Cruisers can carry 20 inf
- Battleship can carry 50.
Anyone who has the scenario already and want an updated scenariofile can email me.
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com
30+ scenarios, maps and mods for AT and AT:G
http://atgscenarios.wordpress.com
30+ scenarios, maps and mods for AT and AT:G
RE: Dodecanese Campaign 1943
Here is an updated briefing.
[font="times new roman"]Dodecanese [/b]Campaign[/b] 1943[/b][/font]
[font="times new roman"] [/font][/b]
[font="times new roman"] [/font][/b]
[font="times new roman"] [/font][/b]
[font="times new roman"]1 Background[/font][/b]
[font="times new roman"]This scenario simulates the british campaign for the dodecanese islands in the autumn of 1943. After the italian surrender the italian forces in the islands were demoralized and ready to surrender. A pet project of his Winston Churchill decided to go against the wishes of his allies and advisors and launch a campaign against the islands. The germans however decided that control of the islands were esential for the protection of Greece and launched a devastating counter offensive.[/font]
[font="times new roman"]1.1 Scale[/font]
[font="times new roman"]Scenario starts on the 8th of september 1943. [/font]
[font="times new roman"]Units are at company and battalion scale with task force HQs. Ships are individual except for torpedo boats which are each 1-3 units. Aircraft are at squad level. Each infantry SFT represents 5-20 men.[/font]
[font="times new roman"]Each round lasts 5 days.[/font]
[/b]
[font="times new roman"]2 Rule Changes[/font][/b]
[font="times new roman"]Naval speed is separated into 3 different speeds. Low speed, normal speed and fast speed.[/font]
[font="times new roman"]All aircraft have more than twice the normal range. Transports have extra range. All aircraft can carry 2 rounds of supply.[/font]
[font="times new roman"]Basic infantry can carry 3 rounds of supply (staff, rifle, smg, paratrooper). Heavy infantry can carry 2 rounds of supply (MG, Bazooka, Mortar). Scouts can carry 4 rounds of supply.[/font]
[font="times new roman"]3 Production & Research[/font][/b]
[font="times new roman"]There is no research in this scenario.[/font]
[font="times new roman"]Off map supply centers produce huge amounts of supply. Villages have 500 BPs. They can only produce supply, PP and greek militia.[/font]
[font="times new roman"]Production points cost 2500 BPs.[/font]
[font="times new roman"]4 Locations terrain etc[/font][/b]
[font="times new roman"]Villages do not function as airports or as ports.[/font]
[font="times new roman"]Only airfields work as airfields. Only makeshift ports work as ports.[/font]
[font="times new roman"]Airports are producable but cost 20PPs to build. Incidentaly the Allied regime starts with 20 PPs.[/font]
[font="times new roman"]5 Peoples[/font][/b]
[font="times new roman"]The scenario contains the following peoples.[/font]
[font="times new roman"]Germans[/font]
[font="times new roman"]British[/font]
[font="times new roman"]Indians[/font]
[font="times new roman"]Greek[/font]
[font="times new roman"]Battle at 35 % for the Axis. Battle at 100 % for the allies.[/font]
[font="times new roman"]American/US[/font]
[font="times new roman"]The US lends the british a hand with some air units. These dissapear at round 5.[/font]
[font="times new roman"]Polish[/font]
[font="times new roman"]Italians[/font]
[font="times new roman"]Battle at 50 % for the axis. Battle at 35 % for the allies.[/font]
[font="times new roman"]6 New SFTs and changed SFTs[/font][/b]
[font="times new roman"]Battleship[/font]
[font="times new roman"]Have an AA range of 1. Can carry 50. Otherwise like normal battleship.[/font]
[font="times new roman"]Destroyer[/font]
[font="times new roman"]Moves fast. Slightly better AA value (12 as opposed to 10) than in the normal game.[/font]
[font="times new roman"]Minelayers[/font]
[font="times new roman"]Can each lay three mines. Normal Speed. Very fragile. The Drache minelayer can also carry 10 weightpoints of airunits (the HL282 Kolibri).[/font]
[font="times new roman"]Torpedo Boats[/font]
[font="times new roman"]Moves fast. High Kill ratio but low retreat ratio. High initiative. Fragile. Good recon value and some hidevalue.[/font]
[font="times new roman"]Landing ships[/font]
[font="times new roman"]Carry 20 weighpoints. Move fast.[/font]
[font="times new roman"]Escort Carriers[/font]
[font="times new roman"]Carry 60 weightpoints of airunits. Less hitpoints than normal Carrier.[/font]
[font="times new roman"]Carrier[/font]
[font="times new roman"]Can carry slighly more (120) compared to normal aircraft carrier. Have AA value equal to FlakII and an AA range of 1.[/font]
[font="times new roman"]Mine[/font]
[font="times new roman"]Immobile Axis unit. Fights like cruiser. Have high hide points. Laid out by axis minelayers Drache, Zeus and Legnano.[/font]
[font="times new roman"]Greek militia[/font]
[font="times new roman"]The only unit that can actually be produced in the scenario. Like rifle but worse. Cost 250Bps. Can be built in villages.[/font]
[font="times new roman"]HL282 Kolibri[/font]
[font="times new roman"]An experimental helicopter unit aboard the Drache. Only good for reconnaisance.[/font]
[font="times new roman"]LR Reconnaisance[/font]
[font="times new roman"]Air unit that is only usable for reconnaisance. Have large range and not easily shot down.[/font]
[font="times new roman"]Torpedo bombers[/font]
[font="times new roman"]Air unit specialized in attacking naval units. Good against these. Pretty worthless in bombarding land units. (HE111 and Wellingtons).[/font]
[font="times new roman"]Lgt Cruisers[/font]
[font="times new roman"]Like normal cruisers but have an AA range of 1 instead of 0. Can carry 20 inf.[/font]
[font="times new roman"]Cargoships[/font]
[font="times new roman"]Can carry 80 weightpoints.[/font]
[font="times new roman"]7 Events[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]Operation Accolade[/font]
[font="times new roman"]From round 5 and forwards there is a 50 % chance each round of operation accolade happening. Operation Accolade was a proposed invasion of Rhodos. When this happens a large taskforce becomes available in Cyprus together with the 10th Indian division.[/font]
[font="times new roman"]German U-boats[/font]
[font="times new roman"]Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.[/font]
[font="times new roman"]US units[/font]
[font="times new roman"]The allied forces get some US airunits as reinforcements on round 2. These are withdrawn on round 5.[/font]
[font="times new roman"]Italian Surrender event[/font]
[font="times new roman"]When the allies/germans first land on a island occupied by italian forces there is a chance the italians will change sides /surrender (this event is not implemented yet).[/font]
[font="times new roman"]8 Reinforcement list.[/font][/b]
[font="times new roman"]8.1 Allied reinforcements[/font]
[font="times new roman"]Round 2[/b] – Unruly (SUB), US-B17, US B-24, 2*US P-38, Royal Engineer Battalion[/font]
[font="times new roman"]Round 3[/b] – Aldenham, Fury, Miroulis, Panther, Themistocles (DD), Aurora, Carlisle, Dido, Penelope and Sirus (CRU), Torbay (SUB)[/font]
[font="times new roman"]Round 4[/b] – Rockwood, Hursley, Penn, Petard, Dulverton (DD), Koritza (TR).[/font]
[font="times new roman"]Round 5[/b] – 2nd Hvy AA Battalion, 41st Light AA Battalion, 50 % chance of 4th/13th Frontier Forces Battalion, 40th and 70th Wellington Sq.[/font]
[font="times new roman"]Round 7[/b] – Escort Carriers Attacker and Hunter with airforces, B,C & D Comp of 11th Parachute Battalion[/font]
[font="times new roman"]Round 9[/b] – Pola, Eolas, Krakowiak (DD)[/font]
[font="times new roman"]Operation Accolade forces[/font][/b]
[font="times new roman"]42nd and 43rd landing ship flotillas, Howe (BB with DD escorts), Formidable (CV with DD escorts and aircraft), [/font]
[font="times new roman"]Indian 10th Infantry division HQ, 8 Infantry battalions, 3 Artillery battalions, 1 Anti tank battalion, 1 commando battalion, 1 Recon battalion[/font]
[font="times new roman"]8.2 Axis Reinforcements[/font]
[font="times new roman"]Round 3[/b] –12th and 21st T-Boat Flotilla, Olympus, Savona, Kari, Trapiani, Schfinno (TR), Landing Ship Flotilla, Drache (Minelayer), Ingegerd (TR with T-boat and landing ship escort), Aschoff HQ, Saldern HQ, 780th Eng Company, 4infantry Battalions, 2nd, 3rd and 4th Luftwaffe infantry Company, 1st and 15th Par Company, [/font]
[font="times new roman"]Round 4[/b] – Olympa (TR) with 9th and 10th Kriegsmarine infantry Company.[/font]
[font="times new roman"]Round 5[/b] – 4* BF109, 3* JU87, 1* Machi202, 3*HE111, Sinfra (TR) and 1st/21st Luftwaffe inf Comp [/font]
[font="times new roman"]Round 6[/b] – Gertrude (TR) Jaeger HQ, 14th Par Company, 3rd Jaeger Bat, 88mm Battery, I/KG100 and II/KG 100[/font]
[font="times new roman"]Round 8[/b] – 15th, 16th and 17th T-boats, Landing Ship, 2nd Par Company, 3rd Company/1st Bat/Brandenburg Div [/font]
[font="times new roman"]8.3 German Airforce reinforcements[/font]
[font="times new roman"]After round 1 the germans recieve aerial reinforcements in mainland greece after the following formula. 50 % chance of a fighter, 500 % chance of a divebomber and 50 % chance of a levelbomber and 50 % chance of a torpedo bomber squadron.[/font]
[font="times new roman"]8.4 British Airforce reinforcements[/font]
[font="times new roman"]After round 2 the allies recieve aerial reinforcements after the following formula. 50 % chance of a fighter squadron and 50 % chance of a levelbomber group.[/font]
[font="times new roman"]8.5 German U-boats[/font]
[font="times new roman"]Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.[/font]
[/b]
[font="times new roman"]9 Game options[/font][/b]
[font="times new roman"]Axis/allies replacements[/font]
[font="times new roman"]With either of these options checked the side gets 10 riflemen as replacements each round. Allied replacements arrive in Cyprus. Axis replacements arrive in mainland greece.[/font]
[/b]
[font="times new roman"]Mines[/font]
[font="times new roman"]Unchecking this option disables the minelayers ability to lay mines.[/font]
[font="times new roman"]Count allied naval losses[/font]
[font="times new roman"]If this option is checked then allied major naval losses are each added as a VP for the Axis player towards victory. Destroyed Battleships, Carriers, Escort Carriers and Cruisers each add 1 VP to the axis total.[/font]
[/b]
[font="times new roman"]10 Victory[/font][/b]
[/b]
[font="times new roman"]Each location on the map is worth 1 VP (except offmap locations).[/font]
[font="times new roman"]If naval options losses is checked then destroying certain alled naval units is worth 1 VP for the axis.[/font]
[font="times new roman"]Scenario lasts 11 rounds (after the allied initial round). On round 12 the player with the most victory points win.[/font]
[font="times new roman"]Dodecanese [/b]Campaign[/b] 1943[/b][/font]
[font="times new roman"] [/font][/b]
[font="times new roman"] [/font][/b]
[font="times new roman"] [/font][/b]
[font="times new roman"]1 Background[/font][/b]
[font="times new roman"]This scenario simulates the british campaign for the dodecanese islands in the autumn of 1943. After the italian surrender the italian forces in the islands were demoralized and ready to surrender. A pet project of his Winston Churchill decided to go against the wishes of his allies and advisors and launch a campaign against the islands. The germans however decided that control of the islands were esential for the protection of Greece and launched a devastating counter offensive.[/font]
[font="times new roman"]1.1 Scale[/font]
[font="times new roman"]Scenario starts on the 8th of september 1943. [/font]
[font="times new roman"]Units are at company and battalion scale with task force HQs. Ships are individual except for torpedo boats which are each 1-3 units. Aircraft are at squad level. Each infantry SFT represents 5-20 men.[/font]
[font="times new roman"]Each round lasts 5 days.[/font]
[/b]
[font="times new roman"]2 Rule Changes[/font][/b]
[font="times new roman"]Naval speed is separated into 3 different speeds. Low speed, normal speed and fast speed.[/font]
[font="times new roman"]All aircraft have more than twice the normal range. Transports have extra range. All aircraft can carry 2 rounds of supply.[/font]
[font="times new roman"]Basic infantry can carry 3 rounds of supply (staff, rifle, smg, paratrooper). Heavy infantry can carry 2 rounds of supply (MG, Bazooka, Mortar). Scouts can carry 4 rounds of supply.[/font]
[font="times new roman"]3 Production & Research[/font][/b]
[font="times new roman"]There is no research in this scenario.[/font]
[font="times new roman"]Off map supply centers produce huge amounts of supply. Villages have 500 BPs. They can only produce supply, PP and greek militia.[/font]
[font="times new roman"]Production points cost 2500 BPs.[/font]
[font="times new roman"]4 Locations terrain etc[/font][/b]
[font="times new roman"]Villages do not function as airports or as ports.[/font]
[font="times new roman"]Only airfields work as airfields. Only makeshift ports work as ports.[/font]
[font="times new roman"]Airports are producable but cost 20PPs to build. Incidentaly the Allied regime starts with 20 PPs.[/font]
[font="times new roman"]5 Peoples[/font][/b]
[font="times new roman"]The scenario contains the following peoples.[/font]
[font="times new roman"]Germans[/font]
[font="times new roman"]British[/font]
[font="times new roman"]Indians[/font]
[font="times new roman"]Greek[/font]
[font="times new roman"]Battle at 35 % for the Axis. Battle at 100 % for the allies.[/font]
[font="times new roman"]American/US[/font]
[font="times new roman"]The US lends the british a hand with some air units. These dissapear at round 5.[/font]
[font="times new roman"]Polish[/font]
[font="times new roman"]Italians[/font]
[font="times new roman"]Battle at 50 % for the axis. Battle at 35 % for the allies.[/font]
[font="times new roman"]6 New SFTs and changed SFTs[/font][/b]
[font="times new roman"]Battleship[/font]
[font="times new roman"]Have an AA range of 1. Can carry 50. Otherwise like normal battleship.[/font]
[font="times new roman"]Destroyer[/font]
[font="times new roman"]Moves fast. Slightly better AA value (12 as opposed to 10) than in the normal game.[/font]
[font="times new roman"]Minelayers[/font]
[font="times new roman"]Can each lay three mines. Normal Speed. Very fragile. The Drache minelayer can also carry 10 weightpoints of airunits (the HL282 Kolibri).[/font]
[font="times new roman"]Torpedo Boats[/font]
[font="times new roman"]Moves fast. High Kill ratio but low retreat ratio. High initiative. Fragile. Good recon value and some hidevalue.[/font]
[font="times new roman"]Landing ships[/font]
[font="times new roman"]Carry 20 weighpoints. Move fast.[/font]
[font="times new roman"]Escort Carriers[/font]
[font="times new roman"]Carry 60 weightpoints of airunits. Less hitpoints than normal Carrier.[/font]
[font="times new roman"]Carrier[/font]
[font="times new roman"]Can carry slighly more (120) compared to normal aircraft carrier. Have AA value equal to FlakII and an AA range of 1.[/font]
[font="times new roman"]Mine[/font]
[font="times new roman"]Immobile Axis unit. Fights like cruiser. Have high hide points. Laid out by axis minelayers Drache, Zeus and Legnano.[/font]
[font="times new roman"]Greek militia[/font]
[font="times new roman"]The only unit that can actually be produced in the scenario. Like rifle but worse. Cost 250Bps. Can be built in villages.[/font]
[font="times new roman"]HL282 Kolibri[/font]
[font="times new roman"]An experimental helicopter unit aboard the Drache. Only good for reconnaisance.[/font]
[font="times new roman"]LR Reconnaisance[/font]
[font="times new roman"]Air unit that is only usable for reconnaisance. Have large range and not easily shot down.[/font]
[font="times new roman"]Torpedo bombers[/font]
[font="times new roman"]Air unit specialized in attacking naval units. Good against these. Pretty worthless in bombarding land units. (HE111 and Wellingtons).[/font]
[font="times new roman"]Lgt Cruisers[/font]
[font="times new roman"]Like normal cruisers but have an AA range of 1 instead of 0. Can carry 20 inf.[/font]
[font="times new roman"]Cargoships[/font]
[font="times new roman"]Can carry 80 weightpoints.[/font]
[font="times new roman"]7 Events[/font][/b]
[font="times new roman"] [/font]
[font="times new roman"]Operation Accolade[/font]
[font="times new roman"]From round 5 and forwards there is a 50 % chance each round of operation accolade happening. Operation Accolade was a proposed invasion of Rhodos. When this happens a large taskforce becomes available in Cyprus together with the 10th Indian division.[/font]
[font="times new roman"]German U-boats[/font]
[font="times new roman"]Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.[/font]
[font="times new roman"]US units[/font]
[font="times new roman"]The allied forces get some US airunits as reinforcements on round 2. These are withdrawn on round 5.[/font]
[font="times new roman"]Italian Surrender event[/font]
[font="times new roman"]When the allies/germans first land on a island occupied by italian forces there is a chance the italians will change sides /surrender (this event is not implemented yet).[/font]
[font="times new roman"]8 Reinforcement list.[/font][/b]
[font="times new roman"]8.1 Allied reinforcements[/font]
[font="times new roman"]Round 2[/b] – Unruly (SUB), US-B17, US B-24, 2*US P-38, Royal Engineer Battalion[/font]
[font="times new roman"]Round 3[/b] – Aldenham, Fury, Miroulis, Panther, Themistocles (DD), Aurora, Carlisle, Dido, Penelope and Sirus (CRU), Torbay (SUB)[/font]
[font="times new roman"]Round 4[/b] – Rockwood, Hursley, Penn, Petard, Dulverton (DD), Koritza (TR).[/font]
[font="times new roman"]Round 5[/b] – 2nd Hvy AA Battalion, 41st Light AA Battalion, 50 % chance of 4th/13th Frontier Forces Battalion, 40th and 70th Wellington Sq.[/font]
[font="times new roman"]Round 7[/b] – Escort Carriers Attacker and Hunter with airforces, B,C & D Comp of 11th Parachute Battalion[/font]
[font="times new roman"]Round 9[/b] – Pola, Eolas, Krakowiak (DD)[/font]
[font="times new roman"]Operation Accolade forces[/font][/b]
[font="times new roman"]42nd and 43rd landing ship flotillas, Howe (BB with DD escorts), Formidable (CV with DD escorts and aircraft), [/font]
[font="times new roman"]Indian 10th Infantry division HQ, 8 Infantry battalions, 3 Artillery battalions, 1 Anti tank battalion, 1 commando battalion, 1 Recon battalion[/font]
[font="times new roman"]8.2 Axis Reinforcements[/font]
[font="times new roman"]Round 3[/b] –12th and 21st T-Boat Flotilla, Olympus, Savona, Kari, Trapiani, Schfinno (TR), Landing Ship Flotilla, Drache (Minelayer), Ingegerd (TR with T-boat and landing ship escort), Aschoff HQ, Saldern HQ, 780th Eng Company, 4infantry Battalions, 2nd, 3rd and 4th Luftwaffe infantry Company, 1st and 15th Par Company, [/font]
[font="times new roman"]Round 4[/b] – Olympa (TR) with 9th and 10th Kriegsmarine infantry Company.[/font]
[font="times new roman"]Round 5[/b] – 4* BF109, 3* JU87, 1* Machi202, 3*HE111, Sinfra (TR) and 1st/21st Luftwaffe inf Comp [/font]
[font="times new roman"]Round 6[/b] – Gertrude (TR) Jaeger HQ, 14th Par Company, 3rd Jaeger Bat, 88mm Battery, I/KG100 and II/KG 100[/font]
[font="times new roman"]Round 8[/b] – 15th, 16th and 17th T-boats, Landing Ship, 2nd Par Company, 3rd Company/1st Bat/Brandenburg Div [/font]
[font="times new roman"]8.3 German Airforce reinforcements[/font]
[font="times new roman"]After round 1 the germans recieve aerial reinforcements in mainland greece after the following formula. 50 % chance of a fighter, 500 % chance of a divebomber and 50 % chance of a levelbomber and 50 % chance of a torpedo bomber squadron.[/font]
[font="times new roman"]8.4 British Airforce reinforcements[/font]
[font="times new roman"]After round 2 the allies recieve aerial reinforcements after the following formula. 50 % chance of a fighter squadron and 50 % chance of a levelbomber group.[/font]
[font="times new roman"]8.5 German U-boats[/font]
[font="times new roman"]Each round there is a 25% chance of the Axis player getting axcess to U565 and/or U596.[/font]
[/b]
[font="times new roman"]9 Game options[/font][/b]
[font="times new roman"]Axis/allies replacements[/font]
[font="times new roman"]With either of these options checked the side gets 10 riflemen as replacements each round. Allied replacements arrive in Cyprus. Axis replacements arrive in mainland greece.[/font]
[/b]
[font="times new roman"]Mines[/font]
[font="times new roman"]Unchecking this option disables the minelayers ability to lay mines.[/font]
[font="times new roman"]Count allied naval losses[/font]
[font="times new roman"]If this option is checked then allied major naval losses are each added as a VP for the Axis player towards victory. Destroyed Battleships, Carriers, Escort Carriers and Cruisers each add 1 VP to the axis total.[/font]
[/b]
[font="times new roman"]10 Victory[/font][/b]
[/b]
[font="times new roman"]Each location on the map is worth 1 VP (except offmap locations).[/font]
[font="times new roman"]If naval options losses is checked then destroying certain alled naval units is worth 1 VP for the axis.[/font]
[font="times new roman"]Scenario lasts 11 rounds (after the allied initial round). On round 12 the player with the most victory points win.[/font]
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com
30+ scenarios, maps and mods for AT and AT:G
http://atgscenarios.wordpress.com
30+ scenarios, maps and mods for AT and AT:G
