RE: Submitted Scenarios (Full Version)

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slaphappypappy -> RE: Submitted Scenarios (12/1/2018 11:38:03 PM)

Thanks for the scenarios Hailstone and wish you a speedy recovery as well!

Slaphappypappy




Hailstone -> RE: Submitted Scenarios (12/2/2018 1:51:00 AM)

It's all good. Had cancerous prostate removed so now I sit around and make TotH scenarios!


Here's one now...


Fauhgh a' Ballagh


Sinagoga Italy, May 16, 1944: The approach to Monte Cassino was agonizingly slow. The commanding
heights gave the Germans superb observation and fire positions. In the valleys, small rearguard
groups ensured that each hamlet had its bloodprice. For the Allies, the very narrowness of the
battlefield ensured the maximum support for each assault. The Irish Brigade's attack on Sinagoga
was preceeded by a full divisional bombardment. In the thunder of the barrage, many of the small
stone houses of the picturesque village were quickly destroyed. Sinagoga's defenders were not.

Game length: 8 turns

For the Germans to win they must hold 4 VPs.
For the Irish to win they must capture 4 VPs.

Germans: Squads, LMG's, PF's, AFV
Irish: Squads, LMG's, MMG, AFV's

Aftermath: Soon after the barrage lifted, the "Faughs" (so-called for their battery "Faugh a' Ballagh")
stormed the shattered village. The bombardment had knocked out all the mines and fixed antitank weapons
but had left the German troops and armor unaffected. Their fire, and the piles of rubble, so slowed the
Irish assault that it was more the orderly German retirement rather than the Allied advance which left
Sinagoga in Allied hands.


Source: ASL Scenario N, Faugh A' Ballagh




Hailstone -> RE: Submitted Scenarios (12/2/2018 6:30:32 PM)

Burzevo

Burzevo, 27 miles Southwest of the Kremlin, December 2, 1941: By the end of November,
Operation Typhoon had broken down; resolute Soviet resistance, exhaustion, and sub-zero
temperatures had almost completely halted the Germans. Along the Minsk-Moscow highway,
the fastest and most direct to the Russian capital, von Kluge's Fourth Army made a last
desperate attempt to dislodge the defending Russians by an encircling attack from the
south. The real progress was made by the 258th Infantry Division, whose spearheads managed
to capture the village of Burzevo on the afternoon of December 2nd. The battalion of the
47th regiment was ordered to hold there, its men anticipating a brief respite from the
-30 degree fahrenheit night. But at 0200 hours the Russians counterattacked...

Game length: 5 turns


For the Germans to win they must destroy 4 AFV's
For the Russians to win they must eliminate Squads and/or AFV's and/or AA Gun to get
required VP's.

Germans: Squads, MMG, LMG's, DC's, ATR, AA Gun, AFV's
Russians: AFV's


Aftermath: Amid blazing buildings and tanks the Infantry tackled the T-34's with demo
charges and grenade bundles, and with heavy losses to the defenders. That same day
Fourth Army suspended the offensive and ordered its units to withdraw back across the
Nara River. The trials of its own men, however, was far from over, the Russian Winter
Offensive was only days away.

Source: Insert for volume 15, No. 6 of the General, Scenario A, Burzevo




Hailstone -> RE: Submitted Scenarios (12/2/2018 6:32:16 PM)

Gambit

Maleme Crete, May 21, 1941: The New Zealanders had spent most of 20th May pinned down
by endless sweeps of German fighter aircraft. Communications were a shambles, casualties
were heavy, and local counterattacks simply failed. Colonel Andrew of the 5th New Zealand
Brigade opted to withdraw from the immediate area of Maleme airfield and regroup to the
southeast. The problem remained of how to draw back when the German paratroopers seemed
everywhere.

Game Length: 8 turns

For the New Zealanders to win they must exit 9 squads.
For the Germans to win they must eliminate 4 squads.

New Zealanders: Squads, MTR's, LMG's, ATR
Germans: Squads

Aftermath: The Germans swept down from the hill and surrounded one isolated platoon of the
New Zealanders. In so doing, they opened a corridor through which the rest of the 22nd
was able to pass. Colonel Andrew was able to regroup and hoped to retake the airfield the
following day. His hopes were soon to be fulfilled.


Source: ASL Scenario Q, Gambit




Big Ivan -> RE: Submitted Scenarios (12/3/2018 9:16:06 AM)

"It's all good. Had cancerous prostate removed so now I sit around and make TotH scenarios!"

Sam, hope you have a speedy recovery as I did. I had mine removed in 2016 just a week before Tigers on the Hunt came out.

Do what your doctors say, drink plenty of water and you'll pull through!

Good Luck, my thoughts and prayers are with you!

John[:)]




Hailstone -> RE: Submitted Scenarios (12/4/2018 12:57:44 AM)

Thank you, everyone, for your sentiments. I don't even know why I even mentioned it other than it's on my mind a lot.
TotH has been part of my recovery as I laid around with a catheter and collection bag and going crazy. I got so involved
with learning and using the Editor that I forgot to feel bad. I guess I owe Peter thanks for that. Anyway,


here's another scenario just for its recuperative powers!



The Factory

Aprilia Settlement, Central Italy, February 11, 1944: As the initial expansion
of the Allied beachhead at Anzio drew to a halt, the inevitable Germen counter
-attacks began. The main attacks concentrated on the Albano-Anzio highway around
the village of Carroceto and the Apprilia farm settlement known to the Allies as
the "Factory". The Factory finally fell to the Germans on the 9th after repeated
attacks. Realizing the importance of this position and the threat it presented to
the defense at Carroceto, the Allied command ordered a counterattack by the U.S.
45th Infantry Division.

Game Length: 8 turns

For the Germans to win they must hold 5 VP's.
For the Americans to win they must capture 10 VP's.

Germans: Squads, MMG's, LMG's, PF's, Radio (80mm), AFV
Americans: Squads, HMG, MMG's, BAZ's, AFV's

ASL Boards: 4, 12

Aftermath: The assault was handicapped from the start by a heavy rain which forced
the tank support to manuever very slowly for fear of bogging down in the soft ground.
Planned fire support also proved ineffective due to coordination problems with the
British artillery observers. Without artillery support to soften the German positions
which had been fortified during the intervening 24 hours, the men of the 179th failed
to fully dislodge the defenders from the ruins of the settlement. By the end of the day,
the Allies grudgingly cancelled all further attempts to retake the factory.

Source: ASL Scenario 38, The Factory




piotre -> RE: Submitted Scenarios (12/5/2018 1:57:59 PM)

quote:


ORIGINAL: Hailstone
Silence That Gun


I've found this easy (maybe even _too_ easy) to get a Major Victory as the Germans, but haven't had any success as the Americans yet.
Any idea for a good American strategy?

Thanks Hailstone for the nice sceanrios [;)]




Hailstone -> RE: Submitted Scenarios (12/5/2018 11:34:12 PM)

piotre, what I recall was that I divided the US force by placing 1/3 of the units in the middle area in the woods and the other 2/3's I placed
in the wooden buildings toward the left side of screen next to the road coming up from the bottom of the map. The US encountered only one
German squad on that side that was easily dispatched with all your fire power and best leader. Then I sneak across the road and enter the woods.
So we have 1/3 of US hidden in the woods south of the victory point hexes and 2/3 of US hidden in woods left of the VP hexes. I moved the US
troops in the south up to the edge of the woods to engage whatever is in the vp hex that will shoot at you. If those US squads survive - great
but if they break - no big deal. Their mission is to draw fire while the US squads hidden in woods to the left of the vp hexes advance to take the
building one hex at a time. Might not work on first try to take building but I kept attacking, advancing, and rallying until I took building. The squads
south of the building can keep attracting fire and firing into the VP hexes. As far as that AT gun, I never took it. Once I cleared the building the game
was already won and my playtesting completed - it works!


I'm glad you felt those scenarios were worth downloading. Thanks![:)]




piotre -> RE: Submitted Scenarios (12/6/2018 9:38:23 AM)

I'll try that, but fire from the German MGs in the fortified building is murderous [8|]




piotre -> RE: Submitted Scenarios (12/7/2018 4:02:52 PM)

Hi Hailstone, I'd like to report a possible bug in your "Silence that gun" scenario.

I was finally able to get an American major victory, by employing a "right hook" strategy.
I basically left some red herrings in the woods in front of the fortified buildings to attract the MG fire and, under cover of the woods on the right, I assaulted with the rest of my force first into the stone building containing the PaK gun and then the fortified buildings.

However, as you can see from the Victory status window, I got no credit for killing the German gun crew.
I believe this is because 10VPs are attributed to a hypothetical crew on the American side (which the Americans don’t have), while no VPs are attributed to the German crew.

You may want to check it out.
Again, thanks for the scenarios.


[image]local://upfiles/22328/C5ECA679CB244A36A2C6E50A4DDA7A02.jpg[/image]




Hailstone -> RE: Submitted Scenarios (12/7/2018 5:46:02 PM)

piotre, you are right, I got them crossed. You should be able to win by taking the two VPs or the AT gun to get the 10 vp's to win. I Don't know how to correct that on the forum because I would
need to replace the file already uploaded with the corrected version. I'll get with tech support for that. Anyway, I welcome all suggestions and/or criticisms to improve. Thanks man![:)]




rico21 -> RE: Submitted Scenarios (12/8/2018 3:19:09 AM)

[;)]
http://www.matrixgames.com/forums/tm.asp?m=4565499




Hailstone -> RE: Submitted Scenarios (12/8/2018 3:53:47 AM)

Thanks, Rico, I'll give it a shot. Meanwhile...


Weissenhof Crossroads


Schnee Eifel Region, Germany, December 16, 1944: As the Germans Ardennes Offensive got underway, the
62nd Volks Grenadiers Division opened its attack by hurling two regiments against the 424th Infantry
in an attempt to breakthrough at Winterspelt. The most serious threat developed at the Weissenhof
crossroads where the 424th Cannon Company armed only with small arms had been reinforced in an effort
to block any movements along the main road toward the town. By noon, the 190th Regiment had broken
through the north of the Cannon Company's position and occupied the high ground overlooking the road to
Winterspelt. The Germans now ordered their "mobile" battalion with support from assault guns to force
a breakthrough at the crossroads.

Game Length: 9 turns

Germans: Squads, MMG's, LMG's, FT, AFV's
Americans: Squads, HMG's, MMG's, BAZ's, MTR, AFV's

For the Germans to win they must exit 24 points in squads and/or AFV's
For the Americans to win they must prevent the Germans from exiting 24 points.

Aftermath: Outnumbered and in danger of encirclement, the cannoners and their rifle support from Company C
did well in their infantry role, holding the German assault back until finally being required to make a
fighting withdrawal toward Winterspelt. By dark, the German mobile battalion and infantry from 190th
Regiment were closing in on Winterspelt. There the remnants of the Cannon Company and the remaining
elements of the 1st Battalion stood to meet the Germans once again.


Source: ASL Scenario 36, Weisenhof Crossroads




Big Ivan -> RE: Submitted Scenarios (12/8/2018 9:50:16 AM)

Hailstone,

Thanks for revitalizing some of these old Squad Leader classics![&o]

It is appreciated!

Big Ivan[;)]




Hailstone -> RE: Submitted Scenarios (12/8/2018 3:41:07 PM)

Thank you, John. I was given 2 months off to recover and the worst is over, no more freakin catheter! I dug up from the attic a huge box full of old memories from Avalon Hill and
those scenarios that can be ported over to TotH AND that nobody else has accomplished I will attempt to bring to the TotH community as you have. It's a great way to occupy my time

and take my mind off stuff. I have a couple of projects and I'm trying to work out the kinks which are usually getting the AI to perform. There are more scenarios coming.
Again, thanks for the compliment, Big Ivan![:)]


Sam




Big Ivan -> RE: Submitted Scenarios (12/8/2018 6:56:46 PM)

Hey Sam, know full well what you mean about getting rid of the "freaking catheter"!

I thought I was reborn on that day in 2016!![&o]

Good luck with the rest of the recovery!![;)]




piotre -> RE: Submitted Scenarios (12/9/2018 2:42:36 PM)

Hi Hailstone, sorry to be a pain, but I believe you've re-uploaded the same old version of "Silence that Gun".
The one that's up is still dated 11/30/2018 and the VP swap for the crews is still there.

Cheers,
Pietro




Hailstone -> RE: Submitted Scenarios (12/9/2018 4:08:33 PM)

Piotre, thanks for the catch.[:)]



To make amends for my screw up I've added another scenario...



The Defense of Luga


South of Leningrad, July 19, 1941: As the panzers drove deeper into Russia, intent on
even greater encirclements, many potentially dangerous Russian armored groups were bypassed.
The German infantry, being primarily foot or horse bound, was forced to keep up as best they
could to safeguard the panzer's lines of communications. Hence, when the Russians attempted
to break out, their armored attacks often had to be dealt with, not by their armored counter-
parts, but by infantry and anti-tank units. One such instance occurred at Luga, where elements of
the German 269th Infantry Division were assigned to hold the western approaches to the German drive
on Leningrad. Desperate to stop or delay the advance, bypassed remnants of the 21st Tank Division,
16th Rifle division, and the 2nd DNO (a militia unit), were hastily declared Operational Group Luga
and ordered to take the city.

Game Length: 13 turns

For the Russians to win they must capture 16 VP stone buildings.
For the Germans to win they must keep the Russians from capturing 16 VP stone buildings.

Russians: Squads, MMG's, LMG's, ATR, AFV's
Germans: Squads, HMG's, MMG's, LMG's, AA guns, AT guns

ASL Boards used: #1, #3, #4, #5


Aftermath: The Russian attack, though supported by an assortment of tanks, was stopped on the out-
skirts of the town. German anti-tank guns dispatched the Soviet armor which blundered forward piece-
meal with relative ease, while the Russian infantry, lacking solid leadership, were repulsed by far
fewer Germans. The result was decisive, but had the Russians better planned their assault, it could
have gone the other way.


Source: ASL Scenario 18, The Defense of Luga





piotre -> RE: Submitted Scenarios (12/9/2018 9:18:04 PM)

All is good now, thanks.

Ah, the Defense of Luga... the memories [;)]




Hailstone -> RE: Submitted Scenarios (12/10/2018 1:12:21 AM)

And the hits just keep on coming...


Action at Kommerscheidt


Kommerscheidt, Germany, November 4, 1944: By October 1944 the American Army had ripped two large
holes in the Siegfried Line at Aachen and Roetgen. The next step called for a limited flanking operation in the
Huertgen Forest. The 28th Division was ordered to carry out this attack with the initial objective being
the town of Schmidt. Although the town fell easily to the division's attack, a strong German counterattack
soon followed and routed the Schmidt defenders. Moreover, the German attack continued and threatened to
overrun the next defensive line located in the small village of Kommerscheidt.

Game Length: 9 turns

For the Germans to win they must capture the town of Kommerscheidt.
For the Americans to win they must hold on to the town.

Germans: Squads, MMG's, LMG's, PF's, Radio
Americans: Squads, MMG's, MTR, BAZ's, Radio

Boards: #5, #12 with B, C, & D overlays from GI Anvil of Victory

Aftermath: As the German attack formed up in a wooded draw to the south, two Shermans pulled up on a
slight rise west of the village and fired on the oncoming panzers, scoring two quick kills. Meanwhile, a Panther
took up the position in an orchard to the east of the village but was met by a third Sherman which set it ablaze
after scaring the crew into abandoning the vehicle with several HE direct hits. This stalled the attack on the left
and the Germans began to fall back. On the opposite side of the village, two more German tanks had pinned
down the defenders when P-47's suddenly appeared. They succeeded in immobilizing one tank while scaring off
the other. A bazooka team finished off the immobile tank as the remainder of the German column retreated to
Schmidt under heavy artillery fire.


Source: ASL Scenario 43, Action at Kommerscheidt





Hailstone -> RE: Submitted Scenarios (12/10/2018 8:29:55 PM)

Night Battle at Noromaryevka


At the village of Noromaryevka, January 1st, 1943: In an effort to threaten Rostov from the northwest, the
Russian XXV Tank Corps launched its '42-'43 winter offensive on Army Group Don in an attempt to strike
at the rear of Army Detachment "Hollidt." Misled by the slight resistance offered by the Italian Eighth
Army, the Russians neglected to send out advance reconnaissance units. Catching the Russians completely by
surprise, the armored column was quickly surrounded. Using separate packs of tanks, the Russians
repeatedly tried to force a breach in the noose. One such breakthrough attempt met with some success as it
raced towards the village of Noromaryevka. Here, Major Bake held a covering position with his 2nd
Battalion, 11th Panzer Regiment.

Game Length: 8 turns

For the Russians to win they must capture all the stone buildings of Noromaryevka
For the Germans to win they must prevent the Russians from taking Noromaryevka

Boards: #3, #4, #5

Germans: Squads, LMG's, PF's, AFV's
Russians: Squads, MTR's, LMG's, AFV's


Aftermath: The German defense consisted of only a few Panzer IV's and a handful of infantry. In addition,
there were a few damaged, unmanned German tanks awaiting repair scattered around the village. The Russian
attack came a few hours after midnight. Close action tank battles soon developed between and around the
houses of the village. In the uncertain light of the night, the Russians regarded the German unmanned
tanks as intact vehicles and concentrated much of their fire on these targets. This gave Bake the time he
needed to move into better firing positions. By the time daylight broke the Russian breakout attempt had
been eliminated. Daybreak also brought the same fate to the remainder of the XXV Tank Corps.

Source: ASL Scenario 105, Night Battle at Noromaryevka




Hailstone -> RE: Submitted Scenarios (12/11/2018 12:32:01 AM)

Beachhead at Ozereyka Bay


In the Ozereyka Valley, February 4th, 1943: In an effort to cut off the 7th Army's retreat to the Laman
Peninsula, Stalin developed a plan to use the combined efforts of a land and seaborne operation. The
Black Sea Fleet would land a force composed of army and naval troops in the German's rear. This force
will smash the coastal defenses at a favorable point and establish a beachhead. Later, this beachhead
would be enlarged by follow-up units in a drive toward Volchyi Vorota and eventually link up with the
47th Army. The landing point chosen was the area around Ozereyka Bay. After heavy naval bombardment,
the first Russian assault waves landed on the beach in front of Rumanian coastal defense units and formed
up for the push toward the town of Glebovka, their first inland objective.

Game Length: 11 turns

For the Russians to win they need to capture the two artillery guns on the hill and exit 5 squads.
For the Germans to win they must prevent the capture of the artillery pieces and 5 Russian squads from exiting.

Russians: Squads, HMG, MMG's, LMG's MTR's
Germans: Squads, MMG's, LMG's, ART, Radio

Boards: #2, #3, #4, #5

Aftermath: With support from their mortar teams and a few light tanks that had made it ashore, the Russian
assault parties broke through the forward Rumanian Battalion. But the loses suffered in taking the
position had been too great. The Russian troops that reached the town of Glebovka amounted to little
more than a platoon. Together with the remaining Rumanian units, the German dislodged the Russians
from the Glebovka and pushed them all the way back to the beaches. The defeat like the one suffered
by the Western Allies five months earlier at Dieppe had been disastrous.


Source: ASL Scenario 106, Beachhead at Ozereyka Bay




Hailstone -> RE: Submitted Scenarios (12/11/2018 7:59:58 PM)

The Czerniakow Bridgehead


139 Solec, Warsaw, September 22nd, 1944: Fired by the enthusiasm of their field commanders and stung by
Western criticism, STAVKA approved crossings of the Vistula by troops of the Polish Army into the
devastated city. On the 16th, elements of Berling's command crossed over into Warsaw cauldron and linked
with the embattled Kampinos Group of the Polish Home Army. For five days, the shallow bridgehead was
bombarded and sporadically assaulted by Kaminski's White Russians, fighting under the German colors. The
raw Polish levies conscripted into the 1st Polish Army by the Soviets were no match for veterans.
Evacuation to the east bank of the Vistula was approved just as a strong German probe was launched and
rapidly turned the withdrawal into a rout.

Game Length: 10 turns

For the Germans to win they must reach the Vistula River with at least 5 squads or equivalent.
For the Poles to win they must prevent 5 squads to reach the river.

Germans: Squads, HMG, MMG's, LMG's, AFV
Poles: Squads, LMG's, Mol Proj

Boards: #8, #20, #23

Aftermath: The outer lines, manned by the Soviet-led Poles, held to the north and south, but the central
sector crumbled under the onslaught. Panicked Polish troops were driven ahead of the whirlwind assault
toward the river. Only when the routed Poles passed through the lines of the Home Army Patriots along
Solec Street did the pursuit cease, as the stubborn street-wise fighters of Kamposinos ambushed the
advance. The next morning, the Soviet troops withdrew, leaving the Poles to their fate. The Russian
records indicate that over 2,000 "Soviet" heroes from the 1st Polish Army never returned from the
Czerniakow bridgehead.

Source: ASL Scenario 3, The Czerniakow Bridgehead




Hailstone -> RE: Submitted Scenarios (12/12/2018 10:07:07 PM)

Blocking Action at Lipki


Near Borisov, July 3rd, 1941: During the opening stages of Barbarossa, the first great pincer
movement on the Central Front occurred between the cities of Bialystok and Minsk. As the result
of the encirclement of four Soviet Armies in the Bialystok-Minsk Pocket, the Soviet Command was
forced to commit whatever units they had available in an effort to form a new defensive line.
Time became the prime objective that the Soviet Command was fighting for. To gain the required
time, a crack unit, the 1st Moscow Motorized Rifle Division was sent to intercept Guderian's
18th Panzer Division as it struck towards Smolensk. If Smolensk were to fall, Moscow would be
no more than 230 miles behind the fighting lines. The Panzers had to be slowed down if they could
not be stopped, no matter what the cost. It was a little more than six miles east of Borisov, near
the village of Lipki that the two armored spearheads met. This was to be the first meeting that
the units of Army Group Center would have with the superior T-34 and 52-ton monster KVII tanks.

Game Length: 8 turns

For the Russians to win they must eliminate Germans, and capture the optional VP hexes in German hands
For the Germans to win they must eliminate Russians to gain VP's and hold the VP hexes

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

Boards: #2, #4, #5

Aftermath: When the T-34 and KVII first loomed into sight, the advanced German units were struck with
momentary terror at the size of the Soviet tanks. Up until that time they had only encountered the
smaller T-26 and BT tanks. But the Germans were quick to recover. Soon the light support tanks were
set aflame and by employing superior fire and movement, the German gunners managed to score hits against
the tracks and other "soft" spots of the T-34 and KVII. Thus by committing their superior tanks
individually among light and medium tanks, the Soviets lost them one by one. In this way the counter-
attack near Lipki like others collapsed.


Source: ASL Scenario 101, Blocking Action at Lipki




Hailstone -> RE: Submitted Scenarios (12/14/2018 4:15:32 PM)

The Fugitives


Berlin, Germany, May 3rd, 1945: The fortunes of war have turned full circle. The Reichstag was in flames;
the war all but over. Surviving elements of Panzer Division Muencheberg, the final stalwart defenders of
Berlin decided to attempt a breakout to the west rather than surrender to the Russians. Believing that the
Havel crossings at Spandau in western Berlin were only lightly defended, the few remaining units moved
out from Tiergarten after dark on May 2nd.

Game Length: 8 turns

For the Germans to win they must exit 32 VP's through any of the three roads leaving Spandau.
For the Russians to win they must prevent the Germans from exiting out of town and meet their fate.

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

Boards: #20, #23

Aftermath: By dawn, the Germans had managed to seize a bridge over the Havel, but the Russians kept it
continuously under fire. Despite this, fleeing civilians clogged the roads. Finally, their few remaining
vehicles simply rolled up onto the bridge and over the mass of humanity. Once across, German discipline
finally broke down. Everyone thought only of escape; posted rearguards refused to hold and joined the
headlong flight. With a victory of sorts in its last battle, the Muencheberg Division, like so many other
units, had ceased to exist.

Source: ASL Scenario 8, The Fugitives


Corrected version, the previous upload included my spies I use to watch how the AI performs during playtesting. 12/14/18




slaphappypappy -> RE: Submitted Scenarios (12/14/2018 6:22:55 PM)

Hailstone,
You are my new hero!
Scenarios at a rate not scene since my other hreo, Rico. (sorry Rico;-))
Always look to the TOTH website each day for the latest one.
So far, Blocking Action At Lipki has thwarted 4 attemps at a major Russian victory. Did get a Minor Victory on last try. Previous attempts were thwarted by lack of coms for Russian tanks and breakdowns.
Thanks again!
Slaphappypappy




Hailstone -> RE: Submitted Scenarios (12/14/2018 8:22:18 PM)

Hey Slaphappypappy, I had to correct "The Fugitives" because I neglected to remove my "spies" that I use to monitor AI performance. there are 3-4 German 7-0 leaders
scattered about that should not be there in the final draft. Okay now. Thanks for feedback![;)]



As far as the Super Hero Rico, I know he's watching - I could feel his presence in the force!




rico21 -> RE: Submitted Scenarios (12/15/2018 12:20:09 PM)

True![:D]

[image]local://upfiles/53841/45335BF06CBE4E909DF968A1B416FB94.jpg[/image]




slaphappypappy -> RE: Submitted Scenarios (12/15/2018 12:24:04 PM)

I wondered what the leaders were there for.




rico21 -> Hailstone Break (12/18/2018 4:39:51 PM)

Die For Wypolsowa.

Wypolsowa, January 9, 1942.
As part of the Soviet counterattack to clear Moscow, the 13th Soviet Army also attacks further south in the Kursk area the
positions of the 2nd Army. To cope, the rare tanks still in working order of the 6th Panzer-Regiment of the 3rd Panzer Division
are engaged with the infantry Regiment 295 in the area of Wypolsowa (little Hamlet with three bridges).

German -->[ Russian

Best played on German SIDE first / with LOS: 6 Hexes / with RULE:---/ with MOD: Yours / etc.

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 : X'Men [ Batailles et Blindés n°88 ]




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