RE: Submitted Scenarios (Full Version)

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Hailstone -> RE: Submitted Scenarios (2/5/2019 12:25:02 AM)

Here's a short scenario with just infantry and a small battlefield (only half the board). Could play it in an hour easy.


Strength Through Unity


Oostrozebeke, Belgium, May 26th, 1940: At the end of May 1940, the Belgium army was in dire straights and
backed into the western part of the country. However, the German advance was anything but a cakewalk. The
Lyrs river line was stubbornly defended by Belgian troops whose zeal was remeniscent of their fathers' 25
years earlier on the Yser. Near Oostrozebeke, the Germans managed to penetrate the 8th Division's front.
They used civilians as human shields and infiltrated through grain which was already tall enough to provide
cover. Infantrymen of the 21st Line Regiment fell back and fought side by side with gunners of the 5th
Artillery who had to blow up their own guns. Major Leclerq, commanding officer of the 1st Battalion of the
21st, decided to counterattack with a combined force of infantrymen, gunners, and engineers. At 1830, the
bugles signaled the charge.


Game Length: 5.5 Turns

Germans: Squads, MMG, LMG, MTR
Belgians: Squads, MMG, MTR

For the Belgians to win they must exit units through fields of grain controled by Germans
For the Germans to win they must defend against the Belgians counterattack

Boards: #16

Aftermath: The officers moved daringly ahead of their own men to lead them forward. Captain-Commandant Renkin,
cane in hand, gave direction to the mixed formation. Despite murderous enemy fire, The Belgians advanced
some 700 meters and pushed back the Germans, forcing them to defend themselves. No fewer than 46 of the
advancing men were killed, including Renkin. By nightfall, the overall situation forced the Belgians to
relenquish the ground they had just recaptured. Major Leclerq ordered that arms be presented to the falle:
once united in action, they were now united in death.

Source: Tactiques magazine, Scenario ASL TAC 51, Strength Through Unity





UP844 -> RE: Submitted Scenarios (2/5/2019 1:11:39 PM)

Strength Through Unity = short and tough! [&o]

AAR soon available!




Hailstone -> RE: Submitted Scenarios (2/5/2019 11:44:24 PM)

Man, believe me when I say I had a tough time with the Victory Conditions after about 5 test plays. Half the time it was too easy yet in other plays it was impossible to win after the first turn.
As always, thanks UP844 for the feedback. [;)]




slaphappypappy -> RE: Bastogne Best Rico Scenario (2/6/2019 12:48:36 PM)

I love the large scenarios like this.
And Rico indeed did provide a great one.
Having taken lessons from "La Gleize ", I moved slowly and waited until all my forces arrived until I started my assault using one infantry unit to move ahead of the rest to sight for hidden units.
You have to keep moving while doing this to avoid the American artillery in the form of 100 and 150 mm which is deadly if caught in the barrage.
When taking out big pockets of resistance, move into adjacent hexes with lower quality squads or half-squads until they draw off all of the enemy fire and then move with stack of high quality troops adjacent.
One drawback to this is a human opponent wouldn't fall for this tactic, but it is what it is.




rico21 -> Best again (2/10/2019 8:28:28 AM)

Best

Best - 1800 17 September 1944

1st Bn/502nd PIR/101stAirborne
The bridges at Best and Son can both get XXX Corps across the Wilhelmina Canal, but the 101st Airborne planners have decided to focus
on the Son bridge and leave the bridge at Best as a secondary objective. The Market plan calls for Company "H" of the 502nd Parachute
Infantry Regiment to attack and secure the bridge. If enemy resistance is heavier than expected we may need to commit additional forces here to protect the western flank of the corridor.

KG Becker/II.Fallsch.Korps
Best has one of the two vital bridges across the Wilhelmina Canal. While friendly troops are still fighting south of the canal, you must destroy the bridge if there is a danger of its capture by the enemy. Even if the bridge is lost, control of Best will provide us with a staging area for a counter-attack across the base of the Allied corridor.

Best played first on American SIDE / with LOS: 26 Hexes / with RULE: Dice Roll Bonus Turn / with MOD: Yours / etc.

Scenario Length: Variable with 9 Game Turns minimum
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer : Close Combat'Men [ Last Stand Arnhem ]




Hailstone -> RE: La Gleize (2/12/2019 8:29:15 PM)

Rico, I finally won a Major Victory in La Gleize but it took me about 10 tries to get it! The first
4-5 tries the game was over by turn 5 but then I came up with a winning strategy of letting the
infantry do most of the fighting and the AFV's just followed for close support. I've never seen
anything like La Gleize before and I'm not sure I want to. It kicked my butt too many times.[X(]




rico21 -> RE: Submitted Scenarios (2/13/2019 9:48:57 AM)

Ah ... Uh ... How do you say .... The Gleize is a newbie scenario compared to Best.[:D]




rico21 -> Valkenswaard (2/17/2019 10:34:30 AM)

Valkenswaard

Valkenswaard - 1500 17 September 1944

Irish Guards Group/Guards Armored Division
The start of the long road to Arnhem. You must break through the German defenses quickly in order to reach Arnhem and relieve our
airborne units who are holding the bridge. It is also vital that the road be kept clear and secure in order to ensure a reliable
source of supply and communications.

KG Walther/I.FallschirmArmee
The British are coming! There are scattered reports of American and British paratroops landing in our rear. The British must be
trying to punch through our lines to encircle and cut us off. Stall them as long as possible and then retreat up the road to meet
with reinforcements. It is vital that you hold the road to deny the enemy the only supply route in the region.

Best played first on British SIDE / with LOS: 26 Hexes / with RULE: A bridge too far / 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 : Close Combat'Men [ Last Stand Arnhem ]




rico21 -> Rage Against the Machine (2/18/2019 4:26:13 PM)

Rage Against the Machine

Courland Pocket, Latvia 1944-12-21.
The 3rd grand battle (also known as "the other Christmas Battle") started on 21 December with a Soviet attack on Germans near
Saldus. The Soviet 2nd Baltic (northern sector) and 1st Baltic Fronts (southern sector) commenced a blockade, precipitating the
German defence of the Courland perimeter during Soviet attempts to reduce it. In this battle, serving with the 2nd Baltic
Front's 22nd Army, the Latvian 130th Rifle Corps faced their opposites in the Latvian 19th SS Division. The battle ended on 31
December and the front was stabilized. The Soviets had gained a few more square kilometers of territory at the expense of
tremendous losses in men, tanks, aircraft, etc.

Russian (Elements of 1st Baltic Front and 19th Tank Corps)-->[ German (Kampfgruppe Zoll, Infanterie-Division 132 and Sturmgeschütz-Brigade 912, Panzer-Division12)

Best played on Russian SIDE first / with LOS: 26 Hexes / with RULE:Panzerfaust/ with MOD: Yours / etc.

Scenario Length: 6.5 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer : ASL'Men [ J157 ]




slaphappypappy -> RE: Rage Against the Machine (2/23/2019 1:02:26 PM)

Rage Against the Machine was a very challenging scenario.
Took me four tries to get victory on last turn.
Scenario Best?
Haven't come close after multiple tries but will try some more. Maybe.




rico21 -> Tigers And Flames (2/23/2019 6:16:06 PM)

Tigers And Flames

Near Ljubimowka, Russia, November 19, 1943.
The Soviet 2nd Ukrainian front applied steady pressure through the first two weeks of november trying to achieve a
breakthrough. Finally the defensive positions held by the 16th Panzergrenadier Division collapsed. The Grossdeutschland
Division sent its Tiger Company and supporting infantry to foil the penetration by holding the soviets at Ljubimowka.

Russian (Elements of 4th Guards Army)-->[ German (Elements of Panzer-Grenadier-Division 16)

Best played on Russian SIDE first / with LOS: 26 Hexes / with RULE:Tiger Hunt/ with MOD: Yours / etc.

Scenario Length: 6.5 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer : ASL'Men [ #DB130 ]




Hailstone -> RE: Best again (2/24/2019 3:32:17 PM)

I surrender! Never got close to a Major Victory with Rico's Best scenario and I wont try anymore. Some of those VP hexes
are too out of reach without infantry units daring double timing across open terrain. Definitely requires a luck component
to succeed, like life.[&o]




rico21 -> RE: Best again (2/24/2019 4:39:14 PM)

http://www.matrixgames.com/forums/tm.asp?m=4598375




rmmwilg -> RE: Best again (2/25/2019 4:35:12 PM)

Everyone, what an incredible amount of work y'all have offered here for our never ending enjoyment! Thank you so much![&o][&o][&o]




rico21 -> Subterranean Quarry (2/25/2019 5:46:26 PM)

Subterranean Quarry

3 miles Southwest of Kerch, Crimea 1944-01-01.
As the Soviet Independent Coastal Army and the German V Infantry Corps battles in and around Kerch, one previously peaceful
area along the main Axis supply road to the front became the scene of frequent partisan attacks. Since the road ran through
completely barren steppeland, the local Romanian command was mystified by how the partisans could appear so suddenly and the
abruptly disappear without a trace. Eventually it was discovered that their base of operations was near the road in a huge
underground quarry that for many years had supplied a type of soft stone for building houses. The quarry had numerous
entrances, and all but one of them were sealed off by the Romanians who then attempted an attack down into it. This failed with
heavy casualties. Now they would try again, using different tactics and specially trained and equipped assault troops.

Attacker: Romanian (Assault Troops)
Defender: Partisan (Partisans)

Best played on Romanian SIDE first / with LOS: 16 Hexes / with RULE:RattenKrieg/ with MOD: Yours / etc.

Scenario Length: 3.5 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer : ASL'Men [ ID:32 ]




Hailstone -> RE: Valkenswaard (3/1/2019 1:03:42 AM)

After La Gleize and Best, Valkenswaard was a welcomed relief. Sometimes Rico's scenarios can beat me down
time and time again that I have to brace myself when I start another of his challenges but Valkenswaard was
different. It's fun to kick butt from the beginning and I was able to get a Major Victory by turn 3! My confidence
restored and all is good in the universe, again. [:)]




rico21 -> Dnepr River Bridge (3/5/2019 3:43:52 PM)

Dnepr River Bridge

USSR, Bryansk Forest, October 1942.
Partisans became better organized as the war in the East entered its second year. There was a particularly strong partisan
activity in the Bryansk Forest (in present-day Belarus). From the forest, thousands of Russian underground supporters and
support personnel organized large raids on railway lines and bridges in order to cut off the German front of its supply lines.
The Germans react by deploying fast-response security teams near strategic areas in the less busy areas in the rear.

Attacker: Russian Partisans, Paratroopers
Defender: German Sicherungstruppen

Best played on Russian SIDE first / with LOS: 26 Hexes / with RULE:Hit and Run/ with MOD: Yours / etc.

Scenario Length: 5 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer : ASL'Men [ Lock-n Load ]




Hailstone -> RE: Submitted Scenarios (3/11/2019 3:08:13 AM)

Found some time between girlfriends to do this...



Blunting the Spearhead


Sar Egres, Hungary, March 9th, 1945: Hitler's final offensive, Spring Awakening was at its peak. After the
6th SS Panzer Army broke through two Russian defensive lines, the lead elements of the 23rd Panzer, 506th
Heavy Tank Battalion came upon a third. However this Russian line was prepared and armed with anti-tank
weapons. The piercing of the third defensive line was critical if the SS was to reach the Danube.

Game Length: 9 Turns

For the Germans to win they must capture 5 Victory locations through the Russian's 3rd defensive line
For the Russians to win they must stop the Germans from penetrating the 3rd defensive line before the Danube.

Germans: Squads, LMG, PSK, AFV's
Russians: Squads, MMG, DC's, AT Guns, AA Gun, AFV's

Boards: #5, #6

Aftermath: The 23rd Panzer unit stalled, tanks bogged down due to the mud. Nevertheless, Sar Egres was cleared
at a high loss to the Germans. These high losses blunted the attack and Spring Awakening ended a few days later.


Source: TAHGC General Scenario, Blunting the Spearhead




Hailstone -> RE: Submitted Scenarios (3/17/2019 12:22:10 AM)

Yeah, I'm still at it. Not a bad scenario if I do say so myself.[;)]



Climax at Nijmegen Bridge


Nijmegen, Holland, September 20th, 1944: Operation Market garden was to be characterized by intense fighting for the
control of a number of vital bridges. Each was a vital link to the chain leading to Arnhem. The road across the
Waal River in Nijmegen was the second of three bridges which had to be secured in oreder to relieve the British 1st Airborne
and throw a force across the Rhine. A task force composed of a mixture of US Paratroopers and the British armored relief
column was assigned to take it. The paratroopers had successfully crossed the Waal in company strength one mile west in a
daring daylight river assault. The orders for the task force in Nijmegen were to cross the road bridge at any cost and link
up with the paratroopers who were fighting their way toward the north end of the bridge.

Game Length: 9 Turns

For the Americans/British to win they must secure the bridge by capturing VP hexes
For the Germans to win they must defend thee bridge.

Americans: Squads, HMG's, MMG's, MTR's, BAZ44's, DC's, AFV's, 80mm OBA
Germans: Squads, HMG, MMG's, PSK's, AA Guns, AFV's

Boards: #1, #3, #8


Aftermath: Not Available. Apparently, it's written on the back of another scenario.


Source: ASL Scenario 34, Climax at Nijmegen Bridge




UP844 -> RE: Submitted Scenarios (3/17/2019 6:32:43 PM)

Thanks Hailstone, this was one of my favourite scenarios back in the 1980s (or 1990s?)




Hailstone -> RE: Submitted Scenarios (3/17/2019 11:28:33 PM)

UP844, I have vague memories of my playing days back in the 80's other than I remember it was fun. I was in two camps,
the wargaming camp and the D&D camp. I just liked gaming. Thanks for the feedback. Now back to my next scenario...[:)]




Hailstone -> RE: Submitted Scenarios (3/17/2019 11:33:03 PM)

Ever since my girlfriend caught me with my wife it has not been the same. Suddenly I have all this empty time to fill with another TotH scenario...


The Bukrin Bridgehead


50 miles southeast of Kiev, September 24th, 1943: In mid September 1943 Manstein's Army Group South initiated a full scale
retreat along the entire length of its 600 mile front. The plan was to fall back to the west bank of the Dnieper and redeploy
for defense before the Russians could form any bridgeheads across the river. One spot where the race was won by the Red Army
was near the village of Bukrin, where the 3rd Guards Tank Army with the help of partisans crossed in company strength, during
the first hours of September 22nd, reinforcement of the bridgehead was begun forthwith. The Germans immediately rushed the
advance elements of the 19th Panzer Division down from Kiev to seal off this dangerous foothold. On the 24th the Russians
pressed their attack in an attempt to break through the weakly held German defensive line and link up with a simultaneous
paradrop of three Airborne brigades further to the southwest.

Game length: 12 Turns

For the Russians to win they must capture the town of Bukrin by taking 11 VP's of town buildings
For the Germans to win they must defend against the Russian onslaught from the mountains.

Russians: Squads, HMG, MMG's, LMG's, FT's, ATR's, ART Gun, AT Gun, HVY MTR, AFV's, OBA
Germans: Squads, HMG, MMG's, LMG's, DC's, PSK's, MTR, HVY MTR's, AA Gun, PF's, AFV's, OBA

Boards: #2, #4, #5

Aftermath: The combat troops of the recon battalion were hard put to contain the Russian push but by throwing in the supply
and repair units and anyone else who could be scraped up, a near disaster was averted and the situation restored. The line
had held, and although the Russians attempted for several more weeks to effect a breakout, they had effectively bottled up.
They would have to turn elsewhere to crack the Dnieper line.


Source: ASL The General magazine Scenario C, The Bukrin Bridgehead





rico21 -> Front Porsche (3/18/2019 6:53:50 AM)

Front Porsche

Russia, Ponyri, July 9, 1943
On the north side of the Kursk Salient, General Model's Ninth Army pushed south. A key goal was the city of Ponyri, and there
the fighting was raging. The city was so violently contested that the veterans called it the Stalingrad of the Kursk Salient.
It was not a very original nickname, but it was enough for men engaged in the battle who had little time to consult their
thesauri and history books. Two buildings that had been conquered and reconquered several times were the MTS and school.

Attacker: German Elements of the 9th and 86th Infantry Divisions (all units are Wehrmacht)
Defender: Russian Elements of the 307th Infantry D., the 129th Tank Brigade and the 1442nd Self-Propelled Artillery Regiment

Best played on German SIDE first / with LOS: 26 Hexes / with RULE:Hit First and Be careful to Militia/ with MOD: Yours / etc.

Scenario Length: 9 Game Turns
Victory objective: The side with the required Victory Points is the winner. Both sides gets VPs for owning VP Objectives.
Scenario designer : Lock-n-Load'Men [ Dark July Mod ]




dox44 -> RE: Front Porsche (3/18/2019 3:09:32 PM)

you missed conflict of heroes (i know you have)...and what about an adaption for FOG2 is possible.




rmmwilg -> RE: Front Porsche (3/18/2019 4:01:04 PM)

So...would it be considered impolite to post one's edit's of other's scenarios?




rico21 -> RE: Submitted Scenarios (3/18/2019 4:13:55 PM)

only about no matrix game scenario![:D]




rmmwilg -> RE: Submitted Scenarios (3/18/2019 4:20:31 PM)

Ok, tks.
I have edited versions of:
'100 Men', 'Wolfs Schloss' and 'Day by The Shore'.

Looks like 'Wolfs Schloss' was an original Matrix scenario, but won't open unless you get rid of the excess radios. Is that ok? Just checking first, coz I don't want to get bumped off the forums!




rmmwilg -> RE: Submitted Scenarios (3/19/2019 5:22:16 PM)

My edits to a couple of previous scenarios:
100 Men:
> Adjusted German force strength and deployment (too strong otherwise). Most notably, replaced most LMG's with PF's to reflect the danger German troops had become to Allied tanks.
>> One big issue was to move the German deployments far enough away so that they don't magically appear right next to American forces trying to gain positions on the hill! Also turned over some forces to AI only control and pulled their OBA (US OBA remains)
> Changed Victory locations: forces the fighting more into the village per the historical narrative
> Changed VP allocations, again to force fighting into the village proper and also keep the Germans concerned about exposing their AFV's. For a Major victory, the Germans must now, appropriately, almost wipe out the US forces to a man while conserving their own forces!
> Adjusted US leader deployment so they don't stay behind but advance with their troops!

Day by The Shore:
> Removed some of the initial, GB deployment hexes so that German reinforcements don't end up magically appearing right next to GB forces!

Wolfs Schloss:
> Pulled all the OBA. The US are more than strong enough without it, plus there's too many radios, preventing the scenario opening anyway!




Big Ivan -> RE: Front Porsche (3/20/2019 1:18:51 AM)


quote:

ORIGINAL: rmmwilg

So...would it be considered impolite to post one's edit's of other's scenarios?


Well, Before the world sees it, probably best to contact the designer privately and discuss the issues. I would never
think about changing someone's scenario without their knowledge or input. Its just common courtesy.

If I wasn't so damn busy with Campaign Series I'd be a lot more involved here. Its a hell of a game Tigers on the Hunt!!

rmmwilg thanks for your passion. Your presence here only enriches this forum!

Cheers![:)]




rmmwilg -> RE: Front Porsche (3/20/2019 2:55:46 PM)

Good advise Ivan, tks. Since I've already posted it, I'll leave it now, but yeh, next time.




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