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CMAK
A Very British Civil War
Note: this is clearly a “what-if” scenario, loosely based on the bustling miniatures war gaming off-shoot of the same name. Outstanding work has been done by Solway Crafts and Miniatures, and I credit them with the brilliance of this war gaming theme.
Background
England, May 1938 (designer note: note the in-game calendar notes “1944”; this is only to create the optics of lush green environment of the British Isles)
Weather: overcast, mild, dry
The very social fabric of Great Britain was torn during the apocalypse that was The Great War. The mightiest empire on the globe ended victorious, but at what cost? The rigid social hierarchy was shaken, and the world wide waves of social change did not stop at the English Channel. Class structure, worker’s rights, regional animosities have all brewed in the decades following the Great War. This has all been exacerbated by the crippling economic crisis of the 1930s, to which the ever cautious government responded to by constricting public spending ever more.
In May 1937, King Edward VIII of the United Kingdom married Wallis Simpson. The marriage to Wallis was not supported by Stanley Baldwin, the British Prime Minister; and King Edward refused to abdicate. This marriage left the British government, and most of the people, alienated; and public hatred for King Edward and Queen Wallis rose. Parliament was torn, and in the general election of 1937, Baldwin was defeated. The Conservative party, ripped by the issue of King Edward’s marriage, as well as economic and regional tensions, broke apart, and a large segment of the Tory support went to the British Union of Fascists. Oswald Mosley’s promise to ensure public order, and shore up the Empire, resonated with a public tired of public disturbances, strikes in essential services, and the economic malaise. The Labour party too split, with the more radical sections forming their own splinter parties which ran their own candidates. The 1937 election results saw a fractured parliament, and although only winning slightly over 200 seats, and less than 30% of the vote, the BUF formed the largest caucus in the House of Commons. King Edward VIII asked Oswald Mosely to form a government. Mosley did so and almost immediately issued “Orders of Council”, outlawing strikes, restricting collective bargaining, and establishing new offences for unauthorized public gatherings, and publishing “any article intended to alarm the public”. Any opposition was swiftly responded to, if not by the police, then by Mosely’s own BUF Blackshirts, the BUF’s paramilitary wing.
In January 1938, a protest by Dockyard workers in Liverpool was brutally crushed by the BUF and elements of the Regular Army; and violent clashes began across the country; between the Kings troops and those of several other factions. The British Civil War has begun!

Factions: The outbreak of conflict led several groups to attempt to seize the country or their own personal goals. Major factions included:
On the Right (Axis in this scenario
* The Edwardian Army – elements of the professional Army, bound to King Edward VIII.
* The Royal Navy and Royal Marines – bound by tradition and culture to remain loyal to the reigning monarch, and the majority have done so.
* The British Union of Fascists (or “BUF”) – the dominant political party, led by Oswald MOSLEY and heavily backed by German and Italian interests. Mosley has garnered considerable support in his efforts to restore order internally and restore the status of Britain’s Empire
* The Mosley Youth – a “social club” of young men, who have been drilled and armed by unknown sources, and have formed para-military units to push the BUF agenda.
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Contingents from other fascist and imperialist sympathizers have been formed. Here we will see the presence of the “Hanoverian Legion”, volunteers from Germany, who are backing the Edwardian and BUF efforts
On the Left (Allied in this scenario)
* The Albertine Army – elements of the regular forces, plus most of the “Territorial Army”, backing the young Prince Albert’s claim to the throne.
* The Anglican League - A large army led by a group of bishops and archbishops, they were aligned with the Albertine Army. Many are veterans of the Great War.
* The People’s Party Army - Made up of disillusioned Labour party supporters, disgruntled workers and Spanish Civil War veterans, they are seeking to turn Britain into a Socialist state based upon Lenin's Russia.
* The Farmer’s Union: radical small plot farmers and farm working hands, seeking better pay, price subsidies, and land redistribution. They are heavily influenced by Marxist doctrine.
* The Student’s Union: like students before and after them, the university students have ramparts to thwart whomever they view as authoritarian,
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Groups of Americans, Canadians, and ANZAC units have been formed; here we will see the Lafayette Battalion, formed of French volunteers, many fresh from the savage fighting in Spain.
This scenario occurs in the West Coast port town of Twaddlemore. Twaddlemore is the home base for a small Royal Navy destroyer flotilla, as well as being a mid-sized port for international commerce. Given that the United Kingdom lives or dies based on this freedom to trade overseas, the port is vital to all in this conflict. The Royal Navy, which for the most part has remained loyal to King Edward VIII, dispatched the flotilla two days ago to join the rest of the fleet, tasked with stemming the flow of foreign volunteers coming to fight for their faction of choice. Many of these foreigners have come directly from fighting for the Nationalists or the Republicans in Spain, who have endured two years of their own brutal Civil War already.
Yesterday the dock workers, who are heavily influenced by communist agents and are affiliated with the People’s Party, refused to move armaments stored in the dock warehouses. Instead, they armed themselves and fighting broke out when security staff sought to control the situation. Who opened fire first is both in dispute and a moot point at this juncture. A company of the Army’s Provost Corps was rushed to Twaddlemore by train, but a bomb was used to derail the trail just outside of town. Multiple factions are either in town currently or rumoured to be headed this way. The Telephone Exchange is the key to communicating with the rest of the country, and is clearly a goal to secure. Likewise, the docks and the armaments stored there in are also of immense value. Lastly, the mysterious new Wireless Tower being built on the south shore is of unknown value, as the work crews are from “away” and appear to be quite Teutonic in manner.
This battle will surely prove that the term “Civil War” is clearly a misnomer.
A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
SCENARIO DESCRIPTION
A meeting engagement played out in the wooded terrain of the Ardennes at the beginning of the Bulge. 60+ turns.

The Germans are trying to seize important territory: bridges, cross-roads, and towns to allow breakthrough armored thrusts. Central to this map is the village of L’Shone and its surrounding road network.

The Americans are trying to occupy the same terrain to prevent its use by the Germans.

Best played as: H2H
Second Best played as: H2H
(Not designed for vs. AI play due to mounted units)

Map edge friendly to Axis: East. Map edge friendly to Allies: West.

It is hard to believe that it was only a week ago when we first heard of “The Outbreak”. Initially it was thought to be a terrorist biological attack, with outbreaks in large cities overwhelming medical facilities. But soon it was apparent it was much more… the more we hear, the more we realize that we know very little – the cause – the prognosis – or the scale of this crisis. All remain unknown – at least to the general populace. What the “government” knows may be something else again.
You are Jack McCann, police chief in the small coastal tourist town of Shady Acres, Maine. Normally by this time of the year, your town is overrun with loud tourists from the cities of the East Coast. If only that were the case.
Four days ago a large staff of the Center for Disease Control showed up at the Town Hall, and brusquely informed the Mayor, Chuck Zeto, that the Federal Government was immediately taking control of “Shady Island”, a favourite picnic spot in the bay. This was all one-way communication, you don’t know much more other than soon thereafter a convoy of sealed trucks arrived and barbed wire was being strung across the access bridge to the island.
The National Guard has been mobilized, and your own police force has been placed under the command of the governor’s office.
And yet even now, you are not sure why. A strange illness has swept the globe, but what little news was initially released was like something from a bad movie. Now that trickle of news has stopped altogether. The official story is that a Chinese cyber attack has shut down the Internet, but this being Small Town America, there are a lot of conspiracy theories floating about.
The Mayor, Chuck Zeto, who also is the local bank manager, has asked that citizens assist in securing the town from whatever threats may arise. Given that the local National Rifle Association sponsored Chuck’s last campaign, their members were eager to show their affinity for the 2nd amendment and reaffirm their ownership of large capacity magazines and assault rifles. With some hesitation, you agreed to deputize these men, but have asked them to stay at home until they may actually be required. Their training and experience doesn’t necessarily match their enthusiasm.
You were at your office all night. You had a call from Doctor Jacobie at the hospital. Dr. Jacobie, a Vietnam war draft dodger who only returned from Canada in the 1990s, is determined to ignore what he considers a “fascist edict” that all patients in suspected cases of the “outbreak” be turned over to the C.D.C. immediately and quarantined on the Island. “It reminds me of the interment of the Japanese in 1942!” Jacobie ranted, and he said he would treat all patients as “patients, not criminals”. At that, you sent two teams of part time deputies to the hospital to deal with any issues that may arise.
The town is an important transportation hub, in that the coastal railway runs through the town. The Railway has deployed their own security at the train station, as if there is an epidemic, it is important to prevent those infected from traveling. Hopefully they have enough staff to do the job.
You remained in your office all night, and it seemed that things may be calming down, but then with a complete news black out, and the mute C.D.C. guards by the island Park, who knows? You did receive several calls from citizens overnight, reporting screams and other noises from the areas near cemeteries last night; typically the local teens will go there to drink and smoke up. Although you usually will send a Deputy to put the run on them, there are more important things to do now.
The sun is coming up, but a heavy thick fog has blankets the town. A convoy of C.D.C. relieve staff are expected in from Bangor any minute; hopefully they have some news. To allow your exhausted staff get some needed rest, two detachments of National Guard troops will be arriving, one is about 5 minutes away and a second convoy from the east in another 5 minutes after that. It will be good to get home and hit the sheets. You are so tired you feel like the walking dead.
Your phone rings. It is the security detail from the train station. Old man Codger, a elderly farmer who lives north east of town, has just shown up at the Rail station, out of breath and terrified. He is rambling about being attacked at his home, and that the only way he could escape is by setting the buildings on fire. You had better send a Deputy to go interview him. It sounds bizarre.
The phone rings again… it is Deputy Boomhauer at the hospital. He sounds quite distraught. Apparently the hospital was overwhelmed with patients overnight, and now he reports the motion detector alarms in the morgue have gone off.
At that second the switch board lights up, and several simultaneous “10-78” calls are received – “officer need assistance!”… What the?????”

This scenario is
1) Meant strictly for play against the AI. Although it one player wants to try playing the Axis/Zombies, please feel free.
2) The scenario is meant to be strictly for fun.
3) Watch you ammo loads. Shoot for the head. You only have the ammo you brought into the fight.
August 12,1944. France. SE of Argentan.
Married platoons of U.S. 5th Armored Division
night out-posts.
France, 1940 - Case Red.

Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
At Dornot, the U.S. Third Army's XX Corps' first attempt to establish a bridgehead on the Moselle River south of Metz met bloody failure. Two and a half miles south of Dornot the XX Corps' 10 Infantry Regiment is trying once more to establish a permanent bridgehead across the Moselle at Arnaville. Since the first U.S. troops crossed at Arnaville on the night of 8/9 September, the Germans have been launching increasingly vicious counterattacks in an effort to destroy the bridgehead and repeat what happened at Dornot.
This is an Aug 44 meeting engagement between Brit and German mech forces in Belgium. The map is based on a satellite photo of Neubruck just southeast of St. Vith.
Cassino town was destroyed by Allied Airforces on Wednesday, March 15th, along with the abby known as Monte Cassino. "The town was blown assunder and beaten into heaps of rubble, the official British history reported. Yet hundreds of bombs and thousands of shells failed to pound the town to powder, contrary to Allied expectations, nor were the surviving defenders 'rendered comatose', as planned." --The Day of Battle
Normandy - known for its rolling fields, orchards, stud farms and a good glass of cider. Sheltered from the elements which can pound the coastline this is a landscape is carpeted in apple blossom. It is here, at the heart of one of the best designated cider producing areas that you will find the Chateau les Bruyîres, an Empire period residence and 18th century manor house - run by the Wehrmacht. It is your task to put an end to this inappropriate ownership.
CMBB
The Axis launch a major attack on the Allied defenses.
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

In recent weeks, this industrial center has been the scene of increasingly sharp clashes between recon units and regular forces. Both sides have traded jabs over this important airplane fabrication city. Both have moved into the town and then been forced out again. No one seems to be able to hold it. The landing gear assembly plant on the edge of town was occupied by the Red Army a few days ago and then burned and destroyed as the Wehrmacht forced them out. Much of the town lies untouched, but the workers and residents know it is just a matter of time before a major battle rages through the streets of their city…

After another bloody engagement, both sides have backed off. Again, in the still of a Sunday morning under the cover of a pounding rainstorm, both sides push forces forward to gain possession of the city.

No one is sure where the front lines lie. Is the enemy in front of you? Or is he gone?

Push forward, as so many before you have tried, and hold this town once and for all!
This is a CMBB scenario, modelling Plan Yellow in France in May 1940.
It is a "dynamic flag" scenario, on a large map that will provide many options in attack and defence.
July 1941, a german advance detachment, composed of motorized infantry with Stug support, attempts to cut off retreating russian forces.
Russians attack three German-held villages in an attempt to secure the flank of a future offensive.
July, 1944. Operation Bagration already going on since one month. The german north front runs danger to be cut off. Setting down of german troops in western direction
runs among constant attacks of soviet armoured shock forces...
43-02-01, South. SS commandos save Kleist's troops from encirclement. Fictional.
42-07-10, South. Axis forces in Group A cross the Donits to secure northern flank in the beggining of Fall Blau Operation. Semi-fictional.
October, 1942
In the northern Caucaus, along the Terek river line, the battle has been raging brutally for nearly two months. Germany's 13.Panzer-Division tasked with taking the key junction city of Vladikavkaz (Ordzhonikidze) has been stymied in it's every attempt to breakthrough.

But now, at the end of October a break has been achieved through the first mountain range and panzers are rolling along the valley near Ardon, on a back route to Vladikavkaz.

The Russians, somewhat disorganized, are withdrawing to new positions. A desperate stand is ordered to slow the German advance and buy time to set-up the new defensive positions.

Russian breakout from a Kessel against a German blocking force.
CMBO
German infantry dawn attack during the Battle of the Bulge. American infantry caught off-guard whilst lining up for chow.

VPs for casualties and German exit points only.
Before dawn on D-Day the British airbourne must destroy the gun batteries at Vierville.
Koen - A Town to conquer
*****************************************

a Couple of weeks ago the Allies have conquered one of the major towns in France.

Now the Germans broke through the American line of defense in the Ardennes and are advancing rapidly towards this town.

Can the Allied commander hold this town?
November 1944, the French 2nd Armored Division is tasked to breach the German fortified line of the Vosges mountains. This battle takes place on the second days of the attack. The different French Task forces are competing with each other in order to be the first to reach the plain of Alsace. The company team Minjonnet (part of the Task Force Massu) blocked close to Voyer in a narrow valley by German remnants of the 708. ID has to bypass quickly this resistance. The French can be sure that their old enemy is not about to ease their action !
An American WWII GI's dream come true- a "what if" American assault on Berlin AND a chance to personally bag the ol'Führer himself!
Arnhem Bridge battle. British airborne against armoured SS.
Updated Scenarios
CMAK
A Very British Civil War
Note: this is clearly a “what-if” scenario, loosely based on the bustling miniatures war gaming off-shoot of the same name. Outstanding work has been done by Solway Crafts and Miniatures, and I credit them with the brilliance of this war gaming theme.
Background
England, May 1938 (designer note: note the in-game calendar notes “1944”; this is only to create the optics of lush green environment of the British Isles)
Weather: overcast, mild, dry
The very social fabric of Great Britain was torn during the apocalypse that was The Great War. The mightiest empire on the globe ended victorious, but at what cost? The rigid social hierarchy was shaken, and the world wide waves of social change did not stop at the English Channel. Class structure, worker’s rights, regional animosities have all brewed in the decades following the Great War. This has all been exacerbated by the crippling economic crisis of the 1930s, to which the ever cautious government responded to by constricting public spending ever more.
In May 1937, King Edward VIII of the United Kingdom married Wallis Simpson. The marriage to Wallis was not supported by Stanley Baldwin, the British Prime Minister; and King Edward refused to abdicate. This marriage left the British government, and most of the people, alienated; and public hatred for King Edward and Queen Wallis rose. Parliament was torn, and in the general election of 1937, Baldwin was defeated. The Conservative party, ripped by the issue of King Edward’s marriage, as well as economic and regional tensions, broke apart, and a large segment of the Tory support went to the British Union of Fascists. Oswald Mosley’s promise to ensure public order, and shore up the Empire, resonated with a public tired of public disturbances, strikes in essential services, and the economic malaise. The Labour party too split, with the more radical sections forming their own splinter parties which ran their own candidates. The 1937 election results saw a fractured parliament, and although only winning slightly over 200 seats, and less than 30% of the vote, the BUF formed the largest caucus in the House of Commons. King Edward VIII asked Oswald Mosely to form a government. Mosley did so and almost immediately issued “Orders of Council”, outlawing strikes, restricting collective bargaining, and establishing new offences for unauthorized public gatherings, and publishing “any article intended to alarm the public”. Any opposition was swiftly responded to, if not by the police, then by Mosely’s own BUF Blackshirts, the BUF’s paramilitary wing.
In January 1938, a protest by Dockyard workers in Liverpool was brutally crushed by the BUF and elements of the Regular Army; and violent clashes began across the country; between the Kings troops and those of several other factions. The British Civil War has begun!

Factions: The outbreak of conflict led several groups to attempt to seize the country or their own personal goals. Major factions included:
On the Right (Axis in this scenario
* The Edwardian Army – elements of the professional Army, bound to King Edward VIII.
* The Royal Navy and Royal Marines – bound by tradition and culture to remain loyal to the reigning monarch, and the majority have done so.
* The British Union of Fascists (or “BUF”) – the dominant political party, led by Oswald MOSLEY and heavily backed by German and Italian interests. Mosley has garnered considerable support in his efforts to restore order internally and restore the status of Britain’s Empire
* The Mosley Youth – a “social club” of young men, who have been drilled and armed by unknown sources, and have formed para-military units to push the BUF agenda.
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Contingents from other fascist and imperialist sympathizers have been formed. Here we will see the presence of the “Hanoverian Legion”, volunteers from Germany, who are backing the Edwardian and BUF efforts
On the Left (Allied in this scenario)
* The Albertine Army – elements of the regular forces, plus most of the “Territorial Army”, backing the young Prince Albert’s claim to the throne.
* The Anglican League - A large army led by a group of bishops and archbishops, they were aligned with the Albertine Army. Many are veterans of the Great War.
* The People’s Party Army - Made up of disillusioned Labour party supporters, disgruntled workers and Spanish Civil War veterans, they are seeking to turn Britain into a Socialist state based upon Lenin's Russia.
* The Farmer’s Union: radical small plot farmers and farm working hands, seeking better pay, price subsidies, and land redistribution. They are heavily influenced by Marxist doctrine.
* The Student’s Union: like students before and after them, the university students have ramparts to thwart whomever they view as authoritarian,
* Foreign Volunteer Units: after the recruiting of numerous foreign elements to fight in the Spanish Civil War, similar detachments have been formed to back those with similar agendas in the British Civil War. Groups of Americans, Canadians, and ANZAC units have been formed; here we will see the Lafayette Battalion, formed of French volunteers, many fresh from the savage fighting in Spain.
This scenario occurs in the West Coast port town of Twaddlemore. Twaddlemore is the home base for a small Royal Navy destroyer flotilla, as well as being a mid-sized port for international commerce. Given that the United Kingdom lives or dies based on this freedom to trade overseas, the port is vital to all in this conflict. The Royal Navy, which for the most part has remained loyal to King Edward VIII, dispatched the flotilla two days ago to join the rest of the fleet, tasked with stemming the flow of foreign volunteers coming to fight for their faction of choice. Many of these foreigners have come directly from fighting for the Nationalists or the Republicans in Spain, who have endured two years of their own brutal Civil War already.
Yesterday the dock workers, who are heavily influenced by communist agents and are affiliated with the People’s Party, refused to move armaments stored in the dock warehouses. Instead, they armed themselves and fighting broke out when security staff sought to control the situation. Who opened fire first is both in dispute and a moot point at this juncture. A company of the Army’s Provost Corps was rushed to Twaddlemore by train, but a bomb was used to derail the trail just outside of town. Multiple factions are either in town currently or rumoured to be headed this way. The Telephone Exchange is the key to communicating with the rest of the country, and is clearly a goal to secure. Likewise, the docks and the armaments stored there in are also of immense value. Lastly, the mysterious new Wireless Tower being built on the south shore is of unknown value, as the work crews are from “away” and appear to be quite Teutonic in manner.
This battle will surely prove that the term “Civil War” is clearly a misnomer.
A historically fictional 'what if' look at the events leading up to the Deutsche Afrika Korps capture of Tobruk in June 1942.
France, 1940 - Case Red.

Heavy Tanks of the 4th DCR must smash a hole in the advancing German line - but there are complications.
Axis and Allied forces clash for a town and large hill.
This is an Aug 44 meeting engagement between Brit and German mech forces in Belgium. The map is based on a satellite photo of Neubruck just southeast of St. Vith.
At Dornot, the U.S. Third Army's XX Corps' first attempt to establish a bridgehead on the Moselle River south of Metz met bloody failure. Two and a half miles south of Dornot the XX Corps' 10 Infantry Regiment is trying once more to establish a permanent bridgehead across the Moselle at Arnaville. Since the first U.S. troops crossed at Arnaville on the night of 8/9 September, the Germans have been launching increasingly vicious counterattacks in an effort to destroy the bridgehead and repeat what happened at Dornot.
Normandy - known for its rolling fields, orchards, stud farms and a good glass of cider. Sheltered from the elements which can pound the coastline this is a landscape is carpeted in apple blossom. It is here, at the heart of one of the best designated cider producing areas that you will find the Chateau les Bruyîres, an Empire period residence and 18th century manor house - run by the Wehrmacht. It is your task to put an end to this inappropriate ownership.
US Army invades an island defended by Italian Troops.

Map is 1200x1200.
Non-Historical.
20 Battles 10 Turns each.

Play HtH (Preferred), or Allied vs. Axis AI.
Allow AI to setup units, there is no pre-planned setup for the defender yet.
Two Reinforced Infantry Companies with Armor Support clash in this typical Meeting Engagement.
engineering company attacks dug in german positions somewhere near monte cassino to capture wine stash for captain hosehead
CMBB
Soviet vs. German Meeting Engagement. 60+ turns.
Best played as: H2H (Not recommended for vs. AI play due to mounted infantry.)

In recent weeks, this industrial center has been the scene of increasingly sharp clashes between recon units and regular forces. Both sides have traded jabs over this important airplane fabrication city. Both have moved into the town and then been forced out again. No one seems to be able to hold it. The landing gear assembly plant on the edge of town was occupied by the Red Army a few days ago and then burned and destroyed as the Wehrmacht forced them out. Much of the town lies untouched, but the workers and residents know it is just a matter of time before a major battle rages through the streets of their city…

After another bloody engagement, both sides have backed off. Again, in the still of a Sunday morning under the cover of a pounding rainstorm, both sides push forces forward to gain possession of the city.

No one is sure where the front lines lie. Is the enemy in front of you? Or is he gone?

Push forward, as so many before you have tried, and hold this town once and for all!
The Axis launch a major attack on the Allied defenses.
Russians attack three German-held villages in an attempt to secure the flank of a future offensive.
Russian breakout from a Kessel against a German blocking force.
43-02-01, South. SS commandos save Kleist's troops from encirclement. Fictional.
42-07-10, South. Axis forces in Group A cross the Donits to secure northern flank in the beggining of Fall Blau Operation. Semi-fictional.
October, 1942
In the northern Caucaus, along the Terek river line, the battle has been raging brutally for nearly two months. Germany's 13.Panzer-Division tasked with taking the key junction city of Vladikavkaz (Ordzhonikidze) has been stymied in it's every attempt to breakthrough.

But now, at the end of October a break has been achieved through the first mountain range and panzers are rolling along the valley near Ardon, on a back route to Vladikavkaz.

The Russians, somewhat disorganized, are withdrawing to new positions. A desperate stand is ordered to slow the German advance and buy time to set-up the new defensive positions.

a product of HDCS

3rd SS Totenkopf arrives back at the front after its Hiatus from the front in France and is immediately thrown back into action.

Follow the swift Donet's campaign the IInd SS panzer Korps stands poised for the final push too retake Kharkov and restore the pride of the Waffen SS, but they have too cross the Mzha river first.

Alternative History : Moskow Decision
This the first of a series of fictional scenarios based on the hipotetic decision by Hitler to attack Moskow instead of Kiev during the august 1941.
The german offensive to Moskow is starting, the first task is to take the bridge over the Dnjepr between Smolensk and Viazma.
Alternative History : Moskow Decision
This the first of a series of fictional scenarios based on the hipotetic decision by Hitler to attack Moskow instead of Kiev during the august 1941.
The german offensive to Moskow is starting, the first task is to take the bridge over the Dnjepr between Smolensk and Viazma.
CMBO
German infantry dawn attack during the Battle of the Bulge. American infantry caught off-guard whilst lining up for chow.

VPs for casualties and German exit points only.
An American WWII GI's dream come true- a "what if" American assault on Berlin AND a chance to personally bag the ol'Führer himself!
Newest Maps
CMAK
a fictional Town in North Africa.
Fictional City in North Africa. Best played as a meeting
engagement.
Fictional City in North Africa. Best played as a meeting
engagement.
Version 2, church size and orientation adjusted to be in village center. Minor adjustments such as villages, small hills and ridges around the wheat fields.
Mixed terrain, woods, open fields, villages, church, river, bridges.
This is a huge (actually 5 x 4 km) map representing a piece of French countryside west of the town of Arras. It is flat (gentle slopes) and moderately populated with villages, forests, orchards and the like. It is suitable for a massive battle of regiment-sized forces (15,000 points or more).
Fictional Map, Crete, An almost compleatly dried up river bed with a ruined bridge across, 2 small hamlets on either side
The axis forces have captured the ridge east of Lieso. It´s been quiet over a month, so they have had enough time to dig deep in the ridge.

Allied forces are attacking with brutal force from east. Tuomari-Laurila has already been taken.
The axis forces are about to assault a little town called Lieso in aim to capture a road that leads through a ridge to deeper east. The allied forces are dug in somewhere around the old elementary school.
A small river splits a large map, with lots of roads and 6 bridges to control and a town also to control. This map is for meeting engagements and no side has a terrain advantage. Hopefully this will boil down to your choice of units and your game play.
CMBB
Beautiful and challenging map perfect for direct or flank approach. Fight in the woods, the streets, the buildings or inside a small factory! Great for infantery with some armor and artillerie support and IDEAL for a quick motorized assault in the middle of a foggy night.
This was a work in progress for the cancelled CM Campaigns. Maps are both operations and battles. Four maps included. One is large version (75% accurate scale) of the entire fortress of Brest Litovsk and immediate area. Others are 2 km x 2 km maps of the north and south portions of the fortress. You are welcome to use these maps as long as your credit "Bannon DC" for map creation.
1600x1600m, middle eastern front,
3 big victory locations in the middle of the map,
4 additional small flags,
medium settlement with surrounding rural areas,
some hills, woods and farmland,
a small river crossing from N to S,
prepared setup-zones for both sides,
therefor I call it battlefield-map.
Germans advance easily untill they find... A speed bump on the road to Leningrad
This Map is designed for Meeting engagements, it is set in a fictional City.
A medium town lying crosswisely to the advance direction. In and around the town gardens and fields, some bush and tree rows.
2 small rivers with some fords.
Only 1 large victory location.
Best used for meeting engagements.
Damaged large town/small city divided by a river. Contains several bridges, an old fortress, stadium, factories, railway station, and an old manor. Flags spread pretty evenly out on the map, made for a QB axis attack. IMPORTANT: ONLY FOR USE WITH UMLAUTS STALINGRAD MODS. You most use the scenario with these three mods found at www.cmmods.com:

FULL_telephonepole_umlaut
rubble_spray_umlaut
stalingrad_buildings_umlaut
Stalingrad-ish map made for Umlaut´s Stalingrad-mods.
29 2x2km maps. Various terrain; city, village, farmland, deep forests ...

They all quite beatuful ;)
I know it was UK and not USSR! but i didnt own CMAK when i made the level and i dont want to do everything over again so USSR must equal UK! its a fun level with the FJ troops in the greatest air invasion prior to D-Day.
CMBO
This CMBO map is built from a topographical map of the little town of Seville, NE of Melbourne, Australia. My idea was to lauch a Brit brigade (3 btns) across it at a German static defence screening mobile reserves.
Desiliens is an ancient Roman town. The map features the ruins of the town, an aquaduct, and the ruins of a villa on a low central hill.

The eastern side of the map is mostly woods, the west is hills and farms. It is most suitable for an assault on the town, but if the focus is shifted to the ruined villa it would be good for a meeting engagement.
Updated Maps
CMAK
Ideal for a QB ME
CMBB
This Map is designed for Meeting engagements, it is set in a fictional City.
axis winterattack on a Russian City
Please feel free to download, use or edit the map.

Screenshots can be found here:

http://worldatwar.eu/index.php?entity_sess=512x00db4fede3b24a34db2c5e9d283f162c&lang=3&location=boardshownode&boardid=51
A town with a river and lake surrounded by grainfields
Map is based on a sketch in the book > Die guten Glaubens waren< the history of the SS Polizei Division and shows a hard-fought area south of Leningrad. The Observatory was not reached by the Germans although they really tried it
This is part of a series of maps on the so-called Ladoga
Front
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THE_ENIGMA
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Post #524   3898 days, 21 hours, 52 minutes, 38 seconds ago           
Al recently asked on the front page:

Quote:
Some questions to all of you:

Since I like to design scenarios, I am interested in what's important to players.

Here are some questions in an attempt to find out what desigerns should care more (or less) about:

1. Briefings
Do you read them? Do you just scan them for information? Is it important for you that they add to overall atmosphere? Is it worthwhile to work them out, or does it suit you to just learn when and where any reinforcements arrive?

2. Map design
What's important to you in that respect? Do you see the map as a chessboard (switching of trees, flags, remarks from the first turn on)?

3. Units and names
Does it make sense to give e.g. names to HQs? Do you like to identifiy with units, or do you rather see them as chess figures?

4. Battle Types
Attack? Defence? ME? What do you like best?

5. Ai
Do you think the Ai can be a challenge at all? Do you like to fight against the Ai? Does it make sense to develop such scenarios - or is it H2H what you want to see (and play)?

Thank you for your feedback.
AL


--------------------
The Demolition Man
Quote:
sgtgoody (esq)
I find that people will play the way they want. Make the OP that you want, if others like it, great, if not, well there is no accounting for taste is there?

THE_ENIGMA
Junior Tester

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Post #525   3898 days, 21 hours, 50 minutes, 42 seconds ago        
Quote:
Some questions to all of you:

Since I like to design scenarios, I am interested in what's important to players.

Here are some questions in an attempt to find out what designers should care more (or less) about:

1. Briefings
Do you read them? Do you just scan them for information? Is it important for you that they add to overall atmosphere? Is it worthwhile to work them out, or does it suit you to just learn when and where any reinforcements arrive?



I’ve learnt that these are a very important part of the scenario. Any scenario without one is not complete.
So yes I read them.

The main briefing gives the player the information of who made the scenario, the playtesters, number of turns and other information.

The team briefings not only give me information of my forces, what to expect, roughly when reinforcements will arrive or if there is any, they also give one a background story to the battle.

Otherwise its nothing more then a Quick Battle, a bunch of forces on the map ready for a fight … not a scenario. The game is a bit of a roleplay really.


What I don’t agree on though is giving precise information in briefings.

Eg, reinforcements will arrive on the 24th turn, theres 5 enemy platoons etc

As going with the above it’s a bit of a roleplay, why would the guys your depicting know everything, as in where all the enemy units are, the precise time of arrival for reinforcements, direction of the enemy attack.
Unless of course its stated, aerial recon, scouts etc

I believe that information should be vague as in the real world unless there’s a good reason for next to accurate information.


Quote:
2. Map design
What's important to you in that respect? Do you see the map as a chessboard (switching of trees, flags, remarks from the first turn on)?



Maps should be interesting, if its just flat ground its not going to be fun to play on.


Quote:
3. Units and names
Does it make sense to give e.g. names to HQs? Do you like to identifiy with units, or do you rather see them as chess figures?



If the battle is based on a real event, yes I think its good to give the units unique names. It makes sense to see Frost somewhere on the board at Arnhem for example.

I’ve also started naming units in non-historical games when ive ran out of unique landmarks as another way of giving credit to the playtesters (as well as in the briefing).


Quote:
4. Battle Types
Attack? Defence? ME? What do you like best?



Anything, as long as its fun.


Quote:
5. Ai
Do you think the Ai can be a challenge at all? Do you like to fight against the Ai? Does it make sense to develop such scenarios - or is it H2H what you want to see (and play)?




I play against the AI with a +3 bonus. It usually ends up giving a good account of itself and has defeated me soundly on some occasions.

For example, in one game the AI surrounded my position …. It cut off my escape route!
The last game I played the AI fought furiously, counterattacking from start to end. It took me 30 minutes to get a bunch of them out of the corner of small town because the AI fought that hard.
It ended up as a draw.

Quote:
Thank you for your feedback.
AL



Welcome, hope it helps.
--------------------
The Demolition Man
Quote:
sgtgoody (esq)
I find that people will play the way they want. Make the OP that you want, if others like it, great, if not, well there is no accounting for taste is there?

PIBROCH
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Post #526   3898 days, 11 hours, 14 minutes, 58 seconds ago        
Quote:
1. Briefings
Do you read them? Do you just scan them for information? Is it important for you that they add to overall atmosphere? Is it worthwhile to work them out, or does it suit you to just learn when and where any reinforcements arrive?


I always read them. I consider a scenario with no briefings or a two sentence briefing not worth playing, by definition. I usually only play (semi-)historicals; a scenario without a decent briefing is either fictional, or historical but the designer couldn't be bothered, and in either case I'm not spending my time on it. This does not mean there's anything wrong with a good fictional scenario, it's just not my cup of tea.

I prefer briefings to provide a sense of atmosphere, but do not require them to. If it's a battle that actually happened, the history itself usually provides all the atmosphere that is needed.

IMO every main briefing should include notes about the best way to play the scenario (HTH or vs AI, and if vs AI then as which side). If it is intended to be worth playing vs AI, there should also be notes about recommended CEB, Play Balance, and Default vs Free setup.

Beyond that, I usually think it's worthwhile to work out the briefings. Yes, in a fictional it is possible to get away with a two-sentence briefing, because the goal will usually be obvious. Rune used to do this. But for me it's a turn-off, and I rarely played Rune's scenarios (despite the fact that they got high ratings).

Quote:
2. Map design
What's important to you in that respect? Do you see the map as a chessboard (switching of trees, flags, remarks from the first turn on)?


Sorry, but I have no idea what you mean by this.

Quote:
3. Units and names
Does it make sense to give e.g. names to HQs? Do you like to identifiy with units, or do you rather see them as chess figures?


If the scenario is historical, then whatever real HQ/tank names you come across in your research should be used for the appropriate units. This should be noted by the use of an *. I consider this basic courtesy to the people who actually fought and died there.

In a fictional or for units where the real name is unknown, I see no point in assigning names -- unless you want to mention them in the briefing to help the player know his force and to provide atmosphere.

I don't think of them as just chess pieces. But when I identify with them it's on the level of their game identities or game abilities ("K platoon" or "the second platoon of that paratrooper company", "K-0" or "the platoon HQ with the really high ?", "V-4" or "the Mk IV that's Veteran").

Quote:
4. Battle Types
Attack? Defence? ME? What do you like best?


Anything that works against the AI.

Quote:
5. Ai
Do you think the Ai can be a challenge at all? Do you like to fight against the Ai? Does it make sense to develop such scenarios - or is it H2H what you want to see (and play)?


So far I still play only against the AI; I just hate waiting for the next turn to arrive. Smile (I also am still on CMBO when most people have moved on.)

The AI (at least in CMBO) can be challenging but usually not the same way a human would be.

In defense it can be good at ambushes, but otherwise it often simply counterattacks whether it ought to or not. However, when it does attack (or counter-), it is relentless and single-minded, and that can be challenging because it sometimes simply overwhelms you.

I don't recommend that you try to design for AI play unless you really are willing to sit down and think about how the AI works and what you need to do in your design to make it work effectively. Most of the designs I play end up being disappointing on some level because the AI does not follow any real-world logic.


Pibroch
LCM1947
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Post #530   3896 days, 9 hours, 46 minutes, 9 seconds ago        
In my opinion the map is everything. Well, maybe not everything but it has a lot to do with whether it's a really good game or a so so one. The units involved are also very important. I like armor a lot and insist on having it in a game but armor by itself wouldn't be much fun so there must be infantry as well. The last thing I'd mention is timing. It's so important to have reinforcements arrive at the right time. This makes a really suspenseful game and balances it to where it's certainly not too easy to win cause there's no fun in that but I wouldn't want to lose either. I like a medium size game of about 30 turns. I really only play against the AI myself so prefer games designed that way. I normally prefer being the defender but on occasion like to attack but mostly defend. I guess I enjoy setting up my perimiter and defenses. To me it's a pain to have to attack if the game is large due to the many units. I just get bored moving everything 30 times or more. Plus I really enjoy seeing how the enemy will attack.
--------------------
My Best
MAD RUSSIAN
Senior Tester

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Post #531   3896 days, 7 hours, 47 minutes, 26 seconds ago        
1. Briefings
Do you read them? Do you just scan them for information? Is it important for you that they add to overall atmosphere? Is it worthwhile to work them out, or does it suit you to just learn when and where any reinforcements arrive?


I do. Since my briefings are the longest in the CM community I like them. Mine are close to reading a history lesson about each fight. I try to set the mood for the battle you're about to fight. I think it helps make the scenario more enjoyable. The more information you put into the personal briefings about on battlefield information the better.

2. Map design
What's important to you in that respect? Do you see the map as a chessboard (switching of trees, flags, remarks from the first turn on)?


Look here and see the way I make maps and my recommendations.

Map Making Link

There are other ways to make maps besides mine. There are other threads here in the Design Tips section too. Those about map damage, localized battle damage, placing craters/roadblocks and wire, just to mention a few.

3. Units and names
Does it make sense to give e.g. names to HQs? Do you like to identifiy with units, or do you rather see them as chess figures?


Since my scenarios are all based on Historical events I put as many historical people in my scenarios as possible. I don't go beyond who I can identify.

I don't identify with the units. I see them more as chess pieces. I don't break down when I lose a tank but I also try to play as though they were real men and have an understanding what it would be like to lose them. That keeps me playing realistically and not just doing crazy things.

4. Battle TypesAttack? Defence? ME? What do you like best?

I prefer ME's. I like the freedom of choices that ME"s allow.

5. Ai
Do you think the Ai can be a challenge at all? Do you like to fight against the Ai? Does it make sense to develop such scenarios - or is it H2H what you want to see (and play)?


I absolutely think the AI can be a challenge! I've spent lots of time proving to people that the AI can fight!! I have entire series of scenarios based on the AI fighting! Both in attack and defense! I have taught countless others how to make the AI work in CM. So yes I believe you can make very high quality scenarios that are vs the AI.

I play both but prefer H2H because of the interaction with my friends.

Thank you for your feedback.
AL


Anytime. Glad you have joined us in the addiction!

Good Hunting.

MR

(modified 03/24/2007 19:10:19 by Mad Russian)
POOR OLD SPIKE
Novice Tester

Member #2282
Joined: Jul 2005
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Post #532   3895 days, 15 hours, 5 minutes, 29 seconds ago        
1 - BRIEFINGS
Good Briefings are absolutely vital, they can make or break a game.
In fact if I download a scen and the briefing doesn't tell me what I need to know, I won't play it. It'd be unrealistic to be told too much, so all I ask for is a ROUGH idea..
I need to know whether I'm going to get reinfs, and roughly when, and roughly where.
I also want to know whether the enemies going to get any, and roughly when and where, I don't want them appearing in my rear area without warning!
I also want to know roughly what the enemy has got on the map at the start, and roughly where it is.
A typical briefing should therefore go something like this -
Your reinfs will appear on the map edge near the church in about 10 minutes, consisting of several PzIVH's and some infantry.
Enemy initial deployment is centred in and around the village. His reinfs are on the way consisting of several T-34's carrying infantry and will arrive from the east edge in about 12 minutes

2 - MAPS
I like maps that are chopped up by hills and trees so you can stalk each other around them. By contrast open maps are boring because the two sides simply stand firing broadsides at each other like fleets of warships on an open ocean

3 - UNIT NAMES
I rarely read them anyway, its not important to gameplay

4 - BATTLE TYPES
I like ME's best, and so do the majority of CM players in my experience because both sides start equal, they're exciting mobile games of manoeuvre and counter-manoeuvre like chess.
Attack/defends tend to be slower and therefore less exciting,
I mean, the defender is nicely set up to defend the objectives so he doesn't really need to go anywhere.
And he's got fewer forces than the attacker so he wants to sit quietly waiting to spring his trap, not go running around the map in the face of a larger force.

5 - The A.I
It's appallingly bad..
It operates in a sloppy unco-ordinated way in dribs and drabs all over the map, and you can easily defeat it most of the time by just staying tight and picking it off like flies.




(modified 03/25/2007 11:52:49 by poor old spike)
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BRITISH TOMMY
Novice Tester

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Post #533   3895 days, 14 hours, 39 minutes, 17 seconds ago        


Quote:

1. Briefings
Do you read them? Do you just scan them for information? Is it important for you that they add to overall atmosphere? Is it worthwhile to work them out, or does it suit you to just learn when and where any reinforcements arrive?



Yes I read the briefings as I find they are an important to the battle I am about to play. I hate it when briefings give you false information.

Quote:
2. Map design
What's important to you in that respect? Do you see the map as a chessboard (switching of trees, flags, remarks from the first turn on)?



It's the map which makes the battle. A badly designed is a real turn off to me. It spoils my enjoyment of the battle. I don't switch off trees or anything else unless I can't spot a unit but after moving that unit, I switch the trees etc back on.

Quote:
3. Units and names
Does it make sense to give e.g. names to HQs? Do you like to identifiy with units, or do you rather see them as chess figures?



It's nice to see the real names for each HQ unit but it's not that important to me.

Quote:
4. Battle Types
Attack? Defence? ME? What do you like best?



I don't mind, as long as I am enjoying the battle! :-)

Quote:
5. Ai
Do you think the Ai can be a challenge at all? Do you like to fight against the Ai? Does it make sense to develop such scenarios - or is it H2H what you want to see (and play)?



My favourite is H2H but I still enjoy the odd game against the AI.... especially if the scenario is designed by my old mate, Mad Russian. He has the nack of making the AI keep coming at you right until the last turn.

Quote:
Thank you for your feedback.
AL



No problem! Hope my replies helped you.
--------------------
success is not final, failure is not fatal: it is the courage to continue that counts.
Winston Churchill
PIBROCH
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Post #534   3895 days, 5 hours, 50 minutes, 45 seconds ago        
Quote:
Originally posted by: British tommy:


Quote:
2. Map design
What's important to you in that respect? Do you see the map as a chessboard (switching of trees, flags, remarks from the first turn on)?



It's the map which makes the battle. A badly designed is a real turn off to me. It spoils my enjoyment of the battle. I don't switch off trees or anything else unless I can't spot a unit but after moving that unit, I switch the trees etc back on.


Oh, now I understand the question!

I see the map more as a real place than as a chessboard. I want it to look attractive from a distance, and look real when viewed up close, but also work properly in the game.

So, I leave trees turned on full, and only toggle them off temporarily when they get in the way.

I mostly turn flags off, because they look ugly and tend to get in the way of the overhead map view. When I need to know control status or forget where they were, then I toggle them on and off again.

I leave landmarks turned on until I get to know them and they start getting in the way, then I turn them off.

In a map I'm working on now of a real place, I'm finding it to be a very complex and delicate balancing act trying to combine:
1) historically accurate placement of objects (such as houses),
2) getting objects to look nice, and
3) getting objects to play in the game the same way they would in real life.

Often it's impossible to do ANY of the three. On the whole I'm moving toward designing a semi-historical map that looks nice, feels reasonable, and plays well, rather than a historical map that does none of the above.


Pibroch
ROCKINHARRY
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Post #543   3889 days, 19 hours, 10 minutes, 32 seconds ago        
1. BRIEFINGS

Very much depends upon preferred style of play. If it´s a simple "capture the flag" style scenario (no real historical background, simple setup ect.) then also keep the briefing comparatively simple, maybe one CM briefing page only. That gets you into the game quickest.

For stuff with historical background and when interested in increased realism, you can be as detailed as the scenario demands. A short military style situation briefing, order of battle (friendly) and "credible" information about the enemy, his whereabouts and his forces adds to the realism. We have an interesting thread at TPG about that particular topic. Just check that one out.

Personally I´m interested in realistic military style briefings since this is a very important part of my military research topics.

2. MAP DESIGN

Just as above, depends upon play style. Generally the more realistic the map looks are, the more fun is the battle IMO. Know the terrain where your battle is about to be played. Do you spend your time outdoors oftenly and do you check photo sources about the intended battle area? Your maps will benefit! A terrain in the ukraine is generally different from that of the Leningrad area or in the Crimea, as is the terrain in italy (southern europe), western europe, northern europe, the US ect. Know the fine differences! Many designers do not, but there´s also a bunch of people who are real artists! If you have a very special scenario topic, it might be interesting to know that there´s a whole lot of terrain (and unit) graphic mods available that might give your scenario just what it needs!:)

Personally I find the downscaling or compressing of map/battle sizes (packing/shrinking the content of a real terrain by about half or more) problematic. If I read about that in a briefing, I usually forget about that and just play the scen just like it is a "normal" scale (Btl. to Rgt./CG) one.

3. UNITS and NAMES


If it´s a historic style battle it´s a nice addition to have real commanders names at appropiate places in there. Also depends upon other scenario features. Maybe one considers it fun to have a "Rommel" or "Patton" in his otherwise unrealistic scenario. I don´t. Combat Mission units only support ranks up to Btl. level so it sometimes looks odd if you have a historic commander in there that you know was a Colonel or higher. One can live with that though.

4. BATTLE TYPES


Depends upon whether I play vs a human opponent or the AI. Versus a human opponent anything works usually and could be fun.

5. AI

Also relates to #4. Not every battle type works well for the AI and generally it needs a lot of caressing when attacking. I don´t support giving the AI any experience bonus since from my experience it adds nothing to the AI´s usually not so good tactics. You just make the AI´s units better shooters and help them survive better. You end up having crack or elite troops behaving like rookies when it comes to battle tactics ect. Does not make sense to me and rather works vs. realism. QB might benefit from giving a bonus to the AI, but user made scenarios usually benefit more from understanding how the AI "works" and setting units/scenario parameters appropiately. One can get a whole lot out of the AI this way, although you would spend much more time testing. Think we have a related thread at TPG somewhere.

Most important points to consider is map terrain and number/value of flags. If on the attack the AI´s attack routes are quite predictable, but one can setup the terrain in a way to counter that. I.E adding craters is one way to offer the AI more approach routes for infantry units, so it won´t just move them from one patch of woods to the next one. Real commanders avoided small forests, since they make up such a good target for a nice artillery strike. Having a good mix of cover terrain for an attacking AI is desirable.

The flags and it´s values work in many ways and usually need to be setupped a bit different in AI and H2H scenarios IMHO. A feature that I don´t see used oftenly is not to use flags at all! You can set the AI units "exit points" flag and set the scenario parameters for exit map edge battle type. If there´s no flags onmap, then the AI tries to hunt and kill the opponents units to gain appropiate victory points.

IMHO having that public victory flags in any wargame is one of the greatests fun killing features, as is in CM too. Both opponents exactly know what to defend and to attack. How boring!:P There´s ways to avoid that oftenly unrealistic situation in CM though. Do we have a thread about that particular topic at TPG already?




--------------------
former member of SPWAW Lost Victories design team and Wild Bills Raiders

Rockinharry Music at Myspace

for PBEM requesters; I´ll play TPG stuff that needs testing only!

RockinHarry Scenarios:

RHZ Death Factory #1 CMAK ETO Scenario
RHZ Fall Gelb CMAK ETO Scenario

Rockinharry Mods can be found at GAJs Mod Place
AL
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Post #548   3887 days, 36 minutes, 9 seconds ago        
I just wanted to say thanks for all your detailed answers!

All in all I feel encouraged to go on with designing scenarios the way I do. I especially liked what ENIGMA wrote: "The game is a bit of roleplay really."
I would go on using all avilable means to add to this feeling. One of the latest results is AL-Village v. 1.1 Maybe you want to give it a try and let me know if that's what you would expect from a challenging and enjoyable scenario - or not. Any comments are highly appreciated.

Thanks again.

AL

--------------------
LEIKVOLD
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Post #560   3878 days, 3 hours, 20 minutes, 39 seconds ago        
1. Briefings

I appreciate well-thought-out briefings. When a scenario has a briefing that creates atmosphere, I enjoy playing it all the more.

An example: I'm working on an advance operation based on the premise, What if it was PzG. Div. "Grossdeutschland" which pushed toward Prokhorovka during the Battle of Kursk (instead of the three divisions of the II SS Panzer Korps)? The German player's initial force includes a Tiger platoon, representing those remaining operational after the previous week's fighting (the operation starts the morning of July 12 and ends at dusk the next day; the stated objective is "reach Prokhorovka by nightfall tomorrow or face Ivan's reserves on your own!"). The Tiger platoon HQ unit is named "Wallroth" (Hauptmann Wallroth commanded 13. Company, Panzer Battalion GD, during the Kursk battle). Thus the briefing says "Hauptmann Wallroth refuses to use his Tigers as moving walls....", which also explains why the Tigers are in hull-down position behind the start line in the initial setup.

The CSDT and HSG scenarios are consistently exemplary in briefings as well as in pretty much all other aspects of scenario design.

2. Map design

A well-designed map is the foundation of a quality scenario (especially in historical scenarios). Details like those Mad Russian discusses in his map-making thread make a scenario all the more interesting and enjoyable (to me, anyway).

3. Units and names

I prefer to design scenarios based on historical instances where I know the names of at least a couple officers. The CMAK operation "Pied Peiper" (I forget the designer's name; sorry! Confused ) is an excellent example of including officer/HQ names; Most of the company- and battalion-level HQ units on both sides have the historical name as well as the real-life unit name. It makes you feel all the more connected to the troops you're commanding and makes it all the more historical.

4. Battle Types

Anything that works against the AI . . . so long as I get to play the Germans. Razz

5. AI

The AI has trounced me more than a few times. I play H2H against myself these days, though -- it's more realistic in CM than in chess because in CM you can't necessarily see what your "opponent" is doing (and I always use the "Extreme FOW" setting).

Sadly, the only times I've played H2H against another person is when I've played my best friend, who has good tactical sense and know-how, but he isn't familiar with CM or the game's verisimiltude.

Gute Jagd!

--------------------
Wir werden sieger
durch unseren Tiger.

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