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Post subject: Forumini'09 Creativity: Challenge #3 of 10
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Make an AAM scenario
- It must be yours and new, never shown online before
- It can be historical or not
- It must also include aircraft or units with gliderborne or units with paratrooper. They don't have to be the focus of the scenario, but they must have a noticeable role.
- It can include non-AAM units, but proxies must be suggested and proper custom cards provided
- It can include houserules, such as HHR, as long as they are properly explained. Houserule cannot be assumed or linked.
- The map hexes must be numbered for online use. The scenario may be played as an olympic event later this year, towards the end of the olympics, so make it as balanced as possible
Be polite to your fellow contestants by using as little space as possible to present your scenario. Avoid giant or unnecessary images.
Post your entries in this thread.
Deadline: Tuesday 14 April 2009, 23.59 US Pacific Time
After the deadline, we will vote for the winners. The scores for every creativity challenge is:
1st 10 pts, 2nd 8, 3rd 7, 4th 6, 5th 4, 6th 3, 7th 2, 8th 1
YOU MUST NOT COMMENT ON ANY OF THESE ENTRIES before the deadline.
Post here only your entries or clarification questions. Not comments. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Wed Mar 25, 2009 9:16 am |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1486

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Hello
nice!
a question: how do you number the hexes?
otherwise i'll have to use the EF maps or tha gazala one; they are numbered. _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php. |
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Wed Mar 25, 2009 1:44 pm |
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Posts: 9280

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Maybe like Sindor's? http://nofar.wz.cz/aa/africa1.jpg
It doesn't really matter, as long as the system that you use is comprehensible and one can tell the id of the hex when playing online. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Wed Mar 25, 2009 2:01 pm |
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 SOCCEROO FEVER

Posts: 6808

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Assault on Dalnik
(The outskirts of Odessa)
September 9, 1941.
Map:
The Romanian 4th army is poised to capture the important port city of Odessa. The city is defended by a mixture of Regular infantry, Militia and Black Sea Fleet troops. The soviets are surrounded and there only life line being the Soviet Black Sea Fleet.
This Scenario concentrates on the Frontal assault from the Romanian 6th Division.
Setup;
Soviets setup in rows A,B and C only. Their fortifications (see Forces) are also restricted to this as well.
Romanian setup in rows J and K.
Objectives-
The Romanians are to capture the villages, these are worth 10 points each (B13, B3 and A10)
and the Railway Station worth 20 points (C13)
at the end of turn 10 the score up the victory points incuding the casualties you have caused to determine the winner. Any objectives still held by the Russians are victory points for them.
Forces-
Soviet:-
Western Odessa Militia Platoon{Contains the following}-
3x Mosin-Nagant
NKVD Machine gun Platoon {Contains the following}-
1x Commisar
3x Maxim Mg
3x Pillboxes (may be placed in A-C hexes)
Soviet Sailor Platoon {Contains the following}-
1x Veteran NCO
3x Soviet-Polish Infantry (these are to represent soviet sailors)
1x PTRD- 41
Reinforcements on turn 3
must enter on hex
1x T26B
Romanian Forces:-
Note- All german units will be treated as Romanian for this scenario
Esc.58- in ground support role
Bf109E (use german unit)
[This unit has only 3 turns over the battlefield, due to the airfields are far away]
This unit is to be ordered (choose with turn you want it to turn up. i.e turn 3-5 or 2-4)
1ST Company 15th Dorobanti Regiment (Razboieni)
1st Platoon {Contains the following}-
1x Vigilant luitenant
3x Romanian Riflemen
1x AT Gren (This unit also has a Hand to Hand 10 ability to simulate Assault Enginners)
2nd Platoon-
as above
3rd Platoon-
as 1st Platoon
Company support-
2x 47mm Bohler ATG
2x Light Mortar (German) to represent 60mm Romanian Mortars
1st tank Platoon, 1st tank Battalion Romania Mare Division.
3x R2
Have fun gentlemen  _________________

Last edited by RAEVSKI on Thu Apr 02, 2009 6:05 am; edited 10 times in total |
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Thu Mar 26, 2009 6:23 am |
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 Muahahaha!
 AHF Silver-Rated Trader
Posts: 1493

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I hope there is something like this for WAS.  _________________ -Greyh
Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards |
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Thu Mar 26, 2009 10:50 pm |
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Posts: 9280

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| Greyh Seer wrote: | I hope there is something like this for WAS.  |
Nope. WAS will have a different kind of unique challenge. We try to have very different challenges so that we don't get bored. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Fri Mar 27, 2009 12:47 am |
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 Muahahaha!
 AHF Silver-Rated Trader
Posts: 1493

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curses...I have been playtesting a new scenario just in case....oh well, I suppose I'll just have to share it as not part of the olympics. hehe _________________ -Greyh
Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards |
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Fri Mar 27, 2009 12:49 am |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1486

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So can we start posting here for the scenario Olympics? With Carrion's help for the grid and a few more days i should be ready. I've got something really special...  _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php. |
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Fri Mar 27, 2009 2:49 pm |
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Posts: 9280

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Yes. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Fri Mar 27, 2009 2:56 pm |
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 Moderator (here to help you!)
 Supreme AHF Trader
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Post subject: OK here is the NEW and IMPROVED - ASSAULT ON POLAND scenario
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A few things to mention first:
This scenario was part of an ongoing campaign - I included a short battle report/summary.
I do not place the map as the configuration is "common knowledge" (and I am not proficient at posting pics here).
For use as online map I recommend that ROWS are coded by letters (A;B;C;....) and colums with numners (1,2,3,....). Start at the TOP left corner with A1...
Its quite unbalanced to simulate the real polish campaign, but remember POLAND needs only 1 surviving unit to win the game (it did not happen in the campaign).
There is a second part simulating the russian occupation of Eastern Poland, bzut that is another Story...
September 1939
German Attack at Poland
Its the start of World War I in Europe, Germany attacks Poland and tries to subdue all resistance as soon as possible. Poland wants to hold out until her Allies England and France relief her by attacking Germany.
Game length 12 turns. Polish goal – hold out until the end of turn 12, German goal - kill all Polish units.
Map – Configuration 1 from the Base Set Rulebook – Half and Half – Poland sets up at the east HALF of the map. Germans within 5 hexes from the left Border.
Units (losses of actual game in brackets)
POLAND
13x Polish Mauser (13)
11x Cavalrymen (11)
2x 7TPdw (2)
Renault R-35 (1)
2x Supermarine Spitfire Mk. I (2) - (used as a substitute for a generic Polish fighter, has not the Agility SA and MUST be placed each turn if not disrupted)
2x 40mm Bofors (2)
4x Barbed Wire (1)
2x Tank Obstacle (2)
GERMANY
2x sGrW 81mm Mortar (1)
2x 7.5cm leIG 18
16x Mauser Kar 98k (3)
2x Pioniers (1)
3x SS-Stormtroopers (1)
2x Fallschirmjäger (not dropped)
3x 20mm Flak 38 (1)
3x Kübelwagen
2x Elite Panzer IV Ausf. D
4x SdKfz 251 (2)
Messerschmitt Me 110 (1)
Messerschmitt Bf 109E
Poland set up occupying all available cover terrain on its side of the map. Fortifying the positions with a few Obstacles. Germany positions its troops as far forward as possible to get into melee soon.
Both sides deployed their planes early, but antiaircraft fire disrupted all but the Bf-110. This plane managed to disrupt a Bofors. Poland – going first – tried to secure the southern woods on Germanys side of the map to further delay the German onslaught. Unfortunately the Polish Cavalry ran into a SS-detachment and all Horsemen were killed – no cover roll was made. Accurate Panzer fire destroyed also Polands single R-35. As the battle went on German Pioneers successfully removed some Obstacles, so the Panzers and Sd Kfzs could roll forward. At turn 3 of 5 polish strongpoints 3 were erased and the Germans confidently prepared to take out the last two. Turn 3 also saw the demise of the Polish Airforce and also the Luftwaffe took some losses. During turn 4 and 5 Poland had some success by taking out some of the forward German Elements, but Germany could fully utilize its superior numbers to kill almost all remaining Polish troops. Turn 6 finally saw the complete destruction of the Polish Army.
Poland never seemed to be able to make a Cover roll, while Germany had some really great attack rolls. For example a disrupted Mauser killed a Polish Soldier in cover at mid range. The great rolls enabled the Germans to let some units move during the attack phase, so this was a real “blitz”.
Conclusion – history repeated itself. France and England will try to build up a sizeable force before they will attack Germany. Russia will snatch East Poland while Germany will try to build some ships to force England to invest into a bigger fleet.
Have fun. _________________ [img.]http://upload.wikimedia.org/wikipedia/commons/d/db/Animated_gun_turret.gif[/img]
Lieber eine flotte Rote als die rote Flotte! |
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Tue Mar 31, 2009 12:18 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1486

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a question for the Admin guys:
shouldn't our olympics scenarios also be posted on the scenario page for a broader access?
i'm also almost done, i'll try to do a couple of last play test this afternoon. and then post it.
It will give me time to try out the competition!  _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php. |
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Wed Apr 01, 2009 9:41 am |
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Posts: 9280

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| general Hoth wrote: |
a question for the Admin guys:
shouldn't our olympics scenarios also be posted on the scenario page for a broader access? |
Not yet. You can post them wherever you want after the deadline, when people will be voting for two weeks. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Wed Apr 01, 2009 12:03 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1486

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Post subject: Red Alert
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ok here it is, my scenario entry for the olympics.
ps: i might just do a bit of editing.
Red Alert!
The Soviet Air Drop at Buckrin
Bukrin, 25th Septembre 1943
With the Whermacht in full retreat after "operation citadel", the Soviet high command looked for ways to beat the germans to the mighty river Dniepr. Stavka decided to drop 3 airborne brigades just south of Kiev in an attempt to gain a strong bridgehead there. After a difficult drop (none of the promised anti tank guns arrived) the red paratroopers from 3rd and 5th brigade, despite precious local partisan help, discovered that they had landed in the assembly area of the 19th Panzer Division...
Maps:
West-map4-mapf3- east (river dniepr)
place a village tile on the middle hex of the map (where the road ends)
Here is the map with a grid- courtesy of carrion
Soviet 3rd Airborne Brigade:
all the following units gain the paratrooper special ability and get placed during the special air-drop turn (see special rules)
HQ
veteran NCO
red paratroopers x8 (i used sindor's card but feel free to use the british paras as a proxie)
here is sindor's card:
dp 27 x2
mosin nagant x2
ppsh 41 x2
sniper
maxim x2
ptrd 41 at rifle x2
50mm light mortar x2 ( or use the u.s. m2)
yak fighter x2 ( or use the spitfire mk1)
here are the cards:
Partisans:
all these units set up as partisans
commisar
communist partisan x4
19th Panzer Division:
set up anywhere on the map
ss leader
mauser x8
veteran infantry x2
sandbagged Mg 42 x2
20mm flak gun
disciplined spotter x3
sdkfz 222 x2
81mm mortar x2
messerchmitt bf 109 x2
bunker x2
barbed wire x2
minefield x2
special rules:
Pre-turn 1: the air drop:
except for the partisans, the soviet drops his paratrooper brigade anywhere on the map.
Landing on or adjacent to a german unit will provoke a defensive fire roll. If the roll is succesfull the soviet unit lands disrupted. Note that several german units can roll for defensive fire.
turn 1: roll for initiative normally.
victory conditions:
At the end of turn 6:
Major soviet victory: the soviet controls the bridge hex AND no german units have an LOS on the river Dniepr(the river hexes on the right handside of map f3)
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Minor soviet victory: The soviet player achieves one of the two objectives above.
German Victory: The air drop fails completely _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php.
Last edited by general Hoth on Sat Apr 04, 2009 2:14 pm; edited 6 times in total |
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Wed Apr 01, 2009 3:13 pm |
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Posts: 9280

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Just a quick note. You'll need to add in your post anything that is not standard, e.g. custom cards, etc. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Wed Apr 01, 2009 3:16 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1486

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Wed Apr 01, 2009 3:18 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1486

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Wed Apr 01, 2009 10:59 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1486

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Post subject:
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Just checking the competition...
raevski, what are the platoons made of? Can i find them onforummini?
not up to date with platoons! Only used them when the expanded rules came out. _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php. |
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Wed Apr 01, 2009 11:13 pm |
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 SOCCEROO FEVER

Posts: 6808

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| general Hoth wrote: | Just checking the competition...
raevski, what are the platoons made of? Can i find them onforummini?
not up to date with platoons! Only used them when the expanded rules came out. |
My platoons are what they say they are
i.e a rifle plattoon -
1x vigiant luitenant
3x Romanian riflemen
1 x AT grenadier with HtH 10 _________________

Last edited by RAEVSKI on Fri Apr 03, 2009 10:19 pm; edited 1 time in total |
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Thu Apr 02, 2009 5:56 am |
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Afrika Korps

Posts: 1390

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My entry: a DDAY Scenario.
As I did not want to take too much space, I’ve posted only the first part of this scenario, skipping all the “goodies” (story plot, divisional insignia, denominations, detailed battle orders).
I apologize if this seems long also.
I must confess that this scenario was never properly tested, since I’ve finished the map not so long ago and did not have the time. The scenario was not intended to be part of this Challenge but since my French Scenario was presented before (see here: http://aaminis.myfastforum.org/about6412.html ), this remained my only choice – it fitted also the entry condition (presence of paratroopers).
The scenario has a historical background, though it’s not intended as a recreation of a certain real battle. The story is that the Allies land in Normandy in June 1944, the Germans have static forces along the Atlantic Wall so they take a beating more or less on the beaches while inflicting as much damage as possible (this would be the part presented here). Inland German forces (SS troops among them) have time to prepare and defend the town of Caen (see battle plan photo) which is the main Allied objective – capture of the German HQ in Caen (second part of the Scenario not presented here).
In the “Campaigns and Scenarios” Forum I will post the complete “story” with a map that you can download and print. This will happen in the next two weeks. The scenario may also see some Army Builds modifications after a proper testing. For now here you have the map/battle plan for the First Phase:
Also to the forum members waiting for the Bethemont map version that can be printed in smaller format paper - that will be posted in the next week for sure! I am time dependent
DDAY – 6th of June 1944
Allied Expeditionary Force:
USA: 2x Higgins Boat 7 pt = 14 pt
5x M1 Garand 4 pt = 20 pt
3x Untested Recruit 2 pt = 6 pt
1x US Engineer 6 pt = 6 pt
1x Thompson Gunner 4 pt = 4 pt
2x Red Devil Cpt 7 pt = 14 pt
1x BAR Gunner 4 pt = 4 pt
4x Marine Riflemen 4 pt = 16 pt
1x Marines Flamethrow 5 pt = 5 pt
1x 37 mm Gun = 5 pt
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US Airborne 1x Screaming Eagle Cpt Paras 11 pt = 11 pt
2x Screaming Eagle Paras 9 pt = 18 pt
===
1x P38 Lightning 17 pt = 17 pt
1x Mustang 17 pt = 17 pt
UK: 1x Higgins Boat 7 pt = 7 pt
1x Inspiring Lt 10 pt = 10 pt
1x Royal Engineers 8 pt = 8 pt
4x SMLE Rifle 3 pt = 12 pt
1x Bren Machine Gunner = 5 pt
1x Sten SMG 4 pt = 4 pt
===
Royal Paras 2x Defiant Paras 8 pt = 16 pt
CAN: 1x Amtrack 11 pt = 11 pt
1x Eagled-Eyed NCO 7 pt = 7 pt
2x Canadian Infantry 3 pt = 6 pt
3x Sherman DD 24 pt = 72 pt
German Forces:
Coastal defense 3x Sandbagged MG 12 pt = 36 pt
1x 81 mm Mortar 11 pt = 11 pt
8x Mauser Kar 3 pt = 24 pt
1x Wehrmacht Veteran Inf 5 pt = 5 pt
3x Fortress Defender 2 pt = 6 pt
2x Light Mortar 5 pt = 10 pt
1x BMW 5 pt = 5 pt
2x Pillbox 2 pt = 4 pt
1x Lel G18 7 pt = 7 pt
1x 20 mm Flak 7 pt = 7 pt
1x PAK 35/36 AT 5 pt = 5 pt
Obstacles & Traps 2x Barbed Wire 0.5 pt = 1 pt
4x Minefield 2 pt = 8 pt
2x Tank Obstacle 1 pt = 2 pt
Reserves 4x Mauser Kar 3 pt = 12 pt
1x Sdkfz 222 6 pt = 6 pt
1x StuG III D 15 pt = 15 pt
Luftwaffe 1x Me 109 14 pt = 14 pt
Flak Battery 1x 88 mm Flak = 19 pt
Deployment:
Axis Player(s) must deploy first all its units in the established deployment zones, as shown in above picture.
Coastal defense units can’t move outside their deployment area – see map. Obstacles can be deployed anywhere on the map (land hexes only).
Reserve units can be placed behind the Coastal Defense deployment area in any city hex (yellow hex) and are allowed to move only from 3rd Turn.
Flak Battery can be placed behind the Coastal Defense deployment area in any marsh hex (brown hex).
Allied Player(s) will deploy second, after the Axis player, as shown in above picture.
First Allied units to deploy are the Soldier-Paratrooper subtypes (US Airborne and Royal Paras).
“Naval Shore Bombardment” will be used once per game in the First Turn (Allied player can choose any land target in range in the Assault phase and attack it with 15 dice). Range: 5 hexes inland from the last sea (blue) hex.
Aircraft can be deployed in any turn (optional: use the Weather House Rule for “enhanced” fun/realism – beginning of Turn 3, the Player that wins Initiative will roll a die, if it turns out an “1” you get “bad weather” and any airborne units can’t be deployed).
From the Second Turn of the game, the Allied player will deploy the rest of the units in the established deployment zones (1-2-3). The player can choose which units to land in the first wave of attack on the beaches (except Untested Recruits which can’t be landed in the first wave), but he must try to land at list once on all three beaches (see deployment map key points 1-2-3).
After all Axis coastal defense units are destroyed, the Allied player may use once per game “Naval Inland Bombardment” (Allied player can choose any land target in the Assault phase and attack it with 15 dice). Also, after the Costal defense is annihilated new Allied units can be deployed directly to the beach hexes (units not described here).
Scenario Plot:
1st and 2nd turns only: the Allied player wins initiative, the German Reserves can’t move.
Modifiers, Special Abilities, Color Hexes:
# Higgins Boat: may carry up to 4 Soldiers or 3 Soldiers and one Soldier Artillery; will end its move in the last sea (blue) hex adjacent to the beach, where it can unload.
# Amtrack: may carry up to 3 Soldiers; will end its move in the last blue hex adjacent to the beach, where it can unload.
# Royal Engineers & US Engineer: if deployed in Minefield or Barbed wire hex, the trap/obstacle is removed from that hex.
# Naval Shore Bombardment: Allied player can choose any land target in range in the Assault phase and attack it with 15 dice but with Inaccurate 2 and Shrapnel 2).
Range: 5 hexes inland from the last blue (sea) hex.
Available only in the First Turn.
# Naval Inland Bombardment: Allied player can choose any land target in the Assault phase and attack it with 15 dice but with Inaccurate 2 and Shrapnel 2).
Range: anywhere on the map.
Available: after all Axis Coastal defense units are destroyed.
# Barbed Wire: deployment – on the intersection point of 3 hex sides, as a result all the 3 hex sides have this obstacle.
# Minefield: deployment – across a hex side, so being available in two hexes.
Casualty: a unit that passes or stops in a minefield hex will roll a dice: on an “1” – mine ineffective, “2-3” – one hit face down, “4-5” – two hit counters face down, “6” – three hit counters face down.
# Tank Obstacle: deployment – across a hex side, so being available in two hexes.
# Blue hex: water.
# Green hex: forest.
# Yellow hex: town.
# Brown hex: marsh.
For online use:
the SOUNDTRACK:
http://www.youtube.com/watch?v=Ir...348EB8&index=0&playnext=1
Last note:
-Scenario intended for 4 veteran players (2 German, 1 US, 1 UK+CAN). Novice players may find the Modifiers and map style confusing at first.
-For play with Revised Official WotC cards and minis Or whatever you like.
-The "range vs hex size" issue might not be very realistic, but that is not so important for me. _________________ Custom AAM Maps & Counters here

Last edited by RedBaron on Wed Apr 15, 2009 1:19 pm; edited 4 times in total |
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Fri Apr 03, 2009 9:32 pm |
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Posts: 9280

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Post subject:
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Actually, since you are using photobucket, you can post as many non-essential additional images as you want, but in clickable thumbnail format, which doesn't take space. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Fri Apr 03, 2009 9:36 pm |
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