| View previous topic :: View next topic |
| Author |
Message |
Afrika Korps

Posts: 1390

|
|
|
Post subject:
|
|
|
Other images I don't want to post for now. 2 are enough I think.
If you feel I need to resize the actual pics, let me know or just modify them in order to save more space. I did not think it would be such a horrible long post but... that's the scenario. Once you play it it should be worth it  _________________ Custom AAM Maps & Counters here
 |
|
Fri Apr 03, 2009 9:46 pm |
|
|
Posts: 9282

|
|
|
Post subject:
|
|
|
It's not too long for a scenario. Thank you for your entry . _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
|
Fri Apr 03, 2009 9:59 pm |
|
|
Afrika Korps

Posts: 1390

|
|
|
Post subject:
|
|
|
look, I must ask these - I know it's offtopic - why did you scrap the Spitfire and the planes in your sigs are your own artistic creation?
/offtopic _________________ Custom AAM Maps & Counters here
 |
|
Fri Apr 03, 2009 10:15 pm |
|
|
Posts: 9282

|
|
|
Post subject:
|
|
|
| RedBaron wrote: | look, I must ask these - I know it's offtopic - why did you scrap the Spitfire and the planes in your sigs are your own artistic creation?
/offtopic |
No, they aren't mine. Most are from aviation wallpapers that I've found on the Internet. The Spitfire is from the wallpapers' sticky in the lounge . It's a HDR photo. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
|
Fri Apr 03, 2009 10:18 pm |
|
|
 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1488

|
|
|
Sat Apr 04, 2009 12:22 am |
|
|
 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1488

|
|
|
Sat Apr 04, 2009 1:45 pm |
|
|
Afrika Korps

Posts: 1390

|
|
|
Sun Apr 05, 2009 8:33 am |
|
|

Posts: 1517

|
|
|
Post subject:
|
|
|
BATTLE OF VERCORS
German vs French, France, June-July 1944
Historical Background
On 5 June 1944, the Free French government in London called upon the Vercors people to take up arms and slow down the German army on its way to Normandy. In his BBC speech, de Gaulle pronounced the famous line "the chamois of the Alps leaps forth" (le chamois des Alpes bondit) which was a signal for the 4,000 maquisards to begin the uprising.
In response, German parachute and glider borne troops landed on the plateau (owing to the difficulty of access by road) and brutally suppressed the uprising, terrorising the population of the plateau with rape and torture: 600 maquisards died. This battle had seen the last and least honourable action of german paratroopers in their original role.
More at: Battle of Vercors at Wiki or Osprey Warrior n°117: French Resistance Fighter
Scenario Conditions
Uses AAM:HHR v2.2 Rules (Colonel Level), HHR Fields&Counters List and HHR Cards. You may alternatively use WotC revised cards and rules.
Based on Omaha 1-4 maps.
Map for on-line games (.psd format with all unit icons; at Mediafire.com)
Music Theme
Deployment:
Allies: Start in 1 hex area around their objectives, except Resistance Fighters, which follow their partisan SA rule during the deployment.
1x Bold Captain
1x Hotchkiss MG
2x Bren MG
2x Veteran Mountaineers (French Alpine Troops)
8x Maquisards (Free French)
12x Resistance Fighters
French HHR Cards
Axis: May deploy on right side up to the line delimited by cliff base and the hexes labeled by german flags.
Infantry, under general Karl Pflaum
2x 81mm Mortars
4x Gebirgsjägers (WotC: replace by 5x Veteran Wehrmacht)
10x Ostbataillon and Feldgendarmen units (Fortress Defenders)
Airborne special units
1x Fallschirmjager Hpt (WotC: Replace with Veteran Fallsch.)
5x Fallschirmjagers (WotC: Reduce to 4x)
2x 50mm Light Mortars
2x Ju-52
4x Dfs 230
* In simplified HHR deployment rules, paratroopers cost 2 points more and are dropped directly without showing their transport aircrafts.
German HHR Cards
Winning conditions:
Allies: Hold the majority of objectives until the end of 10th turn.
Axis: Conquer the majority of objectives until the end of 10th turn.
Special conditions:
- Paratrooper drop. All airborne units arrive in the 3rd turn. Deploy them accordingly to chosen ruleset.
- Cliffs. Mountain Troops can scale the cliffs without any penalty in their attack phase, instead firing.
- To see the units at the lower level, you have to stand at the cliffs edge. The line of sight from there is unlimited, but the units there can be seen by anyone on the bottom as well.The units at the cliffs edge get standard cover. Cliffs are blocking the L.O.S. on the units below from any other hex of the plateau.
Modifications:
Germans advantage: Add a 1x MG42 to german side / Replace 2x Bren for Sten SMG on French side / Add 4x Fortress Defenders.
French advantage: Replace 4x Resistance fighters by 4x Maquisards / Add 2x Mountaineers. _________________
* Let the others to grow |
|
Sun Apr 05, 2009 8:33 pm |
|
|
 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1488

|
|
|
Post subject:
|
|
|
What can i say but: Wow
also very nice little covered topic.
there's some serious scenarios here for the olympics!
cant wait to have a few days off to try them all.  _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php. |
|
Sun Apr 05, 2009 9:42 pm |
|
|
Posts: 9282

|
|
|
Post subject:
|
|
|
No comments before the deadline please . _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
|
Sun Apr 05, 2009 10:23 pm |
|
|
 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1488

|
|
|
Sun Apr 05, 2009 10:47 pm |
|
|
 Hellcat Commander
 AHF Silver-Rated Trader
Posts: 1084

|
|
|
Post subject:
|
|
|
Hurtgens Forest
Here is my submission for the Scenario Contest. I hope you like it.
Numbered map is courtesy of Carrion! Thank you.
Snippersly
Thumbnails:
 _________________ Custom Painted Minis: http://riversidegaming.myfastforum.org/forum52.php

Last edited by Snippersly on Fri Apr 10, 2009 3:19 pm; edited 1 time in total |
|
Thu Apr 09, 2009 2:30 pm |
|
|
 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1488

|
|
|
Fri Apr 10, 2009 2:15 pm |
|
|
 Muahahaha!
 AHF Silver-Rated Trader
Posts: 1493

|
|
|
Post subject:
|
|
|
OK! Here is my entry.
Two enemy generals are in battle and by a trick of fate they find thier nemisis on the same battlefield. They must take the objective, but can they settle a score and demorilze the enemy at the same time?
Call in your best troops to the battlefield via air drop and complete your objectives!
It is a simple scenario, but a lot of fun! I hope you guys like it!
Q/A:
Q: Can you use a Vehicle/Tank Commander as your general?
A: No, this scenario represents your General being caught in a fluid battlefield and being forced to fight with his troops.
Q: Do I have to use 100pt forces? Can I do larger Battles?
A: Of course you can do larger battles! Or smaller if you want too!
Q: Can I move a disrupted counter from my General to a soldier unit if that unit already has a disrupted counter? What if I elect to desroy the soldier unit?
A: No, you may only move a counter to a unit that allready has a counter if this is a Paratrooper unit designated as the "General's Bodyguard". A normal unit that is disrupted is to busy diving for cover to lend a hand to the General.
On the other hand, the "General's Bodyguard" are fanatical soldiers who would die to protect thier leader. This is why you can move a counter to the "General's Bodyguard" even if they already have a counter next to them. Don't forget though, if you move a counter to the General's Bodyguard and they already have a counter, they will be destroyed. _________________ -Greyh
Trade List: Greyh's WAS Trade List
+13 On AH Trade Boards
+10 On aaminis Trade Boards |
|
Fri Apr 10, 2009 6:17 pm |
|
|
 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1488

|
|
|
Fri Apr 10, 2009 11:52 pm |
|
|
mmm....oreos
 AHF Gold-Rated Trader
|
|
Post subject:
|
|
|
OK here goes, this is my first scenario:
Page 1:
Page 2:
The Map:
 _________________
He who can modify his tactics in relation to his opponent, and thereby
succeed in winning, may be called a heaven-born captain.
-SUN TZU-
Last edited by carrion on Mon Apr 13, 2009 3:46 am; edited 2 times in total |
|
Sat Apr 11, 2009 5:17 am |
|
|
 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
Posts: 1488

|
|
|
Post subject:
|
|
|
I know I've said it before, I like the "official" look of AAM scenarios.
Must be the Avallon hill syndrome
7 scenarios entries for the Olympics
3 more days and the voting starts. _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php. |
|
Sun Apr 12, 2009 12:26 am |
|
|
Posts: 258

|
|
|
Post subject: "What If?" Scenario - Operation: Caged Phoenix
|
|
|
I'm excited to post my first-ever completed AAM scenario to the Olympics. I'm a newbie at this scenario-writing stuff, so please give me feedback and forgive any faux pas I may have committed with regards to length, technical details of posting (especially how use formatting in the forum), etc. I don't have cards for modified units, but I wrote stats for them in the units list.
Play-testing and 2nd draft/revision co-writing credit goes to my AAM buddy "Geoteach"
“What if?” Scenario -- Operation: Caged Phoenix, Ebensee, Austria, May 1945
In 1943, the Germans were already successfully producing the V-1 and V-2 rockets and were looking at resuming work (suspended in 1942) on the first inter-continental ballistic missile, the two-staged, 100-ton, 41-meter long A9/A10 "Amerikarakete.” The designers of this rocket intended for it to have the range to reach the United States mainland. Late that summer, using intelligence supplied by Polish janitorial workers, the Allies conducted a series of successful bombing raids against Hitler’s rocket, jet and guided missile development center at Peenmunde on the east Baltic Coast of Germany. In response to these raids, Hitler ordered the Peenmunde work dispersed to multiple sites across German-held Europe. One of these sites was in Ebensee, in north-central Austria. A concentration camp at the site provided slave labor to construct the facility, which consisted of tunnels bored into the hillsides beside Lake Traun. The Ebensee facility was never used for rockets, however. Once completed, the facility was used instead for the production of tank and vehicle parts. V-2 production had been sent to the Mittelwerk facility, also an underground tunnel complex, in the Nordhausen area of central Germany.
Fast forward to May 1945: the Soviet 3rd Ukranian Front has seized Vienna and is pushing westward toward the German border. At the same time, Patton’s 3rd Army has entered Austria from the west and is moving eastward toward the Soviets. Patton’s forces meet the Soviets at Steyr, Austria in late May.
But what if the Soviets had been just a little quicker in their advance westward? And what if rocket production and launching facilities had been sited at Ebensee? What if the Germans had completed an Amerikarakete prototype at Ebenee, but had been forced to abandon it as US and Soviet forces converged in Austria? This A&AM scenario explores those “What Ifs?” In this scenario, both US and Soviet forces have learned of rocket facilities at Ebensee and are moving to secure them. The Soviets have sent their elite 5th Guards Airborne and elements of the 6th Tank Army. In response, the US quickly fashions “Operation: Caged Phoenix,” sending Office of Strategic Services technical experts to race to the site with the nearest US forces consisting of ground troops, recon elements and armor from the African-American 761st Tank Battalion and the 71st Infantry. Both sides have orders to capture the Ebensee facility and secure the technology there before the other reaches it, even if it means engaging in combat with the other force. Both sides will have to decide what to do about the massive human suffering at the nearby Ebensee concentration camp.
Play-Test Note
This scenario is designed with 2” maps and was play-tested using the updated unit cards and the standard Advanced Rules that accompanied the 1939-1945 Starter Set. Use of other rules may affect scenario balance.
US Forces: 19 units, 180 points
Recon Elements of the 71st Infantry and 761st Tank Battalion
M8 Greyhound x1 14 pts
Jeep x2 06 pts
Ranger x1 07 pts
US Engineers x1 06 pts
71st Infantry Division, 14th Regiment, 2nd Battalion
GGCK 3 Ton x2 08 pts
M3 Halftrack x1 08 pts
US Engineers x1 06 pt
M1 Garand x1 04 pts
Thompson Gunner x1 04 pts
M1919 Machinegun x1 09 pts
BAR x1 08 pts
761st Tank Battalion
M4A3E8 Sherman “Easy Eight” x1 34pts
M24 Chaffee x1 19 pts
M3 Halftrack x1 08 pts
Buffalo Soldiers x1 05 pts
US Air Support
P-51 Mustang x2 34 pts
Soviet Forces: 17 units, 177 pts.
5th Guards Airborne
ZIS 3 Ton Truck x1 04 pts
Lend-Lease Halftrack x2 16 pts
5th Guards Elite Airborne Infantry(Spd 1, Def 5/5, vs. Soldier 9/7/- vs. Vehicle 2/-/-; SAs: “Not Command Dependent,” “Close Assault 7” “No Airborne Transport” [No “Paratrooper” SA]) x2 14 pts
5th Guards PP Sh-41- Equipped Elite Airborne Infantry (Spd 1, Def 5/5, vs. Soldier 10/5/-vs. Vehicle 2/-/-; SAs: “Limited Range 2,” “Close Assault 7”“No Airborne Transport” [No “Paratrooper” SA])x1 07 pts
Degtyarev DP-27-Equipped Airborne Infantry (Degtyarev DP-27 with SA:”Not Command Dependent”) x2 10 pts
5th Guards Airborne Sniper (Spd 1, Def 3/3, vs. Soldier 5/5/5 vs. Vehicle 1/1/1; SAs: “Crack Shot,” “Superior Camouflage” “Covering Fire”)x1 10 pts
Veteran NCO x1 06 pts
Red Army Forward Observer x1 06 pts
81mm PM-37 Mortar x1 11 pts
6th Tank Army
Guards T-34/85 x1 34 pts
SU 122 Assault Gun x1 22 pts
BA-10M Armored Car x1 12 pts
Mosin-Nagant-Equipped Airborne Infantry (Mosin-Nagant with SA: “Not Command Dependent") x1 04 pts
Soviet Air Support
IL-10 Sturmovik x1 21 pts
Map Set-Up:
The map arrangement is a rectangle two maps deep and three maps wide, consisting of (clockwise with the top left map viewing them from the base) CHARLIE 2 (Referred to as CHARLIE 2 NW), CHARLIE 2 (Referred to as CHARLIE 2 N), ABLE 3, DOG 1, BAKER 1, and ABLE 2. The map has been numbered using a “letter + number” grid. Hex rows are lettered starting in the lower left hand corner running clockwise. The system starts with A then moves up and right (clockwise) to X. Hexes are then numbered in rows slanting down and to the right, or southeast in terms of the map’s cardinal orientation. The map diagram provided does not denote the “letter + number” designation of every hex but does provide some examples to illustrate the system. The map is modified with terrain tiles: 19 hills, 5 town hexes, 12 river hex sides and 3 road segments. The map also contains four special objective hexes with their own rules. An illustration of the map is provided. (Note: I was unable to find a scanned file for the ABLE 3 map, so I modified another map using Power Point’s drawing tools. Players should take care to discern the added terrain tiles from the standard features of that map.) Where roads cross added river hex sides, bridges are present, though these were not specifically drawn on the map diagram.
Set-Up:
Soviets set up first. Soviet 5th Guards Airborne: any hex in the first row of hexes on the eastern edge of map DOG 2.
Soviet 6th Tank Army: enters on turn 3 from the southern edge of map DOG 2
US Recon elements: any hex in the first row of hexes on the western edge of map CHARLIE 1 NW.
US 71st Infantry: anywhere the first row of hexes on the southern edge of map ABLE 2.
US 761st Tank Battalion: enters on turn 3 from the western edge of map ABLE 2.
Victory Conditions
Victory goes to the player with the most victory points (VP). The game lasts seven turns. At the end of turn seven, victory points are awarded as follows:
US
12 VPs for uncontested occupation of the Missile Launch Pad objective hex at the end of turn 7.
10 VPs for uncontested occupation of the Manufacturing Facility objective hex at the end of turn 7.
8 VPs for contested occupation of the Missile Launch Pad objective hex at the end of turn 7.
6 VPs for contested occupation of the Manufacturing Facility objective hex at the end of turn 7.
NOTE: For each enemy unit destroyed in the Rocket Launch Pad and/or Manufacturing Facility hexes, the VP value of occupying the hex is reduced by 1 VP for the player who destroyed the unit. (For example, if, over the course of the game, the US destroys 3 Soviet units in the Missile Launch Pad hex then uncontested occupation of the hex at the end of turn 7 would be worth 9 VPs instead of 12)
1 VP for every turn that a US Engineer spends in the MIssile Launch Pad objective hex, without moving or attacking. (Limit one US Engineers unit per hex, per turn)
1 VP for every turn that a US Engineer spends in the Manufacturing Facility objective hex, without moving or attacking.
1 VP for every turn that a Soviet Soldier-Infantry unit spends liberating a concentration camp hex (Requires spending a full turn in the hex without moving or attacking. Limit one US Soldier- Infantry unit per hex, per turn)
-5 VPs for attacking Soviet forces first.
-1 VP for each Soviet unit damaged or destroyed in a concentration camp hex (This penalty does not “stack,” i.e. a unit that is both damaged and destroyed in a concentration camp hex incur a -1 VP penalty for the side that destroyed the unit.)
Soviet
12 VPs for uncontested occupation of the Missile Launch Pad objective hex at the end of turn 7.
10 VPs for uncontested occupation of the Manufacturing Facility objective hex at the end of turn 7.
10 VPs for contested occupation of the Missile Launch Pad objective hex at the end of turn 7.
8 VPs for contested occupation of the Manufacturing Facility objective hex at the end of turn 7.
NOTE: For each enemy unit destroyed in the Missile Launch Pad and/or Manufacturing Facility hexes, the VP value of occupying the hex is reduced by 1 VP for the player who destroyed the unit. (For example, if, over the course of the game, the Soviet player destroys 2 US units in the Manufacturing Facility hex, then contested occupation of the hex at the end of turn 7 would be worth 8 VPs instead of 10)
1 VP for every turn that a Soviet Soldier-Infantry unit spends liberating a concentration camp hex (Requires spending a full turn in the hex without moving or attacking. Limit one Soviet Soldier- Infantry unit per hex, per turn
-3 VPs for attacking US forces first
-1 VP for each US unit damaged or destroyed in a concentration camp hex (This penalty does not “stack,” i.e. a unit that is both damaged and destroyed in a concentration camp hex incur a 1 VP penalty for the side that destroyed the unit.)
Special Rules
Objective Hexes – Three locations (four hexes total) comprise the objectives for this scenario. These hexes contain the Amerikarakete missile project and the Ebensee concentration camp that provided the slave labor used to build the Project Zement rocket/missile/jet facility. All German personnel have been evacuated from the Zement facility. The concentration camp is assumed to have a small complement of German soldiers who surrender in the presence of any Allied units and have no effect on game play.
Missile Launch Pad Objective (Hex U5): A completed, unfueled Amerikarakete missile, without its guidance system, sits on a launch pad in hex U5. Seizing this hex is a major objective for both sides. US Engineers can spend time in this hex studying the technology and collecting documents and components. For each unit destroyed in this hex reduce the VP value of occupying the hex by 1 VP for the side that destroyed the unit as per the Victory Conditions.
Manufacturing Facility Objective (Hex U1): Hex T1 represents the Zement tunnel complex that contains the manufacturing and testing facilities for the German rocket/missile/jet program. Seizing this hex is a major objective for both sides. US Engineers can spend time in this hex studying the technology and collecting documents and components. For each unit destroyed in this hex reduce the VP value of occupying the hex by 1 VP for the side that destroyed the unit as per the Victory Conditions. This hex acts as a pillbox, adding +1 to cover rolls and can act as a bunker for Soldier – Infantry units, providing +1/+1 def and preventing attacks from indirect fire and aircraft (aircraft with the SAs “Rockets” or “Bombs” may attack using these SAs). Units using the hex as a bunker must declare upon entering the hex and at the start of each subsequent turn. Units using the facility as a bunker cannot move or attack that turn.
Concentration Camp (Hexes Q8 and Q9): These hexes comprise the Ebensee concentration camp. The camp still contains 60,000 prisoners. Both the US and Soviets can earn VPs for liberating and providing aid to the prisoners. To provide aid, a Soldier-Infantry unit must spend an entire turn in a camp hex without moving, reserve moving, or attacking. This action earns the player 1 VP each time, per the victory conditions.
Historical Notes:
Though highly trained, elite units, Soviet Airborne troops rarely made air drops, mostly serving as “leg infantry. “There are stories of Soviet paratroops clinging to the wing edges of their planes then letting go to make their drops. There are also stories of them making low-level jumps out of moving airplanes into snow banks with no parachutes.
The Germans did resume work on the Amerikarakete inter-continental ballistic missile in 1942 after dispersing the Peenemunde work to various sites. However, the missile was never built. After WWII, German rocket scientists were taken to both the US and Soviet Union to work on missile programs, the most famous of these being Werner Von Braun.
The 761st Tank Battalion was known as the “Black Panthers.” The 761st was comprised of African-American soldiers who were not, by law, allowed to serve with White soldiers and the 761st was the first African-American armored unit to ever enter combat. Jackie Robinson (the famous baseball player) served in the 761st. By all accounts, the WWII combat record of the 761st does honor to the unit and the 761st received a Presidential Citation in 1978. A history of the 761st was written by retired NBA Hall-of-Famer Kareem Abdul Jabbar.
The 71st Infantry Division and 761st Tank Battalion liberated the Gunskirchen Lager concentration camp in Austria on May 4th, 1945. The Ebensee Concentration Camp was liberated by the 80th Division of the US 3rdArmy on May 4th and 5th, 1945. 30,000 prisoners are reported to have died at Ebensee in the final four months of the war alone.
“For the Dead and the Living, We Must Bear Witness” – Motto of the US Holocaust Memorial Museum.
Click to see full size image
Last edited by Bean965 on Mon Apr 13, 2009 11:48 pm; edited 17 times in total |
|
Sun Apr 12, 2009 6:22 pm |
|
|
Afrika Korps

Posts: 1390

|
|
|
Post subject:
|
|
|
Nice scenario, good work, I like your idea, this is a USA vs USSR game as I understand.
Your scenario reminds me one of the Campaigns in Sudden Strike 2, the American campaign. _________________ Custom AAM Maps & Counters here
 |
|
Sun Apr 12, 2009 6:53 pm |
|
|
Posts: 258

|
|
|
Post subject: Thanks
|
|
|
| RedBaron wrote: | Nice scenario, good work, I like your idea, this is a USA vs USSR game as I understand.
Your scenario reminds me one of the Campaigns in Sudden Strike 2, the American campaign. |
Thanks for the feedback. Yes, this is US vs. Soviet. What was fun in the play-test was jockeying for position while deciding when to attack, because there's a substantial VP penalty for firing the first shot.
I haven't seen the scenario you reference - would I find it on the AAM Scenario MAster List? I'd like to read it. |
|
Sun Apr 12, 2009 8:01 pm |
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
Donations are used for Forumini Olympics awards (donations admin: Aquarius)
| Forumini Gallery |
 |
|