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| RAEVSKI's "Assault on Dalnik" |
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13% |
[ 6 ] |
| Richter Von Machthofen's "German Attack at Poland" |
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4% |
[ 2 ] |
| General Hoth's "Red Alert!" |
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6% |
[ 3 ] |
| RedBaron's "A D-day scenario" |
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20% |
[ 9 ] |
| Sindor's "Battle of Vercors" |
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4% |
[ 2 ] |
| Snippersly's "Hurtgens Forest" |
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18% |
[ 8 ] |
| Greyh Seer's "AAM Regicide" |
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11% |
[ 5 ] |
| carrion's "Battle of Changsha" |
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13% |
[ 6 ] |
| Bean965's "Operation: Caged Phoenix" |
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2% |
[ 1 ] |
| acs0424's "French Defense of the Pyrennes Mountains" |
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2% |
[ 1 ] |
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| Total Votes : 43 |
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Posts: 9282

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Post subject: Vote for creativity Challenge #3 ('AAM scenario')
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You can vote until Sunday 3 May.
Please don't vote for a scenario that you haven't played. Your feedback is very important for the scenario designers.
Apparently necessary to repeat here:
Please don't vote for a scenario that you haven't playtested at all. It's not certain yet, but the winning scenario may become an Olympic event towards the end of this year's Olympics.
The contestants:
RAEVSKI's
Assault on Dalnik
(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.
Soviet forces:
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
Richter Von Machthofen's
German Attack at Poland
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 columns 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, but 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
Actual game report:
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.
General Hoth's
Red Alert!
(The Soviet Air Drop at Buckrin)
Bukrin, 25th Septembre 1943
With the Wehrmacht 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)
Minor soviet victory: The soviet player achieves one of the two objectives above.
German Victory: The air drop fails completely
RedBaron's
A D-day scenario
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:
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
===
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.
Sindor's
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.
Snippersly's
Hurtgens Forest
Here is my submission for the Scenario Contest.
Numbered map is courtesy of Carrion! Thank you.
Thumbnails:

Greyh Seer's
AAM Regicide
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. _________________
My new blog, specialised in the military equipment of Greece (1821-today).
Last edited by NeuralDream on Mon May 04, 2009 4:47 pm; edited 4 times in total |
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Wed Apr 15, 2009 11:36 pm |
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Posts: 9282

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Post subject:
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carrion's
Battle of Changsha
Page 2:
The Map:
Bean965's
Operation: Caged Phoenix
("What if?” Scenario -- , 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
acs0424's
French Defense of the Pyrennes Mountains: Early War
Le French Colonel: Your job is to hold these mountains at all costs but keep costs to a minimum. You will have 1 French Alpine Platoon with you along with many other units. I have contacted the leader of the resistance and he states he can send a few units to help in our effort. We will also be getting reinforcements from the British Expeditionary Force. Here is what you have at your disposal:
Spitfire Ace x1
Universal Carrier x1
Somua S-35 x3
French Alpine Troop x4
MAS 7.5mm Rifle x3
Bold Captain x2
French Resistance Fighters x9
Lebel 86M93 Grenadier x3
Hotchkiss MG Team x1
Free French Infantry x1
British Expeditionary Force:
Matilda II x1
Royal Engineers x1
Sten SMG x1
Defiant Paratroopers x1
All of the BEF are airborne units but will not be available for airdrop until turn 3. I recommend keeping your lone MG back with the Free French so it doesn't get wiped out early. We've been told that you will be going up against a good Panzer kompanie. Use your 3 tanks wisely for if they get knocked out you will run into problems. Your Alpine Troops will be fighting on their terrain and have +1/+1 defense and Close Assault 7. Just hope they don't die. You do not have a great amount of obstacles, only 2 minefields and 1 Barbed Wire. Good luck and god speed Colonel
- General De Gaulle
TO Panzer Colonel: Take your panzer kompanie and take out what is left of the French army. You must be swift and you will have intiative for the first 3 turns. Don't hesitate, if you have the shot you must take it; all units get "bold offensive" - This unit must attack if possible and rolls one extra attack die. At your disposal is our best Panzer Kompanie, taken straight from the Waffen assembly line! Do not fail me. It is oyu and you alone, punch a hole in those mountains and you will get something. Here is what you have at your disposal:
Kubelwagen V x2
Mess. Ace x1
Panzer III Ausf. F x2
Panzer IV Ausf. E x2
Elite Panzer IV Ausf. D x1
SS-Panzergrenadier x5
Panzergrenadier x2
Muaser Kar 98k x2
Whermacht Veteran Infantrymen x3
SS-Haupsturmfuhrer x1
Sandbagged MG team x1
Pioneers x1
Nebelwerfer 42 x2
Light Mortar x3
AS you can tell you will be rolling strong with 6 squads from the SS. I personally recommend trying to get your pioneers behind the French to destroy any escapre bridges.We have reports of a Spitfire Ace flying around the area so watch out. Now this next thing is an order: You must use Rocket Salvo with your Nebelwerfers first turn to diminish the French Infantry force. Keep your sandbagged MG back incase of a needed retreat. Other than that attack, attack, attack. Keep at. If you fail me I will have your head.
-Hitler
Victory: French win if they eliminate half the German frces within turn 5 forcing them into a retreat and can kill all the enemy units before they retreat off the field. If Haupsturmfuhrer is killed +5 victory points. When BEF comes in if they score intial 2 kills in first turn +5 victory points for allies and one unit of your choice is killed.
German win if they can completely kill the French before the BEF gets in and also get +5 victory points if bridges are taken out. Also if half of the allied units are destroyed or damaged by turn 5 +5 victory points for axis and damaged units are removed from play. _________________
My new blog, specialised in the military equipment of Greece (1821-today).
Last edited by NeuralDream on Wed Apr 15, 2009 11:44 pm; edited 1 time in total |
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Wed Apr 15, 2009 11:38 pm |
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 Muahahaha!
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muahahahaha!
Wow. Everyone's is sooo good. I have to adimit a lot of quality pieces here. Everyone deserves a round of applause!
 _________________ -Greyh
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Wed Apr 15, 2009 11:43 pm |
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Post subject: I totally agree!
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| Greyh Seer wrote: | muahahahaha!
Wow. Everyone's is sooo good. I have to adimit a lot of quality pieces here. Everyone deserves a round of applause!
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And I have to say that I thought your regicide concept was clever. Simple (as many of the best ideas are) and compelling.
Have you played it? AAR please? |
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Thu Apr 16, 2009 12:35 am |
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"Courage is what it takes to stand up and speak, Courage is also what it takes to sit down and listen." - Churchill
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Yes, I do like the Regicide Concept, unique but simple. I will try it sometime. _________________ "Courage is what it takes to stand up and speak, Courage is also what it takes to sit down and listen." - Churchill
+45 on GTL
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Thu Apr 16, 2009 1:04 am |
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I like Carrion's Battle of Changsha - not too complicated, neat, covering a forgotten theatre. The only flaw is it does not fulfill the specifications given at the beginning of the contest = airborne units. Or was that limitation abandoned and I missed that? _________________
* Let the others to grow |
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Thu Apr 16, 2009 9:07 am |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
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Thu Apr 16, 2009 9:11 am |
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 Moderator (here to help you!)
 Supreme AHF Trader
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| Sindor wrote: | | I like Carrion's Battle of Changsha - not too complicated, neat, covering a forgotten theatre. The only flaw is it does not fulfill the specifications given at the beginning of the contest = airborne units. Or was that limitation abandoned and I missed that? |
I think it was Airborne and or Planes...
Changsha is my favourite too - too ban no one has 8 P-40  _________________ [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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Thu Apr 16, 2009 9:34 am |
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Please don't vote for a scenario that you haven't playtested at all. It's not certain yet, but the winning scenario may become an Olympic competition towards the end of this year's Olympics.
The condition for an air element in the competition was a failure, in the sense that it created confusion and even prevented some from participating. We'll try to learn from this.
For the sake of accuracy, you needed to have aircraft or paras or gliderborne units, that have noticeable role. I believe all entries satisfied this condition. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Thu Apr 16, 2009 10:26 am |
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 Muahahaha!
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| Richter von Manthofen wrote: |
Changsha is my favourite too - too ban no one has 8 P-40  |
Yes, definetly one of my favorites, but his, like many, I am unable to play due to the fact that I have very few AAM. Any scenario that has specific named unit requirements I am unable to do.
But his scenario sure looks pretty and well thought out!  _________________ -Greyh
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Thu Apr 16, 2009 12:12 pm |
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Afrika Korps

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| NeuralDream wrote: | | Please don't vote for a scenario that you haven't playtested at all. It's not certain yet, but the winning scenario may become an Olympic competition towards the end of this year's Olympics. |
So, what can one do if:
1. Doesn't have the units in the scenarios?
2. Doesn't have the maps?
3. Doesn't like your online system of playing this game?
Answer from what you say is: Don't Vote.
Well, I say, that's just... fill in the blanks.
Everybody should vote for the scenario they like most even if they don't have the means of testing.
If you want to sustain in a logical way this Competition, try to make more sense while you post conditions. All the Challenges have had such strong imposed conditions that many could not participate. You are making the Olympics too restrictive, not to mention that no one knows what the future events will be, another thing that is wrong.
Let people know what events will be, they could prepare and submit their own creation, not force them to create them right away and after that impose more conditions... _________________ Custom AAM Maps & Counters here
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Thu Apr 16, 2009 3:27 pm |
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But how can one determine the quality of a scenario that he hasn't tried? _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Thu Apr 16, 2009 3:33 pm |
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Afrika Korps

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One can read, see the map and make his own mind if he likes the scenario, if he thinks it is balanced or not and... maybe even test it.
You cannot request that the "one" that wants to vote, MUST try out 8 scenarios??? Most of us play 1-2 games a month...
What if he likes 4 scenarios out of 8. Must he play them all? And then what if he doesnt have the units?
So I would advice to reformulate your statement, make it sound more of an advice... and not something compulsory. Anyway, those who voted - most of them if not all - did not play those scenarios they voted and neither will the future ones. So, you could remove/modify that statement. _________________ Custom AAM Maps & Counters here
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Thu Apr 16, 2009 4:26 pm |
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Post subject: requirements for voting
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I think Red Baron makes good points. I'm mixed about it. On the one hand, I can't imagine most people playing all the scenarios before deciding. On the other, I think that if people don't playtest, then some of the flashier-looking scenarios will have an advantage that may not be reflected in their playability. I certainly think you have to play mine to appreciate it. You haven't experienced Operation: Caged Phoenix until you've had to decide whether to attack first and sacrifice several VPs, or whether to fire on "enemy" units who are engaged in liberating a concentration camp.
I think the bottom line is that no one is going to know what someone playtested or didn't when that someone casts a vote, so really its an honor system that leaves it up to the individual to determine the basis on which they vote. |
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Thu Apr 16, 2009 5:46 pm |
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I also think you don't have to play it to see if its generally good or ... not so good.
We are voting (at least I WAS voting) if the scenario is "well written and presented" rather than "well balanced"... It would take ages to test them all and compare which one is the best one.
I didn't try my own yet  _________________
* Let the others to grow |
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Thu Apr 16, 2009 6:10 pm |
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Afrika Korps

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| Sindor wrote: | I didn't try my own yet  |
Of course, because if you like to enter this challenge, you must present something NEW (quote- never showed).. then it has to have paratroops, then it has to be playable on the forum, then... then... then... so it's difficult to create, balance the scenario, add custom cards and even play-test it... I mean come'on we also have other things to do. So I am in the same situation.
My point and with this I rest my case:
I really do not care that much about the Olympics as our Admin calls them. For me it's a nice competition and that is all. I do not have to prove/win anything but I really like the stuff presented in these challenges and if I watch this, I might even participate then!
What is really annoying to me (and maybe to others) is that you have tons of conditions, some of them being... quite restrictive and invented on the spot so to speak. If I knew the scenario had to be play-tested by the others, I would have submitted something else based on Basic WotC maps. It would have been far less easier. I went for the "flashy" solution to show that other types of scenarios can be made. That's my point.
As I said on the other topics I really like some scenarios and ideas presented here, even if they are or are not properly balanced (some play the Sindor rules, others official, others custom rules, so on). A scenario may be balanced for one type of rules, but not for others... did this cross our minds when stating the "play-test" condition?
I did not cast my vote but this time I might not vote for myself We shall see! _________________ Custom AAM Maps & Counters here
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Thu Apr 16, 2009 7:00 pm |
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 Muahahaha!
 AHF Silver-Rated Trader
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Here's the big thing people. This is an amazing discussion and I would LOVE to continue it. But we are careening way off topic.
This thread is for discussing opinions about entries into this competetion and then voting.
If we want to continue this discussion (I would love to myself ) I suggest that someone start a thread on ideas that they would like to see changed in the NEXT Olympics (Perhaps ND will start a global thread for this).
But for this thread, lets remember to play nice and focus on the AMAZING scenarios that so many have worked hard on. _________________ -Greyh
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Thu Apr 16, 2009 7:27 pm |
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 Muahahaha!
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On that subject. I have to say. I'm truely amazed to see the quality of presentation. Maps and beautiful compositions. Amazing! I really enjoyed carrion's Battle of Changsha and Snippersly's Hurtgens Forest for this reason! _________________ -Greyh
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Thu Apr 16, 2009 7:31 pm |
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The Panzer Collector

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Thu Apr 16, 2009 8:30 pm |
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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.
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Hello boys!
I've played the red alert scenario about ten times before i was happy with it.
Maybe we should extend the voting time another two weeks or so?
I was supposed to start tonight playing them (sindor's) but my lady asked for a dinner out!
that puts me out for a few days...  _________________
Scenarios?:
http://aaminis.myfastforum.org/forum3.php. |
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Thu Apr 16, 2009 10:12 pm |
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