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Disaster

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Posts posted by Disaster

  1. I just finished off another late night - early a.m. design session and pulled off one I'm proud of. If you like varied terrain, this one has lots. Promises a multiphase battle. Try British side first please.

    Get it here: http://www3.telus.net/pop_n_fresh/combatmiss/index.htm

    Todt Hotel

    Type: Picaresque resort mountain town of Limburgh is the site

    of a struggle between Germans and British. Heavy town fighting,

    bridges, and hills.

    This is a medium-sized battle between a battalion of British

    troops backed by urban fighting vehicles, air support and

    two companies of hardened paratroopers with heavy weapons,

    anti-tank but few vehicles.

    Due to the varied terrain, the battle has the potential to

    have multiple phases. The town is dominated by the hill on

    which the Todt Hotel stands. Below it, the town is criss-crossed

    by two brooks which necessitate the need for four bridges. The

    German paratroopers may invest the southern half of the town

    which is separated by a river but may also retreat across one

    of three bridges to the northern half. The hill itself is

    demarcated by brooks on both sides. In testing there was heavy

    fighting both in the southern half of the town, which progressed

    to the northern half, and finally to the hill.

    A fourth phase of the battle may occur with the expected arrival

    of SS German armoured reinforcements who brave the Allied aerial

    patrols to aid their paratroop brethren. Since this battle has

    been designated a meeting engagement, expect to be contested

    over every objective by the AI.

    The player is advised to make the AI play in its defaulted

    locations when the player is British.

    Basic order of battle:

    The British have many varied vehicles that can be used in

    urban fighting. That's good because the Germans have many

    machineguns and their troops are ernest. The British have

    nearly battalion strength in infantry and also have

    substantial mortar backup. Initially, the Germans have possession

    of all of the town and may choose to contest every intersection

    with their ample machineguns and panzerschrecks. Also of aid is

    some infantry guns and anti-tank. However, the German commander

    is promised that help is on the way. But will there be any

    defenders left to make use of it? Finally, the Allies' total air

    supremacy in this district will mean that German vehicles

    can't dally.

    Objectives:

    Although the major objective is the Todt Hotel (the hill), the

    Brits will naturally have to take most or all of the town in

    order to succeed. The Germans must and can wear down the British

    attackers and then retake the town with reinforcements.

    Time: 50 moves.

    ------------------

    I am Legend

    [This message has been edited by Disaster (edited 08-13-2000).]

  2. After watching a documentary on the seige of Dien Bien Phu I decided to build this new scenario. I've tested it a couple times and made big changes to the force makeup each time. Now I need others to test it. Please try it out and give me feedback! Thanks all!

    Polish Fort (test) v.1 by Disaster

    Type: Defend the Polish fort against a heavy SS assault. Large battle.

    Short Description

    The SS have launched a surprise assault against a Polish fort on the edge of a river. The fort is very large and has three outlying redoubts, each with anti-tank guns and howitzers. However, the SS have a battalion of veteran infantry / pioneers, backed up by artillery with armour on its way to support the attack. The Polish commander must decide whether they can defend all or some of the fort. Reinforcements are on the way but will they help make a stand or merely cover the retreat?

    The battle begins as Polish defenders stumble from their barracks and race to the perimeter where stealthy SS assault engineers have crept within shooting distance of the fort's precious defensive artillery. A column of relief troops are on the other side of the river and must be shuttled across the river to support the bleary-eyed Poles. Things get worse as it becomes clear the SS mean to take the fort at all costs as armour and more infantry join the attack. As each fortified redoubt is the subject of an attack, the Polish commander must make quick decisions to support one side over another. These will not be an easy decisions.

    Basic order of battle

    The SS commander has lots at his command and initially has nearly a battalion within range. However, the Polish redoubts are fortified with barbed wire, mines, and stone walls. Their anti-tank and howitzers will pound any troops that stay in one place for long. These must be destroyed if the armour is to have any chance of overruning the Polish positions! Both sides can call artillery strikes. A German attack caught by a bombardment will be a slaughter. But the Poles have few places to hide from a German fire mission. If the Germans are stopped at the wire, the Poles will gain time for Allied armour to show up. Until then, their two companies must defend with tooth and nail.

    Objectives

    The German commander will gain points for taking any of the three outlying redoubts, but cannot allow the Poles to hold onto the center of the fort at all. The Polish commander must make a decision, whether they should commit all their resources to holding or pull out as many units as possible across the river.

    Time

    50 moves.

    Download here: http://www3.telus.net/pop_n_fresh/combatmiss/index.htm

    ------------------

    ---

    I am Legend

  3. After watching a documentary on the seige of Dien Bien Phu I decided to build this new scenario. I've tested it a couple times and made big changes to the force makeup each time. Now I need others to test it. Please try it out and give me feedback! Thanks all!

    Polish Fort (test) v.1 by Disaster

    Type: Defend the Polish fort against a heavy SS assault. Large battle.

    Short Description

    The SS have launched a surprise assault against a Polish fort on the edge of a river. The fort is very large and has three outlying redoubts, each with anti-tank guns and howitzers. However, the SS have a battalion of veteran infantry / pioneers, backed up by artillery with armour on its way to support the attack. The Polish commander must decide whether they can defend all or some of the fort. Reinforcements are on the way but will they help make a stand or merely cover the retreat?

    The battle begins as Polish defenders stumble from their barracks and race to the perimeter where stealthy SS assault engineers have crept within shooting distance of the fort's precious defensive artillery. A column of relief troops are on the other side of the river and must be shuttled across the river to support the bleary-eyed Poles. Things get worse as it becomes clear the SS mean to take the fort at all costs as armour and more infantry join the attack. As each fortified redoubt is the subject of an attack, the Polish commander must make quick decisions to support one side over another. These will not be an easy decisions.

    Basic order of battle

    The SS commander has lots at his command and initially has nearly a battalion within range. However, the Polish redoubts are fortified with barbed wire, mines, and stone walls. Their anti-tank and howitzers will pound any troops that stay in one place for long. These must be destroyed if the armour is to have any chance of overruning the Polish positions! Both sides can call artillery strikes. A German attack caught by a bombardment will be a slaughter. But the Poles have few places to hide from a German fire mission. If the Germans are stopped at the wire, the Poles will gain time for Allied armour to show up. Until then, their two companies must defend with tooth and nail.

    Objectives

    The German commander will gain points for taking any of the three outlying redoubts, but cannot allow the Poles to hold onto the center of the fort at all. The Polish commander must make a decision, whether they should commit all their resources to holding or pull out as many units as possible across the river.

    Time

    50 moves.

    Download here: http://www3.telus.net/pop_n_fresh/combatmiss/index.htm

  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Jarhead:

    Buddy, Bugie was bought by Microsoft, and I beleve halo has been placed on hold. There is a piece on it in theSept issue of PC Gamer, Page 40. I was also looking forward to Halo, and was sad to read it.

    <HR></BLOCKQUOTE>

    Halo has not been put on hold, however rumours fly that it will not be appearing on the X-Box. Instead, it would remain a Mac / PC game as intended. I don't quite understand it as Halo would have been a boost to the X-Box (which has no major titles announced).

  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by OsinO:

    Disaster@work, are you sure that the movie is that bad? Good thing i didnt rent it yet... Does anyone else have an opinion on Hamburger Hill? <HR></BLOCKQUOTE>

    Almost every movie is worth renting once, OsinO. Go see it for yourself. It wasn't an insult but I don't remember it as being all that good. I think the part that bothered me was the lack of movement. In most movies the characters have to change or there should be a story that evokes change but in this one it seemed that it was just relentless.

    By the way, the Longest Day is very good. No there isn't any blood or heads being split in two or the like. But it is good history and shows stuff never covered by any other movies. Sure SPR is the best when it comes to the landing itself, but there is other stuff that happened.

  6. This is one of my larger maps. Lots of places where a Phantom Tank can hunt hapless

    Amis. smile.gif

    http://www3.telus.net/pop_n_fresh/combatmiss/index.htm

    "Phantom Tank: A Ghost Story"

    by Disaster (keith_loh@telus.net)

    Type: Americans hunt for a Panther dominating a city at the foot

    of a mountain.

    An American column of tanks, light armour and infantry must

    take a mountain university town shrouded in fog under wet

    conditions. Everything seems quiet, but out of the mist

    is the ghostly shape of every tanker's nightmare, a Panther.

    A flash of fire, an explosion ripping into an American

    half track, and the mysterious avenger disappears again.

    Your men are terrified but you must complete your objective.

    Basic order of battle:

    Americans have Shermans, HTs, scout cars and lots of troops.

    The Germans have a big bad tank, some support vehicles and,

    well.. surprises.

    Objectives:

    The American commander must use all resources at hand to root

    out this evil from the valley forever. Once the menace is

    gone, hold the city and wait until light. If you play as the

    Germans, have fun. Stalk, destroy and sew confusion in the

    forests surrounding the city.

    Time: 50 moves.

  7. This is probably my most brutal map yet. (I know, I've only made three other scenarios but this one I'm pretty proud of). I tested playing the German side tonight and am eager to have it tested by others.

    Basically it's Afganistan but the Germans = Soviets / French = Mujahadeen. I built this map to see how much of a contrast I could get with the elevations using the map builder. I am most pleased.

    Download here: http://www3.telus.net/pop_n_fresh/combatmiss/index.htm

    Description below:

    Type: German escape through a twisting canyon harried by French.

    Short Description

    Canyon Escape is a harrowing pursuit through a twisting mountain gorge as Free French irregulars seek to stop a German column from successfully escaping a canyon of death. The Germans are trying to lead an organized retreat hidden in the shadows of the mountains from Allied bombing. However, partisans have tipped their Free French cousins that the convoy of Wehrmacht armour and troops are trying to sneak through. Now the stage is set for an ambush from the heights.

    The Germans must fight their way through a steep gorge lined on all sides by trees and brush. Their way is a meandering thin mountain road where every turn might reveal a sniper, commandos or worse, a bazooka team. The French on the other side are scattered but can pick and choose their traps, defilades and roadblocks. There are twists and turns and imposing elevations from which the French can pop up and shoot. For the Germans, there are few resting spots and only one way to go.

    Basic order of battle

    The remnants of the Wehrmacht are still a force to be reckoned with, if only the defender would show himself. The Germans have tanks, trucks and lots of infantry who would only love to ride this one out. The French are by comparison lightly armed, with their squads of commandos only backed up by bazookas, mortars and some divisional artillery.

    Objectives

    The German commander must get as many of his forces out of this hellhole as possible within the time given. Given the advantages of terrain, the French can win on the casualties they inflict on the targets below.

    Time

    50 moves.

  8. This is probably my most brutal map yet. (I know, I've only made three other scenarios but this one I'm pretty proud of). I tested playing the German side tonight and am eager to have it tested by others.

    Basically it's Afganistan but the Germans = Soviets / French = Mujahadeen. I built this map to see how much of a contrast I could get with the elevations using the map builder. I am most pleased.

    Download here: http://www3.telus.net/pop_n_fresh/combatmiss/index.htm

    Description below:

    Type: German escape through a twisting canyon harried by French.

    Short Description

    Canyon Escape is a harrowing pursuit through a twisting mountain gorge as Free French irregulars seek to stop a German column from successfully escaping a canyon of death. The Germans are trying to lead an organized retreat hidden in the shadows of the mountains from Allied bombing. However, partisans have tipped their Free French cousins that the convoy of Wehrmacht armour and troops are trying to sneak through. Now the stage is set for an ambush from the heights.

    The Germans must fight their way through a steep gorge lined on all sides by trees and brush. Their way is a meandering thin mountain road where every turn might reveal a sniper, commandos or worse, a bazooka team. The French on the other side are scattered but can pick and choose their traps, defilades and roadblocks. There are twists and turns and imposing elevations from which the French can pop up and shoot. For the Germans, there are few resting spots and only one way to go.

    Basic order of battle

    The remnants of the Wehrmacht are still a force to be reckoned with, if only the defender would show himself. The Germans have tanks, trucks and lots of infantry who would only love to ride this one out. The French are by comparison lightly armed, with their squads of commandos only backed up by bazookas, mortars and some divisional artillery.

    Objectives

    The German commander must get as many of his forces out of this hellhole as possible within the time given. Given the advantages of terrain, the French can win on the casualties they inflict on the targets below.

    Time

    50 moves.

  9. Download link here: http://www3.telus.net/pop_n_fresh/combatmiss/index.htm

    Type: German armour assault of French-held city by river. Attack on both sides.

    Short Description

    This is a large battle featuring a split attack on both sides of a wide river. The Germans have heavy armour and lots of infantry. Their goal is to take both banks of the river Ghrime. On the south side is an imposing hill and some outlying buildings. On the north side, however, is the large City of Khrone, a medieval city that has withstood many sieges throughout history. The attacker will find that they will need to take both ends of the bridge in order to have a chance at fighting their way into the city.

    On both sides the terrain is relatively flat leading up to the main objectives, providing the German attacker with lots of room to maneuver... and wide fields of fire for the French defender's anti-tank guns if that strategy is chosen.

    On the south side, there are two forested hills. The closer one is low but masks the buildings of the Feer Institute, which command the southern approaches to a long bridge that crosses the Ghrime River. Above the Feer Institute is a taller hill that looks down on the rest of the plain and the bridge.

    On the northern bank is flat farmland leading up to the edges of the crowded Khrone city. If the attacker chooses, they can also advance up the slower ground of the beach front at the water's edge. This part is protected from fire from the city proper, but it is slow going and vulnerable to artillery.

    Once the attacker gains the city itself, they should be prepared for savage fighting if the defender has saved any troops for a last stand. There are six square city blocks that can hide a number of fanatics, plus hide any vehicles the defender has reserved until the endgame. The last objective is the Tetzel Church which rises above the rest of the city.

    Basic order of battle

    The Germans have assigned their best armour to this attack. But will armour help in the heavy urban fighting to come? The French are also prepared with anti-tank guns, some useful vehicles and tenacious infantry. Both have access to artillery so neither side can afford to dawdle in one place for too long.

    Objectives

    The Germans must seize both the south end of the bridge, the north end, the east gate of the city and may have to also achieve the center of the city. The French, if they lose all outside objectives can fall back to the center to hold the major objective, hoping that they have killed enough of the enemy to win on points.

    Time

    60 moves.

    [This message has been edited by Disaster (edited 08-02-2000).]

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