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SeinfeldRules

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  1. Upvote
    SeinfeldRules got a reaction from dbsapp in SeinfeldRules Scenario Thread   
    Hi all,
     
    I've been working on a whole bunch of scenarios for CMRT, and finally got around to finishing a couple. I'll use this thread to post whatever I manage to finish. I have 4 for today (though one has already been posted before, just tweaked it a little), and hopefully I can put the finishing touches on 1 or 2 for tomorrow. Most of these have had barely any playtesting, beyond what I could do by myself. That's where I need feedback from you guys. These are not 100% tested. Please let me know what I can change to make it better!
     
    I like small, company sized engagements. All of these have 2 companies or less. These may be suitable for H2H, do not have anyone to test them with though. All my maps are "hand made" originals. They look best with my terrain mod IMO!
     
    Interlock OP v1.0
    https://www.dropbox.com/s/bs581b72xj6n96s/AD%20Interlock%20OP.zip?dl=0
     

     
    You are in command of a German Grenadier platoon in Estonia. Soviet forces have secured an interlocking tower overlooking our forward positions and are calling artillery on our forces. You have been tasked with securing the tower by force and securing whatever intel you can. Axis vs AI only
     
     
    Pastureland v1.0
    https://www.dropbox.com/s/pq48lgx5c1tokfe/AD%20Pasture%20Land.zip?dl=0
     

     
    The Germans are falling back in confusion. Our tank corps and mehanized infantry have pushed far foward, leaving us, the dismounted infantry, behind to mop up the remnants and widen the corridors. Your company was doing exactly that when you came out of a small copse of trees and immediately started taking machinegun fire. A large, open pastureland sits between you and the incoming fire. On the far side, a group of buildings on the outskirts of a village. You determine that is where the enemy fire is coming from, and you immediately decide to attack. Allied vs AI only.
     
     
    Gorbatzewich Roadblock v1.0
    https://www.dropbox.com/s/zsmkvq4hfcr09ms/AD%20Gorbatzewich%20Roadblock.zip?dl=0
     

     
    You are in command of a Soviet Cavalry Squadron southwest of Babruysk. After several long days of fighting, we have finally managed to capture the vital city and open the road to Minsk. Remnants of German forces still remain around the city, occupying blocking positions and doing their best to prevent our forces from rushing into Minsk. One of these blocking forces is located in the village to your immediate front. Allied vs AI only
     
     
    Amongst the Ruins v1.0
    https://www.dropbox.com/s/wo11fj4zcq3h2au/AD%20Amongst%20the%20Ruins.zip?dl=0
     

     
    You are in command of a German Pioneer Company somewhere within a large city inside Belarus. We have been fighting with the Soviets for control of this vital city for several days now. Your company has been tasked with taking back a bombed out industrial area. Axis vs AI only
     
     
     
  2. Like
    SeinfeldRules got a reaction from Lethaface in The NTC   
    Some more NTC terrain that you wouldn't think of... up in the mountain ranges, light infantry would be right at home.

     

  3. Like
    SeinfeldRules got a reaction from purpheart23 in The NTC   
    The desert really has a special beauty to it. The more you explore, the more you find beyond the stereotypical flat plains and rocky mountains. Like Mastiff said, you can find wadis that would swallow a platoon whole.
    '

     
  4. Like
    SeinfeldRules got a reaction from George MC in The NTC   
    The desert really has a special beauty to it. The more you explore, the more you find beyond the stereotypical flat plains and rocky mountains. Like Mastiff said, you can find wadis that would swallow a platoon whole.
    '

     
  5. Like
    SeinfeldRules got a reaction from LukeFF in The NTC   
    The desert really has a special beauty to it. The more you explore, the more you find beyond the stereotypical flat plains and rocky mountains. Like Mastiff said, you can find wadis that would swallow a platoon whole.
    '

     
  6. Like
    SeinfeldRules got a reaction from CaptainTheDark in The NTC   
    The desert really has a special beauty to it. The more you explore, the more you find beyond the stereotypical flat plains and rocky mountains. Like Mastiff said, you can find wadis that would swallow a platoon whole.
    '

     
  7. Upvote
    SeinfeldRules got a reaction from IICptMillerII in The NTC   
    The desert really has a special beauty to it. The more you explore, the more you find beyond the stereotypical flat plains and rocky mountains. Like Mastiff said, you can find wadis that would swallow a platoon whole.
    '

     
  8. Like
    SeinfeldRules got a reaction from A Canadian Cat in The NTC   
    The desert really has a special beauty to it. The more you explore, the more you find beyond the stereotypical flat plains and rocky mountains. Like Mastiff said, you can find wadis that would swallow a platoon whole.
    '

     
  9. Like
    SeinfeldRules got a reaction from Lethaface in The NTC   
    The desert really has a special beauty to it. The more you explore, the more you find beyond the stereotypical flat plains and rocky mountains. Like Mastiff said, you can find wadis that would swallow a platoon whole.
    '

     
  10. Upvote
    SeinfeldRules got a reaction from George MC in New things added to the new thing   
    Well thank you for the compliment! The new kinder, gentler term is Observer, Coach/Trainer. Observer Controller was the old term, back when the OCs just stood and watched, and then mercilessly crushed souls in the AAR! Now we take a more active role in course correcting units, hence the "coach". Some units we have to do more hard coaching then others. 😄
    NTC is a very interesting place with lots of history, and with how many units rotate through it really is a modern "battlefield" in a sense. Very excited to see what CM has to offer.
  11. Upvote
    SeinfeldRules got a reaction from MOS:96B2P in New things added to the new thing   
    Well thank you for the compliment! The new kinder, gentler term is Observer, Coach/Trainer. Observer Controller was the old term, back when the OCs just stood and watched, and then mercilessly crushed souls in the AAR! Now we take a more active role in course correcting units, hence the "coach". Some units we have to do more hard coaching then others. 😄
    NTC is a very interesting place with lots of history, and with how many units rotate through it really is a modern "battlefield" in a sense. Very excited to see what CM has to offer.
  12. Like
    SeinfeldRules reacted to Combatintman in New things added to the new thing   
    Good to see you back mate.
  13. Like
    SeinfeldRules got a reaction from Bil Hardenberger in New things added to the new thing   
    Love that you guys are including the National Training Center! As a OC/T at the NTC, I'm looking forward to some of our iconic "battlefields" being replicated in their full CM glory. Are there any plans for NTC Master Maps?
  14. Like
    SeinfeldRules got a reaction from George MC in New things added to the new thing   
    Love that you guys are including the National Training Center! As a OC/T at the NTC, I'm looking forward to some of our iconic "battlefields" being replicated in their full CM glory. Are there any plans for NTC Master Maps?
  15. Like
    SeinfeldRules got a reaction from 37mm in SeinfeldRules Scenario Thread (CMFI)   
    Thanks for the comments guys! Hopefully you'll find some time to try these scenarios as well. 
  16. Like
    SeinfeldRules got a reaction from 37mm in SeinfeldRules Scenario Thread (CMFI)   
    Hi All,
     
    I have a new scenario (Reverse Slope) for CMFI to share, and I thought I'd do what I did for CMRT and create a thread where I have all my scenarios in one easy place. Hopefully this will expose them to more people too, as I'm still looking for feedback on all of them! Please let me know what you think and what needs to change!
     
    *NEW* Reverse Slope v1.0
    https://www.dropbox.com/s/fvg44cw2tjlt1b0/AD%20Reverse%20Slope.zip?dl=0
     

     
    Your Rifle Company is poised to breakout of Salerno and push towards Benevento. The whirlwind of German counterattacks has finally abated, and battalion has passed down the order to push forward. Our first objective is a village strongpoint on the reverse slope of the ridgeline to your front. Our patrols know that at least a German company has spent the past several days digging in and are prepared to defend it. Your riflemen and attached tanks are assembled in a wood several hundred meters short of the village, and must push over the ridgeline and into their reverse slope defense... Allied vs AI only.
     
     
     
    Flak Hunt v1.0
    https://www.dropbox.com/s/4fb0qmzz6oc4n60/AD%20Flak%20Hunt.zip?dl=0
     

     
    You are in command of a British parachute company that has been dropped into Sicily as part of Operation Fustian. Your battalion has been dropped far south of its intended dropzone. You've managed to gather the majority of your company, but are unsure of where the remainder of your battalion is located. During the drop, you noticed a German flak battery among some fields and orchards. Absent of any orders, you have taken the initiative to take out the battery with your troops. Allied vs AI only.
     
     
     
    Pontine Patrol v1.0
    https://www.dropbox.com/s/08afuepgzmcrwjq/AD%20Pontine%20Patrol.zip?dl=0
     

    You are a company commander in the 1st Special Service Force (1st SSF). The 1st SSF is a mixed American-Canadian force, highly trained and well led. Your unit currently sits on the western side of the Mussolini Canal, forming the right flank of the Anzio beach head. East of the canal is the Pontine Marshes, drained by Mussolini in the 30s for farming, and flooded by the Germans following our landings. The government farms built by the fascist Italian government have turned back into swamp. Since our arrival here we have been aggressively patrolling into the Pontine Marshes, and in some places have forced the Germans to pull back their lines almost a kilometer. Yesterday evening a strong German force moved back up towards the canal, and occupied several farms just east of us. We believe they intend to hold the farms and overlook the canal in order to stop our aggressive patrolling. Your company has been tasked to cross the canal and show the enemy they can not take up positions so close to our lines. Allied vs AI only.
     
     
     
    Recon Gone Wrong v1.0
    https://www.dropbox.com/s/thkc0f004bdtkt6/AD%20Recon%20Gone%20Wrong.zip?dl=0
     

     
    You are an Italian infantry company commander in Sicily, July 1943. Your company is currently guarding one of the many secondary roads to Palermo, in a defensive position not too far from a bridge running over a riverbed. Shortly before dusk your forward positions overlooking the bridge spotted American soldiers and personnel carriers rushing towards the bridge. Half of the enemy force has already crossed the bridge and have setup on our side. You take the initiative and attack... Axis vs AI only.
     
     
     
    Small Patrol Action v1.0
    https://www.dropbox.com/s/z70081b9igh4wrk/AD%20Small%20Patrol%20Action.zip?dl=0
     
    FEATURED ON YOUTUBE BY PEWPEWCHEWCHEW!
     

     
    You are Charlie Company's commander, a part of the 2d Battalion, 30th Infantry Regiment, 3ID. You and 2 of your infantry platoons were on a foot patrol along a local road when you recieved machine gun fire. You ordered your troop to take cover along both sides of the road and informed your battalion commander of the situation via radio. He has ordered you to take your platoons forward to the enemy and to eliminate any resistance you may find. Allied vs AI only.
     
     
    Snow Day v1.0
    https://www.dropbox.com/s/xe8ts5i2jt6xwpb/AD%20Snow%20Day.zip?dl=0
     

     
    It is winter in Italy and our advance up the eastern coast has been slow going. Our major combat operations have ceased for the moment, but that doesn't mean you or your soldiers will get any rest. Your infantry company has been tasked with seizing a small town sitting to the west of our position in order to better secure our front lines. Allied vs AI only.
     
     
     
    Wires and Rifles v1.0
    https://www.dropbox.com/s/czzs22okjl9yb98/AD%20Wires%20%26%20Rifles.zip?dl=0
     

     
    You are a German recon commander in Sicily, July 1943. Your recon company has been tasked with delaying the American advance, harassing their flanks and conducting raids on exposed positions. It seems that your unit has found a seam between the American forces, as your column has pushed far forward without encountering any organized resistance. The lead elements of your column have just ran into an American support unit laying communication wire along a road. Your lead units were spotted and fired upon, but were able to withdraw without any casualties. You quickly decide to take your company forward and attack. Axis vs AI only.
     
     
  17. Like
    SeinfeldRules got a reaction from Bulletpoint in No Plan Survives First Contact With The Enemy - Planning Tutorial   
    Combatintman asked me to provide some input on the "other side" of this scenario as part of his final analysis. I'd like to give some of my overall design philosophy for all of my scenarios and some specifics for this scenario, hopefully it's useful for future scenario designers:

    I almost always start my scenarios with a vignette I've read from a tactical or personal account. From there comes an idea. The details generally don't matter too much to me; whether it was Regiment A attacking Town X isn't important, what matters is the tactical task a unit had to perform. I like to focus on company and below stuff - everyone already makes scenarios about the famous clashes, I want to make scenarios about the day to day stuff everyone forgets about. In this case, it's the taking of a step off position for a later attack. An action that would have barely warranted half a sentence in a larger narrative, is the perfect size for a Combat Mission scenario. Once I have my idea, I find a location in reality that would suit my situation - once again the details aren't super important. I rarely use overlays anymore, I just put Google Earth on my second monitor and let the in-game map become it's own place.

    Once I have my map built, I integrate my situation into it. I almost always start with the enemy side (since I only do Human vs AI). In this scenario, as it is a German attack, I started with the Soviet defense. I look at the map, figure out the required amount of forces to achieve the enemy "mission" that fits the situation, and start building the enemies plan. I never build my maps around the unit or task - this almost always ends up feeling canned and puzzle-like. In real combat, you don't have the power to level hills and move forests (unless you have good engineer support). You take the forces you have and use the hills and forests to your best advantage to build your plan. The small copses of trees in the wheat field isn't there because it would make for a good MG position, it's there because I thought it looked good when I was making the map. Now I (and the player) have to build our plans around it. About the only concession I make in this regard is adding terrain later to block LOS to at least part of the player's setup area. No one likes getting shot on turn 1.

    For the Soviet side here, I decided a platoon with attached HMGs would be the best force to serve as the blocking/delaying position that fits the scenario. I built the defense to accomplish the mission I gave it, as if the scenario was designed to be played by the Soviet side. I utilized the terrain as best I could to create 3 mutually supporting positions with interlocking fields of fire. If one position was taken, the other two would be able to lay fire down on the one just overrun. I envisioned that most players would choose to attack the position "head on" in some fashion, either taking the town first then the position on the Soviet right, or the outpost position on the Soviet left, attacking over the open ground. Any Germans attacking would have a hard time indeed, and need to coordinate their fire support well to accomplish it. However, the one course of action I did not take into account for my defense was what Combatintman did right here in this very thread! Only one of the Soviet HMGs was looking into the open wheat field that he advanced so boldly through. Surely no player would push his infantry through such a large open field to be slaughtered! What spelt the Soviet doom was that I did not do a proper line of sight analysis - if I had, I would have realized that the critical HMG defending the entire left flank could not see the whole wheat field, and that so called open field had undulations in the terrain (again, something I built into the map BEFORE I started building the defense) that would have allowed a whole company to advance sight unseen deep into the Soviet rear. As such, I did not plan for the eventuality that the Germans would bypass my carefully developed, mutually supporting positions with barely a shot fired. Truly an example of the enemy "having a vote", and my future scenarios won't be so assuming. Next time I will be more complete in my planning. Blame Combatintman for the lesson learned and any increased difficulty.

    A quick note on doctrine, because I saw it brought up - I am not a student of any WW2 military doctrine, so I built my defense based on what made sense to me and what I have seen work, not anything historical. I do use the built in TOEs to help pick my forces though.

    To touch on the German side of this scenario, for my missions I try to pick a force that when handled properly, will defeat the enemy even if the player suffers some setbacks. In other words, you don't have to be perfect. I feel that most people play scenarios to win, and if they feel that did everything almost right but still lost, then I have failed to provide satisfying entertainment (some would disagree on this, but it's just how I feel).  Usually the degree of victory and casualties taken is the distinguisher between an ok plan and a great plan for my scenarios. A 2 to 1 advantage with supporting arms will generally provide a respectable challenge against the AI while still being able to be won by most. The ratio here is more 3 to 1, as open fields and long sight lines requires more firepower and bodies to absorb casualties. I try to not to force a plan on the player, instead giving them a properly balanced force to execute a variety of actions. I also believe in simple briefings that provides truthful information the player can use to plan, while not giving away the whole show. Everything I wrote was truthful, but it's up to the player to fill in the gaps. Combatintman took the info given, executed a solid plan here and was able to wipe the Soviets off the board with very minimal casualties.

    So the 2 cents that was asked for is more like 20 cents, but I thought it would be beneficial to explain my overall theory on scenario design and not just this one specifically. I like to create simple, straightforward scenarios with a realistic enemy on beautiful maps, and hopefully I've succeed with this one in that regard. Combatintman definitely executed a great plan that exploited the weak point in my plan. Great thread and thanks for picking my scenario to do it with!
  18. Upvote
    SeinfeldRules got a reaction from 37mm in SeinfeldRules Scenario Thread   
    Hi all,
     
    I've been working on a whole bunch of scenarios for CMRT, and finally got around to finishing a couple. I'll use this thread to post whatever I manage to finish. I have 4 for today (though one has already been posted before, just tweaked it a little), and hopefully I can put the finishing touches on 1 or 2 for tomorrow. Most of these have had barely any playtesting, beyond what I could do by myself. That's where I need feedback from you guys. These are not 100% tested. Please let me know what I can change to make it better!
     
    I like small, company sized engagements. All of these have 2 companies or less. These may be suitable for H2H, do not have anyone to test them with though. All my maps are "hand made" originals. They look best with my terrain mod IMO!
     
    Interlock OP v1.0
    https://www.dropbox.com/s/bs581b72xj6n96s/AD%20Interlock%20OP.zip?dl=0
     

     
    You are in command of a German Grenadier platoon in Estonia. Soviet forces have secured an interlocking tower overlooking our forward positions and are calling artillery on our forces. You have been tasked with securing the tower by force and securing whatever intel you can. Axis vs AI only
     
     
    Pastureland v1.0
    https://www.dropbox.com/s/pq48lgx5c1tokfe/AD%20Pasture%20Land.zip?dl=0
     

     
    The Germans are falling back in confusion. Our tank corps and mehanized infantry have pushed far foward, leaving us, the dismounted infantry, behind to mop up the remnants and widen the corridors. Your company was doing exactly that when you came out of a small copse of trees and immediately started taking machinegun fire. A large, open pastureland sits between you and the incoming fire. On the far side, a group of buildings on the outskirts of a village. You determine that is where the enemy fire is coming from, and you immediately decide to attack. Allied vs AI only.
     
     
    Gorbatzewich Roadblock v1.0
    https://www.dropbox.com/s/zsmkvq4hfcr09ms/AD%20Gorbatzewich%20Roadblock.zip?dl=0
     

     
    You are in command of a Soviet Cavalry Squadron southwest of Babruysk. After several long days of fighting, we have finally managed to capture the vital city and open the road to Minsk. Remnants of German forces still remain around the city, occupying blocking positions and doing their best to prevent our forces from rushing into Minsk. One of these blocking forces is located in the village to your immediate front. Allied vs AI only
     
     
    Amongst the Ruins v1.0
    https://www.dropbox.com/s/wo11fj4zcq3h2au/AD%20Amongst%20the%20Ruins.zip?dl=0
     

     
    You are in command of a German Pioneer Company somewhere within a large city inside Belarus. We have been fighting with the Soviets for control of this vital city for several days now. Your company has been tasked with taking back a bombed out industrial area. Axis vs AI only
     
     
     
  19. Like
    SeinfeldRules got a reaction from Freyberg in No Plan Survives First Contact With The Enemy - Planning Tutorial   
    Combatintman asked me to provide some input on the "other side" of this scenario as part of his final analysis. I'd like to give some of my overall design philosophy for all of my scenarios and some specifics for this scenario, hopefully it's useful for future scenario designers:

    I almost always start my scenarios with a vignette I've read from a tactical or personal account. From there comes an idea. The details generally don't matter too much to me; whether it was Regiment A attacking Town X isn't important, what matters is the tactical task a unit had to perform. I like to focus on company and below stuff - everyone already makes scenarios about the famous clashes, I want to make scenarios about the day to day stuff everyone forgets about. In this case, it's the taking of a step off position for a later attack. An action that would have barely warranted half a sentence in a larger narrative, is the perfect size for a Combat Mission scenario. Once I have my idea, I find a location in reality that would suit my situation - once again the details aren't super important. I rarely use overlays anymore, I just put Google Earth on my second monitor and let the in-game map become it's own place.

    Once I have my map built, I integrate my situation into it. I almost always start with the enemy side (since I only do Human vs AI). In this scenario, as it is a German attack, I started with the Soviet defense. I look at the map, figure out the required amount of forces to achieve the enemy "mission" that fits the situation, and start building the enemies plan. I never build my maps around the unit or task - this almost always ends up feeling canned and puzzle-like. In real combat, you don't have the power to level hills and move forests (unless you have good engineer support). You take the forces you have and use the hills and forests to your best advantage to build your plan. The small copses of trees in the wheat field isn't there because it would make for a good MG position, it's there because I thought it looked good when I was making the map. Now I (and the player) have to build our plans around it. About the only concession I make in this regard is adding terrain later to block LOS to at least part of the player's setup area. No one likes getting shot on turn 1.

    For the Soviet side here, I decided a platoon with attached HMGs would be the best force to serve as the blocking/delaying position that fits the scenario. I built the defense to accomplish the mission I gave it, as if the scenario was designed to be played by the Soviet side. I utilized the terrain as best I could to create 3 mutually supporting positions with interlocking fields of fire. If one position was taken, the other two would be able to lay fire down on the one just overrun. I envisioned that most players would choose to attack the position "head on" in some fashion, either taking the town first then the position on the Soviet right, or the outpost position on the Soviet left, attacking over the open ground. Any Germans attacking would have a hard time indeed, and need to coordinate their fire support well to accomplish it. However, the one course of action I did not take into account for my defense was what Combatintman did right here in this very thread! Only one of the Soviet HMGs was looking into the open wheat field that he advanced so boldly through. Surely no player would push his infantry through such a large open field to be slaughtered! What spelt the Soviet doom was that I did not do a proper line of sight analysis - if I had, I would have realized that the critical HMG defending the entire left flank could not see the whole wheat field, and that so called open field had undulations in the terrain (again, something I built into the map BEFORE I started building the defense) that would have allowed a whole company to advance sight unseen deep into the Soviet rear. As such, I did not plan for the eventuality that the Germans would bypass my carefully developed, mutually supporting positions with barely a shot fired. Truly an example of the enemy "having a vote", and my future scenarios won't be so assuming. Next time I will be more complete in my planning. Blame Combatintman for the lesson learned and any increased difficulty.

    A quick note on doctrine, because I saw it brought up - I am not a student of any WW2 military doctrine, so I built my defense based on what made sense to me and what I have seen work, not anything historical. I do use the built in TOEs to help pick my forces though.

    To touch on the German side of this scenario, for my missions I try to pick a force that when handled properly, will defeat the enemy even if the player suffers some setbacks. In other words, you don't have to be perfect. I feel that most people play scenarios to win, and if they feel that did everything almost right but still lost, then I have failed to provide satisfying entertainment (some would disagree on this, but it's just how I feel).  Usually the degree of victory and casualties taken is the distinguisher between an ok plan and a great plan for my scenarios. A 2 to 1 advantage with supporting arms will generally provide a respectable challenge against the AI while still being able to be won by most. The ratio here is more 3 to 1, as open fields and long sight lines requires more firepower and bodies to absorb casualties. I try to not to force a plan on the player, instead giving them a properly balanced force to execute a variety of actions. I also believe in simple briefings that provides truthful information the player can use to plan, while not giving away the whole show. Everything I wrote was truthful, but it's up to the player to fill in the gaps. Combatintman took the info given, executed a solid plan here and was able to wipe the Soviets off the board with very minimal casualties.

    So the 2 cents that was asked for is more like 20 cents, but I thought it would be beneficial to explain my overall theory on scenario design and not just this one specifically. I like to create simple, straightforward scenarios with a realistic enemy on beautiful maps, and hopefully I've succeed with this one in that regard. Combatintman definitely executed a great plan that exploited the weak point in my plan. Great thread and thanks for picking my scenario to do it with!
  20. Like
    SeinfeldRules got a reaction from Sgt.Squarehead in No Plan Survives First Contact With The Enemy - Planning Tutorial   
    Combatintman asked me to provide some input on the "other side" of this scenario as part of his final analysis. I'd like to give some of my overall design philosophy for all of my scenarios and some specifics for this scenario, hopefully it's useful for future scenario designers:

    I almost always start my scenarios with a vignette I've read from a tactical or personal account. From there comes an idea. The details generally don't matter too much to me; whether it was Regiment A attacking Town X isn't important, what matters is the tactical task a unit had to perform. I like to focus on company and below stuff - everyone already makes scenarios about the famous clashes, I want to make scenarios about the day to day stuff everyone forgets about. In this case, it's the taking of a step off position for a later attack. An action that would have barely warranted half a sentence in a larger narrative, is the perfect size for a Combat Mission scenario. Once I have my idea, I find a location in reality that would suit my situation - once again the details aren't super important. I rarely use overlays anymore, I just put Google Earth on my second monitor and let the in-game map become it's own place.

    Once I have my map built, I integrate my situation into it. I almost always start with the enemy side (since I only do Human vs AI). In this scenario, as it is a German attack, I started with the Soviet defense. I look at the map, figure out the required amount of forces to achieve the enemy "mission" that fits the situation, and start building the enemies plan. I never build my maps around the unit or task - this almost always ends up feeling canned and puzzle-like. In real combat, you don't have the power to level hills and move forests (unless you have good engineer support). You take the forces you have and use the hills and forests to your best advantage to build your plan. The small copses of trees in the wheat field isn't there because it would make for a good MG position, it's there because I thought it looked good when I was making the map. Now I (and the player) have to build our plans around it. About the only concession I make in this regard is adding terrain later to block LOS to at least part of the player's setup area. No one likes getting shot on turn 1.

    For the Soviet side here, I decided a platoon with attached HMGs would be the best force to serve as the blocking/delaying position that fits the scenario. I built the defense to accomplish the mission I gave it, as if the scenario was designed to be played by the Soviet side. I utilized the terrain as best I could to create 3 mutually supporting positions with interlocking fields of fire. If one position was taken, the other two would be able to lay fire down on the one just overrun. I envisioned that most players would choose to attack the position "head on" in some fashion, either taking the town first then the position on the Soviet right, or the outpost position on the Soviet left, attacking over the open ground. Any Germans attacking would have a hard time indeed, and need to coordinate their fire support well to accomplish it. However, the one course of action I did not take into account for my defense was what Combatintman did right here in this very thread! Only one of the Soviet HMGs was looking into the open wheat field that he advanced so boldly through. Surely no player would push his infantry through such a large open field to be slaughtered! What spelt the Soviet doom was that I did not do a proper line of sight analysis - if I had, I would have realized that the critical HMG defending the entire left flank could not see the whole wheat field, and that so called open field had undulations in the terrain (again, something I built into the map BEFORE I started building the defense) that would have allowed a whole company to advance sight unseen deep into the Soviet rear. As such, I did not plan for the eventuality that the Germans would bypass my carefully developed, mutually supporting positions with barely a shot fired. Truly an example of the enemy "having a vote", and my future scenarios won't be so assuming. Next time I will be more complete in my planning. Blame Combatintman for the lesson learned and any increased difficulty.

    A quick note on doctrine, because I saw it brought up - I am not a student of any WW2 military doctrine, so I built my defense based on what made sense to me and what I have seen work, not anything historical. I do use the built in TOEs to help pick my forces though.

    To touch on the German side of this scenario, for my missions I try to pick a force that when handled properly, will defeat the enemy even if the player suffers some setbacks. In other words, you don't have to be perfect. I feel that most people play scenarios to win, and if they feel that did everything almost right but still lost, then I have failed to provide satisfying entertainment (some would disagree on this, but it's just how I feel).  Usually the degree of victory and casualties taken is the distinguisher between an ok plan and a great plan for my scenarios. A 2 to 1 advantage with supporting arms will generally provide a respectable challenge against the AI while still being able to be won by most. The ratio here is more 3 to 1, as open fields and long sight lines requires more firepower and bodies to absorb casualties. I try to not to force a plan on the player, instead giving them a properly balanced force to execute a variety of actions. I also believe in simple briefings that provides truthful information the player can use to plan, while not giving away the whole show. Everything I wrote was truthful, but it's up to the player to fill in the gaps. Combatintman took the info given, executed a solid plan here and was able to wipe the Soviets off the board with very minimal casualties.

    So the 2 cents that was asked for is more like 20 cents, but I thought it would be beneficial to explain my overall theory on scenario design and not just this one specifically. I like to create simple, straightforward scenarios with a realistic enemy on beautiful maps, and hopefully I've succeed with this one in that regard. Combatintman definitely executed a great plan that exploited the weak point in my plan. Great thread and thanks for picking my scenario to do it with!
  21. Upvote
    SeinfeldRules got a reaction from 37mm in AD CMFB Terrain Mod   
    Hello All,
    I have created a new terrain mod for CMFB, similar to my previous terrain mods for CM games. I've taken the various tiles provided by Battlefront and recolored them to provide a more unified color scheme, focusing on a realistic look with subtle variations between the various tiles. One of the biggest changes you will find is that October and November are far more "green" then the base game. All the pictures I could find online of Germany in the fall show a significant amount of greenery still present, even into November. December is a much more traditional look, with a very brown, dead look. Snow terrain has been touched very little by me, I focused mainly on the trees and basic snow tiles.
    Here is the link, as always please provide feedback and any errors you find!
    http://bit.ly/2g4bYIs
    October - November



     
    December - January  (No Snow)



     
    Winter


  22. Like
    SeinfeldRules got a reaction from Bulletpoint in SeinfeldRules Scenario Thread   
    Hi all,
     
    I've been working on a whole bunch of scenarios for CMRT, and finally got around to finishing a couple. I'll use this thread to post whatever I manage to finish. I have 4 for today (though one has already been posted before, just tweaked it a little), and hopefully I can put the finishing touches on 1 or 2 for tomorrow. Most of these have had barely any playtesting, beyond what I could do by myself. That's where I need feedback from you guys. These are not 100% tested. Please let me know what I can change to make it better!
     
    I like small, company sized engagements. All of these have 2 companies or less. These may be suitable for H2H, do not have anyone to test them with though. All my maps are "hand made" originals. They look best with my terrain mod IMO!
     
    Interlock OP v1.0
    https://www.dropbox.com/s/bs581b72xj6n96s/AD%20Interlock%20OP.zip?dl=0
     

     
    You are in command of a German Grenadier platoon in Estonia. Soviet forces have secured an interlocking tower overlooking our forward positions and are calling artillery on our forces. You have been tasked with securing the tower by force and securing whatever intel you can. Axis vs AI only
     
     
    Pastureland v1.0
    https://www.dropbox.com/s/pq48lgx5c1tokfe/AD%20Pasture%20Land.zip?dl=0
     

     
    The Germans are falling back in confusion. Our tank corps and mehanized infantry have pushed far foward, leaving us, the dismounted infantry, behind to mop up the remnants and widen the corridors. Your company was doing exactly that when you came out of a small copse of trees and immediately started taking machinegun fire. A large, open pastureland sits between you and the incoming fire. On the far side, a group of buildings on the outskirts of a village. You determine that is where the enemy fire is coming from, and you immediately decide to attack. Allied vs AI only.
     
     
    Gorbatzewich Roadblock v1.0
    https://www.dropbox.com/s/zsmkvq4hfcr09ms/AD%20Gorbatzewich%20Roadblock.zip?dl=0
     

     
    You are in command of a Soviet Cavalry Squadron southwest of Babruysk. After several long days of fighting, we have finally managed to capture the vital city and open the road to Minsk. Remnants of German forces still remain around the city, occupying blocking positions and doing their best to prevent our forces from rushing into Minsk. One of these blocking forces is located in the village to your immediate front. Allied vs AI only
     
     
    Amongst the Ruins v1.0
    https://www.dropbox.com/s/wo11fj4zcq3h2au/AD%20Amongst%20the%20Ruins.zip?dl=0
     

     
    You are in command of a German Pioneer Company somewhere within a large city inside Belarus. We have been fighting with the Soviets for control of this vital city for several days now. Your company has been tasked with taking back a bombed out industrial area. Axis vs AI only
     
     
     
  23. Like
    SeinfeldRules got a reaction from CMFDR in SeinfeldRules Scenario Thread (CMFI)   
    Hi All,
     
    I have a new scenario (Reverse Slope) for CMFI to share, and I thought I'd do what I did for CMRT and create a thread where I have all my scenarios in one easy place. Hopefully this will expose them to more people too, as I'm still looking for feedback on all of them! Please let me know what you think and what needs to change!
     
    *NEW* Reverse Slope v1.0
    https://www.dropbox.com/s/fvg44cw2tjlt1b0/AD%20Reverse%20Slope.zip?dl=0
     

     
    Your Rifle Company is poised to breakout of Salerno and push towards Benevento. The whirlwind of German counterattacks has finally abated, and battalion has passed down the order to push forward. Our first objective is a village strongpoint on the reverse slope of the ridgeline to your front. Our patrols know that at least a German company has spent the past several days digging in and are prepared to defend it. Your riflemen and attached tanks are assembled in a wood several hundred meters short of the village, and must push over the ridgeline and into their reverse slope defense... Allied vs AI only.
     
     
     
    Flak Hunt v1.0
    https://www.dropbox.com/s/4fb0qmzz6oc4n60/AD%20Flak%20Hunt.zip?dl=0
     

     
    You are in command of a British parachute company that has been dropped into Sicily as part of Operation Fustian. Your battalion has been dropped far south of its intended dropzone. You've managed to gather the majority of your company, but are unsure of where the remainder of your battalion is located. During the drop, you noticed a German flak battery among some fields and orchards. Absent of any orders, you have taken the initiative to take out the battery with your troops. Allied vs AI only.
     
     
     
    Pontine Patrol v1.0
    https://www.dropbox.com/s/08afuepgzmcrwjq/AD%20Pontine%20Patrol.zip?dl=0
     

    You are a company commander in the 1st Special Service Force (1st SSF). The 1st SSF is a mixed American-Canadian force, highly trained and well led. Your unit currently sits on the western side of the Mussolini Canal, forming the right flank of the Anzio beach head. East of the canal is the Pontine Marshes, drained by Mussolini in the 30s for farming, and flooded by the Germans following our landings. The government farms built by the fascist Italian government have turned back into swamp. Since our arrival here we have been aggressively patrolling into the Pontine Marshes, and in some places have forced the Germans to pull back their lines almost a kilometer. Yesterday evening a strong German force moved back up towards the canal, and occupied several farms just east of us. We believe they intend to hold the farms and overlook the canal in order to stop our aggressive patrolling. Your company has been tasked to cross the canal and show the enemy they can not take up positions so close to our lines. Allied vs AI only.
     
     
     
    Recon Gone Wrong v1.0
    https://www.dropbox.com/s/thkc0f004bdtkt6/AD%20Recon%20Gone%20Wrong.zip?dl=0
     

     
    You are an Italian infantry company commander in Sicily, July 1943. Your company is currently guarding one of the many secondary roads to Palermo, in a defensive position not too far from a bridge running over a riverbed. Shortly before dusk your forward positions overlooking the bridge spotted American soldiers and personnel carriers rushing towards the bridge. Half of the enemy force has already crossed the bridge and have setup on our side. You take the initiative and attack... Axis vs AI only.
     
     
     
    Small Patrol Action v1.0
    https://www.dropbox.com/s/z70081b9igh4wrk/AD%20Small%20Patrol%20Action.zip?dl=0
     
    FEATURED ON YOUTUBE BY PEWPEWCHEWCHEW!
     

     
    You are Charlie Company's commander, a part of the 2d Battalion, 30th Infantry Regiment, 3ID. You and 2 of your infantry platoons were on a foot patrol along a local road when you recieved machine gun fire. You ordered your troop to take cover along both sides of the road and informed your battalion commander of the situation via radio. He has ordered you to take your platoons forward to the enemy and to eliminate any resistance you may find. Allied vs AI only.
     
     
    Snow Day v1.0
    https://www.dropbox.com/s/xe8ts5i2jt6xwpb/AD%20Snow%20Day.zip?dl=0
     

     
    It is winter in Italy and our advance up the eastern coast has been slow going. Our major combat operations have ceased for the moment, but that doesn't mean you or your soldiers will get any rest. Your infantry company has been tasked with seizing a small town sitting to the west of our position in order to better secure our front lines. Allied vs AI only.
     
     
     
    Wires and Rifles v1.0
    https://www.dropbox.com/s/czzs22okjl9yb98/AD%20Wires%20%26%20Rifles.zip?dl=0
     

     
    You are a German recon commander in Sicily, July 1943. Your recon company has been tasked with delaying the American advance, harassing their flanks and conducting raids on exposed positions. It seems that your unit has found a seam between the American forces, as your column has pushed far forward without encountering any organized resistance. The lead elements of your column have just ran into an American support unit laying communication wire along a road. Your lead units were spotted and fired upon, but were able to withdraw without any casualties. You quickly decide to take your company forward and attack. Axis vs AI only.
     
     
  24. Like
    SeinfeldRules got a reaction from 37mm in SeinfeldRules Scenario Thread (CMBS)   
    Myrne Roadblock v1.0
    http://bit.ly/1OkIHiV

    The frontline in the war for Ukraine has stabilized. As the two sides rebuild, combat patrols cause trouble on both sides. In a NATO salient in the Russian lines, enemy forces have been continually cutting the Main Supply Route with platoon and company sized elements. For the past several weeks, your air assault infantry company has been tasked with clearing these roadblocks, using your high mobility to quickly reach trouble areas. This morning, infantry with several BMPs in support infiltrated through the gaps in our lines and occupied the village of Myrne, which sits astride the MSR. Your company was assembled and flown into an area north of the village. Take your force and clear Myrne of the enemy. BLUFOR vs AI only.
  25. Like
    SeinfeldRules got a reaction from 37mm in SeinfeldRules Scenario Thread (CMBS)   
    Night Jump v1.0
    http://bit.ly/1ZqcAXc

    The war everyone feared has finally come. Russian tank units are flooding into Ukraine, and the combined UKR and NATO forces in Europe are not enough to stop them. The best NATO generals can do is stem the tide until armored divisions from the US can arrive on the continent. The XVIII Airborne Corps is dropped all over Ukraine in a desperate attempt to stop the Russians wherever they can. Your division, the 82nd Airborne, is dropped near Kherson to help defend the southern route to Odessa. Your battalion's objective is a large grain elevator, a veritable mountain in the flat sea of steppe, able to observe critical avenues of approach for miles. The infantry company you command has its DZs closest to this objective and as you exit the plane into the cold night sky, the angry tracers racing up at you from the buildings surrounding the grain elevator reveals the enemy has gotten there first... BLUFOR vs AI only.
     
     
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