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This is an adaptation of Avalon Hill's 1992 board game ADVANCED THIRD REICH (A3R), the sequel to THE RISE AND DECLINE OF THE THIRD REICH originally designed by John Prados in the 1970s. This adaptation has roughly the same map, the same force pools and scenario orders of battle, and the same relative economic production and unit costs. The scale and scope is essentially the same, and veteran players familiar with A3R should feel right at home – right down to the customized military unit bitmaps. Updated to Global Conflict v1.6. More...
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This is an adaptation of Avalon Hill's 1992 board game ADVANCED THIRD REICH (A3R), the sequel to THE RISE AND DECLINE OF THE THIRD REICH originally designed by John Prados in the 1970s. This adaptation has roughly the same map, the same force pools and scenario orders of battle, and the same relative economic production and unit costs. The scale and scope is essentially the same, and veteran players familiar with A3R should feel right at home – right down to the customized military unit bitmaps. Updated to Global Conflict v1.6. More...
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This is an adaptation of Avalon Hill's 1992 board game ADVANCED THIRD REICH (A3R), the sequel to THE RISE AND DECLINE OF THE THIRD REICH originally designed by John Prados in the 1970s. This adaptation has roughly the same map, the same force pools and scenario orders of battle, and the same relative economic production and unit costs. The scale and scope is essentially the same, and veteran players familiar with A3R should feel right at home – right down to the customized military unit bitmaps. Updated to Global Conflict v1.6. More...
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21 june 1944: the 4th Division of VII Corps/US army is to advance toward Cherbourg.The 1st and 3d Battalion of the 8th Infantry Regiment are to advance north through the woods, while the 2nd Battalion is to attack the German positions at Crossroads N148 from the east. The 8th Infantry Regiment's main objective is to break through to the high ground east of La Glacerie, and to pinch out by the northwest advance of the 12th Infantry on Tourlaville.After mortar and artillery preparations the 2nd Bat/8th Reg/4th Division, consisting of Company E, Company F and Company G, advanced eastward toward Crossroads N148 and German positions to the northwest. Along the north-south road Company G became pinned at the intersection at Crossroads N148, but Company E went north of Crossroads N148 and advanced some 800 yards beyond the east-west road. Company E has discovered they have by passed German positions in the same wood that covers Crossroads N148 and are now cut off. Movement is impossible and something has to be done. Company E must be extricated, or Company G needs help in moving forward. The battalion commander decided to commit Company F from reserves together with 4 tanks. Company G should fall in behind Company F, the plan is to come up abreast with Company E to restore the battalion line and to cut off the German positions at Crossroad N148. More...
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This scenario is a battle of two equal forces. Each side has very similar objectives. The idea behind its creation was to have both sides playable against the AI and Head to Head. I believe I achieved my goal. The scene begins with an under strength US rifle company attempting to defend its gains from the previous day, Hill 382. The rest of the battalion is tasked with assisting Hill 382 and pushing deeper into enemy territory. The same goes for the German side. However, they want Hill 382 back.Have fun,ThePhantom More...
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Herman Göring Fallschirm-Panzer Divison-Tropical Uniform ModTropical uniform mod of the Hermann Göring Fallschirm Panzer Division (1st Parachute-Panzer-Division Hermann Göring) from about mid-1943--worn in Sicily and Italy to around the fall of Rome. This mod replaces the game's regular German infantry and officers, as well as the "grey"uniformed armor crews", if you choose. (I did not modfiy the black panzer uniform, which the game will randomly select at times.) I scuffed-up and dirtied-up the uniforms...I putzed with that for a long time and am not sure yet if I like the result. Regardless, I hope you do.Constructive critism is welcomed.Thanks to sdp, Vein, and Patboy for allowing me to use various camo clothing and some helmets (all of which are modified to some degree). Those guys are truly talented modders!Cheers!mjkerner More...
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This is a work in progress to see how much of the 28th Infantry Division's battle for Schmidt could be recreated. I have taken it about as far as I am willing to until we have a module/game covering the actual period with appropriate building types and terrain as well as hopefully having made progress on memory issues that would allow this to actually be used as an whole unit for a battle or campaign.The map itself is 2.5 x 3.2 km and as such is probably not capable of being used for a battle itself. Between elevation changes and the amount of forest it is quite demanding. If you can not open it in 3D view go to the editor and delete as much of the map as you need in order to run. Feel free to edit it down however you'd like for whatever you'd like to use it for. There are no units nor AI plan. Hope you enjoy even if it is just to get a 3 dimensional view of what the 28th ID was tragically committed to. More...
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I'd wanted a dense urban battleground to depict the fighting in Aachen. This was my testing ground to check how various items work. Beware moving vehicles down any street not strictly horizontal or vertical. They likely will not make it. Some of the buildings have had doors and windows eliminated from adjoining walls, but most still have them. My intent was too do all of them, but am not sure how much further I will continue with this specific map.Rather than just stopping work on this and forgetting it, I figured I'd offer it up to any one interested in developing anything with it. It is only 320 x 500 m, but don't be surprised if your battalion disappears in wicked little street fights.There are no units nor AI plans. This is strictly a map sandbox. More...
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The Montebourg H2H scenario pack 1The first scenario pack contains three missions from my 'Road to Montebourg' campaign. These are:La Grand HameauLe HameletEroudevilleThey have been scored to allow both sides the real chance to win a victory. Casualties taken in the course of the mission will matter to both sides but will be particularly punitive for the attacking player. Because they are adaptions of 'historical' missions, the US side is expected to control the objective at the end of the mission. However, to provide the German player with an incentive to fight, he will be rewarded with the win if he can hurt the US side badly in the course of the mission. They may lose the objective but they will still win the mission. Further, these casualty restrictions may actually allow the German side to contest an objective at the end of a mission.Mission 1 - H2H La Grand HameauIs a small, Infantry-only mission on a tiny map. A single US Infantry company attacks a small complex of farm buildings as part of the fighting to secure the Georgian ridge on the 7th June. A very small German force is positioned in the complex and must attempt to inflict as many casualties upon the enemy force as possible.Because there is very little chance of the Axis player successfully holding the objective at the end of this mission, he must have something to play for. Therefore, if the Axis player can inflict 30% or more casualties on the US force, then the victory will go to him. Witho... More...
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Take charge of a Kampfgruppe based around a motorized Panzergrenadier battalion from the 116th Panzerdivision during the Mortain Counterattack (Operation Lüttich). Enjoy a narrative campaign in the style of Devils' Descent while you try to break through the Allied lines to Chérencé-le-Roussel. This campaign contains between five to seven missions, depending on the choice(s) you make and your success or failure in one of the missions. Note that this campaign's narrative does not contain much foul language, if any, unlike Devils' Descent. v1.01 fixes an enemy deployment issue in two of the battles. More...
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QB Meeting engagement with various AI plans for both sides. Rural landscape with contours, hills, woods, sunken lanes, etc. The objectives are to take or hold the monastery on the hill and the village with it's road bridge. The only way to get armour up to the monastery is via the village. Infantry can cross a ford downstream but will they make it? More...