Jump to content

New "vs AI" battle at the SD


Recommended Posts

Finally got around to posting the two "vs AI" versions of "WBRP - Company Town". All three versions are now available at the Scenario Depot.

Here's the overall briefing from the two-player version:

TITLE: WBRP - Company Town

TYPE: Meeting Engagement, SS & Guards Cavalry

DATE: October 6, 1944

LOCATION: Wegielwies, Poland

REGION: Central

TIME: Dawn

WEATHER: Fog & Rain

GROUND: Wet

TEMP.: Cool

WIND: Windy, North

TURNS: 30+

HISTORICAL: No

AUTHOR: Brent Pollock (e-mail: b3b@telusplanet.net)

MAP CREDIT: adapted from Andy "manchildstein" Thomas' "mc-meeting-bridges01.cme"

BEST PLAYED AS: Two Player only [both "vs AI" versions are available as distinct files; the 2-Player version is the first one available via the Scenario Depot, so the AI versions might not yet be shifted from the Proving Grounds site.]

BACKGROUND: The autumn of 1944 sees the beginning of the final fall of the Third Reich, as Soviet units resume their westward course away from Russia. In south central Poland, a nascent coal mining town lies isolated in virtual wilderness. It also sits astride the boundary between "3.SS-Panzer-Division Totenkopf" and the neighbouring Luftwaffe ground division...and has slipped through their administrative cracks. Perhaps too late, it is realised that the town is unoccupied by defending German units...and radio intercepts indicate that the Russians are coming. The closest uncommitted unit, a battalion from "SS-Kav.Rgt.17" is diverted from entraining to join its parent unit, "8.SS-Kav.Div. Florian Geyer", and sent post-haste towards Wegielwies to defend until "Totenkopf" can send its own elements. They will have to blunt the charge of the "121st Guards Cav. Regt.", point unit for the "43rd Guards Tank Div."

This scenario depicts the initial head-on clash that develops between the two cavalry battalions and their respective ad hoc AFV companies as they struggle to disturb the peace in the backwoods mining town, Wegielwies.

Map notes:

1.

I am indebted to Andy "manchildstein" Thomas, for it was one of his maps (mc-meeting-bridges01.cme) from the CMMODS database that serves as the foundation for this map. It took me a while to get a sense for what this little town in the hinterlands was...then the idea of a small town based on a new mining operation seemed to fit the bill, and would quite nicely explain the rail yard.

2.

A player aid note: if Landmarks are on, all DEEP FORDS will be obvious via their "(*)" notation.

Playtesters:

My constant PBEM companion, Steve Vance & POS from the Proving Grounds...and all the other Proving Grounds folks who downloaded it and gave tacit consent.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...