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CMAK Knight's Cross Scenarios


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HSG KC Untscfhr Barkmann and HSG KC Untscfhr Langanke are at the Proving Grounds for playtesting.

These are my first attempts at doing KC scenario's for CMAK. I hope you will appreciate the wait and the time and effort that went into making this particular scenario.

These are both exit scenarios. I detest exit scenarios, so I worked long, and hard, to get these to work right. For those that don[t like exit scenarios try these. I was once told the AI couldn't attack too... :D

Nothing should be made from the fact that the first two KC scenarios for CMAK feature SS men. I was doing research on a 3rd Armored Division scenario when I found these two actions.

They met my criteria for scenarios, so they were the first CMAK KC scenarios.

They won't be the last. :cool:

Enjoy!

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For those that try the scenario HSG Untscfhr Langanke I am interested in learning the number of trucks you manage to exit.

The scenario doesn't hinge on how many trucks you get off. Victory is determined by how much of your KG you manage to save. It is just interesting to see if you can save the fragile trucks or not.

I have managed to get them all off:D and I have managed to get several of them shot up. :mad:

So, I know that I can do both. It'll be interesting to me to see how other gamers approach this problem.

All comments appreciated.

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ROFL!!! I'll take what I can get. I would take a full fledged AAR if you want to do one. If not I'll take the comments you did make and be glad I got those.

A force bonus isn't near the same as giving the computer the experience bonus. The AI acts halfway decent with the experience bonus. With 75% more troops it is just 75% more lost. No more aggessive, no more staying power just more of the same. With the CEB the AI changes it's game play.

You might try using a CEB in the future.

Thanks for the comments.

Happy New Year!

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Originally posted by stoat:

I usually give the AI at least a +1 Experience Bonus, but exit scenarios really aren't my cup of tea, so I just gave the AI a force bonus. I'll put up a short AAR a little bit later.

I know what you mean. I don't care for them either. That's why I worked long and hard at the scoring on these. The flags mean nothing to the scoring and the Germans are expected to take losses so that is taken into account.

The AI didn't seem to do much against you in this one though. I'll be interested in seein the AAR to see why. Do you have an end of game file maybe?

Thanks for your comments.

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MUCHO SPOILAGE!!

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aar8tu.png

When looking at the map, I realized that there were two main ways to get the trucks off of the map. Through the town, or to the far right of the map. I chose the latter. I would push to the right of the map along the road, and then make a hard left and take them all the way to the exit zone. A small group would hold any enemy forces off of the exposed flank.

I started out splitting my troops into three groups: the blocking force, the fighting force, and the trucks.

The blocking force would hold the road out of the town and prevent any attacks on the flank. It would then move down the row of scattered trees to maintain flank protection. It consisted of the StuG platoon, and several LMGs and sharpshooters.

The fighting force would destroy any Allied units in their path to clear the route for the trucks. It consisted of the Panthers, the Pz IV, and two platoons of Luftwaffe troops, with some sharpshooters and LMGs.

The trucks were to follow the fighting group while staying out of harm's way. The three AA vehicles and the SP were scattered throughout this column. I loaded all of the panzergrenadiers and non-Lufwaffe troops onto the trucks.

As the battle started, the StuGs assumed blocking positions, and the scouts spread out around them. The Panthers and infantry pushed through the crossroad and to the farmhouse, but quickly encountered and destroyed a few infantry units and halftracks. The Panthers continued to push forward, but met heavy tank fire and many infantry units. When tank sounds were heard in the fields to either side, the cats backed off a little.

The Pz IV and Grille were sent on a flanking maneuver as shown on the screenshot, and eased the pressure on the lead elements by eliminating several infantry units,a gun, and a tank. In the meantime, the tanks and infantry of the main group had been edging forward, destroying several tanks, halftracks, and infantry units with the help of the 2 flak tracks I had brought forward.

With the right flank secure, the Panthers pushed forward slowly again, but this engagement took almost twenty minutes, which really slowed down the advance. I had decided to speed up my advance by moving trucks down by the blocking force, and around that way. One StuG, the non-committed flack vehicle, and the scouts moved down where the arrow says "scouts", leaving one StuG and sniper as rear protection.

The scouts seized the house amidst the scattered trees, and held to protect the trucks. Units from the main group were now starting to roll to the projected exit route. American units soon counterattacked towards the scouts' position, inflicting some casualties on the light units. The trucks taking the secondary route were held up by this, as any move towards the exit would bring them under fire. One StuG and one Whirbelwind were destroyed, but several enemy halftracks and a tank were burning, and the assaulting infantry had been cut up. The blocking StuG and sniper went on a flanking run to cut off the attackers, but arrived too late to do anything.

After that, it was just a matter of escorting the units to the exit zone as only a section headquaters was encountered and captured. The trucks, having been held up, were moving painfully slow through the trees, and barely managed to exit in thirty-nine turns. One truck took long enough negotiating through the trees that it just missed its chance to exit.

In the end I came up with a major victory (83-17), losing only two vehicles, and around thrity total casualties, mainly Luftwaffe infantry. The majority of the enemy infantry was in or near the town, and so were a multitude of halftracks and a few M4A1s.

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Thanks stoat. I've adjusted the defense to cover that right flank attack. For some reason it was the only avenue of attack that I didn't check.

The KC scenarios are known for being competitive not easy. So I'll do some playtesting on this new wrinkle and my adjustments to see if I can still beat it. I want it tough not impossible.

Thanks for your comments. I appreciate it.

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