Jump to content

Recommended Posts

Uploaded to Scenario Depot:

Tournay: To be played as Americans against the German AI.

First things first: This scenario is rated 'huge' although the map is 800x800. It is night and with heavy fog the visibility is less than 30 meters. This is a 'city action.' In this 12-turn scenario, there is admittedly quite a bit of unit micromanagement at the start. Playtesting has shown though that by the end of the 12 turns there is much less unit management, as casualties have proven to be high - at least when i play it. It takes about 45-75 minutes to play. I play on a celeron 400 with 66mhz bus and 10mb graphics card (8mb voodoo attached to some 2mb card); it takes about a minute to 'compile' a turn after clicking on "GO!"

Since this scenario is only designed to be played as Americans, this briefing will serve as both the general and U.S. briefing. The German briefing has some designer's notes.

Jan, 1945: In Belgium the Battle of the Bulge is thought to be over. The Americans advance toward the German border.

Some U.S. Recon have already been through the rail/road junction town of Tournay and they report that it is empty. There is however apparently a minefield in the small rail yard.

Two companies ('red' and 'blue') of U.S. Engineers are being sent in to clear the mines and booby traps, and to then get the railyard operational.

Since it is night the weapons platoons of the companies are carrying standard platoon gear, so each company is 4 platoons of squads with no weapons platoon. Each company has enough transport - m3a1 halftracks, m20 scout cars, and t8 scout cars - to 'get it around.' 'Red' Company has 6 or 7 Sherman 105 tanks and 2 105mm FOs attached. There are 2 TRPs in the town.

Situation: Blue Company has arrived out of the southwest and is on one of the main streets of the town, there running north-south west of the railyard (minefield). Red Company is approaching the town from the northwest. There is a gap between the American companies. The town is thought to be empty of opposition when suddenly - from every direction - the sounds of German vehicles are heard starting up. Blue Company is in the middle of an ambush.

The 'building complex' near the city center and the railyard are the two main victory locations. There are 10 large victory flags in both locations.

In order to ensure at least a draw result, by the scenario end your forces need to be either 1) contesting both or 2) controlling one of the flag locations (with the 2nd location in German control). For an overwhelming victory you will most likely need to fully control both flag locations. I write 'most likely' because you could possibly get a lopsided victory if you met either of conditions 1) and 2) above, and combined that with an overwhelming defeat of the German forces at hand.

In any event, with 2 105mm FOs also attached to the Red Company, perhaps a preparatory barrage is in order.

Note the TRPs in the building complex and railyard.

Do you want to link up or keep your forces separate? Do you want to take one objective or both? Again there may be a lot of micromanagement at the beginning, but this thing is worth it; and it doesn't drag on for 60 or 75 turns; everything is sped up with that 12-turn limit.

If you want instant, heavy action, then this is the scenario for you.

...mobile Ma deuce is your best friend in this one.

andy

POSSIBLE SPOILER:

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.this one is total carnage!!!

Link to comment
Share on other sites

×
×
  • Create New...