ASL - Ost Front Scenario Design

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enven

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Alll inquiries and loose questions/input should go via PM if necessary or in the root thread that I started to maintain some sort of cleanliness/sanity for this thread. If there is something you'd like to say on this thread that gives a good breakdown in bullet points or you have maps to toss in or OOB/TOE questions/reqs regarding your phase and or participation in this collective it may be of importance to keep that here.
http://www.thefewgoodmen.com/thefgmforum/threads/cmrt-battles-scenarios-campaigns.20065/

(WIP) I am creating a placeholder now for the set list of items that I am currently organizing for further design/discussion. The thread of reference http://www.thefewgoodmen.com/thefgmforum/threads/cmrt-battles-scenarios-campaigns.20065/ is where I began my discussion for ASL map-pack(ing); preface: Similar to the ASL MapPack for CMBB.

- Resources http://www.aslscenarioarchive.com/
- Vassal
- ATS Advance Tactical Series is also a good combo to ASL style scenarios similar context.
- Personal archives
@Tchoup, @Enven are on this list of archive info.

Phase 1:
Design a set-list for map-pack 1.
1. 5 Maps for first map-pack.
- Size: Small-to-Medium
- Era: 44' June 21-26 (Day by day, relevance of flow is not necessary and is and should not be in chronological ordering - Just a window of time/date/year for first pack.)
2. Force Composition not to Spec from Scenario
- We can utilize the map/scenario plot.
- Designing the force composition to be as playable for CMRT is possible.
- Required to make it h2h and SP
- Design roles / routes / battle plans for SP to make it replayable
3. Story line - OOB and Notes.
- Required to use Scenario info from ASL or ATS Map/battle you're using for inspiration.
- Site and reference the battle, use online resource #1 http://www.aslscenarioarchive.com/ to point to INFO.
- At the end of Every Designer note should be a minor quip regarding the modes of play - Do not Spoil anything.
- Summary should include a story line - required a proof read.


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I will begin creating a set template/list of packs I will be cherry picking from for the era and specifying the resources + overlays needed to accommodate structuring maps.



Folks: If you're interested in putting in some time for this - Please @<YOURNAME> and what you'd like to associate with.

EG: @Enven - Map Design | OOBTOE | Research-Intel | Scenario Design

Sections of interest:
1. Map Design
2. OOB/TOE
3. Research-Intel
4. Scenario Design

- Once you've signed yourself up for one - it will coincide with the 4 topics directly; the goal here is to present your finding and/or scenario pack give all 4 encompassing sections of interest to the group, then - to save from slowing the project down I'll parse the relative submission out to refine what it is we need for the scenario/map in terms of the said individuals space.

Then at that point we can submit our input for our soi and compile everything into one battle file. No one should be able to step on toes then since you're vertical would not touch another individuals once the review is passed.
 
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Phase 1. Selection:
Maps and Scenarios I will be working on first:

First pass - Note** Unit Composition will in fact be altered.**
Block Busting In Bokruisk 29/06/1944
ASL Module 1: Beyond Valor 3rd Edition 133

CMRT level of time:
45 Minutes, Medium - 44-06-29, Central, Soviet assault, 1250 points, semi-historical

Attacker: Russian (Third Army, First Belorussian Front)
Defender: German (Panzergrenadier Division 20, Armee 9)
Turns: 8 (50minutes)
Players: 2
OBA: None
Night: No

Bokruisk, USSR 1944-06-29

Unit Counts:

Squads: 1 Mechanized Company Full Strength (Elite)
AFVs: -
ISU-152 x 1
SU-85 x 2
KV-1S x 2
IAG-6 x 3
GAZ-MM x 2D:2


Squads: 1 Infantry Company (Weakened) (Veteran)
StuG IIIG x 1
Marder III(t)H x 1
Guns:
76.2mm PP obr.
76.2mm PaK 36r x 1
5cm PaK 38 x 1

Historical Background:
During the destruction of Army Group Center many of Hitler's "Fortress Cities" were cut off and encircled by the Russian advance.
These moves were almost a perfect copy of the German Blitzkrieg tactics. One of the cut off cities was Bobruisk, which had become a fortress. Pillboxes and old tank turrets were set up throughout the city. Covering the city to the East, a series of trenches and earthworks covered the approaches. But the Russian attack came from the Northern and Southern flanks where the Germans were least likely repel an attack. After breaching the outer German defenses, the Russian advance turned into a bloody street fighting.
By the end of the 29th of June, Bobruisk had fallen to the Soviets.

The Germans lost 80% of the ninth army in the battle, including 8 divisions that had ceased to exist entirely. Nobody learned more from German tactics, than the Russians.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Conditions of Victory:
Soviet
Destroy German Force x 300pts
Clear all Fortifications x 200pts
Search and Destroy Pillboxes (zone) x 50pts

German:
Defend Bokruisk at all costs. The Soviets have to capture a total of 4 of 5 obj. to acquire a total victory.

Note
Objective locations do not count as total victory for the Russian player. Instead, if the Russian player can capture 4 of the 5 objective locations the Russian player wins.

Special Rules:
All Russian Infantry units are Elite Russian Guards units.


Scenario Bibliography:
http://www.historynet.com/wwii/bl-operation-bagration/
The World War 2 Databook - By John Ellis
Atlas of World war 2 - By David and Andrew Wiest
ASL Scenario J8 Block Busting in Bokruisk

Warning:
Please note that this scenario was not approved by Richard Borg
 
@Rico @Ulf Norman - Awesome.

I actually have three maps done as so far - My scenario/trigger/Single Player Design is kind of crap still...but I do need people to test the maps. I'll have another three done in the next week.
 
@Enven - Making fictional scenarios has it's own challenge. Have you tried purchasing a number of units in the Quick Battle selection screen to double check points values? Won't be perfect but should give you a guiding start on creating a force for both sides of roughly the same notional strength. 'Problem' with Combat Mission is there are so many variables that can alter that balance.
 
@Rico When I get online this weekend to send em, they're coming in hot.

@Ithikial - I tried that and the loadout felt super wonky. I'll try to find a happy median - in the interim I'll make sure that the maps are designed - then work at the scenario building after.
 
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