I'm completly swamped with RL work at the moment not to mention a CMBS campaign to set up (*cough* @Bootie *cough*) and being part of a community driven CMBN scenario pack being created surrounding the Battle of Arracourt. I have quite a few scenario ideas I'd love to do but feel I'll never get the time so thought I'd share them. Perhaps there's a budding designer out there in search of ideas.
Oh for a winning lottery ticket.
Could be a good little sceanrio inspiration thread so feel free to add your own ideas. What little blurbs would you like to read while searching for a CMx2 scenario/campaign to play. Some of mine:
(CMRT) Comrade, at dawn take command of your infantry company and cross upstream from the bridge our forces plan to use later in the day. The bridge is being closely watched by a dug in German flak battery. As our aircraft fill the sky overhead distracting the German crews, close in and take them out.
(CMBS) Retreating Russian forces have taken up refuge in a large landfill site outside of the city. Our boys in the air are having trouble pin pointing their positions so you’ll have to go in on foot.
(CMBN – MG) We have a German coastal battery garrison that is refusing to surrender. Captain, take your men in to quell the Kriegsmarine resistance so the battalion can move on. We don’t expect fierce resistance once the shorting starts, but needless to say this isn’t a major objective for the Division’s advance towards Germany, so keep those casualties to an absolute minimum in getting this done.
(CMx2 – But probably more for WW2 titles) Take control of a reinforced Battalion and press forward by any means necessary. Division HQ expects your Battalion to be at X in Y days.
o CMx2 Campaign with a CMx1 “Operation†inspired set up.
o Use of a single Master Map.
o All forces on both sides are Core Units.
o A terrain objective is placed for each mission to determine if the player has reached far enough forward to progress further on the map towards the end goal. Failure means a repeat of the mission. (Essentially a Yes/No switch).
o Player has the choice to wait for better conditions / night / reinforcements etc before launching an attack. Though will need to balance out engagements with forward planning.
o Supply (and possibly some form of infantry replacements) only arrive at set times.
o By design points outlined above, player can also use CMx2 battles to not advance but opt to thin out opposition numbers in front of them prior to making a concentrated push.
++++This idea sort of got off the ground then faded last year with myself and Wyntergreen discussing possibly doing this for the 101st Airborne's push towards Carentan.++++
Oh for a winning lottery ticket.
Could be a good little sceanrio inspiration thread so feel free to add your own ideas. What little blurbs would you like to read while searching for a CMx2 scenario/campaign to play. Some of mine:
(CMRT) Comrade, at dawn take command of your infantry company and cross upstream from the bridge our forces plan to use later in the day. The bridge is being closely watched by a dug in German flak battery. As our aircraft fill the sky overhead distracting the German crews, close in and take them out.
(CMBS) Retreating Russian forces have taken up refuge in a large landfill site outside of the city. Our boys in the air are having trouble pin pointing their positions so you’ll have to go in on foot.
(CMBN – MG) We have a German coastal battery garrison that is refusing to surrender. Captain, take your men in to quell the Kriegsmarine resistance so the battalion can move on. We don’t expect fierce resistance once the shorting starts, but needless to say this isn’t a major objective for the Division’s advance towards Germany, so keep those casualties to an absolute minimum in getting this done.
(CMx2 – But probably more for WW2 titles) Take control of a reinforced Battalion and press forward by any means necessary. Division HQ expects your Battalion to be at X in Y days.
o CMx2 Campaign with a CMx1 “Operation†inspired set up.
o Use of a single Master Map.
o All forces on both sides are Core Units.
o A terrain objective is placed for each mission to determine if the player has reached far enough forward to progress further on the map towards the end goal. Failure means a repeat of the mission. (Essentially a Yes/No switch).
o Player has the choice to wait for better conditions / night / reinforcements etc before launching an attack. Though will need to balance out engagements with forward planning.
o Supply (and possibly some form of infantry replacements) only arrive at set times.
o By design points outlined above, player can also use CMx2 battles to not advance but opt to thin out opposition numbers in front of them prior to making a concentrated push.
++++This idea sort of got off the ground then faded last year with myself and Wyntergreen discussing possibly doing this for the 101st Airborne's push towards Carentan.++++