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screenshot [SP] [SC] Dione by Grudge 5 Recommended by:Ritalingamerfunky_traderGrudgeconboy323 Added on October 17th, 2015 Scenario start date: February 15th, 1943

Description:

Short and sweet scenario in which veteran -- and depleted -- Soviet units are pitted against German armor in strong defensive positions. The Russians have pushed the Fascists back to Rostov and orders come down from Stavka to try and take the city before winter ends.

Continuation of the Chronos Campaign (alt-history) where Uranus is a failure and Germany and its Allies are able to retreat in an orderly fashion. Future scenarios will be built upon whether or not you succeed or fail here.

Comments, critiques, and constructive criticism is welcome and appreciated! Hope you enjoy!

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Comments:

  • You can beat it in three turns if you pull your armor all the way to the northwest and move it across the river on turn 2. On turn one, attack the unit in the SW corner and dislodge it, move an artillery infantry into it. It'll (soviet infantry) be destroyed on the second turn but on the third turn you can do a combined arms attack from air, from the north using the heavy tank, and artillery/infantry from across the river. Just make sure you have one unit you can move into the objective.

    This is an excellent scenario!

    jt

  • very good scenario. i was able to reach victory in turn 4 after playin it a few times. - fun!
    please, please i need more of ur scenarios!! and faster!! ;)

  • I was able to replicate what you detail, but I don't know of any way to fix it, currently. Making the German units more active results in them clumping around Rostov, completely abandoning the Donets.

  • Thank you very much for the feedback, Funky_Trader. I'll take a look into what you talked about and see if I can't fix things up a bit. I had an issue with German armor abandoning good positions to surround Rostov and imposed a passive zone to help. It sounds like that's doing more harm than good. I'll tinker with it and get a second version up by next weekend.

  • Liked it, you make some great scenarios Grudge.

    Not sure if this was intended, but you can easily put the Germans out of supply by turn two, and then it becomes a breeze to assault the city with the victory point. Of course, it requires a bit of luck, but I find it's reproducible often enough to make it a viable and easy strategy.

    Turn one: plane bombardment on 101 JD Jaeger at the top of the map right near the bridge. Assault with one of the artillery, then with the two elite tanks, finally with the second artillery (which needs to stay nearly intact to survive a possible counterattack from the SS motorized). Make it cross the river (will be right beside SS motorized). Position artillery and tanks in the bottom left for next's turn planned assault on the 114JD Jaeger (which sits on a supply hex).

    Turn two: Assuming the artillery infantry that crossed the river survived (which it nearly always does, especially if you give some more tempting bait to the SS motorized to attack), you can move it to the enemy supply hex that is on the map's left edge. Proceed to assault and destroy 114JD Jaeger with plane, artillery and tanks. Cross the river to take the second enemy supply hex.

    The Germans are now out of supply and the unit defending the city will be extremely weak by turn four.

    I think the problem lies with the 19 PzD panzer regiment. It looks like it should be the German reserve unit in charge of mopping out stray Russian units who cross the river. However, in the editor, it seems caught up in the designated passive area of the Rostov line, and the AI just leaves it there while my units run amok in its rear. The AI's obsession with counterattacking across the Donets river (the AI logic Own Bridge) may also be blinding it to units that go around that line. It's probably not needed IMO, although you may have wanted to simulate a half-hearted German counterattack?

    Anyway, fun scenario, if you remove that exploit, I don't know how I would have beaten it :) !

  • Thanks for the feedback, Ritalin.

    The idea is to create a, "Go-NoGo," test where users will either pass or fail, and then have different paths following that. I'm working on the scenarios following this. Twelve-hour workdays are bastards, though.

    The scenario is meant to be difficult and show constraints in supply and readiness of commanders to keep their forces in the field for an offensive they don't really believe in.

  • Fun scenario!
    It's a little too tough at the start, though IMO - it's tough to break those initial river lines - especially in light of how short it is. Maybe lengthen the scenario to five or six turns - I haven't been able to achieve a victory before turn 4. That isn't to say it's impossible, but a scenario should ideally include a little more slack between "Brilliant Victory" and Defeat.

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