The group I game with on Thursday nights is going to do some micro armor games. I need a good WWII scenerio. I have a good deal of Germans but limited US and Russians. Anyone have a scenerio and OOB they enjoyed in WWII. If not, I'll end up doing modern.
Thanks,
Paul
Need a good WWII secerio
Moderators: dnichols, GHQ, Mk 1
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I have played this scenario, and it is fun as well.
http://www.ghqmodels.com/pdf/WWII_micro ... ios/25.pdf
Also, they have some more in the free stuff.
http://www.ghqmodels.com/pdf/WWII_micro ... ios/25.pdf
Also, they have some more in the free stuff.
Doug
A goal is not always meant to be reached, it often serves simply as something to aim at.
Bruce Lee
A goal is not always meant to be reached, it often serves simply as something to aim at.
Bruce Lee
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Oy, 21 Shermans and Hellcats against 12 panzers, with more than half of the 12 being immune to US gunfire from the front? With a sprinkling of Pak40s and 43s tossed in? And the US has to advance?sfcmac wrote:I have one that I play for fun.
Not sure that would be fun for me! At least not from my experience.

(Maybe you play different rules, or play against different German opponants. But as my games go, I would expect that it would be essentially over one turn after I hit the first bit of open ground.

-Mark 1
Difficile est, saturam non scribere.
"It is hard NOT to write satire." - Decimus Iunius Juvenalis, 1st Century AD
Difficile est, saturam non scribere.
"It is hard NOT to write satire." - Decimus Iunius Juvenalis, 1st Century AD
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Here is a game that I have played many times from both sides. It is a rough bloodly game no matter what side you play. But it is one of those games that is winable from either side. It was written for 1 to 1 scale using Firefly rules. I am sure you can adjust it to any set of rules. I hope you enjoy.
ROAD TO STALAG 13
1943
BACKGROUND
The past few weeks have seen heavy fighting with high casualties on both sides. The Germans are in control of the local town with a rail platform. Due to the heavy fighting and both sides suffering from the high casualties, fighting is fairly fluid with very porous lines of battle. This scenario depicts an Allied rescue raid against the German railway station. The Allies arrive just as the last Allied POWs are load on the train.
GAME SIZE
Battalion level attack/defense Turns: Till its over.
CONDITIONS
Early dawn (-3 on Acquisitions, -1 on all Firing for first 6 rounds), otherwise good visibility, cool, dry, sunny, none or light wind, dice for direction).
INITIAL FORCES
German
Dug-in with-in 200m around the station, facing any direction.
BHQ 1x Rifle squad, 1x LMG.
3 Companies CHQ 1x Rifle squad, 1x LMG.
4 Platoons 4x Rifle squad, 8x LMG, 2x MMG
1 Panzer Company CHQ 2x Pz IIL
1 Platoon 4x Pz IIL Luchs
1 Platoon 4x Pz IIID
1 Armored Car Company CHQ 1x Sdkfz 221 (28mm)
1 Platoon 4x Sdkfz 221 (28mm)
1 Train; Engine & tender – armored A/A/- 1/1/0, 3 boxcars A/A/-, 1 guards car A/A/- with 1 Rifle platoon of infantry, 8x LGM, 2 flat cars D/D/-. (The platoon’s 4 squads may be divided up between the guards car and the flat cars).
Orders are to hold the station, and make sure the train escapes northward. You may arrange the train as you see fit. There is no distinction between the POW cars and the guards car.
Allied
Can deploy on one table edge, either on the south or on the south-west of the west side.
BHQ 1x Rifle squad, with mines. 1x M3 Halftracks
4 Companies CHQ 1x Rifle squad. 1x M3 Halftracks
3 Platoons 3x Rifle squad, 1x MMG 3x M3 Halftracks
1 Tank Company CHQ 2x M3A1
2 Platoons 5x M3A1
1 Gun Platoon 2x 57mmL52, 2x M3 Halftracks
Orders are to stop the train, rescue the POWs, and take the town if possible. There are enough mines to blow the rails at one point only. Any CHQ, Gun team or MMG team can set the mines. It takes 3 moves to do this if unsuppressed. You must keep track of who has the mines. It takes ½ a movement to transfer the mines from one unit to another unit once a unit comes in contact with the unit that has the mines. Use rule 22.9.3 to manually set the mines off to blow the rails. Other wise use rule 22.5.2 with a increment of 5. If the train engine is destroyed by; AP, APC, APCBC, APCR, HVAP, or SV – a single pen stops the train. A double pen explodes the engine along with the direct adjoining cars to the engine and tender.
TERRAIN
Open ground with a few woods and hills. Town is located at the center of the battle field. All buildings are wooden. Ensure that enough buildings are placed around the train station so that there are no direct shots from outside the town.
NOTES
The train needs 2+1D6 moves to get up steam, before it can move. Once done, it moves at 30km/hr in its first move, and then can add 20km/hr per move until at 100km/hr. No reinforcements on either side. This scenario was taken from “Road To Damascus – Syria 1941â€
ROAD TO STALAG 13
1943
BACKGROUND
The past few weeks have seen heavy fighting with high casualties on both sides. The Germans are in control of the local town with a rail platform. Due to the heavy fighting and both sides suffering from the high casualties, fighting is fairly fluid with very porous lines of battle. This scenario depicts an Allied rescue raid against the German railway station. The Allies arrive just as the last Allied POWs are load on the train.
GAME SIZE
Battalion level attack/defense Turns: Till its over.
CONDITIONS
Early dawn (-3 on Acquisitions, -1 on all Firing for first 6 rounds), otherwise good visibility, cool, dry, sunny, none or light wind, dice for direction).
INITIAL FORCES
German
Dug-in with-in 200m around the station, facing any direction.
BHQ 1x Rifle squad, 1x LMG.
3 Companies CHQ 1x Rifle squad, 1x LMG.
4 Platoons 4x Rifle squad, 8x LMG, 2x MMG
1 Panzer Company CHQ 2x Pz IIL
1 Platoon 4x Pz IIL Luchs
1 Platoon 4x Pz IIID
1 Armored Car Company CHQ 1x Sdkfz 221 (28mm)
1 Platoon 4x Sdkfz 221 (28mm)
1 Train; Engine & tender – armored A/A/- 1/1/0, 3 boxcars A/A/-, 1 guards car A/A/- with 1 Rifle platoon of infantry, 8x LGM, 2 flat cars D/D/-. (The platoon’s 4 squads may be divided up between the guards car and the flat cars).
Orders are to hold the station, and make sure the train escapes northward. You may arrange the train as you see fit. There is no distinction between the POW cars and the guards car.
Allied
Can deploy on one table edge, either on the south or on the south-west of the west side.
BHQ 1x Rifle squad, with mines. 1x M3 Halftracks
4 Companies CHQ 1x Rifle squad. 1x M3 Halftracks
3 Platoons 3x Rifle squad, 1x MMG 3x M3 Halftracks
1 Tank Company CHQ 2x M3A1
2 Platoons 5x M3A1
1 Gun Platoon 2x 57mmL52, 2x M3 Halftracks
Orders are to stop the train, rescue the POWs, and take the town if possible. There are enough mines to blow the rails at one point only. Any CHQ, Gun team or MMG team can set the mines. It takes 3 moves to do this if unsuppressed. You must keep track of who has the mines. It takes ½ a movement to transfer the mines from one unit to another unit once a unit comes in contact with the unit that has the mines. Use rule 22.9.3 to manually set the mines off to blow the rails. Other wise use rule 22.5.2 with a increment of 5. If the train engine is destroyed by; AP, APC, APCBC, APCR, HVAP, or SV – a single pen stops the train. A double pen explodes the engine along with the direct adjoining cars to the engine and tender.
TERRAIN
Open ground with a few woods and hills. Town is located at the center of the battle field. All buildings are wooden. Ensure that enough buildings are placed around the train station so that there are no direct shots from outside the town.
NOTES
The train needs 2+1D6 moves to get up steam, before it can move. Once done, it moves at 30km/hr in its first move, and then can add 20km/hr per move until at 100km/hr. No reinforcements on either side. This scenario was taken from “Road To Damascus – Syria 1941â€
Kelly
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I've done Hill 621 as a boardgame and as a 6mm minis game using ASL rules and more recently using Blitzkrieg Commander rules.
The scenario is loads of fun and many players report a sense of desperation on both sides. Many after action reports on this scenario have gone down to the wire with close combats on the last turn on the hilltop.
Not sure if its a little too big for your needs though. Plus you'll need to look up the maps for the terrain unless you already own Squad leader or Advanced Squad Leader.
http://www.multimanpublishing.com/images/ScenarioE.pdf
The scenario is loads of fun and many players report a sense of desperation on both sides. Many after action reports on this scenario have gone down to the wire with close combats on the last turn on the hilltop.
Not sure if its a little too big for your needs though. Plus you'll need to look up the maps for the terrain unless you already own Squad leader or Advanced Squad Leader.
http://www.multimanpublishing.com/images/ScenarioE.pdf