The Battle of Mollwitz was fought by Prussia and Austria on April 10, 1741, during the early stages of the War of the Austrian Succession. It was the first battle of the new Prussian King Frederick II, in which both sides made numerous military blunders but Frederick the Great still managed to attain victory. This battle cemented his authority over the newly conquered territory of Silesia and gave him valuable military experience.

This is a really small scenario covering the Battle of Mollwitz in 1941 between Prussia and Austria.

Basicly its a tactical scenario. Each player controls either the Prussian or Austrian army and try to grab hold to four of the six VP locations to win the scenario.

  • Players: 1-2.
  • AI Capable: Yes.
  • Engine: ATG.
  • Events & Variants: No events, some rule changes. There are basicly five SFTs. Infantry, Cavalry, Officers, Cannons and Horses.
  • Production & Research: No production or research.
  • Scale: The whole battle took place over one day. Each unit represents 2-4 infantry battalions or cavalry squadrons with flank HQs. Map size is 11*10.
  • Availability: Free download here.

    Austrian setup

In the spring of 1944 two equally matched opponents faced each other in the harsh terrain of northern Burma. During that spring and summer several different but simultanous dramas unfolded.  The Japanese launched an all-out offensive on Imphal. In the northeast the Chinese and US forces moved against Myitkina and in the center the Chindits landed in the Japanese rear area.

The battles took place in some of the worst terrain possible in the most horrible conditions imaginable and with some of the best as well as the worst soldiers of the time.

This scenario covers the Japanese U-GO offensive beginning march 1944 in northern Burma/India against Imphal and Kohima. The Japanese 15. Army advances aginst stronger forces from the 14. British Army.

The scenario is somewhat based on the boardgame Burma by Multi Man Publishing

  • Players: 1-2.
  • AI Capable: Yes, at a beginner level.
  • Engine: ATG.
  • Events & Variants: Reinforcements, Replacements, Historical equipment, Extensive paratrooper use.
  • Production & Research: Normal production & historical reinforcements, but either side can only produce infantry so heavy equipment cannot be replaced. No research.
  • Scale: Each round represent two days of fighting. The scenario lasts 35 rounds.  Units are battalion with Regiment or Division HQs. Map size is 62*70.
  • Availability: Free download here.

 

By 1975 all US formations were long gone. US aid had continued, but in dwindling quantities. Many US aircraft had been given to the South Vietnamese, but the training and morale did not exist to use them effectively. All it took was a push from the NLF to send the Saigon government toppling. The scenario begins in january 1975 and  ends at the start of july 1975. The entire map is the play area.

  • Players: 1-2.
  • AI Capable: The AI can play either side. If the AI is playing the Communist side the communist AI variant should be choosen. The AI is playing at a beginner level.
  • Engine: ATG.
  • Events & Variants: Weather, replacements, Defensive Air Support & Rangers, Regional and Popular Force militia. The scenario has historical equipment & units.
  • Production & Research: Normal production, some replacements.
  • Scale: Each round represent one month of fighting. The scenario lasts 7 rounds (of which one is a purely manouver month). Each hex is 10 km. Units are battalion or regiment with with Brigade or Division HQs. Map size is 72*108. The whole map is used.
  • Availability: Through donation. Included in the Vietnam scenario pack.

The “Soccer War” (known more aptly as “the War of the Dispossesed” boiled over on 14 july 1969. Between may 1967 and june 1969, some twelve clashes occured along the officially disputed Salvadoran-Honduran border, leading up to this confrontation. Other contributary factors included Honduras trade deficit with El Salvador and the volatile immigration issue. Preceding the border tensions about 300 000 El Salvadorans had illegally migrated into the less densely populated Honduras. These impoverished individuals came to one eight of the tital population and their entrance in the labour market created considerable resentment. Hence a new Honduran regime instituted a land reform program designed not to alienate the landed cattle barons. This program took the form of the violent explulsion of at least 75 000 immigrants in may and june. During the same period riots accompanied the Honduran and Salvadoran soccer teams in the World Cup playoff series. Beginning in mid june members of the Salvadoran oligarchy began to openly discuss an invasion of Honduras. On 27 june El Salvador broke diplomatic relations with Honduras. On sunday the 29th they defeated them at the Aztec stadium in Mexico City and citizens from the two nations engaged in a melee. Starting on july 2nd more Salvadoran troops were called up to the border as another 25 000 people crossed the border back to El Salvador and telling stories of Honduran brutality. Sensationalistic media coverage contributed to the nationalistic ardour, the patriotic fervor and pressure for war mounted in both countries. On juli 12 El Salvador rejected the call by the Central American Mediation Commicion for mutual withdrawal from the border. Two nights later El Salvador invaded Honduras. (Central America, Scenario Booklet, p 3).

This short 4 round scenario simulating the El Salvadoran invasion of Honduras is loosely based on the scenario from Victory Games boardgame Central America.

  • Players: 1-2.
  • AI Capable: Yes. Honduras is scripted to simulated bombing El Salvador ports.
  • Engine: ATG.
  • Events & Variants: Bombing of ports.
  • Production & Research: Normal production Honduras has one city that produces 2K. El Salvador has 3 ports that together produce 3K. Research is disabled.
  • Scale: Each round represent one day of fighting. The scenario lasts 4 rounds.  Units are company or battalions with Task force HQs. Map size is 76*54 but only part of the map is used.
  • Availability: Free download here.

The Tet offensive 1968 was the psychological turning point of the war. The American public had been told that the war was being won (and by som standards this was true). Then the NLF launched a country-wide offensive. Scenes of battles and violence even on the streets of Saigon itself destroyed any confidence that the US was actually winning the war. In military terms the offensive was a disaster; NLF military might was shattered and took years to rebuild. But the effect on US morale was decisive (VG:s Vietnam War, Rulebook p.44).

This is a second campaign scenario using the full campaign rules but starting at the time of the Tet offensive in january 1968. The Free World side begins more or less fully deployed, so does the Communist side.

  • Players: 1-2.
  • AI Capable: Yes, but only as the communist side. The AI cannot play the Free World side. But i have scripted an AI that plays the communist side reasonably well. And the AI follows the normal rules concerning commitment, morale and supply (but not population).
  • Engine: ATG.
  • Events & Variants: Weather, limited intelligence, The Ho Chi Minh Trail, Sea Supply, Korean, Thai, Australian, Phillipine & ANZAC Free World Allies, pacification, politics, heads of state, military coups, political unrest, ARVN inneffectivness, inducing coups, morale, commitment, military supplies, population, draft, infiltrating recruits to the south, New Jersey, Cruisers, Naval Blockade, Strategic Bombing, Defensive Air support, Withdrawal of US units, Forced Withdrawal, Final Withdrawal, Offensives, Rangers, Regional and Popular Forces, Replacements, Dispersal of guerilla units, historical units etc.
  • Production & Research: No research. Production is done through deployment of units by actioncard, replacements and to some degree by normal production.
  • Scale: Each round represent one month of fighting. The scenario lasts 75 rounds. Each hex is 10 km. Units are battalion or regiment with with Brigade or Division HQs. Map size is 72*108.
  • Availability: Only through donation. This scenario is inlcuded in the Vietnam scenario series.

Scenario and briefing can be downloadable here. But scenario is password protected.

Easter Offensive (1972)

Posted: October 8, 2011 in Modern Wars, Scenario

The next major NLF offensive after Tet took place in early 1972. The US had withdrawn virtuallt all its ground formations by this time, but her airpower remained and was to prove decisive. The scenario begins in december 1971 and lasts 7 months.

This scenario comes with a semi historical setup. But there are also two scenario variants that allow for a more free deployment of the forces of either the Free World, the Communist side or both.

The ARVN start with 10 infantry divisions of which six are augmented, and the Marine and Paratrooper Divisions. In addition there are 18 augmented battalions, 3 armored brigades and 7 artillery battalions. Five Ranger battalions are deployed. All provincial capitals are defended by provincial battalions.

As for the Free World allies the US starts with the 196th Brigade and the 11th Armored in Da Nang. The first brigade of 1st Cavalry Division and a Mechanized Battalion are stationed in Bien Hoa. Strong Korean forces in the form of the Capitol Division and the 9th Division hold the central highland coast. The Free World is supported by 80 air points.

The NVA has a total of 9 divisions, six of which are augmented with a tank battalion. 3 independent regiment augmented by tank battalions and another un-augmented independent regiment. There are also 3 independent artillery battalions. The VC forces include 3 whole Divisions, another 3 independent regiments, 45 battalions and 15 companies.

  • Players: 1-2.
  • AI Capable: The AI can play either side. If the AI is playing the Communist side the communist AI variant should be choosen. The AI is playing at a beginner level.
  • Engine: ATG.
  • Events & Variants: Weather, replacements, Defensive Air Support & Rangers, Regional and Popular Force militia. The scenario has historical equipment & units.
  • Production & Research: Normal production, some reinforcements and replacements.
  • Scale: Each round represent one month of fighting. The scenario lasts 7 rounds (of which one is a purely manouver month). Each hex is 10 km. Units are battalion or regiment with with Brigade or Division HQs. Map size is 72*108. The whole map is used.
  •  Availability: Through donation. Included in the Vietnam scenario pack.

To the northwest of Saigon lay the “Iron Triangle”, a bastion of insurgency for more than 20 years. A series of operations beginning in late 1966 were initiated to clear the area of NLF bases. They were somewhat successful in disrupting VC operations, but as soon as the US forces left the NLF would return. The scenario begins in October 1966 and ends after March 1967. It is 5,5 rounds long. The play area includes Hau Nghia, Tayn Ninh, Phuoc Long, Binh Duong and Cambodia.

This is a small to medium introductory scenario in my VG:s Vietnam series. It doesnt have any of the political or production rules of the campaign game but is more for someone who wants to take a look at the combat system and the historical units used.

There are no conventional victory conditions in this scenario but after the game is over the Communist side gets Victory points according to how many cities and capitols he has held during the game, how many kills and losses he has had and how many replacement points he and his oponents has been forced to spent. Victory points are also subtracted if the Free World player manages to keep provinces free of units.

One way to determine a winner in human vs human play is to play the scenario twice and see whom can collect most VPs as the communist player.

  • Players: 2.
  • AI Capable: There is a communist AI variant. The AI is playing at a beginner level.
  • Engine: ATG.
  • Events & Variants: Weather, replacements, Defensive Air Support & Rangers. The scenario has historical equipment & units.
  • Production & Research: Normal production, some reinforcements and replacements.
  • Scale: Each round represent one month of fighting. The scenario lasts 6 rounds. Each hex is 10 km. Units are battalion or regiment with with Brigade or Division HQs. Map size is 72*108 but only a part of the map is used.
  • Availability: Free download here.