Archive for the ‘Free Download’ Category

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

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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.

 

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.

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.

Battle for I Corps

Posted: August 26, 2011 in Free Download, Modern Wars, Scenario

The I Corps area in Southern Vietnam are the five provinces closest to the Demilitarized Zone and North Vietnam. Battle in this area during the later parts of the Vietnam war was fierce. This scenario represents the fighting in this area during parts of 1967-68.

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. 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: Maybe, but untested and the AI will not understand replacements.
  • Engine: ATG.
  • Events & Variants: Weather and replacements. 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 5,5 rounds. Each hex is 10 km. Units are battalion or regiment with with Brigade or Division HQs. Map size is 72*108 but only ca 20% of the map is used.
  • Availability: Free download here.

Singapore 1942

Posted: June 21, 2011 in Free Download, Scenario, World War II

This is a smallish tactical scenario covering the japanese invasion of  british “the Gibraltar of the East”, namely Singapore. The attacking Japanese 25th Army had no particular advantage in manpower. But the japanese were better trained, had higher morale, some armor and a crushing air superiority.

The scenario is somewhat of a ripoff from an old TOAWIII scenario.

  • Players: 1-2.
  • AI Capable: Yes, with the AI playing Great Britain. Its not very good at defending the beaches though.
  • Engine: ATG.
  • Events & Variants: None. But the scenario has historical equipment. Ships move double the normal speed.
  • Production & Research: Normal production, but either side can only produce infantry so heavy equipment cannot be replaced. No research.
  • Scale: Each round represent one day of fighting. The scenario lasts 16 rounds. Each hex is 2,5km. Units are battalion with Regiment or Division HQs. Map size is 39*19.
  • Availability: Free download here.

 

  • Map overview

Athens & Sparta

Posted: June 11, 2011 in Ancient Wars, Free Download, Scenario

Athens & Sparta covers the Second Peloponnesian war, Only Athens and Sparta are playable. There are also five small neutral regimes.

Potidea joined the Delian League and later Athenian control. Corinth sought to recover her colony in 432, occupying the city, provoking the war. The game starts with Potidea under siege and blockade by Athenian forces. Potidea is located on the Gulf of Therma and has no access to the Gulf of Torona.

This scenario is loosely based on the Boardgame with the same name.

  • Players: 1-2. Athens and Sparta are playable but there are also the minor powers of Syracuse, Crete, Argos, Thracia and Macedonia on the map.
  • AI Capable: Difficult to say.
  • Engine: ATG
  • Evens & Variants: No events or variants but some special rules, for example there is no supply in the game.
  • Production & Research: Normal production.
  • Scale: Map size is 15*16. Each hex is approximatly 30 miles, each SFT represents ca 100 men or 2 tiremes.
  • Availability: Free download through here.

    Ancient Greece