What makes a good fictional Combat Mission scenario? Steel on Steel & Drop Zone P AARs.
Believing make-believe
Combat Mission is no stranger to fictional and what-if scenarios. Of course, we have three full titles in which the whole premise is entirely fictional. When Market-Garden released for Normandy, the latitude for what could be done by a scenario designer in WWII expanded exponentially. It introduced a lot of scenario design staples: master-maps, a full design manual for first time creators, and of course the addition of a garage of unique, niche equipment.
The results have generally been satisfactory. Most "fictional" scenarios are more accurately described as "typical" vignettes of actions, reported or otherwise, that punctuated the global conflict. My recent playthrough of East of Aachen is a perfect example of a one such scenario done well. Good map, believable force concentrations, a make-sense operational context. It is generally in line with a bevy of other other excellent fictional scenarios and campaigns that populate all the titles now.
The remaining balance of fictional scenarios seem to be more about demonstrating new vehicles or formations added to titles, or encouraging tournament-style play. In the case of the latter, I'm too snobbish to consider CM a good vehicle for tournament-style play. I nevertheless know I'm not the final arbiter of such things and there's plenty of vibrant wargaming communities that use CM quite successfully for such multiplayer engagement. TheBlitz and TheFewGoodMen are, in my experience, two of the most welcoming communities of this sort if you are looking to join one, by the by. In the case of the former, I always wonder why demonstrating new additions to the game and creating believable scenarios seem to live in such direct opposition to each other for some designers.
Making a scenario is quite tough, I'm well aware, I've released a few. Getting them adequately tested is another, often insurmountable, challenge. So, I will preface what I say below with the recognition that a lot of talent and time went into what I'm about to critique. Nevertheless, there are some egregious examples of fictional scenarios that are nothing short of "smash toys together" in a thimble-sized environment. The most egregious may quite possibly be Lost Cats for Market Garden. Chaos at Ferme Diedenhoeve, for Final Blitzkrieg, is another one that seems to fall into this trap.
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The premise of Lost Cats: uninspiring, uninteresting, and quite crowded. |
With scenarios like this I can't help but think, 'why?' Lost Cats, for example, is meant to show off the M18, which was a big-ticket item added to the Market Garden DLC. The M18 is not a rare bird; it has a storied history, arguably as the most effective tank destroyer platform the Americans produce. Actions in the Lorraine, well-documented and at a size and scale that wouldn't overwhelm most players, would have made for an excellent scenario, even if not based on any particular action. Instead we get this insane fight in a shoebox. If you couldn't tell: I don't like Lost Cats. It ticks every box of scenario design sins for me. Ludicrous amount of forces in a small area, dubious tactical challenge, and naked key-jangling of ORBATs.
Minor changes, big effects? Steel on Steel AAR
You can imagine my trepidation, therefore, when I first loaded up Steel on Steel, a fictional meeting engagement in the waning days of WWII that puts either a Pershing equipped US force against a Panther battalion (-), or a Comet equipped regiment against the same. The latter, in particular, worried me. The Pershing makes an appearance in the newest American campaign for Downfall, in its historic context, so there's plenty of gratifying use of that particular toy. We get no such luck with the Comet, which is understandable. The 116th Panzer Division, or what is left of it, was brushed aside quite readily during Operation Plunder, and the three British armoured divisions in theatre got to put the brick on the accelerator for one last time with little firm interruption after that. Downfall has paid this phase of the fighting justice, such as with the scenario Ride on Riede, but of course what most people want to use the Comet for is to see how it can put holes in German cats. Little opportunity for that, given the reality of the situation, but there were at least a few documented small-unit actions at the troop level that would have been perfectly viable scenarios to capture.
All of this, to say, that when I first decided to try the scenario, I was mentally prepared for another example of smashing toys together mindlessly. I'm pleased to report the scenario isn't quite so bad as all that: the map is of a decent size that the force concentrations, while still a bit too large for the time and place, are actually usable in an intelligent manner. The AI plan as well, given it is a meeting engagement, had some surprises in store for me. All in all, it's a good scenario, though clearly balanced for tournament play. The main issue is: it makes no bloody sense. It's a massed armoured engagement in broad daylight in April 1945. That it plays well is a testament to the scenario designer. What I ran up against, however, is just how much disbelief I am being asked to suspend here. It edges over the line into 'squint harder' and into mere contrivances.
I thought, however, that with just a bit of effort, it could overcome that final hurdle. I created a small redux, which you can download here (and do feel free to upload it to any scenario sites, if you like it). Three, miniscule changes, were made.
First, and perhaps most importantly, inclement weather was introduced. The idea of massed German armour moving about in April 1945 without drawing the ecstatic ire of roving Typhoons is, of course, a nonsense; and one the scenario asks you to accept for the sake of enjoying a multiplayer match. For a single player experience, though, some damp ground, clouds and rain (not uncommon weather at that time and place) is all you need to explain to a player that the Germans have taken advantage to try and block your movement.
Second, the forces are cut down to size. The race to the Baltic and the Elbe is, for the British spearheads, a war of vanguards, rearguards, and blocking detachments; there's few set piece battles. This was a phase of the fighting where a British Major or Lieutenant had much responsibility and many options. So, instead of two rather beefy battalion-sized groupings, the forces are cut down to reinforced squadrons. In short, a coy or so of armour with all-arms attachments. That also, of course, makes the map seem quite a bit larger.
Finally, some changes to Axis unit composition and Allied reinforcement order is made. The enemy force remains based around a squadron of Panthers, but at this point in the war a panzerverband is going to be whatever could be found with some fuel and a functioning weapon. Casemates, a few errant Panzer IVs, mixed platoons, and suddenly the enemy armour group looks a lot more plausible as a last gasp blocking detachment. Switching out the earlier-model Panzergrenadiers to late-war variants that put much more emphasis on their mounted fighting strength also helped. It added a layer of asymmetry as well, which I never think is a bad thing.
Is the scenario any more plausible? Probably not. Does it require a lot less suspension of belief? Certainly. I think that's an acceptable level of disguise for what is otherwise a naked tech demo, a "see, we included a scenario with the Comet, now shut up" approach by the development team.
After Action Report 1 - Steel on Steel Redux
April, 1945. Taking advantage of temperamental spring weather, a German armoured force has been reported moving to block a stretch of road being used as a centreline of advance for a battlegroup from the 11th Armoured Div. A squadron grouping from the 23rd Hussars is warned to be ready for contact with enemy armour, and tasked with securing the area to permit further uninterrupted movement.
We are now with the attached recce from the Inns of Court, consisting of an understrength armoured car squadron. The plan here is to try and seize three pieces of key terrain to enable the vanguard of the main body to engage the enemy without hazard. The first is a small farm to the right of the autobahn, which will provide a good artillery observation post (AOP) and at least have pretence to cut the road. The second and third pieces of key terrain are, respectively, a small wooded hill on the left which puts Auerhof, Reimkampf and Wendthof under observation, and a wooded ravine on the right which allows the right flank to be secured.
The woods here are old windbreaks, and are quite impassable to vehicles, so much use can be made of hiding in their "shadows", offering keyhole shots and flank opportunities, which also must be considered.
The heavy troop will cover the open left flank of the group's advance, which causes me the most anxiety, whilst the Staghounds and recce infantry move to secure the key terrain in the centre and right.
Movement to Contact
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The excellent AEC, which has managed to cram the equivalent of a Sherman 75mm into the turret. |
For the lighter armoured cars and the infantry, the movement to their objectives goes without incident. The two AECs, bounding forward, rapidly gain contact on a pair of their German counterparts on my left. Both German cars are brewed up without fanfare, shot up from the flank from the lead AEC.
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Scratch two PSWs. |
Most vitally, the Autobahn West objective is secured and the FOO that had been riding with the armoured cars is able to establish his AOP swiftly, before even the Sexton battery in support is ready to fire. This AOP proves critical for organizing an attack on Auerhof later.
By the end of the first fifteen minutes, all elements of the recce squadron are at their intended positions, and dismounts have probed further forward than I had originally expected, putting a team into Reimkampf. The heavy troop leader, standing tall in his Dingo over a reverse slope, is able to identify several other enemy armoured cars and halftracks taking positions between Auerhof and Reimkampf.
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Enemy spotted moving against a treeline. The AECs do try to engage, but the enemy slips past. |
On the right, in the vicinity of Wendthof farm, a potential enemy artillery observation post is spotted and taken under fire from some halftracks. To no apparent effect. This desultory exchange of fire and sniping, all similarly without effect, fills the time until the lead troops of the cruiser squadron arrive.
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Engaging a small recce halftrack with the .50 cal, which retreats out of sight on some high ground. |
Fixing the enemy
I was still anxious about my left, two AECs not being enough to cover that open ground alone. So 2nd Troop of the tanks were ordered to link up with the AECs and thicken the screen there. The balance of the lead force, with the Squadron 2IC, 1st Troop and a platoon of motor infantry (mounted in Ram Kangaroos) moved to relieve the recce at Reimkampf and Wendthof. With how well the initial movements went, the subsequent movements by the vanguard were more an exercise in thickening up positions and establishing some engagement areas. The only offensive action that had been planned at this point was to put a section of riflemen on some high ground I suspected an enemy FOO had set up an OP. Further enemy movement would supersede that intent.
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The Comets cross a small stream near a farm on their approach. Light, and wide, bogging is not a great risk for these vehicles. |
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First contact with the enemy main body. |
The recce holding in Wendthof spotted enemy armour moving. At first, it is just a pair of Panthers moving across their front, then more armour is spotted: at least two platoons, mainly Panthers, but a StuG, two Jagdpanzers and at least one Panzer IV mixed among them. The enemy beelined for a path in the low ground that meanders towards Wendthof, attempting to mask their movement. Enemy artillery simultaneously begins to hit Wendthof, frustrating further attempts to track this movement as the recce infantry seek cover, this artillery also disabled a halftrack which, immobilized in the soggy ground, had previously been abandoned.
The left flank also remained busy. 2nd Troop, like the AECs before them, were bounding forward in pairs, when they too spotted enemy armour moving across their front. A platoon-sized grouping of enemy armour was hugging a treeline and moving right, towards Aeurhof, when the Troop's sergeant takes them under fire. Not long after, the rest of the troop had taken up position and in a three minute, exchange of fire, are rewarded with the sight of two burning Panthers and a smoking Jagdpanzer IV. A third Panther and a Panzer IV slipped past, and contact with them is lost, but not before they had destroyed one of the AECs which had been gamely assisting in the battle.
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2 Troop's shooting; three brews in three minutes at 1100+ meters. |
The enemy appeared to be putting some armour down every potential avenue of advance, with a trio of Panthers also spotted heading towards Auerhof, advancing parallel and to the left of the autobahn. They draw some fire from 1st Troop, which was spread out in sections between Reimkampf and Wendthof, but having to shoot at fleeting glimpses of Panthers between a tree-lined hedge only score one hit, to doubtful effect. These three Panthers enter Auerhof and take up good positions. From there, they returned fire, and forced the pair of Comets that had been sniping at them to jockey to a new position. The second AEC from the unfortunate heavy troop, was not so lucky, and was knocked out whilst attempting to reverse out of sight of this fight.
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The initial engagement at Auerhof. Above, Panthers fire. Below, a pair of Comets fight back from across the autobahn. |
On the right is where the real danger developed. A pair of Jagdpanzer IVs were destroyed quite perfunctorily by the right-most section of 1st Troop (the platoon leader and junior callsign), assisted by the 2IC's own Comet. Any comfort that gave evaporated as six or so enemy tanks emerged from the low ground on line. An alarming exchange of fire at close range then occurs.
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The engagement forward of Wendthof begins. |
A StuG and a Panzer IV are knocked out, but a Comet is left burning in return. The weight of numbers and fire is decisively with the Germans at this point, so there was a real chance here of the enemy turfing me off of Wendthof. The remaining pair of Comets of the troop, which had been forced back by fire from Aeurhof, shifted right to assist, and thankfully did so in time to reverse the situation.
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Repulsing the enemy at Wendthof. Above, the Troop Sergeant's section moves to assist. Below, a Comet from 1st Troop burns while the remaining Comets return fire. |
No further Comets are lost, and the enemy lose in total a Panzer IV, a StuG and two Panthers, in addition to the earlier pair of Jagdpanzer IVs. A sure sign of the decisive advantage of having every tank in the troop with an able, high velocity gun. Such a frontal fight months earlier would've been won - if at all - at a much higher cost.
Clearing Auerhof
The end of the engagement forward at Wendthof had drawn the battle lines. The enemy had maintined some presence in Reimkampf, but their main remaining strength was at Auerhof, and the eastern end of the autobahn. When the rest of the squadron group arrived and formed up, a hasty attack was planned to seize Auerhof before enemy follow on forces could shore up the enemy's position astride the autobahn.
My initial thought was to press 1st Troop forward, shifting from a screening mission to an attack of opportunity. I had presumed that the enemy armour that had escaped their earlier fire had pressed on to Auerhof. This turned out to be a serious error in judgment.
The initial bound forward detected and knocked out a Panzer IV. So far, so good. Then, as the lead two tanks began passing through a gap in a hedge, they were taken under fire from a Panther waiting in ambush, evidently protecting the flank approach. The first tank is catastrophically destroyed with all hands. The troop leader's crew, in the second cruiser, managed to get a shot off. It bounces, whereas the Panther's return fire did not. Two Comets were left shuddering and burning as their ammunition cooks off. No crewmen escape either vehicle.
The troop sergeant pulled the remaining two tanks back to some cover and took no further part in the fight. So much for the attempt to slip around the rear of Auerhof.
Nevertheless, the rest of the attack went well. With my own artillery making the Panthers' stay in the objective uncomfortable, the forces in Wendthof hooked left with no problems. The terrain dips a bit just in front of the rail line that runs parallel to the road, which provided good cover and a hull down position for the remaining three Comets of 1st Troop. Despite the barrage kicking up significant dust, the Panthers do become aware of my flanking effort, but did not get much opportunity to return fire before they are either knocked out or damaged and fall back. The Panthers that do choose to fall back, universally find themselves exposed to fire from the Squadron HQ and the Troops pushing forward frontally.
The attack's right flank was screened by a pair of Staghounds that had been holding Wendthof, and they spend the rest of the battle policing up dismounted German crewmen and a platoon of Panzergrenadiers.
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The second fight at Auerhof. Above, under artillery fire, Panthers hold a perimeter. Below, the left-flanking attack. |
The attack pressed forward with such speed that it actually caught enemy infantry moving forward to reinforce, with predictable results. Enemy Sturmgrenadiers were only just dismounting from their halftracks at the edge of the farm when the Kangaroos had bound forward, firing as the moved, and the enemy infantry were effectively scattered, ending the fight.
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Infantry put down a marching fire as they attack Auerhof. A dismount is not required. |
What can I say about this scenario? It's probably the only meeting engagement versus AI I've played in a while that actually had the brain burning a bit, don't let the lopsided numbers say otherwise. It's sheer good fortune that I did not lose more tanks, particularly in the fight for Wendthof, and I have the meagre cover of the hedge that 1st troop used as cover to thank for that. Getting inside the loop of things and putting my main attack in before the enemy infantry could come up in force was likely the decisive factor here.
As I said at the start of this AAR, the default scenario is, for what it is, entertaining as far as "tech demo" scenarios go. It's far from the worse as-is, but unsurprisingly I do prefer my own edit. The AI plan(s) were untouched, and so I still had a few rude surprises (as the near disaster on my left reveals), and it felt good to be able to play with Comets and Kangaroos in an environment that didn't feel so artificial. I do hope you will take a pass at my interpretation of the mission and see if you agree.
An ideal example? Drop Zone P AAR
You can gather at this point what I think a good "tech demo" scenario is, it has three key ingredients. First, it must be at least somewhat plausible, and that usually only requires a few contrivances or operationally contextual clues. Second, it doesn't simply slam down as many of the toys as it can just to say that it did, it must be proportionate. Finally, it must not terribly insult a player's intelligence: there should be at least some subtlety to the inclusion of the equipment. For example, in Steel on Steel above, if I had swapped out the Comets for say, Cromwells and Challengers, would it still have remained interesting? I'd say yes, which is a good sign.
Final Blitzkrieg: Downfall's Drop Zone P may check all these boxes. It's an entirely fictional scenario, albeit set against the backdrop of the 21st Army Group's Rhine Crossing. It therefore draws on several historical realities, such as the fact a decent proportion of American paras found themselves in 6th Airborne's DZs, for example. That the American platoon present in the mission has the Johnny-come-lately recoilless rifle is an after-thought, rather than highlighted in red ink, and is much appreciated. The real centrepiece of course is the inclusion of a troop of M22 Locusts from the divisional armour recce regiment. The M22 in reality had a bit of a bumpy arrival, and those still combat capable sweated out most of the fights for the Drop Zones trying not to be hunted by stalking enemy armour. Nevertheless, that an ad hoc force in need of all the combat power it can get would take three in tow if they were available? Entirely plausible. The scenario is entirely winnable without them, as well. Again; appreciated.
And so, to the mission. It is March 1945 and the PLUNDER-VARSITY crossing of the Rhine is proceeding, the last, great, "Monty Special" of the war. The airlanding units of the 6th Airborne are attempting to consolidate their "P" DZ, which is under a significant amount of pressure. Roving enemy light armour patrols are shooting up the gliders as they land, where possible, and enemy gun positions menace the area at range. However, as with any effective airborne operation, the scattered nature of it and the surprise it should engender has left the enemy exposed to attacks from other directions. A Major from the Devonshires has gathered a scratch company group to destroy two fortified farms that are being used by enemy guns. Clearing the farms is ideal, but if losses are mounting, we can satisfy our objectives by destroying the guns, or driving the crews off them. Given the mention of roving enemy light armour, we can expect some enemy reinforcements.
The company grouping consisted of a single platoon from the Major's own coy, a scratch platoon of misdropped Americans from the 513th Parachute Infantry, which includes a recoilless rifle and a light mortar team, a platoon of glider pilots (which usually organized on landing into fighting platoons), and 1st Troop from A Squadron of the divisional armoured regiment. A single 75mm pack howitzer provides some further fire support. The force is the definition of adhoc, and command and control was, of course, a mess. There was very little else wrong with the formation otherwise: toughed, well-trained infantry festooned with automatic weaponry and machine guns. The scheme reflects the presumption I had a qualitative superiority over the enemy. A fairly direct attack in, before the enemy can re-orient their defence. The only question was whether to do a short, or deep, left-flanking movement. The decision was predicated on whether there were any enemy positions covering the rear. The Americans, who benefit from the squad level .30 calibers, recoilless rifle, and light mortar, formed an ersatz weapons platoon, and provided a base of fire. The Major's organic rifle platoon would be the main assault element, and the Glider pilots were kept as the coy reserve.
Seizing the first objective
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The American paras move forward to establish a support by fire. |
The farm to the company's direct front, confirmed abandoned by the 2IC section on point, acted as the attack position for the assault elements. Whilst the platoons organized themselves, the CO established his command in a barn, where he conducted a quick personal recce of the objectives. This quick scan identified an enemy trench and belt of barbed wire, but there had been no overt sign of enemy presence in that fighting position that can be spotted from such a distance. This CP/OP also provided early warning that an enemy armoured patrol had arrived. This newly-arrived enemy group was unaware of our presence, and the infantry dismounted at the Albrechthof farm. The light armoured cars carried on, on and out of sight.
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Above: the CO scans for contacts. Below: An enemy armoured patrol is spotted heading towards Albrechthof farm. |
The 2IC, in the interim, pressed on, trying to broaden the recce. As they approached the raised rail line, however, they took fire from some kind of automatic cannon from the tree line well to the rear of the objective area. So, short flank it is, then.
It did not take long for the assault platoon to organize a base of fire and press in. The Brens were concentrated into a group, and the platoon light mortar began putting down some smoke on the enemy positions. The assault groups crossed the first field with little incident, except for a brief brush with an enemy outpost line, who are steamrolled by the assaulting sections.
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Three Brens and the light mortar put down covering fire on the suspected enemy position. |
A firefight inevitably developed, as the defenders of Mullerhof farm became aware of the approaching paras. The assault sections, however, were now on the flank of a Pak gun and a AA mount, which were put under withering small arms fire and unable to turn their gun on the assaulting units. This allowed the Locusts to motor forward in safety and take over suppressing targets for the assault elements. As they pulled up to the border hedge of the first field, they also identified the enemy light armour car attempting to wrap around our right flank, and knocked it out without delay.
With the armour putting the enemy guns both in the objective and to the rear under heavy fire, the Glider pilot platoon was committed to a broad right flank, as I had originally hoped to do. This allowed them to put Mullerhof under enfilading fire, and this injection of firepower got the assaulting platoon moving forward again. Enemy return fire caused losses, but nothing that could arrest the tempo of the attack. A belt of barbed wire is breached, then the trenches systematically cleared.
It took more time and ammo than I would have liked to clear out the rear of the trenchline that ran through the Mullerhof farm, and the assault platoon could not safely consolidate on objective, having begun taking fire from Albrechtof. They spend the rest of the battle trading fire with this second objective, unable to press forward again safely.
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With Mullerhof secured, the assaulting platoon finds itself in a firefight with Albrechthof's defenders immediately. |
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A final stand in Mullerhof from some of the enemy gun crews. |
Seizing the second objective
The Americans shifted their fire left, onto Albrechthof, and began moving some rifle teams forward to try and attack from a different angle. Unlike in Mullerhof, this latter objective was not fortified. The approaches were, however, far more exposed, and made a further attack by the Airlanding platoon too difficult.
With enemy long range anti-armour threats eliminated, the Locusts took over leading the assault. The troop moved along the rail line, brewing up several enemy halftracks emplaced in Mullerhof in the interim. One of these halftracks, being equipped with a 20mm, was a priority - I rather suspected it could have easily knock out these fragile light tanks. Once the halftracks are knocked out, the Locusts shifted their fire to the farm houses themselves.
With the enemy infantry penned up, there was ample opportunity to drive forward the pack howitzer and begin reducing these positions over open sights. It was infinitely preferable to risking a close assault, and it had the intended effect. The pounding compels the surviving enemy to surrender, foregoing the need to try and push an assault element across the open ground that surrounded the farm.
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The Howitzer crew lays down some direct fire on Albrechthof objective. |
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The end results, which I'm well chuffed with. |
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