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The Maps
All my Maps below use 'custom' .units and .tiles definition files (which replace the 'default.units' and 'default.tiles' used in the standard maps). The required units and tiles files are included in the (map).zip download in each section. Using these files, you can use the standard CoMET tool to modify my compiled (.lev) maps if you wish (I retain Copyright to the .units and .tiles files)
To create or modify the maps 'by hand', you can create or modify the ascii .src versions. To play the .src, it must be 'compiled' together with the relevant .units and .tiles files (see individual battles, below), using the cfed.exe the map .src to .lev build utility. To make your own .units from your own .bmp images and .usrc unit definitions, your need the mkunitset.exe tool (from a Command Prompt, "mkunitset myunits.bmp myudefs.usrc mynew.units") To make your own .tiles from your own .bmp tile images and .tsrc tile definitions, your need the mktileset.exe tool (from a Command Prompt, "mktileset myTiles.bmp myTdefs.usrc mynew.tiles") All 3 .exe tools mentioned above are part of Crimson Fields
I retain Copyright to my own Maps, Units and Terrain (artwork and definitions) files, however I grant you the standard open Source Licence for personal use
Alternate history "scenarios"
My historical Maps have 'historically accurate' forces pre-deployed for both sides (as far as possible = toward the end of the war, confusion and limited records mean the Axis forces are sometimes 'best guess'). However, in many cases, this means the players are almost forced into 'historical outcomes', especially when constrained by the (historically accurate) timing (and types) of re-enforcements.
To allow some flexibility, in cases where it would have been possible or reasonable to swap or assign other available units, I've given the human player(s) 'resources' (so they can 'build' their own units from a list of those that were historically available) However, all too often, these historically accurate forces (and the pre-deployments) limit the outcome 'no matter what'. The problem is that the available weapons and forces are always limited by each sides past decisions on weapon developments (and troop training). Further, any student of military history will 'know what to expect' from their opponent - both in terms of weapons and deployment - which really limits the possibility of any surprises :-) Another issue is that the Allies (and British in particular) never seem to make plans for any 'follow-up' (or 'fall-back') in the event that things go better (or worse) than expected (so when they succeed - as at 2nd Alamein - the Axis manage to escape, whilst when they (start to) fail - as at Dieppe - they just feed the rest of their forces into the killing zones). Whilst the players can make their own decisions during actual battle, if no troops were held in reserve historically (to 'follow up' a breakthrough or 'counter attack' to prevent such a breakthrough) then the players just don't have that option In order to provide players with more options, I have to generate my own 'alternative history' ...
First I consider why things 'played out' as they did - for more see "The Constraints of History" below :-
(+) The Constraints of History
To overcome the Constraints of History takes a combination of individual action and luck. The UK has it's fair share of both prior to, and during, WW2, however it was without doubt 'a near run thing'.
With a bit of luck, two individuals could have changed the course of the war - the first is Churchill (who was only made First Lord of the Admiralty on 3 September 1939 and only became Prime Minister on 10 May 1941) his earlier appointment would have made significant differences in British war preparations. The other was Frank Whittle = he was (essentially) ignored for 10 years. With proper backing, Britain could have entered the jet age before 1939 ...
There is a 3rd individual whose malign influence diverted huge numbers of trained men and squandered massive amounts of vital resources. His actions essentially handed Europe to the Americas and Russians - without him, thousands of both German and British lives would have been spared. For more, see how it could have been "Less of a near run thing" below :-
(+) Less of a near run thing - (How UK wins the war and saves lives)
Lucky for Europe, Hitler was a megalomaniac. He just couldn't resist getting his 'military action' in first, even when letting the Poles / Russians strike first would have changed events to his advantage.
Hitler never wanted war against Britain/France - his 'target' all along was Russia. If the Nazis can avoid war in Europe until after December 7, 1941, both Britain and France will become involved with USA against Japan - after which a Nazi attack on Russia can be conducted without fear of interference from the west. For more of how Hitler could have won Europe, see below :-
(+) The Nazi alternative - (How Hitler defeats the Soviets and dominates Europe)
Next I look at how Britain could end up dominating Europe. There is no military solution I can see = even an alliance with Germany against Russia (and France) leaves the Germans, not the British, 'in charge'.
The two things that prevent British domination are the Nazi's and the Communists - and both of these are a direct result of WW 1. Further, prior to WW1, the British Empire spanned the globe. Two World Wars later and the Empire was all but gone. So we have to find a way avoid WW1 - and that's not easy.
Without doubt, WW1 was the result of allowing politicians to direct 'foreign policy'. Instead of working to improve the wealth of their citizens, the politicians of every European country focused on territorial expansion and 'power grabs' at the expense of their own and the citizens of other countries. Britain, in particular, squandered the advantages of being the first country to industrialise by wasting it's wealth on ever more and ever bigger Battleships, most of which go to the scrap yards without ever firing a shot in anger.
Instead of confrontation, we need co-operation = and the ingredients are there for this to happen. Many of the Royal Families of Europe are the direct descendants of Queen Victoria. If, after Queen Victoria, the Royals of Europe take the lead in foreign policy, co-operation is more or less guaranteed. With Britain leading the industrialisation of nations, it's not too much of a stretch to envisage the formation of the 'United Kingdoms of Greater Europe' (including Russia, but excluding France, and led by Britain, of course) in the early 1900's.
The key is to avoid military conflict = Communism was just a crack-pot theory promoted by a few 'ivory tower' intellectuals = it would never have taken root if it wasn't for the food shortages and famine caused by WW1.
It's entirely possible that Japan would be deterred from attacking USA by the existence of the United Kingdoms of Europe (who, of course, would be quick to sign trade and defense treaties with USA). However without US interference Japan would eventually win their war against China and Korea.
Japan then gets to play the role of Hitler as they demand 'independence' for Malaysia, Vietnam and the other Asian territories from the 'oppression of the Europeans'. No doubt they will have the sympathy of American citizens, which will help them achieve their aims (the 'Greater Asian Co-Prosperity Sphere'). However, just like Hitler, at some point they will go too far - the invasion of India perhaps ? - and war will come to the world after all ... except this time the USA will not be directly involved. As a result, it will the (German) scientists of Europe that build the Atomic Bomb. For more on this, see :-
(+) The British alternative - (How the United Kingdom of Europe is formed)
1) Ardennes, 1940
The French are sitting in the Maginot Line, the BEF is advancing through Belgium and the Germans are coming through the Ardennes. You are caught unawares, your tanks are slow and dispersed. The Germans are fast and determined to cut you off - can you stop their Blitzkrieg before it reaches the channel ?
You play the Allies. Europe is lost if the Axis reach the channel, else you win. The computer can play the allied side, however the Allied side really doesn't stand much chance
In this game, the AI won't halt the German tanks before Dunkirk, so I've not bothered to provide the Allies with any boats to evacuate the BEF
2) Battle of Brody (aka Dubna), 23-30 June 1941
Notable for the employment of the Soviet KV (approx 140 present) and T34 (approx 171), this was one of the most intense armoured engagements in the opening phase of Operation Barbarossa and probably the biggest tank battle in history.
Responding to this chaotic Soviet counteroffensive, 750-800 German tanks defeated between 2,500 and 3,500 Soviets = see Wikipeadia. German losses were approx 200 tanks, Soviets approx 800.
When it comes to losses, it's to be noted that even at this stage of the war the Germans had superb 'recovery and repair' services, even capable of operating 'under fire'. Further their tank crews had sufficient mechanical education and training to repair many faults (such as track damage) on their own. The Soviets crews had essentially no mechanical training and they had essentially no battlefield repair teams. They may have had the ability to repair tanks after a battle, however any immobile Soviet tank left on the battlefield for any reason ended up in German hands so was a total loss. The Germans had total air-supremacy, so I've given no fighters to either side (the Soviets didn't have any, the Germans didn't' need any). The Stukas thus operate with impunity (the Luftwaffe claimed some 200 Soviet tanks destroyed, but more significant was their ability to separate the Soviet tanks from their supporting infantry and deny them resupply of fuel and ammunition). Best played as the Germans, since only the AI would be stupid enough to behave as the Soviets did on the day :-)
3) The Dieppe Raid, 19 August 1942
Ineptly planned by some "Royal" relative (who took over when the original planners (correctly) predicted disaster), characterised by lack of co-ordination (or, to be more exact, lack of co-operation) between the Army, Navy and Air Force, with 'political considerations' and 'hidden objectives' that none of Canadians (who were used as diversionary 'cannon fodder') knew, this was doomed to failure from the start
Interestingly, tanks were landed on the beaches at Dieppe, which should have told the Germans something (they were apparently quite surprised when the 'DD' Shermans swam ashore on D Day). However even this was messed up by using the heavily armoured (operative word here is HEAVY) slow and poorly armed (6pdr pop-gun) 'Churchill' tank. It turned out that a combination of heavy tank, narrow tracks and a shingle beach made for 'sitting ducks' as half of them got stuck on the beaches. Still it could have been worse = we might have used the even more heavily armoured, narrow tracked and poorly armed Matilda !
Best played as the allied side, your objective is the 4 rotor Enigma machine and code books in the German HQ in the township itself. You win if your 'special forces' take the building, but you really don't stand much chance (although you don't have to sail your 'special forces' up the river into the teeth of the German port defenses, as the Allies did on the day)
The Germans win by wiping out the allied 'special forces', or if the Allies fail to take the HQ within X turns
4) Kursk (and the Battle of Prokhorovka on the 12th), July 1943
Operation Citadel (Kursk and the battle of Prokhorovka) is significant for the introduction of the German Tiger 1 (heavy tank), Panther (medium tank) and the mass employment of the Soviet T34 (medium tank). Both sides had numerous other tanks - the Germans were still using the Panzer 4 (medium) and Panzer 3 (light tank, mostly in the infantry support role, eg as a flame thrower) and the Soviets had the KV-1 (a slow medium tank) as well as the T-60 and T-70 (light tanks). Both sides had self-propelled anti-tank guns - especially the Germans (who had the 'Elephant' (heavy) to complement the StuG's, for a total of more than 1/4 of their armoured strength), whilst the Soviets had the SU-76 & 122 (but in much fewer numbers, about 5% of their armoured forces).
Despite the many delays, the Germans started with far fewer tanks and other resources that they really needed if they were ti stand much chance of success. In fact, the Soviets started with approx 4679 tanks + 259 SP guns, the Germans approx 2078 tanks + 850 SP guns, so the Germans were outnumbered about 2:1. Worst, from the German point of view, the Soviets knew they were coming and had had plenty of time to fortify the Kursk salient and lay extensive minefields. Finally (for once) Stalin managed to resist the temptation of pre-emptive strike (the only result of which, up to that date, had been the loss of the entire attacking force), waiting until the Germans had bled themselves dry against the defences before launching their usual frontal attack (with no consideration for casualties) which this time succeeded against the weak German allied forces that had been stripped of armour for the Kursk offensive
The CF A.I. must, of course, play the part of the Soviets, where the A.I's 'charge the enemy (and get killed)' perfectly mirrors the Soviet tank 'tactics' of the time. The human player has to play the German side (especially as the 'repair' of 'damaged' tanks before they are totally wiped out is going to be the key to any chance of 'winning')
Normally, the AI has no 'concept' of defense = i.e. it will always move it's infantry out of the trenches/pill boxes etc. and charge the enemy tanks. The only way to stop this (short of giving their Infantry a '0' movement allowance) is to line the front of the Soviet trenches with mines. Since units can't move through any other unit (and the AI can't attack it's own mines) this will stop the AI moving it's Infantry forward before the enemy has blown a hole in the minefield. The occasional unit that the AI has wandering off to the rear (in an effort to find another way to reach the enemy) also matches the 'reliability' of the Soviet forces. The AI's 'reinforcements' are generated by using the Events system to load 'crystals' into (unmarked) 'factory' hex's on the road access points of the AI base line. To prevent the AI building the 'wrong' unit, each factory can produce only one type. Te German player gets 'mobile repair workshops' (these can only 'repair' tanks, not infantry :-) ). To simulate the German resource problems, the Repair Workshops come with only a few 'crystals' - to 'replenish' these a 'carrier' has to make the journey from the German base line rail head 'depot' .. For the purpose of the game, the Germans 'win' by capturing and holding all the villages as well as Kursk itself. The Soviets win by wiping out the Germans
The Battlefield
The Kursk salient was 250 kilometres (160 mi) long from north to south and 160 kilometres (99 mi) from east to west. The Tiger 1 could knock out the T34 at a range of about 3-4km (and the Elephant / 88mm field gun at a range in excess of 6km). Since we want to reflect this in the 'units' ability, we give the Tiger a range of 1-2 hex's (and the 88/Elephant 1-3), making 1 hex = 2km. This gives us a battle field 125 (wide) x 80 (high) hex's in size (for a total of 10,000 hexes) = which is (just) playable.
5) Market Garden ('a bridge too far') - 17 Sept. 1944
A very good Documentary can be found on yourtube
You play the Allies (the AI can't cope with multiple 'objectives'). Whilst the focus is on the airborne forces (Market), especially at Arnhem, success depends on getting XXX (30) Corps (Garden) across the Waal at Nijmegen and then across the Arnhem bridge. So you play all 3 elements of the Allied forces - the 3 British and one Polish Brigades at Arnhem, the US 82nd Division (3 brigades) at Grave / Nijmegen and (from day 2) XXX Corps arriving South of Nijmegen.
You win by taking (both sides of) the Rhine Bridge at Arnhem and "holding until relieved". You loose if you don't hold the Bridge and haven't been relieved by the end of day 9.
6) Battle of the Bulge (16 December 1944 – 25 January 1945)
Just when you think the Nazis are beat and you are sitting down with your feet up and looking forward to a nice Xmas meal, it's Blitzkrieg time again
As the Allies, you have to stop the Axis reaching Antwerp.
Again, the computer can play the Allied side, but really has no idea of how to defend - although (to some extent) this is mitigated by giving the computer extra units