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Section Leaders:
Fionn Kelly & Madmatt


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CMHQ
Scenario Capsule Reviews |
Reviewed
By: Maastrictian
The
views and opinions expressed here don't necessarily reflect those of
the staff and management of CMHQ, they might, but we would never say
that in public!
August
9th, 2000
Combat
- Hills are for Heros
(Wild Bill Wilder)
 
Played as Allies. This was
definitely a cool concept, a very faithful adaptation of the TV show.
The problem was the lack of tactical options. It would have been nice
to have a larger set up area (with some cover) or some more time.
Another option would have been to make two platoons, one with two
squads and the LT and another with one squad lead by the SGT (the main
character, forgot his name). This would have kept basically the same
force size while allowing some maneuver.
Fun the first time mostly for nostalgia value, but no real
replay value.
Schijndel
Road: CC Based
(Doug Teachworth)
   
Played as Allies. An
excellent scenario! The terrain was very interesting, mostly flat, but
with subtle contours that are missing from computer generated maps. The
Axis force mix was quite intimidating, but still the scenario was quite
balanced. This is definitely one of the best scenarios I've played. No real complaints. The
setup and reinforcement on this one cause the use of multiple lanes of
advance that just add to the interest.
Elsdorf-Giants
Clash! (revised version)
(Wild Bill Wilder)
  
Played as Allies. A
great scenario, good intro to the Pershing. The map was quite
interesting, offering many avenues of advance and forcing you to use
most of them (as the 4 flags are spread across your line of advance).
The combined infantry and tank fighting in the little city of Elsdorf
was very exciting and the surprises thrown into the German tank OOB
were cool. Good use of pillboxes and mines as well.
Foggy
Morning in the Garden
(Matt Hernbold)
 
Played as Allies. A solid
scenario, but not an outstanding one. My problems with it were that the
terrain was relatively uninteresting and that the Axis was a bit weak
(IMO). With the allies overwhelming tank superiority it was easy to
chase the Germans from the village. Scouting with infantry discovered
all the gun emplacements before they could affect me. The counter
attack at the end was well executed, enough force to through the Allies
off balance, but the overwhelming numerical tank superiority of the
Allies won the day. I would suggest reducing the number of allied tanks
by 1 or 2.
Dam
Busting
(Samuel Onervas)

Played as Allies. A really
cool map, but an uninteresting scenario. The real problem is the lack
of tactical options... you can go across the bridge, or you can go
across the bridge. Not sure how to solve this problem, possibly by
giving the allies a small flanking force on the Germans far right.
Great map though!
Tiger
Corner
(Harry Broaddus)
  
Played as Allies. Very
reminiscent of Esldorf (above). If I had to choose just one, it would
be Esldorf, but I enjoyed this as well. There need to be more flags,
possibly one in German territory to encourage counter attack and
definitely one on the Allied right.
Veghel
Town
(Kris Handshin)
  
Played as Allies. A
great scenario with a few minor terrain glitches. I love the way this
one develops, starting with just two infantry platoons you advance and
gradually are given more reinforcements. First two more platoons and
then a reinforced company and tanks! This is a very long map as well,
so your forces get spread out and you have to balance maintaining the
advance with attacking with your full force. The way I played it, the
company didn't even really come into play, but had I been even a turn
slower I would have needed it to break through a reinforced German
line. The terrain is great except for one gripe. The river has a bit of
a hill in it. The water is also level 7, and the map gets down to level
5. Except under exceptional circumstances, water should generally be
the lowest thing on the map. All in all though, a great scenario! [note:
I believe the author has since fixed the problems with the map
elevation.]
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