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Chaos at Ferme Diedenhove - Combat Mission: Final Blitzkrieg

Chaos at Ferme Diedenhove Image
Combat Mission x2 Ladder

Chaos at Ferme Diedenhove

Allies 1 - 0 - 2 Axis
Rating: 1.6 (1)
Games Played: 3
SM: 6
Turns: 70
Type: Stock
First Side: Allies
Second Side: Axis
Player Voting Stats
Member Balance Enjoyment
WillS's ProfileWillS Totally Pro Axis 2
Gaming Records
1st Side Player 2nd Side Player Result Score
Axis Hedgehog's Profile Hedgehog vs. H H's Profile Allies Axis Major Victory 60 12
Allies Hedgehog's Profile Hedgehog vs. H H's Profile Axis Allies Major Defeat 12 60
Allies WillS's Profile WillS vs. miller41 miller41's Profile Axis Allies Total Victory 66 6
WillS Frid Jul 07, 2017 11:51 pm
This is a terrible scenario in many ways. It is totally unbalanced in favor of the German side. The amount and type of German armor makes it almost certain the allies will have no chance. I have never seen a scenario with as much heavy German armor as was in this one. The allied side is given a few Shermans and some light armored TD's to defend with.

In this scenario the defender has mostly a set defense, unable to be placed strategically by the defender at the start of the game. Many of the defensive units could be used in much better ways, but the scenario does not give that chance. This is a huge pet peeve of mine, the defensive commander should be able to place units in the defensive positions they see most useful.

Axis reinforcements showed up in the middle of a field like they had dropped from the sky during a firefight. This included armor that immediately targeted some of the very few allied armor assets. Allied force had eyes on this area, knew it was clear, and engaged German armor effectively for a couple of turns...until suddenly out of no where a bunch of German TD's popped onto the map, immediately set up with perfect flank shots on the allied armor. Terrible scenario design.

The allied player is defending a large heavily wooded area in one area of the battle, but due to poor map design German armor can move freely and unobstructed through this dense forest with no consequence. There should be some consideration by the designer to limit this easy movement. If the Axis player wants to take tanks into heavily wooded terrain they should have to do so knowing there might be some consequence, either to immobilization or dead ends, impassable spots. Forests have many obstacles to armor, this map did not represent that. Allied vehicles became bogged and immobilized driving on roads, while German armor went through forest without any issues.

Allied side in a prepared defense gets no TRP's to aid in their support assets, yet the attacking axis force does. Any set defense would have targeted their artillery to allow for the most rapid response. Yet in this scenario the attacking force gets the TRP's in addition to all their other advantages.

This scenario should not be played.
Sometimes I'm around a lot and can get many turns done, other times I can't.