Campaign Series: Middle East 2.30 Update (Remaster!) Available Now

Campaign Series Middle East 2.30 Update

The latest update is available to download and install from the following areas:

  • The Check for Update button on the game launcher (recommended for ease of use)
  • The download section on the product page (opens in a new tab)
  • Direct FTP download (initiates an immediate download)

Note that the 2.30 Update is a complete remaster of the game. We recommend you uninstall the old version before installing this new version, or at minimum, install this into a new folder, say “Campaign Series Middle East 2.30”.

We hope you enjoy this latest version of the game!

Here’s the changelog per the latest 2.30 manual. A detailed changelog with multiple screenshots of new graphics and features is also available at Matrix Games website. (opens in a new tab)

 

17.1 Middle East Update Log for 2.30

17.1.1 Errata

  • No errata for 2.30

17.1.2 Enhancements

  • Implementation of new Game Action Speed system for speeding up, slowing down, pausing the AI turns, PBEM replays and human player turns. See Status à Action Speed à AI Play à Slow Down and Status à Action Speed à Replay à Slow Down for setting the AI play and Replay speeds while in the Human Player turn mode with new ALT+ and CTRL+ associated Hot Keys.
  • Implemented a message to display a confirmation of the changed Action Speed.
  • Unit List and Info Box were given makeovers to make it easier to read the information with larger and bolder fonts, revised layout and new graphics.
  • Implemented Options à Unit List à Unselected Highlights à White, Black, Alternate, None options for the Unit List.
  • Implemented new side bar Unit List icons, including new icons for Double Time and Slow Time
  • Implemented a white halo for red Unit List values.
  • Implemented Display à Roaming Mode (CTRL+SPACE) for quickly identifying units as you move the mouse over the map. Clicking anywhere on the map will toggle OFF Roaming Mode.
  • Implemented Slow Time for all units except Aircraft that allows units to expend more Action Points when moving to reduce the likelihood of casualties from Mines and IED’s.
  • Updated the Toolbar to incorporate buttons for Slow Time, Roaming Mode, and Game Action Speeds and revised placement of the Jump Map button.
  • Implemented new, dynamic, random Hex Info Box CSLogoXX images, with the option to fix images on a per scenario basis by appending [LG##] to the scenario description in the scenario editor.
  • Implemented Options à Damage Results à Position à Center, Upper Left, Upper Right, Lower Left and Lower Right, allowing the user to display the Damage Results where they prefer.
  • Overhaul of Mine/IED system with improved movement effects, including the addition to night and enemy proximity effects, delayed side awareness and several bug fixes.
  • IED’s now operate much like Mines in most ways. (For instance, step-down reductions, on activation and removal, not all in one go.)
  • Revised the Scenario Information dialog to display the scenario’s map region and biome.
  • Implemented the Scenario Information dialog in the scenario editor.
  • The Location Dialog will no longer display the ‘=’ and ‘+’ border labels, just the relevant place names.
  • Implemented a new Place All button in the Arrived Dialog for placing all listed reinforcements with a single click.
  • Units moving Double Time will be more likely to lose concealment and Units moving in Slow Time will be more likely to remain concealed.
  • Implemented single button Opportunity Fire Limit adjustments within the Opportunity Fire Dialog.
  • Implemented new XAlliedAttack/XAxisAttack hex flags that has the game engine recording any combat action originating from any hex and for any such hex, the “authorization denied” will not apply to artillery fire and.
  • Implemented additional Lua CSEE Debugging capabilities in the scenario editor.
  • Updates/improvements in the Find Organization Dialog in game and the Forces Dialog in the scenario editor providing additional information such as the hex location.
  • The Units/SPs/Losses Dialog will now also show unit type surviving Strength Points in addition to Strength Point losses.
  • Watercraft out in open water and in waterways will no longer have a chance of being concealed.
  • Implemented additional testing features, for on the fly toggling ON/OFF new and work-in-progress features.
  • Implemented several new CSEE functions: fire_indirect_nearest_from(), garrison(), accompany(), order_airstrike(), move_slow(), has_attack().
  • In the Scenario Editor, implemented a new, standalone Missions Dialog, for specifying one or more Mission Types for each side. (We anticipate making expanded use of this legacy capability, both in the EAI and the CSEE/SAI.)
  • Expanded the list of Mission Types from the legacy 11 to 23.
  • Extended the sound categories from 35 to 43, to accommodate the eight new aircraft/helicopter sound types.
  • Extended Map Hints to display ‘W’ marker labels at inland Waterway hexes.
  • In 2D, when direct firing blindly into apparently empty hexes, the tracer fire and explosion graphics will newly display.
  • Trace fire and light arms explosion graphics will no longer display, and map recentering to the target hex will not happen, if the target hex is out of Line of Sight.
  • Implemented the new CSEE functions: game(), game_name(), scenario(), missions(), mission_name(), region(), region_name(), biome(), biome_name(), condition(), shuffle().
  • Implemented a new CSEE/SAI uber function, attack_sequential().
  • Implemented a new CSlint utility, csflgfix.pl, for modifying unit flag values.
  • Revised the CSlint utilities csscnchk.pl & csluachk.pl to accommodate the new Mission Types and new CSEE functions.
  • With the -V command-line option, every game EXE will display its version # and build time/date.
  • Revamped the log system ERRID codes, for better CSEE/SAI debugging.
  • Updated several CSlint utilities.
  • Ambush situations will now come with assault background sounds.
  • Implemented several new CSEE functions: attack_nearest_arc(), hexes_habitat().
  • Enhanced Developer debugging.
  • In the game engine Status Bar, spread out display elements to mitigate info crowding.
  • Implemented new CSEE function: counters_active(), function_name().
  • Removed the OK button from most reports, clicking anywhere will dismiss the dialog.
  • Added new command-line parameter (-V), for reporting the EXE version and whether or not the built in DEBUG or RELEASE mode.
  • Implemented new and improved Tool Bars.
  • Implemented colour-coded border map labels.
  • Implemented dynamic, customizable message dialog backgrounds (with all such image BMP’s in a new game folder, Backgrounds).
  • Implemented two new CSEE message dialogs: Bulletin (between Message & Report in size), and Remark (the smallest, smaller that Note). Also implemented new CSEE functions pertaining to the new dialogs, including an auto sizing, all-purpose dialog() function.
  • Incorporated the previous Monochrome (“Coin”) bases mod as the new Alternate Bases. The earlier Alternate Bases have been retained as Insignia Bases.
  • In user.lua, revised csee_check() with improved CSEE memory management (garbage collection)
  • Reinforcement arrival scatter extends to all types of reinforcements, not just paratroops.
  • Implemented Help àUnit Handbook (Passenger) (ALT + F2) to reveal stats of passenger.
  • Implemented Higher Organization Highlight (select and press CTRL) in the scenario editor.
  • Implemented dialog windows minimize, maximize and restore for many of the larger dialogs.
  • Improved Highlighting of selected unit in Unit List.
  • Changed and increased font for numbers in the Unit List.
  • Implemented Display à Hex Jump for map, scn editors and in game (ALT + X).
  • Updated Scrolling Options and Screen Edge default.
  • Added new assault sounds to enhance play.
  • Added new combat and assault graphics with much more variation.
  • Added aircraft ordnance indicators to quickly identify ordnance loads in CAS dialog.
  • Airstrikes are centered on the map when they arrive.
  • Added “Ambush” feature where 0 Assault value units will potentially suffer losses or eliminations if attempting to perform an assault.
  • Implemented Separate Side A and Side B Objective Points displays in Victory dialog.
  • Implemented ability for selecting unit in the Organization dialog to find a unit on the map.
  • Implemented cycle through currently selected/highlighted company using Next.
  • Implemented Option for centering map on combat area.
  • Implemented Option à Center on Action to recenter the map to where combat occurs.
  • Implemented TrackID Jump (ALT + K) to find and select a unit by its TrackID
  • PBEM: With Enhanced Reporting ON, no dialogs are displaying during replay. With Enhanced Reporting OFF, dialogs will display with full details.
  • Helicopters flying Nap of the Earth at night have an increased movement cost over day time flight

17.1.3 Fixes

  • Fixed the unscripted (no Scripted AI) artillery blind fire strikes. The AI will no longer fire blindly (to be implemented in the future).
  • In the map editor, fixed an issue where the region and biome changes were not saving to the .map file.
  • Fixed several LCG issues in the code, including more than one Crash to Desktop.
  • Fixed color inconsistency in Command Report and Damage Results Dialogs.
  • Fixed a bug in the map editor where the biome would not show properly in Values à Region and where the biome would not show properly in the Values à Biome.
  • Updated the frontend code to process the latest version # LCG .scl files properly.
  • Fixed a bug possibly preventing an amphibious unit moving from land to water or vice versa.
  • Fixed a bug where Landing Zones might be cleared in waterway hexes.
  • Fixed a bug where loaded waterway transports may be prevented from moving.
  • Fixed several bugs preventing the display of the on-map Unknown Unit marker.
  • Fixed a bug where a ferrying watercraft unit may leave a hex and potentially strand a ferried ground unit in the water. Ferrying watercraft will no longer be able to move if any potential ferried units have moved to shore. This action costs 50 Action Points.
  • When entering a roadblock hex, the moving side will gain side awareness immediately and the roadblock marker will instantly show.
  • Fixed a bug for some Options changes for the Unit List would not update automatically.
  • Fixed the broken Static All toolbar option.
  • Fixed a bug where the DaisyCutter operations were not working for ground units.
  • Fixed a bug where on PBEM (and LAN Play) scenario start, the New Scenario dialog (and Player Dialog), the Rules button was broken.
  • Fixed a bug with Units à Move Air Units Off Map in the scenario editor.
  • Revised CSEE counters_weakest() function.
  • Fixed several UI color and background pattern issues.
  • Extended the game opening splash video by 10 seconds, in case the Windows Media Player is unusually slow to start.
  • Fixed other minor bugs and made other code improvements.

17.1.4 Graphics

  • Revised Water graphics.
  • Revised Dune graphics.
  • Fixed several unit display artifacts.
  • Cleaned up some game engine and scenario editor dialog display issues.
  • Replaced new Toolbar graphics.
  • Implemented new “button” monochrome unit bases.
  • Tweaks to “coin” monochrome unit bases graphics.
  • Minor UI graphics fixes.
  • Added ~60 new Backgrounds images.
  • Fixed a number of *.bit unit outline files.
  • Fixed several minor UI color issues.
  • Fixed several 3D map graphic issues.
  • Added photos for the new dynamic, random Hex InfoBox CSLogo## images.

17.1.5 Data

  • Numerous unit data edits.
  • Massive update for French forces.
  • Updated all maps with side awareness.
  • Revised aircraft statistics based on OOB file enhancements.
  • Added additional background sounds.
  • Revised movement values in Scrub and Paths for infantry.
  • Updated csluachk.pl file with additional functionality for checking Lua files.
  • Map Editor – Plain, Water & Forest labels have been renamed Anthro, Hydro & Natural.
  • Revised LUA_FUNCTIONS_REFERENCE.txt
  • Revised CSlint tools.
  • Revised Digging In chance.
  • Revised Lua scripting to speed up unit movement.
  • Revised the airstrike scatter probability.
  • Revised the Weapon.pdt to incorporate the new special forces supply units.
  • Raised village TEM to 0.70.
  • Added new Special Forces supply unit to France/UK.
  • Revised the Weapon.pdt to incorporate the new special forces supply units.
  • Revised the Sounds.dat to incorporate the new sounds for aircraft and helicopters.
  • Fixed several other sound issues.
  • Updated cswpnchk.pl to check for fire capable units with a zero-fire cost

17.1.6 Scenarios

  • Fixed Map in Bootcamp 4.
  • Revised Sirte scenarios with scripting.
  • Removed scripting for all other scenarios.

17.1.7 Mods

  • No new mods for the 2.30 UPDATE.

17.1.8 Manual

  • Revised Manual to include all the latest features.

Campaign Series: Vietnam 1.30 Update Available Now

Campaign Series Vietnam

The latest update is available to download and install from the following areas:

  • The Check for Update button on the game launcher (recommended for ease of use)
  • The download section on the product page (opens in a new tab)
  • Direct FTP download (initiates an immediate download)

Here’s the changelog per the latest 1.30 manual:

17.1 Vietnam Update Log for 1.30

17.1.1 Errata

  • No errata for 1.30

17.1.2 Enhancements

  • Implementation of new Game Action Speed system for speeding up, slowing down, pausing the AI turns, PBEM replays and human player turns. See Status à Action Speed à AI Play à Slow Down and Status à Action Speed à Replay à Slow Down for setting the AI play and Replay speeds while in the Human Player turn mode with new ALT+ and CTRL+ associated Hot Keys.
  • Implemented a message to display a confirmation of the changed Action Speed.
  • Unit List and Info Box were given makeovers to make it easier to read the information with larger and bolder fonts, revised layout and new graphics.
  • Implemented Options à Unit List à Unselected Highlights à White, Black, Alternate, None options for the Unit List.
  • Implemented new side bar Unit List icons, including new icons for Double Time and Slow Time
  • Implemented a white halo for red Unit List values.
  • Implemented Display à Roaming Mode (CTRL+SPACE) for quickly identifying units as you move the mouse over the map. Clicking anywhere on the map will toggle OFF Roaming Mode.
  • Implemented Slow Time for all units except Aircraft that allows units to expend more Action Points when moving to reduce the likelihood of casualties from Mines and IED’s.
  • Updated the Toolbar to incorporate buttons for Slow Time, Roaming Mode, and Game Action Speeds and revised placement of the Jump Map button.
  • Implemented new, dynamic, random Hex Info Box CSLogoXX images, with the option to fix images on a per scenario basis by appending [LG##] to the scenario description in the scenario editor.
  • Implemented Options à Damage Results à Position à Center, Upper Left, Upper Right, Lower Left and Lower Right, allowing the user to display the Damage Results where they prefer.
  • Overhaul of Mine/IED system with improved movement effects, including the addition to night and enemy proximity effects, delayed side awareness and several bug fixes.
  • IED’s now operate much like Mines in most ways. (For instance, step-down reductions, on activation and removal, not all in one go.)
  • Revised the Scenario Information dialog to display the scenario’s map region and biome.
  • Implemented the Scenario Information dialog in the scenario editor.
  • The Location Dialog will no longer display the ‘=’ and ‘+’ border labels, just the relevant place names.
  • Implemented a new Place All button in the Arrived Dialog for placing all listed reinforcements with a single click.
  • Units moving Double Time will be more likely to lose concealment and Units moving in Slow Time will be more likely to remain concealed.
  • Implemented single button Opportunity Fire Limit adjustments within the Opportunity Fire Dialog.
  • Implemented new XAlliedAttack/XAxisAttack hex flags that has the game engine recording any combat action originating from any hex and for any such hex, the “authorization denied” will not apply to artillery fire and.
  • Implemented additional Lua CSEE Debugging capabilities in the scenario editor.
  • Updates/improvements in the Find Organization Dialog in game and the Forces Dialog in the scenario editor providing additional information such as the hex location.
  • The Units/SPs/Losses Dialog will now also show unit type surviving Strength Points in addition to Strength Point losses.
  • Watercraft out in open water and in waterways will no longer have a chance of being concealed.
  • Implemented additional testing features, for on the fly toggling ON/OFF new and work-in-progress features.
  • Implemented several new CSEE functions: fire_indirect_nearest_from(), garrison(), accompany(), order_airstrike(), move_slow(), has_attack().

17.1.3 Fixes

  • Fixed the unscripted (no Scripted AI) artillery blind fire strikes. The AI will no longer fire blindly (to be implemented in the future).
  • In the map editor, fixed an issue where the region and biome changes were not saving to the .map file.
  • Fixed a number of LCG issues in the code, including more than one Crash to Desktop.
  • Fixed color inconsistency in Command Report and Damage Results Dialogs.
  • Fixed a bug in the map editor where the biome would not show properly in Values à Region and where the biome would not show properly in the Values à Biome.
  • Updated the frontend code to process the latest version # LCG .scl files properly.
  • Fixed a bug possibly preventing an amphibious unit moving from land to water or vice versa.
  • Fixed a bug where Landing Zones might be cleared in waterway hexes.
  • Fixed a bug where loaded waterway transports may be prevented from moving.
  • Fixed several bugs preventing the display of the on-map Unknown Unit marker.
  • Fixed a bug where a ferrying watercraft unit may leave a hex and potentially strand a ferried ground unit in the water. Ferrying watercraft will no longer be able to move if any potential ferried units have moved to shore. This action costs 50 Action Points.
  • When entering a roadblock hex, the moving side will gain side awareness immediately and the roadblock marker will instantly show.
  • Fixed a bug for some Options changes for the Unit List would not update automatically.
  • Fixed the broken Static All toolbar option.
  • Fixed a bug where the DaisyCutter operations were not working for ground units.
  • Fixed a bug where on PBEM (and LAN Play) scenario start, the New Scenario dialog (and Player Dialog), the Rules button was broken.
  • Fixed a bug with Units à Move Air Units Off Map in the scenario editor.
  • Revised CSEE counters_weakest() function.
  • Fixed several UI color and background pattern issues.
  • Extended the game opening splash video by 10 seconds, in case the Windows Media Player is unusually slow to start.
  • Fixed other minor bugs and made other code improvements.

17.1.4 Graphics

  • Fixed several minor UI color issues.
  • Fixed several 3D map graphic issues.
  • Added photos for the new dynamic, random Hex InfoBox CSLogo## images.

17.1.5 Data

  • Updated cswpnchk.pl to check for fire capable units with a zero-fire cost.
  • Revised Colored Dirt to have the same terrain effects as Beach.
  • Revised a few units to ensure the data and weapon files matched.

17.1.6 Scenarios

  • Revised A Week in Binh Long scripting to remedy issues found during play.
  • Revised A Week in Binh Long map.
  • Revised A Week in Binh Long scenario file to include updated units, missions.
  • Revised Bootcamp 4 scripting to remedy an early release issue.
  • Revised several additional Lua file errors.

17.1.7 Mods

  • New 2D Hypsometric Tint mod.
  • Additional new 2D Hypsometric Tint mod.
  • 2D Brown Water mod has replaced the 2D Blue Water mod which is now default.

17.1.8 Manual

  • The manual has been revised to the 1.30 UPDATE.

 

Campaign Series: Vietnam listed in “The 5 Best Strategy Games of 2022” by Strategy and Wargaming

A new year, lots to look forward to, perhaps a time to reflect on the year gone past, too. That’s what the fine folks at Strategy and Wargaming did and put together a list of the 5 best strategy games of 2022.

Included in the list is one of the first game releases by Matrix Games for 2022: Campaign Series: Vietnam 1948-1967.

Campaign Series Vietnam Best Strategy Games

The 5 Best Strategy Games of 2022 – Click the image to read the article!

Here’s what they had on their minds regarding CS: Vietnam:

Campaign Series: Vietnam is a classical hex-based, IGO-UGO, operational (and tactical) level wargame focusing on the jungle conflicts of Indo-China, with scenarios spanning several conflicts, starting with the First Indochina War, from 1948 to 1954 all the way to the late 1960s with the American invasion of Vietnam. In between both conflicts, CS: Vietnam also represents the South Vietnamese Civil War of 1955-1964.

 

It’s a wargamer’s game for those interested in Vietnam; what it isn’t, is a game that will please every palate, if you don’t enjoy jungle warfare and/or love the idea of playing a classical hex-based game then this isn’t the one for you. If you happen to be one that loves both, then I’m happy to give it my endorsement. CS: Vietnam isn’t going to be known as a wargame trailblazer (unlike the excellent Decisive Campaigns: Ardennes Offensive), its developing team decided to play it safe but there are some new things in here that set it apart from the game it’s based on (the original Talonsoft Campaign Series) such as airborne units (there’s a surprising degree of control for helicopters), different factions can have different objectives and supplies play a major role. The game isn’t lacking in the content department either, with more than 100 scenarios reflecting the changing nature of jungle warfare from the late 1940s to the mid-60s.

 

In Strategy and Wargaming’s 3 and a half stars review, it was stated that “I might be becoming an old bat that enjoys slow-paced, methodical turn-based games. Given that the last game on this website to receive a 5-star rating was Ardennes Offensive- a truly unique gem of a game that improved on the genre in almost every way- I don’t think it’s fair to attribute the same score to Campaign Series, mainly because it stays so glued to the typical wargame formula it’s hard to praise something for playing it too safe. I also don’t know enough about the Indochina Wars to fully appreciate the game and I’m almost certain that if I did, there would be little doubt in my mind that Campaign Series: Vietnam would earn four and a half stars based on mechanics and details alone. If you don’t enjoy the Vietnam style of warfare, then Campaign Series’ latest endeavor might be a hard sell if you’ve grown accustomed to more modern titles.

Thank you, Strategy and Wargaming!

Campaign Series Vietnam

 

Campaign Series: Vietnam 1.22 Update Available Now

Campaign Series Vietnam

The latest update is available to download and install from the following areas:

  • The Check for Update button on the game launcher (recommended for ease of use)
  • The download section on the product page (opens in a new tab)
  • Direct FTP download (initiates an immediate download)

Here’s the changelog per the latest 1.22 manual:

17.1 Vietnam Update Log for 1.22

17.1.1 Errata
• No errata for 1.22

17.1.2 Enhancements
• Ambush situations will now come with assault background sounds.
• Implemented several new CSEE functions: attack_nearest_arc(), hexes_habitat().
• Enhanced Developer debugging.

17.1.3 Fixes
• Fixed a hex spotting issue affecting artillery and airstrike scatter.
• Fixed a unit concealment issue involving helicopters.
• Fixed an off-road movement issue.
• Fixed an issue where on-map LZ markers might fail to show intermittently.
• Fixed a CSEE/SAI bug involving Leaders/HQs in some circumstances failing to follow movement orders properly.
• Fixed several other CSEE glitches/bugs and made other improvements.
• Fixed other minor bugs and made other minor code improvements.

17.1.4 Graphics
• Revised A Week in Mekong campaign BMPs.
• Revised new Rice icon 3D graphics.

17.1.5 Data
• Revised the artillery scatter probability.
• Revised the airstrike scatter probability.

17.1.6 Scenarios
• Revised A Week in Mekong scripting to remedy issues found during play.
• Revised A Week in Mekong map.
• Revised A Week in Binh Long scripting to remedy issues found during play.
• Revised several scenarios to explicitly account for onmap_only in functions such as: within(), in_area(), in_box(), and several others.

17.1.7 Mods
• No new mods for 1.22

17.1.8 Manual
• Revised manual to 1.22 standards.

Ode to Alan R. Arvold

Having just uploaded another set of Avalon Hill’s PanzerBlitz boardgame situation conversions to TheBlitz wargaming club’s scenario database, I thought I’d write down a list of all scenarios Alan R. Arvold has created for Campaign Series. It is a lot.

As many of his scenario sets beging with “Ode to…” , what better name for this blog than “Ode to Alan”.

Here goes! To say he’s been prolific would be quite an understatement. I am likely to have forgotten something, so will keep updating this as I go on.

Alan Arvold and Berto

Alan Arvold (right) and CS Legion lead programmer Berto (left)

John Tiller’s Campaign Series: East Front

Ode to PanzerBlitz

I put together a thread at JTCS forum at Matrix Games to collect these pointers all in one place. Here they are, with links to The Blitz scenario database:

Ode to PanzerBlitz covers the original twelve (12) PB situation cards from the classic.  Ode to PanzerBlitz II then covers the situations 13 to 25, as they appeared in Avalon Hill’s GENERAL magazine. Fourteen (14) more exciting PB scenarios! Ode to PanzerBlitz III is a six (6) scenario set of situations set in 1941. Five of these scenarios came from the article “Panzerblitz 1941” by Ramiro Cruz, in General Vol.13, #3. The other scenario came out of “1941 Panzerblitz” by William A. Farone, in General Vol.14, #3.

Ode to PanzerBlitz IV is another six (6) scenario set, this time covering the year 1942. These six scenarios follow the particular theme of having all occurred in 1942. They were originally published in the article “The Forgotten Year: Panzerblitz Situations for 1942” by David Howery in the General Vol.26, #2. Ode to PanzerBlitz V is an eight (8) scenario ste by Alan himself. These scenarios are conversions of the six situations he published in the article “New Expressions for a Familiar Face” in the General Vol.28, #3 and also a couple of situations published way back in the early 1970s in the same magazine. Finally, Ode to PanzerBlitz 6 is a nine (9) scenario set of miscellaneous situations, one of them made in Alan’s name: Arvold’s Honor.

We’re at 55 scenarios at this point.

Panssari Salama, Finnish for Tank Lightning, making as much sense as the pseudo-German word PanzerBlitz, covers PB situations originally designed by Michael Benninghof of the Panzer Grenadier boardgame fame in 1980s. There’s ten (10) scenarios covering the Russo-Finnish front from 1939 to 1944.

Tactical Game 3 is a most interesting one as it covers wargame legend James Dunnigan’s test game for miniatures based armored warfare on the Eastern Front in 1944. There’s six (6) scenarios here.

Two more sets to introduce here. Tournament Scenarios are four (4) scenarios designed for PB tournaments, converted here for East Front. Finally, as a bonus with all the pun intended, is the East Front Bonus Set. It contains ten (10) scenarios which were originally made for Panzerblitz, either for the Imaginative Strategists website or the WBC Panzerblitz tournament, by other authors. With their permission Alan converted them to East Front and posted them on Games Depot years ago. Although he converted them, he put the original authors names as the designers in the scenarios.

That’s 30 scenarios more, so we’re at 85 scenarios now.

The James Johnson Liberation Ruleset conversions

Oh, but we’re still just getting started. As the next batch, let us cover the conversions Alan did with James Johnson’s Liberation ruleset situations. The link under the scenario set name points to an introductory post at Matrix JTCS forum, followed by a link to The Blitz scenario database at the end.

PanzerBlitz Liberation is a nine (9) scenario set of the first situations James Johnson did, but the last ones Alan converted, as I just posted them today. Available at The Blitz, here.

PanzerBlitz: Barbarossa 1941 was originally a twentyone (21) scenario set created by James Johnson and posted on Boardgame Geek and Consimworld. He created these in response to a need for more 1941 scenarios. Available at The Blitz, here.

PanzerBlitz: Grossdeutschland was originally an 17 scenario set created by James Johnson. He created these to show the battles of the Grossdeutschland Division during the critical eleven-month period from the Kursk battles in July of 1943 to the battle of Targu Furmos in May of 1944. As a bonus, there’s also one scenario for JTCS West Front, depicting elements of GD battling it out at Normandy as part of the 21st PzD. These eighteen (18) scenarios are available at The Blitz, too.

That’s 48 more scenarios, we’re now at 133 scenarios.

Battle of Kursk – Prokhorovka

In addition to boardgame conversions, Alan’s a prolific history enthusiasist, and has studied the battle of Prokhorovka in great detail. These are quite the monsters (!), so describing each of these at a time.

Prokhorovka – The Ultimate Battle and Prokhorovka – The Expanded Battle as described at The Blitz, are follow-up works on Alan’s first versions for the battle, originally posted at GamesDepot. Those were based with maps having a wrong scale, so he converted them to 250 m hexes as how JTCS East Front scale is. He created a version for both the German and Soviet player, so there’s four (4) scenarios in total there.

Prokhorovka – The Historical Battle is indeed the proverbial historical version of the battle of Prokhorovka, based on data provided by Christopher Lawrence’s monumental work “Kursk: The Battle of Prokhorovka”. This book is now considered to be the definitive source on the battle of Prokhorovka. This book has not only stripped away the last of old myths frequently published as facts about the battle, but also has put to rest those assumptions and more recent incorrect conclusions that have subconsiously influenced the interpetations of events and their sequence by various historians over the past fifty years. It has also provided the most definitive order of battles for both sides of the battle to date. There’s a version for German and Soviet player here as well, so two (29 more scenarios to the tally.  Available at The Blitz.

These are quite the monsters, almost too big for the game engine to handle, but there you are! Want to be there as it was (as far as a computer game tells it), here’s your chance.

Alan also created four subsets for the monster, introduced here. Direct download links to The Blitz scenario database are here: VassilievkaHill 252.2Kalinin, and Hill 235.3.

That’s not it, though! Alan also designed a four (4) scenario set for the four days of battle at Tolstoya Woods. A clicksaver for the download link there.

That’s fourteen more scenarios, so we’re at 147 scenarios and counting.

I think that’s if for East Front. Maybe. I will come back to update this as I find more of them I am sure…

 

John Tiller’s Campaign Series: West Front

Ode to Panzer Leader

Ah. Avalon Hill’s Panzer Leader, my first boardgame from 1983. Been a Normandy buff ever since. Here are the scenario sets, from the same Matrix JTCS forum post as above.

Ode to Panzer Leader covers the original Panzerblitz Situations 1 through 12, in twelve (12) scenarios, while the eight (8) scenarios strong Ode to Panzer Leader II covers the remaining original Panzer Leader Situations 13 through 20.

Ode to Panzer Leader III set of ten (10) scenarios cover the Panzer Leader France 1940 Situations 1 through 10 as they were made available in AH GENERAL magazine. Probably my personal favourite of all these! Early war equipment seems to work the best in these quite small maps, imho.

Ode to Panzer Leader IV scenarios presented here are from the articles “Para-Leader” by Oscar Oates, in the General magazine Volume 20, #2 and from “Dieppe: Canadians Under Fire” by Mark L. Shannon, in the General magazine Volume 21, #3. Nine of the scenarios presented here feature paratroop operations and the other features the great raid at Dieppe. There’s ten (10) scenarios in total here.

Ode to Panzer Leader V  In this set are the six (6) scenarios from the article “The Paths of Rommel: New Scenarios for Panzer Leader 1940” by Daniel Helmbrecht, which were published in the General Vol.22, #3.

Ode to Panzer Leader VI is a ten (10) scenario set from various articles in Avalon Hill GENERAL magazine. These articles were “The Battle of Arracourt; New Scenarios for Panzer Leader” by Alan himself in the General Vol.28. #4; “Operation Rescue: Panzer Leader Situation 31-6” by F. Pierce Eichelberger in the General Vol.31, #6; “Tournament Scenarios for Panzer Leader” by Bill Scott in the General Vol.31, #4; “The Red Ball Express: Logistics in Panzer Leader” by Elwood Carlson in the General Vol.14, #1, and “Situation 207” by Roy Easton in the General Vol.9, #3. As a personal note, Alan’s article on Arracourt was the first time I bumped into his work, from the GENERAL magazine. I had never heard of Arracourt before, despite of the size of the battle.

Ode to Panzer Leader VII contains five (5) scenarios from two articles by Roy Easton from the General magazine (Vol 12-2 and 13-5) depicting clashes between the Soviets and the Western Allies, both at the end of the war in 1945 and also during the Berlin Airlift of 1948.

PanzerBlitz Hill of Death, Carentan, a ten (10) scenario set. Back in 2009, the wargame “Panzerblitz: Hill of Death” was published and released to the public. Advertised as the direct next generation descendent of the original Panzerblitz it was in reality a very distant descendent as many generations of tactical armored warfare games had come and gone in the 39 years between the release of both games. This scenario set also includes the Panzerblitz Carentan set of scenarios. Again, as a personal note, I have the boardgame and quite enjoy it, despite of the relative flak the game took for reusing the famous PanzerBlitz brand for what essentially is a new game. PanzerBlitz2, I quite like you, too!

That’s 71 new scenarios so we’re at 218 scenarios now and still counting…

Six Days of Battle of Arracourt

Originally I had missed this scenario set in the post, here they are, as introduced in the Matrix JTCS forum. These are not the same as the ones Alan I did for the GENERAL magazine, this uses the actual terrain that the battle occurred on and per Alan’s word can be considered his magnum opus for the West Front section, as much as he considers Prokhorovka as his magnum opus for East Front.

Links to The Blitz scenario database are in the JTCS forum post, linked in the previous paragraph. Six (6) scenarios added to the tally!

 

John Tiller’s Campaign Series: Rising Sun

Again, from the Ode to… Matrix JTCS forum post already referred to twice, here’s some Pacific Front goodness, next!

Ode to Banzai Blitz  is a set of eight (8) scenarios covering the original Banzai Blitz Situations 1 through 8 as they were made available in Spartan Journal #10 (1976).

Ode to Banzai Blitz Suribachi  was originally a variant article entitled “Suribachi: The Battle of Iwo Jima” for the game Panzerblitz, published in the Spartan Journal #3 back in 1972. There’s thirteen (13) scenarios to keep you busy here.

Twentyone more scenarios, so we’re at 245 scenarios now.

 

Campaign Series: Middle East 1948-1985

Ode to Arab-Israeli Wars

Ode to Avalon Hill’s classic Arab-Israeli Wars scenario set is quite something. You might expect to see any and all AIW articles and situations written available here, and if you did just that, right you were.

There’s an introductory post I wrote at CS: Middle East Mods forum to introduce each of the sixty (60!) scenarios in the set! Unfortunately, as Matrix converted to a new forum software, the post is a bit garbled, but should be readable. Do take your time reading this post!

Scenarios 1-24 are the original situations in the game, scenarios 25-29 are situations Alan himself wrote in the 1980s for the 1956 war, scenarios 30-40 cover the 1967 war, scenarios 41-54 cover the 1973 war, and scenarios 55-60 cover the 1982 war.

These scenarios are included in the Campaign Series: Middle East Mods folder as part of the game install.

Ode to October War

October War was a game by SPI that came out in 1977 in the magazine “Strategy & Tactics”, in issue number 61. There are fifteen scenarios in October War, thirteen that came with the game and two more which were published in Moves magazine #32. Here’s the Matrix Middle East forum post introducing this scenario set. Of the fifteen scenarios, four of them are with alternate maps, for a proper depiction of the Suez canal, so overall this set includes not fifteen but nineteen (19) scenarios.

These scenarios are included in the Campaign Series: Middle East Mods folder as part of the game install.

Ode to Divided Ground

Remember Divided Ground, Talonsoft’s PC game of Arab Israeli Wars in the early 2000s? A project, despite of being resourced by a bunch of truly talented individuals, that resulted in a somewhat troubled release due to the project schedule being shortened dramatically as Talonsoft hit the financial dire straits. Alan went through each of the Divided Ground scenario, revising them to modern standards as a scenario pack for the CS Middle East game.

Here’s the introductory post, again from the Middle East Matrix forum. This scenario pack the original bootcamps as well as all the battles depicted in the original Talonsoft game. That’s seventy (70) scnearios right there!

As a bonus – and of course there’s one! – Alan also included a conversion of the eight (8) situations from the “Suez ’73 – The Battle for the Chinese Farm” board game. I will try to remember to have these as a separate scenario pack to Middle East 3.0 UPDATE, estimated to be avaialble at the end of this year.

These scenarios are included in the Campaign Series: Middle East Mods folder as part of the game install as well.

This is a whopping 78 scenario set in total, and with the AIW and OW scenario sets, we’re now at a total of 402 boargame conversions by Alan (with the missing Arracourt scenarios now added).

Alan R. Arvold, ladies and gentlemen! We salute you.

 

Addendum

As Alan’s keeping himself busy, here’s four new situations avaialble at TheBlitz wargaming club for your boardgame conversion play: Three for JTCS East Front, and one for JTCS West Front. This brings the total scenario count to 406 conversions by Alan.

 

Updates

  • Added the missing Arracourt scenarios to West Front /may 17, 2022
  • The eight Banzai Blitz scenarios were actually from Spartan Journal #10 (1976) /may 17, 2022
  • New scenario sets added as Addendum /july 18, 2022