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FUBAR Village - Combat Mission: Fortress Italy

FUBAR Village Image
Combat Mission x2 Ladder

FUBAR Village

By Daniel Pasquale
Allies 7 - 0 - 1 Axis
Rating: 7.62 (9)
Games Played: 8
SM: 7
Turns: 45
Type: Custom
First Side: Allies
Second Side: Axis
HQ wants A Company to take a small village in Sicily. Scouts have heard the Italians move out during the night. H2H or Allied v AI. Short fictional battle.
Player Voting Stats
Member Balance Enjoyment
Manzcaser's ProfileManzcaser Slightly Pro Allies 7
Duff's ProfileDuff Slightly Pro Allies 7
zinzan1963's Profilezinzan1963 Slightly Pro Axis 9
Stonecutter's ProfileStonecutter Slightly Pro Allies 9
Jpratt88's ProfileJpratt88 Well Balanced 6
TedR
Private 1st Class
TedR Sat Dec 08, 2018 3:13 pm
I'll give it a try and be the first to rate it. I'm good for about 4-5 turns a week.
Duff
1st Lieutenant
Duff Wed Jan 02, 2019 12:06 am
Difficult to say after only one play (in which I played rather unskillfully as the Axis), but I suspect that the Allied side has too many tanks.
zinzan1963
Master Sergeant
zinzan1963 Sat Jan 19, 2019 8:46 pm
Very interesting setup and fight - many possible options for the allies and interesting choices for the Axis Commander.

A fun scenario
"But I don't want to see CM's code or any games code. That is like seeing your spouse and your love as hormones and neurons firing in various lobes on PET scans. Some things should just be enjoyed for what they are; and not analyzed any further.
Stonecutter
Major General
Stonecutter Sat Jan 19, 2019 9:24 pm
A small battle with an excellent map and terrain leading to a tough fight inside of the town. The scenario design is very good but a few quirks regarding VPs and balance of forces favour the allied player. The battle could be improved and better balanced, IMHO, with one or more of the following changes:

1) Tanks - 7 Shermans vs 3 MkIVs and the Shermans arrive 10 minutes earlier in a 45 minute battle yet each side is awarded 200 points for killing tanks. This means each MkIV gives up ~70 VPs and each Sherman ~30 VPs. Having 5 Shermans vs 3 MkIVs with every tank on both sides worth ~70 points would help balance the battle.

2) Extra VPs for the German ATG and flak truck - these are two soft targets and give up 100 and 50 VPs each that are not offset with VPs on the US side. Accordingly, the allied player has an extra 150 VPs to collect which is quite significant when all VPs together are around 1000. Take the 150 VPs and award them for destroying non-tank German defenders. This would be more reasonable and provide an equal offset for the extra tank VPs on the allied side noted above.

3) Terrain objectives - The town is one, big, terrain objective worth 500 of the ~1000 VPs available. Given the time and troops available, it is extremely difficult for the US player to clear the entire objective area of every, single last German defender before time expires and a single soldier negates all possible VPs!! Either split the town into three, lesser VP objectives and/or reduce the terrain objective to 250 on each side and increase the points awarded for destroying enemy troops.
Guardsman
Major
Guardsman Frid Feb 08, 2019 2:09 pm
Decent map and good spread of forces for both sides. Quite a challenge for both sides.
ChappyCanuck
Warrant Officer
ChappyCanuck Thu Feb 14, 2019 3:20 pm
I think this scenario needs a little adjustment and Stonecutter is bang on with his assessment. I would like to add that it was unusual for the platoon commanders to not have any radios, so the 60's could not be fired unless they had a direct fire shot. I also think that the US side needs to be trimmed by a few Shermans (two? three?) They take awhile to deploy from their arrival location to somewhere where they can be effective, but I think an arrival of a few minutes later than they do now would be balancing. Otherwise, a fun scenario to play with some terrain challenges.
marco2marzo
Technical Sergeant
marco2marzo Sun Mar 10, 2019 7:24 pm
good scenario
it is not ideal for h2h but is fun to play as german