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Squad Leader

Author File Description
Meat Puppet NOTE: This scenario was created without custom scripting, using the standard scenario editor included with the RON Thrones & Patriots Expansion game. It therefore may not be compatible with the standard RON game.


Mission Briefing: Your paratroopers, supported by some light armor and artillery pieces, have taken a village in German-occupied Holland. As a result, a number of Dutch villages and farms have risen up against the Germans and are held by partisans. You have established a base and the Allies are airlifting in materiele and fresh troops. You start with a stockpile of resources and, using this limited start, can configure your offensive force any way you like. Resources will continue to come to you, but trickle in slowly. Therefore, you should do your best to preserve your strength over what will be a long, hard fight.

The Germans may launch a punitive attack on one or more of the villages, so you may want to reinforce the partisans with a squad or two. Meanwhile, the Germans hold the map and are deployed in depth. Your opponent is Captain Rommel, a veteran of the Eastern Front who will likely never surrender even if the situation is hopeless. However, he is unlikely to launch a major attack against you and will stay on the defense. (Another paratrooper assault has cut their communication lines and he has no airpower, which has left his forces "blind." But when they see you, they will attack fiercely.) Rommel has deployed strong defenses across the entire map. The only safe havens for your forces are the Dutch villages and farms.

Your objective is to clear German forces in one of the major lanes--right (east), center or left (west), and then strike south to liberate Dutch resistance leaders and intellectuals being held in a concentration camp. The concentration camp is highlighted. When you do so, you win (the game will not declare you winner, though; you can go on and kill more Germans or stop the game).

The Germans have deployed numerous ambushes, including setting up MG-42 teams in the abundant woods. In other places, such as villages they still hold, they are reportedly deployed in strength with armor and artillery. You can take your time and take the enemy positions down methodically, because Rommel is unlikely to be reinforced.

IMPORTANT: The Dutch Underground says there are two military supply depots in the area, one in the east, and one somewhere in the southwest. If you can reach these supply depots and destroy their defenses, you can access significant new materiele with which you can build new forces. Note that your population limit is 50.

I created this scenario because I wanted to try a game where there were no cities, but instead two armies in realistic tactical combat. To add interest, there are several features of the map that are what-ifs, such as the supply depots. The map has a strong "fog of war" feel to it. The Dutch provide an interesting source of intelligence and safe havens (an attack strategy might be to connect the "dots"), but otherwise cannot help you much. You can configure your own attack force and reinforce it. The game AI did not offer me the possibilities I would have liked, but you will find the Germans an aggressive and worthy opponent in this scenario.

I hope you like this scenario and thanks for playing. If you have any constructive pointers on improving it, please let me know. Otherwise, again, I hope you have fun with it.

AuthorReviews   ( All | Comments Only | Reviews Only )
Map Design4.0
Playability: 3
(Insert Playability analysis here)
A bit of a strange one. Technically fine, but I felt I was doing 'strange things' to win the game. More like playing a puzzle rather than a WWII tactical scenario (in particular due to the long supply chain for fresh units. You could argue that this is actually more realistic, but game enjoyment would have been better with the possibiliy of a second 'spawning' area, closer to the late game action. Shouldn't be too unbalancing given the low accrual rate of resources). Didn't give me the immersive feel that Wagon Train USA had. Specifically, being able to do NOTHING with the Dutch citizens was frustrating, perhaps an opportunity to use them as you 'liberate' each village would work, or possibly you pick up a few extra fresh partisan units when you liberate a village ?
Balance: 5
(Insert Balance analysis here)
Nail biting to the last ! I liberated the camp with an HMG, a Howitzer on 39 hit points and a General on 9 hit points ! If any more Germans had been around, I'd have been a goner !
Creativity: 5
(Insert Creativity analysis here)
Good effort to try a scenario without cities. Loved the use of scholars as boffins, also liked the 'supply dump' idea and mechanic.
Map Design: 4
(Insert Map Design analysis here)
Good map with clear tactical choices due to the forests channeling the action. How about 'discovering a German barracks/autoplant that you can fight for then control, closer to the late game action ?
Story/Instructions: 4
(Insert Story/Instructions analysis here)
Good briefing on the web. Very clear.
Additional Comments:
Another good one from Meat Puppet. I really liked the concept of 'no cities'. There may be some different mechanics (as above)that could be employed to give better gameplay in this type of scenario. Meat Puppet, hats off to you for your work, keep building and developing !

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