So the scenario I picked was a fictional one in a historical setting. Western France '44. The allies have to get control of some cross roads at a shelled out town. An earlier recce patrol spotted a platoon of Germans in the town with unknown support.
|Looking from the Allied side towards the town.|
|The Shermans decide to rush the bridge. Why not? What can be on the other side? An American squad moves up on the right.|
|A mortar lays down some smoke on the other side of the bridge. The ford to the right of the bridge is undefended!|
|Getting across. The smoke screen doesn't help.|
|Fighting for the ford crossing.|
|The Shermans that went left manage to enter the town.|
|A captured Firefly returns fire!|
|A panzershreck team in the ruins.|
The best the Allies can do is pin down the Pak 40. The Germans rush up a Puma but she's out of her league and eventually gets knocked out. A Mk IV also supporting the Pak 40 gets knocked out too.
My ruleset is coming together nice. They are squad level (1 figure = 1 man, 1 vehicle = 1 vehicle, etc). The one thing I wanted to attain was a fast pace without simplifying the rules to the point of stupidity. One way to do this is to allow combined fire by an infantry squad. Just add up all their weapon values minus the target's defense attributes and roll for each enemy figure. Armour vs armour works pretty fast too. Roll for a hit. If successful then determine the attack value vs the defense value and roll for penetration. There's more to the rules than what I briefly described. I'll have to do a more detailed description later.
So once the rules are finished I'll offer them up to whom ever wants to try them.