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		<title><![CDATA[Forums - Minsk 44 Mods]]></title>
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		<pubDate>Fri, 15 May 2026 03:52:43 +0000</pubDate>
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			<title><![CDATA[0623_01c: The Destruction of Army Group Center - no Fixed Units_Alt rebalanced by Michael Smith]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=54626</link>
			<pubDate>Sun, 31 Jan 2010 22:01:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=54626</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">0623_01c: The Destruction of Army Group Center - no Fixed Units_Alt rebalanced by Michael Smith </span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Rebalanced by Michael Smith</span></div>
<br />
FILES YOU NEED IN YOUR MINSK FOLDER TO PLAY<br />
<br />
SCN<br />
OOB<br />
PDT<br />
READ ME<br />
<br />
Thanks and Credits Original designers and Volcano Mans _alt version . This modified version has been under development since summer 2009.<br />
This revision of the Minsk campaign has been  the result of substantial PBEM testing with Carl Hebert ( every turn was played) <br />
I have attempted to pretty much keep the flavour of the alt version of the game but have made substantial revisions for play balance.<br />
<br />
I have changed some parts of the OOB , PDT and scn itself.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Here are the main changes V1.0</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u">AIR</span> <br />
The air units for the Russians are a bit stronger  according to the air research I have done the Russians enjoyed about 7-1 even 10-1 ratio<br />
Air interception for the Russians has been increased as has the interdiction %. Axis air interception has been reduced.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">AA UNITS</span><br />
For both sides I have attempted to show a wider deployment for these units by giving them an abstract range  and improved AA fire <br />
I hope they will pose more of a THREAT to air units now. I also hope players will deploy them so they cover as many units as practical.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">ARTY SET UP </span><br />
Reduced for both sides 40% for the Russians and 80% for the Axis - this is the main historical mechanism to slow offensive ops in PZC ( ESP. THE Soviets ) <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">RANGE MODIFIER</span><br />
Now set at 1 to really give the long range guns( on turreted or open platforms ) an advantage and closed SP guns a historical disadvantage.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">WIRED BRIDGES</span><br />
The auto blowing of bridges has been removed.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">DIGGING IN</span> <br />
Now at 20%<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">GENERAL REPL RATE</span><br />
2% for the Russians and 3% for the Axis ( stragglers )<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">SUPPLY</span><br />
Russian supply will begin to dwindle in the later part of the game ( it could stall the offensive ) , Axis supply will also reduce.<br />
If you are the Russians you should consider this carefully.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">TURNS</span><br />
Now at 160 to allow the Russians about the historical time to capture Minsk  <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">OOB</span><br />
Important parts...<br />
Substantial improvements the axis morale in general although there are a few poorer quality units mixed in as well. Same applies to the Russians<br />
there are a few Bs in there mix but  few poorer units as well.<br />
Reduced all closed to SP guns to 1 hex hard attack range ( to simulate the defensive nature of these weapons a bit better )<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">MAP </span><br />
Substantial improvement to the defences which are more significant than in the original game<br />
The fortress Towns are not at first sight that good to take up any defence but they have supply hexes so isolation will not take effect<br />
Added some rubbled Town and Village hexes. It will be tempting for the Axis to try and hold these. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">VP</span><br />
As per VM modification from the original plus some hexes have been moved and or reduced.<br />
<br />
I really hope you will give this a try - a lot of effort has gone into making the PBEM experience good for both sides.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 160 Turns, Designer Michael Smith</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">*Latest V2.0 files in post #2*</span><br />
<br />
Any feedback/comments can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">0623_01c: The Destruction of Army Group Center - no Fixed Units_Alt rebalanced by Michael Smith </span></span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Rebalanced by Michael Smith</span></div>
<br />
FILES YOU NEED IN YOUR MINSK FOLDER TO PLAY<br />
<br />
SCN<br />
OOB<br />
PDT<br />
READ ME<br />
<br />
Thanks and Credits Original designers and Volcano Mans _alt version . This modified version has been under development since summer 2009.<br />
This revision of the Minsk campaign has been  the result of substantial PBEM testing with Carl Hebert ( every turn was played) <br />
I have attempted to pretty much keep the flavour of the alt version of the game but have made substantial revisions for play balance.<br />
<br />
I have changed some parts of the OOB , PDT and scn itself.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Here are the main changes V1.0</span><br />
<br />
<span style="text-decoration: underline;" class="mycode_u">AIR</span> <br />
The air units for the Russians are a bit stronger  according to the air research I have done the Russians enjoyed about 7-1 even 10-1 ratio<br />
Air interception for the Russians has been increased as has the interdiction %. Axis air interception has been reduced.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">AA UNITS</span><br />
For both sides I have attempted to show a wider deployment for these units by giving them an abstract range  and improved AA fire <br />
I hope they will pose more of a THREAT to air units now. I also hope players will deploy them so they cover as many units as practical.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">ARTY SET UP </span><br />
Reduced for both sides 40% for the Russians and 80% for the Axis - this is the main historical mechanism to slow offensive ops in PZC ( ESP. THE Soviets ) <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">RANGE MODIFIER</span><br />
Now set at 1 to really give the long range guns( on turreted or open platforms ) an advantage and closed SP guns a historical disadvantage.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">WIRED BRIDGES</span><br />
The auto blowing of bridges has been removed.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">DIGGING IN</span> <br />
Now at 20%<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">GENERAL REPL RATE</span><br />
2% for the Russians and 3% for the Axis ( stragglers )<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">SUPPLY</span><br />
Russian supply will begin to dwindle in the later part of the game ( it could stall the offensive ) , Axis supply will also reduce.<br />
If you are the Russians you should consider this carefully.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">TURNS</span><br />
Now at 160 to allow the Russians about the historical time to capture Minsk  <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">OOB</span><br />
Important parts...<br />
Substantial improvements the axis morale in general although there are a few poorer quality units mixed in as well. Same applies to the Russians<br />
there are a few Bs in there mix but  few poorer units as well.<br />
Reduced all closed to SP guns to 1 hex hard attack range ( to simulate the defensive nature of these weapons a bit better )<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">MAP </span><br />
Substantial improvement to the defences which are more significant than in the original game<br />
The fortress Towns are not at first sight that good to take up any defence but they have supply hexes so isolation will not take effect<br />
Added some rubbled Town and Village hexes. It will be tempting for the Axis to try and hold these. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">VP</span><br />
As per VM modification from the original plus some hexes have been moved and or reduced.<br />
<br />
I really hope you will give this a try - a lot of effort has gone into making the PBEM experience good for both sides.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 160 Turns, Designer Michael Smith</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">*Latest V2.0 files in post #2*</span><br />
<br />
Any feedback/comments can be posted in this thread.]]></content:encoded>
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		<item>
			<title><![CDATA[0623_12: They Stood at Orsha_Mod_ACS by Al Sandrik]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=48267</link>
			<pubDate>Mon, 29 Sep 2008 17:21:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=48267</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">0623_12: They Stood at Orsha_Mod_ACS </span> </span></span> </div>
Orsha, June 23rd 1944: See the original Orsha scenario description by Saunders and Blackie for this scenario's description. It took the Soviets two days to fight through the Wehrmacht's 78th Sturm Division's defensive line and this mod allows you to continue the scenario into the exploitation phase. Adjustments: This scenario is extended another day over the original to the evening of the 25th. The 50 point VP hexes have been increased to 100 VPs for a total of 1200 VPs on the map and the marginal/minor victory conditions for the Soviets has been lowered to 1200 VPs.  If you have nearly equal loss VP totals to the Wehrmacht you should pull off a marginal/minor victory.  A Russian Guards exit VP hex has been added to the Minsk-Smolensk highway, if you exit the 2nd Guards Tank Corps off this highway hex (as historically happened late on June 26th) you should achieve a major victory (loss VPs totals once again being about equal).  House rule: Only exit the 2nd Guards Tank Corps as the other armored units in the scenario were historically linked to the infantry corps and trained for breakthrough tactics not exploitation tactics. Admittedly this rule is unenforceable but if you desire your play to be more historically based/accurate you would utilize it. Reference, Osprey Books, Campaign Series #42, Bagration, 1944, Steven Zagola, 1996.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Medium Scenario 30 Turns, Designer Al Sandrik</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/They-Stood-at-Orsha--Alternate-version/action=scenario_details&amp;sid=1028&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"> <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">0623_12: They Stood at Orsha_Mod_ACS </span> </span></span> </div>
Orsha, June 23rd 1944: See the original Orsha scenario description by Saunders and Blackie for this scenario's description. It took the Soviets two days to fight through the Wehrmacht's 78th Sturm Division's defensive line and this mod allows you to continue the scenario into the exploitation phase. Adjustments: This scenario is extended another day over the original to the evening of the 25th. The 50 point VP hexes have been increased to 100 VPs for a total of 1200 VPs on the map and the marginal/minor victory conditions for the Soviets has been lowered to 1200 VPs.  If you have nearly equal loss VP totals to the Wehrmacht you should pull off a marginal/minor victory.  A Russian Guards exit VP hex has been added to the Minsk-Smolensk highway, if you exit the 2nd Guards Tank Corps off this highway hex (as historically happened late on June 26th) you should achieve a major victory (loss VPs totals once again being about equal).  House rule: Only exit the 2nd Guards Tank Corps as the other armored units in the scenario were historically linked to the infantry corps and trained for breakthrough tactics not exploitation tactics. Admittedly this rule is unenforceable but if you desire your play to be more historically based/accurate you would utilize it. Reference, Osprey Books, Campaign Series #42, Bagration, 1944, Steven Zagola, 1996.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Medium Scenario 30 Turns, Designer Al Sandrik</span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/They-Stood-at-Orsha--Alternate-version/action=scenario_details&amp;sid=1028&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Forum Info.]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=47236</link>
			<pubDate>Fri, 01 Aug 2008 13:59:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=3908">Mr Grumpy</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=47236</guid>
			<description><![CDATA[This forum lists all of the M44 Mod scenarios located at the <span style="font-weight: bold;" class="mycode_b">Blitz</span>, for Volcano Man's Alt Mod scenarios you should visit <a href="http://www.volcanomods.com/index.php?option=com_frontpage&amp;Itemid=1" target="_blank" rel="noopener" class="mycode_url"><span style="color: #FF0000;" class="mycode_color">Volcano Mods.</span> </a><br />
<br />
All these scenarios can be reported on the TOC ladder and for the same points as stock scenarios, any problems downloading the files from this forum should be reported to myself.]]></description>
			<content:encoded><![CDATA[This forum lists all of the M44 Mod scenarios located at the <span style="font-weight: bold;" class="mycode_b">Blitz</span>, for Volcano Man's Alt Mod scenarios you should visit <a href="http://www.volcanomods.com/index.php?option=com_frontpage&amp;Itemid=1" target="_blank" rel="noopener" class="mycode_url"><span style="color: #FF0000;" class="mycode_color">Volcano Mods.</span> </a><br />
<br />
All these scenarios can be reported on the TOC ladder and for the same points as stock scenarios, any problems downloading the files from this forum should be reported to myself.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[0623_02_Minsk_CG_HTH_Alt: The Battle of Beylorussia by Dave "Sgt Fury" Gillies]]></title>
			<link>https://www.theblitz.club/message_boards/showthread.php?tid=47229</link>
			<pubDate>Fri, 01 Aug 2008 06:29:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.theblitz.club/message_boards/member.php?action=profile&uid=1087">Dog Soldier</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.theblitz.club/message_boards/showthread.php?tid=47229</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align">  <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0623_02_Minsk_CG_HTH_Alt: The Battle of Beylorussia</span></span></span> </div>
Minsk, June 23rd 1944: In the historical Bagration operation the Germans had been duped into believing that no major offensive would occur in the AGC area.  This was mainly due to a very effective Soviet disinformation campaign which built upon the German feeling that the terrain in the area was easily defensible.  This scenario assumes that the Germans considered a major offensive in Byelorussia a distinct possibility (but not a certainty).  The German OOB has been augmented and the wait for reinforcements shortened.  Fixing of units in the Vitebsk area has also been removed.  5th panzer and SS Totenkopf have several optional placements and SS Wiking may be pulled from rebuilding to participate.  In addition, SS Nordland may optionally arrive as a reinforcement for AGN.  All Soviet mobile forces (corps sized and above) have optional placements to add some fog of war.<br />
<br />
This scenario was built upon the work of Saunders &amp; Blackie for the original stock campaign and Ed Williams' ALT scenarios and artwork -- kudos to them!  Designer Note: This scenario has been optimized for HTH play.  See design notes for more discussion.<br />
 Version 1.1.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 149 turns, Designer Dave "Sgt Fury" Gillies </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/0623_02-The-Battle-for-Byelorussia---%5BHTH%5D_Alt/action=scenario_details&amp;sid=1027&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align">  <span style="color: #FF0000;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">#0623_02_Minsk_CG_HTH_Alt: The Battle of Beylorussia</span></span></span> </div>
Minsk, June 23rd 1944: In the historical Bagration operation the Germans had been duped into believing that no major offensive would occur in the AGC area.  This was mainly due to a very effective Soviet disinformation campaign which built upon the German feeling that the terrain in the area was easily defensible.  This scenario assumes that the Germans considered a major offensive in Byelorussia a distinct possibility (but not a certainty).  The German OOB has been augmented and the wait for reinforcements shortened.  Fixing of units in the Vitebsk area has also been removed.  5th panzer and SS Totenkopf have several optional placements and SS Wiking may be pulled from rebuilding to participate.  In addition, SS Nordland may optionally arrive as a reinforcement for AGN.  All Soviet mobile forces (corps sized and above) have optional placements to add some fog of war.<br />
<br />
This scenario was built upon the work of Saunders &amp; Blackie for the original stock campaign and Ed Williams' ALT scenarios and artwork -- kudos to them!  Designer Note: This scenario has been optimized for HTH play.  See design notes for more discussion.<br />
 Version 1.1.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Large Scenario 149 turns, Designer Dave "Sgt Fury" Gillies </span><br />
<br />
Download <a href="https://www.theblitz.club/scenarios/HPS-Operational-Campaigns/0623_02-The-Battle-for-Byelorussia---%5BHTH%5D_Alt/action=scenario_details&amp;sid=1027&amp;ladder=3" target="_blank" rel="noopener" class="mycode_url"> <span style="color: #FF0000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Scenario Files</span></span> </a><br />
<br />
Any comments you would like to leave about this scenario can be posted in this thread.]]></content:encoded>
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