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A Close Run Thing - The Matrix Games version of West Front

A Close Run Thing Image
Campaign Series Ladder

A Close Run Thing

By von Earlmann
Allies 15 - 6 - 16 Axis
Rating: 8.77 (29)
Games Played: 37
SM: 9
Turns: 45
Type: Custom
First Side: Allies
Second Side: Axis
Downloads: 607
Version 1.02 and is best played against human opponent(s) and is designed for team play. Scenario covers the first 5 days of the Salerno landings.It begins with the initial landings and ends just prior to the arrival of the British Armored Division
Player Voting Stats
Member Balance Enjoyment
Von Earlmann's ProfileVon Earlmann Slightly Pro Allies 9
Joachim Peiper's ProfileJoachim Peiper Slightly Pro Axis 8
Peiper's ProfilePeiper Slightly Pro Axis 9
Sergent Bourgogne's ProfileSergent Bourgogne Well Balanced 10
Sergent Bourgogne's ProfileSergent Bourgogne Well Balanced 10
Gaming Records
1st Side Player 2nd Side Player Result Score
Allies Schwerpunkt75's Profile Schwerpunkt75 vs. dawags dawags's Profile Axis Allies Minor Loss 36 81
Axis Dan Caviness's Profile Dan Caviness vs. Tiger 88 Tiger 88's Profile Allies Axis Major Victory 81 14
Axis dawags's Profile dawags vs. Laza Laza's Profile Allies Axis Major Victory 108 18
Axis Panzerjaeger's Profile Panzerjaeger vs. Scud Scud's Profile Allies Axis Minor Victory 81 36
Allies kernel t's Profile kernel t vs. JRTXX JRTXX's Profile Axis Allies Major Victory 108 18
Jeepster777
One of the best large scenario's I have ever played.....great for a teamgame.The highground LOS elevations really make it interesting...
Jim von Krieg
Lots of aircraft, but limited impact because of their ineffectiveness. Lots of artillery and it plays a significant part in the battle. Draw back is the known allied naval gun locations which are plastered by German artillery essentially sinking a large percentage of the Allied Navy. Rangers and Commandos are very ineffective. They need stiffening from line units or they will collapse fairly quickly.
Death~Dealer
Both sides have a generous force mix with abundant heavy artillery batteries- surely leading to inevitable (and entertaining) slugfests. Available smoke levels seem a bit too high for comfort, otherwise this is a very fun battle.
Armored Inferno
All three sectors are a challenge. Very enjoyable
JRTXX
Captain
JRTXX Mon Aug 10, 2015 12:55 am
Given the brilliant play of Kernal T,,, wiping my troops out everywhere I think I lost this one around the half way,,, my only complaint is the late and super long distance my reinforcements came in,, never could stop his momentum
Scud
Lieutenant General
Scud Frid Sep 30, 2016 4:58 pm
Lost my draw right at the end, but could have held it with a bit more caution...but where the fun in that? :) Fun scenario and challenging for both sides.
Resolve then, that on this very ground, with small flags waving and tinny blasts on tiny trumpets, we shall meet the enemy, and not only may he be ours, he may be us. --Walt Kelly
Dan Caviness
1st Lieutenant
Dan Caviness Frid Dec 28, 2018 1:56 pm
It's an Earl scenario so expectations are high going in. That said, this one feels like it may require a bit of work, but is a good layout and has promise IMO. Some will find it disconcerting as it's ruthlessly historical. Our Allied opponents surrendered after 20 turns or so. I have not played this as Allied. The map is large and you have more territory then you have troops to cover. Choices must be made. This is the bones of a good if not great scenario.

Regards,

Dan
Schwerpunkt75
Warrant Officer
Schwerpunkt75 Sat Aug 20, 2022 2:52 am
The elevation interval (50 meters) creates some interesting challenges. Achieving surprise for either player is impossible due to observation. Good but sometimes frustrating map. Rivers restrict and funnel operations into certain areas. Between two equally capable players, an Axis victory is likely; draw is the best that Allied player can hope for.