85 Converted Red Thunder QB Maps

I have converted 85 of the Red Thunder QB Maps not found as duplicates in CM Black Sea over to be usable in CM Black Sea. All are ready to go with objectives and AI plans.

AI plans are not perfect as they are designed for WW2 combat, but they are workable and more content is always a bonus right?

All credit for original creation and distribution of these maps goes to Battlefront.


Download “CMBS_85_Converted_Red_Thunder_QB_Maps_2.7z” CMBS_85_Converted_Red_Thunder_QB_Maps_2.7z – Downloaded 357 times – 8 MB

Source The Scenario Depot III

Junction 2

The map is roughly 1.5km (EW) by 1.2km (NS) with the main feature the intersection at the centre between the main EW highway and the NS one. The road has two carriageways each side plus central reservation and Hard Shoulder.

You can actually get a 1500m clean shot at game start East to West along the road.

Blue Edge is the west, which is partially bounded by a River running roughly NS.

Red Edge is the East, which is partially bounded by a double rail line running NS.

The junction itself has eight slipways all identified but these were aids when building it and can be removed.

A combination of my lack of ability and the fact that I doubt something like this was ever intended mean that there are flaws in the road markings at various points. In addition the angled elements on bridges can feel awkward.

In the South parallel to the main EW route is the old road that it replaces.

There are a number of other key elements most of which are in themselves experiments and I would welcome comment from people.

River Wharf

In the SW corner I’ve tried to use footbridges and fences to try and create a sort of fishing station area, Not perfect but I am quite happy with it.


On the River North of the main EW highway, i’ve used ditch lock to try and create drainage channels into the river. This works well with trenches in SF but these aren’t available in BS.


On the East side of the NS Route in the North is a service area with Gas station, diner and Garage. It is probably too small but I was mostly trying to get the look and feel right and it feels okay to me. I did originally try and use a concrete bridge as a canopy for the pumps but it looked awful.

Rail Yard

In the NE corner as a balance to the village in the SW, this should probably be bigger but as with the Services I was interested in feel and game play more than accuracy. You could probably make a full map rail yard.


In the South off the Old Road East of the NS route this is an attempt at a grand house with farm buildings and gardens.

Again probably should be bigger but I like it.


This should definitely be bigger and you could make a full quarry map but again I was more interested in playing with the idea so I would welcome comments on that too.

A general feature that people might notice is that I tend to use Light forest on field boundaries and raise the fence line about 1m above the fields. This is because living in the North of Scotland where fields have been ploughed for over a hundred years, over time edges become higher and overgrown so it feels more nature to me.

Peter Cairns

Download “Junction_2.7z” Junction_2.7z – Downloaded 250 times – 84 KB

Source The Scenario Depot III

Crossing the Dnieper Master Map

Crossing the Dnieper master map from which the maps for mission 2 and 3 of the Russian campaign were cut.

The full size map is 5k x 2k. It has a few flavor objects, but not to many so as to avoid slowing things down.

No AI plans or units included just the basic map.

Download “Crossing.the.Dnieper.Master.Map.7z” Crossing.the.Dnieper.Master.Map.7z – Downloaded 250 times – 215 KB

Source battlefront.com forums

Chernova Hirka Mastermap

4.6km x 3.3km real world location found east of city of Krolevets in NE Ukraine.
You may use this map as you like as long as you remember to credit me if you make a public scenario out of it.

Should offer variety of QB maps and scenario material when cut to pieces. Map is very big and detailed so there is only very few flavor objects.

-H1nd / Pasi Paroinen

Download “Chernova_Hirka_Mastermap_v1.7z” Chernova_Hirka_Mastermap_v1.7z – Downloaded 271 times – 372 KB

Source battlefront.com

Stagler’s Afghanistan QB Map Pack

A selection of all my QB maps made for Combat Mission Afghanistan. It includes 2 Small,5 Medium, and 1 Large map, set mostly in rural Afghan surroundings, although there are some high altitude mountain maps. 8 maps in total.

Anyone has permission to use these if they want to make a scenario or campaign, just credit me, thanks.


Download “Staglers-CMA-QB-Mappack.7z” Staglers-CMA-QB-Mappack.7z – Downloaded 248 times – 788 KB

Source battlefront.com repository

CMA Snowy Village

CMA Scenario: Soviet attack on a snow village. 35 minutes. Play only Red vs AI.

Put the file in the Campaign folder: this is not a real campaign, but only a scenario that uses the capabilities of the campaign to permit the presence of two different options.

Download “CMA_Snowy_village_v1.7z” CMA_Snowy_village_v1.7z – Downloaded 249 times – 1 MB

Source battlefront.com repository

Major Nosovs Brigade

Major Nosov’s Brigade – (Allies vs AI)

This campaign consists of a group of scenarios that reflect the first three months of the Soviet invasion of Afghanistan at the end of 1979.

The scenarios are fictional and involve units of the 56th Air Attack Brigade along with support units of the 36th Air Corp. They cover an area (corridor) from Kabul in the Northeast to Kandahar to the Southwest.

There are seven scenarios in the campaign, though depending on the outcomes of battles you can play anywhere from 3 to 6 of them. Replay ability is very high in that there are multiple AI plans for each scenario.

Also there is multiple ‘paths’ within the campaign (see website for a diagram) You may only play this campaign as Red vs AI. In the future the scenarios may be modified and released for H2H play.

Download “Major_Nosovs_Brigade.7z” Major_Nosovs_Brigade.7z – Downloaded 410 times – 7 MB

Source Fredrocker’s Combat Mission Site

AD Bradley Speed Bump

The invasion of Ukraine has kicked off, and our tanks are rolling across the countryside. The American and Ukrainian forces were not enough to stop the Russian advance, and have been scattered into many individual groups, all seeking to delay us in whatever way they can. As the commander of your Russian Brigade Tactical Group’s lead reconnaissance element, you are responsible for locating these NATO forces and either bypassing or destroying them.

As your brigade pushes to Kiev, your patrol’s lead vehicle is stopped by sympathetic locals, just east of a large orchard. They hurriedly explain that an American platoon with a tracked vehicle in support have established a position overlooking your brigade’s main avenue of advance. The only way the main body can continue down this road unhindered is for you to dig the Americans out of their delaying position, located just west of the orchard.

REDFOR vs AI only.

By SeinfeldRules

Download “AD_Bradley_Speedbump.7z” AD_Bradley_Speedbump.7z – Downloaded 268 times – 549 KB

Source The Scenario Depot III