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ScenarioCommentUser
The Wells of BorgutEthiopians set up a trench-line near the west board edge. The Italians attacked from both flanks, two trucks on each flank. One Fiat survived to the end, overrunning the last AA gun. At the end every break was a lost unit for the Ethiopians for failure to route and the Italians reached the CVP victory condition by turn 5. It was surprising how much cover the hillocks, brush and candelabra trees provided. Guru Bob
Kangaroo Hop A15.4er
Kangaroo Hop jgarlic79@gmail.com
Commando SchenkeGermans popped smoke for days, and the Russians had some very bad early dice rolls. The Germans were able to make it to the 1X4 building with their forces intact and work their way through the building.
Phil's strong fall back defense and a impressive Commissar took it all the way to Russian Turn 6. But German Final Fire broke the remaining, encircled Russians in the upper levels and the game ended. (VASL Log)
ubertripp
Soumussalmi SandwichFinns had atrocious luck. Multiple hits from the ATR didn't destroy a truck. The Finns kept breaking and were then tied up in Melee which kept them away from the final truck. The last gasp assault pinned and the game would end with only three trucks destroyed and a Russian win. grumblejones
Flanking FlamethrowersRather than risk being picked off piecemeal, the Russians set up towards the rear, with no units at all on board 32 - not a bad idea as the Germans have to cross open ground before the can reach the road they have to cross. In response I concentrated all my forces on the northern side and advanced rapidly to the edge of the orchard. From there it became more difficult as my PZIII malf'ed its MA and my PzIV exhausted Smoke on its first shot. But I pressed forward anyway and managed to avoid serious losses, partly because the Russian HMG and ART Gun were positioned near the South edge (fining North), and found they had too many hindrances to be really effective. An intense battle developed around the northern woods when the Russian reinforcements appeared, but luck then swung in my favour: the Russians lost one flamethrower in CC, and another "flamed out" when it could have done serious damage. The Russians conceded on Turn 5 when it was clear their remaining forces were insufficient to hold the Germans.
This was a tense and very exciting game, and an excellent scenario that I would be happy to play again.
Andy_Bagley
First Day at FuchinRussians opted for a heavy NW approach, with only a token force in the middle. John was surprised by how stiff my resistance was here though, finding two PBs, my AA gun, and mines. This caused him to change course and take an even further northern approach on the other side of the road, to be joined by his Turn 2 reinforcements. I lost my HMG crew to the NOBA, but thankfully not the gun itself; it would be a hard-learned lesson to more carefully watch the movement and repositioning of my men. The next turn I lost my factory leader to a sniper, something I could ill-afford. The Russians lost a squad trying to cross the 49Y2-CC4 road. They were able to have 2.5 squads and a 9-1 get across, but one of the squads was broken and the 9-1 wounded. so mostly they bided their time and waited for their tanks to give them some cover. Turn 3 saw them blast my defense in that part of the board with more NOBA, to the tune of two dead squads, a broken crew, and a mortally wounded 9-1. His wounded 9-1 had bled out during RPh, and he lost another squad, but at this point I was wondering if he'd just be able to clean up the battlefield after wiping me completely off the map with his NOBA. My men on the eastern side of board 49 held firm, but again he just amassed a wall of tanks and this'd be the last turn I'd be able to hold him off. Turn 4 saw us trade HS, but both of my cupolas were quite easily dispatched by his T-34s, and thus another large part of my defense was gone. He grabbed his first two buildings, with many more to soon follow as my line of defense was getting paper thin. Turn 5 was costly for him, losing 2.5 squads to one HS for me, as he pushed me out of another building. My OBA continued to threaten him, but realistically I wasn't going to use it until the endgame with my low draw pile. Turn 6 saw equal carnage, with him losing 1.5 squads and a 7-0 to my 1.5 squads, but he could easily afford this type of trade. His NOBA moved on to its next batch of destruction, busting up my factory defense. Amazingly my HMG crew sitting naked on the roof was only striped, and he missed my radioman by a hair. Of more concern to him was his growing lack of time, as he had yet to cross the stream, an there were very few of his units even in position to do so. Turn 7 saw more Jap decimation, losing another precious leader (8-0) and 1.5 more squads. But my HMG crew survived yet another round of NOBA. This HMG had seen a lot this game, losing its original crew, breaking and repairing twice, and now the NOBA onslaught. It would prove invaluable in the endgame. No longer hindered by OBA, and maintaining ROF, it stopped cold the one Russian stack that had crossed the stream, and threatened to do the same to any other Russians silly enough to risk its wrath. With their assault on the northern board 22 building being stymied, and three other buildings virtually unassailable, they called it a day. We probably could've stretched this out to the very end, but I had aa lot of tricks yet up my sleeve that would've made a Russian all but impossible. So, like our previous playing of BFP69, the Russians came up just short in another exciting B&J Manchurian scenario. The Japs need to have guts of steel in this one though, because they WILL be steamrolled and have to remain steadfast when their PMC is continually tested. buser333
Kebur ZabagnaJust as the Ethiopians had blown a hole in the Eritrean defense, every shot from the flanks broke a squad and exiting seemed unlikely. Guru Bob
Swede RevengeVery amusing and quick scenario. The OBA, used in harrasing mode, neglected a quick progression of the finnish reinforcements, and the final Russian HW collapsed the swedish defense. Lluison
Priests at St. Cloud jgarlic79@gmail.com
Confusion ReignsI had a good time, but the Germans really have no chance on this one unless the American botch rolls. cscottk
No. 8 Platoon OverrunOBA from both sides were ineffective failures. German AFV's swarmed the center as infantry flanked both sides. British quit at end of Turn 4. Kydder
Buckley's Block Bongiovanni
Iron Coffins A15.4er
All the StopsWe forgot to bring on one German tank which would have made a difference. Even so, the Russians made good progress with some poor DRs. The creeping OBA actually hung around for 4 turns making it difficult for the Germans to fully withdraw into the village. dmareske
Gavin TakeSolo play. Very back to basics ASL - personally I found this to be much more fun than the original training scenario version.

As the Americans, I tried to use my morale, smoke and leaders to force my way forward. As the Germans, I tried to delay the Americans as much as possible whilst withdrawing back to the Creamery and the bridge.

Unfortunately for the Germans, they didn't quite hold out long enough, and the Americans managed to race squads across the bridge in turn 6, with the final three MG nests either broken or engaged in close combat.
Sampato
3rd RTR in the RainBrits won in final turn CCPh after alot of nail-biting action! Kydder
Swamp CatsFantastic scenario. Came down to game-ending CC for Russian win. Russian attack must be very methodical; Germans need a carefully crafted defense. The two Russian FBs really limit Axis mobility from turn 4+. 468s were difficult to break so most losses occurred from CC – and we know how unpredictable that can be. Could have gone either way. Great scenario and an even better opponent! Highly recommended! Houlie
Where The Reindeer Dare Not GoThe German defence had MGs in the pillboxes with one in the right rear and elevated and the other on the left edge middle at ground level. Both guns had LOS to the road. PSK was HIP near road. Russians attacked on a broad front; I think they should pick one half board. My German defence was gradually broken down. I conceded on turn 5 German. I liked the scenario. It was quite a change of pace from normal. mtrodgers99
The Golden MountainEthiopians almost resigned after a turn 1 human wave lost 2 KIA squads and several broken units. for one Italian half squad, But the artillery piece set-up beyond MMG normal range, plugged away each turn and reinforcements arrived and the Ethiopians slowly climbed the hill, surrounding the top by turn 5 or 6 for the win. Guru Bob
Buckley's BlockTook the attacking Japanese for this one. Rain turned heavy on turn one which greatly aided the assault. Eric had one of those games where a morale level of 8 counted for nothing against 2+1 fire attacks and this, combined with repeated failure by the USMC to roll 8 or less in close combat, spelt doom for the defence. Fun scenario that offers good chances for both sides. Just roll low! Dougban
Grenades, Knives, and FistsWe both made some errors in our play. Be sure to use SMK on four of the Russian tanks (I forgot) and know that the Finns ELR to green units which made it hard for them to get out of the stream on the last turn. The Russians were able to park an AFV just before the bridge holding a squad in CC until the end. dmareske
Taking Back Vital GroundSPOILERS

This scenario sees a rag tag, but well supported, American force trying to retake a series of crest lines from the CPVA.

The CPVA are a quite capable force of 437s and 337s with adequate leadership and SW.

The US vary from Katusa, to 667 and are supported by a battery of 105s in the valley (direct fire only), a HMG and 81mm (limited in movement) and a pair of MMGs.

Time is on the US side. 6.5 turns. The map features, as well as steep hills, many slopes. Both sides need to be careful lest the Chinese setup accidentally in view of the 105s or the American assaulters run afoul of a unseen los. The PDP areas do somewhat obscure the slopes.

Having played on this map many times the first thing I planned as the US was to move the mortar and HMG as far up the hill as possible. The snow and the steep hills make these moves slow. The MMGs setup on the far right and moved into the edge of the light woods to be able to see over the saddle between the VC areas, negating the hill side scrub. I left a couple of Katusa HS amongst the 105s as sniper bait.

I attacked along the right-hand side and immediately ran into the best supplied MMG in the Chinese army.

However, my opponent had setup some of his units in view of the 105s and area fire started to stripe and pin in place some of his defenders. My MMGs, being able to see over the hindrances, caused a few MCs. The CPVA were reverse sloped, and my assault force found defilade as his defenders moved out of line of fire of my guns and SW.

His sniper was placed well forward, so my chubby little Katusa HSs started a slow jog forward for the victory area on the left. My opponent moved the bulk of his force to the right of the map to counter my assault, needing to burn MP to move them down the back of the ridge to avoid my professionally placed MGs. At this time, my HMG got into position and assembled and threatened a FL across the saddle preventing oppo from reinforcing the left-hand side VC hexes with the forces he had just moved right, so my assault force ran to the left, linking up with the forever CXd Katusas.

My FL slowed his forces trying to get back to the left and I got a strong assault force into place for the central VC hex and 2x126 and a concealed 346 (which my oppo thought was a Katusa) in place to assault the left VC hex.
In the CPVA’s last turn my erstwhile got a stack into the centre VC hex and a concealed HS into the left hand hex. My assaulting force in the centre was reduced, by advancing fire and CC, to one concealed squad but the 105s stripped all of the important concealment on the CPVA.

In my last turn I just needed to win 2 CC. I won one and not the other. CPVA win.

My opponent used to be a real whiner over dice. He’s better now, but this is the first time I’ve heard him complain that his dice were too hot to touch. He mentioned that he diced me. Indeed, there were more KIAs and lucky assault fire shots and lucky CC rolls than expected, but I did manage a crit and did not malfunction any of my SW. So, despite him using my own precision dice against me, it was a close game.

The winter camo for the Chinese is key, as is the ability to see the slopes. Understanding slopes, steep hills and the effects of snow on elevation change is also crucial.

I’m in a continuing publicity campaign for the power of the IPM. In this scenario there was only one instance where the need for an independent movement TC really caused a problem for my opponent. Apart form that, IPM allowed him to move waves up and down steep hills in snow with ease. Another win for IPM.

I like the scenario; indeed, I love the whole TFF pack. This once again shows off the abilities and limitations of the CPVA. Their range is poor and they often, on defence, need to remain motionless and get shot. To counter this, they have W7.95, which, apart from the ability of units to leap from a building into a water obstacle, is my favourite ASL rule. The ability to grow concealment when in LOS is game changing. In TFF Steep hills or hill side scrub provides the concealment terrain, winter camo gives a +1 hindrance and even a bit of scrub give the second. At night even the scrub is not necessary.

Steep hills are also a very interesting ruleset. The main effect is the subtle change to units carrying equal to their IPC. This is not a problem in other areas of ASL unless CXing. Here it adds a difficulty to the movement of MMGs that is absent in other ASL. It’s clearly a first world problem as the CPVA don’t really have many 3PP SW.

Good scenario, options for the attacker, covered routes for the CPVA as long as they know and can identify the slopes. 8/10 recommend.
Ibncalb
High AmbitionAs the Americans I never really got started in this one (my High Ambition proved too high!). The Germans defended the bocage line South of the road, using skulking to maintain concealment and set up fire lanes with their MGs. I should probably have tried to use Smoke more, but numbers with the AFVs are low so it's far from guaranteed. As it was I only managed to get a foothold on the South side of the road by Turn 4, and hadn't even found the German INF Gun by then. Clearly too late for any chance of victory, so I concede at this point.
Even if the Americans get lucky with Smoke this seems a very tough scenario for them - a long way to go in only 5.5 turns.
Andy_Bagley
Greyhounds! Dispang12
Gavin TakeRay and I had a blast with this reworked classic. Lots of swinging dice rolls. Highly recommended. SGT Mac
Autumn Approach asloser
Ultimate Treachery Bongiovanni
The Bitwoded GamblePredawn human wave out of the north wadi took 2 of the 3 buildings thanks to the LV. Took the 3rd building the next turn and waited for reinforcements to arrive, when the north hillock was surrounded and overwhelmed. Guru Bob
Counterattack Danno
CounterattackGerman attack came up the middle through the Orchard. OBA stalled the attack and forced the Germans to either flank. German flamethrower rolled an 11 on the first shot and was gone. Bazooka shocked the 75L STUG, but it recovered and a later round immobilized it. The German 9-2 kept breaking and then was KIA'd by the Sniper. Germans were down to 2 x 8-3-8's, a 6+1 and 2 x 4-4-7's and the STUG 105 going into Turn 6. There was no path to victory, so the Germans gave the concession. ARTY was key to the American win. grumblejones
Pavlov's HouseBoth German tanks were destroyed in turn 1, but it was a close thing in the end, coming down to CC on the last turn. If the Russians had remembered to withdraw, they would have won the VC. Unfortunately, they remained in melee, not in good order, and the Germans won the VC. The Russians had lost both leaders and would have been defeated in (theoretical) subsequent turns, however. tpdorsey
Carrefour DangereuxThe Attacker needs to Control 11Q3 (Single Hex Wooden Building) and 11I6 (Single Hex Stone Building). As the defender, I completely ignored the Q3 Building - a Location I consider indefensible, and set up all4 of my 8-3-8s in and outside Building I6, knowing it would take him at least 3 turns to really threaten it. During that time, all the squads outside the Buildings - and all of my nearby Italian flunkies - tried to dig Foxholes and were, for the most part, successful. Once Houlie came in range, it was a real beehive. However, Houlie was very wise with his Smoke placement, allowing him to come right adjacent to the VC Building for 3 consecutive turns, but was, fortunately for me, blocked from entering by a combination of my good MC rolls and the fact that once his MMC would break, they essentially had nowhere to go. The Olive Groves, strangely, serve as Rout Terrain, but not Rally Terrain. In an all-out effort to take the Building he rushed it with armor and I was able to take out one of his AFV with my last remaining Semovente for the win, since by that time he had lost 30 CVP.

It was a very tense game. But - because the British are so mobile and the Axis so stationary - there's not a lot of fire and maneuver. It's more like praying your opponent doesn't cause and MC on you and - if he does - that you pass the MC, because there's nowhere to rout. Hence, the game was tense, but really dicey, and I had the lion's share of good rolls.

As always, Houlie was a great opponent, and playing against him really tested my knowledge of the rules, so - whether either of us wins or loses - our knowledge of the system always improves. That's one thing I really appreciate about Houlie and already look forward to our next game!
Chuck
Soumussalmi Sandwich Danno
Luchs on the LookoutFriday Night Fight (VASL Log) Bongiovanni
D-Day on the Ising River asloser
First MatanikauFun scenario. Lost by 1 point with all 4 hut hexes but lost one too many squads who were chased around the map.

Fun scenario
Dave
St. Oedenrode Bridge asloser
Killean's Red jgarlic79@gmail.com
The Valley of GloryRussian plan to HW towards the Buildings never happened , the Germans were able to continually break up the HW set up. KIA;s and rates decimated the Russians during the first Russian turns. The Germans were able to kill out right 4 squads buy turn 2 and the Commissars ended up Killing 2 squads of his own troops
Rules allow for the Russians to pick 2 commissars (Did not help). The game came down to 2 close combats in two buildings. The Germans were able to ambush are with draw to an open building to stop the Russians from winning.
slunts
Diversionary Attack Danno
Diversionary AttackTough scenario for the Germans. The American firepower wrestled the Germans out of the stone buildings and the Shermans pushed the survivors to the edge of the draw. The 40LL AT Gun was positioned in X13 and managed to Shock a Sherman, which was knocked out on Turn 6 after going to Unconfirmed kill. The Americans would end with 30+ VP in the victory locations at game end. grumblejones
Blick's Balk asloser
Never On TimeGermans got off to a good start with plenty of dispensed smoke and reached the edge of the hill unscathed. They were slowed down too much by stubborn dummies and in the end weren’t aggressive enough when the hill was crested.

British lost the firefly but a piat took out a PzIV and the stone buildings weren’t troubled so a few wooden buildings won it for the British.
Dave
First Crisis at Army Group North fefa
BreakthroughNice small scenario. prevot
Bridging the WuDice were good to the Red Army. Double MMG on the hill swept the front of the cliffs clear enough for the bridge to be built in 3 turns. The Chinese 6+1 leader died to fate and the sniper got the 8-0 leader. With no leaders it was just a matter of chipping away at the defenders, and the DR were very good for that. Guru Bob
Luchs on the LookoutFriday Night Fight

Seems hard on the Germans as they done have strong AT capability despite the 5 Lynx and an atr. I had one BA -6 behind a wall with Dave only hitting the turret a few times out of many shots with the shell glancing of when it did hit. Eventually 4 tanks fell, one with the 8-1 armour leader thereby breaching the cvp cap.
Paul Legg
Trying the Right Flank Danno
Trying the Right FlankYep, my second time losing this one as the Americans. I managed to take the M14 building and was in Melee in M15 at game end, but this another very hard ask for the Americans. grumblejones
Hot Tigers asloser
Lions and Tin MenLost by 1 point after 6 squads all failed their MC or PTCs on the last push off the board.

I got the tank as one of the groups which I was happy with but looking back it really is all about the squads.
Dave
Rally Point chasncinti
Raiders of the ChacoBolivians swept around the left flank, sending the cavalry further around to the 3N1 building. Six squads pushed up towards the roadblock to keep the HMG and trench defenders locked in place. They eventually cleared the roadblock, and snuck the 7-0 leader and a hs to torch the house on the west hill. The cavalry forced the surrender of 3 squads in the 3N1 building and torched it., giving them the CVP for the win. Guru Bob
Firefox Ubikhan
Melting PotThe Brits attacked the German left flank. Progress was fast the first two turns, but they momentarily forgot about pf's, giving up one AFV. On Turn 3 the Germans rolled exceptionally well, breaking 2 leaders and 5 MMCs. Brit Rally Phase failed to help. With the British left flank crushed and the right flank stalled, the Brits conceded by Turn 4. Heloanjin
No Shortage of Valour galletto
Refuse to Retire Danno
Refuse to RetireMy Americans did well...but this scenario is nigh impossible. I managed to get into the gully...but it's impossible to get through the brush covered hexes and exit. I only managed to exit 5 VP. Really...really disheartening. I played my heart out in this one and it was a waste of time as the Americans have no chance in this one. I'm sure the revised PHD will rectify this, but it's easier to just get beat upfront instead of being teased at the end and still not get there. Frustrating. grumblejones
Sheep in Wolf's ClothingVery demanding scenario for the German player, because of the amount of pain that he must stand in front of the Paras...
Finished at the last AFP of the last turn of the british, when the germans were already celebrating victory, with an exceptional performance by the 8-1 of the 7th king's own scottish borderers, that errupted into a last charge withstanding a 6-2 on the IFT in his MPh and also upgrading himself into a Hero (and 9-1), to lead a HS of paras against the last germans defenders, breaking then with a [1,2] shoot....
I love this game!
Lluison
Return to the RockJapanese have the easier go in this one. The key is "where" does the US player make his paradrops??? In the middle of the parade grounds is the "easiest" in terms of making sure they all land on board, but it is also an invite to the slaughterhouse. Move them to one side or the other and you will definitely lose some off board to drift. It seemed to us that the latter is the risk to take if the American player is to have any chance at all. Will play this one again sometime when we get the paradrop mechanics down a little better. (VASL Log) mdhs2k
Armored SamuraiJapanese sniper took out final HMG and the Japanese surrounded the final victory building. One tank was still in good order, but missed out on the final party due to slow speed. Guru Bob
Storm Group Sedelnikov strategos
Jungle RatsI under estimated the impact of the tanks running through the huts. Excellent attack by Vic. jgarlic79@gmail.com
Heart of Wilderness dmareske
First, Do No HarmThe Japanese defence gave nothing much away. I focussed my attack on the Science building in the south. The 9-2 and HMGs sat away in assumption college to hit the western face of the Hospital if necessary – it wasn’t and they did very little the entire game, but did keep the Japanese away from the front of the hospital. In the North west I had two crews with MMGs and a light mortar to discourage movement of units to the threatened buildings.

I was very lucky with my civilian intelligence roll, which stripped concealment from all of the defenders of the science building and unHipped a couple of half squads.

I was allowed easy entry into the science building by my opponent not filling his fortified location with enough to stop entry.

We rolled up a stop to the rain and heavy winds in, I think, turn two that made the blazes spread like crazy (after a few turns we just stopped rolling for them as they were moving away from the action, and, well, flame spread is the least attractive aspect of ASL. This did not stop me *trying* to roll for smoke a thousand times.

A half track moved to the right to unload a MMG squad a leader and eventually to allow the crew to abandon with the 50cal. This stack took up position in the second floor of the Ermita apartments and did a good job of discouraging and punishing any Japanese along Taft Avenue.

One HT recalled, one immobilised by dodgy American engineering – although the crew would abandon later to add a third 50 cal to the FLs that the Japanese would have to banzai through.

Massed US fire groups and FT in the science building pushed the defenders back through the trenches he had leading to the Hospital. My opponent had misplaced the trenches as they did not connect to any buildings. (Why the rule here is “connect to cellars” not “connect to buildings/rubble” is a small irritation).

The Japanese reinforcements came on in the centre of the North edge but moved very slowly v- they could have made a much faster advance as I had very little in the North, however there was a menacing 50 cal in the Ermita Apartments that meant and move had to be carefully examined to avoid.

My opponent made a newbie error in leaving two towed guns in tow and vulnerable to my reinforcements. This was actually a well planned pro gamer move that cost me two AFV in an AT gun ambush.

My reinforcements came on mainly in the top left save a small platoon that entered on the middle of the left edge and spent 4 turns running into action.

Turn 6 saw my reinforcements jumping off into Rizal Hall and the south of the hospital, finding that the staircases were fortified (of course). I positioned 3 MGs, a mortar and two HT to interdict his reinforcements from crossing Padre Faure Street and a tank and the 50 cal covered Taft Avenue.

After a turn of THH shenanigans and dashing most of the Japanese troops made it into the block to the east of the hospital. However in my turn I massed 3 50 cals, an MMG to FL all along Taft Avenue to block the reinforcements and had a tank ready to push a wreck out of existence to ensure sweet FFMO shots against the banzai.

In the hospital it took the work of 7 squads to encircle, smoke, breach and advance into CC to kill the entire Japanese stack guarding the Southern stairwell.

At this point my opponent conceded. Rizal Hall was mine bar mopping up, The Science Building was taken and The Hospital, now that I had access to the first floor would have fallen in the remaining time.

We enjoyed the scenario. From the attackers POV there are many options, not just to attack but how to interdict the Japanese on and off board forces.

The technical aspect of cracking Japanese in fortified stairwells is appealing, the size of the map and the surfeit of transport give a lot of options to the Americans and reinforcing Japanese.

8/10 would recommend.
Ibncalb
Red Dragon Stalking Polar BearsThe US setup as dictated, but with an eye for the initial defence not where they should be on turn five.

On each flank I attacked with grenadiers and dummies. Each flank had a sole 6+1. The onboard groups setup tucked away in corners so as to avoid an instant SS burst.

The group attacking Love company moved very slowly, leading with the 317s in the hope of looting BH. They encroached just far enough forward to keep the US honest. The right hand group of grenadiers pushed up the VC hill but stayed hopefully out of LOS of the mortar observers.

The main attacks were from the offboard groups that piled down the left hand road and picked a rout through the slopes in front of King company’s position. The left hand road group consisted of 12 squads, 6 LMG and moved 10 hexes down the ploughed road spurred on by a single 6+1, the King company attack was a similar group.

By turn 4 I had 19 squads over or on the bridge approaching the supply column.

The majority of Love company had fallen back to the base of their PDP. King Company had 8 stacks face with 24 concealed CPVA attacking stacks.

I think that in the first 4 turns I did not fire a single SS and did not make a single fire attack. Now I’m doubtful if I even made a CC attack during that period. It was just movement forward, quickly when dark, slowly when illuminated. IPM is unbelievably powerful at night in good terrain.

I intended to push back Love company just far enough away form the VC hex and to occupy the right most hill but not to push forward with the grenadiers. The real attacks were to be in King company and the bridges.

The plan worked, again, really well and by the end of Allied Turn 7 we called the game.

Love company had been pushed completely out of their PDP and had lost their mortar pit, they were prevented from retaking the hill by a company of grenadiers and blocked from reinforcing the bridge battle by another. King and Item had retreated from their PDPs and were in the unenviable position of moving back across OG with the few CPVA LMGs shotting them from the high ground. All of the supply trucks had been captured and the CPVA were massing and gaining concealment for an attack on the last gun positions.

At this point I had taken 2 mortar pits (12CVP) 33 CVP of truck supplies and 27 CVP of regular casualties (mostly prisoners). As we were about to break for a week we decided to call it there rather than leave it as game to finish later.

It was not however a true representation of the balance of the scenario. I have played it in PT and since published at least 4 times winning as both sides. I’m very familiar with the CPVA and the map so my attacks are well practiced. Conversely my opponent has never played on this map before and whilst very experienced at night has only played against the CPVA. He did a good job of saving his forces and falling back to the gun positions but failed to interdict the columns of CPVA running to the bridges.

*Spoilers*

The Americans have a fairly rigid setup and are constrained by the PDPs. This is how they fought historically. But historically they lost. To win, the US needs to plan where they will fight.

Love Company is pretty screwed. They are facing close range CPVA in concealment terrain. The best they can do is to interdict the road, protect their mortar pit and possibly even setup to get off the Hill and into the main perimeter as quickly as possible.

King company have the potential to cause significant casualties to the CPVA, they have good LOS to OG that the Chinese need to cross. Item company are in a tough spot facing CPVA with good cover. Some (most) of the best positions for SW are out with the PDPs and the US player should be planning to get his SW moving into better positions from T1. Whilst extreme winter is in effect, a 12 results in a B result, not an X, so don’t be frightened of FLs.

The heavy weapon platoon are very important, especially the mortars with their IR.

The Katusa across the perimeter should be moved out of the NTC zone as quickly as possible. If they fail the 1TC (most likely) they will disappear and award CVP.

The supply column is vital, I gained 33VP just from those trucks. They start with no leaders and are in dire need of recombination and support.

The CPVA have the luxury of time. They should be able to get to the supply column in force. Then they are faced with a swath of open ground where it’s hard for them to regain concealment. They don’t have the firepower or SW to supress the guns and the interdictory mortar fire is too inaccurate and too scarce. If the US can amass enough FP around the guns, it can make the CPVA bleed heavily.

I love this scenario. It has time and manoeuvre, it paints a historical picture and it leans heavily on advanced rules. The US are in a desperate situation and only a better commander than that historically in place will succeed.
The more experienced player should take the US as their task is greater, but in my experience the more experienced player is normally the one introducing the CPVA so the US task becomes harder. I hazard that when played this scenario will initially be pro CPVA until defending players get a better understanding of the Chinese abilities.

A final word. A recent review opined that this pack was possibly not value for money. Since publication I have played this scenario twice over 4 days of game time. The module cost is 45 Euros. So that makes the cost of the time I’ve played on just this scenario €1.4 an hour. If I were to split the cost of the module with my opponent, then it would drop to 70c an hour.
All the cool kids IPM.


Ibncalb
Taking Some Flak Lluison
King and LoveThe Americans started off with mortar WP rate shots and a CH against the German concealed StugIII. The Stug ended up as burning wreck and 3 German MMCs were broken, one in a stone building, leaving the defense on his back foot right out of the gate. Later on the German right, a fortunate hit against an American Sherman followed by breaking two MMC and a leader shattered the American flanking attack provided much needed relief. The German pzks both broke on their initial TH and any successful pf roll resulted in a miss. But the German core defense remained resolute. On the final American turn, one American AFV bogged in wire and another was stunned, leaving the Americans unable to capture more than 8 building hexes. Heloanjin
Shoot or ShovelA very tense game until the last CC. The entrenched US marines resisted the Japanese assault during 2 turns. But the right wing was collapsing, and the marines had to withdraw in the jungle. The Japanese despite losses forced their way into the jungle. The marines resisted till the end. In the last CC, the Japanese ambushed and killed the defenders of the remaining key objective hex. lt_steiner
Heart of Wilderness Heloanjin
War of the Rats marginal
Kawaguchi's GambleCame down to final Japanese assault onboard the American 37L AA gun on the hill with its crew. All other MMC for USMC were off of the hill. mdhs2k
Red PacketsI was too aggressive as the Russian and paid the price. Should have consolidated my forces and made a concentrated rush but allowed the Germans to destroy me piecemeal. Probably historically accurate though! Well played by Hugh, he provided me with a number of hints and corrections when I got the MP's wrong (the Russian A/C's are trucks basically). Movement off-road and bypass are a killer. Nicho11
Steppe Toward OblivionAxis jammed 2 guns and the MMG in the first DFPh then broke a gun and the MG in the subsequent rally phase. Still managed to destroy 4 T34 and keep one building but Russians had 7 buildings strategos
Red Banner Number 5A pretty lopsided victory for the Russians as they scored 3 snake eyes with the 76Ls in the first two turn and with the 9-2 HMG, actually managed to eliminate the best SS leader and two squads with LMGs in level 1 of the NW tower location. That provided zero resistance against the Russian Human Wave in turn one. The Russians brought a second Human Wave across the bridge which was met with three straight cowering shots by the Germans. The Russians were all over the outside of the Reichstag in turn 1. The Germans lost the MMG to malf in turn 2 and by then the rout was on. By German turn 4, a single German HS advanced into CC vs the concealed Russian HS carrying the Red Banner in the NW tower level 2. The Russian got ambush and withdrew to the roof. In Russian turn 5, the Russian HS unconcealed and placed the Red Banner on the roof, but failed a 1MC after the German HS hit him with a 3 using Hazardous Movement. But a Russian 9-1 and two 527s moved under him in movement and advanced into CC with a 3:1 -1. The Russians declared HtH and ended the game by eliminating the last remaining German unit.

In retrospect, I probably should have retreated the Germans into more of an Alamo defense instead of trying to stand toe to toe with the Russian FP. The Germans did have some horrible dice in the early turns and the Russians got a lot of luck with the 76s. Fun scenario, not sure I played it exactly right I had a few rules questions that I need to get answered.
tatumjonj
The Defense of LugaThe Germans divided their forces in two: half of them in the outskirts of the city (board 3) and the other half in the city. A couple of guns watched the Eastern area to prevent flanking maneuvers. The Russian dispatched a small force to outflank the city and the rest approached the city frontally. The delaying German defense was quite successful, holding the Russian for half the game. The defenders were eventually eliminated but lots of brokies were scattered and no commissar (eliminated by the sniper) around. Nonetheless, the Russians continue their advance and entered the city capturing a few buildings. The Russian outflank maneuver failed completely. The Russian managed to control 11 buildings out of the 16 needed. A German victory. lt_steiner
The Bunkered Village asloser
The 11th HourEric and I played this as a precursor to the full CG. We played SaP4 last week, which was very good (Eric won as the Soviets). This scenario appealed to us because it was short. Eric had a defense set up to cover the first victory building and the rail yard to the east as well as the separate (fourth) building to the east rear; a HS with MMG was on overwatch in level one of the rearmost victory building in the western line. The problem for the Soviets is that they are very spread out and have only two leaders. I set up the Germans to have a kill stack in AA30 fire at the 4-5-8/LMG outpost on the east in the AA36 rubble, then run some MMCs and a leader to the eastern rear building. The other killstack in T32 was to pin/break the defending unit in the U34 building. A concealed stack of 3 squads in Q32 assault moved into Q33 then advanced concealed into H-t-H with 4-5-8 in Q34. Some HS squeezed down the S33 S34 road/debris, surviving adjacent DFF from adjacent T34 and R34 due to WA. The outpost on the east broke then died after being surrounded. Germans won the Q34 H-t-H on an exchange of squads. Then there was basically nothing much left on the west to keep the Germans from turning the flank. The 9-1 killstack and a separate squad assault moved/advanced in GT 2 to take the U34 building. After a few more fire/breaks, this doggie was over. As an aside, my AA30 German group didn't respect the 2-4-8 MMG back in U40 and learned it is dangerous to run around in bypass of railcars 10 hexes away... study these maps carefully, as there are some tricky LOS to learn. I'm a little surprised to see this scenario currently 5-3 Soviet on ROAR. pensatl1962
Stalin's Socks strategos
Quick & Dirty Danno
Quick & DirtyThe stats tell the story...5 Japanese vs 0 Dutch. The Dutch have a hard road to hoe in this one. Turn 1 movement restrictions ensure that they can't defend the bridge. The Japanese easily take the bridge and they are Japanese...so really what chance do the Dutch have. My Dutch got smacked around hard, because of the situation and because of poor dice rolls. Pin checks aren't going to stop Japanese and I didn't. Best thing about this scenario is that it is short. grumblejones
Ripples on the Pond Danno
Retreat From BairakRussians carefully moved forward encircling Germans as they went. With no upper levels route paths were hard to maintain. Eventually the last alamo building was surrounded with too much firepower for the Germans to withstand. dmareske
Fighting Withdrawal Esquire
Cream of the Crop slunts
Lack of DiscernmentThe Nationalist set up a all the HW in 49H7 to control the middle of the board. They attacked up both flanks, leaving the AC protected in the rear. Came close to winning on turn 4 and then on turn 5, but the middle factory remained a tough nut to crack. At one point there were DM counters on nearly every hex of the building. Finally the factory fell to a 1-1 CC roll on Red turn 6 for the victory. This after a hero led squad had crossed the east bridge, along with the leader-led AC to take the eastern victory building. Guru Bob
Key to the Rescue Danno
Key to the RescueGermans went with 20 4-6-7's and 4 x STUGS to supplement the two Panthers. Mines immobilized one STUG and 57LL took out a STUG and other 57LL took out a Panther with a side shot. But the Germans methodically cleared the village and cut rout paths. By Turn 6 it was over and a German victory. grumblejones
Not Fade Away Dispang12
The FactoryAmerican's probably need to use all 9 turns. My German OBA drew 2 red cards and disappeared without a shot. My INF gun died from a CH HE shot from an American tank before it could fire. My PzIIIN fired once before being bazooka'd. My 75L AT gun fired once before the crew rolled a Casualty MC on a 1MC. The Rain stopped just after it had finished covering the American's approach to the village. The secret Mud Bog DR didn't hinder any of the US AFVs. And the Americans got another 5(!) ITT CHs after the one that killed the INF Gun.
But despite all that, the German infantry with good leadership and many MGs were able to stymie the Americans through 8 turns. There are lots of open ground/road hexes the Amis need to cross.
Phil did a good job of using all the available time and keeping his force intact and bringing some big American FP to bear. On Turn 9 he easily took the 3 buildings to win with 7 (6+ need for victory).
Most of remaining squads were in a Berzerk stack and would have charged a non-VC hex in German Turn 9. I might have taken back one building with lots of luck, but not two.
Really fun scenario, with both sides having cool toys and tools. (VASL Log)
ubertripp
French Toast and Bacon (VASL Log) Bongiovanni
About His Shadowy Sides galletto
La Mort de Charlemagne Danno
La Mort de CharlemagneWell...Twilight of the Reich scenarios are so over engineered. Good grief...a hour to get this one on the table and rolling. I do not like variable OoB and buying all the support weapons. I 'm sure plenty of other folks love that....but I'm not a fan. German tanks dominated the scenario with three kills on Turn 1 and then the German infantry managed to hold the line and take some additional locations. By Turn 4, the Russians were out of gas and that was game. grumblejones
All the Stops Dispang12
Burn Gurkha Burn!A learning game for Steve, to familiarise himself with the PTO rules set. He already had a good grip, and it was a very enjoyable game : lots of Banzai action and HtH CC. Won in the last Gurkha APh. Gamer72
French Toast and BaconFriday Night Fight

Read and reread the VC. I stupidly waited to fire my HIP ATG for when he was lined up on the vc hexes, however that was an instant win. Doh.
Paul Legg
Strayer's StraysQuick and fun. A basic infantry scenario that is a good teaching/learning scenario (although both of us are vets). Stimey set up his troops spread out, with leader-led reserve in the middle. He reacted well, but my use of infantry smoke (and luck in getting it when I needed it at a crucial time) saved the day for me. It was close. Due to the low troop density and the very wide US entry area (and therefore wide area that must be covered by the Germans), not to mention the lack of support weapons, presents a little different tactical challenge, even for vets. Faded 8-1
In Pursuit of the FrenchI can’t see how the Germans can prevent the French from exiting. The R35 can exit in T2 (8vp) and the infantry double timing along the west road can be close to exiting by the end of T2 strategos

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Taking Back Vital Groundhoxson1 Linked the scenario to ROAR3h 1m 4s ago
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First Day at Fuchinbuser333 Added a playing5h 44m 41s ago
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Death From AboveHutch Modified the misc. rules11h 31m 51s ago
The Wells of BorgutGuru Bob Added a playing16h 20m 33s ago
The Wells of BorgutGuru Bob Rated the scenario16h 25m 58s ago
Soumussalmi SandwichDanno Added a playing21h 22m 47s ago
Strayer's StraysFaded 8-1 Added a playing23h 24m 30s ago
Fox Green Stalematehoxson1 Linked the scenario to ROAR23h 26m 3s ago
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Fox Green Stalematehoxson1 Modified the unit counts23h 28m 6s ago
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Fox Green Stalematehoxson1 Modified the Attacker's AFVs23h 28m 41s ago
Fox Green Stalematehoxson1 Modified the unit counts23h 28m 42s ago
Fox Green Stalematehoxson1 Modified the Attacker's AFVs23h 29m 18s ago
Fox Green Stalematehoxson1 Modified the unit counts23h 30m 15s ago
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Fox Green Stalematehoxson1 Modified the unit counts23h 31m 57s ago
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Fox Green Stalematehoxson1 Modified the overlays23h 34m 32s ago
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Une Guerre de Caporauxjgarlic79@gmail.com Added a playing23h 38m 57s ago
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Water Fouljgarlic79@gmail.com Added a playing23h 41m 33s ago
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No Way Forwardhoxson1 Linked the scenario to ROAR23h 45m 57s ago
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Blitzkrieg Pack 186.22
HASL 10b - Red October 116.22
Tactiques # 2 106.21
From The Cellar Pack # 6 106.21
Rally Point # 8 106.21
ASL 14 - Hakkaa Päälle! 176.21
Franc-Tireur #15 226.21
ASL 11a - Doomed Battalions (4th Edition) 326.21
ASL 4 - Partisan! 86.19
HASL 3 - Kampfgruppe Peiper II 86.19
Internet: MMP 66.18
Rally Point # 6 106.17
Corregidor: The Rock 216.17
Covered 136.17
Tropic Thunder! 126.16
March Madness `97 Pack 126.15
Schwerpunkt #15 126.14
The Canadians In Italy 2: The Spaghetti League 126.13
Rally Point # 9 106.13
ASL Journal #15 116.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
Recon by Fire! #4 146.11
Schwerpunkt #18 126.10
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
ASL 8 - Code of Bushido 86.06
Objective: Schmidt 176.05
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt # 3 126.04
Schwerpunkt # 2 126.03
Waffen-SS I: No Quarter No Glory! 66.02
Rally Point #21 106.02
ASL 6 - The Last Hurrah (2nd Edition) 86.00
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Dezign Pak 8 106.00
From The Cellar Pack #12 115.97
Recon by Fire! #1 85.96
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.83
ASL 1 - Beyond Valor (1st Edition) 105.83
Hero PAX 2: Eastern Front Hero Fest 85.82
Deluxe Pack #1 125.82
Time on Target # 2 215.81
Wacht Am Rhein 165.80
Southern Cross Scenario Pack `96 65.80
Paddington Bears '97 Pack 85.78
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
DASL 2 - Hedgerow Hell 85.70
ASL For Fun-LCP 325.69
Winpak #2 65.68
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Panzer Aces 65.50
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.31
The Long March 175.27
Guerra Civil: The Spanish Civil War 125.20
Soldiers of the Negus 84.94

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89Miguel Guerrero91117
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95Jamie Roberts111114
96JP Laurio2261114
97Jim Liang391113
98Enrico Catanzaro221112
99J. R. Tracy161111
100Eric Topp
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Newest players - welcome!

UsernamePlayerRegistered
chasncintiChuck Love2025-08-29 15:29:31
RoycRoy Connelly2025-08-20 16:01:06
mdhs2kMichael Harris2025-08-19 03:42:36

On this day...

ScenarioLocationDate
TEF1-5 Panzer PioniersKurovitsy, Russia1941
FE 69 Tiger WoodsSiniavino Heights, Russia1942
O96.1 Road to Leningrad #3: Chance EncountersVillage of Mga, Russia1941
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