Remember me:
Register  Forgot Password?
  Quick Search:  
Shop for Scenarios
Article List
Review Section
Advanced Search
Games Wanted (53)
ASL Events
Scenario Lists
My Page (login req)
VASL Analyser
About the Archive
Site Sponsors
Scenarios: 7104
Users: 2465
Secret Santas:
Play-list Scenarios: 3117
AARs: 118
Articles: 578
Other files: 17127
Ratings: 19560
Module Reviews: 24
Games Logged: 15413
Scenario Lists: 78
Links: 178
Errata: 883
Map Previews: 4497
Roar games logged: 80464
Total Pubs Owned: 90338
Avg Pubs Owned: 138
Taking Heads PTO (id:#60821)
(ASL Action Pack # 6 A Decade of War ID:AP59)
Designer: Gary Fortenberry
Starter kit scenario?:    Deluxe scenario?:
Attacker: Japanese (Kanno Detachment of 3rd Battalion, 2nd Formosa Regiment and 9th Infantry Regiment)
Defender: American (2nd Battalion, 11th Infantry Regiment (PA), and 1st Field Artillery Group (Provisional))  
Turns: 6.5     Players: 2     OBA: None     Night: No
Along the Magalang Road south of Concepcion, Luzon, Philippine Islands 1942-01-01
Unit Counts:
Squads: A:16.0 D:12.0
AFVs: A:0 D:2
M3 GMC x 2

Guns: A:0
Type 89 Heavy Grenade-Launcher x 3
Type 97 Automatic Gun x 1
M3A1 37mm AT Gun x 1
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: PTO, LJ (Exc: bridge exists on elevated rd)
Map Board(s): 3a 48
Errata (source)
Clarification: the bridge on the elevated road still exists.G. Fortenberry via GameSquad.
Players wanting to play this game/Request a match:
Scenario Comments
The river is a level -1 valley (view)hipsu2014-04-02 18:38:51
Latest Updates:
von Marwitz Added a playing2018-11-05 15:33:57
buser333 Added a playing2018-10-30 17:09:58
aiabx Added a playing2018-10-08 14:57:11
hoxson1 Uploaded an Image2018-07-05 12:48:38
hoxson1 Modified the misc. rules2018-07-05 12:42:28
Last Played:
2018-11-03(D) X von Marwitz vs Björn Lorenzen Japanese winGrenadier 2018. Wanted to play the attacking Japanese this time but got the US. The Japanese entered exactly as I had hoped and sprung about every trap I had laid. Unfortunately, they consistently got away with it. On top, I have made three crucial mistakes throughout the game. Altogether I managed to stripe two Japanese units, wound one leader and kill 1 squad equivalent - in the ENTIRE game. So this playing was a complete disappointment. I am still convinced it is a very good scenario, but sometimes things are just meant not to work out.
2018-10-30(A) Jeff B vs Elmo Menon Japanese winJapanese went for a hard sweep from the west, with a couple MGs and the ATR in the Z9 building to limit the American's ability to shift. It seemed to be a good approach as most of the resistance they met were scarecrows. The scenario is probably built for early banzai, but I was very wary of the three FL-capable weapons the Americans possessed and decided to hoof it a bit slower. Thus half my game was spent just getting to the bamboo thicket. And then there was the matter of going around it, something that would take another couple turns. At that point I was questioning the wisdom of my approach, but the shit all hit the fan the last couple turns with two consecutive banzai. First to breach the town, then to sweep the town. In the end all but one building was captured, with the CVP count being fairly even. All Japanese leaders died in the end, and probably half the Japanese casualties were from berserker charges. As hard as it is to not use the guns on the HTs to meet the headlong charge, I think they need to be safely tucked away in the village for the final stand, the rowhouse being the key building to hold (8 points). Fun scenario, if not a little bit tough for the Japanese.
2018-10-06(D) Andy Beaton vs Adam Lunney American winASLOK 2018
2018-07-03(D) X von Marwitz vs Alex Koestler American winExcellent scenario! The VC/SSR are typical Gary Fortenberry: Some subtleties hidden and maybe even a bit of a red herring. (C)VP calculation and outcome is kind of hard to forsee. I played the defending Philippine US Army. It has to make the approach of the Japanese costly, because if the latter don't suffer substantial casualties, then the US will be overcome. At the same time, the US has to carefully balance when to pull back. Remaining too long up front might invite disaster. Furthermore, the US has to keep a constant and careful watch on the (C)VP-Tally. In our game, the Japanese had quite some casualties before they were out of the Kunai and crossed the road. The latter was sigificantly eased by the exceptional Smoke performance of the Japanese MTRs laying 4x Smoke in Adjacent hexes practically blinding the US schwerpunkt of defence. This allowed the Japanese to close in but at the same time allowed my US defenders to pull back under Smoke cover. A tricky business is the scarcity of only 3 Japanese leaders. Eventually, I managed to kill two (lethal wounds) and to wound the third. My US guys managed to form a fall-back line and having inflicted heavy losses on the Japanese. I took watch for my ht's and the ATG not get too exposed to the Japanese, though the Sniper did manage to recall one of the ht's. Throughout the game, both sides were seriously whittled down. The US was doing well firing but the Japanese almost made up for it by being successful in CC. Eventually, there was not much left to hold the Japanese back with. For a second time, the Japanese MTRs managed to put down 3 or 4 Smokes/WP on the second line of defense, blinding much of it. However, we had a Mild Breeze coming up, so drifting Smoke became not only beneficial but also a bit of a bane for the Japanese as they simply could not see some of the US units any more. Again, the Smoke helped me to fall back into final positions. With the Japanese beginning to capture buildings and bagging broken US soldiers, things got close in the end. The US managed to pull off a win with 37 to 33 points, building locations being 7 to 6 in favor of the Japanese but CVP being 25 to 19 in favor of the US. The CVP show that this was bloody business.
2018-06-10(A) jon smith vs yanks American winBordering on a non game at end of turn 1. 6 from 8 NMC failed on box cars as the japs made their way onto the board meant they just didn't have enough forces to make a game of it. We played it through and the banzai charges were fun, but no competitive edge to it once japs lost 6 4-4-8 squads on NMC box car checks.
View all
DescriptionUploaded by
(Public) Scenario Lists that contain this scenario:
DescriptionUploaded by
User Files:
FileDescriptionUploaded byViews
(T3J4.jpg)After Action Reportleozhu410
(Setup.jpg)After Action Reportleozhu404
M3 GMC with five man crew (m3 gmc 75mm.png)Imagehoxson165
(concepcion loc.png)Imagehoxson1100
The correct map setup (AP59 Taking Heads.png)Map Imagehipsu298
(AP059 Taking Heads Scenario Archive.jpg)Map Imagevon Marwitz53

Quick Map View:


M3 GMC with five man crew
Avg Rating: 7.23Votes: 26
Views: 0
To-Play list count: 2
Estimated Play time: 4.8 hours
Recorded Games: 21
Archive recorded plays:

ROAR Data:
Taking Heads [Confirmed]
[A] Japanese 25
[D] American 21
Monday 17 December 2018 02:47:53 PM  (c)dramsey 2018