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ScenarioCommentUser
Bullets For BreakfastMy North Koreans managed to do serious damage to the Americans in the beginning and successfully stormed the village after the American 10-2 was dead and the other officers wounded and broken. The North Koreans were able to take the locations and that was game. grumblejones
Great Vengeance atomic
Trenches in FlamesVASL w/RU balance jrwusmc
Trenches in Flames wwillow
Down by the River Bongiovanni
Belgian TigersThe Germans effectively used INF SMOKE to get across the bridge unscathed, but the Belgians were ready to defend. Slow but steady progress up the middle and finally breaking the AA crew helped the path to victory. Still, the Belgians took the game to the final CC as the Germans put all their resources to capturing the Q6 building. dmareske
War of the RatsVery tense game, Russian victory thanks to a last turn counterattack after a bold German assault Olivier
War of the RatsVery tense game, Russian victory thanks to a last turn counterattack after a bold German assault Olivier
The Yelnya Bridge Rich Weiley
Panzerpioniere!Great scenario, really exciting game, and couldn't have been closer. Germans needed 12 VPs to win and by the end of the game had managed 11.5!
Tough decisions for both sides. The Germans have a choice of attack routes and some powerful weapons, but can't be too aggressive or they may breach the CV cap. The Americans have to decide how quickly to fall back, where they will attempt to hold, and whether to commit their tanks to defence or hold them back to avoid losing them (which costs VPs).
Our game started badly for the Germans, with one tank knocked out early and two others malf'ing their main guns (one later repaired). I felt fairly confident early on, but the luck then swung in the Germans' favour, with several low rolls devastating the American defenders. Then right at the end, two 8-morale German squads tried to rush the last building they needed for victory. Both were broken by defensive fire, the building held and so did the Americans to win. Certainly a scenario I'd play again.
Andy_Bagley
Bullets For Breakfast Danno
The Guards Counterattack hussar04
Aus der TraumGermans opted for a heavy north approach, with only a very token force in the middle to limit a mad-dash reassignment of my men. The first couple turns were simply the Germans getting themselves in position for their assault on the first large stone building, with the Americans mostly just holding their fire and sitting concealed. The Americans, knowing this was an untenable position locating en masse mostly to the 23Y7 building, with a few units across the street in the CC8 building. The next couple turns saw the Germans regroup themselves for these next assaults. With American retreat options limited, the CC8 building was relatively easy to take, and we saw the first casualties of the game when the Americans were completely ousted from here. The Y7 building would prove much more of a thorn however, especially with the interior building hex allowing the Americans prime skulking territory. Having yet to discover an AT gun, the Germans had been meticulously methodical and patient throughout the game. With the Germans closing in on one of the HIP guns' positions, I thought I was being extremely obvious in my attempts to protect it, but the Germans didn't push the envelope and risk too much RBF. When I did reveal it it was to blast 2/3 of the Wasps. By now it was obvious the Germans were simply going to skirt Y7 as much as possible and go for a northernmost bridge crossing. I had only two HS in the two stone buildings there, with some FL-capable units across the street behind the hedgerow, so I scrambled to reposition my other troops on that side of the canal and position my TDs to assist. Meanwhile Y7 held as strongly as ever. A captured American 8-1 revolted, killing his full squad guard and holding up the rest of the Germans on the bridge. He died a heroic death by the end of the turn. Turn 7 then saw the Germans cross the bridge in force, being led by three of the Panthers. The other two followed suit, but the last AT gun finally revealed itself and immobilized the last one on the eastern side of the canal. By the end of the turn the Germans had exactly 48VP west of the canal, with very little I could do to stop him. The German 10-2-led stack of infantry (which had been playing rearguard defense), was forced to end their move just east of the bridge after a failed smoke attempt, and broke to the man during the succesive American DFPh/PFPh. They were able to rout across the bridge however, and if Mr. Big bounced back there would be almost nothing I could do to stop them on the last turn. This did create a small opening for me to get some men across the hedgerow and, with the help of some infantry smoke, I successfully did so. When the 10-2 failed to rally, the Germans would have to get every single unit west of the bridge off to exactly hit 48VP. When a Panther, in the process of trying to lay a last round of smoke, was forced to ESB and failed - leaving it immobile on the goal line - it was game over. This sure sounds like it was an exciting game, and in some ways it was, but the soft ground/mist SSRs and the nature of the game turning into a bridge crossing made it a bit too tedious. buser333
Cavalry Brigade ModelWent to the last CC Phase with the Russians surviving with a crew, HS and squad against overwhelming odds. The dice favored the Russians throughout. wwillow
Great Vengeance oybj
About His Shadowy SidesMost of the Russian infantry attacked the village while a couple of squads waited for the German reinforcements North. The KV2 also went North to prevent progress from the German reinforcements, and kept moving in order to flank the village. The German infantry entering as reinforcements was actually blocked with some success. However, these blocking Russian units were desperately needed in the assault of the village. The arrival of the Panzers from the West side definitely stopped the Russian advance. The Panzers gracefully dodge the KV2 fired shells with the help of smoke and threatened the Frontoviki directly. The KV2s moved forward to wreck some panzers. But one of the PzIVD achieved a critical hit with Heat ammunition transforming a KV2 into a blaze. The Russian decided to abandon with only one KV2 left and squads unable to achieve fixed objectives. lt_steiner
Reckless RaidWe played half this scenario then stopped because we had questions about if Germans accumulate CVP to add to their glider VP, and what parts of E1.54 (in SSR 4) apply. Perry answered, it's in the Gamesquad "Perry Sez" forum. Anyway, we made a few adjustments to our progress and finished, and it was close. Germans had 12 VP, Romanians 4 CVP. But the Germans had no other opportunity to get more VP (last turn), so we ended it.

I have mixed feelings about this scenario. But definitely different, with a very interesting premise. But E1.54 (or a portion of it?) only applying to the Germans was strange. I guess they are supertroopers? I dunno, before playing make sure you both agree on how the VPs accumulate and how SSR 4 works (or see the Gamesquad post), because it wasn't crystal clear to us.
Neal Ulen
Early Battles toffee
Forest GummGermans have a ton of smoke in this one. A ton. Four rounds were shot to protect the infantry as they rushed forward. The 9-2 took it on the chin when he and his stack of boys came into sight of my mortar, but he was quick to bounce back. There's not much the Americans can do with their 6ML vs. 8ML except sit there and hope to remain concealed or hope for a rare -2 shot without smoke. The next turn saw the Germans reveal all my dummies and eliminate 1.5 American squads as they just bullied their way forward. They had yet to grab a building, but it was only a matter of time. Turn 3 saw the VBM sleeze fest begin as the Germans killed anouther 1.5 squads plus the 9-1. I managed to burn a HT with a BAZ which had snuck behind me, providing my quickly retreating infantry with at least a little cover. My tanks came on and positioned themselves to await the continued onslaught. By this time it was obviously apparent John would completely ignore the northern building so I ran half my troops down under cover of some mortar-provided WP to join the fight. Turn 4 saw yet another 1.5 American squads lost plus a tank, as I started to drive them into the front buildings to at least give my men some protective smoke when they were undoubtedly flamed up. But there's not much you can do against PB shots from this awesome batch of SS except hope for poor results. In fact I don't recall ever seeing a better-armed batallion than the one here. The last couple turns got to be a complete mess of counters amassed in the middle of the board, and it just degenerated into an even worse VBM sleeze fest than what it had been. It really was no fun for either of us. On the last turn the Germans had to oust me from three hexes to grab control of the last two big buildings. A DC knocked out one pile, massive FP another (except for a tough 8-0), but my fanatic squad in the middle held out. He would succumb in CC, leaving only my 8-0 in control. John had gotten a bit sloppy at the end in just trying to end this POS scenario as quickly as possible and had left a hex open in this last building when he advanced. When my 8-0 ambushed the Germans he was able to safely withdraw here and preserve the exceedingly hollow-feeling victory. buser333
Ejected From EloiWhat a wild ride this one was...

The Germans brewed up a truck/AC and eliminated a French squad
on turn 1. Then, Rob's methodical play took over and his relentless attack seemed to be on the road to victory.

On turn 4, Rob said "Sorry, I'm just dicing you" when I lost a
dashing squad on a 2(-2) shot. In his player turn, I had a 2MC
on his remaining leader with one elite squad. Both rolled HOB,
with the leader being promoted to a 9-1 and the squad going
Berserk.

I ended up getting very lucky in CC on the last French turn to
get a victory. I thought of resigning on the second-last turn,
but decided to continue as I had almost nobody left.

My win was not deserved at all. I still feel like I lost!

I would love to try this one again. Neither of us felt as though
our playing was indicative of anything since the dice seemed
constantly high or low, with little in between.

Indy Lagu
Falangist PrideA rather dubious scenario where the defender has all of the high ground, bore sighting, defensive artillery, and a healthy selection of troops and weapons - while the attackers have a variety of vehicles, high quality troops. Both sides have plenty of leaders, but ultimately it is the attacker who will need to make the most of them. My game ended with a whimper as the Republican vehicles were blown apart one by one thanks to the quick-firing AT guns hidden in buildings, while troops were unable to gain the same amount of ground without breaking. Several snake eyes further reduced troops as the HMG + 9-1 pair caused havoc. I would remove the artillery for the defenders, it is far too strong in this circumstance. The removal of all the woods hexes makes it really hard for routs as well. Jobbo_Fett
Falangist PrideA rather dubious scenario where the defender has all of the high ground, bore sighting, defensive artillery, and a healthy selection of troops and weapons - while the attackers have a variety of vehicles, high quality troops. Both sides have plenty of leaders, but ultimately it is the attacker who will need to make the most of them. My game ended with a whimper as the Republican vehicles were blown apart one by one thanks to the quick-firing AT guns hidden in buildings, while troops were unable to gain the same amount of ground without breaking. Several snake eyes further reduced troops as the HMG + 9-1 pair caused havoc. I would remove the artillery for the defenders, it is far too strong in this circumstance. The removal of all the woods hexes makes it really hard for routs as well. Jobbo_Fett
Go Big or Go Home Rich Weiley
Brasche EncounterShort with few troops. Very Dicey sensitive. GOUREAU
To Have and To Hold Serge
Unnoticed VictoryFunky short scenario. Dicey. If the Americans get rate it or snipers it can go the other way. 8ML Japanese in cover are hard to dig out. RJenulis
Tiger's Roar toffee
Forest GummIn fact, this was the first game after a 1.5 year hiatus - the longest ASL-pause since I took up the game in the late '90s. I played the attacking SS which has an OoB with quite some punch. The game did not start off optimally for the Germans, as one of the PzIVs and the 75* SPW failed their SMOKE special ammo on the first roll - an asset that the Germans did sorely miss. Unfortunately, my 9-2 rolled Boxcars on his first MC, surviving wounded but being basically out of the game after taking several turns to recover. Being somewhat rusty after my hiatus, an early move with a PzIV (the one without Smoke) may have been somewhat daring and was immediately punished by being taken out by the HIP American M8.

These early setbacks took out some steam from the German attack. The Americans were quite adept at finding WP time and again, which made it difficult for the Germans to bring their firepower to bear and caused numerous MCs with SS-troops breaking and taking too long to come back. On the bright side, I was able to take out the US 81mm MTR and to eventually capture it. Alas, I broke it on my first shot turning it against a 9-1, 667+MMG combo which had stepped out into the open. Eventually, I was able to kill both M8s and to capture the outer multi-hex building, but within the village, progress was too slow. It took until Turn 4 for the German pressure on the Americans to mount significantly. The Panther with the Armor Leader malfed its MA, the evening was getting late so we called it a day agreeing that the US would have won this shoot-out had we played til the end.

Altogether a nice scenario, though.
von Marwitz
Paper ArmyInteresting scenario. This is an exercise in fast infantry movement tactics (under fire!). The ASLSK version of "Fighting Withdrawal".

It seems that it is very hard for the Italians to win against a competent Greek pursuit, but I can see that the scenario would become much more balanced if BOTH balance options are taken: the board shortened to A-Y AND the Greek reinforcements entering no later than turn 3.
jbrachson
Paper ArmyInteresting scenario. This is an exercise in fast infantry movement tactics (under fire!). The ASLSK version of "Fighting Withdrawal".

It seems that it is very hard for the Italians to win against a competent Greek pursuit, but I can see that the scenario would become much more balanced if BOTH balance options are taken: the board shortened to A-Y AND the Greek reinforcements entering no later than turn 3.
jbrachson
Careless at Bakri Bongiovanni
Encounter at Le ValtruGermans moved first and had the jump on two Churchills. One Panther MALF'd its shot and the second took out a Churchill. The remaining Churchills and infantry moved into the village center to spar with the SS Grenadiers. Turn 2 - German Panther with MALF'd MA moves and gets a Crit Hit from a PIAT with back to back snakes for a burning wreck. The SS Grenadiers struggle to make progress as the Churchills get critical hits against them. The remaining Panther goes on a vengeance ride and gets smoked by the British mortars, but still destroys the remaining two Churchills. It then attempts to escape and gets a CRIT hit from the same PIAT team that destroyed the other Panther and is destroyed. With only 11 VP left, the Germans conceded for a Canadian victory. grumblejones
Encounter at Le Valtru Danno
Bats Outta HellI thought this would be a somewhat hokey scenario. In some ways it was, but in many ways it was much better than I expected. My biggest decision was deciding if I wanted to be aggressive going for the exit, or just try and keep as many vehicles alive as possible. I opted for the former. My first wave of infantry headed for the central woods mass, as I knew this would be a strategically important location, with most of my tanks hiding behind the north central bamboo. All of them stayed in motion, and would the entire game. The Americans were semi-aggressive in moving up to engage me, and deployed fairly liberally. Turn 3 saw the start of many banzais, as I was hoping to exit as many units as possible before the Turn 4 American tanks entered. I quickly lost two of my tanks, with another three to follow during the American half of Turn 3. As expected, one AT gun was in the north, and one in the south. Only one more tank was lost on Turn 4, and I was able to exit my remaining half for a quick 30VP. But this would leave my infantry without any armor support with their backs against the northern board edge, though many close to exiting. So I was a bit surprised when Scott decided to enter his remaining tanks safely in the south and immediately make for the airfield to situate himself for his own infantry exodus. Him losing one to a THH during my half of the turn perhaps made him exceedingly wary. So, with the help of another banzai, on Turn 5 I was able to exit 16VP of infantry to bring my total to 46. The rest would have their hands very full dealing with the aggressive HS wave the Americans sent their way in the north/central part of the board. I would not be able to exit another unit until the last turn, and this was a sole HS. The CCs had been hot and heavy the past couple turns, with the results probably more or less 50/50. But the Americans could afford the trade much more than I could. I would need to be a bit conservative with my remaining troops, which got to be harder as the airfield tanks drew their beads on them. Going into the last turn Scott had managed to close his CVP gap to just about even with my EVP number. With all but one of his tanks and many of his infantry close to the goal line I was thinking my days were numbered. But he had one straggling tank with a broken gun that had loaded up his 9-2 and two HS that had to run a gauntlet through some of my men before they were safe. I unhorsed one of the HS during DFPh, and failed to send a THH their way on my half of the turn, but did manage to close ranks with a striped squad and a HS. In desperation Scott had risked a bailout MC in turning his turret to shoot them, and the remaining HS broke in the process. My 9-1, whom I fervently wanted to join my men in their assault, was injured trying to make his break back. When I did get into CC with the tank I whiffed with both units, and his tank was able to join the others in exiting, but losing the 9-2 and both HS ended up costing him the game, with the final score being 104-47, or 3 points shy of a victory. This ended up being quite an exciting game, going down to the very end. buser333
Black Day in HattenCanCon 2023 round 5 - Championship game. Rich Weiley
The Valley of GlorySet the village as my target, sent the whole force to swarm the left hill. Sent two tanks home at the earliest opportunity, but the Germans abandoned the hill before I could unleash the human wave. The German mortar broke a couple of squads but was never effective, but I cracked the village with a berserk commissar and two 527 squads, followed by a critical hit from the remaining tank that took out the best german leader. After that, it was just a case of numbers in close combat, and the Russians had it. aiabx
Death at the Cement PlantVery static scenario for the defender, with ELR 2 those conscripts that are not fanatic into the Cement Plant are going to be captured, unfortunately the russian cannot keep the germans at bay from the plant with dummies and 4 1st line squad either. So set up is very important, it's all about skulking and voluntary break (in the plant), until reinforcements come.
I wasn't able to keep the germans out of the plant, the FT and the DC were scary and efficient. The Commisar and the AT GUN didn't help, Anyway I was able to snatch victory out of the jaws of defeat with a wall of bodies, and succeded in breaking the FT toting AE and all those that tried to take it and the DC that were ADJACENT to my GO units in the Plant.
Interesting scenario that becomes quickly quite crowded in those 7 hexes.
cosarara
Today We Take HyeresMisplaced some German units during the setup added to the inspired playing of Laurent and the result was a decisive victory for the Free French side at the end of turn 5. Nevertheless, it was an Interesting scenario. lechiquier94
A Deadly TideFun scenario with lots of D.C. Hero action. Americans set up S to N from V4 to the woods. Japanese came in at the top of the E board edge and a small force from the water on the W side. Japanese pressed early while there was an LV hindrance to help with approach and got into several close combats by turn 4 that sealed the win. wlee123
A Deadly TideFun scenario with lots of D.C. Hero action. Americans set up S to N from V4 to the woods. Japanese came in at the top of the E board edge and a small force from the water on the W side. Japanese pressed early while there was an LV hindrance to help with approach and got into several close combats by turn 4 that sealed the win. wlee123
A Deadly TideFun scenario with lots of D.C. Hero action. Americans set up S to N from V4 to the woods. Japanese came in at the top of the E board edge and a small force from the water on the W side. Japanese pressed early while there was an LV hindrance to help with approach and got into several close combats by turn 4 that sealed the win. wlee123
The Beleaguered CapitalAn easy win for the Republicans, with the Nationalist side barely being able to pierce the defenses of but a few Green squads. There is something to be said about the amount of low rolls Rootin was able to throw down and whoop me with, but this is the first scenario from Hazardous Movement that truly has be scratching my head. The difficulty for the Nationalist side is absurd, especially after re-reading the Objective, coupled with the starting locations and the fact that all the defenders can conceal for free. There's just no way to move into the city without taking easy losses and breaks and if you're average roll is an 8 on the MC, you just won't progress. It would've been hard against just the initial forces, but by turn 4, with the vast amount of reinforcements (and their ridiculous entry area!) and merely losing 4 CVP in combat... It was a no brainer for the depleted attackers that had to start facing tanks and troops with only a faint selection of Good Order. This was further hindered by an immobilized Pz Ib, and a second with a broken MA and under Recall.

Played with the balance, with offers nothing of note.
Jobbo_Fett
Holzthum Hold OutDan's Germans moved around my left flank, entered the village and by Turn 5 had won the game. grumblejones
Climax at Nijmegen BridgeOld school ASL. Lots of turns, lots of units, not many concealments. I remember playing this way back when when I got GI:AoV and then later when the G.I.'s Dirty Dozen came out. That's when my (same) opponent and I did smash mouth gaming. No finesse, no smoke, no deployment; just in your face see who will flinch (and break) first. Now, with more experience it was interesting revisiting this golden oldie.

Unfortunately, the dice helped me make short work of my opponent. Mine were very hot and his were ice cold. It was so bad that he actually threw in the towel before turn 4 (playing it several times in the past also helped in his decision). I really can't blame him. I even felt guilty getting rate shot after rate shot and then watch his forces disintegrate through horrible MC rolls.

Even so, I think this one is very (too) tough on the Allies. I set my south river forces so they wouldn't get mauled during the turn 1 PFPh. This forced my opponent to make probing attack moves across streets that had nice firelane possibilities. There is plenty of time for them, but the spread out victory buildings forces the Allies to spread out as well diluting their unit advantage. My set up was also designed to keep the British tanks off board until turn 6 or 7 (they come on the turn after the Germans have less squads than the turn number on Board 1). This would take away a significant smoke making and rout path cutting opportunity for the Allies.

Irregardless, it's the south side of the playing area where the scenario will be won. I only put two conscript HS in building R9. The rest of the units were packed into the "castle" victory building area. There is only one avenue of approach due to the surrounding cliffs making hex W8 a death hex. One AA Gun in X6, one in W7 with and entrenched squad, both leaders and a squad and LMG each on the ground floors of the castle, one each deployed conscript HS on the first levels, another conscript in X7 to strip concealment and tie up fire, and the 88L in X4 trained on the 3rd level hex on Board 1 to hamper any OBA, and the Allies would have to be very lucky to make it through that gauntlet. My hope was for my opponent to get his reinforcements on turn 4. That would only give him four squads - one of which at the very least - would have to try for Building R9. Barring catastrophic DRs from the Germans, I don't see how the Americans could reach the castle even if they get the max six squads. Anyway, that's my two cents worth.

Interesting to try once, especially if you played it back when Prep Fire was king and maneuver was an afterthought. With the forces compacted so tightly, it actually plays pretty fast so you could get it done in one long playing session. Recommended more for the Germans than the Allies for sure.
Jude
Holzthum Hold Out Danno
Retaking Viervilleteaching session mcgallons
The Gin Drinker's LineCanCon 2023 - Round 3. Rich Weiley
Counterattack on the VistulaIMO, this is a bad scenario. It has been rebalanced (A134) but still remains pretty pro-German. As long as the Germans remain loaded in ht's they have too much mobility for a 9 turn game. Even if they don't remain mobile, all they have to do is get into the Gully, under a bridge hex and Abandon for the win. Not a scenario I will every play again. Sparafucil3
Rage Against the Machine atomic
Sting of the Italian HornetVery good scenario, really enjoyed it even though I lost. Excellent defence by my opponent, giving up the first factory quite easily to preserve his forces to defend the second and prevent me getting the additional stone buildings needed for victory. Fooled me with dummies and the placement of Semovente M14M, so that I channelled my attack in the north and south rather than the centre, which basically made my assault too slow, and I conceded at the end of turn 6 when victory was clearly impossible.
Fair share of (mostly bad) luck on both sides: the Italians managed eventually to break down both ART guns, the Semovente M14M and a 47/32, whilst my OBA didn't make it into the game until too late, my three tanks and two mortars only managed a single Smoke round between them, and my attempt to sneak a tank through the woods resulted in bog and immobilisation. I came fairly close, but not close enough.
Andy_Bagley
One Story Town Bongiovanni
A Real Barn Burner cindel76
A Real Barn BurnerThis was a fun game. The French were able to reinforce the barn in force, securing the win. von Garvin
First Horse ArmyMy Poles dismounted and waited for Dan's mounted Bolsheviks to appear. The we proceeded to shoot them down for a largely unfun bit of ASL. grumblejones
First Horse Army Danno
Legio Patria Nostra apomarbarbeito
By Dawn's Early LightCanCon 2023 - Round 1. Rich Weiley
Father SunshineClose game as designed but again the Russians prevail. Took a miracle to charge four Finnish tanks ready to exit, each which had a -2 acquisition on my T-34/85. All my infantry was dead at little cost to the Finns but did immobilize "Father Sunshine" and destroy a Sotka. The advance to try to kill one more tank succeeded after many misses and bounces but it took an intensive fire shot to kill the Sturmi in bounding fire. Tough for both sides. Finnish balance perhaps needed given the ROAR record. Ray Woloszyn
ShowtimeThe Germans got to move first and came on in force, but by the end of Turn 2 the Russians had a good line of defense and while the Germans were trying to go up the east side, the Russians were able to meet the challenge, preventing them from ever getting a toe-hold on the hill. In the center, the Russian T-34s matched up well and staying out of LOS from the Tiger tanks. Even so, the Tigers wrecked two tanks and the Russians lost one to Recall. The Germans missed some critical SMOKE shots mid game that slowed their advance and actually kept the initiative on the Russian side. Fun scenario, lots going on, but favors the Russians. dmareske
Black Day in Hatten jacelm
A New Kind of Cavalry Danno
A New Kind of CavalryThis is one of the scenarios where the most important roll is for sides. I lost that and ended up as the Bolsheviks. Dan's Poles attacked from the west with 2 tanks and 3 tanks from the south. Dan rolled snakes twice against my concealed units, which wasted them and allowed his infantry to get some early kills. My MMG's were ready and waiting to shoot at tanks. I would hit several times, but never got a kill. I then broke my MMG facing the three tanks. My other one just couldn't get do anything and Dan's tanks rolled past me for the win on Turn 4. Gee...that was fun. grumblejones
Death at the Cement PlantFirst DR of the game was a 6 -2 and a 1 KIA on a stack of moving Germans. For the Germans, this was a highlight as things went downhill from there. The 45L lined up on both German StuG, hitting one and getting a 3 TK DR, eliminating the first. In German 2, the remaining StuG fires SMOKE against a concealed target, rolls a 9 TH, depleting his last SMOKE round but missing the concealed target. A valiant 4-2-6 along the river CR's an 8-3-8, HOB's into a 5-2-7 and deploys a hero, wounds a leader, kills a unit in CC, holding up German progress for 2 turns. It was that type of game for the Germans. In the end, they threatened to get on GO unit into one of the rear VC buildings but the other was stuffed full of Russians. The H4 building was never really threatened either.

This is a very static game for the Russians. Without Smoke, this becomes VERY hard on the Germans.
Sparafucil3
Mala Zemlya (AKA Petite Terre, or Little Earth) toffee
Showtime Heloanjin
Trouble At Mile Post 27We had wanted to play the mini-CG version of these scenarios, but upon in-depth analysis the Japs really get hosed - especially in the leader category. Also, I wouldn't bother using the email on the website, as (besides the multitude of errata already posted there to clean this up) my additional questions went unanswered. And what's up with that 15-hex-minimum range mortar? There are probably only a handful of visible hexes that it can see on the board, and these will either be quickly left behind or completely avoided once its made known. The only use I could find for it was granting a MG crew which possessed it HIP and emplacement. It's inclusion (beyond possibly only for pure historocity) is highly questionable. Anyway, Turn 1 kicked off with the Brits attacking heavy west, with only an AC and a Stuart playing guard in the east. Since my plan was to knock out the AFVs pronto, and both my guns were on this side, they got the brunt of my attention. The Stuart managed to extricate itself, but the AC was burning scrap by next turn. The Turn 3 Brit reinforcements showed they were serious about taking the east, but a HIP THH flamed a Stuart driving into the eastern most hut, and this fire would shortly spread to the hut debris itself - making control of this hex subject to A26.161. Another marauding Stuart was immobilized by another HIP THH in the far north west of the paddies, which became burning fodder for an AT gun a turn later. The west was mostly just a standoff, though a berserk Japanese HS survived all sorts of OG fire to reach some Brits in the stream, only to die in CC. Meanwhile a Stuart and AC over there each broke their MA. The Brits were quickly cleaning up in the east though with the help of both ARTs dropping round after round of smoke. By Turn 6 they had the eastern bridgehead seemingly in hand, but by now their only real hope was to get more VP north of 20 than the Japs (being severely outnumbered in CVP with all their lost vehicles). My sole holdout HS in the east was an intrepid little bugger however, stunning the Carrier that had drove up next to him (and then stunning them again to force recall the next turn), followed by taking out a fanatic Brit squad and hero in CC. My HMG crew was blasted to bits by a KIA, but a HIP crew in the east went into CC with a Brit HS, forcing a melee. The Turn 7 Brit push was a disaster, made worse by my own men shooting into the melee and eliminating the Brit HS while leaving my crew unscathed. With no mobile units around him to recapture ground, he would be able to prevent a Brit victory on his own, but there was no way the Brits would win either the CVP or north-of-20 VP battle regardless. I like the map and the overall look of the pack, but it's a bit of a bust as far as scenarios go. buser333
Righteous Red ScytheDespite the nature of A26.3 applying, we played with the understanding that the lack of the Romanians fulfilling their VC would not result in a tie if the Russians do not fulfill their own VC, as I could not imagine this was the intent at all (confirmed by the designer later). With this in mind, I just don't see how the Romanians can ever fulfill their part of VC. Turn 1 started about as well as I could hope, as my front line traps killed 1.5 Russian squads (though I suffered a couple broken squads and a lost MMG of my own). I still couldn't stop the Russians from piling into the western gully and woods. But they would make very little progress from there on Turn 2 as my defenders moved up front to bolster the line. My small mortar kept the Russians' heads out of the eastern trees with his vantage from the elevated road. My Turn 3 reinforcements were welcome as I was starting to suffer the worst in the battle of attrition. Turn 4 was particularly bad for me as I lost two squads to his none, and also a MMG to permanent breakdown. Meanwhile he overwhelmed and ousted me in the east, grabbing his first four buildings, and also nabbed the one furthest NW. In the west central he finally stumbled upon some mines and wire, and these did a nice job of slowing him down sufficiently. By Turn 5 he had accumulated a lot of firepower in this area, but thankfully both my tanks found some smoke to keep my men safe. He grabbed one more building in the west, but I was able to trade two tanks for my one in the east, and brained his 9-2 in the west with a sniper. I would still need to physically hold him out of the remaining four buildings however, and this was looking tenuous at best. He was almost certainly going to grab two more buildings in the west, and possibly one more, but when a 628 couldn't make it under wire on the road this prevented him from taking F14. A move to grab an empty G17 was rebuffed, and when a 2KIA in the brush killed a 628 and a leader with a DC it was game over. I hate to sound like a broken record, but yet another HazMo scenario that goes down to the bitter end without providing a whole lot of fun factor (though this was better than most). buser333
Encounter at Le ValtruA quirky but excellent offering by LCP.

I was the Germans...I think that, as the Axis, you have to decide early
which VC you want to go for. I chose not to go for the exit and try
to hold off the Brits, because the at-start dr had the Brits go first.

As is typical in LCP offerings, there is some wording that could be
tightened up in the SSR. It's niggly at best, annoying at worst. We
did our best to interpret intentions.

The Archive lists the Germans as the attackers. From our playing
it felt as though the Brits attack. They outnumber the Germans 10-7,
and 3-2 in AFV.

It was Rob's usual methodical attack. With one turn to go, I made two
blunders that Rob expertly exploited. We would both highly recommend
this one!
Indy Lagu
Shadows of Death GOUREAU
Ring of IronA pretty big scenario with forces that need to be spread out. The attackers need to nab three of the five possible hills on the map, I decided to end my own solo attempt early with the battle for a 3rd hill still in contention. The major problem for the attacker is the CVP limit of 45, which seems a little harsh considering the forces involved on both sides (Those 45L's won't need much to blow up Pz 1s!) And a good run of artillery can do a significant amount of damage to the attacker. The balance also doesn't help the attacker in any way (Add 1 game turn) and should be something else. The attackers don't lack for time to take the objectives, its about holding them and not losing CVP in the process of it all. Jobbo_Fett
Basque CitadelA pretty big scenario with forces that need to be spread out. The attackers need to nab three of the five possible hills on the map, I decided to end my own solo attempt early with the battle for a 3rd hill still in contention. The major problem for the attacker is the CVP limit of 45, which seems a little harsh considering the forces involved on both sides (Those 45L's won't need much to blow up Pz 1s!) And a good run of artillery can do a significant amount of damage to the attacker. The balance also doesn't help the attacker in any way (Add 1 game turn) and should be something else. The attackers don't lack for time to take the objectives, its about holding them and not losing CVP in the process of it all. Jobbo_Fett
Escape to WiltzCalled after 5 turns. wwillow
...and Here We Damned Well StayUsed British balance. The Dust dulled any German chances for easy hits. Kydder
Delaying ActionUsed German balance. Sneaking around, lost some AFV but always got the revenge. Kydder
The Governor Rich Weiley
The Art of DyingItalian vs Russian is not a common one.
A bunch of tankettes and at least the ATR are useful.
Open ground to cover.
A lot of interesting things.
GOUREAU
Down Number Two RoadAmericans moved steadily forward and made good progress pushing the Japanese back. By Turn 5, only a single Japanese squad was left. That squad managed to slip away and picked up an abandoned US MMG. It managed to break 3 US squads on the final US movement phase, before Advancing Fire eliminated them for an American win. grumblejones
Ghost RidersEarly missed shots by the Russians put the Italians in tight with the defenders but by the end they were able to rally and keep the Axis out of enough victory buildings. Turning points happened on both sides, a berserk Russian leader and half squad won a critical CC and the German STUGs wrecked two tanks with intensive fire turret hits. But the 6-2-8s proved to make the MCs in the end and held on. dmareske
Fighting WithdrawalMis-anticipated how much time it would take to get off the board for both sides. Russians got clobbered in combat, but managed to get their last good order squads off the board. tpdorsey
The Marco Polo Bridge IncidentI was too conservative on the attack as the Japanese. Chinese reinforcements were able to hole up in the various victory point buildings before I could get going. This was a fun scenario that I want to try agsin. Cstampley
Radio Wars Rich Weiley
N-463 toffee
It's Hardly FairEven though I won as the Germans, I think this scenario is unbalanced in favor of the Americans. My friend chose to not contest the stone building in Z9 and woods/brush clump from roughly hex rows U-Z. That allowed me to quickly establish my units for the push towards the center and rear VC buildings.

I ended up winning on the AFPh on the last turn when I broke a surrounded frozen 7-4-7 squad in M6. Had I not been able to enter with no resistance, I am certain that I would have come up at least a turn short. Only having half movement for the vehicles and no CX for the infantry on turn 1 is a serious handicap. A few up front American HS to keep the Germans honest should be enough of a speed bump to win the day.

Our game turned out to be tense and a lot of fun because it was so close, but I think this is probably the exception rather than the rule. I can't recommend this one for the Germans.
Jude
Too Rapid An Advance Bongiovanni
Advance to KakasA fun play for a Sunday afternoon. I set my Dutch up to withdraw back to the Victory buildings, they were successful but they were unable to inflict enough damage on the Japanese to hold out for the win. I also misread the rule disallowing Dutch deployment pregame so my HIP reveal for the win was forfeit. Highlights were killing a Japanese tank in CCRF with a Dutch Green Squad and getting an improbable kill with the 37L, SGT Mac
Rakkasan RuckusUSA decided to just hold the town and ignore the hill VC.
Pretty tough for the KPA to root out all that firepower with frontal assaults through mostly open terrain. KPA long range mortars are pretty awesome but then useless at the short ranges needed against the town.
nekengren
A Pleasant DiversionCG Date 1-Morning. The Germans eked out a win in the Morning scenario by holding on to all but 2 VP buildings despite losing all tanks and guns - save one Panther and one 20LAA. The Americans expertly used OBA smoke/sM to screen their approach and seized the church and a 1 hex VP building, but lost precious units along the way and were not able to push further into the village before the Americans rolled a 2 in Turn Five RPh to immediately end the scenario. Looking ahead to CG Date 2-Midday, the Americans have some Shermans in place to partially interdict the German armor and infantry reinforcements, but will they have enough infantry - their main challenge in this CG - to seize more VP buildings from their weak but well protected German foe? An interesting wildcard: 50% of the M9 VP building is on fire..... Thompsonmg(MGT)
Ghost RidersFirst to play and post. Danno
Down Number Two RoadFirst to play and post. Danno
By OurselvesThe German light mortars were devastating. Rate Tears meant that the odds caught up and I ended up wiping out his fire base. The Norwegians never really recovered. von Garvin
Holzthum Hold Out GOUREAU
Death on the French Coast Bongiovanni
The Valley of Glory Bongiovanni
Another Summer's DayBalanced to Americans. Germans chose armoured trucks as an one of reinforcements and all (!) of them got 12 while were trying to Fire MA and AAMG and recalled. So Epic fail!
Then Germans circled Americans but one squad with bazooka survived.
AntonLPF
The Puma ProwlsGermans win by 1 point. After plugging one of my tanks on a bounding first fire shot, needed an original DR of 2 TH, Varick avoided me and rightfully exited the map, giving him 9 points. Of course, my guys then exited, for 8 points.

The guy he plugged even tried for motion status attempt to no avail.

Such is life! Also, my attempt to hit him as he was fleeing also needed a original 2 TH; I rolled a 3. Of course. :)

Great fun!
von Garvin
Reckless Raid Danno
Reckless RaidTurn 1 was pro-German with some good hits on the Romanians. But some Melees went unresolved which tied up half-squads with DC's. The Romanian reinforcement came in and overwhelmed the Germans and by Turn 5 only a single 5-4-8 with an LMG was left. 5 Gliders were destroyed, but the Germans had lost 11 CVP. Tough fight all the way around. grumblejones
Circle the Wagons!I'd like to see how the Ethiopians win this scenario. The Ethiopians spend the first half of the game maneuvering across open ground to get into a position to fire a long rang shot at the Italians, and the second half of the game being attrited away. The Italians don't even have to move, just pick off the Ethiopians at move into range. I appreciate esoteric scenarios, but can't recommend this one unless someone is feeling a need to be punished. RJenulis
Moment of TruthTwo artillery pieces and a HMG firing down from the hills with little cover made this one hard on the Germans. I entered the map spread out over the length of the board and should have picked one side or the other to commit. My attack bogged down and it was obvious after turn 3 I was only going to capture just one of the two guns. Cstampley
One Story Towngot crushed very bad first 2 turns. FT tank took out 3 squads w/KIA. AC's malfed and/or died in first turn. Broken weapons and men everywhere. nebel

Latest News

Balance reporting
You can now add balance to reported games and view a balance report for scenarios. The balance range comes from assistance of Indy and is an implementation of the Wald Interval algorithm.
Quickly see the games you've played
On each scenario page where you've played a scenario, there's now a small "show" button that will list all of the games you've played that scenario - this one will stop me having to find my name in the "view all" section of the games played list!
Scenario cards
Just to be clear - any scenario cards that are uploaded to the user file sections of scenario pages must not contain copyrighted material (graphics, artwork, etc). I'll try to get in touch with the designers/uploaders to notify them but when these files are found I have to remove them.
A quick reply
If you wrote this message to me I couldn't reply as I didn't have a reply address: "May be you can help me. We play LN3-8 scenario. Japan has 6 pillboxes worth 1 vp each and 3 caves worth 2 vp each in the OB as start. US must earn 10 vp by controlling or destroying them to win. Can the Japanese use: G11.91 OB: The number of caves available to the Japanese is listed in their OB. However, each cave set up as an Upper-Cliff cave (11.113) subtracts three from the number of caves available for setup. Cave Complexes (11.2) are not listed in the Japanese OB. The number of Cave Complexes available to the Japanese side is not reduced by the setup of any Upper-Cliff cave(s). This eliminates many vp for the US hence limiting his chances to win. I don't think the scenario was built that way. Right or wrong? Thanks". My interpretation (without any specifying SSR saying otherwise) is that it's possible to swap and yes, probably an oversight by the playtesters/designer. It's probably worthy of a house-rule prior to selecting sides.
Full Scenario Map
Take a look at the Scenario Map option on the left hand side. Scroll around, zoom in, set date ranges and find scenarios by location!

Still not sure about scenarios on top of each other (with the same location) but I'll figure it out, shortly!

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ASL Action Pack #11 29 Let's Go! 106.26
HASL 10a - Red Factories 186.26
ASL Action Pack # 7 106.25
Winpak #2 66.25
Rally Point #18 106.25
Berlin: Red Vengeance 116.24
Out of the Bunker 146.24
Franc-Tireur #7 116.23
ASL 15 - Forgotten War 166.23
Armoured Aussie Pack 76.22
ASL 2 - Paratrooper (2nd Edition) 86.21
Schwerpunkt #12 126.21
Dezign Pak 7 126.21
ASL Action Pack #12 Oktoberfest XXX 106.21
Onslaught To Orsha 2 326.21
Nor'easter Scenario Pack II 156.21
Tactiques # 6 86.20
From The Cellar Pack #6 106.20
Out of the Attic 166.19
Rally Point # 8 106.19
ASL 14 - Hakkaa Päälle! 176.18
Paddington Bears '97 Pack 86.17
High Ground! 86.17
From The Cellar Pack #7 106.17
ASL 4 - Partisan! 86.16
Into The Rubble 2 126.16
Franc-Tireur #8 106.15
Dezign Pak 4 156.15
March Madness `97 Pack 126.14
Tactiques # 2 106.13
Rally Point # 6 106.13
ASL 11 - Doomed Battalions (2nd Edition) 86.12
Dezign Pak 2 126.11
Schwerpunkt #18 126.10
Internet: MMP 66.07
Franc-Tireur#14 326.07
Backblast # 2 86.06
Hero PAX 2: Eastern Front Hero Fest 86.03
The Canadians In Italy 2: The Spaghetti League 126.03
ASL 6 - The Last Hurrah (2nd Edition) 86.01
Leibstandarte Pack 4 - Turning of the Tide! 86.00
Objective: Schmidt 176.00
Dezign Pak 8 105.98
SASL 1 - Solitaire ASL (2nd Edition) 215.97
ASL 8 - Code of Bushido 85.96
Schwerpunkt # 3 125.96
Recon by Fire! #1 85.95
Deluxe Pack #1 125.95
Schwerpunkt # 1 125.94
Waffen-SS I: No Quarter No Glory! 65.93
Schwerpunkt # 2 125.93
HASL 6 - A Bridge Too Far 125.85
HASL 3 - Kampfgruppe Peiper II 85.82
Dezign Pak 3 155.82
Blitzkrieg in the West - Northern Campaign 65.82
ASLOK 2005 - 20th Anniversary Scenario Pack 105.81
HASL 5 - Blood Reef: Tarawa 105.77
Time on Target # 2 215.70
Wacht Am Rhein 165.68
Southern Cross Scenario Pack `96 65.68
ASL For Fun-LCP 325.68
DASL 2 - Hedgerow Hell 85.65
Melee Pack I 65.62
All American I: Kellam's Bridge 105.52
Panzer Aces 65.43
Leibstandarte Pack 3 - Clash at Kharkov! 85.40
Hell's Highway 65.38
Firefights! 65.23
The Long March 175.11
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
OlivierIrisson Olivier2023-01-28 18:28:42
liam4dadWilliam Broadhurst2023-01-28 13:50:28
baloo7Jeffrey Rubin2023-01-28 02:14:13

On this day...

ScenarioLocationDate
HP23 Sherlock's StandWandumi, New Guinea1943
FE102 Spirit of BushidoSan Manuel, Luzon, Philippines 1945
J111 Prussia in FlamesElbing, East Prussia1945
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