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ScenarioCommentUser
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
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
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
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
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
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
All I've Got is Prayer strategos
Gun & Run Danno
Sweet Revenge Danno
Sweet RevengeCanadians managed to smoke the hill and get 3 x squads and the 9-1 into CC with a 5-4-8. Three CC rolls were 9, 10, and then 12. Dan's 5-4-8 got away and in the next Prep combined with the German 8-1 and 5-4-8 with an LMG. They blew the ever loving snot out of me and that was game. My dice bent me over and that was that. grumblejones
Gun & RunDan ran his tanks within view of the 40Ls and four were destroyed on a successful IF shot and ROF from the other. A squad immobilized the last one in CC making it impossible for the Japanese to gain victory. It was over quickly. dmareske
Bosq BarbequeOne of the bocage scenario series but bocage plays little part here because the large overlay on board BFP D means that the British are basically fighting their way into a village. Formidable forces on both sides and this should be a nicely balanced scenario. However in our playing, the Germans had very poor luck, with 3 of their 4 AFVs malf'ing their MA and then breaking it when trying to repair. the German quad 20mm AAGun still did some damage though, and the British took losses coming in, but still managed to enter the village in sufficient force for the win. Andy_Bagley
Germans in Gherman JimT1277
Golden PheasantsExcellent scenario in which both the Attacker and Defender thought the game was lost multiple times throughout the game. The Germans were able to withdraw a squad from CC in the last CC within the Vc building of the last CCPh of the game to win, so this truly game down to the last dice roll. dsoukup
Gavin TakeInteresting rework of the classic scenario - it feels the same but the map and SSR make it a different game in many ways. jtisdel@me.com
A Victory for Early Polish ArmorRussians defended up front, denying easy lines of advance to the Poles, with plans to fall back in order. The second line of defense was VP location W7 and the southern edge of the village. The final defense came down to DD6 in last turn. Defensive fire broke or pinned all attackers and the hex held for the victory. Polish tanks had a hard time keeping up with a fall-back defense. Guru Bob
Monty's Gamble marginal
The Queen's PrequelThe British concentrated against the German right. The German mortar never managed to get ROF, the lowest German IFT roll was a '7', and the British managed a HOB Hero creation. Called on GT3 after the 9-1 leader failed a NMC in the VC location. But it was great fun! johnnebauer
Rough RecessRussians concentrated in the south, with one KV-1 and one platoon entering from the east. German 10-2 in the stone building was initially successful at slowing the assault, but was taken out by a sniper in turn 2. Two of the KV-1s were immobilized: one on a starting roll, and one in close combat. John was aggressive with the tanks - overrunning two squads in foxholes, but to no effect. The Germans were masters of close combat, taking out 2 Russian squads and losing none. We had to stop early due to time constraints, but we both agreed that the Germans had slowed the attack just enough to win. This was a good scenario, and we'd both be happy to replay it. Rpjrim
Unexpected FireTough sledding for the British. Need to coordinate infantry and tanks to get through bocage fortresses to take the hill. LtDan
The Haunted CastleAn interesting mix with both a German and Soviet "attack". I made a blue with the reinforcements not just high-tailing it for the victory buildings but was lucky that Rob broke the gun. Lacking the suppressive firepower to reduce each strongpoint was decisive. The Soviets were able to cause enough breaks to make the last-ditch German attack on the castle a failure. Nicho11
BreakoutThe Russian player was relearning the rules. The scenario with simultaneous blind setup is interesting. As the German I simply decided to run as fast as I could and leave the AT gun and 2 HIP squads as speed bumps and it worked. On Turn 3 I could exit about 30 EVP of the 25 needed. If the Germans do not fight and choose to run, the Russians should forget about safety and just act as speed bumps to avoid the German victory. esparver73
Cautious Crusaders jgarlic79@gmail.com
A Burnt Out Case Bongiovanni
Pukhov's Push johan.vrijdaghs@gmail.com
At the CrossroadsPolish MMG set up a fire lane up the road, which broke two squads and kept Russians to west side of road. The commissar went back to shoot the offending squads. Even with the help of high attack rolls, the Russians could not get to the victory area in time. Guru Bob
Operation NIWI7 CVP+ 8EVP.
Insufficient for the Belgians
strategos
A Vast Hellish RuinUS closed in slowly but effectively leaving the Germans unable to have effective routs in the end. Germans where able to knock out most of the tanks. dmareske
The Valley of Death Yllanes
Desperate DashToo many CR loses for Riders & Bail out misses took their eventual toll. Kydder
The Chivres ShivareeThe French have an extremely tough time accomplishing a large objective in a short timeframe with limited troops. While the initial group of Germans closest to the French entry point are certainly doomed, having to crawl across a causeway with marshes on both sides creates an automatic killing field for any infantry who dare approach.

I was thoroughly lucky in the last turn of combat, netting several snake eyes for valuable breaks and a confident 8-1 leader that managed to survive a 4-1 CC attack against him to force Melee and remove Good Order status on the sole remaining German squad. Not very balanced as the record sheet shows...
Jobbo_Fett

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March Madness Tournament Pack 2025 Fixed
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MM 2025 pack
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I’ll get this sorted by Sunday/monday - sorry!
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Our usual patron only tournament is joined this year by a starter kit tournament (no patronage required).
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Existing purchasers can simply re-download their pack to receive the updated version at no extra cost.

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Scobie Preservesjgarlic79@gmail.com Added a playing1h 39m 19s ago
Hitler's SamuraiHutch Modified the misc. rules3h 24m 16s ago
Night DragonsHutch Uploaded the Board image3h 25m 15s ago
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Fool's Errandasloser Linked the scenario to ROAR3h 37m ago
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Where The Reindeer Dare Not Gomtrodgers99 Added a playing22h 3m 13s ago
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Encounter at PochepHutch Modified the overviewYesterday
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Never On TimeDave Added a playingYesterday
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Newest players - welcome!

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RoycRoy Connelly2025-08-20 16:01:06
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AirtrafficmanCharles Chamberlain2025-08-18 19:28:03

On this day...

ScenarioLocationDate
S07 Prelude to Festung BrestPlouzané, France1944
PTO1-6 Night DragonsKB Mission, Milne Bay, New Guinea1942
FF12 Hitler's SamuraiEast of Wolomin, Poland1944
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