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ScenarioCommentUser
Village of the DamnedInteresting situation, though the Blazes both ended up on the east end of the village, with the rest of the village upwind - so Smoke was a fairly minor part of this game. The T-70 got CHed by the Italian MG, which was a fringe result - but the T-70 probably isn't the absolute crux of Soviet hopes (when close up it's really only IFE4). The Soviets mostly just failed MCs in clumps, and progressed too slowly - though technically they got everyone into CC at the end of the game (albeit on bad odds in some cases), so could have won it. owenedwards
First MatanikauAmericans stormed on in the wooded south, mostly ignoring the thin Japanese line, but getting the worst of it in the few CCs they inititiated. Americans east of the river played it cautiously, creating a green amoebic mass. Turn 2 saw the Americans take more lumps in their CCs in the south, allowing a couple Japanese to remain behind the lines of their otherwise solid wall of bodies along the tree line. Turn 3 saw yet more difficulties for the Americans, most of it again stemming from bungled CCs, including the loss of their 8-1, Meanwhile their 8-0 in east was brained by a sniper, leaving that flank leaderless, while progress was very slow going over there. But a strong push was beginning to develop from the west. The count was 10-10, and the Americans could not continue to trade body for body if they expected to prevail. Turn 4 was very strong for the Americans as their hold on the west intensified and their eastern push finally solidified, not losing any more units while taking out six more Japanese HS. But Turn 5 saw the return of body-for-body trade-offs, and the Japanese recognized that if they could simply pull their men to safety they would hold out. Going into the last turn the Americans needed to root out one remaining HS in the last uncaptured hut (a virtual certainty), while eliminating one more VP of Japanese units above what they lost. When they wounded one of the 9-1s for the second time this granted them a 31-14 victory, without having to risk any more dangerous CC. A close, but rather pedestrian scenario. buser333
Smoke The Kents!ASLOK 2022. Won on last CC DR. wwillow
Ariete on Totensonntag Rich Weiley
AK'44 Bongiovanni
Broe Bay Brouhaha Bongiovanni
Le Viet ReliefA tough challenge for the Allied. To synchronize the retirement of the GIs with the upcoming Free French is not an easy task. In addition, the long range fire of the German HMG did not help. At the end, 3 buildings were still controlled by the Germans. A bit of luck is required for the Free French in this scenario... lechiquier94
Action at Balberkamp von Garvin
Kiss of FuryASLOK 2022. Over in 3 turns. wwillow
Dingoes At DamourMy Vichy units defended mostly from the buildings, with a couple of flank protectors in foxholes. The gun should have been further back to defend against the AFV that moved to the rear of the Vichy. Troops held up well for about four turns, then couldn't pass MC. mtrodgers99
Forsthaus ClashStuka strafing was ineffective. mtrodgers99
Forsthaus ClashStuka strafing was ineffective. mtrodgers99
University CityA very tense game that went the distance. The Republicans have a real conundrum in trying to wait out the artillery and punishing the required movement in open ground, or ceding territory early and hope to make up for it in bloody CC and PBF shots. Rootin did a tremendous job at weathering the storm, taking attack after attack on the chin. Sadly, a squad or two that won't come back in 3 or more turns ends up hurting the defenders position more than one might appreciate. Periods of encirclement and cc, overstacking and murderous artillery punctuated a stiff fight. One I could see being played multiple times, or perhaps a tournament scenario.
Jobbo_Fett
Recon On The Logging Trail Bongiovanni
Indirect Panther Bongiovanni
Three Bars of ChocolateI got very lucky with both my reinforcements coming in on the first turn. I got my tanks in a postion that forced the Tigers to run the gauntlet. I was lucky to take out 1 Tiger with a side shot and the other with a rear shot on the Tigers turn of entry. slunts
88s at ZonAmericans turn German left flank. 88 s pound thr paratroopers with criticsl.hits. American roll box cars breaking bazooka and MMG. Americans overcome, re group and pin a key point of the ad hoc defense and rush to the bridge for the late win.. Lots of fun. BobMcKenna1966
Marsh MadnessRussian needs to do everything right in the setup, because the defence is mostly static. Germans came from east and west to cause rout difficulties eventually. German win on turn 6 of 7. mtrodgers99
Beachhead at Ozereyka BayASLOK 2022. Went 8 turns. Russians got the Stuarts on turn 3. wwillow
Villy Muss Fallen! WestGot the OBA Smoke down to cover approach to the village and brought the AE on as the reinforcing force on the South edge. Made no progress though with constant breaks against a solid defence and called it in T3 after an AE went berserk and got eliminated and the 10-2 had fallen in CC Simonstan
Home By Christmas? Rich Weiley
Hill 200 - Gateway to Rzhev Bongiovanni
Sabres CrossedASLOK 2022. Over in NK 2. Poor play on my part. wwillow
Sake At Sunrise Danno
Sake At SunriseJapanese made great progress through the jungle under cover of darkness. It took them 3 turns however to overcome the Marine Roadblock. The dogs sniffed out three squads of Japanese, which helped the Marines hold out longer. The Japanese killed many of the wounded Marines in the camp, but the majority became walking wounded 4-5-8's and held the line as they did historically. The Japanese launched two Banzai charges, which were both cut down by concentrated 50 CAL and 30 CAL Machine gun fire. By turn 6, the Japanese attack was broken and an American win. Very tough on the Japanese, once the sun comes up. grumblejones
Dombrowski's StandA very tense game that went the distance. The Republicans have a real conundrum in trying to wait out the artillery and punishing the required movement in open ground, or ceding territory early and hope to make up for it in bloody CC and PBF shots. Rootin did a tremendous job at weathering the storm, taking attack after attack on the chin. Sadly, a squad or two that won't come back in 3 or more turns ends up hurting the defenders position more than one might appreciate. Periods of encirclement and cc, overstacking and murderous artillery punctuated a stiff fight. One I could see being played multiple times, or perhaps a tournament scenario. Jobbo_Fett
Sticks And StonesThis one came down to the wire, and although there were some misplays (both rules wise and tactics wise), it was an incredibly tense scenario that saw it come down to the wire. The heroic defenders passed just about every morale check and pin check they needed, although I may have been a little too hesitant to reveal my Steeple troops and my MMG, but all the same it was a great fight. Rootin did everything he could to gain territory, and it could easily have swung in his direction had the dice been more favorable. Definitely a scenario that, barring minor tweaking, could be included in many a tournament run. Jobbo_Fett
Farmyard AffrayThis is a fun scenario for an evening's entertainment. The outcome was up in the air until the last German turn. mtrodgers99
The Last DayGood fighting withdrawal scenario for the Germans. I sacrificed a few units as roadblocks to slow the Rissians down coming out of the gully, and that helped prevent them from getting to the back building with time to break all of the defenders. styson
Haase to Hold On mcgallons
Tiger TrapRussians came sweeping across the plains. The Germans rolled poorly through Turn 1, but after that began nailing the T-34/85's with all manner of AT Devices. By Turn 3, all the Russian tanks were knocked out and it was game over and a German victory. grumblejones
Tiger Trap Danno
First CounterattackA very nice and quick scenario. A multidirectional French attack fixed the German units in their defensive position. The main offensive effort coming from the East, it was therefore uneasy to resist for the German troops with less than half of their resources. In the fourth turn, their defense finally cracked and the French units took enough building hexes for securing the victory at the end. Thanks to Serge for this great game ! lechiquier94
First Counterattack Serge
A Long Way To GoAlthough I've played most of the SK1-3 scenarios by now, this is one of the few I had skipped over. It turns out that it is a tightly balanced (IMO) and challenging scenario. I highly recommend it be tried at least once.

As is evidenced by a quick glance at the starting OB, the Americans are not only outnumbered 2-1, but also quite under-gunned. The only SW of any impact is the 60mm mtr with its enticing 3 ROF that promises (in my case, empty ones) exciting rate tears. This is another scenario where the designer saw fit to give the Americans a couple of bazookas. With no AFVs in play, and only a couple of buildings to possibly target in the first turn or two, these iconic weapons are all but worthless. But the Americans look cool toting them around!

SK11 is a standard "Attacker has to exit VP points to win." An important twist is that if the Amis can eliminate 11 German VP, they win. This little detail helps keep the German player from bull rushing the thin green line: he has to avoid too many of the dreaded -2 low odds shots.

The other compelling thing about this one is the terrain. The Germans enter on the north edge cluttered with buildings, woods, and two hills, and have to ramble 17 hexes to the finish line on the south edge. Once they clear the few buildings and two hills in the first third of the map, they essentially have two main routes to victory: one that requires crossing a large swath of OG before hitting a hindrance shelter grain field (the eastern path). And one that provides a grain field cover at first before forcing the attacking squads to make the final sprint across OG.

The American is eventually forced to garrison a thin strip of woods separating the two paths running north to south down the final third of the board.

Bob did an excellent job of driving me out of the first third of the board. I managed to break a couple units and picked up 3 VP. When my mortar scored a hit and broke a squad on my first shot, I had hopes that it was the start of something good. Unfortunately, on its next shot it Malf'd, and on its first repair dr, it X'd.

Bob decided to send forces down both wings with a nice leader led MG FG sitting back providing overwatch. At one point I had only 2 GO MMC. But after a fortunate RPh, the Americans pulled themselves together and got into a semblance of a defensive stance ready for the final onslaught.

Again, Bob executed the dash to the finish perfectly, and I really did not think I could stop him from getting the 9 VP off the board. After a flurry of DFFs he had 8 VP off and needed only one of two squads to make it. The game came down to two crucial attacks that I needed to win: a 2FP +1DRM that resulted in a Pin, and a 6FP +1 that resulted in a Break. The game literally came down to the last roll on the last turn.

Bob played an excellent game that could easily have gone his way. I see that Roar has this as tilted to the American side. Based on how close this one was, and especially how much depended on a few fortunate Ami DRs, I guess I would agree.

Still, if you are looking for a scenario to help bulk up your defensive tactics-toolbox, don't skip this little gem.
Jwil2020
Legion of Doom Bongiovanni
Among the Ruins von Garvin
Chances Are Slim Bongiovanni
Szczuki Bongiovanni
Through the Summer GrainA short but interesting game. The Russians did not fight for the buildings. After placing a roadblock on hex Y10, the Russians set up on hexrow T and retreated in front of the forest. Before the Germans could reach and strike, they dug in several Foxholes. They destroyed the German vehicles with ATRs and escaped in the fifth turn. Ireneusz
Breakin' Into the SlammerI didn't put a single body in either of the two forward buildings. Instead I setup two PBs to lay FLs down the two allowed streets the Americans would be approaching the station from, the guns to protect them from marauding infantry, the other two PBs flanking the station on the north and south, and a small outlying force to the north to slow down that approach. The rest of my troops were jam packed into the station. This made for an exceedingly boring game of shuffling skulk city. My northern force proved inept, with a HIP crew breaking his MMG on the first shot, then rolling boxcars during FPF. The next stage of my northern defense fared no better as the Americans swept through them easily. Meanwhile the American force closed in on the station, with tanks clearing the path by wiping out two wire counters. The next turn they dipped their toes into a head-on assault, only to find that the entire front of the building was mined, and a Sherman was fried by a THH. The Japanese were desperate for their reinforcements, and thankfully there was one rubble hex not yet on fire they could run through in their approach from the west. They would have to survive a stack move vs. the mortar HT however, but did so easily. One of the guns came on board to knock out a Priest, and a Sherman bogged trying to remove yet more wire. Turn 6 saw their HT recalled and the Americans nearly complete their sweep of the north, just in time to pave the way for their Turn 7 reinforcements, but they would be too little too late. With nearly every location of the station still packed with concealed fanatic defenders, the Americans decided to call it a day. A much more boring game of Commissar's House. buser333
Entre le Marteau et l'Enclume IIAn excellent introductory night scenario featuring urban fight with both sides having to attack and defend. Germans attacked first and quickly overwhelmed Russian infiltrated units. The defending German group stood against the Russian cloaked counterattack, but could not prevent flanking units to move forward. Nevertheless, The German took position around the objective building. And despite extreme winter toll on German MGs, Russian were unable to breakthrough and reach the key building. A festival of starshells illuminating a bloody night. lt_steiner
21 Nations at La CañadaAn interesting scenario that gives you a few toys per side, some OBA, lots of time and even more distance to cover. There's a real game of maneuvering at play that I enjoyed, and that forces the defender to shoot & scoot frequently. It does suffer from some terrible LOS issues that can hamper the defender's Gun placement more than intended, but with only a handful of T-26's, that might've been the goal. My artillery came in at just the right time, scoring two(!) critical hits against units in trenches. Frequent losses in manpower made the defender fail their morale check, although I would've liked to have continued the match. Definitely one to pore over instead of simply glance at, even if it suffers from a little bit of confusion with required capabilities chart and its abnormal rules. Jobbo_Fett
The Commissar's HouseRob's attacking troops were just too good for the Russians who couldn't pass their MC's. We had nearly finished the game when Rob noticed we had forgotten the snipers. My bad! Probably impacted me worse as my SAN was 6 and the German SAN was 3. Nicho11
Ten-Ton TankI think there were some poor tactics on both sides for this one. I squandered my tanks with all three out of action by turn 2 and the Swedes failed to adequately protect the southern flank where the FOO was hiding. I rushed almost everyone south and in the end I had 4 1/2 squads reach (not cross) hexrow X. Swedes had 1 squad covering the area and needed to break one squad for the win. Pte Parts
Through the Breach, Into the FireJapanese held 4 VP buildings at the end of the game. RJenulis
Use Your Tanks and Shove mcgallons
Liberating LoznicaPartisan stack all went Berzerk on Turn 2 and caused havoc on the German defenders. It was tight match to the last Turn CC. Kydder
Bizory Loves CompanyUsed American balance. Americans did well at begin by knocking out all German vehicles quickly, but the tide kept moving to exit VP & CVP needed by Turn 7.
Kydder
Chapelle Ste. Anne GOUREAU
No Farther GOUREAU
Romania VictorOutnumbered and with indifferent dice, I was never really in this one and conceded during turn 4. Gamer72
The French Decide to FightMy opponent didn't like his chances at all; I thought it would be extremely tough for me. That's usually the sign of a good scenario, though I do not think my opponent took full advantage of the potential severity of the VC. Much will obviously depend on the order the US forces arrive to the fight, and I can hardly complain about mine. I started off with Group 1. Many would probably say that Group 2 would be the ideal, and I tend to agree, but Group 1 would be the second best in my mind. The best thing about Group 1 is the immediate use of the three AFV, and I fully intended to use these to scout for hidden guns. To my mind this is where my opponent's defense faltered, as I would strictly place the guns in inaccesible places with LOS to the airstrip and never reveal them. Even with vehicles clearing the way, there are still plenty of buildings and woods that the guns can hide, and these will really only be able to be cleaned up with infantry. The rest of my troops advanced cautiously onto the board, keeping concealment in almost all cases to limit the potential damage from the OBA. The mortar stayed 17 hexes away so as to retain concealment even after firing. He almost paid immediate dividends when he delivered a multi-level CH on the watchtower, but the only result was the MMG HS breaking. Next up for me was Group 3. Again Group 2 would've been ideal, but this was by far better than the observation plane. Once again my troops came onboard mostly concealed or hidden from Level 2/3 eyes. This would be a game of patience for the Americans. While they only had 9 turns to get the job done, they could afford to wait for all the pieces of the puzzle to come together. One of the AT guns revealed itself to blast one of my Stuarts, and the big AA gun came onboard to scare my Turn 2 reinforcements, but every gun revealed was one less I'd have to bug hunt for. Turn 3 finally saw my northern troops enter the battle. They carried with them a lot of toys, in the form of a .50 HMG, another mortar, and a radio to finally get some OBA of their own. My eastern troops survived a couple potentially game-breaking shots. This is where the floodgates finally opened, with the Americans able to put pressure on the watchtower from various angles. The 9-1 leading the MG kill stack was wounded and broken, along with the phone operator and the MMG HS. The HMG HS survived, ducking down to Level 2 where he was shortly eliminated with a boxcar MC. Finally the Americans were freed up to move, and move they did, quickly converging on the airstrip. The other AA gun was brought onboard to try and stop a flanking American HS, while the last AT gun revealed itself trying to stop the Stuart, which it shocked. But the writing was on the wall at this point, and with five turns left to go the French felt there was no way they could weather the storm and conceded.
buser333
Danica AirI like infantry-only scenarios. To me that's ASL at its finest. I knew the defense would be tough here with the enemy approaching from three sides. Things started off fortuitously enough in the north when I CR a squad and killed the 6+1 with a mortal wound. I thought I had placed enough defenders guarding the south to dissuade a strong approach there, but this was where Scott sent the bulk of his force (despite the slower going up into the hills from offboard). I probably should've picked on his leaderless band of men in the north, but they were sitting behind the wall, and every positive TEM addition to the DRs was enough to shift my focus elsewhere. Besides, I had to try and deal with his MMG kill stack up in the hills. They would do a good job in causing my western force to start to unravel on the next turn by busting my 8-1 and accompanying MMG squad before they had a chance to relocate to the PB they had waiting for them, turning my mortar-bearing HS berserk, and (in the east) busting my other mortar-bearing HS. The only units I had left that could touch them was my 9-1 and other MMG HS, and they did a piss-poor job. It was looking grim. If things started out with a bang, they really heated up on Turn 3 when the partisans finally got close enough to initiate some CC. I was proud of my men for dishing out more than they took, and by the end of the turn the partisans had lost 3.5 more squads (including a 527) to my 1.5 (0.5 of which was my berserker running to his doom). My western boys (sans MMG) managed to rally in the safety of their PB, but now it was my eastern MMG stack's turn to fold. The body count continued to pile up on Turn 4, with my western defenders managing to hold on to their tenuous hold in the PB by surviving CC with only a CR. My boys in the east bounced back and manhandled their MMG into the PB, where they would prove their mettle the rest of the game with some stellar shooting. Turn 5 saw me get the worse for wear as far as lost men went, but the partisan push in the west was severely rebuffed, with my men in that PB still able to hang on. The partisan equipment also began to show signs of extreme wear, with many weapons breaking down. I brought on the remainder of my HIP units to help bolster the ranks, and they did a good job of stalling. Turn 6 once again saw the Croats dish out more than they took, but enough lucky shots here and there by the partisans kept them in the game. Still, with all the continuous fighting that had been going on, they had only managed to grab control of a sole building so far. So Turn 7 was bound to have a wild finish. Scott finally was able to sneak a guy into position in the north to grab his 2nd required building, and squeeze enough units through all the RFP to grab two ammo dumps, but on the final move of the game to grab the 3rd for the win I was able to KIA his squad. A wild and exciting game no doubt. buser333
Prize For A Panther RJenulis
Danica AirAs Jeff mentioned, a fun, infantry-only scenario. Struggled in some CC's that really slowed my time-table down which led to the final rush. I was able to grab the second building and two ammo counters, but needed the third. I had men in position to make a grab at several, but none were able to get the job done. The final MMC in position to try pushed off, with all of Jeff's units have fired. He would have to survive a 2(-2) firelane, a 1(-3) residual attack in the ammo hex itself, and then not roll a 6 on the recovery roll with his final MF. Unfortunately, he died right away on the 2(-2) shot, thus ending my chances and giving Jeff the well-deserved victory. sherersc
Legio Patria NostraEpic battle that came down to the final turn. The Germans set up with a rather aggressive forward defense. The French opened up with mostly Prep Fire, breaking 2 German squads on the front line, followed by a cautious advance. The French followed up by scratching their way forward, unable to achieve any meaningful result against the German defenders, but still moving forward. With the French closing in, the Germans withdrew from a forward victory building. Time running out, the French took a couple gambles, did not suffer much loss, but did not make much gain. However, one broken French squad was able to rout forward into a third victory building. On the following French turn, this squad rallied, gaining control of the building. This was followed up by the same squad moving into a fourth victory building on the hill well behind the original start line. The Germans were now forced to take major gambles to rest control from one of the buildings. None of the gamble succeeded and the French were victorious. Heloanjin
Lehr Sanction wwillow
An Unorthodox Situation RJenulis
Scots Fusiliers' Assault RJenulis
A Lesson for Lehr Rich Weiley
War of the RatsDecisive German win. Played solo. The Russians left a gap in their coverage of the left flank which was instantly exploited by the Germans, The flank crumbled with the Germans moving quickly left-to right towards the big factory. By the last turn the Germans had moved next to the garrison of the O building, which consist entirely of broken squads, some having escaped from the large factory. The German advanced in and took up residence. Game over. With everyone under DM, the last Russian rally phase was a forlorn hope.
(Played with full ASL rules.)
Holdit
Black Day in HattenI played a poor early game, losing a lot of troops to the initial American attack. Then my Sniper managed to Recall a Hellcat and another one was lost to a PF shot, forcing my opponent to play quite conservatively with his last remaining AFV. After that, my 75mm went on a ROF tear, shattering the American advance on the left flank. My opponent did manage to recover from this extremely well and the game was only decided on the final CCPh on German Turn 6 - resulting in mutual HtH elimination, which left the required two VP Locations in German hands. I had no Good Order units left on the board at the end of the game.

It was a great game and a great experience. In all honesty my opponent would have deserved the win, as I needed the ROF tear and the Sniper results to get back after a poor start. He played a solid game and used the Hellcats and the American smoke/WP capabilites to great effect.

Really liked this scenario, it's one of those instant action urban combat type games that are often very intense. Small playing area, lots of action.
ASLSKGwahlur
Ambitious AssaultGame played via VASL PBEM over a couple months. As reported, very hard for the US/British to track down all of the different pockets of Italians, who when finally caught, got the +3 stone building bonus. Americans probed the Italian left flank early and met stiff resistance and couldn't get any concentrated fire into the town. The 9-2 for the Americans couldn't stay in the fight. The Brits fared much better but couldn't get far enough in the time they had to turn the tide. I let an American half squad get behind me which nearly spelled disaster, especially when the Allies started making desperate dashes across open ground near the end and survived! Ultimately, too little, too late, but it was a fun scenario with some tense moments. Fanghawk
A Bright Red Scarf RJenulis
Use Your Tanks and ShoveUS fire was devastating, and Germans had bad times during morale checks. (VASL Log) MoriQuessir
Siam Sambal Danno
Siam SambalDan's Thai Mortar stopped my initial assault on Board 17. My Vichy took some heavy losses moving towards the Board 35 Huts, but Dan's plane failed to get good attacks and 12's did a Recall on the Thai tank. So after Turn 6, with Board 17 falling to the Vichy, Dan offered the concession. It had been a tough fight, but the writing was on the wall as the Vichy would quickly mop up the building in the backfield. grumblejones
Mourir a MadridA poor setup, with absolutely punishing and consistent poor rolls meant the republicans were attritioned as they broke and failed almost every morale check. I had a squad with my MMG and HMG and my best leader who only shot thrice in 4 turns, having done the spectacular, rolling boxcars on their first shot, and double drs for malfunctions, only to do it again after repairing both and shooting once more later on. It was truly a scenario where the dice conspired against me, allowing Putin to get too far ahead for me to contest the end of game VP score. Jobbo_Fett
Mourir A MadridA poor setup, with absolutely punishing and consistent poor rolls meant the republicans were attritioned as they broke and failed almost every morale check. I had a squad with my MMG and HMG and my best leader who only shot thrice in 4 turns, having done the spectacular, rolling boxcars on their first shot, and double drs for malfunctions, only to do it again after repairing both and shooting once more later on. It was truly a scenario where the dice conspired against me, allowing Putin to get too far ahead for me to contest the end of game VP score. Jobbo_Fett
Liehr Launches FirstAfter looking at the map, I felt that a push on the German right flank was the best option. Going right up the gut seemed to be a difficult path having to fight through all the stone buildings. So I sent the bulk of my force to the right with two AFV's, while the other two AFV's feigned up the middle and then also swung to the right on Turn 2. Only a token force of infantry was sent to the left to try to fix some American squads in place. The old saying about plans not surviving first contact with the enemy reared its ugly head as the two things I told myself to do at the start of the scenario (use the plentiful AFV smoke and don't get your AFV's out to far in front of your infantry) quickly went by the wayside. The German attack made pretty decent progress on the right, securing I26 by Turn 4 and all the buildings to the right of the main road were captured. But all of my AFV's were taken out...three by the hidden immobilized American tanks and the final one by the two reinforcing TD's...so I would have to try to capture two buildings on the other side of the road. With the Ohio State-Wisconsin game about ready to start, I conceded. It was probably a 95%-5% chance for the Germans to somehow miraculously pull this one out, but it would have been fun to try for the final push. sherersc
Last Minute WarHungarian guns wreaked havoc on the armour - the AA gun destroyed 3 in one ROF tear. One of my HS prisoners attacked its guard and won (created 8-1) then attacked the AA crew in CC and created another 8-0. In the end only the AT crew survived (but in melee) with 13/15 buildings in Slovak hands. Pte Parts
Strangers in a Strange Land dmareske
Resolute Defence Bongiovanni
Strangers in a Strange LandThe French assault was immediately stymied when the German MMG rolled snakes breaking 2 MMCs. One squad rallied and the French pressed the attack. A German LMG and Mortar subsequently broke 3 squads, with on CR'd. These losses in the first 3 turns greatly hindered the French attack. The Germans attempted a strategic withdrawal, suffering some losses on the right flank which provided an opening for the attackers. When the German reinforcements arrived, the French had all of the open ground approaches covered with at least 1 FP. The Germans were unable to advance as far as hoped, finding themselves cut off from the VC building. Luck struck the German defenders when a French AFV MA and the other AFV CMG malf'd. The German reinforcements crossed the road bolstering the building defense. With time running out, the French broke the German squads covering the northern approach and then moved in force into the building while one AFV was recalled. The Germans were able to pin two HS which were preparing to enter CC. On the German final turn, the Germans skulked as best as possible reducing the possible Def Fire shots to a minimum. The French took every shot they could, but the Germans were unscathed. Craig was able to garner his 3rd win against Dave's 12. Heloanjin
Totsugeki!One of Mark's first games in PTO. Banzai! and DC heroes galore. Sparafucil3
Released from the EastDan's SS rolled miserably all night long with a bunch of 11's and more 12's, which allowed the Russians to get in close and overwhelm them in CC for the win. Bad dice really decided this game. grumblejones
Released from the East Danno
Totsugeki!The Chinese had a decent set-up but made the critical error of taking Prep Fire across the first line in the first turn instead of falling back and maintaining concealment. The Chinese did manage to eliminate 2 of 3 Japanese leaders in an attempt to forestall Banzai charges, but DC Heroes abounded and remaining Japanese leader lead devastating Banzai charges to overwhelm the Chinese defenses and take all three guns. Thompsonmg(MGT)
Setting the StageGreat description by Jeff of a fun and enjoyable game! sherersc
Retaking Vierville GOUREAU
88s at ZonPlayed Bob on VASL. This SK version is modeled after the ASL classic "Zon With the Wind." Very similar dynamics at play: Americans must overcome a modest screening force backed by two HIP 88s in order to exit at least 7VP off the edge--and do it all in 6 turns.

I managed to clear the center buildings and capture the two hills on the American right by about turn 4. Bob opened up with both 88s about then. I was lucky in that he mostly rolled high on his TH DRs, and when he did hit, I only lost one squad to breaking.

This was highly fortunate for me, as those 88s, once they score a hit, attack on the IFT with a 16 flat. If they make rate a few times, they can send a lot of units to medevac very quickly.

Once the 88s revealed themselves, the classic American FP zeroed in on the guns and I was able to silence the main gun holding me up on my right.

Very fun game, very much worth a replay.

BTW, we both had brain-cramps and overlooked the last sentence of rule 1.2.6 which points out that only small target guns and AT/INF guns that are not large targets can set up in buildings. That definitely limits the hiding places for the 88s. Why that sentence is not under 6.0 "Ordnance," I do not know. Another example of the hunt-and-peck-connect-the-dots-system of the SKRB.
Jwil2020
No Greater Love RJenulis
Cooks, Clerks, and Bazookas mcgallons
Autumn ApproachVery fun scenario. The main British force went up the left flank, breaking the defenders in the clearing in front of the village. Crossing the street was more difficult since the Germans manhandled the 75L into the crossroads, and the TD killed all three British tanks trying to swarm it. No tanks left meant a British concession. oybj
Under the Noel TreesThe American defense was lined up nearly exclusively along the east side of Board 19, blocking all the exit routes. The Germans advanced quickly along the north side of the boards, using the hedges to block LOS. The infantry offloaded just before the woods in the center and moved carefully forward hoping to break a couple forward American units and to flush out the American AFVs. The American picket broke early and an American AFV revealed itself with a shot that turned a Panzer into a burning wreck. The Germans continued along the north side hoping to bypass the bulk of the defenders who were rushing to cover the exits on that side. The Germans were touched with a stroke of luck when a wind DR resulted in a mild breeze blowing East. This gave the Germans a perfect chance to lay a sizable smoke screen. The American AFVs reacted by moving just East of the smoke. But one AFV was Stunned with infantry fire and the other bogged. In CC, the Germans wrecked the Stunned AFV and in the American MPh, the bogged AFV Mired. See that the Germans were free to outflank the infantry to the south and exit easily, the Americans conceded. Heloanjin
Makin TakenClose and very enjoyable game. My plan was to clear the northern board first then sweep south to take the huts, hopefully inflicting lots of Japanese casualties on the way. The Japanese however put up stiff resistance without committing all of their forces, which slowed me down, and I felt I couldn't push harder because of the CVP cap. By the penultimate turn I had to gamble with a CC attack against the Japanese 10-1 leader and elite squad; I lost the ambush dr and got wiped out.
My opponent played this very well. Some of the Japanese troops stayed on the southern board and never saw action, but by keeping these forces intact and denying me the huts there, it is hard for the Americans to gain the required 40VPs. By the end of my 6th turn I had just 26 VPs (16 for buildings, 10 for CVPs) with no chance of reaching my goal on the last turn, so I conceded.
Andy_Bagley
The Kings of BollersdorfYou don’t get many chances (aside maybe from the desert) to play a scenario where tanks are firing at each other at ranges around 20 hexes so this was good fun. Those Tigers are lethal with the “LL” gun particularly CE and with an AL. Russians had lost all the IS-2s by the end of T3 for no losses in return so the Tigers were broadly spread across B63 to deny the T34s achieving the exit VC. They came on cautiously (plenty of time in the scenario) but too often went down when they showed themselves. A good effort though taking out one of the King Tigers with an APCR CH and another with a “snakes” IFT roll on an HE hit vs the CE crew (+2) for a K/ result and thus Recall. However with the Russians down to only 2 T34s the remaining German infantry, of which there weren’t many (sacrificed too much early on up front I think), protected the last 2 Tigers and a final effort to knock out a Tiger from the rear ended with another blazing wreck. Simonstan
Clash at BorisovkaFirst time pushing around AFVs. Definitely got some rules wrong! Key moments, though, were the T1 events on the left hand side of the board, as a Tiger saw its MA malf (and X on repair attempt) and a IVF2 get blown up by a CH as it hid in one of the buildings in the south-west. Though the Germans did take out 5 Soviet tanks, they lost another two (both IVF2s; a Tiger and a IVF2 were left on the board at the end), with there just not being coverage or firepower to stop the other Russian tanks escaping - equivalent 8-5 to the Russians. owenedwards
The Kings of Bollersdorf Gamer72
Defence of St. Oedenrode This scenario is quite static for the US force defending a bridge against a German assault coming from both sides but, in my game, the wild dice rolls made it exciting for the US with two heroes generated and one hyperactive sniper. In the end, the US barely won by passing its last moral check roll. A nice way to spend a couple of hours. Djord
Stovepipe FuneralJapanese were tired down quite a bit during the initial maneuver phase of the battle: 8 of 12 squad became HS or striped to the Turn 3. On the Turn 3 Japanese shouted Banzai and assaulted isolated Marine strongpoint with 9-2 leader. After causing some casualties, Marine stack broke during the FPF, so Japanese were able to consolidate some ground in the victory area. Marine reinforcement had to assault solid positions, so they withdrawn to fight another day. (VASL Log) MoriQuessir
Fighting Withdrawal igycrctl
French Aggression Bongiovanni
French Courage Bongiovanni
French Determination Bongiovanni
Tiedusteluoperaation [Recon Operation] Bongiovanni
Arsenal of Communism Bongiovanni
Osastro Bjorkman Bongiovanni
A Counter Offensive Denied Bongiovanni

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Full Scenario Map
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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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Latest Content Additions

ScenarioActionWhen
A Tiger TrapHutch Modified the unit counts1m 3s ago
A Tiger TrapHutch Modified the Attacker's AFVs1m 3s ago
A Tiger TrapHutch Modified the Defender's AFVs1m 3s ago
A Tiger TrapHutch Modified the Defender's Guns1m 3s ago
A Tiger Trapgrumblejones Posted a comment2h 18m 38s ago
A Tiger Trapgrumblejones Uploaded a Misc. file2h 19m 33s ago
A Tiger Trapgrumblejones Uploaded an Image2h 21m 21s ago
A Tiger Trapgrumblejones Added the scenario2h 22m 51s ago
Smoke The Kents!wwillow Added a playing3h 2m 24s ago
Ready or Nothoxson1 Uploaded the Board image3h 13m 45s ago
Kids These Dayshoxson1 Modified the unit counts4h 32m 30s ago
Kids These Dayshoxson1 Modified the Attacker's AFVs4h 32m 30s ago
Kids These Dayshoxson1 Modified the unit counts4h 32m 51s ago
Kids These Dayshoxson1 Modified the Attacker's AFVs4h 32m 51s ago
The Heights of Hubrishoxson1 Uploaded the Board image4h 56m 43s ago
Righteous Red Scythehoxson1 Modified the unit counts5h 7m 7s ago
Righteous Red Scythehoxson1 Modified the Defender's Guns5h 7m 7s ago
Righteous Red Scythehoxson1 Modified the maps5h 8m 9s ago
Righteous Red Scythehoxson1 Modified the turn count5h 10m 31s ago
The Show Must Go Onhoxson1 Modified the maps5h 11m 33s ago
The Show Must Go Onhoxson1 Modified the turn count5h 11m 48s ago
The Happiest Days of Our Liveshoxson1 Modified the turn count5h 13m 1s ago
The Happiest Days of Our Liveshoxson1 Modified the maps5h 13m 31s ago
The Trialhoxson1 Modified the maps5h 16m 18s ago
Empty Spaceshoxson1 Modified the unit counts5h 18m 53s ago
The Trialhoxson1 Modified the turn count5h 22m 45s ago
Empty Spaceshoxson1 Modified the maps5h 24m 33s ago
Waiting for the Wormshoxson1 Modified the maps5h 24m 53s ago
Empty Spaceshoxson1 Modified the misc. rules5h 26m 30s ago
Empty Spaceshoxson1 Modified the turn count5h 27m 8s ago
Waiting for the Wormshoxson1 Modified the turn count5h 29m 8s ago
Tank Fields of Prokhorovkahoxson1 Modified the misc. rules5h 37m 48s ago
Tank Fields of Prokhorovkahoxson1 Modified the Defender's Guns5h 43m 6s ago
Tank Fields of Prokhorovkahoxson1 Modified the unit counts5h 43m 29s ago
Tank Fields of Prokhorovkahoxson1 Modified the Defender's Guns5h 43m 29s ago
Tank Fields of Prokhorovkahoxson1 Modified the Defender's Guns5h 43m 44s ago
Tank Fields of Prokhorovkahoxson1 Modified the unit counts5h 44m 13s ago
Tank Fields of Prokhorovkahoxson1 Modified the Defender's Guns5h 44m 13s ago
Totenkopf Boundary Defensehoxson1 Modified the Defender's Guns5h 50m 11s ago
Totenkopf Boundary Defensehoxson1 Modified the unit counts5h 50m 12s ago
Totenkopf Boundary Defensehoxson1 Modified the Defender's Guns5h 50m 26s ago
Totenkopf Boundary Defensehoxson1 Modified the unit counts5h 50m 27s ago
Totenkopf Boundary Defensehoxson1 Modified the unit counts5h 50m 45s ago
Totenkopf Boundary Defensehoxson1 Modified the Defender's Guns5h 50m 45s ago
A Soviet Reckless Chargehoxson1 Uploaded the Board image5h 59m ago
A Soviet Reckless Chargehoxson1 Modified the overview6h 4m 25s ago
Orphans of Saturnhoxson1 Modified the gps location6h 14m 20s ago
Orphans of Saturnhoxson1 Uploaded the Board image6h 16m 39s ago
Orphans of Saturnhoxson1 Modified the overlays6h 16m 59s ago
Orphans of Saturnhoxson1 Modified the misc. rules7h 31m 56s ago
First Matanikaubuser333 Added a playing7h 59m 10s ago
Orphans of Saturnhoxson1 Modified the unit counts8h 2m 43s ago
Orphans of Saturnhoxson1 Modified the Defender's AFVs8h 2m 43s ago
SchatzgraberHutch Modified the overview8h 2m 48s ago
Orphans of Saturnhoxson1 Modified the Defender's Guns8h 4m 17s ago
Orphans of Saturnhoxson1 Modified the unit counts8h 5m 38s ago
Orphans of Saturnhoxson1 Modified the Defender's AFVs8h 5m 38s ago
Orphans of Saturnhoxson1 Modified the Attacker's AFVs8h 6m 32s ago
Orphans of Saturnhoxson1 Modified the unit counts8h 8m 32s ago
Orphans of Saturnhoxson1 Modified the Attacker's Guns8h 8m 32s ago
Orphans of Saturnhoxson1 Modified the Attacker's Guns8h 11m 15s ago
Orphans of Saturnhoxson1 Modified the unit counts8h 13m 44s ago
Orphans of Saturnhoxson1 Modified the Attacker's AFVs8h 13m 44s ago
Villy Muss Fallen! WestSimonstan Added a playing8h 29m 13s ago
Orphans of Saturnhoxson1 Modified the misc. rules8h 32m 46s ago
Orphans of Saturnhoxson1 Modified the Unit Elements8h 33m 24s ago
Orphans of Saturnhoxson1 Uploaded an Image8h 34m 42s ago
Orphans of Saturnhoxson1 Modified the Attacker8h 36m 14s ago
Orphans of Saturnhoxson1 Modified the turn count8h 36m 30s ago
Orphans of Saturnhoxson1 Modified the misc. rules8h 37m ago
Orphans of Saturnhoxson1 Modified the overlays8h 37m 18s ago
Orphans of Saturnhoxson1 Modified the maps8h 38m 9s ago
Strangers in a Strange Landdmareske Added a playing8h 39m 41s ago
Fat Sparrows Atop Skyline Drivehoxson1 Uploaded the Board image8h 58m 34s ago
Shellfire and Resolvehoxson1 Modified the overlays10h 4m 53s ago
Snap Backhoxson1 Uploaded an Image10h 5m 17s ago
Gresham's Inspirationhoxson1 Uploaded an Image10h 5m 32s ago
Peabody's Peakhoxson1 Uploaded an Image10h 5m 56s ago
First Counter-Attackhoxson1 Uploaded an Image10h 6m 24s ago
Hills of Confusionhoxson1 Uploaded an Image10h 6m 39s ago
Combat Schoolhoxson1 Uploaded an Image10h 6m 58s ago
Halted At The Outpost Linehoxson1 Uploaded an Image10h 7m 18s ago
Shellfire and Resolvehoxson1 Uploaded an Image10h 7m 43s ago
Shellfire and Resolvehoxson1 Uploaded the Board image10h 8m 11s ago
Kaunas Offensivehoxson1 Modified the overview10h 11m 45s ago
Kaunas Offensivehoxson1 Uploaded the Board image10h 12m 15s ago
Generalhoxson1 Uploaded an image for Kaunas Offensive10h 14m 6s ago
Generalhoxson1 Deleted the cover image.10h 15m 29s ago
Generalhoxson1 Updated the Brody Pocket 1 intro text10h 21m 1s ago
Generalhoxson1 Uploaded an image for Brody Pocket 110h 23m 28s ago
Hurry, Heinzhoxson1 Modified the gps location10h 25m 35s ago
Roadblockshoxson1 Modified the gps location10h 26m 12s ago
Generalhoxson1 Updated the Breakout From Borisov 1 intro text10h 27m 24s ago
Generalhoxson1 Uploaded an image for Breakout From Borisov 110h 27m 57s ago
Generalhoxson1 Uploaded an image for Breakout From Borisov 210h 29m 10s ago
Generalhoxson1 Updated the Breakout From Borisov 2 intro text10h 30m 13s ago
Sink's EncouragementIgor Luckyanov Linked the scenario to ROAR10h 54m ago
Forsthaus Clashmtrodgers99 Added a playing14h 58m 49s ago
Dingoes At Damourmtrodgers99 Added a playing15h 5m 24s ago
SchatzgraberHutch Modified the misc. rules15h 9m 43s ago

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Newest players - welcome!

UsernamePlayerRegistered
jalpeyrieJonathan Alpeyrie2022-10-04 11:46:15
ante.hagglund@gmail.comAndreas Hägglund2022-10-03 19:57:04
KohlenklauPhil Pall2022-10-01 23:42:19

On this day...

ScenarioLocationDate
A 99 To Clear a Roadblock16 miles east of Compobasso, Italy1943
HP 1 Seeking SanctuarySivry, France1944
JATK7 Brothers in ArmsTornio, Finland1944
Firstly, just visiting and using the site is great - thanks for being here. You can contribute in many ways, from simply entering data like logging your plays, or your collection - through to rating scenarios or writing reviews. The site does cost me about $100/month to host, which I've been happy to do for a number of years now, and will continue to do so. Don't worry - we're not going away! However, if you'd like to support further donations are welcome (and all donations go towards the costs of running the site) or you could become a Patreon supporter for all sorts of funky benefits! (More details on the Patreon page.)

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