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Welcome Back WTO (id:#56660)
Multi-Man Publishing (ASL Starter Kit #1 ID: S4)   [next]   [previous]
Hosingen, Luxembourg 1944-12-16 (31 others)
I: Buchholz Station (Classic ASL)
U 8: Weissenhof Crossroads (G.I.'s Dozen)
I: Buchholz Station (AH:The General # 24.4)
S15: Hammer to the Teeth (ASL Starter Kit #2)
TOT 1: Take Ten! (Time on Target # 1)
TOT 2: First Attack (Time on Target # 1)
TOT 3: The Pride of Lions (Time on Target # 1)
TOT tA: Sweep Along Skyline Drive (Time on Target # 1)
WAR1: The New Boy (Wacht Am Rhein)
WAR2: Rising Tide (Wacht Am Rhein)
O117.1: Not Without a Fight (On All Fronts #117)
O122.3: The I & R Platoon (On All Fronts #122)
DW1: The I & R Platoon (OAF Playtester's Journal # 7)
SP121: Danger Close! (Schwerpunkt #11)
MP6: The Marnach Strongpoint (Melee Pack I)
PN 2.0: Recon Awry (Internet)
Y45a: Wacht am Rhein (Internet)
SP167: Trigger Happy Joes (Schwerpunkt #14)
HG-13: An Unfriendly Welcome (High Ground 2)
RPT94: Trigger Happy Joes (Rally Point #10)
191: Buchholz Station (ASL 3a - Yanks (2nd Edition))
DB135: The Krinkelterwald (Dispatches from the Bunker #45)
WaR 1: New Boy (Wacht Am Rhein 2nd Edition, Volume 1)
WaR 2: Rising Tide (Wacht Am Rhein 2nd Edition, Volume 1)
KN#5: The Fall Of Kesternich (Desperate Hours: Battle for Kesternich)
KR#1: Parker's Silver Star (Krinkelt-Rocherath)
KR#8: Battle of the Twin Villages (Krinkelt-Rocherath)
KR#2: Second Wave (Krinkelt-Rocherath)
DCRB 08: Last Stand of a Troop (Red Banner 2019 Q4)
HazMo 18: Sophoclean Tragedy (HazMo Scenario Pack 2: The Un-Civil Wars)
#13: Through The Mist (Critical Hit Annual #6)
Designer: Chas Argent
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanAmerican
47.136563876652%

Overview:

At 0525 on December 16th, an intense German artillery barrage commenced against U.S. forces astride Route N16, “Skyline Drive”, one of only a few paved roads in the Ardennes. A thick fog obscured anything beyond a few hundred yards and as the morning progressed the Americans began to hear Germans bypassing their positions to the north and south. These were units of the 77th Grenadier Regiment which were on the move to seize the bridge at Clervaux. Around 0730 the fog began to lift and shortly thereafter the Grenadiers attacked Hosingen in an effort to take control of the vital roads leading west. . .
Attacker: German (II Batt., 77th Regiment, 26th Volksgrenadier Division)
Defender: American (K and M Co., 3rd Batt., 110th Regiment and 103rd Engineer Combat Batt.)  
5.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:15.0 D:8.0
AFVs: A:0
AFVs: D:0
Guns: A:0 D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: possible snow on DR by ATTACKER each Rally Phase; if snowing +1 hindrance on attacks 6 hexes or more
Map Board(s): y
Overlays: NONE
Errata (source)
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Last Played:
DateReporterOpponentResultComments
2022-06-08(D) Jack Wilson vs Eric Filipkowski German winMy second time FTF with this scenario as the Americans, and I am 0-2. It was a touch-n-go game that literally came down to the last squad on the last turn,
Although outnumbered almost 2-1, I decided to try to at least contest the whole map with the expectation that Eric would hit one flank or the other, allowing me to rush reserves to the threatened sector. Instead, he came on en masse in the center. Doing so opened him up to many shots with little or no TEM as the center is fairly open. And for the first few turns it looked like I would hold the line. My HMG with the 10-2 leader was making rate so many times that I started to feel like I was piling on with each continued shot. I broke many squads and leaders, including a KIA and a few CRs. BUT, he held on and kept creeping forward.

One of the SSRs allows for a possible snow DR. And, for the second time playing this scenario, I rolled for snow on my second turn which did not stop for the rest of the game. As I mentioned in a previous post, the snow hindrance helps the Germans but really hurts the Americans who are already forced to cover huge swaths of open ground with a few units mostly firing at long range. That +1 snow hindrance makes most -1 FFMO/-1FFNAM shots turn into a +0 shot, instead of a -2 shot. Ouch!
For almost the whole game, I benefitted from good dice. In fact, my first squad didn't break until turn five. But, when it began to rain, it poured. And in one turn, he broke a squad and leader with an MMG covering a crucial area, my HMG Malf'd (again) and he won three 1-1 CCs.
Still, I had a chance as he had only one turn to exit 9 VP across OG over which I would have at least four DF shots. Unfortunately, even though I got at least two 1MCs I didn't pin or break a single unit.
Looking back, I feel I made a couple minor tactical mistakes. My opinion is that the Americans are stretched so thin they do not have the luxury of tactical mistakes, no matter how minor.
Still, it's a fun scenario, and Eric played a great game.
2022-05-02(D) Jack Wilson vs Ken Walsh German winAnother fun scenario vs. Ken, and another loss for me! I set the Americans up with most of the FP on the American right. From my previous solo plays, I felt the German attack avenue was a little easier for them coming through the heavy woods on that flank.
I put a 7-4-7 w/FT in the stone FF6 building, and a MMC w/MMG and 8-1 leader in V6 and a MMC w/the HMG and 10-2 ldr in P6. I figured if he flooded my left flank, I would have time to move units from right to left.
Turns out he went all-in on his left, my right. He rushed a lot of squads across OG to the woods. My DF shots broke a good number, but he was able to rout toward his Victory exit and advance into CC with my 7-4-7. Although the squad held out a number of CC turns, it eventually succumbed on turn 5.
Meanwhile I was able to move enough units into place to put fire down on the OG exit hexes. It was going to be tough for him to move across OG. HOWEVER, on turn two, I rolled an 11 for the snow hindrance., and it never stopped snowing. This, as it turned out, was probably what really cost me the chance to win. The snow made every shot of 6 or more hexes a +1 Hindrance. And since three of my four FGs were firing from that range, I ended up with a bunch of +0DRM shots instead of -2DRM for FFNAM/FFMO. On top of that, the Hindrance penalty would move my Residual FP an additional column left, so what would have been a 4RFP ended up a 2. A devious little SSR!
Still, the game came down to the last turn. He only had three GO squads left, and he needed to get one off the board to win, and they had to survive a 6RFP -1 DRM. The first two squads survived the MCs, and the game was over.
As usual, Ken played a solid game. My only take away is that I got a couple of good ideas of how to better set up the Amis if I ever play them again.
Well-designed scenario.
2022-04-06(D) davide galloni vs Marco Bria American win
2022-03-07(D) Doba Serge vs Samuel M American win
2022-02-13(A) Andreas Brueckner vs Rick Runner German win
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ActionDate
Jwil2020 Added a playing2022-06-09 01:04:43
Jwil2020 Added a playing2022-05-02 22:38:13
mcgallons Added a playing2022-04-06 21:57:58
Serge Added a playing2022-03-07 20:33:54
Stumpy82 Added a playing2022-02-19 15:31:02
FileDescriptionUserViews
(!germ-usa.png)Imagehoxson1756
VASL Log file (SKS4_037_AT4_PFPh.vlog)VASL Game LogStumpy8289
(s4.jpg)Map ImageTwirling1106
(s4 fall.png)Map Imagehoxson1530
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Statistics:
Avg Rating: 6.68Votes: 112
Views: 10597
To-Play list count: 6
Estimated Play time: 2.9 hours
Recorded Games: 83
Archive recorded plays:
German35
American44
Drawn:2

ROAR Data: (as of November 2021)
Welcome Back [Confirmed]
[A] German 72
[D] American 76
All Rights Reserved Dave Ramsey.