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Rushing Hill A MTO (id:#60189)
(Kreta - Operation Merkur ID: AoC01)
Retimo, Crete 1941-05-20 (46 others)
45: Revenge at Kastelli (ASL 6 - The Last Hurrah (2nd Edition))
93: Tavronitis Bridge (ASL 5a - For King and Country)
94: Bofors Bashing (ASL 5a - For King and Country)
95: Descent into Hell (ASL 5a - For King and Country)
97: A Desperate Affair (ASL 5a - For King and Country)
98: On Silent Wings (ASL 5a - For King and Country)
A 1: Tavronitis Bridge (AH:ASL Annual `89)
A 2: Bofors Bashing (AH:ASL Annual `89)
A 3: Descent into Hell (AH:ASL Annual `89)
A 102: On Silent Wings (AH:ASL Annual `96)
BB4: A Desperate Affair (Backblast # 1)
G39: A Desperate Affair (AH:The General # 31.4)
T15: The Akrotiri Peninsula (AH:The General # 29.1)
NEWS23: Plans Gone Astray (ASL News # 14)
PL G: Cemetery Hill (version 2.0) (Platoon Leader 2.0)
ASL News 23: Plans Gone Astray (Scroungin' ASL News)
: Expect the Cretans to be Friendly (View From the Trenches - Brit Pack)
O75.1: Crete 1: The Airfield (On All Fronts # 75)
O75.2: Crete 2: The Bridge (On All Fronts # 75)
O75.3: Crete 3: The Hill (On All Fronts # 75)
O75.1: Crete: Riders on the Storm CG (On All Fronts # 75)
DB009: Headhunting for Bloody Huns (Dispatches from the Bunker # 5)
CH 177: Akrotiri Gone Awry (Critical Hit # 7.3)
: The Key of Crete (Unknown)
ASLSK Contest C: Thank Heavens, We Lost (ASL Starter Kit Scenario Designer Contest)
OM-3: Hill 107 (Kreta - Operation Merkur)
OM-2: Glide Path to Hell (Kreta - Operation Merkur)
OM-1: Morning's Peril (Kreta - Operation Merkur)
OM-4: The Umbrella Men (Kreta - Operation Merkur)
OM-5: Stentzler's Wary Reconnoitre (Kreta - Operation Merkur)
OM-6: Waltzing the Matildas (Kreta - Operation Merkur)
AoC10: Glide Path to Invasion (Kreta - Operation Merkur)
OM-CG: Kreta - Operation Merkur Campaign Game (Kreta - Operation Merkur)
FF20b: The Face of Battle (FireFights: internet releases)
45: Revenge at Kastelli (ASL 11 - Doomed Battalions (3rd Edition))
OB04: Headhunting for Bloody Huns (Out of the Bunker)
SAM 2: A Royal Escape (Swedish ASL Magazine)
RR-15: Koch's Rockets (Russian Rarities 2)
DB 126: The Kastelli Thirteen (Dispatches from the Bunker #41)
MM 46: Take That Hill (March Madness 2018 Players Pack)
DB150: Fallschirmjäger Graveyard (Dispatches from the Bunker #48)
#1: Hand of Von Richtofen (The Devil's Vineyard: Heraklion Airfield)
#2: Into The Fire (The Devil's Vineyard: Heraklion Airfield)
#3: Befall, The Yellow Flowers (The Devil's Vineyard: Heraklion Airfield)
#8: Black Watch, Death Watch (The Devil's Vineyard: Heraklion Airfield)
DASL 21: Headhunting For Bloody Huns (Deluxe Advanced Squad Leader)
Designer: Michael Hastrup-Leth
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanAustralian
55.555555555556%

Overview:

None.
Attacker: German (Kompanies 1, 3 and 4, 2nd MG Companies and 13th and 14th Heavy Weapons Companies, 2nd Fallschirmjäger Regiment)
Defender: Australian (1st, 2nd, 1st MG Battalion, and 6th Battery, 3rd Field Artillery Regiment, 2nd Australian Imperial Force and 7th Royal Tank Regiment)  
7 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:17.0 D:13.0
AFVs: A:0 D:2
Matilda II x 2

Guns: A:3
10cm NbW 35
7.5cm LG 40
3.7cm PaK 35/36
D:4
Obice da 100/17 x 2
Canon de 75 mle 1897
OML 3-in. Mortar
OML 2-in. Mortar

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: OM SSR | DB
Map Board(s): 6 17 38 39
Overlays: O4
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentResultComments
2012-02-16(A) Fred Ingram vs Jeff Coleman Australian winVery close game. The second one in a row that was decided by the last 2 close combat hexes. This time, I did Not come out as well. At one point in the game, I controlled all 4 victory hexes (but not all at one time). Highlights of the game: I was able to make a burning Matilda wreck with my Stuka, Jeff got a critical hit with his 100 mm gun on a German stack. I was able to roll snakes against a large stack of Australians whose survivors died for failure to route (giving me his HMG which he got back later after winning a CC), and finally I survived his 2 critical hits with AP ammunition against infantry.

What won the game was getting tied up mid-game in 2 close combat hexes which blocked other movement as well as draining my troops. The hill is very hard to get to the top, with double crests and the normal requirement that to get up 2 levels in the woods, units have to be CX every other turn.

I would recommend this one to everyone - either side
2012-02-16(D) Jeff Coleman vs Fred Ingram Australian win
2011-04-20(D) Jeff Waldon vs Spencer Armstrong German winVASL
2010-03-05(D) nathan wegener vs Peter W Australian winfun scenario German rushed into the hidden Aussie mortar and 2 LMGs taking heavy casualties early. A CH by the German mortar against the now known location evened the score and set the stage for a see-saw CC battle on the hilltop. Final blow was a Matilda MG'ing a squad and leader poised to capture the isolated gun in a victory hex saving the game for the Aussies.
View all
ActionDate
Hutch Updated the Scenario ID2020-10-25 10:11:12
Hutch Modified the Unit Elements2020-10-24 12:19:32
Hutch Modified the Defender's AFVs2020-10-24 12:18:44
Hutch Modified the unit counts2020-10-24 12:18:44
Hutch Modified the Defender's Guns2020-10-24 12:17:59
FileDescriptionUserViews
VASL Map (AoC1.png)After Action ReportFre20741454
(germ-aus.png)Imagehoxson1303
(merkur counter.png)Imagehoxson1327
2nd Attempt (AoC1.png)Map ImageFre20741331
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Statistics:
Avg Rating: 6.60Votes: 5
Views: 583
To-Play list count: 0
Estimated Play time: 6.4 hours
Recorded Games: 3
Archive recorded plays:
German1
Australian2
Drawn:0

ROAR Data: (as of Nov 2019)
Rushing Hill A [Confirmed]
[A] German 4
[D] British 2
All Rights Reserved Dave Ramsey.