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The Almost Men WTO (id:#65001)
(ASL 10a - Croix de Guerre ID: DN11)   [next]   [previous]
Dinant, Belgium 1944-12-22 (31 others)
KGP10: Peiper's Last Gasp (HASL 3 - Kampfgruppe Peiper II)
G06: Rocket's Red Glare (AH:The General # 24.6)
ASLUG22: Thrust For A Bridgehead ()
Austin 1: Thrust and Parry (Internet)
SC10: Another Attempt - The Left Hook (Devils in the Woods)
SC11: Five-Seventeen Attack (Devils in the Woods)
SC12: Slipping Away (Devils in the Woods)
SC16: Another Attempt - The Right Hook (Devils in the Woods)
SC3: Gun Duels (Sudden Full Contact)
SC4: The Grenadier's First Push (Sudden Full Contact)
SC5: Second Push (Sudden Full Contact)
SC6: The Dying Wave (Sudden Full Contact)
RBF 3: South Park (Recon by Fire! #1)
KE 18: Winter Wonderland (March Madness `99 Pack)
TOT 10: Winter Wonderland (Time on Target # 1)
Round 4: South Park (ANZACon 1999)
Mission 6: We’re paratroopers, we’re supposed to be surrounded (Band Of Brothers)
FE 139: The Highest Value (Budapest Pack)
J122: Bloody Bois Jacques (ASL Journal # 8)
DD # 7: Another Attempt - The Right Hook (Darkest December)
DD # 8: Another Attempt - The Left Hook (Darkest December)
DD # 9: Gun Duels (Darkest December)
DD # 10: Five-Seventeen Attack (Darkest December)
DD # 11: Slipping Away (Darkest December)
DD # 12: The Grenadier's First Push (Darkest December)
DD # 14: The Dying Wave (Darkest December)
DD # 13: Second Push (Darkest December)
ASLUG22: Thrust For A Bridgehead (ASLUG Singles)
195: Rocket's Red Glare (ASL 3a - Yanks (2nd Edition))
RM06: Insanity at the Sanitarium (Internet: Rudy Marmaro)
Q13: One Last Attempt (Quick 6 Scenario Pack III)
Designer: Dan Dolan & Carl Nogueira
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
German (SS)American / British
100%

Overview:

At midnight, the calm of the town of Dinant was shattered by explosions, as a Jeep loaded with Germans is American uniforms from Otto Skorzeny's SS-Panzer-Brigade 150 tried to infiltrate through the American and British positions. They were attempting to reconnoiter the area near the recently rebuilt Dinant bridge. The next night, another jeep of Skorzeny's men would try to lead a column from Panzer-Division 2 to cross and secure the bridge.
Attacker: German (SS) (Panzer-Division 2 and SS-Panzer-Brigade 150)
Defender: American / British (American Air Service Corps Military Police and British 3rd Royal Tank Regiment)  
8 turns
    Players: 2     OBA: American / British     Night: Yes
Unit Counts:
Squads: A:13.5 D:18.0
AFVs: A:7
PzKpfw VG x 2
JgdPz IV/70
PzKpfw IVH x 2
JgdPz 38(t)(Fl)
SPW 251/sMG
Buessing-NAG x 2
Opel Blitz
Jeep

AFVs: D:5
Sherman IIC(a) x 5

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: Night Rules (E1.) Daisy Chains (B28.531), Early US Army (G17.2) MMC
Map Board(s):
MMP: DN Show/hide map dependencies
PublicationBoard
ASL 10a - Croix de GuerreMMP: DN
Overlays: NONE
Errata (source)
In SSR 1, change “QQ45” to “QQ46DftB#50
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-12-21(A) Vic Lauterbach vs JM German (SS) winAfter an old Bulge scenario (192), we tried a new one, and I got the Germans again. I enjoyed this oddball in spite of six complex SSRs. We both struggled to fire starshells and rally MMC, but the city terrain mitigates the night LV hindrance [E1.7]. The unusual status of the SS units wasn't a factor. They took out a Firefly with their BAZ44 then died in CC. The narrow roads to TT44 gave me flashbacks to playing Critical Hit's Stonne 1940! My Flammpanzer Hetzer never got near the fight! This one is more simulation than game but the VC for controlling TT44 (Notra Dame de Dinant) gives the Germans a chance. Our game became a wild, bloody fight for 13 hexes around SS46 as we both fed squads into the church fight. I kept two stacks concealed and out of US LOS until they reached the church on turn 7 then I hung on through Jim's counterattack. Jim: The GIs in HH44 stubbornly to move until turn 7 when I lost the church amid mounting losses! My Fireflies handled the Pz IVs, but the Panthers were tough even trapped in narrow streets! Of the three D5 shots I got, one was a dud, one bounced off a Panther, and one burned the JgPz IV! My final push to retake the church recaptured SS45 but was doomed by too many broken squads. This one was more fun than I expected. Have any extra copy of the map handy for LOTS of tricky LOS checks.
2025-02-14(D) Kevin Duval vs Dwayne DuvalA DrawDid not finish ... too tedious and congested ... too many SSR to keep double checking with limited freedom of options.
2025-01-19(A) Richard Jenulis vs Brent Morris German (SS) winNot a beginners scenario. With Night, HASL rules, OBA, and chrome, there is a lot of rule dives. The Convoy rules on the narrow roads is cool, but tedious. Bad luck with the American OBA resulted in nothing more than a SR on board (malfunction, red card, broken observer). Skorzeny's SS took out a Firefly and made it into the Notre Dame De Dinant. Turn 7 the Germans mopped up the church and flooded the building with troops. The Americans did not have enough to evict the Germans and called the game on the bottom of turn 7. Defiantly worth playing.
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ActionDate
dieneuner25 Uploaded an Image2026-01-14 02:03:13
dieneuner25 Added a playing2026-01-14 02:02:25
Kydder Added a playing2025-02-15 02:33:20
Kydder Rated the scenario2025-02-15 02:29:35
RJenulis Added a playing2025-01-19 23:20:14
FileDescriptionUserViews
(night ss-allies new.png)Imagehoxson11265
Situation after last CCPh (DN11 end of Allied CCPh GT8.JPG)Imagedieneuner2510
Mapboard (VASLMap.png)Map ImageYarlis1294
Mapboard (VASLMapDN11.png)Map ImageYarlis1295
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Situation after last CCPh
 
Statistics:
Avg Rating: 4.50Votes: 4
Views: 0
To-Play list count: 0
Estimated Play time: 15.3 hours
Recorded Games: 3
Archive recorded plays:
German (SS)2
American / British0
Drawn:1

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