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ScenarioCommentUser
Used and AbusedMy GI's started out hot and really put it to the attacking Japaneese however, after malfing a Baz and 50 cal which, disabled on the next turn. They fought on bravely but by turn 5 were surrounded. Roar currently has this at 17 to 4 in favor of the japaneese. Suggestions after 2 playing to even that up would to be have the Japaneese enter from off board and allow bore sighting SGT Mac
Lee's ChargeI opted for an all-west infantry approach, with my OP tank hanging out alone in the east, and a couple tanks going up the middle to apply some pressure on the fortified buildings. Scott had some initial bad luck with his OBA, having to restart the process after failing a LOS check. But it came to life on Turn 3 after I stupidly left unconcealed units in his observer's sight. This even after he had dropped concealment on two PSK-toting HS back in a FH at the goal line; a place I was so certain that his observer occupied that I had tunnel vision. I paid the price with three lost HS and my 8-1, the latter succumbing to a mortal wound (one of 10 boxcars in 72 rolls by me that session). By the end of that sitting I had four broken MAs, a disabled CMG, and lost my other leader to another mortal wound. Thankfully I had created one on a self-rally or I would've had none. I also had numerous bogs due to the deep snow, but thankfully those I kept shrugging off with some low rolls. The Germans had taken a beating of their own, with only four GO HS and one PSK remaining. They did have all three leaders however, and these would do a good job later of accounting for themselves. Later being the bottom of Turn 4, when the 9-1 took out an ADJ tank with a PF, while the heroic 7-0 dialed in yet another fire mission, trapping my men in the woods. A bogged tank was flamed up here by a HS. On Turn 5 I managed to run off 3 HS, who would prove very important for the endgame, while I raced my remaining four tanks to the exit, bogging yet another one. The bottom of Turn 5 saw me lose another tank to a leader's PF, and a fanatic German HS survived his own OBA to further pin down my men in the west. I never did connect on a fire mission of my own, my radio being very finicky in its tuning. Turn 6 saw my bogged tank pull clear and drive off, while the next took down the PSK HS to clear a path to the exit for itself and the remaining tank. The last would've bogged had it had to take a more circuitous route, only just managing to get off before a bog would've taken effect. So in the end I hit 25 VP exited, just enough to sneak out a victory. This one ended up being much closer and more exciting than I would've guessed, though it's still most likely going to be a dicefest. buser333
Buckley's BlockRain became hvy (extra LV) and things got tight. Japanese did not get a lot of banzai opportunities. Americans luckier in later rounds with wounds to 2 of 3 leaders and a few CC wins. Tight game
Boogaboo
Factory Fodder johan.vrijdaghs@gmail.com
Hundred Regiments OffensiveSomewhat misplayed. wwillow
High Ambition Bongiovanni
The Devil's Free to Have a TryThe great Russian push was halted by MG and mortar fire, while the SUs were picked off by the Hungarian AA gun and the FT tank taken out by the AT gun. We discussed the game afterwards and came to the conclusion that the OBA Smoke might have changed everything, had it been used a turn earlier to blind the defenders.

Phenomenal Russian CCPh on Turn 4 - 4 Close Combat DRs with 3 snake eyes!
ASLSKGwahlur
Across the BorderTurn 2 caused a few losses on the Polish side, compromising the defense. An ambitious leader+squad attempted to CC an armoured car, only for it to go the entire game with no result, outside of a wound for the leader. The Polish almost saved the day when they eliminated 2.5 Slovakian squads via very low rolls leading to KIAs and CRs. In the end, the Slovakians just had a few too many squads remaining and were able to take 2 bldgs + exit 2 armored cars. Fun scenario, great for learning some concepts. Jobbo_Fett
Hassel at HasseltThe mud pretty much confines the British opening moves to the road network and it’s just a question of when the HIP Gun and Jadgpanthers pop up how much damage they can do. Sure enough I kindly moved into all the bore sighted hexes losing a Sherman and a couple of Rams with 2 squads. But at least those HIP units were all on the board T1. A further Ram was KO by a PF but, taking the backblast, the firing squad was reduced to a broken Conscript HS which is a painful loss with only 9 squads in the OB. Thereafter one of the Shermans got seriously in the game with 3 critical hits eliminating a third of the remaining German squads and a “snake eyes” from the Croc was another KIA. By T4, although the Brits had steadily been losing men and vehicles, it was clear there just weren’t enough Germans left to stop the British sweeping through and capturing the required buildings so we called it. Mud isn’t played very often and it’s amazing how much slower it makes getting forward whether vehicles or infantry. I definitely had the dice in this one, if the Germans can fall back in good order it’s a much closer game Simonstan
Nikolai's Star Rich Weiley
For an Army Routed igycrctl
Schweiss Spart BlutImpossible mission for the SS. They even did not reach the Grebbeberg and suffered huge losses. Despite the infantry guns covering the hill with smoke, the Dutch were able to channel the SS attack to a restrained area under heavy fire. lt_steiner
Most BarikádníkuWell that was a game of ASL. My SS are still scratching their heads on what to do differently to get across the bridge. By Turn 4, I was still not across the bridge and still facing Partisans on the north side. So, did the math and gave the concession. Not sure how the Germans are supposed to win this one with roadblocks, HIP Partisans., who are Fanatic with 3 Panzerfausts and a nice German HMG with a 9-2 directing it for fun. And so far ROAR seems to confirm that this is a Partisan gimme. grumblejones
Let's Dance Rich Weiley
Death BoxTough battle. I bought ATR's and LMG's. My ATR's managed to destroy 3 of the small tanks, while the 4th was recalled with MALF'd MA. The Russians were on the ropes by Turn3, but the 37L managed to hold the Axis back and my reinforcements came on and secured the win for the Russians. 37L got a critical hit on the MKIV on Turn 4 and that stopped the final Axis assault. grumblejones
Death Box Danno
Main Line of DefenceDue to misreading a small paragraph for the reinforcements, the Germans are going to get a lot of troops next scenario... As it stands, things have been slowly progressing due to the limited number of German troops running around. This led to me choosing to kindle an orchard hex, which was successful and immediately started spreading towards the German lines... and my building(s). Fun to do, but not so fun dealing with the automatic spread at the end of the scenario. Still interesting as a campaign, although the lack of things for the Polish side to do is starting to be felt rather acutely. Jobbo_Fett
Simple EquationThe Americans used their superior range to create a fire base on the right, taking out the German HMG, while punching through the middle after realising that an attack on the left would be suicidal. By turn 4 they had taken the central (fortified) building, using the flamethrower to deadly effect, then broke through to reach the VC by turn 6. German prisoners revealing the location of the fortified buildings, and a berserk American HS tying up the German's last line of defence LMG nest didn't help the cause. Playing with full ASL rules definitely added some zing to the proceedings! ifoxen
Cemetery Hill (version 2.0)Very fun battle - German paras are very strong. However there is a lot of open ground to cover and not very much to shield them and very little early game opportunity to assemble enough firepower to harm the Allies. We called this in scenario 3 the Germans had gotten both hills and a foothold in the town but had suffered horrific casualties and were outnumbered almost 2:1 in squads. nebel
To Have and To HoldWarning: before you start this one READ the VC. Turns out Steve and both missed the minor detail that if the Americans don't control both bridge hexes by Turn 1 they lose. Although I got the bridge on T 2, technically I should have lost before the game even started. As it turned out the Americans held on until a German T 5 mad dash to the Bridge survived multiple -2 IFT shots to get one shell-shocked squad onto the bridge for the win.

An SSR permitted the Americans to remove the MG from their Jeeps. But it was not clear if this applied only to the inherent crew or to the passengers as well. The two of us made a few other rules mistakes so it probably was a wash. The dice bot was unkind to both of us, but Steve's competent play overcame lady luck.

Worth a replay.
Jwil2020
Most BarikádníkuFirst to play and post. Danno
Gavin Take BenB
Food For An ArmyCome down to the last close combat. Lorenzoknight
Pipkorn's AttemptI used an up-front defence with my dug-in tank aiming straight down the road. The Germans attacked on a broad front and took heavy casualties from Russian units on the 1st floor of buildings. Plus two tanks bogged and another was knocked out by an IS-2 whilst trying to cross the soft ground. Germans conceded on Turn 3 when it was evident they could not get far enough into the village to secure the necessary VPs.
I reckon the German attack here needs careful planning, concentrating on the southern (left) flank where Russian sight lines are more difficult, and using smoke as much as possible. I'll be interested to see how others get on with this scenario.
Andy_Bagley
Death Box GOUREAU
Armored Probe at Sidi-NsirThe Germans, supported by Italian Semovente, quickly managed to gain a foothold on Hill 714 by pushing back the French. On the other hand, the Italians were unable to move on Hill 538 facing a strong French defense. The French armored cars and tanks counter-attacked recklessly and were torn apart by the very good Italian tanks. The French managed to regain a foothold at the last minute on Hill 714, helped by the long-awaited repair of a 60mm mortar. But the numerical superiority of the French on the two hills was not enough to compensate for their significant losses. With 27 against 28 CVP, the French bowed and conceded victory. The loss of 4 French armored vehicles for 3 Italians strongly contributed to the German victory. A balanced scenario that came to the last turn. lt_steiner
Ninth TanksLots of Japanese tricks and traps, but none of them worked in the face of overwhelming American firepower. I went out in a blaze of glory on turn 6 with a screaming Banzai charge on three of his tanks. Gamer72
Spoiled AfternoonGermans won this on Turn 3. I suspect the Poles will need to keep the Germans restricted to convoy movement beyond Turn 1 to have any hopes of holding them off. Attack too early and the Germans are free to break off and take an alternate (less defended) route towards the northern exit. BenB
The Dead and the Dying Bongiovanni
Harvesting OpiumI believe the scenario is unbalanced. The Chinese have more troops than the attacker, and the low number of turns forces the French forces to move extremely aggressively. I would suggest to remove the reinforcements on Turn 2 and add 2 extra turns to make it more even.

Beyond these points, I found it nice to play. I am highly interested in everything related to Dien Bien Phu. The scenario offers a nice opportunity to play a light PTO game, with Chinese troops. Very a limited number of turns and troops, the scenario is full of action, and remains fun to play.
PatSaj
Entre le Marteau et l'EnclumeThe German were able to get into the victory building before the Russian reinforcements managed to eliminate the German garrison. Once complete control was achieved, the German easily repel Russian offensives. lt_steiner
Sea of Tranquility GOUREAU
Hassel at HasseltChicago Open (round 4) RJenulis
Having a Go igycrctl
Capital Punishment Blaze
First Invasion of GermanyThe original concept of running away from an attacking Polish force is a novel one for the timeframe, but the scenario is hobbled by detrimental SSRs that prevent the German side from making interesting choices. In my game, the Germans immediately lost all three units that came from the east edge entry that carried Support Weapons - this allowed for the Polish Armored Cars to roam free and mess with the withdrawal. In the end, no units on Board 10 participated in the game, as a result of poor range, lack of targets, ambiguity with one of the SSRs, and overall map design/choices. I think this scenario could be redeemed if the 3 Kfz 7s were allowed to move onto Board FE1, in an attempt to rescue German troops, making for a fun Deploy, Load, Run, series of actions, coupled with the poor guns on the Wz.34s and the double small size, the concept has legs. Additionally, an SSR that would allow the 6+1 to roll Task Checks to "permit" a targeted unit to enter Board FE1 from Board 10 would also be a welcome change, giving a certain randomness and hesitance to their arrival, while also allowing for what few half-squads that start there to interdict, hunt down trucks, or force Overruns, among other things. Not sure how the playtesters missed this stinker. Jobbo_Fett
Crown of ThornsThe Germans broke the ATR carrying squad early and made a steady advance towards the defended positions. Malfed MMGs and Cupolas aided the German efforts along with lots of SMOKE Dispensers. The Germans were deep in the village with a clear path to exit several points not needing to take the last building. Great scenario, fun, with lots of options for the Russians in defense. dmareske
Crown of Thorns Heloanjin
The Clog von Garvin
Tolstoy Woods atomic
Where The Reindeer Dare Not Go Bongiovanni
Bidermann's Escape antro
Propitious ArrivalInteresting scenario, but setups were a bit different. The French tanks were tough and managed to get some good kills on the German tanks and French infantry took out two more in Close Combat and street fighting. After 3 turns, the Germans were still moving on the village objectives, but had lost the tank fight and gave the concession. French tanks were tougher than expected. grumblejones
Stand For New Zealand strategos
Propitious Arrival Danno
Display Of EnthusiasmI took the GIs in this one so Trevor could practice using AFVs with just two. He did his homework, and his German "battering ram" came straight down the 1b Z9-Z15 road. Breaking 447s slowed him down, but I counted on my reinforcements and waited too long to run every squad to the fight except one 666 holding building 72S1 (and dummies). As expected, the Panther ruled the battlefield and Trevor got his 9-1 and three 447s across the stream and onto board 72 for the win. While this one is pro-German, all the maneuvering is fun, and Trevor got his AFV tutorial, so it was a total success! dieneuner25
Not Out of the Woods Yet A15.4er
The Rat House18CVP for Germans on GT4 German (vs 11CVP for Russians) Bongiovanni
Across the Wire wwillow
Moment of TruthA very hard fight against my buddy Dave Mareske. Dave bloodied my grenadiers as they came on board with a few breaks. But into Turns 2 and 3, he would MALF both Guns. On Turn 4, he attempted to fix one and "6"d it. This left my battered Germans with only a single gun to focus on and we sent everybody to get it. Dave's resilient Slovaks pasted my guys with a Snakes on -3 shot with the HMG on my 9-1 and a 4-6-8. That really hurt and I was down to fumes as a single 4-6-7 and 7-0 went into CC with a Pinned 8-0 and 2-2-8. Melee was the result, but as they were not good order, that was game and an improbable German victory. But in truth, bad dice that plagued Dave early really contributed to my ability to get the victory conditions. Fun scenario....but again will be hard for the German player as the stats to the right clearly show. grumblejones
Jerry By The BushelThe Germans got an early success by KIA'ing the 10-2 and breaking the entire stack on Turn 1, but after that the British dominated the battle for the eventual win at the start of Turn 6. grumblejones
Jerry By The Bushel Danno
Across the WireThere were just too many little Italian machines running around like cockroaches and they were killing me faster than I could stamp on them. Having ATR's as my best AT weapon didn't help. aiabx
Blazin' ChariotsThe Hussars took it soundly on the chin. I spread my Germans nearly equally across the board to try and prevent any flanking moves. Scott had most of units enter on the north and south sides, with those entering in the middle splitting off to the north and south to make two large flanking groups. By the end of turn 1, after the Germans had a full round of def fire and then prep fire, half the Brit tanks were already scrap. Scott later got a CH on one of my German panzers, and I eventually lost two more, but by that time Scott had an immobilization, shock, malf'd then recalled AFV, plus lost a few more to another German DFPh. A couple of my 50mm tanks went on 4 ROF tears. It was pretty ugly. I've read that this scenario can end very quickly, that was the case here. Neal Ulen
Saving Outpost PromContinuation from scenario 1, the Polish lost more than 20 CVP this time, mostly due to annoyingly consistent HMGs and my terrible luck! Still, the minefield in the center of Outpost Prom did its job, stalling the advance on the objective and allowing me to claim victory once more. I inflicted a few casualties, with a sniper killing a German 9-1 leader, which really helped me out. Fun so far and we will actually have some "modular" reinforcements coming in for the 3rd scenario. Entertaining campaign so far. Jobbo_Fett
The Valley of DeathWhenever I get my comeuppance for the lucky streak of dice rolls I had in this game, it's going to HURT.

Lee set up mostly behind the crests, with a few heavy weapons on the L2 levels of his right flank hill. He essentially stacked everything onto the big hill, left a commander and some troops with an MG on the middle hill, and left a squad on each of the others. I deployed most of my guns either dmed or ready to move, and pushed the lions share of my troops through the middle, with a small force sweeping down from my right to clear the other two hills.

I had a MASSIVE run of good luck, with Lee having an equally massive run of bad luck. By turn 3 or so, I had taken every hill other than the big one (apart from one straggler squad), and had pushed well onto Lee's main hill. He had around 5-6 squads left in good positions, and my tanks were about to start overrunning. At that point, Lee called it.

I like the scenario. It's a good mix of gear, and it's hard not to enjoy Italians attacking into Russian conscripts. Everything breaks, and even when it doesn't, it's still not very effective.
Allister01
Furor Hungaricus A15.4er
Not Out of the Woods YetThe Americans rolled 5 boxcars on MCs and Rallies losing 2 1/2 squads and a leader before Turn 4. Adding insult to injury the American MC rolls averaged 7.8 with a Morale of 6 while German MC rolls averaged 6.8 with a Morale of 8. The Americans were simply not able to inflict enough damage on the defenders to capture more than 2 buildings. Heloanjin
Dawn's Early LightPulled out a win on turn 6, when my last HIPs moved into CC with a smoke-shrouded Pz IV, ambushed it and burnt it with a ‘snakes’. By the end of the game nearly all the Americans were gone, with not many more SS left. Enjoyable, but a crazy scenario. Gamer72
Task Force DarbyThe Germans had early luck by taking out the GMC with a rear shot with a 37mm AA gun, but their force near the airfield folded too quickly allowing the Americans to squeeze the remaining defenders into submission. CWO_19
The Badger's BreathBetween Eriks' Firefly, which destroyed all four of my AFVs, his fire-breathing Badger, which put half a dozen squads out of commission before finally Malfing on Turn 5, and Erik's flawless defense, my poor utterly uninspired late-war Germans ran out of live bodies left to meet the 8 VP VC. Jwil2020
Moment of Truth dmareske
Buckley's Block Bit of a steamroll by the Japanese, Good use of the Banzai and HtH vs. the Armored Truck. Was over by T3. Boogaboo
Burn Gurkha Burn!I was very concerned about a northern entry by the Japs, and strongly protected that side of the board. I was also very concerned about the proximity of the Jap setup area, and their ability to possibly pound away at my force and/or rush me with banzai. Therefore the remember of my force was set up in reverse slope, as slowing the Jap approach is paramount in my mind. These types of setups never make for the most exciting defenses. The Japs didn't test the mettle of my northern troops, instead entering the bulk of their force due east. Turn 3 saw all my dummies stripped away, as my reinforcements entered to bolster the southern hill. X6 proved to be a vital hex, and I was glad to have placed a FH and my 9-1 there. I probably should've tried to dig more FHs on Turn 1, but I did expand one of my reverse slope FHs to 2S. Fortunately for me on Turn 5 the northern Jap FT was lost, and I was able to pour a bunch of men into this position. When the FT on the other hill was lost on Turn 6 it increased my chances on that side as well. On the bottom of the turn I advanced into three key CCs, losing an ambush and my HS/leader in one, ambushing and withdrawing to a Level 2 hill with my 9-2 and his accompanying MMG squad in another, and tying up both his heavy MGs in a melee. When I was able to withstand a bunch of PB fire on Turn 7 and dish out some damage of my own, I was guaranteed of at least two GO MMC, and probably more. buser333
RagnarökPlayed this in the second round of the VASLeague . The Russian OB is very unusual with seven concealment counters which could be anything from a 628 to an empty location depending on an activation dr. I decided to set up five of these on the Russian left flank backed up by a couple of squads and the best leader with an LMG. The real units were in the centre and right flank, so Sandro had to choose whether to attack into my known strength or take his chances by charging the dummy locations. He chose the first option and a pretty bloody battle ensued during the course of which all three of my reinforcing assault guns were toasted by German LATW. Where I think the Germans went wrong was by exiting their mortar toting half track early in the game. Although this was worth one out of three of the needed exit VP, I think that it would have been better to use its very powerful smoke laying capability to assist the German efforts to breach the Russian defences and head for the exits. In the final two turns, even the shade that removed FFMO from most of the board was not enough to get his troops through Russian fire and the HT turned out to be the only German unit that made it to safety.
It has to be said the the dice were not kind to the Germans in the last two turns. with Casualty MC galore and units pinning/ breaking as the Russians consistently rolled low. Sandro was a pleasure to play against and took the wrath of the dice Gods with very good grace.
Dougban
Pearl of the DanubeDone after game day 3. Lorenzoknight
Stonewalling the Führer Bongiovanni
Draconian MeasuresGermans ground down the Russians to the end... badger317
Pipkorn's Attempt johan.vrijdaghs@gmail.com
On the Hoss' SideThea is a small "valley" between G11 and G12/H12. GOUREAU
Deutsche Banzai (German Banzai)Germans never got into position to conduct Banzai. Splitting attackers into 3 groups did not help. Broken, Disrupted units everywhere also stalled the attack with every Gun making hits & devastating effects every time .... too many units eliminated & I personally broke. Kydder
Deutsche Banzai (German Banzai) 7-0 duval
Ratushniak's SacrificeThe Russian were able to score two CHs, one on a Tiger preventing the SS from getting enough points exited. Though they were able to eliminate two guns and the 9-2 leader died in CC. One Tiger bogged in a trench trying to exit. A fun scenario with lots of action. dmareske
Unhorsed Bongiovanni
Silver & Bronze atomic
It's a BattlefieldGave it a good shot, but too many Germans to withstand. Highlight : CH on a Panther with the Firefly. However, the resultant Sniper stunned the Firefly crew ! My dice luck cancelled out by his deadly Sniper, which had four effective shots to my two. Gamer72
The Gotanda Gambit AlexB
Melee Near the CoastScott decided on an approach entirely east of the stream, even with his reinforcements. The good news is that he was able to muster some massive firepower; the bad news is that his approach was limited to three hexes. Any way you slice it, this is brutal terrain to attack through. This game will obviously see a fair share of banzai. He was able to punch into the central valley on Turn 3, grabbing his first building, and take complete control of the higher hill on Turn 4. Turn 5 saw us snap our strange streak of each of us only having casualties on our own half of the turn after we wiped each other out in the first of what would be many CCs. He grabbed one more building. With only two turns left I thought I did a sufficient job of blocking the way with bodies, but his Turn 6 banzai taught me otherwise, and both of our body counts that turn matched the entirety of our losses up until that point. Still he only took one more building, and would need seven more on his last turn. With three all but guaranteed, and three more a relative certainty (I thought), I figured it would come down to strongly protecting one building (or being forced to recapture one on my last turn). I had deemed my reinforcements an unnecessary luxury, but in the end I was in dire need of them to stave off the Jap horde, as Turn 7 once again eclipsed our previous turn's body count. But in the end the Japs came up short with only seven buildings. buser333
Before the BlunderA fun scenario that forces some very tough decisions for the Polish defenders. Some unlucky rolls at the mid-point allowed for the Germans to advance up to the objective buildings and the Polish troops simply weren't able to recover and through the invaders out. Tense and tight. Jobbo_Fett
Race to the RiverMy first playing of S&F:M. Turned out to be a dud. I set up the Japanese exclusively on the northeast landmass (with a strategically placed unit within six hexes of the southwest bridge eyeballing a Set DC). With only a few hexes to push forward to get to my units, the Americans faced an uphill battle. Firelanes, Set DC's, AT Mines, Mines, Bore Sighting, T-H Heroes, hidden units, 100mm OBA with Plentiful Ammunition - and that's not everything they can do. My friend tried his best, but his forces were torn up pretty badly from the get go. I gave the scenario a decent rating because I was the Japanese player. There are so many sneaky tricks they can pull on the poor Americans. On the other hand, I'd rate it a 1 if playing as the US.

If you set up like I did, then you won't get a feel how the new rules affect this module. The terrain in the little area I set up in only had two new terrain types, so it wasn't even good as an intro to Manila scenario (again, as I played it). I'm sure they'll get better as my friend and I progress through this module.
Jude
Goats to Lure the Tiger GOUREAU
Strangers in a Strange LandPlayed at the Bitter Ender ASL Event in Raleigh, NC this past Weekend. One of the best gaming experiences I have ever had! A 'friendly' game (ie, I was out of the tournament) with a person just learning some of the vehicle and ordnance rules, but it was FUN! Overruns, light mortar ROF tears, improbable close combat outcomes...Ian did a great job and held the Legionnaires at arms length for the victory! Hope we play again soon! Great game, Ian! Jplott94
Ishun Tank TrapsI drew the attacking Soviets in this odd little fight. My plan was to push down the left side of the board and grab buildings K3 and L9. It went surprisingly well helped by good dice. One SU-152 was swallowed by a tank trap, one KV-85 was torched by a PF, but I only lost three HS. Jim: The key for the defense is "...or any adjacent woods hex" in SSR3. It can double or triple the tank trap threat. I missed that, so three of my six tank traps were NOT adjacent to woods. Then the 75L missed its first two shots and was obliterated by an 85L unlikely hit/CH. Once I was down to PFs, Vic's Soviet monsters ran amuck, and he took the buildings easily. Still fairly fun, but definitely pro-Soviet. dieneuner25
The VeluweThe Dutch bunkers blocked with efficiency the way through the roads of map q. The SS reinforced by several PSW 221 and PSW 222 armored cars managed to destroy the Dutch infantry but were unable to pass through the bunkers. Several PSW were recalled due to HMG shots. The SS were running out of time and decided to cross the large forest to the South guarded by some Dutch infantry guns. At the time, Dutch armored cars arrived from the East and chased the two last PSW. The German panzers were finally destroyed and only a few squads (6 VP) were able to cross the firelane and exit. A Dutch victory. lt_steiner
Gunning For GasGame got out of whack on Turn 1, when Russian PREP eliminated the German 9-1, 2 x 4-6-8's with an MMG and LMG. Also confused as to the Victory Conditions. It seemed odd that the Russians began the game with six stone building hexes. grumblejones
Gunning For GasThis scenario has terrible victory conditions and set up. The two side just set up and start shooting and there is not movement or defense. Just smashing into each other. This scenario is won by the first side to get a good roll. All dice -no skill scenario. Danno
Vilnius BreakoutPaul Works as Partisan and Dave Mareske as Russians. Good game Germans destroyed three Russian tanks and exited 19 VP. Danno
Sticks And StonesThe Nationalist made steady progress and were able to capture three trenches, but they lost one tank to a recall and both MMGs to malfunction and so just did not have enough FP to break the defenders in the fortified building. Close game to the end. dmareske
It's a BattlefieldPlayed during the Bitter Ender Tournament in Raleigh, NC this past weekend. As the German attacking force, I sent my 3 Pz IVs toward the VC area along the board edge and sent my 3 Panthers toward the opposite flank through the grain. My Panther "wedge" found one of the well-positioned 17-pounder AT guns when it took out one of my PzKpfw Vs, but the other two were able to drive into the town and await the follow-on Commonwealth reinforcements and hopefully mess up a couple of rout paths. Great idea, but my advancing infantry was held up by a couple of particularly stubborn strongpoints that survived an amazing amount of fire. By the time my infantry was able to break into the town, time had run out, and the Canadians held the majority of the VC buildings. Great game, John V! Jplott94
De Veer's CounterattackThe Japanese got some early breaks and took out the Dutch HMG and 75 by Turn 2. Japanese swept over the hill, did some Banzais and managed to get all the buildings under control on Turn 4 for the immediate win. Very bloody as 5-1/2 Dutch squads died and 4-1/2 Japanese squads died along with two of the leaders. But the Japanese managed to prevail. grumblejones
De Veer's Counterattack Danno
Fighting at World's EdgeThis was a fun scenario, that presented some interesting challenges for the defenders. At first glance, you’d think that the highest points on the map were excellent locations for the HMG and the sole German mortar but SSR prevents entrenchment. That meant the best TEM I could get was +1 for height differences. The HMG kept ROF for a couple of attacks but not enough to keep the allies from making multiple kill stacks that could lay a substantial amount of firepower down.

The allies have twice the number of troops and 9 turns to move 18 hexes, so there was no need for them to take considerable risks during their advancement. Timing on extremely poor dice rolls did the Germans no favors (I somehow managed to roll boxcars three times in a row) and fortuitous timing on a couple of important rolls for the allies (1 in 6 chance to bring tanks on at the end of turn one followed by a 1 in 2 chance to have both tanks join) further pushed the scales in favor the French/Norwegian team.

I tried to focus on being slightly less aggressive in my defense and to allow for some elasticity in absorbing attacks and falling back to more advantageous positions. That allowed me to shift some of the defense early on but once the tanks got close enough, my chances of getting across the street were greatly diminished (as evidenced by the squad that was immediately broken trying to make the run). I did leave the ATG crew and a squad with an MMG in place but that MMG held up both tanks and 4 or 5 enemy squads for 3 turns and was the only unbroken unit I had in a position to do any damage to the enemy by the start of turn 6.

If I were to play this again, I’d establish a final protective fire line further forward and start collapsing the defense as soon as the enemy got closer. I’d also probably hold units in reserve to reman the HMG if the original get broken.
BenB
Swan SongThe Germans set up a stout outer perimeter that the French could not easily break. The French OBA struggled to maintain radio contact and even then, battery access was only allowed once. The German 88 halted the advance of the tanks, taking out five R35s and three B1-bis tanks. Ultimately, the reinforcements for the French could not break the outer defenses of the Germans and after a crazy amount of CVPs, the French conceded. badger317
Schreiber's Success A15.4er
Shoulder to ShoulderReally good scenario, although I reckon it's tough on the Germans against a very skilled opponent - as I had here. I went for the "right hook", attacking up the eastern flank and aiming to capture as much ground as possible before the American reinforcements arrived. I captured a couple of multi-hex buildings and two American squads, but then the M8 armoured cars arrived and caused havoc with "hit and run" tactics - basically using two or three of them to swarm a StuG, so that at least one of them got a rear shot to kill it with bounding fire, then running away. I tried to protect the StuGs with infantry, but their IFT and panzerfaust shots all failed, and they broke in the face of American firepower. I conceded at the end of turn 5, at which point I could certainly have met the exit VP condition, but was hopelessly behind on the other two VCs. Might have been different if I'd had a couple of lucky shots against the armoured cars, but really well played by my opponent as the Americans. Andy_Bagley
St. Oedenrode BridgeDespite losing as the German, this one is heavily slanted against the American player. The GIs are almost forced to clear the south side of the river before storming across the bridge to capture the remaining 5 victory hexes. It took Herbert 4 turns (out of 5) to finally clear a path to make the last turn "Devil take the hindmost" dash across the bridge. I had been keeping several units under concealment for just that very thing. In that last turn fusillade, I had 9 shots, 7 of which were -2 DRM shots, and all I accomplished was one broken HS. Whatever managed to survive his PBF in the AFPh, was mopped up in the CCPh. A fun scenario vs. a quality opponent. Jwil2020
Johnny 1NOBA caught group of Germans in the woods, but one scout car surprisingly found the SFCP HIP in nearby Brush, Overran them and eliminated the threat in next turn. Lucky Germans managed to win 32-18 VP (with POWs) on hill hexes in last turn. Kydder
Johnny 1 7-0 duval
It's a Battlefield usmcwo1
UnhorsedPoor choices for vehicle movement cost the Americans 2 AFVs early on. When the German AT crew broke, there was a brief opportunity for the Americans to make up lost time. But the Germans failed to break while the Americans failed to rally. On Turn 6, the Americans attempted a final push on the north side, but the German 6.4 average IFT roll ended all hope. Heloanjin

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ASL WO15Liberation Day7.80
ASL WO15Liberation Day7.80
AP194Not Fade Away7.00
AP194Not Fade Away7.00
AP196Silver & Bronze7.00
AP196Silver & Bronze7.00
304The Rat House6.75
304The Rat House6.75
J241It's a Battlefield6.60
J241It's a Battlefield6.60
295Death Box6.50
295Death Box6.50
J38Bitter Defense at Otta6.20
J38Bitter Defense at Otta6.20
AP192Brush Off6.00
AP192Brush Off6.00
DB183St. Oedenrode Bridge5.50
DB183St. Oedenrode Bridge5.50

Latest News

Map page and new search options
The Maps link on the left hand nav bar takes you to a maps page that provides the opportunity to search the maps via names and tags. The maps that don't have images will slowly get updated, and those who have admin rights can add tags to help scenario designers and players filter maps by a set of tags, such as Rural, City, Stream, etc.

You can update your map collection, in order to search by maps owned on the advanced search, by ticking the boxes on this page which should automatically update your map collection. The button that is on this page takes all publications that you own and adds the maps that are listed on those into your collection.

As always, a big thanks to those who help populate this data!
Map data update
The way maps are stored under-the-hood has been changed. Previously maps were simply strings of text that were split into map_strings and added to the scenario. They weren't really unique map rows, which meant that there could be duplicates with similar names, and it wasn't really feasible to do nicer things with them, like attach images to them, or work out which publications they were from.

This has changed now, and the data has been ported across to the new map objects. All that's missing is the publication->map data, ie, which publications have which maps!

For those that like to edit and update these things, it's now possible to enter the maps for each publication (by logging in and editing the publication page and adding the maps). If we can get a good set of this data we can do things like "show me scenarios that I own the maps for" and other module dependencies for scenarios.

I've not done the same for overlays, because it seems a bit more of an overhead, but in theory it would be possible, but maybe a bit too much effort.

Finally - you can now hover over the map values within the scenarios and publication pages (if the maps have been added to them yet) to see a map preview. If the map image isn't there yet, it might need updating, but the standard ones should all work - I think!
Advanced Search tidy up
Thanks to JP whose eagle-eyes spotted a couple of small issues, the advanced search is now correctly handling third party/official searches and remembering your selection of starter kit preference during a search.
March Madness 2023: 10th Mountain Division pack - now available for download
Thanks to the guys over in Kansas, and Encircled productions, the archive is now hosting the 2023 10th Mountain Division pack.

Price is $15 and the pack features 9 scenarios and a 4 scenario campaign which can be played as individual scenarios or as the connected mini-campaign.

Balance reporting
You can now add balance to reported games and view a balance report for scenarios. The balance range comes from assistance of Indy and is an implementation of the Wald Interval algorithm.

Latest Content Additions

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Hassel at HasseltSimonstan Added a playing1h 29m 22s ago
The Beasts Have Arrivedvon Marwitz Posted a comment1h 46m 44s ago
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Wildcat BowlKydder Added a playing9h 46m 31s ago
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Flag Signal: Advance!Turuk Removed a map16h 44m 9s ago
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Dead Man HillTuruk Removed a map17h 2m 54s ago
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Window Of OpportunityTuruk Removed a map17h 18m 21s ago
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Hassel at HasseltGamer72 Rated the scenario17h 30m 5s ago
The Outskirts of SchmidtTuruk Removed a map17h 36m 17s ago
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Task Force RippleTuruk Removed a map17h 38m 41s ago
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Strike TwoTuruk Removed a map17h 44m 32s ago
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Spearhead of Company KTuruk Removed a map17h 45m 34s ago
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Raffelsbrand StrongpointTuruk Removed a map17h 46m ago
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Playtesting ETO 010Turuk Removed a map17h 46m 31s ago
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KaiserschlachtTuruk Removed a map17h 46m 54s ago
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Every Man For HimselfTuruk Removed a map17h 49m 45s ago
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Along The HighwayTuruk Removed a map17h 50m 40s ago
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A Goal for De GaulleTuruk Removed a map17h 51m 7s ago
A Goal for De GaulleTuruk Modified the maps17h 51m 11s ago
The Lost ColumnIreneusz Rated the scenario18h 7m 45s ago
KaiserschlachtTuruk Removed a map18h 20m ago
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LandshipsTuruk Removed a map18h 20m 23s ago
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War CarsTuruk Removed a map18h 21m 46s ago
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Bofors Bashinghoxson1 Uploaded an Image18h 34m 25s ago
Descent into Hellhoxson1 Uploaded an Image18h 35m 3s ago
Hundred Regiments Offensivewwillow Added a playing19h 54m 56s ago
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Stars of MonsTuruk Modified the maps22h 34m 9s ago
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Spare a ThousandTuruk Removed a map22h 35m 8s ago
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The End Of IdealismTuruk Removed a map22h 36m 11s ago
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The First ShowdownTuruk Removed a map22h 37m 12s ago
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Save The GunsTuruk Removed a map22h 37m 47s ago
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Across the BorderJobbo_Fett Added a playingYesterday
Across the BorderJobbo_Fett Linked the scenario to ROARYesterday
The Devil's Free to Have a TryASLSKGwahlur Added a playingYesterday
The Devil's Free to Have a TryASLSKGwahlur Rated the scenarioYesterday
Your Turn Nowhoxson1 Linked the scenario to ROARYesterday
High AmbitionBongiovanni Added a playingYesterday
Schweiss Spart Blutlt_steiner Added a playing2 days ago
For an Army Routedigycrctl Added a playing2 days ago
The Clogvon Garvin Added a playing2 days ago
Simple Equationifoxen Added a playing2 days ago
Your Turn Nowdieneuner25 Uploaded an Image3 days ago
Your Turn Nowdieneuner25 Added a playing3 days ago
Into Vienna WoodsA15.4er Added a playing3 days ago
Main Line of DefenceJobbo_Fett Added a playing3 days ago
Display Of Enthusiasmdieneuner25 Uploaded an Image3 days ago

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ASL 13 - Rising Sun 336.72
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ASL Starter Kit #2 86.58
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94andrea pagni531098
95stan jackson321098
96Fred Ingram8171097
97Tom Mueller171096
98Peter Dunn191096
99Sebastia Hummel151096
100Alan Peterson641096

Newest players - welcome!

UsernamePlayerRegistered
MikegMike Gillham2024-05-07 01:23:03
number6Greg Stroud2024-05-06 12:56:48
jlhtn08Jimmy Houghton2024-05-04 07:34:36

On this day...

ScenarioLocationDate
TOT 45 The Dogs of WarPrague, Czechoslovakia1945
V13 Hunting TigersGabès Gap, north of the towns of Gabès and El Hamma, Tunisia1943
SC2.7 The Defiance of the Narvik Military AcademyOutskirts of Narvik, Norway1940
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