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The 11th HourTough game for my Germans. Dan's Russian had some hot dice early with 3 snakes that took out 2-1/2 squads right off the bat. My Germans did manage to take two buildings after the German sniper KIA'd the Russian 9-2. But the early losses and my inability to pass morale checks left the Germans too degraded to take the final building. so I conceded at the end of turn 5. grumblejones
Order 831 dmareske
Venturi EffectItalians sent infanty onto the hill top, yanks used loaded half tracks to rush the left flank woods but the attack was brushed aside with MG fire taking the crews and some MMC out..... Yanks changed tack and when the italians reinforced the right lank woods they shermans grouped up and went wide down the left, with the 75mm not having HEAT available it was down to some HE shots, a sherman was shocked with a turret hit, but 2 other shermans, a half track and a leader with a squad all ran the A line to exit the board in the corner turn 4....with the yank radio sitting in rear on top of hill he called in HE to clear the italians MG teams of the centre hill. Zero Italian losses, Yanks lost 1MMC. IMHO scenario needs adjusting to encourage Yanks to exit using the road on edge rather than any point... or it just comes down to a turkey shoot do the guns take enough shermans out or not chubooga
Frontiers and PioneersRussian spread out forward and centre, which invited a split into two groups to bypass left and right. T1 swept the BTs away but the KV proceeded to knock out a German tank nearly every turn until a Shock in T5 brought the gorilla down; not my best tank tactics, but hard to nail with German tin cans and no opportunity for infantry FT/CC. End T2 saw left hook in the rear VC area, meaning Russian had to counterattack. Right hook joined later having taken the scenic route. KV and 9-2 threatened to destroy all before them, but Pz IV Smoke kept 9-2 out until KV dealt with, then the Russian infantry got hammered. T-35 remained a threat but wasn't aggressive. AA could have been disastrous, but was somewhat outflanked. Game crystallised in T6 with German luck carrying the day. (VASL Log) iperboreano
Sting 'em at ZingemFriday Night Fight

I chose to attack from all three directions with the armoured force crossing the bridge accompanied with 4 squads of which 1 and a half were passengers. 3 squads entered with a -1 leader on the north and south entry areas on turn two. The southern force failed to gain any headway but did bring the mortar in the hilltop VP location under control but not before it got 2 crits. One squad went berserk as it assaulted on, dying to boxcars just as it was about to enter its tormentors hex. The northern force was successful in taking the 2 VP buildings and assisting in the taking of a third. In the centre the SPW251/10 was taken out by a machinegun, the SPW251/1 was forced offboard by a 1 sniper which had already eliminated my sniper in the first turn. My sniper might have otherwise been active thanks to the enemies 8 snakeeyes. Half the infantry in the bridge attack were eliminated or neutalised but the remaining two managed to force their way to the central vp buildings assisted by the PSW armoured car. The Germans then survived a weak counterattack to hold out for the win on the final turn.

Paul Legg
Balck By ExampleSeemed tough on the Germans, as featured on IR118, but we didn't help ourselves with a missing AFV. Germans have to be really aggressive on this one. (VASL Log) Dave
SochaczewExcellent scenario. My fall back defense got fixed and overrun. Demise of observer clinched the deal for the Germans. jgarlic79@gmail.com
Order 831Several CCs went long and delayed the Russians long enough. Last turn a broken squad routed upstairs for the win. Sleaze wins. Danno
The 11th Hour Danno
Raff's DilemmaI poorly landed my Americans too far south and put myself into a bind that I might have avoided, but I did not. And early die-rolls did not go my way. Lost one CC with 2 squads vs. a German HS conscript, that lost me two squads very unexpectedly. Poorly played US is the real key though to my loss. cscottk
Fuchin FortifiedHad a hard stop today so, we had to call it at the end of turn four. Recommended if you have the time, it will really test both attacker and defender. SGT Mac
Italian Behemoth jwert02
Charge You Bastards! jgarlic79@gmail.com
Firemen vs. IcemenLarge scenario. An excellent introduction to night and the CPVA. The Chinese really have the time and space to play to their strengths. The US defence may *seem* static and pre ordained but it is only so if you leave it thus.

A good US player will move out of and around his initial positions as soon as he can. He'll cover the roads that lead to the heart of the VC hexes and realise that Love Company needs some love.

It highlights what a boon IPM is to the Chinese.

The forces are polar opposites, the US poor quality but SW/Gun rich, the CPVA have nothing heavier than LMGs.

As always the turn length is indicative of strategy. 11 turns does not take as long as one would imagine. The Chinese do very little firing and the US are spread out and LOS/Night/Errant illumination cuts down their opportunity.

The Chinese have the time to penetrate deeply quickly, whilst making more cautious attacks on the flanks.

I marked this as a CPVA win but this is disingenuous to my opponent. We played this to giver him night and CPVA experience.

Fantastic scenario.

Ibncalb
The Dead of Winter A15.4er
Seldom PracticalFun scenario. The bocage adds to the LOS challenge. Americans won easily despite one turn where German machine gun rolled three 3’s in a row keeping ROF going. Yanks grabbed the hill and lost only 8 VPs. vetsurg
TotensonntagTough scenario on the Germans. My Germans managed to break contact despite MALF'ing the MMG. My 8-1 was cornered and his squad went Berserk and of course was eliminated. But the Germans got 5 squads and the 8-0 back to the village. Game went down to the final movement phase and Close Combats. The Germans would eliminate 4-1/2 Polish squads and lose 2 squads and both officers. Game would end with 4 buildings and the 2 squads for a Polish victory. grumblejones
The R.C.R. Redemption Serge
Totensonntag Danno
Failure to CommunicateHuman Wave 2025.
I managed to sufficiently delay Paul’s attack on the southern board but the decisive move for him was an attack on the northern multi hex building where I had only a token force. Because of this he didn’t have to attempt to take my redoubt in the south and I instead had to try to take back a building and had insufficient force and time to do so. Altogether I knocked out two tanks and killed a couple squads, earning not nearly enough CVP. Clear German win.
Agoldin
Ejected From Éloi Bongiovanni
The Darkest DayOh boy I did screw up my setup as the Russian. The I watched my brother to execute a well tought out attack for 5 turns and Gave up when ran out of Russians. asloser
Unexpected FireFirst to play and post. Danno
Will To Fight...EradicatedWill to play this scenario…Eradicated A15.4er
Operation SchneesturmHard for the yugoslavs, they need to move fast, stay in the plain and take some risks. prevot
Unexpected FireInitial British attack was slowed by HIP units, and the SS were able to do an orderly withdrawal except for 2 missed CC attempts. The SS reinforcements sent one Panther to counterattack behind the British lines while the other eliminated two tanks before getting eliminated by a PIAT after a failed overrun attempt (rolled a 12 malfing the MA and the CMG). Despite not finding PFs (and pinning most of the time), the SS were able to prevent enough British from getting on the hill. Tight game with lots of momentum swings. dmareske
Schoolhouse RockA rollercoaster of a game.
The 45LL hit my tank three times for not effect then broke down. It got repaired, broke down then got eliminated on a 6.
The russian 9-2 got killed by a sniper.
I created a breached in the fortified part of the school with a tank, then placed a DC … and rolled 12. Later I fired at 34FP … and rolled 12 again.
The German 9-2 broke twice and HoBed to become a 10-2.
Then on T6 the Katyushas left the germans unharmed thanks to the 10-2 but broke all the russians in the schoolhouse except one squad. He got attacked for the win in CC. I needed to roll not more than 9 … and rolled 10.
A difficult scenario for the Germans but nevertheless it was fun
strategos
Riding to the Rescue A15.4er
Road to Rome Danno
Road to RomeTough scenario for the Germans. Italians managed to knock out all the German half-tracks for the loss of one SMV 47. German 5-4-8's kept breaking and casualty reducing due to very good Italian dice. Germans gave the concession going into turn 4. grumblejones
Will To Fight...EradicatedEd's Poles moved aggressively on the first couple of turns and fell victim to my hot dice. By the time my reinforcements entered in force, he was already on the defense. Despite losing some bloody H-t-H fights I managed to corral the remaining Poles in a corner of the map. The end came when my Prep Fire broke his remaining good order units and I managed to bag the whole bunch by Failure to Rout. Good thing too, because I didn't think to search the buildings I thought I controlled and would have been denied the points. Luckily I earned enough VPs from driving out his first line and elite units for the win. Agoldin
FrankforceHuman Wave 2025. Varick massed his force on the left (west?) side of the board and attempted to use the grain, hedge and woods to screen his movement. I managed to get some shots nonetheless, breaking the occasional infantry squad.
He led with his light tank, which I allowed to exit the board, not wanting to give away my 88 positions. Once his main effort crossed the "Z" hexrow, I fired everything I had -- both 88s and the ATG which my crew had been pushing from the chateau area (43M7 to be specific). The 88s knocked out two of his tanks, allowing another one to exit with accompanying infantry. At that time I had three acquisition markers on his desired exit hex (43Y1) along with my MGs and squads I had repositioned, and it was pretty clear no one else was going to make it through and at which point Varick conceded.
Under the heading of 'style points', my HS firing the 50mm mtr went on an incredible rate tear, getting no less than 14 shots on his infantry, and killing 1 1/2 squad equivalents. The other stroke of luck in my favor was a 'snake eyes' on a CC attack vs one of his tanks attempting to sleeze-freeze a squad. In addition to knocking out the tank I also earned a 7-0, who took a "K" result by random selection the next turn. Incredible!
Agoldin
A Ridge Too FarNothing went right for the Germans this Day - couldn't pass a MC, couldn't shoot, couldn't rally - while Brits played and rolled well. Did my best but couldn't stop the Brits from easily taking the victory. asevenson
Kicked to the CurbDC Conscripts' Human Wave 2025 - Round 2 BravoCo
Riding to the RescueDC Conscripts' Human Wave 2025 - Round 3 BravoCo
"They're Here! Reverse!"British gunners were at peak performance, inflicting multiple CHs with incredible ROFs, turning the Italian attack into a burning wreck. Kydder
By OurselvesNorwegians swept all initial defenders from the battlefield by Turn 2, giving them free range for two Turns to capture most buildings ... Germans decided to call it quits before reinforcements arrived.
Kydder
Unlucky ThirteenthFun scenario. The British start between the hammer and anvil. When the British reinforcements arrive the roles switch. Both side do some attacking and defending. There is also a lot of resource management as neither side has an abundance of troops. This is a good scenario to learn Carriers. The Germans had a disastrous first turn trying to bum rush the bridges, but recovered enough to keep it challenging. I would play again. RJenulis
The Doomed and the Damned asloser
St. Kilian's Bloody SwordInteresting scenario featuring lots of AFVs in just about the worst tank terrain imaginable. The Germans have their usual plethora of panzerfausts and panzerschrecks but the US Baz 45s aren't too shabby either. As the US player, I bought plenty of those.
The German attack against the main American defences in the West made little headway but the factories to the east were quickly captured. Where the Germans went wrong was to leave AFVs without infantry to protect them and three of them were taken out by US bazookas. With the Americans still having all of their tanks intact and the Germans in the West surrounded, my opponent conceded on turn four.
Dougban
Forest DevilGermans managed some good infantry kills early, but then the 8-0 went Berserk and took a squad with LMG with him. They held up the Bulgarians for a turn before falling in CC. The 50L AT Gun never got a hit, then the crew broke and rolled boxcars in Rally to die. German 4-6-7 took out two tanks with Panzerfausts. The last MKIV went around the horn and broke the reinforcing 8-1 and 8-3-8, who were taken prisoner by a 3-4-7. The Bulgarians ground forward and managed to get the win. grumblejones
Lorraine Series #1: Avril ActionFriday Night Fight

Really struggled with this. Trend was set by failing an ESB for 0.5 MP to stop on my first move. Suffered a crit from the ATG on one squad, an ELR with CR on another and a couple of outright KIA results when moving. Meanwhile only getting a CR in cc, eliminating the ATG crew in cc. The Americans also gained an 8-1 leader in cc and used my own dc to take out a halftrack.
Paul Legg
Lorraine Series #1: Avril ActionClose one, came to the final turn, but he ended up giving me a DC as a treat and then that was that. I got 20 CVP on him, but that wasn't enough. Fun game for FNF! von Garvin
Freeing the RoadwayVery enjoyable scenario, decided at the last CC roll. The British prepared a compact and strong advance south but weren't able to eliminate the last German MMC, while the north road was held by an HS and a crew which were eliminated during the very last turn. The Germans were able to collect 10 CVP, one less to obtain an immediate victory! galletto
Forest Devil Danno
Failure to Communicate A15.4er
Danish CrossroadsDC Conscripts' Human Wave 2025 - Round 1 BravoCo
The Gateway Bongiovanni
Shielding Moscow Bongiovanni
Panther Cull Danno
Panther CullDifficult game to grok. My Germans were able to delay the British/American attack as they came up from the south and took the first victory building. An 8-0 and 4-4-7 were captured. But then things turned towards the Germans as the American 9-2 broke along with his squad. The Armored Car was stunned and taken out in CC. Then three tanks were knocked out and on Turn 4, the British conceded as they had lost too much armor and still had to face two Panthers and a Schreck. Tough scenario that requires a lot of thinking. grumblejones
Raff's DilemmaThe Americans just couldn't get anything going. Germans setup tight on the Hill, and with the bocage and panzerfausts, the American could just never punch in. cscottk
No Sights for Sore EyesOriginal scenario. prevot
Independence DelayedSikhs decided to enter almost entirely from the north, with just a couple vehicles coming in from the west. This took me by surprise, as I was expecting a hard entry from the west under cover of the palms, and being that this is the shortest route of attack. I do think they need to keep their vehicles safe, at least early on, as that CVP cap could easily get away from them. So the first two turns were rather quiet, with the Sikhs just closing in on the village. So first real contact was made on Turn 3, with the Burmese losing a HS for FTR. Due to all the huts and the enveloping nature of the attack, this would be an increasing problem for the defenders. But with the buildings mostly at their backs, complete with upper levels and two Jap leaders, the name of the game was holding tight as long as possible, and even self-breaking if possible. But Turn 4 saw the Burmese losses creep up, losing 1.5 squads to 0.5 for the Sikhs. And the body conly rose from there, losing 3.5 and a 7-0 to 1.5 for the Sikhs on Turn 5, and 2.5 squads//9-1(J) to 0.5 and an 8-0 for the Sikhs at the top of Turn 6. But with six units remaining concealed, and still in control of all but one building going into their half of the turn, it would take a herculean fire effort from the Sikhs to dislodge them. When not even one shot connected it was game. Quite a boringly static defense for the Burmese. buser333
The 11th Hour Bongiovanni
Liehr Launches First jesuspiebatlle
Slamming of the DoorThe Russians failed most MCs and Rally attempts. Two AFVs were immobilized by the German OBA. Another AFV malf'd a MA. A poor attack plan was crushed by the German dice. In Turn 4, the Russians had attained only 6 VPs of 26 required. With only 4 squads, 3 HSs, and 3 AFVs, the Russians conceded. Heloanjin
A Real Barn Burner Bongiovanni
The End of Their RopeThis scenario is super tough for the Americans. The onslaught of reinforcements led to a Banzai wipeout of US troops that made the task of taking buildings near impossible.

This one felt like there may be only one strategy for the US to win, therefore less fun in terms of replay or unique approaches.

Recommend using balancing to make it more playable for the US.
mrptfb
A Real Barn BurnerAs the defending Germans, I decided against trying to clear the farm held by Lt Gehin’s platoon and, instead, to try to prevent any of the reinforcing units making it to their rescue. The game turned on the German turn 2 PFPh when my defensive line on the German left flank faced a line of mostly concealed French infantry emerging from the woods and opened fire. If they had gacked their shots, they would have been in trouble but they rolled low enough to force morale checks and two casualty MCs shattered the French attack. It would be fair to say that Eric must have offended the dice Gods before this game because they gave him a real kicking during it. This included his best leader going berserk and charging across open ground on his own to attack the German MMG in the stone building in front of the woods. Given the number of failed morale checks the French were experiencing, the last thing that they needed was for any of their leaders to go insane. Add in the fact that, unusually for me, my troops were winning their close combats and the French never got close to reaching the farm. Dougban
Twilight's Last Gleaming von Garvin
Invisible FoesPaul Works as Americans and Dave Mareske as the Partisans. Danno
Invisible FoesWe played this 3-Player. I took the Partisans and the US Reinforcements, Paul Works was the Americans and Dan was the Japanese. The Allies were significantly slowed down by a very good defense and some surprises by Dan, but the Allies slowly clawed their way back. There were some exciting Close Combats, Tank Hunters and DC action that swung the momentum back and forth, all coming down to a final CC roll for the Allies to win, which they made. Exciting game. The mid game had the allied players ready to throw in the towel, but the momentum swung back in our favor. dmareske
Western Dvina DuelVASL jrwusmc
Retaking ViervilleCame to the final turn. Great fun was had by all! von Garvin
Glimmer of HopeA very interesting scenario with victory conditions conditions that offer various options for both attacker and defender. The German, surrounded, defended mostly on the borders counting on the reinforcements to defend the key building and if possible force an exit. The Russians decided to attack hard from the East and leave a small force on the West side to prevent the Germans to exit. On the East, the Russians were able to eliminate the German defenders but were too late to reach the area of the key building. On the West side, a small German force attempted an exit but were deriven back. The Russian reinforcements assaulted the now reinforced key building but failed at last. A final German victory. lt_steiner
Tirailleurs and Antiques Bongiovanni
The Vienna Bypass Rich Weiley
Currie's Favor GeneralFG
Aufklärungs Attack jwert02
Might Makes RightNorwegian MMG directed by 9-2 leader carried the day causing CVP cap exceedance in Turn 5.
Kydder
Kordiyak's WoodsReally tense scenario. A lot of fun. prevot
Tisza TeaseFriday Night Fight Paul Legg
Deadeye SmoyerBackground:


This scenario is an old chestnut of the early days of Schwerpunkt and has seen considerable play in past years albeit not so much any more in recent times. The ROAR rating being (as of June 2025) 62 American wins vs. 45 German wins and a respectable Excitement Rating of 6.57. It has been popular at tournaments with its short 4.5 Turns.

Part of its popularity might also stem from the fact, that it reflects one of the historically most spectacular and best documented tank vs. tank battles of WW2: The battle historically happened in the immediate vincinity of the world famous Cologne Cathedral and was captured live on film as it happened. There are tons of youtube clips on this action ranging in between 2 minutes and 1.5 hours, which is the reason why I am not going to provide a specific link. For those interested, if you enter "tank battle cologne cathedral" as a search query in YouTube, you'll be served.


For some reason, I had never played this one before - at least it does not show in my records. On the other hand, I could swear that I either gave or learned a hard ASL-lesson: The Americans fired an AP round on a seemingly empty hex using the Vehicle Target Type which smelled of "the German Panther is hidden HERE". The shot hit and killed the Panther and that was that...



Objective:

The Americans have to capture a building from the Germans while preventing the Panther, which may set up HIP within certain conditions, to have LOS at least one of two particular hexes disregarding SMOKE at game end.


To do so, they have 7.5 Elite squads with an MMG and two Leaders supported by a Sherman tank and a M3A1 halftrack, which enter on Turn 1 while they are reinforced by the big badass M-26 Pershing, which is Gyrostabilized and commanded by a 9-1 Armor Leader.

The Germans have 6 squad equivalents equally consisting of Conscripts and 2nd Line troops with an MMG, LMG, and a Panzerscheck led by two leaders and obscured by 6 extra Concealment counters. And there's the HIP Panther, of course...



Considerations:

The German force is very brittle, but likely in the cover of Stone Buildings. If German units break, they will unlikely have the chance to rally. The US force is solid, but lacks time. It can be said, that both the US Pershing tank and the German Panther tank are the "wildcards" in this one.



How the Game Played Out:

I had the defending Germans in this one.


As the scenario is short and the best protection for the brittle Germans is Stone Buildings, I unsurprisingly set up strongly in and close to the Victory building. But not being sure of what the Pershing tank would do, I assigned a small part of the German force to "the backdoor". Where the Panther was hidden, will remain a secret. I expected the Americans to enter from the East (bottom), but they came in from the West (top).


This caught me off balance, but in his first turn, the Americans maybe took less advantage of this than they could have by moving for position and not aggressively assaulting. So it comes as no surprise that I could not do much damage.

The German first turn I used to redeploy my forces to face the attack from the unexpected side and to skulk, again unsurprisingly not doing much damage.


In US Turn 2, my opponent realized that this scenario did not allow any time for fancy maneuvering, so he moved aggressively. But able to redeploy in my German Turn 1, I was now better prepared to counter the onslaught. I have to add, that luck was on my side as well. The Americans mainly came via the central plaza trying to get their forces ADJACENT to the victory building and the one next to it in order to advance into their protective cover. I carefully considered the few attacks I could make in order to optimize Defensive First Fire and Defensive Subsequent First Fire and the placement of Residual FP. This worked out very well: The Americans lost the Sherman to the Panzerschreck which merely Pinned its operator. Then I was able to break around four US squad equivalents with the effect that no US units were able to enter the VC building. During the RtPh, one US squad died after I declared No Quarter, another halfsquad was eliminated for double break. The US brokies for forced to rout back quite a stretch. At this time, the Pershing had entered from the East (bottom), but my Panther remained HIP.

Realizing, that the US brokies would need at least US Turn 3 to rally, than US Turn 4 to move up again for a second attempt of the assault, my opponent concluded that the last US Turn 5 would not leave enough time to capture the building, my opponent conceded at the end of the US Turn 2 APh. On top of that, my Panther had not made its appearance yet.


German win.



von Marwitz
von Marwitz
Uncles and Pups jgarlic79@gmail.com
GhostbustersGermans push up board 42 road. Motorcyclists leverage mobility to hook around behind three 457s in board 42 woods. The French lost a Laffley and Germans 2 x PzIVs. Turn 3, 2 x PSW reinforcements entered down board 62 road to the VC area. The French Panhard AC, which intended to challenge the PSWs, failed its TC which was huge. With this, and the attacker’s infantry near the VC area in the woods, the French called it. Challenges for both sides: French have a wide front to defend; Germans AFV vulnerable to good TK/high-ROF French ordnance. Fun scenario. Challenge for both sides: French have a wide front to defend; Germans face good TK/high-ROF tubes. Houlie
A Quick Strike wwillow
One Story TownTurn 1 saw the eastern squad guarding the woods along the Finnish entry area get fried by the FT tank, starting a fire that would create lots of unimportant smoke later. One of the Russian ACs was destroyed by a AFPh ATR shot, but it at least providing some cover out in the street. The Russians lost a lot of dummies. The Finns took their share of lumps, losing 1.5 squads. Turn 2 had the Finns oust the Russians from the SE building, place some smoke to cover their advance on the SW one, and make their way toward the stream. The other Russian AC broke its gun. Casualties were 2.5 Russian/1.5 Finn squads. Turn 3 was quiet, with the Finns losing a HS and a 9-0. The Finns started their assault on the central building assisted by their tanks. The much-needed Russian reinforcements sent their infantry to bolster the northern building, while their tanks tried to harass the Finn armor. Turn 4 was very costly for the Russians, as the central building fell and saw them lose 3 squads, 2 leaders, and their HMG. The Finns lost a couple squads. The last AC was shocked, soon to be a confirmed kill. The Russian armor pulled back across the stream. Turn 5 saw the Finns make inroads on the staunchly defended south-central building, with the highlight being a 648 broken, rallied and turned fanatic by some greedy shooting, and then KIA. The remaining Russian reinforcements entered from the south to try and reclaim the SE building, with one of the Russian tanks here getting fried by an ATR. Other casualties were rather light, with the Russians losing a squad and the Finns a HS. Turn 6 saw the Russian counterattack at its zenith, making inroads in both the central and SE buildings. They tenuously maintained their hold yet on the south-central building with a squad held in melee. Casualties were high on both sides as CC ruled the day, with the Russians losing 3.5 squads to the Finns' 3. Turn 7 saw the Finns finally take the south-central building, storm the west building and take it with assistance by their FT tank, reinforce the central building (partly due to some poor Russian fire discipline), and cling to life in the SE. The Finns only lost a HS and 8-0, while the Russians paid a heavy price with 5 downed squads in their desperate attempts to retake buildings. All-in-all a pretty fun scenario, and I doubt you'll hear anyone complain about lack of action as the battlefield was very dynamic for both sides. buser333
Tenacious TakikawaI felt the key to defending this was to not allow the Russians a coordinated human wave at the start. At 5 turns the Russians do not have a lot of time, and this single turn of delay could well mean the difference between victory and defeat. Being that the Russians set up fairly close, this will have to be helped along by some judicious HIP placement. Turn 1 saw the Russians take it a bit on the chin, losing 2 squads, but they easily captured the northernmost building. The other key for the Japs is leader placement, as self-breaking and quickly rallying would be a necessity. My INF gun, which was supposed to help protect the north, rather disappointingly fell into enemy hands on Turn 2 and was quick to be destroyed. A precious HIP THH was rousted out, and the Russians lost another HS. Turn 3 saw the Russians try and cut off my men in the eastern building by driving a tank to guard the road behind them. Luckily for me it parked right in front of my last THH, who flamed it up. Some vicious CC ensued, and by the end of the turn the Russians lost 2 squads to the Jap 2.5 while securing the eastern building. But with only two turns left, the Japs having an alamo around the three central buildings, and the western building seemingly unreachable, it would be tough for the Russians. Thus they decided to throw everything they had into a full-scale assault on Turn 4. By the end they captured one of the three central buildings, but the body count was high (2 Russian squad vs the Jap 1.5). With the Japs literally able to ring the western building with bodies the Russians called it a day. A rather pedestrian scenario. The Japs are very limited with their THH, but if the Russians lose even one tank, I think they'll have a tough go of it. buser333
A Limited Offensive JimT1277
The Roadblock cscottk
Flea CircusWe had some questions about SSR 3 at the start. "Is a unit that passes the TC free to fire thereafter, or does it need to pass a TC each time it fires?" "Is the TC a concealment loss activity?" "If a unit fails a TC in one phase, is it free to take another in a different phases (i.e. fail Prep Fire, is it free to attempt in Advancing Fire)?" "Does a unit need to pass a TC to fire a RoF shot?" etc. Once we got past that, the scenario was enjoyable and came down to the end game. RJenulis
Campoleone SalientAs the "Quick 6" series implies in its name, this is a fast-playing scenario of 5.5 Turns setting half a dozen German squads supported by a PaK40 and a 81mm MTR against 9 British squads with light SW supported by three Sherman tanks. Set in Italy in January 1944, the British have to secure the salient, which they do by getting a certain number of squad-equivalent and/or vehicles onto a hill.

I played the defending Germans in this one.

My hope was, of course, that I would get the opportunity to deal some hard blows vs. the attacking British while they approach the hill in order to weaken them sufficiently to have my Germans stand a chance. I did have the opportunity to take some high value pot shots, but gacked them: For example I missed an 8TH with my AT-Gun on a Sherman when he exposed himself. My 81mm MTR took a juicy shot at an Armored Assault consisting of one tank with 3 squads plus Leader only to roll boxcars on its first shot and then X-out on the first repair dr.

On the other hand, I could coldly exploit some mistakes my opponent made, which led to the killing of his 7-0, 457+PIAT and was given some respite because his third tank was delayed by terrain.

Nevertheless, my precious AT-Gun soon found itself acquired by two Shermans and in the beads of an enemy stack of infantry, on which I had previously missed a Defensive IF shot requiring a 6TH. So in my Turn 2 I was forced to take risks in the hope of somehow saving the Gun.

Hitting the first enemy tank was easy, since I needed a 12TH. That tank went down. To get at the 2nd tank, I had to pivot the Gun and IF again neeing a 6TH. I tried to find APCR, of which there was no supply. So next shot with normal AP: Got snakes which blew up the 2nd tank! Because my opponent had miscalculated LOS, I also hat the chace for an 11FP flat shot at his 9-1, 457+LMG in a Gully. Rolled snakes AGAIN, which despite cowering was enough for a 1 KIA which killed the squad, destroyed the LMG and broke the 9-1.

This was, of course, as lucky for me as it was devastating on my opponent. All the more so, as his two tanks could no longer be used to fire SMOKE to create cover for his assault of the hill. Thus my opponent conceded at the end of German PFPh of Turn 2.

German win.


von Marwitz
von Marwitz
White Beach 1 wwillow
Transylvania 6-5000 Bongiovanni
The Vital HoursBritish player was not able to press the attack in time to clear the buildings and get enough VPs off the board. Art gun did not affect the game in any manner. Lost smoke almost immediately. Robert7721
Transylvania 6-5000Interesting scenario. The Hungarians easily cleared the weakly defended southern buildings but the northern ones proved too tough a nut to crack. The Russians just kept concealment with their units on and in front of the the hill and had the MMG in the building to the rear. By the time my guys cleared the hill, they didn’t have the manpower to go any further. Excellent defence by Eric. Dougban
Go Big or Go Home Bongiovanni
The Cauquigny BridgeheadGermans got into the village and needed one more building, but the 9-1, half-squad and MMG held their ground pinning everyone so they could not get into CC. Dramatic finish. dmareske
Clash At Ponyri Lorenzo26
Aussie Spirit oybj
The ClogThe Belgian defense can't cover everything, and the Germans took advantage of that fact, pushing through the blind area to reach the hill while supporting elements set up on their hill and pushed on the right to prevent sneaky actions by the Belgians. An absurd number of snake eyes and boxcars were rolled (something along the lines of 8 and 12), with many of the positives happening for the Germans (who also converted on SAN 4 times) that ultimately led to a final turn blowout where the Belgians couldnt retreat anywhere and were eliminated through FtR and No Quarter.

An okay scenario, but one who's objective explains the somewhat absurd Win-Loss ratio.
Jobbo_Fett
Loser Takes All dsoukup
Danish CrossroadsThe German main force attempted to attack the Danish right while a smaller force approached from the left. With so much open ground, the Danish -2 shots took their toll. As time ticked away, the Germans became more brash with the armored cars which eventually fell victim to the Danish guns or small arms. All was not lost. On the final turn the German AFV took position on one of the crossroads in motion hoping to survive any CC on the Danish final turn. But there was no need for CC. While one Gun was captured and the other malf'd, a LMG was able to immobilize the AFV on the final Danish Prep Fire, giving them the win. Heloanjin
Block to Bataan Bongiovanni
Bridge Over the River Queen usmcwo1
The Little Can OpenerFinns set up along tree line covering open ground... russians tanks advanced down road splitting west and east... AT gun popped out of HIP and took shot at russians under 6 away...Malf in turn 1! russians then broke the crew wih MG fire.... tanks continued to drive down road while finns took up position on rear f woods covering boh roads and mols either werent ready of missed so tanks drove of and won in turn 4... chubooga
Penny Packets igycrctl
A Vast Hellish Ruin jwert02
Another Summer's Day Danno

Latest News

March Madness Tournament Pack 2025 Fixed
All sorted now - apologies for any inconvenience - the pack scaling has now been corrected. You can buy the pack from the MM Tournament 2025 publication page.
MM 2025 pack
Please hold off buying the pack until this message is replaced. I’m away at the moment but the scaling is incorrect as part of the email-stamping process so some of the pages will be cut-off.

I’ll get this sorted by Sunday/monday - sorry!
March Madness Tournament Pack 2025
The March Madness 2025 pack is now available for sale on the Archive for $16. 6 scenarios bringing the March Madness packs up to 100 scenarios now - an amazing achievement!
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Our usual patron only tournament is joined this year by a starter kit tournament (no patronage required).
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Existing purchasers can simply re-download their pack to receive the updated version at no extra cost.

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ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
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ASL Action Pack # 4 Normandy 1944 126.76
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Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
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March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
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AH:ASL Annual `96 146.61
Schwerpunkt #11 126.61
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ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Coastal Fortress 556.59
Schwerpunkt #20 126.59
AH:ASL Annual `92 156.58
Dezign Pak 10 156.58
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Quick 6 Scenario Pack III 66.58
ASL 3 - Yanks 86.57
ASL Action Pack # 1 86.57
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Action Pack # 2 86.56
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Kampfgruppe Scherer: The Shield of Cholm 176.55
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Newest players - welcome!

UsernamePlayerRegistered
andifroeniAndreas Fröning2025-07-18 16:00:01
SpectreJimScott Shafer2025-07-17 17:51:49
JTenebrousJonny La Trobe-Lewis2025-07-11 17:10:31

On this day...

ScenarioLocationDate
115 Huns of SteelUriv, Russia1942
Buck02 Repple Depples No MoreParachute Drop Clearing, New Georgia Island, Solomon Islands1943
FT19 A Leches en LaracheLarache, Spanish Morocco 1936
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