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Action at Balberkamp ETO (id:#60778)
(ASL 11 - Doomed Battalions (3rd Edition) ID:141)
Prior Publication: AH:ASL Annual `93b
See Also: Action at Balberkamp by Avalon Hill
Designer: Unknown
Starter kit scenario?:    Deluxe scenario?:
After the initial landings at Oslo, the Germans began to move northward, through the valley of the Gudbrandsdalen, towards Trondheim. The Norwegians and British forces there attempted numerous blocking actions which were largely unsuccessful. One such was made by elements of Group Ruge outside the village of Balberkamp. Knowing they could not halt panzers, the Norwegians fully expected British reinforcements to come to their aid in their desperate stand. Displaying superb tactical insight, the German commander dispatched a lightly armed company in a wide flanking movement to seize the heights behind the enemy position. Luck was with them, and the Germans were able to establish themselves on the hills just prior to the arrival of the British.
Attacker: German (Infanterie-Division 340)
Defender: Allied (Group Ruge and 1/5th Leicesters, 148th Infantry Brigade)  
Turns: 12.5     Players: 2     OBA: None     Night: No
Balberkamp, Norway 1940-04-22
Unit Counts:
Squads: A:27.0 D:24.0
AFVs: A:3
PzKpfw IB x 1
SPW 251/1 x 1
Opel Blitz x 1

Guns: A:1
7.5cm leIG 18 x 1
5cm leGrW 36 x 2
Boys ATR x 2
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Treat Grain as OG; Bd 6 bldgs Wooden. A: Tr1, secret reinforcement entry
Map Board(s): 2 3 4 5 6
Overlays: NONE
Errata (source)
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Scenario Comments
Latest Updates:
Danno Added a playing2019-09-08 01:21:28
grumblejones Added a playing2019-09-08 00:10:28
buser333 Added a playing2019-08-14 07:49:43
sherersc Added a playing2019-08-13 22:54:29
buser333 is not looking to play this any more2019-05-10 20:19:46
Last Played:
2019-09-07(D) Kermit Mullins vs Dan Best, Paul Works, Dave Mareske German win4 Player Cardboard via SKYPE game with Dave Mareske as the Norwegians, myself as the British, Paul Works as the Flanking Germans and Dan Best as the main Germans. After 8 turns and 7 hours we called it a victory for the Germans. The Norwegians had been eliminated and the Brits were slowly being surrounded by all the remaining Germans. So, we called it for the Germans.
2019-08-13(D) Scott Sherer vs Jeff Buser German winVery fun scenario on a large playing area (five boards). My British managed to get their reinforcements as early as possible, while Jeff's Germans got them as late as possible, so they came on with several additional squads. They were put to good use as they slowly smashed their way through the British lines. I conceded on Turn 11 (I think?) after a particularly rough couple of turns which saw basically the entire OOB for the Norwegians and Brits eliminated by CC'ed, failed HS morale checks and failures to rout. Good times playing this old classic!
2019-08-13(A) Jeff B vs Scott Sherer German winGermans entered en masse from the southeast, aiming to quickly control the eastern woods (and road) on Board 5. The Norwegians that stood in their path were summarily dealt with, NQ quickly going into effect or the Germans would've been toting around a bagful of greenies all day (something they certainly didn't have the manpower for). I must have deployed almost every squad I could; I can't remember ever seeing so many running around. But the Germans have a lot of ground to cover and hold and I figured I needed the bodies. By the end of Turn 4 the first two boards were clear. Board 3 would see the majority of the fighting, with M2 being The Citadel (holding out until the very end). Scott managed to knock out my gun-towing truck as I tried to situate it at the southern entrance of town, but mostly it was all German muscle flexing. You would think the Brits getting their reinforcements as early as possible while the Germans got them as late as possible would be good but, having no idea when (or where) I would enter proved disconcerting, and the Brits mostly twiddled their thumbs (and dug foxholes) until the Board 5 eastern entrance was known. Once they did enter there were just too many of them, and the Germans slowly closed the vice from the east and south until the last remaining GO Allied units were the Norwegian 8-1/HS/HMG holed up on the 2nd level of "The Citadel." Really fun scenario and great to break out some of the older games where it takes a couple turns just to setup the action.
2014-04-27(D) Martí Cabré vs Eoin Corrigan German winA very nice scenario with lots of maneuvering. My Norwegians pulled back well but their fire was so inefficient that the Germans just kept pushing without much cost. The German reinforcements came first taking the village and hills, then the British arrived, took the hills but could not defend them properly and retreated back, then the Germans rushed for the eastern road and CC'd the two HS covering it, covering the adjacent hexes to avoid an ambush withdrawal. One of my HS ambushed but could not withdraw and it was killed for a German win on the last die roll.
2013-06-13(A) Gordon Jupp vs Nick H/Jeremy S German winGreat scenario with lots of possibilities - played as 3 player. The Norwegians withdrew to board 3 and delayed the Germans but both sides reinforcements arrived by Turn 7 - went down to the last CC though with three German leaders and a hero managing to hold 2 Brit squads in melee!
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Avg Rating: 8.13Votes: 8
Views: 0
To-Play list count: 1
Estimated Play time: 16.6 hours
Recorded Games: 6
Archive recorded plays:

ROAR Data: (updated Nov 2019)
Action at Balberkamp [Confirmed]
[A] German 7
[D] Norwegian 4
Friday 06 December 2019 08:08:39 PM  (c)dramsey 2019