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Grebbe End ETO (id:#60780)
(ASL 11 - Doomed Battalions (3rd Edition) ID:143)
Prior Publication: ASL Journal # 3
See Also: Grebbe End by Multi-Man Publishing
Designer: Kevin Meyer
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanDutch
Overview:
The Grebbe Line was the principal defensive position into Fortress Holland from the east. Following a preparatory bombardment, the outpost line was attacked at sunrise on 11 May and the defenders slowly fell back to the trenches on the hill. The front line proper was penetrated by the Germans on the afternoon of 12 May, setting the stage for the final assault the next day. . .
Attacker: German (Bataillon 1, Infanterie-Regiment 322, Infanterie-Division 207)
Defender: Dutch (1st Battalion, 8th Infantry Regiment)  
Turns: 5.5     Players: 2     OBA: None     Night: No
Grebbe Hill, Holland 1940-05-13
Unit Counts:
Squads: A:10.0 D:10.0
AFVs: A:2
PSW 231(6 rad) x 2

D:0
Guns: A:0
5cm leGrW 36 x 1
D:0
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Ov2, Stream is Dry
Map Board(s): 32
Overlays: B3 O5
Errata (source)
Players wanting to play this game/Request a match:
Scenario Comments
TitleAuthorDate
Latest Updates:
ActionDate
buser333 Added a playing2019-05-21 16:51:18
Uncle_Duke Added a playing2019-05-11 18:42:57
Uncle_Duke Rated the scenario2019-05-11 18:40:20
CTKnudsen Added a playing2018-02-19 14:27:15
CTKnudsen Rated the scenario2018-02-19 14:22:56
Last Played:
2019-05-21(A) Jeff B vs David Murray German winVery meat and potatoes scenario with the Germans coming straight up the gut. Not much the Dutch can do to stand up to them (unless they want to risk some MGs at the start) as the frontline units will either be broken or frozen by the ACs. Dutch had some extraordinarily bad luck at the end of Turn 2 losing their HMG for good. The Germans got a bit hasty Turn 3 though, losing both ACs (one to CC reaction, one to a MG), and it was looking a bit grim for them. This is pretty much how this one boils down: Germans without ACs will have it rough/Dutch without HMG will have it rough. At this point momentum swung back and forth like the small, dicey scenario it is. At the end of Turn 4 the Germans managed to win the melee in E5. Then on Turn 5 this same group busted both the two squads and 9-2 in E3, and a squad in C4. With only 1.5 GO squads left the Dutch surrendered.
2019-05-11(D) Raoul Duke vs Big Noodle German winGreat fun despite terrible dice (never rallied once; cowered a lot on First Fire shots preventing Subsequent First Fire). Defense was a light screen in front, backed by LMGs and leaders, with the HMG as a backstop. Was able to fall back for the first two turns, before everything totally fell apart. By the end of turn 3, I'd taken over 50% losses. By the end of turn 4, I had one squad remaining. At that point, I conceded.
2017-12-15(D) Christian Knudsen vs Roy Connelly Dutch winThis was a fun little scenario. I set up with my HMG in the backfield, and spread out otherwise, with LMGs ready to set up fire lanes across the open ground in front of the village. Roy never managed to get enough concentration of force to really rush my defences, as I was always able to keep just enough of his guys broken to stop him from having enough mass to overwhelm me. He was able to get a 1/2 squad into the C1 building, but other than that his attack never really developed.
2017-09-23(D) David Garvin vs Brian Sullivan German win
2016-03-01(D) Martí Cabré vs Santiago Penabella Dutch winAn excellent scenario, perfect balance, tension and climax. My first two turns went well, killing some German attackers that crossed open terrain, but soon the German fire took a toll on my low ELR Green units that started to disrupt and surrender. The Germans took five prisoner squads! There were so many prisoners that a couple of them managed to escape from broken guards! Two escapees! The Germans advanced steadily but the Dutch HMG managed to kill a couple more squads and make a difference. The final turn saw the Germans advancing with everyone to capture two more buildings, the Dutch burning a vehicle in Street Fighting, Dutch infantry double cowering on decisive First Fire attacks and the Germans taking three of the four buildings. On the fourth they rolled to capture the lone inexperienced Dutch squad (easier than killing it), managing to capture only a HS... so the surviving Dutch HS stayed in Melee for a Dutch victory! This scenario saw everything: KIA, broken HMG, recalled vehicle, prisoners, escaping prisoners killing the guard and rearming, hero creation, street fighting, taking prisoners in CC... it only missed a Banzai Charge!
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DescriptionUploaded by
(Public) Scenario Lists that contain this scenario:
DescriptionUploaded by
User Files:
FileDescriptionUploaded byViews
(germ-dutch sm.png)Imagehoxson1192
PSW 231 (6 rad) (PSW 231 6 rad.png)Imagehoxson1176
(143.png)Map Imagehipsu339
(ASL143 Grebbe End Scenario Archive.jpg)Map Imagevon Marwitz326

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PSW 231 (6 rad)
 
Statistics:
Avg Rating: 6.29Votes: 24
Views: 0
To-Play list count: 1
Estimated Play time: 3 hours
Recorded Games: 13
Archive recorded plays:
German7
Dutch6
Drawn:0

ROAR Data:
Grebbe End [Confirmed]
[A] German 8
[D] Dutch 5
Monday 24 June 2019 07:23:33 AM  (c)dramsey 2019