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Infatuate II ETO (id:#61799)
(Rivers to the Reich ID:U41)
Designer: Adapted by Jim Stahler
Starter kit scenario?:    Deluxe scenario?:
The last German stronghold on the Schledt Estuary was the island of Walcgeren. Linked by a narrow causeway to South Beveland, its batteries were still a threat to Allied transports. Agile minesweepers were already plying their trade in the estuary, but no freighter would dare the passage till the guns of Walcheren were silent. The only land bridge to Walcheren was 1200 meters long and 40 meters wide and “as straight as a gun barrel”. In spite of the most heroic exertions of the Glascow Highlanders and the 5th Canadian Bde, the causeway could not be forced. This, on an overcast November 1st, the Walcheren amphibious invasion was launched. The 4th Commando Bde, supported by specialized equipment of the British 79th Armored Division, and guided by the famous Westkapelle lighthouse, would sail into the face of the waiting guns in order to destroy them.
Attacker: British (4th Special Service Brigade and 79th Armoured Division)
Defender: German (Infanterie-Division 70)  
Turns: 10     Players: 2     OBA: None     Night: No
Westkapelle, Walcheren Island, Holland 1944-11-01
Unit Counts:
Squads: A:12.0 D:6.0
AFVs: A:1
Churchill AVRE x 1

Guns: A:0
OML 2-in. Mortar x 2
OQF 3-in. 20-cwt AA x 2
OQF 3.7-in. AA x 2
OQF 3.7-in. Howitzer x 2
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: All buildings are Wooden.
Map Board(s): 7 8
Errata (source)
Players wanting to play this game/Request a match:
Scenario Comments
Latest Updates:
hoxson1 Modified the misc. rules2018-09-21 00:00:37
hoxson1 Uploaded an Image2018-09-20 23:58:59
hoxson1 Modified the overview2018-09-20 23:55:33
sherersc Rated the scenario2017-09-23 15:17:27
sherersc Added a playing2017-09-23 15:17:18
Last Played:
2017-09-16(A) Jeff B vs Scott Sherer British winFor about 2/3 of this scenario I thought it was a complete joke. My Brits just rolled over the Germans, toppling rowhouse after rowhouse with ease. Matters were helped when one of the HIP guns took a blocked shot at a pile of my troops, only to be return fired on (and subsequently broken) by another stack with a sneakily clear LOS. Once we got within close range of the HMG stack and the second HIP gun though things were different. I had started to feel the press of time somewhat, but now I started am I going to do this? Luckily for me the gun MALF'd soon after, never to return to action again. Rain had been an ongoing issue as well throughout. At times it seemed to help the advancing Brits by hindering the HMG nest, but at other moments they were thinking a little smoke could've come in handy from the mortars (no infantry smoke grenades in this one). The rain stopped long enough for the Brits to smoke in the HMG nest, allowing the commandos to pile into the building and slaughter them in CC. Meanwhile a conscript was holed up in the northern building surrounded by marsh. The brave DC-toting crew (who had abandoned their MALF'd tank) weathered dangerous fire to place one of their DCs and thus ended the game on the last British turn. The narrow peninsula made for an interesting playing area, and this one ended up being quite fun.
2017-09-16(D) Scott Sherer vs Jeff Buser British winJeff's comments sum things up nicely, so I will add a little more perspective from the German side. I had a HS's and a full squad set up forward at or before the single-hex bottleneck with some dummy stacks and the 6+1 leader, but Jeff made quick work of these. I had set up the HMG with a HS and the 8-1 in the 3rd level hex of the stone building trying to get some early shots on the advancing Brits but forgot that at ranges > 16 hexes, MG fire was halved twice due to also being Area Fire and the 1(-2) shots didn't do much if anything against 8 ML troops. I thought I had the back sides of the pillboxes sufficiently covered with a 447+LMG and 7-0 in the building at 7R1 and one of the AA guns in 7U2. However, his high FP squads broke the squad in the building quickly, and as Jeff mentioned, the AA gun fell to a sneaky LOS after I had revealed hit to shoot at a stack of his units only to find the LOS blocked. Actually, that doesn't do it justice, as my recollection was it was a single Brit squad with a 6(+2) shot that broke the crew and caused that position to fall. After that, with no cover to their rear, the pillboxes were quickly and easily eliminated. The second AA gun was set up in 7DD1 and it covered a conscript squad that I was hoping could hold out in 7DD2 or DD3 for the win. I got several good rolls and ROF shots with the gun that blunted the British attack momentarily, but lady luck got her revenge when it malfunctioned, thus pretty much sealing the German's fate. Jeff's Tommies then methodically cleared the stone building and easily took out the final conscript squad in the top of Turn 10 for the win. The Germans might have had a chance had they slowed down the clearing of the pillboxes even in the slightest. Overall, a pretty interesting and quick scenario despite being 10 turns long.
2014-01-30(A) Russell Dewhurst vs Martin Kristensen German win
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(infatuate II pic.png)Imagehoxson162
(U41 Infatuate II.png)Map Imagehipsu226

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Avg Rating: 6.25Votes: 4
Views: 0
To-Play list count: 1
Estimated Play time: 5.8 hours
Recorded Games: 3
Archive recorded plays:

ROAR Data:
Infatuate II [Confirmed]
[A] British 1
[D] German 0
Thursday 17 October 2019 01:55:02 AM  (c)dramsey 2019