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Never On TimeBest game for 2022 so far. Was behind the eight ball at the end of German turn 5 when the Germans took both the stone VP buildings to give them a 15 to 5 VP lead. However a counter attack led by the 10-2 with three squads and an heroic (although wounded 8-1) was very effective in reclaiming both buildings and inflicting heavy casualties on the Germans (it helped that my average IFT roll in our final session was 5.5). Also managed to retake the G10 wooden building with a 1-2 HtH after ambushing the pinned German squad. Armoured battle didn't go so well. It cost me 4VP (three tanks KO'ed and one recalled) and only KO'ed one PzIV in return on a very low odds PIAT shot. Still when the dust had settled at the end of the game I manged to pull off a win by 13 points to 10. Excellent scenario, would play again as either side. Taurus was Pursuant! Rich Weiley
CrossfireThe American attack was foreshadowed on the first roll with boxcars on a TH for WP from on of his mortars. After the boxcars, the remaining first turn progressed well with the American west force advancing up the German center attempting to drive a wedge dividing the German force. This was aided by skillfully maneuvering a MMG where it could lay down a Fire Lane down open ground on Board 10. The American force on the east set themselves up to cover the remaining open ground effectively pinning in place most of the German force on Board 10. The Americans in the center lined themselves up behind a stone wall when the Germans revealed a 81mm mortar and 75L AT gun in the brush right in front of them. Def Fire had not effect, but neither did Adv Fire. On the German turn, the mortar could only break one American MMC before being eliminated by rolling boxcars on an IF. The AT gun was able to wreck one American AFV on an IF shot from the AT gun. The rest of the German turn was spent skulking or trying to find a way to shift forces from Board 10 to reinforce the center, with moderate success. Miraculously, the German AT gun crew survived successive mortar, AFV, and infantry attacks from both Def Fire and Prep Fire. On the American turn, the Americans were forced to take increasingly desperate moves to neutralize the German gun. The result was a battlefield full of pinned or broken American units and all the Germans in good order, despite repeated use of FPF and IF. With so many buildings to capture and so little time, the Americans conceded. Heloanjin
The Wells of BorgutIt seemed everything malfunctioned during this game (except for the FT but it was only in range for the last 2 turns). By turn 5, Terik Bey and his specials were dead but not much else then things heated up: One Oerlikon malfed, so the other took out both Fiats (burned one, the crew survived the other) and almost one Lancia in a single ROF tear. That Lancia then disabled its MG and withdrew. However, the same turn the Eritreans overrran the line of trenches with the MMG. On turn 6 a broken 6+1 went berserk with a squad, rushed the main AA trench line and the deadly 9-1 and his 2 squads and won the CC! (eventually and with some outside fire by the FT into the melee which broke the 9-1). This demoralised the Ethiopians who began breaking to 1+1 shots (AA crew died with CR). Final score Eritreans 34 CVP, 10 trenches. Ethiopians 15 CVP. Pte Parts
It's a BattlefieldPlaytest Rich Weiley
Showdown in Syria Danno
Showdown in SyriaTough game. Dan's Indians were initially very strong and inflicted some good hits on my Vichy. But after Turn 5, the Vichy armor cut off rout paths and the DM'd Indians began to fall. The victory location was surrounded and on Turn 8, the two tanks get a critical hit to eliminate the final squad to hit the 16 CVP and win the game for the Vichy. grumblejones
Circle the Wagons!Numerous lowly Ethiopians setup OG and mostly out of range of the Italian column. The only Ethiopian positive is that the 2 HIP can take something down before the Ethiopians try to approach the column to get any kind of shot. Can't see how Italians can lose this one. nekengren
The Bend in the RoadWith german balance Serge
The Battle For RomeCalled turn 7, as Germans had sustained too many losses to be able to reach the required exit VP. Those darn snipers! GrumpyGamer
Insufficient ResolvePlaying S84 this month with Mark as the Russians and Jon as the Germans. In a classic barn-burner of a match that saw the fortunes of war wax and wane for both sides (including taking out a KV-1 with a DC!) the Russians prevented the invaders from completing the victory conditions. Easily one of the better SK scenarios I've played! Great win, Mark!
(VASL Log)
Insufficient Resolve Thompsonmg(MGT)
Clash at BorisovkaKen and I switched sides and played again. Having learned a little from my failed effort with the Russians, Ken tried to move rapidly and avoid getting into a slugfest. Halfway through turn two it looked like he was going to pull it off: I had one PzIV wrecked, one immobile, and another under UK. Add to that his almost impossible shot that immobilized one of my Tigers., and the German tank force was almost kaput. On my side of the leger, I had knocked out only one T-34.
However, in my half of turn two, I was able to knock out three more T-34s, followed by two more in his half of turn three. By that point, he had exited three T-34s, and knocked out two of my PZIVs, while I had knocked out six T-34s. That left him with one functioning T-34 still on the board that would have needed to kill at least one tank and survive to exit the board. Chances: slim to none.
I wish I could say it was my superior tank maneuvers that was the key to victory, but actually my deadliest tank was the Tiger that got immobilized on turn two: it went onto singlehandedly destroy four tanks on its own. Behold the power of the Big Cat!
Though the armor rules are certainly involved (read: complicated), they do an excellent job of giving a fairly accurate representation of WW2 armor combat.
Fun scenario. Highly recommend any new player NOT to skip this one.
The Rag Tag CircusNot a great scenario in my opinion. The Germans have very limited options and very little ground to work with. The Americans can literally run all over the Germans with their trucks and Dan did exactly that and placed trucks all around my AT Gun...which couldn't set up HIP. WHY? Then Dan removed the 50 CAL from the Jeep...which he didn't need and it knocked me around like a dude at a mule kicking contest. I rolled poorly and even a 12 on a Panzerfaust effect. So it was a total butt whipping on me. I gave my best until completely wiped out at the end of American 4. Seriously...not sure what else to say. A very difficult scenario for the Germans...especially if you roll as badly as I did. grumblejones
Kurhaus ClashThe Germans attacked the American left flank in force. Effective smoke from the AFVs provided cover for the advance which made good initial progress. The Americans neutralized the German overwatch HMG by using WP from the OBA. The German assault bogged down trying to close a SMC and two American MMCs with MMG and HMG holding out in a stone building. The Germans pressed forward. The Americans, cornered, advanced into close combat and eliminated the German 9-2 SMC and a full squad. Dejected, the Germans foolishly moved an AFV adjacent to a BAZ which easily wrecked the AFV. On the American right, a small concealed German force hobbled the American units while the German sniper eliminated an American SMC. The Americans were whittled down piecemeal. Each side made gains and sustained losses, but in the final turns, the Germans were able to move a substantial force into the center building for double VPs while also breaking American units attempting to counter attack. With the math against him, the Americans conceded on Turn 7. Heloanjin
The Golden MountainEthiopians have enough mobs to take the hill unless dice were to go terribly badly. Even with zero gun results I managed to amoeba up the hill. The Italian hilltop Sanger MMG held out to the end and could not be taken until close combat. nekengren
Pillbox PainsSSR2 is a severe handicap for the Japanese defense, limiting and wasting a lot of good potential traps. Being that the Japanese have very few antitank resources this could quite possibly be a game breaker, as the Japanese probably have to take out a minimum of two tanks to stand any chance whatsoever. My opponent's approach through the east was my least defended area, and he was mercilessly able to exploit it. The Japanese cannot adjust their defense too much until the American Turn 3 reinforcements enter either, so they are in a bit of a pickle. The only reason I didn't concede early was the fact my sniper took out both eastern American leaders, though it was obvious to me it was just a matter of time before American muscle overpowered me. The slow, methodical approach of the attackers dragged this painful process on until the middle of Turn 6, when I finally threw in the towel with the minimum two required buildings looking to be taken. Having played this once I could certainly improve upon my defense, but ultimately it will just come down to how many American tanks are eliminated, and is really just a crap shoot. buser333
Blazin' ChariotsJim had some bad luck when he malf-ed the MA of the Pz IIIH containing his 9-1 armor leader. My British Honeys took advantage and knocked out all the Pz IIIH and Pz IIIG by turn 3 etopp
Triumph Atop TaraldsvikfjellJason's Allied squads kept failing their MC etopp
A Bloody HarvestWent down to functionally the last roll of the German DFPh, as the MMG managed to keep ROF, and, firing down from the First Floor of one of the village buildings, broke the last Polish forces in their trenches in the village centre. It was generally a tale of steady German advance, managing to take a number of prisoners and generally get the better of 50/50 results, but staved off by a strong Polish position near the objective. The Polish still nearly pulled it off, though, as one DM unit in the village HOBbed on the final RPh - only to go Berzerk! owenedwards
By Ourselves von Garvin
The Rag Tag Circus Danno
Zon with the WindMy Americans tried to force their way into the dried out gully...seeking a clean end around to the 88's. Tripping up in an Ambush, Cpl Stew refuses to yield and pays the ultimate price. Turn 1 Disaster, no leadership no momentum and the 88's haven't even awoken.

Turn 2 sees the necessity to send Leadership and reinforcements to the Gully GI's...While the Big Boy 9-2 has to go it alone into the Teeth of the Wermacht. Smoke nades being tossed around like Hot Potatoes! Blurring every approach...Good progress made albeit with no German casualties, but progress none the less....

BOOM...BOOM 88's have awakened... Bring them Bazookas up NOW!!
Units berzerking under the pressure, Paratroopers getting shredded in the streets YET we manage to take out an 88 crew (well, his 12 MC helped a little)
Poised for the ULTIMATE plan of attack...The Germans, inspired by the heroes of the Gully Ambush ALL RALLY and take up defensive positions to repulse the YANKS from ever leaving the village....

Seeing themselves being flanked...Americans have lost the will to fight... MC's just not holding up after numerous empty smoke nades tossed into the deadly roadway leading to some hard awaited R&R... The Fury of MG fire ends the last push of the Paratroopers as they approached the victory exit... (VASL Log)
The Last RoadblockMy Germans failed to do anything on Turn 1 - no rate on the Mortar and only a couple breaks achieved. The French would lose their positions on Hill S7. The French Sniper would do a lot of damage to the Germans as did my dice, which hurt me badly. Then the French OBA landed right on my last force on Hill 740 and that was it and a French win. grumblejones
Our Place in the SunSolo playtest.
IMHO, a good Ethiopian defense should be able to hold the western hills. Don't even try to hold the eastern hill.
Most IFT won't happen until assaulting Italians cross a board and get in range.
Lots of feeble firepower on both sides.
Criniti's EscapeSolo playtest.
The Italians have to cross 2 boards of ratty Ethiopians and exit most of what they started with.
The Ethiopians should setup scattered in Hammada and collapse on the Italian column crossing.
The Italians can protect some with armored assault and hold the loaded trucks behind till a path gets cleared or simply just walk across.
IMHO Just a fair number of good shots should break enough Italians to win the game.
Gavin Take igycrctl
Second Thoughts Serge
Second ThoughtsA very nice scenario. It was tense until the very last turn. In the beginning, Germans were severely challenged and the M8 HMC was recalled the turn after entering... At the end, the Americans were not in position to take back all the victory buildings and therefore they rushed their AFV toward the exit but German PF were unmerciful.. lechiquier94
The Bitwoded GambleSolo Playtest.
Run through the open desert to claim the 2 Sangers. No subtlety here between 2 large groups of weak infantry.
The better die rolls wins.
Five-Oh-SinkWas a fair close game even considering I Malf'ed my first 88 on its second shot
My last crew succumbed to a DC explosion on the Last American Advanced fire phase.
The Final StandDan went with an in my face upfront defense in U11. I rolled poorly enough that the 9-2 and 4-5-8 with the MMG won the game on Turn 4 after destroying both of my armored cars and KIA'ing a squad and a half in CC. We played until the end and the Germans cleared the road in the final CC, but the game was already won by the Belgian 4-5-8. A single squad won the game for Dan. grumblejones
The Golden MountainItalians took the early lead, plastering every Ethiopian squad they could see, breaking some 5 squads on the first mph/dfph. The Artillery piece got one shot before the crew broke. Turns 2 and 3 were looking better for the Ethiopians, using the terrain and reinforcements to get the Italians to reshuffle their line, on top of breaking a squad or two. Gary had incredibly hot dice, nearly a half-dozen snake eyes, with an extra dozen 3's and 4's. By Italian Turn 3, the MMG on the hill decided to just casually break everyone (3 stacks - 2 leaders and 6 squads) while just about everyone else was broken, dead, or dying.

Making ALL Italians and Eritreans Fanatic is pretty dumb when it gives the Italians a 10-1 / 10-2, and we both felt it should apply to MMC only.
The Golden Mountain Italians took the early lead, plastering every Ethiopian squad they could see, breaking some 5 squads on the first mph/dfph. The Artillery piece got one shot before the crew broke. Turns 2 and 3 were looking better for the Ethiopians, using the terrain and reinforcements to get the Italians to reshuffle their line, on top of breaking a squad or two. Gary had incredibly hot dice, nearly a half-dozen snake eyes, with an extra dozen 3's and 4's. By Italian Turn 3, the MMG on the hill decided to just casually break everyone (3 stacks - 2 leaders and 6 squads) while just about everyone else was broken, dead, or dying.

Making ALL Italians and Eritreans Fanatic is pretty dumb when it gives the Italians a 10-1 / 10-2, and we both felt it should apply to MMC only.
War Drums Italians took the early lead, plastering every Ethiopian squad they could see, breaking some 5 squads on the first mph/dfph. The Artillery piece got one shot before the crew broke. Turns 2 and 3 were looking better for the Ethiopians, using the terrain and reinforcements to get the Italians to reshuffle their line, on top of breaking a squad or two. Gary had incredibly hot dice, nearly a half-dozen snake eyes, with an extra dozen 3's and 4's. By Italian Turn 3, the MMG on the hill decided to just casually break everyone (3 stacks - 2 leaders and 6 squads) while just about everyone else was broken, dead, or dying.

Making ALL Italians and Eritreans Fanatic is pretty dumb when it gives the Italians a 10-1 / 10-2, and we both felt it should apply to MMC only.
Failure to CommunicateVery good scenario. The Germans juuuuuust eeked out a victory by securing their 5th multi-hex building on the final CC roll of the game. I think this scenario can be a tough one for the Germans if they don't leverage the smoke dischargers in their AFVs (all 5 of them have them), and the Mild Breeze blowing from the NE. I was able to place drifting smoke all over the boards every movement phase covering the German approaches. So always check the scenario wind rule, make the wind rolls, and pop smoke every chance you get. Even then the Germans barely won in a tense game with lots of wild things happening (including double boxcars in a close combat). Neal Ulen
The Last Roadblock Danno
Crossing the Bloody MeadowAll I can say is this one was crazy. We both had extreme dice, and rolled each other's sniper multiple times. Between that and some hot Russian shooting I was down to two crews and 3.5 squads in the factory after Turn 1, only one of whom retained concealment. Two German were also generated, one in the factory and one outside. After Russian Turn 2 things were even more grim, with me being knocked down to one crew and 1.5 squads. I was almost ready to throw in the towel, but thought I'd at least play through the end of my turn. I had decided to rout some units outside, and this turned out to be a great choice when a full squad rallied in the barely defended south. A sleaze freeze and some atrocious Russian shooting during my moves freed up the one remaining full squad in the factory to make a break for the east. Meanwhile my reinforcements were safely pouring towards the factory due to yet more atrocious Russian shooting to help hold or retake it. This also freed up my southern self-rallied squad to make a break up the middle toward the east, and my opponent felt there'd be no way to stop both of them and conceded. Only afterwards did I realize my troops should not have been able to CX due to the 2/8 date. This one would be very difficult for the Axis with this in effect. buser333
Sternebeck's SortieA well-balanced scenario. Our game came down to the last turn, with the Germans defeating my defending Americans in two CCs, winning him the game. I malf'd the MA of both my M10s doing essential intensive fire shots and later got one recalled while both my BAZ teams were out of action. I managed to hang on only due to some hot dice. Setup restrictions and the location of victory hexes compel the defender to split his force into thirds. Against that setup, the German need only defeat the Americans in detail before the clock runs out. Although they don't seem impressive, the German halftracks gave Stephen some good mobility to get behind the American line and force elimination due to failure to route. I didn't have all that much fun as the defender, as I watched my guys get chopped up while waiting for the clock to run out. A better approach for the American might be to use the first turn to run back to the last set of buildings and make that your redoubt. With sufficient forces the German won't be able to get behind you and you'll have a decent field of fire. Overall a nicely done scenario but I didn't really have all that much fun playing it. Agoldin
East BankThe Americans tried to defend the village to strongly and the North Koreans were able to overwhelm the defenders with some CC, mostly exchanging units, but a couple NKs went berserk causing problems for the defenders. dmareske
The Final Stand Danno
Straight and Fast Lehr
Storm of SteelThe Germans got bogged down at the start of the scenario when they failed to clear the SSR placed mines in the first two turns. They were unable to recover from the disruption to their schedule. Full AAR (in two parts) can be found through the following links-
Late for ChowGermans rushed throught the center by the cover of the cornfields, but one full stack was eliminated because of 1KIA random selection. Germans received some distance advantage after the sprint, so they reached northern buildings before the US reinforcements, and after several Melees there, advanced off-map. (VASL Log) MoriQuessir
Late for Chow (VASL Log) LastViking
Baw DropOne of those games where barely a shot is fired in the first 3 turns and then everything happens. My Chindits managed to reach all of the supplies first but had lost 2 at the end of the game (one was unpossessed under Japanese troops). In the end the score was 6-5 with the last Japanese building locked in melee.
Fun game as half of the "Control" targets were mobile.
Pte Parts
Far From Home jwert02
Lazikou PassTried to pull off a split defense to try and kill as much time as possible, but a slew of early 3's and 4's made sure that everyone in a position to defend against an early push were quickly broken. The Reds keep getting really good leaders, a 9-2, 9-1, and 8-1, and a general +1 LV hindrance serves only to punish the KMT even more. The restrictions for setup seem to hinder the KMT more than the Reds, and being stuck with mostly 3-3-6's for the 14th (of 15) times in this scenario pack, the majority with an ELR 2, seems overly harsh by now.

At least I got a little bit more knowledge on not being cute with my defense, that I will try really hard to apply sooner rather than later.
Wildcat StrikeGood game, won by CVP cap by the Japanese - although I would have probably had enough defenders falling back. Used tunnels instead of the fortified locations, and mined both sides of the map, but the Americans pushed hard in the centre and lost 1 tank to a THH and the other to the AT gun which was up on the hill on the Japanese right. Good scenario - recommended. (VASL Log) Dave
Fort McGregorThe Germans captured the Summit hexes but Peter was still 2 CVP short of his VC target. On the last turn, I rolled snakes to rally a HS and generate a 7-0 leader. Peter tried hard to kill these units but my Brits held on for the win. etopp
A Stiff FightUsed Jap balance. A lot of CC that dragged on into multi Turn Melee. Crucial MMC self rally on the flank created an 8-1 leader which clinched the win in the end by forcing Japs to reorganize & divert dwindling units to counter the new threat. Kydder
Wildcat StrikeDave played the cunning Japanese as if he were that fox who had been appointed professor of cunning at Cambridge University. I couldn't get into a position where I could maximize firepower on him, found the CVP very hard to deal with, and lost in CC phase on GT 5.
would recommend and would play again
Richard Webb
Clash at BorisovkaExcellent armor training scenario. With an all-AFV OB it allows both players to focus exclusively on the armor rules. The Archive says this is an almost perfectly balanced scenario, but Ken and I found it to be tilted toward the Germans. Which, btw, is confirmed by ROAR.
The Russians have a 10-6 edge in tanks, but the Germans have two Tigers. The Russians have the burden of attack, and they win by killing more tanks than they lose- with each tank exited being counted as a destroyed German tank.
So, the Russian is faced with either hoping to win a stand-up tank duel (doable vs. the PzIVF2s, but ill-advised vs. the Tigers); or running the gauntlet of fire to exit more vehicles than the Germans can kill; or a combination of both.
I attempted the third option: I tried exchanging some fire with the PzIVs, while avoiding the Tigers, then made a run for the exit when it looked like there was an opening.
End result: by the end of turn three I had so many wrecked tanks that meeting the VC was pretty much impossible.
More comments on the next play above.
L’embuscade du Geneste My opponent and I didn't like this one, but for differing reasons. I didn't like it for the sleaze freeze fest it was bound to generate, he didn't like it because of some poor luck. I allowed him to approach the woods line uncontested, but Turn 2 saw the Germans suffer harshly when they pushed a little too aggressively between two of my units. When an IF shot broke his stack of infantry it forced a NQ elimination of 2.5 squads and his 9-1. When the turn ended with me ambushing and eliminating another 468 and MMG he was about ready to throw in the towel. He gathered together what was left of his personal morale, but when Turn 3 kicked off with a fried reinforcing tanks and another two in dire straits he decided to throw in the towel. buser333
Sandeman's ChargeThe Japs decided not to enter their reinforcements since he was in good shape on the hill. Turn 4 for the Brits started with half forces prep-firing to cause some stripping and other have rushing adjacent around the hill. Japs malfunctioned both the MTR & HMG. A couple CC tangled up in Melee. Turn 5 brought the remainder of British to surround all sides of the hill with all but one squad in Good Order to Advance with overwhelming odds for the win in CCPh. Kydder
First Crisis at Army Group NorthRussian started out well. Lost the BT-5s (burning wrecks) and had one of the 3 KVs immobilized, but destroyed or recalled the entire Pz III platoon in exchange, over the first 2.5 turns. Which left the Germans with just a doorknocker (37L) and a 88 AA Gun. The doorknocker did nothing of course. The 88 knocked out both the remaining KVs (only 1 burned, but, sadly, no crew survived the other hit) as they made their bid to exit, and that was all she wrote. The 88 actually rolled boxcars on it's very first shot, to break it, during Defensive Fire, but was able to fix it immediately in the German RPh and then proceeded to destroy with rate everything it fired at, even when it had to turn (although it does have a turntable, so is a fast turret equivalent - although with the rolls it got it probably wouldn't have mattered anyway). The infantry for both sides was largely pointless, and unengaged for most of the scenario.

In hindsight, I believe the poor record for this scenario is largely because the Russian player is not patient enough. One resource the Russian has is time, and they need to use it. In this way, can they get all their tanks (including the radioless platoon-movement T-26s) into play in a meaningful way. The BT-5s are much faster than the other Russian tanks, but using this early is a fool's proposition (as I found out). They are the only Smoke platforms, and should be guarded carefully to be used as such during end-game. Their PRIMARY goal - smoke out the 88. That's pretty much it. Maybe Smoke out a Pz III if it helps. The Russians want to get setup to make a mass run, with all tanks they have left, to get off the enemy board-edge in 1 turn. This, along with the use of Smoke, and maybe sacrificial hindrances (burning tanks create smoke after all), and just plain trying to overwhelm the 88 with more tanks that it can shoot at, is the end-game goal, and what will carry the Russian through to victory.

Faded 8-1
By OurselvesNice infantry only scenario that calls for some defense and counter-attack. The Dowd Germans gave up a bit too much ground at first, but held fast in the middle game. As they tried to take back some buildings, they were unable to make a morale check and the Norwegians stayed under the CVP cap easily. Good game! dmareske
Tin Men In Tianmen Danno
The Guards Counterattack igycrctl
Tin Men In TianmenWell...what is there to say about this scenario. If you lose the Turn 1 initiative...prepare to meet your maker. My Communists lost four squads on Turn 1 ...KIA'd. My 9-0 rolled boxcars on his first morale check. Then both my MMG's MALF'd on their first shot. We had some interesting ups and downs that made it a little bit interesting, but it was really over after Turn 1. I personally dislike setting up adjacent and I couldn't come up with a plan that kept me from doing that very thing. So if you lose the initiative, then you will probably lose the scenario. However, I believe this scenario is perfect for a Ferocity Fest Scenario. grumblejones
The Playing FieldRussians kicked off their assault most strongly in the east central factory, evicting all German occupants except a mortar crew by the end of Turn 2. From there things would get a bit more sticky. A German kill stack situated itself in R37, and it would take a couple DCs to bring them down. Considering there were now only three turns left, I had yet to see a fortified location, one HIP was still unaccounted for, and most Germans were still concealed I didn't think I stood much chance. Turn 4 saw the assault really kick off, and I grabbed two corners of the west central factory. I had also finally sent a couple stacks into the sewers, but neither could emerge. The sewers would prove to be my undoing. Turn 5 was a very disappointing turn, as I was not able to make any further progress into the almost fully fortified factory. My sewer rats continued their bumbling, one getting lost, the other trying to emerge in a newly-discovered fortified location. I had failed to do the pre-game activities of selecting a row to remove wire and placing my spotter, and therefore threw my observer done in a random hex which proved to be very ineffective. In actuality the spotter should be placed as far west as possible to be able to see the westernmost side of the factory. On the last turn, out of pure desperation and frustration, I opted to convert my first battery blindly, luckily blasting all point-worthy units on the western side of the factory. Some more luck saw a sniper break another squad, and if I could connect on a shot or two I was looking to be in good shape. The shots didn't turn as I'd like, but by this time the German defense was paper thin and it would be close. When both my sewer stacks once again found themselves lost things looked out of hand, but in the end the score was 21-7, and thus I lost by 1 VP. A very close game that was not nearly as fun as the tight score indicated, and in fact felt quite gamey when I was ridiculously piling overstacked Russians at the end into the two corners of the factory I controlled. buser333
No Monumental AcclaimPlayed this scenario for the first time. Dale had the Germans. In hindsight my attack plan was a little suspect. I tried attacking down both flanks to avoid his killing ground in the middle. I had no problem capturing the 5 multi-hex buildings, but the final P2 building was too much. It came down to the last turn and my paratroopers didn't have enough punch left to clear all three hexes in CC. Dale is an experienced ASL player, and I picked up a few pointers from him. I had a couple important DR go against me (like when he rallied a DM leader, then the DM squad, then repossessed its MMG so it could burn down my kill stack at PBR in the PFPh (bummer!). But overall, Dale played an excellent game.
Worthy of a replay.
No Monumental AcclaimAfter the first game where I was the American, we switched sides and reloaded. Although I made a fight of it, Dale drove my Germans back relentlessly. It seemed I couldn't pass MC. Add to that the German ELR was 2, so I was not only breaking but downsizing more than I would have wished. Dale was very good at shutting down my rout lanes. Still, the game came down to the last turn and a CC scramble in the final P2 building. Suffice it to say my Germans ran out of blood before they ran out of heart.
Having now played this scenario twice, I would agree that it is tilted toward the American player. If I ever played it again as the Germans, I would definitely negotiate for the 2 LMG balance.
The Raate RoadA last turn nail bitter. The Russians had exactly what was needed to exit and win and the Finns rallied a DM crew on the board edge. Finished with 13 exit points. RJenulis
A Hotly Contested CrossroadsA tough and bloody scenario for both sides. Seeing the German setup, I decided to concentrate my attack in the North. The plan was to blast his defensive line in Row Z with heavy firepower and then try to get my tanks behind his lines whilst the infantry moved forward. This quickly unravelled however, as concentrated firepower from my kill stack failed to inflict any damage whilst his A-T AFVs started taking a toll on my tanks. By turn 3 I was getting desperate and ran a 'decoy' force round the brush and into the southern buildings which the Germans had vacated. This drew a lot of German firepower, most of it ineffective, and this in turn enabled me to launch a Human Wave with my remaining infantry in the north. This went fairly well (apart from my 8-1 leader getting shot dead), and for a while it looked as though I was in with a chance. I even knocked out his OP tank, hence eliminating any OBA. But fortunes changed again on turn 4, when once again i couldn't hit a thing whilst the Germans were on a roll. A critical exchange of fire resulted in me rolling a 10 whilst my opponent rolled a 4 in reply, and this pretty much sealed the game. In the end I had not quite reached the required number of victory buildings, and was outnumbered by the Germans who were now counterattacking, so I conceded. I was left wondering whether I would have been better launching my attack in the South. Andy_Bagley
By Ourselves jwert02
Great VengeanceAttacked down the British left flank where my opponent's defence looked a little thin in front of the P3 victory building. Eliminated the 50L in an ambush position in one of the board edge woods hexes without loss and pushed on to clear the P3 building by turn 4, taking out the 9-1, HMG and 468 in CC on the way. Only substantial loss was the Crocodile to a critical hit from the panzerschreck, but as this was a rear hull hit I now think this would have only eliminated the trailer and left me with a functioning gun tank. In turn 4 when my defensive fire broke the 8-1, MMG ,468 in P5 leaving them with limited rout options, my opponent surrendered. Rich Weiley
Late for ChowGerman forces attacked mostly through the center and their left flank, but to the Tunr 5 suffered too many casualties while crossing open space. MoriQuessir
L'Inferno FascistaBroke the kill stack with the MMG and HMG early and they never came back. The FT Tank was able to do a fair amount of damage throughout the village, but the Italians ran out of infantry in order to take buildings. dmareske
L'Inferno Fascista Danno
Tiger WoodsChicago Open (Round 6). The Germans took no losses. I was totally diced. The VASL stats had the Russians in red for every category except TH and MC. The Germans were in green or dark green for all categories. TH DR followed by duds, HoB results in surrender, you get the picture. Sometime you just have a game like this. RJenulis
By Ourselves Heloanjin
Cabanatuan Danno
CabanatuanVery fun and exciting scenario as the Americans try and rescue the POW's at Cabanatuan. My Americans managed to move up the prison gates and dispatch the machine gun positions in close combat. I failed to take out a guard tower and things spiraled a bit from there, as the Japanese began to awaken to the danger. I successfully made enough breaches to begin evacuating the POW's and hustled them away in the darkness as the Japanese tried to kill them. One 8+1 officer went into the barracks and tried to kill a squad of POW's. He rolled a 10 and failed. They tore him up. The Japanese managed to get both tanks up and running, but the lead tank bogged going through the closed gate. With that, my boys escaped into the dark for an American Win. This is a must play scenario. grumblejones
Purple Heart Lane BravoCo
Keber ZabaniaFairly easy win for the Ethiopians. Finished with 24 EVP. Pte Parts
Ambitious Assault mcgallons
Over Open SightsFirst time playing this one other than solo. Ken played another gem. He sent a platoon with the Lt MTR on to attack the American left, and the rest of the force on to attack the American right taking advantage of the tree line for cover. On the American left, 3 HS and the Lt MTR put up a good fight for about three turns, but eventually the poor Ami ML combined with the fact that HSs can't CR or double break, they eventually were wiped out.
On the German turn 4, Ken rushed my three guns. I put down a lot of fire: KIA one squad and broke several more, but there were just too many targets. He was able to get into CC with all three guns. One ended in Melee; one I won; and one he won.
I needed my turn 4 prep fire to do some damage to save the one gun I still possessed completely, but no joy. Then on his turn 5, I needed to do some damage with my DF, but again my troops were firing blanks. By his turn 6 he had captured and destroyed my last gun.
Another loss for me. In hindsight, I could have done a couple of DFs a little differently that might have helped, but overall Ken played a near perfect game which didn't leave me much of an opening.
Fun and fast playing scenario.
Not A Man AfraidFour Indian squads set up right up front in order to face my first Banzai charges. I suffered horrific losses as I rolled horribly on simple morale checks. Then I fared poorly in the hand to hands, with the Indians dying but taking squads with them. By Turn 3, I was down to 4 squads and 2 crews. My leaders were either wounded or dead. The British were dug in with 11 squads in the victory buildings. I conceded as I had no chance of success. grumblejones
A Greek TragedyMy third playing of this scenario, and exactly the opposite of the previous one in terms of dice luck. Similar strategy, with cavalry coming on from both sides whilst the main force attacked the village. But this time, my heavy(-ish) firepower from the Greeks achieved nothing, as the Italians, far from breaking, rarely suffered the inconvenience of a MC, whilst any of my units that tried to cross the road were mown down. VASL stats at the end showed that I had 43 IFT DRs, with an average >8 !
I did manage to take building I2, as my opponent chose to defend it only with a HIP squad and a couple of dummies. This may not be a bad strategy for the Italians, as the Mud makes it really hard for any Greek units that take that building to then get into the action elsewhere, whilst the Italians can defend the village with virtually their whole force.
The Road to WiltzThe Americans put the roadblock on the road near the cliffs of the hill and protected by some wires. The Southern way around the hill was protected by AP and AT mines. An ART gun protected the roadblock and an AT gun was in support. The mortars were protecting the hills from the smaller 522 hill summit. The German advance was difficult and particularly slowed by the ground snow. Several pockets of US resistance held the Germans on the 621 hill. Despite the fewer number of the defenders, the US troops got a huge amount of firepower. At guns and even mortars sliced open the German panzers and lots of German troops broke and took a while to rally. The US sniper managed to kill some leaders as well. The OBA was not useful with so few LOS available. It went even worse when the observer went berserk charging with its radio on its back. The Americans did sacrificed quite all their infantry in this defense, but they prevent the Germans to exit the hill area with success (no German unit survived on board 3). The event of the game was a M7 HMC tank that survived 3 consecutive shots from a panzer IV (3 TK duds in a row...) only to be destroyed by the fourth shot. The Hetzer and Jagdpanzers suffered badly from deadly accurate AP shots (CH and shocks).
A pleasant game. The Germans could not stand the truly heroic defense on that game.
Boy SoldierA really boring defense, as there's no way the Hungarians can stand up to the Russians in a straight-up fight. I had placed about half my force in the Postal Palace, and this proved to be way too much as the Russians almost completely ignored it - sending only their Volunteers to keep me honest. Their 9-2 kill stack in the upper levels of L17 also prevented me from shifting my force. So I was stuck sitting on my hands in the long rowhouse, while my speedbumps in the northern rowhouse tried to hold out as long as possible (which wasn't long). It didn't help when a tank removed a key wire counter over there, but I got lucky and fried him with a faust. Meanwhile another approaching tank got zapped by SSR6 when one of my arties nailed its turret, while another bogged on wire (eventually miring and immobilizing). That left one mobile tank, and I would've had him haul tail to avoid an immediate Hungarian victory, but my opponent felt much less certain about his chances than I did and had it continue the fight. Boy Soldier blew a great shot and immediately lost his MMG; at least his berserk charge led to taking out a 458 in HtH before his demise. Hungarians were starting to bleed precious bodies as the Russians solidified their northern push, but they continued the boring task of blocking the way with bodies as best they could. OBA had yet to drop as there were limited LOS with all the buildings and concealed Russians. It would prove instrumental in the end. After five turns the Russians had grabbed half the long rowhouse, but were on the doorstep and close to assaulting the last five hexes. My crew on that side was broken by 9-2 and company, but the last tank bogged trying to clear a roadblock. The 8-1, 2 AEs (one fanatic), and a 237 all were turned berserk in their charge across the street to the rowhouse, and this would've made for an interesting finish except for the fact that OBA shocked, then immobilized, the last remaining tank - providing the Hungarians with a hollow-feeling victory. buser333
Retaking ViervilleGermans took the building in M4 on turn 4 but was shortly thereafter broken by the big amount of several American units nearby. As Germany had very few units left they gave up in turn 5 after another unit was broken. andersb80
Zon with the WindGerman victory. After shaking off a few dents when entering, the two wings of the American attack advanced as mutually supporting columns down the gully and West side of the village and reached the approaches to the exit hexes relatively unscathed. The Germans skillfully retreated to delay the columns, but were unable to hold them back and lost one 88L to AFph and CC/Melee. However, the American's concentrated push in the West failed to cover one 4-4-7/LMG in the East moving to block one of the exit hexes. On the American's final turn, 14 Exit VP were in reach of exiting - and victory seemed assured when the one remaining 88L rolled boxcars - but 8 VPs (including the 9-2 leader) were unable to push through the FF, SFF, FPF and the wall of residual thrown by the one blocking 4-4-7/LMG, all failing MCs., leaving the Americans with 1 VP short of the 7 required to win. A very thin margin that ultimately went to the German's skillful defense and the American's inexplicable failure to drop smoke on one the blocking 4-4-7's hex to lessen the effect of its Defensive Fire. Good game @NotSure (VASL Log) Thompsonmg(MGT)
Luting BridgeAlthough reminiscent of FT's Bridge of Life, it predates it by a year or so. Both scenarios really punish the Red Chinese. Arguably, LM-14 is much harsher against the Reds, although heavy limits on FP for the KMT mean that a death stack can set up out of range and not have to worry about being pushed off, save for a truly marvelous shot. Being on an "unplanked" bridge is an automatic -2 DRM for any shots, and my constant plinking with 3FP were rolling below average, eviscerating the Chinese attempting to repair and use the bridge.

Despite near constant successes with Clearance Attempts to convert the bridge hexes, it still took until Turn 5 to get to the other side of the river, and a lucky shot from the mortar in H0 pinned all three squads in the DFPh. The Reds need to control 2 stone buildings, one of which is full of concealed, angry, KMT troops.

Frankly, other than hoping that the KMT player whiffs a lot of their attacks, this scenario just seems overly punishing for the attacker, who starts with 5 fewer squads. The scenario could be salvaged, but not without a hefty rewrite of the SSRs and giving the attackers smoke or something extra. Alas, 'twas not to be.
Totensonntag algonra
Late for ChowGermans were able to infiltrate through the center and right flank, gaining race advantage to the opposite board edge. Germans spread out in platoons after the first rush, so US reinforcements also had to spread out, trying to stop some German units but Germans had overwhelming advantage at good portion of the map to infiltrate off-board. MoriQuessir
Storming LommelGermans advanced up the right side (east). The Sherman II wrecked two STUGs that came into view and forced the Germans to continue north to the canal and then move west. By then the Brits had the way blocked with both infantry and armor support. The DTF scenarios have been pretty good and would recommend their play. dmareske
Counterattack at CarentanGermans flooded the woods. Bogged 2 Stugs... they got loose but cleared the bocage line where the ATG picked off the Marder and a Stug. 3rd Stug Immob and game over. This scenario seemed to be too dependent on a few rolls. nebel
Wet SahwahsSort of a hokey scenario. If the Dutch don't get lucky and destroy most of the tanks they probably won't have a chance. I was only able to destroy two and immobilize another before losing my anti-tank weaponry. Other than their mortar, they have very little long range fire to harass the approaching Japanese. The paddies are not nearly so daunting of an obstacle when you can freely run across the banks. I fell just a VP or two short of being able to guarantee a victory at the end of Turn 5, and possibly could've done so had I risked a few units or left a few of the back buildings unoccupied. I had stocked the compound with about 2/3 of my force, but in retrospect I should've just put everyone here and pushed my board-edge gun off ASAP. The VC is complicated though, so not having played it I didn't fully grok how it would play out. Despite my static defense this wasn't completely boring, but it was more of a learning experience than a fun play. buser333
Totensonntag algonra
Wet SahwahsI agree with Jeff...the Dutch must take out Japanese AFV's. I was pretty fortunate that several rounds bounced off the thin skin of my armor, and soon pretty much all the Dutch anti-armor capability was out of commission. I had planned on using the tanks as scouts and losing most if not all of them, so the fact that several AFV's made it into the compound area to run amok brought this one to a fairly quick. It was an interesting scenario in the fact that it looked like the Japanese had no chance, and then suddenly it flipped and they were in a commanding position. I probably had more fun that Jeff did as the attacker in this one, and it was a good learning experience with the paddy rules which are really not bad. sherersc
Point 24710-2 kill stack was plastered by opening turn fire from the PB, taking two squads down with him. German sniper was also eliminated. Meanwhile the Germans did manage to clear the village of all but one French HS. Germans were able to take the central woods mass Turn 2, while the French mortar and HMG broke. The HMG would break no less than four times throughout the game, but always seemed to manage to come back in time to harass the Germans, Turn 3 saw the German reinforcements enter the north central woods to root out the sole remaining Frog on Board 41, en route to the first level of V8. Meanwhile in the east the two starting MMG units finally both rallied to make for the same. The other French PB revealed itself on the west end of the central woods and was relatively ineffective, being eliminated the following turn. The French gun smoked in the V8 MG stack, forcing them to take the time to relocate to the first level of W9, while the Germans swung the brunt of their attack around the south of the hill, knowing full well there'd be wire to plow through. The French gun, having lost smoke, proceeded to pound the new German MG position, and the Germans were never able to keep it manned with much firepower. In the end the Germans were able to take 2/3 of the Level 2 hexes, but the PB was too well-manned and surrounded by bodies. Perhaps this would've been fun had the French not kept RoF so many times at key moments and the gun not been so destructive, but losing the 10-2 to kick things off was pretty much the nail in the coffin from the word go. buser333
Bumps Along the Tiddim Road igycrctl
Clearing KakazuJapanese had balance, which is needed. First CAVE game for me- its a great scenario to learn caves. Americans had IJA on the ropes but bad dice (rolled a 6,6 on 9-2 and then another 6 in the last turn) in the end turns. Fun scenario though. Porsche
Sbeitla ProbeGermans seemed to have it sealed with great CVP margin mid-game, but then Americans kept scoring CVP that eventually closed the gap to prevent Germans from needed 8 CVP more than Americans. Ended up 4 CVP short! Kydder
New and Untested manzoliandrea72
Swan Song ChuckD
Welcome BackAnother fun scenario vs. Ken, and another loss for me! I set the Americans up with most of the FP on the American right. From my previous solo plays, I felt the German attack avenue was a little easier for them coming through the heavy woods on that flank.
I put a 7-4-7 w/FT in the stone FF6 building, and a MMC w/MMG and 8-1 leader in V6 and a MMC w/the HMG and 10-2 ldr in P6. I figured if he flooded my left flank, I would have time to move units from right to left.
Turns out he went all-in on his left, my right. He rushed a lot of squads across OG to the woods. My DF shots broke a good number, but he was able to rout toward his Victory exit and advance into CC with my 7-4-7. Although the squad held out a number of CC turns, it eventually succumbed on turn 5.
Meanwhile I was able to move enough units into place to put fire down on the OG exit hexes. It was going to be tough for him to move across OG. HOWEVER, on turn two, I rolled an 11 for the snow hindrance., and it never stopped snowing. This, as it turned out, was probably what really cost me the chance to win. The snow made every shot of 6 or more hexes a +1 Hindrance. And since three of my four FGs were firing from that range, I ended up with a bunch of +0DRM shots instead of -2DRM for FFNAM/FFMO. On top of that, the Hindrance penalty would move my Residual FP an additional column left, so what would have been a 4RFP ended up a 2. A devious little SSR!
Still, the game came down to the last turn. He only had three GO squads left, and he needed to get one off the board to win, and they had to survive a 6RFP -1 DRM. The first two squads survived the MCs, and the game was over.
As usual, Ken played a solid game. My only take away is that I got a couple of good ideas of how to better set up the Amis if I ever play them again.
Well-designed scenario.
Rocket's Red GlareA Key MG fire allowed me to get into the winning hex at Q7 von Garvin
Brandenburger Fiasco Danno

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Thanks to the Kansas City Wargamers/Encircled productions the March Madness 2022 scenario pack is now available for digital purchase and download, for $15. Copies can be downloaded from the March Madness 2022 publication page and when purchased will appear on your 'My Page' and emailed to you also.
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The pack features 6 scenarios, with Germans, Partisans, Russians, Belgians, Italians and Americans in the mix.

The pack is available for $15, from the publication page.
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On Thursday 18th Feb, at 2pm UK time (currently we're in GMT) Martin and I will be playing Black Day in Hatten. Martin's taking the defending Germans and I'm the one trying to capture a bunch of VC locations and not lose my tanks.

The archive will host the stream (but it's probably viewed best directly from Twitch. Hope to see you there!
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ASL 7 - Hollow Legions (2nd Edition) 86.44
Dezign Pak 1 106.44
Schwerpunkt #16 126.44
Corregidor: The Rock 216.44
Onslaught to Orsha 256.43
Beyond the Beachhead 2 166.43
ASL Journal # 9 256.43
Recon by Fire! #3 206.42
Out of the Attic #2 166.42
Elite Canadians 96.42
Coastal Fortress 536.41
Franc-Tireur #14 326.41
Blitzkrieg in the West - Central Campaign 66.41
AH:ASL Annual `89 156.40
AH:ASL Annual `91 166.40
Waffen-SS II: The Fuhrer's Fireman 86.40
Tactiques # 7 86.40
ASL Action Pack #11 29 Let's Go! 106.40
HazMo Scenario Pack 1: A World at War 106.39
Leibstandarte Pack 2 - Barbarossa 86.38
ASL Journal # 6 156.37
Gembloux: The Feint 96.36
Witches Cauldron: Oosterbeek Perimeter 166.36
ASL 7a - Hollow Legions (3rd Edition) 546.36
Critical Hit # 4 106.34
Tactiques # 1 106.33
G.I.'s Dozen 136.32
HASL 10a - Red Factories 186.32
Swedish Volunteers 146.31
Schwerpunkt #19 126.31
HSASL 1 - Operation Watchtower 176.30
Franc-Tireur #12 126.30
ASL 14 - Hakkaa Päälle! 176.30
Dezign Pak 7 126.29
Tropic Thunder! 126.28
Out of the Bunker 146.27
ASL Action Pack #12 Oktoberfest XXX 106.26
HASL 10b - Red October 116.26
Rally Point # 9 106.25
Schwerpunkt #21 126.25
Berlin: Red Vengeance 116.24
Schwerpunkt # 5: Medal of Honor 126.23
Schwerpunkt #15 126.23
Franc-Tireur #8 106.22
Dezign Pak 8 106.22
Dezign Pak 2 126.21
Schwerpunkt #12 126.21
Rally Point # 8 106.21
ASL 4 - Partisan! 86.20
ASL Action Pack # 7 106.20
From The Cellar Pack #6 106.20
ASL 2 - Paratrooper (2nd Edition) 86.19
Out of the Attic 166.19
Rivers to the Reich 156.19
Tactiques # 6 86.18
From The Cellar Pack #7 106.18
High Ground! 86.17
Dezign Pak 4 156.16
Rally Point #16 106.15
Franc-Tireur #7 116.14
Onslaught To Orsha 2 326.14
Paddington Bears '97 Pack 86.13
Franc-Tireur #13 176.13
ASL 11 - Doomed Battalions (2nd Edition) 86.11
Schwerpunkt #18 126.10
Critical Hit # 3 186.08
ASL 15 - Forgotten War 166.02
Leibstandarte Pack 4 - Turning of the Tide! 86.00
Tactiques # 2 106.00
Objective: Schmidt 176.00
HASL 6 - A Bridge Too Far 125.99
ASL 8 - Code of Bushido 85.97
SASL 1 - Solitaire ASL (2nd Edition) 215.97
March Madness `97 Pack 125.97
ASL 6 - The Last Hurrah (2nd Edition) 85.96
Internet: MMP 65.96
Hero PAX 2: Eastern Front Hero Fest 85.96
Into The Rubble 2 125.96
Recon by Fire! #1 85.95
Rally Point # 6 105.95
Deluxe Pack #1 125.95
Backblast # 2 85.94
Schwerpunkt # 3 125.94
Waffen-SS I: No Quarter No Glory! 65.93
Schwerpunkt # 1 125.90
HASL 3 - Kampfgruppe Peiper II 85.84
The Canadians In Italy 2: The Spaghetti League 125.82
Blitzkrieg in the West - Northern Campaign 65.82
Schwerpunkt # 2 125.81
Dezign Pak 3 155.81
Wacht Am Rhein 165.75
HASL 5 - Blood Reef: Tarawa 105.74
Southern Cross Scenario Pack `96 65.68
DASL 2 - Hedgerow Hell 85.67
ASLOK 2005 - 20th Anniversary Scenario Pack 105.64
Melee Pack I 65.62
Hell's Highway 65.59
ASL For Fun 315.59
All American I: Kellam's Bridge 105.52
Panzer Aces 65.43
Leibstandarte Pack 3 - Clash at Kharkov! 85.40
Firefights! 65.23
The Long March 175.14

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Newest players - welcome!

NotSureCraig Mr2022-05-19 22:58:41
et9930Wang Chao2022-05-19 13:39:40
Greg AlbertGreg Albert2022-05-18 03:16:01

On this day...

91 Ad Hoc at BeaurainsBeaurains, France1940
A 40 Ad Hoc at BeaurainsBeaurains, France1940
A 83 Last of Their StrengthCharpate, Burma1944
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