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ScenarioCommentUser
Shoot-N-Scoot toffee
Raff's Dilemma toffee
Tenacious Takikawa Bongiovanni
KunlunguanOver in 5 turns. Chinese broke most weapons and then Xed them out. Once the Chinese had the board full of smoke they roll for gusts. My dice were hot for the most part. wwillow
The Bulge toffee
TotensonntagIt was a razor thin German win at the buzzer. Blaze
Blazin' Chariots Cuddles McDeath
The Bridge of Verdalsöra Cuddles McDeath
The Gotanda GambitPlayed SK version with Australian stealthy (not mentioned for SK) and Japanese tanks with radios (normally radioless and platoon movement). The Japanese forces divided in 2 groups with 3 squads and a leader entering from Southwest and the rest of infantry accompanied by tanks forced their way from the Northwest. The tanks drove by the woods without bogging and entered the village collapsing a few huts while wreaking havoc among te Australians. The hidden AT gun had to move back to cover the village. The Japanese infantry was delayed and failed to eliminate the AT gun crew. The tanks were quickly eliminated by the gun and some MG fires. The Japanese infantry was late and despite some small banzai charges, it was unable to push back the British from the village. A British victory. lt_steiner
SzczukiAfter finishing off the last Polish AC, the Germans made a dash for the victory buildings and it took two lucky FPF shots to either pin or break the advance denying the victory to the Germans. dmareske
A Cab for Ste. AnneProbably the best scenario of the pack. A very tense endgame with a lot of low rolls for the Germans breaking (or even wiping) the poor Free French trying to reach the buildings. In the last German turn a MMC jumped on the north map and was successful to remain in good order until the end. Without these guys, it was a French victory but with them, it was a German one... Finally, the issue of the game was decided on one dice roll, a really close game ! lechiquier94
Russe! Drown in the Wolga!The Russian setup at the rear in hope that the Germans spend time reaching the piers. But, the Germans advance without hesitation andwith method. The NKVD could not stand ground and the commissars gave ground too. The Russian sniper awoke way too late. The assault of Russian reinforcements by boat was made under fire with casualties.
There was no hope left to take back the piers from the Germans. Decisive German victory.
lt_steiner
Thai Hot johan.vrijdaghs@gmail.com
Down in a HoleVASL jrwusmc
One-Eyed JacquesI think an assault on the fortified chateau is a long shot but kept it open as an option if enough tanks could pass the casino. So I attacked the casino. My armour fared poorly (1 recalled with disabled MA, one CH by the AT, a couple of shocks and an immobilise from the OBA) but I entered the casino in force on turn 4. However, the French rallied on their turn 4 and were back in the game. On the last player turn, I needed to break 3 stacks and win 2 CC. The PSW recovered from shock and took out one stack (Oops - PSW should have been BU and unable to fire), the MG stack took out another but prep had pinned the 9-1 and one of his squads so they could not break the last hex in DFF and thus a French win. Played out the CC anyway and French won one and Germans won the other. 2 hexes in the casino and 2:1 squads at the chateau. Pte Parts
Four Stars of ValorInteresting scenario. Playing as the Germans, I think they can be defeated in detail if the Allies push hard for the SS side of the board and then focusing on the Wehrmacht side. That side being closest to the board edge should be overrun quickly. There simply are too few infantry to stand up to a concentrated effort.

However, my friend opted for a broad front strategy with the British hitting the SS and the Americans taking on the Wehrmacht. It nearly worked, but decent rolls, good guessing of where to put the hidden guns and mines (I purchased two extra), and the fortified locations slowed down the Allies on both sides. Frustrated, he pushed for both overlay factories one turn too early (there were still two more turns left) when it probably should have been wiser to consolidate for a massive push one turn later to present me with too many targets. Sent in piecemeal, the Allies were pushed back and in disarray. After an overaggressive push with the 9-2 American leader resulting in his dying for FtR, he called it with two turns remaining. Still, I felt I was losing the whole time, and that my shoestring defense was just a few bad rolls away from turning one or both sides into a rout. Challenging to play as the Germans.

The ability to purchase SW is nice, but for the Germans, they really only have a choice for a few points. Having 5-4-8 squads pretty much means spending at least three point per side on LMG's. That leaves three for each side to think about. For the fortifications, I definitely would go for two mines. They came in handy.
Jude
The Dogs of WarDave was ROA and Paul was German. Danno
Winter of Their DiscontentOverdeployed near the East factory, including two guns and an ATR guarding the North edge of Board 22. Lee forced his way straight through the front door, with all his troops swarming my poor quality Italians. I brought in all the additional Italians and the PzIVF2s as my reinforcement groups. When Lee pushed up on Turn 2, I revealed a hidden 50L to take out one of his T70s. I was in posiition to take out another T70, and possibley a T34, with my IVF2s coming on board. Unfortunately, Lee rolled two crits, once with a T34 on the Pz, and once with an ATR on the 50L. With those two gone, and my terrible deployment, I ended up trying to barely hold on with my fingernails. I got pretty lucky with some CCs, getting a couple 3s and a 2, but it wasn't enough. Eventually, I tried to make a play to pull back one side by rushing my last tank around behind a T34, but a thrown DC from one of Lee's squad ended my day.

Not sure if I liked this one that much. It's decent, but nothing in it makes me super excited to play again. All told, still a good scenario, just nothing overlyu notable apart from the pick-your-own reinforcements.
Allister01
The Dogs of War dmareske
Factory FodderThis is one of those scenarios where you ask yourself how it made it through playtesting. We used the German balance based on play results and I don't think it helped. The real problem is the Germans don't have enough time to do everything required for a win. In six turns, they have to cross the stream on bridges (only), cross two sets of open ground, capture three factories, capture the 4-hex building, and capture a fifth factory for the win. A very good player who has everything go his way could pull it off, an average player probably won't.

In my game I placed the Mk4s on the hilltop where they laid smoke effectively but waited too long to pull them off (along with the 9-2 and HMG, which were not effective there past turn 3). I managed to get into the 4-hex building with the sN smoke from the Panthers but lost a platoon of 658s and an 8-1 to a 30FP attack (2 squads and an MMG) and a rate tear. Lacking sufficient combat power to continue, I conceded at the end of Turn 5.
Agoldin
Mount BelvedereGreat scenario, probably not ideal for PBEM (184 logs!), but a great scenario. This was part 1 of 3 of the Operation Encore mini-campaign. The Americans attempted to envelop the German hills to get behind the initial line of defense but with a concentrated main effort to take the 5x level 6 hills. The envelopment attempt stalled out running into mines and wire, but took enough pressure off the main effort to aid the main effort in its eventual success. The main effort up the hill struggled but eventually wore down the German defenders, who conceded at the end of turn 7. (see Hill 802 image for Turn 7 carnage) CWO_19
One More Hedgerow Amerigus Crux
Take A Long WalkHard for the British - lucky DR with a placed DC on RB and killing the Gun's crew in last CC (with the gun). Bongiovanni
Break In On Rollbahn A Lorenzoknight
Bridge Over the River QueenCame down to the final CC. My Russians were not able to win the final two close combats and so the Germans won. Fun game! grumblejones
Bridge Over the River Queen Danno
Opening FireA very lucky set of opening shots allowed the Poles to claim a killed squad and many broken units as they ran across the bridge (and subsequently drove past). The early game was then flipped on its head with the Germans brutally taking out almost every Polish squad from failures to rout - save one heroic Green squad that wouldn't break, then proceeded to survive a 15FP overrun, the next 2 CC's (and killing the Armored Car), then defending against another CC fight and winning there too. By the end of German Turn 6, my opponent accidentally marched into my HIP unit 1 hex out of the victory condition and broke, with nobody available to break or kill them afterwards, the game became a de facto Polish victory. Tense game, lots of back and forth. Jobbo_Fett
The FugitivesDON'T ROLL BOXCARS.

Initial Russian set up with MGs was good. However, there were multiple instances of poor rolls that led to the MGs breaking. the HMG squad fixed their gun, but in the subsequent turn, their leader went berserk and rallied his men to go with him. Unfortunately, the entire German column was two hexes away and on their mad dash to their target they were mowed down with a snake eye on 36 FP (7KIA). From there the northern part of the board was open and there was little the Russian reinforcements could do to stop the German win.
badger317
Pynda Avenged worksp2018
Coke HillOne of the best PTO scenarios I have ever played!

In 1945, ANZAC Australians with an elite force double the size of the defending Japanese and supported by 3 late version Matilda II tanks, one of which is a 'Matilda Frog' i.e. a flamethrower tank. For good measure, they also have a HE only 80mm OBA directed by an offboard observer. The Japanese have an assortment of Pillboxes, Trenches, Panjis and AP Mines to build some formidable "castles". The year 1945 means, that the Japanese can get the fullest of their complement of THHs, especially since they also have 2 DCs in their OoB. The Japanese also plenty of MGs including a .50Cal and a 75 ART. Oh, and there is Level C Booby Trap Capability, meaning any TC of 10,11, AND 12 will harass the attackers, while making Searching attempts hazardous. And last but not least, they have a 10-2 "King Kong hisself" to form some "supermorale" Japanese.

The objective for the Australians is to exit a significant number of EVP across a line within the playing area and they need to at least temporarily capture all Level 2 hill Locations along the way.

A cumulative number of 26 squad equivalents which set upon each other on not more than a single half-board assures some vicious action.

I played the Japanese Scenario Defender in this one and took some time to think up nice defensive positions and a number from the deep trove of Japanese dirty tricks, which was fun even before the game started. While doing that, I decided, that I like Panjis. All right - they have almoste 3 pages of rules which is probably the reason why most people don't even look at them. But it is a mistake - Panjis are really fun! Try them out!

In our playing, the Australians attacked along the Japanese left and the center. Albeit the scenario allows the Attacker a full 7 turns to cover merely 13 hexes to reach the victory line, he has to carefully consider how much caution he can afford.

For the first turns, the Australians advanced cautiously and certainly with a feeling of dark forboding. But at this time not much happened to them.

This changed, when they came to the line of resistance. A combination of Mines, Panjis, moving uphill in Light Jungle against a thoroughly entrenched Japanese enemy, a significant part of which was lurking HIP with boresighted locations is just as tough as it can get.

As such, I was able to stop the Australian advance cold. They stepped into every Minefield and were harassed by Panjis. But this did not end but start the Attacker's toubles as they often ended up ADJACENT to Japanese defenders now opening up at Point Blank range, forcing Routs back into terrain which the Attackers had just so laboriously left. SAN 4 and Booby Trap Level C ensured that the "rear" out of LOS of the defenders was by no means a safe place.

The Australians knew that time would run out if nothing happend to their favor quickly. Enter the 'Matilda Frog' Flamethrower tank... The weakness of the Japanese is their scarcity of anti-tanks assets. They can create and/or set up 5 THHs, they do have 2 DCs, and they don't need to take PAATCs, but that's pretty much it.
So the said FT-tank boldy drove forward into a Pillbox hex and stopped next to my King Kong Kill Stack of 10-2, 228+.50Cal, 228+MMG holed up in a Trench. Clash of titans, so to say. My Japanese shrugged off the 32FP flat attack causing a 3MC unharmed. Too close for comfort...

In the next Japanese turn, that Matilda Frog HAD to go! To get rid of it, I had two Japanese Squads capable of attempting 4 times to create a THH (2 were left of the allotment). Additionally, one HIP THH was IN the Pillbox beneath the Matilda along with a 8-0, 228+MMG. And my King Kong kill stack was ADJACENT.
Alas, disaster marked the entire Japanese half-turn. After the 75 Gun having hit but failed to affect a fanatic ANZAC Halfsquad for no less than 4 times, the Gun went down in CC despite its crew having a slight advantage vs. the CX assailants. Before that, two combos of 447+LMG rolled consecutive boxcars to malf their MGs and to botch their defensive attacks. This was followed by both squad marked for creating THHs to roll a 6 on the attempt, Pinning them and precluding the second attempt. Finally, the HIP THH which emerged from the Pillbox during the MPh beneath the FT-tank did not find an ATMM and missed its attack by one. (We are not sure, if we played the latter THH right because he might have had no LOS to the Matilda despite being ADJACENT). So the Matilda Frog survived to be able to Defensive Fire. And it did rolling a 4 on the 32FP flat vs. my King Kong kill stack for a 2 KIA. The 10-2 was killed along with a 228, its .50Cal destroyed. The second 228+MMG striped.

Unsurprisingly, these cumulative events turned the tide. The Matilda Frog continued to wreak havoc until the end of the scenario. Japanese losses began to mount as now openings had been created to allow the ANZAC infantry to close in.

Nevertheless, I fought on like only the Japanese in 1945 can, inflicting high losses on the Australians. But by now it was impossible to plug all the gaps in the line which allowed the Attackers to pass through toward the victory line. After their last turn, they had brought 14 more Good Order VP beyond that line than they needed. Of my entire order of battle, I had only 4 Japanese Halfsquads left.

I did not give up!

I calculated, that if EVERYTHING went my way and at the same time EVERYTHING went wrong for the Australians, I could still win by a single point. It would "merely" require to kill two tanks with a single HS and a THH that same HS would need to create after closing in against enemy fire. And to get a single enemy leader into CC, dodging a DC he might lob at me.

It didn't happen.
Australian win.

Nevertheless, a superb game of awesome fun. One of the best PTO scenarios I have ever played!

von Marwitz
von Marwitz
The Outskirts Of Consthum Danno
The Outskirts Of ConsthumGermans advanced fairly on Turn 1, but the following turns were a grind as the Bofors and MMG's raked their ranks. Then the US Sniper killed the 8-1 and broke the entire kill stack. After that, the Germans struggled to make headway. And on Turn 5, the final German surge was staggered by the US MMG and 9-1. At that point, the Germans had to concede as they didn't have enough CVP available to exit. In this game, the US Sniper altered the course the of game and helped give the Americans the win. grumblejones
Throwing Down the GauntletI put the pillbox and wire and gun around the western buildings. A platoon was there and the other two platoons were not too far away, hoping to fall back there. Germans need to avoid prisoners. Canadians were the victim of good German dice on their approach with many starshells slowing down their movement. mtrodgers99
First Action at JinjuIt came down to a die roll...

Dummy stacks slowed to movement of the Korean Marines leading a desperate dash at the end to capture two buildings. One building was locked in Melee for two full player turns. The other was kindled the turn before by the guerillas. The Korean Marines failed an important fire spread die roll leading to the flame, that was just kindled in the last building needed, roaring into a blaze. The K-Marines in the hex were forced to route during the last turn of the game, leading to a loss. Fun night scenario!
badger317
Ambitious Assault AlexB
Fighting Withdrawal Benassen
Another Summer's DayI really enjoyed this scenario, both in the drift nature of the American troops arrival and the ability of the Germans to choose which units are sent. The Americans landed one group around the small village and one group around the wooded hill to the east. The Germans opted to delay 2 groups in order to bring on 2 more, leading with an infantry group approaching from the northwest. One American 7-4-7 and the mortar managed to delay/break the Germans, rendering the German effort ineffective until the Turn 3 reinforcements. Once they arrived, it became a push against time. The armored cars are great in encircling the Americans and limiting their movement, though the LATW meant the ACs kept their distance. All in all a very close game with no clear leader, down to the final German turn. Turuk
Langoan AirfieldROFL....OK...I setup all my DP's on the to map pretty much to the left of the road leading to the "Airfield" (a non term in the ASLRB, is it a RUNWAY or components of a larger construct?) Could cause setup issues if the term isn't defined by the players.

SSR is pointless babble...just make it SAN 3

Anyhow...Jack split up all units spread out as much as possible.
My DP's all missed.. 2 landed on the middle board...B row and T row...the third ended up top map GG....you can't get any better. ROFL...GG units all floated onboard for the most part...nothing lost...ALL MTR's were here...probably needed to split the MTR's up @1 per DP.
T row guys (all the MG's and 2 leaders) did ok...got moving fast enough...
B row...dropped like 5 hexes off map...lost a squad and both MG's and DC pregame...other units came on board and got to work...wasn't too bad but poor decisions led to the loss.

EPIC point of scenario when MTR gets 5 ROF's on SMOKE and just BLANKETED the left part of the board!!! ROFL... Multiple banzai charges, 2nd banzai was done with a couple mistakes but didn't really matter.... TOTAL Banzai...6.

Fun enough for the Japanese player...Dutch might not have a lot to do....
Stewart
Chapei ChockblockI was too slooow. wwillow
Ceramic CityThe SS came on the map in waves feeling out the defense which was fairly spread out, as was the SS attack. The SS were able to take 5 squads prisoner over the course of the battle which weakened the defense overall. Heavy firepower against the last building sealed the deal. The Polish OBA stayed unused for the first few turns maintaining its threat. The Polish HMGs never were able to take advantage of ROFs and the SS morale mostly proved its worth. The SS 150 OBA got one drop that cleared the way for a mid game push. Great game which took all 7 turns to accomplish the win. dmareske
Hundred Regiments OffensiveWhat a game! Both my opponent and I hadn't played PTO before, so the first bit of the game was us figuring out rules. CR tried to push evenly along a wide front, with the majority of his force on the North in the woods. His game plan was to try and get into the bamboo in front of my buildings as a jumping off point, and then close to CC to try and drag me down. His troops getting Stealthy made close combat much less of a guarantee for me, and some of my positioning was non-optimal, with no great options for fire groups. Coupled with Japanese FP being 3 on most of my early troops, that led to a lot of low value shots. Fortunately for me, our inexperience with PTO told more on CR's side. In the wall of movement in the north he forgot to keep a leader with his Dare Death squads. As it turned out, the fight in the large Northern cluster of buildings could have gone either way, but eventually I moved a squad in (which got CXed for difficult terrain), went HtH, and managed to pick up a couple of CR's units that had made it in. At that point the front stabilized, and my remaining troops came in to start picking up straggling routing units that CR had been forced to leave behind.

Incredibly good scenario (possibly my favorite I've played so far). There's a lot of neat rules in PTO, especially on the nationality level, and the scenario gives a ton of room for different approaches. I'm definitely going to leave this on my want-to-play list.
Allister01
Paper Army AlexB
On the BorderlineSent the Commissar and Mortars up top...everyone else to destroy the Border guards.
Border guards either rolled 12's for MC or for Rally, so they were easily dispatched with minimal casualties (Sans HMG)

OBA Had 2 contact DR's .... Red draw, then Black. Of course not accurate, and 6 hex dispersion.
AC's are molasses but that's ok...you need them to AA with the kill stacks as the 5PP weapons can't move alone.

Try to take nothing by 8fp shots to avoid a shooting gallery with the Finn SAN 5.
Smoke is VERY useful to get across board 4 and then the mortars can open up on the Finns in the Woods (board 3 hills) 2fp -1 is good...

Never really got that far.
HMG firelane (my HW was off by one hex) rolls 4 rolls of 5 and less to shred the attack...not a big deal really. Loss of HMG due to future attacks on position...
The real back breaker was when my Comm. with 2 squads were subjected to 2fp+1 to get a 1MC result.. All broke in the building next to the bad guy FINN...

At that point...I didn't really want to continue. Getting shredded all game. Avg MC was 8 (with an ELR of 2 that's not cutting the mustard) and enemy AVG IFT of 6 (most shots had -2 FFMO/FFNAM) so really 4's ....spells for a long game.
I could gather the units together to rally, but one AC malfed B11 and X'ed on first repair roll...(yes, I didn't need to roll but WTF, nothing was going well anyway)

Don't really see the game ever going to the village as either the FINNS get waxed or the Russians do. ONLY if the Finns run to the village after some breaking of Russians....Will it matter.

If this were a modern scenario...Russians would start on board 3 with about 1/2 the squads and the Finns would setup like 6 hexes from the E edge...

Was fun while it lasted.
VASSAL .3.6.14 VASL 6.6.4
(VASL Log)
Stewart
A Rising TideLast DR roll
Japanese win with 8 huts and 2 guns.
Bongiovanni
The Capture of BaltaThe Germans tried to take building 3M2 with a small force but were finally eliminated while the main assault came from both the Northwest with the Romanians and from the Northeast with the German engineers. The assault was a bloody hell with Russian tanks blazed and all the grain field on fire. The Russian held a lot with successful defensive fires. They also paid a heavy toll. The Romanians finally broke through and secured one of the access to the Kodyma river. The Germans forced their way into the village but without enough men to push back the Russians and secure the other access. CVP : 63/58 in favor of the Germans but a Russian victory. lt_steiner
Not Fade AwayAmericans lost two leaders early. It slowed them down too much. mtrodgers99
The Maastricht Bridges von Garvin
Motorcycle ProbeThe Poles were quick to eliminate a motorcycle-riding squad as it bumped into an enemy unit in some grain fields, while one of my leaders and a squad were eliminated on double 12s and a follow-up shot that killed the remaining half-squad. Things turned my way as my IFT rolls were hot and stayed hot for the match, every break doing that much more to harm the defense. Tanorian had some good HIP spots that caught me by surprise several times, but the luck was never on his side as CC's tended to go my way. An interesting scenario that benefits from the Polish player being hard to find for several turns to rack up the bonus points before revealing themselves for some potentially devastating attacks. I'd probably err on giving the Poles the balance. Jobbo_Fett
Langoan AirfieldAs Stew said, the wild Para Drop probably bought me a turn. In this scenario, it is not a question of can the Dutch defeat the Japanese, but can they have at least one man still standing in a VC Location when the buzzer sounds? As it turns out, Stew came up one turn short of getting his last VC Location.

An overall fun scenario. I learned a lot about the crazy Para Drop mechanics (honestly, could it have been possible to make that section of the rules a little simpler to understand and implement without detracting from the beauty of the chaotic airborne experience)?

I also got schooled on the dangers of the Japanese Banzai tactic. Stew is an excellent player and a great source of ASL rules knowledge. Thanks, Stew.
Jwil2020
Defiant Resistance Rich Weiley
A Desperate AffairThe German first drop zones were on boards 18 and 16. A number of sticks drifted off board. The British setup should have focused on the board quadrants. Instead, too many units were placed in a position where it took too long to take advantage of the initial attacker weakness. Some British units attempted to attack, but could not get into position in time and ended up being eliminated. For the 2nd drop, the British had repositioned well making it possible to reduce the attacker strength. However, once the first drops had armed and consolidated, there was little the British could do to stop them. Heloanjin
Knife in the FlankVASL jrwusmc
War of the RatsCame down to the wire, no reinforcements ever arrived! (VASL Log) ctcharger
Stymied At Isneauville Bongiovanni
Slamming of the DoorAt the start of the game, an unlucky morale check led to the "1" activation of Russian sniper. Direction die roll placed it on leader with radio alone in a hex far from the front. OBA was knocked out. A second leader close by dashed for the radio and made it, but before an attempt of contact could be made, yet another sniper miraculously killed this leader on the radio. With OBA effectively knocked out, the remainder of the game was a grind with Russians taking at least four squads prisoner and a single Russian tank landed two CH on infantry targets. There was a valiant push from the German StuG reinforcements, but alas, it was not enough and the Russians won the day in Turn 3. badger317
Silver & BronzeVery fun, but long scenario. Took two face-to-face sessions to complete. I played as the Germans. The Americans set up somewhat forward on both sides of the entry areas. I rushed my men forward to grab what buildings I could easily access. The snow level increased on the bottom of turn one and never let up. It benefited the Americans early (paratroopers with a +4 modifier are difficult to root out!). Later, it benefited my Germans as I made a mad dash for buildings.

My forces made steady progress and I thought the Americans would slowly fall back. Instead, my friend got aggressive and moved several units forward. The combo of pretty much automatic smoke and rowhouses blocking LOS made getting good shots difficult. They advanced into several CC's and my guys started taking casualties. However, there were too many Germans, so I left most of the buildings I had previously taken and ran to gobble up more. It helped that I won the tank battle and took out all of the American tanks except for one when we called it on the bottom of turn 4. German win.

Both sides are challenging to play. The Germans have to get a TON of points to win. Taking out the tanks early without losing any is a must. Deploying also helps their cause to grab buildings. Moving units in lightly protected areas will net some easy points. They still need to keep a good core group on each side to tie up larger pockets of Americans, though.

The Americans, on the other hand, have a lot of ground to cover and must set up dispersed. Should they challenge the Germans early or fall back? Tough choice. I do know that if they get into CC, they will have a better chance to win than the Germans, so that may be a viable strategy. To me, whoever "wins" the first two turns (breaks more units, takes out tanks, gets prisoners), will probably end up winning. Yes, that's pretty much true in any scenario, but in this particular scenario, if the Americans can hang tough and break a bunch of Germans, there won't be much opportunity for them to eventually run amok grabbing buildings. If the Germans do a lot of damage early, there won't be enough Americans around to stop them from grabbing every building in sight. One last thing for the Americans to consider, there are a lot of rowhouses. That really slows down the Germans and allows the Americans to advance up on them concealed (or not) that much easier. They should definitely use them to their advantage. My friend and I really enjoyed the challenge of this scenario.
Jude
Belgian BlitzkriegA delicate balancing act between protecting Z6 against the instant win and having enough remaining to defend the village. Once the Germans get into the village in strength, they will be hard to dislodge with the reinforcements.
I placed too many forward. They held up the initial Germans for 4 turns but the optional turn 3 flanking force got into the village before my reinforcements arrived.
Pte Parts
Bout of the Century Ric of The LBC
Taurus PursuantWow, tough game. Dan's SS were uber aggressive and came after me like Spider Monkeys on Mountain Dew. His STUG's attacked hard along with the Panther. The British were on the ropes and then a PIAT got a crit hit on the Panther and took it out. From that moment the momentum seemed to swing to the British and that was game and a British hard fought victory. Dan's attack was a clinic on how to counter-attack and seize the initiative from the attacker. grumblejones
Taurus Pursuant Danno
Down by the RiverThis one’s a fun “tactical sandwich” with the Germans as slices of bread closing in from both sides on the Russians who straddle a river in the middle. Before long, both sides are asking, “How can my forces on this side help their comrades on the other side?”

The Russians set up as follows.

West Bank: 45LL ATG in the center at 62X8 facing south to peg any Stug that tried the southern approach to the river or pivot to cover the center. The MMG down south with 9-1 in 62T9 to sweep mid board with a fire lane and/or protect the southern approach where two squads waited in the 62S9 wood. The ATR up north in 62CC9 to catch any Stug that tried to bypass along the 62DD7 gap. Remaining Russian infantry covered the northern wood.

East Bank: Wire and mines ran along a six-hex diagonal from the north board edge, 7GG10, down south to 32F8. At mid field, the mortar in 7Z8 and the HMG in 32J9 covered the mines and wire. A couple of squads from center to north covered the road while most of the Russian infantry, including all 5-2-7s, clustered in the central wood around 32I6. A corporal with 447 and LMG in the southernmost wooden house, 32N8, covered the stream.

The Germans approached in the north on both sides of the river.

Along the west bank, the two Stugs and accompanying infantry moved together in a tight juggernaut that completely avoided the Russian ATG at board center on the other side of the BB8 woods cluster. They crashed into concealed infantry, two 447 each with an LMG, in the northern wood around F6. The Russians cut down 1.5 German squads and broke a couple more before they collapsed under shots of 12 and 16 flat; one 447 with LMG did escape to the wooden house by the river at 7FF1. As feared, the Stugs then bypassed along the DD7 gap. The ATR fired with box cars to break on first use. A concealed 5-2-7 advanced into close combat to kill a German half squad. The Russians skulked from the perimeter of the BB8 wood to the center and back out to the perimeter to keep presenting concealed stacks to superior German firepower. The German flamethrower ran out of gas on first use, but did break a squad. The Germans were gradually overpowering the Russians in this northwestern battle of attrition until, on turn 5, a Russian sniper broke two German squads and pinned another while one Stug malfunctioned its MA. That left the Germans with only a few GO squads with as many Russian squads and an MMG fire lane between them and the river.

Along the east bank, the Germans used the houses in the northeast to rapidly reach the road and drive the Russian pickets away. Then they rushed through the northern woods, saw the wire, and stumbled into the minefield. A German snipper activated to shatter the Russian HMG position by killing the 9-1 and breaking the squad manning the weapon. So began several turns of the Germans pivoting to attack along the sunken road at board center. The Russians used the J7 wood as a rally point and concealment factory to keep cycling troops out to the perimeter to contest the German advance along the sunken road. A Russian half squad made it back to the HMG and the mortar at Z8 started firing. Between them, those weapons only knocked out one German half squad, but they attracted the bulk of German fire enabling Russian squads in the wood to survive.

By now, the Stugs were looking for ways to fire across the river to shut down that Russian HMG and mortar while the Russian mortar was hoping for some shots at the Stugs on the other side. Then the German 9-2 on the east bank finally found his mark to break the mortar and the HMG. But it was too late. The firefights had taken too long. Like their comrades on the far shore, the eastern Germans faced a fire lane and equal number of squads. So, the Germans conceded on turn 5 for the Russian win.
gorkowskij
Extraordinary BraveryKnockoff/dime-store War of the Rats is pretty disappointing. A tougher objective to defend with fewer resources on both sides and setups that punish the Polish unless they want to simply inhabit 3 stone building hexes and snore their way to a potential victory(?) The Inf guns are quite annoying and the vehicle serves little to no purpose. I rolled terribly, which didn't help, and was pretty much guaranteed a loss when my MMG broke on its 2nd shot, never managed to inflict any breaks or pins on the enemy. I would rather play War of the Rats 3 times for every time I had to play this one. Jobbo_Fett
Blow That Bridge! usmcwo1
Red Tears Shed on GrayA weak defense followed by terrible initial dice allowed the Rumanians to push into the village mostly unscathed while the Russians broke on the left and the right. Poor placement of the rubble allowed the Rumanian AFVs mostly free reign in movement. When they finally came into the cross hairs of the HIP'd Russian guns, the AT gun malf'd and the Inf gun missed. On the following turn both crews broke. The guns never fired again. The Russians had a long shot chance to push back the attackers. The had some success, but nothing on the scale necessary to take back 4 factory building hexes and still prevent the Rumanians from gaining any more. The Russians conceded at the end of Turn 5. Heloanjin
The Last TigerMy Russians entered on Turn 1 and were savaged by an upfront German defense. The Tiger was right up in my grill as I moved right next to him. My first IS-2 was knocked along with a Sherman and a T-34/85, The Nashorn would do most of the killing. By Turn 6, I was down to an IS-2 and a Sherman. All the German AFV's were knocked except for the Half-track and it's AAMG was MALF'd. I managed to get 11 VP into the victory area, but the German 8-1 at Level 2 managed to break my 8-1 and a squad for the win at the end of Turn 6. grumblejones
The Guns of Naro ASLSKGwahlur
The Last Tiger Danno
Through Mud and BloodGreat game. Looked like a pain in the ass at first but turned out to be a great game. Come down to the last turn. Lorenzoknight
The Hardest DayThree American 666s and the 8-0 assault moved/advanced through the grain while the 9-1/MMG and remaining units pushed through the central woods. By Turn 2, aided by horrible German dice, the Americans unmasked the German HIP units/Fortified hex in the central building, broke them, and moved in unscathed, while the 666s advanced adjacent to the building south of the grain. The Germans made a go at reinforcing from the east, but were interdicted, and could not attrit the Americans once they had gained the six building hexes on the west side of the board. An interesting scenario, but dicey (decisively in the Americans favor this time around). Thompsonmg(MGT)
Raid on RodimtsevI conceded on turn 4 when I failed to get any reinforcements etopp
Le ManoirBrilliant little scenario with extremely tense victory conditions. Used a deck of playing cards for secret Axis HIP in solo play. The American sniper killed the German 9-1 leader and broke the MMG unit that was with him via LLMC, leading to an easy advance from the North which resulted in an Allied victory by turn 5. Light mortars were actually useful this time around. Doolan
Put That In Your Pipe Bongiovanni
No Fortress Is Impregnable toffee
At the Feet of ZeusThis scenario cannot be played ftf, It's clear that it has been designed and played with VASL: too many terrain modifications. We indeed printed a VASL map in order to play the thing.
The defensive set up it's a nightmare, it's forced onto the new zealand player, from the fortifications set up down to the SW position.
it's basically a german slog to the base of the hill under fire from NZ SW and GUN, you need to be dispersed, no more than 1 squad per hex and position your leaders in a way they can rally the inevitable DM units . Stay well away from the Pine hexes and enemy acquisitions and don't rout back but stay in place pray to rally your squads.
Deploy only if you plan to use the mortars, or plan some envelop move, otherwise you are trading 1 point morale on the broken side, and God's know you need them.
IF the NZ choose to fire and keeps rate it a slaughter for the attacker since he has no cover whatsoever, during my first turn i had 5 DM squads and lost 2 HS. After that my opponent couldn't keep a ROF while my firegoups broke one position after another.
It's not a fun scenario, it's a slog. Worst it's basically a dice feast.
You need a competent defence for trench positions and a competent and patient attack.
It's not worth the time investiment.
cosarara
Shoulder to ShoulderAmericans slowly drew back into town for the win. German armor was mostly ineffective the whole game. George T
Pössl’s PosseGerman armour was outgunned by the Russians which put the Germans on the back foot - the Russian tanks stayed at 3 range and blasted the Germans out of the village. Hot dice aided the Russians and cold dice hindered the Germans ability to rally the brokies. aiabx
Thai HotJapanese won in turn 3 johan.vrijdaghs@gmail.com
Roff Riders Fiedler
Land LeviathansThis feels extremely unbalanced in favor of the Russians. Even with a German balance of a MMG, there is no way the German player to have time to adjust to Russian advance. Russian rushed three AVFs across the field to the south and bypassed the hill the north leading to a quick Russian victory at the start of turn 2.

Definitely needs some rebalancing.
badger317
Roff RidersJust for adding comments thsi post - STefan was great to play and his methodical tactics did him proud
The IJA setup spread out and ready for large entry areas - the SSRs of no HIP mean that only concealment gives the surprise
Stefan knew how to limit the IJA - he kept as a large gaggle and thus made it hard to see how either lots of little Banzai attacks or THHs versus those pesky Carriers would not be vapourised by the troops around and went for the clear the village method in strength
Each IJA defensive position was just a speed bump and not much of a challenge - The MGs did dint his carrier force (mad on doing Overruns) as the IJA's only real sucess
The IJA was literally obliterated off the face of the earth (board) one position at a time!
macrobosanta
InhumaineOur match went to the last CC phase despite a sub-optimal American attack. mtrodgers99
Tolstoy WoodsA very good scenario. The Russians have the upper hand in the first turns with an easy progression towards the village; However, as soon as the German reinforcements entered, the game (and the dice rolls were inverted) changed . With 2 AFV wrecked and 1 immobilized, I conceded just before the last turn since it was not possible for the Russians to take the last buildings. Well played Guido ! lechiquier94
Bridge To NowhereI cannot see how the Russians can stand their ground.
They gave up on third turn.
GOUREAU
Adolf's AmateursI was Russian defender vs German attacker. VPs for Mobile AFVs, 2 bridges and buildings. German needed 8. I was able to fall back successfully towards the east side village and minimize my infantry casualties. A stubborn single squad in the north center held off 3 German squads single handedly. German inexperienced infantry (Only 3 Movement Points normally) had difficulty moving around the minefield through the woods. When the German closed in to the village my defense was pretty well set. A lucky shot (from my BT-7A) took out his Panzer IIID as he was charging in to the village. German Conceded turn 6 with only 3 VPs in hand and it was going to be tough to get much more. Admittedly good dice rolls on my side for most of the game. Robert7721
First Contact, First DefeatA tense affair where an early loss of 2 German tanks was equalled by the break (and elimination) of a defensive AT gun due to a bad repair roll. From there, the Polish MMG eliminated a 3rd tank, before being overrun and crushed under tank treads. A bit of back and forth followed trying to get past the swamps, but the Poles simply had too much trouble getting their morale checks completed. Failured to rout and prisoner status hampered the defence even further. Heroically, Polish squads were still able to self-rally all the way to the end of the game, but the movement involved and low firepower coupled with high rolls meant they couldn't stop the needed CVP from exiting off-board with many points to spare. Fun scenario, the HIP status keeps you guessing! Jobbo_Fett
First Contact, First DefeatA tense affair where an early loss of 2 German tanks was equalled by the break (and elimination) of a defensive AT gun due to a bad repair roll. From there, the Polish MMG eliminated a 3rd tank, before being overrun and crushed under tank treads. A bit of back and forth followed trying to get past the swamps, but the Poles simply had too much trouble getting their morale checks completed. Failured to rout and prisoner status hampered the defence even further. Heroically, Polish squads were still able to self-rally all the way to the end of the game, but the movement involved and low firepower coupled with high rolls meant they couldn't stop the needed CVP from exiting off-board with many points to spare. Fun scenario, the HIP status keeps you guessing!
Jobbo_Fett
First Contact, First DefeatA tense affair where an early loss of 2 German tanks was equalled by the break (and elimination) of a defensive AT gun due to a bad repair roll. From there, the Polish MMG eliminated a 3rd tank, before being overrun and crushed under tank treads. A bit of back and forth followed trying to get past the swamps, but the Poles simply had too much trouble getting their morale checks completed. Failured to rout and prisoner status hampered the defence even further. Heroically, Polish squads were still able to self-rally all the way to the end of the game, but the movement involved and low firepower coupled with high rolls meant they couldn't stop the needed CVP from exiting off-board with many points to spare. Fun scenario, the HIP status keeps you guessing!
Jobbo_Fett
First Contact, First DefeatA tense affair where an early loss of 2 German tanks was equalled by the break (and elimination) of a defensive AT gun due to a bad repair roll. From there, the Polish MMG eliminated a 3rd tank, before being overrun and crushed under tank treads. A bit of back and forth followed trying to get past the swamps, but the Poles simply had too much trouble getting their morale checks completed. Failured to rout and prisoner status hampered the defence even further. Heroically, Polish squads were still able to self-rally all the way to the end of the game, but the movement involved and low firepower coupled with high rolls meant they couldn't stop the needed CVP from exiting off-board with many points to spare. Fun scenario, the HIP status keeps you guessing!
Jobbo_Fett
First Contact, First DefeatA tense affair where an early loss of 2 German tanks was equalled by the break (and elimination) of a defensive AT gun due to a bad repair roll. From there, the Polish MMG eliminated a 3rd tank, before being overrun and crushed under tank treads. A bit of back and forth followed trying to get past the swamps, but the Poles simply had too much trouble getting their morale checks completed. Failured to rout and prisoner status hampered the defence even further. Heroically, Polish squads were still able to self-rally all the way to the end of the game, but the movement involved and low firepower coupled with high rolls meant they couldn't stop the needed CVP from exiting off-board with many points to spare. Fun scenario, the HIP status keeps you guessing!
Jobbo_Fett
First Contact, First DefeatA tense affair where an early loss of 2 German tanks was equalled by the break (and elimination) of a defensive AT gun due to a bad repair roll. From there, the Polish MMG eliminated a 3rd tank, before being overrun and crushed under tank treads. A bit of back and forth followed trying to get past the swamps, but the Poles simply had too much trouble getting their morale checks completed. Failured to rout and prisoner status hampered the defence even further. Heroically, Polish squads were still able to self-rally all the way to the end of the game, but the movement involved and low firepower coupled with high rolls meant they couldn't stop the needed CVP from exiting off-board with many points to spare. Fun scenario, the HIP status keeps you guessing!
Jobbo_Fett
Liehr Launches First Lorenzoknight
88s at ZonGreat game, my first with the gun rules. Alan coached me to a close victory tylerdforsythe
It Isn’t Over4 huts controlled at the end - Give the Gurkhas the balance.
If you like banzaïs charge...
Bongiovanni
Tavronitis BridgeGerman landed with no harassment from AA guns, but took casualties from ground fire after landing. Germans had early success, but got bogged down in the river bed and could not scale the sides. badger317
Probing Layforce manzoliandrea72
It's a Battlefield jwert02
Stonewalling the Führer Bongiovanni
Down by the River jwert02
Sound and FuryMy second night scenario, and first win.

Chris wisely set up across the whole board. I went student body left
with two squads and some dummies on the right. I ended up overwhelming
Chris.

A key moment was when I broke his 7-0 and a squad. Night being night,
these guys ended up being DM for the rest of the game. A lucky shot on
turn 4 gave me a K/2, and Chris lost his only other leader.

The first leader's loss was quite large as it curtailed his starshell ability.
This one feels a bit tough on the US.

Caveat: On turn 2, we found out that Chris had forgotten to setup any
foxholes. Perhaps that would have made a big difference. I'd try this
one again (as the US) to see what I could do.
Indy Lagu
Sound and FurySome poor repositioning mid-game towards the west meant I couldn't recover vs the the attacker's schwerpunkt (east side). Scenario seems to be a decent introduction to night but it doesn't seem to be very forgiving for American mistakes (i.e. not a lot of 'wiggle-room' here). The Hermit IX

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ASL Journal # 7 126.45
Friendly Fire Pack 5 106.45
HASL 10a - Red Factories 186.45
Blitzkrieg in the West - Central Campaign 66.45
ASL Action Pack # 9 To the Bridge! 106.44
BFP: Operation Neptune 106.44
ASL 7 - Hollow Legions (2nd Edition) 86.43
High Ground 2 166.43
Schwerpunkt #17 126.43
Swedish Volunteers 146.42
Winter Offensive Bonus Pack 2018 66.41
Out of the Attic #2 166.40
Schwerpunkt #16 126.40
HSASL 1 - Operation Watchtower 176.39
ASL Journal # 6 156.39
Internet 1606.39
AH:ASL Annual `91 166.38
G.I.'s Dozen 136.36
Witches Cauldron: Oosterbeek Perimeter 166.36
ASL 7a - Hollow Legions (3rd Edition) 546.36
AH:ASL Annual `89 156.35
Quick 6 Scenario Pack II 66.35
Critical Hit # 4 106.34
Blitzkrieg Pack 186.33
Tactiques # 1 106.33
Recon by Fire! #4 146.32
Tactiques # 6 86.31
Franc-Tireur#12 126.31
Rivers to the Reich 156.31
Tactiques # 4 86.30
ASL Action Pack #12 Oktoberfest XXX 106.30
Into The Rubble 2 126.30
Onslaught To Orsha 2 326.30
Hero PAX 3: Jungle Heroes 106.29
Critical Hit # 3 186.28
Franc-Tireur #7 116.28
Tactiques # 9 106.28
From The Cellar Pack #6 106.28
Rally Point #13 106.28
Franc-Tireur#13 176.27
Corregidor: The Rock 216.27
HASL 10b - Red October 116.27
Nor'easter Scenario Pack II 156.27
ASL 11 - Doomed Battalions (3rd Edition) 246.26
ASL 2 - Paratrooper (2nd Edition) 86.25
Out of the Attic 166.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.25
Rally Point #18 106.25
Out of the Bunker 146.24
ASL Action Pack # 7 106.24
ASL Action Pack #11 29 Let's Go! 106.24
Berlin: Red Vengeance 116.23
Tropic Thunder! 126.22
Tactiques # 2 106.22
Armoured Aussie Pack 76.22
Dezign Pak 7 126.22
Covered 136.22
High Ground! 86.21
Dezign Pak 2 126.21
Schwerpunkt #15 126.21
Schwerpunkt #21 126.21
ASL 14 - Hakkaa Päälle! 176.20
ASL 4 - Partisan! 86.18
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
ASL 11 - Doomed Battalions (2nd Edition) 86.16
ASL 15 - Forgotten War 166.16
ASL Action Pack #18 Oktoberfest XXXVII 146.16
Franc-Tireur #8 106.15
Dezign Pak 4 156.15
Rally Point # 6 106.14
From The Cellar Pack #7 106.14
Rally Point # 8 106.13
Schwerpunkt #19 126.12
Internet: MMP 66.09
Schwerpunkt # 3 126.09
HASL 3 - Kampfgruppe Peiper II 86.07
Buckeyes! 106.07
Franc-Tireur#14 326.07
Backblast # 2 86.06
Rally Point # 9 106.06
Rally Point #16 106.06
Leibstandarte Pack 4 - Turning of the Tide! 86.05
Schwerpunkt # 2 126.05
The Canadians In Italy 2: The Spaghetti League 126.03
Schwerpunkt #18 126.03
ASL 8 - Code of Bushido 86.02
ASL 6 - The Last Hurrah (2nd Edition) 86.01
Recon by Fire! #1 86.00
Waffen-SS I: No Quarter No Glory! 66.00
March Madness `97 Pack 126.00
Objective: Schmidt 176.00
Dezign Pak 8 105.98
SASL 1 - Solitaire ASL (2nd Edition) 215.97
Winpak #2 65.96
ASL 1 - Beyond Valor (1st Edition) 105.96
Schwerpunkt # 1 125.94
The Canadians In Italy 3: D-Day Dodgers 105.91
Paddington Bears '97 Pack 85.90
Dezign Pak 3 155.89
HASL 6 - A Bridge Too Far 125.87
Deluxe Pack #1 125.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Blitzkrieg in the West - Northern Campaign 65.82
ASLOK 2005 - 20th Anniversary Scenario Pack 105.81
HASL 5 - Blood Reef: Tarawa 105.79
Franc-Tireur#15 225.76
Southern Cross Scenario Pack `96 65.75
Wacht Am Rhein 165.71
ASL For Fun-LCP 325.68
Time on Target # 2 215.67
DASL 2 - Hedgerow Hell 85.63
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.45
Shingle's List 85.42
Hell's Highway 65.37
Firefights! 65.23
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.11
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
hd_behaHorst-Dieter Beha2024-02-20 10:25:00
TopGunMav69Philip Wethington2024-02-19 18:53:36
MHP1955Mike Patrick2024-02-19 13:36:32

On this day...

ScenarioLocationDate
HS28 Battered RemnantsLouisendorf, Germany1945
A 86 Fighting SparrowNortheast of Koepang, Timor, the Lessor Sundas1942
CH 13 Moyland, Bloody MoylandMoyland, Germany1945
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