Scenario Archive Video
Most recent games playedFilter with log files:
|Taking the Left Tit||Scenario looks interesting, but you wouldn't know from the speed at which Stephen diced me. His Americans walked right through my minefields and passed all but one MC while my Germans couldn't hit anything and broke and ran under fire. The numbers tell the story -- my average IFT and MC rolls were 8+ while Stephen's was 5. The game lasted to turn 6 only because I made some lucky CC rolls and managed to escape to fight one more turn. Even so, that didn't change the game, since by turn 6 Stephen had 15 good order squads and I had three. Game over!||Agoldin|
|A Bloody Harvest||Despite taking little risk, the Germans were cut down on the first 3 turns, losing 2 1/2 squads and a leader before Turn 3. The Poles followed this up by breaking the German 9-2 leader and 2 MMCs with MGs on Turn 3. The Germans pressed on, a now tiny flanking force moving around the Polish left and a paltry strike force pushing up the right. Finally having closed the distance, the Germans were able to make some attacks. The Poles were slowly whittled down and the Germans scratched their way forward. On the final turn, the last two good order Polish MMCs were surrounded in the stone building. But, on the RPh, a broken Polish MMC within the 2 hex radius rolled snakes, the only possible roll to rally. With no German unit in LOS, the Germans had no choice but to concede.||Heloanjin|
|Simple Equation||This scenario is already weighted towards the Americans, but it did not go how I expected. Germans set up with 8-1/HMG/4-4-7 in P1 with a huge field of fire, 2 LMGs with a FG in BB1, both buildings fortified. A group of conscripts held the middle (I2, J1, K2) and the rest spread throughout the line. With German firepower spread on the flanks, the Americans set up to force the middle with one MMG and FT, while the other MMG took to the woods to keep pressure on the left flank. |
Turn 1, the Americans move up 5 6-6-6 squads on the right, the German HMG misses multiple shots, and the Americans manage a 20/+4 shot that breaks the entire stack in P1. The German middle holds surprisingly well for two turns, but as the Americans folded in the right flank, it was all a matter of time for an American win. Not sure yet if I will try this a second time with balance for the Germans or see if a slightly modified set-up will let them hold longer.
|The Last Charge!||Lorenzoknight|
|Clash of Cans||A short, tidy scenario that can swing early and wildly on a few good (or bad) rolls. A good scenario to teach the values of flanking and playing the numbers game, though hopefully the more experienced player deliberately undershoots the Republican CVP requirement. I only wish vehicles could repair MAs on a 1 or a 2, considering how short the scenario is.||Jobbo_Fett|
|Hot Toddy||Played solo but found it quite difficult for the American / British side to hold the line and still have enough strength to keep control of the victory building. Fun but I am not sure this small scenario will bear repeated playings.||Djord|
|Priority Target||This one looks tough for the ANZAC/Greek force. The Germans got off a lucky shot in the AFPh on T1 breaking one of the gun crews, and a second gun malfunctioned on T2. This did not leave the allied force with enough firepower to stop the German glider troops.||acfe|
|A Bloody Harvest||The Polish MMG/8-1 in Level 1 of Building 07 severely attritted the German's flanking force to the East and blunted the German's Schwerpunkt in the West with RoF tears and hot dice, eliminating the 8-0 and breaking the 9-2 leaders, respectively. When the MMG malf'd, accurate long-range inherent from Level 1 of 07 and 008 further stymied the Western thrust. By mid-game, the Germans began to turn both flanks, with the Poles retreating the village, with several DM'd, FTR'd, or No Quartered. The Poles entered their Player Turn 7 with the one remaining GO MMC in O7 facing enormous FGs and long odds of remaining intact, but a leader rally and freak HoB rally by a HS just outside the village but within 2 hexes of N8 sealed the game. An absolute nail-biter than would likely not have been this close absent the Poles' hot dice in Turns 1 and 2. (VASL Log)||Thompsonmg(MGT)|
|Winter of Their Discontent||Dan's Russians gobbled up territory until Turn 5, when the Axis forces managed to hold the line and then circle behind the Russians for the eventual win with 100 points to 80. Hard game that becomes a grind by the end. Axis player has to to hang on to his personal ELR and counter-attack hard at the end.||grumblejones|
|Probe on the Trail to Hell||Ireneusz|
|Recon in Force||Lorenzoknight|
|The Bridge of Verdalsöra||Germans dropped OBA Smoke on defender side of the bridge on Turn 2 which greatly facilitated the mad dash to swarm the defenders who had no LOS (with bonus Drifting Smoke). Germans had all the 20 needed CVP by Turn 5 and the British could only choke out 10 of the needed 12 CVP by the end of last turn.||Kydder|
|Winter of Their Discontent||Danno|
|Hot Toddy||For Nor Easter||von Garvin|
|Panzerpioniere!||For Nor Easter||von Garvin|
|Second Hand News||Rich Weiley|
|Fresh Grist||For round 1 of the Nor Easter||von Garvin|
|A Medal For G Company||First to play and post.||Danno|
|A Medal For G Company||My attack had base of fire with 9-1 and 2 squads with MMG's. They didn't do as well as I needed with too many 10 rolls with 14 factor shots. My attack up the center and on the right would ultimately take 2 or the 3 victory locations, but Dan's sniper and mortars absolutely crushed me. By Turn 4, I had to concede after his broken mortar rallied and promptly shot and killed my 9-1 and broke both of his squads. I was completely out of juice and a German victory.||grumblejones|
|Raff's Orders||For Nor Easter||von Garvin|
|Forest Brothers||Nor'Easter 2023 (round one) |
I love the idea of these small scenarios that include the playing board on the card. However, this one was not very good. The Partisans set up on the hill with the Russians coming in from three sides. Pine woods allows the Russians to close on the Partisan position (albeit, mostly CX). The Russians have moral and firepower advantages and continue to decrease route options for the partisans. The Partisan player does little other than shoot at Russians. By the end of the game, I believe the partisans had no good order units and the Russians were sitting comfortable in their victory hex entrenchments.
|Mercury Rising||Round One of the eASL Open. The Allies had some good dice and the Germans had some bad ones.||dmareske|
|Halha River Bridge||The Japanese attacked in the center, with the AFVs and Vehicular Dust effectively shielding the 10-2 / 4-4-8 stack and 9-1 / 4-4-7 stack, and were in a solid position at the beginning of Turn 2, with the Russian INF Gun (malf'd) and MMG (squad broken by DFF) out of commission and the AFVs at the bridge entrance. Hubris then took over with the Japanese rashly initiating two banzai attacks to get into position to set DCs the following turn, which were nearly annihilated by deadly Russian DFF and residual. By Turn 3, with all Japanese leaders dead and the DCs in Russian hands, the Japanese were left with only the long-odds of an AFV HE IFT KIA or Flame result against the Bridge. Unbelievably, the Japanese obtained an IFT Flame result after 8 shots. The remaining Russian units crashed the Bridge to extinguish the Flame, but were cut down by the AFVs. During the AFPH of Russian Turn 5, the Japanese rolled what was needed to convert the Flame to Blaze, winning the game. Across the littered battlefield, only 2 Russian squad equivalents and 2 Japanese AFVs remained.... (VASL Log)||Thompsonmg(MGT)|
|One Tough Canuck||Bongiovanni|
|Cream of the Crop||Pre game at Noreaster 2023||von Garvin|
|Mike Red||After a quick Canadian disaster in our first game, I decided to try again. This time I intended to keep the LCs at sea until turn 5. In turn 5 also DD Shermans can enter the beach and using ESB (D2.5) gain an additional 1 MF to stop. Tetrahedrons cannot attack them because they only attack LCs. For four turns I maneuvered only at sea, avoiding fire. The Canadians unloaded from the LC in turn 5. Shermans standing on the beach were able to fire WP and smoke in PFPh turn 6, giving needed cover. The Canadians occupied the Pillboxes and two Shermans drove off the map and provided 12 EVPs.||Ireneusz|
|The Heights of Hubris||2023 Chicago Open (round one) played at the Nor'Easter. |
Well this was a first, Playing round one of a tournament at a different tournament.
The Germans moved aggressively against the small hill on the left and were able to close and clear it by turn three. The Russians brought in their reinforcements to booster up their defense on the large hill.
The Germans were destroyed both guns and one Russian tank, reducing the number of hill hexes needed. The Russians called the game on the bottom of turn 6. We played with the errata. Highlights for the Germans included an 8-1 leader who picked up a LMG and went full Rambo, going heroic and terrorizing the Russians from turn 2 to the end of the game.
Fun, tense scenario. Steve and I had a blast playing this one.
|Down by the River||Really interesting situation, with Germans trying to reach two sides of the river with Russian defenders on each side. Almost two separate battles, except of course that fire across the river is possible for both sides. |
VCs are based on the Germans reaching the river anywhere along both banks, and this gives the Russians a very wide front to defend. My attack in the west rolled forward fairly smoothly; a StuG ran out of smoke when I needed it but otherwise I reached the river without too much difficulty. The east bank however was a different matter, with more restrictive terrain and mines and wire helping the defenders, For a while I thought I was going to fail, particularly when his HMG went on a rate tear against my 9-2 leader and a couple of 468 squads. The damage wasn't as bad as it might have been however (one 468 went fanatic), and I eventually managed to break the final Russian defenders. My opponent conceded on his final player-turn when it became clear that I would reach the river on my last turn.
Not an easy one for the Russians to defend, although dice analysis showed that the luck was definitely in my favour, so it's probably a balanced scenario overall.
|Riverfront Property||Russians won with a 9-1 holding the last trench on the last turn.||RJenulis|
|No Han Pasado!||The Italians took one heck of a drumming, failing most of their morale checks while being subjected to a handful of critical hits by the littel infantry gun that could. AFV support could do little, with an MMG also going on a tear with two criticals, decimating one of the two lancia-flammes. In the end, most italians were stuck cowering in buildings and woods, too disorganized to move anywhere and time simply ran out on the objective. There could be an interesting scenario found in this one, but Mud, especially, and the open ground of the map really makes it tough on the attacker - too tough, in my opinion.||Jobbo_Fett|
|Breakthrough in the Arctic||Lorenzoknight|
|Vogt's Ritterkreuz||Don't be fooled by the board images as the bridge should have little if any to do with actual gameplay. A nice little scenario, though perhaps too much will hinge on whether or not the Dutch get OBA. At first I thought it a luxury, but it will be a necessary part of their quest to stave off the German onslaught. Scott split his force, coming on exceptionally hard in the north, with the balance safely sticking to the southern woods and the HMG and 9-1 in the center on overwatch. I felt the greatest threat from them initially, and I was lucky enough to drop some full-strength OBA on their heads. The leader wounded and broke, but the squad shrugged it off and generated a hero in the process. Despite the dampness the woods next door caught fire, and would spread rather quickly later in the game, but it would be a non-factor in limiting the Germans. My MMG squad and 7-0 took their own hits when an AC busted them up, wounding the leader in the process. Turn 2 was rather costly for both sides, with each losing 1.5 squads, but the Dutch could ill-afford a trade-off of this nature. I continued to be scared off my MGs, with the HMG HS breaking and a LMG HS dying. I repositioned my OBA to confront the threatening northern force. I blew up one of the ACs in this manner, but I continued to be bullied back in the southern woods, and my men in the north had to retreat with their backs against the Waal. Turn 4 was rather quiet as Scott consolidated his men, with me shocking another AC with the OBA, only to have it bounce back. Every time I tried to do anything remotely aggressive my men paid the price. The rest of the game saw the German's inexorably squeeze me into the SW corner of the board, eventually breaking my last good order HS in their last AFPh. Good game.||buser333|
|The Liberation of Tulle||Gap in the D allowed early penetration to the German right. Partisan sniper took out at least one leader. Germans had crap rolls on the MGs. Game over after 6 turns.||wwillow|
|One Eye to the West||Round 4 Game of the 2023 March Madness Tournament.||grumblejones|
|Breakthrough in the Arctic||The Russians had plenty of time and firepower to overwhelm my defences. |
I resigned on turn 5.
I think a more forward defence for the Germans would have helped as the orchards blocked a lot of LOS.
Pleased with my overall play however being annihilated by Martin is always painful.
|A Promotion Fight||Bongiovanni|
|Baking Bread||Great game, my first face to face game and also my first game with guns.||millenium_baby|
|Good Morning at Halfaya||Solo play, British win on last turn with the last CC roll of the game. Excellent scenario.||Gamer72|
|A Fluid Situation||Not much to say about this playing... |
Rob's Russians fell victim to some really bad luck;
The Russians lost two squads after they went berserk.
He lost another squad to a 1:2 (+1) CC after failing to
ambush a CX German HS with a concealed Russian squad.
He also rolled double 6 on a FPF shot with a squad directed
by a -1 leader. You guess it...he rolled doubles on the Random
To add insult to injury, Rob lost another half squad to a K/2
result from a LOS he missed.
After two turns, the Russians were down to 4 squads (only
two unbroken) and one good order leader. They would have
also lost their HMG.
The Germans had lost a half squad and had one broken
I cannot believe that was a representative playing, and would
be very happy to try this one again.
Rob, typically, did not blame the dice. He had every right to.
|Retaking Vierville||Training scenario for new player. Bud played well for his first game. He identified the difficulty the American reinforcements would have crossing all that OG as they enter the map and head to help the outnumbered defenders of Vierville. |
The game came down to the last turn where the German attackers ran out of blood before they ran out of heart.
|War of the Rats||German crushed the Russian right flank early on, resulting in an imbalance that the Russians could not bounce back from. The reinforcements on Turn 4 were dealt with swiftly and the lone Russian leader and unit were finally eliminated on the last turn, though they almost contested a building to block the win.||Turuk|
|The Generalissimo's Own||Great game. Lost all my AFV bar one, giving my opponent too much of a lead in CVP. Took about 28 VP of buildings but still fell 15vp short.||Rich Weiley|
|An Italian Civil War||A tough fight won by the nationalists by constant sniper attacks from the defenders. Every MMG/HMG broke and the tanks proved to be a menace but there just wasn't enough bodies to survive and threaten the final building. I think building sW4 is far too tough/resilient for the attacker to take once the defenders dig in (and they will). Perhaps less threatening with SK rules, but I would probably have changed all buildings to Wooden, at the very least.||Jobbo_Fett|
|The Art of Dying||Bongiovanni|
|Better Than Nothing||jacelm|
|Before the Blunder||usmcwo1|
|Totsugeki!||KC March Madness. I was Chinese defender vs Japanese attacker. 3 Art guns are the victory condition. The Japanese attacked to my center and right. My Chinese IIFT shots were very lucky throughout. I DMed his scouts and then stripped his squads as they closed in for CC. The Chinese did well in CC and stopped several attacks cold. Japanese conceded due to loss of forces.||Robert7721|
|Mook Point||Let me start by saying I really don't like the sniper rule. My friend loves it. |
Having gotten that out the way, I thought this scenario was decent. Very dense terrain made movement slow for my Germans. My friend set up some pickets at obvious attack avenues to act as speed bumps. However, due to the mass of units moving towards those guys, a break pretty much meant surrender in the RtPh.
One other thing that slowed my advance was a 9-1/MMG/two squad (sometimes one squad) stack on one of the level 2 hexes. They had great LOS to the massive brush/grain hexes in the middle of the map. This forced my guys to skirt the pine woods on the northern Board 7b/2a join - right into the American OBA.
He got off one good shot breaking a few squads and was ready to pound again when disaster struck for him. As I said earlier, I don't like the sniper rule. One of my squads HOB rallied from an OBA shot and took a pot shot at an American MMG/squad combo on the backside of the hill. I rolled a crummy PTC that would not change a thing. However, my friend rolled a 3 which activated my sniper. I rolled a 1 and the only target that was close was the aforementioned 9-1 kill stack on the hill. Random selection got the 9-1 which in turn caused the two accompanying squads to fail their LLMC. That was pretty much game.
My two HT were in position to get the squads for FTR and their breaking freed up my men to maneuver around the OBA shelling they were about to receive. That left my friend with only two full and two HS in good order while I had almost my entire force, so he called it. Up until that point it was anyone's game. A meaningless PTC caused a sudden end to a hard fought battle. Even though I benefited from it, I still don't like the rule - for the very reason that happened in my game - but my friend still likes it for some reason.
As far as tactics goes, IDK? As the Germans, I took what my friend gave me. I was hoping to avoid the OBA that I knew was waiting for my guys, but my friend called it down almost right on top of himself to good effect. As the Americans I think time is your friend so a fighting withdrawal is probably the way to go. Just be careful and not let isolated pickets get swarmed.
Overall, a decent scenario, but I didn't find it terribly exciting.
|Goats to Lure the Tiger||wwillow|
|Better Than Nothing||atomic|
|The Winter City||atomic|
|Claws of the Sparrow||My initial force did well, but couldn't hold the Japanese off long enough for the reinforcements to establish a line on or east of hex row X. So, I was caught having to attack under a CVP limit leading to a Japanese victory.||SGT Mac|
|Moment of Truth||My opponent prepared an excellent defense with two pairs of concealed guns apart from each other, one pair as dummies. The Germans decided to concentrate on the Northern pair (wrong choice) with a small flanking group on the South. Things went wrong very quickly as Slovaks performed extremely well with their fire shots throughout all game, whereas the German morale broke too easily quite every time. With these conditions, the defenders were able to withdraw in order and reform a strong line of defense. The Germans need to move forward exposing themselves to accurate shots in OG. The Germans abandoned in their 4th turn with a quarter of forces eliminated, another broken, still far away from the guns and Slovakian forces barely affected. |
A Slovakian decisive victory.
A difficult game for the Germans that displayed no SS specifications (despite being SS), have only a few SW and without smoke cover. On the other hand, the defender has a lot of options guns, lots of OB concealment counters, higher terrain advantage, foxholes and trenches. This is quite an impossible task when the Slovakian side is very well played as it was the case here.
Overall not the funniest scenario for an attacker.
|Lump Holds The Line||The Blazes made the victory location fluid as the number available kept changing and avenues of approach become more limited. I kept Lump back and limited the number of MMC's around him. He finally lost it and went Berserk on turn three taking the only adjacent squad with him.They charged an adjacent Valentine. Lump. The game became a string of melee's (appropriate for the pack's theme). |
The game came down to a single CC. Both sides controlled 5 buildings. A CX 4-4-7 advanced into hex N7 held by a 2-4-8 leaving us with the final possibilities.
- Russians win the CC and win the game 6-4.
-The CC is unresolved and we draw 5-5.
- Germans win the CC and we draw 5-5.
- Germans wins the Ambush, withdrawals to O7 and we draw 5-5.
- Germans win the Ambush and the 1 to 2 CC, eliminate the 4-4-7 and withdrawals to O7 for the win.
I went for the win, got the ambush and eliminated the squad by 1 pip. Doesn't get much better than that!
|Collect Call||Round 3 of 2023 March Madness Tournament.||grumblejones|
|Engineering Defeat||The Germans cautiously pushed up the center of the battlefield with small flanking forces on the right and left. The Poles were able to prevent a quick advance with the threat of two fire lanes. The Germans crawled forward through the trees to close the distance and bring superior firepower to bear. The Polish forces began to withdraw to a second line of defense but found themselves pinned before reaching most of their desired positions. The Polish HMG Fire Lane continued to hold back the tide on the Polish right, but advances on the left put the defenders in an untenable position. By the end of German Turn 4, the Poles had lost 8 1/2 squads to 1/2 German squad. In addition. the Germans had advanced to the last road they needed to cross to reach the victory buildings. The Polish reinforcements rushed to the front. Two MMGs were able to reach a position enabling them to cover both roads with potential Fire Lanes discouraging the an aggressive German advance. The Germans pressed the attack, but were cautious on the Polish right. The Germans adjusted their forces in preparation for a final push. The Poles were fortunate in pinning a small German stack on a low odds shot, which stymied the German plan. The Poles continued their careful withdrawal giving up their first Victory building. The Germans needed two turns to take the 2nd building with the Poles using the upper floor and fortunate CC die rolls holding off the attackers. The Polish losses were telling, though as they fell back to the final two buildings, hoping they could withstand the rain of bullets from two killer stacks. The Poles had one last hope with their Flamethrower held in concealment out of LOS. On the final turn, the Germans stormed the 3rd building and seemed destined to take it when the Polish flamethrower belched its terrible destruction, breaking the only German units that could move upstairs in a bid to force the last of the defenders out. In the end. the Poles held onto one building with a lone leader while the other building was held by a leader, one good order MMC and two broken MMCs.||Heloanjin|
|Not Apt to Drag Feet||Enjoyed this scenario good size and I think some serious pressure for both sides. In my playing I was able to flank the Germans and catch the "No Move" group in crossfire. MM2023||nebel|
|Village of the Damned||igycrctl|
|The Hunted||Came down to the last CC roll but need a 4 to win. A lot of open ground to cover, but managed to get around the hill and up. The Belgian 10-2 lived up to his reputation.||dmareske|
|Great Vengeance||The Germans had a strong up-front defense which the Brits were able to get behind and find their way into the buildings. The Crocodile was able to flame some squads and a tank causing the reinforcements to have little effect.||dmareske|
|The Brickworks||I was Russian defender against Germain attacker. Had 1 AT Gun (45LL) and 4 ATR + MOLs. Germain was somewhat timid in his attack of Russian defense of 3 factory buildings. German took out the defense at the Fortified building with a Critical hit by a Stug inverting the TEM to -4. I got one of his Stugs with a side shot while turning to get out of AT Gun fire lane. Defense did well overall, and Germain had to try to seize the 3 control buildings on the last turn with a last-ditch suicide rush. I was able to hold onto the final center building with one leader and a squad to win. Barely.||Robert7721|
|Blocking Action at Lipki||7-0 duval|
|Hell's Headache||Round 1 of 2023 March Madness Tournament.||grumblejones|
|The Wells of Borgut||igycrctl|
|Breakthrough in the Arctic||I denied the russian the possibility to launch the HW and cut to pieces his left wing with sniper and multiple break.Guido keep on attacking but in the end he had no more steam left.||cosarara|
|Hell's Headache||Nice scenario with multiple choices for defender and attacker alike. |
Federico choose a direct and slow approch. In the end it didn't paid out.
|Ain't Running Away||Round 2 of 2023 March Madness Tournament.||grumblejones|
|Priests on the Line||Serge|
|Cocktails for Molotov||Pet peev: and/or - Are the VC and or or? In this scenario, the distinction is a big deal. Surely if only one building is required "or" is sufficient even if both are occupied. If both are required, "or" is not applicable. |
Made a mistake early by entering CC with Russians - Poles did not need to win, just delay the Russians and they did. Commissar and 2 squads entered city hall on turn 4 but the Poles had prepared a welcome party. Russians broke all Poles except one squad and a hero. Poles gambled on CC (squad was green) attacking one squad and the commissar at 1:1. Rolled a 3 to kill them and Russians had nothing left. One BT5 malfed both CMG and MA (CMG disabled).
|Hot Toddy||Germans were up in the British business early surviving several residual fire and then stepping into CC. The American exchange was for 2.5 squads and a leader which made it interesting, but a clear German victory.||dmareske|
|Ain't Running Away||Round 2 of the March Madness Tournament. Gary played a good game and made it interesting with getting hits on the Panthers, but the Germans made a couple of overruns and able to break a few squads making the exit easier on the infantry.||dmareske|
|Priests on the Line||A nice scenario with many toys. As the German player, I tried to delay the American reinforcements on turn 6 and I failed short by 1 MMC... Therefore, I rushed towards the victory zone on turn 4 and a bitter fight ensued (I lost 3 AFV). At the end of turn 5, no good order American MMC was close enough to R4 and I have a boulevard for exiting enough units according to the VC at turn 6.||lechiquier94|
|Encounter at Le Valtru||KC March Madness Tournament 2023. I was the German player. Simultaneous set up and die roll for start. British opponent started 1st. My 2 Panther tanks were more than a match for his 3 Churchill VIIs which were all were destroyed during the course of the game. No loss of Panthers. British was timid in attack until last turn when he rushed for the VP hex row needed to win. I won by maintaining the defense line, not by VP exiting. Close game.||Robert7721|
|Ain't Running Away||KC March Madness 2023 Round 2. I was American Defender with 4 AT guns and 3 Bazooka’s vs 5 Panthers and infantry. Special rule for mist added +1 per hex hinderance to all attacks made all engagements very short range. German was aggressive in his attack throughout using all tactics available include vehicle bypass sleaze freeze and multiple AT Gun overrun attacks. I was steam rolled by the Germans. I was never able to damage any of his tanks with either AT or Bazookas. Poor die rolls throughout. Brutal loss.||Robert7721|
|The Valley of Glory||toffee|
|Oy Veghel||I kept the Germans guessing & probing for first 3 Turns by moving forward while keeping Concealment. Lone HS with Bazooka managed to tie-up a number of the attackers allowing defenders to get into position. Conservation of forces and focused damage eventually paid off. Very close nail-biter.||Kydder|
|Such Faith||When looking at the journal the first two scenarios immediately struck me as must-plays. Having played both of them now, I will recategorize them as must-never-play-agains. Firstly, I have issue with how SSR3 makes you slog through a rather large rule section to pick out the very few pertinent parts that will apply here. It would've been much better-served listing the specific rules that pertain. As it is I know we played this wrong, as my opponent insisted his Italians break on the pier rather than CR. Well...with my strong upfront defense there was plenty of this. Thankfully I don't think this would've drastically changed any result, as most of the breaking that took place was on the landings. Secondly, the Fog is cumbersome; exceedingly so. And it basically renders all small arms fire useless. Which means that the game will come down to if the two Albanian MGs hold up. If they do, the Italians will have it extremely rough. If they don't, the Albanians don't stand a chance. With B11s you just never know, and this makes this one dicey as hell. But back to my defense. With two buildings adjacent to it, the southern landing would prove impossible for the Italians to crack, as any units that broke would have to rout back onto the pier and kick the severe overstacking limits into effect. There was not a whole lot I could do in the north however, as units that broke off the pier could rout into the adjacent woods. Thankfully he could not get anybody into J2 or K2 to start forcing his way into the factory. And it was then a simple matter of blocking the way with bodies, replacing them with fresh ones every turn as needed, to delay his entry as long as possible. Rather than press the issue as I think was needed, he sent his men on a flanking route along the north to try and get behind me and reach the victory building. But the Fog was just too hindering to movement, and I was easily able to cut most of his men off and then populate the building with my reinforcements. The lifting of the the Fog on Turn 4 obviously completely changed the dynamic, but I was able to anticipate this and resituate my men to better positions. Rather than continue to describe turn after turn of tedium, in the end the Italians were not even able to take the factory, and without any vehicles (and Albanian OBA still in the pocket) there was zero chance of taking the VC building. This one was a completely boring slogfest.||buser333|
|Stopped Cold||My opponent got off to a rough start with the loss of his OT-26 LTv to a lucky Snake Eyes. This was followed up with a 16 MMC Human Wave that resulted in only a Commissar and one squad making it to their destination. Despite these setbacks my opponent was able to capitalize on my poor placement of SW in trenches via VBM making them virtually useless in stopping the remainder of his forces. I managed to take out another AFV making it look competitive at the end but it was too little too late. |
I commend my opponent for his tenacity early on in the game. Things did not look good however he pulled through with the win.
|Vertice Mocha||A very close game that went the distance - if only the attacking Republicans had been able to refrain from breaking at a few key moments, as well as never quite handling the Nationalist HMG on a hill. Ultimately, the game came down to a 6+1 in a woods hex managing to revive an entire flank by himself, thanks to units not being DM'ed permanently. These few troops turned the tide and were able to secure a victory when a desperate CC phase turned against the attackers for the eastern hill. The bombardment pre-game managed to blow up an entire building hex and the defending 8-1 leader promptly broke and immediately died of his injuries during the 1st Rally Phase. A fun game, if dependent on special rules and with, I suspect, a somewhat Nationalist lean on the balance. The balance provisions on the card don't make any sense, as one calls for Nationalist reinforcements to enter later... yet there are none! My suggestion would be to give the republicans the balance, and have the nationalists swap the HMG for an MMG.||Jobbo_Fett|
|Gavin's Gamble||20.5 EVP got off! On the final turn!||von Garvin|
|OP Hill||7-0 duval|
|A Meeting of Patrols||Used American balance. Most units of both forces met head-on with Americans deciding to send 3 squads with leader around flank to try for easy exit. Germans (with superior Morale) won the toe-to-toe fight leaving the Americans coming up short in EVP.||Kydder|
|OP Hill||British HMG kept murderous Rate Of Fire. Desperate final Banzai charge was met with equal devastation to the remnant Japanese who never really made the hill.||Kydder|
|Before the Blunder||The German attack on the right was slowed by a MMG on the hill and their thrust in the center was rebuffed by HMG & MMG fire from a bunker at the chokepoint just north of the pond. The Germans were able to flank the Poles on the right after the MMG crew broke, but could not get past the Poles reverse slope defense anchored in the victory buildings. The Germans then shifted the attack to Poles' left flank - and made some progress - but ultimately did not have enough strength or time to take the victory buildings and conceded in German Player Turn 6.||Thompsonmg(MGT)|
|Released from the East||Initial attacks stalled at all three buildings. Slow advances and flanking left and right pushed Germans back. Poor dice rolls and a change of luck in turn 4 turned the tide. Germans nearly counter attacked the center and left buildings. Melee resolved the issue.||BobMcKenna1966|
|Recon on the Kokoda Trail||Fast play and good intro to dense jungle and straying. The Japanese lost some critical CCs and came up short on the CVP losing 2.5 squads to the Australians 1 squad. I think the advantage goes to the side that moves first.||dmareske|
|Sea of Tranquility||Tried for eliminating half the caves. Brought tanks in on east side. All marines set up on board. Marines were badly shot up trying to get to the 25BB4 area caves. Tanks had no smoke or WP. Conceded after three turns.||mtrodgers99|
Highest rated scenarios
|J200||One Story Town||9.00|
|A 79||Mike Red||8.25|
|207||Bullets For Breakfast||8.00|
|FT INOR01||Deep Into the French Front||8.00|
|J188||Grab and Go||8.00|
|S02||War of the Rats||7.75|
|J203||Death at the Cement Plant||7.63|
|OB01||Riding the Coattails||7.60|
|135||Acts of Defiance||8.27|
|188||Zon with the Wind||7.94|
|AP169||The Beasts Have Arrived||7.64|
|S02||War of the Rats||7.48|
|S14||88s at Zon||7.46|
|HF CG I||Hatten in Flames||8.54|
|S56||In Pursuit of the French||8.33|
|ITR-6||The Ceramic Factory||8.08|
|AP157||Trap by Mishap||8.06|
|135||Acts of Defiance||8.00|
|STL12||What Doesn’t Kill You||8.00|
|BFP-83||The Second Belt||7.91|
|MM 47||The Brickworks||7.89|
Most played scenarios
|J211||Breakthrough in the Arctic||8|
|S02||War of the Rats||5|
|J203||Death at the Cement Plant||5|
|J202||Down by the River||4|
|S02||War of the Rats||17|
|188||Zon with the Wind||11|
|S06||Released from the East||9|
|S02||War of the Rats||208|
|A||The Guards Counterattack||165|
|105||Going To Church||105|
|S14||88s at Zon||98|
Latest Content AdditionsUpdated daily. Refresh
|Taking the Left Tit||Agoldin Added a playing||11h 8m 50s ago|
|General||sushidog updated collection||13h 1m 14s ago|
|The Last Charge!||Lorenzoknight Added a playing||13h 6m 5s ago|
|The Last Charge!||Lorenzoknight Rated the scenario||13h 6m 31s ago|
|General||Hutch Updated the Dispatches from the Bunker #55 intro text||15h 25m 8s ago|
|Forest Brothers||RJenulis Added a playing||16h 6m 14s ago|
|A Medal For G Company||hoxson1 Modified the overlays||17h 17m 15s ago|
|A Medal For G Company||hoxson1 Uploaded the Board image||17h 18m 14s ago|
|A Medal For G Company||hoxson1 Modified the Defender's Guns||17h 27m 26s ago|
|A Medal For G Company||hoxson1 Modified the unit counts||17h 27m 27s ago|
|General||hoxson1 updated collection||17h 50m 36s ago|
|Rock of Chickamauga||hoxson1 Uploaded the Board image||19h 59m 56s ago|
|Ozreki||hoxson1 Uploaded the Board image||20h 3m 35s ago|
|Simple Equation||Turuk Added a playing||20h 30m 11s ago|
|Ma'qil Melee||hoxson1 Uploaded the Board image||21h 13m 54s ago|
|Rock of Chickamauga||Hutch Modified the Attacker's Guns||21h 26m 46s ago|
|Rock of Chickamauga||Hutch Modified the unit counts||21h 28m ago|
|Rock of Chickamauga||hoxson1 Uploaded an Image||21h 54m 27s ago|
|Rock of Chickamauga||Hutch Modified the misc. rules||22h 3m 44s ago|
|Rock of Chickamauga||Hutch Modified the unit counts||22h 4m 39s ago|
|Rock of Chickamauga||Hutch Modified the Attacker's AFVs||22h 4m 39s ago|
|Rock of Chickamauga||Hutch Modified the Attacker's Guns||22h 4m 39s ago|
|Rock of Chickamauga||Hutch Modified the Defender's Guns||22h 4m 39s ago|
|Rock of Chickamauga||Hutch Modified the Attacker's AFVs||22h 6m 41s ago|
|Rock of Chickamauga||Hutch Modified the Attacker's Guns||22h 6m 41s ago|
|Rock of Chickamauga||Hutch Modified the Defender's Guns||22h 6m 41s ago|
|Rock of Chickamauga||Hutch Modified the unit counts||22h 6m 42s ago|
|Rock of Chickamauga||hoxson1 Modified the Attacker's Guns||22h 7m 55s ago|
|Rock of Chickamauga||hoxson1 Modified the unit counts||22h 7m 56s ago|
|Rock of Chickamauga||Hutch Updated the Victory Conditions||22h 10m 4s ago|
|Rock of Chickamauga||hoxson1 Uploaded an Image||22h 10m 54s ago|
|Rock of Chickamauga||Hutch Modified the Unit Elements||22h 11m 20s ago|
|Rock of Chickamauga||Hutch Modified the Defender||22h 13m 13s ago|
|Rock of Chickamauga||Hutch Modified the Attacker||22h 13m 33s ago|
|Rock of Chickamauga||Hutch Modified the overview||22h 14m 39s ago|
|Ozreki||Hutch Modified the unit counts||22h 16m 54s ago|
|Ozreki||Hutch Modified the Defender's Guns||22h 16m 54s ago|
|Ozreki||hoxson1 Modified the unit counts||22h 18m 52s ago|
|Ozreki||hoxson1 Modified the Defender's Guns||22h 18m 52s ago|
|Ozreki||hoxson1 Updated the Victory Conditions||22h 20m 33s ago|
|Ozreki||hoxson1 Modified the Unit Elements||22h 22m ago|
|Ozreki||hoxson1 Uploaded an Image||22h 23m 39s ago|
|Ozreki||hoxson1 Modified the Defender||22h 23m 52s ago|
|Ozreki||hoxson1 Modified the Attacker||22h 24m 7s ago|
|Ozreki||hoxson1 Modified the unit counts||22h 24m 27s ago|
|Ozreki||hoxson1 Modified the Defender's Guns||22h 24m 27s ago|
|Ozreki||hoxson1 Modified the Defender's Guns||22h 25m 11s ago|
|Ozreki||hoxson1 Modified the unit counts||22h 25m 12s ago|
|Ozreki||hoxson1 Modified the Attacker's AFVs||22h 25m 12s ago|
|Ozreki||hoxson1 Modified the Attacker's Guns||22h 25m 12s ago|
|Ozreki||hoxson1 Modified the misc. rules||22h 27m 24s ago|
|Ozreki||hoxson1 Modified the overview||22h 28m 54s ago|
|Ma'qil Melee||hoxson1 Modified the Unit Elements||22h 29m 32s ago|
|Ma'qil Melee||hoxson1 Modified the misc. rules||22h 31m 40s ago|
|Ma'qil Melee||hoxson1 Updated the Victory Conditions||22h 32m 57s ago|
|Ma'qil Melee||hoxson1 Modified the unit counts||22h 33m 32s ago|
|Ma'qil Melee||hoxson1 Modified the Defender's Guns||22h 33m 32s ago|
|Ma'qil Melee||hoxson1 Modified the Attacker's Guns||22h 34m 26s ago|
|Ma'qil Melee||hoxson1 Modified the Defender's Guns||22h 34m 26s ago|
|Ma'qil Melee||hoxson1 Modified the unit counts||22h 34m 27s ago|
|Ma'qil Melee||hoxson1 Uploaded an Image||22h 36m 47s ago|
|Ma'qil Melee||hoxson1 Modified the Unit Elements||22h 37m 59s ago|
|Ma'qil Melee||hoxson1 Modified the Defender||22h 38m 48s ago|
|Ma'qil Melee||hoxson1 Modified the Attacker||22h 39m 1s ago|
|Ma'qil Melee||hoxson1 Modified the overview||22h 39m 23s ago|
|Take and Hold||hoxson1 Uploaded the Board image||22h 42m 54s ago|
|Marders not Martyrs||Hutch Modified the overview||22h 46m 31s ago|
|Marders not Martyrs||Hutch Modified the Defender's AFVs||22h 48m 42s ago|
|Marders not Martyrs||Hutch Modified the unit counts||22h 48m 43s ago|
|General||Hutch updated collection||22h 52m 3s ago|
|Take and Hold||hoxson1 Uploaded an Image||22h 57m 46s ago|
|Take and Hold||hoxson1 Updated the Victory Conditions||22h 59m 13s ago|
|Take and Hold||hoxson1 Modified the overlays||22h 59m 31s ago|
|Take and Hold||hoxson1 Modified the misc. rules||22h 59m 57s ago|
|General||Medic918 updated collection||23h 6s ago|
|Take and Hold||hoxson1 Modified the unit counts||23h 41s ago|
|Take and Hold||hoxson1 Modified the Attacker's Guns||23h 41s ago|
|Take and Hold||hoxson1 Modified the Defender's Guns||23h 41s ago|
|General||Hutch Updated the Dispatches from the Bunker #55 intro text||23h 1m 7s ago|
|Take and Hold||hoxson1 Uploaded an Image||23h 2m 1s ago|
|Take and Hold||hoxson1 Modified the overview||23h 2m 22s ago|
|Take and Hold||hoxson1 Modified the Unit Elements||23h 3m 27s ago|
|Take and Hold||hoxson1 Modified the Defender||23h 4m 29s ago|
|Take and Hold||hoxson1 Modified the Attacker||23h 4m 39s ago|
|General||hoxson1 Updated the Dispatches from the Bunker #55 intro text||23h 5m 21s ago|
|General||Jobbo_Fett updated collection||23h 5m 44s ago|
|General||hoxson1 Uploaded an image for Dispatches from the Bunker #55||23h 5m 56s ago|
|Rock of Chickamauga||hoxson1 Added the scenario||23h 7m 41s ago|
|Ozreki||hoxson1 Added the scenario||23h 10m 4s ago|
|Ma'qil Melee||hoxson1 Added the scenario||23h 12m 15s ago|
|Take and Hold||hoxson1 Added the scenario||23h 14m 19s ago|
|Elephants Unleashed||comdotski Uploaded a VASL file||Yesterday|
|The Good Shepherd||comdotski Uploaded a VASL file||Yesterday|
|A Bloody Harvest||Heloanjin Added a playing||Yesterday|
|A Bloody Harvest||Thompsonmg(MGT) Added a playing||Yesterday|
|Play Ball||Lorenzoknight Added a playing||Yesterday|
|Play Ball||Lorenzoknight Rated the scenario||Yesterday|
|General||acfe updated collection||Yesterday|
|Panzerpioniere!||von Garvin Added a playing||Yesterday|
|Hot Toddy||von Garvin Added a playing||Yesterday|
Top rated playersAs of March 28, 2023. Grey players are inactive. Filter Active: View all
Scenario of the month
Newest players - welcome!
|tojoaasa||Tomas Jonsson||2023-03-27 19:32:32|
|Damnit||Rob Holme||2023-03-26 22:46:29|
|droubidoux||Doug Roubidoux||2023-03-25 13:26:05|
On this day...
|A 116 Tangled Up in Blue||Nhpum Ga, Burma||1944|
|DBP1 Bruno's Flak Attack||Dien Bien Phu, French Indochina||1954|
|TOT 44 ...a Dish Best Served Cold....||Zweckel, Germany||1945|
Firstly, just visiting and using the site is great - thanks for being here. You can contribute in many ways, from simply entering data like logging your plays, or your collection - through to rating scenarios or writing reviews. The site does cost me about $100/month to host, which I've been happy to do for a number of years now, and will continue to do so. Don't worry - we're not going away! However, if you'd like to support further donations are welcome (and all donations go towards the costs of running the site) or you could become a Patreon supporter for all sorts of funky benefits! (More details on the Patreon page.)
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March Madness 2023: 10th Mountain Division pack - now available for downloadThanks to the guys over in Kansas, and Encircled productions, the archive is now hosting the 2023 10th Mountain Division pack.
Price is $15 and the pack features 9 scenarios and a 4 scenario campaign which can be played as individual scenarios or as the connected mini-campaign.
Balance reportingYou can now add balance to reported games and view a balance report for scenarios. The balance range comes from assistance of Indy and is an implementation of the Wald Interval algorithm.
Quickly see the games you've playedOn each scenario page where you've played a scenario, there's now a small "show" button that will list all of the games you've played that scenario - this one will stop me having to find my name in the "view all" section of the games played list!
Scenario cardsJust to be clear - any scenario cards that are uploaded to the user file sections of scenario pages must not contain copyrighted material (graphics, artwork, etc). I'll try to get in touch with the designers/uploaders to notify them but when these files are found I have to remove them.
A quick replyIf you wrote this message to me I couldn't reply as I didn't have a reply address: "May be you can help me. We play LN3-8 scenario. Japan has 6 pillboxes worth 1 vp each and 3 caves worth 2 vp each in the OB as start. US must earn 10 vp by controlling or destroying them to win. Can the Japanese use: G11.91 OB: The number of caves available to the Japanese is listed in their OB. However, each cave set up as an Upper-Cliff cave (11.113) subtracts three from the number of caves available for setup. Cave Complexes (11.2) are not listed in the Japanese OB. The number of Cave Complexes available to the Japanese side is not reduced by the setup of any Upper-Cliff cave(s). This eliminates many vp for the US hence limiting his chances to win. I don't think the scenario was built that way. Right or wrong? Thanks". My interpretation (without any specifying SSR saying otherwise) is that it's possible to swap and yes, probably an oversight by the playtesters/designer. It's probably worthy of a house-rule prior to selecting sides.