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ScenarioCommentUser
A Lesson for Lehr Rich Weiley
Use Your Tanks and ShoveUS fire was devastating, and Germans had bad times during morale checks. (VASL Log) MoriQuessir
Siam Sambal Danno
Siam SambalDan's Thai Mortar stopped my initial assault on Board 17. My Vichy took some heavy losses moving towards the Board 35 Huts, but Dan's plane failed to get good attacks and 12's did a Recall on the Thai tank. So after Turn 6, with Board 17 falling to the Vichy, Dan offered the concession. It had been a tough fight, but the writing was on the wall as the Vichy would quickly mop up the building in the backfield. grumblejones
Resolute Defence Bongiovanni
Strangers in a Strange LandThe French assault was immediately stymied when the German MMG rolled snakes breaking 2 MMCs. One squad rallied and the French pressed the attack. A German LMG and Mortar subsequently broke 3 squads, with on CR'd. These losses in the first 3 turns greatly hindered the French attack. The Germans attempted a strategic withdrawal, suffering some losses on the right flank which provided an opening for the attackers. When the German reinforcements arrived, the French had all of the open ground approaches covered with at least 1 FP. The Germans were unable to advance as far as hoped, finding themselves cut off from the VC building. Luck struck the German defenders when a French AFV MA and the other AFV CMG malf'd. The German reinforcements crossed the road bolstering the building defense. With time running out, the French broke the German squads covering the northern approach and then moved in force into the building while one AFV was recalled. The Germans were able to pin two HS which were preparing to enter CC. On the German final turn, the Germans skulked as best as possible reducing the possible Def Fire shots to a minimum. The French took every shot they could, but the Germans were unscathed. Craig was able to garner his 3rd win against Dave's 12. Heloanjin
Totsugeki!One of Mark's first games in PTO. Banzai! and DC heroes galore. Sparafucil3
Released from the EastDan's SS rolled miserably all night long with a bunch of 11's and more 12's, which allowed the Russians to get in close and overwhelm them in CC for the win. Bad dice really decided this game. grumblejones
Released from the East Danno
Setting the StageGreat description by Jeff of a fun and enjoyable game! sherersc
Retaking Vierville GOUREAU
88s at ZonPlayed Bob on VASL. This SK version is modeled after the ASL classic "Zon With the Wind." Very similar dynamics at play: Americans must overcome a modest screening force backed by two HIP 88s in order to exit at least 7VP off the edge--and do it all in 6 turns.

I managed to clear the center buildings and capture the two hills on the American right by about turn 4. Bob opened up with both 88s about then. I was lucky in that he mostly rolled high on his TH DRs, and when he did hit, I only lost one squad to breaking.

This was highly fortunate for me, as those 88s, once they score a hit, attack on the IFT with a 16 flat. If they make rate a few times, they can send a lot of units to medevac very quickly.

Once the 88s revealed themselves, the classic American FP zeroed in on the guns and I was able to silence the main gun holding me up on my right.

Very fun game, very much worth a replay.

BTW, we both had brain-cramps and overlooked the last sentence of rule 1.2.6 which points out that only small target guns and AT/INF guns that are not large targets can set up in buildings. That definitely limits the hiding places for the 88s. Why that sentence is not under 6.0 "Ordnance," I do not know. Another example of the hunt-and-peck-connect-the-dots-system of the SKRB.
Jwil2020
No Greater Love RJenulis
Cooks, Clerks, and Bazookas mcgallons
Under the Noel TreesThe American defense was lined up nearly exclusively along the east side of Board 19, blocking all the exit routes. The Germans advanced quickly along the north side of the boards, using the hedges to block LOS. The infantry offloaded just before the woods in the center and moved carefully forward hoping to break a couple forward American units and to flush out the American AFVs. The American picket broke early and an American AFV revealed itself with a shot that turned a Panzer into a burning wreck. The Germans continued along the north side hoping to bypass the bulk of the defenders who were rushing to cover the exits on that side. The Germans were touched with a stroke of luck when a wind DR resulted in a mild breeze blowing East. This gave the Germans a perfect chance to lay a sizable smoke screen. The American AFVs reacted by moving just East of the smoke. But one AFV was Stunned with infantry fire and the other bogged. In CC, the Germans wrecked the Stunned AFV and in the American MPh, the bogged AFV Mired. See that the Germans were free to outflank the infantry to the south and exit easily, the Americans conceded. Heloanjin
Makin TakenClose and very enjoyable game. My plan was to clear the northern board first then sweep south to take the huts, hopefully inflicting lots of Japanese casualties on the way. The Japanese however put up stiff resistance without committing all of their forces, which slowed me down, and I felt I couldn't push harder because of the CVP cap. By the penultimate turn I had to gamble with a CC attack against the Japanese 10-1 leader and elite squad; I lost the ambush dr and got wiped out.
My opponent played this very well. Some of the Japanese troops stayed on the southern board and never saw action, but by keeping these forces intact and denying me the huts there, it is hard for the Americans to gain the required 40VPs. By the end of my 6th turn I had just 26 VPs (16 for buildings, 10 for CVPs) with no chance of reaching my goal on the last turn, so I conceded.
Andy_Bagley
The Kings of BollersdorfYou don’t get many chances (aside maybe from the desert) to play a scenario where tanks are firing at each other at ranges around 20 hexes so this was good fun. Those Tigers are lethal with the “LL” gun particularly CE and with an AL. Russians had lost all the IS-2s by the end of T3 for no losses in return so the Tigers were broadly spread across B63 to deny the T34s achieving the exit VC. They came on cautiously (plenty of time in the scenario) but too often went down when they showed themselves. A good effort though taking out one of the King Tigers with an APCR CH and another with a “snakes” IFT roll on an HE hit vs the CE crew (+2) for a K/ result and thus Recall. However with the Russians down to only 2 T34s the remaining German infantry, of which there weren’t many (sacrificed too much early on up front I think), protected the last 2 Tigers and a final effort to knock out a Tiger from the rear ended with another blazing wreck. Simonstan
Clash at BorisovkaFirst time pushing around AFVs. Definitely got some rules wrong! Key moments, though, were the T1 events on the left hand side of the board, as a Tiger saw its MA malf (and X on repair attempt) and a IVF2 get blown up by a CH as it hid in one of the buildings in the south-west. Though the Germans did take out 5 Soviet tanks, they lost another two (both IVF2s; a Tiger and a IVF2 were left on the board at the end), with there just not being coverage or firepower to stop the other Russian tanks escaping - equivalent 8-5 to the Russians. owenedwards
Defence of St. Oedenrode This scenario is quite static for the US force defending a bridge against a German assault coming from both sides but, in my game, the wild dice rolls made it exciting for the US with two heroes generated and one hyperactive sniper. In the end, the US barely won by passing its last moral check roll. A nice way to spend a couple of hours. Djord
Stovepipe FuneralJapanese were tired down quite a bit during the initial maneuver phase of the battle: 8 of 12 squad became HS or striped to the Turn 3. On the Turn 3 Japanese shouted Banzai and assaulted isolated Marine strongpoint with 9-2 leader. After causing some casualties, Marine stack broke during the FPF, so Japanese were able to consolidate some ground in the victory area. Marine reinforcement had to assault solid positions, so they withdrawn to fight another day. (VASL Log) MoriQuessir
Fighting Withdrawal igycrctl
French Aggression Bongiovanni
French Courage Bongiovanni
French Determination Bongiovanni
Tiedusteluoperaation [Recon Operation] Bongiovanni
Arsenal of Communism Bongiovanni
Osastro Bjorkman Bongiovanni
A Counter Offensive Denied Bongiovanni
Objective ExodusA tough battle for the Germans and my 6 12s did not help. All the Germans ended up breaking giving the victory to the British. Well played Matt! dmareske
Big Tuol Pocket Danno
Light 'em UpMuseumfest wwillow
Haenert's LineMy Russians swept through Board DW-4a with both tanks. The Germans pounded me relentlessly, but my OBA and some luck allowed my boys to keep moving. Turn 3, I launched my human wave against the X5 location. MY 10- Commissar was KIA'd on the field along with his stack as the 9-2 drilled them. One tank was immobilized by a 75, but flames in the grain would destroy it. By Turn 5, The Russians had one last chance to win. The tank went on Hex CC9 and stopped. A CX 4-4-7 with a DC survived everything to get adjacent. In Advancing fire the tank fired in its hex and rolled snakes and then a 1 for a critical hit that broke the squad and gave the Russians the win. A crazy...crazy result. grumblejones
Haenert's Line Danno
It Don't Come EasyFirst time playing DASL on VASL; both of us found the tiny units on huge hexes quite disconcerting, but we managed anyway.
The Americans concentrated their defenders in a few large stacks rather than spreading HSs across the board, so I had to approach cautiously, and kept my tanks out of PSK range. I concentrated my attack in the south, and managed to run an couple of squads round the Americans to reach building bC4 on my second turn. The American reinforcements counterattacked and retook this building, but by then my other infantry was moving up towards the exit area of board c. So my plan worked, but whether it would have worked without the dice on my side is less clear - I got some good DRs when it mattered, particularly a snakeyes that killed his 10-2 leader moving to cut off my advance.
By the end of turn 4 the Americans had suffered heavy losses whilst the Germans were virtually intact. It seemed clear that getting the necessary VPs off the board would be quite easy, so my opponent conceded at this point. Good scenario though.
Andy_Bagley
The Marco Polo Bridge IncidentMade a few tactical errors and wasted a Banzai charge that left too many holes on the last turn to resist a Chinese counterattack. Final score 9VP. Put too much effort into reducing his MMG kill stack and his (immobilised) truck. Had some bad luck too (lost a 4-1 CC, and one tank to CC on the last turn) Pte Parts
Pössl’s PosseA very enjoyable game coming down to the last CC DR with a Russian HS failing to take out a PzIV for the win. Germans perhaps set up too far forward and lost the Marder early and then the ATG Malfed. No initial HW from the Russians but the SU-76s were aggressive getting into the village T2 but fell to the ATG before it went down and a CC against which they are very vulnerable. Managed to get the reinforcements into the village and through CC / PF take out all bar one of the Russian AFVs. Kept the PzIVs back to work against the Russian infantry rather than try and take on the opposing AFVs. Happily play again as either side this looks nicely balanced Simonstan
Catching the BearHard fought game that came down to the final CC's. My Germans rolled poorly in the beginning and Dan's Russians rolled poorly at the end. But with one tank left, the Russians managed to get into CC with the last two German held houses. They would win one CC and the other would go into MELEE and a German win...but the thinnest of margins. grumblejones
Catching the Bear Danno
Blow That Bridge!The Partisans massed their forces on the West side of the bridge against the smaller number of Germans, and placed two squads with LMGs on the East side to interdict the bulk of the German force from crossing to the East side. The Germans broke a number of Partisan units on the West side probing the defenses, but were unable to hold off the Partisans from reaching the West side victory hex, placing 4 demos, and racing a few squads across the bridge to secure the East side victory hex (albeit in broken status after running many layers of residual). During their 4th turn, the Partisans rolled < or = 5 on their 3rd DC attack, bringing down the span and sealing victory - albeit at a heavy cost. (VASL Log) Thompsonmg(MGT)
No Greater LoveMuseumfest wwillow
Chapelle Ste. Anne GOUREAU
Koniev's Finest Serge
Zon with the WindThe Germans effectively delayed the American advance while simultaneously retaining concealment. Also, a very lucky shot broke 2 American MMCs and a 9-2 leader on the east side costing the Americans a full turn to get off the board. The Americans rallied and thrust quickly on the east and west sides. The first German AA gun revealed itself and got a CH against two squads and a leader crossing a road, but did not keep ROF. The AA gun IF'd against another MMC crossing the road and rolled boxcars, eliminating the gun. On the final turn, a broken German MMC in a board edge building blocked part of the approach to exit. The Germans helped by making another DFF blunder offering a window of a chance for an American victory. The 2nd AA gun missed on its first shot and only pinned one MMC with IF. The last American stack with more VPs needed to exit, was forced to face a 6-2 shot. The Germans rolled a 2KIA ending any chance for an American victory. The dice on the last turn handed the Germans a victory despite a number of significant blunders. Heloanjin
Zon with the WindWell-played game on Craig's part. He did an excellent job of combining skulking and concealment in the early turns which took some of the bite out of my American FGs. Eventually, with the help of some good dice, I was able to drive back most of his screening force and set myself up for the sprint for the exit on turn 6.

There appeared to be a glimmer of hope when one of his 88s X'ed out on an IF shot. On the last turn I had to navigate a MMC w/LMG and his last 88 lining their sights up on my exit hexes. Game came down to one last all-or-nothing 6 down 2 SFF shot. Not great odds by any stretch, but his 2KIA result ended all doubt.

Great game, and I learned a thing or two along the way.
Jwil2020
¿Cuàndo Te Vas?A difficult scenario to go up against as the Republicans. Mud seriously impedes one's ability to move around at any speed, and the distance one has to cover from setup to end of turn 2, at the very least, feels like dead weight that could've been cut, and the scenario shortened. Similarly, the vast amount of territory one needs to capture is similar to FT-23 Not One Inch, which we also thought was far too demanding on the attacking player. Perhaps the intention is that tanks would voluntarily abandon, as without it, the footsloggers may not have the time/speed to get to their assigned areas.

Notably, the one hip squad my opponent had was perfectly placed, as the Mud conditions made going uphill into a building far too demanding. Going around, and stacking in what I thought was out of LOS gave a perfect 10 flat shot that my opponent did not waste, killed my best leader (9-2) and reduced three squads. I don't care to remember if they ELR'd as well, it was simply a bad time. The dice never really favoured me, which was just another twist in an already deep wound.
Jobbo_Fett
Taking the Left TitFirst attempt at night rules and it showed. I used IR too early, thus helping the Germans to get rid of their No Move counters. The rest of the scenario was an uphill battle, both figuratively and literally speaking. By Turn 7 it was clearly I had no chance to win anymore.

The night rules do change the game quite a bit and make for an interesting ASL experience.
ASLSKGwahlur
A Night in a Sovkhoz RJenulis
Clearing CollevilleFirst time using VASL for this original SK scenario. IMO, this battle has three phases:
1st. Americans have to navigate some open ground to get a foothold in the western cluster of buildings. 2nd. Clearing the western cluster. 3rd. Closing in on the southeastern cluster of VC buildings and flushing out all GO German MMC (usually now defended by the T2 reinforcements).

The Germans' main weapon is their HMG. If this gun (perhaps directed by their 8-1 leader) can make rate a few times, it can really bog down the American attack. However, surviving the notorious American response FP might quickly put that weapon out of play.

IMO, the German player's best strategy is to play rope-a-dope in the western buildings and try to conserve force for the last couple of turn's slug fest for the final southeastern VC buildings.

Bob had a good initial set up but was betrayed by dice that refused to roll low in the early turns. Adding insult to injury, he had to abandon his HMG when its manning infantry broke. In the end, American fire power proved too much, and they were able to gain control of the final VC buildings with more muscle than the Germans could bring to bear to expel them.

Overall, an excellent game with a great playing partner.
Jwil2020
Bullseye!! Rich Weiley
By Ourselves ChuckD
Encounter at CornimontThe original scenario was strongly pro-German. The revised version seems strongly pro-French. We went for a tweener VC of 15 buildings/32CVP cap. In the end I don't think it mattered, as the Germans rolled to an easy victory. It was all predicated on knocking out the three French trucks early with infantry, but this plan could easily backfire with a few lucky French rolls. German entry allowed the French no targets to shoot as their infantry moved into position in the southern woods, both hilly and non. Vehicles parked safely behind the wooded hill waiting. Turn 2 saw the next batch of reinforcements position themselves in the woods and small hill north of the wooded hill. All troops advanced into firing positions to hopefully blast the French trucks in DFPh. One truck was flamed and the other destroyed. The last truck was flamed at the start of Turn 3, and the French lost their HMG for good. This was as good of a start as I could've hoped for. From there it was just a matter of bulling their way forward, as the French had almost literally nothing to stop the ACs. Once the east bank was cleared, which took a few turns, it was easy enough for the Germans to bulldoze their way over and take the first 11 buildings in and around the small hills on the west bank. With 3 turns left to take the remainder, the French called it quits at the end of Turn 6. buser333
The Army at the Edge of the WorldSlow and steady won the race here, as the Japanese decided to ignore the VC buildings comepletely and concentrate solely on clearing the road. I gave my opponent no shots, as my infantry either entered so far north as to be >16 hexes away, or hid behind trees bordering the road. I kept enough men in reserve to slowly dribble on troops each turn to keep his men on the hill in check. Rain started on Turn 2, and I thought this would be to my detriment as I could not use smoke, but it definitely was to my advantage, as most any mortar or MMG shots were greater than 16 hexes away, and thus enshrouded in misty rain. There was a small battle for Hill 714, but when the French there decided to take off west heading for the road the high ground became moot to the north. Meanwhile I felt I had enough time to AM/advance through the grain to retain concealment and limit any long range French shooting. The rain stopped halfway through the game, but then I was able to cover my men with smoke from my mortars. One of the French MMGs had malfunctioned, so these men decided to move to the road as well. By the time they got there it was back in working order. My Japanese continued to be very patient, and the French decided mostly to retain concealment. A CH from the big mortar had KIA a 447, but otherwise there were almost no breaks (let alone casualties). The rain started again, and I managed to score a few lucky AFPh or DFPh breaks later in the game, but otherwise everything was gearing up for multiple banzais over the last couple turns. On Turn 6 the Japanese kicked things off with their first, and it went about as perfectly as they could've hoped. By the end their were two more waiting to ensue, but the French figured they had enough and conceded. buser333
Three Bars of ChocolateThe first of two tries at this scenario. Matt as the Americans launched a charge across the open ground on the right (East) flank. I got some good hits with the random residual fire, so he decided to risk running his 9-1 leader and three squads through a -2 fire lane. I rolled snakeyes - a 2KIA result! With only about half his force intact and almost all the Germans still hidden, Matt conceded on turn 1 and decided to try again! Andy_Bagley
Son ServeraThings were tight until surrounding an enemy squad allowed me to take prisoners, which was a deciding factor as time was running out and I slowly crept up the CVP numbers to my required objectives. Its an interesting scenario, which is a little surprising to say about CH. I think it was hampered by neither of us truly grocking the scenario, but kudos to RootinPutin for sticking with it and doing his damnedest to pour murderous fire, especially from a squad/MMG combo that lasted a surprisingly long amount of time. Special mention to the sniper that just wanted to pin my crews as often as possible, and the various guns and LMGs breaking. The CH map was kinda nice, too bad it doesn't have functional LOS
oh, I should say that the scenario (and the rest in the pack) are seriously hampered by the breadth of changes and additions in terms of special counters, which never made the transition to VASL, and the amount of rule changes/exceptions that make it hard to grasp quickly
Jobbo_Fett
Bayo's ColumnsThings were tight until surrounding an enemy squad allowed me to take prisoners, which was a deciding factor as time was running out and I slowly crept up the CVP numbers to my required objectives. Its an interesting scenario, which is a little surprising to say about CH. I think it was hampered by neither of us truly grocking the scenario, but kudos to RootinPutin for sticking with it and doing his damnedest to pour murderous fire, especially from a squad/MMG combo that lasted a surprisingly long amount of time. Special mention to the sniper that just wanted to pin my crews as often as possible, and the various guns and LMGs breaking. The CH map was kinda nice, too bad it doesn't have functional LOS
oh, I should say that the scenario (and the rest in the pack) are seriously hampered by the breadth of changes and additions in terms of special counters, which never made the transition to VASL, and the amount of rule changes/exceptions that make it hard to grasp quickly
Jobbo_Fett
No Shortage of Valour Bongiovanni
A Mass for HumanityI tried to make it a bit hard for the Americans to enter unchallenged, and eliminated a HS with a good shot from a HIP unit. They almost exclusively poured on in the east, with even a couple units running outside the gates, with only a single unit entering via the Manila Cathedral. This unit turned out to carry the .50, and was broken and sent running back to church when another HIP unit blasted him. I also got lucky with a KIA on the FT-toting HS, destroying their FT in the process. I began my quest to capture the .50, which would end up having possible game-saving consequences. Turn 3 saw the first Japanese unit eliminated, as a trapped full squad with a DC was KIA, but the Americans continued to bleed bodies, with a total of three squads lost so far (including the full squad I had trapped in the cathedral, stealing their .50 in the process). Turn 4 was uneventful, as I abandoned Lourdes Church and repositioned across the street. Turn 5 saw the first of my very successful minefields pop into action, as I rebuffed the first wave of assault vs. Recoletos Church. The rest of the game saw fierce fighting over the remaining two churches, with my defense seeing extreme assistance from the very-different cellar rules presented in SF. The Americans saw three heroes generated, only to have them all fall before the end of the game. The Americans didn't lose any tanks, but in the end their 6ML infantry just couldn't get the job done, with St. Augustine Church proving the most resolute defensive position. Despite a few rather poorly defined rules hiccups, this was mostly a rather enjoyable scenario. buser333
Buchholz Station igycrctl
Into Vienna Woods dmareske
Into Vienna WoodsGerman attack was able to take the trenches. Russian reinforcements were able to take back two trenches for the win. Danno
Bidermann's EscapeThe Germans overloaded one side and pushed hard together to get 1 AFV and 2 squads off on turn 5. The German took the chance of running right beside a Russian tank facing the wrong way and got to the end of the board before leaving for the 1 squad equivalent Balance was given to the Russians that removed the German MMG slunts
Keitel and Cox mcgallons
Comfortably Numb atomic
Shklov's Labors Lost igycrctl
Hey, That Ain’t A ROK! Danno
Hey, That Ain’t A ROK!As the Americans, I conceded at the end of Turn 2. I managed to exit 26 CVP and got only 1 casualty CVP, because Dan rolled a 12 on an MC. The North Koreans just wasted my remaining troops as they tried to both hold off the North Koreans and head for the exit. By the end of Turn 2, Dan had 28 CVP and I gave the concession. I was broken and reeling under the onslaught and had very little chance to get any more units off and with 6 turns of movement left, Dan would easily exit massive numbers of North Koreans. It was clearly over. Extremely tough on the Americans. grumblejones
Triumph atop Taraldsvikfjell I was very fortunate against my opponent's tough defense. Had back to back snake eyes as attacker in Key CC against German Infantry. Also the German HMG did not get rate once until turn 5! The Allies had enough forces left to swarm final Foxhole, forcing Germans to eventually FPF and in doing so break. Germans were left with one chance to Infiltrate a final CC to gain the top of the hill in their final turn but came up short. asevenson
Village of the DamnedProgress was slow through the smoke shrouded centre of town but it all came down to the last CC of the game. I had saved my HtH CC for this and needed it. I attacked the last (wounded) squad and wounded 9-2 with 2:1 odds and rolled 9 for the win. Pretty boring for the Axis as their options are limited. Pte Parts
Take The Crossroads RJenulis
Take The Crossroads RJenulis
First Crisis at Army Group NorthWhile the German armor was not stellar, they managed to survive enough to keep the Russians from exiting. With two Malfed German tanks the Russians tried to make a quick exit, but the guns managed to get ROF and at least one CH. The German 88 was splitting open the KVs. This is a good maneuver scenario but I really think the Russians need to use all the time given to them. dmareske
Ferenc Józef Barracks Danno
Ferenc Józef BarracksHungarians went with an upfront defense. Romanians advanced onto the board and lost the flamethrower on its first shot. Hungarians would roll a few 12's and casualty reduce folks in Rally Phase. The Hungarian Sniper KIA'd the Romanian 8-1. The Hungarians MALF'd and lost the HMG. The Romanians got into the victory location in the final turn and lost when the last 3-4-7 Hungarian squad won Ambush and infiltrated out of CC for the win. grumblejones
The Raate RoadPlay-test of Georges redo. RJenulis
Wet SahwahsMy Dutch tried setting up strong forward positions to take out some AFVs ... the MTR was doing a better job of harassing the attackers from further back. But forward positions were encircled & neutralized which then left the MTR in vulnerable position which was immediately captured & destroyed. Managed to hang on to VP Locations for 4 turns but got ground down by turn 7 for the loss. Kydder
First Crisis at Army Group North Heloanjin
Sealing Their FateThe Russians launched their attack on the left, and were held up initially by a couple of half-squads in the woods. This enabled me to shift my forces to cover the Russian line of advance, and they took further losses and they pushed through the orchards. The Russian SU-76s proved ineffective, two of them falling to lucky PF shots, the third malf'ing its MA. This left them with too few units to cross the river in sufficient strength; they got 8VP across, but at this point I revealed that my reinforcements were dummies so claimed the win on the last turn. Exciting game, though I was fortunate to get some good DRs when it really mattered. Andy_Bagley
Three Bars of ChocolateThe second of two playings of this scenario. This time the Americans took the cautious route through the buildings on the left (West) side; a slower route, but they got to the woods line virtually unscathed. From then on, it felt as though there was very little the Germans could do against the vastly superior American firepower, as I gradually fell back through the VC area. Luck was mixed: I managed to knock out all four of his M4 tanks, but my infantry just couldn't pass any MCs until it was too late. I conceded on the final turn when I had no unbroken MMCs left.
We concluded that we were not fans of this scenario. If the Americans play it properly - as Matt did this time - it seems very hard for the Germans to win.
Andy_Bagley
Three Bars of ChocolateThe second of two playings of this scenario. This time the Americans took the cautious route through the buildings on the left (West) side; a slower route, but they got to the woods line virtually unscathed. From then on, it felt as though there was very little the Germans could do against the vastly superior American firepower, as I gradually fell back through the VC area. Luck was mixed: I managed to knock out all four of his M4 tanks, but my infantry just couldn't pass any MCs until it was too late. I conceded on the final turn when I had no unbroken MMCs left.
We concluded that we were not fans of this scenario. If the Americans play it properly - as Matt did this time - it seems very hard for the Germans to win.
Andy_Bagley
Turned Away GOUREAU
Dingoes At DamourSomewhat careful defence, trying to conserve troops and a few speed bumps to slow the advance but my opponent was tactically good and the dice were cruel. Both my reinforcing AFVs got destroyed on the turn they entered and there wasn´t much I could do. DrDryg
Mutilation StationThought it looked impossible for a weak Russian force, but Martin’s AA gun malf’ed on its first shot, then his -1 leader and HMG half squad went berserk and died on a PB snakes, and he conceded. Not enjoyable for either of us. Gamer72
Cohort and the Phalanx Rich Weiley
The Land of FireVery enjoyable scenario, with a very close finish. G took one VP area, but couldn’t get near the hills despite supporting that attack with two of the StuGs - one knocked out by my tank, the other in CC. That left the lighthouse, and I just did enough to fend him off there. Would definitely like to see this in a tournament for a long afternoon game. Gamer72
Sunrise, SunsetThough the Sovietsrecovered towards the end, and did put pressure on the German gun and its escorts (late rout results on the frontal covering forces, some Soviet Conscripts mounted the hill from the south and rear), early gun fire and the total slaughter of the human wave put paid to any strong Russian efforts. owenedwards
Across the WireMy British armoured cars knocked out a couple of trucks and an Italian tankette. After that they hid behind the hillock away from the Italian Gun etopp
Shklov's Labors Lost igycrctl
Balck By ExampleFrench went with a backfield defense. First 25LL AT shot was a 12...of course and gun never shot again. My other AT Gun never fired. Germans secured the first building on Turn 4, but ran out of time to take the other two needed for the win. Tough game on the Germans especially in light of MALF'ing an AT Gun and the French HMG and still managing to win. grumblejones
Balck By Example Danno
Strayer's Strays manzoliandrea72
In Front of the StormOmaha Tournament dmareske
Silesian InterludeOmaha Tournament dmareske
Just an IllusionPick up game at Omaha Tournament. Dan’s Thai troops ran out of steam being unable to make MCs and conceded before the tanks could get involved. dmareske
Silesian Interlude mgtaylor
Adolf's AmateursOmaha ASL Tournament 2022 Danno
Shklov's Labors Lost oybj
Help Our Troops Out mcgallons
The Sixth BlowThis one’s a bit of a slog owing to a mismatch between the terrain and the order of battle. Both sides have highly mobile forces, but the battle field is choked with obstacles that significantly impeded movement. This frustrates the attacker, entering along the east edge of board 2, who must trudge forward along narrow avenues between boggy thickets, on board 47, to cross board 50 and then exit westward. The terrain essentially channels the attacker into three avenues of approach, each about two hexes wide, one along the north edge, one in the middle, and one along the south edge.

The Russians set up five concealed stacks (partisans and dummies) at mid field (board 47) throughout the thicket/quagmire.

As the Axis defender, I set up most of my dismounted Hungarian cavalry dispersed and in holes on my right, the smaller hill on board 2, with a few on the larger hill. Further west, on board 50, I actually put both Hungarian artillery pieces in the brush atop the level four ridge, ready to take long range area target type shots, rather than tuck them safely in orchard or woods along the west board edge for less risky exit. Also on board 50, I placed one trench on the small wooded hill mass very near the north edge (50C3), one at level two on the north slope of the level four hill (50H3), and one at level two on the smaller hill mass just south of the big hill (50X2). My Hungarian heavy machine gun (which broke on its first shot) served by a crew occupied this last trench, the other two started empty.

Russian rocket artillery opened the battle by landing on the smaller board 2 hill to smash one Hungarian squad and AT rifle, but everyone else was far enough away to limit the damage. Then the Red Cavalry raced in from the east and started up the slopes. My Hungarians fled at the first opportunity, about half mounted and half afoot, streaming westward off the hill along the south edge of board 47. At the same time, from board 50 two Hungarian half squads struck east along the south edge of board 47 to probe for mines and link up with the cavalry coming their way. These clearance operations went well since all the Russian mines were on the north edge of board 47 and most of the Russian partisans were there or at mid field. German Panthers entered from the west and started ascending the big hill on board 50. German infantry rode halftracks to the empty trench on my left (50C3) and doubled-timed toward the other two (50H3) and (50X2).

Russian rocket artillery again found its mark by clobbering the Hungarian 8-1, MMG, and squad which had reached the small hill on the south edge of board 47 (47DD2). Russian armor entered along the east edge of board 2 with one half moving along the north side (my left) and one half along the south side (my right) of the battlefield. German Panthers reached the summit of the big hill on board 50 where they exercised commanding views over most of the field from hexes 50K4 and 50O5. German infantry slid into waiting trenches.

Here's where the scenario bogged down. Given the Panthers on over watch, to get across board 47 the Russians had little choice but to stick to blind zones. That meant advancing along the north board edge and south board edge, both of which required moving through a woods hex and thereby risking bog. Running up the middle was suicide. Everywhere else (left of center and right of center) was clogged with almost impenetrable concentrations of woods, marsh, stream, and water obstacle.

One Russian remedy MIGHT have been to move Red Armor up the bigger board 2 hill as fast as possible and from there rain SMOKE down on the board 50 ridge to blind or at least hinder those German Panthers. That’s not risk free, the Panthers might have picked off a Sherman before they could fire their smoke and maybe even one or two more through smoke, but a SMOKE screen (conveniently aided by the wind direction) could have diminished the dominant German hill position.

What actually happened is that the Russians rightly avoided a thrust up the middle – into the Panthers' muzzles – and instead picked though their own minefields and forests along the north edge. Along the south edge, a waiting Panzer IV in 47CC8 killed an SU-85 who poked out of the woods-road at 47Z2. German cavalry came in along the south edge to try and salvage what was left of the fleeing Hungarian cavalry. But Russian infantry and Scout Cars had done their work. In the end, I think the Axis saved only two Hungarian squads of the original nine that began on board 2. And, in a final slap, the Russian rocket artillery killed the Hungarian armored car waiting to exit while under concealment in the orchard along the west edge of board 50 (50Q10).

By now the Hungarian gunners were pushing their 75mm artillery pieces down the board 50 hill to waiting wagons (at level 3) in preparation for exit on turn 6. Those guns had fired area target type at several targets of opportunity, but managed only to break two Russian squads before running out of ammo!

One of the Panthers left the board 50 hill to go north and intercept the Russian horde breaking through the trees up there. The Panther stopped among the hedges at 50B3 and exchanged fire with an SU-85 which had reached 47A8. After a second fire phase, the Panther won and the SU-85 went up in flames. Meanwhile, entrenched 5-4-8s at 50C3 and 50H3 held back the Russian infantry.

Russian planes entered on turn 5 to knock out the German FlakPanzer in the brush along the westward slope of the big board 50 hill at 50L6. The next turn one Sturmovik’s bomb load missed the hill top Panther while the other’s scored a critical hit! Meanwhile, about 19 VP of Hungarian units exited the west edge.

Although the Russian rockets and planes had done well, the Russians had lost both SU-85, several squads, and further progress required driving head on into waiting German armor and Panzerschreks along the north or south edge so the Russians conceded.
gorkowskij
Avanti!Omaha ASL Tournament 2022 Danno
Le HérissonOmaha Tournament dmareske

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On this day...

ScenarioLocationDate
J69 The Army at the Edge of the WorldNa Cham Border Post, French Indochina1940
NEWS57 Red DragonPinghsing Pass, Great Wall, China 1937
B4 Clear Up the BridgeheadWest bank of the Dneiper, near Styaki, USSR1943
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