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ScenarioCommentUser
The French Decide to FightThe randomness of the American entry was not an enjoyable mechanic, but I'm sure it met the historical flavor of the event. As the Americans, I wasn't able to do anything at all with the Spotter Plane OBA. I took some early losses, but American firepower slowly strangled the Vichy and at the end of 6, the Vichy gave the concession for an American victory. grumblejones
The French Decide to Fight Danno
Centauro on a FlankItalians made their attack from the center and their right. Tanks kept moving and locking fire. Yugoslav concession at end of turn six. mtrodgers99
A Pleasant DiversionIf you are looking for a terrific smash-mouth combined arms CG, in a very manageable size, look no further! This should be on everyone's must-play list. This CG has a little of everything: OBA, lots of leadership, conscripts and PFs, smoke, armor, maneuver, and close-in mayhem. The action in our playing swung back-and-forth. At times, it seemed there were maybe 2-3 squad equivalents left on each side, but the refit phase pumps a few more teaser units into the fray. Halfsquads and surviving vehicle crews can make a measurable difference in this game. A lot can swing on successful OBA (of lack thereof). Strong AFV play helps. You can easily get through the entire CG in about 3 sittings. Don't be put off by the somewhat unsaturated colored map - it fits the setting and the time of year. Just play it! pensatl1962
Gut PunchA very fun scenario. It was disputed until the very end. I've played the Russian side and lost 7 AFV during the game. Clearing the factories took me some time but I still managed to break the two last German units standing in the east buildings with the help of the DCs (and a zest of luck !) lechiquier94
Panzer Regiment RothenburgVASL jrwusmc
Panzer Regiment RothenburgRussians need balance. Done after 5 and a 1/2 turns. wwillow
Romanian HammersMy attack made it up on to the hill, but Dan beat the snot out of me and I couldn't make morale checks and I couldn't do anything but destroy two tanks. A 4-2-6 killed two of my squads in close combat. My STUG's were completely worthless as were dice again. Possibly an ok scenario, but I performed so poorly that I don't know. grumblejones
Romanian Hammers Danno
The Last DayGerman delayed well. All FBL in last building. Russians couldn't break or pin last GO unit in FBL. mtrodgers99
Blood and BrineI bid 7 as the Germans; opponent bid 6. I went for the city hall. Opponent did not defend it as well as he could have. mtrodgers99
Bone of Contention Lorenzoknight
The Guns of NaroUsed American balance. The Guns were very lucky make every Hit & resulting in devastation for the attackers. CVP cap reached end of Turn 3. Kydder
Mussolini's SoldiersWhile the game went down to the wire thanks to a multiple CCs and Melees everywhere, the game ended with a Nationalist win, thanks to a poorly placed ATR, MMGs and LMGs that couldn't successfully target down a flamethrower tankette, and tanks that were too useless on the Republican side (No MGs, really?). The balance is... not good. There's better scenarios out there. Jobbo_Fett
3rd RTR in the RainThe British cruiser tanks reached HD positions along the wall to the South of the village by Turn 2, knocked out the Pzkfw IV, and hemmed in the Pzkfw IIIs. Meanwhile, the MkII VBM-froze the German 9-1/4-6-8/LMG in R1 and a HS locked the 37AT in U1 in Melee, which allowed the British infantry to take 4 of 6 VC buildings by Turn 3. The Germans conceded in Turn 4 when their units in the remaining buildings broke under AFPH. The British were definitely blessed here, with one cruiser and the MKII surviving ATR-induced SHOCK/UK and poor German rolls on Street Fighting and CC Reaction DRs. Great scenario that forces both sides to attack and defend with combined arms. Thompsonmg(MGT)
Sorry, Mac! jwert02
Paper ArmyWe played this scenario with full ASL rules. This was a fun one, but very hard for the Italian side, especially with the Greek reinforcements. DamienEdele
Twisted KnickersBritish need to be aggressive then back off and have the Germans come at them. EJ1
Frivilligkompani BenckertCouldn't dislodge the 9-2/MMG combo in the trenches that reigned over the hill. The defenders did a good job of blocking off exits and defending the trench lines with the snow coming and going at seemingly always the wrong time! Nice scenario. (VASL Log) Dave
The Abbeville BridgeheadPlayed well but was decimated by repeated sniper kills and tanks that could do nothing but miss and break. The dice won that game. EJ1
The Pouppeville Exit igycrctl
Shotgun Shuffle sjl
Városmajor GrangeInteresting scenario; the Russians look hopelessly outnumbered but the Hungarians have limited time and a lot of ground to cover. I still like my plan as the Russians, which was to defend the southern victory building quite lightly but make it look well-defended, then move as many squads as I could from south to north to hold the other buildings. Luck wasn't with me though, and only a couple of defenders made it north, although quite a few Hungarians were tied up in the south early on.
One problem for the Russians is the Hungarian Hetzer; the T34's main gun can't scratch its front armour even with APCR. So my T34-43 was dodging around trying to avoid it, while the FT tank tried to come in from the rear, but fell to a snakeyes roll from a bounding fire shot. A further snakeyes roll broke my 9-1 leader and squad with the HMG, at which point the odds were heavily against me.
I had a bit of luck later when my sniper killed his 9-2 leader and my T34-43 got a Zrinyi Assault Gun, but it was too little too late. The Hungarian hordes charged north and although it went to the last CC phase, the result wasn't really in doubt. Well played by my opponent though, using all of his available resources.
Andy_Bagley
The Golden MountainI just got done playing the worst scenario I ever played from the original HL, but this one isn't too far behind. Even Italians are tough when they're fanatic in good defensive position against rock throwers. Without fire grouping the Ethiopians simply couldn't muster anything to even sniff at cracking the Italians. When I broke my gun on Turn 3 I had enough. buser333
Bloody Nose Lorenzoknight
Bad Luck von Garvin
Dress RehearsalTrying the campaign game again with Craig at the German helm. The Russian team found lots of SMOKE rounds on the first two turns making the Tigers and Panzers in effective against my advancing infantry. By turn 3 it started raining, but the damage had been done and the Russians had a toe-hold in the village, creating some fire lanes and making it difficult for the SS to cross. The Russians held on, capturing all three objective hexes and taking out four halftracks, a gun and three tanks. The Germans tried the OP tank but never got contact with the battery before it was destroyed. Lots of things went well for the Russians this time. dmareske
It Isn’t OverThis is really a one-board scenario, as the Japanese setup on the very fringe of Board 5b, and there is absolutely no reason anyone would ever get anywhere close to going east of this setup line. As such, with 7 turns to cross the width of a board, the Japanese can almost just AM and advance to accomplish their objective. But of course the Japanese would never do that, and Elmo kicked his attack off very aggressively, deciding to send most of his force right up the middle with a small outlying force to the south. The southern force faced some bad luck when a 447 was KIA by a sneaky LOS, and then their sole leader down there was brained by a sniper, pinning the remaining two squads. But things fared much better in the center, and he was able to nicely position his two mortars in such a way to effectively trap my 9-1 and MMG squad, who succumbed the next turn to CC after some even more aggressive moving by the Japanese. Had these moves not panned out the end result probably would've been much different. As it was, the net result of all this was a big fat hole in the middle of my defense, with only a couple dummy stacks making it look tougher than what it was, and I was on my heels for the rest of the game. On top of that my equipment started to break, with first a LMG and then a mortar. On Turn 4 I lost another -1 leader to more CC, with one of my guns getting revenge by taking out the leader and squad that did the deed. By this time he had taken the high ground, and there was little I could do to safely reposition my force. I started to whittle away his troops, but he still had far too many unstriped squads for my dwindling out-of-position force to dea with. When he finally dropped his superfluous OBA on my one HS guard in the southern part of the village he was able to grab a few more huts unimpeded. A concession could easily have been in order here, but I tried the silly end game rush to hopefully give me a small chance to hold out for his final turn. But key breaks on a couple units trying to reach one of the huts, and a bungled CC cost me any realistic hope. buser333
Gavin TakeSolo game to practice game mechanics and rules. Americans sent two squads and a leader the long way round, forcing the Germans to spread their defense thin against three attacks. It was close - Gavin pinned trying to exit, and Germans kept other US units from advancing. But tide turned in the last US turn. Gavin exited with two squads, while the remaining US units broke and surrounded half of the German forces, forcing them to surrender. Would definitely replay. tpdorsey
City on the EdgeShermans hid for the most part as the Germans gradually pushed the Americans back. The Tiger destroyed both Shermans on turn four. Game was over after five. mtrodgers99
The One HundredthThe AT guns got turret hits for the kills. With four tanks knocked out the Russians did not have enough to exit. Fun scenario but tough for the Russians. Danno
The Show Must Go OnDennis delayed some of his force which allowed them to come one the board unhindered, but put them behind taking the factories. The Russians were able to isolate a couple of tanks and the 9-2 leader about mid game, which made it more difficult to take the required hexes. Great scenario though on a great map. dmareske
Italian BrothersA close fight that saw two turns of vast numbers of troops breaking and being eliminated for failure to rout. The Republicans made good use of their turn 1 movement to nab two of the four buildings needed, and the back-and-forth between the two sides often came down to close combats, where the 1fp advantage (per squad) really shone. Although the CVP was lopsided, the dramatic end was far closer than the points would lead you to believe. Jobbo_Fett
Italian BrothersA close fight that saw two turns of vast numbers of troops breaking and being eliminated for failure to rout. The Republicans made good use of their turn 1 movement to nab two of the four buildings needed, and the back-and-forth between the two sides often came down to close combats, where the 1fp advantage (per squad) really shone. Although the CVP was lopsided, the dramatic end was far closer than the points would lead you to believe. Jobbo_Fett
Italian BrothersA close fight that saw two turns of vast numbers of troops breaking and being eliminated for failure to rout. The Republicans made good use of their turn 1 movement to nab two of the four buildings needed, and the back-and-forth between the two sides often came down to close combats, where the 1fp advantage (per squad) really shone. Although the CVP was lopsided, the dramatic end was far closer than the points would lead you to believe. Jobbo_Fett
Italian BrothersA close fight that saw two turns of vast numbers of troops breaking and being eliminated for failure to rout. The Republicans made good use of their turn 1 movement to nab two of the four buildings needed, and the back-and-forth between the two sides often came down to close combats, where the 1fp advantage (per squad) really shone. Although the CVP was lopsided, the dramatic end was far closer than the points would lead you to believe. Jobbo_Fett
Gavin TakeA very interesting and balanced scenario and a relatively gentle approach to the full rules. The Americans won in the end with a comfortable margin, mostly due to their excellent leaders – one of which became heroic during the game. I will no doubt play it again. Doolan
Hey, That Ain’t A ROK! Bongiovanni
Maczek Fire BrigadeA combination of poor tactics and poor dice rolls sunk the Germans. Their sniper was killed turn 1 while the Polish sniper went on a spree, both AC guns were disabled (1 on turn 1), one truck was burned with the 9-1, MMG and ATR in it. Conceded turn 5 with only 1 building under control and no hope of even reaching another 11 (maybe 5 were possible). Pte Parts
Husum Hotfoot Rich Weiley
Road to Kozani PassTom and I try to get a Black Friday playing in most Thanksgivings. Went big and old school with this one and it was a blast. I think this is tough on the Brits but both sides have a lot of options. Turn 6 was death knell for the brits again Tom made a big push up the middle and 3 x11's and a 10 pretty much had him deeper into my defense in force than he should have been. He exploited over the next two turns and I simply couldn't get back on my feet. An inf Crit from a PzIII on the Brit 9-2 HMG kill stack was the final nail. With 1 A10 left to stand against 3 of the PZIII I through in the towel at then end of turn 8. SGT Mac
Kurhaus Clash GOUREAU
Fighting Withdrawal igycrctl
Forsthaus Clash Lorenzoknight
Enemy Of My Enemy Danno
Enemy Of My EnemyMy Partisans went for an upfront defense. They managed to get some good breaks on Turn 1 and then the dicing began. I rolled miserably for the remainder of Turns 2 and 3 as Dan's Germans just basted me hard. With 7 squads KIA'd, a bunch of brokies and no reasonable chance of victory, I conceded for a German win. The Germans are ultra powerful in this one. An upfront defense can be successful...but not when you are rolling 10's -2 with 5 factors again and again. Germans just walked up to me in the open and tweeked my nose. grumblejones
Counterattack at CarentanMarder and 2 StuG successfully exploited trail-break on American right flank by Turn 2 (accompanied by 6-5-8s) and LMG-toting 5-4-8s moved up middle to interdict re-positioning enemy forces, but without requisite aggression. This (and use of slow Armored Assault across OG in lieu of vehicle-only dash) allowed Americans to shift to right flank, defend in depth, and successfully Manhandle 57 AT Gun into better firing position to interdict exit. Germans conceded on Turn 4 with Marder knocked out and one StuG malf'ing MA. In addition to lack of aggression in attack, German's newb error in focusing 6-5-8s on exit rather than engaging/destroying American interdicting forces left this winnable game (in Turn 2) out of reach 2 turns later. Thanks Peter for patient instruction. Thompsonmg(MGT)
Third Time LuckyThe British failed to do much damage and by Turn 2 had been reduced to 3 squads...with 4 dead on the field for a complete butt whipping. Not much else to say as I conceded on Turn 2 for an embarrassing loss. grumblejones
A Meeting of PatrolsSo its run towards each other snd shoot well
A failed paln from me since I roll High!!
macrobosanta
They Always Returned (VASL Log) Igor Luckyanov
Tretten in FlamesGermans put part of the Tretten townhall ablaze with prebombardment, and rushed towards it under the cover of 150mm gun smoke. After the several bloody CCs Germans were able to clear the townhall and nearby buildings at the middle of the game, but already lost 7 CVP (of 12 allowed) while doing that.

Gebirgsjäger skiers had some swift snow hill ride to get to the British rear, surrounding the defenders and threatening several free buildings.

German PzII (5 CVP!) came to support the infantry with MGs firepower, but foolishly run right into the Street Fighting ambush. Gott mit uns, British squad didn't pass PAATC, so crew realized the danger and moved forward to link up with the rest of German panzer spearhead somewhere to the north.

Big caliber of the supporting gun allowed to achieve several important hits with ATT, so the Germans tooks 22 buildings at the end of Turn 5, still hanging at dangerous CVP mark but breaking enough defenders to prevent the possible counterattack in advance.

Another great game with Herbert. Thank you for the game! (VASL Log)
MoriQuessir
Third Time Lucky Danno
Tod's Last StandThe British did not try to stop the top Germans from rushing the Stream slunts
A High Price to PayI knew going into this I stood no chance. If the Brits don't have ammo shortage I think they might have a small chance, but being outnumbered 2:1 by troops, facing two tanks, a big mortar, two small mortars, a MMG, a HMG, and possibly even an INF gun (though I highly doubt it gets to that point), and a whopping eight Turns for the Italians to complete their easy objective they just stand no chance. Besides being the worst scenario I've ever played, it also was possibly the most boring, as the Brits are going to sit in their FHs and retain concealment until pushed not to. A blind baby could win this as the Italians. Horrible and embarrassing that this ever made it to be a core scenario. buser333
Through the Breach, Into the FireAs close as they come - Japanese won on the final CC DR of the game.
Americans advanced slowly, using their firepower to blast the Japanese, although their FT struggled to get into the action. Reinforcements from the east made it to the rubbled wall sections and traded shots with the Japanese from their, but dared not advance further against a fire lane down the road and my HMG in a steeple. Eventually, having weakened to Japanese significantly, the Americans made a final rush on the last two turns, including a successful infantry overrun that allowed them to reach the last building they needed for victory. Two other CCs succeeded but the last one failed, leaving the Americans one building short of victory.
Andy_Bagley
Ham and Bloody JamOur second take on the scenario started with another aggressive landing by the Brits. This time, two Gliders were damaged. Casualties were also heavy from the start, with Major Howard himself being killed due to a stroke of bad luck (two IFT snake eyes in a row by the German player!). The Fortifications were significantly more troublesome this time around.

My Brits did manage to gather themselves from the shock and make a real fight of it, however. The defending AT Gun and Pillbox were neutralized, the bridge cleared of explosives and the German garrison commander taken out in Melee with his Kübelwagen driving entourage. In the end the game was only decided in the Rally Phase of Turn 6, when it became clear I had no chance to take the western side of the bridge anymore. The defenders had only a single GO 436 left.

Ham & Bloody Jam is not my favorite scenario from a game mechanics point of view. It is very dicey, with the Glider landing rolls, the required Clearance DR and the small number of troops involved. But on the plus side, it does create a very atmospheric and memorable battle and plays fast.
ASLSKGwahlur
Breakout From PrääzäFinns did the smart thing I think by immediately making a break across the stream, except for a small force in the west staying to prevent any marauding Russians in that direction. Fearing the ATR, I was way too tentative with my tank, when instead I should've moved it up to lay smoke and provide cover. I also should've set myself up for human waves as soon as possible. Instead I thought I could soften him up with mass shooting, but that plan went awry with the help of awful dice. It wasn't until Turn 6 that I tried my first human wave, and it worked quite well as I established a bridgehead on the north bank. But with the AT minefield still in place it would be some time before I could really exploit it. Turn 7 proved much deadlier as I continued to have to feed bodies across the stream, but the bridgehead started to expand. Turn 8 I finally cleared the minefield, but I also X'd out my MA on an IF shot, and by this time there were still just too many Finns able to rush north to ring the road with bodies. Pretty tough VC for the Russians; they definitely need to be more aggressive than how I approached it. buser333
Dash for the Stairs Lorenzoknight
Messervy's MenGood Defence on part of my opponent, all sangars in the back of the hill with GUN, mortar and ATR on the advance position ready to make me pay the advace.
The initial SMOKE let me advance in force, sleezing freeze his advanced squad. He lost 3 (one to a lucky CC roll) on turn 4 I was in force on the hill and managed to survive one shock and a couple of P.Shocks.
All came down to an all our assault on my last half turn, I was very lucky in breaking many italian squad and even more lucky when my opponent rolled a 2 on a MC and surrendered.
All went down to the last CC roll. 1:2 sequential CC for my opponent. he failed, stayed in melee not in good order.

cosarara
Italian Brothers-in-ArmsPlentiful breaks by the Italians left me wondering what exactly one could do to push through a rather rigorous defense by the Republicans. The amount of firepower they carried made it tough to get anywhere when 12+ firepower was staring me down, but the Italians eventually wormed their way through the bottom of the map, through vineyards and vehicle wrecks, on top of some lucky shots from a death stack I'd created with the 9-2 leader. It came down to both sides becoming increasingly reluctant to lose any manpower, especially when the dinamiteros troops botched their DC throw to break themselves AND the 4-4-8 squad they were pals with. Long-running CCs and chasing down survivors yielded a 29 to 28 CVP final, with the Republicans able to claim the win.

The inclusion of an extra vehicle that shares none of the same qualities, a mostly useless mortar, almost 2 turns, and custom 3rd party counters (and poor rules to go with them) makes me think that the simpler MMP (Dagger/At The Point) version(s) will be more enjoyable for anyone considering the two variants.
Jobbo_Fett
Noi Siamo Italiani di GaribaldiPlentiful breaks by the Italians left me wondering what exactly one could do to push through a rather rigorous defense by the Republicans. The amount of firepower they carried made it tough to get anywhere when 12+ firepower was staring me down, but the Italians eventually wormed their way through the bottom of the map, through vineyards and vehicle wrecks, on top of some lucky shots from a death stack I'd created with the 9-2 leader. It came down to both sides becoming increasingly reluctant to lose any manpower, especially when the dinamiteros troops botched their DC throw to break themselves AND the 4-4-8 squad they were pals with. Long-running CCs and chasing down survivors yielded a 29 to 28 CVP final, with the Republicans able to claim the win.

The inclusion of an extra vehicle that shares none of the same qualities, a mostly useless mortar, almost 2 turns, and custom 3rd party counters (and poor rules to go with them) makes me think that the simpler MMP (Dagger/At The Point) version(s) will be more enjoyable for anyone considering the two variants.
Jobbo_Fett
Stopped ColdScenario played as you would imagine. The Germans get some good early hits on the Americans as they traverse difficult terrain. By Turn 3, the Germans take damage from the mortars and have to give ground. My German dug five foxholes and hunkered down. The Americans were not able to advance through the center and came at both flanks. The Germans were waiting and Turn 7 saw the Americans broken as they tried to exit F10 and A5. That was game and a German victory. Probably too tough for the Americans unless the Germans roll very poorly. grumblejones
Currie's Favor Serge
Ripples on the PondVery near run thing. A very successful (providential!) White Phosphorus round placement neutralised a Pak crew and cleared the way for enough Shermans to make a dash for the finish line. Doolan
The Land of FireThe Axis got held up one turn too many at the State Farm. I only had enough resources for one other objective and choose the Lighthouse being closer. Last minute Russian heriocs KIA'ed everyone who made a run for the VC. The surviving StuG stunned, flamethrower broke, engineer eliminated placing the DC. This scenario is challenging for the Axis but not unattainable. I recommend this scenario. RJenulis
Under the Noel TreesOnly 3 AFVs got off the board, and the US inflicted more CVP than the Germans, so well done US :)
von Garvin
Stretched Thin at Altaville Serge
Stopped Cold Danno
Blow That Bridge! Lorenzoknight
The PinnacleLots of smoke and OBA WP allowed the Americans to take the building early and then to run up their left flank and onto the hill. On the last turn, they were able to take the victory hexes. mtrodgers99
What's Up Yours?German strategy involved sniping at French tanks from a distance and going for deliberate immobilization shots. The French getting a 12 on a motion attempt was the margin of victory. Very fun scenario. aiabx
Churchills at KurskTried to run up the left side with everybody. Didn't try for smoke which was a mistake. A pesky Pzlll had a rate tear and took out 3 tanks on his own. wwillow
Churchills at Kursk jrwusmc
Siesta TimeWent down to the last turn. Was unable to break a leader on the top floor. Ericmedd
Blood EnemiesThings started out poorly for me when I broke my MMG trying to knock out a tank, a front line LMG HS was busted, and my crew was bookended and encircled by the tanks after they passed their TCs. Then the first shot I took with the gun broke it, and I could not repair it because it was captured. Things didn't fare much better in the next turn, as I broke a LMG and my eastern border squad was busted by the Yugoslav kill stack. I was in the red for every category of dice I had rolled so far. The only one I hadn't rolled was CC. When I did I manage to kill a Croat HS with my crew in CC, and immobilize one of the tanks. I was able to extricate my 8-1 and a squad from the doomed M4 building. I broke my MMG for good on Turn 3, while my lone remaining front line holdout stuck in melee with the immobolized tank met his doom. We forgot to bring my planes on Turn 4, and they would've come in handy when the kill stack repositioned themselves to M4, so we decided to have them enter on Turn 5 and leave on Turn 7. I succeeded in dropping one of the big bombs on the kill stack on Turn 5, but did more harm than good when I turned the 8-1 heroic and create another one. I did manage to break a squad and LMG with that attack. The other plane's MG just missed a result on the last mobile tank. One of my broken LMGs was lost for good. Throughout all this, my sniper had been wreaking havoc on the Yugoslav's right flank. Without my sniper and my planes I would've stood no chance. Broke my last MG for good on Turn 6, while my mortar finally made itself somewhat useful guarding the western flank. Two Yugoslav squads went berserk. If it seems like my opponent rolled a lot of snakeeyes it's because he did. He also rolled a lot of 10's and 11's for his MG kill stack. But, feeling like a dense jungle PTO game, once I consolidated in the central part of the village it was simply a matter of blocking the way with bodies. Despite all the atrocious luck I had throughout the game, my opponent conceded on Turn 7 with the score 13-8. Which really makes me wonder if the Yugoslavs have much of a chance. If both tanks are knocked out I don't think they do. buser333
Cold CrocodilesPlayed it very sneaky ... HIP unit in NW corner to re-take building VP after attackers swept past. Avoided as much contact as possible while withdrawing toward the bridge. Had two HS gaining control of buildings on other side of canal. Reinforcements slaughtered Brits in advance units. All over by Turn 6, did not even need the HIP counter stroke. Kydder
A Sunday StrollUsed American balance. Americans pushed hard in first couple of turns then as Night fell used the cover to easily surround and overwhelm the constrained defenders ... all control divided up by Turn 6 via east side break-through gave the Americans advantage. Kydder
The Trial Lorenzoknight
First Crisis at Army Group NorthDuplicate of 125. esparver73
First Crisis at Army Group NorthThe Germans rushed their tanks early trying to do as much damage as possible to the Russian tanks. A KV got its threads destroyed and a couple of smaller tanks were destroyed, at a cost of all German tanks. Then with the Russians I slowly moved north keeping the group together and finally made a rush exit will all of them to avoid giving too many shots to the 88. Even so he could IF one last time for a win so with the last tank I moved into the gully and reached the map board moving inside the gully, using the Russian infantry to keep the German AT guns at bay, for a Russian win. esparver73
Graveyard ShiftGood scenario to learn the Hillock rules for the EmRR. It was an extremely bloody battle, with the Americans barely pulling out a victory with horrendous casualties. The ATG took out three of the four Shermans, so not the best AFV play by me.

We used the German balance, so marking this play as a duplicate.
ASLSKGwahlur
The Green HouseTurn 1 was pretty good for the Japanese. After that the dice turned and the Japanese broke the mortar and HMG. After that everything went south. A 12 MC killed the 9-0. Japanese conceded at the end of 3 as there was no path to victory. Good scenario and fun game....but bad dice played too big a role. grumblejones
The Green House Danno
A Push in the BushClose, but the second half of British breakthrough squads came two hexes short - possibly due to an analysable play error, though hard to say after the fact. The proximate cause was the need to take out the second Fiat (the first having gone down to ATR fire), and 3 squads in CC and the ATR took multiple half-turns to get there. Nearly every other attempt to run for it led to pretty crazy Italian dice (natural 2s and 3s). It's a 4.5 turn, 18 total squad scenario - it's going to be very dicey. It's a nice puzzle, and some fun twists in the "bold Italians, unconvinced Ghanaians" dynamic, but it's limited. owenedwards
Merzenhausen Zoo atomic
Stackin' 'Em HighA tense scenario that pivoted being a Personal Morale Check for the Nationalists at the half-way mark into clawing themselves to victory with a disgusting number of 4's rolled on the IIFT which constantly found ways to break the attacking 5-2-7s. Rootin' did a fantastic job defending early on, blowing up my more powerful Panzers and stalling the advance to the point where I had barely gotten the victory building as reinforcements poured into the area. The FT-17s felt particularly useless with their extremely limited movement and the snipers favored the defending side. Not a lightning fast scenario, but one that should see tournament play. Jobbo_Fett
Pothus BridgeThe holiday pushed Tom and I out of our normal routine so, we put our Blood & Jungle play through on hold and I chose this scenario for our Sunday clash. What a great choice. The OoB, cool board layout, and mission all really appealed to me and I think Tom as well.
Tom is an outstanding opponent far better than me but our games are usually close and this was no exception.
My allies were having a pretty good go of it thought the first 2/3 turns. The brits on the east side of the bridge held out as long as possible and I delayed blowing the bridge until turn 6. I probably could have waited one more turn, but the east side guys finally melted away to combat ineffectiveness and the LMG on the west side threatening a Fire Lane across the bridge was double acked by Tom's mortar so I errored on the side of caution and dropped the bridge .
Blowing the bridge vs German Reinforcements is a game of chicken and both sides have to weigh the benefits/detriments of when to activate these actions. A great game within the game.
My ASL highlight of the year occured on or about turn 3. After loosing one of my aircraft to a dog fight the previous turn, my surviving AC took down both of Tom's AC rolling a 3, keeping rate, and taking out the last one with a 4 and still holding rate. First dog fights ever and came up one 1 short of an Ace!
With the bridge blown the German reinforcements came in on the east side. In a single fire phase the Allies lost the mortar, HMG and Art gun to horrible morale checks. They would never return and the Germans closed in.
Tom risked wading the river to exit off the north and this came as quite a surprise to me and my Norwegians were unable to displace in time to prevent it.
Overall, the race to the finish was quite close only because I had been successful early on but with all my overwatch positions gone, the Germans crossed the open ground and were able to rack up enough CVP for the win.

Another great Dispatches offering.
SGT Mac
Pothus BridgeThe holiday pushed Tom and I out of our normal routine so, we put our Blood & Jungle play through on hold and I chose this scenario for our Sunday clash. What a great choice. The OoB, cool board layout, and mission all really appealed to me and I think Tom as well.
Tom is an outstanding opponent far better than me but our games are usually close and this was no exception.
My allies were having a pretty good go of it thought the first 2/3 turns. The brits on the east side of the bridge held out as long as possible and I delayed blowing the bridge until turn 6. I probably could have waited one more turn, but the east side guys finally melted away to combat ineffectiveness and the LMG on the west side threatening a Fire Lane across the bridge was double acked by Tom's mortar so I errored on the side of caution and dropped the bridge .
Blowing the bridge vs German Reinforcements is a game of chicken and both sides have to weigh the benefits/detriments of when to activate these actions. A great game within the game.
My ASL highlight of the year occured on or about turn 3. After loosing one of my aircraft to a dog fight the previous turn, my surviving AC took down both of Tom's AC rolling a 3, keeping rate, and taking out the last one with a 4 and still holding rate. First dog fights ever and came up one 1 short of an Ace!
With the bridge blown the German reinforcements came in on the east side. In a single fire phase the Allies lost the mortar, HMG and Art gun to horrible morale checks. They would never return and the Germans closed in.
Tom risked wading the river to exit off the north and this came as quite a surprise to me and my Norwegians were unable to displace in time to prevent it.
Overall, the race to the finish was quite close only because I had been successful early on but with all my overwatch positions gone, the Germans crossed the open ground and were able to rack up enough CVP for the win.

Another great Dispatches offering.
SGT Mac
To Block a StukaSupporting Fire 2022 Round 5 atomic
Egypt's Last HopeWell, forgot to bring my reinforcements on board during the appointed turn and my opponent held me to the rules. Great scenario, otherwise. Brits need to wage a battle of attrition and use reverse slopes when possible. EJ1
No Glory in War Rich Weiley
The Niscemi-Biscari Highway igycrctl
The First VirtueMy defense seemed pretty good first couple of turns .. but once it cracked, it completely broke down. I only got off two shots with the Gun before it was taken. With Gun spiked and the 3 Hill hexes taken, even with German reinforcements it was clear the Free French were going to take the day. Good FTF game at our monthly PSASL meet-up. asevenson
All Roads Lead to Rome Danno
All Roads Lead to RomeKinda of a blah game. Lots of low fire, long range shooting with no result. The Germans suffered losses on the west side of the bridge and then lost a truck hauling the 37L AT Gun. The German 9-1 was wounded by the Sniper. The Italians would lose a tank, but otherwise were standing tall with more CVP earned. The Germans faced with too much ground to cover and no safe approach to the bridge, conceded for an Italian victory. grumblejones
Non-Stop GurkhasJaps heavily smoked their approach, with the Brits mostly set back out of LOS awaiting them. The paddies therefore were not too dangerous for the Japs to just run across the banks. A 448 was KIA'd while taking a ride on one of the two tanks en route to putting pressure on the lone British squad in the west, while the CE crew was stunned. Unlike my usual disdain of FHs, I did setup much of my force entrenched, and therefore just sat and prepped during my half of the turn. Hot dice were to be found on both sides; too hot for a scenario as small as this to absorb. Besides the above-mentioned KIA, my 9-1-led 2-Squad FH was hit with an AFPh ATT CH that nailed both squads (with the PIAT squad succumbing), my 8-1 and accompanying 648 were sent back to deep within the village broken by a lucky ITT shot while they sat assumedly safely in one of the stone buildings, and the final straw being when the Japanese 10-1 went berserk, taking the two 448s that were with him to their doom. With an extremely depleted force, the Japs called it quits on Turn 3 after this move, leaving us unsure how this one could've played out under normal circumstances. buser333
The Puma ProwlsVery mobile and interesting encounter. GOUREAU
New and UntestedI played German Attacker. The Russian Defender set up in the village with a defense in the center. I charged across the road on the 1st turn into a fire lane and took several casualties. I was able to eventually flank and prevent him retreating and/or routing his village team toward the bridge. I was able to set up long range Machine guns to cover the bridge crossing before he could take it with his turn 2 reinforcements. The game went all the way to the final turn 6 with both our forces charging the bridge. He cut down my charge on 1st half of turn 6. His final turn 6 charge was cut down at the last minute with long range machine gun saving the day. Very close game. Robert7721
Saluting a GeneralSet up a forward Russian defence that slowed the Germans down just enough so that they were never going to get to the VC area in time. As others have noted - this one probably needs another turn, then it would be a great scenario. Dave
Will to Fight...EradicatedThe Poles need to push forward sufficiently to have an effect on the German reinforcements or this powerful force, particularly the T3 group, could overwhelm them. I put both HS in the V4 building to slow them down (which worked somewhat), assaulting the Marketplace with my on board forces. I took this and lost it again but then if you can defend the R / Q hexrows and retain control of all those single hex buildings, you don’t actually need the Marketplace to deny the Germans a win. You must conserve the Poles for the end game - with that -1 broken ML and only “0” mod leaders they don’t Rally easily. Did just enough with the Germans falling short by 2VP. Finally got to place a FL through the Marketplace hex R7. This scenario has been around c25yrs and remains a good close contest Simonstan

Latest News

Quickly see the games you've played
On 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 cards
Just 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 reply
If 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.
Full Scenario Map
Take a look at the Scenario Map option on the left hand side. Scroll around, zoom in, set date ranges and find scenarios by location!

Still not sure about scenarios on top of each other (with the same location) but I'll figure it out, shortly!
Publication map markers
Inspired by someone's hard work (I apologise - I've forgotten who it was) - who made some google maps for particular ASL publications, I figured these could be generated automatically for scenarios whose location can be found (by google). Check it out on the slightly new-look publication pages.

(If the labels don't look quite right [they should be a blue-ish text on a slightly transparent white background], you may need to hard-reload the page.)

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Bone of ContentionLorenzoknight Added a playing19h 1m 11s ago
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Blood and Brinemtrodgers99 Added a playing20h 35m 15s ago
The Last Daymtrodgers99 Added a playing20h 43m 26s ago
Brief BreakfastMaurizio.Grassi Added a playingYesterday
Romanian HammersDanno Added a playingYesterday
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Death to Fascism 86.89
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Critical Hit # 2 156.85
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Aussie Tournament Pack 76.81
ASL Action Pack # 3 Few Returned 126.81
Into The Rubble 86.81
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ASL 3a - Yanks (2nd Edition) 416.76
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ASL Journal # 3 336.66
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Not One Step Back 86.66
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Operations Special Issue #1 66.58
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Quick 6 Scenario Pack II 66.49
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Deluxe Pack #1 125.96
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Newest players - welcome!

UsernamePlayerRegistered
E=MC^2Ted Haulley2022-12-03 04:52:57
DamienEdeleDamien Edele2022-12-01 21:51:55
yzw928Zhongwei Yan2022-11-29 01:48:52

On this day...

ScenarioLocationDate
O121.3 A Good FinishMt. Austen, Guadalcanal, Solomon Islands1942
FT183 Partisan StrongholdWest of Feodosia, Crimea1941
CT1 Quota 176Bir El Gobi, Libya1941
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