Scenario Archive Video
Most recent games playedFilter with log files:
|To the Bitter End||You have to cover a town with your assests |
The ability to move unit sfrom one flank to teh other allows any penetrations to be plugged
No such luck for the French - Alex's Germans punched a whole and slowy exploited inside teh town with little chance of my plugging
|Demented with Grief||toffee|
|Rocket's Red Glare||toffee|
|Fortune Favours The Bold||ASLOK||wwillow|
|Simple Equation||The German defended up front with the HMG in the fortified building yI2 and a line of defenders to cover the open grounded flanks. The Americans decided to attack through the centre in force. They suffered heavy fire which stalled their progress and routed some units. Smoke and heavy firepower finally allowed the US troopers to force their way through and control the first buildings. The Germans however did not stop defending and successfully delayed the progress of US attackers. A final rush allowed the Americans to get 23 building hexes controlled, but not enough for victory.||lt_steiner|
|Always Ready||American player sent everything towards the town. Cleared the town. Mid-game however, four failed MC allowed a Japanese counter attack to cause some FTR and return to the town.||mtrodgers99|
|Ten-Ton Tank||Failed to grasp that I needed to prevent capture of the AT guns. In turn 4 I lost both of them to give the Russian win.||mtrodgers99|
|Without Thought of Numbers||Love the map, but with even dice rolling this one would be tough for the Germans to pull off. The American super-heroic leaders are powerful. In this playing the American AT gun never came into play. |
My German tank got a bit of a lucky shot early to take out the paratroopers' sentinel squad high up over the countryside in the Maison de Retraite, and remainder of my force sprinted into town. Some vicious close combats cleared out the center of town, and by T6 the Germans were in or adjacent to the church with my (8) surviving squads. On their turn the paratroops tried to skulk out the back to avoid massed firepower, but took a Pin result so couldn't re-enter the building. On the subsequent German turn fire by the tank missed, but several squads broke the American half squad up in the steeple. The church was then Mopped Up for an immediate German win.
Enjoyable game for both players with a good deal of back and forth. Certainly helped the Germans that all three American SMC were either wounded or killed.
|The Commissar's Folly||Bongiovanni|
|Stand And Die||Bongiovanni|
|The Cloak of Disorder||The elite Japanese rolled a lot of 9s, but still was able to get into the last building with the reinforcing Chinese and roll a CC. Chinese LMGs took out two of the tanks and the other one got immobilized in bypass and kept breaking its MA (3 times!, guess I rolled some 12s too!). It was a fun scenario.||dmareske|
|Comrade Klimenkov||The tanks avoided each other for the first half of the game. Russian tanks finally broke some Germans and then things started moving. Came down to CC vs the last Tiger on the last Russian turn.||mtrodgers99|
|The Tractor Works||As part of Slackers Con 2023, Halifax, NS, Canada. |
Nnotable: Soviet sniper attacked 6 times, German Sniper never attacked once.
|Chance d'une Affaire||French units pretty constantly disrupted. Managed to take just one objective.||Viking_CTO|
|It's a Battlefield||The German right flank looked in trouble, then an 8-0 leader rallied everyone and turned them fanatic to turn the game around again.||RJenulis|
|Shadows of Death||Despite the ROAR record, the scenario was surprisingly fun for me as the Germans. I sent the Panthers north to intercept the turn 2 American tanks. The PSK and a few squads went that way as well. The rest took a wide swing on the south to hit the American southwest flank. |
Interestingly, my friend didn't try to pop off starshells when my tanks came on (which I moved on last). This, along with the NVR going to zero, allowed me to get in close to the victory building unhindered. Even though I won a lot of CC's, there were just too many Americans packed in the building. Basically only going one hex a turn once I got there wasn't going to get it done. About 2/3 of the way through the game, it was clear there was no way to totally clear out the building and I conceded.
|Stalin's Socks||Played Face to Face. My initial defensive shots were effective, but then my luck changed and Gary's Germans pressed on to my objective. In the end, his swarm ended any chance of a Russian Win.||von Garvin|
|One-Man Wrecking Machine||Interesting scenario, short and with an interesting VC. It looks to me a bit pro-US. Tough decisions on the German. The German attacked along the whole front, and during the game move the balance south to north, but a couple of lucky shots across the Bocage seal the scenario. Probably the AFV has to smoke instead of shooting. I would replay it as a German.||Maurizio.Grassi|
|The Gin Drinker's Line||Bongiovanni|
|Initial Skirmish||A pleasant scenario. Initially, the German lost 2 AFV and 2 were malfunctioned giving an edge to the French. At mid-game, The 2 French AC were (luckily) destroyed and the issue became clearly uncertain. During the two last turns, a German breakthrough in the North gave them a slight advantage over the French. The issue was finally decided by a small margin of 2 VP giving the victory to the Germans. Overall, it was really a close game...||lechiquier94|
|Moment of Truth||Two IFE 2s from the 8-1 kill (16 FP) stack against entrenched positions paved the way for the Germans to advance on the hill. Even so, one gun took out one flank. Slovakian failed Rally attempts really sealed the German victory. Dan elected to create an "Alamo" type defense on top of the hill, where one gun was eliminated trying to fix it and the other was captured after a successful CC.||dmareske|
|Moment of Truth||Danno|
|Stonewalling the Führer||First to play and post.||Danno|
|Stonewalling the Führer||A few changes from Tony's original version were in evidence. The "2" ELR for the Germans vs. "3" in the original would impact Dan's grenadiers as they ELR'd several times during the game. The game was tough on Dan's Germans as my Americans got nearly all their hits and broke up the infantry assault from the north and then destroyed both Stugs with an M-36. Then Dan's Panther couldn't roll less than a 9 on the to hit and in a frustrating Intensive Fire rolled an 11 to MALF the 75LL. After that, Dan's Germans gave the concession. Both M-36's were still in play with no good German AFV's to counter them. So with 3 turns in the can, Dan's Germans no longer had the punch necessary to take the village. This is a good scenario design, although I think Dan and I may prefer Tony's original version. But both are great fun to play.||grumblejones|
|Commandos at Kaiapit||I rolled low. He rolled high. Called after 4. Brought Group A on turn 2 at 62E1-K1. Group B turn 3 on 62A4-A7 ||wwillow|
|Stonewalling the Führer||Down to the last CC. Germans could not seal the deal.||Ric of The LBC|
|Guards Attack||The scenario start well as Martin drove an AFV into the line of sight of my hip AT Gun and I rolled snake eyes on the subsequent TH roll. |
Then things went down hill from there.
Martin flanked my defence by coming through the woods and overwhelmed my lone squad defending the victory condition hexes.
I resigned in the 7th turn after losing my squad in close combat .
Good scenario for newbies, however my losing streak continues :(.
|Beyond Their Capabilities||First to play and post.||Danno|
|Beyond Their Capabilities||Super fun scenario. Axis attack went straight along the north board edge. The Russians would knock out 4 tanks and immobilize a 5th tank, which was then abandoned. The Germans continued on with a single tank, which VBM freezed the Russians with the MMG and then the V8 Victory Hex. In the Turn 5 close combat the Germans had 3-1 odds, but Dan rolled snakes, killed a squad and created a 7-0 and took the Melee to Turn 6 final. The Germans would then roll snakes for the game winner. Extremely fun game.||grumblejones|
|Stand For New Zealand||As part of Slackers Con 2023. I had a mix of luck to start, and one of the defender guns had an amazing run! 2 Critical hits and he also had a number of incredible rate tears. |
In the end, I was able to knock out a tank with an ATR and then counter attack when his reinforcements stormed a building he needed to take the win. In CC, I rolled 1, 1 to seal the deal. Great Fun!
|Beachhead at Ozereyka Bay||Axis held onto one Gun to prevent VC needed for Russians.||Kydder|
|Orange at Walawbum||Went to last turn for Japanese to secure the 4 Level 2 hexes needed.||Kydder|
|A Surprise Encounter||All came down to last Turn with Finns unable to rally the extra units needed for the Exit .||Kydder|
|Round One||The German attack was slowed down by roadblocks and wire forcing the Panzers to find a way through and to become targets to the Polish guns. The Guns and ATR were quite efficient in eliminating the panzers. The western Polish wing eventually collapsed and Germans began to control several stone buildings. However, fate during an innocent rally from a German half-squad provided the 50th CVP required to the Polish victory. |
A good scenario with several options for both sides. But the German player must give his best to win this one even with the balance.
|On the Borderline||Despite several opportunities, the Finnish Sniper refused to shoot at all. The Russian sniper, on the other hand, killed the Finnish 9-1 at the right time to hand the Russians the victory on turn 11. Bad luck and bad management meant that the forward roadblock did little except give the Russians another HMG.||Pte Parts|
|Expendable Allies||As German you have the choice to go for an instant win on turn 3, bagging 1 VC building and getting more CVP than your opponent. It's doable but you need to engage heavily on the eastern building and could be pulled off on the northen building as well if defended lightly. The tricky part is the CVP. Problem is that you'll be unbalanced on these 2 buildings and probably not in good position to get the third building by the end of the scenario. Beware that your Panthers are needed to steam the IS2 don't waste them in the initial assault you have PzIV for that and for your own good keep those halftrack in the back ready to zip in the rear of the polish forces, don't use them too early. They are key to win the scenario. |
On the other hand trying to get all 3 building by the end of the scenario is a more sure proposition if you plan accordingly from the beginning.
As Defender has not the luxury to choose,, you need to prepare for both course of action. BUT if you put too many bodies in the east and north they will be probably cut off to pieces and you'll be short of the defender for the third building and the reinforcement are not enough. The key is to defend with enough forces to hold them for a while AND prepare reinforcement that can bolster the defences enough for the building to hold into the 4th turn (more easily said than done).
|Pillbox Pains||Japanese lost three buildings but eliminated two tanks.||RJenulis|
|One Story Town||It's rare for me that a plan comes together, but it did here. As the Russians, I set out to defend building 22F3 and one other, which turned out to be 22P8. The other three buildings fell fairly quickly to the Russians as I conducted a fighting withdrawal that left most of my forces intact. My first set of reinforcements came on at 22I1 to help defend the 2VP building, but that was never really threatened so most of them could shift south to aid the defence of 22P8. Second reinforcements came on 49A6, threatening to recapture VP buildings from the rear, which forced the Finns to divert a couple of units in that direction. The Finns were unfortunate to run out of flame with their FT tank after three shots, but all of this left them with insufficient strength to capture the final building they needed, and my opponent conceded on turn 6. Very enjoyable scenario though, with lots to do for both sides.||Andy_Bagley|
|In Front of the Storm||Last turn French managed to capture two victory hexes but no more.||Viking_CTO|
|Ranger Stronghold||von Garvin|
|A Veritable Delay||Once we got past the nonsensically gamey mechanic for how the Brits can freely move (why they didn't move in a convoy is beyond me) the game got rather interesting, if not totally predicated on dice. I wanted them well sucked into town, so this didn't happen until Turn 3 Brit moves, when they wisely unloaded all passengers. My StuG was caught on the front line without infantry support, promptly whiffed on its first shot, managed to knock out an adjacent Roo using IF during DFPh, and was then stunned and ready to be raided in CC by a surviving crew. With 7(!) CS on all Brit vehicles, there would be a lot of those running around this game. Thankfully it survived, and my infantry moved up on my turn to try their luck on PB PF shots. Let the dicefest begin. To say I got extremely lucky would be an understatement. I fried two adjacent Roos with PFs (eating the backblast on one), knocked out another with my repositioned StuG, and eliminated a Churchill with a lucky long range PSK shot. On my half of the turn he thankfully lost his Piat for good during RPh, and another Roo was knocked out by my StuG. I had had a precious squad turn berserk during Brit AFPh, and he was setup to provide an almost instant death to him, but against all odds he survived all fire, only to be pinned looking for a PF in CC with a Roo. He would be gone next turn, but again only after absorbing an inordinate amount of fire. Going into this I thought 8 turns was way too many for the attacker, but it became painfully apparent at this stage how costly moving through the mud was. After he lost his other Churchill to a sniper, he would need to get all of his units across the line and capture/eliminate just about all my units to pull this out. So Scott threw up the concession in the middle of Turn 6. Not the complete dog I thought it was going to be, but the goofy nature of the Brits basically dictating the "ambush" pretty well ruined it for me from the start.||buser333|
|Sore Thumbs||Played in the last round of the Vasleague. Michael showed why he is so highly rated as he used his half tracks to great effect to surround troops defending the woods to the north west of the victory buildings. My guys couldn't hit a barn door at ten paces and that is never a good thing when your opponent has unopposed armour. I think that the Germans need to half the foxholes among the victory buildings as opposed to the woods where I put them, with predictably disastrous results when they couldn't fall back without coming under fire. It was all over by the end of US turn 3. (VASL Log)||Dougban|
|Maczek Fire Brigade||igycrctl|
|Clearing Kakazu||VASL-Recommend giving Japanese the Balance||jrwusmc|
|Ripples on the Pond||Bongiovanni|
|Camp Nibeiwa||Another tough desert scenario...dust...dust...dust...ugh. Dan and I gave this our best shot. Dan's 10-2 would be killed in the Pre-game Bombardment when the Bunker collapsed on him. Dan's Italian tanks rushed my advancing British and I managed to knock them out by Turn 3 and then stormed forward with all of my tanks and infantry against the remaining Italians. Tough game for the Italians.||grumblejones|
|Factory in Flix||An incredibly tough start for the attackers, where the open ground proved deadly for the Green troops. Constant breaks meant that by the half-way mark of the game, they hadn't secured ANY buildings, much less the objective ones. We called it early due to the overwhelming defensive firepower remaining and the time needed to finish the job being far too close for comfort. Honestly, not sure what the developer for this scenario was thinking, but I would highly suggest throwing the attacker a bone, either with the possibility of a Human Wave (on Turn 1 only), perhaps increasing the amount of units that start on the map to 16 squads, instead of 12, or, as a last resort, allow a secret option for the attacker, where they can have reinforcements come in on turn 5 from the north or south. Would be interested in hearing other people's AARs with one or multiple of those options chosen...||Jobbo_Fett|
|Circle the Wagons!||Ethiopians did more damage than I suspected, targeting trucks and getting plenty of kills on the trucks.||Viking_CTO|
|Besieged||Raiders drove through the jungle, driving IJA back. Raiders exited 3 squads and leader. But IJA held two hexes of road, locked in CC with reinforcements. Played with IJA HIP, made it more real. Now as as "Diaper and Spoon' scenario, rIJA refuse to give up..||BobMcKenna1966|
|Cutting Out a Strongpoint||It started out well for Allies, but lucky Italian rally & repairs kept the defenders holding on ... then the OBA ravaged the South Africans causing significant KIAs that stopped the attack.||Kydder|
|Defiance on Hill 30||Played in a fast-paced game. As US, I malf'd out my Mortar and my MMG in short order, but my reinforcements were timely, as was a HOB roll that generated a hero and made my squad go fanatic. Great fun! ||von Garvin|
|Signal Hill||Final Round of the Illuminating Rounds Tournament.||dmareske|
|Signal Hill||Final round of the Illuminating Rounds tournament||atomic|
|Men of the Mountains||Come down to the last turn. Partisans captured the gun and found it. The Italians broke the squads on the Italians last turn for the win.||Lorenzoknight|
|Camp Nibeiwa||First to play and post.||Danno|
|Last Ally, Last Victory||German infantry bogged down outside the town. German immobilized tank took out a few T34. Russians knocked out a Tiger. Too many 628 in the town. Russians win, great planning.||BobMcKenna1966|
|Seizing the Sittang Bridge||The Chinese set-up the bulk of their defense back, with only two sets of two 3-3-7s forward to masquerade as MG stacks and strip concealment: one in the AA8 Hedge enclosure adjacent to center road and one on the DD9 Hill hex. Their main defense entrenched in AA5 (9-1/MMG/2x4-4-7 (one Dare Death), BB2 (8-1/LMG/2x3-3-7), and CC3 (8-0/LMG/3-3-7), with the mortar in X0. A successful entrenching attempt in Chinese Player Turn 1 added the second 4-4-7 to the foxhole in AA5. The forward units did a decent job holding up the Japanese infantry in the hedge/hill area and the Chinese did manage to take out both ACs early on (one by LMG, the other via CC), but a crescendo of doom mounted on the Chinese in the form of malf/elim of all MGs by Turn 3, a DC Hero attack in Turn 3 that broke both 4-4-7s guarding the Bridge entrance, and very effective Japanese MTR Smoke rendering ineffective fire by the units entrenched on the far bank. In the Chinese Player Turn 5, the Japanese had 2 half-squads and 2 full squads on Bridge hexes AA4 and AA3, respectively. A ray of hope for the Chinese came in the form of Rallying of all units (and Hero creation) in their CC1 Alamo and a MTR CH which broke the 2 half-squads on the Bridge, but the Chinese counterattack (including a Beserk Dare Death/9-1 combo) fell just short, succumbing to defensive fire/Resid in AA2. The hapless 9-1 and Hero who made into Melee went down in H-t-H CC, with some small satisfaction of taking a few Japanese with them. The Japanese smoke and DC Hero capability and Chinese B11 IMHO - and as amply demonstrated in the game - make this IMHO a tough one for the Chinese. Then again, the Chinese might have set up a bit too far back and should have placed at least one blocking unit on the Bridge.||Thompsonmg(MGT)|
|The Dornot Watermark||Germans couldn't quite catch up and stop the Americans from crossing the river.||Viking_CTO|
|Bridgehead at Merekula||Very fun game with a ton of great movement combined with some close combat. Dan's SS got the better of my Russians. After 5 turns, the Russians had to concede as they had no path to getting 11 buildings.||grumblejones|
|Bridgehead at Merekula||First to play and post. ||Danno|
|Non-Stop Gurkhas||Rich Weiley|
|Wooden Hell||Fun scenario to get a taste of Inor. The variable fortifications give some options to the French player and there is room for both sides to move but the woods mean slow going for the German. My opponent pushed hard but had several squads break in turn 3 & 4 so I slowed him up enough to take the win.||nebel|
|Shoulder to Shoulder||cosarara|
|Early Battles||Germans had just one AFV left. The 76mm inf gun was deadly to the tanks the first few rounds til the crew was broken.||Viking_CTO|
|The Katanas Come Out at Night||The Japanese were able to make fantastic early game progress thanks to the low NVR and ambushes claiming half-squads on the picket line. Few of the initial Starshell attempts were successful, leaving the remaining defenders in the dark. By the time this corrected itself, Japanese forces were already mixing it up with troops on Lvl 1 hill hexes, and every CC turned out to be bloody affairs for both sides. A large cloaked group was decimated by fire from HIP units, only for a 7+2 wounded leader successfully throw his DC and nearly wipe out two squads (broken only!) for little to no repercussion. By the end of Japanese Turn 5, and with still numerous out-of-view Russians unable to move, the game was called. There simply wasn't enough manpower with the capacity to move to impede the Japanese advance, much less reclaim lost ground...||Jobbo_Fett|
|The Roadblock||The German choose to split the force between both side. |
American got a hard time till the reinforcement gets in.
Attacker got 11VP on 17 needed.
|Into the Fray||GOUREAU|
|Commandos at Kaiapit||igycrctl|
|Under the Noel Trees||1 Hellcat broke MA on the very first attack role of the game. Eventually got it back working but not soon enough. Germans exited 4 AFV off map in the 5th turn.||Viking_CTO|
|"They're Here! Reverse!"||Brit forgot to CE tanks at start. Italians used vehicle dust to screen trucks and infantry. Unhooked AT guns on turn 2. Brit shooting at tanks could have been better. MA breaks hurt the Brits. AT guns killed some tanks. Italians cleared nearest hillock on turn five. Brit conceded.||mtrodgers99|
|Hammer to the Teeth||At the start, this felt very one-sided. The Americans set up a forward defense anchored by two MG nests on the central hill with the AT guns hidden around the square. The first three turns felt like no contest, the German line steamrolled their way forward, routing almost all the Americans and disrupting the plan for an intentional withdrawal. |
At the start of turn 4, there was the start of a reversal of fortunes. The American center and southern flank were collapsing, but an American force solidified in R8 and S8. Those two stacks would prove pivotal to stalling and then breaking the German forces in conjunction with the American reinforcements, who managed to turn back the Germans coming around from the southwest.
All in all, a great example of how a battle can go either way.
|Intimate War||With the help of SMOKE and some good Prep Fire the Americans were able to get across the street and through the wire with only a few casualties and once in the buildings their fire power took over. Don't forget to HIP a couple of Japanese squads.||dmareske|
|Shoulder to Shoulder||I expected the German attack would come from the left American flank and through the center. Instead, it came mostly from the right American flank. In the beginning, there was not much to stop the German onslaught. Forward units of the Americans were rather quickly overwhelmed and beaten back. The German StuGs massed on one hill to break the US forward positions and to place SMOKE, then supported the Germans on the right American flank. |
I played the Meatchopper conservatively, as there was no chance when getting near the StuGs where most of the German Infantry was. Instead, I wore down 1.5 German squads on the US left planning to bring this mean machine into action later, when it would literally be a PITA for German units.
Somehow, I "figured" that the M8s and the Infantry would come in on Turn 1, why the US right flank was rather weak initially. The Germans pushed hard and for a while I thought that my units in the Church area would not be able to stem the tide. But then, a US 666+MMG broke a German stack consisting of his 8-1, two 467s, and a MMG. This brought the critical respite for the US, so that the reinforcements could arrive just in time to strengthen the Church area before the Germans could capture the Multi-Hex buildings there.
As a result, with the remaining US forces I had bottled up the Germans pretty well, so that my opponent conceded. The dice helped me in some important occasions, otherwise the game might have been closer.
|Costly Baptism||Germans pushed hard on the left.||RJenulis|
|Before the Blunder||A good scenario despite my shameless luck during the second half of the game. Everything worked for me and nothing for Lionel and of course he fell short to realize the victory conditions in the last turn... |
Thanks to him and for keeping its good mood until the end of the game.
|The Abbeville Bridgehead||Interesting scenario but a tough one for the French I reckon against accurate German play, which my opponent certainly achieved here with a well-executed fighting withdrawal. There's a lot of ground to cover, and whilst I was fairly aggressive I didn't want to take too many risks early on, which meant I fell 'behind the clock' in terms of my speed of advance. By turn 6 I had captured the southernmost VP building, might have got the northern one, but was nowhere near the third one, so conceded.||Andy_Bagley|
|To Clear a Roadblock||Good German defense from the heights kept my Partisans broken with every step they tried to take. Attack fizzled out by Turn 3.||Kydder|
|The Valley of Death||Two CHs vs a Russian 76L and a foxhole paved the way for the Italian advance. The snow fell heavy for most of the game, but cleared on the last couple of turns making an easy Axis Prep Fire and Movement against the broken Russian defense. A couple of notables beyond more than the Axis fair share of 2s, was a Russian conscript and 7-0 leader eliminating a tank in CC and Paul ended up with a berserk conscript in a foxhole that the Axis had to dig out for the win.||dmareske|
|Anabasis||Couldn't take the last foxhole on the hill. Finnish win||Lorenzoknight|
|Round Two||SS conceded turn 6 with no plausible chance of victory. Poles placed two fortified buildings up front with a roadblock V7/W8 and this completely stopped the German advance on the north. Lots of extremely high and extremely low rolls. German radio missed contact twice before breaking. Pz IV malfed its MA first shot (later fixed), wind changed twice, and 5 heroes were created (including SSR hero) Final tally 34 to 23 VP with the German tally including 20 points for the rowhouses.||Pte Parts|
|Dying for Danzig||Actually down to the last dice roll. If russians managed to blow the buiding into rubble, a 4KIA, where the rubble creation dr rolled a 6, they would make it. Some really bad DR early in the game slowed Russian offensive. |
2 FT tanks and 2 FT were really invincible. Germans were gradually pushed out of their defense line. I set the 88 gun within the stronghold area, which didn't score any hit, and my little forces were divided into 3 individual parts by turn 3.
|Advanced Squad Commissar|
|East of Tortosa||Honestly, the only thing to really say is that if the Nationalists dial in the artillery on the reinforcing Republicans, you might as well kiss your cool support weapons goodbye. Both sides were hyper aggressive and it only helped the Republicans as too many Nationalists died or broke early, never to truly recover.||Jobbo_Fett|
|Vichy Strikes Back||Bongiovanni|
|Signal Hill||Played in the final round of the Illuminating Rounds competition. Steve attacked along a broad front. One of his squads was wiped out in bore sighted hex on turn one and it all went downhill for the Australians from there. Apart from a couple of HOB battle hardening results, they were buried in a flurry of casualty MCs and broken weapons. Steve conceded when his flamethrowing tank was taken out by a HIP THH. Clearly luck was on my side but the scenario is an interesting one. The Aussies don't look as if they have too much ground to cover but the Japanese are tough to get past, even in an urban environment.||Dougban|
|Hart Attack||Close game||Gamer72|
|Carnage in the Night||Not a big fan of night scenarios, but this one was next in the queue. As the Germans, I got lucky with my starshells which really slowed down the American advance. With time running out, my friend was forced to rush his men through illuminated locations in an attempt to take out my forces and grab buildings. One by one they broke as they braved PB fire and resid shots. |
The straw that broke the camel's back happened during that rush when my friend ran three and a half squads next to my stone building stronghold (the second building from the American start up area). The 9-2, three squads, and a hidden HMG, MMG, and LMG were in there. Knowing what I had, I held fire with them until the DFPh. A 30 flat spraying fire shot resulted in a 3KIA and rate for the HMG and MMG. With almost his entire force broken at that point including all but one leader and one turn left, my friend called it.
Kind of dicey in my opinion. I almost always got a starshell off, and they pretty much always landed where I hoped they would. The snipers could also be a game changer as all but the Panther are OT. Strangely, only one sniper was generated with no effect.
As far as night scenarios go, it wasn't bad. Slow due to the constant rules look-ups and constantly having to look at the Cloaking Display, but for my friend and I, that's pretty much how night scenarios go.
|Flaming of the Guard||Save for one Panther knocked-out in a flanking move around the Gully, the German three wing attack reached the Eastern side of the victory road relatively unscathed. Two more Panthers fell attempting to VBM freeze units in large Building adjacent to the central crossroads, but the third succeeded and the Germans got close to securing blocking positions but ultimately did not have enough time or men to push the British out of enough Building hexes Adjacent to the road. We then discovered that the British had too many squads at set-up - due to a not uncommon error of failing to delete the squad when deploying pre-game - and called it a draw. Great fun, including CC featuring two AFVs, 2 MMCs, 1 Prisoner!||Thompsonmg(MGT)|
|The Long Road||French gave up on Turn 2 with all but one unit broken.||Kydder|
|Chateau de Quesnoy||It swung back and forth many times. French managed to get the needed CVP in Turn 6 to prevent the Axis, who had the building under Control by that time their win.||Kydder|
|Extracurricular Activity||VASLeague game. |
Jeff is a great guy.
Glad he didn't troll the setup as this scenario is pretty well scripted on how it will progress.
I was the Hungarian. Loved the SSR with ML. If the players forget this, Russian win instantly.
If the Hungarian forgets he has PF, Russian win.
The VC are lacking as I started taking prisoners early on. The rules do not exclude prisoners from being anything but unbroken enemy units. Makes the VC kinda sketchy and the PT in question.
Regardless, the game progressed with fun and excitement!!
2 rolls determined the outcome directly as a whole. So, those that say small scenarios are dicey are full of shit. this is s Meaty scenario and it takes ONE roll to open up the map.
Fun game and it was close most of the way. Good weekend game with your buddy!!
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|Nord's End||Hutch Uploaded an Image||6h 45m 3s ago|
|Southside Seesaw||Hutch Added the scenario||6h 45m 53s ago|
|The Walled City||Hutch Added the scenario||6h 47m 23s ago|
|Little Rat||Hutch Added the scenario||6h 48m 57s ago|
|Goodbye, Geishas||Hutch Added the scenario||6h 50m 18s ago|
|Chuikov's Revenge||Hutch Added the scenario||6h 52m 5s ago|
|Nord's End||Hutch Added the scenario||6h 53m 57s ago|
|General||Hutch Updated the ASL Action Pack #18 Oktoberfest XXXVII intro text||7h 24m 20s ago|
|Silver & Bronze||Hutch Uploaded an Image||7h 32m 57s ago|
|Killer Cats & Easy Eights||Hutch Uploaded an Image||7h 37m 47s ago|
|Hassel at Hasselt||Hutch Uploaded an Image||7h 38m 28s ago|
|Hassel at Hasselt||Hutch Modified the Defender||7h 38m 53s ago|
|Hassel at Hasselt||Hutch Modified the Attacker||7h 39m 13s ago|
|Hassel at Hasselt||Hutch Added the scenario||7h 40m 12s ago|
|Killer Cats & Easy Eights||Hutch Added the scenario||7h 41m 37s ago|
|Silver & Bronze||Hutch Added the scenario||7h 43m 20s ago|
|General||antro updated collection||8h 3m 59s ago|
|Fighting Withdrawal||antro Added a playing||8h 5m 38s ago|
|Hit It & Quit It||Hutch Modified the Defender||8h 29m 17s ago|
|Hit It & Quit It||Hutch Modified the Attacker||8h 29m 47s ago|
|Not Fade Away||Hutch Uploaded an Image||8h 30m 19s ago|
|Not Fade Away||Hutch Added the scenario||8h 32m 13s ago|
|Hit It & Quit It||Hutch Uploaded an Image||8h 34m 1s ago|
|Hit It & Quit It||Hutch Modified the Unit Elements||8h 36m 30s ago|
|East Wind||Hutch Uploaded an Image||8h 37m 27s ago|
|Hit It & Quit It||Hutch Added the scenario||8h 40m 15s ago|
|Brush Off||Hutch Added the scenario||8h 43m 54s ago|
|East Wind||Hutch Added the scenario||8h 45m 55s ago|
|Light Aid Detached||Dougban Uploaded a VASL file||9h 28m 13s ago|
|Break In On Rollbahn A||Hutch Uploaded an Image||11h 51m 18s ago|
|The Abbeville Bridgehead||Andy_Bagley Added a playing||12h 54m 15s ago|
|One Story Town||Andy_Bagley Added a playing||13h 3m 45s ago|
|General||Hutch Updated the ASL Action Pack #18 Oktoberfest XXXVII intro text||20h 47m 52s ago|
|Ten-Ton Tank||mtrodgers99 Added a playing||21h 11m 47s ago|
|Always Ready||mtrodgers99 Added a playing||21h 13m 51s ago|
|Comrade Klimenkov||mtrodgers99 Added a playing||21h 17m 27s ago|
|Break In On Rollbahn A||Hutch Modified the misc. rules||21h 19m 34s ago|
|Break In On Rollbahn A||Hutch Modified the Unit Elements||21h 23m 33s ago|
|"They're Here! Reverse!"||mtrodgers99 Added a playing||21h 28m 32s ago|
|Break In On Rollbahn A||Hutch Modified the overview||21h 35m 12s ago|
|Break In On Rollbahn A||Hutch Modified the Attacker's AFVs||21h 42m 34s ago|
|Break In On Rollbahn A||Hutch Modified the Defender's AFVs||21h 42m 34s ago|
|Break In On Rollbahn A||Hutch Modified the Defender's Guns||21h 42m 34s ago|
|Break In On Rollbahn A||Hutch Modified the unit counts||21h 42m 35s ago|
|Break In On Rollbahn A||Hutch Added the scenario||21h 56m 42s ago|
|Maranzani’s Mission||hoxson1 Modified the unit counts||23h 23m 16s ago|
|Ordered Not to Reply||hoxson1 Modified the misc. rules||23h 26m 35s ago|
|Ordered Not to Reply||hoxson1 Modified the unit counts||23h 26m 54s ago|
|Red Hot Hannibal||hoxson1 Uploaded an Image||23h 27m 55s ago|
|Gruppo Tattico Ronco||hoxson1 Uploaded an Image||23h 28m 27s ago|
|Ordered Not to Reply||hoxson1 Uploaded an Image||23h 28m 49s ago|
|Centaro and Sand||hoxson1 Uploaded an Image||23h 29m 59s ago|
|Addio Arriete||hoxson1 Uploaded an Image||23h 30m 25s ago|
|Folgore Consolidated||hoxson1 Uploaded an Image||23h 30m 45s ago|
|Maranzani’s Mission||hoxson1 Uploaded an Image||23h 31m 14s ago|
|The Daring Ones||hoxson1 Uploaded an Image||23h 31m 50s ago|
|Espirito Inaspettato||hoxson1 Uploaded an Image||23h 32m 16s ago|
|Lazarus Wilson||hoxson1 Uploaded an Image||23h 32m 41s ago|
|Red Hot Hannibal||hoxson1 Added the scenario||23h 33m 26s ago|
|Gruppo Tattico Ronco||hoxson1 Modified the Attacker's AFVs||23h 36m 24s ago|
|Gruppo Tattico Ronco||hoxson1 Modified the unit counts||23h 36m 25s ago|
|Gruppo Tattico Ronco||hoxson1 Added the scenario||23h 37m 9s ago|
|Ordered Not to Reply||hoxson1 Added the scenario||23h 41m 3s ago|
|Centaro and Sand||hoxson1 Added the scenario||23h 43m 54s ago|
|Addio Arriete||hoxson1 Modified the unit counts||23h 47m 28s ago|
|Addio Arriete||hoxson1 Modified the Defender's AFVs||23h 47m 28s ago|
|Addio Arriete||hoxson1 Added the scenario||23h 48m 19s ago|
|Folgore Consolidated||hoxson1 Added the scenario||23h 51m 3s ago|
|Maranzani’s Mission||hoxson1 Added the scenario||23h 54m 47s ago|
|The Daring Ones||hoxson1 Added the scenario||23h 57m 29s ago|
|Espirito Inaspettato||hoxson1 Modified the Theatre||23h 59m 49s ago|
|Espirito Inaspettato||hoxson1 Added the scenario||Yesterday|
|Lazarus Wilson||hoxson1 Modified the Theatre||Yesterday|
|Lazarus Wilson||hoxson1 Added the scenario||Yesterday|
|The Cloak of Disorder||dmareske Added a playing||Yesterday|
|The Eagle Has Landed - Captain Clark||hoxson1 Modified the maps||Yesterday|
|The Eagle Has Landed - The Ambush||hoxson1 Modified the maps||Yesterday|
|General||Bongiovanni updated collection||2 days ago|
|Stand And Die||Bongiovanni Added a playing||2 days ago|
|General||Hutch updated collection||2 days ago|
|General||Hutch Updated the Hazmo Scenario Pack 4: Making the Grade intro text||2 days ago|
|The Commissar's Folly||Bongiovanni Added a playing||2 days ago|
|General||Hutch Updated Hazmo Scenario Pack 4: Making the Grade's title||2 days ago|
|General||Hutch Updated the Hazmo Scenario Pack 4: Making the Grade I intro text||2 days ago|
|General||Hutch Updated Hazmo Scenario Pack 4: Making the Grade I's title||2 days ago|
|Rocket's Red Glare||toffee Added a playing||2 days ago|
|Ragnarök||Dave Added a playing||2 days ago|
|Cold Night in Winterspelt||peacmyer Set the designer field||2 days ago|
|Showtime||Lorenzoknight Added a playing||2 days ago|
|Showtime||Lorenzoknight Rated the scenario||2 days ago|
Top rated playersAs of October 4, 2023. Grey players are inactive. Filter Active: View all
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