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ScenarioCommentUser
Greyhounds! Dispang12
Armored SamuraiJapanese sniper took out final HMG and the Japanese surrounded the final victory building. One tank was still in good order, but missed out on the final party due to slow speed. Guru Bob
Storm Group Sedelnikov strategos
Jungle RatsI under estimated the impact of the tanks running through the huts. Excellent attack by Vic. jgarlic79@gmail.com
Heart of Wilderness dmareske
First, Do No HarmThe Japanese defence gave nothing much away. I focussed my attack on the Science building in the south. The 9-2 and HMGs sat away in assumption college to hit the western face of the Hospital if necessary – it wasn’t and they did very little the entire game, but did keep the Japanese away from the front of the hospital. In the North west I had two crews with MMGs and a light mortar to discourage movement of units to the threatened buildings.

I was very lucky with my civilian intelligence roll, which stripped concealment from all of the defenders of the science building and unHipped a couple of half squads.

I was allowed easy entry into the science building by my opponent not filling his fortified location with enough to stop entry.

We rolled up a stop to the rain and heavy winds in, I think, turn two that made the blazes spread like crazy (after a few turns we just stopped rolling for them as they were moving away from the action, and, well, flame spread is the least attractive aspect of ASL. This did not stop me *trying* to roll for smoke a thousand times.

A half track moved to the right to unload a MMG squad a leader and eventually to allow the crew to abandon with the 50cal. This stack took up position in the second floor of the Ermita apartments and did a good job of discouraging and punishing any Japanese along Taft Avenue.

One HT recalled, one immobilised by dodgy American engineering – although the crew would abandon later to add a third 50 cal to the FLs that the Japanese would have to banzai through.

Massed US fire groups and FT in the science building pushed the defenders back through the trenches he had leading to the Hospital. My opponent had misplaced the trenches as they did not connect to any buildings. (Why the rule here is “connect to cellars” not “connect to buildings/rubble” is a small irritation).

The Japanese reinforcements came on in the centre of the North edge but moved very slowly v- they could have made a much faster advance as I had very little in the North, however there was a menacing 50 cal in the Ermita Apartments that meant and move had to be carefully examined to avoid.

My opponent made a newbie error in leaving two towed guns in tow and vulnerable to my reinforcements. This was actually a well planned pro gamer move that cost me two AFV in an AT gun ambush.

My reinforcements came on mainly in the top left save a small platoon that entered on the middle of the left edge and spent 4 turns running into action.

Turn 6 saw my reinforcements jumping off into Rizal Hall and the south of the hospital, finding that the staircases were fortified (of course). I positioned 3 MGs, a mortar and two HT to interdict his reinforcements from crossing Padre Faure Street and a tank and the 50 cal covered Taft Avenue.

After a turn of THH shenanigans and dashing most of the Japanese troops made it into the block to the east of the hospital. However in my turn I massed 3 50 cals, an MMG to FL all along Taft Avenue to block the reinforcements and had a tank ready to push a wreck out of existence to ensure sweet FFMO shots against the banzai.

In the hospital it took the work of 7 squads to encircle, smoke, breach and advance into CC to kill the entire Japanese stack guarding the Southern stairwell.

At this point my opponent conceded. Rizal Hall was mine bar mopping up, The Science Building was taken and The Hospital, now that I had access to the first floor would have fallen in the remaining time.

We enjoyed the scenario. From the attackers POV there are many options, not just to attack but how to interdict the Japanese on and off board forces.

The technical aspect of cracking Japanese in fortified stairwells is appealing, the size of the map and the surfeit of transport give a lot of options to the Americans and reinforcing Japanese.

8/10 would recommend.
Ibncalb
Red Dragon Stalking Polar BearsThe US setup as dictated, but with an eye for the initial defence not where they should be on turn five.

On each flank I attacked with grenadiers and dummies. Each flank had a sole 6+1. The onboard groups setup tucked away in corners so as to avoid an instant SS burst.

The group attacking Love company moved very slowly, leading with the 317s in the hope of looting BH. They encroached just far enough forward to keep the US honest. The right hand group of grenadiers pushed up the VC hill but stayed hopefully out of LOS of the mortar observers.

The main attacks were from the offboard groups that piled down the left hand road and picked a rout through the slopes in front of King company’s position. The left hand road group consisted of 12 squads, 6 LMG and moved 10 hexes down the ploughed road spurred on by a single 6+1, the King company attack was a similar group.

By turn 4 I had 19 squads over or on the bridge approaching the supply column.

The majority of Love company had fallen back to the base of their PDP. King Company had 8 stacks face with 24 concealed CPVA attacking stacks.

I think that in the first 4 turns I did not fire a single SS and did not make a single fire attack. Now I’m doubtful if I even made a CC attack during that period. It was just movement forward, quickly when dark, slowly when illuminated. IPM is unbelievably powerful at night in good terrain.

I intended to push back Love company just far enough away form the VC hex and to occupy the right most hill but not to push forward with the grenadiers. The real attacks were to be in King company and the bridges.

The plan worked, again, really well and by the end of Allied Turn 7 we called the game.

Love company had been pushed completely out of their PDP and had lost their mortar pit, they were prevented from retaking the hill by a company of grenadiers and blocked from reinforcing the bridge battle by another. King and Item had retreated from their PDPs and were in the unenviable position of moving back across OG with the few CPVA LMGs shotting them from the high ground. All of the supply trucks had been captured and the CPVA were massing and gaining concealment for an attack on the last gun positions.

At this point I had taken 2 mortar pits (12CVP) 33 CVP of truck supplies and 27 CVP of regular casualties (mostly prisoners). As we were about to break for a week we decided to call it there rather than leave it as game to finish later.

It was not however a true representation of the balance of the scenario. I have played it in PT and since published at least 4 times winning as both sides. I’m very familiar with the CPVA and the map so my attacks are well practiced. Conversely my opponent has never played on this map before and whilst very experienced at night has only played against the CPVA. He did a good job of saving his forces and falling back to the gun positions but failed to interdict the columns of CPVA running to the bridges.

*Spoilers*

The Americans have a fairly rigid setup and are constrained by the PDPs. This is how they fought historically. But historically they lost. To win, the US needs to plan where they will fight.

Love Company is pretty screwed. They are facing close range CPVA in concealment terrain. The best they can do is to interdict the road, protect their mortar pit and possibly even setup to get off the Hill and into the main perimeter as quickly as possible.

King company have the potential to cause significant casualties to the CPVA, they have good LOS to OG that the Chinese need to cross. Item company are in a tough spot facing CPVA with good cover. Some (most) of the best positions for SW are out with the PDPs and the US player should be planning to get his SW moving into better positions from T1. Whilst extreme winter is in effect, a 12 results in a B result, not an X, so don’t be frightened of FLs.

The heavy weapon platoon are very important, especially the mortars with their IR.

The Katusa across the perimeter should be moved out of the NTC zone as quickly as possible. If they fail the 1TC (most likely) they will disappear and award CVP.

The supply column is vital, I gained 33VP just from those trucks. They start with no leaders and are in dire need of recombination and support.

The CPVA have the luxury of time. They should be able to get to the supply column in force. Then they are faced with a swath of open ground where it’s hard for them to regain concealment. They don’t have the firepower or SW to supress the guns and the interdictory mortar fire is too inaccurate and too scarce. If the US can amass enough FP around the guns, it can make the CPVA bleed heavily.

I love this scenario. It has time and manoeuvre, it paints a historical picture and it leans heavily on advanced rules. The US are in a desperate situation and only a better commander than that historically in place will succeed.
The more experienced player should take the US as their task is greater, but in my experience the more experienced player is normally the one introducing the CPVA so the US task becomes harder. I hazard that when played this scenario will initially be pro CPVA until defending players get a better understanding of the Chinese abilities.

A final word. A recent review opined that this pack was possibly not value for money. Since publication I have played this scenario twice over 4 days of game time. The module cost is 45 Euros. So that makes the cost of the time I’ve played on just this scenario €1.4 an hour. If I were to split the cost of the module with my opponent, then it would drop to 70c an hour.
All the cool kids IPM.


Ibncalb
Taking Some Flak Lluison
King and LoveThe Americans started off with mortar WP rate shots and a CH against the German concealed StugIII. The Stug ended up as burning wreck and 3 German MMCs were broken, one in a stone building, leaving the defense on his back foot right out of the gate. Later on the German right, a fortunate hit against an American Sherman followed by breaking two MMC and a leader shattered the American flanking attack provided much needed relief. The German pzks both broke on their initial TH and any successful pf roll resulted in a miss. But the German core defense remained resolute. On the final American turn, one American AFV bogged in wire and another was stunned, leaving the Americans unable to capture more than 8 building hexes. Heloanjin
Shoot or ShovelA very tense game until the last CC. The entrenched US marines resisted the Japanese assault during 2 turns. But the right wing was collapsing, and the marines had to withdraw in the jungle. The Japanese despite losses forced their way into the jungle. The marines resisted till the end. In the last CC, the Japanese ambushed and killed the defenders of the remaining key objective hex. lt_steiner
Heart of Wilderness Heloanjin
War of the Rats marginal
Kawaguchi's GambleCame down to final Japanese assault onboard the American 37L AA gun on the hill with its crew. All other MMC for USMC were off of the hill. mdhs2k
Red PacketsI was too aggressive as the Russian and paid the price. Should have consolidated my forces and made a concentrated rush but allowed the Germans to destroy me piecemeal. Probably historically accurate though! Well played by Hugh, he provided me with a number of hints and corrections when I got the MP's wrong (the Russian A/C's are trucks basically). Movement off-road and bypass are a killer. Nicho11
Steppe Toward OblivionAxis jammed 2 guns and the MMG in the first DFPh then broke a gun and the MG in the subsequent rally phase. Still managed to destroy 4 T34 and keep one building but Russians had 7 buildings strategos
Red Banner Number 5A pretty lopsided victory for the Russians as they scored 3 snake eyes with the 76Ls in the first two turn and with the 9-2 HMG, actually managed to eliminate the best SS leader and two squads with LMGs in level 1 of the NW tower location. That provided zero resistance against the Russian Human Wave in turn one. The Russians brought a second Human Wave across the bridge which was met with three straight cowering shots by the Germans. The Russians were all over the outside of the Reichstag in turn 1. The Germans lost the MMG to malf in turn 2 and by then the rout was on. By German turn 4, a single German HS advanced into CC vs the concealed Russian HS carrying the Red Banner in the NW tower level 2. The Russian got ambush and withdrew to the roof. In Russian turn 5, the Russian HS unconcealed and placed the Red Banner on the roof, but failed a 1MC after the German HS hit him with a 3 using Hazardous Movement. But a Russian 9-1 and two 527s moved under him in movement and advanced into CC with a 3:1 -1. The Russians declared HtH and ended the game by eliminating the last remaining German unit.

In retrospect, I probably should have retreated the Germans into more of an Alamo defense instead of trying to stand toe to toe with the Russian FP. The Germans did have some horrible dice in the early turns and the Russians got a lot of luck with the 76s. Fun scenario, not sure I played it exactly right I had a few rules questions that I need to get answered.
tatumjonj
The Defense of LugaThe Germans divided their forces in two: half of them in the outskirts of the city (board 3) and the other half in the city. A couple of guns watched the Eastern area to prevent flanking maneuvers. The Russian dispatched a small force to outflank the city and the rest approached the city frontally. The delaying German defense was quite successful, holding the Russian for half the game. The defenders were eventually eliminated but lots of brokies were scattered and no commissar (eliminated by the sniper) around. Nonetheless, the Russians continue their advance and entered the city capturing a few buildings. The Russian outflank maneuver failed completely. The Russian managed to control 11 buildings out of the 16 needed. A German victory. lt_steiner
The Bunkered Village asloser
The 11th HourEric and I played this as a precursor to the full CG. We played SaP4 last week, which was very good (Eric won as the Soviets). This scenario appealed to us because it was short. Eric had a defense set up to cover the first victory building and the rail yard to the east as well as the separate (fourth) building to the east rear; a HS with MMG was on overwatch in level one of the rearmost victory building in the western line. The problem for the Soviets is that they are very spread out and have only two leaders. I set up the Germans to have a kill stack in AA30 fire at the 4-5-8/LMG outpost on the east in the AA36 rubble, then run some MMCs and a leader to the eastern rear building. The other killstack in T32 was to pin/break the defending unit in the U34 building. A concealed stack of 3 squads in Q32 assault moved into Q33 then advanced concealed into H-t-H with 4-5-8 in Q34. Some HS squeezed down the S33 S34 road/debris, surviving adjacent DFF from adjacent T34 and R34 due to WA. The outpost on the east broke then died after being surrounded. Germans won the Q34 H-t-H on an exchange of squads. Then there was basically nothing much left on the west to keep the Germans from turning the flank. The 9-1 killstack and a separate squad assault moved/advanced in GT 2 to take the U34 building. After a few more fire/breaks, this doggie was over. As an aside, my AA30 German group didn't respect the 2-4-8 MMG back in U40 and learned it is dangerous to run around in bypass of railcars 10 hexes away... study these maps carefully, as there are some tricky LOS to learn. I'm a little surprised to see this scenario currently 5-3 Soviet on ROAR. pensatl1962
Stalin's Socks strategos
Quick & Dirty Danno
Quick & DirtyThe stats tell the story...5 Japanese vs 0 Dutch. The Dutch have a hard road to hoe in this one. Turn 1 movement restrictions ensure that they can't defend the bridge. The Japanese easily take the bridge and they are Japanese...so really what chance do the Dutch have. My Dutch got smacked around hard, because of the situation and because of poor dice rolls. Pin checks aren't going to stop Japanese and I didn't. Best thing about this scenario is that it is short. grumblejones
Ripples on the Pond Danno
Retreat From BairakRussians carefully moved forward encircling Germans as they went. With no upper levels route paths were hard to maintain. Eventually the last alamo building was surrounded with too much firepower for the Germans to withstand. dmareske
Fighting Withdrawal Esquire
Cream of the Crop slunts
Lack of DiscernmentThe Nationalist set up a all the HW in 49H7 to control the middle of the board. They attacked up both flanks, leaving the AC protected in the rear. Came close to winning on turn 4 and then on turn 5, but the middle factory remained a tough nut to crack. At one point there were DM counters on nearly every hex of the building. Finally the factory fell to a 1-1 CC roll on Red turn 6 for the victory. This after a hero led squad had crossed the east bridge, along with the leader-led AC to take the eastern victory building. Guru Bob
Key to the Rescue Danno
Key to the RescueGermans went with 20 4-6-7's and 4 x STUGS to supplement the two Panthers. Mines immobilized one STUG and 57LL took out a STUG and other 57LL took out a Panther with a side shot. But the Germans methodically cleared the village and cut rout paths. By Turn 6 it was over and a German victory. grumblejones
Not Fade Away Dispang12
French Toast and Bacon (VASL Log) Bongiovanni
About His Shadowy Sides galletto
La Mort de Charlemagne Danno
La Mort de CharlemagneWell...Twilight of the Reich scenarios are so over engineered. Good grief...a hour to get this one on the table and rolling. I do not like variable OoB and buying all the support weapons. I 'm sure plenty of other folks love that....but I'm not a fan. German tanks dominated the scenario with three kills on Turn 1 and then the German infantry managed to hold the line and take some additional locations. By Turn 4, the Russians were out of gas and that was game. grumblejones
All the Stops Dispang12
Burn Gurkha Burn!A learning game for Steve, to familiarise himself with the PTO rules set. He already had a good grip, and it was a very enjoyable game : lots of Banzai action and HtH CC. Won in the last Gurkha APh. Gamer72
In Pursuit of the FrenchI can’t see how the Germans can prevent the French from exiting. The R35 can exit in T2 (8vp) and the infantry double timing along the west road can be close to exiting by the end of T2 strategos
All I've Got is Prayer strategos
Gun & Run Danno
Sweet Revenge Danno
Sweet RevengeCanadians managed to smoke the hill and get 3 x squads and the 9-1 into CC with a 5-4-8. Three CC rolls were 9, 10, and then 12. Dan's 5-4-8 got away and in the next Prep combined with the German 8-1 and 5-4-8 with an LMG. They blew the ever loving snot out of me and that was game. My dice bent me over and that was that. grumblejones
Gun & RunDan ran his tanks within view of the 40Ls and four were destroyed on a successful IF shot and ROF from the other. A squad immobilized the last one in CC making it impossible for the Japanese to gain victory. It was over quickly. dmareske
Bosq BarbequeOne of the bocage scenario series but bocage plays little part here because the large overlay on board BFP D means that the British are basically fighting their way into a village. Formidable forces on both sides and this should be a nicely balanced scenario. However in our playing, the Germans had very poor luck, with 3 of their 4 AFVs malf'ing their MA and then breaking it when trying to repair. the German quad 20mm AAGun still did some damage though, and the British took losses coming in, but still managed to enter the village in sufficient force for the win. Andy_Bagley
Germans in Gherman JimT1277
Gavin TakeInteresting rework of the classic scenario - it feels the same but the map and SSR make it a different game in many ways. jtisdel@me.com
A Victory for Early Polish ArmorRussians defended up front, denying easy lines of advance to the Poles, with plans to fall back in order. The second line of defense was VP location W7 and the southern edge of the village. The final defense came down to DD6 in last turn. Defensive fire broke or pinned all attackers and the hex held for the victory. Polish tanks had a hard time keeping up with a fall-back defense. Guru Bob
Monty's Gamble marginal
The Queen's PrequelThe British concentrated against the German right. The German mortar never managed to get ROF, the lowest German IFT roll was a '7', and the British managed a HOB Hero creation. Called on GT3 after the 9-1 leader failed a NMC in the VC location. But it was great fun! johnnebauer
Rough RecessRussians concentrated in the south, with one KV-1 and one platoon entering from the east. German 10-2 in the stone building was initially successful at slowing the assault, but was taken out by a sniper in turn 2. Two of the KV-1s were immobilized: one on a starting roll, and one in close combat. John was aggressive with the tanks - overrunning two squads in foxholes, but to no effect. The Germans were masters of close combat, taking out 2 Russian squads and losing none. We had to stop early due to time constraints, but we both agreed that the Germans had slowed the attack just enough to win. This was a good scenario, and we'd both be happy to replay it. Rpjrim
Unexpected FireTough sledding for the British. Need to coordinate infantry and tanks to get through bocage fortresses to take the hill. LtDan
The Haunted CastleAn interesting mix with both a German and Soviet "attack". I made a blue with the reinforcements not just high-tailing it for the victory buildings but was lucky that Rob broke the gun. Lacking the suppressive firepower to reduce each strongpoint was decisive. The Soviets were able to cause enough breaks to make the last-ditch German attack on the castle a failure. Nicho11
Cautious CrusadersUsed Slovakian Balance, got 5 straight black draws, didn't help. A15.4er
BreakoutThe Russian player was relearning the rules. The scenario with simultaneous blind setup is interesting. As the German I simply decided to run as fast as I could and leave the AT gun and 2 HIP squads as speed bumps and it worked. On Turn 3 I could exit about 30 EVP of the 25 needed. If the Germans do not fight and choose to run, the Russians should forget about safety and just act as speed bumps to avoid the German victory. esparver73
A Burnt Out Case Bongiovanni
Pukhov's Push johan.vrijdaghs@gmail.com
At the CrossroadsPolish MMG set up a fire lane up the road, which broke two squads and kept Russians to west side of road. The commissar went back to shoot the offending squads. Even with the help of high attack rolls, the Russians could not get to the victory area in time. Guru Bob
Operation NIWI7 CVP+ 8EVP.
Insufficient for the Belgians
strategos
A Vast Hellish RuinUS closed in slowly but effectively leaving the Germans unable to have effective routs in the end. Germans where able to knock out most of the tanks. dmareske
The Valley of Death Yllanes
Desperate DashToo many CR loses for Riders & Bail out misses took their eventual toll. Kydder
The Chivres ShivareeThe French have an extremely tough time accomplishing a large objective in a short timeframe with limited troops. While the initial group of Germans closest to the French entry point are certainly doomed, having to crawl across a causeway with marshes on both sides creates an automatic killing field for any infantry who dare approach.

I was thoroughly lucky in the last turn of combat, netting several snake eyes for valuable breaks and a confident 8-1 leader that managed to survive a 4-1 CC attack against him to force Melee and remove Good Order status on the sole remaining German squad. Not very balanced as the record sheet shows...
Jobbo_Fett
Cradle to Grave asloser
Dream Team Rich Weiley
The Mailed Fist igycrctl
Rough Recess Danno
Rough RecessGerman 10-2 managed to stagger the initial Russian infantry assault. But then Dan got 4 snipers in a row and rolled for 1's in a row. The 50L Crew was KIA'd, the 10-2 was KIA'd and a 2-3-8 with a Demo was KIA'd and the 4-6-7 with the MMG was broken. With that the main building was surrounded and would fall on Turn 2. So, I gave the concession. Four back to back Snipers broke my spirit. grumblejones
White Tigers Yllanes
Damnation Game RJenulis
Factory FodderI played the Germans and lost on the last roll of the game. David played an excellent defensive game, covering all the approaches to the factories. The Germans had to bang away to gain any ground. On the last turn I made a mad rush for the last two factories to win it. I managed to get a 2:1 -3 in one and a 2:1 -2 on the other cc. I won the first and needed an 8 or better to win the scenario. I rolled a 9 giving the Americans a thrilling victory. Good scenario. tatumjonj
Sealing Their FateFriday Night Fight - Short Russian victory by 15 VP. See the log. (VASL Log) Bongiovanni
Great Vengeance asloser
No Shortage of ValourThe Germans sweep down through the town and will and unlucky break by a french squad with an MMG the Germans were able to capture 4 of the 5 building by German turn 4 The German then smoked and slowly squeezed the french in the last remaining building. With the DC being placed on the pinned / broken and now surrounded occupants the french conceded. slunts
Loss Of Hope Dispang12
Expelled!German attack was a bit overpowering. The Russians lightly defended the north and the Germans quickly gobbled up buildings up there and then swung towards the south. in the south the initial smoke screen shield the main German assault which secured those buildings and moved towards the victory building. The 10-2 and assorted artillery clobbered the Russians that were out front. By Turn 4, the Germans had 30 buildings and were converging on the victory location. The Russians had lost all their machine guns and were down to two officers. The Germans had all of their AFV's and it was clear that they would secure the final building. grumblejones
Expelled! Danno
Demented with GriefTough for Brita today. Probably should have tried to use mortar smoke. asevenson
Playtesting ETO 001VASL; Iowa DUKWs, Stavelot 1.24 jrwusmc
Demented with GriefLots of fortification (wire, pillboxes and mines) make it easy for the Germans to funnel the British attack. RJenulis
A Real Barn Burner Ric of The LBC
Grasp the WindAmericans attacked through the eastern woods, while MMG's and IG strafed the village. Both platoon level flanking maneuvers, west and center, went nowhere except to hold in place troops needed in the east. The game ended after the Americans finally overwhelmed the defenders holed up in the fortified building T6 and the split level V3. and swept into the fortified factory. Having lost 11 CVP. it could have gone the other way, but the Americans stayed spread out the entire battle. Guru Bob
The Puma ProwlsWe chose this scenario as a learning scenario to help me with the armour rules.
The victory conditions make for an interesting dynamic.
Martin lost a tank early on which meant he had to now attack the Germans. In the ensuing combat I fired first in a gun duel and rolled a critical hit knocking out his tank and his -2 leader.
Martin conceded at the end of turn 3 with all 5 of his tanks either destroyed or immobilised.
It was a fun scenario but a bit dicey, Great in learning armour TH and TK principles.
alexashton@vinecc.org
To Have and To HoldCame in with the Americans, Houlie blew up one of the 3 Armored Cars using an ATMM, but that was about the extent of his luck. After that, the Americans had almost all of the hexes leading to the bridge covered with MG / Guns. Still, the Germans could have won if they'd passed a PTC / MC or two, but ultimately they did not. Houlie threw in the towel on turn 5. I would have done the same.

Fun but dicey scenario. I would play it again, but not in a tournament (precisely because it's so dicey).
Chuck
Apples to Oranges Germans are Lax against Stealthy Russians and the Germans are forced to set up in the grain. Dan's Russians got a -3 on the Ambush roll vs. my +1 in every CC...which are all hand to hand. Germans died and died often in a frustrating scenario that for me was absolutely no fun. grumblejones
Apples to OrangesFirst to play and post. Danno
Platamon CastleGerman AFV made it around defenses for a break out win but the British infantry counter attack destroyed one AFV in CC then made new defensive line to deny the needed exit VP. Kydder
Not Apt to Drag FeetThe second scenario in the pack that I have played where manoeuvre is the key to an
American victory.

The first giveaway is the length, 7.5 turns, the second is squad/leader ratio for the US,
3:1. The third is the lack of a CVP cap for the US, with the exception of the 12 EVP, every
single other unit is disposable.

The US need to control a few hexes of buildings AND exit 12 EVP. The EVP are easy, the
top most group can enter and be off in three turns. Or 12 EVP of the initial para group can
get off the bottom edge in 6 turns.

Either way it’s probably best to pick one of the groups
to commit to getting off, don’t get greedy.

The Shermans present the most efficient exit VP but also the most vulnerable, whilst not
road bound the network of fields and paths on each side of the road mean that once off
the road they’ll be risking bog checks to get back onto the road.

Speaking of the road, it’s a trap, a single Marder can effectively block it. In a stationary
duel the Marder at 23 hexes will be ROF 2 hitting a Sherman on a 9, the Sherman hits
back on a ROF 1, 6.

The initial risky entry of the Shermans can be mitigated - there are flanking positions to
each side of the road where sM can be used and the 747s can litter the roads with
smoke grenades. Once the Shermans are past the chokepoint in OO14 they can get of
the road and go to work.

The resting German force should not be disturbed. If you’re the kind of guy to
accidentally give all of the Germans freedom of movement in VOtG then best take the
German side here. Remember they’re released from NM upon seeing a known enemy
unit, so run around on the other side of the bocage if you need to, just don’t get shot and
be careful with the Shermans.
If the US alert the resting nazis too early they’re going to lose. I think the crux of the
scenario is keeping those guys in place as long as possible and then preventing them
getting back to the VC hexes.

The Germans can be trapped and bottled up around the X hexrow, from 12 to 15. If the
Germans can prevent the US from getting fire on those hexes they can get back to the
village in force and win.

As in “Seldom Practical” the Germans are in a heavy bocage zone whilst the US can flow
faster around the flanks (remember the 3:1 squad to leader ratio?). The Shermans are
not stellar smokers but CE they put out a lot of FP even when the bmg is negated.

I really enjoyed this, it’s large in terms of map to encourage/necessitate some movement
and it really rewards the side that can envisage how the battle will develop and how slow the bocage can be.

9/10 recommend.

Death to Putin.
Ibncalb
Broken BambooBritish pushed hard and won most CC thanks to Gurkha skill. In the end Japanese could only capture back one building due to losses. Gurkhas had the 5 needed for victory. Danno
For the Motherland Danno
For the MotherlandAnother tough Ponyri slugfest. The German machine guns hammered the Russians crossing the railroad tracks with many breaks and ELR's. By the end of 4, the Russian infantry were out of gas and called it. One complaint would be the difficulty in reading the hex numbers in the rail hexes. This is tough when you are playing over Teams. grumblejones
War of the RatsThe Germans exploited a gap on the Russian left, only to be pushed back, while on the right they got a good foothold and took the two buildings by midgame. The Russians got their shock troops and it turned into a pitched battle for the final building on the left. In the end German firepower won out, ending with a 5KIA on the last of the Russian units. ifoxen
DopplegangerI believe this scenario actually favors the Ukrainians, despite my losing with them. RJenulis
A Real Barn BurnerGerman setup heavily in the woods trying to stop the incoming french from 3eme compagnie. The plan worked well since many squads were annihilated in trying to break a central corridor. The HMG eliminated the only squad that could guarantee a french victory in the last turn. German setup is tricky here - what to do? Set up near the barn or try to stop the french from advancing from south? Very nice scenario anoiawargames
Broken Bamboo dmareske
Red Star ExpressAmericans were locked in melee in the Valley, so leader could stroll past and place a DC on the bridge. He rolled a 3 and KABOOM! Americans couldn't get close enough to the valley after to clear out Partisans without further losses. Guru Bob
Raff's Dilemma Serge
Raff's DilemmaLuck was on my side from the beginning to the end. Nothing worked for the Americans (2 AFV recalled, one wrecked and one immobilized) excepted some CC. Therefore, it was impossible to dislodge the Germans from the hill.. Thanks to Serge for staying cool against bad luck ! lechiquier94
Posts 9-11 jgarlic79@gmail.com
Engineering Defeat A15.4er
Baw Drop jgarlic79@gmail.com
Rough Recess igycrctl

Latest News

March Madness Tournament Pack 2025 Fixed
All sorted now - apologies for any inconvenience - the pack scaling has now been corrected. You can buy the pack from the MM Tournament 2025 publication page.
MM 2025 pack
Please hold off buying the pack until this message is replaced. I’m away at the moment but the scaling is incorrect as part of the email-stamping process so some of the pages will be cut-off.

I’ll get this sorted by Sunday/monday - sorry!
March Madness Tournament Pack 2025
The March Madness 2025 pack is now available for sale on the Archive for $16. 6 scenarios bringing the March Madness packs up to 100 scenarios now - an amazing achievement!
Announcing the Scenario Archive tournaments
Check out the archive's tournament pages - which will be expanded in the coming months - in order to register for the upcoming tournaments!

Our usual patron only tournament is joined this year by a starter kit tournament (no patronage required).
March Madness Korean War pack updated
The Encircled Productions guys have updated their pack to include errata to fix some issues with some scenarios (most of the errata is already on the site but I'm told there's a couple of small extra bits that are fixed, too).

Existing purchasers can simply re-download their pack to receive the updated version at no extra cost.

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Allies in a Few DaysHutch Modified the overview2h 16m 54s ago
Allies in a Few DaysHutch Modified the location2h 17m 40s ago
Allies in a Few DaysHutch Modified the gps location2h 19m 1s ago
Allies in a Few DaysHutch Modified the misc. rules2h 21m 31s ago
Allies in a Few DaysHutch Modified the Unit Elements2h 22m 28s ago
Kravchenko's 6th Guards Tank ArmyHutch Modified the gps location2h 27m 51s ago
Kravchenko's 6th Guards Tank ArmyHutch Modified the gps location2h 28m 42s ago
Kravchenko's 6th Guards Tank ArmyHutch Modified the misc. rules2h 40m 29s ago
Kravchenko's 6th Guards Tank ArmyHutch Modified the misc. rules2h 40m 56s ago
Kravchenko's 6th Guards Tank ArmyHutch Modified the Unit Elements2h 42m 3s ago
Kordiyak's WoodsAndy_Bagley Added a playing7h 34m 38s ago
Kawaguchi's Gamblemdhs2k Added a playing16h 39m 46s ago
Hammer TimeAndruz61 Added a playing17h 21m 29s ago
Block to BataanAndruz61 Added a playing17h 27m 42s ago
Blue Ridger BluesAndruz61 Added a playing17h 29m 14s ago
Bite of the BassottoAndruz61 Added a playing17h 33m 2s ago
Clearing CollevilleAndruz61 Added a playing17h 34m 27s ago
Blazin' ChariotsAndruz61 Added a playing17h 37m 32s ago
Marders not MartyrsAndruz61 Added a playing17h 43m 14s ago
StuG of WarAndruz61 Added a playing17h 44m 5s ago
To the SquareAndruz61 Added a playing17h 45m 17s ago
Smoke 'EmAndruz61 Added a playing17h 46m 41s ago
Flaming StarAndruz61 Added a playing19h 40m 30s ago
StuG of WarAndruz61 Added a playing21h 43m 51s ago
PiecemealAndruz61 Added a playing21h 47m 15s ago
The Godet HillHutch Modified the gps location22h 40m 49s ago
War of the Ratsmarginal Added a playing22h 47m 58s ago
War of the Ratsmarginal Rated the scenario22h 49m 3s ago
Heart of WildernessHeloanjin Added a playing22h 58m 37s ago
Shoot or Shovellt_steiner Added a playing23h 52s ago
King and LoveHeloanjin Added a playing23h 1m 30s ago
A Little Bit Closer to HeavenHutch Modified the unit counts23h 21m 13s ago
A Little Bit Closer to HeavenHutch Modified the Attacker's Guns23h 21m 13s ago
Under a Sky of LeadHutch Modified the unit counts23h 23m 43s ago
Under a Sky of LeadHutch Modified the Defender's Guns23h 23m 43s ago
Today We Take HyeresHutch Modified the unit counts23h 24m 58s ago
Today We Take HyeresHutch Modified the Attacker's Guns23h 24m 58s ago
Le Viet ReliefHutch Modified the unit counts23h 37m 34s ago
Le Viet ReliefHutch Modified the Defender's Guns23h 37m 34s ago
Le Viet ReliefHutch Modified the unit counts23h 37m 57s ago
Le Viet ReliefHutch Modified the Defender's Guns23h 37m 57s ago
Supply DetailHutch Modified the unit counts23h 40m 20s ago
Supply DetailHutch Modified the Attacker's AFVs23h 40m 20s ago
Supply DetailHutch Modified the unit counts23h 41m 11s ago
Supply DetailHutch Modified the Defender's AFVs23h 41m 11s ago
Cut the Road to MarseilleHutch Modified the unit counts23h 44m 22s ago
Cut the Road to MarseilleHutch Modified the Attacker's AFVs23h 44m 22s ago
Taking Some FlakLluison Added a playing23h 59m 15s ago
Red Dragon Stalking Polar BearsIbncalb Added a playingYesterday
Armored SamuraiHutch Modified the misc. rulesYesterday
Armored SamuraiHutch Modified the Unit ElementsYesterday
Heart of WildernessHutch Modified the misc. rulesYesterday
Heart of WildernessHutch Modified the Unit ElementsYesterday
First, Do No HarmIbncalb Added a playingYesterday
Heart of Wildernessdmareske Added a playingYesterday
Jungle Ratsjgarlic79@gmail.com Added a playingYesterday
Cut the Road to MarseilleHutch Modified the gps locationYesterday
Flames of UnrestHutch Modified the misc. rulesYesterday
First MatanikauHutch Modified the misc. rulesYesterday
First MatanikauHutch Modified the misc. rulesYesterday
Storm Group Sedelnikovstrategos Added a playingYesterday
To the Last Shellasloser Linked the scenario to ROARYesterday
Armored SamuraiGuru Bob Added a playingYesterday
Armored SamuraiGuru Bob Rated the scenarioYesterday
Nor Will Deep Hell Receive Themgekko_66 Linked the scenario to ROARYesterday
Steppe Toward Oblivionstrategos Added a playingYesterday
End of the BeginningAndruz61 Added a playing2 days ago
Le Mont AkayamaHutch Modified the misc. rules2 days ago
Raiders on ButaritariHutch Modified the gps location2 days ago
Raiders on ButaritariHutch Modified the misc. rules2 days ago
Commando Raid at DieppeHutch Modified the gps location2 days ago
Commando Raid at DieppeHutch Modified the misc. rules2 days ago
Red PacketsNicho11 Added a playing2 days ago
Lost Opportunitiesgekko_66 Linked the scenario to ROAR2 days ago
The Dead and the Dyinggekko_66 Linked the scenario to ROAR2 days ago
Smoke 'EmAndruz61 Added a playing2 days ago
Howard's MenAndruz61 Added a playing2 days ago
Gabriel's HornAndruz61 Added a playing2 days ago
Ham and Bloody JamAndruz61 Added a playing2 days ago
Silence that GunAndruz61 Added a playing2 days ago
Batty-PAndruz61 Added a playing2 days ago
To the SquareAndruz61 Added a playing2 days ago
Happy ValleyAndruz61 Added a playing2 days ago
Break for HungaryAndruz61 Added a playing2 days ago
Pearl of the DanubeAndruz61 Added a playing2 days ago
The Tractor WorksAndruz61 Added a playing2 days ago
On To Florencedieneuner25 Uploaded an Image2 days ago
On To Florencedieneuner25 Added a playing2 days ago
Take a Bathdieneuner25 Uploaded an Image2 days ago
Take a Bathdieneuner25 Added a playing2 days ago
Sons of Slavadieneuner25 Uploaded an Image2 days ago
Sons of Slavadieneuner25 Added a playing2 days ago
Hellzapoppin' RidgeAndruz61 Added a playing2 days ago
Bridge to NowhereAndruz61 Added a playing2 days ago
The Guards CounterattackAndruz61 Added a playing2 days ago
Vogt's RitterkreuzAndruz61 Added a playing2 days ago
Across the IsselAndruz61 Added a playing2 days ago
The Blue HouseAndruz61 Added a playing2 days ago
Quick & Dirtygrumblejones Added a playing2 days ago
Parting ShotsAndruz61 Added a playing2 days ago

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ASL Starter Kit Expansion Pack #1 2nd Edition 127.25
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March Madness 2020 Full Rulebook ASL Pack 86.88
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BFP 3: Blood and Jungle 476.75
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March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
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ASL Action Pack #15 Swedish Volunteers 166.61
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Newest players - welcome!

UsernamePlayerRegistered
RoycRoy Connelly2025-08-20 16:01:06
mdhs2kMichael Harris2025-08-19 03:42:36
AirtrafficmanCharles Chamberlain2025-08-18 19:28:03

On this day...

ScenarioLocationDate
PP02 Supply DetailBetween Dardennes and Les Moulins, France, 1700 hours1944
CH 30 Kravchenko's 6th Guards Tank ArmyMukden, Manchuria1945
FE 121 Allies in a Few DaysPodu Iloaiei, Romania1944
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