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ScenarioCommentUser
To the Bitter EndYou 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
macrobosanta
Demented with Grief toffee
The Tractor WorksAs part of Slackers Con 2023, Halifax, NS, Canada.
Nnotable: Soviet sniper attacked 6 times, German Sniper never attacked once.
von Garvin
One-Man Wrecking MachineInteresting 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 SkirmishA 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 TruthTwo 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 FührerFirst to play and post. Danno
Stonewalling the FührerA 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 KaiapitI 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
Guards AttackThe 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 :(.
alexashton@vinecc.org
Beyond Their CapabilitiesFirst to play and post. Danno
Beyond Their CapabilitiesSuper 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 ZealandAs 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!
von Garvin
Beachhead at Ozereyka BayAxis held onto one Gun to prevent VC needed for Russians. Kydder
Orange at WalawbumWent to last turn for Japanese to secure the 4 Level 2 hexes needed. Kydder
A Surprise EncounterAll came down to last Turn with Finns unable to rally the extra units needed for the Exit . Kydder
Round OneThe 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.
lt_steiner
On the BorderlineDespite 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 AlliesAs 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).
cosarara
In Front of the StormLast turn French managed to capture two victory hexes but no more. Viking_CTO
Ranger Stronghold von Garvin
A Veritable DelayOnce 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 ThumbsPlayed 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 KakazuVASL-Recommend giving Japanese the Balance jrwusmc
Ripples on the Pond Bongiovanni
Clearing Kakazu wwillow
Camp NibeiwaAnother 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 FlixAn 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
Destination Bongiovanni
Circle the Wagons!Ethiopians did more damage than I suspected, targeting trucks and getting plenty of kills on the trucks. Viking_CTO
BesiegedRaiders 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
Commando Schenke antro
Cutting Out a StrongpointIt 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
Commando Schenke antro
Pink Hill Bongiovanni
Defiance on Hill 30Played 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 HillFinal Round of the Illuminating Rounds Tournament. dmareske
Signal HillFinal round of the Illuminating Rounds tournament atomic
Opening Phase Lorenzoknight
Men of the MountainsCome 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 NibeiwaFirst to play and post. Danno
Last Ally, Last VictoryGerman 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 BridgeThe 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 WatermarkGermans couldn't quite catch up and stop the Americans from crossing the river. Viking_CTO
Bridgehead at MerekulaVery 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 MerekulaFirst to play and post.
Danno
Non-Stop Gurkhas Rich Weiley
Wooden HellFun 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 BattlesGermans 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 NightThe 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 RoadblockThe 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.
GOUREAU
Into the Fray GOUREAU
Commandos at Kaiapit igycrctl
Under the Noel Trees1 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
Hammer to the TeethAt 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.
Turuk
Intimate WarWith 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 ShoulderI 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.
von Marwitz
Costly BaptismGermans pushed hard on the left. RJenulis
Before the BlunderA 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.
lechiquier94
Hurricane Biak Bongiovanni
To Clear a RoadblockGood 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 DeathTwo 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
AnabasisCouldn't take the last foxhole on the hill. Finnish win Lorenzoknight
Round TwoSS 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 DanzigActually 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 TortosaHonestly, 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 HillPlayed 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 AttackClose game Gamer72
Carnage in the NightNot 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.
Jude
Flaming of the GuardSave 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 RoadFrench gave up on Turn 2 with all but one unit broken. Kydder
Chateau de QuesnoyIt 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 ActivityVASLeague 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!!

VASL LOG POSTED (VASL Log)
Stewart
The Liberation of TullePlaying solo without concealment for the germans probably makes it too easy for the partisans overall but it was enjoyable. Very evenly matched units. Viking_CTO
Foreign LegionsA fun scenario, weighted towards the Nationalists. Fortunately for me, the Nationalists didn't concentrate their armour. I kept my T26s together and attacked through the north of the town with some infantry support. The rest of the infantry attacked from the middle/south.

Only one T26 was lost to a Pz I early on (fortunately it had a malfed MA that I was reluctant to roll to repair), with 5 of the 6 Pz I eventually destroyed. The remaining Pz I malfed its MA, after running around the rear of my line DMing broken squads and generally causing havoc. Low breakdown numbers caused havoc on both sides - tanks, MA and MGs seemed to break every turn.

Turn 6 saw the T26s in the village sleaze freezing the Nationalists, allowing my infantry to close up for close range IFT attacks followed by CC. Fortune smiled on the attackers - no tanks were lost to streetfighting and the Republicans won all three CC on the first rolls for no friendly losses.

The VASL dicebot was its usual capricious self, first favouring me, and then the Nationalists. Luckily it swung back to me in time for the final assault. The Republicans held the church and 12 buildings by the start of Nationalist Turn 6. A timely Pin result stymied any chance of them retaking the Church, so the game was called.

A fun scenario - unreliable weapons, tin can tanks (that Intensive Fire at great risk). low morale for broken units. The attackers must push hard right from the start, and the defenders need to set up forward to thwart them,.
RickyBobby63
Encircle This! grumblejones
Encircle This!First to play and post. Danno
Makin MayhemSome interesting SSRs in this one that add a bit of full ASL flavor to the game, but without overcomplicating things. My Marine Raiders pushed across the atoll in the low light of pre-dawn and were able to hang on and secure the VCs. It was a close game at the end. The Japanese force is pretty light, but they are tenacious due to striping and rarely breaking. Good game that plays pretty quick! Thradar
For Hitler, For AllahInteresting situation in that the Germans are trying to relieve their group in the village, surrounded by partisans i the hills. My plan was to position my Gun and MMGs in the hills to the west, trying to hold of the SS reinforcements, while storming the village with my remaining units. And just for a change, the plan worked! The reinforcing Germans came on from the West as I had hoped, and got bogged down trying to take out my gun and MMGs. Meanwhile my remaining partisans swept through the village, leaving no unbroken German units there by the end of Turn 3. Faced with a hopeless situation, my opponent resigned on Turn 4.
All this was helped by some very friendly DRs from my point of view, although I think this scenario is probably pro-partisan anyway. I reckon though that the German reinforcements should try coming on from the east, because even though the terrain their is slower, they will at least have cover even if the partisans set some units up on that side.
Andy_Bagley
To No AvailFirst to play and post. Danno
To No AvailHard fought game on both sides. The Russians managed to destroy all of the German half-tracks and then proceedd to attrit the advancing Germans as they fell back to the factory building. As Turn 6 was wrapping up, the Germans were sitting at 34 CVP...and then the Russian sniper activated and KIA'd a broken 3-4-8 for the immediate Russian win. Highly recommended scenario. Lots of great close-up action. grumblejones
Road To Merdjayoun Bongiovanni
Bypassed LehrWith the Americans needing to capture 12 of 15 buildings in 6 turns, AND up against 15 FS (five of them 5-4-8s) with 7 MMG, 5 FH, 8 Dummy ? and being able to set up the rest of the OB concealed, not to mention all the +3 stone buildings and Bocage TEM ... this one was a pretty tall order for the Americans.

As usual, Ken played flawless defense, taking full advantage of skulking to take the edge off my overwhelming FP in his half of the turn while presenting me with multiple bad D1F situations in my half.

Still, the Americans managed to capture 9 buildings with at least a (long) shot at capturing 2 more in CC by the end of the game. The last building was a building too far as evidenced by all the GI bodies piled up at the doorstep on T6.
Jwil2020
The Tractor Works antro
The Mubo DecisionI dropped some smoke on the AA gun down in the village, but he was easily able to push it to the net hut, where my mortar reacquired it in its sight. My plan was to contest the Jap reinforcements strongly, and thus I did. Some of them braved the northern approach (albeit slowly), while the rest sought a safer but slower route through the western jungle. This left me with a rather small force to try and squeeze him in the middle until the rest of my men could reposition. CC was not an appealing prospect to me and, even though we mostly traded bodies for the first couple turns, I felt I got the raw deal. I think we may have forgotten I was stealthy due to being ANZAC, and it probably would've made a difference in the final result. By the end of Turn 2 I had captured two huts, and this would be a stalemate for the next couple turns, despite a bloody Turn 3 for the Japs (losing four squads to my two). Turn 4 saw me get the sharp end of the stick, losing three squads to his half. Turn 5 finally saw me get my requisite four huts, but I would need to hold them all. I did a nice job of holding him off for the most part, but we conducted his best CC first (a 3:2 affair) that saw him prevail. Not my favorite type of scenario by any means, as most of the game was simply who got luckiest in PB shooting and CCs. buser333
Makela's EndLike many of what I thought were some of my favorite scenarios, a much different feel my second time around. I knew I was in for a long day when Steve conducted a well-orchestrated three-pronged attack. The mortar I felt was too strong of a threat to provide it many targets, and with massive FG possibilities on his end I just sat there concealed. With extremely limited AT options on my end, Turn 2 saw him envelope my men in the cemetery with his free-roaming tanks. Rather than sit and take multiple 12+2 shots, I evacuated to the adjoining trenches. It also didn't help that I misread the VC, thinking he needed to take three buildings rather than myself have to effectively hang on to three. So I poured all my infantry reinforcements up into the hill instead of making a move to bolster the cemetery. Compounding all these problems, my tanks came on a turn too late in my mind. Without MGs/radios and slow-moving, that's just too late to add much to the equation. It didn't help matters any when my attempts to move half of them on Turn 4 stalled, followed by an 11 on the stall role. But, more importantly, these same tanks stalled yet again on the final turn for me to attempt to retake the cemetery, so my infantry had to make a push on their own. A full hex of squads made it, only to be shot down to the man in DFPh by a Nationalist unit that should've been frozen by my tanks. Had they survived and made it Fanatic into the cemetery I think they would've been tough to root out. If all this wasn't bad enough, throughout the game I broke MG after MG. Needless to say this was not an enjoyable game for me whatsoever. buser333
Unfamiliar LandI rolled a 1 for the additional concealment counters, a bad start. The German mortars were hot, getting 5 critical hits. The Russian Sniper activated only twice, both times a 1, and both times only pinning the German sniper. The Germans played very aggressive and were able to exit more than enough EVP to win on the last turn. RJenulis
Schloss HemingsteinThe Americans attack along the southern flank with a smaller force on the northern flank. The tanks supported in the middle with two squads. The Americans took some early breaks in the middle and the northern flank while the southern flank progressed well and was able to take out the hmg nest covering the sunken road.
From turn three the American was extremely lucky and obliterated the German forces that had trouble getting any effective fire on the Americans. The German northern flank held quite well but had to withdraw to the church when the southern flank collapsed. At this point, with only two squads from Kampfgruppe Kuehne still standing, and a guaranteed large influx of Americans into the church, the Germans conceded the game.
Really fun scenario.
atomic
One Story TownGreat game. Come down to the last turn. Lorenzoknight
Medal of HonorAmerican defense crumbled quickly, they threw in the towel by Turn 6 with no more unbroken units available. Kydder
The Drive For TaierzhuangA roadblock placed well enough to prevent any and all movement for the vehicles and the subsequent need to spend so much in open ground really made the pre-designated killing fields from 3-rof 37L AT guns far too powerful. All of my vehicles met with flaming ends, or were immobilized, and thus couldn't exit for the necessary amounts of EVP I needed. Tack on your regular infantry losses and it was a done deal by about the half-way point. We forgot about Guns having to be revealed when not in concealment terrain AND LOS of an enemy unit, but that aside, I don't think we misplayed anything rules-wise. Jobbo_Fett
The Drive For TaierzhuangA roadblock placed well enough to prevent any and all movement for the vehicles and the subsequent need to spend so much in open ground really made the pre-designated killing fields from 3-rof 37L AT guns far too powerful. All of my vehicles met with flaming ends, or were immobilized, and thus couldn't exit for the necessary amounts of EVP I needed. Tack on your regular infantry losses and it was a done deal by about the half-way point. We forgot about Guns having to be revealed when not in concealment terrain AND LOS of an enemy unit, but that aside, I don't think we misplayed anything rules-wise. Jobbo_Fett
The Drive for TaierzhuangA roadblock placed well enough to prevent any and all movement for the vehicles and the subsequent need to spend so much in open ground really made the pre-designated killing fields from 3-rof 37L AT guns far too powerful. All of my vehicles met with flaming ends, or were immobilized, and thus couldn't exit for the necessary amounts of EVP I needed. Tack on your regular infantry losses and it was a done deal by about the half-way point. We forgot about Guns having to be revealed when not in concealment terrain AND LOS of an enemy unit, but that aside, I don't think we misplayed anything rules-wise. Jobbo_Fett
One-Man Wrecking MachineGermans won last turn, didn't exit any before that Viking_CTO
Mook PointHis arty came down just in time to break up the attack. von Garvin

Latest News

March Madness 2023: 10th Mountain Division pack - now available for download
Thanks to the guys over in Kansas, and Encircled productions, the archive is now hosting the 2023 10th Mountain Division pack.

Price is $15 and the pack features 9 scenarios and a 4 scenario campaign which can be played as individual scenarios or as the connected mini-campaign.

Balance reporting
You can now add balance to reported games and view a balance report for scenarios. The balance range comes from assistance of Indy and is an implementation of the Wald Interval algorithm.
Quickly see the games you've 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.
*wipe**Deleting cache info*cache_logs + CACHE_DATE_LOGS

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Newest players - welcome!

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squidleaderSteven squidleader2023-09-30 13:49:21
WOLFMANJACK14JOHN CAMERON2023-09-28 03:18:39
Big BlueMatthew Cicero2023-09-26 21:59:56

On this day...

ScenarioLocationDate
Mission r1 Assault on the Assembly HallStalingrad, USSR1942
Mission r2 BreakoutStalingrad, USSR1942
Mission r3 Hold the FactoryStalingrad, USSR1942
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