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ScenarioCommentUser
Cockroaches Against Panzers Gamer72
The Forester's LodgePro Russian - Need the German balance.
(VASL Log)
Bongiovanni
First Love asloser
Schoolhouse RockVASL jrwusmc
Grebbeberg HeightsNice game. We're gonna play again, since we made some mistakes by not disclosing the fortifications in time. I also learned that dropping arty on concealed units is not easy (before you know you lose battery access). Next time the Germans approaching the Grebbenberg from the east need to be more agressive and force the dutch to fire and expose themselves. PVeenstra
Jungle Infiltration asloser
Out of LuckPoles split their force into 3 2-tank platoons, one per board. The Russians chose to match this by splitting into three groups as well. The small Polish tanks proved hard to hit, and with the 4/6 armor factor also proved hard to kill. One Polish tanks was killed and the other immobilized on the West board. It turns out the immobilized tank still had teeth however, as it proceeded to kill both unarmored trucks on its board before they could reposition to the other boards. All other Polish tanks succeeded in evading the shots from the other AA trucks and exited on turn 6. Guru Bob
Under the Noel Trees Pantera
Not Diggin' Potatoes strategos
Lingevres-Execution jwert02
A Polish RequiemGermans attacked along the Eastern board edge. The Pole defense was spread evenly, with the MMG on the first level of O6. One German tank burned, but the rest took out the Polish armor one-by-one. The German tanks were able to break the Polish infantry until there wasn't enough to stop them waltzing into the winners circle. The 37 mm tank guns on the Polish tanks were not able to stop German infantry, or the tanks for that matter either. Guru Bob
The Forester's LodgeFriday Night Fight

Eric's bold tank move through the valley to command the German entry area was effective. First 37L didn't have H6 or AP5 and was destroyed in CC.
The 2nd 37L didn't have H6 or AP 5 either, and took out on T-34. He lasted until DFF on German Turn 1.
But the KV and 2 T-34s were more than enough for the German Turn 1 reinforcements.
Russian infantry spent the scenario capturing a searching the buildings.
After that effective opening move, I didn't really have a chance.
ubertripp
The Forester's LodgeFFN game. This one looks tough on the Germans. My Russians had captured every building in the village by the end of turn one as they laughed in the face of HE fire from the German AT guns. The dice were very much in my favour and the Germans never looked like recapturing anything. I think that the Germans need to set up AT guns with a view to supporting a counter attack against the village when the reinforcements arrive but it is tough sledding for the defence IMHO. Dougban
The Forester's LodgeFriday Night Fight

I wasn't confident about my chances and it turns out I was right. The Russians captured all the buildings by the end of their turn 1. The ATGs proved basically ineffective against the tanks getting a solitary immobilisation from a rear facing AP shot which the crew bailed from. I had 1 HEAT shot that missed and a single APCR round. None of the guns had any HE but the AP was quite effective. The final nail in the coffin was a full squad failing to take out the vehicular crew in cc which in return eliminated the squad generating itself a 8-0 leader in the process. (VASL Log)
Paul Legg
No Answer Danno
No AnswerTurns 1 and 2 favored the German defense. I rolled 7 boxcars in 1-1/2 turns. I MALF'd both MA's on my M10's. Fixed one, but the other was Recalled. That M10 took out a MKIV before it was recalled. A Panzerfaust took out the other M10. A bazooka shot took out the other MKIV. The Germans were hanging in there, but then breaks became to happen and things got wonky for the Germans. The US sniper broke the 81 MTR crew and that was a key moment in the game. Dan's 8-1 went down. The 8-0 would MALF the other MMG. With the MMG's out, the MKIV's out and the MTR out, the Americans began to press hard along the entire front. One CC would claim 1-1/2 US squads, but the Germans would be KIA'd shortly thereafter. The terrain with ground snow is a total pain in the backside. But my Americans continued to move forward. I would lose 4 squads KIA'd, but by Turn 5, the Germans were all dead. So Turns 6 and 7 were an exercise in figuring out how the Americans had to move in order to get 15 buildings. Amazingly by the end of Turn 7, the Americans had managed to control 17 buildings for the win. grumblejones
Extracurricular Activity Dispang12
Foreshadowing RuinWell this looked interesting on paper anyway. Theoretically, the Russians can blitz across the bridge with their light armor to harass the reinforcements, while their heavy armor position themselves to make trouble for the tanks. Strike 1: all the Germans have to do is properly place their roadblock in conjunction with either the PSK or gun and this plan is bunk. Maybe if the remaining Russian tanks started onboard (or even entered on Turn 1) they could work around this. Strike 2: The Russians are the attackers, and yet they will have to also play guard to a widely spread array of buildings. Combine this with the fact that the Germans can deploy, and you could easily see a defender outnumbering the attacker by 50%. Give them fortified stone buildings and this job is even worse. Strike 3: Even if somehow the Russians can overcome these tall odds, they will still have to withstand the Germans getting last move. Very likely they will be able to at least skulk and advance one unit back into one of their buildings and preserve a victory. Anyway, on to the game. Steve strongly defended the J7 building, and I knew this was going to be his alamo. Driving vehicles up the strongly defended "I" road seemed unwise, and I knew (rightly) that he would place his roadblock on the "Q" road. So I didn't even attempt the blitz. My paltry two tanks both made for the only reachable Level 2 hill hexes. This would prove more bluff and bluster than anything else, as his unstoppable Panther and hull-down Marder scared me into motion. I didn't want to throw away my two 0.50 HMGs and half of my tanks. but in retrospect I should've continued with my planned blitz and tried my luck with the tanks, as stopping or slowing those reinforcements is the only chance the Russians have of prevailing in this one. So Turn 1 saw him pretty well able to move where he wanted, his only mistake was testing the mettle of my 10-2 and company by driving a laden CE StuG. They KIA'd the rider (a 548/LMG) and stunned the crew. Turn 2 saw me move up and evict him from all but the alamo building, which I started to besiege with my tanks. His reinforcements most heavily approached on the northern part of Board 22, and he stripped his sMG HT of its 0.50 HMG and made for the upper reaches of 22W8 (a great move that made my life difficult throughout the game). Turn 3 saw me drop some smoke to cover my assault on the alamo (the front two hexes of which were fortified). But by the end of his turn his reinforcements had reached it. Turn 4 saw my SU-57 flamed on the northern hill by a StuG, while his stunned StuG was lost to a sneaky LOS from my 9-2 led T34/85 (which had already lost both MGs permanently). More importantly, I had to back off my assault of the alamo due to a shift in wind direction temporarily removing all the drift. This delay is ultimately what cost me any chance of winning, and we easily could've ended the game there. Turn 5 was costly, with me seeing an SU-85 drop into the cellar after breaching the fortified walls of K7, and having a T34/85 flamed trying to sneak past a StuG. He lost three vehicles on his half of the turn, two of them to the unexplained ability of the Russians to be granted such copious use of PFs (without penalty even). First a StuG, then an overrunning HT, and lastly a marauding HT that was attempting to flank the Russian force. By this time the prolific smoke was getting absolutely ridiculous, and it was hard to even see what was going on beneath it all. There is no chance I would've wanted to play this FtF with the dense counter clutter going on in the center of the boards. Turn 6 saw me lose yet another SU-85 to the cellars breaching the other fortified hex (after my T34-85 broke down outside trying to ESB). With their help I made good inroads into the building, busting the 9-2 and company up and sending them to the upper reaches of the building. But there were still units in the upper levels (some of them concealed). It would've been difficult, but possible, to root them out (encircled as they were), but when the Germans were able to sneak a HS and 9-1 past one of my tanks to the far south I finally had enough of this nonsense and decided to call it. buser333
The Last Roadblock Cuddles McDeath
Strongpoint 11 Cuddles McDeath
The Bridge at Cheneux Cuddles McDeath
Last Defense Line Cuddles McDeath
Death's Head DenouementNeed the German balance Bongiovanni
Rough Recess asloser
Men Against Tanks galletto
Brief Breakfast Danno
Brief BreakfastAmericans had a streak of good luck die rolls on Turns 2 and 3 that resulted in losses for the Germans. A 1 result on a mortar shot KIA'd the German 9-2 and a squad, then a second squad casualty reduced from the leader loss check. After that, the Germans gamely tried to get into the village, but the heavy American firepower kept them back for the win after Turn 5. grumblejones
Danish CrossroadsEverything went wrong for the Danes. Both my AT guns malfed (turn 1 and turn 2). That really took away the threat for the German tanks.
We liked the game though.
PVeenstra
Clearing CollevilleThe Americans used their superior firepower to make some headway and get good positioning before the German reinforcements arrived. One very narrow LOS shot from 11 hexes through two orchards broke half the reinforcing squads. Once the 9-2 leader and kill stack moved up and started dishing out 24+1 attacks, the Germans were quickly routed out of the town. A convincing American victory! ifoxen
Breakout from BorisovA blast to play, in every way. My force was almost completely destroyed. A 40-year first : captured an enemy vehicle in CC, which made itself a right nuisance. We roared with laughter as his 10-3 and two half-squads failed to kill my squad in four CC Phases, Melee still ongoing at the end of the game.
Gamer72
Recapturing Ernage cosarara
Fuller's Folly jwert02
Better Than NothingThe Russians started by firing smoke at two key defensive hexes, and doing a Human Wave with six squads. The German mortar did a fine job but its crew was finally broken and had to abandon its post. Eventually, only two squads and a 9-1 German leader made it to the trenches, and the StuGs reinforcements had a difficult job ahead of them. They were able to wreck the Russian OT and delay some infantry, but were wrecked by the leased Shermans. The last nail on the coffin was a Russian squad that went Berserk and charged the trenches. In the end, all German units were eliminated from the map, resulting in a landslide Russian victory. mestravis
Bon AccueilThis scenario isn't meant as a SASL scenario but as a serious "play both sides" game. There are no suspect counters in play or SASL table references.

As for the scenario itself, Board 4 can be omitted, and the table for the German infantry appears to be missing 1 option, strangely. In my game, the French immediately shot up some rather valuable targets, the Panzer IV I got broke its gun on the first shot, and bad luck plagued the assault. It's an interesting experience, especially if you can get your hands on it for free - but it also has a few hexes that can cause some serious headaches for the Germans in the 4-turn timeframe.
Jobbo_Fett
Independence DayCzechs (British) struggled to create any results thru the first four turns. A key CC finally went their way, and set up a very exciting finish down to the last CC. A fun, low-SSR village fight that we both thought was quite fun. Houlie
Ejected From ÉloiPlayed the defending Germans.

Hard to stop the French tanks, which can be used as a powerful tool to VBM freeze Germans and thereby creating opportunities for French infantry to quicken their approach.
Likely a scenario, that will be affected by the new Journal 16 rules on VBM - we played by the "old" VBM rules. The S-35's have that "morse radio", which will allow them non-platoon movement provided that thay pass a TC of less or equal to 9. Should work most of the time, but we all know what can happen in ASL. So this option has to be weighed carefully.

As the Germans, I did not succeed in killing a single French tank, but I was able to delay their infantry long enough that the French needed to take risks in the end and had uphill-chances to fight against. The French conceded after a 5FP @+4 did not break a German HS, which would have been a prerequisite for a French win if they would have won or maintained several CCs / Melees.
von Marwitz
Men of MontenegroPlayed this as a familiarisation prep game for the eASL Open with Aaron. As written, the Partisans have two advantages that have the potential to absolutely break the scenario. The SSRs do not prohibit the Partsians from using Multi-Location Firegroups nor prohibit them from deplying. (NB: The proscription on these two options is buried as a suggested SSR in Footnote 33, it is NOT part of A25.24.
In addition the partisans are stealthy, which coupled with the Lax status of Non-Elite Italians, means CC is a real issue. The Italains also have to defend against a potential multi-directioned attack, with no ability to set up in the steeple (no deployment capability for non-Elite Italians and no overstacked setup aloowed in the rules) and the Partisan player can mass from the first turn with a real possibility of overwhelming one flank as early as Turn 2. Note also that the only real position that any MMG or HMG should set up in in the multihex VC Building 85W6 Level 1.

Basically the Italian having to defend three widely separated locations is hard enough, but you add in a real possibility of Halfsquad blitz attacks, multi lcation FGs massing 12-16FP attacks against +2/+1 TEM and a competent Partisan player will also have assembled a 20FP Killstack to take ouut the +3 TEM VC location is short order. The Italaian Reinformenets can easily be blocked from interefrring with the south Easter most VC building, and the other Single hex is even worse. Also it is relatively simple to effectively divide Board 85 in two just by having a 447/LMG in one of 84Q9/P9.

I thought I might have been overstating the imbalance at 90/10 but with MLFG and Deplyment allowed to the Partisans, Aaron made the case that it would be closer to 95/5. As it is currently written, this scenario is not woth playing as the Italian player uless you are into self-flagellation as your light side of personal recreation.

Very sad to see this came out of the DTF stable, as the expectations were much much higher. It could be fixed with the traditional partiasan SSR inclusion but even then I think it's fairly tough on the Italian.

CloseAssaultPete
The Puma Prowls johan.vrijdaghs@gmail.com
Bargaining ChipWe flipped sides to try this one again and my CPVA carried the day but the Turks had two fairly successful bayonet charges which brought some excitement to the game. The reinforcements were able to find a seam to get up the hill unhindered thanks to an ongoing melee. dmareske
Beyond the Pakfronts wwillow
Give 'em Some FlakSeems like this one could be a bit tough on the Germans due to the VC and limited time. Unfortunately for my opponent his luck was atrocious. He did everything right during his setup, not setting up too far forward, and having supporting fields of fire. But during one DFPh I believe he cowered on all but one shot, and they weren't low rolls either. Allowing the Germans to run around the defense is a recipe for disaster, and this was where he failed by not adapting to what the situation dictated and leaving the safety of the PBs. Of course this will expose those men to some withering fire, but three HMGs should go a long way to evening up the odds. Turn 3 finally saw his gun pop up, taking out a precious AFV. But knowing its location was a huge weight off my mind. I knocked out one PB occupant with a DC, killed another in CC and ambush withdrew into the PB, and failed to take out another's occupant in CC. But with three turns left and me all but guaranteed of gaining the remaining three PBs the following turn he decided to call it a day. buser333
3rd RTR in the Rain Gamer72
A Simple SolutionDown to the wire where the Germans were able to pin two US squads so they could not take the last building. The Germans overall had poor dice. The US drove up the middle of the boards with a couple flanking attacks. The HMG prevented the crossing of a street on board 76, but otherwise was fairly ineffective. The one German sniper was critical as it killed a leader, broke and pinned the squads with him. All and all a fun game that came down to the last turn. Could have been anyone's game. dmareske
Courage of Cowan lokatt
Pukhov's PushVASL jrwusmc
Beyond the PakfrontsI won by massing my tanks close to the victory hex and invited Martin to attack me.
He was unlucky on two counts.
Firstly one of his AFVs was immobilised after he rolled 12 for extra MP and was unable to join the tank battle.
Secondly none of his OBA affected my tanks when he brought it down on them.
At the end I won by having 4 tanks within sight and range of the victory hex.
Lots of fun and good have gone either way.
alexashton@vinecc.org
Storm Group Sedelnikov Serge
Task Force SparksThe German gun malfunctioned after just one Player Turn, opening the way for both American tanks to go cross all board x in their entry turn and create havoc among the Germans. The tanks also got CHs twice and Multiple Hits once. Great job for them! After resisting as well as they could, the German infantry was numerically not enough to potentially protect any road hex, and victory was conceded on German Turn 4. mestravis
Grebbeberg Heights rangercote
Continue the Attack at OnceThe Germans set up there Hip forces across the forest. The Americans attacked down the the middle and swung to the left
On the top left board the American pushed to the No move units and attacked by spreading out with a squad a hex. The game ended with the Germans having more that the required CVP in both units at the bottom of board and Dead American
We discussed a possible strategy for the Germans to only worry about keeping unit close the the VP Hex
slunts
No Man, No ProblemRussians setup to draw as many German forces away from center as possible whilst allowing attackers easy buildings in center but forcefully denying last 3 needed VC with HIP & Fortified Locations. In the last 2 Turns the Germans just didn't have the man power left to take the 2 needed, heavily contested VC.
Kydder
Corridor To Extinction (VASL Log) Bongiovanni
Circle the Wagons!Somewhat funny scenario. Cool idea but could be tighter desing. asloser
Guards Artillery asloser
Bread Factory #2 igycrctl
First DancePaddington Bearz - December 2026. Wild brawl of a scenario. Action all over the map. Rich Weiley
Ride Gurkha RideThis is a bit of a puzzle. Probably leans to the Germans without a good plan for the attack. Opponent attacked the middle and the German defense just traded space for time until the game was over. BUCKET LIST: Got a kill on an overstacked vehicle via the overstack penalty. nebel
No AnswerDIdnt care for this one. Fell back and broke US squads until he ran out of time. nebel
All Available WeaponaryTook the front stone building and kept the T34s out of sight as much as possible to swing around behind. Had all 4 of them in position but the 88 tagged one on an IF shot and a DC got another last 1/2 turn. Great game. nebel
The Guns of Naro GeneralFG
Ridgway's MissionVASL jrwusmc
Sheep in Wolf's ClothingCame down to that last CC All the British had to do was keep them in melee. Fortunately for the British they one the Melee and the game ended slunts
Riding with the KingGreat scenario, with interesting Victory Conditions...and a lot of tanks!!. Lluison
Melting PotA seesaw battle that went down to the last turn. Excellent scenario vs an excellent opponent. SGT Mac
Poteau PartyGot to the beginning of turn 6 and called it for the SS, even though I think it was still an open game. The Germans had only lost one Panther and a squad, while the American tank destroyers and a Sherman were burned and two bazookas were taken out of the fight (one was used by the SS to kill a Sherman). I do think this is a tough scenario for the Germans, especially with the Americans getting a last half-turn to re-take the victory buildings, but an interesting tactical challenge. Really pushes the SS to be aggressive and push forward every turn, which is probably what they need to do in any scenario they're in... LtDan
Matsumoto's ChargeWon on final turn when American leader and 3 squads all failed a 1MC. Of course the turn before 2 of those squads rallied even though under DM status...so it kind of balanced out. Will definitely play it agin. I took out the American hero very early which helped avoid any forced Banzai Charges. mdhs2k
Lost OpportunitiesAmerican won on T3 after breaking many german squads.

A tough one that can be oddly dicey. If the American gets a rate on the MG or MTR it can be over very very quickly.
A_Lost_Canadian
Gasoline Alley igycrctl
A Ridge Too FarGerman win. Brit’s got 8vp strategos
Exit No.1German victory strategos
Corridor To ExtinctionFriday Night Fight

Initial die rolls in mine and Dan's 1st turn threw Dan a bit on to his back foot. I of course kept the pressure up to stop him regaining equilibrium. I elected to put the wrecks in 2aN11 and 5aE15 to prevent or mitigate any possible fire-lanes and covering MA shots. Dan set up fairly dispersed with most units not seemingly supported by other units. I decided to split into 3 attack routes; through the centre and flanking to the west and east, one of the SC went on hill 523 to initially deny some ? gains and interdict back field movements. The eastern force, of 3 T34s 2 squads and 7-0, moved through the small valley to get to 2aN5,N6 and O5, threatening 5aB7. To the west 2 T34's and 2 squads with 8-1 moved onto hill 491 to threaten 2aO19. Finally the centre group split to attack through the gully to take the bridge and 2aK14-15 building. The SS seemed to not be in the fight failing many MC and almost ELRing a couple of times, my Russians did better, bouncing back if they did break. By Russian turn 3 the Germans were reduced to 1.5 GO squads a PzIV and JgdTiger wherein Dan conceded. (VASL Log)
Paul Legg
Corridor To ExtinctionHad a great evening playing David Blackwood on Friday Fight Night. The early going was hard for the defenders as they were driven back with early casualties. I set up as far back as possible with AFVs in rear buildings. Fighting was fierce as the Russians closed in on the German defenders who managed to take down three T-34s while losing both PzIVs. With one turn remaining, the JgdPz left the protection of its building and moved into a hex containing a burning wreck while remaining in motion. David managed to advance two squads with leaders into the hex and ambush it. He just needed to roll a 5 from two attempts to get the win but missed with both attempts to allow me to squeak hone for the victory. Great game against a great opponent.. Dougban
Land LeviathansA rollercoaster of a scenario. When I saw the scenario card I thought there's no way that the Germans win. But considering that all Russian vehicles except one are radioless, one of them is not tracked, and the terrain, I was up for the challenge. All sorts of exciting things happened, including a CH, multiple hits by the 37L German tank, a successful street fighting ambush in the village, and plenty of intensive fire from both sides with only one (Russian) MA succumbing. The ATRs and MMG were not protagonists but did keep the Russian tanks in veil. In the end, the Russians were capable of exiting 3 AFVs in their turn 4, with only one more (probably doomed) remaining in board. Very fun scenario to practice plenty of vehicle types and rules, most notably platoon movement. mestravis
One Last Mighty Hew (DTF)Had my MLR in the center of the board with the KV up front to make the Germans work at the first stone building. It fell but he couldnt clear the area and I retook the stone building in turn 3 as he pushed around to reach the rear. It fell again to the 9-2 platoon in T6. Ultimately it came down to a CC where I had 2 conscripts and he had one squad 1:2 and he rolled snakes to clear me out and my return attack failed. Great game - several options for both players. nebel
Death on the Albert CanalWe had wind changes twice which hurt my defense and the second one caught me in the open. Opponent could not pass morale checks and I had 2 heros generated. Still it is difficult to stop an 8 morale attack and he pushed to get ready to exit. Last turn I rolled hot and he did not. I tagged both JPz and 4 squads which stopped him cold. nebel
Mayhem in ManilaAmericans conceded early because of too many casualties. mtrodgers99
Pesky Pachyderms mtrodgers99
Everything Is LostGerman AA Gun Malfunctioned first shot & eliminated on first repair attempt, then things worsened with Beserkers entering the VC building to tie down all defenders with rest of the attackers swarming in on Turn3! Kydder
Breaching the Devil's PlaygroundGood scenario. Dennis did a good job with his fortifications to funnel me into kill zones. In the end, I had 9 points but only 1 GO squad in the victory area. One squad went Berserk, a couple others broke with low odd fire attacks. Close game. RJenulis
Acts of DefianceWow, I see why this is a classic. I thought the Germans would roll over me in 3 turns, but the OBA came down and crushed them on the west side.
The Germans thought they were cooked, but they started to break lots of Russians and cleared out the east side of the map.
By end of German Turn 5, it looked do-able, but the Russian 7-0 (after a second red card) rallied a DM 4-5-8 with LMG, who broke a German assault engineer stack. Germans conceded. Good game.
ubertripp
Stymied At IsneauvilleGood little scenario with plenty of options for both sides. As the Germans I chose to send my main attack on the West side with just a couple of units flanking on the East edge. The British chose to fall back from the woods line rather than face heavy fine, but couldn't quite put together a strong enough defence to hold back the German advance. In the end they weren't able to defend both sides of the board strongly enough, and the Germans achieved their 10 exit VPs (including one tank going off in reverse!) on their last turn. Andy_Bagley
Par For The Course mdhs2k
The Fire BrigadeRussian victory strategos
Hit It & Quit It igycrctl
Martinville Ridge galletto
Martinville Ridge manzoliandrea72
Rachi Ridge von Garvin
Second WindGermans conceded after their fifth turn, partly out of exhaustion after playing most of the day. mtrodgers99
Alsatian VerdunHaving played this with an early Allied victory the first time, we decided to swap sides and play this highly replayable scenario again. Whereas I went for swooping in from each side, Scott tried a NW approach, with his tanks spread equally across the front. We both learned from our first playing. I placed my wire, roadblock, and mines to prevent a quick strike on 10Z7. And, where Scott had left this building unprotected, I placed a stout defense around it. I also forgo fortified buildings to make use of quick-escape tunnels. I also heavily defended both the far north and far south to prevent exactly the type of approach I had used. He dropped a bit of WP to enshroud his approach, but it was a wide front, and much of my defense was predicated on FLs anyway. First turn saw a couple Ami casualties, in the form of an 8-0 and a berserk HS. We would have many HoBs, though most of them occurred later in the game. Turn 2 saw a HT knocked out, a Sherman immobilized by one of my AT guns, and a few Allied breaks; a few of my dummies were exposed, and my LMG that knocked out the HT broke. Scott lost access to his OBA after misjudging a LOS, and it would never return due to red-chitting out. Turn 3 was costly for the Allies, losing two Ami squads and a FrF HS, but he was starting to line a wide swath of men and tanks ready to commence the assault in earnest. His immobilized tank broke its MA, further proving it was not battle-ready. Turn 4 saw the first German casualties, in the form of a HS and broken LMG, but the Allies lost another Ami squad, and two Shermans (one being the immobilized one). The initiation of German OBA was appreciated, as the pressure on the center of town was intensifying. and they waved this threatening stick for a turn to dissuade a concentrated Ally amassing of troops. Turn 5 started to see the tide turn as the Allies grabbed their first building, though not without cost, as they lost two squads and a DC to do it. They attempted to swarm the bookended JgdPzs, and lost a Sherman in the process, but one of the German tanks was fried by the FT in revenge. The Germans dropped the OBA boom to slow down the assault on 21I5, but lost 1.5 squads, as well as their big mortar. They were also feeling the pressure, and shelled out for early reinforcing infantry. The bottom of the turn saw 3/4 hexes of the 10Z7 building locked in melee, and the sides swapped additional HS casualties. Turn 6 saw the holdout JgdPz easily fall to another swarm of Shermans, taking one down with it. The Amis lost another squad and used another DC, but the Germans lost a PSK and 2.5 squads, and saw the first of their many BHs around the 21D1 building. Most importantly though, the Allies were only able to capture one more building and thus would have to play the long game. Turn 7 finally saw the German 10-2 and his HMG nest fall, but two holdout HS still preserved the building. The Allies wrested control of the 21D1 building, but German bastions in 57Z0 and 21G2, as well as the outliers in the fields outside it continued to keep them at bay (the Germans BH yet another HS and generating a hero). Despite the bravery of his unit, the 9-2 proved a sniveling coward, broken and wounded. The 6+1's days of destruction were numbered as he was sent broken back to the upper reaches of 21K4, his future job to be maintaining control of the building. For the turn, besides the 10-2 and HMG, the Germans lost two more squads, compared to one HS and a DC for the Allies. Turn 8 finally saw the Allies gain control of 10Z7, and the press of Germans from the north forced them to guard it with a fair amount of force. Yet another German HS BH in the fields around 21D1, and the hero fried a Sherman, but for the turn the Germans paid a heavy toll as Ally muscle was too great, losing 4.5 squads, the hero, an 8-0, and two MMGs. The Allies burnt out a FT and a BAZ. Despite all these sacrifices, the game was pretty well a foregone conclusion at this point, but Scott wanted to see how far he could get and we played it out. Turn 9 was the Ami's turn to BH and generate a hero in the bloody fields around 21C2, but a brave 9-1 fried another Sherman, and one of the TDs was recalled by a sniper hit. Somehow the holdouts in 57Z0 managed to weather yet another blistering blast of Ami firepower. By the end of the turn the Allies lost 1.5 squads and a crew, to the Germans' 1.5 squads and an LMG. Turn 10 saw the Allies hellbent on taking as much more real estate as they could, but in the end they fell short of adding anything, still holding only the four hard-fought buildings they had grabbed. They lost another squad and DC, to the Germans' two squads and crew. We both expected the Allies to have exceeded their casualty cap, but their final tally was 64, with plenty of room to spare. Another very enjoyable playing of this fine scenario. Scott and I both enjoy scenarios that have multiple side battles away from the main action, and this one certainly delivers on that. Looking forward to see how the upcoming Jebsheim pack compares in recreating this part of the war. buser333
Too Little, My Friend ...I played this with my son alongside (he made some decisions for the Germans) and we had a great time. The French initially struggled to break into the village due to the strong forward positions of the Germans, with machine guns in the multi-hex and the rowhouses at the bottom end of the village and the two Panzers comfortably beating off the French tincans. However, with the forward positions taken and the Panzers just held off, the French got up to the church, and though the Germans did manage to cause casualties with their reinforcements, they were operating at a disadvantage within the village. Losing their reinforcing Pz38 to the French armoured cars on the flank was also unfortunate! Germans are just a little outnumbered here I think. owenedwards
Elephants Unleashed Bongiovanni
Death on the French CoastBit of a frustrating game for me as the attacking Germans. The French have a 75mm AA gun sitting offboard at level 3 which can only be silenced by exiting units off a part of the board that it is very difficult to reach and which a competent opponent will have well covered with AT guns. This gun hit its target every time and kept
ROF, despite every shot being at 13+ hex range. Half tracks, armoured cars and infantry were just blown off the board by a unit that I couldn't shoot back at. It inflicted more casualties than the rest of the French defence could manage put together. I conceded on turn 5 and never felt that the Germans were even close to winning.
Dougban
Bloody Burgberg rangercote
Before the Blunder manzoliandrea72
The Old Town Dispang12
One Last Mighty Hew (DTF)Exciting, fast paced game. The Germans had one turn where the Russians couldn't buy a dice roll, followed by a turn where 3 German tanks bogged or were killed by ATR fire. In the end, there were more Germans in the Russian end zone than the surviving Russians could stop. aiabx
Pipkorn's AttemptSlow start for the German side because of bog terrain and good Russian level 1 positions. Russian helped the German by being timid with the reinforcements. mtrodgers99
Pomeranian Fury johan.vrijdaghs@gmail.com
Elephants UnleashedFun scenario. My Germans quickly blasted the Russian defenders out of the forward buildings but lost an Elephant to an immobilization result from an AT minefield. Since it was pointing nowhere useful, I was effectively one down in the armour battle to come. I decided to throw the AFVs forward and turn three couldn't have gone much better for the attackers. By the end of Russian Turn three, they only had one T34 with functioning MA remaining and Eric decided to concede. Dougban
Pentecost Sunday Meeting A lot of good French rolls took away the German tank advantage early on, compounded by several MA malfunctions by the German tankers making a blitz attack less viable. Coupled with inopportune MC rolls that went poorly and a French sniper that wouldn't stop activating on 2's, pinning units and killing at least 1 officer, it depleted the German OOB enough that it came down to some risky movement, which the French continued their streak and broke or killed enough units to make the subsequent rally and movement/exit impossible to overcome.

An interesting scenario, so long as the German tanks aren't complete pushovers. N4 is a great hex for the French HIP AC to be parked in, able to watch entire hexrows with impunity.
Jobbo_Fett

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A Stiff FightHutch Modified the misc. rulesYesterday
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A l'Assaut de GambsheimHutch Modified the unit counts2 days ago
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Last Defense LineCuddles McDeath Added a playing2 days ago
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Newest players - welcome!

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dragonwolf1955John Broughman2025-12-09 17:19:54
CorreiomarWagner Marinho de Sousa2025-12-08 20:51:48
ChrisPChris Perleberg2025-12-08 19:21:48

On this day...

ScenarioLocationDate
A 54 The Raate RoadNear Raate, Finland1939
A 70 WintergewitterVerkhne-Kumsky, Russia 1942
RR03 WintergewitterVerkhne-Kumsky, Russia1942
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