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A Sunday Stroll WTO (id:#56396)
Multi-Man Publishing (ASL Journal # 1 ID: J03)   [next]   [previous]
Caumont, France 1944-06-12 (17 others)
RP 7: No Quarter (Rout Pak I)
X 4: No Quarter (Rout Report # 2)
SP103: For Whom the Bells Toll (Schwerpunkt # 9)
SF 1: Solid Gold Real Estate (Coastal Fortress)
S19: Purple Heart Lane (Operations #50)
BtB 9: Norman "D" (Beyond the Beachhead 2)
S43: Clearing Carentan (ASL Starter Kit Bonus Pack #1)
LMA2: The Story of Easy Company: Frères d’arme – 2 (Frères d'arme)
AP105: Cota's Last Stand? (ASL Action Pack #11 29 Let's Go!)
AP106: Helluva Patrol Leader (ASL Action Pack #11 29 Let's Go!)
SF1.1: Solid Gold Real Estate (Scenario Designer's Handbook)
S73: West of the Vire (Special Ops # 9)
BtB B3: Thunder Along the Elle (Behind the Beachhead Tournament 2019)
AP135: Fuller's Folly (ASL Action Pack #14 Oktoberfest XXXIV)
S43: Clearing Carentan (ASL Starter Kit Expansion Pack #1 2nd Edition)
3: Cota's Last Stand (29 Let's Go! - Behind the Beachhead and the Drive for St. Lo)
4: Audacious Attack (29 Let's Go! - Behind the Beachhead and the Drive for St. Lo)
Designer: Ken Dunn
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanGerman
25%

Overview:

Upon reaching Caumont, the 2nd Panzer’s recon battalion immediately deployed to cover the town’s approaches. A half-hour later, a Jeep full of men from the 26th Infantry Regiment rounded a bend in the road and quickly pulled back after receiving fire from a 37mm anti-tank gun. This seemed to signal an American attack as several Shermans immediately began firing high explosive shells into the town from long range. When the shelling ceased, the Americans began marching up the road as if on a Sunday stroll. . .
Attacker: American (26th Infantry Regiment, 1st Infantry Division)
Defender: German (Aufklarungs Abteilung 2 and Panzerjäger Abteilung 38, Panzer Division 2)  
7.5 turns
    Players: 2     OBA: None     Night: Yes
Unit Counts:
Squads: A:12.0 D:6.5
AFVs: A:3
M4 x 3
Jeep

AFVs: D:2
SPW 251/1
PSW 234/2

Guns: A:0 D:2
7.5cm PaK 97/38
3.7cm PaK 35/36

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Treat Valley as Hill. Dusk LV Hindrance until Turn 6, then Night.
Map Board(s):
24 Show/hide map dependencies
PublicationBoard
ASL 2 - Paratrooper (2nd Edition)24
ASL 3a - Yanks (2nd Edition)24
ASL Action Pack # 3 Few Returned24
Overlays: G1 OG1 Wd1
Errata (source)
The ’45 Bazooka in the American OB should be a ’44 Bazooka.MMP
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2022-11-22(A) Kevin Duval vs Dwayne Duval American winUsed American balance. Americans pushed hard in first couple of turns then as Night fell used the cover to easily surround and overwhelm the constrained defenders ... all control divided up by Turn 6 via east side break-through gave the Americans advantage.
2022-11-22(D) Dwayne Duval vs Kevin Duval American win
2020-12-28(D) Dan Best vs Paul Works American win
2020-12-28(A) Paul Works vs Dan Best American winAmericans were able to close on the village with no casualties. Dan had his guns well-placed and he killed one of my Shermans. Both guns, however, fell to IFT shots from the overpowering U.S. FP. German AC as destroyed by one of my other M4s. Germans overwhelmed by the end. Always fun to game with Dan!
2020-10-24(A) John Gorkowski vs John Stadick German winJohn Stadick’s Germans stifled my Americans in this rolling firefight at dusk; the Amis captured nine of the 11 required buildings for a narrow loss. After a full game of fire and maneuver, it came down to a about four two-down-one shots by German riflemen against American squads rushing around them to capture vacant buildings at mid board. Lesson learned: In these “take as much as you can” scenarios, remember to deploy as much as possible during your last rally phase to increase the number of maneuver elements at your disposal.

Stadick’s Germans started with machine guns in the upper levels of U4/V3 (the westernmost stone building), and a single squad at Y9, that small wooden house along the north edge. I did not know it at start, but he had hidden squads in U9, where the orchards create a passage through the woods, and another at W5, the west edge of the central forest cluster. His guns were hidden in buildings, the 75 in R4 and the 37 in S3.

My Americans entered in three groups, north, middle, and south. The north group had single squads leapfrog forward just north of the tree line by the road. They tried and failed three times to lay smoke at EE9 to shield those who would follow. A fourth squad finally succeeded. Then my 9-1, with two half squads, each toting an MMG, came in via armored assault under a Sherman and ran to BB10 where a burst from the 4-6-7 in Y9 missed. The jeep, with a half squad and bazooka aboard, drove right up the German middle where that HIP rifle squad in W5 fired at point blank range to immobilize the jeep and break the half squad, which later routed with the bazooka. A couple of squads followed on foot. A Sherman led the south group; he rolled onto the western finger of the hill mass at Z2. Some squads ran along behind. German defensive fire from the upper levels of U4/V3 broke three U.S. squads across the board. Most Germans then rolled back deeper into the village to avoid my return fire during their turn. A few squads merely skulked and came back to fire on my approach.

The Americans opened turn two with a Sherman in BB10 successfully firing white phosphorus at the mid board S5 building to obstruct the view of the German 9-1, half squad, and MMG upstairs. The other Sherman at Z2 left the hill top and finished in motion three hexes west of the central forest cluster to limit the subsequent first fire of the squad at W5. The other Amis then rushed forward to suffer a few more breaks – and one berserk result – from German riflemen. The German halftrack darted forward to maul an American squad on the hill at Z2, but later went up in flames to a Sherman shot.
Turn four saw an intense firefight at close range in and around the W5 woods. Again, a Sherman came through with white phosphorus (from X2) on the wooden building at T6, the west edge of the hill. to give the American berserker a chance. Amis, including a Sherman that popped mortar smoke, then rushed that building from the west. The HIP German squad in U9 botched its panzerfaust check. The German squad in T6 failed to reduce the Berserk American 6-6-10 that charged into his hex. An American squad with the bazooka moved to threaten the U4/V3 stone building. Finally, the American infantry scored its first kill, via close combat in S7. Unfortunately, the Berserker fell to an ambush which also generated a German 8-1 via heat of battle. The newly minted German 8-1 then led his squad – thanks to ambush withdrawal – one hex west to get behind the Sherman. Since the German player turn was next, things looked bad for the American tank.

High drama followed. The German 8-1 and squad in woods at U7 failed all their panzerfaust checks and broke under pointblank machine gun fire from the Sherman. American infantry later captured them. That lone German squad at U9 guarding the pass through the wood also succumbed to a three-hex wide U.S. fire group. German infantry evacuated the U4/V3 building and concentrated in S3. That HIP 75 in R4 (the stone building just west of center) fired at a Sherman in U3, but broke with an 11. A hull down Puma at Q3 started and breathed a sigh of relief when the U3 Sherman’s shot hit the wall. Said Puma backed out, stopped, restarted, and then rushed the Sherman. The Sherman’s intensive fire shot missed while the Puma hit to kill the Sherman from behind, ouch! The bazooka later avenged the Sherman by brewing up the Puma near X2, the hex from hell.

As darkness fell, turn 5, the Americans crept around the German north and south flanks while a few squads held the center. Somewhere in there, I should have deployed a few squads to increase my reach. Anyway, the game ended with a blitz on buildings under cover of darkness. During the last player turn, German defense fire pinned four American squads to seal victory for the Wermacht.
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Hutch Modified the gps location2024-09-11 17:46:04
Hutch Uploaded the Board image2024-09-11 17:44:56
Hutch Modified the misc. rules2024-09-11 17:41:05
Hutch Updated the Scenario ID2023-03-07 11:35:59
Hutch Updated the Scenario ID2023-03-06 12:08:15
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Situation at end of GT4 (J3 end of GT4.JPG)Imagedieneuner25820
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Statistics:
Avg Rating: 6.08Votes: 13
Views: 7152
To-Play list count: 3
Estimated Play time: 7.5 hours
Recorded Games: 8
Archive recorded plays:
American2
German6
Drawn:0

ROAR Data: (as of today)
A Sunday Stroll
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[A] German 21
[D] American 17
All Rights Reserved. (c)2022 Dave Ramsey.