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Danish Crossroads ETO (id:#67007)
(ASL Journal #15 ID: J248)   [next]   [previous]
See Also: Danish Crossroads by Supporting Fire
Bredevad, Denmark 1940-04-09 (21 others)
44: The Gauntlet (ASL 6 - The Last Hurrah (2nd Edition))
87: Good Night, Sweet Prince (ASL 11 - Doomed Battalions (2nd Edition))
NEWS16: Tumult From The Clouds (ASL News # 9)
NEWS56: Tumult from the Clouds (ASL News # 29)
CH107: Tumult From the Clouds (Critical Hit # 6.1)
CH137: Assault on Fornebu (Critical Hit # 6.2)
FE 85: Danish Pride (Blitzkrieg Pack)
PK 2.2: Danish Pride (Coastal Fortress)
RBF-40: King's Gambit (Recon by Fire! #4)
#1: Hunters From The Clouds (To Battle By Air 1)
44: The Gauntlet (ASL 11 - Doomed Battalions (3rd Edition))
87: Good Night, Sweet Prince (ASL 11 - Doomed Battalions (3rd Edition))
LINCON 89:4: Assault at Sola (LinCon Tournaments)
S83: Off to Oslo (ASL Starter Kit Bonus Pack #2)
SUP1: Danish Crossroads (Supporting Fire 2022)
SUP2: To Block a Stuka (Supporting Fire 2022)
ASLN16: Tumult From The Clouds (Critical Hit #8.1)
ASLN56: Tumult From The Clouds (Critical Hit #8.2)
Banzai 2.5: Good Night, Sweet Prince (Banzai!! # 2.5)
44: The Gauntlet (ASL 11a - Doomed Battalions (4th Edition))
87: Good Night, Sweet Prince (ASL 11a - Doomed Battalions (4th Edition))
Designer: Jens Thomander
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanDanish
49.275362318841%

Overview:

At 0630 parts of the Infanterie-Division 170 and Schützen-Brigade (mot.) reached the outskirts of Bredevad, a hamlet just north of the German-Danish border. Here at the crossroads of Bredevad itself. a company of the Danish 4th Bicycle Battalion had hurriedly dispatched to set up a roadblock before the Germans could arrive to seize the intersection. They managed to reach the crossroads moments before the armored cars of Schützen-Brigade (mot.) appeared.
Attacker: German (Infanterie-Division 170 and Schützen-Brigade (mot.) 11)
Defender: Danish (1st Company, 4th Bicycle Battalion)  
5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:10.0 D:6.0
AFVs: A:4
PzKpfw IIF
PSW 222
PSW 221 x 2

AFVs: D:0
Guns: A:0 D:2
20mm M-35 Machinecannon x 2

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Bldgs: Stone. Orchards: Open ground, Orchards in road hexes do not exist.
Map Board(s):
x 57 Show/hide map dependencies
PublicationBoard
ASL Starter Kit #2x
ASL Action Pack # 5 East Front57
Overlays: NONE
Errata (source)
The 3x 457 Danish 1st Line Squads do NOT have Assault Fire Capability. This has been pointed out by Klas Malmström, who was one of the playtesters of the scenario at GameSquad forum under the following link: https://www.gamesquad.com/forums/index.php?threads/j248-danish-crossroads-aar.208223/#post-2221016Playtester Klas Malmström
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2026-07-02(A) X von Marwitz vs Christian Herde German winNOTE:
Not sure if it is part of the scenario design or an erratum - the 3x Danish 457s have "Assault Fire" printed on the counter art of the scenario card. The SSR mentions nothing about Danish units being granted "Assault Fire". Ath the same time, the 3x Danish 458 do not have "Assault Fire" printed on the counter art.
We played it as if the 3x Danish 457 in fact do have "Assault Fire" as printed.

This is a short 5 Turn scenario in which the Germans, consisting of 10 squads, an 8-1, two 8-0s an MMG and LMG, supported by three thin skinned PSW must clear and occupy a two hex crossroads. In the penultimate turn, they are reinforced by one PzKw IIF. The Danes defend with 8 squads, an 8-1, an 8-0, one MMG, one LMG and two 20L AT-Guns.

The primary challenge for the Germans is that they will have to cross a lot of open ground to get to the village. The only cover they have are some central patches of woods, which are likely be defended by the Danish to delay the attackers. The crossroads is surrounded by a number of stone buildings, which serve as fine defensive positions for the Danish against the Germans, who won't have any comparable favorable terrain. While the German PSWs do have a sD, it's number is 6, so it is all but certain that Smoke can be created in this manner. At the same time, due to the Victory Conditions, the Germans cannot really put his AFV to the risk of being taken out while they cannot really get along not doing so.

For the Danish, the question is how much of his resources he is going to spend on the "delaying" part and how much on the "stone building" defense. The broken morale of the Danish is low and they have an ELR of 2. This leaves some precarious choices. The German PSWs ar thin-skinned but two M-35 20L AT-Guns are not hard hitters. Hitting a German AFV might prove easier than to actually knock it out. This combined with the importance of the AFV for the Germans creates much of the tension of this scenario. The time frame for the Germans is tight and the Danish move last.

I played the attacking Germans in this one. The challenge was to get my force forward without being shot to pieces in open ground and to get the PSWs out of harms way, for which it was necessary to find the HIP AT-Gun (the other one sets up non HIP). Since the Danish Leaders and SW may set up as if it were Night (i.e. noted on a side paper), it was not immediately apparent were the MGs' threat would lie - both for infantry and vehicles.

Simply charging across open ground or plowed fields with nowhere to rout and rally to seemed out of the question, but getting a toehold in the central patches of woods, where my opponent had placed a considerable delaying force proved difficult and was time consuming. Basically, the Danish had no losses until Turn 3 and the Germans had a lot of troubles. This was aided by the Danish rolling a couple of 3s and 4s, one combination of which knocked out one of the PSWs in an important situation just short of reaching the backfield to create havoc there. I had lost a second PSW before to one of the Guns. So by the end of Turn 3 I felt that I had very little chances to win this one, as the Danish force was mainly intact.

Fortunes began to change when I managed to break his 8-1, 458+MMG combo and one of his AT-Guns malfed. This allowed me to craft some paths for movement by imposing Target Selection Limits at some cost. However, my central push was gaining momentum - the question was if I had enough time left. Just coinciding with the arrival of my PzKw IIF, the Danish managed to repair the malfed AT-Gun, but at least my tank had a frontal AF of 3 instead of the AF 1 of other remaining PSW. Three CCs occurred which evolved into Melees. Luck was on my side here for sure, because two of three Melees had the odds against me, but everyone survived on both sides, thus depriving the Danish to do anything useful with his units locked in them.

This provided the essential openings for the German final push: Both ATGs were locked in Melee and thus their threat to my two remaining AFV neutralized for the moment.The Danish had only little infantry left who swamped by the German infantry coming in and could not also prevent my two AFV occupying the crossroads. I won one of the Melees, establishing the Germans in a stone building, My "killer stack" of 8-1, 467+LMG had taken up positions in another. The second Melee persisted, while the Danes won the third Melee. However, they were unable to threaten my AFV due to a wall of German units in between.

So with some luck, I was able to turn what I had determined to be a lost case by the end of Turn 3 and finally snatch victory from the jaws of defeat.

von Marwitz
2026-05-19(D) Jeff B vs Scott Sherer German win3.25 hrsScott was very aggressive with his ACs on Turn 1, and by the end of the turn I had knocked out two of them (including the far superior PSW 222). With lots of open ground to cover and little time I thought this game was all but over. So I didn't blame him when he scurried his remaining AC to cover and very cautiously approached on Turns 2-3. Meanwhile I just sat in my stone buildings with about 2/3 of my force yet concealed, as skulking was very difficult with these tiny starter kit buildings. Turn 4 saw him reach the doorstep of the first building, in the process losing a HS and breaking the MA of his newly arrived tank. Turn 5 he of course made a bolder push, in the process losing two squads to my crew and HS. But what baffled me a bit was him driving both vehicles into the center of town. This of course was just another possible way to win the scenario, as there was little chance of him uncovering my three squads stoutly guarding the fort, and credit to him for catching that (and even more sporting of him to point it out to me). His tank was useless with its broken gun, so his AC is what got all of my attention. When shooting failed, needing only a 9 or less to eliminate it in CC, I rolled a 12. Well done. This one plays very fast, which is nice for a quick sit-down session, but overall way too dicey.
2026-03-27(D) Diane Spangler vs Lawrence SpanglerD German win
2025-12-11(D) Peter Veenstra vs Marten Jan Ringers German winEverything 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.
2025-11-09(A) Jason Wert vs Cliff Welsh German win
View all or balance report
ActionDate
von Marwitz Added Errata2026-07-03 22:26:55
von Marwitz Added a playing2026-07-03 13:28:32
von Marwitz Uploaded a VASL file2026-06-13 23:53:38
von Marwitz Uploaded the Board image2026-06-13 23:52:26
von Marwitz Uploaded an Image2026-06-13 14:10:07
FileDescriptionUserViews
J248 Setup File (J248 Setup File.vsav)VASL SetupBongiovanni840
(J248 Danish Crossroads v674-beta1 Scenario Archive.vsav)VASL Setupvon Marwitz49
(german-danish.png)ImageHutch902
(J248 Danish Crossroads v674-beta1 Scenario Picture.jpg)Imagevon Marwitz44
Log File (Game Log.vlog)VASL Game LogDougban885
VASL Log file (Danish Crossroads-2.vlog)VASL Game LogBravoCo943
(J248 map.png)Map Imagehoxson1896
(J248 Danish Crossroads v674-beta1 Scenario Archive.jpg)Map Imagevon Marwitz55
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Statistics:
Avg Rating: 6.40Votes: 30
Views: 0
To-Play list count: 3
Estimated Play time: 2.8 hours
Recorded Games: 26
Archive recorded plays:
German14
Danish12
Drawn:0

ROAR Data: (as of today)
Danish Crossroads [Confirmed]
[A] German 20
[D] Danish 23
All Rights Reserved. (c)2022 Dave Ramsey.