I played DB156 To the Neman, which my opponent had suggested out of the latest Dispatches from the Bunker. This scenario is so hot off the presses that it isn't even in ROAR yet!
A nice, quick, simple scenario, set in the beginning of Barbarossa. 6 German squads and an AT gun defend a half-board village from 12 Russian squads and three armored cars. The Russians have 5.5 turns to capture the four stone buildings in the village; the Germans are reinforced by a pair of armored cars of their own on Turn 3.
The village is roughly circular, divided by roads into three sectors, one from about 12:00 to 3:00, one from about 3:00 to 9:00, and one from 9:00 to 12:00. The Russians attack from the 3:00 side.
My plan was to commit most of my forces to a Turn 1 human wave against the three German stacks in the 12-3 sector. I had various post-facto rationalizations about how this would engage the Germans in CC, thus protecting my thin-skinned armored cars, and how the extra MF would buy me a turn of prep-firing that would be useful later on, but let's be honest: I mostly just wanted to launch a human wave.
The rest of my infantry would make it into the 3-9 sector, aided by Vehicle Bypass Freeze. The two pincers would then have two turns to converge on the 9-12 sector, hopefully aided by VBM freezing again, before the German AFVs appear.
The plan went quite well: about half of the human wavers broke, but some Russians made it into all the German hexes in this sector, and the hex that had 2 467s and an LMG rolled boxcars on their required FPF shot at the entering human wave squads. All of a sudden, half of the German infantry were prisoners, and the newfound ability of the Russians to deploy wasn't making things any easier on the defenders. The German gun managed to kill my lead AFV, but burned it, which allowed the other two to slink off to safety, and infantry swarmed the gun the following turn.
In general, the German defenders just could not buy a roll: they had plenty of good shots, 8-1's, 16+1's, 20+3's, and just couldn't manage anything less than a 10. The only thing that kept the Germans in the game were the heroics of the last squad in sector 3-9, which just would not go down, surviving a whole series of 2:1/3:1/4:1 close combat attacks. This bought Jerry time for his own armored cars to come on, but by that point they were limited to blasting melee hexes and hoping that their own squads managed to duck in time. They weren't able to get lucky, though, and my Russians ended up with the victory.