So what scenarios have you played Recently?

TomK

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DN 9, The Road to Onhaye, with Alan Saltzman.
The Germans aggressively attacked along the N936 and were mercilessly gunned down. French 37* infantry guns seemingly could not miss as they systematically dismantled the German armor. Their infantry didn’t fair as well, though, as they suffered heavy casualties. A well defended position around the Ferme de Wespin stymied all German thrusts from the north.
 

Uncle_Duke

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I introduced @Matt Boehland to the wonderful world of VASL with a classic reprinted in Armies of Oblivion. This time, we played...

ASL28 Ambush!

Original vs Reprint


I don't have a copy of the original version of this scenario as published in Partisan!, but I've been able to figure out at least two revisions made for balance purposes. The first is that the reprint version is a full turn shorter (7 vs 8 turns). Second, the Partisans seem to have picked up an additional HIP squad.


Setup and Initial Thoughts

This scenario has a couple of interesting characteristics. First is that it's one of two (as of this writing) scenarios featuring the Bulgarians. Second is that the setup for the Bulgarians is largely scripted, and features a number of units which start in the open, broken and under DM. This is because the scenario starts the moment after the ambush has been sprung, and now it's up to the Bulgarians to fight their way clear.

Partisan setup, though not nearly as restricted explicitly, doesn't exactly have a lot of options. Board 4 features a few pockets of woods and the odd building scattered throughout a lot of open ground. That doesn't leave many options for a fallback defense, so the Partisans pretty much have to set up up front and hope to catch the Bulgarians in the open.


The Fighting

From the start, matters did not go well for the Bulgarians. The broken units in the open died from interdiction as they tried to rout to the board 10 woods. Support weapons the Bulgarians could have used to form a fire base were either broken (the 50mm MTR) or possessed by perpetually broken units (the MMG). Partisan MGs with a B# of 9 (captured use) repeatedly failed to break, and did murder both in the form of direct fire and interdiction.

This isn't to say that there weren't a few funny or absurd moments. For example:

HIP Partisan squad shoots adjacent Bulgarian 3-4-7 & 8-0 (6FP -2).
Roll a 5. K/2. Great, I can live with this.
Random selection hits the leader, who dies from the wound.
Squad breaks from the 2MC.
Squad rolls for the LLMC... Snake eyes. With a +3 HOB DRM, they go berserk....
...and promptly charge the ADJACENT Partisans.
[Cue horrifying CC noises as another stack, containing a 4-4-7(!!) and a Hero join in the fray]

By the end of Bulgarian Turn 4, the result was pretty obvious. A substantial proportion of Bulgarian squads lay broken and DM, either in open ground or in woods away from leaders. Though the outposts had been overrun, the main Partisan defensive positions were untouched. All but one of the Partisans' MGs were fully functional. The Bulgarians called off the attack.

PARTISAN WIN.


Conclusions

This one seems to be shockingly dicey, though not for the usual reasons. If the Partisan MGs break early, the Bulgarians will have a much more manageable time of it. If the Bulgarians can get the MTR and MMG as a fire base, these can be used to reduce Partisan positions prior to a final charge.

My main criticism of this scenario is that there doesn't seem to be much for the Partisans to do except sit, shoot, and retain concealment where they can. There just isn't much room to maneuver or withdraw.
 

Jude

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Played WO30 As Luck Would Have It as the attacking Germans. My friend botched the setup thinking I had to take the buildings to win and set up accordingly. That decided my course of action and I marched my men up the eastern side for the exit victory condition. Other than the setup error, a couple of big rolls decided the game. The British 9-2 and accompanying squad broke on a lousy NMC. The nail in the coffin was a CH from a pinned OT 75 AFV at PB range. It was just supposed to draw fire from the only group of men left that had a reasonable chance to interdict my exiting men. Random selection only got one but all the units in the hex broke. Apt name for the scenario as luck did play a major role - and the initial setup, of course. Because of how my game turned out, I can't comment on balance, but the British do have a lot of area to cover.
 

The Purist

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Just wrapped up a playing of J84 Makin Taken.

The Japanese forward defence got pounded pretty badly early as the US came in hot with plenty of good DR. By Turn 2 the Japanes had broken two LMG and both Mortars without scoring a hit or gaining WP. The Japanese managed to hang on for the win despite being driven back across most of the stone village, thanks largely to mid-game CC attacks going well and US MC and PTC DRs turning sour.

The Japanese player needs to keep a firm grasp on their personal morale in this one. The US 14 CVP casualty cap can come rushing up on them before you know it, especially if the Japanese 10-1 SMC can work his magic in Ambush and HtH CC.
 
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Jacometti

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I introduced @Matt Boehland to the wonderful world of VASL with a classic reprinted in Armies of Oblivion. This time, we played...

ASL28 Ambush!

Original vs Reprint


I don't have a copy of the original version of this scenario as published in Partisan!, but I've been able to figure out at least two revisions made for balance purposes. The first is that the reprint version is a full turn shorter (7 vs 8 turns). Second, the Partisans seem to have picked up an additional HIP squad.


Setup and Initial Thoughts

This scenario has a couple of interesting characteristics. First is that it's one of two (as of this writing) scenarios featuring the Bulgarians. Second is that the setup for the Bulgarians is largely scripted, and features a number of units which start in the open, broken and under DM. This is because the scenario starts the moment after the ambush has been sprung, and now it's up to the Bulgarians to fight their way clear.

Partisan setup, though not nearly as restricted explicitly, doesn't exactly have a lot of options. Board 4 features a few pockets of woods and the odd building scattered throughout a lot of open ground. That doesn't leave many options for a fallback defense, so the Partisans pretty much have to set up up front and hope to catch the Bulgarians in the open.


The Fighting

From the start, matters did not go well for the Bulgarians. The broken units in the open died from interdiction as they tried to rout to the board 10 woods. Support weapons the Bulgarians could have used to form a fire base were either broken (the 50mm MTR) or possessed by perpetually broken units (the MMG). Partisan MGs with a B# of 9 (captured use) repeatedly failed to break, and did murder both in the form of direct fire and interdiction.

This isn't to say that there weren't a few funny or absurd moments. For example:

HIP Partisan squad shoots adjacent Bulgarian 3-4-7 & 8-0 (6FP -2).
Roll a 5. K/2. Great, I can live with this.
Random selection hits the leader, who dies from the wound.
Squad breaks from the 2MC.
Squad rolls for the LLMC... Snake eyes. With a +3 HOB DRM, they go berserk....
...and promptly charge the ADJACENT Partisans.
[Cue horrifying CC noises as another stack, containing a 4-4-7(!!) and a Hero join in the fray]

By the end of Bulgarian Turn 4, the result was pretty obvious. A substantial proportion of Bulgarian squads lay broken and DM, either in open ground or in woods away from leaders. Though the outposts had been overrun, the main Partisan defensive positions were untouched. All but one of the Partisans' MGs were fully functional. The Bulgarians called off the attack.

PARTISAN WIN.


Conclusions

This one seems to be shockingly dicey, though not for the usual reasons. If the Partisan MGs break early, the Bulgarians will have a much more manageable time of it. If the Bulgarians can get the MTR and MMG as a fire base, these can be used to reduce Partisan positions prior to a final charge.

My main criticism of this scenario is that there doesn't seem to be much for the Partisans to do except sit, shoot, and retain concealment where they can. There just isn't much room to maneuver or withdraw.
This is a fairly silly scenario, where the Bulgarians always try to engage the Partisans at 4 hex range so they have full firepower, while the Partisans' is halved. The Partisans mostly stay out of sight.

I always found The Liberation of Tulle by far the most fun scenario in the module, even if it is hard on the Germans.
 

Perry

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This is a fairly silly scenario, where the Bulgarians always try to engage the Partisans at 4 hex range so they have full firepower, while the Partisans' is halved. The Partisans mostly stay out of sight.

I always found The Liberation of Tulle by far the most fun scenario in the module, even if it is hard on the Germans.
Well, I don't think it is a silly scenario. Obviously, YMMV. As for the Bulgarians wanting to fight at four hexes, that is just obvious tactics, and they would really prefer to fight at 7 hexes.

The Liberation of Tulle is a fun scenario, and the Germans got some help in the recent update.
 

Nineteen Kilo

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I can say two positive things about Ambush!

  • It's one of the very few MMP scenarios with Bulgarians
  • The Globus Raid where there are more Wire than MMC is far worse :D
I've played both, and would go to Ambush again without a moment's hesitation if the two were presented to me to play.

In my one playing of Ambush I was the Bulgarians and was losing, and I could just tell from the forces I had that I should not be losing, which made being behind feel worse. Then the miracle that is talked about by my opponent and I to this day - "Samson the Bulgar Hero" was created. Lending his heroic modifier to multi-hex firegroups, the rout was on.
 

Jude

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Played J119 Sovkhoz Haystacks as the attacking Germans. Bad dice was the rule for this game. Because of the way my friend set up, I tried a combo up the gut move on board 43 and a flanking move on board 4 with slightly more infantry and armor. By the end of turn 2 (of 6) my men were shot up bad. I had 5 ½ broken squads and a dead HS in addition to two broken leaders. Other than the one dead HS, my moves weren’t so bold that that many guys should have broken. All my cover gave me at worst a zero TEM. No stacking. The MCs were easily makeable but I just couldn’t do it. Things were so dire that I actually diverted my reinforcement squads towards the village on turn 3. The armor battle, on the other hand, swung in my favor. One Panzer IV bit it on turn 1 but the rest slowly took out his armor. By turn 4 all the Russian armor in the village had been destroyed. Using the tanks and some rallied troops I was able to fully take the village without having to use the reinforcing infantry.

On board 18, bad dice made things untenable for the Russians. Three Russian MA broke and one tank immobilized on a one extra MP try so the tank could stop. I lost a Marder to a motion SU-122 and a Tiger to mechanical reliability but that was it. At the end of turn 4 all the Russians had left of the reinforcements was two KV-85s – one with a busted MA and immobilized. The writing was on the wall so we called it.

Six Russian AFV/SW/AT Guns broke down while two of mine did. Not a ton of shots fired but when we did roll, we both expected the worst. ROAR has it leaning German, but I don’t know. The village could be a tough nut to crack if the Russians can keep the German armor honest during their advance. The hard part in my opinion is exiting two tanks. Had all those Russian tanks not malfunctioned, I’d give the them better than even odds to stop the Germans from exiting. Very frustrating for both sides today but a good scenario. Recommended for either side.
 
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wrongway149

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Well, I don't think it is a silly scenario. Obviously, YMMV. As for the Bulgarians wanting to fight at four hexes, that is just obvious tactics, and they would really prefer to fight at 7 hexes.
A good starter scenario, FP range is an important tactical consideration that even veteran players sometimes disregard. So if the new player got that part, it was a lesson well-learned.
 
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Spencer Armstrong

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A good starter scenario, FP range is an important tactical consideration that even good players sometimes disregard. So if the new player got that part, it was a lesson well-learned.
Your 4-6-7s ate my 7-4-7s' lunch in A Belated Christmas at 5&6 hex range the first time we played. Never had to re-learn that lesson but have told others the story many times when teaching.
 

The Purist

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Just finsihed AP95 - Operation Kutuzov with Mr Honus. It was a down to the wire fight that saw the Red Army troops win only on the last turn with the breaking of the last German 468 that could break/pin any exiting troops. The Red Army could exit exactly 35 CVP from the required zones but did have a buffer of 5 CVP for capturing one stone building (also captured on the last MPh).

The Red Army attack threw its entire weight at the board 69 strong point, struggling with barbed wire bogging both Matilda tanks at first but managing to push through and clear the resistance. The German AT gun (50L) underperformed while the tank battle saw four German tanks lost for two Red Army vehicles. The Soviet force lost a Matilda to immobilisation from a PZ III, a T34 to mechanical reliability and another T34 to immobilisation in the village on board 69 by infantry. This left four tanks to exit with 7 VP worth of infantry.

DRs helped both sides at times when needed and hurt when a bit help would have been appreciated. My own DRs are here:


14018
 

Eagle4ty

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Just finsihed AP95 - Operation Kutuzov with Mr Honus. It was a down to the wire fight that saw the Red Army troops win only on the last turn with the breaking of the last German 468 that could break/pin any exiting troops. The Red Army could exit exactly 35 CVP from the required zones but did have a buffer of 5 CVP for capturing one stone building (also captured on the last MPh).

The Red Army attack threw its entire weight at the board 69 strong point, struggling with barbed wire bogging both Matilda tanks at first but managing to push through and clear the resistance. The German AT gun (50L) underperformed while the tank battle saw four German tanks lost for two Red Army vehicles. The Soviet force lost a Matilda to immobilisation from a PZ III, a T34 to mechanical reliability and another T34 to immobilisation in the village on board 69 by infantry. This left four tanks to exit with 7 VP worth of infantry.

DRs helped both sides at times when needed and hurt when a bit help would have been appreciated. My own DRs are here:


View attachment 14018
A good scenario. The tough part is turn 1 for the Russians where you can't use smoke because you start in motion [Errata/clarification]. If the Russians get through their 1st player turn relatively unhurt and the 50L isn't a death machine, I've always felt it was a nail biter no matter what force selections were taken.
 

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ASL 4 The Commissar's House

Currently on move 4 (Allied). Hauptmann Holditz has taken the Chemist's shop but not mopped up yet (he keeps forgetting), but Captain Holditov has one HIP unit on the 2nd floor (and another on the 2nd floor of the commissar's gaff) as a form of insurance. The Germans have finally started a breakthrough in the CC7 building, but they've (not me, ahem, they) faffed about for too long with ineffective Prep Fires, and I can't see them meeting the victory conditions in time, unless they get lucky with DC rolls, and flatten the entire building.

14068
 

holdit

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ASL 4 The Commissar's House (The butcher's bill)

Surprisingly light, as it happens. I called it on move 8 because the German's didn't have a cat in hell's chance of meeting the VC. Afterwards I tallied up the survivors for each side and got a surprise, given how bloody a scenario this seems to be:

German:

10 x 8-3-8 remaining. Initial strength: 13
8 x 4-6-7 & 1 x 4-6-8 remaining. Initial strength: 12
2 leaders lost & 2 wounded out of 10

19 out of 25 squad equivalents (24% losses)

Russian:

2 x 6-2-8 remaining. Initial strength: 6
13 x 4-5-8/4-4-7/4-2-6 remaining. Initial strength: 19
1 leader lost out of 5

15 out of 25 squad equivalents (40% losses)

The Russians were left with quite a lot to cram into the CH, even it a lot of rallying would be needed first. The Russian losses could have been reduced by skulking, but those big kill stack shots again the Germans the wooden buildings in front of the CH were too hard to resist. Given the situation I don't think there was much the Russians could have done differently, apart from initial deployments.

As for the Germans, the specialist assault troops took less casualties than the regular infantry, which suggests that they should have been used a lot more aggressively. No DCs were used and two FT shots were made, one caused a MC failure, the other broke down. The Germans took too long to get across the street EE6-EE8-DD8-AA7 and then ended up in a prolonged firefight across the a street Z5-DD3, although to be fair, assaulting across it seemed like daunting proposition with the Russians having a lot of firepower pointed at it.

The German heavy MGs in X2 and O8 were quite effective, even though the HMG in X2 broke down completely and the MMG in the same location was up and down light a...lamplighter. Those -2 leaders.

Mistakes:
Forgetting SA rolls
Forgetting Assault fire
Forgetting to include the modifier for rallying in buildings/woods.

The above items have been on a Post-It note on my monitor since Turn 4.

Great scenario. I can see how an (ahem) competent attacker it could really go down to the wire.

14091
 

asloser

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Few recent games to report....

AP054 800 Heroes PBEM against Adam Lunney with me as the Japanese. Adam set up pretty dispersed in the village and I moved aggressively inotthe village and cleared it in two turns, aided by some spectacular CC rolls. The tankettes were helping by freezing key locations and I lost only one on MG TK. I was able to position myself for final assault into the factory in good time, sent in the remaining three tanks to create breachesinto fortified locations and freeze Chinese defenders, and then simply pounded the Chinese into submission. I am very happy for my use of the tanks, I think I extracted maximum out of these tankettes.

WO15 Liberation Day PBEM against Larry Yeager. I was attacking as the Russian/Partisan. Larry defended the Station with considereble force and my partisans got nowhere. However the Board 10z village was more thinly held and I cleared that side completely before reinforcements could make it. Larry tried to counterattack int village unig the reinforcements but this was quicky shot to pieces. This one is tricky forthe German as he needs to win both sides, and I was slightly surprised to see this one with pro-German ROAR record.

SP259 Corridor to Extinction live VASL played in couple of sessions against MIchal Sedlaco. I was Germans and I did not make a good setup- one ont he Pz IVs was on te hill without any help and when it was challenged by two T-34/85s I stupidly tried to shoot my ay out of trouble - in retrospect a smoke dispensers motion attempt and run for the victory area would have been the right way out. Michal enended my misery by killing the Jagdtiger with bounding fire APCR shot by a T-34/85 which rolled snakes for CH, this ment he won the gun duel when I was trying to pivot the big gun at the tank. I had a SS squad in the Jagdtiger hex - the same T-34 killed them off with second set of snakes on the MG shot with the next roll. Interesting late war scenario which I might try again sometime.
 
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The Purist

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Just finished AP47 Insult to Injury with Mr Honus.

Thanks to the two Tiger tanks breaking their MA by the end of Turn 1, the Red Army tanks were able to roll forward and engage the German armour in a scrum while the Soviet para-infantry skirmished with the SS is the village. The Soviet reinforcing 447s were able to move forward from the collective farm on Board 43 to pressure the German flank as the KVs and additional infantry moved towards reinforcing the village. All the while the Soviet guns were suspiciously silent, maintaining HIP and waiting for the 'right shots'. With three tanks dead and two additional tanks breaking their MA (one recalled) in exchange for two Red Army tanks (T-70 and a T34), it soon became apparent the German attack could not succeed.

While ROAR has a 65/35 split in favour of the Germans, that is unlikely to include both Pzkw VI losing their guns so early.
 
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TomK

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Here’s what I played at Hallowed Ground in Gettysburg this past weekend:

OA1, The Road to St Lo with Ken Mioduski. My Americans were unable to hold the hill against Ken’s Fallshirmjagers in this venerable deluxe scenario.

WCW7, Eye of the Tiger with Rob Loper. My German managed to take their assigned objectives with help from NOBA.

AP135, Fuller’s Folly with Kevin Conley. Kevin’s Germans put up a great fight against my Springfield armed Americans. Had his guys been able to hit the broadside of a barn on the final turn they might have pulled this one out. However...their marksmanship was abysmal and the US won.

AP66, Cat’s Cradle with Ron Duenski. Again, poor marksmanship plagued Ron’s Soviets when it most counted.

SP259, Corridor to Extinction with Paul Sidhu. My defending SS was outmaneuvered and crushed by Paul and his excellent play.

Thanks to John for running a great event. Another awesome ASL event in Gettysburg!
 

Ray Woloszyn

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I was able to attend John Dober’s “Hallowed Ground” ASL tournament last week. I drove to Gettysburg starting Sunday and arriving Monday after visiting a number of VA historical sites including the D-Day memorial in Bedford.

I played the following:

Chewing Gristle ESG94
vs. Ron Duenskie Lost as the Russians losing on turn one two of my four leaders needed to manage 26 squads. Ron misread the victory conditions and had to rush to cover two of the buildings he needed to hold which gave me a small chance.

Rebels without a Pause J191 vs. Paul Sidhu Won in a very close game as the Germans by destroying all of Paul’s tanks. Paul needed to win two 2-1 CC’s outright at the end. He won neither.

About his Shadowy Sides BoF4 vs. Ken Mioduski Won as my conscripts and second line half-squads held up about 40% of his commissar led troops.

Coconut K FT200 vs. Trent Dobbs Won as my Americans were able to withstand three HE hits (one critical) and take down the ADJACENT 75mm Gun and PB.

Tournament!

Failure to Communicate 233 vs. Paul Sidhu Lost this one in another close game with Paul. Highlight was his 10-2 leader going berserk and charging my 9-2 supported by two squads with an HMG and an MMG. They never made it as my hero and squad took them out halfway to hell. I messed up my last turn allowing Paul to regain one of the buildings I needed for victory.

Relegated to the Mini Tournament

Road Warriors SP223 vs. Rob Loper Lost this odd scenario trying to take out inferior Russian tanks with inferior (at least in my hands) MG’s and armored cars.

For Fun

Raff’s Rules J193 vs. Trent Dobbs Lost as Trent gets revenge when this time my best troops and leader fall to a CH from an 88 while my RCL kills a half squad in the same turn with a back blast after putting smoke in obviously the wrong hex.

The Hour Zero J180 against TD John Dober. Not finished since John like the German Army in this scenario was totally battle fatigued. Interesting premise having German Army mercenaries on May 8th, 1945 trying to dig SS die hards out of the woods. Reminded me of the "Rambo" movie

Thus endeth the 3rd "Hallowed Ground" ASL tournament. Many thanks to all my fine opponents for a fun filled week in Gettysburg that was not only about gaming but also camaraderie.
 

volgaG68

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ASL 187 Morgan's Stand.....US win on their final 1/2 Turn by advancing a 1-2-6 AFV crew (MMC) back onto board 10. They had a couple of other HS on the borderline of the maps, but the crew won the day. Quite enjoyable scenario. The US start with a smallish force of 6-morale troops, but the Germans also have average/below average troops that come on in dribs and drabs. Handling of AFV by either side would seem to be the most important aspect. The AFV crew came from the reinforcements coming over the bridge. The 37L ht got a low-odds hit on it upon entry through a couple of marsh hindrances, but it didn't burn and the crew survived. They were allowed to pussyfoot around out of LOS, occasionally Advancing forward, as they were the least of the German's worries in clearing board 10. The sacrificial 9-1/6-6-6 and 3-4-6 w/BAZ that were the lone survivors on board 10 gave their cardboard lives to ensure that no Germans could intercept or interfere with that 1-2-6 Advancing back onto board 10 in the final APh of the game. One of those scenarios that after completion you realize just how balanced it really is (11/12 on ROAR).
 
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