Just finished 241 Triumph Atop Taraldsvikfjell solitaire. My first game of full ASL aside from the (really helpful) Illuminating Rounds T1 scenario. There were more rules to learn than I had first realized - Cliffs and Three-Level Hills (which necessitated a lot of checking the Slopes LOS rules). But it wasn't too bad.
For most of the game the Allies were floating in irons below the first of the Level Three Foxholes I'd set up as the German - manned by a -1 Leader, an Elite 4-6-8, and an HMG. The HMG kept ROF a lot, and though the Allies took the very front Foxholes, both their frontal group of well-led Foreign Legionaries and their flank groups of Norwegians (with a half-squad of French on one side) had to hunker and sidle.
The game began to even out as the Allies chipped away at each flank, breaking three separate groups of overwatch units on Level One Hills (two on one side, one on the other). The HMG still had great views all round (except the woods west of the ridge), and was successful at holding off the French even as the flanks crumbled a little - even having time to break the first advance up the hill by the Norwegians in the east.
As the final overwatching unit in the west broke, the Norwegians there began to sneak up there and exchange shots with the three "rear" German positions on the ridge (two Foxholed squads of Naval Conscripts, one Good Order leader with a Disrupted brokie). This wasn't enough, though; something had to happen at the front, at the Gebirgsjager stronghold. French fire had largely failed to make a dent - though eventually the Leader was chased off, albeit only after a German Hero was created. A French charge in Turn 6 had failed, though without any significant bloodshed.
Turn 7.A involved a careful set of manoeuvres to draw fire as a great charge was prepared. A Berzerk Norwegian squad charged up the ridge from the east, surviving MPh PBF (and then DfPh PBF) from a Foxholed Conscript. The rest of the eastern force of Norwegians - broken many times, having taken casualties, rallied repeatedly in the woods - swept up in three groups below the German strongpoint. The Germans fired at the larger group of Norwegians, causing a 1MC...which was passed, with the HMG losing ROF! The main French group (8-1 and 2 squads, one a Fanatic with an LMG) charged forward - the Germans fired...causing a 1MC, which everyone passed! A second French group sprinted across from the west of the plateau - a HS broke on the way from a neighbouring German unit's fire, but a 9-1 and squad made their way adjacent to the Germans, surviving 6RF at -2(!!). In the west, a group of Norwegians climbed the ridge to the Leader and brokie, surviving incoming fire from the last secure German Foxhole.
A big Allied AfPh - could the Norwegians and French break the Germans on the hill before the melee? Two big 20FP shots (one at net +3, one at net +2), both causing a 1MC...the second of which broke the Elite squad, who then couldn't rout. The wounded Hero was slain in the following combat, as was the German leader further south. The Berzerk combat failed to resolve (though the Germans didn't count as Good Order for purposes of victory).
Final half-turn, three German squads left, one in Melee. Given the Allies are all over the ridge, staying in its Foxhole is the best plan for the only Good Order squad on the ridge itself (one in Melee, one on Level One without MF to get up the snowy ridge). German fire produces no result. DfPh from the ex-strongpoint at the north of the ridge breaks the Conscript at the far south.
It comes down to the last dierolls - the 2nd-round Melee between the Berzerk Norwegians and their opponents. Nominally the Allies are winning going into the combat, but either side Kills on a DR5, so the Germans have a non-trivial chance of a win. The Norwegians roll a 3, the Germans a 10...the Scandinavians vindicate their nation's honour against the invaders, winning the day.
What a game.