Played FT10 Desertion. I don't know where I got it from, but it has an interesting premise. The draw for this one is that Russian MMCs that are greater than two hexes away from a Russian leader with a LOS to a German unit at the top of the German MPh desert by failing a NMC. In reality, this probably won't happen because play is limited to two half boards and the Russians have four leaders. In my playing, no Russians ever strayed far enough away so it was a non event. The playing of this one was frustrating as my friend and I rolled poorly at inopportune times (when is an opportune time in ASL, anyway?). A few examples were my German HMG ripping up the Russians at the top of turn one and then promptly breaking in the German PFPh allowing the Russians to start a major flanking move, one of the Russian FT tanks failing mechanical reliablity, behind a wall no less, leaving it well away from the battle, one of my 150s rolling a 12 on its first shot while suffering from ammunition shortage, my sector with the 150s seemingly secure until a series of low odds attacks broke nearly everyone over there in the course of half a turn. However, the ultimate heartbreak for the Russians was failing the ambush roll after taking all but one hex of the victory building on the Russians' last turn. My squad bugged out of there and retook one of the vacated building hexes, thus securing the win (at least that's how we think building control works). That building was only an afterthought to me and I only pulled a few guys back there just to keep the Russians honest. Little did I know the three and a half squads I had over there would decide the game. A quirky scenario but I'd recommend it for either side.