So what scenarios have you played Recently?

sunoftzu

Senior Member
Joined
Mar 3, 2005
Messages
938
Reaction score
483
Location
Taipei, Taiwan
Country
llTaiwan
Played 3.5 turns of ASL-164 "Torment At Tormua" as defending Finns vs Peter Palmer (my mid-day, his afternoon) today. I extricated the ATGs back to board 42, but the Russians have pressed hard, and look to have their noses in front right now. I now get reinforcements to try and turn the tide with.....

John.ASL-164-Fin-04-RPh-gif.gif
 

volgaG68

Fighting WWII One DR At A Time
Joined
Jun 15, 2012
Messages
3,212
Reaction score
1,549
Location
La Crosse, KS
First name
Chris
Country
llUnited States
Played 3.5 turns of ASL-164 "Torment At Tormua" as defending Finns vs Peter Palmer (my mid-day, his afternoon) today. I extricated the ATGs back to board 42, but the Russians have pressed hard, and look to have their noses in front right now. I now get reinforcements to try and turn the tide with.....

John.View attachment 4693
Oddly enough, I began playing "Torment At Tormua" this weekend as well, completing 3 1/2 turns! Ivan has made fair strides in entering the village, but a certain Finnish-created Hero by the name of "Malmstrom" has almost single-handedly wrecked the infantry escorts for the AFVs on the woods-road! He and a Fanatic 5-4-8 have wrought havoc on anyone coming near them.

IMG_20180520_115405527.jpg
 

Jude

Senior Member
Joined
Feb 13, 2012
Messages
408
Reaction score
468
Location
Colorado Springs
Country
llUnited States
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.
 
Last edited:

Carln0130

Forum Guru
Joined
Mar 25, 2006
Messages
5,980
Reaction score
2,582
Location
MA
Country
llUnited States
Oddly enough, I began playing "Torment At Tormua" this weekend as well, completing 3 1/2 turns! Ivan has made fair strides in entering the village, but a certain Finnish-created Hero by the name of "Malmstrom" has almost single-handedly wrecked the infantry escorts for the AFVs on the woods-road! He and a Fanatic 5-4-8 have wrought havoc on anyone coming near them.

View attachment 4695
and that was just armed with his rulebook!!!
 

Carln0130

Forum Guru
Joined
Mar 25, 2006
Messages
5,980
Reaction score
2,582
Location
MA
Country
llUnited States
Played FT10 Desertion. I don't know where I got this one 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.
FT I believe is some early LFT stuff.
 

JRKrejsa

Elder Member
Joined
Sep 21, 2005
Messages
3,667
Reaction score
1,094
Location
USA
Country
llUnited States
A Polish Battlefield ASL AP129 Normandy, trying to keep the Falaise Pocket closed. I took the Fireflys and Crusader AA. My pre-game HD attempts were awful, and the Poles paid for it. The first SS FFE took out my 6 pdr. In spite of all this, the SS had a hard time getting across board 44. I killed the StuH early, and the rest of the panzers had trouble making smoke. I was able to Immo the Panther with the 9-2 AL. Victory seemed possible. But, then the SS went on a tear. They started clearing the Poles off the hill from east to west. I needed one GO unit to win, but the SS held 3 squads in CC at game end.

Good fight.
 

sunoftzu

Senior Member
Joined
Mar 3, 2005
Messages
938
Reaction score
483
Location
Taipei, Taiwan
Country
llTaiwan
Finished ASL-164 "Torment At Torma" this afternoon vs Peter Palmer.

ASL-164-Fin-08-CCPh-gif.gif

In a 'points' game, we finished dead even on building control. But Peter's Russians edged me in CVPs, and won the scenario with a final score of 47 to 45.

Very good game.

John.
 

volgaG68

Fighting WWII One DR At A Time
Joined
Jun 15, 2012
Messages
3,212
Reaction score
1,549
Location
La Crosse, KS
First name
Chris
Country
llUnited States
^^^^ Serendipitously finished ASL 164 "Torment At Tormua" as well. By the end of Turn 5, the Russians had 8 of the 12 buildings, and held them until the last half Turn (8b) when the Finns were able to reclaim two of them. The Finns had held an almost constant 3-5 CVP edge throughout the game, so just one reclamation was needed to squeak out a 1-2 point win. Getting both of them back made it a more comfortable 5 point victory. Fortunate enough to play a string of good, solid scenarios as of late, but this one gets placed on a slightly higher shelf. Very enjoyable design dynamic with the attack/counterattack, and the board 52 imbroglio providing a game-long CVP cat-and-mouse situation as well as a "will they help their comrades to the north or won't they?" setting. Once again, great design!
 

Jude

Senior Member
Joined
Feb 13, 2012
Messages
408
Reaction score
468
Location
Colorado Springs
Country
llUnited States
Played WO24 Dew of Death and took a DRUBBING as the Japanese. I picked lG1 for the FFE and it drifted right on top of the lone stone building on the hill. I chose that hex because I wanted the gas to have and effect on play - and it certainly did! If it drifted, as I figured it would, there was a 2 in 6 chance of it going to the two dominating hill locations. The issue is that it goes off in the Japanese PFPh after the Japanese set up. So it drifted to the building and took out the squad manning it. My problem was that I set up strong in that area so it effectively blocked me as well. I thought about moving onto board k but the Chinese set up pretty strong in the wooden buildings over there and had the orchards covered as well. With squads manning the heights, I figured there was too much open ground to traverse. By the end of turn 3 I realized that there was no way I was going to get enough (anybody?) off the board. I never prep fired, but I was done in by the gas and the hill movement costs. My friend set up a great defense with mutually covering fire so I'm not sure I could have gotten far no matter which route I took. With only one Japanese leader to start, dismantled weapons (that irritates me when a 3PP weapon has to come on dismantled), an ELR of 2, and little cover, the Japanese have a very tough go of it, IMHO. I'd recommend for the Chinese but not for the Japanese. If I tried it again, I definitely wouldn't go through the hills even at the risk of getting torn up running through the open ground/brush.
 

jrv

Forum Guru
Joined
May 25, 2005
Messages
21,998
Reaction score
6,206
Location
Teutoburger Wald
Country
llIceland
I chose that hex because I wanted the gas to have and effect on play - and it certainly did! If it drifted, as I figured it would, there was a 2 in 6 chance of it going to the two dominating hill locations. The issue is that it goes off in the Japanese PFPh after the Japanese set up. So it drifted to the building and took out the squad manning it. My problem was that I set up strong in that area so it effectively blocked me as well.
The gas is a major wild card in Dew of Death. If the Japanese choose to start it close to the entrance edge, they run the risk that it will drift in a way that confound their entrance, especially if they are set up to enter in one small area. You can also choose to set it further back, trading not having immediate impact against the Chinese against it not having immediate impact against the Japanese. I would only voluntarily enter into the gas under very rare circumstances. A 1MC is a serious deterrent.

With only one Japanese leader to start, dismantled weapons (that irritates me when a 3PP weapon has to come on dismantled), an ELR of 2, and little cover, the Japanese have a very tough go of it, IMHO. I'd recommend for the Chinese but not for the Japanese.
It looks like that from the Japanese side until the Chinese implode, assuming the Japanese don't gas themselves. Take what the Chinese give you, but feel free to start slow if that's the best you can do.

JR
 

Jude

Senior Member
Joined
Feb 13, 2012
Messages
408
Reaction score
468
Location
Colorado Springs
Country
llUnited States
The gas is a major wild card in Dew of Death. If the Japanese choose to start it close to the entrance edge, they run the risk that it will drift in a way that confound their entrance, especially if they are set up to enter in one small area. You can also choose to set it further back, trading not having immediate impact against the Chinese against it not having immediate impact against the Japanese. I would only voluntarily enter into the gas under very rare circumstances. A 1MC is a serious deterrent.
Yeah, I think that's the major draw to this scenario - that and using the new deluxe boards. I put the gas in the middle just because I didn't want it to drift off board (or partially off board) and I wanted it to do something. I mean, that's one of the reasons we played it in the first place. Mine went in a good direction and took out the stone building strongpoint, but like a dummy, I should have thought about the serious cost of going uphill with all that brush irregardless of the gas.

It looks like that from the Japanese side until the Chinese implode, assuming the Japanese don't gas themselves. Take what the Chinese give you, but feel free to start slow if that's the best you can do.

JR
I think I counted it would take three turns go from one end to the other (CX, normal, CX) in open ground, so with six turns and traversing hills, I was reluctant to go slow. However, maybe a well timed Banzai later could have made up a little ground. The initial entry points for the Japanese are horrible, but perhaps assaulting in concealed in the brush on board k might be a good first move. After that, though, they better get moving!
 
Last edited:

nebel

Share and Enjoy
Joined
Apr 15, 2007
Messages
739
Reaction score
199
Location
Sector ZZ Alpha
Country
llAustralia
Played the oldie KE5 Beyond the Pakfonts last week with my regular opponent. I took the Russian defenders scattering around the woods in the center of the playing area to try to delay as best I could. To spread out the firepower, I put the ATR with the 7-0 rather than a squad and put my ATG in the woods (19K4) on a gamble that the ht would avoid the orchards as an obvious ATG gun trap. I put a daisy chain with my 8-1 in the stone building in the village in case a vehicle got frisky.

My opponent's attack was well executed up the middle cutting off my troops. My ATG got 1 SHOCK, 1 kill and 1 IMMOB prior to falling to OBA strike. I hit but failed to kill with a rear ATR shot in hex, my dice were getting hits but the ammo must have been faulty for this unit... Then unfortunately the shock wore off and my opponent was in good shape having cleared the village for his StuGs. His turn 3 push to the board edge was on time but he left a couple of ht exposed in front of StuG support. The highlight of the game was that the 8-1 (now sporting the ATR and his daisy chain) advanced into the street to reinforce a squad pinned there handing in the ATR. When a ht roared in I pulled the string and voila rolled the one but again soft on the TK i only immob'd it. This time the ATR also rang true taking down the ht but leaving the units surrounded by infantry and reinforcing ht. First successful daisy chain use!!!

However, the side show was now over... My Lee's took out the exposed ht and got a lucky snakes on another in a seemingly safe spot. He pushed the StuGs up the next turn but not quite coordinated enough. When I hit one in the side and took it out he called it quits. Not sure if that was the right thing to do or not a couple losses on my side would have ended the game in his favor but 3 stugs vs 6 tanks is a tough go...
 

Proff3RTR

Elder Member
Joined
Jun 15, 2014
Messages
4,270
Reaction score
597
Location
Cornwall
Country
llUnited Kingdom
Have just finished S2 'War of the Rats', a very slow and easy ease back into ASL after almost 2 years absence, OUCH!!!! the Germans got the living S&*t kicked outta them, by turn 3 I had lost 6 full squads and called it (all solo play but more than doable), I am looking at BFP 77 'Burning down the House' as I spent the last few days going over the full core ASL RB and the CoS rules, and am just going to jump right back into Full bore ASL, HANG ON BABY, THIS IS GONNA GET BUMPY!!!!
 

JRKrejsa

Elder Member
Joined
Sep 21, 2005
Messages
3,667
Reaction score
1,094
Location
USA
Country
llUnited States
the Eternal City SP33 Large city fight, with 1st SSF and 1st Armored bashing their way into Rome against Fallschirmjager and Herman Goerings. There are not enough Germans to go everywhere, so I sent the Allies in a narrow attack between 20Y hexrow and 20Q hexrow. StuGs behind roadblocks caused some problems, but there are not enough Germans to cover everything. It did not help my opponent that his OBA could not hit anything until turn 3 or 4. Once the reinforcing Shermans came on, it was rough for the Germans. The FlaKwagons can't stand up to the Allied firepower, and contributed a lot to an Allied win on CVP.
 

JRKrejsa

Elder Member
Joined
Sep 21, 2005
Messages
3,667
Reaction score
1,094
Location
USA
Country
llUnited States
Mormal Forest FrF87 France '40. Germans must take 2 of 3 scattered buildings. The German SPW 251/10s and artillery were dominant to start with. The Panzermen went after the church on 63 and then skipped along the woods to go after the closest house there. But, the French infantry in the woods played hide and seek well, and held out. You would think the thick skinned R35s would stand up well to a 37L armed HT, but I had my usual luck with French armor... Narrow French win. Good scenario.
 
Top