So what scenarios have you played Recently?

Mister T

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Played DB178 Rock of Chicamauga Korean war scenario, light on rules (good).
Both sides have a challenging task for different reasons (US: poor ELR and KW early war penalties; NoKo: weak initial numbers and reinforcements coming from far away.)
The multiple VCs make it possible to have several attacking and defending options, which is good as well.
We liked the scenario.
 

Gunner Scott

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My buddy Bob came by today and we are currently playing ASL## Pride and Joy. I am the Greeks and of course Bob is the Italians. So far we are on Greek turn 6, after 5 turns I finally have my Arty pieces set up on the board 2 level 3 locations. What a pain in the balls that jumble of rules is. who designed this piece o crap?

One other major thing that happened was Bob with his ATR set up front managed to immobilize my middle L35 tankette, on turn one. So for five turns those little pieces of crap have been sitting there trying to link up but keep failing their radioless task checks (inexperienced crews). As of now I have 5 full turns to clear the Italians off the VC road on board 43, this will be tough but doable. All in all, super fun game.

We will hopefully conclude this scenario tomorrow afternoon.
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Doug Leslie

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Played J200 "One Story Town" as the defending Russians against Marc Hanna. This is an excellent scenario with lots of options for both sides. Robin Reeve did a very good solo playthrough of this one on his YouTube Channel and it will also be featured in a forthcoming episode of Illuminating Rounds.

Basically, the starting Russian forces are defending five wooden buildings from a powerful Finnish attacking force that sets up in two groups on opposite corners of the town where battle is to take place. One building is worth 2 VPs while the remaining four are worth 1 VP each. To win, the Finns need to accumulate 4 VPs. The Finns have all of the usual Finnish attributes and SW in the form of DCs, ATRs and some unreliable LMGs. At close range, they are great but they lack cutting edge due to the inadequate MG support. The most dangerous threat to the defenders is posed by a FT tank which starts in a platoon with a "land battleship" as its escort. This, in my view is the key to success for the Finns. What gives the scenario real interest is that Russian reinforcements arrive in two separate groups on turns and 3 and 5 at secretly pre-designated entry points and this means that the Finns can find themselves on the defensive depending on where the reinforcements arrive. I would say that luck was with me in this scenario and I managed to restrict the Finns to 3 VP. The key moment came on turn 3 when Marc ran his FT tank up to a Russian MMG position and torched it. The problem however was that it was now stationary with its escort behind a building from which it could not cover a nearby road if the Russian reinforcements came on that way. The reinforcing tanks duly arrived on that road and one CH later in bounding fire, the FT tank was no more. From this point onwards, the Finns were under the cosh. Marc managed to get the "land battleship" into a position from which it could place smoke into the final victory building but it then proceeded to malfunction its MA before succumbing to yet another CH from a Russian tank in the second reinforcement group. A final desperate charge at the last building came up short and the Russians held on for the win. The funniest moment (for me at least) was when I announced a 4FP CMG attack in bounding fire against a first line Finnish squad in a wooden building and Marc, who was feeling a bit victimised by my dice rolling at this point, said "Go on Doug. Roll your double one!". I duly obliged and the Finnish squad failed the resulting MC. I don't know if there is a moral to this story but I had a hard job keeping a straight face afterwards!

There is analysis of the scenario and VASL replay with commentary by Marc and myself in four instalments on his YouTube channel for those who are interested.

 
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Old Noob

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Murphy's Law of ASL #145698767 - Never dare your opponent to roll 'snakes'!
 

Vic Provost

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Played J200 "One Story Town" as the defending Russians against Marc Hanna. This is an excellent scenario with lots of options for both sides. Robin Reeve did a very good solo playthrough of this one on his YouTube Channel and it will also be featured in a forthcoming episode of Illuminating Rounds.

Basically, the starting Russian forces are defending five wooden buildings from a powerful Finnish attacking force that sets up in two groups on opposite corners of the town where battle is to take place. One building is worth 2 VPs while the remaining four are worth 1 VP each. To win, the Finns need to accumulate 4 VPs. The Finns have all of the usual Finnish attributes and SW in the form of DCs, ATRs and some unreliable LMGs. At close range, they are great but they lack cutting edge due to the inadequate MG support. The most dangerous threat to the defenders is posed by a FT tank which starts in a platoon with a "land battleship" as its escort. This, in my view is the key to success for the Finns. What gives the scenario real interest is that Russian reinforcements arrive in two separate groups on turns and 3 and 5 at secretly pre-designated entry points and this means that the Finns can find themselves on the defensive depending on where the reinforcements arrive. I would say that luck was with me in this scenario and I managed to restrict the Finns to 3 VP. The key moment came on turn 3 when Marc ran his FT tank up to a Russian MMG position and torched it. The problem however was that it was now stationary with its escort behind a building from which it could not cover a nearby road if the Russian reinforcements came on that way. The reinforcing tanks duly arrived on that road and one CH later in bounding fire, the FT tank was no more. From this point onwards, the Finns were under the cosh. Marc managed to get the "land battleship" into a position from which it could place smoke into the final victory building but it then proceeded to malfunction its MA before succumbing to yet another CH from a Russian tank in the second reinforcement group. A final desperate charge at the last building came up short and the Russians held on for the win. The funniest moment (for me at least) was when I announced a 4FP CMG attack in bounding fire against a first line Finnish squad in a wooden building and Marc, who was feeling a bit victimised by my dice rolling at this point, said "Go on Doug. Roll your double one!". I duly obliged and the Finnish squad failed the resulting MC. I don't know if there is a moral to this story but I had a hard job keeping a straight face afterwards!

There is analysis of the scenario and VASL replay with commentary by Marc and myself in four instalments on his YouTube channel for those who are interested.

I am currently playing J200 in the VASL League and my Finns have similar issues, my FT Tank managed to move away from its escort and did break the squad manning a HMG but both tanks failed their movement DRs last turn and it really hurt, his 1st reinforcement group is on and I have 3 VPs of buildings, getting the 4th is probably a very tough task, I ignored the 2VP building, with too many locations to deal with. Great scenario but I think the Finns need another tank at least.
 
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PS NJ

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Played Stephen John's SJ1 Grappling Glowaczow against Ron Duenskie from the unpublished Yankee pack. It has 11 Polish 458/457 supported by 4 37L tanks (with only a 2 fp CMG) attacking 7 468/467 with a HIP PzII, and turn 1 reinforcing Pz38 and PzIV 75*. The poles need to control four specific building hexes in the village on map 15A. The poles have assault fire, good tanks with radios, and a couple worthless dm 46mm mortars. The germans have good troops plus a few mg's and an ATR. The Pz2 needs to avoid the polish tanks and use its considerable firepower against the polish infantry (even better if the attack slows down and spreads out while it remains HIP).

Ron tried a gambit and brought most of his infantry in the covered approach on my left, while his tanks sprinted out to my right where I only had a couple defenders on the hill's crest in brush. The assault fire was nasty, but a half squad of mine managed to create a hero and take out a cx halfsquad in CC. I counterattacked with all three of my tanks. While both the Pz2 and Pz4 ended up immobilized, over the course of a couple turns I wiped out that flank. Meanwhile on my right my 8-0 wounded, but continued to man an ATR and took out one tank with an in-hex rear shot. Ron got desperate and blitzed his tanks forward skilfully, but they didn't have the mg firepower to make much of a dent on my infantry.

We both really liked the scenario. It has good replay value for a tournament-sized scenario. I also liked Groves of Damour from this pack which I played at the Albany tourney. Looking forward to seeing the rest of the pack. Nice work Stephen.
 

von Marwitz

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My buddy Bob came by today and we are currently playing ASL## Pride and Joy. I am the Greeks and of course Bob is the Italians. So far we are on Greek turn 6, after 5 turns I finally have my Arty pieces set up on the board 2 level 3 locations. What a pain in the balls that jumble of rules is. who designed this piece o crap?

One other major thing that happened was Bob with his ATR set up front managed to immobilize my middle L35 tankette, on turn one. So for five turns those little pieces of crap have been sitting there trying to link up but keep failing their radioless task checks (inexperienced crews). As of now I have 5 full turns to clear the Italians off the VC road on board 43, this will be tough but doable. All in all, super fun game.

We will hopefully conclude this scenario tomorrow afternoon.
View attachment 27911
Superb retro-feeling! You even used ye olde mounted boards with different shades for Open Ground on each.

von Marwitz
 

Gunner Scott

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Bob and I did finish up Pride and Joy with the Italians pulling out a victory on turn 9/ I just did not have enough to overcome the Italian rear guards on board 43. The failure of not linking up my l35's for 5 turns was a major detriment to my game. The Italians strong points were tough to overcome, they did not retreat and died in place. Still, this was alot of fun that is for sure.
 

Vic Provost

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Hello again, Vic Provost here, I lost as the Finns in J200 One Story Town in VASL League play. We had probably average dice but Robert Zinselmeyer's sniper went on quite a tear, breaking a couple squads, killing an SMC and making me paranoid about his SAN:5. Bob played well, keeping concealment as long as possible and frustrating Finn efforts at securing a 4th VP to win. The nail in my coffin was his turn 5 reinforcements who came in unexpectedly on the South side and I only had a broken squad (from his sniper!) in a VP building he was going to take back so conceded at that point. Not a bad scenario but the Russians do have a distinct edge in 6 tanks vs 2 and 2 good reinforcement groups, dealing with one was hard enough, the second was a backbreaker. The more experienced player should have the Finns in this one, it is close on ROAR but much more of a headache for the Finns than the Russians. Bob is a good player and wish him well in further VASL league contests, Vic.
 

Sparafucil3

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Hello again, Vic Provost here, I lost as the Finns in J200 One Story Town in VASL League play. We had probably average dice but Robert Zinselmeyer's sniper went on quite a tear, breaking a couple squads, killing an SMC and making me paranoid about his SAN:5. Bob played well, keeping concealment as long as possible and frustrating Finn efforts at securing a 4th VP to win. The nail in my coffin was his turn 5 reinforcements who came in unexpectedly on the South side and I only had a broken squad (from his sniper!) in a VP building he was going to take back so conceded at that point. Not a bad scenario but the Russians do have a distinct edge in 6 tanks vs 2 and 2 good reinforcement groups, dealing with one was hard enough, the second was a backbreaker. The more experienced player should have the Finns in this one, it is close on ROAR but much more of a headache for the Finns than the Russians. Bob is a good player and wish him well in further VASL league contests, Vic.
Really tough to beat a skillfully played Sniper counter. 🤣🤣🤣 No offense intended to Robert. I would love to see the look on a chess player's face if every capture was made with a DR and some DR removed one of their pieces and failed the capture. -- jim
 

Blaze

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Really tough to beat a skillfully played Sniper counter. 🤣🤣🤣 No offense intended to Robert. I would love to see the look on a chess player's face if every capture was made with a DR and some DR removed one of their pieces and failed the capture. -- jim
Technically when the king is in CHECK he must rout away. Failure to rout the King has catastrophic consequences in chess. But yeah, introduce a Morale check into the equation and...
 

Doug Kirk

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Played Stephen John's SJ1 Grappling Glowaczow against Ron Duenskie from the unpublished Yankee pack. It has 11 Polish 458/457 supported by 4 37L tanks (with only a 2 fp CMG) attacking 7 468/467 with a HIP PzII, and turn 1 reinforcing Pz38 and PzIV 75*. The poles need to control four specific building hexes in the village on map 15A. The poles have assault fire, good tanks with radios, and a couple worthless dm 46mm mortars. The germans have good troops plus a few mg's and an ATR. The Pz2 needs to avoid the polish tanks and use its considerable firepower against the polish infantry (even better if the attack slows down and spreads out while it remains HIP).

Ron tried a gambit and brought most of his infantry in the covered approach on my left, while his tanks sprinted out to my right where I only had a couple defenders on the hill's crest in brush. The assault fire was nasty, but a half squad of mine managed to create a hero and take out a cx halfsquad in CC. I counterattacked with all three of my tanks. While both the Pz2 and Pz4 ended up immobilized, over the course of a couple turns I wiped out that flank. Meanwhile on my right my 8-0 wounded, but continued to man an ATR and took out one tank with an in-hex rear shot. Ron got desperate and blitzed his tanks forward skilfully, but they didn't have the mg firepower to make much of a dent on my infantry.

We both really liked the scenario. It has good replay value for a tournament-sized scenario. I also liked Groves of Damour from this pack which I played at the Albany tourney. Looking forward to seeing the rest of the pack. Nice work Stephen.
Anyone know a publish date estimate for this scenario pack?
 

Blaze

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ASL SCENARIO 107 Tettau's Attack:

Here is a throwback that according to the archives, it favors the Brits.

With the Germans I got off a few good advancing fire low probability shots and the Red Devils were reeling some. At least enough to have the initiative to get some position. Another low odds fire yielded a NMC and a bad MC roll made it impossible to stop the Germans. It was a matter of too many targets for that MMG and 9-2 to vaporize. Also kept a lot of fodder close enough to ice the SFF shots. By turn 9 the necessary CVP's were off for the win. If I played this 10 times, I really don't see winning with the Germans more than 3 or 4 times. It's nice when the dice gods favor you!

I will always take the low probability shots. Seen many scenarios decided by them. And of course, there's that infamous 2 -2 defensive fire nightmare. That 2 down 2 is the bane of my existence. Anyone that played me knows HOW MUCH I hate those. But I am nevertheless "Lucy and the Football" with them and all too happy to feed my entire OOB into it. "Cardboard Fodder"
 

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WO47 Hardened Veterans

The Germans need to control one of two large factories qK5 or pH3, and they start the game in half of pH3. They also need to prevent the Russians from controlling two smaller factories: rD4, qF2, qD4 or qF4 (the Russians can set up in the latter). My plan was to load up the right side pH3 factory with conscripts and dummies, and attack on the left with the intent of taking a 2nd factory and holding on to qF4. The plan failed in both design and execution. Not going to go into the details other than it was still a lot of fun despite some hot dice on the German side. We are really liking the looks of this Winter Offensive pack.

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After battle-hardening a 9-2 to a 10-2 who rallied 5 squads in an overstacked hex. The Germans rolled snakeyes on consecutive shots for 7KIA on the 10-2 stack and following up, a flamethrower achieved a 1KIA on the other stack. Game over man, game over!
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