So what scenarios have you played Recently?

Bill Cirillo

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Just finished getting my butt kicked as the defending Russians in "Death Box" from ToTR. My initial set up was probably not ideal and was too spread out. I think that the Russians should concentrate their forces around a few of the victory areas rather than try to cover the whole battlefield. That said, it didn't help when the German light mortar went on a ROF tear on the first player turn which killed my mortar crew, best leader and accompanying squad. There was no recovering from this and it was all over when my reinforcements were cut down on turn four. The scenario seems to be pro-Russian to date but it didn't feel that way in my playing!
Doug,

As you noted in your AAR, the Russians really cannot afford to set up either too far forward and too dispersed. They really need to find a series of mutually supported positions anchored around the Russian AA gun. The AA gun needs to provide some amount of protection against the crappy Hungarian armor, as well as buying as many ARTs as the Russians can afford. The Russians will get sleaze freezed and too easily picked off if too dispersed. The idea is to not try and protect all of the VC areas, but to only lose enough to "hopefully" retake one of them at the end.

Bill
 

Doug Leslie

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Doug,

As you noted in your AAR, the Russians really cannot afford to set up either too far forward and too dispersed. They really need to find a series of mutually supported positions anchored around the Russian AA gun. The AA gun needs to provide some amount of protection against the crappy Hungarian armor, as well as buying as many ARTs as the Russians can afford. The Russians will get sleaze freezed and too easily picked off if too dispersed. The idea is to not try and protect all of the VC areas, but to only lose enough to "hopefully" retake one of them at the end.

Bill
I maxed out on ATRs for sure and there was only one mobile tankette left by turn four. Unfortunately one of them was blazing in the AA gun’s hex which made its crew easy meat for the attackers. Killing six morale level infantry with an ELR of 1 however proved to be beyond me!
 

pensatl1962

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Just finished getting my butt kicked as the defending Russians in "Death Box" from ToTR. My initial set up was probably not ideal and was too spread out. I think that the Russians should concentrate their forces around a few of the victory areas rather than try to cover the whole battlefield. That said, it didn't help when the German light mortar went on a ROF tear on the first player turn which killed my mortar crew, best leader and accompanying squad. There was no recovering from this and it was all over when my reinforcements were cut down on turn four. The scenario seems to be pro-Russian to date but it didn't feel that way in my playing!
I played it as the German and the outcome sounds similar to yours. Soviets tried to defend too much and were spread out too far and wide. Fun scenario, though.
 

Paul John

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Randy S and I played SF11-Venture into Carnage from the Manila module today. This one is another rather poor design from this disappointing module. The Americans have to pass through a couple blocks of the city to attack the VC building (City Hall). They have 9 turns to do this. Randy completely abandoned this section as the capacity to fall back into City Hall is essentially zero and the approach to City Hall is a big expanse of open ground. If the Japanese try to defend the entry section (like 15 rows), they would surely get cut to ribbons and then holding City Hall would be really tough. So the first 3 turns were simply me approaching, then the next turns were me getting held up with essentially no way to cross that open ground. Heavy rain nearly the whole scenario make the stone building +4 or +5 depending on range while I tried to sneak through shellholes. I got a foothold in the building and then was quickly jumped and slaughtered on counter attack. The Americans have too little to do the job and the smart Japanese player who sets up like Randy has a pretty stout force to hold them off. I ended up losing on CVP cap, which is a VC I like a lot for the Americans' opponents, but it was never really in doubt. Great map. Not very competitive scenarios in pretty much every one I have tried so far. HiHo. On to something else I guess.
 

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Randy S and I played SF11-Venture into Carnage from the Manila module today. This one is another rather poor design from this disappointing module.
This is an interesting perspective. I played the modules and I enjoy the map and the scenarios. I started the CGs and it was fun, despite as Japanese I was torn apart. In particular I played SF11, the American player won, and the scenario ended on Turn 7 when the Japanese conceded. Maybe it was the set up, maybe the rolls, but it seems we had a different experience. :)
 

MajorDomo

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I have played nine of the Manila scenarios, with three repeat playings.

Have enjoyed most of them. Did think three were unbalanced, as much as one playing can tell.

My Japanese did win SF11, would like to try as the Amis.
 

Paul John

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I like playing the Japanese a lot and the concept is excellent. I just have found the scenarios to be pretty lacking and unbalanced.
 

pensatl1962

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Randy S and I played SF11-Venture into Carnage from the Manila module today. This one is another rather poor design from this disappointing module. The Americans have to pass through a couple blocks of the city to attack the VC building (City Hall). They have 9 turns to do this. Randy completely abandoned this section as the capacity to fall back into City Hall is essentially zero and the approach to City Hall is a big expanse of open ground. If the Japanese try to defend the entry section (like 15 rows), they would surely get cut to ribbons and then holding City Hall would be really tough. So the first 3 turns were simply me approaching, then the next turns were me getting held up with essentially no way to cross that open ground. Heavy rain nearly the whole scenario make the stone building +4 or +5 depending on range while I tried to sneak through shellholes. I got a foothold in the building and then was quickly jumped and slaughtered on counter attack. The Americans have too little to do the job and the smart Japanese player who sets up like Randy has a pretty stout force to hold them off. I ended up losing on CVP cap, which is a VC I like a lot for the Americans' opponents, but it was never really in doubt. Great map. Not very competitive scenarios in pretty much every one I have tried so far. HiHo. On to something else I guess.
Yes, the map was gorgeous. I agree with your assessment of the other aspects.
 

von Marwitz

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SP282 THEN CAME THE INFERNO

30781

Last Wednesday, I played SP282 THEN CAME THE INFERNO as the Americans.

This is an action which pits the new 537 Volksgrenadiers in an offensive role against Americans defending a village in winter 1944.

It features King Kongs with HMG and .50Cal on boths sides. And a truly "obnoxious" M36 GMC...

See the throrough AAR here.

For those interested in playing this scenario:

There is a VASL setup file for this one (as seen above, of course without specifying VC and SSR to honor copyright) made with VASL v6.6.9 and and VASSAL v3.7.15 which can be downloaded from the ASL Scenario Archive website under this link (if you are logged in there, I suppose):


von Marwitz
 
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Paul John

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Setting up RB2 Blood and Guts now.
Well, I screwed the pooch on this one. I got my 10-3 and loads of dudes killed in turn 1 and pushed all the rest into a nice big pile.
I was such a dope that this is a playing not worth sending to ROAR.
HiHo. On to RB4 To the Rescue.
 

Paul John

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On to RB4 To the Rescue.
This one was pretty fun. The Germans broke the Russian line before I killed enough of the stragglers and the reinforcements never came.
I wish there had been a fixed arrival. That reinforcement dr can really swing a scenario when it is just < current turn.
Stalingrad plenty fun though!
Next up either Hatten or SME.
 

Paul John

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Back to the Pacific with Randy S. After giving up on Manila, we are now trying out BFP's Bitterest Day.
We started with the last scenario (BD9: Good luck charm). It is an unusual one in that the Japanese are counterattacking.
My first impression of this module is that there is lots and lots of open ground, lots of guys hiding in caves and overall
pretty tough on whoever is attacking. I wonder about the fun factor with relatively little ability for maneuver on the defense.
Well, this one certainly fit those expectations. The Japanese get OBA WP only with 2 guaranteed black chits. Randy decided
to save them for the push on the second objective as the Japanese have to attack 2 (!) hills in this one to gain the VC. He got lots of regular smoke, held off on the OBA and I cut him down like dogs with long range mg fire that was overall rather excessive. I think I moved 2 squads in the whole scenario. This one could be fun if the smoke comes in early, but even then it seems likely to be tough on the attackers. But without the OBA smoke, it was over by T3. I had good dice, but I will also say that I usually have good dice when firing -1 and -2 shots over and over. CC was no friend to the Japanese either with me taking 3 squads to his getting 1.5 of mine. Next will be BD8 as we reverse time on Okinawa.
 

Paul John

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Finished a couple today. First was BD8, from Bitterest Day. I am a total noob with caves and this scenario made me feel like I had just started playing this game. Randy rolled up and dispatched me nearly like I wasn't there. I was setup for an attack that was never going to happen! I will call this one a learning game. No clear sense of balance, but it seemed like 2 competent players could have a good go with this one.
Randy did his part, hopefully I'll give him a better showing next time.
Next up was VASL league against Brian W. We played 293, Death Solves All Problems from TotR. I did a few errors in the setup and Brian played a fantastic game. My guys generally just never did what they needed to do and I finally cracked on T4 (of 6) with the barbarians at the gate having lost almost nothing and nearly nothing left of my force. I think this one is a rather tough puzzle for the defending Germans.
I didn't grasp everything I needed to do and got taken apart piecemeal. Worth a look if you have the module and like a desperate defense. The Russians have quite the force, but need to do a lot so a better defense could take this one to the last rolls. Great game Brian, good luck in the rest of the tourney!
 

Zakopious

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Played PB1, Ham & Bloody Jam as defending Germans yesterday.
One of my opponent's gliders crashed and the German 50L AT Gun got ROF and acquisition on a stack including Major Howard, (9-2).
I still lost but at least it wasn't the walk-over that the British had hoped for.
 
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