So what scenarios have you played Recently?

Khill

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Ted and I played TotR 293 Death Solves All Problems. I hosted and setup the German defense. There are Heaps of overlays but no rubble. The Germans were on edge from setup to end game as there are Hordes of Russians attacking from two directions and few defenders. Germans setup forward and slowly gave ground through the north rail yard and east city. The Germans HIP'ed two half squads with PZK's. Russian tanks presented excellent targets but one PSK malf'ed first shot and the second half squad managed a miss. The Germans were able to slowly give ground and blunt the Russian push on both flanks. It was a tense, high casualty fight but by the start of turn five the Russians were too far from all the required VC buildings, so he conceded. It was tense and I was on edge throughout but we had fun. Would play again as either side.
 

Gunner Scott

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howdy all-

my buddy Bob and I plan to play On All Fronts The Fuhrerers Firemen from their sept 1987 issue. This is an oldie thats for sure with a few issues that are easily reconciled, we decided the mines will only be able to set up on boards 12 and west of the board 13 stream, this is an exit so many VP's scenario, so we felt the mines should not be placed on board 10 for that reason. We made the stream shallow, it is random in the SSR. Air support uses the standard American 44 FB's, the SSR for the Russian Air Support had mentioned 82mm rockets and PTAB but there was nothing in that OAF zines issue explaining that type of ordinance. Of course we can probably use BFP's rules but we prefer to keep it simple stupid (KISS). Still thinking maybe instead of a bombardment (The russians pick a board for one) just go with two 200mm Rocket modules.

So ya I remember playing this scenario ages ago and having a hoot of a time, the randomness of what the German SS get armor wise will be interesting. Then you have hoards of Russian infantry with few leaders to launch meat assaults against the SS supported by a ton of armor. Anyway here are pics of the board set up and scenario, the scenario is probably hard to read, I did not do a good job scanning it in ages ago.
 

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Gunner Scott

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Bob and I managed to get 5 turns in of this great east front slugfest with his units breaching the stream in force at this point. A few caveats were put in place, the Russian air support is normal 44 FB's, Bob got two of them with one not having bombs (H1.51 I think) The Stream is shallow and we used two 200mm pre game rockets to sub for the bombardment. It kinda worked out the same IE missed everything when Bob placed both Rockets on board 12. Personally I think placing the rockets on board 13 would have been a better move just because you know thats where the majority of HIP Mines and Guns will be. Of course it did not matter, I kept forgetting about those mines anyway.

The scenario is seriously alot of fun as a huge force of Russian Armor comes bearing down on our heroic SS defenders, but SS OBA and one stuborn gun has done a nice dent into the Russian attackers infantry but the armor is a tougher nut to crack. On turn four I did my SS armor to help bolster my defense, recieved two PZ IV/70's and 4 Jg pz V's. Would have prefered armor with infantry killing capability IE better MG's and unlimited HE. Anyway here are pics of the end of our turn 4 battle:
 

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Bob Miller

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Dang fun scenario. Playing less ASL lately. (Can't wait for retirement in 3-6 years, will be able to play ASL a lot more and maybe some senior league softball. I digress) I totally forgot how powerful the JS IIs were with their 122L MA. Drop back to the 13-24 hex range and Area Fire into the 2nd and 3rd story stone building with those dastardly SS and their MGs. Button up still get you a 8 ToHit and a 10 with acq Those Fuhrer's Firemen bug out pretty quick seeing multiple 12+3 effects rolls.

VC on this scenario is all exit VP German AVFs are now on board early so we are looking at 2-4 turns of heavy metal wastage. If my Ruskies can get the armor upper hand then I can head for the VC board edge.

I'll try to post a picture of Holst crying when his 88LL JgPnzr rolls a 12 on it's to-hit roll.
 

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Dr.Dave Haasl and I played “Desperate Try”(J251) today. Good fun! Dave’s Vichy defenders were victorious. Give the Americans the balance, and you should have a damn close game.
 

Paul John

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Randy and I started playing BD6, but after turn 1 he realized I had misread the VC (the Horseshoe looks like a Half Moon...), so we returned that one to setup and quickly knocked out J248 Danish Crossroads while we had time to play.
This one looked a little light, but ended up playing quite fun. My popguns totally failed, and I got the vehicle freeze over and over with only one AC taken out in CC. That gave his guys slogging through the plowed fields 'cover' and he overwhelmed the final defenders on the last turn. It plays super fast, and is pretty fun. I think if the ACs get popped early, it could be tough on the Germans as they have to cross a lot of OG.
 

pensatl1962

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Randy and I started playing BD6, but after turn 1 he realized I had misread the VC (the Horseshoe looks like a Half Moon...), so we returned that one to setup and quickly knocked out J248 Danish Crossroads while we had time to play.
This one looked a little light, but ended up playing quite fun. My popguns totally failed, and I got the vehicle freeze over and over with only one AC taken out in CC. That gave his guys slogging through the plowed fields 'cover' and he overwhelmed the final defenders on the last turn. It plays super fast, and is pretty fun. I think if the ACs get popped early, it could be tough on the Germans as they have to cross a lot of OG.
A couple years ago, an ASL friend recommended the movie April 9th (or "9.April" ) which sounds exactly like the engagement in this scenario. Good movie.
 

Steve E7

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J257 In Min's Gang Rumble KW
(ASL Journal #15)

Recently played this Korean action from Journal 15.
USMC force ( Footnote 16 in play allowing the 3 halfsquad deployment ) finds itself ambushed, then having to take to the hills and clear a village of Koreans who have quite a bit of concealment.
Tank and Air Support ( Napalm! ) helped as firefights erupted all over the map ( a very cool "Korea like" map ). A late arriving flanking force situated on a hilltop provided the necessary firepower to finally take the Hill, while a heroic Marine leader forced his way into town. Lots of fun!

31218
 

GeorgeBates

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... quickly knocked out J248 Danish Crossroads while we had time to play.
This one looked a little light, but ended up playing quite fun. My popguns totally failed, and I got the vehicle freeze over and over with only one AC taken out in CC. That gave his guys slogging through the plowed fields 'cover' and he overwhelmed the final defenders on the last turn. It plays super fast, and is pretty fun. I think if the ACs get popped early, it could be tough on the Germans as they have to cross a lot of OG.
This is a fine scenario, good for teaching an inexperienced German player how to attack across Open Ground using deployment, smoke and armored assault. Play is considerably more stressful even for an experienced Danish player, who must fight a fall-back defense with little cover. The chief weakness is that it can be dicey (true for many small scenarios).

Players may want to consider agreeing to adjust the VC slightly to prevent cheap German wins by requiring the AFV to be stopped in either of the victory hexes, or if in Motion, to require at least one German MMC to be in/ADJACENT to the AFV's hex. The Danes can do nearly everything right and still lose if the Germans can sneak an unaccompanied AFV into one of two hexes without even having to set the parking brake. A vehicle commander would be very loathe to make this kind of aggressive move. The Germans should be made to work a little harder for their medals in this one.
 

Gunner Scott

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howdy-

Bob and I did finish The Fuhrers Firemen sunday with the Russians pulling out a victory on turn 11 of a 13 turn game. I think my defense was ok but Bob did a great job in overcoming my SS and cruised enough armor off to win. I did make some bad defensive set up decisions, I should have placed both of the ATGs on board 10 instead of board 13. The random armor groups offered was more of a detriment then a help with the Russian airsupport circling above and my boneheaded move to try and go toe to toe with the Russian armor doomed me for sure, I did get a few hits in but I had three rolls that went dude with the most egregious one being my PSK firing at the rare of an IS-2m and rolling box cars on the result yuck. Next I play this one, i would use the DC's to be set in building 12U3 so as to deny upper level fire from the Russians into board 10. All in all, a super fun scenario indeed. Below is the situation on turn 8:31219
 

Larry

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Fen Yan and I played
  • AR4 The Overlook – 5.5 turns, 21 September 1944, Oosterbeek, The Netherlands
yesterday at my house. We were both confused at times, lack of quality sleep is my excuse. ROAR has this the the Brits with the advantage. The ASL Scenario Archive has it the other way. The key is the PIATs. I hit the each of the tanks one. One bounced and the other burned. The B1-BIS has that 1-4 if there is an immob. result. Pesky but did not come into play. The tank that survived burned almost everything he fire at ... almost.

The Brits have a lot of options for the last two turns. I came off the hill, ran down the road protected by the orchards and the plateaus. That diverted enough attention to permit a full squad on row N to seal the win.

Fen is a great player and true gentleman at the table.
 

fenyan

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Thanks Larry. A fun scenario! We had moments like upon rereading the Victory Conditions, "isn't north that way?" LOL

After pushing the paratroopers back, I neglected to seal off the edges and a hero and half squad snuck into the rear which made me commit resources I needed for clearing the main N row. Great move to decide the game.
 

Nineteen Kilo

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This weekend Ed, Mike, Marc, and I decided to dust off ASL and give it a try. We figured that it has been in the back of the closet for at least 5 years, and although each of us has hundreds of hours of game experience the rust was almost paralyzing. Every last thing was bringing us to a halt – for example we couldn’t remember when crossing a Board 23 Canal Bridge if the exiting Infantry could “cut the corner” or had to follow the road when exiting the bridge hex (we agreed upon the former)…and that was just one thing amongst oh so many!

The scenario chosen was Heat of Battle’s BRV 9 Jail House Rock divided into four small commands, I was allotted the Russian Prisoners who were never released, as the Soviets failed to cross the canal in three turns (after what can only be described as an awesome display of low dice rolling by Mike’s Pro-German Russian Volunteers) so we all agreed it was going to be a German victory and packed it in.

Despite the near paralysis from loss of rules retention we had a blast, and all agreed to give it another go in a couple of weekends…perhaps with one of the Starter Scenarios next time.
 
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von Marwitz

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This weekend Ed, Mike, Marc, and I decided to dust off ASL and give it a try. We figured that it has been in the back of the closet for at least 5 years, and although each of us has hundreds of hours of game experience the rust was almost paralyzing. Every last thing was bringing us to a halt – for example we couldn’t remember when crossing a Board 23 Canal Bridge if the exiting Infantry could “cut the corner” or had to follow the road when exiting the bridge hex (we agreed upon the former)…and that was just one thing amongst oh so many!
I know that feeling. The good thing is that the rust comes off pretty quickly if you begin to resume playing again.

von Marwitz
 

Paul John

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Me, N8 and Jazz played 'No Brothers No Friends' (NobNof for short) from the Twilight pack. Jazz was the Germans and got beat up pretty good, but N8's Belorussians stomped on my Ukrainians really hard. We set up with loads of Melees going (I set up in 'his' buildings) and CC was not my friend. I lost 7 squads by turn 2. I tried my best to spite him, and even ended up taking those buildings back after he largely abandoned them, but he had loads of troops in the station and other VC met that made it pretty obvious after my 5 (my last, they each had one Player turn).
It was pretty fun, but I felt a little like a third wheel after getting so hammered on the early part. This is a real drawback to 3 player scenarios if someone loses early and has to play on for the others. Since I figured my chances of winning were nearly zero, I tried for a spoiler role to at least make it close. No such luck though. Jazz and I were similar, but combined we equaled N8 so a clear win for him.
Next up 'J171: Whom Gods Destroy'
 

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The last week of February: several more completed playings.

The first being a VASL League playing of SP 136 Orczy Square with Hank Burkhalter where I was able to get my Infantry to do all the heavy lifting apart from one very effective Zrinyi shot this one pretty much went according to my pre-game plan.

Then it was onto completing BtB 08 Steel Inferno from Beyond the Beachhead with John Knowles, which is an involved yet very interesting scenario. I must say I do like these BTB scenarios. They're reasonably big, the narratives generate themselves and you're always scheming and planning only for it to go tits up in seconds flat. John was diced out of the game in this session, as I had hot dice throughout.


31345

As part of Friday Night Fights, I played J146 Ragnarok, taking the part of the Soviet defenders against Herbert Heyman's desperate SS in Berlin. This was probably one of the most intense games in terms of player engagement and activity as I've played for a while, with both sides heavily on attack at times, a chase-down/bloking force element to the mid game and the historical dash for "safety". Herbert was able to safely negotiate the exit despite the worst intentions of three SU-76s and in the end I just couldn't sop his 8-1 leader and two (2!)436s exiting the map for the win. Great scenario, great opponent and a very fun game to kick off Saturday.

Currently John and I are playing BTB 04 Firstorm in St Manvieu. The Barrage went off early by three pre-game turns, but did eliminate my Pak 40 so the only real AT capability I have are LATW. It's already gone to Heavy Rain and yet we still have a couple of terrain blazes/Flames thanks to the Creeping Barrage. A scenario that looks daunting for the Germans on first sight but the Terrain is really bottleknecking.
 
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