So what scenarios have you played Recently?

WuWei

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We started "Operation Hubertus" yesterday. It was a total disaster for my Germans. I bought both Nebelwerfer batteries and preregistered them on the same hex to maximize my chances of at least one landing where I wanted. The first one deviated the maximum of 3 hexes in the second worst direction, hitting my own troops and mostly just pinning my opponent's (breaking a HIP squad where I didn't expect one to be was the positive outcome). For the second battery, I rolled a 12 for my phone contact...
I rolled my opponent's SAN four times, and my opponent rolled 1, 1, 1, 2, and hit my own sniper twice, reducing my SAN from 4 to 2. My flamethrowers did NOTHING. I got ambush and 2:1 odds in H-to-H against a pinned squad, and they survived. And so on.

Luckily, we are recreating the historical outcome. But especially the reduces SAN in the first turn of a campaign game hurts.
 

M.Koch

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We started "Operation Hubertus" yesterday. It was a total disaster for my Germans. I bought both Nebelwerfer batteries and preregistered them on the same hex to maximize my chances of at least one landing where I wanted. The first one deviated the maximum of 3 hexes in the second worst direction, hitting my own troops and mostly just pinning my opponent's (breaking a HIP squad where I didn't expect one to be was the positive outcome). For the second battery, I rolled a 12 for my phone contact...
I rolled my opponent's SAN four times, and my opponent rolled 1, 1, 1, 2, and hit my own sniper twice, reducing my SAN from 4 to 2. My flamethrowers did NOTHING. I got ambush and 2:1 odds in H-to-H against a pinned squad, and they survived. And so on.

Luckily, we are recreating the historical outcome. But especially the reduces SAN in the first turn of a campaign game hurts.
Just another day at Stalingrad ?
 

peterd1973

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I just conceded as the Russian in The Last Bid, end of turn seven. My opponent took a wild ass guess where my OBA observer was and nailed him. He had a few German death stars and just chewed up my squads. He killed over 40 squads and most of my leaders, and I think I got about 3 of his squads and my sniper killed 2 of his leaders. I didn't get the balance. I didn't roll low enough for reinforcements, but realistically, I don't think I could have held out long enough for the reinforcements to make a difference. My opponent kept telling me he had a big job to do, but I really think he could have had all 12 buildings by turn 10.
Oh well, hopefully I'll have learned something as we are playing all the RF scenarios and CGs in order.
 

JRKrejsa

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Move Out! CH UV #1 Iwo Jima, from the original Uncommon Valor. Marines must cross and airfield and get a toe hold on a hill on the other side. Being Iwo, the IJA is well dug in, in caves and a pillbox. Assault moving my Marines onto the map was not bad, but crossing the airfield was rough. (My OBA put down a lot of smoke, but there are a lot of caves.) Lost more men getting up on the hill, because that's where the mines and wire can be.... This has a large Marine OB, but you need them all. Once on the hill, melees and tunnels. I had forgotten that you can emerge concealed from a tunnel, in the advanced phase, and lost a 9-2 and two squads to a stealthy IJA ambush.... In end I was able to hold the three objective hexes, with just a handful of Marines left, and a single Japanese- the 8-0 observer for the OBA.

Good stuff.

Being CH, I have no idea what the subsequent editions of the this are like- or what they are named, but I have enjoyed all the scenarios I've played from this HASL.
 

Carln0130

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Move Out! CH UV #1 Iwo Jima, from the original Uncommon Valor. Marines must cross and airfield and get a toe hold on a hill on the other side. Being Iwo, the IJA is well dug in, in caves and a pillbox. Assault moving my Marines onto the map was not bad, but crossing the airfield was rough. (My OBA put down a lot of smoke, but there are a lot of caves.) Lost more men getting up on the hill, because that's where the mines and wire can be.... This has a large Marine OB, but you need them all. Once on the hill, melees and tunnels. I had forgotten that you can emerge concealed from a tunnel, in the advanced phase, and lost a 9-2 and two squads to a stealthy IJA ambush.... In end I was able to hold the three objective hexes, with just a handful of Marines left, and a single Japanese- the 8-0 observer for the OBA.

Good stuff.

Being CH, I have no idea what the subsequent editions of the this are like- or what they are named, but I have enjoyed all the scenarios I've played from this HASL.
Darrell did nice work on this module.
 

Ray Woloszyn

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With the purchase of the new CdG module, Dave Stephens and I are revisiting the revised (in some cases) scenarios for the next few weeks. We played the non-revised "End of the Ninth" [ASL76] yesterday with a win for the French. I won the armored car battle killing or forcing the withdrawal of all the German PSW's with no losses thanks to hot dice. Things were going well until the arty barrage caused my 10-2 to go berserk and charge forward getting wounded twice but managing to enter a German stack protected by an SPW. He died but took out a broken half-squad while DM-ing some other units. As he would have been worth four points at the end of the game it forced me to move under fire a few more leaders in the all important HQ building. I stupidly forgot to roll for initial game HD status and misread that the French leaders must exit via road hexes, doh! We did discover a berserk leader does not suffer a morale loss for being wounded.
 

buser333

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With the purchase of the new CdG module, Dave Stephens and I are revisiting the revised (in some cases) scenarios for the next few weeks. We played the non-revised "End of the Ninth" [ASL76] yesterday with a win for the French. I won the armored car battle killing or forcing the withdrawal of all the German PSW's with no losses thanks to hot dice. Things were going well until the arty barrage caused my 10-2 to go berserk and charge forward getting wounded twice but managing to enter a German stack protected by an SPW. He died but took out a broken half-squad while DM-ing some other units. As he would have been worth four points at the end of the game it forced me to move under fire a few more leaders in the all important HQ building. I stupidly forgot to roll for initial game HD status and misread that the French leaders must exit via road hexes, doh! We did discover a berserk leader does not suffer a morale loss for being wounded.
Currently playing this one with the old version, but glad to hear it hasn't needed an update (though I would definitely want to be the Germans).
Not sure where you got 4VP for the 10-2. If Good Order in the building at game end he would be worth 6. If exited he would be worth 3. If still berserk he would be worth 0.
 

Ray Woloszyn

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Currently playing this one with the old version, but glad to hear it hasn't needed an update (though I would definitely want to be the Germans).
Not sure where you got 4VP for the 10-2. If Good Order in the building at game end he would be worth 6. If exited he would be worth 3. If still berserk he would be worth 0.
Good point, I just doubled his modifier, again doh! I chalk it up to battle fatigue since I have been playing this game since 1986. However, ROAR shows it clearly French by a little less than 2-1. Good luck taking the Germans :unsure:
 
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waltermcwilliam

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I'll start with a shout out fo to the MMP team for once again putting together an outstanding tournament. It is always a good time. I managed only three scenarios in my 3 days at WO, two short of my goal. Cheers to all my opponents, Ihad a blast in every game.

Game 1: Sound and Fury from the Normandy mini vs. the eventual Champion Bret Hildebrand. This was my first night action ever and it showed, taking a turn to long to get my paratroopers off No Move and back to guard the faster exit area. Bret was helpful in working me through my unfamiliarity with the night rule set and I must say I enjoyed it. As for the scenario, in its current version I think it will favor the US, though not being an experienced night fighter that opinion is based solely on terrain analysis.

Game 2: I paired up with a long time friend whom I'm always glad to see Dave Renstra. We settled on one of the geomorhic map scenarios from the Dinant series Prelude: Chabrehez I took the defending Belgians vs Dave's Germans. We both enjoyed this scenario and early on the Belgians made a good game of it but, as Dave's enveloping attack began to solidify the Belgians collapsed and my last blocking force was rolled up and the convoy exited. This is a great scenario and I recommend it highly. Was proud I even got some use out of the Belgian bicycles, another first.

Game 3: My final game was a three-way of Aiding the Local Constable we rolled for sides and my opponents and their side were: Tony Keyfka (Italian), Larry Maxwell (Mutineers). That left me with the South Africans. What a great action. We played well into Friday night and into Saturday afternoon. In the end I was the victor managing to intentionally capture a leader in CC for another first.

Had a blast and thanks to all who put on this event!!
 

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First face to face game since the mid 1990's following the discovery that Dave Ramsey lives about 10 minutes away. I provided the kit and the coffee and he provided the competence.

We picked Defiance on Hill 30 as a good route back in for me. Thanks to my sub optimal set up as the Americans, some very cruel dice (my first two rolls broke and then destroyed my mortar), and a shockingly poor schoolboy error on my part as I brought on my reinforcements my inevitable defeat was comprehensive and all too quick.

A lot of stuff came flooding back from the deep recesses of my memory, and I am confident that my next attempt will be far more fluent. Dave is a knowledgeable and gentlemanly opponent, and I had an absolute blast despite my defeat.
 

PugRoyale

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I was able to get my first full-ASL scenario in since August today. Life's been busy.

My primary FtF opponent--Leo Hill of the Bay Area--made the 20 minute drive to my place where we scarfed down a burger and played scenario 143 Grebbe End. I had the Dutch and he had the Germans.

This was a fun scenario to get back into the hang of things with. A reminder that ELR2 green squads will disrupt at the drop of a hat, how deadly MGs are against AF 0/1 AFVs at PB range, why foxholes can suck, and many more.

I funneled him into the woods and held my fire as long as humanly possible. I screwed up and left too few units on the building side (you know, the VC side) of the road. Fortunately my 9-2 held with his 3 squads and a critical 1:2 CC roll by a green squad sealed the deal.

Exciting and tense. Not a bad little scenario.
 

wrongway149

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I was able to get my first full-ASL scenario in since August today. Life's been busy.

My primary FtF opponent--Leo Hill of the Bay Area--made the 20 minute drive to my place where we scarfed down a burger and played scenario 143 Grebbe End. I had the Dutch and he had the Germans.

This was a fun scenario to get back into the hang of things with. A reminder that ELR2 green squads will disrupt at the drop of a hat, how deadly MGs are against AF 0/1 AFVs at PB range, why foxholes can suck, and many more.

I funneled him into the woods and held my fire as long as humanly possible. I screwed up and left too few units on the building side (you know, the VC side) of the road. Fortunately my 9-2 held with his 3 squads and a critical 1:2 CC roll by a green squad sealed the deal.

Exciting and tense. Not a bad little scenario.
I love this scenario -- The basics with just a couple of hooks to keep it interesting -- (such as Green ELR2)
 

Paul S NJ

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Played an old classic with Ron Duenskie from the new Deluxe pack DASL7 "With Flame and Shell". Set in the Kursk battle, 26 squads with 3 assault guns and 3 nasty 30 FP flame tanks take on 25 squads with 6 guns on a 10 hex front. Had a great time and really enjoyed using the large deluxe hexes for this slug fest. My defenders managed to take out about half the attacking infantry. But the six guns, despite being Guards and having APCR 6, only brought one APCR round between them. That round only managed to shock one AFV for a turn. Ron ground up the defenders using the 30 FP tanks wisely. I had a dozen hits on the tanks but with TK#s of 11 and 13 vs 8 AF it was not to be. Still we had heroes and villains, laughter and tears, until the fat lady finally sang out a german win. One rules learning is you can't throw a DC into your own location, even vs. an AFV moving through your location (unless in bypass). Another learning is be careful when you throw a DC upstairs, it can bring the house down around your ears. Pretty awesome scenario.
Paul
 

Jude

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Played BRT5 Hell Wouldn't Have it as the attacking Japanese. Call this one night-lite as it has modified night rules which not only makes playing the scenario faster and easier, but also helps out the Americans since neither side is considered the Scenario Attacker or Defender. My friend set up his men from north to south to cover the entire front, but far enough back so one area would be overwhelmed on the first turn. Already deciding before we started that the southern route would be the best path - less concealment terrain to pass through - I massed everything down there. Turn one had my first and second groups of men link up for a (mandatory turn 1, 2, or 3) turn 2 Banzai charge. With no No Move counters on his guys, my friend rushed all his men towards the south. His big mistake was that he moved his lone tank unacompanied within two hexes of one of my concealed squads. Turn two started with a mass Banzai which didn't make the gains I hoped for. In fact, it left a lot of my guys exposed to the US 50 cal led by a 9-2. I generated a T-H Hero and, though wounded by the tank, took it out in CC. Six easy points (23 CVP/EVP for the win). The bottom of turn 2 saw the 50 cal unleash hell on everything around it. Two full and two 1/2 squads KIAed before his rate tear ended. With a large part of my force pinned against the ocean and the marines closing in, I called a second Banzai going diagonal towards the runway. This one went better and most of my men survived. The advancing fire from them did little, but the ensuing CCPh was deadly. There must have been six or seven CCs. I won every one except the one vs the 50 cal. Casualty reduction was a tie so the attending HS went down but the 9-2 only wounded. My friend won almost every one of his attacks as well failing only on the last two. Hand to hand is no joke! I had some men in reserve and after the marines were tied up with the Banzai, I had rushed them up toward the now vacant northwest. With all the casualties he had sustained and no way to stop my flanking men plus the two squads the Japanese were allowed to set up anywhere (I put mine on two hexes next to the exit), my friend called it. My friend didn't like it much. I think that was the sting of losing yet another tank to a T-H Hero talking. I thought it was OK. A lot of luck was involved in my win. My friend rolled pretty well, but my MC rolls were up to the task. I think it's worth a try for either side.
 
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jrv

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Another learning is be careful when you throw a DC upstairs, it can bring the house down around your ears.
A23.6 "a Thrown DC … may not be Thrown to a full-level higher elevation." You can throw them down stairs but not up. You can place them up the stairs and bring the building down that way.

I discovered this rule preparing some Chinese volunteers who were helping fellow socialists fight back British imperialism. You can't throw them up crest lines either.

JR
 
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commissarmatt

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Just played BFP93 Klein Stalingrad. Good scenario. The Russians get points to purchase fortifications to strengthen a long antitank ditch, and try to hold a small village against some formidable Germans. Lots of fog of war in this one, along with some pretty tough fighting. Tigers, flamethrowing panzers, captured T-34, OP tank, assault engineers and sappers, DCs, FTs, a 152, an 85L, a 76L, a couple of 45LLs and a pair of 82* mortars, pillboxes, reinforcing T-34s; a very large subset of the kitchen sink. If you like to blow stuff up, this one's for you.
 

jrv

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A23.6 "a Thrown DC … may not be Thrown to a full-level higher elevation." You can throw them down stairs but not up. You can place them up the stairs and bring the building down that way.
I have though about this a bit more. You can throw DCs up stairs when the two locations are not on different levels. This doesn't happen for standard buildings, but in some of the CGs the cellars are not at a different level from the ground level. In most AH/MMP CGs the cellars are at level -1, but in Riley's Road the cellars are at the base level, and there you could toss a DC up a stair.

JR
 
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