So what scenarios have you played Recently?

MajorDomo

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Curtis & I are about to sit down and have at this one, looks like an entertaining scenario.
Played this recently as the Jpn.

I setup four squads with a leader to move outward and take positions where the US entry options could quickly get to the three VC path hexes.

The rest setup around the village to smash the 3.5 squad Ami force constrained to the orchards.

The two turn smashing was very successful, only a broken Ami HS fleeing the orchard survived. I was aided by two 75 Art hits and some shoddy Ami fire results.

The delaying squads did what Jpn squads do, stand firm, reduce slowly and make the Amis take them out in risky jungle CCs.

With the orchard force gone, I was able to gather around the VC path and village hexes and my opponent's superior firepower had no chance to get to most of the required VC hexes.

He conceded early in turn five.

Good tournament scenario. The SSRs stripping HIP and deployment capability from the Jpn are well thought out. I would also prohibit the sleaze of Jpn self breaking into two HS, thus circumventing the no deployment SSR ( I did not employ this unbalancing tactic).
 
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Michael R

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Finished WO16 WILDCAT STRIKE today with Bruno L'Archeveque.

As Japanese, I deployed one squad at start and one early on to preserve forces and cover more ground. Americans tripped all three AP mined hexes in first village; missed the AT mines in same. American tanks kept well protected by infantry; no THH possible. Japanese were able to fall back slowly while breaking enough Americans to slow them. AT gun broke on first shot. Six bonus VP were obtained, added to 8 infantry VP west of the road at end. Americans got only 13 infantry VP to there.
 

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I played AaC 1 Cole's Charge (Action at Carentan - CH).

The pack has been around since 2004-ish and consists of a small HASL map and four scenarios. It hasn't seen much play (according to ROAR anyway).
I had the defending Germans, my opponent had the attacking Americans.

It was a good infantry-only battle. It was also a bit crazy. The US starts with a 10-2 and hero, plus a bunch of 747s etc. The German starts with some 447s (plus leaders/sw) and gets some 548s (plus leaders/sw) as reinforcements. I put the usually ineffective 50mm mortar on the hill in the back of the German area. It did excellent work (for a change).

Anyway, the American created three more heroes, the 10-2 BH to a 10-3, then the 10-3 BH to Fanatic, the Germans BH a 548 to Fanatic and also created a hero. It was a game of ASL geometry as well (have a look at the woods in the middle of the map - https://www.aslscenarioarchive.com/scenario.php?id=56830

The Germans pulled out a win with good firelane and residual placement as the Fanatic 10-3 made a final charge for the hill, but to no avail.
 

VonHutier

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Played PP4 "Peak hour at the Golf Hotel" at the weekend against my regular oppo.
I took the defending Gernans. Poor initial set up led to me losing a leader, two squads , a MMG and HMG in the first move - however, the game went to the last two CC during the last move ( Free French - the scenario is four and a half turns ) which saw him clear the building and finally suss out where the tunnel exit hex was and overwhelm the HIP 447 guarding it.
Took seven hours to play and the Free French have such an advantage in numbers it seems genuinely difficult for the Germans to win this but I suppose last turn CC says otherwise.
 

Gunner Scott

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Hi ya-

Bob and I played INOR 7 Sauerei Wald last night with us going about 5 turns out of a 8 turn game. My French were pretty much crushed as they lost the race to reinforce the VC woods area with more guys then the Germans IE the Germans just swept the light defense to the side by turn 5. It also did not help when the bombardment landed right on the farm, it took out the S17 building which was fortified, had my hmg, mmg, two elites, the 75 ART piece and my 9-1 leader, Bob rolled an 11 on the building and rubbled it taking all those guys down. So the farm fell very quickly there after. So essentially my French lost by turn 5.

The set up is super confusing to say the least, the French have to set up alot of units in the back field since the Germans can possibly set up in the same area but the German set up instructions say must be >= to three hexes from a French unit, so that forces the Germans away from be super close to the VC area. I hate set up's like that, very gamey. The whole French and German set up instructions are not easy, these units set up <= a certain area and so on and so, who ever the scenario designer was, he must have been on some serious drugs when he came up with those crazy ass set up instructions. As you can see in the pics, I had to use alot of markings for the set up areas, VS areas and highlight the path since it is one of the VC's but is very hard to see.

Anyway, will be trying another INOR scenario this week, maybe Bois de la Hoich or a moi la legion.

scott

22022

22023
 

lionelc62

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Hi ya-

Bob and I played INOR 7 Sauerei Wald last night with us going about 5 turns out of a 8 turn game. My French were pretty much crushed as they lost the race to reinforce the VC woods area with more guys then the Germans IE the Germans just swept the light defense to the side by turn 5. It also did not help when the bombardment landed right on the farm, it took out the S17 building which was fortified, had my hmg, mmg, two elites, the 75 ART piece and my 9-1 leader, Bob rolled an 11 on the building and rubbled it taking all those guys down. So the farm fell very quickly there after. So essentially my French lost by turn 5.

The set up is super confusing to say the least, the French have to set up alot of units in the back field since the Germans can possibly set up in the same area but the German set up instructions say must be >= to three hexes from a French unit, ...
Hi Scott,
The German set up at >= 3 hexes from the French setup area not from a French unit !

So no need to set up units in the back field.

Lionel
 

Steve E7

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OtO 18 Hoffmeister's Charge

Germans attacked in force along the river gaining good ground early. Soviet OBA saw a lot of early red cards, and it looked like the game would be over early. But then the Soviet planes arrived and really dealt some damage, the Russian ROBA having taking out the German flak truck. This scenario has a kick butt German OOB and I needed all of it to finally subdue the Russians and take enough buildings for the win. Russian armor counterattacked and some hot dice KO's several tanks, helping the planes nearly finish off the Panzers. Russians just ran out of infantry. Burning wrecks everywhere and with the breeze, there was more smoke in this game than I have seen in a very long time. German win.
 

ASLSARGE

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Played SF1 from Sword and Fire. My Japanese were able to stop the Americans. Love the map and will be trying my hand as the Americans next in SF2 and SF3.

Rob
Did you get any of the bridges blown up? My last playing I failed on all four attempts.
 

Houlie

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Played WO33 One-eyed Jacques as the defending French against Paul Shaeffer’s attacking horde of Germans in a VASL League match-up. I was happy when selecting scenario options that Paul had not played this one. Most everyone I had previously asked had played it before. The French have a lot to defend. The Germans are strong, but they only have five turns to accomplish their objectives. Dual VCs: instant win if the German controls the factory (it’s a casino) OR more squad-equivalents than the French in/adjacent to the back building (mobile/functioning MA counts as a squad).

I was excited to see I had 120 OBA harassing fire. My enthusiasm was cooled when I looked at the board and realized LOS was very limited from level two of the back building. My setup was probably quite pedestrian: 25LL defending French right; 37* to the right of the factory and the 75ART in the factory/casino. The two fortified locations were in the casino (maybe the cash vaults!). I avoided an upfront set-up and designed in fall back routes to more defensible positions.

French Defense
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The Germans came on and focused on the casino seeking out the gun positions wherever possible to avoid tank losses. I held off as long as I could, but in turn 3 all three guns (includes the 37* support weapon) were out. The 37* burned the AC. A PzIV and some 8ML infantry entered a corner of the casino in Turn 3, but were rebuffed and the tank destroyed.

The casino was held in strength, though I ceded a few forward casino hexes knowing I could avoid enemy fire and potentially hit them inside with +1 TEM. As things progressed, I was able to hold it. At this point Paul, started to eye the other building to meet his other VC option. As it turned out, I was able to double time 3 x squads/9-1 to bolster the squad count there. In the end, the Germans made a desperate sprint through some open ground taking -2 shots to the back building. A 9-2 and a couple 468s broke or pinned and would not be able to reach the back VC building. At this point, the Germans cashed in their chips and called off the attack.

Game end positions
22046

Outstanding scenario. Every turn seemed to have important decisions for each side. French: Should I run a squad to the back building? Maybe two…more? How many can I afford to move? Will doing so cause the instant victory casino to fall? Should I fire at that AFV now…or wait? Should I hold my OBA until I better see targets? Etc.? German: How best to utilize my AFVs? Pin squads? How risky should I be with them? Should I risk bog? Should I sprint to the back building? How best should I interdict troops moving to the back building? At the end of our playing, this scenario goes to 38 - 35 for the French.

All in all, an excellent scenario with many decisions and challenges. Many thanks to Paul for a great game. I had to be on my toes as he played very well. The turn 3 factory rebuff disrupted the delicate German timetable. He adjusted well by pivoting to the back building making it a tightrope for both of us. It was my first time playing Paul and it reminded me of what great people we have in the glorious ASL hobby. Thank you, Paul!
 
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Paul John

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Played WO33 One-eyed Jacques
Thanks to Houlie as well for an excellent game. I would add that as the Germans I felt continuously on the back heel. I am inclined to agree with the posters who have questioned whether the factory can be taken. Houlie's fall back defense left me with the only option of asking for 16 or 20+0 shots and 75 shots at -1 TH. Not very viable. His ARTY was quite ineffective, as I suspect it often is, but with luck there, an attack on the rear becomes very sketchy too. Fun scenario, but against such a good defender nearly everything has to work out on the attack.
 

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Well despite my covid (really starting to feel a whole lot better today thankfully) I have managed to get a few hours in of playtesting for Alan Findlay

Me and John have been playing BG4 FRAUSTADT FROLIC and it has been a lot of fun, early war germans (very poor quality) against Poles (complete with a Tachanka). I need to get back to playing Rod to playtest the other scenario BG9 Muselmanen Mutiny which is also fun
 

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Fred and I got together at his house a couple weeks in a row and played Hue, Tay Loc Tussle and Genesis, Gate Crashing. Great fun. In Gate Crashing, Menachem Begin ran a DC around the outside of the Jerusalem wall and wrecked the roadblock there allowing the Israelis access to that side of the old city.
 

Steve E7

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RPT169 The Big Bugout –

From Rally Point 17 Korean War Study

As described in the synopsis, my CPVA rushed to cut off the ROK units from the hills, but did not make it to the victory building in time to bring enough firepower to bear, and despite the ROK player exiting 0 units, he did have good order MMC's in the building at game end. A fun game and our intro to Korean ASL.

SACHANG-RI, South Korea, 22 April 1951: The CPVA 60th Division is conducting a massive, two-pronged attack (with 29 squads) against the ROK 6th Division. The panicked ROK units are in headlong flight to the rear. The ROKs must break out of their ridgeline defense before they are completely cut off. This is a 5.5 turn scenario with lots of movement for both sides that is played on boards 5a, 58, 10b and 78.
 

Gunner Scott

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On the table SF Lightem Up with me defending as the IJN. Pretty simple scenario to start our journey into this module. It kind of has an RB feel, not super complicated like Dinant or FB surprisingly. David Goldman will be attacking with the Americans.

Dave and I did finish this one up with his Americans winning on the last turn. It was close but the American fire power is just very devastating for the Japs to defend against. Great game and not a bad scenario out of the gates.

22081
 
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JRKrejsa

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RPT169 The Big Bugout –
From Rally Point 17 Korean War Study

As described in the synopsis, my CPVA rushed to cut off the ROK units from the hills, but did not make it to the victory building in time to bring enough firepower to bear, and despite the ROK player exiting 0 units, he did have good order MMC's in the building at game end. A fun game and our intro to Korean ASL.

SACHANG-RI, South Korea, 22 April 1951: The CPVA 60th Division is conducting a massive, two-pronged attack (with 29 squads) against the ROK 6th Division. The panicked ROK units are in headlong flight to the rear. The ROKs must break out of their ridgeline defense before they are completely cut off. This is a 5.5 turn scenario with lots of movement for both sides that is played on boards 5a, 58, 10b and 78.
I remember playing this as the ROK. It felt like trying to contain an avalanche!
Good scenario.
 

ASLSARGE

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On the table SF Lightem Up with me defending as the IJN. Pretty simple scenario to start our journey into this module. It kind of has an RB feel, not super complicated like Dinant or FB surprisingly. David Goldman will be attacking with the Americans.

Dave and I did finish this one up with his Americans winning on the last turn. It was close but the American fire power is just very devastating for the Japs to defend against. Great game and not a bad scenario out of the gates.

View attachment 22081
A good scenario to get a "feel" for Manila.
 
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