So what scenarios have you played Recently?

JRKrejsa

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Gun Show BFP-143 Big 'ol slugfest, BFP style. The Poles have lots of guns, and the Soviets have lots of tin can tanks, Mortars, and OBA. Only one of the Polish guns is an ATG, but 105 mm and 155mm HE projectiles work just fine.... I felt like my Poles were being mauled the whole time. I killed one OT-26, but it's sister was a menace. Steady Soviet progress into the village, but the OBA ran out, and I was able to hang on by a shoestring. 13 of 15 needed buildings taken. Good stuff!
 

commissarmatt

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Just played SP254 Propitious Arrival against Rick Reinesch. Interesting action, where neither of us grokked the smart way to play it, so maybe we'll try it again to see if we can improve our performance. Ten slow, radioless FCM-36s for the French against nine much nimbler German tanks, about half of which have only pea shooters. The VC revolve around controlling 4 stone buildings in the village and having mobile tanks with functioning MAs on certain hills. All German tanks have B11 which makes some of the shooting decisions difficult. Some highlights: overrunning a French platoon in the open atop one hill but having no effect, and shortly thereafter losing 2 German tanks as a result of the that gambit; later one of those PzIIs killing an FCM from 11 hexes away through the rear facing.
 

MajorDomo

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Played ITR8 - Beyond The Slaughterhouse this weekend as the Russians.

ROAR has it 15(R) 16(G)

Nice medium to long medium scenario (8 turns), featuring a bunch of toys for both sides. Germans also have several force choice options which helps fog of war.

Should be a nice candidate for long round tourney rounds, VASL league or a 6 hour FTF session.

Rich
 
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Eagle4ty

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Played ITR8 - Beyond The Slaughterhouse this weekend as the Russians.

ROAR has it 15 (R) 16(G)

Nice medium to long medium scenario (8 turns), featuring a bunch of toys for both sides. Germans also have several force choice options which helps fog of war.

Should be a nice candidate for long round tourney rounds, VASL league of a 6 hour FTF session.

Rich
Same here Rich, just completed the same scenario against an outstanding opponent. I was just stuffed in my attack by an unconventional but formidable defense. The options are considerable for both attacker and defender though at first glace a fairly straight forward scenario. A highly recommended scenario indeed (plays fast and the title is very appropriate).
 

MajorDomo

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Same here Rich, just completed the same scenario against an outstanding opponent. I was just stuffed in my attack by an unconventional but formidable defense. The options are considerable for both attacker and defender though at first glace a fairly straight forward scenario. A highly recommended scenario indeed (plays fast and the title is very appropriate).
My Russians prevailed after a Human Wave or two right up the middle.

The BF32 flamethrower was my friend as were two S8 smokes.

Rich
 

Jacometti

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One of these two guys has to be wrong, but which one? They both usually give such good advice.

JR
The original good advice was "This is why every shot at an unbroken unit, that can result in a NMC, is worth taking"

Then somebody hacked into my system in the middle of sending the message and deleted the second part. My cybersecurity is not what it should be, clearly. Someone out there is seriously trying to undermine my credibility.
 

Jacometti

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Interesting, I played this recently and have had the same impression. A simple 7-0 could adjust the balance. The Russian in my game were not such lucky and they lose badly in front of my few Germans. Also I agree the Stugs are not that useful for the Defender. Note we played giving the balance pro-Russian (no German 105 gun) but the key is the German can administrate the terrain and the buildings turn by turn with a quiet withdrawal concentrating in the needed buildings as game goes on. Also is very important (IMO) concentrate the fire having the Russian leaders as main target where possible. Also the Sniper must be played accordingly. Once one of the two Russian leaders is gone, the game itself is gone.

Nice scenario, if one want to test a mega Human Wave, but pro-German.
I will of course offer any opponent the Germans, to show how outrageously balanced it is.

I will be at ASLOK for any takers, my Sunday dance card is open !
 

Jude

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Played WO6 The Heat is On as the Germans. My friend called it on bottom of turn 5. I spread my guys out in the extreme western buildings. In building 65CC6 I, of course, placed the 9-1 leader, HMG and the 1/2 squad. Two other 1/2 squads accompanied him in different locations along with several dummies. The 88L was in some brush to cover the northern road and the front of 65CC6. The wire pretty much surrounded the building. The Russians split their forces with about 1/3 moving towards the building and the other 2/3 going down the southern part of the board. The northern advance got pretty torn up by the HMG. On turn 2 I rattled off a 6 or 7 shot rate tear that did just that to the Russians. A close call by a low odds tank shot, though, scared me in turn three so I pulled the HMG back in turn 4 thinking it was pretty secure. He manged to get close with the remnants of that force but when I popped out the HIP 88L and took out a KV and BT, he realized that side was a lost cause. The southern advance didn't fare much better. One of my StuGs took out a BT and the T-34 (on a lucky side shot). His infantry got slowly whittled away with low odds shots while crossing open ground. My friend rarely says "Unfavorable" when we record our playings in ROAR, even when he takes it on the chin. Today he did. I'd have to agree that the Russians do have a tough task in this one. Our playing officially made this one a War Dog at 75% pro German (in 20 recorded games). Fun for the Germans, though.
 

Roy

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One of these two guys has to be wrong, but which one? They both usually give such good advice.

JR
A very good player who schooled me in a scenario a long time ago, when I asked him why he kept shooting my broken units told me he always shoots broken units with moral 6 or lower and rarely 7 or higher except to keep them dm. Worked for him, all of the broken 6 morale units I had kept dying because he kept shooting them.... so I think it's a pretty solid idea.
 

Roy

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I should also throw in that it doesn't take a 'very good player' to school me. It happens all the time, regardless of opponent......
 

Mister T

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Played RPT126 The Steinstrass Funnel. 3 boards, one town to seize. Fastest route is hampered by mines and you'll get a warm welcome thanks to german Guns. Better to try either/both woods-road on adjacent boards? Why not, but there is a roadblock on either road. So it is not easy and the US player has to be ressourceful and think hard about a careful and energetic attack plan. In the game the US attacker failed to harm much the defender OB and arrived two turns late at the outskirts of the town. A scenario for (very) proficient attackers.
 

Carln0130

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Played Dispatches From the Bunker DBOT5. These Goddamned Tommies. It is a very small, Operation Turnscrew scenario, played on a portion of the Operation Turnscrew map. My opponent once again was Steve Pleva. It was a very interesting and different kind of scenario.

I once again had the German defenders. After a sniper had picked off Steve's 9-2 with a wound result gone septic, I was starting to feel pretty good about things. That was when things went south. The scenario gives the Germans two pillboxes they have to hold as well as two fanatic strong points and a couple of additional fortified buildings. Steve's Brits were able to close on my fanatic strong points and the boys holding them were not, shall we say, terribly fanatic.

By the end of British turn 3, my outer defenses, meaning my defenses, other than an Alamo position located at a trench and a 2-5-7 PB with funky LOS, were wiped out. I had a 10-2, OPTS sniper and a 5-4-8 with LMG and a Crew with a MMG holding out, initially under Wire, in the last PB hex. Fire from Steve's lads made me withdraw all involved INTO the PB. This is where it got interesting.

I had managed to inflict 9 of a needed 16 CVP on Steve to this point. With my boys now holed up in the PB and needing to get on top of wire to get at me, he advanced onto the wire, from the PB's Blindside and went for an ambush. Steve missed, but I rolled a snakes, taking out 6 CVP and moving me to one point away from victory. The next turn, Steve again sent units into the hex in advance phase, which qualified them again to try for ambush. There were HS in the hex, so if Steve missed me, I would have had excellent odds to win. Steve successfully ambushed me and went for the entire contents of the PB. Given I only needed 1 CVP back, it was the only sensible call. He needed a 6 to win, 7 to CR, which would in all likelihood mean a loss, as I would go back at a HS and that was almost a lock for a loss for him.

Steve rolled a 3 and won the game, one point shy of defeat. It doesn't get closer than that.

It is a good scenario. Due to it's size, more dicey than the other scenarios we have tried from this release from Dispatches From The Bunker. However, needless to say, it seems to be balanced.
 
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Mister T

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Played at Saint Louis J127 Messervy's Men Italian defending a barren hilltop with some reinforcements at mid-game against Brits supported by light AFVs. We both wanted Italians and I got the attacker with the balance, which is fair (a Carrier in lieu of a HS). The Italian setup was rather good but my opponent gacked all the important rolls and I relentlessly took advantage of it to bag its entire OB. The reinforcements arrived too late and were obliterated too. Would not repeat. In contrast, played a pleasant game of J191 Rebels without a Pause, with nice board layout, interesting VCs opening the door to gambling and a seemingly balanced game. Would repeat.
 
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