So what scenarios have you played Recently?

Doug Leslie

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Just finished playing the splendidly named "In Min's Gang Rumble" from the latest Journal. I had the Americans trying to survive ambush by gang rumbling North Koreans before trying to capture widely dispersed victory locations. This is one of the best scenarios that I have ever played. Every MC was a white knuckle experience as the US troops tried to fight their way towards their objectives while avoiding incurring twenty CVPs. My air support was useless. The pilot carrying the napalm bombs decided to attack his own troops but, fortunately, his bomb accuracy was on a par with his target selection. The other FB hits its first target to no effect and then broke its MG on its second attack. Net effect was zero. So pretty much par for the course for me.
By the final NKA turn (with one player turn left for the US), I had three victory locations safely secured and only a 426 on a hilltop remained to hold the fourth that I needed for the win. That said, it had led a charmed life up to that point and I only had two HS left to attack albeit with support from two mortars and a MG. I was favourite but it was not a foregone conclusion. It all proved to be academic when a North Korean 458 advanced into a building location to attack a VBM AFV. Needing a DR of 3 or less, Marc rolled precisely that to put me over the CVP cap and snatch the win. While that was unlucky for me, the fact was that I needed to have a decent amount of luck to put myself into that position in the first place. This game was a real roller coaster ride and I can't recommend this scenario highly enough.
 

Michael R

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I had a rare Montreal FTF game with Dean Limosani. I was the German attacker in AP169 THE BEASTS HAVE ARRIVED. Russians defended mostly from level 1. German attack went mostly up German left and middle, protected by some smoke. Germans took too many casualties during first three turns. Gave early concession.
 

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The First Bid, VotG 1: After two full game turns, the Germans have almost plowed through the railyard, but at some cost: two squads KIA, twice as many broken, one 7-0 KIA by sniper, one flaming Stug by Molotov Cocktail, one immobilized Stug via CC, and one busted main armament. The Russians have lost about five squads with twice as many now broken. We're about to start game turn 3, hopefully the commissars can rally some of the conscripts for a final stand on the edge of the doomed railyard.

31651
 

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Played Brave Little Emchas at our game day honoring our friend and soul of the club Eric Visnowski (username Aces) who passed away last December. He loved DASL, and Deluxe was our scenario theme for the day.

I blame it on a lack of concentration, but I moved a stack of 628s in sight of a Panther which got rate and three hits to obliterate the platoon (the last two half-squads perishing on their LLMCs),

But, I hung on, and at the end of the game, the Russians were able to counterattack into the aJ2 building by emptying their defense of the middle board. This allowed the Germans on their turn to go from three controlled Stone buildings on the middle board to seven (out of the five needed to win). However, revealing the concealed units in aJ2 showed the Russians with three good order squads and the Germans with 1.5 to fulfill the VC the Germans needed to avoid.

Throughout the house, we had 14 players of Deluxe ASL. The other scenarios were Bogged Down, Checking Out, The Walled City, Guryev’s Headquarters, The Road to St. Lo, and The Kiwis Attack. It was an awesome day in SoCal.
 

fenyan

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Both my opponent Fred and I brought our copies of Slaughter at Ponyri to our weekly game day and SaP06 Rough Recess seemed fine to Fred. We rolled for sides and I got the defending Germans who face 3 x KV1s and many 447s. The battle is near the schoolhouse and south of the railway station. The Germans need to hold buildings adjacent to the main road, of which there are 14. The base number the Russians have to capture is 10, modified by the number of mobile tanks on each side. The reinforcement group of two Marders is very much needed.

Getting into the scenario is very easy. The Ponyri SSRs for this part of the map were elementary, involving Hand-to-Hand combat, Debris, Rubble Locations for Rout/Rally etc, Ground Level Railroads, Light Grain, Booby Trap Level C for the Russians, the Y65 railroad building, out of season orchards, wooden fences = hedges. I did punch out a pair of 2-3-8 Assault Engineers.

I didn't setup very well, not thinking through the best ways to cover the Russian attack spanning a wide area from the east and south. I had fun once my Marders came in, to wreak some havoc, along with my 50L which watched two KVs roll by through Q63 (ATG HiP in P62). After plinking the tough armor even from the rear, got an immobilization and then a Marder KO'd one. Had to give up on Turn 5 of 5.5 as there were not enough Germans left. Thought it was a lot of fun and would play again as either side.31711
 
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Paul John

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David H and I played #300 from the TotR for our VASL league game. I had the attacking Soviets. This one is a bit desperate for the attackers as there is a lot to do regardless of the three VC chosen (which makes ROAR fairly useless as the CVP one at least is quite different). Anyway, I crashed in hard as one must and had good success in the first two turn. Lost my nerve a bit on turn three and then bogged down in 4 and 5. It was clear going to the bottom of the 5th that I didn't have a chance at getting a few of the building locations needed on my last turn, so I conceded. David played well and hadn't lost much going into his turn 3, so that put me against the wall. I think the Soviets probably need to hit hard in the center as reinforcements come in on the sides and can hope to pick up some of those side bits with the latecomers. David was strongest in the center, so not sure if I would have had much better luck, but seems like the way to go. Still, it was a super fun scenario and was good to get a rematch with David!
 

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Last week John and I finished up HazMo 31 Cloak of Disorder last week. It was nice and close until the end game when John played a flawless Japanese end game to grab the last two buildings and failed miserably as the Chinese trying to grab one back the last half turn. Excellent smaller scenario with great replay value.
 

Paul John

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Yesterday Stan J and I played AP207 Yet the Bite Remains. I had the Brits and early going looked good for us. Stan played a masterful defense and in the end there were just far too many squads to root out of too many buildings in the last 2 turns so I conceded.
It is a 7.5 turn scenario, but 8 turns felt like too few for the Brits. They need to hit it hard every turn and take the consequences. With our playing it is 8:1 in favor of the Japanese, and I think that a good Japanese player will win nearly every time. It is too easy to slow the attack and fall back to good cover or a commissar leader. It was fairly fun, although the prospects of an HIP MMC being bypassed and rushing to the start spot was a little annoying as the Brits leave a couple buildings in the rear that must be held. They don't have the numbers to garrison that spot in my opinion, so I spent a bit of time running half squads about to make sure that was kept quiet. In the end, Stan didn't HIP anyone to mess with me, so he had some amusement at my pointless wandering. They were few though and didn't really impact the progress. Tough one for the Brits. I'd look elsewhere frankly.
 

gorkowskij

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Last week John and I finished up HazMo 31 Cloak of Disorder last week. It was nice and close until the end game when John played a flawless Japanese end game to grab the last two buildings and failed miserably as the Chinese trying to grab one back the last half turn. Excellent smaller scenario with great replay value.
Here's a pic with two turns remaining. 31807
 

Fort

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Yesterday Stan J and I played AP207 Yet the Bite Remains. I had the Brits and early going looked good for us. Stan played a masterful defense and in the end there were just far too many squads to root out of too many buildings in the last 2 turns so I conceded.
It is a 7.5 turn scenario, but 8 turns felt like too few for the Brits. They need to hit it hard every turn and take the consequences. With our playing it is 8:1 in favor of the Japanese, and I think that a good Japanese player will win nearly every time. It is too easy to slow the attack and fall back to good cover or a commissar leader. It was fairly fun, although the prospects of an HIP MMC being bypassed and rushing to the start spot was a little annoying as the Brits leave a couple buildings in the rear that must be held. They don't have the numbers to garrison that spot in my opinion, so I spent a bit of time running half squads about to make sure that was kept quiet. In the end, Stan didn't HIP anyone to mess with me, so he had some amusement at my pointless wandering. They were few though and didn't really impact the progress. Tough one for the Brits. I'd look elsewhere frankly.
I'm happy to play the Brits any time.

Just remember, cardboard don't bleed.
The Brits have little time to waste and must keep moving forward. Deploying the 8 morale troops as leading edge shock troops to force the Japanese to give up concealment then following up with 457's into the residual to AF and close assault is something to think about. It's a bonus if the Gurkhas survive the initial DF unpinned to get an Ambush and HtH drm. I think the pace required forces the Brits to play more like Japanese, and does lends itself to the way I tend to play as an attacker...it may not be for everyone.

SSR 5 helps with the 'Bug Hunt' BS.
 
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Paul John

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I guess I didn't expect an 8 turn scenario to feel so rushed. It will be interesting to see if folks note this and win more as the Brits.
 

Doug Leslie

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Q37 Balkan Betrayal

SS commanded by Yours Truly against Bulgarians commanded by Eric Bongiovanni


Fresh from breaking my run of ignominious defeats this year with a fluked win in Danish Crossroads, my latest debacle saw me "upgrading" my starting OB. No more Danish bacon farmers quaking in their boots in the face of the Nazi invasion for me; it was time for me to command a magnificent force of murderous Waffen SS scumbags in Yugoslavia. I am, of course, referring to the Prinz Eugen Division of which Wikipedia has this to say-

"The division was infamous for its brutality. On 6 August 1946, during the morning session at the Nurnberg trials, it was said that "The 7th SS Division, Prinz Eugen, is famed for its cruelty," and that "wherever it passed - through Serbia, through Bosnia and Herzegovina, through Lika and Banija or through Dalmatia - everywhere it left behind scenes of conflagration and devastation and the bodies of innocent men, women, and children who had been burned in the houses."

So just the job for sorting out Yugoslav partisans. On this occasion however, the Prinz Eugen were not going to be murdering Partisans and any civilians that they happened to come across. Instead, they were going to fight Bulgarians, half a million of whom had just switched sides and were now invading Yugoslavia. In this scenario, a bridgehead of Bulgarians had set up behind a river and it was the job of my company of war criminals to dislodge them and capture eight buildings in the Bulgarian set up area. To achieve this, the SS starting force had three 548s and seven 468s backed up by three Stug III assault guns. At the other side of the river was a mixed force of 537s and 337s (three and six respectively) which were supplemented by two AT guns with 50L ammunition.

As SS formations go, these are not quite the creme de la creme but they are probably still better than their historical counterparts who seem to have been comprised mainly of Germans conscripted from the local populace who, like many other Waffen SS divisions, were better at committing murder and mayhem than actually fighting.

In this scenario, the SS are much stronger than their Bulgarian counterparts. If casualties didn't matter, they should be able to grab the buildings that they need with reasonable ease. Unfortunately for the bad guys, in this scenario there is a CVP cap of seventeen which will result in a Bulgarian victory if it is reached. The two AT guns are obviously a real threat for the attackers and, in addition, the Bulgarians have PF availability with a dr of two or less for a squad. Anyway, this is a screenshot of the starting set up.

31828

Beneath the concealment counters in P9, P8 and O9 is a church with a level two steeple in O9. This looked like a MMG position but it turned out that looks were deceptive. The MG was actually in a fortified location in P8 and the steeple units were dummies. It should be noted at this point that I could not know for certain how many dummies were in the OB since this was determined by a secret dr.

To cut a long story short, I lost a Stug in turn two when an ATG in S10 not only found an APCR round but also managed a critical hit which turned it into a burning wreck in S7. By the final turn, the Germans were well placed to capture the needed victory buildings but the Bulgarians were only five CVPs shy of the CVP cap. I decided to use VBM freeze in K9 and L9 to allow free movement to the rear to capture I9. As my first Stug entered K9, Eric announced that he was going to try for a panzerfaust.

Pardon me? A Panzer what? Darn it. I forgot that he had those!

The defending squad then proceeded to find two panzerfausts but missed with both shots! Eric was now ready to concede until I reminded him that there was still the CCPh to come and that he could still win by eliminating one of my Stugs, one of which was in K9 and the other of which was in VBM in the same hex as a Bulgarian HS in L9. I had two squads and an 8-1 leader in a position to advance into either location . An immobilization result against either Stug was not good enough. The Bulgarians needed to kill one. To do this, the HS needed to roll snake eyes and/or the squad needed to roll a four or less, I decided to try to advance one squad into the HS hex and the leader and the other squad into the squad's hex. This left Eric needing to roll snake eyes if he was going to kill a Stug and he would have two bites at the cherry. Instead, he decided to try to get the needed 5 CVPs by killing infantry. The infantry squad managed to ambush the attackers leaving him with the choice between trying to kill the AFV with a DR of 2 or trying to kill the infantry with a DR of 4 followed by a DR of 3 or less by the HS to get the remaining CVP needed. He went for the latter option and duly rolled the 4 and 3 that he needed for the win! Clearly this was a highly improbable outcome and I thought initially that I had blundered by putting the leader in. Had I just advanced a squad into each location, he would have had to go for the snake eyes against an AFV with two chances to do it. On further reflection, I'm not so sure that this is correct and he should probably have gone for the snake eyes option anyway. The chance of rolling snake eyes is 1 in 36. The chance of rolling <=4 followed by <=3 is 1 in 72 (one sixth times one twelfth) unless my arithmetic is awry. So maybe I didn't screw up after all! Putting the leader in gave me a remote chance of an ambush and tempted Eric to go for what was statistically the less likely option. None of this was obvious in the heat of battle at the time though. At the end of the day, if that Bulgarian squad had been able to shoot straight with its two PFs, we would never have got this far!

This was my first "Lone Canuck" scenario and I would have to say that it was pretty enjoyable and seems to be well balanced. Well worth a playing for those who possess it.
 
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Paul John

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Jazz, N8 and I just finished the 3-player J171 Whom Gods Destroy. This was super fun. The sides are very asymmetrical, so very cool challenges. N8's germans really took it in the shorts so he mostly played spoiler. Really bad performance in MCs and the snipers really hit him hard. Interestingly, Jazz or I often rolled the 3, leading to the other of us getting a sniper that hit N8, so he didn't even get the pleasure of a good roll to start it off. Jazz's commies rolled over the hill and didn't notice my initial MGs ready to hammer him, so I got a couple kills in right away. After that, it was pretty even and a tough fight for a while, but Jazz and I each took out a tank. He got a second stun on the ht and then killed it with a MG (or maybe ATR) hit during recall for spite and the commies were looking like a juggernaut. I played for the killing (as that was going well and I won the second VC handily), hoping that N8 and I would have enough to prevent the commies from winning with squads in the village. Jazz got a few good breaks in the last player turn that rolled us to a HS too few and he won on the first VC (most dudes in teh VC area) by a HS.
Super fun and of course important to play with those you enjoy cajoling and insulting.
 

chris_olden

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Jazz, N8 and I just finished the 3-player J171 Whom Gods Destroy. This was super fun.

Super fun and of course important to play with those you enjoy cajoling and insulting.
Stoked that you guys had a good time playing that scenario!!!! Cajoling and insulting your amigos when you play it is pretty much required!😂
 

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Jazz, N8 and I just finished the 3-player J171 Whom Gods Destroy. This was super fun. The sides are very asymmetrical, so very cool challenges. N8's germans really took it in the shorts so he mostly played spoiler. Really bad performance in MCs and the snipers really hit him hard. Interestingly, Jazz or I often rolled the 3, leading to the other of us getting a sniper that hit N8, so he didn't even get the pleasure of a good roll to start it off. Jazz's commies rolled over the hill and didn't notice my initial MGs ready to hammer him, so I got a couple kills in right away. After that, it was pretty even and a tough fight for a while, but Jazz and I each took out a tank. He got a second stun on the ht and then killed it with a MG (or maybe ATR) hit during recall for spite and the commies were looking like a juggernaut. I played for the killing (as that was going well and I won the second VC handily), hoping that N8 and I would have enough to prevent the commies from winning with squads in the village. Jazz got a few good breaks in the last player turn that rolled us to a HS too few and he won on the first VC (most dudes in teh VC area) by a HS.
Super fun and of course important to play with those you enjoy cajoling and insulting.
Fun scenario for sure. Three-player scenarios don’t seem to get the positive attention that I believe they deserve.
 

Paul John

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Three-player scenarios don’t seem to get the positive attention that I believe they deserve.
I agree, but the big negative is the potential for one player to get knocked out early, but have to play out the scenario to help or hinder the other two. Playing kingmaker is fun, but not as interesting as trying to win. N8 was a good sport and had loads of fun in this one, but had zero chance of winning after about turn 3. I don't think this should keep people away from them, but worth acknowledging.
They are especially good to hold ready at clubs meeting live and ending up with an odd number of players.
Next up, something from the KC gang's MM 3-player pack.
 

Perry

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the potential for one player to get knocked out early, but have to play out the scenario to help or hinder the other two. Playing kingmaker is fun, but not as interesting as trying to win. N8 was a good sport and had loads of fun in this one, but had zero chance of winning after about turn 3.
The Germans are the likely side to get ganged up on and "knocked out" early in this one.
Not sure if there is such a likely choice in other three-players.
But hanging around as the Germans can still be fun.
And if the other two start to concentrate on each other, can't the Germans creep back into contention?
 
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