So what scenarios have you played Recently?

gorkowskij

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Enjoyed playing SaP3 For the Fatherland today. Found it better than SaP1, where bad lines of sight for fickle OBA (roll for contact, draw a card, etc.) frustrated the Russians, and SaP2 where the VC are vulnerable to misinterpretation; does "Each of these four buildings is also worth 1 VP if unoccupied by any GO Russian unit" mean that the controlling Germans earn an extra point if the Russians fail to counterattack and regain a toe hold OR does it mean the Germans can earn a VP by blasting the Russians out without ever actually taking control, maybe both?

Anyway, back to SaP3, it has open flanks and a dense core for a mixed experience with crystal clear VC, no GO Russians within two hexes of target equals German win. Both sides have to consider what to do about the flanks. The German SP guns could dart down the road and pivot for easy shots at the Russian side, but then again the Russians might place an AT gun or mines out there to punish an overbold German. That reminds one of AP47 Insult to Injury. Both SaP3 sand AP47 have that "sweep" option that adds a lot of drama.

In our game, the Germans just drove right down the Russian middle - a mine field flanked by barbed wire - for some meat and potatoes ASL. Russians skulked and fired four-flat shots at sappers in the minefields. German overwatch fires, through debris, scored a few breaks, but not enough to speed up the advance. So the Stugs pressed forward to leave trail breaks and trade shots with T70s. A Russian squad wounded the German leader carrying the flamethrower and another laughed off a DC attack. But then the German 9-2 Armor Leader drove his Stug into rubble, and bogged, for shots at the T70s on the other side. They had no APCR and so lost that shoot out in short order.

When rain cleared the smoke that had defended the 9-2 Stug's flank, the 76L ART in the train station opened fire but missed. Another Stug plowed into the rail station. In reply, a T70 fired to get a critical hit, but it turned out to be a dud. Russian infantry got the better of the Germans in various IFT attacks around the train station.

After his turn 6, the German realized he just couldn't flush out the remaining defenders in time and so conceded. Maybe he should have tried that wild flanking maneuver?

32064
 

Mike205

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Just got done with J176 Deadly Assumption. It was one of the worst hosings I’ve ever experienced in ASL and the only comparable disaster was turn 1 of a Red Barricades CG where I lost a company and a half of German infantry about twenty years ago when I was a new player.

Three tanks brewed on the first American turn and I also lost the 9-2 when he and the two elite squads he was with were caught in the open by a HIP hmg that got rate twice.

I recovered a bit in the second turn defensive fire phase when a Chafee landed an original 2 hit on a German squad in a building, and pinned another squad trying to flank it.

However, on turn three I lost a two and a half squads to a final fire 2FP shot moving in the open. I diced for the 1KIA result , which could have landed on a 8-1 leader, a hero, one of two 6-6-6 squads or a 2nd line HS. Three of the random selection rolls came up as sixes- the number of the beast.

I failed my PMC so badly I actually got up from the table. Still trying to process it all.

But a fun scenario nonetheless.
 

wrongway149

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Enjoyed playing SaP3 For the Fatherland today. Found it better than SaP1, where bad lines of sight for fickle OBA (roll for contact, draw a card, etc.) frustrated the Russians, and SaP2 where the VC are vulnerable to misinterpretation; does "Each of these four buildings is also worth 1 VP if unoccupied by any GO Russian unit" mean that the controlling Germans earn an extra point if the Russians fail to counterattack and regain a toe hold OR does it mean the Germans can earn a VP by blasting the Russians out without ever actually taking control, maybe both?
It actually means BOTH. We had a lot of discussion about this wording, and decided it was going to need clarification any which way we laid it out. So here is that clarification. The concept is important to set the tone of the battle, with it's back-and-forth nature and lots of flanking maneuvers. (Plus, once in a while we need something besides more plain old building control. This was an opportunity to challenge myself to get creative. )

Anyway, back to SaP3, it has open flanks and a dense core for a mixed experience with crystal clear VC, no GO Russians within two hexes of target equals German win. Both sides have to consider what to do about the flanks. The German SP guns could dart down the road and pivot for easy shots at the Russian side, but then again the Russians might place an AT gun or mines out there to punish an overbold German. That reminds one of AP47 Insult to Injury. Both SaP3 sand AP47 have that "sweep" option that adds a lot of drama.

In our game, the Germans just drove right down the Russian middle - a mine field flanked by barbed wire - for some meat and potatoes ASL. Russians skulked and fired four-flat shots at sappers in the minefields.
Those poor sappers :( But as long as they are being used to actually clear mines, I am happy with that design decision.

German overwatch fires, through debris, scored a few breaks, but not enough to speed up the advance. So the Stugs pressed forward to leave trail breaks and trade shots with T70s. A Russian squad wounded the German leader carrying the flamethrower and another laughed off a DC attack. But then the German 9-2 Armor Leader drove his Stug into rubble, and bogged, for shots at the T70s on the other side. They had no APCR and so lost that shoot out in short order.

When rain cleared the smoke that had defended the 9-2 Stug's flank, the 76L ART in the train station opened fire but missed. Another Stug plowed into the rail station. In reply, a T70 fired to get a critical hit, but it turned out to be a dud. Russian infantry got the better of the Germans in various IFT attacks around the train station.

After his turn 6, the German realized he just couldn't flush out the remaining defenders in time and so conceded. Maybe he should have tried that wild flanking maneuver?

View attachment 32064
The wild flanking maneuver comes in 'Unholy Trinity'

Nice AAR!
 

fenyan

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Hazmo 47 Slavic Brotherhood. A big 1939 Russian attack against Polish defenders, 437s and 457s. Russians need to cross the width of 3 DASL boards. The roadblocks will cause the Russian armor to use VBM, so you'll want to use 2-tank platoons. The Russians had only taken 3 of the 9 locations required on Turn 6 of 7, and desperate close combats didn't go their way so we called the game, which was played as a 3-player with two Russian attacking players. Resources were squandered; the Russian flame tank did not fire a shot; demo charges not detonated. Jim played a terrific defense despite some poor rolls at the beginning; the WZ-II armored cars were positioned ideally behind a wall to get the first shot at the Russian armor across the street. Had to experience firelanes placed in depth, very unpalatable for an attacker to go across. The Polish sniper KIA'd two Russian leaders, leaving the Russian left leaderless. A very engaging scenario that we all agreed we'd like to play again.

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william.stoppel

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Hazmo 47 Slavic Brotherhood. A big 1939 Russian attack against Polish defenders, 437s and 457s. Russians need to cross the width of 3 DASL boards. The roadblocks will cause the Russian armor to use VBM, so you'll want to use 2-tank platoons. The Russians had only taken 3 of the 9 locations required on Turn 6 of 7, and desperate close combats didn't go their way so we called the game, which was played as a 3-player with two Russian attacking players. Resources were squandered; the Russian flame tank did not fire a shot; demo charges not detonated. Jim played a terrific defense despite some poor rolls at the beginning; the WZ-II armored cars were positioned ideally behind a wall to get the first shot at the Russian armor across the street. Had to experience firelanes placed in depth, very unpalatable for an attacker to go across. The Polish sniper KIA'd two Russian leaders, leaving the Russian left leaderless. A very engaging scenario that we all agreed we'd like to play again.

View attachment 32096
Excellent scenario! Much like a Schwerpunkt scenario if the Russians are prepping they are losing. Damn the Poles, full speed ahead!
 

commissar1969

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Hazmo 47 Slavic Brotherhood. A big 1939 Russian attack against Polish defenders, 437s and 457s. Russians need to cross the width of 3 DASL boards. The roadblocks will cause the Russian armor to use VBM, so you'll want to use 2-tank platoons. The Russians had only taken 3 of the 9 locations required on Turn 6 of 7, and desperate close combats didn't go their way so we called the game, which was played as a 3-player with two Russian attacking players. Resources were squandered; the Russian flame tank did not fire a shot; demo charges not detonated. Jim played a terrific defense despite some poor rolls at the beginning; the WZ-II armored cars were positioned ideally behind a wall to get the first shot at the Russian armor across the street. Had to experience firelanes placed in depth, very unpalatable for an attacker to go across. The Polish sniper KIA'd two Russian leaders, leaving the Russian left leaderless. A very engaging scenario that we all agreed we'd like to play again.
Thanks, Fen! When you say "Jim," do you mean the fearless leader of the SoCal ASL Club???
 

commissar1969

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Yes our fearless leader really enjoyed the scenario as well and would play either side. He posted his after action report about this scenario in the SoCal ASL Facebook group as well as the google group.
That's awesome - thanks for the AAR, and pls say hi to the fellas for me!
 

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Cross-posted from the BFP MC thread:

Finished BFP-151 Delaying Action at Kylanmaki. Ended in Finn turn 3 after a LMG stunned+recalled the OT37 in prep fire. This after tough sledding for Russians with breaks, CRs and FTRs bogging down the attack due to some good Finn dice. The 10-0 helped the defender's cause by boxing his MC and getting eliminated on the wound check leaving them only two leaders. In turn 3, only two buildings had been captured, and the defenders situated well. The instant-win VP requirement would increase to 12 buildings in turn 4, then 15...then 18 at game end. The loss of the OT37 was a back breaker, getting only one shot off (that created a Finn hero). With the Finn’s ability to deploy squads and a shrinking defensive perimeter, the Russians called it a day and headed to the vodka sauna.

The Finn dice were very helpful creating some early setbacks for the Russians. They are a powerful force, but never got in position to whittle down the defenders. Their AFV are largely disposable with "all-zero" AFs, but certainly good for sleaze freeze and denying rout paths. However, I knew that a few bad results could really make things challenging for the Finns. All in all, a good challenge for both sides. It will be interesting to see how this plays over time.
 

gorkowskij

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Ivan smashed Gerry in a fast fun play of SaP4, For the Motherland. White hot dice skewed our game in my favor, but one can still draw lessons from the match.

For the most part, the Germans set up in a 10-hex-long, north-to-south line centered on the water tower with a firm grip on the train station. Two 75mm Stugs, however, were in the rear watching the southern board edge while the 105mm Stuh joined the front line.

The onboard Russians – with the MMG and mortar on overwatch – closed from the northeast under cover of the storage yards to quickly reach the blind behind the rail cars. The offboard Russians and KVs entered along the south edge east of the wall, so all of my Russians were on the same side of the railyard. There’s the first lesson. One need not use those southern Russians for an immediate and separate flank attack on the Germans. That’s possible, even tempting, but with little cover and nearby Stugs it could prove costly.

As feared, a German MMG aloft in the rail station K-slashed a southern Russian squad in the open. In a portent of things to come, my MC generated heat of battle to harden the surviving half squad and add a hero! The other Germans maintained concealment.

By turn two, the southern Russians (8.5 squads and two KVs) had gelled into a formidable fire group behind the wall and only four hexes (normal range) away from those Germans (5 squads) defending the railcars by the wooden buildings. A few Russian squads stood overwatch as the others rushed across the rail yard. German shots missed. Russian train OBA found its mark just west of the rail cars before Russian small arms fire finished the job. Half the southern Germans broke and fled. Lesson two, the simplicity of the train OBA – no muss and fuss over radio contact or battery access – makes it stable and therefore useful.

Ivan was lucky up north too. The 105mm Stuh busted its MA on the first shot. Lesson three, do come up with a plan for that Stuh. I was lucky, it could easily have broken one squad per turn. Perhaps one should hunt it with a KV to protect the Russian infantry? Anyway, a MMG aloft in the train station fired, missed, and lost rate. The Russian Mortar peppered those 2nd level Germans with 2+2 shots that wounded an 8-0 and forced a PTC that triggered a booby trap to shut down a German MMG. So, Ivan leap frogged ever closer to the train station.

A brave Stug swung round the Russian southern flank for a shot at one KV near the rail cars. The buttoned up (+1) KV’s turret turned (+2) to fire at the just moved (+2) Stug which was small (+1). Since I needed a 4 to hit, I expected a miss and chose regular AP just to get acquisition so as not to waste my APCR of 6. But I rolled a 4 to hit and a 3 to kill that bold Stug which also held the now dead German 9-2.

Around turn three, a multi-hex Russian fire group northeast of the train station pinned one hex of Germans there in, including the 45mm ATG, and so advanced into close combat. Russian train OBA swept the yard west of the train station to impede entry by Germans coming up from the south. Meanwhile, the southern Russian swarm enveloped the trains and wooden buildings.

On turn 4, the Germans tried again to reinforce the train station melee but succumb to Russian defensive fire which broke the German player’s personal morale, so he conceded. I apologized for my rolls, but the dice were his.
 
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fenyan

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We tried HazMo 47 Slavic Brotherhood again as we needed a good three-player game. The Russian 447/conscript company (+) came in on the Polish left and with opp fire, exploited a gap to send the 437 and two half-squads there falling back.

The Turn 2 447 battalion (-) with two 2-tank radio platoons of T-26s (one a flame tank) entered on the right and positioned themselves behind a wall as their jump-off point. A third section of T-26s advanced up the center road, ready to support/exploit any opportunity.

As the Poles (437s and 457s) fell back from the first line of buildings, the Russians executed a well-timed bypass sleaze attack across the width of the map and broke the whole second line of defense.

The Polish reinforcement company with two armored cars had come in to shore up the last line of buildings and even destroyed the flame tank as it was in bypass. However, three units broke during the fallback to the last buildings, leaving a thin defense.

On Turn 7. the Russians overwhelmed the defense and captured 10 of 15 locations, needing to hold 9 to win. In a dramatic finish, a 457 rolled snakes to KO a tank for the 30 CVP needed to steal a victory for the Poles. Great scenario by Chuck Hammond, Jim says he needs to design more DASL!

32167
 
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william.stoppel

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We tried HazMo 47 Slavic Brotherhood again as we needed a good three-player game. The Russian 447/conscript company (+) came in on the Polish left and with opp fire, exploited a gap to send the 437 and two half-squads there falling back.

The Turn 2 447 battalion (-) with two 2-tank radio platoons of T-26s (one a flame tank) entered on the right and positioned themselves behind a wall as their jump-off point. A third section of T-26s advanced up the center road, ready to support/exploit any opportunity.

As the Poles (437s and 457s) fell back from the first line of buildings, the Russians executed a well-timed bypass sleaze attack across the width of the map and broke the whole second line of defense.

The Polish reinforcement company with two armored cars had come in to shore up the last line of buildings and even destroyed the flame tank as it was in bypass. However, three units broke during the fallback to the last buildings, leaving a thin defense.

On Turn 7. the Russians overwhelmed the defense and captured 10 of 15 locations, needing to hold 9 to win. In a dramatic finish, a 457 rolled snakes to KO a tank for the 30 CVP needed to steal a victory for the Poles. Great scenario by Chuck Hammond, Jim says he needs to design more DASL!

View attachment 32167
Great win Fen. Jim is right on both cases. Excellent scenario and Chick needs to design more DASL!!!
 

commissar1969

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We tried HazMo 47 Slavic Brotherhood again as we needed a good three-player game. The Russian 447/conscript company (+) came in on the Polish left and with opp fire, exploited a gap to send the 437 and two half-squads there falling back.

The Turn 2 447 battalion (-) with two 2-tank radio platoons of T-26s (one a flame tank) entered on the right and positioned themselves behind a wall as their jump-off point. A third section of T-26s advanced up the center road, ready to support/exploit any opportunity.

As the Poles (437s and 457s) fell back from the first line of buildings, the Russians executed a well-timed bypass sleaze attack across the width of the map and broke the whole second line of defense.

The Polish reinforcement company with two armored cars had come in to shore up the last line of buildings and even destroyed the flame tank as it was in bypass. However, three units broke during the fallback to the last buildings, leaving a thin defense.

On Turn 7. the Russians overwhelmed the defense and captured 10 of 15 locations, needing to hold 9 to win. In a dramatic finish, a 457 rolled snakes to KO a tank for the 30 CVP needed to steal a victory for the Poles. Great scenario by Chuck Hammond, Jim says he needs to design more DASL!
Funny Jim should mention that - I've got another Deluxe urban fight lined up for the next pack, but un-playtested. It is set in Shanghai (1937). The title: "Pearl of the Orient." I hope it turns out to be a winner - Chad and I will start playtesting it next week! Thanks so much for the great AAR and kind words, Fen!
 

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Played with TL Mannerheim's Cross scenario BFP-151 The Last Motti yesterday. The SRR chanced the board 74 brush and swamp to light woods so there where 3 types of forest (woods, light woods and orchard). That is a really good new innovative and unique idea to chance board terrain for forest fighting. It was also my first fight as Finns against the attacking Russian Marines - they are deadly with their long range 5FP assault fire. Learned quite fast to eagerly fall back when they were approaching in masses while defending in light cover forest terrain. Highly recommended one 🌲🌲🌲
 

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Rough Recess (SaP6) is a fitting title for a nasty schoolyard fight. The teachers had to have seen something, but then looked the other way.

Most of the Germans set up in the wooden buildings of hexrow R, a vertical line in the middle of the battlefield. But the 10-2 and MMG perched down south in the schoolhouse with a superb view over the eastern railyards from the first level of hex U67. The Germans clearly expected the Russians to set up along the eastern edge.

Most of the Russians came in along the south edge in the western corner. The infantry swarmed the Q69 building defended by a single German half squad who casualty reduced an approaching Russian squad and then broke to advancing fire. The 9-1, MMG, and ATR all came in around K71, the southwest corner, for safety. The KVs entered at M71 with one rider (total) and headed north along the western edge of the map. A single platoon of Russians set up in the northeast corner at Z52 and worked their way westward, eventually losing a squad to repeated, long range, 2 down 2 shots from the German 10-2 with MMG in U67 Level 1.

On turn 2, the Russians set a trap for the soon-to-arrive Marders. KVs lined up along the western board edge from K58-60 with their CAs pointing NE, E, and SE while the ATR took up a position in K66 and additional squads occupied the buildings at K69 and K71. So, when the Marders entered via the west edge at K63 they suffered immediate defensive first fire to their side and rear. A KV fired MA and missed, needed 5 or less. The ATR fired and missed, needed 6 or less. But then a KV’s CMG and BMG fired into the unarmored rear of an east bound Marder to break the crew!

Russian infantry and tanks swarmed the disabled Marter (N61) while the other one ran eastward. Down south, Russian infantry used assault movement and the advance phase behind cover to progress slowly up the western side of the central road, by hex row R, to avoid getting hit by fire from the 10-2 upstairs in U67. For lack of better targets, that 10-2 continued to ping the northern platoon. So, down south, a couple of Russian squads with 9-1 and MMG waited for midfield Germans to first fire at closer Russians and then crossed the central rode to enter the south side of the schoolhouse.

Meanwhile, the HIP German 50L ATG in the brush at P62 punished two adjacent KVs. It killed one and immobilized another before breaking to MG fire from the immobilized KV.

Russian infantry continued leapfrogging north along hexrow R with point blank fire and close combat along the way while the lone northern platoon, with one squad broken by 10-2 fire, crossed the road to take one wooden building at R52, but got no further thanks to nearby Germans. In the schoolhouse, the Russian 9-1 and two squads, all concealed, advanced upstairs to kill the German 10-2 and squad in close combat.

The Russians just barely won on the last turn by taking R59, their 10th building, via point blank fire and advance. Each side had one mobile AFV remaining – mutually negating for VC purposes.
 

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SP95 Burn Gurkha Burn

So much carnage.

After a bloody see saw battle for 526 the IJA won this one. Mainly due to the Gurkha 9-2 and mmg on hill 502 focusing on another target while a Japanese FT squad crept to within two hex range and unloaded on them. This opened up a final rush on 526 and 502 in the last turn that was barely successful at knocking Brit units off of the two remaining level 2 hexes they controlled.

A fun king of the hill scenario that I’ll for sure play again.
 

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Last night John and I finished up the excellent HazMo4 Kids These Days (pre nice artwork scenario cards). This one went down to the wire. My up front ambush defense (75L AT gun in 9aL0) failed miserably. He hit the first Sherman four times and only got a possible shock. John secured the two fortified buildings on turn 6 and I could only recapture one. I pushed hard for the exit VP but came up a little short. Was able to exit all three Tigers and two half tracks with squads. But the StugIII with the 9-2 AL fell prey to John’s MVP, a 51mm mtr who CH! My 81mm mtr and the next/last turn got a shock on the Stug to prevent his exit for the win. Excellent scenario and great play by John. Highly recommend this one as either side.
 
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