So what scenarios have you played Recently?

Gunner Scott

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FT315 Stumbling Colossus
Glad you enjoyed FT315, it took a very long time to playtest but was well worth the effort and alot of fun to play, cant beat a scenario where both sides are attacking and counter attacking. The effects of long range fire really come into play with this scenario with Russian 122's and German 105's and 150's throwing lead out every which way.
 

Gunner Scott

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My buddy Bob came by last night and we commenced playing J19 Merzenhousen Zoo and old classic from back in the day. The scenario is such a challenge for both sides, at first you would think the Allies would just roll over the Germans with three FT AFV's but in reality that is not the case, they are slow thankfully and the Germans for their part can attempt to strip the supporting armor from the Americans by maneuvering around at opportune moments. Currently we are on German turn three, I lost my 50LATG and one stug thus far and the Americans have lost three AFV's but are slowly closing the noose on taking the town. here are some pics:
 

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degiabo

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Lately my opponent and I chose to play Roma2 (second hand news) and rolling for side I got the Allies.

By positioning the Partisans (well behind the actual front line) I examined village coverage and gaps in the woods guard. Having an HIP Sq I was interested to know how kindling works and ordered it and the Commander to light the C3 grain field with Molotovs help.

He placed his ss for what seemed a rush along the East side.

Since it is the Italian's duty to attack (regardless of losses) to involve as many of his troops as possible, I positioned two groups on the sides of the hill (the largest to the west to reach the village) leaving Mtr and Mmg at two hS (elite forces can deploy!) to position themselves on the north side of the summit and hit the fleeing enemy from there.

At his first turn end it was quite clear my opponent was going for a run as mentioned, but he left a big group to take the buildings (N6, O7, P6) at village outskirts and a team (with Mmg) to hold in T3.

I felt the need for Italian hSs so starting my turn went for four hSs from two Sqs.

Then all went as both of us had planned.

He took some losses from my Mtr and Mmg; some of his rearguard units were captured, others MIA; his main force exited the map from the far North-East vertex.

My Partisans Commander (was he a landowner?) failed a couple of checks (two game turns out of five!) for the burning grain and his men left the village just in time to suffer lot of losses from enemies well positioned; my Italians reached the village main building and cleared the remaining ss from the map.

In the VP count it was 25 to 24 in my favor.

All in all my guys did a great work!

Thanks to my opponent for the good game.

A good (small - four hours) scenario with good relaxed replayability.

Giasone
 

Vic Provost

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My buddy Bob came by last night and we commenced playing J19 Merzenhousen Zoo and old classic from back in the day. The scenario is such a challenge for both sides, at first you would think the Allies would just roll over the Germans with three FT AFV's but in reality that is not the case, they are slow thankfully and the Germans for their part can attempt to strip the supporting armor from the Americans by maneuvering around at opportune moments. Currently we are on German turn three, I lost my 50LATG and one stug thus far and the Americans have lost three AFV's but are slowly closing the noose on taking the town. here are some pics:
Great scenario Scott, I have won and lost on both sides, was a ton of fun to play. Luckily for the Krauts those Crocs move at a snails pace. Thanks for the pics and good luck with the rest of the game, Vic.
 

M.Koch

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My buddy Bob came by last night and we commenced playing J19 Merzenhousen Zoo and old classic from back in the day. The scenario is such a challenge for both sides, at first you would think the Allies would just roll over the Germans with three FT AFV's but in reality that is not the case, they are slow thankfully and the Germans for their part can attempt to strip the supporting armor from the Americans by maneuvering around at opportune moments. Currently we are on German turn three, I lost my 50LATG and one stug thus far and the Americans have lost three AFV's but are slowly closing the noose on taking the town. here are some pics:
Definitively one of the best scenarios i ever have played over the years. Would place it in the Top 5 of the best scenarios out there.
 

fenyan

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HazMo31 Cloak of Disorder -- Chinese side won the game, mainly due to the Japanese were very unlucky. By Turn 4 of 6, all three Japanese leaders were eliminated, all three Japanese tanks had some type of malfunction, the 70 Gun was malfunctioned, and the Chinese 17 FP 'kill stack" in the front stone building (J5) wouldn't break and was firing effectively out of the WP that had been placed onto it. Also, the Japanese were reducing more than they were striping. Would play again, looks like a fun scenario with the variable entry of the reinforcements.32677
 

Gunner Scott

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We did finish this one up with the Americans winning by turn 6. I forgot how tough it was to defend against three crocs and the Americans have ALOT of time to noodle the Germans out of the village.

Great scenario Scott, I have won and lost on both sides, was a ton of fun to play. Luckily for the Krauts those Crocs move at a snails pace. Thanks for the pics and good luck with the rest of the game, Vic.
 

Vic Provost

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We did finish this one up with the Americans winning by turn 6. I forgot how tough it was to defend against three crocs and the Americans have ALOT of time to noodle the Germans out of the village.
It is 6-5 German over Russian in ROAR plus both sides have awesome leadership and interesting OBs. Other than being on old original SL boards, it looks like a winner to me.
 

Doug Leslie

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J189 Buckley's Block

Played this scenario from Journal 12 against Eric Bongiovanni. It was my turn to play the attacker so I had a dozen Japanese squads mixing elite and first line units with the task of accumulating 20 CVPs which could be achieved by killing US marines and exiting the opposite side of the board. The defenders comprise six USMC 668 squads supported by a 37mm ATG with a canister depletion number of 10 (gulp) and an M3 GMC sporting a non-too shabby 75mm cannon which gets to set up HIP. The scenario is set in New Britain and the terrain has lots of light jungle, kunai and palm trees to cross. It is already raining at the start of the scenario and the weather is mud to slow down the Japanese advance.

The attack got off to a good start when the first wind change DR created heavy rain which would last until turn 4. This helped to reduce the effect of US firepower. The first couple of turns saw the attackers move forward to positions from which the enemy was in view. After that it was banzai time. I would have to say that this battle featured a company of Japanese that had missed the hand to hand combat memo since they were totally unable to kill anyone at the first time of asking. Fortunately for them, the marines were even worse and proved incapable of rolling less than nine in any CC that they attempted. This meant an unusual number of hand to hand melees where neither side's participants had been harmed. Given the ineptitude of the Japanese close combat participants, the non-participants resorted to shooting into the melees on the basis that a failed MC was a lot less dangerous to a Japanese squad than to a marine squad. This tactic proved to be much more successful than attempting to stab the enemy to death. The highlight was when a Japanese half squad fired in the AFPh into a melee containing a striped 448 and 668, both of which had gacked their initial close combat attacks. The 2+1 attack was too hot for the marine squad to handle and, to add insult to injury, the Japanese squad battle hardened to fanatic status. In total, the "shoot into the melee" tactic led to two broken US squads that were quickly despatched in the next CCPh. Unfortunately for Eric, this proved to be a typical result for his troops whose morale level of 8 turned out to be more formidable in theory than in actual practice. Any time there was a critical morale check, they seemed to fail it. With no unbroken units left by turn 5, he conceded.

The ATG and M3 GMC were both deployed to the rear of the US defensive positions. Basically the US player has to decide whether to adopt a "glass half full" or a "glass half empty" approach. The optimist would regard them as a key element of the defence and have them up front to help stiffen the defence against the Japanese assault. The pessimist would regard them as nine CVPs for the Japanese to grab and decide to hide them from view and hope that the marines can pass the odd morale check without their assistance. This was the approach that Eric adopted on this occasion. Both approaches have their merits and give the scenario plenty of replay value. In this game, the M3 GMC never fired a shot in anger and the ATG didn't appear until turn 5. It did some damage to the attackers but it was too little too late by that stage.

This is a really nice little scenario that captures perfectly the close quarter nature of PTO fighting. Dicey but fun!
 
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Houlie

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Finally played AP11 Swamp Cats with Doug Rimmer, a fantastic scenario that came down to a final turn CC for a Russian win. Russian attack must be very methodical; Germans need a carefully crafted defense. The two Russian FBs really limit Axis mobility from turn 4+. 468s were difficult to break so most losses occurred from CC – and we all know how unpredictable that can be. This could have gone either way. Great scenario and an even better opponent. Very highly recommended.
 

wrongway149

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Finally played AP11 Swamp Cats with Doug Rimmer, a fantastic scenario that came down to a final turn CC for a Russian win. Russian attack must be very methodical; Germans need a carefully crafted defense. The two Russian FBs really limit Axis mobility from turn 4+. 468s were difficult to break so most losses occurred from CC – and we all know how unpredictable that can be. This could have gone either way. Great scenario and an even better opponent. Very highly recommended.
This one seems to be getting a revival in popularity -- early on it seemed to get passed over in favor of the 'A side": Ace in the Hole
 

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SaP 9 Schoolhouse Rock

With no relation to educational programming, this one might better be called “M80s in the school yard at recess!” Despite the chaos, I think this firecracker would be most appealing to those who like to deliberate on their counter storage solutions because it’s all how about how the Russians “rack em n stack em” in the three-hex, two-level, stone schoolhouse at board center.

In our game, the Russian 45LL ATG started at ground level in the NE corner of the schoolhouse; given the two fortified locations, one could put it upstairs. 4-4-7s staffed each ground floor location, the eastern two were fortified. Upstairs sat the 4-5-8s with MMG, ATR, and 9-2 leader. One 4-4-7 and the two halfies were sprinkled among debris and rubble on the perimeter.

The Germans split their force in thirds, each led by an AFV, coming from the north, east, and west. Right away, those AFV darted into rubble (and bogged) for fear of the ATG they knew was out there. To foil the Russian OBA (80mm), German infantry kept concealment by assault moving and advancing two hexes per turn via cover (shell holes, debris, fences) for the first three turns.

While Russian infantry held fire to keep concealment, their ATG fired on the Panzer III in wooden rubble five or six hexes east of the schoolhouse. Miss with rate, try again, exceed the APCR number, try again, hit with AP, but no kill and no rate, so the tank survived - at first. Meanwhile, the German Stuh 42 and Panzer IV laid on smoke from the north and west. Russian OBA tried for an unconcealed AFV, but the SR went off-board for more delay.

German infantry eventually tempted the Russians to defensive first fire with little effect but the loss of their own concealment. So, the German MMG and HMG on the west side, led by the now sniper-wounded 9-2, tag teamed with 4-6-7s on the east side to encircle one of the upper-level locations. Russians fled the upper floors soon after as the Germans closed. That Panzer III unbogged, but got hit by the 45LL, firing out of smoke, in the very next hex and suffered a shock that eventually killed it.

Russian OBA pounded the German HMG/MMG combo to no effect but killed the adjacent Stuh 42. Then came German 5-4-8s with DCs. Russian defensive first fire out of smoke missed, so the handbags found their mark to break the Soviet 9-2, 8-0, a squad and crew in the western and NE hexes of the schoolhouse; they routed south, eventually to wooden rubble – things looked grim for the Russians. But the pinned Russian squads who had survived the DC held their own in close combat. In one hex, two German squads opted for hand-to-hand combat against one pinned Russian and lost! Soon after, repositioned Soviet OBA broke other German squads on the eastern doorstep to protect the building from further infiltration. Rocket OBA landed on the NE (ATG) hex of the schoolhouse. It killed two broken German half squads out there in shell holes and drove the still-broken Soviet 9-2 berserk! He convinced the 8-0, squad, and crew to join him in a soon-to-be suicide charge.

But the imminent arrival of Russian reinforcements gave the German pause. With only a few GO squads, one hero, and a tank, all out there in shell holes, to take the fortified schoolhouse from three fanatic Russian squads, one in each ground floor hex, he failed his personal MC and asked for terms.
 

olli

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Currently playing The Brick works from BGD against Martin Vicca and a second against Dave Blackwood finished the first scenario with a win against Martin , the second against Dave is still only3 turns in with at least two more to go .
 

fenyan

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SaP2 Pomeranian Fury

This is a longer scenario we were unable to finish. 10 or so AFVs on the board and hard-fought VCs made both of us pause a bit from time to time to figure out our moves. For me as the Russians, the Reinforcement choices were tough on Turns 1 and 3.

Three 2-hex stone buildings forward of the rail line and AA29 in the northeast could provide anywhere from 5 to 9 victory points, of which the Germans need 5. Take AA29 and the Germans would need 1 or 2 more buildings, depending on if Good Order Russians were within. Or, take the three of the two-hex stone buildings and make sure two of them are clear of GO Russians.

I defended AA29 to the teeth with Wire and Mines and the two Guns. So Jim wisely avoided this and sent the entire attack towards the center of the rail iine. When I saw his setup, I knew I had overcommitted there.

It was a rough beginning -- all Russians that were shot at, broke (and rallied back slowly). The nadir might have been allowing a 7-0 to place a Demo Charge on an Su-122's side. I hung in there and eventually had several lucky events go my way. A broken squad and HS rolled 2s to go berserk and tie up a key defensive stack in the U40 building. Then my FT squad went berserk which helped it survive shots from StuGs and firegroups. It was an epic back-and-forth fight for building U40. We had to end the game after Turn 4. With two Russian platoons about to retake U40, I might have had a 20 to 35% chance to pull out a win, but Jim graciously offered a draw after a really fun game.

We’d both play again. A really good combined arms scenario. Many tough decisions on the board as well as with multiple reinforcement groups coming on. I would plan a much better, more careful Russian defense next time. The Russians may have to gamble a bit with some major deception in their setup.
 
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Houlie

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Enjoyed playing J237 Commandos at Kaiapit, a classic all-infantry PTO that plays fast. Attacking Aussie VCs must capture ≥5 hut hexes and control 2 hill VC hexes. Aussies moved at-start OB to the village area and let a few reinforcements mop up the token 237s on VC hill hexes. The remainder Aussie reinforcements pushed hard up the left taking some stiff punches along the way. With the hill cleared, the fight for the village was on with the swingiest, freakiest, most back-and-forth dice we both had seen in a while. In the end, the Aussies eked out a win, but we both agreed it could have gone either way. Very tight. Great fun!

The Carnage Track
32945
 
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