So what scenarios have you played Recently?

Blaze

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ASL AP46 RED COMRADES
This one is a blast from the excellent East Front AP. Played against (FTF) Dave S from the local Pittsburgh group.

I took the Russians, set up heavy to the ease with the wire one real HS and a bunch of dummies. I tried to bait the Germans west into the Emplaced AT Gun and three (6) factor Minefields. I played it cool maybe too cool and didn't unload with the AT until the Germans were on top of it. It did take out one StG III and broke a full squad before the crew broke, ran, and assumed room temperature.

Having the SAN 6 was nice. The first turn my sniper took out one of his three leaders. Later broke a squad. The OBA was helpful as for the first time in my life I rolled a 1 for accuracy with the Russian's. OBA Hit three woods locations and broke up another leader and a few squads. Thusly delaying the Germans more in a 6-turn scenario.

It is rare to for me to use a Russian tower stack. But man, an elite 458 w/HMG, 9-2 leader, and 2 heroes (one with the atr the other with the DC). I started them a tad forward and immediately backed them into one of the 2 fortified stone locations. They managed to land a KIA on a Leader with a MMG Squad and random selection killed his best leader leaving only one leader for the Germans. The Heroic Stallin Fanboys despite becoming encircled hung in there. Later an AFV rammed into the building creating a breach. Which they promptly CC Killed.

Time as always, was the enemy of the attacker. This one I snagged enough CVP for the Russians on the last turn.

Fun Factor: 8
Counter mix: 10 (Lots of toys to play with. I mean a hero with a DC is always interesting and entertaining.)
Quick play 7 (hey I'm still rusty)
Personal Morale Check Fail: My Best units becoming encircled.
Personal Rally: Russian artillery being accurate for once!
 

wrongway149

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ASL AP46 RED COMRADES
This one is a blast from the excellent East Front AP. Played against (FTF) Dave S from the local Pittsburgh group.

I took the Russians, set up heavy to the ease with the wire one real HS and a bunch of dummies. I tried to bait the Germans west into the Emplaced AT Gun and three (6) factor Minefields. I played it cool maybe too cool and didn't unload with the AT until the Germans were on top of it. It did take out one StG III and broke a full squad before the crew broke, ran, and assumed room temperature.

Having the SAN 6 was nice. The first turn my sniper took out one of his three leaders. Later broke a squad. The OBA was helpful as for the first time in my life I rolled a 1 for accuracy with the Russian's. OBA Hit three woods locations and broke up another leader and a few squads. Thusly delaying the Germans more in a 6-turn scenario.

It is rare to for me to use a Russian tower stack. But man, an elite 458 w/HMG, 9-2 leader, and 2 heroes (one with the atr the other with the DC). I started them a tad forward and immediately backed them into one of the 2 fortified stone locations. They managed to land a KIA on a Leader with a MMG Squad and random selection killed his best leader leaving only one leader for the Germans. The Heroic Stallin Fanboys despite becoming encircled hung in there. Later an AFV rammed into the building creating a breach. Which they promptly CC Killed.

Time as always, was the enemy of the attacker. This one I snagged enough CVP for the Russians on the last turn.

Fun Factor: 8
Counter mix: 10 (Lots of toys to play with. I mean a hero with a DC is always interesting and entertaining.)
Quick play 7 (hey I'm still rusty)
Personal Morale Check Fail: My Best units becoming encircled.
Personal Rally: Russian artillery being accurate for once!
Even though this one is pro-Russian on ROAR, I think the Germans stand a better chance if they don't look at the numbers on the card and think 'I will just squash these little bugs'. Take this little band of Krasnye Tovarishchi seriously!

This is one of my favorites of my own children.
 

Blaze

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Even though this one is pro-Russian on ROAR, I think the Germans stand a better chance if they don't look at the numbers on the card and think 'I will just squash these little bugs'. Take this little band of Krasnye Tovarishchi seriously!

This is one of my favorites of my own children.
As the Germans you have to rush ahead full speed and overwhelm the few defenders. A fast tempo is needed here. Caution is the enemy for the attacker.
 

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Wes and I played AP 229 Bastian Bodange. I set up a deep defense with the pillboxes in the middle up front with wire in front of them to make it hard for the halftracks and ACs to move there, but otherwise empty. It seemed impossible to get out of them in almost any setup spot. In retrospect, putting them in woods might be ok. Still, without trenches those things are worse than FHs used to be in some ways. On the Belgian right, I put the AT ditches to keep him from skirting the woods and the roadblock in the first hex after coming out of the stream on that side. My idea was to force him to move vehicles through the last gaps towards the center and hit him with the hidden AT guns. He probably expected them so swung all the vehicles through the gully to the far edge, with a Mk IV in the lead to punch a trailbreak through the last woods hex.
I got there first and parked a TD on the other side waiting for that point blank shot, so he turned them all around and promptly bogged 5 of them in the stream. Vehicles were essentially out of the game. The last ones ran into my traps and both were taken out. His infantry was now desperate and his charge met with hellish shooting on my part. Pretty much everyone was broken after G5 and he conceded. It's an interesting puzzle. Lots of options. A mad vehicle rush on the German right would have met just one TD. I kept them hidden and didn't roll for reinforcements until the stuka was gone. Forcing me to reveal may have given it a juicy target. Instead it just pinned a hs + hmg for an advance phase he didn't want to move in anyway. Solid Belgian win, but could have easily been very different as those guys are very brittle. Fun to get a game in with Wes as always!
 

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Two more FNF scenarios fitted in before I drive off to Aberdeen for a spot of buttery guzzling and a bit of hypothermia.

RPT 82 The Montiguidi Mambo

No, this is is not an episode of the Italian version of "Strictly Come Dancing". It is a an assault by a company of elite US troops supported by four AFVs against a handful of German Landsers holed out in a couple of hillside building clusters. The Americans certainly don't lack firepower. Their problem is that it is difficult to apply, particularly when one of the said building clusters is invisible to anywhere from where the Americans might want to fire upon it.



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Five US squads, two MMGs and a 9-1 leader are due to arrive on Turn Two and the Americans have a measly five turns to try to leave buildings F6, G3, M7 and M8 devoid of good order Germans. My opponents was Rich Domovic who had the inestimable advantage over me of knowing what he was doing.

I had a real problem trying to come up with an attack plan here. Originally, I was going to send the starting platoon into the woods en route to building M7 but I decided that the H3 building needed to take priority. I started my failure to grok this scenario by completely mis-guessing the German set up. I presumed that M7 contained a Mk IV with its turret pointed at P2 (I guessed the tank's location correctly but not its TCA). I also guessed that N6 contained an MMG poised to sweep the open ground in front of the H3 building and that there would be an LMG on the 1st floor of G3. Finally, I guessed that K3 contained a Panzerschrek. I am nothing if not consistent and I was wrong on every count. Rick had placed the LMG in K3, the MMG in G3 and the Psk in N6. The first M5A1 was therefore able to move unmolested by anti-tank fire all the way to E2. Feeling elated to have got this far without being toasted, the tank commander decided to go for the measly extra 1/2 MF that it needed to stop in order to bring fire onto the first floor of G3 and give cover to infantry advancing up the hill. A horrible grinding noise and puff of black smoke from the engine showed that rumours of the reliability of US AFVs had been greatly exaggerated. So that was one tank down without a shot being fired. That kind of set the tone for me in this one. The Americans did manage to get forces into the front hill buildings but, by the end, courtesy of an ambush or two, there was still a German HS in the building by game end. On the rear hill, I was reduced at the end to sending tanks into building locations in the hope of surviving CC and holding enemy units in melee-an iffy proposition against infantry with ATMMs. It was too iffy for me anyway. Two tanks needed to pass ESB checks to get into the building locations in the first place and were fortunate to do so. The Sherman miraculously survived bogging and an ensuing CC attack by a 9-1 leader and squad but a single squad in the other location found an ATMM and despatched the second M5A1 to render the survival of the HS in the other building academic.

I don't think that I really got a handle on this scenario at all and Rich produced a defence that punished me for that.

FT270- Revenges at St-Julien

Franc-Tireur seems to be a fruitful source of scenarios for FNF purposes. This one has a bunch of Cossacks fighting for the Nazis against the French Resistance. In real life, a massacre of innocent civilians by the Cossacks following this battle resulted in a revenge massacre of German prisoners by resistance fighters, so it was a bit of a grim situation. In ASL life, I was in command of the Partisans holed up in a French village facing a very mediocre bunch of enemy troops. Given that one option for the Partisans is to run to the East edge and gain VPs for exiting, the presence of several conscript squads in the German OB isn't exactly ideal for giving chase. In my game against Frazer Greenshields, my Partisans headed for the exit only to double back and head for a clump of woods on the southern edge which was a pretty decent defensive position with open ground in front and secure rout locations to the rear. This proved to be successful and the Partisans held on with the Germans unable to make any serious inroads into the 15 CVP that they needed for the win. This scenario seems to be tough on the attackers since the Partisans have the options of standing and fighting, running East ( or splitting enough units from the main group to force the Germans to divide their units to kill the village units while giving chase to the runners) or falling back to the woods as I did. The Partisans seemed to be winning the games that I was aware of, so it is challenging for the German player.
 
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MajorDomo

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In FT270, My German ersatz Russians were victorious as the partisans hunked down in the stone buildings.

Eventually, the partisans broke to German fire groups and perished for FTR on turns 4/5. Another issue with defending the village is that the German has the option to attempt capture of prisioners in CC if needed.

Doug's partisan run to the back woods is tough to defeat as it forces the Axis 447/436, ELR 2 folks to cross open ground any eliminate virtually all of the forest dwellers.

IMHO, the Germans must attempt to prevent the run to the woods by entering a 447/MMG/ldr on the board edge road and interdicting the forest run.

Still, my money is on the partisans.
 

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OF-2 Storm, Five, Five, Five

This Lone Canuck scenario has 10 T-34/M43 on the Russian side and 10 Pz IVH on the German side. The Germans have a 4-6-7 platoon defending a river bridge and the Russians have five rider 447s attacking it.

Both armor groups come in on the east side of the river, Russians on the north and Germans on the south.

The first mistake was a panzer stopping in the LOS of a T-34 at a range of 11. A second panzer rolled up behind it to make it a 2-on-1 matchup (or was it compounding a mistake)? In defensive fire, the T-34 revealed its 9-1 armor leader, KO’d the first tank and maintaining ROF, KO’d the second tank.

Next, the Germans positioned three panzers to overwatch the bridge from an elevated road. The Russians reacted by engaging in a tank battle with eight-on-five local superiority. They attempted to use their APCR 6 to advantage because their TH was often a 6 so it was like a free roll.

However, with the Germans rolling a lot of fours and the Russians rolling a lot of tens, the Russians would have little hope, losing three tanks and two more as Unconfirmed Kill or Immobilized. ROAR does have this one 61% pro-German. I liked it, but then I'm a bit of a treadhead.
34963
 

william.stoppel

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OF-2 Storm, Five, Five, Five

This Lone Canuck scenario has 10 T-34/M43 on the Russian side and 10 Pz IVH on the German side. The Germans have a 4-6-7 platoon defending a river bridge and the Russians have five rider 447s attacking it.

Both armor groups come in on the east side of the river, Russians on the north and Germans on the south.

The first mistake was a panzer stopping in the LOS of a T-34 at a range of 11. A second panzer rolled up behind it to make it a 2-on-1 matchup (or was it compounding a mistake)? In defensive fire, the T-34 revealed its 9-1 armor leader, KO’d the first tank and maintaining ROF, KO’d the second tank.

Next, the Germans positioned three panzers to overwatch the bridge from an elevated road. The Russians reacted by engaging in a tank battle with eight-on-five local superiority. They attempted to use their APCR 6 to advantage because their TH was often a 6 so it was like a free roll.

However, with the Germans rolling a lot of fours and the Russians rolling a lot of tens, the Russians would have little hope, losing three tanks and two more as Unconfirmed Kill or Immobilized. ROAR does have this one 61% pro-German. I liked it, but then I'm a bit of a treadhead.
View attachment 34963
Nice AAR Fen!
 

Carln0130

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OF-2 Storm, Five, Five, Five

This Lone Canuck scenario has 10 T-34/M43 on the Russian side and 10 Pz IVH on the German side. The Germans have a 4-6-7 platoon defending a river bridge and the Russians have five rider 447s attacking it.

Both armor groups come in on the east side of the river, Russians on the north and Germans on the south.

The first mistake was a panzer stopping in the LOS of a T-34 at a range of 11. A second panzer rolled up behind it to make it a 2-on-1 matchup (or was it compounding a mistake)? In defensive fire, the T-34 revealed its 9-1 armor leader, KO’d the first tank and maintaining ROF, KO’d the second tank.

Next, the Germans positioned three panzers to overwatch the bridge from an elevated road. The Russians reacted by engaging in a tank battle with eight-on-five local superiority. They attempted to use their APCR 6 to advantage because their TH was often a 6 so it was like a free roll.

However, with the Germans rolling a lot of fours and the Russians rolling a lot of tens, the Russians would have little hope, losing three tanks and two more as Unconfirmed Kill or Immobilized. ROAR does have this one 61% pro-German. I liked it, but then I'm a bit of a treadhead.
View attachment 34963
I've played this one too and very much liked it.
 

pensatl1962

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Eric Shipley and I finally finished up the 7JUL PM date for Slaughter at Ponyri CG. The 7JUL AM date was very bloody, as previously described in Post #10,171. My Germans had advanced across a lot of territory by the beginning of the 7JUL PM date, so I was set up reasonably well to make a push forward. Lo and behold, I didn't even realize until the second turn of this CG date that the Germans' immediate CG victory conditions applied to not just the AM date, but to ANY CG date. (Senior moment!). So, I decided to make a massive push to take the three main stone buildings, the tower, and 22 various and sundry buildings and rubble hexes adjacent to the north-south road. It worked. The Soviets conceded the CG on Turn 6, as they just did not have anywhere near enough forces to stop the German onslaught. There Germans had the north building, were poised to take both the middle and south buildings and tower in German turn 7, as well as the few remaining necessary buildings/rubble along the north/south road.

We've been playing this bear since September 25, with one playing per week (= [edit] 6 months). We made it through TWO dates only. Tons of units - so many, in fact, that it's almost impossible to really plan out all your moves. You just have to have a concept of operations and then just go with the flow and wing it. Eric and I are both what we'd characterize as fast players. If one player is slow, there is a good chance of player mortality before CG end. 80% of each game turn was German-centric and 20% was Soviets actions. Lots of "dead time" for the Soviet player.

The verdict: As the German, I loved the hell out of it. As the Soviet, Eric did not care for it at all. He felt that the CG was extremely unbalanced in favor of the Germans. I'm inclined to agree with him with a big caveat: if the Soviets can survive until the 8JUL AM turn, then it would turn on its head, as the Soviets get around 60 AFV coming onboard. So it's a high risk gamble for the Germans. I'm sure that other playings may be way different from ours.

34997
 

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wrongway149

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Tons of units - so many, in fact, that it's almost impossible to really plan out all your moves. You just have to have a concept of operations and then just go with the flow and wing it. Eric and I are both what we'd characterize as fast players. If one player is slow, there is a good chance of player mortality before CG end. 80% of each game turn was German-centric and 20% was Soviets actions. Lots of "dead time" for the Soviet player.
Sounds just about how an operational level thing like a CG should play out
 

Actionjick

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Eric Shipley and I finally finished up the 7JUL PM date for Slaughter at Ponyri CG. The 7JUL AM date was very bloody, as previously described in Post #10,171. My Germans had advanced across a lot of territory by the beginning of the 7JUL PM date, so I was set up reasonably well to make a push forward. Lo and behold, I didn't even realize until the second turn of this CG date that the Germans' immediate CG victory conditions applied to not just the AM date, but to ANY CG date. (Senior moment!). So, I decided to make a massive push to take the three main stone buildings, the tower, and 22 various and sundry buildings and rubble hexes adjacent to the north-south road. It worked. The Soviets conceded the CG on Turn 6, as they just did not have anywhere near enough forces to stop the German onslaught. There Germans had the north building, were poised to take both the middle and south buildings and tower in German turn 7, as well as the few remaining necessary buildings/rubble along the north/south road.

We've been playing this bear since September 25, with one playing per week (= 7 months). We made it through TWO dates only. Tons of units - so many, in fact, that it's almost impossible to really plan out all your moves. You just have to have a concept of operations and then just go with the flow and wing it. Eric and I are both what we'd characterize as fast players. If one player is slow, there is a good chance of player mortality before CG end. 80% of each game turn was German-centric and 20% was Soviets actions. Lots of "dead time" for the Soviet player.

The verdict: As the German, I loved the hell out of it. As the Soviet, Eric did not care for it at all. He felt that the CG was extremely unbalanced in favor of the Germans. I'm inclined to agree with him with a big caveat: if the Soviets can survive until the 8JUL AM turn, then it would turn on its head, as the Soviets get around 60 AFV coming onboard. So it's a high risk gamble for the Germans. I'm sure that other playings may be way different from ours.

View attachment 34997
Go with the flow. Sound advice.
 

Houlie

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Played Hazmo8 A Sisyphean Task as the attacking Greek (GDA - partisan) versus Doug Rimmer’s Hellenic Army (HA – Allied Minor). GDA needs to control 3/4 buildings (red dot counters) spread out across the map with GDA forces broken into 4 “packets” of offensive fury. Defenders set up in/adjacent to the VC buildings.

The arrows show the attack. First, the lower building staffed with several enthusiastic, yet underskilled, 437 HA squads bore the brunt of two packets and fell quickly with no GDA losses. The top building fell next to a surgical attack that worked perfectly. The Mol projectors provided critical dispersed smoke (+4 DRM) that nullified the 457/MMG on the other hill. Despite the quick success there, two turn 1 527s GDA breaks/routs (tho quickly rallied) meant a delay retracing their steps.

Sizing up “building 3”, the mostly open ground appeared to be a tough nut to crack. By SSR the Partisan GDA could not form multi-location fire groups. This meant weak plinking IFT shots. (Too, it contained the fortified location, DC and the 65* ART). I decided to hustle most of my forces to attack the “second building” which I knew had 3 x 547/MMG/8-0. With 1.5 turns remaining I was successful in getting into the building for multiple rounds of CC. However, my dice were like popsicles averaging 10 in that span to clear only one of three hexes. No amount of GDA persistence was going to wrest control from the HA.

Nicely played by Doug. His thoughtful HA defense meant a lot of things had to go right for the GDA. We agreed that the GDA has some heavy lifting to do and slightly favors the HA. All in all, a fun scenario that, while a little dicey, was enjoyable and played fast. Thanks to my Canadian Comrade for another enjoyable, close game!

Game end
35029
 
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Kijug

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Played J255 Not Much of a Soldier the other day. The scenario is 5.5 turns with the Americans having to exit more VP than the Germans have (a few other conditions). However, the Americans gain bonus 4 VP if no Germans are ADJACENT to the sunken road at the end of game turn 5 (important!) In short, we differed by ONE VP...close game.

End Game Setting:
Me, the Germans, had one HS next to the sunken road at the end of game turn 5 (1/2 ATTACKER turn remaining). At this point, the ATTACKER can no longer get the bonus 4 VP. Now the Americans had a HS ready to exit the board for 1 VP but decided to go after my HS in an attempt to "forgo 1 VP in an attempt to break my HS and gain 4 VP from the sunken road bonus." (The American player forgot to closely read the VC--it was too late to gain the bonus 4 VP.)

We hadn't counted the VP yet, and in fact I (Germans) thought the Americans had much more VP to win, not a problem. So I casually said, "you can't get the sunken road bonus after game turn 5 so on your 5.5 move turn, you might as well move your HS off the board for 1 VP."

Dang it.

If the Americans had gone back to get my German HS (which was useless) the Americans would have had one less VP and we would have tied and my Germans would have won.

Lesson learned--never help the other player--especially when he is a better player than you! LOL!
 

von Marwitz

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SP172 Carstens' Lament

35040

A solid German force supported by no less than 6x JgPz V, 2x PSW 232, and 2x SPW250/1 need to capture buildings in a village in which the British are holed up.
The British have 3x DD-Shermans and two Carriers. Two HIP Heroes with PIATs, a HIP 76LL ATG, and a 7-0 with special capabilites help to fend off the German onslaught together with infantry - and 100mm OBA HE/Smoke.

Needless to say, OBA is important. The JgPz V's can effortlessly hole the Shermans and the Carriers (if they hit those very small dastardly things). But they have limited HE.

I played the defending British. I brought down the OBA Spotting round perfectly on target on a great blob of Germans during their approach, 10-2, half a dozen squads, two halftracks, and all. When it came to conversion, I needed to correct 1 hex to "optimize". Alas, this correction went to the worst possible direction, hitting merely 3 squads and a 9-1 leader. The effect was a battle hardened heroic 9-2 and one Pinned German squad. But the FFE was "in the way".

In general, the German was doing quite well on his MCs, rolling plenty of 4s, triggering my Sniper, which came down at least four times with a 1 and killed 3.5 squad equivalents. This was partly, because my opponent elected to roll doubles for Random Selection, which also cost him another squad plus Leader when being hit from a long range squad+LMG shot. When I felt I was going to be overrun by the German 10-2 plus 2 squads with HMG, MMG, I contrived to Pin his 10-2, which left the squads out of MF. Immediately thereafter, his newly minted Heroic 9-2 plus company said: "F*** it! Reckon we gots to do this ourselves.". They got wiped out by a 1 Residual FP K/1 mortally wounding the Heroic 9-2 and the rest due to LLMC.

My AT-Gun was a story of its own: It got a rear shot vs. one of the JgPz V's but missed - before it could scurry away with my Gun now revealed, I decided to Intensive-Fire it to malf it. Next turn, the AT-Gun was repaired and blew up one of the PSWs. This prompted another JgPz V to pull up ADJACENT to the AT-Gun in the Woods from the rear, stopping to go CE thereafter. I turned around the AT-Gun three spines in Woods missing the JgPz V of course. But as I reckoned I the Gun would be very dead soon, I Intensive Fired again but was not able to kill the beast. Nor was the JgPz V able to take out the Gun in the AFPh. In my next turn, I needed a 14 or less to hit the JgPz, but even at double Point Blank Range, I had a 24TK vs. his frontal armor of 18. I rolled Boxcars to malf the AT-Gun again - but it was still enough to hit the JgPz V. The result was a Possible Shock, which the JgPz shrugged off. A valiant Sherman pulled up from the rear and won a Gun Duel to get off a shot before the JgPz V could turn - this AP-round blew up the beast. In the next Rally Phase, the AT-Gun repaired again... Crazy stuff!

Another JgPz V was so unfortunate to drive next to one of my HIP Heroes with PIAT and was unlucky to be killed even after it had popped Smoke. I tried some shenanigans with the Carriers, partly successful, partly not.

Due to the OBA the Germans had to cirumvent and the bad luck of his 10-2 pinning and the Heroic 9-2 dying, it took the Germans longer than anticipated to get into the first victory stone building, from which a British squad + LMG was being a PITA. A JgPz V put an end to this with a Critical Hit by a HE round dealing 28FP @ -3 reversed TEM. Another JgPz V had broken another important British squad +LMG, but spent its last HE round in the process. Yet another JgPz V tried to put an end to one of the Carriers speeding around, malfing its MA.
With the Jagd Panzers occupied elsewhere, one Sherman, which I had hidden somewhere in the backfield, dared to sally forth and put itself into a good postion together with one of the PIAT Heroes to take it out in the next German turn. The third Sherman had been blazed early by one of the Jg Pz V's at 14 hex range despite some Grain Hindrance, being located in a Stone Building and successfully having popped Smoke while trying to escape.

As it was getting late and my opponent felt that his main attack by his best Leaders had been seriously unhinged and delayed, we called it a day, leaving the British in possession of enough buildings for the win.

von Marwitz
 

Michael R

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"I needed a 14 or less to hit the JgPz, but even at double Point Blank Range, I had a 24TK vs. his frontal armor of 18. I rolled Boxcars to malf the AT-Gun again - but it was still enough to hit the JgPz V. "

Hit on a malfunction and still have an effect? I'm going to look for that rule.
 

von Marwitz

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"I needed a 14 or less to hit the JgPz, but even at double Point Blank Range, I had a 24TK vs. his frontal armor of 18. I rolled Boxcars to malf the AT-Gun again - but it was still enough to hit the JgPz V. "

Hit on a malfunction and still have an effect? I'm going to look for that rule.
We weren't sure either so we looked it up:

C2.28 BREAKDOWN: All Guns have an inherent B# of 12 if not listed on the counter. In cases where malfunction was more frequent, a lower B# is printed on the counter. All normal malfunction and repair provisions apply (A9.7-.74). If a non-vehicular Gun permanently malfunctions it is immediately removed from play.

C2.28 refers to A9.7, which in turn says:

A9.7 SUPPORT WEAPON (SW) MALFUNCTION: Whenever a SW fires there is a chance it will jam or run out of ammunition. Each SW has an inherent B12 unless it has a Breakdown Number printed on its counter in the form "B#" or "X#". Whenever a SW participates in an attack in which the Original IFT resolution DR (or To Hit DR in the case of ordnance weapons) is ≥ that SW's B#, that SW malfunctions and is inverted (or if the SW has an X#, the SW has permanently malfunctioned and is removed). The attack which caused the breakdown is still resolved [EXC: DC; 23.4] but no subsequent fire is allowed from that SW until it has been repaired (see A.11). A white "X" is superimposed over the nationality color of the malfunctioned side of a SW/Gun as a reminder that it is malfunctioned and subject to repair. A SW/Gun without this white X on its reverse side cannot be repaired or requires placement of a special Malfunction counter.

von Marwitz
 

synicbast

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Three quarters of the way through my eASL Open Round 5 game of J114 The Marketplace at Wormhoudt and I've managed to create an additional 4 CVP for my opponent through two seperate CC leader creations of 8-1s as the non-phasing player that die anyway after the recalculation of attacks. I am absolutely cursed in CC. The scenario is an absolute gem though.
 
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Vic Provost

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Three quarters of the way through my eASL Open Round 5 game of J114 The Marketplace at Wormhoudt and I've managed to create an additional 4 CVP for my opponent through two seperate CC leader creations of 8-1s as the non-phasing player that die anyway after the recalculation of attacks. I am absolutely cursed in CC. The scenario is an absolute gem though.
I look forward to how it comes out, it is almost even on ROAR and one of my most favorite designs. Glad you're playing it, and have FUN, Vic.
 
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