So what scenarios have you played Recently?

Gunner Scott

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Well howdy there internet ASL'ers;

Bob and I finally finished AP 238 Italian Cresendo last night, and boy let me tell, playing such a nuanced scenario like this after a full day of activities is not an easy task. Anyhoo, the Axis forces pulled out a victory on the last turn with the Italians over coming the board 4a hill garrison on turn 5 and rushing their cavalry down to support the attack on the village people on board 28a thus giving them the needed >= 3 squads over what the orks had left. During the game my orks managed to take out a couple of Italian tankettes and immobilize a PzIV. On the other hand an Italian hero with a DC was able to place a DC on the side of my KV and blow it up, I was trying to race the KV towards board 4a to try and prevent the Italian cavalry from having an easy time of reinforcing board 28a.

All in all a fun scenario but the german panzers are just hell on the ork infantry, if Bob had used those panzers in full force on board 4a initially, that would have crushed the ork garrison much sooner then later. The rest of ork armor probably needs to just turtle defense in the corner and help try to break the Italian infantry trying to penetrate further into the Ork lines. Super fun scenario but those 5 german panzers with 8FP mg's can really makes this one I would think slightly pro axis.

well those are my thoughts have a great day guys.
 

Khill

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DB201 Dracula's Fangs Ted and I played his design from the spring Dispatches from the Bunker #61. He play tested it once in early development. I had not play tested it. It was super fun, played tight, and went down to the end

I was the defending IJA. The Gurkhas win if there are no good order IJA gun crews. There are four coastal guns that have to setup CA "out to sea" in trenches with no CA turning possible, lined up together adjacent to the "sea." There are two groups of IJA. One group a 9-0, two 1st line, two 2nd line, seven crews, HMG, two MMG, LMG, knee MTR, eight trenches, and three pillboxes have to setup in the area with the guns. Second IJA group two 8-0, two 1st line, eight 2nd line, two LMG, knee MTR, and DC setup out side the Gun setup area

IJA setup gun area in the southeast corner with trenches and bunkers to protect the guns. The other group setup as a screen to slow the Gurkhas except for an 8-0, two 1st line with two LMG's, and a 2nd line who made beeline into the VC area

Gurkhas have fourteen Elite squads, four half squads, five leaders, MMG, four LMG's, three MTS with special smoke SSR, two FT, four DC's, and 6.5 turns to get the gun crews

Two platoons of Gurkhas swung wide to attack the VC area from west to east along the southern end. A powerful reenforced platoon attacked the IJA forward screen in the center. It was an exciting engagement. The MMG and 9-2 hammered away to little effect, a FT X'ed out on first shot, and a full squad got KIA'd. The IJA failed to get DC heroes twice and took a good pounding and eventually fell in CC but they did a good job slowing the Gurkhas in the center some. Eventually this group made its way to assault the VC area. A small group attacked the east edge. The MTR's were there and got good smoke all game. I messed up my HIP trap and only slowed that advance a little

It went right down to the end. The Gurkhas were in the VC area and could have gotten into CC with three Gun hexes but a failed last dash kept one gun out of reach for a close IJA win at the end

The IJA did very poorly in CC, never won an ambush, and with an ELR 2 they melted even faster than usual. The IJA center screen held up the Gurkhas a good two bloody turns. The IJA MMG covering the far right won the day by gunned down the Gurkhas making a desperate run to get into CC with the last gun in the Gurkha's last movement phase

Dracula's Fangs is a fun scenario, played fast, played furious, played tight. We would play it again as either side. Super fun, give it a go!
 

Vic Provost

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DB201 Dracula's Fangs Ted and I played his design from the spring Dispatches from the Bunker #61. He play tested it once in early development. I had not play tested it. It was super fun, played tight, and went down to the end

I was the defending IJA. The Gurkhas win if there are no good order IJA gun crews. There are four coastal guns that have to setup CA "out to sea" in trenches with no CA turning possible, lined up together adjacent to the "sea." There are two groups of IJA. One group a 9-0, two 1st line, two 2nd line, seven crews, HMG, two MMG, LMG, knee MTR, eight trenches, and three pillboxes have to setup in the area with the guns. Second IJA group two 8-0, two 1st line, eight 2nd line, two LMG, knee MTR, and DC setup out side the Gun setup area

IJA setup gun area in the southeast corner with trenches and bunkers to protect the guns. The other group setup as a screen to slow the Gurkhas except for an 8-0, two 1st line with two LMG's, and a 2nd line who made beeline into the VC area

Gurkhas have fourteen Elite squads, four half squads, five leaders, MMG, four LMG's, three MTS with special smoke SSR, two FT, four DC's, and 6.5 turns to get the gun crews

Two platoons of Gurkhas swung wide to attack the VC area from west to east along the southern end. A powerful reenforced platoon attacked the IJA forward screen in the center. It was an exciting engagement. The MMG and 9-2 hammered away to little effect, a FT X'ed out on first shot, and a full squad got KIA'd. The IJA failed to get DC heroes twice and took a good pounding and eventually fell in CC but they did a good job slowing the Gurkhas in the center some. Eventually this group made its way to assault the VC area. A small group attacked the east edge. The MTR's were there and got good smoke all game. I messed up my HIP trap and only slowed that advance a little

It went right down to the end. The Gurkhas were in the VC area and could have gotten into CC with three Gun hexes but a failed last dash kept one gun out of reach for a close IJA win at the end

The IJA did very poorly in CC, never won an ambush, and with an ELR 2 they melted even faster than usual. The IJA center screen held up the Gurkhas a good two bloody turns. The IJA MMG covering the far right won the day by gunned down the Gurkhas making a desperate run to get into CC with the last gun in the Gurkha's last movement phase

Dracula's Fangs is a fun scenario, played fast, played furious, played tight. We would play it again as either side. Super fun, give it a go!
Awesome guys for trying this one, playtesting almost always went to the bitter end, as even with being punching bags for the most part, there are enough Japanese, including those hidden pillboxes, to slow down the Gurkhas and make sure it is tight right to the end. Good scenario as usual Ted Wilcox, you do fine work that we just need to polish a little, Vic.
 

GoM

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Konichiwa!
just finished playing "Block busting at Bokruisk" at the Sapporo Historical Gaming Club...
was Enjoyable Morning, and Afternoon of play ...
i conceded with 1 and 1/2 turns left to play, was down to a broken squad, a 1/2 squad out of position, and an 8-0 leader as the Germans...lol
my pocket translator was almost out of battery power after this one...lol
fun was had
 

asloser

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Played G1 Timoshenko's Attack 4 player team game, I played the Germans and Russians were split , Mikko Lukkari Board 11 and 458s, Jarkko Autio at board 22 with Tanks and 527s, and Lauri Mattila at Board 10 with the 447 horde.

Great fun, and very intense experience as the German. The Russian won on Board 11 managed a 14 VP exit through Residual firepower and firelanes
 
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