Date | Reporter | | Opponent | Bal. | Result | Comments |
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2022-05-26 | (A) Simon Staniforth | vs | | | German win | Suspected the mines were up front so planned an enveloping attack from both sides into the village but foundered on an effective German defence. Called it when clear the Canadians would be unable to achieve the required VP |
2021-12-18 | (D) fabrizio da pra | vs | Fabio Mazzucchelli | | German win | |
2021-04-30 | (A) Andy Bagley | vs | Matt Ellis | | German win | Germans set up a very 'up-front' defence, with everything except the HIP mortar in hex numbers 3 & 4. My initial approach was cautious and went OK, but then I saw a risky opportunity to run my Kangaroos through his lines and capture building 64L5 early. Turned out to be too risky however; I dodged the panzerfausts but overlooked how powerful his ATMMs could be if he successfully rushed my Kangaroos, which he did. So all three of them fell to CC attacks despite being in motion. I then lost a couple of other close CCs and found an A-T mine with my flamethower tank, and it was all over. Very interesting and enjoyable scenario, even though I lost. |
2021-02-14 | (A) Vic Lauterbach | vs | JM | | Canadian win | This one tests your resolve. Pushed through early losses and walked through one minefield unscathed. Lots of PF misses, good CC results and a CH on the JagdPanther helped but it was still a hard-earned win. |
2020-11-11 | (D) Tom Kearney | vs | Walt McWilliams | | German win | |
2020-11-11 | (A) walter mcwilliams | vs | Tom Kerney | | German win | I didn't even make it the 1/2 way point before I threw in the towel in frustration, Tom really had my number with his set up and I ran into nearly every AP mine hex he had, even though I managed to break his right side, the cost was high and my time table thrown way off. I probably threw it in to early but it had been a frustrating day. Here again a sniper check quickly eliminated a British leader and I was lucky Tom was unable to counter attack and literally wipe the remaining infantry off the board. |
2020-08-21 | (D) Rob MacGinley | vs | James Short | | Canadian win | I though he had me early - went thru me like a knife
Then I kills lots of tanks with PFs - looked in the bag
JagPanther - got into a good position with the Badger - got it but was lost to a brilliant CC by James!! |
2020-04-13 | (D) X von Marwitz | vs | Joss Attridge | | German win | In this late war 1945 shoot out a tough British force of Elite infantry supported by three Chruchill tanks, a flame throwing Badger and three Kangaroo APCs have to take on a village which is well defended by a capable German infantry force it is dangerous to get close to with all its 1945 inherent anti-tank capability. 24 Mine factors that may be exchanged for AT Mines and a 81mm MTR help the defence. In German Turn 3, the Germans get reinforcements in the form of one Jagdpanther and a SPW 251/sMG.
The victory conditions are somewhat complicated: The British need to accumulate 17 VP by a combination of Stone Building Control per end of Game turn, Control of Building 64L5 at game end, more infantry than the Germans (calculated at exit VP) north of the 64A6-M8-P7 giving 3VP, elimination of German AFV and preventing the elimination of own AFV (EXC: Kangaroos).
My opponent opted for a hard direct push into the village using the RAMs loaded with a minimum HS (to prevent their recall) to freeze my German defenders and to open up paths for a quick approach of his infantry.
This, of course, forced the Germans to deal with the RAMs and a flurry of PFs took all three of them out in the first two turns. My AP-Minefields did a good job of slowing the British down and I believe he stepped into every last one of them to some effect and some delay. His evil Badger burned one of my 468+MMG combos early on but set on fire a building with this shot.
The combination of burning Kangaroo Wrecks, Mines and eventually Blazes limited some ways to push into the village and created some problems to bring his flame throwing Badger to bear.
The Germans were under tough pressure all over the place and could not afford to exchange squads one for one. On the other hand, they cannot give up the village too early to prevent British VP to accumulate too early. The German needs to consider carefully when it is time to fall back at the same time preventing their units to be caught in CC or with rout paths cut off.
The extremely aggressive attack by the British left me hardly any choice but to fire everything I had, which of course had some effect and broke numerous British units. I managed to destroy the first Churchill and the menacing Badger ran out of flame-liquid on its third shot to be recalled. Altogether, I just barely had the edge in this extremely vicious frighting which allowed me to tenaciously hold on to some buildings and to buy some time delaying the British.
Nevertheless, the British pushed on relentlessly. Meanwile, wind had started and a Mild Breeze was blowing dispersed smoke from the burning wrecks and a building through the village. This Smoke partly helped the Germans by impeding British fire but on the other hand allowed the British to move ADJACENT to the Germans daring Point Blank fire. To avoid getting caught in CC, I had to resort to voluntarily breaking some squads and to leave the British the unenviable task to move ADJACENT to Point Blank Fire again. The high morale of the Germans, Leader modifier and Woods/Building TEM and that bit of luck managed to bring back some important units in the immediately following Rally Phases. A British squad had meanwhile engaged my MTR crew in CC at 2:1 odds but could not bring about a decision.
During British Turn 3, my Germans in the village held a horse-shoe position in L5, L6, K7, J6, and J5. The British pressed on stubbornly, losing the second Churchhill to a PSK and receiving some punishment. The third Churchill had broken through and tried to cut Rout Paths behind the village. Still I somehow contrieved to avoid most CCs.
In German Turn 3, there was no ground left within the village to fall back to and as the British had just taken a beating, I took the chance to pull out with all German infantry that could. Left in the village was a German 467 in Melee with a British 458 & 9-1, my pillar of defense, the 8-1+PSK & 468+MMG & Broken Squad, and my Mortar Crew still surviving in Melee against a British 458. My sMG Halftrack moved in to unload its inherent HS with the AAMG (as a HMG) into the back-victory building, and take firing position towards the village. The Jagdpanther stopped in LOS of the last remaining Churchill and gained acquisition in the AFPh. An activated Sniper broke the British squad in Melee with my Mortar Crew, which in turn killed it when it attempted to withdraw from Melee. Improbably, my 81mm MTR was back in action.
British Turn 4 saw some of his troops rallying and an important squad with MMG of mine. By now, the British situation had become quite challenging as many Germans had managed to extricate themselves from the village. My opponent decided that the only way to turn this would be the continuation of reckless pressure paired with some luck. But it was not to be: My Jagdpanther killed the last Churchill, so all British AFV were dead and the Badger recalled. My MTR and the crucial stack nearby just stopped cold anyone trying to move adjacent lethally wounding a leader - except for the British Hero & Company who could not bring their FP to bear due to firing out of SMOKE. During the Rout Phase, one broken German squad was eliminated for Failure to rout (or No Quarter), but the same fate awaited a broken British 8-1 & squad. In CC, my HS on the left of the village got killed, but it took the British 9-1 with him, leaving the British without any surviving leaders. The British Hero & company moved in to finish off my valorous key 8-1 & 468+MMG, but they gacked their Ambush Roll with a 6 while I rolled a 2 and elected to withdraw and would be starting my next turn ADJACENT for a 18 flat shot.
At the end of the British CCPh of his Turn 4, my opponent conceded. Looking at the dice statistics, we found out that I had an extremely low average for the last 1,5 game turns with 6.15 for 61 rolls. It was an incredibly tense game and it has been some time since I have had to fend off such a vicious and relentlessly aggressive attack.
Fun scenario, recommendable. |
2019-11-30 | (A) Jason Wert | vs | Robert MacGinley | | Canadian win | CyberASL XII Match |
2019-10-05 | (D) Kermit Mullins | vs | Dan Best | | Canadian win | Fun game that was hot and furious from Turn 1. Dan’s Canadians came straight at me. By the end of Turn 2, I had bloodied Dan, but he nearly annihilated me in the process. I conceded on a Turn when the writing was on the wall.
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2019-10-05 | (A) Dan Best | vs | Kermit Mullins | | Canadian win | |
2019-08-24 | (A) Tom Abromaitis | vs | | | Draw | German win. Solo. |
2019-07-20 | (A) Tom Kearney | vs | Chuck Tewksbury | | Canadian win | Human Wave 2019. |
2018-09-07 | (D) Michael Rodgers | vs | Bruno L'Archeveque | | German win | I put the mines in the building hexes in front of the stone buildings. Cdns tripped two of them and got stuck for the duration. One Churchill went down to a PF. Kangaroos carried three squads and a leader to 3 point area; two made it. Germans gave up first two stone buildings on turn 3. By then, they had people in the 5 point building. Bruno conceded because of infantry casualties on turn 5. |
2018-05-20 | (D) Andy Goldin | vs | John Gorkowski | | German win | Close game went down to the last CC for the Canadians to seize the main objective building. My 228 crew kept a 458 engaged in CC on the last turn, denying John a victory.
John malf'ing his flamethrowing tank at start was probably balanced out by my mortar being out of position and never firing, although the crew earned Iron Crosses in their defense of the 5 VP building. A couple CCs while John attempted to clear the village went long, thereby giving him only a little time to make for the victory conditions. The German has to be very judicious in managing his infantry, since he must delay in the village, establish a line of defense in and around the main VP building and prevent a penetration north of the road. Voluntary break to avoid a CC several times allowed me to preserve my force for later fighting. |
2018-05-12 | (A) John Gorkowski | vs | Andy Goldin | | German win | This nail biter came down to the last close combat phase in which the Germans lost for failure to kill a crew and broken wounded leader in the 5 VP building on board 64. So, the Canadians finished with 15 of 17 required CVP having lost one Churchill and three squads. The defending Germans lost five squads, a mortar, and had their halftrack immobilized. Overall, a great scenario and thanks to Andy for some solid defensive play!
The attacking Canadians entered along the southern edge (board 67 columns A-P). They converged on the village in the German center opting to forgo a blitz of up either German flank. Half squads led the way. German gunners killed one and broke another, but also revealed their positions. So, the flame throwing badger came onboard to scorch the German 9-1 and MMG, but it rolled boxcars and so was out of the game on turn 1! The Churchills then rolled in to fire smoke mortars on key German positions. That enabled two Kangaroos to get adjacent and offload their troops. Canadian infantry followed and their combined advance fire killed one German unit and broke another. Then the Canadians advanced into close combat against the Germans 9-1, MMG, and squad in N3. On their first turn, the Germans made an ineffectual prepfire attack against the Canadian spearhead and fell back. Of importance, the German 9-1, MMG, and squad held on in melee to consume a lot of Canadian time.
The Canadians continued rolling north through the village to capture two stone buildings, J4 and K4, on turn two. Soon after they finally finished that German 9-1, MMG, and squad in N3. By turn 4, the Canadians had the stone building in L6.
Those Germans that had set up east of the village, anticipating a flank sweep, fell back toward the 5 VP building, 64 K5. The Germans had to move their 81mm mortar. Its crew killed a Canadian 8-0 that rushed the weapon from outside its covered arc, but a Canadian squad survived defensive fire. So, the German mortar crew voluntarily broke and ran toward 64K5; that’s the same crew that won the game by surviving the final close combat on turn 7.
Around turn 5, both sides exchanged fire over the hedgerow just south of the 5 VP building. The Churchills made lots of smoke, enough to blind the German JagdPanzer V and the other German MMG position in 64L3. Given the troop density to their front, the Canadians rolled right. The Germans responded by setting up a fire line on the key 64A6-P7 road. When the Canadians tried to cross for the win, the Germans broke two squads. So, the Canadians converged on the 5 VP building. In the close quarters combat that followed, the German Panzerschreck killed a Churchill. The Canadian 51mm mortar immobilized the German halftrack. And a Canadian Piat killed a German half squad in the 5 VP building. The Canadians rushed that key building for close combat, but couldn’t kill that one German crew, so the game ended with a German win.
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2018-02-21 | (A) Christian Knudsen | vs | Lawrence Davies | | Canadian win | Finally got this one finished with a Canadian win. I was able to run my reinforcements around the right flank unopposed and get up into the 3-pt victory area, as well as capture all three stone victory buildings by the end of turn 2. Lawrence took a hell of a toll, killing 2 Churchills and the Badger, but it wasn't enough to deny me the win. Really important as the German to make timely retreats, and avoid rout traps - I was able to take a LOT of prisoners. |
2017-11-09 | (D) Simon Staniforth | vs | | | German win | |
2017-09-04 | (A) Eric Partizan Eric | vs | | | Canadian win | |
2017-05-31 | (A) Jeff B | vs | Steve Etzelmueller | | Canadian win | It is a fine line deciding how many men to attack the town and how many are sent north of the road. As it stood, I seemed to choose exactly the right balance. The mines will make it a bit dicey. I managed to only trip one with the infantry and another two with the tanks. The Kangaroos were used strictly as sleaze freeze machines. By the end of Turn 4 almost all Germans were eliminated from the village and the Canadians had all but sewed up more infantry VP north of the road. So, even if they lost all their remaining vehicles, they would probably have enough. |
2017-03-02 | (A) X von Marwitz | vs | Chris Mazzei | | German win | I played the Canadians in this one. Basically, I believe that if the Germans know how and where to set up their defence, then it will be quite a difficult job for the Canadians. It is highly unlikely, that the Canadians will win by holding the village stone buildings alone, so they need to take some other VC into consideration which would basically mean getting somewhere with his Badgers very quickly. If he uses few passengers for the Kangaroos, then the Germans will have good chances to overwhelm the Canadian infantry when they dismount (if they arrive in the first place). If he uses many passengers, then boots on the ground will be missing to capture the village and his laden Kangaroos are at peril by 1945 Germans. I believe my opponent did everything right, so it took too long to take the village and possible paths for the Kangaroos were guarded against quick advances. |
2017-01-28 | (A) Lawrence Spangler | vs | Diane Spangler | | German win | |
2017-01-28 | (D) Jason Wert | vs | Jack Boyle | | German win | I think little tough on the Canadians, but had good luck with Germans. CH from mrtr on the Badger and good placement on mines slowed down the Commonwealth. |
2017-01-03 | (A) Rich Weiley | vs | Dave Longworth | | German win | Threw away the 7-0 leader early in the game in an ill judged attempt to strip concealment on a stack to pave the way for a Badger attack. Cost me heavily as with only two leaders I had too many brokies in the backfield unable to rally. Aforementioned Badger had little impact and was recalled on its third shot. Got two of the 67 stone buildings on turn 2 so had a 50/50 chance of winning if Igot the third on turn 3. Disastrous melee that concluded in turn 4 saw me not only fail to take the building but lose two squads and a leader to the sole German defending squad who survived and was then free to retake the other buildings. Resigned at that point. Would play again as either side. |
2016-12-04 | (D) Michael Rodgers | vs | Bill Curtis | | Canadian win | After four turns, I thought that I was mathematically out of it, so I conceded. I had forgotten that I could inflict negative VP on the Canadians by destroying the Canadian AFV. Very interesting scenario for its interplay of the VP generators. |
2016-10-20 | (D) Ian Morris | vs | Gerard Burton | | Canadian win | |
2016-09-10 | (A) Gordon Jupp | vs | Derek Cox | | German win | Derek did an effective up front defence and I didn't get my act together...lost 2 chuchills and a Ram to Panzerfausts, another Chuchill to the Jagdpanther and lost virtually every CC to some rather hot dice! Good scenario though :) |
2016-08-08 | (A) Paolo Cariolato | vs | Ken Young | | German win | |
2016-07-29 | (D) Paul Works | vs | Doug Kirk | | Canadian win | 2016 St. Louis ASL Tournament; round two. |
2016-07-29 | (A) nathan wegener | vs | Larry Zoet | | German win | Hit all mines lost churchie and a ram and 4 squad dies broke. Badger got whacked by a mortar round. Another churchie recalled by sniper. Still made it close. StL2016 |
2016-07-29 | (A) Dave Mareske | vs | Dave Ginnard | | German win | |
2016-06-30 | (D) David Yllanes | vs | Jeff F | | German win | |
2016-04-23 | (A) patrick palma | vs | Miguel Molina | | Canadian win | |
2016-01-24 | (A) Michael Focht | vs | Ken Knott | | Canadian win | |