This is September 4 1939, Poland. The Poles rushed the Maczek brigade to plug gaps in the defense. The Germans win this scenario by taking 12 buildings in 5.5 turns.
Here are some of the AFVs involved by the way (from the wonderful site – Tanks Encyclopedia) :
The Ejw(b) is armed with a 47* (TK8) and a FP6 CMG. AF2/1.
The Edw(b) has twin turrets (6×2*), each with a wz.30 7.92 MG which can be fired independently of each other. AF 2/1.
The TKS is armed with a FP2 BMG and the TKS(L) with a 20L (TK6). AF 1/0.
The Pz IIA was the main battle tank in Poland, spotting a 20L (TK 6 IFE 4) and a FP5 CMG. AF 1/1.
The Pz IB has a FP6 CMG that does 2 TK DRs per hit. AF 1/1.
The PSW 222 is an OT armored car with 33MP. It has a 20L (TK 6 IFE 4) and a FP6 CMG. AF 1/1.
I finally get to play one of the most oft played ASL classic, the first scenario in Beyond Valor: 1 Fighting Withdrawal. I see almost 600 games reported on ROAR!
I got the Finns and my new-ish opponent got the Russians and the balance – ie the Russians do NOT suffer from ammo shortage. The Finns need to exit more VPs than the Russians in 7 turns!
This is one of the more popular Friendly Fire scenarios. It’s Poland, September 1939 and the Poles launched an offensive against a German flank. The Poles win if 6 or more German squads equivalents are eliminated or captured. Each wooden building containing => 1 Polish squad equivalent equates to a German squad eliminated.
I am finally doing DTO!! Unfortunately for me, my first DTO scenario is also a Night scenario, something that I am not very well versed with. Then again hey : I have a GREAT opponent, so the best time is definitely now.
This scenario is an ASL classic. The Germans win by scoring 20 CVPs more than the Brits and by controlling the both Hillock summit. There’s a bombardment before the German turn but it really didn’t do much!
NVR’s 3, the Germans crept in…
This scenario is played on part of the Red Barricades map. SAN starts at 4 for the Germans and 5 for the Russians and increases to 5 & 7 respectively on Turn 2 and 6 & 8 on Turn 4. The Russians are given the chance to open the attack but German reinforcements will come in on Turn 3 (of 5).
They largely compete for the buildings, trenches, rubble, bridge & storage .. but every sniper kill counts as well.
In this scenario, the Russians win if they control the GPU prison (see the cluster of German concealment counters around KK35) and/or Block 31 (marked on the Map) in 5 turns. Historically Block 31 was notorious for being sniper infested, so any Sniper that situates in Block 31 Pins on a dr of 2 AND 3.
In this scenario, the US Paras win if they exited 1 or more squad equivalent and more Leader out hex Q10, which is where the road exits in the middle of the map. Any German exits increase the exit requirements for the US.