Post by armchair general on Apr 18, 2017 19:45:42 GMT
[Thuddeus chimed in...]
I played this twice today. I played the Russians against 2 different opponents. Our first match ended with the Finns winning. They had roughly twice as many points as the Russians after turn 7. The total was in the 15 to 30 point range. As the Russian, I felt that the game was a moral victory because the Finns were left with 2 mgs at range while the Russians held sole control of their deployment zone.
In the second game, the Russians completely routed the Finns. After the first turn advantage for the Finns, the Russians gave better than they got. The Granadiers destroyed the Finnish infantry in bloody had to hand combat which negated the cover roll advantage of the Finns.
This battle was fast and fun. I expected to be slaughtered by the Finns, but luck or balance won out and the Reds won the day.
Post by armchair general on Apr 18, 2017 19:44:46 GMT
[General Hoth enjoyed the scenario also!]
Hello Snips.
I finaly got a chance to play your scenario tonight and i must say it was great fun even i find it a little one sided!
The soviets were completely overwhelmed by the finns' assault on their camp.
The finns set up their mgs so that they could have a clear view on the soviets in the open. even if the soviets won initiative there was little they could do to save these soldiers. Luckily the finns' mgs rolls werent that great.
The finns then sent their M31s forward followed by regular infantry.
There was a long struggle in and around the woods on the south east corner of baker 2 but the finns helped by their superior ability to fight in woods destroyed most of the soviet force.
A fun scenario and a great way to introduce players to the game. Not to mention to use the finnish troops. Cool
PS: the soviet AT rifles did manage some great shots even killing a finnish infantry in the open.
Post by armchair general on Apr 18, 2017 19:43:19 GMT
1) 7 Turns
2) Just kill the enemy. Who ever has the most points at the end of the 7 turns. It was an amush, not really an attack with an objective for the Finns.
3) The lakes are frozen and can be moved across like open terrain. I will clarify that.
4)Any Finnish infantry, SMG, & officer. No on the MG team. They traveled light and fast and were tough as nails. Their officers were tough too.
5)It was a historical placement piece. The Russians had them for Anti Tank role and the Finns kept frustrating them with better tactic and terrain advantage. It does have an infantry attack value so it is not useless.
Post by armchair general on Apr 18, 2017 19:42:54 GMT
[NOTE: This was my reply on July 15]
Snips:
Sharpe and I gave this one a try on Sunday. I rather enjoyed it; finally had some opportunistic die rolling and managed to beat Sharpe. I can count on 1 hand the number of times I've managed to do that in 3 years or so!
We had some questions that we were hoping you could clear up:
(1) How many turns is the scenario designed to last?
(2) How do you win? Is there an objective or Victory Points?
(3) We both agreed that all water hexes would be treated as clear hexes, representing the fact that they are frozen over in the Finnish winter. What do you think? Is that what you intended?
(4) When you mentioned "Finnish Infantry" getting the Ski Troops SA, +1 on cover rolls in the Forest, and Hand-to-Hand 9, did you mean the infantry AND the Finnish SMGs? (We assumed these special rules did NOT apply to the 2 MGs and the Officer)
(5) We were wondering what purpose the 2 PTRD-41s served. I imagine they're included for historical accuracy. Did/have you considered replacing them with something else (although, being the Finns, I didn't mind them being in the scenario at all!)?
Thanks for answering our questions.....We hope you find them helpful! Keep up the good work!!
Post by armchair general on Apr 18, 2017 19:40:32 GMT
[NOTE: This was originally posted by Snippersley on the Forumini on June 21, 2009.]
Battle at Suomussalmi
December 29th, 1939
Lt. Lars Konkari led his 21 man ski platoon against the cut off 80 man group of the Red Army's 163rd Rifle Division camped near Suomussalmi. Cut off, hungry and ill equipped to handle the record cold winter, the Soviets huddled around camp fires near the roadway after days of battling in chest deep snow. The light and fast Finnish troops, who were well rested and fed launched a suprise attack on the unsuspecting Russians. This was inspired by the article in Armchair General, March 2009.
7 Turns - Winner determined by points
Maps: 2" Hex Maps -
Baker 2 above Able 2
CZ Logos in bottom right (SE) corner
Town on Baker 2 is the NW corner.
64th Finish Rifle Regiment
Finnish Officer X1
Finnish Infantry X5
Finnish MG X2
Finnish Ski Troops X4
Soviet 163rd Rifle Division
Commisar X1
Soviet Grenadier X3
Mosin Nagant X5
Degtyarev DP27 X3
PTRD-41 X2
PPSh SMG X1
Maxim MG X2
Deployment:
Soviets deploy in the Northeast corner in a 4X4 area counting only full hexes from the North and East edges of the map. To the west of the deployment zone was the frozen Lake Kianta.
Finnish Infantry deploys anywhere on Able 2.
Special Rules:
Soviet Troops cannot move during the movement or assault phases until they are attacked.
In the movement phase, Finnish Ski Troops can move up to two hexes over open snow terrain. This does not apply to machine gun teams.
In a forest hex, all Finnish infantry get at +1 on cover rolls
Finnish troops (except MG teams) gain hand to hand combat of 9. They were experienced hunters and carried their puukko hunting knives.
Frozen Lakes: The lakes were frozen and are treated like clear terrain.
A simple, light and fun game. Hope you enjoy. I have not play tested this yet...so feedback is welcome until I can play it out with our group.
Post by armchair general on Apr 12, 2017 20:07:29 GMT
Bound for Budapest
[NOTE: This is yet another scenario created by Sharpe. As always, feedback is welcome!! Enjoy!]
18 September 1939
Situation:
The Polish High Command ordered all forces to flee the country once it became apparent that the Western Allies were not going to honor their commitments. Instructors from the Polish Armored Training Center took every vehicle that would run and headed for the Hungarian border, hoping to avoid the Germans. As far as that wish went, they were successful. Thanks to Avalanche Press for permission to adapt their scenarios for AAM.
Polish Forces:
1x 7tp 3x Det Inf2x TKS
1x R353x Pol Mau
2x 7dp 1x 37mm
4x Tru1x Pol Off
USSR Forces:
23rd Light Tank Brigade
6x PPSh 2x BT-7
2x BT-5 1x Truck
1x 2 pdr 1x Commissar
Map Placement:
Place Map 7 with the number in the upper left corner.
Place Map 5 below it with the number in the upper left corner. The wide side of Map 7 is north.
Deployment:
Russian forces set up first, three hexes from the south edge of Map 5.
The Polish forces enter the north edge of Map 7 in their Movement Phase of turn 1.
The Polish player has initiative on turn 1.
Victory Conditions:
The Polish player wins if either two AFVs exit the south end of the map on the road by the end of turn 6 or if he controls the road. The AFVs must enter the last full road hex and then expend one Movement Point or use the Road Bonus to exit the map.
If the Polish player fails to exit two AFVs by the end of his Assault Phase of turn 6, halt the game and proceed immediately to the Caualty Phase. If no undisrupted Russian units are adjacent to any road hex after the Casualty Phase, the Polish player wins.
Special Rules:
1. Replace the Polish Officer’s really stupid SA with THESE BULLETS WON’T BE WORTH ANYTHING TOMORROW: Adjacent Polish soldiers get the SA SUPPRESSIVE FIRE.
2. At the end of any Russian Movement or Assault Phase, the two BT-7s may only be a maximum of two hexes apart; similarly, the two BT-5s may only be a maximum of two hexes apart.
3. PPSh units have CLOSE ASSAULT 5.
Notes: This battle ended in a complete annihilation of the Poles. I’ve tried to balance it a little.
Post by armchair general on Apr 11, 2017 20:01:21 GMT
Near Lwow 1939
[NOTE: This is another scenario created by Sharpe. I want to say that we did play this scenario once and that the Germans won, but I'm not 100% certain. The maps that Sharpe mentions are the ORIGINAL AAM maps that you can find here: link. The scenario was created after the "Early War" set was released, so it shouldn't need a lot of tinkering...at least for now. As Sharpe says below, all feedback IS welcome!]
This scenario has not been playtested. All feedback is welcome.
Battle of Tomaszow Lubelski
18 September 1939
Situation:
Army Krakow allocated its remaining fuel to Poland’s only true armored unit in an attempt to break out of the German encirclement. If the tanks could capture the small town of Tomaszow Lubelski, many Polish soldiers might escape to fight the Nazis in another country’s uniform. Thanks to Avalanche Press for permission to adapt their scenarios for AAM.
Polish Forces:
Warsaw Armored Mechanized Brigade
2x 7tp 4x TKS
2x Vickers (UK) 8x Pol Mau
1x 82mm (USSR) 1x 37mm
7x Truck 2x Pol Off
German Forces:
4th Light Division
5x Mauser 1x Sandbagged MG
2x Pz I 2x Pz II
2x PaK 36 1x Truck
Map Placement:
Place Map Dog-1 in the upper left with the name in the upper left corner.
Place Map Charlie-1 in the upper right with the name in the lower right corner.
Place Map Able-1 in the lower right with the name in the upper left corner.
Place Map Baker-1 in the lower right with the name in the upper left corner.
The Able/Baker side is north.
The two interior hexes (adjacent to the map edge and surrounded by other town hexes) of the town on Dog-1 are clear terrain.
Deployment:
German forces set up first, five hexes from the south edge.
The Polish forces enter the north edge of in their Movement Phase of turn 1.
The Polish player has initiative on turn 1.
Victory Conditions:
The Polish player wins if there are no undisrupted German units in the four town hexes on Dog-1 at the end of turn 8.
To learn more about the battle, there are many sources of course. One of the most recent is an article in the Feb-Mar 2017 issue of World At War.
Post by armchair general on Apr 6, 2017 19:59:01 GMT
Originally posted by "Easy Eight" 03-11-2006 in the old AH forums
[note by Neural Dream: This is part of the forumini project of recovering the most popular scenarios and campaigns from the old forums to an active forum instead of letting them die in an archive. I haven't asked all authors' permission for re-posting their brilliant work, since many have now left the community and cannot be contacted.]
Saving Private Ryan: Ambushing the Halftrack
Elements of the 101st Airborne
“Screaming Eagle” Paratrooper 9
Bazooka 4
Total 13
Rangers
“Red Devil Captain” 7
BAR gunner 4
M1 Garand Riflemen 4
Total 15
Objective- Destroy all German forces
German forces
2 Panzer grenadiers (SS or Regular) 10
Mauser Kar 98 3
SD KFZ 251 14
Total 27
Objective Destroy all American forces
Use Map “Dog 2”
German Forces set up anywhere on the Road with the hills at the edge of the map and all hexes adjacent to it.
101st Airborne sets up anywhere in the forest Hexes.
Rangers Deploy anywhere in the forest with no 101st Airborne troops in it.
Special Rules
Hold Position- American Forces can’t move during the Assault phase.
Hold your fire- American forces cannot attack until any German forces are adjacent to them.
Paratroopers- The “Screaming Eagle” paratrooper gets placed as if it were a normal unit during this game.
Post by armchair general on Apr 6, 2017 19:45:52 GMT
Panzer Commander asked general Hoth a question:
You state that if the Japanese disrupt or damage a Stuart during a close assault, he "can" capture the Stuart. I'm not sure if I understand what you mean by "can". Are you saying it is automatic, if the Japanese player elects to capture it? Or did you mean to include a rule for a dice roll to determine whether the Stuart is captured (again, assuming that is the result the Japanese player wants)? Thanks!
general Hoth's response
yes you can! (lol)
no dice roll needed you might also just want it damaged to destroy it next turn.
historically, the japenese captured a few of the stuarts to bolster their defenses.
Post by armchair general on Apr 5, 2017 10:22:25 GMT
[NOTE: This scenario was originally created by general Hoth, one of the best, if not THE best scenario creator on the old Forumini. I humbly post it here for you to enjoy. I'll post some pics from the original post after work today!]
South of Yenangyaung, Burma, 18th April 1942.
Finding it impossible to protect the oil fields at Yenangyuang, General Slim orders their destruction and prepares a fall back towards better positions. However, the Japanese, with their 215th regiment, are already planning to block that retreat and succeed in cutting in half the British troops. Nevertheless, Slim gets the approval to get the support of the Chinese 38th division to help him out. Supported by C squadron equipped with Stuarts, the Chinese move out to open the way for the retreating British troops...
Map: F1
The half map featuring F1 is North, the Japanese set up area. The Japanese can set up anywhere on this half but not on hexes shared with the other half.
Replace the hill hexes on the British/Chinese half with forest hexes. All jungle hexes are considered forest hexes.
note the marsh hexes are in play, so are the half hexes on the edges of the map.
the last road hex on the Japanese side is a city hex representing the approaches to the bridge that the allies are looking for.
Special Rules:
stacking is 3 units per side per hex, only one vehicle .
a bunker can hold up to two units.
capturing a British tank:
-during a Japanese close assault against a British vehicle, if the result is disrupted or damaged the Japanese player can capture the vehicle. if it is damaged, the damaged token stays. if it is destroyed, well... the tank is destroyed!
The Line up:
Japanese 215th regiment:
bunker x2
tank traps x2 can be set up anywhere on the map.
imperial sergeant x2
type 92 MG x2
47 mm AT gun x2
arisaka x8
jungle spotter x2
sniper
70 mm type 92 x2
type 97 AT rifle x2
type 89 mortar
reinforcements enter on turn 3 through the town hex:
Type 87 armored car
Japanese bicycle troop x4
38th Chinese division and elements C squadron, set up up to 2 hexes in from the edge of their map (south):
kuomingtang officer x2
kuomingtang riflemen x8
kuomingtang MG x2
inspiring lieutnant
gurkha riflemen x2
forward observer
3 inch mortar
universal carrier x2
M3 Stuart x3
victory conditions:
at the end of turn 8 if the allies manage to get three units off the map through the city hex they win, they have managed to capture the approaches to the bridge to help the British retreat.
Sudden death: if the Japanese manage to capture/ destroy all 3 Stuarts its a Japanese victory! General Slim can't retreat...
sources: Phillipe Naud, attaque en Birmanie, ASL scenario VV 88, Vae Victis.
Hi there! My collection is incomplete too. I stopped collecting, but continue playing with third party models. Great game.
Let me know if there's anything specific you're looking for. Ticat1, same thing! I still have some minis that I would be up for trading. Some of them are still in their plastic packaging.