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Re: ISO :2nd edition rules in binder

 

开云体育

Hello Chuck. I think I have a copy. I will check when I get home. Unused, 2002 binder version.

I’ll be home in a few few hours and get back to you then.

-Dennis

On Jun 17, 2024, at 5:30?AM, Chuck Tewksbury <chuck.tewksbury@...> wrote:

?
a friend of mine is looking to get the ASLRB in the binder; anyone out there have a new or like new copy they'd be willing to part with?

--


ISO :2nd edition rules in binder

 

a friend of mine is looking to get the ASLRB in the binder; anyone out there have a new or like new copy they'd be willing to part with?

--


Re: 2 Free Dispatches for playtest help & Dispatch #58 update

 

Hi Rob, great to hear from you and Thanks for the reply.

See attached, both pdf files for the scenarios and VASL files for each in case you need them.

I just need a report back on either/both by the beginning of August. I'll add a couple issues onto your subscription when I get a report back.

Thanks so much for your help and continued interest and support for Dispatches, it is very much appreciated.

Have a nice Summer and roll low, Vic.?EmojiEmoji



On Wednesday, June 5, 2024 at 10:03:03 AM EDT, Rob Arrieta <robarrieta@...> wrote:


Happy to playtest.



Sent from my Verizon, Samsung Galaxy smartphone


-------- Original message --------
From: "aslbunker@... via groups.io" <ASLBunker@...>
Date: 6/5/24 9:45 AM (GMT-05:00)
To: "yasl_groups.io" <[email protected]>
Cc: Tom Morin new <tmorin2454@...>
Subject: [yasl] 2 Free Dispatches for playtest help & Dispatch #58 update

Hi Guys, just a quick update on Dispatches from the Bunker, we area working on new Issue #58, with 4 more action packed scenarios, including a Recon Meeting engagement in the ETO, a Marine assault on the Coconut Grove on Saipan, a dual attack/counterattack in the DTO amongst Australians and Italians and finally, a large German assault on a hill on the 2nd day of Barbarossa. Carl Norgueira will have another segment on the Desert Rules in ASL and we'll look at the regional tourney scene. I'll be sending the pdf out when done in late September.

I am looking for playtesters for the first 2 scenarios, if you do playtest either or both and get a report back to me by early August, you get 2 Issues of Dispatches for Free. Please reply if interested at my e-mail?aslbunker@...

If you do not subscribe to Dispatches and want to get on-board, it is $20 for a 4 issue Subscription ($18 for a re-subscription) and $75 for the WORKs (A sub plus all 56 back issues). We have 57 issues published and all 56 pdf back issues along with current Issue #57 are available. The WORKs get you 60 issues all together, with around 200 scenarios, 2 HASLs [Guadalcanal and Rees, Germany] and many articles on all aspects of ASL play. If you have any other questions, simply e-mail me directly at?aslbunker@...

If you want to purchase send via PayPal to:? PinkFloydFan1954@...

Thanks for your interest and continued support, it is much appreciated.?

I hope to hear from some playtest volunteers soon and have a nice Summer Season!

Roll Low! Your ASL Comrade, Vic.?


Re: 2 Free Dispatches for playtest help & Dispatch #58 update

 

开云体育

Happy to playtest.



Sent from my Verizon, Samsung Galaxy smartphone


-------- Original message --------
From: "aslbunker@... via groups.io" <ASLBunker@...>
Date: 6/5/24 9:45 AM (GMT-05:00)
To: "yasl_groups.io" <[email protected]>
Cc: Tom Morin new <tmorin2454@...>
Subject: [yasl] 2 Free Dispatches for playtest help & Dispatch #58 update

Hi Guys, just a quick update on Dispatches from the Bunker, we area working on new Issue #58, with 4 more action packed scenarios, including a Recon Meeting engagement in the ETO, a Marine assault on the Coconut Grove on Saipan, a dual attack/counterattack in the DTO amongst Australians and Italians and finally, a large German assault on a hill on the 2nd day of Barbarossa. Carl Norgueira will have another segment on the Desert Rules in ASL and we'll look at the regional tourney scene. I'll be sending the pdf out when done in late September.

I am looking for playtesters for the first 2 scenarios, if you do playtest either or both and get a report back to me by early August, you get 2 Issues of Dispatches for Free. Please reply if interested at my e-mail?aslbunker@...

If you do not subscribe to Dispatches and want to get on-board, it is $20 for a 4 issue Subscription ($18 for a re-subscription) and $75 for the WORKs (A sub plus all 56 back issues). We have 57 issues published and all 56 pdf back issues along with current Issue #57 are available. The WORKs get you 60 issues all together, with around 200 scenarios, 2 HASLs [Guadalcanal and Rees, Germany] and many articles on all aspects of ASL play. If you have any other questions, simply e-mail me directly at?aslbunker@...

If you want to purchase send via PayPal to:? PinkFloydFan1954@...

Thanks for your interest and continued support, it is much appreciated.?

I hope to hear from some playtest volunteers soon and have a nice Summer Season!

Roll Low! Your ASL Comrade, Vic.?


2 Free Dispatches for playtest help & Dispatch #58 update

 

Hi Guys, just a quick update on Dispatches from the Bunker, we area working on new Issue #58, with 4 more action packed scenarios, including a Recon Meeting engagement in the ETO, a Marine assault on the Coconut Grove on Saipan, a dual attack/counterattack in the DTO amongst Australians and Italians and finally, a large German assault on a hill on the 2nd day of Barbarossa. Carl Norgueira will have another segment on the Desert Rules in ASL and we'll look at the regional tourney scene. I'll be sending the pdf out when done in late September.

I am looking for playtesters for the first 2 scenarios, if you do playtest either or both and get a report back to me by early August, you get 2 Issues of Dispatches for Free. Please reply if interested at my e-mail?aslbunker@...

If you do not subscribe to Dispatches and want to get on-board, it is $20 for a 4 issue Subscription ($18 for a re-subscription) and $75 for the WORKs (A sub plus all 56 back issues). We have 57 issues published and all 56 pdf back issues along with current Issue #57 are available. The WORKs get you 60 issues all together, with around 200 scenarios, 2 HASLs [Guadalcanal and Rees, Germany] and many articles on all aspects of ASL play. If you have any other questions, simply e-mail me directly at?aslbunker@...

If you want to purchase send via PayPal to:? PinkFloydFan1954@...

Thanks for your interest and continued support, it is much appreciated.?

I hope to hear from some playtest volunteers soon and have a nice Summer Season!

Roll Low! Your ASL Comrade, Vic.?


Re: BFP Bitterest Day

 

For those who ordered through me, I will have the packs today.? Game Garage is open on Saturday and also on Sunday this weekend if you'd like to stop by and pick yours up!

-Chuck

On Tue, Apr 30, 2024 at 10:02?AM Chuck Tewksbury via <chuck.tewksbury=[email protected]> wrote:

Hi folks - Bounding Fire is putting out a new module on Okinawa called "The Bitterest Day";

It's currently on pre-order for $71 from BFP.? I can offer it to you at $66 with local pick up.? Should be arriving in the next month or so, so if you'd like a copy, please reach out to me directly!

Thanks!

--




Re: ASL 305 No Brothers, No Friends - an AAR

 

It sure sounds like some tough decisions need to be made, mainly by the Russians on how to proceed. The German will be fine with them fighting each other, a little might be for tactical advantage here and there but both Russians need to keep their focus on how to win and keep the pressure on the German and/or the other Russian if he seems to be in better position. Determining who and what you are fighting each turn make this a big unknown for me, if we do it here at my place I'll set up the Germans and hope for the best. Great looking design and you can tell all the hard work that went into making it so. Tomorrow I finish St Killians Bloody Sword from TotR with Steve Johns. Roll low!?EmojiEmoji


On Wednesday, May 22, 2024 at 11:53:56 AM EDT, Steven Pleva <stevenpleva@...> wrote:


There needs to be some friction between the Russian players, but you need to keep it minimal to moderate. If too much, they lose. If too little, then one of the Russians will have a cake walk. The Germans have to defend such that the score is close. Can't stuff one Russian and let the other through...

Steve

?

-----Original Message-----
From: <[email protected]>
Sent: May 22, 2024 11:11 AM
To: <[email protected]>
Subject: Re: [yasl] ASL 305 No Brothers, No Friends - an AAR

?

Mike Allexenberg, Jim Povey and I played this and came to a similar conclusion although we played it all out. The early Russian fratricide caused problems. They need to cooperate until the last turn to get someone other than Germans into the Bahnhof, and keep the German reinforcement points to a minimum (i.e. organize your CC attacks). Both Jim and I got our forces in but couldn't hold due to murderous German firepower. With 4 pages of scenario cards, it's hard to grok until you have played it. Really fun scenario though, highly recommended.?

On Wed, May 22, 2024, 3:50 PM aslbunker@... via <ASLBunker=[email protected]> wrote:
?
Hi Chuck, Tom is trying to rope me into a VASL game of this or if he comes up here this Summer, we could do it ftf with Steve Johns. The Russians could easily destroy the SS IF they just cooperate with each other but that is often not the case from what I have heard, Stalin sucks, pitting his own troops against each other!
?
If we ever do play it I'll see if we can get a similar AAR on yasl. See you on the 1st with the games you guys need, can't wait to play Tom's scenario, Vic.
?
?
On Wednesday, May 22, 2024 at 04:17:36 AM EDT, Chuck Tewksbury <chuck.tewksbury@...> wrote:
?
?

No Brothers, No Friends? - ASL 305 - an AAR

?

Included with the release of Twilight of the Reich (TotR) is a plethora of new boards and overlays that depict massive rail yards and factories.? The scenario No Brothers, No Friends (NBNF) is set in such a place, utilizing the.new board 16a and the RY2, RC12, RC6 and X35 overlays, in Berlin on 28 April 1945.? A mixed German SS force is defending against a two-pronged assault from two opponents, opponents that, while they have a common enemy, are not exactly “friends” with one another.

?

The rubble creation rolls pre-game saw much of the large rail yard in the center top of the map fall to a smoking heap of twisted metal and stone.? Additionally, several of the victory hex buildings were similarly damaged.

?

I played the German defenders and set my force up to screen my left and right flanks, a small SS force in the center round house and the strongest SS troops in the rear preparing to defend the large building.? I also had a “mobile” response group of two squads mounted on half-tracks to react to the initial assault from my two opponents.? I also had a 20mm AA gun that setup emplaced in the rear and I purchased the 81mm MTR and setup a HIP spotter to hopefully take some pot shots and place smoke to disrupt the massive fire power of both opponents.? Note that the ELR of the German force was a measly 1, which meant almost any morale check failure would result in reduced quality troops and/or disruption.

?

The first opponent, 1st Ukrainian Front (UF), setup with a stack of men in one of his forward buildings with tank support just outside.? The second opponent, 1st Belorussian Front (BF) setup across as wide a front as he was allowed.? It’s important to note that in this scenario, setup is simultaneous and that it is possible for the UF and BF to overlap initially.? If they do end up in the same locations they’re immediately placed in Hand to Hand Melee!? In our case, the UF avoided such overlap.

?

Each force is also given Weapon and Fortification Purchase Points (WFP) to gain additional at-start units and fortifications. ?

?

<pic1> setup

18490BDB-B945-43B9-ABFF-7592E4E58E52_1_105_c.jpeg

?

?

Three-player scenarios offer some unique qualities.? There are three, full “player” turns, thus there are three Rally Phases and Close Combat Phases during each game turn. ?

?

The Defensive Fire Phases are also tripled up but the order of each is staggered.? For example during the UF player turn, the BF get the first chance at both Defensive First Fire and shoot first in the Defensive Fire Phase. ?

?

While the Scenario Special Rules (SSR) in this game are lengthy, this one in particular is key:

- This scenario also has a table for each player to purchase variable reinforcements for the first three turns.? Additionally, there is a scenario special rule (SSR) that grants the German additional reinforcement points if their two opponents do not engage in Close Combat WITH ONE ANOTHER each player turn.

?

The last “pre-game” thing to note is of course, the victory conditions.? Players earn points for controlling key buildings, earning CC Casualty Victory Points (CVP) and destroying enemy AFVs.

?

Turn 1

The UF had the first player turn and opened up with some Prep Fire against the BF.? He maneuvered some of his troops in the debris fields and along the right side of the map.? The buildings on that side would provide a jump-off point for the later game into the rail yard.? One of his T-34s got a little close to a willing German conscript who found a panzerfaust and dispatched the tank in a blaze of fire and glory.

?

The BF decided to engage the UF as well, since (in his words) “they started it!”;? The BF also cleared out the screening force my Germans had setup (apropos) in the cemetery on the left.? That BF 9-2 leader was going to be a headache for sure!

?

My Germans started to fall back in as orderly a manner as possible on the right, utilizing the cover of those stone row houses.? The SS units guarding the roundhouse had been given orders to hold and they did so through turn 1.? The BF engaged one of them in CC but only a melee resulted.? The mobile reserve units went left and right to establish some sort of back fill.? My initial reinforcements all went to the left. My biggest fear was the BF doing an “end-around” with their armor and putting pressure on that flank.

?

<pic end of turn1>

7FBF091D-A42D-473D-B39F-4989573BB76E_1_105_c.jpeg

?

?

Turn 2

The UF continued the advance on the right, making good progress.? They also pushed further against the BF forces in the bottom center of the map.? Eager to engage the BF in CC and deny the Germans additional reinforcements, they attempted to get into positions to advance, however, the BF defensive fire from an HMG pushed them back.

?

The BF started to advance on the left and attempted to clear the round house of SS.? Advancing into CC against an SS 447 and Hero.? Instead both sides rolled high creating HtH melee.? (Important to note that hand to hand CC MUST be declared whenever possible!)

?

The Germans utilized its MTR to Smoke the 9-2 killer stack, neutralizing them for a little while.? Meanwhile, bolstered by the additional reinforcements? started to fill in the big rail yard and the adjacent ancillary buildings.? The MKVI Tiger also arrived and moved to take up a guarding position on the left flank.? The end of the German saw the BF with 3 dead squads and a leader (the BF needed an 8 and rolled a 10).? The Round House was secure for now!

?

<pics end of turn 2>

76BFB466-F18C-400B-AA68-9694CDD6E940_1_105_c.jpeg

?

?

Turn 3

The UF continued to advance running into a German roadblock, a T-34 couldn’t load its main gun (malfunctioned) and was stuck.? Meanwhile the tank support against the BF in the bottom center bogged and then immobilized but the “brothers” were finally able to break out the bayonets and get up close and personal.

?

After breaking for dinner we discussed the status of the games.? Both the UF and BF had misread the VCs a little bit.? The big miss was that anyone force solely occupying the large rail yard factory with unbroken units would automatically win, regardless of the score otherwise.? With only 2 move phases remaining both Russians conceded.

?

<end game pic>

18EA1978-D401-4988-9A77-9CAFBAEE65D7_1_105_c.jpeg

?

?

In closing, this scenario is tough.? The Russian forces MUST advance, they ultimately only have 5 move phases to get to the auto victory building.? With the UFs ability to “stripe” and leadership of the BF, setting up proper rout paths and rally points are the order of the day.? While they have to have some “fratricide”, the table talk on that topic can be open and honest as the Germans really can’t do anything about whatever they agree to!? The rubble generation process will make the battlefield unique EVERY time you play this scenario.? This scenario will definitely get to my table again!

?

?

?
--

?


Re: ASL 305 No Brothers, No Friends - an AAR

 

Nice Charlie, I came to pretty much the same conclusion, The Russians have to cooperate until the last turn then may the best side win. It sure looks like fun and is on my dance card eventually, Vic.


On Wednesday, May 22, 2024 at 11:11:51 AM EDT, Charlie Hamilton <hamiltoncharliew@...> wrote:


Mike Allexenberg, Jim Povey and I played this and came to a similar conclusion although we played it all out. The early Russian fratricide caused problems. They need to cooperate until the last turn to get someone other than Germans into the Bahnhof, and keep the German reinforcement points to a minimum (i.e. organize your CC attacks). Both Jim and I got our forces in but couldn't hold due to murderous German firepower. With 4 pages of scenario cards, it's hard to grok until you have played it. Really fun scenario though, highly recommended.?


On Wed, May 22, 2024, 3:50 PM aslbunker@... via <ASLBunker=[email protected]> wrote:
Hi Chuck, Tom is trying to rope me into a VASL game of this or if he comes up here this Summer, we could do it ftf with Steve Johns. The Russians could easily destroy the SS IF they just cooperate with each other but that is often not the case from what I have heard, Stalin sucks, pitting his own troops against each other!

If we ever do play it I'll see if we can get a similar AAR on yasl. See you on the 1st with the games you guys need, can't wait to play Tom's scenario, Vic.


On Wednesday, May 22, 2024 at 04:17:36 AM EDT, Chuck Tewksbury <chuck.tewksbury@...> wrote:


No Brothers, No Friends? - ASL 305 - an AAR


Included with the release of Twilight of the Reich (TotR) is a plethora of new boards and overlays that depict massive rail yards and factories.? The scenario No Brothers, No Friends (NBNF) is set in such a place, utilizing the.new board 16a and the RY2, RC12, RC6 and X35 overlays, in Berlin on 28 April 1945.? A mixed German SS force is defending against a two-pronged assault from two opponents, opponents that, while they have a common enemy, are not exactly “friends” with one another.


The rubble creation rolls pre-game saw much of the large rail yard in the center top of the map fall to a smoking heap of twisted metal and stone.? Additionally, several of the victory hex buildings were similarly damaged.


I played the German defenders and set my force up to screen my left and right flanks, a small SS force in the center round house and the strongest SS troops in the rear preparing to defend the large building.? I also had a “mobile” response group of two squads mounted on half-tracks to react to the initial assault from my two opponents.? I also had a 20mm AA gun that setup emplaced in the rear and I purchased the 81mm MTR and setup a HIP spotter to hopefully take some pot shots and place smoke to disrupt the massive fire power of both opponents.? Note that the ELR of the German force was a measly 1, which meant almost any morale check failure would result in reduced quality troops and/or disruption.


The first opponent, 1st Ukrainian Front (UF), setup with a stack of men in one of his forward buildings with tank support just outside.? The second opponent, 1st Belorussian Front (BF) setup across as wide a front as he was allowed.? It’s important to note that in this scenario, setup is simultaneous and that it is possible for the UF and BF to overlap initially.? If they do end up in the same locations they’re immediately placed in Hand to Hand Melee!? In our case, the UF avoided such overlap.


Each force is also given Weapon and Fortification Purchase Points (WFP) to gain additional at-start units and fortifications. ?


<pic1> setup

18490BDB-B945-43B9-ABFF-7592E4E58E52_1_105_c.jpeg



Three-player scenarios offer some unique qualities.? There are three, full “player” turns, thus there are three Rally Phases and Close Combat Phases during each game turn. ?


The Defensive Fire Phases are also tripled up but the order of each is staggered.? For example during the UF player turn, the BF get the first chance at both Defensive First Fire and shoot first in the Defensive Fire Phase. ?


While the Scenario Special Rules (SSR) in this game are lengthy, this one in particular is key:

- This scenario also has a table for each player to purchase variable reinforcements for the first three turns.? Additionally, there is a scenario special rule (SSR) that grants the German additional reinforcement points if their two opponents do not engage in Close Combat WITH ONE ANOTHER each player turn.


The last “pre-game” thing to note is of course, the victory conditions.? Players earn points for controlling key buildings, earning CC Casualty Victory Points (CVP) and destroying enemy AFVs.


Turn 1

The UF had the first player turn and opened up with some Prep Fire against the BF.? He maneuvered some of his troops in the debris fields and along the right side of the map.? The buildings on that side would provide a jump-off point for the later game into the rail yard.? One of his T-34s got a little close to a willing German conscript who found a panzerfaust and dispatched the tank in a blaze of fire and glory.


The BF decided to engage the UF as well, since (in his words) “they started it!”;? The BF also cleared out the screening force my Germans had setup (apropos) in the cemetery on the left.? That BF 9-2 leader was going to be a headache for sure!


My Germans started to fall back in as orderly a manner as possible on the right, utilizing the cover of those stone row houses.? The SS units guarding the roundhouse had been given orders to hold and they did so through turn 1.? The BF engaged one of them in CC but only a melee resulted.? The mobile reserve units went left and right to establish some sort of back fill.? My initial reinforcements all went to the left. My biggest fear was the BF doing an “end-around” with their armor and putting pressure on that flank.


<pic end of turn1>

7FBF091D-A42D-473D-B39F-4989573BB76E_1_105_c.jpeg



Turn 2

The UF continued the advance on the right, making good progress.? They also pushed further against the BF forces in the bottom center of the map.? Eager to engage the BF in CC and deny the Germans additional reinforcements, they attempted to get into positions to advance, however, the BF defensive fire from an HMG pushed them back.


The BF started to advance on the left and attempted to clear the round house of SS.? Advancing into CC against an SS 447 and Hero.? Instead both sides rolled high creating HtH melee.? (Important to note that hand to hand CC MUST be declared whenever possible!)


The Germans utilized its MTR to Smoke the 9-2 killer stack, neutralizing them for a little while.? Meanwhile, bolstered by the additional reinforcements? started to fill in the big rail yard and the adjacent ancillary buildings.? The MKVI Tiger also arrived and moved to take up a guarding position on the left flank.? The end of the German saw the BF with 3 dead squads and a leader (the BF needed an 8 and rolled a 10).? The Round House was secure for now!


<pics end of turn 2>

76BFB466-F18C-400B-AA68-9694CDD6E940_1_105_c.jpeg



Turn 3

The UF continued to advance running into a German roadblock, a T-34 couldn’t load its main gun (malfunctioned) and was stuck.? Meanwhile the tank support against the BF in the bottom center bogged and then immobilized but the “brothers” were finally able to break out the bayonets and get up close and personal.


After breaking for dinner we discussed the status of the games.? Both the UF and BF had misread the VCs a little bit.? The big miss was that anyone force solely occupying the large rail yard factory with unbroken units would automatically win, regardless of the score otherwise.? With only 2 move phases remaining both Russians conceded.


<end game pic>

18EA1978-D401-4988-9A77-9CAFBAEE65D7_1_105_c.jpeg



In closing, this scenario is tough.? The Russian forces MUST advance, they ultimately only have 5 move phases to get to the auto victory building.? With the UFs ability to “stripe” and leadership of the BF, setting up proper rout paths and rally points are the order of the day.? While they have to have some “fratricide”, the table talk on that topic can be open and honest as the Germans really can’t do anything about whatever they agree to!? The rubble generation process will make the battlefield unique EVERY time you play this scenario.? This scenario will definitely get to my table again!




--


Re: ASL 305 No Brothers, No Friends - an AAR

 

There needs to be some friction between the Russian players, but you need to keep it minimal to moderate. If too much, they lose. If too little, then one of the Russians will have a cake walk. The Germans have to defend such that the score is close. Can't stuff one Russian and let the other through...

Steve

?

-----Original Message-----
From: <[email protected]>
Sent: May 22, 2024 11:11 AM
To: <[email protected]>
Subject: Re: [yasl] ASL 305 No Brothers, No Friends - an AAR

?

Mike Allexenberg, Jim Povey and I played this and came to a similar conclusion although we played it all out. The early Russian fratricide caused problems. They need to cooperate until the last turn to get someone other than Germans into the Bahnhof, and keep the German reinforcement points to a minimum (i.e. organize your CC attacks). Both Jim and I got our forces in but couldn't hold due to murderous German firepower. With 4 pages of scenario cards, it's hard to grok until you have played it. Really fun scenario though, highly recommended.?

On Wed, May 22, 2024, 3:50 PM aslbunker@... via <ASLBunker=[email protected]> wrote:
?
Hi Chuck, Tom is trying to rope me into a VASL game of this or if he comes up here this Summer, we could do it ftf with Steve Johns. The Russians could easily destroy the SS IF they just cooperate with each other but that is often not the case from what I have heard, Stalin sucks, pitting his own troops against each other!
?
If we ever do play it I'll see if we can get a similar AAR on yasl. See you on the 1st with the games you guys need, can't wait to play Tom's scenario, Vic.
?
?
On Wednesday, May 22, 2024 at 04:17:36 AM EDT, Chuck Tewksbury <chuck.tewksbury@...> wrote:
?
?

No Brothers, No Friends? - ASL 305 - an AAR

?

Included with the release of Twilight of the Reich (TotR) is a plethora of new boards and overlays that depict massive rail yards and factories.? The scenario No Brothers, No Friends (NBNF) is set in such a place, utilizing the.new board 16a and the RY2, RC12, RC6 and X35 overlays, in Berlin on 28 April 1945.? A mixed German SS force is defending against a two-pronged assault from two opponents, opponents that, while they have a common enemy, are not exactly “friends” with one another.

?

The rubble creation rolls pre-game saw much of the large rail yard in the center top of the map fall to a smoking heap of twisted metal and stone.? Additionally, several of the victory hex buildings were similarly damaged.

?

I played the German defenders and set my force up to screen my left and right flanks, a small SS force in the center round house and the strongest SS troops in the rear preparing to defend the large building.? I also had a “mobile” response group of two squads mounted on half-tracks to react to the initial assault from my two opponents.? I also had a 20mm AA gun that setup emplaced in the rear and I purchased the 81mm MTR and setup a HIP spotter to hopefully take some pot shots and place smoke to disrupt the massive fire power of both opponents.? Note that the ELR of the German force was a measly 1, which meant almost any morale check failure would result in reduced quality troops and/or disruption.

?

The first opponent, 1st Ukrainian Front (UF), setup with a stack of men in one of his forward buildings with tank support just outside.? The second opponent, 1st Belorussian Front (BF) setup across as wide a front as he was allowed.? It’s important to note that in this scenario, setup is simultaneous and that it is possible for the UF and BF to overlap initially.? If they do end up in the same locations they’re immediately placed in Hand to Hand Melee!? In our case, the UF avoided such overlap.

?

Each force is also given Weapon and Fortification Purchase Points (WFP) to gain additional at-start units and fortifications. ?

?

<pic1> setup

?

?

Three-player scenarios offer some unique qualities.? There are three, full “player” turns, thus there are three Rally Phases and Close Combat Phases during each game turn. ?

?

The Defensive Fire Phases are also tripled up but the order of each is staggered.? For example during the UF player turn, the BF get the first chance at both Defensive First Fire and shoot first in the Defensive Fire Phase. ?

?

While the Scenario Special Rules (SSR) in this game are lengthy, this one in particular is key:

- This scenario also has a table for each player to purchase variable reinforcements for the first three turns.? Additionally, there is a scenario special rule (SSR) that grants the German additional reinforcement points if their two opponents do not engage in Close Combat WITH ONE ANOTHER each player turn.

?

The last “pre-game” thing to note is of course, the victory conditions.? Players earn points for controlling key buildings, earning CC Casualty Victory Points (CVP) and destroying enemy AFVs.

?

Turn 1

The UF had the first player turn and opened up with some Prep Fire against the BF.? He maneuvered some of his troops in the debris fields and along the right side of the map.? The buildings on that side would provide a jump-off point for the later game into the rail yard.? One of his T-34s got a little close to a willing German conscript who found a panzerfaust and dispatched the tank in a blaze of fire and glory.

?

The BF decided to engage the UF as well, since (in his words) “they started it!”;? The BF also cleared out the screening force my Germans had setup (apropos) in the cemetery on the left.? That BF 9-2 leader was going to be a headache for sure!

?

My Germans started to fall back in as orderly a manner as possible on the right, utilizing the cover of those stone row houses.? The SS units guarding the roundhouse had been given orders to hold and they did so through turn 1.? The BF engaged one of them in CC but only a melee resulted.? The mobile reserve units went left and right to establish some sort of back fill.? My initial reinforcements all went to the left. My biggest fear was the BF doing an “end-around” with their armor and putting pressure on that flank.

?

<pic end of turn1>

?

?

Turn 2

The UF continued the advance on the right, making good progress.? They also pushed further against the BF forces in the bottom center of the map.? Eager to engage the BF in CC and deny the Germans additional reinforcements, they attempted to get into positions to advance, however, the BF defensive fire from an HMG pushed them back.

?

The BF started to advance on the left and attempted to clear the round house of SS.? Advancing into CC against an SS 447 and Hero.? Instead both sides rolled high creating HtH melee.? (Important to note that hand to hand CC MUST be declared whenever possible!)

?

The Germans utilized its MTR to Smoke the 9-2 killer stack, neutralizing them for a little while.? Meanwhile, bolstered by the additional reinforcements? started to fill in the big rail yard and the adjacent ancillary buildings.? The MKVI Tiger also arrived and moved to take up a guarding position on the left flank.? The end of the German saw the BF with 3 dead squads and a leader (the BF needed an 8 and rolled a 10).? The Round House was secure for now!

?

<pics end of turn 2>

?

?

Turn 3

The UF continued to advance running into a German roadblock, a T-34 couldn’t load its main gun (malfunctioned) and was stuck.? Meanwhile the tank support against the BF in the bottom center bogged and then immobilized but the “brothers” were finally able to break out the bayonets and get up close and personal.

?

After breaking for dinner we discussed the status of the games.? Both the UF and BF had misread the VCs a little bit.? The big miss was that anyone force solely occupying the large rail yard factory with unbroken units would automatically win, regardless of the score otherwise.? With only 2 move phases remaining both Russians conceded.

?

<end game pic>

?

?

In closing, this scenario is tough.? The Russian forces MUST advance, they ultimately only have 5 move phases to get to the auto victory building.? With the UFs ability to “stripe” and leadership of the BF, setting up proper rout paths and rally points are the order of the day.? While they have to have some “fratricide”, the table talk on that topic can be open and honest as the Germans really can’t do anything about whatever they agree to!? The rubble generation process will make the battlefield unique EVERY time you play this scenario.? This scenario will definitely get to my table again!

?

?

?
--

?


Re: ASL 305 No Brothers, No Friends - an AAR

 

Thanks for the playthrough and, commentery, guys! I enjoyed reading and, look forward to playing this myself!!


On Wed, May 22, 2024, 11:11 Charlie Hamilton via <hamiltoncharliew=[email protected]> wrote:
Mike Allexenberg, Jim Povey and I played this and came to a similar conclusion although we played it all out. The early Russian fratricide caused problems. They need to cooperate until the last turn to get someone other than Germans into the Bahnhof, and keep the German reinforcement points to a minimum (i.e. organize your CC attacks). Both Jim and I got our forces in but couldn't hold due to murderous German firepower. With 4 pages of scenario cards, it's hard to grok until you have played it. Really fun scenario though, highly recommended.?

On Wed, May 22, 2024, 3:50 PM aslbunker@... via <ASLBunker=[email protected]> wrote:
Hi Chuck, Tom is trying to rope me into a VASL game of this or if he comes up here this Summer, we could do it ftf with Steve Johns. The Russians could easily destroy the SS IF they just cooperate with each other but that is often not the case from what I have heard, Stalin sucks, pitting his own troops against each other!

If we ever do play it I'll see if we can get a similar AAR on yasl. See you on the 1st with the games you guys need, can't wait to play Tom's scenario, Vic.


On Wednesday, May 22, 2024 at 04:17:36 AM EDT, Chuck Tewksbury <chuck.tewksbury@...> wrote:


No Brothers, No Friends? - ASL 305 - an AAR


Included with the release of Twilight of the Reich (TotR) is a plethora of new boards and overlays that depict massive rail yards and factories.? The scenario No Brothers, No Friends (NBNF) is set in such a place, utilizing the.new board 16a and the RY2, RC12, RC6 and X35 overlays, in Berlin on 28 April 1945.? A mixed German SS force is defending against a two-pronged assault from two opponents, opponents that, while they have a common enemy, are not exactly “friends” with one another.


The rubble creation rolls pre-game saw much of the large rail yard in the center top of the map fall to a smoking heap of twisted metal and stone.? Additionally, several of the victory hex buildings were similarly damaged.


I played the German defenders and set my force up to screen my left and right flanks, a small SS force in the center round house and the strongest SS troops in the rear preparing to defend the large building.? I also had a “mobile” response group of two squads mounted on half-tracks to react to the initial assault from my two opponents.? I also had a 20mm AA gun that setup emplaced in the rear and I purchased the 81mm MTR and setup a HIP spotter to hopefully take some pot shots and place smoke to disrupt the massive fire power of both opponents.? Note that the ELR of the German force was a measly 1, which meant almost any morale check failure would result in reduced quality troops and/or disruption.


The first opponent, 1st Ukrainian Front (UF), setup with a stack of men in one of his forward buildings with tank support just outside.? The second opponent, 1st Belorussian Front (BF) setup across as wide a front as he was allowed.? It’s important to note that in this scenario, setup is simultaneous and that it is possible for the UF and BF to overlap initially.? If they do end up in the same locations they’re immediately placed in Hand to Hand Melee!? In our case, the UF avoided such overlap.


Each force is also given Weapon and Fortification Purchase Points (WFP) to gain additional at-start units and fortifications. ?


<pic1> setup

18490BDB-B945-43B9-ABFF-7592E4E58E52_1_105_c.jpeg



Three-player scenarios offer some unique qualities.? There are three, full “player” turns, thus there are three Rally Phases and Close Combat Phases during each game turn. ?


The Defensive Fire Phases are also tripled up but the order of each is staggered.? For example during the UF player turn, the BF get the first chance at both Defensive First Fire and shoot first in the Defensive Fire Phase. ?


While the Scenario Special Rules (SSR) in this game are lengthy, this one in particular is key:

- This scenario also has a table for each player to purchase variable reinforcements for the first three turns.? Additionally, there is a scenario special rule (SSR) that grants the German additional reinforcement points if their two opponents do not engage in Close Combat WITH ONE ANOTHER each player turn.


The last “pre-game” thing to note is of course, the victory conditions.? Players earn points for controlling key buildings, earning CC Casualty Victory Points (CVP) and destroying enemy AFVs.


Turn 1

The UF had the first player turn and opened up with some Prep Fire against the BF.? He maneuvered some of his troops in the debris fields and along the right side of the map.? The buildings on that side would provide a jump-off point for the later game into the rail yard.? One of his T-34s got a little close to a willing German conscript who found a panzerfaust and dispatched the tank in a blaze of fire and glory.


The BF decided to engage the UF as well, since (in his words) “they started it!”;? The BF also cleared out the screening force my Germans had setup (apropos) in the cemetery on the left.? That BF 9-2 leader was going to be a headache for sure!


My Germans started to fall back in as orderly a manner as possible on the right, utilizing the cover of those stone row houses.? The SS units guarding the roundhouse had been given orders to hold and they did so through turn 1.? The BF engaged one of them in CC but only a melee resulted.? The mobile reserve units went left and right to establish some sort of back fill.? My initial reinforcements all went to the left. My biggest fear was the BF doing an “end-around” with their armor and putting pressure on that flank.


<pic end of turn1>

7FBF091D-A42D-473D-B39F-4989573BB76E_1_105_c.jpeg



Turn 2

The UF continued the advance on the right, making good progress.? They also pushed further against the BF forces in the bottom center of the map.? Eager to engage the BF in CC and deny the Germans additional reinforcements, they attempted to get into positions to advance, however, the BF defensive fire from an HMG pushed them back.


The BF started to advance on the left and attempted to clear the round house of SS.? Advancing into CC against an SS 447 and Hero.? Instead both sides rolled high creating HtH melee.? (Important to note that hand to hand CC MUST be declared whenever possible!)


The Germans utilized its MTR to Smoke the 9-2 killer stack, neutralizing them for a little while.? Meanwhile, bolstered by the additional reinforcements? started to fill in the big rail yard and the adjacent ancillary buildings.? The MKVI Tiger also arrived and moved to take up a guarding position on the left flank.? The end of the German saw the BF with 3 dead squads and a leader (the BF needed an 8 and rolled a 10).? The Round House was secure for now!


<pics end of turn 2>

76BFB466-F18C-400B-AA68-9694CDD6E940_1_105_c.jpeg



Turn 3

The UF continued to advance running into a German roadblock, a T-34 couldn’t load its main gun (malfunctioned) and was stuck.? Meanwhile the tank support against the BF in the bottom center bogged and then immobilized but the “brothers” were finally able to break out the bayonets and get up close and personal.


After breaking for dinner we discussed the status of the games.? Both the UF and BF had misread the VCs a little bit.? The big miss was that anyone force solely occupying the large rail yard factory with unbroken units would automatically win, regardless of the score otherwise.? With only 2 move phases remaining both Russians conceded.


<end game pic>

18EA1978-D401-4988-9A77-9CAFBAEE65D7_1_105_c.jpeg



In closing, this scenario is tough.? The Russian forces MUST advance, they ultimately only have 5 move phases to get to the auto victory building.? With the UFs ability to “stripe” and leadership of the BF, setting up proper rout paths and rally points are the order of the day.? While they have to have some “fratricide”, the table talk on that topic can be open and honest as the Germans really can’t do anything about whatever they agree to!? The rubble generation process will make the battlefield unique EVERY time you play this scenario.? This scenario will definitely get to my table again!




--


Re: ASL 305 No Brothers, No Friends - an AAR

 

Mike Allexenberg, Jim Povey and I played this and came to a similar conclusion although we played it all out. The early Russian fratricide caused problems. They need to cooperate until the last turn to get someone other than Germans into the Bahnhof, and keep the German reinforcement points to a minimum (i.e. organize your CC attacks). Both Jim and I got our forces in but couldn't hold due to murderous German firepower. With 4 pages of scenario cards, it's hard to grok until you have played it. Really fun scenario though, highly recommended.?


On Wed, May 22, 2024, 3:50 PM aslbunker@... via <ASLBunker=[email protected]> wrote:
Hi Chuck, Tom is trying to rope me into a VASL game of this or if he comes up here this Summer, we could do it ftf with Steve Johns. The Russians could easily destroy the SS IF they just cooperate with each other but that is often not the case from what I have heard, Stalin sucks, pitting his own troops against each other!

If we ever do play it I'll see if we can get a similar AAR on yasl. See you on the 1st with the games you guys need, can't wait to play Tom's scenario, Vic.


On Wednesday, May 22, 2024 at 04:17:36 AM EDT, Chuck Tewksbury <chuck.tewksbury@...> wrote:


No Brothers, No Friends? - ASL 305 - an AAR


Included with the release of Twilight of the Reich (TotR) is a plethora of new boards and overlays that depict massive rail yards and factories.? The scenario No Brothers, No Friends (NBNF) is set in such a place, utilizing the.new board 16a and the RY2, RC12, RC6 and X35 overlays, in Berlin on 28 April 1945.? A mixed German SS force is defending against a two-pronged assault from two opponents, opponents that, while they have a common enemy, are not exactly “friends” with one another.


The rubble creation rolls pre-game saw much of the large rail yard in the center top of the map fall to a smoking heap of twisted metal and stone.? Additionally, several of the victory hex buildings were similarly damaged.


I played the German defenders and set my force up to screen my left and right flanks, a small SS force in the center round house and the strongest SS troops in the rear preparing to defend the large building.? I also had a “mobile” response group of two squads mounted on half-tracks to react to the initial assault from my two opponents.? I also had a 20mm AA gun that setup emplaced in the rear and I purchased the 81mm MTR and setup a HIP spotter to hopefully take some pot shots and place smoke to disrupt the massive fire power of both opponents.? Note that the ELR of the German force was a measly 1, which meant almost any morale check failure would result in reduced quality troops and/or disruption.


The first opponent, 1st Ukrainian Front (UF), setup with a stack of men in one of his forward buildings with tank support just outside.? The second opponent, 1st Belorussian Front (BF) setup across as wide a front as he was allowed.? It’s important to note that in this scenario, setup is simultaneous and that it is possible for the UF and BF to overlap initially.? If they do end up in the same locations they’re immediately placed in Hand to Hand Melee!? In our case, the UF avoided such overlap.


Each force is also given Weapon and Fortification Purchase Points (WFP) to gain additional at-start units and fortifications. ?


<pic1> setup



Three-player scenarios offer some unique qualities.? There are three, full “player” turns, thus there are three Rally Phases and Close Combat Phases during each game turn. ?


The Defensive Fire Phases are also tripled up but the order of each is staggered.? For example during the UF player turn, the BF get the first chance at both Defensive First Fire and shoot first in the Defensive Fire Phase. ?


While the Scenario Special Rules (SSR) in this game are lengthy, this one in particular is key:

- This scenario also has a table for each player to purchase variable reinforcements for the first three turns.? Additionally, there is a scenario special rule (SSR) that grants the German additional reinforcement points if their two opponents do not engage in Close Combat WITH ONE ANOTHER each player turn.


The last “pre-game” thing to note is of course, the victory conditions.? Players earn points for controlling key buildings, earning CC Casualty Victory Points (CVP) and destroying enemy AFVs.


Turn 1

The UF had the first player turn and opened up with some Prep Fire against the BF.? He maneuvered some of his troops in the debris fields and along the right side of the map.? The buildings on that side would provide a jump-off point for the later game into the rail yard.? One of his T-34s got a little close to a willing German conscript who found a panzerfaust and dispatched the tank in a blaze of fire and glory.


The BF decided to engage the UF as well, since (in his words) “they started it!”;? The BF also cleared out the screening force my Germans had setup (apropos) in the cemetery on the left.? That BF 9-2 leader was going to be a headache for sure!


My Germans started to fall back in as orderly a manner as possible on the right, utilizing the cover of those stone row houses.? The SS units guarding the roundhouse had been given orders to hold and they did so through turn 1.? The BF engaged one of them in CC but only a melee resulted.? The mobile reserve units went left and right to establish some sort of back fill.? My initial reinforcements all went to the left. My biggest fear was the BF doing an “end-around” with their armor and putting pressure on that flank.


<pic end of turn1>



Turn 2

The UF continued the advance on the right, making good progress.? They also pushed further against the BF forces in the bottom center of the map.? Eager to engage the BF in CC and deny the Germans additional reinforcements, they attempted to get into positions to advance, however, the BF defensive fire from an HMG pushed them back.


The BF started to advance on the left and attempted to clear the round house of SS.? Advancing into CC against an SS 447 and Hero.? Instead both sides rolled high creating HtH melee.? (Important to note that hand to hand CC MUST be declared whenever possible!)


The Germans utilized its MTR to Smoke the 9-2 killer stack, neutralizing them for a little while.? Meanwhile, bolstered by the additional reinforcements? started to fill in the big rail yard and the adjacent ancillary buildings.? The MKVI Tiger also arrived and moved to take up a guarding position on the left flank.? The end of the German saw the BF with 3 dead squads and a leader (the BF needed an 8 and rolled a 10).? The Round House was secure for now!


<pics end of turn 2>



Turn 3

The UF continued to advance running into a German roadblock, a T-34 couldn’t load its main gun (malfunctioned) and was stuck.? Meanwhile the tank support against the BF in the bottom center bogged and then immobilized but the “brothers” were finally able to break out the bayonets and get up close and personal.


After breaking for dinner we discussed the status of the games.? Both the UF and BF had misread the VCs a little bit.? The big miss was that anyone force solely occupying the large rail yard factory with unbroken units would automatically win, regardless of the score otherwise.? With only 2 move phases remaining both Russians conceded.


<end game pic>



In closing, this scenario is tough.? The Russian forces MUST advance, they ultimately only have 5 move phases to get to the auto victory building.? With the UFs ability to “stripe” and leadership of the BF, setting up proper rout paths and rally points are the order of the day.? While they have to have some “fratricide”, the table talk on that topic can be open and honest as the Germans really can’t do anything about whatever they agree to!? The rubble generation process will make the battlefield unique EVERY time you play this scenario.? This scenario will definitely get to my table again!




--


Game on Thursday

 

Anyone around during the day on Thursday?? I’m on vacation and would be happy to host for an asl scenario.? Any scenario any side! ? Let me know. ?

—Chuck T


Re: ASL 305 No Brothers, No Friends - an AAR

 

Hi Chuck, Tom is trying to rope me into a VASL game of this or if he comes up here this Summer, we could do it ftf with Steve Johns. The Russians could easily destroy the SS IF they just cooperate with each other but that is often not the case from what I have heard, Stalin sucks, pitting his own troops against each other!

If we ever do play it I'll see if we can get a similar AAR on yasl. See you on the 1st with the games you guys need, can't wait to play Tom's scenario, Vic.


On Wednesday, May 22, 2024 at 04:17:36 AM EDT, Chuck Tewksbury <chuck.tewksbury@...> wrote:


No Brothers, No Friends? - ASL 305 - an AAR


Included with the release of Twilight of the Reich (TotR) is a plethora of new boards and overlays that depict massive rail yards and factories.? The scenario No Brothers, No Friends (NBNF) is set in such a place, utilizing the.new board 16a and the RY2, RC12, RC6 and X35 overlays, in Berlin on 28 April 1945.? A mixed German SS force is defending against a two-pronged assault from two opponents, opponents that, while they have a common enemy, are not exactly “friends” with one another.


The rubble creation rolls pre-game saw much of the large rail yard in the center top of the map fall to a smoking heap of twisted metal and stone.? Additionally, several of the victory hex buildings were similarly damaged.


I played the German defenders and set my force up to screen my left and right flanks, a small SS force in the center round house and the strongest SS troops in the rear preparing to defend the large building.? I also had a “mobile” response group of two squads mounted on half-tracks to react to the initial assault from my two opponents.? I also had a 20mm AA gun that setup emplaced in the rear and I purchased the 81mm MTR and setup a HIP spotter to hopefully take some pot shots and place smoke to disrupt the massive fire power of both opponents.? Note that the ELR of the German force was a measly 1, which meant almost any morale check failure would result in reduced quality troops and/or disruption.


The first opponent, 1st Ukrainian Front (UF), setup with a stack of men in one of his forward buildings with tank support just outside.? The second opponent, 1st Belorussian Front (BF) setup across as wide a front as he was allowed.? It’s important to note that in this scenario, setup is simultaneous and that it is possible for the UF and BF to overlap initially.? If they do end up in the same locations they’re immediately placed in Hand to Hand Melee!? In our case, the UF avoided such overlap.


Each force is also given Weapon and Fortification Purchase Points (WFP) to gain additional at-start units and fortifications. ?


<pic1> setup

18490BDB-B945-43B9-ABFF-7592E4E58E52_1_105_c.jpeg



Three-player scenarios offer some unique qualities.? There are three, full “player” turns, thus there are three Rally Phases and Close Combat Phases during each game turn. ?


The Defensive Fire Phases are also tripled up but the order of each is staggered.? For example during the UF player turn, the BF get the first chance at both Defensive First Fire and shoot first in the Defensive Fire Phase. ?


While the Scenario Special Rules (SSR) in this game are lengthy, this one in particular is key:

- This scenario also has a table for each player to purchase variable reinforcements for the first three turns.? Additionally, there is a scenario special rule (SSR) that grants the German additional reinforcement points if their two opponents do not engage in Close Combat WITH ONE ANOTHER each player turn.


The last “pre-game” thing to note is of course, the victory conditions.? Players earn points for controlling key buildings, earning CC Casualty Victory Points (CVP) and destroying enemy AFVs.


Turn 1

The UF had the first player turn and opened up with some Prep Fire against the BF.? He maneuvered some of his troops in the debris fields and along the right side of the map.? The buildings on that side would provide a jump-off point for the later game into the rail yard.? One of his T-34s got a little close to a willing German conscript who found a panzerfaust and dispatched the tank in a blaze of fire and glory.


The BF decided to engage the UF as well, since (in his words) “they started it!”;? The BF also cleared out the screening force my Germans had setup (apropos) in the cemetery on the left.? That BF 9-2 leader was going to be a headache for sure!


My Germans started to fall back in as orderly a manner as possible on the right, utilizing the cover of those stone row houses.? The SS units guarding the roundhouse had been given orders to hold and they did so through turn 1.? The BF engaged one of them in CC but only a melee resulted.? The mobile reserve units went left and right to establish some sort of back fill.? My initial reinforcements all went to the left. My biggest fear was the BF doing an “end-around” with their armor and putting pressure on that flank.


<pic end of turn1>

7FBF091D-A42D-473D-B39F-4989573BB76E_1_105_c.jpeg



Turn 2

The UF continued the advance on the right, making good progress.? They also pushed further against the BF forces in the bottom center of the map.? Eager to engage the BF in CC and deny the Germans additional reinforcements, they attempted to get into positions to advance, however, the BF defensive fire from an HMG pushed them back.


The BF started to advance on the left and attempted to clear the round house of SS.? Advancing into CC against an SS 447 and Hero.? Instead both sides rolled high creating HtH melee.? (Important to note that hand to hand CC MUST be declared whenever possible!)


The Germans utilized its MTR to Smoke the 9-2 killer stack, neutralizing them for a little while.? Meanwhile, bolstered by the additional reinforcements? started to fill in the big rail yard and the adjacent ancillary buildings.? The MKVI Tiger also arrived and moved to take up a guarding position on the left flank.? The end of the German saw the BF with 3 dead squads and a leader (the BF needed an 8 and rolled a 10).? The Round House was secure for now!


<pics end of turn 2>

76BFB466-F18C-400B-AA68-9694CDD6E940_1_105_c.jpeg



Turn 3

The UF continued to advance running into a German roadblock, a T-34 couldn’t load its main gun (malfunctioned) and was stuck.? Meanwhile the tank support against the BF in the bottom center bogged and then immobilized but the “brothers” were finally able to break out the bayonets and get up close and personal.


After breaking for dinner we discussed the status of the games.? Both the UF and BF had misread the VCs a little bit.? The big miss was that anyone force solely occupying the large rail yard factory with unbroken units would automatically win, regardless of the score otherwise.? With only 2 move phases remaining both Russians conceded.


<end game pic>

18EA1978-D401-4988-9A77-9CAFBAEE65D7_1_105_c.jpeg



In closing, this scenario is tough.? The Russian forces MUST advance, they ultimately only have 5 move phases to get to the auto victory building.? With the UFs ability to “stripe” and leadership of the BF, setting up proper rout paths and rally points are the order of the day.? While they have to have some “fratricide”, the table talk on that topic can be open and honest as the Germans really can’t do anything about whatever they agree to!? The rubble generation process will make the battlefield unique EVERY time you play this scenario.? This scenario will definitely get to my table again!




--


ASL 305 No Brothers, No Friends - an AAR

 

No Brothers, No Friends? - ASL 305 - an AAR


Included with the release of Twilight of the Reich (TotR) is a plethora of new boards and overlays that depict massive rail yards and factories.? The scenario No Brothers, No Friends (NBNF) is set in such a place, utilizing the.new board 16a and the RY2, RC12, RC6 and X35 overlays, in Berlin on 28 April 1945.? A mixed German SS force is defending against a two-pronged assault from two opponents, opponents that, while they have a common enemy, are not exactly “friends” with one another.


The rubble creation rolls pre-game saw much of the large rail yard in the center top of the map fall to a smoking heap of twisted metal and stone.? Additionally, several of the victory hex buildings were similarly damaged.


I played the German defenders and set my force up to screen my left and right flanks, a small SS force in the center round house and the strongest SS troops in the rear preparing to defend the large building.? I also had a “mobile” response group of two squads mounted on half-tracks to react to the initial assault from my two opponents.? I also had a 20mm AA gun that setup emplaced in the rear and I purchased the 81mm MTR and setup a HIP spotter to hopefully take some pot shots and place smoke to disrupt the massive fire power of both opponents.? Note that the ELR of the German force was a measly 1, which meant almost any morale check failure would result in reduced quality troops and/or disruption.


The first opponent, 1st Ukrainian Front (UF), setup with a stack of men in one of his forward buildings with tank support just outside.? The second opponent, 1st Belorussian Front (BF) setup across as wide a front as he was allowed.? It’s important to note that in this scenario, setup is simultaneous and that it is possible for the UF and BF to overlap initially.? If they do end up in the same locations they’re immediately placed in Hand to Hand Melee!? In our case, the UF avoided such overlap.


Each force is also given Weapon and Fortification Purchase Points (WFP) to gain additional at-start units and fortifications. ?


<pic1> setup

18490BDB-B945-43B9-ABFF-7592E4E58E52_1_105_c.jpeg



Three-player scenarios offer some unique qualities.? There are three, full “player” turns, thus there are three Rally Phases and Close Combat Phases during each game turn. ?


The Defensive Fire Phases are also tripled up but the order of each is staggered.? For example during the UF player turn, the BF get the first chance at both Defensive First Fire and shoot first in the Defensive Fire Phase. ?


While the Scenario Special Rules (SSR) in this game are lengthy, this one in particular is key:

- This scenario also has a table for each player to purchase variable reinforcements for the first three turns.? Additionally, there is a scenario special rule (SSR) that grants the German additional reinforcement points if their two opponents do not engage in Close Combat WITH ONE ANOTHER each player turn.


The last “pre-game” thing to note is of course, the victory conditions.? Players earn points for controlling key buildings, earning CC Casualty Victory Points (CVP) and destroying enemy AFVs.


Turn 1

The UF had the first player turn and opened up with some Prep Fire against the BF.? He maneuvered some of his troops in the debris fields and along the right side of the map.? The buildings on that side would provide a jump-off point for the later game into the rail yard.? One of his T-34s got a little close to a willing German conscript who found a panzerfaust and dispatched the tank in a blaze of fire and glory.


The BF decided to engage the UF as well, since (in his words) “they started it!”;? The BF also cleared out the screening force my Germans had setup (apropos) in the cemetery on the left.? That BF 9-2 leader was going to be a headache for sure!


My Germans started to fall back in as orderly a manner as possible on the right, utilizing the cover of those stone row houses.? The SS units guarding the roundhouse had been given orders to hold and they did so through turn 1.? The BF engaged one of them in CC but only a melee resulted.? The mobile reserve units went left and right to establish some sort of back fill.? My initial reinforcements all went to the left. My biggest fear was the BF doing an “end-around” with their armor and putting pressure on that flank.


<pic end of turn1>

7FBF091D-A42D-473D-B39F-4989573BB76E_1_105_c.jpeg



Turn 2

The UF continued the advance on the right, making good progress.? They also pushed further against the BF forces in the bottom center of the map.? Eager to engage the BF in CC and deny the Germans additional reinforcements, they attempted to get into positions to advance, however, the BF defensive fire from an HMG pushed them back.


The BF started to advance on the left and attempted to clear the round house of SS.? Advancing into CC against an SS 447 and Hero.? Instead both sides rolled high creating HtH melee.? (Important to note that hand to hand CC MUST be declared whenever possible!)


The Germans utilized its MTR to Smoke the 9-2 killer stack, neutralizing them for a little while.? Meanwhile, bolstered by the additional reinforcements? started to fill in the big rail yard and the adjacent ancillary buildings.? The MKVI Tiger also arrived and moved to take up a guarding position on the left flank.? The end of the German saw the BF with 3 dead squads and a leader (the BF needed an 8 and rolled a 10).? The Round House was secure for now!


<pics end of turn 2>

76BFB466-F18C-400B-AA68-9694CDD6E940_1_105_c.jpeg



Turn 3

The UF continued to advance running into a German roadblock, a T-34 couldn’t load its main gun (malfunctioned) and was stuck.? Meanwhile the tank support against the BF in the bottom center bogged and then immobilized but the “brothers” were finally able to break out the bayonets and get up close and personal.


After breaking for dinner we discussed the status of the games.? Both the UF and BF had misread the VCs a little bit.? The big miss was that anyone force solely occupying the large rail yard factory with unbroken units would automatically win, regardless of the score otherwise.? With only 2 move phases remaining both Russians conceded.


<end game pic>

18EA1978-D401-4988-9A77-9CAFBAEE65D7_1_105_c.jpeg



In closing, this scenario is tough.? The Russian forces MUST advance, they ultimately only have 5 move phases to get to the auto victory building.? With the UFs ability to “stripe” and leadership of the BF, setting up proper rout paths and rally points are the order of the day.? While they have to have some “fratricide”, the table talk on that topic can be open and honest as the Germans really can’t do anything about whatever they agree to!? The rubble generation process will make the battlefield unique EVERY time you play this scenario.? This scenario will definitely get to my table again!




--


Re: BFP Bitterest Day

 

Last call for Bitterest Day is this Sunday May 5th. ? Please email if you’d like to get a copy on preorder. ??

—Chuck T


On Tue, Apr 30, 2024 at 10:02?AM Chuck Tewksbury via <chuck.tewksbury=[email protected]> wrote:

Hi folks - Bounding Fire is putting out a new module on Okinawa called "The Bitterest Day";

It's currently on pre-order for $71 from BFP.? I can offer it to you at $66 with local pick up.? Should be arriving in the next month or so, so if you'd like a copy, please reach out to me directly!

Thanks!


Re: BFP Bitterest Day

 

You're on the list Mark D!


On Tue, Apr 30, 2024 at 1:28?PM mhlrsym9@... via <mhlrsym9=[email protected]> wrote:
I'll take 2 copies please!

Mark D

From: [email protected] <[email protected]> on behalf of Chuck Tewksbury <chuck.tewksbury@...>
Sent: Tuesday, April 30, 2024 10:01 AM
To: [email protected] <[email protected]>
Subject: [yasl] BFP Bitterest Day
?
Hi folks - Bounding Fire is putting out a new module on Okinawa called "The Bitterest Day";

It's currently on pre-order for $71 from BFP.? I can offer it to you at $66 with local pick up.? Should be arriving in the next month or so, so if you'd like a copy, please reach out to me directly!

Thanks!

--




Re: BFP Bitterest Day

 

开云体育

I'll take 2 copies please!

Mark D


From: [email protected] <[email protected]> on behalf of Chuck Tewksbury <chuck.tewksbury@...>
Sent: Tuesday, April 30, 2024 10:01 AM
To: [email protected] <[email protected]>
Subject: [yasl] BFP Bitterest Day
?
Hi folks - Bounding Fire is putting out a new module on Okinawa called "The Bitterest Day";

It's currently on pre-order for $71 from BFP.? I can offer it to you at $66 with local pick up.? Should be arriving in the next month or so, so if you'd like a copy, please reach out to me directly!

Thanks!

--


Re: BFP Bitterest Day

 

You got it Rob!


On Tue, Apr 30, 2024 at 10:13?AM Rob Arrieta via <robarrieta=[email protected]> wrote:
Put me down for a copy!



Sent from my Verizon, Samsung Galaxy smartphone


-------- Original message --------
From: "Chuck Tewksbury via " <chuck.tewksbury=[email protected]>
Date: 4/30/24 10:02 AM (GMT-05:00)
Subject: [yasl] BFP Bitterest Day

Hi folks - Bounding Fire is putting out a new module on Okinawa called "The Bitterest Day";

It's currently on pre-order for $71 from BFP.? I can offer it to you at $66 with local pick up.? Should be arriving in the next month or so, so if you'd like a copy, please reach out to me directly!

Thanks!

--




Re: BFP Bitterest Day

 

开云体育

Put me down for a copy!



Sent from my Verizon, Samsung Galaxy smartphone


-------- Original message --------
From: "Chuck Tewksbury via groups.io" <chuck.tewksbury@...>
Date: 4/30/24 10:02 AM (GMT-05:00)
Subject: [yasl] BFP Bitterest Day

Hi folks - Bounding Fire is putting out a new module on Okinawa called "The Bitterest Day";

It's currently on pre-order for $71 from BFP.? I can offer it to you at $66 with local pick up.? Should be arriving in the next month or so, so if you'd like a copy, please reach out to me directly!

Thanks!

--


BFP Bitterest Day

 

Hi folks - Bounding Fire is putting out a new module on Okinawa called "The Bitterest Day";

It's currently on pre-order for $71 from BFP.? I can offer it to you at $66 with local pick up.? Should be arriving in the next month or so, so if you'd like a copy, please reach out to me directly!

Thanks!

--