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Capture Hill 35 WTO (id:#65749)
(29 Let's Go! - Behind the Beachhead and the Drive for St. Lo ID: 2)   [next]   [previous]
La Madeleine, France 1944-06-09 (36 others)
ABS-6: Steel Rain (Airborne Stand!)
ABS-7: Easy Company (Airborne Stand!)
ABS-8: Headlong Charge (Airborne Stand!)
ABS-9: Forming The Perimeter (Airborne Stand!)
ABS-10: Let Motey Punch (Airborne Stand!)
AA 6: Go! Go! Go! (All American I: Kellam's Bridge)
AA 7: Easy Over (All American I: Kellam's Bridge)
AA 8: Charge the Causeway (All American I: Kellam's Bridge)
AA 9: VII Corps Bridgehead (All American I: Kellam's Bridge)
AA 10: Go to Town (All American I: Kellam's Bridge)
AA 17: Millett's Men (All American II: Timmes' Orchard)
AA 26: Everybody's Dying (All American III: Shanley's Hill)
AA 27: Lifeline (All American III: Shanley's Hill)
AA 28: Access Denied (All American III: Shanley's Hill)
FT42: No Luck (Franc-Tireur # 8)
RPT23: The Bavent Recce (Rally Point # 3)
ASLSK B5: On to Montebourg - 1 (Ecausseville) (Battles Magazine #5)
GJ011: Tough Assignment (Grumble Jones)
GJ059: A Deadly Pasture (Grumble Jones)
KB II 6: Go! Go! Go! (All American I: Kellam’s Bridge (2nd Ed.))
KB II 7: Easy Over (All American I: Kellam’s Bridge (2nd Ed.))
KB II 8: Charge the Causeway (All American I: Kellam’s Bridge (2nd Ed.))
KB II 9: VII Corps Bridgehead (All American I: Kellam’s Bridge (2nd Ed.))
KB II 10: Go To Town (All American I: Kellam’s Bridge (2nd Ed.))
AP104: Linkup (ASL Action Pack #11 29 Let's Go!)
#1: The Good Sheperd (St. Lo: The Battles for Hill 192)
BtB A2: Hill 35 (Behind the Beachhead Tournament 2019)
BtB A3: Supply Dump (Behind the Beachhead Tournament 2019)
BtB B1: Across the Aure Valley (Behind the Beachhead Tournament 2019)
BtB B2: Half Its Mission (Behind the Beachhead Tournament 2019)
BtB C1: Going In Light (Behind the Beachhead Tournament 2019)
BtB C2: Weathering the Fire (Behind the Beachhead Tournament 2019)
AP133: Two the Hard Way (ASL Action Pack #14 Oktoberfest XXXIV)
Q18: Take The Crossroads (Quick 6 Scenario Pack III)
Q28: Going in Light (Quick 6 Scenario Pack V)
Q41: River Crossing Ruckus (Quick 6 Scenario Pack VII)
Designer: George Kelln
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanGerman
100%

Overview:

None.
Attacker: American (3rd Battalion, 175th Infantry Regiment)
Defender: German (Grenadier Regiment 914, 352 Infantry Division)  
8 turns
    Players: 2     OBA: American     Night: No
Unit Counts:
Squads: A:18.5 D:11.5
AFVs: A:0
AFVs: D:0
Guns: A:0
M2 60mm Mortar x 3
D:4
2cm FlaK 38 x 2
8cm GrW 34 x 2
5cm leGrW 36

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules:
Map Board(s):
55 84 Show/hide map dependencies
PublicationBoard
ASL Action Pack # 4 Normandy 194455
ASL Action Pack #14 Oktoberfest XXXIV84
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2022-12-12(A) Andy Goldin vs Stephen Worrel American winA close win for the Americans. Stephen's terrible MC DRs had something to do with it, as he rolled '12' at least four times. These rolls took two HSs off the board and reduced two full squads to HS, thereby helping clear the board for me. The Germans aren't especially strong in infantry, but it doesn't take much to hold up an attacker in the bocage.
Stephen chose a forward defense. My route of attack along the right side of the board resulted in me bypassing his AA guns but I ran into both of his mortars. Timely arrival of his reinforcements prevented my end run from reaching the hill unopposed but by that point I had inflicted enough casualties on the Germans that I was able to maneuver through gaps in his line to reach the hilltop. By the last turn I managed to position my entire force to get to the level 2 hexes and, significantly outnumbered, he conceded.
Like the other scenarios we have played from this pack, both sides have mediocre leadership and the Americans, in my opinion, don't have enough leaders either. American firepower is necessary but hard to bear on a target (especially the OBA). Once the attacker gets a breakthrough, you end up leaving the 5PP HMGs behind for the sake of time but if you do, you don't have them at the ready to breach the next line of bocage. OBA is tough to use because limited lines of sight restrict your ability to find defending Germans but it's necessary to get steel on target to affect a breach.
The Americans could use another turn or slightly fewer Germans to make it work, in my opinion.
View all or balance report
ActionDate
hoxson1 Modified the Attacker's Guns2024-09-27 22:26:58
hoxson1 Modified the Defender's Guns2024-09-27 22:26:58
hoxson1 Modified the unit counts2024-09-27 22:26:57
hoxson1 Modified the Defender's Guns2024-09-27 22:26:19
hoxson1 Modified the unit counts2024-09-27 22:26:04
FileDescriptionUserViews
(!usa-germ.png)Imagehoxson1666
Logfile1 (hill35_US1.vlog)VASL Game LogAgoldin814
LogFile2 (LC2-Hill35-US4-log.vlog)VASL Game LogAgoldin804
LogFile3 (LC2-Hill35-GE4-log.vlog)VASL Game LogAgoldin739
LogFile4 (LC2-Hil35-US6-start.vlog)VASL Game LogAgoldin720
(hill 35 map.jpg)Map Imagehoxson1234
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Statistics:
Avg Rating: 7.00Votes: 1
Views: 0
To-Play list count: 0
Estimated Play time: 6.7 hours
Recorded Games: 1
Archive recorded plays:
American1
German0
Drawn:0

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