Under Murderous Fire
For my first match I played "Under Murderous Fire" from VotG against Rob Schoenen. I had the Russians, and thought I might try to surprise Rob with a little sewer movement. I sent two squads and the 7-0 underground in turn two, planning to come up in the cellar of the building just east of the Milchaus on turn four, and really give the Germans a headache.
Naturally, they got lost at the start of turn three. Rob moved them right back where they started. I was able to get them out of the sewer in the APh, and called it quits on that idea. I couldn't afford to risk having them out of the game entirely.
My main thrust up the southern side made some progress, but ran into a brick wall just before the Milchaus. Rob had mined the southern approached and (obviously) used one of his Fortified locations there.
Meanwhile my smaller feint on the north side made good progress. Fire from the Russian HMG helped three squads take apart the token German resistance there. Finally, with the last rush in the top of the final turn, I was able to take a 7th vp location. This forced the game to the bottom of the turn for the German counterattack.
When one of my vp holding squads was broken by snake eyes on a shot from the German HMG, the game was all but over. He would be forced to rout, and the Germans would advance in to take the location back for the win.
Top-notch scenario. Would play either side.
Easy Day at Volupai
Later, I got to play Andy "Cholm" Hershey who made the long trip from Virginia for the event. We played FT141, Easy Day at Volupai. This is a PTO scenario set on New Britain. Andy's Marines would basically have to annihilate my defending Japanese. This is your basic bug-hunt scenario.
I HIPped my .50-cal/9-1 in some bamboo and set up a forward line of concealed units, trying to slow the Marine advance. Andy moved forward methodically searching for the concealed Japanese units.
As the advance moved on my .50cal popped up and fired, then advanced behind the bamboo into a waiting foxhole, setting up a reverse slope position.
In the end however, Andy's USMC just had too much firepower and wore the Japanese down before finally breaking the half squad I needed with a large Fire Group in the Advancing Fire phase of the final turn.
It's a fun enough little PTO scenario that plays pretty quickly, but the bug-hunt nature of it plus the tilted early ROAR results (7-1 pro-American) means I would likely not play it again.
It's a little heartbreaking to lose two close ones, but the good beer and hoagies help to ease my pain.