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Ponyri SaP1-SaP11

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We intend to play the 11 Ponyri senarios SaP1-SaP11, as a Scenario-Campaign. Most scenario victories wins the CG.

Edited by CTABKA

  • Author

SaP1 Expelled! 

https://www.aslscenarioarchive.com/scenario.php?id=67120

I play the Russ. vs J Sahlin, Germ.

Roar G7-R1 could aswell be G8-R0 after going over the scenario design, seems very pro-German. Have tried to balance it and updated it with some Leaflet House Rules, before playing it for the first time.

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Edited by CTABKA

  • Author

Germ victory, despite the updates.

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Edited by CTABKA

  • Author

SaP1 EXPELLED! Updated version

Update the VCs with the following:

VICTORY CONDITIONS: Provided the Germans Control all wooden building/rubble hexes within 10 hexes of U67, the Germans win at game end by having more unbroken Infantry VP (A26.211) in/adjacent to building U67 than the Russians. Vehicle crews on-foot are worth 0 VP. Neither AFVs nor Vehicle crews can gain Control of Terrain.

  • Decrease 8.5 Turns to 7.5 Turns.

  • Delete from the German OB: three 4-6-7 squads, an 8-0 Ldr, one of each SW: HMG, MMG, LMG, ATR, Lt MTR, DC. Replace the 8 German “?” counters with an 8-1 Pz Ldr.

Replace the SPECIAL RULES: section with the following:

1. See SaP SSR. EC are Moderate with no wind at start. A truck may not enter a new hex without passengers.

2. The Russians receive one module of 70+mm OBA (HE/Smoke) with Plentiful Ammunition (6B/2R), a Leader with the Radio may set up HIP.

3. The Germans receive one module of 100+mm OBA (HE/Smoke) with Plentiful Ammunition (9B/3R), the first draw is automatically a black chit, directed by an Offboard Observer at level 3 in a west-edge hex recorded secretly at setup.

4. After German setup on-/off-board, a single 100+mm OBA attack is resolved. The German player place an AR in any hex of his choice, and is now considered to be in a Pre-Registered hex. Accuracy/Direction/Extent-of-Error is rolled for, no LOS/Battery-Access is required. If a Smoke Fire Mission is chosen, the Smoke is neither flipped nor removed in the German Turn 1 PFPh. If a HE Fire Mission is selected, the FFE:1 is removed, before play begins (i.e., before a Wind Change DR is made).

5. Contrary to B28.9, units never take any type of TC, unless the TC DR may also result in something else other than triggering a Booby Trap attack.

6. When attempting Battery Access for an OBA Module, if the second permanently-removable red chit is drawn and less than two black chits have been permanently removed from the Draw Pile, return that red chit to the Draw Pile instead. Your OBA actions for this battery are done for this Player Turn (i.e., the second red chit can only be removed from the Draw Pile if at least two black chits have been permanently removed from the Draw Pile for that OBA Module). An Original Contact/Maintenance DR of 12 does not cause the breakdown of the Radio.

7. At the end of each of the following four phases: PFPh, MPh, DFPh, and AFPh, each Light MTR’s Area Acquisition counter is removed from play. Each time a Light MTR hits a hex, the player has the option to consider that hit to be a miss instead.

Edited by CTABKA

  • Author

Switched side I play the Germ. vs J Sahlin, Russ.

Russian Victory, hold onto the last Wooden Rubble location, the Germans needed to roll DR 5 or less to win in the last CC phase. The Germans won the battle as they trashed the Russians but lost the scenario.

German set back three AFVs Recalled due to Disabled Guns. The fourth StuH 42 that was the key to ensure Victory, was stunned by the Russian sniper, that had killed the German 10-2 leader the previous turn.

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Edited by CTABKA

  • Author

SaP2 Pomeranian Fury

https://www.aslscenarioarchive.com/scenario.php?id=67121

Roar G9-R4 could as well be G10-R3, the Russ Vict is not a true victory (See AAR ASL-ARCHIVE). After going over the scenario design, seems very pro-German. Have tried to balance it and updated its VCs and with some Leaflet House Rules, before playing it for the first time.

Of the 11 scenarios, one of them, SaP 2 have been given the layout-of-two-pages (heard someone calling it the “death kiss”). Scissors, glue, two A4 color copies and 30 minutes, crude fast work, all the updates are added: VCs, Germ OB, SSRs.

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Edited by CTABKA

  • Author

SaP2 POMERANIAN FURY Updated version

Update the VCs with the following:

VICTORY CONDITIONS: The Germans win at game end by amassing > 5 VP. Building AA29 is worth 2 VP, buildings U34, U37, U40 are worth 1 VP each if German-Controlled. Each of these four buildings is also worth 1 VP if unoccupied by any Good Order Russian unit. Vehicle crews cannot gain Control of buildings and considered broken at game end.

  • Delete from the German At Start OB, three 4-6-7 squads.

Replace the SPECIAL RULES: section with the following:

1. See SaP SSR. EC are Moderate with no wind at start.

2. Prior to setup the Russians may spend < 50 points on the Russian Fortifications/”?” table.

3. All German AFVs have Schuerzen (D11.2) [EXC: Marder III(t)H].

4. Contrary to B28.9, units never take any type of TC, unless the TC DR may also result in something else other than triggering a Booby Trap attack.

5. At the end of each of the following four phases: PFPh, MPh, DFPh, and AFPh, each Light MTR’s Area Acquisition counter is removed from play. Each time a Light MTR hits a hex, the player has the option to consider that hit to be a miss instead.

  • Author

SaP2 Pomeranian Fury

J Sahlin Germ. Vict vs M Falk Russ. outclassed the Russ. with better DRs. Played on until Russ path to Vict was closed. Over on Turn 6 of 7.

Hard to draw a good conclusion about this play. Either it is balanced or the Russ needs more help.

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Edited by CTABKA

On 8/24/2025 at 6:29 AM, CTABKA said:

SaP2 POMERANIAN FURY Updated version

Update the VCs with the following:

VICTORY CONDITIONS: The Germans win at game end by amassing > 5 VP. Building AA29 is worth 2 VP, buildings U34, U37, U40 are worth 1 VP each if German-Controlled. Each of these four buildings is also worth 1 VP if unoccupied by any Good Order Russian unit. Vehicle crews cannot gain Control of buildings and considered broken at game end.

  • Delete from the German At Start OB, three 4-6-7 squads.

Replace the SPECIAL RULES: section with the following:

1. See SaP SSR. EC are Moderate with no wind at start.

2. Prior to setup the Russians may spend < 50 points on the Russian Fortifications/”?” table.

3. All German AFVs have Schuerzen (D11.2) [EXC: Marder III(t)H].

4. Contrary to B28.9, units never take any type of TC, unless the TC DR may also result in something else other than triggering a Booby Trap attack.

5. At the end of each of the following four phases: PFPh, MPh, DFPh, and AFPh, each Light MTR’s Area Acquisition counter is removed from play. Each time a Light MTR hits a hex, the player has the option to consider that hit to be a miss instead.

Riktig hund - ta bort tre 467😄

  • 4 weeks later...
  • Author

SaP2 Pomeranian Fury

J Sahlin Russ. Vict vs M Falk Germ. 

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Edited by CTABKA

  • 3 months later...
  • Author

SaP3 FOR THE FATHERLAND Updated version

I played the Russ. vs J Sahlin, Germ.

Ended in a Russian Vict.

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Edited by CTABKA

  • 3 weeks later...
On 1/6/2026 at 1:17 PM, CTABKA said:

SaP3 FOR THE FATHERLAND Updated version

Updated: Deleted two Russian 447 squads, Russian 127 crews is considered broken at Game End, etc . before playing it for the first time (more info later). Ended in a Russian Vict.

"More info later", vore kul nu så här en månad innan ASO. D

  • Author

Spelat även som Ryss två gånger mot Peyre med två borttagna 447 squads etc, vann igen första gången.

Spelade om igen direkt efter och Peyre tyckte vi skulle spela med tre st 447 squads deleted, denna gång höll tysken på att vinna, men jag vann tredje gången som ryss. Vill du kan jag Whats App:a min utstuderade ryska set up, och lite kortfattat hur mid-/end-game taktiskt ska utföras.

Ska spela mot Johan som tysk snart, vet att det kommer bli tufft som tysk, trots balanserna, tror man bör ha ett visst tillvägagångssätt för att ha en vettig chans.

På ASL Archive är balansen Germ 16-18 Ryss (G16-R21 om jag skulle rapportera in våra spelningar) tror mig veta varför det är så jämnt.

Edited by CTABKA

  • 4 weeks later...
  • Author

SaP3 FOR THE FATHERLAND Updated version

VICTORY CONDITIONS: The Germans win at game end if there are no Good Order Russian MMC within 2 hexes of W50. Vehicle crews are considered broken at game end.

  • Delete from the Russ OB, three 4-4-7 squads.

  • Add a 9-2 Pz Ldr to the group of two StuH 42.

1. See SaP SSR. Weather is Overcast. EC are Moderate with no wind at start.

2. Prior to setup, make six Random Location DRs (E.3) based on hex W42, with the white dr halved (FRU). If a selected hex contains a building/Rail-Car, place a rubble counter of the appropriate type at ground level and roll for Falling Rubble normally. Otherwise, place a Burnt-Out-Wreck. Re-roll duplicates until six hexes have been selected.

3. The Russians have Level A Booby Trap capability (instead of Level C). Contrary to B28.9, units never take any type of TC, unless the TC DR may also result in something else other than triggering a Booby Trap attack.

4. The four T-70 AFV are Radioless (D14.) and may not set up in buildings. The two StuH 42 have unlimited HEAT ammo.

5. At the end of each of the following four phases: PFPh, MPh, DFPh, and AFPh, each Light MTR’s Area Acquisition counter is removed from play. Each time a Light MTR hits a hex, the player has the option to consider that hit to be a miss instead.

6. The Basic TK# for the FT is 6 at one hex (or same hex) and 4 at two hex range. Modifications of the Basic TK# (C7.2) apply. Ignore the rule change C7.344 FT TK, in Journal 16.

Edited by CTABKA

  • Author

SaP3 FOR THE FATHERLAND Updated version

I played the Germ. vs J Sahlin, Russ.

Ended in a Russ Vict.

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  • Author

Spelade som Ryss mot Svante, med hårdare balanser än förut: ta bort 3x 447 squads och 6 min faktorer, nu vann Tysken. Men det var på håret, Tyska sniper sköt ned ryska sniper två steg, bröt två squads, tyska eldkastare sköt 7 gånger i scenariot X:ade den aldrig.

Sista tyska rusnibgen, AT Gun behöver bara pinna tysk elit squad som CX:ar fram, boxar AT gun, tyska squad går in i CC, sista pin ryska squad behövde slå DR 5 eller lägre för att vinna. Upplåst i meele, tysk seger, tågstationen och vattentornet föll till slut, som det gjorde historiskt.

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Edited by CTABKA

  • Author

SaP4 FOR THE MOTHERLAND Updated version

Errata: The Icon of the Stug IIIG is not correct. Replace the following from SSR 2, "/Storage-Yard" with "/rubble". Official Errata: Replace in the German OB the 2-6 LMGs with 3-8 LMGs.

https://www.aslscenarioarchive.com/scenario.php?id=67123

I played Germ. vs J Sahlin, Russ. Russ Vict.

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Edited by CTABKA

  • Author

SaP4 FOR THE MOTHERLAND Updated version

I played Russ vs J Sahlin, Germ, Russ Vict.

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