Thursday, January 1, 2026

Grumble Jones January Scenario GJ156 Don't Miss Shifty



Here we are in 2026. Wow...doesn't feel different yet. Guess we'll see how it ages. For this new scenario year, I wanted to focus on making one board scenarios with no overlays. Already blew right past my resolution. Yep, first scenario out of the gate is a two boarder with 5 overlays. I hate overlays...I really do, but sometimes they are just plain necessary. Now my buddy Dan also doesn't like overlays and believes that with over 100 boards, they shouldn't be a necessity. I usually agree with that, but then I get an aerial view of a battlespace and no board matches it the way I want it to...and I mean no single board. Such was the case with this month's scenario. I needed the attacking force to be in the woods at board edge. Couldn't find that, so added 5 wood overlays. They give the Americans their start point and rout location if needed.





I was in a real scenario design funk in mid December as I tried to find my scenario groove for the January gig. About that time, I saw that a couple folks had played GJ149 This is the BBC. And one player was not happy with it and let it be known that it was a lopsided dog. That this happened doesn't surprise me. I had my own concerns about the scenario, so actually appreciated the comments as well as the recommendation for reworked victory conditions. So, I made those very changes and reloaded the scenario in the ASL Archive. It should have a few less fleas now.


For full transparency, it wasn't my first barking dog and it won't be my last...WOOF.

Battle Guide

Another YouTube channel that I really enjoy is Battle Guide. Many of you may already be familiar with it. I started watching it for WWI content and then began exploring his WW2 posts. He is very good and presents things in an informative and entertaining fashion. This month's scenario is based on his video of the assault on Foy by Easy Company, 506 PIR. Of course, we have all seen this action in the Band of Brothers series. I combined this presentation along with the Band of Brothers episode. They dovetail nicely. Battle Guide shows precisely where the MKIV was located after it was knocked out by a bazooka and of course the window where the German sniper was killed by Shifty Powers. 

SSGT Darrell Cecil “Shifty” Powers is from my part of the world. He was born in Dickenson County, Virginia, where my family were the first European Settlers. My relatives are still in Clintwood, VA today and it's hard not to run into a Mullins in Dickenson County. Shifty would pass away in Bristol, TN, the same hospital where my brother was born and I spent a long night after falling off a roof. It's a small world to be sure.

I imagine there have been a host of other Battle of Foy scenarios created over the years. It's a high profile engagement, so I will certainly not be the first to design a scenario around it. But nonetheless, I wanted to give it a go and see how it would turn out. 


Battle Guide only got one thing wrong from my vantage point. He describes the German force as belonging to the 9th Panzer Division. The 9th Panzer was present during the battle as it moved along with the 2nd Panzer Division. It also appears to have confronted the 101st during the siege of Bastogne. There are descriptions of two Tiger Tanks present in the Foy area during Easy Company's assault. The Band of Brothers Episode shows Speirs running right past a retreating Tiger. So my guess is that they were part of the 9th Panzer Division based on the attachment of sPzAbt 301, which possessed Tiger I's. 

That said, the details of the fighting indicate that a MKIV was engaged and destroyed by a bazooka round. The Tigers appear to have beaten a hasty retreat as the German infantry melted away. 


The map above (taken off the internet) shows the 26th Volksgrenadiers positioned in Foy. Other accounts also list the 26th as Easy Company's opponent in the fighting for Foy. My scenarios may bark from time to time, but I do try earnestly to get the history as right as possible.




As always, these monthly "Basement Quality" Scenarios are offered for fun only and as a thank you to the readers of this blog.


Remember to open pictures in a new window in order to maximize the size. 


All Grumble Jones scenarios are available from the ASL Archive website. 

               (Just search on Grumble Jones)

Wednesday, December 31, 2025

A 2025 Wrap up...


Every now and again a year comes along that you are more than happy to see it go away. 2020 was one of those and unfortunately 2025 was its uglier...angrier cousin. I knew in early November 2024 that 2025 would be a rough year...but it was far worse than my worst expectations...much worse. I try to stay apolitical on my blog as I have many readers and friends that have opposite views, beliefs and opinions from my own. And that should always be perfectly normal. American Democracy's greatest strength has always been our diversity of ideas. At any rate, this trainwreck of a year is on its last minutes. I am hopeful that 2026 will bring some light to the darkness.


Now for a brief recap of the year gone by. Like Pvt. John Reese...I have more angst than is healthy for the year gone by. I'll spare you the bulk of that!!



2025 was a pretty good year for ASL. I managed to attend two tournaments - both held in KC. I enjoyed them both and interestingly my only loss in each tournament was to Nathan Wegener. Hopefully, I'll get the chance to give him a more competitive game. I had the opportunity to play Nathan, Rob Schmidt, Kevin Bradshaw and Tom Meier for the first time. It was great to add some new faces to my catalog of opponents. Dave Mareske and I got to spend some quality time at our tournaments and had a game scheduled in December, but events overtook us and we didn't have a chance to play this year. We'll make up for it in 2026. 

Dan Best of course is my ASL brother from another mother. KC ASL meets STL ASL you might say. Despite living in Tulsa...St. Louis is my ASL spiritual home. And I'm a proud member of the KC ASL Club. March Madness is an annual pilgrimage for me. It's a fresh start to the year and an event that feels like home to me. Already excited for MM 2026. 

Dan and I would play 150 games in 2025 (one still scheduled for this evening...so I will finish 2025 with 156 games played in total). Dan and I were also working hard to see him surpass 200 games played for the year. As of tonight's game, Dan will finish 2025 with 208 games played. Imagine that...Dan will have played 52 games more this year than I played...he managed an extra game a week, when we were playing nearly 4 x a week. That is next level commitment to the game.


Seriously...congratulations Dan. I remain impressed by your intensity and focus for ASL.



As for the Grumble Jones blog...well 2025 was a slower year. I blogged less than in previous years and enjoyed the break. Playing 4 x a week left me with very little time to blog. And of course, playing it so much more rewarding than blogging. The blog did have a great year and many of this year's scenarios were actually played. There were of course a couple of barkers in this year's offering. It's difficult to avoid without playtesting. This year also saw the introduction of AI to my creative efforts. GJ153 Shattered Bridgehead was scripted by ChatGPT and after some revisions ended up being a pretty decent scenario. Several images in this post are also courtesy of ChatGPT. AI will continue to be an assistant but not the driver in 2026 activities. 

The other new addition to my blog was the retooling of my YouTube channel. Up until recently, it was primarily filled with personal videos. In 2025, I began the Going Cardboard series. This will be a complimentary addition to my blog. My hope is to do AAR commentaries as I figure out how to add images to my videos. Still not there yet...so a few more episodes may just be me blathering on about this or that. You know standard Grumble Jones kind of stuff.


Yes...Yes I do...




Alright...that's a wrap on 2025. 
Good riddance and here's hoping that 2026 ushers in a better year for us all. 


Thanks for you readership and support in 2025. Very much appreciated.

I look forward to sending more content down range in 2026.

And as always I wish for all of you and your families a very Happy New Year's!!!




Sunday, December 14, 2025

Our Games Bdf 4 Brief Breakfast, AP220 No Answer, WO13 All the Stops and AP231 Crossing Chaos


2025 is rapidly moving towards the exit. Glad to see it go. It's been a bad year...no other way to put it. As for ASL, another terrific year of games with Dan Best. As we near year's end, Dan is approaching 200 games played for the year. I will be helping out as much as possible to help him realize that goal. As for me, I'm looking at finishing the year north of a 150 games, which is plenty. I took the last two weeks off to enjoy Thanksgiving and recharge. I needed the break. I put a lot of mental energy into my games and always give 100%. And somewhere along the way, I put winning ahead of fun. It's an interesting turn of events for me, as in the early days, I never won and gave up all pretense that I was any good at this game. I just loved watching a WW2 battle play out. Then I realized that I could compete in this game and compete I did...to a fault. My goal for 2026 will be to balance out my love for the game with playing competitively. I want to be a better opponent and find more joy in the game. Should be achievable.

Other areas of my life are currently in limbo...at 60, I still have 10 years of work left...because I'm not a rich guy and need insurance...money...etc. Believe me after 37 years in Supply Chain...I'm ready to not work anymore. No one ever tells you the price you pay to be employed and the chunk of your life that is sacrificed to sit for 10 hours a day in a cubicle/office. Certainly, it's better than spending that time in a mine or on a factory floor, but nonetheless it's tough to watch your life evaporate.

This afternoon, I have my first meeting with the Houston based company that has acquired mine. As of Monday, the transition will be complete and the new company takes over. I have been retained as a transition element until the end of June 2026 after which I will be severed with a 6 month severance package. So...2026 is okay at this point. Ideally, I would like to find new employment shortly after June. I cannot take any position prior to the end of June without losing my severance. So, the next six months will be different from anything I have experienced previously in my life. I'm not a big fan of change...probably because it's all I have ever known. I have worked for 14 different organizations in my career from Target in Kirkwood, MO to Siemens. I been with 200+ sized companies and 500K+ sized companies. From 1996 to 2000, I lived and worked in Missouri, Illinois, Iowa, and Tennessee. I have moved seven times across the country in pursuit of work. Of my 15 employers only 3 are still untouched by acquisition or closure. My Siemens facility was sold off and 1500 people laid off. 5 of them...soon to be 6 no longer exist. My company in Illinois has been bought twice since I was laid off in 2020. Change all too often is rarely a good thing. ASL on the other hand is a constant, nearly unchanging since 1985. Forty years of excellence and a community that we leave only when the heavenly harps direct us to the game room in the sky. Of course...it has been sold on occasion...so it's not immune to the vagaries of American commerce.


It's been a long ride since we had to wear ties everyday, had no email...no internet and had to learn how to copy blueprints. I miss those days. Work was different...slower paced and it didn't follow you home. 30 years ago was a very different time. I look forward to waving goodbye to the daily grind. Very much actually...





Okay, on to the four games that Dan Best and I played this past weekend. It's December...so of course that means some Battle of the Bulge action. Our first game, played on Thursday would be Bdf4 Brief Breakfast by Front Line.


This scenario was designed by Nadir El-Farra and depicts the SS Grenadiers of Das Reich surprising the glider infantry of the US 325th  Glider Regiment, 82nd Airborne. 

Mist and Deep Snow are in play. The Americans begin the scenario as sitting ducks with No Move counters to illustrate that they were busy tucking into their breakfast and not paying any attention to the dudes with the SS Runes marching up the road.

Based on the various versions of this scenario, it does appear to be a little pro-German. 







As the unwary, Americans, I would command the aforementioned men of the 325th Glider Regiment, 82nd Airborne Division. My force of first breakfast Hobbits would consist of 7 x 6-4-7's and 4 x 3-4-7's led by a 92-, 8-1. 2 x 8-0's and a 7-0 with 2 x MMG's, a BAZ 44, 3 x 60 MTR's and 8 x Foxholes.



As the attacking SS, Dan would command grenadiers of the 4th SS Panzergrenadier Regiment, 2nd SS Division, Das Reich. His force would consist of 7 x 6-5-8's, and a 3-4-8 led by a 9-2, 8-1, and 8-0 with an MMG, 2 x LMG's, and a Panzerschreck.




The side with the most VP wins at game end. Buildings (only Board 32) and Fox Holes are worth 1 point each.


The scenario handicaps the Americans as historically, they were in the warm houses eating breakfast when the SS Panzergrenadiers came loping up the road.




By SSR, the Americans begin the game under no move, which is lost for all units if a single unit has LOS to a known enemy unit. The Americans cannot conceal, move, etc. The 60 MTR's have to set up in a foxhole. Now, since the scenario attempts to depict the historical situation...as a designer, I would have had the support weapons in the foxholes by themselves with all MMC's in a house at game start. Just my thoughts of course.


Deep snow is effect with plowed roads. The stream is flooded and frozen...which makes it much easier to cross. But moving through the Forest hexes would be a slow go for the Germans. Dan's 9-2 kill stack would inadvertently reveal itself on the Turn 1 movement phase. I would take a shot and roll my customary first roll of 11. This has been an unfortunate trend for many a game...where my first roll is stinking 11.

I predict that Grumble Jones will roll an 11...ah...yes...an 11 it is!!!



Turn 2 - the German kill stack does its job and breaks an upfront 3-4-7 prior to advancing. One of my mortars would break a 6-5-8 advancing with the German 8-1. The 8-1 would continue to advance towards the first victory location house.




German progress after two turns. I had retaken the house after snaking the Close Combat with the German 8-1 and successfully created an 8-0 officer.



Turn 3 - Dan's grenadiers make another push, but are repulsed.





In my Turn 3 Prep Fire, disaster strikes the Germans. My reinforcements had successfully gotten into the battle. And then one of my 60 MTR's fired at and hit the 9-2 kill stack. I snaked the roll and a 1 KIA. Dan would Yahtzee the roll and his 9-2 and a 6-5-8 would be KIA'd. The remaining 6-5-8 would fail its leader loss roll a be casualty reduced. This was the game changing moment. The 20+ factor base of fire that was critical to the German effort had been eliminated.





Turn 4 would see the Germans pushed back from the US MLR except for the two houses in the center, which were firmly under German control. The Close Combat would end with both sides eliminated. The German 8-0 was busy trying to rally brokies. So at this point only a squad and a half was in action for the Germans.

Final picture as Turn 5 wound down and Dan's Germans gave the concession. There was no available path to victory, especially as the American 9-2 and reinforcements moved into the fight. Interesting game, but clearly my snakes on the mortar impact wrecked the German attack and had an outsized effect on the scenario. 



Our second game, played on Friday would be AP220 No Answer. Designed by Pete Shelling, this is a Battle of the Bulge scenario set in Luxembourg in January 1945. The Americans are tasked with retaking Harlange from the Volksgrenadiers of the 9th Volksgrenadier Division. 






This scenario can be found in Action Pack#20. The stats show it to also be pro-German. How about that...back to back as the Americans with the Germans having the edge. 








As the attacking Americans, I would command elements of 2nd Battalion, 101st Infantry Regiment, 26th Infantry Division and 818th Tank Destroyer Battalion. My force would consist of 12 x 6-6-6's led by a 9-1, 8-1, 8-0, and 7-0 with 2 x MMG"s, a 60 MTR, 2 x BAZ 45's and 2 x M-10's.


As the defending Germans, Dan would command elements of Volksgrenadier-Division 9. His force would consist of 2 x 4-6-7's, 3 x 5-3-7's, 2 x 4-4-7's and a 2-2-8 led by an 8-1, 8-0 and 7-0 with 2 x MMG's, 2 x LMG's, an 81 MTR and 2 x STUG's.




To win the scenario, the Americans must control 15 buildings on Board 68. I'll admit that I thought it was an impossible task. The terrain coupled with ground snow would make the going rough, not to mention the German defenders, American morale of 6 with a 3 ELR. I didn't like my chances.

"It's a tough assignment...that's why you got it..."


I went forward cautiously as I had trouble discerning Dan's LOS to my movements. I was particularly scared of his 81 MTR. Those things can quickly decimate you. I failed all three smoke attempts. My first attempt with an M10 was a 12...yep first roll was a 12 and MALF'd my gun right off the bat. For reference, I would roll 9 boxcars through the entire game and 7 of those were in the first two turns. Dan would also roll a bunch.



I would repair my M10's Main Armament on the next Rally Phase.


Turn 2 - My renewed M10 managed to knock out one of the MKIV's. The black X was where one of my 6-6-6's was KIA'd. 





Going into the next turn, both of my M10's had MALF'd their MA's. The boxcars were killing me. I was struggling at this point in the game.




Despite the 12's, I was making progress across the entire front. Dan's 8-1 MMG stack had been broken and routed. On both flanks the Germans were falling back.


The Close Combat on the east flank would ultimately see 1-1/2 of my squads KIA'd. A Panzerfaust also took out my M10 in the center. My M10 on the hill would roll a Repair dr of 6 and be recalled.


On the west side, a 3-4-6 had been broken. Dan fired at again and I would snake the MC and create a Hero. That would go to have a major impact on the broken Germans in this sector. It was a momentum shift moment. Lady Luck was trying to make amends for the ridiculous number of 12's.




The Germans began to break and started routing back. This gave my boys the opportunity to make some aggressive moves. The tide was shifting.


As the shattered Germans routed back, the US sniper would break the German mortar crew and then Dan's remaining MKIV would MALF it's main armament.  At this point in the game, only 2 x 2-3-7's were in good order on the respective flanks.


While the Melee raged in my rear, the rest of my boys surged ahead. Time was expiring and we had to get within striking distance of the buildings on Board 68.





My 9-1 and squad would be broken by the MKIV's machine guns. The 9-1 would also roll as 12 and be wounded. But the squad with the Bazooka would knock out the MKIV and open the way forward.




After Dan's half squad finished me off in Melee, it moved ahead to DM some of my brokies...but got caught by the 60 MTR and KIA'd. With that, there were only the two 2-3-7's left holding the flanks.

"Target eliminated..."



Dan's 8-0 would rally and rally a half squad to go into CC with my 8-0 and half squad. My boys would prevail in that contest.



As Turn 6 opened, there were no good order German units. My boys were poised to make the rush on the village and see if we could get 15 buildings in two movement phases.




On Turns 6 and 7, my boys would achieve the objective and gain control of 17 buildings. I didn't think it was possible...but there it was and an American win. 





Our third game, played on Saturday evening would be WO13 All the Stops. Designed by Pete Shelling, this scenario depicts the Wiking Division on the defensive as the Russians sweep through Poland in late 1944.






This scenario is found in Winter Offensive Bonus Pack $5.










As the defending Germans, I would command elements of SS Panzer-Grenadier Regiment 10 "Westland", SS Panzer-Division  5, Wiking. My force would consist of 4 x 6-5-8's, 3 x 4-4-7's, a 3-4-8 and a 2-2-8 lead by an 8-1, 8-0, and 6+1 with an MMG, 2 x LMG's a Panzerschreck, Halftrack, 81 MTR, and 2 x STUG's with an 8-1 Armor Leader.



As the attacking Russians, Dan would command elements of the 165th Rifle Division and 42nd Tank Regiment. His force would consist of 4 x 5-2-7's and 10 x 4-4-7's led by a 9-1, 8-0 and 7-0 with an MMG, 2 x LMG's, a 50 MTR and 3 x Shermans.



This scenario is a little quirky with a Russian Harassing Fire OBA that hits each Russian PREP Fire phase and has some SSR's governing it's placement and error results. I will summarize it's impact here. It helped eliminate my upfront Dummy Stacks, but never hit an actual German unit. On the other hand it hit the Russians on three separate occasions and hurt some of their forward progress as well. The Russians would have been better off without it.


Turn 1 Russian - Dan moved forward without too much headache.




Turn 2 Russian - Dan trail breaked on the east edge. 


My 81 Mortar would tag Dan's 9-1 kill stack with the Dismantled Mortar and 50 CAL. They would all be broken and rout back. Dan's harassing ARTY would keep them stuck in the back for the next 2-3 turns. My Panzerschreck would take a shot at one of the Shermans as it crossed the bridge. I would hit it and then Boxcar the result...DUD. A Russian 5-2-7 would move through the gully and under that same bridge. My 6-5-8 would break them. Another Sherman would move to flank my final fired 6-5-8 with the Panzerschreck...but then got hit by a Panzerfaust and was brewed up. 





After two turns, the Russians had made some forward progress, but had taken some hard licks. My 81 Mortar survived their Advancing Fire Shots by some miracle.





On my part of Turn 2, my 81mm Mortar crew opted go for a Panzerfaust. They got it and knocked a second Sherman Tank. The rest of my grenadiers moved back to the next defensive line in order to defend the three stone building objectives.





The Russians continued to push forward. A Panzerfaust shot would knock out the final Sherman Tank as the Russian infantry surged ahead. The Russian sniper would break my Panzerschreck squad, which was a bad break as he was only facing a single unbroken 4-4-7. His plan was to fire on any Russians attempting to recover the 50 CAL of the Mortar. But alas it wasn't to be...


Turn 3 German - my reinforcing STUG's arrive and just in the nick of time to help push back the main Russian effort on the east board edge.





A Russian LMG shot would successfully knockout my halftrack. One of the aspects of ASL that I truly dislike is the idea that LMG's can knock armored vehicles. I don't agree with it. MMG's/HMG's...okay maybe they have a chance, particularly the 50 CAL's and against early war/Japanese armor...but it's really hard for me to swallow that LMG's have the ability to put down a half-track. 




After 3 full turns, my defensive line in the village was hanging tight.



Turn 4 and the Russian beast attacks with a fury. I laid down crushing fire, but a few Russians including a Berserk squad managed to get their hands on me. It was just too much.




Close Combats would take down Russians and Germans alike.


I would MALF both of my STUG's as they intensive fired till the barrels glowed red as I tried to stop the Russian wave.

"Well...yeah...they are cardboard after all..."



My broken Panzerschreck squad would rout to the welcoming arms of my 6+1...who would struggle to actually rally them.




With the clock running...Dan launched yet another massive assault. I would do my best to stop it. One 4-4-7 was moving to cut the rout path of my 6+1 and the broken Panzerschreck squad. M would roll a 3 down two and KIA that squad. Throughout this game, my dice were pretty darn good overall.



My STUG with the 8-1 Armor Leader would be recalled when I 6'd the Repair dr.


Turn 6 - Dan's boys were on fumes, but would prepare for a final lunge.

My grenadiers would put down a sheet of fire and DM the attacking Russian. A Russian 1-2-7 Crew would successfully exit and provide 2 EVP towards the 12 VP needed by the Russians for the win. With the final break, Dan would give the concession and the Germans had the win.



Our fourth and final game, played on Sunday would be AP231 Crossing Chaos. Designed by Gary Fortenberry, this is a river crossing scenario set in 1940 Belgium. The Germans are the attackers and it's the standard bridge fight battle.






This scenario is found in the recently released Blitzkrieg to Paris ASL Action Pack #21.

The Germans win if they have one good order MMC across the bridge at game end.












As the defending French/Belgians, Dan would command elements of 4e Escadron Divisionnaire de Antichar, 14e Regiment de Dragons Portes, 4e Division Legere de Cavalerie, 9e Armee. His force would consist of 5 x 4-5-8's, 5 x 4-5-7's, and 2 x 2-2-8's led by 2 x 9-1's, and an 8-0 with a Hero, 3 x LMG's, an ATR, a DC, 2 x 25LL AT Guns and 2 x CMG Tanks.



As the attacking Germans, I would command elements of Panzer-Regiment 31 and Aufklaerungs-Abteilung 8, Panzer-Division 5. My force would consist of 3 x 5-4-8's, and 2 x 2-3-8's led by a 9-1, 8-1, and 8-0 with 3 x LMG's, an ATR, a DC, 3 x armored cars, and 2 x Tanks.


Bridge battles generally play out the same. One side tries to kill everything trying to cross the bridge. There will be blood...





I sent my MKIV's on the flanks to put down either smoke or HE as needed. My armored cars ran right up the road and across to the other side. Two of my armored cars would not make it across. My infantry were able to move up to take on Dan's 9-1 holding the east side of the bridge.


German advances at the end of German Turn 1.

Dan would immobilize one of my armored cars in Close Combat, but then was held in Melee.

Turn 2 German - I would break the squad in Melee with my immobilized armored car. They would die in Close Combat. Dan's AT Guns were popping rounds at my other tanks and armored cars.


Turn 3 German - Dan's 9-1 group would be broken with the 9-1 pinned. He would die in Close Combat. And my 8-1 and 2 squads managed to cross the bridge.


Turn 3 French - My 8-0 had gone heroic on the bridge and would be able to stop Dan's Belgian Hero from moving onto the DC that was there and automatically detonate the DC. Dan had missed the attempt to detonate the DC before Turn 3. Now by SSR, he had to go to the location in order to detonate.


Dan's reinforcements moved up in an effort to close off the bridge and eliminate my units that had already crossed.


A look at situation at the start of Turn 5.


My armor finally bit the dust. Both MKIV's were knocked out by AT Guns. Dan went on a 6 shot rate of fire tear. Eventually you will kill something when you get that many shots. 

So another observation about ASL that has always rubbed me the wrong way. Rate of Fire has always felt broken to me. There should be a limit to the number of additional shots. Rate of Fire of 1...you get 1 additional shot if you roll the rate...2 for RoF of 2 and 3 for RoF 3. A German HMG has 7 INF factors, which reflects it's high rate of fire. It can really unbalance the game when a weapon like that fire continuously 3-6 times in a row. Especially awful if managed by a 9-2 officer. Certainly not looking for a rule change, but curious who really thought that was a good idea for the game.



Dan's reinforcing squads attempted to advance and both were broken.


Turn 5 German - I send my rallied Armored Car crew to get behind Dan's brokies with the 9-1, this would force them upstairs. I moved my 5-4-8 away from my other concentration in order to spread out my 3 squads and a crew on the west bank. Dan's remaining tank was keeping anyone else from getting across the bridge.


The blue circles indicate German units on the west side. My crew was on level one below Dan's 9-1 with two broken squads.


The final turn and French effort to drive the Germans back across the river. The French Tank evaded all my shots and managed to break my 5-4-8 with a Bounding Fire Shot. Dan's 9-1 had rallied both squads. They ran adjacent in the open vs. my CX Crew...but I rolled a three and broke them. Dan's other squads were also repelled by accurate German fire. With that it was game over and a German victory.


After four very tense and exciting games, Dan and I were both pretty exhausted. All of the games went down to the final turn. They were all of them tough fights. You will recall that my most recent AAR reflected four defeats in a row. This time around luck favored me with four straight wins. Dan and I would prefer to see an even split each weekend, but there are times when we each go on win streaks.

My thanks to Dan for another great ASL weekend. Next week will be our final regularly scheduled games. We have four East Side Gamer scenarios ready for action beginning next Thursday. After that, we'll break for the holidays. Then Dan will attend the Kansas City ASL Club's Winter Camp at Hollis. Dan is currently at 189 games played for the year. He is only 11 away from his historic 200 games played in a single year. After our games, he will be at 193. He should easily get the remaining seven as he plays several games at the Winter Camp and I have committed to 3 more if needed on the 29th, 30th, and 31st. Dan will have averaged 3.8 games a week for the entire year. That's ASL commitment. I'm glad to have contributed to that record.


This will be the final AAR for 2025. 

Thank you to all my readers who graciously spend their valuable time at Grumble Jones. 
I am very grateful for all of you and look forward to continuing our ASL journey into 2026.

I wish you and your families a very Merry Christmas and many blessings for the New Year!