
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 wou 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 take. I snaked the roll and a 1 KIA. Dan would Yahtzee the roll and his 9-2 and a 6-5-8 would 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!
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