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Shaggy Shootout II PTO (id:#65908)
(Break Contact Issue No. 2 ID: BC32)   [next]   [previous]
Shaggy Ridge, New Guinea 1944-01-21 (7 others)
J32: Panzer Graveyard (ASL Journal # 2)
CH 61: Prothero's Hook (Critical Hit # 3.1)
FC 9: Red Rapido (Fortress Cassino: The Road to Rome)
SP87: Fangs of the Tiger (Schwerpunkt # 8)
BC24: Shaggy Shootout (Razorback Pack)
CH 61: Prothero's Hook (Critical Hit #3.1 2022 Reprint)
J32: Panzer Graveyard (ASL European Union Championship 2024)
Designer: Unknown
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
JapaneseAustralian
100%

Overview:

The Australians moved an infantry battalion into one of the river valleys in the shadow of Shaggy Ridge. The companies them made the perilous climb to the ridge line itself, managing to avoid the Japanese pickets. Reaching the top, the as yet undetected Japanese gunners watched and waited as the Aussies gathered. The target proved inviting, and the first rounds of high explosive were sent into the tree tops by the gunners.
Attacker: Japanese (3rd Company, 1st Battalion, 26th Field Artillery Regiment)
Defender: Australian (C and D Companies, 2/12th Battalion)  
5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:3.0 D:9.0
AFVs: A:0
AFVs: D:0
Guns: A:1
Year-41 Type Mountain Gun
D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: RB SR's, A: Air Bursts (B13.3) w/Direct Fire
Map Board(s):
2 Show/hide map dependencies
PublicationBoard
ASL 1 - Beyond Valor (3rd Edition)2
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2026-07-15(A) Dan Best vs Kermit Mullins Japanese win0.5 hrsFirst to play and post.
2026-07-15(D) Kermit Mullins vs Dan Best Japanese win0.08 hrsTurn 1 and the game was done. My recommendation...don't waste your valuable time on this scenario. The Aussies have to set up stacked in air burst terrain and the Japanese get to set up second and blow the Aussies up on Turn 1 Prep...which they did to me. The gun wounded my 7-0 with a K4 result, which broke the three squads. My shots didn't do anything. On Aussie Turn 1, my 8-0 stack fired adjacent and did nothing. Then my 9-1 advances towards a dugout with a 1-4-7...by SSR...the hills required 4 MP to move and thus no Assault Move available...so the 1-4-7 had 2 -2 shot and Dan rolled a signature "3"..KIA'd the stack. I conceded at that point. This is my opinion...but this is the worst scenario design I've played in 30 years of ASL. That's all I have to say about that...
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ActionDate
Hutch Modified the misc. rules2026-07-16 00:15:14
Hutch Linked the scenario to ROAR2026-07-16 00:10:00
grumblejones Added a playing2026-07-15 22:35:45
Danno Added a playing2026-07-15 22:29:26
hoxson1 Uploaded an Image2022-12-07 23:23:15
FileDescriptionUserViews
(jap-auss.png)Imagehoxson11280
(shaggy.png)Imagehoxson11157
(shaggyII map.png)Map Imagehoxson11173
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Statistics:
Avg Rating: 3.00Votes: 2
Views: 0
To-Play list count: 0
Estimated Play time: 1.4 hours
Recorded Games: 1
Archive recorded plays:
Japanese1
Australian0
Drawn:0

ROAR Data: (as of today)
Shaggy Shootout II [Confirmed]
[A] Japanese 1
[D] Australian 0
All Rights Reserved. (c)2022 Dave Ramsey.