Saturday, January 27, 2018

ASL: Purple Heart Draw

Played this scenario on January 27th.  We had played it last year and the US player called it after the second Tactical Mission (out of five possible) when they were stopped cold from crossing the Draw in the middle of the map.

The setup at the start of the game.  The US forces come on at the top of the map and by the end of the fifth tactical mission have to gain control of all the intersections of the road at the bottom of the map.  The dark green color stream in the middle of the map is the Draw, a level below the terrain around it and with a stream or gully so really 2 levels below.  My plan for the first TM was to hurt the US a bit and fall back if they hit on my left flank, which they did.

End of US turn 1, not a whole lot of action, they move up and both sides take a couple shots with no appreciable effects. 

End of German turn 1.  A US squad was broken and a German squad as well, probably should have fallen back after this but I did not.  The troops off to the right start moving in to shore up the left flank however.

End of US turn 2.  The exchange of fire was pretty much a wash, the shrek (foxhole counter in middle) just missed a Sherman and other fire from both sides was ineffective.  The US then advanced to their current locations - winning the one CC with an Ambush.

I had a choice to fall back down the hill and out of site or fire and I choose fire.

The end result was a Pinned US squad and a single broken US squad AND a big hole in my line when return fire breaks my left flank units.  The US can poor through the hole now.

End of US turn 3 and the breakthrough begins.  On the plus side for my Germans is a US squad was beaten in CC by a half squad and a leader but the leader ended up wounded (I forget exactly how, I think it was from PB shooting).  The Shrek guy had another shot at the Sherman and just missed again.  Those big stacks are half dummies so the German line is in worse shape than it looks too.

End of German turn 3.  Shuffled guys along to try and form a line of defense.  Left flank is still wide open.  All the shooting once again comes to naught.
End of US turn 4.  The German forces north of the Draw are now cutoff.  And an attack with a 20+ firepower rolled boxcars for NE and breaking the MMG... 

End of German turn 4.  The blue arrows show the path the US forces would take next turn.  This puts them a good halfway across the map by the end of the first Tactical Mission AND the Germans could only reinforce the area with 4 squads and a couple of MGs while the US could put 9 squads and MGs into the same area.  So the second Tactical Mission would have been a blowout.

So there you have it, how to lose a five session Campaign Game in one session.  Setup badly, roll poorly, make some bad decisions, and voila!  This does put the campaign game at one US blowout and one German blowout for us.  So perfectly balanced so far.  We plan to give it another try in a month or so.

Monday, January 1, 2018

ASL scenari oDftB 120: Start Fall Gelb

Continuing on my losing streak this New Years Day...

Scenario is Dispatches from the Bunker 120.  The Germans have to clear the Belgians out of the lined off area on the map below.

Germans enter from the right and have 6 turns to clear out the Belgians from the lined off area.

End of game.  Things went very well the first 2 turns and then went sour.  The Belgian line managed to hold and push the Germans back a hex at one point.  The armor battle did not go as hoped either when the Belgians managed to move behind one tank and kill it after the tank missed twice.  Luckily the Belgian vehicles died when one got hit by an MMG and the other was taken out by the remaining German Tank.  Too little too late however and since the German tank was immobilized it could not interdict route paths or do a freeze sleaze...

Friday, December 1, 2017

ASL WO008: Silent Night Deadly Night.

Decided on trying a night scenario for the first time after 20+ years of ASL. Started this one on December 1st and only finished it up (lots of rules lookups) on February 2nd.

The Germans have to clear the nearby hill of US MMCs and then the winner is decided by who has the most MMCs in the buildings on the other board.  US units count double to the right of the road while Germans count double to the left.

The Germans made steady progress.  The HIP guy I had down at the bottom of the hill had to reveal himself when a German tried to rout there - otherwise the Germans were going to sweep past and he could have popped out and ran up the hill for a win - at this point I'll take any kind of win I could get...
Not to be however.  Very often the Starshells ended up in a terrible spot, keeping my units from seeing the enemy movement and the German sniper only struck once but that was all it took to put my MMG out of commission by taking out the leader in the hex.  On the last turn I had my two squads (just near the battle markers) charge the buildings - they had to get the Germans out in order to have any chance of winning and it was my last movement phase so just blasting them would not do - had to route them or capture them.  One squad made it through everything and managed to break the squad in the adjacent building - the other one did not but managed to make it into CC, and died for the effort.
A very fun scenario and a good intro to night rules.  We are going to another night scenario to try and make the rules stick a little better.  I still have trouble remembering parts of it - like straying and exactly when the night DRM applies or not.

Saturday, November 18, 2017

ASL Scenario Berlin Red Vengeance 10: Mohnke Business

Played this scenario on November 18th and 25th with Tycho.  Oh the pain, the pain...

I first played a scenario from Red Vengeance back in the nineties when my FTF opponent (no VASL then!) had a copy.  When I saw Ritterkrieg had some in stock at a reasonable (great actually) price I had to get it - even though it had no counters and the rules and scenarios where photocopies, I play on VASL for the most part anyway.

 The scenario is the largest one in the pack other than the Campaign game.  The Russians are attacking across the Spree River to gain a foothold on the other side.  Perhaps trying to put the flag on the Reichstag or gaining terrain on the other side of the map.  I choose the second option.

Russian Forces on the left Germans spread around a bit not knowing what target the Russians would go after.  A couple Russian units on the right to harass any reinforcements sent from the German Right.
Prep Fire goes well enough, breaking some Germans but no Radio contact (need that smoke!) and the first shot from the OT-34 is an 11, no FT with that guy.
End of Russian Turn 1.  German defenses are shot up, one squad made it to the end of the bridge (under tank) but another is pinned and another 1 or 2 DM making the trip.
End of German turn 1.  They fall back - Russian Firepower is too strong to stay in the front line.

Russian movement phase.  OT-34 starts up and gets whacked by a Shreck...
Russians try to get a 447 across the bridge.  An IS2M made a breach in the barricade (special kind of roadblock) and the German kill stack makes its first roll of the game.
Wrong Army, not a bridge but...

End of Russian turn 2.  I advanced a bunch of squads across the bridge - maybe not a good idea.  That German ACQ is on a Berserk Russian squad.  We would mis-remember the rule for zerkers and send him after the nearest enemy in MF instead of hexes.  The Kill Stack had an Opp Fire marker on it - not sure why it did not fire at the Zerker, perhaps it did and I forgot to log it since nothing happened.  That would not be a common occurrence...
End of German turn 2.  (Here is where the Opp Fire maker went on, same comment as before).  There was no shot at the guys on the bridge, perhaps they would not have lived otherwise.
And the Kill Stack fires a second time...
And a third time (yup, looks similar but it was two different 447 squads trying to cross the bridge).
Besides the MG kill stack Tycho's luck was nothing to write home about.  First show with the Pantherturm is boxcars.  A Half Squad shooting a Faust managed to DM itself.
Here is where that oops with the Berserk squad comes in.  My T-34 moved to take on the other Pantherturm since the Zerker was in its hex.  The Kill Stack (with only the HMG and squad firing) managed to kill the Zerker that was unharmed till then.  I would not have moved the T34 in range if I knew the Turm would be free to fire next phase...  On the other hand an 88L AT gun fired and missed and no longer had LOS due to the wall.
Slightly before the Russian Advancing Fire Phase.  German player had to go due to family business.  Even with the three squads exterminated by the Kill Stack things are looking up, Russians are across the Bridge in some force and losses have been reasonably light considering.
On our next game day I forgot to turn on logging.  Here is a pretty good overview.

I had three stacks (granted, should NOT stack but,,,) attacked and the rolls are as listed.  At this point (turn 5) I threw in the towel.  Not exactly a rage quit, more like an exasperated quite.  Tycho deserves the win since he played well and I made some mistakes - but I don't think I'm exagerating when I say that I was diced too.
For all the shots on the critical Bridge hex that I had to cross all the attack rolls averaged out at 5 (12 rolls total).  Taking just the FIRST roll each time it was fired upon the average DR was 3.5.  Here is where taking just the Average DR does not help - the average would have been higher including other rolls besides these (kinda crappy really, two boxcars on Pantherturm shots for instance, out of 3 rolls total).  As I whined about before though, this was a spot I had to get past and I gambled on average luck...
Anyway, this is a great batch of scenarios and I'll be digging it up again (maybe even this exact scenario) to play again.  The ROAR has this one as 60/40 German favor so we played with the Russian balance of adding an extra turn - I don't think that balance is actually useful since time was not the enemy for the Russians, the extra turn can even be a hindrance since losses only count for the Russians and not the Germans in the VP calculations, Russians get VP for units Infantry across the Spree and holding specific objectives.
And the final whine...  Here are the DRs from the Kill Stack by turn or ROF tear.
1,4 -- 1,2 -- 6,2
1,1 -- 6,5
1,4 -- 6,2

So every time it had a target at the bridge (2mp to enter due to Roadblock) it got at least a 5 result and almost always a 2 or 3...

Whine Mode off.  

Friday, November 3, 2017

Fall-In 2017

Some Pics from Fall-In 2017.  My son and I went there on Friday since he had to work early on Saturday.  He got in a game of Fireball Forward while I browsed, took picture, and picked up a couple of items at the dealer hall.

First up, the line was really short for registration, perhaps since it was only Friday or perhaps the Internet was working properly.  I had a will call badge and as expected it went quickly - since my son was not sure till the last minute he could go he had to go through the registration line BUT there was nobody else in front of him.  So that was a very nice surprise.

The entrance to the Host, thought it looked nice with the tree changing colors.  Temperature was low seventies.

Another shot of the host with the sun coming up, also shows some of the construction.

This is heading back to the dealer hall.

The old way to get to the dealer hall - instead we had to walk around the left and way out to the back...
Hey!  Some games.  This is from the HAWKS room - good job once again from the HAWKS.

Another shot of the HAWKS room.

I always love seeing this board, excellent stuff.
Another game in the HAWKS room.

Time to meander over to the Distelfink (?).

I think this one is at each convention as well - also excellent!

Don't remember what this one was, nice work though!
LOOK at those lovely new tables!  Sturdy and all the same height.

Can't remember where this was.

Another can't remember, nice work however.
The area across from the entrance.

Lovely setup.

Main floor, another table.

This was off to the right from the main entrance - I don't remember going back here before, lovely desert battle.
More of that Desert table. (actually had to look up desert to make sure it was not dessert)

A fantasy sky galleons game.  Fantasy is not my thing but this is GREAT work so I had to take lots of pics.

I think these are all scratch built (let me know if I am wrong) but either way it looks like great fun.
More Sky Galleons.

And more... 
One last one.

I am a Lardy and they had a couple tables setup at the foot of the Wally's basement and tournament area.  
More Lard - Chain of Command table here.

Flames of War, not my game but the model work here is excellent.

More Flames of War Team Yankee - may get me back into 15mm from 6mm.  Space is at a premium at home however.
Yet more Team Yankee models.

Back to the LARD!  

Picture of a trench from the Lard table - planning on using this for an online top down game someday.

In case you haven't guessed this is the TFL sign...
The IABSM (I Ain't Been Shot Mum) table for the TFL area.

The long walk to the Dealer Hall.

More of the long walk - exercise!  It burns!  (The walk back UP the slope was the killer)
The walk was well worth it, the Dealer Hall area is not complete yet but when it is it should be VERY nice.  Natural light, I think that is bad for gamers...

3mm Picoarmor.  The detail is stunning on these.  I'm sticking to 6mm for now but this range is really growing in terms of what is available and I could see them as platoon stands for FFoT, Modern Spearhead, or Command Decision.

All that I purchased at Fall In.  Had the urge to buy much more bet kept it to just these for now.  Historicon will most likely be a different story.