Saturday, July 26, 2014

Abrams Charge, ASL Scenario SG1

Played ASL scenario SG1 with Robert today, and a wild turn of luck it ended up being!  Robert had to leave early so we just played it fast and without thinking too hard...





End of Allied Turn 1
Allies Enter the board.  A German squad fires a Psk from the top left building, and rolls an 11 running it out of ammo.  The Germans in the tower have LOS to the US 9-2 (DOH!) and manages to break the 9-2 and his infantry.  (DOH!)

End of German Turn 1



Note to self, bunching up with Arty around is stupid, another note - it is REALLY stupid.  German puts arty right down in a clump of tanks and infantry.  It immobs two tanks, wounds the hero and breaks some infantry.  The guy in the steeple went downstairs but that was still in LOS of the 105 which shoots and misses. A panther, just on the right side of the picture moves around to get shots on the Shermans but does not fire.

End of Allied Turn 2

Shermans Charge!  Shermans first head for the Panther at the top left.  First out the gate gets hit and killed by the Panther.  The next one took the spot adjacent to it and the one after that is 2 hexes away.  The gun at the top of the board is a 20L and fired at the Sherman nearest it, no effect.
Off to the left (Sorry, did not catch that in the picture...) a 76L sherman with the 8-1 leader went after a stug that was there, the stug had already fired at one of the Shermans above and missed.  Stug turned and fired (intensive), killing the 8-1 and my 76L armed sherman...
The 10-2 leader and his sherman went adjacent and CE, fired and took out the Stug (nearly had to reveal it was a 10-2, after rolling a 9 to hit 10 -1(size), -1(moved) -1(other part of moved) +2(range) = 9.  The shot killed the Stug and set it on fire.
Running out of time so I just rushed a bunch of guys forward, ended up pinning two leaders (the 7-0 and 8-1 in the middle) and the DC guys charged the Panther at the bottom right, the 9-2 led group made it adjacent and then I didn't place the DC! (DOH!).  My other bunch of Shermans charged that panther as well, the one under the OBA started and turned two hex sides and ended up dead for his trouble (KIA).  The other 4 Shermans made it adjacent (2 of them) and in LOS for next turn.  The 9-2 made it into CC with the Panther along with the 2 half squads.  In CC the 9-2 led HS rolled a 5 Immobing the Panther, while the Sn rolled an 8 so no use.  Panther crew passed MC to stay in the vehicle.

End of Game

By the end of this we were both laughing.
First off the Panther at the top left rolled a 6 on the repair attempt so broke his MA.
then he fired with the Immob panther at the bottom right on the adjacent Sherman, rolling a 12 and malfing the MA...
He moved the Jagd off the hill (top left) and it fired on the Sherman with the -1 acq on it.  He missed.  (more or less expected with moving, BU, etc...)
US Defensive Fire Phase, first the CE Sherman fires at the Panther and hits killing it (hull hit, not an unexpected result).  Then the Sherman with the Orange -1 acq fires, he needed a 4 or less to hit with all the modifiers (10 -3 for moving, -1 BU, -1 Small target =5 , oops needed a five).  He hit with a 1,2 on the dice.  He then needed a 6 to kill (17-11) and rolled another 1,2 for a burning wreck.
The 75mm armed Sherman next to the other Panther killed it with a point blank shot.
For the heck of it the 8-1 leader and the hero (middle of board 2 below the melee) fire at a building (just above the smoke off to their right).  1+1 shot, yup - rolled snakes, leader and squad in that hex break.

Called it a game at that point, fully intend to play it again when we have more time.  I have to remember that Gyro Shermans can stay in motion and only have a +1 and can keep acq!

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