Sunday, February 8, 2015

Japanese Knee Mortars

Painted up and based 49 Knee Mortar men and 8 70mm guns last week.

Here they are before basing.  I was going to add them to existing bases so I took this picture to show the count.

Here they are based with the existing units.

Some close up shots of Individually based guys.  In the background are some re-based riflemen.

And a shot of the 70mm guns, need to buy crew figures at Cold Wars in a few weeks!

Saturday, February 7, 2015

ASL scenario AP73 Happy Valley

I finished the month of January off with a game of ASL on Saturday the 31st.  A fitting way to end the month since I played ASL on the first as well!

I was the lucky Americans and Ken Dunn played the Germans and Italians.  LOTS of pics with this report!

Game Setup 
The Germans enter from the North and US reinforcements will enter from the South (Left and Right of map respectively)

J4 Shocks K1 with Defensive Fire.

Sniper Stuns HT in D3!

K1 is destroyed with an IF followup shot and Q6 (top left) is turned into a blazing wreck.

End of Axis Turn 1
Nothing else of note this turn other than the Malfed MA on the Stuart at the bottom of the map.

C8 Kills J4
C8 (prep fire marked) killed the Panzer in J4 (bottom of map)

Stuart at bottom left Killed by Panzer in N7

End of Allied Turn 1


End of Axis Turn 2
Most notable item from this turn is the CX guy in E7 (bottom of map).  He will deserve an Iron Cross soon.

J4 (Stuart on Top Hill) Immobs Panzer in K9 (just Below the blaze marker)

And then Kills it with IF!.
Ken mentioned I took more IF shots than he has ever seen before.  I got away with almost all of them (maybe all,I might have malfed once with them out of many times that I did it.)

End of Allied Turn 2
Nothing else really of note other than seeing all the shots that were taken at Iron Cross guy...  (No effect with any of them) and that J4 (Stuart on Hill kills and burns the HT in N7)

End of Axis Turn 3
Items of Note are Iron Cross guy got into CC with the HT it was two hexes away from (said HT malfed its MA on a regular shot) and burned it in CC.  The J4 Stuart did a lot of damage to the German squads coming after it but was engaged in CC and only managed to turn the attacker into a half squad.   

J4 Dies!  He fired AAMG at the HS and only managed to break it so he could not fire his MA outside the hex.  He then fell to Defensive fire from the Panzers.

The German FB starts an attack run!  (no bombs on this one - just MG)

I did not shoot at it and it manages to DM the Mortar Crew and a squad in the building)

End of Allied Turn 3
The Germans in the building in G1 (near map seem) break and the US guys fall back to rally.

German Leader goes Berzerk taking his squad with MG with him...  (G8)

US MG team in D1 fires at them again in D9 causing the leader to die.

P11 (squad in building in back) unconceals and fires at the zerk squad in C10 finishing it off.  This guts the German forces in the middle and bottom of the map.

C1 Tank fires at E10 and Rolls SNAKES!  Wahoo!
Then he rolls boxcars...

A second shot (still got rate on that last shot!) Immobs the Panzer.

C3 fires at E2 and kills him.  (C3 is the Stuart with the First Fire maker)

End of Axis Turn 4.
Notable items is the Axis Squad fired at the Gun in P7 (bottom of map) and caused them to route.  They then get in the hex with the gun and don't find it next turn...  Another German Squad got into hex D3 and killed the HT there (the one previously stunned by a sniper).

End of Game.
The Allied Prep Fire finished off the majority of the German armor and the game was called.
P14 killed the panzer in D5 (top of map)
C3 killed the panzer in F4 (next one down)
P14 also IF fired at the C6 (bottom of the map) and rolled snakes for a critical hit and killed him.
This left the Germans with one fully operational panzer (bottom of map), one immobilized (center) and 2 armored cars (top).  The US had 3 tanks and a 75* armed HT left - and the prep fire phase was not complete yet).  

Since the VC were the Axis had to take ALL the buildings in the area outlined in red and had 3 turns left to accomplish the task it was over barring extreme good luck.  The Stuka with 200lb bombs did not get to make an attack run (big relief for the US player!).

From the US side it was a fun scenario - there is a LOT of hindrance hexes on the map making almost every shot get some kind of hindrance penalty which helps the attackers a bit but the lucky my tanks had (Stuart on the hill got 4 tanks and then the last turn bloodletting) made up for that, not to mention the MG leader going berserk in terrible terrain (one of the few spots with open ground...).


Played Flying Colors, Minorca scenario. Admiral Byng is now a hero of the Realm!

Got together with Lawrence for a Game of "Flying Colors".  First thing we noted was that there were a LOT of changes between his version and mine, his being newer we used what his said.  (In actual rules it was pretty much the same but the combat results table is totally different).  The game itself took us 5 hours to setup and play 4 turns, this was with learning the rules included, by the end we were going through the phases pretty quickly but with 25 ships in play it takes a good bit to get through each turn.

End of Turn 1
The British had the initiative and forced the French to activate first.  The French turned toward the British line, we would find out that this was a mistake!  A few British ships fire trying to get a rake when possible but this requires a 4 or less and range is added to the role.  There might have been minor damage inflicted but I don't remember.


End of Turn 2
The French win initiative and force the British to activate first.  The British maneuvered so that they could fire off a broadside from port and starboard this turn.  More damage this turn but both sides are still in good shape.

Turn 3 Maneuvers
 Turn 3 and the British get the Initiative which ends up being Decisive.  The Lines show the movement paths that five of the British ships took - granting them each a Bow and Stern rake on two enemy ships.  I think the British player made every rake roll...

End of Turn 3
 The results were total carnage for the French fleet.  One ship sunk outright from the rakes (from minimal damage to sunk in one turn) and three others were severely damaged (flipped to their less effective side).   Two French ships went to take on the British ships at the top of the map (red) and ended up doing little damage but the British ship managed to finish off another one of the French ships...
End of Game
On turn 4 the French get the Initiative and try to rake another British vessel.  The rake succeeded but the damage is minimal.  The British then take their first activation and rake a French Commander's ship - sinking it!  At this point it was getting late so we called it a win for the British.  Three French ships sunk and all British ships still on their effective side - though they a couple were nearly ready to flip to their damaged side and two of them were 2 hits away from being dismasted.

The French mistake at the start of the game was the decisive one.  The French have a bonus for shooting at the rigging while the British have a bonus shooting at the hull.  At range this would have worked to the French advantage (and those rakes would have been impossible).  When the range closed the hull results became much more deadly.

At the start of the game I thought it was kinda dull (not this game, just age of sail in general) since there was a lot of rolling without a lot of decision making.  Boy was I wrong!  We will be giving the game another try sometime, but with so many games and so little time...

Finally a comment on the game itself.  If you are looking to do fleet actions than this is the game to get.  Individual ship handling is abstracted somewhat (all ships go the same speed based on the wind for example) to allow you to focus on commanding a squadron.  The most important decision is how to maneuver to fire while still staying in command the next turn.  That said there are rules for smaller numbers of ships that can be used.  The game plays quickly once you know the sequence of play and I would recommend using the optional rules - one of which is being able to defensive fire any time the active player uses a movement point rather than only being able to defensive fire when the active player fires.  That would have made a big difference in the turn 3 rake the British pulled off since the French would have been able to fire while the British were closing.