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| Start of scenario, the Union have to cross the river and take the spaces marked with tile spacers. |
Saturday, December 31, 2016
GCACW All Green Alike
Really quick writeup for a game of Stonewall Jackson's Way II. Played an alternate first Manassas scenario where the USA moves quicker - and boy did they move.
Saturday, December 17, 2016
ASL scenario BFP22: Speed Over Caution
Tycho had a plan for the US so I took the defending Germans. The highlight for the Germans are two Panther tanks, two Shrecks, and an HMG. The last useful item is a roadblock.
On the US side the draw is six tanks, three with Gyros, one with a 76L, and an 8-1 armor leader. In addition they had 2 Bazookas and 2MMG. The troop ratio was 11.5 squads to 8 and 3 leaders to 2.
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| Sorry Tycho, couldn't resist... |
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| A look at the game start. US troops have to control the buildings in the Yellow area OR get 20cvp off the board where the US star is at the bottom. |
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| The first US tank enters the board, fired on by a Faust which misses, the tank was not one with a Gyro so the Panther shot at him and brewed him up as shown. |
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| First one down. |
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| Second one comes on board, this time the 76L armed Sherman. Fires and misses, Panther takes an IF shot and rolls 11... |
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| He then fires his MGs and causes a stun and DMs the riders on the tank to boot. |
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| Third Tank Comes on board and suffers a BIG STUN result from entering the Bore Sighted HMG location (and more hot dice for me). |
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| Two US Tanks down. |
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| Another Sherman suffers another little stun result from the HMG position. |
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| That HMG is on a roll... |
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| Situation at the end of the US half of turn 1. |
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| The Panther fixes his MA on the first try and destroys the 76L armed Sherman. At this Tycho wisely thought it was over... |
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| Keep playing, you still have a chance, my luck has to turn sometime... |
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| The US tanks and a Bazooka fired 7 times at the Malfed Panther (not taking chances after it fixed the MA immediately last time...). Ricochets all around... |
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| End of US Turn 2. One squad made the AATC, jumped on the Panther and killed it. |
Saturday, December 3, 2016
ASL 24: The Mad Minute (Yanks 2 version)
Played the new version of ASL scenario 24 "The Mad Minute". The original was known as a badly balanced scenario highly pro-German. This new one had the following changes to help the US. First the number of buildings the Germans had to take was upped to 22 (from 18 I think). Second is the Germans do not get to setup on board (the board they setup on was removed and they have to enter on turn 1, BIG difference there since they could not fire smoke or anything in prep). Third was the US M10 tank destroyers get to US HIP like a GUN. I played the US in this one and Tycho played the Germans, I'll give my thoughts on this one after the replay.
My guess is that the new scenario is balanced BUT it is very much a guessing game. If the Germans enters where the US tank defenses are lighter they have a good chance of winning, if they choose the side where the defense are stronger (like this one) then they have a good chance of losing. IMO this happens a good bit with scenarios featuring guns and ASL maps and their goodly amount of LOS blocking terrain. Compound that with the need to get side shots in order to kill Panthers (or get lucky with the APCR roll, and needing a 6 or less means it can be nothing but luck). At any rate it was a heck of a lot more fun since the last time I played this scenario (the old version) where I was beaten soundly in no time. I was a noob with Armor back then (and I'm not claiming to be any genius now mind you) that made it even worse.
Next week we are giving BFP 22 Speed Over Caution a try, so many scenarios to play and I'm not getting younger. Tank goodness for VASL!
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| One Panther Down. |
But Also a dead M10.
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| Photo said it was an M10, looks more like a Sherman. |
My guess is that the new scenario is balanced BUT it is very much a guessing game. If the Germans enters where the US tank defenses are lighter they have a good chance of winning, if they choose the side where the defense are stronger (like this one) then they have a good chance of losing. IMO this happens a good bit with scenarios featuring guns and ASL maps and their goodly amount of LOS blocking terrain. Compound that with the need to get side shots in order to kill Panthers (or get lucky with the APCR roll, and needing a 6 or less means it can be nothing but luck). At any rate it was a heck of a lot more fun since the last time I played this scenario (the old version) where I was beaten soundly in no time. I was a noob with Armor back then (and I'm not claiming to be any genius now mind you) that made it even worse.
Next week we are giving BFP 22 Speed Over Caution a try, so many scenarios to play and I'm not getting younger. Tank goodness for VASL!
Labels:
ASL,
Avalon HIll,
Board Game,
MMP,
VASSAL/VASL,
WW2
Saturday, November 26, 2016
No Retreat: The Russian Front game end
Finished up the No Retreat: The Russian Front game Lawrence and I have been playing. Made it to turn 12 (March-April of 43) with a resounding Russian victory.
The game is medium complexity, with 20 or so units on each side - but that means placement for each unit is crucial. Card play adds a nice bit of chaos to the game, enough so that it usually cancels out but means you can't just count up odds and feel safe with any line of attack or defense. This is not a card driven game, it is what some call card enhanced, the cards are "extra" things you can do and are not directly needed to activate units to move or fight. Some cards allow an extra movement points, others allow units to be brought on as replacements for free, others allow combat bonuses, and finally there are some that cancel the last card played. You may have the "Auto-victory" combat card but your opponent may have a card to cancel that one...
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| The circles say it all, Russians needed 16 VP in order to win and had 17. |
The game is medium complexity, with 20 or so units on each side - but that means placement for each unit is crucial. Card play adds a nice bit of chaos to the game, enough so that it usually cancels out but means you can't just count up odds and feel safe with any line of attack or defense. This is not a card driven game, it is what some call card enhanced, the cards are "extra" things you can do and are not directly needed to activate units to move or fight. Some cards allow an extra movement points, others allow units to be brought on as replacements for free, others allow combat bonuses, and finally there are some that cancel the last card played. You may have the "Auto-victory" combat card but your opponent may have a card to cancel that one...
Saturday, November 5, 2016
J148: Last Minute War
Played this scenario with Tycho on November 5th, Just a quick couple of notes on a QUICK game...
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| Hungarian Artillery falls upon them with deadly accuracy and effect. |
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| Hungarian machine guns mow them down... |
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| Situation at end of Slovak turn 1. It is getting ugly fast. A 70mm harassing barrage put a hurting on those green troops - who promptly disrupted. |
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| And thus endeth my tale of woe... |
Labels:
ASL,
Avalon HIll,
Board Game,
MMP,
VASSAL/VASL,
WW2
Friday, October 28, 2016
ASL 184 Death at Carentan
Played ASL 184: Death at Carentan with Robert on the 21st and 28th of October this year - yup, a little late on the replay! This is an excellent scenario and I plan on playing it again some time. Both sides get a chance to attack and defend with the main US force entering on turn 2 and the Germans on turn 3. Our game was full of back and forth fighting. The US wins if they hold 5 points worth of buildings at scenario end. One building is worth 3vp and the others listed are worth 1vp.
Next the 9-2 and a squad move to Q6 by jumping over the Hedgerow to take the R5vp space. I suspect there is a squad there but instead...
Final verdict, this scenario is a gem, it features a lot of tough decisions for each player and appears balanced - though if I had not done that bonehead move with the 9-2 early on it might have gone differently since the extra -1 would really have come in handy.
Next the 9-2 and a squad move to Q6 by jumping over the Hedgerow to take the R5vp space. I suspect there is a squad there but instead...
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| A German MMG in R5 has a field day with point blank fire... |
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| End of German turn 4. During the US turn they managed to take the R5vp building after being repulsed in the north. The US now has 5vp but has to keep it till game end. |
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| End of US turn 5. The Germans are repulsed and the 92 (now effectively an 8-1) hold the R5vp building. |
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| End of German turn 5. The Germans move to r6 and are shot at with a 12+1 shot, NE! They fire back 8+2 and break the squad and leader in R5 who are eliminated for FTR... Germans are winning again. |
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| End of German turn 6. The US managed to get a half squad and leader into P2 and the Melee is ongoing still. |
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| German movement phase turn 7. Germans move to retake the P2vp space, US fires and causes a juicy MC, German MC is a 2, hero creation and battle hardening... |
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| Building P2 is retaken! Germans once again winning! |
Final verdict, this scenario is a gem, it features a lot of tough decisions for each player and appears balanced - though if I had not done that bonehead move with the 9-2 early on it might have gone differently since the extra -1 would really have come in handy.
Labels:
ASL,
Avalon HIll,
Board Game,
MMP,
VASSAL/VASL,
WW2
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