Saturday, February 13, 2016

ASl AP43: Escape from Encirclement

Played AP43: Escape from Encirclement on February 13 and am just getting round to writing it up (with this and the ASL111 writeup I have two done in a day however!)

The scenario uses three maps the long way around - but two of them are only half in use so the effect is two maps.  The Germans setup on the left and right leaving a gap in the middle board which the Russians have to exit 32VP off.

Here is the map setup in VASL - the UHD monitor I bought myself for Christmas came in real handy for this game!  The Red lines are where the map ends (could not get the cropping to work properly).  The sets of Blue lines at the top are where the Russians can enter (one set on the left and one on the right - for this game my opponent swarmed in on the left).

The Germans go first, giving them some time to prepare for the Russian onslaught. 

First Blood!  Russian Turn 1 and the 75* gun gets a kill. 

End of Russian Turn 1.  After the fun of an early kill things settle down into nothing special going on.
End of German turn 2, a couple pins and a squad jumps into CC with two enemy squads hoping for good luck - well he at least survived the encounter has a half squad and thus holding up the Russians during their next move.

End of Allied turn 2 and the HS in Melee is still alive.  The ATR pinged a shot off a tank, so did the MG nest.  Otherwise the Russians continue their advance.

End of German turn 3.  Hustle up Franz!  Battle is over there!  My 75* took a shot and broke a Russian leader, since he had rate I took another shot and broke the gun...  More ping, ping, ping, ricochet ATR action!  The Heroic (OK, Not a technical hero in ASL) succumbs to Russian CC rolls.

Russian Fire phase of Turn 3 and the lousy Russian MTR gets a crit on my MG position, that breaks the leader while a follow on shot breaks the crew too.  On the left a lone German squad plays havoc on the advancing Russians.

End of Russian Turn 3.  The MG outpost to the right was swarmed and the troops slaughtered by no quarter.  the middle of the board is a big open mess for my Germans now!
German turn 4, another one of those ASL moments where the game turns on a couple of DR.  The first is the ATR firing at the tank and scoring an Immob, no more points for moving that off the board.  The MG follows up by first Blasting the stack in BB3 (two Squads, an lmg, and a leader) and then proceeds to kill the other Russian tank.

Start of Russian turn 4, if the tanks had still been on the board and mobile things would be different but now the Cavalry have to get to the south (and more troops are needed to get the required 32VP off to boot).

Charge!  (Ooops, SSR states not charging on turn of entry, TROT!!!)
In a bad start to things the Immobed Russian tank Breaks its MA, the Russian Cavalry come onboard and Half of the break or die. 

At this point the game was called since the Russians did not have enough left on board to get the required exit VP.

Very interesting scenario, the Germans have to choose which side to defend and the Russians have to pre-designate where their units will enter and then rush off the board in 6 turns to win.


Next up, BFP-26 Armored Samurai.  (played it last week actually, and playing BFP 27 Chapei Chockblock on the 2nd)

Saturday, February 6, 2016

ASL 111 Balkan Sideshow Finale

Tycho and I finished up our game of Balkan Sideshow (Nearly 2 months ago...) on February 6th.  I can safely say this scenario would be a stacking disaster if played on a real board.

Things at the top of Turn 6.  Allies hold the bridge still but the Hungarians have armor ready to stream on.

End of Allied Turn 6.  Not much different yet.

Hungarians storm the bridge, and 3 tanks are dead - the last one going up in flames!  (And thus hindering the heck out of the MG bunker sighted down the bridge)

The Hungarian Flamethrower leader, AKA Bringer of Death.  Strolls across the bridge and only suffers a ping.

He later fires onto the MG bunker and breaks/ELRs them into a quivering mass of jello.  To make it worse he strolls out into the open street and survives a 4-1 shot...  Plus the 8-1 leader can't take the MG from the Brokies who refuse to give it up.

And the stupid move that ends the game for me.  I put the 2 squads and leader in range of the FT (long range) and they squads break. 

On the ending half of the final player turn I played better but it was too late.  A zerker (only a half squad left here) locked my left flank in CC/Melee, the last squad upstairs broke trying to keep the enemy out of CC with him (FPF shots, made a couple but the enemy laughed off the Resid so he had to try and try again).  Finally the crew off to the right survived AFV assault but did was stuck in CC.  In order to win I had to have a good order MMC within the red lined area. 
A fun scenario but the stacking is incredible!  It compare to RB in that respect.