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.