Saturday, February 24, 2018

ASL Journal 108: Danica Air

Played this ASL scenario with Tycho, I was the Partisans and Tycho the Croatians.  Partisans have to control 2 of 4 buildings AND control or destroy three of the Ammo Supply counters on the board.

The Croatians are defending an airfield, there are HIP units and fortifications in addition to what is seen.  The Black line is the board edge and the Partisans come on from three sides.


End of first Partisan turn.  Moving into position with no effective firing.
Opening shots of the game...  (that should say starts concealed)

Croatian Mortar goes on a rate tear with a CH to start of the festivities.  HEY, I didn't need to stack in order to create a Partisan firegroup - where did I get that idea in my head from?

End of first Croatian turn.  The Partisan MG stack (2MMGs under the 9-1) make short work of that offensive Croatian MTR.  Perhaps VASL doesn't have it in for me today after all.
Partisan turn 2 Prep Fire, no I can not whine about the VASL dice roller this game.  The MMG and MTR stacks make short work of the visible (ominous music time!) Croatian defenses on the Right side of the board.

Partisan Movement turn 2 part 1.  A 247 pops up and rolls boxcars on a 4-2 shot...

You lucky Bastards!  (my lucky bastards that is)


Picture caption says it all.  My leader and squad are toast if I have to rout (no quarter is in effect) with that Croation Half Squad there still...

And a second boxcars from that Half Squad seals their fate...

End of Partisan turn 2.  Croatian right flank in serious trouble with no Visible defenders (Ominous music) left and the Partisan MG stack keeping them from reinforcing.

End of Croatian turn 2.  Down at the bottom the squad he had send to grab my unitless LMGs got Dmd by MY MTR.  Those things are on a roll today.

End of Partisan turn 3.  Another HS pops up and takes a 1-2 shot, no luck there either.  A squad with an MMG is in that bunker too but they could not see out to shoot at my squad that entered their hex.  CC ended up with neither one getting hurt.
Croatian turn 3 ends up a disaster for them.  A shot from the Croatian 9-1 leader and MMG results in said leader getting killed and the squads with him DM...

At the end of the Croatian turn the Partisan Squad in the hex with the Bunker manage to kill off the Bunker squad while being Casualty Reduced in return.  At this point the Croatian player called it.  He had suffered a bad run of luck in this one.  Two critical rolls from the right side HS resulting in an NE when firing and then boxcars on the MC allowing his targets to rout.  Finally that big Sniper whacking his kill stack.
After months of losing I break out the Champagne (or in my case Diet Doctor Pepper) and celebrate.  After that early MTR rof tear I thought for sure it was game over but even with some sloppy (but aggressive) play the dice just rolled in my favor.  Maybe I like this game after all...

Friday, February 23, 2018

ASL scenario Pegasus Bridge 02

Started playing this one with Bob Z on February 23rd and finished it up by email on March 7th.  It was the second in our night game scenarios, the third was Classic H "Escape for Velikye Luki" which we just played on Friday.  In this one the Germans have to have a Good Order MMC within 3 hexes of the bridge at game end OR keep the UK from having a Good Order MMC within 3 hexes of the bridge at the end of any Game Turn.  UK are defenders but do not start with No Move markers while the Germans are NOT scenario attackers so do not start cloaked.

The map for the scenario, all that was really needed was the little town down to the bridge.  All of the actual game fighting took place within a 6 hex by 6 hex area.


End of German turn 1.  the tanks move out to Freeze Sleaze the UK, moving and Small Target cause the PIAT to miss when fired.  One UK squad got an Ambush and skulked away, the other one was killed in CC.  Just thought, the tank moved in during Movement, perhaps there should have been no Ambush roll.

End of UK turn 1.  Previously hidden guy with MG (bottom right) whacks a couple of squads and a UK stack moves up from the bridge to a building.  The German broken pile is mighty large and the UK line is a solid mass of troops.
End of German turn 2.  The 9-1 rallied all but a squad and a leader with him - and they were all DM to start.  A run of good rolls breaks the UK line just about everywhere (and some Freeze Sleaze).  The UK line went from solid to a giant gaping hole in one Player Turn.

The UK prep fire goes well except for the top right where the MC causes the broken 7-0 to BH to and 8-0 and the 10-2 leader sends his guys out to CC adjacent stacks.  As is typical for CC neither does any damage to either side which is bad news for the UK.  
End of German turn 3.  The UK squad at the top is still being a nuisance, giving worse then he gets.  The UK hero is taken out in CC - and he never managed to hit a tank with the PIAT.  Night LV, smoke, and target size always making JUST enough difference to getting a hit (missed by one a couple times).  The German 9-1 moved a couple squads next to the 10-2 lead attack on my tank and broke the UK squads.  9-1 and friends advance in and clean up the mess.  

End of UK turn 3.  The 9-1 blasts all the adjacent UK troops and the UK has no reserves left.
End of German turn 4.  UK troops were broken either by prep or already were broken.  9-1 moves in and they run away.  The other Melee that had been ongoing is finished when two more German squads move in and roll a 3 for CC.   The UK NEEDS a good rally phase to have a chance.
End of UK turn 4 and the game.  The UK does not get that good rally phase and concedes the game.  It ended up a slaughter for the UK but could easily have gone the other way, the lucky rally phase where the 9-1 rallied a platoon of DM squads and those squads blasting the UK line was very lucky.  A fun scenario and it makes me think more of playing the PB campaign game.  Yeah yeah, along with all the other ASL campaigns and scenarios I'm wanting to play...