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...


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