Saturday, November 24, 2018

ASL Scenario Schwerpunkt 264

Played Schwerpunkt scenario 264 the Saturday after Thanksgiving and only just got done crying in order to blog about it.  Short blog entry too.  For my first game back after 6 months hiatus I didn't do TOO badly - I did ATROCIOUSLY...  Not even going to whine about bad luck (well, maybe a little) since it was bad positioning that killed me.







The setup.  The Germans have 6 turns to kick the Russians out of the buildings or get 14CVP off the left edge.  It is actually two minor powers but I forget which.  The Allies have 3 Commisars with no negative leadership modifiers but a couple of pistols...

End of German turn 1.  Only took one shot and it did nothing.  An MC caused a little sniper to pin a squad.

Russina Prep Fire.  First (and only) shot with the Art gun is boxcars - I didn't have to feel so bad about the bad placement.  First shot with the MG group did doodly too.  Whine...  Only actual effect from all the shooting was a pin.

End of Russian Turn 1.  Not looking good already.  A 10 morale Commisar breaks from the second attack on his position.  Another MC causes a big sniper to break another Russian squad.

Putting myself out of my misery.  The Germans rolled over my defense and this is the end of German turn 4.  The Russian Commisar did manage to rally but got knocked right back out again and another MC caused another big sniper that took out the middle commisar - if any of those troops break it would be no go on getting them back in the fight.  They did manage not to break for a while however.  A great shot at an adjacent target casued a HOB and the Germans Battle Hardened and generated a hero.  I finally got a sniper and it managed to recall one of the Half Tracks.  Game over after this.  One more movement phase and it would be all over.

Friday, November 23, 2018

Holland 44

Lawrence and I played this one on Black Friday - much better then going to stores!  We did manage to mess up just about every rule however.  Movement rates for infantry on roads, combat column shifts for low morale units, infiltration.  Just a mess.  Fun game however and a lot better use of time then It Never Snows.

The game at start.  XXX Corps Area.

Arnhem and Nijmegan area.
End of Allied turn 1

XXX Corps gets off to a bad start rolling a 1 for an A1/D1.  This will slow up the advance for turns to come, it was the only result that could have caused a step loss on xxx corps and does not allow a follow up attack.  101st goes running around faster then they should due to messing up road movement rate rules.  Gerry would get revenge later by getting units to Eindhoven the same way.

The Red Devils I did not goof up the movement rate, I don't know why I remembered it there but not in the south.  Arnhem is close...  82nd I forgot again, units flying across the map to check for bridges and to attack Nijmegan.
End of German turn 1.  No comments here, kinda lost my mojo after figuring out everything done wrong on this one...

XXX Corps area.

Arnhem sector.
Allied turn 2

XXX Corps 
Arnhem


German turn 2

XXX Corps

Arnhem
Allied Turn 3

Just going to say - STILL not in Eindhoven.  XXX Corps zone.

Arnhem.

German turn 3

XXX Corps

Arnhem

Saturday, November 3, 2018

Lock N Load Tactical: Attack of Das Koch.

Played this scenario last Saturday the 3rd (it is the 12th as I write this).  Another fun game of LNLT with tanks added into the mix.  First game online with Bruce who knows the rules well.  Looking forward to more of the game.

The setup.  The Germans have to take the 3 circled hexes by the end of Turn 7, they enter from the left side.

First turn is all movement.

Second turn has both sides shooting with no effects.
First blood on turn 3!  The Germans in D4 fire at and hurt the Brits in C3.  

End of turn 3.  The already shot at Brits are overrun by a PZIV and all but the leader are killed, leader is shaken I think.  If so I have to check and see if that leaves him dead for being alone with the tank.  Tank wanders off to the next hex.  The other PZIV moves adjacent to the Brits in D6 in order to maximize hit potential.

Turn 4 the Brits get their first kill.  After winning initiative and rallying (if he had to, can't remember) the Sarge fires his PIAT and kills the PZIV next to him. 

End of Turn 4.  The squads next to the now activated sarge fire at him (should have just moved in, he was unable to Melee - next time).  The PZIV next to the Brits was taken out in CC, then the Marder overran (might not have been legal, CC gets marked with Melee but no mention in rules about no overrun after melee - just no shooting.  Time to do some reading).  The Germans then moved in and finished off the remainders of the Brits (that would have been a no-go if Melee marker already existed.
End of turn 5.  The Brits take out the Marder, no vehicles left!  Some shots at the Brits followed with a shake em and take em captures the second VC location.  One to go!

End of Turn 6!  The Wounded Brit leader had the decisive skill and put it to use, putting a stopper on the German assault.  One stack shaken but the other OK, sadly the German assault fire had no effect. 

End of turn 7 and the game.  Another mistake could have been the one that cost the Germans the win.  The Shaken squad with the German leader should have gotten the +2 for being behind the hedge to the only known enemy and that would have been enough to rally him.  The German charge at the last VC hex went badly and it is game over with a well played British win.