Played this over VASSAL yesterday with my normal FTF opponent. Since I'm away for over a month it was the only way to get some game time in. After getting VASSAL and Skype up and running we only had a couple hours of game time. There are lots of counters to move around in this one too.
Saturday, December 28, 2019
Sunday, December 22, 2019
ASL Scenario DB 132: One Last Victory
Played this with Tycho on VASL - so disgusted with the VASL Dire (typo - but I'll keep it in the blog) roller that I conceeded at the end of turn 4 instead of finishing up. 8ML Germans almost always breaking or dying when attacked at 2-2 or 2-1 (and I HAD to take those types of attacks in order to get to the victory hexes in time - stopping for a firefight was not an option) while having 8 straight shots do squat against 6ML troops over half the time gets old after a bit.
Saturday, November 30, 2019
Normandy 44 continues
It is a slugging match but the Allies have been able to push the Germans back slowly. I expect the pace to pick up now that the Mulberrys are done.
Saturday, November 23, 2019
ASL Scenario Into the Rubble 18 "Capital of the Ruins"
A fun scenario. I would play it again - as the Germans...
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| The Setup. The US has to capture all the circled buildings in 7 turns. By Bounding Fire Productions (BFP) rules a number of the buildings have a third story. |
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| End of US turn 1. Things are going pretty well so far... |
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| Another happy day of ASL! |
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| Next up is our third playing of Purple Heart Draw. The first two ended up as blowouts for each side so this is the drawbreaker. |
Saturday, November 2, 2019
Normandy 44 continues
Part 1 at https://fiftyshadesoffeldgrau.blogspot.com/2019/10/normandy-44.html
Lawrence and I continued our Normandy 44 game yesterday getting in 2.5 turns (4 through German turn 6). Found out we were playing the retreat stopping rules wrong - we had thought you needed the terrain AND the units already in the terrain to stop a retreat and rereading found out it was one or the other. That makes a big difference going forward. We also had to read (and reread) the Bocage advance rules...
Lawrence and I both like this game a lot. A perfect size and scope for us. Even at one map and a "normal" number of counters for a one mapper there is a lot going on each turn. Part of that is the ability to do a Determined Defense, another part is the need to balance where Arty, Air, and Naval power is used and the final bit is the CRT has a lot of D1, DR, A1 and EX results. So a single combat is hardly ever decisive in and of itself. To take ground requires grinding away and the use of reserves - which neither of us has mastered yet. It is a deep game in a small package.
The only "problem" I have is that the game "series" (Normandy 44, Holland 44, Ardennes 42) is so similar but with minor differences in each title that lead to major changes in how to play the game. They are different scales in each game and different time scales so I admit it would be needed but (mis)remembering things from the previous games has been a problem from time to time.
Lawrence and I continued our Normandy 44 game yesterday getting in 2.5 turns (4 through German turn 6). Found out we were playing the retreat stopping rules wrong - we had thought you needed the terrain AND the units already in the terrain to stop a retreat and rereading found out it was one or the other. That makes a big difference going forward. We also had to read (and reread) the Bocage advance rules...
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| End of German turn 4. (June 9). A counter attack pushes the Brits out of Epron. Otherwise falling back is the order of the day. |
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| Something went wrong with the Panorama shot on the next picture! |
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| The Allies attack, attack, attack! They did the same around Caen too. The front line is getting pushed back but only a hex or so at a time. Bocage is great stuff. |
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| End of German turn 5 (June 10). Clear Weather! BAD! Reforming the line again... |
Lawrence and I both like this game a lot. A perfect size and scope for us. Even at one map and a "normal" number of counters for a one mapper there is a lot going on each turn. Part of that is the ability to do a Determined Defense, another part is the need to balance where Arty, Air, and Naval power is used and the final bit is the CRT has a lot of D1, DR, A1 and EX results. So a single combat is hardly ever decisive in and of itself. To take ground requires grinding away and the use of reserves - which neither of us has mastered yet. It is a deep game in a small package.
The only "problem" I have is that the game "series" (Normandy 44, Holland 44, Ardennes 42) is so similar but with minor differences in each title that lead to major changes in how to play the game. They are different scales in each game and different time scales so I admit it would be needed but (mis)remembering things from the previous games has been a problem from time to time.
Saturday, October 26, 2019
ASL Scenario Journal 54: Showtime
Finally got a chance to play ASL with Tycho after 2 or 3 times I had to cancel - work was being a pain in the rump.
We played the last scenario in the Kursk Mini Campaign from the Journal. The second scenario from the campaign made it near impossible for the Russians to win the campaign so we played the scenario as a stand alone instead.
As I told Tycho, I had a blast...
The dice always came up in my favor so I can't say if this one is balanced or not. Looking back I played badly since I was playing to take out Russian forces instead of to move off the board. I should have taken all my troops in one direction (top of map or bottom) to place them for exiting by game end. As it worked out however the lucky rolls when I needed them made it moot.
Next game is November 23rd. Another in December and then back to our third playing of Purple Heart Draw on New Years Day.
We played the last scenario in the Kursk Mini Campaign from the Journal. The second scenario from the campaign made it near impossible for the Russians to win the campaign so we played the scenario as a stand alone instead.
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| Highlights of turn 2. Germans move forward to engage the Russians behind the wall, the Russians miss with their shots and the Germans roll 2 turret hits in a row. A very rough start for the Russians. |
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| End of German turn 2. German turn 2 reinforcements come on and the Halftracks onload their passangers. |
As I told Tycho, I had a blast...
The dice always came up in my favor so I can't say if this one is balanced or not. Looking back I played badly since I was playing to take out Russian forces instead of to move off the board. I should have taken all my troops in one direction (top of map or bottom) to place them for exiting by game end. As it worked out however the lucky rolls when I needed them made it moot.
Next game is November 23rd. Another in December and then back to our third playing of Purple Heart Draw on New Years Day.
Labels:
ASL,
Avalon HIll,
Board Game,
MMP,
VASSAL/VASL,
WW2
Saturday, October 5, 2019
Normandy 44
Lawrence and I got together for Normandy 44 yesterday. Another fine game in the Mark Simonitch 4X game "series". (Normandy 44, Holland 44, Ardenness 44)
Some major mistakes on the first game but we will keep playing it. First up was mis-remembering that Infantry units did not pay 1/2 for road movement like they do in Holland 44 (which is the last one we played). So the German first turn is less then optimal. Combined with a horrible airlanding for the US troops and it may even out.
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| Overcast 3 for turn 2. The Germans move up to seal off the front line. Thin in many spots but it is a line. |
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| Allied turn 2. I remember DD for the forts but even the +1 fort fails (a 1 in 6 chance) to hold. |
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| German turn 3. Overcast 2. The line is getting thinner but reinforcements are on the way. No counterattacks this turn. |
Saturday, September 14, 2019
African Campaign Deluxe Edition second try
Played this again today. First game I made a mistake that allowed the enemy a 1 in 6 chance of killing off my main stack - and he rolled the six...
Second game the Allies could not take Tobruck and the Axis would not be able to get off the map. We both realized that it was not only possible but pretty much required to put a line of troops across the desert and neither side would then be able to advance past it. They could attack and maybe eventually attrit the other side but there was no way to break the line and surround the enemy. So sadly this one goes back on the shelf.
The optional rules may be able to handle this but the 15 hex supply makes the desert feel like the Somme...
Second game the Allies could not take Tobruck and the Axis would not be able to get off the map. We both realized that it was not only possible but pretty much required to put a line of troops across the desert and neither side would then be able to advance past it. They could attack and maybe eventually attrit the other side but there was no way to break the line and surround the enemy. So sadly this one goes back on the shelf.
The optional rules may be able to handle this but the 15 hex supply makes the desert feel like the Somme...
Saturday, August 17, 2019
ASL Scenarios J53 (scenario 2 of Kursk Mini Campaign)
Anyway. For this scenario the Germans have to exit a certain amount of VP OR take 3 multi-hex buildings. Since for the campaign it helps MORE to hold certain buildings at game end then to win (though winning is nearly as many campaign VP) I focused on taking the buildings instead of exiting and leaving the other campaign VP buildings unguarded. (kinda screwy you ask me but nobody asked me).
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| First German movement turn goes pretty well. The Russian hero in the one building didn't manage to do anything and dies from failing a couple of MC. |
Labels:
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Avalon HIll,
Board Game,
MMP,
Russia,
VASSAL/VASL,
WW2
Saturday, August 10, 2019
The African Campaign Deluxe Edition
Played this on the 10th (Last weekend as I write this) and got creamed as the UK. Rommel is a butt kicker!
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| The Desert as seen by wargamers millions of times. |
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| End of turn 1. |
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| Skipping ahead to end of turn 5 when the Allies have captured Tobruk. Rommel has been building up strength during this time. |
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| There is Tobruk safe and sound. |
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| End of Game two turns later. UK attempts to break the supply of the Axis units failed with a couple of repulses at Tobruk and Alexandria. |
Saturday, August 3, 2019
ASL scenario FT94: Here Stands the Legion
Played this one today with Tycho over VASL. A fun scenario but I think it is pro-German (and I was playing the Germans).
A fun scenario with choices for each side but like I said, I think it is pro-German to some extent. Though a bad guess on the AT gun placement and it could be a really rough time for the Germans too.
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| End of Game. The 9-2 Fire stack did squat on the first turn while the rest of the Germans went to the right. The Hard Luck Franz tank smoked DD02 and the Germans moved adjacent. I'm fairly certain the 458 starting in BB2 failed an MC and routed. This got the Germans firmly into town on the first turn. After that a 16fp kill stack with a 9-1 leader managed to do just about squat all game. He did live through an ambush to kill the concealed squad that jumped into CC with him. After that however they never caused anything for a pin result and even that was rare. The 9-2 kill stack made up for it easily brushing aside the French Resistance on the left, they only had to make a couple of MCs and managed to break and rout everyone put in front of them. The Strong point was where the French 9-2 leader was and his group held till the next to last turn (when we called it). I jumped him in CC and lost two squads to an ambush!. He did have two squads with him at first but one went berserk and died to a 12-2 defensive fire shot when he had to bypass into the adjacent hex to rush my 2 squads. Then there is Hard Luck Franz. After his first shot he malfed the gun, not wanting to lose him I had him run around without trying to fix the MA. When he tried to enter the French 9-2 hex to freeze sleaze him he was immobilized which worked out great! Now I could fix the MA without fear of losing an AFV. He managed to fix the MA too for a Point Blank shot at the 9-2 and friends. THEN he manages to Malf the MA again... All the Tanks together finally managed to break everyone in the hex and that ended the game (along with the German 9-2 going on a rate tear). Finally there is the suicidal German 8-0. Having been DMd where the 20L tank currently sits he routed to where the ATR armed guy is. First Rally he rolls boxcars and wounds himself. Second rally he rolls boxcars and Kills himself... |
A fun scenario with choices for each side but like I said, I think it is pro-German to some extent. Though a bad guess on the AT gun placement and it could be a really rough time for the Germans too.
Labels:
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Avalon HIll,
Board Game,
MMP,
VASSAL/VASL,
WW2
Saturday, July 27, 2019
GCACW: The Battle for Washington
Played the Great Campaigns of the American Civil War scenario The Battle for Washington last week. I'm not doing detailed writeups for a while so just one picture.
The Rebs have three days to capture and hold the circled Ovals and to burn the RR stations in the little red stars. The majority of the fighting took place in the Big Blue star. Lee's path across the map is the blue line.
Things I remember. Lee hauled ass the first activation (rolled a 6 to go eight hexes). My plan to hold him in the swampy are (to the right of the battle zone) went down the crapper and the fallback plan to fight along the stream was looking iffy. Lee won the second activation (first was a gimme) but did not roll nearly as well for movement. Next up was my units and they managed to get to the Stream in time to hold it - but I had to force march one unit to make it into position. The First Days' fighting was a knock down dragout even though I had BOTH of my attempts at an assault by Burnside fail (each a 1 in 6 chance of failing). On the other hand the CSA assaults went in my favor. Finally Jackson was a acting like he did at the seven days, poking along...
The SECOND day. Burnside got the initiative and surrounds Lee! Tries an Assault and makes it! Tries the Grand Assault and FAILS! OK - a 33% chance of not getting at least one other hex but combined with a 1 in 36 chance of two failed assaults in a row yesterday we are down to a 1/72 (roughly) odds of such bad luck. The North wins initiative again! And fails another assault roll (1 in 6, odds of this streak of luck is now roughly 1 in 432).
Still up to this point
Right then somebody
The Rebs have three days to capture and hold the circled Ovals and to burn the RR stations in the little red stars. The majority of the fighting took place in the Big Blue star. Lee's path across the map is the blue line.
Things I remember. Lee hauled ass the first activation (rolled a 6 to go eight hexes). My plan to hold him in the swampy are (to the right of the battle zone) went down the crapper and the fallback plan to fight along the stream was looking iffy. Lee won the second activation (first was a gimme) but did not roll nearly as well for movement. Next up was my units and they managed to get to the Stream in time to hold it - but I had to force march one unit to make it into position. The First Days' fighting was a knock down dragout even though I had BOTH of my attempts at an assault by Burnside fail (each a 1 in 6 chance of failing). On the other hand the CSA assaults went in my favor. Finally Jackson was a acting like he did at the seven days, poking along...
The SECOND day. Burnside got the initiative and surrounds Lee! Tries an Assault and makes it! Tries the Grand Assault and FAILS! OK - a 33% chance of not getting at least one other hex but combined with a 1 in 36 chance of two failed assaults in a row yesterday we are down to a 1/72 (roughly) odds of such bad luck. The North wins initiative again! And fails another assault roll (1 in 6, odds of this streak of luck is now roughly 1 in 432).
Still up to this point
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| Burnside |
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| Was Kicking |
| Lee's |
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| Ahem |
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| Lit a Fire |
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| Under Stonewall's |
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| Ahem... |
The CSA gets the initiative and Stonewall rolls max move. His first two divisions surround my flanker on Lee and his last smashes into the unit leaving it demoralized 2 and basically out for the rest of the game. He then wins initiative again and does the same to another USA division.
At this point I conceded (with some disgust I must admit). I find the flanking rules a bit screwy when combined with a single enemy adjacent as long as the other enemies have the other hexes in ZOC but friendly units do nothing to keep that from happening - and only adjacent friendlies can help mitigate the effects of being flanked. Combined with high movement speeds it is possible to (often) surround an opponent and flank him without any way to mitigate it and being flanked can be worth having a 5-1 numbers advantage.
At this point I conceded (with some disgust I must admit). I find the flanking rules a bit screwy when combined with a single enemy adjacent as long as the other enemies have the other hexes in ZOC but friendly units do nothing to keep that from happening - and only adjacent friendlies can help mitigate the effects of being flanked. Combined with high movement speeds it is possible to (often) surround an opponent and flank him without any way to mitigate it and being flanked can be worth having a 5-1 numbers advantage.
After a couple days I thought about it some more and have ideas for next time...
Labels:
Avalon HIll,
Board Game,
Civil War,
GCACW,
MMP
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