Saturday, April 20, 2019

ASL Action Pack scenario 127: The First Virtue

Played ASL Action Pack scenario 127 last Saturday (the 20th).  Since the VASL die roller was smiling upon me I had a blast.  I don't see how Tycho could stand it.

The Setup.  The Free French have to get 12VP to win.  They get normal exit VP in the shown area, 4VP if the take out the gun at the bottom of the map, and 1vp for each level 3 hill hex in the shown area.  With 7 turns to do it in it sounds plausible but the amount of open LOS in this scenario is misleading, the guys on the hill in the entrenchment have LOS to pretty much everywhere.
First Blood!  After letting half squad scouts go by unmolested the Germans open first on the first squad they see and break it.

Second Blood!  The VASL die roller grants me a 3 which kills this squad outright.

End of French Turn 1.  A couple more guys at the top of the map were DM'd by fire from the northern trench.
The French get a hit back on the Germans.  An MC of snakes and HOB causest the leader to lose a level from 80 to 70, ANOTHER snakes Battle Hardens the 468 squad.  

End of German turn 1.  Knowing that the FT has not been revealed yet the Germans fall back to not give him a shot without revealing himself next turn.
End of French Turn 2.  Only really notable thing was the Gun firing a single round and breaking a French Squad moving onto the hill.  And the 70 leader rolling snakes and rallying himself and the squad with him too - down for less then a turn. 
The "Machine" gun fires four times...


End of German turn 2.
French turn 3 and the "Machine" Gun blazes again.  Only stopped firing when it ran out of targets...

End of French turn 3.  The Fanatic MG squad has taken every shot the French fired at it without a scratch.  In return the Squad has managed to break a couple French squads and their fire groups.

End of German turn 3 and the game.  The Fanatic MG fired at the FT guy and broke him, the LMG got rate and fired at the squad next to them breaking those as well.  At this point the French called it.  Their casualties (off to the left) combined with German reinforcements entering next turn (right were the French need to exit) combined to make it near impossible to win this one.  Perhaps if the Germans started rolling all boxcars (instead of lower then 7 nearly always) they could get the exit VP off the board.

Next up will be AP 128 where I'll be the Germans once again, defending against Brits this time.  My first game of ASL in a couple of months and only my second in about a year but...



Friday, April 12, 2019

Midway!

Got in two games of Midway today. 

That is it for the pictures - the game moves quickly and I just forgot.

First game the US got pasted by a Japanese airstrike - second game the US got pasted, not as badly, by a Japanese airstrike.  How does the US win this game?

Lots of fun and it was interesting to see how game design has changed over the years (decades!).  The desire to "simplify" by using areas actually makes some things a little more opaque then it would be otherwise and the combat resolution using odds ratio is truly baffling if you try and make realistic sense out of it.  It works overall however and that is what matters.  Next time out will be the Coral Sea variant of the game.  Looking forward to that.

Saturday, April 6, 2019

Panzer Scenario 3

Panzer scenario 3.  My first game in a while I had to relearn some things and learn about suppression if in a hex with a Brew Up for the first time (or perhaps I forgot...)

The scenario is a meeting engagement, basically the first scenario with infantry and guns added to the mix.  We played it with variable penetration and the turret facing rules.  Each side gets points for enemy kills and holding the VP hexes.

Both sides move into position on turn 1.  I should have moved my Panzers for the hills...

First Blood goes to the Germans and their superior optics!  At this range the German gunnery is superior to the Russian
armor.



End of turn 2.  Things are looking very good for the Germans.  They get two kills and a bail out result with no damage to them.

End of turn 3.  The first German casualty and it is a brew up too - causing the other units in the hex to be suppressed.  This will mess up their gunnery and being in the way of the other German stacks messes theirs up too.

End of turn 4.  The Germans move about and get another kill to no loss of their own.  Things still looking good.

Turn 5 and things go from good to bad.  The Russians kill two tanks for the loss of only one.

End of turn 6 and things go VERY bad.  The Germans lose three tanks, another one being a brew up.  The Russians lose nothing.

End of turn 7 and time to throw in the towel.  The loss of the command tank last turn caused all of the Germans within a hex to be broken and all of them failed to recover.  With only 2 runners still on the board vs 4 Russian runners who are not broken it is time to run (walk for the tank crews that have broken tranks) hills.


A fun game that plays quickly.  Gerardo and I have another game scheduled for the 23rd.  Scenario 5.  When I work my up through the rules we will be playing some of the big honking scenarios in the France 40 module and I'm looking at the Western Front module for some of the scenarios in that one.