Saturday, June 22, 2019

Advanced Squad Leader Action Pack 128 Flight of Fancy (Round 2)

Got in a second playing of this scenario after messing up the VC last game.  This time I made all new mistakes!

The setup once again.  Circled buildings are worth 1VP if the Brits control them at the end while the Germans get exit VP for good order non-crew MMC south of the river - everyone starts north of it.
End of the UK turn 1.  There was not much shooting and what there was we No Effect.

The Brit 8-1 stack with MMG opens up and breaks a concealed squad and pins the other concealed squad.  Not a good start!

End of German turn 1.  No damage done to the UK and things are not looking great.  I had to move the HMG stack up to keep the Brits from getting across the street.  Concealed in a Stone building with an 8-1 leader should hold them up a turn.

The 8-1 and MMG fireagain and DM my leader and HMG squad.  NOT looking good!

End of Brit turn 2.  The German defense has nearly collapsed.

German turn 2 and the 447 rolls snakes on an 8+3 shot, so it becomes a 4+3 and an MC!  Brit rolls snakes and creates a hero!   Looks like it is going to be a short and painful game.



Continuing on something finally goes my way!  The small AA gun opens up and breaks a squad in the street and pins another in the building.  At this point I take what I can get...



End of German turn 2 (and start of Brit turn 3).  My DM guys who entered in the turn 2 rout phase managed to have 2 guys rally.  Not bad for DM second line troops.  Not bad at all.  The main line of defense is still a shattered wreck.

British turn 3.  My sniper wakes up and kills the UK leader in charge of the front line.  The LLMC also breaks the squad with him.  I was whining just before that when a whole bunch of defensive fire did squat.

End of UK turn 3.  The hero created earlier jumped into CC with a squad, probably not a good idea but the hero managed to CR the squad before dying.

End of German turn 3.  My turn to jump in CC (with a squad that was encircled upstairs in the VC building) and died without hurting the enemy squad - even worse on a roll of snakes he creates ANOTHER 8-01 leader!  All of my remaining broken guys that entered last turn manage to rally and make a run for the bridge.  My tanks come on and take up positions to slow the coming Brits.

End of UK turn 4.  The UK reinforcements arrive and I get lucky on the left.  On the right it is easy come easy go for British 8-1 leaders.  My sniper popped up again and killed him.  The squad with this one also fails the LLMC leaving a shattered German defense to face a shattered British offense.  Still a LOT of Brits there but they have a LOT of terrain capture.

End of German turn 4 and I make a run for the south bank of the river.  The Brits might have gotten a shot at them if he had moved his guys one hex down (on the right) instead of one hex up.  On the left I pulled a sneaky move out of my bag of tricks (admittedly a very small bag) and moved my PZIV into the hex with the UK tank that was guarding the road to the river.  With my tank in the hex (left in motion) he could not shoot out...

After thinking I was brilliant I then flubbed with my second tank.  It should have been moved where it could guard against the UK tank moving one hex and shooting at my exposed infantry on the bridge road!  Luckily I had a lot of fausts and 3 squads and a leader to roll them up.  With a 50% of having one and then a hit on a 6 or less (7 for large?) I should get a hit or two.  7 attempts, not hits, two pin results.

DOUBLE AAUGH!!!

My opponent made a mistake this time and moved one more hex (probably should have stopped by a couple hexes and BFF first - like I should have moving into his hex earlier I guess).  My next attempt at a faust comes up good and a hit brews up the British tank.  Now we have a nice Smoke Screen covering us in addition to nobody being in range to hit us now.  With this the game was called.  The Germans would have 12vp south of the river and the Brits only held a single VP at this point.  To win they would have to end up in control of more VC buildings then good order German MMC existed on the south side of the river - with only two turns left to go and a LONG distance between the Brits and the south end of the river.

A fun scenario.  For the defender it is a choice of when and how much to send south of the river, it is nearly impossible to hold all the buildings so sending someone is a requirement, I was very lucky all of my broken reinforcements rallied in time for me to race them all south of the bridge.  I was going to go with whatever was available in any case.  I was positive I had lost it when I didn't properly cover my troops crossing the bridge.  Then my opponent made the mistake of getting into Faust range instead of hanging back and BFFing the Germans.  A 2 FP shot with the MGs might have broken some of the front guys and left the second guys to run through an acquisition to reach the south of the river (and another MG shot at full strength).  He had tank riders too, a turn of the turret could get them off the tank and if they passed the MC perhaps had fired as well.  Of course that is not something I would think of in the game. 



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