Sunday, May 10, 2020

ASL 203: Hard Rock

Robert Z and I continue our Korean War gaming with ASL 203: Hard Rock.  I play the NK and Robert the SK in this one.  The NKs have to get 15vp across a bridge in 8 turns.  Besides the fact I finally won a game this gets more attention since so much fun stuff happened.

The setup.  NKs as noted have to get across that bridge in 8 turns.  The SKs have 2SE HIP as well.

SK half of turn 1.  This little pest took shots from 3 tanks AND 9-2 led 4fp attack and came out with NO need to even do a PTC!  Not Fair!

NK turn 2 he gets overrun.  One of the SK Bazooka guys popped out and shot but missed the T34.  The overrun DMd the squad and MG in the hex.
End of NK Turn 2.  The SK defense on the first board collapses.  They tried to create a Bullet Hero (sortof like a Tank Hunter Hero) but it didn't do anything to the Freeze Sleezing tank up top (that would make two stacks that tanks took out in one turn - well, the second stack someone else finished off but the inability to fire out of the hex was deadly).  The Baz in Z2 was overrun to no effect (don't overrun without MGs!) but the 9-2 finished him off in the AfPh.  U4 had an MTR that didn't manage to hurt anyone get overrun as well.

And the FIRST Zerker of the game.  The SK leader went berserk (+4 on HOB and they go BERSERK instead of surrendering).  He took the 557 along for the ride.  Moving in the open towards a 9-2 led 16FP stack proved deadly.
Nearing the middle of the game we have Berserker number 3.  The 9-2 leader went Berserk and took a broken half squad (broken no more!) and a full squad with him.  NKs have a +2 on HOB rolls and I don't think they surrender either but I don't remember for sure.  The BAZ toting guy will move to G6 making the 8-1 led 14fp stack the target for the zerkers...

The 9-2 zerk stack was actually the THIRD zerk roll of the game.  This poor 126 went Berserk but his story ends quickly as he is taken out in CC before he even gets to move (went berserk in enemy Prep and CCd later on).

Part 2 of the 9-2 berserk story.  The 8-1 lead 14fp stack is attacked at 4+2.  The squad manning the HMG breaks and the other squad pins.  From 14FP to 2FP in one lucky shot!  The 9-2 and friends charge.  Fired on in the street by J3 and a gun that pops up in D4.  The Half Squad dies, the Leader wounds, and the other squad eventually CRs but manages to get into the Gun hex (target hex changed when the gun popped up though we may have made a mistake since I don't think the gun unconcealed while shooting - does a ? target count for Zerkers?)


End of turn 6 AfPh and the game.  The Baz in F3 managed to burn a vehicle in H4 but did so well he broke himself.  The NK infantry swarmed across.  The SK have only 1.5 squads left unbroken and are in no position to halt the NKs for 2 more turns.
*I* had a lot of fun with this one.  The SKs could have setup their Bullet Heroes hidden on the map and that would have made a big difference since Robert had shit luck rolling for them.  I remember he rolled sixes at least twice in one turn trying to get one.  That made the squad doing so pinned and unable to attack the tank in their hex.

No comments:

Post a Comment