Played the first three turns of Germantown and what a difference from the first game. The Brits managed to score a hit with Arty that caused an attack to go awry for the continentals and a Hessian attack on Militia has caused a problem for the continentals as well. Finally the Brits won the initiative after that fight allowing them to follow up. This point into the first game the Brits were down 7vp and on the ropes, now it is an open contest with both sides near full strength but the next few combat rolls will determine the flow for the next couple turns at least.
Saturday, December 18, 2021
Saturday, December 4, 2021
ASL 244: Château De Quesnoy (Session 2)
The second session of this scenario. In a total of just under 6 hours we have 4.5 turns done. This one is a monster. But ONLY (!?) 11.5 turns to go...
Saturday, November 27, 2021
Great Battles of the American Revolution: Germantown second game day
Played turns 4 and half of turn 5 (lots going on) in 3 hours today. The Redcoats are on the backfoot.
Saturday, November 20, 2021
ASL 244: Château De Quesnoy
Just a quick note that I played this today. Tycho is most likely going to kick my can. This is the start of Allied turn 3 and the Germans have ONLY(!?) 12 turns left to take the big building. They can only take 59CVP as well but I think they are well on their way to a win. If you want to play a big honking scenario this is the one.
Saturday, September 25, 2021
Germantown
First three turns of Germantown from GMT's Battles of the American Revolution series. Since I was rusty I asked for the Brits in this one since they react the first few turns. Considering the number of decisions to be made by either side it would really not have made much difference.
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| Game start. |
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| Start of turn2. A lot of US reinforcements on the way this turn but Stephens is drunk so his move by random DR each turn. |
Saturday, September 18, 2021
ASL scenario To Battle By Air 5: Bob's Farm
Got in a short round of ASL today (one hour game time, not much more setup time).
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| The setup. UK comes in on turn 1 and have to hold the circled building at the end of the game. |
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| The exchange of fire on the first half of turn 1 goes nearly completely to the UK. Couldn't ask for better. We both agreed it would have been better for the HMG to setup in the building. |
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| The situation at the midpoint of turn 2. The German reinforcements come on next. The 9-1 had been pinned and the squad above it went into CC with a CX half squad and eliminated it in Ambush. |
A good tiny scenario. If the Half Squad and 8-1 had not died in the first turn it would have gone differently, hard to say though. Both sides had spurts of good and bad luck. A heroic 9-1 UK leader followed by both squads with him breaking while that same turn Germans were passing MCs left and right. Very next turn the Germans could not pass an MC for nothing.
Saturday, September 11, 2021
ASL Scenario To Battle by Air 4.
Played this one and it took a bit longer than expected. Two hours instead of one and a half or so. A good little scenario.
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| The Germans win if they have 5fp they can hit the red circled hex with at game end. |
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| Not a good opening. DMd only a couple and had my Leader and Squad DMd in return. |
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| Should have had that guy skulk away. Instead I tried firing and go zippo. Return fire broke him and he surrenders. Not a good situation. |
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| My big surprise (opponent thought it was a dummy, so did I) turns into a dud. Only got a pin out of it. |
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| And then it happens. The US rolls boxcars on a CC roll at the end of a US turn. The Germans take the chance to scoot. German prep is snakes and all of a sudden it is up in the air. |
A good short scenario. The Germans can't make the stand fast mistake I made but the US HAS to move fast to break or eliminate the Germans - taking ground is not enough in itself the US has to keep the Germans from having 5FP able to reach the VC hex at the end.
Saturday, September 4, 2021
The Dark Sands comes to an end
The game of The Dark Sands, that started with a lot of promise ends with a sour note.
Next up, a Great Battles of the American Revolution game.
Saturday, August 21, 2021
The Dark Sands continues
Played Turns 13 and 14 today. Two turns done in three hours.
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| Start of turn 13. The Germans have the initiative and attack to the push the Allies back. |
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| End of turn 13. The Germans manage to push the Allies off of the center map and get a foot hold on the East map. |
The game started out very promising, handling the early part of the campaign well. Then the impossibility of taking Tobruk combined with there being no chance for the Axis to gain VP without it make the 1941 portion of the game almost meaningless. Rommel has no real incentive to push on to take the Allied base since there is no real chance of doing so. The best to hope for is by making the Allies fight for it they lose units. The instant 1942 comes along Tobruk is an instant death trap for the defenders (needing to retreat 4 hexes means losing two steps at least if defending the forts and losing more if overstacked). The map edge, auto DR sounds good in theory but in practice it makes it a slugging match if utilized as a defense point. Finally there is no incentive for Rommel to try and move off the center map, extra VP would be nice but even if the Allies managed to have a VP by now (they can get one if things work out well in the early game) the Allies would HAVE to retake Sollum to get a draw.
Saturday, August 14, 2021
ASL, Lone Canuck, To Battle By Air Scenario 6. Flames on the Borders.
Played this one with Tycho. Got whipped. Could have been worse, the Tropical Storm that was off the coast could have hit this area...
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| The setup. The Germans had 5 turns to get 15+ CVP off the far edge. FT tanks are nice but they are slow and red MPs. At least FTs can be deadly in motion. |
Saturday, August 7, 2021
The Dark Sands Game 2 Turn 12
Got in the last chit of turn 11 and all of turn 12 today. That took 3 hours to complete.
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| The starting point. The Germans just started a combat chit when power went out last time. |
Saturday, July 17, 2021
The Dark Sands continues
Continued The Dark Sands turns 10 and part of 11. Near the end of the last chit the power went out (and I'm getting too lazy to post images). Tobruk fell easily after the Panzers came back. The front is a long line for both sides with neither having a huge advantage in chits (but the Germans having an advantage for a couple of turns). Holding onto gains is the name of the game now. Perhaps taking the Mersa Matruh for VP as well.
Saturday, July 10, 2021
ASL GJ009: Polar Bear
Getting lazy, and whiny, and tired. So no pictures. Played this one and got smacked for bad play. Interesting scenario and I recommend for either side. My Germans took the north flank through the orchards but then I turned south too quickly and ran into the very guns I was trying to avoid. Then I pushed to far forward with Infantry and Vehicles and lost too many of each.
Sunday, June 27, 2021
Festung Budapest campaign game 01, Day 2
Played the second campaign game day of Festung Budapest campaign 1. The Russians did not make headway on the first day due to heavy wind clearing away the needed smoke screen at the worst possible time (Russians were in the street adjacent to Germans in buildings and trenches and went from +5 smoke to none...). This day starts with overcast and rain possible with a 10+ on the WCDR.
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| The situation at game start. Wish I had noticed that sweet AT gun setup spot near the bottom right of the picture on the first day. |
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| End of Russian turn 1. The FIRST shot with the AT gun on the hill comes up boxcars. On the other hand the Russians get the worst of it over on the left flank and don't do very well elsewhere either. |
I would still like to give this another play through sometime but it is intense gaming. A Red Barricades style city fight with better tanks, Fausts, and host of special rules for Ammo shortage and Hungarian unit types.
Monday, June 21, 2021
The Dark Sands
It is taking me nearly a month to get this in so I don't remember much and got lazy on the pictures. The Axis forces decide to pull back with the Commonwealth getting reinforced and better chits the next few turns.
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| The situation at the end of turn 9. The Axis will start getting better chits soon and in 42 the no retreat rule for Tobruk goes away making it an easier target to take. |
Sunday, June 20, 2021
Lock N Load Tactical Start Kit
Played the Lock N Load Tactical Starter Kit scenario with my son. He learned quickly and we will be giving it another shot in to weeks.
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| Jordan took the Germans and so I defended with the US. The goal is to control 4 of the 7 circled buildings by the end of turn 6. |
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| First Blood to the US Sniper - which is pretty much a given. I gave him a slight hint to not move the leaders by themselves. |
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| The shot that ended the game on turn 6. The US had a +7 shot versus a 0 defense modified shot. It ended up shaking the German leader and eliminating the German squad. |
Saturday, June 12, 2021
ASL scenario Yankee ASL 007: Making a Break for it
Taking a break from Festung Budapest (really didn't have time to finish purchases and setup) Tycho and I played this ASL scenario.
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| The UK has 6 turns to get 15 CVP (UK MMCs only count). That is not a lot of time to get that much CVP across the board. ? counters removed, everyone was concealed at start. |
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| End of turn 1 and the UK is making good time. The +1 low vision DRM at all ranges helps a lot. |
Whine mode off (for now). On the 26th it is back to Budapest.
Saturday, June 5, 2021
The Dark Sands continues
We finished up three turns bringing us up to the start of turn 6. The Commonwealth is pushed back to El Alamein but the Axis is running on shoestring supplies. On turn 8 the Commonwealth gets a healthy dose of supply (lots of action chits) which could allow them to breakout of Tobruk and cutoff Axis supply if the Axis (me) is not careful. So far Axis losses have been extremely light with all of them being restored by replacements while Commonwealth losses have been heavy. Now does the Axis go for the knockout in two (just barely possible) or get a bit more conservative.
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| In the East the Commonwealth make a stand at El Alamein. The chits allowed them to make a hasty retreat from Mersa Matrah. |
Monday, May 31, 2021
Festung Budapest Campaign 1 Day 01 end
Next week is a standalone scenario - not enough time to get purchases and setup done - before starting up day 2.
Friday, May 21, 2021
The Dark Sands Game 2 turns 1 and 2
Actually entered this nearly a week later - so much to do lately.
We restarted The Dark Sands after I messed up the first game, badly, and the Axis had no chance. In this one bad combat results and chit draws leave the Commonwealth in a bad starting position for Rommel to come on. On the plus side they are far away...
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| The setup. Doesn't change from game to game but I still post it... |
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| First blood to the UK! (to be expected) the unit is eliminated with no Commonwealth losses. The Commonwealth rolls after this would not be good. |
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| End of turn 1. The Commonwealth is not nearly as far along as the first game. Partly that is due to my playing better but largely due to bad chit draw order and dice rolls for the Commonwealth. |
Saturday, May 15, 2021
ASL: Festung Budapest Campaign game day 1
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| The setup. The Russians also need to capture a building or two on the first day. |
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| End of Russian turn 1. The smoke made it hard to slow them down but the minefields managed to break a squad. |
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| End of German turn 1. Smoke is really getting to be a pain. A 75L gets the first significant kill of the game taking out a T34. |
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| End of German turn 2. A weather roll of 2 followed by 5 and smoke is even worse. Stopping the Russians is going to be VERY painful now. |
After a massive number of rules lookups for 3.5 game turns (ran into something new nearly every player turn) we finished up there for the day. This is a LOT of counters in a small area...


















































