Saturday, January 29, 2022

Germantown game two. Turn 6 and English half of turn 7

 Finished up turn 6 and played half of turn 7.  Feel a little sleazy.  Found out George W was in range of a cavalry unit so ran up, chased off the demoralized unit he was trying to rally and advanced in to capture him.  Felt sleazy since last time a general was alone in the hex (years ago I admit) I did not see the rule saying that a VACANT hex did not include having a leader in it (only a leader is vacant but you kinda have to figure that out by putting two and two together, it is never clearly spelled out).


George is where the star is.  Or at least was there.  Rebel half of turn coming up but with morale so low it will be hard to get the favorable combat adds to make it a sure thing.  After that an initiative roll.


Friday, January 28, 2022

ASL 249: Showdown in Syria game two wrapup

 The second playing of Showdown in Syria came to an end today.  We finished it up by email to clear the "table" for the next game.  (sorry, no pictures) It ended up with three squads, a half squad, and a 9-1 leader surrendering.  No pictures sadly.  The leader, a squad, and a half squad were upper level encircled in one two story building.  A second was forced to surrender when botching a MOL attack and being cutoff from retreat.  The third squad was made DM when a unit went adjacent and then had it's only escape rout cutoff when a flame became a blaze.  In addition to the existing CVP these (instantly doubled by SSR) CVP made the total 27 CVP when 15 or more was a victory.


The First game the French lost due to messing up a couple SSR.  The second game the Commonwealth lost due to messing up the MOL rules - ending up with the VC building going up in flames early on and DMing two squads.  I still think this one is a bit balanced against the French but could be persuaded differently.  The French only won this time due to outlandish luck when 4 MOL attacks ended up causing the ones using the MOLS to suffer 3 DM squads due to rolling sixes and the fourth attack did nothing.


The scenario is a blast to play however.

Saturday, January 22, 2022

ASL 249: Showdown in Syria game 2

 After messing it up the last time I asked for a rematch.  Although the game is not done yet it at least will come down to the wire.


The situation at the end of turn 6.  On the left I ran a 9-1, Squad, and MMG in the street to get to the buildings on the other side.  Only had a measly 2FP shot at them and the Brits got snakes...
To make up for that terrific luck when the Brits tried to throw molotovs at my tank they go two sixes and started the building on fire in two locations that are starting to spread.  I also got a crit on a pesky ATR toting squad too.  
So at the end of turn 6 I have 6 of 15 needed CVP (and prisoners count double) and a couple hexes of Brits to eliminate to take the building.  Going to be a close one.


Saturday, January 15, 2022

ASL 249: Showdown in Syria

The Brits (Indians) versus the French (Vichy) in Syria.  What a disaster.  I think I messed up more rules than I got correct.  Tanks entering in illegal spots (where they were worthless), guns setting up too quickly (where they were also worthless), and I know I forgot something else but forget what.
A question for anyone, how do you unload a gun if the crew can not get on the vehicle to unload it (gotta love those early war French vehicles).

The French have to take the circled building in 8 turns or at any point cause 15CVP (with captured units counting double immediately).  As noted I messed up a couple things which did not help.  I could have had the two tanks near the center come on across the stream at the bottom of the map and should have.  I managed to boxcar one gun crew off the map the first time it had an MC.  The gun tried to fire smoke but kept missing by 1 (crew would have been nice).  Seeing how far the Brits were pushed back perhaps it is possible to win as the French.  Going to find out next week when we play again.


Saturday, January 8, 2022

Germantown, Game 2, Turns 4.5 and 5

Back and forth fighting for the turn and a half.  Brits had the Colonials on a rope and then the Colonials punched back.  Brits can't seem to capture of eliminate a unit to save their life, even when attacking at 4-1 with a +6 on the dice roll (rolled a 0, which is the lowest possible).  Currently it is a tie but if the Colonials rally a unit it is a minor colonial victory so the Brits would have to come out an attack.

 

Saturday, January 1, 2022

ASL 244: Château De Quesnoy (Session 3)

Our New Years game day continues!  Today with the completion of ASL 244: Château De Quesnoy.  As often happens with ASL the winner comes down to the luck of the draw.  In this case it is drawing 2 red cards for OBA that does it.  Without smoke the Germans will be very hard pressed to get a foothold in the Château - much less getting control of it.

So MVP for the French goes to the German Arty.  The Germans did not have any weapon really stand out but the potato masher was a pain.