Saturday, December 16, 2023

Mustangs!

 Got in two games of this today.  Good to get in some FTF gaming and hopefully a bunch more coming up.


It was a good day for the Allied Air Forces.  Downing 4 FW-190s to 1 P51 in two dogfights.  Second dogfight was very close and could have made it 2 each instead.
I've not played this game since sometime in the mid-nineties.  Still a lot of quick playing fun.


Saturday, December 9, 2023

ASL AP 21: Red Don

 Go slaughtered in this one today as the Russians, a little more patience, and shooting instead of moving, may well have won it instead.


The Russians had to have five squads (good order) on any hill at game end to win.  Off to the left the Italian Half squad that DMd the adjacent Russians was DM at the start of the turn.  Rolled snakes (only roll that would rally) and then rolled snakes firing at the Russians in the building...
Over on the right, well I should not have moved those units forward.  I had two more turns to get onto the hill and my shots would have done better this turn - well maybe.  The turn before nobody for either side could hit anything and all I managed to do was Malf an MMG.  On the plus side the Italians malfed their two Mortars.  Italian arty never even got radio contact either...


Saturday, November 18, 2023

ASL FE74.1: Fruitless Fighing. Game end

 FINALLY got round to gaming again.  Last game was July 29 and was too busy to get anything done since then.  Prepping a house for sale (and getting rid of the accumulated stuff in it) can do that for you.  Getting Covid and being knocked out for two weeks didn't help either.

The scenario is slanted towards the Germans (and I was the German player) so the German win didn't feel like one.


The Germans had FOUR Tiger tanks enter on turn 4.  The Russians most likely have to capture all the multi-hex buildings before that but the Russian player this time waited till after the German reinforcements came on to go for the final building down near the bottom center of the map.  By this time Germans troops were there in force with Tigers to take out the enemy tanks.
Due to some misses with the Tigers and attempts at IF shots, one of which was boxcars and the other an 11, the Germans were down to two functional tanks.  I really did not need to bother since the Russians could not kill a Tiger to save their lives (literally).   One Tiger was taken out by the Russians but in exchange two Russian tanks were as well.  Then the remaining German tank with functional MA killed two Russians (yup, the IF worked that time).  This left it at one Tiger with MA and another with MA malfed but not gone yet versus two Russian tanks, one of which was stuck in Melee with a German squad due to being immobilized in CC.  Infantry wise the Germans had more troops and better leadership and did not have to move to get the win.  So the Russians conceeded.


Saturday, July 29, 2023

ASL FE74.1: Fruitless Fighting

Starting playing this one today.  I was a whiny little twerp (no excuses, I was a whiny little twerp).  Too busy prepping house for sale to do a writeup with pictures (I'll save that for the finish).  Played the first four turns where the Soviets run rampant.  They did not manage to take all the VC buildings and now pretty much even forces are coming on for the Germans and they get 4 Tiger tanks to boot.

 

Saturday, June 24, 2023

BP-03: Prussian Panic (ASL) session 3

 The final (short) session of Prussian Panic.

The Russian luck holds out for one final turn.  

A Freeze Sleaze and a run finishes off the game.  During the German turn the squad in the first victory building was taken out when it tried to shoot, got no result, and in return was broken.  Russians declared NQ and it was eliminated.  The German tank next to it obliterated the 8-2 and squad it was in melee with by firing in the Prep fire phase with MGs.  
In the Russian turn the Russian tank moved into the hex with the German Kill Stack (more like Fire Lane of death stack) and with only one faust shot they were unable to destroy the tank allowing the 9-2 leader and a squad to make an end run for another victory location.  The Germans conceded with that move.  

The Russians got VERY lucky with the OT HT.  It took out the Jagdpanzer and another Panzer, braved a couple rounds from the 50L, a bunch of Faust shots, and finally lived through two turns of CC without a gun and being OT...

Saturday, June 17, 2023

Fireball Forward, Operation Crusader: Counter Reconnaissance Encounter

 My first FTF game in year (Thanks Danny!).  Also my first time getting the miniatures out in an even longer time.  The Counter Recon Encounter scenario from the Operation Crusader scenario book.  A good clean intro to the Desert and back into Fireball Forward.


First turn of the game.  The UK rushes onto the board.  The Germans did not fire so no losses were taken.  The UK spots the Germans in the depression to the left.  They fired upon them but due to range they miss with all shots.

End of turn 4.  The German PzJgr 1 AT vehicles were taken out by Arty when I used the initiative to call in back to back arty.  That plus forgetting the +1 to the morale check for an open top vehicle.  Though I think one of them still would have been eliminated and the other broken.  This left the table pretty much open for the Crusaders.
The red markers are destroyed vehicles and the black are those out of ammo.

End of turn 5 and game called. Due to the Arty wiping out the PzJgr vehicles the Crusaders cleaned up.  The Germans were down to 1 operational vehicle at the end of the turn and 1 with no ammo.


Saturday, June 10, 2023

BP-03: Prussian Panic (ASL) session 2

 Continuing on with the Prussian Panic scenario.  Things have gotten interesting.


I move my only T34 with functional MA and the 67LL HT to engage a JagdPanzer and a PZIV.  Bad idea.

With an overabundance of luck my Russians come out on top.  The T34 was "only" shocked (and so were we when we looked at the TK numbers of the 75L versus the T34 armor and saw it was a better then even chance a hit would have no effect).  It was finished off by a faust.  The HT was missed entirely.  In return fire I went for Deliberate Immob till I found it had very little chance (a crit) so I switched to APCR and then we were shocked again at how high the chance of hurting the beast was - one shot one kill).  The HT then fired at the PZIV and Immobilized it, later the crew of the PZIV Intensive fired back and ruined their gun.  The HT switched to firing on the adjacent Germans with their faust and managed to DM them.
Darn lucky dice!  Now I can't whine about them and have to play on.  (really, that bonehead move should have cost me the game right there).

The situation at the end of Russian turn 6.  Two turns left to go.  The PZIV is in CC with a leader and 628 squad and the Germans are down to a couple of stacks.  The Russians have more troops but we will see how the engagement down at the bottom edge goes.





Saturday, May 13, 2023

BP-03: Prussian Panic (ASL). Session 1

 Played this with Tycho today.  (actually writing up some weeks later).  I had NO idea what I was going to do and was feeling out of sorts so cut the session short - only getting done 2.5 turns.


The Russians have to get 25CVP off the north edge or hold two multi-hex buildings North (left) of the red line.  They have 8 turns to accomplish this.  (and for once prisoners count too).


Situation at game start.  The on-board Germans are a lot of dummies and conscript squads.  The offboard ones are tougher customers.



End of Russian turn 3.  A good fallback defense keeps the initial German troops in a sort of line but it is ready to crack.  German reinforcements are on the way though.  I probably should have pushed harder with my 8ML Russians.


Saturday, April 15, 2023

Advanced Squad Leader: BFP-138: Outgunned!

 Played this one with Tycho.  A very fun scenario even though I messed up the VC yet again...  Highly recommended.

The Poles get crappy tanks, the Russians too AND all of the Russian vehicles are inexperienced.  This guy would be a better Tank Commander.



The setup.  The Poles have to get across the stream for VP or capture the buildings or kill Russians.  A total of 50+ points for the win.  I had it in my head they had to get off the board for the points, not just on the other side of the stream...



End of turn 1.  The Poles have those extra crappy French tanks of WWI vintage.  Speeds of 8 and 5...


End of turn 2.  The Russian tanks on the right would fire MGs all game and not do a thing (oops, I think they caused a MC that broke a squad one time).  The +1 for crappy leadership is brutal.  This is also the only game I remember where I lost more vehicle crews than vehicles.  Two immobilized tanks had their crews bail out and get shot dead.  The 76mm gun truck was fired upon and the crew rolled boxcars for the MC.  For their part the fastest French tanks stopped, tried to start and rolled boxcars and then both ended up immobilized.

Then it sinks in.  Why are the Poles not going for the exit VP?




HEY!  The Poles only have to get across the stream and they have the last half game turn too - all they have to do is advance out of the stream and I can't stop them!  Bum Rush!

Thinking back I should have had the tanks simply move to where they could fire on the Polish tanks and the 76mm should probably have stayed put.  As it was my troops did far better then they deserved.  On the right my 7-1, squad and LMG moved right next to a Polish squad and leader.  Poles missed and the Russians took them out.  Most of the rest of my troops managed to make it adjacent or into CC as well.  When the Polish tanks went out of the stream they had just enough points for the win.  One less tank living (took out one with the HMG) would have been a Russian win.



Maybe I will refresh on the VC instead of relying on memory from a couple weeks back in my next game, by what start now?

Wednesday, April 12, 2023

Fireball Forward: Stiffening Resistance (Game two)

 Started a second round of Stiffening Resistance on Tabletop Simulator.  We finished up to the end of turn 3 in 2.5 hours.  Not bad since it includes setup and rules reading time.


The situation at the end of turn 3.  The Germans are taking lumps.  Blind fire into the buildings by the UK resulted in a lot more Morale Checks for the Germans then averages would allow.  One tank rolled double red sixes when fast moving for instance.  One UK halftrack is down and the Germans have lost a squad and 3 Halftracks.  The one with the 75mm is still in the game though.

First Blood!  The Germans got the first kill in the game - which was quickly followed by the Germans losing their unit as well.


Sunday, March 26, 2023

Fireball Forward: Stiffening Resistance

 Played this one today with Jeff and my son.  The Brits did not get to the VC conditions in time (mainly due to my messing up the vehicle terrain crossings with hills not applying).  Germans were doing great till turn 4 when the Brits took out half of their force).


Overview at game end.  The Brits needed to get the two buildings at the bottom on the picture and needed another turn just to reach them.  The tank on the left could have made it off the board but would have needed to use an initiative chit to do so (they brits had one chit left and no chance to get more).

A closeup of the advancing British Sherman V tanks and a piat team (the team had taken out the Burning German Halftrack near the top left of the picture).


Sunday, March 12, 2023

ASL 139: The Weigh in (Finish)

 One turn slaughter!  German tanks swarmed my defenses and I failed to use spray fire or cover all approaches with resid.  The resulting stroll finished off the Poles in one turn.  It didn't help that the Germans with those tanks rolled snakes to kill off the Polish 9-1 leader and HMG and then did the same to the other MMG.

Saturday, February 18, 2023

ASL 139: The Weigh In

 Played this one today up to turn 3.  Germans were cautious moving into position.  Three turns done.

Saturday, February 11, 2023

ASL 138: Battle of Sabers (finish)

 Finished this one up (started on January 28).  MUCH more fun in the last two turns.

Turn 6 was fairly standard except for the fact that Heavy Rain started.  Shots were doing mostly nothing.  Only a single HS was broken and ran (Polish guy at the bottom)

Overview of turn 7.  Germans at the top probably should have tried to get into CC with a couple of the Poles but that would have required moving in the open (even with the rain that would be risky) and the Poles could break and run from CC...


Down to the wire.  The Germans (with the help and hindrance of the rain) manage to get three stacks into CC.  The 9-2 and squad with it were attacked in C9 and B8 and bad rolls meant no damage.  Return fire pinned the squad shooting at them.  In CC they got it down to a HS.  The 548 killed the squad it jumped into CC with.  The LMG toting squads (D6) managed to get ambush by the ATR toting Pole and the Poles decided to run away.  If the final CC phase (Polish) goes as expected the final Tally would be +7cvp for the Germans and they lose by 1.  I concede the game at this point since the Poles will not move into combat range otherwise.  A great ending to an otherwise kinda boring game.

Already have ASL 139 setup for next week.  LOTS of tanks versus lots of guns and a couple of tanks for the defenders.

Saturday, January 28, 2023

ASL 138: Battle of Sabers

 Have to admit.  This one was pretty boring up till the end of this game day, it was much more fun when we finished it up in February.  This part consisted of the Poles retreating and the Germans advancing.  Perhaps I should have pushed more and risked more defensive fire shots.  The cavalry aspect played almost no part in this game, the woods kept them from moving fast and charging was not really an option.


The setup.  A squad or two of Poles are setup HIP (they have the option to come on from the West instead).  Germans have to get 12CVP off the West edge or get 8 CVP higher then the Poles at game end.

End of German turn 1.  Lost a half squad but so will the Poles.

End of Polish turn 1.  The backpedaling starts...

End of German turn 2.  The other Polish HIPster was found and dealt with (bottom).  In the next turn the Germans would finish it off for the CVP.

End of Polish turn 5.  Two turns left to go.  Very little shooting so far and mostly ineffective.  Rain started somewhere around turn 3 or 4.


Saturday, January 7, 2023

Fireball Forward: The Crossroads. From Panzer Lehr at Saint Lo

Reffed this one with a new friend and my son.  Jeff (new guy) took the US and Jordan (My son) took the Germans.  A six turn fight over a crossroads in Normandy.

The Germans enter from the bottom and the US setup behind the line.  I made a mistake and the US roll of a 1 on the setup only allowed a single unit to setup south of the topmost hedgerow.  It would make a big difference.  Also forgetting that moving off a road required a bog check.

The Germans throw in the towel on turn 3.  The first US shot at a PZIV is a crit and kills the tank.  The unit morale makes the survivor run off the board.  The next shot is another crit and kills another German tank.  The remaining German tank managed to kill that Sherman (the exchange of shots shown) but then failed it's unit morale check for having lost a tank.  The US passed their check so at this point the Germans were down 4 tanks (one broken tank left) while the US were down a single tank with 9 left.  Points wise it was over.  If the hits had not been crits or if they had missed it may have ended differently but the odds are with the US in this one.  It also does not help that the stats on the PZIV are different between the 2nd edition rules, this module, and the latest unit charts.  The latest unit charts probably would have given the PZIV an edge since they had more armor and might have stopped another hit.  The M4s also had another point of armor too though.


Sunday, January 1, 2023

ASL 262: Showdown at Tug Argan Pass. conclusion

 Finished up this scenario today  (another New Years Day game!  Woohoo!).


The Axis through in the towel after 5.5 turns.  Though I think they still had a decent chance to win it had to be no fun at all.  They have to take beating after beating after beating to get up on the hill.  When his FT tank immobolized I think all the fun was drained out of it.  For the Commonwealth it is basically a game of sitting tight and spread out to keep the Italian 100+mm arty from smashing them flat OR getting smoked out and not being able to punish the Italians on the way up to the hill.


Image from the end of the game.  The only notable item I could remember was an ATR immoblizing the FT tank.  The Italian arty did not help much either, he drew a bunch of red chits (using the red chit goes back in plus one rule or otherwise the Italian arty would have done nothing) so it did not land often.  The Italians did start causing MCs on the Commonwealth troops the last turn and the UK could not pass one to save his life.  Other turns they did not seem to fail any so it evened out.