Saturday, January 20, 2024

ASL scenario Quick Six 02: Baron's Counterattack

 Played this one quick today, lots going on so I did not have time to play the second Quick six scenario we had planned.  Quick Six scenarios are small scenarios that play quickly.


The setup.  The Germans have to capture the two buildings with circles around part of them by the end of turn 6.

End of German turn 1 fire phase.  The rolls of 4 in a row.  The US squad in the target hex was reduced to a half squad and the leader with it died of wound check...

End of German Advancing fire on turn 1.  US has not passed a single MC yet.

End of the game on US turn 3 (less then half the turn allotment).  The US couldn't make an MC to save their lives (pretty much literally) except for the HS with the Mortar which gets MVP status.  They took out a German squad in a single fire phase - but otherwise the US was on the backfoot the entire game.  If the opening shots had gone differently the whole thing would have been different - but that is a risk with a small scenario like this.  An interesting scenario I would play again. 

Next up on the play list is Lone Canuk's SteelWorks.  From Tiny to Huge scenarios!

Saturday, January 6, 2024

ASL scenario BFP 30: Melee Near the Coast

 The New Years Day game was postponed due to a blown out TV/monitor (went dead on New Years Day, BooHoo!).  So the game that was to be played that day ended up being played today.  Luckily the storm that went overhead from the time the game started till the time it ended did not knock out the internet or power...

The scenario is BFP030: Melee Near the Coast.  So far all the scenarios from Blood and Jungle have been interesting and this one was a nail biter and fun as well.


The situation.  The Japanese have to be in control of 10 buildings at game end.  There are 6 buildings on the left board meaning the Japanese have to also capture and hold 4 more on the right board.  They could go for the single building at the bottom right but I figured that would take too long so did not worry about defending it, except in relation to also keeping the Japanese from swinging around the bottom of the map.


End of Chinese turn 4 and the writing is on the wall.  I don't remember any CC going for the Chinese and there were two instances where a single Japanese squad CCd two Chinese squads and only the Chinese were eliminated.  I should have fallen back more and made the Japanese advance into fire more but too late now (still getting used to facing off against the Japanese and their stripes...).  Four squads and two leaders coming on from the right are all that stand in the way of the Japanese juggernaut pounding my Chinese.  



Add a crew to that - the Chinese crew in the building at the top managed to rally just in time.  They also managed to pin a Japanese squad so the leader and another squad with it had to CC the Chinese crew to take the building (which they do with gusto).  This gave the Chinese reinforcements time to get in position however.  It ends with the CC rolls of the Japanese half of turn 7.  They needed at least one CC to go their way and none of them do.  The pinned squad near the top may have made a difference if it could have gotten into E3 with the leader (I forget the CC roll there - the Japanese leader by himself was 1 to 5 odds) but the pin result kept that from happening.  E5 ended up with both sides being eliminated and F5 with a Japanese crew being eliminated without harming the Chinese squad.  Well, if there is a time for the Chinese to come up the winners in CC the last turn is as good as any.

EDIT - The Japanese rolled a BUNCH of boxcars during the game.  At least four times for morale checks and at least twice for fire attacks with mortars or MGs.