Got in a game of ASL. Tycho was busy with an online tourney so we kept it small. The Steelworks Scenario 2. A fight for a small industrial area in France. With mist and stone buildings this is a tough one when the Germans start with four squad equivalents onboard and the UK has 10 SE coming on turn one. The Germans roll for a further three squads starting on turn 2 but...
 |
| The setup. The UK wins if there are no Good Order Germans in the buildings inside the red lined area at the end of the game. |
 |
| First turn coming on for the brits. The only units that were broken were either moving in non-building terrain or the one stepped into mines. The +1 for mist up to 6 hexes (and going up every 6 from there) along with stone buildings makes defensive fire (or offensive) somewhat meaningless. |
 |
| I left a guy in the road to try and get a kill, hoping he would only be possibly DM in response if things went badly. Nope, multiple shots killed him outright. The UK troops stream on and CC my other units after 1 hex shots at them in buildings (8+4) does nothing. To be fair Advancing fire did nothing as well but self breaking and routing was not an option or there would be no one left to hold the line at all. |
 |
| Germans get reinforcements as early as possible on turn 2. They run up the road on the left. Blast the units in the building adjacent and move in for CC. Still did not manage to kill everyone even with an ambush so they jump out the hex to see if they can shoot them with firepower and move back in. They did manage to break everyone but also get pinned by return fire so can not jump back in later. I conceded on that note. |
Maybe using snap shots is a better idea. A 4+1 shot being better then an 8+4. Hard to find good snap shot angles but worth keeping in mind for next time. OK - won't be a next time for this one, too many better scenarios to play at least once first.