Saturday, October 19, 2024

ASL scenario BD 167 - Blow that Bridge!

 Got in a quick game of ASL today with Dispatches from the Bunker's scenario 167, Blow that Bridge!

The Partisans need to either blow up or hold the bridge at the end of the game in order to win.  We finished it up in roughly two hours and it is a fun scenario we both agree would be worth another playing (but so many others to play first...).


Situation at game start.  The Germans had to start within 4 hexes of the bridge and with many forced to start in the buildings.  The Partisans had to start 6+ hexes from the bridge.  There is also a +1 lv hindrance up to 4 hexes and +2 beyond that.  We messed up the LV forgetting NOT to apply to residual placement and FFMO too.

The situation at game end.  The German defense on the East side of the bridge held strong, the Partisans fired over and over and over again at the MTR carrying squad but I don't think they ever even needed to make an MC (and if they did they passed).  On the flip side the MTR never went on a rate tare and the one time it scored a CH it did not do anything.  On the west bank of the river the German defense fell apart from the start.  The MMG that was setup on the bridge got off on shot (doing nothing) before return fire broke the crew and the leader.  A couple of CCs later and the Germans were cleared from the west bank.  The Partisans ran across the bridge and Germans fire from the east bank did not have any effect.


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