Saturday, August 15, 2026

ASL Scenario Ozb4, Jackboot to the Rear

 I am generally a fan of Lone Canuck products but this particular scenario is a dog, a flea bitten dog at that.  Lest you think it is sour grapes I was the "winner"




Game at start.  The Axis win by capturing 10 LVP locations and not losing the ones they have already (the church steeple building at the top is worth 2 or 4)  The building at the bottom is worth
 4 instead of 2 as well - since it has a second story.

End of turn 1 and end of game.  I offered to let my opponent off the hook.  75mm destroyed the Russian defenses in the factory which is worth 6 points alone.  The bridge would most likely fall this turn for 3 more points and the building at the top right was captured for 1 point.  The Germans get reinforcements on turn 4 and the Russian Mortar crew was eliminated last turn.  
If the Axis arty does not get all red chits this scenario is a shoe in for the Axis.




Saturday, July 18, 2026

 Finishing day of the Pink Hill game  (the only part played on this day was my tanks charging to death).

https://fiftyshadesoffeldgrau.blogspot.com/2026/07/asl-lft281-pink-hill.html

Saturday, July 11, 2026

ASL, LFT:281 - Pink Hill

 Another round of ASL with the LFT Desert boards.  Once again these are lovely boards but it could have used an image of the altered terrain from standard ASL maps.  We figured it out but a visual guide would have been helpful.  This one had a couple of oddities when it came to terrain SSR as well - the Orchards near town being Orchards instead of the altered style and tanks not being able to enter building hexes (if the tanks were every able to get anywhere near those buildings the game would have been lost a LONG time before).


Game start.  To win the Germans have to exit 11CVP (prisoners do not count, NQ in effect anyway) or have 12CVP more than the UK at game end.

First turn movement.  The UK had 9+ 2-2 or 4-2 shots and got a Pin and a single DM out of them.  Not a good start.

Game end.  The Germans had the CVP loss ratio they needed for a win so the UK charged with the tanks.  First one got a DM on one stack and the other Died.  The German aircraft was the MVP.  Darn thing destroyed my defenses.  If that first turn had gone differently it may have ended with a UK win.


Sunday, June 28, 2026

ASL, LFT:286 The Last Fire Mission

 An interesting late ware scenario.  German stragglers are forced to use their Arty pieces for a last ditch defense.  They start with Low ammo, not entrenched, and not HIP or concealed.  The Russians win by having more CVP earned and at least one gun captured or destroyed.


The game setup.  Russians come in from offboard.

The only hit a 150 managed to get was against a German squad in rubble, and it only broke that squad which rallied quickly to boot.  The Russians played it safe with the armor since CVP counted.

The Germans had one chance with a faust fired by the leader in the south, and he just missed.  The guns never managed to hit a tank with their HEAT shells and otherwise the guns did not get the luck they needed.  Since they were not emplaced in any way the Russian infantry broke the crews with IFT shots leaving the open for the tanks.

A fun scenario which could have gone the other way with a bit better luck for the Germans.  

Saturday, May 23, 2026

ASL scenario FT:293, Wild Men From Texas

 A fun scenario but perhaps unbalanced (especially if the Mortars run out of WP after just one shot).

The Americans have 8 turns to take 18 rubble locations.  They have to start on the bottom map on the right hand side.  The maps in this LFT product are beautiful but figuring out some terrain is a pain.  A complete listing of each terrain image and what it represents would have been handy.  (they have a listing for the unique stuff but not the retextured "normal" stuff) 

German half of turn 2 and both Mortars are out of WP.  Getting across the open ground without it is "tricky"

I sent my troops around the flanks and the Germans had their mines there, luckily they did not slow me up much but going round that way slowed me up enough (along with getting plastered when first entering the rubble) that by this time there was not enough movement phases left for the US to enter 18 rubble hexes, much less fight the Germans for it.  (this is the end of turn 4 too).


Saturday, April 25, 2026

ASL: Dispatches from the Bunker 200: Over the Prosna

 Fun little scenario.  I did not play it well but clearing the town took a lot of work.  I recommend it for either side.  The Germans have 5.5 turns to clear the stone buildings, take the bridge, and get 6CVP (Infantry/PRC only) off the circled road.  


Starting positions.  The stream is not much of an obstacle.  There is a Polish AT Gun and Mortar hiding so I keep the tanks somewhat hidden.  Normally I would bum rush with them.  

The buildings and bridge are cleared but not sign of the AT gun or Mortar yet.  The Polish reinforcements come on.  Getting through that road will be a challange.

With just a single movement phase left and the tanks not in position to open a path the Poles pull out a win.  I needed to hurry my Germans along a bit faster (or have them in a better position after clearing the town).  


Saturday, April 11, 2026

ASL Scenario VotG-12: Siberian Shockwave (Game Day 5 and game end)

 

Tycho's Stuka attacks!  (and rolls boxcars on the sighting check).  I think this makes the 3rd mistaken attack he has rolled when getting air support - out of five total tries...  Luckily the Stuka does no harm other than pinning the target.






 

The German reinforcements come on.  My Russians still nearly managed to take the last dock before they got there.  Things were not to be though.




I concede the game.  I don't see a chance of taking and holding the Docks at this point although reading the VC later I think we both made a mistake.  I would not have had to control all the docks if troops got off the board.

Saturday, April 4, 2026

ASL Scenario VotG-12: Siberian Shockwave (Game Day 4)

German turn 3 start.

German turn 3 end.  The Stuka automatically is available for next turn.  The Russians have been pretty much pushed off the level 1 area of the map.

 

Saturday, March 28, 2026

ASL Scenario VotG-12: Siberian Shockwave (Game Day 3)

 

Start of German turn 2

I don't remember much (two months since I played this) but this is the point where I stopped trying to take the buildings off to the left an started concentrating on the Docks.

Saturday, January 24, 2026

ASL Scenario VotG-12: Siberian Shockwave (Game Day 2)

 Game day 2 of playing Siberian Shockwave today.  We were ready for a meaty scenario after a lot of medium or small ones.  My Russians vs Tycho's Germans.






Picking up where we left off.  My arty should have been smoke last turn, my 81mm mortar got off one smoke shot and then malfed.  I need that smoke - maybe it can be repaired.

End of Russian turn 2 and the Mortar is gone after rolling a 6 to repair it.  Not good.  The Russians do start making progress on the southern push to take the docks.  The Germans have not gotten a stuka yet (33% chance each turn, they auto get one every third turn if they did not get one in previous two).  I also have a Russian unit in DD27.


Saturday, January 3, 2026

ASL Scenario VotG-12: Siberian Shockwave (Game Day 1)

 Started playing Siberian Shockwave today.  We were ready for a meaty scenario after a lot of medium or small ones.  My Russians vs Tycho's Germans.


The start of the game.  The Russians have to hold all the docks at game end or hold 5 of them and have gotten 20CVP off the board.  CVP count double exiting off the south or west edges (Opinion - if the Russians can get units off the west edge the Germans lost BADLY already).  



End of turn 1.  I made a HUGE mistake by dropping the arty as HE instead of smoke.  My Russians have made no progress heading south toward the docks and have taken lumps getting into the buildings in the west.