Saturday, July 9, 2016

The US Civil War turns 14 through 17

Well, it was the US player's turn to feel like this cat, up till he remembered that northern VP cities have an intrinsic garrison... 

Lee and the CANV cavalry went on a wild ride through West Virginia and took Pittsburgh, the Cavalry then went on a jaunt through the north wracking up VP points each turn.  In the end we took away all but 4 (now down to 2 due to fading glory).  

End of turn 14.  Union has 31 VP and need 39 to be on track.  Confederates also have 2vp for the swing up to Pittsburgh.  So Union is down 10.

At the top left you see Lee on his wild ride.  He threatened to go to DC first and then went west instead.  Just managing to keep a supply line open - Attrition in the winter would have been brutal.

In the west Sherman made a lunge for Chattanooga, Longstreet intercepted in the mountains and repulsed him.

In the Far West Curtis is on the move.
End of turn 15.  Union have 36vp and need 42 to be on track, CSA has 4vp from still holding Pittsburgh.  So down 10.
Lee hustles back to friendly territory, he managed to make a couple of Attrition rolls on the way and keeps the army intact.  The Cavalry circled in the middle of the map is the only reason he can be in supply where he is at too.

In the west things are fairly quiet.  Some jockeying for position.

In the Far West Taylor is beaten by Curtis (actually a draw but Taylor lost his last SP and goes poof).

I think the Union made a push for New Orleans and was beaten back - might have been the turn before though.  Last but not least the union take Houston.
End of turn 16.  Union needs 45 to be on track and has 40, CSA actually has 3vp at this point since fading glory would have kicked in.  So down by 8

In the East Lee moves into North Carolina, Virginia is lost...

Confederate Cavalry try to cut off union forces north of Chattanooga but get chased away.

In New Orleans a large CSA force (9sp, Hood and Taylor) attack a smaller Union force led by Meade, all they had to do was win and the Union would have to surrender most of their forces.  But the rolls are crappy (first roll is union 8 and CSA 4, see even with a +6 it is a draw), second was CSA 3 and union 5.  Those forces holding New Orleans will be desperately need elsewhere but New Orleans is too many VP to let go.  In the Far West Beauregard is moved in to take Taylor's job and maneuvers to put Curtis Out of Supply.
 
End of turn 17, US has 41vp and needs 49 to be on track, so down by 8vp.  CSA has 2vp but they will be gone soon due to fading glory.  Normally on the next turn the USA has an election which means he would need at least 45vp that turn or lose the game (Lincoln lost the election).  I volunteered to ignore that but even so he should be able to get the needed 45 even with the Confederate 1vp making it 46 he needs - too few CSA troops facing too many USA ones next turn.  Winter will be no help either since the CSA will most likely lose 2 or 3 sp then.

In the East Lee attacks Grant (mainly due to thinking that 1 more VP space would have ended up in CSA victory - but rules screwup means it would not).  Grant intercepted and the battle ended up a draw.

In the West Sherman moves on Chattanooga.  Longstreet manages to intercept and is forced back but both sides take losses, Sherman than attacks Chattanooga proper and suffers a draw.  This move does put the Chattanooga force out of supply though.

In the Far West Beauregard beats Curtis but is then attacked and beaten by forces sent from Memphis.


All of that took seven hours, started at 10:30 and finished up at 6 with a half hour break for lunch.  Last three turns should take quite a while as well since every move is going to be important.  The US needs 19 more VP to win at game end and there are roughly 23 free points floating around.  The CSA has a few VP areas they can retake and opening the Mississippi is worth 3vp to the union as well.  With average rolls the Union will have 36 activations left in the game which should give enough time to get those VP spaces - but any setback or bad luck on activation rolls may be deadly to either side.

Thursday, July 7, 2016

Not going to Historicon 2016 day 1 (or TUSCW turns 10-13)

Lawrence and I played turns 11-13 of The US Civil War today, and I have the pics of turn 10 that I forgot to take last time.  Just like the last couple of years instead of going to Historicon and spending a bunch of money we just take the days off and game at home.

Not as much of a writeup as earlier posts, the gist of it going into the day is the South was about to crack open like an egg being hit with a hammer...   (or like this cat)

For those of you coming from Facebook - that is what is should show!


First off the pics from the end of turn 10.  The USA is behind schedule but I forget by how much, somewhere around 3 VP I believe (they need 27 to be on track)

In the east RE Lee is staring down US Grant (moved to the East instead of being left in the west)

In the west Chattanooga is holding out. 

Far West see the US forces at Little Rock.

And along the coast the US forces attacked and took Houston.
Forgot to move the turn counter but it is the end of turn 11.  The US has 29VP and need 30 to be on schedule.  Getting better for them.

In the east the USA took Stanton and Lee fell back to Richmond and entrenched. 

In Florida the USA makes a landing and moves in to take some more real estate.

In the west Forrest tried to make an attack and the US player managed to roll a 6 and kill his SP (only a 6 would have killed an SP).  That is where the US control flag sits in the middle of the pic.  Another cavalry unit tried to cut supply as well and both ended up dead along with Bragg's army.  On the plus side the US forces were distracted from attacking Chattanooga - which now has a fort.

In the Far West Tyler took back some space in the north (maybe last turn) and is finally defeated.  He is brought back with new troops to chase Couch (now Hancock) away.  Near the Mississippi a confederate unit dances around with US forces and fights a few battles - also holding the US back from advancing.
End of turn 12, the CSA cavalry is starting to make life hell for the northern aggressors.  The US is now 4vp behind schedule, having gained none this turn.

In the east Lee moves out to keep the US from taking Lynchburg.  Grant followed up to try and attack Lee and Lee ran away over the mountain.  This would put him in an excellent spot to attack Stanton if the South won the next initiative - they did not and Grant was in position to intercept.  Lee moved forward, Grant intercepted and Lee did not go through with the attack (you can hold back if an enemy intercepts and you have cavalry).  Next activation Lee went first and skeedadled to where he ended up.

After a bit of maneuver Morgan managed to keep the US busy and away from Chattanooga yet again, he did so by keeping the US from being able to supply the corps that is currently 2 hexes away from him.

If the Far West Curtis is moving toward the Mississippi while Hooked is pushed back some more by Tyler.
End of turn 13.  The US gained 3VP leaving it 4 behind schedule still.

In the east Lee moved back to Richmond and dug in, Grant moved forward to entrench in the way of DC but Lee managed to intercept while he was crossing the river.  I think Grant was DM before the move (they had a fight the activation before) so had a -2 for the battle and lost 3sp while the CANV lost only 1.  Lee then ran north and did more damage, he is now outside DC with 5 strength and only 4 in DC proper.  With winter coming up there are no reinforcements for either side but I'm sure the US will move units to DC by rail and road - but that means moving them out of other areas.  It will come down to who gets the first activation roll.

In the west the CSA cavalry manage to keep the US hopping, constantly cutting supply which the US has to re-open or suffer attrition.

In the Far West Custis moves further down the river and Tyler is beaten (another roll of 1 for the CSA and a 6 for the US - happened 3 times this game, yes I'm whining).
So the CSA holds on another year with minor losses in territory - they also managed to retake a union city (right up at the top right of the last picture).  It will only be worth extra on the supply roll but that may be VERY important.  The US has a hard job ahead, they have to move forward while the CSA keeps cutting supply paths.  Next game day is this Saturday, and it now looks like this one is going to go the entire distance so at least one more game day after Saturday to finish up.

Saturday, July 2, 2016

ASL double header: Cibik's Ridge and Brasche Encounter

Played Two ASL scenarios on Saturday the 2nd, starting with ASL067 Cibik's Ridge and ending with DB001 Brasche Encounter.

This is my second time playing Cibik's Ridge and I now have a PERFECT record playing it - I've been slaughtered playing both sides now!

Situation at the start of the game.  My peace loving Japanese are out for a stroll in the Jungle while some dastardly US Marines wait in a cowardly ambush!

And the Ambush is Sprung!  Machineguns fire away.


Marines squads pop out of foxholes and fire too!
And the results of the first fire phase (turn 3) is 4 squad equivalents gone!

End of Marine turn 3.  Just plain ugly.  I should have put Half Squads in the first 4 hexes of the advance, that would have limited losses a good bit.

End of Japanese turn 4.  Very little progress getting up that hill, looking back I could have done a Banzai!

End of Marine turn 4

End of Japanese turn 5, could have done a Banzai...

End of Marine turn 5, line is holding and the Japanese dead stack is growing steadily.  There is a 21CVP cap for the Japanese and I am quickly heading for it.

End of Japanese turn 6, a leader and an HS Banzai into a hex with a single Marine HS and the Marine comes out on top?  I think I could have done a Banzai with everyone and probably should have. 
 I'm really starting to like the PTO and the Japanese, it simply takes time to digest all the changes.  I do want to play this one more time - with the lessons I have learned it should be a much closer contest.  As it was my Japanese ended up forcing the entire Marine force to break and run but they managed to recover before I could get to them again.

Now onto the second scenario of the day.  Brasche Encounter from Dispatches from the Bunker.  A fast playing small scenario with only 4 German elite squads on one side versus 7 Green French squads and 2 AMD35 armored cars.  The ACs and 6 of the French Squads arrive on turn 2 while the other squad is setup next to a bridge.  The object is to be the last one to hold the bridge.

Start of the Scenario.  A French leader, HS, and LMG are to the left of the bridge in the foxhole, the other foxhole is dummies, and in front of the bridge is a HS.

End of German turn 1.  Highlights are the French HS killing a German HS, the LMG put down a firelane and rolled doubles doing so for a Malfed LMG.  The French HS then tried a FPF shot on the now open adjacent hex and broke himself.  Since the Germans did not have a LOS straight down the bridge he managed to scamper away.

End of Allied Turn 1.  Highlights are the LMG being instantly repaired.  They fire and cause no damage but a pin and are pinned by return fire but since they have no place to go...

End of German turn 2.  The LMG places a Firelane and kills a German squad in the process.  They then fire on a hero coming across the bridge and break the LMG again...  The hero goes another hex so the HS does and FPF shot and yup, breaks...  Germans declare No Quarter and the squads start Low Crawling away while the hero takes up residence in their foxhole.

End of Allied turn 2.  The reinforcements arrive and advance into position.  It is really sad when 6 hexes is the maximum extended range but that is the way it is.

End of German turn 3.  The ATR immobolizes an Armored Car but all other fire from both sides is ineffective.

End of Allied turn 3.  The leader stack to the right manages to break the German LMG/ATR group in the woods.  The still mobile Armored Car then manages to get moving and overruns two German Stacks, breaking the MMCs in each stack and pinning the leader.  At this point we called the game since the Germans only had a hero left to defend with and maybe a single squad would be able to live through the rally phase.  The scenario is quick and fun but dicey (as many scenarios with a handful of AT weapons vs a handful of armored vehicles can tend to be).
ASL - the best game I ever played but the rules are a nightmare of legalese.  Sometimes I look at the rules questions online and think it is nuts to play this darn system, then I play a scenario and all is forgotten.  Looking forward to playing some more!

Saturday, June 11, 2016

The US Civil War turns 8 and 9

Played turns 8,9, and 10 of The US Civil War on the 11th and am late writing it up.  I also forgot to take pictures of the turn 10 ending, so leaving that for the next writeup (should be July 8th, game is set for the 7th)

Recap of turn 7.

In the East Lee is staring down Grant.

In the West Bragg is holding Nashville.

In the far West the Union has an open path everywhere, just no way to get it supplied...
End of Turn 8, the North is falling behind schedule.

In the East the Union Naval Assault a fort and move inland.  Lee continues to stare down Grant.

In the West a Union force tried to take two resource hexes, they made it to the hexes and needed to hold them till turn end to destroy them (or move with a leader - but they did not have the MP left to do so).  Bragg leave Nashville to its fate and strikes!  He destroys all the US forces in the area and saves the resources (and Atlanta).

In the Far West the CSA has a token force and the US moves to take some CSA territory.
End of Turn 9, the US is starting to make up the VP deficit.

In the East Lee moves the CANV to the naval assault area and takes back all but the fort.  Confederates had the last move of the turn so a new force can be put in place if needed plus Richmond was already sacked once so it's value is much less now.

In the West Bragg moves to Bowling Green and the USA forces move to block him.  I believe they also took one of the CSA forts on the Mississippi (off to the left)

In the Far West the Union forces continue to march.
Things get much worse for the CSA in turn 10...