Played this again today. First game I made a mistake that allowed the enemy a 1 in 6 chance of killing off my main stack - and he rolled the six...
Second game the Allies could not take Tobruck and the Axis would not be able to get off the map. We both realized that it was not only possible but pretty much required to put a line of troops across the desert and neither side would then be able to advance past it. They could attack and maybe eventually attrit the other side but there was no way to break the line and surround the enemy. So sadly this one goes back on the shelf.
The optional rules may be able to handle this but the 15 hex supply makes the desert feel like the Somme...
Saturday, September 14, 2019
Saturday, August 17, 2019
ASL Scenarios J53 (scenario 2 of Kursk Mini Campaign)
Anyway. For this scenario the Germans have to exit a certain amount of VP OR take 3 multi-hex buildings. Since for the campaign it helps MORE to hold certain buildings at game end then to win (though winning is nearly as many campaign VP) I focused on taking the buildings instead of exiting and leaving the other campaign VP buildings unguarded. (kinda screwy you ask me but nobody asked me).
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| First German movement turn goes pretty well. The Russian hero in the one building didn't manage to do anything and dies from failing a couple of MC. |
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Russia,
VASSAL/VASL,
WW2
Saturday, August 10, 2019
The African Campaign Deluxe Edition
Played this on the 10th (Last weekend as I write this) and got creamed as the UK. Rommel is a butt kicker!
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| The Desert as seen by wargamers millions of times. |
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| End of turn 1. |
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| Skipping ahead to end of turn 5 when the Allies have captured Tobruk. Rommel has been building up strength during this time. |
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| There is Tobruk safe and sound. |
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| End of Game two turns later. UK attempts to break the supply of the Axis units failed with a couple of repulses at Tobruk and Alexandria. |
Saturday, August 3, 2019
ASL scenario FT94: Here Stands the Legion
Played this one today with Tycho over VASL. A fun scenario but I think it is pro-German (and I was playing the Germans).
A fun scenario with choices for each side but like I said, I think it is pro-German to some extent. Though a bad guess on the AT gun placement and it could be a really rough time for the Germans too.
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| End of Game. The 9-2 Fire stack did squat on the first turn while the rest of the Germans went to the right. The Hard Luck Franz tank smoked DD02 and the Germans moved adjacent. I'm fairly certain the 458 starting in BB2 failed an MC and routed. This got the Germans firmly into town on the first turn. After that a 16fp kill stack with a 9-1 leader managed to do just about squat all game. He did live through an ambush to kill the concealed squad that jumped into CC with him. After that however they never caused anything for a pin result and even that was rare. The 9-2 kill stack made up for it easily brushing aside the French Resistance on the left, they only had to make a couple of MCs and managed to break and rout everyone put in front of them. The Strong point was where the French 9-2 leader was and his group held till the next to last turn (when we called it). I jumped him in CC and lost two squads to an ambush!. He did have two squads with him at first but one went berserk and died to a 12-2 defensive fire shot when he had to bypass into the adjacent hex to rush my 2 squads. Then there is Hard Luck Franz. After his first shot he malfed the gun, not wanting to lose him I had him run around without trying to fix the MA. When he tried to enter the French 9-2 hex to freeze sleaze him he was immobilized which worked out great! Now I could fix the MA without fear of losing an AFV. He managed to fix the MA too for a Point Blank shot at the 9-2 and friends. THEN he manages to Malf the MA again... All the Tanks together finally managed to break everyone in the hex and that ended the game (along with the German 9-2 going on a rate tear). Finally there is the suicidal German 8-0. Having been DMd where the 20L tank currently sits he routed to where the ATR armed guy is. First Rally he rolls boxcars and wounds himself. Second rally he rolls boxcars and Kills himself... |
A fun scenario with choices for each side but like I said, I think it is pro-German to some extent. Though a bad guess on the AT gun placement and it could be a really rough time for the Germans too.
Labels:
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Saturday, July 27, 2019
GCACW: The Battle for Washington
Played the Great Campaigns of the American Civil War scenario The Battle for Washington last week. I'm not doing detailed writeups for a while so just one picture.
The Rebs have three days to capture and hold the circled Ovals and to burn the RR stations in the little red stars. The majority of the fighting took place in the Big Blue star. Lee's path across the map is the blue line.
Things I remember. Lee hauled ass the first activation (rolled a 6 to go eight hexes). My plan to hold him in the swampy are (to the right of the battle zone) went down the crapper and the fallback plan to fight along the stream was looking iffy. Lee won the second activation (first was a gimme) but did not roll nearly as well for movement. Next up was my units and they managed to get to the Stream in time to hold it - but I had to force march one unit to make it into position. The First Days' fighting was a knock down dragout even though I had BOTH of my attempts at an assault by Burnside fail (each a 1 in 6 chance of failing). On the other hand the CSA assaults went in my favor. Finally Jackson was a acting like he did at the seven days, poking along...
The SECOND day. Burnside got the initiative and surrounds Lee! Tries an Assault and makes it! Tries the Grand Assault and FAILS! OK - a 33% chance of not getting at least one other hex but combined with a 1 in 36 chance of two failed assaults in a row yesterday we are down to a 1/72 (roughly) odds of such bad luck. The North wins initiative again! And fails another assault roll (1 in 6, odds of this streak of luck is now roughly 1 in 432).
Still up to this point
Right then somebody
The Rebs have three days to capture and hold the circled Ovals and to burn the RR stations in the little red stars. The majority of the fighting took place in the Big Blue star. Lee's path across the map is the blue line.
Things I remember. Lee hauled ass the first activation (rolled a 6 to go eight hexes). My plan to hold him in the swampy are (to the right of the battle zone) went down the crapper and the fallback plan to fight along the stream was looking iffy. Lee won the second activation (first was a gimme) but did not roll nearly as well for movement. Next up was my units and they managed to get to the Stream in time to hold it - but I had to force march one unit to make it into position. The First Days' fighting was a knock down dragout even though I had BOTH of my attempts at an assault by Burnside fail (each a 1 in 6 chance of failing). On the other hand the CSA assaults went in my favor. Finally Jackson was a acting like he did at the seven days, poking along...
The SECOND day. Burnside got the initiative and surrounds Lee! Tries an Assault and makes it! Tries the Grand Assault and FAILS! OK - a 33% chance of not getting at least one other hex but combined with a 1 in 36 chance of two failed assaults in a row yesterday we are down to a 1/72 (roughly) odds of such bad luck. The North wins initiative again! And fails another assault roll (1 in 6, odds of this streak of luck is now roughly 1 in 432).
Still up to this point
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| Burnside |
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| Was Kicking |
| Lee's |
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| Ahem |
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| Lit a Fire |
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| Under Stonewall's |
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| Ahem... |
The CSA gets the initiative and Stonewall rolls max move. His first two divisions surround my flanker on Lee and his last smashes into the unit leaving it demoralized 2 and basically out for the rest of the game. He then wins initiative again and does the same to another USA division.
At this point I conceded (with some disgust I must admit). I find the flanking rules a bit screwy when combined with a single enemy adjacent as long as the other enemies have the other hexes in ZOC but friendly units do nothing to keep that from happening - and only adjacent friendlies can help mitigate the effects of being flanked. Combined with high movement speeds it is possible to (often) surround an opponent and flank him without any way to mitigate it and being flanked can be worth having a 5-1 numbers advantage.
At this point I conceded (with some disgust I must admit). I find the flanking rules a bit screwy when combined with a single enemy adjacent as long as the other enemies have the other hexes in ZOC but friendly units do nothing to keep that from happening - and only adjacent friendlies can help mitigate the effects of being flanked. Combined with high movement speeds it is possible to (often) surround an opponent and flank him without any way to mitigate it and being flanked can be worth having a 5-1 numbers advantage.
After a couple days I thought about it some more and have ideas for next time...
Labels:
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Saturday, July 20, 2019
ASL Scenario FT60: Bloody Brothers
Played this two weeks ago With Tycho. I was the Partisans and I STUNK! BAD!
Notes - don't charge into the open with Partisans, they will never rally.
I had to take two of the circles buildings to win and thought I would try a bum rush. Bad idea.
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Saturday, June 29, 2019
The American Civil War (From Strategy and Tactics 310)
Played the American Civil War today. Or rather Lawrence and I POURED over the deceptively short but frustrating rules to the game...
I really really wanted to find a good one map game on the Civil War that was hex based. This game might be it but it has issues. First up is the map itself. It looks fine, really nice actually but there are usability problems. First off Kentucky should be outlined more prominently since violating Kentucky neutrality is a big deal and the state border lines really blend in to the background. Second is the Resource spaces, it would be much more useful to have them labelled in some way on the map instead of a handout. The first thing we did was put colored stickers on each reinforcement grouping to show where the different ones were. That alone (and finding the listing) took us an hour. Second up was the very first activation - which was to cross the bridge and attack Washington. Fine, but we did not see any rule saying how to handle it. Since the Bridge blocked ZOC it was possible for the CSA (who won initiative) to gather forces and march right in. So our next rules dive was looking for something to say that was not right. We looked and looked and looked but found nothing so the attack goes in and whammo DC is taken first thing. We played out some more of the game, the reaction and costs for entering/exiting ZOC are kinda interesting and add good flavor. Finally we get to turn two when the US can do a naval invasion (having Naval Transport Builds available). We read the rules for a naval assault and THERE is the rule that states attacking across a bridge is treated as an amphibious assault! Is my opponent and I the only ones who would not even dream of thinking to look at the amphibious assault rules to cover how a bridge is handled? Between that and figuring out the US had two more reinforcement points to bring on the first turn (and that I freely admit was my reading the rules wrong - not any kind of complaint) we called the game a learning game and stopped play.
There really is some interesting bits to this game but the flaws made it a frustrating experience. Things I think would have REALLY helped.
1 - Bridges being an Amphibious assault should be noted on the TEC.
2 - ANY time division is done how to handle fractions should be explicitly stated. As an example, the US losses each turn are replaced at a ratio of 1 replacement per three losses. It is not stated how fractions are handled so I assume they were ignored.
3 - Kentucky needs to be outlines more boldly.
4 - CSA resource groups need to be shown graphically, not just the resource symbol.
5 - EXAMPLES (D*mn it). The combat system could really use a worked example.
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| The setup for the game. The bottom of the picture is the North. The blue counter near the bottom left is Washington DC. Florida is at the top left. |
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| At the end of 5(!) hours we completed game turn 1 and the first activation of game turn 2. While trying to figure out how naval invasion worked we saw a line covering the bridge to DC... |
I really really wanted to find a good one map game on the Civil War that was hex based. This game might be it but it has issues. First up is the map itself. It looks fine, really nice actually but there are usability problems. First off Kentucky should be outlined more prominently since violating Kentucky neutrality is a big deal and the state border lines really blend in to the background. Second is the Resource spaces, it would be much more useful to have them labelled in some way on the map instead of a handout. The first thing we did was put colored stickers on each reinforcement grouping to show where the different ones were. That alone (and finding the listing) took us an hour. Second up was the very first activation - which was to cross the bridge and attack Washington. Fine, but we did not see any rule saying how to handle it. Since the Bridge blocked ZOC it was possible for the CSA (who won initiative) to gather forces and march right in. So our next rules dive was looking for something to say that was not right. We looked and looked and looked but found nothing so the attack goes in and whammo DC is taken first thing. We played out some more of the game, the reaction and costs for entering/exiting ZOC are kinda interesting and add good flavor. Finally we get to turn two when the US can do a naval invasion (having Naval Transport Builds available). We read the rules for a naval assault and THERE is the rule that states attacking across a bridge is treated as an amphibious assault! Is my opponent and I the only ones who would not even dream of thinking to look at the amphibious assault rules to cover how a bridge is handled? Between that and figuring out the US had two more reinforcement points to bring on the first turn (and that I freely admit was my reading the rules wrong - not any kind of complaint) we called the game a learning game and stopped play.
There really is some interesting bits to this game but the flaws made it a frustrating experience. Things I think would have REALLY helped.
1 - Bridges being an Amphibious assault should be noted on the TEC.
2 - ANY time division is done how to handle fractions should be explicitly stated. As an example, the US losses each turn are replaced at a ratio of 1 replacement per three losses. It is not stated how fractions are handled so I assume they were ignored.
3 - Kentucky needs to be outlines more boldly.
4 - CSA resource groups need to be shown graphically, not just the resource symbol.
5 - EXAMPLES (D*mn it). The combat system could really use a worked example.
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