Played this over VASSAL yesterday with my normal FTF opponent. Since I'm away for over a month it was the only way to get some game time in. After getting VASSAL and Skype up and running we only had a couple hours of game time. There are lots of counters to move around in this one too.
Saturday, December 28, 2019
Sunday, December 22, 2019
ASL Scenario DB 132: One Last Victory
Played this with Tycho on VASL - so disgusted with the VASL Dire (typo - but I'll keep it in the blog) roller that I conceeded at the end of turn 4 instead of finishing up. 8ML Germans almost always breaking or dying when attacked at 2-2 or 2-1 (and I HAD to take those types of attacks in order to get to the victory hexes in time - stopping for a firefight was not an option) while having 8 straight shots do squat against 6ML troops over half the time gets old after a bit.
Saturday, November 30, 2019
Normandy 44 continues
It is a slugging match but the Allies have been able to push the Germans back slowly. I expect the pace to pick up now that the Mulberrys are done.
Saturday, November 23, 2019
ASL Scenario Into the Rubble 18 "Capital of the Ruins"
A fun scenario. I would play it again - as the Germans...
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| The Setup. The US has to capture all the circled buildings in 7 turns. By Bounding Fire Productions (BFP) rules a number of the buildings have a third story. |
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| End of US turn 1. Things are going pretty well so far... |
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| Another happy day of ASL! |
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| Next up is our third playing of Purple Heart Draw. The first two ended up as blowouts for each side so this is the drawbreaker. |
Saturday, November 2, 2019
Normandy 44 continues
Part 1 at https://fiftyshadesoffeldgrau.blogspot.com/2019/10/normandy-44.html
Lawrence and I continued our Normandy 44 game yesterday getting in 2.5 turns (4 through German turn 6). Found out we were playing the retreat stopping rules wrong - we had thought you needed the terrain AND the units already in the terrain to stop a retreat and rereading found out it was one or the other. That makes a big difference going forward. We also had to read (and reread) the Bocage advance rules...
Lawrence and I both like this game a lot. A perfect size and scope for us. Even at one map and a "normal" number of counters for a one mapper there is a lot going on each turn. Part of that is the ability to do a Determined Defense, another part is the need to balance where Arty, Air, and Naval power is used and the final bit is the CRT has a lot of D1, DR, A1 and EX results. So a single combat is hardly ever decisive in and of itself. To take ground requires grinding away and the use of reserves - which neither of us has mastered yet. It is a deep game in a small package.
The only "problem" I have is that the game "series" (Normandy 44, Holland 44, Ardennes 42) is so similar but with minor differences in each title that lead to major changes in how to play the game. They are different scales in each game and different time scales so I admit it would be needed but (mis)remembering things from the previous games has been a problem from time to time.
Lawrence and I continued our Normandy 44 game yesterday getting in 2.5 turns (4 through German turn 6). Found out we were playing the retreat stopping rules wrong - we had thought you needed the terrain AND the units already in the terrain to stop a retreat and rereading found out it was one or the other. That makes a big difference going forward. We also had to read (and reread) the Bocage advance rules...
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| End of German turn 4. (June 9). A counter attack pushes the Brits out of Epron. Otherwise falling back is the order of the day. |
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| Something went wrong with the Panorama shot on the next picture! |
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| The Allies attack, attack, attack! They did the same around Caen too. The front line is getting pushed back but only a hex or so at a time. Bocage is great stuff. |
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| End of German turn 5 (June 10). Clear Weather! BAD! Reforming the line again... |
Lawrence and I both like this game a lot. A perfect size and scope for us. Even at one map and a "normal" number of counters for a one mapper there is a lot going on each turn. Part of that is the ability to do a Determined Defense, another part is the need to balance where Arty, Air, and Naval power is used and the final bit is the CRT has a lot of D1, DR, A1 and EX results. So a single combat is hardly ever decisive in and of itself. To take ground requires grinding away and the use of reserves - which neither of us has mastered yet. It is a deep game in a small package.
The only "problem" I have is that the game "series" (Normandy 44, Holland 44, Ardennes 42) is so similar but with minor differences in each title that lead to major changes in how to play the game. They are different scales in each game and different time scales so I admit it would be needed but (mis)remembering things from the previous games has been a problem from time to time.
Saturday, October 26, 2019
ASL Scenario Journal 54: Showtime
Finally got a chance to play ASL with Tycho after 2 or 3 times I had to cancel - work was being a pain in the rump.
We played the last scenario in the Kursk Mini Campaign from the Journal. The second scenario from the campaign made it near impossible for the Russians to win the campaign so we played the scenario as a stand alone instead.
As I told Tycho, I had a blast...
The dice always came up in my favor so I can't say if this one is balanced or not. Looking back I played badly since I was playing to take out Russian forces instead of to move off the board. I should have taken all my troops in one direction (top of map or bottom) to place them for exiting by game end. As it worked out however the lucky rolls when I needed them made it moot.
Next game is November 23rd. Another in December and then back to our third playing of Purple Heart Draw on New Years Day.
We played the last scenario in the Kursk Mini Campaign from the Journal. The second scenario from the campaign made it near impossible for the Russians to win the campaign so we played the scenario as a stand alone instead.
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| Highlights of turn 2. Germans move forward to engage the Russians behind the wall, the Russians miss with their shots and the Germans roll 2 turret hits in a row. A very rough start for the Russians. |
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| End of German turn 2. German turn 2 reinforcements come on and the Halftracks onload their passangers. |
As I told Tycho, I had a blast...
The dice always came up in my favor so I can't say if this one is balanced or not. Looking back I played badly since I was playing to take out Russian forces instead of to move off the board. I should have taken all my troops in one direction (top of map or bottom) to place them for exiting by game end. As it worked out however the lucky rolls when I needed them made it moot.
Next game is November 23rd. Another in December and then back to our third playing of Purple Heart Draw on New Years Day.
Labels:
ASL,
Avalon HIll,
Board Game,
MMP,
VASSAL/VASL,
WW2
Saturday, October 5, 2019
Normandy 44
Lawrence and I got together for Normandy 44 yesterday. Another fine game in the Mark Simonitch 4X game "series". (Normandy 44, Holland 44, Ardenness 44)
Some major mistakes on the first game but we will keep playing it. First up was mis-remembering that Infantry units did not pay 1/2 for road movement like they do in Holland 44 (which is the last one we played). So the German first turn is less then optimal. Combined with a horrible airlanding for the US troops and it may even out.
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| Overcast 3 for turn 2. The Germans move up to seal off the front line. Thin in many spots but it is a line. |
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| Allied turn 2. I remember DD for the forts but even the +1 fort fails (a 1 in 6 chance) to hold. |
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| German turn 3. Overcast 2. The line is getting thinner but reinforcements are on the way. No counterattacks this turn. |
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