Sunday, August 23, 2020

ASL Action Pack 108: Yes Sir!

 Just played this one with Tycho and there is something funny with the Random.org dice roller too!


The US has six turns to capture 3 of the buildings in the red lined area.  Germans get 2 Squad Eqvuialents HIP.  I choose Half Squads and a squad with an LMG and another with a Shreck.  One more hanging out in the grain to be a nuisance too.

Second shot and first blood.  The US armor leader's tank is CE and promptly gets stunned for it.  Adding insult to injury the LMG got rate.

Next is a 2-2 shot and I roll a 1,2 while laying down a Firelane.  The SSR for the US having 10ML on turn 1 is not helping them since they just die.

End of US turn 1.  By the end a SNiper popped the US leader and two squads were KIA.  The scond one was from a 2-2 shot where I rolled snakes ending up a 0 on the 1 table.  The US return fire only resulted in a MC for the Germans that got one leader pinned and also caused the Sniper Check that killed the 9-1 leader.
End of German turn 1.  The German MMG and leader wounded the US 9-1 leader and fire from the gun (or the MMG again) broke the squad under the one tank.  The 238 shot at a US squad and leader and broke both of them too.  When they routed I revealed 238 in the grain, maybe should have waited and got them in CC but with the dice roller shining on me today it didn't matter.
First shot of German Defensive Fire Phase in US turn 2 and game over.  First shot is another 4fp shot where I rolled a 1,2 breaking another US squad.  At this point they were down to 2 unbroken squads and 5 total versus an unharmed German side (8 squads).  The tanks never got smoke and the Germans only suffered a single Pin result (maybe a second when it didn't matter, during a US Advancing fire phase).  

 

The VASL die roller gets slammed a lot (I'm one of the slammers) for odd streaks - this is the third game in a row where Random.orgs results have been consistently high for one side and consistently low for the other.  In this case low (very low) for me and high (very high) for Tycho.  Perhaps it is time to use a camera focused on a dice glass...

Friday, August 21, 2020

Hammered Scots!

 Ooops.  Didn't give Wallace a retreat path and he died.  King buttstomper then went on a killing spree.  Have to try this again and play a bit more conservatively with Wallace.

Friday, August 14, 2020

Hammer of the Scots!

 Played a few hours of Hammer of the Scots.  Then the power went out.  Luckily my opponent has a save of it but I have nothing to show.  King butt-kicker went North in the second year and stayed for the third which we are in the middle of.  Hoping to continue the game on the 21st.

Saturday, August 8, 2020

ASL scenario AP107

 Played this one on VASL and got diced in record time.  I thought the Random.org dice were supposed to be better than VASL's.  First opponent roll malfed his big mortar and other shots were not good.  Second player turn he had a ROF run on 9 shots with another mortar and a critical hit.  Moved my remaining guys into a fortified stone building.  First shot from the mortar on that was, you guessed it, a crit.  Went from a 4+4 to a 16-4 on the IFT.  I gave up at that point.


Friday, July 31, 2020

Hammer of the Scots!

Lawrence and I (virtually) pulled out Hammer of the Scots yesterday.  The last time we played (FTF) was years ago.  My Scots got creamed both of those games but this time things are going a bit different (and I noticed some rules we got wrong that may be helping that...)

The start of the Braveheart scenario.  Nothing exciting here - all the games start this way...



The situation at the start of 1301.  The Scots got all 2 and 3 activation cards in 1297.  1298 went well and 1299 was ended early when we both used event cards in the second card play.  The English attempts to invade have been pushed back each time.  So far so good. 



The war continues next week!

Saturday, July 25, 2020

Two in one day! ASL Action Pack 106

Got in a second game - knowing that AP105 woudl be a quick playing game we setup AP106 as well. 

The US forces start on the outer line while the German forces setup on the inner line.  The US had to capture every building in the Red Outline area.  US Turn 4 had a little turd HS go berzerk.  It surves a 20-2 shot, then a 30+1 and THEN rolls snake eyes in CC against my 8-1 leader, squad, and MG.  It would probably have been a good fight if the little shit had died all proper like but without that leader and squad (the CCs are half squads on the German side and under the Hero on the First floor is a Half Squad as well) I called it a game.  My fire did nothing more than DM some guys the entire game and more than once PB fire did nothing as well - plus I never got rate with the MMG in four turns (8 tries).  
Yeah, yeah, I'm whining...

OMG! I played another game today. ASL scenario AP105

Played ASL scenario AP105 with Tycho today.  We both knew this one would be decided by the first Prep Fire.

The setup.  The US has to get 12VP including a leader off any edge.  It starts with German prep.

So I decided to show my actual prep fire rolls.  The first two were the MG shots that could have gotten rate.  Even the 1,3 result Tycho rolled a snake eyes for an MC and battle hardened.

US return fire broke one of my leader stacks leaving the way open clear.  I jumped into CC (the only way to block an exit) and none of them cleared out anything.  The DM leader did not manage to rally so it was pretty much game over.
If you decide to play this one be prepared to play something else - this one can't take very long to play and I can't see it being anything but a blowout one was or the other.