Saturday, September 11, 2021

ASL Scenario To Battle by Air 4.

 Played this one and it took a bit longer than expected.  Two hours instead of one and a half or so.  A good little scenario.

The Germans win if they have 5fp they can hit the red circled hex with at game end.

Not a good opening.  DMd only a couple and had my Leader and Squad DMd in return.

Should have had that guy skulk away.  Instead I tried firing and go zippo.  Return fire broke him and he surrenders.  Not a good situation.

My big surprise (opponent thought it was a dummy, so did I) turns into a dud.  Only got a pin out of it.

The 8-1 and the squad with him do not manage to hold off the US long and end up in CC.  With the US having 3 squads around to my single squad things are not looking good.  I didn't notice it at the time but my luck was crappy.  The US 7ML troops made a whole LOT of morale checks and my rolls were generally high.  There were enough low rolls mixed in to not make it seem so but the US always made the MCs those rolls caused.   WHINE!

And then it happens.  The US rolls boxcars on a CC roll at the end of a US turn.  The Germans take the chance to scoot.  German prep is snakes and all of a sudden it is up in the air.

Final US movement phase.  They HAVE to get both of the German squads near the VC hex broken or stuck in CC.  The tanks makes an overrun attempt.  The Shrek I was hoarding up to this point misses but the Squad finds a faust and flames the tank.  US attempts to read the Germans for CC (or point blank return fire) don't work out and it ends with a German win.

A good short scenario.  The Germans can't make the stand fast mistake I made but the US HAS to move fast to break or eliminate the Germans - taking ground is not enough in itself the US has to keep the Germans from having 5FP able to reach the VC hex at the end.




Saturday, September 4, 2021

The Dark Sands comes to an end

 The game of The Dark Sands, that started with a lot of promise ends with a sour note.


The map after the last Commonwealth attack of turn 15.  At best the Commonwealth can attack 8 more times if the Chits always work out.  Since there is no overrun mechanic in the game I setup the Axis Defense like so.


If all the combats on turn 16 end up with the defender eliminated that still leaves roughly 1 combat unit per defensive "line".  Axis Reinforcements consist of two units on the next turn and 3 on the last turn.  Just enough to plug all the lines enough to hold off the Commonwealth just long enough.  End result would be 3 Axis VP for holding the VP spots to 0 Commonwealth VP.  Even if the Commonwealth took a VP in the first turn (more than that is not really possible without insane luck) it would still be an Axis victory.  The lack of an overrun mechanic along with Commonwealth tanks serving very little purpose (they are faster and stronger and the advantage ends there) makes the end game very WW1 like.  Sadly the search for "the" game on the desert war continues on.

Next up, a Great Battles of the American Revolution game.

Saturday, August 21, 2021

The Dark Sands continues

 Played Turns 13 and 14 today.  Two turns done in three hours.

Start of turn 13.  The Germans have the initiative and attack to the push the Allies back.

End of turn 13.  The Germans manage to push the Allies off of the center map and get a foot hold on the East map.  

End of turn 14.  Due to the auto Defender Retreat result for a map edge the Germans manage to keep the Allies at the map edge for the turn.  The Allies attacked the Axis units on the edge, which either died or retreated and then the Axis used a chit to attack forcing the Allies back again.  With only 11 more attacks possible (11 attack chits in Allied hands last three turns) the Allies have to go 14 hexes to reach the first VP space (Sollum) and a few more hexes to reach the space further up.  If the Axis can keep a line of units in the way the Allies will only gain one hex per attack - and depending on losses keeping that line is very possible.

The game started out very promising, handling the early part of the campaign well.  Then the impossibility of taking Tobruk combined with there being no chance for the Axis to gain VP without it make the 1941 portion of the game almost meaningless.  Rommel has no real incentive to push on to take the Allied base since there is no real chance of doing so.  The best to hope for is by making the Allies fight for it they lose units.  The instant 1942 comes along Tobruk is an instant death trap for the defenders (needing to retreat 4 hexes means losing two steps at least if defending the forts and losing more if overstacked).  The map edge, auto DR sounds good in theory but in practice it makes it a slugging match if utilized as a defense point.  Finally there is no incentive for Rommel to try and move off the center map, extra VP would be nice but even if the Allies managed to have a VP by now (they can get one if things work out well in the early game) the Allies would HAVE to retake Sollum to get a draw.

Saturday, August 14, 2021

ASL, Lone Canuck, To Battle By Air Scenario 6. Flames on the Borders.

 Played this one with Tycho.  Got whipped.  Could have been worse, the Tropical Storm that was off the coast could have hit this area...





The setup.  The Germans had 5 turns to get 15+ CVP off the far edge.  FT tanks are nice but they are slow and red MPs.  At least FTs can be deadly in motion.



End of German turn 4 and I conceeded.  The Piat at the top of the board broke when firing the first time so I did not fire on it and took out a nearby squad instead.  Of course the thing was repaired and smoked my in motion FT tank.  Not a good start.  WORSE is the trail of the pesky 8-1 leader I show.  He managed to stay concealed when jumped by CC, manage to survive the CC, broke when leaving the CC hex, routed, self rallied first chance, broken again leading a squad, routed to the wood building, rallied right away (I think), survived a 30 flat FT attack, picked up the PIAT the DM HS in his hex was carrying and picked off the other FT tank.  I tried a few more IFT shots to try and clear the last enemy defenses but they all came up bad and I conceded the game.  


I probably should have kept some guys on the tanks and did an end run off the map using the other squads to pin down the defenders.  At any rate I played poorly and Tycho played well.  A fun scenario that we manage to play in 90 minutes (not including setup time).

Saturday, August 7, 2021

The Dark Sands Game 2 Turn 12

 Got in the last chit of turn 11 and all of turn 12 today.  That took 3 hours to complete.

The starting point.  The Germans just started a combat chit when power went out last time.  

The results of the attacks (forgot to show one - the Italian in the center got an A1 result).  The Allies are forced to retreat in all but one battle.  Putting a large number of their forced in jeopardy of being OOS.

At the end of turn 12.  One allied stack is eliminated for being OOS, another was eliminated by a retreat it could not make (surrounded and escarpment).  A final stack was eliminated in an exchange.  The Germans took a good bit of tank losses in the exchange but certainly made out the winner.  Good luck and good luck with the chits are helping the Germans right now.  Later the Commonwealth get better chits but will it be enough to force the Afrika Corps back far enough to get 2 or the VP spaces?


Saturday, July 17, 2021

The Dark Sands continues

 Continued The Dark Sands turns 10 and part of 11.  Near the end of the last chit the power went out (and I'm getting too lazy to post images).  Tobruk fell easily after the Panzers came back.  The front is a long line for both sides with neither having a huge advantage in chits (but the Germans having an advantage for a couple of turns).  Holding onto gains is the name of the game now.  Perhaps taking the Mersa Matruh for VP as well.

Saturday, July 10, 2021

ASL GJ009: Polar Bear

 Getting lazy, and whiny, and tired.  So no pictures.  Played this one and got smacked for bad play.  Interesting scenario and I recommend for either side.  My Germans took the north flank through the orchards but then I turned south too quickly and ran into the very guns I was trying to avoid.  Then I pushed to far forward with Infantry and Vehicles and lost too many of each.