Played turns 4 and half of turn 5 (lots going on) in 3 hours today. The Redcoats are on the backfoot.
Saturday, November 27, 2021
Saturday, November 20, 2021
ASL 244: Château De Quesnoy
Just a quick note that I played this today. Tycho is most likely going to kick my can. This is the start of Allied turn 3 and the Germans have ONLY(!?) 12 turns left to take the big building. They can only take 59CVP as well but I think they are well on their way to a win. If you want to play a big honking scenario this is the one.
Saturday, September 25, 2021
Germantown
First three turns of Germantown from GMT's Battles of the American Revolution series. Since I was rusty I asked for the Brits in this one since they react the first few turns. Considering the number of decisions to be made by either side it would really not have made much difference.
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| Game start. |
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| Start of turn2. A lot of US reinforcements on the way this turn but Stephens is drunk so his move by random DR each turn. |
Saturday, September 18, 2021
ASL scenario To Battle By Air 5: Bob's Farm
Got in a short round of ASL today (one hour game time, not much more setup time).
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| The setup. UK comes in on turn 1 and have to hold the circled building at the end of the game. |
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| The exchange of fire on the first half of turn 1 goes nearly completely to the UK. Couldn't ask for better. We both agreed it would have been better for the HMG to setup in the building. |
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| The situation at the midpoint of turn 2. The German reinforcements come on next. The 9-1 had been pinned and the squad above it went into CC with a CX half squad and eliminated it in Ambush. |
A good tiny scenario. If the Half Squad and 8-1 had not died in the first turn it would have gone differently, hard to say though. Both sides had spurts of good and bad luck. A heroic 9-1 UK leader followed by both squads with him breaking while that same turn Germans were passing MCs left and right. Very next turn the Germans could not pass an MC for nothing.
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.
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| The Germans win if they have 5fp they can hit the red circled hex with at game end. |
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| Not a good opening. DMd only a couple and had my Leader and Squad DMd in return. |
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| 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. |
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| My big surprise (opponent thought it was a dummy, so did I) turns into a dud. Only got a pin out of it. |
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| 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. |
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.
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.
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| Start of turn 13. The Germans have the initiative and attack to the push the Allies back. |
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| 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. |
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.




















