Saturday, January 15, 2022

ASL 249: Showdown in Syria

The Brits (Indians) versus the French (Vichy) in Syria.  What a disaster.  I think I messed up more rules than I got correct.  Tanks entering in illegal spots (where they were worthless), guns setting up too quickly (where they were also worthless), and I know I forgot something else but forget what.
A question for anyone, how do you unload a gun if the crew can not get on the vehicle to unload it (gotta love those early war French vehicles).

The French have to take the circled building in 8 turns or at any point cause 15CVP (with captured units counting double immediately).  As noted I messed up a couple things which did not help.  I could have had the two tanks near the center come on across the stream at the bottom of the map and should have.  I managed to boxcar one gun crew off the map the first time it had an MC.  The gun tried to fire smoke but kept missing by 1 (crew would have been nice).  Seeing how far the Brits were pushed back perhaps it is possible to win as the French.  Going to find out next week when we play again.


Saturday, January 8, 2022

Germantown, Game 2, Turns 4.5 and 5

Back and forth fighting for the turn and a half.  Brits had the Colonials on a rope and then the Colonials punched back.  Brits can't seem to capture of eliminate a unit to save their life, even when attacking at 4-1 with a +6 on the dice roll (rolled a 0, which is the lowest possible).  Currently it is a tie but if the Colonials rally a unit it is a minor colonial victory so the Brits would have to come out an attack.

 

Saturday, January 1, 2022

ASL 244: Château De Quesnoy (Session 3)

Our New Years game day continues!  Today with the completion of ASL 244: Château De Quesnoy.  As often happens with ASL the winner comes down to the luck of the draw.  In this case it is drawing 2 red cards for OBA that does it.  Without smoke the Germans will be very hard pressed to get a foothold in the Château - much less getting control of it.

So MVP for the French goes to the German Arty.  The Germans did not have any weapon really stand out but the potato masher was a pain.

 

Saturday, December 18, 2021

Germantown game 2

Played the first three turns of Germantown and what a difference from the first game.  The Brits managed to score a hit with Arty that caused an attack to go awry for the continentals and a Hessian attack on Militia has caused a problem for the continentals as well.  Finally the Brits won the initiative after that fight allowing them to follow up.  This point into the first game the Brits were down 7vp and on the ropes, now it is an open contest with both sides near full strength but the next few combat rolls will determine the flow for the next couple turns at least.


The two Stars are where the main fights happened so far.  The British cannon near the one star made a morale check to keep from being eliminated - it will run some more to hopefully cause other losses.  The Star at the bottom is where the Hessians attacked a stack of Militia forcing most of them to retreat and the front unit was Disrupted.


Saturday, December 4, 2021

ASL 244: Château De Quesnoy (Session 2)

 The second session of this scenario.  In a total of just under 6 hours we have 4.5 turns done.   This one is a monster.  But ONLY (!?) 11.5 turns to go...  


My actual shooting has been pathetically ineffective.  Though a 75* gun took out a tank when it found it had AP and a 50mm MTR crew was taken out.  Through bad deployment I lost a bunch of troops due to FTR as well.  On the plus side my Sniper is doing overtime.  So far it has killed a 9-2, a 9-1, and a squad or so.  Next game day is Christmas or New Years day.  


Saturday, November 27, 2021

Great Battles of the American Revolution: Germantown second game day

 Played turns 4 and half of turn 5 (lots going on) in 3 hours today.  The Redcoats are on the backfoot.

The Rebels manage to capture a BUNCH of Redcoats by bad play on my part.  With a need to get 7vp just to get a draw (and not let the Rebels get any more VP even for that) I concede the game.  We made a few mistakes along the way rules wise but my tactical mistakes are what cost the game.  Tried to fight too far forward and that allowed units to get cut off and captured.  Asked for a restart and with more attention to detail (Run Away! Run Away!) in the early game it should be a more interesting contest.


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.