Saturday, March 5, 2022

ASL scenario BFP:140 Iron Greeting

 Played this one today and it was over quick.  The Poles have to have possession of the 3 outlines buildings at the end of the game.  At the start they have a near 2 to 1 squad ratio and 6 tanks to one ATG for the Russians.  To top it off the ATG has a low chance of killing a tank due to their armor.  On turn 3 the Russians would get reinforcements bring the squad total in line with the Poles and 6 tanks with poor armor but decent guns - in a straight up fight it would be about even.  


Situation at the start of the game.  The tanks start in motion and will reach the Russian front line to freeze sleaze them on turn 1.  Poles managed to walk around the resid markers to get point blank shots to mostly no result.  The resulting CC went all the Poles way however.

End of Polish turn 2 and the game.  A second round of freeze sleazing while staying in motion followed up with all the CCs going the Poles way (even to the extent that a CC reaction fire ended up boxcars).  Both players consider this one an unbalanced dud.  Though the force mix looked cool the point blank starting distance and overwhelming force for the Poles on the first three turns make it a very tough fight for the Russians. 

From here it is probably on to the PTO and in July we plan on the 11 turn Red Barricades campaign game.

Saturday, February 12, 2022

ASL scenario BFP 133: Over the Hills

 Tycho and I played this scenario from the Poland in Flames pack.  We both recommend it as a good scenario.  Nice to see some maps that are not used much and in a configuration that is non-standard.  Always nice not to have THAT road in the middle of the board...


The start.  The Germans have to take the Hill and the Bridge marked on the map.  The polish could setup one hex away from where the Germans did but I wanted to make the Germans come to me and I was wary of that valley between the hills - looked like a death trap to me.  If I were to play again I would put a couple of units on the Southern hill to slow up the Germans a bit.

And the VASSAL die roller works in my favor!  The Germans get these interesting 88mm self propelled guns and in the first turn two of them managed to Malf.  Since we were only 30 minutes into the game we kept playing and to give the Die Roller its due it was pretty darn random.  Both of us getting streaks of good and bad luck throughout.

Even with the good and bad the loss of the two 88s would hamstring the Germans - both of them would roll sixes for repair and never take part in the fight.  The last one fell victim to a critical hit from the Polish Mortar.  The mortar was the MVP of the game.  Slowing up the German push in the middle of the map.  At this point the Germans had to take all four hexes in 2 turns (and the Polish prep fire was not done) so we called it there.  It is hard to see but the Germans have a roughly 1.5 to 1 squad ratio in range of the VC hexes by next turn.  Getting to the hexes would require taking a number of 8 or 16FP attacks with no cover as well.


Saturday, January 29, 2022

Germantown game two. Turn 6 and English half of turn 7

 Finished up turn 6 and played half of turn 7.  Feel a little sleazy.  Found out George W was in range of a cavalry unit so ran up, chased off the demoralized unit he was trying to rally and advanced in to capture him.  Felt sleazy since last time a general was alone in the hex (years ago I admit) I did not see the rule saying that a VACANT hex did not include having a leader in it (only a leader is vacant but you kinda have to figure that out by putting two and two together, it is never clearly spelled out).


George is where the star is.  Or at least was there.  Rebel half of turn coming up but with morale so low it will be hard to get the favorable combat adds to make it a sure thing.  After that an initiative roll.


Friday, January 28, 2022

ASL 249: Showdown in Syria game two wrapup

 The second playing of Showdown in Syria came to an end today.  We finished it up by email to clear the "table" for the next game.  (sorry, no pictures) It ended up with three squads, a half squad, and a 9-1 leader surrendering.  No pictures sadly.  The leader, a squad, and a half squad were upper level encircled in one two story building.  A second was forced to surrender when botching a MOL attack and being cutoff from retreat.  The third squad was made DM when a unit went adjacent and then had it's only escape rout cutoff when a flame became a blaze.  In addition to the existing CVP these (instantly doubled by SSR) CVP made the total 27 CVP when 15 or more was a victory.


The First game the French lost due to messing up a couple SSR.  The second game the Commonwealth lost due to messing up the MOL rules - ending up with the VC building going up in flames early on and DMing two squads.  I still think this one is a bit balanced against the French but could be persuaded differently.  The French only won this time due to outlandish luck when 4 MOL attacks ended up causing the ones using the MOLS to suffer 3 DM squads due to rolling sixes and the fourth attack did nothing.


The scenario is a blast to play however.

Saturday, January 22, 2022

ASL 249: Showdown in Syria game 2

 After messing it up the last time I asked for a rematch.  Although the game is not done yet it at least will come down to the wire.


The situation at the end of turn 6.  On the left I ran a 9-1, Squad, and MMG in the street to get to the buildings on the other side.  Only had a measly 2FP shot at them and the Brits got snakes...
To make up for that terrific luck when the Brits tried to throw molotovs at my tank they go two sixes and started the building on fire in two locations that are starting to spread.  I also got a crit on a pesky ATR toting squad too.  
So at the end of turn 6 I have 6 of 15 needed CVP (and prisoners count double) and a couple hexes of Brits to eliminate to take the building.  Going to be a close one.


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.