Finished up the Marco Polo Bridge scenario today. Despite my whining the Japanese managed to win. Mainly due to being pro-Japanese more than anything.
Saturday, July 9, 2022
Saturday, June 11, 2022
ASL Scenario BFP028: Marco Polo Bridge
Second day playing this one. Too lazy to write up pictures (and this is actually being posted nearly a week later so nearly too lazy to do anything). The Chinese are halfway through the last 3 movement phases of the game. Just a couple hexes away from the bridge but a tough slog to take it. The Japanese have a tank at the entrence, one on the bridge, an HMG covers the lane and a half squad on the back half of the bridge. Still doable for either side. And they created ANOTHER hero (6 in one game, granted with 40 squads on the board but still).
Saturday, May 28, 2022
ASL Scenario BFP028: Marco Polo Bridge
Continuing the PTO in ASL we picked up with Marco Polo Bridge from Bounding Fire Productions. Highlights are Japanese tanks and 40(!) Chinese squads...
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| The setup. The Chinese have to take either all the buildings in the Japanese setup area OR take two multi-hex buildings and the bridge. |
Saturday, April 23, 2022
ASL scenario DB 136: The Block on the Trail to Hell
All I'll say about this one is my Marines were slaughtered. Don't see any way the marines can get the VC in the time allotted without a miracle. Only other thing is that after whining about NEVER getting a hero last week I got a hero this week - and then rolled boxcars on a couple more Close Combats...
Tuesday, April 19, 2022
Lock N Load Tactical: Rejoining the Regiment
Played LNL, Rejoining the Regiment with my son. No pictures since it was a learning game. He lost track of movement points to get off the board. Next week we switch and I play the attacking Germans. It appears to be a tough one for them with the need to move move move.
After that moving on to full LNL and larger scenarios.
Sunday, April 10, 2022
ASL scenario DB:123 Probe on the Trail to Hell
Just going through the log on this one makes me despise the VASL die roller...
The Marines have 5 turns to clear the circled area and do so with fewer losses than the Japanese.
My MMG and Mortar were first to shoot, both Malfed on their first shots. Not a good start...
Then the Marines generated 2 heroes on the first turn. (I don't recall EVER generating a hero on snake eye MC checks - EVER!@)
Have to rely on the Japanese CC ability and HTH.
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| Get a 1-1 odds, and ambush and a -1 leader leading it! Rolled a 10 so all I got was a CR out of it. At least next turn both sides got eliminated. |
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| Second one didn't work out well either. Average CC roll is now 8.5 |
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| Got the Marines to walk a half squad onto a HIP unit. Keep HIP till CC phase, no ambush of course and the Marines roll snakes... |
I should have gone with my whiny instict to end the suffering right there...
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| Maybe a DC attack will work. Nope, fired upon by the unit next door and they roll snakes. |
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| Next to last turn, MG repaired! Fire it and roll an 11. That CC was another high roll as well. 10 I think. |
I don't care that I'm a whiner. I got F*&*^%*&ng diced to death on this one. Back to the pacific Saturday the 23rd...
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.
From here it is probably on to the PTO and in July we plan on the 11 turn Red Barricades campaign game.









