Saturday, July 9, 2022

ASL Scenario BFP028: Marco Polo Bridge

 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.

The Japanese manage to hang on just..... long enough.  One more turn would probably have finished them off.  The Chinese made it onto the VC bridge and were within range of the VC multi-hex building (had to have one or the other) but probably could not have taken it with the troops available.  My PMC nearly failed a couple of times when the Chinese managed to generat Six! heroes during the game.  Oww!  Even with that luck was fairly consistent with some good rolls and some bad rolls for both sides.


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...

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.

The situation at the end of turn 3.  The Chinses are making steady progress on the bridge.  Fire combat has gone very well for the Chinse while CC has ALL gone for the Japanese.  The Japanese tanks come on this turn so a bum rush for the bridge is probably not a good idea with all the FP covering it (but with Japanese IFT rolls maybe it would be).  The game continues in two weeks.


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.

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.

Second one didn't work out well either.  Average CC roll is now 8.5

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...


Maybe a DC attack will work.  Nope, fired upon by the unit next door and they roll snakes.

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.  


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.