Saturday, September 3, 2022

ASL 192: Shoot N Scoot

 A fun scenario (for the Germans) though I think my opponent forgot about his mines though maybe I went the wrong direction from where he deployed them.  The Germans get 9 Player turns to either take 4 of 5 multi-hex buildings or get 70+vp off the opposite edge.


Start of the game.  Germans have half move on entry turn.

Whine time!  2 boxcars in a row followed by a 6 on the first repair attempt.  At least it wasn't the MA...

End of the Game after 2.5 game turns.  The Germans were just unstoppable and were very close to taking the last of the 4 buildings needed.  It doesn't help when part of the US defense line is undone by the Germans Breaking and then rolling snakes for a second required MC and coming back with a Hero and then creating a leader in CC right after.  On the plus side for the US the M10 scoot and shoots (hence the title) and CHs a Jagdpanzer.


As the Germans I did not run into the US mines (maybe they were covering the woods exit) so that could have made a difference and perhaps the M10s staying in motion might help as well.  Though it is harder for them to hit it would be harder for the Panthers as well and not getting hit is the only chance the M10s have.




Saturday, August 6, 2022

ASL FT212: For Hitler For Allah

 Played this today (and through till the 11th by email).  It is listed as pre-Partisan and I would agree with that (I played the Partisans).  The Germans start with a small force in the town and the partisans in the hills.  The partisans have to hold most of the village by game end while the Germans have a relief force that can come in from either board edge (chosen before the partisans setup).  One ooops on the part of the German player (moving an entire stack with a leader into open terrain and being fired on by a leader led MMG) sealed the result in this one.  Although it was not a sure thing for another turn and a half the Germans were on the back foot from that moment on.  

The situation at the end of the game (Turn 5 our of 6.5 possible turns).  The Germans would have had to retake and hold three buildings till the end of the next Partisan turn in order to win.


Saturday, July 23, 2022

Lock N Load Tactical: Rejoining the Regiment

Played this one today with my son.  Germans came very close to pulling off a win.  The US managed to rally just in time to block the road off the map.  The Germans jumped into melee and took those US units out but that blocked the hex from being moved through.  The remaining US units went to the exit hex so the Germans would have to stop and melee instead of getting off the map.  The other US option would have been to go into melee with the Germans who would have had to fire or accept the melee and they only had just enough to get off the board for a win if they moved everyone.



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...