Saturday, April 15, 2023

Advanced Squad Leader: BFP-138: Outgunned!

 Played this one with Tycho.  A very fun scenario even though I messed up the VC yet again...  Highly recommended.

The Poles get crappy tanks, the Russians too AND all of the Russian vehicles are inexperienced.  This guy would be a better Tank Commander.



The setup.  The Poles have to get across the stream for VP or capture the buildings or kill Russians.  A total of 50+ points for the win.  I had it in my head they had to get off the board for the points, not just on the other side of the stream...



End of turn 1.  The Poles have those extra crappy French tanks of WWI vintage.  Speeds of 8 and 5...


End of turn 2.  The Russian tanks on the right would fire MGs all game and not do a thing (oops, I think they caused a MC that broke a squad one time).  The +1 for crappy leadership is brutal.  This is also the only game I remember where I lost more vehicle crews than vehicles.  Two immobilized tanks had their crews bail out and get shot dead.  The 76mm gun truck was fired upon and the crew rolled boxcars for the MC.  For their part the fastest French tanks stopped, tried to start and rolled boxcars and then both ended up immobilized.

Then it sinks in.  Why are the Poles not going for the exit VP?




HEY!  The Poles only have to get across the stream and they have the last half game turn too - all they have to do is advance out of the stream and I can't stop them!  Bum Rush!

Thinking back I should have had the tanks simply move to where they could fire on the Polish tanks and the 76mm should probably have stayed put.  As it was my troops did far better then they deserved.  On the right my 7-1, squad and LMG moved right next to a Polish squad and leader.  Poles missed and the Russians took them out.  Most of the rest of my troops managed to make it adjacent or into CC as well.  When the Polish tanks went out of the stream they had just enough points for the win.  One less tank living (took out one with the HMG) would have been a Russian win.



Maybe I will refresh on the VC instead of relying on memory from a couple weeks back in my next game, by what start now?

Wednesday, April 12, 2023

Fireball Forward: Stiffening Resistance (Game two)

 Started a second round of Stiffening Resistance on Tabletop Simulator.  We finished up to the end of turn 3 in 2.5 hours.  Not bad since it includes setup and rules reading time.


The situation at the end of turn 3.  The Germans are taking lumps.  Blind fire into the buildings by the UK resulted in a lot more Morale Checks for the Germans then averages would allow.  One tank rolled double red sixes when fast moving for instance.  One UK halftrack is down and the Germans have lost a squad and 3 Halftracks.  The one with the 75mm is still in the game though.

First Blood!  The Germans got the first kill in the game - which was quickly followed by the Germans losing their unit as well.


Sunday, March 26, 2023

Fireball Forward: Stiffening Resistance

 Played this one today with Jeff and my son.  The Brits did not get to the VC conditions in time (mainly due to my messing up the vehicle terrain crossings with hills not applying).  Germans were doing great till turn 4 when the Brits took out half of their force).


Overview at game end.  The Brits needed to get the two buildings at the bottom on the picture and needed another turn just to reach them.  The tank on the left could have made it off the board but would have needed to use an initiative chit to do so (they brits had one chit left and no chance to get more).

A closeup of the advancing British Sherman V tanks and a piat team (the team had taken out the Burning German Halftrack near the top left of the picture).


Sunday, March 12, 2023

ASL 139: The Weigh in (Finish)

 One turn slaughter!  German tanks swarmed my defenses and I failed to use spray fire or cover all approaches with resid.  The resulting stroll finished off the Poles in one turn.  It didn't help that the Germans with those tanks rolled snakes to kill off the Polish 9-1 leader and HMG and then did the same to the other MMG.

Saturday, February 18, 2023

ASL 139: The Weigh In

 Played this one today up to turn 3.  Germans were cautious moving into position.  Three turns done.

Saturday, February 11, 2023

ASL 138: Battle of Sabers (finish)

 Finished this one up (started on January 28).  MUCH more fun in the last two turns.

Turn 6 was fairly standard except for the fact that Heavy Rain started.  Shots were doing mostly nothing.  Only a single HS was broken and ran (Polish guy at the bottom)

Overview of turn 7.  Germans at the top probably should have tried to get into CC with a couple of the Poles but that would have required moving in the open (even with the rain that would be risky) and the Poles could break and run from CC...


Down to the wire.  The Germans (with the help and hindrance of the rain) manage to get three stacks into CC.  The 9-2 and squad with it were attacked in C9 and B8 and bad rolls meant no damage.  Return fire pinned the squad shooting at them.  In CC they got it down to a HS.  The 548 killed the squad it jumped into CC with.  The LMG toting squads (D6) managed to get ambush by the ATR toting Pole and the Poles decided to run away.  If the final CC phase (Polish) goes as expected the final Tally would be +7cvp for the Germans and they lose by 1.  I concede the game at this point since the Poles will not move into combat range otherwise.  A great ending to an otherwise kinda boring game.

Already have ASL 139 setup for next week.  LOTS of tanks versus lots of guns and a couple of tanks for the defenders.

Saturday, January 28, 2023

ASL 138: Battle of Sabers

 Have to admit.  This one was pretty boring up till the end of this game day, it was much more fun when we finished it up in February.  This part consisted of the Poles retreating and the Germans advancing.  Perhaps I should have pushed more and risked more defensive fire shots.  The cavalry aspect played almost no part in this game, the woods kept them from moving fast and charging was not really an option.


The setup.  A squad or two of Poles are setup HIP (they have the option to come on from the West instead).  Germans have to get 12CVP off the West edge or get 8 CVP higher then the Poles at game end.

End of German turn 1.  Lost a half squad but so will the Poles.

End of Polish turn 1.  The backpedaling starts...

End of German turn 2.  The other Polish HIPster was found and dealt with (bottom).  In the next turn the Germans would finish it off for the CVP.

End of Polish turn 5.  Two turns left to go.  Very little shooting so far and mostly ineffective.  Rain started somewhere around turn 3 or 4.