Saturday, November 8, 2025

ASL scenario Kalina Klash

Interesting scenario.  The Germans have 5 turns to destroy all the polish armor or control the two circled buildings.

 
End of the game.  The Germans probably rushed a bit, losing too many tanks early on and that big stack of broken units at the bottom of the map came from trying to rush as a stack after a single Polish squad.  The German guns also did not get into the game (they are on the trucks).  They had the ability to take out the Polish armor fairly easily.

Saturday, October 11, 2025

ASL Scenario DB060: Acorns in the fire (second playing)

 US did better this time (me) but still too many mistakes.

Different setup allowing US troops to get in position without as much risk.

A couple of stupid mistakes and it ends up another German win.  Have to be very careful with the tanks till the fight with the German armor comes up.


Saturday, September 6, 2025

ASL scenario DB060: Acorns in the fire

The setup, US basically has to take the building at the top (with the four German stacks)
 




End game.  Too many US losses.


Sunday, August 17, 2025

ASL scenario FF 12, Hitler's Samurai by Heat of Battle (Game 2 - second game day, one month later)

 After a whole LOT of missed games due to illness, the blahs, work, power outages, and more blahs we finished up the game started last month.

After leaving off with the start of Russian turn 3 this is German turn 3 with the reinforcements now on board.  The Cats are formidable but have to kill enough Russian tanks to make up for their loss (if they are lost).

End of German turn 4.  Each Cat managed to take out two Russian tanks leaving just two on the board.  We did not count out the points remaining but if the German squad managed to Faust the tank in the center of the square it would have been very dicey for the Russians and even if they missed it would have been a challenge.  


Saturday, July 12, 2025

ASL scenario FF 12, Hitler's Samurai by Heat of Battle (Game 2)

 After misreading the VC on the first round we played this one again.


Game Start setup.  Russians have to get a lot of CVP off the far edge or get the CVP from German unit elimination.  Russian losses are not a problem (other than they can't get offboard for points of course)

End of first game day (game turn 2).  I think my Germans are in a world of hurt.  The town is basically clear of defenders but the German reinforcements come on next turn.


Saturday, June 21, 2025

ASL scenario FF 12, Hitler's Samurai by Heat of Battle

 The Russians have to get 64CVP either by exiting or enemy casualties in this one.  With 10 tanks to start with they have to cause casualties and not to very badly at losing tanks so they can get them off the board.  The Russians also get FB possible starting on turn 4 and a 120mm OBA battery.

Game start - Russian forced come in from Off Board but the Germans do not get Bore Sighting.


End of game after 2.5 turns.  The Russians were doing well till the turn 3 Defensive Fire phase when the German 75L finally immobilized a Russian tank and then the 37L with the Stielgranate rounds took out three Russian tanks in a row (a less then 10% chance of that happening) .  The Russian arty also did not make come into play, first two draws for Arty were red chits.  


We are going to give this another play through with a change to allow the Russian Arty to automatically get a black chit for the first draw.  The smoke from that should change up the result a bit and the Russian player will scale back the speed of the assault - he misread the VC thinking that he lost CVP for Russian losses, but they only have to worry about getting off the board and causing German CVP.

Saturday, April 12, 2025

ASL scenario DB 192 - Express for Leningrad

 A scenario I totally goofed up on as the Germans.  Tycho handed me a solid defeat (even ignoring the whine at the end, I was on the path to losing).  The Germans have to take two factories and having one AFV north of the River with functional main armament to win.

Scenario start.  The ground is soft and woods are light (which I did not properly read up on).  Finally the two circled buildings are factories and I kept forgetting I could drive my tanks right on in to them...



Two and a half turns later out of a 5.5 turn game I concede.  The four Russian tanks were due on the map in the Russian half of the turn and I was down to a single functional AFV.  The gun had just revealed itself this defensive fire and instantly got two crits against vehicles it should have had only a small chance of killing.  But all my own fault for messing up too many rules and not making proper use of the factory for the tanks to stage in.