Played ASL scenario HS32: A Few Rounds on May 23rd with Tycho using VASL. (love that program!). If features a 13 squads of first and second line Germans and 3 SturmTigers against 8 squads of elite Canadians and a 76LL AT gun. Since I got to play with the big toys in "A Breezeless Day" a few months back I took the Canadians and let Tycho have the Germans. In retrospect that was no favor - despite a 380mm gun those things stink! (ok, they have MGs and a Negulsnuggiewurfer of 9 too).
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| Setup - The Germans have to come on from the bottom edge and win if at game end (German turn 8) there are no Good Order Multiman Canadians (other than gun crew) in a board 43 building. |
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End of German turn 1
Unlike our last game this time I have the hot dice early. A Canadian squad blasted a German squad off to the right and another one with LMG DM'd another squad further to the left. The Sturmtigers move forward but forget to fire the Sn smoke thingies. |
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End of Canadian turn 1
Discretion is the better part of valor and the Canadians try to hustle out of site. The squad in I3 was visible to the Sturmtiger though. |
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End of German turn 2
German Prep Fire the Sturmtigers and both miss! To-hits were miserable 4 vs the leader and squad in the woods and 5 vs the guy in the woods in I3. |
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End of Canadian turn 2 (just before Advance phase actually)
Since the Germans decided to advance the squad off to the left decided to fire and gets lucky, breaking the German squad in the middle and any chance for a firegroup. A Sturmtiger finally hits but does not roll well enough for a kill, a MC4 result just breaks the squad fired upon though. |
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German turn 3 through Rout Phase
The Sturmtigers move foreward to pin the Canadian 9-1 mg nest in place and then they try to move up. A squad and a half make it but another squad is DMd but the Canadian squad on the left (they deserve a hero medal by the end of the game). The Germans also do the Sturm-pin routine on the other Canadian squad off to the right but the 8-1 leader and his LMG squad manage to keep a German squad from getting close enough for CC. |
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End of German turn 3
The Germans did manage to get a half squad or something like that into the rightmost CC, and a squad and a half into the CC with the 9-1, but they are CX. The 9-1 fires first and gets no result! (went for both Germans for a 1-2 attack). Germans fire back and also get no result. Up in the building to the right the Germans are killed. |
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End of Canadian turn 3
The squad in the building goes upstairs and DMs the half squad next door, Sturmtiger can not do anything. The 9-1 group rolls a 5 killing the squad and a half he is with. |
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End of German turn 4
The Germans make short work of the 9-1 with a 24 straight shot while the Sturms move out for the next phase. Tycho invokes no quarter so the 9-1 leader low crawls away (the squad was the recipient of the NQ) |
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End of Canadian turn 4
The broken 9-1 is eliminated by a 24-1 shot while the 458 to the right fends off more Germans. |
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End of German turn 5
The 17lber opens fire! It put a hurting on the German -1 leader and the squad with it. |
I rolled well enough that I got a German sniper, which came up 1 and then proceeded to hit the hero squad that had chewed up the German advance the last couple turns.
During this exchange the Germans also rolled the Canadian Sniper which also came up 1 and then proceeded to break the squad at the bottom right.
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End of Canadian turn 5
The 8-1 leader group fires on a German squad in the open (behind brush though) and manages to create a German hero!
Needless to say I was not favorbly impressed with that result so the 17lber fires again and runs itself out of HE and exposes itself as well but it does manage to DM the squad that the Hero came from - did nothing to the Hero though. In the house off to the right the Canadian squad is finally eliminated for FTR. |
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End of German turn 6
The Germans start the final push on the remaining Canadians. Two of the Sturm Tigers use their Snuggle Werfers (Sn) to create smoke that their infantry advance behind. They also move up into position to pound the buildings. The 17lber fires at the one visible Sturm Tiger and hits the turret, ping!
(Wrong vehicle and terrain, but YOU try finding a picture of a SturmTiger... OK, there is the following one)
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Meanwhile the "Hero" squad manages to survive 3! interdiction checks while routing away from the Germans that took his building.
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| This would force the German player to chase them down or Garrison the buildings at the bottom of board 43, troops they did not have... |
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End of Canadian turn 6
The 17ber fires yet again, this time hitting and killing a SturmTiger with an intensive fire shot after hitting the wall with the first one.
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| Then I fired at another SturmTiger with a Piat. It hits! On the side! Tycho then informs me that the hex spine is STILL THE FRONT! |
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| That is what I get for playing other games! The return fire breaks that Piat toting HS. I should have assault moved him in between the two SturmTigers and then that other Piat armed HS across from them, almost certainly would have gotten one of the Sturms that way and forced him to waste more firepower. |
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End of German turn 7
The 8-1 leader and squad shoot up a German squad and DM it. The 17lber (firing AP) scores a critical hit and kills a squad that moved into the dead Sturm's hex. The Sturm's surviving crew and a different squad advance into CC with my 458 squad that also had a SturmTiger in bypass to keep him from doing anything. In the sequential CC the 458 killed the squad leaving just the crew. (this was taken just before the rout phase, the Hero squad routed away once more!) |
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End of Canadian turn 7
The Canadians do some position fiddling to stay out of sight, the CC ends with the 458 killing the German crew (with SturmTiger still in bypass) |
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End of game.
The SturmTiger tried to take a shot at the Ammo Depot in the middle of the street, only problem is Area fire is not allowed for SturmTigers and we did not know what to treat it as. Ending up calling it ITT and Tycho rolled a 10 for a miss. If it HAD hit it would have been a huge explosion almost certainly killing everyone within one hex of it (it is the hex with the allied position marker in it). Having done this it was impossible to get anyone into the hex with the top most squad (though perhaps he could have fired on it and caused a failed MC, did not think of that - odds were very slim since they would have to be quartered for AfPH and concealed target and the 8-1 LMG was still free to fire). |
A very fun and quick playing scenario for the size. The obvious appeal of three SturmTigers is matched with a 17lber and plenty of open space to deploy it in. I may be tempted to give this scenario another playing sometime (but there are so many I have yet to play...).
One change I would like to see made is that if an SturmTiger round misses by the TEM then it is considered to have hit but the TEM will be used against the IFT result. The rule where missing a target in a building does the same thing almost, miss by the number of levels in the building and you hit the building and could rubble it.