Saturday, December 18, 2021

Germantown game 2

Played the first three turns of Germantown and what a difference from the first game.  The Brits managed to score a hit with Arty that caused an attack to go awry for the continentals and a Hessian attack on Militia has caused a problem for the continentals as well.  Finally the Brits won the initiative after that fight allowing them to follow up.  This point into the first game the Brits were down 7vp and on the ropes, now it is an open contest with both sides near full strength but the next few combat rolls will determine the flow for the next couple turns at least.


The two Stars are where the main fights happened so far.  The British cannon near the one star made a morale check to keep from being eliminated - it will run some more to hopefully cause other losses.  The Star at the bottom is where the Hessians attacked a stack of Militia forcing most of them to retreat and the front unit was Disrupted.


Saturday, December 4, 2021

ASL 244: Château De Quesnoy (Session 2)

 The second session of this scenario.  In a total of just under 6 hours we have 4.5 turns done.   This one is a monster.  But ONLY (!?) 11.5 turns to go...  


My actual shooting has been pathetically ineffective.  Though a 75* gun took out a tank when it found it had AP and a 50mm MTR crew was taken out.  Through bad deployment I lost a bunch of troops due to FTR as well.  On the plus side my Sniper is doing overtime.  So far it has killed a 9-2, a 9-1, and a squad or so.  Next game day is Christmas or New Years day.  


Saturday, November 27, 2021

Great Battles of the American Revolution: Germantown second game day

 Played turns 4 and half of turn 5 (lots going on) in 3 hours today.  The Redcoats are on the backfoot.

The Rebels manage to capture a BUNCH of Redcoats by bad play on my part.  With a need to get 7vp just to get a draw (and not let the Rebels get any more VP even for that) I concede the game.  We made a few mistakes along the way rules wise but my tactical mistakes are what cost the game.  Tried to fight too far forward and that allowed units to get cut off and captured.  Asked for a restart and with more attention to detail (Run Away! Run Away!) in the early game it should be a more interesting contest.


Saturday, November 20, 2021

ASL 244: Château De Quesnoy

 Just a quick note that I played this today.  Tycho is most likely going to kick my can.  This is the start of Allied turn 3 and the Germans have ONLY(!?) 12 turns left to take the big building.  They can only take 59CVP as well but I think they are well on their way to a win.  If you want to play a big honking scenario this is the one.






Saturday, September 25, 2021

Germantown

 First three turns of Germantown from GMT's Battles of the American Revolution series.  Since I was rusty I asked for the Brits in this one since they react the first few turns.  Considering the number of decisions to be made by either side it would really not have made much difference.


Game start.

Start of turn2.  A lot of US reinforcements on the way this turn but Stephens is drunk so his move by random DR each turn.

Start of turn 4.  I probably had placed my guys badly on turn 3.  Only time will tell.  They did manage to get out in one piece and the lines is starting to form.  The fog will lift over the next three turns (heavy on the first 3, random on the next 3, clear after that).  Statistics wise, Rifle/Arty has been crap while CC has been excellent for the attackers in most cases.


Saturday, September 18, 2021

ASL scenario To Battle By Air 5: Bob's Farm

 Got in a short round of ASL today (one hour game time, not much more setup time).

The setup.  UK comes in on turn 1 and have to hold the circled building at the end of the game.

The exchange of fire on the first half of turn 1 goes nearly completely to the UK.  Couldn't ask for better.  We both agreed it would have been better for the HMG to setup in the building.

The situation at the midpoint of turn 2.  The German reinforcements come on next.  The 9-1 had been pinned and the squad above it went into CC with a CX half squad and eliminated it in Ambush.

The Germans pushed in, managed to get another CC in CC5 going but the UK reinforced with the leader and another squad killing the German squad.  Another German squad in BB4 was DMd and forced to rout.  German player called it here.  We "rolled" some dice the squads in 8-1 were pinned but return fire still DMd the squad with the German 8-1.  

A good tiny scenario.  If the Half Squad and 8-1 had not died in the first turn it would have gone differently, hard to say though.  Both sides had spurts of good and bad luck.  A heroic 9-1 UK leader followed by both squads with him breaking while that same turn Germans were passing MCs left and right.  Very next turn the Germans could not pass an MC for nothing.

Saturday, September 11, 2021

ASL Scenario To Battle by Air 4.

 Played this one and it took a bit longer than expected.  Two hours instead of one and a half or so.  A good little scenario.

The Germans win if they have 5fp they can hit the red circled hex with at game end.

Not a good opening.  DMd only a couple and had my Leader and Squad DMd in return.

Should have had that guy skulk away.  Instead I tried firing and go zippo.  Return fire broke him and he surrenders.  Not a good situation.

My big surprise (opponent thought it was a dummy, so did I) turns into a dud.  Only got a pin out of it.

The 8-1 and the squad with him do not manage to hold off the US long and end up in CC.  With the US having 3 squads around to my single squad things are not looking good.  I didn't notice it at the time but my luck was crappy.  The US 7ML troops made a whole LOT of morale checks and my rolls were generally high.  There were enough low rolls mixed in to not make it seem so but the US always made the MCs those rolls caused.   WHINE!

And then it happens.  The US rolls boxcars on a CC roll at the end of a US turn.  The Germans take the chance to scoot.  German prep is snakes and all of a sudden it is up in the air.

Final US movement phase.  They HAVE to get both of the German squads near the VC hex broken or stuck in CC.  The tanks makes an overrun attempt.  The Shrek I was hoarding up to this point misses but the Squad finds a faust and flames the tank.  US attempts to read the Germans for CC (or point blank return fire) don't work out and it ends with a German win.

A good short scenario.  The Germans can't make the stand fast mistake I made but the US HAS to move fast to break or eliminate the Germans - taking ground is not enough in itself the US has to keep the Germans from having 5FP able to reach the VC hex at the end.