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...
Saturday, April 23, 2022
Tuesday, April 19, 2022
Lock N Load Tactical: Rejoining the Regiment
Played LNL, Rejoining the Regiment with my son. No pictures since it was a learning game. He lost track of movement points to get off the board. Next week we switch and I play the attacking Germans. It appears to be a tough one for them with the need to move move move.
After that moving on to full LNL and larger scenarios.
Sunday, April 10, 2022
ASL scenario DB:123 Probe on the Trail to Hell
Just going through the log on this one makes me despise the VASL die roller...
The Marines have 5 turns to clear the circled area and do so with fewer losses than the Japanese.
My MMG and Mortar were first to shoot, both Malfed on their first shots. Not a good start...
Then the Marines generated 2 heroes on the first turn. (I don't recall EVER generating a hero on snake eye MC checks - EVER!@)
Have to rely on the Japanese CC ability and HTH.
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| Get a 1-1 odds, and ambush and a -1 leader leading it! Rolled a 10 so all I got was a CR out of it. At least next turn both sides got eliminated. |
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| Second one didn't work out well either. Average CC roll is now 8.5 |
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| Got the Marines to walk a half squad onto a HIP unit. Keep HIP till CC phase, no ambush of course and the Marines roll snakes... |
I should have gone with my whiny instict to end the suffering right there...
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| Maybe a DC attack will work. Nope, fired upon by the unit next door and they roll snakes. |
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| Next to last turn, MG repaired! Fire it and roll an 11. That CC was another high roll as well. 10 I think. |
I don't care that I'm a whiner. I got F*&*^%*&ng diced to death on this one. Back to the pacific Saturday the 23rd...
Saturday, March 5, 2022
ASL scenario BFP:140 Iron Greeting
Played this one today and it was over quick. The Poles have to have possession of the 3 outlines buildings at the end of the game. At the start they have a near 2 to 1 squad ratio and 6 tanks to one ATG for the Russians. To top it off the ATG has a low chance of killing a tank due to their armor. On turn 3 the Russians would get reinforcements bring the squad total in line with the Poles and 6 tanks with poor armor but decent guns - in a straight up fight it would be about even.
From here it is probably on to the PTO and in July we plan on the 11 turn Red Barricades campaign game.
Saturday, February 12, 2022
ASL scenario BFP 133: Over the Hills
Tycho and I played this scenario from the Poland in Flames pack. We both recommend it as a good scenario. Nice to see some maps that are not used much and in a configuration that is non-standard. Always nice not to have THAT road in the middle of the board...
Saturday, January 29, 2022
Germantown game two. Turn 6 and English half of turn 7
Finished up turn 6 and played half of turn 7. Feel a little sleazy. Found out George W was in range of a cavalry unit so ran up, chased off the demoralized unit he was trying to rally and advanced in to capture him. Felt sleazy since last time a general was alone in the hex (years ago I admit) I did not see the rule saying that a VACANT hex did not include having a leader in it (only a leader is vacant but you kinda have to figure that out by putting two and two together, it is never clearly spelled out).
Friday, January 28, 2022
ASL 249: Showdown in Syria game two wrapup
The second playing of Showdown in Syria came to an end today. We finished it up by email to clear the "table" for the next game. (sorry, no pictures) It ended up with three squads, a half squad, and a 9-1 leader surrendering. No pictures sadly. The leader, a squad, and a half squad were upper level encircled in one two story building. A second was forced to surrender when botching a MOL attack and being cutoff from retreat. The third squad was made DM when a unit went adjacent and then had it's only escape rout cutoff when a flame became a blaze. In addition to the existing CVP these (instantly doubled by SSR) CVP made the total 27 CVP when 15 or more was a victory.
The First game the French lost due to messing up a couple SSR. The second game the Commonwealth lost due to messing up the MOL rules - ending up with the VC building going up in flames early on and DMing two squads. I still think this one is a bit balanced against the French but could be persuaded differently. The French only won this time due to outlandish luck when 4 MOL attacks ended up causing the ones using the MOLS to suffer 3 DM squads due to rolling sixes and the fourth attack did nothing.
The scenario is a blast to play however.






