Catching Up...……..
( I try to report in all my ASLSK games on this thread, but realize that I haven't recorded an ASLSK game completed in nearly a year !! )
It's been a while since I've played a FtF game of ASLSK. It's not my fault; my regular Taiwanese opponents mostly want to play ASL these days. However, I did overlook 3 ASLSK logfile games, so let's quickly report those.
S-039 "Use Your Tanks And Shove" (finished 07/01/2018)
Tou Mu and I played this as a logfile game to help him learn about AFVs, with him as the Americans and myself as the Germans, with American balance (downgrade a Germans 9-1 to an 8-0) in effect. This scenario uses board q, and depicts a combined arms American assault on a German defended village. The Americans attack with 10 squads, 2 leaders, 3 SWs, and 2 tanks (M5A1, M4A1). The Germans defend with 7 squads, 2 leaders, 2 SWs, and a crewed flak gun. On turn 3, both the Americans and Germans get reinforcements. Americans get 2 squads, 1 leader, and either a SW or AFV, based on the number of buildings they currently control. The Germans get a PzIVF2. The Americans win at the end of 5.5 turns by controlling 12+ buildings from rows L - S.
Tou Mu played a good, cautious game of it, but the 8 morale of my 548s proved too tough to dislodge. Tou Mu tried to infiltrate with the M5A1, but the 37L gun wrecked it. From there, both sides exchanged squads and time and buildings, the PzIVF2 wrecked the M4A1 with a crafty LOS shot, and was in turn wrecked by a bazooka. But in the end, the Americans came up short of their required building total. A good scenario.
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S-053 "Workers Unite!" (finished 01/28/2019)
Robin and I finished off this logfile game that we began a while back, with him as the Germans and myself as the Russians, with German balance (German reinforcements arrive 1 turn earlier) in effect. This scenario uses 2 half-boards (r, z), and depicts a German infantry assault on a Russian position in an urban environment. The Germans attack with 15 (467) squads, 4 leaders, and 6 SWs. The Russians defend with 9 (426) squads, 2 leaders, and 2 SWs. Both sides get reinforcements on turn 3. The Germans get 3 (468) squads, 1 leader, and 3 SWs. The Russians receive 9 (447) squads, 2 leaders, and 3 SW. The Germans at the end of 6.5 turns by controlling buildings rW8, zE4, and zI1.
Robin attacked aggressively and my Russians were having quite a hard time slowing him down. At one point, it looked like there might not be much left to reinforce. When my reinforcements did arrive, I only had only a few defenders hanging on to building rW8, with the Germans lining up on its flanks. My reinforcements were forced to run the gauntlet, but a few did make it to the last VC building. From there, it was simply survival, and I managed to hold on to the last building for an unexpected Russian win. I hear that this is a popular scenario, and its easy to see why.
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Glad you liked S53. The design gives the Germans a big hammer but I think some players are a bit passive in attacking here. As you said you have to push hard and get to that last building before the Russians reinforce it. One of the buildings was the vodka distillery plant so you can see why the Russians fought so hard!
S-033 "Few And Far Between" (finished 05/01/2019)
Tou Mu and I played this as a logfile game to help him learn about AFVs, with him as the Germans and myself as the (Allied Minor) Dutch, with German balance in effect (upgrades the PzIIA to a PzIIF). This scenario uses 8 rows of 2 boards (u, y), so is roughly half a board in size, and depicts a German assault on a Dutch defended village. The Germans attack with 7.5 squads, 3 leaders, 3 SWs, and a PzIIA (upgraded to a PzIIF in our game). The Dutch defend with 6 squads, 2 leaders, and 2 SWs. The Dutch are reinforced on turn 2 with 1.5 squads and 1 leader. The Germans win at the end of 4.5 turns by controlling all 5 buildings within 2 hexes of yFF5.
Tou Mu played a good game of it, but very little went his way. My Dutch were able to completely stonewall the Germans for 4 turns, leaving them a final turn suicide charge, which saw the Dutch clinch the game when no MMC was able to reach yFF4. A case of a good scenario, but mostly bad luck to work with for the Germans.
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Yesterday, I played a scenario from ASLSK #4, which I'll try and write about tomorrow.
John.