Roy
Living in Brownbackistan
My friend Will Willow gave me a good dicing in African Brothers J162.
Report at my blog:
Cardboard Warrior
Thanks for reading.
Report at my blog:
Cardboard Warrior
Thanks for reading.
I think this will be on my ASLOk play list.Hard ROK ASL203 Korea, 1st day of the war, '50. Armor and elite NKPA must get across one bridge on board 23. They are opposed by a motley ROK force. My NKPA came down the east side of the board, making good progress. I lost a T-34 /85 to a 60mm MTR shot, Immo'ed and useless to the rest of the attack. at the board edge between 10 and 23, I hit the main ROK line, and lost an SU-76 to the 37mm ATG. But, I was able to flank most of the trouble and got to the big church on 23. H-B hero's Immo'ed my last T-34, which had a broken gun anyway. I got 1 hs across the canal on the second to last turn, then made my dash on the final turn. There were not many ROK left by then, but there was a lot of ground to cover; 12 of the needed 15 VP over, ROK win. Fun scenario.
If only the 60mm had not Immo'ed my T-34/ 85 so early!
One of my more favorite ones out of that pack.We just finished AP39 - OLD HICKORY. Night scenario set in Mortain. A wild & wooly one, wasn't decided till the last DR.
An attack at an appropriate pace should be successful most of the time.Hard ROK ASL203 Korea, 1st day of the war, '50. Armor and elite NKPA must get across one bridge on board 23. They are opposed by a motley ROK force. My NKPA came down the east side of the board, making good progress. I lost a T-34 /85 to a 60mm MTR shot, Immo'ed and useless to the rest of the attack. at the board edge between 10 and 23, I hit the main ROK line, and lost an SU-76 to the 37mm ATG. But, I was able to flank most of the trouble and got to the big church on 23. H-B hero's Immo'ed my last T-34, which had a broken gun anyway. I got 1 hs across the canal on the second to last turn, then made my dash on the final turn. There were not many ROK left by then, but there was a lot of ground to cover; 12 of the needed 15 VP over, ROK win. Fun scenario.
If only the 60mm had not Immo'ed my T-34/ 85 so early!
Yeah, I like this one. Challenging for both sides. That first Rally Point pack has great scenarios.Transylvania 6-5000 RPT 4 Romania, '44. Small Soviet force must defend a crossroads and a hill. They are attacked by Hungarians with StuGs. (Or maybe you like to say, Sturmkanone 40 Rohamagyu.) I set up to defend both objectives. The Huns came after the board 42 crossroads, and cleared the crossroads itself by turn 2. We traded a T-34 M43 for a StuG. I was able to hold out for a few turns at 42J1, and delay the attack on board 3. In the final armor duel, my T-34/85 took out 2 StuGs. The Huns then couldn't clear the 3W6 hill. Soviet win. Good, meat and potatoes ASL.
IMO, this one is a great example of 'a lot of ASL in the smallest package possible' -- which is a great design concept.Yeah, I like this one. Challenging for both sides. That first Rally Point pack has great scenarios.
Played Queens Prequel, lost in final turn on the losses of 2 CCs. Have to look @ OA20I have read so many AARs on this site and others that say, "...went down to the last CC!" while in my case, my friend and I almost always have the game determined with at least a turn to spare. Definitely not saying it doesn't happen, but I can only remember maybe less than five times that has happened with us (last CC, not last turn) and we have been battling since SL. No so this time.
We played two scenarios. First up was OA19 The Queen's Prequel. As the Germans, I spread my units out to interdict possible approach paths. With two MTRs, I figured lead elements might get smoked - and one did. The British set up every unit to the west. Two squads and a leader were swarmed by the Brits. One I voluntarily broke to save it from being massacred in CC but the leader/squad combo had to stick and stay. They tied up one squad in CC but the next turn they paid for it. Not wanting to chance my guys winning in CC and having to waste precious time on his next turn, my friend fired into the CC on the 36 column in the DFPh. With both negative leaders directing, he rolled snakes. I think that's the first time I've seen a 5KIA. The rest of the game saw the Brits creep up ready to pounce during the last turn. On the last half of the turn the Brits jumped my 5-4-8 and the 9-1 in one half of the victory building and moved a 9-1 and HS into position to jump the squad that had previously broke and ran way in the second half of the victory building. A timely roll from me resulted in a K/2 on that stack. The HS bit it but the leader survived unscathed. My friend called it, but I reminded him the leader could still jump into CC and with a miracle roll, take out my squad. With two CCs for the game, we decided to resolve the leader CC first. He got ambush and I immediately regretted talking him into continuing. However, he failed to harm the squad and that was that. Exciting finish that went down to the last (two) CCs!
The second scenario was, of course, OA20 The Revenge of the Greys. We decided to randomize the plane wrecks again since the scenario was pretty much exactly the same as the first with the addition of some armor. Based on what happened last time, I didn't guard the approaches as well to prevent my men from being swarmed again. Mistake. The British just rushed across into the woods in the same place as the first first scenario unhindered this time. One tank entered from the west but my hidden StuG took it out. This time, building 14H9 did fall. The Brits needed two more buildings. Here's where ASL is at its best. While everything that is done in a scenario impacts the game, the last half turn of this scenario magnified that. Each move, roll, and decision was critical. Men running up with PIATs to take out the StuG, CHs, snipers, FPF or not, desperate moves to get in place to steal some buildings, all happened in that last half turn. One British squad survived several shots in an open ground rush across the runway and I had nothing left to stop it from taking the building it was adjacent to. Another British HS ran to another building and survived multiple open ground shots only to succumb to a FPF shot with my last chance. All that was left was three British squads adjacent to my 9-1, 5-4-8/LMG stack. A 16 straight shot netted a 2MC. All failed. Game. It almost came down to the last CC, but that was close enough for me!
So, two great games in one day. Heartbreaking for my friend but exciting for us both nonetheless. Hope this trend continues next week in the last of this trilogy of scenarios.
I remember playing that series a few years ago. Good stuff indeed. All three games were memorable.I have read so many AARs on this site and others that say, "...went down to the last CC!" while in my case, my friend and I almost always have the game determined with at least a turn to spare. Definitely not saying it doesn't happen, but I can only remember maybe less than five times that has happened with us (last CC, not last turn) and we have been battling since SL. No so this time.
We played two scenarios. First up was OA19 The Queen's Prequel. As the Germans, I spread my units out to interdict possible approach paths. With two MTRs, I figured lead elements might get smoked - and one did. The British set up every unit to the west. Two squads and a leader were swarmed by the Brits. One I voluntarily broke to save it from being massacred in CC but the leader/squad combo had to stick and stay. They tied up one squad in CC but the next turn they paid for it. Not wanting to chance my guys winning in CC and having to waste precious time on his next turn, my friend fired into the CC on the 36 column in the DFPh. With both negative leaders directing, he rolled snakes. I think that's the first time I've seen a 5KIA. The rest of the game saw the Brits creep up ready to pounce during the last turn. On the last half of the turn the Brits jumped my 5-4-8 and the 9-1 in one half of the victory building and moved a 9-1 and HS into position to jump the squad that had previously broke and ran way in the second half of the victory building. A timely roll from me resulted in a K/2 on that stack. The HS bit it but the leader survived unscathed. My friend called it, but I reminded him the leader could still jump into CC and with a miracle roll, take out my squad. With two CCs for the game, we decided to resolve the leader CC first. He got ambush and I immediately regretted talking him into continuing. However, he failed to harm the squad and that was that. Exciting finish that went down to the last (two) CCs!
The second scenario was, of course, OA20 The Revenge of the Greys. We decided to randomize the plane wrecks again since the scenario was pretty much exactly the same as the first with the addition of some armor. Based on what happened last time, I didn't guard the approaches as well to prevent my men from being swarmed again. Mistake. The British just rushed across into the woods in the same place as the first first scenario unhindered this time. One tank entered from the west but my hidden StuG took it out. This time, building 14H9 did fall. The Brits needed two more buildings. Here's where ASL is at its best. While everything that is done in a scenario impacts the game, the last half turn of this scenario magnified that. Each move, roll, and decision was critical. Men running up with PIATs to take out the StuG, CHs, snipers, FPF or not, desperate moves to get in place to steal some buildings, all happened in that last half turn. One British squad survived several shots in an open ground rush across the runway and I had nothing left to stop it from taking the building it was adjacent to. Another British HS ran to another building and survived multiple open ground shots only to succumb to a FPF shot with my last chance. All that was left was three British squads adjacent to my 9-1, 5-4-8/LMG stack. A 16 straight shot netted a 2MC. All failed. Game. It almost came down to the last CC, but that was close enough for me!
So, two great games in one day. Heartbreaking for my friend but exciting for us both nonetheless. Hope this trend continues next week in the last of this trilogy of scenarios.
I loved this one. My favorite night and partisan scenario of all time!Grave Situation DB 121 Yugoslavia, '44, the Drvar raid. The SS are fighting for survival in a large hill top cemetery. At night. (This is a modified Hi8 overlay, with all level 2 and three hexes converted to level 2 graveyard, inside a stone wall. The modified overlay comes with the DftB issue.) The victory conditions are unique too. The Yugo horde can win by controlling a number of graveyard hexes greater than or equal to the turn number.
I sent my horde in from the east, and was able to make a decent run at controlling 3 hexes on T3. But, I was thrown out of one hex. On T4, I lost another graveyard hex, all the while getting shredded by German firepower. By turn 5, enough SS had been killed off to take 5 hexes. (Thank you, Italian made 81mm!) Of course, back they came, but the horde won the melees.
Great scenario. Night Lite as well, with a high NVR, and neither side is scenario attacker/ defender, so much of the night rules are not in use.
Was The Cemetery the Rout Report version of this fight?I loved this one. My favorite night and partisan scenario of all time!