Today in ASL I ... (Day to day ASL doings)

Yuri0352

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Today we finished the first CG date of the Operation Turnscrew HASL. My Highlanders have managed to seize about half of the town of Rees at this point. This CG (my first ever) has been very exciting and suspenseful so far. The German sniper SMC 's have been quite effective!

We're having a great time with this, and now I understand and appreciate the appeal of playing campaign games as opposed to regular scenarios. More emphasis on force conservation and perimeter consolidation instead of 'last turn mad dashes ' for buildings and board edges.
 

greuh

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Today, I checked that my recently received Red Barricades is complete. It is. Yay. Then, I added the counters to my countermix, but for the ones really specific to RB (Location, Initiative, arrows). BRT is also complete.
I also began sorting my british counters from WoA (same vendor). I don't know if it's complete yet (WoA for sure was not, sadly).

I believe we'll soon visit the Barrikady with a friend of mine. There's that smallish scenario...
 

djohannsen

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Set up "The Guards Counterattack" for solitaire play. Due to scheduling conflicts I've had to miss the last two club sessions, so I'm bordering on desperation to scratch the ASL itch (hence the solo play). I've never before tried a Human Wave attack, so this is a chance to grok the HW rules and experiment with giving this a go.
 

jrv

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Set up "The Guards Counterattack" for solitaire play. Due to scheduling conflicts I've had to miss the last two club sessions, so I'm bordering on desperation to scratch the ASL itch (hence the solo play). I've never before tried a Human Wave attack, so this is a chance to grok the HW rules and experiment with giving this a go.
As the Soviets are setting up for the Human Wave, the Germans should be setting up firelanes. You might try the HW both ways, without firelanes and with. Note that on the impulse the firelane is placed, it attacks all units in its hexgrain as if it had been there before the impulse.

JR
 

djohannsen

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As the Soviets are setting up for the Human Wave, the Germans should be setting up firelanes. You might try the HW both ways, without firelanes and with. Note that on the impulse the firelane is placed, it attacks all units in its hexgrain as if it had been there before the impulse.
JR, I was also thinking of running through it twice to examine German Spraying Fire and not. I watched a David Garvin YouTube video where he advocates for spraying fire for the (non-SW) Germans - being a former USMC machine gunner, I always am inclined to use firelanes with MG. The logic of reducing risk by getting twice as many (half firepower) attacks seems pretty compelling (though I've not yet written out the probabilities for break or KIA in both situations).

If I have to solitaire, I always try to learn something from it.
 

greuh

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Today, I pasted errata in pages of chapter O and T. I still need to print in color some T errata and I have one erratum to pencil write as the sticky one was not adapted to the page (that's weird. Usually, it's very very well done). I've begun to read chapter O.
 

gulliver62

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Began a last minute pick-up game of ASL67 Cibik's Ridge on VASL last night. I want to at least get a taste of PTO before Spreading Blaze. These Jungle LOS are a &^%&$%. I believe my opponent is about to teach my cardboard warriors a brutal lesson about their commander's poor initial placement of the mortars which I can't get into action and how the Japanese are in close combat......
 

von Marwitz

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Managed to get a DR average of 7.98 for 52 IFT rolls... :mad:
Can you beat that?

Well, I can - sort of...
Total average of 7.80 for 116 DRs of all kinds.

On the bright side of it, my 10-2 with 467+MMG, 467+LMG in a Bunker with around 10 attacks vs. Russians without neg-DRM leaders in Woods and a Foxhole did manage to break AND CR one Russian 447 and to break one other...

Gotta love this [$%#*§] game...

von Marwitz
 

Eagle4ty

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Began a last minute pick-up game of ASL67 Cibik's Ridge on VASL last night. I want to at least get a taste of PTO before Spreading Blaze. These Jungle LOS are a &^%&$%. I believe my opponent is about to teach my cardboard warriors a brutal lesson about their commander's poor initial placement of the mortars which I can't get into action and how the Japanese are in close combat......
A great scenario to get the feel of PTO as it includes both Dense & Light Jungle, and yup, those LOSes are normally a B!#$@!
 

Yuri0352

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Today we finished about half of the second campaign date of Operation Turnscrew. We are having a great time slugging it out in a very close fight for the center of the city and the Saint Maria cathedral. Probably the most fun I've had in ASL since Flying Turrets. I'm already trying to imagine which campaign we're going to tackle next!

Special thanks to my opponent (Bob Eury) and his wife for Not only hosting the game at their house, but graciously providing lunch and dinner as well! A thoroughly enjoyable FTF ASL experience!
 

kcole4001

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After much delay, slogged through (deep snow!) S46.

A first for me: Tom got a berserk 4-5-8 on the rally MC, and two shots into Prep Fire phase of the same turn I got a berserk 4-6-8.
In the movement his zerkie moved towards the only enemies in LOS which brought them into LOS of two closer squads, both at two hexes.
One was my zerkie.
He charges that one, survived all fire (surprise!) and closed in for the kill.
No ambush, straight 1-1 odds both ways.
He rolled double 2s, I got a 7.

Tom just barely lost the scenario: needed 7 exit VPs, had some bad breaks on the last half turn and only got 4 points off board, but it was fun.
The turn before I thought he had me for sure: I had 3 squads out of 5 broke on one side of the map and he had 9 VPs he could have gotten off that side.
I probably couldn't have broke them all, but my guys all rallied the last turn.
The 4 points he did get off were on the opposite side of the map, so the breaks really decided the game.
Even 1 squad and a leader would have been enough.
 

Nineteen Kilo

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Played J36 The Bridge of Verdalsora. My opponent put on a clinic in bridge crossing and the use of OBA Smoke - he had the game won with an entire turn to spare.

If I had to do it again I'd still pick the Norwegians, as the German has a tall order in crossing the bridge and then exiting the off the map in just 6 turns.
 

Carln0130

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Today we finished the first CG date of the Operation Turnscrew HASL. My Highlanders have managed to seize about half of the town of Rees at this point. This CG (my first ever) has been very exciting and suspenseful so far. The German sniper SMC 's have been quite effective!

We're having a great time with this, and now I understand and appreciate the appeal of playing campaign games as opposed to regular scenarios. More emphasis on force conservation and perimeter consolidation instead of 'last turn mad dashes ' for buildings and board edges.
Yup, exactly so. Glad you guys are playing Tom's latest inspiration and having a good time with it.
 

Philippe D.

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I played through the first turns of the first Kakazu Ridge scenario, The Gorge. My opponent was very helpful since this was my first Caves scenario, but I still gave up after 4 turns - I really have no feeling for how to deal with this kind of situation. By the time I gave up, I had already lost half of my DC-carrying crews and one FT squad, all without getting to fire a single shot (at some point I thought I would get to fire at a squad, but it disappeared down a Tunnel)
 

jrv

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I played through the first turns of the first Kakazu Ridge scenario, The Gorge. My opponent was very helpful since this was my first Caves scenario, but I still gave up after 4 turns - I really have no feeling for how to deal with this kind of situation. By the time I gave up, I had already lost half of my DC-carrying crews and one FT squad, all without getting to fire a single shot (at some point I thought I would get to fire at a squad, but it disappeared down a Tunnel)
The Gorge is one of the few scenarios where I would say that climbing is a viable option and perhaps even necessary. The routes past the cliff through the gullies will be blockaded by caves, pillboxes and mines. I don't think there will be many Japanese below the cliff line. The ideal climbing attack has the Americans firing up the cliff one one turn to make sure there are no HIP surprises at the cliff edge (and perhaps an HE OBA mission will do the job here), followed by a Smoke OBA mission and the climb. A simultaneous attack up one of the gullies under the same Smoke mission using the assault engineers to clear the mines will help keep the Japanese engaged because the Americans will be extremely vulnerable at the top of the cliffs.

edit: the assault engineers are not also sappers, so perhaps regular squads should be used to clear the mines.

JR
 
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