tag:blogger.com,1999:blog-12119581050614077372024-03-14T02:31:15.427-07:00Whine and Cheese: ASL in WisconsinCurtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.comBlogger183125tag:blogger.com,1999:blog-1211958105061407737.post-17064131943969343722015-01-20T21:04:00.001-08:002015-01-20T21:04:31.937-08:00MLK DayBeing a holiday (MLK day), four of us were able to get together Monday for an ASL bash: Tom Yetter, Steve Rogers, Mark .and myself.<br />
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I was able to play two scenarios, both of them against Steve Rogers. <br />
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The first one was SP 239 Quiet Desperation. This is a small scenario featuring Germans and British in 1940. Did I say it was small? Five British squads verses six German squads and a pair of MkIIs. The Germans win if the British are unable to have an INF gun adjacent to a serious of road hexes. The British are sporting a pair of the small French 37* INF guns. They do not suffer captured use penalties (by SSR), but since they are given no crews (which the INF guns require via chapter H rules), they suffer inexperienced use. They will break on a "10". Do you fire them or not? That's the question.<br />
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I deployed one of my squads to man both of the INF guns. I could not afford to set up forward, especially with the guns. Too easy to get cut off lost for FTR. <br />
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I decide I will need all the FP I can get to stop/slow the Germans, so I will be firing my guns. It pays off on the first DF phase when I brew a German tank with a CH. Unfortunately the snake eyes is also the German SAN, and his sniper breaks the HS manning the gun that just shot. I will have to go get the gun rather than falling back as I wished. In my first prep fire phase, my lmg takes out the other PZIIIA. I'm feeling good at this point. But this won't last long. <br />
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Steve is able to maneuver and bring my forces under fire. They do not hold up very well. It wouldn't be so bad, but routing is a problem: the board area is small, and too few British forces to prevent flanking movement by the Germans. <br />
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At one point I was be pressured very hard and had to fire an INF gun to stop his infantry .. and broke the gun. <br />
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Soon I was down to one half squad and the remaining INF gun. Though the Germans had some units which had broken through the game, I was never able to kill any of them. I surrendered rather than playing out the last two game turns with 6 squads against one lone HS.<br />
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I did not think much of this scenario. What are the British to do? The guns really can't afford to set up too far forward as they will be quickly swamped, and they are too heavy to move at any speed (or rout with). I was lucky in killing both German afv's early ... I can only imagine my plight if one or two afvs were able to run amok among my units. I do know one thing I would do different ... I would not give the INF guns to half squads. Manned by a squad, they would at least have a chance to fire inherent to try and hold the Germans off. Below is a picture of the end game massacre. <br />
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The second game of the day was also a small scenario .. even smaller than the first. SP 240 Nankai Shitai. It is only 3.5 turns. And yet, I felt this was a much more balanced and fun scenario. The Japanese have 9 squads (three begin striped) .. and must push a force of 5 British squads off a hill ... then bring 16 FP against a ford hex (they win immediately when then can do so). On the 2nd turn the British get 3 squads of reinforcements.<br />
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I start the game with a little smoke and prep, then do two banzai charges. I take some casualties and end my turn with 2 melees. One is resolved the next turn, while the other rages for a couple of CC phases. Lot's of PTO action in a small package. I do end up winning all my melees without taking any casualties. I get a squad and a ldr to the ford as the reinforcing Brits arrive ... they at least keep the British from crossing. <br />
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Steve has a 457lmg and an 8-1 ldr on the hill holding me up. He must go down for me to clear the hill and get the rest of my units to the ford. I send a dc hero but he is gunned down before he can detonate. But, he eats up fire and allows me to maneuver to get some other units able to fire on these last hold outs. I roll snake eyes on a 6+1 shot, and even with the cower I am able to break the squad (but not the leader). Now I can get my other units to the ford. I win on turn three. If the squad had not gone down, I would have had one more turn to try and take him out, but probably then wouldn't have had enough units to make it to the ford in time. <br />
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We both felt this was a much better scenario. Even though short in game turns, a very fun PTO puzzle for an after noon of ASL. Below a picture of setup and game end.<br />
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Overall a very enjoyable day. I hope we can get together next month for Presidents Day.<br />
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com1tag:blogger.com,1999:blog-1211958105061407737.post-10189323202661119252015-01-12T16:46:00.001-08:002015-01-12T16:46:55.723-08:00AP63 The NutcrackerNo, I am not dead.<br />
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I have been playing a lot of ASL, but haven't been able to find the time (motivation?) to add anything to my blog. I plan on doing a better job in 2015. I played my first game of the new year the defending Germans.<br />
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It is December of 1941. The ground is covered in snow and my Germans suffer from Extreme Winter. If my weapon systems go down, the Russians will make short work of me. I have a half dozen squads led by a single 7-0 ldr to stave off 14 Russian squads and 7 early war tin cans. The backbone of my defense is a 37L and TWO 150 ART pieces.<br />
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It's been a long time since I played with/against ski troops. WOW, those Russians can little fly across the board when they come down off level two hills!<br />
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I placed my AT gun in the middle of the board (in the factory). Maybe I can kill several tanks before he goes down. <br />
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Not much happened on the first turn. I had no desire to set up close enough to allow a Russian Human Wave on the first turn. Tom sends his infantry along both flanks. It looks like a there will be a mass of Russian tanks charging up the middle.<br />
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End of turn 1 below.<br />
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Tom starts to pressure both flanks with his infantry. But the fireworks begin when all three of my guns open up. At the end of the 2nd German turn, three Russian tanks have gone down. Both of mh flanks feel threatened, so I split my re-enforcing infantry (6 squads and two leaders) equally to both villages.<br />
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Tom managed to finally break the crew of the AT gun. When my crew tried to self rally, I rolled boxcars. I then had to man the AT gun with a 247 half squad. The next turn, I killed a tank two hexes away (firing through smoke), kept rof, then rolled snake eyes to take out the 5th and last tank on my left flank. It was a gamble (with extreme winter and unqualified use), but I rolled low enough to save the gun.<br />
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Tom malfunctions the MA on one of his last two reaming tanks. On turn 3, I receive a pair of light Germans tanks, which I divide between the two villages. My two 150 ART pieces are causing havoc among the Russians. In one turn I hit two locations with Russian infantry, both attacks causing cr's and elr failure. Those big guns hit on the 30 FP table of the IFT!!!!!<br />
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End turn 3 below. <br />
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Things just aren't going will for Tom. Every German tube is firing and getting results. A German atr takes out the last functioning Russian tank. My mtr breaks one of his two leaders, causing them to rout back into the woods forming a nice stack of THREE broken squads and a ldr. I am able to run a cx concealed, 436 over and jump them in CC (killing 1 of the squads. What really put salt on the wound was that this was now the target that his last full squad on that flank had to charge (he was berserk), taking him completely out of the battle!<br />
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The end below. <br />
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I got every bit of firepower our of my sw's, tanks and guns. Nothing broke due to the extreme weather. Afterwards, when the game was posted on ROAR, I saw that it seems to heavily favor the Germans (34/13 at time of post). I sure didn't feel pro-German to me. I felt hardpressed and nervous the entire game. But, so did Tom. I can see things slipping away if 1 or 2 guns break early. With a breakdown # of 10, odds are 1 or more are going to go down. I only had a cmg on of my tanks break.<br />
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Whether it's balanced or not, we both had a blast playing. We both said we would play it again. I guess that's all that matters in the end. <br />
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-58470398893487669482014-05-27T09:16:00.003-07:002014-05-27T09:16:50.054-07:00A pair of Canuk'sRecently I was able to play two scenarios from the latest LSSAH scenario pack from Lone Canuk.<br />
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Starting off, LSSAH 40 "Breathing Room" against Scott Holst. My Russians must attack along the length of boards 2 and 3, trying to earn more VP than the Germans. VP are earned by exiting units off the West edge of board 3. For each stone building (5 buildings total), the Germans receive 5 VP. I can ignore the village completely and win by exiting 26 EVP. <br />
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The Russians set up first. I set up heavy to hit the bd 2 hill mass heavily ... with a preregistered 120mm OBA, smoke, firepower and maybe a human wave. Maybe, a few squads will swing around and threaten the village, just to keep Scott honest.<br />
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Below is my Russian setup<br />
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It turns out the few German units on board 2 were dummies (discovered by the Russian OBA harassing fire). The Russians make a bee line along the back side of the board 2 hills. Russian infantry sniffy out any likely HIP ambushes, paving the way for 4 T34's who have entered the board.<br />
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A few Russians have moved toward the buildings of board 3. I don't expect much out of them, but it does tie down some SS squads.<br />
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End turn 2 below. <br />
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Things don't go well for Scott. I stumble into his HIP AT trap, finding two half squads with panzershcrecks before my T34's get anywhere near. He's had to pull back some of his village defense in order to try and stem the attack coming around his rear. <br />
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My T34's are poised to exit a whole turn before his two reinforcing Panthers can plug the gap. I do spring Scott's panzer trap when his HIP 50L AT gun burns a T34 trying to exit, but he then malf's his gun and the other four can safely get off (or at least to the board edge) before the Panthers arrive.<br />
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Middle of turn 4<br />
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This seems to be extremely tough on the Germans. It's good for them that they set up 2nd, and can try and gauge the Russian attack. But anyone set up on the bd 2 hills is going to get blown, blasted and buffeted immediately. If the don't do SOMETHING to block board 2, then the Russians are set for an early exit and easy win. I'll have to think about this one, as I will be playing it again when Tom Yetter and I work our way through this scenario pack.<br />
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The next game is against Tom Yetter. LSSAH 33 "Next Stop Lipovez Station". Again I am attacking. <br />
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Another scenario that appears to be hard on the SS. I have 3 Tigers and two Stugs. I have to clear a railroad station of all Russian MMC's and afv's. Three Tigers should be able to handle whatever the Russians can through at them, even if it's 5 T34-85's and 2 assault guns that arrive on turn 5. They could handle them, if they don't run out of gas first.<br />
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After turn 1, the Germans must roll under a 12 to be able to move their afv's (with a drm equal to the turn #). That means I have to get up to the railroad embankment early, or risk running out of gas and being stranded with no LOS to the soon to arrive Russian tanks.<br />
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It looks like a lot of open ground to cross. Tom only has 5 Russians squads to hold the station, but there are two 45L guns out there somewhere.<br />
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Tom's setup<br />
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I quickly find one of Tom's guns. He deliberately immobilizes one of my Tiger tanks. At least my infantry is in position to take this first threat down (hopefully, quickly)<br />
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End German 1<br />
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The Russian AT gun takes out 2 half tracks. At least they had no infantry loaded in them. I also have to watch my CVP cap.<br />
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End Russian 1<br />
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Another tough turn on the Germans. One stug runs out of gas four hexes back from the railroad, and can see nothing from is position. The other stug swings around the right flank, only to find the other HIP gun and get burned by an APCR shot. Now I'm down to two mobile Tigers.<br />
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End German 2<br />
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I didn't bring enough gas, and one of my Tigers is stranded in a bad postion. That leaves one Tiger tank to help the infantry clear out Russians, AND be in position to tackle 7 Russian afvs that will arrive in a couple of turns. Afraid of being stranded out of the fight, my last Tiger moves towards a central location for the end game, but a snake eyed deliberate immobilization shot forces my crew to bail out. With no afv's left to hold off 7 Russian tanks, I through in the towel. Sure, I have PF's available, but the Russians will simply hang back until the last turn and then dart into the victory area on the last turn. I can't stop them all. <br />
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End G3<br />
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Two scenarios played so far out of the LSSAH scenario pack #5, and two lopsided wins for the Russians. Hoping it's a better contest next week. <br />
<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-18761006180570846072014-05-15T19:25:00.002-07:002014-05-15T19:25:25.705-07:00AP 34 A Lesson for LehrScott Holst and I were chatting on VASL and decided to play something. Scott suggested AP34 Lesson for Lehr. He wanted to see if the Germans had a decent chance to win. I had never looked at the scenario, but was glad to give it a try.<br />
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I have 8 American 546's with a couple of mmg's and 4 bazookas, a pair of half tracks and a 57L AT gun. I must defend at least 7 buildings on board 54. On turn 2 I receive a pair of tank destroyers and two scout cars. On turn 3 I get a half of dozen 666's and more bazookas, and then on turn 5, five M4's and a bulldozer.<br />
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The Germans receive a couple of pumas, half tracks, and a dozen squads to begin the game, followed by a pair of Panthers, then a pair of hetzers.<br />
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In order to control a building, the Germans must insure that building can trace a road to the East edge, without any American afv's or MMC's adjacent. <br />
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My first though is that it looks hard on the Americans as their force (especially the initial force) seems fragile.<br />
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Below is my setup.<br />
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I will say it was an interesting game ... very fluid, and very VIOLENT. Scott begins by sending his half tracks and puma's rampaging through and behind my lines looking for my AT gun.<br />
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When my initial afv's arrive, the "dance of death" begins. My scout cars "freeze" the puma's and allow my tank destroys to move up and take out one of them.<br />
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At the start of turn 3 I have two Panthers sitting adjacent to my HIP AT gun. This is my plan..... if I fire at the first Panther, the other will get away, and then I will e swamped by infantry. I know the first Panther has his sights on a half squad (and bazooka) before him behind the bocage. I assume he will try to over run. If I get lucky, he will bog, and then I will try and nail the 2nd Panther when he starts, and hopefully get the first panther at my leisure. It didn't quite work out that way. The first Panther did his over run without bogging. When the 2nd panther starts, I have a brain fart, and FORGET to fire as he drives by!<br />
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At least I nail one of the hetzers as he drive by. <br />
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This Panther drives around and threatens my two tank destroyers. <br />
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Again, the armor battle is the most interesting part of this scenario. To extricate my tank destroyers, my scout car drives through the Panthers hex and drops a smoke grenade. The Panther fires and misses as my TD drives safely away. I then am able to bring on my infantry reinforcements, who move up CX, and kill the Panther with a bazooka in the advancing fire phase. The crew will bail out safely, then find a PF the next turn to burn one of my TD's. <br />
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Action at the end of American turn 4<br />
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It has been brutal on afv's (of both sides). My last TD malfunctions his MA, then takes a puma shot up the tailpipe. I have killed 1 puma, I hetzer, 1 Panther, and 1 half track. The other half tracks have been sniper recalled. My sniper also killed a German leader, broke one squad and pinned another.<br />
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Scott will capture his buildings, no doubt about it. But now I have infantry headed to the East, and next turn another 6 afv's. Scott decides there is no way he can hold the roads with only two afv's. He sends infantry back to help, my infantry will be able to recapture buildings. After 5 German turns the game is over.<br />
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I agree with Scott's analysis .... this scenario is very hard on the Germans. The SSR forcing the Germans to keep a road net open is a back breaker. <br />
Over<br />
<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-53894822826774038912014-05-07T12:07:00.000-07:002014-05-07T12:07:18.516-07:00SP 225 Sunflowers along the KadymaThis week I am able to play Alex Key in another smallish Schwerpunkt scenario. It takes place in 1941 and the capture of Balta. The title is "Sunflowers along the Kadyma". <br />
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My attacking Germans must secure all the single hex buildings in hexes less than 5. To accomplish this task, I have a couple of 838 engineers and 6 548's. My support weapons consist of a pair of light machine guns, two dc's and a flame thrower. I also have a 105mm Artillery to provide a little "punch" to the attack.<br />
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Alex's Russians consist of a half dozen squads (447's and 458's), 4 228 crews, a HMG, a pair of T26's, a 76 INF gun and 82mm mortar. If that's not enough, they are reinforced on turn 1 with another 3 squads, ldr and lmg. Also, the Russians can set up their OB given DC as a Set DC.<br />
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After looking at Alex's set up, I become a little worried. I would like to place my ART on the single small hill in my rear, but it looks like Alex has place a "spotter" in the rear, ready to drop mtr rounds on my gun if I place it on the hill. I see two units I need to neutralize on the first turn in order to have a successful attack. I hope to put SMOKE on the forward 447 and break the forward crew with Prep Fire. If any of these are unsuccessful, my attack will be seriously hindered. I will be moving through some open ground as I approach the village and my rout paths (in necessary) will be limited.<br />
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Below is our setup<br />
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Things go well as I begin the attack. I do get a SMOKE round on the Russian squad. My Prep fire does not break the crew, but does pin him. That allows me to assault move adjacent behind the hedge. If he had not broken, I doubt I would have so boldly moved up, for a any broken units would then have had to surrender because of the open ground behind them.</div>
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In the South, I jump the Russian 447 with a 548 and we end up in melee. The Russian crew voluntarily breaks and I advance in to claim my first VC building. </div>
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End German 1</div>
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On the first Russian turn, the two tanks pull back and start driving around their rear to apparently take up positions in the South. The reinforcements arrive and take up position in the center of the board. In a really sneaky, devilish move, Alex sets a fire in one of the wooden buildings. It looks like he's going to try and hide behind a wall of flames, forcing me to approach his HMG (led by a 9-1) through open ground. This could get nasty. </div>
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At least I win the melee from last turn, eliminating a 447 and gaining another building. </div>
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End Russian 1 below. </div>
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My ART piece drops another smoke in the middle of the board and start a big push. I have to move fairly quickly as I only have 5 turns of movement. </div>
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I miss an LOS from a Russian lmg as I move forward an 838 and dc. Alex fires a 2-2 shot and rolls a 1,2 .... one dead engineer! That is painful. I also have a 548 who finds himself in the LOS of the Russian HMG, and he soon becomes half the man he used to be. I have captured another 3 buildings, but a high cost. </div>
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Thankfully, the flame refuses to turn into a blaze. </div>
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End German 2 below. </div>
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The Russian tanks finally make to their positions to guard the right flank. In a bold move, a Russian squad moves over to force the surrender of my broken 238dc on the board edge (and retaking a building in the process). I thinking my attack is about to go down in flames. My ART piece fires at this brave Russian squad, and rolls 1,1 on his AREA fire shot. I kill the squad and rubble the building! Very good for me ... 1 less Russian squad to kill ... I less building to take ... I save my half squad and dc. </div>
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Again, the flame refuses to turn into a blaze. </div>
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End Russian 2 below.</div>
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I don't think my chances are very good at this point, but I continue to press on. With each move and Alex's reaction, things brighten for the Germans. The Russian INF gun appears, and only manages to make my 8-1 heroic (snakes for HOB, snake eyes for the result). A Russian crew final protective fires and roll's boxcars ... bye bye crew. </div>
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The straw that broke the camel's back was when Alex went to detonate his set DC. The Russian squad in the rear was not a spotter for the mtr, his job was to detonate the DC. He does so, only to roll a malfunction!</div>
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At that point, Alex calls the game. </div>
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End German 3 movement phase.</div>
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I still don't think my Germans will be able to win, but Alex has failed his PMC. I've been there, done that. I know how it feels when you're no longer having fun in a scenario. </div>
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I'm not sure what to think of this scenario. The Germans have an impressive attacking force, but the Russians have an equal number of squads, PLUS two guns and two tanks. My first thought is that the Germans need at least another game turn in order to take all those buildings. And unlike myself in this attack, they should never give the Russians a shot at a German moving in the open ... their just aren't enough Germans to survive very many casualties.</div>
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-56011741981731155592014-05-04T21:25:00.000-07:002014-05-04T21:25:00.569-07:00Bridge at Chenaux KPG CG date 3It is daylight again, and time to continue the Campaign game, Bridge at Cheaux. <br />
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I was able to hold my ground during the previous night turn, and expect the Americans to hit hard this morning. The majority of last nights casualties came from MTR critical hits. Still, I caused more casualties than I took.<br />
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Fighting was non existent on my left during the night, but the Americans have established jumping off points for todays battle.<br />
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German setup west<br />
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German setup east<br />
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An overview of the entire German set up.<br />
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Here they come! I noticed Tom has purchased on of his Jackson's. Too bad he malfunctions his gun on the first shot.!<br />
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US 1 West<br />
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A bombardment falls in the rear/center of the German position. It burns a couple of armed trucks, but also activates the two Panthers I purchased for this day. Most of my half tracks are hiding in the gullies to protect them from the US mortars.<br />
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US 1 East<br />
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The first couple of turns are basically a repeat of last scenario. The Americans move up and fall back (or die). My SS have the advantage of hiding in stone buildings while the Americans are in open ground, or behind hedges at best. It is an uneven contest.<br />
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One Jackson is recalled when he tries to fix his main gun, and the other is recalled by sniper. Now my Panthers are unopposed. <br />
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In stead of critical hits by the US mortars, now I am starting to see many malfunctions. I am feeling confident, and prepare to counter attack with my armor.<br />
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US 3 West<br />
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US 3 East<br />
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The Americans can't gain any traction anywhere. It looks to be a long day for the paratroopers.<br />
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US 4 West<br />
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US 4 East<br />
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A Panther moves out to scare away a few American units threatening the center of my position, but then runs out of gas. He then get's swarmed and taken out with a critical hit from a bazooka. That is the highlight of the American attack so far.<br />
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US 5 left<br />
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A few Americans have penetrated my center, and a couple of half squads are heading for the bridge. I try to shift some of my scant resources to plug the gap.<br />
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US 5 center<br />
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The Americans are having a very difficult time bashing their heads against the SS in stone buildings. US casualties are mounting. Several mortars are completed destroyed as Tom tries to repair them.<br />
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US 5 right<br />
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Still hanging tough on my left. The Americans have still to get a toe hold in the village.<br />
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German 5 left<br />
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With no American armor, I push a Panther behind the American lines and force 3 full squads and a 9-1 to die for failure to rout. This may be the death knell of the American attack in this quarter.<br />
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End German 5 right.<br />
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Tom scrambles to react to my Panther in his rear. A half squad toting a bazooka makes an end run behind the Panther. He is cx and shooting through heavy mist. Yes, you guessed it, he brews my Panther with a bazooka round up the tail pipe.<br />
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End US 6 right<br />
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Both sides are exhausted, although the SS are fairing better than the Americans. The game ends after 7 full turns.<br />
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On the left, the Americans finally game a small toehold in the village. I had wanted to keep them completely outside the buildings; now I doubt I can hold on in the next scenario.<br />
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Axis 7 left<br />
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In the very center I hang on by the skin of my teeth. Two US units have almost reached the bridge, but will be forced to withdraw during the next refit phase. I will be able to reinforce the bridge next CG date.<br />
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Axis 7 center<br />
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I still hold the majority of buildings in the North West. This attack was a complete disaster for the Americans. I don't know if Tom will be able to recover after today's losses.<br />
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Axis 7 right<br />
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I feel very confident going into the last scenario. I have really given the Americans a bloody nose. Infantry losses are high, many US support weapons are malfunction and gone from the OB, and I battle harden my 10-2 into a new, shiny 10-3! And as icing on the cake, my SS will be fanatic for the last scenario. It looks to be glorious day for the Fatherland.<br />
Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-72781975812066251472014-05-03T10:32:00.001-07:002014-05-03T10:32:09.403-07:00SP 221 The Red Hammer<br />
I had the opportunity to play Alex Key in a live VASL game. I had the opportunity to play Alex twice this year, at both Winter War and the ASL Open. Hopefully we can play a lot more games in live VASL. <br />
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We chose SP 221 The Red Hammer. My Germans are holed up in 1945 Konigsburg, trying to hold on to at least one building hex adjacent to the railroad. I have a mix of squads, a heavy and medium machine gun, panzershreck, and a HIP Hetzer. <br />
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The Russians can enter on the both the South and West edges. They have a couple of assault engineers with a dc and flamethrower, 458's and 447's, along with three ISU-152's. The Russians lose if they do not have a good order, mobile ISU at the end of the game.<br />
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I can set up anywhere, but I don't want to place anyone too close, so that I don't get cut off by the entering Russians. I do post a couple of squads up North, just to keep the Russians from freely sweeping along that board edge. My HIP Hetzer is along the East edge, hoping to catch some Russian infantry creeping along that side of the board.<br />
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Below is my setup<br />
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Afraid of the open ground in the Northwest, only a few Russian infantry and an ISU threaten that flank. The majority of units come up the center from the South, with Russians squads sweeping the buildings in order to clear a safe path for the other two ISU's. <br />
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Alex is fearless, and pushes his squads right into the face of my first line of defense. My Germans in the North have little to do except skulk. In the center, I pull back to my 2nd line of defense along the railroad tracks.<br />
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End German 1 below.<br />
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end German 2<br />
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The next two turns find the Russians smashing their faces against the stone buildings South of the railroad tracks. In the North, one of the ISU's gets a critical hit on a German squad and mmg in a fortified building. I don't evaporate, it's only a K/4. One of the other Russian tanks malfunctions his gun. <br />
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A hit is also scored on my 238HMG in the big building North of the tracks, but I roll HOB and generate a hero to bolster my defense. Russians creep forward to prepare for their assault on the cluster of building in the Northwest. <br />
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Things just did not go Alex's way. I roll snakes on a self rally and generate a 7-0 to help my 238psk hold along the tracks, and then I roll for a 447 to go Berserk in a foritifed building. That could have been an opportunity for Alex to move up and go into some CC, but he had no one left in good order to take advantage of the situation. I pull my Hetzer back across the tracks to help hold the last big building North of the railroad.<br />
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On turn 4 (of 5), the Russians make their push in the Northwest, but it is a disaster. The only squad who survives unbroken is pinned by my only sniper of the game. A second ISU malfunctions his gun, and the other dies from a PF shot when he tries to bypass the berserk unit in the fortified location. <br />
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End Russian 4<br />
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With only one movement phase remaining, it is impossible for Alex to clear the 10 stone locations I am occupying. The Konigsberg garrison lives to fight another day. </div>
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I liked the scenario. It's small, but not overly so. One weapon system going down will for either side will not ruin the game. ROAR has it as 6:1 in favor of the Germans, but I think the Russians can do the job, but with only 5 movement turns they cannot be timid.</div>
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-67646516175140885022014-04-26T06:31:00.000-07:002014-04-26T06:31:13.213-07:00MP 18 Marsh MadnessJeff Buser and I played Marsh Madness from one of the SoCal Melee packs. <br />
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This looked to be a very interesting scenario. The entire Russian OB begins HIP. They have pillboxes, foxholes, trenches, mines and wire. It works well for VASL but would probably be tedious for ftf play. All fortifications are revealed as if in PTO. The Russians also must place three different brush overlays anywhere on the board. They also receive an AA gun, a mmg and hmg. <br />
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The Germans can enter from any of three sides (left, right or top of map). They have a strong force of 468's, machine guns, PzIV and 81mm mtr. The Germans earn VP for capturing bridges, trenches and pillboxes. I will win if I can hold on to both pillboxes. If Jeff captures one of the pillboxes and all the other entrenchments, he will win.<br />
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I concentrate in the SW corner. I think that if I spread out, he will gobble me up piece meal.<br />
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Below is the majority of my HIP setup<br />
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The Germans enter cautiously from the North and West edges. Over half of my squads are out of position in the East. <br />
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End German 1<br />
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Another cautious turn by the Germans. They search and sweep the woods to insure nothing is missed. One unit cautiously steps into the stream.<br />
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End German 2<br />
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A few Russians appear but are unable to slow the blue tide. I reveal my HIP mmg guarding the stream, but he breaks after only firing one shot. <br />
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End German 3<br />
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My defenses have been an annoyance at best to the Germans. I've had to bring my troops from the East over, but they are basically out of the fight. Jeff had a little trouble with mines, wire and trenches along the Eastern stream, but my troops holding the line have broken and routed back. One of the bridges has fallen as well.<br />
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End German 5<br />
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My HIP AA gun malfunctions on it's first shot (go figure). One pillbox is still hidden ... the other is full of broken Russians. I do hang on for the win as Jeff kills the occupants in CC, but hasn't the time to enter the pillbox to claim it as his own.<br />
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End German 6<br />
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I had wanted to play this scenario for some time, but was disappointed in the game. It is a bug hunt to the Nth degree. Jeff did a good job of pushing me back and feeling out my defenses. Time and terrain were his worst enemy. <br />
<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-39487330980630321232014-04-25T18:37:00.002-07:002014-04-25T18:41:56.304-07:00ASL 8 The FugitivesLast year, I started PBEM games with a new opponent, Jeff Buser, a fellow cheesehead from Wisconsin. We had played a couple of scenarios from Paratrooper, then moved on to ASL 8 "The Fugitives". I had the attacking Germans, trying to exit off the bottom edge of the map. I have to chose before set up the order of my reinforcements, AND the hex they will enter. <br />
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I decide to enter all at the same location (upper right road) to concentrate my forces and go for the two bridges at the bottom right. It's probably what Jeff expects, but I think it's the best option for the Germans. <br />
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I enter the infantry on foot first, followed by the assault guns, then the infantry in trucks. Hopefully they will all hit the bridges as the same time. <br />
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Pre-game rubble placement blocks a road for me ... something I will just have to deal with.<br />
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Below is the Russian setup<br />
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My infantry is un-molested as it enters.<br />
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End German 1 below.<br />
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Assault guns move forward, infantry spread out and half tracks unload their passengers.<br />
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End German 2 below.<br />
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The Russians have fallen back to the stone buildings guarding the approach to the bridges. A couple of squads and a MMG have to be cleared before I push across. One of my Stug's has stayed in the rear so as to be able to bring SMOKE onto the big stone building which I am sure will soon be filled with angry Russians to guard the bridges.<br />
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I move my AC up to the hedge hoping to draw out the AT gun. I'm not worried about losing the AC ... if he discovers the AT guns location. It is where I expected .. .in the Russian center with the best LOS.<br />
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End German 3<br />
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The Stug drops some SMOKE. The Russian machine gun nest is tackled. I make an attempt to approach the bridge with infantry. My PzIV parks on the far right bridge, but get's stunned.<br />
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End German 4<br />
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More angry Russians arrive along with at T34-85. Other Russians are swarming to where the action is hot and heavy. I sent my trucks clear to the other side of the board just to keep a few Russians occupied on the far side or the world. One truck actually makes it off board.<br />
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The Russian T34-85 was not brave enough to face off with my PzIV, but has placed himself to thwart my exit. Sadly (for Jeff), he malfunctions his MA.<br />
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End Russian 6<br />
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My attack against the middle bridge was a disaster, even with Smoke from the Stug. I am able to get units across in force on the far right bridge... it was made easier when the T34 was recalled trying to fix his MA.<br />
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End G7<br />
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Below is he position of the final Russian defense. The only unit left to have to cross the bridge is the Stug. Everyone is in position to run away. Several Russian squads have "huffed and puffed" to get into position. Being CX will reduce their effectiveness an residual.<br />
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End R8<br />
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The last turn begins when my PzIV over runs a couple of squads, breaking them, before exiting the board. The Stug then also drives off. I only need a portion of my remaining infantry to exit for the win. The first couple of move, drawing fire, and limiting any subsequent shots. The rest scamper off to safety. <br />
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This would have been a much different game if Jeff hadn't lost his afv .. .I probably would not have won. Lately there has been a lot of talk on Game Squad Forum about how losing a key weapon can ruin a small scenario. Well, it effects large scenarios as well. But that's ASL .. and that's why we play this crazy game. Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-64788177621465231662014-04-24T19:24:00.000-07:002014-04-24T19:24:01.101-07:00SP 134 BarricudaSteve and I continue our email adventures, this time playing SP134 Barricuda. Steve is the defender in this little city fight. Tough German 548's, backed up by a big nasty assault gun have to keep the British from having a certain number of VP along a road in the German rear. On turn 2, the German's also receive a pair of Pz IV's to bolster their defense. A couple of burning wrecks show that the British had already tried this attack once.<br />
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German setup below.<br />
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My British are a mix of 458's and 457's, a FT and piat, with a plethora of vehicles: tow carriers, several Shermans a Firefly, and an AVRE.<br />
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British setup below.<br />
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I am truly at a loss as how to attack this defense. I finally decide to just plow forward and either club the Germans to death or force them to fall back. I am cautious with my afv, leaving them in position the German afv's who can enter on three sides of the board. Once they have committed themselves, I can thrust the armor into the fray.<br />
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End British 1<br />
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Apparently the Germans don't wish to stay and play and slowly fall back. The German sniper kills one of my 8-1 leaders and break two squads on the right flank. Other than that, no major action.<br />
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End German 1<br />
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I basically occupy the newly evacuated German positions. <br />
End British 2<br />
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Now the German armor support arrives. One Mk IV drives up to support the German left flank; the other takes up position in the rear. The assault gun also pulls back, while a mtr half track unloads the crew and MTR.<br />
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End German 2<br />
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This is the turn I get aggressive. It doesn't go too well. I lose both carriers to Stun recall. British infantry moves forward, but quickly falls back. <br />
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The 9-2, hs and piat move forward to threaten the PzIV. He will have to brave some scary Prep fire next turn ... but I might get lucky and bag a tank.<br />
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End British 3<br />
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Steve surprises me. He drops SMOKE with his PzIV first (to protect himself from my afv's), then breaks my 9-2 piat with his machine guns. I'm struggling against the tough Germans in the stone buildings and rubble. I do catch a break when I break a squad and mmg (also wounding the ldr) who where holding down the German left in a fortified building. Alas, German sniper whacks another British leader.<br />
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End German 3 below.<br />
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Things begin to gel for the British. With my right flank now open, I get a couple tanks around the back and park them on the VC road. Some infantry also move that way. More importantly, I move a concealed half squad with a FT into the smoke in front of the PzIV. <br />
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The German tank is unable to break me (as I'm hiding in his own SMOKE). In the advancing fire phase I surprise Steve by toasting his tank with my FT (which is not hindered by firing out of smoke). Now there is a crack in the defense.<br />
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End B4<br />
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The Germans are still formidable. Infantry falls back to make it difficult for me to reach the road. The last PzIV get's "randy" and moves over towards the crumbling right. One of my Shermans (in bypass) turns his turret and nails the PzIV on a limited LOS shot, taking out the other panzer. The German assault gun is also now low on ammo.<br />
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End German 4 below.<br />
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At this point, I think I have the game in the bag. I stack both flanks with enough VP to force the Germans to come destroy British units. It's only at the end of the turn do I realize that VC is only attained by GO British units adjacent to the road section between the "v's" (located on the map). I mistakenly thought it was the entire road from board edge to board edge. It's not going to be as easy as I thought<br />
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End British 5 below.<br />
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The British outnumber the Germans, but Steve positions himself so that every effort to reach the road will be costly for the Tommies.<br />
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End German 5<br />
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I doubt I will get any British units on my left flank in position to help my cause. But the dice seem to thing otherwise. Steve has two squad with lmg's on that flank, and as I recklessly charge him, one cowers and the other fires wide. I do get some units behind him who will be able to advance back to the road. On the right, I find a spot to hide behind some rubble, who will be able to advance up adjacent to the road at the end of the turn. My afv's drive around trying to draw fire from the remaining German squads. Up the gut, I am able to push another platoon and tank towards the road.<br />
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End of British 6 movement phase.<br />
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I have more than enough units to advance adjacent to the road in the advance phase, so the game is called.<br />
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As I stated at the beginning, I had no clue as to how to approach this scenario. Usually, I have plan at the beginning. Whether it's a good plan or not ... it's a plan. This scenario was basically a reaction to whatever opportunities presented themselves. <br />
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<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-65416682188260142342014-04-23T20:15:00.000-07:002014-04-23T20:15:01.551-07:00WAR 16 Ambitous IdeasIn the last couple of years, Tom Yetter and I played all the scenarios from Lone Canuk's Watch on the Rhine scenario pack, except this one. That was because I had played it before.<br />
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Looking for a scenario to play this last December, we decided to give closure to this scenario pack so we can said we "played em' all". I had the defending Americans (as I did in my other game). Tom's Germans have to take all the multihex buildings PLUS exit 70 EVP. That sounds like a lot, but with 7 King Tigers, it's not so daunting. <br />
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I place mtrs and mmgs on the hills, with my 9-2 and .50 cal in good ole' 3M2 building. <br />
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Tom begins the game with a pregame, 4 hex bombardment which breaks a couple of buildings in the board 3 village.<br />
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Pregame<br />
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Tom splits his attack on both flanks. Unfortunately for me, my .50 malfunctions on the first shot, and won't be back in action for a couple of game turns. <br />
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End German 1<br />
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My supporting units are literally blown off the flanking hills, and without the use of my .50 call Tom makes good headway towards 3M2. Also on this turn, reinforcing SS arrive with a flame thrower. I feel like I'm hanging on by the skin of my teeth.<br />
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End German 3<br />
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I finally repair my .50cal, only to see my half squad break. It becomes a game unto itself trying to remain that important piece of equipment. Tom discovers that I have AP mines in all the hexes in front of 3M2, and that really stymies his attack on that flank. The other flank sees the Americans crumbling before a combined arms attack. One of my HIP 57LL AT guns is discovered when Tom blindly fires at an empty hex and breaks the crew. I have two other guns still hiding, hoping for a flank/rear shot on a King Tiger.<br />
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For me, one of the two highlights of the game happened on this turn. One of my AT guns does get a chance at a King Tiger, but misses. With my CA now fixed, Tom sees and opportunity to bag my gun. He moves an SS squad and jumps him for CC. Tom found at I had mined my own hex, and when he enters, he breaks. I in turn kill his broken squad in CC. My gun soon goes down, but it was fun to see that little trick work. <br />
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End G4<br />
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Things are getting "up close and personal, but the 3M2 building is still hanging on. Tom is pressing hot and heavy other flank.<br />
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End G5<br />
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It's down to the last turn (turn 7). Tom has most of the buildings secured, and should finally mop up the remaining buildings this turn (although 3M2 will be a tough nut to crack). The problem is, he won't be able to use his King Tigers to help with the attack, as they will have to exit to fulfill the other VC requirement. <br />
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I shoot at a King Tiger on it's startup, trying for deliberate immobilization, but fail in the attempt. It comes down to the last Tiger trying to exit. Tom counts the MP requirements and finds that he can drive off with exactly his number of MP's, but will have to give my last, first AT gun a final flank shot. Another option would be to change his VCA 1 hex spine before he gets in my LOS, but that will force him to roll for 1 ESB to exit. Tom choses to take his chances that I won't hit him as he rolls by. <br />
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The Tiger rolls in to view, I intensive fire, claiming an APCR shot. I roll a 4 and brew the tank! Game over, even if Tom takes the remaining buildings. Another close game, and another winner from Lone Canuk. <br />
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End Game surprise.<br />
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-12414786314587923142014-04-23T19:40:00.000-07:002014-04-23T19:40:04.024-07:00A27 King's Casltle<br />
Played another oldie with my email partner Frank. He chose "King's Castle" from one of the early annuals. I had played this scenario many years ago, and vaguely remember it being very pro American. Even though they have to cross a large "moat" and capture the castle, the Americans have a huge firepower advantage. Plus, the Germans can only have a squad equivalent per HEX or they are overstacked.<br />
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Below is the German setup<br />
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I attack heavily on my left flank, with only a token force on the right to mess with his squads over there. I am able to move up unseen, and mass for next turn's attack.<br />
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End US turn 1<br />
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The Germans just cannot stand up to the American firepower. I have mmg's and hmgs, well led .. .and just a ton of squads.<br />
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I blow through the Germans holding onto the board six stone building and the way is open to attack the castle very early. The Germans on the other flank are having a hard time falling back to the castle with all the American machine guns in upper level locations.<br />
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End German 2<br />
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At a the end of my turn 3, I am at the edge of the moat with lot's of firepower. Frank makes the right choice and chooses another scenario. <br />
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I doubt I'll ever put this scenario on the table again. But who knows, in 10 years I'll probably forget that I ever played it (and probably won't even remember my name).<br />
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<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com1tag:blogger.com,1999:blog-1211958105061407737.post-91873699141694513752014-04-22T19:58:00.001-07:002014-04-22T19:58:22.401-07:00Chicago Open 2014<div class="separator" style="clear: both; text-align: center;">
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Once again I was able to make the trek down to the Chicago for the world's famous ASL OPEN.<br />
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Sadly Steve Rogers was not able to make the trip this year (he had to work), but we were able to drag along Tom Yetter. I think he felt so bad after last year's no show and all the flak he caught about being a "weenie" that he jumped in the van and joined Steve Hicks and myself as we headed South to represent the Cheesehead nation in Chicago.<br />
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Since Rogers couldn't go we really needed a fourth. Along the interstate we found a homeless man who had nothing better to do, so we brought Mark Harms along with us. If we had known beforehand he was from Minnesota, we would have left him along the road.<br />
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This is a Minnesota "mud duck".<br />
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We arrive Thursday night and Tom runs through the rules quickly with Mr. Harms so it appears that Mark at least knows something about ASL when the tournament starts. They play "Cavalry Brigade Model". Mark actually wins ... either he's pretty smart mud duck, or Tom really sucks at ASL. You be the judge.<br />
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David Goldman really runs a good tournament, and this year there were more people in attendance than in many years past. Here is a shot of some of those who came to test there mettle in Chicago.<br />
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The first round on Friday I'm paired with Steve Dennis from Michigan. We choose ESG "It's Not Over". A dr gives me the French defenders. I had played this once before and am pleased to be the French as I think it favors them.<br />
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Well, it didn't help me any. Even though it came down to the last turn, Steve was in control the entire game. He was very close to winning with the exit VP, but ending up taking the required buildings for the win. A couple of times I sneaked a mmc into Steve's backfield to retake a building, but Steve was able to handle those threats fairly easily. 0-1<br />
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The last gasp of the French<br />
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Friday evening comes and I am playing Paul Weber. I had played Paul before several years ago at the Open and had a really fun game. This night was just as fun. We played Collechio from the newest Friendly Fire Pack. I have the attacking Brazilians. <br />
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I attack heavily on my left flank, so Paul has to send his three Italian armored cars to that flank to try and stem the tide. At least Italian armored cars provide smoke cover ... THE HARD WAY! Two 666 squads and a 10-2 leader can be a terror in CC. I brute my way through the Germans and Paul calls the game on the next to the last turn as it is apparent that his remaining forces won't be able to stop me from gaining more than enough buildings to win. 1-1<br />
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Below is the carnage in Collechio.<br />
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Come Saturday morning I discover I'm paired with none other than the Mud duck himself, Mark Harms. Apparently I had marked the game slip incorrectly the night before and David had me down as being 0-2 and in the Saturday mini tournament for those who were winless. No big deal for me, other than I have to play Mark. We choose Ragnorak and I have the attacking Germans trying to flee a collapsing Berlin. <br />
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It was hard to concentrate as Mark kept begging and pleading that I let him win. He really wanted to win a mini tournament plaque. I couldn't understand why though, where are you going to hang a plaque when you live out of a shopping cart? Maybe he thought he could hock it for beer and cigarettes. <br />
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Mark's Russians were buffeted, pushed, beaten and butchered for the entire game. It was a glorious display of ASL mastery. But, I couldn't pull the trigger and finish him off. I'm not used to seeing a grown man cry, so I eased up and let Mark have his only victory of the weekend. I'm a nice guy. 1-2<br />
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Sadly, I don't have any pictures of the rest of the tournament ... I think the Mud Duck pilfered my camera.<br />
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Saturday afternoon I play John Leahman. John made the long trip from California. We choose "Blooded" from the last RallyPoint pack. I had the attacking Japanese who must cross a steam, climb a hill and exit in the face of 747 American squads. It looks like a tough row to hoe for the Japanese. My first shot is a with WP from my mortar, and John rolls an eleven to disrupt his half squad guarding the bridge. <br />
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I flood across and and climb the hill. I think John was afraid of getting into close combat with my Japanese as he kept falling back as I edged forward. Only a couple of shots were fired the whole game. In the end, I was able to exit off both flanks. An interesting scenario ... I don't know who the Japanese will do if they get stymied trying to cross the stream. 2-2<br />
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Saturday night I get to play Alex Key. We got to play last January at Winter War (the first time we've every gotten to play). We both wanted a shorter game, so chose Biderman's Escape from the "any round" list. <br />
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Since I had played this twice before as the Germans, Alex let me have the Russians. Alex got over a half dozen hits on one of my T26's with his armored halftrack, but never even scratched the paint. Finally, my other tank drilled the German halftrack hinding behind a wall with a critical hit. Up to this point in the tournament I had not had one successful sniper attack the entire weekend. I mentioned that to Alex just before I rolled a "1" on a SAN. My only sniper of the entire weekend (I didn't get anymore in the last game either) recalled the other German halftrack. Alex then made a rush with his infantry and it didn't turn out very pretty. 3-2<br />
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Sunday morning I'm paired with my weekly opponent, Tom Yetter. We choose The Marco Polo Bridge Incident from BoF. This was my most enjoyable scenario of the weekend. It was nip an tuck the entire game. The Japanese win by controlling a certain number of buildings. This requirement is reduced by one for each squad of prisoners I control, and increased by one for each afv I lose. <br />
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I'm not used to taking prisoners with the Japanese. <br />
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I had several Banzais. One was very successful, the other not so much. I lost my accompanying infantry and entered a building with a wounded 7+1 against a Chinese 8-1 manning a mmg. I kill the 8-1 in CC, but fail to grab the MMG next turn. He doesn't live very long after that.<br />
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The highlight of the game was when Tom drover his armored car (MP 22) half way across the board, overrunning one of my squads in the street. He get's a MC and roll HOB and go Berserk! The AC then turns around and drives back across the board to his starting point. We laughed, he drove all that way just to piss off my squad! It did turn out to be fortuitous for Tom, since now that Berserk squad had to charge an ongoing Melee rather than go after another building. <br />
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On the last Chinese turn, Tom made a dash to recapute some buildings, and was able to get a half squad into my backfield to try and retake one of the buildings I possessed. We also had a couple of CC's to complete (of course, I'm going for capture on the Chinese squads). When it's all said and done, we add the VC points and I have exactly enough for the win. But that's only because Tom for got to advance that measly halfquad into the last VC building for the win. That's what happens when you get old, I guess. 4-2<br />
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Another great time in Chicago. Thanks David, and thanks to all my opponents during the weekend. See you next year!<br />
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Before we get home, we stop at exit 65 on I-94 and drop off the mud duck. Luckily his shopping car is still there.<br />
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HUGE DISCLAIMER!!!!!! Mark Harms is really a good ASL player and a helluva nice guy. All the above was in jest. He is from Minnesota, but we forgive him for that.<br />
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<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-79297511216601054562014-04-22T18:21:00.001-07:002014-04-22T18:21:12.480-07:00Two scenarios from Action Pack 9Finally received my copy of MM's newest action pack. Tom Yetter and I decided to play through the entire action pack.<br />
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We begin with Thai Hot. It is an unique situation ... a Japanese seaborne assault in Thailand. The Japanese score VC by fulfilling up to 4 different requirements. They win on turn 1 by accomplishing 1 requirement, turn 3 by fulfilling two of the requirements, turn five by fulfilling 3, and game end by fulfilling all requires. Plus, each 12 CVP lost by the Japanese increases the number of VP needed by 1. <br />
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I have the defending Thai units (portrayed as Axis minor counters). It is a motely group of first line squads, crews and conscripts. They also receive a towed ART piece and French armored truck.<br />
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Below is my setup.<br />
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Tom decides to go for the victory on turn 3 by capturing all the buildings along the beach. He attacks right into the teeth of my defense, trusting in the toughness of the Japanese infantry to carry the day. <br />
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Well, it didn't work out as Tom planned. <br />
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Before he had unloaded HALF of his force, I'd already killed 10 CVP of Japanese. My dice were hot, both on attacks and on residual attacks. Tom throws in the towel. It took longer to set up than it did to play. <br />
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So, we have time for another game. We choose "Slicing the Throat", and this time I have the attacking Japanese. I am facing 2nd line and green British troops. VC is determined by CVP and building control.<br />
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Below is the beginning set up.<br />
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I start the game with SMOKE and large Banzai.<br />
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This seems to be daunting task for the Allies. With inexperience conscripts, the Japanese a licking their lips for some CC action (with capture attempts). Tom loses a squad and a half early, but is dogged in his defense ... self break where possible and only standing for CC when absolutely necessary.<br />
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A picture of the action somewhere around turn 4. <br />
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As usual with Japanese, your force slowly begins to disappear. The big break in the game was when I banzaied the center of Tom's line which was a 447,mmg and 8-1 leader. I lost a squad and ldr in the charge, but a broken half squad remained in the MMG nest to allow other Japanese to pass around the position like the tide sweeping up the beach.<br />
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The next fire phase I am able to break and capture the encircled MMG nest.<br />
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Just prior to end of my next to the last turn Tom surrenders. I have slowly gathering up the remains of his infantry and am going to jump a carrier in the advance phase. Tom had a stubborn defense and I was never sure if I could ever break through and reach all the buidings in the rear. <br />
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Here is a picture of the end.<br />
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Really glad we got to put the new Action pack on the table. We both really like the new boards. Looking forward to more PTO action.<br />
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-64296695739933207122014-01-30T20:30:00.000-08:002014-01-30T20:30:08.160-08:002013 in ReviewI had another enjoyable year of Advanced Squad Leader. Enjoyable games, wonderful opponents and new products all added up to another great year.<br />
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I continue to have the opportunity to play several local opponents. I know not everyone has this option. I also enjoy playing PBEM VASL. This allowed me to play 83 ASL scenarios this year with the vast majority being ftf. I also did playtesting of five scenarios, completed two Campaign games (and still playing a third), attended two tournaments, and met a lot of new people.<br />
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Of the 83 single scenarios my record was 46 wins and 37 losses. My (mostly) weekly opponent, Tom Yetter, got the best of me this year, but not by much. I had 18 wins against Yetter and he took 19. I still have not beaten my arch nemesis, Steve Rogers. <br />
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I was able to attend two tournaments last year. I once again made it to the ASL Open in Chicago and enjoyed it immensely (as usual). Something new for me was my first ever attendance at the St. Louis ASL tournament. This one I plan to attend again, but probably not on a yearly basis.<br />
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It has been many years since I played a Campaign game. This year I completed Primsole Bridge (win), KGP III (loss), and am well into the third date of OZB from Lone Canuk publishing. I hope try my hand at another this year, but haven't decided which one it will be.<br />
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I competed in the now defunct pbem VASL league, losing my only game in the last round (to ECZ on the Game Squad, a very good opponent). What I enjoyed the most was playing this game live on VASL. It's been many years since I dedicated the time to play live VASL.<br />
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I always enjoy making the trip over to Minneapolis to play the guys of TCASL. Although I didn't make it over nearly as often as I wanted to, I always had fun. <br />
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Of course, the best part of all of my ASL adventures has been playing Tom Yetter most every week. Thank you Tom, our weekly games help me clear my mind and relieve stress. And we have some pretty good games as well! This year, we completed our play through of Lone Canuk's LSSAH scenarip packs 1-4. The 5th scenario pack should arrive within the week and I'm sure we'll play all of those scenarios as well. <br />
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To all my VASL email opponents, THANK YOU. To my many ftf opponents, THANK YOU. To everyone who reads this blog, THANK YOU. But a special THANK YOU to those who design and publish this game we all enjoy so much. Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-91167630906413802312014-01-29T12:29:00.000-08:002014-01-29T12:29:10.957-08:00A41 OP HillMy PBEM VASL opponent Frank had never played the Japanese before and wanted to give them a try. We chose A41 OP Hill as his first venture into to PTO. For those not familiar with it, the Japanese have to come across a large rice paddy, slug through a line of wire hexes, and take the majority of level 3 hexes all covered in jungle and crisscrossed with gullies and paths. <br />
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I only place three half squads behind the wire line. I'm not sure if they will fire or "bug out". I gues it depends on what the Japanese do. <br />
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Below is my setup.<br />
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The Japanese come on board, moving slowly. I have not played this scenario before, but I have a feeling the IJA must be very aggressive and take what ever lumps the British can dish out on the first couple of turns. I only have one lmg that reach out at that range, so no fire from me. <br />
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End IJA 1 below.<br />
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By the third Japanese turn Frank has just reached the edge of the wire with a few units. I have not fired a shot, and have started to slowly pull back my initial force. My intent was to stay far enough from the lead Japanese to prevent any sort of Banzai.<br />
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End IJA 3<br />
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A few of the Japanese are through the wire, but the majority are hung up on the wire. I still have yet to fire a shot. Maybe this wasn't such a good introductory scenario for Frank's introduction to PTO. I hope he's not bored (I know I am). My turn 5 reinforcements are preparing to enter on the back side of OP hill, while the Japanese are nowhere near the base of the hill on their side.<br />
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End IJA 5<br />
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Although the Japanese have taken a few pot shots at my concealed units, I haven't fired a shot in anger. Less than half of the Japanese infantry are through the wire. <br />
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After a while, a few units make their first attempt at climbing the hill and go into to cx with my half squads manning the forward edge. Being cx is not good for the Japanese who must declare HTH combat. I trade my half squads for full Japanese squads in the CC phase. The only highlight for me was my sniper shot the 10-2 Japanese leader off his horse. <br />
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End IJA 8<br />
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This is an 11 turn scenario, and we played it out through the end of British turn 10. The Japanese made no headway. I know I made a poor suggestion Frank's first PTO scenario. I also have a feeling that scenario wouldn't be a whole lot of fun for someone proficient with the Japanese. They have a tall order to fill if they wish to meet their VC requirements. I doubt I'll ever put this one on the table again. <br />
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End IJA 10<br />
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<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-70577432001033802192014-01-28T18:31:00.000-08:002014-01-28T18:31:01.598-08:00KPG CG3 Bridge at Chenaux (scenario 2)The 2nd CG date for Bridge at Chenaux is a night scenario. Since I don't wish to be under "no move" restrictions, I chose to use my only attack chit this scenario. We will both be able to us cloaking counters (by SSR). In the last scenario, Tom Yetter had captured one VC location of the 10 needed to win. <br />
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I have purchased two infantry platoons in reserve, a motorized infantry platoon, and minefields and dummy units.<br />
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In the East, I have an infantry platoon in Reserve with a 102 leader! Hopefully this is a nice surprise for Tom. Again, all of my vehicles are kept well to the rear for their safety.<br />
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I win the dr and my units move first. <br />
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Below is our setup (the Eastern half of the map)<br />
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In the West, I place both an infantry platoon and a motorized platoon in Reserve. I know it's a lot to dedicate to this flank, but on this date, Tom is able to pay extra to have units enter on this flank. I can't give this flank away cheaply.<br />
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Setup in the West below.<br />
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Nothing happens in the West. In the made battle area I decline to move or attack. Tom fires some of his mortars but nothing exciting happens.<br />
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End German 1 below.<br />
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US reinforcements arrive and I assume it's infantry and heavy mortars. In order to keep his cloaking status, Tom moves cautiously. He does encounter mines as he approaches the next VC building along the main road. I am holding that building with a single squad. I don't expect to keep him out of it, just to slow him up.<br />
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End US 1 below.<br />
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Of course I'm not making any attacks, simply hunkering down with all the mortar fire falling around me. <br />
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End German 2 below.<br />
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Tom is slowly closing the gap between our forces. The only action takes place around the one VC building and minefield. I am hanging on. <br />
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End US 2 below.<br />
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I couldn't move if I wanted too. With all the US mortars, IR round light up the whole world. The US mortars that have not fired IR"s pound my positions. I think Tom got a couple of critical hits this turn (many more will follow). All I have to do is hang on.<br />
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End German 3 below. <br />
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An infantry platoon enters on the West edge. They are strong enough to attack the village there, but all they are interested in is capturing strategic locations for tomorrow's attack.<br />
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Tom captures the next VC building along the road, but when he bumps up against the stone buildings of Chenaux itself, he get's bounced back. He also releases my 10-2 for reserve status.<br />
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End US 3 below.<br />
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The only thing that is hurting me is the US mortars, both big and small. With a ROF of three and so many shots being taken, you're bound to get a few critical hits. I'm just hunkering down to weather the storm.<br />
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End German 4 below.<br />
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Tom keeps bumping his head against SS in stone buildings with little success. He tries to out flank me on both flanks, but makes little progress. Sadly, my 10-2 takes a wound from a sniper .. .but at least he lives.<br />
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End US 4 below.<br />
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Still hanging on.<br />
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End German 5 below.<br />
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Tom keeps trying to gain a toehold in the village. He advances into to CC with one of my squads. I should have broken and gotten out of Dodge. 747's vs 658's have the edge in CC.<br />
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End US 5 below.<br />
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I lose the melee, and can ill afford to lose a squad. I do have the upper hand, sitting in my stone building shooting at US paratroopers sitting out in the open.<br />
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End German 6 below.<br />
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The US is having a tough time of it. I blast the one squad who had gained the one stone buiding with defensive fire and will recapture it next turn. <br />
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End US 6 below.<br />
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Although I've taken my lumps from US mortars, I feel confident of my position. <br />
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End German 7 below.<br />
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Tom has taken 1 VC building and has 2 of his 10 needed for the win. I never expected to hold those two anyway, so I feel good about my defense. During the rephit phase, Tom loses a couple of squads who have to re-deploy. My 10-2 is retained unwounded, then rolls to be battle hardened to a 10-3! Woo hoo!<br />
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End US 7 at game end (East edge)<br />
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Nothing happened in the West (as expected). Tom will launch his attack in this sector in the upcoming daylight.<br />
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I think this was a successful German CG date. Yes, I took some casualties to US mortar fire, but dished out more punishment that I received. Looking forward to the third date of this CG.<br />
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<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-28430751331002176402014-01-28T16:47:00.002-08:002014-01-28T16:47:53.837-08:00Winter War AAR After a three year hiatus, I finally made it back to Winter War in Champagne, IL. I made the trip with Steve Rogers, Steve Hicks and Mark Harms. I know you're never supposed to leave a man behind, but Tom Yetter didn't make the trip with us. ASL is a young mans sport, and the old and decrepit don't have the stamina for such rigorous activity as an ASL tournament. In the picture below, notice the drool dribbling down Tom's chin. We didn't want the Winter War attendees to be subject to that sight. <br />
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It was below zero Friday morning as we prepared to make the 7 hour drive to Winter War. As we were enjoying a nice warm breakfast, graciously provided by Steve Roger's lovely wife, our Sherpa (Steve Hicks) loaded the truck. We did save him a piece of toast as payment.<br />
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Off we headed to Winter War!<br />
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The trip was uneventful and we arrived around 5:00 pm and unloaded our kit. I like the idea that for the first round you can choose your opponent.<br />
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Winter War is unique in that it is the only ASL tournament that provides strippers. Below is a picture of "Toots", the famous ASL stripper. She's not much to look at.... I think tournament director Brien Martin needs to look for prettier girls. I don't think she made much money this weekend, other than a lap dance for Jeff De Young. <br />
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My first opponent was Alex Key. I have never had the opportunity to play Alex before, but have known him for many years, meeting at ASL Open. Alex is high profile, multimillionaire ASL crack dealer. If you need it, he's got it. <br />
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We chose Rage Against the Machine for our first round, with Alex taking the attacking Russians. Below is my setup.<br />
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I had a lot of fun playing Alex. He played a good game. He was a little too cautions on the first and second turn which was probably his undoing. I was happy when my HIP AT trap worked as I had hoped and a HIP, wounded 9-1 fired his PF and brewed up a Russian tank. My HIP half squad with PSK didn't fair so well ... he dropped his HIP status to approach a T34 shrouded in SMOKE ... and he died to a Russian shot from across the board when I failed to notice the LOS.<br />
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Only one of the VC areas was seriously threatened by the Russians. At 2:30 am Alex called off the attack and my Germans were victorious. 1-0<br />
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I forgot to take pictures of my Friday morning game with Jim Taylor. We chose "Hotly Contested Crossroads". I had the defending Germans who slowly got pushed back and ground into dust by Jim's powerful Russian attack. My only frustration was with my OP tank ... EVERY spotting round for 4 game turns drifted offboard. Jim played a tight game and would play for the champtionship on Sunday.<br />
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1-1<br />
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I had a few minutes before the my next game, so I decided to call Tom Yetter and let him know how were doing. He wasn't able to come to the phone, as his wife had just changed his Depends and given him his medication. She said she would pass on the message if he was coherent in the morning. <br />
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My Friday night game was against Rich Salisbury. Again, I forgot to take pictures. I have played Rich a couple of times in the past and always had a fun game. Tonight was no different. We played War Ensemble and I had the attacking Germans with TWO flampanzers. The first half of the turn I romped and stomped. Rich hung in there and passed his PMC. I probably had more fun this game than my other three this weekend. Rich held on for the win, a well deserved win. I was happy for Rich as he told me he needed this win to lift his spirits as he had a sick cat and pregnant daughter at home. I this win took his mind off his troubles.<br />
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1-2<br />
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The last game of the weekend was against Ken William. We have never played before and it was an enjoyable game. We played Crown of Thorn and I had the defending Germans. Ken had to ensure that there were no unbroken German MMC's in the VC building. He had to kill or break me ... tying me up in melee was not enough.<br />
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A minefield and a Geeran half squad held up half of the American infantry. Four American squads broke in the mine fields. When two half squads finally pulled themselves together and jumped the half squad for CC, they found another minefield in the building itself. They broke and I killed them easily. My HS finally went down, but probably won the gam for me.<br />
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My Jagpanzer spent most of the game with a broken main armament. Ken pushed me back to the VC building, but I was able to hang on, mostly by refusing to attack in CC and keeping my concealment to the end of the game. Thanks Ken, for a fun game. 2-2<br />
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Below is a picture of Alex Key and Steve Hicks. They were playing the same scenario that Ken and I played. Steve won a game this weekend (but not this one). <br />
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One of our party won Winter War, Steve Rogers. He was the only undefeated player after beating Jim Taylor in Eye of the Tiger. We packed up and headed for home about 6:00 pm. Rogers went 4-0, Mark and I were 2-2 and Hicks was 1-3. Overall, the gang from Wisconsin had a winning record, but more importantly, a lot of fun. Thanks Brien for hosting another great tournament. <br />
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On the way home we hit the worst snow storm/blizzard I have ever seen in my life. When he turned North at Bloomington, IL it was 41 degrees. About 20 miles up the road we literally hit a wall of wind driven snow and the temp dropped to 17 degrees. You literally could not see past the end of the truck. We sat along the side of the Interstate for about an hour until we fell in behind a semi, drove about a mile and pulled off the interstate. There was a motel 8 there, but of course they were full We sat in the parking lot for another hour until we were able to see well enough to drive over to a gas station down the road. We sat there till 1:30 in the mornng, when the snow finally stopped (but the wind never did). In the first 40 miles of the journey home, we counted over 30 vehicles in the ditch, with at least half of them being semi trailers. <br />
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I know what it was. Steve Hicks won a game and hell DID freeze over!<br />
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We made it home about 8:00 am on Monday morning, tired but safe. It was a tiring trip, and somewhat stressful, but I don't believe I've laughed so much in all my life. Thanks Steve, Steve and Mark, for making an enjoyable weekend. <br />
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com3tag:blogger.com,1999:blog-1211958105061407737.post-2773995501319422922014-01-22T13:47:00.003-08:002014-01-22T13:48:01.869-08:00KPG CG III (first scenario)I was telling Tom Yetter that I had never played any of the campaign games of KPG (and only one scenario from KPGI and II), even though I have owned it since it came out. We decided to play the smallest of the CG's, Bridge at Chenaux. Dice gave me the defending SS. A dr also determines that we will be using the historical weather. <br />
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My plan is to heavily defend the first VC building in the North, and make Tom pay heavily for taking it. Three minefields hopefully will cause him fits (and casualties). I also hope to keep him from flanking me in the East. I have some MG's protecting that flank, and a couple of squads on the far flank to move forward and hopefully dig some foxholes. I put all my flak trucks and halftracks far back ... they are easy prey for US mtrs. <br />
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Below is my setup<br />
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The first turn is uneventful, except for a plucky half squad in a jeep who tries to run down the road and grab some cheap buildings in my rear. Thankfully I waste him as he drives by the first stone building. <br />
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End US turn 1<br />
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I start to solidify my defense of the forward building. <br />
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End German 1<br />
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Tom starts acquiring his chosen strategic locations and also starts to push towards my right flank. He also starts to put pressure on my main line. Part of his OB is a captured German half track, who becomes immobilized on the hill (red start numbers). With the mist, he is pretty much useless now.<br />
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End US 2 below. <br />
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US mortars are assemble and they start shelling my positions. The mist makes most fire attacks difficult. Another American half squad in a jeep is broken. Hopefully that puts a stop to that "deep thrust" nonsense.<br />
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End German 2 below. <br />
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On my right, the Americans have moved into the woods. I expect them to start digging next turn.<br />
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Mortar fire is the extent of American fire as the boys in green move forward.<br />
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End US 3 below.<br />
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As the mist is extremely heavy, I move a few of my AA halftracks and trucks to cover my flanks. I'm sure Tom will take my forward outpost, but I don't want it to be "cheap" for the Americans. <br />
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End German 3 below.<br />
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Americans dig on my right, and hit the minefields on my left. In the woods, I'm being pushed back. Not many losses so far .. units for both sides which break, soon rally back to be kicked forward into the fight once more. The only thing of note is that after three turns, Tom has finally remembered to pull his jeep (with the broken half squad) to rear so that he can try and rally them.<br />
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End US 4 below.<br />
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The struggle for the little stone building continues. At some point I'm going to have to give it up and start to fall back. I know it can't be held, and don't want to get my forces cut off. On my right, I dig two foxholes in the woods. This should keep the Americans honest on that flank.<br />
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End German 4 below.<br />
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In the East, the Americans also get a foxhole dug. In the West, it continues to be a slugfest. The VC building does fall when Tom get's a critical hit with one of his mortars. This will be the first of many, many critical hits that I will see in this campaign game. With about a dozen mortars (both big and small) and a ROF of three, there are lots of opportunities for snake eyes.<br />
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End US 5 below. <br />
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Now it's time to save my force and start pulling back, but not allowing the Americans to push any deeper.<br />
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End German 5 below.<br />
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I have one stack of SS that are close to being surrounded, but they should be able to escape net turn. Although I have lost the first building, I'm not upset (I knew it wouldn't hold) and feel good about what I have accomplished.<br />
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End US 6 below.<br />
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Mercifully for me, the CG dates end after my turn 6. Casualties have been light, with both of us losing 1.5 two 2 squads. I feel confident in my position for the start of the next day (er, night that is).<br />
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End German 6 below.<br />
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I enjoyed the first day very much. I can see that the Americans are soon going to outnumber me heavily. I will need to rely on stone buildings, high morale and the mist to survive the upcoming onslaught. <br />
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<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-35817017070755217082014-01-22T13:03:00.005-08:002014-01-22T13:03:51.420-08:00Ponyri 15 Bears on the ProwlOnce again Nathan and I are playing a scenario from Critical Hit's Ponryi historical study. This time it's the large scenario that uses both maps. My Germans will have to fight their way through the mine and wire belt in the North, and slog all the way to the bottom of the map in 12 turns, capturing VC buildings spread across the playing area. Now that I look at it, even if unopposed, it would be almost impossible to cover the entire length of this playing area and captured the required buildings. <br />
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My Germans mostly set up North of the mine/wire belt, with a few number of forces that can actually flank the belt. On West, a horde of halftracks, a few MkIII's and a platoon of infantry. On the East, several "Bears" and another couple of platoons. The vast majority of my units must slog through the belt, and I only have a few combat engineers to assist. At least I have a few smoke barrages that are placed at the beginning of the first turn to mask my attack. <br />
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Below is the Setup. It's probably hard to see everything at this level of zoom.<br />
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I decided at the beginning that I was not going to take the time and try and clear a path through the mines/wire with infantry. I need to move fast, so decide to take my lumps against 1 and 2 factor minefields. A small force of afv's and infantry attack on the West, South of the belt and soon discover Russians. My half tracks are crossing the board, shooting for a gap in the trench line (through a gully). Who knows if they will make it. I have a lot of Germans break in the minefields ... not to Russian fire (there is very little), but to 1 and 2 mine attacks.<br />
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End German 1 West<br />
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The story is the same on the East side. A lot of broken Germans trying to push through the mines/wire. The only units that fair well are those led by my -2 leaders. Two Bears enter North of the belt, hoping to clear trailbreaks through the belt, and three enter South of the belt. Two of those become bogged in trenches. A couple of platoons of infantry enter South of the belt and make good progress through the trenches. <br />
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End German 1 East.<br />
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A few Russian tanks in the rear open fire, and one of them immobilizes a MkIII and the crew bails. The only other Russian fire is from small mtrs in the rear. I receive two Stuka's, both with 37L cannon. I take out one Russian tank, and shoot at a 2nd. <br />
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End Russian 1 West.<br />
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End Russian 1 East<br />
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My other MkIII dies in the West, and I cannot make any progress through the minefield. <br />
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End G2 West.<br />
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Most of the units trying to get through the mine belt are having great difficulty (except the two stacks with the -2 ldrs). The two Bears North of the belt succumb to AT mines. The force South of the belt are making decent progress.<br />
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End G2 East.<br />
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The attack South of the belt has petered out, and I'm making no progress coming through the belt. Russian fire causes no damage, other than to keep my units DM. The only highlight for me was the last Stuka taking out another dug in Russian tank, setting it ablaze. <br />
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End of Russian 2 West.<br />
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Nothing much to report in the East, other than a Russian Molotov has started the woods on fire. <br />
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End R2 East<br />
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A few units have almost made it out of the belt. The line of half tracks are getting ready to try and bust through, but even if they do make it, what good will they be able to do?<br />
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End G3 West.<br />
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I'm making my best progress in the East. Two of the bogged bears become unstuck, and my infantry is pushing towards the first VC building. </div>
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End G3 East</div>
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The Russians have fallen "back" to the first VC location on the West flank. It's only a handful of squads at the most, but I have very little my self to make a successful attack.</div>
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End Russian 4 West</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvvi3NlyoWS7TFN-h7-e6kXSF737XAWGuDgpM-utEo6wwFUIK5gyVbo7t8E-cj4RoQ5ehrCPjAGGZ8m5ZB9Dk-GAGE0BVQ7jKoTc9CZzBlC3d8dskpQtd6F68gA16A94ahjPkzI4lAfut9/s1600/R4+left.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvvi3NlyoWS7TFN-h7-e6kXSF737XAWGuDgpM-utEo6wwFUIK5gyVbo7t8E-cj4RoQ5ehrCPjAGGZ8m5ZB9Dk-GAGE0BVQ7jKoTc9CZzBlC3d8dskpQtd6F68gA16A94ahjPkzI4lAfut9/s320/R4+left.png" height="255" width="320" /></a></div>
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<span id="goog_217243599"></span><span id="goog_217243600"></span>I think I have the Russians a little frightened in the East.</div>
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End Russian 4 East.</div>
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No progress in the West.</div>
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End G5 West</div>
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Slowly slogging my way to the first VC area, but it's not going to be easy.</div>
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End G5 East</div>
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The Russians have things well in hand on this side of the map.</div>
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End Russian 5 West</div>
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Although pressed a little harder, I think the Russians are still in control on this flank.</div>
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End Russian 5 East</div>
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Nothing was going right on the West side, and that alone dooms my chance of winning. On the East, I discover hidden AT ditches, which means my afvs (BEARS) will Never be able to get into the action. There is no way I can win with afv support. I throw in the towel. </div>
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This was not a case of a failed PMC. As horribly as things were going, I was still having fun. The problem is that this scenario is totally broken. I don't know what one would do to fix it. It looks fun on paper, especially if you like monster scenarios (on a beautiful map), but don't waste your time with this dog. </div>
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com2tag:blogger.com,1999:blog-1211958105061407737.post-51520687861202185612014-01-22T12:24:00.000-08:002014-01-22T12:24:05.949-08:00OF3 Fortune Favors the BoldNew Year's Eve I once again am pitted against my arch-nemesis, Steve Rogers. I have only ever beaten Steve ONCE in the several years we played together (which sadly, is not that often). <br />
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We chose a scenario on the upcoming Winter War scenario list.... Oest Front #3 Fortune Favors the Bold. My Germans (mounted on motorcycles) and 5 PzIIF must secure the bridge across the bd 40 river (and the hexes on each end). <br />
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The Russians have a handful of squads (six I believe), an lmg, atr, mmg and 80mm OBA with a field phone. I fear the OBA the most. Later, they also receive 3 lightly armored afv's. They are thin skinned, but pack a big punch with 45L main armaments. <br />
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Below is Steve's setup<br />
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On the first turn things go pretty good for the Germans. I'm aggressive with my afv's, resulting in two Russian squads up front breaking. With so few Russian squads to begin with, this can be serious for the Russians. Spotting rounds start to fall around the bridge.<br />
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On the first Russian, OBA falls on some of my infantry, but does little damage. The Russian ATR is across the river, and gets a critical hit on one of my light tanks, burning it. As expected, the Russian MMG is across the river as well, sighted down the length of the bridge. In the little stone building guarding the bridge on my side of the river is a squad, lmg and 8-1.<br />
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It's a bloody little battle, with my infantry taking it on the nose quiet often. My plan is to capture the bridge as soon as possible .. I think I have a better chance of holding the bridge, rather than trying to capture it once the Russian afv's arrive. <br />
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Here is the action around turn 3<br />
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I am able to push a half squad onto and across the bridge, to at least claim possession of the required hexes. I have one afv with a broken MA, whose job is to drive around in the Russian rear, keeping the atr squad DM. I have one afv ONE the bridge who is destroyed by OBA, one afv on my side of the river, and one afv on the opposite side, preparing to meet the three oncoming Russians afv's. I have a chance, but not a good one. <br />
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When the Russians arrive, I kick into motion on the far side and lay some dispersed smoke in a motion attempt. In my next turn, I hope to kill one afv with the tank on MY side of the river, and get lucky with a bounding fire shot with the motion afv. I know it's a long shot, but it's all I have. <br />
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The first tank misses, and the 2nd malfunctions his gun, and I throw in the towel. <br />
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A gun little scenario, and Steve did everything he needed to do for the win. Not sure if I'd play this at the tourney or not; to me it seems that if the Russians get their OBA .. the Germans are in deep trouble, but they fail to get access and a mission at the right time, the Germans are highly favored. If this one is played at the Winter War, I'll be sure and post on this blog. <br />
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Rat's! Steve Rogers OWNS me in ASL. Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-66591584169330748742014-01-22T12:04:00.001-08:002014-01-22T12:04:52.813-08:00FTC 148 Le HorgneSteve and I once again butt heads, this time in LFT's Le Horgne. An interesting scenario to say the least. The initial French force set up HIP, and must defend 3 of the 4 multi-hex stone buildings. I have several 458's, a 25LL AT gun, and a small 37# infantry gun. The Germans can set up anywhere along the road on both boards. Since I have no idea from which directions the Germans will attack, I must set up dispersed. <br />
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On turn two or later, I receive a large force of French cavalry. The can conduct a charge from off board. I have the French, but have a bad feeling about my chances.<br />
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Below is my setup.<br />
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Steve opted not to set up in the village proper. It looks like he will attack from the North, and at the same time preparing for my cavalry's entry in the Northwest. <br />
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Below is Steve's setup<br />
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Not much action as Steve advances towards the village while setting up units meet the blue wave that soon will be coming. <br />
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End German 1 below.<br />
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Nothing from the French. My AT gun has no shots at any of the German armored cars, so everyone keeps their concealment. <br />
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End French 1 below.<br />
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A few French start to prove the village proper, and uncover my AT gun. The crew wisely self breaks and falls back, leaving his gun to fall into German hands. There is a mass of Germans gleefully awaiting the French cavalry.<br />
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End German 2 below. <br />
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I decide NOT to bring the cavalry at this time. <br />
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End French 2 below.<br />
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My crew has rallied, and along with 458 who drops his HIP status, these two units break the German squads who try to push into the village proper. <br />
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End German 3 below. <br />
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My dozen or so French cavalry squads decide to enter this turn. I doubt their chances will get any better if I delay. Sound the bugles! Charge!<br />
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I'm not even going to post any more pictures of the French debacle. First fire, residual, and a measly lmg fire lane decimate my cavalry. I fail my PMC big time and throw in the towel. <br />
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Maybe I should have held the cavalry off board for a few more turns, forcing the Germans to leave units to guard against their entry and siphon off troops from the main attack. Not sure if I would ever play this scenario again to try that plan. I did not enjoy this scenario at all ... which is probably due more to my poor plan of attack/defense than the scenario itself. <br />
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<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-87610135409300700712013-11-25T19:12:00.001-08:002013-11-25T19:12:11.886-08:00Ozerekya Breakout CG 2nd senarioScenario two of Lone Canuk's OZB campaign game. <br />
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I feel my Romanians held their own on the first date of the campaign. True, there was little "combat" per say, but I was able to hold up the Russians along the mine field. The Russians did "breach" one hex, but were not able to exploit. At the end of the first scenario, most of the minefield remained in my set up area, or in No Man's land, keeping the Russians from be able to clear it during the re-phit phase. Also, the first date ends with a couple of fires burning, one in the center and one on the Russian right.<br />
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Romanian setup below.<br />
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Russian setup below.<br />
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A few Russians move up towards the mine field. I call in an SR (with a prh) right on the minefield, but it is not accurate and drifts to my right. Maybe this will give Jon some pause. The fires start to spread.<br />
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End Russian 1 right flank (from Romanian perspective)<br />
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Slowly a few Russians start creeping along the base of the big hill on my left flank. A small fire is burning on the hill ... someone call Smokey the Bear.<br />
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End Russian 1 left flank. <br />
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I have purchased air support (fighters), and I receive one fighter in the very first rally phase. <br />
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Now my FFE comes back and lands on the prh. It is 75mm OBA, and I call now harassing fire. It's only a 4 attack, but most of the Russians are in the woods. 16 hexes, with many 4-1 shots. Hopefully this will keep the Russians at bay. No major movement on the part of the Romanians. I Russian mtr fires at my AT gun (revealed last scenario). These two foes will exchange shots for the next 4 turns without any effect on each other.<br />
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End Romanian 1 right flank<br />
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Nothing major happens on the other flank, except that the fire is starting to grow and spread.<br />
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End Romanian 1 left<br />
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A couple of Russians enter the minefield (outside the blast area of the FFE) and start trying to clear them. All the Russians in the blast area start digging foxholes. Everyone who fails, get's blasted by the FFE:2. Russians are starting to break and double break, and Russian casualties are starting to be added to the "dead pile".<br />
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End Russian 2 right flank. <br />
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Over on the other hill, the Russians are rather timid. Many start digging foxholes. Jon discovers I have purchased another OBA module, but he has not been able to establish radio contact. He will try and try, for about 5 player turns. And when he finally get's radio to work, he draws a red chit on the first draw. The fire is starting to spread in the Russian rear. <br />
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Jon has also purchased air support, and he receives three fighters. Two of the three jump my lone fighter in a dogfight.... no one is shot out of the air this turn.<br />
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End Russian 2 left flank. <br />
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In the 2nd Romanian turn, I call down another harassing fire FFE on my right flank, which continues to nibble away at the Russians. The fires continue to grow. Both the fires in the center and the one of the hill have become a conflagration. <br />
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On my right, the Russian continue to dig foxholes like crazy. If they aren't under ground, they are getting hit by shell fragments and wood splinters. The last Russian tank (from last turn) is in a stream, and the woods catch fire behind him. This pushes him forward a little bit. The hex he is in starts to burn. The fire on the big hill keeps growing and growing. <br />
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Dogfight continues to rage over the battle field.<br />
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End Romanian 3 left<br />
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One the left, a harassing fire mission keeps the Russians in the dirty foxholes. A fire has caught up to a Russian tank hiding in a woods/stream hex. He will have to leave next turn.<br />
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End Romanian 3 right<br />
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Russian tank moves out of the fire, and into the frying pan. He drives past a HIP AT gun who sends one up his tailpipe.<br />
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End Romanian 4 right<br />
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The fire is really spreading in the center of the map. At the end of the day, this will all be open ground. Not sure whether that's good or bad.<br />
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End Romanian 4 center<br />
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Another forest fire is raging on the big hill. At least is covers part of my flank. The Russians are inching forward and trying to take me out in CC.<br />
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End Romanian 4 left<br />
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Someone call a fire truck! The air battle is over. The Russians finally shot down my planes, but I got one of his. Then, Jon's last plane is recalled on a STC. <br />
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End Romanian 5 left <br />
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End Romanian 5 right<br />
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I feel pretty confident on this flank. The Russians might make a little headway, but I don't think they will break through. <br />
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End Russian 6 left<br />
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End Russian 6 center<br />
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My right flank is pretty much at stalemate. OBA and minefields have held the Russians back.<br />
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End Russian 6 right<br />
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Thankfully the CG date ends at the earliest possible turn. I feel really good about my defense to this point. I think it's still going to be hard for the Russians to attack on their left flank. Mines, fires and newly created open ground should make things difficult. The other flank my pose a problem for me. Looking forward to the next date. <br />
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<br />Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-25093338561125448312013-11-24T19:19:00.002-08:002013-11-24T19:19:34.610-08:00J158 It Don't Come EasyAnother VASL game with my email opponent Frank. This time, it's a Deluxe Scenario ... J158 IT Don't Come Easy. I haven't played a Deluxe scenario in many years. I was looking forward to it.<br />
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In this scenario, the Germans win by either 14 EVP or by insuring no good order American MMC in 2 of 3 buildings. The Americans begin with 5.5 squads, a baz, a mmg and some dummy counters. A very thin line indeed to stop 12 German 548's and 3 MkIV's. The Americans also receive another 7 squads on turn 2 .. but will they be enough to stop the Germans?<br />
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Below is Frank's American setup<br />
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From the beginning, my plan is to concentrate my forces and go for a quick exit before the Americans can get the reinforcements and bottle me up. If I get stalled on the exit VC, maybe I can then switch to building control win. <br />
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I attack on the bottom two thirds of the playing area, and quickly bring the initial American forces under fire from the German afvs.<br />
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End German 1 below.<br />
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American forces from the North start filtering Southward since it is apparent my attack is concentrating down below. A US squad tries to pull back from the front lines but is broken by one of my afv's. I've forgotten how wide open the LOS is on a Deluxe board.<br />
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End US 1 below. <br />
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Using SMOKE (both infantry and afv) and dash, I move against the American pickets and over whelm them. Tank fire also disrupts an American squad manning a mmg.<br />
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End German 2<br />
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The Americans arrive and it appears they are going to try and stuff me in the South. I get another wide open LOS on a moving stack in the open (American 10-2 and a couple of half squads). I fire with a stack of cx Germans, but an 8-1 shot pins the American ldr, breaks a half squad, and creates a hero out of the other. Later fire breaks the other half squad. In the rout phase, the pinned leader stays in the open by himself as the MMC rout away and hero advances into adjacent woods.<br />
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End US 2 below.<br />
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It's an easy matter to move against the broken half squads, lone leader and lone hero. At the end of the turn, the mmc rout away again, the ldr is jumped and eliminated in </div>
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CC, but the hero ambushes me and withdraws to safety. I also maneuver one of my tanks, preparing to exit next turn. </div>
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End G3 below. </div>
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Frank is in dire straights. A few units must make the attempt to re-position themselves to try and pitch me off as I exit .. but they fail to make it into position.</div>
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End US 3 below.</div>
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No sweat on turn four. One tank exits, plus more than enough infantry for the immediate victory. Game over. </div>
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I didn't really care for this scenario. I think it's very hard on the Americans. My initial thought is that the exit VP is too much for the Americans (too easy for the Germans). I'm curious how it would play out if it was simply a "deny the building" type of VC. </div>
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Also, I didn't realize how difficult it was to play Deluxe boards using VASL. You think it's hard seeing the whole map on a large scenario using VASL? Try three boards of Deluxe!</div>
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Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0tag:blogger.com,1999:blog-1211958105061407737.post-2691700004674093062013-10-15T17:39:00.001-07:002013-10-15T17:39:12.246-07:00SP 215 Encirlce That!Once again I'm pitted against Steve Rogers. I just can't seem to beat this guy!<br />
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We are playing SP215 "Encircle That", but I have a devious plan. I know Steve loves the snack crackers called "Chicken in a Bisquit". I know if I have a box of theses gems sitting on the gaming table, Steve will be so distracted that there is no way I can lose. So Friday night I buy and extra large box, giggling all the way home from the store. <br />
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My wife is out of town for the weekend and I've scheduled Saturday morning for ASL ... perfect weekend. I get up bright and early Sat. morning, load all my asl kit in the car, go to the cupboard to grab my secret weapon ..... and gone!!!!!! My wife has taken them with her!<br />
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There's no time to buy another box, so a head over to Steve's dejected ... now I'll actually have to play well if I want to win. I can never beat this guy!<br />
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It's a good game, and very tense. Steve has to fulfill two of three objectives to win. I have insured he cannot fulfill one of them. To win, he has to make sure no good order Hungarians in a large, 2 story stone building, and also exit 8 EVP. <br />
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At then beginning of the last Russian player turn, I feel the odds are 70:30 in my favor. I may do this without any "chickens in my biscuit".<br />
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Steve starts counting his squads and ldrs. He has 8 EVP who can exit if they run like hell through open ground, and then don't pin or break. He also has just enough squads to tie up four of my MMC in the VC building. Off and running he goes. A 8-1 and 458 run in from of my 88 AT gun. I hit and get a 2 MC .. they both shrug it off. I intensive fire in the next open ground hex then enter ... hit .. and get a 1MC. They both pass and exit the board. Another squad runs through the open ground and face a 2-2 shot. They pass and exit as well. Steve then gets his 8 EVP off the board. Now he tackles the buiding. He is able to jump all four of my MMC (in separate locations) in close combat. All I have to do is one win 1 ambush, or 1 CC and I will win the game. <br />
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But also, I win no ambushes, and even though he doesn't kill me in CC, I am no longer in GO and cannot fulfill the VC condtions.<br />
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I know, I JUST KNOW, that if I had brought Chicken in a Biscuit, I would have won. Curse you wife!Curtis Brookshttp://www.blogger.com/profile/18316855787472101448noreply@blogger.com0