tag:blogger.com,1999:blog-23738250483295245492024-02-07T19:00:35.246-06:00Yockbo's Boardgame Blog"The goal is to make a post every time I play a board game in 2011. We'll see how it goes after that..." Stephen BrasseurStephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.comBlogger86125tag:blogger.com,1999:blog-2373825048329524549.post-76694467839686013902014-02-25T23:44:00.000-06:002014-02-25T23:45:10.086-06:00Last Chance for Victory (MMP) - "7.9 The Best Three Hours..."Game: Last Chance for Victory (LCV)<br />
Publisher: Multiman Publishing (MMP)<br />
Series: Line of Battle (LoB) 2.0<br />
Scenario: 7.9 The Best three hours of Fighting Anywhere<br />
Participants: Bob H, Myself<br />
Time: 2/20 ~ 7.00PM - 9.30PM<br />
2/23 ~ 1.00PM - 4.00PM<br />
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The second edition in the Line of Battle series is out and has been getting a lot of attention in St Louis since its release. Last Chance for Victory is Series designer Dean Essig's addition to the Gettysburg collection of simulations. This release also introduces the version 2.0 LOB rules. The package is impressive. The game comes with six maps, four of them when placed together represent the entire area around Gettysburg. The other two maps represent the major area's of the first and second day of the battle. These maps are for use with many of the small and medium sized scenario's included with the game. There are a total of 22 scenario. This is a blessing to those of us who are likely never to have the opportunity to play then entire campaign, but are more then willing to play (and replay) the many interesting smaller scenarios over and over again. The map itself is an impressive recreation of the terrain in and around Gettysburg in 1863. The counters are in the same format as the previous edition in the LoB series (None But Heroes).<br />
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While all of the physical components are first rate, its the words in the rules, scenarios and designer/historical notes that I am most impressed with. The v2.0 rules make several improvements to the already impressive v1.0 edition. These include a streamlined Orders process, Hexside terrain, new Artillery staking rules (Artillery cannot stack with other types of combat units), LOS Chart and many others. The areas in the rules that have changed are clearly identified and in many cases there is a text box with notes concerning the logic behind the changes. For me though the Historical and Design notes are worth the price of the game alone. They contain fascinating insight into the designers thought process, reasoning and historical research. There are nearly 20 pages of this and its easily some of the most interesting reading I have done by a game designer sharing his thoughts on a wide range of topics and how he translated his passion for this period into a clean and effective yet highly playable simulation. <br />
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I could go on for hours...but lets get to the game. First a little about what we have been doing with the game here in STL since its release. My two primary face to face partners are both passionate ACW regimental scale fans. They have played most of all of these systems over the years, while this is my first and only time playing an ACW regimental scale game. It was their passion for the initial LOB game that got me interested and I am very grateful to them for introducing me to this series. So when the game was released we immediately started playing. There is a very nice little training scenario with its own 8x11 map (the map is only about 50% of the page, the rest covers the units and details for the scenario. After playing that one a couple times we moved on to play some of the smaller scenario's (2nd battle of McPherson's Ridge, Flying Dutchmen). These are great scenario's as they are light on the orders and command areas in the rules and allow the player to focus on playing the scenario using the pre defined orders that the actual sides had in the real thing.<br />
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The Best Three Hours of Fighting Anywhere (7.9) covers Longstreet's Assault on the exposed III Corps of the Army of the Potomac (2nd day of the battle). The scenario starts at 3.45PM and goes until 8.00PM (turns are 15 minutes each). The scenario uses the 2nd day map (again I can't express how nice it is to have these two maps included in the game). While the scenario starts out with about three divisions of CSA units (Longstreet's two divisions and most of Anderson's) and all the III and II Corps of the AoP, not all of those units are active at the start of the scenario, the 'In Echelon' orders that the CSA player is under means that you start out with only one of the divisions active (Hood's), with the others coming online throughout the scenario. Bob will be playing the CSA side while I will play the US forces.<br />
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<span style="font-size: large;"><u><b>Initial set Up, Orders and Objectives</b></u></span><br />
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<tr><td class="tr-caption" style="text-align: center;">Initial Set Up</td></tr>
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Bob's Orders start with Hood's Division opening the assault on the Union left. His units are to attack into the Rose's Woods, The Wheat Field the then up the Emmitsburg Road towards Cemetery Ridge. Hood is to lead off the attack at once (start of scenario) and then wheel left to maintain contact with McLaw's Division. McLaw's is to attack with Kershaw and Semmes at 4.45PM (4 turns into the scenario), Barksdale and Wofford's brigades are to join the assault at 6.00PM. McLaw's Division is to wheel left so as to attack up the Emmitsburg Road towards Cemetery Ridge. Anderson is to directly assault Cemetery Ridge beginning at 6.30PM.<br />
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The victory conditions consist of the CSA player accomplishing three goals. First the Alexander Artillery Battalion is to move its HQ to S9.28 (the Peach Orchard) and unlimber its guns so that they can apply direct fire to Cemetery Ridge. Second, the CSA player needs to clear out the Wheat Field of Union combat units. Finally at least 10SP of CSA Infantry must be within 3 hexes of N58.40 (Cemetery Ridge). <br />
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The Union player starts with Sickles' III Corps deployed awkwardly along the Emmitsburg Road, then curving back to the Wheat Field with the left flank resting on Devil's Den (in front of Little Round Top). Hancock's II Corps has two Divisions posted on Cemetery Ridge, these units are not able to be given orders until 5.00PM. The Union player also has units of V Corps arriving as the scenario starts behind the Union lines. These arriving brigades have movement orders (two brigades actually have attack orders) that have them moving in behind the lines of III Corps. The exception is Vincent's brigade, which moves to a spot and then allows Vincent to write his own orders assuming he can make a Command role (easy as Vincent is a 4 Leader). This allows the historical performance to develop in the defense of Little Round Top. The Union player also has the AoP Artillery Reserve deployed behind the lines that is free to (via Posting and Initiative Orders) move itself forward into the fray (which happened historically). <br />
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As you can see, this is not a simple attacker/defender scenario. The CSA player is attacking yes, but the Union player is actively trying to plug holes and deploy his forces once they arrive. Bob and I are excited as this scenario will be our first real work out with writing orders and using the new command rules in v2.0. We've already reset the scenario once as we (that is "I' totally blew that) totally blew the use of the AoP Artillery Reserve (which is important).<br />
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<span style="font-size: large;"><u>Hood Moves out (3.45PM to 4.15PM)</u></span><br />
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<tr><td class="tr-caption" style="text-align: center;">Start of the 4.00PM Turn</td></tr>
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As we are now actually doing these opening turns for the second time in a few days, we quickly move through them. Confederate Artillery starts things off by opening up all along the line at exposed Union units (range 5-10). These are mostly noise making shots, however when its my turn I pull back several of the exposed units to be out of LOS so as to not expose them to prolonged shelling. I lose a gun or two and a couple regiments involuntarily reposition themselves to the rear...and then it quiets down as Hood's leading brigades enter Rose's Woods and approach Devil's Den. <br />
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<tr><td class="tr-caption" style="text-align: center;">Law's Alabama Brigade at Devil's Den 4.15PM</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Ward's Brigade standing firm on Houck's Ridge and Devil's Den (4.30PM)</td></tr>
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Bob decides to have Law's Brigade attack the Southern portion of Devil's Den with Robertson's Texas Brigade supporting them. G. T. Anderson's Brigade is on the left of Robertson moving towards the Wheat field. Law's initial attacks against the 4th Maine and Smith's Battery go very poorly. Several failed moral checks or failed closing rolls shockingly stop these attacks cold. I move the 99th PA over to cover the left of the 4th MA while the rest of Ward's (2/1/3) brigade start the engage Benning's GA Brigade. Bob is electing to shot instead of charging in several cases and I think he's being to protective of his units as he's not making much progress at all. My dice are of course also the reason Ward's Brigade is making such a fine stand.<br />
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<tr><td class="tr-caption" style="text-align: center;">Start of 4.30PM Turn</td></tr>
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Meanwhile I am using Initiative Orders to deploy two Artillery Brigades (Ransom's 1 Reg Arty and Robertson's 1 Horse Arty) forward to set up behind Devil's Den and the Wheat field. Vincent arrives and I write movement orders for him to move to Little Round Top and defend it (I couldn't help myself here...even though at the time of the decision Ward is still holding onto Devil's Den and Bob is not faring much better in the Wheat Field. Our interpretation of Vincent's special rules means that I can again use an Initiative attempt of his to write new orders, which I can either make an Attack or a Movement order. <br />
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G.T. Anderson's Brigade bumps into de Trobriand's (3/1/3) Brigade on the Western side of the Wheat Field. Again here Bob has limited success as the Union regiments here make some impressive morale checks to stand against those big Georgia Regiments of Anderson's. <br />
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<tr><td class="tr-caption" style="text-align: center;">G.T. Anderson's Brigade has some success West of the Wheat Field (4.30PM)</td></tr>
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<h2>
<u>McLaw's Joins (4.45PM to 5.00PM)</u></h2>
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<tr><td class="tr-caption" style="text-align: center;">Start of 4.45PM Turn</td></tr>
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The fighting on Devil's Den and on the outskirts of the Wheat Field rage on with the Union trading SP for time. Bob's losses are mounting but nearly all of the combats for these couple turns are in the Unions favor and as 4.30 approaches I am amazed the most of my initial III Corps line is still holding. Meanwhile I have roughly three Brigades now in the area, two of which actually have attack orders (Sweitzer [2/1/5] and Tilton [1/1/5]) pointing them at the Wheat Field. Vincent is deployed on Little Round Top along with two batteries.<br />
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<tr><td class="tr-caption" style="text-align: center;">Ward starts to give way (4.45PM)</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">The Wheat Field (4.45PM)</td></tr>
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4.45PM is the turn that the tide starts to turn at the Triangle and Houck's Ridge (Devil's Den). The 4th MA (B, R6) is pushed out of the Devil's Den hex after holding it much longer then I though they would. Smiths Battery is down to three guns (A, R6) and amazingly still sitting atop Houck's Ridge. Ward and the 124th NY are still holding the Triangle while the 86th NY falls back. The last Regiment in Ward's line, the 20th IN (B, R8) is trading SP's with the 1st TX (A, R9). <br />
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<tr><td class="tr-caption" style="text-align: center;">V Corps Arrives in the Wheat Field (Union turn 4.45PM)</td></tr>
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In the Wheat Field, Anderson is finally pushing the Michigan Regiments back with the 59th GA (B, R11) having the most success driving straight into the edge of the Peach Orchard. On my turn Sweitzer and Tilton both roll into the Wheat Field and bump into the 1st and 5th TX Regiments from Robertson. V Corps is on the scene! McLaw's leads off with Kershaw approaching the Peach Orchard with Semmes right behind him. <br />
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<tr><td class="tr-caption" style="text-align: center;">Start of 5.00PM turn (CSA side of the map)</td></tr>
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com5tag:blogger.com,1999:blog-2373825048329524549.post-8883413928909904982013-01-15T22:46:00.000-06:002013-01-15T22:46:00.547-06:00Advanced Squad Leader (MMP) ~ "The Devil's free to have a try" [FB2]<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Game: Advanced Squad Leader (MMP)</span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Scenario: FB2 - "The Devil's free to have a Try"</span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Publication: Festung Budapest, Historical Module 8</span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Participants: Jim "HeavyD" D, Myself</span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Time: Fri, 12/21 ~ 7.00PM - 10.00PM</span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"> Sat, 12/22 ~ 2PM - 7.00PM</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPnRwWO0y9QzJ6jbJpE9aSOp9RuiOl6_m5A3B8AQ8rwy7Puy4UUYgQB_7jlswcv5-TgsozDbHnIrbx_Q1TQE1VoqCGePEPFaL7_3dBy4PYSoszBmJQOZTcsMiORKf8ZKotY-aVDo7DZOOo/s1600/FB2_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="244" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPnRwWO0y9QzJ6jbJpE9aSOp9RuiOl6_m5A3B8AQ8rwy7Puy4UUYgQB_7jlswcv5-TgsozDbHnIrbx_Q1TQE1VoqCGePEPFaL7_3dBy4PYSoszBmJQOZTcsMiORKf8ZKotY-aVDo7DZOOo/s320/FB2_Cover.jpg" width="320" /></a></div>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The second scenario in Festung Budapest is much like the first. The Russians are still trying to gain a foothold on the map, they are back making another attempt after the one depicted in the <a href="http://yockbosboardgames.blogspot.com/2012/12/advanced-squad-leader-mmp-uncles-and.html">first scenario failed</a>. Even though the map is the same and we see the same core forces involved in this one its very different in character then the first scenario. This one is longer, the Victory Conditions are multiple choice and there are a few new units on each side. The Germans make an appearance as well. As I attacked in our first foray into FB, this time I will defend. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">As I mentioned, the VC's are very different in this scenario. Gone is the requirement to clear the EmRR line, instead we have six options for the attacking Russian player to make use of. The first two are controlling important buildings (C30 and E29) fairly close to the entry area. The third option is to control three hexes (F32, F35 & I32) which contain burnt out wrecks and 1S Foxholes. These are the wrecks from the first scenario, the first two are either on or near the EmRR with the third back near the tennis courts (I love that after 20+ years of playing ASL, I am finally able to play on a map that has Tennis courts!!!). The fourth condition involves controlling 10 of 16 building hexes in an area of the map, essentially the buildings behind the EmRR bordering the park. The fifth condition requires the Russian player to eliminate the Hungarian 75L AT Gun. Lastly the Russians can amass 22 CVP worth to fulfill the last Victory Condition. We are seeing this sort of VC in more and more scenario's being published these days and I have to say that I am a fan of it. By creating variable VC's the designer creates yet another level to work in both before the game and during it. It allows the attacker the flexibility to change course mid game and creates quite an interesting puzzle for the defending player to manage through set up and then throughout the scenario. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWQ6D358byO-3-q4ps53CrVlZi4v0B3kFwLwLGckZnXOLERfuy1BJ0yqP4PiXMcfcPS7oSYyoRplU9Z_yO8j9y2GY6Jh_aKY25OvM-3-R0-cmq_0aiuqxre2IriPYuhaj19cR9IM0H1U-g/s1600/IMG_4860a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWQ6D358byO-3-q4ps53CrVlZi4v0B3kFwLwLGckZnXOLERfuy1BJ0yqP4PiXMcfcPS7oSYyoRplU9Z_yO8j9y2GY6Jh_aKY25OvM-3-R0-cmq_0aiuqxre2IriPYuhaj19cR9IM0H1U-g/s320/IMG_4860a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Axis Set Up</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">When I finished setting up, I really liked what I had done. A turn into the game I felt like I really could have done better. More on this later. There are some very subtle set up restrictions in play here and both the attacker and defender are well advised to pay very close attention to what can set up and where. In our game this played a key role in how things played out. Let's start with the main Hungarian force, they can set up essentially like they could in the first scenario, that is on or North of hexrow M and on East of the A35-J39 hex grain. In short they can set up anywhere in the defending playing area. This force consist of 6 4-4-7, 4 3-4-7 squads, three 2-2-7 crews led by a 9-1, 8-1 and a 7-0. There are THREE MMG(g)'s in this force as well as an LMG, PSK and six concealment counters. The Hungarians have an 75L ATG (one of the VC objectives), 81 MTR and a 40L AA gun as well as a Roadblock, 4 Trenches 3 Wire and 18AP + 2 AT mine factors. There is a second group of Hungarians (Central Hungarist Combat group) of 2 5-2-6 squads and a 7-0 leader. These units can set up on/South of hex row J (further behind the front if you will). Lastly there is a German force of five squads (2 4-6-7, 3 4-4-7), two leaders (8-1, 8-0) ANOTHER MMG, LMG and PSK as well as four concealment counters. This force has to set up within three hexes of D29 (around the first two VC buildings [C30 & E29]). Importantly they cannot set up ADJACENT to any Hungarian unit/SW/Gun. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCFouicEJv6r_fNHOjY0hoADqNf-RGXs9OxTR4oIGpbab7tbOPp027lZMGdJ04WF6aDfKAB5pM10VBRRx3THAqj-zTKlHrA0Tb6C3WxtIcEvORKRu6jKUqr8PLKwPisuXjUZSSwGMv5B23/s1600/IMG_4875.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCFouicEJv6r_fNHOjY0hoADqNf-RGXs9OxTR4oIGpbab7tbOPp027lZMGdJ04WF6aDfKAB5pM10VBRRx3THAqj-zTKlHrA0Tb6C3WxtIcEvORKRu6jKUqr8PLKwPisuXjUZSSwGMv5B23/s320/IMG_4875.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After both players set up</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Hindsight tells me that I set up to fight the last War (i.e. the first scenario) and not the one that was actually going to take place. Thus I placed my wire in the Orchard in front of the EmRR and most of my hidden mines in buildings (with dummies) along the West Edge of the map (G37 & I38) along with my 2 AT mines which were in H38. I set up the 5-2-6s behind this area as well as the 40L AA gun (on a hill with a nice view of the park). I placed MMG's in 2nd level building hexes ringing the park along with the 81 MTR (in a rooftop location). I concentrated most of the Hungarian Infantry around the train station in G31. Across the street from them I placed the Germans in and around the two VC locations. I also placed the two fortified building locations here as well. The last thing I did was place the 75L in D28 which is behind the German starting area and has great LOS covering the approaches to those two locations. I put the Trenches in this area as well to enable getting around in the buildings as the Trenches connect to adjacent building via FB SSR. By setting up like this I had placed many of my eggs (VC conditions) in one area of the map. I didn't really consider this while doing it, I just liked the way the set up felt and again was thinking that HeavyD's main effort would be across the EmRR and into the Park which of course makes no sense when you consider the VC's. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Russians have a very nice force in this scenario. Again it is much like the one from FB1 but with some major enhancements. The force is based on 19 squads (3 6-2-8 Assault Engineers, 7 4-5-8, 8 4-4-7 and 2 2-4-8 HS). This force is led by an amazing 5 leaders (9-2, 2 8-1, 8-0 & 7-0) with 4 LMG, a FT and DC. The SUs are back (SU-76M x4) but there is now a OT-34 (A T-34 w/ FT) to help out the SUs. The Russians also have a one mission SMOKE OBA mission led by an off board observer, something that was lacking in the first scenario and which proved decisive in this one. This force enters in the same corner as the Russians entered in FB1. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<b><span style="font-size: large;"><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">A Very Conservative Opening</span></span></b><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">After seeing HeavyD's set up and the seeing the first half of the turn take place, I was amazed at how cautious he was being. It was him after all that was sitting in my seat a couple weeks ago defending this same ground as I made my entry with the Russians. What I learned in that game was that I was WAY TOO CAUTIOUS in the first couple of turns which cost me the game. HeavyD and I talked about this at the end of that game and I wrote about it in detail in <a href="http://yockbosboardgames.blogspot.com/2012/12/advanced-squad-leader-mmp-uncles-and.html">my post</a> on that game. At one point I even asked him if he read it as I thought he was going way to slow (he did read it). Now granted I have 4 MMGs and an 81 on a roof that can see nearly every hex he's moving on into but I am also suffering from Ammo Shortage level 3 this time around. This means that most of my SW will break on an 11 and X on a 12. They are also harder to repair. My squads degrade on an 11 or 12 as well. With all of the Russian leadership (how often do you get to say that when talking about Russian leadership in ASL scenarios?) the Russians need to press and offer up some -2 shots to get the Axis to start shooting. You have the leaders to rally your breaks and with every shot there is a chance that its that MMG's last. So, little happened in the first Russian turn, HeavyD kept all of his AFVs off the map and only advanced three hexes total. I took some shots, broke a couple squads and even broke an MMG (which I repaired int he next Rally Phase). My half of turn 1 went by fast with little happening. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4U4gq-sbRYg7YncjfabrASR_zHXm27Z2ocSrDM4UXLOupBu9kHlvvqTb9xbzmzMh93WRDdmUyEYG0Z3Sx1EcxlF2Awkhyphenhyphenhd1QzDj-04V-FKroagcTH-SzWOX17fH32x1Cvf-kg6hXy2Lx/s1600/IMG_4884.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4U4gq-sbRYg7YncjfabrASR_zHXm27Z2ocSrDM4UXLOupBu9kHlvvqTb9xbzmzMh93WRDdmUyEYG0Z3Sx1EcxlF2Awkhyphenhyphenhd1QzDj-04V-FKroagcTH-SzWOX17fH32x1Cvf-kg6hXy2Lx/s320/IMG_4884.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Axis turn 1</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 2 see's HeavyD set up his armor to enter. We see another amazingly slow paced advance, very cautious. He parks the SUs in front of the EmRR and they all start banging away at the 81 on the roof. The OT-34 drives in bypass towards the German positions, HeavyD does get a few squads across the street in the direction of the Germans again. Ominously, the SR lands right in front of my German positions and doesn't drift much at all. I think if HeavyD was able to simply place the SR on the map anywhere he wanted he would be within a hex or two of where it landed. Either during my Defensive fire or in my subsequent Prep phase, I break the mini-death star HeavyD has in hex C35 sending the 9-2 routing back along with several squads. In the Rally phase of turn three this 9-2 BH's and is reborn as a 10-2 who I will now call Lord Vader. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7ijFKRfHnXwNuWrtN6jqiUdzqb95sBsX56_suSskejWXddqtjVQ_6h4GnxQp0wNKZLJQtv2hN1yoQkREY6nccbgENLjSkApocRih4hRXbsSL3_O1KnopjH-re0Xi-TDravEji61wiz6bE/s1600/IMG_4893.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7ijFKRfHnXwNuWrtN6jqiUdzqb95sBsX56_suSskejWXddqtjVQ_6h4GnxQp0wNKZLJQtv2hN1yoQkREY6nccbgENLjSkApocRih4hRXbsSL3_O1KnopjH-re0Xi-TDravEji61wiz6bE/s320/IMG_4893.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Axis turn 2</td></tr>
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<b><span style="font-size: large;"><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Into the Smoke</span></span></b><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 3 opens with the OBA coming down right on target, right in front of my German positions. HeavyD takes advantage of this and runs into it, the Surgeon General be damned. He also drives the OT-34 next to one of the VC buildings and leaves it in motion (having used all of its MPs to get there). I retain my concealment with the Germans as there's no sense in shooting into the smoke. I do however start to see the folly of my set up. I now see that with the smoke where it is and the light casualties that HeavyD has thus far taken that I do in fact have something to worry about. He is going to be able to advance into CC with many of my Germans at good odds. The fortified locations should delay this by only for a turn as he's got the majority of his force over here. My defensive fire does yield results though as I eliminate one SU and little stun another. HeavyD does get a hit on the 81 though and the crew breaks. I am down one MMG lost with another broken. The one the Germans had was hauled off by its squad when Lord Vader zapped them the turn before. Still HeavyD is being cautious with the rest of his forces. Additionally, HeavyD adjusts his OBA creating a little more smoke which helps him cover the street allowing him to get next to the Hungarians covering the station. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj60voGZ5AiwojpED-lsXHpnBY9Vzl1fPDKGX9S4M0Fj6R8ykqAVnK2XS6NwnVQZNm1pIQXsUyIx-BoC_r_TKPi5Fp72xNc1mp1K8DP7Ga3po-9kj96wc9MJcDkOYXN6Fm_aUNqOpaSRXEE/s1600/IMG_4909.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj60voGZ5AiwojpED-lsXHpnBY9Vzl1fPDKGX9S4M0Fj6R8ykqAVnK2XS6NwnVQZNm1pIQXsUyIx-BoC_r_TKPi5Fp72xNc1mp1K8DP7Ga3po-9kj96wc9MJcDkOYXN6Fm_aUNqOpaSRXEE/s320/IMG_4909.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian turn 3</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWjzlQhJX_kSf5yEnrRsHl5nf1GwSBq577C2Lpg-DPJyWKhVH2DqYFLeUKTIncFycuqun3PcqlSH_JRJALXOQFSxbS6_-fZnsNgwYFM591lMUFFbaLAx2SzULRTjUBtwxSQTMc-JR3TAVC/s1600/IMG_4910.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWjzlQhJX_kSf5yEnrRsHl5nf1GwSBq577C2Lpg-DPJyWKhVH2DqYFLeUKTIncFycuqun3PcqlSH_JRJALXOQFSxbS6_-fZnsNgwYFM591lMUFFbaLAx2SzULRTjUBtwxSQTMc-JR3TAVC/s320/IMG_4910.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Smoke comes in right on target</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 4 opens with a lot of Russians standing around in the smoke. HeavyD does move the SUs up onto the EmRR. Also its clear now that most of my fortifications and mines set up on my left are going to be wasted as HeavyD shifts more of his guys over towards the smoke. He only leaves a few squads in this area to go after the one wreck that is sitting on the EmRR hex. I have a couple of concealed squads in this area. I start to move some of my forces over to support his main thrust and they get shot up on some good dice as HeavyD now has LOS into the park. As the turn end's he goes into CC with two hexes and wins both of them (Vader's hex and the German trench line...what a great idea it was to dig these Trenches for the Russians to use in assaulting my damn buildings!). My half of turn 4 is a mess. My AA gun goes to low ammo, during the movement phase I get zapped again by Vader as I try and move some more Hungarians into the German buildings. The SMOKE is still there and I don't have many firing options. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkLj-R3mjW3TPnjiaPNCZeB_0-MaUfQWaEd52c-tIGRI4MSY6gFQ5Xn5jV4MHO_GgA3R6N3VimE12cbj9tbKOl-sdHOueobdcBHFf3Cqn00Qthv7PaYLp0oQDGKopPUTap89vrhtXuhiOn/s1600/IMG_4928.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkLj-R3mjW3TPnjiaPNCZeB_0-MaUfQWaEd52c-tIGRI4MSY6gFQ5Xn5jV4MHO_GgA3R6N3VimE12cbj9tbKOl-sdHOueobdcBHFf3Cqn00Qthv7PaYLp0oQDGKopPUTap89vrhtXuhiOn/s320/IMG_4928.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian turn 4</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Smoke Lifts</span></b></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJoK-fmfa6gRE3of9Cc8QMTd_ztgWsJTYyMWqAbPe43xZp-L1KocGPNWNpas-3PF76qncv69eua5Qz8RDU1jVWeoNG5GCpjLsotuP70fMXtQPkg7biPsq1WU1E0tfTKho5XhyphenhyphenWtfmlw5G6/s1600/IMG_4947.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJoK-fmfa6gRE3of9Cc8QMTd_ztgWsJTYyMWqAbPe43xZp-L1KocGPNWNpas-3PF76qncv69eua5Qz8RDU1jVWeoNG5GCpjLsotuP70fMXtQPkg7biPsq1WU1E0tfTKho5XhyphenhyphenWtfmlw5G6/s320/IMG_4947.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian turn 5</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtQlS0-aHpgwOSt479IZTfQEQjoVmPJ9_K9n3eMbj5RAg052o79CPB0HEFej8nGaAcoyOLYLCLnFJrYSfFh2ZCXVZEh3NPQBjqMKQ-xzxR9ZND7JNjTbExZE0x4NWChJcDk-HPw1YEtAQQ/s1600/IMG_4955.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtQlS0-aHpgwOSt479IZTfQEQjoVmPJ9_K9n3eMbj5RAg052o79CPB0HEFej8nGaAcoyOLYLCLnFJrYSfFh2ZCXVZEh3NPQBjqMKQ-xzxR9ZND7JNjTbExZE0x4NWChJcDk-HPw1YEtAQQ/s320/IMG_4955.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian fire clears out the fortified buildings</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqVRNHXCO0S3qJ7QOYdCl5W-ugr2EFSFN_LSMO0iVdcB8O3A0SQkoKMswh2NvNXOQYrlibLzKSKEqexi8wIuW3g8dK6kAedlFbPQwsYmuZv7XEjVU0GHtmrP20a6Hl-CyGLw2tB9TZ8ybx/s1600/IMG_4963.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqVRNHXCO0S3qJ7QOYdCl5W-ugr2EFSFN_LSMO0iVdcB8O3A0SQkoKMswh2NvNXOQYrlibLzKSKEqexi8wIuW3g8dK6kAedlFbPQwsYmuZv7XEjVU0GHtmrP20a6Hl-CyGLw2tB9TZ8ybx/s320/IMG_4963.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The OT-34 is lit up via PF</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">At the top of turn 5 all of HeavyD's SMOKE will depart. I am still in the two front fortified buildings, but when the SMOKE lifts HeavyD will be standing next to me in the street with a mass of squads with nothing better to do the Prep into those two buildings. I am down to three MMGs, with only two of them on Level 2 hexes back from the front line. HeavyD is close to getting four of the VC's, although he is still unaware of how close to the ATG he is and at this point in the game I am starting to think that leaving it HIP will be the play. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Russian Prep fire opens with HeavyD eliminating or breaking the units in the two fortified locations, this was expected. What wasn't expected was the spectacular amount of carnage that Lord Vader and his Death Star stack was able to prosecute with only two LMG's. These LMG's maintained rate three times and wrecked three hexes worth of defenders in and around the train station. It was amazing. The dice Gods were in fair mode though that day as I was able to get HeavyD's OT-34 on an adgacent motion shot with my 9-1 leader, thus sealing my 75L ATG to staying hidden for as long at possible so as to deny HeavyD the chance to get it and fulfill a VC. My 81 Mortar X's out in the Defensive final phase as well. However some long range MMG fire does thin the heard standing about in the street as well and this helps because things we starting to slip off the edge on that side of the map. My half of turn 5 if mostly us shooting at each other with me doing a little skulking. On my left things start to look up when I take out a squad in CC but then one of the SUs gets an improbable hit on the hex next to one of the wrecks and this hurts because I am really pinned down on this side. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIPhkBsR6f67qP8OE8fWVtyGo9Lx6WuRO7LkWPaCW-E_v8DKU1oz50dtjsQZOiCc0V78s7A-9GZORD4XJB98d9kBty_2XHqWnbovPLJuQkKCakqrBWGao3wc0BPo86c-EjTi0Y2gMdX2Nu/s1600/IMG_4993.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIPhkBsR6f67qP8OE8fWVtyGo9Lx6WuRO7LkWPaCW-E_v8DKU1oz50dtjsQZOiCc0V78s7A-9GZORD4XJB98d9kBty_2XHqWnbovPLJuQkKCakqrBWGao3wc0BPo86c-EjTi0Y2gMdX2Nu/s320/IMG_4993.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian turn 6</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 6 dawns and I am feeling pretty low. It feels like HeavyD has it down at this point. He has taken the two buildings in the German set up area (2 VC's), he is also close to getting the three hexes with the wrecks in them (for a third VC). He just needs one more. The Gun is still HIP and he hasn't mentioned it or really done an searching, so I feel like he's not really thinking about this. Getting the 10 of 16 building hexes in and around the park seems like a stretch at this late stage in the game so his last option is CVP, which he doesn't have that many of to date (4-5 squads eliminated in CC). Still, some good CC results and some determined searching to find the HIP gun and the gig is up. Not to mention the fact that he's been smashing my guys around for the last couple turns. I am amazed then during his turn when he is again very passive. He seems to be looking for hexes that he can get into CC with and there are not many of those that he can get to easily. I use his passiveness to move some guys up close the the wreck in next to the tennis courts. I am also able to get a HS down from a 2nd level location where its MMG had died and run him over next to one of the fortified locations that HeavyD was using as a rally hospital, then forces him to route out and I get back in the location (albeit temporarily as I am a CX 1-3-7 and there are still many angry Russian squads about). </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgazMqvtK24qOU4A9mD124Q4zDKRt1Lz1l5xpRKoigpcHYbocpZ_5gG6-5uobGx74o_FJYquL8B6VfRGQ15cZGiBzVz_HHFZPcLapBbAbOp8U0qQoPNThUHCFiwymZ7Vgt3A4QTMmbnBEqj/s1600/IMG_5010.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgazMqvtK24qOU4A9mD124Q4zDKRt1Lz1l5xpRKoigpcHYbocpZ_5gG6-5uobGx74o_FJYquL8B6VfRGQ15cZGiBzVz_HHFZPcLapBbAbOp8U0qQoPNThUHCFiwymZ7Vgt3A4QTMmbnBEqj/s320/IMG_5010.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ending Positions</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 7 is the last turn, its sinking in now that HeavyD isn't going to be able to get that fourth VC. After the Prep fire phase HeavyD throws in the towel. Although this scenario featured the same terrain and a very similar force pool (but of course larger) its strikingly different than the first scenario. First off as the Russian you have more time and more options. You can even change your plan mid-game if you find you need to. The SMOKE barrage is big and hard to defend against, you just have to sit there and take it. Again I think that the Russian player was way too passive, despite us both learning that in the first scenario. Those five Russian leaders are telling to me, they allow the Russian player to be very aggressive because where ever he breaks he's going to have a leader close by to Rally. Additionally, the Russian player can afford to take losses as long as he's pushing in on the VC's, the ammo shortage make the defender that much more brittle. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">So after two scenario's played from Festung Budapest we are both very pleased with what we've seen. We are now refreshing our Night Rules to take on the next scenario. </span>Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com4tag:blogger.com,1999:blog-2373825048329524549.post-39078656912853706882012-12-15T23:08:00.000-06:002012-12-15T23:08:29.951-06:00Advanced Squad Leader (MMP) ~ "Uncles and Pups" FB1<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Game: Advanced Squad Leader (MMP)</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Scenario: FB1 - "Uncles and Pups"</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Publication: Festung Budapest, Historical Module 8</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Participants: Jim "HeavyD" D, Myself</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Time: Fri, 12/7 ~ 6.30PM - 9.30PM</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"> Sat, 12/8 ~ 2PM - 4.30PM</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhv6qq0T7l32GQNWYfGQ16QXWxbfjl-r58mIQX84Wd9KeP0XPhUw5lEl8wPOshZktwv3EV8OdeQjh-JGAcX52DYKF0yFBzqpaIxUgi1UyuCkbtBYZQ5s6paItTYRAgYiuONsasMYX2YXEan/s1600/FB1_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="151" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhv6qq0T7l32GQNWYfGQ16QXWxbfjl-r58mIQX84Wd9KeP0XPhUw5lEl8wPOshZktwv3EV8OdeQjh-JGAcX52DYKF0yFBzqpaIxUgi1UyuCkbtBYZQ5s6paItTYRAgYiuONsasMYX2YXEan/s200/FB1_Cover.jpg" width="200" /></a></div>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">When Festung Budapest was released, HeavyD and I weren't that interested. I don't remember the reasons for our lack of interest, but it was likely something else that had been released around that time, or perhaps we were coming out of our ASL phase. We are both very interested now and thus decided to dive right in and start with the first scenario in the box, "Uncles and Pups". For those that don't know, FB is the eighth historical module for ASL covering the Russian siege of Budapest in late '44 into early '45. The Hungarians and Germans are surrounded in the city and the Russians are trying to clear them out. FB comes with 4 excellent maps covering the area of the City where most of the fighting took place. There are three campaign games and nearly 20 scenarios in the box along with a whole bunch of new counters. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Uncles and Pups takes place on January 1st 1945 and covers the Russian initial foray into Buda by the 108th Guards Infantry Division supported be the 1897th Self-Propelled Artillery Regiment. The Hungarians in the scenario are represented by the Vannay Battalion consisting of older WWI and WWII veterans pulled from various government organizations (firemen, public transportation, utility men...) along with Officer candidates and younger volunteers who were attached to the older men using a buddy system nicknamed "Uncles and Pups". In order to win the Russians must clear our the Cogwheel Railway hexes as well as getting an SU-76M past the rail line into the part beyond it while also clearing out a station (hex G31) of Hungarian MMCs. </span><br />
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJuP-xiNoGJI6tqk3sGs6pZTLVB_Ia37cVSftwGsaw2gbnvGnyy1UPFrJ8fdEFXEcVDyANWGPbqGaIYaOHmZGTue9yWwGcCQ3jkvWsLBf9gjVCHejvGfjWoyQkcOYpmn1oj9HIbwFmH2dv/s1600/IMG_4260.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJuP-xiNoGJI6tqk3sGs6pZTLVB_Ia37cVSftwGsaw2gbnvGnyy1UPFrJ8fdEFXEcVDyANWGPbqGaIYaOHmZGTue9yWwGcCQ3jkvWsLBf9gjVCHejvGfjWoyQkcOYpmn1oj9HIbwFmH2dv/s320/IMG_4260.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Axis Set Up</td></tr>
</tbody></table>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Hungarians OB consist of 8 squads (4x 4-4-7 & 4x 3-4-7) as well as some crews. These units are led by a 9-1, 8-1 and 7-0. They have a nice assortment of support weapons including 2 MMGs, an LMG as well as a PSK. The have two guns (76L ART and 75L AT) as well as an 81MM MTR. The Hungarians also have some nice fortifications mostly centered around the EmRR hexes (Cogwheel Rail hexes). These include 18 mine factors, 4 Foxholes, three Wire's and a Roadblock. The Wire and Mines must set up on/adjacent to the EmRR. There are also two known AT mine hexes that start on the map as well. Lastly the Hungarians are allowed to HIP one HS and any SW/SMC that stack with them. Axis units suffer from level 1 ammunition shortage (a FB SSR, in effect its the same as normal AS in ASL which scales up as the siege went on). To simulate a pre game bombardment all Hungarian forces that do not set up in buildings or foxholes must take a pre game PTC. Any unit that fails loses concealment and starts pinned. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4Jjv7g7jzIaBxXjXuW7fJVRou95rPCFkhDxypjUx_UHWIOyr2gpvGupQZNoK7nSXIPk0cJHEGzZ0sPfQzWSr33jgqzl5KIhO130U3o5kTmdZ8skXhn3nBWZBl8xADG-1qweonGeMkZwUR/s1600/IMG_4263.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4Jjv7g7jzIaBxXjXuW7fJVRou95rPCFkhDxypjUx_UHWIOyr2gpvGupQZNoK7nSXIPk0cJHEGzZ0sPfQzWSr33jgqzl5KIhO130U3o5kTmdZ8skXhn3nBWZBl8xADG-1qweonGeMkZwUR/s320/IMG_4263.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian Set Up</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Russians have a nice force entering on or after turn one. The Infantry component consists of 3x 6-2-8 Assault Engineers, 4x 4-5-8, 5x 4-4-7s and 2x 2-3-7 HS. These forces are led by 4 (9-1, 8-1 2x 8-0) leaders. The Russians will also be supported by 5 SU-76M Assault Guns. At least two of these Assault Guns must enter the game with MMC riders as well via SSR. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Running in the Streets</span></b></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">When HeavyD said he was done setting up and I sat down to do my set up I was at a loss. The Russians are limited to entering over only a few hexes in the corner of the map. The Hungarians can set up very close to them as well. There isn't a lot of cover and the entry is crossed by a couple of roads before you get to the EmRR. HeavyD placed his 81 MTR up on a factory roof and most of his infantry just behind the EmRR. The EmRR is really like a thick wall, if you are next to it you can see onto it and beyond but if you are not next to it you can see it as well as the hex behind it. There is at least an orchard covering part of it. There are a couple of known AT mine hexes covering the street leading up to the rail station. Also, due to pre scenario reconnaissance, HeavyD had to set up most of his fortifications on the board instead of HIP. So, as I mentioned I didn't have a good feeling setting up. Its one of those times when I sit down to play a scenario and don't have a clear picture of how I am going to achieve the victory conditions. Of course I will feel differently at the end of the game but that is later. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVBNHF1npjyJ0cnJ5SLWsZRrsZnbydRXpp4QwR0b-r6VdFM9eSnfWMCGWFAyVGFi8TcgnqEjFCAfvGODUGeQ74ViYI7k9RxA2msYZ0Ak0_oGZJ7TLR_r7HqubXmhUiw0UKGO41c8jWQGbT/s1600/IMG_4274.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVBNHF1npjyJ0cnJ5SLWsZRrsZnbydRXpp4QwR0b-r6VdFM9eSnfWMCGWFAyVGFi8TcgnqEjFCAfvGODUGeQ74ViYI7k9RxA2msYZ0Ak0_oGZJ7TLR_r7HqubXmhUiw0UKGO41c8jWQGbT/s320/IMG_4274.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Axis Turn 1</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">I come up with a plan to enter all of my infantry and two of the SU's and head for the EmRR. I will not even go after the right hand side of the map as it's well fortified with mines. I feel like this is going to be a shooting gallery as we start the turn. I play it very cautiously thus on the first tun and there is very little shooting because I didn't really give him anything to shoot at. I manage to break an MA of one of my SU's which I am unable to fix in the next Rally phase, thus Recalling the SU. I am down one already. Later in the game I start regretting this overly cautious first turn. Very little happens in HeavyD's portion of the turn and we quickly move into my half of turn 2. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgc1dicFVsB1dHRrR5tgyDhr54lGFvyuH9Lijo0Ak2DijeUAxOh7xd3TxcuWTGSwgHQcdRTjxZ1Fe18oDr716zA2RNngiwvbHCBYpzTIwrz8TmvuOyv7ZRfU095VV_3jmB5Y95xt3v9BbUc/s1600/IMG_4280.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgc1dicFVsB1dHRrR5tgyDhr54lGFvyuH9Lijo0Ak2DijeUAxOh7xd3TxcuWTGSwgHQcdRTjxZ1Fe18oDr716zA2RNngiwvbHCBYpzTIwrz8TmvuOyv7ZRfU095VV_3jmB5Y95xt3v9BbUc/s320/IMG_4280.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Russian Movement phase, Turn 2</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">I set up my remaining three SU's for entry on this turn and we begin. I am able to get next to the EmRR line without taking too many hits, I believe I only have one unit break. HeavyD has wisely placed one of his MMG's in great spot allowing him to lay a fire lane down on the hex row next to the EmRR (the one with the normal RR). On a whim, perhaps knowing that I need to deal with this MMG to lift the fire lane and eventually clear him out of the station, I send a platoon to my left. Had I thought of this sooner I would have been able to make a better approach on the first turn, but I hadn't planned on it then. The turn ends with only one Russian MMC broken and that is pretty amazing considering the many shots that HeavyD took. I believe it was around this time that HeavyD decided to replace his dice with another pair. HeavyD's half of turn two was really weird. I expected to have a bunch of my stuff broken and to lose a couple of SUs to the Mortar but none of that happened. It was one of the worst turns of shooting (dice rolling) that either of us could remember. Time after time HeavyD was making good shots (no TEM or only +1) and nothing was happening. He would roll poorly or if he managed to roll decently I would pass the MC. I think I only had one unit pin through out the whole turn. HeavyD shot nearly his whole side for little effect. The bright side of this (for him at least) was that my return fire was equally infective and I didn't do anything to him with my return fire. </span><br />
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span></b></span><br /><span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span></b></span>
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The other side of the Tracks</span></b></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGodF5X5r2rGuHmuRixYSjXFKTw_1hqISaxHZN4HmF9AotjXCC-rweLZYPWygHbVi-WIv_ziWShXJkyEv93ZnwEYRvN-tW59YsqJ9yk9HlH-RwveLib5BHmkpxl-GgdKaEFxhLNyA2k6Zm/s1600/IMG_4294.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGodF5X5r2rGuHmuRixYSjXFKTw_1hqISaxHZN4HmF9AotjXCC-rweLZYPWygHbVi-WIv_ziWShXJkyEv93ZnwEYRvN-tW59YsqJ9yk9HlH-RwveLib5BHmkpxl-GgdKaEFxhLNyA2k6Zm/s320/IMG_4294.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 3</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">As the scenario is only 4.5 turns long, I know at the start of turn 3 that I have been way to cautious over the course of the first two turns. I have a lot to do and I have not done much of anything to date. Thus I start to play much more aggressively as I already feel like I have a very small chance to salvage a win out of this.Things go fairly well. I start off shooting at the Mortar on the roof and finally break it with an Intensive Fire shot. Using Assault movement I get up on the EmRR and that doesn't go too badly. I am reminded that half of his squads are sporting a 3 FP and am again kicking myself for being so timid on the first two turns. It's also becoming clearer to me that I have been under using my SUs in the first couple turns. I assume at this stage that both of his hidden guns are behind the EmRR to protect the need of me getting one vehicle in that area at the end of the game. I send one SU over to help the platoon I have sent over to my left and that goes pretty well. He has his dummy stacks over here I soon figure out and again I am kicking myself for not seeing this obvious rouse prior to starting. HeavyD gets two fire lanes down this turn and I end up having simply to walk or AM into them, there is just no getting around it at this point. Thankfully Heavy's (new) dice are still pretty cool and I only have a couple squads break while getting next to him both on the EmRR and on my left. Ammunition shortage rears its head for the first time as one of HeavyD's squads explodes while defensive firing at an adjacent unit. On a whim I check the rules and we are both shocked that when a unit that suffers Ammo shortage it also BREAKS! Neither one of us had known (or perhaps better put 'remembered') this. The turn ends with some bloody hand to hand (FB SSR) in which I lose a 9-1 & 6-2-8 to a 7-0 and a 3-4-7. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9t4jqlsk4Pi2cWsAczKo0w1WUIp9d_8a-3uQQviJupzz3AbFtXkJ8jG4TE-QnXaSiVp0qAmLDiLnFGwvDk_fzZPLhF6CNQJ7ZtzbQkQPdX4mcEgKLWNQrFgCimvbOzzUj8EHf_AJqOewQ/s1600/IMG_4300.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9t4jqlsk4Pi2cWsAczKo0w1WUIp9d_8a-3uQQviJupzz3AbFtXkJ8jG4TE-QnXaSiVp0qAmLDiLnFGwvDk_fzZPLhF6CNQJ7ZtzbQkQPdX4mcEgKLWNQrFgCimvbOzzUj8EHf_AJqOewQ/s320/IMG_4300.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian Movement Phase, turn 3</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP36R0_mSAFSL3LjsE5NXQOzamKanSG5IKx-CMYdeiPt2SVag2pxCKFGqV6KXVM3SrSZRo2DzqTZu1NjXUSKhqT9e2CAzBJ1YRUuTFxiAYTwyqei1yBIzMw2EB6BaGdsHd5Cdaf7WryZS8/s1600/IMG_4301.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP36R0_mSAFSL3LjsE5NXQOzamKanSG5IKx-CMYdeiPt2SVag2pxCKFGqV6KXVM3SrSZRo2DzqTZu1NjXUSKhqT9e2CAzBJ1YRUuTFxiAYTwyqei1yBIzMw2EB6BaGdsHd5Cdaf7WryZS8/s320/IMG_4301.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian Assault of the Station, turn 3</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">At the end of my turn I feel that I at least slightly improved my low odds of winning mostly due to HeavyD's continued drought with his dice. At the start of his 3rd turn I am over the EmRR and into the buildings on the other side and I have a few units on my left pressuring his units in this area. During Prep I lose another 6-2-8 to a pair of ones. HeavyD is cautious choosing to fall back where he can. He senses that he's got time on his side. I shoot into the H-to-H melee and get lucky, breaking his unit with no harm to mine. On the left HeavyD pulls the MMG back to the station again playing it safe (as he should). </span><br />
<br /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEJ7C8y8v1GLVvbNlkjJigCbdQ0m8ScrmAkIXj8b7UK861PMdAQfCD-SNDM9ZszSOHITclYr7yy55D5z7EvUZO5CQLvnsmRkqMVFdqUWFkMDFT7wGQLw1QQo7httw2U57DjhmIL7VObioC/s1600/IMG_4316.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEJ7C8y8v1GLVvbNlkjJigCbdQ0m8ScrmAkIXj8b7UK861PMdAQfCD-SNDM9ZszSOHITclYr7yy55D5z7EvUZO5CQLvnsmRkqMVFdqUWFkMDFT7wGQLw1QQo7httw2U57DjhmIL7VObioC/s320/IMG_4316.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Axis Turn 3</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ2-Ds7SxhepdZrXw_D8o9h2HPYbm5JNoHNqpsICtpenvr8c29_-rQ7WPGs2QwtYnX7L6SdW_hw8xR759Skgbu-MmuhHocIRqOqvj68kTmQsiHnYZ4AA0BWUgS5Uj5PifuFEt6W6hULMSY/s1600/IMG_4325.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJ2-Ds7SxhepdZrXw_D8o9h2HPYbm5JNoHNqpsICtpenvr8c29_-rQ7WPGs2QwtYnX7L6SdW_hw8xR759Skgbu-MmuhHocIRqOqvj68kTmQsiHnYZ4AA0BWUgS5Uj5PifuFEt6W6hULMSY/s320/IMG_4325.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian Friendly Fire</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 4 opens with HeavyD rallying his Mortar crew, nice. On the left I advance into the street using the wall to my advantage and mostly survive. On the right I am able to get next to the hex with the MMG in it. I then move a SU over to support this and find the first hidden gun. It shoots and misses. I am able to advance into melee with the MMG & Leader only to get eliminated in CC. He survives. The assault on the station goes a little better and I am able to get next to the hex that I need to clear out. I am effectively across the street at this point. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2bWgTTzX3lOU4W8lpjcA6vKtuFVihZ8KybZwLJIPe2t45gFVBCoA7aIigSu6GbAc0yGr-1YZ1lsGnsgwCjqYsY0tAOwosC2xr78cZ1MxA_sjjDyfWuRnKy-1W3oh3uZ5_nY100mdjF_o3/s1600/IMG_4328.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2bWgTTzX3lOU4W8lpjcA6vKtuFVihZ8KybZwLJIPe2t45gFVBCoA7aIigSu6GbAc0yGr-1YZ1lsGnsgwCjqYsY0tAOwosC2xr78cZ1MxA_sjjDyfWuRnKy-1W3oh3uZ5_nY100mdjF_o3/s320/IMG_4328.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 4 </td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1OokBNuhS4Abw21iHR6CeRwtwFpvA76eO91QZtIKUAVXu-Z0P0_KST_4SwUpBvQeFGhrqq7Op-wHPfXsPRQHS2iKlF9tALvkIKKnb24VvSsK__tRwT0k81jzckFxM9abg5BVjXpF_wLiz/s1600/IMG_4329.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1OokBNuhS4Abw21iHR6CeRwtwFpvA76eO91QZtIKUAVXu-Z0P0_KST_4SwUpBvQeFGhrqq7Op-wHPfXsPRQHS2iKlF9tALvkIKKnb24VvSsK__tRwT0k81jzckFxM9abg5BVjXpF_wLiz/s320/IMG_4329.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 4, on the Russian Right</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLyHerKm9DaMwltV-dkTjymBh-GGPvaMERRyIvCvZKY-9C8uYrbszKsuoFOHTbCUfPePjRbeAzsAEW9Ofq119coNPXAvIAQnkxUMNv9ZwT5ewSdo1TNsUCswSmgoZMQsSN-3MU4lzT8rzF/s1600/IMG_4330.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLyHerKm9DaMwltV-dkTjymBh-GGPvaMERRyIvCvZKY-9C8uYrbszKsuoFOHTbCUfPePjRbeAzsAEW9Ofq119coNPXAvIAQnkxUMNv9ZwT5ewSdo1TNsUCswSmgoZMQsSN-3MU4lzT8rzF/s320/IMG_4330.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 4, on the Left near the Station</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Fleeting Chance</span></b></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">HeavyD's portion of turn 4 opens with him breaking his ART as he shoots at my SU two hexes away (WooHoo!). The Mortar finally gets into the game and SHOCKs a different SU back behind the EmRR. He looses another squad (4-4-7 this time) to Ammo shortage in the station. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsBuCaGp03o5mpVqkDlD9gQOhFhIMHiogFiJSkS4K54eP18oB-7dCCSWBfkTb_B84Lax20BuNgMZ_FkZTXVFGo4qCDpLOL5BElXMZ4KaaTr39-a2rWCC0PlohlmsCBeyFRwXxuNIk1gzfS/s1600/IMG_4342.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsBuCaGp03o5mpVqkDlD9gQOhFhIMHiogFiJSkS4K54eP18oB-7dCCSWBfkTb_B84Lax20BuNgMZ_FkZTXVFGo4qCDpLOL5BElXMZ4KaaTr39-a2rWCC0PlohlmsCBeyFRwXxuNIk1gzfS/s320/IMG_4342.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian Turn 4, the Assault on the RR Station</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTjgH0aPjY_F5vLNV6QIsCpqiIXMsfxnOjMMlaNhOWk-NHjEu_Wav8UeLpil1ekPak_A9fFC-kwDbgl62p2nrDCw-Q0_ROE2k1Rtn6uc3g7LHD1N5llSoIk6gGpvQNatNTsvgSPDsyStD4/s1600/IMG_4344.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTjgH0aPjY_F5vLNV6QIsCpqiIXMsfxnOjMMlaNhOWk-NHjEu_Wav8UeLpil1ekPak_A9fFC-kwDbgl62p2nrDCw-Q0_ROE2k1Rtn6uc3g7LHD1N5llSoIk6gGpvQNatNTsvgSPDsyStD4/s320/IMG_4344.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Progress on the Right</td></tr>
</tbody></table>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">As my last turn opens, I still have much to do and only a half turn to do it in. I figure out that I can get an SU parked within three hexes of I33 by parking it in bypass in hex F31. There isn't much that he can counter this with. I should also be able to clear out hex G31 (the station) of MMC as I have my last 6-2-8 + demo charge next to the hex as well as a couple other squads in the area to help out. He only has a 8-1 and a 3-4-7 in the hex to oppose me. That's two out of the three Victory Conditions. The third condition (clearing the EmRR of Axis units on or adjacent will be much tougher though. Its still slightly possible, there's nothing left but to give it a shot. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRAIaww-ZgASyPuDsoH1gWTLE2hJEuCI2LbDjqskzUrlvTzFk47IJ6ooyUOKVzW7Hp6oYmddiswg62ncM2RfLB7u5ph_QMOgsgFopIsivesgs37dSq6ZlCIE-UcBfSFrEZ0IoINNggdRp-/s1600/IMG_4362.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRAIaww-ZgASyPuDsoH1gWTLE2hJEuCI2LbDjqskzUrlvTzFk47IJ6ooyUOKVzW7Hp6oYmddiswg62ncM2RfLB7u5ph_QMOgsgFopIsivesgs37dSq6ZlCIE-UcBfSFrEZ0IoINNggdRp-/s320/IMG_4362.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 5</td></tr>
</tbody></table>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Assault on the station goes pretty much as planned. The Demo charge was a none event but I am able to break his two units there and get the SU over where it needs to be. Its all going to come down to me getting into Melee and surviving with the last two Hungarian squads next to the EmRR. I have two and a half squads here in range as well as two SU's ready to assist. I start by running one of the SU's into the first building in bypass which stops his unit from shooting out of the hex. Then I run the 4-5-8 through a bunch of residual shots and get into the building next to the last squad only to have this unit break when entering the building from a subsequent first fire shot. I am then forced to run the last SU into the hex and hope that it survives the CC to lock him in to melee (long odds to be sure). In CC we do the hex with the MMG + leader first and they kill the SU (very easy roll being open topped and not having an MG and being in bypass...) and with that the game ends. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiOVkubGPKByzp6ih_zsyPyCkKms1WNUVVMznvcTPnNZtCbyG1C-lntTfPGzAwmcvRtQAJryvLhccOCEya-pOJIjlAvmgt5YJiZG7yOueQhLfv7dL4Dc6ofxO3nF1Cuz8E_zSmFYkvWLb9/s1600/IMG_4387.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiOVkubGPKByzp6ih_zsyPyCkKms1WNUVVMznvcTPnNZtCbyG1C-lntTfPGzAwmcvRtQAJryvLhccOCEya-pOJIjlAvmgt5YJiZG7yOueQhLfv7dL4Dc6ofxO3nF1Cuz8E_zSmFYkvWLb9/s320/IMG_4387.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The RR Station Falls</td></tr>
</tbody></table>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ04HmSqNpG1qfCEimjXIbjZWAjMtj56gUHIqbdXz612EV4z3QDpjGI1rt9KeANAkQl3LVPMVMQETY8dwnkUqCE2TjrYxEVAA5k9VQqVoARZQctOmryJP9rfqAG6rrP3nBZ4BVpSV51FRx/s1600/IMG_4386.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ04HmSqNpG1qfCEimjXIbjZWAjMtj56gUHIqbdXz612EV4z3QDpjGI1rt9KeANAkQl3LVPMVMQETY8dwnkUqCE2TjrYxEVAA5k9VQqVoARZQctOmryJP9rfqAG6rrP3nBZ4BVpSV51FRx/s320/IMG_4386.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Hungarians hold on the Russian Right</td></tr>
</tbody></table>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">HeavyD played a very nice game and got a deserved win. I felt like I was clueless from the start, then saw the light too late. Should I play this again, I like to think I would do much better with the Russians. The scenario is currently 13-8 in favor of the Axis and that makes sense. I think as time goes by and this gets played more it'll stay pretty balanced. I would certainly play it again as either side. It's a great into to Festung Budapest. HeavyD and I plan on playing several more of these in the near future. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpSO7wbODrgZrCu3EM116wJpKerFIvbttG428GrzVG-olfGLLSw7X25XkyW-zWJXIaBLwz7SK44bAmyFSl4YUNcadDFp42YXlRsLYFTVBviEJSvvkdD5caJvBJZwA1LVHXefxnOveDaP32/s1600/IMG_4392.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpSO7wbODrgZrCu3EM116wJpKerFIvbttG428GrzVG-olfGLLSw7X25XkyW-zWJXIaBLwz7SK44bAmyFSl4YUNcadDFp42YXlRsLYFTVBviEJSvvkdD5caJvBJZwA1LVHXefxnOveDaP32/s320/IMG_4392.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Final Positions</td></tr>
</tbody></table>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com6tag:blogger.com,1999:blog-2373825048329524549.post-33014076657542579612012-11-17T21:29:00.001-06:002012-11-17T21:29:09.985-06:00Advanced Squad Leader (MMP) ~ "Brigade Hill" J116<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Game: Advanced Squad Leader (MMP)</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Scenario: J116 - "Brigade Hill"</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Publication: ASL Journal #8</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Participants: Jim "HeavyD" D, Myself</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Time: Fri, 11/9 ~ 6.30PM - 9.30PM</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"> Sat, 11/10 ~ 1PM - 3.30PM</span><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKlCt9mkdFqXkHDHHuPnLI06c2u-Ykt1XXrzyV9GofdXl6-C07xA0cljEwxg8OSscrKuZNkU2IL1-ljv6TbcPxEAQhs7coPkrXL6ARXmrVFQq1_SigKNZ7yQfI4vSoazpTGMlMBj4t2vBJ/s1600/Scenario_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="142" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKlCt9mkdFqXkHDHHuPnLI06c2u-Ykt1XXrzyV9GofdXl6-C07xA0cljEwxg8OSscrKuZNkU2IL1-ljv6TbcPxEAQhs7coPkrXL6ARXmrVFQq1_SigKNZ7yQfI4vSoazpTGMlMBj4t2vBJ/s200/Scenario_Cover.jpg" width="200" /></a></div>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">We have not played PTO ASL in a long time. With MMP's impending re-release of the PTO forces HeavyD and I decided it was time to get back in the jungle. I started looking for a PTO scenario to play in the recent Journals and found this one "Brigade Hill". It comes highly recommended by my Dutch/Canadian ASL Godfather and has a sterling record on ROAR as well. It's also pretty basic PTO rules...not a lot of tough stuff, thus a perfect scenario to gently re enter this theater. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The scenario takes place in Papua (New Guinea) in September of 1942. The Japanese are advancing along the Kokoda Trail and the Australians have sent a Battalion out in front of their Brigade headquarters. The Japanese have inserted a blocking force between the Battalion and the Brigade HQ. The Australian Battalion is ordered to break through to the rear as the scenario opens. The Japanese have seven 1st line squads, two crews with MMGs and a couple of mortars and LMGs to impede the Australian advance. There are three Japanese leaders as well which for a force this small is unusual. The Japanese are a allowed to set up in Foxholes and have a few concealment counters as well. On turn 3 the Japanese will get one squad, LMG and an 8-0 entering the West edge as reinforcements. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-NMUpaA73Qof0k4I1WcUJJHclSGnvjR-PnlzkLC6nqklPSvvXHuhumgLm1AbgqHlR1gOo5muML0hzvm7fKv29iM0DTYQgAZLrv4f8VTa98cW_dfIXxPz5LUHU98S3W2Su3cs8qGDwCx-s/s1600/IMG_3863.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-NMUpaA73Qof0k4I1WcUJJHclSGnvjR-PnlzkLC6nqklPSvvXHuhumgLm1AbgqHlR1gOo5muML0hzvm7fKv29iM0DTYQgAZLrv4f8VTa98cW_dfIXxPz5LUHU98S3W2Su3cs8qGDwCx-s/s320/IMG_3863.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Initial Set Up</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Australian force consists of 6x 4-5-8s, 6x 4-5-7s and three leaders, 9-1, 8-1, and a 8-0. They have a MMG, 3 LMGs and two 51 MTRs as well as one Foxhole (which has to set up in a predesignated hex) as well as a couple of concealment counters. On turn 3 the Australians get three more squads (1 elite, 2 1st line) a leader and LMG as reinforcement entering on the North side (other side of the map from where the main for sets up). Both the Japanese and Australians set up on map so the concealment counters are valuable for the Japanese. The scenario takes place on board 36 which is full of hills and cut with streams (which are dry in the scenario, thus they are just like gulleys). Thankfully all Marsh is treated as Light Jungle. Light Jungle is also in effect. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Australians win at game end is they control three of the four victory hexes (they start with one). It's important to note that both sides reinforcements threaten victory locations, something that HeavyD and I promptly forgot during the course of the scenario. The Japanese are limited to setting up on the three hills while the Australians set up on North of row P. I took the Australians. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Welcome Back</span></b></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">As its been five months since HeavyD and I played ASL, we were bound to make some bone-headed mistake and we started off quickly in this direction. HeavyD set up concealed as if I was entering, we caught this and he did a quick adjustment and then we start, thus no harm done. I plan on leaving two half squads back in my Foxhole victory location with a mortar and run most of the rest of my guys towards the three other victory locations. It doesn't dawn on me that on turn three HeavyD will enter his one squad plus leader as reinforcement literally two hexes away from this location, but more on that later. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijrovohgpeMZvbDRNoiZtRb7Ba6iGDHOiDftVB6CElGOxhzL035HAPxLLdlGrvHX5jPVe2zqWA0zN8C4N4lwq-B9ir0VKlr0Y8EzHXqH3nFQJuXq30_ntkyVsJQ3Kc0rHo15PI_eW4o0rS/s1600/IMG_3868.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijrovohgpeMZvbDRNoiZtRb7Ba6iGDHOiDftVB6CElGOxhzL035HAPxLLdlGrvHX5jPVe2zqWA0zN8C4N4lwq-B9ir0VKlr0Y8EzHXqH3nFQJuXq30_ntkyVsJQ3Kc0rHo15PI_eW4o0rS/s320/IMG_3868.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Australian turn 1</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy-AY5S_129zN6-n_ugy4pMkQ_Na5Br83o71URGfKGPz5X6py0gEFVMcYDWEXVvXKUBgZEn0HHdtReF4DhI5wnNS6VzmXdjnQ689RG5d-4a4_oVmWVQZCKgkQIX_YIJc2SIkNa7pL0TOEy/s1600/IMG_3886a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy-AY5S_129zN6-n_ugy4pMkQ_Na5Br83o71URGfKGPz5X6py0gEFVMcYDWEXVvXKUBgZEn0HHdtReF4DhI5wnNS6VzmXdjnQ689RG5d-4a4_oVmWVQZCKgkQIX_YIJc2SIkNa7pL0TOEy/s320/IMG_3886a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">One MMG down...(Australian turn 2)</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn one is pretty uneventful. HeavyD has set up reverse slop and thus I am able to move full speed towards the bald top of hill 526. HeavyD stays static on his turn and we are quickly into turn 2. I start the turn off breaking one of my mortars and then go straight into the movement phase. As I reach the crest of the hill I get zapped a couple times by HeavyD's MMGs. One of them gets ROF and I lose about two half squads in the course of the movement phase. I am however able to make use of his restricted covered arcs and his cooling dice to make some good progress onto the top of the hill. HeavyD ends up breaking one of his MMGs in defensive fire as well. My advancing fire takes out the crew manning the now broken MMG. During defensive final fire we find out that we have entered a hex (V5) that has a HIP 4-4-7 + LMG. HeavyD's fire breaks the whole lot (I take a HS casualty as well) and I am forced to low crawl out of the location in the Route Phase. I do advance two squads into the hex in advance phase. Melee is inconclusive. The Japanese portion of the turn goes by quickly with HeavyD mostly skulking or exchanging fire with me. I am able to break one of his mortar toting squads on another hill and don't suffer too badly from his fire. In the Melee phase HeavyD's squad is reduced while I don't lose anything (whew). This would have been a tough one to take had he been able to take out both squads when he converted to Hand to Hand. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4wHOVlkUsvW-XSU5iUV24YXx-vT-qVbuxIOrD5OIIah1KPrhxSqfRccECT3NwIjpOkJOlvbeMTXnA2eot1gAOebL0-10muIN1qDydRAttBfTipe4rdRBtYqJsrbbnhJj1of3hVweGv5JV/s1600/IMG_3893a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4wHOVlkUsvW-XSU5iUV24YXx-vT-qVbuxIOrD5OIIah1KPrhxSqfRccECT3NwIjpOkJOlvbeMTXnA2eot1gAOebL0-10muIN1qDydRAttBfTipe4rdRBtYqJsrbbnhJj1of3hVweGv5JV/s320/IMG_3893a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Surprise! TPBF Phase</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg1l_o0XXG2IeK7TtA8lOSogIQqiGNHajw3NE05Tr3r4e1t6OGlbjwwkBmmNhu7KALq8QkcCkEaI4S5BhpfCItpPDlqiEq7g-o6P2p0X90mnBpZIRyVpOQX_gD4kfTybAqH7orxVP5cZSf/s1600/IMG_3895.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg1l_o0XXG2IeK7TtA8lOSogIQqiGNHajw3NE05Tr3r4e1t6OGlbjwwkBmmNhu7KALq8QkcCkEaI4S5BhpfCItpPDlqiEq7g-o6P2p0X90mnBpZIRyVpOQX_gD4kfTybAqH7orxVP5cZSf/s320/IMG_3895.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Japanese turn 2</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Oops, we're old, we forget things...</span></b></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5XpEDYkKLYd1efrHcHNLsJ1hmSNGrRJpsGHS262WiCciyYm3Zjz-DDDMVySWbhrSQieRDt1Dko0WltS0bw70bY8oCVmpGdcq5If5_MRzKurrp3QqYUYv5DO3XouwPKsouu0d1uFY6O49t/s1600/IMG_3913.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5XpEDYkKLYd1efrHcHNLsJ1hmSNGrRJpsGHS262WiCciyYm3Zjz-DDDMVySWbhrSQieRDt1Dko0WltS0bw70bY8oCVmpGdcq5If5_MRzKurrp3QqYUYv5DO3XouwPKsouu0d1uFY6O49t/s320/IMG_3913.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Australian turn 3</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKlCt9mkdFqXkHDHHuPnLI06c2u-Ykt1XXrzyV9GofdXl6-C07xA0cljEwxg8OSscrKuZNkU2IL1-ljv6TbcPxEAQhs7coPkrXL6ARXmrVFQq1_SigKNZ7yQfI4vSoazpTGMlMBj4t2vBJ/s1600/Scenario_Cover.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrkJmsdT5lMst8ELmRueRaRArJ9PUPEe42WVn90COp9wVaOMc27NQ3n39yY0MeiTZY2TyAy91t0Qo6ME9itDCIB5krqRm8P3dvbn_CrEXEY9KzYyv85-zXpCY2cx2keu2rpNqdtNjllezn/s1600/IMG_3919.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrkJmsdT5lMst8ELmRueRaRArJ9PUPEe42WVn90COp9wVaOMc27NQ3n39yY0MeiTZY2TyAy91t0Qo6ME9itDCIB5krqRm8P3dvbn_CrEXEY9KzYyv85-zXpCY2cx2keu2rpNqdtNjllezn/s320/IMG_3919.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Australian Movement phase, turn 3 </td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">As I set up my reinforcement for turn three, its clear to both of us that HeavyD had not considered the threat that these units (3 squads + leader) pose to the two rear most victory locations. We decide that in spite of this we are having too much fun to let this slight oversight interfere with our game. I have little prep fire to open the turn. My broken guys from turn one are almost back now and I make very good progress against light fire from HeavyD. My reinforcements make it right up nest to the victory location and the broken HS HeavyD has next to it. In the Melee phase the Japanese Half Squad goes down having failed to inflict any casualties. When HeavyD sets up his reinforcements in the bottom of the third we have a good laugh as I had just run off one of my half squads defending this location meaning to bring forward the mortar they posses to help out the rest of the team. This means that I have only a half squad to defend that victory location. So its good to know that both of us are making some bone headed moves here. Not much happens in HeavyD's half of the turn except his reinforcements enter and get next to my concealed HS in the victory location. I am able to ambush them and pull back in the close combat phase though (whew). </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYFRGcDTFZK1zv3ezVz8vDdZMnY29VvAYMLmDFfhbz3aAgXJM5IIrYs6axRG0QajqXWFKks1kKRQMWDObmCcSXTYBUmKmkpyveZLJizGPlTtUfV13H0LQ9F7nGCMyS3RWwM3OmICktdE35/s1600/IMG_3922.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYFRGcDTFZK1zv3ezVz8vDdZMnY29VvAYMLmDFfhbz3aAgXJM5IIrYs6axRG0QajqXWFKks1kKRQMWDObmCcSXTYBUmKmkpyveZLJizGPlTtUfV13H0LQ9F7nGCMyS3RWwM3OmICktdE35/s320/IMG_3922.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Japanese turn 3</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 4 opens with me in possession of three of the victory locations. However, HeavyD has a concealed squad adjacent to one and I have only a HS in the area. In my prep fire phase I take out HeavyD's remaining MMG and leader with him rolling some bad dice. I also divert three squads back towards my rear to help protect the threatened location. I am still able to press in on the remaining victory location in Japanese possession. HeavyD gets busy in his turn. At the end of the turn we have four CC markers on the map! HeavyD is making an all out push to get back into this thing. Three if the CC's go his way with the fourth being the victory location in my rear converting to melee, my remaining HS survives another CC and ties up HeavyD in Melee. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheD821Z5TtcLPLenpCJeLh3yTv65Q9NyNMT41QsjNEDHZeYMrqX7uqP2DGtvbTg0JUCklc7u7VCzbF8s7pMCBGrQ06aP2JSaCZtkSzcbWwGPkRCwW_FSHswtQij0et8mev8FA48JXoV8rV/s1600/IMG_3953.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheD821Z5TtcLPLenpCJeLh3yTv65Q9NyNMT41QsjNEDHZeYMrqX7uqP2DGtvbTg0JUCklc7u7VCzbF8s7pMCBGrQ06aP2JSaCZtkSzcbWwGPkRCwW_FSHswtQij0et8mev8FA48JXoV8rV/s320/IMG_3953.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">CC markers bloom as HeavyD strikes back (Japanese turn 4)</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvulC8b88FFIBzod4Zh758xS9PDuaqSPrb2sRURrUWgG49LQ8CqNazREjXOSnXS63W_lJuFllXdUoK6QI_nDf5hl4IO_ofe3Pn1B-4qcpQ4rDuXF9-JdhWbSYO0KjcJHhoD5NrvG0UB_tq/s1600/IMG_3956.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvulC8b88FFIBzod4Zh758xS9PDuaqSPrb2sRURrUWgG49LQ8CqNazREjXOSnXS63W_lJuFllXdUoK6QI_nDf5hl4IO_ofe3Pn1B-4qcpQ4rDuXF9-JdhWbSYO0KjcJHhoD5NrvG0UB_tq/s320/IMG_3956.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Australian turn 5</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 5 is full of exciting things as the Sun is slowly setting on HeavyD's remaining troopers. I get some nice dice in the prep phase and end up digging a Foxhole on one of the victory locations. As we are still in Melee way over on my right I am able to run up next to the victory location without interference. Some poor defensive fire enables me to slip a squad through HeavyD's line and move next to the last victory location. I also go into CC with another one of Heavy's squads near there. Its about this time that HeavyD throws in the towel. At the end of this turn I will be in possession of all of the Victory locations (or at least all but the one that the Melee is going on in and I out number him there three to one). This was a great little scenario for us to ease our way back into the PTO Theater. Very easy SSRs and some interesting terrain make this one a winner of a scenario. I can see why its so popular on ROAR and in tournament play. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHCcp3aSLRoYLdjO2IduYkeWKlrzzs730ijfB801w79F0zldoLCJbc-cXw243sYwooXYsUYRRBMUP0gczlrb-2Lodsn7qgqocjBjGgnux-YAGYSihboboA9vAEWTqxPMrgD_rXSlwJrm2X/s1600/IMG_3963.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHCcp3aSLRoYLdjO2IduYkeWKlrzzs730ijfB801w79F0zldoLCJbc-cXw243sYwooXYsUYRRBMUP0gczlrb-2Lodsn7qgqocjBjGgnux-YAGYSihboboA9vAEWTqxPMrgD_rXSlwJrm2X/s320/IMG_3963.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Positions at game end (Australian turn 5)</td></tr>
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
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<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">With the new Journal released, HeavyD and I will be back for more ASL soon. </span><br />
<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com3tag:blogger.com,1999:blog-2373825048329524549.post-49653787357397045152012-11-04T22:33:00.000-06:002012-11-04T22:41:18.544-06:00Nothing Gained But Glory ~ "Warksow, 1678"Game: Nothing Gained But Glory (GMT)<br />
Series: Musket & Pike Battle Series<br />
Scenario: Warksow, January 8th 1678<br />
Participants: Bob H, Myself<br />
Time: Sun 10/28 ~ 2.00PM - 3.30PM<br />
Thu 11/1 ~ 7.00PM - 8.30PM<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwEX7pwX_R2FULP_oV7eZfoSt19GaaAgegSgW91E7KZrytMqs9vWcUrPNgmEiUbovesVB-8C8-CKTYiETryh7ukyGyCJDPiS-cNJUSoTnQa9JTU-3rUYpNK9LD6BFICtPlghsTJvZMTbgw/s1600/NGBG_Cover.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwEX7pwX_R2FULP_oV7eZfoSt19GaaAgegSgW91E7KZrytMqs9vWcUrPNgmEiUbovesVB-8C8-CKTYiETryh7ukyGyCJDPiS-cNJUSoTnQa9JTU-3rUYpNK9LD6BFICtPlghsTJvZMTbgw/s200/NGBG_Cover.JPG" width="148" /></a></div>
Opening the Nothing Gained But Glory box is rewarding in many ways. Aside from getting to play MPBS, the most rewarding thing about opening the box is learning another little bit of history. The game covers <a href="http://en.wikipedia.org/wiki/Scanian_War">The Scanian War</a>, a little know (to me at least) war fought between The Swedish Empire (with some help from France) against Denmark-Norway, The United Provinces (the Netherlands), Brandenburg and the Holy Roman Empire between 1675-1679. <br />
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Bob and I had played MPBS recently twice and decided to come back for another round as we really had a great time the last time we <a href="http://yockbosboardgames.blogspot.com/2012/05/under-lily-banners-gmt-alerheim.html">played</a>. As I was the attacker in that scenario, I chose the defending Danes in this one with Bob taking the role of the Swedes. We selected Warksow as it had an interesting map and was a good medium sized scenario. NGBG is the first game of the series (there are now five with another just around the corner) not designed by Ben Hull, the series creator. Brian Berg Asklev Hansen and Knut Grunitz designed NGBG and poured a lot of work into it. The game comes with seven scenarios that cover the major battles of this conflict.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9Wp28g5KOAGdPcFTINA0Y9wuuLpZrbEey-g-JN1GjDTcMjKL8RQFFlNkcmfVtNKXxHJqF5OAHTVSXCCsx0s4PHqCaSGSpXfZRQjCS9ySYAgWSOjcuFeS86wlkRn2AREFOA_MffXPTZZkc/s1600/IMG_3615.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9Wp28g5KOAGdPcFTINA0Y9wuuLpZrbEey-g-JN1GjDTcMjKL8RQFFlNkcmfVtNKXxHJqF5OAHTVSXCCsx0s4PHqCaSGSpXfZRQjCS9ySYAgWSOjcuFeS86wlkRn2AREFOA_MffXPTZZkc/s320/IMG_3615.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Starting Positions</td></tr>
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Each scenario comes with several pages of campaign background as well as a narrative of the Battle itself. I really enjoy having this wealth of information available for each battle, especially as I knew absolutely nothing about this conflict prior to this game. Another feature that I really appreciate in the design are the mini-biographies of the leaders as well as many of the units in each battle. You can tell that the designers devoted a lot of time and effort into the game and it shows. There are also tables that display the historical force strengths in Victory Points and actual losses. Having this information along with the historical narrative adds much to the experience of playing the game. <br />
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The Battle of Warksow takes place on the German Island of Rugen (Ruden) which is South of Copenhagen in the Baltic Sea. The Swedes have landed on the Island to take it back. The Danish Army on the Island moved to block the Swedish path to Garz. On the morning of the 8th of January the Swedes moved inland to seek battle with the defending Danish (and allies) force. The battle sees both sides nearly evenly matched in strength. The Swedes are on the attack and have to score at least 26 VPs more then the Danes to get a victory. As I mentioned the sides strengths are roughly even, but the Swedes have some important advantages. Their units are generally rated a moral or 7 or 8 while the Danes are mostly 6's. Also the Swedes are the only side with Artillery having three 4-8lb batteries. This artillery is able to limber up and move (unlike the artillery of the 30 Years War) with 3MF. The Swedes also have an advantage in leadership over the Danes. The one advantage that the Danes have is there terrain. There is a stream between the lines as well as several gentle slop lines. the Stream is a formation hit and the gentle slopes can cause a formation hit if a unit moves across two in one movement activation. The slopes so not have any other movement or line sight effects.<br />
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<span style="font-size: large;"><b>The Battle Opens</b></span><br />
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Bob sets up and elects to start all three of his wings in Make Ready (MR) orders. I have all of mine in Receive Charge (RC). Bob starts on his right activating his Cavalry wing and advancing on the stream, he gets a continuation and begins his crossing. I start making interception attempts to try and hit his units as they are coming across the stream while I still have momentum. My first two units fail to respond, but my third unit does and strikes out at Bob's wing commander and accompanying unit as they move off the stream.I roll very well and eliminate the unit which forces the WC off the map which prevents further activation attempts by this wing for the remainder of this turn. We wont know what happens to the leader until the start of the next turn when he'll have a 90% chance of coming back onto the map. The action now shifts to my right as Bob activates his left wing and moves out. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGLQ0Q4h8miyLqHI9aKB1uk8Ceq-2y21wwZvTUaLhWXiirSyNLzg9u03NFUvuNn4HTO4dqBPq3UR3j8W15XFFtTx2strtz764pyveEg4lDwngaXzqTvhcPmEK4gCTddUWzVvpGfRQn4txD/s1600/IMG_3622.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGLQ0Q4h8miyLqHI9aKB1uk8Ceq-2y21wwZvTUaLhWXiirSyNLzg9u03NFUvuNn4HTO4dqBPq3UR3j8W15XFFtTx2strtz764pyveEg4lDwngaXzqTvhcPmEK4gCTddUWzVvpGfRQn4txD/s320/IMG_3622.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob's Right Wing Commander is sent off the field after being intercepted</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJFst5PxDr9_1LzNqmHiD5RezZISD8-8qxpwy8BGl6xD_hrB9MH9VBmDYWrAq8I-4E2qk0ufa1o-X-Jmpqk1ZJeSA2m9SVGxi8qEGju0nRKXuqNK92l2b2Le_3WTXMmyALg0uep2VN9I1R/s1600/IMG_3626.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJFst5PxDr9_1LzNqmHiD5RezZISD8-8qxpwy8BGl6xD_hrB9MH9VBmDYWrAq8I-4E2qk0ufa1o-X-Jmpqk1ZJeSA2m9SVGxi8qEGju0nRKXuqNK92l2b2Le_3WTXMmyALg0uep2VN9I1R/s320/IMG_3626.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bobs Left Advances to the Stream</td></tr>
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Here there is no action as my two forward Cav units are not interested in intercepting the oncoming Swedes (I failed my interception attempts). Bob is able to continue and reform most of the wing which is now two hexes away from my leading units and in the stream. I am too close now to want to intercept as he has morale superiority and I will not have momentum. Bob fails his continuation roll and we move to his center wing. His Heavy Infantry marches forward into the stream taking a formation his and fails to continue.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrcRVQtPxVyGUZLHbV_fSO6F4T-uMP5cAIT4it8HKHF0JDS5P3Uu37qvwW4iKZBXlwVf_8mk0M615HJp7uZqaX02rSFDdp5o2O-_ELUmq_gg8w8gNC1ejftXy_4zd_GFbNGV_SAfjBsVnM/s1600/IMG_3641.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrcRVQtPxVyGUZLHbV_fSO6F4T-uMP5cAIT4it8HKHF0JDS5P3Uu37qvwW4iKZBXlwVf_8mk0M615HJp7uZqaX02rSFDdp5o2O-_ELUmq_gg8w8gNC1ejftXy_4zd_GFbNGV_SAfjBsVnM/s320/IMG_3641.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A failed interception attempt on the Danish Right</td></tr>
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I start with my left wing and choose to stay put, reforming the unit that took out Bobs WC. I am still thinking that staying in line here and waiting for him to cross the stream and then trying to intercept is my best option here. I then activate my right wing and things get interesting quickly. This wing starts off poorly deployed. Two of the regiments are out in front of the main line with the rest of the wing next to a stand of trees and some buildings. There is also some swamp hexes to my left...in short I am really pined in to a tight little area to operate. I decide now that I have lost the ability to intercept favorably with the two lead units, so I try and pull them back to my main line. My first unit to start pulling back is intercepted by Bob. I get a hit with a pistol shot (putting the odds in my favor) and win the ensuing melee sending him back with his morale broken (Bob rolled a '0' on the close combat!). I decide to leave my other unit (4-6 Cav) up guarding the bridge as Bob isn't going to be able to get momentum in charging them on his next activation. I move my AC and WC over to the unit that won the melee to start to try and reform them in my coming activations. I let my center stand in place.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEip55PU-1wqBtS6TzslknHe9zOUZn53zZ_Eh0tTL_M-q3725efqTTHTXFapUssKHh82ztQP6YCvQv9x3lyZ5sXC5gisdyHTjazVY2m7UWochZI1D_uBow5J0IYvneTKHE2UoL03zZ9ppaBA/s1600/IMG_3649.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEip55PU-1wqBtS6TzslknHe9zOUZn53zZ_Eh0tTL_M-q3725efqTTHTXFapUssKHh82ztQP6YCvQv9x3lyZ5sXC5gisdyHTjazVY2m7UWochZI1D_uBow5J0IYvneTKHE2UoL03zZ9ppaBA/s320/IMG_3649.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Turn 1</td></tr>
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Turn 2 opens with Bob's Right Wing commander returning to the field. Bob starts with this wing, converting them to Charge orders and engaging my unit that had intercepted the prior turn. Bob attacks with his WC and one unit and eliminates my unit in melee combat. I then activate my Right and stand fast while reforming the lone unit that had fought on the prior turn. Bob then brings his Left Wing online and converts to Charge. He is able to push back my lead unit in an indecisive close combat. I then finish my Left and Center not seeing any good options to pursue with these two wings given the situation. Bobs AC runs back and rallies the MB unit from Bobs Left Wing. Bob reforms his Center. The turn ends with very little movement and two combats. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirkv7JRZAbEGhkVaYgMcTei_w5Heqh4_X79qUX6CIRboQVBLtcNyuAUe4nmt866TsOi29Fb9GPRn0XulxS3TvDhVS0FewTuuEjEQF_5m1F5N2XP4AAIOonPgkibzsYzDfQoue0KpYEb7HN/s1600/IMG_3654.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirkv7JRZAbEGhkVaYgMcTei_w5Heqh4_X79qUX6CIRboQVBLtcNyuAUe4nmt866TsOi29Fb9GPRn0XulxS3TvDhVS0FewTuuEjEQF_5m1F5N2XP4AAIOonPgkibzsYzDfQoue0KpYEb7HN/s320/IMG_3654.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob eliminates a Danish Unit on his Right Wing</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQGWE_gLU8mnW063aaYV6lUodlgBN0hDdscDwaQgDgI1Ijnv6r9AgR5BGxIbRqZl7ywN7CRDcSppXS_mD2gYwfG4X2bCgRB5FZUu3qxWJujCl1Kdgp8Qe0n6S8tZrRq2O8C3o63qR5mIvL/s1600/IMG_3660.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQGWE_gLU8mnW063aaYV6lUodlgBN0hDdscDwaQgDgI1Ijnv6r9AgR5BGxIbRqZl7ywN7CRDcSppXS_mD2gYwfG4X2bCgRB5FZUu3qxWJujCl1Kdgp8Qe0n6S8tZrRq2O8C3o63qR5mIvL/s320/IMG_3660.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Swedes push off the stream on their Left</td></tr>
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Turn 3 goes by very quickly. Bob is wisely taking it very slowly. He changes both his Right and Left back to Make Ready and reforms them. The MB unit is being put back together by the AC and starts back for the battle. I am too close to want to do anything on my Left. My Center is not going to move unless one of my flanks crumble as I am sitting behind the swamp in good terrain. I do some minor adjusting of my lines and reforms where I can. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKjeUj4nEXVSpYvZx3_CrRRTC4TGYpxaFXOdcGaJ880UtKwLWS2QoOVuV6tQHFlxk5hSGLHRrXnvY3N6x37hffIh2COjoD-yx_PQb7M7Xjcs05CUcyLiTTtcKKqj5kwhwhqHhwji88CR1X/s1600/IMG_3670.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKjeUj4nEXVSpYvZx3_CrRRTC4TGYpxaFXOdcGaJ880UtKwLWS2QoOVuV6tQHFlxk5hSGLHRrXnvY3N6x37hffIh2COjoD-yx_PQb7M7Xjcs05CUcyLiTTtcKKqj5kwhwhqHhwji88CR1X/s320/IMG_3670.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Turn 3</td></tr>
</tbody></table>
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<b><span style="font-size: large;">High Tide</span></b><br />
<br />
Turn 4 starts off with Bobs Right wing converting to Charge orders and moving one hex forward engaging my left. We split the combats with each of us wining one. The action shifts to my Left as Bob moves his wing out of the stream and engages my lone forward unit. Bob eliminates this unit and continues the wings advance. I am able to intercept one of his units and break its morale in melee combat. Bob then activates his returning unit and engages this unit and in an amazing feat of arms (Bob rolls another '0') I send this second unit back as well. Bobs other close combat goes poorly as I eliminate his forward most unit. Amazingly my Right is doing very well holding its ground. I reform with this wing and move the WC up to enable the forward unit to reform as well. Bob moves his Center closer to the swamp and my waiting Center as the turn draws to a close. Bob has been fought to a stand still on my Left while my Right has largely defeated his Left wing. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizsnlihZwbWBOY1TsGiLXtwchgmGTZ44uAkdBLOFGOQBCdqdGNp4l1xNU2whL609TJW3Lwe5VVIom1J8cAJsjvqMf2ilbwJMoaRYZoHZEKb5w1srLhif7mtV3e2FC1kUA0IgXVy92u19lZ/s1600/IMG_3675.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizsnlihZwbWBOY1TsGiLXtwchgmGTZ44uAkdBLOFGOQBCdqdGNp4l1xNU2whL609TJW3Lwe5VVIom1J8cAJsjvqMf2ilbwJMoaRYZoHZEKb5w1srLhif7mtV3e2FC1kUA0IgXVy92u19lZ/s320/IMG_3675.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Swedish Right engages in Melee</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaqB95DIKd3u_Te59747T9Q773woBmM8fRlKJXE589bnYPLjqYPnsj3kIth_fefZCD4Ly5b-oZjDupFfLe0EBf7EgxD29-SN4rAR36wIU3bdIRA-cUTGn4u8RGepl-KDv7xeRVqvR8k78j/s1600/IMG_3677.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaqB95DIKd3u_Te59747T9Q773woBmM8fRlKJXE589bnYPLjqYPnsj3kIth_fefZCD4Ly5b-oZjDupFfLe0EBf7EgxD29-SN4rAR36wIU3bdIRA-cUTGn4u8RGepl-KDv7xeRVqvR8k78j/s320/IMG_3677.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mixed Results</td></tr>
</tbody></table>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVOZ4qSemY-Z9LEhR77wg58iAp883DlBE-5SH8IZAc7cYo1oLVulMG2_dOwhCSRb1AF7Pz-lr7FkYoL08kt2V_YFIe3OZ1ENNcBLVM-cWSNPNioMZQZbNZm69UadATYFAB81rRoxdFWOxG/s1600/IMG_3685.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVOZ4qSemY-Z9LEhR77wg58iAp883DlBE-5SH8IZAc7cYo1oLVulMG2_dOwhCSRb1AF7Pz-lr7FkYoL08kt2V_YFIe3OZ1ENNcBLVM-cWSNPNioMZQZbNZm69UadATYFAB81rRoxdFWOxG/s320/IMG_3685.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Action on the Danish Right as the Swedes advance</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqaxwmN9ZeAGpR_8jMY5Jn1AyQF1WwcOKXtbbFb01OjTYWVPgt1VQXTaXpYd6aHEVeym5VG7wWkypmXhd8ybkvDxVOYB-jP4Ba5l45Q6ieU7lcyHSCJCnXxYc1daHWT933xokG-13vHwDY/s1600/IMG_3692.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqaxwmN9ZeAGpR_8jMY5Jn1AyQF1WwcOKXtbbFb01OjTYWVPgt1VQXTaXpYd6aHEVeym5VG7wWkypmXhd8ybkvDxVOYB-jP4Ba5l45Q6ieU7lcyHSCJCnXxYc1daHWT933xokG-13vHwDY/s320/IMG_3692.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Repulsed, the Swedish attack fails to push the Danes back</td></tr>
</tbody></table>
<br />
Turn 5 starts on my Left with Bob not able to get out of Charge orders, he sends his AC back after the MB unit and prevents them from leaving the field. He then moves to my Left and reforms. I use my activation on my Left to dress my line and Reform. Bob then moves his Center forward into the swamp, continues and reforms some of the units. The turn ends without any combat.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrdwlk8FKTrghaHoHBJKVpRxB3LZ1mS129vawtCuK5lqFUgkfE35rafQ6zWZLiElw6P6hfniYm6Oo4vyVSU7kOwalQ7uwKiHlzIc-2A3c6D9byGyxncwg0bd0afwQNJtTtX2gjo5E2JVWB/s1600/IMG_3699.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrdwlk8FKTrghaHoHBJKVpRxB3LZ1mS129vawtCuK5lqFUgkfE35rafQ6zWZLiElw6P6hfniYm6Oo4vyVSU7kOwalQ7uwKiHlzIc-2A3c6D9byGyxncwg0bd0afwQNJtTtX2gjo5E2JVWB/s320/IMG_3699.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 5</td></tr>
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Turn 6 opens with Bobs Artillery finally contributing; FB'ing my forward unit in my Right wing. Bob is able to convert to Make Ready on his Left (from Charge...he only has one unit remaining here, the other broken unit is still reforming in the rear). Bob is able to break my unit after his gunners have worked it over, I retreat back to my Right's main line. Bob then activates his Right and continues to reform that wing. We are sitting one hex apart and neither one of us is interested in fighting here. I am happy to wait it out at this time. Bob then activates his Center and they continue to advance through the swamp ending two hexes away from my Center. This is the moment I have been waiting for, he has his Center two hexes away from my Center standing in the Swamps with their formation degraded. I am able to convert my Center to Make Ready from RC but am unable to continue and go over to Charge. I want to engage him before he has a chance to reform his lines.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIt3EbamF6uDoC7X7kyzecrJ5BrIojUK5aMvKTciLrRpAettCnsdQBBNS3edU-4FduP0IakjYerFY919g75KT7C3QXazP8_pmHiqF0BMQrhNHSAsOvKsXFmj-GVQSBPvtNlj8anPZFyfPI/s1600/IMG_3712.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIt3EbamF6uDoC7X7kyzecrJ5BrIojUK5aMvKTciLrRpAettCnsdQBBNS3edU-4FduP0IakjYerFY919g75KT7C3QXazP8_pmHiqF0BMQrhNHSAsOvKsXFmj-GVQSBPvtNlj8anPZFyfPI/s320/IMG_3712.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 7</td></tr>
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<br />
Turn 7 opens with all of our leaders in Make Ready orders. Bob and I both know that it all comes down to the Center at this point as the flanks have fought themselves out. It will come down to who will activate first. When all leaders are in the same orders state, the leader with the best leadership modifier will go first. This means that Bobs Right wing will start off, then I will be able to activate a leader of my choice, this of course will be my Center. Bob does his Right wing, reforming again and the action shifts to my Center. I have to convert to Charge here to take advantage of Bob's moving through the swamps. If he's able to reform his superior Infantry will have a slight advantage. I roll '2' and convert to Charge!<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDPu0ibDOr_xLLMmzltb5pT3nwRbXlvpjd6itUDJEsdlJyRQaot6p469ZOFKyqet5z8C1BXSDoY3GhCTZIFiGI0f4f2Eupmw1E1YJ07cOitoc647hOV-ELx74M8HxkuWmVQjtPQUfhWHqQ/s1600/IMG_3728.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDPu0ibDOr_xLLMmzltb5pT3nwRbXlvpjd6itUDJEsdlJyRQaot6p469ZOFKyqet5z8C1BXSDoY3GhCTZIFiGI0f4f2Eupmw1E1YJ07cOitoc647hOV-ELx74M8HxkuWmVQjtPQUfhWHqQ/s320/IMG_3728.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">"Charge!", the decisive moment as the Danish Center converts to Charge Orders</td></tr>
</tbody></table>
<br />
I lead in with a unit on the left hand side of my wing and walk into a Salvo of fire from Bobs Heavy Infantry. I lose two steps and a level of morale. Ouch, advancing into Heavy Infantry is painful. Thankfully now that he's used his Salvo this unit will be at a disadvantage when firing again later in the turn. I continue to advance my four units next to his three. His shooting isn't as effective as I am able to get the other three units next to his in better shape then my initial unit. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2I56EfyZPG04m6qWoHsqApzfAp90w11oO4N3t5Fp1tbhBg-1mzRSTZIwdDYsOk88mQDpiARFPyEaUznmmt6zlrTZxCxvqtynTLP4fDffopcuHgudZ5E6TRhyphenhyphenIR1AbXMRFp4e_K9cuZRBU/s1600/IMG_3735.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2I56EfyZPG04m6qWoHsqApzfAp90w11oO4N3t5Fp1tbhBg-1mzRSTZIwdDYsOk88mQDpiARFPyEaUznmmt6zlrTZxCxvqtynTLP4fDffopcuHgudZ5E6TRhyphenhyphenIR1AbXMRFp4e_K9cuZRBU/s320/IMG_3735.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Prior to Melee on Turn 7</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhS6gc-TYacWPli4Y9R7wUgaRDczj9TEAyPUZX93RQx8EnhWHbQmRFhS3NB5Z2muuhXPrN8saXBwbfmnbC2A_YoLGxExwttf0kWdoXru2pLI39p7-gErMOZicgU8lbQD3n-zBzM6cVMx1-0/s1600/IMG_3740.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhS6gc-TYacWPli4Y9R7wUgaRDczj9TEAyPUZX93RQx8EnhWHbQmRFhS3NB5Z2muuhXPrN8saXBwbfmnbC2A_YoLGxExwttf0kWdoXru2pLI39p7-gErMOZicgU8lbQD3n-zBzM6cVMx1-0/s320/IMG_3740.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of first activations Melee phase</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOV_xjl_cadL_myeM4rZ57TcyMcbdUgIOkWrQ6FZjWHh6PVNBt9TDTYiiETPKRKhFoNPWPrzp_4zLwYXWz8oSO56WXWYkZJuA-NbYp8iDrZRdWIqXZAf84l6knI2ys8NwSBDMFh5IFP_Vv/s1600/IMG_3742.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOV_xjl_cadL_myeM4rZ57TcyMcbdUgIOkWrQ6FZjWHh6PVNBt9TDTYiiETPKRKhFoNPWPrzp_4zLwYXWz8oSO56WXWYkZJuA-NbYp8iDrZRdWIqXZAf84l6knI2ys8NwSBDMFh5IFP_Vv/s320/IMG_3742.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Pre-Melee phase, 2nd Activation</td></tr>
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<br />
As I was able to attack him while he was still in the swamp and still in formation shaken status, I am able to take advantage of several modifiers for the upcoming close combats. I also have momentum on my side, which offsets my inferior morale rating. Two of the three combats go my way and as I send two of his units back with broken morale. I am able to continue and focus my efforts on the remaining unit. I fire with two of my units and melee with the unit who was pushed back the prior activation, they have their dander up and get their revenge by eliminating the unit in the ensuing melee phase. I am unable to continue and my Center finishes.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMj5AyXEbKG8v8KEzS176qD8HDqGxDhGyRzO8j1f1NIh6V27tfm2IYEaDcKdpiO-ihGQz1_sPPXSFhx2w_dzPhsYXfySsn4KJohVbDgU_AzSOWtkgPe6iLojYf0ADbQ0kv-OzAYGp4OKtr/s1600/IMG_3745.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMj5AyXEbKG8v8KEzS176qD8HDqGxDhGyRzO8j1f1NIh6V27tfm2IYEaDcKdpiO-ihGQz1_sPPXSFhx2w_dzPhsYXfySsn4KJohVbDgU_AzSOWtkgPe6iLojYf0ADbQ0kv-OzAYGp4OKtr/s320/IMG_3745.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Danish Center Defeats the Swedish</td></tr>
</tbody></table>
<br />
The Swedish Center is broken and in flight, Bob concedes the field to me. Even though the current VP differential is only +5 in my favor, its clearly a lost cause for the Swedes. Bobs been stopped cold in the Center and my Right and my Left is still standing in front of his depleted Right wing. He needed to score +26 VPs to get a wing and its clearly not going to happen at this point. The last sequence of activation was critical, had Bob been able to activate his Center and reform them before I was able to attack it things would have been very different. This was a great example of high drama MPBS style. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk3dRKxxKa3tFGkJenimqR9hXydLhzedshv44oseeLpo3Q9W7tf4Hokar4N9VQHjfmyFQZXGL29Eww4SvppWq4OQ_gHk9-FGnDdIhyphenhyphenr5CJyDadGzsG29bYZHasLhNCCFjCc5v7zZe56Sv1/s1600/IMG_3751.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk3dRKxxKa3tFGkJenimqR9hXydLhzedshv44oseeLpo3Q9W7tf4Hokar4N9VQHjfmyFQZXGL29Eww4SvppWq4OQ_gHk9-FGnDdIhyphenhyphenr5CJyDadGzsG29bYZHasLhNCCFjCc5v7zZe56Sv1/s320/IMG_3751.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The final positions</td></tr>
</tbody></table>
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com2tag:blogger.com,1999:blog-2373825048329524549.post-18791192090629235862012-07-04T23:02:00.001-05:002012-07-04T23:02:26.536-05:00Roads to Gettysburg (MMP) ~ "The Gettysburg Campaign" [Scenrio #6]Game: Roads to Gettysburg (AH/MMP)<br />
Series: Great Campaigns of the American Civil War (GCACW)<br />
Scenario: #6, The Gettysburg Campaign<br />
Participants: Bob H, Myself<br />
Time: Sun, 6/30 ~ 2.00PM - 5.30PM<br />
Wed, 7/4 ~ 12.30PM - 4.00PM<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBQm09L-1yczWFWc2KT3thRyHjGn6uQ_WmzDpZ8KQIgBDU4WY7jYlSfJ_r6k0GSMDabzyp7xwhyOLpUVFVt_0TC1y5mONE_LN-qq8M-2R990wq6tFXnUkkf10CWQPUOSYrG9j6UjJgrONZ/s1600/RTG_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBQm09L-1yczWFWc2KT3thRyHjGn6uQ_WmzDpZ8KQIgBDU4WY7jYlSfJ_r6k0GSMDabzyp7xwhyOLpUVFVt_0TC1y5mONE_LN-qq8M-2R990wq6tFXnUkkf10CWQPUOSYrG9j6UjJgrONZ/s200/RTG_Cover.jpg" width="148" /></a></div>
Bob and I will be stopping in Gettysburg on our way to WBC this year; we'll will be spending the whole day at the battlefield. This coupled with a fantastic new novel on the battle that I just read ("Cain at Gettysburg", by Ralph Peters) and the time of year was enough for us to bring this one off the shelf. Bob and I are old hands at this series, in fact the CG of Grant Takes Command is the first clear memory I have of gaming with Bob, many years ago. Bob and I last played <a href="http://yockbosboardgames.blogspot.com/2011/05/battle-above-clouds-mmp-crossing.html">BATC in May of 2011</a>, though I have played a couple of <a href="http://yockbosboardgames.blogspot.com/2011/07/here-come-rebels-mmp-maryland-campaign.html">CG's with HeavyD</a> after that. None the less, Bob is up to speed on all the rules and we easily settled into this game. Recently we have been playing For the People (GMT) and I was the CSA the couple trainer games that we played through, thus I'll be playing the Union this time around.We will be using the<a href="http://www.gcacw.com/rtgerrat.htm"> adjusted Campaign Victory conditions</a> which are a must for this scenario. <br />
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This CG is one my favorites. After the errata was produced it proved rock solidly balanced and one of the quicker playing CG's of the series as well. There are no supply rules in this one, nor any rail movement or other special rules overhead that you'll sometimes find in the other CG's. In short its a two map game with up to 19 turns, though we've rarely seen it go that long. The Army of Northern Virginia starts on the map near Williamsport and Sharpsburg. The CSA player gains victory point in several ways. The first one is imposing Levy's on the towns of Pennsylvania. We marked these with the little white tile x's. To Levy a town a CSA division must start the recovery phase at fatigue 0, once this happens the CSA player gets the VP's for the town (generally only one or two VPs). The other and more important way that the CSA player earns VP's is to have control of a county seat and the bulk of the ANY in a county at the end of the game. Adams County where Gettysburg is the least valuable @ 25 VPs while the counties that are closer to Baltimore/Washington start to pay much higher VP amounts. Of course the Army of the Potomac is marching up from this direction making controlling these counties more of a challenge.<br />
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<tr><td class="tr-caption" style="text-align: center;">At Start Set Up</td></tr>
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The Army of Northern Virginia consists of 9 Infantry Divisions with strengths between 11 and 17. Stuart will show up later in the game with his three brigades of Cavalry, this is variable and handled by rolling against a chart at the top of each turn. The Army of the Potomac will arrive according to a schedule as well. Each of its three different wings will arrive in a different order depending on which one of the arrival result the Union player rolls. This is done starting on turn 2 using 2d6 and will generally produce a reasonably historical arrival. This randomness of course also means that each time you play the CG you'll have a slightly different experience, which is a plus in my book. The AoP is larger then the ANV with 19 Infantry Divisions however the average Union Division strength is usually only around 6-8, thus it will take 2-3 Union Divisions to line up against one CSA Division. The AoP has a fantastic force of Cavalry which is by this time in the War on par with the CSA Cavalry except that there are no Union Cavalry leaders which makes coordinating multi unit Cavalry actions against the CSA a chancy affair.<br />
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<tr><td class="tr-caption" style="text-align: center;">CSA positions around turn 6</td></tr>
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<br />
<br />
Bob only starts with one CSA Corps able to move in the opening turns thus we moved through these quickly. Bob lead Ewell's Corps straight North and started to Levy towns right away. By turn 6 Bob had a couple of Ewell's Divisions 5-15 hexes in front of Hill's Corps with Longstreet's Corp following way behind Hill. The AoP finally arrived on Turn 6. Turn 7 see's the bulk of the AoP arrive. On turn 8 it becomes clear that Bob is trying to assemble his scattered forces. I am making decent progress towards Gettysburg with the III and XI Corps out marching the I Corps. By this time Bob's only gathered about a dozen VPs from Levy's. Stuart arrives around this time as well but he's well out of place with the AoP between him and Lee.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5VIltA5k1jYh7GVio57WfRs3yJedp84kxmtJP5X7IJudWqc0T5JnlpF17HKlRLoRUr4NkAw_1huAgiB2hCcetKC91W9mo1oARkc_bGz4pOr9BbMDnL75Ff3pVZcjCUF9fVnVLQhO5UYN5/s1600/IMG_2715.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5VIltA5k1jYh7GVio57WfRs3yJedp84kxmtJP5X7IJudWqc0T5JnlpF17HKlRLoRUr4NkAw_1huAgiB2hCcetKC91W9mo1oARkc_bGz4pOr9BbMDnL75Ff3pVZcjCUF9fVnVLQhO5UYN5/s320/IMG_2715.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 9</td></tr>
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Turn 9 opens with Longstreet on the Chambersburg Pike with the hills between him and Gettysburg. About 12 hexes North of Gettysburg, Hill has his Corps with two of Ewell's Division close by. Ewell's third Division is another 10-12 hexes away in the direction of Harrisburg. Some excellent marching allows me to get the III Corps into Gettysburg with the XI Corps a couple hexes away to the East. I have 4 Cavalry Brigades in front of these forces waiting to harass Bobs approach. I Corps (Reynolds) ends the turn near Littlestown about 10 hexes from Gettysburg. The rest of the AoP is still another 7-10 hexes back behind Reynolds.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0cX6tXmhI4dyH-MYnQOiGKM0-1CRE9_cTE0OTIjQp_sVCfjS0Mn8b94lXjgD3oZeXxf6D0JiS6OQ0tbdcORGhK-QWRpB9QdIJOz6LJropyYXFXaneVjvcj0UFGuWYiyfENxtgPSeKaS5x/s1600/IMG_2729.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0cX6tXmhI4dyH-MYnQOiGKM0-1CRE9_cTE0OTIjQp_sVCfjS0Mn8b94lXjgD3oZeXxf6D0JiS6OQ0tbdcORGhK-QWRpB9QdIJOz6LJropyYXFXaneVjvcj0UFGuWYiyfENxtgPSeKaS5x/s320/IMG_2729.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 10</td></tr>
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<br />
Turn 10 sees the action start with Bob sending Stuart in first between I Corps and the two Corps in and around Gettysburg. After this he sends in Hill's III Corps against the XI East of Gettysburg. XI Corps fights well but yields the ground and retires a couple hexes back, both of us are at F4. Then Anderson's Division smacks Shurz's Division with a Rout result pushing them back 4 hexes. Thus far the losses have been fairly even. Lastly Heth moves up adjacent to Gettysburg. Thus far in the turn I have not had a single initiative go my way, all I've been able to do is watch. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1e3bgwvSAjdkbKTtMD3HaoYrP6WvKm85xp-yKIZHZ4UVthbJEmPdKMgreqNQ6Ejhylt0PwlALcROihcuk5R2zcxdFWlliLS47hh1glNC0zERBClfEXXbZ9LCc3eCt8dx1nckrxuj_lBD7/s1600/IMG_2767.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1e3bgwvSAjdkbKTtMD3HaoYrP6WvKm85xp-yKIZHZ4UVthbJEmPdKMgreqNQ6Ejhylt0PwlALcROihcuk5R2zcxdFWlliLS47hh1glNC0zERBClfEXXbZ9LCc3eCt8dx1nckrxuj_lBD7/s320/IMG_2767.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hill's III Corps drives the Union XI Corps back East of Gettysburg</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilExmyZu832d4oT-bKkcf4r6vrytOznKflvc2EbhO-4jxsyG4jgbifivDqaCablsZXHVmDR8YxFr6dxF2pmCKpqpniagzKdjDW8OBR9-w9vhzYjW2DJhl0Tx4uWaRYmsOfDzwxIE9itaoU/s1600/IMG_2779.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilExmyZu832d4oT-bKkcf4r6vrytOznKflvc2EbhO-4jxsyG4jgbifivDqaCablsZXHVmDR8YxFr6dxF2pmCKpqpniagzKdjDW8OBR9-w9vhzYjW2DJhl0Tx4uWaRYmsOfDzwxIE9itaoU/s320/IMG_2779.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Longstreet takes Gettysburg and Cemetery Ridge from III Corps</td></tr>
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The initiatives continue to go with Bob and he sends Longstreet's Corps in after Sickles III Corps in Gettysburg. Hood first attacks Humphrey's on Cemetery Hill and is repulsed. Then McLaw's attacks Sickle in Gettysburg proper and takes the town. Lastly Longstreet sends Pickett to take Cemetery Hill through Gettysburg and with a +3 attack pushes Humphrey's off the hex with a Rout result. By now Bob has opened the turn with every single initiative roll go in his favor (8+). By the time I start wining some initiatives there is little to do except move up the rest of the Army. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRIhFc6aXy3kCI0svw248Eh1HFhZLOINC9_4D97XUTFQWXOumqdXnZgvBskgE9yForxAB9sLthMU47jvgYqB_Rzdol7b4yr9A4-ZaRv-97LDoWvIyWswWtrPFbj9qOQ57d-wAk8XWuBqH_/s1600/IMG_2783.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRIhFc6aXy3kCI0svw248Eh1HFhZLOINC9_4D97XUTFQWXOumqdXnZgvBskgE9yForxAB9sLthMU47jvgYqB_Rzdol7b4yr9A4-ZaRv-97LDoWvIyWswWtrPFbj9qOQ57d-wAk8XWuBqH_/s320/IMG_2783.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ewell Catches Slocum North of Littlestown</td></tr>
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Slocum's XII is one of the first I activate and they start by clearing Stuart out of the way. Ewell then steps in and Routs one of XII Corps Divisions just North of Littleston. This is important as it eliminates any chance I have of counter attacking with I Corps towards Gettysburg. The only other action occurs North of Ewell's two Divisions as I send my Cavalry around the rear of Bob's forces trying to get at two of Stuarts Brigades.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNoJk7GPFrcKHetipzsMjYmTYvZXMiE2owdZXtZwMia5CMePClLF8ojmgbP8dObYvEKgO59jVRrcmOXBWvBKspYqTy4QWT3ZrZ0gxV-RrfbjF9kzHRJV6eN3m-rFvHSPvO_G9DOEX9S11c/s1600/IMG_2794.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNoJk7GPFrcKHetipzsMjYmTYvZXMiE2owdZXtZwMia5CMePClLF8ojmgbP8dObYvEKgO59jVRrcmOXBWvBKspYqTy4QWT3ZrZ0gxV-RrfbjF9kzHRJV6eN3m-rFvHSPvO_G9DOEX9S11c/s320/IMG_2794.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 11</td></tr>
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The turn ends with Bob in firm control of Gettysburg. Eight of his nine Infantry Divisions are at F4 with about six of them having taken 1 SP loss. I have all of III, XI and one Division of XII Corps F4 having taken roughly the same losses as Bob (about 6 SP's). I have brought up the rest of the AoP and they are near enough to get involved in any fighting that might happen the next turn. After the recovery phase we pause to do the math on the VCs and see where we stand. Bob is currently at around 35 VPs if the game ended now (25 comes from controlling Adams county). This is not enough for a CSA Marginal Victory. This sort of surprises us as I had assumed that I would have to push Bob out of Adams county to have a chance at a win, instead it turns out that Bob is still going to have to fight on to get a win. He'll either need to take a better county or win several one sides battles inflicting 5-10 more SP losses on me then I inflict on him. This is easier said then done now that I have the whole AoP gathered, furthermore all the open terrain that we are in favors the defense. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEWxuP2bX86eslwLAPz_JPs_4LXTItDx6LeNDC-vDEuUQvjsfjBdV1K_suLCpDvFQcaxDopQ6S2rB8X3sP45Sjl6cOI6ZTKPv3WTQWtFDZEd6GfBJqVTbrf6ZX-O6VXwGrzD_EstYCVJgb/s1600/IMG_2802.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEWxuP2bX86eslwLAPz_JPs_4LXTItDx6LeNDC-vDEuUQvjsfjBdV1K_suLCpDvFQcaxDopQ6S2rB8X3sP45Sjl6cOI6ZTKPv3WTQWtFDZEd6GfBJqVTbrf6ZX-O6VXwGrzD_EstYCVJgb/s320/IMG_2802.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Turn 12</td></tr>
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Turn 12 is a quick one, Bob largely staying in place resting his Army while I do the same with my battered Corps. I do move up close to him with II Corps near Gettysburg while I bring VI Corps up to Hanover to cover any quick move South he might be cooking up. We stopped here for the day. <br />
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com1tag:blogger.com,1999:blog-2373825048329524549.post-21300983090599622752012-06-30T23:06:00.001-05:002012-06-30T23:18:50.808-05:00Advanced Squad Leader (MMP) ~ "Huns of Steel" 115Game: Advanced Squad Leader (MMP)<br />
Scenario: 115 - "Huns of Steel"<br />
Publication: Module 12 - "Armies of Oblivion"<br />
Participants: Jim "HeavyD" D, Myself<br />
Time: Fri, 5/4 ~ 7PM - 8.30PM<br />
Sat, 5/5 ~ 10AM - 2.30PM<br />
Sat, 5/12 ~ 1PM - 5PM<br />
Fri, 5/18 ~ 6.30PM - 9PM<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhEzxdsKJcUuyLn5dfg-O6ODqWDrGFzqIBZMC8wz5T3LjJLOrY4sDdah-JLJjHHs1xs2TltoMYKoH9621M_SMSG8Bl2fPizT9TvBWC609wVMNXjfiI0j6j72yM8uup_E0r5rnHtYlJ9XdO/s1600/115_Scenario.bmp" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="243" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhEzxdsKJcUuyLn5dfg-O6ODqWDrGFzqIBZMC8wz5T3LjJLOrY4sDdah-JLJjHHs1xs2TltoMYKoH9621M_SMSG8Bl2fPizT9TvBWC609wVMNXjfiI0j6j72yM8uup_E0r5rnHtYlJ9XdO/s320/115_Scenario.bmp" width="320" /></a></div>
"Huns of Steel" came with the "Armies of Oblivion" module which introduced Allied Minor Armor to the game. I had not played to many of these scenarios as most of them are a bit larger. HeavyD and I were looking for something large to play and decided on this scenario. It's got an impeccable ROAR rating (18/20) and is heavy on Armor. The scenario takes place in July of 1942 after the Germans have turned South during Fall Blau. The recently arrived in Theater Hungarian 1st Armored Field Division has been tasked with reducing one of the three remaining Russian bridgeheads on the West bank of the Don River. <br />
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The Hungarians have an impressive Order of Battle. Entering on turn one is the main force of 20 squads on motorcycles and horses along with 9 AFVs. The Infantry (ELR 3) consists of 12 4-4-7s and 8 3-4-7s. The 4-4-7s are riding horses while the 3-4-7s are mounted on motorcycles without sidecars. This strong force is led by 2 8-1s and a single 8-0. The group has a decent support weapon collection consisting of 2 dm MMG, 3 LMG, 2 dm MTR (50mm). The Armored force has 3 Pz IVF2, 3 LT vz 38(t)E's and 3 38M Toldi I light tanks. That's 3 75Ls, 3 37L and 3 20L main armaments. This group also has an 9-1 armor leader. On turn 3 another armored forces enters, this group has 2 Pz IVF2, 3 Pz IVF1 and 2 40M Nimrod. This adds two more 75L, 3 75* and 2 40L(8) MA's to the Hungarian force.<br />
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The Russian OB consists of an on board force with 18 squads, 2 road blocks and wire supported by one 76L ART. The Infantry (ELR 3) is 14 4-4-7s and 4 4-2-6s led by an 8-1 and 8-0. This force has an HMG, MMG, 2 LMG, 2 MTR (50mm) 3 ATR and 10 "?" markers. On turn 2 the Russians have 2 Valentine V(b) and 4 Stuart III(a) enter in support. This is followed on turn five by 3 more T-34 M41's (radioless). All told the Russians have 4 76L, 2 40L and 4 37LL tubes facing the Hungarian force. The Russian tanks are much better armored then their opponents.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOgR0Trg3keMVyLpP-XMdjlMcR7HB-sNqjteAoQZhsimlHj-65sXwoyfyZ57177E06HAdZteYddS76cGgQieH9_OMfZNF9QFS0gbm6tsqpUxm3iJRH2y4nCXXGpN9aoeowEBD72rDgl8MV/s1600/IMG_1535.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOgR0Trg3keMVyLpP-XMdjlMcR7HB-sNqjteAoQZhsimlHj-65sXwoyfyZ57177E06HAdZteYddS76cGgQieH9_OMfZNF9QFS0gbm6tsqpUxm3iJRH2y4nCXXGpN9aoeowEBD72rDgl8MV/s320/IMG_1535.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After Set Up, prior to the start of the scenario</td></tr>
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The map (boards 44, 48 and 43) are largely open with lots of grain and orchards. There is a long thing town in the middle of the map with many wooded buildings. The Rv1 overlay is user and creates a river on board 43. There are two multi-lane pontoon bridges spanning this river. ECs are dry with a mild breeze blowing from the NW at start. All of the Hungarian LT 38 tanks begin the game with their 4 FP BMG permanently disabled. The Victory conditions have the Hungarians tasked with clearing out two sets of hexes near in front of the pontoon bridges of Russian GO MMCs and AFVs with functioning MA. These hexes are open and site rite next to the river. There is a cluster of building commanding one of the victory locations, this is a strong position with several 1st level multi-hex stone buildings. The other victory location is lacking any real terrain other then a large amount of grain.<br />
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<span style="font-size: large;"><b>Approach, Turns 1 and 2</b></span><br />
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<tr><td class="tr-caption" style="text-align: center;">The Hungarian entry</td></tr>
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After I see HeavyD's set up its clear that he's going to make his stand in the town. In a few turns it will become more clear to me why he elected to do this. For now though I am thinking that with the mobility of my force that he's made the wrong decision. I would have set up a screen of Infantry in the town (4-6 squads) and little else, enough to keep my vulnerable riders honest. I would have based my defenses on the two river crossing area's. One of these are near a cluster of stone multilevel buildings while the other is really in the middle of a sea of wheat fields. Here though he could have taken advantage of the Wire and the Russians advantage at digging foxholes. This coupled with the arriving Russian armor would have, IMHO made a very tough nut to crack.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4dEmOtcdzFTQSocF9zbiFqGLBtQjSaDOpyaToeR2iHCOGMypQPG7xWmVaWZUjvVUW-TLqSL9zrobEsN17-_VTeGy7MLrGvAaxwzEH9JgXyNvapGGpwiSNWhB1KyLUbHyFh4bfAxUgJzjj/s1600/IMG_1544.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4dEmOtcdzFTQSocF9zbiFqGLBtQjSaDOpyaToeR2iHCOGMypQPG7xWmVaWZUjvVUW-TLqSL9zrobEsN17-_VTeGy7MLrGvAaxwzEH9JgXyNvapGGpwiSNWhB1KyLUbHyFh4bfAxUgJzjj/s320/IMG_1544.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Hungarian Right, End of turn 1</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNSgVQhccj48HlrblgO-xFg0PYazeNy3QJuwzKLDZP3vFn0rZTz18NLkt_ZCzbTGcpDn0dAlij_ZDzi8np_o_qUKv9EVP3Ocmw9E3pwWVro8YzA6benUJW8-HruYT2-O0Cnpqy3K1y6D0m/s1600/IMG_1546.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNSgVQhccj48HlrblgO-xFg0PYazeNy3QJuwzKLDZP3vFn0rZTz18NLkt_ZCzbTGcpDn0dAlij_ZDzi8np_o_qUKv9EVP3Ocmw9E3pwWVro8YzA6benUJW8-HruYT2-O0Cnpqy3K1y6D0m/s320/IMG_1546.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Movement in the Center on Turn 1</td></tr>
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I set up and enter in two groups. The Cavalry with some of the armor is on the right while the motorcycle borne Infantry is entering along the road in the center. There is enough cover to allow me to cross most of the first board and dismount on the first turn. The turn is largely uneventful as hordes of Hungarian Infantry and Armor enter the board. My half of turn 2 sees the sea of green approach the town protected by its armor. I break an MA on a IVF2 but other then this there is not a lot of action on this turn either. Most of my armor is 1-2 hexes from the town with my Infantry right behind the tanks. Due to the many hindrances HeavyD is not afforded many opportunities to fire at me. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8kNre_Km3PGNuKGkUpX9CTudWD2lkwtdNxIHQGdoROo_hDeX5V4PRB_A95s8fIKX5UBNf0HM__uF0HDe353KoULkxV9l47kZuR2P4P4xw1VHS_0ZmMzNtmuocboLTLW3z7Nr7LjaFTYgm/s1600/IMG_1555.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8kNre_Km3PGNuKGkUpX9CTudWD2lkwtdNxIHQGdoROo_hDeX5V4PRB_A95s8fIKX5UBNf0HM__uF0HDe353KoULkxV9l47kZuR2P4P4xw1VHS_0ZmMzNtmuocboLTLW3z7Nr7LjaFTYgm/s320/IMG_1555.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 1</td></tr>
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The bottom of turn 2 is when things started to get interesting. HeavyD's first set of armor arrives. He opens the turn by knocking out one of my light tanks on the right with his hidden 76L ART gun. He then sends two of his Stuarts over to my right, near the 76L ART. Another Stuart goes for the middle of town while the last one goes out on my left, alone. The two Valentines he leaves on the far side of the river...they're very slow. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitkyWpHYwlzQNhPGhnYGvh4E0Db-zSfVM4kLjR4zG5K9nQS95r5-ExwXiYtu9viMOKTQzkUVh_6GGGHYE3hoMwgEcCrmJIJbsLHGaZIsdD32qxpr9QGgoiUy2GujJasBWz385HwCODs7dn/s1600/IMG_1570.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitkyWpHYwlzQNhPGhnYGvh4E0Db-zSfVM4kLjR4zG5K9nQS95r5-ExwXiYtu9viMOKTQzkUVh_6GGGHYE3hoMwgEcCrmJIJbsLHGaZIsdD32qxpr9QGgoiUy2GujJasBWz385HwCODs7dn/s320/IMG_1570.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hungarian Movement Phase, turn 2</td></tr>
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<span style="font-size: large;"><b>Crossing the Street, Turns 3-5</b></span><br />
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Turn 3 see's me get the balance of my armor as reinforcements. I decide to send the two F2's over on my left and send the three F1's up the middle to help out clearing the town. A scenario of this size adds a level of thinking to contend with. I have to decide which area of the board should get reinforcements and which area's to focus my efforts on, most of the time the size of the scenario doesn't call for this sort of decisioning as its usually very straight forward. I really like the added layer of complexity here. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi28ubLYY7YqVuSYaWH5S-ol238tNbWjYc58AnHQ91lxCkDyo7b50IXhMECxev9wWo8NJEh2-3MzlSB-9ANTECMjwawZ6zexEAMcjPDAJNJ5fY-X-yWIamJTNarDFD_FNH14mO4139pqMFd/s1600/IMG_1588.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi28ubLYY7YqVuSYaWH5S-ol238tNbWjYc58AnHQ91lxCkDyo7b50IXhMECxev9wWo8NJEh2-3MzlSB-9ANTECMjwawZ6zexEAMcjPDAJNJ5fY-X-yWIamJTNarDFD_FNH14mO4139pqMFd/s320/IMG_1588.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 3, Town</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4p1YtIbGRqhGa-JYlZeGlCSCUb5CPb4CH9KMGAzTJqthpb9ejb70as9vx7DD0J11xVL9FGapP8R97UnOR7ca2oD4frvOGZvVw3M4RFvwfkPuPVkpvSHfJkLIuGn_IukGc-ZaZBVXiqE8F/s1600/IMG_1590.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4p1YtIbGRqhGa-JYlZeGlCSCUb5CPb4CH9KMGAzTJqthpb9ejb70as9vx7DD0J11xVL9FGapP8R97UnOR7ca2oD4frvOGZvVw3M4RFvwfkPuPVkpvSHfJkLIuGn_IukGc-ZaZBVXiqE8F/s320/IMG_1590.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 3, the right flank</td></tr>
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HeavyD's fortifications are making it much harder then I thought it would be to break into the town. He has wire covering a section of the town and both roadblocks are blocking the roads into town. I am forced to go around the wire and this is proving a challenge. It finally dawns on me that he's placed his HMG in the middle of the road to interdict my crossing it. This explains why he placed his ART over on my right and why he sent two of his Stuarts over there to support it. I decide to focus on the center of the town and on my left which is only covered by a lone Stuart. I make some progress in town but I have time on my side so I am advancing cautiously. During the bottom of turn 3 I finally start to break some of the towns defenders. HeavyD doesn't do much with his Stuarts on his turn, leaving them in place mostly. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd1u5qLaTuZmfYTwfH5CptJJ4jYoKED4mzZj_oXd5SiqmoQG5f46ZZzDhAGWPjPtJwU6eWkb0G1I3nWUZ-_7whZel-kAfhqD_-hLIMbmNrzwRU7vUVVjzoaGzKRBu60hN50ZYVWev1fvAO/s1600/IMG_1593.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjd1u5qLaTuZmfYTwfH5CptJJ4jYoKED4mzZj_oXd5SiqmoQG5f46ZZzDhAGWPjPtJwU6eWkb0G1I3nWUZ-_7whZel-kAfhqD_-hLIMbmNrzwRU7vUVVjzoaGzKRBu60hN50ZYVWev1fvAO/s320/IMG_1593.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Russian center starts to crumble, End of turn 3</td></tr>
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Turn 4 sees a lot of action across the board. I start on the right side of the town. I place some smoke to cover my advance. I then drive across the street with a couple of the LT38s. I am giving him bad shot opportunities from his middle Stuart while I stay out of LOS from his ART gun and the Stuarts supporting it. I am trying to put pressure on the HMG. On the left side of town things are starting to crumble for HeavyD's defenders. I am around the wire and bring up the AA tanks to support my movements here. I send two F2's after the lone Stuart on my left which is unsupported and take it out with bounding fire. It's only the 2nd tank lost to either of us thus far in that game, we are both being very cautious with our armor. Little happens during the bottom of the turn other then HeavyD getting a leader creation at exactly the right spot (the middle of the town) and at the right time (he is leaderless this far forward). HeavyD elects to play it cool and doesn't try and press the issue with any of my forces mostly skulking or taking bad prep shots.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2-TJmKA0o4s5ws8YDyztABJEJ8PuLRxmUqNwxNvQ2vL6t2fX1LozGO8mBpzWoby7n1PW02p9lUOFssIMuVG5JE614N3c5_Pvdl6sGbqiOqbr2zuzUap_Hla1Gni2qxhB_i4mliYMuto2V/s1600/IMG_1607.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2-TJmKA0o4s5ws8YDyztABJEJ8PuLRxmUqNwxNvQ2vL6t2fX1LozGO8mBpzWoby7n1PW02p9lUOFssIMuVG5JE614N3c5_Pvdl6sGbqiOqbr2zuzUap_Hla1Gni2qxhB_i4mliYMuto2V/s320/IMG_1607.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Crossing the Street, Hungarian movement, turn 4</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUfAZ-bfeFH28GIhimluNNNpb_cXbX1bmLzFWzYpIFK1QpRZf1nGw2xVlhMqFxtpvwPuFhTqCDXIuqXbGlIuYE3NOJcVOy-topiV_8QF3dK-SeIlaKpnHL1Damj7ejy5Y-snLhmkYlZWct/s1600/IMG_1611.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUfAZ-bfeFH28GIhimluNNNpb_cXbX1bmLzFWzYpIFK1QpRZf1nGw2xVlhMqFxtpvwPuFhTqCDXIuqXbGlIuYE3NOJcVOy-topiV_8QF3dK-SeIlaKpnHL1Damj7ejy5Y-snLhmkYlZWct/s320/IMG_1611.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Clearing out the other end of the town, turn 4</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEici8szYP-xMH3cHjlY5GNOEbNVVScvVl3wA3Pgj7FjqZW20Lo-fFRFp-0b1oyoczxPup5xIYi9hIaph8yJMrgCHypcSr3ppEOQzFNGQAMYkMIqhVuStn5rDxp-k1f9BTNHASsfWVHbf9-M/s1600/IMG_1612.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEici8szYP-xMH3cHjlY5GNOEbNVVScvVl3wA3Pgj7FjqZW20Lo-fFRFp-0b1oyoczxPup5xIYi9hIaph8yJMrgCHypcSr3ppEOQzFNGQAMYkMIqhVuStn5rDxp-k1f9BTNHASsfWVHbf9-M/s320/IMG_1612.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A lone Stuart falls, turn 4</td></tr>
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Turn 5 opens with my Infantry having cleared my side of the town with the HMG still able to shoot down the length of the road. Most of his initial infantry is not on the board or trickling back the the stone farm area near the left hand bridge. I finally repair the MA of one of my F2's (75L) during the rally phase. I start by going after the Stuart in the middle and he misses his defensive fire shots at my F2, I stupidly think I'm going to drive a LT38 past the now fired Stuart when he nabs it with an adjacent intensive fire shot, this is my first tank lost in several turns. I am able to get smoke on the road and start moving Infantry across it. I send a lot of armor through the town. The two F2's go after a lone Valentine covering the left hand bridge, this also places them with good LOS's down the road that will see the T-34's arriving during HeavyD's turn. My right doesn't see a lot of action as HeavyD is still strong over there with his two Stuarts supporting the 76L.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnDM4x2ODu1cd0O0VeXH0f9_vGHfC3xx_D9XtqZDgDUDVa7R5HJZU8KD5x6o6b7f-k5l-bRIC1NxwcbwM4rzAuWYPkxM04Iii2bfcf0NXZ6H7DtcMpvGPZ9uhM_e-5WnQf-VdO82zQ0COj/s1600/IMG_1714.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnDM4x2ODu1cd0O0VeXH0f9_vGHfC3xx_D9XtqZDgDUDVa7R5HJZU8KD5x6o6b7f-k5l-bRIC1NxwcbwM4rzAuWYPkxM04Iii2bfcf0NXZ6H7DtcMpvGPZ9uhM_e-5WnQf-VdO82zQ0COj/s320/IMG_1714.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Hungarian turn 5</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiptmjp4mU_wLpu1p8CdczgWKnlkLV0wfUnlD7Mkn-9AeHtoSZomARP38u1Vhw0PnCLh-0gi1VfHd06ma3-OVymxzlqwzZbAtsnUey4czTGOu-2gUSiLBxuUdc5Cj90txqoi2j7hww1KkDm/s1600/IMG_1716.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiptmjp4mU_wLpu1p8CdczgWKnlkLV0wfUnlD7Mkn-9AeHtoSZomARP38u1Vhw0PnCLh-0gi1VfHd06ma3-OVymxzlqwzZbAtsnUey4czTGOu-2gUSiLBxuUdc5Cj90txqoi2j7hww1KkDm/s320/IMG_1716.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Intensive fire takes out a LT 38 in center</td></tr>
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HeavyD brings his T-34's on during his half of turn 5. They are radioless and thus are not nearly a mobile as they can be. He decides to send them after my two F2's covering the left hand bridge (near the stone farm). I tag one of them before they reach the bridge. The other two make it across the river, I break a MA on one of the F2's intensive firing and get an acquisition with the other F2. The Valentine uses the arrival of the T-34s to make good his escape, driving into the woods across the river. The lone Stuart in the middle of the town is able to shock my F2 and then goes down from the fire of the other 3-4 tanks that are parked nearby. On my right HeavyD pulls the two Stuarts back towards the river, I have essentially forced him out of this position by my manoeuvrings. The HMG is still there but it shrouded in smoke and its armored protection has left it isolated.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixzZLt-8oNAY_JSnSFw2vWTZREaltMSjStQQR7sNj0IUpkFyw85KHJs7HNiE7aFzCvQcjQTDYe1nQ4tE0Qthhn5QVQII2omlCSRAWx60bGfs49UsX6JpytMNEP17TuZ755_utz05hyPND1/s1600/IMG_1720.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixzZLt-8oNAY_JSnSFw2vWTZREaltMSjStQQR7sNj0IUpkFyw85KHJs7HNiE7aFzCvQcjQTDYe1nQ4tE0Qthhn5QVQII2omlCSRAWx60bGfs49UsX6JpytMNEP17TuZ755_utz05hyPND1/s320/IMG_1720.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 5</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAIS1837rhDmGJ7cYuUbiaUhjlQYI9Rsl9bV5dohTD59MCEHxHbYnruVPGwWP77J82tvFKQbld2wPWy8REfiUpsSIDw7UiVyA5ITt_FpsyH8JsQqVDU9bogJLMRoy3u52rGgf-Km_9lMGx/s1600/IMG_1731.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAIS1837rhDmGJ7cYuUbiaUhjlQYI9Rsl9bV5dohTD59MCEHxHbYnruVPGwWP77J82tvFKQbld2wPWy8REfiUpsSIDw7UiVyA5ITt_FpsyH8JsQqVDU9bogJLMRoy3u52rGgf-Km_9lMGx/s320/IMG_1731.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">T-34 goes down to defensive first fire</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKB6yumR4memKA58MDpCA4K29AUtX_uNwcD_d-VoFK_vPIlTsHTo0YVs_37y7t4S7WfJYycOVgDumGzmngTF1GJGONwuw_8xDPEQo_OKqBTFcVsPmoXIJwQva9oV8C3-4K6QkGLrFalixr/s1600/IMG_1736.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKB6yumR4memKA58MDpCA4K29AUtX_uNwcD_d-VoFK_vPIlTsHTo0YVs_37y7t4S7WfJYycOVgDumGzmngTF1GJGONwuw_8xDPEQo_OKqBTFcVsPmoXIJwQva9oV8C3-4K6QkGLrFalixr/s320/IMG_1736.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Two T-34s make it across the River</td></tr>
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<span style="font-size: large;"><b>End Game, Turns 6+</b></span> <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEir468Z7ylr8qszisWLkLfUFF0zpPsQDv9Uy27Ko3QpsQBGNm7-gOIARiwqcFtxJbFyPub1fS5W6BkHwfKSDhqeU3WaA2VSJbjHGkWYX9FBpUGXN5FRDs1m9L6PLhsnOpdat9sCZyYGTvGh/s1600/IMG_1745.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEir468Z7ylr8qszisWLkLfUFF0zpPsQDv9Uy27Ko3QpsQBGNm7-gOIARiwqcFtxJbFyPub1fS5W6BkHwfKSDhqeU3WaA2VSJbjHGkWYX9FBpUGXN5FRDs1m9L6PLhsnOpdat9sCZyYGTvGh/s320/IMG_1745.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 6</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyzRU-kUAEpjJDrF7aaLCqtkDbyOjkerT9Vk17EWPaOGReAP3Ssa6g7-8c55I41S-jqiyTEgyqZEiYCUcZgRV2D0bsNgrLP7Agd-q3HrWeTcn1k9u2B4XdTwCJ1gs3dcT79UYMYYKMTj35/s1600/IMG_1747.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyzRU-kUAEpjJDrF7aaLCqtkDbyOjkerT9Vk17EWPaOGReAP3Ssa6g7-8c55I41S-jqiyTEgyqZEiYCUcZgRV2D0bsNgrLP7Agd-q3HrWeTcn1k9u2B4XdTwCJ1gs3dcT79UYMYYKMTj35/s320/IMG_1747.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Two more T-34s go down</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinANxc8VHjs5U8YhsxNujuT9BNJMkT7AGf5Ceo2t-EbeDG9Cpw8xPT63k2v4Lf3sy_q-uQ98_Rt3XkcaQujxNegkONYHJlJhGlxJxD8kL3pgDMTeNXH4PUvLQa_AZK-MpOYa2WS96i15ey/s1600/IMG_1749.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinANxc8VHjs5U8YhsxNujuT9BNJMkT7AGf5Ceo2t-EbeDG9Cpw8xPT63k2v4Lf3sy_q-uQ98_Rt3XkcaQujxNegkONYHJlJhGlxJxD8kL3pgDMTeNXH4PUvLQa_AZK-MpOYa2WS96i15ey/s320/IMG_1749.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The end of the HMG</td></tr>
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Turn 6 opens with my two F2's, one of which has a malf'd MA sitting two hexes away from both of the T-34's. This action will be key, if I don't take these two monsters out I will have to send more tanks after them and they are now sitting literally in the victory locations. Things start out well on the prep fire phase when I immobilize one of the beasts forcing the crew to bail and then with my intensive fire shot I shock the 2nd T-34. During the movement phase I rush another F2 over where I have an LOS to the shocked T-34. I send another tank into the stone farm complex to compel the tanks crew to rout across the river instead of into the farm houses. The HMG finally dies in the close combat phase when I run a LT38 in there with a couple of squads. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1zOMWvuEv5WRQPNn2vpVnbXfONBOHPJhgjOYxJYlRQ-b9vZbOkNdZlIUevOf0ZboO4FeLf7VOBxC4SCW4LqQ9NSnIzmFW7_dLcoU7gNjV0hQ01OlIkHg3p5XTKERXIMZZjvJFFjUhwZI6/s1600/IMG_1883.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1zOMWvuEv5WRQPNn2vpVnbXfONBOHPJhgjOYxJYlRQ-b9vZbOkNdZlIUevOf0ZboO4FeLf7VOBxC4SCW4LqQ9NSnIzmFW7_dLcoU7gNjV0hQ01OlIkHg3p5XTKERXIMZZjvJFFjUhwZI6/s320/IMG_1883.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 7</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Into the wheat field, Hungarian movement phase, turn 7</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8LCZkw_lyYZ63kBItuKRVySJbkrvWd9hw85xqbfFTMcCSHAH31q_7sKE4J2ChrVXzhZ-aAy1dWJIi6SbulbC8zWfh2L2ty6FtOnBNarJkMG33Js2birsNgEYW86wF1g9PoQCV2NSFtYns/s1600/IMG_1898.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8LCZkw_lyYZ63kBItuKRVySJbkrvWd9hw85xqbfFTMcCSHAH31q_7sKE4J2ChrVXzhZ-aAy1dWJIi6SbulbC8zWfh2L2ty6FtOnBNarJkMG33Js2birsNgEYW86wF1g9PoQCV2NSFtYns/s320/IMG_1898.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Across the River, Turn 7</td></tr>
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Turn 7 sees me repair the MA of the F2 on my left. I send those two tanks across the bridge taking out the Valentine that is sitting on the bridge on the process. I send the other couple tanks in the area in to support the assault on the stone farm complex making it very warm for HeavyD's few remaining defenders. In the Center I send the rest of my armor into the grain field towards the second bridge. Here HeavyD has the Valentine sitting in the bridge entry hex covered by the two remaining Stuarts further back to my right. By getting this close to the bridge and threatening the Valentine I have forced HeavyD to counter attack into my tanks with his two remaining Stuarts. As my two F2's are on their way to the area and will arrive next turn its a futile plan at best and HeavyD throws in the towel. I have too many tanks remaining against his three. I also have two complete turns remaining to finish him off.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsEmYVUDCFIZt-V3xh6HRFNowiZdmFhi8Ao_pZOxh6_FRFnqRZUQdE-WSN9yTfFScffBR4TBxWRD2egvbHbz6qh3vRZ_9kQa2S89xrgc8MeflUPU9JSUDarwaN9j6tYgGlOPKYVnLxTGFc/s1600/IMG_1904.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsEmYVUDCFIZt-V3xh6HRFNowiZdmFhi8Ao_pZOxh6_FRFnqRZUQdE-WSN9yTfFScffBR4TBxWRD2egvbHbz6qh3vRZ_9kQa2S89xrgc8MeflUPU9JSUDarwaN9j6tYgGlOPKYVnLxTGFc/s320/IMG_1904.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The End</td></tr>
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In the end the T-34's going down without taking out ANY of my tanks was the twig that broke HeavyD's back. That being said we played this scenario out over four days and eleven hours and we were both extremely happy with the scenario. This was easily one of the best ones we've played this year and I can see why its so tightly balanced on ROAR. I would eagerly play this one again as either side. <br />
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com7tag:blogger.com,1999:blog-2373825048329524549.post-36885529152766738672012-05-28T22:41:00.000-05:002012-05-28T22:41:15.119-05:00Under the Lily Banners (GMT) ~ "Alerheim"Game: Under the Lily Banners (GMT)<br />
Series: Musket and Pike Battle Series, Volume III<br />
Scenario: Alerheim<br />
Participants: Bob H, Myself<br />
Time: Thu, 5/10 ~ 7.00PM - 9.00PM<br />
Sun, 5/13 ~ 2.00PM - 4.00PM<br />
Thu, 5/17 ~ 7.00PM - 9.00PM<br />
Sat, 5/19 ~ 2.00PM - 3.30PM<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3y0ko65sgqwq6nOpv4osLFLO_6W7H9APB6N2LxPyEKnocoqBDnEQ3vlPze7OceCTo45p0aV-3UDIBlwx1eN6PRQRTW-1udHyqiBRGQWeQBtF_yOShu26-Jnznl-otWUWORof8dlMgGlAH/s1600/ULB_Cover.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3y0ko65sgqwq6nOpv4osLFLO_6W7H9APB6N2LxPyEKnocoqBDnEQ3vlPze7OceCTo45p0aV-3UDIBlwx1eN6PRQRTW-1udHyqiBRGQWeQBtF_yOShu26-Jnznl-otWUWORof8dlMgGlAH/s200/ULB_Cover.png" width="146" /></a></div>
The Battle of Alerheim took place on the 3rd August, 1645. The French were driving the Bavarians back and Mercy decided to dig in and fight. The battle has a lot of interesting lore associated with it as does the Campaign of that year. As Alerheim is the subject of a project Bob and I are working on we decided it would be great to play this scenario from "Under the Lily Banners", the third installment from GMT's popular Musket and Pike Series. Bob and I had played one other MPBS scenario recently, <a href="http://yockbosboardgames.blogspot.com/2011/08/nothing-gained-but-glory-gmt-halmstad.html">Halmstad</a>. Thus we were both fairly current on the rules and didn't have to do much to prepare for this game.<br />
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This is an interesting scenario as its got a fortified town smack dab in the middle of the map. It's also got some pretty interesting special rules. During the Battle, Mercy was killed (the Leader of the Bavarian forces) and the French were able to talk the Bavarians into surrendering in the Center. The town also caught fire during the battle leading to much confusion. The French outnumber the Bavarian/Imperial Force by about 25% in Infantry and 45% in Cavalry. The French are on the Offensive while the Bavarians have the town as well as nearly all of their other forces behind fortifications. The French are also hampered by not being able to use (move through) the gully on their Right until the Bavarians do (they had not thoroughly reconnoitered it prior to the battle). I ended up being the French player. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvGhO0bfCDtxSmNNob1CXpW-yan_A7cI6Butc6Fonq9-yngRF0j9WzwFwh4X5OinC0pZ_dUCrg3SDBgUgZuU5EBwv4gmm-FkRaIjtPnltH8zoqlufK06yejT7AKWcFBdnIX75hlAi_eLWm/s1600/IMG_1640.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvGhO0bfCDtxSmNNob1CXpW-yan_A7cI6Butc6Fonq9-yngRF0j9WzwFwh4X5OinC0pZ_dUCrg3SDBgUgZuU5EBwv4gmm-FkRaIjtPnltH8zoqlufK06yejT7AKWcFBdnIX75hlAi_eLWm/s320/IMG_1640.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Alerheim Set Up</td></tr>
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After I set this up I had a couple days to think about it before we started playing. Several times I told myself that there was little to be gained by smashing my Center wing into the town to start things off. I have played this series enough to know that I would end up getting the short end of the bargain on that one. Yet in this game (to its credit) its hard to pull off what I wanted to do, which is lead with the Left wing and hold with the Center while the Left was decided. Do to the way that one is bound to move towards the nearest enemy unit when under Charge orders I knew that some of my left wing would drift over to the town. So in the end I elected to lead with the Center first. Of course I had some nice Artillery in my Center and who can pass up a chance to open a Battle with a big salvo from his cannons?<br />
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<span style="font-size: large;"><b>Turn 1</b></span><br />
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As my Artillery harmlessly lobed shells into the town started my Center wing in towards the town. I used my first activation to fire my Artillery and align my forces to better engage Bob on the 2nd impulse. Since I had my Army Leader (AL) stacked with my Wing Commander (WC) I was easily able to continue the wings activation enabling my to engage Bob on the 2nd activation. Bob tried to preempt me here with his center and failed. As we started the melee's for that activation I realized why I didn't want to do this in the first place. I was getting shredded, but I did manage to push Bob out of one of the towns hexes in this initial assault. I lost two units as well.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ3SCpl2U3XlZAy8reD9L-kWFRyEvTZbYKNgkkIoAu95fjnR88wm6J3FBX81rBJxhP2Rd7oe5msxeqxxyoq3OGVb2g033Y-V1fiLL-qoiGwigCHbIO9lvh5KzwVZzNpJAQwfozvUgQ53S6/s1600/IMG_1647.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ3SCpl2U3XlZAy8reD9L-kWFRyEvTZbYKNgkkIoAu95fjnR88wm6J3FBX81rBJxhP2Rd7oe5msxeqxxyoq3OGVb2g033Y-V1fiLL-qoiGwigCHbIO9lvh5KzwVZzNpJAQwfozvUgQ53S6/s320/IMG_1647.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Assault on Alerheim (pre-melee)</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMZRQkZ8hxpjKDjSfGuDlxNHFkkilLc1mZNA5sSMPb6lLe2MLSEzb8wtWtkFMoFL0safQY6Gmil5YB90edPbeeeb0CkrxdRLGJLpC-ZGLWDvhEr7fzkxRpdo5mwAYwTWvIFEDi4kspNo8N/s1600/IMG_1657.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMZRQkZ8hxpjKDjSfGuDlxNHFkkilLc1mZNA5sSMPb6lLe2MLSEzb8wtWtkFMoFL0safQY6Gmil5YB90edPbeeeb0CkrxdRLGJLpC-ZGLWDvhEr7fzkxRpdo5mwAYwTWvIFEDi4kspNo8N/s320/IMG_1657.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After Melee</td></tr>
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The action then shifted over to my Left Wing. Here I had a very nice force of mostly elite (8 Morale) Cavalry supported by six Hessian Infantry regiments (6 Morale) and a heard of sub par Hessian Cavalry. I was forced to cross a stream on the opening move so on my continuation (after Bob again failed to preempt me) I switched to Receive Charge and spent the activation redressing my lines (reform actions). Again I ran Conde (my -2 AL) over to help with the continuation and orders change rolls and this helped out quite a bit.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaZFQ7S8jo98rex3cMgKuBdUmm3AfwjQXC6ExgwMIYhTKL4dTD24iHgPmt9zuPrfdXIaIxPI-pIxWOi8sbCk6TY8YdJ4HL7rRS8dMpZ1cKnDVWeBXEphdpdKCx7SrmPv4kB86FUY8wEEkt/s1600/IMG_1659.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaZFQ7S8jo98rex3cMgKuBdUmm3AfwjQXC6ExgwMIYhTKL4dTD24iHgPmt9zuPrfdXIaIxPI-pIxWOi8sbCk6TY8YdJ4HL7rRS8dMpZ1cKnDVWeBXEphdpdKCx7SrmPv4kB86FUY8wEEkt/s320/IMG_1659.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The French Left Wing Advances on Turn 1</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBPlg680f7PEhx0ADI45UOMFHwoNv0Ulj1v0tacFSYPBCctD30TMVWUSrpBzMK2AH7SQ5ns4-40ErGIIjNqFY1w5Hi5BWh9bcyp2ITmddkdTQ1blGP2xeI_u8beKEd9PEuu4gerddTNart/s1600/IMG_1666.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBPlg680f7PEhx0ADI45UOMFHwoNv0Ulj1v0tacFSYPBCctD30TMVWUSrpBzMK2AH7SQ5ns4-40ErGIIjNqFY1w5Hi5BWh9bcyp2ITmddkdTQ1blGP2xeI_u8beKEd9PEuu4gerddTNart/s320/IMG_1666.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Bavarian Left</td></tr>
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As I was out of Charge ordered Wings, the action switched over to Bob's Left where he stayed in Make Ready and moved his Wing down off the slope and closer to me. He ran Mercy over to help out with continuation but rolled poorly and Finished early. I followed with my Right wing, leaving them in MR (Make Ready orders) and moved them up a couple of hexes. Bob then did his Left and Center wins, each of whom were not able to make any continuation attempts because they failed preemption try's earlier in the turn. <br />
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<span style="font-size: large;"><b>Turn 2</b></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinseyhg_7fbjtag7Zh1KHZ0r17bgT9g658-QsLd-1im4SItlaca2QdazA53NICboSViOsLYvVYSAwzGFmRP7Z5YvtXoR3EZ4NjnYKwZjrG3135oRRlEeVzW3Drr4s_O5NuLr5uqRo3g7yS/s1600/IMG_1780.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinseyhg_7fbjtag7Zh1KHZ0r17bgT9g658-QsLd-1im4SItlaca2QdazA53NICboSViOsLYvVYSAwzGFmRP7Z5YvtXoR3EZ4NjnYKwZjrG3135oRRlEeVzW3Drr4s_O5NuLr5uqRo3g7yS/s320/IMG_1780.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 2</td></tr>
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At the end of the first turn we started rolling to see which hexes in the town caught fire and three of them went up in flames. As my Center was the only wing in Charge we started there for the turn. I made one attack on the town which Morale Broke Bob's unit and made some cautious moves with the rest of my wing, trying to keep them out of the town. I was able to continue with the wing and switched them over to Make Ready (with Conde's help). <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0F3Xkz-fJpradsoQJv3Pt0RkRIVXBLizbA3RcvzevETchECIUtmMrVTBtYsR4_soQ-FnFNnmL8VX6F8qHG05BOIcZoLmw0dXKewo4Rp2Muo1FK5wkhUCqviDUc57H88a9vFFXJXX8Lx4C/s1600/IMG_1783.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0F3Xkz-fJpradsoQJv3Pt0RkRIVXBLizbA3RcvzevETchECIUtmMrVTBtYsR4_soQ-FnFNnmL8VX6F8qHG05BOIcZoLmw0dXKewo4Rp2Muo1FK5wkhUCqviDUc57H88a9vFFXJXX8Lx4C/s320/IMG_1783.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 2 Action around Alerheim</td></tr>
</tbody></table>
<br />
The action then went over to Bob's Left Wing. Bob was clearly leading them out to have a go at my Right Wing. I was amazed as I thought this was giving away the advantage of him being mostly behind the Gully which was not really a Gully. He continued and then switched to Charge and it was on.<br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFX5TgBGm_Z_KFMy9l1rdT83GdSnzlWjbsJHoa1ofsf7_sQ6FEfaoUwuXpzdLTkZHOtyUHXnMJZ0_SwRn4MQ7wuqGQop58mYZBwVFmi5BJcduPaMAGY_0kj3kLMAaUdjjjwfpW55jyY_kx/s1600/IMG_1791.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFX5TgBGm_Z_KFMy9l1rdT83GdSnzlWjbsJHoa1ofsf7_sQ6FEfaoUwuXpzdLTkZHOtyUHXnMJZ0_SwRn4MQ7wuqGQop58mYZBwVFmi5BJcduPaMAGY_0kj3kLMAaUdjjjwfpW55jyY_kx/s320/IMG_1791.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">de Werth leads his wing in an attack on the French Right</td></tr>
</tbody></table>
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfr1Um0cSUWKUPTFZ3vLNpg9OMif6XBcATvFxmzH9FMpDLC-fjVPioKed5_culWBQta0W9jnoWa_p_iSO9Hy3rqvcKCPV9i-_n4M2p6dZa4J_eST5g2QhXfT-wiJ9QhL1V6dncieHaHLD_/s1600/IMG_1794.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfr1Um0cSUWKUPTFZ3vLNpg9OMif6XBcATvFxmzH9FMpDLC-fjVPioKed5_culWBQta0W9jnoWa_p_iSO9Hy3rqvcKCPV9i-_n4M2p6dZa4J_eST5g2QhXfT-wiJ9QhL1V6dncieHaHLD_/s320/IMG_1794.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Near the End of de Werth's activation</td></tr>
</tbody></table>
<br />
<br />
Bob had a pretty good Wing, most of the units morale was 8, but he also had 5-6 "Arq-Busters"(Arquebusiers) which do not line up against normal Cavalry (Curassier) in melee very well (-1). Thus with him charging I was able to make Interception attempts (0-4 [on a d10] as I was in Make Ready) giving me the all important +2 Momentum DR for the melee combats that followed. So it went, he would move a unit forward and I would Intercept it and we'd have the melee, then he'd activate the next unit and before long we'd gone through most of his Wing. It was a viscous fight. Both sides lost several units while having several others pursue off the map (and thus be out for the rest of the game). Near the end of his activation, de Werth charged forward with a unit and ended up in front of his wins and facing my 3rd line of Infantry completely isolated. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHjOoV_tupovEycgJL3IWLth53_a6BZ8YWUKrGeyNuwnn9CI-Qt51JQ-PuAewXJvD-kSWf4sh3i-yGXsFufMo5iHnEXS05fhWQwWhFPsXgfgpaWluviKNvpyB5Is5-yDxlG40Mi1XQrRlF/s1600/IMG_1797.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHjOoV_tupovEycgJL3IWLth53_a6BZ8YWUKrGeyNuwnn9CI-Qt51JQ-PuAewXJvD-kSWf4sh3i-yGXsFufMo5iHnEXS05fhWQwWhFPsXgfgpaWluviKNvpyB5Is5-yDxlG40Mi1XQrRlF/s320/IMG_1797.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of de Werth's Activation</td></tr>
</tbody></table>
<br />
When the dust settled after Bob's wing was finally finished with its assault, it was my turn to return the favor. I activated my Right Wing and they were able to convert to Charge mode. The first thing I did was go after de Werth and got him with a Cavalry charge. Bob rolled a 9 and de Werth was KIA'd (+10vps). It continued to go well for me after that. I then charged the unit that Mercy was stacked with and blew the melee roll, Bob rolled on the pursuit table and took me out, but it left him again in front of his lines with Mercy stacked with a FB (formation broken) Cavalry unit. I continued and was able to bring my Infantry up and take out the unit, sending Mercy off the map with very low odds of coming back on. This was turning into a disaster for Bob. We both lost a few more units and Bob had a couple fleeing in Morale Broken status as well. If Mercy didn't come back at the start of the next turn, I could start trying to get Bobs units in the town to surrender via the special rule for this scenario.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6E5NB1323iiOEBNIoKco075Zk1p3PUqPs8WR-zRNhfyqFacF6DoqYqqe5A56hBGAzXuwxFCKqAJbgwYqMPv_E7gy3X8wkjlJ-0oKsmCbhzapRowmtpyMMZLmOjsVNxLQM_24fRfCuyIvK/s1600/IMG_1810a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6E5NB1323iiOEBNIoKco075Zk1p3PUqPs8WR-zRNhfyqFacF6DoqYqqe5A56hBGAzXuwxFCKqAJbgwYqMPv_E7gy3X8wkjlJ-0oKsmCbhzapRowmtpyMMZLmOjsVNxLQM_24fRfCuyIvK/s320/IMG_1810a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mercy's Demise</td></tr>
</tbody></table>
<br />
The rest of the turn was quite. Bob's Right Wing didn't do much. His Center stayed put and fired its Artillery while I finished reforming my Left with the remainder of the turn. <br />
<br />
<b><span style="font-size: large;">Turn 3</span></b><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiImA7hqbzeMvk4kBXbAL4LJKFPysQtAKkU0_62eN_3Uj3HXR3CODJevCnRpF5EoLinoh7F3oL0WLEEvROBl2fl1Li_bagebLKNdO_dugUOiuNdeJbrPxoDbfo6zYB2Wtq3m_JEHnIUa2Nd/s1600/IMG_1829.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiImA7hqbzeMvk4kBXbAL4LJKFPysQtAKkU0_62eN_3Uj3HXR3CODJevCnRpF5EoLinoh7F3oL0WLEEvROBl2fl1Li_bagebLKNdO_dugUOiuNdeJbrPxoDbfo6zYB2Wtq3m_JEHnIUa2Nd/s320/IMG_1829.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 3</td></tr>
</tbody></table>
<br />
Bob had a one in ten chance of having Mercy return to the game and he did it. He rolled a zero and Mercy returned to the map. I then made a roll for my Right Wing leader (Gramont) who also amazingly made a return (after exiting at the end of the last turn on a cavalry pursuit). We also had a chance to count up VPs due to losses and it was very close with Bob having lost 55 to my 65. With him still possessing the town and the other victory locations, I was still very much having to attack to earn a victory. We also rolled for fire spread and a few more hexes in the town went up in flames.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimQ2bqEReVsPpUPX8SLrG3cpIRKq5rrK5lp1vMp7-UhgGT2dE7RVG0ltTW7fYSOkvPUAGhz4jEI7wzu3rUkYr8tdHvC5k96CzRM6BONAMdXNezI7_2IeE6HoCBFZkg7-qr42fxmJQf0gGF/s1600/IMG_1842.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimQ2bqEReVsPpUPX8SLrG3cpIRKq5rrK5lp1vMp7-UhgGT2dE7RVG0ltTW7fYSOkvPUAGhz4jEI7wzu3rUkYr8tdHvC5k96CzRM6BONAMdXNezI7_2IeE6HoCBFZkg7-qr42fxmJQf0gGF/s320/IMG_1842.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Action on the French Right, Turn 3</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj19Panhdc2mchWn5RBV6p1jLwmqdZkAbHdKIhuVK-iykjX43wPpmiCQyKV01cenh9Yv0JvSHfoBBDziviAHVR5n3GXC4dQ4Z9xMmEFiKQzeMu1oUaFElLIiVe2C3HQkeH0tIUT8-hLNPID/s1600/IMG_1843.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj19Panhdc2mchWn5RBV6p1jLwmqdZkAbHdKIhuVK-iykjX43wPpmiCQyKV01cenh9Yv0JvSHfoBBDziviAHVR5n3GXC4dQ4Z9xMmEFiKQzeMu1oUaFElLIiVe2C3HQkeH0tIUT8-hLNPID/s320/IMG_1843.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The French Right continues its counter attack</td></tr>
</tbody></table>
<br />
The action then started again on my Right. I continued in Charge orders and sent several more units running under Morale Broken. I then Continued and switched to Rally orders to start reforming and rallying my remaining units. Bob spent most of his wings (his left) doing the same, ending in Rally mode and quickly trying to restore the confidence of the few units he had remaining.<br />
<br />
<br />
Bob then did his Right Wing and then I did my Center...both of these activations were quiet with not a lot happening. I then brought my Left on line and converted them to Charge orders. Here I had the advantage in Morale and troops strength where Bob had the slope to his advantage. When my charging Cavalry came into view, he could intercept me and would have the added advantage of me just becoming FS (formation shaken) due to the crest line. Bob's luck didn't hold here though...we knew already that his dice liked to roll 0's (to get his leader back) and it continued to do so here on his interceptions. He went to his back up dice and this helped a little. When my wing finished I had taken the crest line and smashed his first line of cavalry. I wasn't in very good shape either but I had two more lines behind me and Bob only had one.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtPUvnYB9tNGdQvbaqCxJp8xeJl0rlNE8CxDA7Rm-TG0SHxgvLcTJRNn7d8hdaCpm9LSuwy-DFKugUx4uKUa2EM7JSumXHhhd0iwbtgjMzN2nU75Km3rFU8mlMEI2-GvrxcluK3cHfahRf/s1600/IMG_1862.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtPUvnYB9tNGdQvbaqCxJp8xeJl0rlNE8CxDA7Rm-TG0SHxgvLcTJRNn7d8hdaCpm9LSuwy-DFKugUx4uKUa2EM7JSumXHhhd0iwbtgjMzN2nU75Km3rFU8mlMEI2-GvrxcluK3cHfahRf/s320/IMG_1862.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After the French Assault on the Left</td></tr>
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<br />
At the end of the turn we spread the fires in the town (it was really going now) and counted loss VPs. I had lost 95 VPs worth of units and Bob had lost 105. It was slowly turning in my favor, especially because I had largely won with my Right wing and still had some mopping up to do there whilst Bob didn't have much on his Left.<br />
<br />
<b><span style="font-size: large;">Turn 4</span></b><br />
<br />
I started on my Left and converted the wing to Make Ready, reformed where I could and brought up the next two lines. I then continued and converted to Receive Charge and was able to reform most of the Wing. Here again my -2 leader was a real asset allowing me to have three crucial activations to reform the wind and re position it to continue the fight. Had I rolled poorly on my continuation attempts I would have been very vulnerable to counter attack my Bob. Bob went to Rally with his Right and started to reform/rally with his units, he had not interest in counterattacking me at this point. Here he made a grave error that we shall get to later. It didn't occur to me at the time.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuUuoXMapONmxwFafUiw2CxqmnQH_tUKMez7aYcCmRsYU5WXnjoKp01spcxTPM_xXEO4dqHDoFQtevFQof-y0BBt9EP_DFklI9zH7VWnB3ZLyNTTEJq2nAnzg005qbJWBp_kZd6lJ6NMRT/s1600/IMG_1867.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuUuoXMapONmxwFafUiw2CxqmnQH_tUKMez7aYcCmRsYU5WXnjoKp01spcxTPM_xXEO4dqHDoFQtevFQof-y0BBt9EP_DFklI9zH7VWnB3ZLyNTTEJq2nAnzg005qbJWBp_kZd6lJ6NMRT/s320/IMG_1867.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 4</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVXh6P-px13AsXLL3t-BTl4EVKkCYK3eYqrU8HHZjDoFQjUqdUaehe_6J9eZwepn6SzduUlUjiQFYeLWUPZEtLWJxc9RWVJrikJueNtZi_KiDmRl25vEVCDcODB0ysTS7VqhvpljEoNRLE/s1600/IMG_1912.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVXh6P-px13AsXLL3t-BTl4EVKkCYK3eYqrU8HHZjDoFQjUqdUaehe_6J9eZwepn6SzduUlUjiQFYeLWUPZEtLWJxc9RWVJrikJueNtZi_KiDmRl25vEVCDcODB0ysTS7VqhvpljEoNRLE/s320/IMG_1912.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The French Left Wing Reforms on Turn 4</td></tr>
</tbody></table>
<br />
I then went to my Center and continued to move them around the town in Make Ready while Bob was shelling me with his Centers impressive Battery. I hoped that I would not have to charge his center with mine as his was still in good order behind fortifications and supported by artillery. Bob didn't do anything with his Center on his next activation so the action moved over to my Right Wing where I was in Rally. I converted to Receive Charge and moved to get back in command and reform where I could. My thinking at this time was to try and get around Bobs Center with the remains (5-6 units) of my Right and make trouble for him as I also assaulted with my Center. Of course in MPBS this is much easier to say then it is to do.<br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4In_bRsiL7Fn05x7E-pzlDIHZtKdSZHbnft0Vu3vU8zaxgGVfj3fiNGPgNKuYloJEd8z1lh7GuPbOy9WWQ3tveX-GsEA6rg8b2O7f5X7zuep-35p3x4hjgTXSvA3JmChYl2UBeAibnOKp/s1600/IMG_1922.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4In_bRsiL7Fn05x7E-pzlDIHZtKdSZHbnft0Vu3vU8zaxgGVfj3fiNGPgNKuYloJEd8z1lh7GuPbOy9WWQ3tveX-GsEA6rg8b2O7f5X7zuep-35p3x4hjgTXSvA3JmChYl2UBeAibnOKp/s320/IMG_1922.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The French Right, turn 4</td></tr>
</tbody></table>
Bob and I had a chat about how interesting this was for us. We have played many of the MPBS scenarios over the years and for us at least, many of the games only last 2-3 turns before its very clear who is winning. Here, while things were certainly going a little in my direction, the game was far from decided. Things were by no means clear as we ended the fourth turn. Thus we eagerly decided to continue on and see what happened.<br />
<br />
<span style="font-size: large;"><b>Turn 5</b></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguaN9SMvLT8XPiPfhhl7nb_MR_tehTXH_oo8PA_LuaHmISsGvoHwVVgSDwgLDhyPtuoyApgWAvcGs78ELg3ZOPo8XDk9QWPS1N8liRxtt8YeA6AmjKzEb9mX9wK7x0OzgYooHapqCoxoBt/s1600/IMG_1930.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguaN9SMvLT8XPiPfhhl7nb_MR_tehTXH_oo8PA_LuaHmISsGvoHwVVgSDwgLDhyPtuoyApgWAvcGs78ELg3ZOPo8XDk9QWPS1N8liRxtt8YeA6AmjKzEb9mX9wK7x0OzgYooHapqCoxoBt/s320/IMG_1930.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 5</td></tr>
</tbody></table>
<br />
My Center was the first Wing I activated on Turn 5. The front line of this Wing was taking a beating from Bobs artillery only 4 hexes away and so I stayed in Make Ready and reformed my first line as I continued to move the rest of the Wing around the town. Bob then went all 20th Maine on his left and converted to Charge Orders with his two remaining non-MB units. We split the melees and when it was my turn to activate my Right I also converted to Charge and tried to get his last remaining good order unit and was repulsed heavily. Bob then brought his Center on line and again pounded my first line of Infantry, inflicting more damage on their formation. He also started to move his Cavalry (2nd line of his Center) over around to his right to protect his Centers flanks, it was as if he was reading my brain waves!<br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdoB2_jwNJ41iXXzTGjy29oXaaDG-MnxkhXtT9PuYmaNnK2xj4NWKav75N2YzrhRBJbVG3JTawjCtASusmziAjREbqyflnoCtOCxQH9Ku40zxo92Q8r4P0ZlWpm4GKSUNKpRcgaScBpAh2/s1600/IMG_1936.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdoB2_jwNJ41iXXzTGjy29oXaaDG-MnxkhXtT9PuYmaNnK2xj4NWKav75N2YzrhRBJbVG3JTawjCtASusmziAjREbqyflnoCtOCxQH9Ku40zxo92Q8r4P0ZlWpm4GKSUNKpRcgaScBpAh2/s320/IMG_1936.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Bavarians repel the French Right</td></tr>
</tbody></table>
<br />
My Left Wing was next up and I converted to Charge right away. Here is where we discovered the severity of Bobs error from last turn. As Bob's Right Wing was in Rally orders, he could not make interception attempts. This was huge as I was able to engage him without having to face his counter-charges. His second line of Cavalry was still in good shape and would have been able to disrupt my assault. I moved up and engaged five of his units. I won three of these fights. But again I was vulnerable as with this last activation I had moved the rest of my Wing up on the slope and all of them were in FS status. Then I uncharacteristically failed my continuation roll. Bob had 6 good order Cavalry units ready to charge me. He was heavily outnumbered though and was not going to be able to make use of momentum for most of the attacks. He was in Rally orders and his Army Leader was on the other side of the battlefield trying to keep the MB units on that side from leaving the field. His Right Wing Commander was only a 0 leader thus it would take some amazing dice to get that Wing into Charge orders quickly enough. Bob had had enough though and surrendered the field to me.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitygX9SxxHKJVeTIocZhgTEpErovA0U4NzKZLT-2WQ8V1mOnjgZwPRCjsTl1Pn1v9dLMT6gMi_f1o-Se927H8CwPO9xFJwEvtTxbB-QEwY5D8ai2FSCHiL49WL9bKIbjqL6M8-3xMbt8NF/s1600/IMG_1940.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitygX9SxxHKJVeTIocZhgTEpErovA0U4NzKZLT-2WQ8V1mOnjgZwPRCjsTl1Pn1v9dLMT6gMi_f1o-Se927H8CwPO9xFJwEvtTxbB-QEwY5D8ai2FSCHiL49WL9bKIbjqL6M8-3xMbt8NF/s320/IMG_1940.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Decisive moment on the French Left</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizn_zUTrm8nPqWegEE9WO_CqsrBFjwOdOlVvrAWvf_fbmNhX0YMC3a5mVMpEFuvsNcvLqNJFzdTPV1tr_k9Gl3J0yW92cPNmS_QwhSCwSfzXObtsewiMhN6bNgvo32IbSWjYCHeyUcgT84/s1600/IMG_1941.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizn_zUTrm8nPqWegEE9WO_CqsrBFjwOdOlVvrAWvf_fbmNhX0YMC3a5mVMpEFuvsNcvLqNJFzdTPV1tr_k9Gl3J0yW92cPNmS_QwhSCwSfzXObtsewiMhN6bNgvo32IbSWjYCHeyUcgT84/s320/IMG_1941.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The French break the spirit of the Bavarians</td></tr>
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I was not convinced that he was totally out of it at this point though. We had not counted Loss VPs for two turns and while I was in the lead there he still had the VP location (+10 VP) which might have played a part. Non the less, Bob was done and we ended it there. After Bob left I counted up the Loss VPs and I was ahead by 50 (145-95) so adjusting for the VP location I had a 40 VP advantage. This was just enough for a French Decisive Victory. Had we continued I think baring some amazing dice by either one of us we would have been playing to decide what kind of French victory (Marginal or Decisive) it would have been. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXNNHifI5h5T0KV4KXXi_56Gixqrse-u-sGPjzsJeCN0k-1Kf_H7Xqkoi-d9RdPZ2vM1m-Ng__iiu31g1atx7WQgfwdtmkKCPpfO7wjX7c9sbJiNWtuz0HlXyKImCbl-Jr5lbO5zXylRbT/s1600/IMG_1947.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXNNHifI5h5T0KV4KXXi_56Gixqrse-u-sGPjzsJeCN0k-1Kf_H7Xqkoi-d9RdPZ2vM1m-Ng__iiu31g1atx7WQgfwdtmkKCPpfO7wjX7c9sbJiNWtuz0HlXyKImCbl-Jr5lbO5zXylRbT/s320/IMG_1947.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Map at game end</td></tr>
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So this turned out to be one of the best MPBS experiences either one of us has had in many years. We played the scenario for over seven hours and that is rare for a MPBS scenario. The game was in doubt right up until the end of the 5th turn, which for us doesn't happen that often. Both of us thought that we did an excellent job of playing by the rules, which again was nice as we had only played the series once in the last couple years. Bob had a good time despite some terrible dice on his part. While I rolled well in some important continuation situations and again well in converting orders, the battle dice were mostly even except for when Bobs Right Counter-charged my Left. We both had several leader losses and equally improbable leader returns. Not a bad way to spend several days in May.Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com4tag:blogger.com,1999:blog-2373825048329524549.post-42544142321925495132012-05-16T22:54:00.000-05:002012-05-16T22:54:26.826-05:00Advanced Squad Leader (MMP) ~ "Rude Mood" AP79Game: Advanced Squad Leader (MMP)<br />
Scenario: "Rude Mood" AP79<br />
Publication: Action Pack 8: Roads to Rome<br />
Participants: Jim "HeavyD" D, Myself<br />
Time: Fri, 4/20 ~ 6PM - 8PM<br />
Sat, 4/21 ~ 12PM - 2PM<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA2KkCwTOZrR7Ez0Jyf17_td5bvJ2rDECrGFo-QsJv-fNwobFlhGfnfkdvHNjpLKCitXbCRx9YoE-8_9X36nheE_559voc_LdSE8e37mECaQZb35vQYhC68MZKTRFSpjbj2CXFsNvhdyMn/s1600/AP79_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="254" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA2KkCwTOZrR7Ez0Jyf17_td5bvJ2rDECrGFo-QsJv-fNwobFlhGfnfkdvHNjpLKCitXbCRx9YoE-8_9X36nheE_559voc_LdSE8e37mECaQZb35vQYhC68MZKTRFSpjbj2CXFsNvhdyMn/s320/AP79_Cover.jpg" width="320" /></a></div>
"Rude Mood" continues with the theme of dynamic Victory Conditions found in most of the scenario's in AP8. This one appealed due to its size and it's even ROAR rating. HeavyD and I are both enjoying these scenario's and the interesting VC's they present the players. In this one the Free French player is tasked with clearing a road of German defenders while at the same time taking all of the buildings in the German set up area. There is a sudden death component to the VC's that play out over the first three turns. In order to not loose, the FF player must control a number of buildings equal to the turn number times 3, thus the FF player has to control 3 buildings on the first turn, 6 the second and 9 by the third turn, this then allows them to fulfill the above mentioned VCs by the end of the game. The FF player can also win during the first three turns by controlling five times the turn number, so again if the FF player can control 6 buildings by the end of the first turn he can win (11, the 2nd turn and 16 the third).<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbzH5wuNbkyuVC9FcJAnUtp3J-HgPOKeab-8o_LUmMdlvVjfUcUF0JlZCKknTe4Jjdo62FT_uYb5REYNhw-c9Z4fls3Uvs3VzoY49XH8WMGaxXuw1Bxee2flvjnBj6PZq6q8JWnSNpAMIU/s1600/IMG_1364.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbzH5wuNbkyuVC9FcJAnUtp3J-HgPOKeab-8o_LUmMdlvVjfUcUF0JlZCKknTe4Jjdo62FT_uYb5REYNhw-c9Z4fls3Uvs3VzoY49XH8WMGaxXuw1Bxee2flvjnBj6PZq6q8JWnSNpAMIU/s320/IMG_1364.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">HeavyD's Set up</td></tr>
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VCs like this create tension early in the game for both players. It's a little like having two separate scenarios going on at the same time, the early game where either player can win; then if there is no winner the late game changes the dynamics of the scenario and forces the players to change gears. I found this one quite enjoyable as during the first three turns I was faced with thinking through two sets of VCs and trying to manage the game towards those two ends.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJwBjC9kUHenOYt3Ic-2roR7GCRs5ZJpTaRcEXxquVDDEgEPgUJBKuOxyV7gNykTxe8xpIRlZ8UGgMmo190MiY2e2kEDiou0rkKYDMbMG_1ysh2fRPvHXXEU1L2VKArgba2x5Q9Ad43TcJ/s1600/IMG_1365a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJwBjC9kUHenOYt3Ic-2roR7GCRs5ZJpTaRcEXxquVDDEgEPgUJBKuOxyV7gNykTxe8xpIRlZ8UGgMmo190MiY2e2kEDiou0rkKYDMbMG_1ysh2fRPvHXXEU1L2VKArgba2x5Q9Ad43TcJ/s320/IMG_1365a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My Set Up</td></tr>
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The German player is defending in this one. Elements of the 90th PG Division are set up in a town facing a big hill on which the Free French player will set up on. The German players force consists of 8 4-6-7s, 2 2-2-8s lead by 2 8-1s and a single 7-0. This force has a 50L ATG as well as a 20L AA gun backing them up. The Infantry also has a MMG, 2 LMGs, 2 50* MTRs and 6 Concealment counters. The German player is able to set up concealed if he sets up in concealment terrain.<br />
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The Free French forces come in two groups. The first group sets up on board and consists of 9 4-5-7s, 2 2-2-8s lead by a 9-1, 8-1 and an 8-0. These forces have 2 MMG(a)s, 3 LMGs and 2 60* MTR(a)s. This group sets up on the hill overlooking the town that the Germans are defending. On or after turn 1, a second group enters the map along the South edge, this force contains 3 4-5-7s and a 9-1 along with 2 M4A2(a) tanks and 3 M5(a) half tracks. There is a mild breeze blowing from the SW and the FF forces are both Stealthy and may initiate HtH CC as if they were Gurkhas. As I was the defender in our last scenario, I was the Free French player in this one.<br />
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As I sat down to look at the board after HeavyD's set up I knew we were in for a wild ride. HeavyD set up his forces in two main groups, the nearer setting up to hold onto the nearest buildings with the other force across the gully playing for the end game. I set up to target three buildings that looked like I could get some forces into Melee on the first turn. I had my mobile force set up along a road allowing the option of bypassing HeavyD's initial force and making a run at the 2nd set of buildings in front of the gully dividing the town.<br />
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<span style="font-size: large;"><b>Turn 1</b></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV08kw93nDTwjjN90GGuwUroZxYbIBbEQrhMFSOHeBytyjo8zUJ5qhTppN1yQN8aBa16jGyFI3ZvhC4cWIXQyHkUGsaIGvXgcvUJVQcVWWVCRnScpTKgS2Kg6avOX5a3aEABCI9dAq3q2h/s1600/IMG_1370a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV08kw93nDTwjjN90GGuwUroZxYbIBbEQrhMFSOHeBytyjo8zUJ5qhTppN1yQN8aBa16jGyFI3ZvhC4cWIXQyHkUGsaIGvXgcvUJVQcVWWVCRnScpTKgS2Kg6avOX5a3aEABCI9dAq3q2h/s320/IMG_1370a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 1 Prep Fire</td></tr>
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Things started off very well for me as my 60mm Mortars tore into HeavyD's concealed forces with abandon. My initial shots were long range ones at a concealed stack of three counters set up in a walled orchard hex. I opened with a CH and killed the leader there while breaking the squad possessing the MMG. After prep I moved out against the town and made good progress. I was able to use cover to make HeavyD's shot selection very tough. I lead with half squads and largely was able to get next to the three buildings I needed without taking many losses or having too many broken squads. During the course of the movement phase my sniper located and wounded HeavyD's 7-0 who was concealed. I thought this was a concealed squad and when it turned out to be a leader I was able to take advantage of that as well by making more aggressive moves then I would have.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE8K_1geKx23DY-3JAx7RHtkQjZiJ19KPWTtQ7s-UHBc4KhbluqVoBsulZCDF5rf6y5QbUHLrynG_2DQPxRnQsybY6iyEFG_EdSNouzUSOKyyA2_-Sj4kVYGcvs0fp8VxQPanR1X5k3Mej/s1600/IMG_1382.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE8K_1geKx23DY-3JAx7RHtkQjZiJ19KPWTtQ7s-UHBc4KhbluqVoBsulZCDF5rf6y5QbUHLrynG_2DQPxRnQsybY6iyEFG_EdSNouzUSOKyyA2_-Sj4kVYGcvs0fp8VxQPanR1X5k3Mej/s320/IMG_1382.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 1 Movement Phase</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRM0nwQzPZdhHmoaaEksAeWD5DqMotHiY9CWMMOnrSc60N7k5s6JEKds5UpueMJl-Dje_3Y-ZNR-VCRXa7euaAE5Ff8Bk0CBFvQr3OMVhv6S498wQEwzjuDrOv45S8_pIM6q_3lFQDkc-9/s1600/IMG_1392.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRM0nwQzPZdhHmoaaEksAeWD5DqMotHiY9CWMMOnrSc60N7k5s6JEKds5UpueMJl-Dje_3Y-ZNR-VCRXa7euaAE5Ff8Bk0CBFvQr3OMVhv6S498wQEwzjuDrOv45S8_pIM6q_3lFQDkc-9/s320/IMG_1392.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 1 on my Right</td></tr>
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Based on my early luck in breaking HeavyD's MMG stack I decided to risk a tank and a HT with a squad in it to make a dash at this position, I was forced to move by one of his occupied buildings and take a 8+2 shot which ended up breaking one of the HSs in the half track. This was a set back but I was able to get the squad and MMG the next turn as he had trouble routing. I sent the other tank and two half tracks into the town to support my Infantry's efforts to take the buildings I needed to stay in the game. The rest of the turn continued to go well as I was able to take 5 buildings by the end of my turn. This was one short of the six I needed for an auto win on turn one.The 2nd half of turn 1 went quickly as most of HeavyD's front force was broken. He made some minor adjustments and largely left his 2nd group in place. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOgHSLZEH5gt3FET84V9o9VFziL9k6Dx87-lzWEezwJQJRZpQRhkdRTDTQVdd02sQJFaYeLKOurVYSYS3QzHe8ssMHZ-9cKIL62m3UWJL6tWGBhraBPu4EzMvFnwbFM2VElLbwW1urJd78/s1600/IMG_1408.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOgHSLZEH5gt3FET84V9o9VFziL9k6Dx87-lzWEezwJQJRZpQRhkdRTDTQVdd02sQJFaYeLKOurVYSYS3QzHe8ssMHZ-9cKIL62m3UWJL6tWGBhraBPu4EzMvFnwbFM2VElLbwW1urJd78/s320/IMG_1408.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Free French Turn 1</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQt2UBjFhGxulrwmNf_O32otIG8UPAVcri02sgdkfKp3wDuiP0F9Uo1azkFCE9lLBSiEawryRoff-marFXsQEhSbncVTgRWsMbtwmAwcyAXsEoZea8wi48rGAvsiGT2ndoIMIgVBIdjnv1/s1600/IMG_1415.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQt2UBjFhGxulrwmNf_O32otIG8UPAVcri02sgdkfKp3wDuiP0F9Uo1azkFCE9lLBSiEawryRoff-marFXsQEhSbncVTgRWsMbtwmAwcyAXsEoZea8wi48rGAvsiGT2ndoIMIgVBIdjnv1/s320/IMG_1415.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">HeavyD ponders his move during his part of Turn 1</td></tr>
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<span style="font-size: large;"><b>Turn 2</b></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnrS3LzU0fdpgkk1l1aj61zwqtGFNrHXL-yevnpWwv1OxF6PVOFhiscZL8QMT_PwEjbnvvVETaBl5yJWw2CB-Ndra15XXJsmbXv6rbtpcy2OtIHh_XUYDJ8i39vvbTvh9lWikq_SiQnjFG/s1600/IMG_1423.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnrS3LzU0fdpgkk1l1aj61zwqtGFNrHXL-yevnpWwv1OxF6PVOFhiscZL8QMT_PwEjbnvvVETaBl5yJWw2CB-Ndra15XXJsmbXv6rbtpcy2OtIHh_XUYDJ8i39vvbTvh9lWikq_SiQnjFG/s320/IMG_1423.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 2</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjw8iMD_tSlJtk5obt6J_f1Y0cvLsdbBR4MakUFEXXf6RSmMWWqgKFagh1EYEcAR407eQK1gZ9bEXVIm-sh3u1JvzQOtR1BAEwcKzuK3-w5M-UbdgLYxYPWVR9RFZIPMUvorRP_9CS_lizY/s1600/IMG_1430.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjw8iMD_tSlJtk5obt6J_f1Y0cvLsdbBR4MakUFEXXf6RSmMWWqgKFagh1EYEcAR407eQK1gZ9bEXVIm-sh3u1JvzQOtR1BAEwcKzuK3-w5M-UbdgLYxYPWVR9RFZIPMUvorRP_9CS_lizY/s320/IMG_1430.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The German 50L ATG is found out</td></tr>
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With my successes on turn 1 I knew that I would not have to worry about loosing the game due to not taking enough buildings and was able to think long term. Knowing that I had not yet seen the two hidden guns and the geography of the map also meant that it was highly unlikely that I was going to be able to get a win in turns 2 or 3. This was actually a benefit as I was able to still play aggressively but not recklessly. This turn saw me doing a little mopping up of Heavy's initial force while moving the bulk of my forces towards the gully and the remaining Germans lurking there. The 50L made an appearance, as I was able to scout out its location using half squads prior to even moving a vehicle. I was able to get into CC with the guns crew and take them out at the end of the turn. Once the gun was reveled I was able to move much more aggressively with my two tanks. HeavyD's 2nd turn was again a quick one as he didn't have much to do. My highly skilled mortar crews once again struck, eliminating the crew that was manning one of his mortars in the village. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfZoyzA3yyJx0BflzwNkd4Wb9-QLQRsRf6wsse7rvUXVGWMB0vnEVgd2ZeFUo4aun2ankBjyHUHfGYC2-2mhVZ9EGpUPRIJQoEnrhFyLFyo09hSy1CrRhzGqPOa6_Hb0sL4pEfb2W-1Czg/s1600/IMG_1441.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfZoyzA3yyJx0BflzwNkd4Wb9-QLQRsRf6wsse7rvUXVGWMB0vnEVgd2ZeFUo4aun2ankBjyHUHfGYC2-2mhVZ9EGpUPRIJQoEnrhFyLFyo09hSy1CrRhzGqPOa6_Hb0sL4pEfb2W-1Czg/s320/IMG_1441.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Turn 2</td></tr>
</tbody></table>
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<span style="font-size: large;"><b>Turn 3</b></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCfrOZSqb1qi98LvOsNQJUxAt-H6D3_0fyX4Bpe7fYbMuIDs_8NjhuBu4Wq-5QpdM5WvigmGAF4IRraK7cPgojRZiD-Q_roTP-_SSziordl3NxjY-Bnyk7OL7yjSJf1BEqW1Rr5luU3fL9/s1600/IMG_1452.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCfrOZSqb1qi98LvOsNQJUxAt-H6D3_0fyX4Bpe7fYbMuIDs_8NjhuBu4Wq-5QpdM5WvigmGAF4IRraK7cPgojRZiD-Q_roTP-_SSziordl3NxjY-Bnyk7OL7yjSJf1BEqW1Rr5luU3fL9/s320/IMG_1452.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Free French progress in the Center on Turn 3</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLhoOIYmJSraqVy73eEFHs7_AOrJAIR_gweKwZKJtvSm-UMTbh-SwQdDGePAH9m_JO3NzDRsyQ7QDoVhL79XBgHw4iYv-IDVA3tggj4MkFKSZSeHNAonUPtUo8bdBm5ZfgzJjVDIDn2J93/s1600/IMG_1451.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLhoOIYmJSraqVy73eEFHs7_AOrJAIR_gweKwZKJtvSm-UMTbh-SwQdDGePAH9m_JO3NzDRsyQ7QDoVhL79XBgHw4iYv-IDVA3tggj4MkFKSZSeHNAonUPtUo8bdBm5ZfgzJjVDIDn2J93/s320/IMG_1451.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My Right, Turn 3</td></tr>
</tbody></table>
<br />
During my movement phase on turn 3 I was able to advance at a brisk pace and close the distance on the remaining Germans. Over the course of the turn things started going from bad to worse for HeavyD as I was able to get closer and closer and his efforts to thwart my advance largely went unnoticed. Given that we still had 4 more turns to play HeavyD threw in the towel at the end of the turn. The combination of my Mortars tearing up his concealed forces and my tanks running around without worrying about the ATG I was able to quickly get very close to his remaining forces who where without a leader.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZNPvq4vqUB0sXX5448jETpNnrXCy0AEtDUi44_MwVF5_qhdKgZQ3os2qFhA3ixtaJhlr-JSCYi5yeC3T2ocgPyOV67zg9oBgNYPmX-ScuBEOTSXU-eMUN6XHv9HsJUUoOayfpDFJSTGHT/s1600/IMG_1460.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZNPvq4vqUB0sXX5448jETpNnrXCy0AEtDUi44_MwVF5_qhdKgZQ3os2qFhA3ixtaJhlr-JSCYi5yeC3T2ocgPyOV67zg9oBgNYPmX-ScuBEOTSXU-eMUN6XHv9HsJUUoOayfpDFJSTGHT/s320/IMG_1460.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Map at the end of the game (Turn 3)</td></tr>
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<br />
This was a fun scenario for me. HeavyD, while getting smashed still had a good time as we saw a lot of interesting things happen. One needs to be prepared for this one to end early as the VC's force each player to commit to not loosing on the first three turns.Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com0tag:blogger.com,1999:blog-2373825048329524549.post-20998929514435160782012-04-28T23:03:00.000-05:002012-05-09T22:58:09.959-05:00The Thirty Years War (GMT) ~ Campaign GameGame: The Thirty Years War (GMT)<br />
Scenario: The Campaign Game<br />
Participants: Bob H, Myself<br />
Time: Sun, 4/15 ~ 1.00PM - 4.00PM<br />
Thu, 4/19 ~ 7.00PM - 8.00PM<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGLOnXLPmGpJVzqYQ9tgvUsOEBlr3NZqRtIo6y13ThVjct2g_crP8Ab_50hD6rG7RlianjoI2wIdyOx2Rh3eGkcsEPh66FFY1DVFPHPPJRhQvFtwgx92t798TTGKeBTAsAOP8DPm1tlTES/s1600/TTYW_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGLOnXLPmGpJVzqYQ9tgvUsOEBlr3NZqRtIo6y13ThVjct2g_crP8Ab_50hD6rG7RlianjoI2wIdyOx2Rh3eGkcsEPh66FFY1DVFPHPPJRhQvFtwgx92t798TTGKeBTAsAOP8DPm1tlTES/s200/TTYW_Cover.jpg" width="146" /></a></div>
The Thirty Years War (TTYW) is a game that we've played a lot of in St Louis. When it came out in 2001 we played it quite a bit and really enjoyed it. It was one of the first CDG's that most of my gaming group took to. It also opened my eyes to the Thirty Years War, a topic I was nearly ignorant on prior to the games release. Bob and I have both been reading up on the 30YW for a project we are working on and thus it seemed like a good time to get this game off the shelf and introduce Bob to it. Bob has for many year claimed to have an aversion to CDG's do to some rough treatment he received while playing PoG back in the day. While TTYW certainly has features that he 'said' he didn't like, I was able to strong arm him into playing as we're both very interested in the topic right now.<br />
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I had last played this game a couple years ago so I wasn't to rusty on the rules. We spent an evening going over the game prior to our playing it...we walked through a turn or two and made sure to cover all the different things you can do with your cards during a turn. TTYW is deceptively simple, aside from the exciting six round turn in which each player plays one card, there are only a couple of housekeeping steps at the start and end of the turn. The real meat of the game are the six action rounds and using your cards to drive the game.<br />
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Each card can be used in one of four ways, I will outline them here for you:<br />
<br />
<ul>
<li>Activate a Leader</li>
<ul>
<li>Use the card to activate a single leader, or group of them (in the same space) and then move the leaders and units in that area. Leaders and units each have a certain number of movement points, so usually you are moving a stack up to the slowest units movement allowance. </li>
</ul>
<li>Recruit</li>
<ul>
<li>Use the card to Recruit units. Each card can be used up to three times (depending on its value, 1-3) to make a Recruitment dr. Usually you will get between 0-3 steps of units, depending on who is doing the recruiting and what kinds of troops (Militia or Mercenaries) you are trying to recruit. </li>
</ul>
<li>Collect Foreign Aid</li>
<ul>
<li>Cards have Aid values on them, the better the card, the more Aid. You can only play one card as an Aid card over the course of the turn. Foreign Aid points are used at the end of the turn to pay you forces, those that you do not pay (or are unable to) must Forage for pay running the risk of being eliminated permanently if you roll poorly. </li>
</ul>
<li>As an Event</li>
<ul>
<li>Every card has an event. Some of the events are one time events and will remove the card from the game when the even is used. Some of the cards have reusable events which allow you to keep the card in the deck. There are also Combat Cards which allow you to influence a battle that is taking place. </li>
</ul>
</ul>
Each player has three decks, with each deck being added into the game as certain events happen or by a certain turn. Some events require other events to have been played in order for them to allow their event to take place. This is important, however there are not many of these combinations and they are pretty straight forward. If you are teaching the game to someone who has not played, its a good idea to walk them through some of these are they are important over the course of the game. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTu2KclrMjUHchiM6aqEOXgegwP5-rcF4XvJMwbomGa2yDxjiD5CK6R9XGyuCK6nahgepXFSuyN0LsJAKP6TzVSIKUvWVExbDKRQPSrNvdO3ksQHoi3wuZ8Sy3x3N6TciTaD_qGEhIypXm/s1600/IMG_1177.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTu2KclrMjUHchiM6aqEOXgegwP5-rcF4XvJMwbomGa2yDxjiD5CK6R9XGyuCK6nahgepXFSuyN0LsJAKP6TzVSIKUvWVExbDKRQPSrNvdO3ksQHoi3wuZ8Sy3x3N6TciTaD_qGEhIypXm/s320/IMG_1177.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Prior to Turn 1</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
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Much of the map starts off the game Neutral. This will take some getting used to for new players as well. Events usually bring in regions to the conflict as the War gradually widens to cover the entire map. Violating Neutrality is allowed but it comes with a negative Victory Point price for the side that violates it. The games objective is to control areas and independent cities, at the end of the game the players will compare the current VP score to a table to see who has won. The game also had an interesting mechanic where each player can offer peace at the start of their turn (under the right circumstances). Thus if one player if in a very strong position the he can offer peace, which among other things can result in a win if he rolls enough. <br />
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As this was Bobs first game I gave him the Imperial player while I took the Protestant side. The game is hard on the Protestants for the first several turns and it's not until the mid game where we see Sweden and France enter the war where we see the tide swing in the other direction. <br />
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<b><span style="font-size: large;">Early War</span></b><br />
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I should start off saying that we are using the most recent living Rules updates, including adding the 4th Imperial Veteran Unit to the starting Imperial Forces. The game starts in 1620 with Bohemia in Revolt against the Emperor. The Hungarians are also in Revolt against the Empire. The Bavarian's are steadfast allies of the Emperor. Saxony is also (currently) on the Empires side and is somewhat isolated being between the revolting Bohemians and the Imperial/Bavarian forces. Bob has a nice force of 4 Veteran units in Vienna along with a good force of Bavarian Mercenaries in Munich. During the early part of the game the Imperial units are not allowed to stack with the Bavarians. The Saxons have a small and weak Army at start. Additionally, the Spanish have a Veteran Army in Flanders that is limited in where it can move on the map. The Protestant player starts with two Armies in play.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOIXmEV8e0eFDK4Um2M2swmPuaGk8Som3iqcfvg8yIXTRvThPsRFH-PDjSyU3YtsDwu73l9WmSAw-hMHdYtwwa3VlDLGa3ZbmGEVwE3K98SaX41ay31gGyGqpa4ofFldFMYUZ3Phyphenhyphen8tpqZ/s1600/IMG_1183.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOIXmEV8e0eFDK4Um2M2swmPuaGk8Som3iqcfvg8yIXTRvThPsRFH-PDjSyU3YtsDwu73l9WmSAw-hMHdYtwwa3VlDLGa3ZbmGEVwE3K98SaX41ay31gGyGqpa4ofFldFMYUZ3Phyphenhyphen8tpqZ/s320/IMG_1183.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob opens the game by subduing the Hungarian revolt</td></tr>
</tbody></table>
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Bob opens by leading his Imperial Army in to Hungary to subdue the rebellion there. He rolls very well in the opening battle and takes out the Leader, thus ending the Hungarian participation in the conflict within minutes of the games start. I should take a moment here to talk about leaders and how important they are to the game. Every time a leader is involved in a battle the player will roll to see if the leader survives. The game uses 10 sides dice and there is usually at least a 20% chance that the leader will be eliminated, some leaders eliminate on a 30% roll. Thus often a real battle is the battle after the battle, that is when you role to see how your leaders prevailed. Loosing some key leaders early can be disastrous. This is what happened in Hungry, when I rolled for the Hungarian leader (and there is only one, and if he dies the Hungarians are out of the game) and he died it was over for Hungary. This is usually what happens to the Hungarians in the opening impulses of the game, ideally you can make the Imperials play two cards to subdue them. <br />
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Bob then moved the Spanish over into Lower Palatinate to start subjugating that area. This is another key early move as the Imperial player wants to get control of all of the electorates as soon as he can. I am not going to risk sending either one of my Armies over there to help yet as I am too weak early in the game.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwHnru4jC4Dfz-uA_hF_qVUPURD1J_h_x2r-v-Iox9uizvXx5-6PoNeHH5kCfflt6IYVT_kjrnI18hYxb-UA4SA5lhS0RVCtCu3TFtubnaYjHpCtS7VhsLMK3T5liw2mMRUktKX19nmOCs/s1600/IMG_1187.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwHnru4jC4Dfz-uA_hF_qVUPURD1J_h_x2r-v-Iox9uizvXx5-6PoNeHH5kCfflt6IYVT_kjrnI18hYxb-UA4SA5lhS0RVCtCu3TFtubnaYjHpCtS7VhsLMK3T5liw2mMRUktKX19nmOCs/s320/IMG_1187.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob then moves into Bohemia</td></tr>
</tbody></table>
<br />
Bobs not done yet, he decides to bring the Imperials into Bohemian and quickly dispatches Thurn's Militia Army at little cost. I elect to take a shot at the Imperials after this move with Mansfield and move in to Budweis for combat the very next impulse. This battle goes well, not only do I win the fight but Bobs leader dies (Bucquoy) which is of far greater importance. Bob then brings the Bavarians over to assault Thurn's hapless Militia Army. This is a route and Thurn is sent running. At the end of the turn Spinola is unable to complete his Siege in Palatinate. <br />
<br />
Turn 2 is much quieter then the first turn. Bob takes the Bavarians back to Bavaria (where they need not be paid) and spends much of the turn rebuilding the Imperial Army in Vienna. I too spend a lot of time recruiting as I am low on units. I do bring Christian in and he goes on an end run through Moravia (we realize later that I am illegally leading too many units with this leader). Turn 3 also passes quickly as Christian pulls out of Moravia and Spinola subdues Lower Palatinate and then heads into the United Provence's thus kicking off the Dutch War. I react by running an army into the Up to counter Bobs move.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi43fsVhVGrzDiurbb8t1kSxq-TRMH6DsUq-aY2DvBm6HhKOnV7X67WsakFLggZLw6mRoWK3B7A1vhXvUvj6A8biRAvhdo3vcC88gtV8wU-14cdTKY-U8M-Qy-y6A21ngIvTRsq_lZjpcTz/s1600/IMG_1200.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi43fsVhVGrzDiurbb8t1kSxq-TRMH6DsUq-aY2DvBm6HhKOnV7X67WsakFLggZLw6mRoWK3B7A1vhXvUvj6A8biRAvhdo3vcC88gtV8wU-14cdTKY-U8M-Qy-y6A21ngIvTRsq_lZjpcTz/s320/IMG_1200.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 2</td></tr>
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<br />
Turn 4 heats up as Bob leads off with Tilly and his Bavarians moving back into Bohemia and attacking Mansfield at Prague. The Battle of Prague is big and Bloody. I loose and loose about three units in the process. Mansfield dies as does Pappenheim (Bavarian leader). Bob spends the rest of the turn subjugating Bohemia while I run my rag tag Army (whats left of them) over to Brunswick-Luneburg. Christian of Denmark enters the war as well. <br />
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<br />
Turn 5 continues to go Bobs way. Tilly leads the Bavarians into Brandenburg and takes out Christian and his small army before the Danes can get there to assist. This is a tough blow as I am now really down to a few leaders and not very many units. Bob has a very strong and well lead Army under Tilly and Wallenstein has reassembled a mighty Imperial Army now as well. Bob takes this new Imperial Army over to Nuruberg and lays siege to Anhalt, trapping him in the fortress. As I am starting to get desperate, I send Christian down to lift the Siege and hopefully change the course of this mostly one sided game. This is a big battle, I use two CC cards and am desperate for some good dice. I roll a 1 against Bobs 7, another defeat. The good news is that Bob looses a good leader and Christian (Denmark) lives. But I am not able to save the city and when that falls I loose Anhalt and this hurts as I am now running very low on leaders.<br />
<br />
Meanwhile the Bavarians move over into Brunswick to tackle the remaining Protestants there (a Replacement leader and three Mercenaries). I am again crushed and run down into Lower Palatinate to be with my Danish Allies as now almost all of my starting areas are under Imperial Control and I am having a hard time finding supply sources. Bob plays the Cordoba Leader card (a Spanish army comes on the board and must make its way up into the UP a turn later) and moves them into Lower Palatinate to go after my feeble forces. I win this battle, killing Cordoba (which is nice but not decisive). We stop here for the day as the next turn will bring the Intervention Deck into the game and I hope with it an early appearance by the Swedes as I am literally on my last legs. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFk002UzLRWZtgxnHK2-Ed8w9Xzf5FL1RGlOdaGTfr4s31Ykk61RpR-P1SZbPLEGP0GxxFiwehHkph_HRIKemzVZig3Hps9jmff1t4tfYtCAPc2zM-XmveKAj78soNsMy7achHggKMKMnK/s1600/IMG_1265.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFk002UzLRWZtgxnHK2-Ed8w9Xzf5FL1RGlOdaGTfr4s31Ykk61RpR-P1SZbPLEGP0GxxFiwehHkph_HRIKemzVZig3Hps9jmff1t4tfYtCAPc2zM-XmveKAj78soNsMy7achHggKMKMnK/s320/IMG_1265.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Christian fails to lift the Siege of Nuruberg</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
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<tr><td class="tr-caption" style="text-align: center;">Start of turn 5</td></tr>
</tbody></table>
<b><span style="font-size: large;">Intervention</span></b><br />
<br />
Turn 7 dawns with Bob having 35 VPs. This is a nice number for him. He also has a clear lead on the map in terms of fighting forces. Lastly he controls all of the electors which will play into the narrative soon. I am nearly cleared out of most of the map with really only Christian and his hearty Danes propping up the Protestants. My only real hope lies in Swedish or French entry into the war on this turn or the next, any longer and this thing is nearly over as I am starting to run out of turns.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaOTMy_FobTVuGRfBeYCnwt1HHWREXXjE7l3xB209Lr1ECROdwgxdsAugyUaEv0NsjxW-hGVbGDxSdKIK8JwoAxPzKgzod5xC3EBSwVlU2oqcQVr8w0HurRH6egTbdWzKxbfmViDBXxitw/s1600/IMG_1288.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaOTMy_FobTVuGRfBeYCnwt1HHWREXXjE7l3xB209Lr1ECROdwgxdsAugyUaEv0NsjxW-hGVbGDxSdKIK8JwoAxPzKgzod5xC3EBSwVlU2oqcQVr8w0HurRH6egTbdWzKxbfmViDBXxitw/s320/IMG_1288.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Christian defeats Cordoba in Lower Palatinate</td></tr>
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<br />
My first Intervention hand has neither the French or Swedes, it does have one new Protestant leader though. I open the turn by finally securing a supply source in Lower Palatinate when Christian sieges a fortress there. Bob doesn't do much on this turn, he does move Mercy and his Bavarian army back closer to Bavaria, which I assume he plans to take on the Danes in Lower Palatinate. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0ggyjDA5iDfFbEO7kd3QkFAN-RkqycdyrldEYwV4n4LBp5aBUgje9VKQFPDOzHLvdy5TEZ0-_GGivW2wkEg78ixDsSsmPZLoGxYAeuR-QXXYYb88eQphlHyQHJbVuyZK56jrA8rG0BTbq/s1600/IMG_1308.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0ggyjDA5iDfFbEO7kd3QkFAN-RkqycdyrldEYwV4n4LBp5aBUgje9VKQFPDOzHLvdy5TEZ0-_GGivW2wkEg78ixDsSsmPZLoGxYAeuR-QXXYYb88eQphlHyQHJbVuyZK56jrA8rG0BTbq/s320/IMG_1308.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 7</td></tr>
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<br />
Turn 8 sees Bob move the Bavarians back North to take out my new leader (George) and his small army which I have been throwing cards (recruiting) trying to make it bigger. The Peasants are also revolting in the area (Brunswick-Luneburg). The Battle is a one sided affair with neither side loosing any leaders. The Danes decide to abandon the cause as Bob plays a card removing them from the game. It turns out this was an illegal card play as I write this I notice that the card requires Sweden to have entered the game and that certainly has not happened yet. Its not a big deal though as at the start of the next turn Bob rolls on the Peace Table and secures a win (having control of all of the electors helped here with e DRM) ending the Protestant cause and putting me out of my misery.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB5lx0QqkYldA9lKJB_dwbTId0yilVDCvcmSiat2sU1KL2pHUeCxg94CVlcnkogNhT84J7Kc6tGnmY90dSePKx-te2NH-M77W-VIZZAEZuB_fViyjf_vZVSKK8PRoxzmJp8VQ3bZcR5HpH/s1600/IMG_1358.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB5lx0QqkYldA9lKJB_dwbTId0yilVDCvcmSiat2sU1KL2pHUeCxg94CVlcnkogNhT84J7Kc6tGnmY90dSePKx-te2NH-M77W-VIZZAEZuB_fViyjf_vZVSKK8PRoxzmJp8VQ3bZcR5HpH/s320/IMG_1358.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Game, turn 9</td></tr>
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<br />
Despite my getting shellacked in this game, it remains a favorite and I am very glad that Bob enjoyed himself. He and I are working on a 30YW project and both have been reading up on the topic and this game certainly added to that. I hope we can get this on the table again soon as its nearly always a fun time and can be played to completion in 4-6 hours by two players that know what they're doing.<br />
<br />
<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com4tag:blogger.com,1999:blog-2373825048329524549.post-6437124286876940122012-04-07T21:53:00.000-05:002012-04-09T08:18:17.071-05:00Advanced Squad Leader (MMP) ~ "Wintergewitter" A70<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Game: Advanced Squad Leader</span><span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"> </span>(MMP)</span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Scenario: "Wintergewitter"</span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Publication: ASL Annual 95</span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Participants: Jim "HeavyD", Myself</span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Time: Fri, 4/6 ~ 6.00PM - 10.00PM</span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimrrkIcEMJ7t0FTmPX06FVcz6Iq_ovTonq470ycS1lZimssPo4Nsha6S5OWr6lXNKr6K4RZXT-rx1lSnoyNyMG__wnTSX1GR1YR4KkdUcRt9_8I-Sh4wdeUaMa634kJKJAZt1Km6UJEnUa/s1600/A70_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimrrkIcEMJ7t0FTmPX06FVcz6Iq_ovTonq470ycS1lZimssPo4Nsha6S5OWr6lXNKr6K4RZXT-rx1lSnoyNyMG__wnTSX1GR1YR4KkdUcRt9_8I-Sh4wdeUaMa634kJKJAZt1Km6UJEnUa/s320/A70_Cover.jpg" width="320" /></a></div>
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">This time around the scenario selection phase fell to me so I went to <a href="http://www.jrvdev.com/ROAR/VER1/default.asp">ROAR</a>. I pulled all of the scenario data down into Excel (record by name) and then sorted on number of games played. Wintergewitter jumped out to me because it's nearly perfectly balanced (251 total playings with a 119/135 [47% Russian] split). I know that I had played it once a long time ago, and at my age that really is the same as having never played it before. HeavyD was in the same boat. We diced for sides and I got the defending Russians. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Germans are attacking and have to clear out the village on board 12 of all good order Russian MMC and AFV's by the end of the game (5.5 turns). The boards (33, 12, 16) are very open even before you add in the special rules about woods being brush. There is also ground snow and all buildings are ground level only and wooden. Both sides have winter camouflage as well. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Russians start with 4 4-4-7s, 2 5-2-7s and 2 2-3-7 HS. They are led by an 8-1 and 7-0. They have one MMG, 2 LMG and an ATR. They can set up anywhere on board 12. On turn 2 they get a platoon of three T-34/M43 tanks as reinforcements. The Germans have 3 5-4-8s and 1 2-3-8 HS, with a 9-2 and 8-1 for leadership. They have a dm MMG and 2 LMGs. In addition to this the Germans have a nice set of AFVs. There are 2 Pz-IVF2s, 2 Pz-IIIJs, 1 Pz-IIIN and three SPW 251/1 with a lone SPW 250/1 bringing up the rear. The Germans also have a 9-1 AL. The entire German force enters the game on the South edge of the board on turn 1. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_AaO06LYdiu-IsCxWnglxI6EMQwA2ii4AHO1XV2OsP_2xjkjW4yhHK4gRu4I9IykWju76gnKwpEofIQyhTOz5UMfD7WK_U5u8H7NAnVK5pqwMlANUsbjimBI47xbMqGCk-mYotn1QnUMH/s1600/IMG_1021.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_AaO06LYdiu-IsCxWnglxI6EMQwA2ii4AHO1XV2OsP_2xjkjW4yhHK4gRu4I9IykWju76gnKwpEofIQyhTOz5UMfD7WK_U5u8H7NAnVK5pqwMlANUsbjimBI47xbMqGCk-mYotn1QnUMH/s320/IMG_1021.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My set up</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdz1Jsb5bLNZCBTAKzjhYW15WS0Ms050GSDn75IjEe5uKb4MBy2QRWfMrGZ4Jie0ceHl82xbz58fFZCyZ819AQzqo9Zmdf8Oyi06DLfrbZ8z78QPugy-8lfq74MacZM5iKoJn9sT_gRJul/s1600/IMG_1028.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgdz1Jsb5bLNZCBTAKzjhYW15WS0Ms050GSDn75IjEe5uKb4MBy2QRWfMrGZ4Jie0ceHl82xbz58fFZCyZ819AQzqo9Zmdf8Oyi06DLfrbZ8z78QPugy-8lfq74MacZM5iKoJn9sT_gRJul/s320/IMG_1028.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Prior to the start of turn 1</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">I knew that I would be doing very little moving around with my infantry once the game started so I placed a leader in each block of the town. I spread out while putting the MMG, LMG and ATR up in front of the town. The 8-1 is with this group. The smaller group has the other LMG and 7-0 with the two HS as well. Set up is quick, there are no level one buildings on the board thus there really isn't much to mull over, HeavyD can pick and choose where he comes on as all of his forces are either tanks for half-track mounted infantry. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 1</span></b></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">HeavyD brings the three Pz-IIIs on in the center, two hexes from my collection of concealed MGs. HeavyD then sends his HTs around to his right choosing to keep all but one of them mounted. I cant really fault this somewhat risky plan as I have little to react with and they are mostly out of LOS to my forces. He'll be able to have a lot of options on where and when to off load them in his 2nd movement phase. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHwiGRuzoJQ2IsraHWazeOpFYYks-2HcfRaXWH4c_DHn1xkrvX3wmbdyReqxwDaubTWuKH_wXQatZDNQ3z78E3h19tCwOhqtwTdow34e8d1TxqL2PeU7QNWSjfcwinA1sykG8DuwoWNQOF/s1600/IMG_1036.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHwiGRuzoJQ2IsraHWazeOpFYYks-2HcfRaXWH4c_DHn1xkrvX3wmbdyReqxwDaubTWuKH_wXQatZDNQ3z78E3h19tCwOhqtwTdow34e8d1TxqL2PeU7QNWSjfcwinA1sykG8DuwoWNQOF/s320/IMG_1036.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">HeavyD moving on turn 1</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYFaY7_Rh46Z1yvK5aGQBsk2lYKt1JZiQTGH67IkMPIjjeJTS6wRDAZU5v_Hv7PU9jbZQ7X4RC4uuyF3vNonLPdzD5ZjFf6TCAvc1V1Rp1P62_u3DE3_fPwA3FMzFc_mw8TY7ra0dQ_wbM/s1600/IMG_1038a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYFaY7_Rh46Z1yvK5aGQBsk2lYKt1JZiQTGH67IkMPIjjeJTS6wRDAZU5v_Hv7PU9jbZQ7X4RC4uuyF3vNonLPdzD5ZjFf6TCAvc1V1Rp1P62_u3DE3_fPwA3FMzFc_mw8TY7ra0dQ_wbM/s320/IMG_1038a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Advancing Fire Phase, turn 1</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Advancing Fire Phase suddenly turns interesting when HeavyD rolls a 2 on his third area 'acquisition' shot of the game. We have to dig into the rules a bit to make sure we understand if its a CH or not, time well spent it turns out. The shot is an improbable hit and HeavyD rolls a subsequent 1 for the CH. I gack the MC and fail ELR for the squad in O3. One squad down. In this scenario the Russians will be in a fishbowl surrounded by German infantry and AFVs hungrily looking in. Its not likely that I'll be able to have a safe place to rally my guys once they break. My half of turn one takes about five minutes as I do not want to open up just yet, so I skulk where I can and make small adjustments. I am able to move the MMG back one hex and thus into LOS of a German 251 filled with a squad. I leave the ATR up front hoping to get a deliberate immobilization shot at one of the III's in next turns defensive fire phase. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgywLBAd_ljRo_TEUT9gfF0YVkJp5FSD-X2gVgy65L2bz1kAKJMAzGQdOwLbyLPhiUGT8glszp_N5yoWP0TPFXIW9PFVHea5f9aPS1nRg0IG5qLT0asYo28yqXJBW5fkc8_9GkkojXnwT8S/s1600/IMG_1044.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgywLBAd_ljRo_TEUT9gfF0YVkJp5FSD-X2gVgy65L2bz1kAKJMAzGQdOwLbyLPhiUGT8glszp_N5yoWP0TPFXIW9PFVHea5f9aPS1nRg0IG5qLT0asYo28yqXJBW5fkc8_9GkkojXnwT8S/s320/IMG_1044.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of German turn 1</td></tr>
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<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 2</span></b></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">HeavyD doesn't do any prep fire to open turn 2. He opens by moving two of the Pz-III's over a few hexes in front of my concealed ATR squad. Then he takes the remaining III over on his right and puts it between me and his half tracks. I take a deliberate immobilization shot with the ATR needing a six to hit and miss. HeavyD then gets a little crazy and takes one of his 251's and enters my hex via bypass in O6. I elect to stay concealed (I have a 7-0 and 2-3-7 HS in the hex) and not do any street fighting or reaction fire. HeavyD then proceeds to deploy his other squads mostly across the street in safety, I do take one MG TK shot with the LMG behind the wall and hit but to not penetrate. The MMG though has better luck and kills the half track in its sights as the squad is unloading. The crew survives while the squads runs into a street hex where I break it with first fire. The two Pz-IVs make a run to cover the Northern approaches to the town. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwRyENHLNEUrew93QpoZROy9tEQulHrZKKTN0nSYQFMQ2WiGpH-fqU5Qnk0KNCVJqsnKlZrzlFPeWOexCDtn3xjtfs4zpJ5BrjWhUbPa86sZgnnfNLCb0cRX8xN2ScKqbaJJSx8l1rr5FI/s1600/IMG_1054.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwRyENHLNEUrew93QpoZROy9tEQulHrZKKTN0nSYQFMQ2WiGpH-fqU5Qnk0KNCVJqsnKlZrzlFPeWOexCDtn3xjtfs4zpJ5BrjWhUbPa86sZgnnfNLCb0cRX8xN2ScKqbaJJSx8l1rr5FI/s320/IMG_1054.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of German turn 2</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-IdzlzdTc_iPMOcU19GxoOX6ZpcJ2tYdQyrS_nlSb0dCHYMul5FLy7snTODEm3tliGVNyxqa-0KDhcRC9J7fPK3Sy_HxoklhyVDGocVXgHOYDh1dDNw8uzs3vGaTk75tSo4w00JUdoVCp/s1600/IMG_1058.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-IdzlzdTc_iPMOcU19GxoOX6ZpcJ2tYdQyrS_nlSb0dCHYMul5FLy7snTODEm3tliGVNyxqa-0KDhcRC9J7fPK3Sy_HxoklhyVDGocVXgHOYDh1dDNw8uzs3vGaTk75tSo4w00JUdoVCp/s320/IMG_1058.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Adventures in Vehicle Bypass Movement</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtmKi9LBNjuwThwoIKiJuZs_SbfuUb1qa3glnL1anKv8ENKsk3Eh9Vb6sf_Rqk32solTEz3DV0kLbYnBKbR5ni3rOH0GzuWbMc0DQUgj2Rw3WFwY2CD3CoAa3J3usasxxr_buBRiA8gYA8/s1600/IMG_1071a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtmKi9LBNjuwThwoIKiJuZs_SbfuUb1qa3glnL1anKv8ENKsk3Eh9Vb6sf_Rqk32solTEz3DV0kLbYnBKbR5ni3rOH0GzuWbMc0DQUgj2Rw3WFwY2CD3CoAa3J3usasxxr_buBRiA8gYA8/s320/IMG_1071a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Impressive Advancing Fire, from the same Pz-IIIJ - turn 2</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Once again we have an exciting time in the advancing fire phase. The Pz-III that repositioned into the center of the town CH's the LMG squad behind the wall, I manage a 12 on the MC so I am now a convict HS. The next exciting event is CC where I fail (needing a 7) to get the half track in bypass, all I am able to do is immobilize it and these guys (the crew) are not impressed, choosing to stay in their track and duke it out. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipm1kO_T3QVc6KlGCKiQdF8-qeod_kH_qsAah7DKwFK09ipaoD4St35LaphOE9YXUYyCveyc-3P88vzjfg-JnqIu2ErQQ9JRU_Odas7D85I5O80j8eycQ0HBNopW6iINcBPE_6f7-QxHAI/s1600/IMG_1076.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipm1kO_T3QVc6KlGCKiQdF8-qeod_kH_qsAah7DKwFK09ipaoD4St35LaphOE9YXUYyCveyc-3P88vzjfg-JnqIu2ErQQ9JRU_Odas7D85I5O80j8eycQ0HBNopW6iINcBPE_6f7-QxHAI/s320/IMG_1076.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian turn 2</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipBVk-lu1ePJSI5das94QDYcONN_UuHZwx0Ul1WxbQFDkR8PuWYoAoAsuio9MjAgSP2jRS662ZUKSlapurTYqFaUNN-MAMynTPOrje4YsfgU9xlzqB8gcGAltXs7pzKDDBnu9FCyzsivc2/s1600/IMG_1090.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipBVk-lu1ePJSI5das94QDYcONN_UuHZwx0Ul1WxbQFDkR8PuWYoAoAsuio9MjAgSP2jRS662ZUKSlapurTYqFaUNN-MAMynTPOrje4YsfgU9xlzqB8gcGAltXs7pzKDDBnu9FCyzsivc2/s320/IMG_1090.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">German Defensive Fire phase - turn 2</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">On my turn, I start off in prep fire by breaking my MMG taking a shot at the immobile HT. My T-34s make an entrance and draw some long range low odds attention from the IVs on HeavyD's right. I am able to get the three tanks into cover out of LOS of the IVs and in decent defensive spots should HeavyD decide to get aggressive next turn. In Defensive final fire HeavyD breaks my melee crew (7-0 + 2-3-7) and also knocks out my ATR squad. My infantry has done little and is breaking left and right. I might have passed one MC thus far in the game, failing all the others including a couple ELR failures. To be fair HeavyD is shooting quite well tonight so these are usually 1 or 2 MC's that I am failing, so I have that going for me. We are also getting a good workout on the CH and improbable hit rules and that's also a good thing. </span><br />
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<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 3</span></b></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfKclqx5xUhbK5TIUxxetjYxxGv2CbPzhHoSEv_a5NpCRO-Ydfmhu2Ahp8c7191Qk4VxFyX7LfULnrEE4NfDbNfrsIjcce6BSZ_5AOY8QL2pQqO6n6C0-ccoOXi3qdMfO5ecyA2LUmJ1M6/s1600/IMG_1096.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfKclqx5xUhbK5TIUxxetjYxxGv2CbPzhHoSEv_a5NpCRO-Ydfmhu2Ahp8c7191Qk4VxFyX7LfULnrEE4NfDbNfrsIjcce6BSZ_5AOY8QL2pQqO6n6C0-ccoOXi3qdMfO5ecyA2LUmJ1M6/s320/IMG_1096.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 3</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">HeavyD again has a light prep fire phase to open turn 3. HeavyD moves two of the III's up a few hexes and manages to DM my broken squads whilst doing so. In a strange move, HeavyD moves a leader and HS into the street next to a concealed 5-2-7 (and the broken 7-0 + 2-3-7) and I manage to break them (Woohoo!). The 9-2 and squad move into the street as well and during final fire I mange to break the 9-2 with the repaired MMG, but the 5-4-8 that he's stacked with rolls a 2 on its MC and goes fanatic and procs a hero to boot. HeavyD's half track drivers are of course made of stern stuff as the bailed out crew charges into the row house next to the MMG whilst the immobilized crew keeps on manning its AAMG with the best of them. HeavyD decides to play it cool with his remaining tanks, not forcing a fight with my T-34s. Its easily the right play here and the way he's mowing through my infantry there is little pressure on him at this point. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixwPpAiMTdvvtxHPL0h9QFsaUCeNE6abVWBtHvvHLZXYzdO8-1BYpg0w3H8EzF2Dq5krmllF-6TyQvuJZpoI3aoZ7DRmhmgrlaq9lpeUlPCVY_VTFPq_vUzpQ_Kq0ckk6VgoOttVHS7TQk/s1600/IMG_1100.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixwPpAiMTdvvtxHPL0h9QFsaUCeNE6abVWBtHvvHLZXYzdO8-1BYpg0w3H8EzF2Dq5krmllF-6TyQvuJZpoI3aoZ7DRmhmgrlaq9lpeUlPCVY_VTFPq_vUzpQ_Kq0ckk6VgoOttVHS7TQk/s320/IMG_1100.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">German Movement Phase, turn 3</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">My half of turn 3 opens with me definitely starting to feel the pressure. I need to get the T-34s into the action to try and inspire my disinterested infantry back into the fight. I am down to only three good order squads at this point and there's little chance of the broken ones coming back because they are easily going to be kept DM by HeavyD. I decide that I can make a move on a lone Pz-III in the center of the town. I will roll up and park two hexes away. I have my 11 frontal armor protecting me against the 13 (+1 for range) penetration of his 50L. HeavyD does have a nice supply of APCR though but at this point I have few options and its about time for me to cash in some of this karma that the dice goods have been depositing into my account. Thus with confidence I drive my T-34 into place two hexes away from the Pz-IIIJ and WHAM, he CH's me! He didn't even call out an APCR shot he was so confident in his crewmen. For those keeping track this is about the 6th CH that his tanks have scored to date (and we are not done by a long shot, kids). </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6HbHFFQNRzPXCW4p6N5yhna5JGP4OkN6bgipWEMzGa_HTf4HxexWvXfj1DvJ5T8PA9a61ahf9tyR0-uoFPBaJLRFDipFsLVOdCdpz1K6KXbB0l99iJ0CxjOxUxROxrrdwiaIa9V-0i1lf/s1600/IMG_1105.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6HbHFFQNRzPXCW4p6N5yhna5JGP4OkN6bgipWEMzGa_HTf4HxexWvXfj1DvJ5T8PA9a61ahf9tyR0-uoFPBaJLRFDipFsLVOdCdpz1K6KXbB0l99iJ0CxjOxUxROxrrdwiaIa9V-0i1lf/s320/IMG_1105.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 3</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFZtqqqMLZdrO5xW0FEILfhxknHpJ_p9t4uQUAejAJtj03t2jC_bntAB2vMp_vFJPp1jKbiIeYwGsTmGfTchz5MtYbNbNeHFX2Xn2YtS81lwX4-vooRzoBuhm1QS79VpUJ92f_YgWrVTem/s1600/IMG_1108a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFZtqqqMLZdrO5xW0FEILfhxknHpJ_p9t4uQUAejAJtj03t2jC_bntAB2vMp_vFJPp1jKbiIeYwGsTmGfTchz5MtYbNbNeHFX2Xn2YtS81lwX4-vooRzoBuhm1QS79VpUJ92f_YgWrVTem/s320/IMG_1108a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Scratch one T-34</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"> </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The fun continues in the defensive fire phase as the immobile HT breaks the squad next to them with a 6+2 shot (rolling a 3). Next up an 5-4-8 with LMG zaps my guys in P2, reducing the broken squad and turning the concealed squad there into a Berserk squad (really the last thing I need right now...). It does prove thought that my dice are capable of rolling a 2, so I am encouraged at least. Next up one of the IVF2 CH building hex Q8, where a bunch of my broken guys are taking refuge. Despite the shellacking HeavyD is handing out to me, we are both having a good time, giggling like school girls with every new CH that HeavyD inflicts upon me. I am guessing that I have a 2.3% chance of pulling this one off, but I stick around because I just know that the dice Gods will have the revenge on HeavyD soon. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="font-size: large;"><b><span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 4</span></b></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 4 starts off with a bang as the Pz-IV's are now getting in on the CH action. The same tank that CH'd Q8 at the end of last turn shoots another one in there, this time shrinking the population of the hex down to a sole HS. Rate of fire eliminates this HS on the next shot. Next up the Pz-III breaks my MMG squad with yet more impressive marksmanship (this tank has a couple CH's to its credit already). I am now down to a single good order 8-1 and a berserk 4-2-6, all the rest of my infantry are preparing to enter the labor camp population in their post war careers. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkQxI_5mjXiAFsH9Bcn5dHGwJqgHZI2yMrZtrb8bJQL-qe6xaJRd4ONFwCxg-sdovGoNwBl8QEnchWTyvXRUz3GihYElxlTOzv6ylPBQ6a6-kxrPzSjSFTdQzoK1YGhHrxFF4o0-zOQ8fl/s1600/IMG_1123.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkQxI_5mjXiAFsH9Bcn5dHGwJqgHZI2yMrZtrb8bJQL-qe6xaJRd4ONFwCxg-sdovGoNwBl8QEnchWTyvXRUz3GihYElxlTOzv6ylPBQ6a6-kxrPzSjSFTdQzoK1YGhHrxFF4o0-zOQ8fl/s320/IMG_1123.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of German Turn 4</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOpbzrq4FLFewbshwKMUih0uPYBzCmF6uWOc99WtZ5ZlAP39R-VlwrXXQhhnfwgyjnUQzP2-TfHx50_DtNBxQD53sBWxU-_pmosrRB1SwnAOT2PSQQyV7Bi-emUsviaTzDUcv6snW64-zM/s1600/IMG_1143a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOpbzrq4FLFewbshwKMUih0uPYBzCmF6uWOc99WtZ5ZlAP39R-VlwrXXQhhnfwgyjnUQzP2-TfHx50_DtNBxQD53sBWxU-_pmosrRB1SwnAOT2PSQQyV7Bi-emUsviaTzDUcv6snW64-zM/s320/IMG_1143a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bounding Fire Mayhem</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">HeavyD opens the movement phase by driving his Pz-IIIN next to the building housing my 8-1 and berserk squad. Strangely HeavyD decides to bounding fire instead of wait until the advancing fire phase. He obviously knows what he's doing though as the tank misses with its MGs but gets a hit (and rate) with its MA (75*). I mostly survive these MC's then HeavyD delays a MP and (wait for it...) rolls another 2 on his 2nd shot, BOOM a CH, well the possibility of one that is. We're laughing as he roles the subsequent dr to see what happens, a 1. This CH kills everything in the hex except a lone 2-2-6 Berserk HS, as it was a 2KIA result he checks for rubble and the building comes down and with it my last remaining non-broken infantry unit. We are laughing in the isles now and these are some amazing Germans that HeavyD has brought to the table tonight. I see no point now in continuing, we have had about as much fun as we can with this one. I concede and HeavyD accepts. </span><br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOlHDdS_rMlh0-7U8F2fIIoOaUK0T_d3ezRpD9MNjFvm6xuh2J8hLd2ekkYulW0LwL-vp42WdviiB5Ei41NYIvOHJb20PUd5mQ7ooIERuCWcbWRoZ8GHH4-JAaw4AAfDM8E_-t4oPCAW0H/s1600/IMG_1146.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOlHDdS_rMlh0-7U8F2fIIoOaUK0T_d3ezRpD9MNjFvm6xuh2J8hLd2ekkYulW0LwL-vp42WdviiB5Ei41NYIvOHJb20PUd5mQ7ooIERuCWcbWRoZ8GHH4-JAaw4AAfDM8E_-t4oPCAW0H/s320/IMG_1146.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Final Positions</td></tr>
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<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">So, even though I was literally blown off the board by HeavyD's laser like application of firepower I had a great time. This was some very entertaining ASL, even though it was largely one sided. </span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span>Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com4tag:blogger.com,1999:blog-2373825048329524549.post-42081130543147109332012-03-24T21:33:00.001-05:002012-03-24T21:33:42.482-05:00Advanced Squad Leader (MMP) ~ "Gabriel's Horn" AP75<span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Game: Advanced Squad Leader</span> (MMP)<br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Scenario: "Gabriel's Horn"</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Publication: Action Pack 8</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Participants: Jim "HeavyD", Myself</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Time: Sat, 3/3 ~ 11.00AM - 3.30PM</span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4HaN7nl6_-LjtAMbrE_7UVgpC96IJXLfnmAakvmQv7AA4ZcT2q64T9f7oH-Rd03MoXxhuL6b0whUB5mHVkOthC1wjqN-xAMbkxEWQNr5UxFwI2BfekcjzmFLsNhbxCPX2csbsI2uR7e1w/s1600/AP75_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="121" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4HaN7nl6_-LjtAMbrE_7UVgpC96IJXLfnmAakvmQv7AA4ZcT2q64T9f7oH-Rd03MoXxhuL6b0whUB5mHVkOthC1wjqN-xAMbkxEWQNr5UxFwI2BfekcjzmFLsNhbxCPX2csbsI2uR7e1w/s200/AP75_Cover.jpg" width="200" /></a></div>
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">HeavyD and I have been on an ASL shame cycle. Each of us has had a scenario we would have liked to forget. I started it off by misreading the SSR's to AP78 "Crossfire". This was uncovered on the 3rd turn and I promptly threw in the towel as it was a catastrophic misread. I thought that the row house black bars were not there, making each row house a cluster of single hex buildings. This prompted me to set up based on this and it wasn't until the third turn that my error was uncovered. HeavyD followed up on our next try while playing "Point d'Appui" (U5) by performing one of the most interesting assaults using half tracks and squads. It was a spectacular failure and we stopped on the second turn. Despite these two failed attempts at playing ASL at a competent level we are both fully infected with ASL fever and thus selected another scenario from AP8 for our next scheduled game. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">It was my turn to pick and I selected "Gabriel's Horn". This is a medium sized scenario with an impressive ROAR record (9 to 9 when we played it). As with the other scenario's in this Action Pack, it's got interesting and somewhat complex victory conditions. HeavyD and I are both a fan of these even though they increase the risk of us failing the Victory Condition Task Check which can occasionally lead to a embarrassingly short game. This scenario has the US player as the defender. There are two groups of Americans of roughly Company size. One group sets up on hill hexes of board 5A (one of the new maps that came with the pack) while the other Company sets up in the town (board 60) about a half a map away. Each Company is a mix of 1st line and Green units with a good assortment of support weapons and fairly average leadership. The Company that sets up on the hill can set up in Foxholes. The Germans have a little more than a dozen squads (4-6-8 and 4-6-7), good leadership and average support weapons. This infantry force is supported by four StuG's that enter the board on turn 2. The German player also has a module of 80mm OBA directed by an off board observer. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The Victory Conditions tell us that its going to be a bug hunt and the American player is the Bugs. The Germans have to control all of the level three hill hexes on board 5a as well as controlling three more three-hex stone buildings on board 60 then the Americans. Then Germans also have to score twice as many CVP's then the Americans. Simple right? My ASL self confidence was low so prior to the game I Googled the scenario and read through several AAR's (something I don't usually do until after I play a scenario) and found some good ones. These helped my get my bearings while at the same time presenting several different options for each player. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxfOW493-i0xD3Wq7CMAeGnGikA_SlmwremzQFZV5eHisq2BqQu4AifOs0WvCtJhNlpSSx4jOCPjSggi43HeETu3R0L3bTOGWsVs9_3U3pkiul2PDLUI88WD0XOctsBq9AUd3W7BhFVRao/s1600/IMG_0354.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="" border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxfOW493-i0xD3Wq7CMAeGnGikA_SlmwremzQFZV5eHisq2BqQu4AifOs0WvCtJhNlpSSx4jOCPjSggi43HeETu3R0L3bTOGWsVs9_3U3pkiul2PDLUI88WD0XOctsBq9AUd3W7BhFVRao/s320/IMG_0354.JPG" title="" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Set Up</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">HeavyD set up first. He elected to put the Company on the hills together on one hill instead of spreading them out (to the extent that the set up will allow). The Company in the town is more restricted in their set up and thus they were tightly packed in the center of the town. The Germans can set up Concealed (regardless of terrain) at least two hexes away from the hill top American Company. It's pretty clear that I am going to have to take down the hill based Company first and then clear out some of the town. I liked HeavyD's set up, I didn't want to risk setting up too far away on some of the level 3 hexes because I would be too far away from the action. His set up thus forced me to set up mostly in open ground down slope from him. I selected two sides from which to attack and set up the other third of my force to make a run into the town on the first turn. I knew that I wanted to send some troops into the town to force him to defend it and to distract that group from supporting the defense of the hill with their two mortars. I planned on having the StuG's arrive on the North side of the map to help crack the hill (as needed) while also going straight towards the town. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjs6UP6EbHFvDK83widnGfFARbr27D_3uObUR8o809KD1JihthEmIqeXq4cCXI5JhWwu3FkqKaYdPzt3JV9UqxlOhEotCIjrTI3EgyjK402DYhWS4qtZBY7PzN5aOdGQakgUOTyhD2m-rEW/s1600/IMG_0362.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjs6UP6EbHFvDK83widnGfFARbr27D_3uObUR8o809KD1JihthEmIqeXq4cCXI5JhWwu3FkqKaYdPzt3JV9UqxlOhEotCIjrTI3EgyjK402DYhWS4qtZBY7PzN5aOdGQakgUOTyhD2m-rEW/s320/IMG_0362.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of American Turn 1</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4aD_DkdQ4LwJM5BBfvhjwXH0m1l2DRLhDSAzIT0SHma8z-HfhUjU39atigNyqqEg1FitIzt9qUVVzC2UvcUuerAhtU6VbYfKH5CKkG8nwQJ1dguFwvPMUDHRklYjRdilv_kZoSCOBX7Wi/s1600/IMG_0364.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4aD_DkdQ4LwJM5BBfvhjwXH0m1l2DRLhDSAzIT0SHma8z-HfhUjU39atigNyqqEg1FitIzt9qUVVzC2UvcUuerAhtU6VbYfKH5CKkG8nwQJ1dguFwvPMUDHRklYjRdilv_kZoSCOBX7Wi/s320/IMG_0364.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">German Advance on the Hill (Turn 1)</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">I started off by realizing that I failed to make use of the preregistered hex and my ASL id plummeted! I recovered though as my AR didn't drift off map and I drew a black card. The two MMG based fire groups I had set up broke their targets but others remained good order so I was forced to play it extremely cautiously during my movement phase. I was able to get into Melee on one of the foxholes while I mostly did one hex assault moves for the rest of my force. HeavyD's return fire broke only one of my squads. My other group ran their buts off towards the town. They were able to get into the town unobserved and via the advance phase make good progress. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQpqbHM1M8Jy2OQk4Jp4OBlMyQTA-um53vhTzNBOdtu5l5my4OPZcym-vAmx2txhwrz5L7l7x8LsuP3Ei0NDLmRsoB4AqU-zurlT3GR3mEy-MhOpb0k76j-fy_GqPt6tyqxNWlqr297RH3/s1600/IMG_0371.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQpqbHM1M8Jy2OQk4Jp4OBlMyQTA-um53vhTzNBOdtu5l5my4OPZcym-vAmx2txhwrz5L7l7x8LsuP3Ei0NDLmRsoB4AqU-zurlT3GR3mEy-MhOpb0k76j-fy_GqPt6tyqxNWlqr297RH3/s320/IMG_0371.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Cat and Mouse in the Town on the Hill (turn 2)</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZOp-uO3nbiMOehAkIlYTcnGaTyuY-PAzDzTxpeT6zjXGc9y1UF2xNAIZNTkhCaLa0fSUnp-sxw3zIQp3ZQw1X8r_vODBFoClgcvW8TQcsHoaMH6wPMt8pGNL1FK3MPzP7NeU2BQKhixrq/s1600/IMG_0372.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZOp-uO3nbiMOehAkIlYTcnGaTyuY-PAzDzTxpeT6zjXGc9y1UF2xNAIZNTkhCaLa0fSUnp-sxw3zIQp3ZQw1X8r_vODBFoClgcvW8TQcsHoaMH6wPMt8pGNL1FK3MPzP7NeU2BQKhixrq/s320/IMG_0372.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">German Artillery impacting the American Defenses (turn 2)</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"> HeavyD's turn saw him shift a couple of squads over to support the two that were facing my tired group in the town. The mortars in the town didn't have any good targets to fire on so HeavyD started to move them down the hill into better terrain to get an LOS on to the hill and allow them to fire (because they started mostly in buildings). On the hill HeavyD was able to break some of my troops while the Melee failed to produce a victor. My OBA came down nicely on the North side of his defenses and did some serious damage with a CH on one hex. HeavyD was able to rally most of his broken guys though. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 2 was still very cautious for me. In the town I carefully advanced using the stone buildings and concealment where I could. We were almost even on squads here so I was only trying to tie up his guys and didn't want to invoke anything too risky at this point in the scenario. I needed this force to still be around in a couple turns when (hopefully) my other group will be coming over from the hill. I sent three of the StuG's towards the town. I regretted this as I spent my last stop MP as it occurred to me that one lucky mortar shot would yield HeavyD 6 or so CVP's that I would then have to double to stay in front. The odds were good though as my StuG's were only a few hexes away shooting at HeavyD's mortar crews in the +1 TEM cactus terrain. This also prevented him from supporting his forces on the hill. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiGKUCH15W9Wx5SyfdSQrdqG4ne9YwwQEgZBAhGU0ynbaRyo6lEqT3GmWMYg-_48m60wxyX2nIK23SVfveqwIX2gkB3rRiz20ddx00K28e9OihU5z20eXjoFjA49-Zpu9RoXzcyPeGsSNW/s1600/IMG_0377.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiGKUCH15W9Wx5SyfdSQrdqG4ne9YwwQEgZBAhGU0ynbaRyo6lEqT3GmWMYg-_48m60wxyX2nIK23SVfveqwIX2gkB3rRiz20ddx00K28e9OihU5z20eXjoFjA49-Zpu9RoXzcyPeGsSNW/s320/IMG_0377.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of American turn 2</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 2 was lively on the Hill. My OBA continued to perform well as I adjusted fire one hex over and blasted another couple of hexes worth of HeavyD's defenses. My Southern section suffered a couple of broken squads but I was able to clear the Melee hex giving me LOS to the whole top of the hill. I was also able to get a squad into the foxholes on the other side of the hill as well. Lastly I sent one of the StuG's up the hill and would be on position to drive right up on top on the next turn as I had broken his squads that had BAZ's. He's was down to only a couple good order units and routing was becoming very difficult for him. HeavyD's 2nd turn went well for him in the town. He was able to break a couple of my squads. My StuG's broke both of the mortar crews though and they routed up and into the town. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhU_ucqRyv86x0t9bIMqeWgixVnSyuztWk5vYTtrBlMuE_bWUS-zwxDLUFi2wljrAehyphenhyphenFsHQAKVjj9gjqxHeUYSEEk2JW4NH_iIMF-c_VWEPnJl7R3vjoOKk6Nb4mefwwMcGVlKHq8yudo/s1600/IMG_0393.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhU_ucqRyv86x0t9bIMqeWgixVnSyuztWk5vYTtrBlMuE_bWUS-zwxDLUFi2wljrAehyphenhyphenFsHQAKVjj9gjqxHeUYSEEk2JW4NH_iIMF-c_VWEPnJl7R3vjoOKk6Nb4mefwwMcGVlKHq8yudo/s320/IMG_0393.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hill Overrun (Turn 3)</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 3 saw the American defenses on the hill broken. I was able to break most of the defenders with Prep Fire and drove the StuG up on the hill cementing the collapse by forcing most of the broken units to surrender. I shifted the OBA over to the town where I drew a black card (after drawing a red). I had a good rally phase on this side and was able to re balance the situation there. I even started to turn his flank as well. With the collapse of the hills defenses and the progress I made in the town HeavyD conceded. I had 4 complete turns left to just take a couple of the buildings having already met the other two victory conditions. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeqi373v9gxUU5nmVeleF5Z7ALS5DamBfmpFj62Ch6sFjBNk_q_zCB895NROY0p3fqMOsSxhSJ5Tk8uwbrw2TYAEkYrkWiLXDot-ta0Y6R4khyphenhyphen-7f4uCtbBy4VUKlaNWCNsFZS55pkMNzs/s1600/IMG_0398.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeqi373v9gxUU5nmVeleF5Z7ALS5DamBfmpFj62Ch6sFjBNk_q_zCB895NROY0p3fqMOsSxhSJ5Tk8uwbrw2TYAEkYrkWiLXDot-ta0Y6R4khyphenhyphen-7f4uCtbBy4VUKlaNWCNsFZS55pkMNzs/s320/IMG_0398.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Game End Positions (End of German Turn 3)</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Both of us were a little relieved that is appears like we are coming out of our collective ASL funk. My OBA really turned the tide on the Hill getting two CH's. This hastened the collapse of the defenses there and sealed Heavy's fate there. I also had a very good Rally phase on turn three getting nearly all of my broken guys back in the town. While I wouldn't call this and outright dicing, they certainly helped my cause. Both of us felt like we both played a fairly good game and we also agreed that this is a tightly balanced scenario. </span>Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com2tag:blogger.com,1999:blog-2373825048329524549.post-38028831048091929472012-03-07T23:12:00.000-06:002012-03-08T08:35:17.314-06:001914 Twilight in the East (GMT) ~ 29.5 "The Tannenberg Campaign"<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Game: 1914 Twilight in the East</span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Publisher: GMT Games</span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Scenario: "The Tannenberg Campaign"</span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Participants: Bob H, Myself</span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Time: Sun, Feb 26th ~ 2.00PM - 5.00PM</span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"> Sun, Mar 4th ~ 2.00PM - 5.00PM</span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_uj7J4k5cexlQ5I-JsLP2ghPObOIou4HpdMw5EOmd4952-4PZ_sfR6rcQMfaxARBeE9mvGkTshQm34Ntuo_n9XvJAWdS6TKU5ly4igsnFhnnkoi9y8xzJ1Cb-1IBqAnkgkOdJxv4aG8wy/s1600/1914_Cover.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_uj7J4k5cexlQ5I-JsLP2ghPObOIou4HpdMw5EOmd4952-4PZ_sfR6rcQMfaxARBeE9mvGkTshQm34Ntuo_n9XvJAWdS6TKU5ly4igsnFhnnkoi9y8xzJ1Cb-1IBqAnkgkOdJxv4aG8wy/s200/1914_Cover.jpg" width="151" /></a></div>
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">At long last, our return to Tannenberg. This game and specifically this scenario has already provided many hours of enjoyment for both Bob and I. We have played this scenario at least three time, and have seen each side win, sometimes in dramatic fashion. This is a game that both of us really like and one that is smack in the middle of our collective wheel house. Bob is attracted to anything that features the Austo-Hungarian Empire. I find the tightly written rules and competitive nature of the game appealing. The artwork is first rate as well. I have read 6-8 books on WWI that I would likely not have read had I not played this game. So it is with these high expectations that we start another playing of Tannenberg. </span><br />
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">For those that are not familiar with Tannenberg (and I was one of these prior to this game) it is an amazing piece of history filled with drama and huge consequences. The campaign opens with the Russian 1st Army set to invade Prussia while the 2nd Army hurriedly tries to get into the action further South. The Russians outnumber the Germans but this is deceiving as your average German Division is quite a lot more potent then it's Russian counterpart. The Russian player is also saddled with the pre-war Strategic Objectives which greatly restrict the movement of the two Russian Armies. However once the Russian 2nd Army gets into the fight the German player will have his hands full if he hasn't dealt a strong blow to the 1st Army. </span><br />
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">This scenario is ideal for learning everything about this system. The Campaign is a very manageable one map affair with a fairly low counter density. The Campaign also puts heavy emphasis, indeed stresses many of the games operation themes (supply in particular). You will become a railroad baron at the same time that you master the art of an early 20th Century quartermaster. Unlike the vast majority of operational scale games I have played, you will open your thought process thinking about repairing RR tracks and what your supply line needs to look like at the end of the turn. Once you have considered these options you are then able to think about committing you Divisions to Battle. The German player is under constant pressure on two fronts, trying to hold off two Russian Armies with too few units. The Russian player has to operate within the restrictions of his Strategic Objectives while at the same time extending his supply lines far enough to support his advancing units. The game is nothing at all what I would have expected in a Division level game covering WWI. This Campaign does an amazing job at capturing this drama in equal amounts for each player. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic0BNim7nTkJa68AB7NX6MoJNyaj-lR_ZZVgyH-36_peNbmAcnJCJcCp_6nubhC_shmonGVe6sh0cDGGQCfX6zdy3TVHX91qG-LCU0Lp76B_KGMutncQK5qvIj3PYXUJTyWytuEOQlp832/s1600/IMG_0301-001a.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic0BNim7nTkJa68AB7NX6MoJNyaj-lR_ZZVgyH-36_peNbmAcnJCJcCp_6nubhC_shmonGVe6sh0cDGGQCfX6zdy3TVHX91qG-LCU0Lp76B_KGMutncQK5qvIj3PYXUJTyWytuEOQlp832/s320/IMG_0301-001a.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">At Set up with Army Objective highlighted</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">As I was the German player the last time we played, I took the reigns of the Russians. Having just played the excellent "Battle of Ivangorod" scenario (<a href="http://yockbosboardgames.blogspot.com/2012/02/1914-twilight-in-east-gmt-297-battle-of.html">replay here</a>) from the recently published <a href="http://www.consimgames.com/products/ocj1/">Journal</a> (also highly recommended) I was amazed at how rusty I still felt as we sat down and began. This coming after spending a good amount of time re-reading the rules as well. As the rust started to give way, recollections of prior games started to creep back into my consciousness. In our prior game the Russians were dealt a catastrophic defeat very early in the game that they were unable to recover from. This was weighing heavily in the opening turns and as a result we both played a very conservative first three turns. </span><br />
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<span style="color: #222222; font-size: large;"><span style="font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;"><b>Opening (turns 1-3)</b></span></span><br />
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<tr><td class="tr-caption" style="text-align: center;">1st Army Opening Positions</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-size: small; orphans: 2; text-indent: 0px; widows: 2;"><span style="line-height: 18px;">Before I start on the narrative it is important to talk about supply as it drives everything in the game. In order for a unit (generally Divisions) to be in full supply (and thus able to use its Artillery) is has to be within range of its Corps supply train unit. Each Corps usually contains two and sometimes three Divisions. Each Corps has a supply train counter, the counter represents the Corps supply hub. In order for a Division to use its Artillery in a battle, is HAS to have access to a </span><u style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; text-transform: none; white-space: normal; word-spacing: 0px;">supplied</u><span style="line-height: 18px;"> Corps train. A Division without Artillery is at a severe disadvantage as Artillery drives losses in the combat process. Corps Trains need to be within range of an Army Depot. Each Army usually has two, a major and minor. The major depot allows unlimited AP (artillery ammunition) while a minor only allows 4 APs per turn to flow through it. A Corps fighting a battle in which one or both/all of its Divisions is fighting and using their inherent Artillery will use one AP point. Army Depots are restricted to RR lines, they can only move along RR lines over the course of a turn (at most 12 hexes). In order for a depot to move further then that it has to pack up and move, causing it to be unable to provide supply for two turns after it has relocated. Further complicating the situation are the two sides different RR gauges. Each player has a limited supply of RR engineer points that he can use to convert track over to his sides use. You are forced to pay close attention to this in order to plan a successful campaign. Most of the time I am spending at least as much time if not more thinking about supply and RR lines then I am about moving units and fighting. Don't confuse this long description with dissatisfaction with the mechanics, to me (and Bob) this is one of the best parts of the game. </span></span></div>
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<tr><td class="tr-caption" style="text-align: center;">1st Army, start of turn 2</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGhj6CkO_oXH4QVNFQZyUa0zZ2jTFlnGJphFuHOdPTnWq1e3wU5YOtZATQl1NLEZcFhwHn934XVjrc9g2_kPDNSBOZnHEnG-KUE5FU7nqQdDYJIt0kXEp9LfrrBz_AAlaB1u4I8uWSn30R/s1600/IMG_0316.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGhj6CkO_oXH4QVNFQZyUa0zZ2jTFlnGJphFuHOdPTnWq1e3wU5YOtZATQl1NLEZcFhwHn934XVjrc9g2_kPDNSBOZnHEnG-KUE5FU7nqQdDYJIt0kXEp9LfrrBz_AAlaB1u4I8uWSn30R/s320/IMG_0316.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 2</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The 1st Army is best suited in the opening turns to start off being aggressive. I elected to play it safe and make sure that I advanced my supply lines along so that I would be able to concentrate my forces against Bobs. Two of the Russian 1st Army Corps (2 and 4) start further South then the rest of the Army and are tied much closer to the limited rail lines located there. In the North I had two Corps (3 & 26) that start very close to the main rail lines and are very close to the 1st German Corps. In prior games we usually see some fighting here in the opening turns, but Bob and I were having none of it this time. We were both very slow in this area. I focused on marching the 2nd and 4th Corps closer to the main line of advance, leaving the other two Corps basically in place while I moved in the two Corps from the South. The Corps train units are not allowed to force march so its very easy for the Infantry to run far in front of the trains and this can lead to trouble. </span><br />
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<tr><td class="tr-caption" style="text-align: center;">13th and 6th Corps start out across the Swamps</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje09JrlblA0ZkzfZICJmb1DboPOhCIOgNVqj18JPNqm6L3ydYcxz5m1PVLZ4N2uCstNaBy-oX5Nq-aIDxyx1gm5Sg9ioEgcfVyGkrbzV4Cf0mPajTzJQ0h3Y051nE4l6PlKVt5xYVZL22l/s1600/IMG_0320.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEje09JrlblA0ZkzfZICJmb1DboPOhCIOgNVqj18JPNqm6L3ydYcxz5m1PVLZ4N2uCstNaBy-oX5Nq-aIDxyx1gm5Sg9ioEgcfVyGkrbzV4Cf0mPajTzJQ0h3Y051nE4l6PlKVt5xYVZL22l/s320/IMG_0320.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">2nd Army Minor Depot redeploys to support the 1st and 15th Corps Advance</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The 2nd Army is in worse shape then the 1st Army. First off it doesn't even move on the first turn, then most of its Corps trains have an incomplete-2 marker on them. This limits their range until you spend a turn reducing the marker, in all it takes two entire turns for the trains to loose these markers and be operating at full efficiency. The terrain in the 2nd Army's area is also very restrictive. There is a big gap between your units and the Germans. The terrain is either swampy or mixed (swamp/rough/woods). There is only one rail line that leads towards the Army's objective yet most of the Army starts 8-12 hexes away from this RR line. As I had done in prior games I moved the 2nd Army's minor Depot over to this line as soon as I could. I send two Corps (13 & 6) into the swamps in a direct line to the nearest Strategic Objective. The other two Corps (1 & 15) advanced along this rail line leading towards Tannenberg. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0ZrfeLyu8bTQ6KJZHAA8he4vJ8s5Bxy-c4pPsgOLBUvuWR9hClZz1GLjeWh6BtFfrbh_k5zFhYnCK8vcHoOFuBrWtFY1rkv0FOyNUYadxf_HrUvHb3r2DW2V1YSgK_kV4Bnh5gyJN1iH0/s1600/IMG_0333.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0ZrfeLyu8bTQ6KJZHAA8he4vJ8s5Bxy-c4pPsgOLBUvuWR9hClZz1GLjeWh6BtFfrbh_k5zFhYnCK8vcHoOFuBrWtFY1rkv0FOyNUYadxf_HrUvHb3r2DW2V1YSgK_kV4Bnh5gyJN1iH0/s320/IMG_0333.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Opening Salvo, 1st Division attacks a lone Brigade</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">It wasn't until the third turn that we saw our first Prepared Attack. This happened in the 2nd Army's area as the 13th Corps emerged from crossing the swamp to destroy a German brigade. When I made these attacks I was at the very limit of my supply line. Bob rushed the 20th Corps into the area quickly and launched his own attack against the 13th. In the 1st Army sector, the 2nd and 4th Corps were starting to close in with the rest of the Army and I started to finally advance across the boarder into Prussia. Bob only had two Corps (1 & 17) in the area and slowly pulled back not wanting to give battle. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="color: #222222;"><span style="font-size: large;"><span style="font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif;"><b>Battle is Joined (turns 4 & 5)</b></span></span></span><br />
<b><span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: large; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span></b><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The 2nd Army's 1st Corps is making good time advancing on Osterode. Bob nearest Corps is over facing my 13th and 6th Corps who have emerged from the swamps and engaged them. I am able to run up and attack a couple of Brigades in the rough terrain a couple hexes South of Osterode and push them back. The 6th Corps on the 2nd Army's right takes up the fight after the 13th is badly shaken by its attacks on the German 20th Corps (I failed my EL checks). In the center of 2nd Army's area the 15th (the pink guys) are making good progress to towards Allenstien (an objective of the 2nd Army). Bob trains in a Corps (1R) to this area from the 1st Army's front and suddenly I am uncomfortable about how exposed the 15th is. Its all in at this point and I should be able to make attacks on two of the three 2nd Army objective next turn. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD7ZB0Q45b8DQAzjwNEHM42FK-sFs05esuXWA8yb1sOn8PvRK3DKtRdRGvM9a-4pGLyBFZHMNqG7gzDZmjfHFvd2tAFv1ZkHLBnJwjOf_URsuky3Zzurlrw5lNcTNdsO1nqaxlgWaskRL5/s1600/IMG_0424.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD7ZB0Q45b8DQAzjwNEHM42FK-sFs05esuXWA8yb1sOn8PvRK3DKtRdRGvM9a-4pGLyBFZHMNqG7gzDZmjfHFvd2tAFv1ZkHLBnJwjOf_URsuky3Zzurlrw5lNcTNdsO1nqaxlgWaskRL5/s320/IMG_0424.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">2nd Army, Combat phase turn 4</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCP2d-4qEsxMUH4X7rGHuUqGNV_PocV3YZ0ZbxVApoHvhSO6QaqZ0EOtcqw8BPrnGkWUXiH3Pa14gh1qgG-upNGhlBb2LCy85A7JZEozv2L4-WZVj9EBOpUTXJxNIT3kAyEEh6O4z_DQGF/s1600/IMG_0427.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCP2d-4qEsxMUH4X7rGHuUqGNV_PocV3YZ0ZbxVApoHvhSO6QaqZ0EOtcqw8BPrnGkWUXiH3Pa14gh1qgG-upNGhlBb2LCy85A7JZEozv2L4-WZVj9EBOpUTXJxNIT3kAyEEh6O4z_DQGF/s320/IMG_0427.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">1st Army, end of turn 4</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">In the 1st Army's front Bob is digging in behind a river line a few hexes in front of Intersberg (the 1st Army's Objective). When he shifts the 1R Corps South to face the 2nd Army I am left with a 3-1 advantage in Corps. I have my Cavalry ranging North of the main line of advance pushing Bobs Cavalry back and trying to drive off an approaching Brigade marching down to reinforce his lines. I have a couple more Divisions arriving and marching to the front as well. I will have little choice but to launch frontal attacks on his dug in troops behind the river line, but that's ok as I have more troops and am hopping to grind him down. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsN8qOQ9PuS0CJI_XTMgdPSddXSWI359FPBldeAvagqXIeyoDkKAVjZSQeaNQRR2G0xXXBXmpvFt9U9uTqvvnupx7qmR6Y9bbJsC9y00imkZxohUOF997MQZgJxx4hYKHRbgAM5_0jHdLf/s1600/IMG_0445.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsN8qOQ9PuS0CJI_XTMgdPSddXSWI359FPBldeAvagqXIeyoDkKAVjZSQeaNQRR2G0xXXBXmpvFt9U9uTqvvnupx7qmR6Y9bbJsC9y00imkZxohUOF997MQZgJxx4hYKHRbgAM5_0jHdLf/s320/IMG_0445.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 5</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Turn 5 is very busy on both fronts. In the South, 2nd Army is attacking two of its three Strategic Objective. I only need to occupy one of these to meet my plan for the 2nd and score some nice VPs. More importantly this will lift the restriction on my movement. While an Army is under Strategic Objectives its combat units are restricted in their movement, if they move they must move AT LEAST ONE HEX closer the an Army objective. Thus once you get close to your objective you are really tied to them and lack any room to maneuver. Bob on the other hand is free to run around as he sees fit. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnwgy-8fJnrW5EgvkiI6vtTPxFe5vmp3l6GkCRLWxNlRFMbOozdIMeK1q-bUQRJRfumxhZ3pSgahvJ6WUo4GGhNiSe0sU4kcbr7bvR1yygC9IOTgGbSOWYrVLqhNv-udVG6gf9Syq5K4ws/s1600/IMG_0461.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnwgy-8fJnrW5EgvkiI6vtTPxFe5vmp3l6GkCRLWxNlRFMbOozdIMeK1q-bUQRJRfumxhZ3pSgahvJ6WUo4GGhNiSe0sU4kcbr7bvR1yygC9IOTgGbSOWYrVLqhNv-udVG6gf9Syq5K4ws/s320/IMG_0461.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">2nd Army launches two 3-1 attacks on Objective hexes</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqAWezWGUBvVzBoiVOt4nOrhir-XcXp1I6TfsX1wUcKov-NOb-pPPS2aCyPdw7jlXy1rE8407-GPrNlIpPJSs-W8Q8JeaWula1E2B3Tzjfl7eEttbKltPGE0jSVxpjfupXApDMJg86PXNp/s1600/IMG_0463.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqAWezWGUBvVzBoiVOt4nOrhir-XcXp1I6TfsX1wUcKov-NOb-pPPS2aCyPdw7jlXy1rE8407-GPrNlIpPJSs-W8Q8JeaWula1E2B3Tzjfl7eEttbKltPGE0jSVxpjfupXApDMJg86PXNp/s320/IMG_0463.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">1st Army starts to assault the trench line</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Bobs reaction movement phase see's him detrain the 1R Corps and make a lunge at the 15th Corps 8th Division. I have left this unit back to cover the Corps train and I am glad I did and its looking like Bob is planning on going after it. My two attacks on the Strategic Objectives (Allenstien and Osterode) are stopped cold despite 3-1 odds. I merely needed to roll a six or less on 2d6 to have taken one of the two hexes. </span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDrzrSuHf7iIVVJgyyHyn7Brdji39YZHwqQw0AKOMPm2Nb6xPBYzGXzQov_o6MffSQc88cKmM0rgU72-HNPtsksSUANX81ZKhlzpW_r_jKQnwSAVTGsXUlOmo9B3k2LzzvmP3mY5naJodD/s1600/IMG_0481.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDrzrSuHf7iIVVJgyyHyn7Brdji39YZHwqQw0AKOMPm2Nb6xPBYzGXzQov_o6MffSQc88cKmM0rgU72-HNPtsksSUANX81ZKhlzpW_r_jKQnwSAVTGsXUlOmo9B3k2LzzvmP3mY5naJodD/s320/IMG_0481.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob quickly gets the 1R Corps into action on the flank of 15th Corps</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYFTrD7ACOTuzOz4LipRASIhBEu4iE1Jl2cS_Jx_0bUMMNNVpxOEtcOCVRPxLNj26OzwprPvB3667Nn6F512VdxYJ5V9mqjxtpUDmdwBDWrWTNHyK0cNcYzaqByeNnbOAnXN-XuGWkw-9U/s1600/IMG_0483.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYFTrD7ACOTuzOz4LipRASIhBEu4iE1Jl2cS_Jx_0bUMMNNVpxOEtcOCVRPxLNj26OzwprPvB3667Nn6F512VdxYJ5V9mqjxtpUDmdwBDWrWTNHyK0cNcYzaqByeNnbOAnXN-XuGWkw-9U/s320/IMG_0483.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob flanks and routes the 2nd Corps on the 1st Army's left</td></tr>
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"> On Bobs next turn he unloads a division near Osterode and pushes one of the 1st Corps Divisions back one hex. The 1R Corps attacks my 8th Division (15C) which is only two hexes away from its Corps train. The 8th holds thankfully with neither inflicting much damage. </span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">The 1st Army's front is not without drama either. My attacks on Bobs two dug in Divisions don't do much except cost me men and EL level. Bob counters by sending his 1st Corps around my Southern line and attacking the 2nd Corps. This was a close one as Bob could have force marched after my Crops train but instead chose to attack the two Divisions. I would have gone after the train as that would have really caused me some problems that would likely have forced me to abandon my Strategic plan earlier that I would have wanted to. The attack goes well and I am forced to retreat two hexes taking some heavy losses in the process. My reaction movement allowed me to move the two trains in the area out of immediate danger though. My Calvary gets into some trouble on the right side of 1st Army's line and a couple of brigades have to high tail it out of there in a hurry as Bob's lone Brigade from the North lunges in. </span><br />
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<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><br /></span><br />
<span style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">We stopped here for the day. Each of my Army's are either adjacent to or a couple hexes away from their objectives while at the same time facing threatening flanking movements. The next couple turns should be very exciting for both of us. </span><br />
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<tr><td class="tr-caption" style="text-align: center;">End of Turn 5</td></tr>
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com3tag:blogger.com,1999:blog-2373825048329524549.post-681214254982515532012-02-19T21:43:00.000-06:002012-11-02T15:41:41.032-05:001914 Twilight in the East (GMT) ~ 29.7 The Battle of IvangorodGame: 1914 Twilight in the East<br />
Publisher: GMT Games<br />
Scenario: "The Battle of Ivangorod"<br />
Participants: Bob H, Myself<br />
Time: Sun 2/19, 2.00PM - 4.00PM<br />
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1914 Twilight in the East is one of my favorite games. Bob pushed me to play it back in 2008 and it was an easy sell once I got it and looked it over. The game takes a previous WWI game system and improves on it. It's a Division level game covering the entire Eastern Front in the first few months of the Great War. Hexes are five miles and cover the length of the front from Eastern Prussia to Romania. The maps are fantastic, they are highly detailed and very pleasing on the eyes. The counters are equally pleasing and convey a large amount of information. Bob and I have played the Tannenberg scenario many times and the Galicia scenario once.<br />
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Recently the designer (Michael Resch) published a Journal which, among other things contained several new scenarios. Bob and I selected the tiny "Battle of Ivangorod" scenario to reacquaint ourselves with the game after more then a year away from it. The Journal can be had <a href="http://www.consimgames.com/products/ocj1/">here</a> directly from the designer. It's a full color professional product filled with some excellent analysis and history covering the period the game is involved in. This scenario is intended as a starter in that it is very light on some of the rules overhead the game contains, choosing to focus on the fighting around Ivangorod in October of 1914.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSnv5UhaNHkp_RV_pBJyN8DsjwQELtqnwMKvC3wncwYv_H08ry_u332RPtoezdF2ycM8sR1hOn4NzKhQB9O8IJf7-znqONS0_HHuPhCi7_nrKqwEydnwdNGsETbhYtIn83vqyxRMg-22rk/s1600/IMG_0209.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSnv5UhaNHkp_RV_pBJyN8DsjwQELtqnwMKvC3wncwYv_H08ry_u332RPtoezdF2ycM8sR1hOn4NzKhQB9O8IJf7-znqONS0_HHuPhCi7_nrKqwEydnwdNGsETbhYtIn83vqyxRMg-22rk/s320/IMG_0209.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Starting positions</td></tr>
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The scenario opens with the Austro-Hungarians assaulting the Russian bridgehead across the Vistula River near Ivangorod. The AH player is the attacker and has to push the Russians back. The victory conditions count the number of hexes on the West side of the River for victory subtracting the number of Prepared Attacks made by the AH player, the AH side needs to get the Russians down to six or less to get a win. As I mentioned the special rules eliminate several of the systems found in the normal game making it very easy for new or inexperienced players to get a grip on the basics of movement and combat. The AH have two strong Corps in play supported by one attached German Division. The Russians have components of two Army's on the map (4th and 9th) with a couple three Corps in each of these Armies). The Army boundary is right in the middle of the Russian position somewhat limiting what the Russian player can do as he has to keep units from each army on their side of the boundary. Bob naturally was the AH player, giving me the Russians. The scenario is only 1.5 turns long with the AH player going first, then the Russians and then one more AH half turn.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw7uLqCltVAHC7yRb7Vx3kw_CgD8gKhqFLc0gzF6o8HXkCYwxTSFGd2T77tBjAkP6c69ypuV5yYtCF9gRpi8x1fPJsx2f-MjO46e_xuS7faNDlpfq499q-hY82LJ3PLCIpJW5f8SF6zMua/s1600/IMG_0210.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhw7uLqCltVAHC7yRb7Vx3kw_CgD8gKhqFLc0gzF6o8HXkCYwxTSFGd2T77tBjAkP6c69ypuV5yYtCF9gRpi8x1fPJsx2f-MjO46e_xuS7faNDlpfq499q-hY82LJ3PLCIpJW5f8SF6zMua/s320/IMG_0210.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob makes his first turn Moves</td></tr>
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The set up has the Russians a bit more spread out with some of the units back across the River. The scenario also takes place in the fall so we'll be using that CRT and associated terrain costs, in the Fall the CRT is harder on the attacker and movement is more costly then scenarios that take place in the Summer. Bob opens the game with two Prepared Attacks. A Prepared Attack costs the attacking player 3 movement points while giving the attacker a one column shirt on the CRT. Additionally units that are subject to a PA are unable to move during the counter movement phase. Perhaps its a good time to give an overview of the games mechanics.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgurB2tUrFqJ1oPutOjGL264drDa6P-NyL6I1QyeBm71GgDPBABZoTl_ti4aC564M_fJZLwC9MeBx79HseSpAy1DHYhpRiy3QBMLlDa9bl4LG8fvH38HsRyhlUQbWPZLeMf4vP3pRRZxJJZ/s1600/IMG_0211.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgurB2tUrFqJ1oPutOjGL264drDa6P-NyL6I1QyeBm71GgDPBABZoTl_ti4aC564M_fJZLwC9MeBx79HseSpAy1DHYhpRiy3QBMLlDa9bl4LG8fvH38HsRyhlUQbWPZLeMf4vP3pRRZxJJZ/s320/IMG_0211.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of AH Movement, 1st turn</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">End of Russian Counter-Movement phase, 1st turn</td></tr>
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A normal half turn (normally the Russian player with go first, but not in thus scenario) will have the phasing player move first. Each unit may use its full allotment of MPs (normally 7) and has the option to force march to gain an additional 3MPs. During movement, the phasing player will place attack and prepared attack markers. Then the non-phasing player will conduct reaction movement. This allows him to move any of his units that he wishes half their movement allotment (usually 3.5MPs), force marching is also allowed for the reacting player. The reacting player can place attack markers also, but in not allowed to place prepared attacks in his reaction movement.<br />
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The phasing player then conducts all of his combats followed by the non-phasing player. Combat is a multi-step process. The attacker will determine the odds, there are various column shifts that can apply for both the attacker and defender then the dice are rolled. Once the result is determined you then determine losses with each player rolling on another chart to see have many (if any) steps were lost and to generate a modifier to use on the final step. Artillery weighs in on this step by adding a modifier to the die roll. The column you use to roll on is based on how big the battle is, there are 4 sizes from less than two divisions to massive 6+ division battles. Lastly each side will roll on the Effectiveness chart (or take a moral check if your an ASL player). This tests each one of your forces effectiveness (moral/organization) taking into account retreats and casualties. If you roll badly you might have to retreat suddenly after stopping the attack on the CRT. The game tracks each units effectiveness individually and continuous combat will eventually catch up to you.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmzMGo8-znh_suw3wX4mBb4VY5WcL4pw4G1sFcqmDzQoUAEV5C5WDAD2hyphenhyphen38YfBUNrqTIar6vmgOw-eJm4vbwVw2rBUv9DV5K7uUa0EdKExDq-GnhfEgCX5i544gVaUoxH-0TuCUVSACLs/s1600/IMG_0215.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmzMGo8-znh_suw3wX4mBb4VY5WcL4pw4G1sFcqmDzQoUAEV5C5WDAD2hyphenhyphen38YfBUNrqTIar6vmgOw-eJm4vbwVw2rBUv9DV5K7uUa0EdKExDq-GnhfEgCX5i544gVaUoxH-0TuCUVSACLs/s320/IMG_0215.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Initial AH attacks, turn 1</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyplcLQ7uWp626vXrbkgHhc925Gk3TIRIlfTYxg72xW7nV1fk4GV3j0eThI1-icDLYa7Z_dCVPBhl5j4rJPjfOKrgsWgSKPQjp0pEpW0VFwUmt70FHAMPL1Rik62jIG9zX-bNRnrLzTsOy/s1600/IMG_0225.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyplcLQ7uWp626vXrbkgHhc925Gk3TIRIlfTYxg72xW7nV1fk4GV3j0eThI1-icDLYa7Z_dCVPBhl5j4rJPjfOKrgsWgSKPQjp0pEpW0VFwUmt70FHAMPL1Rik62jIG9zX-bNRnrLzTsOy/s320/IMG_0225.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After the Combat phase, turn 1</td></tr>
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Bob opens by launching to Prepared Attacks on two of my lone divisions. He closes in with the rest of his units. During my reaction move I am able (via force marching) to reinforce the 61r division with the 21/3CN unit. I am unable to reinforce the other attack against the 75r. The attack against the 61r & 21/3CN goes very well despite it being a 2-1 when Bob rolls a 2 (2d6), I retreat two hexes, take two steps losses and each units losses a EL level. The battle is costly for Bob and he takes the same losses as I do (2 steps and -1EL). Bobs 2nd attack goes well (3-1 this time) sending the 75th back two hexes. The result of this has my 52'd Division out of supply at the start of my next turn. I should point out that we did not take 5 steps off of the 75th Division like we should have per the scenario instructions.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb5l6vRKmgSJdM0BCbmZytwxHf1iU_6iR6C5EY2SyhStdWsS1Jc2EBtPZu14_-sVvEnawDOIIa4fc3nBB9hBAOrOyVRmLBBWb5XQE2wdjh676_xDiOI0QBR77uG4D0EFqc9N3IxieDAu2B/s1600/IMG_0230.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb5l6vRKmgSJdM0BCbmZytwxHf1iU_6iR6C5EY2SyhStdWsS1Jc2EBtPZu14_-sVvEnawDOIIa4fc3nBB9hBAOrOyVRmLBBWb5XQE2wdjh676_xDiOI0QBR77uG4D0EFqc9N3IxieDAu2B/s320/IMG_0230.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Russian Movement Phase, 2nd turn</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmS4nQfW4qoD0MYvKZUJo5_H_XdflGKLc7iLnZda88yhh19a4AT2vH-BYcppYgSgYwdKjjteoViHU-k6zevA2hQMI6LDf7hMyvkys3scB6Z-750Dy_GG9x637XTGq2zM2I8uuna-8BWXUH/s1600/IMG_0235.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmS4nQfW4qoD0MYvKZUJo5_H_XdflGKLc7iLnZda88yhh19a4AT2vH-BYcppYgSgYwdKjjteoViHU-k6zevA2hQMI6LDf7hMyvkys3scB6Z-750Dy_GG9x637XTGq2zM2I8uuna-8BWXUH/s320/IMG_0235.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of AH Counter-Movement phase, 2nd turn</td></tr>
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My movement phase sees me launch my own set of PA's (despite the advice given in the analysis of the scenario) as well as getting the remaining divisions on this side of the Vistula. Bob counters with an attack of his own while reinforcing (again via force march) one of my PA's. My attack in the South with the 25th Corps does nothing but cost my Corp an EL level and each of us a step lost. I do not push him out of the hex. The attack on the German 3gd is equally inconclusive with neither side causing or taking losses or EL. My last PA against his 1st Corps (12 & 46) again fails to dislodge him but I came out better inflicting two steps lost to my one with each of us loosing an EL. Bob's lone attack is a disaster. He has two divisions (14 & 33) from his 5th Corp attacking my 61 reserve division (2-1). He blows the EL check at the end and looses 2 EL and has to retreat one hex. This is a good example of why I like the combat system so much in this game as it models both the strength of the two sides but also thier effectiveness and you sometimes see some really interesting results come from a fairly normal 2-1 attack. My out of supply unit forces Bob to retreat out of the way, costing one of his units another hex that he'll have to make up in his upcoming turn.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCqagIV7qto8o-lPdzN16xBNT8Cv63xGo3fzfVKlXMkpBUdGHRrWt693Kcp1q7fjIbG9OgQJ4zthVNerXFObyJSLZkCW9G3kHnLjNZ-P7mAmAhfMtyfJtPjFqJNdY0_FPFddINnID6r7v8/s1600/IMG_0250.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCqagIV7qto8o-lPdzN16xBNT8Cv63xGo3fzfVKlXMkpBUdGHRrWt693Kcp1q7fjIbG9OgQJ4zthVNerXFObyJSLZkCW9G3kHnLjNZ-P7mAmAhfMtyfJtPjFqJNdY0_FPFddINnID6r7v8/s320/IMG_0250.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Last turn</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI9qtT4ZROsX9DwhlN_gw2vmwfR2Ej-kKx4uAkICQOtHTDwEr9pgvBf4sKKPJwFT5XJnHFzwLOP1zDOLkA3fPbn7we3p2PhyphenhyphenIB98G_mLsdUF6vYxVAl-CsXuJyiEgOCuLKtLRZHdoGzDu4/s1600/IMG_0251.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI9qtT4ZROsX9DwhlN_gw2vmwfR2Ej-kKx4uAkICQOtHTDwEr9pgvBf4sKKPJwFT5XJnHFzwLOP1zDOLkA3fPbn7we3p2PhyphenhyphenIB98G_mLsdUF6vYxVAl-CsXuJyiEgOCuLKtLRZHdoGzDu4/s320/IMG_0251.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian EL chart</td></tr>
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At the start of Bob's next turn (and the scenario's last) we are sitting at a net of 10VPs. Thus Bob needs to take two hexes while making at least two PA's to get a win. I will have my counter movement phase and any attacks that I can put up to counter him with. For Bob there isn't much to do but send in the troops again, he makes two PA's, one against the OOS (52nd) division in the middle and the other against the shaken 25th Corps. During my counter move I launch two attacks while reinforcing the OOS division with a division from the 16th Corps.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz2PRLe5pMlCLqds7Qe9cPr4x4HlMNnoeMuVVrqF_kGwfCH95HcqY8gASEIFAgHGod33pZTapv0eq43hWDCqGhVhOSizNfmk6evJUAbPDM5aZfLegNB1AcfQ7EJ8syVHfwLn2G0ibImxqN/s1600/IMG_0253.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz2PRLe5pMlCLqds7Qe9cPr4x4HlMNnoeMuVVrqF_kGwfCH95HcqY8gASEIFAgHGod33pZTapv0eq43hWDCqGhVhOSizNfmk6evJUAbPDM5aZfLegNB1AcfQ7EJ8syVHfwLn2G0ibImxqN/s320/IMG_0253.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of AH movement, last turn</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi24gjkxULx1CuXWLEe6S9DEAw4qkLfY0h3gZtX-ZXg16qwpuNT2hQCQjgBizpkyhJocuqFdJ1l4AWo2cGIsTIU2dSqrAdgwQrCmQ9DFx6SFZ1isstmn5TknkJMUK4tzxosGfDo1mHFwYOy/s1600/IMG_0255.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi24gjkxULx1CuXWLEe6S9DEAw4qkLfY0h3gZtX-ZXg16qwpuNT2hQCQjgBizpkyhJocuqFdJ1l4AWo2cGIsTIU2dSqrAdgwQrCmQ9DFx6SFZ1isstmn5TknkJMUK4tzxosGfDo1mHFwYOy/s320/IMG_0255.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Russian counter-movement, last turn</td></tr>
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Bob starts off with the attack against the 47th and 52nd (oos). This is a big 5-division battle, Bob has three attacking from two hexes (all from the same Corps) against my two. The odds are 1-1 and go to 2-1 for the PA. Bob rolls well on the attack and pushes me out of the hex. Losses are light (1 step ea) but when we roll for effectiveness Bob blows one of the rolls sending two of his divisions retreating back one hex with 2 EL lost. Thankfully his other division keeps its cool and is able to advance in and take the hex.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimKp0GhQN-IeUhDlkt5J6h2npZjhebzi_dUQXsL32ko7fKSL6bStfnJHWgahSzZUq2zOSuNKcOSf7rKa_2_NOti5CATy-snUKGAYhomodw9vVzsxTCp80w5Y2qHcBqc0zZYMHFGhgh6Vje/s1600/IMG_0257_example-001.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimKp0GhQN-IeUhDlkt5J6h2npZjhebzi_dUQXsL32ko7fKSL6bStfnJHWgahSzZUq2zOSuNKcOSf7rKa_2_NOti5CATy-snUKGAYhomodw9vVzsxTCp80w5Y2qHcBqc0zZYMHFGhgh6Vje/s320/IMG_0257_example-001.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An Example of the Combat process</td></tr>
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His second attack goes much better and pushes the 25th Corps back, forcing them to run back across the Vistula in the process. Thus he's taken his two hexes and launched two PA's, he'll win if he can survive my two (counter) attacks. The Germans again brush aside my assault by the 17th Corps with each side taking one step lost and no EL. My last attack pits the 14th Corps against a lone AH division. I fail to take the hex on the CRT and Bob finishes the game with another 2, this time on the EL check and his division stands giving him the win.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh637bqpLWUqPCGLO0c87XjiH4wCxK5zhtFnksF9Hbu9ActDULq64rcV9yJfuchDPX1B8kLZcV6U-i_SvmWRyNC7A42D2H3IKvd8rHCjMM16Zd1eXNis9xeWGGjsOBQvrRjSWeGJQVq2F-m/s1600/IMG_0270.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh637bqpLWUqPCGLO0c87XjiH4wCxK5zhtFnksF9Hbu9ActDULq64rcV9yJfuchDPX1B8kLZcV6U-i_SvmWRyNC7A42D2H3IKvd8rHCjMM16Zd1eXNis9xeWGGjsOBQvrRjSWeGJQVq2F-m/s320/IMG_0270.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Final Positions, end of scenario</td></tr>
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So this is a great little scenario for learning the game or getting used to it after some time away. We are next going to go back to our favorite scenario and play Tannenberg.Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com5tag:blogger.com,1999:blog-2373825048329524549.post-58651973448947615102012-02-12T21:46:00.001-06:002012-02-12T21:46:56.442-06:00Strafexpedition 1916 (Europa Simulazioni) ~ Scenario 1, "The Drive on Pasubio"Game: Strafexpedition 1916<br />
Publisher: Europa Simulazioni<br />
Scenario: #1 "The drive on Pasubio"<br />
Participants: Bob H, Myself<br />
Time: Thu, Jan 19th 7.00PM - 9.30PM<br />
Thu, Feb 2nd 7.00PM - 9.00PM<br />
Sun, Feb 5th 3.00PM - 5.00PM<br />
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Were it not for Bob's eclectic taste in games I would never have even known about a game like Strafexpedition (SE). Bob has always had a thing for games on the Austo-Hungarian Empire (not that there are a lot of them), as well as for games covering WWI. Bob let me know that he'd received this game earlier in the year and said it was one that he's like to play. Since I could hardly refuse his request as he's ever willing to try out games that I'm interested in, I ordered the game from the publisher and did my bit to support the European wargame economy. <br />
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When game arrived a couple weeks later I dived into the rules. I was pretty impressed. The rules are well written and very accessible. The game covers the Spring Offensive the AH unleashed on the unsuspecting Italians in the Alps around Trentino. The Austrians were trying to cut off the larger Italian forces further east by attacking here. Most of the Italian Offensive operations were further East. The game comes with a couple page article on the actual operation which I found very valuable and well written. The designer also takes a page up talking about his design process and the history of the game, again I found this very interesting. <br />
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The games scale is 900 meters per hex with units being Battalions of Infantry and Batteries of Artillery. There are also leader counters that are used to activate a formation (usually Brigades) during the turn. There are also Fortress counters. There are two maps covering the area of operations. There are five scenarios starting with a very small introductory scenario with a couple of one map scenarios and of course the campaign that features the entire operation (May-June, 1916).<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDB9WhroJf9dYhA0hXHhFQ92mZLXpYs4dT2tPTTF46fquludejJhE2EMEukNbg_31EpdA31E7q8ugZHJtuVh1Flh2T6dn7oVt0xZn78VrG3af-qu4xpArbB4yJ2A4X4ihXxjn8ei6cAwQ6/s1600/IMAG1395.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDB9WhroJf9dYhA0hXHhFQ92mZLXpYs4dT2tPTTF46fquludejJhE2EMEukNbg_31EpdA31E7q8ugZHJtuVh1Flh2T6dn7oVt0xZn78VrG3af-qu4xpArbB4yJ2A4X4ihXxjn8ei6cAwQ6/s320/IMAG1395.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Italians set up, AH stating to set up</td></tr>
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As I mentioned the rules read very nicely and after reading them I was even more interested in trying out the game. Prior to our playing of this scenario we set up the small intro scenario and played through that one. A turn consists of getting reinforcements and supply, then allocating that supply to your leaders (Brigades) and then rolling for initiative. Each player rolls a die and adds in the number of supply points that he has allocated for the turn. Once the initiative is determined that player will then select from one of his supplied leaders and place that leader on the map, this allows him to activate units of that Brigade for movement and combat. The amount of supply allocated determines how much artillery that leader may use over the course of its activation.<br />
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<tr><td class="tr-caption" style="text-align: center;">Bobs initial attacks on my left on turn 1</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">After Combat</td></tr>
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Combat is very straight forward and takes little time to resolve. The attacker opens with a bombardment, selecting various artillery units that are in range and that have not yet fired during the turn then rolls on the bombardment table. This table will cause units disorder, losses and can also destroy trenches. Once the bombardment is over the defender can then defensive fire with available adjacent units and artillery that has not yet defensive fired for the turn. Most Infantry units have a machine gun factor (the small number in the middle of the two other numbers) that he uses to resolve defensive fire, artillery can also help out on defense albeit at a fraction of its normal strength. After defensive fire is resolved the attacker then makes his assault on the hex with remaining units, with a limit of two units (or less depending on the terrain) per hex. You will often see the attacker assign more then two units to one attack so that he'll have a choice of which units to actually use in the assault as some of his attacking units will get shot up prior to the attack. It is this assault that can force a defender from the hex allowing the attacker to move in.<br />
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<tr><td class="tr-caption" style="text-align: center;">Bobs assigned supply to his leaders</td></tr>
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Once that leader has moved/fought all of his units, the player with the initiative will then select another leader to activate until he's used all of his supplied leaders. The defender can attempt to preempt the attackers activations as well. In our game this rarely seemed like something to consider. The non-initiative player will then activate his supplied leaders. Once he's done the initiative player will move all the rest of his units (those that were not activated previously) followed by the non-initiative player. Supply is then checked and replacement steps are placed on the map.<br />
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I liked the rules and how interactive they were, I wasn't expecting something like this from a operational WWI game. We decided that Bob would be the AH player in our first 'real' playing of the game. In looking over the scenario we looked at the map and the starting locations and how many victory points Bob would need to get a win. It looked like a tough one as he's really got to make a lot of progress over the course of the five turns of the scenario. <br />
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<span style="font-size: large;"><b>The Drive on Pasubio</b></span><br />
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All of my Italians start entrenched (at least those on the front line) which is nice because there are some big holes in my line. I had little behind these front line units other then some militia battalions and these were of low quality and without machine guns. I had a decent amount of artillery but little supply available in the opening turns to make use of it other then for the occasional defensive fire support. I get reinforcements on on turn 2 as well as turn 4, additionally I start getting supply points beginning on the 2nd turn which I need to start to entrench as you cannot entrench unless you are assigned a supply point. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigt6Ku4jgmFD5WlooB3aUvzdZ7yw0-Rv9myklzVZ-kR-uAebX3xvplR4STnLcf0StN0qXppaO2ojAzGx3J3I7HXw-DUF_G5CLrQsTIAUHuE4BGAnxBjs5AQ2zgDTb4ah3tCOFzKSDWbzdg/s1600/IMAG1406.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigt6Ku4jgmFD5WlooB3aUvzdZ7yw0-Rv9myklzVZ-kR-uAebX3xvplR4STnLcf0StN0qXppaO2ojAzGx3J3I7HXw-DUF_G5CLrQsTIAUHuE4BGAnxBjs5AQ2zgDTb4ah3tCOFzKSDWbzdg/s320/IMAG1406.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob during his 2nd turn</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Italian 2nd Turn</td></tr>
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Bobs first turn was mixed, he had some good attacks and there were others where he wasn't able to take the hex. As this was our first real playing we really had no idea this early in the game to tell how one side was faring over the other. On my right where the terrain is the heaviest I had some key hexes hold out that created a bit of a traffic jam for Bob as some of his not alpine troops couldn't cross or pass certain rough hexes. On the left where the terrain is a little flatter I was getting smashed. My center which starts with the fewest units had some units cut off as well. I did little in my half of the first turn as most of my guys were roughed up or too far behind the line to lend assistance. Most of my artillery just sat there being unable to move or fire (lack of supply) offensively on the first turn. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAFmjyuMKdr0KzgnoJC7NZGznlAkakNUCkovXXK00Fw2eLUVQ3C1gmg-wmgZmA8tKL1t_-5TnpJTZr44E-kJhWRQPZPmS4xd6vxgqgwQ9lPDdRrlff_7c-84Kv6VFIAZCuuvHygh-8w2z_/s1600/IMG_0047.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAFmjyuMKdr0KzgnoJC7NZGznlAkakNUCkovXXK00Fw2eLUVQ3C1gmg-wmgZmA8tKL1t_-5TnpJTZr44E-kJhWRQPZPmS4xd6vxgqgwQ9lPDdRrlff_7c-84Kv6VFIAZCuuvHygh-8w2z_/s320/IMG_0047.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob's AH attackers on turn 3 on my Right</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioCHOr7iSjpcni0epqRwvNgjPxkBYqvijGmkZU1jM-2bRUxDVxWFaUKp12-Qy7lo5_3_SZ9uSOxirlQBP9-C3XMtfH4Ovc-CnuTy0xdN2qlz_Wn4fuZD8doz7mqIElXdlrSVEbE2VZoGgO/s1600/IMG_0059.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioCHOr7iSjpcni0epqRwvNgjPxkBYqvijGmkZU1jM-2bRUxDVxWFaUKp12-Qy7lo5_3_SZ9uSOxirlQBP9-C3XMtfH4Ovc-CnuTy0xdN2qlz_Wn4fuZD8doz7mqIElXdlrSVEbE2VZoGgO/s320/IMG_0059.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob's attackers clear the road to Posina</td></tr>
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I got reinforcements on the second turn as well as starting to receive supply points. I got about a brigade's worth of troops on my left. Bob was starting to get a little better at attacking on turn two. He was learning that fewer attacks with more artillery support was the preferred method. We also discovered another cool feature of the rules in how artillery can limit supply roads. This would prove an interesting mini game as I would often debate on leaving an artillery unit in a very dangerous position in order to cover Bobs supply roads knowing that I would likely loose the unit but I could often put a group of units out of supply by doing so. Another this we picked up on was that in order for an attack to keep going you will have to rotate units in the attack as attacking leads to much disruption and attacking with a disrupted unit is asking for trouble. The defender will also (when he can) want to send units a couple hexes back to try and reorganize before sending them back up into the line.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHP63evIDp7YcYKE3xfVOwShqMz5UOtW6rTGh5Kf3zkwywhPeRKldVy5Xc4rcWy1N0vjAFghsbcogOp5CWvmrUcL7zCqtnEwFr6Lfuwc9YO67rBVxCfy3cB6gvPA4cuiSW4WwodC-DVJAM/s1600/IMG_0064.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHP63evIDp7YcYKE3xfVOwShqMz5UOtW6rTGh5Kf3zkwywhPeRKldVy5Xc4rcWy1N0vjAFghsbcogOp5CWvmrUcL7zCqtnEwFr6Lfuwc9YO67rBVxCfy3cB6gvPA4cuiSW4WwodC-DVJAM/s320/IMG_0064.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob's mounts as attack on my Right</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikzF8RQCLyFYxcKlzhTljS4BiklY-MoQXyTomvacyYXOVBkEzs0OhExcO1O5ZlCPEfuLjySXlUqUj0WRDpTo-cB12exp_s5ICHIQMRcNzBWWLm30igmD9_wi91Hk9n8hwBVE_mgOYLfHFy/s1600/IMG_0065.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikzF8RQCLyFYxcKlzhTljS4BiklY-MoQXyTomvacyYXOVBkEzs0OhExcO1O5ZlCPEfuLjySXlUqUj0WRDpTo-cB12exp_s5ICHIQMRcNzBWWLm30igmD9_wi91Hk9n8hwBVE_mgOYLfHFy/s320/IMG_0065.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">...and is pushed back</td></tr>
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Bobs attacks on my left continued but when my reinforcements showed up it started to look like he'd have a hard time taking the VP hexes in this area. In the middle Bob blew big holes in my lines but then ran out of supply as he was unable to supply his lead units, thus the attacks started to funnel down the roads on this side of the map. On my right Bob was starting to clear the initial line and make some progress. I had taken a lot of losses and he was able to make some nice progress. On my far right he was again slowed by poor performance on his attacks.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqRm8oIrSE9JNXMdc9s2PTvcpwrYuiJlByuoA5Rik9WCQbEQl3ns9xWYBkcRL8eFanTlc_zeWvL3v5LnkQrRlt1jXzk7ttlPb9x1vHGTq34eKoihcWJ9hv84EK8VsSz7F9SWqq2BLzW4Fp/s1600/IMG_0080.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqRm8oIrSE9JNXMdc9s2PTvcpwrYuiJlByuoA5Rik9WCQbEQl3ns9xWYBkcRL8eFanTlc_zeWvL3v5LnkQrRlt1jXzk7ttlPb9x1vHGTq34eKoihcWJ9hv84EK8VsSz7F9SWqq2BLzW4Fp/s320/IMG_0080.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 3, Bob moving...Yellow dice are the VP hexes</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiD6XN34O-z-Azxn1xVgke5bSQJUVqsYYqYDbo84Sp4PvidvO40UWwbnGDWjRZOHOc10gLSG6OyP-LEcrWDM1p8CQ5bFgBDARFAXtBSraJUaBWZgkT-FJULRaZCVieo4aOBF8VS0CtoPXhL/s1600/IMG_0113.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiD6XN34O-z-Azxn1xVgke5bSQJUVqsYYqYDbo84Sp4PvidvO40UWwbnGDWjRZOHOc10gLSG6OyP-LEcrWDM1p8CQ5bFgBDARFAXtBSraJUaBWZgkT-FJULRaZCVieo4aOBF8VS0CtoPXhL/s320/IMG_0113.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The road to Valmorbia...turn 4</td></tr>
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Turn 3 saw these deeper road based penetrations expand. Most of the last lingering units on the front line were now gone having either been eliminated or reduced by lack of supply. But the clock was ticking and Bob had only taken 3-5 VPs thus far. <br />
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By turn 4 we were seeing that Bob was behind the curve as it was looking like he would run out of time before he'd get the VPs he needed for a win. I also got the last of my reinforcements this time on the right, which was exactly where I needed them most. Bob got close to Posina here and this was where he would win it if he could be getting to the VP locations before I could with my reinforcements. Bob also lunged down the road towards Valmorbia on my left. I had only some militia here and quickly reinforced this area.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIMHGcb2szM4jVxyIIKzfFe3J1JLridhjkhz0TnakmXi0wGkRRbFmZdtHq-NEWajbnfLANdyGgh3v5rAUYvyA-_zajCIrr0IjNr-kGhJZ9MmoypbJzhPgWDrmHDeNTn5C4-ZmYlrVTOg8T/s1600/IMG_0116.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIMHGcb2szM4jVxyIIKzfFe3J1JLridhjkhz0TnakmXi0wGkRRbFmZdtHq-NEWajbnfLANdyGgh3v5rAUYvyA-_zajCIrr0IjNr-kGhJZ9MmoypbJzhPgWDrmHDeNTn5C4-ZmYlrVTOg8T/s320/IMG_0116.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My Italian's counter Bob's move </td></tr>
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As it was getting late we took a close look at the Victory situation at the end of the fourth turn and decided that it would be nearly impossible for Bob to get the needed VPs for a win. He was essentially playing for a draw at this point so we decided to call it a game at this point.<br />
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<tr><td class="tr-caption" style="text-align: center;">End of turn 4</td></tr>
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All in all I was pretty impressed with the game, it was a lot more fun then I expected and was pretty interactive for a battalion level game. The one sided nature of the scenario however means that the defender has to basically get smashed for five turns in this scenario. The campaign game which is much larger will see the Italians have a chance for some counterattacking.Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com5tag:blogger.com,1999:blog-2373825048329524549.post-42430748510806269332012-01-28T22:25:00.000-06:002012-01-28T22:25:39.387-06:00Twilight Struggle (GMT)Game: Twilight Struggle<br />
Publisher: GMT Games<br />
Participants: Jim "HeavyD" D, Myself<br />
Time: Fri, Jan 27th 7.00PM - 11.00PM<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheOEeliuRdOPqeEPbGnUnQlrgq7Cv2HJLVY3FxDq2rFhFrEyFvIjehECDc6RysS5yUWHE78n6Nb-jqTGZIRVCTc6s6GosYsSRyXlhEYaFxCNMuLebNol91941DJdJlpUk7Vyowuo83220B/s1600/TS_Cover.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheOEeliuRdOPqeEPbGnUnQlrgq7Cv2HJLVY3FxDq2rFhFrEyFvIjehECDc6RysS5yUWHE78n6Nb-jqTGZIRVCTc6s6GosYsSRyXlhEYaFxCNMuLebNol91941DJdJlpUk7Vyowuo83220B/s200/TS_Cover.JPG" width="146" /></a></div>
It was HeavyD's turn to select the game for our Friday night session and he selected Twilight Struggle. We are both fans of the game, having played it quite a bit in the years after its initial release. This was only our second playing in the past year. In our first <a href="http://yockbosboardgames.blogspot.com/search/label/Twilight%20Struggle">playing</a> we had both not played for some time and although we were a bit rusty had a good game with HeavyD wining a convincing game as the Soviets. This game felt a little closer and we were much more tighter with the rules (with one notable exception!).<br />
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<b><span style="font-size: large;">Early War</span></b><br />
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I pulled a complete bone head move in the opening headline phase. I was the Soviet player and I selected CIA CREATED as the headline event. I was still not with it as the last time I played I was the US and my declining intellect thought that since I was the US last time, this would be a good opportunity to play this card. Well, I was the Soviets and thus gave HeavyD a huge head start on the opening turn. I had a scoring card (Middle East I think) in my hand (which I had to play with in view of HeavyD for the entire turn) and it was ugly. At the end of the turn he was up 4 VPs which it unusual for a US score early game. <br />
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<tr><td class="tr-caption" style="text-align: center;">Start of Turn 2</td></tr>
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Despite my blowing the Headline phase, I wasn't in bad shape on the board at the start of the 2nd turn. I had pushed him out of Iran and taken control of Iraq, Syria and Egypt. He had control of Israel, Lebanon and Jordan. More importantly I had expanded into Pakistan and Afghanistan, with some influence in India already. Europe didn't see much action at all and was still in flux.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-Wsz__vqHA1d5THLMBomFzHHPxjIQH9sH8fkpe7KbkWr8ZEQvkd-HjUTU2lqJq6GkiUKbP4ECUuJmh-GY1JO-WgnLL-GxOh1qeimfGxsKGCXaIw50pUOknmUPTX0bVbuL21r2X7NOlHZJ/s1600/IMAG1429.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-Wsz__vqHA1d5THLMBomFzHHPxjIQH9sH8fkpe7KbkWr8ZEQvkd-HjUTU2lqJq6GkiUKbP4ECUuJmh-GY1JO-WgnLL-GxOh1qeimfGxsKGCXaIw50pUOknmUPTX0bVbuL21r2X7NOlHZJ/s320/IMAG1429.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Asia and the Middle East, start of turn 3</td></tr>
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Turn 3 started to look better, I was making good progress on the board and got a couple VPs back. Asia saw most of the action with HeavyD expanding into SW Asia, while I was able to get control of South Korea and India. I had Dominance there and it was going to be hard for HeavyD to make up the ground. We started to see the Defcon level stay at 2 resetting to three at the top of the turn, where I would usually Coup early in the next turn to get it back to 2. This made is very hard for HeavyD to make progress in Europe, Asia and the Middle East. In Asia and the Middle East I had more BG countries then he and was close do Dominance as well. The America's were still largely inactive as is normal for the first few turns of the game. <br />
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<b><span style="font-size: large;">Mid War</span></b><br />
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Turn 4 started with me ahead on VPs by +4. I was either Dominating or at least ahead in BG Countries in both Asia and the Middle East. Europe was still flat but HeavyD had made some progress there getting a little closer to Dominance. He had the De Gaulle event and was able to play it and then get ride of my influence there in the same round. I had made some good progress in South and Central America during turn three, gaining control of Cuba, Panama, Venezuela and Columbia. <br />
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<tr><td class="tr-caption" style="text-align: center;">Start of turn 5</td></tr>
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Central and South America were the focal points for the whole of turn 4. We both spent a lot of cards spreading influence there. A couple of times HeavyD had good success with realignments. I would either have to react with a coup or replace the lost influence right away. Turn six followed much the same path as the game was nearly always at Defcon 2 for the whole turn and limiting HeavyD's ability to Coup & Realign in the regions where I had the upper hand (Asia & Middle East). These were action filled turns with lots of Coups and realignments going on in the America's. We had furious battles over Cuba and Mexico with HeavyD finally getting the upper hand in those two areas. The scoring cards were adding VPs to my bottom line over these turns as well. Africa saw very little action except where I was creeping across North Africa so that I could eventually get back into Western Europe.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLjOrJbXK8c29q6tamtmR2c0-RyZS2zqxrBWs3g88QJfePrkz9ymunOAAGeKw_TLYNFSM-ahp_eIXdjhNNzRhwyULPRFbourSC0o2RrHs5WvOxRVlhTNBdbNAMDTVfw9pA93DifZ7KsQbr/s1600/IMAG1445.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLjOrJbXK8c29q6tamtmR2c0-RyZS2zqxrBWs3g88QJfePrkz9ymunOAAGeKw_TLYNFSM-ahp_eIXdjhNNzRhwyULPRFbourSC0o2RrHs5WvOxRVlhTNBdbNAMDTVfw9pA93DifZ7KsQbr/s320/IMAG1445.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 7</td></tr>
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Turn seven started with me at +10 VPs and still holding strong in Asia and the Middle East. I was able to spread out into central Africa but the majority of the action stayed in Central and South America. I had the initiative. I had the upper hand in Asia and the Middle East and was staying slightly ahead in South and Central America. HeavyD was forced to react to my ventures, countering with realignments and coups. I was also staying 1-2 boxes ahead on the space race and this proved helpful several times as I was able to send a 2nd card into space on a couple of turns while HeavyD had to deal with my events in his hand the best he could.<br />
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<span style="font-size: large;"><b>Late War</b></span><br />
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On or around the 7th or 8th turn I realized that I had made an error in dealing the cards. I had been dealing out to a hand size of eight instead of the nine we both should have had. We corrected this for the late war and concluded that we both suffered equally so little action was required other then my own annoyance at making such a rules blunder over the course of several turns.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvq3qbpFsgjcsRXYQDT6kOXm-VYdshpI_j7NhOrFaXmLfYAvKkbw8KjClX8OhvjRuX88BZBx_KCYGBRckc0k23HZ1UmXUF1qo1TR82bmoxTs_XJ-cHdLsPdp6LbY30PVsLYWQOclNCGmIj/s1600/IMAG1448.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvq3qbpFsgjcsRXYQDT6kOXm-VYdshpI_j7NhOrFaXmLfYAvKkbw8KjClX8OhvjRuX88BZBx_KCYGBRckc0k23HZ1UmXUF1qo1TR82bmoxTs_XJ-cHdLsPdp6LbY30PVsLYWQOclNCGmIj/s320/IMAG1448.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Late War Begins, Start of turn 8</td></tr>
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The prior couple turns HeavyD was able to start threatening in Europe and I believe we had one scoring there where he had Domination. I was able to get back into France and re-balance the situation late on turn six through. HeavyD had stabilized the situation in Central America, finally getting me out of Mexico and Cuba, but he wasn't able to get into a Dominance position there. South America was still very volatile with neither of us wanting to give up on that region. I had a three to one advantage in BG countries but was not going to get Dominance there due to HeavyD having spread all kinds of influence into the none-BG countries. Asia had turned into a backwater with neither of us spending much influence there, I still had a couple BG country lead in the region. HeavyD was able to score SE Asia though for like 5 VPs. Still I was maintaining my lead in both VPs and overall board position.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk_PjRouV_Gi-l8gNF3wHxVX9h05sxJoezVxa3PtxAnn0nUOGoVXgxYLNssr1CDEVd9FnFH0DR-5JQVUjRghNXU59j1h82fQX0OHktIsePWFZuzTAJ4KDB7nf5eHVodHnOVjkXT9JOkT-I/s1600/IMAG1451.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk_PjRouV_Gi-l8gNF3wHxVX9h05sxJoezVxa3PtxAnn0nUOGoVXgxYLNssr1CDEVd9FnFH0DR-5JQVUjRghNXU59j1h82fQX0OHktIsePWFZuzTAJ4KDB7nf5eHVodHnOVjkXT9JOkT-I/s320/IMAG1451.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Europe and the Middle East turn 9</td></tr>
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Turns 7 and 8 were a wild ones. I had Aldrich Aims, The Reformer and Glasnost in my hand when the turn opened. I started with Aldrich Aims (forcing HeavyD to discard a card and then play with his hand revealed. I then played the Reformer and Glasnost back to back to make some serious trouble in Europe. We saw all kinds of influence being poured into Western Germany while I was able to lock down control of France and Spain while making a play at Italy. HeavyD spent the whole turn chasing me, reacting to my moves by burning his big cards to make up progress I had made. Israel opened up as well and became a magnet for influence (via Suez Canal). Africa also came to life as we both started to pay attention to it. South and Central America both settled down with neither of us doing much there for the rest of the game.<br />
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Turn 10 opened with me at +12 VP and didn't last the whole turn. HeavyD was suffering from my knowing his headline due to the space race and I was able to make it pay. HeavyD tried one or two cards plays as last gasps but the writing was on the board, I was leading in nearly all of the regions with at least more BGs then he with a 12 VP lead there was nothing left for him to do but concede the game. <br />
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<tr><td class="tr-caption" style="text-align: center;">The Cold War Ends, Red Victory turn 10</td></tr>
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This one was a good one, we both had a good time. Around turn 3 or 4 I was getting a little annoyed at the dice but at the same time I could see that I was still making progress and slowly gaining the upper hand. I really like how this game sees the focus shift with one player often taking the initiate and forcing the other to react to him. I felt like that was the case for most of the game. Getting the upper hand in both Asia and the Middle East early was big as I was able to then force the action to other places never allowing HeavyD a chance to come back and try and redress the lead I had in these two area's. Europe got a little scary for me and was the one point in the game where I thought I was reacting to HeavyD. But in a rare case of Late War event usage I was able to address that and move on. We've rarely seen some of the events played as events as we did in this game, usually the USSR player will take these strong late was cards (Reformer, Glasnost et al) and use them for opps. For once I found that the events proved more valuable then the Ops points. This game remains a favorite here with us. <br />
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com2tag:blogger.com,1999:blog-2373825048329524549.post-71585973126667947452012-01-24T22:32:00.001-06:002012-01-24T22:32:35.525-06:00Commands and Colors: Napoleonics (GMT) ~ "River Coa" & "Bussaco (Reynier's Assault)"Game: Commands and Colors: Napoleonics (GMT)<br />
Scenarios: "River Coa" & "Bussaco (Reynier's Assault)<br />
Participants: Jim "HeavyD" D, Myself<br />
Time: Fri, Jan 13th 7.00PM - 10.30PM<br />
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HeavyD and I elected to get the big boy blocks out for our Friday night session. We started with the next scenario in the book, "River Coa". This is a smaller scenario and the first one that introduced something a little different in the Victory Conditions. This is handled in the Special Rules, any ordered Anglo-Portuguese unit that exits the map via the bridge hex awards the A-P player a Victory <strike>block</strike> err counter. The river is otherwise unfordable. The Fortress in the scenario is treated just like a town, and now that I am writing this I think we blew that and treated it as a Field Works. The scenario is on the smaller side in its size, but it has 6 banners as the Victory Condition. We diced for sides and I got the attacking French.<br />
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I opened with a "Cavalry Charge" card on my right. It went very badly, I lost one unit outright and the other withdrew. Then the action shifted to the my left and stayed there for the rest of the game. I spent a couple turns getting set up to make use of another Cavalry Charge card I had in my hand. Then the time was right so I set off with my second charge of the evening, this one proved much more entertaining. It spanned across several turns and only involved a few of my units and some of Heavy's. It was brutal and fast.<br />
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The first attack to go in HeavyD didn't square, he either forgot about it or was distracted. I went in with a Heavy Cavalry unit against a Line plus leader, I pushed them back with a couple blocks loss and then advanced and attacked them again. This time they were eliminated. I advanced into the vacated hex. In this game, like CCA a cavalry unit may advance and battle after a victorious battle. I took advantage of that here to great effect. HeavyD quickly got wise and squared up with his Light Infantry, the target of my other Cavalry Units attention. This cost HeavyD a card and that was tough as we each only had four card hands for this scenario.<br />
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An Amazing Ride: <br />
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HeavyD was caught card-less in that he couldn't react to my attacks on his Right due to lack of cards. Thus I was able to then go right after the fortress. I again charged in and eliminated the two Portuguese units there. I was again able to do a double attack, HeavyD was also prevented from squaring in the Fortress which help out quite a bit. I was up 3-4 flags to 2. Again HeavyD didn't have any good cards to activate units near the focal point (he only had three cards at this point). I had no interest in waiting around for him to get the cards he needed to go after my sole Heavy Cav unit so I continued the attack and was able to clear off another British unit (Rifle Light) on the hill overlooking the Bridge. I believe that Heavy elected to not go into square at this time because he didn't want to then have a two card hand.<br />
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<tr><td class="tr-caption" style="text-align: center;">End of Scenario board positions</td></tr>
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When I cleared the unit and leader off the hill next to the bridge I had six blocks and we were done. Forty minutes! Well that was pretty exciting, much more for me, but we both had some good laughs at this amazing show put on by my overachieving Heavy Cavalry Unit. <br />
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As the night was young, we turned the page and set up the next scenario in the book, "Bussaco (Reynier's Assault)". This one again had a Victory level of 6 blocks on thick terrain. It pitted a combined Anglo-Portuguese force facing Massana's advancing Frenchmen. This one featured heavy hills and a lot of Portugues, mostly on the right of the line. There are no special rules aside from the fordable stream. The AP player has a hand of 6 while the attacking French have a hand size of 5 and move first. I took the Brits and Portugues on defense as I had just attacked.<br />
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<tr><td class="tr-caption" style="text-align: center;">Bussaco (Reynier's Assault) Set Up</td></tr>
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My opening hand had both of the Counter Attack cards in them so I put on my best poker face as HeavyD slowly marched his Infantry towards my Portugues line on the right. I believe he was aided early on by a Grande Maneuver card to expedite his approach. The initial clash opened on my right where I played my two Counter Attack cards back to back on his initial melee attacks. I pushed him back with little loss in these.<br />
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<tr><td class="tr-caption" style="text-align: center;">Bayonet Charge, HeavyD Assaults the British Left</td></tr>
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Heavy then threw down a Bayonet Charge card and attacked the British lines on the left. He pushed back my far left unit and took out a couple blocks from my lone British artillery unit at little cost to himself. I did have cards that enabled me to shoot back at him and I soon drove off this attack as he lost a unit or two and pulled others back who had suffered some losses.<br />
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<tr><td class="tr-caption" style="text-align: center;">Final Positions</td></tr>
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At this point HeavyD started working on the edges trying pick off my depleted units. He had suffered some heavy losses at this point and was starting to run low on troops. I was also low on troops and pulled some of the harder hit units into the center to try and shield them. I believer we were both at around 4 victory blocks each when out of no where I got two flags but taking out an infantry unit and then getting the leader. I was not expecting this as HeavyD's dice had warmed up quite a bit in this scenario. Rarely when we play two CCA/CCN scenarios in one night does one person win both of them as happened tonight. But, I think I can say that HeavyD had a good time despite this and the second scenario was a much closer game, going a about an hour and a half in duration. Another great night of gaming with a great game. <br />
<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com1tag:blogger.com,1999:blog-2373825048329524549.post-41702441406328163982012-01-15T00:15:00.000-06:002012-01-15T00:15:20.347-06:00Advanced Squad Leader (MMP) ~ "Batty-P" [AP74]Game: Advanced Squad Leader<br />
Scenario: "Batty-P"<br />
Publication: Action Pack 8<br />
Participants: Jim "HeavyD", Myself<br />
Time: Fri, 12/30 7.00PM - 10.30PM<br />
Sat, 12/31 11.00AM - 3.30PM<br />
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Action Pack 8 has arrived. HeavyD and I were both eagerly awaiting this product so we decided to play something from if for our next ASL "Training Wheels" session. HeavyD narrowed it down to three scenario's letting me select the one we played from these. I selected this one due to the size and the force composition. This Action Pack comes with three new "long" maps, that is the maps are cut and folded differently yet they represent the same footprint allowing map and scenario designers a bunch of new options. The maps are "wide" so its like playing ASL on a new planet as the board seems are in new places.<br />
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"Batty-P" takes place in Italy (all of the scenarios from the pack are based in Italy) on the day of the Salerno landings. The situation finds the Royal Fusiliers defending a town from an advancing German kampfgruppe bent on reaching the beaches on the first day of the invasion. The terrain is affected by SSR's, Orchards are Olive Groves, Grain = Vineyards and Brush = Cactus Patches. This makes it a little more costly to get around and has effects on LOS as well as some slight bog chances. Both players, prior to set up will also place three Rubble counters each, starting with the British player. The Rubble placement can be quite important; as the defender you can try and channel the attacker while as the attacker you can 'destroy' certain buildings that you'd rather not have to deal with. The other SSR's add flavor to the scenario and I think address certain OB issues (more crews for the British for example) while taking into account the period (September '43).<br />
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The British have 10 4-5-7's and 2 2-2-8's led by three leaders (9-1, 8-1, 7-0). They also have a nice selection of support weapons (MMG, 3 LMG, PIAT, 2 51* MTR, DC) as well as some added (+6) concealment (any British unit setting up in concealment terrain may do so concealed). This initial force sets up South of the Hill overlooking the town. There is another force of 3 Carriers (MMG A, 2 C's) and two lethal 57L AT Guns. The Carriers have 2-2-8's as inherent crews and the two C Carriers have PIATs as well. The British are reinforced with one Stuart III(a) that is an OP tank on turn 2. <br />
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<tr><td class="tr-caption" style="text-align: center;">British Set up</td></tr>
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The German's have a very nice force. The infantry portion consists of 7 5-4-8s (ELR 5) along with 8 4-6-7s. This group is led by four leaders, a 9-2, 9-1, 8-1, 8-0. The group has 2 dm MMG, 3 LMG 2 DC. Supporting this Infantry are several AFV's; 3 Pz IVH, 2 StuG IIIG, 1 StuG IIIB and 2 PSW 222(L). The Germans can set up on/North of row BB (this means on some of the hill, including several of the level 3 hex hilltop locations) as well as being allowed to enter on turn 2 along the North edge (behind the hill) and/or along the West edge of the map North of hexrow M. This gives the German player many options and makes the setup for the British player that much more difficult.<br />
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<tr><td class="tr-caption" style="text-align: center;">After both sides have set up</td></tr>
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I ended up with the British. As I looked at the map I knew that HeavyD would be looking down on me for the whole game as he can set up on a couple of the level 3 locations. The victory conditions are pretty cool. The Germans win by controlling more stone building/rubble (there are 7) hexes than the British. The catch is that there can be no good order British Infantry within 2 hexes of any of the hilltop (there are 4 of these) locations. Thus the German player must keep the British off the hill while at the same time taking a majority of the stone building/rubble hexes in the town. As the Action Pack is just off the presses there is no ROAR information available. I placed rubble in hexes near the first line of stone locations while HeavyD elected to take out the chapel location with two of his rubbles. <br />
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<b><span style="font-size: large;">Initial Set Up and Opening Turns</span></b><br />
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Looking over HeavyD's options I wasn't sure about what route he'd take (everyone on the hill, or spreading his force out). I knew that he'd have to leave some forces up on the hill to prevent me from getting close to the hill tops. I decided to deploy a thin line of half squads and concealment counters near the base of the hill. I did place on squad and LMG along with a crew and MTR on my right. With the denser terrain I knew that I'd easily be able to interdict his movement down off the hill while allowing me to pull these guys back. The rest of my force set up right in the town equally spread out to cover all the stone locations. I placed the two AT guns on either side of the town close in to the second line of stone locations. I knew that this was very conservative but I didn't want to risk placing them further away from the main area of defense. HeavyD elected to place the 2 STuG IIIG's on the hill along with his two MMGs and 5-6 of his 4-6-7s. This meant his main effort would be coming in on turn 2 along the West side of the map. <br />
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<tr><td class="tr-caption" style="text-align: center;">The Scene of the crime, my MMG takes down HeavyD's 9-2 & 3 squads</td></tr>
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Turn 1 started off with a bang. HeavyD walked three squads, 2 dm MMGs and his 9-2 into a level 1 open ground hex about 9 hexes away from my own MMG and -1 leader. HeavyD obviously didn't pay close enough attention to my set up as my MMG was in a level 1 location in a row-house and had a clear LOS to the hex. As expected, I pulled off an impressive string of ROF shots that left all three squads KIA and the 9-2 wounded. This was a crippling blow to suffer so early in the scenario. The 9-2 was effectively out of the game for good and it would take several turns for HeavyD to get those MMGs back and then into the action. HeavyD nearly threw in the towel at this point, but decided to stick with it as we had already invested a couple hours of our time. He would defiantly be playing catch up for the remainder of the game. I knew that I would pay for this latter in the scenario as the dice Gods would surely wish to pay him back for my impressive rolling.<br />
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<tr><td class="tr-caption" style="text-align: center;">Start of British Turn 1</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">End of German turn 2</td></tr>
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Turn 2 saw the arrival of HeavyD's flanking force. The turn started off well for HeavyD, his 9-1 which had come over the help clean up the mess the wounded 9-2 had created turned heroic and also BH'd, giving HeavyD another shot at 9-2 management. The StuG's sitting on the hill began the turn by opening up with fire on the town (no SMOKE) which was ineffective. HeavyD moved to cover the hilltops while diverting some squads down to get the MMGs. The flanking force made a quick entrance as I was unable to put any fire on their approach. HeavyD swarmed all of his AFV's in one tight area on the left side of the Village. This would have been a disaster if I had set up my ATG's on this side of the map. As it was I was able to start firing on one of them while he broke an MA on one of his IVH's in advancing fire. The two PSW's ran off to cover area's that might have had my ATG's and thus didn't play much of a role in the first couple turns.<br />
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<tr><td class="tr-caption" style="text-align: center;">HeavyD starts his assault on the Western end of Town</td></tr>
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My turn 2 saw me convert one of his IVH's to a burning wreck (ATG fire) while the gun crew broke to defensive fire. I dismounted my poorly positioned Carriers and did some slight adjustments to my defense. I wasn't able to do a lot of moving aground at this point as there were the two STuGs on top of the hill as well as a couple of 1st line squads. <br />
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<tr><td class="tr-caption" style="text-align: center;">Start of British turn 3</td></tr>
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Turn 3 saw HeavyD start dropping SMOKE on me from the hill (this would continue over the course of the game). HeavyD also tried to get across the road on the West side of town and was stopped cold. Meanwhile his much reduced Infantry on the hill continued to cautiously advance on my picket line. HeavyD lost a PSW when he moved it next to one of the stone rubble locations. I still don't know what he was thinking with this move. But at least now he did have some additional cover for his remaining AFV's (there is always a bright side). My half of turn three was largely uneventful as I again made slight adjustments to my line. I did manage to get my OP tank destroyed though. This unit in this scenario is a tough one as the German player will almost always have a 75L or two on top of the level 3 hill, this really limits where the Stuart can go and what it can do. I'm sure there are clever uses for it that I have not figured out...<br />
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<b><span style="font-size: large;">Mid-Game, Into the Town</span></b><br />
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<tr><td class="tr-caption" style="text-align: center;">The Germans get into Town, turn 4</td></tr>
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Turn 4 was a good one for HeavyD. He dropped a whole bunch of SMOKE on my left allowing his Infantry to finally get into town and up close to its defenders. The Infantry from the North was also starting to make its presence felt. I had the ATG on this side destroyed as well (I think it was from a CH or at least a KIA on the possessing unit). HeavyD moved one of his PSW's around to the South of the town as well. I had a squad or two break but was still largely in good shape with the rest of my force. My half of the turn didn't lead to much, I didn't really break much with my defensive fire, but at least I didn't suffer for it. <br />
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<tr><td class="tr-caption" style="text-align: center;">Getting closer, end of German turn 5</td></tr>
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HeavyD was able to make another couple of hexes progress on turn 5. I lost one of the stone locations (the 2nd I'd lost) but was able to rout my units out of there into the row-house. The Infantry coming down from the North also made some progress with most of them slipping by my light screen and getting right up close to the row-house. I managed to take out another IVH with PIAT fire and the second ATG uncloaked to the discomfort of the remaining PSW's crew which had unwisely decided to park nest to its HIP location. HeavyD was still getting SMOKE from the STuGs on the hill and this helped him get in close while it also protected my from his fire. <br />
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<b><span style="font-size: large;"> End Game, Three Melee's</span></b><br />
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<tr><td class="tr-caption" style="text-align: center;">Start of the last turn (GT6)</td></tr>
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Turn 6, the last one, opened with HeavyD still in it. He had battled back from a wretched first turn to a shot at pulling it of here in the last turn. I thought he handed this part of the game very well. He's certainly remembering how to ride his ASL bike now that we've played a few games in the past few months. I had done the math and knew that I had to keep him out of the stone locations to win on the last turn. He'd have a lot of trouble getting into melee and once he was there he'd still have to eliminate my units completely to gain control of the hex. But he had had done well in setting up this last turn and at least was still in it.<br />
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<tr><td class="tr-caption" style="text-align: center;">Mid-Turn 6</td></tr>
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The action was intense as HeavyD threw in the kitchen sink doing all that he could to get as many units into Melee with me as possible. This included some well placed SMOKE on the my left along with the sole remaining IVH (broke MA) moving over to the right to place some SMOKE to help cover the advance of his Infantry. Not a lot of breaking happened while he was moving, but several times he had to sacrifice one unit to set up the approach of others. In the end he was able to get units into the three stone location hexes that he needed but was unable to clear out any of the hexes using close combat. Final tally was two stone locations under German control to five under (although melee was still taking place in them) British control.<br />
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<tr><td class="tr-caption" style="text-align: center;">Turn 6, Movement Phase</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Turn 6, CC Phase...HeavyD goes 0-3 in CC</td></tr>
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I think HeavyD was glad that he kept playing. I know I was happy he did, this was a very enjoyable scenario. The terrain alone was worth the price of admission. I really love the layout of the new maps and cant wait to play more scenarios from this pack. I really liked the Victory conditions as well, allowing the British some options while forcing the German player to maintain control of the hill tops. The SSR's depicting the arid terrain of Southern Italy also added some nice flavor to the scenario. I also like nearly any scenario set in 1943 as we have yet to see the advent of proficient Infantry anti-tank weapons while most of the AFV's gotten bigger and better. This was a great way to end the ASL year on a high note. HeavyD is certainly back on the ASL bike after a couple years away and we both look forward to the new year and all of the new ASL products just around the corner.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_I2062QRwObTPWiUvrIKqZiq-R9yDirAks9hxaLIKushU28LphWtHl7oPxPLlsQaD4Mpnly8c_bm8qug8m1rV53kghb_K7Q-DtUG0cVRgGmhbTcMLwV64pZFnSEk7U9l6Cth1lmEJ1R-a/s1600/IMAG1344.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_I2062QRwObTPWiUvrIKqZiq-R9yDirAks9hxaLIKushU28LphWtHl7oPxPLlsQaD4Mpnly8c_bm8qug8m1rV53kghb_K7Q-DtUG0cVRgGmhbTcMLwV64pZFnSEk7U9l6Cth1lmEJ1R-a/s320/IMAG1344.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End Game</td></tr>
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com3tag:blogger.com,1999:blog-2373825048329524549.post-57278729623502386142011-12-20T23:44:00.000-06:002011-12-20T23:44:21.814-06:00Sekigahara: The Unification of Japan (GMT)Game: Sekigahara: The Unification of Japan (GMT)<br />
Participants: Bob H, Myself<br />
Time: Sun, 12/18 ~ 2.00PM - 3.45PM<br />
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I have never played a block game like this. I wouldn't call CCA or CCN block games in the sense that they don't use blocks to hide information from the other player. The blocks add a great ascetic to those games but could have been plastic pieces or counters and the games would have worked (not quite as well as they do with blocks, IMHO). I cant recall why I ordered Sekigahara other then perhaps it wasn't a Berg game and GMT put it up for preorder. I know that neither HeavyD or Bob showed any particular interest in it nor was there much buzz associated with the game prior to its release. Thus when it arrived, I looked it over and put it on the shelf without much thought.<br />
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Recently however I read several random posts in the GMT folder on CSW where someone had played the game for the first time and really enjoyed it. This piqued my interest. So I broke out the rules. I started with the designer's notes (doesn't everyone?) and was impressed at some of the things that the designer talked about around what he was trying to achieve with the design. Then I looked a little closer at the rules, first off they were pretty short, less then 12 pages. So I started reading and liked what I read. When I got to the combat process, I really got excited. The game is a little bit about deck building and a little bit about a traditional point to point card driven game. When you add in the blocks and the revolutionary combat system you really have something special, unique in my limited experience. There are no dice. The designer is also very interested in producing a balanced and playable game within the historical narrative. <br />
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So the next time Bob came over for our regular Thursday night session, I forced him to play. We set it up (set up is very easy and fast) and spent a lot of time going over the rules (Bob had not read them prior to sitting down). Then we started and played for a few turns before deciding that we liked the game enough to give it a full playing the next time we got together. The next night I played a full game with HeavyD. HeavyD arrived prepared (he's never been anything other then prepared, bless his heart). Again I started to explain the game to him but after the third or fourth time he finished my sentence or made a minor correction to a point I was explaining, I said the heck with this and we started.<br />
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<tr><td class="tr-caption" style="text-align: center;">Initial Set Up</td></tr>
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Roughly two hours later we were finished and I was electrified. What an amazing experience! And this was my first game. We played a complete game in under three hours, closer to two. The game was an exciting back and forth thrill ride. Some of the time I felt like I was doing great, then the pendulum would swing the other way and I thought all was lost. We had several exciting battles, we had one devastating battle where, late in the battle HeavyD introduced a double unit and they switched sides, a massacre ensued. It was fantastic, so much more exciting then determining the odds or the firepower and rolling a die. We both learned some lessons that you can only learn while playing. We both couldn't wait until the next time we played. I couldn't wait to play Bob again on Sunday.<br />
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<span style="font-size: large;"><b>The Game</b></span><br />
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Sekigahara is a game about the seven week campaign that took place in 1600 that resulted in the unification of Japan. Each side plays a faction (the yellow blocks or the black blocks). Victory is determined at the end of the game by counting resource locations (1VP) and castle locations (2VP), the player with the most VPs is the winner. There are sudden death situations for each side, if your main leader is killed in a battle for instance you loose, or the yellow guys can loose if the heir block is taken. The game comes with a great one page player aid that has nearly all of the major rules summarized. Movement is by default 1 space, this is enhanced and decreased for various reasons (size of moving force, presence of a leader, force marching etc). There are castle locations and siege rules. Set up if fixed (there are certain units that start in the same place every game) and variable (you will randomly add X number of units to certain locations at set up). Combat is driven by deploying units (blocks) into battle via cards, the side that is able to generate the most impact (value of the units deployed) is the winner. The battles go back and forth with each player committing units to the battle until the other side has the initiative, units can switch sides during a battle. Losses are permanent. The cards are used to drive movement and recruiting as well as combat. The rules are very well written, one or two turns into the game and you will rarely need to look anything else up (sans perhaps the siege rules).<br />
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<span style="font-size: large;"><b>My Second Game</b></span><br />
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So I thought I would be able to use my new found knowledge to crush Bob after playing my first game a couple of days before with HeavyD. When Bob sat down I went over a couple of rules items to clarify them for Bob, but these were minor and in no time we were playing. One thing I should point out is that we used color coded dice to mark the control of castle locations. This helped a great deal as the big blocks can sometimes hide castles and it makes it much easier to quickly identify where the castles are and who controls them, very handy if you are still new to the game.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1TUQCMoI_4cNACQ8o9xARHiUo9JgtYhvJYqsiHruTTfHTI2v2LkgdhIBV_ZmDxFFTpokrCUbTFJMjkBbe2hqYiIgRlYKAaEFOjiY7W4ObBaZwOpFlWQMNK4nnDJVAtfKyqzsUFs8JUd52/s1600/IMAG1181.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1TUQCMoI_4cNACQ8o9xARHiUo9JgtYhvJYqsiHruTTfHTI2v2LkgdhIBV_ZmDxFFTpokrCUbTFJMjkBbe2hqYiIgRlYKAaEFOjiY7W4ObBaZwOpFlWQMNK4nnDJVAtfKyqzsUFs8JUd52/s320/IMAG1181.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 2</td></tr>
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One thing I had learned from my previous playing was that you need to sit tight for the first turn or two unless you have a lot of cards of one Mon or the other. Each side had several Mons (factions within their group), the Mons are displayed on the blocks and correspond with the cards. Each player only starts out with 5 cards, with these five cards you have to pay for movement (which is done twice over the course of a turn) and use them for any battles you might have. Additionally each player has to use a card to determine who gets the option of going first, this card is discarded and not replaced so you end up with not very many cards during the first turn.<br />
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Bob was playing the Black blocks so he has a slight advantage in starting forces as well as in gaining the initiative (all of his cards are even numbers and the yellow cards are odd). I haven't counted the blocks but my sense is that the black team has more starting off. I know that I started off slow, not burning any cards for movement and only taking minimal moves or recruiting on my first turn. Bob on the other hand started off by moving two 4-block armies out and towards my peace loving yellow blocks. We both grabbed a few resources on the first turn, then I moved a big 6-block army out of my capitol to deter Bobs opening. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo-nFzrc4wFx6zpg7x8R8YqSxes8MXU4t7lVJ_EsmkU1YkYIiWptkKbGIKIBHxzcJ1nA2WfkG4nQHXLogwEAfxJcn4wcHWSGEblrrj0E9wpytBOtQ03-cuX0GFX3WrrGbi92tedAtggf5K/s1600/IMAG1185.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo-nFzrc4wFx6zpg7x8R8YqSxes8MXU4t7lVJ_EsmkU1YkYIiWptkKbGIKIBHxzcJ1nA2WfkG4nQHXLogwEAfxJcn4wcHWSGEblrrj0E9wpytBOtQ03-cuX0GFX3WrrGbi92tedAtggf5K/s320/IMAG1185.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ueda Castle Falls on turn 2</td></tr>
</tbody></table>
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Bob started off the hostilities on turn two by going after Ueda Castle in the center of the map. I had three blocks, all from the same Mon and Bob came in with 4 blocks. I chose to fight as I had the cards I needed to get at least two of my units into the battle. It was a route, Bob got all 4 blocks deployed to my two, it was 16 to 5 in the end and I lost all three blocks. Bob took the castle and eliminated a key strong point of mine in the middle of the map. In the bottom of my 2nd turn I went after Miyazu castle (upper left hand side of the map). He declined to fight and I was able to take him out. We were learning that sometimes its better to not fight and lose blocks via siege as you can draw a card per block lost in a siege versus one card per two lost in a normal battle. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ2Bsy2NCFGYYM9VmXU9aNTfsHOS8c3h1SXUgn11VPDGrgpAjcSTCfNZuv3AHJis0EbTQdESXADkwQq6J3Ym-xe1pk7iDk0UkLM4ezOKqmVY4-gPBgUoyuSd3X17ogkFlZmnPBjdtCCXR9/s1600/IMAG1194.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZ2Bsy2NCFGYYM9VmXU9aNTfsHOS8c3h1SXUgn11VPDGrgpAjcSTCfNZuv3AHJis0EbTQdESXADkwQq6J3Ym-xe1pk7iDk0UkLM4ezOKqmVY4-gPBgUoyuSd3X17ogkFlZmnPBjdtCCXR9/s320/IMAG1194.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 4</td></tr>
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<br />
I should talk about building your deck for a moment. As I mentioned, each player starts with only five cards. At the start of every turn, each player will discard half of his cards (rounding in his favor) while drawing in 5 (or six if you control more castles) new cards. Thus if you have a couple turns without battles and heavy movement your hand will get bigger. A bigger hand is important as its these cards that will enable you to both move your blocks and then get them to fight. I love how this works out...it forces one to carefully judge when its wise to use cards to move and when its better to same them for a latter turn.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisVUY-jhS42Y5XpZVj1CEO4txMFC4Fk9DT8ktvJ5QvuvEurRxLM0IVe3r4vga9s2S-k7HMQAeT3dqKUisqd9xQIGauB18BmgaBNOqPEQVw_rg410NUSt6KH70-iTOi9-Qle32X8cJgr5Pe/s1600/IMAG1197.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisVUY-jhS42Y5XpZVj1CEO4txMFC4Fk9DT8ktvJ5QvuvEurRxLM0IVe3r4vga9s2S-k7HMQAeT3dqKUisqd9xQIGauB18BmgaBNOqPEQVw_rg410NUSt6KH70-iTOi9-Qle32X8cJgr5Pe/s320/IMAG1197.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The 2nd Battle of Miyazu Castle</td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9K9Du6I6vbB1_LKhBsUWlTFYTu2kcS3PDoW0rlxFfXm1yGSNqx5bRnIawlbaiFUfr-nEvymm0hVr-DsWkVdABvj4G78FFGtjObLebiHDjVETv4BhGOBG1rJH_MPG3WbE0dwZoTM3k_Ax4/s1600/IMAG1198.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9K9Du6I6vbB1_LKhBsUWlTFYTu2kcS3PDoW0rlxFfXm1yGSNqx5bRnIawlbaiFUfr-nEvymm0hVr-DsWkVdABvj4G78FFGtjObLebiHDjVETv4BhGOBG1rJH_MPG3WbE0dwZoTM3k_Ax4/s320/IMAG1198.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bob's forces retake Miyazu Castle</td></tr>
</tbody></table>
<br />
<br />
On Bobs next turn he brought his big six block army into my recently conquered Miyazu Castle. I elected to fight even though I only had three blocks, I knew I could get them all in the battle. Bob was better prepared and again routed me, I lost all three blocks in a 19 to 10 battle. Then in the second part of turn 3 we had an amazing fight in the center of the map. Bob took his 4-block army (the one that had taken my castle in the middle) and went after my 2-block force that had been running around capturing resources. I had only the two blocks (a leader [1 impact] and a 3 impact unit), but I had a single loyalty card. On Bobs second deployment I played the loyalty card and he had no answer for it (if you have an additional card of the Mon of the unit in question, that unit stays on your team)...thus his 3-impact unit came over to my side and I stole the victory out from under him. The final was 8-5, he lost two blocks and I lost none.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCCbtbkWYetGSUe7mL4bx6bIyFXVDHJ4cT1wvrY0O7cneQo3yoA7V6Pd68GPuZXHX4B8337Kjj9GPnhjHS7tYv5N7pHcil5wpf_3EAzkOZZqgbfxXOf6Ta-AmmwFWOqbgkYufOTHbenOM5/s1600/IMAG1204.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCCbtbkWYetGSUe7mL4bx6bIyFXVDHJ4cT1wvrY0O7cneQo3yoA7V6Pd68GPuZXHX4B8337Kjj9GPnhjHS7tYv5N7pHcil5wpf_3EAzkOZZqgbfxXOf6Ta-AmmwFWOqbgkYufOTHbenOM5/s320/IMAG1204.jpg" width="191" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Traitors! A single unit switch's sides and all is lost </td></tr>
</tbody></table>
Riding this improbable victory, I took my main force (4 blocks) back up to Miyazu and went after Bobs 5 block army. I had a bunch of cards of the right Mon and I knew that Bob had just recently played a lot of these Mon in retaking the castle. This time it was a one sided battle as Bob was caught Mon-less and only able to get a single 1-impact unit into the fight. The final was something like 11-1 and I killed three blocks at no cost to myself. Bob did have a couple of loyalty cards which I was able to counter with my deep hand. Bob retreated into the castle with his surviving blocks. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBYZEp2rZx2N0_-vj2TLqVNw2v-KWdqHlKOZ8XiIhz-NRezI0gN-iQxzTBlioHTDdmBmzlmwM-md-JuWEzKAQaTI3Hr6G8ymiFGM1RQQrR2wxweg8qDlULvCXrutXgrcOIo5IYDFK25fcm/s1600/IMAG1207.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBYZEp2rZx2N0_-vj2TLqVNw2v-KWdqHlKOZ8XiIhz-NRezI0gN-iQxzTBlioHTDdmBmzlmwM-md-JuWEzKAQaTI3Hr6G8ymiFGM1RQQrR2wxweg8qDlULvCXrutXgrcOIo5IYDFK25fcm/s320/IMAG1207.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The 3rd Battle of Miyazu Castle, a one sided Victory for the Yellow Team</td></tr>
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<br />
Bob started to muster in troops in the while I made a move on Kiyosu (a center of power for him). I went in with 6-blocks (burning a card to force march them in there) and we both got everyone into the fight, this one was costly (16-10). In the end I cleared out his army and was now close to two of his castles. I was sitting in his muster location so I knew that I'd have some time before he could get a force into this area.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4ihegtIwe_JTJCnfT-xb-WhyqCYehHnUzU2tH-hICKNp8wUrzdezxpYiA1vbkro7x87mghThHyxm_dKAcrHydicOKQthuS6jNyM7vIfh_t4294KSdZdRR05rYkbuKeFH_YY4LHk04U-w2/s1600/IMAG1211.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4ihegtIwe_JTJCnfT-xb-WhyqCYehHnUzU2tH-hICKNp8wUrzdezxpYiA1vbkro7x87mghThHyxm_dKAcrHydicOKQthuS6jNyM7vIfh_t4294KSdZdRR05rYkbuKeFH_YY4LHk04U-w2/s320/IMAG1211.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of turn 4</td></tr>
</tbody></table>
<br />
Turn 4 was all Bob. He defeated both of my remaining armies on his side of the map in one sided fights. Thus in one short turn I went from feeling like I had this one in the bag to desperation. Bob had more resources and more castles. He kept on bringing on 2-4 blocks per muster while I was only able to bring in one or two blocks here and there. I was able to clear out the castle closest to me so that I had 4 castles and they were all close together on my side of the map. I was desperate enough at this point to burn cards to bring in my special reinforcements, I needed to do this because I was running out of units and Bob kept on getting bigger and bigger (he drew the right blocks in the reinforcement phase and was able to get them on the map quickly).<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRPFLwKXBIRqnO_g_alCJTh5dgT9KVn3PJQDgwZxBWkYwczH50Eq6gdcHZpv1APqcElYgqo-JX73EyIVN2ad9WI17lSxWRZGVO8kh5bCvT-gTWWj15-cCxgEiRvbLkuDO5KVzT4ZS6dH5e/s1600/IMAG1216.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRPFLwKXBIRqnO_g_alCJTh5dgT9KVn3PJQDgwZxBWkYwczH50Eq6gdcHZpv1APqcElYgqo-JX73EyIVN2ad9WI17lSxWRZGVO8kh5bCvT-gTWWj15-cCxgEiRvbLkuDO5KVzT4ZS6dH5e/s320/IMAG1216.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Battle of Kiyosu</td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTVAV5h64m5ulHHZpyo35CGiVMsfxWr4EXaBXXh_4IwUIIw2acrRlqpqkB7ngHTnriE_2uROEvJqzf1yyHph_4X72BKZ8W9jnDiqhr18Pid5pkeqPoiwhmKp0TYzlgHnKywl0RFXi9n6qH/s1600/IMAG1217.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTVAV5h64m5ulHHZpyo35CGiVMsfxWr4EXaBXXh_4IwUIIw2acrRlqpqkB7ngHTnriE_2uROEvJqzf1yyHph_4X72BKZ8W9jnDiqhr18Pid5pkeqPoiwhmKp0TYzlgHnKywl0RFXi9n6qH/s320/IMAG1217.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A close run affair, 16-10 in favor of the Tokugawa (Yellow) faction</td></tr>
</tbody></table>
<br />
On turn 6 Bob went after Miyazu castle again, he moved an 8 block army in there and wiped me out. It was a big and bloody battle ending at 20-14. I lost 3 blocks and he lost two. I did manage to lesson the losses by converting one of his 3 impact blocks over to my side (what were they thinking!). He then countered by grabbing one of my units. Fantastic stuff I tell ya! Bob then moved against the South (my side of the map) and re took the castle there, taking out my garrison force. Victory points wise it was turning into a land slide victory for him. I didn't have much in the reinforcement box to bring in and had already brought in my special reinforcements. I was down on cards as well. <br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM_muhfaAB6WkOtfRtlf2136bybhTeWapym0uYeKn4DXcN35FBcN-73Es4W9f_sD6Vb34lOh3aRDARIVp1s-ta6MeEv6ZNER3noD6eua7IA4iohmxjPqEYMzJob9gts84bxMqCKuZWS1Dy/s1600/IMAG1235.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhM_muhfaAB6WkOtfRtlf2136bybhTeWapym0uYeKn4DXcN35FBcN-73Es4W9f_sD6Vb34lOh3aRDARIVp1s-ta6MeEv6ZNER3noD6eua7IA4iohmxjPqEYMzJob9gts84bxMqCKuZWS1Dy/s320/IMAG1235.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Start of Turn 5</td></tr>
</tbody></table>
<br />
Bob knew that he was in the drivers seat and there were only a turn or two left. I had one last grasp left even though I knew it wasn't going to alter the overall course of the game. I gathered my remaining forces in Kyoto and went after Miyazu once again, better to go out in a blaze of glory that to just sit there. This battle was exciting and close, the end result was 21-19...so close. After that it was over. The final VP count was 16-9 in Bobs favor. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9hq_LvA7ysoSDArXSBeI0ktHUIDSKaQRvksH-yPVXfa40OUe6XjWSn3Z46i-aAKQFHeO9Nv4XPluN8QJzwYUPB9XX2yTx4CnEUtirmGci1jCW6hvjskW3DSISvqV6U67hv0I1yDyjlKXz/s1600/IMAG1243.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9hq_LvA7ysoSDArXSBeI0ktHUIDSKaQRvksH-yPVXfa40OUe6XjWSn3Z46i-aAKQFHeO9Nv4XPluN8QJzwYUPB9XX2yTx4CnEUtirmGci1jCW6hvjskW3DSISvqV6U67hv0I1yDyjlKXz/s320/IMAG1243.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Miyazu falls for the last time</td></tr>
</tbody></table>
<br />
Despite the one sided final result, it felt close and tight the whole game. Not knowing what you are going to face by not seeing the other guys units AND THEN not knowing what he'll be able to get into the battle once you get there is simply one of the best gaming mechanics that I've come across. I cant wait to play this one again. I highly recommend this game to anyone who will listen. It's easily the best new (new as in new to me) game that I've played this year...and that's saying something as I think CCN and Dominion are also fantastic games as well. My hats off to Matt Culkins on his inspired design. <br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpjiocjLp45DPEl6iMP7uzbRCahCWp0E-zdEH7YNkmsTWtRojptJ1xPKJbUCQ6gHqLToE6328ZnK8uGjiWAKNuM1qggN5TxWEzuBojefF2FHLW1CWWjsqOJjyBIDhmP5xAawW3t2Rwb9br/s1600/IMAG1267.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpjiocjLp45DPEl6iMP7uzbRCahCWp0E-zdEH7YNkmsTWtRojptJ1xPKJbUCQ6gHqLToE6328ZnK8uGjiWAKNuM1qggN5TxWEzuBojefF2FHLW1CWWjsqOJjyBIDhmP5xAawW3t2Rwb9br/s320/IMAG1267.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Positions at the end of the game</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8xR6s92PGje0OZNf-daC-YpRgEuiaIrlkf6yoQhLvOBoVrPDqccBO_PiVyR2eKkjwVfKzuUwXLVqXF1ZytJICLJsZlQ0LH02Uns2_77y-NkaMnlUeVZbOxqA_yU_W-1WLsHoUKalqBTId/s1600/IMAG1266.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8xR6s92PGje0OZNf-daC-YpRgEuiaIrlkf6yoQhLvOBoVrPDqccBO_PiVyR2eKkjwVfKzuUwXLVqXF1ZytJICLJsZlQ0LH02Uns2_77y-NkaMnlUeVZbOxqA_yU_W-1WLsHoUKalqBTId/s320/IMAG1266.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Each sides eliminated units</td></tr>
</tbody></table>
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com6tag:blogger.com,1999:blog-2373825048329524549.post-32914270927987054632011-12-17T22:47:00.001-06:002011-12-17T22:47:26.810-06:00Flying Colors (GMT) ~ "The Doggersbank" [18.29]Game: Flying Colors (GMT)<br />
Scenario: The Doggersbank [18.29]<br />
Participants: Jim "HeavyD" D, Myself<br />
Time: Fri, Dec 12th ~ 7.00PM - 10.45PM<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5GS0VdTOVzuENAn8s9X966Bm9npeS9RGbXbeFurv88OI99W5GW9Yoqn5B6g3z7rPbrmELJM7Ul9YZHzn1ikst3bI5bF-Buc6UrLeM0zLUBDsO3kWKCuDOROs9TaBMOGP_5KM8DcsEOyOT/s1600/FC_Cover.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5GS0VdTOVzuENAn8s9X966Bm9npeS9RGbXbeFurv88OI99W5GW9Yoqn5B6g3z7rPbrmELJM7Ul9YZHzn1ikst3bI5bF-Buc6UrLeM0zLUBDsO3kWKCuDOROs9TaBMOGP_5KM8DcsEOyOT/s200/FC_Cover.JPG" width="149" /></a></div>
Back in 2005 when Flying Colors came out, HeavyD and I played it several times. This was prior to the "Ship of the Line" expansion and the second volume of the game, "Serpents of the Seas". The last time we played, I remember HeavyD dicing me good and hard...I know that at least partially this has lead to us not having visited this series since then. So I pulled these games off the shelf and looked at them again, I had not looked too closely at either of the new products. I found the scenario when looking through the SoL expansion. <br />
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The scenario depicts an action fought by the Royal Navy against the Dutch Navy in 1781. I for one, didn't even know the British and Dutch were fighting around that time. The action depicted takes place in the Baltic. RN Admiral Hyde Parker is escorting a group of merchant men through the Baltic when they spot a Dutch squadron doing the same thing. Parker was recently censured, so he signaled his merchantman to make for home and had his squadron form line of battle. The Dutch followed suit as both sides held their fire until close range...what transpired was largely a draw. The only ship lost was a Dutch ship, the next day. Casualties however were heavy on both sides.<br />
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The scenario was appealing to me because of the size and the fact that it was on one map. Also, and more importantly, there is only a 1 differential in Audacity between the two forces. The British have an Audacity of 1 and the wind gage. The British have seven ships, six of them Ships of the Line and one Frigate. The Dutch have seven ships, six of them SoL's with one Frigate. Both sides SoL's are mostly 64's and 74's. The British have one leader (Parker) while the Dutch have two. Its interesting to note that the two Dutch leaders are both better then Parker. A special rule precludes the British ships from using Cannonades.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgu3LZfj0ldwZkkXzxn7DUCc-ed63Y0XIX0gkEnlv9Y6f8d9iTdP6R9MJadRD_VMXfpi7ld3D7CqMOtNJ7Jf98hoWREcsOPDWSA54AYmOwFMvklw7hE1R8ddz13Fe3Vr3RR4Fu67dXlHatc/s1600/IMAG1083.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgu3LZfj0ldwZkkXzxn7DUCc-ed63Y0XIX0gkEnlv9Y6f8d9iTdP6R9MJadRD_VMXfpi7ld3D7CqMOtNJ7Jf98hoWREcsOPDWSA54AYmOwFMvklw7hE1R8ddz13Fe3Vr3RR4Fu67dXlHatc/s320/IMAG1083.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Starting Positions</td></tr>
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I wanted to play the Dutch. From my previous playings of the game I recall, dimly (it has been many years) that I was not very happy with the Audacity mechanic and how it impacted the balance of the scenarios. Audacity in this game translates into enhanced firepower (among other things). The side with the Audacity advantage will shoot better. While I was re-reading the rules I came across this section under 6.2 Tournament Play. It reads:<br />
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6.2.2 Fleet Actions: The historical scenarios all have an inherent bias towards one or the other in the form of the Audacity rating. The side with the higher Audacity rating is expected to win most of the time. This is by design, but it makes for boring tournament play! For those wanting to play fleet actions competitively, these options are suggested:</div>
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He then lists several slight changes to the mechanics, including bidding for break check modifiers. <br />
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For me, the most important part of a consim game has always been the balance of the design. That is each sides chance of winning. ASL, being my favorite game is driven by this as the scenario designers have striven for as balanced a scenario as possible. It doesn't always work of course, there are and will always be unbalanced dogs, but I know that most of the scenarios that are published strive to be a closely balanced as possible. When I see a designer include a rule like the one I site above, I get very worried. To me the designer is telling me that he isn't interested in producing a game that even tries to provide an even chance of winning for both sides...the British will (and should, from what I am reading) always win Trafalgar. <br />
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The Scenario<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF7lN7bSVsDmkfJhF_KPU-VsSBppatmie7FQcpm0L4drNbt7RMrFGFXutamyKKO16Is6uR9_vAEmypn0cJmvqIr7Jm3aQO5DgRNCXMqJCzgKPxwyI317uVz7V7_EZsXVov0X0cu-lfcRUK/s1600/IMAG1100.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF7lN7bSVsDmkfJhF_KPU-VsSBppatmie7FQcpm0L4drNbt7RMrFGFXutamyKKO16Is6uR9_vAEmypn0cJmvqIr7Jm3aQO5DgRNCXMqJCzgKPxwyI317uVz7V7_EZsXVov0X0cu-lfcRUK/s320/IMAG1100.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Opening Broadsides</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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The first interesting thing that happened was that we had the wind change direction, on the first turn! The wind changed one hex to the left, now I had the wind as well as HeavyD. The first few turns were largely uneventful as we both stayed in line formation and closed on each other. It was on the third turn that the first opening broadsides were unleashed. HeavyD nicely closed up his line as he turned into the wind at about 6 hexes range and opened up. His initial broadsides were very effective, he both rolled well and benefited by the British advantage of shooting at my hull (+1 drm) and being up wind (+1 drm) as well as the Audacity firepower advantage (add the audacity to your firepower)...his average shots were usually on the 4 or 5 column with a +2 drm. When the smoke cleared he had inflicted about 6 hull and rigging hits to my 1, not a good way to start off. <br />
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<tr><td class="tr-caption" style="text-align: center;">The entire British line engages the van of the Dutch squadron</td></tr>
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Things continued to go poorly in the next couple of turns. By the time both of our lines had engaged, he was way out ahead in the damage inflicted department. He'd inflicted about 14 hull/rigging/crew hits (across several ships) to my 4 hull hits on one ship. As our lines were about even, HeavyD turned in on me. He had been Beating (2MPs) against the wind at this point, when he turned in he was now reaching again. The front of my line was in bad shape at this point. I had one ship flipped over due to damage and my flagship was a few hits away from flipping as well. The closer we got, the more lethal his fire became, he was still getting the +2 drms and +1 to firepower on every shot. To add to this, I was rolling terribly, HeavyD even suggested I change dice it was getting so bad. I refused, wanted to take my medicine, It was I after all who wanted to play this game and then play the Dutch.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizPBo6YCOtO4ctyN2V28cglSSaqu8U-Tvw1BVPx5stzN3zgGa_fJaTqAiCzb8x5e5z_K2Zd8o8rroyICb8xcNoo2vYWC0WIEKolko5EKQk0DctYchZzUW8o7wrB7sr2f2ksWmekP6f1VZR/s1600/IMAG1113.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizPBo6YCOtO4ctyN2V28cglSSaqu8U-Tvw1BVPx5stzN3zgGa_fJaTqAiCzb8x5e5z_K2Zd8o8rroyICb8xcNoo2vYWC0WIEKolko5EKQk0DctYchZzUW8o7wrB7sr2f2ksWmekP6f1VZR/s320/IMAG1113.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hyde Parker's British turn into the Dutch line of Battle</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">The Dutch suffer as the British break their line</td></tr>
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Things got really spicy as our two lines joined. HeavyD had only one leader, while I had two. This meant that he's having to move all of his in command ships (and most of them were in command up to this point) at once, while I am making two moves, one with each of my leaders. In this scenario that really didn't make much of a difference. The game has a very nice defensive fire mechanic in which the non-phasing player can interrupt the phasing players shot (you fire your ships at any point in their movement) to fire defensively. As HeavyD was winning most of the initiative rolls (despite my having a better leader) he was able to break my line and get those nice rake shots. HeavyD had a great turn (turn 6 I believe), many of his shots were rakes and I had no option to defensive fire before I was raked. He got most of his rake rolls and by the end of the turn the end of my line was in shambles now as well.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDUWXISV1680_XuMtPIrgF8614qlJR8X9cVQqRUIGxQ32pvj2mKIGpwKrlEtVvbJUMdOATpSHUB8GGCyFIEf2of0fxB-zxZ4HZpYxsSAYoWN_XObXN_V8ZEKfvl1BF8iL9Pcb57YltRbB0/s1600/IMAG1132.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDUWXISV1680_XuMtPIrgF8614qlJR8X9cVQqRUIGxQ32pvj2mKIGpwKrlEtVvbJUMdOATpSHUB8GGCyFIEf2of0fxB-zxZ4HZpYxsSAYoWN_XObXN_V8ZEKfvl1BF8iL9Pcb57YltRbB0/s320/IMAG1132.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Dutch fall out of line and reverse course</td></tr>
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Now having two leaders proved to be helpful. I was able to get the rear of my line turned around, Beating now at range 4 from his line. My ships were suffering terribly though, all of the rear three were flipped (more then 50% damage) while the five ships I was facing were still hardly damaged and maintained the weather gage. Things were going a little better with my van. I was able to get a couple of nice rakes on the end of his line as I turned around. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAu5FPCsGdhflX8T-x_Tkgj18XkW2_mCuMxVqs3g2KPNN0r2wZ0HaBLD7MEgC6FYEuUlkxU9-evwUdDVQtkeyK1du9kRGxMPyKh71TzePF_9tVMPDvW6t5VGh4k4JrcxP7T64wG-cRIuhE/s1600/IMAG1133.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAu5FPCsGdhflX8T-x_Tkgj18XkW2_mCuMxVqs3g2KPNN0r2wZ0HaBLD7MEgC6FYEuUlkxU9-evwUdDVQtkeyK1du9kRGxMPyKh71TzePF_9tVMPDvW6t5VGh4k4JrcxP7T64wG-cRIuhE/s320/IMAG1133.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Parker crosses the "T"</td></tr>
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It was shortly after this that the wind changed direction again, turning one direction clockwise, back to its original facing at the start of the scenario. HeavyD still held the weather gage. HeavyD won the initiative again and was able to cross my T with the front of his line. This turned into a massacre at this point. I lost a couple of ships out right (sunk) while HeavyD also closed in and grappled one of my ships and took it. I struck my colors at this point despite passing the Break check roll.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6sjjIwpfirMkOeTT3qIVe1D7fCWv8KLX2n5j91G6lBzpvj_uZcdELBzqmcjc6xkLzzyPuE34kM_uNmvuX29P6hBdfEagICi64nTTcIRFin7vhbbVDttqGoZsSMosU3fYpq_lZ9gTegjOW/s1600/IMAG1139.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6sjjIwpfirMkOeTT3qIVe1D7fCWv8KLX2n5j91G6lBzpvj_uZcdELBzqmcjc6xkLzzyPuE34kM_uNmvuX29P6hBdfEagICi64nTTcIRFin7vhbbVDttqGoZsSMosU3fYpq_lZ9gTegjOW/s320/IMAG1139.jpg" width="191" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Final Positions</td></tr>
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Despite my complete shellacking, I had a pretty good time while getting shellacked. I love the games mechanics. I love how it emphasizes command and control and focuses on leadership in a very playable format. The rules are great and cover every interesting situation we encountered. In short its a joy to play, it plays fast and is exciting. This is why its so very disappointing that nearly every scenario in the game (not counting the Serpents of the Seas volume that I have not played) is an unbalanced dog by design. Its hard for me to imagine if HeavyD and I played this scenario 10 times, switching sides each time that the Dutch would be able to win more then one or two of those.<br />
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What a shame that such an elegant design is left wanting for balanced scenarios. <br />
<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com1tag:blogger.com,1999:blog-2373825048329524549.post-62278328205014499232011-12-14T20:30:00.001-06:002011-12-14T20:30:05.096-06:00Advanced Squad Leader (MMP) ~ "Into the Vienna Woods" [AP52]<span class="Apple-style-span" style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Game: Advanced Squad Leader</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span class="Apple-style-span" style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Scenario: "Into Vienna Woods" [AP53]</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span class="Apple-style-span" style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Participants: Jim "HeavyD" D, Myself</span><br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span class="Apple-style-span" style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;">Time: Sat, Nov 26th </span>4.00PM - 7.00PM<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuwIicf9jMSgFegXU_7KJOzbCmi_ANZs0_iBgL9MkQcP8lZDx0ZvDj8OAUi2berAdLvT1otVOJ1f7kZoCFu2SzwU5_RWgGZ9TIcpuBlHR2_PYwXj60IoSRJFMJkPT2k1OY1riBRx6joICQ/s1600/AP52_Cover.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="141" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuwIicf9jMSgFegXU_7KJOzbCmi_ANZs0_iBgL9MkQcP8lZDx0ZvDj8OAUi2berAdLvT1otVOJ1f7kZoCFu2SzwU5_RWgGZ9TIcpuBlHR2_PYwXj60IoSRJFMJkPT2k1OY1riBRx6joICQ/s200/AP52_Cover.JPG" width="200" /></a></div>
<br style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;" /><span class="Apple-style-span" style="-webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; background-color: white; color: #222222; display: inline !important; float: none; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">Action Pack #5 featured scenarios from the Eastern Front Around here at least we have played many of the scenarios from it. This one "Into Vienna Woods" is one that I have now played twice. This one looks appealing when you see it. Its played on half board 58 (hill) and only lasts six turns. As the Russian you have 15 MMC's and a couple of Assault Guns to counter a gang of 11 SS squads lead by a 10-2. As of this writing it is 50/50 (42/42) on ROAR, which is perfect. </span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"><br /></span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">HeavyD and I are into our 2nd month of our get back on track with ASL program and selected this one to play. I chose the Soviets as I had played it back in '09 as the Germans. I didn't recall much from the game other then I played my friend Dave Angrisani. The Victory conditions are very clear here, the Germans have to run up the hill and take all of the level three hexes and hold them by the end of the game. There is a trench counter in each of the level three hexes and Alpine Hills are in play (in short, hills will block LOS along the same level). The Russians start out with 5 5-2-7s, 1 2-2-7, 1 8-0, 1 LMG and 4 "?" markers. On their half of turn 3 the Russians get substantial reinforcements. This group has 10 4-5-8s, 1 9-1, 1 8-1, 1 8-0, 3 LMGs as well as a SU-100 and SU-76. As the playing area is so small, these reinforcements can enter the trench line the turn they enter (some of them at least). </span></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBMMf7b7yo8ltc0G7xH4eE22gae9WjguFCravSHzKUzt4kfzQLerIWjgaIKXtXPqt0QQKZla9YspCSadwcsqZ6KT-OZL0Lw5rkhMttvQIy8_2sS_URhpwyWHvWwovKIWviPvQbGrLIJnWn/s1600/IMAG1061.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBMMf7b7yo8ltc0G7xH4eE22gae9WjguFCravSHzKUzt4kfzQLerIWjgaIKXtXPqt0QQKZla9YspCSadwcsqZ6KT-OZL0Lw5rkhMttvQIy8_2sS_URhpwyWHvWwovKIWviPvQbGrLIJnWn/s320/IMAG1061.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My Set Up</td></tr>
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<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"></span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">The German player has a very nice force of 11 6-5-8s, 1 10-2, 1 8-1, 1 8-0 2 dm MMGs, 3 LMGs and a PSK. They too can be in the trench line on the turn that they enter. It is my job to keep them out. As I looked at the board whilst setting up didn't see anything that had me really worried. I simply set up most of my guys on top of the hill in the trench line with 1 squad on level two (all starting Russians have to be at least at level 1) and a couple of dummies at level one. </span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"><br /></span></span><br />
<b><span style="font-size: large;"><span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">The Steamroller</span></span></span></b><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"><br /></span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">Things went well early on. I was quite pleased with how my dummie stacks made HeavyD be cautious around them. I did a little long range fire (when your squads range is two, long range is 4-5 hexes away) at some of his squads as they started their assent up the hill. Each time though when a MC was called for his guys were up for it, I don't think I broke a single unit of his during his first movement phase. As the movement phase progressed I didn't get that worried though as he was saving his 10-2 death-star stack for the very end. Most of his movement had been very passive to this point, so him not breaking much wasn't that much of a concern. However when the 10-2 and his band of thugs made there way up the hill without any of my fire slowing them down, I started to get a bit worried. It was also at this point in the scenario that I realized that I had completely blown my set up. </span></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDCs2amkcBfeQxdYWj-RLLQgoJrvt8cSPO3U93bI51ouDWyJTgnA6v4cErHp9KLavzOBaQc0anUEOuW6uAcYJggM-RB16SmRmnMWKF_pv-MHbMFagQ4C5QCXIktVoZs4r0s41B8XwLBpig/s1600/IMAG1067.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDCs2amkcBfeQxdYWj-RLLQgoJrvt8cSPO3U93bI51ouDWyJTgnA6v4cErHp9KLavzOBaQc0anUEOuW6uAcYJggM-RB16SmRmnMWKF_pv-MHbMFagQ4C5QCXIktVoZs4r0s41B8XwLBpig/s320/IMAG1067.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of German first Movement phase</td></tr>
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<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"><br /></span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">When his turn was over, I was starting to go into shock. I had three 6-5-8s and a 10-2 (plus a couple of MGs) adjacent to my trench line. I had a squad or two break from his advancing fire as well. I skulked on my turn, hoping to rally my guys and survive his prep fire. </span></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX5NelORI48RKSsGlkztXTDl0gGFvP0FIvWZorBnNFgUV3iKNRwRQKP8oMs_TLplqcgB-fDI3gYYo4yenQTQxVMKrj2Qz8yHwwsnTWRs73tlnuwZRlpHRYF82Udui4qM6P1sb3uSQHz8dJ/s1600/IMAG1073.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgX5NelORI48RKSsGlkztXTDl0gGFvP0FIvWZorBnNFgUV3iKNRwRQKP8oMs_TLplqcgB-fDI3gYYo4yenQTQxVMKrj2Qz8yHwwsnTWRs73tlnuwZRlpHRYF82Udui4qM6P1sb3uSQHz8dJ/s320/IMAG1073.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">HeavyD working me over during his turn 2 Movement Phase</td></tr>
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<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"></span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">It got ugly early in the prep fire phase. He started breaking units right off the bat. After his withering Prep fire he made a few cautious moves to get adjacent to me on his side of the hill. I pointed out that he could CX one of his guys and get around behind me on my side of the hill, eliminating some of my route options. My defensive fire again was fruitless, not breaking a single unit. He advanced into the trench line and cleaned up in the CC phase. It was over. I conceded at the end of the turn as he still had one more movement phase to clean up my last one or two squads that were in the trenches, then he'd be ready and waiting my assaulting forces. </span></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo0k5aK90mYv8hm6wOY9JoRvJFAPl8Zsgn9J_6gF7vMzrryfuO82RBtH4DQ0UfJRIVR-66-22ZAC1_AD3JXHEVAqXr3hB_rBRJ1p38MQExlp7-VRmArENwIX4aIqdjFzVRfpzKb1pGASJs/s1600/IMAG1077.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjo0k5aK90mYv8hm6wOY9JoRvJFAPl8Zsgn9J_6gF7vMzrryfuO82RBtH4DQ0UfJRIVR-66-22ZAC1_AD3JXHEVAqXr3hB_rBRJ1p38MQExlp7-VRmArENwIX4aIqdjFzVRfpzKb1pGASJs/s320/IMAG1077.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of German Turn 2...Those are Germans in the trench line </td></tr>
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<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"></span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">Even though HeavyD did well on his MCs, this wasn't about dice, this was about me missing the point. My initial force of 5.5 squads has to be a speed bump. I have to fight him as soon as he enters the map, I should have 3-4 squads down on level one close to his entry hexes. This allows me to engage him right away and takes away the range advantage that his units have over mine. I should have only left one or two squads on the hill with the LMG to cover the trench line. I know that I'll loose all of my initial force now, I should have set it up better to slow him down so that my reinforcements would be able to get to the trench line while he is still fighting his way up his side of the hill. </span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"><br /></span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space">The day was not lost, Dominion was sitting there...the new expansions (Hinterlands) was just begging us to try it out so we did. We ended up playing a few hands of the new set and having a good time. </span></span><br />
<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"><br /></span></span><br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMzc6_Fuyuwnhy8tlQ10_myRqLnmCVnH1CqxTY_waFSVAsshey7ZpzZLkCGcKGsGjKdEToU7oDJxAgY7ozxDbDwGAO1bQKYHkC5KgtoIAm0Gvh_JhAWZSYZboL53KDDmpRG1ysq5Z8ircY/s1600/IMAG1081.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMzc6_Fuyuwnhy8tlQ10_myRqLnmCVnH1CqxTY_waFSVAsshey7ZpzZLkCGcKGsGjKdEToU7oDJxAgY7ozxDbDwGAO1bQKYHkC5KgtoIAm0Gvh_JhAWZSYZboL53KDDmpRG1ysq5Z8ircY/s320/IMAG1081.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dominion Saves the day</td></tr>
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<span class="Apple-style-span" style="background-color: white; color: #222222; display: inline ! important; float: none; font-family: Arial,Tahoma,Helvetica,FreeSans,sans-serif; font-size: 13px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 18px; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"><span class="Apple-converted-space"><br /></span></span>Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com3tag:blogger.com,1999:blog-2373825048329524549.post-37919936392832065832011-12-04T17:36:00.001-06:002011-12-04T20:11:29.792-06:00Advanced Squad Leader (MMP) ~ "Liberating Bessarabia" [113]Game: Advanced Squad Leader<br />
Scenario: "Liberating Bessarabia" [113]<br />
Participants: Rikk "Flaming Tank" M, Myself<br />
Time: Sat, Nov 12th ~ 10.00PM - 12.00PM<br />
Sun, Nov 13th ~ 4.30PM - 5.30PM <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgs2ZNudqOqGVWDKoflybWRhkSceZnqavA4bPkc1DLjP8XidyXBT4_iaycmvm6jgBLGxDU9K_j8iunm_jfnM77MD9JfoY_Qs5tV4jKEkMJIfVkefnf8B6636nq2L5gV4A3v11XprtVSCHDh/s1600/113_Picture.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="143" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgs2ZNudqOqGVWDKoflybWRhkSceZnqavA4bPkc1DLjP8XidyXBT4_iaycmvm6jgBLGxDU9K_j8iunm_jfnM77MD9JfoY_Qs5tV4jKEkMJIfVkefnf8B6636nq2L5gV4A3v11XprtVSCHDh/s200/113_Picture.JPG" width="200" /></a></div>
As I have recently clipped out all of my Axis Minor counters, I wanted to play a scenario using them. I started with the Armies of Oblivion module and quickly found this one. It was the right size and had a little early war armor. When I looked it up on ROAR it also fared well. It's easily the most popular scenario from the module having been played and reported to ROAR around 100 times. Its 56% pro-Romanian, which is a great balance percentage.<br />
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The scenario takes place in Bessarabia in July of 1941. The Romanian 1st Armored Division is attacking a city called Branzeni. The scenario has two half boards (49 & 22) with the Russians setting up East of a Road a few hexes in from where the Romanians will be entering. The Romanians have to Control 6 or more multi-hex building in order to win. The scenario is 8 turns long. Most of the Multi-hex buildings are near the border of the two boards. The Romanians will have some open ground to cover in addition to a gully to deal with. Since I was defending in our last scenario, I elected to take the Romanians in this one.<br />
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Rikk's Russian OB looks contains; 7 4-4-7s, 4 4-2-6s, 9-1, 7-0, 2 MMGs, 2 LMGs, 1 ATR and 6 "?". Additionally, he starts out with 2 BT-2A's (37L) and 2 BA-6 Armored Cars (45L). The Russian ELR is 2 and their SAN is 3. There isn't a lot of depth to defend in, so I expect him to set up as far forward as he can given the terrain.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIqacMWk6fjFibmMaGVGlUBrPr5ToAkDOgwhnu_Tkf7RUU55hsRqpwmRCv7BXpnK_g2QkBXs7DVc19PG7mlle7Ls3ybeiowbbuoZtb7jFt6sZzP0YGpztFqzRra_nt6EG62muzlbM2_jBd/s1600/IMAG1010.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIqacMWk6fjFibmMaGVGlUBrPr5ToAkDOgwhnu_Tkf7RUU55hsRqpwmRCv7BXpnK_g2QkBXs7DVc19PG7mlle7Ls3ybeiowbbuoZtb7jFt6sZzP0YGpztFqzRra_nt6EG62muzlbM2_jBd/s320/IMAG1010.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After both side have set up</td></tr>
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<br />
The Romanians OB consists of: 14 3-4-7s, 9-1, 8-0, 7-0, 2 dm MMGs, 3 LMGs, 1 dm 60mm MTR with a 8-1AL along with 4 LT vz35 (g) [37] and 2 R-1 (t) [CMG]. The vz35's are really nice, they have 3 frontal armor and 4/4 for MGs. These are the most potent weapons I have. The are very vulnerable to the 45L's and somewhat vulnerable to the 37Ls as well. The Romanian ELR is 3 and their SAN is 2.<br />
<br />
Rikk, as expected set up with nearly everything up front, just across the road. I could see that on my right he had two of his AFV's hull down behind a stone wall covering an important intersection. He had another AFV on my far right and the last AFV was set up back in my left covering the road. I knew I would be able to make some good progress on the first turn as there were a lot of LOS hindrances and some buildings blocking his view. Additionally there are not any good level 2 hexes for him to use. All buildings are wooden via SSR.<br />
<br />
Turn 1<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxWTTKHYj6iKC_GWrmlOjK4fZI6-riVa5gRHIfnqrDEMv39c1PF62z6aYYpIhTkMshbsjnjZhNPmF2oQPHnQouTJARjD8QAP-ge-lr_7Vznvp8zG1zs3Vn7ZB5-GQmPlfSB8w9mDCqrQ40/s1600/IMAG1016.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxWTTKHYj6iKC_GWrmlOjK4fZI6-riVa5gRHIfnqrDEMv39c1PF62z6aYYpIhTkMshbsjnjZhNPmF2oQPHnQouTJARjD8QAP-ge-lr_7Vznvp8zG1zs3Vn7ZB5-GQmPlfSB8w9mDCqrQ40/s320/IMAG1016.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Romanian Turn 1</td></tr>
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<br />
My initial movement phase went well for me. I was expecting more fire from Rikk, but then again most of the shots he had weren't going to be very good. I spent a lot of time thinking about where I wanted my tanks and how to use them. I didn't want to even engage his armor until I had an idea what was where. All if his AFVs were in very strong positions, 3 of them were hull down on the first turn. My tanks are too important to me to risk any early on. <br />
<br />
Turn 2<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiu2BpZ7IvGEk4El2lheO8ZwWwTgMeJvbz_5PtKvKrczHC3jswKr_UTu6ozU20luDN_PyXtqHE5qIsuTbqw4vTjDPST36KXtpoHXMArnlBy3RBpoyK6_1UB_H3s8dV9xIDLJGkerFKJoBbx/s1600/IMAG1025.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiu2BpZ7IvGEk4El2lheO8ZwWwTgMeJvbz_5PtKvKrczHC3jswKr_UTu6ozU20luDN_PyXtqHE5qIsuTbqw4vTjDPST36KXtpoHXMArnlBy3RBpoyK6_1UB_H3s8dV9xIDLJGkerFKJoBbx/s320/IMAG1025.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of turn 2 on the Left</td></tr>
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<br />
<br />
Rikk stays passive on his first couple turns. I am able to engage the MMG in hex 49F8. This is important because he can lay a fire lane down the whole road from this spot. I wasn't sure on the LOS initially but thankfully it is open. Rikk brings up one of his tanks (radioless) to support his infantry on my left. He leaves a hull down position that I was worried about. He does it so that he can get some fire on the big building on my left which is now teeming with Romanian squads. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiROpOlG4C2scUtczqxF5ixcW6WJypa4w5ZbyOobPBqPxmeDsoGVkrmndH8QYBN5YS8js5c4grsLptqSUO5cD_PBwrSO1sCU4hhZbcWr81knst14mSx-DkAQ-vzqhVyuEuHQTJ_6JuzxQK3/s1600/IMAG1026.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiROpOlG4C2scUtczqxF5ixcW6WJypa4w5ZbyOobPBqPxmeDsoGVkrmndH8QYBN5YS8js5c4grsLptqSUO5cD_PBwrSO1sCU4hhZbcWr81knst14mSx-DkAQ-vzqhVyuEuHQTJ_6JuzxQK3/s320/IMAG1026.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End turn 2 on the Right</td></tr>
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My turn 2 goes well again. I see that Rikk has a BT-2A on my left in the street. I will be able to pelt it with MG fire with the four MGs I have in the building. In the center Rikk's ATR takes out one of my mini tanks and immobilizes the other one. I have a couple squads break on my left, but I have a leader near by to rally them and can do that in cover. On my right I continue to poor fire into his MMG in the big building. I am able to get most of my guys up to to road in cover during the turn, he's going to be facing a lot of fire power should he not skulk in his turn.<br />
<br />
Turn 3<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnkWNOKPqepE-hZpuVf_kzlaIFco5MosQnbY-PtEniNtC-kF8nSrrZDtDePin9FmxvRybYLDEvYyf647B8s0jNns0CbRhm2DPkv8nkIMbwKfI1xu71ARi_jeUonnjdz9hgxSmELmX433kE/s1600/IMAG1036.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnkWNOKPqepE-hZpuVf_kzlaIFco5MosQnbY-PtEniNtC-kF8nSrrZDtDePin9FmxvRybYLDEvYyf647B8s0jNns0CbRhm2DPkv8nkIMbwKfI1xu71ARi_jeUonnjdz9hgxSmELmX433kE/s320/IMAG1036.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hex 49F8, after the Critical Hit. </td></tr>
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<br />
In his half of turn 2, I got some good shots off. I was able to shock his AFV on my left with MG fire and getting a CH on the MMG covering the whole road on my right. Rikk skulks with most of the rest of his force. With the BT-2A shocked on my left, I now see an opportunity to focus my attack there with a couple of my tanks. By then end of my turn, his tank is aflame and I am pushing across the street on my left. I've had a couple squads break but so had he. The MMG not interdicting the road is big as is the vz35 I send over there to take out his shocked tank. With this tank here, Rikk cant stay there with his infantry, allowing my to get across the street in good shape.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSvQmVIW3bY6U7-QfAbDy5PkGSL2jIREhv_q9owAwbnIxZLPAhIfaA462iSrYwGFCKQYRDdvhdhk0JFVkmuJQRKX_4np1NOrnLFuld9vE6bZ4UE_eWaR8U1K6Fis_XuxbtYGS72_ALfTBS/s1600/IMAG1038.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSvQmVIW3bY6U7-QfAbDy5PkGSL2jIREhv_q9owAwbnIxZLPAhIfaA462iSrYwGFCKQYRDdvhdhk0JFVkmuJQRKX_4np1NOrnLFuld9vE6bZ4UE_eWaR8U1K6Fis_XuxbtYGS72_ALfTBS/s320/IMAG1038.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The loss of Rikk's BT-2A on the left</td></tr>
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Turn 4<br />
<br />
Rikk begins by sending another tank over to cover his left. The two in the middle are busy shooting at my infantry. One of his AFV breaks his MA. Rikk decides to pull back and play it safe on his half of turn three, not electing to stay in the buildings right on the street.<br />
<br />
I make excellent progress on my left. With the 2nd vz35 in the area I am able to use the terrain to my advantage and get right up next to several of his squads. He's only got a couple of 4-2-6s over on this side and they have very little room to escape should they break. In the center I am able to get a leader over there to rally a couple of broken squads in the gully and I start to shift a couple more squads over in this direction to pressure him. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkUTre5OOEdfKyba8hD3JES-wENC2DCDNOhBzMPHG3j-do7FUY9JzSOMN2Oig1MIIuid3_RjowgG5d_IleApeqkMZg_0AY_r5QHKizJP5UwL7NOMi48FehIUsq8wjhgTIsmF_j4fa3wOlG/s1600/IMAG1048.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkUTre5OOEdfKyba8hD3JES-wENC2DCDNOhBzMPHG3j-do7FUY9JzSOMN2Oig1MIIuid3_RjowgG5d_IleApeqkMZg_0AY_r5QHKizJP5UwL7NOMi48FehIUsq8wjhgTIsmF_j4fa3wOlG/s320/IMAG1048.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Turn 4</td></tr>
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<br />
On his part of turn 4 he pulls back where he can. The two AFVs in the center bug out as he needs them to prop up his melting infantry on my left. I am able to eliminate/capture 2-3 squads on my left as they break or disrupt and have no where to rout. <br />
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Turn 5<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5624DnYg_4j3fyM0ODep6xc1z2FX3rz3oCpF11YiojOGcQXlYfb6qLW5lL82_1vS3dSKokLfQG08dCa_ZRHZ2oahlo_bCdkWcll-gLUFzL4_yJqfDzlcUHQubsV3oNvGLaGHZJ5y4Qvfk/s1600/IMAG1052.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5624DnYg_4j3fyM0ODep6xc1z2FX3rz3oCpF11YiojOGcQXlYfb6qLW5lL82_1vS3dSKokLfQG08dCa_ZRHZ2oahlo_bCdkWcll-gLUFzL4_yJqfDzlcUHQubsV3oNvGLaGHZJ5y4Qvfk/s320/IMAG1052.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The start of Romanian Turn 5</td></tr>
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<br />
On my right I send forward the a vz35 I have lurking there to cover the intersection. The other one I move up to the wall that he has just abandoned and take his ACs under fire (from hull down). He breaks one of his MA's in defensive fire. Things go from bad to worse for Rikk on left. Rikk isn't able to stop me from getting to his last few squads on his left. These guys are covering a couple VP buildings and when I am able to break them he throws in the towel. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHLNse7DFfuC5uUWg3ZX7p03tfAZOSk_s-gNYYirq2ze8Ecv2g6HUKc-1vGQJ278RmIvlLNcYBlyI39_fspKiGZycIEJGbVU9fKVuMzBucBpMn6Xx5TELKsApABt_d1OZ-osA9utd8e5U4/s1600/IMAG1059.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHLNse7DFfuC5uUWg3ZX7p03tfAZOSk_s-gNYYirq2ze8Ecv2g6HUKc-1vGQJ278RmIvlLNcYBlyI39_fspKiGZycIEJGbVU9fKVuMzBucBpMn6Xx5TELKsApABt_d1OZ-osA9utd8e5U4/s320/IMAG1059.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Final Positions, end of Romanian Turn 5</td></tr>
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<br />
Both of us really enjoyed the scenario. Its easy to see why its the most popular one in the module and obviously is getting a lot of play. I expect its also getting used a lot in tournaments. I would happily play it again as either side. I think Rikk had the right idea on how to defend in this one. The CH on the MMG on my right was big. That being said, I think a roll here or there could have made this one a lot closer.Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com2tag:blogger.com,1999:blog-2373825048329524549.post-90625211723032428332011-11-24T14:26:00.001-06:002011-11-24T16:24:41.519-06:00Advanced Squad Leader (MMP) ~ "Far From Home" [AP53]Game: Advanced Squad Leader<br />
Scenario: "Far from Home" [AP53]<br />
Participants: Rikk "The Pirate" M, Myself<br />
Time: Friday, Nov 11, 5.00PM - 10.00PM<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJExT8CbJUyVcCCXsc-WVUNpnwTSNikYmSF5K9HkZUMiaI-NxUOXfAsEKxm151Mzo1EPfJzNSzba2MlgcUTsndvmPp3eSqD0dKikyLkMP4WSfI1_yE_GZ0HOvJpGyCGHjBzY5iZXjSrT5Q/s1600/AP53_Cover.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="128" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJExT8CbJUyVcCCXsc-WVUNpnwTSNikYmSF5K9HkZUMiaI-NxUOXfAsEKxm151Mzo1EPfJzNSzba2MlgcUTsndvmPp3eSqD0dKikyLkMP4WSfI1_yE_GZ0HOvJpGyCGHjBzY5iZXjSrT5Q/s200/AP53_Cover.JPG" width="200" /></a></div>
I had not had a chance to try out any of the scenario's from Action Pack 6 yet, so when Rikk came out from Arizona for a long weekends visit, we decided to try out the first one. Action Pack 6 came with three new boards cut at a different angle then traditional ASL boards. These allow for a different feel as they are wider and come with some terrain that 'makes more sense' then the normal long and narrow ASL boards. The scenario's in the pack cover many none traditional actions as well. The theme being "a decade of war". Thus this first one takes place in Spain during the Spanish Civil War.<br />
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The scenario pits the Republican (represented by Russian counters and rules) forces against the Nationalists (Axis Minor counters and Rules). The Republican forces have just taken a town and the Nationalist forces are trying to take it back. The Victory conditions are very interesting. The National Forces have to score at least as many VPs as the Republican player. VPs are awarded for friendly unbroken MMCs occupying certain buildings. Thus each player can earn VPs for a given building, assuming they each have unbroken MMCs in it at the end of their RPh.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpvyVgwe3-a1Ov4rryTubg-wlu24K9UShCiA-GpS_DMq-7S8Um0gcZk6Tpq3ZplBhra-vluspkdUDQ7eOYkbPOaZanzhFOp4_rZUyVE4JN-CF7XSQyHyjThKsMUYuBRuiOaCgPqpW0kt-a/s1600/IMAG0952.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpvyVgwe3-a1Ov4rryTubg-wlu24K9UShCiA-GpS_DMq-7S8Um0gcZk6Tpq3ZplBhra-vluspkdUDQ7eOYkbPOaZanzhFOp4_rZUyVE4JN-CF7XSQyHyjThKsMUYuBRuiOaCgPqpW0kt-a/s320/IMAG0952.jpg" width="191" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Set Up</td></tr>
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<br />
The Republican forces set up first with a small force on board 2a. The force includes 6 4-4-7s, 3 2-3-7s an 8-1, 2 LMGs and one 51* (British) mortar. Interestingly, these forces are not able to set up in three of the VP eligible victory point producing buildings. Then on turn 3 a couple of T-26s enter as well along with an 8-1 armor leader. The Republicans are reinforced by a large for of Infantry on turn 4. This force consists of 12 4-4-7s, 2 2-2-8 crews, a 10-0 commissar, a 9-1, MMG, 2 LMG, 2 DC. This force is supported by two T-26 M33 tanks.<br />
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The Nationalists meanwhile have two groups of units. The group that sets up on board has 9 4-4-7s, 9-1, 8-1, MMG, 2 LMGs, 51* MTR (British) and 1 ATR. These forces set up on the South side of board 1a. They are reinforced on turn two by another force of Infantry (nearly the same as the first group) and six PzKfw IB (G). The tanks have inexperienced crews (like a 6-1 AL in the tank) in addition to being radioless.<br />
<br />
As I began setting up I made a critical error. I didn't 'do the math' on the building control mechanics thus I was more or less in the dark about the specifics. I knew generally that I needed to try and hold the buildings on my side of the board as they paid points at the end of the game. I also knew that there were about six buildings on the edge of board 2a that paid VPs for the first three turns. Additionally there were two hexes (cross roads) that paid 5VP each for their control at the end of the game. Thus I knew all the mechanics, but I didn't go over it before I set up so that I know what I would have to do. It turns out that the VPs available are very tightly balanced between the two forces and the game will be decided by a narrow margin. In the end I don't think I would have done anything differently on set up had I gone through this exercise, but I felt like I had already given an advantage to Rikk before we made the first WC DR.<br />
<br />
Turns 1-3<br />
<br />
I have a small force to work with for the first three turns. Rikk will have tanks in my midst around turn three and I have little to defend against them with early on other then MG fire. I decide against trying to occupy the front to buildings (outside of my set up area) as I expect Rikk to come down the road in that direction with most of his force. I need to keep my guys alive and try and keep him out of the main town where VPs are scored at the end of the game. I don't have a lot of ways to interdict his approach either given my set up restrictions. He has to cross a lot of open ground, but I have few places to set up to cover this approach. Instead I put the majority of my guys on my right in and around the three VP paying buildings on my right. I throw a HS up on the level two hex on my far right to help strip some concealment. I lightly cover my left, planning to shoot and scoot there.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqA8r9LDrfsj61HlWOuWHz-FYAxdh9JvKa7liovdZoTRl7J2gVbCKNYVV4Mo3DYupBPw7KFdkb7jJu6ibgivsMibO1fnm9FkDh6Fm3hZ_yrKq9vJ6VexnnTH0QmhtRdC0sxaH6TGlKJ3Gy/s1600/IMAG0959.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqA8r9LDrfsj61HlWOuWHz-FYAxdh9JvKa7liovdZoTRl7J2gVbCKNYVV4Mo3DYupBPw7KFdkb7jJu6ibgivsMibO1fnm9FkDh6Fm3hZ_yrKq9vJ6VexnnTH0QmhtRdC0sxaH6TGlKJ3Gy/s320/IMAG0959.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 2</td></tr>
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As expect Rikk brings 2/3s of his force down the road on my left, where I am spread very thin. There is very little going on in these early turns as Rikk spends the first two turns moving at full speed into the area. Rikk brings his turn 2 reinforcements in and sends most of the Infantry to my left with two of his tanks, sending the other 4 and remaining infantry to my right. I pull back a bit on my right as he moves into the VP buildings there. I am leaderless on this side of the map so I am very careful, only shooting if I have to.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjeLviv7iVhjKuTKD0dwWoFAca5rPzxy3OpYW1onkPpblUbPZiAQHDwj-R0KuJDTPB7awhAetycJY0yC2dhta7m4btaacvpCnBou9uYxkNGKAMdlL-I4WuAU0lFNWVQ5OPEmcrZ8rfyBWr/s1600/IMAG0970.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjeLviv7iVhjKuTKD0dwWoFAca5rPzxy3OpYW1onkPpblUbPZiAQHDwj-R0KuJDTPB7awhAetycJY0yC2dhta7m4btaacvpCnBou9uYxkNGKAMdlL-I4WuAU0lFNWVQ5OPEmcrZ8rfyBWr/s320/IMAG0970.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 3</td></tr>
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On his turn three Rikk moves up the level 2 hill on my right, sending my HS there scurrying away. Rikk also moves his 4 tanks on this side close to the building complex that is the cornerstone of my defense. In the middle he sends his remaining two tanks over the threaten the crossroads there. I have a squad and LMG here. On the left Rikk, with his main force continues to advance and clear out the buildings there.<br />
<br />
Turns 4-5<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4UgqvEK0c7zAH4VgdL2TTEjBMLFlc4WGlSjw_EE1mw6bsrVKVt4pVne0jPZOH5BSLWqXy3PMo-Avry1tGGGGCIVFpjF2Aoojb-cA3Fo2FTE9CAKUEqXa1oOHobzC8XMMLUVByrQK8tvzv/s1600/IMAG0974.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4UgqvEK0c7zAH4VgdL2TTEjBMLFlc4WGlSjw_EE1mw6bsrVKVt4pVne0jPZOH5BSLWqXy3PMo-Avry1tGGGGCIVFpjF2Aoojb-cA3Fo2FTE9CAKUEqXa1oOHobzC8XMMLUVByrQK8tvzv/s320/IMAG0974.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 4, on my right</td></tr>
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The bottom of turn 3 sees my small force reinforced by two T-26s and an 8-1 AL. I send these to the threatened crossroads and engage his two tanks there. Rikk makes his move on the building on turn 4. He sends one platoon of tanks in to tie up my infantry. He then sends a couple of squads to support the tanks. The other platoon of tanks goes over and engages my two tanks in the center. Close combat ensues and I get the tanks the used VBM to enter the building hex, while his infantry survives locking us in melee. One of his tanks in the middle breaks its MA (CMG) in advancing fire while I am able to take out another one in defensive fire. On my left Rikk is moving hard for the village and I have little there to stop or impede his progress. This though is where my reinforcements will arrive the next turn.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhq3R-Q7K2ons8hkL5hjwsPFfZwcIYa1hntJKD3pdsAeYETekmSe96frkF34U5Xe84RehwJ8u350-kIM3KJEkLx823PSoKRvR8S6CDOpnWGVQje2qFQ3KveEs3xGyGuMSw3BA-SwLNqLOpT/s1600/IMAG0981.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhq3R-Q7K2ons8hkL5hjwsPFfZwcIYa1hntJKD3pdsAeYETekmSe96frkF34U5Xe84RehwJ8u350-kIM3KJEkLx823PSoKRvR8S6CDOpnWGVQje2qFQ3KveEs3xGyGuMSw3BA-SwLNqLOpT/s320/IMAG0981.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 4, action at the crossroads</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_0jx82e0OCJtTJNa1BnVRgMZLNOMhTOIThnfWfwHhoKAtUYJVghL6oU4GI2DZWoz7rHD5OL9SSfBxjOP2d54C90w1MHlFbXDtT-JvwzmPutcfhQQMOeaRtQS0m0hWugrGQaAHQ22DY0xK/s1600/IMAG0982.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_0jx82e0OCJtTJNa1BnVRgMZLNOMhTOIThnfWfwHhoKAtUYJVghL6oU4GI2DZWoz7rHD5OL9SSfBxjOP2d54C90w1MHlFbXDtT-JvwzmPutcfhQQMOeaRtQS0m0hWugrGQaAHQ22DY0xK/s320/IMAG0982.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Turn 4, the left</td></tr>
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My turn 4 sees the arrival of my reinforcements. I start with sending the two arriving T-26s over to my left to stop his advance towards the town. This is important as Rikk has nicely placed these units to interdict my arriving Infantry's movement. Thus I am forced to stay clear of a couple road hexes that would have allowed me to get closer to the center. Rikk takes a nice long range shot at my guys with his MMG on my far right (on the level 2 hill there with an 8-1 directing). I have a couple squads break here. In the advancing fire phase both of my arriving T-26s break their MA's.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAZ02aegq0g0-YG_B1XWq1E3FxvF5u8I9NAgwpac-36FOEggAGqi5t58mr1bnwMQSzSM_SysTzHhM9F6NeGuvqD7iUgEtDcnR0fb13P1rMELikMhDmH5famAMPU3QwaqX0YIAJOW7zqOvw/s1600/IMAG0983.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAZ02aegq0g0-YG_B1XWq1E3FxvF5u8I9NAgwpac-36FOEggAGqi5t58mr1bnwMQSzSM_SysTzHhM9F6NeGuvqD7iUgEtDcnR0fb13P1rMELikMhDmH5famAMPU3QwaqX0YIAJOW7zqOvw/s320/IMAG0983.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Rikk assaults the building on my right</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Rikk sends his other Platoon of IB's to the crossroads</td></tr>
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Rikk's turn 5 sees his Infantry on my right pull back into the woods. Its clear he's not going to make any more progress on this side of the map. In the center at the crossroads I am down to one tank as is he. I have killed two if his with a third recalled. The pressure on my right grows and Rikk takes one of the buildings here. I cleared his infantry out of the two-hex building, but he's still got the lone tank adjacent with a lot of squads still in the vicinity. More importantly though, neither one of my T-26s fix thier MA's. As I only have a snowballs chance at this point in the game, I throw in the towel.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuy7aQgiRc0EmhVZsAxaPdYffFeMbhaAYYrjFC57t_x3QRJe4Zkj-gbpEmZnkIOjum_9l0CNvKqqWVko0PfMWniEDYuwOdoVlNCaKJofuXdFpYmjqfAVZ3fZ8nbjClV3Xq6EKHHPH_dzXq/s1600/IMAG0993.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuy7aQgiRc0EmhVZsAxaPdYffFeMbhaAYYrjFC57t_x3QRJe4Zkj-gbpEmZnkIOjum_9l0CNvKqqWVko0PfMWniEDYuwOdoVlNCaKJofuXdFpYmjqfAVZ3fZ8nbjClV3Xq6EKHHPH_dzXq/s320/IMAG0993.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Problems on my Left</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">End of my Turn 4</td></tr>
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This was one of those scenarios that I lost and still cant really articulate what I should have done differently to not lose. The broken MA's were an afterthought because even by that point, I knew I was loosing. The two five VP hexes are also a key factor at the end of the game. I had hoped to drive over to the other side of the board to occupy one of them with a T-26, while maintaining control of the one on my side of the board, but this was a long shot as my sole remaining T-26 that had the range to get there was now alone and thus would have to roll for non platoon movement. Additionally by having that tank make a run for it, I would have to leave the other crossroad hex unprotected.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbyhhyphenhyphenbUUtV8VdaCMcMdD34HUHVpGzv8y51EWrfx6X0Aqy_Ur-p0QYLpiny4D62GS7JvB4Si65QUl2VMhad_WtzG168krcElXZ4jP9uqbnv-RTwn1zJjjKHbm3MxlCFr3kC3KRFgVMtK9x/s1600/IMAG1005.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbyhhyphenhyphenbUUtV8VdaCMcMdD34HUHVpGzv8y51EWrfx6X0Aqy_Ur-p0QYLpiny4D62GS7JvB4Si65QUl2VMhad_WtzG168krcElXZ4jP9uqbnv-RTwn1zJjjKHbm3MxlCFr3kC3KRFgVMtK9x/s320/IMAG1005.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">End of Rikk's turn 5 (end of game as well)</td></tr>
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The ROAR on this tells me that I am in the minority in being clueless on what I should have done as its fairly balanced there. I did really enjoy the game though and that of course is the important part after all. The new maps are really a great addition to the system and I look forward to more scenarios using them. Rikk and I are also big fans of the early armor game, so we really liked that part of the scenario as well.<br />
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com1tag:blogger.com,1999:blog-2373825048329524549.post-78869685471216791242011-11-19T21:22:00.001-06:002011-11-19T21:59:41.727-06:00The Caucasus Campaign (GMT) ~ "The Tournament Scenario"Game: The Caucasus Campaign (GMT)<br />
Scenario: 7-Turn Tournament Scenario<br />
Participants: Bob H, Myself<br />
Time: Thu, Oct 27th ~ 7.00PM - 9.00PM<br />
Sun, Oct 30th ~ 2.00PM - 6.00PM <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCMxpMJ2kDnundzpoi1Ix7cuz7udOAXzMWj51VxS8FcYMIjWO3xykeNTUF29RaSO4j546kpG9O4WjmAWfPDqBdLRU_yo8Fa4JDuFKBuJdb9bV9OMeMIvrNm_qry4WbRj2w1gA37daF16zI/s1600/TCC_Cover.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCMxpMJ2kDnundzpoi1Ix7cuz7udOAXzMWj51VxS8FcYMIjWO3xykeNTUF29RaSO4j546kpG9O4WjmAWfPDqBdLRU_yo8Fa4JDuFKBuJdb9bV9OMeMIvrNm_qry4WbRj2w1gA37daF16zI/s200/TCC_Cover.JPG" width="145" /></a></div>
When this game was released in 2009 Bob and I immediately jumped on it. We were already fans of Mr. Simonitch's work and this one didn't let us down. The game covers the German invasion of the Caucasus region of the Soviet Union from July through November of 1942. The units are mostly divisions with some brigades and regiments. Each turn is one week and each hex represents about 18 miles of terrain. The rules are very similar to other Simonitch games so we were able to quickly learn them and start playing. I think we played one or two tournament scenario's and then the full campaign game. I remember playing the campaign game, it was close and came down the the last couple turns. This time around we were only looking for a shorter game so we decided to stick to the tournament scenario. I took the Germans as Bob played them in our last game.<br />
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We had a lot of fun over two sittings with this title. I ended up loosing fairly badly to Bob, I resigned on Turn 6 with only 9 VPs (of the needed 14). I thought I was doing ok up until around then end of turn 4 when I started looking at what cities I would need to take in order to reach the 14 VPs I needed to win. In hindsight I was much to conservative, the German player really has to push hard in this scenario. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtUtuw5n0nLDHpK-BnBKpYZCWZ4Ie9s4CEe0nPmvSuQlw2iQqSap1-xmV0e7ICqPGzNqI8Vs4p8AhQIXQvdMj9sixeWljhZnZVZuQSx2AFwamlyiHnKMvNW0DlGO52UYoK-dtxBGer_QUU/s1600/IMAG0782.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtUtuw5n0nLDHpK-BnBKpYZCWZ4Ie9s4CEe0nPmvSuQlw2iQqSap1-xmV0e7ICqPGzNqI8Vs4p8AhQIXQvdMj9sixeWljhZnZVZuQSx2AFwamlyiHnKMvNW0DlGO52UYoK-dtxBGer_QUU/s320/IMAG0782.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Set Up</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">German Attacks, Turn 2</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3pXjp-Xdt23e1Wps8GHBMUh1fop6SX30kRsHJX3m6VH8tO73rFSzZScPPwOs6XM0sIJ5Cyraoxfa84KXurQe8C4fRzcshLoCnaS_EdJuWkZr2PKgy0k93vw6D7NAm-AkeA1o3BVCqEamt/s1600/IMAG0878.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3pXjp-Xdt23e1Wps8GHBMUh1fop6SX30kRsHJX3m6VH8tO73rFSzZScPPwOs6XM0sIJ5Cyraoxfa84KXurQe8C4fRzcshLoCnaS_EdJuWkZr2PKgy0k93vw6D7NAm-AkeA1o3BVCqEamt/s320/IMAG0878.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Start of Turn 3</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Start of Russian Turn 4</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRryJUDIrR4fohJbU54f8Fu5jYqlq5e3e2K4bYgxB8ojfxLH0AQg4ZYZwfpkwIKZgVxmVevZxGjQwYKTs2PfeY0mqoPbfA3sB1EhDRGZ-5t-7rbFFc2ByKMbR-ACspPigmVv0pq9cGNeLu/s1600/IMAG0939.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRryJUDIrR4fohJbU54f8Fu5jYqlq5e3e2K4bYgxB8ojfxLH0AQg4ZYZwfpkwIKZgVxmVevZxGjQwYKTs2PfeY0mqoPbfA3sB1EhDRGZ-5t-7rbFFc2ByKMbR-ACspPigmVv0pq9cGNeLu/s320/IMAG0939.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian Movement Phase, Turn 5</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNRlZDZzSn2mlGD9xkzLcgHZVKb7tnlzm5kWXZq2G-D4fqB2_hUo2F9LEwg8d-faMhKQq-oH9cJ6Eg-U04or491IlbnNKUNMfEj-F6n7I_qYqFtXCVCsNl4pAnnvtKC_2qou4KDmq-kHOL/s1600/IMAG0946.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNRlZDZzSn2mlGD9xkzLcgHZVKb7tnlzm5kWXZq2G-D4fqB2_hUo2F9LEwg8d-faMhKQq-oH9cJ6Eg-U04or491IlbnNKUNMfEj-F6n7I_qYqFtXCVCsNl4pAnnvtKC_2qou4KDmq-kHOL/s320/IMAG0946.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Falling Short, Final German Positions, end of turn 6</td></tr>
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com0tag:blogger.com,1999:blog-2373825048329524549.post-91418325943548006712011-10-31T22:12:00.000-05:002011-10-31T22:12:48.447-05:00Advanced Squad Leader (MMP) ~ "On the road to Andalsnes" [A31]Game: Advanced Squad Leader<br />
Scenario: "On the road to Andalsnes" [A31]<br />
Participants: Jim "HeavyD" D, Myself<br />
Time: Saturday, Oct 29th, 10AM - 5.30PM<br />
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It didn't take much convincing to get HeavyD back on the ASL bandwagon. Both of us have been on the ASL decline for years, both in the frequency that we play and of course the quality of our play. As we are seeing a decline in the number of new games that GMT/MMP are releasing that we are both interested in, I thought it would be a good idea to get back on the ASL bike. There has been a slew of products released in the past couple years and we are due for some new stuff around the turn of the year as well. We both agreed that we'd try and play one scenario a month for the next six months, we'd start out slow with a couple Infantry only scenario's and then gradually work our way back into the rest of the game.<br />
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As we are getting back on the ASL bandwagon, it seemed like a good idea to play a scenario with wagons in it. I found "On the road to Andalsnes" by going back and looking for Infantry only (no vehicles) scenarios, I started with most of the recent products and unsurprisingly very few of those scenarios are Infantry only (and non-PTO), so then I went back to the beginning and started with Beyond Valor and the early Annuals. This one I found in the '91 Annual. It appealed first of all because I could use my version 2 ASL kit (new boards & counters) and then because it was medium sized with some interesting terrain (two hill boards). I checked the ROAR and it was German 9/Norwegian 13 which is a decent spread. Then for kicks I google earthed Andalsnes (something I am doing a lot now with the games I play) and was amazed at the terrain (see the picture bellow).<br />
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<tr><td class="tr-caption" style="text-align: center;">Andalsnes, Norway</td></tr>
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The Scenario takes place in April of 1940. The Germans are advancing on Andelsnes in response to the Allied "occupation" of parts of Northern Norway. Elements of the 2nd Norwegian Infantry Division are South of town trying to hold off a resupply column of the German 196th Infanterie Division. Boards 2 and 9 are in play side by side. The Germans enter on the Southern edge of board 2 and have to go the length of the map to exit 30VP off of the Northern edge of board 9 (hexes 9A5/9A6). The Norwegians have a road block, 3 foxholes and 14 squads (6x 1st Line & 8x Green) along with one MMG, two LMG's and six concealment markers. They are relatively well lead with a 9-2, 9-1 and an 8-0. <br />
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<tr><td class="tr-caption" style="text-align: center;">Set Up</td></tr>
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I end up taking the Germans in this one. The Germans have 16 1st line squads, 5 LMG's, one MMG and a little mortar. They also have a 75* INF gun along with 6 wagons. This force is lead by a 9-2, 9-1 and two 8-0s. The Germans have to exit 30CVPs off the Northern edge of the map via a single road. There are eleven turns (another thing you rarely see in contemporary scenario's). The wagons are worth 3VPs each for exit and are much more mobile in this hilly terrain that you might think. Their open ground cost is only 1 and to go up a level costs only 2 (assuming its open ground). They are going to be channeled be the many crag hexes on board 9 but I should be able to move them on the far side of the hills on this board, shielding them from HeavyD's fire. <br />
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<span style="font-size: large;"><b>Opening</b></span><br />
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<tr><td class="tr-caption" style="text-align: center;">End of German Turn 1</td></tr>
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After looking at HeavyD's set up, I decided to enter on the edge of board 2 and make straight for the board 9 hill. HeavyD set up heavily on Board 2, I think in anticipation of my running the wagons down that road there, but wagons do very well in open ground (1MP) and I felt no need to stay on the road at all. The first few turns go quickly without a lot of drama. I am puzzled by HeavyD's inactivity on his first couple of turns. About the only units he moved were a couple of stacks of squads that were making a beeline towards the exit hexes. This of course makes sense, it was all of the squads (and there are some dummies there to be sure) that sat on the far side of the hills on board 2 the first couple of turns that has me confused.<br />
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<tr><td class="tr-caption" style="text-align: center;">End of German Turn 2</td></tr>
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I am only facing a couple of Green squads on on the closest board 9 hill and these fall quickly without causing too much trouble. In fact I believe that both of them upon taking their first MC's failed their ELR and were disrupted, making it very easy for me to capture them. It dawn's on me that these captured squads are going to be very valuable if I am able to exit them. They will be worth 4VPs each. <br />
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Around turn three, it becomes clear that HeavyD has his 9-2 and MMG on the center hill on board 2 in a level three hex (in a foxhole). This is a nice spot as its out of LOS from the front (where I enter) but will have LOS to the length of most of Board 9, at least until I can get on the other side of the hills there. We start doing some long range MG fire (my 9-2 & MMG against his) and after an initial break (of HeavyD's MMG) followed by a repair, he wins this battle when my 9-2 rolls a 12 on its first MC of the game. He is only wounded but the squad breaks and these important tools are basically lost to me for the duration of the game.<br />
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<tr><td class="tr-caption" style="text-align: center;">German Turn 3</td></tr>
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Since I've lost my MMG + 9-2 I am forced to send 4-5 squads over to board 2 to deal with this threat. This will turn into a mini-scenario in itself with a lot of drama on both sides. HeavyD now starts to bring up the squads on the far side of board 2 to support his MMG position. This turns out the be handy as the way the scenario is turning out, this is really only the main tool he has to impede my advance. <br />
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<span style="font-size: large;"><b>The Death Star and the Sniper</b></span><br />
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Despite rolling over his initial opposition (on board 9) and moving at nearly full speed on every movement phase, I start to get a little worried here. While I am making progress in advancing along the length of board 9, I am unable to take out or neutralize his MMG + 9-2 on board 2. The above mentioned 4-5 squads soon gets into trouble when HeavyD's active sniper (SAN 4, he's like 4 for 5 on sniper checks at this point in the game) takes out the 8-0 on this side of the map. An old ASL sage from my early days with the game in Arizona once said "A leaderless force is soon neutralized" and I now had a leaderless force tasked with taking out, or at least distracting the 9-2/MMG Death Star. <br />
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I am still making good progress on board 9, moving my wagons and not getting them shot at. I am capturing the few Green squads that he set up on this side (I think there were 4 total). The height of the Death Stars reign of terror is around turn five when I lose my 9-1 to an across the board shot (KIA'd) and a turn later when he zaps a HS with two full prisoner squads in tow. At this point I am now down to one 8-0 who I've had to run up front with my forward elements on board 9 and the wounded 9-1 (who ELR'd to a 9-1 whilst being wounded) who is really out of the game as he's so far back, trailing blood and only moving 3MPs a turn. <br />
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<tr><td class="tr-caption" style="text-align: center;">Start of German Turn 5</td></tr>
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Slowly though I start to feel a little better about the situation, I have all of my wagons on the far side of board 9 now, safe from the Death Star for the remainder of the game. I am facing a couple of 1st line squads with LMG's and then the three squads who have dug in on the exit hexes. HeavyD has only two leaders on this side of the board. I have perhaps 6-7 squads remaining in my main force, several of whom are now 2nd line as well as a couple of HS's pulling 3-4 prisoners. All of them are mostly together and on the safe side of board 9. Still it'll be tight, as I do the math and assuming that I get everything off, the points will be only just around 30. I've decided to unload the INF gun several turns ago to help engage the Death Star and then to be able to fire on one of the two exit hexes (where he has a squad in a foxhole).<br />
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<tr><td class="tr-caption" style="text-align: center;">The Death Star (9-2 + MMG in the Foxhole)</td></tr>
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<span style="font-size: large;"><b>Down Hill Run</b></span><br />
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Around my turn 6 I start to break up his last line of resistance before the exit hexes. I am able to break and then capture one of the two squads here. Then suddenly HeavyD runs his 8-0 up towards this area. He (the 8-0) had been back with the three squads sitting on the exit road. I'm not sure what HeavyD was thinking here except that he might be trying to block a hex that I am wanting to move through with my wagons. But its way to early for that, turn 6-7 only and this is an 11 turn scenario. Soon the 8-0 is eliminated and he is down to one leader on this side of the map (as I am).<br />
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I eventually break the sole remaining squad. Now I am free to advance on the exit area. I chase the 9-1 and get him in melee, though it took two whole CC phases for this to happen. My hopes are higher at this point as the Death Star is largely irrelevant at this point in the game. I still have a couple of squads and now a hero over there sans a leader just trying to stay alive and stop the 9-2 from attempting to come over to the exit area. The INF gun, after two turns of trying to move one hex up hill finally makes it and I start shooting at the exit area (24 hexes away). <br />
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<tr><td class="tr-caption" style="text-align: center;">German Turn 7, Breaking the forward line</td></tr>
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By my turn 8 I am sitting on the hills above the three remaining squads with enough VPs to exit as long as I can break/eliminate him without loosing more then a squad or two. I also stand to capture these guys if I can break them as well as he has very little room to route. It only takes a prep fire phase and then a defensive fire phase to break two of his three remaining squads. At this point HeavyD throws in the towel as he's out of options. <br />
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<tr><td class="tr-caption" style="text-align: center;">Getting Close, Start of Norwegian turn 8</td></tr>
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This was a pretty cool scenario. Its one of those scenarios where every little thing is important. Even LMGs are critical here because of the many long range shots and their ability to interdict out to eight hexes. There is very little terrain on this hills, so you end up scrambling for every bit of height advantage you can find, you become an expert on blind hexes and slope rules. You learn how to drive a wagon train. You learn how vulnerable ELR 3 Green squads are to disruption. You spend the majority of the game on the 1 through 6 fire power columns on the IFT. Whats not to like? <br />
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<tr><td class="tr-caption" style="text-align: center;">The white flag, the situation at the end of the game</td></tr>
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<br />Stephen Brasseurhttp://www.blogger.com/profile/03081731128480829058noreply@blogger.com2