October 1st Game Day at Gameology AAR

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  • #4655
    King Scott
    Member

    Since Jim is off having fun, I thought I'd do a quick AAR.

    Five of us attended. Dave and Blair took on Eric (sorry, don't know last names well) in some Deluxe ASL scenario. By the sounds of whining, Eric lost. I'm sure Dave can provide details regarding the scenario and results from his journal.

    Glen and I faced off in Flanking Flamethrowers from one of the recent journals. I drew the Russians and setup forward with a picket line of excess crews and squads. My desire was to entice him to attack on the north half of the board. By the end of turn 2 I was regretting both those decisions. One crew was already dead. By the end of turn 3 my northern picket forces consisted of 1 leader (my best one) isolated and nearly surrounded by Germans and one broken 1/2 squad that was fated to die in CC against a beserk German squad during the German half of turn 4. I did have the HMG plus a stack of 3 dummies to protect the road up north, but that was it. At that point Glen was feeling pretty good about steamrolling me and I was looking forward to ending this scenario quickly and starting another one.

    Turn 4 saw the Germans drive hard onto board 38 in the center. My mortars were setup south and fired through several hinderances at the Germans in the middle. They managed to accomplish 2 things: keep rate forever and force one German squad to go beserk. The HMG managed to lay down a firelane that at first was totally ineffective. It did score late in the turn by a KIA on a German leader and squad. Despite that success, the Germans had a leader and 1/2 squad in the victory point area and had several others one MPh away.

    The Russian Turn 4 saw flamethrower toting Assault Engineers arrive all across the northing flank of the German Advance. Of the 4 separate points of attack, 3 succeeded in destroying a total of 1 panzer, 1 leader and a squad and 1/2 squad. Another squad died for failure to rout and several other units were broken. Glen schooled me in the art of AFV defense by trying for motion (failed), smoke dischargers (succeeded) and MG fire (failed) in an effort to protect his exposed Panzer. Suddenly, the scenario looked salvageable for the Russians. The German drive up north had stalled with no leaders present and only 1-2 squads left in good order. Turn 4 wasn't totally lopsided, however. In addition to the German berserker, the surviving PZ3 managed to 2 critical hits in a row on the Russian HMG and squad, breaking the squad twice.

    Turn 5 saw the Germans slide south and move more squads over the road, but the PZ3 died to the Artillery piece while the Russian reinforcements found themselves marginalized in the far north. In a bizarre twist of luck, the DM, broken 1/2 squad that was manning the Russian HMG managed to roll 'eyes' on a self rally. An 8-0 leader was the result.

    Not to be outdone, the Germans managed to roll 'eyes' on their self rally attempt in Turn 6 and they got an 8-0 leader as well as rallying both the squad and 1/2squad that were broken in the hex. It was fortunate for them, because their troops across the road attempted to charge down the Artillery piece head-on. The first squad died to a point-blank shot while moving in the open (can you say -4 mod on a To Hit DR?). A 1/2 squad charged the gun after, and the Russians decided to intensive fire the gun at point blank. The To Hit DR was 11 (needed a 10 to hit) so not only did it miss, but the gun broke. The Russian half of Turn 6 saw 8+1 IFT attack on two German leaders and two squads result in a 1MC. The 9-1 leader rolled boxcars, then proceeded to fail the wound check roll. The rest of the Germans shrugged off the fire, but the other leader and one squad broke in the result LLMC. That left the German with exactly 2 and 1/2 GO squads on the board. They needed 3 at least across the road to have a chance at victory.

    When the broken squad didn't rally at the top of turn 7 (the leader did manage to rally, needing a 4 to do so), the game was over.

    It was an awesome scenario and was very tense up to the end.

    We did The Hat run as usual and I left about 9pm.

    #6145

    Howdy Listers,

    A somewhat late AAR, but I've been busy.
    A total of 5 members , as detailed by Jim Cotugno, made it to Gameology for some ftf ASL. Our group consisted of Blair Bellamy, Jim Cotugno,Dave Nicholas, Glenn Sellar
    and myself. Glenn and Jim paired up for what proved to be a bloodbath with high casualties on both sides in J 104, Flanking Flamethrowers.Initially, Glenn was in the drivers seat as he overran Jim's defendiong Russians.However Jim was able to reposition and recover and kept Glenn's German force from getting enough units across the road for a win.

    I have played Flanking Flamethrowers a couple times and it
    is a fun scenario.The German player has to be on the ball and stay away from their left flank to avoid being roasted.

    Meanwhile, back in Bobruisk,USSR in DASL A6, Breakout,
    I took on Dave and Blair. Between their fine play and a couple of turns of terrible
    DRs I got my ass handed to me. There was much whining!.I managed to miss every MC save one and missed every attack .$#@@^& dice. But those are the breaks. ROAR has Breakout at 35-19 or so. Not a dog but definitely a scenario where the German needs the balance.In this case, having the Russian player set up first, as opposed to simultaneous set up.Regardless of the outcome it was fun and works out well for a 3 person scenario. We broke for lunch at The Hat , naturally ,gorged on meat and returned to finish our games. As Dave mentioned in his AAR we had a guest happen by and hope to see him[Josh] in the future. Saturday was another great day for SOCALASL.Hope to see you soon.

    Eric V

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