Thursday, December 31, 2009
Aldie, at Boardgamegeek, has posted the Top 100s in all sorts of categories. And I'm on a couple of them!
For Files, I have three entries: Dominion Horizontal Card Box Dividers, Command and Colors: Ancients Combat Reference, and Fields of Fire CC Play Aid. I was a busy beaver.
Even better, in the Session Reports I have six entries! They are for A Most Dangerous Time, Napoleon's Triumph, Unhappy King Charles, Memoir '44 - Hedgerow Hell, and the two ASL sessions posted here on this blog. Woot!
I have no shame in tooting my own horn, those things took a lot of time and effort. Thanks to everyone who thumbed me and I look forward to telling more fun stories of my games on the blog and the 'geek in the new year!
Dominion - http://www.boardgamegeek.com/filepage/45908
CC Ancients - http://www.boardgamegeek.com/filepage/40962
Fields of Fire - http://www.boardgamegeek.com/filepage/39295
ASL D1 -
ASL U15 -
Sunday, December 27, 2009
Thursday, December 24, 2009
Wednesday, December 23, 2009
As we headed into turn 4-5 of 7.5, it appeared that it was still anyone's game. To recap, I had funnelled Andy's forces into the centre of the board with tough flank defenses. On the Polish left, some of the SS were even being held up by a couple of Polish infantry squads.
In addition, I was hoofing my forces into the middle to meet the deluge. The MMG and 9-2 leader on the left was effectively preventing anyone from using that side of the board's routes to escape. On the right, I had squads CXing in to block the roads out of town.
Of course, Andy's goosesteppers were having none of that. They had an easy time piercing my frontal screen (am I being dumb by leaving half-squads out there to die?). Andy even broke out the rarely seen Trailbreak counter when his surviving PzI crashed the thin line of woods outside the village.
Hoping to surprise him, I let the PzI get within a good range of the squad with the ATR in the two storey building but their shots either ran wide or merely SHOCKED the tank. In turn Andy was having his Panzer lay smoke about to cover his fast advancing infantry.
Everyone was converging on the tall building (point B) where I had a squad and my "hidden" artillery phone/forward observer. Would the OBA they were calling down right on top of their position make a difference?!As lucky as I was early in the game, the dice started to right themselves. As a very large stack of German infantry climbed the stairwell into the building (my men were pinned by a stack in the front who took grievous casualties), the spotting rounds from my OBA started going everywhere but where I wanted... The result was that there was going to be some very nasty point blank shooting in the building...
True to form, the OBA veered off considerably, impacting harmlessly on the near board edge. Also true to form was the SS. As they took my troops in 2N1 they invoked No Quarter and gunned down the Polish prisoners with glee and abandon. Would the war crime be avenged?
Things were getting grim. Despite an SS 9-2 leader eating a sniper's bullet the PzI was running roughshod in the rear. In fact, it did an Overrun on one of my reinforcing squads from the right flank. One snake-eyes later (that's a 2KIA for you guys keeping score at home) the squad was promptly turned into fruit salad and the PzI turned around in the hex and came back to clear the foxholes around 3N7. If anyone has ever played Command and Conquer, the real-time strategy game on PC, you'll recall the tanks and harvesters who squished infantry to gruesome effect -- that was basically what the German armour did to my hapless Polish this turn. I won't lie... I laughed.
Sunday, December 20, 2009
Saturday, December 19, 2009
Thursday, December 17, 2009
I love maps.
And this one too for river lovers:
And this if you don't understand the new system:
Wednesday, December 16, 2009
Hmmm, a quick flip through the scenario binder shows nothing... S30 Ripples on the Pond is part of Operation Queen that was just before the Bulge... but that's it.
Anyone know of any ASLSK scenarios set during the Battle of the Bulge? Or should I just dig out FAB: Bulge or SCS Bastogne?
Tuesday, December 15, 2009
INTRO & SET-UP
It was a brisk day on the 6th of September, 1939, when the leading elements of the Leibstandarte SS Adolf Hitler Regiment threatened to cross the Warta River and encircle the elite Polish 10th Infantry Division in the opening battles of what would become WWII.
Likewise it was a crisp winter day a couple of weeks back when Andy and I hooked up once again at TABSCon to play ASL scenario U15 - Battle for the Warta Line and reenact this interesting firefight. I had been out of ASL for a few months since my last VASLeague game, busy with real life and was raring for some action.
Jonesing for a go with Allied Minors, Andy picked this scenario from the recent Turning the Tide pack from MMP. It's a pack that updates 20 old school Squad Leader-era scenarios to the ASL system and are ostensibly "classics". Long story short: it was F-U-N.
As mentioned U15 pits the fledgling Leibstandarte SS Adolf Hitler Regiment against the dug-in bits of the Polish elite 10th Infantry Division. I was the latter and within minutes of getting out of car, putting together a sick defensive set-up that would have the nascent SS goosesteppers twisting on barbed wire... or so I hoped. It was just my second full ASL game ever and I think I acquitted myself well.Above is a VASL screenshot of the boards. Right is NORTH, down is the Polish (EAST) side which I had to prevent 16VPs of Germans from exiting. VPs were standard 1 per half-squad equivalent, 1 per leader +1 per negative mod, but no VPs for vehicles and crews. Upon a quick survey of the board it seemed like the best way, in my mind, to slow down the Germans and give them the roughest time was to funnel them into the "village" on the eastern board, anchoring the flanks with oodles of barbed wire and foxhole fortifications I was given on the OB. On top of that, I had a few interesting toys to set-up too: an artillery phone (OBA!), and a 1+3+5 pillbox.
What's that you say? Second game and the scrub is already dabbling in the arcane arts of OBA? It's easy, when you have your more experienced opponent do all the work! Hehe.
So, given a few minutes to figure out what foxholes and barbed wire were (and finding a notebook to write down HIP stuff -- the leader with phone especially) I came up with this layout, again, recreated from my crappy blurry photo in VASL:
The dark brown squares are the foxhole locations which would be HIP. The pillbox I placed on the extreme right behind barbed wire (white squares) with overwatch over a quarter of the boardspace. No doubt some more experienced player is choking in laughter at me now -- and after the game Andy suggested that the pillbox should have gone on a hill with CA of even more area. My thinking at the time was that the pillbox would threaten the easiest approaches of the German vehicles -- TWO Panzer IBs (oooh scary) -- and I would actually distribute the majority of my ATRs amongst the other infantry scattering the map. I chose a modified reverse slope defense. Most of my men would be in smaller half-squads delaying the enemy and trying to run back to the first line of defense on the eastern board.
Much of the barbed wire was meant to prevent end runs by Andy's infantry and funnel them into a more concentrated bunch where I could inflict grievous harm with my OBA. I had no illusions though; no plan survives contact with the enemy, or the dice in ASL!
Below is a VASL recreation of the set-up from the blurry photo I took. I blame the insufficient pre-game coffee!
Below is a detail of the set-up on the left flank. Of note is point A where I threw my best leader, a 9-2 with an MMG and full squad in a foxhole behind barbed wire and on high ground. Note that most of my squads were dispersed as an anti-OBA measure. I also reasoned that should Andy choose a flank to hit, this would have been the side as the opposite flank had the more menacing pillbox.
I think I put two ? counters with a half-squad in the uppermost middle stack -- my one really diversionary stack. Andy couldn't discount there being two squads or a squad and a nasty SW in it. Did it work? I'll let Andy answer that one...
At point B I put the HIPed 8-0 leader with the arty phone. Note my inexperience here in forgetting/not knowing about the second floor placement of the squad. Stacked with him was a single squad and ATR. Again, I was hinting at an MMG here but wanted to surprise Andy with an ATR, which I felt he would lead with.
On the right flank you can see point C, where I placed my main point of defense in the middle front of the village. In a foxhole was my second best leader (9-1) and two squads (one?) and an MMG under a concealment counter.
Point D was the pillbox. There I put two squads, my last leader and another ATR. (Yes, early in the game Andy told me that was illegal and one squad popped out!)
The very earliest turns were a bit slow, as most scenarios are, as we sorted out how to OBA and Andy contemplated my bizarre defense. HA! On the left flank, I saw some of the SS infantry try to flush out and determine what exactly they were facing under the ? markers. (? are basically concealment markers, one of the key differences in full ASL from ASLSK, bypass and SAN being the other two.)
My plan here was to hold up the German hordes for a turn or more (if I was lucky) and retreat anything I could to another defensive line. For the left side, I was hoping to delay and harrass in the midst of the woods, especially under concealment.
Luck did favour me greatly in the beginning... Andy's first OBA roll was a 12DR, essentially he broke the radio and his repair dr was a 6. So much for artillery raining down on the Polish. It appeared that the German war machine was still a bit creaky at the start of WWII. What was more, Andy malf'd his PzI's MA (an MG) and that repair dr was also a 6.
Now if you know anything about a game like ASL, being so damned lucky in the beginning usually spelled a severe dicing later on. I won't lie to you, I was very happy about the dice but I knew I was in for it later...
Well, for now, the DRs were Polish-friendly. A German half-squad was vapourised in their MPh on the left making the early boxcar count for the bad guys something like 3 in two half-turns.
In more good news, my OBA hit a small concentration of German squads on the centre-right, on the edge of the open ground. I rolled a 3DR for a 2KIA and it seemed I could do no wrong.
By turn 2-3, the Germans were pushing hard on the middle towards point B and my OBA phone (I am amazed at how much I had to keep secret from Andy -- but here I flat out asked him what I could do with the second floor observer...). As he kept some of the advanced Polish half-squads locked in CC, large stacks and his other PzI were advancing steadily.
I may have surprised Andy with the ATR in the building and his PzI was vulnerable for a crucial turn but my men were unable to find the range and their shots were wide... You may scoff at a lowly PzI, but to quote a famous axiom, "In the land of the blind, the one-eyed man is king". The PzI was that one-eyed man, jumping the line and causing havoc with my troops shifting from the right flank to try and stop the flood in the middle.
It would NOT be pretty...
Sunday, December 13, 2009
Well, it only took a year but she broke down the other day and said she wouldn't mind learning it. We tried to get a game going in November but failed -- thanks kids! -- but got in a couple of sessions this past weekend in S1 Retaking Vierville. Long story short, I gave her the American paratroopers and balance and it came down to the last turn as usual in this great scenario. [If you want to see my first AAR from this scenario click here.]
On turn 5, in my last half-turn, I made a run into the village and was hit by THREE DRs of 3. Let's just say I became quite proficient with the upper row of the IFT. It came down eventually to a CC in one of the last victory hexes where three burly paratrooper MMCs pounded the snot out of my one 9-1 leader and elite half-squad. Was it fun? Dude, I played ASL with my wife! Hell yes!
Anyways, it's been just over a year playing this awesome game called ASL and I've got a lot to reflect on. Here's a list of fun things:
- I've played about 20 SK scenarios now. Enough that playing S1 again was almost bizarrely easy. I miss my support weapons and vehicles!
- I've played just 2 full ASL games (with Andy) and it's been great. Not at all do I feel like I'm in over my head. So, for me at least, SK was a great way to dip my toe in the waters of full ASL.
- I have a LOT of ASL stuff.
- I have met and befriended a LOT of people through this game.
- I cannot wait to see where I am next year with more ASL and wargaming under my belt.
It's been a fun year. For those following along, I hope it's been good to you too. More AARs soon!
Monday, December 7, 2009
Friday, December 4, 2009
Wednesday, December 2, 2009
Friday, November 27, 2009
You've got Action Pack 4 and 5, along with Valor of the Guards and Special Operations #1 (it's got a couple of ASLSK scenarios and some great content for other MMP games).
Of the other games I have and LOVE Stalingrad Pocket II, Warriors of God and Storm over Stalingrad. I don't have the other SCS titles but if they are as good as the rest in the series you might want to add them to your cart!
Oh, and Happy Thanksgiving to our American friends!
Tuesday, November 10, 2009
Between the crosses row on row,
That mark our place; and in the sky
The larks, still bravely singing, fly
Scarce heard amid the guns below.
We are the Dead. Short days ago
We lived, felt dawn, saw sunset glow,
Loved and were loved, and now we lie
In Flanders fields.
Take up our quarrel with the foe:
To you from failing hands we throw
The torch; be yours to hold it high.
If ye break faith with us who die
We shall not sleep, though poppies grow
In Flanders fields.
In Flanders Fields
By: Lieutenant Colonel John McCrae (1872-1918)
Monday, October 19, 2009
The good news, I think, is that ASLSK is getting much love from MMP. Awesome!
ADDENDUM - Back at home, here's some more stuff for you too lazy to get to CSW:
The HOT Box Cover (by Niko Escubi):
Cost is US$10 plus shipping.
Included is THREE scenarios for ASLSK1 level only and one SK-map, a new one, "P". Design credits according to Brian Youse (http://talk.consimworld.com/WebXemail@example.comJCnS0.10713617@.ee6d502/76455):
I did Clearing Carentan, Chas Argent and I did One More Hedgerow, Ken Dunn did Sink's Encouragement. Ken and I created the map, Charlie Kibler painted it.
Order page is here: http://www.multimanpublishing.com/ASL/prodbp1.php
Tuesday, October 6, 2009
Monday, September 28, 2009
Friday, September 11, 2009
Thursday, September 3, 2009
ADDENDUM: Chas Argent has posted what this might look like here: http://talk.consimworld.com/WebX?14@366.M3g4aKU5d3d.722@.ee6b46b/39375 COOL!!!
Monday, August 31, 2009
Complete AAR to follow but I just wanted to mention that once again, my game was a super-positive experience. I have yet, knock on wood, to play anyone who wasn't a good sport.
Also, Martijn and I drew quite an audience. Kudos to Lorenzo and ChrisNL who were another set of eyes for us for rules oversights. Again, the ASL community seems to be quite awesome.
Sunday, August 30, 2009
p.s. Thanks to MartijnV, my opponent for a tough, tough game so far. One other thing, does anyone have a good method of recording and transmitting HIP-status Guns to opponents in VASL? The problem being that my encrypted files to Martijn were not able to be opened by him (they are vanilla Microsoft Word 2007 files). Ease of use and infalliability a plus!
Sunday, August 23, 2009
Here's what he says about the update:
I have uploaded a major update to the Desperation Morale Website's World of ASL Compendium, adding the more than 20 ASL related products that have come out between May-August 2009, including the longest review of an ASL product in the compendium, of the travesty "One Wild Ride."
Saturday, August 15, 2009
Thanks to Luke (rindu!) who posted in the last comments page:
Dude, I just remembered something. Some links for your learning ASL roll. About a year before the Richfam tutorials came out, ekted from BGG wrote two blog posts, outlining the basics of SK. They were way helpful to me, and he's a cool guy!
Check 'em out!
Wednesday, August 12, 2009
Thursday, August 6, 2009
Thanks to Winters and Andy -- my opponent from the day before my VASLeague session -- I learned that aggression is important in these sorts of scenarios where you are attacking entrenched defenders. Though to be perfectly honest, the German troops here are hardly "entrenched" per se, but still elite. So a hearty thanks goes out to Andy for teaching me that pussyfooting around when you need to take an objective is stupid. (See D1 AAR!)
Below is a screenshot of the set-up. Due to SSR, the grain fields are impassable flooded fields that do not block line of sight. This was historical reality in Normandy as German troops tried to narrow the approaches to key locations. There is one other minor terrain transformation (and I'm still a little hazy on why it was necessary -- was it just to give more breathing room to the entering US Airborne?) in that hex CC6 is considered Open Ground*. The final SSR of note is that starting on Turn 4, German squads could start pulling out of the town and concurrently raise the VP locations required to be taken on a one-squad to one-building basis.
Essentially, the 101st Airborne have to charge into the town and capture/control at least 6+ buildings by game's end. They have one squad almost to the crossroads with a leader, one squad starting their run and five off board raring to go. Opposing them at first are a couple of German elites with LMGs and leaders. Four more squads come in on turn one from the south (left side of the board) with leaders, MGs, and a DC.
The plan was simple. Charge!
* - Talloaf has explained this terrain SSR: the SSR says "woods mass" so it's the whole bloody woods! You can now run to the top of the map (west!). Don't do it coward!