Showing posts with label VASL. Show all posts
Showing posts with label VASL. Show all posts

Tuesday, February 2, 2010

S6 - The fat lady has sung!

It's over and it wasn't pretty! More details later this week as I write up an AAR. Mr. Kastel schooled me and the dice did not feel like disputing it. Regardless, another fun game of ASLSK with another great competitor. I'm a bit rusty on the rules for the long layoff and I relearned a lot of stuff.

Here's another gem:

Self-rallies are 3.1e and proceed before Unit rallies (leader-led) which are 3.1f. A nice subtle difference but something to keep in mind if you're playing competitively.

Overall I'd say that S6 - Released from the East is another good, solid scenario from ASLSK1.

Sunday, January 31, 2010

SK VASLeague 2010 - Round One GO!

Just wrapped up a great first session (first two turns) with Mr. Larry Kastel in our SK VASLeague Round 1 matchup. There be German SS roaming about here. It's turning out to be quite the bloodbath all around.

As always, I'm learning something new in this game. First, SK3 level errata has been added somewhere along the line that states:

SK3 3.3: "Units enter from off board - either at the start of a scenario or as reinforcements - as directed by the scenario card, including turn and location of entry. Units are set up offboard along the specified edge(s) of the map at the start of their RPh in the player turn of entry.They may not perform any action while offboard except move during the MPh per normal Open Ground movement costs. They must enterduring the MPh or APh of their turn of entry or be eliminated. Roads are considered to extend off board for purposes of road bonus."
Soooooo... basically I and my opponents have being doing this all wrong for a year (ha!). Reinforcements must basically set-up in "virtual hexes" just offboard before entering during the MPh or APh. There you go, more stuff you didn't know...

Tuesday, December 15, 2009

U15 AAR - Battle for the Warta Line Part I

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.


U15 - Heavy early war action!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!)


EARLY TURNS

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...

Monday, August 31, 2009

S15 AAR - The long story short...

It wasn't pretty. MartijnV, my opponent, took me apart quite skillfully to make it to the VASLeague Final.

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.

Wednesday, August 12, 2009

S19 - Terrain Transformation

S19 - Purple Heart Lane with a few terrain transformations in my paint editor. This is what Carentan should look like in the scenario.

Thursday, August 6, 2009

VASLeague Round 3 - AAR - Purple Heart Lane

GET UP!!! Remember this scene from Band of Brothers? When Winters had to get the paratroops out of the ditches and charge the MGs set-up by Fallschimjagers in the sleepy little French town of Carentan, before they were cut to ribbons? That heart-stopping moment is the focus of ASLSK S19 - Purple Heart Lane. (This scenario is available at MMP's website here.) This is the AAR for my VASLeague Round Three game of that scenario with BryanS (as the Germans). It definitely lived up to the drama of the television show!

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!

Above is a shot of the board after my first turn, at the start of BryanS' Rally Phase. I've established a fallback position (very very important tactic kids!) at Z8 where I put a leader to rally anyone who broke during the charge up the middle of the intersection. I actually laid some smoke in the wrong position accidentally which slightly hindered my charge but basically allowed me to move about to set-up the Z8 command post. Through sheer weight of numbers (BryanS simply didn't have enough squads to fire at me) I got close enough to ambush the building in W6 despite the tenacious defense. Buildings controlled after one turn: 1.

The Z8 hex turned out to be an excellent position to prep fire from and fix the enemy in the first set of buildings. Twenty-one leader-led-FP is nothing to sneeze at.

BryanS spent his turn deploying his reinforcements around the main set of buildings, probably with an eye to trying to hold out as long as possible before bugging out to increase the victory threshold. His advance forces were basically down to a single leader who continuously survived multiple point blank shots and wounds to limp away.

Above is the board disposition after two full turns. The 101st have taken the two outlying buildings and another to the west (top). That top squad would perform a sweep around the right flank and doubletime to secure the other buildings on the fringe of the town.

If it ain't broke, don't fix it. Aggression proved the better part of valour and I charged again, carefully, with single units, trying to find cracks and seams in the defensive fire. The key is to use the terrain as much as possible. I conciously also tried to "fix" defenders with the non-moving elements of my forces.

The shot above is Allied Turn 3, just after Movement. Note the residual laid down. In probably the most critical DF shot of game, BryanS had the misfortune to roll boxcars -- if I'm remembering right it either allowed my guys to sidle right up to him in the main buildings or was a FPF shot breaking his men or both. And again, if I remember correctly, I annihilated his men in another round of CC.

On, as it would turn out, the last turn of the game, BryanS had one last ace up his sleeve in a DC-toting squad next to my megastack of Airborne. He attempted to operably place the DC and in my DF I rolled five-hojillion point-blank-fire snakes, or the equivalent. His squad was vapourized and he conceded.

Red Stars are controlled buildings
Doing the math, by the half-way point of the game I already had my required six buildings with few casualties while inflicting some grievous damage. There was no way Bryan could disengage without taking more hits and even if he did, I had more than enough manpower to capture the additional buildings to make up for it.

It was a ridiculously successful assault borne of massive aggression. Part of it was evoked by the memories of the Band of Brothers show and part of it was the game I had had with Andy the previous day. In retrospect, this scenario (by Brian Youse, head honcho of MMP) really captured the "feel" of combat in Normandy. I actually tried and succeeded in the use of fire and manuever.

I think I've heard this somewhere, not sure of the source, but there are wrong answers, but there are never any wrong questions -- in essence, my forces asked too many questions of BryanS' and I won a hard fought victory.

Thanks to Mr. Youse for a fun scenario. Thanks to BryanS for being a great opponent and gracious in defeat. As per usual, my VASLeague opponent was a gentleman. Thank you to anyone reading out there. Sorry I haven't been on in a bit but I've been enjoying the sun -- yes, the scrub does go outside!

Roll low!

p.s. next VASLeague opponent and I are playing S15 - Hammer to the Teeth!




* - 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!

Wednesday, May 6, 2009

VASLeague Round 2 - AAR Part 4

[Four parts?! How self-indulgent!]

Axis Turn Five


My half of the fifth turn was quiet as I waited for the inevitable counterattack from the remaining Russian squads their reinforcements. Lady Luck was still on my side however. The first-line reinforcement squad armed with the LMG was vapourized by yet another very low roll by yours truly in hex T3. And of course, the Commissar offed another hapless conscript half-squad when they failed their miserably low MC.

In the MPh I even brought in my HMG stack from M5 to O5...

Allies Turn 5

Paul was massing one last big push into the Bread Factory from the east. The question was whether he could mosey around the inevitable blasting from my stacks o' death.

In the interest of brevity and following the axiom of "a picture is worth a thousand words", here is the answer to that question:

OUCH! -- The Wall of Lead

They couldn't make it past the Wall of Lead. Stacks were blasting from O5, P5, R5 and the Bread Factory itself. It was a brave charge that ended in tragedy. Turn Six saw some little bit of maneuvering (one stack approached the Russians directly and the HMG stack went to good ol' N3).

On the final Allied turn the rally checks for the last couple of squads failed and that was that. Appropriately, I guess, the Commissar was the last to shoot in this meeting engagement around the Red Barricades' Bread Factory #2.

S18 Baking Bread - End of Game

Here's a final shot of the map at the end of the scenario. The last of the Russian forces huddled up in R1, their AT Gun still sitting alone in R5, and a ton of their discarded support weapons littering the field of battle.

For the Germans, the MVP was Sgt. Esser himself who, after watching his stack get blasted away, picked up an LMG and voluntarily forfeited his leadership modifier for the rest of the game -- who says there's no "Berserk" in ASLSK?





Notes from the Rubble

1. Once again, I'd like to thank LTC Paul for being such a good sport. In retrospect, I think he was a good guy for trying to the very last in the face of such long odds. He definitely passed his PMC.

2. I really, really, like S18. The more I think about it, the more I like the densely urban scenarios a la Stalingrad.

3. I think this was my very first scenario with a Gun. I wasn't too worried about it; AFVs are moving Guns after all... I think Paul did a fine job with the HIP -- perhaps he could have rotated the CA once counter-clockwise? But how would he know that I wouldn't be charging Esser on a route north?

4. A Commissar really changes the rally calculations. I'd say Paul was unlucky for the most part early, but seriously, no halfway decent squad should be failing the rally checks?

5. Gun crews self-rally?! Oh crap!

6. My counter discipline is a LOT better. My language about doing things is not as precise as it needs to be. You must always be very clear in what you intend to do, and with whom or what you intend to do it with.

Example: In the early game I prepped or DFed a line of squads in big FG. Later on, I added anothe squad into the stack in the group. When I DFed again later I said "same guys" doing the DF. Well, when I was placing the Fired markers I discovered I had neglected to mention that new squad and Paul and I had to judge what to do. Had I intended to fire with them or was I holding them back...? The answer was honestly in between... I intended neither but as a courtesy I should have been more precise in my language with Paul and explicitly said what I was NOT firing with I guess. I was a LOT more precise after that. You have to be if you're in a competitive situation -- amongst friends it's a different story.

7. HMGS still rock.

8. Seeing as I hadn't played an ASL game in anger since the last VASLeague round I was a bit rusty at first but I really had no problem getting right back into the swing of things by game's end. I was almost taking a "mini-break" from the game. There's no question it's still in the top echelon of games I've ever enjoyed and this match really reinforced that. I may dabble in Memoir '44 or SCS or Ancients or whatever but I think that ASL is still in that sweetspot of complexity, scale, and sheer nervous excitement over every single die roll.


On to Round Three!


Tuesday, May 5, 2009

VASLeague Round 2 - AAR Part 3

Axis Turn Two - Start of the RPh

The Axis second turn was quite eventful. Scratch that -- every turn was eventful -- that's why I love ASL goshdarnit.

As would be the case for much of the match, Prep Fire on units in buildings was pretty fruitless. Esser's trimmed down stack and his personal LMG did nothing to the units holding the Bread Factory proper.

Little would happen until my Movement Phase when things started to develop. I pushed my 7-0 stack to the R-column of buildings south of the AT Gun and followed up with an advancing line of 4-6-7s onto the P-column. Seeing the danger Paul swivelled his Gun CA to O5/O6 where he could still keep N3 under fire and address the German first-liners threatening him directly. His TH roll was ineffective.


In DFPh, the Russians firegrouped the squads and MGs in the Bread Factory on Esser in N3 and promptly rolled boxcars -- malfing the MMG by random selection. Esser was earning his nickname of Sgt. Luckypants McRabbitfoot. The dice gods evidently favoured me this night because my 12FP+3 shot in the AFPh on the 9-1 stack of broken Russians promptly snaked for a double CR result. Maybe I should have been calling myself McRabbitfoot.

I recall now that Paul and I, at the end of the session, remarked that the dice in the game were weirdly all over the place. The funny thing was that under the VASL Analyzer at aslscenarioarchive.com we averaged close to 7 on our DRs.


Axis Turn Two - DFPh

As we pressed to the Advance Phase I thought I was sitting very pretty. Though the Russians still held the Bread Factory I had maneuvered a nice assault force into a kind of right hook envelopment. I was making inroads on the Factory and the Gun was just not doing its part. Of course, I suddenly realized that I hadn't yet moved my reinforcements onto the board. Paul quickly checked the rulebook and told me I had only a one turn window to move OR advance them onto the board... whew... I advanced them to L5 to support another base of fire with the HMG closer to the Factory. DON'T FORGET YOUR REINFORCEMENTS KIDS!


Allies Turn 3 - Start of RPh (I think!)

The Allied half of the second turn was full of close calls. Yet another conscript unit fell to the wrath of the Commissar and Prep Firing across the streets yielded scary shots but no effect in the end. Of note was a German firegroup rolling snakes (cowering!) and their targets passing nasty 2MCs.

Though I was able to break the Gun crew (twice in the game too), it was becoming pretty clear to me that I wasn't going to attrit the Russians fast enough this way and I'd better be pushing men into the Factory soon... To make sure I got the message the fresh Russian reinforcements moved onto the board (Paul is not as dumb as I) from the east mapedge. The only thing that made me a little less stressed was the quality of the reinforcements. They were mostly crummy 4-2-6 conscript MMCs who I really could ignore for a half-turn or so til they brought their FP to bear.


Axis Turn Four

Here's how things looked around the start of turn four. We had called it a night after turn three and another 2+ hour session. When we reconvened I was ready to start "The Push"...


Axis Turn Four - MPh

I think that screenshot above says it all. It was masterfully executed if I do say so myself... or at least the Prep Fire finally broke both Bread Factory stacks... Cue the Elite squad with DC hanging out with Esser in N3... The 30 FP DC attack CRed two squads in that stack and the rout was on.

I'm not quite sure what happened in this turn to cause it but I think Paul was a little flustered from the advance when he shot from R1 to P2 before I had taken the hex. Luckily he missed (and really, I wasn't going to make it stand if it did) and we had our quote of the match.


Allies Turn 4 - Start of the RPh

This is the incredibly ugly situation facing Paul at the start of his turn. In (A) I had taken the Bread Factory with Esser and another stack in P2 and P3. At (B), my reinforced HMG stack with 9-2 was looming over the scene. Both (C) and (D) held stacks of 4-6-7s and LMGs, only differing in leadership. The latter two stacks were now turning the tables on the Russians, covering every close approach to the Bread Factory and near enough to support if things even got close to CC. Every Russian squad of note in the area was DM and low crawling away or a turn away and conscripts. The Commissar wasn't going to win this himself... I was in a very strong position but ASL is such a nailbiting game I was far from overconfidence. The victory condition was both Bread Factory hexes and I could easily foresee some last turn CC win by the Russians ruining my plans...


Next up, the conclusion!

Monday, May 4, 2009

VASLeague Round 2 - AAR Part 2

Axis Turn 1 - DFPh

With just around 2 weeks to go 'til the deadline, Paul and I set-up and played turn one. It was a two and a half hour session: grueling and nervewracking.

My number one concern was the MMG and squad in P3. They were (1) elite, (2) armed with a nasty SW, (3) occupying a victory hex with a full field of fire on my incoming troops. The very first roll of the game was my Prep Fire from Sgt. Esser's group into that building for a 16FP + 2 shot.... If they failed to break the target there'd be some nasty retaliation. The final DR was an 8 for a 1MC and whew! I broke the unit. No MMG return fire (for now) and I started drawing up plans to advance on the factory. My first gamble of the game.

I moved a nice kill stack with a HMG and 9-2 leader to L5, advancing them to M5 later. This stack proved to be a nasty piece of work, mowing down units the entire game. I've said it before and I'll say it again... HMGs are awesome. That 7FP and 3 ROF for the German version is, in the words of my students, "sick".

After pushing a bunch of 4-6-7s into buildings across the street south of the factory I played a few nervous smoke games farther down with stacks of my slighty better troops, led by a 7-0. They were to roll up the left flank of the Russians in the south with the intent of getting some better sightlines to the factory itself -- and hopefully, trip over the HIP gun.

As luck would have it, Sgt. Esser's large stack in the N3 building was way too juicy a target. Paul unHIPed and laid into Esser's stack. The Gun turned out to be in R5 zeroed in on the N3 building. The Gun hit and a MMC broke. For the next couple of turns, the 45L Gun laid waste to the hex and was waxing squads up and down. But Sgt. Esser passed every MC and even picked up a dropped LMG later to wield it himself.

The only other thing I noted early was the nice defensive set-up in the north. The Commissar waited in R2 for the inevitable routing squads where he could easily rally them...


Allies Turn 1 - Start of the RPh

Of course, we went to the second half of the first turn where the Commissar promptly claimed his first victim. He ELRed the broken Russian squad when they refused to listen to his wonderful rhetoric. My "elite" Germans did no better in N3, refusing to budge under Sgt. Esser's tender ministrations. Ah well.

Prep Fire was both "hit and miss". (In fact, if there's a general lesson that has to be made known to new players it is this: Don't depend on Prep Fire!) Paul's squad in O7 took a PB shot at my 7-0 and three squad stack and missed. Whew again from me. Then his whole line in the neighbourhood started shooting across the street -- no effect! But his newly unveiled Gun popped a few rounds (thanks ROF!) and literally popped the head off a unit (thanks Critical Hit!) and broke the other squad. Esser was left, again, with a bunch of headless corpses under his command.

Allies Turn 1 - MPh

I think Paul sought, immediately to take advantage of Esser's very precarious position. He moved in two different squads from his immediate reserves to try and CC N3 (I think -- Paul's offered to write up an AAR from his side and I'll post it when he's finished it). Alas, I had a leader-led (9-2) HMG in M5 with LOS to N2 and O3, both hexes he would need to get to if he wanted to advance into N3 and take out Esser.

In both instances the HMG (and supporting squad at first) chewed up the Russian advance. I kept a LOT of rate. Now, my memory of this is hazy as I didn't pay attention to it at the time but Paul mentioned it later when we convened for Turn Two onwards -- Defensive First Fire where you keep ROF in your SW is not carte blanche to keep blasting away -- the key limiter is the MF expended to get to the hex. So, in at least two instances, I think, I kept ROF and fired a second/subsequent time on the same squad moving into the open ground hexes of N2 and O3. Having expended only 1MF to get to the hex I was allowed only ONE shot. Was this game changing? I'm not sure. I do recall that both squads who tried this ended up very dead. I apologized to Paul, I think some of my enthusiasm with the HMG might have "jedi mind tricked" him... To be fair we were both tired from the long turn and it was a Sunday night before a work day (and I certainly didn't do it on purpose!).

Regardless, in the end Paul couldn't get his guys into CC with Esser in N3. He would maintain a bastion of German fire from that building until his advance midgame.

The rest of the turn saw my 7-0 stack rout the guys next door in DFPh and my HMG, still maintaining ROF rout the other squads on the O-line buildings. Things were starting to get ugly...

Axis Turn Two - Start of RPh

We concluded the session by doing Turn Two's Rally Phase -- we'd know what we had going into the next turn and would have time to think about it. Here you can see that the routed O-line squads were backed up with the 9-1 into hex P5. The squad in R3 had run up into the Bread Factory and taken up the MMG left behind by the others. While the Gun was still threatening N3 with a nasty -2 acquisition counter my guys on the M-line and the 7-0 stack in O8 were making noises on the Russian flanks.

It was turning out to be a very interesting game...

Sunday, May 3, 2009

VASLeague Round 2 - AAR Part 1


Welcome to Part One of the VASLeague Round 2 AAR I'm writing. At least I'm pretty sure it's going to be more than one part given that all my other AARs are. Let's get to it!


My second round opponent was LTC Paul who is a reservist in the United States and has a PhD to boot. Given that we were in the same time zone I thought it would be a breeze to hook up and finish the match. Alas, it wasn't until last Wednesday when we were finally able to conclude things due to a protracted game of computer tag. I'm just glad that we had the two months to be able to play. When real life rears its ugly head wargames get shoved in the corner.


We decided on S18 - Baking Bread (available originally in MMP's Operations magazine but now downloadable here). Baking Bread is an allusion to the tense firefight for Bread Factory #2 (those crazy Soviet names!) during the battle of Stalingrad in October of 1942. The scenario was adaptable, presumably, from Red Barricades, the HASL module that many consider the best ASL experience, bar none.


Compared to the other ASLSK scenario set in Stalingrad (S2 War of the Rats), Baking Bread is a claustrophobic, dense, urban nightmare. Scenario rules make all non-building terrain "Rubble" -- that is, chunky +3 TEM, 3 MF piles of broken stuff representing the detritus of intense urban street fighting. No nice trees and orchards here. VASL was able to show this with Rubble counters over the affected hexes (see pic above). Other than an ambush modifier for Russian squads (probably representing their inherent fanaticism in defense of their once-lovely city) the scenario also gives ASLSK players their first glimpse at the Soviet Commissar leader.


The Commissar, for those who don't know their Russian history, was a very nice fellow who followed the rank and file troops around and thanks to Stalin's visionary leadership shared command of the units with the military officer. He really was a useless adjutant except that he had the authority to perform summary executions for the political good. In ASL, this means the 6+1 leader is really a 10-0 fanatic who, thanks to his scary powers, rallies broken squads with ease. The problem being that he ELRs then Casualty Reduces anyone who fails to toe the party line. Like I said, very fun at "parties". Haha.


Here's a shot of the map with some crazy markings on it. At first I was quite surprised at the size. It's a fraction of a full map, condensing a lot of urban terrain in one. If War of the Rats was anything to go by, this map with MORE units and a Gun would be quite unpleasant.

According to the historical notes, Sgt. Esser, observing the carnage around him charged his small band of Wehrmacht soldiers into the Bread Factory (marked by "V" overlays on the map). This is represented by the open blue arrow from the top left. Esser's band sets up in sight of the Bread Factory filled with Russian troops and back up by the "X" where the commissar is polishing his pistol.

Another small group of squads is in the buildings below, making the crossing into the street a (hopefully) fatal activity.

Given that I had only six turns as the Germans to take and hold the two victory hexes I couldn't be dawdling. My plan was to sweep the reinforcements from the left edge through the streets below and threaten the units on top in an aggressive advance. A subsequent reinforcement on turn 2 would support whatever position needed it. For the Russians, they would receive a mediocre stack of conscripts from the right edge on turn 3. I felt confident that they wouldn't be much of a threat if I took the factory asap.

The main problem? The Russians had a 45L anti-tank gun HIPped (hidden-initial-placement). Paul was honourable enough to email me an encrypted Word file with the Gun's HIP and CA -- to be shared when he unleashed hell on my troops. Neat eh? Not to spoil things but I gave him such a juicy target on the first turn he was blasting away with it immediately from the position marked with a "?". The Gun had Q5 and R4 in a covered arc.

Here's the first turn, set-up and ready to go:

[I have no idea what the red ringed halo is...]

The game begins in Part 2 later!


Sunday, April 26, 2009

More from VASLeague 2...

We finally caught each other in a big match of Computer Tag. Tonight we ripped through 2 turns in almost 3 hours.

Highlights?

1. Turns out we may have royally screwed up the HMG last week. Units that expend only 1MF get shot at only once in the MPh. I may have shot more than once with the HMG of Doom last week. It's ok, I think it had ROF once tonight. Damn you dice gods!!!

2. Speaking of dice, the ASL Scenario Archive has an awesome VASL Analyzer. It's at http://davidramsey.no-ip.info/asl/analyser.php and rocks. Now you can definitively prove your dice were crapola. For what it's worth I was averaging 6.3 and opponent was 6.9 (4 snakes and 1 boxcar for me, 1/3 for him) if I remember correctly. I do NOT want to play tomorrow night when I will regress to the mean... if you know what I mean? Haha, I'm funny.

3. Prep Fire has demonstrated to us that it SUCKS in terms of getting people to move out of houses. But I think we knew that.

4. I almost forgot my reinforcements in turn 2. The SK and full ASL has rules for this! Unlike other games (I'm thinking SCS and whatnot) if you do not put the guys on the board on that turn you LOSE THEM! [Check 3.3] Wow, luckily I forgot them in MPh but was able to Advance them in APh. Lucky lucky boy...

5. If you know S18 - Baking Bread, Sgt. Esser, who leads the first squads nearest the "Bread Factory" has now been renamed in our game, Sgt. Luckypants McRabbitfoot. Nothing phases him. NOTHING. Now he has a machine gun...

6. The Commissar ate his first victim today, some schleps from the Ukrainian steppes refused to stop peeing their pants so he perferated them. Nice. His name is Ivan actually. Awesome at parties...

Remember, roll LO....

Sunday, April 19, 2009

VASLeague 2 OR HMGs -- I love them!

It's been a while since I've played some ASL(SK) so I was a bit rusty tonight versus Paul, my opponent in the VASLeague.

Yep, we just started our game in the last 10 days of the two months we had. I laughed -- LAUGHED -- when I heard the VASLeague gave 2 months a round. Now I know why. If it wasn't me then it was my opponent who couldn't scrap together the time. I think that face-to-face play is less likely to be disrupted but for some reason, as soon as ASL moves online all bets are off.

So, we decided at the last moment to play S18 - Baking Bread. (MMP has the map here. ) It's set in my favourite of hotspots, Stalingrad. To make things even crazier, the map is a fraction of the whole in an intense built up area. What is more, special scenario rules put every non-building terrain hex as rubble (+3 TEM, inherent terrain, breaks LOS etc. etc.). So the map is pretty busy. Here's a shot from the middle of the action:

So far it seems pretty even; the balance seems to see-saw between the two of us (I'm German). The HIP Russian gun tore me a new one but my HMG seems to be handled by some German Davey Crockett -- first Allied turn he eliminated two units, CRed a third and, broke two more. That's what I call a severe beating.


Monday, March 30, 2009

The end of VASSAL and MMP? Nah...

Not sure if some of you are aware of this but there was a mini-tempest-in-a-teacup in the past 24 hours or so on ConSimWorld in the MMP folder. First, MMP principal, Brian Youse posted that MMP was suspending VASSAL support for their products. Here's the post. Calm down now, he retracted the company's stance a few hours later here -- much to the relief of many.

Of course there was the usual uproar of geekrage in between -- not without good reason in my opinion. Support for VASSAL and VASL for ASL is critical in some people's eyes to the health of the hobby of ASL and wargaming in general. It's already hard enough to find a face-to-face opponent -- many don't need yet another barrier to entry when it comes to enjoying their games.

Though I can understand the arguments of withdrawing support: MMP must maintain control of their copyright and doesn't want to be supporting electronic versions of their games which are freely distributed etc. etc. -- the way I see it -- and yes, I'm an nothing more than a voice in the wilderness -- VASSAL and the Internet keeps the hobby alive, pure and simple.

A few cogent and well elucidated voices chimed into the discussion. Jay White asked a series of pointed questions to Brian:

1) Are you willing to provide map / counter artwork to a third party so they can make VASSAL modules?

2) If not, are you willing to let customers make their own modules?

3) Are you willing to let individual game designers release VASSAL modules?
i.e. Hans was delivering VASSAL modules for the Gamers series at an alarming rate, and Adam Starkweather said there would be VASSAL modules for his GTS games. Hans seemed to enjoy what he was doing, and I can't see how that would be a drain on MMP's game-designing resources. Which leads me to ask again:

4) What is the reason for the change of heart w.r.t. releasing VASSAL modules, because it can't solely be about draining MMP's workload (based on Hans' enthusiasm..)

5) Are you going to keep existing VASSAL modules online, or will they eventually be removed?


Carl Frederick posted this:

If it's going to be so wonderful, what could possibly be a valid reason for stopping production of Vassal modules in the meantime? From what you're hinting, it's obviously so much better that a handful of Vassal modules produced between now and then can't hurt. This is the part that's got me hacked off. And, I've been in software (and a game buyer) long enough to know that whatever date is being promised on either side won't be kept. And those experiences have made me jaded enough that "trust me it'll be great" causes the exact opposite reaction in me.

Some good questions were asked and some excellent points made. For me personally I see GMT's support of VASSAL versions of their products as a value-add. By far they are the most open company when it comes to making their products available online and it doesn't seem to hurt their popularity or bottomline. I know that GMT will have a VASSAL module of their games so I can either play with others online, set up some quick virtual solo sessions or *gasp* try out their games before I buy them (i.e. I did just this before I bought Manoeuvre).

In the few hours between finding out about losing VASSAL "support" and their rescinding the idea, at least a few posters on CSW were threatening MMP with walking away from pre-orders and closing up their wallets. I admit I was entertaing the same thoughts. Did this flirtation with leaving VASSAL support behind have anything to do with Curt Schilling's newly freed time? Is 38 Studios or Green Monster Games or whatever he's calling it this week doing something with ASL online? All of MMP's products?! Who knows...

I just know this. MMP and wargame companies need VASSAL. Not having a solution to the online issue is ridiculous. Don Greenwood, legendary wargame designer, and head honcho on ASL originally said it best himself, "The Internet saved wargaming." (Listen to his interview on the Point2Point podcast here.)

I'm going to echo Mr. Frederick here but I'm totally on his wavelength... If MMP has an idea in mind that allows them to monetize their IP in VASSAL-like fashion I'm all for it -- just not at the expense of putting an end to all the hard work of their fans who create the VASSAL modules of their games in the meantime. Coming from the world of computer games I've heard the siren song of vaporware more than a few times and the funeral dirges supposedly caused by pirates. As soon as MMP has a workable VASSAL alternative I'd be willing to support it if there was a reasonable cost. I'm sure many of the hobbyists would be more than happy to do so as well.

Tuesday, March 17, 2009

Happy St. Paddy's Day!


Happy St. Patrick's Day everyone!

Just a bit of news: other than a swath of other wargames I've been playing with the missus (she's in love with Commands and Colors: Ancients) I've been doing a bit of solo ASL. I honestly thought the majority of my time in ASL would be solo so I've been a bit spoiled with all the VASSAL and f2f play I've gotten in.

I've been playing S9: Ambitious Assault. It's a scenario that pits Anglo-American troops against a large group of entrenched Italian troops. The latter are NOT elite by any means. I've gone through 4 turns and the screenshot below is the turn just before the British forces come in.

Events of note? The Italians have gone into Close Combat twice with the elite US paratroopers, taking advantage of some over extension, and won every time. So much for the edge in troop quality. Also, the Italians seem to have an easier time with the VC of just having a good order squad within SEVEN hexes of the town centre. Lots of hills on this map. Oh yeah, and the Italians have broken their HMG. Going to be interesting.

Solo play in wargames seems to be a strong tradition amongst us lonely few. I like it for the slow pace and deep thought I can put into the game. Again, I'm enjoyin the journey and not necessarily he destination. "So you lost to yourself again?" friends ask. No, not really, I prefer to think of it as win/win.

Go play some ASL!