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7 Dash for the Bridge

by Rindis on May 25, 2015 at 4:11 pm
Posted In: ASL

My primary reason for asking for a new ASL PBeM game was to get more early scenarios done, so I has specifically asked after scenario 7, “Dash for the Bridge”, from Beyond Valor. A couple people warned of it not being very fun, but DaveH contacted me on GameSquad, willing to give it a go. Neither of us was set on sides, so I did a random roll and took the Germans. Since the record is lopsided, we’d already decided to use the Russian balance.

And… it is an unusual scenario. Two city boards representing Warsaw in September 1944 are set up end-to-end, and the Russians either have to exit three (out of six) tanks off the far end in 11 turns, or get 10 CVP while taking less than twice as much damage as they do. The Germans defend with 8 SS squads, some MGs, a roadblock and two 37mm AT Guns, all HIP, and can’t have more than half their forces on the first (eastern) board (20). The Russians have six 447 squads and six T-70s. And as an extra wrinkle, an SSR allows the Russians to exit a number of vehicles off the north or south edge roads, and make a secret dr. That many turns later, the Russians come back, a number of road entry hexes further west equal to dr. This can result in them having successfully exited while offboard, but if the ‘turn of entry’ is later than the end of the scenario, it doesn’t count. But, the Germans can hold a number squads (or manned Guns) from their opening setup, and modify the secret dr for where they come back (but not when) by one per squad/Gun. The Germans have to keep out a leader for every 2.5 squads/Guns not used, and the Russian balance says that the Germans must sacrifice their best leaders.

Figuring out how to set up the Germans drove me to distraction for a while. Not only do I have to stop the Russians, but I have to deal with the fact that they could end up in my rear at some point. The first thing was the roadblock. The only real chokepoints on these boards are at the board ends, and the far east was out of bounds, and the far west has no proper location for a roadblock. So I put it in 20B5/C5; the only place where there’s one road, and there’s buildings to connect a roadblock to. I wanted some decent long ‘shooting galleries’ for the AT Guns to fire down in the crowded terrain. One went in 21H9 as the final ‘last ditch’ defense: if the Russians re-entered on the last possible road from the south, they’d have to drive through its CA at point blank range, if from the north, they’d go through H1,where I set the Gun’s boresight. If they drove through the H5/H6 traffic circle, I’d probably have had a shot in L7 as well. I eventually put the other Gun in 21FF8, with the boresight in FF2. Other than sending all the tanks offboard, the Russians should have to go through that area sooner or later, and the only real worry was it getting outflanked by an advance along the south edge. Also, a HS was in GG7, who would help push the gun if needed.

In fact, I noticed that the road structure on board 20 naturally flows towards the south as you advance west. So the area near the roadblock turned into the major focus for my resistance, and designed to discourage an advance along the south edge. A forward HS was in V4 (I tended to set up in what woods there are, to aid PF shots), as that was the main avenue of the board, and a squad+LMG with the 8-0 was in N8. The 8-1 was with another squad and the HMG in 20E7h2, with the boresight in J7, as that was nearest cover if he went into the J8-L8 intersection. He could see most of the area, with clear terrain to the south, and with the other group, probably make the Russians decide to go around, to the north. Squads went in 21EE3 and 20A4, to try and surprise the Russians once they did go north. The 7-0 and a squad went in 21EE6 as a final reserve for the main point of resistance. A squad went  in 21X0 to cover the Y1 entry, and would move back to the next couple as needed. One squad and the 9-1 were held offboard to give the re-entry dr a –1.

And if Dave exited off the south edge early (20Y10 or Q10), I could be in a lot of trouble.

To my surprise, Dave organized the radioless T-70s in to three platoons of 2, instead of two of 3, which would make it easy to exit a potentially game-winning force. He probed on a broad front, and only got to the edge of my legal set up area on the first turn.

7-1R
Situation, Turn 1, showing my full setup (all HIP).
↓ Read the rest of this entry…

└ Tags: ASL, Beyond Valor, gaming
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J1 Urban Guerillas

by Rindis on May 24, 2015 at 11:19 am
Posted In: ASL

A little while ago, I advertised for a PBeM ASL game on the GameSquad forums, as has been usual, I got two responses within minutes of each other, and accepted both. The second game has actually (just barely) finished first. After a little discussion with Jeff Buser, I ended up with the attacking Russians in J1 “Urban Guerillas”.

It’s 1945 in Vienna, and the Russians need to take two of three buildings from some tough German opposition (10 SS squads, Pz IV H, Panther, 9-2 AL, 88 AA, and the usual toys) in 6.5 turns with 12 458 squads, with a FT, a couple DC, and three T-34/85s (with a 9-1 AL). On turn 3, five 628s and two IS-2s come in. There’s two wrinkles in this: 1) two of the victory buildings are on the far side of the board 23 canal, and other than the 88, all the Germans must set up on the near side of the canal. 2) The Russian SAN is ‘6’, and on every ‘3’ or ‘4’ sniper roll, the Russians get a Partisan unit (sadly, TI); half the time a HS, one-third a hero, and a one-sixth chance for a 7-0 leader. Also, the Partisans have limited PF use.

Jeff opted to set up as far back as he could, with three HS manning the wall around the first victory building, a “?” on the west flank, and a few more in the east, mostly in the other major building near the victory building. Everything else was on the road next to the canal, obviously ready to cross over to defend the other two buildings. Not having anything immediately in front of me, I mostly set up as far forward as I could with just a HMG firebase in level 2 of 22G6 to try interdict what I could see.

I rushed up through the mixed terrain in front of me, and mostly got into good positions. The general idea was for the main advance to be on the victory building, while a dedicated assault group with a DC, FT and my 9-2 tried to clear 22CC8. This backfired when at the end of my movement, after a lack of any reaction (including concealment stripping) from CC9 had me thinking that end was a Dummy set, I gave him a Bypass shot at the 9-2 and FT squad, and he immediately killed the lot with a 2 -3 shot.

J1-1R
Situation, Russian Turn 1, showing the full board. Building 23Y7 is a factory. Note that the German setup area goes all the way up to hexrow 7 of board 22.
↓ Read the rest of this entry…

└ Tags: ASL, gaming, Journal 1
2 Comments

Princess of the Midnight Ball

by Rindis on May 18, 2015 at 9:47 pm
Posted In: Books

I actually don’t know much of fairy tales past the ones that Disney has engraved on popular culture, but I actually ran into “The Twelve Dancing Princesses” in the webcomic Erstwhile a year or so ago, which was just long enough to forget some of the details before reading Jessica Day George’s more romantic adaptation.

There’s an honest soldier, and a strangely helpful witch, and a mysterious curse, and all the other hallmarks of a classic fairy tale. There’s also enough room to develop some characters, and a well executed plot. While fairy tales have a habit of things ‘just happening’, that isn’t the case here. George has thought the story out, and it all hangs together with a fairly rigorous logic. (With one exception. And she presumably knew more than she was telling.) This is a around a late grade-school level book, and is still a fairly simple story, but still novel length and engagingly written. It’s also a… nicer version than the traditional ones, as it uses an external villain in place of the princesses. In a way, the story has been ‘Disneyfied’ by this treatment, but I have to say it also makes more sense this way.

I first discovered Jessica Day George just about a year ago, and this book is another reason why I’m happy I did.

└ Tags: fantasy, reading, review
1 Comment

R vs B Alliance Turn 10 in Review

by Rindis on May 16, 2015 at 4:11 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG

With the Romulans going for a couple turns of peace, the Federation gets to decide where the war goes next during the Alliance half of Turn 10. A couple years ago, I knew I was putting the Federation on a full wartime footing, removing the limitations on construction, and doing what I could to disrupt the Klingon border.

When we got the game going again, I pondered the wisdom of this. The Gorn navy is small, but good quality, and I was starting to look at the Romulan navy with a lot of trepidation. I need all the help I can get against that. Letting the Gorns sit out the war seemed like a bad idea.

But, I did it anyway. With the Hydrans finally off their capital, this is the last chance I’ve got to hurt the Klingon Empire before ships from that front start showing up on the Federation border. Last turn I had set up to be able to hit the Northern Reserve starbase; the Klingons then sent a lot of ships to 1407 (only two hexes away), and established two reserves there, which complicated things.

Base F&E, without any expansions, only sees modest changes in ship types during the war. However, Turn 10 effectively marks the beginning of the ‘CVA era’. The Federation actually builds the first carrier based on a dreadnought hull—a heavy carrier, or CVA—on turn 6. But on turn 10 the Kzintis adopt the idea, and the number of CVAs doubles from 2 (the turn 6 and 8 Fed carriers) to 4 (the Fed turn 10 carrier, and the first Kzinti one). In two turns, the Klingons will join in on the fun. (The Hydrans can also build/convert a CVA this turn, but are often otherwise occupied, and my Hydrans are out of DNs.)

Finally unchained from various production restrictions, the Federation went from a stored treasury of 90 EPs to having 54 left after production. They built a new CVA, converted a CA to a CVS, built a FFV, and a heavy carrier pod; that’s a lot of fighters to pay for (24 in fact)! In addition, they deployed 5 new PDUs (all outside the capital; I need to work on that) and a FRD.

Movement was complicated by the fact that I not only needed to pin the Klingon reserves, but the rest of the ships as well, and the Kzinti navy was just capable of doing it. Bel reacted aggressively, trying to keep me out of the hex, and the old Kzinti/Klingon border erupted in a series of battles. Then the Fed 4th Fleet and Battle Group MacArthur went in for the SB.

In Hydran space, I pinned the forces near the Old Colonies so the main fleet could get back in range, and in supply for combat.


Kzinti theater.


Operation “Contain Aggression”


Occupied Hydran space…

Battles:
1304: SSC: K: crip D6 & retreat
1705: SSC: F: retreat; K: dest F5
1808: SSC: K: dest F5
1407: Z: dest SF; K: crip 3xD5
1809: F: crip 2xFF; K: dest BATS
1406: Z: crip CM
1811: F: crip FF; K: dest BATS
1606: Z: crip CM, SF; K: dest D5, E4
2215: K: dest BATS
1507: K: dest D5, F5L
2416: F: crip FFE; K: dest BATS
0218: L: dest cripCW; K: dest cripD6D
2517: F: crip 2xNCL; K: dest BATS
0119: H: crip DG; L: dest DWE
2518: K: 4xPDU, planet captured
1509: K: dest SB, FRD, stored PDU

Much of the Klingon border is now disrupted, and I’ve basically opened a mini-front with the capture of major planet 2518. I’d like to press on and take out the other bases in the area, but I figure the area will draw a lot of Klingon reinforcements which will at least stalemate me.

But it should sure draw attention away from elsewhere….

Outside of that area, the Federation has mostly pulled back to the border. They put the third CVA into the 6th Fleet Reserve (which means it’s permanently part of that fleet until it is released), and overall just more ships near the Romulan border than the Romulans built, but most construction went to the Klingon border. The Kzintis are attempting to place a new PDU on 1402, and have moved a spare Mobile Base from the Barony to 1704 (from where it will presumably go to a new destination next turn…).

Turn 10 is also the start of the scenarios that have a regular scoring mechanism that could be applied at the end of any full turn since the same scoring is used for every scenario from now on. It checks (non-exhausted) economic income, existing bases, and ship numbers, and if capitials have been captured.

At this moment it says:
Coalition: 290 EP (x2) + 355 (bases) + 337 ships (/5) + 100 (Hydran Capital) = 1102.4
Alliance: 329.4 EP (x2) + 520 (bases) + 427 ships (/5) = 1264.2

This gives a difference of 161.8, which is an Alliance Tactical Victory. But, the Coalition totals don’t include the Romulans, as they are at peace, and when they come in there will be a major swing in points. Also, I expect the Federation to lose a number of bases, which will also erode that score.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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In the Shadow of Empires

by Rindis on May 14, 2015 at 8:39 pm
Posted In: Books

Sir Jens’ (‘Sir’ seems to be his first name…) In the Shadow of Empires is an amateur history book about Vlad Dracula (as opposed to a sensational book about the fictional ‘Dracula’). It shows its amateur status in some uneven editing, and problems keeping tense and subject-verb agreement under control.

Once past that, it is a well-written introduction to a part of history that just isn’t well enough known, and is crowded with all sorts of modern myths stemming from a century-old bestselling novel. It is a very nice step-by-step walkthrough of eastern European politics in the 15th century. He first points out that Vlad Dracula (‘of the dragon’) was from Wallachia, not Transylvania, proceeds into Wallachia’s troubled politics from being a buffer state, his father, Vlad Dracul (‘the dragon’), and then his ever-shifting fortunes from Ottoman ‘guest’ to Voivode (roughly ‘prince’) to prisoner of Hungary, to backed by Hungary, to his death in a skirmish in 1476.

Along the way, there’s a number of interesting observations, the last of which being that the four principle movers of the book (Vlad Dracula, Ottoman Sultan Mehmed, King Mathias of Hungary, and Stefan of Wallachia) are all men who’d be unhesitatingly convicted by a war crimes tribunal today. But all four are heroes in the eyes of the people (well, their descendants) they ruled over.

In all, it’s a very readable amateur book with some good history in it. Something I’d like to see more of.

└ Tags: books, history, review
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