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G5 Six Came Back

by Rindis on January 3, 2013 at 12:00 pm
Posted In: ASL

About the time we were playing “Merzenhausen Zoo”, I got Barbarossa: Crimea, and Patch and I tried it out in a FtF day. The Odessa scenario is quite long, and we continued it via Vassal for the next few months. After that, I offered Patch the choice of anything he wanted to play in ASL. He took the Germans in “Six Came Back”, an old scenario from the Avalon Hill General, and we got going in May of 2011.

It’s January ’44 in Italy, and a Ranger unit has gotten in trouble. The supporting attacks are stalled, and they’re all alone in front of a lot of Germans. The Germans set up 16 squads with 2 81mm MTRs w/crews, three unarmored AA halftracks (including a 7/1 with the quad 20mm/20 IFE), three StuGs and two Tiger Is, as well as 20 ‘?'(!) on board 12. The Americans get to set up 17 squads with some support weapons on a four hex strip of board 17 (south of board 12). South of that is board 16. The Germans need to score 25 CVP in nine turns, and ensure that they score twice as many CVP as the Americans. The Americans can also freely exit off the east half of board 16.

Just running for it, and not letting the Germans get to 25 CVP is certainly tempting, but that does mean crossing board 16, which is very open. Board 17 isn’t all that built up either, and over half the buildings are out of the initial setup area. There is some help in the fact that all unpaved roads are treated as having ditches, which act as shellholes who’s MP costs are associated with non-road movement. A final complication is that every American unit rolls a die and is broken and DM at the start of the game on a ‘6’.

I set up with most everyone in the available buildings and woods from P through BB, with one stack in the ditch (and a building immediately behind them), and another (U4) in the open, that I hoped to get into cover before Patch could get him. The pre-game drs broke 3 1/2 squads on average die rolls, though it spoiled my plan to fire at his unarmored AA HT on the 12 column from W2. But the leaders were untouched. This gave me three rally attempts to open the game with, but naturally none of them worked.

Patch opened the game with a ’12’ to malf a MMG in his main fire base in 12S9h2, but otherwise had a decent Prep, breaking two squads, pinning another, and getting ELR and CR on a double-break in 17BB4. In movement, a lot charged forward, and Patch put one of his Tigers behind my flank. I had worried about it, but couldn’t find much to do about it, as the set up area restricted me to being far too close to prevent it.

My DF only managed to reveal and pin a HS. My 6FP shot on the star Vehicle line at his HT in 12W7 failed, but would have killed it if the second squad hadn’t broken on the pregame dr.


Situation, German Turn 1.
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└ Tags: ASL, gaming, General
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2012 in Review

by Rindis on January 1, 2013 at 1:38 pm
Posted In: Life

Well, we’ve reached the end of the first full calendar year at my own domain, and I’ve settled in fairly well. I still need to get a proper banner for the blog, but the site is working, I’ve gotten pretty good with the WordPress software, and I’ve gotten everything pretty well sorted out after the transfer.

Personally, it has been a good, if quiet year for me. The main gripe would be that the local gaming group is having some trouble (a large part of that is my fault, as I’m the cat wrangler for the group), so we didn’t meet very often this last year. On the other hand, I did get Patch to drop by for a few two-player sessions during the empty times, and all of those were fun days.

Financially, the entire household is just a bit better off than 12 months ago. We’ve also gotten some new heaters for the winter that we think will trim quite a bit off the power bill compared to the horribly inefficient strip heaters that the place came with for the next couple months. I’m still working down debt incurred from when the BackBreaker debt was dominating the finances of the household, and if I can keep on schedule, most of that will be gone this year. I managed to pay things down while spending entirely too much on games (this may have been the most I’ve spent on games in any single year, and it’s likely to stay that way).

My computer gaming has been a bit sparse this year. I’ve played a bit on various Paradox games (I was thinking of starting a series of reviews on them, but the first one has stalled out after running entirely too long and not going where I wanted, and I haven’t managed to rescue it), a couple complete games of Civ IV, and of course SW:TOR. The latter started out strong, then went down to the usual ‘log in on Friday’ pattern very quickly. My long-term opinion of the game is that it has a lot of things where they had the right idea, but implemented it poorly. That said, I’ve recently gotten the bug again, and have spent a fair amount of time on it over the past week, and finally have hit max level with my main character, though the end of the story line is still some ways off.

I haven’t gotten in nearly as much board gaming as I would like, mostly because of the difficulties with the group. Also, my PBEM games of F&E with Belirahc have really fallen off over the last few months as his work is keeping him entirely too busy. However, seeing Patch get jazzed over my copy of Festung Budapest put me into a positive feedback loop with ASL, which is why I finally purchased a new 2nd Ed rulebook to replace the old one which had been coming apart. And I ended up with a big project that has kept me focused on ASL; I used to do a bunch of reporting on my games as they happened, which was my “AAR in Progress” series over on GameSquad. I had just been hosting the images for the threads on my corner of backbreaker.com, so when the domain changed I planned to go into all the old threads and update the image links. It turns out that I couldn’t edit them; I assume they don’t allow editing of posts over a year old. So I decided to start re-posting the compiled threads here (and over at BGG) with the updated images. The first one happened to go out on a Thursday, and I decided to start scheduling out further posts each Thursday so that I would have a regular feature on my blog, for as long as it lasted. There were more threads than I expected, and the last one only posted a couple weeks ago. I have in the meantime written up posts for all my complete PBEM games since I stopped doing those threads, and those are set to run through about the end of February. After that, we’re back to the murmur of at best a couple posts a month.

Speaking of ASL, I had thirteen complete games this last year, plus three that are still ongoing by PBEM (and weekly sessions on one of those) right now. Of those thirteen, I won four, which is doing well for me at any time, and I finally broke a three-year losing streak back in April with “No Better Spot to Die”. This, and the writing of the reports, has kept me fairly focused on ASL for several months, when I finally get a few more things done I hope to get back to working on the all-new F&E 2.0 Vassal module I started work on.

Moving on to the blog itself, the yearly examination of tags reveals 86 posts for the year with: sixty-eight tagged ‘gaming’, forty-three ‘ASL’, thirty-five ‘AAR in Progress’, fifteen ‘review’, fourteen ‘history’, ‘reading’, twelve ‘bgg blog’, ‘F&E’, eight ‘books’, six ‘PBr campaign’, ‘bvr wind’, four ‘VotG Campaign’, ‘C&C Ancients’, three ‘life’, ‘Vassal’, ‘second wind’, and one each ‘micca’, ‘Pony Tales’, ‘Marathon’, ‘TOR’, ‘Paths of Glory’, ‘CiM’, ‘AdCiv’, ‘Virgin Queen’, ‘Moebius’, ‘EFS’, ‘candidate’, ‘EiS’, ‘dominant species’, ‘Sekigahara’.

When I started reposting the AAR in Progress series, I did not realize there were so many of them…. Eighty-six posts blows any other year out of the water, and I doubt I’ll ever get to an average of more than one post per week ever again. One of the things I meant to do last year was write about what I was reading, particularly the history books. Fourteen posts about that is a pretty good start. Most of them aren’t as extensive as I’d like to be doing, but there’s some good ones in there.

The ‘Read My Way Through History’ project has continued, with my official date moving up from 1300 to 1500. I actually don’t have that much on the period, but I keep getting new books for earlier parts of history, which I then go back and read. In fact, I’m currently reading Keepers of the Keys of Heaven, a history of the Papacy that covers from AD 30 to the present day. I also recently got How Rome Fell, and will be reading that soon. And my parents got me The Great Sea for Christmas, a history of the Mediterranean from earliest times to the modern day. So a fair amount of this next year will be spent on such projects, and I can’t predict what the ‘date’ of my reading will be at the end of the year again. (On the other hand, my parents also got me Playing at the World, a history of hobby gaming centered around D&D, and how it got to be what it was and its effect on modern culture; I’ve already started devouring it.)

└ Tags: life
1 Comment

J19 Merzenhausen Zoo

by Rindis on December 27, 2012 at 12:00 pm
Posted In: ASL

After the last Deluxe fight, Patch and I decided to try out the ‘instant classic’ scenario from Journal 2, J19 “Merzenhausen Zoo”, which I had just gotten the reprint of, and we got going in November 2010. I only have a few brief notes that I posted to BGG at the time, so this will be going back through the logs and reconstructing.

It’s big scenario, with two full boards in play and eight turns. The Germans are defending the outskirts of a town with mixed force of infantry, four self-propelled guns (StuGs, PzJg III/IV, JgPz IV), and a 50mm AT Gun. The Americans (with plenty of British help) enter from the west and south with a bunch of infantry, too many Shermans to consider, a couple Churchills, and three Crocodiles (Churchills with FTs). Midway through, the Germans get more infantry and a pair of Tiger IIs. Ten types of AFVs (including three different models of Sherman)—it is a zoo. To win, the Americans need to take 38 stone building Locations in eight turns.

This was possibly the most complicated set-up I’ve done, since for once I had the opportunity to use Bore Sighting on a number of units (four AFV, one Gun, and four MGs). Pity it didn’t really do me any good. There’s a walled area in the middle of board 43. It was an obvious first place to attack towards, and I set up a force in there with the idea of holding Patch off for a couple turns and then pulling out under cover of some woods and orchards nearby while the town on one side and the hedge and brush on the other allowed me to cover the area.

The game starts with every German infantry unit and Dummy stack taking a PTC, and while I generally rolled well, it seriously compromised the protection of that central area as I lost a Dummy in there, one in the nearby woods, pinned a unit in there, pinned the MMG that was supposed to cover the large open area nearby and pinned my extreme left flank. During movement Patch showed how much in the air that area was by running a Stuart through and into my back area. My pinned squad did manage to pull out a PF, but it missed. All his rolls other than the TH did pretty well, and if he hadn’t been pinned, could have really slowed down that side.

During defensive fire, I got what was probably my highlight of the game: my StuG in 43O9 got a critical hit on its first shot against a Churchill that was staring down the woods-road at it. This was followed by the MMG on that left flank malfunctioning, and Patch breaking my forward squad in 43C5, while putting down a fair number of acquisition counters.


Situation, American Turn 1.
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└ Tags: ASL, gaming, Journal 2
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J157 Rage Against the Machine

by Rindis on December 23, 2012 at 1:02 pm
Posted In: ASL

Patch was in town doing shopping this weekend, so he came over to my place and we played some ASL yesterday. We have both gotten Action Pack 6 recently, and wanted to give the new ‘sideways’ boards a spin, but the scenarios tended to be a bit bigger than we wanted. I found J157 “Rage Against the Machine” in Journal 10, which uses board 3a, and looked like it might fit our time budget, so we went with that.

It’s December ’44 in the Courland Pocket, with a strong Russian force of sixteen squads and eight AFVs (mostly ISUs, but with three T34/85s), attacking a mixed force of eleven squads (everything from 468 elites down to 436 conscripts) and a 75mm AT Gun. On turn three, the Germans get three 548 elites (really, that’s everything but the SS and 838s…), two JgPz IVs, and a late model Sturmgeschutz. Patch doesn’t have Journal 10 yet, so I sent him a Vassal set up of the game so he could get an idea of what he was in for. He remarked that he had some ideas on the German defense, which I’d like to hear, but I managed to poke something together in the time before he arrived.

The terrain is surprisingly dense, with lots of orchards (out of season), and brush (enhanced by the fact that grain=brush for this scenario) giving way to a village as you move from the start line to the victory condition areas on board 3a (a pair of buildings at the north end of town, one in the center of town, and a bridge in the south; the Russians must take two of the three in 6.5 turns). I mostly set up in a ‘shell’ defense, with plans to fall back as fast as I could while delaying him, with all my hidden assets back a ways. I tried to get cute with the AT Gun, placing at the far limit of my set up area pointed towards the center victory location, hoping he’d drive by it. I should have set it the other way around, a good amount of the southern approaches are visible from there. I also set one squad south of the river, hoping to harass any attempt to move up the southern flank, which was weaker.

J157 start
An approximation of my setup. Details of who exactly was where in the center are a little off. Russian infantry sets up on/east of N/T, armor enters turn 1.

Patch surprised me by setting up the majority of the infantry in the north, and the majority of the AFVs in the south. About his turn two, Patch was looking at the southern side and realizing that if he really wanted to, he could send a chunk of his armor along the riverbank and into my backfield, where it could cause routing problems and give me some hard decisions on the entry of my reinforcements. (This isn’t quite as easy as it looks, vehicle road rate is NA.) I was kind of hoping he’d try it. An SSR effectively allows each leader to have one automatic PF shot, so I’d probably get a shot with the leader who started in CC8, and certainly with the PSK HS. One semi-lucky roll and a burning tank might force a re-evaluation, and confuse his plans. But it was a little far for where the armor currently was, and he stayed cautious.

Patch didn’t have much infantry in the south, and neither did I, so he was pushing me around fairly hard there, and exposing the fact that I just did not have enough near the board 40/42 junction, and a hole was opening there. Patch caught up to the main defender in there and got into CC with him. I only had a 226 HS to his 527, so the HS refused to attack, staying concealed and lived. We hadn’t quite appreciated the consequences of this. I was just trying to delay him. However, since I was still concealed, there was no Melee, and I was able to hit him with TPBF in my turn, which broke him, while I advanced away.

J157 1
Situation, German Turn 2.

Even better, a turn or two later, Patch caught a conscript squad in the center in CC. Patch muffed his roll, I rolled low, and the squad continued to keep the hole closed.

Patch played a nice mixture of cautious and aggressive throughout the day, which meant that while it was a slow grinding advance, it was grinding my force into powder. Particularly bad was when the 9-1 and HMG stack finally got some good targets and a couple of good rate-tears during turns 4 and 5. A couple of defensive plans were literally shot to death with those. I had been expecting to get a lot of breaks early on and end up running to the town as fast as I could, but things went fairly well until this point. The reinforcements came in just in time to shore up the northern part of the line, after Patch had finally cleared out walled hill-orchard on board 42, leaving me almost nothing in good order. He had also finally cleared out the south, largely by overrunning everything that was left, and the armor force was finally boiling out of board 40, and headed towards the town. (The PSK HS had missed their only shot at a T-34 by one… which shows why I was trying to hold out for an ISU.)

I planned to use one JgPz to hold the main approach to town (3aO6), the other to hold off the T-34 on the north flank (in 3aO4), and the StuG headed for P8, where Patch might get tempted to go by the AT Gun on his way to a flank shot on the StuG.

That would have worked better if Patch needed to worry about the front armor of a StuG IIIG in December ’44.

One burning StuG later and I was in a lot of trouble. The north flank had firmed up, but the survivors of the middle were down to a broken conscript HS, a conscript squad, and… a heroic 9-2 leader. Just when it looked like Patch’s HMG was going to blow away everything in it’s path, I got a HoB on my 9-1 to Battle Harden him an send him Heroic, and the extra modifier was proving troublesome for Patch.

He sent a ISU into the walled compound to face off with my JgPz, but didn’t realize that he was vulnerable to shots through the gate in 42E4 while he was a moving target. (I didn’t quite have that right at first either, I just remembered the LOS exception, and thought it would apply to HD/TEM; no, only as you move in/through.) The JgPz scored my first armor kill of the game.

The next turn, one of the southern T-34s roared into the village, where I revealed the AT Gun two hexes away, and turned it for a flank shot. Not liking the odds of the IF shot that would follow as soon as he spent another MP, he went into Bypass out of it’s LOS, and gave the PzJg that was it’s target a clear shot. It turned and kept rate, and then burned it on the second shot.

Things got very busy for the AT Gun after that, as it killed an ISU, and kept the Russian infantry from swarming over it, almost completely unsupported, for a turn. Patch finally nailed the middle JgPz a turn later (this time he really was HD, and I didn’t like the odds of a duel. I got smoke from the sN, but it wasn’t enough to prevent a hit). The north one managed to survive, despite the tide of Russians washing over it. He got into CC once, didn’t connect, and didn’t like the 16FP attack in return; he lived, but Patch hadn’t realized that Naga…tirers…waffe… whatever… came on things other than Tigers. Thanks to a misspent youth reading Squadron/Signal books, I knew all about it. ^_^

Patch had been getting more and more pessimistic at his chances as this went on, and with good reason. The end was approaching fast, and he was just barely in movement range of the various victory locations. I was looking at what I had left (three squads, the Heroic leader, and the PzJg), and knew that a couple bad rolls would do me in. Heck, average rolls should do it.

The squad that I had started across the river was now guarding the approaches to the bridge, and Patch managed to get into CC with him on turn 6 and eliminated him (and he had another couple MMC in the area). The Hero and squad were holed up in M8, with lots of Russians around, but the Russian HMG refused to have another magic turn. However, a ISU and a T-34 managed to get near K3, and start shelling it. During my turn 6 DFPh, the inevitable happened, and the ISU hit, with the resulting high-FP attack breaking 548 squad that was holed up in there. Patch had the units on hand to take both buildings, and the bridge, so that was the effective end of the game.

J157 4
End of the game.

This year has seen a record thirteen games of ASL from me (plus three more that are ongoing right now), and this one has to rate as the most tense of any of them, and that’s a really high bar. I should mention that one of Patch’s T-34s went on a ROF tear that might have broken his record for a 1 ROF gun (six with a Tiger I as I recall; thankfully that was before he met me!) if he hadn’t run out of targets. My final defense was aided by the fact that my guns kept managing to keep ROF on their first shot. Three shots in a phase with IF can really make a difference. Two of Patch’s ISUs got recalled for running out of Ammo (one at the very end of the game), and another couple were under Low Ammo markers. LMGs malfunctioned a couple times, but the only Gun malfunction was on an ISU that then spent about four rally phases with no result before finally repairing it. I had a HS Low Crawl down the road for three turns before the Russians finally got to it and eliminated it for FtR.

In all, a great scenario, a great time, and a very fast 10 hours…. (Patch looked up at the end and said, ‘Quarter til nine? That clock can’t be right!’) I was more aware of the time, but kept forgetting to take pictures, and most of what I did take came out blurry. This one goes on the pile of ‘to play again’… right after I play everything else.

└ Tags: ASL, gaming, Journal 10
3 Comments

J124 Cobra Kings

by Rindis on December 20, 2012 at 12:00 pm
Posted In: ASL

After the wrap-up of the last scenario (which coincided with a bad week for me), I asked Patch to put forward a scenario suggestion. He came up with the interesting J123 “Charging Chaumont”, which we had to cancel be the deluxe overlays don’t seem to have been redone for the new VASL deluxe boards yet. Instead, we ended up with J124 “Cobra Kings”, with me as the attacking Americans.

It’s Christmas Day 1944, and the Americans are attacking into Assenois in the drive to relieve Bastogne. I enter into a pair of deluxe half-boards with a mixed force of Shermans, halftracks, and infantry, and have five turns to clear one of two full boards that the Germans set up in of any GO Infantry. This is at dawn, so there is a +2 LV for the first turn, and a +1 for the second turn. In addition, I pick hexrows, and the Germans roll to see if any buildings are rubbled in them; finally, all Germans without a leader are TI for the first player turn, those with a leader are merely Pinned.

I enter in two turns, with the first turn’s forces being a 76 M4A3E2, two 75 M4A3E2, four halftracks, an armor leader, a hero, 8 squads of infantry, and various toys. Since all Infantry must enter as Riders, some of them have to be on the Shermans. Patch gets 12 squads, two 88s, and two Hetzers enter on turn one.

Patch initially forgot to HIP his roadblocks, which forced a re-setup, and a move away from his first plan. Sadly, we also forgot the +2 LV for most of my turn, which did hurt some. I am continuing my habit of failing PTCs and MCs with Riders, but passing all the Bail Out MCs.

Taking a look at things, I decided I liked the western (bottom) route better, mostly because I knew a fair amount of my force would end up using the sunken roads, and the east one forces turns. One squad of Riders was pinned and Bailed out successfully, only to be broken by Patch’s Sniper, while another Broke and Bailed Out in the middle of the entry board. I managed to unload five squads + hero successfully (one of these was due to a mis-count on a Sherman’s movement—the error was probably more than made up for by forgetting the +2 LV on the shots that pinned/broke me).

In the APh, I advanced squads into both ground-floor stairwells of building bC4, Encircling two groups of units on Level 2. I also advanced a MMG squad into D2, while the Hero that had been with them stayed outside with his BAZ. The one flame set by the pre-game rubble checks went out in the wet conditions.


Situation, American Turn 1, showing full setup.

The leader that had been broken in fD3 immediately came back in my rally. The squad didn’t, but getting them on my turn would be fine.

For Prep, Patch fired a PF at my Sherman parked in the middle of the main road, and thankfully missed. bD2 took a 36FP +2 shot at C3 and killed the halftrack parked there. However, the crew survived, and the Hero passed the 4MC. The bad news was that his Sniper went off again, and re-DMed the broken squad in A4.

His defenders on the east end started moving up from dM2. Some of the middle defense in dJ4h2 went downstairs, and the rowhouse defenders in bE4 skulked and split up. Both Hetzers entered on the east road and took up covering positions out of sight.

My defensive fire was notable for a hit on D2 from my Sherman in B3, after revealing the 9-2 AL (…this, also, was a mistake; we forgot the +1 for my overstacking). All three squads and the leader failed the resulting 2MC, seriously unhinging his defense. Worse, there was no good routing from it.


Situation, German Turn 1 in the west.


Situation, German Turn 1 in the east.
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└ Tags: AAR In Progress, ASL, DASL, gaming, Journal 8
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