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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
3 Comments

Babur the Tiger

by Rindis on December 18, 2012 at 10:13 pm
Posted In: Books

Harold Lamb wrote a bunch of very readable and enjoyable historical biographies from the 1920s to ’60s, but is sadly not very well known today. He was an exemplar of a narrative style of popular history writing that seems to have fallen largely by the wayside, but does a great job of bringing people and places to life.

Babur the Tiger: First of the Great Moguls was the last book he wrote; somewhat ironically he considered it as part of a series with Genghis Khan and Tamerlane, which were the first two biographies he wrote. Babur actually wrote his own memoirs, and Lamb quotes from them extensively, making this volume unlike most of his other books, though no less filled with personalities and perhaps more high adventure than most.

Like any of his other books, this isn’t a detailed study, but it is a very good read, and well worth the time.

└ Tags: books, history, reading, review
1 Comment

VotG21 Defending the Voentorg

by Rindis on December 13, 2012 at 12:00 pm
Posted In: ASL

Valor of the Guards came with an impressive number of scenarios. However, still more were under development, and have since appeared in the ASL Journal. Patch and I have tried a couple out, starting in July 2010…:

With the appearance of new VotG scenarios in the latest Journal, a return to Stalingrad was contemplated. This particular scenario is an interesting one. The Germans have three turns to take a single ground-level Location of building Q10 (at the south end of 9th January Square). If they fail, they can try again, needing two Locations in three turns. If they fail that, they get three turns to try to take the entire ground-level of Q10. Each try is preceded by a mini-RePh to clean things up.

For some insane reason, I took the offense in this crazy scenario.

Setup is restricted by the fact that all German MMC must be at least 2 hexes apart. I set up the MTR in the backfield, looking across the square. The HMG and 7-0 was on the second level of M8 to see most of the perimeter of the square without Hindrance from debris. A couple squads were tasked to advance up the west side to the Russian lines. My reinforcements enter from the north end, with the leaders clutching DCs, wondering if they’d ever get close enough to use them (note: by SSR, all the infantry enters as riders—about four months earlier than the rules normally allow).

Patch set up no one actually in the Voentorg (to avoid a pregame PTC, to be sure), and a nice group on both wings of it.

The opening fire isn’t bad, the HMG nails his ATR crew in the S8 trench, breaking him, but can’t force a CR. The bulk of the action of course centers around his efforts to stop the oncoming StuGs and their riders. Amazingly, while three squads pin, and the 9-1 leader breaks, causing them all to Bail Out in open terrain, they all make their Bail Out MCs and SW checks. I was expecting someone to die crossing the square, but it doesn’t happen. Of course, the only planned unloading I get to do is the 9-2 in Q5.

With most of Patch’s fire occupied, I try moving up on the extreme flank of his position in N11. A SFF shot misses the first AMing squad. A second-liner comes untroubled by the residual, but breaks to a HS on a k/2 FPF shot. If the roll had stuck with the rest of Patch’s defensive fire, he should have broken…. Finally, I stroll a squad and leader up from O3 to R6, because there is literally no one left to fire at him.

In AFPh, I put a couple Area Acquisition counters on the Voentorg. I decide to advance into CC in N11 anyway. It should keep him suitably distracted while the FT in O6 moves up. Despite a Russian edge on Ambush, the Final drs are 4-5 (he rolled a 6, and I still couldn’t get it…). And both sides did no damage to the other (H-t-H CC would have CRed me for no return, good thing I didn’t want it).


Situation, German Turn 1, take 1.
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└ Tags: AAR In Progress, ASL, gaming, Journal 8, Valor of the Guards
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DA11 Sicilian Midnight

by Rindis on December 6, 2012 at 12:00 pm
Posted In: ASL

Patch and I had planned to play our previous game on Vassal, but after our FtF session, we had a backup plan—the other scenario we had been considering. We got started in May 2010…:

After our little FtF Italian DASL foray, we went with the only other DASL scenario with Italians for our next Vassal game. DA11 has everything. DASL. Rare nationality (Italians). Mines. Demo charges. Roadblocks and foxholes. Alternate terrain (olive groves). Night.

Well, no tanks and no ordnance.

ROAR has a pretty even record, and since Patch got the Italians last time, I took them this time. ELR 1. sigh My main group sets up on/near the hill on board e. I also get four auto-HIP squads on board h, but one squad and the only available leader must setup with the roadblock, which must be in hH2 or hK2. The former is closer to the rest of the defense, but the latter is also a bit further from the American entry at the bottom of board f. Patch needs to take all four level 2 hexes of the hill and the roadblock in seven turns.

Hmm. The VC mentions that the Americans win at the end of any Game Turn where he controls them, so I’ll always get a final counterattack. Assuming there’s anyone to counterattack with, of course.

I opt to put the roadblock in hK2. I hope it splits up the offensive for a little bit.

Even with DASL boards the first turn is quiet as the first wave of Patch’s troops can’t get to my positions in one turn. (He gets a nearly identical set of troops on turn 2.)


Situation, turn 1, showing my visible setup.

Patch quickly moves into hH2, and finds the roadblock isn’t there. He tries moving around it into J3, but finds a HIP squad who breaks his… HS. He then moves another Cloak directly into H2, revealing the garrison and roadblock… facing the wrong way. SFF breaks that HS. I was worried I’d just malfunction the LMG instead.

One problem with Night is there’s enough things going on that you’re bound to forget something. Patch should have had to roll for straying with one unit. Of course, he forgot road bonus on the first turn.

I’m a little surprised when one of his Cloaks splits off a couple ‘?’ in advance. Obviously, he’s needing to reshuffle a bit to get leaders to the HSs.


Situation, American turn 2.
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└ Tags: AAR In Progress, Annual 93a, ASL, DASL, gaming
2 Comments

Three Times the Sekigahara

by Rindis on November 29, 2012 at 7:35 pm
Posted In: Boardgaming

As usual, I’ve taken the week after Thanksgiving off, and have been visiting my parents. It’s a nice relax-a-week. (And apparently, there’s been a bunch of rain back home, good timing!)

Also, as usual, I’ve taken a bunch of games with me for me and my dad to play while down here. However, I had a feeling I only needed one of them, and I was right. We’ve played three games of Sekigahara over the last few days. Neither of us are fast players, and my dad was taking a while to consider his moves, so the first two games went over four hours. Today’s game moved much faster, and was no more than three hours.

For the first game, I took Ishida, as Tokugawa is considered the easier side. (But what do I know, I won with them the only other time I’ve played.) I pretty well dominated the game, managing to get a good Uesugi hand early on to take out the Date army and hold down that recruitment center. I was able to scatter the initial Tokugawa armies in the west, but fighting raged over most of the map the entire game before getting a very convincing win on VPs, though it was actually a very close game all the way to the end. My dad certainly put up a good fight, and came up with a clever idea: send pairs of three mon blocks off as detached forces for sieges and the like. Deploy them both, and that’s 7 Impact and a dead block.

The next day, we played again, and switched sides. Yes, Tokugawa is much easier to work with. While our final VPs were about the same as previous, I didn’t really feel concerned after the first couple of turns, while I was struggling to keep all the plates spinning the entire time with Ishida. My dad did manage to assemble the western armies into one big super-force at the beginning, which kept me out of there until it could split up again, and I could start taking on pieces of it. However, I got a good start with the Date army, and knocked Uesugi out of the game early, which gave me a comfortable lead  in resource points, and while he blocked up the Fukushima recruitment (except for the second-to-last turn where he uncovered it for a moment, and I promptly recruited two blocks in there), I took most of the rest of the board and got back in there near the end.

Today, we played our third game, going back to our original sides. Unlike the previous two times playing as Ishida, I didn’t have a strong plan of action going in, and couldn’t think of what I wanted to do. This led to immediate problems, as I frittered away my opportunities in the west and did not manage to get into the Ise Bay area (the two south-western Tokugawa castles) until midway into the game, and I couldn’t get my armies sorted out into anything I liked.

I did muster a couple blocks for Uesugi, and got a strong hand for them on week 3. My dad had mustered even more blocks for Date, and also got a hand full of Date cards at that point, and went first. The battle was very bloody, and reduced the Date army quite a bit, but I still lost, and it wrecked Uesugi power for the rest of the game. I did manage to kill a couple more blocks, and forced him to spend more time finishing Uesugi off when I won a follow up battle with loyalty check card (won 3-0, and the defector was the only block I deployed), and followed that up with a 1-0 win against the remainder of that force.

After my muddled opening, I finally pressed forward in the north, and gave the Maeda army a nasty defeat. I wanted to follow up by taking their castle/recruitment center, but right after that another 4-5 blocks mustered there, and I never followed up on it. This was a good thing—for my dad, who admitted he never had any cards for that army for the rest of the game.

Meanwhile Tokugawa pressed up the center, took Ueda castle, and, with some effort, reformed his main army on the Nakasendo road before moving on to Gifu. Gifu was a huge battle, at 7-8 blocks, and almost everything deployed. My dad had the Tokugawa cards however, and the cumulative bonuses for a mostly homogenous army carried the day. I soon counter attacked, and won that battle (my dad had to be careful not to deploy Tokugawa himself, as he wasn’t sure he could avoid losing him—and the game—on the last turn). I won with my picked force, but didn’t think, and reduced him to two blocks, which retreated into Gifu castle to hold it at the end of the game.

Final total was 10-18, Tokugawa’s favor. The losses favored me all game, though I fell behind on resources after my poor opening, and only drew two bonus blocks all game (my dad got one every turn), though I managed to hold more castles most of the time. I also managed to confine most of my early losses to sieges, which helped the card count. I also paid much more attention to my special attack bonuses, which allowed me to get some good similar type bonuses in a couple important battles.

└ Tags: gaming, Sekigahara
1 Comment
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