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A35 Guards Attack

by Rindis on October 18, 2012 at 12:00 pm
Posted In: ASL

We continued our tour of the Market-Garden set of scenarios in A ’91 with “Guards Attack” in August 2009…:

Started the fourth scenario in the Annual ’91 Market Garden set last week. I think I’d be doing pretty well as the defending Germans if I could just remember what I need to do….

For some reason, during most of my set up, I just completely forgot that he was going to be entering board 13, instead of setting up on board 13. I don’t know where that misconception came from, but I was kicking myself the entire first session over it.

Obviously, it’s expected that the ATG will set up to ambush Shermans as they cross the stream over the elevated road. None of that here. So, Patch got to enter in safety on the first turn.


Situation, British turn 1, beginning of DFPh.

Obviously, my turn was generally occupied by reshuffling my forces a bit to set up the real defense, and slow him down. Thankfully, despite a good volume of British fire, nothing happened.


Situation, German turn 1, beginning of DFPh.

Patch began his second turn with a pair of WP shots. One hit 17B3, but depleted the ammo, while the second (at B4) turned into no shot at all. The same tank then tried for regular smoke, but didn’t have any of that either. (One wonders if they remembered to pack lunch?) He then tried a regular shot, got a hit, but no effect. Bad dice. Glad I wasn’t rolling them.

During movement, Patch sent the bulk of his infantry west (bottom of the board) around the tree line. Thanks to the WP, I could only get a PTC on the first group and nothing on the second. (Well, with the cower, the second was bad no matter what.) So I pinned a squad and leader, while the rest got way too close to what had been intended as the second defensive line before I even abandoned the first.

The Shermans (that didn’t fire) moved up cautiously, keeping the front armor front at all times, and staying scrupulously out of PF range. My first DFPh shot did nothing but malfunctioned a LMG. Then I revealed the 838 and 10-3 at three hexes from the CE Firefly, and got a K/2 to STUN/Recall the tank.

Not a bad start, really.


Situation, British turn 2, during DFPh.

If I can just get a handle on the west edge….
↓ Read the rest of this entry…

└ Tags: AAR In Progress, Annual 91, ASL, gaming
1 Comment

The Prospect of Europe

by Rindis on October 18, 2012 at 10:22 am
Posted In: Books

Margaret Aston’s The Fifteenth Century is the second book I’ve read from the Library of World Civilization series, which seems to be pretty good in all. The books come with a large number of illustrations well placed with the text they’re illustrating. However, these are older books and the layout can be cramped.

The thesis of this one is that at the beginning of the 15th Century, western culture can be seen as “Christendom”, but by the end of the century, there is a move towards a European (instead of religious) community.

After talking about it in the first chapter, there’s no more direct discussion in the rest of the book, but it does go on to tackle a variety of subjects in considerable length, ranging from changing views of knowledge, how the past was different from the present (and the creation of the idea that historical figures should not be presented in contemporary dress and scenery), to the changing relationship of the church and the layman.

In all, it is a very informative read, and a great starting point on the period.

└ Tags: books, history, review
1 Comment

A34 Lash Out

by Rindis on October 11, 2012 at 12:00 pm
Posted In: ASL

Patch and I actually flipped sides a fair amount during our play the M-G scenarios in Annual ’91, to keep from constantly being on the attack or defense. I ended up defending as the Americans in “Lash Out” at the end of July 2009…:

Okay, this one really is going quick.

I completely blew my defensive setup. “Lash Out” is a bit like A33 “Tettau’s Attack”, with the Germans trying to exit units off the narrow (east) edge of the board. This time their quality is a bit better, and while the scenario is 3 turns shorter, and they need to exit twice as much (6VP), they also start about 5 hexes closer to the goal. Also, this time Patch is playing the attacking Germans.

Board 16 is mostly grain, with a couple long hedgerows, and three wooden buildings, one of which (L6) the Germans set up at. This building is nearly surrounded by a stone wall, and the only multi-hex building on the board is close by at the edge of the American set-up zone in O3/O4. I decided to mostly set up in a line a couple hexes back in a grainfield to threaten high-FP (and high-Hindrance) multi-location attacks, while anchoring the north side on O4 with the 9-2 and MMG. On this board it fairly well dominates the terrain, and I didn’t want him to just walk into it.

Patch set up a lot of firepower facing O4 and rolled poorly on a 36 +1 attack breaking the 747 manning the MMG. (I wish I’d listened to the tiny voice saying to set up behind the building….) Further fire broke the squad and a half on the north end of my main line. Admittedly, part of my idea had been to slow him down by virtue of him prep firing instead of moving, but I hadn’t fully thought it out. My Sniper thankfully pinned a couple units, and defensive fire broke a HS, but the building was looking awfully lonely and exposed….


Situation, German Turn 1, end of MPh.

On a good roll, the squad in S8 recovered. I would have gladly swapped that roll with the one for the squad in O4h1. Meanwhile, Patch discovered a small flaw in his setup when I realized the unit in L6 was not a leader, giving him an MMC that had done nothing, and no way to rally the unit that had routed there.

Needing to save O4, O3 Prepped, but a lousy roll got no result. My turn was mostly spent running away, as I tried to figure out what I was going to do for the next defensive line with what was left. Patch’s Defensive fire didn’t go entirely his way; HoB created a Hero in O3. But then he broke the squad there, and also pinned the 9-2 and CRed the squad in O4h1. My advancing fire managed to Pin the HS in O4.

Naturally, the squad in O4h1 surrendered (which was accepted), having nowhere to go. The real bad news is that I had planned to take out the HS in CC, but but was down to the Hero. Even with just the 9-2 helping, I could probably take him out, and then tie Patch up for another turn since he’d have to get rid of two ML 9 units that could generate 1FP -3 shots before any other mods.

As it was, the Hero went in alone, barely managed an Ambush, and with a -3 for (enemy) CX, Hero, and Ambush, barely managed to take out the HS, rearming the prisoners as a Green HS with the German’s guns.

I really wished the 9-2 was there to help. As it was, he recovered the MMG during RPh.


Situation, American Turn 1, end of MPh.

O4 drew the same 36 +1 shot as before, and the 3KIA made me quite happy that the 9-2 hadn’t gone downstairs….

He then cut off the fleeing survivors in Q2, forcing them to surrender (invoking NQ this time), and started to occupy the grainfield I was abandoning. He also sent a HS after the 9-2, which was pinned in O3h1. I did manage to nail a squad moving into O2 with a K/1.


Situation, German Turn 2, end of MPh.

The 8-1 and 747 Preped to no effect, and the 9-2, seeing the trap closing on him, spiked the MMG before it could fall into German hands. I maneuvered to start setting up near the Y/Z hedgerow.

Then fate decided my job wasn’t tough enough and Patch got a 2KIA result against the 747 and 8-1 in T5. It took him several shots, but he managed to break the 9-2 as well.


Situation, American Turn 2, end of MPh.

Patch in his turn rushed forward with everything. Considering that I didn’t have much to resist with, there certainly was no real reason not to. I did manage to break a HS creeping along the north edge though. Also, the Sherman started making itself felt by breaking a HS in U2.


Situation, German Turn 3, end of MPh.
↓ Read the rest of this entry…

└ Tags: AAR In Progress, Annual 91, ASL, gaming
1 Comment

Two Rounds of Utica

by Rindis on October 9, 2012 at 10:01 pm
Posted In: CC:Ancients

Patch and I did our usual two rounds of CC:A between ASL games tonight. The Battle of Utica from the Truceless War pack was up tonight.

I had the Carthaginians first. With six cards to four, going first, and three units of elephants, they seem favored, but with how variable elephants can be, and only five banners to a victory, it could be easy to get in trouble.

I drew a Mounted Charge, and decided to go all in. This worked out as I eliminated an Aux, a Light, and a Med with his leader, while reducing two other units to one block at the cost of one hit on an elephant. Patch managed a second hit on another elephant on his turn, but that was it. I used Line Command to move up the bulk of my force, Patch hit an elephant with his Hvy, and whiffed (three swords, two leaders), while the battle back only did one hit.

I then used Inspired Left Leadership to get the weakened elephants back in motion, along with my MC. I hit the Hvy for a one hit and a banner, Momentum Advanced, and did it again. The other elephant hit his remaining Med, did two hits and and a banner, Advanced, did one hit, he battled back and got a banner, and I killed him on the Rampage. 5-0

I’m glad it was Vassal. At five player turns, it would have taken longer to set up than play.

When we switched sides, I was quite gratified that Patch did not have a Mounted Charge to open with, though he did use Order Mounted. He didn’t do nearly as well as I did, but he did manage to reduce both my Meds and my Hvy to two blocks apiece at the cost of one unit of elephants and a block on another.

I pressed forward on the left and knocked out the (weakened) elephant there. Patch came back in on the right-center and lost his final elephants on bad rolls. I Line Advanced to get into range of the bulk of his forces, damaging one of his MC, when he hit me with Order Mediums. That took out both of my Meds and my leader with them. My Hvy had been knocked back early, and I started moving it up again, but a Line Command from Patch shattered my line, which was all Aux and LS.

I Double Timed with two units to get my Warriors into action, and they knocked an Aux back to his base line. Patch then picked off my Hvy. I tried to pick off his MC with leader, but couldn’t get more than one hit. Patch returned the favor, but a timely First Strike got his MC before he could finish off my Warriors.

In desperation, I Ordered Center and made three archery attempts on Meds in the center of everything… and managed to get one hit each time. 5-4

Tactics sure help in this game, but there’s no beating hot dice.

└ Tags: C&C Ancients, gaming
1 Comment

The Lone Samurai (and the Martial Arts)

by Rindis on October 5, 2012 at 10:33 am
Posted In: Books, History

In the introduction of  Stephen Turnbull’s The Lone Samurai and the Martial Arts, he points out, “the figure of the lone samurai, whose popularity is never in doubt throughout history, stands in direct contrast to what are perceived as the essentially group-led values of Japanese society.” Instead of being a book about modern martial arts, it is actually a history of the role of individual samurai (that is the warrior aristocracy) and martial arts from the time of the Gempei War to the current day.

Naturally, at the beginning the focus is on the samurai, which then shifts as the idea of actual swordfighting schools develops, and then the idea of martial arts develops in the centuries of peace under the Tokugawa.

In all, it’s an enjoyable book, that does a good job of presenting some of the social context of Japanese history.

└ Tags: books, history, review
1 Comment
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