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FB2 The Devil’s Free to Have a Try

by Rindis on June 2, 2012 at 11:38 am
Posted In: ASL

Patch was over again last Sunday for another FtF from Festung Budapest. He wanted to be the defender this time, so he took the Hungarians in FB2, “The Devil’s Free to Have a Try”. Since he doesn’t have a copy of his own, and the board’s not available on Vassal yet, that meant working out the entire defense after he got here in the morning.

This took a bit longer than he’d hoped (like me, he had a hard time coming up with what he wanted to do with certain elements of his setup, like the trenches), so we got a late start. At least we didn’t have a lot of struggle with the EmRR rules this time to distract us.

While he worked on that, I finished grabbing things like my rules (okay, so I wasn’t entirely ready either when he got here), continued work on Smudge’s new system,  and sorted out approximately what I wanted to do for the Russian entry (organized the stacks and stacks of infantry, mostly).

Patch’s defense had some familiar elements to it (like a pair of ‘?’ stacks in G36 and G37). And some things that were expected:  the MTR on the roof of A26, and the roadblock at H37/G38, and the wire lining the end of the tramway in the orchards.

My entry didn’t go all that well. I wish I could remember how Patch managed his, because it’s the same entry area as in FB1, but my right flank got pretty well shot up. Rolling a ’12’ on a MC to lose my 7-0 leader straight off the bat did not help. I also had a squad go berserk on the fifth roll of the game. At that point, there was only one place to go, L29, thirteen hexes distant. He let the squad go charging up the Varosmajor until they ran out of movement, and then coolly killed them with an adjacent squad in L34. In all, all that made it through on that side was a couple of squads, a pinned HS, and two of the SU-76s, one of which came under MTR fire. (Among the broken units was a second leader who wounded on another ’12’ in the next RPh.) And the SU-76 that was tasked with covering the south side had driven into AT-mines in H38, which, thankfully, failed to go off.

The left side starts out in the shadow of a block of buildings, so it entered in much better order. Following some of Patch’s general plan from the first scenario, the troops entered, and mostly ducked into the block of buildings east of the entry area. It also saw my first, and quite possibly biggest, mistake. The OT-34 threaded it’s way through the buildings and stopped between two of them, across the street from some ‘?’. As Patch helpfully pointed out later, it should have then fired the FT with minimal negative modifiers and tried to root out the defenders before they could fire without Motion penalties. But, I didn’t think of that (I’m pretty sure I knew that the last time I had a FT-equipped tank…), and waited for the AFPh. As it turned out, this was the only PF check of the day.

In DFPh, Patch revealed a German squad there, pulled out a panzerfaust and burned the tank. They broke from the backblast, but they had more than done their duty.

Meanwhile, the two SU-76s assigned to that area took up relatively sheltered positions, and started shelling the Hungarians.

In general, my die luck was poor all day, being plagued with a high number of ’12’s, that mostly CRed squads (though, as mentioned before, it also cost me a leader and wounded another), and malfunctioned the gun on one of the SU-76s.

Patch did not suffer as many high rolls, but thanks to Ammo Shortage, he suffered more for them. The MTR went under a Low Ammo counter early, and eventually malfunctioned, two squads were replaced fairly late in the day, and I think a MG malfunctioned from it eventually.

A lot of the rest of the game (the three further turns we got that day) doesn’t stand out as clearly (really should have written this sooner), but it was a slow grind forward for the Soviet, loosing troops at every opportunity, more due to CR on MCs than to actual KIA/K results.

The push on the right ran into a lot of trouble. The main idea was to grab the block of buildings near the edge of the board, and then proceed east along the cogwheel line towards the F31 area. A squad made it into the little block on the first turn, and I eliminated the Dummy unit there only to find it was sitting on top of mines. The mines broke the squad going in, and reduced them on the way out. I eventually took the other two buildings, but broke the remaining unit there, and Patch counter-attacked with a squad. Thankfully, one shot from the SU-76 still parked there sent them running back, but he had taken a building, and I had nothing left to take it back with.

The push along the cogwheel line took a bit longer to develop, thanks to the wire along the tram line. With a lack of other targets available from C38, where an SU-76 had originally parked, I decided to take a chance to push it forward onto the tram line to start taking more area under fire. A minor mistake was that I did this after successfully advancing infantry under the wire. The SU-76 got very lucky, clearing two hexes of wire as it moved.

A bigger mistake was forgetting that LOS traced down the length of the track doesn’t get any benefits from the orchard. Naturally, the AT Gun was stationed in E30, and it had a clear shot down the track to burn the SU-76, and destroy the one that had malfed its MA, which had taken shelter at the end of the track. That was after taking out one that was still jammed between two buildings on the north side of the map. About the only thing I had going for me was a good amount of high-caliber gunnery, and I lost most of it in two fire phases.

On the north side, things generally went a bit better, though crossing from the initial block to the mixed stone/wooden block took some time with the amount of fire that Patch could put the street under. At the end of the day, I had forced him up onto the level 3 hill where he had a Trench (abandoned) and a squad in A30. The plan was to force him back some more, so I could spend more effort reducing and taking C30.

However, that entire area had been hampered by a lot of troops in a small area, and the attendant problems of shuffling them around. Between that, and the extra -1 vulnerability helping with breaks, the FT-squad never got into action either.

Final situation

By the end of the day, gusts had started some fires in uncomfortable positions from the burning tanks, and I was down to a small number of effectives. Technically, the scenario had another three turns to run, but I was just out of steam nearly everywhere, with none of the six victory conditions achieved (two partially done, but no real hope of finishing them).

Things would have been quite different with the OT-34 still in action, though it wouldn’t have prevented the right flank from getting reduced to nothing. Still better would have been remembering the automatic Smoke OBA mission provided. I pulled out the AR counters at the beginning of turn 2 as a reminder… and then promptly forgot until midway through movement. And I forgot again on turn 3. It wasn’t until turn 4 that I got a SR down, and by that point, there wasn’t much to help with. I needed it to shut down a lot of his central fire position as moved closer to it. And while I won’t say I was actually ‘diced’, I will say that they certainly hurt. Not blithely wandering into every location Patch mined would have helped, though he was very smart on his deployments, and it would be hard to avoid.

Patch and I plan to continue playing our way through the FB scenarios, next time through Vassal, as FB3 is a night scenario, and they work much better on Vassal with the night-time shading to help remind you what’s lit up, and the use of invisible (to the opponent) counters to make Cloaking much easier to track.

└ Tags: ASL, Festung Budapest, gaming
1 Comment

PB5 Taylor Made Defense

by Rindis on May 31, 2012 at 12:00 pm
Posted In: ASL

Continuing my reposting of old AARs to fix the image issues, here’s the next one from the Pegasus Bridge series in December 2006:

And we’re back again with the next Pegasus Bridge scenario. This one happens back in Benouville, the location of PB3 (but a bit more restricted than last time). Patch is attacking with the Germans, who have to take six out of the seven stone buildings in my set up area.

Generally, that’s a fairly tall order, given the difference in quality and the fact that he only has 6 squads (versus my 5 1/2). But, there’s little, if any, open ground to cross, and he has three PzIVHs and a Marder I as support. I have two PIATs as tank killers. Also, one of my three leaders is wounded and three of my squads are Walking Wounded

The only thing I can see to do is a really tight defense in the village, and pray to hold out 7 turns. Outside, there’s just not enough cover for my comfort.

So far, so good. Patch once again agreeably broke a MA during his first turn. At the beginning of my Turn 2, he permanently disabled it, so that’s one less big gun to deal with. Meanwhile, the infantry is slowly working its way up to me, and the tanks have pretty much surrounded the village, keeping to range 3 or greater from any possible PIATs. I’ve broken two HS, one of which is just coming back, he’s broken both of my PIAT-toting squads, which have just rallied.

So, it’s my MPh on Turn 2, and I’m trying to figure out how to reshuffle the defenders, and wondering how the heck I can go Panzer hunting….


Situation at beginning of MPh, British Turn 2.


Patch commented:
“Holidays have delayed a response from my end.”

“This is a nasty little scenario for the British, as there’s just about no place to hide from my fire at set-up, and absolutely no place to hide after movement turn 1. When something breaks, it’s staying under DM. I can easily keep tanks out of PIAT range, and have circled the wagons and begun hammering away with HE and mg’s.”

“Turn 3 has led to some (possibly) overaggressive tactics on my part, given the time I have left. O12 had to rout away in the UK Turn 2, and the Marder nailed the P12 strong point, eliminating the 9-2 and two HSs. There are now just two unbroken UK 648s on board, and I decided to push into O12 and the tanks are moving up. Defensive Fire should be interesting.”
↓ Read the rest of this entry…

└ Tags: AAR In Progress, ASL, gaming, Pegasus Bridge
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The Core of Moebius

by Rindis on May 29, 2012 at 11:12 pm
Posted In: Life

When I built Smudge’s current machine, Micca, it was basically the best that that could be done at the time (short of a faster version of the same chip). Despite some changes, it’s essentially the same machine six years later.

I had meant to replace it this January, but a few more bills came in at that point than I had counted on, and a decent chunk of my spare money evaporated. (At least some of it was in a fun cause, like eating well during FurCon.) So, that got put off to July, when my next three-paycheck month is.

Just over a year ago, we got a new TV, some time after the previous one, a second-hand CRT TV died. With a little trepidation, we got a set from a manufacturer new to the TV business: Hannspree. It had good color, plenty of ports (this was our biggest sticking point), and was actually within our available budget. We did get a three-year store warranty as a backup.

And it was a pretty good TV. With two problems.

One was the fact that it and the cable box didn’t like each other well. Turn things on in the wrong order, and the set would not process the signal until you shut it down and did things in the right order.

The other was the fact that a few months after getting it, it started dropping picture. Every once in a while, the screen would just go black for an instant. And it slowly became more common. So we called Micro Center. They said that since it was still under the manufacturer warranty to go to them first. And we did, and they eventually came out and fixed it.

For maybe a month. Then it started again. We called, and after a little bouncing around, the same guy came out and pretty much replaced every circuit board the set had.

Not even a month that time.

All of this took time. Largely because remembering to call during the day, when the set isn’t in use, was difficult. So, a year.

Micro Center doesn’t stock that set any more, but gave us our money back. In store credit. Without tax. Or the charge for the warranty.

To be fair, to do much more than that would be something like financial suicide, but it didn’t help us any. Especially since they only have one set currently that satisfies our requirements. By a no-name brand with lots of poor reviews. They didn’t even have one in the store at that point.

So, plan B: Micro Center is more of a computer place than TV, so I figured to use the store credit on a new system, and we get a new TV in July. Not great, but it gets us out of the hole.

Last Wednesday, I had two different appointments, so I had taken the day off work. Me and Smudge went over to Micro Center and got a new CPU, motherboard, and RAM. Oh, and a non-stock CPU cooler. The up-sell was more aggressive than I’d like, but overall, it was a better experience than the TV department, and he raised one good point: the CPU cooler we got would be quieter.

On Saturday, I put it all together. I had kind of hoped that I could just change out the hardware, plug in the hard drives, and watch Windows update itself for the new hardware. But no, it died the death of bad hardware drivers, and I had to reinstall Windows from scratch. Program reinstalls are still proceeding.

And of course, it wouldn’t be a new computer without one heart-stopping glitch. Mid-day Sunday, the new system suddenly blue screened and shut down. I haven’t seen a BSOD on Windows 7. I wish I still hadn’t. On start up, it couldn’t find an OS. In fact, it couldn’t find the entire OS drive.

I opened up the case, unplugged and replugged all the hard drive cables, and everything was fine again. I’ve done this before, and it’s usually the start of the drive dying many moons later. Of course, this is the OS drive, which is the original drive we bought for Micca six years ago, so it might not have more than another year left. Though, I am thinking that the cable might have gotten a bit loose on the drive side as I was trading out other components. We’ll see.

Anyway, at long last, meet Moebius, the newest member of the household:
Intel Core i7-3770 (Ivy Bridge)
Intel DH77KC (I don’t normally go for Intel motherboards, but they are solid)
8 GB DDR3 1600 RAM
ATI Radeon HD 5700
Windows Experience 5.5 (held down by the older OS drive, otherwise 7.4)

└ Tags: life, Moebius
 Comment 

PB4 Killean’s Red

by Rindis on May 24, 2012 at 12:00 pm
Posted In: ASL

The next stop in our VASL sessions was the fourth scenario in Pegasus Bridge, “Killean’s Red”, started in December 2006. I had the attacking British trying to get into Le Port. Between the loss of the previous scenario, and an extremely lackluster performance this time, Patch did most of the reporting:

With Rindis’ recent surrender in PB3, Piecemeal, we’re trudging along faithfully to the next scenario, Killean’s Red. I’m taking the Germans so I defend this time.

Set up on this one is a pain. 5.5 squads? Second line? Conscripts?!? Do the Germans want this damn town or not?

My set-up is up front to try and have someone in the path of attack. I hope to shuffle units to the axis of attack once it develops. With just 5.5 turns, Rindis has his work cut out for him trying to take 15 building locations and the steeple. My defense is anchored on an 8-1,447, and MMG in GG13. HIP units are to the south, covering the canal road and hopefully providing some FtR casualties if he comes up the middle.

Rindis came up a bit more spread out than I had anticipated for a scenario like this. Two squads and the 9-1 assault into the CC10 woods, and the remainder come up the center. Things go badly for the Brits from the start.

The 8-1 and company CR the 338 on a scouting mission, and Rindis fails to do any return damage. In my turn I skulk, leaving Rindis with little else to do but roll boxcars on a 16FP attack on GG13. Time to move the defense lynch pin to GG12!

Turn 2
Those damn civilians reveal my HIP unit in II15h1. Curses! Rindis prep fires most everyone, but moves a unit into EE10 which draws fire and leaves 2 Residual. He then executes a poor move and bypasses the hex with a 648, and I roll snake eyes on the IFT. Bye bye squad. Little else happens for return fire besides loads of Pins, and Rindis advances into the village in FF11, making his PIAT squad CX.

My turn those chatty civilians make another appearance, but pass along bad intel and TIs a unit! Must find them and shoot them, as he was needed for my cunning plan. Prep fire fails to dislodge FF11, but Pins the unit. Since the southern route looks like it’s not coming into play, and I’m not liking how the north is developing, my remaining HIP unit in JJ16 makes a run for the village (fat lot of good they did), and we pause for Defensive Fire through email until next Wednesday.

An interesting scenario. Not enough units or time to permit many mistakes. I look forward to seeing how it pans out.

End of German Prep Fire, Turn 2

↓ Read the rest of this entry…

└ Tags: AAR In Progress, ASL, gaming, Pegasus Bridge
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R vs B Coalition Turn 8 in Review

by Rindis on May 23, 2012 at 11:23 pm
Posted In: BvR - The Wind

Well, it’s been quite a while since I’ve reported in on this game. Sorry about that, some of that is my fault, as I generated some technical snafus and challenges with Vassal, and some is the fault of Belirahc’s job keeping him too busy.

The bulk of the turn was watching him move a very satisfying number of cripples out of Hydran and Kzinti space. The rest of the turn saw very limited attacks in Alliance space.

In Kzinti space especially, he avoided any confrontation that the Federation could aid with, hitting 1105 (out of range of all Federation ships and defended by a lone CM), and 1506 (in the Kzinti-Klingon neutral zone; the Federation will only help in Kzinti space proper as long as Limited War holds).

In Hydran space, the Lyrans pinned my on-board reserve at 0118 (again) while the Klingons reworked their garrison network and hit the major planet in 0718.

The CM in 1105 was a sacrifice to force him to send something more important than an E4 or two, so both Kzinti reserves went to the neutral zone planet to save it.


Kzinti theater


Hydran theater

Combats:
0119: Hydran: crip LB; Lyran: crip 3xCW
0718: Hydran: 4xPDU, planet devastated; Klingon: crip 2xD6, D6M, F5L, F5, F5V, 3xE4A, dest 4xF5L, 2xF5
1506: Kzinti: crip CC; Klingon: dest F5E
1105: Kzinti: dest CM; Klingon: crip F5, capture planet

0718 showed that Belirahc is learning his lessons. The fleet wasn’t too great, but he stuck it out three rounds to kill the PDUs and devastate the planet, seriously reducing what little economy the Hydran capital has left to it.

Most of the Klingon new ships went to Kzinti space for the assault on 1506. Lyran production all went to the Hyrdran front. The Kingdom isn’t going to be able to hold out forever under this pressure, but it’s a slow, hard grind at the moment.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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