Heh,
That was fast.
Yeah, so aside from misreading some rules the Russians collapsed like a house of cards. Over half their guys were broken/reduced/downgraded/eliminated on the Axis go. That forced the Russians to try a desperate reposition and they got cut to pieces. After all that, I figured a restart was in order.
I'll have pictures later once I got back into the swing of it.
Hrm
Tom
That was fast.
Yeah, so aside from misreading some rules the Russians collapsed like a house of cards. Over half their guys were broken/reduced/downgraded/eliminated on the Axis go. That forced the Russians to try a desperate reposition and they got cut to pieces. After all that, I figured a restart was in order.
I'll have pictures later once I got back into the swing of it.
Hrm
Tom
Heh,
That was fast.
Yeah, so aside from misreading some rules the Russians collapsed like a house of cards. Over half their guys were broken/reduced/downgraded/eliminated on the Axis go. That forced the Russians to try a desperate reposition and they got cut to pieces. After all that, I figured a restart was in order.
I'll have pictures later once I got back into the swing of it.
Hrm
Tom
That was fast.
Yeah, so aside from misreading some rules the Russians collapsed like a house of cards. Over half their guys were broken/reduced/downgraded/eliminated on the Axis go. That forced the Russians to try a desperate reposition and they got cut to pieces. After all that, I figured a restart was in order.
I'll have pictures later once I got back into the swing of it.
Hrm
Tom
[ASLSK1] Wrap up
Apr. 20th, 2005 10:29 pmHuh,
Well, as expected, the Americans were just a bit too slow making it to the West side of town. The Germans set up a terrifying firebase and just shredded the Americans coming across.
It was an interesting scenrario. I think that maybe the Americans should just hammer into the West side buildings and cede the East side to the Germans for the moment. As their (very high quality) reinforcements show up, they can win back the East buildings. In order for the Germans to win, they need at least one good order unit in one of the victory buildings, but since a unit in Melee is not in good order, it should be easy enough to arrange a last-turn assault to disrupt the Germans in the East buildings and save the game.
The next scenario adds support weapons and sends the germans up against the sovients in Stalingrad. Since there's a little bit of everything, this should be a lot more interesting.
later
Tom
p.s. This is really making me want to play Godlike again.
Well, as expected, the Americans were just a bit too slow making it to the West side of town. The Germans set up a terrifying firebase and just shredded the Americans coming across.
It was an interesting scenrario. I think that maybe the Americans should just hammer into the West side buildings and cede the East side to the Germans for the moment. As their (very high quality) reinforcements show up, they can win back the East buildings. In order for the Germans to win, they need at least one good order unit in one of the victory buildings, but since a unit in Melee is not in good order, it should be easy enough to arrange a last-turn assault to disrupt the Germans in the East buildings and save the game.
The next scenario adds support weapons and sends the germans up against the sovients in Stalingrad. Since there's a little bit of everything, this should be a lot more interesting.
later
Tom
p.s. This is really making me want to play Godlike again.
[ASLSK1] Wrap up
Apr. 20th, 2005 10:29 pmHuh,
Well, as expected, the Americans were just a bit too slow making it to the West side of town. The Germans set up a terrifying firebase and just shredded the Americans coming across.
It was an interesting scenrario. I think that maybe the Americans should just hammer into the West side buildings and cede the East side to the Germans for the moment. As their (very high quality) reinforcements show up, they can win back the East buildings. In order for the Germans to win, they need at least one good order unit in one of the victory buildings, but since a unit in Melee is not in good order, it should be easy enough to arrange a last-turn assault to disrupt the Germans in the East buildings and save the game.
The next scenario adds support weapons and sends the germans up against the sovients in Stalingrad. Since there's a little bit of everything, this should be a lot more interesting.
later
Tom
p.s. This is really making me want to play Godlike again.
Well, as expected, the Americans were just a bit too slow making it to the West side of town. The Germans set up a terrifying firebase and just shredded the Americans coming across.
It was an interesting scenrario. I think that maybe the Americans should just hammer into the West side buildings and cede the East side to the Germans for the moment. As their (very high quality) reinforcements show up, they can win back the East buildings. In order for the Germans to win, they need at least one good order unit in one of the victory buildings, but since a unit in Melee is not in good order, it should be easy enough to arrange a last-turn assault to disrupt the Germans in the East buildings and save the game.
The next scenario adds support weapons and sends the germans up against the sovients in Stalingrad. Since there's a little bit of everything, this should be a lot more interesting.
later
Tom
p.s. This is really making me want to play Godlike again.
[ASLSK1] Turn 2 (and part of 3)
Apr. 12th, 2005 11:18 amHey,
So last night, I played out a bit more of my solo ASL game. I got through all of Turn 2 and about half of Turn 3. So I'm officially at the midpoint.
Things are looking good for the German side. As expected, the battle for the victory objectives on the West side of the map has left the Germans in good shape. They've got two buildings and enough troops to hang tough in the inevitable melee. The unit charging in towards the objectives on the East side of the map isn't faring as well. In fact, it's probably going to die in some brutal house fighting, but it's tying up so many American units that once the GIs finish them off, they may not have enough time to counter-attack the Germans off the board. In particular, the Turn 3 reinforcements are going to have to cover a lot of ground in a hurry if they hope to make it (possibly going CX to get enough MF).
I figured out how to cross a street (well, one way anyhow). The key is that the rules for defensive fire state that you can't shoot at a target if there's an enemy unit that's closer. So you send out one unit, try to get it shot at and then move the rest of your squads in such a way as to not get any closer. Which is how the west side was won. My first squad stepped out next to the Americans, enjoyed a hail of bullets (but stayed together) and then the other squads marched around at 2-hexes away. True, they did take fire when they moved back adjacent to the Americans, but they ended up inside a stone building and that pretty much made them invulnerable.
Close Combat and Melee, is a pretty griding affair. It's not likely to end fast unless you've got a huge superiority in numbers and even then you still have to kill off each counter one at a time (Unless I'm reading the rules wrong). So if you're attacking a stack of X units, you can figure that you'll be spending at least X melee rounds getting rid of them. I need to check up and see if there's a way a side can flee close combat.
So now I'm at 3.5 and it's the American's go. They get one more slate of re-inforcements (and a 9-2 leader) and they're going to have to really hustle. Since the German squads on the East side are starting the slow slide into oblivion, I'm going to direct all the reinforcements towards the West side to try and take on the Germans there. The big problem is going to be the huge tracts of open ground they're going to have to cover on the approach. Trying to stack up into a few buildings and then launching the assault will probably take too much time. I'm not hopeful about their chances, but I wasn't thinking the Germans were looking very good at the end of Turn 1 either.
Looking back, I think I should've split the Americans up a bit more. That would've made the East side a lot more vulnerable, but it's the West side that really needs the slowdown. Also, despite the complexity (I mean, I haven't even added in any machine guns yet) this is actually kind of fun.
later
Tom
So last night, I played out a bit more of my solo ASL game. I got through all of Turn 2 and about half of Turn 3. So I'm officially at the midpoint.
Things are looking good for the German side. As expected, the battle for the victory objectives on the West side of the map has left the Germans in good shape. They've got two buildings and enough troops to hang tough in the inevitable melee. The unit charging in towards the objectives on the East side of the map isn't faring as well. In fact, it's probably going to die in some brutal house fighting, but it's tying up so many American units that once the GIs finish them off, they may not have enough time to counter-attack the Germans off the board. In particular, the Turn 3 reinforcements are going to have to cover a lot of ground in a hurry if they hope to make it (possibly going CX to get enough MF).
I figured out how to cross a street (well, one way anyhow). The key is that the rules for defensive fire state that you can't shoot at a target if there's an enemy unit that's closer. So you send out one unit, try to get it shot at and then move the rest of your squads in such a way as to not get any closer. Which is how the west side was won. My first squad stepped out next to the Americans, enjoyed a hail of bullets (but stayed together) and then the other squads marched around at 2-hexes away. True, they did take fire when they moved back adjacent to the Americans, but they ended up inside a stone building and that pretty much made them invulnerable.
Close Combat and Melee, is a pretty griding affair. It's not likely to end fast unless you've got a huge superiority in numbers and even then you still have to kill off each counter one at a time (Unless I'm reading the rules wrong). So if you're attacking a stack of X units, you can figure that you'll be spending at least X melee rounds getting rid of them. I need to check up and see if there's a way a side can flee close combat.
So now I'm at 3.5 and it's the American's go. They get one more slate of re-inforcements (and a 9-2 leader) and they're going to have to really hustle. Since the German squads on the East side are starting the slow slide into oblivion, I'm going to direct all the reinforcements towards the West side to try and take on the Germans there. The big problem is going to be the huge tracts of open ground they're going to have to cover on the approach. Trying to stack up into a few buildings and then launching the assault will probably take too much time. I'm not hopeful about their chances, but I wasn't thinking the Germans were looking very good at the end of Turn 1 either.
Looking back, I think I should've split the Americans up a bit more. That would've made the East side a lot more vulnerable, but it's the West side that really needs the slowdown. Also, despite the complexity (I mean, I haven't even added in any machine guns yet) this is actually kind of fun.
later
Tom
[ASLSK1] Turn 2 (and part of 3)
Apr. 12th, 2005 11:18 amHey,
So last night, I played out a bit more of my solo ASL game. I got through all of Turn 2 and about half of Turn 3. So I'm officially at the midpoint.
Things are looking good for the German side. As expected, the battle for the victory objectives on the West side of the map has left the Germans in good shape. They've got two buildings and enough troops to hang tough in the inevitable melee. The unit charging in towards the objectives on the East side of the map isn't faring as well. In fact, it's probably going to die in some brutal house fighting, but it's tying up so many American units that once the GIs finish them off, they may not have enough time to counter-attack the Germans off the board. In particular, the Turn 3 reinforcements are going to have to cover a lot of ground in a hurry if they hope to make it (possibly going CX to get enough MF).
I figured out how to cross a street (well, one way anyhow). The key is that the rules for defensive fire state that you can't shoot at a target if there's an enemy unit that's closer. So you send out one unit, try to get it shot at and then move the rest of your squads in such a way as to not get any closer. Which is how the west side was won. My first squad stepped out next to the Americans, enjoyed a hail of bullets (but stayed together) and then the other squads marched around at 2-hexes away. True, they did take fire when they moved back adjacent to the Americans, but they ended up inside a stone building and that pretty much made them invulnerable.
Close Combat and Melee, is a pretty griding affair. It's not likely to end fast unless you've got a huge superiority in numbers and even then you still have to kill off each counter one at a time (Unless I'm reading the rules wrong). So if you're attacking a stack of X units, you can figure that you'll be spending at least X melee rounds getting rid of them. I need to check up and see if there's a way a side can flee close combat.
So now I'm at 3.5 and it's the American's go. They get one more slate of re-inforcements (and a 9-2 leader) and they're going to have to really hustle. Since the German squads on the East side are starting the slow slide into oblivion, I'm going to direct all the reinforcements towards the West side to try and take on the Germans there. The big problem is going to be the huge tracts of open ground they're going to have to cover on the approach. Trying to stack up into a few buildings and then launching the assault will probably take too much time. I'm not hopeful about their chances, but I wasn't thinking the Germans were looking very good at the end of Turn 1 either.
Looking back, I think I should've split the Americans up a bit more. That would've made the East side a lot more vulnerable, but it's the West side that really needs the slowdown. Also, despite the complexity (I mean, I haven't even added in any machine guns yet) this is actually kind of fun.
later
Tom
So last night, I played out a bit more of my solo ASL game. I got through all of Turn 2 and about half of Turn 3. So I'm officially at the midpoint.
Things are looking good for the German side. As expected, the battle for the victory objectives on the West side of the map has left the Germans in good shape. They've got two buildings and enough troops to hang tough in the inevitable melee. The unit charging in towards the objectives on the East side of the map isn't faring as well. In fact, it's probably going to die in some brutal house fighting, but it's tying up so many American units that once the GIs finish them off, they may not have enough time to counter-attack the Germans off the board. In particular, the Turn 3 reinforcements are going to have to cover a lot of ground in a hurry if they hope to make it (possibly going CX to get enough MF).
I figured out how to cross a street (well, one way anyhow). The key is that the rules for defensive fire state that you can't shoot at a target if there's an enemy unit that's closer. So you send out one unit, try to get it shot at and then move the rest of your squads in such a way as to not get any closer. Which is how the west side was won. My first squad stepped out next to the Americans, enjoyed a hail of bullets (but stayed together) and then the other squads marched around at 2-hexes away. True, they did take fire when they moved back adjacent to the Americans, but they ended up inside a stone building and that pretty much made them invulnerable.
Close Combat and Melee, is a pretty griding affair. It's not likely to end fast unless you've got a huge superiority in numbers and even then you still have to kill off each counter one at a time (Unless I'm reading the rules wrong). So if you're attacking a stack of X units, you can figure that you'll be spending at least X melee rounds getting rid of them. I need to check up and see if there's a way a side can flee close combat.
So now I'm at 3.5 and it's the American's go. They get one more slate of re-inforcements (and a 9-2 leader) and they're going to have to really hustle. Since the German squads on the East side are starting the slow slide into oblivion, I'm going to direct all the reinforcements towards the West side to try and take on the Germans there. The big problem is going to be the huge tracts of open ground they're going to have to cover on the approach. Trying to stack up into a few buildings and then launching the assault will probably take too much time. I'm not hopeful about their chances, but I wasn't thinking the Germans were looking very good at the end of Turn 1 either.
Looking back, I think I should've split the Americans up a bit more. That would've made the East side a lot more vulnerable, but it's the West side that really needs the slowdown. Also, despite the complexity (I mean, I haven't even added in any machine guns yet) this is actually kind of fun.
later
Tom
OK, so I'm goofing around with the Advanced Squad Leader starter set I got. I'm using VASL, which is the ASL module for VASSAL, which is a java-powered gaming engine that let's you play various boardgames over the internet.
VASSAL is cool.
VASL is cool.
ASL? Well...perhaps I'm not grasping the subtleties yet.
I've got a stack of 3 German 4-6-7's with a 7-0 leader Defensive Firing on an American 7-4-7 trying to get under cover. Even with a -2 modifer for the target being in the open and not assault moving, I still can't get any better than a -1 Morale check and dude, their morale is *7*.
Now at the start of turn two, everyone is bulked up in stone buildings. So now it's going to be nothing but assault moves. The Germans have another squad coming in, but American reinforcements on Turn 1 mean that they can't zip down the same road I used without getting cut to pieces.
It's going to be very bloody. The East side stack has to fight through everyone, but the West side stack has to make it across the street to enter one of the victory buildings.
whee!
Tom
VASSAL is cool.
VASL is cool.
ASL? Well...perhaps I'm not grasping the subtleties yet.
I've got a stack of 3 German 4-6-7's with a 7-0 leader Defensive Firing on an American 7-4-7 trying to get under cover. Even with a -2 modifer for the target being in the open and not assault moving, I still can't get any better than a -1 Morale check and dude, their morale is *7*.
Now at the start of turn two, everyone is bulked up in stone buildings. So now it's going to be nothing but assault moves. The Germans have another squad coming in, but American reinforcements on Turn 1 mean that they can't zip down the same road I used without getting cut to pieces.
It's going to be very bloody. The East side stack has to fight through everyone, but the West side stack has to make it across the street to enter one of the victory buildings.
whee!
Tom
OK, so I'm goofing around with the Advanced Squad Leader starter set I got. I'm using VASL, which is the ASL module for VASSAL, which is a java-powered gaming engine that let's you play various boardgames over the internet.
VASSAL is cool.
VASL is cool.
ASL? Well...perhaps I'm not grasping the subtleties yet.
I've got a stack of 3 German 4-6-7's with a 7-0 leader Defensive Firing on an American 7-4-7 trying to get under cover. Even with a -2 modifer for the target being in the open and not assault moving, I still can't get any better than a -1 Morale check and dude, their morale is *7*.
Now at the start of turn two, everyone is bulked up in stone buildings. So now it's going to be nothing but assault moves. The Germans have another squad coming in, but American reinforcements on Turn 1 mean that they can't zip down the same road I used without getting cut to pieces.
It's going to be very bloody. The East side stack has to fight through everyone, but the West side stack has to make it across the street to enter one of the victory buildings.
whee!
Tom
VASSAL is cool.
VASL is cool.
ASL? Well...perhaps I'm not grasping the subtleties yet.
I've got a stack of 3 German 4-6-7's with a 7-0 leader Defensive Firing on an American 7-4-7 trying to get under cover. Even with a -2 modifer for the target being in the open and not assault moving, I still can't get any better than a -1 Morale check and dude, their morale is *7*.
Now at the start of turn two, everyone is bulked up in stone buildings. So now it's going to be nothing but assault moves. The Germans have another squad coming in, but American reinforcements on Turn 1 mean that they can't zip down the same road I used without getting cut to pieces.
It's going to be very bloody. The East side stack has to fight through everyone, but the West side stack has to make it across the street to enter one of the victory buildings.
whee!
Tom