Played this on Wednesday against my regular opponent Neil Brunger, our first game after a few months break. We were both a bit rusty on the rules but it’s a relatively straightforward one so few problems were encountered.
The Hungarians setup well back but with a small force in J5 to keep me straight. MMG and HMG were in S8 and T4 with an 8-1 on Level 2 covering the approach well. The StugIIIs were in P6 and Q6 with a couple of dummy 5/8″s in P3 to keep me guessing.
I setup my MMG, LMG and 8-1 on Level 1 in E6 to give cover while the Assault team (DC, FT and 9-1 with some support) pushed up the middle with the bulk of the first line squads and 7-0 heading down my right flank. Two T34/85s joined them while the other with squad support went down the left.
I succumbed to a couple of LOS blunders from his HMG/LMG combo seeing a couple of broken squads on my right. The center assault faired better giving a foothold in the woods but as they moved to the tree line got hammered by the MGs again with Hungarians pushing forward again to counterattack. The T34s stalled on the right as the troops guarding the road threatened with PFs and the forward tank got smoked. As my 9-1 in the woods succumbed to the Russian sniper things were looking bad for such a short scenario.
I pushed the other T34 down the left, braving a PF but breaking the support of the now dummy revealed Stug. On the right the first T34 became shocked and soon was confirmed elimated while the second pushed an Intensive Fire shot at an approaching Stug only to malf the gun and disable it next Rally Phase for a Recall. By now my overwatch team in the building had come down and the FT was taking it’s toll in the center as I finally pushed into the cemtery. As my last T34 was stuck on the left with little time to move round it was threatened by his HMG team rushing down with PFs at the ready and despite turning to face the threat succumber next fire phase but failed to burn.
The Stug that had moved out to threaten my T34 on the right malfed its gun on the last Hungarian player turn and a few deaths from Failure to Rout in the cemetery had put the Hungarians on the back foot. The Russian 7-0 and 2 squads had pushed round the right to finally advance into the last Stug in the woods. Getting ambush they took it out and the final turn saw a 9-1 and squad with a last foothold covering the cemetery in Q3. The last Stug failed to repair so was out for Victory purposes and my remaining squads pushed to take out the last Hungarians. Braving supporting MMG fire and residual they closed in but it was the FT at long range, safe from all SFF attacks that was to break the leader and final squad for a close Russian victory.
All in all, a fun game and the usual tight Schwerpunkt design. ROAR has this now 22:11 for the Russians and given that I didn’t play too well and still won I would give the Hungarians the Balance.
Nice to be playing again anyway.
Well, all attempts to keep this updated for a while have failed. My ASL gaming time has dropped to zero as I devote time to finding a job. My regular opponent has called round twice for a game and both times we just ended up chatting and never actually getting the counters out! I’m away for two weeks from Friday so it’s going to be next month at least before we even try and play again.
VASL has gone as well. I’ve been playing through the Operation Watchtower scenarios with Aaron Sibley. We’ve had some great games but this too has stalled. I’m still hoping to make Intensive Fire in Bournemouth in October but it all depends on work. If I have a job I may not have the time. If I don’t have a job then I won’t be able to afford it!
I’ve even cut down on the ASL forums. Most of the posts aren’t worth the effort anyway – harsh I know :-). But I just can’t seem to get interested in it at the moment. I’ve got various programming projects I want to try – a SASL extension for VASL, a new eASLRB, some web stuff etc. – but can’t motivate myself. I’ve just spent most of the morning reading the sections in time management and procrastination at www.mintools.com…
Things will get going soon, I’m sure but until then all life outside of Real Life is on hold…
Quick question. Situation as below:
Units inAA7 Assault move into Z6.
I can strip concealment as they cross the open AA7/Z6 hexside?
I can snapshot at 4 flat?
I know it probably seems obvious but my brain hurts this morning!
[EDIT] Found the rules reference:
A12.141 says that :
| A Snap Shot attack opportunity is not sufficient to cause the moving unit to lose its concealment unless the attack generates a “PTC” or better result.
So no ? loss and my FP attack would be 2FP flat
I’ve posted an AAR for last weekends Tournament on the GamesSquad Forums here. I’ll try and post some more detailed stuff re the playtests here when I get time. It was a great weekend.
Anyway, enough ramblimg. Need to go and sort out Java on my AMD64 machine…
Haven’t had time to update the blog for a while but still playing. Currently working through the Operation Watchtower scenarios vs. Aaron Sibley. Lost the first 3 (AARs to follow when I get time) and then we played HS4 High Water Mark. What a dog. Aaron packed in half-way through as the Japanese. I’d managed to light up the battlefield wherever I needed, my OBA hit him in the jungle twice and when he finally got a cloaking counter ready to advance into combat one of mortars got rate 8 times including two CHs and wiped them out to a man. His small force which planned to Banzai my forward defence stalled when my sniper got his leader. With the OBA uncloaking half his force who were then faced with closing over open ground vs. my 10-2 and his HMGs there was no way they were going to take the hill and get the required exit VPs. I’ve started a thread over at the GameSquad forums so discuss this one as I’d like to see how the Japanese can win!
Will get some more AARs up in the not too distant along with an account of the Heroes tourney at Blackpool next month.
Bye for now.