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ASL Journal #10» Forums » Sessions

Subject: FB18 Red Banner Days rss

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James Lowry
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Having spent a little time away, Patch and I went back to working our way through all the Festung Budapest scenarios. This time we went with "Red Banner Days" from Journal 10, which actually happens slightly before "Siesta Time" (and the day after "Waffenbrüderschaft").

The Germans are preparing to counterattack Russian gains in the NW of the city, when the next Russian attack goes in immediately beforehand. So the Soviets go first, attacking into a tiny Hungarian force, while a large German force is stuck under "No Move" markers for two turns (or until attacked by the Russians). The Russians win by getting 12 VPs, counted by building control, GO squads and T-34s in the area past the Hungarian defenders, with both sides having a 26 CVP cap. Patch took the Russians, and I tried to parse what the heck I was doing as I set up.

The map is between the sizes of the previous two FB scenarios we've played, but with the amount of forces available, a 13-hex wide playing area feels cramped. The west edge features the familiar terrain of the cogwheel RR, but the real action is well to the east, where a dense urban zone slopes down into a factory area. Oddly enough, this scenario features random rubble generation, even though the other scenarios we've just played did not. I had some interesting luck with the rubble, knocking down most of the D14-H14 block as well as a couple hexes of the Hungarian area, and three on the front line of the Russian set up area. There wasn't any falling rubble, but there was some falling debris.

If I'd payed more attention to the sheer amount of firepower the Russians have (15 squads, FT, DC, 4xT-34, 4xGuns, including a 152mm ART!) I would have set the Hungarians (4 squads, LMG, leader, 9x'?') up on the back side of the block, and tried for hide-and-seek. As it was, I tried to keep him cautious about crossing the street, and lost nearly everything in the first turn. Patch led off with a couple hexes of Smoke on the south, and then pounded the center of the line, managing to ELR and reduce a squad on a couple of MCs. The 152 broke my squad on the north corner on a CH, also placing a flame on Level 1.

In movement, the bulk of the line took one big step forward into the street. I only had one effective squad left (not counting the HS and Dummy under Smoke) in G20, and the cowered on their first shot and then broke and ELRed on a second FPF shot.

Then the FT squad ran in, and was unaffected by the Resid.

Advancing fire eliminated G20 including the Dummy there. He advanced into I21 and J21, finding only a Dummy in the latter, but blew his roll in I21 on a 4:1 attack while I stayed concealed, and out of Melee.

Full scenario area, Russian Turn 1. Yellow hexes are the VP line the Russians need to pass.

There wasn't much to do in my turn, with hardly anything active still alive. The broken squad in E18 reduced on a '12' self-rally. Patch was unable to affect the intact units, but managed to knock out the HS in H18, leaving my LMG abandoned in the hex. And the Flame promoted into a Blaze.

Flight, Axis Turn 1.

Turn 2 kicked off with good news: an MMG that Patch had malfunctioned went away during RPh. Patch advanced methodically, crossing the VP line in the south and started to occupy the H16-L17 block. I only had one shot, which cowered to no effect, while Patch surrounded and broke the HS in H17 who promptly died of FtR. He also managed to reveal the leader, but couldn't affect him, but I self-broke him before Patch could get him in CC. He re-engaged the HS that had escaped on the first turn with a pair of squads again, and this time nailed him, and also took out the broken HS in E18 in CC.

Situation, Russian Turn 2. We didn't realize non-wreck Blazes are +3 smoke for a bit.

My only active unit for the next half-turn was the 9-1 leader, who self-rallied and ran back to the German lines, screaming the "The Russians are coming!" It was only at this point that I thought about the fact that the German should have gained a bunch of concealment. And that led to a fairly confusing ten minutes of debating LOS and blind hexes, thanks to the five level difference from the German starting area to the Russian observer in Level 2 of the Bahr-Madas Boarding School on the hill.

Patch continued occupying the I17-L18 block for his third turn, setting up a dense defensive perimeter for the coming German attack. He carefully stayed out of LOS, leaving me nothing to do but put a ranging round in F17 from one of my Panthers. However, the Blaze spread downwind, setting E18 aflame.

Situation, Russian Turn 3.

With that, my offensive began. However, the Hungarian troops had generated 8 CVP out of the 26 cap, so while I needed to sweep him out of the H16-L17 block, I needed to avoid casualties doing so. Not knowing what things were going to be like when I set up, the general plan was a broad-front advance, in this case, I wanted to occupy the B15-D16 block before Patch decided to grab more building VPs there, and put some pressure on the adjacent start area to keep him from shifting more troops past the VP line to the south. In the center, I wanted to make building G16 too unhealthy for him to occupy, and start staging for an eventual assault from the K15 rowhouse.

Patch only had limited defensive fire, but managed to break a leader while crossing the street, though the MMG squad he was leading managed to continue on. Movement was complicated by the realization that the entire I13-L11 line was split-level buildings, which we hadn't appreciate until that point (but going upstairs and then to the adjacent ground Location was a lot easier...).

My plan was derailed when one of my Panthers stalled, and the subsequent DR blew 10 MP on that, leaving 4 for the second attempt, and it didn't get more than one hex that turn. Worse, there were two other vehicles waiting in line behind him....

The other Panther had stayed to Opportunity Fire at F17, in case he revealed to fire at my advance (and encourage him not to fire...). I managed to get a CH that revealed the entire stack as Dummies, and I had forgotten he had spare '?' in his OB. And while the fire didn't spread any more, E18h1 got a full-fledged Blaze.

Situation, Axis Turn 3. Counteroffensive.

Patch had malfunctioned a second MMG, and got it back for his rally, while my leader successfully self-rallied.

Patch mostly skulked on his turn, and left me with no shots worth taking. However, a Flame did start in E19h1.

Situation, Russian Turn 4.

Most of my turn was spent trying to get into position to start being able to attack later. Patch didn't have a lot of fire, but managed to break a Dashing LMG squad, and ELRed a squad that was moving up with the Pz IV (which he later CRed to a HS). Then during DFPh, Patch revealed his FT in H16, and got a 4MC against my adjacent squad... who rolled a '2' to go Fanatic. He tried another high firepower shot against them, but couldn't get a result. Next door turned out to have his 9-2 and a couple squads, who also couldn't do more than a PTC against the HS adjacent to them.

We finally caught that terrain blazes are +3 smoke (instead of the +2 of wreck blazes), and things got much more smoked in during my APh. I revealed my FT at two hex range from the 9-2 stack, and got a 3MC to wound the 9-2 (ELRing to a 9-1 in the process), ELR one squad, Battle Harden + generate a hero on the other one, and start a Flame there.

To round out the phase, the Flame in E19h1 burst into a Blaze, getting us up to three Locations in that area alight.

This left me with a hard decision: the FT in H16 was in range of the Pz IV, and could clear the entire G16-I15 building. But I would have to go upslope (causing CX) to get to it in CC. I decided to go in and try to tie it up in Melee to buy me a turn. To my surprise, the fanatics managed to avoid Ambush and take out the FT squad without taking any losses.

Situation, Axis Turn 4. I had forgotten I had a HT in I8....

The fanatics ended their winning streak when they failed to recover the FT in Patch's RPh. I had been hoping to pick it up, and either rout out, or destroy it if things looked to bad. My one rally attempt failed, and Patch got a CR on his self-rally attempt.

Patch put down a few smoke rounds on either flank, and then got a CH with a MTR to kill my HS in L15h1. He had a fair amount of other fire, but the only thing that happened was a Sniper activation that broke the crew of his 152mm ART. Patch shuffled and skulked in his chosen block, not giving many opportunities for fire. Things got worse for the fanatic squad as they suffered Ammo Shortage in DFPh, and then broke in AFPh. More smoke covered the board from E19h1, while the downstairs location and F19h1 caught alight.

Situation, Russian Turn 5. There is smoke in M16.

I got nothing for my rally, but Patch rallied his wounded 9-1 as well as recovered his FT with his Hero. The nearby Pz IV opened fire on him, but he passed two MCs generated by the MA, and the CMG malfunctioned. The only other results I got was a PTC that he passed, and I lost my HMG on a '12'. Patch got a K/4 to cause CR and break two units with his FT.

Situation, Axis Turn 5. Accidentally parked a HT in Bypass of the rubble in F15.

No one got anything back in Rally, and despite several shots, Patch couldn't get more than a single pin result in Prep Fire. He moved more units into the victory block while not giving me any shots, but I got a '2' on a multi-location FG in DFPh to punch through the smoke and break a squad. E19h0 turned into a Blaze to set the entire building on fire.

Situation, Russian Turn 6. Remember, the bulk of the smoke is coming from Level 1....

I managed to rally a leader and two and a half squads (including the fanatics), but lost the CMG on my Pz IV. Patch didn't manage to get anything back.

I had been biding my time, waiting for some sort of break, and still moving up guys for some sort of assault on Patch's position, and now he had gotten even more in there, and set up a really hard nut to crack. I felt that I had possibly blown my best chance on the previous turn, and didn't like the idea of a last-turn charge where Patch would have even more time to set up. What I didn't realize at the time was that Patch had exactly 15 VP. He had five buildings, eight squads and two T-34s past the line. Without counting it up (and there was a fair amount of '?' to make it harder), I assumed he had to have some margin other than another couple of squads holding his flank across the street.

So, I went in with 'the big push'. The first couple moves weren't bad, but then Patch got a couple low rolls to kill a couple squads outright, though my Sniper eliminated the still-broken 152 ART crew. I really hadn't appreciated the number of building gaps there were that would allow Patch to fire on the road I was moving into from the far side of the block. The crowning moment was when my 10-2 moved into residual firepower and rolled a '12' for a fatal wound on a NMC.

After losing two squads, breaking two more, and pinning a final two (and generating one Hero), I sent in the Panther to engage the two T-34s in the area. I wanted a bit more infantry cover, but that wasn't happening. But if Patch could just continue his penchant for hull hits, the Panther was pretty safe from the T-34/85s, which had taken a while for me to appreciate. The near T-34 fired, and promptly malfunctioned his gun.

The north flank went a little better, as a couple squads survived intact, while two broke. Sadly, one of them was my PSK squad, leaving the Panther there to face-off with a pair of T34s alone. During DFPh, Patch got six hits against the two Panthers, and only two of them were hull hits. Amazingly, despite a final TK of 6, all four turret hits bounced. Even better, he malfunctioned his MTR. He did eliminate a HS, and break and reduce a squad.

On the other hand, my north flank Panther managed a hit on A19, and killed it, though the crew survived, while flames spread to F19h0. After all that, I managed to get into CC in E18 and G18. Nothing happened in the former location, but I managed to reduce his squad in G18, even after they refused to attack to stay concealed.

All of this put Patch at 20 CVP, dangerously close to my cap. I'd only gotten 6 CVP in comparison, and was about ready to throw in the towel, since I didn't realize just how close the points were for the main victory condition.

Situation, Axis Turn 6. Playing it didn't make much more sense.

Patch repaired his MTR and the T-34 crew recovered the 152mm ART for his final rally, while I didn't get anything back despite a fair number of brokies stacked with leaders. Not having any place better for him to go, my MMG squad had ended up adjacent to his FT, and they predictably broke and ELRed on a 4MC, and then reduced on a subsequent shot. He also broke the squad that had been stranded in M17 by a Pin.

Patch then came up with a new plan, and the crew abandoned the ART they had just taken and ran for the north side of the victory area. Crews don't count for VP (which Patch didn't notice at first), but they can take control of buildings. He backed the surviving T-34 on the north side out of the rubble, and ran it along the board edge into the victory area, while the Panther missed on two shots against it. The one on the south edge backed out (after his assault engineers a next to my Panther helpfully smoked it in) and lodged itself between a couple buildings on the back end of the block he was holding. The good news was that I retained ROF after my first shot, and when the T-34 with the bad MA started (and into my hex was the only place it could go—I assume he wanted to impose target selection limitations on me), I got a turret hit and burned the tank (just what we needed—more smoke).

Sadly, the only other thing I could do was suffer Ammo Shortage on another squad.

Patch burned a HT for another couple CVP points. Flames spread to D18h0 (finally), and F19h0 turned into a Blaze.

CC went poorly; I did no damage, and had my squads in both locations reduced, edging Patch up to 25 CVP. Thankfully, his attempt to street fight a Panther failed.

Situation, Russian Turn 7.

Rally gave me what I needed, with a squad rallying in both L14 and D14. Patch sent a squad Berserk in J17. If he had another turn, they would charge the Panther....

Looking it over at this point, I saw that Patch had 9.5 squads, and two T-34s over the line, and controlled seven buildings. The odds were that I'd be able to reclaim C16 & D15 since I got an adjacent squad back. All I had to do was break two squads/kill two T-34s without taking any CVP. (Not darn likely, since I was now likely to lose both CC fights.)

Despite the 'zerkie, I figured my best chance at havoc was to fire on J17 and hope his adjacent FT would run out of fuel rather than killing the Panther. If I could hit on ATT, there were 3.5 squads that might break in that hex. All he did was disable the MA on the IF shot and malfunction the BMG.

I moved the north Panther up to engage the T-34 there, and needing to improve my odds as best I could, went CE while trying for HD in B17. Not only did I fail the HD attempt, but the spotted MTR got a CH against it, stunning the crew. I sent a squad and leader up to L16, hoping the smoke from the burning T-34 would cover me, and I could attempt a DC toss and get into CC to take a squad out of GO, if I lived, but he broke both units.

Desperate, I sent the Pz IV to do a Panther's job and moved it to confront the north T-34, and it promptly hit and killed the Pz IV. The crew did not survive, and my CVP went over the cap.

Axis Turn 7; end of game.

Postscript:
I blew it in a few places this scenario. I really didn't think about just how much firepower the Russians had, and tried to do a fall back defense that instantly evaporated. I'm sure the Hungarians usually don't have many survivors, but only saving the 9-1, and giving Patch a turn to do whatever he wanted was not a good start.

I had a fair amount of force to move up, but Patch reinforced the victory area pretty thoroughly, and shut me out very effectively. As often happens, I wanted to wait for something to happen, and that kind of die luck just isn't going to happen within the confines of the scenario. Also, I planned, and moved, for the main thrust to happen along the Kaplar utca (J15-M17), but the real opportunities turned out to be in the G16-I16 area.

The excessive number of smoke counters hampered both of us, though since I needed to maneuver for the attack it was probably a bit worse for me. In person, this probably would have been better, since FB has fairly large hexes, and you can usually split into two stacks. On the other hand, LOS checks would have been a nightmare without a spare copy of the map (which we don't have).
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Stacey Hager
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Fantastic AAR! Thanks for the effort in putting it together.
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Patch
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Gads, another replay I have to comment upon! And Rindis does such better write-ups than I.

Turn 1 to 3
Rindis is set up front more than I had expected, which opens some possibilities. Based on the VC, my goal is the 12 VP. I plan on flooding the H16 block, and forcing Rindis to kick me out. Rindis is light on the right flank, and there's nothing to really stop me from getting in there on turn 1. I'll run two platoons and two T34s around that flank, push hard up the middle to wipe out the Hungarians, and I have the 152 Art and two T34s on the other flank to deal with the inevitable counterattack. I can't set the AFVs up in buildings, but nothing says I can't put on in rubble so the T34 with the AL goes in rubbled B19 for the +3 TEM. Tanks that are to fire are CE for better turn 1 odds, and I'll BU in Advance. The 152 is the real tank killer here, but there's no good place to put it as you can't get it emplaced anywhere useful. There's the orchards, but the LOS sucks. Other guns are going to be pushed up to the action around the H16 block. I have a Mtr in B25 using spotted fire from A25, but sadly as we find out later his LOS isn't as good as I'd like.

Everything about goes to plan. I get the smoke down I needed, and the Hungarians are slaughtered. I had some annoying moments chasing down an elusive Hungarian who escaped a melee, but I got him in the end. The burning building is figuring to be a hassle, but neither of us were expecting what happened as it spread.

Rindis starts his offensive. I'm expecting a push out of the I15 building, with an attempt to flank from D18. I have a 458 in E18, a dummy in F17, and the 458 & ATR in G19 as I look to see where the halftracks go.

Turn 4
My advance is done, so I wait for Rindis to come to me. Lots of skulking going on. I realize the spreading fire is going to provide Rindis with a smoke screen to enter my flank. My only hope is enough catches on fire that the burning buildings themselves limit Rindis' movement. The spotted Mtr acquires C17. If Rindis moves to D16h1 to engage my line, I plan to smoke the hex to screen his kill stack. If he moves to C17 to engage my armor or the art, I plan to smoke the hex anyway. Ah, smoke. I will learn to hate those little grey counters so before this is over.

Rindis is moving up, but slowly. Specifically, most of his his armor is nowhere is sight. Rindis is incredibly annoying as not only does he survive a FT shot, he kills the user in CC afterwards. The fire continues to spread.

Turn 5
Rindis is starting to get his forces arrayed against me, and I smoke C17 and M16. I skulk and try to find LOS to hexes RIndis will have to move through, specifically J14 & J15. I'm trying to shuffle concealed unit to the front line, as I know there's a 10-2 and a FT out there, and I can't just let Rindis advance into the front line of buildings. I need to hit him as he moves in. The upper levels and rubble provide some nice LOS, and I'm trying to get a kill stack into J17, which will be a big defensive point for me. Thankfully I succeed in getting my FT back.

Rindis just... scooches forward on his turn. The armor still isn't really doing much. I've not seen any halftracks, the MkIV is sitting, the Panthers are slowly shuffling forward... doesn't he know there's not much time left? I really think Rinds needed to attack this turn to kick me out of this block, and it didn't happen. He just wasn't positioned for it.

The fire continues to spread.

Turn 6
The push has to come this turn. I fire at what I can see with the big guns, and then move. I move a T34 to A19 to cover the A19-E17 road, and I shuffle units to try and find the right combination of units to maximize firepower and still cover those key OG hexes. I think I still have this with 12VP, but it's at risk as I don't know if I'll be able to rally anyone and get then across the victory road by end game if Rindis' assault goes well. The only problem is, I think it's too late at this point.

The Panthers finally engage the T34s. A lot of HVAP is bounced off turrets (one T34 fired 4 times), but I can't get a kill. Rindis does, and kills the A19 T34, but the crew survives. Rindis tries to force the K16-M17 road, but gets hammered. He does force his way into E18 and G18, and melees develop. I wasn't happy about that, but if the melee continues, it will tie up his units and that's as good as a kill to me.

Turn 7
My AFV crew recovers the Art to fire at the Panther, but I fiure my odds are better if I abandon the gun and make a run for buildings instead. All that can fire at the crew would be the Panther, and if he does that I have a better chance of extracting the T34. It works, a I get across the road and take two buildings. I also move into the H17/J18 debris, so if Rindis wins the G18 melee, he'll have to move into OG to get at me (J18 is a concealed leader, but Rindis doesn't know that!). I get infantry smoke on the Panther and extract the M18 T34, but the one in K17 dies and burns (yay, more smoke). I try close assaulting the Panther and fail (combat engineer, street fighting, it should have died!)

It's Rindis' last chance, but I just don't see it at this point. He has vehicles he can move, but he lacks the infantry. He pushes into I15, which I don't understand as it doesn't help him. The Panther moves to B17 to take out my T34, and my mortar nails it on a CH. Only stuns it, but it's effectively out of the game. He follows it up with the MkIV, but dies to the T34 for the Soviet win.

* * * * *

Ok, this is an interesting one. I find I like the meeting engagement scenarios, and this one is certainly a challenge. Everything catching on fire was a huge pain in the ass. Trying to figure out who could see what, and with what modifiers, really slowed the game down.

I think a key factor in Rindis' loss was the absence of armor support. Neither 251/1 halftrack saw action. I think the 20L AAht fired once. The Panthers came into play around turn 6. The MkIV and the JgIV did very little. They were sorely needed on the front lines, but were not to be found. Rindis spent a lot of time trying to get them into position with bypass movement, and it just took forever. I think the more open left flank, is better suited for a German armored counterattack, pushing up through the A-E columns, and try to take the flank. The halftracks cold try to get infantry into the backfield, and the T34s are left with the choice of firing at them, leaving no response to the subsequent tank movement, or let them pass, and risk an Advancing Fire Pf/Psk shot from unloaded infantry, or even CC.


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James Lowry
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The halftracks were proving impossible to move, and I was gunshy of losing CVP on them (I didn't realize we were only counting crew CVP again until very late). And like I mentioned in the conclusion, I was really thinking in terms of a south-flank push, and my opportunities were elsewhere. Part of this was I setup expecting a big brawl in the buildings with Patch still trying to move up to secure his VPs. So all the heavy stuff was south for that and my very limited attempts to shift a few things north tended to have poor luck.

The HT may have also been victim to a rules error I've been meaning to bring up: We were playing HT having +1 movement per hex from the snow, but in a late lookup of the snow rules I noted the phrase 'non-tracked vehicle movement pays +1 MP' (paraphrasing). Usually, when they mean tanks the term is 'fully-tracked'; I'm thinking that the HT aren't supposed to get the +1 MP/hex.
 
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Martin Vicca
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You are right on the halftracks not paying he extra, they are tracked vehicles (and can ESB).
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Al Cannamore
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Rindis, Your AAR is excellent, as all of 'em are. I'm impressed! I enjoy reading these while I'm on the road. Makes me feel like I'm playing ASL when I can't. Thank you very much!

Another thing that really impresses me...as someone who has only played smallish scenarios using vasl, how on earth do you keep track of what's in all those stacks like those shown on the Turn 6 Axis screen? The towering stacks start overlapping each other. Throw in the bigger info counters and vehicles in bypass and things become so cluttered that I seriously doubt I could sort through it all to play.

I've been hesitant to play bigger scenarios because of this. I've been thinking about this and have only come up with a couple of ideas.

I could set up a physical board to duplicate the vasl board but that obviously has some major drawbacks.

I could convert the regular sized vasl hexes to dasl size but I think that my vasl opponent might not like that and it takes up lot's of screen real estate. Besides, you obviously don't need to do that; hence why I'm impressed.

I'm out of ideas. What is your secret?

Allan
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James Lowry
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Usually, it's not too big of a problem. There'll be a couple of really big stacks (men on every level), and they're important enough that you'll remember them.

However, this game got pretty bad. Like the HT in bypass of the rubble? I completely forgot there was rubble there, despite the fact that I'd been occupying it for the last couple turns, and Patch missed it too.

There was one point where I knew Patch had a T-34 in bypass of a building (again, important, you remember), but with the hexes on either side being occupied, I could not find the counter for the T-34.

And the smoke really, really added to the pain in this one.

But, usually, it's just not that bad. Don't forget that clicking on a stack brings it to the 'front', you can use that to bring the important pieces up where you can see them better. But some is memory, just like you need to remember what's in that big stack FtF so you don't dismantle it every five minutes.
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William Cirillo
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Guys,

I'd like to apologize for screwing up the VC for the final version of this scenario. :(


Life Lesson #1: Sometimes it’s best to just leave things alone.

It looks like late in the Journal 10 scenario layout process I requested a change to the FB18 Red Banner Days Victory Conditions in order to “simplify” them. Unfortunately, in doing so, I introduced a fundamental error in the VC. I recently became aware of this error after re-reading a short AAR provided by Craig Houliston on the GameSquad Forumin in the “Global ASL Ladder Challenges & Discussion” Folder.

As currently worded (shown below), one of the ways that the Russians win (automatically) is by “amassing ≥ 26 CVP”. For this scenario, the only losses that should count toward the 26 CVP limit are for German unit losses.

Hungarian unit losses should not count toward this “26 CVP” cap.

To be clear, all of the playtesting done for this scenario was with the provision that Hungarian losses did not count toward the CVP cap. This was done so that the Axis player had the flexibility to use the Hungarians in a variety of ways, e.g., delaying force, building Control force, and/or earn CVP for the Axis. Absent this provision of not including them in the CVP cap, the Axis player is highly incentivized to only attempt to have them immediately fall back toward the German lines.

At this point I am working with MMP to develop formal errata for this scenario, but in the interim I wanted to let the ASL community know about this error in the Victory Conditions as quickly as possible.


Current (incorrect) VC:

VICTORY CONDITIONS: Provided the Axis amass ≤ 26 CVP, the Russians win immediately upon amassing ≥ 26 CVP or at game end by amassing ≥ 12 VP [EXC: the Russians win if both sides reach the CVP limit simultaneously]. CVP are earned only for Personnel/inherent-crew/prisoners, and prisoners are not worth double. The Russians earn 1 VP at game end for each of the following that is east of the A19-B18-F16-G17-L19-M20 road:
• each Good Order Russian non-crew MMC;
• each non-Recalled, Mobile (D.7) Russian T-34/85 with a functioning MA;
and
• each Russian-Controlled building (including completely rubbled buildings).


Proposed (corrected) VC:

VICTORY CONDITIONS: Provided the Axis amass ≤ 26 CVP, the Russians win immediately upon amassing ≥ 26 CVP [EXC: Hungarian losses do not count] or at game end by amassing ≥ 12 VP [EXC: the Russians win if both sides reach the CVP limit simultaneously]. CVP are earned only for Personnel/inherent-crew/prisoners, and prisoners are not worth double. The Russians earn 1 VP at game end for each of the following that is east of the A19-B18-F16-G17-L19-M20 road:
• each Good Order Russian non-crew MMC;
• each non-Recalled, Mobile (D.7) Russian T-34/85 with a functioning MA;
and
• each Russian-Controlled building (including completely rubbled buildings).


As your AAR shows, losing that many Hungarian CVP early in the scenario will put the Axis at a severe disadvantage and unbalance what was, based on over a dozen playtest games, a (IMO) well-balanced scenario.

Again, I am very sorry for this mistake and the impact that it had on your playing.

Bill
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James Lowry
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Well, that would have changed things....

I'm not sure it would have changed too much. Certainly, I had a real uphill battle to get Patch back under the VP limit, even without worrying about losses. I lost when my last chance to kill one T-34 died, and I was down to a crazy plan to kill the other, and trying to get squads into CC (which, if continuing at end of game, is not GO...).

I'm thinking we might lower Patch's CVP by 8, and try finishing off the turn though, and see if I can get a miracle somewhere. (Ah, the joys of Vassal, and never throwing away your files!)
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