Re: [ASL-Ottawa] Jan 11 AAR

Chris Doary <[email protected]> Mon, 12 Jan 2015 22:10:57 -0500
Newsgroups gmane.games.advanced-squad-leader
Message-ID <[email protected]>
I have put copies of three additional scenarios from AP9 on Dropbox, includ=
ing AP90, for consideration.

We have a scenario from BnJ tentatively slated for Rd1 (BFP35 Mai Phu).

-cd

On Jan 12, 2015, at 7:43 PM, Doug Rimmer <[email protected]> wrote:

> I would prefer AP90. It feels very much like a scaled down version of AP8=
9, including the HIP rule. In both scenarios Japanese HIP units amount to o=
ne squad equivalent. Adrian=92s was on the board by the end of Turn 1 and I=
 suspect an early appearance would be more likely in AP90. So I would not w=
orry about that SSR too much.
>  =

> Fewer vehicles, much fewer VC, smaller board, shorter game. I would be ha=
ppy to playtest with you. And bearing my comments on my personal play in mi=
nd, I would prefer to play the Gurkhas. I like a Gurkha scenario versus the=
 Japanese. There is just so much CC and the Japanese are not overwhelming w=
inners.
>  =

> Doug
>  =

> From: Chris Doary [mailto:[email protected]] =

> Sent: Monday, January 12, 2015 7:23 PM
> To: Doug Rimmer
> Cc: ASL Mailing List
> Subject: Re: [ASL-Ottawa] Jan 11 AAR
>  =

> Hi Doug,
>  =

> Thanks for hosting. Appreciate your comments too. I know Adrian isn=92t a=
 fan of Fortenberry scenarios. But I=92m glad he gave AP89 a test drive. I =
have no problem replacing this scenario. That said, I would like to use som=
ething from Action Pack 9. There are a number of obvious non starters (e.g.=
 AP87-88, and AP92). How do people feel about a seaborne assault (AP83) fea=
turing the Thai, or perhaps AP90 (with a modification to the HIP process in=
 SSR2). Open to suggestions (from Action Pack 9).
>  =

> -cd
>  =

> On Jan 11, 2015, at 9:38 PM, Doug Rimmer <[email protected]> wrote:
> =

> =

> Hi Chris
>  =

> Adrian and I played To The Pain.
>  =

> Despite having many advantages, I managed to lose this one in epic fashio=
n. Certainly Adrian had a hot hand (very) with the dice but I gave him a he=
lping hand by totally misplaying my vehicles. As happened in our Crossing t=
he Moro scenario, I have no ability to work infantry and vehicles in concer=
t and the good work that I occasionally do with squads goes down the drain =
due to tragic misplays with vehicles. It is clear where my learning curve s=
tarts but less clear that I am making any progress.
>  =

> Adrian was his methodical self and appropriately exploited all his units =
strengths and my weaknesses. It is always fun to watch the play of someone =
who knows how to use terrain to the max and turn adversity into triumph.
>  =

> That having been said, I don=92t think either of us really warmed to the =
scenario for tournament purposes. It is long, complex, and involves a lot o=
f units. While my played slow down at times, I don=92t think it was as slow=
 as our last effort. Adrian certainly didn=92t waste any time. We got into =
turn 4 by about the 6 hour mark. And we had lots of casualties so the pool =
of active units was getting run down. It just took time.
>  =

> I do not think that there were any of the SSR or terrain rules that cause=
d us any problems that would require clarification.
>  =

> Overall, two thumbs down on this for CASLO.
>  =

> However, in a round of PTO scenarios, some of which were shorter and more=
 straightforward, this might give experienced players are more challenging =
option.
>  =

> Doug
>  =

> From: Asl [mailto:[email protected]] On Behalf Of Martin Hicks
> Sent: Sunday, January 11, 2015 9:16 PM
> To: ASL Mailing List
> Subject: [ASL-Ottawa] Jan 11 AAR
>  =

>  =

> Reg and I played "Bare Foot Beating".  Neither of us had done any prep, s=
o we diced for sides.  This is a fairly straightforward scenario:  A single=
 victory condition (attacker must gain control about 8 buildings), all infa=
ntry, one Gun a few mortars and a baz.  No dare death (due to 537's not bei=
ng eligible), no DC heros.
>  =

> I drew the chinese.
>  =

> I attacked up the middle of the road, to the right flank through the kuna=
i, using the cover of the palm trees, and into the buildings.  The INF was =
in the kunai just onto 70 on my right flank.  It really murdered the guys c=
oming up the board edge.  I think Reg got 2 crits.  I was rolling average, =
and Reg was hot early in the game.
>  =

> I went aggressive with my reinforcements and came on at 70A5 through the =
jungle and into the Bamboo.  Slow going, but it did force him to defend tha=
t edge. Eventually I did get enough guys in close to take out the gun and g=
uarding squads.
>  =

> Things looked fairly awful at the end of turn 3 for the chinese.  I got *=
into* those buildings on board 38 near AA3, but getting out of them was tri=
cky.  I had two MPh in a row where I didn't miss a Inf smoke roll.  I got s=
ome guys forward and others into the left side of the road.  I was in the v=
illage...
>  =

> Later in the game the dice battle changed.  I don't think I rolled much b=
etter than average, but Reg really cooled off.  In the second last turn I m=
anaged to secure much of the right side of the village.  I jumped in with s=
uperior numbers in CC, and although a couple of them lasted a couple rounds=
 I only lost 1Sq to CC.  He had an alamo squad in furthest building along w=
ith a leader and a LMG.  With his fairly bad DFPh, I was able to collect th=
e rest of the buildings I needed and get 2.5Sq into CC vs his 1 and ambushe=
d to really finish him off.
>  =

> I think this is well balanced.  It looks hard at the mid-game, but as you=
 whittle down the japs things accelerate quickly.
>  =

> Things I did:  I moved quickly enough; I often don't.  I used smoke as we=
ll as I could -- use those Assault engineers for smoke as much as you can. =
 I also think that being aggressive with your reinforcements is important -=
- maybe they could also be used for a left-flank hook?.  I surely did thing=
s wrong, but I'm not sure I know what I'd have done differently -- Maybe Re=
g can comment.  Attacking on my left flank looks insane -- only the board-e=
dge or through a single channel of jungle.  The rest is swamp.
>  =

> Things Reg did:  I think his setup was good.  He really had me pinned dow=
n in those buildings..only the smoke got me out.  I really liked the placem=
ent of his INF.  I think Reg probably lost because he stood one turn too lo=
ng and didn't retreat enough guys to the VC buildings....almost nobody got =
there.  I think if he'd HIPed a HS in one of those buildings I'd have lost.=
  I had no time left, and was taking multiple buildings with a single squad=
 to earn the win.
>  =

> I'd play this one again.
> mh
>  =

> PS Chris, just to continue my streak, I HOB rallied a squad and created a=
 pesky Hero.
>  =

>  =

> --
> Martin Hicks P.Eng.      |         [email protected]
> Bork Consulting Inc.     |   +1 (613) 266-2296

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