Well, back from another weekend of cringing at the
sound of mad howls,
of staring at strange people... but enough of talking
about the
LARPers.
Had a good time in Sioux City this weekend. Go there
mid-day on Friday,
and spent the afternoon in the room getting some work
done. Then, after
a feast at Taco Bell, wandered down to the ASL room.
I had brought
GMT's WWI game Paths of Glory with me, hoping for a
game. I've only
played it a couple times, but just love the game, and
so was hoping for
a willing opponent. Which I found in the person of
Byron Lukowicz, a
fellow Twin Citian, as it turned out. He was nice
enough to help me
with some of my fuzzy rules knowledge, and had an
enjoyable game. In
the end I won when he missed something, and I ended
up putting his
entire Western Front out of supply, thus eliminating
them all. If there
ever a POG tourney at these MageCons, I'd have a hard
time deciding
between that and ASL. It's a Great Game (pun
intended.)
So, Saturday morning the fun began with about 15
players. Lee Conner
did another fine job running the tourney. Thanks Lee
for all the work
you put in!
My first opponent was Garry Lehner (the eventual
tourney champ, as it
turned out). First time I had played him was an enjoyable
match at last
year's CASLO in Winnipeg. We ended up playing OA16
Surrender or Die.
It's a fun little scenario. I had the Germans. I
think the tough part
for the German is that one wooden building way back
on the German left
behind the woods. That's where I ultimately lost this
scenario. On my
first turn, put one of my two tanks at a spot where I
wanted it, it had
a good field of vision, was out of range of nasty
bazookas, and had to
spend one extra MP to stop. So I'm thinking, chances
are in my favor,
I'll risk the ESB roll. Well, this is me we're
talking about, so of
course the tank
immobilizes, and it hurt not having that tank to run
around for the
rest of the scenario. Garry did a good job of
skulking, so didn't give
me too many shots. The game turned though when he
rallied a DM'd squad,
his last one in the central village. If he hadn't
rallied that, I
would've had the entire village under my control and
could've focused
on my left flank. When that rallied, I had to spend
troops to try and
remove that squad and its leader, and I got bogged
down doing that. I
didn't have a lot of squad resources to begin with,
so as a result of
that and Garry's good maneuvering, I was 0-1.
My second game I played SP95 Burn Ghurka Burn. I have
said before I
love Schwerpunkt scenarios, so always like the chance
to play them in
tournaments. I think they are almost always
well-balanced. And this
lovely PTO scenario was no exception. I had the
Gurkhas. The Japs, and
there were *tons* of them, come swarming up 3 level 2
hills, and must
kick the Gurkhas off the level 2 locations. I was in
control for much
of the game, but some key morale checks/bad rolls
broke all my troops
holding one of the hills. A Jap squad had gone
berserk, survived a 10
-5 shot (did I mention bad rolls?) That berserkie
caused no end of
problems on that hill where I lost my strong force,
and was a deciding
factor in my loss.
I won't name my opponent, as I'm about to cast
dispersions on his
maternal ancestry. A routine enough game, aside from
a couple of
confident if not impatient rules assertions that
turned out to be
wrong, but at one point I was looking up some rule,
he rolled a 4,
which was my sniper number, he waited for a second or
two with what I
know now was an eager look, I noted it but was still
busy looking at
the rule, he rolled again, another 4, so I stopped
looking at the book
and I said "ok, that's two sniper rolls for
me". And he said "no, you
didn't say anything on the first roll!" Well. Fine,
if that's the kind
of BS you think passes for sportsmanship, I got no
time for you. Never
mind I believe by rule you're supposed to notify the
opponent when
their sniper roll is made (one of those cases that's
different from if
I miss it it's my bad). Fortunately such nonsense is
rare in my tourney
games over the years so I continue on at 0-2.
For my third game, I sat down across from Lee Conner.
I always enjoy my
games with him. We settled on WAR11 Penny Packets.
Turned out to be a
long game. We played till about 2:30 am, were only
half done, so ended
up finishing it up Sunday afternoon after my 4th
round game. There is
an insane genius to the design of this scenario. I
had the Germans. I
had 14 5-4-8 squads to hold off an ungodly number of
American troops,
plus 4 of the worst nightmare from hell halftracks
you ever saw. A
couple of them fired at the 24 column, and had a rate
of 2 to boot.
Those meatchoppers absolutely kicked my tail the
entire game. And
worse, the Germans have no AT weapons to speak of.
Just one 'shreck and
the 'fausts, but no American player worth his salt is
going to come
anywhere near those. And Lee is worth his salt. The
Germans get one
Panter on turn 6, but it has to come in one specfied
hex, and so he had
six turns to get down there and cover the hex, which
he easily did. He
wisely set up bazookas on either side of that entry
hex and waited. On
turn 6, I came on board and promptly got wasted.
Argh.
Maybe I should have set up closer to the village
victory locations, but
he got a Bombardment to start the game, so I set up
out of the village
to avoid it, which I did. It didn't affect me at all,
and even got a
fanatic squad and hero out of the deal. My plan was
to keep his
infantry force which entered on turn 1 out of the
game, which I did
effectively. I set up strong over there, and those
American squads
weren't much of a factor, at least compared to
everything else. I set
up strong up the middle, especially forward near that
farm house
complex, as it was the closest route to cover where
he set up. I wanted
to deny him that easy way into the village, and hoped
to fall back into
the village ahead of him. Well, I did prevent him
from entering the
village through that route, but Lee did such a great
job of pinning me
down with his $@$%# mortars and those halftracks, I
probably lost the
game there, because I got almost nothing back from
those positions into
the village.
The other place I lost the game was on my left flank.
I set up only one
squad and my big 81 mortar on the hill over there, to
hold that route
into the village. I was hoping the ROF on the mortar
added to its
firepower would help me there while I fell back into
the village. As it
turned out, I didn't get rate a single time, and
didn't get a single
hit with it before my crew broke under tough fire. He
brought a whole
lot of troops up that flank, and without my mortar to
stop them, they
poured into the village and got there ahead of me.
On my right flank, I was delaying his troops there,
and fell back
before, all the way through those long woods. At
least those halftracks
couldn't see me in there. Those troops turned out to
be my last hope,
especially when my Panther went poof. I only had to
take one building
back to win, and so I went for the building right
next to the edge of
the woods. I fought my way there, and on my last turn
had a few squads
over. I had to survive his defensive fire and have
only one good order
non-pinned squad available to advance into the
building. Well, he had
one big stack right next to me that survived
withering fire, and not
only did his heavily armed 6-6-6 squads survive, his
9-1 leader turned
into a heroic 9-2 leader. Rats. They fired at me, and
broke everything.
So, my last hope was two half squads there were
already broke. Could
they come back on the MC? My first roll was a....2!
There was hope!
Could I win on a miracle! No, the HOB roll only
created a hero, it
didn't battle harden me, thush rallying the brokie. I
might not have
survived his halftrack fire anyway, but it ended up
being that close,
despite me getting kicked around the entire game. I
think those
halftracks are too much for the Germans, especially
since they can't do
anything about. The Panther should not be required to
come on in one
specified hex, especially one that could so easily be
in American hands
in 6 turns. My last hope was I was going to drive the
tank into a
building, as I believe vehicles control locations
they occupy, but
never got the chance.
Looking back, I should've brought the tank on in
reverse motion with
the turren and VCA pointing in opposite directions,
as that would've
give each bazooka a 50-50 chance of hitting me on the
front, but alas,
didn't think of it. Still, as much as I was getting
pummeled, I got
zero help from the mortar, got zero help from my
Panther, the deadly
halftracks merely laughed at me from a distance, and
yet it came down
to wire, so there must be some balance to it. I'd
like to try it again
with a
slightly different set-up. So, was 0-3.
In round 4, played John Provan in WAR10 Line in the
Sand. I had the
Americans. I think this is tough on the Germans. They
have only 6
turns, and win immediately when there are no unbroken
American MMCs in
the village. That's a tall order, since there are 10
well-armed 7-4-7
squads. John gave it a good try, but that was tough
to pull off, and I
won, to end up a 1-3.
A fun time, and as always am looking forward to the
next tourney I can
get to...