Benny’s Weblog

31/5/2007

Games Played

Filed under: — SiteAdmin @ 1:00 am

CC:E Scenario 5(2): Scenario 5 grinder against Frankie. Down to the last card!

No-Limit Hold’Em(6): Nice to get back into Poker after not having played for a very long time. Great fun!

Suitcase Game(5): Not really sure what this game is called but it was kinda fun.

23/5/2007

Games Played

Filed under: — SiteAdmin @ 5:48 pm

ASL - J89 Himmler’s House: Wow, this one is great but… hectic. The stacking in “Himmler’s House” became quite dense, this one would be so much better played on the DASL boards which for which it was designed. We screwed up a bunch of rules along the way but I lost fair and square!

Games Played

Filed under: — SiteAdmin @ 5:46 pm

ASL Starter Kit S4(2): First play of this one. All the SK scenarios bar maybe one or two from SK#2 seem good to me. This was an interesting get-your-guys-off-my-map-edge game. Possibly slightly favors the defender though.

Games Played

Filed under: — SiteAdmin @ 5:42 pm

CC:E Scenario 4(2): Tournament game against Jeff. Good fun but tense. The more I play this game the more stressful it becomes. But that’s a good thing… right? haha

15/5/2007

Games Played

Filed under: — SiteAdmin @ 11:16 pm

ASL - BC7 Brigade Hill (2): A pretty good introductory PTO scenario although it does feel somewhat unbalanced. In the hands of a better player the Brits may have had a chance though. The Japanese did an excellent job defending, they timed their attacks very well with few errors.

13/5/2007

Games Played

Filed under: — SiteAdmin @ 1:33 pm

A Victory Lost (2):

Games Played

Filed under: — SiteAdmin @ 1:33 pm

Roma (2):

Roma (2):

Combat Commader Europe - Scenario 3(2):

Combat Commader Europe - Scenario 3(2):

Under the Lily Banners (2):

6/5/2007

Musket & Pike Summary

Filed under: — SiteAdmin @ 7:03 pm

PDF

Leaders & Activation
- If all leaders of one side are under Rally orders then the whole side leaves the battlefield.
- AC can: Influence orders change, influence Continuation or Preemption roll, rally a unit, reform a unit.
- A Wing under Rally Orders may not attempt Continuation or Preemption.
- Mark Preempted units with a Bypassed marker, unless Preempted Continuation then mark with a Finished marker.
- WC must end each movement action stacked with a unit of his wing.
- Dead leaders can be replaced.
- Out of command units must be moved to be placed back in command (regardless of any movement restrictions).
- Order restrictions only apply during a unit’s Activation.

Movement
- For a charge order, must attempt to end the phase one hex closer to an enemy in LOS (the closest enemy).
- Units under Receive Charge may move a maximum of one hex.
- Single hex HI pay 2MP to change facing.
- 180 facing change costs 2MP.
- Units choosing Open Formation do not take formation hits (Use a reform action to change)
- Note the MP cost differences for terrain for LI, HI and Cav.

Stacking
- Only the unit on top when stacked with artillery may fire or be the target of fire.

Reaction
- Note the possibility of a Withdraw Reaction in some cases.
- Cav may only intercept if their movement allowance is greater or equal to that of the enemy.
- Units in a Castle, Village or Chateu may Take Cover instead of reaction firing. This makes them immune to fire.

Firing
- Units fire per hex of their counter. So 2-hex units fire twice as a single action.
- Three different inf fire types are: Advancing Fire, Skirmishing, Retreating Fire.
- Suffering a hit from fire causes a MC.

Casualties
- If a unit hits its Casualty Threshold then it must make an additional MC.
- A unit requiring multiple MC only rolls once and adds +1 for each additional roll required.
- If a target is already FB, MB or in a Hedgehog then any formation hit caused by HI, LI fire is a
Casualty Hit.

Artillery
- Use grazing fire ability for Artillery!
- Cavalry have the ability to avoid artillery fire.

Filed under: — SiteAdmin @ 9:59 am

Bohnanza(4): This game has never really grabbed me. It’s all about the trading which is nice, but the trading is kinda dull all the same.

Bohnanza(7): Twice in two days, too much!

Polarity(4): Polarity is almost certainly best as a two player game but due to its popularity more players always want to join.

Polarity(3): Three just doesn’t work at all, at least not with our house rules!

Thurn & Taxis(3): Thurn misses the mark for me. Feels like Ticket to Ride with less angst.

Combat Commander(2): Played Frankie who took a very well deserved win!

Under the Lily Banners(2): Made it half-way through our learning game. I really like the system even though there are a few holes in the rules. I needed to get on to Consimworld to ask the designer rules questions; That always annoys me.

Diamant(6): Light and thankfully quick. A fun little press-your-luck game.

Games Played

Filed under: — SiteAdmin @ 9:26 am

A Victory Lost (2): The Germans put up a much better defense and actually held off for the better part of the game. For us, playing Germany is proving very difficult to figure out. Another win for the Russians.

Games Played

Filed under: — SiteAdmin @ 9:25 am

ASL Starter Kit S6 - Released From the East: Still a pretty good scenario, lots of room for a varied attack strategy. My opponent concentrated his attack on only two of the buildings which was probably a bad idea. It meant I could rush the defending squads from the 3rd building over to reinforce.

1/5/2007

Games Played

Filed under: — SiteAdmin @ 5:50 pm

ASL SP111 - Why At Erp: Reminiscent of the Starter Kit scenario Retaking Vierville with roles reversed. Same map but with the Americans attempting to break units in the victory hexes.
Good fun but a little basic, a nice bridging scenario for new players.

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