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ASL Sk1 (Scenario NEV-3) "Battle in the Ardennes."

The U.S. Forces drew Option 1 - Exit 13 VP off the north edge. I deployed the German Forces first to cover the front and then rolled a die for the U.S. Option. I decided to deploy the Americans in the woods to the southwest and then surge as quick as possible up the left side of the map. A couple of German Squads, somewhat, checked the rush. Which is allowing them time to shift forces from the east side to the west. It appears that whatever strategy you chose as the Americans for Option 1, you have to move aggressively if you want to attain those Victory Conditions. This is the end of the U.S. half of turn 2.

Russian Front (Initial Axis Moves)...
Already cutting Uncle Joe's Front Line Units off. Paying close attention to Axis Supply Lines. I thoroughly enjoy the Combat System in this game, being able to switch units to fight with inside the battle Hex. I will post some video after I get a couple turns under my belt.
Yeah...This is happenin'

Ukraine '43 (Turn 7)...
Axis wins Phase 1, but now it's time to fall back to a better line.

I decided it was a proper time to fall away as the Axis and work back to the river to set up a better defensive line. Now the question is, will the Russian Replacement differences allow them the numbers to win, or the strength of the German mechanized Units enough to control them.

Ukraine '43 (Turns 1 - 2)...

Breakout on the Voronezsh Front with Sumy being taken quickly, but will need to find some reinforcements for that Operational Area if the Russians want to push farther west. A couple of German Mech Units responded to stop a southerly push. The Russians crossed the river headed toward Kharkov, and managed a DD when the Germans Counter Attacked. In the south, the Russians just can't get going. The Shock Army got Stymied and Disrupted by a German Mech Attack.

Throwin' some paint around...

Eric Goldberg's Kursk... Initial Strike.

I thought I would post the 1st couple moves, which involved overruns and a few unit moves. After reading the S&T that I had not noticed the seller had placed in the box, thank you, I made a couple deployment changes and began operations. Going to focus on the upper corners of the pocket and cut-off the Russian Elements on the edges. Grab a couple VP Locations and then turn towards Kursk. The 3Pz and 2SS Stacks conducted Overruns sending a 5-Stepper backwards with losses, and eliminating a 2-Stepper. However, Those Pz Divs took 5 Step Losses in 3 Overrruns. This might be brutal. Since I am soloing, I needed something to be random for FoW, so I am applying a die-roll to determining AT and ART Units for the Russians as Axis Units move adjacent. None fell for the 2 Russian Units that were attacked and they still caused some damage. Learning Modes and will post some video once I complete 1st Turn.

Eric Goldberg's Kursk...
Any Errata, Rules Updates or Articles out there?
Korsun Pocket 2...
Scenario 4 Set-up before reading any rules except for stacking.
I will re-evaluate the set-up after I read through the rules and the victory conditions. If there are any specifics, I should pay attention to, please let me know.
Drive on Stalingrad (Initial Turn)...
Voroneszh and Rostov were the priority objectives, bonus VP for taking "V" on turn 1. The Axis fell 1 hex short. Bonus VP for "R" by turn 3, and the Axis grabbed it. A couple break out spots and then the Russians loaded up in Voroneszh. However, I need to remember that reinforcements coming in on rail do not count against Rail Cap for each turn. Russian HQ were not exactly deployed effectively causing a few Russian Units to be OOS.