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Tabletop Gaming, Models, and Minis => Wargaming => Topic started by: GJK on April 19, 2013, 07:01:16 PM

Title: LnL Carentan - ASL conversion AAR
Post by: GJK on April 19, 2013, 07:01:16 PM
Ok, I didn't want to muck up Dredd's LnL AAR of the same scenario, so I've started a new thread for this one.  Thanks to Barthheart for providing a scan of the scenario.  I've grabbed a copy of the map from the LnL VASSAL module and resized it for VASL (so it's tiny but can be zoomed in).  I converted the OOB to ASL standards for the squads and half squads and support weapons.  For the leaders, if it was a "1" rated leader in LnL, I selected a "-1" leader in ASL.  We'll see how balanced this is. 

So here we are At Start.  The set up was "hardcoded" per the scenario, so there was no freedom in the set up, aside from the Sniper.  In ASL, you can place him anywhere and thus the Germans have selected a nice location for theirs.  I have to tinker with the SAN (Sniper Activation Number).  If it's too common a number, then it will cripple the scenario.  Too low and it may not see action at all.  I'm thinking a "3" but perhaps a "4".  Let's go with "3" for now.

I'll write up the AAR as I play.  I'm off to my sons 14th birthday party so more later on tonight (perhaps).

P.S. If any of you ASL players want to try this scenario out yourselves, I have the board file and scenario file that I can send to you - just post a message here or email me (email in my contact info).


Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 19, 2013, 07:11:10 PM
By the way, can one of you LnL guys tell me the terrain type for hexes B7, E4 and G4?  Thanks
Title: Re: LnL Carentan - ASL conversion AAR
Post by: bayonetbrant on April 19, 2013, 08:53:58 PM
PDF of the TEC is here

http://boardgamegeek.com/filepage/33871/terrain-effects-chart
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 19, 2013, 10:52:49 PM
Thanks BB, that's what I needed.  Looks like there's brush and woods (forest in LnL) on the map.  ASL has both of those so using this map won't be a problem. 

So let's get started!  I'm going to copy and paste my VASL log in here.  If any non-ASL players have any questions on the acronyms, just ask away.  Note that the hex numbers aren't exactly jiving in my map import into VASL so that may be confusing to some following along on the actual map.  Here we go!

<GJK> - German Turn 1, RPh
<GJK> - No rallies
* New: Axis Turn 1 - PFPh *
<GJK> - Prep fire from I3 to A4.  Will try and strike a crucial blow by taking out the 9-2 leader
<GJK> - 6 -1 on the shot (squad long range)
*** DR = 4,1 *** <GJK>
<GJK> - 2 MC, no rate
<GJK> - leader checks morale and then squad
*** DR = 1,2 *** <GJK>
<GJK> - passed easily but rolling a "3" triggers the German Sniper
<GJK> - Roll for Sniper activity (need a 1 or a 2)
*** dr = 5 *** <GJK>
<GJK> - False alarm
<GJK> - Now the squad with a normal morale check (leader passed and applies his morale modifier)
*** DR = 1,6 *** <GJK>
<GJK> - equals the morale so he pins
* 7-4-7 Esq Pin in A4/A5 *
* Prep Fire created in I3/I4 *
* New: Axis Turn 1 - MPh *
<GJK> - none
* New: Axis Turn 1 - DFPh *
<GJK> - squad and LMG in B4 will fire
<GJK> - 4 +3 on the shot (long range for the squad)
*** DR = 2,5 *** <GJK>
<GJK> - ne
* First Fire created in B3/B4 *
<GJK> - Squad and leader in A4 will fire.  Long range for the squad (halved) and halved again for being pinned, so a low odds 1 +1 shot
*** DR = 4,6 *** <GJK>
<GJK> - nada
<GJK> - C4 has not shot (blocked by woods (forest in LnL))
* New: Axis Turn 1 - AFPh *
<GJK> - none
* New: Axis Turn 1 - RtPh *
<GJK> - none
* New: Axis Turn 1 - APh *
<GJK> - none
* New: Axis Turn 1 - CCPh *
<GJK> - none
* New: Allied Turn 1 - RPh *
<GJK> - Allied rally phase - none
* New: Allied Turn 1 - PFPh *
<GJK> - Any shots here would be tough because of the stone building - going to move instead
* New: Allied Turn 1 - MPh *
<GJK> - C4 squad will CX
* CX created in C4/C5 *
* CX, 7-4-7 Esq moves C4/C5 -> C3/C4 *
* CX, 7-4-7 Esq moves C3/C4 -> D2/D3 *
* CX, 7-4-7 Esq moves D2/D3 -> E2/E3 *
<GJK> - and moves to E2
<GJK> - B4 to move next to F1
<GJK> - No, make that E1 - no need to risk a shot even though I'm not sure that the LOS is clear
* LMG, 7-4-7 Esq moves B3/B4 -> E1/E2 *
<GJK> - A4 squad and leader will try and get on the MMG's flank by moving to C8
* 9-2, 7-4-7 Esq moves A4/A5 -> C8/C9 *
* New: Allied Turn 1 - DFPh *
<GJK> - Because of the use of cover, the Germans have no shots for defensive fire
* New: Allied Turn 1 - AFPh *
<GJK> - and there's no advanced firing from the Americans
* New: Allied Turn 1 - RtPh *
<GJK> - none
* Allied Turn 1 - RtPh moves offboard -> offboard *
* New: Allied Turn 1 - APh *
<GJK> - Move into defensive positions.  E2 to F2
* LMG, 7-4-7 Esq moves E1/E2 -> F1/F2 *
<GJK> - Correction, E1 to F2.  E2 to F3 and C7 to D8
* 9-2, 7-4-7 Esq moves C8/C9 -> D7/D8 *
* CX, 7-4-7 Esq moves E2/E3 -> F2/F3 *
* New: Allied Turn 1 - CCPh *
<GJK> - none
* New: Axis Turn 2 - RPh *
<GJK> - And that's the end of Turn 1

This is a screenshot at the end of Turn 1.
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 19, 2013, 10:56:30 PM
One pet peeve that I have is having units in the LOS of the enemy right at the scenario start.  I hated it when Combat Mission scenarios had that and I don't care for it in this scenario.  A better choice for the scenario design (IMHO) would of been to allow the Ami's to enter anywhere along the West board edge (along the left hand side).
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 19, 2013, 11:07:43 PM
One thing that I can't determine from the terrain chart is what is the terrain in G4?  It looks like some bird feed was sprinkled on the map there!
Title: Re: LnL Carentan - ASL conversion AAR
Post by: Barthheart on April 20, 2013, 05:42:38 AM
Quote from: GJK on April 19, 2013, 11:07:43 PM
One thing that I can't determine from the terrain chart is what is the terrain in G4?  It looks like some bird feed was sprinkled on the map there!

G4 and I4 are flower beds. They act like brush.
Title: Re: LnL Carentan - ASL conversion AAR
Post by: Barthheart on April 20, 2013, 05:44:49 AM
Quote from: GJK on April 19, 2013, 10:56:30 PM
One pet peeve that I have is having units in the LOS of the enemy right at the scenario start.  I hated it when Combat Mission scenarios had that and I don't care for it in this scenario.  A better choice for the scenario design (IMHO) would of been to allow the Ami's to enter anywhere along the West board edge (along the left hand side).

This scenario is supposed to be just like the scene from Band of Brothers and it starts just as Withers gets the platoon out of the ditches and moving again.
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 20, 2013, 07:21:42 AM
Quote from: Barthheart on April 20, 2013, 05:44:49 AM
Quote from: GJK on April 19, 2013, 10:56:30 PM
One pet peeve that I have is having units in the LOS of the enemy right at the scenario start.  I hated it when Combat Mission scenarios had that and I don't care for it in this scenario.  A better choice for the scenario design (IMHO) would of been to allow the Ami's to enter anywhere along the West board edge (along the left hand side).

This scenario is supposed to be just like the scene from Band of Brothers and it starts just as Withers gets the platoon out of the ditches and moving again.

Ah yeah, you mean Winters but yes, good scene.  Interesting to read Dick Winters thoughts of that day as well in his book.  End of Turn 2 coming up....
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 20, 2013, 07:22:27 AM
Turn 2 AAR:

<GJK> - Start of German Turn 2
<GJK> -
<GJK> - Ok, reading the LnL scenario card, it seems that the Turn 2 reinforcements just auto-magically appear on the map east of hexrow "H".  Not a big fan of that at all!  They should have to enter along the eastern board edge!
<GJK> - Well, in conforming to the scenario card, I'll place the Turn 2 reinforcements.
<GJK> - J8 is a good location to cut off the squad trying to flank the MMG so I'll place a squad and LMG there
* 4-6-7 1sq moves offboard -> J7/J8 *
* LMG moves offboard -> J7/J8 *
<GJK> - I'm going to reinforce the MMG by placing a 4-4-7 in I2
* 4-4-7 2sq moves offboard -> I2/I3 *
<GJK> - And for more insurance, the other 4-4-7 and leader in J1
* 4-4-7 2sq moves offboard -> J0/J1 *
* 8-1 moves offboard -> J0/J1 *
<GJK> - So, now on to the turn.  Rally Phase - none
* New: Axis Turn 2 - PFPh *
<GJK> - The Germans have a number of targets of opportunity here.  Let's start with J8 to D8 with a 6 +2 shot
*** DR = 4,3 *** <GJK>
<GJK> - ne
* Prep Fire created in J7/J8 *
<GJK> - I3 to F3 @ 8 +2 (leader directed fire)
*** DR = 3,3 *** <GJK>
*** DR = 4,1 *** <GJK>
<GJK> - 8 on 8 is a normal morale check
*** DR = 6,4 *** <GJK>
<GJK> - and they fail it.  I'm going with an ELR of 3 for both the 101st AB and Fallschirmjager's
* CX deleted from F2/F3 *
* F2/F3: broken 7-4-7 Esq *
* Prep Fire created in I3/I4 *
<GJK> - No rate on that MMG by the way
<GJK> - Last shot is J1 to F2.  I'm going to treat those orange/white circles as if they were grain.  Probably flowerbeds so similar effects which is a +1 DRM in ASL
<GJK> - That's a 4 +3 shot (+3 bldg, +1 grain(flowerbed) -1 leader)
*** DR = 6,6 *** <GJK>
<GJK> - boxcars!  No SW here so nothing breaks but it's a big whiff at any rate
* Prep Fire created in J0/J1 *
* New: Axis Turn 2 - MPh *
<GJK> - No moves
* New: Axis Turn 2 - DFPh *
<GJK> - Not much for the Ami's to shoot at, but I'll take the shot from D8 to J8 @ 2 +1
*** DR = 1,1 *** <GJK>
<GJK> - Well well!!  No cower because it's leader directed.  2 +1 on the 2 column is a 1MC
*** DR = 6,1 *** <GJK>
<GJK> - 8 flips them
* Prep Fire deleted from J7/J8 *
* J7/J8: broken 4-6-7 1sq *
* First Fire created in D7/D8 *
<GJK> - Not going to risk the 8 +4 shot from F2 to J1
* New: Axis Turn 2 - AFPh *
<GJK> - None
* New: Axis Turn 2 - RtPh *
<GJK> - J8 will route to K7 in order to get out of harms way
* DM, LMG, broken 4-6-7 1sq moves J7/J8 -> K7/K8 *
* New: Axis Turn 2 - APh *
* DM created in F2/G3 *
* DM moves F2/G3 -> F2/F3 *
* DM created in K7/K8 *
<GJK> - No advances - the Germans have a fairly good defensive position as is
* New: Axis Turn 2 - CCPh *
<GJK> - none
* New: Allied Turn 2 - RPh *
<GJK> - Ami's set up reinforcements for Turn 2 on the west edge
<GJK> - Allied Turn 2 Rally Phase
<GJK> - Ami's will take their one self rally attempt with the brokie in F3.  I need a 4 here
*** DR = 5,1 *** <GJK>
<GJK> - Nope, but the DM comes off
* DM deleted from F2/F3 *
<GJK> - Germans can't attempt a rally in F7 but the DM comes off there as well
* DM deleted from K7/K8 *
* New: Allied Turn 2 - PFPh *
<GJK> - A 6 +4 shot from F2 to J1 isn't really doing it for me, so I don't think I'll take any prep fires.  Let's move out instead!
* New: Allied Turn 2 - MPh *
<GJK> - 7-4-7 and 8-1 leader to E2
* 8-1, 7-4-7 AEsq moves offboard -> E2/E3 *
<GJK> - 3-3-7 HS will CX and move to E1
* CX created in offboard *
* CX, 3-3-7 Ehs moves offboard -> E1/E2 *
<GJK> - German J1 squad/leader will take that shot @ 2 -1 (+1 grain, -1 leader, -1 non-assault movement)
*** DR = 5,3 *** <GJK>
<GJK> - no effect
* First Fire created in J0/J1 *
<GJK> - offmap 7-4-7 will CX and move to D5
* CX created in offboard *
* 7-4-7 AEsq, CX moves offboard -> D4/D5 *
<GJK> - offmap squad and MMG will CX and move to D6
* New: Allied Turn 2 - DFPh *
<GJK> - Well the MMG in I3 has a shot to D8 but the squad would be halved so it would be a 6 +1 shot.  A shot to F3 would @ 8 +2 and would DM the already broken squad if not more.  I think I'll go there.
* First Fire created in I3/I4 *
*** DR = 2,6 *** <GJK>
<GJK> - Missed but DM'd the squad plus kept rate so will fire just the MMG again at the same target.  New shot is a 4 +1
* F2/F3: 7-4-7 Esq *
* F2/F3: broken 7-4-7 Esq *
*** DR = 4,6 *** <GJK>
<GJK> - and that isn't even close
* New: Allied Turn 2 - AFPh *
<GJK> - Paratroopers from F2 with their LMG will assault fire to J1. That shot will be a 6 +3 (assault fire added to the halved firepower and LMG)
*** DR = 6,3 *** <GJK>
<GJK> - I need a new set of dice, these seem to be rolling high!  No effect on that shot
<GJK> - No other decent shots here so this turn will wrap up
* New: Allied Turn 2 - RtPh *
<GJK> - I'm going to route F3 to F2 to get him out of the LOS of that damn MMG
* broken 7-4-7 Esq, DM moves F2/F3 -> F1/F2 *
* New: Allied Turn 2 - APh *
<GJK> - E2 squad will go to the vacated F3 hex and the leader will go to F2 so that he can rally the broken squad
* 8-1 moves E2/E3 -> F1/F2 *
* 7-4-7 AEsq moves E2/E3 -> F2/F3 *
<GJK> - The HS to F2 as well.  I don't like bunching up like this but there's not a heavy threat in their LOS so I'll take the risk
<GJK> - Going to move the Ami's MMG up to E5 so that they can start putting some suppressive fire on the German's MMG
* CX, MMG, 7-4-7 AEsq moves D5/D6 -> E5/E6 *
<GJK> - Again, I don't like to bunch up but this is a tight area.  E5 will get the other squad as well.  Even more firepower to get on to the German's MMG but if we take a low roll shot to this hex, it will be costly!
* 7-4-7 AEsq moves D4/D5 -> E5/E6 *
<GJK> - Dick Winters and squad are a bit out of position but I can actually sneak them closer to the LMG in K7 in relative safety
* 9-2, 7-4-7 Esq moves D7/D8 -> E8/E9 *
* New: Allied Turn 2 - CCPh *
<GJK> - none
* New: Axis Turn 3 - RPh *

And that ends Turn 2.  If I'm the Americans, I'm fairly happy with the rate of advance.  Tons of time left in this scenario and we're about at that magical "H" hexrow.  Getting across that street will be tough though.

If I'm the Germans I see a swarm of Americans coming at me but I feel comfortable with the defensive positions that I have.  If I lose that MMG though, it's going to open the floodgates and the Americans will start pouring forward.  I have another MMG on the way though should that happen.
Title: Re: LnL Carentan - ASL conversion AAR
Post by: Barthheart on April 20, 2013, 07:31:46 AM
This is interesting to see GJK. It's proceeding pretty much the same way that it does in BoH.
Thanks fer posting it.
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 20, 2013, 07:39:18 AM
It's been a fun fight so far, I wouldn't mind playing this against a competent opponent (knock on my ASL sKillZ!). 

Here's Dredd's end of Turn 2 situation for comparison:
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 20, 2013, 08:22:10 AM
Germans portion of Turn 3:

<GJK> - The start of Germans Turn 3.  Reinforcements "auto-magically" appear yet again east of hexrow "H". 
* 4-6-7 1sq moves offboard -> I6/I7 *
* MMG moves offboard -> I6/I7 *
* 8-1 moves offboard -> K7/K8 *
* 4-4-7 2sq moves offboard -> L4/L5 *
* 2-4-7 1hs moves offboard -> L4/L5 *
<GJK> - Ok, so in ASL, you *never* get reinforcements that appear already on the map but this actually makes it interesting and could conceivably play as some FOW.  Winters is now stuck out in the open when suddenly another MMG opens up (later this turn)
<GJK> - Interesting situation....
<GJK> - Germans rally phase.  They now have a leader to rally in K7
<GJK> - Needs a 9
*** DR = 1,3 *** <GJK>
<GJK> - easily
* 8-1, LMG, broken 4-6-7 1sq moves K7/K8 -> K7/K8 *
* K7/K8: 4-6-7 1sq *
* K7/K8: malf LMG *
* K7/K8: broken 8-1 *
* K7/K8: broken 4-6-7 1sq *
* K7/K8: LMG *
* K7/K8: 8-1 *
* K7/K8: DM *
* K7/K8: 4-6-7 1sq *
* DM deleted from K7/K8 *
<GJK> - Ami's have a broke in F2, needs a 6
*** DR = 1,6 *** <GJK>
<GJK> - just missed it
* DM deleted from F1/F2 *
* New: Axis Turn 3 - PFPh *
<GJK> - No brainer here, the MMG in I6 will take a shot at the juicy target in E8
* Prep Fire created in I6/I7 *
<GJK> - 8 flat on that shot
*** DR = 3,6 *** <GJK>
<GJK> - high dice again, it's just a pin check.  Very fortunate for the Ami's.
*** DR = 2,6 *** <GJK>
*** DR = 5,1 *** <GJK>
<GJK> - Both are ok
<GJK> - I3 MMG to fire to F3 @ 8+2
*** DR = 5,6 *** <GJK>
<GJK> - wow, are the Ami's very lucky here.  No effect
* Prep Fire created in I3/I4 *
* New: Axis Turn 3 - MPh *
<GJK> - K7 squad/ldr will assault move to J8
* 8-1, LMG, 4-6-7 1sq moves K7/K8 -> J7/J8 *
<GJK> - Winters and squad will fire
* First Fire created in E8/E9 *
<GJK> - It's long range for the paratroopers, so a low odds 2+1
*** DR = 6,2 *** <GJK>
<GJK> - ne
<GJK> - The Germans will employ some famous "skulking" by moving J1 to K0
* 8-1, 4-4-7 2sq moves J0/J1 -> K1/K0 *
* New: Axis Turn 3 - DFPh *
<GJK> - Not much here to shoot at.  F3 to I3 @ 6+3
*** DR = 3,3 *** <GJK>
<GJK> - cowers off the chart, ne
* First Fire created in F2/F3 *
<GJK> - The MMG in E4 will attempt some suppressive fire to I3 with a shot of 16+4
*** DR = 4,3 *** <GJK>
<GJK> - Pin check
* First Fire created in E5/E6 *
*** DR = 6,4 *** <GJK>
<GJK> - Leader pins so he can't apply his leadership DRM to the squad
*** DR = 4,2 *** <GJK>
<GJK> - but they pass.  Leader is pinned
* 9-1 Pin in I3/I4 *
* Pin moves I3/I4 -> I3/I4 *
* Axis Turn 3 - DFPh moves offboard -> offboard *
* New: Axis Turn 3 - AFPh *
<GJK> - J8 Germans are determined to do some damage to Dick Winters and squad in E8.  Shot is 2-1
*** DR = 3,4 *** <GJK>
<GJK> - Pin check
*** DR = 5,6 *** <GJK>
*** DR = 2,2 *** <GJK>
<GJK> - Winters pins, squad is ok.  This isn't how it happened in the movie!
* 9-2 Pin in E8/E9 *
* Pin moves E8/E9 -> E8/E9 *
* New: Axis Turn 3 - RtPh *
<GJK> - no routs
* New: Axis Turn 3 - APh *
* 8-1, 4-4-7 2sq moves K1/K0 -> J0/J1 *
<GJK> - skulking complete
* New: Axis Turn 3 - CCPh *
<GJK> - none
<GJK> - This ends the German portion of Turn 3




Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 20, 2013, 07:46:41 PM
Continuing with Turn 3:


* New: Allied Turn 3 - RPh *
<GJK> - American's set up their reinforcements off the western map edge
<GJK> -  Broken squad in F2 to rally.  Needs a 10
*** DR = 5,2 *** <GJK>
<GJK> - good
* F1/F2: 7-4-7 Esq *
* New: Allied Turn 3 - PFPh *
<GJK> - Let's see how well our suppression works this time.  Going to need it so that the reinforcements can get into the area safely.
<GJK> - I'll take the 16+2 shot from F2 to J1
*** DR = 1,3 *** <GJK>
<GJK> - Very nice.  Rate on the LMG and a 2MC result
*** DR = 4,5 *** <GJK>
<GJK> - Leader breaks (no ELR)
*** DR = 3,5 *** <GJK>
<GJK> - squad breaks (also no ELR)
* J0/J1: broken 4-4-7 2sq *
* J0/J1: broken 8-1 *
* Prep Fire created in F1/F2 *
<GJK> - LMG only @ 2+2
*** DR = 1,5 *** <GJK>
<GJK> - miss with rate
*** DR = 6,1 *** <GJK>
<GJK> - miss and lost rate
<GJK> - F3 squad has nowhere to move so it'll try a desperation shot at the MMG in I3 @ 6+3
*** DR = 4,1 *** <GJK>
<GJK> - pin check
*** DR = 3,4 *** <GJK>
<GJK> - leader ok, so applies his -1 DRM
*** DR = 6,3 *** <GJK>
<GJK> - nice, pins the MMG squad
* 4-6-7 1sq Pin in I3/I4 *
* Prep Fire created in F2/F3 *
<GJK> - E5 to the other MMG in I6 @ 16+4
*** DR = 2,4 *** <GJK>
<GJK> - NMC and rate
*** DR = 2,6 *** <GJK>
<GJK> - breaks
* I6/I7: broken 4-6-7 1sq *
<GJK> - MG again @ 4+4
*** DR = 2,5 *** <GJK>
<GJK> - miss with rate
<GJK> - same shot
*** DR = 2,6 *** <GJK>
<GJK> - miss with rate, same shot
*** DR = 3,3 *** <GJK>
<GJK> - cower, miss, lost rate
* Prep Fire created in E5/E6 *
<GJK> - The 9-2 and squad need to hustle into some cover so no shots from there
* New: Allied Turn 3 - MPh *
<GJK> - 9-2 and squad to assault move to D8
* 9-2, 7-4-7 Esq moves E8/E9 -> D7/D8 *
<GJK> - I think that the Germans will hold their fire there and await a better target of opportunity
<GJK> - MMG from offmap will come on
* 7-4-7 Esq, MMG moves offboard -> A7/A8 *
* MMG, 7-4-7 Esq moves A7/A8 -> B7/B8 *
* MMG, 7-4-7 Esq moves B7/B8 -> C7/C8 *
<GJK> - And end there in C7.  The Germans I3 MMG can fire but it would be a low odds 4+3 shot.  They'll hold off.
<GJK> - 8-1 leader joins the MMG
* 8-1 moves offboard -> A7/A8 *
* 8-1 moves A7/A8 -> B7/B8 *
* 8-1 moves B7/B8 -> C7/C8 *
<GJK> - HS to enter
* 3-3-7 Ehs moves offboard -> A6/A7 *
* 3-3-7 Ehs moves A6/A7 -> B6/B7 *
* 3-3-7 Ehs moves B6/B7 -> C6/C7 *
<GJK> - squad follows
* 7-4-7 Esq moves offboard -> A6/A7 *
* 7-4-7 Esq moves A6/A7 -> B5/B6 *
* 7-4-7 Esq moves B5/B6 -> C5/C6 *
<GJK> - squad up north to enter
<GJK> - It will CX
* CX created in offboard *
* 7-4-7 Esq, CX moves offboard -> A2/A3 *
* CX, 7-4-7 Esq moves A2/A3 -> B2/B3 *
* CX, 7-4-7 Esq moves B2/B3 -> C2/C3 *
* CX, 7-4-7 Esq moves C2/C3 -> D1/D2 *
* CX, 7-4-7 Esq moves D1/D2 -> E2/E3 *
<GJK> - Hero w/the DC is last
* DC, Hero moves offboard -> A2/A3 *
* DC, Hero moves A2/A3 -> B2/B3 *
* DC, Hero moves B2/B3 -> C2/C3 *
* DC, Hero moves C2/C3 -> D1/D2 *
* Hero, DC moves D1/D2 -> E2/E3 *
* New: Allied Turn 3 - DFPh *
<GJK> - The Americans made it safely on map.  Not a target rich environment for the Germans.  The MMG in I3 will fire once again at F3 @ 4+2
*** DR = 5,3 *** <GJK>
<GJK> - no effect
* Final Fire created in I3/I4 *
<GJK> - K7 to C7 @ 4+1 (should of shot while moving!)
*** DR = 6,4 *** <GJK>
<GJK> - nein!
* Final Fire created in K7/K8 *
* New: Allied Turn 3 - AFPh *
<GJK> - I'm going to take a gamble that the 9-2 has LOS to K7 - checked and yes, barely.
<GJK> - So firegroup D8/C7 @ 8+1 with assault fire
*** DR = 5,6 *** <GJK>
<GJK> - whiffed it
* New: Allied Turn 3 - RtPh *
* CX deleted from E5/E6 *
* CX deleted from F1/F2 *
<GJK> - No routs for the Americans.  The Germans have the option to
<GJK> - I6 will move deeper back into its building
* broken 4-6-7 1sq, DM moves I6/I7 -> J5/J6 *
<GJK> - The best hope that they can quickly rally and get back to that MMG!
* New: Allied Turn 3 - APh *
* 8-1, 7-4-7 Esq, LMG, 7-4-7 Esq, 3-3-7 Ehs moves F1/F2 -> G2/G3 *
<GJK> - Putting pressure on the MMG in I3 - but if it gets a good prep fire shot into that congested hex, it could mean doom for the Americans!
* DC, Hero, CX, 7-4-7 Esq moves E2/E3 -> F1/F2 *
* 7-4-7 Esq moves C5/C6 -> D4/D5 *
* 3-3-7 Ehs moves C6/C7 -> D5/D6 *
* New: Allied Turn 3 - CCPh *
<GJK> - none
* Pin deleted from I3/I4 *
<GJK> - and that ends Turn 3


Title: Re: LnL Carentan - ASL conversion AAR
Post by: Ubercat on April 20, 2013, 08:40:32 PM
Wow. Seeing ASL counters on the LnL map just reminds me how ugly that game is. If they'd bothered to update the graphical quality in the last 30+ years, ASL might have ended up being the only game I played. I'd study the huge rule book until I mastered it and collect all the modules and maps.

Shallow? There's something to say for immersion in games, and vision is our most important sense. Appearance counts.
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 20, 2013, 09:49:42 PM
You make an interesting post and it's one that has been debated to death on other forums.  You have two camps on this one; the old school ASL players that have been playing ASL for 20+ years who say it is sacrelige to change the graphics for the game and the new school players that see games like Band of Heroes and think that "wow, I wish ASL looked like that!". 

Personally, I'm inbetween on it.  I think that the ASL graphics are very clean and functional but not flashy by any means.  I know the artist that did the graphics for ASL (Charlie Kibler), he's been over to my house and we pbem games every now and then.  I admire his work and frankly I wouldn't change what he did all those years ago.  It would be an interesting question to ask of him: would HE change the graphics if he had it to do over again?  Maybe I'll run that by him.
Title: Re: LnL Carentan - ASL conversion AAR
Post by: JudgeDredd on April 21, 2013, 05:33:53 AM
I don't think they're ugly - but they do lack a certain something compared to the BoH ones. Kind of bland. But functional and interesting.

I am a graphics whore though in computer games and board games...so I only like lovely things  :D

I've only looked at the pics of your AAR so far but I most definitely will come back to read it when I've finished mine (which takes forever, what with all the rule checking and pictures!

Thanks for posting.
Title: Re: LnL Carentan - ASL conversion AAR
Post by: GJK on April 21, 2013, 03:53:41 PM
A tough half turn for the Americans - this is the action through the Germans portion of Turn 4:


* New: Axis Turn 4 - RPh *
* Axis Turn moves offboard -> offboard *
<GJK> - Begin Turn 4
<GJK> - The Germans have some rallying to do.  I'll move from North to South
<GJK> - J1 leader needs a "4" to rally
*** DR = 5,4 *** <GJK>
<GJK> - Nope
* DM deleted from J0/J1 *
<GJK> - They'll take their free rally in J6.  Needs a miracle - a 2 or 3
*** DR = 4,1 *** <GJK>
<GJK> - close but not there
* DM deleted from J5/J6 *
<GJK> - Americans are all good
* New: Axis Turn 4 - PFPh *
<GJK> - As predicted, the Germans will unload the MMG into G2. Yes, that's right, I made a prediction on myself.  :)
* Prep Fire created in I3/I4 *
<GJK> - 8+2 on the shot unless they want to firegroup and add the 447 in I2 and lose the -1 DRM.  Nah, I'll go 8-2 on the shot
*** DR = 3,1 *** <GJK>
<GJK> - Just what the Ami's didn't want to have happen.  A "1" morale check.  The 8-1 leader to check first
*** DR = 4,1 *** <GJK>
<GJK> - whew!  Passes and can now apply his leadership DRM
<GJK> - rolling top to bottom for the rest
*** DR = 3,1 *** <GJK>
*** DR = 1,2 *** <GJK> Axis SAN
*** DR = 2,6 *** <GJK>
<GJK> - Wow, the dice are hot today but the HS did break
* G2/G3: broken 3-3-7 Ehs *
<GJK> - The Germans just missed Rate on that MMG too so what could of been a crippling shot was just off target.
<GJK> - The 447 in I2 will take a low odds 4+3 shot at the same target
*** DR = 1,3 *** <GJK>
<GJK> - That's the roll that the MMG needed!  Here it's just a pin check however
<GJK> - leader first
*** DR = 3,3 *** <GJK>
<GJK> - ok and applies leadership DRM
*** DR = 5,3 *** <GJK>
<GJK> - ok
*** DR = 4,6 *** <GJK>
<GJK> - pins the LMG squad
* 7-4-7 Esq Pin in G2/G3 *
* Pin moves G2/G3 -> G2/G3 *
* Pin moves G2/G3 -> G2/G3 *
* Prep Fire created in I2/I3 *
<GJK> - Got some damage in there
<GJK> - LMG in K7 will take a 4+2 shot at the 9-2 leader/squad in D8
*** DR = 1,3 *** <GJK>
<GJK> - Man, dice roller is stuck on that "1" and "3" combo.  Six on the four column is a normal morale check
<GJK> - Leader first
*** DR = 6,6 *** <GJK>
<GJK> - Oh snap!  Lt. Winters is wounded and also gets reduced on his experience level.
* 9-2 moves D7/D8 -> offboard *
* 9-1 created in D7/D8 *
* D7/D8: broken 9-1 *
* D7/D8: Wnd broken 9-1 *
<GJK> - now the 747
*** DR = 3,4 *** <GJK>
<GJK> - pins but must take another MC since Winters broke
*** DR = 3,5 *** <GJK>
<GJK> - and yeah, they break
* D7/D8: broken 7-4-7 Esq *
<GJK> - Some good shooting with that MG34!
* Prep Fire created in K7/K8 *
* New: Axis Turn 4 - MPh *
<GJK> - Germans need to man that unmanned MMG.  Here they go
* CX created in L4/L5 *
* 2-4-7 1hs, CX moves L4/L5 -> L5/L6 *
* CX, 2-4-7 1hs moves L5/L6 -> K6/K7 *
* 2-4-7 1hs, CX moves K6/K7 -> J5/J6 *
<GJK> - That route was completely protected with the breaking of the 9-2 and squad.  Perfectly timed shot!  They'll advance into the MMG's hex in the advance phase.
<GJK> - I'm going to move that 447 up there as well since it's a safe move.  If the broken squad in J6 comes back, I'll move him back into reserve in the L5 building
* 4-4-7 2sq moves L4/L5 -> L5/L6 *
* 4-4-7 2sq moves L5/L6 -> K7/L6 *
* 4-4-7 2sq moves K7/L6 -> J5/J6 *
* New: Axis Turn 4 - DFPh *
<GJK> - Let's get some payback!  F1 to fire to J1 for nothing more than to DM the already broken units.  I'll take more if I can get it!  8+4 on the shot with the hindrance
*** DR = 4,2 *** <GJK>
<GJK> - It does as intended, DM's them.  Miss otherwise
* J0/J1: 8-1 *
* J0/J1: broken 8-1 *
* Final Fire created in F1/F2 *
<GJK> - G2 to that damn MMG in I3 @ 8+2
*** DR = 4,3 *** <GJK>
<GJK> - Just a pin check, no rate
*** DR = 6,6 *** <GJK>
<GJK> - Too bad it wasn't a morale check!  Just a pin on the leader
*** DR = 1,5 *** <GJK>
<GJK> - and the squad is ok.  Go figure
* 9-1 Pin in I3/I4 *
<GJK> - F3 to I3 @ 6+3
*** DR = 4,3 *** <GJK>
<GJK> - miss
* Final Fire created in F2/F3 *
<GJK> - E5 to I3 @ 16+4
*** DR = 6,6 *** <GJK>
<GJK> - ***TOSSES DICE ACROSS THE ROOM****
<GJK> - boxcars again??? really???  Man, breaks the medium.  Not good!!!
* E5/E6: malf MMG *
<GJK> - For risk of breaking the other MMG, C7 to K7 @ 6+2
*** DR = 2,2 *** <GJK>
<GJK> - There we go, a 1MC plus rate
<GJK> - leader to check and then squad
*** DR = 1,6 *** <GJK>
<GJK> - leader ok, applies DRM
<GJK> - wait, leader pins, so no DRM.  Still a 1 morale check
*** DR = 4,1 *** <GJK>
<GJK> - squad ok
* 8-1 Pin in K7/K8 *
<GJK> - MMG only now @ 4+2
*** DR = 5,2 *** <GJK>
<GJK> - miss and lost rate
* Final Fire created in C7/C8 *
<GJK> - That's all that the Ami's can do for now
* New: Axis Turn 4 - AFPh *
<GJK> - Nothing for the Germans to shoot at
* New: Axis Turn 4 - RtPh *
<GJK> - J1 will move back deeper into cover
* DM, broken 8-1, broken 4-4-7 2sq moves J0/J1 -> K1/K2 *
<GJK> - The Ami's will take the risk and leave the broken HS where it is (and with the leader)
<GJK> - I have some reservations about doing this, but I'll move Winters and broken squad back to the hex the other leader
* broken 7-4-7 Esq, Wnd broken 9-1, DM moves D7/D8 -> C7/C8 *
* New: Axis Turn 4 - APh *
<GJK> - The Germans take up their new defensive positions
* 4-6-7 1sq, LMG moves K7/K8 -> J7/J8 *
* 2-4-7 1hs, 4-4-7 2sq, CX moves J5/J6 -> I6/I7 *
* 4-4-7 2sq moves I2/I3 -> I3/I4 *
<GJK> - And pins come off
* New: Axis Turn 4 - CCPh *
<GJK> - No close combat.
<GJK> - Well, the American's had a big setback that half-turn!!!
Title: Re: LnL Carentan - ASL conversion AAR
Post by: Barthheart on April 23, 2013, 01:33:58 PM
Ouch! Hope the Amis have something up their sleeve.....  :o