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	<title>Bounding Fire - Blog BFP: Very High Ground!</title>
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	<link>http://www.boundingfire.com/blog</link>
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		<title>Very High Ground!</title>
		<link>http://www.boundingfire.com/blog/2010/09/17/very-high-ground/</link>
		<comments>http://www.boundingfire.com/blog/2010/09/17/very-high-ground/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 20:13:57 +0000</pubDate>
		<dc:creator>Sam Tyson</dc:creator>
				<category><![CDATA[updates]]></category>
		<category><![CDATA[BFP]]></category>
		<category><![CDATA[HG2]]></category>
		<category><![CDATA[printing]]></category>
		<category><![CDATA[Update]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=148</guid>
		<description><![CDATA[I can't exactly answer that question in inches, but I can share what it looks like. I visited the printers on Friday and signed off on the last details, and was able to peek into the production area and see HG2 in process. It is very impressive to see our hard work in its final state.]]></description>
			<content:encoded><![CDATA[<h3>How high is a stack of 6000 ASL boards?</h3>
<p style="clear: left;">I can&#8217;t exactly answer that question in inches, but I can share what it looks like. I visited the printers on Friday and signed off on the last details, and was able to peek into the production area and see HG2 in process. It is very impressive to see our hard work in its final state.</p>
<p><a href="http://lh4.ggpht.com/_R8FwvwFJWWU/TIpQ0thjSfI/AAAAAAAAC2I/PmAhM7Z-_mE/s1152/IMG_2323.JPG" onclick="urchinTracker('/outgoing/lh4.ggpht.com/_R8FwvwFJWWU/TIpQ0thjSfI/AAAAAAAAC2I/PmAhM7Z-_mE/s1152/IMG_2323.JPG?referer=');"><img style="float: left; margin: .2em .2em;" src="http://lh4.ggpht.com/_R8FwvwFJWWU/TIpQ0thjSfI/AAAAAAAAC2I/PmAhM7Z-_mE/s128/IMG_2323.JPG" alt="(click to enlarge)" /></a> That is a palette full of all four maps for <a href="http://boundingfire.com/buy/index.php?tab=0" onclick="urchinTracker('/outgoing/boundingfire.com/buy/index.php?tab=0&amp;referer=');">High Ground 2</a> being processed for packaging.</p>
<p style="clear: left;"><a href="http://lh5.ggpht.com/_R8FwvwFJWWU/TIpQ0alNqNI/AAAAAAAAC2I/MYOnqobat4Q/IMG_2322.JPG" onclick="urchinTracker('/outgoing/lh5.ggpht.com/_R8FwvwFJWWU/TIpQ0alNqNI/AAAAAAAAC2I/MYOnqobat4Q/IMG_2322.JPG?referer=');"><img style="float: left; margin: .2em .2em;" src="http://lh5.ggpht.com/_R8FwvwFJWWU/TIpQ0alNqNI/AAAAAAAAC2I/MYOnqobat4Q/s128/IMG_2322.JPG" alt="(click to enlarge)" /></a> The scenarios cards have been printed as well, and I think it is very interesting to see them in the form that they are produced. There are basically half of the scenario cards shown in the picture, and they get printed together on large rolls and then trimmed down to normal size.</p>
<p style="clear: left;">Everything is on track to get production wrapped up soon. I expect to have them in my hands by the end of the month, and in your hands soon after that, especially if I see you at ASLOK!</p>
<p>Thanks,</p>
<p>Sam Tyson</p>
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		<title>Playtest AAR</title>
		<link>http://www.boundingfire.com/blog/2010/09/13/142/</link>
		<comments>http://www.boundingfire.com/blog/2010/09/13/142/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 15:54:36 +0000</pubDate>
		<dc:creator>Brian Blad</dc:creator>
				<category><![CDATA[AAR]]></category>
		<category><![CDATA[BFP]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=142</guid>
		<description><![CDATA[Sarge and I playtested one of the titles that may be included in the giant East Front package that Chas speaks of on the Gamesquad Forums. Using my new flip video camera, I recorded the playing until the battery ran out and want to share it with you but because it is HD video the [...]]]></description>
			<content:encoded><![CDATA[<p>Sarge and I playtested one of the titles that may be included in the giant East Front package that Chas speaks of on the Gamesquad Forums. Using my new flip video camera, I recorded the playing until the battery ran out and want to share it with you but because it is HD video the file size exceeds the allowed limits of this website.</p>
<p>Russians are on the offensive, Germans are defending board 56. Each side has approx 20 squads and 5 vehicles.  Scenario moves very quicky as the Russians enter from offboard and need to reach hexrows N-R in order to get to the victory buildings. </p>
<p>I lost all of my vehicles to Sarge excellent anti-armor tactics, but tanks can&#8217;t take buildings. My first and second line Germans were able to break up his infantry and keep them away from all of the buildings until turn turn 6 of seven.  Scenario came down to the last turn which is not on the video. Russians (Sarge) were able to take 1 of 4 victory buildings. It is a nice, tight little scenario that will be perfect for tourney play.</p>
<p>Tentatively titled Knife in the Flank, designed by Chas&#8230;</p>
<p>Here is URL for Youtube for the video   <a href="http://www.youtube.com/watch?v=CyDMRklJS2Q" onclick="urchinTracker('/outgoing/www.youtube.com/watch?v=CyDMRklJS2Q&amp;referer=');">http://www.youtube.com/watch?v=CyDMRklJS2Q</a></p>
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		<title>BFP32: Slaughter At Nanyaun</title>
		<link>http://www.boundingfire.com/blog/2010/08/31/aar-bfp32-slaughter-at-nanyaun/</link>
		<comments>http://www.boundingfire.com/blog/2010/08/31/aar-bfp32-slaughter-at-nanyaun/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 21:32:20 +0000</pubDate>
		<dc:creator>Sam Tyson</dc:creator>
				<category><![CDATA[AAR]]></category>
		<category><![CDATA[B&J]]></category>
		<category><![CDATA[BFP]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=130</guid>
		<description><![CDATA[Chinese: Matt Schwoebel Japanese: Zeb Doyle For most of this summer, I was in an ASL drought, but fortunately things picked up in August and I got in some really fun gaming. One of my more entertaining battles was against Matt Schwoebel in BFP-32 Slaughter At Nanyaun. This is a nifty 1938 Japanese-Chinese battle across [...]]]></description>
			<content:encoded><![CDATA[<p>Chinese: Matt Schwoebel<br />
Japanese: Zeb Doyle</p>
<p>For most of this summer, I was in an ASL drought, but fortunately things picked up in August and I got in some really fun gaming. One of my more entertaining battles was against Matt Schwoebel in BFP-32 Slaughter At Nanyaun. This is a nifty 1938 Japanese-Chinese battle across the relatively open boards 43 and 17, with the Japanese trying to get 80 points of CVP and EVP.</p>
<p>It’s a bit of an unusual scenario, since the attacking Japanese infantry are numerically outnumbered by a 3:2 ratio, and in FP roughly 1.3:1. That’s not even counting the four heavy-hitting 150mm and 75mm ART guns that the Chinese also get. To make up for this, the Japanese do receive some 70mm OBA (made very powerful by an offboard observer at level three, which can see vast expanses of the map) and three flame-throwing engineer vehicles, which operate much like the German SPW 251/16, in that they have two side-mounted flamethrowers and can thus get two shots per turn if maneuvered correctly.</p>
<p>This all makes for great fun if you like brain-teasers. The Japanese need to very cautiously work their way forward, identify the Chinese positions, and then work over any exposed Chinese strong-points with the flame-throwing vehicles. They have 2 AF, enough to ward off most MG fire, but not enough to stand up to the Chinese guns. This ends up being very tense but lots of fun. Every Japanese piece is precious, so there are no throw-away moves, and deciding how bold to be with the flame-throwers and what targets are worth risking the X11 20FP shots on is especially tricky.</p>
<p>In my playing with Matt, I sent my first wave of Japanese all down the left flank. He’d set up his Chinese scattered about in foxholes, and completely ignored the compound of stone buildings on board 43. Initially, I thought that he’d made a mistake, but it turns out the LOS from there isn’t especially good and any Chinese units placed there are probably thrown away. Instead, by concentrating his infantry further back in the foxholes, he maintained his numerical and FP edge, and had better TEM as well when my force finally contacted him. So, nice job, Matt&#8230;this is the second time your &#8216;in-depth foxhole defense&#8217; has caused me all kinds of grief!</p>
<p>I sent some Type 94 tankettes rushing forward as scouts, and managed to find a 75mm and a 150mm gun at the cost of a single AFV….a very acceptable loss ratio to me. I then felt bold enough to send forward a single flame-throwing tank, and it managed to burn out several pockets of Chinese, before finding the last 150mm ART piece at the cost of its own destruction. Unfortunately, that left the bulk of Matt’s force positioned on my left flank, well covered by his big guns, and with no easy way of rooting them out. Things only got tougher in that sector when the Chinese reinforcements arrived with most of them also moving under the protective cover of those nasty 150mm monsters.</p>
<p>With my own reinforcements arriving, I decided not to reinforce failure, and would instead send my second wave of infantry up the middle. I would also redeploy my flame-throwing tanks to that area and see if I could force my way through an area that would have, at most, a single 75mm gun covering it. The downside to this was that the tanks would have to spend two turns moving into position, and since it was already turn four of a 7.5 turn game, I didn’t have any time to waste.</p>
<p>The push up the middle turned out to be a good move. As Matt’s Chinese scrambled to reposition, they had to move through a large patch of woods on board 17, and my offboard observer was able to rain airburst OBA pain on a huge number of them. Several missions, shifting between harassing fire and WP did an amazing amount of damage, with almost every 4-1 attack or 1MC breaking everyone unfortunate enough to be caught in the blast. That really cleared a path for my second wave of infantry to exit, and more importantly, I think it rattled Matt’s morale some. He reacted by bringing the Chinese armor aggressively over to block me. This is one reason I enjoy scenarios that have dual VC, like EVP and CVP-it makes a lot of otherwise easy decisions into painful trade-offs. Here, Matt threatened my infantry EVP with a bunch of 6FP CMGs, but also put a bunch of his 0 AF, 5 CVP vehicles in harm’s way.</p>
<p>As it turned out, my 37mm crewed infantry SW had a field day with the Chinese armor, going on several big ROF tears and killing most of it. That 3 ROF and 7TK has the potential to be deadly to everything in the Chinese armored force. The PSW 222 survived, but I managed to toast that threat with one of my flame-throwing tanks. When a scouting CX’d 9-0 Japanese leader managed to find the last 75mm gun, survive a 24-2 CH and a 24+0 CH, and then advance in and kill the crew in HtH CC, the floodgates really opened up for me, and the game ended on the last turn with the Japanese scoring 100 VP. Had Matt been a bit more judicious with his armor, or had my OBA not been so smashingly effective, it would have been a very tense and close finish.</p>
<p>So, BFP-32 Slaughter At Nanyaun is highly recommended. Since every move feels so vital, we both felt extra-drained and tired at the end, so be ready for that. The balance felt even to me, although I’d say the Japanese might be slightly more fragile. If they lose the OBA and several of the flame-throwers on fluke events, they aren’t going to win this. If the Chinese boxcar out those 150mm guns right off the bat, they are in trouble, but it’s not an auto-loss. I’d still take either side though for some fun Asian early-war action.</p>
<p>Thanks for reading,</p>
<p>Zeb</p>
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		<title>HG2 Update!</title>
		<link>http://www.boundingfire.com/blog/2010/08/30/hg2-update-scenarios-are-all/</link>
		<comments>http://www.boundingfire.com/blog/2010/08/30/hg2-update-scenarios-are-all/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 13:01:34 +0000</pubDate>
		<dc:creator>Sam Tyson</dc:creator>
				<category><![CDATA[updates]]></category>
		<category><![CDATA[BFP]]></category>
		<category><![CDATA[HG2]]></category>
		<category><![CDATA[Update]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/2010/08/30/hg2-update-scenarios-are-all/</guid>
		<description><![CDATA[HG2 update! Scenarios are all final, just need to edit and tweak them for a couple of days, then it&#8217;s off to the printers.]]></description>
			<content:encoded><![CDATA[<p>HG2 update! Scenarios are all final, just need to edit and tweak them for a couple of days, then it&#8217;s off to the printers.</p>
]]></content:encoded>
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		<title>Here We Go!</title>
		<link>http://www.boundingfire.com/blog/2010/08/19/here-we-go/</link>
		<comments>http://www.boundingfire.com/blog/2010/08/19/here-we-go/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 16:47:25 +0000</pubDate>
		<dc:creator>Brian Blad</dc:creator>
				<category><![CDATA[updates]]></category>
		<category><![CDATA[welcome]]></category>
		<category><![CDATA[BFP]]></category>
		<category><![CDATA[Update]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=106</guid>
		<description><![CDATA[I&#8217;ve been a part of BFP for more than a year now and it&#8217;s high time I started to add my thoughts and experiences as a member of the team to our blog.  I&#8217;ll be posting information on playtests, my thoughts and ideas, and will be glad to answer any questions you might have. My [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been a part of BFP for more than a year now and it&#8217;s high time I started to add my thoughts and experiences as a member of the team to our blog. </p>
<p>I&#8217;ll be posting information on playtests, my thoughts and ideas, and will be glad to answer any questions you might have.</p>
<p>My current duties with BFP are: Author, Designer(6 scenarios in the workflow with Chas and the crew), Playtester, Editor, Proof Reader.  Folks wonder why we do it? It&#8217;s not for the money, am never going to get rich doing this, it&#8217;s the personal satisfaction of knowing that I&#8217;ve contributed to a fantastic team effort that I hope brings you a ton of ASL enjoyment as you play through the products we publish.</p>
<p>I&#8217;m also in the role of NON ASL game submission guy, we&#8217;re primarily ASL and ASL will always be first, but if you&#8217;ve got a game you believe is outstanding and you&#8217;re looking for a publisher, give me a note.</p>
<p>Brian</p>
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		<title>BFP56: White Beach 1</title>
		<link>http://www.boundingfire.com/blog/2010/08/19/aar-bfp56-%e2%80%93-white-beach-1/</link>
		<comments>http://www.boundingfire.com/blog/2010/08/19/aar-bfp56-%e2%80%93-white-beach-1/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 13:40:33 +0000</pubDate>
		<dc:creator>Sam Tyson</dc:creator>
				<category><![CDATA[AAR]]></category>
		<category><![CDATA[B&J]]></category>
		<category><![CDATA[BFP]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=103</guid>
		<description><![CDATA[Ahead the small beach glinted in the sunlight, as the LVT clumsily forced its way through the waves. D*mn things felt like they were capsizing with every swell. Sergeant Drummond looked round at the mix of white faced recruits fresh from Paris island and the tanned veterans of Bougainville and felt a surge of pride. What men! [...]]]></description>
			<content:encoded><![CDATA[<p>Ahead the small beach glinted in the sunlight, as the LVT clumsily forced its way through the waves. <em>D*mn things felt like they were capsizing with every swell</em>. Sergeant Drummond looked round at the mix of white faced recruits fresh from Paris island and the tanned veterans of Bougainville and felt a surge of pride. <em>What men! Best fighters in the world, bar none. 7-6-8’s with everything underlined and freely deployable. Not like those limey 4-5-7’s with their bolt action rifles and bad teeth… </em></p>
<p>Pfc Harrison was throwing up into his helmet. Drummond adopted a fatherly air.</p>
<p>“What’s up son. You ready to give them Japanese hell?”</p>
<p>“ I’ve ehrr never been on a beach landing before sarge…I’m too young to die…and the rules are too complicated….I can’t take it…”</p>
<p>Drummond adopted the Patton solution and gave him a slap.</p>
<p>“We’re fine, hear that, that’s only a couple of itty bitty 50* mortars and an ATR. No proper guns – we’ll be fine – why you just take a look at the BRT gamers guide if you think we have it tough.”</p>
<p>“But no PRC survival rolls sarge, none.”</p>
<p>“ We’ll be in shallow ocean hexes in a turn or two mac and they ain’t hit anything yet. We’re motion and very small targets and hull down to direct fire. Even if the mortars hit they need a five on the IFT for a shock. Relax, when we get on the beach it’ll be a walk in the sun. We got a 9-2, flamethrower, two DC’s and two armoured LVT’s with 75* guns.”</p>
<p>Ahead the destroyer that was giving covering fire switched from HE to WP, while the jungle covered hill was burning fiercely. Drummond felt a surge of satisfaction.</p>
<p>Then…the captains LVT to their left burst into a million pieces…<em>gone</em> just like that.</p>
<p>Harrison looked horrified “Snakeyes followed by snakeyes for effect! But that means it’s a rate shot…”</p>
<p>A slim japanese projectile arced down while they watched horrified. Another critical hit! Fear stricken they waited for the IFT roll – a Four! As Drummond was blasted into oblivion, his last thought was – the chances of that happening are 279,936 to one…</p>
<p>…In another reality Paul Jones smiled “Never tell me the odds.”</p>
<p>Finally broke my beach landing cherry with Paul Jones the other day. Paul has the gravitas of a fancy city lawyer that a light dusting of grey and impeccable suits accentuate. It’s usually not long before this serious façade is broken by a deep belly chuckle. A relative newcomer to the ASL world, his rules knowledge is spot on, and like me he gets a kick out of the more complex. Despite all these good points, he is a ManU fan and therefore damned before all that is holy.</p>
<p>I’ve liked the look of White Beach 1 for a while now, but it took a while to find an opponent man enough to try it. The OB’s are small – fifteen marine squads vs eight Japanese with no landing craft, and no obscure stuff like heavy surf or reefs. It seems a perfect introductory beach landing scenario – although some wusses might be put off by the caves, panji’s and NOBA!</p>
<p>The marines have to exit two squads from a narrow 3 hex board edge, and control two of four caves. By SSR there are no cave complexes. Once you set up the overlays, the playing area is very small – about a quarter of board 40 with only four beach hexes, one of which has a 6AP minefield. In front of the exit area is a jungle covered hill whose forward slopes are the only practical place for the caves (have to set up with LOS to the ocean). On the right is a dry stream that meanders to a pond on board edge and some palm trees. On the left is a field of kunai which leads to a stone building and has some panjis on the extreme left (doubt they would ever come into play).</p>
<p>In deep ocean, the LVT’s motor forward 3 hexes during the Mph, then drift one hex with the current in the Aph (off at right angles). They are v.small, and always in motion as well as hull down to direct fire and may possibly qualify for +1 Deir TEM. When they get within two hexes of the beach, they are in shallow ocean, expend land MP (three for shallow ocean, two for the beach) get a protective +2 to hit, but their own large size mods start counting. They do get survival rolls now though. Infantry can unload into shallow ocean and wade at 3MF, area fire, no firegroups, are fanatic but casualty reduce rather than break. The beach is pretty much the same but a bog check (the troop carriers can’t bog) and 1mf/2mp for hard sand. It’s a little more complicated than that but not much.</p>
<p>Coming in, everything went brilliant for a couple of turns with no losses, and the NOBA starting to stripe away the defenders. In one fire phase though a single 50* mtr killed a third of my infantry and my 9-2 and 8-1, leaving me with one leader for ten squads. Ouch. (Incidentally I provided the dice and dice tower). I switched the NOBA from WP back to HE and melted the offending squad, but they went to the Yasukuni shrine with dirty great big smiles on their faces. The other 50* broke, and the crew with the ATR, (which was in a foxhole on the edge of the beach) casualty reduced two squads before being jumped on in close combat.</p>
<p>The NOBA had forced all the Japanese not in caves back to the reverse slopes of the hill, but we had a rules spasm. Not having the PTO terrain chart, we improvised and assumed spreading/ kindling numbers equal to European woods and grain. With a mild breeze the map went pyro-tastic, and seriously hampered my attacks on the caves. With +4 Cave TEM, and +1 Kunai, and +2 blaze hindrance I was really missing my -2 leader. It also threatened to blaze two cave entrance hexes, trapping the defenders but meaning I couldn’t capture them. It was only after we stopped and restarted we found out light jungle has kindling/spreading numbers of 12 and is virtually fire proof.</p>
<p>I split my guys into an exit force and a cave mopping up force. One of the 75* amtracs malfed its MA, so I used it overrun a crew with a MMG in a jungle-roads hex on the exit zone. Defensive TPBF stunned the amtrac crew, but I pinned the Japanese crew, and I ran a half squad with a DC adjacent to kill them. Paul kept concealment rather than firing and I managed to get a bunch of guys to the exit area, so he had to attack me with the few bits and pieces he had left. Although a 7-6-8 died in close combat to a half squad and MC generated hero, they also died, and my fire left only a few scraps of the defenders left, and I managed to exit the two squads.</p>
<p>So down to the caves. I’ve never attacked caves before, I’ve always defended and nothing seemed to work. Without the -2 and huge firepower I was chipping away far too slowly. A half squad put a DC on a cave from a climb counter above but fluffed the roll, and no WP grenades appeared at the crucial times. With the clock running down I put the other 75* amtrac adjacent to two caves, and also a half squad with a flamethrower. There was one crucial prep phase where the Japanese had a 8+0/8+2 and a 12+0/12+2 from the cave defenders which could have been very nasty. Luckily the dice gods felt I needed appeasing and I got away with the flame thrower HS going fanatic and the amtrac crew pinning (Open topped). That gave me a beautiful final fire and prep phase to make merry and I fired WP from the 75* into one cave (auto 4MC) and chopped the other to bits with HE from the 75*, a sniper and the flamethrower. The Japanese did their usual melting away under fire trick and suddenly Paul had no men left, and threw in the towel.</p>
<p>We decided we liked beach landings. Paul showed a bit of inexperience, as he didn’t use tank hunter heroes and maybe kept HIP/concealment rather than firing a few times. (I recommend keeping a couple of HIP tank hunter heroes right by the exit zone) However the dice certainly turned after the fantastic mortar shooting and I was a bit lucky myself.</p>
<p>As we were putting away the counters I said to Paul…</p>
<p>“So you like beach landings- maybe we should play another?”</p>
<p>Paul looked at me strangely and said –</p>
<p>“I’ve heard of a scenario from Gung Ho that cannot be named aloud for fear of giving it power over your immortal soul.”</p>
<p>I looked shifty “Yes but we don’t like to talk about it. Just looking at the scenario sheet gives a 2d6 permanent sanity loss. There’s no scenario author attributed, but the well informed claim it was Abdul Alhazred himself…”</p>
<p>Paul: “I must see it – it has landing craft, and a submerged reef and a seawall, and fighter bombers with napalm and NOBA and cave complexes and pillboxes…”</p>
<p>“Shhhhh…we don’t speak openly about Bloody Red Beach”</p>
<p>But it was too late, the scenario folder had sung its siren song and we were doomed…</p>
<p>Craig</p>
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		<title>BFP31: Chinese Alamo</title>
		<link>http://www.boundingfire.com/blog/2010/05/18/aar-bfp31-chinese-alamo/</link>
		<comments>http://www.boundingfire.com/blog/2010/05/18/aar-bfp31-chinese-alamo/#comments</comments>
		<pubDate>Tue, 18 May 2010 14:54:15 +0000</pubDate>
		<dc:creator>Sam Tyson</dc:creator>
				<category><![CDATA[AAR]]></category>
		<category><![CDATA[B&J]]></category>
		<category><![CDATA[BFP]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=100</guid>
		<description><![CDATA[Hi There, Aaron Cleavin and I played this as our first game from Blood &#38; Jungle. We diced and Aaron got the Chinese. They get a lot of toys with 2HMGs, 2MMGs and 4LMGs for 10 squads and 2 crews, as well as two set DCs. They are defending a big building on the new [...]]]></description>
			<content:encoded><![CDATA[<p>Hi There,</p>
<p>Aaron Cleavin and I played this as our first game from Blood &amp; Jungle.</p>
<p>We diced and Aaron got the Chinese. They get a lot of toys with 2HMGs, 2MMGs and 4LMGs for 10 squads and 2 crews, as well as two set DCs. They are defending a big building on the new BFP river board. They get some wire, a roadblock and 3 sangars that they can place on the roof of the factory. Some rubble and debris give a bit more cover.</p>
<p>The Japanese get 15 squads, a couple of crews and 2 toy tankettes.</p>
<p>Aaron set up mostly around the VC building cluster with the wire in front.</p>
<p>The first two turns the Japanese advanced slowly, searching for DCs and dodging the fire of the 10-2 + 2HMG death star on the roof. One oif the tankettes got stunned.</p>
<p>By turn 3 I was ready to do after getting a reasonable scatter with the OBA spotting round.</p>
<p>The Japanese OBA then scattered perfectly and was centred on the middle of the factory. In its two sets of attacks it managed to break pretty much everyone defending the front of the factory. It did, however, start a flame in the factory which started to spread quite rapidly.</p>
<p>Some Banzai charges got me under the wire and into the factory.</p>
<p>The set DCs both had the NTC&#8217;s failed (one by the hero!), which saved me a few squads!</p>
<p>The Chinese 10-2 ended up in a heroic last stand, surrounded by blazes in the far corner of the factory, with a big (over) stack. A charge by the last Japanese tank and then two DCs being placed finished them off before the blazes spread into their hex.</p>
<p>Fun scenario, although an enlarged photocopy of the factory might be good for the endgame. Feels balanced. Pretty much everything went perfectly for the Japanese (great OBA, set DCs didn&#8217;t blow) and I felt I was starting run a bit low on bodies at the end.</p>
<p>I can see it being much tougher for them if this wasn&#8217;t the case.</p>
<p>Richard Cornwell</p>
<hr />
<p>Being on the receiving end of the perfect Japanese OBA and the inability of the Chinese peasantry to understand modern plunger technology (As well as the Hero failing the 447 who tried for the other one had a 10-2 leader helping but was still unable to understand the mechanical concepts involved)I came out of this battered and bruised. The Japanese carefully coordinated their attack with initial caution scouting out for the SET DC then appropriate bravado once the FFE licked down (And durn near burnt down) the factory.</p>
<p>It has certainly got good toys for both sides and is a scenario where The Japanese OBA. Mortar and Banzai need to be coordinated carefully. Balance is as Richard says good, though the OBA can be a game breaker in but a single mission. AN SSR prohibiting spinning with the tankettes to remove wire might be considered (Richard didn&#8217;t need to pull this as all defenders up front were broken by the time the Banzai hit, the OBA having just lifted with the Chinese unable to rout prior to the Banzai incoming).</p>
<p>In terms of replay value I would perhaps wonder if the Chinese can do other than a baseline defense, any forward elements certain to be defeated in detail compounding the odds against the Chinese. The road block is of fairly limited value.</p>
<p>Excitement 7/10<br />
Novelty 8/10<br />
Replay Value 6/10</p>
<p>Overall 7/10</p>
<p>Aaron Cleavin</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<title>BFP51: Kwajalien Crush</title>
		<link>http://www.boundingfire.com/blog/2010/01/25/aar-bfp-51-kwajalien-crush/</link>
		<comments>http://www.boundingfire.com/blog/2010/01/25/aar-bfp-51-kwajalien-crush/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 18:10:31 +0000</pubDate>
		<dc:creator>Sam Tyson</dc:creator>
				<category><![CDATA[AAR]]></category>
		<category><![CDATA[B&J]]></category>
		<category><![CDATA[BFP]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=95</guid>
		<description><![CDATA[Received my B&#38;J yesterday with plans to play Meat Grinder for the Winter War Tourney, Rich D. was coming by for a game of ASL. But with B&#38;J in my hands, Rich&#8217;s copy also showed up yesterday too, we decided instead of playing a boring AP scenario, lets try one of the B&#38;J scenarios and [...]]]></description>
			<content:encoded><![CDATA[<p>Received my B&amp;J yesterday with plans to play Meat Grinder for the Winter War Tourney, Rich D. was coming by for a game of ASL. But with B&amp;J in my hands, Rich&#8217;s copy also showed up yesterday too, we decided instead of playing a boring AP scenario, lets try one of the B&amp;J scenarios and boy, almost 90% look like ones that will be needing some tender loving care .</p>
<p>Some really tough choices to put on the table straight away with the like of Thrilla in Manila, Alligator Tanks, and so on, basically we were looking for something that would fit well in an evening Tourney environment. So we finally decided on BFP 51 Kwajalien Crush. This is a full seven turn scenario with the Americans attacking across board 37 into board 35 hit-ville overlay. Only half of both boards are used with the Americans needing to capture 10 buildings on board 35, all Huts are SSR&#8217;ed into wooden buildings, so no hut rules needed, thankfully.</p>
<p>Both sides look pretty nifty to play, the IJA have a lot of weak squads but they also have a 75AA gun and 12.7 AA gun plus they get two pillboxes which means they can have tunnels from a pillbox to a building on board 35, a great end game tactic to use for the IJA too, so the Americans will have to be wary of that one. IJA reinforcements enter on turn and thus will prove important for game end too, this group consists of two 447, 9-0, LMG, and one Ka Mi and one Ka-Chi, the Ka Chi is a BFP produced counter and mounts a 47L MA.</p>
<p>The Americans are attacking the IJA with some serious firepower consisting of 17 Squads, mostly 1st line, great leadership including a 9-2 and 4 AFV&#8217;s with two of them being M3A1F&#8217;s Stuarts, these guys are beasts too, they not only have their Bow mounted FT, they have a 4FPCMG, Cannister, and a regular 37LL that can fire both HE and AP. Looking at the maps, the best avenue of attack is close to the northern edge of the map and up the middle, attacking from the south is not doable just because the that part of the map is too densely packed with jungle and thus your Armor wont be able to support such an attack. Although, sending a few squads south will force the IJA to keep forces in that area to keep any small Ami force from breaking through to Hut-ville.</p>
<p>As for our game, it lasted around 5 hours and so I think this one would be a great evening tourney scenario for like Friday or Saturday night. The game Rich and I played was pretty tight through out the 7 turns. My attack was from both the north and the Middle with a few squads attacking south into the board 37 woods so as to force the IJA from diverting forces to my main Attack. As expected the IJA had an up front defense, and these guys held my attack up for around 4 turns. Lost one Stuart to the 75 AA gun, and a few squads, but the key moment came when one of my squads berzerked and charged into the 75AA guns hex. thus I was able to get my FT toting leader close enough to fire.</p>
<p>By turn 6 I had lost an M4 to street fighting, and a few more Ami squads died from CC, but the IJA was getting very thinned out themselves, those IJA conscripts are so very brittle, if they fail ELR, they become broken HS, or if they roll boxcars on an MC, they just die. fortunately for me, One of Rich&#8217;s pillboxes was set-up no where near the village, but he did have one set-up in the village proper and used it at game end to advance into CC with one of my squads. His Armor did whjat any good ASL tanker would do, and DI&#8217;ed my last Sherman, his other AFV DI&#8217;ed my FT Stuart and the stupid crew had to abandon the vehicle because the moron could not pass his TC.</p>
<p>I did end up taking out one of the Japanese tanks with an MA shot from the immobilized Sherman, got rate and then tried to knock down one of the few remaining IJA squads only to roll boxcars. Then on IJA turn 7, I rolled a one to repair an MA, the dice gods were with me and as I pointed out in the above post, the poor IJA squad ended up getting whacked.</p>
<p>All in All a great scenario, some really good luck for the IJA in the beginning but my initial bad luck turned around and with a little perseverance, I able to win this game. A few things though for a better IJA defense, try to keep the 12.7 in the village proper, that way, any where the Americans go to take a building, they will have to face down 24FP Point blank. Rich used a lot of TH heroes, 4 in all, in an attempt to knock out my armor, this drew a lot of fire, and he was hoping for a few things to happen, I would break the FT on the Stuart, it had a B# of 10, I would roll his sniper or he might get lucky and knock out my tank, fortunately, none of those things happened to his charging of course lol. Keep the pillboxes close to the village with tunnels going to one of the buildings and thus you can possibly ambush an Ami squad or take back a building.</p>
<p>This is one I would like to try again, but not until I have worked my way through most of this pack ha ha.</p>
<p>Scott Holst</p>
<p><img src="http://forums.gamesquad.com/attachment.php?attachmentid=28465&#038;d=1264159968" alt="BFP-51" height="200px" /></p>
]]></content:encoded>
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		<title>BFP67: Coke Hill – the response</title>
		<link>http://www.boundingfire.com/blog/2010/01/21/aar-bfp67-coke-hill-the-response/</link>
		<comments>http://www.boundingfire.com/blog/2010/01/21/aar-bfp67-coke-hill-the-response/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 04:47:08 +0000</pubDate>
		<dc:creator>Sam Tyson</dc:creator>
				<category><![CDATA[AAR]]></category>
		<category><![CDATA[B&J]]></category>
		<category><![CDATA[BFP]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=79</guid>
		<description><![CDATA[Zeb Doyle John, thanks a lot for taking the time to write up an AAR and for the kind words. Although I don&#8217;t think you missed or omitted anything, I&#8217;d like to respond with my view of the action and give my own idea of the balance. So, here&#8217;s my official BFP-67 Coke Hill AAR: [...]]]></description>
			<content:encoded><![CDATA[<h2>Zeb Doyle</h2>
<div style="font-size: 85%;">
<p>John, thanks a lot for taking the time to write up an AAR and for the kind words. Although I don&#8217;t think you missed or omitted anything, I&#8217;d like to respond with my view of the action and give my own idea of the balance. So, here&#8217;s my official BFP-67 Coke Hill AAR:</p>
<p>It all started with a white-knuckle drive from Austin to Houston on Friday. The plan was to spend the evening giving our own Nick Drinkwater a bon voyage before the oil industry drags him off to Angola, and then spend Saturday dicing John into oblivion. Things didn&#8217;t start so well due to a delayed start and a pouring rainstorm following me all the way to Nick&#8217;s house, but at least I arrived in one piece. The evening didn&#8217;t improve, with Nick dragging me off to see Avatar, and afterward trying to convince me that the movie is a complex allegory about the American exploitation of the West and its indigenous people (for those who don&#8217;t know, Nick is British and loves to tweak his American cousins about it). I swiftly reclaimed the moral high ground by pointing out that Avatar is clearly about the depredations of his own beloved oil industry. Forced to the defensive by my superior logic and wit, Nick quickly shifted gears to an asinine discussion of how to represent the final battle scene in the movie using ASL:</p>
<p>&#8220;So, the big hammer-head rhino thingies, are they more like a Panther or a Tiger?&#8221;</p>
<p>&#8220;Uh&#8230;I don&#8217;t really care&#8221;</p>
<p>&#8220;No, no, wait, I&#8217;ve got it&#8230;Sherman jumbos are perfect for them. OK, and on to the Navi&#8230;obviously heroes, but I think their inherent range is greater than four, don&#8217;t you? Oooh, and they need ROF, definitely!!! Two or three for the ROF???&#8221;</p>
<p>&#8220;Still not caring&#8230;&#8221;</p>
<p>I was never so happy when the sun came out Saturday morning and we headed out to actually play some real ASL. BFP-67 is a really good-looking scenario designed by Chas Smith and out of the just released Blood and Jungle pack. It&#8217;s set in Borneo, 1945, and the attacking Aussies are trying in seven turns to capture eight level two hill hexes on board 50 and then move 24 EVP onto or north of hexrow U. They have plenty of troops to do this, with 14 elite squads, OBA support, and three Matildas, including a very nasty flame-spouting variant (I love the name Grond for this, BTW).</p>
<p>This is no simple mop-up mission, however; the Japanese may be at their end of their tether, but they still have plenty of teeth. Seven squads and four crews are supported by a 10-2 leader, a .50cal HMG, 2x DC, 2x MMG, a 75mn ART gun, several pillboxes, trenches, mines, and panjis. Factor in the jungle terrain, the lavish late-war availability of THHs and possibility of A-T Set DCs, and it&#8217;s really a dream scenario for anyone that likes to construct intricate Japanese defenses. That certainly includes me, and so I was really looking forward to the game.</p>
<p>So, all excited, I showed up, greeted John, pulled out the required gear, and then hit the first of several speed bumps that was to doom me to defeat. Although we&#8217;d arranged to play days earlier, John wanted to be as fair as possible and roll for sides. Given that he&#8217;s a relative PTO newbie, and I love playing the Japanese, I probably should have simply claimed that side and prepared a set up. Instead, we waited until that morning, the dice spoke and gave me the defense, and I set up with the clock ticking away in the background.</p>
<p>This was actually a fairly minor factor in the game, but I mention it because I disagree with John&#8217;s assessment that the scenario has a somewhat pro-Australian tilt. As it turned out, I had bigger problems and even having an unlimited amount of time to prepare would only have slightly improved things for me. That&#8217;s because my last ASL game was in June, and I was super duper rusty. As an especially embarrassing example, I thought long and hard about what to do with my DCs. Using one as a AT-Set DC per G1.6121 would be cool, especially since the Aussie tanks are 7 EVP each, can almost satisfy that part of the VC by themselves, are extremely difficult for the Japanese to deal with, and there are lots of road hexes. However, after some quick thinking, I arrived at what I thought was an even more clever plan.</p>
<p>Looking at board 50, the gully makes it very hard, especially for armor, to get to the back hill without using the V5 bridge. I&#8217;d just use my 10-2 to quickly set the DC, drop the bridge, and then the double crest-line created by the gully and the level one hills would prevent the nasty Matildas from crossing anywhere but on the most remote flanks. I could put all kinds of weapons back there and keep them safe from the 32FP mobile flame-tank! Even if I&#8217;d been right about the rules, I then only put the .50 cal on that side of the gully. The ART gun, in particular was way too far forward, and would have done much better on the far side of the gully as well. That&#8217;s how I ended up picking a bad plan and only following half-way through on it. Did I mention I was rusty?</p>
<p>At any rate, I made a few other minor gaffes during set-up with my squad placements, but I&#8217;m sure you&#8217;re all getting tired of my whining, and so I&#8217;ll try to focus on the positive. I was happy with my pillboxes in level two hill hexes in X2 and X3, each one guarded by HIP units and covered by panji and mines. The overall plan was to keep the .50 cal and 10-2 in the rear, chopping up the Aussies as much as possible and the rest of my covering force just running out the clock via delay tactics. I wasn&#8217;t optimistic about taking out a tank and so I figured John would achieve the EVP target. My real hope of victory was to hide the pillboxes until late in the game. Hopefully at that point, the Aussies wouldn&#8217;t have the time to clear out both the guarding units and the pillbox units and advance inside to actually Control every last level two hex.</p>
<p>Since John has already done a great job of describing the action, I won&#8217;t be too detailed here. The opening phase saw the Aussies coming on and picking off two of my squads I&#8217;d left too far forwards. Some lucky CC rolls for me allowed me to trade bodies pretty equally, but I didn&#8217;t slow John down at all and he was rightfully happy to kill Japanese at a one-to-one ratio. Meanwhile, my genius idea of blowing the bridge wasn&#8217;t going so well. Needing a five or less on one die to place the DC (using a squad and the 10-2), I rolled a six and my best leader was kept away from the .50 cal post for a key turn yelling at a bunch of fumble-fingered wanna-be bridge blowers</p>
<p>This was especially annoying as John started to push over the Y6-Y7 hill going for my gun. The .50 cal squeezed off a shot, and would have kept ROF but with the 10-2 MIA they Cowered. That opened up my gun to far too many targets and it was overrun by a Matilda and then swarmed by a platoon of Aussie infantry. This was one of John&#8217;s two really bad moves of the game in my mind: the gun was in the open and he advanced some concealed infantry in using the cover of the tank. Had he dropped concealment, my crew would have had a non-HtH 1:2 on one squad or something equally pathetic. As it was, the concealed infantry forced an ambush roll, albeit only with a -1 drm in my favor. I didn&#8217;t get it, and my crew went down quietly as expected, but a 1:6 -2 HtH ambush attack looking for a 6 on the whole stack would have been pretty fun&#8230;</p>
<p>As the game wore on, a little bit of the &#8216;non-average&#8217; luck occurred that John mentioned in his AAR. None of it was too material though; certainly watching him pull seven straight black cards for his OBA as he went after concealed targets was frustrating, but a series of high scatter rolls and the constricted jungle terrain meant he only ever got one mission off all game anyway. I also had a HS sitting next to an unsupported Matilda fail four straight THH rolls before watching the unscathed tank drive away. That was certainly frustrating as well, but not that unlikely, and I would have needed another good roll even had a THH appeared. Likewise, a Mild Breeze springing up allowed the Matilda sDs to generate some massive smoke screens, but by that point there were just too many Aussies for me to handle. In reality, most of the mid-game consisted of John doing a great job of taking apart my poor set-up and grinding down my Japanese.</p>
<p>By the end game, my brain slowly started to emerge from its self-imposed ASL hibernation and I belatedly remembered that B10.52 prohibits vehicles from crossing double-crest lines, but then goes on to mention that gullies aren&#8217;t crest-lines. Oooops! If John wanted to, the Matildas could cross the stream despite my bridge-dropping tricks. At this point I realized I&#8217;d tried to be far too clever&#8230;not going for an A-T Set DC had been a criminal omission. With my prospects dimming by the second, I watched John continue his masterful attack. The .50 cal got smoked in by a MTR, the flame belching Matilda continued to run rampant, and large amounts of Aussie infantry converged on my pillboxes.</p>
<p>At that point, my remaining tricks and traps went off pretty well. Advancing against difficult terrain across a panji hexside into a jungle location containing a HIP Japanese unit is a recipe for disaster. The only problem was that my screening forces hadn&#8217;t slowed and attrited John&#8217;s troops enough, and I ended up needing him to advance a huge stack into CC for me to try to get with a good roll. Sadly for the suspense level of the game, he did a great job managing his risk with the infantry and never even gave me the opportunity. In fact, aside from a gratuitous Matilda ESB check that made my eyes go very wide and was his second bad move of the game, John used his position of strength to take me almost completely out of the game. When his avenging infantry peeled back the pillbox guards and finally attacked my Japanese actually huddled in their pillboxes, and I didn&#8217;t get a miraculous CC result, it was all over on turn five of seven. Ouch!</p>
<p>Well, when I screw up that badly and still have a good time, it speaks very well of both the opponent and the scenario. I want to congratulate John on a convincing win. If my AAR has read like it was written by Paul Carell with a &#8220;I lost, he didn&#8217;t win&#8221; style, that&#8217;s only because I don&#8217;t want to knock the scenario. I think it was my mistakes and not any balance problems that turned John&#8217;s well-earned win into a blowout and has him thinking it might be pro-Aussie. For the numerous whiny reasons listed above, I disagree and feel that a solid Japanese set-up has a very good chance of victory.</p>
<p>That brings me to just a few brief scenario comments. The card portrayed a very interesting situation, with a powerful Australian force confronting a very entrenched foe. The Japanese, however, have enough tools at their disposal that it shouldn&#8217;t devolve into a bug hunt (obviously, with a decent set-up!). Having played it, I still think that&#8217;s the case. It&#8217;s a situation where both sides can throw some punches, does a nice job of showing off the respective combatants approach to battle, and offers a lot of fun without being so meaty you can&#8217;t easily play it in a day. Because of all that, I recommend it&#8230;.but be sure to read up on A-T Set DCs first and then use one!</p>
<p>Thanks again to John for playing, and thanks to you for reading,</p>
<p>Zeb</p>
</div>
<div style="font-size: 85%;">
<p>John, thanks a lot for taking the time to write up an AAR and for the kind words. Although I don&#8217;t think you missed or omitted anything, I&#8217;d like to respond with my view of the action and give my own idea of the balance. So, here&#8217;s my official BFP-67 Coke Hill AAR:</p>
<p>It all started with a white-knuckle drive from Austin to Houston on Friday. The plan was to spend the evening giving our own Nick Drinkwater a bon voyage before the oil industry drags him off to Angola, and then spend Saturday dicing John into oblivion. Things didn&#8217;t start so well due to a delayed start and a pouring rainstorm following me all the way to Nick&#8217;s house, but at least I arrived in one piece. The evening didn&#8217;t improve, with Nick dragging me off to see Avatar, and afterward trying to convince me that the movie is a complex allegory about the American exploitation of the West and its indigenous people (for those who don&#8217;t know, Nick is British and loves to tweak his American cousins about it). I swiftly reclaimed the moral high ground by pointing out that Avatar is clearly about the depredations of his own beloved oil industry. Forced to the defensive by my superior logic and wit, Nick quickly shifted gears to an asinine discussion of how to represent the final battle scene in the movie using ASL:</p>
<p>&#8220;So, the big hammer-head rhino thingies, are they more like a Panther or a Tiger?&#8221;<br />
&#8220;Uh&#8230;I don&#8217;t really care&#8221;<br />
&#8220;No, no, wait, I&#8217;ve got it&#8230;Sherman jumbos are perfect for them. OK, and on to the Navi&#8230;obviously heroes, but I think their inherent range is greater than four, don&#8217;t you? Oooh, and they need ROF, definitely!!! Two or three for the ROF???&#8221;<br />
&#8220;Still not caring&#8230;&#8221;</p>
<p>I was never so happy when the sun came out Saturday morning and we headed out to actually play some real ASL. BFP-67 is a really good-looking scenario designed by Chas Smith and out of the just released Blood and Jungle pack. It&#8217;s set in Borneo, 1945, and the attacking Aussies are trying in seven turns to capture eight level two hill hexes on board 50 and then move 24 EVP onto or north of hexrow U. They have plenty of troops to do this, with 14 elite squads, OBA support, and three Matildas, including a very nasty flame-spouting variant (I love the name Grond for this, BTW).</p>
<p>This is no simple mop-up mission, however; the Japanese may be at their end of their tether, but they still have plenty of teeth. Seven squads and four crews are supported by a 10-2 leader, a .50cal HMG, 2x DC, 2x MMG, a 75mn ART gun, several pillboxes, trenches, mines, and panjis. Factor in the jungle terrain, the lavish late-war availability of THHs and possibility of A-T Set DCs, and it&#8217;s really a dream scenario for anyone that likes to construct intricate Japanese defenses. That certainly includes me, and so I was really looking forward to the game.</p>
<p>So, all excited, I showed up, greeted John, pulled out the required gear, and then hit the first of several speed bumps that was to doom me to defeat. Although we&#8217;d arranged to play days earlier, John wanted to be as fair as possible and roll for sides. Given that he&#8217;s a relative PTO newbie, and I love playing the Japanese, I probably should have simply claimed that side and prepared a set up. Instead, we waited until that morning, the dice spoke and gave me the defense, and I set up with the clock ticking away in the background.</p>
<p>This was actually a fairly minor factor in the game, but I mention it because I disagree with John&#8217;s assessment that the scenario has a somewhat pro-Australian tilt. As it turned out, I had bigger problems and even having an unlimited amount of time to prepare would only have slightly improved things for me. That&#8217;s because my last ASL game was in June, and I was super duper rusty. As an especially embarrassing example, I thought long and hard about what to do with my DCs. Using one as a AT-Set DC per G1.6121 would be cool, especially since the Aussie tanks are 7 EVP each, can almost satisfy that part of the VC by themselves, are extremely difficult for the Japanese to deal with, and there are lots of road hexes. However, after some quick thinking, I arrived at what I thought was an even more clever plan.</p>
<p>Looking at board 50, the gully makes it very hard, especially for armor, to get to the back hill without using the V5 bridge. I&#8217;d just use my 10-2 to quickly set the DC, drop the bridge, and then the double crest-line created by the gully and the level one hills would prevent the nasty Matildas from crossing anywhere but on the most remote flanks. I could put all kinds of weapons back there and keep them safe from the 32FP mobile flame-tank! Even if I&#8217;d been right about the rules, I then only put the .50 cal on that side of the gully. The ART gun, in particular was way too far forward, and would have done much better on the far side of the gully as well. That&#8217;s how I ended up picking a bad plan and only following half-way through on it. Did I mention I was rusty?</p>
<p>At any rate, I made a few other minor gaffes during set-up with my squad placements, but I&#8217;m sure you&#8217;re all getting tired of my whining, and so I&#8217;ll try to focus on the positive. I was happy with my pillboxes in level two hill hexes in X2 and X3, each one guarded by HIP units and covered by panji and mines. The overall plan was to keep the .50 cal and 10-2 in the rear, chopping up the Aussies as much as possible and the rest of my covering force just running out the clock via delay tactics. I wasn&#8217;t optimistic about taking out a tank and so I figured John would achieve the EVP target. My real hope of victory was to hide the pillboxes until late in the game. Hopefully at that point, the Aussies wouldn&#8217;t have the time to clear out both the guarding units and the pillbox units and advance inside to actually Control every last level two hex.</p>
<p>Since John has already done a great job of describing the action, I won&#8217;t be too detailed here. The opening phase saw the Aussies coming on and picking off two of my squads I&#8217;d left too far forwards. Some lucky CC rolls for me allowed me to trade bodies pretty equally, but I didn&#8217;t slow John down at all and he was rightfully happy to kill Japanese at a one-to-one ratio. Meanwhile, my genius idea of blowing the bridge wasn&#8217;t going so well. Needing a five or less on one die to place the DC (using a squad and the 10-2), I rolled a six and my best leader was kept away from the .50 cal post for a key turn yelling at a bunch of fumble-fingered wanna-be bridge blowers</p>
<p>This was especially annoying as John started to push over the Y6-Y7 hill going for my gun. The .50 cal squeezed off a shot, and would have kept ROF but with the 10-2 MIA they Cowered. That opened up my gun to far too many targets and it was overrun by a Matilda and then swarmed by a platoon of Aussie infantry. This was one of John&#8217;s two really bad moves of the game in my mind: the gun was in the open and he advanced some concealed infantry in using the cover of the tank. Had he dropped concealment, my crew would have had a non-HtH 1:2 on one squad or something equally pathetic. As it was, the concealed infantry forced an ambush roll, albeit only with a -1 drm in my favor. I didn&#8217;t get it, and my crew went down quietly as expected, but a 1:6 -2 HtH ambush attack looking for a 6 on the whole stack would have been pretty fun&#8230;</p>
<p>As the game wore on, a little bit of the &#8216;non-average&#8217; luck occurred that John mentioned in his AAR. None of it was too material though; certainly watching him pull seven straight black cards for his OBA as he went after concealed targets was frustrating, but a series of high scatter rolls and the constricted jungle terrain meant he only ever got one mission off all game anyway. I also had a HS sitting next to an unsupported Matilda fail four straight THH rolls before watching the unscathed tank drive away. That was certainly frustrating as well, but not that unlikely, and I would have needed another good roll even had a THH appeared. Likewise, a Mild Breeze springing up allowed the Matilda sDs to generate some massive smoke screens, but by that point there were just too many Aussies for me to handle. In reality, most of the mid-game consisted of John doing a great job of taking apart my poor set-up and grinding down my Japanese.</p>
<p>By the end game, my brain slowly started to emerge from its self-imposed ASL hibernation and I belatedly remembered that B10.52 prohibits vehicles from crossing double-crest lines, but then goes on to mention that gullies aren&#8217;t crest-lines. Oooops! If John wanted to, the Matildas could cross the stream despite my bridge-dropping tricks. At this point I realized I&#8217;d tried to be far too clever&#8230;not going for an A-T Set DC had been a criminal omission. With my prospects dimming by the second, I watched John continue his masterful attack. The .50 cal got smoked in by a MTR, the flame belching Matilda continued to run rampant, and large amounts of Aussie infantry converged on my pillboxes.</p>
<p>At that point, my remaining tricks and traps went off pretty well. Advancing against difficult terrain across a panji hexside into a jungle location containing a HIP Japanese unit is a recipe for disaster. The only problem was that my screening forces hadn&#8217;t slowed and attrited John&#8217;s troops enough, and I ended up needing him to advance a huge stack into CC for me to try to get with a good roll. Sadly for the suspense level of the game, he did a great job managing his risk with the infantry and never even gave me the opportunity. In fact, aside from a gratuitous Matilda ESB check that made my eyes go very wide and was his second bad move of the game, John used his position of strength to take me almost completely out of the game. When his avenging infantry peeled back the pillbox guards and finally attacked my Japanese actually huddled in their pillboxes, and I didn&#8217;t get a miraculous CC result, it was all over on turn five of seven. Ouch!</p>
<p>Well, when I screw up that badly and still have a good time, it speaks very well of both the opponent and the scenario. I want to congratulate John on a convincing win. If my AAR has read like it was written by Paul Carell with a &#8220;I lost, he didn&#8217;t win&#8221; style, that&#8217;s only because I don&#8217;t want to knock the scenario. I think it was my mistakes and not any balance problems that turned John&#8217;s well-earned win into a blowout and has him thinking it might be pro-Aussie. For the numerous whiny reasons listed above, I disagree and feel that a solid Japanese set-up has a very good chance of victory.</p>
<p>That brings me to just a few brief scenario comments. The card portrayed a very interesting situation, with a powerful Australian force confronting a very entrenched foe. The Japanese, however, have enough tools at their disposal that it shouldn&#8217;t devolve into a bug hunt (obviously, with a decent set-up!). Having played it, I still think that&#8217;s the case. It&#8217;s a situation where both sides can throw some punches, does a nice job of showing off the respective combatants approach to battle, and offers a lot of fun without being so meaty you can&#8217;t easily play it in a day. Because of all that, I recommend it&#8230;.but be sure to read up on A-T Set DCs first and then use one!</p>
<p>Thanks again to John for playing, and thanks to you for reading,</p>
<p>Zeb</p>
</div>
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		<title>BFP67: Coke Hill</title>
		<link>http://www.boundingfire.com/blog/2010/01/21/aar-bfp67-coke-hill/</link>
		<comments>http://www.boundingfire.com/blog/2010/01/21/aar-bfp67-coke-hill/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 17:06:05 +0000</pubDate>
		<dc:creator>Sam Tyson</dc:creator>
				<category><![CDATA[AAR]]></category>
		<category><![CDATA[B&J]]></category>
		<category><![CDATA[BFP]]></category>

		<guid isPermaLink="false">http://boundingfire.com/blog/?p=71</guid>
		<description><![CDATA[John Hyler Australians: John Hyler Japanese: Zeb Doyle Last Saturday, at Jay Harms&#8217; house on our Monthly HHS ASL meeting, I had the pleasure of playing Zeb Doyle. I had not played Zeb since Owl-Con, 2008, so I anticipated a fun match. I was not disappointed. I have wanted to get into the PTO, so [...]]]></description>
			<content:encoded><![CDATA[<h2>John Hyler</h2>
<div style="font-size:85%;">
<h4>Australians: John Hyler</h4>
<h4>Japanese: Zeb Doyle</h4>
<p>Last Saturday, at Jay Harms&#8217; house on our Monthly HHS ASL meeting, I had the pleasure of playing Zeb Doyle. I had not played Zeb since Owl-Con, 2008, so I anticipated a fun match. I was not disappointed. I have wanted to get into the PTO, so we decided upon BFP-67 Coke Hill, from the new Blood and Jungle scenario pack published by Bounding Fire Productions. Upon arrival, we diced for sides with Zeb being the Japanese player. This was good since Zeb is one of our best Oracles of ASL, so I was looking forward to seeing the tricks of the Japanese trade at work.</p>
<p>Prior to game-day, Zeb had vowed vengeance for an Owl-con defeat and had sharpened his skinning knife. I decided that I needed my finely honed fileting knife, and since this was Coke Hill, a 100pound note to savor the fruits of victory should providence smile upon me.</p>
<p>Coke Hill is a small, but violent scenario played on half (R-GG) of board 50. The attacking Australians are tasked with clearing out and controlling all of the level 2 hill hexes south of the stream, and also to have at least 24 exit VP on/north of hexrow U. To accomplish this, they have an impressive force: 14 4-5-8s and 3 2-4-8s, well lead by 5 leaders ranging from 9-1 to 8-0 with an assortment of SW, 3 LMGs, 2 51MTRs, 2 PIATs and 2 DCs. Supporting this INF force are three Matilda IIs, two of the late versions, with HE for the 40L MG, and a very nasty Frog (Grond), with a 32FP flamethrower MA, along with a module of 80mm OBA</p>
<p>The defending Japanese have 7 4-4-7s, 4 2-2-8s and one 1-2-7, lead by three leaders ranging from a 10-2 stud to 8-0. They are well armed with a 50Cal HMG, 2 MMGs, 2 LMGs, 2 DCs and a 50MTR, with a 75* ART, 2 1+3+5 pillboxes, 4 Trenches, 5 hexsides of Panjis and 18 mine factors, along with level A booby trap capability.</p>
<p>After Zeb set up, I arranged my forces to on the south edge for their turn 1 entry. I deployed an additional squads to have an additional four HS for scouts. I split and placed the HSs on the flanks. The remaining squads were stacked with leaders and set up to advance through the jungle primarily on the west side of the road. The tanks set up to enter on the road.</p>
<p>Grond crawled on: Turn 1</p>
<p>In Aussie one, my infantry swarmed on, CXing to move as far as possible. The tanks entered, with one sucessfully popping smoke in BB4, adjacent to concealed Japanese units. Grond followed, belching flame into BB4, stripping concealment, but doing no further damage. There was no DF, and the squads advanced further on board.</p>
<p>During Japanese one, Zeb&#8217;s attempt to mine the bridge in V5 with a DC failed, prompting a brief discussion of why this should qualify for a Labor -1(-2) counter. The unit in Grond&#8217;s crosshairs beat a hasty retreat, with other Japanese units repositioning themselves out of LOS.</p>
<p>Grond crawled on: Turn 2</p>
<p>My OBA gained battery access, attempting a SR on X6, where there were concealed Japanese in the huts. It was inaccurate, ending up in DD8. This marked the first turn of overall futility for my OBA. With only a narrow LOS window from my off-board observer, I was forced to draw one additional card after the other. I managed to do this successfully six times in a row during the game before drawing the first red card. The HSs east of the road bumbled into two of Zeb&#8217;s minefields, one in Y1 and the other in Z2. Y1 survived the attack, Z2 broke. Zeb revealed one of his pillboxes in X2 during my MPh, I think perhaps breaking who they fired at. This prompted me to start one of the 40L Matildas in that direction to provide support, ESBing to stop in Y2. After initially thinking to move Grond forward to X4, I decided to wait with it in a holding pattern in AA5 while the infantry caught up. The HSs west continued to move north on the left flank, being positioned to enfilade another concealed Japanese unit. In CC, a Japanese HS revealed itself and demonstrated how deadly the Japanese are in CC by ambushing and subsequently killing the HS in HtoH combat.</p>
<p>In his turn, Zeb&#8217;s 75*ART that had been exposed in Y7 by advancing Aussies in Z5 pivoted and fired upon those units. A hit with no rate HOBed and rendered Berserk one squad. I think that the other occupants broke. The squad with leader successfully placed the DC on the V5 bridge, moving into U6 during the APh. Faced with Grond&#8217;s emminent arrival, the concealed unit in X6 skedaddled down into the dry stream. Zeb attempted with no luck to generate a TH hero from the HS in Y1. In the DFPh, I corrected and dropped the OBA on the ART in Y7, it was inaccurate, scattering to X6. The gun crew survived the FFE.</p>
<p>Grond crawled on: Turn 3</p>
<p>During the PFPh, I found myself on the horns of a dilema. My OBA FFE was sitting on the location that my Berserk squad needed to charge, and I would need to charge through one clear hex of FFE (16 down 2) enroute and another when entering the gun&#8217;s hex, and this was before facing any DF from the gun. After no little hemming and hawing, I decided to cancel the FFE. The Matilda in Y2 start firing AP rounds into the pillbox with no effect. In the MPh, the berserk squad charged the gun, only to meet with a grisly end, courtesy of a CH. I then moved a 40L Matilda in an overrun attack. The tank survived the DF, which maintained ROF, but the overrun was unsuccessful. Due to the gun maintaining ROF, I left the tank in motion in the hex.. A squad moved into Y4, only to get mowed down by the 50cal in T5. I opted for a more circumspect approach, easing the rest of the OB forward. Another squad, having in an earlier turn survived entry into Zeb&#8217;s third minefield in Z3, assault moved out into Y3, surviving exit and DF. Grond Moved to X4, but I do not remember if it fired or not. I advanced three concealed squads and leader into the hex with the gun, three squads into Y4, one of which had survived fire from the 50cal during a bonehead stroll through Z4 during the MPh. Two squads, each with a 50MTR and a leader into Z4, and a HS, squad and leader into AA8 where another concealed Japanese squad waited. The squad in Y3 advanced onto the pillbox in X2, only to break and leave various precious body parts dangling on the now-revealed panji they had blundered into. CC saw the gun crew killed and the Japanese squad in AA8 CRed to a half squad and the hex left in melee.</p>
<p>In his turn, Zeb&#8217;s PF into the stack at Y4 from both the 50cal and a MMG from a newly revealed pillbox in X3 was ineffective except to battle-harden a squad into fanatic status. In the MPh, he unleashed a HIP T-H hero on Grond in X4. It took just about every bit of firepower able to fire at the T-H hero to finally kill him. The leader and squad in U6 moved into T5. A second attempt to generate a T-H hero in Y1 failed. About this time Zeb started to mutter that he was running out of bodies to do things with. In the CCPh, the melee in AA8 ended with both sides completely dead.</p>
<p>Grond crawled on: Turn 4</p>
<p>In my PFPh, my 50MTRs fired smoke at T5 and U5 with success in T5. OBA gained battery access and tried to place a SR in T5, which was inaccurate and scattered off the board, sigh. In the PFPh, two of the three squads in Y4 fired at X3, with no effect on the Japanese in the pillbox. The tank in Y2 finally got results and reduced the crew in the X2 pillbox to a vehicular crew. In the MPh, the fanatic squad in Y4, now kitted with a RPh transferred DC, moved into Y3 and attempted to place it. Deadly accurate fire from the MMG in the pillbox ended that terminally. The three concealed squads and leader in Y7 assault moved into the hut in X6 and the Matilda in X6 moved into the dry stream in V4. Grond started the MPh with a bounding fire shot into X3. I think that it may have killed the crew in the pillbox, but I cannot be sure. It then went into motion and ended up in by-pass in W4 on the W4-X3 hexside. Elsewhere, the HSs on the left flank continued to roll up a gaggle of broken Japanese HSs to the north. There was no advance fire since everybody had shot or moved. In the APh, I eschewed moving the two squads in Y4 either into X3, figuring that I would skewer myself on more panjis, or into Y3, into the CA of the pillbox, so they stayed put. One squad with MTR advanced into Y5.</p>
<p>In his turn, Zeb fired the HMG out of smoke, but now directed by the 10-2 into my squads in Y4. The result was a MC that the first squad passed and the second squad rolled another snakes. The ensuing HOB DR was yet another snakes, resulting in a hero. With very little else able to fire, the turn went quickly. My AR in the DFPh scattered off the board again. In the APh, Zeb advanced a concealed unit into X3, leaving another concealed unit in W3.</p>
<p>Grond crawled on: Turn 5</p>
<p>In the PFPh, I finally drew a red card on the OBA, ending their misery, my MTRs started to home in on his kill stack in T5. In the MPh, the Matilda in Y2 started up and moved to X4 and stopped. The two squads and hero in Y4 assault moved to Y3, surviving the DF. The three squads and leader in X6 moved singly, all ending up in X4. Grond continued the bypass movement in W4, ending up in V3 with the TCA facing W3, stopped and fired again. A three on the 32 column removed the dummy stack. The last Matilda I seem to remember continued moving up the stream bed. Zeb&#8217;s DF with the 50cal again did not have any effect on the squads in X4. In the APh, the squads and hero in Y3 braved the panji, remained good order and advanced into X2. The squads and leader in X4 all advanced into X3. I was happy that there were no panjis on that side. CC eliminated the Japanese units in both pillboxes, and with that, Zeb conceded.</p>
<p>I liked the scenario, but it has a pro-Aussie feel to it. My moves were far from perfect, but my mistakes were made up by above average dice rolling. I cannot complain. The Matilda Frog destroyed a good third of the Japanese OB all by itself. If the Japanese player can destroy that tank, they have a much better chance of holding off the Australians. Zeb was also the victim of some bad dice. Afterwards, Zeb said that in retrospect, he should have setup some things, like the ART elsewhere. Hindsight being 20-20 that perhaps may be the case. But I had a great time versus a fun and knowledgable opponent, and I was able to see some of the neat tricks that the Japanese can do. Thanks a lot, Zeb. I will approach my next PTO scenario will much less trepidation. We are now 2-2 against each other. I look forward to our next game.</p>
<p>John</p></div>
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