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楼主: 沙漠胃病

ASL Puzzles by ritterkrieg.com

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 楼主| 发表于 2024-5-15 12:57:08 | 显示全部楼层


Hatten in Flames CG1: After 5 bloody days in Hatten, everyone is dead, broken or so far out of LOS and range that these are the only units left that can have an impact on the outcome. It is the end of the German turn 6 MPh and the StuG just failed an ESB attempt causing it’s immobilization in a particularly precarious location. Good news for the Jerry’s is that they still hold on to 7 victory areas (6 are needed for the CG win). In order for the American player to win, he must take back control of both the synagogue (hex T7) and Eglise St-Michel (hex N7). What should the American player do starting with the German Turn 6 DFPh and every phase after to have the best chance at carrying the day and ultimate victory?

Solution:

The US player must control 2 buildings that are unreachable but both are too far to reach without the help of leaders, of which he only has one. So his only chance for victory is to create a new leader in the Rally Phase. In order to Voluntarily Break there needs to be a Known Enemy Unit in LOS so DO NOT blow up the StuG! In this rare case the StuG is your friend. The Bazookas were added into the equation to throw you off track.

GT6 – DFPh – Do Nothing

GT6 – RtPh – Voluntarily Break 2 HS and rout both without the Leader to P14 or R14

UST6 – RPh – Attempt to Self Rally both (HIF CG12) Broken HS hoping for a 2. If a 2 is rolled on either Self Rally attempt, a leader is created per A18.1. If a Leader is not created, it is no longer possible to win so now in a final attempt to salvage your shattered ego you can take a parting shot at his StuG with the 9-1, non-Broken HS and Bazooka.

UST6 – MPh – Using Bypass, CX & Move new Leader with the Rallied HS Adjacent to one of the VC buildings and CX and Move the 9-1 Leader and HS Adjacent to the other Victory Building.

UST6 – APh – Advance into both Building for the Win and go to Gamesquad to find a new opponent because the German player will never play against you again.

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 楼主| 发表于 2024-5-15 12:58:00 | 显示全部楼层

            
     
France July, 1944. US DFPh of the last player (German) turn of the Game. The PzIV has just moved to F7 during the MPh. The VC are: In order to win a player must have accumulated >4 more CVP than their opponent at Game End. Any other result is a Draw. The US player so far has 39 VP and the German has 38 CVP. Both players plan to fire at each other using AP ammo in the DFPh/AFPh (if still able to).

The DR log for the rest of the game are (note that I may have added in some extra DR’s. Use only what is necessary):

3,3. 6,4. 1,2. 6,6. 2,3. 1,4. 5,3.

Did Sgt. Drake carry the day or die in his Sherman? Or maybe both sides retired from the battlefield licking their wounds.


Solution:

Per C3.8, and vehicle with a white box ROF score multiple hits if doubles are rolled.

So the firefight was actually one sided and went as follows

DFPh:

Sherman shoots at PzIV. Base 10 TH. DRM = + 3 (+1 hinderance, +2 Case J, +1 Case I, -1 Sgt. Drake’s most excellent Leadership).

TH roll of 3,3 is multiple hits in the hull.

1st TK roll 6,4 bounces

2nd TK roll 1,2 penetrates and destroys target.

German CS roll of 6,6 kills crew.

Americans add 6VP to the total for the win.

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 楼主| 发表于 2024-5-15 13:01:07 | 显示全部楼层


It is the final half turn (French) of the Game. The French player needs 5 CVP to secure the win. In it’s Prep Fire Phase, the French player surprises the German with a hidden AT Gun in hex I11. The following are the DR’s in order including some extras. Use as many as you need to narrate the events starting with the first shot being the (4,4).

(4,4). (5,6). (1,2). (5,4). (1,1). (5,3). (4,1). (2,2).

Describe the procession, outcome and victor.

Solution:

The key to this puzzle is knowing and remembering the Multiple Hit rules. I recently found out that the first TK roll also serves as the hit location for the second roll. So it you remembered this, you were well on your way to figuring this one out. So… the first shot hit in the hull (4,4) with Multiple Hits, Although the TK DR was (5,6) for No Effect, it did place the second Hit in the turret. With an inferior turret armor of 4, the subsequent TK roll of (1,2) was enough for the kill (whereas if you forgot this rule, you would have been going down the wrong road believing the effect was a Possible Shock). The next roll was Crew Survival (5,4) which was a fail resulting in enough CVP for the French player to win. Thanks for playing.

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 楼主| 发表于 2024-5-15 13:02:05 | 显示全部楼层


Normandy, 1944. All hedges are Bocage. It is the final Player Turn of the game (US MPh). The American player is 4 VP short for the win. VC states either Exit VP within 1 hex of the Y1 Road Board Edge -or- Casualty VP. The US player has already tried (and failed) use of their sM. What course of action would ensure the best chance for victory.

Solution:

So because this is Bocage, the Tiger cannot see non- adjacent targets because it is not marked with a Wall Advantage counter as there is other positive TEM in it’s hex (Mandatory WA N/A).

So the best chance for victory for the US player is Start (1MP), change CA to X2-Y2 (2MP), Move to Y2 (3MP), this will be the Tiger’s only opportunity to stop the Sherman and win the game. It will need a 5 with a Turret Hit (11%) and then anything but a 12 for the win. If the Tiger misses, then the Sherman declares bypass of X1/Y1 (5), pivot (6), Bypass X0/Y1 (8), Exit off board for the win (9MP).

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 楼主| 发表于 2024-5-15 13:04:15 | 显示全部楼层


It is going into the final (Russian) Player Turn of the Tournament Championship. In a cunning move, the German player just used his Advance Phase to block all paths to the victory hex from all directions. In his moment of genius inspired triumph, he expects the Russian player to concede from an obviously impossible situation. Just before their hands meet at center table, the Russian player recoils his arm as he realizes he still has a chance, albeit a small one. Sure enough, the Russian player goes on to win the game, the title, and the respect from his awe stuck opponent. What has transpired to give the Russian the win?

Bonus question: Assuming you figured out how the Russian won, what simple move could the German have done during the Russian turn to deny the win?

Victory Conditions: The Russians win if they control of building 5R1 at Game End (which begins the turn German controlled).

SSR:

1. Kindling in NA.

2. Russians have PF capability as if 1944 Germans.

3. Night Rules are in Effect with scattered clouds and a half moon.

4. Both players must ask Perry to include a German 8-1 Leader counter with the name Ritter in the next product.

Solution:

I really like this contest as it probably caused a rules dive even for those versed in the night rules and remember it is not ‘what can the Russian do to win the game’, it is a ‘how did this game play out’ if the Russian won the game?

The Russian cannot prep fire as there is nothing with FP that has a LOS and they cannot get adjacent to the Victory hex with anything but an 8-1 SMC (which cannot gain building control by himself) so this seems quite impossible. Except if it plays out just right…

Remember that the SSR stated that there were scattered clouds with a half moon which means that a WC DR may result in a NVR change dr divided by 3 (FRU) (E1.12). In addition, E1.13 states that when a unit’s NVR is 0, it is not bounced out of a enemy concealed unit’s location but is marked with a CC instead. Therefore, the Russian’s player turn must have gone something like this…

WC DR: 6,5 or 6. Subsequent dr: 5 or 6, reducing NVR to 0

RPh, PFPh… None.

MPh: All units drop support weapons and move into Q2. German unit Fires with no effect.

DFPh…German in Q2 fires with No Effect

AFPh: Russian attacks with a 24-1 (9+10+6), at least breaking the German in Q2.

APh: Russian Advances into R1 for the win.

Bonus Points: The German could have denied the Russian win by simply dropping concealment on the crew, denying the opportunity for the Russians to enter it’s hex.

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 楼主| 发表于 2024-5-15 13:06:22 | 显示全部楼层


This is a simple one and just for fun let’s assume the German rolls a 1 on the colored die of his first two TH shots, and all German TK shots will result in a Burning Wreck. What is the best move for the British player to ensure a win?

Final player turn (British) of the game. The British player must exit at least one AFV off the South (bottom) edge for the win.

Special Rules: None

Solution:

This is the simplest of all contests if you know rule C5.11 (Last sentence). If the uppermost Sherman moves into U5, the 75L ATG will have to pivot to take the shot and lock it’s CA in direction S6-T6 for the remainder of the MPh allowing the other Sherman to waltz off the map for the ‘W’. Remember this counter?

It is similar to and on the reverse side of the MMG/HMG CA restriction counter. I was at the Atlanta tournament one year and every single player we asked was unaware of this rule except Brian Abela who set us straight.

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 楼主| 发表于 2024-5-15 13:07:39 | 显示全部楼层


In a super exciting ‘Action Packed’ scenario, the final German Turn found a roller coaster of emotion as the 100L AT Gun missed both it’s First Fire shot and an Intensive Fire shot against the Panther as it drove past at Point Blank Range. Incredibly, the ATR scored a CH causing the Panther to Shock, before the manning Infantry was itself broken by the German MMG.

Now it is the Russian Final turn and he needs 5 VP for the win. The Russian player rolls three times (after the WC DR) during his turn with a streak only Tim Brieaddy could be capable of, with a 12, 12 and a 11 in that order. The Russian wins. How? Hex U6 is OG and hex U8 is Woods.

Solution:

So to recap, the Russian must get 5 CVP in his final turn for the win…and does with DR streak of 12, 12, 11. This is how he did it:

RPh: Self rally R7 (DR 12) causing CR and failure to rally).

PFPh: No shots. At the end of the phase AT Gun pivots CCW one hexspine to face the Panther without taking a shot (C3.22).

AFPh: AT Gun fired (no longer paying the Case A +6 DRM C3.22), broke the Gun but not before the shell managed to secure a rear Hull hit (C2.28 & A9.7) with the exact number needed (Base 10 — DRM are -1 Case L (Point Blank), -2 Case N (Acquired Target), -1 Case P (Target Size Modifier), +2 Case B (Fire in AFPh) = Net -2. TK is 27 (100L), -6 (Rear Armor), +1 Rear Penetration) yield a Base TK # of 22. The 11 on the TK Roll is enough to destroy the Panther (creating a burning wreck in the process) and win the Game.

Lesson Learned: In the rare case where you are not vulnerable to Defensive Fire, it may be advantageous to wait until the AFPh to shoot. In this case it increased the Russian odds for a win to over a 97.2% chance (a hit was guaranteed and so long as it wasn’t a dud, the Panther was going down).

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 楼主| 发表于 2024-5-15 13:08:27 | 显示全部楼层


It is the final Player Turn (German) of the game. The Germans have managed to secure the final VC by capturing Building O6 but are within 3 CVP of the cap and defeat so must not lose a Panther to the three IS-2M’s in the DFPh. What should the German player do to have the best chance at Victory?

EC are Normal with no Wind. Night Rules are in effect with a base NVR of 5 (no clouds).

Solution:

The poor panther is outnumbered, outgunned and out-armored. What ever is she to do. Well let’s remember that this is Night and although NVR is 5 hexes, a vehicle blaze will create an illuminated circle with a 2 hex radius. Solution… Although the HS with the PSK has a very tempting side-shot on a IS-2m, it has just over a 50% chance of creating a Burning Wreck (26-11=15 Final TK, 7 to Burn). It can however fire on the wrecked ht in it’s own hex (with a better TH# (11-1(Size)-1(Night LV)=9) than against the Tank (9-1(Night LV)=8), and barring a Dud will create a Burning Wreck, Illuminating all three Russian tanks. This will blind them to non-illuminated hexes making it impossible to shoot at the Panther.

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 楼主| 发表于 2024-5-15 13:09:01 | 显示全部楼层


It is the final player turn (German) and in order to win, the German must have more unbroken Infantry in building X5 than the Russians. What should the German player do starting with the PFPh to have the best chance at a win.

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