LZBravo

LZBravo

Tuesday, November 26, 2019

Zombicide: Running the Rock

Wanda was nervous as she looked back at the team. This was her first mission
to plan and lead. She considers this team family after all the have survived. 
“Ok, one more time. We get to the control room and open the exterior door
then everyone but Josh heads out. Josh will let us back in when we signal.
Everyone got it?”, asked Wanda. The team nodded and they were ready. If
the notes they found were correct they should find the replacement parts needed
to use the machine shop again. With the machine shop and salvage they can 
get the yacht ready to explore across the bay. They had seen signals from the
coast which were now much less frequent but it had been clear they had been
SOS messages sent by flashlight and mirror. 


The team smashes open the path to the control room


With the door open Wanda moves quickly before the zombies can swarm


Doug and Ned notice that opening the front door clearly opened an interior 
door too. 


The zombies are coming quicker than planned


The prison zombies coming from the rear are endangering the plan


Wanda makes a stand on the pimp car!


Amy links up with Wanda while Phil decides to stay with Josh. Doug and Ned 
will join the effort to gather the items outside the front entrance. 


“Time to improvise, Amy you and me will go get the last items. Doug and Ned cover 
us and keep our retreat path clear” shouted Wanda above the mayhem. 


Phil and Josh keep the area clear


Wanda and Amy head toward the block of offices 


Zombies are closing from all sides. Amy and Wanda prep to crash the offices while
Ned and Doug work hard at holding the egress open. 




Wanda and Amy are forced to escape the other way after grabbing the prize


Doug holds the entrance and Ned takes on the runners


Get those doors open!!!


Ned uses the concrete saw on the Abomination


Amy decides to put our Molotov Cocktail to good use destroying a large part of the
remaining zombies on The Rock


Conclusion
“I feel like I just ran The Rock 10k”, mussed Wanda as she looked through books, notes,
and items they had gathered today. The team was very excited to have survived and
set the table to get the yacht ready to explore the area. As the team sat around decompressing,
Wanda interrupted the small talk,”you’ll never believe what’s in the notebook I scooped
up in the offices says”.
“The secrets of time travel”, joked Josh
“No but almost as good. These notes say the hospital across the bay had a cure they 
were about to test!” exclaimed Wanda. 
“I guess we know where we are going as soon as we make our repairs”, said Phil 
“Looks like we have a hospital to checkout before we look for the source of those
signals we’ve spotted”, added Doug. 

Zombicide once again provided a tense close run game. We were lucky to find good 
gear quickly. Until next time....Old School Gamers Out


Thursday, November 14, 2019

Warfighter PMC: First Contract

Business News Report
The small group of investors who have backed the Jackson & Lee Partnership startup seemed satisfied with the company’s first progress meeting. Held at the firm’s compound in the High Desert, investors were pleased to hear the company turned a small profit in the first month. 

The initial contract was so small, Jackson & Lee was the only bidder. Apparently securing the streets in some backwater town in the Atlas Mountains for some wannabe is not all that macho. Lee had some “connections “ with access to the black market. Our small company managed to acquire 8 grenades but not much else. 

After landing in Country, somehow, One of Our Own managed to get himself pinched after getting lost in one of the towns four streets. Employee 8, Anderson, was being held in an effort to gain influence over our team. Well, it took about two ticks for Mr Jackson to green light our action plan.


Stalin, Matrix, Gato, and Brian suited up for a basic raid mission. The Squad’s first live action together actually went well. Gato and Stalin ran the team. Gato providing cover fire as Stalin and Matrix acted as the main maneuver team. 

The rescue and return trip to the compound went well with only a couple scares. Inbound, an RPG team forced the team to Evade from the planned route. And a Light Machine Gun Team put a round in Stalin’s calf. Fortunately Gato was able to patch him up in short order.




During the second week, Stalin and Anderson went on an intel mission and got cornered in a Dead End Street. We learned a valuable lesson that day. Two man teams are not strong enough to survive in the wild. Racing as fast as possible, the men were half way home when a Roof Top Stalker nailed Anderson. Stalin was able to out maneuver the hostiles long enough to reach safety. Anderson, we hardly knew thee.


Week 3 was a quiet one. No activity. Which left us with a sense of foreboding. What were the hostiles planning?

Then the balloon went up. Angry Mobs had surrounded our “package”. The entire team suited up. Seven against dozens of militants. The Magnificent Seven headed out. Another learning curve for the team. We generated so much firepower this became a cake walk mission. We delivered the package to his out of town ride and caught our flight back to the World. Contract Completed!


Gato got himself promoted. Lucky bastard.

—————
Warfighter PMC is fun. The four week contract took a tad longer as we worked through the rules. Establishing the company was a fun exercise. We’ll see how the bookkeeping effort goes. 

Wednesday, November 6, 2019

Space Hulk: Evacuate Mission


Everyone’s comms boomed with the message “Brothers, we have achieved 
our objective. Make your way to the extraction points to return to the ship.”. 


Terminators move out ever watchful for the swarming enemy


Rear guard engaged


Genstealers charge blocking the path and one of us falls


The remains seven keep moving toward the exit


Hordes are advancing from both sides. Our leader stems the tide but goes
down in the glorious battle. 




Bjorne with his thunder hammer takes the lead to hold and clear the path to the
exit. 




The autocannon sings until it whirs empty. Many enemy are swept from the
field but the numbers are too great.  


Two lone survivors exit declaring “For the Emperor” as they leave the hulk. 


As always, Space Hulk provided a fun and tense game. It may well be a top 10
all time game. If you search the web you can find nice solo mods that play well. 
Thanks for the visit....Old School Gamers Out. 

Thursday, October 31, 2019

Review - Fields of Despair GMT Games

Fields of Despair

“Our knowledge of life is limited to death” 

― Erich Maria Remarque, All Quiet on the Western Front


Game Review by Mark Scarbrough 

 


Introduction
Fields of Despair: France 1914-1918 from GMT Games is a two player
hex-based strategic level block game set on the Western Front of World
War I.  Players control either the Allies, consisting of the French, British,
Belgians and Americans, or the Central Powers.  The war on the eastern
front and at sea is also simulated in a satisfying but somewhat abstract
manner. Fields of Despair makes good use of the block war game’s
strength’s while maintaining simplicity in the rules and an intuitive style
that keeps the game fresh and easy to play.  Finally, this game is a must
have for any war gamer that has an interest in World War I.  While the
game covers the entire war, it is appropriately divided between a mobile
period (1914), a static period, (1915-1916) and a late war period
(1917-1918).  This article will focus on some of the strategic considerations
confronting both the allies and the central powers during the mobile period
of the game while discussing some of the key mechanics of the game.


The Schlieffen Plan was the name given to the German plans for the invasion
of France and Belgium.  German strategy under the Schlieffen Plan was to give
priority in men and material to offensive operations against France and to
maintain a defensive posture in the east against Russia.  The German army
in the west would weight its strength on the right wing with the intention of
cutting through Belgium and avoiding the strong French defenses in the south.
It was thought that Germany could win a quick victory, before the Russian army
could fully mobilize, thus allowing the German army to defeat France decisively
before turning to deal with the Russians in the east.
France had her own plans and initiated its own strategy called Plan XVII once
the war began.  This resulted in the Battle of the Frontiers as Plan XVII initiated
an offensive into Alsace-Lorraine and Belgium. However, the French attack was
repulsed with costly early losses.
While each side had its ideas on how the war should and would be fought,
neither France nor Germany was able to effectively implement its plan as
envisioned.  The final result was four years of bloody attritional warfare on
the western front.

Strategic Situation
The game nicely models the two plans in the mobile period as each side seeks
to capture its objectives and win quickly, before the game moves into the static
period.  Germany’s objectives are located in Belgium, the channel ports, and
the central region.  Alternatively, Germany can win by taking Paris.  The French
objectives are located in southern Belgium, Luxemburg and Alsace-Lorraine.



Belgium
There are three German objectives in Belgium at the start of the game, Liege,
Namur and Antwerp.  Each is a level 2 fortification lightly defended by Belgium
infantry. The Germans begin with some 34 odd strength points of infantry and
3 of cavalry along the Belgium border and an additional 8 of infantry and 2 of
cavalry just north of Luxemburg.  Finally, in reserve there are 15 strength points
of infantry in Koblenz.  In contrast, the allies have only 6 strength points of
infantry in all of Belgium. The Germans have some initial concerns when considering
their first turn or two.  The German player not only needs to capture the Belgium
forts, but he should also gain crossings of the Meuse River.  Finally, he must
adequately protect the French victory locations in southern Belgium.  The difficulty
in the opening for the Germans is finding the right balance between sufficient forces
in the right hook and holding off French counter attacks aimed at the Plan XVII objective
locations. Similarly, the French player must not be too defensive minded or risk missing
opportunities to attack and capture valuable victory locations.  The Meuse River south
from Namur to Verdun makes a strong natural defensive line for the French.  The German
player should take care to push through to it before the French have the opportunity to
set their defensive lines. In the campaign game, the Germans get a ‘free’ turn in which to
attack Belgium before the game starts.  In essence, this allows for back to back German
turns.  The Germans must use this opportunity to overrun as much of Belgium as possible,
but too much of a focus on the Belgium forts could see French units taking up solid positions
on G03 and G04 and the British infantry in Maubeuge moving into the key hex at G02.  




Assuming the Germans make reasonable progress in Belgium, the Germans will now be
confronted with what could be the most important decision in the game.  There are really
only three choices.  A sweep west along the north edge of the map with the intent to take
the channel ports at Calais and Dunkirk, or an immediate turn southwest toward Maubeuge
with the idea of pushing through to Rheims.  Finally, the German player could try to
accomplish both.  Whatever choice is made, supply issues will have an impact depending
on the choices made at this stage. The game models supplies in a simple yet interesting way.
At the beginning of each scenario both sides have a supply allocation level that allows them
to supply a certain number of hexes.  Each turn this will diminish unless scarce economic
resources are used to maintain the level or even increase it.
The in game supply forces each side to try and keep as short a line as possible in order to
minimize the impact of supplies or lack of supplies on their forces.  For the Germans, this
means a sweep into western Belgium will undoubtedly stretch the supply lines.  Any push
toward the channel ports will involve forward detachments of cavalry and each of these
cavalry detachments will increase the supply requirement.  This would seem to suggest that
pushing on toward the channel ports is a dangerous thinning of the lines and supply.  It may
be but the benefits are tempting.  Both Calais and Dunkirk are worth victory points. 
Additionally, assuming the Germans capture Antwerp, the British army will cross the channel
and begin deploying in these locations, so taking the channel ports will deny these landing
locations to the British and force the British to arrive to the south along the west map edge.  
An immediate turn southwesterly, following the capture of the Belgium objectives, also has
merit.  By ignoring the channel ports and wheeling toward Maubeuge, the Germans can
maintain a more economical supply line and a better concentration of forces.  It’s also faster,
leaving the French with fewer reinforcements to commit.  However, a balance must still be
maintained.  The more success the Germans have driving in the middle, the more exposed
their right flank in Belgium will become.  This will undoubtedly be a tempting target for the
British army as it lands and invariably pushes east into western Belgium.  
This central strategy, for the lack of a better term, also means fighting large battles in the
fortified areas of Maubeuge and Rheims as the allies will commit as many troops as possible
into the center as the French receive their reinforcements in Paris, which places them very
close to these important towns.  While the Germans should seek the opportunity to fight a
decisive battle if the conditions are right, battles fought on the fortified areas are more difficult
and will result in higher losses for the Germans and fewer for the allies.
Due to the fog of war inherent in block games, the German player can disguise his focus to
some extent.  The allies must then use air reconnaissance effectively to determine which
direction the main German attack will take.  This can be a tough time for the French; the
Germans seem all powerful with an endless supply of men and material.  The key is to stretch
the Germans, use counter attacks to threaten flanks and attempt to bleed the German army at
every opportunity.  Once the allies weather the initial German storm, it will take time for
German follow on forces to reach the front as German reinforcements begin far from the front,
hopefully giving the allies the time needed to form a cohesive line.

The South
Finally, while both sides have the opportunity to attack in the south, the Germans have to be
very careful.  The French can afford for things to go a bit sideways relying on their robust
fortifications at Nancy, Epinal and Belfort as a second line of defense.  However, the Germans
do not have the same luxury with five Plan XVII victory locations in open areas along the border.
While the Germans can retreat to the fort at Strasburg in event of a disaster, it will likely result in
the French taking multiple victory locations.   
As in the Belgium region, both sides have to find the appropriate balance of force commitment
in the south.  If the Germans divert too much from the right, they will fatally weaken the main
attack through Belgium.  If the French overcommit, they will not have sufficient forces in the center
and north to stop the Germans from winning the game during the mobile period.  
Additionally, both sides should consider the long game.  The allies can take a stall strategy, and seek
to ensure the game continues into the static period with the idea they will win in the long run.  The
German player’s chance of success once the front becomes static is not as certain, and they should
approach the early game from this mindset.  




Abstracted Areas of the Game
While abstracted to a great degree, the German player will need to manage certain aspects of the
Russian front.  If left ignored, the Central Powers can lose the game due to Russian victories on
the eastern front.   The Germans can also conduct unrestricted submarine warfare with the
understanding that the Americans may be pushed into an early entry to the war.  
The allies also have to consider whether to strengthen the naval blockade, thus diminishing the
German war economy.  Again, this is a tradeoff requiring the use of vital economic resources that
could have been used on the western front.
In addition to the balancing of force commitments required by both sides in the early portion of the
game, each side will need to manage various aspects of the war economy; players are required to
manage supply levels, artillery and aircraft maintenance.  Further, both sides can research poison
gas, gas masks, tank and aircraft advances. 
These topics are handled well by the game, adding more depth and player choices while not
significantly complicating game play. 

Transition to Static Phase
Finally, as the mobile period of the game comes a close its time to start thinking about where the
lines will solidify.  As the German player, the victory conditions will change and it’s important to
maintain a presence in France while considering supply issues and bulges in the lines that might
make tempting targets.  The French have similar supply concerns and should look for ways to
squeeze the Germans out of France.

Summary
I have played a few strategic level WW I games over the years such as Paths of Glory and The
Guns of August.  Fields of Despair is a much more abstract simulation than those games.  However, I
would argue that it’s actually a bonus rather than a detriment.  It gives the feel or the war, gives
players strategic choices that need to be made without bogging down in too much detail.  In closing,
this is a fun game that I highly recommend.  It plays fast, although the campaign game is still a
significant time commitment, and you can get to roll a lot of dice!

Saturday, October 26, 2019

ZombieTown - Ned’s Story

You should always listen to your good friends. When they say
you’d be an idiot to buy a house next to a cemetery, even if it’s
near your favorite golf course, LISTEN to them!

So it began, right after sunset. Me and Cara where in our backyard
having a drink when the screaming started. 


I called my golf buddies and we decided to check on our immediate
neighbors. Some were away, others had stepped out in ignorance
and met horrible ends. Prepping, smart or odd, does build a certain 
respect for the unknown. We quickly scavenged what we could from
the empty houses. Each of us managed to scoop up some neighbors
and form small bands for self preservation. Sweeping around towards
the top of our square.




Harry, the oldest of our golfing group was the unlucky one. Slower,
he was trailing the rest around the square and was cornered before
we could group up. His end was swift but gruesome.


Ralph, the hardheaded member of our group, insisted on heading into
the neighborhood hunter’s home. Well, as a collector, he certainly would
have an awesome stash. We headed back to our home on the corner,
where we had thrown up some barricades to stop our home from being
looted.

Ralph got trapped and gave a tremendous accounting of himself.
Fireworks and rapid fire shots went on for half an hour. Then all was
quiet. 


We, and a handful of survivors held our home for another hour, before
the Zeds tore through our backyard fence and large windows. Pretty
in good times. Definite design flaw during an Apocalypse!

Me and Cara made for the neighbors house, a bow hunter, his yard
allowed access to a backstreet and a possible evac for us. But the
tide of zombies was washing over us by then. Cara went down when
her last round jammed in her pistol. My 9 iron couldn’t  help her.
Her cry of “ live for me! “ haunts me still. 


With a last look over my shoulder I went over the wall and into an oddly
quiet alley. I sat for a while, then began my quest to survive.


Conclusion 

We have real enjoyed using other zombie games to play out our Zombicide 
Campaign characters backstories. The next backstory with be Phil and our next
Zombicide Campaign report should be up very soon. Thanks for taking time to
read our posts. Visits, comments, and following are appreciated. Until next time
Old School Gamers Out. 

Saturday, October 19, 2019

Baseball Fall Classic

Big Red Machine vs All Time Greats 


Time for a diversion to America’s Past Time!
Here is the recap of this awesome clash. 
We are using Strat-o-Matic Baseball.
The series is pitting the All Time “All-Stars” against the Red Machine of the 70’s.

Game 1



Game 1 was dominated by the long ball. Tom “Terrific” Seaver was either striking
out the All-Stars or giving up homeruns. Cy Young pitched a formidable 9 innings,
only surrendering one run, a homerun, to “Charlie Hustle” Pete Rose. Rose sprinted
around the bases, acting totally unimpressed by his unexpected homer!

Inning 3: Rose homers for a 1-0 Reds lead. Home Town fans cheering lasted 5 mins.


Inning 4: Hammerin’ Hank Aaron answers with a 417 footer over the Left-field wall.
Inning 6: Stargell adds a blast, 2-1 All-Stars
Inning 9: Killebrew puts the Reds away with a Homer to Right. 

Final score: All-Stars 3, Reds 1

Sparky will need to fire his Reds up for Game 2.


All Time All Stars








AB

R

H

RBI

Honus Wagner

SS

3

0

2

0

Rogers  Hornsby

2B

3

0

0

0

Hank Aaron

RF

4

1

2

0

Mickey Mantle

CF

4

0

1

1

Willie Stargell

LF

3

1

1

1

Yogi Berra

C

4

0

0

0

Willie McCovey

1B

4

0

0

0

Harmon Killebrew

3B

4

1

2

1

Cy Young

P

4

0

0

0







Red Machine






Rose

3B

3

1

2

1

Morgan

2B

4

0

1

0

Foster

LF

4

0

0

0

Bench

C

4

0

0

0

Driessen

1B

4

0

2

0

Griffey

RF

4

0

0

0

Conception 

SS

3

0

1

0

Geronimo

CF

3

0

0

0

Seaver

P

3

0

0

0













CY Young 6K 0BB






Seaver      9K 3BB







Game 2
Here is tonight’s recap of World Series Game 2 between the All Time
 “All-Stars” and the 70’s Red Machine.

The cool Cincinnati October air played into the All-Star bats, who
dialed 8 four times. However, Sparky had his Red Machine shined up
and ready for this critical game. The Machine was cranking out runs like
Detroit cranks out cars!

The Reds’ Fred Norman looked strong, striking out 9, even though he
surrendered 4 homeruns. Sparky’s two visits to the mound seemed to keep
Norman focused.

Inning 1: Wagner opened the game by sending Norman’s first pitch into the 
                cheap seats.
               Norman recovered by striking out two in the inning.
               The Reds answered with 3 runs off back to back doubles by Bench 
               and Driessen.
Inning 2: Killebrew made Norman pay for a lead off walk blasting a 2 run homer 
                into deep right field. Game tied after two at 3 each.
Inning 3: Bench homers to Center Field regaining the lead.
Inning 5: After a quiet fourth, Driessen gets RBIs 3 & 4 with an opposite field homer.
Inning 6: Stargell slams a solo shot to Left field, but the Reds manufacture a counter
                 the old fashioned way with a series of singles thru the infield.
Inning 7: All-Stars get 2 back with a combination of singles and a Killebrew double.
Inning 8: McCovey homers to tie the game as the Reds’ bats have gone cold
Inning 9: Bench reaches first on a single and gets worked around to third.
                Anderson Pinch Hits with Ray Knight who drives a two two pitch past a
                diving Roger Hornsby. Bench trots home. Reds WIN!



                
Final Score: All-Stars 7, Reds 8
The Series is tied 1 all.


All Time All Stars








AB

R

H

RBI

Honus Wagner

SS

5

1

2

1

Rogers  Hornsby

2B

4

0

2

1

Hank Aaron

RF

5

0

1

1

Mickey Mantle

CF

5

0

0

0

Willie Stargell

LF

4

2

1

1

Yogi Berra

C

4

0

0

0

Willie McCovey

1B

4

2

3

1

Harmon Killebrew

3B

3

2

2

2

Spalding 

P

4

0

0

0







Red Machine






Rose

3B

5

1

3

0

Morgan

2B

3

1

1

1

Foster

LF

5

1

1

0

Bench

C

5

2

3

2

Driessen

1B

3

1

2

4

Griffey

RF

5

1

2

0

Conception 

SS

5

0

1

0

Geronimo

CF

5

1

2

0

Norman

P

4

0

0

0

Knight

PH

1

0

1

1







Spalding 4K  5BB






Norman  9K 3BB







Game 3
Here is tonight’s recap of World Series Game 3 between the All Time
“All-Stars” and the 70’s Red Machine.

The Series moved to the All Time “All-Stars” Home Field of Dreams! And
ladies and gentlemen they showed why they call this “home”. 

Ever wonder why ballparks have ambulances on site? That question was
answered tonight, as the Reds offense was rushed to the local emergency room.
Their pitching staff could have used a transfusion as well. 

Jim Palmer kept the Machine shutdown except for one fastball down the
middle that Driessen drove deep into centerfield. In the Visitor’s dugout,
Sparky even had the bat boy warming up in support of his pitching staff.
Fans know he couldn’t have done any worse....

Inning 1: Soto walks the first two batters and Aaron rips a shot over the left field wall.
               After another walk and double, Sparky gives him the hook.
               Billingham comes in and closes out the inning but not before allowing
               a homerun to Killebrew 
Inning 2: Billingham strikes out 3 in a row: Hornsby-Aaron-Mantle
Inning 4: The All-Stars loaded up the bases and Billingham walks in a run


Inning 5: The All-Stars bust the game open scoring 4 runs. Killebrew leads off 
                with a homerun. Aaron doubles in Wagner. And Mantle wraps up the 
                scoring with a homerun plating Aaron in front of himself.
                Sparky throws Borbon to the wolves, who Ks Stargell to end the inning.
Inning 6: Palmer cooled off a bit during the long fifth, surrendering a walk, a
                Double to Bench and Homer to Driessen getting the Reds on the board
Inning 8: Stargell and Berra deliver back to back homers for the All-Stars
Inning 9: The Reds’ hope for a rally disappeared as Palmer strikes out 2, including 
                 Pinch hitter Ray Knight to end the game
                
Final Score: Reds 3 : All-Stars 11
The All-Stars lead the Series 2-1


All Time All Stars








AB

R

H

RBI

Honus Wagner

SS

4

3

3

0

Rogers  Hornsby

2B

4

1

0

0

Hank Aaron

RF

5

2

3

4

Mickey Mantle

CF

4

1

1

2

Willie Stargell

LF

3

1

2

1

Yogi Berra

C

4

1

1

2

Willie McCovey

1B

4

0

0

0

Harmon Killebrew

3B

4

2

2

2

Palmer

P

4

0

0

0







Red Machine






Rose

3B

4

0

0

0

Morgan

2B

2

1

0

0

Foster

LF

3

0

0

0

Bench

C

4

1

2

0

Driessen

1B

4

1

1

3

Griffey

RF

3

0

1

0

Conception 

SS

4

0

0

0

Geronimo

CF

3

0

0

0

Soto

P

0

0

0

0

Billingham 

P

3

0

0

0

Borbon 

P

0

0

0

0

Knight 

PH 

1

0

0

0







Palmer      7K  4BB






Soto          0K 3BB






Billingham 5K 4BB






Borbon      3K 0BB






Game 4
Here is tonight’s recap of World Series Game 4 between the All Time “All-Stars”
and the 70’s Red Machine.

The Series continued at the All Time “All-Stars” Home Field of Dreams!
And the Reds smelled what the All-Stars were cooking, as the All-Stars served
up an extra helping of Drubbing.

This had the makings of a hard fought contest until the Reds pitcher gave the
game away in the fourth. It is certainly looking like this series will be settled early.
The Reds 70’s pitching can not compete with that of the All-Stars. And the Red
Machine’s offense continues to struggle in generating runs.

Marichal dominated the Machine, except for a run in the seventh when Griffey
managed to plate Joe Morgan who had worked Marichal for a lead off walk. 

In contrast, Moskau surrendered three doubles before Anderson could pull
out his “hook”. The Reds’ pitching staff has been hammered unmercifully by
the Great Hitters of Baseball’s past.

Inning 4: The Reds could not find an out using both hands and help from 
                Sherlock Holmes. Every All-Star fielder made it to first or better. 
                Seven of them scored. Aaron, Mantle, and Killebrew had doubles.
Inning 7: Stargell continues his great series with another solo shot to Centerfield.



Inning 8: Griffey singles in Morgan from second base for the Reds only offense.
                
Final Score: Reds 1 : All-Stars 8
The All-Stars lead the Series 3-1


All Time All Stars








AB

R

H

RBI

Honus Wagner

SS

5

0

2

1

Rogers  Hornsby

2B

5

1

1

0

Hank Aaron

RF

4

1

1

0

Mickey Mantle

CF

4

1

2

2

Willie Stargell

LF

4

2

2

1

Yogi Berra

C

4

1

2

1

Willie McCovey

1B

3

1

1

0

Harmon Killebrew

3B

3

1

1

2

Marichal 

P

4

0

0

1







Red Machine






Rose

3B

4

0

2

0

Morgan

2B

4

1

0

0

Foster

LF

4

0

1

0

Bench

C

3

0

0

0

Driessen

1B

4

0

0

0

Griffey

RF

4

0

2

1

Conception 

SS

3

0

2

0

Geronimo

CF

4

0

0

0

Moskau

P

3

0

0

0

Borbon 

P

0

0

0

0

Lum 

PH 

1

0

0

0







Marichal    8K  5BB






Moskau     2K 2BB






Borbon      3K 0BB







Games 5

Here is tonight’s recap of World Series Game 5 between the All Time
“All-Stars” and the 70’s Red Machine.

Well it’s all over folks! Time to plan the victory parade.

Game 5 saw two great pitching performances. And again, the Past Timers
were too much for the Machine to overcome. Koufax struck out 13 Reds.
Meanwhile, definitely pitching above his weight class, Capilla mastered
10 All Stars’ batters.

All seven runs came off big hits. Aaron and Killebrew kept the
 homerun “fires” burning for the All Stars.

Inning 1: Wagner again led off with a big hit, tripling off a 1-2 count. 
                Hornsby singled giving the the All Stars a 1-0 lead.
Inning 3: The Reds finally got things rolling. Rose led off with a triple.
                 Morgan worked Koufax for the rare Walk. Foster Doubled in Rose.
                 Bench hit a Sac Fly to Right scoring Morgan for a 2-1 Reds lead.
                 It was short lived. Hornsby tripled, followed by an Aaron homer to left.
                 Reds 2 - All Stars 3
Inning 6: Berra barely misses a centerfield homer, settling for an off the wall double.
                After a McCovey strikeout, Killebrew takes Capilla to the upper left field 
                deck.

That ended the scoring as both pitchers shutdown the respective offenses.
                
Final Score: Reds 2 : All-Stars 5
The All-Time All Stars win the Series 4 games to 1.




The All-Stars Are Your 2019 World Champions! Congratulations.


All Time All Stars








AB

R

H

RBI

Honus Wagner

SS

5

1

3

0

Rogers Hornsby

2B

4

1

2

1

Hank Aaron

RF

5

1

2

2

Mickey Mantle

CF

2

0

1

0

Willie Stargell

LF

4

0

1

0

Yogi Berra

C

4

1

2

0

Willie McCovey

1B

4

0

1

0

Harmon Killebrew

3B

4

1

1

2

Koufax

P

4

0

0

0







Red Machine






Rose

3B

4

1

2

0

Morgan

2B

2

1

1

0

Foster

LF

4

0

1

1

Bench

C

3

0

0

1

Driessen

1B

4

0

0

0

Griffey

RF

4

0

1

0

Conception 

SS

4

0

0

0

Geronimo

CF

4

0

1

0

Capilla

P

3

0

0

0







Koufax    13K  3BB






Capilla     10K 3BB







Wrap Up

We have loved Strat-o-Matic since we first bought a set in 1976.

Thanks for visiting and reading our replay. We appreciate visits,

comments, and follows  Until next time, Old School Gamers Out