Monday, September 22, 2008

Nick's Post Hurricane Ike Game-a-Thon AAR

Nick Drinkwater


The battered survivors of hurricane Ike gathered together to get a fun day of gaming in on Saturday and to compare tales of woe of course. Numbers were down as several people needed to stay at home and fix things up (priorities clearly wrong there!), but a dedicated few hunkered down for some fun action.

Eric and Matt came down the night before and, after a couple of beers and some solid English cuisine in the Stags Head (or multiple beers if you're name is Gerstenberg), Nick and Eric settled down to play "Kerepesi Cemetry". As listed in the AAR, this ended in some counter clutter confusion so we called it a draw at 1.15am! Fun and chaotic all the same, and that's enough about Eric...the game was a nail-biter too!

The next day three hardy souls made it in from west and north and south Houston. Walter defeated Doyle the lumberjack as the Germans in First Cristot, Doyle not helped by his inability to rally troops by the sound of it. Eric played a fluctuating game of fortune in Frankforce against another Brit, Rupert, who is just returning to the Houston ASL scene. This one looked like a breeze for the Germans until Rupert's second 88L warmed up and left both Eric's infantry and tank force a smouldering wreck in a final turn of death and destruction.

Finally, Matt and myself played a corker of a scenario from the Buckeyes pack called "Up the Numa Numa trail" from which I squeaked a win from with some last turn maneuvering, before Matt's Aussies crushed my forlorn Japanese in "Commandos, Not Supermen" from the Tropic Thunder pack.

All in all, a fun day of gaming and my thanks to all who braved the power outages and the numerous enforced 4-way stops to make it over - especially the Austin boys for entering the disaster zone when it seemed that the rest of Houston was heading in the opposite direction!

Hopefully everyone is on the mend and on some power by now and things are returning to normal for you all!

AAR: TT5 Commandos, Not Supermen

Nick Drinkwater

Australian Player [ELR 5, SAN 4]: Matt Schwoebel
Japanese Player [ELR 3, SAN 3]: Nick Drinkwater

After a half day playing "Up the Numa Numa Trail", Matt and myself switched sides and played this micro-scenario from HOB's Tropic Thunder Pack on the Australian 1945 invasion of Borneo and Tarakan. In this Matt had a platoon of three 648 Australian commandos, a hero and an 8-1 with Lt Mtr and LMG defending a small level three hill on Board 36. By SSR they can set up in foxholes and concealed on level two or higher terrain. The task the Japanese have is to either control all five level three hill hexes or claim 7 of the 9 available Australian CVP….in 4 turns…with five 447s, two half-squads and a couple of leaders, but no mortars. OK.

Due to the time element here, there really is no time for anything of Japanese finesse – ambitious flanking movement over the tough terrain is impossible and many of the Japanese start in a gully, so that's already 2MP used up. They are almost forced to go straight up the middle along a track but then they end up surrounded in a nasty gully and overlooked by two Australian dominating positions. I sent some sacrificial lambs up the middle to see if I could force anything and two slightly flanking attacks both under leader direction, but they were all largely shredded by relentless first, subsequent and final fire attacks at 16-Flat, 12-Flat, 8-Flat or 6-Flat. Again, the Japanese are good but they are not that good and they wilted under that lot and Matt's radically improved dice. I did get one half-squad CX on top of a commando but they were ambushed and went down in a hail of bullets. Eventually, I managed to kill one HS from a timely berserk roll and then evicted another, and this meant I was in a position to make Matt abandon his foxholes and fall back and cover the last three level-three hexes. However my two final banzai squads died on a 12 Morale Check rolls after receiving numerous 12-24FP first and subsequent fire attacks.

An OK micro scenario that ultimately really is very scripted – the Japanese are going up the middle, or just left of the middle, or even just right of the middle, but pretty much up the middle all the same and there the guns of the Commandos will be waiting for them. If they roll high then the Japanese have a chance, if not then there's only one winner here.

Fine if you have the odd ninety minutes between games….

AAR: RPT2 Kerepesi Cemetry

Nick Drinkwater

Hungarian [ELR 3, SAN 4]: Nick Drinkwater
Russian [ELR 4, SAN 2]: Eric Gerstenberg

Gasp! Eric plays the Russians!!! Shock!! Horror!! Awe!! Eric is not playing the Axis!! Hold the Front Page!!

Having got over the seismic-scale tremor of Eric agreeing to play the Soviets, we quickly settled down to a fast three-hour tour through this 4.5 turn quickie out of the recent Rally Point pack (my fourth scenario from this in 2008). Very simply, Eric's Russians have five turns to ensure that my nine first-line Hungarians don't have a MMC in or adjacent to the big cemetery on Board 21 by game end. A large wood overlay covers 5/6th of the adjacent classic Board 21 `cathedral' building that would normally have dominated Eric's approach routes. As well as the average infantry, I have some average leadership to help (9-1, 8-1) and some average support weapons (MMG, HMG), as well as the ever present threat of 2-hex range panzerfausts. Finally I am given two Stugs (with black TH numbers but no APCR) to lend some backbone to the defense. Note that even though this is set in Hungary, the Hungarians do not get the raised rear-side morale in this (needs an SSR to be invoked).

Eric has a mixed infantry bag for this one, including 3 x 527, 2 x 458s and 7 x 447s. They have been given three T34-85Ls to give fire support, and the joker in the pack, a Flamethrower, to unlock anyone Hunnish proving particularly stubborn. Time issues and the obvious "last Hungarian turn move" of me advancing a lone concealed squad upto the Hungarian cemetery back-wall for the win meant Eric had to forego any kind of subtle approach (no overlook MGs or anything like that). Instead he opted for a very solid left punch (two tanks and eight squads) and subtle right jab (a three squad platoon plus single tank). I had put outlying squads right up front on hexrow I to make Eric's initial road crossings tricky, and, to make sure any far-reaching, hard-driving flanking movements by T34s would be risky, used single squads on the far sides of roads, away from the cemetery's side walls. Both Stugs were on the cemetery roads, one in a Hull Down position on the left behind the cemetery wall, the other in the more open, non-walled right side to catch any un-cautious T34s napping.

All was good to start with as I shredded Eric's flanking platoon early with MMG fire – they were out of the game for three turns as a result. Then things got worse. A lousy 2+1 Ad Fire shot broke my 347/LMG front line squad, and then Eric's leftmost two T34s played chicken with my more exposed Stug on the right side of the cemetery – I hit the T34's twice but bounced two shells off the turrets (TK of 6, rolled 10 and 9). Eric then turned that around and spanked-cum-atomised the now exposed Stug (TH roll of 3 and then a TK of 2). My useless infantry kept failing to find any fausts either (three attempts, none found).

On top of that, with a crummy 2+2 co-axial MG shot, he then DMed my right flanking 9-1/HMG combo which I had badly misplaced in setup in the brush outside of the cemetery wall (foregoing defensive wall advantage for an improvement in attack modifiers) – stupid, stupid, stupid. When these guys subsequently `fated' on their rally (the second unit to do this), this and the burning Stug left a massive hole in my right flank defenses which Eric proceeded to pour everything through. Having single-handedly malfunctioned the HMG, my 9-1 ran away to escape, but he then `fated' another half-squad trying to get them back into action, before ultimately dieing himself on yet another 12 wound, 6 die rally check. Not Attila's best legacy that one, no sir, not at all. In addition to all this self-inflicted woe, I had somehow managed to lose / not win two ambushes when perfectly placed (concealed vs CX opponents: rolled two successive sixes, and of course died myself) and the game was effectively up.

To cap it all, Eric's Flamethrower actually worked! And it didn't just work once! It actually worked three times, breaking two key front-line squads and most damagingly, breaking my 347/MMG/8-1 kill stack and roasting the second Stug in the hex with them – all this after his FT team had survived with a Pin from a 12-Flat shot the turn before. Grrr. My only real highlight of the game had occurred just before this where I had spun my Stug in the graveyard, hit one of the rampaging T34s, bounced but kept rate, hit it again with no rate, bounced again (would you believe it?), but luckily got it with intensive fire on the third shot. Five hits with the Stugs but only one kill. Hmmm.

The end-game meant I had three infantry units hung out behind the cemetery back wall in the final turn trying to look `adjacent' in an `adjacenty' way. A berserk 336 (that was simply mown down by like, the entire Red Army), the aforementioned 9-1 who went down to the 12/6 combo, and an initially concealed then pinned 347. In Eric's final turn he piled a ton of bodies on top of that last squad and (by SSR) declared H2H. As Matt pointed out at the time, only a 12 could possibly lose this now…and Eric rolls….a 12!! I quickly withdraw the surviving half-squad (at 4-1 H2H CC, a 12 meant my full-squad was casualty reduced) into the only vacant hex Eric has apparently left, back over the wall and inside the cemetery. Somehow, unbelievably I have gleefully dragged kicking and screaming an impossible victory from the yawning, chasm of defeat.

Or have I? We go through a lot of rules checking and are all completely happy that this was the right result (well, Eric wasn't really happy of course, understandably as he had diced himself phenomenally badly on the only roll that actually mattered in the entire game), but then we realized that Eric's FT toting squad should actually have been in that empty hex…or so we think…or maybe they were part of the team administering the coup de grace in the CC hex? But that would have meant overstacking and he didn't do that. Or did he?

So what was the deal? It seems probable that in all the end-game counter-stacking and last-ditch die-rolling and last-gasp advancing, these guys had been moved out of the way…or maybe they hadn't...or…oh, who knows? The trouble was that none of us could identify or remember how they had been moved and in which sequence etc, and we were now shattered as it was 1.15am. Not able to resolve this issue fairly, we resolve to call this game a draw – no way either of us could or wanted to claim it as a win, so that seemed to be the fairest way to end this. A lesson to be learned though in that its important to sweat the details at the very end, and never, ever give up if there is still even a 2.7777% (or 1 in 36) chance of winning /not losing on a single die-roll!

Great game of fairly simple ASL but with the nice graveyard twist. Definitely do-able in a short evening, but don't get too speedy as that simple, elementary mistake made the end a wash for
us!

Saturday, July 19, 2008

AAR: AP34 Bocage Blockage

Jack O'Quin

Americans: Jack O'Quin
Germans: Jim Martin


Jim Martin and I played this scenario from the new Action Pack 4 at the Austin game day last Saturday.

For me, the appeal of this scenario is as an introduction to bocage rules [B9.5] and tactics. The date is 17 June, 1944, when the allies are trying to cope with the unanticipated difficulties of that uniquely Norman terrain feature. No special equipment, like the Cullen "rhino" device, was available yet. Instead, the US player must choose two of four support elements: assault engineers with four demo charges, three .50-cal heavy machine guns, two modules of 100+mm OBA, or a pair of M4 Sherman tanks. Making those choices and then figuring out how to use them mirrors in ASL terms the challenge facing Allied infantry commanders.

That was exactly what I wanted to do, so Jim graciously let me take the Americans. I chose the assault engineer and armor support groups. By SSR, those engineers can breach bocage hex-sides with DC using the B23.711 row house rules. I figured that was a good way to get armor though the hedgerows. The Americans only have six turns to take three of the four stone buildings, so they need to move quickly, which is hard to do in the bocage. The .50-cal machine gun support group, would provide lots of firepower, but lines of sight are short and those guns would move slowly in this terrain. Similarly, I figured the OBA would take too long to call in and might get in my own way during a close-range battle.

I gave two of the four DC's to 8-0 and 7-0 leaders, taking advantage of their faster movement. Then, in the turn one RPh, I recombined a pair of 347 assault engineer half-squads into a 667, with smoke exponent 5.

Jim's setup was strong in the middle along hex row Q, where boards 55 and 54 meet. The six-squad German force can't be strong everywhere. Since it looked somewhat weaker on my right flank, I decided to make my main attack there.

Jim had a 467 squad defending the 54R1 stone building, at the front left edge of the German setup area. The Americans took it in turn one using the engineer halftrack to VBM freeze the squad, then running a strong infantry platoon and one of the tanks up behind it. The defending 467 broke in the AFPh, but was able to route to the woods behind, because there were no Americans in position to interdict the row Q road. I sent another platoon along the opposite board edge to threaten the 55P8 stone building. A 60mm mortar and one of the tanks took up overwatch positions along the row V hedges, while a third platoon closed on the 54T3 wooden building. The 667 advanced into 54S4, gaining Wall Advantage and then concealment [B9.55] behind that corner of the central bocage field.

In German turn one Prep Fire, the 81mm mortar opened fire from its HIP location in Q6. Technically, it should have been revealed when my 667 in S4 gained WA in the previous APh, but that didn't matter. We were both becoming more familiar with the peculiarities of bocage while playing. I was lucky the mortar needed to change covered arc: although Jim rolled a hit, the colored die of 3 did not maintain ROF due to NT CA change penalties [C2.5]. My squad survived the ensuing 8+1 on the IFT, and was very happy not to get more of the same.

Jim's mortar placement totally surprised me, but it really makes good sense. Although generally one of the most powerful weapons in the ASL arsenal, short lines of sight make it hard to use in this scenario. The level one board 55 hills are all completely blocked by woods, bocage and in-season orchards, so the usual sites are worthless. The board 55 road from I4 to Q8 is an obvious possibility. But, with ROF 3, a minimum range of 2 hexes and bocage TEM of only +1 against indirect fire, this mortar can make almost any bocage field difficult for infantry to approach.

In turn 2, an American tank placed WP smoke on the road in Q8, where the drift would cover Jim's mortar. By SSR, there is a mild breeze from the east, making this tactic more effective. My 667 skulked back to the T3 building to avoid getting smashed in defensive fire before the smoke could drift in the AFPh. Defensive fire from the 467/LMG in R5 caused a morale check, but the 667 rolled a 2, became fanatic and created a hero. The 7-0 passed his DC to the hero, and they advanced back into S4 at the end of the turn, gaining concealment in the bocage against the 81mm mortar now covered with drifting smoke.

The American HT bypassed the woods in 55P1, VBM freezing the concealed unit there. To me, this gap looked just wide enough to permit vehicular bypass. Jim concurred, but I doubt he had noticed that possibility during setup. I recommend that both players agree on this crucial feature before starting, since it strongly affects both the American plan and the German defense. Looking at it again today with no Plexiglas covering the board, I now have doubts. Plexiglas makes the space appear wider, because one can see open ground underneath the counter from both sides. Without it, the gap looks too narrow.

American infantry on the right flank tried to cross the road in row Q using smoke grenades, failing twice, but succeeding on their third attempt. That last unit was able to assault move safely to Q1, then advance into 55P1, where the defender was revealed as a dummy in the CCPh. More infantry advanced into the row Q road, adjacent to the row P woods.

American infantry on the left flank closed up with the row R hedges. The large German stack in the P8 stone building held their fire, retaining concealment. But, American defensive fire eliminated the dummy stack in the P9 wooden building.

Since the German 81mm mortar was covered with smoke, Jim dismantled it in his PFPh, preparing to move back, only to have my 667 break the crew in defensive fire. Another stack retreated from Q4 back to the next field, while the 467/LMG continued to hold tough in R5. Unable to break the American infantry, it took some stiff return fire, but created a hero of its own on a Heat of Battle roll.

In turn 3, American infantry and armor poured through the gap on their right. The 347/DC in P1 double timed to L0, then placed a DC on the L0/K1 bocage hexside, successfully breaching it [B23.711] in the AFPh. The HT moved to M1 and the other tank to O1 in bypass of the bocage hexside. The center platoon moved into Q4 and P3, flanking the main defensive position and advancing into P4. The platoon on the left infiltrated into Q10, P10 and O10, flanking the P8 building. One 666 advanced adjacent, into the P9 building.

In their ensuing PFPh, the Germans in P8 finally opened fire with a 9-1, 467/HMG stack, breaking the adjacent 666 with a 20+1, but not retaining ROF. This squad failed its ELR, but survived and later routed to N10. Jim's tough 467/LMG in R5 advanced to S6, threatening to retake the stone building in R1, which was inadequately protected. Luckily, defensive fire broke them. They routed to T10, which was bad for the forward motion of my attack.

In turn 4, one Sherman moved to T6, covering the road leading to P8. A squad of the left flank platoon, moved concealed back to S10, then advanced into CC and captured the broken 467 in T10, which was unable to route away.

The right flank force moved up to threaten J3, gaining WA in J2 and advancing a conceal hero/DC into K3, where they were attacked by a 6 FP minefield, but to no effect. The HT moved to H3, where its machine gun could cover the road leading back to O8. The other Sherman moved through the bocage breach to K1 in support of this attack.

Jim's half-squad with PSK in the J3 stone building prep fired at my unit behind the wall in J2, but the backblast broke them, putting another victory building within my grasp. A lucky shot from the tank in T6 broke and casualty reduced the squad manning the HMG in P8, putting a third victory location within reach.

In turn 5, American infantry closed in on T6 from both sides. To make sure of this victory hex, the 8-0 placed a DC, killing the remaining defenders. Still concerned about the remaining German mines, one squad moved into O4 and did a Search, which revealed AT mines there, a good placement for the Germans.

Meanwhile, the HT did his VBM freeze trick on the defenders of the H5 stone building. US infantry moved adjacent. The hero ran from the K3 minefield to G5 and placed his DC in H5, breaking the defenders in the AFPh. The tank in K1 moved up to cover the road from I4 to Q8.

At this point, the Americans had all four stone buildings. Jim gamely counterattacked with the few remaining German units, but American firepower was too strong. At the end of turn 5, he conceded.

This scenario offers plenty of challenges for both sides. It looks tough for the Americans because they have a long way to go in tight terrain. But, the Germans have only a small force to hold them. In our game, the decisive moment came in turn 3, when a large American force broke through along the west board edge. That kept the Germans from falling back, unhinged their strong central position, and allowed the Americans to attack the J3 stone building a turn or two sooner than expected. Otherwise, they would likely have run out of time. If the players decide that 55P1 does not allow vehicular bypass, then the scenario looks even harder for the Americans.

With multiple American support group options, "Bocage Blockage" offers considerable replay value. There are six different two-group combinations out of four choices, giving a kind of rock-paper-scissors feel to this game. Should the Germans defend against armor or artillery? Things would go very differently in an attack using the artillery or .50-cal machine guns. But, I like the way armor and DC breaches worked together, and would be very tempted to combine those units again.

--
joq

Sunday, July 06, 2008

AAR: FF11 Out of Ethiopia

Nick Drinkwater

British Player [SAN 3, ELR 3]: Nick Drinkwater
Italian Player [SAN 4, ELR4]: Tom Gillis

Tom and me hooked up for a second time this week for an afternoon of ASL. Our first foray was a disaster as we took a brief spin through the Friendly Fire Scenario Adolf's Amateurs where, after two turns, I declared victory after crushing 8VP of Tom's Russians, and we both declared it a huge limping fido...imagine our dismay 24 hours later when we realised we'd completely screwed the pooch on the victory conditions and made a massive mistake. We declared the game null and void...and judgement on this scenario is reserved for another day.

The problem we now had is that we were now really pushed for time, so I suggested, with a huge amount of trepidation, that we try something from the famous "set up and play" pack Fire Fights. "Trepidation" as these scenarios being so small can be dicey, and there are definitely some serious balance issues on some of the scenarios - my previous foray into this territory had been fairly horrible with two stabs at "The Hunted", just to double-check that the Germans cannot possibly win. However, with an acceptance that fate may be whimsical in this, we opted for "Out of Ethiopia", a 1941 desert scenario set during the Italian invasion of British Somaliland.

The appeal of the Fire Fights packs is that they are all generally short to very short, come with their own pre-printed half-board (many of which can be added to existing boards), and are designed to be played in an evening. This particular one is a 'Take the Hill' scenario, where three and a half second-rate British squads are holed up on a stony knoll, with a LMG, ATR and importantly a 40L AT Gun (under low ammo), and a 9-1 and 8-1, and a Rolls Royce armoured car (with a mighty ATR and rear firing MG). They receive sangars for all units and a couple of wires to make the top of the hill a tough place to assault - to win the Italians need to take the three Level 3 & 4 hexes.

As the scenario is only 5 turns long and there is little subtlety in the VC, I hunkered down with a solid hilltop defence and waited for the inevitable. Both sides receive random reinforcements for Turn 1 - Tom pulled a squad-leader-MG combo, my luck was to get assistance from two wholesome 436s! Oooh, can't wait...The Italians have a mixed battlegroup of 5 L3s, a batch of trucks, 5 x 346s and a squad and a half of 447s (engineers), various leaders, MGs and a very critical unit, a flame thrower. Light dust is in effect, so a quick review of the various DLV, hammada and scrub rules and we were away. Note there are some important errata in effect for this one: the Brits receive a crew for their gun (!), the board is inverted with respect to setup on the card and there are some terrain clarifications.

With only the board width to play with, Tom came on with the tanks leading with platoon movement and throwing up some dust, but they hadn't reckoned with the dead-eye shooting of the British AT Gun. Despite their opponents being very small and moving, they quickly punched holes through two of them, and the third was shocked on a great result from the Boys ATR! Tom's flanking infantry were quickly dispatched by some excellent shooting by the 9-1 and LMG and things were starting to go wrong quickly for Tom. However, as is the very nature of these small and a little bit dicey games, a hot sniper broke my summit 447 and I was suddenly MG-less - a huge result.

The Italians continued to grind on upwards and Tom started the FT on its fun, and with some motion dust and smart manoeuvring causing the break and surrender of my speed-bump 8-1 and a 447, and things really got interesting when a second sniper recalled my luxury crowd-control car! However, Tom missed a chance to FTR a 447 due to truck and platoon movement intricacies and his lowly infantry continued to struggle against the myriad -1 and 0 shots - I just pulled the front of my tin hats down a bit further, gritted my teeth and continued being stoic.

The end game in Turn 5 was swift when it came - the remnants of Tom's infantry tried to push on and were at the very base of the victory hill looking for a game winning advance, but an 8-1 got hung on the wire, and most crucially of all, Tom's engineers broke for the second time and they were taken out of the equation - the -1 for using the FT is really tough for Italians in the desert. Now it was left to a couple of squads to do the business, but they all failed under the last defensive fire shot of the game and we were done - but it was close and a squeaker!

So a winner in the pack after all - good fun this one. Yes, it could be horribly dicey with some early turn weirdness, but we both felt we were both in it all the way yet still hanging on desperately and that is always a good sign. I got lucky at the end with a couple of low roll shots and my dust mods were low at crucial points so I was able to hang on tight for a very squeaky victory. Worth playing and some fun if you have only have 3 hours to play and you're don't mind weird luck swings to throw up some odd results.

Wednesday, July 02, 2008

AAR: RPT-9 Shelling the Sivash

Nick Drinkwater

Romanian / German [ELR 3, SAN 3]: Nick Drinkwater
Russian / Partisan [ELR 4/5, SAN 3]: Tom Gillis

Tom's on his summer vacation right now and is looking to fill his idle hours with some serious gaming - luckily I was able to snag him for a week night's gaming from this small/medium scenario from the first Rally Point pack - this is my third outing from this pack, having already squeaked a narrow win against Tom in Cadets & Cadre and then been hammered by Ken in a very one-sided playing of the Ferenc Josef Barracks. This one, set in the Crimea in April 1944, sets a screen of fairly good Romanians with very thinly stretched German support behind them against a mobile late war Russian battle-group. To keep the Axis on their toes, the Russians receive Turn 3 reinforcements in the form of three Partisan squads that can come on from any board edge - this is to help the Russians in their VC of enabling 8 infantry only to exit from a narrow 5-hex wide corridor at the back of Half-Board 49.

The Romanians start this scenario as the front, folding defense - they have three 447s, a couple of 347s, a MMG, LMG, a hero and a 9-1 leader - as its April 44, they have also been issued with newly oiled 1-hex range Panzerfausts to keep the Russian tanks honest. They also receive a stack of "?" which I scatter around in a none too clever way up front on Board 17 to try and put a crimp in Tom's on-board entry manoeuvres - the rest (including a hidden 50L Pak) are placed centrally at the board seam to try and cover both flanks, ut also to be able to fallback gradually onto their German backbone.

Behind these poor sods, the Germans are stretched in the thinnest of lines in the transitional part of Board 49 where country meets town to make the Russian assault across the open ground deadly - ploughed fields are in effect and these are absolutely lethal on attacking infantry and easy to defend and there's a lot of them in play here. I keep both vehicles fairly central as I am conscious that to lose either my Marder or my Stug to an assaulting concealed partisan creeping on at the board edge would be criminal - they also receive a 237 each as infantry support. I place my 467, 9-1 and MMG in one of the back exit buildings of Board 49 - its job is to lay a lateral firelane down across the Russian exit corridor, but also to survive and dispatch any sneaky concealed partisans that may advance in and try their arm at CC to tie my guys up whilst their colleagues 'do a runner'. This MMG will be covered by a mutually supporting equivalent from the Turn 2 reinforcements to double up on this exit gambit when they arrive.

The Russians have approximately 8 458s and a couple of 447s coming on in two waves, with exceptional Russian leadership (9-2, 9-1, 7-0), a couple of machine guns and a mighty FT to add some oomph in the end game assault against possible German MG nests in stone buildings. They also receive a tasty SU 122 which they will need for some Smoke to cross all that open ground, and in Turn 2, two T34 M43s. Recognising that he has 7 movement phases to cross a straight line distance of 20 contested, open ground hexes, Tom sees the need for speed and pushes his SU 122 and riders down the far west flank looking for gaps in the almost diaphanous defence. Unluckily for Tom, he offers me a flank shot at range to my 50L - that misses finding the APCR by one (four when I needed a three), but in a rare but welcome spate of good rolling, I find a 5 and then a 6 to scratch the Assault Gun - the crew do get out but its a great start for me. The bulk of Tom's attackers push on through the centre and east where they run up against an immovable object of for once, rock hard Romanians.

On this eastern flank, the two T34s push up here to approximately hexrow 6-7 where they start to threaten the first of the Germans near the Board seam - in response, I move the Marder over to cover the eastern side where there is a lot of open ground and ploughed fields to cross, passing a gettable ESB roll to stop behind a hedge. I'm also banking on the fact that at 7 hexes or more, the odds are slightly better in my favour as I am CE, (Tom isn't) and I'm on black To Hit numbers (Tom isn't). I survive Tom's defensive fire and having acquired him, I managed to shock him on my next turns Defensive Fire...unluckily for Tom, the T34 doesn't come back from this - scratch two of the three Russian tanks.

To up the pace a bit, Tom tries to push a 458 down the centre adjacent to my gun crew, but I manage to break them. I immediately follow this up with with a 4-2 shot in prep fire from the hero with a 347 I managed to pin the 9-1 and break the 458 and FT he is with that are immediately adjacent to Tom's first broken 458. With two broken elites in the open, I gamble that this is just too good an opportunity to miss so I get the running shoes on for my other 347 to try and enforce a massive 2 squad FTR. At this point, the vagaries of the space and long open LOS available on Board 49 kick in as Tom is able to nail these athletes with a 1-2 shot from the Partisans LMG 11 hexes away - ouch! Still not wanting to lose this opportunity, I decide to move my Marder up to get them to FTR instead...the crew survive a pin from a long distance shot and I am able scratch two of Tom's 458s for FTR - absolutely massive in the scope of the game.

Even more crucially, Tom's pinned 9-1 leader rolls a 6 the next turn when he tries but fails to retrieve the FT - this was huge as my Marder would have been toast if he'd picked it up. Instead, he tried to run his 7-0 over to retrieve it, but he broke and was also also killed on FTR: that was now 5 CVP not getting off the Board. Now things get really desperate - Tom has to break my unyielding line of stalwart defenders and so jumps into CC with a 237 German half squad with a Partisan and leader, a 12-1 CC attempt vs my now wounded hero and a 1-2 stab of his 9-1 leader vs my 50L Gun crew. Amazingly, he rolls a 12 with the Partisans so I escape, the hero ambushes the three squads trying to kill him so withdraws and I whack the forlorn 9-1 for two more CVP not getting off the board. Tom calls it quits when I destroy his last T34 with another side shot from my Romanian 50L AT dead-eyes - he's now without armour support, has lost about 30% of his potential escaping infantry force and is now still about 10-15 hexes away from the exit corridor with only three movement phases left - he'll also have to still beat off my outlying defenders, and then run the gauntlet of two 9-1 directed MMG fire-lanes in Open Ground with his single 9-2 leader to assist - never gonna happen.

I played this solidly with only one bone-headed move (when I unnecessarily relocated my MMG and 9-1 and they suffered at the hands of a coaxial shot from a T34) - the move to kill the two squads in FTR was really handy as it cost Tom a lot of units and also the loss of his one weapon that can make a big difference to small and fragile defences, the FT. Tom was unlucky with the first off hot-rolls to destroy the SU-122 as he really needed that big-gun and its Smoke in the end-game, but we've all had that happen! I think with the amount of open ground in this, the Russians are going to struggle a little bit on this, especially with the paucity of their Smoke resources, but equally, one or two key MC failures by the Romanians could see the dam burst and the Russians pouring through. The correct use of the Partisans may be key, especially if they are needed to soak up defensive fire shots in the end-game or otherwise occupy defending MG nests, to hence allow other units to escape.

Anyway, we're onto something meatier this Thursday: "Fireteams". It promises to be a monster!

Tuesday, June 24, 2008

Texas Tourney AAR: WCW7 Eye of the Tiger

Nick Drinkwater

Texas Tourney AAR: WCW7 Eye of the Tiger

German (SS) Player: Eric Gerstenberg [ELR 3, SAN 2]
Russian Player: Nick Drinkwater [ELR 4, SAN 4]

Scenario Analysis:
Another classic from the WCW pack and this one was a complete blast to play. Eric opted to play the evil jackbooted ones (surprise!) and I was quite happy to take on the challenge of the free-thinking proletariat in this oldie but goodie from the newly released WCW pack (note: a BIG thanks to the publishers for letting these go out into the public domain and a thanks to Mark Pitcavage for hosting these on his Desperation Morale website). There are some great scenarios in this pack and I am looking forward to trying several more of the offerings in here in the future. This scenario has seen a load of playings over the years and has a strong ROAR rating and is thoroughly recommended - a real blast!

OBA Impact:
Victory conditions are nice and simple: at the end of six turns, the Germans must be in control of more stone buildings than the Russians on the dispersed village of Board 42, with the caveat that they must have lost less than 30 CVP at that point. Instant win VP cap scenarios can be quite testing for the attackers and I was pretty happy to take the Russians as a result of this. The big unknown in all of this scenario is the effect of a pre-registered 280mm OBA shot in Turn 1 against the village by the cruiser Prinz Eugen - the hex is pre-regged before the Russian setup, so its important that the Russians disperse their units at least one or preferably two hexes apart during setup to avoid some catastrophic first turn loss of key units from naval gunfire. There will be time for them to regroup and rebuild the defensive line in Turn 2, especially if they have left some speed bumps to impede the Germans in their Turn 1 approach a little.

The other big impact that may happen with the naval OBA is that it may rubble one, or possibly two, of the stone buildings. As we understood it, if this happens, then they are no longer considered valid Victory objectives (the VC state "stone buildings" only and not "Stone Buildings / Rubble"), so it might be that the Germans task gets a little easier as they may only then have to control five instead of six buildings at game end - this may well cause a subtle shift in the game dynamics as well. Again, the Russian needs to think about this and then re-deploy his forces to cover German attack routes and revised building locations, particularly if more than one building gets demolished.

There are all sorts of options available for the placement of the German pre-reg hex - most will probably be at or close to the Board 42 "cross-roads" point of G4/G5 where it is very likely they will tag at least one building and hopefully a nice concealed unit or two, but a crafty German may consider targeting the forward part of the Russian defense line around hexrows two and three on Board 4 and then correct in FFE2 to hurt something else that looks juicy. Neutralising the upfront defenses may also open some interesting attack routes for the Germans too. Note that if the Germans do get lucky with the OBA and rubble a couple of the buildings around the cross-roads, then the Russian will need to think hard about defending some of the more isolated buildings in the far SW corner of Board 42, which could be opened up to to some sweeping "armoured car with rider" probes.

Balance of Forces:
The other thing the OBA can do to the Russians is to cause the Turn 1 armour force (3 x T34 M43s and a SU-85) to delay or swerve around a possible blast area that straddles the Hexrow O entry road - the FFE2 counter is in effect for all of the turn and this heavy payload stuff can put a serious dent in any careless Russian armour. The tanks also need to keep themselves out of harm's way in any German Defensive Fire FFE2 corrections - the Russians really will need the armour to help in this scenario and a loss to OBA will be damaging. As well as the armour, the Russians receive a tasty 11 squad strong infantry company which is lead by a tough 9-1 with HMG assistance. The other key piece in the Russian defense is the hidden 45LL. Russian players may consider putting this on a board-edge position on Board 4 to get some sneaky lateral shots, but be aware that you may be likely to be run over by marauding SS infantry before any juicy opportunities came along. Instead, I opted to put it in a brush hex just south and east of the cross-roads on Board 42 where it could cover the big eastern grain field and its adjacent shell-hole 'field'. In this position, it was also well-placed to mutually assist the HMG and 9-1 which went into a stone building south of the cross-roads, which again was well-placed to assist in the defense and approaches to the main core of the village. I had a couple of squads at the front of the line on the fringe of the Board 4 woods to try and suppress any fast dashes by Hitler's finest across the open approaches to Board 4 and then dispersed the rest of the defense around the village to try and minimize damage from the OBA.

AAR:

Early Game:
Eric was very unlucky with his OBA. He went for the crossroads in G4, erred, and ended up doing no damage to anything on FFE1 by its falling between all my units. Things didn't improve in FFE2 when he tried to correct - again he erred, and just missed snagging a T34 with an 11 on the OBA effects DR, but again it dropped optimally by missing all of my infantry units - a huge sigh of relief was breathed on the Russian side. The one thing the OBA did do was to rubble a single stone house so now his requirements were down to 5 buildings from nine. For his main assault, Eric came in on the eastern half of Board 4 with riders and armoured assault - my response shots were a bit limp, but I did manage to ELR two 658s with a long-range 4-2 shot which was a nice bonus, but one of my own guys went down to a measly AFPh 2+2 coaxial shot. Kind of normal for me! Eric's main direction was taking him directly into the grain field and shell-hole 'field' part of Board 42, which of course meant he was coming onto my 45LL AT gun - sweet!

To spice it up a bit, Eric also tried to send an armoured task force toward the central axis of Board 4/42 and the row O road - this was fairly punchy consisting of the Tiger, 50L AC and a MkIV. Seeing the threat this posed, I quickly tasked a T34 to take this on in BFF. After some delay MP and a bit of manoeuvring and targeting the Mk IV which was facing the wrong way behind his AC, I managed to win the Gun Duel and then caught him in the side with a juicy '4'. This was compounded by a bypassed 447 who ran back and managed to immobilise the motion Tiger in an out of the way position, where it could not influence the fight for the village, even though my brave boys were immolated themselves: posthumous "Orders of the Soviet Union" all around there! Finally, the AC came off worse after failing to find its APCR, and was toasted by my cute T34, though the crew jumped out and saved themselves.

Flipping sides, on the main attack route, I manoeuvred another T34 to a position at the back of the grain field where it could spy the other AC between some trees: even though the brave T34 crew could see their nemesis faust-totin' 658 approaching fast, they held tough to the end and atomised the second 50L AC. For the loss of a squad and a T34, I had reduced Eric's armour to a single mobile Mk IV only, a trade off I would eagerly have taken at the beginning. The other key thing was, of course, I had just inflicted 19 CVP on Eric - this was good, because even though I was winning the armour battle, my infantry were still slowly crumbling and I was looking bad for holding onto the buildings at game end.

Mid-Game:
The mid-game battle see-sawed for a while - both sides fought hard in the woods and shell-holes at the fringes of the village, and I lost my second T34 when a lowly 658 survived a thrown DC (unlike a squad and a leader of his friends), and they, of course, instantly found a Faust and toasted the tank. Seeing instant win fame beckoning I tried to manoeuvre my last two vehicles to roast the stranded Tiger and the last Mk IV for more juicy VP, but Eric outmanoeuvred me with the Mk IV and my T34 went down to a critical hit on an intensive fire shot - OUCH! We were now at parity on the armour, and so it was going to come down to the infantry fight after all.

Having just broken a squad and a 8-0 with some desperate prep fire, I spied an opportunity to sneak a 7-0 behind them and get them for FTR. Eric missed the significance of this and failed to break or destroy my lonely hero, and I was able to scratch 3 more CVP all due to the SS' shocking war record (no surrender to Russians). Even worse for the SS, the 7-0, now wounded, was able to repeat this trick in the next turn with another SS squad, who were forced to rout back towards him as they couldn't see him hidden behind trees when they started their rout: 5VP for me on this one slick move - love it!

On the far east flank, after toasting their T34, the SS pushed in hard across the lateral cross-road, aided by an untimely malfunction of my HMG - amazingly, a measly 6+1 walked behind my hidden gun without discovering it! These cool boys carried on smoking their cigarettes and biding their time until something really juicy appeared in front of them - Eric duly obliged: an 8-1 and two 658s moved up behind a hedge to try and threaten my HMG, but on the ROF spree from hell, my ATG destroyed another squad (2 more CVP) and then broke and ELR'ed the second squad plus their leader. This all left Eric very short of quality infantry on the east.

End-Game:
In the final turn, Eric was able to shock my SU-85 with his MkIV after I'd put two AP shots into the wall in front of it, and set himself up for the death and / or victory assault on the village's core buildings. At this point, Eric's dice let him down a bit and his 8ML troops went rolling backwards to a series of 4-1 and 2-1 shots as they approached their objectives. Ultimately, he was placed to actually make a CC assault on five buildings, but the lack of troops meant of these, one of them would be taken by a hero and a leader only, and that was not enough for him to take control (only MMC can do that). We played it out anyway, and even though I failed to hold any of the buildings (me and ambush again - pah! Don't get me started!!!), I did manage to kill the 9-1, the hero and a half-squad. This pushed him over the edge by a single CVP but he was also left one building short on control too.

Summary:
Great game, fun opponent and full of the wild ASL swings we are all used too. I was pretty pleased with my effort in this one, as I handled the armour pretty well and planned for the defense and the ramifications of a bad OBA turn well too. I was also fairly pleased with my Gun placement as that, and the move with the 7-0 to enforce a batch of FTR on the war criminals, were probably the key events in this one that meant the Russians were (just) able to hold on. This is a great scenario as the randomness of the OBA would mean that the scenario will always play differently and their are options for both sides to get cute. Much fun and strongly recommended!

2008 Texas Team Tourney Results

Rick Reinesch

Here are the results and rankings from the tournament. Where folks had the same score, I ranked first based off of W/L percentage and then the W/L percentage of their opponents.  So folks who played stronger opponents would be ranked higher. Going from the basic criteria that you need four games to qualify for the individual awards, here are how folks finished.

1.  James Ferrell 
2.  Randy Shurtz 
3.  Matt Shostak              
4.  Mike Seningen             
5.  Sam Tyson                 
6.  James Martin              
7.  Zeb Doyle                 
8.  Brain Roundhill           
9.  Jerry Simmons             
10. Doyle Motes              
11. Mike Denson               
12. Scott Bell                
13. Ed Beekman               
14. Chas Argent              
15. Chris Kubick             
16. Mike Rose                 
17. Walter Eardley            
18. Arlen Vanek 
19. Eric Gerstenberg         
20. Rick Reinesch            
21. Gregg Parker             
22. Roy Connelly            
23. David Longstreet         
24. John Hyler               
25. Bill Dorre               
26. Patrick Ireland         
Counting everyone regardless of number of games played, here are the final rankings.

Player Scores
Player                    Score    Wins   Losses
------------------------- -------- ------ ------
1.  James Ferrell             5.0      5      0
2.  Randy Shurtz              3.0      4      1 * Runner-up in the Championship game
3.  Matt Shostak              5.0      6      1
4.  Mike Seningen             4.0      5      1
5.  Sam Tyson                 3.0      4      1
6.  James Martin              3.0      4      1
7.  Zeb Doyle                 3.0      4      1
8.  Brain Roundhill           3.0      4      1
9.  Roy Casagranda            2.0      2      0
10. Jerry Simmons             2.0      3      1
11. Doyle Motes               2.0      3      1
12. Mike Denson               2.0      3      1
13. Scott Bell                2.0      3      1
14. Jeff Toreki               1.0      1      0
15. Nick Drinkwater           1.0      2      1
16. Ed Beekman                1.0      3      2
17. Chas Argent               1.0      4      3
18. Chris Kubick              0.0      2      2
19. Matt Schwoebel            0.0      1      1
20. Mike Rose                 0.0      2      2
21. Walter Eardley            0.0      2      2
22. Robert Davila             0.0      2      2
23. Arlen Vanek              -1.0      2      3
24. Allen King               -1.0      1      2
25. Glenn Schools            -1.0      1      2
26. Jack O'Quin              -1.0      1      2
27. Buck Karpowicz           -1.0      1      2
28. Dan Preston              -1.0      1      2
29. John Farris              -1.0      1      2
30. Kevin Klausmeyer         -1.0      0      1
31. Kevin Kenneally          -1.0      0      1
32. Rob Burton               -1.0      0      1
33. Eric Gerstenberg         -2.0      1      3
34. Rick Reinesch            -2.0      1      3
35. Gregg Parker             -2.0      1      3
36. Roy Connelly             -3.0      1      4
37. Jeff Taylor              -3.0      0      3
38. Bud Garding              -3.0      0      3
39. David Longstreet         -4.0      1      5
40. John Hyler               -4.0      0      4
41. Bill Dorre               -4.0      0      4
42. Patrick Ireland          -6.0      0      6

Major Johnson Scores
Player MJ Total
------------------------- --------
Chas Argent              16670.25
Matt Shostak             16537.5
Chris Kubick             14068.25
John Hyler               13789.5
James Martin             11532.5
Jeff Taylor               9757.5
Brain Roundhill           9660.0
Arlen Vanek               9240.0
David Longstreet          8952.0
Mike Rose                 8626.5
Ed Beekman                8418.9
James Ferrell             7845.0
Bud Garding               7704.25
Zeb Doyle                 7614.9
Doyle Motes               7384.5
Roy Connelly              7348.25
Walter Eardley            6538.0
Sam Tyson                 6387.0
Mike Seningen             5686.5
Gregg Parker              5657.5
Mike Denson               5310.0
Allen King                5215.0
Randy Shurtz              4787.5
Glenn Schools             4786.0
Nick Drinkwater           4302.45
Patrick Ireland           4235.0
Jerry Simmons             4226.0
Eric Gerstenberg          4058.75
Matt Schwoebel            4009.5
Rick Reinesch             3706.25
Buck Karpowicz            3408.0
Bill Dorre                3391.0
Jeff Toreki               2317.0
Dan Preston               2247.0
Scott Bell                2077.0
Robert Davila             2003.75
John Farris               1983.75
Jack O'Quin               1520.25
Roy Casagranda             288.0
Kevin Kenneally            282.0
Kevin Klausmeyer           227.25
Rob Burton                   0.0

Team Scores
Team                                            Score                   Wins     Losses
----------------------------------------------- ----------------------- -------- --------
James Martin,Matt Shostak,                      8.0                     10       2
Mike Seningen,Ed Beekman,                       5.0                      8       3
Buck Karpowicz,James Ferrell,                   4.0                      6       2
Jerry Simmons,Scott Bell,                       4.0                      6       2
Sam Tyson,John Farris,                          2.0                      5       3
Glenn Schools,Zeb Doyle,                        2.0                      5       3
Brain Roundhill,Arlen Vanek,                    2.0                      6       4
CENTRAL TEXAS                                   1.2941176470588236      36      25
Jack O'Quin,Chas Argent,                        1.0                      5       4
Nick Drinkwater,Allen King,                     0.0                      3       3
Mike Rose,Norman Harman,                        0.0                      2       2
Doyle Motes,Rick Reinesch,                      0.0                      4       4
Mike Denson,Gregg Parker,                       0.0                      4       4
NORTH TEXAS                                    -0.2222222222222222      18      19
Dan Preston,Robert Davila,                     -1.0                      3       4
HOUSTON                                        -2.0                      7      12
Rob Burton,Kevin Klausmeyer,                   -2.0                      0       2
FOREIGNERS                                     -2.5714285714285716       9      18
Walter Eardley,Roy Connelly,                   -3.0                      3       6
Jeff Toreki,Bill Dorre,                        -3.0                      1       4
David Longstreet,Chris Kubick,                 -4.0                      3       7
Matt Schwoebel,John Hyler,                     -4.0                      1       5
Jeff Taylor,Bud Garding,                       -6.0                      0       6
Eric Gerstenberg,Patrick Ireland,              -8.0                      1       9

Monday, June 23, 2008

AAR: TT12 Signal Hill

Zeb Doyle

Zeb Doyle : Japanese
Matt Schwoebel : Austrailians


In a rare but fun Tuesday night fight, Matt Schwoebel and I squared off in a game of TT12 Signal Hill. This scenario is from HoB's Tropic Thunder pack, which is a set of twelve scenarios featuring some very late war fighting between the Japanese and Australians in Balikpapan. The scenario pack itself has a fair amount of errata (easily accessible on the HoB site), scenarios that range from tiny to medium in size, and some cave fighting, so it's not likely to be a product high on the acquisition list for most people. However, there are some fun and interesting-looking PTO scenarios in the pack, so if that's your cup of tea, it's certainly worth checking it out.

TT12 Signal Hill caught my eye because it was a good size to play on a weeknight (25 total squads, 2 tanks, 6.5 turns) and offered some interesting options for both sides. Despite the scenario name, there isn't actually a hill involved and instead has a force of Australians trying to fight the long way across two deluxe city maps and exit at least 22 CVP off the other edge. Schwoebel decided to lead the attack and got a company of 4-5-8s equipped with LMGs and supported by two Matildas, one of which carries a 32FP FT as an MA. That put me in charge of the Japanese: a company of assorted first and second line squads, a 70mm INF gun, a DC, an HMG, and two MMGs. Overall, the two forces are pretty evenly matched numerically. The Aussies, with the FT and the Stealth, prefer to take the fight close-in while the Japanese are going to try and use their machine guns and ROF to do their damage from a distance. Finally, the Aussies have 49 total CVP in their force so the VC requirement of 22 doesn't seem too steep. It should be noted though that 14 CVP come from the two Matildas, and although they are almost invulnerable to the Japanese 70mm INF gun, a lucky THH or street-fighting attack can make the Australian task extremely difficult.

The scenario starts with a fun little pre-game sequence where both sides alternately place a bunch of shell-hole counters across the map and can then randomly reposition a few of them. It's amusing trying to alter the battlefield to your advantage and then redeploying your opponent's shell-holes to (hopefully) lame positions, almost like playing a small Euro game as a warm-up to ASL. I tried to erase a bunch of jungle to open up some LOS while Matt rubbled a bunch of buildings to constrict it, but in the end nothing too significant happened. I then set up my troops, over half of whom were HIP due to SSR. Everyone was pretty evenly distributed across the map with a lot of units far forward to try and slow the Aussie assault as soon as possible. The INF gun actually went way up front in a jungle hex where it would be tough to approach. I back-stopped it with a knee-mortar, figuring that if Matt did try to deal with the gun position, I'd get some air-burst shots on his troops. The only other real trap I came up with was to use the DC as a set AT mine. It was the first time I'd ever tried that, but given the constrictive Deluxe terrain and the vast amount of rubble we'd created pre-game to constrict things even more, it seemed like a worthwhile gambit.

The game opened with Matt charging out of his corner and unleashing a flurry of body blows. He trapped a forward 3-4-7 and eliminated it in CC. Elsewhere, my INF gun was also overrun after it gacked several shots at point-blank bore-sighted targets. That was pretty disappointing, and a stack of Aussies ended up in Melee with the gun crew. In my PFPh, things only became more irritating when my knee MTR opened up on the gun position. This was the exact situation I'd envisioned pregame, with shells dropping on my step-reducing emplaced crew and the air-burst exposed Australians, but the MTR team had left their WP at home and was just as inaccurate as the INF gun crew at hitting bore-sighted targets. In the ensuing CCPh, my gun was taken out and my first trap came up empty.

Over the next turn or so, the punching was fast and furious. My 10-1/HMG combo lived up to the pre-match hype and went on some nice rate tears, killing a few Aussie squads with repeated 6-1 shots as they attempted to cross the streets. Meanwhile, Matt landed a pair of close-in hay-makers with his flame-throwing Matilda. I lost a 4-4-7 and a 2-2-8/MMG on rolls that were so low they started fires. This was really the defining sequence of the fight because I couldn't continue to absorb punishment like that for long. However, the fires rapidly blazed up and started to spread, cutting off the middle of the board and sending smoke swirling everywhere. Things rapidly came to a head as the death-dealing Matilda rolled toward its next target and blundered into my set AT mine...

It was now my chance to land a punishing haymaker, but my second trap failed as miserably as the first when the THH botched his TC to trigger the mine. That bit of bad fate knocked me down for a ten-count and I was busy lamenting my fate when Matt reminded me what a crazy game this can be by rolling an 11 on his next FT attack. That ended the Waltzing Matilda threat by X-ing out the weapon, and also Recalled the tank since it was also the MA. Just like that, seven precious VP were eliminated and I was back in the fight. Even worse for Matt, the aftermath of the FT attacks lingered on for the rest of the game, with the spreading fires and smoke severely hampering his ability to maneuver on the already cramped Deluxe boards.

Thanks to the blazes, the Australians were now forced to largely channel their attack down just one map, with a width of five or six hexes. At this point, I had Matt trapped in a corner and was able to make the fight very conservative and really limit his ability to maneuver. The drifting smoke made it very easy to reposition my troops in depth, voluntarily break when he came adjacent, and then quickly rally and move back forward, limiting the Aussie attack to gains of only a hex or two per turn. Matt did a great job given the circumstances and took advantage of every mistake I made, but I got every roll I needed and in the end I was able to tie him up until the bell rang. If memory serves, he ended up getting eleven or so of the required 22 points in what was an interesting but not great game.

Interesting but not great also sums up my thoughts on the scenario as well. The Matildas are vital for the Aussies as exit points, but the tight terrain, the set AT mine, and the THHs are almost certain to claim at least one. Matt wasn't too aggressive with his non-FT Matilda and it still had to survive several THH/CC attempts to get off-map. Meanwhile, the auto-death attacks from the FT tank are also vital to clear out the step-reducing Japanese, but the X11 MA makes it very scary to use since a single poor roll effectively kills the tank. Although there's a lot to like about the scenario, like the pre-game shellhole placement and the PTO city-fight, too much depends on the Matildas, especially the FT one. If I were to play it again, I think a good fix would be to SSR that the loss of the FT doesn't cause Recall. That would have put Matt around 17 of the required 22 EVP and made for a much better game. The Aussie player will still have to be very careful with his armor, but should even things up a lot. The official balance is to lower the required EVP total to 19, which obviously helps but doesn't fix the current gaminess with the FT. At the moment, TT12 Signal Hill is 6 Australian wins to 12 Japanese wins on ROAR, so either way a bit of help probably isn't amiss.

Thanks to Matt for a very enjoyable Tuesday and for great sportsmanship even after getting stuck with the tougher side, and thanks to you for reading!

Zeb

Texas Tourney AAR: WCW10 Stand and Die

Nick Drinkwater

Chinese Player: Zeb Doyle [ELR 3, SAN 4]
Japanese Player: Nick Drinkwater [ELR 4, SAN 4]

A company of first line Japanese has to cause more CVP on a very well-armed company of 1st Line Chinese defending the Board 24 village, with every building location held at game end counting as extra VP. Simple eh? Well, yes and no. The huge rice paddy overlay is in play (drained, so they are nice and simple) and a long stream protects access to the village from the west - also the Japanese have only seven turns to achieve this and there is about a board width of approach to be made before they get to the village proper and there is a lot of ground for the Chinese to spread out. The Japanese, despite being the attackers, are numerically at a disadvantage in this (11 squads vs 12), but they do have the better armour with two Type 97A, two Type 95 Ha-Go and a Chi-Ro (with a 57* mm gun) competing against some rusting relic Axis cast-offs in the form of two 221 ACs, three Mark 1s and two L3s. These all have red MP numbers and are mainly hampered by Platoon Movement, but then, so are the Japanese! The Chinese also receive a 75mm field gun, two MMG and an all important 9-2 (over and above the 9-1 and 7-0). This is a very tough Chinese force and they are helped by having all huts and buildings treated as Level one wooden buildings. Light PTO is in effect so we will be hacking through the kunai at some point.

Looking at the board configurations, due to timing issues, it became clear that there were really only two approach routes into the village: the obvious frontal assault up the central 'corridor' lightly speckled with a bit of kunai and palms with some scattered buildings, or the eastern board-edge approach that by-passes the paddies but pushes you through the big jungle and bamboo thicket east of the village on Board 24. Zeb had outlier "?" on the central approach corridor and some more guarding the jungle/bamboo thicket. The SE quadrant of Board 35 is dominated by the huge rice plantation and it became clear that this was not a viable approach route due to the huge number of MP involved or the risk from hazardous movement when moving from Bank to Bank. Similarly, in the SW corner of the board, the two parallel belts of banzai backed by the stream were seriously going to impede all movement from there, so I decided to play it simple and go with a fairly large big push up the middle, supported by an engineer-led flank attack from the east.

Nice plan. Crap execution.

We were both pretty tired when we kicked this one off after some intense afternoon match-ups and it showed in our general ring-rustiness, and for me, less than optimum pre-game board analysis and setup. Of course, playing Zeb you really need to bring your "A" game along, but to be honest, I only really got into third gear at best in this one, and it showed from the beginning. I mis-balanced my start-up forces a little bit too much and a bit more time on setup could have easily worked this back into my favour. The hard part of the central assault is when you emerge from the "corridor" into an open ground turkey shoot on the Board 24 seam, due south of the village, covered by every matchlock and catapult muzzle the Chinese can dig up. Even Banzais get badly chopped up in open ground and so it is imperative that both knee mortars were ready in place to cover this assault with as much WP and Smoke as they can pump in as there are two or three nasty empty approach hexes that the Japs just have to cross, in the face of murderous withering fire from MGs and the field gun. Unfortunately one of my mortars was with my engineers and hence out of place and the other was destroyed by a KIA from Zebs' now revealed field gun which was in a really nice place with a great covered arc. All of my sudden my frontal Japanese tough boys were having to inch along in tortuous assault movement and they started to go down like flies. Some fairly average dice on my part didn't help my cause and things began to crumble quickly. I only managed to take a single building in this attack, and even this was quickly counter-attacked and my guys went down in a hail of bullets.

On the flank, things progressed pretty well before I ran into Zeb's 9-2 and hidden 8-1, both with MMGs. I got lucky and dodged any serious casualties here, (especially my FT guy who survived the -4 shot from the hidden 8-1 / MMG), but again poor initial setup and brainless moving meant by 10-1 had become detached from his accompanying squads, and hence was a little isolated with only a HS and crew for company with their SW. This was compounded by the orientation of the bamboo thicket which was a complete obstacle to progress, which funnelled the leader away from his platoon. The problems became even more compounded by the way I'd split my armour forces - the really threatening tank for the Japanese here is the big gunned 57*mm version, but this is also the slowest. I had stupidly assigned this behemoth to the flanking attack which had the longest distance to go, in a Platoon, and which also got sidetracked by the 9-2 on its way (dumb, dumb, dumb). This beast should have been with the central force where its FP was desperately needed and it had the least straight-line distance to travel, but of course it was stuck out on the flanks, toiling in the afternoon sun. Sigh.

Luckily, Zeb wasn't quite playing his "A" game either and, despite realising from the off the complete uselessness of his armour and their easy VP potential for me, insisted on sending his L3 platoon over to my flank on some kind of magical mystery tour (think Beatles), where they wandered directly into the path of my 37 and 57* mm armed tanks. Scenting the blood lust of easy VP, I fired off my acquisition shots (yes Zeb, I like them!), confident of breeding some Swiss cheesed, corned-beef cans in the next turn. At that point of course, I entered one of my notorious horror rolling streaks and missed with the tanks (ten), and then missed with a nine from the Flame Thrower needing an 8 to toast them, plus a batch of other grim shots which malfunction more support weapons. Sigh. Two tanks and 10VP that should have been mine, all gacked. Sigh.

To try and remedy the situation, the survivors of the central attack, re-directed eastward slightly and banzaied an outlying squad to death and a couple of other Chinese went down in MADCC (mutually assured destruction CC), but I was being attrited very hard, especially when I box-carred two 447s on simple 1MC. I kept pushing on and even managed to despatch a Mk 1 tin can and recalled another due to a broken MA, and my sniper shot a 7-0 and a dummy, but I was still on a losing curve for overall VP as 75% of the buildings were still in Zeb's Nationalistist hands. Also, I just could not damage his 9-2, who was making all my finest Imperialistic street-crossing assaults in the village perilous. I was still just about in the game, helped by collecting some prisoners who willingly wanted to become a full part of the Greater Asian Co-Prosperity Sphere, but I knew in the last two turns I was going to need to have about 70% of it go my way to have any chance of a very fortuitous win. Of course, the very next shot was a boxcars from my FT and a complete turn's worth of acquired defensive fire and other shots that did nothing whatsoever. In total desperation on my last turn, I lined up the tanks for a batch of VBM in a vain attempt to at least capture the big factory building and the two wood-yards, fully accepting the risks of CVP damage, but as was typical all game, Zeb pulls out snakes on his very first reaction fire and my hopes went up in smoke, much as my tank crew did.

Its not a bad scenario, but I definitely preferred its newer cousin in the "Into the Rubble" pack with which it shows some similarities, A more competently handled attack would have been a lot closer result, but the 9-2 was a massive force in this and I think the Japanese are a little undercooked to achieve their aim: their main tanks have no ROF so they are 4FP one-shot wonders or have 2FP MG's, but the Chinese are all going to be hunkered down in wooden buildings and so are tough to damage. Only some mutually assured destruction CC achieved any CVP for me in this game and Zeb failed his first MC in Turn 6 (who then promptly surrendered!) as I just couldn't get co-ordinated to inflict enough damage for him to worry about. I was even at risk of having a Chinese squad steal back into the backfield and regain the huts and so I was definitely going to come up short. We did wonder however if it was really the intent to have all the Chinese armour effectively hide in out of the way positions due to the risk of handing the Japanese 35VP off the bat?

Nick

Texas Team Tourney Report

Nick Drinkwater
Echoing Walter, I'd like to say thanks to Rick and also to his family for sacrificing him to us for the whole weekend - I was completely stunned when he said he'd been upto 4am on Friday, and yet at 12.45am on Saturday night was quite happy for Zeb and myself to go the extra half hour or so to finish off our last match. A total Trojan if ever there was one - and a great tournament again - awesome job dude!

For me, it was 2-1 this time around: got heavily drawn into two awesome games with Matt Schwoebel and Eric which both went the distance for me to snatch victory from the jaws of defeat from previously snatching defeat from the jaws of victory from pretty much the last die-rolls of the games. However from these exhausting highs, I was soon in a emotional low, eventually getting crushed by Mr. Doyle in the aforementioned late nighter. Unfortunately, I did live upto my mid game expectations Walter and it didn't end pretty! As always though, it was fun. It was a shame that the H-town contingent was down a bit on last year's impressive turnout and I think we all missed the "I HATE THIS GAME!!!" cries from Mr. Gillis. I do believe I tried to emulate him at one or two points in the big game with Matt, but imitation is a poor form of flattery - Tom, you were missed dude!

One instant memory - about 11.45pm on Saturday night, watching my flame thrower roll cars, after missing make an instant "boil in the bag meal" of one of Zeb's small Chinese tanks on it's only other shot...some 'foetal-position assuming' was observed by dispassionate observers!!

It was great to meet all the old faces and some new ones too! I hope the young man (Robert) who was playing a lot of SK stuff had a great weekend and will come again - nice to see! Very pleased that our visitors from the NE were able to make it down to us and I hope they took back good memories and experiences as well as some of the prizes - it was great to meet (briefly) Chas and see how normal he really is: oh my gosh, "MMP are not the antichrist and are actually human" shock echoes around the internet! What will all the naysayers do now? Really hope you are able to come and visit us again in the future.

I would also like to acknowledge the generosity of all the groups who tipped in for Door Prizes for the weekend. MMP (among many others) threw in a couple of hundred bucks worth of goodies that will help to fill in people's collections, and there were great prizes from (among others and apologies to any I have missed out), SoCal, Bounding Fire, HOB, LFT, Mark Pitcavage, Mike Dorosh, Paul Kenny, East Side Gamers and Osprey Publishing. Everyone went home with something and there was enough stuff left over for some people to get two. I was angling for any of the beautifully produced LFT magazines, but others had their eagle eyes on these, so I was really happy to pick up a history of one of the US infantry divisions experiences in Normandy. Very nice!

Chas had brought a few copies of AP4 and there were several games of that being played when I was there. Didn't get my hands on any at the time, but I'm confident that my pre-order will show up soon. Would be interested to see AARs or first impressions of tthese from anyone who did get to play them!

OK. Need to run and do gainful employment stuff for a while. AARs to follow over the next few days, and perhaps a scenario analysis in a future Banzai too...watch this space!!

Hope everyone got home safely and see you all in February in Houston if not sooner!

Cheers
Nick

Sunday, June 22, 2008

Texas Team Tourney Report - Houston Contingent

Walter Eardley
First of all, thanks to Rick Reinesch for putting this all together. I know it is a lot of work and is truly a labor of love. We salute you for your efforts!

I went 2-3 this year. I don’t really know how the rest of the contingent faired.

John Hyler was working on Major Johnson but was having trouble keeping up with folks who played 8 scenarios between Thursday and Saturday night. I think the worm has turned on size over quantity in the quest for the MJ.

Bill Dorre was having a blast. The great thing about Bill is he could be winning or he could be losing and you never really know because he is having so much fun. He provided some GREAT commemorative koozie to the Goodie Bag.

Doyle Motes was also cranking out the scenarios but I don’t know how he finished.

Nick Drinkwater and Zeb Doyle were locked in a heated matchup in Stand and Die when I left them about 1am on Sunday morning. While Nick thought he was behind, I think he was still in a very good position to win. I played this same scenario against Bud Garding from Kansas and had a lot of fun. It was interesting to see how Nick and Zeb played it.

Tom Gillis received numerous harassing text messages over the weekend.

Everyone else was missed as well.

I don’t know who won any of the awards since I left early this morning. I am sure Rick will post something. Thanks again Rick for putting this all together!

Zeb’s mini-tournament was a lot of fun. It featured a German Russian battle with some nice Fog of War. Very well done Zeb!

As mentioned above we had some really cool Scooby Snacks in our registration package. The koozie was very cool with the orange base matching the Squad Leader Orange VERY closely. The t-shirt was excellent this year as well. We also received a custom deck of playing cards which included some charts, OBA cards for the Allied and Axis sides and SAN number cards. Very cool stuff! The Prize Lottery featured a wide variety of items from MMP, various third party publishers, some books and gift certificates. I took home a GI Dozen which I did not previous own and a nifty book about the Code Talkers from WW II. Thanks to all the sponsors who donated.

I will do a write up of the scenarios I played a little later.

It was great seeing everyone and meeting all the new folks.

Walter

Sunday, May 11, 2008

AAR: ASL 77 Le hérisson

Nick Drinkwater
German: Steve Miller [ELR 4; SAN 2]
French: Nick Drinkwater [ELR 3; SAN 4]

A desperate rearguard of French colonial troops is determined to give Hitler's finest one last bloody nose before the inevitable ignominious end comes to Mother France. A small company of poilus (nine 457 and three 237) has to deny the evil Boche from taking eleven of fourteen multi-hex buildings on Board 20 by game end or inflict at least 26 CVP on the invaders. Despite the carnage and chaos spreading through the rest of France, these guys are determined to make a go of it and they well armed with HMG, two MMGs and a LMG, have good-ish leadership (9-1, 8-0, 7-0). They are in (by SSR) an all stone building defense, with the option to make one Fortified Building location and create a single HIP squad with associated SW tools. Their biggest handicaps will be the Ammo Shortage they are suffering which will make the HMG and LMG very fragile, a lack of AT assets, and the need to spread out thinly to stop any German flanking maneuvers to sweep up easy victory buildings.

The Germans have a fairly straightforward task here and a goodly mix of thin-skinned but ballsy 150mm assault guns to keep the defenders on their toes, allied to a bitchin' 10-2 with associated HMG to blowtorch their way through any particularly tough defensive nuts. The assault guns are really fragile, being large targets, really bad open turreted armour, and lumbered with a pathetic low ammo B9 – the French will be particularly unlucky if one of these guys doesn't get recalled if the German opts to start flinging the big iron about. They are however given good smoke assets and ultimately could be used as sacrificial sleaze victims for any building assaults needed in the last couple of turns. Though this sounds attractive, the Germans should take a little care here as if the French destroy all three of these then they will already be 3/5ths of the way through the CVP cap: wary Germans however, should not need to worry about the CVP cap in this scenario. The guys who will really being doing the fighting will be the 12.5 landser squads – these are the blokes who will be required to beat the hard yards in this one.

I used my three half-squads to create an outward screen in the right, forward-most three buildings, while I spread the rest of the crew in an L-shaped angle across the left hand side and rear right positions. These three outer buildings were my collapsible screen and the job of the half squads was to hold and annoy the Germans as long as possible. My two most dependable weapons, the two MMG had the best leaders and were placed either side of the central defense splitting road, with support from the two roadblocks to act as shielding `walls' if I needed to conduct some retreats in safety – they could also act to block any creative deep penetrating thrusts by the Sig1 bis if necessary. In response, Steve set up across the half-board width equally, but had put the 10-2 blowtorch in a dominating 2nd level overwatch on his left center. For the first half of the scenario this guy was a right royal pain in the ass as he continued to project 16+1 shots right into the heart of the brittle French defenses. Nasty indeed.

Steve slowly ground forward before he walked into my first shot of the game – my very fragile HMG amazed us all and went on a rate spree and on its sixth shot managed to destroy the first Sig 1 that had waddled into view – 5 CVP for me with a gun with a B10! That was the high point for the next five turns – in return Steve rolled snakes with the blowtorch and my 7-0 and 457 were out of the game – the 7-0 became the ultimate persona non grata when he went to the 5+2 wounded status we all fear and dread! The survivors proceeded to disrupt, then surrendered, have their MG picked up, and the most dreadful result of all, compromised my defenses when they were taken prisoner – out popped by FBL, my hipster and a revealed squad. Nice move Steve as that hurt A LOT.

With all the setbacks, things were looking a bit grim, although I thought Steve was a little bit cautious in his attack. My half-squad screen ultimately failed in Turn 4 and the front right series of three buildings dropped comfortably into Steve's grasp. Despite the pain being received by the blowtorch, I had just managed to stop a first road-crossing assault with a series of lateral shots from my left front line – note that `stop' is a bit of an over exaggeration as from about five -1 and -2 shots I had ultimately only managed to pin three of Steve's squads, but it at least did delay them for a turn.

So Turn 4 was the critical one – Steve realizing the need to press on tried to reposition his 10-2 and death stack when I got the HUGE result of the game: my sniper in its only attack of the game nailed the 10-2 through the eyes (of course), and this also saw the end of the HMG for the rest of the game too. At this point Steve had only lost the single Sig 1 Bis and a measly half-squad so this was huge for me. However, he still had a lot of his infantry left and two of the three AGs, and he pressed on with grim determination. I continued to be my horrible rolling self when it came to Ambush and CC where overall I lost two ambushes, and came out the wrong side of five of the CC attempts made and with no wins of my own. Steve was also shrugging off numerous Residual Fire 1 and 2 -1 attacks with aplomb. All of a sudden, my front left defense had gone down in a welter of hand-grenades and rifle butts and it was looking grim again, but I was still just managing to keep Steve pinned back on my central right side.

In some careful Turn 6 maneuvering, I thought I had a safe place to run my 457, MMG and 8-1 back out of the LOS of Steve's last big 16FP stack – to my horror, I got snagged on a atom-thin LOS from another squad that actually nicked the shadow of a building and not the building itself (and Walter verified it – very tight) – of course I failed the 1MC for both of these from the lousy 4+1 shot from Steve's CX squad with a 10 and a 11 – disaster! To counter that and with a lot more thought, I saw a gap in Steve's lines and an opportunity to run a squad back to my old front line and reclaim a lost building. This was big as there was no in place to stop them and despite the nightmare of the thin LOS shot, I was a building back in credit. To really aid my last turn defense, I was able to rally a half-squad back for the only rally attempt I made in the entire game (and I managed to fate two of my own leaders and a half-squad!) – another big one as I was able to man one more of the backfield buildings to make Steve's job even harder.

The end game was looking to be very tense – I was looking at last turn CC fights in four buildings but in all of them I was likely to be outnumbered at least 2-1 against negative leadership, and as noted, my luck (ability?) in these situations is never good. Steve parked an AG on one of my guys, and tried the same trick on the diehards in the FBL. However, his luck failed him in other maneuvers where two squads got fatally pinned assault moving in the street – the odds in the final CCs were beginning to swing back a little.

He also hadn't realized the full implication of me still having a full squad MMC in my FBL – there was to be no advance in for a win here unless he could break me in Advancing Fire on a 16+3 attack and then force me to rout: unluckily he rolled and received PTC results which I passed. For the final CC round, Steve was in place to try and take three buildings from CC: I of course lost one completely (and this was the one in my favour where I had an immobilized Sig 1 Bis), but in the second, despite fluffing my 2-1 attack, I only received a CR result from the 1-2 in return (some luck!) and hence kept overall final building control of that one. The third one was a wash but even here I again failed with my attack, though I did survive the return.

So a French win in the last CC round of the last turn – the Germans came up shy by three buildings – the big game turners were the massive sniper attack, me sneaking the squad back to the front to reclaim a building and to put me back one building to credit, and Steve's misreading of the FBL entry requirements. We also had a situation in German move 7 where Steve missed declaring double time at the beginning of a squad's move, and hence was one hex short of claiming a building as he could only declare Late DT – during the rest of the game I would have let this go and let him re-take the move and claim the full double-time, but I felt I couldn't on this last turn game-making / breaking move as this was critical – ultimately, it didn't matter to the game result, but I hope this didn't sour it for you Steve and I really didn't mean to come across as a hard-ass on this one.

All in all, quite a good scenario and I can see why its borne so many playings on ROAR – its quite tight and will generally come down to the last turn in some desperate city fighting. Good use of the big guns is essential but with their fragile nature, restraint for use in the end-turn rush maybe a good plan.