Wednesday, May 10, 2006

AAR: A54 - The Raate Road

Bob Chandler

The Finns faced off against the Russians twice on Saturday. Both games went to the last turn.

I must admit...I felt pretty confident after my Finnish set up...almost feeling sorry for the frostbitten Russians...but then...how can you not feel confident playing the Finns?

Sure...the Russians had tanks, more troops than I could count, and artillery...but the Finns had skiis, stealth, winter camo...and...Self Rally.

With only 1 plowed road to move down, I felt Finnish resolve could carry the day...who cares how many Russians there are?

But what I didn't see during set up was:

How VERY LONG 13 turns...13 turns!!!...can be when facing such a numerically superior force...

George moved the Russian horde through the cover of the woods around the road and I had no choice but to give ground or be overwhelmed...he took the roadblock position with ease, cleared it with an efficient demolition crew using a Set DC, and put my Finns in danger of being surrounded.

The Finnish roadblock defense was in disarray with the Russian armor unleashed...only the Finns could have pulled off an organized withdrawal to new lines...some key rallies and some cross country skiing and we were ready for a new wave of Russian attacks...

George sent his Russians out of the woods both at us and around us...there's just too much ground to cover...too many Russians...and too few Finns...

Once again...with Commie tanks firing point blank and Russians throwing demo charges...my MG position went down and the line was in danger of collapse...

But fortunately...Russian maintenance was finally showing the effects of winter...and the lead tank platoon suddenly malf'ed ALL it's weapons...MGs and MAs on both tanks all disappeared in a turn. The Finns picked them off with the 20mm ATRs (1 manned by a hero) and managed to pull their HMG and MMG to new positions where they managed to hold back the Russians long enough for the win...

This one is definitely pro-Finn...don't let the Russian numbers fool you...but George kept the Russians in it until the last turn...not bad for a bunch of guys used to vacationing on the Black Sea coast. :)

The Russians probably need something other than a couple of squads for the balance provision...2 more don't really help when you already have so many...maybe a few more MGs or leaders instead.

Good game George!

Bob Chandler

Monday, May 08, 2006

AAR: ASL 115 - Huns Of Steel

Zeb Doyle

After my narrow escape from Schwoebel in With Tigers On Their Tails, I headed over to Casa Gerstenberg for some more ASL. Determined to make up for lost time wasted on work, I challenged him to do battle in ASL 115 Huns Of Steel. Eric Gerstenberg has a win streak going against me that's longer than I care to admit, so he was eager for another chance to slap me around.

Huns Of Steel is an interesting looking little scenario that takes advantage of the new AoO river overlay, and features a mixed group of 20 Hungarian squads on horses and motorcycles trying to snuff out a Russian bridgehead in 1942. The Hungarian infantry is assisted by three PzIVF2s, three LT 38s, and three Toldis, and get another two PzIVF2s, three PzIVF1s, and two Nimrods on turn three. All in all, it's a very nice armored force, but the Russians are a tough nut to crack, with 18 4-4-7s, 4x 4-2-6, and a 76L, which are later reinforced by some Lendlease Valentines and Stuarts on turn two and some T-34s on turn five.

As can be seen, the infantry forces are fairly even, which puts the pressure on the Hungarian tanks to carry the attack. The assault has nine turns to cross board 44, clear out the board 48 village, and then drive any Russians away from two bridges that cross the river overlay on board 43. The terrain is an interesting mix of woods and grain, with no real dominating features aside from the farm compound on board 43, which abuts one of the bridges and is sure to be the scene of heavy fighting.

Eric wanted to be the Russians and put together a defense with a small screening force in the forward board 48 village, a group of six or so squads covering a bridge on my right flank, and the remainder of the force packed into the farm compound, challenging me to come and dig him out. As I looked things over, I thought it might be a bit challenging for the Hungarians. The infantry forces are numerically so even it would be hard to take any real risks on the attack. Looking at the tank matchups, it seemed like a similar situation to With Tigers On Their Tail: the 75L tanks were the only weapons that could deal with the T-34s and had to be preserved at all costs for that task. The PzIVF1s and LT 38s are great anti-infantry weapons, but are outclassed to one degree or another by the Soviet armor and are absolutely dominated by the T-34s.

With all that in mind, I started my attack in splendid fashion and sent a wave of Hungarian cavalry galloping towards the enemy. The galloping units were careful to keep large amounts of grain between themselves and the Russians, however, and no meaningful fire was exchanged during the turn. During the next turn, I used a combination of Toldi VBM freeze and dismounted cavalry to clear the board 48 village, revealing a lot of dummies and a few conscripts who were promptly captured. During all this, the PzIVF2s were kept well to the rear, and all the Hungarian armor was moved with an eye towards denying the Russian 76L multiple targets. That didn't work so well, and the 'crash-boom' gun claimed two of the LT 38s, but at least I knew where it was and could avoid it.

As we started turn three, I felt like I was in pretty good shape. My 75L Panzers were all still intact, and I used them to lay down a pretty good smoke screen for my infantry to advance behind. The Mild Breeze really helped here, sending smoke drifting everywhere, and I pushed my troops forwards towards the farm compound without taking any real damage. Things changed in a hurry during the Russian turn three, when Eric rolled up some Gusts to erase the smoke screen I was so proud of and left my infantry caught in the open without cover. This was mildly annoying as it would really complicate my attack during my next turn.

I stopped worrying about my attack real fast after the Russian turn three PFPh though, and starting thinking about how best to retreat. Eric took advantage of my lack of smoke to really punish my infantry, with the first three rolls from his HMG being 2, 2, 3. The 76L joined the fun as well with a massive ROF tear, firing at a squad behind two grain hindrances and a wreck, double breaking him to death, and then smashing another squad that had thought he was safe in a wooden building behind two grain with a 24-2 4KIA CH. A 50mm MTR also rolled up a snake eye attack, and scored a K/1 on a squad, while the rest of the Soviet infantry also managed to land some telling blows. In DFPh, I managed some amoeba fire groups and tossed a few 24+3s at Eric, but couldn't break anybody. Under this withering fire, my attack faltered and fell back in a bloody shambles.

That really hurt, but as Eric helpfully pointed out, the Hungarians don't really need all that much infantry to win. If the Soviet armor can be taken out, the PzIVF1s and Nimrods can really dominate and push the Soviets away from the VC areas. I took this advice to heart, and decided to use my tanks to clear out the bridgehead on my right flank while my infantry rallied for another push on the farm compound. Things looked promising on the right, as six Russian squads were sitting in the open there, covered only by two Valentines. Eric had neglected to dig his troops foxholes, and they looked like overrun meat to me. Even better, my turn three reinforcements were moving up and would soon be able to join the fun.

So turn four started with an armored blitz against the rightmost bridgehead. This did not go as planned, with a Toldi immobilizing on startup, another Toldi malfing an MA during an overrun, and then an LT 38 malfing an MA and a CMG during another overrun. During all this, the Russians refused to break. Heaving a sigh, I brought my three precious 75L Panzers to duel Eric's two Valentines. I felt this was an acceptable risk; I outnumbered him 50% and had a net 11 TK against his net 4 TK. The first flurry of fire ended with a dead PzIV, two malfed PzIV MAs, and two intact Valentines.

This prompted a slight delay in my attack along with a flurry of redeployments. The PzIVF1s were dispatched to smother the farm compound in smoke to prevent the HMG from further tearing up my broken troops, the Nimrods were sent to face the Russian infantry by the rightmost bridgehead, and my last two 75L PzIVs went to deal with the pesky Valentines. This time things went a little better, and I was able to kill every Soviet man and vehicle in the area at the cost of a Nimrod, which boxcarred a startup roll, and a PzIV MA going from malfed to disabled.

Eric had been sitting watching all this, wisely refraining from doing anything too aggressive, and he continued this policy through turn five. As the T-34s entered, he brought them up behind some woods on the far side of the river, where they could cover the approaches to the compound but couldn't be seen by my 75Ls. A single Stuart maneuvered to cover their flank, and the rest of the Russians hunkered down to await the resumption of my attack. It wasn't long in coming.

At this point, the battered remnants of my infantry were finally back in good order and were ready to renew the assault. The bad news was that the Soviet troops now outnumbered me, were still in +3 TEM, and I had to cross open ground to get at them. It was vital that my PzIVF1s pave the way for them into the compound, but the T-34s were going to make that almost impossible. My only remaining hope lay in my two PzIVF2s with the 75L. With no time to waste, I maneuvered them out of LOS of the T-34s but towards the Stuart, hoping to kill him with BFF and at least distract the T-34s during their turn. This was a similar situation to my initial attack on the Valentines, since I had a 2:1 advantage and a net 13 TK against a net 5 TK. The outcome was all too similar as well, with one PzIV slain by a CH and the second malfing its MA...

That made things a little tougher, as I now had no working weapons that could do more than scratch the paint on the T-34s, but we decided to keep playing just to see what happened. During the Russian turn, my PzIVF1s made their presence felt, finally breaking the upper level HMG squad that had caused me so much grief, and really taking the pressure off my infantry. That was nice, but until the T-34s were dealt with, it would be impossible for the panzers to move up and be decisive. Eric's commissar gleefully slaughtered the broken HMG squad during my next rally phase, but that was fairly meaningless to me; my attention was fully focused on the repair rolls for my two remaining broken 75Ls.

I was lucky enough to find out my fate quickly: one became disabled and one managed to repair itself. Feeling like the game had slipped almost beyond my grasp, I sent the last functioning 75L on a quixotic charge towards the Stuart of Doom. Again, the plan was to kill the Stuart with BFF and prepare to harrass the out of LOS T-34s on the next turn, and again the result was not to my liking. As the PzIV pulled up six hexes away from the Stuart, Eric calmly fired and blew the tank into scrap. That smashed even the faintest hope of victory for me, and, unable to touch the T-34s, I threw in the towel.

I can't say that I got a very good feel for the scenario, considering how early I had to concede, but I think my approach was the correct one. Armies Of Oblivion has several meaty combined arms battles, and in every one of them the side that wins the tank battle will have a huge edge. That really seems to be especially true in Huns Of Steel, however, since the Hungarian PzIVs are such great anti-infantry tanks, and so much of the map is grain with no real cover. I think the key matchup is the PzIVF2s against the T-34s, but Eric did a great job early of making my tanks come to him and decisively won the armor battle. That really took any chance of victory away from me, for which he deserves congratulations. I don't even want to think about his win streak now!

For myself, I was left to return home and sulk. A few stats that came to mind on the drive back to my house: One weekend, two scenarios, and nine tanks that mattered. Of those nine, one died to a net 4 TK, two to a net 5 TK, and six malfunctioned their guns. Ugh!

Thanks for listening to my whining,

Zeb

AAR: ASL 117 - With Tigers On Their Tail

Zeb Doyle

Things had been extra crushingly busy at work lately, and I'd been forced to go a long time without an ASL fix. So, I was pretty excited when Matt Schwoebel dropped me an email saying he was looking for some action. As the weekend rolled round, I headed to his house with nothing but ASL on my mind. That changed quickly when I arrived and was offered my choice of five different beers along with a fantastic view of downtown Austin. Suddenly, I was lulled into complacency and just looking to relax after the long week. That was when 'Shark' Schwoebel sprung his trap and informed me we were playing ASL 117 With Tigers On Their Tail and he was taking the Russians.

Too dazed by his lavish hospitality to do anything but nod acceptance, I sat down and cast my eye over the scenario card. With Tigers On Their Tail is a 1944 fighting withdrawal writ large, with 18 Hungarians squads and a bewildering array of 14 Turans, Nimrods, and trucks fleeing across the wide open expanses of boards 50, 11, and 9. A few hill overlays and a pond tighten things up a bit, but for the most part the terrain is very wide open. A pair of Tigers gets the task of watching over the Hungarian retreat, and those big cats will be needed, as hot on the heels of the retreating Axis is a horde of Russians, with 23 squads and 29 vehicles, including 12 T-34s, entering over the first five turns of the eleven turn game. The Hungarians win by exiting at least 30 VP and exiting more than the Russians, so both sides are constantly faced, not just with the standard ASL decision of 'shoot or move,' but also whether to risk units in combat or try to save them as exit points.

Despite my daze from the beer and the view (both great!), a few things stood out. Whenever you play a scenario named after a unit in the game, it seems like that piece ends up playing a key role. Based off that, I figured the Tigers might be kind of important. As I looked closer, I realized those two tanks were supposed to hold off twelve T-34s over the course of the game. They would be reinforced by a StuG and a PzIVH, but those were the only Hungarian vehicles with any chance at holding back the T-34 swarm. Even in my befuddled state, I could tell that losing the Tigers meant losing the game.

With that in mind, I set the Tigers up on a hill overlay on the middle of board 11. I'd resolved to protect them with everything I had, and being hull down in a level three location seemed like a nice place for them to start. The remainder of my force entered from the north edge, and I sent the majority of my infantry down the left flank into the wooded hills of board 50. The StuG, PzIV, and Nimrod also entered here, to protect the rear and flanks of the vital Tigers. Everything else, including five assorted Turins and a smattering of infantry with an HMG and two 50mm MTRs, came in on the right flank and climbed the hills of board 9. The forces on both flanks tried to head for easily defensible chokepoints, while board 11, dominated by the Tigers, was left wide open in the middle.

It was then Russian turn one, and Schwoebel tried to keep the hospitality going by offering me another tasty beer, but couldn't completely restrain himself and started to gloat about how my entire defense centered on just two pieces and how crippled I'd be if anything went wrong with just one Tiger. Meanwhile, I was busy observing that the Russian challenge in this scenario is trying to keep pressure on the Hungarians with a force that enters in an rather piecemeal and ungainly fashion. Big mobile combined arms scenarios, especially fighting withdrawals, can be very challenging to play. Although that's true for both sides, the Hungarian ends the first turn with his entire force on board in any configuration he wants and with the Tigers dominating the map. The Russian has a vastly superior force, but has a far more difficult time coordinating it, and has to be very patient with it as his most powerful units don't enter until turns three and five.

This lack of coordination could be seen from turn one, when Schwoebel received four SU-76s, three T70s, and two M3A1 scoutcars with the inherent .50 cals. Certainly a nice force, but not one that can easily engage the more balanced Hungarian groups of both armor and infantry that exist at scenario start. Likewise, the turn two wave of sixteen 4-4-7s in trucks is a welcome addition to the battle, but comes with only three LMGs for long range fire. Somehow, the Soviet must pressure the Hungarian with these ungainly groups from turn one while also thinking longer term about how to link the streams of reinforcements into balanced battlegroups...all under the watchful eye of the Tigers.

Given the high complexity of the scenario, with different battlegroups trying to seize short term opportunities as they arise but also needing to coordinate with other units in the medium and long term, it was inevitable that we'd both make some mistakes. After the first two turns, a large mass of Soviet infantry had gathered on my left flank, but there weren't quite enough of them to do anything decisive on their own, and they were entirely without armor support. This really minimized their threat and made me quite optimistic that I could exit a good deal of my force while shutting Schwoebel out in that sector. On the right flank, however, I was kicking myself for not committing at least one 75L armed tank to the area. Schwoebel had sent all his T-70s and SU-76s to the area, and although the Tigers had claimed a few, the remaining Soviet AFVs really outclassed my Turans and were forcing me to give up ground at a rapid rate. In both areas, the player with the better balanced force was winning.

As turn three dawned, Schwoebel decided to throw caution to the wind and brought his first wave of T-34s directly at my Tigers. Elsewhere, the action also picked up, with Russians hurling themselves headlong at my retreating Hungarians. This ended up being a good thing for me. Backed by the PzIV and the StuG, the Tigers turned multiple T-34s into funeral pyres in the middle, while on the left the board 50 stream also became a deathtrap for the Russians. Here, Schwoebel's sizable but non-decisive amount of force was badly bloodied when I got several sneaky lines of sight and some very good rolls to really put the hurt on his troops. On the right side, the Soviets got a little overextended in their attempts to push AFVs forward out of LOS of the Tigers, and I was able to launch a quick counter-attack. There's nothing more helpless than an SU-76 in Bypass, and some fancy BFF took out several of them along with an M3A1 scoutcar. As we wrapped up turn four, I couldn't help but think that Matt was the most gracious host I'd ever met: great beer, great views, and great ASL.

This warm fuzzy feeling of complacency lasted until Russian turn five, when the last wave of T-34s entered the map. With the survivors of the first wave getting perilously close to my precious Tigers, the key moment of the game approached. My four guns capable of killing T-34s all had great shots and I had the opportunity to really cripple the Russians. Instead, my lead Tiger malfed its MA, sending Schwobel into full-on gloat mode. He pressed his sudden advantage well and forced my second Tiger into an Intensive Fire shot which only resulted in a Disabled MA. Later, when my PzIV also malfed his MA, I started rethinking just how good a host Schwoebel really was. I think the moral of the story here is always drink another man's beer but never use his dice...

As I was learning this bitter lesson, a true disaster developed in the center of the board. The StuG miraculously managed to cover the retreat of the Tigers, and even kill another T-34, but was then blasted into scrap along with the PzIV. When my malfed Tiger MA also became Disabled in the RPh, I was left with two Recalled Tigers and four Turans with a 10TK or worse to face the six remaining T-34s. Thanks to my three boxcars, I didn't have a single long range weapon left that could engage Schwoebel's armor. My pregame fears had all been realized and now I was faced with the worst-case scenario.

Thankfully, the fighting on the flanks had been going very well for me. I hadn't managed to meet the Hungarian challenge of keeping the Tigers alive as killing machines, but the Russian challenge of forming cohesive combined arms groups on the fly was proving equally difficult. On the left, my troops imitated Horatio at the board 50 bridge, with my two MMGs proving to be a big advantage over the unsupported Russian infantry. On the right, board 9 didn't have nearly as good a chokepoint, but I was able to kill the last SU-76 with a hail of MTR fire, freeing up my Turans. That really made life tough for the Soviet infantry, since the Turans are great at killing unarmored stuff. It's only the T-34s that give them problems in this scenario.

Schwoebel could see that as well as I could, and only paused to offer me another beer before sending his T-34s swarming across the map to bolster his stalled infantry. As we approached the end game, things got very interesting, with both sides weighing the damage each unit could do against the exit points it represented. The armor became even more important, as at this point only the tanks had the speed to maneuver to combat and then still exit. The infantry had to choose between fighting and running. Here, my smashing victory on the left flank really paid off, as I could left behind a relatively few blocking units and exit the vast majority of my force.

The T-34s were still the deciding factor, though, and Schwoebel used them well, swinging them over towards board 9 to break up the stalemate there. I had to get lucky to stay in the game, and Lady Luck ended up smiling on me quite a bit. Two T-34s en route to some protective infantry fell prey to very low-odds faust shots. Another effectively put itself out of the game with an failed ESB roll, and in a bit of payback, a T-34/85 Disabled its MA on a boxcarred Intensive Fire shot when I ran a Turan at it in desperation. All these improbable events were absolutely required to keep me in the game and left Schwoebel with only two T-34s to carry the day on the right flank.

In an impressive display of just how important combined arms are in the scenario, the two T-34s still managed to drive off my Turans and supporting infantry in double-quick time. This opened up some daylight for the board 9 Soviet infantry who piled into their trucks and headed down the road. With the time pressure now huge, we were both making agonizing 'fight-or-flight' decisions every turn. Amazingly, the game came down to turn 11, which saw a mass exodus off the south edge by both sides. In a moment of high drama, a lowly Hungarian 3-4-7 managed to get some resid on the road the Russian truck convoy had to take, and although the eight or so RFP attacks only managed to immobilize a single vehicle, it was a truck carrying a full squad and a 9-1 leader, giving the Hungarians the win.

It's impossible to dislike a scenario that ends like that, and the way Schwoebel was wining and dining me, I could have played Soldiers Of Destruction and had a great time. Trying to filter out my bias, though, I still think that With Tigers On Their Tail is a classic in the making. The mixture of a fighting withdrawal and a combined arms shoot-em-up is a very compelling combination. The VC really add to this, since every unit sacrificed is one less unit that can exit. The combination of all these various factors makes this scenario one of the more complex I've ever played as far as decision making goes and it's certainly a very 'advanced scenario' despite not straying out of the standard Chapters A-D.

The fact it is so complex makes me think it likely won't go the full 11 turns very often on initial playing. Instead, since the scenario rewards skill so much, I think the better player has a very good chance of building up a big lead early, and if neither side is very experienced, I feel the Tigers on the hill will win it for the Hungarians more often than not. It's also a major time commitment, as those 45 vehicles and 40 squads are all going to be making tough decisions each turn. Despite these hurdles, the reward is worth it, so look it over, formulate a plan, and give it a go. The experience will be well worth it, and think of the Major Johnson points you could score with this puppy at the tournament!

Finally, a huge thank you to Matt Schwoebel. In all seriousness, his hospitality was wonderful, he put up with me leaving in the middle to pick up someone at the airport, and he didn't complain at all at the end when the series of improbable PF shots stole away his win.

Thanks for reading,

Zeb

Tuesday, April 18, 2006

AAR: ASL 114 - Cautious Crusaders

Nick Drinkwater

Before I got my head handed to me in Dash To Mt. Croce at the last game day, I managed to get in a slighter meatier scenario against Allen 'It's good to be the' King. Earlier in the week, we'd settled on ASL 114 Cautious Crusaders, which looked to have a fun mix of zany early war Axis Minor Action. It had been far far too long since I'd last played Allen, so I was really looking forward to our game.

Cautious Crusaders is a pretty interesting scenario for a number of reasons. From a purely historical standpoint, it's one of the very few battles featuring the Slovakian army in Russia. From an ASL standpoint, both sides have 4-4-7 as their majority squad type, but the attacking Slovaks are actually outnumbered throughout the entire game, and both sides have a number of important decisions to make about when and where to give battle.

The Slovakians appear to be the more challenging side to play. Their twenty squads trickle in over the first third of the nine turn game, and crossing board 48 under fire and capturing a railway station (represented by a Factory) and six other multi-hex buildings from the Russians is no easy task. They do get five nice Czech tanks to help them, along with some truly terrible armored cars, and skillful use of these assets is the key to a Slovakian victory. They also receive some 70mm OBA, which, thanks to a mild breeze, is likely to be used as smoke to cover the advance.

The Soviets, meanwhile, get some 80mm OBA of their own and have the traditional Russian advantage of plenty of bodies to work with. Eleven 4-4-7s and six 4-2-6s start on map, with another eight 4-4-7s joining the fun on turn three. That gives the Soviets 25 squads in stone and wooden buildings against the 20 Slovakian squads coming through the open. The Russians also have an edge in that they start with a nice assortment of on-map SW, including a HMG and Lt. MTR, while the Slovaks have minimal non-inherent firepower, having to wait until turn three for a single MMG.

Despite all those advantages, the Soviets still have challenges of their own. Their first and worst problem is the set up restrictions. Two-thirds of their force is locked into setting up in buildings or foxholes on the forward map. This places the bulk of the Soviet force squarely clustered around the board 48 'crossroads of death,' which is impossible to defend, especially when you are facing superior armor.

This brings us to the second Soviet challenge, which is facing the Slovakian AFVs. Although the five Czech tanks aren't exactly Panthers, they do have 3/1 armor and 8 machine gun factors. The Slovaks also have three armored cars, which are a bit of a joke with 18 MP, red B11, no reverse movement or radios, but which still serve well for cutting rout paths or VBM freeze. Against these eight AFVs, the Soviets have two ATRs, an on-map 37L AT gun, and another 37L that gets towed onmap on turn two. Overall, the Slovakian can't go completely wild with his armor, but the tanks will certainly dominate large areas of the battlefield.

Along with the interesting match-ups between the opposing sides, there are also plenty of tough decisions to be made. The Soviets, with their numerical superiority, can try a very aggressive defense and take advantage of the Slovak staggered entries. Conversely, a quick retreat to board 49 is very hard to stop and has the advantage of preserving the Russian force for the end game. A choice must be made between defending the factory to the death and dispersing forces throughout the multi-hex buildings as well. Meanwhile, the Slovakian has to decide how hard to push with his initial six squads that enter on turn one, how aggressive to be with the tanks, and decide if it's better to go for capturing buildings or killing Russians during the early and mid-game.

Obviously, there's lots to think about in this scenario, and Allen and I had a pretty decent discussion about it ahead of time, even probing into minutia like the advantage the Slovakians have because their 4-4-7s ELR to 3-4-7s, not 4-2-6 conscripts. When it was all said and done, Allen decided to play the Communist hordes, and set up a fairly dispersed defense on board 48, with several units clustered around a level two hill overlay. Back on board 49, the key railway station was devoid of troops, but a large upper level stack with good LOS threatened HMG fire over a large section of the map.

Faced with this display of force, my first challenge was how to get my initial wave of troops onto the map. I had to enter two tanks, three armored cars, and six bicycle squads. After some thought, I abandoned the bicycles off-map as being impossible to use, and send my entire force in on the extreme left side, with lots of vehicular smoke being used. The advantage of this attack was that it let my six squads face just two of Allen's, and it threatened both the level two hill and the railway station.

This attack saw lots of my infantry break from hilltop MTR fire, but my tanks were able to clear out the opposition pretty quickly. The Slovak armor really paid off by not just breaking the Soviet squads, but also cutting their rout paths and forcing surrender. Killing off units for failure to rout is obviously an important ASL tactic, but it's even more vital in a scenario like this. As I pulled out the prisoner counters, I joked to Allen that since the scenario card describes the two sides as Slavic brothers, I was going to try and capture his entire force without killing a single Russian.

That approach actually worked well over the next few turns as the remainder of my troops entered the field of battle and engaged the Russian pickets. In several cases, Allen's conscripts failed MCs and Disrupted, and the few scattered 4-4-7s I ran into were quickly broken and captured as well. Even better, my initial push down the left side was able to capture the lightly defended railway station with relative ease, bagging me another platoon of Russian prisoners. The combination of point-blank machine gun fire from the tanks and the rout-cutting and VBM freezing of the armored cars was vital in accomplishing this, although one funny moment arose when a bypassing armored car had to spend several turns blocked in by Allen's OBA. You'd think someone would have figured out that driving in reverse could be a handy feature...

Despite my early success and my peaceful 'take prisoners' policy, Allen was still doing a great job of making my attack a slow, bloody process and his Slavs showed no compunction at killing my Slavs. Although the Soviets had taken heavier losses, they still outnumbered me, especially considering how many of my troops were tied down guarding prisoners. Worse, I'd lost three tanks to ATRs and OBA. Amusingly, Allen wasn't just satisfied with doing damage to my men; his artillery was tearing up the town too, with multiple buildings on fire and partially rubbled. This traditional Soviet scorched earth tactic was a lot of fun to watch, but didn't really help me with my next task: capturing the remaining six multi-hex buildings against a numerically superior force.

Once again, it was the AFVs that would have to carry me to victory. At this point I caught a big break when my infantry stumbled over the Soviet AT gun. It was in a spot with decent LOS and I'd luckily never moved a tank near it. Now it was caught without infantry support and quickly overrun. That left Allen with a single AT gun, but I knew where it was, and could afford to be very aggressive with my remaining armor. Over the next few turns, I repeated my earlier tactics, using the tanks as hammers to break up the Soviet infantry, while the armored cars cut rout paths and (more importantly at this stage) made it really tough for Allen to shift his troops from building to building.

It had been a close game throughout, and things only got more intense as we moved towards the final turn. I think board 49 really does a nice job of capturing the transition from rural to urban terrain, and that transition was captured in the fighting, with the fray devolving into a series of point-blank attacks and close combats. The same basic challenges we'd faced in the early game still applied, with the Soviet struggling to bring his numbers to bear, and the Slovakian working hard to obtain a series of local superiorities, but every unit and every move took on an increasing importance.

It ended up being an extremely chaotic and tense end-game, with both sides leaving victory buildings empty while enemy squads lurked just across the street. The difference was that Allen just couldn't get his troops where he needed them; I was forced to leave my buildings empty because I just didn't have the manpower to both garrison them and attack. In the end, I was able to slip some squads around a flank to grab some more buildings, and ambushed and killed a very pesky 10-0, 4-4-7, HMG combo that had survived four or five 16+3 attacks. That lucky CC got me another building and freed up my tanks to interdict the roads even further.

Allen still had a very good chance at a turn eight counter-attack, but played a bit too conservatively and instead massed his troops for a huge turn nine onslaught. By that point, I was able to use my superior maneuverability to establish at least a tenuous garrison in each of my captured buildings, and that made the last-ditch Russian offensive a very long shot indeed. It's amazing how much more difficult a multi-hex building becomes to capture when even a 7-0 is in it! Allen made a good try of it, and I was forced to actually kill a good deal of the Soviets, but in the end I had the win with a building or two to spare.

It was a really great game, and I want to thank Allen for a fantastic time. There's very little that's more satisfying than discussing a scenario, playing it out, and having it go down to the last turn with good play on both sides. As far as the scenario goes, Cautious Crusaders offers an interesting situation where both sides have tough decisions and lots of options throughout, and the feel really changes as you shift from board 48 to board 49. I'm pretty terrible at judging balance, especially after a single playing, but I'm sure some people will give the edge to the Russians since they have the edge in numbers and terrain and that may be the case.

Ultimately, though, I think that as long as the Slovakian player is very comfortable with armor, it's gonna be a fun fight for both sides and that's all that really matters. In the end, Cautious Crusaders is a meaty scenario that really lets both sides try different things (build a factory festung, backed by the AT guns and OBA, or disperse?), and things like that are more important to me than ensuring it's exactly balanced 50/50. I'd rate the scenario pretty high. Thanks to Allen for another great ASL experience, congratulations to the designer, and thanks to you for reading,

Zeb

Friday, April 07, 2006

AAR: DB051 - Dash For Mt. Croce

Zeb Doyle

Towards the end of the April game day, Eric and I found ourselves looking around for a quick playing scenario and found the perfect solution in the latest edition of the excellent Dispatches From the Bunker. The scenario that jumped out at us, DB051 Dash For Mount Croce, has four German 4-6-8s and two 2-4-8s, with 4 dummies, a 9-2, 8-1, Lt. MTR, MMG, and LMG, positioned in the board 12 village, trying to keep fourteen American 6-6-6s and 4 assorted leaders from entering on one side and exiting 17 EVP off the other side. Sounds easy for the Americans, but there's a slight catch in that the game is only 3.5 turns long. The scenario title is pretty apt, as the Americans have to treat this more as a race than a fight.

Eric thought that would be a cool challenge, and took the attackers. I set up an uninspired defence, with a screen of four half squads mixed with dummies across the front and the 9-2/4-6-8/MMG and 4-6-8/LMG in level two locations with good LOS further back. The last 4-6-8 was given the MTR and sent to cover the left flank, which was somewhat more wooded than the rest of the map.

The game started with a swarm of American halfsquads entering on my right flank and pushing hard through the graveyard there. I tried for a judicious use of fire, with an eye towards leaving residual in key hexes. The Americans didn't like being shot at, with one HS falling to a K/ attack, another boxcarring his MC, and the rest ELRing when hit. When a few full squads ventured on the map, they were treated in similar rough fashion and sent packing to the rear. The poor start caused Eric to move rather more cautiously with the main body of the force, and several large stacks of Americans assault moved onto the board, maintaining concealment. The only advancing fire shot was an 8+2 NMC on my 4-6-8/LMG which broke him, opening up my right flank to the advancing waves of Americans.

My turn consisted of skulking, and so the first turn played out in very speedy fashion. Turn two dawned for Eric, and he commenced by rallying the troops I'd broken the previous turn. During this phase, two heroes were generated and the spawning squads battle hardened, going some way towards offsetting the ELR failures earlier. The rest of turn two was devoted to clearing out my forward screen of halfsquads. Since Eric hadn't been very agressive overall in the first turn, my dummies were still around and did a good job distracting the 6-6-6s from completely wrecking my real troops. Despite that, two of my halfsquads were surrounded, shot up, and destroyed. Even worse was an 8+3 AFPH shot that broke my 9-2 on an NMC, forcing him to rout away from the key level two machine gun nest.

Again, my turn flew past in a matter of a minute or two, although it did last long enough for me to self rally the 4-6-8/LMG and boxcar the 9-2 self-rally attempt thereby killing him. The dice gods giveth and the dice gods taketh away. The whole thing left me a little sad, but not as sad as Eric when turn three started and he realized he had but two movement phases left to win the game. This epiphany precipitated a mad dash towards the far board edge, allowing me multiple -2 shots with my remaining troops. Although I lost another HS on an FPF shot, I was able to do lots of damage to the American force, with the 6ML really taking its toll on Eric's troops. Importantly, I was able to break every American that ventured ADJACENT to my units except for the two newly-minted heroes. Engaging in CC was not something I had any interest in!

At this point, we stopped for a quick tally of the VP. With one German and one American turn left, Eric had 21 EVP in range of the board edge and needed to get off 17 for a win. To stop all those 6-6-6s running though the open, I still had my MMG squad, my MTR squad, my LMG squad, and a HS. It was obviously going to be tough for Eric, so he decided to gamble and advanced his heroes into my adjacent units for some CC. The first hero killed my HS without even dying himself, and although the second hero perished in the attempt, he also managed to annilate his target, my 4-6-8/LMG, which really hurt.

Now I was down to my 4-6-8/MMG and the 4-6-8/MTR, who was slightly out of position. I prep fired the MMG at a stack of Americans, and managed to break a 7-0 and a HS. That left Eric with just 18 possible EVP left. Luckily for me, all the big American kill stacks were out of LOS of my MMG, so the only unit that had to worry about taking fire was the MTR squad. I opted to be cautious and AM him into position to shut down the last ditch American dash on turn four. The move brought him into LOS of a single 6-6-6/BAZ, who fired through an orchard into a stone building and scored a CH with the BAZ on my squad. The 16-3 left a broken 2-4-7 behind, and a single good order German squad on the entire map!

The end game now came into focus with something of a ruthless simplicity. No American squad could afford to prep fire, risk throwing smoke, or do anything else other than run for the map edge and hope for the best. As for my part, I simply had to hit one of the many targets running through the open and hope the 6ML unit would break or even pin. Eric started the exodus with a lone 6-6-6. I opted to fire the MMG only at him. The 4-2 would likely suffice, and if there was a fluke HOB MC or a high roll on my part, I wanted another shot...just in case. The remaining American hero would have been more than happy to run adjacent and block off any German chances at SFF if I did fire everything and the target somehow survived. With all that running through my head, I rolled the 4-2, commenting "This is for the game!" The roll was a double five: cower, no effect, and the game really was over, as the Americans marched off the map in peace.

Congratulations to Eric for the win. After a tough string of dice at the start, he did all the little things he needed to do for victory, using the American advantages of Assault Fire and CC to clear out my troops in rapid fashion. The scenario, while tiny in size, was actually more fun than I had anticipated. Both sides get just enough to work with that there are meaningful decisions being made each turn. I'd place it in the same category as J98 Lendlease Attack: it's actually a lot of fun for its size and a good learning scenario, but I don't plan to play it again. Incidently, Dash For Mt. Croce is likely a good scenario as well for anyone looking to work on their end game. Every turn I played, I felt like I was making the decisions I normally make at the end of a close but larger scenario. I have to tip my hat both to Eric for the thrills and chills of the game and to the Bunker guys for putting out such consistantly interesting scenarios.

Thanks for reading,

Zeb

Wednesday, March 22, 2006

AAR: U9 - A Belated Christmas

Nick Drinkwater

This one is more of a proto-AAR as we wrapped up after a couple of turns due to time issues and also confusion over what was intended by the VC – yes, it's another example of the "Curse of the Dreaded And / Or" statement!!!

This was the game I sort'a, kind'a played at Owlcon – my opponent was Clint Howell, and after aborting this game, we re-convened the next morning to play Guerra en le Selva where I diced the crap out of him. In hindsight, and after a late start due to a visit to the House of Pies for some corned beef hash and some eggs, we were never going to get this one completed in the time allotted, so we played out a couple more turns of "what ifs" to see what could have happened, then called it quits.

Anyway, this actually has the makings of a fun and quirky scenario – this is an ASL remake of one that I think first appeared way, way back as part of GI Anvil of Victor so this is real walk down memory lane. Yes, this is the one where all the gliders loaded to the gills with supplies try to reinforce the surrounded 101st Airborne in the woods just outside of Bastogne – the gliders try to land on Board 4, between a force of late war 2nd line Germans on the hills of board 2 and a tough bunch of US paras in the woods of Board 5. The scenario seems to be designed to actually act like a game of rugby, where the two sides line up on each side of the playing field ready to dash out and struggle with each other in the open ground for possession of, in this case, 18 rugby balls (gliders). The gliders land over three turns in three waves of six. Their landing hexrow is determined randomly by pulling out drift counters (on the back of the big assault boats - we now know this after a lot of hunting), but their ILH hex-number can be determined by the US flayer evasion etc is measured from that hex. Now they're supposed to Land on Board 4 which of course we're all hugely familiar with as being the open, farmy one – well, actually there are a lot of small isolated woods and small isolated buildings on there all doing their small isolated thing and these can all play havoc with your approach run with gliders. Obviously, the American wants the gliders to land more on his side of Board 4 than the German half and this did indeed happen as he can choose the ILH, but despite this the Germans do have options and it was just interesting playing out the landing phases to see where they all end up.

I won't go into all the details of which side has which weapons, squads etc – suffice it to say that for the purposes of AA fire, the German gets a single 6FP IFE AA 20L Gun, an HMG with a 9-2 leader and the AA MG capability of two halftracks. With a glider "star" number of 1 and a one loss of ROF for AA fire, my defense fire against the gliders was pretty pathetic – the best weapon is the HMG with the leader which does have the potential to shoot gliders down (something like a 7 after mods with a ROF of 2), while the AA Gun is a 5. We played all three turns of the glider landings to see what happened, and I shot one down and caused two others to crash into woods, but with little to no ROF, so I was probably a little below par on the shooting – I guess overall, you would probably want to bag between 3- 5 gliders leaving between 13-15 to actually land. Some of these will definitely end up pretty safe far enough behind the US lines to be too far out of reach for the germans (although the US will need to watch out for any long-shot hail marys by lone half-tracks into the end-zone to try and steal the odd, more isolated glider). Overall though, the game is probably going to come down to a struggle for 4-5 gliders in the middle of No-Mans-Land.

The setup is important – I missed a trick with the Germans and put all my efforts (and LMGs) into going with the Level 0 ground forces (lots of 447s and a few 548s) ready for the dash to the middle for the big scrum, and not put any of the LMGs on Level 2. As a result, the US were able to aggressively march all their squads (approx 12? 747s or so I think) out into No Mans Land with impunity much further than I had intended, as I had little left that could take advantage of even the long-range 1FP -1 and -2 shots being offered. Hence they were able to claim much more yardage in Turn 1 than I was happy with and the majority of the gliders landed in the protective cordon they quickly set up over the eastern 2/3rds of Board 4. Then we both re- read the VC and realized that *AS WRITTEN*, to win, the Americans have to control 18 VP worth of gliders (2 VP per undamaged glider, 1 for damaged) and / or have at least twice as many good order squads on board 4 as the Germans. Now, I'm English and I speak the queen's English, and no matter what *AS WRITTEN* literally means that the Americans must achieve BOTH parts of the VC to win (this is the AND part of the infamous "and/or" qualifier). Clint and TD Walt both agreed, though I consulted with Zeb Doyle as well afterwards and he explained the true intent. Anyway, as a result of the VC as they are currently written, all the Germans have to do is stay holed up on the hills, take long range potshots at the US with the HMG and keep the casualties within reason and stay below the 2:1 loss ratio and the Germans can't lose – I did this for a turn, eliminating two 747s in a wood with a brutal -2 ROF streak and it was clear the writing was on the wall. This was after Clint's 60mm mortar had X'ed out on its first shot. As it was, as the VC are written, the Americans have to deny both of the VC to the germans, and so they are going to have to come chasing the Germans over the open ground and still pull out some miraculous victory. AND yes, there is even a rule in the SSR about how the Germans can destroy gliders in CC to encourage them to come out of their foxholes, but I didn't need to go there.

The VC should actually read "To win, at game end, the US player can win in any of three ways: (a) control 18 VP of gliders, (b) have twice as many good order squads on Board 4 or (c) achieve both (a) and (b).

There. Nice and straight forward and impossible to beat with any rules finessing – achievement of (a) or (b) or (c) and the US wins. If none of those three are achieved, then the Germans win. Now then… that wasn't hard, was it?

So, give this one a spin if you fancy some totally unpredictable wackiness and fancy playing the ASL version of multi-ball rugby, but play with the VC listed above. I wouldn't mind giving it a spin some time, but it is a big one with a lot of squads each side and there are options to do lots of FTR options with the two halftracks. Ground snow is in effect but it doesn't really impact the game too much. The gliders are really easy to do and it is quite fun watching them crash into the trees.

Nick

Thursday, March 09, 2006

AOO Review

Zeb Doyle

Well, I finally received my copy of ASL's Holy Grail, and I thought I'd share my impressions for those who care.

When I saw AOO sitting on my doorstep, it generated a level of excitment equal only to my first purchase of Beyond Valor so long ago. At that time, I was able to buy the rulebook but then had to wait some time before I had the money to get Beyond Valor. The delay really built up my sense of anticipation and excitment, and the prolonged wait with AOO had generated similar feelings in me. So, as I tore open the packaging, I could feel vast new vistas of gaming spreading out before me, just like when I first broke the shrinkwrap on Beyond Valor. Then, as I greedily gazed over the contents of my AOO, the disappointment sunk in.

It was inevitable, I suppose. I've already seen and played scenarios on all the four maps contained within, the vast majority of the Axis infantry counters are quite familar, and the new rules and Chapter H notes can easily be integrated into my existing ASL knowledge. In short, I was completely missing the sense of magic and excitment that Beyond Valor provided me. It's one thing to open your first module marvelling over the myriad half-comprehended counters within and quite another to cast a jaded eye over a mixture of stuff you've already seen and stuff you can comprehend at a glance. The veil has been torn, an era has ended, the core ASL system is complete, and I'll never get a similar sense of wonder from ASL ever again.

Melodramatics and my inflated expectations aside, however, it must be admitted that AOO is a very solid core module, contains some pretty neat-looking stuff, and is a very satisfactory finish to the core ASL line. Contents include four nice maps most of you have probably seen already: board 48 (village crossroads), board 49 (rural board transitioning into urban), board 50 (big hill covered with woods and craigs), and board 51 (dense urban terrain). To add to the versitility of the maps, you also get three sheets of overlays, including hills and a very cool river. One minor complaint here; the three sheets could easily have fit more overlays on them. There's lots of wasted white space on the pages.

But enough of maps and overlays; every module has those. Let's move onto the things that make AOO unique: the complete Axis Minor order of battle. There's lots of interesting stuff contained here on six counter sheets. The core Axis Minor squads are unchanged, although there are now a few more distinctions in the nationality characteristics. The Romanians and Bugarians also now have access to a 5-3-7 squad, and the Romanians actually get access to ATMMs in 7/43, months ahead of the Germans! The Hungarians, meanwhile, not being turncoat traitors, get spiffy two-tone counters with German grey around the outside and Axis green on the inside. This, ironically, makes them look rather turncoatish.

It's in the Chapter H notes that things get really interesting. As you'd expect from the Axis Minors, there's a crazy assortment of different weapons from a variety of different origins and some very novel design ideas. My personal favorites are counters for the British OQF 4.5 inch howitzers that were captured at Dunkirk and then pawned off on the Romanians in 1943 and a Skoda infantry gun with interchangable 37mm AP and 75mm HE barrels. Apparently, the crew would simply change to the appropriate barrel depending on the target at any given moment. Given the level of detail lavished on most counters, it's a shame MMP went with generic light, medium, and heavy trucks. They could easily have spared us more Sturmtiger counters (I think we have more counters than scenarios to use them in now) and used the space to give us more interesting trucks. Again, though, this is a minor complaint; overall the Chapter H notes are amazingly detailed and very educational to read over.

Moving on the the scenarios, of which there are eleven, AOO does a good job of using all the new boards and counters. I haven't played a single one of these yet, but just based off the card and in chronological order we have:

Balkan Sideshow: 4/13/41, looks like a Hungarian river crossing against Yugoslavians. Ten turns, has cavalry, a Toldi I, some Csaba armored cars, and roughly forty total squads.

Out Of Cowardice: 4/13/41. More Hungarians thrashing the Yugoslavians, with the support of more Toldis and Csabas. Six turns, 25 or so total squads, this is the smallest scenario in the pack by far.

Liberating Bessarabia: 7/5/41: Romanians attacking Russians in an urban setting. Eight turns, 25 total squads, and a bit of an armor battle with both sides getting some tanks. Another smaller scenario, as far as this pack goes.

Cautious Crusaders: 7/23/41: Slovakians making a rare and brief visit to Russia. Nine turns, 45 squads, bicycle troops, OBA, and a brutal battle for a railway station make this one look fun.

Huns Of Steel: 7/18/42: Hungarians, as you'd guess, trying to smash a Russian bridgehead. Nine turns, 38 total squads, and what looks like a pretty nifty armor battle, with some Panzer IVF2s up against Valentines and Stuarts. Cavalry and motorcycles also involved.

The Sixth Blow: 7/12/44. The Russians are now on the attack, aided by some partisans, and are up against Hungarian cavalry and a very tough bunch of Germans. Nine turns, 48 or so squads. Looks way cool, with Panthers and SU-85s slugging it out, while the Hungarian Csaba (yes, the same exact ATR armed model used in the 1941 scenario to overrun Yugoslavians!) goes running for a flank shot....or maybe just running.

With Tigers On Their Tail: 7/23/44. More attacking Russians, this time chasing down some Hungarians who get some Tigers to cover their retreat. Eleven turns, forty total squads, seems interesting. Fighting retreats are always fun to play.

Downsizing The Uprising: 9/9/44. Germans trying to hold off some restless Slovakians. Nine turns, 52 total squads, and finally the answer to the question that has plagued ASLers for decades: if a big group of 3-4-7s and 3-3-7s attacked a big group of 4-3-6s, who would win?

Ancient Feud: 10/11/44. Romanians attacking Hungarians in an attempt to grab territory for the post-war era. Eight turns, 28 squads, and a fun looking armor battle that has never before seen matchups of tanks with crazy names like the 40M Turan I (r) facing down the TACAM R-2 (f).

Return To Sender: 10/14/44. A big group of German-trained Bulgarians turn their rifles (and 105mm OBA) on a group of the SS Prinz Eugen Division. Ten turns, 44 squads, 88Ls trying to retreat from Ploesti, and six PzIVs in the hands of the Bulgarians make this one look very fun.

End Station Budapest: 1/1/5/45. Hungarians and Romanians face off one last time. Ten turns, 54 squads, all engaged in a dense urban slugfest.

That's it for the scenarios. I'd be remiss if I didn't mention that the package also comes with some replacement counters for past errata and some new rules pages. These cover Human Waves, Bicycles, and Platoon Movement. This last topic, as anyone else on the ASLML knows, has the potential to end Western Civilization as we know it, but I'm still very happy MMP put out some better platoon rules.

Overall, AOO is a module very well worth getting. There are five scenarios I really want to play (a high ratio for me), some important rules changes, a really high-quality addition to Chapter H, and lots and lots of new tanks and guns and toys. The boards are also of high quality and have already inspired some good scenarios. All in all, AOO was worth the wait. I'm still never going to get that Beyond Valor ASL feeling again though!

Thanks for reading,

Zeb

Monday, February 27, 2006

AAR: J98 - Lend-lease Attack

Zeb Doyle

After Eric and I finished up Bridgehead On The Berezina, it was still raining, so we cast about for another scenario to play. Time was running short, so we decided on J98 Lend-lease Attack, which looked like it played fast and would keep our Operation Bagration theme going. The scenario is 5.5 turns, and features two Tigers and 3.5x 4-6-7s trying to hold off 4.5x truck mounted 4-5-8s, two SU-85s, and four gyro'd Shermans. The Russians win by scoring 28 CVP/EVP, and the action all takes place on boards 4 and 19.

As can be seen, the terrain is fairly wide open, but with enough grain and hedges and clumps of trees to make things interesting. The armor battle comes down to the classic situation of the Tigers dominating at long range, but in an interesting twist, the Soviets rely more on technology than numbers to win, with the gyros being the difference between victory and defeat. The infantry, meanwhile, isn't quite a sideshow, but it's the tanks that will decide things.

As usual, Eric succumbed to the lure of the Tigers and set up a defense with one tank up front and the other back covering the exit area. The forward panzer was covered by plenty of infantry, and a HIP HS with a PSK also lurked out there somewhere. On the other hand, the Tigers weren't really covering each other very well, and so I decided to try and exploit that fact in my attack.

The Russians have to enter in two separated but balanced groups by SSR, and I sent the right-hand bunch racing down board 19 to go after the rear-most Tiger. On the left, my second group, covered by some trees, drove up to within a few hexes of the forward Tiger to threaten a swarm on turn two. I guess my attack was just what Eric expected, as he only did a minimal amount of defensive adjustment in his turn, with neither Tiger budging, although they did both go CE.

On my turn two, some fancy maneuvering brought the Shermans in the left-hand group into LOS of the rear Tiger. Eric spun the Tiger's CA two hexspines to face the Shermans, but would have needed a four to hit me and passed on the shot. My gyro'd Shermans, though, could get the Tiger on a seven, and just for kicks tried a few HE shots on the exposed crew. I ended up with one hit, which ended up being an NMC, and the 9ML Tiger promptly failed it...

That unlikely turn of events allowed my right-hand force to be very aggressive in their approach, and the Stunned Tiger quickly died to an SU-85 APCR shot through the rear. No crew got out, and that left me with 7 CVP and 19 EVP right next to the exit area. Obviously, things were looking dire for Eric at that point, but the closer he gets to losing, the better he plays. The remaining Tiger raced to the rear to try and cover the exit area, while the German infantry scrambled to both cover their panzer and block the Russian infantry from slipping off.

At this point, the scenario got a little gamey. The Tiger didn't have the MPs to actually get within LOS of the exit area in just one turn. That left me with 19 EVP of tanks that could just drive off untouched, meaning I'd only be two EVP or CVP short of a win. Since I also had two trucks and a 7-0/4-5-8 that could also exit that turn, I was able to maneuver with complete freedom with the rest of my force. Eric was compelled to hold his fire to deal with the trucks and exit-eligible infantry to avoid an instant loss. That let me get into great position with the rest of my infantry.

I decided to hold all my armor on the map as a threat, so my turn three ended with 19 EVP of Russian tanks still lurking near the exit area, but not actually off, one truck dead, one truck off, the rest of my armor pushing forward to also threaten to exit, and my infantry in really good position to take on Eric's troops. I did lose a Sherman to the HIP HS/PSK combo, but the HS ended up being out of position to threaten the rest of my armor, and I could live with the loss of a single tank at that point.

In Eric's turn, he tried again to cobble together a defense, but the early loss of the first Tiger had really unhinged things. Now, if the Germans weren't aggressive, I could easily exit enough to win, but aggressive German play would also lead to losses, giving me the CVP I need to win...Faced with this tough situation, Eric brought his Tiger up to cover the exit area and faced off against my two Shermans and the SU-85. All the tank fire in the turn was ineffective, and the situation would go to my turn four unchanged. Elsewhere, a German squad broke and was killed for FTR, bringing my CVP/EVP total to 10.

My turn four rolled around with lots of options for me to try and win that turn. Some lucky dice resulted in the Tiger getting smoked in, and then some more lucky dice from the rear SU-85 dropped another smoke round down, completely blocking all LOS for the Tiger. This allowed my remaining three Shermans to drive off, followed by much of my infantry, for a very anticlimactic win...

Overall, the scenario was amusing and it certainly fit the bill as a fast playing action. Eric made a tiny mistake in not setting up the Tigers to mutually support each other better, and I was able to get a lot of luck in exploiting the situation. As I mentioned, the scenario had a bit of a gamey feel to it, so I'm in no hurry to play it again, but it does seem like a great way to teach combined arms attack and tank tactics. In short, it's a reasonably fun scenario when you're pressed for time, but nothing to take too seriously. Assuming that's what the designer had in mind with it, he succeeded admirably. Thanks again to Eric for again fighting to the bitter end as I diced him twice in one day...

Thanks for reading,

Zeb

AAR: OB12 - Bridgehead On The Berezina

Zeb Doyle

When I woke up to pouring rain Saturday morning, I realized it was perfect ASL weather, and luckily for me, Eric was of the same opinion. We settled in for a long day of gaming and decided on OB12 Bridgehead On The Berezina. This scenario is from Chas Smith's Onslaught To Orsha, and features a very interesting combined arms river crossing by the Soviet towards the beginning of Operation Bagration.

To simulate this operation, the Russians get 8.5 turns to cross the board 40 river, clear out all German units on or adjacent to the road from the bridge to the map edge, and exit 24 VPs off the far edge of the map. The attack occurs in several stages, with only eight 3-2-8s and amphibious jeeps starting on map for the Russians. They later get a Guards company of 4-5-8s on turn three, two fighter-bombers that show up randomly on or after turn three, and finally, four lend lease Shermans on turn 6. All in all, it's a very impressive force, albeit one that's lacking in heavy weapons (LMGS and DCs are all the Soviets have).

The German force, meanwhile, is quite the opposite of the Soviets. Instead of the Russian 8ML Guards, the German defense is composed of SS Police Group von Gottberg. This group is composed of five 4-4-7 SS squads, an HMG and some foxholes, and is later reinforced on turn two by a Stuka and on turn three by eight more SS 4-4-7s and two MMGs. The German squads are definitely inferior to the Russians, but they get the advantage of the bridge choke-point and with the three machine guns to cover that key terrain, the crossing is sure to be tough.

Overall then, the Russians have 16 total squads, the four tanks, and the two aircraft against the 13 German squads and the Stuka. However, the Russian force trickles in over the course of the game, most of them are forced to cross the bridge, and there is only a small numerical superiority over the Germans. Finally, the VC are demanding, requiring the Russians to completely clear a long stretch of road and exit a meaningful percentage of their force.

All these elements combine into a very interesting scenario. The Germans have lots of interesting options with their set up, as they can try to cover the river against the amphibious jeeps, set up on the Russian side of the river to contest the approach of the reinforcing Guards, or just sit back and cover the bridge. Meanwhile, the Russians have to decide just how aggressive to be with their initial eight 3-2-8s in the amphibious attack, and how hard to push with the reinforcements.

As is his wont, Eric chose to play the Germans, and set up a defense largely centered on covering the bridge, but with the HMG back on the board 40 level two hill. He took a while setting up, and I started to joke that it didn't matter what he did with his troops; it would all come down to the planes anyway. The Stuka shows up on turn two and gets to really dominate until the Russian fighter bombers show up some time between turn three and turn seven. If the fighter bombers show up late, the Stuka basically gets to harrass the Russians all game long, but if it does get shot out of the sky on turn three, the shoe will be on the other foot. Six turns of getting strafed by 12FP and no Stuka to compensate will make for a long day for the von Gottberg group.

Finally, Eric finished setting up, and I was able to commence my attack. I think the Russian needs to be very patient in this one, with the amphibious force in particular being held as a threat once across the river. The dangers of being defeated in detail are too large to risk doing anything aggressive as the Russians until more reinforcements arrive. With that game plan in mind, I started the river crossing. Eric had set up pretty much letting me cross unopposed on my right side of the map. That was where I wanted to cross anyway, as it would give me better access to the dominating board 40 hill later in the game, so I plunked my counters down and drove the jeeps into the swirling waters of the Berezina.

Amphibious crossings, rumors to the contrary, are pretty simple as far as ASL rules go, and so things proceeded smoothly rules-wise. Despite my attempts at a cautious approach, Eric's HMG did get a shot at one of the jeeps and promptly sank it with a roll of a 4. The turn ended with the jeeps still in the river, but in position to land and unload on my turn two. The German turn sped by with only some minor redeployment occurring.

My turn two saw the arrival of the Stuka, which waited for the amphib jeeps to land and unload before launching a strafing run. The run blew up a jeep, pinned three of my 3-2-8s, and rolled a 12 on the last attack to malf the machine guns. That was a huge break for me, especially considering all my pregame fears of how the planes would interact, and really took away a key part of Eric's defense. The Stuka would later drop its bomb, but missed entirely with that, and quietly left the game having done absolutely nothing.

The loss of the Stuka let me enter my turn three Guards reinforcements a bit more aggressively than I had expected, although that pesky German HMG KIA'd a squad with a sneaky LOS and a 6-1 shot. I was still in good shape though going into the German half of turn three. Here, the reinforcing units of the von Gottberg force stormed onto the map, many reinforcing the units covering the bridge, and the rest climbing the hill to contest my 3-2-8 amphib force, which was working its way up the far side.

As we worked through turn four, the scenario was just as much fun as it looked on the card. The Russian Guards had worked their way down to the bridge, but the German heavy and medium machine guns made it death to try and cross. Meanwhile, a tense cat and mouse game reigned on the hill, with my 3-2-8s and a recombined 6-2-8 generally giving better than they got against Eric's 4-4-7s. At this point, it was all a battle for position while I waited for my planes and tanks to arrive.

The Russian fighter-bombers finally appeared on turn five, and the complexion of the game took an immediate change. In my half of the turn, I got lucky on the hill, firing into a Melee and breaking the German squad but not my 3-2-8, and managed to push Eric almost entirely off the hill. In his turn, the Russian fighter bombers came roaring in and ripped up a large part of the German force. The terrain on board 40 is fairly open for the most part, and my strafing attacks led to 12+1 and 12+2 attacks on six or so of Eric's squads. This left only a single MMG covering the bridge and a large stack of broken Germans cowering in the rear.

As turn six started, my four Shermans rolled onto the board, and the pressure really intensified for both sides. The Germans were really hurting and the tanks had the smoke and cover so vital for bridge crossing, but my amphib force had really accomplished all it could do by itself, and my main force had only four turns left to cross the bridge, clear out all the Germans, and exit. Despite Eric's vile luck with the Stuka, it was still anyone's game.

At this point, though, Lady Luck reared up and threw the Germans a devastating sucker punch. In the Rally Phase, a lowly German sergeant was trying to rally a DM stack of three squads and an 8-1. The 8-1 rolled snakes on his rally attempt, creating much excitement for Eric, but then went berserk. Turning to the whimpering platoon of policemen behind him, he imbued them with his steely resolve as well, and the entire stack of 8-1, 8-0, 3x 4-4-7 all ended up with a 10 ML. The increased broken ML of the SS actually ended up hurting Eric here, as he kept rolling just low enough to send his troopers over the edge. Worst of all, the Germans were now down to a single non-berserk leader, and he was over fighting the amphib force, well away from the main action.

My turn passed quickly, with the tanks getting into position, my Guards preparing to rush the bridge, and my 3-2-8s pushing the Germans completely off the hill. During Eric's turn six, his berserk war criminals stormed out of their stone building, singing the Horst Wessel song at the top of their voices. They were promptly met by a 12-2 point attack from a fighter bomber which resulted in a 2KIA which killed all five units on a brutal Random Selection roll...

That really took the heart out of the German defense, and left lots of broken SS with no leaders to rally them. In my turn seven, Eric rolled a 6 with a HS trying to recover the key HMG, which could have laid a fire-lane across the bridge. It was another huge piece of luck for me and my Russians were able to cross the bridge without a shot being fired. Once the 4-5-8s and tanks were loose among the battered and broken 4-4-7s, it was all over, and Eric had to concede on turn eight with no good order units left.

Overall, it was a very cool scenario despite the luck being so one-sided. Both sides get some fun toy and (more importantly) lots of options on how to use them. I'd recommend the scenario to anyone as a very unique bridge crossing situation. The amphibious jeeps really make things interesting while adding only a minimal amount of additional complexity. The swing factor with the random arrival of the Russian fighter bombers is pretty large as far as balance is concerned, but doesn't detract from the fun factor at all. Congratulations to Chas Smith for creating a very neat scenario that also does a great job of recreating the feel of the Soviet doctrine of the period. Thanks also to Eric for hanging in there and taking me to turn eight despite facing not one, but several crippling blows of fate.

Thanks for reading,

Zeb

AAR: SP94 Out of Order

Nick Drinkwater

German: Nick Drinkwater (ELR 5, SAN 4) Yugoslav Partisan: Tom Gillis (ELR 5, SAN 4)

A small part of Operation Rosselsprung involved the German capture and shutdown of Partisan telecoms centres - this scenario recreates one success part of this in which the SS paratroops and Croatian ground forces successfully cleaned out the fortified Post Office in the town of Drvar, only ultimately to fail in their overall attempt to capture or kill Tito.

Quirky things about this scenario is that for Turn 1, the SS have already infiltrated one corner of the Post Office with a 9-2, 658, DC and LMG on the ground level. They have 2 x 486s (non-SS) + LMG acting as an outside fire-base two hexes away before a force of Croatian (ELR 3) 4 x 447, 9-1 and 2 x LMG arrive on Turn 1 from the east to offer support. Then, reinforcements continue to trickle in (2 x 658, 8-1, DC, LMG in Turn 2 from the south) and a SS 838, 658, FT, DC and 9-1 in Turn 3 from the west. The Germans have to clear the multi-hex Post Office (large concrete building on one half of Board 22) of all Partisan MMC by the end of Turn 5.5, but of course, like most Schwerpunkt they are chasing the clock, especially with the slow infusion of the quality troops to the front line. The SS also came prepared for a tough urban fight: as they were issued with special small arms armour piercing bullets, they are able to fire up and down through ceilings at half FP to help dig out the tenacious defenders as a novel SSR (though we didn't need it).

Opposing this are 7 x 337, 4 x 527, 4 x LMG and 8 x?, with a 9-1, 8- 0 and 7-0 for leaders. As these are Tito's better-led troops, they are able to form multi-location fire-groups (unlike their impoverished Russian cousins). No quarter is in effect and both sides can declare HtH CC when they like. Setup means that the Partisans can setup within 2 hexes of the building, including directly on top of the infiltrating German team, but must do so with caution - as well as setting up first, the Germans also move first and hence shoot first and they already have a quite tasty team in the building - having concealed opponents doesn't really faze these bad boys. Finally, the Partisans receive the option of 7 building locations being fortified, but only 3 locations per level can be fortified so they must fortify upwards in either a 3-3-1 or 3-2-2 arrangement.

Understandably, Tom is wary of too many direct easy shots from the get-go, especially with the SS firepower available for me, and sets up and fortifies hexes primarily at the back of the Post Office (north side) for a last ditch hold out defense. However, my 9-2 group rolls snakes on its first attack and blows away a 337, even though they were concealed. Thus the tone of the game is set - I pretty much repeat this against a 527 in Turn 2 and I've barely got going. The Croatians slowly push on from the east and indulge in some long-range pot shots at a Level 2 stack that doesn't achieve much, but they are merely stalling and distracting while my two reinforcement groups wait to come on. I lose a couple of Croatians to breaks and the Croatian leader wounds, but generally things are going well, and a 468 pushes on into the core of the building while the 9-2 group advance up to Level 1. The dice are pretty horrible to Tom as he rolls consecutive two twelves and an 11 on big firepower attacks against the Croatians which they shrug off, also breaking the Partisan LMGs. In addition, he jumps my probing 468 with a concealed 337, but unfortunately gacks the ambush (-3) (rolls a 6) and then fails to kill me in HTH CC either. I reinforce the melee with a Croatian and eventually kill the 337. Tom almost catches out my Flamethrower stack out with a great long LOS 2-3 shot, but I just come through effectively unscathed. By Turn 4, I have broken the last frontal protecting squad and start to flood into the building - now is time to use the big guns...firstly a DC breaches a hole in one FBL, but does no damage to the squad inside, and then my FT gives up on the first shot (what a surprise), but with devastating advancing fire and more badly gacked Defensive fire (including a key failed FPF long odds shot) by Tom, I kill 4 more squads for FTR. The end game comes down to me surrounding Tom's last upper-level encircled stack in one corner of the building with nowhere to go (no stairway to escape), and despite surviving with a roll of 5 and 3 against an adjacent 24+1, goes down to the next 36+3 in my prep fire.

This is possibly a slightly tough scenario on the Partisans, especially with better than average rolling from the Germans - I rolled cars three times but two were on Wind Change die-rolls! Once the SS get rolling, they are actually fairly unstoppable and my boys' toys didn't even do very much either. Like all small games, a lucky roll from a sniper can do damage, but even with a SAN of 4 for both us, nothing major came of this. Perhaps if Tom had been a bit luckier with knocking off the Croatians early before they could become a nuisance, but even those guys are tough hombres as far as Croatians go. Anyway, we both liked this as a nice quick warm-up infantry scenario and would recommend it - ROAR has it 70% to the Partisans, but this seems odd and I wonder how much of this is to the inability of the Germans to chase down some annoying h/s at game end.

Even better, we finished up at the House of Pies where Tom introduced my to "Pie a la Mode" - unbelievably people were still lining up to get in at 11.47pm - having tasted the pie, I can see why!

Nick Drinkwater

Friday, February 24, 2006

Owlcon 06 Pictures


A snapshot of the gaming around us


Chris Buehler, deep in thought


Chris ponders his next move


Clint Howell


Clint In Action


David Stanaway


Doyle Motes and Ken Havlinek in Ace In The Hole


Doyle, Clint, and Mike Reed


My Brits push into the village in Down The Manipur Road


Nick Drinkwater, Tom, and the back of Stephane


Nick Drinkwater


The Mighty Tourney Director Flaunting His Power


Tom Gillis, looking very confident about his chances


Walter and Chris Buehler


Walter & Nick demoing the ASL Starter Kit

AAR: SP43 Deadeye Smoyer

Nick Drinkwater

German: Nick Drinkwater (ELR 2, SAN 4) American: Stephane Graciet (ELR 4, SAN 3)

As a bit of light relief, Stephane and myself played a quickie from the fourth SP pack, the first venture into these scenarios for both of us. This was a midweek 4 hour maximum game, so 4.5 turns of rounding up pathetic late war second line and conscript germans by an elite mobile American battle group in war-torn Cologne looked quite fun. Some of you are probably familiar with some quite famous photographs in which a Panther standing guard by Cologne cathedral has just toasted a Sherman - let's see if we can repeat history!

This is a short and sharp firefight in which the US has to control one large multi-level stone complex (the "town hall") across the town square from the monster Board 45 mega-building which in this case represents the cathedral in the centre of the city. The Germans are everything you'd expect at this point in the war - a bunch of part- timers who are more interested in saving their skins than any real last ditch defiance and will almost certainly melt away in front of a very efficient US scouting force. To reflect this, I get 3 x 447, 3 x 436, an 8-1, an 7-0, a MMG, a LMG, a PsK and a Panther (more anon) to take on an at- start Sherman (with 76L), 7.5 x 667s, an 8-1, 8-0, MMG and a single Baz (from an M3 halftrack). The Americans get a certain degree of flexibility in their entry, effectively being allowed to come on any of 3 sides of the area that needs to be defended. In addition, they get an armour leader Pershing that comes on in turn 2 on any west edge hex. So, a couple of dummies go in outlying locations to try and give a hint of a threat, but most of the squads go in the main building office complex where they can dominate the main central plaza and also do a fallback for the last couple of turns. I do leave a 447 / LMG combo in an outlying building to watch over the eastern US entry area and try and speedbump things down a bit.

The big unknown for the US is where my Panther is - the other half of the VC mean I can win by having a LOS from the Panther at game end to 2 open-square hexes right under the nose of the cathedral, even if I lose the "town-hall". SSR means the Panther is able to setup HIP even in open ground, as long as it is accent to at least 1 wall. Keeping the Panther alive is obviously a key feature of the defense, so I put it in an obvious spot to dominate the town square and control the western approaches to the main VC buildings.

Stephane comes on hard from the eastern direct approach which is the least open for me to dominate, but sends 2.5 squads flanking in from the west. He tries a very VBM brave move with his M3 to force my 447/LMG to drop cover - bad move as it turns out as late-war germans are totally lethal in CC vs OT AFV even if they miss with the PF. Easy points. The smoke from the now burning HT actually helps me as Stephane gets into a bit of shooting match with my guys and now I'm at +5 with in-hex blaze smoke as well. All his other long-range fire and assault fire rolls high and the US waste a lot of ammo against dummies - always nice.

Turn 2 sees the entry of the other key US asset - the Pershing. Now mentally, I'm treating the hidden Panther like an HIP gun, but of course it's not, and it gets put on board as soon as anything has a LOS to it. Hmmm. The Pershing comes onto directly threaten me from my western flank: expecting it to go hull-down behind a wall, I am somewhat surprised when he barges through the wall and comes after me...I miss with the first shot, declare IF, need about a 5 or less to hit, roll a 4 (hull shot), need a 5 or less to destroy it, roll a 3. Scratch the non-shooting Pershing. Things really looking up! I carry on to machine gun the escaping crew (which could have been nasty for affecting later rout paths). Afterwards we realised that Stephane should have done the vehicle swarm and come at me with both tanks from opposite sides, but he became fixated by my AFV CC burners and continued to pop off shells at them when he should have been a movin'.

So two big slaps around the face for Stephane and we're only in Turn 2. Nice start. From then, Stephane grinds slowly on towards the Victory building - I am not optimally placed to stop this (rushed setup) and with the numerous walls on the edges of building hexes with copious smoke grenade potential, getting across the streets is not too hard for the US - I am reluctant to claim wall advantage as my troops are so weak (with +2 ELR) they need all the TEM help they can get - so I stay concealed in the buildings. My half-track-killing stars get wiped in a CC, and in T3 Stefan is in the building already. This is decision point for the panther - firstly I move it adjacent to the main building to try and interdict some of the US street crossing tricks. I even had a CH vs. a squad with the cannon, but the effects die-roll are pitiful and they shrug it off. At the same time, my very weak infantry are trying to juggle maintaining concealment with actually hurting the American but it's not going too well. The America is just shrugging off every attack I make. Then Stephane breaks my linchpin - my 8-1 leader and sends the 447 (with HMG) berserk with a cheap 8+2 - typical! All is going wrong and the main VC building is doomed to fall.

Facing imminent ruin and the threat posed by the Sherman + Bazooka tank-hunting combo, I decide to do something aggressive with the Panther. I send it on a Valkyrie death ride against 2 x 667 and a 9-1 leader in a road hex at the far southern end of the square - these guys had been busy murdering my berserkers so there was no CCRF for these boys who were fired out. Therefore the majesty of a 16-1 Overrun takes place - awesome! Then I roll the 11 and they don't even pin - classic ASK at its finest. Dumb move as I should have sent the tank back to skulk somewhere for the last gasp LOS to victory hex win, but think of the style points from an Overrun in a Panther baby! Anyway, I end in motion adjacent to Stephane's in-motion Sherman. A nice turn of events is that Stephane immolates himself with a back-blast from the bazooka and breaks the squad and the leader - yes! Finally, he tries to advance a bunch of MMC into the Panther's hex, but most fail their PAATC and the one that passes gets toasted by the Snoogie - oh yes, we had it all in this game....

So for the last German turn, all I need to do is get the tank out of the hotspot it is in and back down to the town square and I'm in great shape for the win. The bazooka team are DM, the other infantry at this end of the town is stranded and even the now-stopped Sherman is not guaranteed to kill me from behind, especially if I pop Smoke. But wait, what's this? Luck starting to abandon me again? Surely not. I fail to find and fire the SN so "No smoke for me" (you'll get it if you watch Seinfeld). OK - I can still pull this one out with luck. Then the DM 7-0 leader self-rallies on a 3, the DM bazooka-holding squad rally (roll a 4), find a bazooka shell and at 3 hex range, put one up the exhaust pipe of the Panther. To say I was gutted is an understatement.

I am completely resigned to losing now with just going through the motions of losing the "town-hall" building to endure. My last good order squad goes down in CC and all I'm left with is an unbroken 7-0 and a broken 436 on Level 1. We play it out - Stephane thinks to mop up, but this would still leave the unbroken SMC to deny building control to the US so he maneuvers several squads around to be able to take the prisoners (and chooses not to fire at them in the Advance Phase in case of freaky HOB results). This just leaves a single 7-0 to face a 13:1 CC at -1. I do dodge the ambush but am unable to ambush them back.

Last dice roll for the very uneven CC - only a 12 roll (letting me withdraw into the one unoccupied Level 1 hex) by Stephane can stop this one going to the good guys.

He rolls the dice: 12.

Priceless!

Another absolute nail-biter and for the second time in recent history, I deny Stephane Building control through the survival of an SMC. It doesn't get better than that. We actually worked out afterwards that he could have got an MMC in every hex to prevent that one, but not on this occasion. As always, Stephane was a total gent to play and took this massive kick in the crotch with dignity. I was totally ecstatic on the other hand!

This game had it all - crap troops, PF attempts, Panther overrun, successful ATMM CC vs vehicle, the Snoogie killing a squad in CC, self-immolation, successful IF to knock out the Pershing, CC withdrawal, huge last-ditch self rally attempts, Berserkers! But weirdly no snipers. Basically all the really fun things and why this game is just so damn cool to play!

Nick Drinkwater