Tuesday, May 26, 2009

AAR: ASL8 The Fugitives

... or A Very Long AAR for a Quite Long Game, complete with Pink Floyd allusion

Mark Carter

Russians: Mark Carter
Germans: Walter Eardley

At the beginning let me thank Nick for hosting a great day of gaming. The turn out from Austin was welcome as well so thanks for coming to town Eric, Matt and Zeb. It was a great time.

My opponent and mentor once again was Walter. Walter is a blast to play with and has been a terrific teacher in the games he has played with me. It takes a great deal of patience and I certainly thank him for it. In spite of the time this game took, we had a good time playing it and hope some of that fun comes through in the text of this AAR.

We played The Fugitives (ASL 8 from BV) and at nine turns it was indeed a long time.

The gist of the scenario is that it's the last few days of the war in Europe and the Russians are surrounding Berlin. Some of the German army is trying to breakout to the west to reach the Americans and British so that they don't fall into the arms of Ivan.

Their breakout is made difficult by more than the Russian fighters: they have to cross a canal by bridges that are on the roads to the west, and to make matters more dire, the streets are choked with building debris and humanity fleeing the war. According to the scenario, in the end, their armor rode up and over the bridges, running over the civilians cramming the roads. In terms of the game, this is reflected in reduced road movement rate which made for slow going. To make matters worse for the Germans, they are suffering from ammo shortage. The conditions are the Germans need to exit 33 VP off the west end of the game board by the end of their ninth turn. ROAR shows the game favored the Russians so Walter kindly gave them to me.

The length of time it took to play this is probably due to several reasons besides the number of turns. One of them, and not the least, was Walter teaching me about my options and DRMs and assisting me with some of my tactical options, however I did make my own calls. Other reasons for the time were the scenario is basically a fighting withdrawal delaying action for the Russians, followed by a stand off at the bridges on the canal. Coupled with the reduced road movement and the Germans dealing with concealed Russians with dummies in the eastern edge of the board added up to a game in this case of ten hours. (ROAR estimated time is 9.2 hours so we did ok)

The Russian 2nd Guards Tank Army set up on both sides of the canal with the eastern group consisting of five first line squads, one 8-1 leader, a medium and a light and six ? counters. Two groups can be HIP. On the western side of the canal, the Russians set up with three box-E squads, and four first line squads, a 8-0, a 7-0, a heavy and a light. To be set also is a 57LL with squad which of course can be emplaced and HIPed. Reinforcements with elites, a 9-1 leader a LMG, and happily a T-34 arrive on the west edge on turn five.

The German remnants of the Muencheberg Panzer Division come in during the first three turns along a choice of three road locations coming from the east. There are a total of 18 squads of first line, second line and conscript squads. They also have two halftracks, a StuGIII, a Pz IVJ, an armored car and three trucks. They also get three light MGs, two medium MGs and a lot of leaders. There were a 9-2, a 9-1, 2x 8-1, 3x 8-0 and 7-0.

At set up, the Russian player rubbles at the ground level six non-adjacent, buildings with second levels. Then at the beginning of play get to add two more rubble counters at ground level adjacent to those first six by die roll. This gives an amount of variety to the board and allows the Russian to try to block key road hexes with rubble.

In the first four turns it is pre-twilight and no FFMO is in effect with 1 TEM. Also for the first two turns, the Russian troops west of the bridge cannot move unless it is to rout.

Trying to climb all the way into the ASL full rules boat I must admit that I studied for this game over many days. I wanted to use this scenario as an opportunity understand the terrain I would see and how to deal with rubble, street fighting, firelanes, LOS with hedges and bridges and tank movement, and review of how to use concealment. I also worked hard to remember the lessons had by playing with Rick and John over the last few games to remember how to fight a withdrawal and maximize my use of concealment and then to set up a last line of defense at the bridges.

After all that time I felt that I knew were the Germans might go, and working on my defensive strategy, had worked out where to put the rubble to channel the Germans into my set up. A lot of work went into that. Guess what: I didn't know what I was doing; surprised?

Walter was kind enough to send me a note the night before the game asking if I had used my time wisely preparing and to remind me that rubble in a building location with a second level meant one with a stairwell and, oh, by the way, don't forget the orchard hexes have roads so the Gun can't be emplaced there.

DOH!! Ok, so all that work went down the drain at about 9pm the night before the game. `Second level building' equals three story building newbie! My rubble plans had to be totally changed. My selected Gun location was down the tubes as well. I told Walter I hadn't studied so much for anything since my college thermodynamics II class final and he suggested I go find a kegger instead. At the time, I totally agreed with him. I decided to just take one look at it in the morning, make the call and just go with it.

Ok, so finally we get to game day, Nick's, and the set up. I worked on shutting down the northern-most road as I felt the best approach for the Germans was the southern road anyway due to covering terrain and buildings with two bridges relatively close to each other. With a little encouragement I hoped he would stick with that plan and not venture to my poorly defended northern flank. I set up the LMG HIP in 20K2 wooden building, and the medium with 8-1 in 20G1 stone house. I spread out some dummies and my squads around while favoring real squads on the southern approach.

West of the canal I used what I hoped would be a bit more misdirection. On the second level of a church under concealment I had three counters which I hoped would look like a MG nest for my heavy due to the commanding LOS it had from that location. What I actually had there was a weak leader, a first line squad and the light. Just to be sure I put an elite in a house across the street next to the northern bridge exit hex figuring that once I could see the Germans commit to the southern route I could hustle him back to the fight.

Meanwhile I put my heavy with an 8-0 leader in 23 N9 to both watch out for a rush to the middle bridge and also to be able to lay down a firelane to one of the southern bridge exit hexes. The 57LL and its squad I emplaced and HIPed in the stone building in M8 pointing O8, which had a commanding LOS to the entrance hex of that same bridge which was directly lined up with the southern road.

The most effective strategy I did was totally unintended. Following the Plano storage label file on the Texas ASL site, my box of Germans was co-habitating with the gray Finns from BV3. "GAH! What are these, Italians??" Also one of my `Russian' leaders was a Partisan graphic (what do _I_ know?). This neophyte sloppiness turned out to be something Walter just could not bear to behold. To be fair, he was nice about it, but he was actually quite disgusted.

Fine teachers can be so long suffering and are worthy of our deepest respect.

The Germans entered with the first group first and so on through the first three turns. They came in the middle road and the southernmost road. The going was slow as they felt their way along, suspicious of the HIP units as my ? markers moved around in a spectral way skulking and shifting. (Thanks for the skulking lessons Johnny) My objective was to delay the Germans as long as possible. No need to fire until it was necessary.

A careless maneuver and a Russian squad was sighted and lost ? momentarily only to duck into the gloom of the trees behind another building in the twilight and regain ? at the end of the turn. The Germans saw a real Russian! – or was it? The cardboard squares actually looked and moved what looked like scared, furtively looking left, then right, then inching across the street as the ? just faded back into a new position like a mirage. This was a lot of fun I have to admit.

The AFVs hung back entering into these streets filled with panicked civilians and lined with dark stone houses – I had dropped the suggestion that I had been reading up on street fighting `accidentally' in an email the night before. Heh. The German crew in the StuG dug around for smoke and found none. A handmade counter with `no smoke' handwritten on a blank gray Finn counter was handed over as Walter set his jaw, but said nothing as he placed the abomination on the StuG. The turn counter moved on.

The Germans rightly surmised where a HIP unit `should' be and moved in closer. Fire waited until it was bumped by a HS. The LMG nest was discovered along with PBF. Resid on the road. Another group came across the road, SFF, and resid on the road. Stacks built adjacent preparing for the rush. FPF and resid on the road, and again. The piled up resid on all the road hexes at the bottleneck of the roads stopped all the trucks and a road jam formed. In the AFPh the squad was broken by a massive FG which placed encirclement on our brave comrades who routed through a small escape path to a last hideout in the trees. They were chased by a half track or two and some capturing squads bent upon harsh interrogation techniques. Defensives were compromised, but the brave men told no tales (due to distance and lack of LOS).

In the meantime, perhaps thinking the best fortifications were now on the northern road, a big juicy stack complete with squads, leaders, MGs jaunted down the southern road trying to make up some time. Too much to resist.

The MMG HIP hideout with the 8-1 opened up on the group FFNAM two hexes away on their side. One squad pinned. The rest escaped! "Nyet!" These poor Russian soldiers ran for the southern most bridge between the houses but a miraculous, snakey LOS nailed them in the back as they ran for their friends across the canal. They found their way into a building and were forced to rout upstairs as the enemy filled the ground floor. During this interchange a HOB leader came forward but was not able to prevent these brave men from going berserk and charging the fiends downstairs to a pitiful end.

Another marooned Russian squad had been expertly chased down to the woods in 23FF2 and was being surrounded by German conscripts.

Ok, now the sun is up so FFMO is back on, it's turn five and the men in gray, oops I mean blue, are intent in getting across the canal as they holed up behind the hedge in 20X1 eyeing the stone building directly across the bridge.

By now the Germans were fairly committed to the southern pair of bridges and the Russian troops manning the northern bridge were being hustled south to join the impeding fight carrying their LMG with them.

Also the T-34 entered the game and swung up the Russian right side and parked on the road at 23FF6 looking at 23EE5. This gave it LOS to the bridge entry hex BB4 as well as the enemy squads surrounding his comrades in the woods across the canal.

A massive mistake was made by the Russians then. A skulk maneuver was forgotten about for the defenders of the bridge in the stone building and wow did the Germans open up with a massive firepower shot on their DFPh. BOX CARS! Ammo shortage! Ouch. That was the most devastating blow to the Germans all game to that point. Random MG breakage and squad replacements. I seem to remember a yatzee in there somewhere, too.

German dice were exchanged for new ones as potential candidates were put through an elaborate and well thought through interview and audition process. The dice rolling box top from SK1 (another jinx) was moved to the other side of the board to change the luck for the Germans.

Turn Six: things get exciting.

On the southernmost bridge the armored car made a dash for it, crossing the BB5 bridge and racing for the west. A squad with a LMG in CC9 opened up with AP rounds and destroyed the car with a couple of well-timed low rolls. Scratch one AFV.

In preparation for an assault, the PzIVJ, which still had the potential for smoke was in 23W2 eyeing the potential for LOS from a Gun emplaced somewhere. Maybe the road along the canal was a risk? He looked around for smoke, and he found none either. Another handwritten `no smoke' on a gray counter was handed over for the PzIV.

The StuGIII with its own shameful Finn counter for `no smoke' had enough by this time and charged across the X3 bridge ignoring the LOS potential from the north and moved forward to the stone building and its defenders.

He was moving to X6: the famous sleaze freeze! "Walter, your not going to freeze my guys are you?" Reply: "You think??". The StuG did a bypass in the hex and stopped.

I revealed two Russian elite squads with a 9-1 "Partisan" (grrr) leader who helped one pass his PAATC. Reaction fire!

(Cue Pink Floyd:)

"Bleating and babbling we fell on his neck with a scream: Yeeah..hahahaha!!" More even better-timed low rolls. Scratch one StuG.

The PzIVJ said "that's about enough of that" and popped over the hedge onto W3 and turned and moved to enter the bridge moving to X2 and turned to X3 preparing to move to the bridge. Just then, out of building straight down the road in M8, a 57LL opened up into the side of the Panzer, blowing its turret 30 feet into the air as flames burst forth on the entrance to the X3 bridge, scattering soldiers and civilians alike into pandemonium.

Scratch the third AFV in the turn. Wow.

Having mowed down the brave Russian squad in FF2, a German conscript made some faust attempts and couldn't get them. Rather than focusing on him, my tank which had focused in turn five on a tasty stack in BB3 now turned to gain acquisition on the bridge entry hex BB4 and laying down resid.

In turn seven the German found the faust he needed and nailed my T-34 returning the favor to the Russians for their maltreatment of his vehicles the turn before. By this time however the LMG squad which had been up in the church at set up had made its way all the way down to a building in AA10 guarding the exit off the board.

Emboldened by the flaming T-34, drum beats were heard across the canal from the stone buildings where the well known Eardley/German rallying cry of "WOO-HOO!" was heard over and over as guns were reloaded and uniforms straightened.

German squads tried moving across the bridges now, desperate to get moving with few turns left. The 57LL continued to lay down resid on the X2 entry hex, the elites in the stone building X6 laid down firepower on the bridge itself and then, for some German guys who made it across all that to X4, finally the HIP HMG nest opened up a firelane on them from N9. One of the squads was driven berserk. He charged the nest the next turn and fell where he was as the firelane reopened in turn 9.

After the tank on the southern bridge had been flamed by the faust, a truck and two halftracks with some battle worn troops made a dash across the BB5 bridge and the halftracks ran a hooking end-around some buildings and eventually off the board for 22 points. The truck simply ran straight down the road trying to draw fire but it only represented one point, so firepower was withheld for the squads on foot.

The German squads at X3 were mostly broken and back in the woods by X0 and mathematically out of game.

The squads on the BB5 bridge charged and ran into 24 down 2 firepower from PBP in CC7 on the exit hex on BB6 laying down 12 resid. Unfortunately for the Germans, the Russian roll on the 24 down 2 shot was not good enough to KIA enough squads leaving a bunch of broken guys laying around. Therefore the remaining Germans squads dashing across with leaders would have to pay an extra point due to overstacking in BB6 and did not have enough movement points to get off the board. 22, still less than the 33 needed.

Game over. WHEW! 10 Hours.

The scenario in ROAR favors the Russians and no balance was used so Walter had a tough task. At the end of the day, the most difficult thing for the Germans was probably the ammo shortage. It almost didn't pay for the Germans to fire.

Walter advised me all through this thing especially on how to best utilize firepower from the Gun and using smart Acquisition strategy he showed me. He also helped through all the AFV burn ups. The armored car was dispatched because he said, `you know the LMG can take that thing out if you roll right'. He also helped me through the Reaction Fire sequence on the StuG and of course which ammo type to use to blow up his PzIV, etc. He's the one who counted up the 22 points he had and pointed out the unlikelihood of getting 33 off (meaning let the halftracks go, prevent the other squads from moving). I'm under no illusion who the real player is. Gloves off, I'm toast.

He certainly succeeded in giving a new guy a more in depth run through an interesting scenario and I thank him for it.

Concerning a scenario analysis, I think I'll just leave that to Walter. He has some interesting comments to make about this BV game related to newer releases but it would sound silly for me to repeat them since he's the one who understands it.

At the time, and for 24 hours afterwards, I felt drained and a bit exhausted but it was a great time. Thanks Walter.

Mark


Monday, May 25, 2009

AAR: SP17 Cross of Lorraine

John Hyler

Americans: Chris Buehler
Germans: John Hyler

Last Saturday, at Nick's Super-Cool ASL Pub Party, I had the pleasure of playing against the always affable Chris Buehler. We played SP17 - Cross Of Lorraine, a rather violent firefight set in Alsace, France, in January 1945. The Americans are on defense with a well-armed but armor weak force against a brittle (ELR2) German infantry force that is bulked out with a very strong armor force consisting of two Panthers, two PzIVJs, two PzIII(FL), and two SPW251/1 HTs. Both sides receive a module of 150mm OBA. In spite of the armor superiority, ROAR has the Americans with a 2-1 edge. Therefore, Chris received the German balance. The VC stipulate that the side that controls a majority of building rubble hexes (25+) in a segment of board 20 wins.

Not knowing where Chris would focus his attack, I had to set up a perimeter defense yet attempt to channel his attack. With no ? counters in the force pool mix, I would only be able to gain concealment by setting up out of his LOS. My kill stack went to L2 of hex 20T3 with the 9-2, two squads, 50cal, and MMG. Below it on L1 was the 8-0 and radio, with another squad protecting the ground floor. A second kill stack with the 9-1, two squads and HMG went to U8. The 81 and 60 mtrs went to rear areas with HS spotters in adjacent L2 hexes. The 57L was placed in 20Z10 (CA Y10-21Y1). I placed 6F AP mines in 20R8 and 20Q9 to hamper an assault in the center. The rest of the units were spread around the perimeter, two BAZ units in woods hexes covering the northern road approaches and another BAZ covering one of the middle roads, and the two M10s were placed in 20AA9 and 20W6, out of range of the Panthers, but able to move to reinforce threatened areas.

The last question centered around where to place the fortifications. After reading Zeb's AAR on the same scenario, I decided for my own reasons to place most of my fortifications visible to hopefully channel his AFVs. Therefore, Wire plus a 1ATM were placed in 20Q1 and Q3, and Wire in 20T1 with a 1ATM in 20U1. The roadblocks went in 20T9 and 20S5, both facing the east. The only fortifications that were not placed on board were Wire in 21Y1 with a 1ATM in 21Z1. After Chris set-up, the wire followed soon after by the ATM were revealed.

Having to set-up within four hexes of 21N5, Chris set-up his forces along the 4-hex perimeter, prepared to rush forward. After concealment counters were placed for qualifying units, we were ready to go.

Chris's turn 1 started off well, with his PzIVs remembering to bring smoke with them and succeeding in firing smoke in hexes that severely hampered my 9-2 kill stack from seeing anything. However after that success, things started to unravel for him. During his MPh, Chris lead off with his PzIII(FL)s, moving them within range of BAZ fire. Two BAZ shots and two Ks later, he was minus his two most potent AFVs. Undaunted, Chris started moving his Panthers west on board 21 to threaten my left flank. The German infantry started to advance in covered avenues of approach. The only combat effect was when one of his HSs advanced into the 20Q9 minefield and broke. My MTR fire was ineffective all through the game, as spotted fire is a difficult TH unless the target stays in one place, which was not the case. My radio established radio contact and received battery access with the spotting round drifting from 21U2 to 20U9.

My turn 1 started with harassing OBA falling, after accuracy drift, to 21U3. The overall effect was negligable. I moved one of my M10s to S5, behind one of the roadblocks, since Chris had placed his Leader with Radio in one of his HTs and had positioned them at 20L9. Hopefully, I would be able to gain Acq and dispose of them in my next DF. However, Chris gained radio contact, battery access and an accurate SR in S5 (ruh-roh!). I moved my other M10 to 20FF10, hoping to lure one of his marauding Panthers into the sights of my 57L. My infantry moved a little, but not much. An attempt to assault move a concealed 6-6-7 with the FT and DC adjacent to one of his Panthers met with abject failure after CRing in a MC. The squad in T3 assault moved into S4, and given the German SR in S5, advanced into the cellar in S4.

In German 2, Chris dropped the hammer with his OBA (150mm)on S5. The unfortunate, open-topped M10 was reduced to a pile of burning slag. Five of the six surrounding hexes escaped harm. However, Chris got a CH on building hex S4! The subsequent doubling on the IFT placed the results well into the heavy payload zone, resulting in a 36 down 7 attack on the building. (Chris, we made a slight error in resolving everything on the 30FP column. It made no difference in the final results, though.) The result was an auto-rubble creation that rubbled L1 and above. The building did not collapse nor was falling rubble created. The poor squad huddling in the cellar did not know what hit them after receiving the 36 down 9 attack.

Chris then took the bait I had laid, moving a Panther to 20DD10 (CA 20EE10 - 21EE1). The M10 shot and missed. A reinforcing HT with a leader and squad drove up to 21GG1. I bided my time until he moved his second Panther into 21Y1, bogging down in the wire. In my DF, I revealed my 57L in 20Z10. They found an APDS round and scored a CH on the adjacent Panther, turning it into a burning wreck. They then swung the gun around and took a ROF shot at the second Panther, missed, but hit with an IF shot in the rear, killing it too. Chris's infantry was having a similarly difficult time, gradually getting frittered away due more to ELR reduction than actual casualties.

In my turn 2, the M10 in FF10 shot and killed the HT in 21GG1, killing all of the passengers. With Chris's attack weakening, I made adjustments to my infantry positions to both protect them and prevent easy advances. With another German FFE centered on 20T2 looming, I moved the 9-2 kill stack down to street level in T3 and kept them their to weather the explosive storm. My radio stayed in contact with a new access, with the SR ending up in Y9

German 3 saw more attempts to pierce the infantry cordon. These were largely rebuffed. His remaining PzIVs started up to try to assist the assault. The leader with radio declined to keep radio contact, letting the FFE in 20T2 die a natural death. His HT moved to a different location to prepare for the next OBA request.

American 3 saw the reinforcing M4s arrive, with one of them stopping two hexes away from Chris's HT with Leader and radio, and the other moving in the direction of the PzIVs to lend support. The infantry stayed put in their defensive positions.

By this time, we were out of time, as both of us needed to take off. With most of his AFVs either destroyed, or in "clear and present danger", and his infantry reduced to largely a conscript rabble, Chris resigned.

In spite of the fact that this scenario is decidedly pro-American, I would not mind trying it again with the Germans, with the balance. Although brittle due to their low ELR, they have some very potent toys at their disposal. Chris started fine with his smoke-generators doing their job. However, I think that the PzIII(FL)s needed to be held back until the American BAZ squads were levered out of their initial defensive positions. Their destruction in G1 was a huge relief. I liked the mobile radio that Chris used. That is something that I might try in this or a different scenario.

Chris, I hope to have the pleasure of gaming against you again soon. It was a decided pleasure, win or lose.

John

Friday, May 22, 2009

AAR: DB066 WN63

Zeb Doyle

Americans: Zeb Doyle
Germans: Bryan Register

Wednesday was a good day for me. I got in a super-rare Bryan Register sighting and played some fun ASL with him too. The scenario was from the Dispatches from the Bunker boys, DB066 WN63, and features a company of GIs just off Omaha Beach storming a German strongpoint nestled down in a small French village. Given the years of time and conscripted labor available it's not much of an fortress, with only a few mines, trenches, and wire to work with, but there might be just enough there to keep the Americans out. Bryan wanted the challenge and swiftly put together a solid-looking set-up with no obvious weak spots. It was now up to my 90-day wonders to storm the village and render Europe once again safe for democracy.

The battle takes place on the SK board Y, which I feel offers quite a challenge for any attacker, as there aren't many high-speed approaches to the village that also offer any cover. Since I was also working with 6ML, ELR 3 Americans, the first phase of the game consisted of me throwing lots of smoke grenades, pushing forward a bit, having a lot of my troops break, and then trying to punish Bryan's landsers with Assault Fire. This didn't go as well as I would have liked, with two 4-6-7s shrugging off a 30+4 attack and then returning fire at a 6-6-7/MMG and getting a KIA. Still, I had the advantage of numbers, firepower, and lots of good smoke grenade rolls, and ended up slowly pushing back the first line of defense.

That gave me access to the tree-line next to the village, but Bryan was ready for that too, with a 50mm MTR and a 50L ATG both in great spots. A CH from the MTR and a great boresighted hex for the gun cost me some more time and troops in the middle, and I was forced to try and work around the flanks instead. I made some progress there, but then disaster struck: I rolled snakes for the WC and created a Mild Breeze. Not so bad, but in Bryan's RPh he also rolled snakes and shifted the wind so it was blowing directly into the face of my GIs. Since you can't throw smoke grenades upwind, that neutralized about 95% of my smoke capability and left me baffled on how to cross the bit of open ground between my men and the village.

At this point, I decided to reinforce my success on the flanks since nothing else was working. I'd captured a few German squads and killed a few more in CC, but Bryan's stubborn defense (especially that nasty MTR!) had caused me more losses than I'd inflicted and the clock was ticking. You can imagine my joy and excitement when both of my lead flanking squads ran into minefields and broke. Hmmm...apparently that Atlantic Wall actually was a bit more than a propaganda exercise. To make things even more interesting and annoying, Bryan had suckered me on the right flank by leaving a real squad in the minefield. When my 6-6-6 advanced in for CC, he ended up as a broken unit in Melee and now I was faced with losing yet another unit with nothing to show for it.

I caught a break in the CC phase when Bryan's 4-4-7 only managed to CR my squad. That saved some adjacent Americans from eating 8+0 shots and allowed Mother Green and her killing machine to get to work. A 30+3 was fired into the Melee and my broken HS rolled snakes to rally and become a 3-4-7. What a big break! At least until Bryan also rolled snakes and created a hero. What was it with these linked snake-eyes that kept hosing me? Bryan, ever the sportsman, stopped his celebration just long enough to remind me that I got a sniper out of his snakes. Well, in one of those 'only in ASL' twists of fate, the sniper drilled a bullet right between the eyes of Bryan's best leader. The 9-1 died instantly, and the 4-6-7/HMG he was stacked with broke on the LLMC. That left one of the two VC areas devoid of good order Germans, took Bryan's best weapon out of the game, and instantly swung things completely around in my favor.

There was still the 50L covering that right flank and keeping me out of the village VC area, but when my first 6-6-6 made a run for it and survived a 1MC, Bryan was suddenly in real trouble. He managed to get another leader back to try and rally the HMG squad, but I was able to keep the brokie constantly under DM and move even more GIs into the area. With the defense now unhinged, Bryan needed a good roll or two to get back in it and it just didn't happen. We packed it in on turn six with a solid American win, but also with the realization that if the sniper didn't get the 9-1 like he did and the 6-6-6 didn't pass the 1MC, the Americans probably lose. That seemed reasonable enough, given how badly Bryan had punished me in the first few turns and how helpless those 6-6-6s are without smoke.

Overall, I liked the scenario quite a bit for what it was: a small, all-infantry fight with a gun and a few fortifications thrown in for spice. As we found out, it's small enough that a few bad rolls can make it very hard for a given side, but that's the nature of the beast. I'd certainly play it again in a tournament setting and not worry too much about it. Other things I liked about it: it's a great training venue for learning how to use Americans. The terrain really lets you use smoke grenades and assault fire to good effect, and the 6ML and 3 ELR will punish mistakes. It also did a nice job of simulating a bunch of Americans just off the boat and fresh to fighting. There were enough fortifications there to play a role in the fighting, and Bryan did a great job with those, but not so many that you'd feel like it was an assault on the Maginot line.

The only other comment I'll make is regarding the VC, which read that the Germans must keep a good order MMC within two hexes of Y-J4 and Y-N6. It seems quite clear that the Germans have to have two good order MMC out there at game end, but I've read at least one other AAR saying "the Germans can win it at game end with a single HS!" My gut feeling is that forcing the Americans to clear both VC areas makes it pretty tough on them, so play it right and don't misinterpret the quite clear VC!

Thanks for reading, thanks to Bryan for a very fun game (I'm glad the statutes of limitations finally expired and you're allowed back within the Texas state borders), and thanks to the Bunker guys for all their work,

Zeb

Tuesday, May 19, 2009

Initial Review: Part 2 - BFP2 Operation Cobra

Nick Drinkwater

Instant Out of the Wrapper Review: Part 2 - BFP2 Operation Cobra

Making up the second half of the last week's ASL party pack was Bounding Fire Productions 2: Operation Cobra, another excellent contribution by Chas and the BFP team. Unlike BtB2, with the two loose leaf covers, this is full-on magazine style format, with unsurprisingly, a full on focus on aspects of Operation Cobra, the main US breakout operation in western Normandy in late July 1944. The pack has four principal components: the magazine itself with four main subsections, a collection of 12 scenarios on separate cards, a single overlay designed to specifically reinvigorate Board 6, and 88 new 5/8th" counters.

First up for me was the magazine, and this is black with a touched-up cartoon-cum-photo look of a Stuart passing a burning German half-track, about to drive straight into the path of a faust-wielding panzergrenadier - poor old tank crew! The magazine is 56 pages long and starts with a quick editorial from Chas Smith on the genesis of this pack and how some other scenario designers (including George Kelln and Steve Swann) have also contributed. Interestingly, whilst the inside cover is and advert for Into the Rubble, the inside back cover gives tantalising details of BFP 3 "Blood & Jungle" - a PTO-focused mega-scenario pack including 40 scenarios, a new board, a custom map and counters and rules for rare and new vehicles. Looks AWESOME!

Bocage Article
The main highlight for me in the entire pack is the outstanding full colour, lavishly illustrated 23 page long article on bocage. This starts with the basis of all bocage rules: gaining, losing, using and abusing wall advantage and then walks you through the whole bocage-thang hand in hand. Due to space restrictions in some other magazines, the reader is often asked to imagine or assume that "unit X isn't there", or that the "terrain feature in hex Y2 doesn't exist", or that the "three units that were in the road in Figure 3 have now moved to hexes X, Y and Z". In a refreshing change, in this article, each new example or new movement phase typically has its own small colour illustration dedicated to it, and even better, it is almost invariably on the same page and adjacent to the piece of text being referred to. This sounds like a small thing but I really liked the lavish illustrations as it meant I could focus on what the text is trying to say rather than doing that AND trying to do the mental tricks of remembering which unit has changed status, or which has moved, or which building isn't in play, all the while flipping the pages to find the correct picture. As I said, it might only look like a small thing, but it makes the learning and reading process so much smoother and that is to be commended strongly.

In the article itself, all aspects of bocage are covered, including the one or two issues still open to debate about how to treat hidden guns in bocage with boresighting or aspects of the recent Perry Sez on bocage and SCW. Sensible recommendations are given on both of these issues. The article shows in numerous examples, small tactical illustrations of the advantages and rare disadvantages of defending and attacking in bocage country, and finishes with two great fully worked tactical examples where many of these lessons are applied. Also, included are rules for BFP's light bocage terrain, together with fully illustrated examples of how Light Bocage LOS effects impact elevation and other aspects. A good read of this article allied to a quick review of the recent new examples and rules clarifications that came with Action Pack 4 and you are well placed to play all of the 30 or more bocage-related scenarios that have been produced in the last 12 months! Normandy fans have never had it so good...an excellent overall contribution to the hobby with the near definitive article on the subject.

New Weapon - the Pueppchen
Next up in the magazine is a short overview of the history and ASL genesis of the Pueppchen, a wheeled Panzerschreck-like Gun (its a 5/8" counter, not a 1/2") one. The design philosophy of this is explained in detail and in response to this, a very powerful beast indeed has been created. The Pueppchen acts like a PF except that every three hexes of range for the Pueppchen acts as one-hex of Panzerfaust range so that a moving Sherman in the open 6 hexes away would be hit on a 6: well, that's OK you may say, but its the scary ROF 3 that concerns me more as a beleaguered US armour leader.

The fact that in real life it could fire 10 rounds a minute (and so warrant the 3 ROF) doesn't necessarily mean that it did. That's a huge thing and I wonder if its been a little overcooked here. Note that the Pueppchen was operated all over the European fighting theatres, so whereas I may only expect to lose a single tank in bocage country to this ROF of 3 and then be able to bypass it or get infantry to cope with it, elsewhere in places like Italy or Russia, I may well scrag a couple more.

There is no backblast with this weapon and it has a manhandle of 12. Again, (indeed as one of the examples makes clear), moving this beast up hills in bocage is really hard work - moving it around in grain-fields however, probably much less so. I know its listed as super-maneuverable, but I was wondering if trying to lug the ammo around for this thing may be tougher than an M12 would imply too - maybe the ROF could have been dropped by one if you'd manhandled the gun out of its original defensive position. The TK number of the Pueppchen is a healthy 26 and it breaks down normally but it has no gunshield - even so, with a ROF of 3, I may start treating it like a 12IFT FP plasma machine gun on people in stone buildings! As noted by the rules, I may indeed not get the acquisition, but then with the ROF and an B of 12, I may not care. As the authors themselves list, "this is a PsK on steroids". Indeed.

There are examples of its use included in the scenarios of the pack - I'd really be interested to see how this works for people! I haven't played with this yet so all these comments should be viewed in that light, but the basic details above are essentially correct and I was just musing on how they would apply in game terms - in practise, maybe the beast is not as deadly as it sounds. However, as Zeb Doyle remarked to me, if they were really this good, why didn't the Germans have them everywhere?!!! Just wondering...

Scenario Notes Article
The third big piece of the Magazine are design notes for all of the new scenarios plus all of the scenarios included in BtB2 (this magazine really should be considered as an extension piece for the BtB2 pack as many of the new scenarios use boards and overlays from the BtB2 pack). These are really quite interesting and briefly try to put each scenario back into its historical context as well as the reasoning behind the use of a particular weapons system in that scenario, but they are mainly short advice notes on how the scenario may play out. These feel like very truncated mini-versions of the Schwerpunkt notes for those who are familiar. I like this stuff so this was all great for me, but again other's mileage may vary.

Historical Article: Operation Cobra
The final big article of the magazine addresses Operation Cobra at a strategic and divisional level in 15 pages. Regiment and combat unit listings are provided for all the US forces involved. There is a brief summary of the battle readiness of the various German divisional level units provided, with several interesting historical nuggets thrown in, removing one or two misconceptions that are held about the battle in other literature. As well as these detailed unit listings, there are short historical notes on the US use of tactical airpower, use of NW Europe camo uniforms, the carpet bombing which started the op and a full genesis of the Culin hedge-cutter and equivalent equipment that assisted in the breakout.

The article ends with a very high-level historical review of the operation at the corps and divisional level ending at the point where 3rd Army was activated. These kinds of articles tend to split the ASL-playing crowd and I see this will be no different: for those who love this stuff, this may keep them amused for a while trying to pick holes in it for points where they disagree. For those who know little of the battle, this is a good place to start to get involved, especially with the selected bibliography that Chas has thoughtfully provided. For many however, including myself, this is all a little bit "so-what"? If I want to read a good general review of Cobra and some of the subsequent exploitation, I'll probably go read the relevant copy from Osprey and be happy in life, even if they are incorrect on one or two details about e.g. the 9th Infantry Division's tank support. Overall, these articles are not really my personal cup of tea, but again your mileage may vary...

Overlay:
The pack also comes with only a single overlay, but what a hugely valuable contribution it is - this one is a good little wood-building-hedge hamlet to cover up the monster stone chateau on Board 6. It is designed solely to work on Board 6 as the road net only matches that board, but this will make a huge change to this old familiar, with or without bocage being in play. A couple of the new BFP2 scenarios already use this overlay in bocage format - great idea and great job on this one!

Counters:
88 counters are provided in this - excellent quality, very slightly glossy with a very good match in terms of color to your existing ASL sets - they are differentiated by having BFP printed in small yellow type but otherwise look and match your existing counters well. These counters show various iterations of US tanks with Culin or other hedge-cutter devices attached, the Pueppchens, some more versions of US armour with bow mounted Flame-Throwers included, and various Firepower combinations of P36 Thunderbolt or equivalent rocket-mounted fighter-bombers included. These are just variants from the base air support rules and just extend the burgeoning collection of variant allied air support systems I have in my counter collection, which includes Typhoons from King of the Hill and Sturmoviks from Onslaught to Orsha. Just looking forward to seeing the Me 262 in its ground support role one day too! A single page of rules is included to cover the details of this, and some simple application to the hedge-cutting rules are added too.

Scenarios:
BFP14: Opening Phase
6.5 Turns on 3/4 of BFP D and 17. An all-infantry fight with largely German 5-4-8 para conducting a small retreat to from the BFP D bocage-lined roads back to the Board 17 hamlet. A CVP cap on the fourteen 6-6-6s allied to some OBA for both sides will keep the US honest.

BFP15: Cobra's Venom
Big scenario, big scenario! 7.5 turns of mayhem on three boards (BFP D, E and 42) as the US drive south immediately after a carpet bomb attack on the Lehr. There is big replay value on this one as random dr dictate the status of guns and tanks (and yes they can be destroyed) and random DR dictate the quality of the 14 possible German infantry units (and yes they too can be destoyed too). The Lehr could receive a Pueppchen, four Panthers and four quality AT Guns, but the American force is strong men armed indeed, with ten AFV (including Culin tanks and FT M4), assault engineers and 21 squads overall, plus some OBA. However, the German VC of building control looks like the US have a lot of work to do here, even if they are very unsettled at start. Wow!

BFP16: Snake Charmed
Over 7.5 turns, a very strong US battle group (8 tanks with a dozer and Culins) and 21 1st and 2nd line squads) have to blast 37 VP off the south edge of the road-bocage board BFP D. The immovable object they need to overcome is a tough SS battlegroup of 11 full SS squads, two tough AT Guns, another Pueppchen (and black SS versions are provided as counters for those who care) and two MkIVs as reinforcements. This is a great looking 5-6 hours of bocage fun.

BFP17: Seize that Crossroad
7.5 turns for another typical US battlegroup to wrest a crossroads on Board 18 from an infantry force of the Lehr. The 10 5-4-8s and 4-6-8s and 4-6-7s are stiffened with a couple of dug-in Panthers but they need to hold off 15 Elite, 1st and 2nd line squads with Culins, and M10s driving across the light bocage of BFP D. This looks to be another very solid 5-6 hour long scenario. The US task is stiffened by the presence of a CVP cap.

BFP18: Necklace of Pearls
The US has a tough job here with enforcement of keep the N-S road free of German units and stay under a generous looking CVP cap. They have 7.5 turns to achieve this over boards BFP E and 24, and rarest of rare, the Board 24 valley is still in play! The Germans are 14 mixed elites, 1st and 2nd lines with mines, wire, roadblock and three Panthers. After setup the Germans are subject to the results of shellholes and rubble creation and also a morale breaking TC. The US entering from the north and in Turn 4 the west, consists of 21 mixed quality squads and 12 Shermans including 4 Culins. A very solid combined arms attack, another mid-sized 5-6 hour long scenario.

BFP19: Russian Style
7 turns on BFP D and C. The US must take all multi-hex buildings on BFP C and send 30 VP of US units off the south edge after entering 12 tanks with 12 squads (elite and 1st liners) as riders - the 'Russian style' of the title. These two boards have a lot of choking bocage terrain to hack through, much of which is oriented perpendicular to the US axis of advance, but the US can secretly designate eight Culins, 4 Gyros and a bow FT to attain some leverage. Two turns of rocket armed FBs will assist this as seven 2nd line, four MkIVs and a Stug try to stop them. Yet another mid-sized scenario but this one has a couple more funky toys in it too.

BFP20: Bypassed Lehr
6 turns, all-infantry tournament special set on BFP E and 6 with the special new overlay applied. The Germans are numerous but brittle (5 x 5-4-8 and 10 x 4-4-7) and well stuffed with MG, but they are facing twenty elites and 1st lines with a 9-2 and MMG in light bocage - they need to hold onto four or more Board 6 buildings at game end. Simple, quick and fun.

BFP21: Ripe for the Picking
Another big scenario set on three boards (BFP E and C and 17) over 9 turns. A mixed Wehrmacht and Das Reich Turn 4 reinforcement battlegroup must stop the 3rd Armored Division from accumulating 100VP from either CVP or exit VP. The initial Werhmacht force of 5.5 1st line squads, roadblocks and a couple of 50L AT guns is merely a speedbump to a mighty US task force: 13 half-track mounted elites will burn a hole in this light bocage protected bandaid, especially when the two bomb AND rocket FB and the 6 Shermans and 3 honeys get working. The bad guy cavalry consists of six 6-5-8s in half-tracks added to four MkIVs. No Panthers or Tigers here - just average late-war tanks duelling in the hedges. The softp-skin nature to bith forces will make this a really interesting combined arms challenge. Great-looking scenario!

BFP22: Speed Over Caution
5.5 Turns, Light Bocage is in effect on board 6 with the sweet little chateau covering overlay in place. Six US Shermans of differing flavours (including Gyros and two with Culins) and 11 6-6-6s, have to fight their way down board 6 lengthwise and take all the buildings within 5 hexes of a central crossroads or exit 20VP from a rear road exit after before game end. Timing means that its only realistic to get the armour off (unless you load up with riders and leaders) as the Germans have an HMG, seven second line squads, a couple of (probably hidden) Panzershreks to stop you. Oh, yes. And two Panthers. Rally points and recycling with your smoke are the order of the day here.

BFP23: Prelim to Death Night
A rarity in these packs - a genuine German attack! Tourney quickie as 13 SS mixed units try to desperately grab a vital crossroads in light bocage on BFP C and 46 from a company of elite US (and H2H combat is in effect). The US are well equipped with MGs but the Germans get a rarely seen PzA III/IV assault gun. Though small, I really like the look of this one - it smacks of the desperation of the SS as they try to force a way out of the tightening trap.

BFP24: Death Ride of Das Reich
This is different to everything else in the pack and another with much replay value. The action is set on three separate boards and three SS Battlegroups must each force their way across their respective boards - to win the SS can get 44VP off any one board or 110 VP collectively from the three boards together. The US has to divide its infantry forces into four parts with one group acting as a reinforcement to any one board of the US' choice on Turn 4. Lots of choice then for both players over these three separate 7.5 turn scenarios. Careful decisions will need to be made but both sides force pools are tasty: the US gets 10 squads, a 57L AT Gun and 5 M4s to play with, whilst the SS receive 12 mixed quality SS squads and a huge (30) number of odd vehicles ranging from Armoured Cars, Flak HTs, Marders and Mark IVs. A great number of iterations available in this one and this looks a real chess like struggle in many ways. A cerebral scenario - excellent job.

BFP25: From Villebaudon to Valhalla
And finally, another German attack in another big scenario, this time nine turns long and set on BFP C and E. The German wins by accumulating VP for hex control and for multiples of 10CVP inflicted on the US. The US are tough in this - 11 1st lines, lots of MGs, and 100mm OBA stiffened by two rocket and bomb FB, and six M4 versions, a Stuart, a Meat Chopper (!!) and three M10s and two Priests. Awesome. The Greyhound Division has its own punch too though - 5 x 5-4-8s and 15 x 4-6-7s with 100mm OBA and 6 Panthers and Flak Trucks, reinforced by five more 5-4-8s and four more Panthers and another Flakpanzer. Another monster combined arms scenarios.

Summary
So there you have it - 12 excellent scenarios but like the BtB pack, no real oddities in the rules. Again, most of the scenarios are on moderate, no wind days and there is no night or odd stuff in here. The majority of the scenarios are US attacks but the last three all give some German attack variety. These scenarios are mainly on the medium to large size but all should be completed in a long day's play at most. Players will definitely need to exploit all their combined arms skills in these scenarios to the fullest, but the random factor to BFP-24 and BFP-15 definitely take these scenarios to new heights in terms of replayability. Quality is just what you'd expect from BFP now, being glossy card with lots of colour printing on the cards and a clear and simple layout which is easy to understand. Awesome job on these guys - brilliant stuff.

So overall, another excellent production from BFP - where will it end? Hopefully it won't. The magazine is generally really good and the article on bocage elevates it above many other of this type of publication. My small questions about the representation of the Pueppchen aside, there is plenty here for everyone, and even if the historical articles aren't your thing, the rest of the production is stuffed to the gills with great stuff. And rejuvenating Board 6 is brilliant! A-- overall - another great piece of work guys! Many thanks for reading to the end of this...

Nick

Wednesday, May 13, 2009

Initial Review: Part 1 - Beyond the Beachhead 2

Nick Drinkwater

Instant Out of the Wrapper Review: Part 1 - Beyond the Beachhead 2; Part 2 - BPF2 Operation Cobra

Its here at last - the next instalment from Bounding Fire Productions after the outstanding Into the Rubble pack is now winging its way across the country to the waiting masses and another excellent product it is too. BtB 2 and BFP 2 can be bought from Bounding Fire in a combined package of $75 or individually at $50 and $44 each respectively. Note this is a first impressions review and I have not tried any of the scenarios or nit-picked them for obvious errors - at first glance, can't seem to find any.

First up is Beyond the Beachhead 2 which is composed of all of the original BtB components plus extra boards and extra scenarios. Chas Smith apparently retained the rights to use the components of that pack when he went from HOB (back) to BFP. The main difference this time is that the original BtB boards (which were mounted hardboard works of art) have been re-issued as ASLSK-style cardboard boards to make them compliant with all the new board issued from MMP. Something has been lost in the translation as the old versions were some of the best quality components in the entire hobby, but this is the price of progress I guess, and at least lugging the whole kit to tournaments has got that much easier.

The super shiny, super glossy 2/3 board overlays have also been replaced with a matt version now. The pack itself has two loose leaf fly covers with a coloured cartoon-style picture of Stug rumbling between two high hedges somewhere in France on the front - the back cover is a summary of the components included, some summary notes from some of the scenarios and a list of the extra items needed to play the pack. The whole pack is stiffened by a cardboard sheet to help it survive the rigours of the US postal service - sadly mine didn't and the corners of the pack took a crunch, but no lasting damage done.

Components (those marked with a * were in the original HOB version of BtB1).

Note that all these boards have bocage marked on them as hedges with a brown perimeter rim and this is a different feature from a regular hedge (which is also marked on some of these boards). Also, these boards and overlays often include many examples of slopes so even the apparently flattest looking terrain has some subtle LOS changes going on - cool!

Boards:
BFP C*: one third grainfield bocage, one third scattered stone village including a small church and a two hex graveyard and a two hex, level one hill; final third of the board is more bocage.

BFP D*: The road-bocage one. One bocage-lined road running the long-axis of the board, orchard-lined. Small level one hill and small sunken road.

BFP E: One half is bocage-lined grain fields and medium sized level-one hills with sunken lanes, the other half consists of a small stone building hamlet and hill / grain gulley. A 'split' board - think Normandy version of Board 10.

BFP F: A transition board for bocage. Mainly open ground with two bocage-lined grainfields at each end, each with an associated level one hill. (Like Board 49, but designed to transition to denser bocage). Get out the smoke / SMOKE!

BFP V-1*: A great addition to either the BFP boards - an orchard-rich, linear style French stone building village with bocage-lined fields and woods - narrow roads are in effect. This board is designed to be placed on the BFP boards and would cover approximately two thirds of them - the Q hexrow road is the linking feature between the overlay and the board beneath.

BFP V-2: A small 14 hex stone village overlay with single hex buildings. One oddity are depictions of small buildings that straddle hexlines to prevent snap shots and bypass - rules for this are included (see below).

BFP V-3: Another 2/3 board overlay linked by the Q hexrow road. This is the antithesis of BFB V-1 being a dispersed stone building village sited around a small one-hex chapel. A couple of large bocage fields are added to the overlay edges, but this is all in pretty open terrain.

BFP H-1*: A 2/3 board overlay dominated by a level 2 hill covered by an intricate network of choking bocage and orchards and a snaky orchard and bocage-lined road. Slow progress going over this particular hill.

BFP H-2: A 22 hex two-level hill overlay with a couple of small bocage hedges included. Fairly simple in its design.

Rules addition: One page of the BtB 1 rules is reproduced here including rules for light bocage and hexside buildings. On the reverse of this page are the known errata and Q&A for the ITR packs and the old Hell on Wheels pack.

Scenarios 1-8 are from the BFP 1 (HOB) version. These are described elsewhere on the web, so I'll breeze over them.

Btb 1: Taking Tailleville
Btb 2: Merely Hanging On
Btb 3: Kraut Corner
Btb 4: Firestorm in St.Manvieu
Btb 5: Martinville Ridge
Btb 6: Men Against Tanks
Btb 7: Blood on Hill 192
Btb 8: Steel Inferno

New Scenarios:
Btb 9: Norman "D".
6.5 turns. 5.5 SS squads on BFP Board E (bocage, grain and hills) defending against 11 Elite and 1st line US squads. A very simple, all infantry building control scenario, probably good for tourneys.

BtB 10: Unplanned Attack.
5.5 turns. Played on overlay BFP V3 only (the dispersed village in open terrain one). 6 squad equivalents of all HIP German paras have to deny 13 1st and 2nd line US squads from controlling the majority of the village buildings. Another all-infantry tournament sized special.

Btb 11: Bosq Barbecue.
6.5 turns. A bit meatier this one. Two good and four bad (447) SS squads with copious AA Gun support and 4 self-propelled guns have to deny 15 British first line units from taken a chunk of the BFP-D village. They have a tough approach over the wide-open spaces of BFP F, but they are given a ton of British smoke generators to do it - 5 basic flavours of Churchills and two Crocodiles!! This one looks super-cool.

BtB 12: Going against the Grain.
6.5 turns of BIG scenario. The Brits are on the defense and they have to prevent the Germans from exiting units and taking stone buildings in the BFP F village - the SS can also try and sneak units off by using the lomg snakey bocage-lined lane of BFB D that just screams 'ambush'! The SS receive 15 of their main guys plus a couple of engineer squads and receive a couple of Flak panzers, a couple of Bisons and 5 (yep, that was five) Panthers. The Brits have to split their 15 1st line squads, but they also receive two 17 pounders, two 6 pounders a Mortar and three bog-standard Churchills. This one looks challenging but a lot of fun.

BtB 13: By Chance.
6.5 turns. A very weak German force of 6 conscript and second line squads lock horns with an American recce force on trucks with half-tracks. An immediate CVP cap will keep the US honest as they try to control buildings on Board 17 attacking across the BFB F board. The biggest thing in this is the US 100mm OBA.

BtB 14: Swatting a Hornet.
6 turns set on one-half of BFP E with some stone rubble thrown in for good measure. This is BFP's version of the SP scenario "The Hornet of Cloville" where nine 1st and 2nd line US squads with three shermans have to remove all good order German MMC and AFV's from a critical hex. As well as the eponymous Hornet, the Germans get a MkIV and 6.5 para and second line squads.

BtB 15: Becker's Battery.
6 turns for an all armour British force to accumulate 66 VP from either exiting vehicles off the south edge of Board 33 and half of BFB D, attacking across Boards 44 and BFP F. The Germans can also exit units after Turn 4 and in this case, the twist is that the Germans recieve 10 of the funky 75L and 105 SP guns that came with Pegasus Bridge I think). This is a mighty force of British steel including 15 Sherman V, three Fireflies, and a couple of Crusader AA tanks. The Germans get the option to utilise HIP if behind Bocage hedges, but a lot of this fight will take place on open terrain and grain fields. Looks a bit different this.

BtB 16: Battlegroup Nor-Mons.
6.5 turns and another chunky scenario. Brits vs SS in this set on BFP E, F and D. The SS need to control a central level two hill and have more VP than the Brits for building rubble control - Brits receive VP for any units on any hills at Game end. To carry this task out, nineteen 1st and 2nd line squads with 80mm AND 120mm OBA, 5 Shermans and a Firefly need to hold off 21 mixed quality SS squads with Mortar OBA plus two Tigers, 5 Mk IVs and a couple of Stugs. The balance is interesting in the form of FB, but maybe is a mistake as only the US are listed with their details (unless I have misunderstood something here).

A great set of scenarios, and apart from the issue of conquering the problems posed by Bocage defense and attack, are all very straightforward. Almost all are moderate with no wind (a couple have mild breezes for spreading smoke) but there is no night, rain etc and no scenario is larger than 6.5 turns, though some are quite sizeable in terms of numbers of units. Once people are happy with the Bocage (both normal and light) and slopes and narrow streets, then there should be something for everyone in here. The scenario cards are of excellent quality being printed on a nice quality paper with the counters and boards represented in colour - great effort.

A really good effort overall - those who own BtB 1 may have an issue with the price of $50 for something they have about 40% of already, but if you're new to it, that's fairly good value for 4 boards, 5 overlays and 16 scenarios. It would have been brilliant if BFP had issued an upgrade pack for those who already had BtB1, but I understand the problems of small company economics and the re-issue of the boards in the new format is definitely a useful thing so I am really happy with these. A- for those new to the BtB packs and a B++ for those who already have them.

Operation Cobra review to follow.

Wednesday, April 29, 2009

AAR: KGP4 Chapelle Ste. Anne

Nick Drinkwater

German Player (SS): Nick Drinkwater
American Player (US): Stephane Graciet

Stephane and myself are about to start the short KGPII Bridge at Cheneux Campaign Game, but we thought we'd start with a warm-up scenario from the HASL packs to get used to the Mist rules, the barbed wire fences, slopes and pinewoods. This mini-scenario set on the far southeast corner of the Stoumont map fitted the bill nicely being something we could easily achieve in a single evening sitting. To win, the Germans have to ensure that after 5.5 turns there is only one US MMC or less within 2 hexes of a hex containing a roadblock in the core of the US setup area - this RB position is backed up by the small single-hex stone building of Chapelle St.Anne which is adjacent to the main paved road which bisects the American start position. Having a couple of units in this building would fulfil the US victory conditions as this building is also within 2 hexes of the roadblock hex.

Did I say this was a micro-scenario? Its a micro-scenario. The Germans are provided with three 6-5-8s, a 9-1, a LMG, three basic half-tracks and one of the 3/7 MG-toting varieties. And that's it. To foil their dastardly plan, the US receive a single 6-6-7, two 6-6-6s, a couple of 3-3-7 half squads, a DC, a 1945 bazooka, a MMG, a 8-1, and the rock solid belief in the justice of their cause. They are also given the mandatory roadblock and 5 AT mine factors (that cannot be swapped for AP) and the option to HIP a single MMC + SW. Full KGP special rules are in effect - translates primarily as checking twice each player turn to see if the mist changes in intensity and whether the German APCs run out of gas.

Set-up limitations mean that the US can set up in a small ring around the roadblock hex, the cordon of which is divided by the paved road, a parallel unpaved road two hexes to the south and a similar unpaved road three hexes to the north. Stephane had a batch of "?" stacks stacked either side of the roads close to the RB, awaiting the inevitable. With time an issue, and the need to try and avoid going GI-chasing through the woods, I didn't do anything too subtle - just zoomed three of the four HTs straight up the middle until I saw the mines on the paved road pop into view ahead of the roadblock. One HT was detatched to go on a slight detour to the south on the southernmost paved road to see if they could flank the US line and sneak into the Chapel behind them.

Quickly de-bussing, I pushed on hard and fast and started to test the line of "?". Stephane nicely tricked me by revealing the HIP 6-6-6 and MMG in a forward position, but, as was to become the norm of the night, blew it by rolling high. The return SS-fire was devastating and the first US units started to break. I probed a dummy and pushed on, and again very poor rolling meant that a 3-3-7 plus bazooka also broke and subsequently surrendered. At this point Stephane tried his second trap - a "?" I was convinced was a dummy assault moved onto me, magically became a 3-3-7 and tried to dump a DC on my ass. Again nicely played, but the first and then subsequent fire broke then destroyed the lowly half-squad - properly played, but Stephane's dice on morale checks let him down again and that one hurt.

At this point I was in the driver's seat and pushing hard - parity on squads had been achieved, I'd removed the MG from the HT and reunited it with the 9-1, and Stephane's line was rolling back from the protection of the wall to the chapel. I carried on moving forward but was then caught out by sloppy play: I tried to get greedy and whack the retreating 8-1, 6-6-6 and MMG from three hexes with a CX 6-5-8. Missed that, but then an adjacent concealed 6-6-6 (another dummy or so I thought), jumped me in CC, won the ambush (no surprise) and wiped my bad boys out. A 30% force reduction in one fell swoop - nasty!

The end-game was tense and ultimately came down to a he-who-blinks-first scenario. I opted to ignore the newly revealed 6-6-6 which was moving back into the roadblock two-hex zone and concentrate solely on the 6-6-6, 6-6-7, MMG and 8-1 that I'd let retreat back into the chapel. Having cleared a second set of AT-mines from one of the unpaved road (mistake by us as these should have been hidden mines, not open ones), I pushed a couple of half-tracks up adjacent to the chapel on the south side. Realising that every single unit was going to be needed, I quickly shot all my prisoners (what a cad!) and pushed these guys into the firing line too - however, Stephane stunned my HT with heavy return fire and I was now looking at 12+5 and 16+5 firegroup shots due to mist, brush and stone building TEM effects and these were not guarantees.

To assist this small southern force, I pushed the 6-5-8, MG and 9-1 into the woods adjacent to the chapel on the northern side, but I was going to need to survive an absolutely critical 30+1 shot in return on the Prep Fire of his last turn. Of course, Stephane's horror-dice came to my rescue and I ended up with a simple NMC which I passed easily. This really was the crucial shot, as I now how had an encircling 24+3 shot in return - the GIs are NOT the SS and both the 8-1 and 6-6-6 broke and were then killed for FTR. Big PHEW!

There were now two surviving US squads on board, both of which needed to survive the final German turn - the one by the roadblock I was going to effectively safely ignore, but this meant breaking or killing the encircled chapel-ensconced 6-6-7 + MMG were the key to a win for the Reich. If they survived my 24+3 Prep Fire, then they were looking at giving me some hurt with a 24+2 shot in return which could prove awkward. So here goes - warm dice on my part resulted in a 1MC on the 6-6-7 and they folded as Stephane's dice hurt him yet again with another MC failure.

Peiper 1, Yanks 0.

Not a bad little scenario, but at only three squads apiece, definitely prone to a few luck fluctuations. The mist dropped from Heavy to Light during the course of the scenario but at the ranges this was fought, that meant it was an ever present +1 LV hindrance for both of us. Stephane definitely was on the wrong side of the luck curve, but the one time it did fall into place for him on the ambush turned crucial as I was then left at breaking point with regards infantry numbers, and it could definitely have gone either way at the end. If his big 30+1 shot had paid off, I may have struggled to rally the 658 in time again and thus the end-game advance and CC would have been left to two 3-4-8 half-squads, (one of whom may still have been concealed to help a little, depending on defensive fire results), but by no means would that have been an absolute certainty.

Anyway, next up is Cheneux where my doughty SS panzergrenadiers are going to kick some US paratrooper ass with the aid of some mighty flak trucks!

Monday, April 06, 2009

Austin Gameday Report - April 2009

Zeb Doyle

I'm happy to say that the April game day was flawlessly hosted by Matt Shostak and was a big success. There was a decent turn-out, boosted by Mark Carter from Houston and Scott Bell and Hondo from San Antonio. Thanks for making the drive, guys, and thanks even more for bringing the great coffee, Mark. A lot of good ASL got played, but the best part of the day was seeing all those motivated newbies. They really lucked out, getting Shostak, Seningen, and Reinesch as their tutors. With ASL gurus like that showing them the ropes, they'll be more than ready for action in time for the Austin team tourney. Hope to see and play some of you guys there!

Some of the scenarios played included classics like The Duel and Fighting Withdrawal. I was lucky enough to get a great opponent (David Longstreet) in a great scenario (ASL61 Shoestring Ridge) that I'd been wanting to play ever since Code of Bushido first came out. It's a night scenario on the bare ridges of boards 2 and 25, with a thin American force trying to stop a horde of Nipponese from exiting. I got the Americans and was pretty worried after setting up. I actually spent a ton of time preparing, something I rarely do, but never felt like I could figure out a solid defense. In the scenario, the Japanese only have to exit 20 of a possible 70 points (and that's not even counting the possibility of exiting captured American equipment) and have a leisurely 8 turns to go 16 hexes.

Shoestring Ridge is balanced on ROAR, so I figured I was missing something, but I still didn't fancy my chances against the skill and savvy of Longstreet-san. Once the game got going though, it became apparent that yes, I was missing something....the terrain (especially on board 25) is wide-open enough to give the Americans a good view of the attack, but there are enough gullies, craigs, crazy elevation changes, and cliffs to really channel the Japanese. I also had a secret weapon: my dice. I rolled about a bajillon boxcars, but they were all on starshell scatter rolls and as such were relatively painless. Pretty much everything else I rolled was under David's SAN of 5, and he added to the fun by rolling nothing but 10s and 11s on his MCs. He saved his boxcars for minor things like MCs for leaders and crews carrying HMGs. The one snake-eyes he had sent a 4-4-8 Berserk and charging into a 16-1 attack...where I rolled a 3. With one-sided luck like that, the Japanese attack ground down pretty fast and we called it on turn six. Great scenario but marred by crazy dice. If anyone is interested, I'd love to try this one again as the attacker. Thanks to David for meeting my torrent of threes and fours on 2+0 and 2-1 shots with a smile.

The game of the day might have been Eric Gerstenberg vs. Brian Roundhill in CH167 The Warlord's Estate. I'd just played this one last week, and it was a lot of fun watching these two wily veterans matching wits and seeing what they did differently. It's a Japanese vs. Chinese scenario and both sides get some fun toys, with a Zero, a 50-cal HMG, a pre-WWI Italian mountain gun, and a Mark C carrier all making an appearance. Even though Schwoebel trashed me in my playing ( my Japanese attack went nowhere against a solid Chinese defense), we were all thinking it's mildly pro-Japanese. Now though, after having seen a few tricks Brian pulled, I think there's a Chinese set-up that could be pretty nasty. Putting the balance question aside, the game between Brian and Eric turned out to be super close and featured a pretty amusing end game situation that might be worthy of discussion:

Let's say it's the last turn of the game, and you have to break one last Chinese 3-3-7 squad. He's in a foxhole with open ground all around it. You've got a 4-4-7 adjacent who has already prep fired, and enough assorted crews, half-squads, leaders, and striped squads around that you can get another 6FP of units adjacent and potentially get a 4+2 AFPh shot. The only problem is that the unbroken Chinese 3-3-7 is almost entirely surrounded by brokies (from your PFPh) that you can't move though, so all your units have to move into a single adjacent hex. You also have a nearby tank that has enough MP to park on the 3-3-7 but not overrun him. Do you lock down the 3-3-7 by parking the tank on him or just run everything you have into the adjacent open ground hex to support the 4-4-7 there eating a 6-2 for someone and 2-2 resid attacks? If it matters, your units are a mix of 7 and 8 ML, with two 9ML leaders. So, what do you do?

In the actual game (no peeking ahead for answers, now!), things didn't work out quite this smoothly, but more or less Eric parked the tank on the 3-3-7. There was a 4+2 AFPh shot from the infantry and a 6+2 from the tank and the 3-3-7 ended up pinned. The Japanese infantry piles in for a 3:1 HtH attack and wins easily, right? Not quite...the presence of the tank makes CC sequential, and the cunning Brian goes for a 1:4 attack on the bulk of the Japanese infantry. He needs a 5 and gets a 4, dropping Eric to a 1:1 return attack. The Japanese now need to roll a 7 for the win and just barely do pull it out. If the 3-3-7 hadn't pinned, Brian could well have wiped out the entire stack for the win. So, VBM sleeze-freeze, not always the war winner it's reputed to be!

One other note, this one for anyone still on the fence about LFT's Operation Chariot. I brought it to the game day and passed it around. The overwhelming response? "Wow, lots of new rules...it's not for me."

Thanks for reading and a huge thank you to Shostak for hosting the great game day,

Zeb

Sunday, April 05, 2009

AAR: AP22 Ghost Riders

Matt Schwoebel

Germans: Eric Gerstenberg
Russians: Matt Schwoebel

Winning and losing in ASL can be all about the pre-game preparation. So when I invited Eric the Gberg over on a Friday Night to drink beer and pick a scenario for Saturday morning, I made sure to stock the fridge with tempting, quality beer. We drank and looked through scenarios eventually settling on Ghost Riders. After looking at ROAR (favored Russians 25-16), the boards and tough victory conditions, we decided the German/Italian player should get the balance. As Eric stumbled out the door, we agreed to roll for sides the next morning.

Ghost Riders uses two half-boards 11 and Y with hexrows A-Q playable and is 6.5 turns long. It features a combined German and Italian force attacking Russians in winter (Ground Snow, Winter Camouflage) during January 1943. The Axis player must control 22 out of 26 buildings (all wooden by SSR) on Board Y at game end. Most the Axis force sets up on the Board 11 hill and includes 10 x 4-4-7 squads, 2 x 75mm* crewed ART guns, and 5 MGs (1 heavy, 1 medium, 3 light) with good leadership (9-1, 8-1, 7-0). They receive two reinforcement groups. One Italian group with an 8-0 and 3 x 3-4-6 squads entering on Turn 1 behind the hill (east edge). Also entering from the east is the German elite force of an 8-0, 3 x 5-4-8 riders, 2 x Mark IVF2s (75L armed) and a Mark IIIJ (50L armed). This German groups normally enters on Turn 2, but with the balance given entered on Turn 1.

The Russian defender sets up anywhere on Board Y which features a forest with a few buildings behind it on the left side (defender's perspective) and a spread out village to the center-right with one tight group of 6 single-hex buildings on the defender's right flank. The Russian player has 12 squads (1 x 4-5-8, 9 x 4-4-7, 2 x 4-2-6), 3 leaders (one 8-1 & two 8-0s), 5 MGs (1 heavy, 1 medium, 3 light), 2 ATR, 14 concealment counters, and 4 AT mine factors. On Turn 4 they receive a reinforcement group from the south (defender's right) with 9-1, 3 x 6-2-8 riders, and 3 x T-34 M41 tanks.

Eric arrived almost on time (miraculously) power downing an energy drink and looking ready for a long nap instead of an ASL slugfest. We rolled for sides and I received the Russians. Looking over Board Y, I decided to concentrate my defense on the right edge Festung of 6 buildings (Q6 was an open ground overlay). My goal was to delay his attackers and ideally make him work for the 4 buildings (1 on an overlay in F9) behind the left side forest. Holding 5 buildings would mean victory for the People's Revolution. The Festung had several squads including an 8-1, 4-5-8, HMG combo. It had the added advantage of being where my Turn 4 reinforcements came in. The forest contained just two 4-2-6 squads initially. The rest of my force was positioned behind the first road in buildings including the MMG in J3 with nice sight lines to hit any infantry in open ground. I mostly used the ? to conceal real units, but also put one stack of 3 dummies in an up-front building (L3) to threaten more open ground approaches. Searching for good AT mine spots, I found 5 non-bypass bottleneck hexes for tanks to drive through (H2, K1, M1, O1 and Q2). I placed 2 factors in the H2 crossroads to prevent the tanks from moving down the forest road and 2 factors in the O1 hex the most direct route to the Festung. All roads were unpaved.

The two 75* (non-emplaced by SSR) were set-up by Eric on the edge of the Board 11 hill in hexes E1 and C2. Eric's attack on Turn 1 consisted of moving infantry into position. He took advantage of winter camouflage to assault move - advance and stay concealed. The 3 tanks drove up onto the hill and unloaded their 5-4-8 riders. A decent amount of forest, hedges, walls and buildings restricted LOS between Boards 11 and Y. That said with opening prep fire it became apparent that my nice Festung had the disadvantage of being in LOS of both 75* guns. Eric also created an Italian kill stack with 9-1, 2 x 4-4-7s, HMG, and MMG. My leader directed HMG tried answering these treats but with little success or rate.

Turn 2 was similar with the tanks freed from their infantry burden attempting to move into threatening positions and Axis infantry slithering forward. Both of his vital 75L armed Mark IVs ran into my minefields and immobilized. It really was tough to avoid jumping up and down in glee. Eric's C'est La Vie life attitude resulted in him passing a personal morale check. The tank in O1 at least had an LOS to the Festung and the one in H2 stared at my MMG stack. I moved an LMG toting 4-4-7 into the forest to help stop the sinuous wave. Another 4-4-7 with an ATR almost took a shot at the immobilized Mark IV at the crossroads, but decided against valor and moved into the forest still concealed.

In Turn 3 the Axis force started taking its first buildings on the edge of town and pushed into the forest. The 3 ? counters in L3 took repeated fire from Eric's kill stack for 3 fire phases before revealing themselves as a single drunken conscript consuming homemade vodka. Some units in the Festung were broken by the 75* gun fire and 75L fire from an immobilized Mark IV, but they could withdrawal out of LOS to rally in N6. At some point here my MMG stack was broken and left that heavy equipment behind.

In Turn 4 Eric continued pressing forward with infantry and I was forced back in both the forest and left side of town. After finding my minefields through the most painful method, Eric deviously placed the 50L Mark III in hex Q2 where it could both see my rally hex of N6 and also down the board edge that my T-34 with rider reinforcements would enter. Russian reinforcements entered to cheers of the defenders. The Mark III failed to eliminate the tanks or strip off their riders. One 6-2-8 with the 9-1 joined the Festung defenders. The other two squads were dropped off in buildings L7 and K8 to keep Eric from turning the flank and approaching the Festung from two sides.

In Turn 5 the pressure intensified with all of the left half of town (center of Board Y) in Eric's hands and some of his squads were pushing out of the forest into buildings. Both of my 4-2-6 forest defenders deserve special merit for their successful 8 flat shots against advancing Axis who considered them dummie stacks. My Festung defense force was in increasingly poor shape with the Italian HMG/MMG stack, two 75* guns, 75L tank, and 50L tank doing continuous damage. The T-34 tanks at this point went on a rampage. Some of the Axis infantry was in the open advancing toward the Festung. I used the T-34s to flatten these groups with overrun and point blank MG shots and also to DM any broken units. Eric's 50L Mark III failed to get APCR and had limited use against frontal T-34 armor. At this point a 6-2-8 managed to retake hex K6.

In Axis Turn 6 one of the T-34s was destroyed by the immobilized Mark IV in O1 (this Mark IV would then be destroyed in defensive fire by another T-34). Eric attempted to move his Mark III out of harm's way and his last mobile tank was destroyed. A Russian conscript squad behind the forest mass in B6 again defeated the attacker's moving to take that building. Eric attempted to push forward toward the Festung, but the T-34 attack in Turn 5 had decimated his infantry and DMed otherwise rally-possible infantry. When this attack failed, Eric surveyed the battlefield before Russian Turn 6 with only one movement phase available to him. The situation was grim for the Axis. The Russians controlled 6 Festung buildings (M6, N5, N6, O6, P5, P6), 4 buildings on the outskirts of the Festung (K6, L7, K8), one in the far corner (O10), and the forest edge conscript held building (B6). Only two - L7 and O10 - were unoccupied by Russian units. With no mobile AFVs and only 3 or 4 squads left unbroken, Eric threw in the towel. It is a rare day when Eric surrenders a turn early. He is renowned for tenacious comebacks against the odds.

Ghost Riders is a fun, challenging scenario. It is tough on the attacking Axis and I believe giving the balance to the Axis makes it a fair fight. Overall I played the Russian defense well and made good set-up and strategy decisions. Eric attacked with gusto and had the misfortune of immobilizing his best anti-tank AFVs on mines. About the only criticism I had during our post-game review was his dropping off of the 5-4-8 squads on the hill in Turn 1. I think they would be better placed being driven to the far forest edge and dropped off there on Turn 2, then swinging behind this woods belt to take the far buildings, corner any Russian units in the forest and eventually attack the Festung from the flank.

Thanks for reading!!

Matt Schwoebel

AAR: AP48 Up Inferno Hill

John Hyler

German: Tom Gillis
Russian: John Hyler

Last weekend, at the HHS group meeting at my house, Tom Gillis and I matched up in AP48, Up Inferno Hill. Tom was the German player and I the Russian. Although Tom and I have not played that frequently, all of the games have been immensely fun and I looked forward to another entertaining match-up. I was not disappointed. Unfortunately, I did not have access to a digital camera to take the illustrative photos that enhance other AARs, so hex numbers will have to do to pinpoint areas of interest.

Set-up

Since Matt Shostak cogently analyzed the attractions of this scenario in his AAR when he played against Rick Reinesch, I will not restate what has already been eloquently written. Having read his AAR, I had to assume that Tom had done the same. Matt's avenue of attack as the Germans made a lot of sense, as it limits the early exposure of their forces to enemy fire, while offering a strong attack on the first objective hex.

Because of that, I had to assume that Tom would possibly try the same attack avenue. Therefore, I decided to make it as problematical as possible for him should he so do. Should he decide on another attack route, I wanted to try to channel Tom's attack. The hills on board 58 effectively divide the playing area in half. South of the hills, the terrain is liberally strewn with copses of woods and a wadi that make AFV manuvering difficult when approaching the hills. North of the hills is much better tank terrain, albeit with wadis to contend with. I decided to set up to induce Tom to enter his forces north of the hills. Should he do that, then I would be able to more easily manuver my forces south of the hills in comparative safety.

I placed my 1 factor AT mines in 58Z4, Z5, Y5 and X4. 6 factor AP mines went in 58W3 and W4 to make use of the gully approach to 58W5 troublesome. The other 6 factor AP mines were placed in 58M4 and M5 to guard the hexes north of the 58L4 objective. Wire went in 58X5 and V2 to hinder the approach to W5 and in 58M2, L2 and K3 to hinder the approach to L4 from the north. Trenches were placed in 58W5 and V4 and in 58L4, L5, K4 and K5. The K5 trench would serve as the L4 rally point, out of sight of the off-board artillery observer, and hopefully out of sight of enemy units for quite some time.

Two 4-4-7 squads under ? were in 58W5 and one 4-4-7 under ? was in 58V4. My kill stack with the 9-1, 2 x 4-5-8, LMG, MMG, Hero and ATR under ? started in 58K5. Assault/Advance mvt would enable them to cover the W5 objective with -2DRM MG fire. I placed 3 x ? dummy stacks in 16Y2 and X2, and a 2 x ? dummy stack in 58W10. The T34-43s went in 16S2 and S4, both HD, under ? and facing the east edge. A 4-4-7 under ? on a Level 1 counter was placed in each of building hexes 16O3 and O4. My hopes with all of this actual and fictitious firepower on board 16 was to dissuade Tom from entering his vulnerable motorcycles on board 16. Should he decide to enter on Turn 1 either at 58GG5/6 or 33A5/6, hopefully his Turn 2 reinforcements would also take that route.

I placed a HIP 8-0 and 4-4-7 in 58T7 to serve as a hopeful rally point for the squads on the W5 objective. A HIP 2-4-8 and 50MTR started in 58L4. A 2-4-8 and FT started HIP in 58K4, to hopefully greet any huns around L4 with an unpleasent welcome. Hoping that Tom would run his armor through the gap between wadis on board 33, I placed the 45LL in 33T5, with a T4/S5 CA. The dug-in T34-41 was placed in 58M3 with an N3/N2 TCA.

Early Turns

Tom placed his off-board artillery observer and I then place my on-board forces and play commenced. On his first turn, Tom dropped Smoke into his preregistered hex, 58Y5, and his first troops entered via 58GG5/6. The StuH42 and StuGIII first drove to points south of the hill (uh-oh!). However, the MCs and remaining two StuGIIIs drove north of the hill (yes!). Wire and entrenchments started to become visable at this point and on on the game. During his first APh, a cautious probe with a HS found the minefield in W3 and broke after the 6FP attack. This HS would subsequently die in a later turn trying to exit the hex. However that minefield discouraged Tom from any further forays up the gully. I did not do any DF either as FF or DFPh final fire, choosing to wait. The only activity in Russian 1 was to advance my kill stack to 58L5.

In German 2, Tom brought his remaing forces on partially in 58GG5/6 and 33A5/6. Using the squad in 58V4 and another in 58L5, I was able to strip concealment on all of his incoming vehicles. The PzIII(FL) drove to 58AA6 (motion), the SPW251/sMG to 58AA8 (stopped). The StuH stopped in 58Y7 and the StuGIII stopped in X6. The remaining motorcycles moved to points north of the hill. The Panthers and SPW251s entered at 33A5/6. The Panthers stopped in 33P3 and N3 and the SPW251s stopped in 33P7, O7, and I believe M7 (YES!!). A StuGIII stopped in 58S3. I cannot recall where the third StuG drove.

In the Russian DFPh, I sprung the trap, revealing my 45LL in 33T5, looking at all of those beautiful side shots on both Panthers and one StuG, and with 3 loaded SP251s just a click away. Regrettably, the 45LL proved unequal to the task. The crew forgot their APCR, so the best chance (net 8 TK) was lost. Two shots of convensional AP rounds failed to penetrate the side armor of the Panther in P3 and fully revealed the 45LL. Not good. The buried T34-41 revealed itself, not finding any APCR, but still stunning the StuG in 58S3. That StuG would eventually die via UK.

In Russian 2, PFPh, I decided that shooting at the Panthers with the 45LL wasn't working, so I clicked the gun and shot at the SPW251 in P7, which carried a squad, dm MMG and the 9-2. A hit with rate and successful TK roll dispatched that SPW to Valhalla, but without burning. Tom rolled stoutly on the CS rolls, saving both the squad and 9-2, but losing the crew. Still, that result was fine, as it effectively removed the 9-2 and company from the game for a few turns. I decided then to take one more shot at a Panther and bounced another side shot, losing rate. The T34-41 turned its turret and missed its target. During the movement phase, I started the T34-43s on board 16 and drove them to 58BB8, immobilizing with a bad ESB roll, and to 58BB9, staying in motion.

Later Turns

From this point on, events start to run together, so the exact sequence of events is lost. However, Tom managed to first break and then take prisoner the 45LL's crew, and act of mercy that would prove calamitous. The SPW/sMG started and moved towards the saddle. I eschewed shooting it with the adjacent T34, since I had an acq. on the StuH's side. When the StuH started, The T34 then drilled it with a round. The crew survived.
Tom moved the StuG in 58X6 drove to and overran the Russians in V4, staying in the hex to freeze them. During the ensuing CC, the squad managed the near-impossible and destroyed the in motion StuG. The the PzIII(FL) drove to W6, stopped, and hosed the two squads in W5 with a 30 flat shot. Tom rolled an 11, acking the FT, but breaking the two squads. In his next MPh, while withdrawing, the PzIII bumbled into the AT mines in 58Z5, getting incinerated in the detonation. The two squads routed to 58BB3, later dying as Tom then invoked NQ.

The Panther's zeroed in on the buried T34, eventually killing it. However, with no other targets to shoot at, he tried to start one and immobilized it with an 11. The other one managed to get moving and drove to the saddle area and stopped again. From there it skewered my mobile T34-43 in a later fire phase.

In Russian 3, the SU-122s arrived, one driving toward the saddle, and the other stopping on the southwest side of the L4 hill. That one was destroyed by Tom's last StuG. The SU-122 in the saddle stopped out of sight of the Panther, but managed to knock the SPW/sMG into an adjacent hex with a HE round. When Tom tried to start his last Panther, he rolled another 11, immobilizing it where it could do no further harm to me.
During this swirl of combat, Tom moved his artillery to the L4 area, eventually centering it on L4. That was my time of greatest peril, since my kill stack, and HSs with the FT and 50MTR were all trapped in the blast area. They managed time after time to survive 16 up 2-4 shots unscathed.

Russian 4 saw the much anticipated arrival of Corporal Hylerovich and smg squads with their full bottles of Ever-Clearski. Alas for Corporal Hylerovich, he fell victim to a sniper's bullet while performing an enebriated cossack-dance on the turret of his T34 transport. The unencumbered T34-41 tried to move too far, becoming immobilized after failing its ESB roll. However, the remaining T34s with leaderless squads made their way to 58J5 and J6, where they stopped and unloaded the squads.

With that move, Tom made what I felt was a crucial mistake. He converted the FFE raining down on L4 from full-strength to harassing fire in order to affect the squads in J5 and J6. That effectively saved my troops guarding L4, since a 4 up 2-4 shot is of course much more survivable than a 16 up 2-4. It would have been only a matter of time before those troops would have broken and died under the unrelenting bombardment.
During these turns, the 2-4-8 with the 50MTR had moved to 58K4. From there, they attemped pot-shots at the German squads visible on board 33. Time after time, the familiar words "no hit, no rate" were uttered. However, Tom decided to use his prisoner crew to assist the HS in pushing the 45LL, which the HS now possessed. They succeeded in moving the gun to 33T4, but no further. Trying one last time, the 50MTR fired and the German HS and Russian prisoners (we're Russians, we do that), Hit---no rate. The effects DR succeeded in breaking the German HS, but the prisoner crew survived the MC. I do not think that Tom needed to rout out of the hex during the RtPh, but rout he did, leaving my escaped, unarmed crew in the same hex with their 45LL!

In Russian 6, they could not find the gun during the RPh, but managed to in the MPh, taking possession with the gun pointing on a perfect hexspine LOS to the rear of his last StuG in 58K1. In the AFPh, they took the shot, needing a 3 to get a hit (base 10 up 7). The dice clattered....3!!! Needing a 9 (base 11TK + 1 rear facing down 3), an 8 was rolled, killing but not burning the StuG. The crew did not survive. With the demise of his last mobile AFV, and with me in a position to protect the L4 victory hex with two T34s and an SU-122, Tom conceded a hard-fought, but exceptionally fun game.

Conclusion

AP48 is a great scenario. I would give it an 8. It offers a lot of interesting options, with the possibility of creating a effective traps. I was gratified that the trap that I set worked as well as it did; however it was a gamble. Had Tom decided to enter full-throttle on board 16, it all would have been for naught. Tom is a skillful and fun opponent. He was plagued with some bad dice throughout the scenario, with his Panther start-up rolls, the Flampanzer shot, and the series of off-board artillery DRs in the L4 area late in the game. I was the recipient of some very good DRs when it really mattered, the CC against the StuG in 58V4 and the last 45LL shot, among others.

With that said, I too believe that the Panthers must not stop until they are in a place where they will have a lasting effect. Matt selected 58X4 and X5 to stop. A case could be made for other level 3 hexes, like 58U4 and V4. Tom greatly hamstrung himself when his Panthers immobilized, since it then was easy to avoid them. The Russians need to contest both victory hexes. A typical German attack will concentrate on first one and then the other, probably W5 and then L4. The longer it takes them to clean out one victory hex area, the less time they will have to attend to the second. All in all, AP48 has a great deal of replay capability. I would play it again with either side.

John

Wednesday, April 01, 2009

St. Nazaire: Operation Chariot First Impressions

Nick Drinkwater


So, I'm a weak willed person with no spine and have gone and ordered this beast too from the Gamers Armory. For a while, I was in two minds on this one too as a) its pretty pricey and b) Zeb's comments on the rules chrome below had struck a real chord with me too, but then again, its ultimately all about a glorious feat of British naval and martial arms and that was the ulimate push over the edge - how can I resist the lure of that? There were like, three VCs awarded for this alone - brilliant!

Like Zeb though, this was not the no-brainer of most other ASL purchases due to the high costs and esoterica involved - I am hoping this one doesn't just sit on my shelf unplayed, but actually, thinking about that, there is not much in my ASL collection that hasn't at least seen one or two playings from something within it. The Special Forces pack waits to be opened as does VOTG, Tarawa, OVHS and OWT, but most of the other stuff has seen, or is about to see, some kind of use.

Anyhow, looking forward to seeing how Major Newman and Commander Ryder fare in the ASL version of one of favourite and best solitaire games, the old AH Raid on St. Nazaire which is a total classic!


Anyway, I'm back in town - had a brilliant visit to my home county's Regimental Museum, the "Soldiers of Gloucestershire" museum in Gloucester.
http://www.glosters.org.uk/

The Glorious Glosters have the most battle honours of all the pre-1994 merger regiments of the entire British Army, including Ramilles, Waterloo and Dunkirk, as well as the Imjin River in 1951 where they received a Presidential Unit Citation. They are also unique in British Regiments in being allowed to wear a cap badge on both the front and back of their caps, to remember the feat of arms in Egypt when the regiment's second line turned about face and defeated one of Napoleon's lancer regiments attacking their rear - no time to form square in that one, but they survived all the same. Its a brilliant little museum that follows the two parent regiments, the 28th (North Gloucestershire) and 61st (South Gloucestershire), together with the Royal Gloucestershire Hussar Yeomanry cavalry regiment that fought hard in the western desert amongst other places. Once they had been merged into the Gloucestershire Regiment in 1882, they have an amazing miliary record through both World Wars - the 1st Battalion fought their guts out in the retreat through India in 1942 as part of 17th Indian Division, while the 2nd Battalion was essentially destroyed in Wormhoudt and Cassel on the retreat to Dunkirk.

They even have three original Victoria Crosses in Museum too - if you are ever in the West Country in England, instead of being a sheep and going to see Bath and all the jesters and jugglers entertaining all the other slack-jawed US yokels, take a short trip upto Gloucester to check out this museum - well worth the journey!

Sadly, the unique identity of the regiment was killed off by the Tory Govt and it was amalgamated with the Berkshire and Wiltshire Regiments in 1994; the current Labour Govt did not change this policy and forced more mergers with the Devonshires and Dorsets and Light Infantry - together, they are now all component parts of The Rifles Regiment now which is serving proudly in Afghanistan as I write.

Cheers
Nick