A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

We all know this one.  I want to do an AAR on it because this is the first time I played this scenario since my Squad Leader days.  The Russians win if they get 2 more buildings than they lose of their own initially-held stone buildings and/or have a 3:1 unbroken squad equivalent, in 5 turns.  If you find yourself yelling at your screen here, note that I played an early stage player.  

After Action Report

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

For those who are familiar with this scenario, you know most of the setup is ‘predesignated’.  Where possible, I readied myself for those terrorising Russian Human Waves, especially from the mass of 628’s on the left.  

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

The Russians decided to neutralise some of the German firepower first with their 18FP per hex firegroup(s) on the left.  A couple of the German units in building F5 broke, leaving parts of it unsecured.  In the middle our 9-2 LMG DeathStar (I7) managed to break the MMG crew!  The action on the right was also intense, with firefights erupting across the streets. There’s a Commissar lurking in the back of the building there. I realized I had a problem—I couldn’t see the back of that building!

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

Seeing that the MMG team is down, the Germans in K5 dashed across the street and made it into building J5!  (See top right)  With the LMGs in building K5 (center) no longer watching the street on the left, the 37th Guards seized the opportunity!  The 10-2 struck a heroic pose and nonchalantly waved the mass of 638’s forward in a human wave!  Casualties were considerable, with a couple of KIA’s.  Meanwhile, a lone squad scrambled towards the rightmost buildings (bottom right), trying to get some visibility at the back of building N4 where the Commissar rallied broken units.

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

The defenders of building F5 died heroically along with their 9-1.  Hopefully they took a chunk of the Guards with them!  The 8-1 moved his HMG team from the bottom right to the bottom left, anticipating the next Human Wave on building I7 (where the 9-2 and dual LMGs were stationed).  The LMG in building K5 got ready as well.  Unfortunately the Commissar & the 308th Rifles in N4 (right) also looked a little too eager.  Hmm… 

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

This next Human Wave struck from the right!  The Commissar led the 308th Rifles into building K5 (center)!!  The fire from building L6 up the street to hex L1 was awesome but one of the Russian units got into building K5 all the same.  The Guards on the left headed towards the 9-2 and the dual LMGs in I7 as well as the left side of building K5!  Casualties were high but this might just get the Russians two more buildings than what the Germans got.  

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

When the dust cleared the Russians captured two more buildings than they initially held vs one for the Germans (hence one more).  The Germans counterattacked by dashing the unit from the Russian MMG (building J2) into H2, then advanced to G3 to take the building.  The Germans also moved into building N4 (right) but the Russian brokies were right at the stairwell and could rout upstairs.  Instead of fighting it out in the recently ‘human-waved’ building K5, a HS went to capture M2 from the Russians instead.  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

In 1944, partisans discerned that a HQ unit of the Russian Liberation Army (defectors) were in Golubats, on the shore of the Danube.  Russian units were sent to kidnap them with partisan help under the cover of darkness.  The Russians win in 5.5 turns if they exit ≧ 2 EVP of the RLA HQ unit.  The setup of the RLA units were mostly predesignated.  The partisans setup HIP and there’s a Russian MGB that came to support the exfiltration to the south (left) of the map.  This is a Night scenario and there’s fog (+1 per hex) on the lower board.  

After Action Report

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

One quiet late October evening … 

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

Partisans appeared from out of the darkness and surrounded the HQ unit!  The folks desperately fired into the shadows but no one could be seen.  The HQ unit dug through their desk drawers but couldn’t find a single star shell.  The unit camped up the street didn’t hear anything either.  The Russians on the assault boat moved quickly through the fog and subdued the LMG team by the shore.  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

Close Combat at the HQ was over quickly.  The HQ unit was bounded and dragged down the streets towards the river bank!  A broken RLA 6+1 seemed to be spared, but a Russian 6+1 watched from the shadows.  The RLA rescue team ran in via the top left of the map.  The retreating partisans ran into some HIP’d RLA units.  A few RLA units were therefore freed from ‘No Move’ counters.  Someone surely forgot to bring star shells along.  The LMG team on the other side of the river decided to move down and to the left.  The hope was that it would reach the river bank to lay down firelanes across the (4 hex) river exit (firelanes work better in fog).  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

The rescue units made it to the edge of the open area on the left where the Russian kidnappers were likely to disembark.  All RLA units were now on the move and pushing to the left, blocked by the bodies of Russians in the open.  The Russian gunboat (green ‘cause the brown (VASL) VFS Motor Gun Boat is unusable) came in and shot up the LMG unit on the other river bank!  We laid out ‘WP’ overlays on the bottom half of the map as a reminder about the +1/hex fog.  The Night LV & the fog made shooting quite impractical.  But of course, once you are broken at Night, you might as well be dead (game-wise) ‘cause you probably won’t rally in time (and the Russians had higher firepower).  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

The Russians were just body blocking venues of approach as the MGB chugged towards the shore.  The RLA rescuers on the left couldn’t get much effect with their firing.  They did however dispatched the pesky Russian 6+1.  The RLA units in the Woods on the right jumped into Close Combat in the hopes of clearing that side quickly (or even getting an ambush and therefore infiltration).  It was not to be.  Reduced that Russian squad as we might, Melee ensured and that approach was blocked.  The kidnapped units got dragged out to the shore.  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

The RLA units tried to surge through the gaps!  The 447 on the far left made it through and approached the riverbank.  The Russian prisoners were dragged onboard the MGB.  One last chance to shoot that boat up?

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

Here we go.  The prisoner-ladened MGB moved into sight from behind the trees.  It was a +4 shot for the 447 through the fog but we couldn’t even kill our own people on board!  The HQ unit was taken into the darkness.