FrF5 The Valley of Death After Action Report (AAR) Advanced Squad Leader scenario

FrF5 The Valley of Death After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

The Soviets launched Little Saturn on Dec 16 1942, looked to destroy the Italian 8th Army and to cut off relieving forces to Stalingrad.  This scenario set in the Arbuzovka valley on December 23 1942 depicts Axis efforts to break out of the encirclement.  The Germans and the Italians did break the encirclement historically.  With 10,000 Axis dead, 5,000 wounded/ frostbitten and 10,000-15,000 taken prisoners, Italian soldiers called it the “Valley of Death”.  

 

Victory Conditions and Tactical Considerations

Elements of the Italian Blackshirt Brigade, Pasubio Division set up on the south (left of map) with 16 squads, 3 leaders, 1 HMG 1 MMG and 3 LMG plus 2 (little) mortars.  They were supported by 2 StuGIIIG’s.  The Axis suffered Ammunition Shortage but that didn’t factor much into our game.  The Russian 35th Guards Rifle Division set up to the north (right of map) with 5 458’s 3 447, 2 leaders, 1 LMG 1 mortar and 2 ATRs.  I took the balance in this game and so 3 527, a leader, a radio (70mm OBA) and a T-34 M41 showed up on Turn 2.  Both sides were to setup on non Hill hexes, so we both had to slog it up the Hills against Ground Snow.  

The Italians had 5.5 turns to get more unbroken (didn’t have to be in good order – could be in Melee/Berserk) non-crew infantry CVP north (right) of map than the Russians, provided that the Russians hadn’t destroy both StuGs.  I marked the “victory” line beyond which the Italians had to move on the first AAR map below with a blue dotted line.

The Italians outnumber us 2:1, plus they had more long range toys and 2 StuGs.  Our Russians had better quality troops but that’s a lot of map to cover, good thing the Hills were quite barren.  The Russians would have to rely on their higher morale of their infantry and the higher mobility of their T34 m41.  That T34 wouldn’t win any long range shootouts against StuGs.  We would try to fend off an amoeba attack and to not get caught in Close Combat.  

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

After Action Report

The StuG’s split off and went to both hills, threatening a pincer action, supported by a platoon each.  The platoon to the east (bottom) was of particular interest since it carried an HMG & an MMG.  I really couldn’t split off my troops since they were thin as it was.  I diverted 2 squads, a leader and an ATR to the west (top) and my T-34 to the left (bottom).  The rest of the Russians on the valley floor dutifully withdrew as their flanks were threatened.  Heck, the Italians on the hills were already shooting at my skulking Russians!  My T-34 got a lucky shot at the “heavy weapons” team.  Italians aren’t easy to rally.  I expect that to put them out of action for a little while.  (The blue dotted line is the goal line.)

Advanced Squad Leader scenario FrF5 The Valley of Death After Action Report (AAR)

I parked my T-34 on the highest point, went Hull Down and congratulated myself for how smart I was.  That didn’t last because a StuG went into a position to engage from the west Hills (top) while another StuG went to my left.  My TH was 6 (+1 BU +1 small) to the west Hill StuG but his TH was 8 coming back, and my HD wasn’t going to hold because of the StuG to my left.  Urgh!  I always thought “lone tanks die” and I was on track to prove this out again with my T34.  Hopefully the Russian squads rushing up the east Hill would save those treads! 

Good thing an ATR shot broke the platoon on the west Hill (perhaps we could meet the StuG alone then) and the heavy weapons guys on the east Hill went for R&R.  The Russians in the valley were slowing the Italians down some but they were moving forward still.  Our first Spotting Round went wildly off which didn’t help things.  I needed a nice Harassing Fire to shut that party down.  

Advanced Squad Leader scenario FrF5 The Valley of Death After Action Report (AAR)

The ATR team on the west (top) Hill went straight for the StuG, if it wanted to deal with us it would have to change VCA.  An ATR hit would immo on a 5, and if they pass their PAATC, immo the STuG on a 7!  But all that talk didn’t distract the west Hill StuG from our T-34.  

It’s time.  I knew my T34 couldn’t fire while being CE but we threw open the hatch and tried for a vehicular smoke grenade anyway.  Nada.  Well, there goes nothing.  We gunned the engines and sure enough the first shot whizzed by!  We pushed forward off the hill and the StuG intensive fired!  The shot came real close but that missed as well.  We couldn’t believe it!  Everyone in the tank screamed “GO GO GO GO!!”.  We thought about rounding to the back of the east (bottom) Hill StuG, DM’ing the Italian heavy weapons team and going HD behind the stone wall.  Unfortunately we wouldn’t get a first shot off anyway being CE and that StuG would have a chance to spin around and we would need a 5 to kill (they needed a 6 and they had a spare AFV).  We decided to make for the area behind Italian lines.  If the StuGs wanted to come for us they would have to go the “wrong” direction and abandon their infantry.  We stayed in motion behind some buildings, hidden from the west Hill StuG.  

Well, our ATR shot went wide, even when our guys were practically bracing the ATR against the side of the StuG!  “We can still go in and kill the thing!” someone yelled.  The 7-0 thought about it for a second and remembered how his momma always told him to not be a hero.  

Next turn came around and as you expect, the StuG started up. POW!!  The ATR team fired again and watched the round arc’d gracefully off to the distance.  The StuG overran the Russian team.  They survived somehow and rolled around for their CC Reaction Fire.  This one’s tough ‘cause the StuG’s moving but they managed to immo the StuG with its gun pointing in a not so useful direction.  

The radio guy got Harassing Fire down properly in the valley as well, catching the Italians in the open.  The Italians conceded.  

Advanced Squad Leader scenario FrF5 The Valley of Death After Action Report (AAR)

How’s this Scenario Interesting?

Classic quality versus quantity?  The pair of StuG’s could be tough to deal with.  I thought I’d just run that T34 around (and not stopping) and lean on my superior mobility, cut rout paths and stuff.  I wouldn’t win shooting matches with either of them.  Putting Italians on the hills made it challenging for the Russians as they didn’t have the bodies to spare.  StuGs were there to lay smoke I think, without which the Italians couldn’t move safely. The Italians also shouldn’t mass up because of the OBA and so spreading them out might well be the way to go.  Some Italians might break but the Russians couldn’t shoot them all.   The StuG should do what assault guns were meant to do: shoot smoke rounds from the back and keep the T34 from getting cute.  They shoot way better at a distance anyway.  I took the balance because it’s largely an Italian win on ROAR but I can see how tough it was for my opponent.  

References

Winners : Great Games Giveaway 2021

Photo by Vlad Cheu021ban on Pexels.com

Worldwide Prize #1Bear Flag Republic and ALEA 35 Magazine (with Italia 44 & The Masters of Horizons).  Quarterdeck gives a Shipping Allowance of $30, the winner will pay the difference to Quarterdeck before shipping.
Prize #1 Winner : Cole Mills (USA)

Worldwide Prize #2: From Salerno to Rome (ziplock).  Quarterdeck gives a Shipping Allowance of $30, the winner will pay the difference to Quarterdeck before shipping.
Prize #2 Winner : Ray Newbert (USA)

Hong Kong Prize: Bear Flag Republic, shipped FREE
HK Prize Winner : Michael Chan (HK)

A huge thanks to everyone for the overwhelming response! Thanks also to Jack Greene at Quarterdeck International for his generosity. Congratulations to the prize winners. Here’s to a happy and healthy 2021 to everyone, all the very best to you and yours.

@Prize Winners: I will be in touch today by email and will hook you up with Jack Greene for the prizes. If you don’t see an email from me within 6 hours of this post, please let me know.

RbF I-3 South Park After Action Report (AAR) Advanced Squad Leader scenario

RbF I-3 South Park After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

It’s December 22 1944 in Senonchamps (Belgium), not too far from Bastogne.  According to the scenario’s “Historical Perspective”, this was a lightly defended American artillery park.  

 

(Photo : ASLScenarioArchive.com)

(“The Ardennes, 1944-1945: Hitler’s Winter Offensive”)

Victory Conditions and Tactical Considerations

The Americans started the game with 3 HS and 2 crews but a lot of hardware : an MMG, a baz, 2 x M55 (quad .50-cal carriage with 24FP), 2 Stuarts, 1 Sherman and 2 jeeps (with MMGs).  They have 1x M1A1 “Long Tom (155L) and 2 x M1 (155) howitzers.  Getting tagged by a “One-Five-Five” means 30FP.  The good thing is that they start unmanned.  They would remain so until they got LOS to known German units.  7 US squad would show up on Turn 4 as reinforcements along with 2 leaders and more toys.  

“Kampfgruppe Kunkle” showed up with 6×548, 6×447 with 3 leaders.  They got a STuG and a STuH42 (105) backing them up as well.  

EC’s Wet with Heavy Falling Snow.  So the Americans could try torching some of the buildings but it wouldn’t be the easiest with the lack of personnel and the Wet EC.  Heavy Falling Snow means a +1 LV that would get worse with an additional +1 LV from Turn 5.  There’s however, no Ground Snow, so Smoke is in play.  The Stuarts can’t do much to a STuG front but I would have the STuH or a panzerschreck covering the flanks at all times.  The Quad .50-cal with its ROF3 is probably great for DI shots. We need to be careful about the Sherman with its fast turret and TK14.  Bazookas have TK16, we should stay away from those as well.  We would use assault guns as assault guns as much as we could.  I wondered what he planned to do with those jeeps, ie for mobility or (scrounged) firepower?  They wouldn’t be able to cross those bocages though.  

The Germans have two ways to win: 

* Win immediately if they capture/destroy all 3 of the guns
* Win at Game End if they hold onto the 4 VC buildings

StuH 42 from 242 StuG Abt

After Action Report

Advanced Squad Leader scenario RbF I-3 South Park

I decided to NOT engage the Artillery pieces until we absolutely had to.  The alternative was to “race” down the hill and across the open field with bocages in the way and in the face of heavy US firepower.  The first problem was one of the Quads.  It ripped squads off our OB through +1 Heavy Falling Snow and smoke we laid down.  We finally got to rush it and kill it in CC.  The STuG got out on the flank to keep the 17MP Stuart from squirrelling around our left.  I made sure it’s covered by the STuH from behind.  The Americans decided to abandon their jeeps and ripped off the MMGs.  I wanted to kill one of the Jeeps but the Stuart was a priority.  The other Stuart went around the back into my axis of attack.  The Sherman moved into.  My right’s got panzerschrecks lined up but they didn’t have to know that, did they?  

Advanced Squad Leader scenario RbF I-3 South Park

I had one more turn before proper Americans show up so I was racing those units down the street.  Their Stuart got a little too close and so I stopped the STuH in front of it and shot it with a HEAT round.  The Sherman decided to back off and got immobilised by an ESB roll.  However it’s right next to the last VC building so it was a good place to be!  I fought the urge to make my STuG “more useful” but kept to the discipline of covering the STuH.  Oh, my 9-1 went heroic.  Not sure if it’s a good thing ‘cause hero’s don’t break, they wound and they die.  The units with the US “Baz 44” and the “MMG” right of center were in fact, German.  The other Quad realised it’s going to be out of the game and the gun crew tried desperately to drag it along.  I got to keep this Quad out of play.

Contrary to what you see in the picture, the guns hadn’t yet seen us, and were not crewed yet.  

Advanced Squad Leader scenario RbF I-3 South Park

We sneaked up on the immobilised Sherman with a shreck but it took us 2 phases to shoot it pointblank.  Some pretty ominous ginormous American stack moved up to our last VC building though.  The mods were +5 but we took no comfort in light of the 36FP.  The STuH pumped rounds into the stack but was ineffective.  The big US stack broke our occupant of the last VC building and put us into a position of having to win it back.  Meanwhile squads rushed the middle One Five Five.  Miraculously, it broke the 2 squads but left an 8-0, the heroic 9-1 and a captured bazooka in front of the howitzer.  The STuG went wide, decided that shooting in the +2 LV environment was no longer ideal, prepped itself for a final Overrun of the leftmost (top of the map) gun.  

Advanced Squad Leader scenario RbF I-3 South Park

The heroic 9-1 led the final attack with a +6 shot that connected with the One Five Five.  The IFT effects shot vaporised the crew and the random destruction roll vaporised the gun as well.  Two more to go!  The STuH opt’d for a HEAT shot against the Americans inside the last VC building.  That shot connected as well but it only succeed in breaking the leader and pinning the squad!  We would have to do it the bloody way.  The Americans couldn’t crew the leftmost gun (top of map)!  Feeling luck on its side, the STuG proceeded to overrun the left gun not once but twice!  Unfortunately It only succeeded in breaking its main gun.  Folks did managed to rush up to the 2 remaining guns without a scratch.  Things looked as if they might work out in close combat.  

But it was not to be.  We had a 2:1 attack on one of the Guns but boxcar’d the roll.  All eyes then turned to the last VC building.  3 squads and a concealed leader ambushed the pinned US squad.  Unfortunately we rolled a 5,6 which couldn’t evict the occupants.  The Germans lost.

How’s this Scenario Interesting?

This is a very tight scenario that offers a number of tactical choices.  If I play it again, I might well try a run down the left and go for the 3 guns through the bocage.  The other Quad will be just as tough to content with and I can’t leave it on my flank.  The Germans had a tight schedule to meet.  The two sides had very different forces to play with, which makes it very interesting also.  I really have to give it to my opponent though for hanging tough through it all.  Once reason why the Germans lost is that it couldn’t push past the last VC building before the American reinforcements entered on Turn 4.  

I really like this scenario.  
Advanced Squad Leader scenario RbF I-3 South Park After Action Report (AAR)

Great Games Giveaway 2021 : Jack Greene

Great Games Giveaway 2021: Jack Greene

quarterdeck international

Since none of us have enough quality games on our shelves, Jack Greene of Quarterdeck International is giving a few great games away to usher in 2021!

Three Great Prizes: Two Worldwide & One to Hong Kong

Worldwide Prize #1: One winner worldwide gets Bear Flag Republic and ALEA 35 Magazine (with Italia 44 & The Masters of Horizons).  Quarterdeck will give a Shipping Allowance of $30, the winner will pay the difference to Quarterdeck before shipping.

Worldwide Prize #2: One winner worldwide gets From Salerno to Rome (ziplock).  Quarterdeck will give a Shipping Allowance of $30, the winner will pay the difference to Quarterdeck before shipping.

Hong Kong Prize 🇭🇰 : One winner with a Hong Kong shipping address gets Bear Flag Republic, shipped FREE (note below for special instructions when entering)


How To Enter:

Between Now and Jan 15 2021 Eastern Standard Time…

Leave a Comment under this Post, you are then eligible for the Worldwide Prizes

Got a Hong Kong shipping address?  You are also eligible for the Hong Kong Prize, add “HK” in your Comment.

Results Announcement: 

HongKongWargamer will draw and announce the winners on the Jan 16 2021 weekend.

Don’t Miss Out.  Leave a Comment.

Fine Print : When you enter this games giveaway, you agree that HongKongWargamer has the final say on all disputes.  Just sayin’

Please Respond If This Is You

Gents, I am looking through some of the 2020 visitor statistics on my site. What I posted below are some of the countries I see.

#1 Can you please leave me a comment if you are from any of the countries listed below?
#2 Are you actively playing Advanced Squad Leader?
#3 Is there an Advanced Squad Leader/ wargame community where you are at?

If you prefer more privacy, please send me an email to the address I have here : About Me

I’d absolutely love to hear from you! Thank you! (Click below for a clearer image)

2020 Top 10 Posts on HongKongWargamer

2020 Top 10 Posts on HongKongWargamer

Advanced Squad Leader

 

Folks, these are the top 10 articles that got the most reads this year.

10. Do not let Valuable ASL Time slip by – Walter Branham, Berserk Commissars

09. What I love best about the Global ASL Community

08. About Me

07. Grognards Speaks : Advanced Squad Leader Articles That Change Their Lives

06. Tactical Notes

05. Getting Started with Advanced Squad Leader

04. Katz: Designer’s Response to the Desperation Morale Review of Forgotten War

03. Resources for Advanced Squad Leaders

02. Advanced Squad Leader is the Greatest Wargame Ever Published

01. Upcoming Advanced Squad Leader Products

ASL Holiday Greetings You Can Use!

I’d be delighted and honoured if you find these Holiday Greetings suitable for your use (feel free to download). I’d like to wish you all a very Happy Holiday Season. Good Health and Good Cheer to you and yours!!

What I love best about the Global ASL Community

Mr Paul M Weir, Clovis

I have never met Mr Paul M. Weir.  I know he played ASL solo because he looked at the Advanced Squad Leader system as a sandbox.  I know he was a programmer and that he kept a few cats: Comet, Clovis & Halo.  I interacted with Paul more than a few times over the years.  This man’s an outstanding expert of World War 2 armor and weaponry and had lent his expertise on a few ASL designs.

I remember sending him a fuzzy black and white photo of a tank spotted in the China theatre.  He came back telling me that it’s some hybrid tank whose turret was taken off from one tank and added on the chassis of another.  Then he moved onto more details about the origins of the turret according to something peculiar he spotted.  It blew my mind but like a lot of people would tell you, we learned every time we heard from him.

He was also a moderator in the GameSquad forum.  I have always love his tone and the way he went about things.

Mr Paul M. Weir embodied what I love best about the global Advanced Squad Leader community.  Mr Weir passed away suddenly on Dec 6.  It had been such a great pleasure knowing him, I’d like to think there’s some way he can still play with his beloved ASL sandbox in the Great Beyond.

Articles that Mr Paul M. Weir allowed me to post on HongKongWargamer.com:

204 Human Bullets After Action Report (AAR) Advanced Squad Leader scenario

 

204 Human Bullets After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

I am finally in South Korea!!  This is an early Korean war action.  On one fine day, June 28 1950, the North Koreans came cruising down Hongch’on Road.  

Google Map : Seoraksan

(Steep hills.  STEEP.)

The North Koreans had 6 x T-34/85 (some of which might have SD6’s) and 3 x SU-76M (ROF2) with 2 Armor Leaders.  They were unfortunately separated from a lot of angry North Koreans (24 squads) spurred on by 5 leaders, one of which a commissar.  The South Koreans had a 6 squads + 2 leaders reception committee, plus an unknown composition lying in wait in the Steep Hills.  Given the ROF 3 AT Guns, I thought it’s a no-brainer choice.  I picked the 3 x AT Gun combo.  

Victory Conditions and Tactical Considerations

The North Koreans rolled into the narrow mountain passes (aka Steep Hill) where the South Koreans (HIP’d Fanatic units) prepared an ambush.  The North Koreans needed to exit 15 VPs (3 vehicles) in 8.5 turns.  I would have to kill all the tanks before the North Korean infantry overrun my blocking force, outnumbered 4 to 1.  

Fighting in Steep Hills

Steep Hills is a new terrain feature to Forgotten Wars.  This is some of the best ambush terrain.  

  • AFVs cannot venture offroad and these roads are one lane only.  
  • Open Ground Steep Hill hexes are Concealment Terrain. 
  • Guns with L or LL barrel lengths (all the AFVs in this scenario) cannot fire Main Gun / CMG at a higher elevation target if the LOS crosses any hill terrain in the hex adjacent to the firer that is of a higher elevation (but Guns on Steep Hills can fire down).  

Wait, the South Koreans (Ambush team) had Molotovs!  (They were Fanatic as well, a point that we completely forgot.)

As you know, Molotovs kill AFVs at 6 or less, -1 for Elevation Advantage +2 for  Moving and -1 for Crew Exposed.  

However, the SU76’s should be very afraid.  Some of the Hill hexes next to the Road were 2 levels higher than the Road.  That meant an Open Top AFV could be treated as unarmored!  (D5.311).  A Korean squad dropping a MOL into an SU76 from an adjacent hex would have an IFP of 8+4 or 12, which is 8 on the “vehicle line”.  If those rides don’t burn, there were scores of Human Bullets (remember ATMMs) and DC heros to get the job done.  

Here’s the thing: we all knew it’s going to be ugly for the Korean tank column.  Should it move forward as per normal and hope to survive the ambush?  Or should it do what one of the playtester did, crawl along as slow as possible until the N Korea infantry catch up?

After Action Report

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR) NK Turn 1

The N Koreans had to do PTCs at the start of the scenario, but it’s more of an inconvenience really.  Everything’s very quiet.  

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR) NK Turn 2

The S Korean AT guns appeared and shot the lead tanks!  This One Lane Road obviously created issues for the convoy.  S Korean infantry then appeared and rained Molotovs  down from two levels up and burned the SU76M’s on the other end.  On the far left, the N Korean infantry rushed the vastly outnumbered S Korean defenders.  The only thing the S Koreas banked on was the open ground between the hordes and themselves.  There were 2 dozen dummy counters amongst the S Koreans on the left.  Hopefully their protected position would help delay the N Koreans some.  

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR) NK Turn 3

We held off the first infantry onslaught but the N Koreas were getting too close for comfort.  On the right flank, we had to back off via the gully.  They could follow us into the gully but if they wanted to go faster they would need to get on Open Ground and take our point blank fire.  We must hold the flanks!  Up on the Steep Hills some Human Bullets started appearing.  One of surviving SU76M crews vaporized one of them as soon as he came into view.  The other got to a T34 and even remembered an ATMM but failed to do any damage!

Advanced Squad Leader scenario 204 Human Bullets After Action Report

A third AT gun appeared and completed the destruction that was the N Korean armor column.  It’s just as well ‘cause one of the other AT Guns malf’d.  The ambush team tried to dig some foxholes but got wiped out by the MTR (we forgot they were fanatic).  Over on the left of the map, the right flank was on the verge of collapsing.  They were pretty much just blocking the way with brokies.  The left flank was still firing away and leaving Residual on Open Ground.  

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR)

Over on the left of the map, the right flanked crumbled and the N Koreans were rushing for the right edge of the map!  Their MTR kept pounding away at one of our AT Guns but good thing its concealment held for a while.  Unfortunately no one brought too many HE rounds and we were just pinging infantry with AT rounds.  We had very few warm bodies left to stop the N Koreans. Good thing they didn’t want to spend too much time messing with us.  

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR)
We focused on putting a line of residual fire across where most of the N Koreans had to cross and it was deadly.  The N Koreans conceded when its apparent that they couldn’t squeeze 15 CVP’s of folks through the north.  

How’s this Scenario Interesting?

This is certainly a great lesson on how Steep Hills were hostile environments to AFVs.  I suspect it’s easy for the N Korea player to fail his Personal Morale Check when it didn’t take much to light the whole armor column up in flames.  This is my first game with a new opponent and I am very impressed with how resilient he was and how he kept pushing on til the very end.  It wouldn’t be such a great game had it not been him.  In case we start thinking that this is an unbalanced scenario, ROAR reads 8:9 North K: South K.  I’d love to hear what some of the winning strategies for the N Koreans are!

AP143 Late for Chow After Action Report (AAR) Advanced Squad Leader scenario

AP143 Late for Chow After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

On August 29 1944, the “Pathfinders” of the 8th Infantry Division, the first infantry division to have broke through into the Brest area, was counterattacked by elements of the Fallschirmjäger-Regiment 7 near Kergroas!

(Images: Fallschirmjägers, 8th Infantry division, 8th Infantry insignia (“Golden Arrow”/“Pathfinder”), 28th Regiment insignia)

Tactical Considerations

A dozen German 5-4-8’s with 4 leaders enter the map from the bottom (south) and they were to either exit through the top (north) and/or occupy 4 designated buildings with at least 8 VP’s in 6.5 turns.  They would be met with 8 US squads deployed in 2 groups on the bottom map.  3 other squads with a 9-1 (and a 6+1) would enter through the top in Turn 3.  The Americans have higher firepower, a longer range and a lower morale.  The Germans have lower firepower, shorter range and much better morale, plus their ELR is slightly higher.  The wide open space where the Germans entered would no doubt give the Americans the advantage.  The American in most cases could blast away with 6 FP and get 2 FP coming back, plus they had 2 MMGs and a M2 mortar in play.  The strategy for the Germans seemed to be to run through the gauntlet with their higher morale and shoot back when they could (if in range, they shoot at 4 FP regardless of they were running or standing still).  To be caught in a firefight here would be a bad idea.  Once they got through to the bocage, their difference in range would even out but yet they had to keep moving before the Americans could solidify their defences.  It’s best, of course, to cross as few bocage hexsides as possible.  

Run through the open, dive into the bocage and keep the parade running through 6.5 turns to the top!  

After Action Report

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We entered from the bottom and we didn’t stop for the broken or wounded.  We kept an LMG on our left flank to keep the Americans away.  The Americans on our right were out of range and got ahead of us.  They had a total of 8 squads and 8 OB given concealment but we didn’t wait to find out who’s which.  Good thing was that CX’d Americans didn’t shoot very well (apart from that mortar, that mortar’s evil, knocked around my forward leading 9-1 with a CH in the Woods).  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We made it into the bocage!!  My broken HS escaped (bottom right), even my wounded 8-0 hopped along and joined the boys.  The Americans started to swamp in from both sides.  When the American reinforcements join in from the north they would complete the fire sack. We could win a standing firefight in the bocage but we didn’t want to give the game away to my (often atrocious) die rolls.  So we stuck with the strategy and kept flowing through the gaps.  The American reinforcements had our range and firepower (5-4-6), yes, but we didn’t want to let the defence gel up around us.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We leaned right and gather behind one bocage wall and called up our rear guard.  It was time to go and the way not to get hit was to not be there when they got there!  A squad sneaked behind the Americans on the far right so they couldn’t conceal.  Each turn was a frantic rebalance between how much to stick around to keep the bad guys from shooting us in the back versus hauling ass northwards.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We busted through to the right!  The Americans routed back and we scrambled behind the bocage wall as far north as our legs would take us.  It appeared that we got 7 VP’s in personnel up front and they were within range to get off.  A hero took point and kept the Americans from getting Wall Advantage at key points.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

The Americans did a fine job solidifying regardless!  They had a couple of leaders who made sure they snatched an MMG away from some brokies and handed it off to a squad for the last turn.  They laid down a beautiful Firelane-from-Hell.  We needed 1 additional VP to get through and we got 2 HS 2 Squads and 1 Leader making the bid.  At the end, I got 1.5 squads KIA’d and the rest broken/pinned.  No one got through!

At the end, the Germans lost by 1 VP.  

How’s this Scenario Interesting?

Close games are often the signature of great scenario designs!  (It’s 15:19 against the Germans on ROAR.)  It’s one of these rarer games where both sides have to constantly trade off between moving and shooting.  Of course they were hardly enough time to Prep so both sides largely took turns lining up hasty defences and hoped to throw enough friction into the other guy’s movement with Defensive First Fire.  The hide and seek in the bocage while constantly on the go is simply fantastic!  I rather enjoyed this scenario.  

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The 8th in Brittany by Jonathan Gawne