ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The Americans had to take all 3 VC buildings in 8 turns (those marked with a ‘V’).  They had 2 Shermans, 4 Stuarts and one module of 100mm OBA.  They had a 10-2 armor leader who could pop out and turn into a Hero radio guy and Gyros in every tank.  The Germans had a Dug-In Panther which started HIP, 2 Pz IV that came in on Turn 4, a 75L AT and a 80mm OBA.

Let me state up front that I made a mistake in my setup.  The 10-2 armor leader could only be placed in a Stuart, which, had I noticed, made for a deadly combination with its gyro & 17 MP.  Unfortunately I didn’t notice.  I had the 10-2 in a Sherman and when we realised the error, allocated the 10-2 to a dead Stuart.

It’s HORRIBLE.  Which other scenario gives you a zippy gyro Stuart with a 10-2 that can stick his head out most of the time?

After Action Report

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

We smoked the streets like there’s no tomorrow.  We also made some bold moves that teased out the Dug In Panther.  We moved across the street largely intact.  The Stuarts kept beyond the 2 hex PF range but stayed with in 3 to threaten Cannister shots.  We wanted to provoke some German reaction so our OBA had targets to zero in on.  The 75L AT Gun hadn’t made it on board yet, but we expected it down the aisle on the left.  Our Sniper helped out by taking out the MMG squad who ruled a diagonal street.  We would have to smoke the Panther, who ruled the other diagonal.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

The German OBA landed on our right flank!  Not much damage apart from a slew of broken American units which would come back quick.  We continued to push down our right edge (screen left), which didn’t offer much response.  We wanted to hit the left VC building from the flank and not having to push down slowly from the top.  Plus we wanted to see that 75L AT.

We repositioned some units towards a push to the middle VC building though.  Meanwhile the Germans on our left flank had retreated to the second line.  Similarly, we would have to find a flank to hit the right VC building with.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

A major disaster came upon the Americans in the form of a Mild Breeze blowing from the bottom of the map to the top!  We could no longer use our smoke (or WP) grenades forward.  Our guys had to risk units Assault Moving into open streets.  A 747 Assault Engineer got K/ on our left when doing that.  German OBA came crashing down on the guys in the middle.  A Stuart ended up in flames and a stack of Leader+Hero+Squad got killed & broken.  A FT HS nonetheless pushed to the flank of the middle VC building to keep them engaged.  Our push up our right flank was more successful, along with a Stuart.  We still expect an AT down Column EE, we just want to get our infantry close to it.  The shreck’s probably somewhere around here …

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

The guys on our left flank (picture right) is now trying hard to get a toehold into the second line of German defensive buildings!  We crept forward into the Debris on the flank of the right VC building in the hopes of not having to push slowly through piles of rubble.  We finally got our SR down on the middle VC building.  This was after that radio malf’d and got fixed!  There were a ton of concealed units in that building but we had the Black chits to risk the extra draw.  The troops in the meantime was trying to rally into some sort of fighting force again.  Our right flank (picture left) was doing the best.  There’s the full frontal slow push towards the left VC building.  We were also good headway down our extreme right.  The Shreck team decided to run back into the left VC building good thing we got them pinned on the street.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

We decided it’s time to hit the left VC building!  The 10-2 DeathStar in FF13 broke the German MMG team.  Our squads rushed the left VC building!  Our intrepid Stuart crossed the street and sure enough, the 75L AT appeared where we expected it to be.  We managed to duck in behind the VC building but the darned German squad managed to fish out a PF and burned it!  We would have to rely on a bazooka to keep our right flank Panzer-free.  We broke the Shreck team in the street though.  We got a Sherman between the left and the middle VC building, just to keep that lane Panzer-free as well.A 9-1 MMG team managed to ripped us up badly as well.  We finally got a grip on the second line of defensive buildings on our left (picture right).  It seemed like our tanks would have to brave the Debris to help people move down the flank of that right VC building.  American OBA came down on our own folks as we struggled to bring to play.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

The truth is, the OBA had little ‘real’ effect on the Germans as they get +3 or +4 cover in those stone buildings.  Perhaps I should smoke the Dug-in Panther instead but I hope that the OBA would at least unconceal some of the defenders in the middle VC building.  I was about to make a BAD mistake on screen right through.  Instead of moving the 9-1 Death Star sideways for better shooting angles (and continue to melt away the defenders).  I rushed them forward into enemy gun range and those guys got seriously shot up!  In the meantime, the Pz IVs arrived on scene.  The AT gun crew Advanced out and recovered the Shreck.  We pushed those Germans down the map.  We would have to keep these folks occupied.  We were now flanking the middle VC building.

See those drifting smoke?  The Mild Breeze was still on, preventing us from using Smoke Grenades forward and generally making a mess of things.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

Yup, the bad mistake was made on screen right.  We lost the power to melt the defenders away.  The survivors routed back while a squad rushed to recover the HMG.  We had to send some management types towards that side of the map.  Those AFVs now risk bogging in the Debris to help flank the right VC building. A WP round in the middle building still didn’t do much damage.  We rushed guys towards it.  On screen left, the Germans routed across the street, we had to keep enough squads nearby to keep them there.  Those PSK guys were firing off rockets from the street!  Meanwhile our guys on the extreme left struggled to pull themselves together.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

On of the Pz IVs appeared from behind the middle VC building!  Our Stuart went into motion immediately.  That WP OBA didn’t do much apart from keeping all the defenders covered (and give them a Hero).  We would have to crowd the middle VC building quickly and get rid of that nonsense.  The German OBA was done a little while back and we could see the artillery observer leader rushing from the bottom right to the left to rally defenders around the AT Gun.  Meanwhile a 8-0 was busy giving motivational talks on screen right to get that attack going again!

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

Things got especially busy on screen right as the lone 8-0 was frantically turning broken units back into the fight.  The tanks were helping some, a WP CH killed a 548, a clear case of smoking being hazardous to your health.  We were squeezing the Germans towards the back of the house but not quick enough.  Germans were stacking higher and higher into less hexes in the middle VC building but they were still holding on, even as more Americans crossed from the left VC building.  We tried shooting at the German 8-0 trying to cross into the left but nobody could hit the little bugger. On screen left, we tried to allocate just enough troops to top a German counterattack.  It’s getting worrying as the crew who retrieved the PSK tried to fix the AT Gun.  Meanwhile a smoke round from the PzIV stopped us from being able to re-DM the broken Germans behind the AT Gun.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

We were now rounding the back of the middle VC building.  One of the Pz IV drove itself INTO it to give us more to deal with.  Germans on the left are rallying on screen left but thank God they hadn’t fix that AT Gun yet.  The Sherman kept shooting at the middle VC building when it should just rammed itself into the last hexes where Germans were crowding.  We were failing to increase our contact area with the enemy!  On screen right, we continued to eat away at the defenders.  A smoke mortar round from the Sherman and a smoke grenade from the Stuart helped it back off from another Pz IV.  Though, trying to put a Cannister round into the middle VC, it malfunctioned its gun.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

A Stuart finally woke up to doing what a Stuart does!  It ran from the right, around the middle VC building and send a shot to the back of that Pz IV in the building while on the move (light grey arrows).  It missed by ONE!  That sure made me miss that 10-2 armor leader.  That is what I should have done with Stuarts (and the 10-2 armor leader and Gyro) from the start.  Meanwhile that building seemed to be catching fire rapidly.  A sapper tried to place their DC to one of the German stacks and was shot.  An 8-0 came by, grabbed the DC from the quivering troops and tried to place it, and even he got pinned!  No more help was coming from the Artillery since they seemed to have hung up.  There would be no German counter attack from the left.

The other Pz IV crashed into the right VC and promptly crashed into the cellar.  The US AFVs tried their luck too often and were stuck in the Debris, though they were in good positions.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

On the right, we made it to the back of the VC building!!  Hellish firepower poured towards the remaining Germans.  We couldn’t kill them all at the end and we didn’t put a unit on Level 1 to prevent their rout (another lesson here).  In the middle, the Pz IV burned the marauding Stuart.  That Pz IV was in turn killed by an MMG at Point Blank range.  The 10-2 stack wiped out the Pz IV hex but we couldn’t get to the W12 hex and hence we couldn’t fulfil the VC requirement.

The mild breeze kept blowing.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

It was March 1943 and the SS Panzergrenadiers looked to take 4 factories in 7 MPh’s from the Soviets in Kharkov.  The Soviets had 20 squads & 4 leaders (1 commissar) with 4 AFVs and 3 Guns.  Kindling was NA and the EC’s Wet.  Factory had Roofs and the Russians had 3 Fortified Locations, plus MOL Capability.  The SS had 22 squads (3 of them 838 AE) with 5 leaders (1 10-2), 3 PzIIIL, 1 StuG and 2 Tigers.

After Action Report

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

As the SS, we didn’t have much time, so we needed to hit all 4 factories concurrently.  At the advice of my opponent, I divided my troops to teams of 20FP firebase plus deployable 548s assault units, with 1 team of DC & FT guys and the 838 AE’s dispersed as the ‘smokers’.  The AFVs were to provide Smoke (didn’t get much), to provide street cover, to neutralise Soviet AFVs, to push to the back row and to finally help breach buildings (Fortifications).  The 2 Factories on the left would be hit head on.  The 2 Factories on the right would be hit head on AND flanked in case we couldn’t push through the front one quickly.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

On the right, we pushed across the first street quickly, with the enemy on the flank collapsing.  The Russians had an ATR in the Factory that threatened DI shots.  The Russians did MOL attacks whenever they could in a bit to start fires.  My Tiger with the 9-1 armor leader pushed down the middle a little slowly.  The opposing T-34 got a chance to get in motion.  The resistance in the middle was tougher as well for the infantry.  The Russians had their MGs and their best leaders lined up there, with another T-34 behind a wall.  We edged our Flamethrower team closer to it.  On the left, there were a few Russians on the 1/F designed to mess with my routing (and to waste my time).  Whilst the folks on the left pushed into the street, it’s not without difficulty ‘cause the two blocks on the left were mutually supportive.  My other Tiger slid to the left, the T-34 tried but couldn’t get away.  The one big thing we got going for the SS was their remarkable rallying ability, which was often a 6 while DM’d but in a building, before leadership’s applied.  Our ‘recon by walking around’ found the Russian 76* (not 76L in the following diagram) on the left flank.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

That T-34 in the middle that went into motion did a master move: it went to the right and threatened a PzIIIL!  We were relieved when it burned on a lucky CH.  The STuG decided to move over and offer it support nonetheless.  AFVs should never fight alone.  A wandering 548 ‘found’ their 45L that decided it was a worthwhile target.  Our mighty 10-2 led 20FP stack, bolstered by a Hero (20-3!!) moved into a target factory.  The stack moved right in front of a ROF3 45L Gun but it was a risk it had to take.  In the middle the FT folks got shot up and dropped their toys on the street.  The other 76* popped smoke which makes the 2 ‘stacked’ factories on the right harder to take but it did cover us from their MG death stars as well.  The T-34 on the left got chased off (helped by a Smoke round from their 76*) but our AFVs focused on helping our troops cross the street.  We got to the smoking 76*.  Still, there seemed to be too many Russians anywhere!

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

The Russians never stopped trying for MOLs.  Thanks to the Wet EC, buildings didn’t all brew up in flames!  The nightmare scenario happened: our 20-3 Jedi stack broke under attack from the 45L. The Russians closed in from all directions and a T-34 crashed into the building behind it.  Our 2 AFVs couldn’t kill the offending T-34.  Our teams on the right looked tattered.  The news stunned all the SS troops on the board.   The troops in the middle looked to cross the street intact when T-70 whizzed by on their left.  It stopped behind a PzIIIL but forgot to Bounding Fire.  The targeted PzIIIL spun around.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

Our Jedi stack routed up to the Roof but it’s already dead.  The flankers took the opportunity to run down the right.  Unfortunately the Gun on the STuG malfunctioned while trying to shoot the moving (zigzagging?) T-34.  The Tiger in the middle decided to push up behind the T-34 (and over the dropped FT) and German troops went into CC with the same T-34.  Our folks in the middle crossed the street!  Our PzIIIL burned the T-70 on the left.  Our guys were done with that factory (yes, there’s a Fanatic 838 AE) and was ready to move out (it was Blazing up too).  The Tiger went after the T-34.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

The STuG fixed its gun in the nick of time and shot the T-34, which tried to move around it through a building.  The flankers on the right gathered to hit the ‘back’ factory building when the STuG then went straight to the back row and started taking shots from their remaining 76* Gun.  The Tiger in the middle started putting rounds into the ‘front’ factory and found a Fortified location.  A PzIIIL went to back it up while an 8-0 dived under it to retrieve the dropped FT.  The teams in the middle was making progress and the teams on the left was moving to the left flank to help them out.  The Tiger shot the T-34 and the AFVs moved to the back row on the left as well.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

The Russians were consolidating and getting concealed were possible.  The fact was, I couldn’t stop that nonsense until I break into the Factories!  The STuG’s dueling with the 76* Gun while the Tiger’s sending shots to it from the other side.  Shooting wasn’t going to get rid of the Russians.  We gotta breach.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

We didn’t forget about the front Factory on the right.  A PzIIIL moved over, popped Smoke to help people cross the street.  We tried getting into the back Factory but troops broke under the insane firepower from the 8-1 stack.  The Tiger in the middle kept shooting at the 76* Gun and would later CH that hex (bye bye Gun).  Other AFVs moved to the back to prevent concealments.  All the Russans on the left were now squeezed into a Factory by two teams of SS.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

AFV’s crashed into Factories from all directions (red arrows)!  A Tiger was killed and 2 PzIIIL were immobilised, but we should have done this earlier.  We took Factory number 2 (the ‘front’ Factory).  We breached the Fortified location on the left but the Defensive Fire broke all of the assaulters at the breach.  That location would potentially cost us the game.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

And it did.  Assault Fire from the unbroken SS stack in the left Factory failed to break the Russians in the Fortified location.  There’s no way we could take all 4 factories.  The SS lost.

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The game features several buildings that grant Victory Points (VP). Additionally, there are two roadblocks in the game that, if cleared by the Germans, are worth 5 VPs each. To win, the Germans must accumulate 22 or more VPs. The Poles begin with a weak force that includes several dummy units and an AT gun. However, they receive reinforcements in the form of a much stronger force at Turn 4 of 8. The Poles also have the ability to HIP 2 squads (+ SMC/SW) and throw MOLs, although this was not utilized during the game. Both sides have the option to declare HtH combat.

After Action Report

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

The above was the German view of the Polish setup. Reinforcements could arrive from the right, top, or bottom of the map, and the preferred strategy was to hold the right  side firmly, delay the Germans in the middle, and use SW to prevent the Germans from traveling on the left through Open Ground.

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

On the right, the Polish first liners guard two 3VP buildings with a 9-1 and an AT bore-sighted to a ‘bottleneck’ building that can also provide cover for enemy clearing the right Roadblock. The two vertical rows of buildings to its immediate left are defended by green troops, Dummies, and a 10-0. A pair of HIP’d HMG and the 10-3 provide overwatch from a level two building at the back, covering both Roadblocks and also guarding the approach to the 10 VP building on the top right. My opponent might be wary of my AT Gun covering the vertical street on the far left or the diagonal street off from the 10 VP building.  

I do not have enough personnel to defend all of my buildings. My only hope is to force the Germans to waste time and to not lose all 22 victory points before reinforcements arrive. I considered stationing four HIP HS’s in various victory point buildings. This will force the Germans to conduct more searches and mop ups. At the end, I prefer not to reveal the location of my Death Star, as the Germans might target it with their 4 x MMGs. ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

In just two German Movement Phases, they have quickly advanced up the board. The MMGs on the two vertical lanes to the left have successfully prevented the Germans from using the street, but only slowed them down slightly. We were able to reduce a sapper squad with a bore-sighted hex, which is fantastic. The Germans conducted extensive searches but ultimately resorted to running through the buildings in the middle when they realised they were all dummies. During the battle, my hidden Jedi death-star, decided to reveal itself and attack a flamethrower bearing 8-0 leader stacked with a squad. However, the attack missed, telling the Germans that there were no HIP’d HS lurking in the VP buildings. The green squads who were protecting the right ‘outer’ buildings were slow to retreat and would be captured or killed. On the other hand, their 10-0 leader managed to cross the street and fought until the end. The soldiers on the right skulked and cycled concealed units to the front. The squad on the third level did well in disrupting German movements behind their lines.

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

Both Polish MMG teams ran! At first, it seemed impossible to escape, but the 10-3 HMG death star maintained its dominance over the battlefield. At this point we lost 11 VP, including all buildings except the right flank. The Germans attempted to clear the left Roadblock, but the HMG decimated the squads. Had they cleared both, they would have gained 21 VP. The Berserker seen here would eventually be destroyed on the street. The Germans were closing in on the death star from the left. Firepower were moving continuously towards the top (as indicated by the 10-2 stack). The squads in the buildings on the right side kept rotating Concealed units forward.

Fortunately, the Polish reinforcements arrived, and they occupied the 10 VP building on the top right. The 4-5-8 troopers boosted the last line of buildings (2 x 3 VP), and Concealed Polish stack advanced onboard into a German MMG team, causing it to voluntarily break and rout. A Polish Hero was positioned to prevent that rout. However, the Germans soon realized this and all guns converged onto the brave man and killed him. He took most of the defensive fire off the desperate defenders for a round.

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

The German heavy weapons teams broke my Jedi death-star!!  The two MMG teams fought to hold off the attackers from the left.  The issue here was that all the Polish SWs were more than 3 PP, meaning if they break, they abandon their SWs.  Meanwhile the Germans on the right threatened to cross the street, and to clear the right (with other team on the left) Roadblock.  Fortunately, it got pinned and the team on the left failed the Clearing roll (for lack of a sapper squad).  The 4-5-8 Poles (bottom left) continued to push up against the German flank.  

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

The 10-3 Jedi didn’t rally! On top of that, the lone Polish HMG squad broke and joined their brothers at the backstairs. One of the guarding MMG teams broke and the Germans rushed in. One German 8-0 with a flamethrower got into a position to re-DM the 10-3 but a lucky shot from a HS downstairs broke him. The 10-3 will get another chance to self rally (on a 11). Meanwhile over on the right flank, a Polish green squad braved rounds after rounds of German Prep Fire and delivered the first of an encircling fire over two German sappers at the right Roadblock. With the completing fire from the Polish squad coming from the bottom, the Germans broke and Fate reduced those two sappers to 1 HS. My opponent conceded.

My opponent conceded.  Clearing the two Roadblocks would only give him 22 VPs.  He would need to clear one of the two 3 VP buildings.  

I mentioned earlier that I didn’t use MOLs.  Apart from potentially increasing firepower by 4 FP, there’s a 1 in 6 chance of starting a fire in the hex.  Having the ‘jump off’ buildings to the right on fire might be a rather good thing to protect the right most VP buildings.  

Ten Years

One evening in February 2013, I chanced upon a copy of the ASLRB in a dingy little bookstore. That book opened to a new world of amazing friends and experiences. Ten years afterwards, it’s still the only game I play & you are still the best people I know! Thank YOU!

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

(Sorry about the small images – the map’s wide!  Please Right-Click on an image to open it in a new tab to make it bigger.)

Victory Conditions

The Germans, with 10 Panthers (and four AA AFVs plus a slew of assets), had to break out into the left mapboard, killed enough Americans (10 CVPs per pt) and/or occupy enough of 4 VC hexes (2 pt per hex) to get 9pts in 9 turns.  To be honest, I didn’t think the Americans had a chance at all.  Those Panthers had front armors that none of us could touch (18 AF vs the three TDs with APCR of 20TK).  They could just drive over, occupy all four VC hexes, kill two US AFVs and win the game.  However we did have two tank busting fighter bombers and an 100mm OBA that could keep the infantry at bay.

My opponent advised that the Panthers couldn’t ignore American armor (or bazooka teams).  They couldn’t allow to them to get in close and (God forbid) get a side shot.  The Americans had to use their gyros and their fast turrets (on most) to keep the threat alive.  We had to keep the German armor chasing after us. It’s a strategy I stuck to on one flank but not the other during this game.

Before we begin, if you look for combined arms and bocage action, this scenario delivered nine turns of nonstop carnage for both sides.  It’s a glorious mess!

After Action Report

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

The Germans were making their way through the bocage.  We couldn’t see them, given the height of the bocage.  We did land a Harassing Fire OBA in the place where they needed to get out.  We had a few front line units threatening bazooka shots.  They would have little or no chance to escape back into the village.  The majority of our armor is on our left flank.  It threatened hits on German flanks but could also slip back into the middle or even to the right.  The problem was that our frontmost M10 (with the armor leader) and the Sherman couldn’t hulldown on the hill at all for any sort of staying power.  The Germans unloaded their infantry in the bocage corridor.  They also moved their heavy weapons team up the hill to deal with the M10.

Meanwhile back at the village, we were digging foxholes at a few choice places and the cutters were busy opening up some bocages.  We had our AT Gun in the bocage on our right, pointing straight down the road.  A cutter’s opening up a path for the Meatchopper to join it as well.

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

The Germans were forced to go over bocages to avoid the OBA.  Two Panthers went up a Level 1 hill which prompted most of our Shermans to exit the left flank into the middle.  Our escaping M10 couldn’t escape a shot that came right through the side of a bocage and a building!  Fireball!  The dual Panthers then focused their attention on the church steeple.

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

The radio malfunctioned and our Harassing Fire was no more!  Our valiant front line teams were still holding the Panthers back as they dare not show their sides.  Shermans shot smoke rounds to help an M10 hop back down the central corridor.  Meanwhile, a stack of Germans decided to jump the bocage on the right.  Our deadeye M10 stationed there fired the first of its killer shots and broke everyone!

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

The dual Panthers on the hill kept the radio guy pinned while he desperately tried to fix his radio.  Germans poured out of the bocage but then the first of our fighter bombers appeared and fired down a bocage corridor.  It killed a Panther and immobilised another.  German AA unfortunately damaged the plane and it was recalled.  Our bazooka teams ran in desperation, the team on the right made it and the one of the left had less of a chance.  A Panther sneaked up on our right!  Our Shermans shot a few smoke rounds & backed away.

The German infantry was getting closer, and with them panzerfausts!

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

The dual Panthers kept up the pressure on the church steeple.  Radio guy managed to lay OBA on a Panther in spite of that but didn’t do much damage.  Our pair of spotted mortars worked to keep the Germans off the hill on the left flank so that our M7 howitzers could see them.  Deadeye M10 on the right scored a critical hit on a Panther!  Unfortunately the other fighter bomber had to leave after German AA shot it when it was trying to lay a Fire Lane.  The hide and seek in the centre corridor intensified.

Three Panthers down, two Panthers shooting on the hill, that left five Panthers barrelling down the highway …

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

The Germans moved an AA tank up the right to deal with our open top M10 but our MVP burned it as well!  (You should hear the cursing.)  German soldiers were now picking their way through the woods in the middle of the map.  They were definitely getting into panzerfaust range.

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

Urgh!!  A Sherman was burned by a faust.  That, however, allowed US armor to form a new line behind the bocage on the right, along with an escaping bazooka team.  The M7 howitzers were feeling the stress.  The two shooting Panthers on the hill moved forward, but a German spotting round landed in a curious place in front of the church steeple.

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

A smoke OBA landed in front of the church!  The breeze proceeded to make it worse.  The M7’s on the left are now feeling the presence of German combined arms although the spotted mortars still managed to break a stack of Germans on the hill.  The American’s in the village braced for contact.  The line of American armor on the right fired everything they got but they weren’t deterring these Germans anytime soon.

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

The Meatchopper covering the final approach to the village made its presence felt, bocage or not!  The Germans shot and burned it, creating issues for the AT gun.  One M7 on the right was lost to a Panther and a Sherman lost to a faust.  Only one M7 survived and ran to the village.  Meanwhile, the folks in the church steeple relocated to the right.  A panzerfaust on the right burned a M10 but the rest hopped over another line of bocage, and so the game continued.

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

A Panther on the right got tired of these bocage hopping Americans and started driving over itself.  Two AFV’s immediately went for my first career underbelly shot and one of them connected!!  A Panther bulldozed into the first VC hex in the village and caught the M7 in the middle of the street.  It couldn’t move away, it would have to fight it out.

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

A German AA AFVs got too close, trying to bust open a path through the American infantry.  It was shot and burned.  So was our M7, right in the middle of the street.  On the right, the last of our M10s got burned by panzerfausts.  The last of the American armored moved to their final positions (or out of the way).  Our spotting round just landed somewhere random … (sigh)

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

The was a huge fight going on at the front of the village as the Germans tried to reduce the possibility of a last turn American counter attack.  Our AT gun stopped some infantry but couldn’t do a thing about Panthers driving in and sitting on VC hexes.  We stunned a Panther coming by on the left but the second got through.  We did make a mistake on the right and let a Panther in on the deep right VC hex as well.

BFP25 From Villebaudon to Valhalla After Action Report (AAR) Advanced Squad Leader scenario

We had to take back 3 VC hexes!!!  We tried to reposition our spotting round and it landed an immediate OBA squarely on the Panther in the deep right VC hex!!  Unfortunately that didn’t even scratch the paint.  We tended tried for shots on another VC hex Panther from our AT gun.  That failed to deliver as well.  The Americans conceded.

I looked up the rules on Vehicular Control afterwards.  What I should have done with my remaining AFVs was to occupy the VC hexes with them.  The Panthers would then have to get into the hex and to shoot them in hex to gain control.

I lost the game but it’s a frightful carnage of a scenario nonetheless – FUN!

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The Royal Scots (British) opened up with 3.5 squads, a 9-1plus a DC in the Grand Britannica Hotel (Netherlands).  They also got a Smoke OBA in the building.  The rest of the crew comes from the left of the map: 9.5 squads of fearsome quality plus a 9-2.  They win if there were no Good Order German MMC inside the hotel in 5.5 turns.  The Germans got a mix bag of units with a 20L AA Gun and some fortifications.  

After Action Report

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

On Turn 1, the Scots popped a DC on one of my (Concealed) stacks inside the hotel.  The Germans also chucked a DC into the biggest stack of Scots and broke a few of them.  The rest of the Scots jumped off from the left.  Their mortar fired its last Smoke round into my trench in the middle of the street on German left and they moved towards the stone wall.  The Germans had their AA gun hiding in the Woods behind a line of Wire.  The Bunker, the MMG and the panzershreck stationed on the right flank, daring the Scots to come through the open.  

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

We got lucky on one of the CC’s but the other 2 in the Smoke turned into Melees.  The Scots decided to all push up my left.  The Germans shifted to that side to block the Scots hex by hex.  Meanwhile the German left flank shifted to the back of the street to keep it dangerous, looking at covering the back of the hotel all the while.  On the German right, the Germans in the pillbox prepared to move back into the hotel. We couldn’t afford to let the hotel Melees last too long, we needed to resolve them and free up troops for defence before their friends approached the hotel.  The Scots were already pouring over the stone wall in front of our roll of wire in the woods.  We moved a unit on top of the (still) HIP’d AA Gun just so it wouldn’t look suspiciously empty.  I was just waiting for that 9-2 stack to brave the open and come to my right.  Perhaps not, may be they were just overwatch.  

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

The Brits filed to my left.  With only 5.5 turns, they didn’t have time to “soften” the Germans up on the right.  A lot of them popped over the wall and dove the Woods.  When the first squads braved the Wires, my hidden AA opened up pointblank, breaking a lot of the intruders.  A platoon of Scots went down the road on our left, banking on the Smoke round to protect them from fire.  The Melees were still going on but we shifted what we could towards Hotel left.  

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

Urgh – the Brits hit our lines again on our left.  the AA gun crew broke and a Green squad picked it up.  The idea was to fire it so much that we delay another British MPh and render the Gun useless for the Scots.  We lucked out on the Melees.  There’s a pinned Scottish squad left on the right of the hotel but we did not have a large British pretence in the Hotel Lobby yet.  The LMG team that was guarding the German left returned to the hotel at the back.  (In retrospect it would been more interesting had we scramble up the multistory, single hex house in J7, and shoot at the attacker’s right flank for a few turns.)

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

Both the Germans and the Scots fell back from initial contact!  The Germans in particular deployed and concealed as much as we could.

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

The Germans kept deploying, concealing, spreading out while focusing on Stairwell control.  It’s going to take time for the Scots to render all German MMC not “Good Order”.  They would have to shoot/ close combat us one by one.  

DB127 Grand Hotel Britannia After Action Report (AAR) Advanced Squad Leader scenario

The Scots made another big push.  They took one stairwell and went up to Level 1!  Unfortunately the Germans had already spread themselves around the hotel rooms.  It’s going to take a while kicking each door down, so the Scots conceded.  

 

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The Marines started dispersed across the rice paddies and had to take at least 2 out of 3 HDP (“Hilltop Defensive Perimeters”) in 8.5 turns.  In retrospect I might have thought about HDP’s wrongly.  You don’t have to take all the HDP hexes to control a HDP.  You only have to take most of a HDP’s hexes to take the whole thing down.  

The Marines had a 81mm mortar and 2 HMGs (6-12) with a 9-2 posted on the hill on the top, giving 2 flat shots in most cases to the Korean positions.  They also had a 60mm OBA which would be useful later in the game.  The North Koreans had 2x82mm mortars, a 45L gun and a 76L gun.  They also had 2 HMGs, 1 MMG and 6 LMGs covering their digs.  The North Koreans win when they take 13 CVPs on KMC personnel or 40 CVP on UN personnel.  

After Action Report (AAR)

There was a group of South Korea Marines (1st Battalion, 1st Regiment) retreating at the start of the turn.  The Marines were all deployed into fireteams and started moving towards the North Koreans. The going was brutal.  Four fire teams and an 8-1 bought the farm early on.  I should have the South Koreans withdraw slower and put their firepower in use a bit more.  As it went, the North Koreans didn’t bother with the KMC at all.   

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

The North Koreans malfunctioned both of their 82 mm mortars!  The Marines kept their heads down and tried to move as quickly as possible through the rice paddies.  Regrettably, they drew a red chit on their first call to Artillery, and then they broke their radio!  Our 1-time OBA hit the 2nd HDF from the left but failed to do much.  

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

During US Turn 3, the Marines on the right were almost at the village.  You could almost hear a collective sigh of relief.  That was of course, if you could ignore the bloody curling scream from one of the fireteam that went berserk!  Folks on the left were in the open and running into 2 murderous HMGs.  Good thing both guns were down and one of the 82mm mortars went dead.  Not getting much cover from the HMGs, the fireteams spread out further to not be in the same CAs.  Anyone carrying an MMG was hit particularly hard.  Fireteams from both flanks were doing massive “amoeba” style Advance Fire groups as they move closer.  The big old US mortar on the hill first went out of WP and then out of action.  

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

US Turn 4 saw the pair of Pershings on.  There being 5 antitank mine factors, the Pershings decided to go down the same path.  The railroad takes 2 MP out of every hex, so the road got the vote.  Marines in the village were bringing their firepower to bear.  The Koreans tried to move forward to interdict them.  Some of the Korean units were moving right, so we hoped we could get the tank machine guns in place to hinder the use of that road.  The Marines on the left continued to get decimated in both our turn and the opponents.  The good news was that they were in fireteams, but the bad news was that they were getting taken out at an alarming speed.  

But hey, the 60mm OBA was back in play. 

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

The 60mm OBA failed to suppress 1 of the 2 HMGs in US Turn 5.  Fireteams on the left desperately tried to move to the houses on the far left corner, from which it might turn the Korean flank.  One of the Pershings malfunctioned its gun on the first shot and was now trying to move as close as it dared to so as the other Pershing could get a better shot.  The Marines on the right decided that it’s better to hit the HDP on the far right and shifted their people over.  The Koreans moved back up their hills.  The Korean mortar came to life and laid a smoke round on the path in front of the right most HDP to cover their retreat.  

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

When we reached North Korean Turn 7, one of the Pershings is already gone because of a broken main gun.  The remaining one popped off round after round and yet failed to make it’s 90L presence felt!  It did, however, cut off the 2 HDPs on the right from the left.  The 60mm OBA managed to bring down WP which helped a lot.  The wind picked up and made things even better!  The survivors on the left finally managed to get to the buildings on the far left and started to put up a more effective firefight.  At least now the Korean HMG fire was halved as one of them was blocked.  The Korean smoke round on the right that was now billowing down the road proved to be quite helpful.  Marines pushed towards the right most HDP, just in time to greet the Korean reinforcements.  

Two more US Movement phases to go.  We might well be out of time.

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

Last US turn!  The Koreans on the HDP on the left were broken but we didn’t have enough time to walk up.  The Koreans on the rightmost HDP were taking a beating but put up a “human wall” that’s going to take a couple more turns to kill.  The US conceded.  My opponent revealed all his mine placements in this last picture.  

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

The Marines needed more smoke rounds (than HE rounds) in order to be successful in this scenario.  I did the right thing by moving everyone in fireteams.  Some of the chaps on the right of course, recombined into squads when they reached the village.  I was hoping the Pershings with the malfunctioned gun could navigate through the road (trail break through the AT mines) and get on the hill where we would promptly turn left and get around the back between the 2 HDPs on the right.  That was not to be when the leading Pershing X’d out its repair.  My opponent is a very tough one but I feel I am finally getting a glimpse into the proper way to play the Marines in this LFT Fight for Seoul package (we already played through all the Fight for Seoul scenarios, and are now doing the Smith’s Ridge ones.) 

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

I am not sure why but it feels like it’s been a while since I last played a tournament sized scenario.  This 4.5 turn scenario designed by Jeffrey D Myers is real nice one.  The Americans win if there are no Good Order German MMC left below the red line on the map, unless the Germans amassed 8 CVPs.  

After Action Report (AAR)

 

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

The Germans setup in fox holes where they please along with 8 dummies. We started off in the middle of the field and decided to rush up to the hedge immediately.  The potato field was strangely quiet.  The plan was to hit the mass on the left, not let the Germans congregate and to not play house to house down the column of buildings on the right.  Nothing moved.  Surely there must be a real unit in the house in the middle, right?  If there was one, they would find it hard to leave.  

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

Turn 2 – we rushed his positions on the left, guns or no guns.  The fact that most of his guys were at the dirt level behind hedges helped.  Our hero stepped forth looking to start a fight and was promptly vaporised.  Heros never get to grow old!  In the middle we cleared the hedges for us to mount a final assault from.  On the right, we came at the FH from its flank and sure enough, guys started shooting from it.  There’s a concealed stack that was advancing down the side, it’s probably not real, we would ignore it for now.

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

On Turn 3 we were all over the left flank of the German position and were looking behind the group of FH’s on the right.  I failed to shoot at a broken German stack who then managed to rally!  A squad in the center popped over the hedge and got shot at by folks in FHs.  I was hoping the Germans on the right would unconceal and play as well but no.  The Baz team on the right fired off a lucky shot that vaporised a squad of Germans.  The other para squad broke off and headed towards the graveyard in front of the right-side FH’s.  

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

It’s Turn 4, this was the turn to setup up for the last MPh.  Whichever squad could be deployed were deployed.  We forced the German brokies on the left into the woods.  In the middle, we put that MMG squad and the 9-1 to OpFire and bum rushed the FHs, forcing them to unconceal.  Some of my HS broke and two of them would be taken prisoners, pushing my CVP to 7 at the end of this turn.  On the far right, the Baz team took out the creeping concealed stack while the para squad ran off towards the FHs! DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

There were only 2 Good Order German HS’s in those FHs but yet I was 1 CVP away from losing!  We opened with some Prep Fire.  We hoped to break the HS at the back and tie the other one in CC.  That didn’t work unfortunately, the HS at the back was only pinned.  Hope’s not lost though since we planned to run two units out from the Woods on the left and jump into CC (grey dotted lines).  A HS advanced into the open to the other German HS.  The Germans fired and KIA’d that para HS.  The Germans got their 8 CVPs and the American paras lost!  

This is a very fast paced scenario that offers multiple venues to both sides.  I quite like the design (by Jeffrey D Meyers) and I suspect my opponent, someone’s who’s under 100 games enjoyed it too.  

FT SmR2 Fenton’s Foe After Action Report (AAR) Advanced Squad Leader scenario

FT SmR2 Fenton’s Foe After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The USMC wins at game end if they control N28, which is right were the Hill 105-S outpost was, together with 2 of the 3 victory locations on the ridge all the way down at the bottom.  The Marines had to plough through a rice paddy and then move through open ground to even have a fight.  The NK sits on Level 5 hills that sees almost anywhere on the map.  The Marines needed to coordinate a few elements to help themselves out: 3 x Turn 1 Prep Fire 81mm attacks, a pre-registered 100mm OBA from Turn 3, a VMF-212 flight that comes either starting Turn 1 or Turn 3, and elements of C company that might show up on Turn 4, 5 or 6 (with each latter turn entering closer down the bottom of the map).  I decided on a WP barrage for my 100mm OBA and made the fatal mistake of pre-registering a Level 2 hex which I wouldn’t see.  So the intended cover for Companies A & B never materialised.  I decided on a VMF-212 starting from Turn 3 because I think at least some Marines would be within 16 hexes of the NK weapons on the ridge.  I picked Group 2 for Company C reinforcements because it had the most bodies.  I expected Company C to had to take the ridge in the 5 MPh’s they had.  Having them come up the flank on Turn 5 should also help Company A & B out as they crossed Level 1 open ground.  

After Action Report (AAR)

Advanced Squad Leader ASL AAR SmR02 Fenton's Foe

The 3x 81mm attacks did nothing apart from kicking up dust.  I deployed about half of the Company A & B into fire teams and relied on the other half for smoke and fire support against Hill 105-S.  I chose to start in the rice paddies behind the the Paddy Berm.  In retrospect, I should have started more towards the left.  The rice paddies ate up too much time here. There were two lines on the map.  The top line marked where, when the Marines crossed, the NK’s at Hill 105-S could withdraw.  The bottom (light blue) line marked where, when the Marines crossed, VMF-212 went home.  The quickest Marines waited a Turn before crossing the top line so the NK couldn’t withdraw until the Marines could cross in force.  The NK 82 MTR and their 45LL AT Gun started shooting right away.  The NK’s had apparently picked Group 1 and so there were one MMG out there aside from the .50 cal they were using.  Some of the NK’s from the ridge came forward to interdict us in the open.

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

Turn 4 saw the .50 cal taken off Hill 105-S by a commissar and a crew.  We got on Hill 105-S and out heads shot off by the MTR and the AT Gun.  The MMG joined in as well, complete with a -1 leader.  Our radio guy was wounded.  He ended up sitting behind the berm and wouldn’t recover.  We decided to split off into more fire teams and spread our advances out into a wide front.  

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

We broke out into Level 1 open ground!  We sent another leader to grab the radio from the wounded guy.  VMF-212 got on board but was woefully ineffective.  Here I made another fatal mistake.  I completely forgot to enter Company C during my MPh.  So they entered in the Advance Phase. We lost a turn on these people, that’s going to cost us.  

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

Company C pushed up the ridge.  Everyone caught a lucky break when both the 82 MTR and the 45LL AT Gun malfunctioned!  A point attack from VMF-212 broke the .50 cal crew as well (but it also made the commissar heroic!).  We continued to spill into open ground after the retreating NK forces.  Hopefully we could keep these folks (esp the .50 cal) from helping out the ridge defenses!

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

Our 2nd radio guy decided to forgo the pre-registered hex.  He was wounded as well but not before he got a spotting round off.  The AT Gun X’d out but the MTR was back in action, swung to the left and shooting at Company C.  There’s a party at the stone factory looking to interdict Company A & B over the last bit of open ground.  VMF-212 went home since Company C crossed the blue line.  NK’s were shifting over to the left.  

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

Our gallant radio guy corrected our 100mm HE onto the MTR before he was killed by a sniper.  USMC fire teams were scrambling up the ridge in two directions.  We put 2 bazooka teams outside the stone factory to bug the interdictors a little.  It didn’t appear at this point that the NK HMG team would be able help their comrades on the ridge.  The fact that the NK never used Flak Alley told us there were minefields out there.  Well, I was out of time, there’s only so much you could be scared of.  

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

After our final prep fire it appeared that whilst the USMC might be able to get 1 VC hex (left) in CC, we didn’t have the time to get the second (middle).  NK’s showed me afterwards that they had real units defending the approach as well.  Had we two more turns (one from entering Company C on time and one from not starting so many in the rice paddies), we would have a better chance.  We also failed to bring the 81mm MTR hits and the pre-registered 100mm OBA to bear as well.  Planes were great at discouraging movement but I never had much luck with them when I wanted to hit something.  This is an intricate scenario and I enjoyed the opportunity to coordinate different elements.  I am not sure it’s as fun playing the NK’s though.  

BoF8 Sting of the Italian Hornet – Advanced Squad Leader AAR

BoF8 Sting of the Italian Hornet – Advanced Squad Leader AAR

BoF8 Sting of the Italian Hornet Scenario Analysis & Setup

The Victory Conditions (“VC”) for the Canadians (Edmonton Regiment, 1st Canadian Infantry Division):

  • Control buildings 10Z6 & 10oDD3, which are the two big 4-hex and 5-hex buildings (factories) on the left half of the map
  • Control 7 or more other stone buildings on board 10 (left half of the map)

The Victory Conditions call for “Control”, hence Mop Up should come in useful and therefore I should avoid No Quarters and take prisoners where possible. Besides, Prisoner Interrogation is in effect, which would be useful considering the AP Minefields and the two Fortified Building Locations in play.

The Canadian right offers more VC buildings and is less open. It also offers more rally terrain for the attackers. The Canadian left is more open, has more ground to cover and has fewer VC buildings. However, it offers a route to the flank and the side of the VC buildings on the right. There’s really only one logical spot for the OBA Observer, which is on the Level 3 Steeple on the right half of the map. I would put a heavier force on the left to hook around the closest factory on the right, as I didn’t have an abundance of time to take the 7 other stone buildings. Besides, we had Italian reinforcements coming in on Turn 4.

Italian AFVs are all Open Tops, which make them fine OBA targets. The 90L Semovente M41M da 90/53 has a frightening TK 20 vs my best armour of 8. However, it’s an SPG with no turret and it’s a circled B⑨ unless the Italians swap one of their SMV L40 47/32 for an ammo vehicle. The Italians also get two 75 ART guns with TK 10 (IFT 12) and s8. I would need to sniff them out with the Stuart Recce’s. Otherwise, the Italian infantry doesn’t have a real numerical advantage, but has an atrocious ELR1.  (“Take them all prisoners!!!”).

The Canadians have three Shermans which are solid as long as they don’t get flank shots. Their infantry has a morale of 8 and plenty of Smoke to tackle the Open Ground. The Stuart Recce’s would mill about, interdict, cut rout paths, chuck vehicle Smoke Grenades, encircle & overrun (AAMG 8 = 16 OVR FP!).

(Above: Semovente da 90/53, graphic credits Tank Encyclopedia)

BoF8 Sting of the Italian Hornet After Action Report (AAR)

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

The game opened with our Canadians laying a bit of Smoke on the right and advancing amidst the diagonal set of Woods. An Italian 9-1 led “Death Star” opened up, stunned a Sherman and broke the HS passenger in a Stuart Recce! The force on the left fared better. A Sherman pushed down the left until a Cannone da 75/27 popped up and took a shot. The shot bounced off and the Sherman stopped to the side of the 75 ART. The Stuart Recce saw that, sped past and stopped on the left flank near the Woods. One lucky squad found a minefield. The rest moved without too much drama. Our sniper went to work and stunned a SMV L40 da 47/32 at the back. The 90L took potshots at the Steeple where my OBA Observer was. As a final touch, another of our Shermans was STUNNED when its commander lost his head when another Italian “Death Star” opened up! This one’s going home.

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

We dropped Harassing Fire behind the Italians front line. The 80mm OBA translates to 4FP, but that Shocked the 90L. It also started flames in one of the building hexes. On the right, the infantry routed the gun crew and got right in front of the right VC factory. The Sherman parked itself in bypass to cover the area behind the left VC factory. Canadians on the right walked into the other 75 ART and broke under fire, the Stuart Recce OVR the Gun and it malf’d in FPF. The Stuart on the right went over in support and now we got around to the back of the right VC building on the far side as well. The Italian inside resisted with fierce firepower and they sent their L40 in there for good measure.  The leading Canadian 9-1 was KIA’d and troops broken when they tried to break in!

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

We continued to push amidst strong Italian resistance on the left, but their brokies were stacking up as well. We made an end run around the left VC factory to the row house beyond. Unfortunately, there’s a stack of Concealed defenders in the stone building in the middle of the field that we simply couldn’t get at. On the right, we tried to push back into the VC factory. We slid a PIAT into the right VC factory next to the bogged L40 and toasted it in Advance Fire! Well, it’s good and bad ‘cause now it channelled our lines of attack to the defenders. We were running out of Good Order troops on the right, but we pushed a Stuart Recce deeper to keep the pressure on the retreating Italians in the buildings beyond.

That stunned 90L? It’s UK (‘Unknown’) and would be dead afterwards.

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

It’s Turn 4 (of 6.5) and we still hadn’t got either of the VC factories! The Italian pushed us out again (leaving our PIAT & MMG) of the right VC factory. We put the OBA down to keep the Italians at bay. We had folks pushing beyond into the buildings behind, but good order manpower was wearing thin. On the left, we made slow progress into the left VC factory. An intrepid HS drew the Ammo vehicle while a Sherman rounded the corner and appeared on its left.

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

A lucky WP CH from a hulldowned Sherman finally blew the top off the Concealed stack of defenders in the stone building in the middle of the field! The right VC factory caught fire from the burning L40 and the Italian defenders moved out of the factory. They now threaten the Canadian attackers on the left flank. A Stuart Recce went behind the defenders in the group of buildings on the right just to harass. In reality, the lone Canadian 8-0 leader needed to run back to rally the boys. On the left, the Italian reinforcements got onboard. The Canadians were about to dash across the street from the rowhouse to capture a stack of Italian brokies. An 8-1 leader advanced into the street and took the WP’d brokies prisoners as well (most of them anyway). A Sherman moved forth and killed the Ammo vehicle and popped to the back row to threatening the Italian Renault on its left.

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

It’s Italian Turn 5, and we killed or captured most of the Italian OB. The Hero-led stack of defenders from the right VC factory dashed across to come up behind the Canadians attacking the left VC factory. Unfortunately, the Sherman broke everyone and wounded the Hero. Seeing that their Renault was about to be blown up the lone squad in the left VC factory was about to be dealt with and the Canadians having two Movement Phases left, the Italians conceded.