This is the third time I am playing this scenario. This is a great scenario that confers the heart pounding excitement of a PTO scenario without having to deal with PTO terrain. As far as China battles go, this is perhaps the most famous one (internationally) and hence also the most over covered by ASL designers!
There’s even a new movie on the battle “The Eight Hundred”!
The IJA are to control the building with 3 Fortified hexes on the bottom left of the map in 6.5 turns (GMT has the balance), a representation of the Sihang Warehouse no doubts. Clearing a large (fortified) building is a time consuming task! Hence I race my IJA forces down the board where I can. Being able to cut off retreating Chinese forces would be good too but so far I hadn’t been too successful. On the otherhand, I am not as keen as my earlier self in running Banzai’s through the map. As a matter of fact, I did none so far. IJA’s are great in their ability to go wherever they want to with striping. However one they get reduced, they don’t recover. So I want be very deliberate in any losses via striping. The “IJA HS strategy” of course hinges on having IJA leaders who behaves like Commissars. Unfortunately, they had been replacing units over half of my rallies so far.
We were almost all at the Sihang factory after 3 Movement phases. Not the quickest really. Let’s kill the gents in the rowhouse and figure out which hex is fortified! The IJA has unfortunately broke though the Chinese right flank and was last seen streaking down the length of the map. I, on the otherhand, should deploy more IJA to stop them from (unnecessarily) striping.
The IJA ran through the rowhouse and came in front of the warehouse itself! The massive firegroup broke the MMG stack in the fortified C6 hex (where you see an IJA 2-3-7). The IJA were now in the house! The platoon of IJA Banzai’d in from the right and fortunately broke the defenders in the “courtyard” and even trapped a defender at the wall (G8).
Oh and the GMT sniper drilled a hole through my 10-0’s forehead. His neighbours described him as nice, quiet and unassuming. He will be missed. Painful.
The GMT promptly counterattacked and took that MMG back. Unfortunately, an IJA Death Star assembled (2 x MMG + 1 x HMG) and broke the GMT MMG team! The IJA HS’s decided to do two Banzais into the factory, forcing GMT squads to FPF as much as they can. The other IJA squads came in the right and left nowhere for the GMT squads to rout.
November 2 1940, the Italians found themselves in Treni, Greece. They are to take at least 4 of the Stone Buildings and clear building 3M2 (large stone building on the bottom right) of all Good Order Greeks in 7.5. That sounds like ample time until you realize running low Morale Level troops around with even lower firepower is like herding cats.
The Italian radio blew up once we managed to get a spotting around on top of building 3M2! The right flank kept a steady push through the Woods and buildings on the bottom of the map. The left flank came down the hill more or less intact, but behind schedule. The middle group mounted an attack across the street (amoeba!!) and got blasted away by the Greeks! My center is gone. We have Move Phase to go and we are wonder if we can take any Stone Buildings at all.
The Greeks managed to break the lone Italian MMG team that’s protecting the hordes of broken Italians hiding the woods towards the upper part of the map! Very smartly a Greek leader dashed acrossed the street, hoping to grab the MMG that the routing MMG team would leave behind. That was executed brilliantly except that the Greek leader couldn’t recover the MMG! Two Italian leaders then rushed in (8-0 & 6+1) looking to CC him, MMA style. The Greek kungfu master killed off the Italian 8-0 but it’s too late, an Italian squad arrived. At the same time yours truly finally figured out how to do an amoeba attack properly and broke into the center fo the village from the top and the bottom.
Unfortunately there was only 1 turn to go and we had brokies strewn everywhere. We didn’t have enough time to take the rest of the stone buildings. We conceded.
This is 26 June 1944 St. Manvieu-Norrey (west of Caen), France. Kurt Meyer’s “Hitlerjugend” met up with the 6th Royal Scotts Fusiliers advancing behind a Creeping Barrage in the rain. The Scots need to take the multi hex buildings and kill the Panthers. The Germans need to have MMCs surviving within a big magic circle at the end of Turn 6.5 and blow the Scots’ CVP cap of 39. .
As the Scots, we get two Creeping Barrages, which I did NOT manage well. While I credit the left barrage for killing a Panther in the first turn, it crept way too slow, to the extent that it blocked our troops and hence protected the Germans! The right one worked out okay. You can plan for Creeping Barrages to go “forward” 2 hexes only in your player turn or on both your player turn and your opponent’s turn (Defensive Fire Phase). An attacker should really count out where he needs to go and how quickly the Creeping Barrage would allow him to get there. A slow barrage gives defenders a good pounding (or encourage them to leave). A fast barrage might run away from you and hop through the defending lines. I needed the left barrage to take out the little enclave on the German left, so I made it go slow. What I should have done is to plan for a lifting of the barrage post enclave so that my troops could hit the village.
The Churchills are great smoke machines. Unfortunately that thing is slow and I need to be careful about not getting it in places where it could get caught by a fast moving Panther! It can’t do anything to a Panther frontally (apart from DI shots) yet the Panther can flick a toothpick at a Churchill and it will go “Boom!”. I lost one of the Churchills that way. Good thing another Churchill fired off its Smoke Mortar quickly and went into motion! That barrage on the left was totally in my way on Turn 5, my folks had to walk around it.
The unexpected happened! Instead of walking away from the Panther, my infantry rushed it and the Panther malf’d it’s MA! So one of Churchills spun back around and slid right next to the Panther in bypass. It had to do an ESB for the extra 1 MP to stop the Churchill for the shot but since it’s a chance to bag the second Panther, we took it anyway. The Churchill rolled and immobilized. We then moved other assets in place around the Panther. The Panther wasn’t able to repair it’s Gun but what followed was shots after shots from 2 Churchills, a Piat and a couple of CC attempts. The Panther just won’t go down (DI or otherwise)! Plus on top of it, my Piat malf’d and my Churchill’s MA malf’d! Everything else went rapidly downhill towards the end of Turn 5. We were absolutely blocked by our own Creeping Barrage on the left and everyone’s either malf’d or broken or straight up vaporized on the right. The Germans must have rolled about 6 snakes. It’s tragic!
(A specific account on our attempt on the second Panther)
In the last German turn the Panzer fixed its gun!! It took out the immobilized Churchill sitting next to it and a shreck took out the other Churchill that was angling for a side shot. The Germans just hit the Scots’ CVP cap!
I obviously mismanaged my Creeping Barrage but I will definitely do it better next time. Apart from that this is quite the scenario! There were tons of action and while I am really “hampered” by the slow Churchills, it’s a ton of fun!
Next in Action Pack 14? AP138 Red Horse Recon!
AP137 Fear Naught Turn 3 of 6.5
- Panther G slid over into the view of my Churchill (where the 8-0 and “Motion” counter is) and stopped, spending only 2 MP in my LOS.
- Panther G TK23 vs Churchill’s front AF14
- Churchill crew woke up! Popped Smoke Mortar – got it. Rolled for Motion .. got that too!! Spun the tank around, ready to leave in my turn coming up.
- Moved a squad into the house next to the Panther, survived the vehicle MG shots.
- Ran the 457 to the front of the Panther, the Panther shot and malf’d its MA!!
- The panicking Churchill saw what happened, turned back around, went into bypass next to the Panther G. Rolled for ESB to stop (‘cause bogging will stop me anyway).
- The other Churchill in Q1 went into position up on Level 0.
My Advancing Fire
- Churchill in bypass shot and HIT! TK14 vs AF6. DUD!!!
- Churchill on Level 0 shot, NO HIT!
Advance & CC Phase
- Both squads passed PAATC.
- First one went in with a Streetfight bonus, NO KILL!!
- POW!! The German snooglewoofer got stuck!! We live!
- Second squad attacked, NO KILL!!
FOUR ATTEMPTS AND NO KILL!!
The dang Panther turned around.
- Churchill in bypass went for DI shot, need a 7, NO HIT!
- Churchill up top went for a DI shot, NO HIT!
- Piat went for a DI shot, NO HIT!
Meanwhile 2 German snakes + a 4 on a DC toss vaporized 3 British squads and a 9-1 …
… and it’s only the fourth day of the year ..
It’s September 22nd 1944, Warsaw. The 1st Polish Army, fighting under Russian command and the Polish Home Army (the famous “Kampinos Battle Group“) defended the Czerniakow Bridgehead withdrawal against Kaminiski’s White Russians, fighting under German colors across the Vistula.
The “Germans” need to take more CVPs than the “Russians” and have enough on Board 8 to exert 20 unmodified FP at the end of 10 turns.
- This is a good German management team, 7 leaders totaling -5 Leader mods.
- The Poles have numerical superiority : 27 squads vs German’s 15 (balanced off by half the team having bad ELR). We have a force that will happily swap bodies in CC.
- The 1st Polish Army need to recover quickly post “bombardment” and re-situate to interdict where the Germans decide to cross in force.
- The Poles don’t have the firepower to engage the Germans inside buildings and have to seek shooting opportunities in Open Ground.
The Poles had been able to delay the Germans at the crossing enough to for the Kampinos battlegroup to resituate. Once the Germans bring their machine guns into the buildings acrossing the river it will be much tougher for the Poles with their lower firepower and shorter range. I would have to figure out how to take maximum advantage of our stealthiness, MOLs and sewer movement (ie, fight up close).
The Germans made an approach to the bridge on the left as well. As a result I need to retain forces to the left of the board. I have a squad, an LMG plus a -1 leader HIP’d at the G/F of the building where you see Defensive Fire going to the DM’d German stack (red dotted line). Unfortunately they will never get to leash hell on the bulk of the German forces since we decided to end the game here.
The date is June 21 1940. A unit of the Italian mountain infantry, the “Fenestrelle” battalion of the 3rd Alpini Regiment launched an attack on the French Chasseur Alpins (“Alpine Hunters”) at Abries. The Chasseur Alpins are informally known as “Les diables bleus”or “The Blue Devils”. This scenario’s designed by Mr Alexandre Rousse-Lacordaire “in memory of [his] great-grandfather Capitaine Télèphe Rousse-Lacordaire (111th BCA) KIA on August 27th 1914.”
This is an Advanced Squad Leader scenario from LFT14 Italians : FT225 Blue Hell at P.A. Abries. The Italians are to score more CVPs than the French (and to grab 3 buildings/pillbox) in 7 turns. The Italians have three attack groups that can setup from four different areas. That makes for a rather large area that the French has to worry about. Whichever side has higher CVPs win but the Italians can also gain CVPs by claiming buildings on the top left quadrant of the map (top half of the map and left of the white dotted line).
The Italians opened quite nicely from the valley. I focused on shortening my lines and bringing the French forces together and traded space for time. The issue is that I could have takened better advantage of the Italians having to cross open ground with 6 morale. My OBA went silent quickly after a couple of Access. The Italian artillery was still going strong on Turn 6, wrecking havoc all along the French retreat. The Italians avoided open ground and got stuck up the hills on the top right. The French defenders on the top right were able to scramble back and really had to do so when the Italians started threatening the hills to their immediate right. The Italians didn’t go for the bottom left either but went up via the middle where they get better cover (but slower progress). So far we have been able to fall back just ahead of the Italians and avoided Close Combat. Unfortunately we had to move out of the woods when the Italian artillery started coming in.
By Italian Turn 6, the French were behind by 4 points, but that’s not counting the buildings ceded and the buildings the Italians will move into in the remaining turn. We failed to put ourselves in a position to surround and kill their brokies. Hard to rally as the Italians might be, they do rally. Their OBA continues to wreck havoc on our positions, aside from hindering our ability to relocated. One more Italian red chit and it would be gone, but there’s no chance of that now. A French counterattack in the cards (down in the middle of the board)?
I should have read the Victory Conditions more carefully and shouldn’t have retreated out of the hill in the middle of the map. Apart from killing more French than they lost, the Italians have to get at least 3 buildings from the top quartrant of the map. Moving the defensive line to the north hold things together but left the Italians with 7 buildings. That is of course not a huge issue if we had OBA, but we drew 2 “Reds” early in the game!
Holding the hill in the middle of the map longer will leave the defensive line on the top of the map and around the buildings near the church thinner. A more spread out set of defenders will also make it harder to keep the Italians from winning in CVPs. Ah well, perhaps that’s the way it would have to be!