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!
One sunny day in Libya, Nov 1941, a victorious column of New Zealanders from the 25th Battalion got ambushed by a counterattack personally directed by Rommel! One Valentine caught several rapid shots from their ROF3 guns but 2 managed to ran off! The New Zealand infantry were caught in the open and were getting shot at, blasted and overranned.
This is an Advanced Squad Leader scenario: 42 Point of No Return. Unfortunately for my cardboard Kiwis, this is my first real DTO ..
DTO is definitely not as open as the mapboards might lead you to think. There’s light Dust that affects every shot and there’s Vehicular Dust that every vehicle drags around. There’s also a Mild Breeze in this scenario that creates Drifting Smoke (changed direction too!). The southern group has kept the bulk of the Germans engaged for 6 turns now. Unfortunately it’s not quite enough, the Kiwis probably need to tie them down for 8 out of 10 turns to get a victory. The good news also, is that the reinforcements largely arrived intact from the north.
The small band of survivors in the south are trapped by the German onslaught. The rest of the armor broke off to the left along the bottom of the map. The carrier thought about picking up the 8-0, HS & the MMG. Unfortunately that would burn off too many MPs. The infantry stepped back and hope to recover the radio and the “double small” carrier sped off. It was largely shielded by Smoke, Dust, Vehicular Dust and Wrecks. The carrier headed straight for the German truck with the 50L 5cm PaK 38 onboard. The two Valentines followed quickly in support ..
We have 4 German Movement Phases to go. I thought the Kiwi armor breakout will hold the bulk of the Germans down at the bottom of the map but doesn’t seem like it’s going to be the case. The 2 Valentines and the carrier were all in CC at the end of the German turn. One Valentine was NOT in motion and was caught with the German 10-3 “Darth Rommel”. Darth Rommel alone adds 4 CCV to any squad and practically ripped the Val apart with his barehands! All the southern Kiwi infantry are wiped out and the Germans start to converge on the final VC to the north.
Will the surviving carrier and the Valentine be able to hold off the Germans longer?
Reality was that even though the hedgehog outpost held out til Turn 7, it wasn’t enough to keep the German off the main cluster of VC hexes. Drifting Smoke and Vehicular Dust wrecked havoc here. The 2 Valentines down at the Alamo couldn’t keep the German AFVs off the squads. The Kiwi’s didn’t have anything about ground to keep the Germans from aggregating either. When the Germans blew the Alamo apart, no one can reinforce the hex and hence we lost at the last turn!
I like this introduction to the DTO though. The Desert is really not as “plain” as it looks. Vehicular dust and (in this case) Drifting Smoke make the landscape as variable as Night.