Advanced Squad Leader scenario OB9 First Crack at Hellzapoppin’ Ridge
Bougainville! The 3rd Marines need to control more Level 4 hexes than the Japanese and wrestle the 2 guns away.




Bougainville! The 3rd Marines need to control more Level 4 hexes than the Japanese and wrestle the 2 guns away.




Ongoing
Next one up in our Bocagefest (BFP Operation Cobra) is another one by George Kelln. The Americans were still trying to breakout of the neverending Normandy bocages. This time they need to clear a road from the north to the south in 7.5 turns. The difference here from the last scenario is that there are now 3 Panthers and they are mobile (*shudder*). Oh, there’s also this big 81mm ROF3 mortar that, my opponent gleefully reminded me, can be dismantled and loaded onto a Panther. Sure enough, the mortar scored a critical hit firing through the trees at a Sherman moving behind a Bocage!
.. and the world went quiet for a moment as it rolled slowly to a stop.








This is it!! The last of 4 Assault Periods in the “Sand & Blood” CG. All Marines have landed. The Americans win by controlling all land hexes on both islands (IJA has to surface to get land hexes) and not losing more CVPs than the IJA.


So I (as the USMC) lost the equivalence of the entire IJA OB in CVPs. That makes it impossible for me to fulfil the 2 fold Victory Conditions : to hold all land (aboveground) hexes and to not lose more CVPs than the IJA.
I believe landing the first wave on the south part of Gavutu (bottom island) behind the hill was a good decision. Landing all the remaining groups in Assault Period 3 was a good decision as well because that effectively overwhelmed the defenders with targets. I was lucky in that we took out the 2 x AA guns on Gaomi early. That took out the guns from behind our backs as we attacked Tanambogo.
I would have used my fighter bombers more effectively though, to hit the island early as the landing crafts were approaching. Sighting on units that broke from NOBA would have brought more devastation. Oh, DCs are precious. Sinking a few boatloads of DCs in the first Assault Periods resulted in a lot of Close Combats and manpower wasted to guard IJA exit point.
This is a great little CG. I learned a ton about ASL seaborne assault.
Here’s the whole series:
Ongoing
Starting up
We have Brazilians in Northern Italy, April 26 1945. They are to capture 5 out of the 8 buildings on the map in 6.5 turns. The map has the buildings split up, 4 to each side. The Germans have 3 Italian AB41. The Brazilians have these really nice M8 Greyhounds as well as 3 Shermans, one sporting a 105mm howitzer.
Your pretty common M4A1.

M4A1 ..from the Tank Encyclopedia http://www.tanks-encyclopedia.com/ww2/US/M4_Sherman.php
M4 with a 105mm Howitzer!! This thing has S7, WP9 & sM8! Should be able keep them smoked for a little while.
Fine, it’s OT and not the most well suited in an urban environment. However, this sweet little car has Cannister shot (C7) aside from FP8 from its CMG & AAMG. Its 36 MPs & urban pave roads yells “go anywhere shoot anything”.

M8 Greyhound from the Tank Encyclopedia http://www.tanks-encyclopedia.com/ww2/US/M8_Greyhound.php






DBP3 takes us back to Dien Bien Phu again! The French Legionnaires, the Algerians & 2 Chaffees start with 3 trench networks on the right and need to take 3 more in 7 turns. Heavy Rain’s in effect and so is Mud. The going’s slow and the malf numbers are low.
Planning
Playing


This is September 4 1939, Poland. The Poles rushed the Maczek brigade to plug gaps in the defense. The Germans win this scenario by taking 12 buildings in 5.5 turns.

Here are some of the AFVs involved by the way (from the wonderful site – Tanks Encyclopedia) :

The Ejw(b) is armed with a 47* (TK8) and a FP6 CMG. AF2/1.

The Edw(b) has twin turrets (6×2*), each with a wz.30 7.92 MG which can be fired independently of each other. AF 2/1.

The TKS is armed with a FP2 BMG and the TKS(L) with a 20L (TK6). AF 1/0.

The Pz IIA was the main battle tank in Poland, spotting a 20L (TK 6 IFE 4) and a FP5 CMG. AF 1/1.

The Pz IB has a FP6 CMG that does 2 TK DRs per hit. AF 1/1.

The PSW 222 is an OT armored car with 33MP. It has a 20L (TK 6 IFE 4) and a FP6 CMG. AF 1/1.




Ongoing
Starting up
This is a particularly interesting Advanced Squad Leader (ASL) scenario. As the SS, having Assault Fire should tip you off to the fact that they should move as fast as possible in spite of heavy American firepower. At one point I had broken SS all over the board but we recovered and got to the last turn barely “on time” for the jump off!
The last turn was classic ASL: keep in mind I needed to get 2 of the 3 key buildings.
A Hero placed a DC in of the VC buildings. That thing blew up with a original KIA and rubbled the building! (YEAAAHHH) The Americans had a 9-X Leader and a couple of squads on the Ground floor. It was bad.
I got my FT HS within 2 hexes of another one of the VC buildings, while under Concealment no less! This HS X’d out the FT on the first shot! These guys hadn’t done a thing all game and X’d out the FT on the only shot they got!!
The rest of the SS’s Advanced Fire was ineffective apart from pinning a couple of squads.
I had to win one of two CC’s to win the game. In the first one, the SS ambushed the Americans but boxcarred the roll. Okay, I need to win one of one CCs .. then I realized I had a problem.
I had 2 SS squads at the bottom of the church where a pinned HS and an 8-0 got holed up in the Steeple. Normally, this would have been the easiest CC to do.
But it’s a Steeple.
My 2 SS squad had to take a +3 overstacking penalty going in, so it’s a 3:1 or 8 +3, needing to roll a 5 (or really a 4).
I rolled an 8.
Notes:





Next in the countdown: DB131 A Thorn in the Side!
Mostly Stories about American Marines
Blogging Advanced Squad Leader AAR After Action Reports since 2013
Advanced Squad Leader Scenario After Action Reports
Blogging Advanced Squad Leader AAR After Action Reports since 2013
History and Hardware of Warfare
ASL & The Path To Redemption
Comprehensive Resource for Advanced Squad Leader
Washington DC Area Advanced Squad Leader Game Club
Blogging Advanced Squad Leader AAR After Action Reports since 2013
Blogging Advanced Squad Leader AAR After Action Reports since 2013
Blogging Advanced Squad Leader AAR After Action Reports since 2013
Advanced Squad Leader (ASL) Tournament
Blogging Advanced Squad Leader AAR After Action Reports since 2013
Blogging Advanced Squad Leader AAR After Action Reports since 2013
RitterKrieg Home
"A15.1 The cauldron of battle, which destroyed so many units that failed the test of arms, could also forge better soldiers and/or acts of desperation borne of heroism or despair."
An ASL Tournament held in West Dover, VT October 30-November 2, 2025