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)

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.

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!

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.

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.

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.

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.















The top board has the second most restrictive terrain. The German convoy enters via a restrictive channel for a third of the board and the terrain opens up before leading into bocage country again for the last half of the board. The temptation is to start shooting at the Germans as they come out of the first third of the board but the openness will allow their guns to gang up against our tiny blocking force. I decided to duck further into the bocage with a HIP’d baz team, a Sherman and an MMG. Hopefully the choices for the Germans are either to come through to us one at a time down the channel or risk bogging and underbelly shots crossing the bocages to flank us. Forces were deployed along the road and a HIP’d baz team is on the bottom of the map since I suspected the Germans would be tempted to flank us along there.


On the top board, our Sherman backed off into the sunken road, escaping the 2 German AFV’s sitting behind the bocage. Unfortunately, they decided against coming over to chase after our lone Sherman! The sheer weight of the incoming halftracks/ armoured cars got our infantry on the hill to start thinking about heading back. They did have a few open top vehicles in the proximity so we tried to light up a few more.



The Russians have 8 Movement Phases. They will have to do 5 hexes per phase for 4 phases to put them in the vicinity of the 2 hex Wooden building on the left half of Board 17. That leaves them 4 turns to fight. The KV-2, on the hand, is a real monster. It is big enough to give a -2 to any TH for size. It spots an armor factor of 8 all around, 11 if you hit that turret from the front. Its 152mm gun dishes 30 IFT / TK21 (AP9 & no IF). On the otherhand, it can only turn it’s turret by paying NT penalties (we played it wrong: we played it as if it’s an NT), goes 9 MP per turn and that’s only if you pass the Mechanical Reliability DR. The PzIVD offers fantastic mobility [amended, see footnote 1]. It packs a good set of MGs (totalling 8 IFT) but it’s 75* (short barrel) with a TK of only 10 (AP7). It’s hard to kill a KV-2 with anything less than a swarm but all you need is to kill one and scatter (the remaining Russian tank will have to kill all the PzIVDs to win via that route). The Germans can also immobilise one first (net +3 and a hull hit), hopefully in some awkward position/location. Their smoke dischargers (s9) can help the German reinforcements cross all that open ground from the top to the middle of the map!







Both sides had a chance to attack and to defend. There’s a lot of force allocation decisions to be made especially for the Russian player. The Germans couldn’t afford to be distracted by buildings on the fringes, they had to make it to the village on time in order to disrupt the Russian attack. The KV-2’s were a real challenge. Nothing short of a nice “dance of death” would do (with the survivors running off to the far corners of the map). Then if that’s the case, they wouldn’t be helping their reinforcements cross that vast Open Ground on the top half of the map. Typical of the best scenarios, there are a good number of what-if’s and tradeoffs to be made. I thought I was on track for an easy win but my opponent obviously proved me wrong.
The Germans need to get at at least 12VP at Game End to win. VPs are earned by occupying buildings on the right half of the map. Each VP corresponds to the # of ground hex locations a building occupies, the exception being the long wooden rowhouse which is only 3VP and not 5. This being early in the morning, there’s a +1LV for the entire game. The bocages are Light Bocages, meaning they are half height obstacles, don’t throw a blind hex behind and are not as onerous to cross. A particular evil element to note are the few Up-Slope hexes in the German setup area that allows them to look beyond the Light Bocages.








The IJA starts in two groups. The first group of 6 squads setup in the airfield (no Smoke in the rain) in the face of a 75* Artillery, a murderous Bofors AA (IFE 8 ROF 2) and a leader who can make it rain 70mm OBA. The second group of 9 squads setup on the east side (lower side on the map) of the hill. To counter that group, the King’s Own Royal Regiment and the King’s Own Scottish Rifles setup on the hill top. A group of Gurkhas setup within 3 hexes of the Flooded Pool.











BoF2 A Polish Requiem has long been a classic. It’s a whirling dervish of a battle!! Polish AFVs were slow but those 37* kills on a 7, pretty respectable considering most German AF’s 1. The German forces might seem overwhelming but these guys were tied to a timetable. If the player on the Polish side keeps his PMC (read: Personal Morale Check) he might win this scenario yet. The German AFVs might X themselves out or folks might get delayed just enough. Had the Polish MMG at the end zone not X’d out it would have been harder for the Germans. Scoring 37 (Poles) vs 27 on ROAR, I recommend this scenario unreservedly.
From the left of the map, F Company immediately started to setup their MMG and got their fire teams to probe NK concealments. The E Company came up from behind and a bit more than half went for the right of the map. The AFVs rolled down the road but the higher level Burning Wreck that’s there on setup made it a little hazardous to roll up in front of a ROF3 AT gun. Plus it’s impossible to be on the boulevard without being in DI’able range. I thought the right of the map would be a more straightforward travel but it’s confining nature made it easier for the NK defenders and didn’t facilitate armour support. By Turn 4 it’s evident that the NK’s were very effective there. A large number of broken fireteams routed towards the rear. The BBQ tank and the tank dozer lend their support on the left and found they could safely sneak shots into the boulevard. The left side met some initial set backs but were able make better progress. The AFV’s were making Bounding Fire shots where possible but they couldn’t bring it up close in most cases because of the chance of meeting Suicide Heros in Street Fighting. The strategy was to try to flank the NK’s down both sides while putting AFV fire to defenders down along the boulevard.