Advanced Squad Leader scenario RbF I-3 South Park After Action Report (AAR)

Advanced Squad Leader scenario RbF I-3 South Park After Action Report (AAR)

Scenario Background

It’s December 22 1944 in Senonchamps (Belgium), not too far from Bastogne.  According to the scenario’s “Historical Perspective”, this was a lightly defended American artillery park.  

 

(Photo : ASLScenarioArchive.com)

(“The Ardennes, 1944-1945: Hitler’s Winter Offensive”)

Victory Conditions and Tactical Considerations

The Americans started the game with 3 HS and 2 crews but a lot of hardware : an MMG, a baz, 2 x M55 (quad .50-cal carriage with 24FP), 2 Stuarts, 1 Sherman and 2 jeeps (with MMGs).  They have 1x M1A1 “Long Tom (155L) and 2 x M1 (155) howitzers.  Getting tagged by a “One-Five-Five” means 30FP.  The good thing is that they start unmanned.  They would remain so until they got LOS to known German units.  7 US squad would show up on Turn 4 as reinforcements along with 2 leaders and more toys.  

“Kampfgruppe Kunkle” showed up with 6×548, 6×447 with 3 leaders.  They got a STuG and a STuH42 (105) backing them up as well.  

EC’s Wet with Heavy Falling Snow.  So the Americans could try torching some of the buildings but it wouldn’t be the easiest with the lack of personnel and the Wet EC.  Heavy Falling Snow means a +1 LV that would get worse with an additional +1 LV from Turn 5.  There’s however, no Ground Snow, so Smoke is in play.  The Stuarts can’t do much to a STuG front but I would have the STuH or a panzerschreck covering the flanks at all times.  The Quad .50-cal with its ROF3 is probably great for DI shots. We need to be careful about the Sherman with its fast turret and TK14.  Bazookas have TK16, we should stay away from those as well.  We would use assault guns as assault guns as much as we could.  I wondered what he planned to do with those jeeps, ie for mobility or (scrounged) firepower?  They wouldn’t be able to cross those bocages though.  

The Germans have two ways to win: 

* Win immediately if they capture/destroy all 3 of the guns
* Win at Game End if they hold onto the 4 VC buildings

StuH 42 from 242 StuG Abt

After Action Report

Advanced Squad Leader scenario RbF I-3 South Park

I decided to NOT engage the Artillery pieces until we absolutely had to.  The alternative was to “race” down the hill and across the open field with bocages in the way and in the face of heavy US firepower.  The first problem was one of the Quads.  It ripped squads off our OB through +1 Heavy Falling Snow and smoke we laid down.  We finally got to rush it and kill it in CC.  The STuG got out on the flank to keep the 17MP Stuart from squirrelling around our left.  I made sure it’s covered by the STuH from behind.  The Americans decided to abandon their jeeps and ripped off the MMGs.  I wanted to kill one of the Jeeps but the Stuart was a priority.  The other Stuart went around the back into my axis of attack.  The Sherman moved into.  My right’s got panzerschrecks lined up but they didn’t have to know that, did they?  

Advanced Squad Leader scenario RbF I-3 South Park

I had one more turn before proper Americans show up so I was racing those units down the street.  Their Stuart got a little too close and so I stopped the STuH in front of it and shot it with a HEAT round.  The Sherman decided to back off and got immobilised by an ESB roll.  However it’s right next to the last VC building so it was a good place to be!  I fought the urge to make my STuG “more useful” but kept to the discipline of covering the STuH.  Oh, my 9-1 went heroic.  Not sure if it’s a good thing ‘cause hero’s don’t break, they wound and they die.  The units with the US “Baz 44” and the “MMG” right of center were in fact, German.  The other Quad realised it’s going to be out of the game and the gun crew tried desperately to drag it along.  I got to keep this Quad out of play.

Contrary to what you see in the picture, the guns hadn’t yet seen us, and were not crewed yet.  

Advanced Squad Leader scenario RbF I-3 South Park

We sneaked up on the immobilised Sherman with a shreck but it took us 2 phases to shoot it pointblank.  Some pretty ominous ginormous American stack moved up to our last VC building though.  The mods were +5 but we took no comfort in light of the 36FP.  The STuH pumped rounds into the stack but was ineffective.  The big US stack broke our occupant of the last VC building and put us into a position of having to win it back.  Meanwhile squads rushed the middle One Five Five.  Miraculously, it broke the 2 squads but left an 8-0, the heroic 9-1 and a captured bazooka in front of the howitzer.  The STuG went wide, decided that shooting in the +2 LV environment was no longer ideal, prepped itself for a final Overrun of the leftmost (top of the map) gun.  

Advanced Squad Leader scenario RbF I-3 South Park

The heroic 9-1 led the final attack with a +6 shot that connected with the One Five Five.  The IFT effects shot vaporised the crew and the random destruction roll vaporised the gun as well.  Two more to go!  The STuH opt’d for a HEAT shot against the Americans inside the last VC building.  That shot connected as well but it only succeed in breaking the leader and pinning the squad!  We would have to do it the bloody way.  The Americans couldn’t crew the leftmost gun (top of map)!  Feeling luck on its side, the STuG proceeded to overrun the left gun not once but twice!  Unfortunately It only succeeded in breaking its main gun.  Folks did managed to rush up to the 2 remaining guns without a scratch.  Things looked as if they might work out in close combat.  

But it was not to be.  We had a 2:1 attack on one of the Guns but boxcar’d the roll.  All eyes then turned to the last VC building.  3 squads and a concealed leader ambushed the pinned US squad.  Unfortunately we rolled a 5,6 which couldn’t evict the occupants.  The Germans lost.

How’s this Scenario Interesting?

This is a very tight scenario that offers a number of tactical choices.  If I play it again, I might well try a run down the left and go for the 3 guns through the bocage.  The other Quad will be just as tough to content with and I can’t leave it on my flank.  The Germans had a tight schedule to meet.  The two sides had very different forces to play with, which makes it very interesting also.  I really have to give it to my opponent though for hanging tough through it all.  Once reason why the Germans lost is that it couldn’t push past the last VC building before the American reinforcements entered on Turn 4.  

I really like this scenario.  
Advanced Squad Leader scenario RbF I-3 South Park After Action Report (AAR)

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

Scenario Background

On August 29 1944, the “Pathfinders” of the 8th Infantry Division, the first infantry division to have broke through into the Brest area, was counterattacked by elements of the Fallschirmjäger-Regiment 7 near Kergroas!

(Images: Fallschirmjägers, 8th Infantry division, 8th Infantry insignia (“Golden Arrow”/“Pathfinder”), 28th Regiment insignia)

Tactical Considerations

A dozen German 5-4-8’s with 4 leaders enter the map from the bottom (south) and they were to either exit through the top (north) and/or occupy 4 designated buildings with at least 8 VP’s in 6.5 turns.  They would be met with 8 US squads deployed in 2 groups on the bottom map.  3 other squads with a 9-1 (and a 6+1) would enter through the top in Turn 3.  The Americans have higher firepower, a longer range and a lower morale.  The Germans have lower firepower, shorter range and much better morale, plus their ELR is slightly higher.  The wide open space where the Germans entered would no doubt give the Americans the advantage.  The American in most cases could blast away with 6 FP and get 2 FP coming back, plus they had 2 MMGs and a M2 mortar in play.  The strategy for the Germans seemed to be to run through the gauntlet with their higher morale and shoot back when they could (if in range, they shoot at 4 FP regardless of they were running or standing still).  To be caught in a firefight here would be a bad idea.  Once they got through to the bocage, their difference in range would even out but yet they had to keep moving before the Americans could solidify their defences.  It’s best, of course, to cross as few bocage hexsides as possible.  

Run through the open, dive into the bocage and keep the parade running through 6.5 turns to the top!  

After Action Report

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We entered from the bottom and we didn’t stop for the broken or wounded.  We kept an LMG on our left flank to keep the Americans away.  The Americans on our right were out of range and got ahead of us.  They had a total of 8 squads and 8 OB given concealment but we didn’t wait to find out who’s which.  Good thing was that CX’d Americans didn’t shoot very well (apart from that mortar, that mortar’s evil, knocked around my forward leading 9-1 with a CH in the Woods).  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We made it into the bocage!!  My broken HS escaped (bottom right), even my wounded 8-0 hopped along and joined the boys.  The Americans started to swamp in from both sides.  When the American reinforcements join in from the north they would complete the fire sack. We could win a standing firefight in the bocage but we didn’t want to give the game away to my (often atrocious) die rolls.  So we stuck with the strategy and kept flowing through the gaps.  The American reinforcements had our range and firepower (5-4-6), yes, but we didn’t want to let the defence gel up around us.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We leaned right and gather behind one bocage wall and called up our rear guard.  It was time to go and the way not to get hit was to not be there when they got there!  A squad sneaked behind the Americans on the far right so they couldn’t conceal.  Each turn was a frantic rebalance between how much to stick around to keep the bad guys from shooting us in the back versus hauling ass northwards.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We busted through to the right!  The Americans routed back and we scrambled behind the bocage wall as far north as our legs would take us.  It appeared that we got 7 VP’s in personnel up front and they were within range to get off.  A hero took point and kept the Americans from getting Wall Advantage at key points.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

The Americans did a fine job solidifying regardless!  They had a couple of leaders who made sure they snatched an MMG away from some brokies and handed it off to a squad for the last turn.  They laid down a beautiful Firelane-from-Hell.  We needed 1 additional VP to get through and we got 2 HS 2 Squads and 1 Leader making the bid.  At the end, I got 1.5 squads KIA’d and the rest broken/pinned.  No one got through!

At the end, the Germans lost by 1 VP.  

How’s this Scenario Interesting?

Close games are often the signature of great scenario designs!  (It’s 15:19 against the Germans on ROAR.)  It’s one of these rarer games where both sides have to constantly trade off between moving and shooting.  Of course they were hardly enough time to Prep so both sides largely took turns lining up hasty defences and hoped to throw enough friction into the other guy’s movement with Defensive First Fire.  The hide and seek in the bocage while constantly on the go is simply fantastic!  I rather enjoyed this scenario.  

Other Links

The 8th in Brittany by Jonathan Gawne

 

 

Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

Scenario Background

This was July 26 1944 in Marigny, France.  The Americans needed to capture Marigny (apart from St Gilles) so as to enter the exploitation phase of the campaign.  Combat Command B, 3rd Armored Dvision, met the SS Panzer Division 2 “Das Reich” and Infantry Divison 353 outside of Marigny.

US 3rd Armored Division353rd German Infantry Division

Combat Command B 3rd Armored Division & German 353rd Infantry Division.

Memorial Cobra @ Marigny today

This is the Memorial to Operation Cobra that stands in Marigny today (credit : Google Earth)

Victory Conditions & Tactical Considerations

As the Americans, I needed to kill or move 100 VPs  through 3 boards from the top of the map to the bottom.  Halftracks must have a functioning MA (AAMG) or a passenger to count as Exit VP.  The top two boards are Bocage country and it’s real easy to lose time there.  Good thing the Germans were spread thin and I got 4 Culin cutters to help with landscaping.  The fastest way would be to run straight through the village but the Germans had two roadblocks to counter that.

I had two groups of units: The left group with 6 Shermans and 6 halftracks, one of which sports 2 x .30-cal 1 x .50-cal with 12 FP, the other a bazooka (M3A1).  The right group with 3 x M5A1’s, 2 x M8 HMC (SP howitzer) and 8 x halftracks (2 with bazookas).  The right side seemed to have a more open country but they carried less anti-tank assets.  On Turn 6, 2 American FB’s came into play, shortly after 4 x Pz IVH’s & a “Stummel” rushed in bearing flowers & fruit baskets.

My plan was to have the two groups stay apart at least until they reach the bottom map and not let the Germans converge.  I would avoid the road and built up areas in general.  I had the numbers to swarm whoever came our way.  Although with my numbers came traffic control issues.

After Action Report

Advanced Squad Leader BFP21 Ripe for the Picking After Action Report (AAR)

We were off to the races here.  The left group shot through an area where they thought they would be safe from a PaK.  The pair of Culin cutters worked in tandem.  A marauding halftrack dropped off its passengers by the roadside, skidded off to the middle of the map and spotted the first roadblock!  On the lower left, dismounted infantry took on a lone defender while its ride continued on and cut off all chances of escape.  The right group got itself tangled up in a perfect jam in the Woods while its cutters worked frantically to make a hole.  Vehicles stayed behind the bocage as they heard rumours of the other PaK covering the area.

In a surprising turn of events, all Pak related uncertainties were resolved when both PaKs popped out of HIP with their crews tugging them down south towards the bottom map!

Advanced Squad Leader BFP21 Ripe for the Picking After Action Report (AAR)

We were at the midpoint of the game.  Two halftracks in the left group caught up with the PaK in the Orchards on the bottom board!  They used their small size and speed to distract and to overrun the Gun!  We knew the Germans would show in Turn 4 and some of our elements were too far forward but the opportunity was too good to pass up.  A Sherman ran forward to help but sure enough, it was killed by a pair of PzIV’s coming in.  Tanks always operate in pairs.  My tanks get killed every time I violate that doctrine.  I thought about using that Sherman to overrun the Gun itself to take it off the board but I didn’t.  Had I done it, I wouldn’t have to fight SS troopers for the gun in the next couple of turns – another mistake.

The right group broke through to the middle map and was held up by the threat of PFs inside bocage country.  Their lack of anti-tank assets was a problem and we were hugging the last set of bocages before the Germans show on the other side of those hedgerows.

Germans in the meantime were in full retreat from the town.  The bocage protected road down the middle provided the perfect passage.  An HMG was last seen moving along.  I got to go stop that nonsense.

An M5A1 light tank and other vehicles of the 4th Armored Division

An M5A1 light tank and other vehicles of the 4th Armored Division, VII. Corps, pass through the wrecked streets of the town of Coutances, north-western France; 1944.

Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

With the PzIV’s in position on the left, I didn’t want scoot all my Shermans out on the same side, plus I gotta give the dismounted troops (bottom left) some help.  We needed to get and/ or destroy that PaK gun! The SS dismounted as well.  It’s going to get busy.  I exited one of my halftracks for the points and another went off to the side.  On the right, my guys pushed through the house and were getting into the Woods while the AFVs were getting away from the PzIV’s and threatening to come off the middle instead. At least we dealt with the German 9-1 team that was blocking the way.  We also had a pair of Shermans migrating from the left side to help with the anti-tank deficit.  The Germans got the remaining PaK inside that house in the middle though.

M8 HMC, 3rd Armored Division near Marigny, France (July 28 1944)

A company of M8 75mm HMCs (not a battery) from the 3rd Armored Division takes up firing positions near Marigny, France on July 28.  

Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

It’s Turn 7 and the Thunderbolts were in!!  The Germans had very smartly hid their people in the Orchard on the left and in the Woods & Grain fields on the right.  The M8 self propelled howitzer was vulnerable to the SS firepower but proved itself useful by getting a WP round off into the woods.  To the left, troops in the Woods made an attempt on the PaK but failed.  They did manage to rout off the SS though!  They then moved in to mess with the PzIV’s.  A pair of Shermans whipped back to the middle while other AFV’s made for the gap in the woods.  One got hit and bursted in flames, probably a good thing for the rest.  Towards the middle, the Americans managed to break the HMG team that was toting it along and another squad raced to pick up the toy before the Germans did.  A mounted halftrack raced in, tried to get a squad close to that AT gun but was shot by the German SP gun via a LOS beautifully threaded between a couple of houses. I shouldn’t have stopped there!!  Another squad stayed up in the middle board to limit the number of Germans who could join the party down south.  To the right, an M8 raced into take a shot at the PzIV in the Woods but was stunned by the enemy infantry instead.  Meanwhile a number of vehicle slipped off the side.   Two more turns and a lot of our vehicles were in range to get off the board.  The fighter bombers were definitely slowing down the German OODA loop!

P-47 Thunderbolt firing rockets

P-47 Thunderbolt firing rockets!

Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

We were close to the 100 VP mark but time’s running out.  The squads on the left had both went fanatic at this stage with their repeated attempt to close with the PzIV’s.  A M5A1 sped over, toughed out a shot that went wide, spun to the back of the self propelled 75 and fired.  It promptly malfunctioned and it was M5A1’s turn to be scared!!  The commander kicked the driver to start up again.  Good thing the 3 US squads nearby stunned the German open top.  A halftrack went for the PaK gun in the middle, went right up to the house and dismounted.  The PaK had to turn but lit up the vehicle!  The troops were okay, now covered by the vehicular blaze.  The Shermans decided it’s safer to run through the middle of the map now, away from the PzIV’s under the orchard.  When the FBs lit up the second PzIV on the right, the Germans decided to concede.  There’s nothing left to stop the Americans from driving off the board now.

US halftrack in urban warfare

“US halftrack in urban warfare” Italy, late 1944

How’s this Scenario Interesting?

This was a lot of hardware for me to manage through bocage country!  The Americans needed to blaze through the bocage and their speed helped them to not get penned up by the Germans.  The US armoured infantry reminded me of the new Terminator.  Halftracks could drop off its squad, “split into two” per se and motor the vehicular “half” behind the defenders.  Heck, my halftrack surprised the gun crew of the remaining PaK (holed up in the building nicely situation in the middle of the bottom map) by dropping off a squad at their door.  Their ride got blown up but they killed the gun crew in CC.  That’s so much more effective than having to shoot it out.

Terminator Dark Fate

Once I got my vehicles down on the bottom map, it’s important to be patient and to use my superior MPs to run around to where the Germans were not.  My tanks whipped around a couple times before exiting.  I could have left more infantry mounted but halftracks were poor sanctuaries when the action got going.  Fighter Bombers were a huge help in suppressing enemy’s ability to react even if they miss all their spotting attempts.  Once I was through the bocage it was tracks and shells flying all over in the bottom map.  This is an action packed scenario!!

Other Links

US Army in World War II, ETO, Breakout and Pursuit, M Blumenson

D-Day Overlord – D-Day and Battle of NormandyMarigny (Manche)

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

 

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

Scenario Background

This scenario depicts action that happened on the same day as that of BFP19 Russian Style.  Combat Command B’s 18th Infantry Regiment ran into “a nest” of Panzer Lehr soldiers near Mesnil-Durand and proceeded to clear them out.  

Le Mesnil-Durand, France

Victory Conditions and Tactical Considerations

The Germans needed to take at least 4 buildings on the bottom map in 6 turns, which meant the Americans needed 12 out of 15 buildings.  To do their jobs, the Americans showed up with 20 squads, 4 leaders (a 9-2!) and 5 MMGs.  The Germans had 15 squads, 1 HMG 2 MMG, 4 LMG and 5 foxholes.  I looked to engage the Germans quickly in the middle with our superior firepower and put some forces around the flanks, especially when we only have 6 turns. If you are setting up for this one, keep an eye out for the “v” shape formed by two straight long lanes that converge to a point at I2 on the bottom map where my opponent put a foxhole with an HMG and an MMG.  

After Action Report 

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

On Turn Two the majority of the Americans smashed themselves against the Germans at the big stone building.  It’s a fight for Wall Advantage.  Smoke Grenades helped us get close but a lot of the troops couldn’t hold their ground against Defensive Final.  The flanking team on the left ran into the hole in the wall where a HMG+MMG combo put a fire lane through.  There’s no running past this wall, one has to Advance across.  

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

Turn 4 saw the flanking team on the left moved around the HMG+MMG firelane and scrambling in from that side.  A pair of squads realized the Germans got Dummies covering the right and was converging in as well.  In retrospect they could use more help because they were stopped every step of the way by a retreating MMG team (covered by the “Wall Advantage” counter” apart from the HMG+MMG anchor at the bottom of the “v”.  The troops in the middle caught a lucky break when an American HS who jumped into the building Ambushed the defenders and decided to infiltrate to the space behind them!  Germans started puling back but but unfortunately the Americans weren’t quick enough to stop the Germans from leaving.  The Americans started massing together for a final push down the lower middle of Map 6.  

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

The troops went for a major push down the middle of the map and was repulse in a big way.  Brokies scrambled back to the big stone building and was caught (and eliminated) by a counterattacking German squad!  The left flanking liberated more buildings but we ended up 9 buildings instead of 12 we needed.  We lost 11 squads out of the 20 we started off with and were quite frankly out of bodies to push further.  

How’s this Scenario Interesting?

This straight up infantry scenario underlined to me how much I need to spread my forces more when on the attack.  We had no one behind the big stone building as the attack developed.  The Germans never had to peel their eyes from in front of them until I got a HS who succeeded in infiltrating through the front lines.  None of the Germans were torn about whether to stand and fight or to go help somewhere else because the attackers were so focused.  The flanking team on the left did well, I should do more of that or perhaps allocate more resources to the flanks next time.  The right flank had the right idea but again, not enough bodies.  

Fix and flank.  Fix and flank .. 

We are onto BFP21 Ripe for the Picking next.  

 

BFP17 Seize that Crossroad

The designer of this scenario is George Kelln of Lone Canuck fame.  This time the Americans need to rush to secure a crossroad (big red circle) from the Panzer Lehr division in 7.5 turns.

As the 8th Regiment of the US 4th Divison, my considerations are :

  • As ever, I am in a tight race against the clock.  Even though my route might be a too oblivious I am going to try to avoid crossing too many Bocages.
  • Having said that with 2 dug-in Panthers (which turns from a large target to a small HD target) plus 2 HMGs with 2 “minus 1” leaders.   out there I can’t be avoiding so much Bocage that I will be moving in the clear.
  • Most of the Germans have better morale than mine, although I have more leaders (not more “minus’s”) and 50% more manpower.
  • I should put the mortar platoon on the only high ground I have as overwatch to interdict any lateral movements, although they can easily be attacked by the forward positioned Germans.
  • 1 pair of Culin cutters pretty much means I will be digging one path.
  • I don’t know what effect the opening bombardment will have but I need to rush as much as the board I can.  Hopefully we can make contact before the Germans recover.  The tanks won’t be available til Turn 5, so we will be legging it.

Let’s see if all this works out.

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