RPT1 (Finale) Ferenc Jozef Barracks – A View of Advanced Squad Leader Scenarios

Painting depicting Greek soldiers on bayonet c...

Painting depicting Greek soldiers on bayonet charge. (Photo credit: Wikipedia)

We picked the game back up at the start of the Hungarian Turn 3.  For those readers who just picked this up: the Hungarians are the ones with the pretty blue rim and the Romanians are the ones without.  The Hungarians were doing a fighting retreat from the bottom right of the map to the upper left.  The Romanians were hot in pursuit, racing the Hungarians through the city blocks and tried to stop them from ever reaching the barracks.

Two of the pursuing Romanian squads were ambushed by the retreating Hungarians.  Luckily the Hungarians weren’t looking for a fight but took the chance to slip away instead.  One of the escaping Hungarian squad even ran through a semicircle of gunfire to pull off their Houdini like escape!

Towards the end of the Romanian Turn 4, the Romanians caught up with a few Hungarian squads again but the preference was to position themselves to cut off the Hungarians from crossing the street back into the barracks.  Two of the Romanian half squads managed to slip through the Hungarians and took up a position on the side of street.  The other Romanian squad locked a Hungarian squad in melee, stopping them from running back in time.

T5 Romanian RPh - Start of the last turn

This is the start of the last Romanian turn, the last chance for the Romanians to get into, to clear and to hold onto the barracks.  Some of the Hungarian troops were held back, but some managed to cross back into the barracks in spite of Romanian gunfire in the open streets.  There was some pretty vicious hand to hand combat going on towards the top right of the map (“Melee”), strangers joint by an encounter by Chance and locked in perpetuity by Fate.

Sketch 2013-07-01 11_24_12

The Romanian 9th Cavalry poured into the streets amidst a wave of bloodcurdling screams.   The heavy machine gun (under the “9-1” leader counter) was a primary concern.   Some men ran to draw fire, others raced towards the barracks from all sides.  A Romanian 9-2 leader and a pair of half squads managed to run six hexes through the open streets and gun fire, jumped into the barracks and killed the defenders!!

T5 Romanian - CC end moment when Romanians has possession

Unfortunately their sacrifices were for nought as too many of their brothers had fallen.  The Hungarians folded back into the barracks in the last turn and negated the Romanian victory conditions of having to clear the structure of good order Hungarian troops.  Below is the Hungarian endgame.

T5 Hungarian End Game

A couple of thoughts for the Romanian player:

  • Your FP (of 3) is useless in cities. If you don’t have support weapons (most of mine malfunctioned), engage the Hungarians in CC.
  • Manage your schedule, if you can’t hold the Hungarians before the barracks you need to run up there quick and have at least 2 turns to battle through the barracks. Take a count of the hexes and you will realize the Romanians truly does not have time.
  • I suppose there are two approaches to this –
    • Move fast and try to make the retreating Hungarian units run through streets of fire
    • Go full contact and engage the Hungarians before they can break off towards the barracks.

If you happen to play this scenario as well, I’d appreciate it if you drop me a note to let me know how it went for you, especially if you played Romanian and you won!!

hu347Sax347S

DASL1 The Schoolhouse – Team Play

Photo taken early game

Last Sunday I spent the afternoon playing DASL1 The Schoolhouse.  I was thankfully partnered up with an experienced ASL’r, Simon, as the Russians.

This engagement took place on July 9 1943 at a Russian village at the Kursk salient called Ponyri.  The scenario card described this as “the most intense street fighting since Stalingrad“.  This engagement also saw the huge Ferdinand tank destroyer (aka “Elefant “or “Porsche Tiger”) in action.

I got to say : this is a VERY interesting scenario. The Germans (Lawrence, Erwin & Wah) had limited time before a whole new Russian army piled in. On one hand they needed to be aggressive as they were under time pressure, although they couldn’t be too aggressive as they had to be able to fall back to proper defensive positions when the Russian counterattack arrived.

My partner Simon did a terrific job defending the stone building (marked in yellow) to the immediate north of the intersection on board d. His use of  tunnels (one of them marked with yellow dotted line) to the two buildings behind (forfeited fortified buildings) as rout paths and to gain concealment was a beautiful thing to see. Too bad the Germans lost their flamethrower early in the game!!

The Russian defence involved the use of set demolition charges as well. The Russians fell back when necessary but did everything to delay the Germans until the counterattack arrived. One of the Elephants was torched with Molotov Cocktails when it tried to rush a killer stack. Two of the remaining three Elephants were immobilized but were in great positions. It didn’t look easy for the counterattacking Russian tanks if they want to hit back through the narrow streets.

The Germans tried rushing the street (marked with the wavy red line) in front of the stone building but was wiped out by spraying fire.  At one point the Germans got that stone building encircled, rush the ground floor and was in the process of destroying one end of the tunnels.

That was precisely when the counterattack showed on Turn 7 (marked with the blue arrow).

The lead tanks and the elite troopers of the 1st Battalion 1032nd Rifles helped defend the tunnels together with the 307th Rifles coming back through. I had to run at that point but my friends told me there was a human wave on the German’s left flank and Germans conceded on Turn 8.

How about coming home everyday to 30 mins of PBeM game over VASL?

Whether you are a fellow newbie who would like to learn together or an experienced ASLer who don’t mind helping me up the curve. I play to enjoy and to learn. Please message me at jackson-dot-kwan-at-gmail-dot-com!!

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RPT1 (Part 3) Ferenc Jozef Barracks – A View of Advanced Squad Leader Scenarios

Turn 2 Hungarian - PFPh

Turn 2 Hungarian – PFPh

We are back on RPT1 Ferenc Jozef Barracks.  Just so everyone remembers, the Romanian 9th Cavalry were the attackers and the Hungarian 1st Tank Division were the defenders.  This engagement was part of the horrendous 100 day siege of Budapest.  The Hungarians were fighting along Nazi Germany and the Romanians were Russian allies.  The goal of the scenario is for the Romanians to capture the barracks (marked with a yellow “V” by Don) seen on the top left of the map within a 5 turn (10 mins in real world) time frame .

Turn 2 Hungarian

The above was what it looked like at the start of the Hungarian Turn 2.  The Hungarians started moving back towards the barracks while keeping their guns pointed to areas where their Romanians pursuers would need to cross.

Turn 2 Hungarian DFPh

Turn 2 Hungarian DFPh

The Romanian 9-2 squad leader hiding all along together with a squad and a shiny new medium machine gun (in the middle on the bottom, circled in orange) decided it was the best time to come out of concealment and open fire at the Hungarians who came into sight.  Unfortunately the MMG went the way of the flamethrower and clonked out on the first volley!  Apart from making a mental note to launch a complaint against the armoury after the engagement there wasn’t a lot he could do.  The other chaps in the building to the bottom right heard the ruckus and joined in as well but they then realised they no longer had line of sight.

The Hungarian defenders did a beautiful job slipping away towards the barracks whilst staying in concealment.  (Note to self : watch & learn)

Turn 3 Romanian

Turn 3 Romanians DFPh

Turn 3 Romanians DFPh

The Romanians orchestrated a series of moves in the hopes of stopping the bulk of the Hungarians from reaching the barracks.  On the righthand side of the map, the Romanians successfully kept the 2 Hungarian squads (circled in yellow) distracted while they double-timed a number of squads up the boulevards to the west.  They also intended to engage and even kill a few of the Hungarian squads by hand to hand combat where they could.

On the bottom of the map, the fuming 9-2 squad leader and his squad (circled in blue) who were dragging their broken MMG across the street (Note to self: use “Dash” next time) got pinned under heavy fire.  So there they were, hugging the ground and cursing up a storm in the middle of the street.

The orange line through the street on top was where the Romanians planned to shoot at the Hungarians who would need to cross over to the next building on their way to the barracks.

Turn 3 Hungarian RPh

Turn 3 Hungarian RPh

The Romanians (circled in red) tried to grab a couple of the escaping Hungarians, but in both instances they were ambushed instead!  The Hungarians decided to withdraw and slipped away while the Romanian attackers were still hugging their guns in fright.

So here we are at the start of the Hungarian Turn 3.  The Romanians have only 2 turns left and the Hungarians has done an elegant job in slipping away intact as a force while mostly staying under concealment.

Will the Romanians catch up to the Hungarian masters of defence?  Keep an eye out for Part 4 of RPT Ferenc Jozef Barracks!

hu347Sax347S

 

How about coming home everyday to 30 mins of PBeM game over VASL?

Whether you are a fellow newbie who would like to learn together or an experienced ASLer who don’t mind helping me up the curve. I play to enjoy and to learn. Please message me at jackson-dot-kwan-at-gmail-dot-com!!

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RPT1 (Part 1) Ferenc Jozef Barracks – A View of Advanced Squad Leader Scenarios

Siege of Budapest

Historical Background

This battle is part of what’s considered one of the bloodiest city fight ever – the 102 day siege of Budapest between December 1944 to February 1945. Soviet & Romanian troops laid seige to Budapest in their drive towards Berlin. Hitler declared the city “Festung Budapest” (“Fortress Budapest”) and so it was to be defended to the last man by German and Hungarian troops. This battle was particularly vicious in that its inhabitants were never evacuated and their suffering continued long after the city’s surrender on February 13 1945.

Scenario “RPT1 Ferenc Jozef Barracks” took place on Jan 12 1945 at the Ferenc József Barracks which is located between Kerepesi Road, Hungária Boulevard and Pongrác Road. I tried to locate the area on Google Map. To those of you who are more adept in the subject: I’ll be very appreciative if you will correct me on the matter.

Initial Setup

Initial Setup

The Setup

Romanian 9th Cavalry enter the board from the north-eastern side (botton right) of the map. Their goal is to clear the barracks (marked with a “V”) on the south-western side (upper left) of the map of any good order Hungarian units within five turns. Considering the 2 mins turns in Advanced Squad Leader, this exchange allows the Romanians 10 mins to meet their objectives. Each hex in Advanced Squad Leader represents about 40 meters. The Romanians need to go about 10 hexes (400 meters) straight up the street from middle of the map up towards the left just to get into a position where the they can attack the barracks. That’s 2 turns of out of 5. Considering the first turn is for entry and for trying not to get killed over open ground (off-board is open ground), the Romanians has only two turns left for fighting. This will have to be a maneuver war.

The Hungarian 1st Tanks Division start the scenario concealed in concrete buildings. Somewhere among the open windows there is a heavy machine gun pointing at the open ground below.

In real life the battle was so savage that all the officers and the NCOs of the attacking Romanian companies were killed but they did capture the barracks.

I hope I can do the same.

This is my first ASL game with an opponent (“PBeM” – Play by Email).  I am really appreciative of the tutorage of my good friend Don “Zovs” Lazov. Zovs’s a terrific teacher who’s  bringing the ASL rules to life for me. As you can see, he opts for a forward defense. This allows him to take out some of the Romanians right at the start.  As I am on a tight schedule, Zovs doesn’t have to kill me, he only need to delay my advance while he backs off into the barracks itself.

How do I beat this defense and clear the barracks in 5 turns?

How do I even engage the Hungarians without getting mauled over the open ground?

More on this later.

ax347Shu347S

How about coming home everyday to 30 mins of PBeM game over VASL?

Whether you are a fellow newbie who would like to learn together or an experienced ASLer who don’t mind helping me up the curve. I play to enjoy and to learn. Please message me at jackson-dot-kwan-at-gmail-dot-com!!

Source used 

See also

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How To Play Advanced Squad Leader With Anyone Anytime Anywhere

Young Tibetan Buddhist monks smiling and happy...

Young Tibetan Buddhist monks smiling and happy, double dorje room, Sakya Lamdre, Tharlam Monastery, Boudha, Kathmandu, Nepal (Photo credit: Wonderlane)

Unless you already know someone who plays Advanced Squad Leader and assuming that I perked your interest so far, one question must have crossed your mind or have even smothered that fledgling spark of interest already:

Who am I going to play with?

The good thing about Advanced Squad Leader is that the user base is very strong. It’s a niche market but the user base is enthusiastic, sociable and thanks to the Internet, connected. The Hong Kong Society of Wargamers for example, meets and plays regularly.

This might be where you realize that your issue is not one of people, but of time. We got careers. We got families. We got obligations. It’s not easy to get together regularly for games. For me who’s a novice (read: n00b) at Advance Squad Leader, I need LOTS of play time if I am ever going to be any good.

VASL is a platform developed by Rodney Kinney that provides virtual map boards, counters and mean of communication so that two players anywhere in the world can play each other in real-time or NOT in real-time.

Playing VASL “live” via VASL servers allows two players to be location independent. VASL by email allows two players to be TIME independent.

Using VASL to play ASL by email is known as “PBeM” or really “ASL PBeM”.  Let me explain.  An Advanced Squad Leader turn is broken down by phases, some phases are interactive, others are not.

  • Rally Phase (Non interactive)
  • Prep Fire Phase (Non interactive)
  • Movement Phase (Interactive)
  • Defensive Fire Phase (Non Interactive)
  • Advance Fire Phase (Non Interactive)
  • Rout phase (Non Interactive)
  • Advance Phase (Non Interactive)
  • Close Combat Phase (Interactive)

The interactive phases like the Movement Phase and the Close Combat Phase are phases where control needs to be passed back and forth a couple of times between the two players (and these are best parts of the game). This is where the game takes time. However, the non interactive phases can be sequential – one player can complete what he/she needs to do before passing “control” off to the other player – which makes these other phases quicker in execution.

As you move your counters around the VASL map, VASL records all your moves in detail to a log file. At appropriate points in a turn, you stop your actions and send that log file to your opponent. Your opponent opens your log file on his/her VASL program and playback YOUR MOVES step by step and he/she can stop the playback at any point to interject his/her actions when needed.  Your opponent will have his/her actions recorded on another log file and will send it back to you and you will then playback his/her moves.  The interactivity of the game is essentially time-shifted, along with any commentary (and taunts) that each player elect to insert between his/her actions.

So here we go : the question “Who am I going to play with?” should no longer stop you from diving into the Advanced Squad Leader world.  

You can:

  • Bribe your friends to play with you.
  • Join the good people at The Hong Kong Society of Wargamers who runs ASL games and tournaments regularly
  • Play anyone in the world “live” via VASL (and the VASL server)
  • Play anyone in the world at anytime via VASL PBeM

Questions?  Please let me know!

How about coming home everyday to 30 mins of PBeM game over VASL?

Whether you are a fellow newbie who would like to learn together or an experienced ASLer who don’t mind helping me up the curve. I play to enjoy and to learn. Please message me at hongkongwargamer-at-disroot-dot-org!!

Resources:

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Advanced Squad Leader Resources For You

2nd Cavalry Regiment counter-IED training

2nd Cavalry Regiment counter-IED training (Photo credit: U.S. Army Europe Images)

Happy weekend, folks!  Instead of putting out another post I figured I should build up the 2 resource pages on the site :

  • ASL Getting Started – where and how I got my Advanced Squad Leader modules and accessories together
  • ASL Resources – all the best Advanced Squad Leader related resources

This is certainly work in progress.  My wish is to put together something convenient and valuable for Advanced Squad Leader enthusiasts like myself!  Please let me know if there are sites that helped you in your development into a great Advanced Squad Leader player!

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