FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

 

Every once in a while, you encounter a scenario so cinematic that both players collaborate to see the ‘movie’ unfold. This is one such scenario. No. 3 Commando was onshore in support of the Dieppe attack. They were discovered and had to evacuate.

I hope scenarios like this expand what the average ASL player thinks a scenario can be. The Allies had 8 VPs worth of personnel in the Grain Field on the left and 11 VPs of personnel on the right. The Allies win by gaining more VPs than the Germans. The Allies on the left gain points every player turn they remain in the Grain Field. They also earn EVP for infantry units exited or within 5 hexes of the upper edge. The Germans win VP by capturing or killing Allied infantry units.

The scenario features 11 German squads with 2 mortars and 3 LMGs against 5 Allied squads (with low ammunition), 4 damaged Higgins boats, 1 MGB, and 1 additional Higgins boat coming in. My plan was for the left group to stay and for the right group to run. The 4 damaged Higgins boats had 3 facing landside and 1 facing seaward for a quick getaway. We needed to eliminate the 2 German mortars as they posed the biggest threat to the boats.

 

After Action Report

 

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

(… chirp, chirp, chirp ….)

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

The Germans appeared! The Germans on the left advanced into the Grain Field. Two conscript squads and two mortars ran straight past us towards the shore. Our mortar was boresighted to where we expected them to bypass the Woods, but we missed that shot anyway! It’s rare that I could square up this opponent of mine in my sights, but the dice is the ultimate boss.

On the right side, the Germans got the entrance hex to the gully lined up. The Allied troops fought all temptations to run and edged carefully towards the Gully entrance. Note that we couldn’t possibly get into a crest position in the Gully because of an SSR specifying “Cliff sides.” We scored 7 VPs by staying vertical in the Grain Field on the left.

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

The MGB swept in! The waiting Germans opened fire and scored 2 DP (out of 5) on the MGB, almost setting it on fire! The troops in the Grain Field were skulking where possible but shot back when they couldn’t. We reaped 10 VPs at the end of the last turn. The troops on the right continued to edge towards the gully entrance. The teams already at the Wire tried to remove it but to no avail.

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

The troops on the left moved off the Grain Field towards the middle clump of trees. We needed to keep a portion of the Germans tied down, even if we couldn’t stay in the Grain Field for more VPs. The German conscripts on the left were digging foxholes for the mortars but kept getting shot up by the MGB. A commando 9-1 and a half-squad rallied and dove back into the Grain Field, but it was not to be!

Over on the right, the big German 9-1 stack broke cover and ran for the shore after the escapees. The 338 rearguard had one shot, and it connected! The 9-1 was killed, and everyone was broken! One of the German conscripts went berserk and started charging the woods in the middle of the board since they couldn’t see the fellows slipping off in the gullies. We were now at 16 VP, which was the VPs the Germans would get if they captured everyone on the left.

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

Our 8-1 and a half-squad in the (middle) Woods rallied and started waving the berserker over. We planned to lead them into the melee so that the Germans couldn’t go for a capture and earn double VP. The commando half-squad kept the fight going as the Germans piled in! The MGB kept the pair of mortars suppressed on the left. The DM’d German stack at the bottom of the map would rally and make a desperate last move. Meanwhile, the units on the left were about to board a Higgins boat, the one with the bow facing seawards.

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

A German team with a last-minute hero, a 447, an LMG, and a leader ran towards the shore for a final hit on the departing Allies. The MGB took them out as well, leaving the troops on the right to board and depart Fortress Europa.

Thoughts

There are a good number of issues to consider when playing this scenario

* When to go slow and when to run – it took a while to go through the Gully and into the boats and about 2 turns for the boats to get past the VC line.  You really need to get your timing straight as the British.  We figured boats don’t have to Beach with their bow.  I had 3 beached with their bows, so that their armoured sides faced the continent and the other one with its stern so it could make a quick getaway.  

* The pair of German mortars were the most serious threats to the boats.  

* Should we run the Grain Field forces off?  Should they go into the Woods in the middle and help out the right?  Should they fight to the last man so as to get as many points as possible?  We got lucky, we got the full 16 VPs to breakeven with the Germans should the whole Grain field team’s captured.  

* How much troops should you allocate each side as the Germans?

* The Commandos could climb.  Should we entertain that notion?  The Hinterland stops with a 4 level Cliff side to the beach.  That’s 4 turns of Hazardous Movement to get down.  We only have 7 turns in the game.  

* We got lucky in that the 338 rearguard on the right was able to shoot up most of the pursuing Germans.  We were also lucky in that the pair of German mortars was only able to take 2 DPs off the MGB’s 5 and didn’t set it on fire.  

* The Melee’ing HS (in the Woods) was magnificent turn after turn.  The Germans were hindered by their desire to capture and not to kill.  

 

 

ASL102 Point of the Sword

ASL 102.Setup-procGoogle Map : Juno, Sword, Langrune-sur-mer & Caen

This is a Normandy scenario, dated 6 June 1944, D-Day. The 4th Commando Brigade moved towards Langrune-sur-Mer and into elements of a Panzer division. They radioed the French Canadians nearby for help and they joined the fight on Turn 4.

On the far north (left on-screen) of this board is a big patch of woods. As you move towards the south it’s vast tracts of open ground with little patches of grain and orchards. There’s a village on the south (right) with a lot of rowhouses and stone walls.

The commandos setup on the left at the edge of the woods. The Germans setup in the village. The commandos are assault engineers and so they get smoke grenades at 4 or less. They get some demolition charges and a 51” mortar. The French Canadians bring in a couple more mortars and heavy machine guns later on, also from the north.  The Germans get a heavy machine gun, a medium machine gun and a few light machine guns plus a 50” mortar.

The Germans have 3 fortified hexes in 3 different stone buildings. The Commonwealth wins immediately when they control 2 or more buildings that contain fortified hexes. Takezo played the Germans while I played the Commonwealth.ASL 102.1AlliedDFPh-proc

This is Allied Turn 1 :  the commandos started making the trek over the divide.  The mortar fired off a smoke round down the road where the German HMG pointed at.  I hoped to feint a left (east) and head right (west) when the French Canadians show up on Turn 4.  I made the mistake of putting the mortar too far back though.  Later on in the game it was unable to support the push.ASL 102.2AlliedMPh - -proc

Allied Turn 2 : My hero rushed up with a demolition charge to draw some fire away from his brothers.  He got than that.  He ran into a hidden German half squad in the woods and got shot by the Germans holed up in the buildings from the middle of the board.  The British sniper was very active as well, hitting the same stack of Germans at the top of the map multiple times!ASL 102.4AlliedDFPh-proc

Allied Turn 4 and the French Canadians arrived at the scene.  There were a number of German MG and a mortar (in that roundabout) to content with, hence the entry was crowded and disorganised.  The commandos threw smoke grenades to cover their approach the best they could.  The British mortar was embarrassingly out-of-place.  By this time it was quite clear that the schwerpunkt was coming from the right (bottom).ASL 102.5AxisMPh-proc

Axis Turn 5 : the Germans were moving back and to the west (bottom).  The lead Commonwealth troops moved fast enough to harassing the retreating Germans.  ASL 102.7AlliedAFPh-proc

Allied Turn 7: there was a bit of drama with the Germans holed up on level 1 of a stone building.  Earlier shots pushed them towards being fanatic.  Rounds after rounds of fire couldn’t touch them.  The French Canadians figured they would give it a last try with a feeble little 50″ mortar.  Guess what?  They rolled snake eyes and got a critical hit!!  The crowd went wild (to the extend PBeM could..).  As the dice gods would have it : they then rolled boxcars for the IFC resolution …. I swore I heard my British counters groan from their boxes.

The Commonwealth troops, close behind the retreating Germans, moved to have them encircled.
ASL 102.8AlliedMPh-proc

Allied Turn 8 DFPh and I was out of time : Tazeko revealed where the Fortified hexes were after the last Allied Movement Phase.  The Commonwealth troops would end up advancing into 1 out of 3 of the fortified buildings as opposed to the 2 required by the victory conditions.

For those of you who played this before, you are right, there’s a slight mistake here.  The 3 fortified hexes should be in 3 different stone buildings.  Oh well, a game is a game!

Going forward there are a few things I will do differently as the attacker :

  • move forward more aggressively, seek to push the boundaries and set the tempo as opposed to having the tempo dictated to by the defence.
  • have the mortars move up together with the troops.
  • if I am to play this scenario as the attacker again, my commandos will seek to push up a lot further to allow the French Canadians space and cover to get on the board easier

Any thoughts and/or advice, please comment!

Resources : Joss Attridge’s “Point of the Sword (ASL102)” in HullDown.Org

Eglise de Langrune sur Mer, Calvados, France

Eglise de Langrune sur Mer, Calvados, France (Photo credit: Wikipedia)

A German prisoner captured by Canadian troops ...

A German prisoner captured by Canadian troops at Langrune sur Mer, 7 June 1944. (Photo credit: Wikipedia)

Headquarters, 4th Special Service Brigade, mak...

Headquarters, 4th Special Service Brigade, making their way from LCI(S)s (Landing Craft Infantry Small) onto ‘Nan Red’ Beach, JUNO Area, at St Aubin-sur-Mer at about 9 am on 6 June 1944 (Photo credit: Wikipedia)