DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

I am not sure why but it feels like it’s been a while since I last played a tournament sized scenario.  This 4.5 turn scenario designed by Jeffrey D Myers is real nice one.  The Americans win if there are no Good Order German MMC left below the red line on the map, unless the Germans amassed 8 CVPs.  

After Action Report (AAR)

 

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

The Germans setup in fox holes where they please along with 8 dummies. We started off in the middle of the field and decided to rush up to the hedge immediately.  The potato field was strangely quiet.  The plan was to hit the mass on the left, not let the Germans congregate and to not play house to house down the column of buildings on the right.  Nothing moved.  Surely there must be a real unit in the house in the middle, right?  If there was one, they would find it hard to leave.  

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

Turn 2 – we rushed his positions on the left, guns or no guns.  The fact that most of his guys were at the dirt level behind hedges helped.  Our hero stepped forth looking to start a fight and was promptly vaporised.  Heros never get to grow old!  In the middle we cleared the hedges for us to mount a final assault from.  On the right, we came at the FH from its flank and sure enough, guys started shooting from it.  There’s a concealed stack that was advancing down the side, it’s probably not real, we would ignore it for now.

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

On Turn 3 we were all over the left flank of the German position and were looking behind the group of FH’s on the right.  I failed to shoot at a broken German stack who then managed to rally!  A squad in the center popped over the hedge and got shot at by folks in FHs.  I was hoping the Germans on the right would unconceal and play as well but no.  The Baz team on the right fired off a lucky shot that vaporised a squad of Germans.  The other para squad broke off and headed towards the graveyard in front of the right-side FH’s.  

DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

It’s Turn 4, this was the turn to setup up for the last MPh.  Whichever squad could be deployed were deployed.  We forced the German brokies on the left into the woods.  In the middle, we put that MMG squad and the 9-1 to OpFire and bum rushed the FHs, forcing them to unconceal.  Some of my HS broke and two of them would be taken prisoners, pushing my CVP to 7 at the end of this turn.  On the far right, the Baz team took out the creeping concealed stack while the para squad ran off towards the FHs! DB172 Not Digging Potatos After Action Report (AAR) Advanced Squad Leader scenario

There were only 2 Good Order German HS’s in those FHs but yet I was 1 CVP away from losing!  We opened with some Prep Fire.  We hoped to break the HS at the back and tie the other one in CC.  That didn’t work unfortunately, the HS at the back was only pinned.  Hope’s not lost though since we planned to run two units out from the Woods on the left and jump into CC (grey dotted lines).  A HS advanced into the open to the other German HS.  The Germans fired and KIA’d that para HS.  The Germans got their 8 CVPs and the American paras lost!  

This is a very fast paced scenario that offers multiple venues to both sides.  I quite like the design (by Jeffrey D Meyers) and I suspect my opponent, someone’s who’s under 100 games enjoyed it too.  

DB058 Vossenack Church – Advanced Squad Leader AAR

DB058 Vossenack Church – Advanced Squad Leader AAR

Scenario Background

It’s 6 November 1944, some of the Panzer Grenadiers counterattacked after a major bombardment and tried to wrestle the Vossenack Church from elements of the US 28th Division.

Yes, it’s the Vossenack Church in BFP Objective Schmidt, or really, St. Josef Church.

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(The church after the war © Rureifel Tourismus e.V.)

Victory Conditions and Tactical Considerations

The Germans win at Game End by controlling the church, which is the building partially outlined in my map.  I had the 2 hexes outlined because they are treated as Factory Locations.  Of the 2 hexes outlined, the left hex has a Level 2 Steeple Location.  All hexes have Cellars. Hand-to-Hand CC may be declared in any location of the church which is scary for the Americans considering that the Germans has more than 2:1 on them in terms of bodies.  The Germans also get Winter Camo, which allows them to advance concealed.  The Germans get to setup on 3 sides of the Americans but the Americans are given control of 2 key buildings (Rear & Right) in the defense of the church.

I guess the Americans “can” kindle some of the jump off buildings but the EC is not conducive to that train of thought.  Not only that, it will be horrible if it starts snowing!

After Action Report

DB058 Vossenack Church

The Americans came under heavy attack immediately.  Folks with 8 morale are hard to content with.  The Germans on the top right advanced towards the back of the church but was largely stopped by the mortar designed to sneak shots off down that venue (top of the map).  However, my “Right” building was advanced on from both sides.  Good thing the Germans on the bottom right decided to break off and went to the left off the board instead.  On the top left, the .50 cal and the 9-1 of the HQ group kept their side of the church clean, for the moment.  The Panzer Grenadiers attempted to pushed directly towards the church’s graveyard.

DB058 Vossenack Church

The Germans got a foothold in the graveyard without breaking much of a sweat!  The Right building pushed off approaching Germans while keeping the MMG trained straight down the road to protect the front of the church.  Meanwhile the defenders tried to skulk as much as they could and kept up the volume of fire as the Germans approached.  Meanwhile the 8-1 thought it would be a good idea to hop up to the steeple with a bazooka (why, I have no clue, it’s not like he could fire the dang thing from up there without suffering backblast .. and as it turned out, there’s no cure for stupidity: the “factory floor” hexes are made for firing bazookas!). Towards the back, the Americans shot the German 8-0 on the top right but the Germans sniper took out the US 7-0 on the top left as well.  In the front, the Germans continued to pile across the road.  The Germans got a nice rally point setup in the trees behind 2 buildings which kept recycling rallied troops back towards the church. I gotta do something about that.

DB058 Vossenack Church

Sure enough our 8-1 leader in the Steeple got blown away by the evil Nazi death star!  That leaves NO leaders in the church to rally anyone.  At the same time, they were getting shot in the back as the Germans approach from the top right.  Over on the top left the MTR and the .50 of the HQ group took out the flankers.  Things got urgent as Germans broke into the church and continued to recycle rallied troops into the fray from their rally point! We were happy that the Germans were largely off our right and the rear though.

DB058 Vossenack Church

This was the last American turn.  The chaps chucked out a few smoke grenades which got the .50 cal team across the street and towards the left of the building.  We couldn’t afford to let the Germans keep streaming in!  Our mortar squad made it across the street nicely but was shot in Defensive Final.  There was no chance of getting folks from the Right building into the church so the choir boys were on their own.  Good thing that the intruding, shrek-yielding German HS was broken and designated back into the graveyard.  We got a HS with some German prisoners and some brokies in the cellar.  Leaders or not, there’s no chance of anyone getting rallied now.

DB058 Vossenack Church

The Germans made a final push into the church!!  The .50 cal was straight up scary.  The MMG in the Right building tried to setup a firelane but it cowered out of existence!  Good thing there were enough squads in the Right building to put down some residual.  The dice were BRUTAL!!  The only survivor to make it into the church (cellar) was an German 8-0.  A couple of squads were blown out of orbit at the rear of the church.  The Germans conceded.

How’s this Scenario Interesting?

This is a very nice and tight 4.5 turn scenario that plunges both players into action right off the gates. The American had to figure out a way to reinforce the church and to not loose too many bodies as they were outnumbered 2:1.  The Germans had to deal with a tight timetable and some merciless firepower.  They could use their winter camo to advance across the street concealed but they risk loosing on time if they do too much else.  Hand-to-Hand combat in the church promises a pretty decisive ending.  This is a great scenario well worth considering for inclusion to any tournaments.

Nor’easter XX Anniversary Pack & the Bunker crew

IMG_1514The ASL fanatics in New England got together two years ago and started building a scenario pack to commemorate 20 years of their involvement with ASL and more importantly, 20 years of their friendship via ASL.  

This is truly a pack built by ASL fanatics, for fanatics.  As such, standards are very high as these folks are well know players and scenario designers themselves.

One of the first ones that interests me is YASL#1 Full Immersion Baptism (Designer : Carl Nogueira).  I was involved in its playtesting.  This is the Spanish Civil War, replete with the Republican, the Nationalists, the Condor Legions and Moors with their ability to seek cover in the folds of the ground.  IMG_1226

YASL#4 The Twin Pimples (Designer : Andy Howard), it’s British regulars and commandos pitted against Italians in the desert and at night.  We are talking about 21 Italians & toys against 10 British squads and 9 commandos.  

My first game out of this pack will most likely to be YASL#5 Patrols on the Trail to Hell (Designer Vic Provost) perhaps for no other reason than that I have been a huge fan of Vic Provost’s & the Bunker crew’s PTO design.  This is a 5 turn USMC vs IJA jungle action that looks to be a good introduction for newer folks to the PTO terrain.  

Oh hey, gritty Ground Snow at Dusk, ’44 Eastern front action in YASL#6 Hein Olshana (Designer : Robert “Kedge” Johnson).  I know, you never get tired of ETO.  StuGs (with no radios) vs SU76Ms!  

IMG_1225YASL#8 Ass Backwards (Bob Tufano & Tom Morin) is the only other scenario in existence (according to ASL Scenario Archive) that features the British Archer.  The Archer is a tank destroyer with a 76LL gun pointing BACKWARDS.  This is a 6.5 turner that puts Panthers on the German side and plays on the Riley’s Road Map (from ASL Operation Veritable Historical Study).  

Tanks ONLY action?  You should take a look at YASL#9 Rack’em Up!  (Designer : Ted Wilcox).  This is German vs American (9 on 9), Jan 1945, Falling Snow and burnt out buildings (read : Open Ground).  It’s a fast one with 4 turns.  

Paratroopers on the IJA?  YASL#10 Dropping Topside (Designer : Michael J “Pooch” Puccio).   Two German tank destroyers vs SIXTEEN  T-34s?  YASL#11 Ja, Bix (Designer : Brian “Dr Death” Sullivan).  It’s a 5.5 turn where both parties can vary their OB.  

YASL13 Die to the Last Man (Designer : Joe Gochinski) features the CG style OB purchases that I was hooked onto since St Louis’s China-Burma-India The Lost Theater pack.  The IJA may run or they may fight.  It’s up to the British to figure out.  IMG_1227

Joe Gochinski is also the designer of one of my favorite scenarios – DB099 The Gin Drinkers’ Line, featuring Hong Kong.  

By the way, when I call them fanatics, they are real fanatics.  I don’t just mean they play like there’s no tomorrow.  This pack features some of the best ASL scenario designers.  Carl Nogueira is the designer for CH Dien Bien Phu and for the upcoming Dinant CG, Tom Morin is the designer for Valor of the Guards, Vic Provost (OB14 Pursuing Kobayashi), Stephen Johns, Ted Wilcox, Michael Puccio, Ralph McDonald and Joe Gochinski & the others have long lists of published scenarios in Dispatches from the Bunker, the New England ASL newsletter.  

Vic Provost – SSR: All Occupants of the Bunker Location are considered Fanatic [A10.8]

The Nor’easter ASL Tourney XX Anniversary Pack is truly a scenario pack designed by fanatics, for fanatics.  It’s product that these group of friends can all be proud of.  I am actually quite happy about the production (PDF) and the delivery (free & instantaneous).  I know a good number of these folks personally, out of which Carl Nogueira spent the most time teaching me how to play properly.  I just KNOW I am getting a top notched product.  I also wish to show my support and therefore encourage more of these publishing efforts from other ASL groups around the world.

IMG_1223Who knows?  We might even see a couple starting to come out of Asia!!  

To get your own copy of Nor’easter ASL Tourney XX Anniversary Pack:

The cost of the Pack is $15.00. Please forward your payments to the PayPal account of Carl Nogueira if paying by PayPal or to:
Carl Nogueira
7 Green Street
New Bedford MA 02740
If paying by check/money order, please make payable to Carl H. Nogueira.
If you have any questions regarding any aspect of the scenario pack, please contact Carl at chnogueira@aol.com, or here on facebook.

To get our own subscription to Dispatches from the Bunker:

Contact Vic Provost at aslbunker@aol.com

(I backordered all copies apart from keeping a subscription going forward, it IS that good.)

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