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

(… chirp, chirp, chirp ….)

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.

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.

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.

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.

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.


















































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.





