Things I’m noticing the ‘experienced’ players doing more than me…

On March 14 2015, Ken Knott aka “esprcorn” started a genius of a thread on Gamesquad : “Things I’m noticing the ‘experience’ players doing more than me …”.  The response was overwhelming.

I went through 11 pages of posts, extracted what was said (newbies and grognards allke), applied some basic categorisation and present them to you for your reading enjoyment.  These snippets are simply TOO good be left in Forum Purgatory.

Attacking

  • During APh, advance ADJACENT to the enemy in different Locations, including Open Ground, to force tough choices. (Swiftandsure)
  • Prep should ALWAYS be used to launch Smoke before the MPh (witchbottles)
  • Use the “amoeba assault” with low quality troops / low ML troops. (witchbottles)

Firing

  • The rule of thumb is if you have positive DRM, combine the FP; if you have zero or negative DRM, divide it. (von Marwitz)
  • I think a lot depends on WHY you are shooting, rather than the DRM itself. (witchbottles)
  • It is wise to go through all the shots you plan on making and decide on an order. (Tater)
  • Firing the units with the most important targets first .. lessen the risk of an untimely enemy Sniper negating that attack. (klasmalmstrom)
  • ALWAYS FPF if the unit is a : fanatic; b : Japanese squad; c : a squad in a beach location during Seaborne assault (witchbottles)
  • Not enough Op Fire counters placed (aneil1234)
  • Use Firelanes a LOT (aneil1234)
  • Spraying Fire is another underrated form of fire .. the real art is the use of Spraying Fire during DFF. (BattleSchool)
  • A more frequent use of Snapshots (Bill Cirillo)
  • Fire discipline (RevJJ)
  • Always look for ways to use Firelanes and Residual FP on defence.  Never First Fire on the adjacent Half Squad, First Fire on the bigger stack moving later and then Final Fire on the adjacent HS. (Hubbs5)
  •  You can opportunity fire units with SCW or potentially with SCW in a building. You then wait to fire, presumably on an AFV taeget, but maybe not, until the advancing fire phase. You take no back blast penalty AND you avoid the normal +2 for firing SCW from the ground floor of a building to avoid the bb penalty. (Carl Nogueira)

Movement

  • If you are wondering if you should pull back, pull back (it even may be too late) (Swiftandsure)
  • Thinking about order of movement is very important. By moving units in the “right” order you can force your opponent to have to make really difficult choices with Defensive First Fire. (jrv)
  • First moves should be those designed to draw fire where you wish to draw fire. The immediate moves should be those which are designed to restrict enemy fire opportunity, and the last moves those designed to displace enemy positions. (witchbottles)
  • Move to cover your units in “bounding overwatch” .. accept that losses to front line units will occur. You win or lose by influencing those categories a combined arms commander has full control over : the terrain to attack (or defend), the force development at the point of attack, the provision and location or reserve units brought into support the attack (or defense). “Action”, not inaction. Reinforce success (as the attacker) or weak points (as the defender). (witchbottles)
  • Try to avoid encirclement and leave rout paths. Wherever you are planning to go in, make sure you can come back in a hurry. (Carln0130)
  • Use a Banzai / Human Wave to cut off forward enemy units and force them to die or to surrender rather than rout. (witchbottles)
  • New players have to learn to move quicker .. they don’t get anywhere NEAR where they have to be to win. (aneil1234)
    Just because you are defending, doesn’t mean you shouldn’t be moving. Skulk ‘em guys if nothing else (aneil1234)
  • Use of Encirclement and moving units in a way that result in elimination for Failure To Rout. (Paul _RS)
  • If you are not moving, you are dying. (Mr. Incredible)
  • They are not afraid of Open Ground. New players have ‘hug the building’ syndrome, so in urban fights they never get across the street because they are so worried about staying in +TEM. When you have a superior position and can back it up and with superior FP, advance your MMC into the street adjacent to defending units. Many times if forces the defender to abandon that position and retreat to the next set of buildings behind the next road because the position is now too hot to stay and/or skulk back into. (RobZagnut)
  • Move more than shoot (Jazz)
  • Moving more often and more aggressive than me (ecz)

Smoke

  • Smoke smoke WP and smoke some more (aneil1234)
  • Not smoking may be a health hazard (Mr. Incredible)
  • SMOKE, SMOKE, smoke, WP and more smoke (Jazz)
  • Using a lot of Smoke, trying smoke also with squads having “1” exponent (ecz)
  • I ALWAYS say at the beginning of the PREP fire phase…onboard smoke, off board artillery…even if I don’t have it JUST to remind myself… (Mark De Vries)

AFVs

  • One should take care not to move vehicles into hexes where a defender can make a To Hit DR with his MGs and more easily lay down a Fire Lane that could impede infantry movement later. (klasmalmstrom)
  • Use a fully tracked AFVs to generate “instant” fortified building location breaches. (witchbottles)
  • Always rush armour from outside CA, then go CE when point blank from behind to win Gun Duels (Westy)
  • Setup AFVs behind walls with TCA towards the enemy and VCA pointing towards a quick getaway without reversing. (Mr. P)
  • Motion attempt (Jazz)
  • Moving AFVs while BU most of the time, going CE only if absolutely necessary (ecz)
  • Using MGs (usually) to position AFV armoured facing for free after the use of the MA in another direction. (esprcorn)
  • Here’s a creative use to a captured AFV : line up your Russian squads to “auto-deploy” as crew.  You can create enough HSs for a more “economical” Human Wave!  (Simon Lai)

Concealment

  • Don’t attack in CC to retain concealment, then move away or TPBF in Prep Fire. (Westy)
  • Using lots of dummies is not dumb. (Mr. Incredible)
  • Using OB designated dummy counters as 5/8” dummies (esprcorn)

HIP

  • HIP Guns .. Russ Bunten .. stated (HIP Guns) should be placed first and then your defence created around it. (RobZagnut)
  • HIPs .. you should only be surprised by its appearance once. Then it gets death by fire and/or manoeuvre. Then you learn to cover the likely spots with overwatch units while moving along.. a great way to do this is with light AFVs that are not critical to achieving the VCs. Park them in motion bypass of likely spots – which the HIP GUNs appear as you announce the end of that AFV’s MPh. Then knockout said Gun with follow on units. (RobZagnut)
  • HIP Ignorance – Not knowing potential HIP sites before and during play is not good. (RobZagnut)
  • Face the HIP – take the inevitable loss it will bring, and use those overwatch forces you positioned for that eventuality to then eliminate the HIP position or at least neutralize it with fire. (witchbottles)

Guns

  • HIP Guns .. Russ Bunten .. stated (HIP Guns) should be placed first and then your defence created around it. (RobZagnut)

Fortifications

  • Have minefields and wire covered by fire (Swiftandsure)
  • Have units in trenches and/or pillboxes in mutually supporting positions (Swiftandsure)
  • Place minefields in one hex buildings (Swiftandsure)

OBA

  • Use your OBA SR to indefinitely hover over enemy positions to make him shift around (Swiftandsure)
  • Odds against that are so high that allowing OBA to determine your play is what is the most damaging. (Tater)

Prisoners

  • Stack as many prisoners as you can….. they are excellent bulletproof devices when your enemy score KIA results on the guard….. (Simon Lai)
  • Speaking of prisoners. The Russian prisoner hot potato trick is a great way to deploy squads from a nationality that normally does not deploy. You just transferred the prisoners around to different units until you are satisfied (Carl Nogueira)
  • Yuh, a single prisoner in the same location with your Death Star can feed and pull back all your berserkers in this location, just in case your 10-3 of the Death Star goes berserk…… (Simon Lai)
  • Always take prisoners when you must capture buildings, for if you invoke No Quarter you cannot Mop Up. (Justiciar)

Wisdom

  • Shoot BEFORE the AFV moves in to cause VBM freeze (leave residual in the entry hex to deter followup infantry). (witchbottles)
  • Deploy lots (Westy)
  • Use Foxholes to create rout paths in Open Ground between buildings (Swiftandsure)
  • SAN – don’t let it stop you doing things (MrP)
  • Give DCs & FTs to -0 or +1 leaders (Swiftandsure)
  • Use and abuse skulking, VBM freeze and all legal recourses without scruples. (Swiftandsure)
  • Expect to lose troops (MrP)
  • Don’t check ROAR or read an AAR on a scenario before you play it. (RobZagnut)
  • Know when to move in deliberate, well-planned, and coordinated sequence and when to “bum rush ‘em”. (G.L.O.A.T.)
  • Use spotted mortar lots (Westy)
  • Use dummies with elevation to deny concealment at setup (Westy)
  • Deploy on attack to scout and to draw fire. Deploy on defense to cover more ground. (aneil1234)
  • Deploy on the first RPh (dspurlock)
  • Reading the Victory Conditions (Jazz)
  • Reading the Vehicle Notes (jrv)
  • Full utilisation and mastery of their OB. Every unit has a job. They know exactly what needs to be used when and what needs to support what. (RevJJ)
  • Timed aggression. They mitigate their risk until it’s time to go for it (RevJJ)
  • LOS mastery – this is huge. (RevJJ)
  • They play their game, not yours. (RevJJ)
  • Setup stacks out of all LOS then gaining concealment with the leader possessing the SW on the bottom of the stack, then followed up with an out-of-LOS Support Weapon transfer in the first RPh – leaving the otherside clueless as to the leader and Support Weapon placements. (witchbottles)
  • Deploy HS on the first RPh in addition to the allowed set up limits, and send them scouting and swamping the defence. (Swiftandsure)
  • If you stack it, you might stack (lose?) it (Mr. Incredible)

.. and this is from Jim “Sparafucil3” Bishop, Master Yourself

I play Fort a lot. I have had the pleasure of playing Pleva, JR Tracy, Paul Sidhu, Toby Piling, Lars Thuring, Bob Bendis, and many other “top-notch” ASL players. What I notice they do better than anyone is not letting the bad luck get to them. They accept it and move on. It’s like the game starts over again right at that point, as if it never happened. When they are ahead, they are willing to take a few more chances to go for the kill. When they are behind, they tighten up and look for better opportunities. Anyone can read the rules, learn the tactics, study the odds tables, etc to find a way to play more effectively. The true champions are masters of themselves first and foremost. My best ever run at ASLOk (last year, three mini wins and 3rd overall in the GROFAZ), this is what I worked on more than anything else. Master your own emotions and you’ll often find that things eventually break your way and its your opponent who will be tested by his. If he can’t pass that, you have him where you want him. — jim (still a struggle to master myself consistently)

See also ::

PP08 No Simple Victory AAR – the ASL March Madness Partisan Pack

PP08 No Simple Victory is from the ASL March Madness Partisan Pack , produced by the Kansas City Irregular ASL Club for the March 13-15 2009 March Madness tournament.  According to Mark Pitcavage’s Desperation Morale site, only 75 copies were made.  I am lucky to have access to one and let me tell you, the storylines therein FASCINATE me.

An NKVD badge replica


The setting was May 1945 in Kurylowka Poland.  The Soviets had just “liberated” Poland and the Soviet NKVD started to hunt down former members of the “Armia Krajowa”.

A number of anti-communist partisan groups sprung up.  One such group was the National Military Alliance or the “NZW” and one of their biggest battles happened here.  The NZW prevailed, but the NKVD returned the next day and burned the village of Kurylowka to the ground.

PP08 R1 001-proc

Introduction and Setup : The NKVD officers are all Commissars.  The Poles on the other hand have 5 MPs instead of the usual 4.  The NKVD enters from the right and a trench in the middle of the village square is the “Victory Condition” hex.  I was the Partisans and Carl Nogueira the NKVD (Carl’s analysis of the scenario is at the bottom of this post).  I made a number of mistakes in this scenario.  One of which was putting my SSR given Set DC in the VC hex.  Since the NKVD wins immediately upon seizing that hex, blowing them up subsequently really doesn’t help.  I elected to exchange my 2 Fortified Location into 2 tunnels : one leading to the pillbox that oversee the VC hex and another leading from small clump of buildings to the right of the village so that units could rout back.

There are two approaches to the village.  One is to take the long way through the Forest on the bottom of the map.  That burns a lot of time.  The other way is to move through the open ground from the right to the left.  That carries a much higher risk of casualties which the NKVD player has to mindful of.  One of the SSRs states that the NKVD is subjected to BATTLEFIELD INTEGRITY (A16).  There’s a number on the broken side of each counter.  The NKVD starts up with a Battlefield Integrity score of 260.  When the NKVD takes casualties a running total of the number on the back of the counters is taken.  The NKVD is then subjected to an Integrity Check every 10% (or 26 in this case) of the starting score.  Fail it once, and the NKVD has their ELR reduced.  Fail it twice and the NKVD pack up and go home.

I assumed Carl would take a frontal approach through the scant cover the open ground offers (the NKVD had no smoke).  The Partisans had Molotovs though.  I tried to use Molotovs frequently early game (couldn’t be used inside the forest though) in the hope of setting something on fire “accidentally” but I completely forgot to use it late game when it really counted.

PP08 R1 002 - OPs .. R are coming from a different angle!-proc

Turn 1 Russian : The Russians, I mean ALL the Russians headed for the forest!  I started thinking about how I could redeploy to a completely different angle of attack.

PP08 P1 001 - Redeploy Notes-proc

Turn 1 Partisans : The Partisans had to redeploy to a very possible attack through the forest and from the bottom of the village!  My tunnels and my pillbox were rendered useless.  A few units had to come out of HIP to redeploy.  Anyway, it was what it was – a new game.  Good thing our Partisans had 5 MF instead of 4!

PP08 R2 001 - After MPh-proc

Turn 2 Russian : The Partisans in the forest had to do the best they could now.  I didn’t move far enough from the NKVD and therefore got my units surrounded a few times.  The NKVD was of course deadly at close range.  Concealment didn’t offer enough protection.

PP08 P2 002 - Moved LMG out to the right : Definitely using brokie to block-proc

Turn 2 Partisans : The three Partisan squads in the forest were of course completely outnumbered.  I hope to delay the NVKD as much as possible by using brokies to block the way as they rout.  I moved an LMG squad out to the clump of trees to help protect the “heavies” in case the Soviets change their mind and decide to skip long the edge of the forest instead.

PP08 R3 001 - After MPh-proc

Turn 3 Russians : The Russians came in strong.  The Partisans were quickly surrounded and destroyed.  The Russians tested the scene at the edge of the forest.  The Partisan HMG appeared to convince them otherwise.

PP08 P3 - End - more to the forest-proc

Turn 3 Partisans : The NKVD needed to be contained in the forest.  A few more Partisan squads were sent in there to rack up more casualties if they could.  At this point, I was a little reluctant to send even these folks.  The NKVD had an advantage up close while the Partisans were better in open area because of their enhanced mobility and longer range.  Molotovs couldn’t be used in forests either.  Kindling is NA for this scenario but I certainly hoped to set a few structures on fire “accidentally”.

Here’s also where I realised my next stupid move : I got my mortar (ideal against folks trying to come out of the forest, no?) in a trench BEHIND a hedge.  They couldn’t see anything.  The gun crew had to scramble to re-situate the mortar now.  Could they do it in time?

PP08 R4 001 - After MPh - HMG RF took out 2 HS Partisan holding out-proc

Turn 4 Russian : This was an epic turn.  The NKVD studiously picked a spot to come out of the woods that avoided the HMG.  So an LMG unconcealed to plug the gap.  Did it ever!  That residual where the path open up from the forest saw a good number of casualties.  A few came forth nonetheless, led by a 9-0 Commissar, and rushed the mortar crew.  One of the partisan squads was met by a number of NKVD and was presented with a DC pack as well ..

PP08 R4 002 - Partisan strong after 1 DC + tons of AdF-proc

Turn 4 Russian still : Our partisan squad survived all Advance Fire AND a DC blast!!  NKVD fixed bayonets and looked to move in ..

PP08 R4 004 - Forest CC ambush infiltrates right CC partisan withdraws-proc

Turn 4 Russian Close Combat : The NKVD squads moved in and even managed to ambush our partisan squad!  Fortunately they rolled infiltration for our brave partisan squad.  While the partisans were pinned and couldn’t move, the NKVD squads thought better of it and moved off.

On the far side of the open ground, the Russians wrestled with a partisan squad sent to mess with them.  The partisans got the ambush here and decided to move off to the Russian rear.

PP08 P4 001 - After MPh - getting out of the forest - HMG moves right Notes-proc

Turn 4 Partisan : Our brave partisan squad moved off to another position where the NKVD might decide to emerge.  The other partisan decided to back off to get some distance between them and the short range Russian bear.  On the other hand, the HMG crew grabbed their toy and ran off to the woods to get a better angle at the emerging NKVD.

The mortar crew couldn’t get away with their toy unfortunately, they were broken by fire from pursing NKVD.

PP08 R5 - 001 - After MPh - Heroic defense BPV up to 39-proc

Turn 5 Russian : At this point the NKVD had already breezed right through their first Battle Integrity check.  Two partisan squads fought hard at the edge of the forest the best they could.

Russians on the far right decided to rush the HMG in the woods as well.  Thank goodness to mutually supporting positions they would all eventually be broken.

PP08 P5 - 001 - End MPh-proc

Turn 5 Partisans : The partisans sent another squad to the far right to go after the broken NKVD squads.  Who knows?  May be they will force another Battle Integrity check!

Partisans were trying hard to back off into the clearing before the roads lead into the village – but it was hard.

PP08 R6 - 001 - After MPh BPV59-proc

Turn 6 Russian : The Russians tried the captured Polish mortar, hoping to get smoke for the final attack.  Fortunately it melted in their hands rather patriotically

The Poles kept backing off and putting residual on open ground.  I was also starting to think that I should bring the partisan squads on the far right back into the village for the final fight.

PP08 P6 - 001 - End - Reposition Guns-proc

Turn 6 Partisan : I saw the left side of the village as being particularly vulnerable.  I moved a few more squads up from the back to cover that.  The HMG and 2 LMGs were moved to the open so they could take advantage of their range.  The Russians would have to decide whether to divert squads to them or let them be.

PP08 R7 - 001 - After MPh - BPV 88 MMG revealed-proc

Turn 7 Russians : The BPV was now at 88.  The Russian passed the last 3 Battle Integrity Check without breaking a sweat.  The next one’s going to be 16 BPV off – which meant 3 or 4 squads, depending on what they were.

Fire lanes were deployed where possible to wear the NKVD down – but they kept coming.  When they got adjacent, the Partisans knew they wouldn’t last much longer.  An MMG deployed on the left opened up as well.  Unfortunately it broke down almost immediately.

PP08 P7 - 001 - after DFph - Firing Squads-proc

Turn 7 Partisans : We ran out of room to back off now.  The front row of NKVDs got too close and the Partisans got blown away, firing squad style.

Getting folks in their final position ..

PP08 R8 - 001 - Start-proc

Turn 8 Russian : So this is just a shot of the start of the final turn.  There’s still an MMG that remained “HIP” on the (hopefully) more vulnerable looking side.

PP08 R8 - 001 - After MPh-proc

Turn 8 Russian, after the Movement Phase : Carnage!  The Russian kept running squads though the gauntlet, even tried to place a DC on the squad in the target hex.  After they got a few in for the ensuring Close Combat phase, they ran the rest of the NKVD away from village to avoid more casualties!

PP08 R8 - 003 - Adv F - End-proc

 Turn 8 Russians – the end : Then it happened – the Russians fired into the concealed partisan squad in the target hex.  They got a morale check even with the +2 TEM.

Box cars.

The partisan squad reduced and broke.  The Russians were therefore in a position to advance in.

The Russians won.

Here’s the Analysis from Carl Nogueira :

It was a pretty intense game. I looked for opportunities to launch a human wave, to try and close up the ground needed to be crossed faster. However, that was of course not possible in the woods. Once out of the woods, I had a chance to do it, but I was not happy with the preparation of the defense. I had been unable to soften him up/draw off enough shots with the non-human wave crowd. It looked like the boys would be heading into a meat grinder and these guys don’t do meat grinder with the BPV rules. Not to mention the last sentence of A9.222. This makes human waves suicidal if the opponent has the ability to lay down several firelanes. Jackson had that opportunity. Human wave called off. Of course with these clowns, it was more of a sub-human wave anyway.

As Jackson alluded to, I initially went through the forest on the bottom board. It appeared to be lightly defended and it afforded me the ability to shoot back at his forces. Something my short range and lack of long range SW didn’t afford in the open. That combined with the Battlefield Integrity made my NKVD boys “vulnerable” in the open. (I always wanted to use NKVD and integrity in the same sentence. It’s a lot tougher than it looks.) The forest looked lightly defended to boot, so I was hoping to blow through there as fast as possible.

In the even, it took about turns, using my best Tampa style tactics to whip Igor forward. The attempt to put pressure on the Koresh compound and use those forces to be a diversion against the center, failed spectacularly. Fortunately, they graced me by not dying in the process. If there is one lesson that Jackson will take with im from this game, it is entrenched units behind a wall/hedge only see adjacent to the wall/hedge. No farther. His mortar was positioned under a foxhole thusly. As was a flanking squad and the VC hex guard. It didn’t cost him the game, but it did cost some opportunities.

I popped out of the woods and headed up the road, mostly to the right of the road, straight for the VC hex. Jackson’s units are quite fleet of foot by ssr in this, so they easily repositioned and got in front of us. Their mf base of 5 for MMC making that easily possible. After some early success heading up the road, I determined I was a turn behind. As a result I really took some chances. Even running some units into hexes I knew they couldn’t rout out of to try and force the pace. I was soon dissuaded. However, Jackson did decline a surrender which enforced NQ for my boys surrendering. That was more blessing than curse for me as I was able to have more liberal rout routes after that, FTR not withstanding.

I had to change the axis of attack to straddle the road more, as he had too many fire lanes to the right of the road. I was able to ooze out over the road and get enough fire down to open a path through the stone building that guarded the VC buildings left flank, but only on the next to last turn. That meant running through the open to try to get to the last VC hex.

It had looked really grim since Jackson had a 4.35 average DR over 7 key shots to start Russian turn 7. As a result, I had to take two tests for BI. I passed the first but failed the second. If it happened one more time, he gets the win. Fortunately, as is wont to happen, the dice turned back the other way. My boys discovered their meat sacks and my morale check DR improved drastically at just the right time. One 5-2-7 went berserk and tied up a key piece on the approach march. We were able to survive a nice fire lane Jackson laid from a HIP unit leading to the VC hex. Finally, I was able to get a G/O 5-2-7 and two 3-2-8 HS, one of which had a DC, ADJACENT to the VC hex. The 5-2-7 fired at his concealed unit in the trench, a 4+2, to try and strip him of concealment. The thought being it would make the thrown DC that much more effective done in that order. I lucked out with a 3-1 for a NMC. Jackson boxed the NMC and that was the game.

We discussed later and both felt the scenario is rough on the Russians. That said, the ROAR record now has it 3-2, pro-Russian. Still, I think the Russians have the longer road. That low ELR and short range for their force are real handicaps. Combined with needing to keep an eye out for the battlefield integrity makes it tough. As for the Partisans, they have typical partisan issues. The 5 mf rule for the MMC is a real nice touch. One thing the scenario is though is fun. All in all, it was a very enjoyable time and game.

Map of Poland from 1944

Dinant : Chasseurs on the Meuse AAR

Notre Dame de Dinant & the Citadel. Source : Wikipedia

Calm down, you didn’t miss it.  Dinant is not out yet.

Dinant is a project in development.  Dan Dolan’s the designer, Nadir Elfarra did the map and Carl Nogueira, the campaign game.  Stanley Neo and I have been playtesting the Dinant scenarios, so this perhaps one of the rare times when you see an AAR on a product not released.


This scenario, “Chasseurs on the Meuse”, depicts an action that took place on May 13 1940.  The Belgian 8th Chasseurs de Ardennais, fighting a series of delaying actions, was chased all the way up to the edge of the Meuse by Rommel’s Ghost Divison (7th Panzer).  The French arrived at the west shore and did their best to help out.  The Germans are to seize the victory locations marked on the top of this map within 7 turns.  The German Recon company can choose to come in from the marked locations on the right side of the map.  Their HQ and Armoured Car platoons can come in from the south (bottom of the map) as well.

Chasseurs - Start-proc

This was my Belgian/French setup.  The three VC locations were on the top part of the map.  One of the VC hexes was under the stack of Belgians to the right of the VC stone building.  The Germans start with 13 elite squads, 5 leaders, 4 armoured cars and a host of motorcycles.  .  The Belgians fields 9 first liners and the French, 3 first liners immediately and 3 on Turn 3.  The Allies have 6 leaders, 2 self propelled guns and a module of OBA with scarce ammunition.

The Belgians had 2 HS HIP’d with ATRs around Rue Saint Jacques (the road through the valley from the right) and one on the first level of Notre Dame de Dinant.  The big set of concealment counters in front of the roadblock at Place Reine Astrid (in front of Notre Dame de Dinant and the Citadel was a decoy to turn enemy AFVs that way.

Place Reine de Astrid. http://www.citadellededinant.be

Citadel de Dinant.  http://www.citadellededinant.be

Chasseurs - T2 German - Miss the first car Shooting at the passengers in the square.  Mass of Germans.  Mortars suppressed-proc

Turn 2 Germans : The German infantry decided to heap through the Rue Saint Jacques en masse.  The French mortar managed however, to catch their counterparts from across the Meuse.  The armoured cars got a bit of harassing fire from the French across the river.

Hearing the Germans in the Plaza outside, the Belgian HS in the Notre Dame threw off their cover and went to the windows with their ATR. One entrance to the narrow streets was blocked but the other one needed to be sealed as well, best with a wreck.  The first armored car passed by and was about to turn into the narrow streets to the north.

Boom!!  The anti tank grenade missed,

The targeted AC continued to speed away and the second followed suit.  The other ACs started firing into the church and the German infantry got the headsup about Notre Dame.

Chasseurs - T2 Belgian - Forgot to Skulk.  Hit and Killed the AFV-proc

Turn 2 Belgians : The intrepid ATR team survived the initial German fire.  It now sounded like half the German army was running for the church.  The Belgians went to the windows again and fired.  This time wrecking the 2nd armored car and therefore successfully blocked the armoured car platoon from the action to the north!

In the north, the Belgians were nervous about all the Germans coming down the valley but they felt a little too smug about lying concealed in stone buildings.  They decided not to skulk.

Big mistake.  The Belgians in the first 2 building hexes got blown away by the massed German firepower.

While one of the Belgian self propelled guns moved into place.  The one to the north refused to budge without their partner and a radio to contact them with.

Chasseurs - T3 German - Brute force CC 3-proc

Turn 3 Germans : The Belgians to the north were simply not retreating fast enough.  The Germans caught them in 3 locations where Close Combat killed 2 Belgian squads.

Chasseurs - T3 Belgian - The Other tank finally moved Belgians tried to do AA-proc

Turn 3 Belgians : Hey! The French reinforcement arrived, together with a radio to call down the artillery.  Yes, ammunition was scare but it’s something.  Given the rowhouse configuration, the French could only look for line of sights through the gaps they could find.

The other Belgian self propelled gun was touched by the change in sentiment and moved into one of the narrow streets to cover the German advance.

Chasseurs - T5 Germans - B Tank fired but HIP ATR appears-proc

Turn 5 Germans : The Belgians finally got the hang of just how far to move back and how to shoot the Germans in bypass.

The Belgian SPG closer to the river was shooting at the Germans moving through the little plaza.  When it Firist Fired, the lead German AC moved forward, turned and faced it.

The other HIP’d HS ATR team who sat through the Close Combat downstairs sprung out of hiding.

They shot and killed the lead AC!

Chasseurs - T5 Germans - B Tank fired but HIP ATR appears - Close up 01

A Close Up shot of how the lead German AC was killed by a HIP’ed Belgian ATS HS.

Chasseurs - T6 German - Belgians backed off Tank moved again ATR guy ran off Scare Ammo OBA no joy-proc

Turn 6 Germans : The Belgians continued to back off just enough to shoot at the Germans in bypass.  The French OBA was of no help whatsoever.  By the time they got a response from obliging French gunners their radio went dead.

Our second Belgian ATR HS managed to run away though!

Chasseurs - T6 German - Last-proc

The Germans, running out of the time, got even more aggressive and jumped onto a concealed Belgian stack.  The Belgians chose NOT to unconceal and NOT to fight.  To the German’s disappointment, Belgians survived the German attack and retained the option of moving away in the next Belgian turn, blocking the Germans for another round.

Seeing the distance between themselves and the VC building, the Germans decided that they won’t be able to make it to the VC objectives in time.

Overall : I think the long lines of rowhouses presented an interesting problem.  The Belgians had to be far enough to not invite close combat given the German superiority in numbers and to not be shot in their retreat.  However they needed to be close enough to in turn shoot the Germans in bypass.  This is especially important when they do not have enough firepower to take the Germans inside the stone buildings.

The mass of Germans was unnerving but had some of the Germans came in further to the north and down the cliffs, they would have been a handful.

Trying to get the French to help from across the Meuse is a problem as well.  Finding gaps between buildings though you can shoot was tough.  The OBA was practically useless in my game.

Thoughts from Stanley Neo : I packed the Germans’ entries via the XX13-XX16 while 3 choices were given. After some thoughts, I should have spread the force into two groups, one taking the top XX03-XX13 and the other remaining in XX13-XX16 to put more pressure on the Allies that is on the same side. At least some Germans would then be able to attempt to climb down and do a flank from the North.

Germans on the East were stuck around the entry zone for too long and should have pushed more aggressively. LoS study of the terrain may eliminate issues of troops getting pinned or broken by Mortar fire from the West.

The roadblocks were wisely placed at a chockpoint around QQ17/RR17 with ATR. This effectively blocked out the rest of the German’s AFV support making it harder for the Germans coming from the East to push.

Overall the scenario is relatively great to play. Would be interesting to replay the scenario with the afterthoughts built into the attack plan.

What are your thoughts with regards to this module?  Are you looking forward to it?

Haakka Päälle! The Unboxing

Notes from fellow gamers ..

  • Robin Reeve : There are actually 17 scenarios
  • “Srynerson” on GS : The Hungarian counters you noticed are errata counters for AoO apparently: http://forums.gamesquad.com/showthre…ight=hungarian
  • Chas Argent : Yes, the box says 4 (ASLRB chapter dividers) as well, but we added one more divider after the box went into production (and a 17th scenario). ‘Cuz we love you.Well, most of you.

ESG6 Clean Up Crew AAR – Deathwish 777 Round 1

ESG6 GT1 - start-procESG6 Clean Up Crew is the first round scenario of the Asia Pacific VASL tourney, Deathwish 777.  This is the first Eastside Gamers scenario I have ever played.  This is also the first time I played Will Fleming.

This is an interesting situation.  The 2 hex building on the top right is considered ground level only stone while all other buildings are wooden.  The German wins at Game End if they control this building.  If you look at the map in quarters, Germans setup on the top left and bottom right.  A Russian patrol comes in on Turn 1 from either the left edge or the bottom edge of the bottom left quadrant.  Both sides get to attack and to defend, the 6 turn limit on this scenario promised rapid and violent action!

The Germans have a mix of elite and first liners.  The Russians have a mix of first liners and conscripts (one elite squad too) but unfortunately an ELR of 2.  They get 2 leaders on board, an 8-1 and a 7-0.  A 9-1 comes in with the patrol later on from the lower left board.  There was a bit of a debate as to whether to switch the 8-1 out for a 10-0 Commissar or not.  Bruce Probst cautioned against the idea on GameSquad, stating that there really is no where for the Russians to properly rout to and that they should take the -1 Leadership from a fighting 8-1 instead.  In hindsight, he’s right (no surprise).  At the time, I swapped the 8-1 for a 10-0 in the hopes of cycling whimpering conscripts back into the fight again.

ESG6 GT1 - After MPh-proc

German Turn 1 : The Germans were on the move.  The Russians looked to reveal as little information as possible until the Germans came within their (largely) 2 hex range, less when negative modifiers were in play.  There wasn’t much action apart from the outer ring of “speed bump” conscripts.  They didn’t expect to survive the slightest German fire and so their first shot needed to count.

ESG6 RT2 - Adv Ph-proc

Russian Turn 2 : The Germans built a deathstar with a 9-2 in the left sunken road.  Our HMG team had to relocate.  Will Fleming also pointed out that mortars cannot fire from CREST positions so the mortar team had to figure out a plan B.  One of the “speed bump” conscripts broke another German unit instead of running but got disrupted and was captured in the return fire.  The rescuing Russian patrol had entered the map but not the fray at this point from the left edge.

ESG6 GT3 - DFPh - Hell Rate - KIA 2 broke others .. Prisoners Rearm-proc

German Turn 3 : The Russian HMG went on a hellish rate tear in Defensive Fire, they KIA’d 2 German squads and broke the rest in the open!!  The Russian prisoners found their guards killed and started eyeing the German DC laying in the grass…

ESG6 RT3 - MPh - Conscript rush in w: DC-proc

Russian Turn 3 : The rearmed prisoners (Conscript HS) grabbed the German DC.  There was a German DC HS on the left end of the sunken road to the right.  A Russian squad assault moved away to draw fire in the safest way possible but was disrupted anyway.  The rearmed Russian HS then rushed down the sunken road with their captured DC!!  They survived the Final Fire from the “targeted” German DC HS, threw their DC and broke that HS.  Unfortunately it was pinned itself and couldn’t advance to rout the broken Germans out of the foxhole.  The Russian commissar decided to vol break and head towards THE house as Russian troops around him were either disrupted as conscripts or ELR’d into being conscripts.

ESG6 GT4 - Adv F - HMG got taken out snakeyes KIA-proc

German Turn 4 : The Germans moved towards the house and the Russians didn’t have too many live units left around the target building.  A German MMC on the left put a fire lane down through the grain fields and made it tough for the rescuing patrol getting into the fight on time.

Then a horrible thing happened.

A German stack Adv Fired into the Russian HMG team through the brush – and rolled snakeeyes.  The random selection that followed slated the full Russian squad for destruction, leaving a broken 7-0 with the gun.  There was pretty much no one, save the routing commissar and a solitary conscript squad, in the target building.

ESG6 GT5 - Adv F - Snakeyes finally got the conscripts-proc

German Turn 5 : The Commissar finally pulled himself together and joined the conscripts in the stone building.  Between stacking up for better mutual support or spreading out to keep the Germans out of the building, they chose the former.  The conscripts dutiful fired at the incoming Germans and did brilliantly well for the most part but things came apart at the end when the Germans rolled another snakeyes in the Adv Fire and broke the squad.

ESG6 GT5 - CC - 6 to 1 Wound-Killed Commissar-proc

German Turn 5 (contd) : The commissar found himself the sole defender of the house when the German broke through the windows and doors.  The ensuring close combat was 6-1.  For a moment I had hope that the commissar would roll snakeeyes as well to kill off the entire German stack but it was not to be!  The hardy commissar got wounded and finally succumbed to his wounds into the long quiet night.

A number of thoughts after the game :

  • Will Fleming is a terrific person to get to know and to play ASL with.
  • The 10-0 (if indeed a decision’s made to swap the 8-1 out) should be in the fight and helping to raise conscripts morale.  The ELR of 2 had a material impact on this game.
  • Seeing that most of the Russians ELR’d and/or Disrupted – routing, rallying and fighting was not the right strategy.  Taking a fighting 8-1, fighting and dying in place might be a better decision.
  • As a rout path, my foxholes were not properly lined up especially when there were Germans coming in from 2 angles.

Thoughts?  Comments?  Alternate strategies?  Additional thoughts on 10-0 commissar vs 8-1?

ITR1 Debacle at Sung Kiang AAR – Not my brightest moment!

John Knowles and I recently purchased the few “Into the Rubble” packs (Bounding Fire Productions) that Sam Tyson found laying around.  So we decided to play the pack out one by one over the next year or however long it takes.  The first one in the pack is Scott Holst’s “Debacle at Sung Kiang“.  There are a few places called 松江, but since Scott mentioned “the city of Sung Kiang”, I take this as the area to the southwest of present day Shanghai.  This scenario takes from a battle on November 8th 1937 when the Chinese GMT still had their German trained & equipped elite troops.  As with all the scenarios in the “Into the Rubble” pack, it’s all about city fights.  What I didn’t realise until the first Prep Fire was how unversed I am with city fights – I have definitely been running around jungles too long!

So here’s an account of my miserable loss (not an infrequent experience for me of course, but I don’t blog about my losses often enough) :

There are 16 multi hex buildings on the map.  The IJA’s task is to capture 11 or more of them with 16 first liners, 2 elites, 4 leaders and 3 armoured cars in 6.5 turns.   The Chinese fielded 9 elites, 7 first liners, 3 leaders, 2 76 guns and 2 of their funky Type 22 dual MG armoured trucks.

Chi Turn 1 01 End - Pulled 2 LMG & crew out-proc

Chinese Turn 1 : This is what it looked like at the end of the first Chinese turn.  The Chinese decided to use their “armoured” trucks a different way.  Instead of running the trucks around with “0” armour, they decided to rip the 2 LMGs and the crews off them.  That’s 4 new LMGs with 2 elite units that self rallies.  The Chinese now have 8 LMGs, fantastic news to the IJA I am sure.

IJA Turn 3 04 End of MPh w: FL-proc

IJA Turn 3: The action exploded.  First the IJA Banzai’d down the left edge of the board.  Several fire lanes sprang up but the IJA made it across the open ground at acceptable losses.  I then figured this was going to take too long : I should have an armoured car behind the Chinese lines to interdict routs and to limit Chinese movement.  Therefore I ran an armoured car down the streets (just follow the blue dotted arrow that emanated from the concealed counter on the top left quadrant of the map).  It survived one shot from the Chinese MMG that laid down a fire lane.  Then the AC sped due south and made a right turn, surviving another LMG shot at close quarters.  It then arrived at the center of the map.  Another AC decided to do the same but via another route.  This is the blue dotted arrow that encircled the top part of the map from right to left.  Unfortunately it discovered one of the Chinese 75’s the wrong way.  It was still hoping that its speed was going to save it.  Boom – no hit, it laughed.  The gun then went for Intensive Fire as the car came closer. Boom – Critical Hit!!  The AC bursted into flames as car parts careened down the middle of the street!!

Chi Turn 3 04 End-proc

Chinese Turn 3: The Chinese moved folks over from the left, one of which CC’d my AC.  The IJA uncovered a fortified position and strangely, a 75 gun popped up in the middle of the building complex on the right.  That, together with the interior wall in the stone factory (see the hex side on the hex in “direction 2” of the gun) made it a little difficult to clear it out.  The Chinese sped a unit to the far right to close the flanks.

IJA Turn 4 01 End of MPh-proc

IJA Turn 4: Check out the middle of the board – here’s one of my extreme moments of stupidity: with a Chinese squad in the hex, I decided that it would be good idea to back the AC up to the Embankment Railroad.  So I stopped the car meaning to go in reverse.  The Chinese folks promptly declared CC Reaction Fire and disabled the car.  A subsequent LMG shot killed it.  *Brilliant*

All the action on the right were the IJA trying to pile more troops into the factory.  The Chinese started shooting a lot better than they did a turn before unfortunately.  The good bit was that the IJA finally broke the folks in the Fortified hex.  The IJA folks in the top part of the map were starting to appreciate how exposed their positions were.  Having said that, the Chinese MMG malfunctioned the turn before and so they were having a go at crossing the street.

The IJA then ran the last of their armoured cars down the middle of the street to help take the building complex on the right.

Meanwhile on the quiet left side, a couple of Chinese troopers pulled out a bag of marshmallow and strolled over to the bonfire ..

IJA Turn 4 02 End-proc

IJA Turn 4 : This is end of IJA Turn 4.  IJA managed to capture the big factory on the right.  In retrospect I should then have “spilled” more forces down the right edge to turn the Chinese flank.  That would perhaps take me to the buildings to the lower half of the board.  The folk in the center had to rout back.  The MMG that malfunctioned was fixed prompted in the next Rally Phase.  Meanwhile, the AC got into a threatening position but it had to get on an embankment to interdict any Chinese movements.

Chi Turn 4 02 End-proc

Chinese Turn 4 : Two Chinese squads went berserk and both targeted the striped IJA squad sitting in the Fortified hex on the right.  One of the berserkers was underneath the Pinned squad next to the green Fortified hex so you can it imagine it doing the zombie dance against the wall.  The other Chinese berserker rushed up (blue dotted arrow), spotted the IJA elite through the smoke to the right and switched directions.  The IJA elite squad threw their DC at the crazies but only managed to CR the berserkers while ELR’ing itself to a first liner.  The berserkers rushed in and got wasted by gunfire but it caused enough damage by taking the one squad the IJA had with a decent smoke component plus used up their DC!

The Chinese shifted their forces to the right as other sectors were not under threat (a street party was in progress around the bonfire by now).  Notice also the 2 LMG squads closing in on the lone AC sitting in the middle of the board.

IJA Turn 5 01 End-proc

IJA Turn 5 : With all 3 mortars out of smoke and the one elite squad ELR’d to a first liner, the IJAs were not able to put more troops into the factory on the right as the Chinese had an MMG under an 8-1 in the middle of the map.  Tried as they might, the IJA group in the middle couldn’t put much pressure on that MG, apart from discouraging it from putting up a fire lane.  This is the end of IJA’s Turn 5.  The troops inside the IJA’s hard won Fortified hex was steadily reduced.  The fact that it should have advanced into the HMG squad (with the 9-1) long time ago to take them out by CC only occurred to me now.  (Urgh..)  Meanwhile, the 10-1 came forward to rally the troops.  The 1st liners grabbed the flamethrower they recovered, vol broke and routed it back to the 10-1 in the hopes that the 10-1 would know how to use it.

I was definitely not at my best!

Chi Turn 5 02 Dare Death-proc

Chinese Turn 5 : It’s increasingly evident that the IJA were getting bogged down at the first factory.  The Chinese reoccupied the Fortified hex and a Dare Death squad successful took back another building.  While the retaking of the occupied hex didn’t mean immediate reversion of control, it did pretty much put the IJA at where they started with a lot less troops and only 2 Movement Phases to go.

This was where I conceded.

Review :

  • In retrospect I should probably have approached from the left side of the board where there were more cover.  The center group should be anywhere BUT center in that wide open space.
  • I didn’t fully appreciate the threat that the MMG with the 8-1 poised on my operations either.  We should have at least wrecked an AC in front of that building if nothing else.
  • Running the Armoured Cars around to the enemy’s back field was the right idea but they should not be left on their own for too long.
  • I should also have focused more efforts on sliding my troops down the right side to turn the Chinese flanks.  Had I done that earlier, the dynamics would have been different.  Instead, all the IJAs where bogged down in front of the big gun (of all places) and in the Fortified hex next to the highest ranking enemy officer and their HMG.  The first thing IJA should have done was to advanced out of the Fortified hex and CC that HMG stack like there’s no tomorrow.

These are some of the major points I should have done better.  In real life the IJA prevailed (and the ROAR was 15:11 Japanese:Chinese).  As with real life, this is how much damage a bad leader (yours truly) can do!

What else could I have done better?  What are your thoughts?  Please comment.

PBP02 The RHA at Bay AAR – a fighting withdrawal!!

This was May 27 1940.  German mechanised units chased Allied forces through Belgium and northern France.  A detachment of the 5th Royal Horse Artillery found themselves to the immediate south of Dunkirk with 80 men from a searchlight unit and Germans units threatening to overrun. PBP02 is part of a scenario pack created by the Paddington Bear ASL Club in Australia.  I had a look through them, there are good number of PTO scenarios that never fails to draw my interest but overall the Paddington Bears often portray interesting tactical situations. PB2 Start-proc This was the setup. The German wins if both British guns were eliminated and more than 10 CVPs of Good Order Germans exit off the east edge (right edge of the map). It’s a draw if both guns were eliminated without the requisite exits. There were two nice locations to where the guns could be emplaced : both were orchards with stone walls. I had the two ATRs positioned to not take immediate fire but to be where they would cause the most delay. Their threat was more powerful than their actual effectiveness against German tanks. So here we are: eight British second liners (they were search light operators) and two guns against ten German élite and first liners plus five tanks. Turn 2 Ger 02 - EoT Berserk Germans Brit Right Wing collapse-proc German Turn 2: The British reserves moved up to front line positions after seeing how the Germans commit. The British right flank got shot up pretty bad. All that was holding that side up was a British second liner. The Germans used smoke and cover well but a squad got tired of the searchlight operators shooting back and promptly went berserk. Turn 3 Ger 01 - ATR Left bounced Berserker died Folks keeping huns at bay while comrades rally-proc German Turn 3: The berserkers charged! You can see how they made their way straight into the first stone building only to be cut down when they got to the house. The single British second liner continued to hold up the right flank while their compatriots were busy rallying. The first German tank rounded the corner on the British left flank and the ATR team got to work, only to bounce a round off the tank. German tanker: “That wasn’t even scary.” Turn 3 Brit 01 - Units fall back left Greenies in front.-proc

British Turn 3: The British were in general retreat .. erm .. retrograde.  The idea here was to stay ahead of the Germans and get to the next building before the Germans get their guns on and to keep the inside lines open.  On the right, a rallied British green squad switched a second liner out as the rear guard.  These guys would see a few medals before the day is over.  

Turn 4 Ger 01 - tank bounce off ATR shot but got nailed by gun-proc

German Turn 4: The action heated up on German Turn 4. On the British left, a German tank tried to get to the back field. The British ATR team held their shot until the tank went to the other side of the building. However they bounced a second round off the German tanks even when they had a side shot. The 18 pounder (typo in the picture) on the British right “appeared” and wrecked the German tank in the Defensive Fire Phase.

Turn 4 Bri 03 - G folks killed Ger 1st line-proc

British Turn 4: The British green squad on the right dispatched the German first liners who held them in melee!! The rest of the British squads got to the last line of buildings. They cut it quite close, as the Germans shot some of them between the gaps. The British continued to get to positions that were a little out-of-the-way but cover grounds the Germans would move into.

Turn 5 Bri 01 Gun appears WP ne.  fire & fun, concript died earlier-proc

British Turn 5: The Germans started building a death star on the British left and the left British gun appeared!!  It promptly put a round of white phosphorous into the building. The British ATR teams repositioned towards buildings where they could prevent the German tanks from exiting. On the right, the malfunctioned British gun couldn’t be fixed and was eliminated from the game. The Germans sent another squad in on the right flank and killed the pesky British green squad that was holding up traffic but these heroes had already saved their brothers.

Turn 6 Ger EoT-proc

German Turn 6: The Germans were almost of top of the British now. A German tank got inside the British lines but one ATR team was broken and the other one couldn’t get close enough.  Good thing the white phosphorous forced the German death star to move.

Turn 7 Ger MPh-proc

Turn 7 Ger CC Got the gun!!-proc

German Turn 7: The Germans got up to the right ATR team and was wrecked at pointblank range! The Germans rushed up on the British left as well. They advanced up and captured the gun hex in the CC phase!!

Turn 7 Brit End .. KIA'd-proc

British Turn 7: The British couldn’t let the Germans have a fire phase to spike the left gun.  The British squad fired pointblank and KIA’d the squad!  This led to an interesting revelation after a few rounds of discussions on the forums.  There’s no way to kill the gun by small arms fire without a crew / possessing infantry (A9.74) present!  So the only chance of the Germans getting a tie is to kill it with the tank ordnance. 

We never got to that so here we go.  It’s a three hex range with an infantry target.  The base TH is 8.  The gun was emplaced, so there’s a +2 DRM. 

snakes

SNAKES!!  The Modified TH# is 8 .. rolled a 2+2 which is not less than half but it’s an original 1,1 nonetheless.. so we need a subsequent roll ..   subsequent That’s equal to half the Modified TH# of 8!!  CRITICAL HIT!!!

As AZslim pointed out to me on GameSquad, guns (and crew) are automatically destroyed on Critlcal Hits.  So both British guns were gone.  This game went all the way to the last roll – and it’s a DRAW!!

Gotta admit, this is some finish!!  Witness the narrative power of an ASL game – and that’s why we love it.

AAR A79 Mike Red – Defense in Seaborne Assault!

A079 - 01 German-proc

A79 Mike Red depicts the part of D-Day landings at Courseulles-sur-Mer, the most heavily fortified position – “Mike Red” – that the Anglo-Canadian forces had to face on Juno Beach.

A total of 16 Canadian squads bore down on 5 second line German squads and 6 gun crews.  The crews, with their 8 morale and self rallying ability, were the backbone to the whole German defence.  The Canadians win by clearing all pillboxes of good order Germans and by exiting 7 VPs of personnel in 7 turns.

The defence layout you see is actually created by my opponent.  The tetrahedrons discourage landing crafts from unloading directly in front of the pillboxes.  The antitank gun in the leftmost pillbox and the medium machine gun in the trench next to it covered most of the beach.  The pillbox in the center housed a heavy and a medium machine gun, accompanied by an 8-1 leader.  The approach to the pillbox was covered by mortars on both sides.  Behind the row of wires, there was a seawall that ran all along the edge of the hinterland.  The singular pillbox that pointed inland was for rallying and for concealment generation, apart from being a great position from which to shoot any Canadians who broke through.

A079 - 02 Brit - LC aground DP1 LC stunned 2.5+ldr landed 1.5 squad + leader died-proc

Canadian Turn 2 : The first Canadian boat beached.  Two and a half squads hit the sand with their gear.  They were promptly shot up by the German defenders and only 1 squad survived (note : infantry doing seaborne assaults are Fanatic on beaches, but they Casualty Reduce instead of Break).  The survivors did their best to pick up the mortar and the PIAT in the meantime.  The other boats kept coming in.  One of the landing crafts went aground precisely where the German AT gun was bore-sighted.  It was a scary moment for those involved but the Germans kept firing armour piecing shells instead of high explosive shells which were a lot more effective against landing crafts.  Someone must had gotten the shells and the boxes switched!

A079 - 02 Germans - Shifting right-proc

German Turn 2 : The Germans figured this was a good time to shift their people to the right flank.  The reinforcement arrived as well and positioned itself as a the “back stop” to possible breaches.  A team of gun crew started moving the left most medium machine gun into the pillbox so as to cover more of the beach against the incoming Canadians.  Their ability to reposition quickly was really a tribute to the top quality machine gun designs the Germans had, which made them more portable than their opponent’s MMGs.

A079 - 03 Brit - Hero w FT-proc

Canadian Turn 3 : The Canadian mortars were very successful in getting off smoke shells in key places.  More Canadians hit the beach.  At this stage of the landing, the Canadians lost 5.5 squads, 1 crew and 3 leaders!  The bright spot here was that a hero stepped up from amongst the ranks and appeared to have picked up a flamethrower ..

The German antitank gun got their ammo figured out at last.  However in most cases the Germans waited for the landing infantry to step onto the sand before opening fire.

A079 - 05 Brit - Try to set DC to blow the seawall, hero with FT shot-proc

Canadian Turn 5 : The Canadians tried very hard to set a demolition pack against the seawall.  Luck was simply not with them that day.  The Germans had already positioned their medium machine from the left flank to one of the shell holes on the right so as to cover any breaches.  You can’t see this too well but the Shermans fired off a few smoke shells already.  The flamethrower wielding hero took advantage of the smoke cover, ran across the beach and got ready to roast up the center pillbox, only to be KIA’d by the antitank gun!

A079 - 05 Brit - Melee Brit CR-proc

Canadian Turn 5 (contd) : There was a mild breeze that day and hence the smoke drift.

A079 - 05 Brit - Melee Brit CR Xray view-proc

Canadian Turn 5 (contd) : This is the same view as the one above but with the smoke (mostly) deleted.  What I meant to say in the diagram was that the Canadians got casualty reduced (“CR’d” not “DR’d”) in close combat.  Taking advantage of the drifting smoke, the MMG crew voluntarily broke and ran towards the right flank, getting itself positioned to hinder the Canadians from exiting.

A079 - 05 Ger - MMG & crew broke and ran last turn .. Ger squad KIA-proc

German Turn 5 : Some of the German troops went back to the pillboxes on the left flank.  The Canadians need to clear the pillboxes AND to exit 7 VPs off the board, so keeping the melee going would be an important element to the German plans.  The MMG crew on the right flank (top of the map) couldn’t rally though.  The Germans did what they could to move some folks in and if necessary, grab the machine gun!  The Canadians were not doing well with the melee at all, they got casualty reduced again!

A079 - 06 Brit - 4 close combats-proc

Canadian Turn 6 : The Canadians finally managed to set demolition charges against the seawall, now they need to get away from the wall to blow it.  The Canadians flung themselves onto the pillboxes in this round.  They would win a couple of the close combats but they would continue fight it out at pillbox locations.   The center pillbox might be the most frustrating, not only did it yield no German casualties in face of steady Canadian losses, it now sprung a new German leader!

As per my usual practise, I promptly named this rising star after my opponent.

The Shermans moved across the beach in anticipation of a successful breach in the seawall.  The Canadian infantry had little chance exiting the board at this stage, but getting two Sherman’s off would make this a Canadian game, provided they were successful with the pillbox melees as well.  One of the Shermans bogged.

A079 - 06 Ger - Melee still on- Vol break away with the plunger-proc

German Turn 6 :  The Germans on the top right of the map managed to join up with the MMG crew.   The notable move from my opponent here was that he voluntarily broke the Canadian squad that held the detonator switch to the set DC which allowed a leader to rout with them as well.  The leader would then grab the switch from the brokers in the coming rally phase.

A079 - 07 Brit End-proc

Canadian Turn 7 :  My opponent’s enterprising leader grabbed the detonator switch as planned and breached the sea wall.  The Shermans started up and drove inland.  The first one rolled for “excessive speed breakdown” and got off the board.

The first 6 VPs!  The Canadians only need one other Sherman to get off.

The next Sherman drove across the breach and rolled for ESB.  It went too fast and was immobilized.  Okay, there’s still a last one.  All the Canadians need was 7VPs off the board, after which it’s up to the melees.

The last one got onto the hinterland, clanked forward steadily ..

.. and broke down as well.

A55 The Cat Has Jumped – AAR on Seaborne Assault!!

This scenario reflects the seaborne assault by the IJA on a relatively lightly held beach in the Philippines. The landing took place on Dec 22 1941, shortly after the attack on Pearl Harbour. Conditions were not ideal on this beach – the wind’s heavy and so’s the surf. The Japanese launched their attack on these “shohatsu’s” (or “LCs” for landing crafts) which were really big steel boats.

Shohatsu

As such, neither the crew nor the passengers get to button up.  They were therefore subjected to a +2 CE DRM (Crew Exposed DR modifier) at all times.  The Filipino defenders had problems of their own as well : they were using MGs that were stored since the 1920’s.  The defenders’ machine guns were therefore a lot less reliable than usual (X11 instead of B12).

The IJA wins immediately if they manage to exit 25 or more VPs (“victory points”) off the right edge of the map and/or gain that number in CVPs (“casualty victory points).  The entire IJA force had 22 squads, 3 crews and 5 leaders – a total of 58 VPs which meant they needed to exit half.  The entire Philippines force was 29 CVPs should the IJA decides to focus on CVPs instead.

A55 Start-proc

IJA Turn 1 : This was a humid day at a peaceful beach.  I could almost see people frolicking in the shallow waters (almost).

The terrain on the top of the map was very restrictive, especially compared to the bottom of the map.  It would be difficult for the IJA to exit the map via there.  The terrain was more ideal on the bottom half of the map.  The orchards provided a degree of hindrance whilst requiring only 1 MF per hex to move through.  Defence looks pretty sparse on the bottom of the map and I suspect that’s because the Filipinos stationed their 4 squad equivalents there.  The way this was setup, the bottom of the map looked too inviting for me.  I therefore aim the IJA landing forces towards the top part of the map.  My opponent had gracefully given me the balance, so there were 2 MMGs and 1 HMG instead of 3 MMGs and 1 HMG, but those MGs still encouraged me to head for the jungle. Jungles are ideal banzai terrain after all.

A55 PT2 Prep - Lose both MMGs-proc

Philippines Turn 2 : The 9 IJA boats were still coming in okay.  None of the boats were lost in the heavy surf yet.  The Filipinos started shooting at the incoming LCs.  Stunning the LC crew would cause the boats to flounder and throw the IJA off their landing schedule.  Unfortunately both MMG clogged up and random selection designated both for the junk heap (and there was much cursing).

A55 JT3 MPh - Broached No Survivors-proc

IJA Turn 3 : It was difficult to beach the LCs properly in the heavy surf.  One LC was swamped and ran aground.  One LC’s crew struggled hard with the waves and wasn’t able to do much.  One LC broached against the swells and was destroyed, no survivors.  One LC got shot up bad and was floundering in the shadow seas.  The 5 that beached okay, started to unload its passengers.  Infantry on the beach are fanatic.  However, if they fail morale checks they casualty reduce.

The 5 LCs that beached, started to unload.  However being a first time seaborne assaulter I was concerned about pushing entire stacks out on the beach risking -2 shots on everyone.  So I decided to offload the heavy weapons first, those chaps would need to assemble their toys on the beach away.  This decision would cost the IJA a few more platoons as more LCs got broached in the heavy surf.

I asked my mentor Witchbottles about it afterwards, and he said to get off the boat absolutely as fast as we can!

A55 PT4 End - P moving into blocking positions-proc

Philippines Turn 4 : The IJA got inland on the left flank.  It’s great news apart from the fact that they could get boxed in with a few Filipino squads against the board edge especially with this terrain.  The remaining  Filipino MG, the heavy machine gun expired as well.  The defenders were caught with a beach full of fanatic IJAs and no high rate of fire weapon to do anything about it.  However, they had moved inland methodically to key locations.  The IJA got a bad feeling about what was to come as they couldn’t stop the Filipinos from slipping away.

A55 JT5 Another boat broached 11 squads 10-2 10-1 9-0-proc

IJA Turn 5 : The IJA got another LCs broached!!  The IJA had lost a total of 11 squads and the best 3 of the 5 leaders.  Considering that the IJA started with 22 squads 5 leaders ad 3 crews, that was almost half of the force!

A55 JT6 Banzai 02-proc

IJA Turn 6 : This is Turn 6 and the IJA just got off the beach.  Witchbottles’ advice to always read the scenario victory conditions at the start of every turn definitely helped here.  The IJAs couldn’t move fast enough to get 25 VPs off the board, especially not with the Filipinos shooting at their backs.  The IJAs decided to change tack and to round them up in the jungle instead.

BAAAAANNNZZZAAAAAAAAIIIIIIIIIIIII!!!!!!!!

This was the second banzai attack of the game.  The first one was almost exploratory.  The aim ws to catch and kill the blocking force in front.

A55 JT6 Banzai 03-proc

IJA Turn 6 (contd.) : This is the third banzai to catch the bulk of the Filipinos in the woods.  The jungle was just perfect banzai country!

A55 JT6 End CVP16 IJA 13 sqs 4 ldrs-proc

IJA Turn 6 : This was the aftermath of Turn 6.  The IJA lost a total of 13 squads and 4 leaders but have scored 16 CVPs in total.  They needed 9 more to win the game.  The Filipinos were wiped off the top of the map.  However, there were still enough Filipino troops retreating into blocking positions.

A55 PT6 Using FLs to stop the P from retreating-proc

Philippines Turn 6 : The IJAs used fire lanes to delay the Filipino retreat.  Meanwhile, the left flank looked to be clear all the way to the goal line!

A55 JT7  Banzai 04 IJA 13 Ldr 4 CVP 18-proc

IJA Turn 7 : The IJA sprung their 4th banzai.  It was a big decision considering they had only 1 leader (8+1) left.  However the way he was positioned he definitely didn’t need to get too intimately involved.  You can see by the red arrow, how the IJA looked to catch the rest of the defenders.  The IJA now had 18 CVPs.

A55 PT7 Firelane Hero-proc

Philippines Turn 7 : The Filipinos got themselves a hero!  The hero, when coupled with the remaining 8-1 produced a fairly respectable stack with a HS and an IJA LMG.  Either way, the IJA moved into positions where they could lay down fire lanes to delay the Filipino retreat.  My opponent had already seen the bottleneck on the top right of the map where there was a lake.  To get to the board edge, the IJAs on the left flank had to run through the one hex that was 4 hexes from the top and 2 hexes from the right.

A55 JT9  Banzai 05 Need 5 more CVPs stop FL-proc

IJA Turn 9 : The Filipino leader / hero / HS / LMG stack got into a position to lay a fire lane down on the IJA exit.  The first fire striped the lead IJA squad.  The IJA had about 7 VPs worth of squads who could exit off in this very turn and we needed only 5. We had to get rid of that fire lane and one good way was to force the enemy squad into Final Protective Fire.  The Filipino leader-hero stack’s collective hearts must had skipped a beat when they looked away from their gleefully laid fire lane and saw the bunch of IJAs looking menacingly at them from their left.

Uh oh.

The fifth banzai attack had no problems crashing through the open  and into the fire lane stack.  There was nothing the Filipinos could do.   The fire lane stopped after a quick struggle and the 7 VPs worth of IJA squads exited at their leisure.

A55 JT9 Ends-proc

IJA Turn 9 : This was the end of the game as the IJA killed and exited more than 25 VPs.

As my opponent warned me, seaborne assaults are not for the faint of heart.  The attackers should expect to lose more than half the force to the elements and to casualty reduction until his troops hit the hinterland.  For the IJAs, only 4 LCs managed to head back to the ships.  4 others were wrecked and 1 went aground.  Half the force was dead at turn 6, mostly to broaching LCs.

I got to remember to get EVERYONE off the LCs immediately next time.