BFP24 Death Ride of the Das Reich – Advanced Squad Leader AAR

BFP24 Death Ride of the Das Reich – Advanced Squad Leader AAR

Scenario Background

This scenario is set on 30 July 1944 southwest of Notre-Dame-de-Cenilly, France.  The SS Panzer Division 2 (“Das Reich”) started to realise it’s in danger of being encircled.  They therefore looked to withdraw remaining units southwards towards Brehal.  The stretched out 2nd Armoured Division (“Hell on Wheels”) caught wind of it and moved to foil the German plan as their vehicles appeared before dawn.

Victory Conditions & Tactical Considerations

This scenario has a real interesting setup.  The three boards represents three venues through which Germans tried to escape the American dragnet.  They operate separately from each other like three separate but concurrent games.  The Germans had to divvy his forces up into three groups.  Each group would enter their designated board using Convoy movement.  The Americans had to divide his forces into four groups, one being a reinforcement that enters on Turn 4.  Again, the three boards represents three separate venues that doesn’t affect or crossover to each other, so once forces were committed to a board, they were committed to that board.  The Germans can win via one of two ways: by exiting >= 44 VP (ex prisoners) off the east (right) edge of any one board or by exiting >=110 VP off the east (right) edge of all three boards.  Proper force allocation is very important for both players.  There are parameters to curb either player from heavily slanting his forces on one or more boards, but we also know he who defends everything defends nothing!  It’s also important to know that those bocages you see are Light Bocages.  Light Bocages, as defined by the BFP Beyond the Beachhead rules, are 1/2 level obstacles, don’t create any blind hex and allow LOS along hex spine.  It costs vehicles 1/4 of their MP allotment (instead of 1/2) to cross and Bogs with no additional DRM’s apart from the usual.

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.

The middle board is the most open.  The Germans start by coming down a channel for a third of the board, then it’s the village for the second third before closing off into bocage country on the last third.  I put the roadblock where the bocage opens up into the second third.  That’s covered by a Sherman and the 9-2 HMG team in the church steeple.  The M1 57mm AT Gun (TK15, ROF3, HE4 & APDS4 w/ TK18) sits behind a ring of bocage on the left (map bottom) of the Germans’ axis of advance, closing off that half.  Once the fighting happen, I would bring a M2 mortar to the back to provide some defence depth.

The bottom board is the most restrictive.  On one hand, not breaking up the German convoy make it slow(er) going for them, on the other hand, I can’t cede too much ground.  I put the second roadblock shortly past the first half of the board, covered by a Sherman, an MMG behind it and a HIP’d baz team on the side of the road covering the small opening past the crossroads.

Oh, those Roadblocks are only “hasty” Roadblocks, they don’t allow Hull Down’s, can be crossed by a vehicle at half of it’s MP allotment and a Bog Check (+drm) but leaves a Trail Break behind for other AFV’s.  There’s also a +1 LV when you think about your covering your Roadblocks (this action’s at dawn).

Note also that there are no restrictions against Kindling in this scenario.  Some of those grain on the latter bits of the map might be good candidates, particularly in the top board if the Germans decide to do an end run on the right of the road.

Advanced Squad Leader AAR

BFP24 Death Ride of the Das Reich After Action Report (AAR) Advanced Squad Leader scenario

We opened with German Turn 3 (of 7.5).  All three convoys had now been broken up.  On the top board, an armoured car arrived at the bend in the road where the Sherman bore-sighted.  The Sherman open fired and missed!  It then tried popping Smoke and turned tail.  Halftracks started unloading people immediately.  A couple of tanks went to our left (bottom) down the Road to see if they could get at our Sherman.  I imagined they might be tempted to cross the bocage after I take my Sherman out further to the back.  An M2 mortar team hopped over a bocage on the back.

We shot 1 halftrack at the Roadblock on the middle board.  Again, Germans infantry started unloading from their halftracks.  An armoured car went to our left (bottom) to check out that side of the board (like they are paid to).  Our AT Gun torched it at the intersection.  German tanks jump the bocages and went to our right to get at Sherman parked in a stone building.  Our M2 mortar team sprinted backwards as planned.

In the bottom, our Sherman shot the leading armoured car and the HIP’d baz team popped up and shot an halftrack from the side.  What I should have done though was to wait for the German armour to jump the bocage in an attempt to flank the Sherman.  My intention was to increase the MP cost for German traffic as quickly as possible but that didn’t make a material impact on the game. 01 notre dame de cenilly 1944 1

BFP24 Death Ride of the Das Reich After Action Report (AAR) Advanced Squad Leader scenario

Download  1On 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.

In the middle board, we were still fighting in the first half of the board.  The 9-2 HMG team fired on and stunned another AFV (subsequently recalled) before moving off the church steeple!  The German infantry had yet to close in.  Our Sherman backed off into a bypass along a Stone Wall and sped backwards.  Our gun crew on the left (bottom) broke out a few MRE’s waiting for the next German to arrive.

On the bottom map three AFVs got busy trying to snuff out our baz team.  They survived the first barrage and took a second shot at one of them in hex!  Unfortunately they missed and were all sent to a better place.  On the far side, an M2 mortar team persuaded the Germans to not run any other halftracks down the road.  The Sherman drew back to the next firing position but the MMG team (erroneously) stayed on.  (Note to self: folks can’t outrun AFVs on foot.)

BFP24 Death Ride of the Das Reich After Action Report (AAR) Advanced Squad Leader scenario

Allied Turn 4, and this was where I had to decide on which board to reinforce with 2 Shermans (w/ hedgerow cutters) and infantry.  Normal practice dictates that we reinforce successes but here we need to plug holes.  In this case I sent my reinforcements to the top board since it had yet to claim any enemy kills.  I immediately regretted the decision when I pulled back my Sherman on the bottom board and immediately bogged on at the bocage!  BOGGED!  German AFV surfed up and down those bocages all game and my Sherman bogged on its second attempt!  Having said that, it would help if I pick the bocage crossing location with the awareness that I might bog there.

My infantry was broken and was on the run as well.  Repent!  The end’s near!

However on the top board, folks are backing off nicely to the right. The Germans decided to have their halftracks double back and mill about around my HIP’d baz team so as to not give me a cheap kill.  One even bypassed the Woods the baz team was hiding in but since the halftrack didn’t end its turn in its hex it didn’t have to reveal.

In the middle board, the Sherman worked well with the 9-2 HMG team in keeping the Germans on the right (top).  The 2 concealed squads (one’s a dummy) kept my HMG shielded off. I had to think that the “missing” baz team (in the top board) kept my opponent wary.

BFP24 Death Ride of the Das Reich After Action Report (AAR) Advanced Squad Leader scenario

On the top board, the long HIP’d baz team threw off their invisibility cloak (“taaaddaaaaaaaaaaaaaa”) in slow motion and fired pointblank at one of the halftracks so as to minimise the returning fire group!!  Unfortunately the shot went wide and the team was snuffed out in the return fire.  The 3 Shermans now on board open fired together with the M2 mortar.  None connected but we thought that might give them something to think about.

On the middle board, the Germans were determined to stick to the right (and away from the AT Gun).  Our Sherman backed off to its final firing position but our screen for the 9-2 HMG started to crack.

However on the bottom board, our bogged Sherman got burned and the Germans were in a position to exit >=44 VPs off.  This was game.

How’s this scenario interesting?

I lost this scenario badly.  Considering that I lost it after Axis Turn 5 (out of 7.5).  My Turn 4 reinforcement was definitely misplaced.  However, this should be an interesting read not because of my sub par tactics but because of the unique mechanism this design introduce and the interesting considerations extending from it.  I don’t tend to play scenarios over (except when playtesting) but this is definitely one that invites repeated attempts.  The mental sparing starts at force allocation and it definitely tests the defender’s ability to harmonise his assets with the terrain.  It tests the attacker’s ability to respond to ambushes and to turn the tables.  The multitudes of paths one could take to get off these boards exercise one’s risk management skills.

I imagine this scenario can be played as a 3×3 team game with asset allocation negotiated between teammates.  Has anyone tried that?

BFP23 Prelim to Death Night – Advanced Squad Leader AAR

BFP23 Prelim to Death Night – Advanced Squad Leader AAR

Scenario Background

The 2nd Armor Divison “Hell on Wheels” broke through to the Germans’ rear in Operation Cobra and put the German 84th Corps in a pocket.  The Germans
started to disengage and to withdraw.  The 17th SS Panzergrenadier “Götz von Berlichingen” was one such unit that ran into an American blocking position held by the 41st Armored Infantry Regiment at St Martin de Cilly at around 0430 on 29th July 1944.

Victory Conditions & Tactical Considerations

Stabswache de Euros Waffen SS NormandyThe 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.

The Germans set up with 15 squads, 4 leaders (3 with -1) and a Hummel sporting 150mm HE but with a B10.

The American set up with 10 squads, 2 HS, 4 leaders (2 with -1), a pair of HMG and a pair of bazookas.  They can also set a squad up HIP, which I didn’t do and kept my opponent looking til mid game.

The Germans have great leadership, great morale, the +1LV and the Hummel going for them.  The Americans would need to break off and head back to the village safely.   The lack of rout locations by the bocage concerned me.  I thought about largely giving up the bocage and setting up the majority of my OB in the village.  Considering the Germans should have to fight the clock as well, that seemed too much to give.  So I lined the bocage with units, put the two HMGs on the flanks in the village and the two MMGs high up in overwatch.  They had grain hindrances and better morale, but we had grain hindrances plus bocage.  We hoped to kill their timetable by breaking a few or encouraging most to Assault Move/ Advance concealed.

Advanced Squad Leader AAR

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

SS units were building a firebase on the up-slope on our right (top of map) but we drove them back with some lucky shots.  We thought of chasing after those brokies but the SS still had enough firepower to take an issue with that.  Our center was getting knocked back though, those chaps routed into the woods.  The right started to fold towards the center as well so as to get some cover when they fall back.

On our left we were able to knock back a stack of SS troopers as well.  They came through the line of orchard so as to get some cover from our MMG overwatch.  Our MMG went after the Hummel but to no avail.  As a matter of fact, I had our sniper parked right next to the Hummel but I think he’s on leave this whole game.

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

Our MMG overwatch on the right (top) kept knocking the SS brokies back, that allowed the rest time to scamper back into the village behind the woods.  We moved the HMG team up top get ready for when the SS eventually bust through those trees.

On the left (bottom), their Hummel landed a smoke round in front of our building.  While we held onto the bocage Wall Advantage, the squads filed into the building back into the village.  The Hummel (on up-slope) could see everything beyond the bocage, so there weren’t a wide choice of escape routs.  The SS has 4 MPh’s to go, we wondered if we withdrew into the village too quickly!

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

The SS spent Turn 4 regrouping and were successful enough to look menacing on my right flank.  We kept the HMG towards the middle but put our MMG out to the flank to prevent any SS men running around doing house grabs.  We envisioned two firelanes covering our right.  What’s tougher to cover would be our center, especially where the “Y” shaped wall was.   Having said that, we sent 2 HS to the left flank because the SS were already in the front building.  In retrospect, it’s probably not the smartest move.  However having done the VC count, I knew my left had more points up for grabs than my right.

On the left, we moved the MMG and HMG in from the side.  There’s still the possibility of a crazy SS run around the flank there but we would need the firepower to blow the SS away from our houses.

The Hummel moved up, threatening our right.  My opponent’s probably still wondering where my “HIP’d bazooka HS” was.

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

Axis Turn 5 was tiring!!  They opened with a big 20+4 shot to my HMG team but thankfully it didn’t work out.  The Hummel laid smoke on my right (top) and three stacks of SS men kept streaming out from behind the woods like crazy shoppers on Black Friday!  We put down residual/ firelanes the best we could.  As predicted, a big stack of SS men broke into our center and threatened to jump a couple of buildings in HtH.  Good thing our luck held, and we broke/ pinned that 9-2 stack in Defensive Final.

On our left, the SS pushed against our green wall and killed a squad in HtH.  Good thing they still had a stack of “unralliable” brokies out behind the bocage!

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

Last US turn and most of us decided to stand and shoot, which got us good results on both flanks.  We did move a 6ML squad off to the right because they wouldn’t be able to stand up to pointblank fire anyway.  It could shore up our right if anyone breaks.

The SS conceded before we advanced back into some of the “lost” buildings hexes.

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How’s this Scenario Interesting?

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I honestly had the best of the dice in this whole scenario.  The Americans had high firepower but 8ML SS squads with a +1LV shouldn’t have broke as much as they did.

This was a tight little scenario where neither side could play it safe.  The SS needed to bust through the bocage quickly and the Americans needed to run away fast enough to get back into the village in force.  Had the American line at the bocage collapse one turn earlier, we would be in town doing CQB with the SS, were they would get equivalent cover and we would suffer for our lower morale.

The Hummel threatened to collapse buildings and it did put the fear of God in us.  However, I think my opponent used it smartly – primarily for Smoke.  Too bad I couldn’t come close to put it under any threat!

BFP21 Ripe for the Picking After Action Report (AAR) Advanced Squad Leader scenario

BFP21 Ripe for the Picking After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

This was July 26 1944 in Marigny, France.  The Americans needed to capture Marigny (apart from St Gilles) so as to enter the exploitation phase of the campaign.  Combat Command B, 3rd Armored Dvision, met the SS Panzer Division 2 “Das Reich” and Infantry Divison 353 outside of Marigny.

US 3rd Armored Division353rd German Infantry Division

Combat Command B 3rd Armored Division & German 353rd Infantry Division.

Memorial Cobra @ Marigny today

This is the Memorial to Operation Cobra that stands in Marigny today (credit : Google Earth)

Victory Conditions & Tactical Considerations

As the Americans, I needed to kill or move 100 VPs  through 3 boards from the top of the map to the bottom.  Halftracks must have a functioning MA (AAMG) or a passenger to count as Exit VP.  The top two boards are Bocage country and it’s real easy to lose time there.  Good thing the Germans were spread thin and I got 4 Culin cutters to help with landscaping.  The fastest way would be to run straight through the village but the Germans had two roadblocks to counter that.

I had two groups of units: The left group with 6 Shermans and 6 halftracks, one of which sports 2 x .30-cal 1 x .50-cal with 12 FP, the other a bazooka (M3A1).  The right group with 3 x M5A1’s, 2 x M8 HMC (SP howitzer) and 8 x halftracks (2 with bazookas).  The right side seemed to have a more open country but they carried less anti-tank assets.  On Turn 6, 2 American FB’s came into play, shortly after 4 x Pz IVH’s & a “Stummel” rushed in bearing flowers & fruit baskets.

My plan was to have the two groups stay apart at least until they reach the bottom map and not let the Germans converge.  I would avoid the road and built up areas in general.  I had the numbers to swarm whoever came our way.  Although with my numbers came traffic control issues.

After Action Report

Advanced Squad Leader BFP21 Ripe for the Picking After Action Report (AAR)

We were off to the races here.  The left group shot through an area where they thought they would be safe from a PaK.  The pair of Culin cutters worked in tandem.  A marauding halftrack dropped off its passengers by the roadside, skidded off to the middle of the map and spotted the first roadblock!  On the lower left, dismounted infantry took on a lone defender while its ride continued on and cut off all chances of escape.  The right group got itself tangled up in a perfect jam in the Woods while its cutters worked frantically to make a hole.  Vehicles stayed behind the bocage as they heard rumours of the other PaK covering the area.

In a surprising turn of events, all Pak related uncertainties were resolved when both PaKs popped out of HIP with their crews tugging them down south towards the bottom map!

Advanced Squad Leader BFP21 Ripe for the Picking After Action Report (AAR)

We were at the midpoint of the game.  Two halftracks in the left group caught up with the PaK in the Orchards on the bottom board!  They used their small size and speed to distract and to overrun the Gun!  We knew the Germans would show in Turn 4 and some of our elements were too far forward but the opportunity was too good to pass up.  A Sherman ran forward to help but sure enough, it was killed by a pair of PzIV’s coming in.  Tanks always operate in pairs.  My tanks get killed every time I violate that doctrine.  I thought about using that Sherman to overrun the Gun itself to take it off the board but I didn’t.  Had I done it, I wouldn’t have to fight SS troopers for the gun in the next couple of turns – another mistake.

The right group broke through to the middle map and was held up by the threat of PFs inside bocage country.  Their lack of anti-tank assets was a problem and we were hugging the last set of bocages before the Germans show on the other side of those hedgerows.

Germans in the meantime were in full retreat from the town.  The bocage protected road down the middle provided the perfect passage.  An HMG was last seen moving along.  I got to go stop that nonsense.

An M5A1 light tank and other vehicles of the 4th Armored Division An M5A1 light tank and other vehicles of the 4th Armored Division, VII. Corps, pass through the wrecked streets of the town of Coutances, north-western France; 1944. Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

With the PzIV’s in position on the left, I didn’t want scoot all my Shermans out on the same side, plus I gotta give the dismounted troops (bottom left) some help.  We needed to get and/ or destroy that PaK gun! The SS dismounted as well.  It’s going to get busy.  I exited one of my halftracks for the points and another went off to the side.  On the right, my guys pushed through the house and were getting into the Woods while the AFVs were getting away from the PzIV’s and threatening to come off the middle instead. At least we dealt with the German 9-1 team that was blocking the way.  We also had a pair of Shermans migrating from the left side to help with the anti-tank deficit.  The Germans got the remaining PaK inside that house in the middle though.

M8 HMC, 3rd Armored Division near Marigny, France (July 28 1944) A company of M8 75mm HMCs (not a battery) from the 3rd Armored Division takes up firing positions near Marigny, France on July 28.   Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

It’s Turn 7 and the Thunderbolts were in!!  The Germans had very smartly hid their people in the Orchard on the left and in the Woods & Grain fields on the right.  The M8 self propelled howitzer was vulnerable to the SS firepower but proved itself useful by getting a WP round off into the woods.  To the left, troops in the Woods made an attempt on the PaK but failed.  They did manage to rout off the SS though!  They then moved in to mess with the PzIV’s.  A pair of Shermans whipped back to the middle while other AFV’s made for the gap in the woods.  One got hit and bursted in flames, probably a good thing for the rest.  Towards the middle, the Americans managed to break the HMG team that was toting it along and another squad raced to pick up the toy before the Germans did.  A mounted halftrack raced in, tried to get a squad close to that AT gun but was shot by the German SP gun via a LOS beautifully threaded between a couple of houses. I shouldn’t have stopped there!!  Another squad stayed up in the middle board to limit the number of Germans who could join the party down south.  To the right, an M8 raced into take a shot at the PzIV in the Woods but was stunned by the enemy infantry instead.  Meanwhile a number of vehicle slipped off the side.   Two more turns and a lot of our vehicles were in range to get off the board.  The fighter bombers were definitely slowing down the German OODA loop!

P-47 Thunderbolt firing rockets P-47 Thunderbolt firing rockets! Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

We were close to the 100 VP mark but time’s running out.  The squads on the left had both went fanatic at this stage with their repeated attempt to close with the PzIV’s.  A M5A1 sped over, toughed out a shot that went wide, spun to the back of the self propelled 75 and fired.  It promptly malfunctioned and it was M5A1’s turn to be scared!!  The commander kicked the driver to start up again.  Good thing the 3 US squads nearby stunned the German open top.  A halftrack went for the PaK gun in the middle, went right up to the house and dismounted.  The PaK had to turn but lit up the vehicle!  The troops were okay, now covered by the vehicular blaze.  The Shermans decided it’s safer to run through the middle of the map now, away from the PzIV’s under the orchard.  When the FBs lit up the second PzIV on the right, the Germans decided to concede.  There’s nothing left to stop the Americans from driving off the board now.

US halftrack in urban warfare

“US halftrack in urban warfare” Italy, late 1944

How’s this Scenario Interesting?

This was a lot of hardware for me to manage through bocage country!  The Americans needed to blaze through the bocage and their speed helped them to not get penned up by the Germans.  The US armoured infantry reminded me of the new Terminator.  Halftracks could drop off its squad, “split into two” per se and motor the vehicular “half” behind the defenders.  Heck, my halftrack surprised the gun crew of the remaining PaK (holed up in the building nicely situation in the middle of the bottom map) by dropping off a squad at their door.  Their ride got blown up but they killed the gun crew in CC.  That’s so much more effective than having to shoot it out.

Terminator Dark Fate

Once I got my vehicles down on the bottom map, it’s important to be patient and to use my superior MPs to run around to where the Germans were not.  My tanks whipped around a couple times before exiting.  I could have left more infantry mounted but halftracks were poor sanctuaries when the action got going.  Fighter Bombers were a huge help in suppressing enemy’s ability to react even if they miss all their spotting attempts.  Once I was through the bocage it was tracks and shells flying all over in the bottom map.  This is an action packed scenario!!

Other Links

US Army in World War II, ETO, Breakout and Pursuit, M Blumenson

D-Day Overlord – D-Day and Battle of NormandyMarigny (Manche)

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

 

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

Scenario Background

This scenario depicts action that happened on the same day as that of BFP19 Russian Style.  Combat Command B’s 18th Infantry Regiment ran into “a nest” of Panzer Lehr soldiers near Mesnil-Durand and proceeded to clear them out.  

Le Mesnil-Durand, France

Victory Conditions and Tactical Considerations

The Germans needed to take at least 4 buildings on the bottom map in 6 turns, which meant the Americans needed 12 out of 15 buildings.  To do their jobs, the Americans showed up with 20 squads, 4 leaders (a 9-2!) and 5 MMGs.  The Germans had 15 squads, 1 HMG 2 MMG, 4 LMG and 5 foxholes.  I looked to engage the Germans quickly in the middle with our superior firepower and put some forces around the flanks, especially when we only have 6 turns. If you are setting up for this one, keep an eye out for the “v” shape formed by two straight long lanes that converge to a point at I2 on the bottom map where my opponent put a foxhole with an HMG and an MMG.  

After Action Report 

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

On Turn Two the majority of the Americans smashed themselves against the Germans at the big stone building.  It’s a fight for Wall Advantage.  Smoke Grenades helped us get close but a lot of the troops couldn’t hold their ground against Defensive Final.  The flanking team on the left ran into the hole in the wall where a HMG+MMG combo put a fire lane through.  There’s no running past this wall, one has to Advance across.  

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

Turn 4 saw the flanking team on the left moved around the HMG+MMG firelane and scrambling in from that side.  A pair of squads realized the Germans got Dummies covering the right and was converging in as well.  In retrospect they could use more help because they were stopped every step of the way by a retreating MMG team (covered by the “Wall Advantage” counter” apart from the HMG+MMG anchor at the bottom of the “v”.  The troops in the middle caught a lucky break when an American HS who jumped into the building Ambushed the defenders and decided to infiltrate to the space behind them!  Germans started puling back but but unfortunately the Americans weren’t quick enough to stop the Germans from leaving.  The Americans started massing together for a final push down the lower middle of Map 6.  

Advanced Squad Leader scenario BFP20 Bypassed Lehr After Action Report (AAR)

The troops went for a major push down the middle of the map and was repulse in a big way.  Brokies scrambled back to the big stone building and was caught (and eliminated) by a counterattacking German squad!  The left flanking liberated more buildings but we ended up 9 buildings instead of 12 we needed.  We lost 11 squads out of the 20 we started off with and were quite frankly out of bodies to push further.  

How’s this Scenario Interesting?

This straight up infantry scenario underlined to me how much I need to spread my forces more when on the attack.  We had no one behind the big stone building as the attack developed.  The Germans never had to peel their eyes from in front of them until I got a HS who succeeded in infiltrating through the front lines.  None of the Germans were torn about whether to stand and fight or to go help somewhere else because the attackers were so focused.  The flanking team on the left did well, I should do more of that or perhaps allocate more resources to the flanks next time.  The right flank had the right idea but again, not enough bodies.  

Fix and flank.  Fix and flank .. 

We are onto BFP21 Ripe for the Picking next.  

 

Advanced Squad Leader scenario BFP19 Russian Style After Action Report (AAR)

Advanced Squad Leader scenario BFP19 Russian Style After Action Report (AAR)

Scenario Background

It’s July 26th 1944, St. Gilles, France.  Combat Command A was tasked with clearing elements of Panzer Lehr divison from the town of St Gilles.  This one wasn’t going to be easy, the tough Panzer Lehr veterans had largely recovered from the shock of air bombardment.

Victory Conditions and Tactical Considerations

The Americans win by controlling all multi-hex building in the bottom half of the board and exiting 30 VPs of American units off the south (bottom edge) in 7 turns.  The Panzer Lehr group had seven second line squads, four Panzer IVJ sporting 75L (TK 17) guns and a STuG, a Roadblock and plenty of Bocage.  The Americans had 12 squads, 9 Shermans with TK 14, 3 with TK 17 (German frontal armor’s 8 vs US armor that’s mostly 11).  There were also 2 fighter bombers carrying bombs and rockets between Turn 2 and 4.  Our armor could take on the Germans apart from the fact that we were big targets.  I had no doubts that the quick route down the middle’s blocked and bore-sighted.  Let’s see if we couldn’t take an alternate route with our Cullin Hedgerow devices.

Advanced Squad Leader scenario BFP19 Russian Style After Action Report (AAR)

We picked a route from the top left of the map.  The American troops came in riding their tanks “Russian style” and I realized I forgot one detail : they couldn’t ride through Orchards like so and had to dismount and re-mount.  That delay most likely costed me my game.  Running down the right in that sense seems more “Orchard” free.  I got the cutters to work in pairs.  Unfortunately 2 cutters bogged where it’s orchard free.

Advanced Squad Leader scenario BFP20 Bypass Lehr (AAR)

The fighter bombers came in Turn 4 and discouraged German armor (amongst others) from moving in.  One fighter bomber blew up some dummies and the other immobilised a vehicle that was backing out of the Woods.  The lead tank that reached the village was surprised by a HIP crew popping out with a panzersheck!!  (“AH HA!!”) Good thing it promptly malf’d.  Another tank scored a lucky CH on their HMG team, there goes their anti-air.  Other tanks moved up in support and we were really missing our Infantry cover.  Every one of these Germans must have brought their panzerfausts, right?
Advanced Squad Leader scenario BFP20 Bypass Lehr (AAR)

Turn 6 saw us trying to bring the sheer numbers of American tanks to play.  Some of our tanks got round to the German left flank but a STuG, crouched low in Bocage caused some delay.  Our infantry arrived but was blocked building by building on the way to our objectives!  What we should do more (better) is to use all the sM’s we got to help our squads get around the German blockage intact.  Failing such, we plodded on building by building and quickly ran out of time.

Advanced Squad Leader scenario BFP20 Bypass Lehr (AAR)

At the end, we couldn’t reach all of our VC buildings.  We did try getting some of the tanks off board.  We got three off, one got blown up by the STuG right through the smoke and the last one ran out of MPs at the edge of the board, failed its ESB rolled and immobilised.

How’s this Scenario Interesting?

The tradeoffs.  I arrived at the fight with most of my assets intact by taking the least defended route but I ran out of time.  Taking the right side of the map down might offer a better solution although there are chokepoints I’d to fight through.  The key seems to be timing the approach so that we benefit from immobilising effect of our air cover between Turn 2 and Turn 4. I gotta to do better at combined arms as well.  Generous application of smoke mortars and smoke rounds would help the American squads get around the German blockage.  That would involve moving the AFV’s closer but I did have more than 2:1 advantage from the start and 3:1 advantage as the game developed.

BFP18 Necklace of Pearls

Advanced Squad Leader scenario BFP18 Necklace of Pearls

Next one up in our Bocagefest (BFP Operation Cobra) is another one by George Kelln.  The Americans were still trying to breakout of the neverending Normandy bocages.  This time they need to clear a road from the north to the south in 7.5 turns.  The difference here from the last scenario is that there are now 3 Panthers and they are mobile (*shudder*).  Oh, there’s also this big 81mm ROF3 mortar that, my opponent gleefully reminded me, can be dismantled and loaded onto a Panther.  Sure enough, the mortar scored a critical hit firing through the trees at a Sherman moving behind a Bocage!

.. and the world went quiet for a moment as it rolled slowly to a stop.

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BFP16 Snake Charmed

It’s July 25 1944, the 83th Infantry Division “Ohio”, tried to pushed through a bocage area held by a few SS squads and some REALLY good guns.  They are to push from the green dotted line to the red dotted line with 37VPs (minus German CVPs) in 7.5 turns.  The action came hot & heavy on Turn 1 where all German HIP units (apart from the Raketenwefer) were revealed and the “Ohio” lost 3 out of 8 AFVs .. IMG_3754

BFP15 Cobra’s Venom

Advanced Squad Leader scenario BFP15 Cobra’s Venom

You are going to see a lot of bocage country. We are going to play the whole of BFP Operation Cobra front to back. We already did BFP14 Opening Phase, so this is the second one ..