Advanced Squad Leader scenario FT226 Veni Venezia! (AAR)

November 2 1940, the Italians found themselves in Treni, Greece.  They are to take at least 4 of the Stone Buildings and clear building 3M2 (large stone building on the bottom right) of all Good Order Greeks in 7.5.  That sounds like ample time until you realize running low Morale Level troops around with even lower firepower is like herding cats.  

Advanced Squad Leader scenario FT226 Veni Venezia! (AAR)

Advanced Squad Leader scenario FT226 Veni Venezia! (AAR)

The Italian radio blew up once we managed to get a spotting around on top of building 3M2!  The right flank kept a steady push through the Woods and buildings on the bottom of the map.  The left flank came down the hill more or less intact, but behind schedule.  The middle group mounted an attack across the street (amoeba!!) and got blasted away by the Greeks!  My center is gone.  We have Move Phase to go and we are wonder if we can take any Stone Buildings at all. 

Advanced Squad Leader scenario FT226 Veni Venezia! (AAR)

The Greeks managed to break the lone Italian MMG team that’s protecting the hordes of broken Italians hiding the woods towards the upper part of the map!  Very smartly a Greek leader dashed acrossed the street, hoping to grab the MMG that the routing MMG team would leave behind.  That was executed brilliantly except that the Greek leader couldn’t recover the MMG!  Two Italian leaders then rushed in (8-0 & 6+1) looking to CC him, MMA style.  The Greek kungfu master killed off the Italian 8-0 but it’s too late, an Italian squad arrived.  At the same time yours truly finally figured out how to do an amoeba attack properly and broke into the center fo the village from the top and the bottom.  

Unfortunately there was only 1 turn to go and we had brokies strewn everywhere.  We didn’t have enough time to take the rest of the stone buildings.  We conceded.  

Advanced Squad Leader scenario AP137 Fear Naught (AAR)

This is 26 June 1944 St. Manvieu-Norrey (west of Caen), France.  Kurt Meyer’s “Hitlerjugend”  met up with the 6th Royal Scotts Fusiliers advancing behind a Creeping Barrage in the rain.  The Scots need to take the multi hex buildings and kill the Panthers.  The Germans need to have MMCs surviving within a big magic circle at the end of Turn 6.5 and blow the Scots’ CVP cap of 39.  .  

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As the Scots, we get two Creeping Barrages, which I did NOT manage well.  While I credit the left barrage for killing a Panther in the first turn, it crept way too slow, to the extent that it blocked our troops and hence protected the Germans!  The right one worked out okay.  You can plan for Creeping Barrages to go “forward” 2 hexes only in your player turn or on both your player turn and your opponent’s turn (Defensive Fire Phase).  An attacker should really count out where he needs to go and how quickly the Creeping Barrage would allow him to get there. A slow barrage gives defenders a good pounding (or encourage them to leave).  A fast barrage might run away from you and hop through the defending lines.  I needed the left barrage to take out the little enclave on the German left, so I made it go slow.  What I should have done is to plan for a lifting of the barrage post enclave so that my troops could hit the village.

Advanced Squad Leader scenario AAR AP137 Fear NaughtAdvanced Squad Leader scenario AP137 Fear Naught

The Churchills are great smoke machines.  Unfortunately that thing is slow and I need to be careful about not getting it in places where it could get caught by a fast moving Panther!  It can’t do anything to a Panther frontally (apart from DI shots) yet the Panther can flick a toothpick at a Churchill and it will go “Boom!”.  I lost one of the Churchills that way.  Good thing another Churchill fired off its Smoke Mortar quickly and went into motion!  That barrage on the left was totally in my way on Turn 5, my folks had to walk around it.  

Advanced Squad Leader scenario AP137 Fear Naught (AAR)

The unexpected happened!  Instead of walking away from the Panther, my infantry rushed it and the Panther malf’d it’s MA!  So one of Churchills spun back around and slid right next to the Panther in bypass.  It had to do an ESB for the extra 1 MP to stop the Churchill for the shot but since it’s a chance to bag the second Panther, we took it anyway.  The Churchill rolled and immobilized.  We then moved other assets in place around the Panther.  The Panther wasn’t able to repair it’s Gun but what followed was shots after shots from 2 Churchills, a Piat and a couple of CC attempts.  The Panther just won’t go down (DI or otherwise)!  Plus on top of it, my Piat malf’d and my Churchill’s MA malf’d!  Everything else went rapidly downhill towards the end of Turn 5.  We were absolutely blocked by our own Creeping Barrage on the left and everyone’s either malf’d or broken or straight up vaporized on the right.  The Germans must have rolled about 6 snakes.  It’s tragic!  

(A specific account on our attempt on the second Panther)

IMG 4241

In the last German turn the Panzer fixed its gun!!  It took out the immobilized Churchill sitting next to it and a shreck took out the other Churchill that was angling for a side shot.  The Germans just hit the Scots’ CVP cap!

I obviously mismanaged my Creeping Barrage but I will definitely do it better next time.  Apart from that this is quite the scenario!  There were tons of action and while I am really “hampered” by the slow Churchills, it’s a ton of fun!  

Next in Action Pack 14?  AP138 Red Horse Recon

ESG3 Resistance at Paderborn

This is April 1 1945, the Americans win by kicking all Germans from buildings south of the road market with little circle & “#” symbols.

The German defenders at the “Alamo” got casualty reduced in CC and the game drew to a close at the end of American Turn 5 (out of 6.5).

PS I think my tank destroyers were too close to the action.  Best put them on the hills, in bypass if necessary, north of the road – next time!!

KGS10 Red Ruins Roulette

In this scenario, the Russians win if they control the GPU prison (see the cluster of German concealment counters around KK35) and/or Block 31 (marked on the Map) in 5 turns. Historically Block 31 was notorious for being sniper infested, so any Sniper that situates in Block 31 Pins on a dr of 2 AND 3.