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

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

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.  

After Action Report

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!

FT S4 Dilemma at Ma Po Boulevard After Action Report (AAR) Advanced Squad Leader scenario

FT S4 Dilemma at Ma Po Boulevard After Action Report (AAR) Advanced Squad Leader scenario

Scenario Background

It’s September 26 1950, Captain Stanford’s Marine’s fought to clear Ma Po Boulevard.  Upon meeting a North Korean roadblock at a junction, he had to decide on whether to run straight up and clear the way to Deoksu Palace or to take the right fork and clear that road instead.  

“M26 number B32 in action on a street in Seoul.” Mike’s Research

Victory Conditions & Tactical Considerations

We have three North Korean (Fanatic) Roadblocks in 3 specified locations.  The main one is located at the fork of the road, where a 45LL AT Gun gets matched up with 2 medium machine guns and a Pillbox with an ultra wide CA.  The North Korean player gets a choice between a second 45LL AT Gun or a 76L ART.  There are 15 NK squad equivalents of various descriptions, managed by 2 commissars and 2 other leaders.  They have an ATR, 6 Minefield factors and 2 Fortified Locations.  

Against this the Marines have a forward team of 3 squad equivalents (one being an Assault Engineer with a Smoke Factor of 5).  This is followed by 10+ squads, a M26A1 Pershing, a M4A3 Tank Dozer and a POA-CWS-H5 Flamethrower tank that I was last playing with in Okinawa scenarios!

The Americans have 7.5 turns to take one Roadblock and exit 12 VP (4 squads) or take two Roadblocks and exit 9 VP (3 squads) or take three Roadblocks.  The North Koreans can stop the game when they kill or immobilise two out of three AFVs.  To do that, the NKs have the aforementioned guns, as well as an ATR and 6 Suicide Heros (read: THH) that can setup HIP somewhere or bust out of a squad when the mood strikes.  The confining terrain in this scenario definitely doesn’t make it tank country. The NK’s can also stop an USMC victory by taking out 19 CVP, which in this case is 6 squads + 1 fire team.  

Having said all that, the BBQ tank doesn’t have to stop moving.  The tankdozer has a blade that adds a +2 on a Hull Hit.  The Pershing is impervious to most shots on the battlefield but can still be DI’d.  

After Action Report

FT S4 Dilemma at Ma Po Boulevard After Action Report (AAR) Advanced Squad Leader scenarioFrom the left of the map, F Company immediately started to setup their MMG and got their fire teams to probe NK concealments.  The E Company came up from behind and a bit more than half went for the right of the map.  The AFVs rolled down the road but the higher level Burning Wreck that’s there on setup made it a little hazardous to roll up in front of a ROF3 AT gun.  Plus it’s impossible to be on the boulevard without being in DI’able range.  I thought the right of the map would be a more straightforward travel but it’s confining nature made it easier for the NK defenders and didn’t facilitate armour support.  By Turn 4 it’s evident that the NK’s were very effective there.  A large number of broken fireteams routed towards the rear.  The BBQ tank and the tank dozer lend their support on the left and found they could safely sneak shots into the boulevard.  The left side met some initial set backs but were able make better progress.  The AFV’s were making Bounding Fire shots where possible but they couldn’t bring it up close in most cases because of the chance of meeting Suicide Heros in Street Fighting.  The strategy was to try to flank the NK’s down both sides while putting AFV fire to defenders down along the boulevard.

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205 Super Bazooka After Action Report (AAR) Advanced Squad Leader scenario

205 Super Bazooka After Action Report (AAR) Advanced Squad Leader scenario

Scenario Background

M20 3.5 Rocket Launcher

An encounter west of Taegon (Daejeon) at the Nonsan-Kongju (Gongju) road junction on 20 July 1950 witnessed the debut of the US M20 3.5 inch “super bazooka”.  According to the scenario card “[the] brief dominance of North Korean armor had come to an end.”

Victory Conditions and Tactical Considerations

So legend had it that the Americans got their bazookas to hit out to 5 hexes with a TK of 32 instead of 16.  Three of them were on the board with one HIP’d.  We had a map with dirt roads between irrigated Paddy Fields that bogs tanks at a +3 (net +4 with normal pressure).  One way to win is to weave 2 out of 4 tanks through for an exit.  The other way is to get more CVP points (+ Exit VP) than the Americans.  Each T-34/85 is worth 6VPs.  There were 9VP of US MMCs and 6VP of US Leaders.  So if the Americans kill half of my tanks I would have to wipe 80% of them out, or exit at least 1 tank.  I had no doubts that the Americans would stay concealed until they get a good shot.  The Koreans were pretty much forced to run the gauntlet because 5 turns doesn’t give too much time to just sit and shoot.  

(Source : MilitaryImages.net)

After Action Report

205 Super Bazooka After Action Report (AAR) Advanced Squad Leader scenario

We decided to put a trail break in the Light Woods and round the left flank to avoid a baz at the entrance putting a wreck on dirt road and plugging up traffic.  We then put some acquisitions on the board just to shake the trees up a little.  We broke the team in the paddies and we thought the HIP’d baz team might be in the orchards on the right (middle of the board).

205 Super Bazooka After Action Report (AAR) Advanced Squad Leader scenario

One team covered and the other team moved. There’s nobody in the suspected orchards but when the lead tank round the woods on the right (top left), the HIP’d baz team sprung from the brush!  First shot missed.  The US team tried again in the following Prep Fire and missed as well!  We got the lead tank turned around for a fast escape in the following turn.  

205 Super Bazooka After Action Report (AAR) Advanced Squad Leader scenario

Unfortunately, temporary insanity convinced us those baz has a TK of 16 (instead of 32).  Instead of speeding safely out of sight, the lead tank turned BACK around and bored straight down towards the (SUPER) baz team!  The team held fire until it was a hex away and took the shot.  The world went quiet when the turret did a graceful flip through the air.  Its partner decided to run straight down the road to see what’s what with the remaining 3 concealed stacks and promptly got lit up as well.  Team 2 came up and got a lucky Adv Fire CH on the offending baz team and killed it.  Two tanks down and one more MPh to go.  We would have to make a run for it!

205 Super Bazooka After Action Report (AAR) Advanced Squad Leader scenario

As luck would have it, one of their 9-1 baz team broke cover and tried to run across the dirt road.  A CMG shot broke the squad no matter what their 9-1 said.  The other baz team went to the far side of the paddies (top left) for a rear shot on exiting tanks.  

205 Super Bazooka After Action Report (AAR) Advanced Squad Leader scenario

First tank fired up and went straight to the wall and got Wall Advantage since the defenders stayed in the house.  The first shot missed and the tank exited.  It tried to lay some motion fire on the defenders but declined to use its sD for fear of increasing MP spend for the second tank.  As it sped off, the second tank came rolling down the road.  It fired and got a PTC on the defenders in the house anyway but didn’t matter now.  It rounded the turn and could feel a baz running up behind it.  Sure enough, before it could pop smoke the baz round went sailing pass.  We SURVIVED!!!  We absolutely can NOT believe we got 2 tanks through!!!

How’s this Scenario Interesting?

This scenario felt like an arcade game.  There’s a certain amount of strategy but a lot of it depended on the dice.  “The dice giveth and the dice taketh away” like my buddy said.  I wonder if anyone risked the paddies and had things work out for him?  Hey, this scenario is good for a nice and exciting evening though!

Sources

RbF I-3 South Park After Action Report (AAR) Advanced Squad Leader scenario

RbF I-3 South Park After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

It’s December 22 1944 in Senonchamps (Belgium), not too far from Bastogne.  According to the scenario’s “Historical Perspective”, this was a lightly defended American artillery park.  

 

(Photo : ASLScenarioArchive.com)

(“The Ardennes, 1944-1945: Hitler’s Winter Offensive”)

Victory Conditions and Tactical Considerations

The Americans started the game with 3 HS and 2 crews but a lot of hardware : an MMG, a baz, 2 x M55 (quad .50-cal carriage with 24FP), 2 Stuarts, 1 Sherman and 2 jeeps (with MMGs).  They have 1x M1A1 “Long Tom (155L) and 2 x M1 (155) howitzers.  Getting tagged by a “One-Five-Five” means 30FP.  The good thing is that they start unmanned.  They would remain so until they got LOS to known German units.  7 US squad would show up on Turn 4 as reinforcements along with 2 leaders and more toys.  

“Kampfgruppe Kunkle” showed up with 6×548, 6×447 with 3 leaders.  They got a STuG and a STuH42 (105) backing them up as well.  

EC’s Wet with Heavy Falling Snow.  So the Americans could try torching some of the buildings but it wouldn’t be the easiest with the lack of personnel and the Wet EC.  Heavy Falling Snow means a +1 LV that would get worse with an additional +1 LV from Turn 5.  There’s however, no Ground Snow, so Smoke is in play.  The Stuarts can’t do much to a STuG front but I would have the STuH or a panzerschreck covering the flanks at all times.  The Quad .50-cal with its ROF3 is probably great for DI shots. We need to be careful about the Sherman with its fast turret and TK14.  Bazookas have TK16, we should stay away from those as well.  We would use assault guns as assault guns as much as we could.  I wondered what he planned to do with those jeeps, ie for mobility or (scrounged) firepower?  They wouldn’t be able to cross those bocages though.  

The Germans have two ways to win: 

* Win immediately if they capture/destroy all 3 of the guns
* Win at Game End if they hold onto the 4 VC buildings

StuH 42 from 242 StuG Abt

After Action Report

Advanced Squad Leader scenario RbF I-3 South Park

I decided to NOT engage the Artillery pieces until we absolutely had to.  The alternative was to “race” down the hill and across the open field with bocages in the way and in the face of heavy US firepower.  The first problem was one of the Quads.  It ripped squads off our OB through +1 Heavy Falling Snow and smoke we laid down.  We finally got to rush it and kill it in CC.  The STuG got out on the flank to keep the 17MP Stuart from squirrelling around our left.  I made sure it’s covered by the STuH from behind.  The Americans decided to abandon their jeeps and ripped off the MMGs.  I wanted to kill one of the Jeeps but the Stuart was a priority.  The other Stuart went around the back into my axis of attack.  The Sherman moved into.  My right’s got panzerschrecks lined up but they didn’t have to know that, did they?  

Advanced Squad Leader scenario RbF I-3 South Park

I had one more turn before proper Americans show up so I was racing those units down the street.  Their Stuart got a little too close and so I stopped the STuH in front of it and shot it with a HEAT round.  The Sherman decided to back off and got immobilised by an ESB roll.  However it’s right next to the last VC building so it was a good place to be!  I fought the urge to make my STuG “more useful” but kept to the discipline of covering the STuH.  Oh, my 9-1 went heroic.  Not sure if it’s a good thing ‘cause hero’s don’t break, they wound and they die.  The units with the US “Baz 44” and the “MMG” right of center were in fact, German.  The other Quad realised it’s going to be out of the game and the gun crew tried desperately to drag it along.  I got to keep this Quad out of play.

Contrary to what you see in the picture, the guns hadn’t yet seen us, and were not crewed yet.  

Advanced Squad Leader scenario RbF I-3 South Park

We sneaked up on the immobilised Sherman with a shreck but it took us 2 phases to shoot it pointblank.  Some pretty ominous ginormous American stack moved up to our last VC building though.  The mods were +5 but we took no comfort in light of the 36FP.  The STuH pumped rounds into the stack but was ineffective.  The big US stack broke our occupant of the last VC building and put us into a position of having to win it back.  Meanwhile squads rushed the middle One Five Five.  Miraculously, it broke the 2 squads but left an 8-0, the heroic 9-1 and a captured bazooka in front of the howitzer.  The STuG went wide, decided that shooting in the +2 LV environment was no longer ideal, prepped itself for a final Overrun of the leftmost (top of the map) gun.  

Advanced Squad Leader scenario RbF I-3 South Park

The heroic 9-1 led the final attack with a +6 shot that connected with the One Five Five.  The IFT effects shot vaporised the crew and the random destruction roll vaporised the gun as well.  Two more to go!  The STuH opt’d for a HEAT shot against the Americans inside the last VC building.  That shot connected as well but it only succeed in breaking the leader and pinning the squad!  We would have to do it the bloody way.  The Americans couldn’t crew the leftmost gun (top of map)!  Feeling luck on its side, the STuG proceeded to overrun the left gun not once but twice!  Unfortunately It only succeeded in breaking its main gun.  Folks did managed to rush up to the 2 remaining guns without a scratch.  Things looked as if they might work out in close combat.  

But it was not to be.  We had a 2:1 attack on one of the Guns but boxcar’d the roll.  All eyes then turned to the last VC building.  3 squads and a concealed leader ambushed the pinned US squad.  Unfortunately we rolled a 5,6 which couldn’t evict the occupants.  The Germans lost.

How’s this Scenario Interesting?

This is a very tight scenario that offers a number of tactical choices.  If I play it again, I might well try a run down the left and go for the 3 guns through the bocage.  The other Quad will be just as tough to content with and I can’t leave it on my flank.  The Germans had a tight schedule to meet.  The two sides had very different forces to play with, which makes it very interesting also.  I really have to give it to my opponent though for hanging tough through it all.  Once reason why the Germans lost is that it couldn’t push past the last VC building before the American reinforcements entered on Turn 4.  

I really like this scenario.  
Advanced Squad Leader scenario RbF I-3 South Park After Action Report (AAR)

204 Human Bullets After Action Report (AAR) Advanced Squad Leader scenario

 

204 Human Bullets After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

I am finally in South Korea!!  This is an early Korean war action.  On one fine day, June 28 1950, the North Koreans came cruising down Hongch’on Road.  

Google Map : Seoraksan

(Steep hills.  STEEP.)

The North Koreans had 6 x T-34/85 (some of which might have SD6’s) and 3 x SU-76M (ROF2) with 2 Armor Leaders.  They were unfortunately separated from a lot of angry North Koreans (24 squads) spurred on by 5 leaders, one of which a commissar.  The South Koreans had a 6 squads + 2 leaders reception committee, plus an unknown composition lying in wait in the Steep Hills.  Given the ROF 3 AT Guns, I thought it’s a no-brainer choice.  I picked the 3 x AT Gun combo.  

Victory Conditions and Tactical Considerations

The North Koreans rolled into the narrow mountain passes (aka Steep Hill) where the South Koreans (HIP’d Fanatic units) prepared an ambush.  The North Koreans needed to exit 15 VPs (3 vehicles) in 8.5 turns.  I would have to kill all the tanks before the North Korean infantry overrun my blocking force, outnumbered 4 to 1.  

Fighting in Steep Hills

Steep Hills is a new terrain feature to Forgotten Wars.  This is some of the best ambush terrain.  

  • AFVs cannot venture offroad and these roads are one lane only.  
  • Open Ground Steep Hill hexes are Concealment Terrain. 
  • Guns with L or LL barrel lengths (all the AFVs in this scenario) cannot fire Main Gun / CMG at a higher elevation target if the LOS crosses any hill terrain in the hex adjacent to the firer that is of a higher elevation (but Guns on Steep Hills can fire down).  

Wait, the South Koreans (Ambush team) had Molotovs!  (They were Fanatic as well, a point that we completely forgot.)

As you know, Molotovs kill AFVs at 6 or less, -1 for Elevation Advantage +2 for  Moving and -1 for Crew Exposed.  

However, the SU76’s should be very afraid.  Some of the Hill hexes next to the Road were 2 levels higher than the Road.  That meant an Open Top AFV could be treated as unarmored!  (D5.311).  A Korean squad dropping a MOL into an SU76 from an adjacent hex would have an IFP of 8+4 or 12, which is 8 on the “vehicle line”.  If those rides don’t burn, there were scores of Human Bullets (remember ATMMs) and DC heros to get the job done.  

Here’s the thing: we all knew it’s going to be ugly for the Korean tank column.  Should it move forward as per normal and hope to survive the ambush?  Or should it do what one of the playtester did, crawl along as slow as possible until the N Korea infantry catch up?

After Action Report

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR) NK Turn 1

The N Koreans had to do PTCs at the start of the scenario, but it’s more of an inconvenience really.  Everything’s very quiet.  

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR) NK Turn 2

The S Korean AT guns appeared and shot the lead tanks!  This One Lane Road obviously created issues for the convoy.  S Korean infantry then appeared and rained Molotovs  down from two levels up and burned the SU76M’s on the other end.  On the far left, the N Korean infantry rushed the vastly outnumbered S Korean defenders.  The only thing the S Koreas banked on was the open ground between the hordes and themselves.  There were 2 dozen dummy counters amongst the S Koreans on the left.  Hopefully their protected position would help delay the N Koreans some.  

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR) NK Turn 3

We held off the first infantry onslaught but the N Koreas were getting too close for comfort.  On the right flank, we had to back off via the gully.  They could follow us into the gully but if they wanted to go faster they would need to get on Open Ground and take our point blank fire.  We must hold the flanks!  Up on the Steep Hills some Human Bullets started appearing.  One of surviving SU76M crews vaporized one of them as soon as he came into view.  The other got to a T34 and even remembered an ATMM but failed to do any damage!

Advanced Squad Leader scenario 204 Human Bullets After Action Report

A third AT gun appeared and completed the destruction that was the N Korean armor column.  It’s just as well ‘cause one of the other AT Guns malf’d.  The ambush team tried to dig some foxholes but got wiped out by the MTR (we forgot they were fanatic).  Over on the left of the map, the right flank was on the verge of collapsing.  They were pretty much just blocking the way with brokies.  The left flank was still firing away and leaving Residual on Open Ground.  

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR)

Over on the left of the map, the right flanked crumbled and the N Koreans were rushing for the right edge of the map!  Their MTR kept pounding away at one of our AT Guns but good thing its concealment held for a while.  Unfortunately no one brought too many HE rounds and we were just pinging infantry with AT rounds.  We had very few warm bodies left to stop the N Koreans. Good thing they didn’t want to spend too much time messing with us.  

Advanced Squad Leader scenario 204 Human Bullets After Action Report (AAR)
We focused on putting a line of residual fire across where most of the N Koreans had to cross and it was deadly.  The N Koreans conceded when its apparent that they couldn’t squeeze 15 CVP’s of folks through the north.  

How’s this Scenario Interesting?

This is certainly a great lesson on how Steep Hills were hostile environments to AFVs.  I suspect it’s easy for the N Korea player to fail his Personal Morale Check when it didn’t take much to light the whole armor column up in flames.  This is my first game with a new opponent and I am very impressed with how resilient he was and how he kept pushing on til the very end.  It wouldn’t be such a great game had it not been him.  In case we start thinking that this is an unbalanced scenario, ROAR reads 8:9 North K: South K.  I’d love to hear what some of the winning strategies for the N Koreans are!

AP143 Late for Chow After Action Report (AAR) Advanced Squad Leader scenario

AP143 Late for Chow After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

On August 29 1944, the “Pathfinders” of the 8th Infantry Division, the first infantry division to have broke through into the Brest area, was counterattacked by elements of the Fallschirmjäger-Regiment 7 near Kergroas!

(Images: Fallschirmjägers, 8th Infantry division, 8th Infantry insignia (“Golden Arrow”/“Pathfinder”), 28th Regiment insignia)

Tactical Considerations

A dozen German 5-4-8’s with 4 leaders enter the map from the bottom (south) and they were to either exit through the top (north) and/or occupy 4 designated buildings with at least 8 VP’s in 6.5 turns.  They would be met with 8 US squads deployed in 2 groups on the bottom map.  3 other squads with a 9-1 (and a 6+1) would enter through the top in Turn 3.  The Americans have higher firepower, a longer range and a lower morale.  The Germans have lower firepower, shorter range and much better morale, plus their ELR is slightly higher.  The wide open space where the Germans entered would no doubt give the Americans the advantage.  The American in most cases could blast away with 6 FP and get 2 FP coming back, plus they had 2 MMGs and a M2 mortar in play.  The strategy for the Germans seemed to be to run through the gauntlet with their higher morale and shoot back when they could (if in range, they shoot at 4 FP regardless of they were running or standing still).  To be caught in a firefight here would be a bad idea.  Once they got through to the bocage, their difference in range would even out but yet they had to keep moving before the Americans could solidify their defences.  It’s best, of course, to cross as few bocage hexsides as possible.  

Run through the open, dive into the bocage and keep the parade running through 6.5 turns to the top!  

After Action Report

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We entered from the bottom and we didn’t stop for the broken or wounded.  We kept an LMG on our left flank to keep the Americans away.  The Americans on our right were out of range and got ahead of us.  They had a total of 8 squads and 8 OB given concealment but we didn’t wait to find out who’s which.  Good thing was that CX’d Americans didn’t shoot very well (apart from that mortar, that mortar’s evil, knocked around my forward leading 9-1 with a CH in the Woods).  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We made it into the bocage!!  My broken HS escaped (bottom right), even my wounded 8-0 hopped along and joined the boys.  The Americans started to swamp in from both sides.  When the American reinforcements join in from the north they would complete the fire sack. We could win a standing firefight in the bocage but we didn’t want to give the game away to my (often atrocious) die rolls.  So we stuck with the strategy and kept flowing through the gaps.  The American reinforcements had our range and firepower (5-4-6), yes, but we didn’t want to let the defence gel up around us.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We leaned right and gather behind one bocage wall and called up our rear guard.  It was time to go and the way not to get hit was to not be there when they got there!  A squad sneaked behind the Americans on the far right so they couldn’t conceal.  Each turn was a frantic rebalance between how much to stick around to keep the bad guys from shooting us in the back versus hauling ass northwards.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

We busted through to the right!  The Americans routed back and we scrambled behind the bocage wall as far north as our legs would take us.  It appeared that we got 7 VP’s in personnel up front and they were within range to get off.  A hero took point and kept the Americans from getting Wall Advantage at key points.  

Advanced Squad Leader scenario AP143 Late for Chow After Action Report

The Americans did a fine job solidifying regardless!  They had a couple of leaders who made sure they snatched an MMG away from some brokies and handed it off to a squad for the last turn.  They laid down a beautiful Firelane-from-Hell.  We needed 1 additional VP to get through and we got 2 HS 2 Squads and 1 Leader making the bid.  At the end, I got 1.5 squads KIA’d and the rest broken/pinned.  No one got through!

At the end, the Germans lost by 1 VP.  

How’s this Scenario Interesting?

Close games are often the signature of great scenario designs!  (It’s 15:19 against the Germans on ROAR.)  It’s one of these rarer games where both sides have to constantly trade off between moving and shooting.  Of course they were hardly enough time to Prep so both sides largely took turns lining up hasty defences and hoped to throw enough friction into the other guy’s movement with Defensive First Fire.  The hide and seek in the bocage while constantly on the go is simply fantastic!  I rather enjoyed this scenario.  

Other Links

The 8th in Brittany by Jonathan Gawne

Advanced Squad Leader scenario RbFI-1 Weather the Sturm After Action Report (AAR)

Advanced Squad Leader scenario RbFI-1 Weather the Sturm After Action Report

Scenario Background

We are going OLD SCHOOL baby!!  Rob and I want to take a crack at the HOB Recon by Fire series of scenarios.

We are talking Dubrovno Russia on June 23 1944.  The Germans got a double row of mines laid out to keep the Russians away from the Moscow-Minsk highway.  The Russians come in with 6 tanks, a pair of fighter bombers, 15 squads and 4 leaders.

As the Russians, I have three IS-2 or the Iosef Stalin heavy tanks and an ISU-122 assault gun which used the same chassis.  Both had limited ammunition storage (circled 11) but the assault gun had smoke rounds (S8).  Five squads of assault engineers and a couple of PT-34 minerolling tanks round up this special assault group.  The Germans have a Nashorn sporting an 88LL plus two STuG IIIGs (small targets with 75L’s and plenty of smoke) working together with an 88LL Pak 43 (ROF2) to discourage the neighbours from scratching their minefield.

Victory Conditions and Tactical Considerations

The Russians win by exiting 20 EVPs off the west (left) edge or by inflicting 38 CVPs on the Germans in 7.5 turns.

The initial problem here is to decide which part of the mine belt to work on.  Looking at this from the Russian point of view, the middle part provides a wide playing area for the Russians to bring their arms to bear and eventually no where for the Germans to rout.  Operating there will also offer some measure of cover against the German offboard observer.  The downside about the middle patch is that there’s not a lot of Woods for the Russians to established a beachhead into.  Plus I’d expect the Germans to put wire on the right tip of the Woods to deny places for broken Russians to rout back into.  The Woods on the right flank (top of the map) offer quite a bit more cover for the Russian Breaching team.  Unfortunately we have very short ranged weapons and won’t be able to fight the Germans in the middle patch of Woods as we race through.  Plus the right flank is open to the German offboard observer.

The After Action Report

Advanced Squad Leader scenario RbF1-1 Weather the Sturm After Action Report (AAR) Russian 1

Our Support team came under heavy fire from their Nashorn and 88 FlaK gun immediately.  We expected them to be there but made a conscious choice to have the Breach team enter right (top).  Hopefully the Support team would survive long enough to keep their Nashorn & 88 occupied.  Our armor stand a decent chance again the STuGs.  We noticed the Nashorn’s OT and in Woods.  That could get pretty nasty with Air Burst if we could get a shot off!  Our Breach team went to work right away under an OBA smoke cover.  The Assault team laid in wait.  They might be able to sneak past the German HMG’s (pillbox) CA.  Having said all that, our ISU122 was the only AFV that had smoke and it was the first to go.  I didn’t like my chances running down those Woods (there’s a 2nd Pillbox) since the German reach was longer than mine.

Advanced Squad Leader scenario RbF1-1 Weather the Sturm After Action Report (AAR) German 4

All Russian armor apart from an IS-2 were shot by Turn 4 but we vaporized the 88 and airbursted the Nashorn.  It’s now the IS-2 vs two STuGs.  They didn’t have a good chance against the IS-2’s armor but the IS-2 couldn’t hit the side of a barn.  The German 100mm OBA then came down on the Woods right over my chaps!  We made a decision to bank on our 8 morale and push through so as to not lose time.  The Germans then drew a RED card which was a welcomed break.  We made several trails through the minefield but we spent too much time there.  One of our fighter bombers caught a STuG in the open and stunned the commander but its bombs missed and disappeared into thin air.  We would have to get as close to the Nazis as possible.  HUG THE ENEMY!!  Perhaps that would save us from their OBA.

Advanced Squad Leader scenario RbF1-1 Weather the Sturm After Action Report 03

By Turn 6 it’s quite apparent that we might not be able to exit 20 EVPs (so we start counting CVPs).  The Germans made a bid for my IS-2 while my infantry hid deep in the Woods to avoid the OBA.  Thank goodness for those fighter bombers!  I was just waiting for one of these to miss its Sighting DR and finish off the last tank on the board.  Two German leaders got to the wrong side of my IS-2, one of these guys’ got to have brought a Panzerfaust along.  The world’s going to turn into a giant fireball at any moment.  I laid harassment fire on my IS-2 to give it some cover.

Advanced Squad Leader scenario RbF1-1 Weather the Sturm After Action Report (AAR)

That German MMG team up (top) in the Woods really did a number on my Russians.   A squad placed a DC on them but it didn’t do a thing, nor did the flamethrower.  So a HS enthusiastically jumped in so as to hold them for another turn.  My Russians light up the Melee again (who needs friends?) and broke everyone in the brawl (K/4 the German).  I was counting on capturing the HS for my last CVP.

Advanced Squad Leader scenario RbF1-1 Weather the Sturm After Action Report (AAR)

Last Allied turn. we didn’t think we would but we drew a black chit for our OBA.  We requested for the OBA to be moved on top of the wounded German 8-0 who was still frantically padding his pockets for a Panzerfaust …

The OBA came down, rolled snakes, vaporized the 8-0 and gave the Russians their last CVP!

How is Scenario Interesting?

As the Russians, we got two problems to work on and at least two approaches to take.  Reading Chas Smith’s article “Breaching Operations” in Recon by Fire #2 helped me get things organized.  That ferocious gun fight with the Nashorn and the 88 luckily resulted in (with a lot of help from the fighter bombers) the Russians having the only AFV on the board.  We lost every other tank but that gave the Breaching team enough time to work through the mines and let the Assault team through.  The German OBA almost ended it right there in the Woods.  The battle turned when the Russians realized they could no longer get off the board and hence didn’t have to care about casualties as long as they could take enough Germans down with them.

I wonder still as to whether I should have went down through the clump of Woods in the middle of the board instead.  It’s there that Russians can fight with their short ranges (high firepower) and numerical superiority.  We lucked out.

Advanced Squad Leader scenario FrF3 The Swedish Voluntary Corps After Action Report (AAR)

Advanced Squad Leader scenario FrF3 The Swedish Voluntary Corps After Action Report (AAR)

Scenario Background

It’s March 2 1940, Märkäjärvi, Finland.  Russians discovered a Swedish base camp and decided to move in to shut them down.  It’s minus 47C (-52.6F)!!

Victory Conditions & Tactical Challenges

The situation’s not pretty from the start, the Swede OB was cool but not Finnish-self-rallying cool.  The Russians came in two directions with 24 (6 on ski’s) squads and 2 leaders.  The Swedes had 9 squads and 3 leaders and all of them on ski’s.  Extreme Winter, Winter Camoflage and Deep Snow’s in effect (did I mention it’s cold?).  The Russians have to force all Good Order Swedes out of a 7 hex magic circle drawn in the Woods within 5.5 turns.  

After Action Report

Advanced Squad Leader scenario FrF3 The Swedish Voluntary Corps (AAR)

By Turn 2, the Swedes were already suffering heavy losses (KIA’d a 8-0 too) plus morale’s breaking all over, level 8 or not.  They had the same range as the Russians, which didn’t allow them to take good advantage of the Open Ground that he Russians had to cross.  Russians were taking on an orderly pattern of moving and doing big firegroups.  What we were most wary of were Human Waves that would propel the Russian quickly over that Open Ground (snow).  We tried to keep LMG’s in firelane positions and put Half Squads out to catch Human Wav’ing Russians forward.  However at the rate at which we took casualties, I would be amazed if we could hang on (as the Swedes) to the magic circle for 5.5 turns!  

IMG 4277

Somehow we kept the Russian hordes in the open for a little while longer.  We were still careful about  keeping HS’s between our main forces and the Russians to fend off potential Human Waves but none materialised.  Timing is everything, if we duck into the Woods too early it would give the Russians free passage across the snow.  

IMG 4301

We fought hard to not let the Russians flank us.  Unfortunately two berserkers popped up and punched holes in our lines.  At the end of the turn we would see one melee and most Swedes melting into the Woods.  We ran out of Open Ground already!  Okay, 2 more Russian moves to go.  

Advanced Squad Leader scenario FrF3 The Swedish Voluntary Corps After Action Report (AAR)

We deployed to cover more ground and some of our troops rallied.  In our last MPh, a HS drew fire by placing a Demo Charge on a 2 x 447 stack.  It got shot to bits, a Hero ran in, picked up the DC and tried to place it again, he too got blown away by Subsequent Fire, The good news was that the Residual wasn’t placed in our “escape” hex.  A leader picked up the DC, backed up through the escape rout and casually chucked it at the 2 x 447 in Advance Fire Phase.  That package of love didn’t do anything to anyone.  Well, we did try!  On the otherhand a Hero on the right sneaked up to a Russian brokie.  He ambushed the brokie, killed it and positioned himself to interdict the incoming Russian MMG team.  The rest of the Swedes formed up into a hedgehog inside the magic circle.  The Russians conceded.  

How is this Scenario Interesting?

This is classic quantity vs quality.  I count myself lucky to not have seen a Russian Human Wave over the snow.  That would have likely given the Russians a lot more time to work the Swedes over in the Woods.  I mean, these guys had more squads than I had bullets!  Close Combat in the Woods with 9 squads vs 24 is not a welcomed prospect either.  As I mentioned earlier, timing is everything with this scenario.  The Swedes had to hold their ground until towards the end even though Russian firegroups (and Berserkers) were breaking the Swedish lines all over.  Then again, the ROAR records on this scenario is 11:4 in favor of the Swedes, perhaps I am being a bit of a drama queen here.  

Advanced Squad Leader scenario AP142 The Closer After Action Report (AAR)

Advanced Squad Leader scenario AP142 The Closer After Action Report 

Scenario Background

This is the second part of AP141 Currie’s Favor.  Major Currie’s Canadian unit captured the town of St Lambert-sur-Dives, one of the last points where Germans units fleeing the Falaise Pocket could cross the Dives river.  However, a lot of fleeing German units were not aware of it and continued to stream to the point.  

Victory Conditions and Tactical Considerations

Twenty German squads, a Tiger, a Panther, two Panzer IVH and an armored car in three waves are pitted against 7.5 Canadian squads, 4 Shermans and a Firefly.  The Germans can win by either exiting units or killing Canadian tanks at 2 VPs a piece in 5.5 turns.  One of the challenges for the Canadians was that only the Firefly had enough punch (TK23) to kill a Panther (AF18) / Tiger (AF11) frontally.  The other challenge was of course having to defend the board length where Germans could  pop up anywhere in three waves.  The good news was that Stream-Brush costs Infantry 5MF and Stream-Orchard costs them 4MF.  The Grain fields would cost them as well so I weighted heavier on defending the Roads / Town Center.  

After Action Report

Advanced Squad Leader AP142 The Closer After Action Report (AAR)

German armor entered on Turn 3.  Frankly I was surprised that most of the armor came in on the west (top of the map) where they might need to cross (and bog) in the gully.  The Panther (probably because they expected my Firefly at the bridge) went with a lot of infantry to the east.  The two Shermans to the west backed off a turn earlier as the Canadian infantry started to get overwhelmed.  Unfortunately, the one on the extreme West didn’t get on the right side of the gully.  Another Sherman got nailed when it tried to “speed” across in front of the Panther!  (Note to self : it’s hard to flash large size tanks pass enemy guns.)

Advanced Squad Leader AP142 The Closer After Action Report (AAR)

German Turn 4.  The Tiger stopped by an killed the Sherman in the gully with a Bounding Fire shot!  The PIAT team pulled off from the city center to help towards the west.  It stood where the Bocage converges and withstood German attacks well til now.  Down east the 10-2 PIAT team pulled back along with the Firefly and the Sherman from the eastern board edge.  The Panther did a beautiful loop around the lone Canadian squad defending the road in G15 and got its gun trained on a Sherman.  Unfortunately we couldn’t hit him with a HE shot.  The Sherman spun around to get ready to leave in the next turn.  Meanwhile in the middle one Canadian squad and two stacks of expertly done dummies held the Germans back.  

Advanced Squad Leader scenario AP142 The Closer After Action Report (AAR)

In the Canadian turn that followed, the Firefly went for its sM but couldn’t get a smoke canister off to cover the Sherman.  It went down to the northern edge to cover the exit where the German tanks  to the west seemed to be heading.  Too bad there wouldn’t be a Sherman covering its flank now.  Major Currie’s PIAT team pulled off a “miracle” DI shot at the Panther though (quite understandable, isn’t it?) and Immobilized the monster.  the Currie team then put itself in a positon to get concealed, get more coverage against the Panther’s main guns and a path where it could possibly close combat the vehicle.  Unfortunately the last Sherman to the west got blown up by the Tiger and we were practically haemorrhaging Germans out of the Falaise Gap!  The western PIAT team recovered from earlier German attacks but couldn’t pull off another “miracle shot”.  The end of the scenario would see the German armor pulling back from going beyond the Bocage cover (and into the Firefly’s LOS) in favor of another route further west.  

The Canadians resigned.  

How’s this scenario interesting?

The Germans could either win by exiting enough units or by killing enough Canadian tanks.  However, killing a Canadian tank only get them 2 CVPs vs 8 CVPs (10 with the Armor Leader) for a Panther, so the Germans really need to do a good job with combined arms.  I, on the otherhand, need to play armor better.  Spread out Shermans don’t stand a chance against a Tiger or a Panther.  Perhaps I should focus my armor to one point after Turn 1 so as to converge on where German armor shows up in Turn 3?  

Advanced Squad Leader scenario AP141 Currie’s Favor After Action Report (AAR)

Advanced Squad Leader scenario AP141 Currie’s Favor After Action Report (AAR)

Scenario Background

We now open up to another chapter in Action Pack 14, this time arriving in St. Lambert-Sur-Dives, France, 19 August 1944.  The famous Falaise pocket was drawing close and German forces redoubled their efforts to escape.  One such exit was around this village by the river Dives.  The Canadian 4th Armored Division under Major Currie sped onsite to take care of the issue.  

Credit : War History Online
DK Completel Atlas of the World - Northern France
Excerpt: DK The Complete Atlas of the World 3e

Victory Conditions and Tactical Considerations

There’s a little town square in the middle of board 12a.  The Canadians win at the end of any turn if they can capture as many building/ rubble hexes as the prevailing Turn Number (after Turn 3).  The Canadians attacked at dusk and hence there’s a +1 Low Visibility hindrance for the first 2 turns.  The Germans are offered certain SW purchases and we went with a LMG, a MMG and a PSK.  They also have a 81 MTR and an 88L AA gun.  The Canadians come with a pair of Sherman V’s laden with a lot of smoke and WP plus a trio of Stuarts V’s packing smoke and cannister (C6).  There are 5.5 turns and Bocages are in play.  

The Canadians can come in from the right and the bottom edge.  I don’t have enough forces to spread around and can really only strive to block off the closest routes.  As such the “tank” at the top of the map is a dummy.  I also have an 81 MTR at the back (left) of the buildings which I completely mismanaged.  Somehow I thought it will discourage Canadian armor from coming to the back (left) side those buildings.  The thing here though, is that double layer of buildings will cut down on encirclement opportunities.  I situated the 88 close to the town center to cover 3 of the road approaches.  

After Action Report

Advanced Squad Leader scenario AP141 Currie's Favor After Action Report 01

Sure enough, the Canadians didn’t go for the top right corner.  They approached largely from the right side of the map with a small flanking force from the bottom.  Unfortunately we couldn’t get any effective shots to land, partly due to the dice and the rest due to the +1 LV.  A Canadian WP broke the 9-1 and a CH sent the PSK team flying as well.  The 88 and the accompanying infantry put up a bit more fight but ended up with a Stuart on top of it.  

The bottom part of the map fared no better.  A squad moved off to cover the 88 and a HS failed its PAATC when it came time to Streetfight a passing Stuart!  The Canadians made it right up to the buildings at the end of Turn 2.  This was not going to end well.Advanced Squad Leader scenario AP141 Currie's Favor After Action Report 02

A German 468 risked Backblast and took out the Stuart sitting on the 88, unfortunately they rolled too low and got K/‘d as well.  It’s the price to pay I guess.  We need the Canadians to hit their 20 CVP cap.  The other Stuart got to the (left) back of our buildings and took out our big mortar.  Quite honestly I messed that one up, to think an 81 MTR could pose a plausible threat to AFVs.  The “double layered” buildings protected us from getting Encircled but we said goodbye to having DM’s taken off.  The Canadians were already in town and we didn’t have the firepower to take them out.  Plus we withdrew quicker than we should and that proved to be our undoing.  

Advanced Squad Leader scenario AP141 Currie's Favor After Action Report 03

The Canadian got 4 building hexes around the Town Center at Turn 4 .. and we only had 1 squad (under the -2 Acq) who couldn’t not mount an effective counterattack.  The Germans conceded.  We failed to control the tempo of the battle.  

How is this Scenario Interesting?

The Victory Condition makes this scenario interesting : “Provided the Germans have amassed ≦ 20 CVP, at least as many building/rubble hexes adjacent to the “town square” as the current Turn number.”  So the Canadians need to strike a balance between pushing to get to the town square with time to spare vs losing too many units.  The Germans also need to balance their desire to kill Canadian units versus contracting & consolidating their strength and always releasing a town square hex “too late”.  

The German SW purchases also adds a layer of variability to the scenario.  The H/MMGs will make a difference at early stages of the game, although the abundance of Bocages make efficient use of Firelanes problematic.  The DCs and the PSK will be useful towards the end.  

This is actually a small and manageable scenario for when you don’t have a lot of time.  The turn by turn tension makes this an exciting proposition.  Another interesting bit is that this is really the first part of the battle.  The next scenario: AP142 The Closer describes the subsequent waves of Germans trying to break out of the Falaise Pocket through this village.  (We are playing AP142 right now.)

Interesting Stories about this Battle

“Cork in the Bottle – Canadian and Poles at the Falaise Gap” from Legion

“The Canadian Mechanic Who Sealed off the Falaise Pocket & Trapped over 50,000 Germans” from War HIstory Online