FT SmR6 Fox’s Fretful Night After Action Report (AAR) Advanced Squad Leader scenario

FT SmR6 Fox’s Fretful Night After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

Eleven squads of North Koreans got 5 turns to clear 4.5 squads of Marines off 7 hill top hexes.  All Marines setup HIP’d and had Trip Flares and a 100+mm OBA with Variable Time (VT) Fuses.

After Action Report

FT SmR6 Fox's Fretful Night After Action Report (AAR) Advanced Squad Leader scenario

So the North Koreans had 5 turns to push the Marines off 2 hilltops. The Marines looked very understaffed at first glance but my opponent is never deterred by odds, big or small. I look at terrain differently at Night. Open Ground offers +1 LV straight up especially when most Marines should be on hilltops (equivalent to having Woods everywhere). Walking into Concealment Terrains required +1 MF though which made Open Ground more appealing. This was especially significant when you look at the hilltops. Getting onto a hilltop Brush costed 5 MFs, same of course for Woods. Five of the seven hilltop hexes were covered with Brush or Sparse Woods. So  getting into CC in most cases meant going in CX’d. While it’s harder to rally at Night, Marine squads self rally at 3 and get rid of their DM counter at 8.

Running around in the open when a Star Shell was overhead means certain death against Marine firepower. The threat of Proximity Fuses in the Marine OB is a big cause for concern. We needed to fish out the radio guy as quickly as we can.

We approached the left hilltop from both sides. The way we setup, it would be tough for Korean leaders to get to everyone, but we only have 5 MPh’s to get things done. Not many Americans popped out of HIP but we broke the Marine MMG team early on.. We surrounded the left hilltop but we were too relaxed about the broken MMG team wandering about. No Hipped unit popped up the top though.

We approached the left hilltop from the bottom with the other half of the force coming in from the right. Marine firepower broke up our initial entry but the sunken road offered the Commissar a safe space to talk sense into the chaps.

Two turns down. Marines were not going to show themselves unless we get even more aggressive.

FT SmR6 Fox's Fretful Night After Action Report (AAR) Advanced Squad Leader scenario

We ran NK squad up the hilltops to see if there’s anyone there.

NK piled into the left hilltop CX’d and commenced Close Combat!! We kicked off some wires for trip flares but nothing flared up. We had the left hilltop almost cleared apart from a fireteam taking us into Melee. 

The bad news was that we allowed the broken MMG team to self rally and join the right hilltop defence! The good news was the Marine radio malfunctioned and was inadvertently pushed off the Steep Hills without a shot! The Koreans kept close with the Marines but their concealment were getting rapidly stripped by the insane firepower.

FT SmR6 Fox's Fretful Night After Action Report (AAR) Advanced Squad Leader scenario

The Koreans reinforced the Melee on the left hilltop but that fight continued. Well placed Marine star shells prevented us from getting too feisty in the open when the Marines had -1 leaders in choice places.

The right hilltop unfortunately saw the Americans got their act together and blew some of our troops away now that most of the sticks and branches we held up for concealment were decimated.

FT SmR6 Fox's Fretful Night After Action Report (AAR) Advanced Squad Leader scenario

The left hilltop finally got that Melee over with. The star shell situation convinced the North Koreans to stick with their Concealments as they pushed to the right. It was a mistake as I have only 1 MPh left.

Over on the right, the shot up Koreans were rallied by their fearless Commissar to have one last go. We finally had a DC bearing squad in position to launch a DC hero but the union cited personal safety concerns (the boys sat back down for more tea and cake). The Marines consolidated into solid chunks. We got a Melee going anyway which kept some of them from shooting.

FT SmR6 Fox's Fretful Night After Action Report (AAR) Advanced Squad Leader scenario

Bob came back from his bio-break and the chaps quickly volunteered him to be the next DC hero. Someone suggested the moniker ‘The Flash’ but they decided that might not be entirely auspicious. So Bob went off screaming, the Marines opened up and Bob was practically doing the Matrix bullet time all the way up the hill!  He was about to dive into the Marine foxholes when he tripped on an empty coke can, smacked his head against a rock and died. Bob did cause enough distraction for the rest of the band to move up to CC position though! Some of the Koreans got close enough on the left side of the hilltop as well when CC time comes around. 

We couldn’t clear ALL the HDPs at the end though. Plus you know what? It wouldn’t have mattered. A HIP’d fireteam popped up from a hex the left NK team never checked and reoccupied the left hilltop.

`Ah well.

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The Marines started dispersed across the rice paddies and had to take at least 2 out of 3 HDP (“Hilltop Defensive Perimeters”) in 8.5 turns.  In retrospect I might have thought about HDP’s wrongly.  You don’t have to take all the HDP hexes to control a HDP.  You only have to take most of a HDP’s hexes to take the whole thing down.  

The Marines had a 81mm mortar and 2 HMGs (6-12) with a 9-2 posted on the hill on the top, giving 2 flat shots in most cases to the Korean positions.  They also had a 60mm OBA which would be useful later in the game.  The North Koreans had 2x82mm mortars, a 45L gun and a 76L gun.  They also had 2 HMGs, 1 MMG and 6 LMGs covering their digs.  The North Koreans win when they take 13 CVPs on KMC personnel or 40 CVP on UN personnel.  

After Action Report (AAR)

There was a group of South Korea Marines (1st Battalion, 1st Regiment) retreating at the start of the turn.  The Marines were all deployed into fireteams and started moving towards the North Koreans. The going was brutal.  Four fire teams and an 8-1 bought the farm early on.  I should have the South Koreans withdraw slower and put their firepower in use a bit more.  As it went, the North Koreans didn’t bother with the KMC at all.   

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

The North Koreans malfunctioned both of their 82 mm mortars!  The Marines kept their heads down and tried to move as quickly as possible through the rice paddies.  Regrettably, they drew a red chit on their first call to Artillery, and then they broke their radio!  Our 1-time OBA hit the 2nd HDF from the left but failed to do much.  

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

During US Turn 3, the Marines on the right were almost at the village.  You could almost hear a collective sigh of relief.  That was of course, if you could ignore the bloody curling scream from one of the fireteam that went berserk!  Folks on the left were in the open and running into 2 murderous HMGs.  Good thing both guns were down and one of the 82mm mortars went dead.  Not getting much cover from the HMGs, the fireteams spread out further to not be in the same CAs.  Anyone carrying an MMG was hit particularly hard.  Fireteams from both flanks were doing massive “amoeba” style Advance Fire groups as they move closer.  The big old US mortar on the hill first went out of WP and then out of action.  

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

US Turn 4 saw the pair of Pershings on.  There being 5 antitank mine factors, the Pershings decided to go down the same path.  The railroad takes 2 MP out of every hex, so the road got the vote.  Marines in the village were bringing their firepower to bear.  The Koreans tried to move forward to interdict them.  Some of the Korean units were moving right, so we hoped we could get the tank machine guns in place to hinder the use of that road.  The Marines on the left continued to get decimated in both our turn and the opponents.  The good news was that they were in fireteams, but the bad news was that they were getting taken out at an alarming speed.  

But hey, the 60mm OBA was back in play. 

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

The 60mm OBA failed to suppress 1 of the 2 HMGs in US Turn 5.  Fireteams on the left desperately tried to move to the houses on the far left corner, from which it might turn the Korean flank.  One of the Pershings malfunctioned its gun on the first shot and was now trying to move as close as it dared to so as the other Pershing could get a better shot.  The Marines on the right decided that it’s better to hit the HDP on the far right and shifted their people over.  The Koreans moved back up their hills.  The Korean mortar came to life and laid a smoke round on the path in front of the right most HDP to cover their retreat.  

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

When we reached North Korean Turn 7, one of the Pershings is already gone because of a broken main gun.  The remaining one popped off round after round and yet failed to make it’s 90L presence felt!  It did, however, cut off the 2 HDPs on the right from the left.  The 60mm OBA managed to bring down WP which helped a lot.  The wind picked up and made things even better!  The survivors on the left finally managed to get to the buildings on the far left and started to put up a more effective firefight.  At least now the Korean HMG fire was halved as one of them was blocked.  The Korean smoke round on the right that was now billowing down the road proved to be quite helpful.  Marines pushed towards the right most HDP, just in time to greet the Korean reinforcements.  

Two more US Movement phases to go.  We might well be out of time.

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

Last US turn!  The Koreans on the HDP on the left were broken but we didn’t have enough time to walk up.  The Koreans on the rightmost HDP were taking a beating but put up a “human wall” that’s going to take a couple more turns to kill.  The US conceded.  My opponent revealed all his mine placements in this last picture.  

FT SmR4 Passage of Lines After Action Report (AAR) Advanced Squad Leader scenario

The Marines needed more smoke rounds (than HE rounds) in order to be successful in this scenario.  I did the right thing by moving everyone in fireteams.  Some of the chaps on the right of course, recombined into squads when they reached the village.  I was hoping the Pershings with the malfunctioned gun could navigate through the road (trail break through the AT mines) and get on the hill where we would promptly turn left and get around the back between the 2 HDPs on the right.  That was not to be when the leading Pershing X’d out its repair.  My opponent is a very tough one but I feel I am finally getting a glimpse into the proper way to play the Marines in this LFT Fight for Seoul package (we already played through all the Fight for Seoul scenarios, and are now doing the Smith’s Ridge ones.) 

FT SmR2 Fenton’s Foe After Action Report (AAR) Advanced Squad Leader scenario

FT SmR2 Fenton’s Foe After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The USMC wins at game end if they control N28, which is right were the Hill 105-S outpost was, together with 2 of the 3 victory locations on the ridge all the way down at the bottom.  The Marines had to plough through a rice paddy and then move through open ground to even have a fight.  The NK sits on Level 5 hills that sees almost anywhere on the map.  The Marines needed to coordinate a few elements to help themselves out: 3 x Turn 1 Prep Fire 81mm attacks, a pre-registered 100mm OBA from Turn 3, a VMF-212 flight that comes either starting Turn 1 or Turn 3, and elements of C company that might show up on Turn 4, 5 or 6 (with each latter turn entering closer down the bottom of the map).  I decided on a WP barrage for my 100mm OBA and made the fatal mistake of pre-registering a Level 2 hex which I wouldn’t see.  So the intended cover for Companies A & B never materialised.  I decided on a VMF-212 starting from Turn 3 because I think at least some Marines would be within 16 hexes of the NK weapons on the ridge.  I picked Group 2 for Company C reinforcements because it had the most bodies.  I expected Company C to had to take the ridge in the 5 MPh’s they had.  Having them come up the flank on Turn 5 should also help Company A & B out as they crossed Level 1 open ground.  

After Action Report (AAR)

Advanced Squad Leader ASL AAR SmR02 Fenton's Foe

The 3x 81mm attacks did nothing apart from kicking up dust.  I deployed about half of the Company A & B into fire teams and relied on the other half for smoke and fire support against Hill 105-S.  I chose to start in the rice paddies behind the the Paddy Berm.  In retrospect, I should have started more towards the left.  The rice paddies ate up too much time here. There were two lines on the map.  The top line marked where, when the Marines crossed, the NK’s at Hill 105-S could withdraw.  The bottom (light blue) line marked where, when the Marines crossed, VMF-212 went home.  The quickest Marines waited a Turn before crossing the top line so the NK couldn’t withdraw until the Marines could cross in force.  The NK 82 MTR and their 45LL AT Gun started shooting right away.  The NK’s had apparently picked Group 1 and so there were one MMG out there aside from the .50 cal they were using.  Some of the NK’s from the ridge came forward to interdict us in the open.

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

Turn 4 saw the .50 cal taken off Hill 105-S by a commissar and a crew.  We got on Hill 105-S and out heads shot off by the MTR and the AT Gun.  The MMG joined in as well, complete with a -1 leader.  Our radio guy was wounded.  He ended up sitting behind the berm and wouldn’t recover.  We decided to split off into more fire teams and spread our advances out into a wide front.  

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

We broke out into Level 1 open ground!  We sent another leader to grab the radio from the wounded guy.  VMF-212 got on board but was woefully ineffective.  Here I made another fatal mistake.  I completely forgot to enter Company C during my MPh.  So they entered in the Advance Phase. We lost a turn on these people, that’s going to cost us.  

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

Company C pushed up the ridge.  Everyone caught a lucky break when both the 82 MTR and the 45LL AT Gun malfunctioned!  A point attack from VMF-212 broke the .50 cal crew as well (but it also made the commissar heroic!).  We continued to spill into open ground after the retreating NK forces.  Hopefully we could keep these folks (esp the .50 cal) from helping out the ridge defenses!

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

Our 2nd radio guy decided to forgo the pre-registered hex.  He was wounded as well but not before he got a spotting round off.  The AT Gun X’d out but the MTR was back in action, swung to the left and shooting at Company C.  There’s a party at the stone factory looking to interdict Company A & B over the last bit of open ground.  VMF-212 went home since Company C crossed the blue line.  NK’s were shifting over to the left.  

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

Our gallant radio guy corrected our 100mm HE onto the MTR before he was killed by a sniper.  USMC fire teams were scrambling up the ridge in two directions.  We put 2 bazooka teams outside the stone factory to bug the interdictors a little.  It didn’t appear at this point that the NK HMG team would be able help their comrades on the ridge.  The fact that the NK never used Flak Alley told us there were minefields out there.  Well, I was out of time, there’s only so much you could be scared of.  

FT SmR1 Fenton's Foe After Action Report (AAR) Advanced Squad Leader scenario

After our final prep fire it appeared that whilst the USMC might be able to get 1 VC hex (left) in CC, we didn’t have the time to get the second (middle).  NK’s showed me afterwards that they had real units defending the approach as well.  Had we two more turns (one from entering Company C on time and one from not starting so many in the rice paddies), we would have a better chance.  We also failed to bring the 81mm MTR hits and the pre-registered 100mm OBA to bear as well.  Planes were great at discouraging movement but I never had much luck with them when I wanted to hit something.  This is an intricate scenario and I enjoyed the opportunity to coordinate different elements.  I am not sure it’s as fun playing the NK’s though.  

FT S10 Liberté Call – Advanced Squad Leader AAR

FT S10 Liberté Call – Advanced Squad Leader AAR

ASL Scenario Setup

The USMC/KMC wins at game end if they control the French Embassy (EE32) and can apply more FP/MG FP vs the City Wide Boulevard (that cuts diagonally across the top of the map ie “Uiju Boulevard”) than the KPA.  For both sides, only Good Order units that are on/adjacent to the CWB hexes count.  Double / Triple Pointblank doesn’t come into play. SMC’s count as 1 FP.

To Apply More FP than the KPA on the CWB

  • Kill/ Break/Capture enough KPA units
  • Get units to the CWB Good-Ordered in 6 Movement Phases
  • Stop KPA from reaching the CWB Good-Ordered

To Capture the French Embassy

  • Focus firepower on the French Embassy (stone building)
  • Encircle defenders

It appeared that we need to take control of the Sunken Railroad as fast as we could.  We would also need to capture GG30 which was the only 2 level (plus rooftop) building on the map, so as to interdict KPA troops crossing north.  The left flank would have to do that as well as capture the French Embassy so they would have the majority of the force.  The right side would try to push through to the Sunken Railroad if in case the KPA had less defenders deployed there because of its isolated position.  The right side was also closer to the CWB.  I would use the only range weapon I had (MMG) to isolate the right side.  The USMC/ KMC would be on the watch out for Dense Urban Terrain (“DUT”) buildings so as to position optimally for massive fire groups where possible.  We would also be using a lot of bypasses.  SS2 gave us a NY Time correspondent, Richard Johnston, who knew the back alleys.  The USMC would use him to navigate otherwise un-bypassable DUT hexsides, with the added bonus of a +1 TEM while breezing through.

Advanced Squad Leader AAR

FT S10 Liberté Call After Action Report (AAR) Advanced Squad Leader scenario

We massed up on the left and went straight after the 2 Level GG30 building.  The defenders routed towards the French Embassy and we stationed a squad up on Level 2 to cover a 6 hex perimeter. The team in the middle was thin but we would be fine as long as the KPA don’t call our bluff.  They had 10 dummies, so they might well be thin as well.  We didn’t want to move that MMG but we did because we didn’t want to be too far from the top of the map at game’s end.  Things did not go well with the Korean Marines on the right.  We kept getting jammed in by conscripts.  We needed to be able to reach behind the KPA lines.  No joy yet.

FT S10 Liberté Call After Action Report (AAR) Advanced Squad Leader scenario

We hit Turn 3 (of 5.5) and the KPA were already crossing the Sunken Railroad! The Level 2 USMC squad couldn’t shoot everyone.  Those walls to the north of the French Embassy gave the runners some cover as well.  We knocked defenders inside the French Embassy a bit but they were still holding on.  Meanwhile, our MMG’s going out of position allowed KPA troops on the right to slip out.  The Korean Marines were still stuck.  We couldn’t afford the time we were spending on the French Embassy!  Four Movement Phases left.

FT S10 Liberté Call After Action Report (AAR) Advanced Squad Leader scenario

Like mama always say: shooting don’t work no matter how high up you stand. The KPA reformed their lines to the North of the Sunken Rail Road.  We were now looking at the prospect of crossing that gully under fire.  We finally managed to put a USMC into the Sunken Railway to interdict the last of the stragglers.  With 2 Movement Phases to go, the USMC’s started to shift their forces to the right.  I wish I had the USMC in one big stack so that NY Times could take them through the back alleys like cash through my pockets.  That was not to be.  The (underperformed) overwatch would also need to get going soon.  Meanwhile the Korean Marines on the right made little progress.  However, they were at the Hedge, so the possibility of flanking the defenders loomed.

FT S10 Liberté Call After Action Report (AAR) Advanced Squad Leader scenario

This was towards the end of USMC Turn 5.  The overwatch team was out of the tower but were pinned before it could dive into the Sunken Rail Road.  The Assault Engineer squad crested on the north side to harass the KPA some but got their heads shot off.  The rest of the Marines gathered in one giant stack together with NY Times.  The KPA defence on the right crumbled as well.  The CWB was just within reach on the left.  That’s of course if the very nice KPA would us slide gingerly by on Open Ground.

FT S10 Liberté Call After Action Report (AAR) Advanced Squad Leader scenario

Fire teams after fire teams tried to run the gauntlet.  You can see where most of them broke in one big stack (aside from a couple KIA’d).  The KPA fired til their LMG barrel melted and a couple of them FPF broke in our slow motion awesomeness.  One intrepid fire team broke through and even succeeded in doing an Infantry Overrun on a 8-1 that was standing on the road!  The leader couldn’t be pushed into Open Ground so the 2 available choices were “straight ahead” where we would have to CC him or “to the side” with some brokies.  If we CC him, we would have to win the CC ‘cause we need to be Good Order.  The choice was even less attractive considering the KPA had two units adjacent to the CWB.  So we pushed him to the KPA brokies, which led to other issues.

In the Rout Phase, the slightly ruffled 8-1 was able to move to the CWB with the routing brokies!  Turned out one of the 2 KPA units already at the CWB were dummies, so the 7-0 yielded 1 VP.  The KPA 8-1 scored another 1 VP.  That came up 2:2 against our marauding fire team – which lost us the game (we had to have more VPs than the KPA).

Lost by One.

Link to the NY Times article from 1986 “Richard Johnston is Dead at Age 76″

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!

FT S4 Dilemma at Ma Po Boulevard – Advanced Squad Leader AAR

FT S4 Dilemma at Ma Po Boulevard – Advanced Squad Leader AAR

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.  

Advanced Squad Leader AAR

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 – Advanced Squad Leader AAR

205 Super Bazooka – Advanced Squad Leader AAR

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!