DB058 Vossenack Church After Action Report (AAR) Advanced Squad Leader scenario

DB058 Vossenack Church After Action Report (AAR) Advanced Squad Leader scenario

Scenario Background

It’s 6 November 1944, some of the Panzer Grenadiers counterattacked after a major bombardment and tried to wrestle the Vossenack Church from elements of the US 28th Division.  

Yes, it’s the Vossenack Church in BFP Objective Schmidt, or really, St. Josef Church.

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(The church after the war © Rureifel Tourismus e.V.)

Victory Conditions and Tactical Considerations

The Germans win at Game End by controlling the church, which is the building partially outlined in my map.  I had the 2 hexes outlined because they are treated as Factory Locations.  Of the 2 hexes outlined, the left hex has a Level 2 Steeple Location.  All hexes have Cellars. Hand-to-Hand CC may be declared in any location of the church which is scary for the Americans considering that the Germans has more than 2:1 on them in terms of bodies.  The Germans also get Winter Camo, which allows them to advance concealed.  The Germans get to setup on 3 sides of the Americans but the Americans are given control of 2 key buildings (Rear & Right) in the defense of the church. 

I guess the Americans “can” kindle some of the jump off buildings but the EC is not conducive to that train of thought.  Not only that, it will be horrible if it starts snowing!

After Action Report

DB058 Vossenack Church

The Americans came under heavy attack immediately.  Folks with 8 morale are hard to content with.  The Germans on the top right advanced towards the back of the church but was largely stopped by the mortar designed to sneak shots off down that venue (top of the map).  However, my “Right” building was advanced on from both sides.  Good thing the Germans on the bottom right decided to break off and went to the left off the board instead.  On the top left, the .50 cal and the 9-1 of the HQ group kept their side of the church clean, for the moment.  The Panzer Grenadiers attempted to pushed directly towards the church’s graveyard. 

DB058 Vossenack Church

The Germans got a foothold in the graveyard without breaking much of a sweat!  The Right building pushed off approaching Germans while keeping the MMG trained straight down the road to protect the front of the church.  Meanwhile the defenders tried to skulk as much as they could and kept up the volume of fire as the Germans approached.  Meanwhile the 8-1 thought it would be a good idea to hop up to the steeple with a bazooka (why, I have no clue, it’s not like he could fire the dang thing from up there without suffering backblast .. and as it turned out, there’s no cure for stupidity: the “factory floor” hexes are made for firing bazookas!). Towards the back, the Americans shot the German 8-0 on the top right but the Germans sniper took out the US 7-0 on the top left as well.  In the front, the Germans continued to pile across the road.  The Germans got a nice rally point setup in the trees behind 2 buildings which kept recycling rallied troops back towards the church. I gotta do something about that.  

DB058 Vossenack Church

Sure enough our 8-1 leader in the Steeple got blown away by the evil Nazi death star!  That leaves NO leaders in the church to rally anyone.  At the same time, they were getting shot in the back as the Germans approach from the top right.  Over on the top left the MTR and the .50 of the HQ group took out the flankers.  Things got urgent as Germans broke into the church and continued to recycle rallied troops into the fray from their rally point! We were happy that the Germans were largely off our right and the rear though.  

DB058 Vossenack Church

This was the last American turn.  The chaps chucked out a few smoke grenades which got the .50 cal team across the street and towards the left of the building.  We couldn’t afford to let the Germans keep streaming in!  Our mortar squad made it across the street nicely but was shot in Defensive Final.  There was no chance of getting folks from the Right building into the church so the choir boys were on their own.  Good thing that the intruding, shrek-yielding German HS was broken and designated back into the graveyard.  We got a HS with some German prisoners and some brokies in the cellar.  Leaders or not, there’s no chance of anyone getting rallied now. 

DB058 Vossenack Church

The Germans made a final push into the church!!  The .50 cal was straight up scary.  The MMG in the Right building tried to setup a firelane but it cowered out of existence!  Good thing there were enough squads in the Right building to put down some residual.  The dice were BRUTAL!!  The only survivor to make it into the church (cellar) was an German 8-0.  A couple of squads were blown out of orbit at the rear of the church.  The Germans conceded.  

How’s this Scenario Interesting?

This is a very nice and tight 4.5 turn scenario that plunges both players into action right off the gates. The American had to figure out a way to reinforce the church and to not loose too many bodies as they were outnumbered 2:1.  The Germans had to deal with a tight timetable and some merciless firepower.  They could use their winter camo to advance across the street concealed but they risk loosing on time if they do too much else.  Hand-to-Hand combat in the church promises a pretty decisive ending.  This is a great scenario well worth considering for inclusion to any tournaments.  

Advanced Squad Squad scenario AP139 Emergency Surgery After Action Report (AAR)

Advanced Squad Squad scenario AP139 Emergency Surgery After Action Report (AAR)

Background of the Scenario

This scenario from Action Pack 14 takes us to Chateau-Neuf, France, 4 August 1944.  Patton’s Task Force A, supported by the Forces Françaises de l’Intérieur Bretagne, ran into a retreating element of XXV Armeekorps.  The American cavalry units and the FFI were tasked with clearing this German blocking position.  

Victory Conditions & Tactical Challenges

The Americans could win by one of two ways : 

– at the end of any Game Turn: if there are more Good Order, non overstacked American infantry VP in buildings north of the river than there are Good Order German VP on the south side.  Or

– at Game End: by having >= 20VP American north of the river

The Americans had 2 tank destroyers (M10), 2 armoured cars , 2 half tracks, 2 scout cars and 2 trucks.  There were 3 bridges they can use: 1 Foot Bridge and 2 two-lane Stone Bridges.  I decided that blocking the 2 Stone Bridges is a priority over the Foot Bridge.  The Americans could still win by getting infantry over the Footbridge but there were only 6 US squads vs 10 German squads.  They would have to whittle down the Germany Infantry first.  

The challenging setup restraint of the day: Germans couldn’t setup on the top board, so they were all “up front”, with the Americans having the mobility advantage. 

After Action Report

The fun bit about this scenario is that the Germans get to spend 15 points on Fortifications, picking from a table.  I got myself 3 Road Blocks, 2 x 6 A-P mine, some Wire and a number of Trenches.  The lovely bit about Trenches is that they are roadblocks to non tracked vehicles, meaning 8 out of 10 of their vehicles.  

In terms of setup I located places to put the Road Blocks and situated everything else to defend the Road Blocks.  Unfortunately the Americans didn’t spent much time trying to clear the Road Blocks but used their mobility to seek ways around them.  

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My right side was too thin and failed to muster at the buildings immediately behind them by the river.  In fact, they couldn’t get out of there at all before the French maquis overwhelmed them.  I made a careless move when retrograding my 9-1 MMG team and was CH’d by the M10 and vaporised.  Another M10 went through the gap in the Bocage near the middle Bridge.  The 7.5cm IeIG 18 (leichtes Infanterie Geschuetz: light infantry gun) appeared and killed it in a blinding flash of light but everyone then knew where it was (where the “DM” counter is amidst the red arrows).  My left wasn’t touched at all and the troops started to run over towards the middle.  Meanwhile my Germans on the right couldn’t make it off in time and was tied down by the maquis in melee.  

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The American armor broke through even though in one last act of defiance, a retreating German squad stunned an OT vehicle.  The Americans in the middle started to rout the defenders and the second M10 made leaving problematic.  We couldn’t make it close enough to the bridge to lay down any meaningful fire on it.  (That blurb in the center meant to say “One squad here who COULDN’T find the LMG on the ground to save his life.”

The Germans conceded.  

I knew backing off to the river bank is key but I couldn’t find the balance between holding the Attackers off versus withdrawing intact.  That infantry gun didn’t last long either in  spite of the +2 emplacement.  Perhaps it’s too far forward but I couldn’t find a place (on the bottom map) where it could shoot across both stone bridges.  I would have to pick one bridge and defend the other with panzerfausts and MGs.  I should also have  heeded the “natural” cavalry bias for open country and put more resources towards the right side of the map.  

How is this Scenario Interesting?

This scenario is interesting because of the multi-faceted victory conditions that forced choices out of both the Attacker and the Defender.  The Defender being given flexilibity in his fortifications made for an interesting puzzle as well.  There are a range of possibilities you can try with this scenario.  So folks, this is AP139 Emergency Surgery by Pete Shelling from MMP Action Pack 14 Oktoberfest XXXIV.  

Six guys in a Steeple against the World!! (DB132 One Last Victory)

This is a particularly interesting Advanced Squad Leader (ASL) scenario.  As the SS, having Assault Fire should tip you off to the fact that they should move as fast as possible in spite of heavy American firepower. At one point I had broken SS all over the board but we recovered and got to the last turn barely “on time” for the jump off!

The last turn was classic ASL: keep in mind I needed to get 2 of the 3 key buildings.

A Hero placed a DC in of the VC buildings.  That thing blew up with a original KIA and rubbled the building!  (YEAAAHHH)  The Americans had a 9-X Leader and a couple of squads on the Ground floor. It was bad.

I got my FT HS within 2 hexes of another one of the VC buildings, while under Concealment no less!  This HS X’d out the FT on the first shot!  These guys hadn’t done a thing all game and X’d out the FT on the only shot they got!!

The rest of the SS’s Advanced Fire was ineffective apart from pinning a couple of squads.

I had to win one of two CC’s to win the game.  In the first one,  the SS ambushed the Americans but boxcarred the roll.  Okay, I need to win one of one CCs .. then I realized I had a problem.

I had 2 SS squads at the bottom of the church where a pinned HS and an 8-0 got holed up in the Steeple.  Normally, this would have been the easiest CC to do.

But it’s a Steeple.

My 2 SS squad had to take a +3 overstacking penalty going in, so it’s a 3:1 or 8 +3, needing to roll a 5 (or really a 4).

I rolled an 8.

Notes:

  • Read the VC carefully: the German player needs at least 12 building which includes 1 of 3 buildings around hex D2 (in the back) and 2 of 3 stone buildings around hex J4.
  • Part of the German OB are reinforcements that will show up between Turn 1 to Turn 3.  They are good for keeping the Americans in place and also to grab a building around hex D2 in the back.
  • Keep in mind that the Germans have Winter Camouflage amidst Ground Snow .. ie if needed, they can Advance into Open Ground without losing Concealment (against ridiculous US firepower).
  • We completely forgot about SSR#5 Interrogation
  • That Steeple (J4) is useful in that it keeps an oversized contingent of SS from piling in.  The SS best focus on the other 2 stone buildings around hex J4.

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Next in the countdown: DB131 A Thorn in the Side!