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 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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FT S3 Last Stand on An-San – Advanced Squad Leader AAR

FT S3 Last Stand on An-San – Advanced Squad Leader AAR

Scenario Background

This is 26 September 1950.  Lt Col. Taplett’s (gent in the pic below) 3rd Battalion, 5th Marines fought southeastwards down the slopes of An-San/ Hill 296 towards the city (see the red circle on the map below, credit “Battle of the Barricades” by Col Alexander).  The North Korean 78th Independent Infantry Regiment and the 25th Infantry lead by Colonel Pak Han Lin put up a stout defence.

Battle of the Barricades Colonel Joseph H Alexander

Victory Conditions & Tactical Considerations

The KPA (North Koreans) started on Level 3 or above.  The Marines entered from the left of the map at or above Level 2.  In about 6 turns, the Marines should fight their way to Level 1, the KPA should fight to stay on Level 3 or above.  The KPA started with 2×447, 4×426 (conscripts), an LMG and a 8+1 Commissar.  The KPA counterattack force, comprising of 2.5×458, 2×527, 2×447, 3xLMG and 2 leaders enter from the right side of the map on Turn 3.  The Marines started strong with 4×768 3×248, 2xMMG, 1xBaz and 2 leaders.  They had a reserve platoon coming from the left on Level 5 on Turn 3 as well.  All units counted “Exit Point” style (“Good Order”) toward the Victory Condition, prisoners excluded. USMC wins on ties.

So the KPA had 31 VP vs USMC 22 VP in their OB’s.  The USMC would need to reduce the KPA force.  Soon it would mean tough decisions between putting your squads on your level to score vs going to your opponent’s level to prevent them from scoring.  The KPA had the last turn so we would have a chance to “Advance” back on Level 3.

Advanced Squad Leader AAR

BoF2 Polish Requiem After Action Report (AAR) Advanced Squad Leader scenario

The KPA was weak.  They were also forced to spread out in their setup.  The USMC could go anywhere and shoot anything.  The KPA had their Concealments easily blown, broke up by Assault Fire and Captured in CC.  Very quickly they pushed the KPA off Level 3 and took more than a few prisoners.  The area on the bottom of the map offered more cover for the counterattack, so naturally the USMC focused their forces there.

BoF2 Polish Requiem After Action Report (AAR) Advanced Squad Leader scenario

The original KPA defenders were no longer coherent as a force.  The way to Level 1 was wide open for the USMC on the top and the KPA  had only scattered remnants on the bottom.  However, the Marines weren’t on Level 1 on the bottom of the map yet.  I decided to send the stronger of my Turn 3 reinforcements to the top of the map and the weaker (and more short ranged) to the bottom of the map, just to keep the Marines off Level 1.  The boulevard’s gotta be where the Marines would make their stand with an additional -1, so we needed to cross before the Marines assemble in place.  So hopped along the river edge we did, to a point by the boulevard where there were orchard cover.  The KPA forces at the bottom of the map arrived in time to catch the defenders sent reeling by the USMC.  That (bottom, vertical) road’s where we would make our stand.

BoF2 Polish Requiem After Action Report (AAR) Advanced Squad Leader scenario

At the top of the map, we made it across the boulevard okay when the lone American squad cowered.  We decided to split into two groups and go around the USMC forces, to places where we could Advance up to Level 3.  We simply couldn’t do close range firefights with the Marines on Level 1.  The USMC would have to decide whether they would get off Level 1 where they needed to be to score in order to fight us.  At the bottom of the map we got in a few lucky shots that set some Marines back.  That probably got them more worried about the KPA making a rush for Level 3 rather than them trying to make Level 1.  Nonetheless, we would keep the line at the street.

BoF2 Polish Requiem After Action Report (AAR) Advanced Squad Leader scenario

At the top of the map, the USMC decided to keep their forces and hence their gains on Level 1.  No one’s coming after our eventual Advance onto Level 3.  We made a critical PREP at the middle of the map and broke one of the defending Fire Teams in the Woods.  That would allow at least 2 of our MMC’s to Advance up.  At the bottom of the map, our line of KPA conscripts held and so my opponent conceded.

How’s this scenario interesting?

This scenario represents an interesting problem for both sides and it really highlights the terrain in Seoul.  This is a multi-level fight amongst the Dense Urban Terrain.  If a unit’s CX’d, it won’t Advance up a level, so you have to time it right.  A KPA conscript unit has especially limited mobility in this terrain and you don’t want to be CX’d when you are Lax as a conscript (+2 Ambush).  I think USMC Fire Teams would be very useful here.  Fire Teams could block more venues up the hill and it’s not easy to break Morale 8 units in +2 TEM.  Plus each Squad, when broken into Fire Teams is worth 3 VP when it’s worth only 2 VP as a unit.  If every USMC squad’s deployed, the USMC OB is worth 28 VP (vs 22 VP undeployed) against the KPA’s 31.  Both players have to find the balance between pushing through and scoring points versus fighting the opponent on a different level to stop him from scoring.  While the KPA player has to fight uphill, there are more of them that can swamp up to Level 3.  This is a tight little puzzle of a scenario!

(Credits: Wikipedia)

Gavutu-Tanambogo CG, 3rd Assault Period

Instead of using one regiment in this Assault Period and the remaining regiment the last, I decided to go all in and land all the remaining forces in Assault Period 3.  At least the IJA won’t be able to focus their fire on either one.  Will it work?  (Losing all those demo charges in Assault Period 1 continues to hurt us .. )

img_3531

Here’s the whole series:

(Sand & Blood CG is an Advanced Squad Leader campaign about Gavutu-Tanambogo that comes with MMP Rising Sun)