FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

 

Every once in a while, you encounter a scenario so cinematic that both players collaborate to see the ‘movie’ unfold. This is one such scenario. No. 3 Commando was onshore in support of the Dieppe attack. They were discovered and had to evacuate.

I hope scenarios like this expand what the average ASL player thinks a scenario can be. The Allies had 8 VPs worth of personnel in the Grain Field on the left and 11 VPs of personnel on the right. The Allies win by gaining more VPs than the Germans. The Allies on the left gain points every player turn they remain in the Grain Field. They also earn EVP for infantry units exited or within 5 hexes of the upper edge. The Germans win VP by capturing or killing Allied infantry units.

The scenario features 11 German squads with 2 mortars and 3 LMGs against 5 Allied squads (with low ammunition), 4 damaged Higgins boats, 1 MGB, and 1 additional Higgins boat coming in. My plan was for the left group to stay and for the right group to run. The 4 damaged Higgins boats had 3 facing landside and 1 facing seaward for a quick getaway. We needed to eliminate the 2 German mortars as they posed the biggest threat to the boats.

 

After Action Report

 

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

(… chirp, chirp, chirp ….)

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

The Germans appeared! The Germans on the left advanced into the Grain Field. Two conscript squads and two mortars ran straight past us towards the shore. Our mortar was boresighted to where we expected them to bypass the Woods, but we missed that shot anyway! It’s rare that I could square up this opponent of mine in my sights, but the dice is the ultimate boss.

On the right side, the Germans got the entrance hex to the gully lined up. The Allied troops fought all temptations to run and edged carefully towards the Gully entrance. Note that we couldn’t possibly get into a crest position in the Gully because of an SSR specifying “Cliff sides.” We scored 7 VPs by staying vertical in the Grain Field on the left.

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

The MGB swept in! The waiting Germans opened fire and scored 2 DP (out of 5) on the MGB, almost setting it on fire! The troops in the Grain Field were skulking where possible but shot back when they couldn’t. We reaped 10 VPs at the end of the last turn. The troops on the right continued to edge towards the gully entrance. The teams already at the Wire tried to remove it but to no avail.

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

The troops on the left moved off the Grain Field towards the middle clump of trees. We needed to keep a portion of the Germans tied down, even if we couldn’t stay in the Grain Field for more VPs. The German conscripts on the left were digging foxholes for the mortars but kept getting shot up by the MGB. A commando 9-1 and a half-squad rallied and dove back into the Grain Field, but it was not to be!

Over on the right, the big German 9-1 stack broke cover and ran for the shore after the escapees. The 338 rearguard had one shot, and it connected! The 9-1 was killed, and everyone was broken! One of the German conscripts went berserk and started charging the woods in the middle of the board since they couldn’t see the fellows slipping off in the gullies. We were now at 16 VP, which was the VPs the Germans would get if they captured everyone on the left.

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

Our 8-1 and a half-squad in the (middle) Woods rallied and started waving the berserker over. We planned to lead them into the melee so that the Germans couldn’t go for a capture and earn double VP. The commando half-squad kept the fight going as the Germans piled in! The MGB kept the pair of mortars suppressed on the left. The DM’d German stack at the bottom of the map would rally and make a desperate last move. Meanwhile, the units on the left were about to board a Higgins boat, the one with the bow facing seawards.

FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario

A German team with a last-minute hero, a 447, an LMG, and a leader ran towards the shore for a final hit on the departing Allies. The MGB took them out as well, leaving the troops on the right to board and depart Fortress Europa.

Thoughts

There are a good number of issues to consider when playing this scenario

* When to go slow and when to run – it took a while to go through the Gully and into the boats and about 2 turns for the boats to get past the VC line.  You really need to get your timing straight as the British.  We figured boats don’t have to Beach with their bow.  I had 3 beached with their bows, so that their armoured sides faced the continent and the other one with its stern so it could make a quick getaway.  

* The pair of German mortars were the most serious threats to the boats.  

* Should we run the Grain Field forces off?  Should they go into the Woods in the middle and help out the right?  Should they fight to the last man so as to get as many points as possible?  We got lucky, we got the full 16 VPs to breakeven with the Germans should the whole Grain field team’s captured.  

* How much troops should you allocate each side as the Germans?

* The Commandos could climb.  Should we entertain that notion?  The Hinterland stops with a 4 level Cliff side to the beach.  That’s 4 turns of Hazardous Movement to get down.  We only have 7 turns in the game.  

* We got lucky in that the 338 rearguard on the right was able to shoot up most of the pursuing Germans.  We were also lucky in that the pair of German mortars was only able to take 2 DPs off the MGB’s 5 and didn’t set it on fire.  

* The Melee’ing HS (in the Woods) was magnificent turn after turn.  The Germans were hindered by their desire to capture and not to kill.  

 

 

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The Americans had to take all 3 VC buildings in 8 turns (those marked with a ‘V’).  They had 2 Shermans, 4 Stuarts and one module of 100mm OBA.  They had a 10-2 armor leader who could pop out and turn into a Hero radio guy and Gyros in every tank.  The Germans had a Dug-In Panther which started HIP, 2 Pz IV that came in on Turn 4, a 75L AT and a 80mm OBA.

Let me state up front that I made a mistake in my setup.  The 10-2 armor leader could only be placed in a Stuart, which, had I noticed, made for a deadly combination with its gyro & 17 MP.  Unfortunately I didn’t notice.  I had the 10-2 in a Sherman and when we realised the error, allocated the 10-2 to a dead Stuart.

It’s HORRIBLE.  Which other scenario gives you a zippy gyro Stuart with a 10-2 that can stick his head out most of the time?

After Action Report

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

We smoked the streets like there’s no tomorrow.  We also made some bold moves that teased out the Dug In Panther.  We moved across the street largely intact.  The Stuarts kept beyond the 2 hex PF range but stayed with in 3 to threaten Cannister shots.  We wanted to provoke some German reaction so our OBA had targets to zero in on.  The 75L AT Gun hadn’t made it on board yet, but we expected it down the aisle on the left.  Our Sniper helped out by taking out the MMG squad who ruled a diagonal street.  We would have to smoke the Panther, who ruled the other diagonal.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

The German OBA landed on our right flank!  Not much damage apart from a slew of broken American units which would come back quick.  We continued to push down our right edge (screen left), which didn’t offer much response.  We wanted to hit the left VC building from the flank and not having to push down slowly from the top.  Plus we wanted to see that 75L AT.

We repositioned some units towards a push to the middle VC building though.  Meanwhile the Germans on our left flank had retreated to the second line.  Similarly, we would have to find a flank to hit the right VC building with.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

A major disaster came upon the Americans in the form of a Mild Breeze blowing from the bottom of the map to the top!  We could no longer use our smoke (or WP) grenades forward.  Our guys had to risk units Assault Moving into open streets.  A 747 Assault Engineer got K/ on our left when doing that.  German OBA came crashing down on the guys in the middle.  A Stuart ended up in flames and a stack of Leader+Hero+Squad got killed & broken.  A FT HS nonetheless pushed to the flank of the middle VC building to keep them engaged.  Our push up our right flank was more successful, along with a Stuart.  We still expect an AT down Column EE, we just want to get our infantry close to it.  The shreck’s probably somewhere around here …

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

The guys on our left flank (picture right) is now trying hard to get a toehold into the second line of German defensive buildings!  We crept forward into the Debris on the flank of the right VC building in the hopes of not having to push slowly through piles of rubble.  We finally got our SR down on the middle VC building.  This was after that radio malf’d and got fixed!  There were a ton of concealed units in that building but we had the Black chits to risk the extra draw.  The troops in the meantime was trying to rally into some sort of fighting force again.  Our right flank (picture left) was doing the best.  There’s the full frontal slow push towards the left VC building.  We were also good headway down our extreme right.  The Shreck team decided to run back into the left VC building good thing we got them pinned on the street.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

We decided it’s time to hit the left VC building!  The 10-2 DeathStar in FF13 broke the German MMG team.  Our squads rushed the left VC building!  Our intrepid Stuart crossed the street and sure enough, the 75L AT appeared where we expected it to be.  We managed to duck in behind the VC building but the darned German squad managed to fish out a PF and burned it!  We would have to rely on a bazooka to keep our right flank Panzer-free.  We broke the Shreck team in the street though.  We got a Sherman between the left and the middle VC building, just to keep that lane Panzer-free as well.A 9-1 MMG team managed to ripped us up badly as well.  We finally got a grip on the second line of defensive buildings on our left (picture right).  It seemed like our tanks would have to brave the Debris to help people move down the flank of that right VC building.  American OBA came down on our own folks as we struggled to bring to play.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

The truth is, the OBA had little ‘real’ effect on the Germans as they get +3 or +4 cover in those stone buildings.  Perhaps I should smoke the Dug-in Panther instead but I hope that the OBA would at least unconceal some of the defenders in the middle VC building.  I was about to make a BAD mistake on screen right through.  Instead of moving the 9-1 Death Star sideways for better shooting angles (and continue to melt away the defenders).  I rushed them forward into enemy gun range and those guys got seriously shot up!  In the meantime, the Pz IVs arrived on scene.  The AT gun crew Advanced out and recovered the Shreck.  We pushed those Germans down the map.  We would have to keep these folks occupied.  We were now flanking the middle VC building.

See those drifting smoke?  The Mild Breeze was still on, preventing us from using Smoke Grenades forward and generally making a mess of things.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

Yup, the bad mistake was made on screen right.  We lost the power to melt the defenders away.  The survivors routed back while a squad rushed to recover the HMG.  We had to send some management types towards that side of the map.  Those AFVs now risk bogging in the Debris to help flank the right VC building. A WP round in the middle building still didn’t do much damage.  We rushed guys towards it.  On screen left, the Germans routed across the street, we had to keep enough squads nearby to keep them there.  Those PSK guys were firing off rockets from the street!  Meanwhile our guys on the extreme left struggled to pull themselves together.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

On of the Pz IVs appeared from behind the middle VC building!  Our Stuart went into motion immediately.  That WP OBA didn’t do much apart from keeping all the defenders covered (and give them a Hero).  We would have to crowd the middle VC building quickly and get rid of that nonsense.  The German OBA was done a little while back and we could see the artillery observer leader rushing from the bottom right to the left to rally defenders around the AT Gun.  Meanwhile a 8-0 was busy giving motivational talks on screen right to get that attack going again!

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

Things got especially busy on screen right as the lone 8-0 was frantically turning broken units back into the fight.  The tanks were helping some, a WP CH killed a 548, a clear case of smoking being hazardous to your health.  We were squeezing the Germans towards the back of the house but not quick enough.  Germans were stacking higher and higher into less hexes in the middle VC building but they were still holding on, even as more Americans crossed from the left VC building.  We tried shooting at the German 8-0 trying to cross into the left but nobody could hit the little bugger. On screen left, we tried to allocate just enough troops to top a German counterattack.  It’s getting worrying as the crew who retrieved the PSK tried to fix the AT Gun.  Meanwhile a smoke round from the PzIV stopped us from being able to re-DM the broken Germans behind the AT Gun.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

We were now rounding the back of the middle VC building.  One of the Pz IV drove itself INTO it to give us more to deal with.  Germans on the left are rallying on screen left but thank God they hadn’t fix that AT Gun yet.  The Sherman kept shooting at the middle VC building when it should just rammed itself into the last hexes where Germans were crowding.  We were failing to increase our contact area with the enemy!  On screen right, we continued to eat away at the defenders.  A smoke mortar round from the Sherman and a smoke grenade from the Stuart helped it back off from another Pz IV.  Though, trying to put a Cannister round into the middle VC, it malfunctioned its gun.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

A Stuart finally woke up to doing what a Stuart does!  It ran from the right, around the middle VC building and send a shot to the back of that Pz IV in the building while on the move (light grey arrows).  It missed by ONE!  That sure made me miss that 10-2 armor leader.  That is what I should have done with Stuarts (and the 10-2 armor leader and Gyro) from the start.  Meanwhile that building seemed to be catching fire rapidly.  A sapper tried to place their DC to one of the German stacks and was shot.  An 8-0 came by, grabbed the DC from the quivering troops and tried to place it, and even he got pinned!  No more help was coming from the Artillery since they seemed to have hung up.  There would be no German counter attack from the left.

The other Pz IV crashed into the right VC and promptly crashed into the cellar.  The US AFVs tried their luck too often and were stuck in the Debris, though they were in good positions.

ITR19 The Narrow Front After Action Report (AAR) Advanced Squad Leader scenario

On the right, we made it to the back of the VC building!!  Hellish firepower poured towards the remaining Germans.  We couldn’t kill them all at the end and we didn’t put a unit on Level 1 to prevent their rout (another lesson here).  In the middle, the Pz IV burned the marauding Stuart.  That Pz IV was in turn killed by an MMG at Point Blank range.  The 10-2 stack wiped out the Pz IV hex but we couldn’t get to the W12 hex and hence we couldn’t fulfil the VC requirement.

The mild breeze kept blowing.

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

We all know this one.  I want to do an AAR on it because this is the first time I played this scenario since my Squad Leader days.  The Russians win if they get 2 more buildings than they lose of their own initially-held stone buildings and/or have a 3:1 unbroken squad equivalent, in 5 turns.  If you find yourself yelling at your screen here, note that I played an early stage player.  

After Action Report

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

For those who are familiar with this scenario, you know most of the setup is ‘predesignated’.  Where possible, I readied myself for those terrorising Russian Human Waves, especially from the mass of 628’s on the left.  

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

The Russians decided to neutralise some of the German firepower first with their 18FP per hex firegroup(s) on the left.  A couple of the German units in building F5 broke, leaving parts of it unsecured.  In the middle our 9-2 LMG DeathStar (I7) managed to break the MMG crew!  The action on the right was also intense, with firefights erupting across the streets. There’s a Commissar lurking in the back of the building there. I realized I had a problem—I couldn’t see the back of that building!

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

Seeing that the MMG team is down, the Germans in K5 dashed across the street and made it into building J5!  (See top right)  With the LMGs in building K5 (center) no longer watching the street on the left, the 37th Guards seized the opportunity!  The 10-2 struck a heroic pose and nonchalantly waved the mass of 638’s forward in a human wave!  Casualties were considerable, with a couple of KIA’s.  Meanwhile, a lone squad scrambled towards the rightmost buildings (bottom right), trying to get some visibility at the back of building N4 where the Commissar rallied broken units.

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

The defenders of building F5 died heroically along with their 9-1.  Hopefully they took a chunk of the Guards with them!  The 8-1 moved his HMG team from the bottom right to the bottom left, anticipating the next Human Wave on building I7 (where the 9-2 and dual LMGs were stationed).  The LMG in building K5 got ready as well.  Unfortunately the Commissar & the 308th Rifles in N4 (right) also looked a little too eager.  Hmm… 

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

This next Human Wave struck from the right!  The Commissar led the 308th Rifles into building K5 (center)!!  The fire from building L6 up the street to hex L1 was awesome but one of the Russian units got into building K5 all the same.  The Guards on the left headed towards the 9-2 and the dual LMGs in I7 as well as the left side of building K5!  Casualties were high but this might just get the Russians two more buildings than what the Germans got.  

A: Guards Counterattack After Action Report (AAR) Advanced Squad Leader scenario

When the dust cleared the Russians captured two more buildings than they initially held vs one for the Germans (hence one more).  The Germans counterattacked by dashing the unit from the Russian MMG (building J2) into H2, then advanced to G3 to take the building.  The Germans also moved into building N4 (right) but the Russian brokies were right at the stairwell and could rout upstairs.  Instead of fighting it out in the recently ‘human-waved’ building K5, a HS went to capture M2 from the Russians instead.  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

In 1944, partisans discerned that a HQ unit of the Russian Liberation Army (defectors) were in Golubats, on the shore of the Danube.  Russian units were sent to kidnap them with partisan help under the cover of darkness.  The Russians win in 5.5 turns if they exit ≧ 2 EVP of the RLA HQ unit.  The setup of the RLA units were mostly predesignated.  The partisans setup HIP and there’s a Russian MGB that came to support the exfiltration to the south (left) of the map.  This is a Night scenario and there’s fog (+1 per hex) on the lower board.  

After Action Report

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

One quiet late October evening … 

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

Partisans appeared from out of the darkness and surrounded the HQ unit!  The folks desperately fired into the shadows but no one could be seen.  The HQ unit dug through their desk drawers but couldn’t find a single star shell.  The unit camped up the street didn’t hear anything either.  The Russians on the assault boat moved quickly through the fog and subdued the LMG team by the shore.  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

Close Combat at the HQ was over quickly.  The HQ unit was bounded and dragged down the streets towards the river bank!  A broken RLA 6+1 seemed to be spared, but a Russian 6+1 watched from the shadows.  The RLA rescue team ran in via the top left of the map.  The retreating partisans ran into some HIP’d RLA units.  A few RLA units were therefore freed from ‘No Move’ counters.  Someone surely forgot to bring star shells along.  The LMG team on the other side of the river decided to move down and to the left.  The hope was that it would reach the river bank to lay down firelanes across the (4 hex) river exit (firelanes work better in fog).  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

The rescue units made it to the edge of the open area on the left where the Russian kidnappers were likely to disembark.  All RLA units were now on the move and pushing to the left, blocked by the bodies of Russians in the open.  The Russian gunboat (green ‘cause the brown (VASL) VFS Motor Gun Boat is unusable) came in and shot up the LMG unit on the other river bank!  We laid out ‘WP’ overlays on the bottom half of the map as a reminder about the +1/hex fog.  The Night LV & the fog made shooting quite impractical.  But of course, once you are broken at Night, you might as well be dead (game-wise) ‘cause you probably won’t rally in time (and the Russians had higher firepower).  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

The Russians were just body blocking venues of approach as the MGB chugged towards the shore.  The RLA rescuers on the left couldn’t get much effect with their firing.  They did however dispatched the pesky Russian 6+1.  The RLA units in the Woods on the right jumped into Close Combat in the hopes of clearing that side quickly (or even getting an ambush and therefore infiltration).  It was not to be.  Reduced that Russian squad as we might, Melee ensured and that approach was blocked.  The kidnapped units got dragged out to the shore.  

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

The RLA units tried to surge through the gaps!  The 447 on the far left made it through and approached the riverbank.  The Russian prisoners were dragged onboard the MGB.  One last chance to shoot that boat up?

FT111 Ghosts of the Danube After Action Report (AAR) Advanced Squad Leader scenario

Here we go.  The prisoner-ladened MGB moved into sight from behind the trees.  It was a +4 shot for the 447 through the fog but we couldn’t even kill our own people on board!  The HQ unit was taken into the darkness.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

It was March 1943 and the SS Panzergrenadiers looked to take 4 factories in 7 MPh’s from the Soviets in Kharkov.  The Soviets had 20 squads & 4 leaders (1 commissar) with 4 AFVs and 3 Guns.  Kindling was NA and the EC’s Wet.  Factory had Roofs and the Russians had 3 Fortified Locations, plus MOL Capability.  The SS had 22 squads (3 of them 838 AE) with 5 leaders (1 10-2), 3 PzIIIL, 1 StuG and 2 Tigers.

After Action Report

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

As the SS, we didn’t have much time, so we needed to hit all 4 factories concurrently.  At the advice of my opponent, I divided my troops to teams of 20FP firebase plus deployable 548s assault units, with 1 team of DC & FT guys and the 838 AE’s dispersed as the ‘smokers’.  The AFVs were to provide Smoke (didn’t get much), to provide street cover, to neutralise Soviet AFVs, to push to the back row and to finally help breach buildings (Fortifications).  The 2 Factories on the left would be hit head on.  The 2 Factories on the right would be hit head on AND flanked in case we couldn’t push through the front one quickly.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

On the right, we pushed across the first street quickly, with the enemy on the flank collapsing.  The Russians had an ATR in the Factory that threatened DI shots.  The Russians did MOL attacks whenever they could in a bit to start fires.  My Tiger with the 9-1 armor leader pushed down the middle a little slowly.  The opposing T-34 got a chance to get in motion.  The resistance in the middle was tougher as well for the infantry.  The Russians had their MGs and their best leaders lined up there, with another T-34 behind a wall.  We edged our Flamethrower team closer to it.  On the left, there were a few Russians on the 1/F designed to mess with my routing (and to waste my time).  Whilst the folks on the left pushed into the street, it’s not without difficulty ‘cause the two blocks on the left were mutually supportive.  My other Tiger slid to the left, the T-34 tried but couldn’t get away.  The one big thing we got going for the SS was their remarkable rallying ability, which was often a 6 while DM’d but in a building, before leadership’s applied.  Our ‘recon by walking around’ found the Russian 76* (not 76L in the following diagram) on the left flank.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

That T-34 in the middle that went into motion did a master move: it went to the right and threatened a PzIIIL!  We were relieved when it burned on a lucky CH.  The STuG decided to move over and offer it support nonetheless.  AFVs should never fight alone.  A wandering 548 ‘found’ their 45L that decided it was a worthwhile target.  Our mighty 10-2 led 20FP stack, bolstered by a Hero (20-3!!) moved into a target factory.  The stack moved right in front of a ROF3 45L Gun but it was a risk it had to take.  In the middle the FT folks got shot up and dropped their toys on the street.  The other 76* popped smoke which makes the 2 ‘stacked’ factories on the right harder to take but it did cover us from their MG death stars as well.  The T-34 on the left got chased off (helped by a Smoke round from their 76*) but our AFVs focused on helping our troops cross the street.  We got to the smoking 76*.  Still, there seemed to be too many Russians anywhere!

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

The Russians never stopped trying for MOLs.  Thanks to the Wet EC, buildings didn’t all brew up in flames!  The nightmare scenario happened: our 20-3 Jedi stack broke under attack from the 45L. The Russians closed in from all directions and a T-34 crashed into the building behind it.  Our 2 AFVs couldn’t kill the offending T-34.  Our teams on the right looked tattered.  The news stunned all the SS troops on the board.   The troops in the middle looked to cross the street intact when T-70 whizzed by on their left.  It stopped behind a PzIIIL but forgot to Bounding Fire.  The targeted PzIIIL spun around.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

Our Jedi stack routed up to the Roof but it’s already dead.  The flankers took the opportunity to run down the right.  Unfortunately the Gun on the STuG malfunctioned while trying to shoot the moving (zigzagging?) T-34.  The Tiger in the middle decided to push up behind the T-34 (and over the dropped FT) and German troops went into CC with the same T-34.  Our folks in the middle crossed the street!  Our PzIIIL burned the T-70 on the left.  Our guys were done with that factory (yes, there’s a Fanatic 838 AE) and was ready to move out (it was Blazing up too).  The Tiger went after the T-34.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

The STuG fixed its gun in the nick of time and shot the T-34, which tried to move around it through a building.  The flankers on the right gathered to hit the ‘back’ factory building when the STuG then went straight to the back row and started taking shots from their remaining 76* Gun.  The Tiger in the middle started putting rounds into the ‘front’ factory and found a Fortified location.  A PzIIIL went to back it up while an 8-0 dived under it to retrieve the dropped FT.  The teams in the middle was making progress and the teams on the left was moving to the left flank to help them out.  The Tiger shot the T-34 and the AFVs moved to the back row on the left as well.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

The Russians were consolidating and getting concealed were possible.  The fact was, I couldn’t stop that nonsense until I break into the Factories!  The STuG’s dueling with the 76* Gun while the Tiger’s sending shots to it from the other side.  Shooting wasn’t going to get rid of the Russians.  We gotta breach.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

We didn’t forget about the front Factory on the right.  A PzIIIL moved over, popped Smoke to help people cross the street.  We tried getting into the back Factory but troops broke under the insane firepower from the 8-1 stack.  The Tiger in the middle kept shooting at the 76* Gun and would later CH that hex (bye bye Gun).  Other AFVs moved to the back to prevent concealments.  All the Russans on the left were now squeezed into a Factory by two teams of SS.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

AFV’s crashed into Factories from all directions (red arrows)!  A Tiger was killed and 2 PzIIIL were immobilised, but we should have done this earlier.  We took Factory number 2 (the ‘front’ Factory).  We breached the Fortified location on the left but the Defensive Fire broke all of the assaulters at the breach.  That location would potentially cost us the game.

ITR15 Tractor Factory 137 After Action Report (AAR) Advanced Squad Leader scenario

And it did.  Assault Fire from the unbroken SS stack in the left Factory failed to break the Russians in the Fortified location.  There’s no way we could take all 4 factories.  The SS lost.

ITR14 Between Rockets and a Hard Place After Action Report (AAR) Advanced Squad Leader scenario

ITR14 Between Rockets and a Hard Place After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

I played this scenario wrong. 

I misread the victory conditions and played this scenario incorrectly as a defender. However, it’s still an epic scenario.  Just note that I essentially defended while short one tank and two guns.  This is Stalingrad around the Tractor Works. The Germans win by capturing all the (Russian) buildings on the right half of the map AND have 24 “Exit VP” of Good Order Germans on the left half of the map. The Germans also get double EVP’s for leaving the left edge. I was thrown off by the use of the term “Exit VP”, as I thought the Germans HAD to exit. They didn’t. All the Germans had to do was be in Good Order on the left half of the map. The railway in the middle of the map (horizontal) is an Embanked Railway (half height), we put in the ‘funky’ overlay to make it more visible.

Both sides can declare Hand to Hand.  The Russians are Fanatic in Factories and Rooftop are in effect for Factories.  The Germans have a Stuka and the Russians have 120mm Rocket OBA with error DR halved.  

After Action Report

ITR14 Between Rockets and a Hard Place After Action Report (AAR) Advanced Squad Leader scenario

The Germans led with an abundance of Half Squads. They did a lot of searching for HIP’d guns and dug-in tanks, and threatened Hand to Hand with full Russian squads. On the German left, they hit us with a larger-than-expected force (I expected them to have to exit, but they didn’t), and were channeled by the placement of two 8-factor AP mines (which don’t go boom if you come through another building hex). On the German right, the Russian MMG & mortars were laying down long range fire on the attackers, but soon one of the squads in the factory went berserk!  We really couldn’t afford to have our manpower running off.  A particularly good tactic the Germans used was to have Half Squads on the roofs, which stopped most of our concealment. This of course worked well with the Stuka circling overhead.

ITR14 Between Rockets and a Hard Place After Action Report (AAR) Advanced Squad Leader scenario

As more German tanks approached, the Russian HMG stack on the Embanked Railway retreated, but was pinned by the Stuka and later broken by a tank. This left the Russians free to move around the rest of the map in an attempt earlier to draw them away. In an effort to NOT get into HtH with German Half Squads, we kept Vol Breaking and routing away on the Russian right. The Commissar ELR’d half the squads we had him work on, but rallied the rest to keep the fight going. The HIP’d ATR team on the Russian right thought they caught a marauding German HS in the open, but failed to fish out a Molotov! The HIP’d ATR team in the middle had the right idea, but only saw their round bounce off the side of a German tank on the Embanked Railway. If only I had read the VC rules correctly and got my AFVs and guns in front! The MMG in the back field also came into play to protect the Russian right flank.

ITR14 Between Rockets and a Hard Place After Action Report (AAR) Advanced Squad Leader scenario

The Russian MMG on the left broke for a while, but was fixed. Then position was smoked and the MMG Squad went berserk! The mortar crew had to drop their toys and move over, as did one of the squads on the Russian left. All the while, the Russians moved back to cause the Germans more delay. The Vol Breaking with your “friendly” Commissar tactic somehow worked on the Russian left, but we had to feed the Stuka tempting targets before the rest of the team could move freely. My HIP’d (and Dug-In) tank forgo’d some infantry targets (and I shouldn’t have) – see green dotted arrow. Meanwhile, the Germans were in no hurry, trundling slowly towards the left half of the board. The Russians held back their famously inaccurate rocket OBA until they had less to lose than the Germans (and kept the Germans honest).

ITR14 Between Rockets and a Hard Place After Action Report (AAR) Advanced Squad Leader scenario

Since our HIP’d Dug-In tank forgo’d a couple of juicy infantry targets, a German tank came down the road on the Russian right to FTR our guys.  “AH HA!” the Russian tank crew went, looking at the side shot and the Russian tank promptly malf’d its gun.  The ATR a Russian 7-0 held onto did nothing with the Point Blank shot either.  Seeing that, the Russians threw their DC at the German 8-1 stack but succeeded in breaking itself instead.  (Story of my life.)  The Russian right still had a line but was obviously letting too many Germans on the left half of the board (once again, read the VC wrong).  We spotted a big German 9-2 stack in the open and we decided to chuck in the Rocket OBA.  It didn’t land on us but it didn’t land on too many Germans on the left half of the map either.  We broke the 9-2 stack and killed a tank (the other Bogged a while back).

ITR14 Between Rockets and a Hard Place After Action Report (AAR) Advanced Squad Leader scenario

We couldn’t fix that tank gun whilst the German tank still had its side to us!  We went into CC, now that we realised our VC mistake and that we had less to lose in HtH.  The concealed Russians on the Russian left advanced into a big German stack happily and got Ambushed and killed instead!  The folks on the Russian right fared better but didn’t kill enough Germans to make a difference.

ITR14 Between Rockets and a Hard Place After Action Report (AAR) Advanced Squad Leader scenario

As we look at the start of the last German turn, there were too many Good Order Germans sitting on the left half of the map for the Russians to make a difference.  We conceded.  This picture is just to show the other HIP’d Russian units we took out of the game because we read the VC wrong.  I bet Germans would be in more of a rush and won’t search concealed terrain so thoroughly as they exit towards that latter part of game.  Of course, they didn’t need to exit.  Anyway, will read VCs better going forward.  

FT109 Hitler’s Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

FT109 Hitler’s Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

This is the first of a series of thrilling Motor Gun (Torpedo) Boat scenarios that are part of LFT St Nazaire, reflecting action around the world. The ocean’s at level 0, so a beached MGB, bristling with weapons, poses an exciting situation for garrison units with a taste for adventure. All houses are wooden and ground level only apart from the building at the top left that’s highlighted in orange. These MGBs have 14PP rubber rafts to ferry tourists to shore, but if MGBs are willing to risk going aground in the shallows, they can unload directly onshore.

This was Norway 1943, and the Norwegians were conducting a Commando Raid at Strød Island. As such, their 8 morale was fanatic on Ocean-Hinterland hexes. They win in 6.5 turns if they can successfully exit two DCs toting 338s via the space marked on the top of the map with the British roundels.  There’s a +1 LV and Moderate Mist to help those on the move.  

The Strød Island Garrison, who must have thought they pulled a nice assignment on the island in 1943, were 8 2nd-line half squads with 2 LMGs. Plus they had a pair of 105mm ART guns on the stone pier that the Norwegians already knew about!

After Action Report

FT109 Hitler's Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

I pointed my 105mm guns each to a side.  The +1 LV hindrance and the Moderate Mist will at least a +2 to all shots.  However, if they hit, the Norwegians run the risk of drowning half their OB.  So I didn’t think they would come up the middle where the gun(s) need to make a +3 turn to shoot (a flat shot in reality since the boats were -3 targets).  My weak OB and the the MGB’s awesome firepower convinced most of the German Garrison to stay away from LOS to the waterline.   

Act of Valor movie

I had most of my garrison on the left of the map.  I figured the right of the map wasn’t as easy to get through, plus it was more of an Open Ground for commandos to cross from there to the exit space.  I had both of my LMGs and a 7-0 in the middle of the map as a backstop.  They had a stone wall that shield them from those MGBs but turned out the hindrances from Moderate Mist kept them well protected anyways.  

FT109 Hitler's Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

As I suspected, the pair of MGB crashed into shore right away and offloaded their commandos!  My 105mm fired but missed (LOS blocked and Gun malf’d).  One of the MGBs went aground (loud expletives) with a Gun tagging on Acquisitions, a gunfight ensured.  We got a hit but couldn’t get an effect apart from claiming one HS.  Since the commandos went ashore, the Germans wasted no time running backwards from the shore.  

FT109 Hitler's Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

Whilst the right 105mm and the stuck MGB traded shots, the left MGB went for the stone pier since the Germans couldn’t fix the right 105mm.  At 4 hexes, a torpedo splashed into the water and scored a direct hit on the pier!!  Both guns disappeared in a shower of rocks.  

FT109 Hitler's Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

With half the MPh’s left, the Norwegian on the left made it to the top of the map.  The Germans fought to stay in front of them, with the LV & the Mist helping both sides.  One of the LMGs in the middle thought they would go to the big wooden building to help but quickly realised that the battle would move too fast for that.  One HS and three dummies on the right would keep the other half of the Norwegian OB delayed.  Meanwhile the two MGBs tried to find useful purchases.  The hindrances made it impractical to shoot at that distance.  They were there largely to strip German concealment.  

FT109 Hitler's Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

The ‘VC’ stack on the left, with a leader and two DCs toting 338s, was almost at the end zone! The Germans made a dash for it too, with their LMG’s moving into place. The Norwegians on the right moved freely as well, since it was clear that most of the German garrison were on the left. We had to keep any DC toting 338’s at bay for two MPh!!

FT109 Hitler's Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

The left VC stack was 2 hexes from the exit.  The German garrison crowded up that space.  However in the meantime, the right VC stack arrived at the scene.  

FT109 Hitler's Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

There was a lot of movement and loud bangs, but when the action subsided, the Norwegians were still on board! An attempt on the left was thwarted for now, but the Norwegians were still in the thick of it! The right VC stack got closer to the exit, and things were really heating up! 

FT109 Hitler's Lost Iron After Action Report (AAR) Advanced Squad Leader scenario

The Germans made a valiant effort to stack up their two LMGs, but it was for nought. The Norwegians on the left were stopped, but they got the right VC stack off the board! What an incredible game!

Tenor

ITR13 To the Last Bullet After Action Report (AAR) Advanced Squad Leader scenario

ITR13 To the Last Bullet After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

This is the summer of 1942 and the Germans are on the march! They’re looking to clear the NKVD headquarters at Rostov.  They’ll win in 8 turns, if they control both buildings K8 and L12.  You can see the two buildings marked with big yellow ‘V’s on the map.

The Russians have eleven 8 morale squads, mostly 628’s, so they’re ready for the fight! These are supported by a 10-0 commissar and a 9-1 plus an 8-0. They come with four Fortified Locations, twenty Mine Factors, an ATR, a MMG and a Flamethrower. The Germans have sixteen squads, four of them 548 with 3 smoke. They have 5 leaders with a total of -4 modifiers amongst them, four MMGs and 4 tanks. I knew these buildings would take forever to clear, but I was excited to see how quickly my squads could work together to overcome the challenge.

After Action Report

ITR15 TO the Last Bullet After Action Report (AAR) Advanced Squad Leader scenario

The Germans were situated directly across the street. We spotted a rout trap protecting the top (west) building and so we decided to focus our forces on the bottom (east) building. We wanted to get behind these two buildings as well because if the Russians get to rotate concealed units out, we would never win this battle. For the time being, we would ignore but isolate the three Russian stacks in that building on the top of the Russian deployment. We had four MMGs distributed between the 9-1 and the 9-2 stacks as deathstars to support the assault troops moving across the street. The 548’s would provide smoke (& close up assault fire) and the 467’s would deploy where possible. We would have to note the hexes the Russians step into if we want to avoid the mines. They would undoubtedly withdraw into the top victory building (west), so we’ll have to be quick!

ITR15 TO the Last Bullet After Action Report (AAR) Advanced Squad Leader scenario

In a stunning turn of events, the Russian flank guard melted away in an unexpected blaze of glory (a break and then Fate). The Deathstars tried to stop the Russians from moving up to the middle and the top building. We were moving troops to the left (south) side of the buildings, and it was going great! The four tanks arrived on the scene, ready to provide smoke and armour cover to those crossing the streets. We made it through the first of the Russian fortified positions! There were three more to go!

ITR15 TO the Last Bullet After Action Report (AAR) Advanced Squad Leader scenario

The Russian 10-0 commissar kept putting brokies back in circulation, which was a great move! We had to move the AFVs to put a stop to the unacceptable situation. One of the AFVs moved too close and got destroyed (fine, I wasn’t paying attention), though it became a nice crossing point. The Germans blew through the second Fortified location, yeah! The deathstars started moving to support the attack on the top (west) building, although I have to admit, I wasn’t covering them from Russian sniper well.  At this point in the game, both the Russian ATR and the flamethrower malfunctioned, which was a real shame.

ITR15 TO the Last Bullet After Action Report (AAR) Advanced Squad Leader scenario

We had no choice but to stack ourselves up to the often 12+3 or more firepower from Russian 628’s.  We had to keep up the pressure!!  The 9-2 broke trying to organise his men at the new deathstar position.  An 8-1 dived through his own lines and tried to deliver a DC to the Russians, he got killed for his efforts.  I had to move a wounded 7-0 to that center building to keep the attack going.  There’s a Russian 9-1 nursing a broken MMG on the corner of the last VC building.  We had to move the AFVs in to mess with that rout as well.  

ITR15 TO the Last Bullet After Action Report (AAR) Advanced Squad Leader scenario

We got the Russian hemmed into a corner of the top VC building! The two Russian leaders are in the hex with the last Fortified Location, and they’ve got all the brokies! The tank I dispatched to keep the brokies away from the Russian 9-1 was killed by a LMG from the 8-0 stack we tried to isolate in the building at the top of the Russian layout. But that just made the rest of us more determined to get the job done! In a bold move, they then tried to dash across the street to join the fight! Unfortunately, they got pinned in the street, and I sent a tank through and overran the stack! My 9-2 was shot by the Russian sniper, but that allowed his machinegunners run across the street to help! It was after the German AFPh that the Russians finally gave in in disgust.

I think the one thing this scenario taught me is to target one bit of the puzzle at a time and focus all your firepower, assault troops and AFVs on it.  It’s basic tactics but it’s one that I failed to get my head around in execution till now!  On the otherhand, this seems to be a scenario that’s tilted to the German side.  Perhaps those of you who played this will share your thoughts?

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

 

The year is 1921 and we have White Russians (Asian Cavalry Division, i.e. Mongolians) trying to stop a Chinese relief force. The White Russians win at the end of the turn if they control >= 25 level 3 hills and 25 >= buildings, provided the Chinese don’t get >= 30 CVP. The buildings on the bottom board count as 3 buildings. The Mongols set up on the top board. They can allocate troops to a flanking force entering from the left or right of the map. This flanking force roll to enter between turns 3 and 5 (7 turn scenario). The Chinese have an artillery screen with 2 MMGs & 2 70mm ARTs on the second board from the top and a garrison with one MMG & one 37mm ART on the third board from the top. A relief force with another 3 MMGs, a 37 & 2 75’s come up from the bottom board.

The Mongols have two officers who are Commissars, which I mistakenly assigned to the heavy weapons for staying power in an open terrain (more on this later). The following is how NOT to play cavalry. Or at least how NOT to play cavalry in this scenario.

 

After Action Report

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

 

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

I was very wary of the -2 for attacks and the double break for cavalry. Too cautious, in fact: I surrounded and killed the main Chinese outposts (mostly dummies), but I didn’t go nearly far enough. In reality, most Chinese weapons break on 11 and are prone to cowering. Also they were shooting from up high and couldn’t do Fire Lances.  What I should have done was to push as far down the board as possible and ignore the casualties. This is a big map and I would need a lot of time to take buildings, plus minimising my time out in the open would reduce the overall body count. The MMGs were split as overwatch for the left and right forces, led by 10-2 & 9-2, both Commissars. The left flank reached the first hilltop. The right flank also got to their hilltops and some of the cavalry went around the far right. The Chinese lost no time in firing all guns in contact and their relief force came up from the lower map without a care in the world as my troops hadn’t pushed down far enough.

One of my 37 malf’d on the first shot. To be honest, they were so ineffective that perhaps they should have moved in the wagons, they took all the time in the world to make it to the bottom hill on the second map from the top.

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

 

The Chinese relief force continued to saunter merrily from the bottom of the map. Our scattered movement was working in the sense that the Chinese guns were breaking and their conscripts were cowering, allowing other Mongolians to go deeper. Unfortunately, we decided to go on foot. I also learnt another problem with approaching with cavalry from all over the board, I left brokies all over and in the open. I had a hard time getting them to more central locations for the leaders to get to, and I was starting to miss the Commissars who stayed behind with the heavy weapons (I said HMGs in the picture, but they were MMGs). I started to dismantle the heavy weapons when I realised we wouldn’t all fit in the wagons. That cost us time.

The Chinese troops on the third board started to open up and fire. We needed more of them to do this so that the flanking force knew what was where.

 

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

The left flank is on the hill directly in front of the Chinese garrison. Unfortunately, despite having the better range, the Chinese had the better of the firefight, and the Mongols were hard to rally in the open. The MMG (not HMG) crew were shot up by a newly discovered GMT Deathstar as they tried to get closer. The remaining 37 made a slow journey down the board. The right flank approached the Chinese position, but they were too thin on the ground. Again, people refusing to rally in the open didn’t help. The Chinese relief force had NO problem getting to the Chinese garrison and getting ready. We should have gone around the back of the garrison at this point.

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

 

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

 

The Mongol flanking force was finally allowed in! They chose to come in from the left and opened with a pair of HS’s attacking one of the 70s. Both 70mm ended up firing, but one of the two marauding HS got into CC. By this time the front line guys were pretty well shot up and all over the map. One of the wagons carrying a 37 gun was shot down as it came up the hill in front of the Chinese garrison. The Chinese could afford to concentrate on the flank.

 

FT276 Genghis Khan Lives After Action Report (AAR) Advanced Squad Leader scenario

The rest of the flankers came in after both 70mm were tied down. I diverted one platoon towards the buildings (remember, these buildings give 3x rewards compared to buildings on other maps). The rest of the flankers went in with the Chinese. My Brokies didn’t rally, and when they did, they were too far away from the fighting. I had the left side of the bottom board pretty well taken care of, but I was too far behind in terms of hilltop/building captures. I conceded.

 

If I were to play this scenario again…

  • I would be bolder in taking casualtiesI would make more use of the range offered by the horses
  • I would do more HS cavalry chargesI would venture less into the hills unless necessary. Most would stay on the ground.
  • The guns would move from Turn 1.
  • The MMGs would move forward (down) sooner.
  • The Commissars would go with the attacking troops and do rallies.
  • The cavalry will scatter less on the approach and will scatter on the charge.

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

The game features several buildings that grant Victory Points (VP). Additionally, there are two roadblocks in the game that, if cleared by the Germans, are worth 5 VPs each. To win, the Germans must accumulate 22 or more VPs. The Poles begin with a weak force that includes several dummy units and an AT gun. However, they receive reinforcements in the form of a much stronger force at Turn 4 of 8. The Poles also have the ability to HIP 2 squads (+ SMC/SW) and throw MOLs, although this was not utilized during the game. Both sides have the option to declare HtH combat.

After Action Report

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

The above was the German view of the Polish setup. Reinforcements could arrive from the right, top, or bottom of the map, and the preferred strategy was to hold the right  side firmly, delay the Germans in the middle, and use SW to prevent the Germans from traveling on the left through Open Ground.

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

On the right, the Polish first liners guard two 3VP buildings with a 9-1 and an AT bore-sighted to a ‘bottleneck’ building that can also provide cover for enemy clearing the right Roadblock. The two vertical rows of buildings to its immediate left are defended by green troops, Dummies, and a 10-0. A pair of HIP’d HMG and the 10-3 provide overwatch from a level two building at the back, covering both Roadblocks and also guarding the approach to the 10 VP building on the top right. My opponent might be wary of my AT Gun covering the vertical street on the far left or the diagonal street off from the 10 VP building.  

I do not have enough personnel to defend all of my buildings. My only hope is to force the Germans to waste time and to not lose all 22 victory points before reinforcements arrive. I considered stationing four HIP HS’s in various victory point buildings. This will force the Germans to conduct more searches and mop ups. At the end, I prefer not to reveal the location of my Death Star, as the Germans might target it with their 4 x MMGs. ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

In just two German Movement Phases, they have quickly advanced up the board. The MMGs on the two vertical lanes to the left have successfully prevented the Germans from using the street, but only slowed them down slightly. We were able to reduce a sapper squad with a bore-sighted hex, which is fantastic. The Germans conducted extensive searches but ultimately resorted to running through the buildings in the middle when they realised they were all dummies. During the battle, my hidden Jedi death-star, decided to reveal itself and attack a flamethrower bearing 8-0 leader stacked with a squad. However, the attack missed, telling the Germans that there were no HIP’d HS lurking in the VP buildings. The green squads who were protecting the right ‘outer’ buildings were slow to retreat and would be captured or killed. On the other hand, their 10-0 leader managed to cross the street and fought until the end. The soldiers on the right skulked and cycled concealed units to the front. The squad on the third level did well in disrupting German movements behind their lines.

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

Both Polish MMG teams ran! At first, it seemed impossible to escape, but the 10-3 HMG death star maintained its dominance over the battlefield. At this point we lost 11 VP, including all buildings except the right flank. The Germans attempted to clear the left Roadblock, but the HMG decimated the squads. Had they cleared both, they would have gained 21 VP. The Berserker seen here would eventually be destroyed on the street. The Germans were closing in on the death star from the left. Firepower were moving continuously towards the top (as indicated by the 10-2 stack). The squads in the buildings on the right side kept rotating Concealed units forward.

Fortunately, the Polish reinforcements arrived, and they occupied the 10 VP building on the top right. The 4-5-8 troopers boosted the last line of buildings (2 x 3 VP), and Concealed Polish stack advanced onboard into a German MMG team, causing it to voluntarily break and rout. A Polish Hero was positioned to prevent that rout. However, the Germans soon realized this and all guns converged onto the brave man and killed him. He took most of the defensive fire off the desperate defenders for a round.

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

The German heavy weapons teams broke my Jedi death-star!!  The two MMG teams fought to hold off the attackers from the left.  The issue here was that all the Polish SWs were more than 3 PP, meaning if they break, they abandon their SWs.  Meanwhile the Germans on the right threatened to cross the street, and to clear the right (with other team on the left) Roadblock.  Fortunately, it got pinned and the team on the left failed the Clearing roll (for lack of a sapper squad).  The 4-5-8 Poles (bottom left) continued to push up against the German flank.  

ITR12 Sosabowski Slapdown After Action Report (AAR) Advanced Squad Leader scenario

The 10-3 Jedi didn’t rally! On top of that, the lone Polish HMG squad broke and joined their brothers at the backstairs. One of the guarding MMG teams broke and the Germans rushed in. One German 8-0 with a flamethrower got into a position to re-DM the 10-3 but a lucky shot from a HS downstairs broke him. The 10-3 will get another chance to self rally (on a 11). Meanwhile over on the right flank, a Polish green squad braved rounds after rounds of German Prep Fire and delivered the first of an encircling fire over two German sappers at the right Roadblock. With the completing fire from the Polish squad coming from the bottom, the Germans broke and Fate reduced those two sappers to 1 HS. My opponent conceded.

My opponent conceded.  Clearing the two Roadblocks would only give him 22 VPs.  He would need to clear one of the two 3 VP buildings.  

I mentioned earlier that I didn’t use MOLs.  Apart from potentially increasing firepower by 4 FP, there’s a 1 in 6 chance of starting a fire in the hex.  Having the ‘jump off’ buildings to the right on fire might be a rather good thing to protect the right most VP buildings.