BoF8 Sting of the Italian Hornet – Advanced Squad Leader AAR

BoF8 Sting of the Italian Hornet – Advanced Squad Leader AAR

BoF8 Sting of the Italian Hornet Scenario Analysis & Setup

The Victory Conditions (“VC”) for the Canadians (Edmonton Regiment, 1st Canadian Infantry Division):

  • Control buildings 10Z6 & 10oDD3, which are the two big 4-hex and 5-hex buildings (factories) on the left half of the map
  • Control 7 or more other stone buildings on board 10 (left half of the map)

The Victory Conditions call for “Control”, hence Mop Up should come in useful and therefore I should avoid No Quarters and take prisoners where possible. Besides, Prisoner Interrogation is in effect, which would be useful considering the AP Minefields and the two Fortified Building Locations in play.

The Canadian right offers more VC buildings and is less open. It also offers more rally terrain for the attackers. The Canadian left is more open, has more ground to cover and has fewer VC buildings. However, it offers a route to the flank and the side of the VC buildings on the right. There’s really only one logical spot for the OBA Observer, which is on the Level 3 Steeple on the right half of the map. I would put a heavier force on the left to hook around the closest factory on the right, as I didn’t have an abundance of time to take the 7 other stone buildings. Besides, we had Italian reinforcements coming in on Turn 4.

Italian AFVs are all Open Tops, which make them fine OBA targets. The 90L Semovente M41M da 90/53 has a frightening TK 20 vs my best armour of 8. However, it’s an SPG with no turret and it’s a circled B⑨ unless the Italians swap one of their SMV L40 47/32 for an ammo vehicle. The Italians also get two 75 ART guns with TK 10 (IFT 12) and s8. I would need to sniff them out with the Stuart Recce’s. Otherwise, the Italian infantry doesn’t have a real numerical advantage, but has an atrocious ELR1.  (“Take them all prisoners!!!”).

The Canadians have three Shermans which are solid as long as they don’t get flank shots. Their infantry has a morale of 8 and plenty of Smoke to tackle the Open Ground. The Stuart Recce’s would mill about, interdict, cut rout paths, chuck vehicle Smoke Grenades, encircle & overrun (AAMG 8 = 16 OVR FP!).

(Above: Semovente da 90/53, graphic credits Tank Encyclopedia)

BoF8 Sting of the Italian Hornet After Action Report (AAR)

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

The game opened with our Canadians laying a bit of Smoke on the right and advancing amidst the diagonal set of Woods. An Italian 9-1 led “Death Star” opened up, stunned a Sherman and broke the HS passenger in a Stuart Recce! The force on the left fared better. A Sherman pushed down the left until a Cannone da 75/27 popped up and took a shot. The shot bounced off and the Sherman stopped to the side of the 75 ART. The Stuart Recce saw that, sped past and stopped on the left flank near the Woods. One lucky squad found a minefield. The rest moved without too much drama. Our sniper went to work and stunned a SMV L40 da 47/32 at the back. The 90L took potshots at the Steeple where my OBA Observer was. As a final touch, another of our Shermans was STUNNED when its commander lost his head when another Italian “Death Star” opened up! This one’s going home.

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

We dropped Harassing Fire behind the Italians front line. The 80mm OBA translates to 4FP, but that Shocked the 90L. It also started flames in one of the building hexes. On the right, the infantry routed the gun crew and got right in front of the right VC factory. The Sherman parked itself in bypass to cover the area behind the left VC factory. Canadians on the right walked into the other 75 ART and broke under fire, the Stuart Recce OVR the Gun and it malf’d in FPF. The Stuart on the right went over in support and now we got around to the back of the right VC building on the far side as well. The Italian inside resisted with fierce firepower and they sent their L40 in there for good measure.  The leading Canadian 9-1 was KIA’d and troops broken when they tried to break in!

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

We continued to push amidst strong Italian resistance on the left, but their brokies were stacking up as well. We made an end run around the left VC factory to the row house beyond. Unfortunately, there’s a stack of Concealed defenders in the stone building in the middle of the field that we simply couldn’t get at. On the right, we tried to push back into the VC factory. We slid a PIAT into the right VC factory next to the bogged L40 and toasted it in Advance Fire! Well, it’s good and bad ‘cause now it channelled our lines of attack to the defenders. We were running out of Good Order troops on the right, but we pushed a Stuart Recce deeper to keep the pressure on the retreating Italians in the buildings beyond.

That stunned 90L? It’s UK (‘Unknown’) and would be dead afterwards.

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

It’s Turn 4 (of 6.5) and we still hadn’t got either of the VC factories! The Italian pushed us out again (leaving our PIAT & MMG) of the right VC factory. We put the OBA down to keep the Italians at bay. We had folks pushing beyond into the buildings behind, but good order manpower was wearing thin. On the left, we made slow progress into the left VC factory. An intrepid HS drew the Ammo vehicle while a Sherman rounded the corner and appeared on its left.

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

A lucky WP CH from a hulldowned Sherman finally blew the top off the Concealed stack of defenders in the stone building in the middle of the field! The right VC factory caught fire from the burning L40 and the Italian defenders moved out of the factory. They now threaten the Canadian attackers on the left flank. A Stuart Recce went behind the defenders in the group of buildings on the right just to harass. In reality, the lone Canadian 8-0 leader needed to run back to rally the boys. On the left, the Italian reinforcements got onboard. The Canadians were about to dash across the street from the rowhouse to capture a stack of Italian brokies. An 8-1 leader advanced into the street and took the WP’d brokies prisoners as well (most of them anyway). A Sherman moved forth and killed the Ammo vehicle and popped to the back row to threatening the Italian Renault on its left.

BoF8 Sting of the Italian Hornet - Advanced Squad Leader AAR

It’s Italian Turn 5, and we killed or captured most of the Italian OB. The Hero-led stack of defenders from the right VC factory dashed across to come up behind the Canadians attacking the left VC factory. Unfortunately, the Sherman broke everyone and wounded the Hero. Seeing that their Renault was about to be blown up the lone squad in the left VC factory was about to be dealt with and the Canadians having two Movement Phases left, the Italians conceded.

FT SmR1 Mired – Advanced Squad Leader AAR

FT SmR1 Mired – Advanced Squad Leader AAR

ASL Scenario Setup

The KPA (North Koreans) wins immediately by amassing more than 30 CVP (56% of KMC CVPs / 46CVP ground forces + 8 CVP air support).

The KPA can also win at game end if they can stop the Korean Marine Corps (South Koreans) from

  • Controlling 1 or more of 3 Hilltop Defensive Perimeters (“HDP”), which are the hilltop areas outlined in color. You should see 4 outlined hilltops on the map but the 2 on the left are considered the same area.
  • Exiting over 18 Exit VPs down the bottom edge. The KMC carries 46 CVPs, which means we need to kill, break or delay 28 CVPs or 61% of the KMC OB.
  • Inflict over 30 CVP on the KPA. The KPA has 44 CVP, so 32% has to survive.

The KPA has more long-range weapons than the KMC. They have a small window (probably 3 turns) to inflict as much casualties as possible on the KMC from the start to when the KMC Air Support / OBA comes into play and when the infantry finally comes into range. The KMC has an OBA with an Offboard Observer (auto Radio Contact) at Level 5 and 4 planes with rockets, bombs & 12FP MGs for 4 turns out of 8.5. Any sort of KPA movement won’t be possible for half of the game. We expect to have to fight in place. All Fortifications would be on HDPs.

Given these factors, the KPA’s best bet seemed to be to amass all the range weapons onto the HDP Fortifications. Their goal would be to deplete the KMC numbers as quickly as possible before US Airpower and SW malfunctions wipe out their toys. They would also need to keep the KMC outside of 5 hexes for as long as possible by keeping them off Open Ground (and in Rice Paddies) where they would always be mindful of the Infiltration (HIP’d) units.

If the KMC gets to a position where it can exit 18 VPs down the bottom edge, chances are it will have captured at least one of the HDPs.

They can either hold till Game End or push ahead and exit VPs. Either way, they might continue to lose CVPs (especially if the KPA OBA remains operational). There might be KPA counterattacks, although the KMC will be in Fortifications this time. All considerations seem to point towards a HDP focused setup that puts all the KPA firepower upfront and in Fortifications since it won’t be a fighting withdrawal.

Advanced Squad Leader AAR

FT SmR1 Mired After Action Report (AAR) Advanced Squad Leader scenario

So the KPA put all the range weapons up on HDPs. The easiest HDP to take is the second (2 hex one) from the left. It has the best covered approach, and I didn’t cover that as well as I should. Our Infiltration teams were HIP’d very close to our positions. Given the lack of manpower, to use them as speed bumps would be a waste. At least this way, the KMC would look for HIP units around the rice paddies longer. Most of our Boresights were not on the elevated road/ rail, as we did not expect the KMC to use them. Our Observer was the leader from the Infiltration units so he’s HIP’d on the leftmost HDP with limited LOS to the village and to the “easy” HDP. We put our 45LL ROF 3 Gun on the right flank behind the Sparse Woods, expecting serious Pointblank shots. Unfortunately, I misunderstood Sparse Woods and thought I had LOS to the Open Ground beyond where I put its BS (illusions of ITT CH abound). That was not to be. An Infiltrating unit with an LMG held our left flank.

The KMC moved forward in a mass of HSs, putting most of its weight on the covered approach on my right. I immediately saw the errors in my ways, but there’s no second chance in ASL. Our range weapons started shooting almost immediately. It’s now or our peace would forever be held upon us.

FT SmR1 Mired After Action Report (AAR) Advanced Squad Leader scenario

Turn 3 and “The Death Rattlers” were in the air. Two of them immediately took out our HMG. We were resisting the KMC HSs on the left and in the center. The KMC on the right was unfortunately streaming into the village, mindful only of our HIP units and our pair of mutually supporting but retreating Dummies. Our Observer called in a Harassing Fire mission on the village, which was akin to telling my opponent that there were no HIP units in the area. Our OBA was the 70mm variety, so it’s just 2+2 on the Thatched Roof Wood Buildings.  It made the KMC go around though, the dice gods were not to be tempted.

FT SmR1 Mired After Action Report (AAR) Advanced Squad Leader scenario

The Death Rattlers were on us both in their Prep Fire and in our Movement/ Defensive Final Phase.  Our 9-1 who had a memorable time with the HMG died of lead poisoning from a sniper. The valiant fighters on the middle two hilltops were all broken or dead. An Infiltrator at the second from the left hilltop sprang up and offered some point blank shots after the Dummy units moved (and faded away). The KMC OBA was finishing what the Corsairs started there. Our unfailing Harassing Fire missions protected our (now almost deserted) second from the right HDP. A pair of KMC HS came around from the back, unfortunately. The rightmost HDP tried to keep the wolves off them as much as they could from across the road. Our AT sprung into action, but we weren’t the best against the KMC at close quarters. The lights got dimmer.

FT SmR1 Mired After Action Report (AAR) Advanced Squad Leader scenario

KMC Turn 6 and two of The Death Rattlers had one more attack (the Strafing was worse than the Bombing / Rockets). The hilltops on the flanks were barely holding. We even had a couple of rallies for the last hurrah. The Observer, who boasted that his momma gave him no Red chits, finally lost contact with the battery. The KMC was kicking down the two hilltops in the middle.

FT SmR1 Mired After Action Report (AAR) Advanced Squad Leader scenario

The KMC broke through to our two hilltops in the middle. They broke most of our chaps at this stage and we simply didn’t have the strength to put together a counterattack to take a HDP back. The KPA conceded and the door to Seoul got kicked in at a cost of 18 KMC CVP.

PS If you are playing this as well, note that Foxholes (of which we had 6) actually offer a -1 Rallying Bonus when on HDP’s (Sm2.4). Something we missed.

FT S9 Cowboys and Indians – Advanced Squad Leader AAR

FT S9 Cowboys and Indians – Advanced Squad Leader AAR

Scenario Background

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It was 26 Sep 1950.  The Korean Marine Corps (South Koreans) were mopping up pockets of resistance at and around key thoroughfares.  Chesty Puller thought they were best suited “to tell the cowboys from the Indians”.  The North Korean occupation had not been well received by the city’s inhabitants.  So the locals proved to be excellent sources of intelligence amidst neighbourhoods where North Koreans dressed up as civilians.  (Crudely excerpted from the scenario card..)

(Photo Credit: Don O’Brien, View from atop the Hanto Hotel, Seoul Korea, Nov 1945)

Victory Conditions & Tactical Considerations

The North Koreans had 2 squads & 9 half squads of various quality plus 2 LMGs.  They had self rallying ability as per SSR and no leaders were present.  They were to setup, one squad or less per hex, HIP’d largely on the top half of the map pass the horizontal street and suffered Ammo Shortage (so Fire Lanes are out of the question).  The Korean Marines (‘KMC’) win if they could amass more VPs than the North Koreans (‘KPA’).  For both sides, VP = CVP + Exit VP, and the KPA gets 1 VP each for each Good Order concealed or HIP’d units that survives till game end.  Plus the KPA starts with 3 VP.  So unless it looked like a good kill, the KPA would stay put.  A ‘mole hunt’ then you say?  Yes – but this scenario is how a FUN mole hunt can be done.  Now the KMC could enter on the left or the bottom of the map apart from setting up below the horizontal road.  They started with 7 squads + 1 fire team and 3 leaders, 2 LMGs.  Note that “Steep Hills” were in play, so those brown hexes were concealment terrain as well.  All those Orchards were sparse, while they were concealment terrain, Partial Orchards were not.

My top priority was to prevent the KMC from cutting off my lines of retreat up through the top side of the map.  Secondarily it’s to have a screen so civilian/ prisoner interrogation wouldn’t uncover important KPA ghettos.  The KMC could enter from the left but while I didn’t want him sliding into the top behind us, I couldn’t see KMC’s entering onto the Citywide Boulevard (-1) hexes (‘CWB’) with no where to rout.  I think the KMC expected the KPA to stay as far away as possible, which means the top right of the map was likely to be searched first.  Places the KMC might overlook were rooftops and CWB hexes with Orchards, although my opponent is well known for being meticulous and detail oriented, I have never known him to miss things.

I put the 2 elite 248 HS’s over on the right.  Their mission was to ‘confirm’ my opponent’s suspicions, to draw attention and to survive longer than most.  I had a few units on the top left and at the Dense Urban Terrain (DUT) choke point on the top of the map.  Note that DUT worked like Dense Jungle, stacking limit was two and you couldn’t firegroup with units in other DUT hexes.  I had a HS on the first level of one of those stone rowhouses on the left (not that I really think my opponent would miss them) and another one slightly forward (down towards the horizontal road) to see if we could catch any impatient bypassing KMC units coming down the road.

(Photo credit: Time-Life, Street Fighting in Seoul by Hank Walker, 9 Sep 1950)

Advanced Squad Leader AAR

FT S9 Cowboys and Indians After Action Report (AAR) Advanced Squad Leader scenario

South Korean Turn 3: We had a rather big KMC force hitting the right of the map.  The 2 248’s put out some shots on the road, one was demolished by Turn 3.  The other had a choice of going up next to that massive 8-1 stack or down to the bottom side of the street to mess with the KMC further.  If a unit could survive til the end of the game concealed or HIP’d, they score 1 VP for the team, so they would have to come after it.  Unfortunately the remaining 248 didn’t last long after this but the duo did burn up some time.  The SK rolled civilian interrogation though and a HIP unit on the 1st floor on the left got ratted out (and killed).  So there goes my hope of the SK’s passing him by or it being able to ambush the Korean Marines somehow.  We wondered if the SK’s on the left will wheel counter clockwise and sweep up to the top of the map!  I also started to realize that having conscripts as screeners posed a liability.  They could be easily captured and interrogated!

FT S9 Cowboys and Indians After Action Report (AAR) Advanced Squad Leader scenario

South Korean Turn 4.  We had three Movement Phases left.  The main body of Korean Marines on the left started to wander past our HIP’d crowd apart from one squad with an LMG.  We took that shot at point blank with a HS (and a -1 CWB TEM) but bullets rolled off the Korea Marines.  We decided to back off into the DUT and get reconcealed instead of pressing on, hoping that the SK squad would come in pursuit instead of walking into the other HIP’d units.  Meanwhile on the right, the Korean Marines swept through the hexes in the area.  That single hex two story house on the far right did look tempting but I didn’t want to be (immediately) encircled in it.

FT S9 Cowboys and Indians After Action Report (AAR) Advanced Squad Leader scenario

Using conscripts as screeners was indeed a liability.  One of the captured HS gave into a copy of Doom Battalions v3 and ratted out another HIP’d unit! A HS and a 527 were surrounded.  The 527 was encircled and CC’d but it look out the KMC 8-1.  The other HS who got CC’d rolled infiltration and left off the map (I forgot whether it went with a new leader)!  Over on the left, our sniper took out the guards earlier and a KPA HS was freed for a sweet moment!!  It could try for the board edge but SK units would get to it first.  It decided to go upstairs and it drew some units off the encircled lot.

FT S9 Cowboys and Indians After Action Report (AAR) Advanced Squad Leader scenario

Prisoners were recaptured and the scores were even going into the last (NK) player turn.  The NK 527 had to die!  The Korean Marines stood around and discussed it a bit and decided to ride on the higher Marine morale level and shoot into the Melee.  All the fun triggered the NK sniper again who nailed another Marine unit but worse, the shooting laid an MC on the Melee stack.  The NK 527 pinned but all the Korean Marines in the melee broke.  The NK’s won, glory to the dice (the surviving but unconcealed NK 527 was not credited with VP’s but it’s incumbent on the SK to break the prevailing VP tie)!

(Photo credit: Time-Life, Street Fighting in Seoul, Hank Walker, 9 Sep 1950)

How’s this scenario interesting?

Normally you wouldn’t imagine bug hunt scenarios to be fun.  However, this one’s small and quick enough to not be tedious for the South Koreans and to be nail-bitingly exciting at some points for the North Koreans.  The North Korean player had to keep a pokerface while the Korean Marines swept through the streets.  However it’s not a huge challenge while on VASL as long as you can keep your voice level.  There are definitely multiple ways to play this.  I wonder if any NK players decided to not play possum but actively looked to kill SK units?  I wonder how that worked out.  The use of interrogation kept life interesting and it reflected the historical situation quite well.  The beauty of the Dense Urban Terrain (‘DUT’) rule came to the fore here.  I wondered if more designers will do the same in the PTO with a mix of Dense & Light Jungle?  This is an interesting scenario offering a good bit of fun in the evening, give it a try!

(Photo credit: Time-Life, Street Fighting in Seoul, Hank Walker, 9 Sep 1950)

My Interview with The 2 Half Squads

I did a really fun interview with The 2 Half Squads a little while ago. Most fun I have had at 0400 since I left college!

Here’s the Audio Only version:

The2HalfSquad blog post : http://www.the2halfsquads.com/2021/10/episode-281-action-jackson-kwan.html

CH97 Final Crisis at Blackpool – Advanced Squad Leader AAR

CH97 Final Crisis at Blackpool – Advanced Squad Leader AAR

Scenario Background

It’s 24 May 1944 near Namkwin, Burma.  “Blackpool” was the hill in the scenario that served as a blocking position against the Japanese.  The 111th Indian Infantry Brigade constructed an airfield against it.  However on this day in the Monsoon rain, the IJA cut inside the perimeters of Blackpool.  Elements of the King’s Own Royal Regiment, the King’s Scottish Rifles and the 3/9th Gurkha Rifles mounted a counterattack in the torturous terrain, dense jungle and heavy rain.

Physical Map of NamkwinPhysical Location Map of Namkwin
Physical Location Map of Namkwin
Physical Map of Namkwin

Victory Conditions & Tactical Considerations

The IJA wins at game end if they have Good Order units who can lay down >= 4FP on the Flooded Pool you can see on the top right of the game map.

IJA 01The IJA starts in two groups.  The first group of 6 squads setup in the airfield (no Smoke in the rain) in the face of a 75* Artillery, a murderous Bofors AA (IFE 8 ROF 2) and a leader who can make it rain 70mm OBA.  The second group of 9 squads setup on the east side (lower side on the map) of the hill.  To counter that group, the King’s Own Royal Regiment and the King’s Own Scottish Rifles setup on the hill top.  A group of Gurkhas setup within 3 hexes of the Flooded Pool.

The IJAs in the airfield have a short trip over Open Ground, barely protected by the falling rain drops.  So I had them spread out as much as possible.  The biggest task was to guess at where those ordnance were.  Their task was to not have British ordnance shooting at the back of the group of IJAs making their way up the hill.  The group of IJAs on the hill had a tough time ahead of them still.  Going up the hill is 5MF per hex.  Unless they were with a leader, that would make them go CX, which of course prevents them from Advancing further.  Of course, if they managed to go 1 hex per turn they would theoretically make it to the Bamboo on the west (top) side of the hill.  (Note: going downhill is 3MF, but there are Abrupt Elevation Changes which takes 5MF.)

On the other hand, there were concealed Scotsmen on the top of the hill and Gurkhas moving up the path.  Being CX’d wasn’t the best thing to do, considering concealed Scotsmen would get -1 vs 0 on the CX’d IJA’s on Ambush rolls (+1 for non first line troops).  Concealed Gurkhas would do -2. (Assuming the CX’d IJA would get advanced on.).

I thought about having a band of IJA making an end run around the hill long the path on the left, but they won’t come into play until Turn 3 or after.  I set that aside as an option.

Advanced Squad Leader AAR

CH97 Final Crisis at Blackpool After Action Report (AAR) Advanced Squad Leader scenario

The Bofors went on a rate tear and wiped out half the IJAs (and their 8-0) down at the airfield.  As a matter of fact, it tore up folks on one side, turned CA and continued to tore up folks on the other side!  Their 7-0 got so emboldened that he ran out with his radio to get a better view of the IJAs going up the hill.  The 75* ART came out on the left and shot at the IJA coming down the field.  That prompted one of the squads from the hill to come down behind to help kill the crew.  We killed the gun as well so as not to have a gun shoot us in the back later.  The folks on the hill started to head up the path on the left, pushing some of the concealed enemies to respond.  We hoped to get into the jungle before the Indian units in the airfield free themselves up.

CH97 Final Crisis at Blackpool After Action Report (AAR) Advanced Squad Leader scenario

The Gurkhas went up the west side of the hill path and really started shooting the IJA up with their heavy inherent firepower (12 pointblank!), HMG & MMG.  Heavy Rain started which gave an addition +1 to the Dense Jungle’s +2 but the IJA forces kept shedding away.  The Scotsmen on the left came into contact with IJA units and gave the CX’d IJA units an excuse to Banzai up another level!  We needed to hit the Scotsmen on the flank quickly before our troops melt away like ice cream.  Down in the field, we decided against making an end run around the hill but instead, move to tie down the Indian assets in the airfield.  The Brit with the radio went into the Jungle after an IJA brokie, so we went after him and send a squad after the Bofors, which decided to move into the airfield for a better shot up the hill.

CH97 Final Crisis at Blackpool After Action Report (AAR) Advanced Squad Leader scenario

It’s Turn 4 and we were getting shot up at every fire phase.  This could not be allowed to continue!!  The Commonwealth troops were in contact still, so we triggered off 2 Banzai’s to propel IJA forces up the hill.  The Commonwealth line was still holding.  Three more MPh’s to go and their HMG/ MMG teams were still intact.

Down at the airfield we caught and killed the radio guy (no OBA!), meanwhile the Bofors moved further into the airfield.

CH97 Final Crisis at Blackpool After Action Report (AAR) Advanced Squad Leader scenario
The Commonwealth forces got smart and studiously avoided contact with our folks, so as not to trigger off more Banzais.  At this point, I was pretty sure the defenders had more people than we do.  We kept their brokie stacks under pressure but continuing to bash ourselves up against the Gurkha wall didn’t seem viable at this point.  Things were not going well, the Indian troops even ambushed and killed our mortar team and stole our toys – the NERVE!  Our folks at the airfield rushed up the hill in a bid to keep some of the Commonwealth forces on the airfield (east) side of the hill.

We realised however, that we didn’t have to get up close.  We could bring our MMG/ LMG to the right side down the road and hit that pond (Flooded, hence at Level 0) with 4FP from a distance!  (Credit goes to my opponent.  We have been playing regularly for years.  He’s the smart one.)

At this point, I told the scenario designer – Joe Leoce – that the IJA’s getting wiped out and that the Gurkha HMG & MMG were still there.  He answered “you know where they are”.

CH97 Final Crisis at Blackpool After Action Report (AAR) Advanced Squad Leader scenario

We started to slide towards the left with our 2 leaders escorting our MMG & LMG squads.  Other full squads piled in as well but half squads stayed on the ridge (abrupt elevation in a lot of places) to screen the Commonwealth off.  We maintained a continuous line so as to threaten a massive Banzai.  Some of the enemy forces filed down the hill path, looking to shoot us down on the road no doubts.  We stripe but not break so we should be okay but hey, that’s what half of the dead on the airfield thought.

CH97 Final Crisis at Blackpool After Action Report (AAR) Advanced Squad Leader scenario

We moved onto the road with our 2 leaders.  The Gurkhas opened fire in their last Prep while our folks closed their eyes and cringed!!  They wounded the 9-1 and striped the crew but the MMG remained operational.  With 10 FP on the pool, the Commonwealth conceded.

How is this scenario interesting?

We got tired just thinking of the 4 level hill, the Dense Jungle and the Heavy Rain!!  Both sides battled the terrain as much as each other.  As unforgiving as the terrain was, once you are committed to one course of action, there’s hardly any turning back.  Sure, playing against the IJA can be nerve wrecking but so’s the IJA player’s need to manage his rate of attrition as the turns roll by.  Putting the Gurkhas on the field also give the IJA something to be scared about.  I think this scenario showcases the best elements in the ASL PTO experience.  The IJA 28 vs Brit 25 scoring on ROAR suggests I am not alone.

This is a great scenario done by a talented designer no doubt: Joe Leoce.  I met Joe back in 2014 when I dropped by the Albany tournament for a day.  He took such great care of me that it shaped how I feel about the whole global ASL community to this day.  Here’s a video I cut from that beautiful day:

BoF2 The Polish Requiem – Advanced Squad Leader AAR

BoF2 The Polish Requiem – Advanced Squad Leader AAR

Scenario Background

By Alex79 - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=10843864

(Drawn Map By Alex79 – Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=10843864)

It’s 14 September 1939.  Guderian’s Panzers broke through the defensive lines at Wizna and Mlawa.  The Blitzkrieg headed towards Brzesc-Litewski, the lost of the latter would mean the encirclement of the Polish forces in Warsaw.  The Poles fielded some old FT-17’s to stop the tide.

Victory Conditions and Tactical Considerations

The Polish 82nd Regiment fielded 4 squads onboard with an MMG and a 8-1 (plus 5 Concealment counters).  They were supported by four FT17’s from the 113rd Light Tank Company, two with CMG’s, the other two with 37mm guns.  They would have to hold the line before they were joined by four other FT17’s, 7 squads & a 8-0, an MMG and a pair of DCs.

The Germans had to run 8 squads, 2 9-1s, a 7-0 down the length of the board in 6 turns.  They were supported by 7 tanks, two of which had to arrive in the magic (VC) circle with everything intact along with 3 squad equivalents .  Turned out that was a bit of a challenge.

Advanced Squad Leader AAR

Advanced Squad Leader scenario BoF2 The Polish Requiem After Action Report AAR

The German AFVs sped forth using their sD to lay smoke for the infantry where they could!  They also looked to provoke the 37* wielding FT17C’s to shoot so they could tell which was which.  The moving German AFVs made pretty bad targets in that the 1MT (1 man turret) Poles needed at least a +4 to score a hit.  The troops then flooded forth ‘cause it was either losing by the squad or losing by the clock.  An AFV shot a FT17M and ATR shot another.  A Bounding Fire shot from behind killed a FT17C.  The other one’s peeling off.  The German lucked out in the Polish turn when one of their 75*s PzIVC scored a hit on the unconcealed MMG in the Board 4 double hex wooden building and they eventually encircled and overwhelmed the tenants there.

Polish reinforcements arrived.  A stack got rather unlucky and was shot and broken by a low power shot (it’s always the low power shots that kill).  A pair of FT17C’s appeared ominously BEHIND us.

Plus you know what?  I already X’d one Gun and malf’d another one at this stage.  That’s five left and I needed two.

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

The Poles blocked up my left flank!  The pair of reinforcing FT17C scored a critical hit on one of my AFVs while a second German tank got recalled – four left.  A PzIIA and the ATR HS went after a FT17C.  That thing failed its non-platoon movement roll and had to stop!  Down at the bottom of the map, a PzIB tried to speed away after FTR’ing the stack of broken Polish reinforcements.  The Polish 8-0 had a DC and looked to exact revenge but yet failed his PAATC and was pinned and separated from the rest of his troops.  (Note: I played this wrong because SMCs are exempted from PAATC’s.  This would have been interesting in that it might have taken me down to three functioning AFVs.  My apologies to my opponent.)

CrazyWearyAfricancivet size restricted

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

It was Polish Turn 4 and the Germans only had 2 MPh’s left to make it to the magic circle!  From the looks of it we could BARELY make it especially with that bloody grain field there.  I needed to do something about the 3 MGs (two FT17Ms and an MMG) on the bottom left.  To that end, a PzIIA ran to the end zone to spook them a bit and the ATR team went up the hill.  That ATR’s also there to cover the pair of AFVs that went up the other side of the hill to face off the FT17C(37*) closing the range behind us.  The rest of the troops hurried across the board as fast as they could.

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

The pair of FT17C burned another one of my PzIVs on the hill – three left.  The PzIIA in the end zone shot one of the FT17Ms and the ATR team shot the other, but wait, there’s more – the Polish MMG malf’d itself out.  You really can’t do anything wrong when the stars line up!  The other AFVs tried to laid down smoke but none of the sD’s worked.  Nonetheless, it’s time to rush it or lose it.  We made it to the other edge of the grain field, CX’d but otherwise intact.  The Poles conceded.

How’s this scenario interesting?

BoF2 A Polish Requiem has long been a classic.  It’s a whirling dervish of a battle!!  Polish AFVs were slow but those 37* kills on a 7, pretty respectable considering most German AF’s 1.  The German forces might seem overwhelming but these guys were tied to a timetable.  If the player on the Polish side keeps his PMC (read: Personal Morale Check) he might win this scenario yet.  The German AFVs might X themselves out or folks might get delayed just enough.  Had the Polish MMG at the end zone not X’d out it would have been harder for the Germans.  Scoring 37 (Poles) vs 27 on ROAR, I recommend this scenario unreservedly.

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)

RbF I-4 Used and Abused – Advanced Squad Leader AAR

RbF I-4 Used and Abused – Advanced Squad Leader AAR

Scenario Background

This is the Mokmer Airstrip (today’s Frans Kaisiepo International Airport) on the island of Biak, 15 June 1944.  The IJN had 3 airfields built and captured by the US 41st Divison.  The IJA decided to recapture them, aided by the remaining 4 IJA tanks on the island.

UntitledImage

(https://upload.wikimedia.org/wikipedia/commons/a/a4/US_landings.jpg)

Google Earth: Biak

UntitledImage

(Credit: Google Earth)

(“Soldiers of the 41st Infantry Division, after emerging from the jungle, overcoming Japanese resistance, advance on an open field on the South Pacific island of Biak, off the New Guinea coast; May-August 1944.” Credit: https://www.ww2incolor.com/)

Victory Conditions & Tactical Considerations

The IJA broke out of the Dense Jungle with 12 squads and 4 leaders, which included a 10-1 and a 9-1.  They had 4 LMGs and 2 MTR that could pump WP out to 6 hexes.  There were also the 4 x Ha-Go’s described in the Historical Perspective.  The Americans had 11 squads: 3×667, 7×666 & 1×546.  They had 3 leaders, which includes a 9-1 and a 8-1, plus 1xHMG, 2xMMG, 4xBaz44 and a 60 MTR.  The IJA win at the end of any Game Turn if they have 7 CVPs or more than the Americans (unbroken) on/adjacent to any runway hex, and they had 7.5 turns to do it.

The IJA didn’t really have an advantage in manpower (so no unnecessary CC), and the Americans outranged and outgunned them.  They did have an advantage in leadership and morale, plus they could get to where they wanted to get to if they want it bad enough.  The 4 AFVs were key for preventing the Americans from backing off into the airfield.  These bazookas had a range of 4 but the Ha-Gos were small.  So TH on a moving Ha-Go is 6 @ 1 hex, 5 @2, 4 @3, 1 @4, ie they were effective at 2 hexes at best unless they catch you stopping.  The 2 knee mortars had WP and these Ha-Gos had vehicular smoke grenades, apart from being able to provide Armor Assault or vehicular hindrances if needed be.

The IJA setup on row 3 while their tanks come in from offboard.  Americans setup near the bottom edge of the top map, however in doing so, would have to retrograde across plenty of Open Ground, first to the tree line on Board 14 (bottom) and then across the airfield (where you get an additional -1 to incoming fire).  We needed to back up before the IJA tanks got behind us!

I took on Brian William’s US setup in his AAR from Jan 2000.  The idea here was to defend the left and the center where it’s closest to the airfield.  We would try to hold the line for as long as possible before backing off onto the airfield.  Having the IJA AFV hooking behind us would definitely be an issue.  Hopefully our bazooka’s would deter some of that.   The HMG (plus 9-1) and the 60 MTR were in the trees located in the center of the board.  One MMG was in the middle with the 8-1 and the other MMG guarded the left side.

After Action Report

RbF I-4 Used and Abused After Action Report (AAR) Advanced Squad Leader scenario

The IJA wasted no time moving in.  Too fast perhaps, they already made me felt like I’d made a mistake and gave them too much ground upfront.  On the left, they prodded my lone squad (which promptly broke and ran) and was well on their way hooking around to the airfield.  In the middle, an IJA tank ran into the dense jungle in a bid to freeze my MMG.  We killed it in CC.  Slightly to the left of it, another IJA tank did the same with another MMG team and was unfortunately bogged in the jungle which only made it easier to kill.  Its partner AFV pivoted and stopped right in front of a HS bearing a Baz but they wouldn’t be able to hit a thing this whole game.  A couple of squads came through the middle with their knee mortars.  They weren’t able to do much damage to the HMG-Mortar team but they laid down smoke for their comrades to the right.  On the right, a body of IJAs came through the dense jungle unmolested.  That gully in middle of the field would be an ideal jump off point.

RbF I-4 Used and Abused After Action Report (AAR) Advanced Squad Leader scenario

In the middle, the concealed units that sat behind the MMG team were in fact, a Baz team!  They slid up under the wreck, shot the other AFV and immobilised it.  Given where it was, we figured an immobilisation was as good as a kill.  The remaining IJA tank (that stopped in front of the Baz team) started up!  The Baz team immediately fired but missed again.  The other Baz team fired but couldn’t connect either!  That Ha-Go waltzed all the way down to the HMG team (with 2×666 and a 9-1, no less!).  The HMG fired and got snakes!!  Pity you can’t CH with a 50 cal.  However, the TK’s 7 (AF1) at that range and the last AFV was put down as well.  The hoard of IJA on the right decided not to wait and did 2 Banzai’s (over OG!).  Meanwhile on the far left, the IJA platoon continue to make their way down south.  The Americans were fortunate enough to keep a team in front of them.  We couldn’t win most standing gunfights though, we had to always try to get the first shot in.

RbF I-4 Used and Abused After Action Report (AAR) Advanced Squad Leader scenario

We were able to decimate enough IJA troops to be able to pull a big withdrawal on the right.  We ran to the end of the airfield and hoped to advance across the runway (add’l -1 to incoming fire).  The IJA tried another Banzai on the far right but some pretty heavy firepower got in the way (and killed the IJA 9-1).  The IJA pulled another Banzai through the kunai on the left towards our MMG as well.  We had a flanker harassing that Banzai but it got hit by the IJA sniper halfway through.

Jungleers on Biak by Keith Rocco COMMENT

(“Jungleers on Biak by Keith Rocco”, https://www.militaryimages.net/)

RbF I-4 Used and Abused After Action Report (AAR) Advanced Squad Leader scenario

IJA Turn 6 – they had lost a good number of troops to the Banzai’s already.  The broken MMG HS from our first position finally managed to self rally!  So even though the IJA tried to run some troops up from the back, they didn’t get too far.  They did a final Banzai attack to get to the edge of the airfield, and lost their 10-1 in the process.  This was when they decided to call it quits and started pulling out RbFI-5 (ATF1) Paper Line ..

(“1944 Biak- Japanese Prisoners being fed” https://www.ww2incolor.com/)

How’s this Scenario Interesting?

I think movement across Open Ground was key for both IJA and US troops.  The IJA had 4 tanks to help hook around and to interdict American movement (their 4 LMGs would have extended the 4 hex IJA range nicely).  Plus their cover / smoke grenades should have provided protection for IJA troops in the face of heavy US firepower.  The Americans couldn’t win standing firefights and as I mentioned before, we had to always get the first shot in.  We would have a very hard time with our low morale if we had to retreat through opposing fire.  We lucked out early on when the first couple of Banzai’s didn’t leave the IJA with enough troops to see beyond the tree line, thus allowing US escapes.  Once we settled into the buildings around the airfield it’s all open ground for the IJA, those AFVs would have been helpful.

I really like Brian William’s setup.  The bazooka teams in particular were looking over the narrowest places (and/ or where those AFVs had to turn).  I couldn’t have done something as good as that.  I might have made the mistake of setting up a little to forward, increase the difficulty of my retreat and enabling Banzai’s through those jungles.

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)