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.  

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

Victory Conditions

This was 1938 in Tai’erzhuang.  The Chinese 31st Division looked to evict all Good Order IJA MMCs from the factory the Japanese used to prepare IJA remains for their return to Japan in 8 turns.  The Chinese had a 100+mm OBA and a 37 fighter bomber.  There’s a Mild Breeze from the top left but we couldn’t get any smoke going anyway. 

After Action Report

The IJA had second floor positions in which they could place their heavy weapons.  The Chinese thought of moving the bulk of their forces via the right of the mid line but the rowhouses were a nightmare to attack through vertically.   Moving through to the buildings on the far right and coming back in the middle was viable but that seemed a long way off.  There were a couple of third floor position for the overwatch but they were too far away for Chinese guns.  If we put them forward in the couple of second floor positions left of the mid line we would need to protect them from the IJA on the left flank.  So we decided to move the bulk of the forces left to the mid line together with the heavy weapons.  As it happened, the Chinese front was too narrow for the Chinese to make the mass of their numbers felt.  The Open Ground in the middle of the board to the left of the crematorium proved risky for the attackers as well.  

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

Anyway, the Chinese heavy weapon squads sprinted forward.  The pair of Chinese tankettes were useless in the city as gun platforms so they were used as cover on those open streets.  The scout car had better guns but they were open topped and were therefore used in hit & runs and as a possible smoke platform.  The one good option my opponent pointed out was to position the scout car on the hill to the bottom right to harass reinforcements trying to push back into the crematorium.  An IJA MMG opened up and promptly malfunctioned.  Spotted mortars took shots at us as well.  The thing to do was to get more of the key IJA weapons to fire and to show themselves to the OBA and the incoming fighter bomber.  

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

The heavy weapons teams sprinted upstairs and the tankettes were on the street for the Chinese troops to dash across.  Exposed or not, we constantly pushed everyone forward and threaten to bypass retreating IJA squads.  The more IJA units appear to shoot, the more targets the OBA/FB would had.  Given that, the IJA on the right started moving back towards the library. What I needed to a better job at was to constantly organise threaten Human Wave threats.  Having said that, I have never been able to execute a mid game HW!!

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

Come Hell or High Water, the Chinese troops kept pushing forward relentlessly.  The IJA got a HMG team outside the crematorium as AA cover for their incoming AFVs.  The IJA on the right flank were frustratingly successful in making their way towards the crematorium.  The Chinese laid an OBA squarely on the IJA MMG commanding the middle of the board (huge surprise), although that was the first and the last of the Chinese OBA.  The IJA mortar far off also took potshots at anyone who’s not careful enough about LOS.  I didn’t want to waste the fight bomber flying against their AA cover (after their AFVs).  However, the presence of the plane suppressed liberal IJA movement.  

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

My patience with the fighter bomber paid off.  The Chinese overwatch positions took out the AA HMG and the bomber swooped in!  The bomb landed squarely on the biggest IJA tank on the board and lit it up.  The bulk of the Chinese pushed through left of the mid line, we were undoubtedly behind schedule and we had to divert troops to meet the IJA reinforcement coming in from the left.  

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

The IJA stunned one of our tankettes and it retreated off the field.  Our front was too narrow and was pretty well plugged by the IJA defenders.  We triggered a HW in a “Do or Die” quest to bust into the crematorium!!  I have to admit, a lot of the IJA shots went wide.  The remaining Chinese tankette helped out some of the chaps with an Armored Assault.  We couldn’t get distracted by the incoming IJA from the left, we pushed most of the folks towards the crematorium and a few guys remained to keep the IJA off.  I had the expensive German scout car in position on the left to help fend them off but it’s MGs promptly malfunctioned!  

(Personal first : mid game Human Wave!  A Chinese one no less!)

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

We could have fired off a couple of Dare Death charges as well but it appeared the coast was clear for the rest of the Chinese soldiers.  We moved them in as close as possible.   The flamethrower team took advantage of the commotion to walk right up to an IJA tank and lit it up.  With two movement phrases to go, I had serious concerns that we wouldn’t be able to get to all corners of the crematorium.  The internal walls funnelled our troops to where they were plugged up.  

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

The IJA on the left flank had a chain of units lined up, ready for a Banzai Charge back into the crematorium!  Good thing our overwatch positions separated the IJA leader with the rest of the boys.  The IJA MMG tried to go high but was pinned by heavy weapons fire as well.  The remaining IJA tank crashed into the building but was shot by an LMG near by!  I was mulling about the internal walls when my opponent pointed out my DCs near by.  The folks went “Oh yeah!!”, ran into the crematorium and placed the DC.  All the LMG teams went in (LMGs can fire through breached walls at “full power”).  Other Chinese rounded the bottom of the building and got to the bottom left corner as well.  All that’s helped by the sniper breaking the IJA spotter team, although breaking one of the remaining IJA units inside the crematorium would have been better!

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

Wall breached, IJA units shot or killed in close combat!!  We had the crematorium!!  Now to lined up a reception for the inevitable IJA counterattack!  

ITR11 Cremation Station After Action Report (AAR) Advanced Squad Leader scenario

The IJA was caught in a web of fire.  I am frankly surprised that both overwatch positions were still operational (the HMG took a quick break).  None of the IJA units reached the crematorium.  The game ended as epically as it started.  

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

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

Victory Conditions

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

After Action Report (AAR)

Advanced Squad Leader ASL AAR SmR02 Fenton's Foe

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

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

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

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

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

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

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

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

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

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

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

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

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

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 S10 Liberté Call – Advanced Squad Leader AAR

FT S10 Liberté Call – Advanced Squad Leader AAR

ASL Scenario Setup

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

To Apply More FP than the KPA on the CWB

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

To Capture the French Embassy

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

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

Advanced Squad Leader AAR

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

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

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

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

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

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

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

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

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

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

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

Lost by One.

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

BFP24 Death Ride of the Das Reich – Advanced Squad Leader AAR

BFP24 Death Ride of the Das Reich – Advanced Squad Leader AAR

Scenario Background

This scenario is set on 30 July 1944 southwest of Notre-Dame-de-Cenilly, France.  The SS Panzer Division 2 (“Das Reich”) started to realise it’s in danger of being encircled.  They therefore looked to withdraw remaining units southwards towards Brehal.  The stretched out 2nd Armoured Division (“Hell on Wheels”) caught wind of it and moved to foil the German plan as their vehicles appeared before dawn.

Victory Conditions & Tactical Considerations

This scenario has a real interesting setup.  The three boards represents three venues through which Germans tried to escape the American dragnet.  They operate separately from each other like three separate but concurrent games.  The Germans had to divvy his forces up into three groups.  Each group would enter their designated board using Convoy movement.  The Americans had to divide his forces into four groups, one being a reinforcement that enters on Turn 4.  Again, the three boards represents three separate venues that doesn’t affect or crossover to each other, so once forces were committed to a board, they were committed to that board.  The Germans can win via one of two ways: by exiting >= 44 VP (ex prisoners) off the east (right) edge of any one board or by exiting >=110 VP off the east (right) edge of all three boards.  Proper force allocation is very important for both players.  There are parameters to curb either player from heavily slanting his forces on one or more boards, but we also know he who defends everything defends nothing!  It’s also important to know that those bocages you see are Light Bocages.  Light Bocages, as defined by the BFP Beyond the Beachhead rules, are 1/2 level obstacles, don’t create any blind hex and allow LOS along hex spine.  It costs vehicles 1/4 of their MP allotment (instead of 1/2) to cross and Bogs with no additional DRM’s apart from the usual.

The top board has the second most restrictive terrain.  The German convoy enters via a restrictive channel for a third of the board and the terrain opens up before leading into bocage country again for the last half of the board.  The temptation is to start shooting at the Germans as they come out of the first third of the board but the openness will allow their guns to gang up against our tiny blocking force.  I decided to duck further into the bocage with a HIP’d baz team, a Sherman and an MMG.  Hopefully the choices for the Germans are either to come through to us one at a time down the channel or risk bogging and underbelly shots crossing the bocages to flank us.  Forces were deployed along the road and a HIP’d baz team is on the bottom of the map since I suspected the Germans would be tempted to flank us along there.

The middle board is the most open.  The Germans start by coming down a channel for a third of the board, then it’s the village for the second third before closing off into bocage country on the last third.  I put the roadblock where the bocage opens up into the second third.  That’s covered by a Sherman and the 9-2 HMG team in the church steeple.  The M1 57mm AT Gun (TK15, ROF3, HE4 & APDS4 w/ TK18) sits behind a ring of bocage on the left (map bottom) of the Germans’ axis of advance, closing off that half.  Once the fighting happen, I would bring a M2 mortar to the back to provide some defence depth.

The bottom board is the most restrictive.  On one hand, not breaking up the German convoy make it slow(er) going for them, on the other hand, I can’t cede too much ground.  I put the second roadblock shortly past the first half of the board, covered by a Sherman, an MMG behind it and a HIP’d baz team on the side of the road covering the small opening past the crossroads.

Oh, those Roadblocks are only “hasty” Roadblocks, they don’t allow Hull Down’s, can be crossed by a vehicle at half of it’s MP allotment and a Bog Check (+drm) but leaves a Trail Break behind for other AFV’s.  There’s also a +1 LV when you think about your covering your Roadblocks (this action’s at dawn).

Note also that there are no restrictions against Kindling in this scenario.  Some of those grain on the latter bits of the map might be good candidates, particularly in the top board if the Germans decide to do an end run on the right of the road.

Advanced Squad Leader AAR

BFP24 Death Ride of the Das Reich After Action Report (AAR) Advanced Squad Leader scenario

We opened with German Turn 3 (of 7.5).  All three convoys had now been broken up.  On the top board, an armoured car arrived at the bend in the road where the Sherman bore-sighted.  The Sherman open fired and missed!  It then tried popping Smoke and turned tail.  Halftracks started unloading people immediately.  A couple of tanks went to our left (bottom) down the Road to see if they could get at our Sherman.  I imagined they might be tempted to cross the bocage after I take my Sherman out further to the back.  An M2 mortar team hopped over a bocage on the back.

We shot 1 halftrack at the Roadblock on the middle board.  Again, Germans infantry started unloading from their halftracks.  An armoured car went to our left (bottom) to check out that side of the board (like they are paid to).  Our AT Gun torched it at the intersection.  German tanks jump the bocages and went to our right to get at Sherman parked in a stone building.  Our M2 mortar team sprinted backwards as planned.

In the bottom, our Sherman shot the leading armoured car and the HIP’d baz team popped up and shot an halftrack from the side.  What I should have done though was to wait for the German armour to jump the bocage in an attempt to flank the Sherman.  My intention was to increase the MP cost for German traffic as quickly as possible but that didn’t make a material impact on the game. 01 notre dame de cenilly 1944 1

BFP24 Death Ride of the Das Reich After Action Report (AAR) Advanced Squad Leader scenario

Download  1On the top board, our Sherman backed off into the sunken road, escaping the 2 German AFV’s sitting behind the bocage.  Unfortunately, they decided against coming over to chase after our lone Sherman!  The sheer weight of the incoming halftracks/ armoured cars got our infantry on the hill to start thinking about heading back.  They did have a few open top vehicles in the proximity so we tried to light up a few more.

In the middle board, we were still fighting in the first half of the board.  The 9-2 HMG team fired on and stunned another AFV (subsequently recalled) before moving off the church steeple!  The German infantry had yet to close in.  Our Sherman backed off into a bypass along a Stone Wall and sped backwards.  Our gun crew on the left (bottom) broke out a few MRE’s waiting for the next German to arrive.

On the bottom map three AFVs got busy trying to snuff out our baz team.  They survived the first barrage and took a second shot at one of them in hex!  Unfortunately they missed and were all sent to a better place.  On the far side, an M2 mortar team persuaded the Germans to not run any other halftracks down the road.  The Sherman drew back to the next firing position but the MMG team (erroneously) stayed on.  (Note to self: folks can’t outrun AFVs on foot.)

BFP24 Death Ride of the Das Reich After Action Report (AAR) Advanced Squad Leader scenario

Allied Turn 4, and this was where I had to decide on which board to reinforce with 2 Shermans (w/ hedgerow cutters) and infantry.  Normal practice dictates that we reinforce successes but here we need to plug holes.  In this case I sent my reinforcements to the top board since it had yet to claim any enemy kills.  I immediately regretted the decision when I pulled back my Sherman on the bottom board and immediately bogged on at the bocage!  BOGGED!  German AFV surfed up and down those bocages all game and my Sherman bogged on its second attempt!  Having said that, it would help if I pick the bocage crossing location with the awareness that I might bog there.

My infantry was broken and was on the run as well.  Repent!  The end’s near!

However on the top board, folks are backing off nicely to the right. The Germans decided to have their halftracks double back and mill about around my HIP’d baz team so as to not give me a cheap kill.  One even bypassed the Woods the baz team was hiding in but since the halftrack didn’t end its turn in its hex it didn’t have to reveal.

In the middle board, the Sherman worked well with the 9-2 HMG team in keeping the Germans on the right (top).  The 2 concealed squads (one’s a dummy) kept my HMG shielded off. I had to think that the “missing” baz team (in the top board) kept my opponent wary.

BFP24 Death Ride of the Das Reich After Action Report (AAR) Advanced Squad Leader scenario

On the top board, the long HIP’d baz team threw off their invisibility cloak (“taaaddaaaaaaaaaaaaaa”) in slow motion and fired pointblank at one of the halftracks so as to minimise the returning fire group!!  Unfortunately the shot went wide and the team was snuffed out in the return fire.  The 3 Shermans now on board open fired together with the M2 mortar.  None connected but we thought that might give them something to think about.

On the middle board, the Germans were determined to stick to the right (and away from the AT Gun).  Our Sherman backed off to its final firing position but our screen for the 9-2 HMG started to crack.

However on the bottom board, our bogged Sherman got burned and the Germans were in a position to exit >=44 VPs off.  This was game.

How’s this scenario interesting?

I lost this scenario badly.  Considering that I lost it after Axis Turn 5 (out of 7.5).  My Turn 4 reinforcement was definitely misplaced.  However, this should be an interesting read not because of my sub par tactics but because of the unique mechanism this design introduce and the interesting considerations extending from it.  I don’t tend to play scenarios over (except when playtesting) but this is definitely one that invites repeated attempts.  The mental sparing starts at force allocation and it definitely tests the defender’s ability to harmonise his assets with the terrain.  It tests the attacker’s ability to respond to ambushes and to turn the tables.  The multitudes of paths one could take to get off these boards exercise one’s risk management skills.

I imagine this scenario can be played as a 3×3 team game with asset allocation negotiated between teammates.  Has anyone tried that?

BoF4 About His Shadowy Sides – Advanced Squad Leader AAR

BoF4 About His Shadowy Sides – Advanced Squad Leader AAR

Scenario Background

The date was 24 June 1941, the place was the west of Dubysa (a stream), Lithuania.  Russian units debuted their new KV-2 the day before and shocked the Germans.  Another attack hit Panzer-Abteilung 65 by surprise and neighbouring units were called in to prevent a penetration.

Victory Conditions & Tactical Considerations

The Russians win at game end by controlling 9 or more building hexes and/or by eliminating 3 or more AFVs than the Germans eliminated.  The first part of the Victory Conditions means I have to take 9 building hexes and hold them til game end.  The second part means if I lose 1 KV-2, I have to kill all the German AFVs.  The Russian forces enter from the right on Turn 1. The Germans have some units onboard but they have 8 squads with 2 minus 1 leaders entering from the top on Turn 2, 4 PzIVDs on Turn 3 from the left.  There are 13 building hexes below the water bodies on Board 17 (lower board).  These I would have to take and hold against the German counter attack.

KV-2The Russians have 8 Movement Phases.  They will have to do 5 hexes per phase for 4 phases to put them in the vicinity of the 2 hex Wooden building on the left half of Board 17.  That leaves them 4 turns to fight.  The KV-2, on the hand, is a real monster.  It is big enough to give a -2 to any TH for size.  It spots an armor factor of 8 all around, 11 if you hit that turret from the front.  Its 152mm gun dishes 30 IFT / TK21 (AP9 & no IF).  On the otherhand, it can only turn it’s turret by paying NT penalties (we played it wrong: we played it as if it’s an NT), goes 9 MP per turn and that’s only if you pass the Mechanical Reliability DR.  The PzIVD offers fantastic mobility [amended, see footnote 1].  It packs a good set of MGs (totalling 8 IFT) but it’s 75* (short barrel) with a TK of only 10 (AP7).  It’s hard to kill a KV-2 with anything less than a swarm but all you need is to kill one and scatter (the remaining Russian tank will have to kill all the PzIVDs to win via that route).  The Germans can also immobilise one first (net +3 and a hull hit), hopefully in some awkward position/location.  Their smoke dischargers (s9) can help the German reinforcements cross all that open ground from the top to the middle of the map!

My KV-2’s have to cover each other’s blind spots, It’s best to stick to congested areas where it’s harder for the nimble PzIVD to get around.  We also need to keep them away from Deliberate Immobilisation shots.  I am tempted to have them keep the PzIVDs from helping the German reinforcements but that will open them up to being swamped and killed.  I decided to have them operate strictly in the village (bottom map, ie Board 17).

Advanced Squad Leader AAR

BoF4 About His Shadowy Sides After Action Report (AAR) Advanced Squad Leader scenario

I had about 4 turns to get in position, so all Russian units rushed in from the right.  We got lucky when we knocked out the Level 1 MMG perched up on that two hex Wooden building in the middle of board #17.  Up in the woods in the middle of the map, we situated our range weapons – our MMG and our MTR.  Their job was to stop/ delay the German reinforcements.  A couple of other squads were there to pick up the 2 buildings nearby.  The KV-2’s quickly reached the stone wall from which we wanted to fight from (good defence against Deliberate Immobilisation).

BoF4 About His Shadowy Sides After Action Report (AAR) Advanced Squad Leader scenario

The Russians made great progress by the start of Turn 5.  We were closing in on the 2 hex wooden building on the left of Board 17.  We picked up 7 building hexes at this stage.  However the team on our Northern flank’s getting crushed by the 3 PzIVD’s (CH’s in Advancing Fire helped) and the German regulars.  They were cowering in a big broken heap near the pond.  We moved the KV-2 up to the left to help our flank out and to keep the German tanks away from our last building objective.  A 152mm HE shot sent some of the Germans flying back for a bit but that won’t last.  We need to get (and hold) 9 buildings before the German reinforcements come through to the village (Board 17)!

BoF4 About His Shadowy Sides After Action Report (AAR) Advanced Squad Leader scenario

The Germans got through!  Worse, they came in from behind us with 2 PzIVDs and recaptured one of the buildings.  Our northern flank recovered somewhat but so did the Germans in that 9-1 stack.  We could see them getting ready for another go.  Our KV-2’s decided to relocate but one of them promptly broke down!  Fortunately the crew decided to stayed with the biggest chunk of metal on the field.  The other KV-2 had no choice but to break formation and go right up to the stone wall in full view of the pair of PzIVD’s (right of map).  That would give them something to think about.  Both the main assaulting team and the flank protection team were told that no help was coming.  Our captured buildings were defended by Disrupted units but that would have to do!

BoF4 About His Shadowy Sides After Action Report (AAR) Advanced Squad Leader scenario

The 9-1 Germans indeed had another go at the second building in the Woods (middle of the map).  Most broke through the Russian fire but one unit survive to recapture another of our buildings!  The Russians were now down to 8.  The PzIVD on the left tried its luck but was the first to brew up by the immobilised KV-2.  Both PzIVDs on the right tried motion & smoke but had no luck with the dice.  One of them did fled but the one remaining was hit and burned as well!  If the Russian hit another PzIVD we might win the game.  The German infantry was coming in from the rear and I couldn’t spare any of the men to keep them away!

BoF4 About His Shadowy Sides After Action Report (AAR) Advanced Squad Leader scenario

To my surprise the “escaped” PzIVD didn’t go far.  It kept after the Russian flank.  The KV-2 decided to hop the stone wall and go after it.  To be honest, I was wary of having this last KV-2 immobilise as well but the VC was on the line!  Meanwhile the main assault team made for the “Alamo” on the bottom map.  We had 3 squads against 1 German squad and a wounded 10-2 (how hard can that be?).  Well, it was hard.  The Germans broke 2/3 of the assaulting teams.  The good news was that the guys on the North flank crawled back up, encircled and recaptured one of the buildings!  We got 9 and would had to keep it that way for the remaining turn.

BoF4 About His Shadowy Sides After Action Report (AAR) Advanced Squad Leader scenario

I expected a mad dash from the Germans (from the left) for some of the center buildings.  I had a squad of conscript and a rear facing MG in the KV-2 to counter that.  That didn’t materialise.  One of the PzIVD came around the left and took a shot at my immobilised KV-2.  We both forgot that the KV-2 turret could in fact turn, albeit with a NT penalty.  The Northern flank held onto their recaptured building (we got 9), even though the 7-0 who had the MMG to himself jammed it in a live demonstration of what not to do with a Maxim!  The PzIVD on the left gunned its engines in a bid to pull off another escape but was hit and killed.  The Germans conceded.
BoF4 About His Shadowy Sides After Action Report (AAR) Advanced Squad Leader scenario

How’s this scenario interesting?

KV-2Both sides had a chance to attack and to defend.  There’s a lot of force allocation decisions to be made especially for the Russian player.  The Germans couldn’t afford to be distracted by buildings on the fringes, they had to make it to the village on time in order to disrupt the Russian attack.  The KV-2’s were a real challenge.  Nothing short of a nice “dance of death” would do (with the survivors running off to the far corners of the map).  Then if that’s the case, they wouldn’t be helping their reinforcements cross that vast Open Ground on the top half of the map.  Typical of the best scenarios, there are a good number of what-if’s and tradeoffs to be made.  I thought I was on track for an easy win but my opponent obviously proved me wrong.

[Footnote 1] I previously said the PzIVD is a “small” target.  It’s not.  Thanks to Michael Rodgers for pointing it out.  You can read Michael’s blog on https://lowammo.ca/

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

BFP23 Prelim to Death Night – Advanced Squad Leader AAR

BFP23 Prelim to Death Night – Advanced Squad Leader AAR

Scenario Background

The 2nd Armor Divison “Hell on Wheels” broke through to the Germans’ rear in Operation Cobra and put the German 84th Corps in a pocket.  The Germans
started to disengage and to withdraw.  The 17th SS Panzergrenadier “Götz von Berlichingen” was one such unit that ran into an American blocking position held by the 41st Armored Infantry Regiment at St Martin de Cilly at around 0430 on 29th July 1944.

Victory Conditions & Tactical Considerations

Stabswache de Euros Waffen SS NormandyThe Germans need to get at at least 12VP at Game End to win.  VPs are earned by occupying buildings on the right half of the map.  Each VP corresponds to the # of ground hex locations a building occupies, the exception being the long wooden rowhouse which is only 3VP and not 5.  This being early in the morning, there’s a +1LV for the entire game.  The bocages are Light Bocages, meaning they are half height obstacles, don’t throw a blind hex behind and are not as onerous to cross.  A particular evil element to note are the few Up-Slope hexes in the German setup area that allows them to look beyond the Light Bocages.

The Germans set up with 15 squads, 4 leaders (3 with -1) and a Hummel sporting 150mm HE but with a B10.

The American set up with 10 squads, 2 HS, 4 leaders (2 with -1), a pair of HMG and a pair of bazookas.  They can also set a squad up HIP, which I didn’t do and kept my opponent looking til mid game.

The Germans have great leadership, great morale, the +1LV and the Hummel going for them.  The Americans would need to break off and head back to the village safely.   The lack of rout locations by the bocage concerned me.  I thought about largely giving up the bocage and setting up the majority of my OB in the village.  Considering the Germans should have to fight the clock as well, that seemed too much to give.  So I lined the bocage with units, put the two HMGs on the flanks in the village and the two MMGs high up in overwatch.  They had grain hindrances and better morale, but we had grain hindrances plus bocage.  We hoped to kill their timetable by breaking a few or encouraging most to Assault Move/ Advance concealed.

Advanced Squad Leader AAR

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

SS units were building a firebase on the up-slope on our right (top of map) but we drove them back with some lucky shots.  We thought of chasing after those brokies but the SS still had enough firepower to take an issue with that.  Our center was getting knocked back though, those chaps routed into the woods.  The right started to fold towards the center as well so as to get some cover when they fall back.

On our left we were able to knock back a stack of SS troopers as well.  They came through the line of orchard so as to get some cover from our MMG overwatch.  Our MMG went after the Hummel but to no avail.  As a matter of fact, I had our sniper parked right next to the Hummel but I think he’s on leave this whole game.

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

Our MMG overwatch on the right (top) kept knocking the SS brokies back, that allowed the rest time to scamper back into the village behind the woods.  We moved the HMG team up top get ready for when the SS eventually bust through those trees.

On the left (bottom), their Hummel landed a smoke round in front of our building.  While we held onto the bocage Wall Advantage, the squads filed into the building back into the village.  The Hummel (on up-slope) could see everything beyond the bocage, so there weren’t a wide choice of escape routs.  The SS has 4 MPh’s to go, we wondered if we withdrew into the village too quickly!

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

The SS spent Turn 4 regrouping and were successful enough to look menacing on my right flank.  We kept the HMG towards the middle but put our MMG out to the flank to prevent any SS men running around doing house grabs.  We envisioned two firelanes covering our right.  What’s tougher to cover would be our center, especially where the “Y” shaped wall was.   Having said that, we sent 2 HS to the left flank because the SS were already in the front building.  In retrospect, it’s probably not the smartest move.  However having done the VC count, I knew my left had more points up for grabs than my right.

On the left, we moved the MMG and HMG in from the side.  There’s still the possibility of a crazy SS run around the flank there but we would need the firepower to blow the SS away from our houses.

The Hummel moved up, threatening our right.  My opponent’s probably still wondering where my “HIP’d bazooka HS” was.

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

Axis Turn 5 was tiring!!  They opened with a big 20+4 shot to my HMG team but thankfully it didn’t work out.  The Hummel laid smoke on my right (top) and three stacks of SS men kept streaming out from behind the woods like crazy shoppers on Black Friday!  We put down residual/ firelanes the best we could.  As predicted, a big stack of SS men broke into our center and threatened to jump a couple of buildings in HtH.  Good thing our luck held, and we broke/ pinned that 9-2 stack in Defensive Final.

On our left, the SS pushed against our green wall and killed a squad in HtH.  Good thing they still had a stack of “unralliable” brokies out behind the bocage!

BFP23 Prelim to Death Night After Action Report (AAR) Advanced Squad Leader scenario

Last US turn and most of us decided to stand and shoot, which got us good results on both flanks.  We did move a 6ML squad off to the right because they wouldn’t be able to stand up to pointblank fire anyway.  It could shore up our right if anyone breaks.

The SS conceded before we advanced back into some of the “lost” buildings hexes.

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How’s this Scenario Interesting?

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I honestly had the best of the dice in this whole scenario.  The Americans had high firepower but 8ML SS squads with a +1LV shouldn’t have broke as much as they did.

This was a tight little scenario where neither side could play it safe.  The SS needed to bust through the bocage quickly and the Americans needed to run away fast enough to get back into the village in force.  Had the American line at the bocage collapse one turn earlier, we would be in town doing CQB with the SS, were they would get equivalent cover and we would suffer for our lower morale.

The Hummel threatened to collapse buildings and it did put the fear of God in us.  However, I think my opponent used it smartly – primarily for Smoke.  Too bad I couldn’t come close to put it under any threat!

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: