LFT Rat Pocket Charts 3rd Edition

I have been a faithful user of Le Franc Tireur’s Rat Charts since the first edition. This is easily the most used item I have on my desk apart from my laptop. You can therefore understand how I excited I am about version 3. We are talking checking my mailbox once or twice a day excited. (I hardly deal with my metal mailbox otherwise.)

It’s here along with my daughter’s Taylor Swift Special Edition CD!! For while, I can’t honestly tell you which one of us squealed the loudest.

Le Franc Tireur Rat Pocket Charts 3rd Edition (WW2 & FW)
To Hit To Kill Charts

Flipping open the chart, I am delighted to see that the To Hit To Kill charts are now moved from the middle of the pack in ed2+ to the front. There are so many more tabs down on the bottom! They have added charts for Molotov Cocktails and for Sewers.

National Capabilities Charts

The National Capabilities Charts are so much richer! The Italians are beefed up with the “new joiners” from LFT14 : Folgore, X-MAS …etc. The Spanish volunteers for the Wehrmacht – División Azul – are here. The French now has the Foreign Legions, Colonial Troops, Corps Francs and the Free French.

“Chapter D” now includes a “STUN/Stun/RECALL & SHOCK/ UNCONFIRMED KILL chart, together with a small but rather handy chart for AFV Phase/ Motion Fire Modifiers.

A brand new Weather Chart!

There’s a brand new Weather Chart for Fog, Mist, Gusts, Rain, Mud (I got a question on that just yesterday) and Snow. The top right corner there in the lower chart is the Desert (DTO) Low Visibility DRM chart (Sun Blindness, Heat Haze & such).

Landing Craft Attack Tables

What makes me REALLY happy are the 4 pages of Landing Craft related charts : LC Attack Tables, Damage vs LC and the Collateral Attack Effects. These will really speed things up on the approach in a Seaborne Assault!

Preview(opens in a new tab)

One of two non-Cartoon Rat characters in the Charts

Last but not least are the charts for Forgotten War (Korean War)! From the Terrain to the Nationality Characteristics, from Searchlight Sightings to Variable Time Fuzes, the Korean War is given a full treatment and will never be forgotten!

Rat Chart 2nd Ed+ has served me well as did all the preceding versions, but I am happily switching this out for the 3rd Ed now, in that slot in the bookshelf I got 1.5 feet to the left of my head.

You never know when you’ll need it. (Okay you do, I am just trying to do a dramatic ending.)

Le Franc Tireur Rat Pocket Charts 3rd Edition WW2 & FW

Advanced Squad Leader scenario FT225 Blue Hell at P.A. Abries (AAR)

The date is June 21 1940.  A unit of the Italian mountain infantry, the “Fenestrelle” battalion of the 3rd Alpini Regiment launched an attack on the French Chasseur Alpins (“Alpine Hunters”) at Abries.  The Chasseur Alpins are informally known as “Les diables bleus”or “The Blue Devils”.  This scenario’s designed by Mr Alexandre Rousse-Lacordaire “in memory of [his] great-grandfather Capitaine Télèphe Rousse-Lacordaire (111th BCA) KIA on August 27th 1914.”

This is an Advanced Squad Leader scenario from LFT14 Italians : FT225 Blue Hell at P.A. Abries.   The Italians are to score more CVPs than the French (and to grab 3 buildings/pillbox) in 7 turns.  The Italians have three attack groups that can setup from four different areas.  That makes for a rather large area that the French has to worry about.  Whichever side has higher CVPs win but the Italians can also gain CVPs by claiming buildings on the top left quadrant of the map (top half of the map and left of the white dotted line).

The Italians opened quite nicely from the valley.  I focused on shortening my lines and bringing the French forces together and traded space for time.  The issue is that I could have takened better advantage of the Italians having to cross open ground with 6 morale.  My OBA went silent quickly after a couple of Access.  The Italian artillery was still going strong on Turn 6, wrecking havoc all along the French retreat. The Italians avoided open ground and got stuck up the hills on the top right.  The French defenders on the top right were able to scramble back and really had to do so when the Italians started threatening the hills to their immediate right.  The Italians didn’t go for the bottom left either but went up via the middle where they get better cover (but slower progress).  So far we have been able to fall back just ahead of the Italians and avoided Close Combat.  Unfortunately we had to move out of the woods when the Italian artillery started coming in.

IMG 4166By Italian Turn 6, the French were behind by 4 points, but that’s not counting the buildings ceded and the buildings the Italians will move into in the remaining turn.  We failed to put ourselves in a position to surround and kill their brokies.  Hard to rally as the Italians might be, they do rally.  Their OBA continues to wreck havoc on our positions, aside from hindering our ability to relocated.  One more Italian red chit and it would be gone, but there’s no chance of that now.  A French counterattack in the cards (down in the middle of the board)?  

Advanced Squad Leader AAR FT225 Blue Hell at P.A. Abries

I should have read the Victory Conditions more carefully and shouldn’t have retreated out of the hill in the middle of the map.  Apart from killing more French than they lost, the Italians have to get at least 3 buildings from the top quartrant of the map.  Moving the defensive line to the north hold things together but left the Italians with 7 buildings.  That is of course not a huge issue if we had OBA, but we drew 2 “Reds” early in the game!

Holding the hill in the middle of the map longer will leave the defensive line on the top of the map and around the buildings near the church thinner.  A more spread out set of defenders will also make it harder to keep the Italians from winning in CVPs.  Ah well, perhaps that’s the way it would have to be!

Advanced Squad Leader scenario 42 Point of No Return (AAR)

One sunny day in Libya, Nov 1941, a victorious column of New Zealanders from the 25th Battalion got ambushed by a counterattack personally directed by Rommel!  One Valentine caught several rapid shots from their ROF3 guns but 2 managed to ran off!  The New Zealand infantry were caught in the open and were getting shot at, blasted and overranned.

This is an Advanced Squad Leader scenario: 42 Point of No Return.  Unfortunately for my cardboard Kiwis, this is my first real DTO ..

ASL AARASL AARASL AARASL AARASL AAR

DTO is definitely not as open as the mapboards might lead you to think.  There’s light Dust that affects every shot and there’s Vehicular Dust that every vehicle drags around.  There’s also a Mild Breeze in this scenario that creates Drifting Smoke (changed direction too!).  The southern group has kept the bulk of the Germans engaged for 6 turns now.  Unfortunately it’s not quite enough, the Kiwis probably need to tie them down for 8 out of 10 turns to get a victory.  The good news also, is that the reinforcements largely arrived intact from the north.

The small band of survivors in the south are trapped by the German onslaught.  The rest of the armor broke off to the left along the bottom of the map.  The carrier thought about picking up the 8-0, HS & the MMG.  Unfortunately that would burn off too many MPs.  The infantry stepped back and hope to recover the radio and the “double small” carrier sped off.  It was largely shielded by Smoke, Dust, Vehicular Dust and Wrecks.  The carrier headed straight for the German truck with the 50L 5cm PaK 38 onboard.  The two Valentines followed quickly in support ..

ASL AAR

We have 4 German Movement Phases to go.  I thought the Kiwi armor breakout will hold the bulk of the Germans down at the bottom of the map but doesn’t seem like it’s going to be the case.  The 2 Valentines and the carrier were all in CC at the end of the German turn.  One Valentine was NOT in motion and was caught with the German 10-3 “Darth Rommel”.  Darth Rommel alone adds 4 CCV to any squad and practically ripped the Val apart with his barehands!  All the southern Kiwi infantry are wiped out and the Germans start to converge on the final VC to the north.

Will the surviving carrier and the Valentine be able to hold off the Germans longer?

IMG_4176.JPG

Reality was that even though the hedgehog outpost held out til Turn 7, it wasn’t enough to keep the German off the main cluster of VC hexes.  Drifting Smoke and Vehicular Dust wrecked havoc here.  The 2 Valentines down at the Alamo couldn’t keep the German AFVs off the squads.  The Kiwi’s didn’t have anything about ground to keep the Germans from aggregating either.  When the Germans blew the Alamo apart, no one can reinforce the hex and hence we lost at the last turn!

I like this introduction to the DTO though.  The Desert is really not as “plain” as it looks.  Vehicular dust and (in this case) Drifting Smoke make the landscape as variable as Night.

Gavutu-Tanambogo, Assault Period 4

This is it!!  The last of 4 Assault Periods in the “Sand & Blood” CG.  All Marines have landed.  The Americans win by controlling all land hexes on both islands (IJA has to surface to get land hexes) and not losing more CVPs than the IJA.

img_3942

So I (as the USMC) lost the equivalence of the entire IJA OB in CVPs.  That makes it impossible for me to fulfil the 2 fold Victory Conditions : to hold all land (aboveground) hexes and to not lose more CVPs than the IJA.

I believe landing the first wave on the south part of Gavutu (bottom island) behind the hill was a good decision.  Landing all the remaining groups in Assault Period 3 was a good decision as well because that effectively overwhelmed the defenders with targets.  I was lucky in that we took out the 2 x AA guns on Gaomi early.  That took out the guns from behind our backs as we attacked Tanambogo.

I would have used my fighter bombers more effectively though, to hit the island early as the landing crafts were approaching.  Sighting on units that broke from NOBA would have brought more devastation.  Oh, DCs are precious.  Sinking a few boatloads of DCs in the first Assault Periods resulted in a lot of Close Combats and manpower wasted to guard IJA exit point.

This is a great little CG.  I learned a ton about ASL seaborne assault.

Here’s the whole series:

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

4 The Commissar’s House

November 9 1942, Germans at the Barricady noticed a nice red house.   They pulled up some fresh pioneers and told them to go mess with it.

What follows is one of most beautifully crafted, and an oft played ASL scenario (150:147 G:R).

(Typo Russian Turn 3)

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Advanced Squad Leader as a Window into Military History

An ASL newbie (but a veteran wargamer) from Taiwan shares his newfound love for ASL

Author: TouMu / Translator: Hong Kong Wargamer (The original in Chinese starts at the bottom of the translation.)

I’d like to share how I see Advanced Squad Leader (‘ASL’) as a vehicle to gain better insights to military history

First, let’s take a look at ASL’s shortcomings as such a vehicle:  

1. Each scenario generally portrays 12 to 20 mins of fighting, offering only a glimpse into the whole battle. 

2. Unless it’s a HASL (Historical ASL) module.  Geomorphic maps used in most scenarios offer only an impressionistic approximation of the actual terrain.  

3. Scenarios generally involve elements from actual fighting forces and not the whole.  

With these in mind, let’s talk about how ASL offers a great window (translator: a “Hollywood version” notwithstanding) into historical events.  

Allow me to build on the aforementioned “shortcomings”:

1. Precisely because generally each scenario involves less than 20 minutes of the most intensive fighting, ASL puts you right in the midst of the fighting.  You get better insights into the actual conditions facing frontline units.

For example: We all read about the intensity at Stalingrad, but how miserable was it?

Operational / strategic games give you stacks of counters that represents thousands/hundreds of people, which gets quickly decimated.  

ASL makes you learn what it means to have to battle for the first room and then having to regroup to clean up the next.

2. Yes, ASL scenario terrains are largely a combination of (translator: a huge number of) geomorphic boards and overlays (cost considerations?).  However, like miniatures, terrain features are meaningful. Hexes are not all generically designated “Movement +1” or “Defense +3” etc. It’s important therefore to consider your routes in both assault and retreat (translator: routs).  

You will also understand why it’s difficult to rally broken troops in the open and why it’s easier to gather your wits in woods and buildings.  

3. Although only elements of certain units participate in our cardboard battles, determination of unit combat power reference their real world counterparts. Ordnance and vehicles are also based on real world parameters.  

Perhaps ASL is a key to deeper insights into World War II battles.

Look  and you might gain better appreciation for the nameless heroes therein – a window into their bloodshed and sacrifices.

Yes, I don’t like being Eisenhower but I really appreciate heros like Major Dick Winters (translator: of “Band of Brothers” fame).   

If you hope to play ASL as “Eisenhower”, perhaps this game is not for you.  If you look to play ASL as “Winters” or thousands of other unnamed heroes, then ASL is your game.  

Here’s another thought: all war games are “simulations”, ie not real (translator: not even close simulations in most cases).

Real wars can’t be played.  Only games can be played.

Play ASL as a game, with all that it brings.  

War is not a game.  (Translator: and ASL is not war.)

Find a game that suits you and have fun playing it.  If nothing else, it’s a great platform to make friends all around the world.  

ASL is not for everyone but I hope this will give new players proper expectations for what ASL will bring.  

Note : Author TouMu is a leading member in the Taiwan ASLer Club, you can find their group on Facebook.  

(以下是原稿)

分享一下我怎麼從ASL學到歷史

先說它一般的缺點:

1、幾分鐘的戰鬥,無法一窺全貌。

2、除非是史實模組,否則地圖是用拼的,接近而非真實樣貌。

3、參戰只有某部分單位,而非全部。

有了這些先備知識,進一步來談,怎麼從「毛線棋」學到東西。

一樣是從缺點去思考

1、因為是幾分鐘的戰鬥,當你不是坐在後方,看著投影銀幕決定策略時,你更能體會前線士兵的真實感覺。

例如:我們都耳聞史達林格勒的慘烈,但怎麼慘?

戰略棋的呈現方式:就是投入了好幾萬人的算子

然後丟棄很快。

可是,ASL會讓你體會:才剛佔領客廳,卻又要清理廚房,那種寸土不讓的激烈。

2、雖然地圖是拼的(成本考量),但跟微縮模型一樣,地形是有意義的,不是抽象的移動力花費+1,防禦+3這樣而已

你的進攻與撤退,都是要考慮路線的。

你也會明白:為何潰散士兵,士氣很難重整,但在樹林與建築物,為何可以冷靜下來。

3、雖然是部分單位參戰,但戰力的設計,卻是有參考真實世界,武器、載具,也都是完全參照史實去設計。

而這一切,不妨想成是一把鑰匙,幫你打開通往該次戰鬥的故事大門。

去查,就會發現更多我們不知道的無名英雄事蹟。

而戰爭,正是他們去打,流血犧牲的。

所以,我不愛艾森豪。

我很敬重溫特斯。

當然,如果你是喜歡當將軍的,那麼,這遊戲也不太適合你就是。

還有一個很深刻的體會:所有的戰棋,都只是「模擬」,假的。

真實的戰爭,是不能玩的。只有「遊戲」才可以玩。

所以,就當遊戲去玩,其他,都是附加的。

戰爭的本質,不是遊戲。

找到適合自己的遊戲,開心的去玩它,並非勸退。

不玩,一樣可以是朋友聊天啊!

我是會希望留下來的人,知道自己在玩什麼遊戲,就不會用錯誤的想法,去要求它給你的感覺。

KGS10 Red Ruins Roulette

In this scenario, the Russians win if they control the GPU prison (see the cluster of German concealment counters around KK35) and/or Block 31 (marked on the Map) in 5 turns. Historically Block 31 was notorious for being sniper infested, so any Sniper that situates in Block 31 Pins on a dr of 2 AND 3.

T001 Gavin Take

In this scenario, the US Paras win if they exited 1 or more squad equivalent and more Leader out hex Q10, which is where the road exits in the middle of the map. Any German exits increase the exit requirements for the US.