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:

FrF5 The Valley of Death After Action Report (AAR) Advanced Squad Leader scenario

FrF5 The Valley of Death After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

The Soviets launched Little Saturn on Dec 16 1942, looked to destroy the Italian 8th Army and to cut off relieving forces to Stalingrad.  This scenario set in the Arbuzovka valley on December 23 1942 depicts Axis efforts to break out of the encirclement.  The Germans and the Italians did break the encirclement historically.  With 10,000 Axis dead, 5,000 wounded/ frostbitten and 10,000-15,000 taken prisoners, Italian soldiers called it the “Valley of Death”.  

 

Victory Conditions and Tactical Considerations

Elements of the Italian Blackshirt Brigade, Pasubio Division set up on the south (left of map) with 16 squads, 3 leaders, 1 HMG 1 MMG and 3 LMG plus 2 (little) mortars.  They were supported by 2 StuGIIIG’s.  The Axis suffered Ammunition Shortage but that didn’t factor much into our game.  The Russian 35th Guards Rifle Division set up to the north (right of map) with 5 458’s 3 447, 2 leaders, 1 LMG 1 mortar and 2 ATRs.  I took the balance in this game and so 3 527, a leader, a radio (70mm OBA) and a T-34 M41 showed up on Turn 2.  Both sides were to setup on non Hill hexes, so we both had to slog it up the Hills against Ground Snow.  

The Italians had 5.5 turns to get more unbroken (didn’t have to be in good order – could be in Melee/Berserk) non-crew infantry CVP north (right) of map than the Russians, provided that the Russians hadn’t destroy both StuGs.  I marked the “victory” line beyond which the Italians had to move on the first AAR map below with a blue dotted line.

The Italians outnumber us 2:1, plus they had more long range toys and 2 StuGs.  Our Russians had better quality troops but that’s a lot of map to cover, good thing the Hills were quite barren.  The Russians would have to rely on their higher morale of their infantry and the higher mobility of their T34 m41.  That T34 wouldn’t win any long range shootouts against StuGs.  We would try to fend off an amoeba attack and to not get caught in Close Combat.  

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

After Action Report

The StuG’s split off and went to both hills, threatening a pincer action, supported by a platoon each.  The platoon to the east (bottom) was of particular interest since it carried an HMG & an MMG.  I really couldn’t split off my troops since they were thin as it was.  I diverted 2 squads, a leader and an ATR to the west (top) and my T-34 to the left (bottom).  The rest of the Russians on the valley floor dutifully withdrew as their flanks were threatened.  Heck, the Italians on the hills were already shooting at my skulking Russians!  My T-34 got a lucky shot at the “heavy weapons” team.  Italians aren’t easy to rally.  I expect that to put them out of action for a little while.  (The blue dotted line is the goal line.)

Advanced Squad Leader scenario FrF5 The Valley of Death After Action Report (AAR)

I parked my T-34 on the highest point, went Hull Down and congratulated myself for how smart I was.  That didn’t last because a StuG went into a position to engage from the west Hills (top) while another StuG went to my left.  My TH was 6 (+1 BU +1 small) to the west Hill StuG but his TH was 8 coming back, and my HD wasn’t going to hold because of the StuG to my left.  Urgh!  I always thought “lone tanks die” and I was on track to prove this out again with my T34.  Hopefully the Russian squads rushing up the east Hill would save those treads! 

Good thing an ATR shot broke the platoon on the west Hill (perhaps we could meet the StuG alone then) and the heavy weapons guys on the east Hill went for R&R.  The Russians in the valley were slowing the Italians down some but they were moving forward still.  Our first Spotting Round went wildly off which didn’t help things.  I needed a nice Harassing Fire to shut that party down.  

Advanced Squad Leader scenario FrF5 The Valley of Death After Action Report (AAR)

The ATR team on the west (top) Hill went straight for the StuG, if it wanted to deal with us it would have to change VCA.  An ATR hit would immo on a 5, and if they pass their PAATC, immo the STuG on a 7!  But all that talk didn’t distract the west Hill StuG from our T-34.  

It’s time.  I knew my T34 couldn’t fire while being CE but we threw open the hatch and tried for a vehicular smoke grenade anyway.  Nada.  Well, there goes nothing.  We gunned the engines and sure enough the first shot whizzed by!  We pushed forward off the hill and the StuG intensive fired!  The shot came real close but that missed as well.  We couldn’t believe it!  Everyone in the tank screamed “GO GO GO GO!!”.  We thought about rounding to the back of the east (bottom) Hill StuG, DM’ing the Italian heavy weapons team and going HD behind the stone wall.  Unfortunately we wouldn’t get a first shot off anyway being CE and that StuG would have a chance to spin around and we would need a 5 to kill (they needed a 6 and they had a spare AFV).  We decided to make for the area behind Italian lines.  If the StuGs wanted to come for us they would have to go the “wrong” direction and abandon their infantry.  We stayed in motion behind some buildings, hidden from the west Hill StuG.  

Well, our ATR shot went wide, even when our guys were practically bracing the ATR against the side of the StuG!  “We can still go in and kill the thing!” someone yelled.  The 7-0 thought about it for a second and remembered how his momma always told him to not be a hero.  

Next turn came around and as you expect, the StuG started up. POW!!  The ATR team fired again and watched the round arc’d gracefully off to the distance.  The StuG overran the Russian team.  They survived somehow and rolled around for their CC Reaction Fire.  This one’s tough ‘cause the StuG’s moving but they managed to immo the StuG with its gun pointing in a not so useful direction.  

The radio guy got Harassing Fire down properly in the valley as well, catching the Italians in the open.  The Italians conceded.  

Advanced Squad Leader scenario FrF5 The Valley of Death After Action Report (AAR)

How’s this Scenario Interesting?

Classic quality versus quantity?  The pair of StuG’s could be tough to deal with.  I thought I’d just run that T34 around (and not stopping) and lean on my superior mobility, cut rout paths and stuff.  I wouldn’t win shooting matches with either of them.  Putting Italians on the hills made it challenging for the Russians as they didn’t have the bodies to spare.  StuGs were there to lay smoke I think, without which the Italians couldn’t move safely. The Italians also shouldn’t mass up because of the OBA and so spreading them out might well be the way to go.  Some Italians might break but the Russians couldn’t shoot them all.   The StuG should do what assault guns were meant to do: shoot smoke rounds from the back and keep the T34 from getting cute.  They shoot way better at a distance anyway.  I took the balance because it’s largely an Italian win on ROAR but I can see how tough it was for my opponent.  

References

BFP21 Ripe for the Picking After Action Report (AAR) Advanced Squad Leader scenario

BFP21 Ripe for the Picking After Action Report (AAR) Advanced Squad Leader scenario 

Scenario Background

This was July 26 1944 in Marigny, France.  The Americans needed to capture Marigny (apart from St Gilles) so as to enter the exploitation phase of the campaign.  Combat Command B, 3rd Armored Dvision, met the SS Panzer Division 2 “Das Reich” and Infantry Divison 353 outside of Marigny.

US 3rd Armored Division353rd German Infantry Division

Combat Command B 3rd Armored Division & German 353rd Infantry Division.

Memorial Cobra @ Marigny today

This is the Memorial to Operation Cobra that stands in Marigny today (credit : Google Earth)

Victory Conditions & Tactical Considerations

As the Americans, I needed to kill or move 100 VPs  through 3 boards from the top of the map to the bottom.  Halftracks must have a functioning MA (AAMG) or a passenger to count as Exit VP.  The top two boards are Bocage country and it’s real easy to lose time there.  Good thing the Germans were spread thin and I got 4 Culin cutters to help with landscaping.  The fastest way would be to run straight through the village but the Germans had two roadblocks to counter that.

I had two groups of units: The left group with 6 Shermans and 6 halftracks, one of which sports 2 x .30-cal 1 x .50-cal with 12 FP, the other a bazooka (M3A1).  The right group with 3 x M5A1’s, 2 x M8 HMC (SP howitzer) and 8 x halftracks (2 with bazookas).  The right side seemed to have a more open country but they carried less anti-tank assets.  On Turn 6, 2 American FB’s came into play, shortly after 4 x Pz IVH’s & a “Stummel” rushed in bearing flowers & fruit baskets.

My plan was to have the two groups stay apart at least until they reach the bottom map and not let the Germans converge.  I would avoid the road and built up areas in general.  I had the numbers to swarm whoever came our way.  Although with my numbers came traffic control issues.

After Action Report

Advanced Squad Leader BFP21 Ripe for the Picking After Action Report (AAR)

We were off to the races here.  The left group shot through an area where they thought they would be safe from a PaK.  The pair of Culin cutters worked in tandem.  A marauding halftrack dropped off its passengers by the roadside, skidded off to the middle of the map and spotted the first roadblock!  On the lower left, dismounted infantry took on a lone defender while its ride continued on and cut off all chances of escape.  The right group got itself tangled up in a perfect jam in the Woods while its cutters worked frantically to make a hole.  Vehicles stayed behind the bocage as they heard rumours of the other PaK covering the area.

In a surprising turn of events, all Pak related uncertainties were resolved when both PaKs popped out of HIP with their crews tugging them down south towards the bottom map!

Advanced Squad Leader BFP21 Ripe for the Picking After Action Report (AAR)

We were at the midpoint of the game.  Two halftracks in the left group caught up with the PaK in the Orchards on the bottom board!  They used their small size and speed to distract and to overrun the Gun!  We knew the Germans would show in Turn 4 and some of our elements were too far forward but the opportunity was too good to pass up.  A Sherman ran forward to help but sure enough, it was killed by a pair of PzIV’s coming in.  Tanks always operate in pairs.  My tanks get killed every time I violate that doctrine.  I thought about using that Sherman to overrun the Gun itself to take it off the board but I didn’t.  Had I done it, I wouldn’t have to fight SS troopers for the gun in the next couple of turns – another mistake.

The right group broke through to the middle map and was held up by the threat of PFs inside bocage country.  Their lack of anti-tank assets was a problem and we were hugging the last set of bocages before the Germans show on the other side of those hedgerows.

Germans in the meantime were in full retreat from the town.  The bocage protected road down the middle provided the perfect passage.  An HMG was last seen moving along.  I got to go stop that nonsense.

An M5A1 light tank and other vehicles of the 4th Armored Division An M5A1 light tank and other vehicles of the 4th Armored Division, VII. Corps, pass through the wrecked streets of the town of Coutances, north-western France; 1944. Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

With the PzIV’s in position on the left, I didn’t want scoot all my Shermans out on the same side, plus I gotta give the dismounted troops (bottom left) some help.  We needed to get and/ or destroy that PaK gun! The SS dismounted as well.  It’s going to get busy.  I exited one of my halftracks for the points and another went off to the side.  On the right, my guys pushed through the house and were getting into the Woods while the AFVs were getting away from the PzIV’s and threatening to come off the middle instead. At least we dealt with the German 9-1 team that was blocking the way.  We also had a pair of Shermans migrating from the left side to help with the anti-tank deficit.  The Germans got the remaining PaK inside that house in the middle though.

M8 HMC, 3rd Armored Division near Marigny, France (July 28 1944) A company of M8 75mm HMCs (not a battery) from the 3rd Armored Division takes up firing positions near Marigny, France on July 28.   Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

It’s Turn 7 and the Thunderbolts were in!!  The Germans had very smartly hid their people in the Orchard on the left and in the Woods & Grain fields on the right.  The M8 self propelled howitzer was vulnerable to the SS firepower but proved itself useful by getting a WP round off into the woods.  To the left, troops in the Woods made an attempt on the PaK but failed.  They did manage to rout off the SS though!  They then moved in to mess with the PzIV’s.  A pair of Shermans whipped back to the middle while other AFV’s made for the gap in the woods.  One got hit and bursted in flames, probably a good thing for the rest.  Towards the middle, the Americans managed to break the HMG team that was toting it along and another squad raced to pick up the toy before the Germans did.  A mounted halftrack raced in, tried to get a squad close to that AT gun but was shot by the German SP gun via a LOS beautifully threaded between a couple of houses. I shouldn’t have stopped there!!  Another squad stayed up in the middle board to limit the number of Germans who could join the party down south.  To the right, an M8 raced into take a shot at the PzIV in the Woods but was stunned by the enemy infantry instead.  Meanwhile a number of vehicle slipped off the side.   Two more turns and a lot of our vehicles were in range to get off the board.  The fighter bombers were definitely slowing down the German OODA loop!

P-47 Thunderbolt firing rockets P-47 Thunderbolt firing rockets! Advanced Squad Leader scenario BFP21 Ripe for the Picking After Action Report (AAR)

We were close to the 100 VP mark but time’s running out.  The squads on the left had both went fanatic at this stage with their repeated attempt to close with the PzIV’s.  A M5A1 sped over, toughed out a shot that went wide, spun to the back of the self propelled 75 and fired.  It promptly malfunctioned and it was M5A1’s turn to be scared!!  The commander kicked the driver to start up again.  Good thing the 3 US squads nearby stunned the German open top.  A halftrack went for the PaK gun in the middle, went right up to the house and dismounted.  The PaK had to turn but lit up the vehicle!  The troops were okay, now covered by the vehicular blaze.  The Shermans decided it’s safer to run through the middle of the map now, away from the PzIV’s under the orchard.  When the FBs lit up the second PzIV on the right, the Germans decided to concede.  There’s nothing left to stop the Americans from driving off the board now.

US halftrack in urban warfare

“US halftrack in urban warfare” Italy, late 1944

How’s this Scenario Interesting?

This was a lot of hardware for me to manage through bocage country!  The Americans needed to blaze through the bocage and their speed helped them to not get penned up by the Germans.  The US armoured infantry reminded me of the new Terminator.  Halftracks could drop off its squad, “split into two” per se and motor the vehicular “half” behind the defenders.  Heck, my halftrack surprised the gun crew of the remaining PaK (holed up in the building nicely situation in the middle of the bottom map) by dropping off a squad at their door.  Their ride got blown up but they killed the gun crew in CC.  That’s so much more effective than having to shoot it out.

Terminator Dark Fate

Once I got my vehicles down on the bottom map, it’s important to be patient and to use my superior MPs to run around to where the Germans were not.  My tanks whipped around a couple times before exiting.  I could have left more infantry mounted but halftracks were poor sanctuaries when the action got going.  Fighter Bombers were a huge help in suppressing enemy’s ability to react even if they miss all their spotting attempts.  Once I was through the bocage it was tracks and shells flying all over in the bottom map.  This is an action packed scenario!!

Other Links

US Army in World War II, ETO, Breakout and Pursuit, M Blumenson

D-Day Overlord – D-Day and Battle of NormandyMarigny (Manche)

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?

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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.

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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.