AAR - Under the Noel Trees

ASL 23


This past weekend, John Frazer and I played Scenario 23 Under the Noel Trees, with him as the German and I as the American. I set up the paras with six squads in the Western tree line of board 19 with a MMG and BAZ on each end. The other two BAZ were placed near the exit hexes on either end of the board with HSs, and the other three squads were placed one each in a building on the North and South, and the other in the back woods in the middle. The TDs were placed in hex V2 and K4. I couldn't see an attack up the middle being smart for the Germans, so planned my defense to guard either end (N or S).

The Germans attacked along the South over the clear (no hedges) ground. I was able to quickly knock out two tanks, but the TD in V2 was revealed, and in short order, destroyed...an attack which was to lead to four burning woods hexes despite the wet/ground snow EC. My MG fire attacks which accompanied the TD shots managed to break a few SS squads and the 7-0 leader. This 7-0 when rallying, activated the American Sniper who wounded him. It then took the entire game for the 7-0 to rally. John was thoroughly perplexed as to "why the SS would have a miserable 7-0 puke along for this ride in the first place."

At this point the Germans began their board clearing exercise. The SS squads were effectively pinned for a turn or two, but the tanks made their presence known...especially after one of the para squads rolled an 11 for a BAZ shot ('44 BAZ..X11). It looked like he was going to rack up the CVP, but I was able to run a squad, 8-1, and MMG into a building (probably not the best idea since the routing prospects were bleak at best, but in retrospect...). This caught his attention, and he spent some time trying to add them to his CVP tally. First attack: 24 up 2, the leader and one squad break, the other squad HoBs becoming FANATIC and generating a hero. Next attack, HE crit, 24 -2, broken leader: wounds; broken squad: HoB...FANATIC and hero; first hero, pass, first FANATIC squad, HoB...hero. Talk about your HoB from hell! The next turn found the German obsessing and finally reducing the position, but time was getting short. To John's credit, though, he had no way of knowing whether or not I had a BAZ waiting to pop out and fire as he drove past.

He made his run for the end, running out of MPs three hexes from a HS with a BAZ. The HS AMs into position, and fires...11! Two BAZ out with no effect. I was ready to concede, especially since my other TD missed twice and was revealed. John convinced me otherwise (Thank you John, I have learned my lesson, and will never think of conceding again!!). I fire my TD at one of the exiting vehicles, miss, but maintain rate. Next AFV...BOOM!...burning wreck. A third uses the smoke and flames for cover. I need one more, knowing that he doesn't have the CVP necessary for a win. The last tank...BOOM...a burnt offering to God! The SS were too far away to start causing the necessary casualties, and the Krauts were turned away from Bastogne once again!

After all is said and done, John wanted to point out that failing to use the Smoke Discharger on a previous tank as being the error that cost him the last tank. I agree with him. The effects of SMOKE would have turned my hit into a miss. He also commented that "I also think I should've been more aggressive with my Infantry to clear the woods and be in a position to fire on [the] second TD. That, or remount them and use them to protect against BAZ shots up by the edge of the map."

I think that the German Infantry in this scenario is expendable. I also think that the Germans should enter along the North edge. This would allow him to combine Smoke with hedge modifiers for the armored advance. It would also provide some more cover for the SS to try to gain the woods, and rack up some CVP in case only three vehicles manage to exit.

This was a fun scenario, and I found John to be a good opponent.

Paul Price