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AAR - Surrender or Die

Backblast 10


Neil Stevens came up for the day yesterday to discussion assorted UK ASL matters, and we were able to get in a game of Surrender or Die from BB2.

The main thing we learnt from this scenario is the relative ineffectiveness of the BAZ43 against German frontal armour - TK 13, AF 8, resulting in a 5 or less required for success :-(

This is a small combined arms scenario that features 3.5 elite US squads defending the building on board 17 against a German infanrty force supported by a pair of Panzer IVs. To win, the Germans must ensure there are no US occupyied building in 5 turns.

I set up my meagre force (no MGs, just 2 BAZ43) in the buildings in hexrow S and the woods just to the east. My basic plan assumed that he would need the first two turns to reach my positions and deploy to attack, thus leaving him 3 turns to assault me, during which I would gradually pull back into nearby buildings out of his LOS. I planned on focusing on the building in P9 as my final position, figuring that it would be the most difficult to take, being surrounded by woods.

His units entered along the north edge on GT1, and had deployed past the woods around 17Z4 on GT2. All German attempts to dislodge the Yanks with FP failed, as the US 667s shrugged off all manner of MCs :-) German attempts to place SMOKE with the Panzers also failed, even shots with HE were mostly ineffective (apart from a Critical Hit against a 9-1 and 667 with a BAZ 43, random selection eliminating the leader).

During my GT3, I pulled my units back to 17O4 and 17R5, out of his LOS, forcing him to move forward in GT4 across Open Ground, much of which I had covered. During my DFF though, it was my turn to suffer ineffective FP, as my various -2 DRM shots has little or no effect :-(

Again, I pulled back, so that as GT5 I had units in 17P2, 17R5 and 17P9. All needed to be cleared, but as the GT started he only had LOS to 17R5, thus forcing him to move.

During his movement, I suffered further ineffective DR, with the unit in 17P2 Cowering as he moved adjacent. In 17P9 though, a 346 HS was able to pin a 9-1 and 468 with MMG, although their SFF against another squad moving adjacent in Open Ground was ineffective.

His advancing fire saw the squad in 17P2 roll a 12 DR for a MC, but otherwise having no effect.

With two buildings to clear, it was time to get down to some desperate close combat.

In 17R5, the Americans had a 2:1 attack, the Germans a 1:2. A US roll of 5, and a German roll of 7 resulted in US victory, both in the hex and in the scenario.

We then resolved the CC in 17P9 for the sake of it, and his units (a squad and a hero), were able to Ambush me, despite being CX! The resulting attack eliminated my unit, thus leaving me with Control of one building, just enought to claim victory :-)

In the end, the game had been a lot closer than we thought possible around GT3.

This was a game with some amazing DR. He suffered two HoB results, both giving resulting in the affected unit Battle Hardening and creating a Hero, while I suffered a pair of 12 DR when firing, which with Ammo Shortage in effect reduced my units :-(

This is certainly a tense scenario, that requires aggressive German play to maintain the momentum of their attack. With just five turns to move from hexrow GG to hexrow O to ensure there are no unbroken US MMC in the buildings, the Germans cannot afford to slow down.

Pete


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