Ambush! - ASL 28 This scenario
is a good one for a quick play in one evening, since the setup is already
determined for the Bulgarian forces. It really has the look of a classic ambush
too. The Bulgarians are strung out in a long column, where the lead elements
have just gotten into an open area in front of some woods. The Bulgarian units
in the first four hexes of this column all start the game broken and DM,
apparently the victims of a 9-1 directed MMG fire lane or some such thing. The
Bulgarians have about 14 good order 347s, an 8-1, 2x8-0, a 7-0, a MMG, 3xLMG
and a 50mm MTR. The partisans have about 13x337, a few leaders, 2 captured
Bulgarian MMGs, and some captured LMGs. An clever SSR puts the partisans in a
dilemma. Each functioning MMG or LMG possessed by a good order partisan unit
increases the Bulgarian victory conditions, which are couched in terms of the
number of good order squad-equivalents they can get to a certain hexrow at the
end of any player turn. So, with a breakdown number of 9, it's difficult to
know when to fire. Interestingly, the conditions call for a mild breeze blowing
to the East, but this is not an unambiguous direction given the orientation of
the boards.
Well, it took me a couple of turns to get my Bulgarians in good
fighting order. Many of the guys who started the game broken were killed right
away due to double breaking. The rest of the column moved up as fast as
possible to the woods edge, about half on each side. The mortar team moved up
to the middle, from which they could threaten the partisan 9-1 and MMG. The
partisans still had little to fear after one turn of movement, so on the second
half of turn 1 they stuck around to shoot up more of the hapless guys who were
still broken in the open. On turn 2 I pushed too hard, and it cost me. I
discovered the HIP 8-0, MMG, 337 in the woods clump just to the Bulgarian
right. They shredded the squad that had tried to move into their location. Also
during this turn, something set off a sniper, which unmercifully killed my 8-1
before he ever got to direct a shot. The MMG squad with him broke, but the
other one went berserk. Other than that I did very little except to consolidate
my troops in the woods fringes.
The partisans now started a slinking game, and I only had a few
targets to fire at during defensive fire. During the next turn, prep fire broke
the enemy 8-0 and MMG group in the front right of my position. This now broken
group was the only known enemy unit in LOS of the berserk guys, so they charged
them but didn't have enough movement to enter the woods hex with them. Fearing
that they could rout away, I sent a half squad out to cut their rout path. The
half squad was killed by other defensive fire. So I foolishly sent out another
one, which was fired on and also went berserk! As it turns out, I need not have
feared the broken partisans escaping, since I had other units that could menace
their rout path. The now berserk Bulgarian conscript half squad entered the
broken units' location, and I followed with another half squad nearby just to
keep an eye on things. These partisans were eliminated for failure to rout,
which meant my units would remain berserk for a while. The good order half
squad advanced in and took possession of the MMG in the next Rally Phase.
(These two berserk units proved helpful, as they charged forward in the mid
game and absorbed a lot of firepower before succumbing. They did very little
actual damage, however.)
I now started what I think is the crucial tactic for the
Bulgarians. I advanced squads out into the open, one per hex, trying to achieve
large, multi-location firegroups. This minimized risk, maximized the threat to
the enemy, and got my units slowly closer to the victory hexrow. Mike wisely
kept his partisans slinking during his half of the turn, and used the foxhole
to great advantage, constantly advancing a concealed guy in to replace the
previous occupant who lost concealment during the turn. Slowly the numbers
advantage began to tell, as attrition started to wear the partisans down, and
they could no longer stand and fight. A few of the Bulgarians who started the
game broken even began to come back, although the sniper killed one of the 8-0s
shortly thereafter.
As the last two turns began I felt that Mike had it in the bag.
I didn't feel that either of us made any huge errors, but I hadn't done very
well, and he had enough units ready to pound my troops as they tried to make it
to the victory area. But strange things started happening. In advancing fire of
Bulgarian turn 7, Mike took seven morale checks with 7-morale units and passed
only one. One of these was on a 6+1 shot from a conscript which rolled a 2,2 to
cower to the 2 column and still get a NMC. Another was on a 4+2. I had managed
to fire a bunch of shots on the 16, 12, and 8 columns in the mid game due to my
very large fire groups, but they didn't seem to achieve much. Then at the end a
bunch of wimpy attacks crushed his defense. Wow.
Still, when turn 8 came around there was a chance for either
side. As Mike said, it was mostly like a problem I just had to solve, and I
could get enough units across. They still had to withstand some fire however. I
used the 7-0 and 8-0 to run forward and limit subsequent fire opportunities,
then moved my other units in a careful order to minimize their risk of being
shot. A couple of squads were stopped, but enough managed to get across for the
win.
Kudos to Mike for not grumbling about his turn of bad dice at
the end, after hearing me bemoan mine during the early and mid game. All in
all, this was a good scenario. I picked it because I wanted something we could
finish in one playing. It fit that purpose well. It seemed to have the right
"feel" of an ambush too. I might never have tried this scenario had I not heard
some other comments about it on this list. Therefore I hope others will
continue to post their impressions of scenarios.
Cheers,
Matt ".731 decayouse on the whine-o-meter" Shostak
Reply to AAR:
From the Partisan's perspective I would suggest:
- Note Grain is NOT in season, set up so that you can fall back
if needed.
- Realize he can form multi-hex firegroups and you can't.
- Concealment is your friend.
- Time is not on your side.
- Concealment is your friend.
- Do not bunch up, even if it allows you larger FGs, you'll pay
in the end.
- Do not over extend your set-up, I did somewhat not realizing
grain was NOT in season.
- Choose your MG shots wisely.
- The sniper IS your friend.
- Anyone that breaks on either side won't be back in a while.
- Don't let his mortar play a key role.
- Use firelanes, but choose their end points wisely. Several
times I extended mine as far as the could go (which is typically the right
thing to do), had Matt thought of it, he had several chances to run a unit
through a woods hex I ended my fire lane -- basically daring me to kill the MG
w/ a 9.
- Roll Well -- or at least be average. 7's will easily win the
game for the Partisans. You have some positive DRMs, typically the Bulgarians
won't.
- Keep the Bulgarians in the open, shoot the one squad who'll
mess up his return FGs the most.
- Remember you only have 6 hex max range, he has an 8!
- Enjoy yourself.
Mike
Re-reply:
Bulgarian advice:
- There is plenty of time to win the scenario. No need to run
around giving the enemy -2 shots early in the game.
- Get your mortar in position to pound the MMG foxhole. You
want to keep those guys out of there.
- Keep routing those guys that start the game broken back to
leaders in the woods. Eventually they will come back and help out. You will
probably even have some throw-away half squads to run out there and draw fire.
- Your advance should be slow but inexorable. Don't be afraid
to advance guys out into the open, just as long as you can form large
firegroups. The partisans will not want to stick around for a firefight they
will lose.
- Do not stack. You can form multi-location firegroups. The
partisan, however, cannot and needs to stack to get high FP shots.
Partisan Advice:
- Wipe out as many of the broken beginners early. Otherwise
they will come back later. The first two turns are probably your only chance to
stand up and fight with the Bulgarians, while you have "crossed their T." Once
they deploy to line formation you can't get into sustained firefights anymore.
Well, you can get into them, but you will probably lose. Fire discipline will
be critical.
- When to fire the MGs is a really tough decision. With
a breakdown number of 9, you will lose each one after only a few shots. So make
certain the attack is a worthwhile one before you take it.
- Learn how to slink. You will need this skill in the mid
game, when the Bulgarian has the superior firepower. Especially useful is to
keep rotating a concealed unit into the foxhole, making it tough on the
Bulgarians to get through that point.
- Don't forget your sniper. Considering the fact that the
Bulgarian will be taking the majority of the shots after turn 2, this could be
one of your best weapons.
- Know when to stack and when not to. You are very FP hungry
in this one, so to get a good shot you need to stack. But that brings with it
the risks of getting several squads broken with one shot. I generally wouldn't
stack unless I had my troops in a spot where they could cover a line of the
Bulgarian advance, but were out of LOS from any powerful shots.
- Stealthy partisans should be favored in CC.
Matt
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