AAR - Chance d'une Affaire

ASL Digest: Atlanticon Scenario 4


Phil and I recently completed the home-and-home (Ex)Laddermeister series with Chance d'une Affaire, one of the Atlanticon scenarios buried in the ftp archives (carlo.phys.uva.nl, pub/bas/asl/aslml directory, file aslml-3.09.Z). Apparently CdA will not be one of the four Atlanticon scenarios to be re-published in the upcoming Annual, which is a crying shame because it's the best of the 5, IMO, and one of the real gems to be found anywhere.

The situation: May 1940, board 6, 9 turns. Germans start a platoon of 467's in and around the two big buildings (K8 and the Chateau), backed up by two PzII's (20L [4] gun, -/5 MG's) whose crews have to enter their vehicles on turn 1. The French bring a company of 437's in on row A on turn 1, with 3 leaders, a few MG's, and three FCM 36 tanks (9 MP, 37* gun, -/2 MG's, surprisingly robust 4/3 armor). The Germans also receive a platoon of 548's on turn 3, coming in anywhere along the north (row 1) edge, and another platoon of 467's and a 37L halftrack coming in on the north edge on turn 6. The French win by controlling 2 of the 3 buildings V9, X8, and X5.

The thing that sets this scenario apart from the rest is its wonderful sense of pace. The initial French advantage in numbers is impressive, but those 437's just don't move real fast and neither do the plodding radioless FCM36's. And just as the French stretch the German line and create an opening, the German reinforcements come on and plug the gap. As the game progresses, the French slowly get weaker while the Germans slowly get stronger.

The German plan was to hold the chateau in strength while a 247 tried to keep the French from setting up an MMG nest on the second level of K8 and a 7-0, 467 retreated slowly along hexrow 10 till the reinforcements arrived. Phil's Frenchmen came in with a 2-pronged attack, with the northern force led by an 8-1 and a few squads plus two tanks while the main infantry thrust in the south raced behind the orchard wall toward the K8 building, backed up by the third French tank.

The German armor fared poorly; the northern PzII fell victim to a CH from a Motion FCM36 and the southern PzII did little to stop the lone FCM36 in his area from freely using Non-Platoon Movement to get behind the German retreat. However, that PzII forced the French 9-1's MMG stack to either head up the stairs to K8.2 or face an 8(+0) shot around L10. The French 9-1 wasted two turns heading upstairs and then back down again when few targets presented themselves to the upper level. The PzII died ingloriously trying to maneuver past the French tank in the south, but it bought two vital turns of delay for the French infantry thrust along the southern edge.

In the middle game, the French worked over the chateau from the north while the southern force advanced upon the V9 victory building. However, the poilus couldn't force the defenders out of the chateau, not with all of those upper-level locations to retreat to. This turned out to be a good sign for the Germans - the French have a hard time developing any kind of flanking attack on X5 or X8 when the Germans occupy the upper levels of the Chateau with enough force. With the French attack channeled along hexrow 10 and through V9 to X8, the Germans reinforcements could build up the X8 area and leave a token force in X5.

The Prelude to End Game saw the French hopes for an attack on X5 disappear as an FCM36 in W4 barely staved off the charge of a DC-wielding 8-0 but succumbed to CC from a valiant 467. Meanwhile, the Frenchmen in the chateau left off their prosecution of the upper-level Huns in order to rush toward X5 but were blasted by accurate PBF fire from the balcony. The decisive roll of the game probably came when big French and German stacks faced off across the hedge-lined road in their respective VC buildings; the German prep fire broke the entire French stack and the French didn't have the time or manpower to build another large firegroup.

The French regrouped for one last desperate assault on turn 9. The two remaining FCM36's led the way, attempting to VBM-freeze the defenders in X8 but the Fallschirmjagers were up to the task and killed the VBM'ers in street fighting. Dodging a hail of bullets, the remnants of the French infantry gamely crossed the hedge-lined road but were cut to ribbons from all sides. Game over, German victory.


Before we started this game, Dave Ripton had this advice:

How to Win Chance D'une Affair as the Germans:

  1. Don't play Carl. Or anybody else good who's played the French before. The French have to move fast, and a cautious opponent is your best ally. Talk FFMO trash a lot early. If you peg somebody, give friendly advice to slow down.
  2. Don't roll 1 and 3 on your gas dr.
  3. When you get to nail an oncoming stack with a 2-3 shot, roll low. (My 8-1 and LMG in the 2nd level of the Chateau rolled high.)
  4. Don't let one of your tank crews break during the Le Mans start before they even man the tank. (A corollary to #1; most players probably wouldn't rush into position to nail the crew.)
  5. Skulk a lot. Your PFPh is not important. Your DFPh phase is, since those French 437 sort-of-squads only have 3 MF without a leader. If you can intimidate your opponent into moving everything singly for the whole game, you've won. On that note, hold your fire until you see the lights of their eyes, or until some idiotic stack gives you a Yahtzee opportunity.
  6. Just keep your initial forces alive and moving backwards so they can slow the French down. If you can get your reinforcements into the victory buildings before the French get there, you should win. Your reinforcements are fast, so if the French aren't...
  7. Roll really low on your TK rolls. Tink! Ping! Plunk! BOOM!
  8. Reread the orchard rules. (I hate board 6.)
  9. If you have to pick a building to hold, hold X8. Your reinforcements can retake X5. V9 is a deathtrap, and you can't reinforce it. 10. Roll some HoB. A hero is really useful for those heroic building-retaking missions. (Mine died, though.)
  10. The French have a girly-man inherent range of 3, and you should exploit that advantage. (Unfortunately, they have MG.)
  11. If the French put a MG position in level 2 of the Chateau, try to scare it off with acquisition. It can play havoc with the entry of your reinforcements. OTOH, anything back there isn't holding victory buildings.
  12. Don't forget about concealment. The French have a lot of FP once they get close. Unfortunately, they have enough squads to run into your hex and take it off.
  13. Use your tanks to keep the French tanks from getting behind your infantry. Otherwise you'll never manage to rout.

Looking back, I'd say Numbers 5, 6, 9, and 11 helped me the most. (I did get a heroic leader in the chateau but he was wounded almost immediately). Phil was not overly cautious and bulled through the half-assed southern defense with ease, but it's nearly impossible for the French to beat the German turn 3 reinforcements to the X8 building. It also didn't help that his tanks failed numerous Non-Platoon Movement checks in the middle game and that one of his leaders got wounded early on.

Brian has also mentioned the importance of the French taking the chateau. I can see why. With the upper levels of the chateau in German hands, the French have a hard time maneuvering to flank X5 and X8 (unless perhaps they make it to the long wall in the north) with the result that the French attack is channeled along a narrow corridor from V9. Clearing the chateau looks to be a major pain for the poilus, but it may pay big dividends for the French peace of mind late in the game; no fun to be dodging bullets coming from the rear as you advance on the VC buildings.

All in all, an excellent scenario and a great opponent. Highly recommended.

Tom