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AAR - The RHA at Bay

Paddington Bears Pack 2


I got a chance to get a game with a buddy this morning. We decided to play PBP2: The RHA at Bay. Matt wanted the Germans, so I gladly took the Brits. The scenario pits the Royal Horse Artillery against some early war armor and elements of the Panzer Division 8.

I set up my two guns well back one in 10Z2, and the other in Z8. The rest of my forces set up forward between row T and row Y, with a squad near each gun to protect them. My ATRs went in W3 and X10. The free wooden rubble went in U7 to keep the armor from running up too quick. The LMGs went in the front lines to cover all that open ground.

Matt's Germans set up for a two-prong attack, with the biggest effort on the south side of the board. This was a rather large force with three of the five tanks, and seven of the 10 squads. The south side of board 10 is the only side with any cover, as an SSR made all grain hexes into open ground.

The game got underway with the weather roll coming up boxcars. Gusts would keep his smoke attempts to a minimum. This roll set the tone for the whole game.

In the first Defensive Fire shot of the game, a 2(-2) at range 8 broke his 9-1, and one of the two squads moving with him. He forgot that grain was open ground, and it cost him. The next two shots pinned and broke respectively, the next two squads that moved. The tanks started to roll and took shots at my forward troops, to no effect.

His troops closed in and survived point blank fire in the British Prep Fire Phase. The ATR in W3, scored a hit that immobilized one of the tanks on the northern pincer (a Pz IB). It didn't really help as the tank was in a good location to fire up a squad in U5, rolling low enough to eliminate them.

The next three turns went rather quick, with the ace ATR squad in W3 immobilizing the second tank on the north side (a Pz 38(t)A). The three squads on the north, were slowed by a couple of failed PTCs and one failed 1MC. The slowing of the northern pincer really hurt Matt, and in the end would cost him the game.

The ATR in X10 hit two tanks, but failed to hurt either, before they casualty reduced on a MC. The German onslaught continued to roll forward slowly but surely, but time would become the bigger enemy. As the end of the game approached, the tanks became reckless and one stopped in sight of the 18PDR in Z8. The shot hit and killed the Pz 38(t)A. He was down to two tanks, and 5 of his 10 squads were either broken or pinned. The last Pz 38(t)A came barreling down on Z8, and overran it. One of the two guns was gone, but time would not let him get to the other gun in Z2.

The butcher's bill for the scenario:

British: 3.5 squads eliminated, 1 gun, and 1 8-0, plus 2 SW (1 LMG, 1 ATR)

German: 2.5 squads eliminated (5 were not GO at the end), 1 killed tank, 2 immobilized, and 1 8-1 (the 8-0 was broken and wounded at game end)

My Observations:

The British have the advantage of time. Use is. Defend up front and try to slow the Germans down with a fire lane, and some other long range fire. Fall back. There are a lot of rout paths that are out of LOS from one side of the board or the other. Don't let them get cut if you can help it. Don't use your guns until you have to. They get to set up emplaced, so they are hidden.

The Germans are racing against the clock. Use Armored Assault to negate that open ground. Your firepower is better, the tanks can help to cut off rout paths of squads that your troops break. As time is your enemy, don't get caught up in a slugging match. You may win the match, but you will lose the game.

Jeff Cherpeski


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