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AAR - Tiger Hunt

Time on Target 29


Friday saw the start of my first attempt at playing a campaign game. My regular ftf opponent, Pete Bennett agreed Tiger Hunt (TOT 29) seemed of a manageable size. We play that the home team gets to defend and chose on the next scenario the previous week, that way we get a chance to study the set-up properly, and also can have most of the game ready for a quick start.

Therefore I was playing as the rather desperate German SS and Marines. It seems that the key to the first part (of three) is to try to keep in the woods and slow any British advance, thereby forcing them to be rash towards turn 6 in order to get a reasonable start line for part 2, and to be in a position where the armor and OP tank have a good field of view from the edge of the woods. In order to do this they need to be aiming to get as far as row 48 or preferably 47 (denying the Germans the buildings at the edge of the woods.

I therefore set up more or less in a line abreast (WW1 style) on or about row 51, with mainly dummies to my right, a HS + MMG + 8-1 in the Chateau on the second floor (just in case any British sprinters felt brave), and the bulk to the centre and left.

I felt that my right flank was fairly unlikely to be the axis of his advance as the armor couldn't get through the woods and then the mud, and by the time the infantry made any head way, I would be able to reinforce. Also the MMG should be a powerful deterrent.

The British chose not to bring on any armor just yet (didn't fancy PF's very much) and was clearly waiting for the poor infantry to clear a safe path for them.

The end of T1 left us nose to nose still on the German start line. Things progressed predictably through to the end of T3 (where we stopped until Monday) with the Germans skulking and slowly giving way, so that they finished on the edge of the woods. The Tigers were happy sitting back avoiding getting too close, each guarding one of the two road exits from the woods. Still no British armor prepared to risk an appearance.

T4 had the Germans ready to bug out of the woods leaving just a small screening force (in the two buildings), but decided to wait and see what the British do first before being certain.

The British pushed hard coming up out of the gully to their left and over the road into the last few trees on their right. Here things went BAD. All British attacks fell apart under hot German dice, leaving half of their total broken, the 9-1 wounded, a CR, and a couple of failed ELR's. To add to their suffering a British squad and HS that (bravely ?) advanced into CC against an SS squad ended up as just a HS.

T5 had the Brits attempting to consolidate and recover, but the Germans went on a local offensive in order to capitalise on their good fortune. This resulted in more good luck with only one German DM'd but two more Brit routers. (the CC ended messily with the HS pinned by his own side firing into the hex inevitably ending up dead).

Last turn forced desperate measures to gain the much needed ground. Only one squad well forward would give the Brits the set up they needed for part 2.

On came the comets. First one fried by the squad that it attempted to OVR's PF. Number two slipped by all (four) potential PF squads leaving three of them pinned (three sixes in a row), only to meet mr.Tiger with the boss on board and be forced to swallow AP. Last one was flamed by one of the previously pinned squads.

After the last hope squad and leader going down to IFT rolls of 3, 2 then 3 Pete threw in the towel. The need to make ground forced dangerous risks to be taken, and against hot dice, with a low counter density, no chance.

We intend to play this scenario again, and hope to do more justice than our dice let us.

Questions:

  1. Can the unrevealed dummy stacks be carried over to the next part?
  2. What happens to wounded leaders between parts ?
  3. Where do prisoners go between parts ?
  4. Do burning wrecks become burnt out wrecks next part ?

Nick Edelsten


Reply:

<1) Can the unrevealed dummy stacks be carried over to the next part?
<2) What happens to wounded leaders between parts ?
< 3) Where do prisoners go between parts ?
< 4) Do burning wrecks become burnt out wrecks next part ?

1) Yes. I think a ? stack is still a good order unit even though it is not a known unit.
2) We played that they retain their wounded status - i.e. it is not beserk/fanatic/acquired/labor status which are the ones that are removed.
3) Hmmm! We did not capture any prisoners. I would presume you are allowed to "escort them to the rear". Seems sense and I am sure this is what you agreed to do.
4) See SSR4 (at the end). On a dr of <=4 burning wrecks become burnt out wrecks or else they keep on burning.

Will and I are half way through Part 2. We didn't manage to finish it cos we were distracted by England thrashing Holland . :-) We will continue it though. Highlights of this half so far:

Will advanced cautiously and I set up for a skulking defence with the exception of a HS in a level 1 hex of the chateau to recover a PSK in my first turn. Will has pushed me back slowly - remember I have lost both Tigers. :-( But a good shot with a 'Schrek burned one of his Comets and he drew 2 red chits for his OBA in the first game turn. :-) My sniper also slotted a 9-1 Leader so I am now at 13 CVPs; exactly half the required total with half the game to go.

Bad news is I am losing ground. I have only one 658 SS Squad left. The remainder are ELRd or dead. My 9-2 has the HMG set up and I am waiting for Will to try and force his way through the centre. At the moment it is real cat and mouse and I feel I have regained some ground (in terms of winning) since the end of Part: although the odds must still be in Will's favour.

Cheers, Neil


Reply:

Neil answered:

>1) Yes. I think a ? stack is still a good order unit even though it is not a known unit.

This is not true. GO refers to "...Personnel Units..." only. Dummies are not "...Personnel..." and are thus not GO.

Tate Rogers


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