From: aslml-aslml.net-bounces@lists.aslml.net on behalf of Paul Kenny
Sent: Saturday, February 12, 2005 5:41 PM
To: aslml-aslml.net@lists.aslml.net
Subject: [Aslml] FE 83 AAR
FE 83 The Fifth Column
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I got together recently my brother in law Bill who happens to be a regular play test partner of mine. After some rough and tumble play testing on some new scenarios we decided to play an old one that we hadn’t played in a while, FE 83, The Fifth Column. This scenario features a handful of Polish green squads reinforced by a couple of crappy Armored Cars defending against a group of German Partisans (represented by 337 partisan counters) armed with DC and LMG’s. A short 4.5 turns and the Germans have to either capture
3Y6 or gain some VP including CVP and VP for capturing rubbling or blazing some buildings. Interesting attacker choices.
I as the Polish defense setup strong around AA7, with a squad and leader in
Y6 and a single squad on the left flank to defend the hill. The 3DD2 hill will likely slow the attacker to much thereby discouraging it as an avenue of approach. I figure on pulling the right (AA7) flank back quickly to the
Y8 building and only want them forward to slow the attacker down.
As expected Bill brings the majority of his force on in the GG9 GG10 area and after Turn 1 has advanced his troops into DD7 and DD8. A 2-2 shot from
CC5 breaks a squad in GG8. Bill AM’s a firebase including, apparently, his LMG squads into GG7.
I deploy a squad in DD8 and the rest of my forces generally skulk in my Turn 1, hiding and preserving forces which is imperative in this scenario. The
DD7 DD8 squads pull back to Y8 except for a HS that I leave in AA7 for delaying and self sacrifice. A Z1 flank protecting squad moves up to BB3. I am beginning to hate 3 MF troops.
Turn 2 starts with some ineffective fire except the AA7 HS breaks on a low odds shot. Bill is able to get some troops with DC’s up to BB8, and they advance to AA8.
My Turn 2 leaves me with the decision of whether to fire with the Y6 boys or let them keep concealment. I decide to fire at AA8 but get nothing but a cowering shot to nothing. Y8 fires and breaks one of the DC toting squads in AA8. CC5 skulks for force preservation purposes.
Return fire breaks the Y6 squad but does not touch the 8-0. Knew I shouldn’t have fired him. Fire against my left flank is ineffective.
Turn 3 sees the Y6 squad rallying on a 1,2!! I thought he was lost for the game but right back in the mix. Some tough Polish miners there!!! The Germans use this turn to push forward. AA8 fires ineffectively, the DD8 DD7
EE8 squads push forward to the AA7 woods mass, dodging fire from BB5 and CC5, a couple of squads break but several squads and the 7-0 leader get forward. AA8 survives a 4+1 and 6+1 attack. The Germans are in good position to interdict the reinforcing AC and make a push for the victory building. On the other hand the Polish force is in nearly completely intact.
My Turn 3 starts with a prep fire that breaks one of the LMG squads in DD7.
I decide to stand and fight on my right flank. Of course this does not work out well, the ineffective prep is followed by defensive fire that breaks both the Squad and HS in Y8, uh oh. I bring the AC’s on but keep them in Y1 and Y2 to keep em out of LOS of the LMG. Wimpy yes but force preservation is important.
Well Turn 4 starts with the Germans in a great position, they can push to the north and go after the brokies in W8 which would bring them 8 VP of the
11 they need, OR they can push towards the Y6 building OR they can do a combination of both. They have to be swift and aggressive with whichever option the go for as they have only 2 movement phases left.
In the German T4 the BB8 DC squad rallies and one of the DD8 squad rallies.
DD7 prep breaks the BB5 squad. AA8 dashes to Y8. AA9 DT’s to W8. The recently rallied DC squad attempts to move forward but is broken by a long shot from Y2 AC. The rest of BB8 AM to AA8. Advances move the Gerries forward to excellent locations including V9 and Y9 ready to surround the brokies in W8 and AA7 to keep Y6 under the gun. Not looking good for the Poles as they are outflanked. I need either to SR or to get the 8-0 to W8 for some rally support.
Well SR does not work on a 4,6. Prep is ineffective so I am getting desperate. The 8-0 moves up the 3 W6 hill but gets broken by a 2 even shot from AA7. Not good at all. Well I need to break the y9 squad to prevent an attack on the Y8 building. I move the AC’s forward by they get shot up by the LMG with a ROF tear.
That with the soon to be obtained prisoners from W8 gives the Germans 11 VP for the win. Nice game with a fun opponent.
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Paul Kenny
Fanatic Enterprises: Publishers of great ASL scenario packs and products