The German Side:
German Advantages: Eh! Tricky one, Perhaps range of MMC inherent fire, but even that is limited in the close terrain. Terrain can be used to advantage but works both ways. Nope! Its all US in this one, with possible exception of that excellent HMG.
US Advantages: Elite ELR, Firepower, mobility, Assault fire, Smoke and White Phos, Mortars, 9-2 Leader., Bazookas
German set-up. Decided on the following tactics:
Both MMG and HMG with leader in "open ground" by bocage on German Left (24AA3 and AA4) with a squad in close support (Z3) to pick up either heavy weapon if the crew is killed. Bit risky, but seals the German left. 2LMGs,a squad with PSK and a leader in buildings T6, U6 and woods U7 cover the German right. Squads and Half squads are then arrayed forwards beyond the woods edge to entice an initial prep fire. Anyone firing wont be moving, which is exactly what Im after. I dont mind if they break since routing back will effectively put them behind the front screen and move them back for me.
Initial US prep fire and subsequent advance kills a HS and leaves one broken in woods in front of the brush. Mortar hit causes battle hardening of MMG crew and leader creation, but the heavy weapons survive the initial attacks. German sniper breaks US MMG crew and one of 2 US MMC on the US left. The second, an MMG crew is broken by def fire. This leaves a gap in the US left flank which I elected to exploit and use 2 precious mobile MMCs. The immediate threat to the German left is reduced by 2 of the 3 squads which moved to the building DD5 breaking to Prep fire and routing back. following turns saw the MMG/HMG and 8-1 form a fire group with another squad and the Hero and move to the woods in Z1 and entrench. This hex is a good MG nest as it covers the German left and is not visible from the level 2 locations on board 1.
The main group of defenders advance back to the woods edge to make their first stand. They lay down effective Def fire despite the Paras moving in and attempting to lob WP grenades at them (and failing) but unfortunately the US MCs result in 3 snakes in succession. The only bright point being that they were all to the same unit, which goes treble fanatic (now thats what I call REALLY crazy) and creates 2 heros. Meanwhile Id malfunctioned a couple of LMGs. US Adv fire breaks a squad which is subsequently killed in CC. and all Id gained was a K/2 which the pesky remaining Para HS passed. Surviving Germans of this first exchange rout or move back into the woods and concealed units step up in Advance to slow the tide. The German spoiling attack on the US left was continued with only a single squad. The other is pulled back to assist with the defence. The brave 467 will die but is still seriously hampering movements of a leader, 2MMG/squads, a squad+Baz, and the 2 mortars. Pretty good exchange. The problem is now I face a killer stack of 9-2, 2 heros, and 3 squads, one of whom is fanatic, and several other US squads and HSs hovering around, and all at close range where the US firepower really hurts. I have no option but to attempt to withdraw across the valley onto board 4. One further turn of delaying in the woods sees the Germans lose another squad who took up position to use the panzerfaust as the Paras enter the buildings but as usual missed.
The Germans, although hurt, are prepared to make a break across the valley in good order having still got both leaders and survived to turn 6. I can basically move as many MMCs as Ive got. However, I have to leave someone behind to slow the pursuit. 3 HSs, (one of whom is broken), selflessly agree to sacrifice themselves, by hanging on in the stone building U4/V3. The crossing of the valley works well but in essence seals the German defeat as in the heat of battle I completely forget that prisoners will win it for the US! The squad running around in the US rear is eventually reduced to a HS and captured - he did a great job and I would probably do exactly the same given another opportunity. The US sniper kills one of the HSs defending the stone building. but the remaining defenders surrender. The Ami lines up killer stacks in the stone building and on the board 4 side of the valley with 12 CVPs in his pocket and says "Im staying here. Come and get me". To which my answer, in time honoured fashion is "Stuff that for a game of soldiers" and I shake hands (electronically that is) and slink off to defeat after trying a desultory prep fire hoping for a sniper.
Conclusion:
A tough scenario against an opponent who kept me on the rack. I think my defensive strategy was fairly sound although I might not expose the heavy weapons on the German left so much. They were effective by their presence but didnt get in many attacks. The HMG might be better in level 2 of 24V3.
Chris set-up with stacks centrally and on the US right as expected but I think having all the US heavy weapons at the rear can be a weakness unless theyre moved up to the front immediately. Holding them back with one squad might have won the game for me as they did relatively little after the initial turn.
All-in-all a tense scenario and I enjoyed playing it because of unusual problems of being stuck in position.
Ian Kenney
The US side:
German setup:
The German set up for the most part to take advantage of the large block of woods and brush in the center of board 24, with some units exposed in U7 woods and the T6 building to guard his right flank. He also put a HMG in AA3 and a stack with an 8-1 in AA4. So much for any thoughts of easily flanking his troops and pinning them down.
US setup:
I set up one MMg in 2nd level building in X2, with both mortars posessed by the same squad in W2. The other MMg set up on the 1st level of R1. Basically I was looking to use the mortars and MMG's to limit the german movement, and hopefully to break the units in AA3 and AA4 on the first turn to allow a flanking movement on the German left.
I set up 3 squads and the 8-1 on The german left, a pair of squads on the right, for another possible flanking movement. I left a 7-0 in U3, because I've played as the americans before, and any units from my main force in the middle who break, or any units on the german right will need someone to rally them.
Of course, my strongest thrust will be right up the middle with my 9-2 and the remaining squads. It's the one place where my range doesn't matter, and if I can move adjacent and pop some WP in movement, then follow up with Assault fire in AFPh, That should net some decent casualties.
During the first turn my MMG in X2 fired at the 8-0, mmg, and 467 in 24AA4, resulting only in a HOB giving the Germans a hero and a 468 in place of the 467. Then he tried to spot for the mortars in W2, resulting in a sniper that broke the squad acting as spotter and firing the MMG. Defensive fire from the Germans breaks 2 more squads (both on the German Right) And Advance fire causes casualty reduction on one German squad. From that point, the German units rapidly disappeared into the woods, with the exception of an HMG/MMG/Hero, leader and two squads keeping overwatch from long range on the german left, and one brave 467 that ran through the gap left when my units on the German right collapsed.
The rest of the game I spent chasing down that one squad in the rear, gaining 3 badly needed CVP (captured half the squad), getting my units on the german left broken repeatedly by those two nasty MG's, And slugging my way straight up the middle using my 9-2 to quickly rally broken units and throw them back into the fray. I lost track of how many times I moved adjacent to an enemy unit and tried for WP, but never actually accomplished it.
Eventually the assault fire, great firepower, and ability to rally those troops quickly (Ya gotta love a 9-2 leader and troops who rally on 8) began to tell. The 3 heros and 2 fanatic squads my opponent gifted me with helped too.:) By the time I reached the building at 24V3, all the germans had managed to clear off of board 24 except for two broken half squads in that building. since they were pretty much surrounded, I Wound up capturing one, (the second was killed by my sniper) which left me sitting on the 12 CVP I needed to win, and had only taken 3 CVP. So, I circled my wagons, and dared the german to come and get me, since our positions were now reversed, and he needed to gain CVP. He wisely declined.:)
Chris St.Clair
This weekend I dropped cloak and left the house to go play ASL FtF for the first time in a million years. As Jan has reported in another post:
> A quick word of praise for John Slotwinski for organizing the first > meeting of the District Commissars, the DC Area ASL Club. The > assembly took place... at the Little Wars shop on Rt. 29 in > Fairfax VA.It's a nice, well-lit shop. The store has been open just over a year. There was plenty of table space for gaming. At first glance, one sees a large selection of castings and modeling gear for miniature players of all stripe. For board gamers, there are a some titles and, most inter- esting to me, a collection of out-of-print titles/zines from several publishers. I found a copy of the 33-year-old 3M Game ``Breakthru.'' I was pleasantly surprised to be given a discount for having participated in the ASL meet! Here's hoping for the growth and continued success of Little Wars. Anyone w/time/opportunity to do so should look in on LW.
By random selection, I paired off with Larry Memmott. It happened that he, like myself, had effectively no FtF experience. So one might sub- title this AAR, ``Clash of the Newbies.'' At my suggestion, we played ASL#12, Confusion Reigns, from the Paratrooper module. I enjoyed this one very much as a solitaire game in '96. Larry chose the Germans and set up first.
IIRC, Larry set more or less as follows: o HMG in 24W9, MMG in 24Z7, a squad in 24Y9(?). o LMG in 24T6, PSK in 24V7 o most everyone else on the bd24 path V6-W6..W4 and perhaps V3/W3.
I placed the two MMGs in 1U2L2 w/9-2, the mortars in W3 w/squad and a spotting squad in 1X2L2. A squad in 1W1 provided early-game security for the mortars. The 8-1 went in 1S1 w/3 squads bearing 2 bazookas. The 7-0 went in 1AA1 w/3 squads also bearing two bazookas. I cannot recall where I started the last two Ami squads. Perhaps in 1Z1.
My plan was to double-envelop the Germans in the wood. From my solo playing, I expected the left side (through the valley) would have the toughest going.
My turn one gave the opposite results, though. My attempts to move out of 1AA1 along a 24CC10--CC7 route were foiled by botched smoke attempts and defensive fires. Mr. 7-0 wound up (GO) in 1Z1 w/2 broken squads by the end of the route phase. Only one squad ``made it'' on this arm of the envelopment and, by the end of the APh, only as far as 24CC9.
The mortars worked on the HMG in 24W9, but to no effect. The MMGs had better luck, breaking the LMG squad in 24T6. This made the going easy for Mr. 8-1 and his platoon. He ended the Turn 1 MPh in 24S7 w/two squads and one or two bazookas. A third squad ended the APh in 24U8, toe to toe with the PSK-ers in 24V7.
In the center, I ended the turn 1 MPh in 24Y10, and broken in X10 (that squad routed back to Mr. 7-0, free of interdiction in 1Y1, because any Germans in 24Y9 were broken by PB AFPh fires).
Larry suffered a run of poor dice on his half of turn 1. None of my units suffered from his fires. My Defensive fires (or following PFs?), OTOH, broke and/or reduced his units in 24V7, W9, and Y8.
In my Turn 2, I racked up some CVPs. My (now rallied) right wing made it to 24CC7 by end of the MPh. In the center, a squad got as far as 24X7. Larry had broken stacks in 24Y8 and Z7. The Y8 troops died for failure to rout. The Z7 troops melted on an attempt to rout through interdiction back to the woods. One of my squads picked up the HMG from 24W9, but never got an opportunity to use it in the scenario.
On my left wing, I bungled my MPh w/Mr. 8-1 and his platoon. They blew their smoke placements and basically went nowhere. After the APh, I had the 8-1 w/squad in 24T6, a squad in U6, and a squad in U7. They faced Germans in 24V5 and U4. I made a major blunder this move; having lost LOS to any targets, I began, in my APh, to move the mortar observers and MMGs forward, forgetting how they could see to and fire on the far side of the valley. Larry thanked me for that.
Larry tried to begin his withdrawal in turn 2. The 24W6..W4 path began with as many (or more) broken as GO squads. Larry successfully rallied a good share of his troops, but suffered a Fate CR, too. On a lucky shot from 24CC8, I managed to pin a leader in 24W5 during Larry's MPh. This played major havoc (ruined?) his withdrawal plan. My squad in 24U6 ate a PFPh PSK round from V5 and 12'ed the 1MC to CR and disrupt. They were in danger of routing to W5 as POWs. Their one hope was that their buddies in 24U7 might break the Germans in V5---long odds. The shot forced a MC; Larry snaked the MC for an HOB, predicted a berserk, and got it! My surviving HS routed to the berserkers (who take no prison- ers), involuntarily putting the Germans in no-quarter mode.
The berserkers never got a chance to charge. Relying on them to hold the path, Larry continued his withdrawal across the valley without his leader, who was pinned (and soon alone) in 24W6. In my turn three, I moved my MGs and observers back up to level 2 locations (undoing my blunder), my Mr. 9-2 from 1U2L1 to 24V7, and closed on the berserkers with four squads. Two of my squads broke as Larry's 10ML berserkers spat FPF in volumes. My brokies fell back on the 9-2 in 24V7. The GO squads advanced on and killed the lax berserkers in a CC ambush. Mean- while, a fifth squad captured the 24W65 leader in CC.
By this time, the outcome was looking evident. I had nine or ten hard CVPs, plus a captured leader good for four more CVPs at scenario end. Larry had two CVPs. He pointed out that I could go over onto the defen- sive to force him to come at me. He considered his odds to be poor.
In my turn three I tried to dash w/Mr. 8-1 and 1 squad from 24T6 to S5. Fire from 24U4 pinned the squad, which forced me to notice that a T6-to-U5 dash is illegal. We agreed to change the ``destination'' hex to 24R5. So Mr. 8-1 went there and the squad stayed pinned in S6.
On the right, I pushed Mr. 7-0 w/two or three squads as far as 24BB3 by the end of the APh. In the center, w/all squads rallied, I pushed down the path a bit, perhaps as far as 24W5. After a reminder from Larry, most of my squads in the woods grew ? that CC phase.
Larry ran a spectacular turn 3. Taking his own advice, he reversed his withdrawal and went over onto the offensive. While suffering through MMG and mortar fires from my board one weapons, he never-the-less managed to get a strong stack from 4V10 to 24R4, via covered route, by the end of the MPh; these advanced onto my lone Mr. 8-1 in 24R5. Larry captured him in CC! The maneuver came as a total surprise to me. I'd thought the 8-1 safe from any possible harm.
This made the game very tight, technically. Though still behind, Larry was only a CVP from denying me that ``lead.'' Counting potential POW CVPs, the score was 13 to 6, I believe. The Amis need at least twelve, and 2x the German CVPs to win. So Larry needed another CVP.
With six game turns remaining, superior FP and good position, though, it was still looking like an Ami win. Larry knew he had to take further bold action to undo all that.
Thanks to Larry's advice, I played my right and center a bit more defen- sively than I might have. I ended my turn 4 in ?/24S8, S7, ?/T6, ?/U6, ?/V5 and ?/W4.
On my right, I pressed w/three squads from 24BB3/CC4 toward/into the valley. I was eyeing a leaderless broken squad in 4U8 as potential ``easy meat,'' while also thinking of continuing the envelopment/ harassment of Larry's forces in the valley. DF from 24V3 broke Mr. 7-0 and pinned a squad. So that wing of the envelopment was stalled for a turn or so, it seemed.
Larry invested a lot in luck on his turn four. He'd suffered another fate CR in his RPh I think, so he now needed two or more CVPs to get into a winning score. Larry advanced concealed troops into the building at 24V3. I somehow broke the V3 troops, perhaps by a shot from a squad at Z1. Larry advanced concealed troops from 24U4 to V4. These were all CR'ed to nothing by DFF/SFF shots from W4 and V5.
Larry resigned, the ``hard'' score was 16 to 2, and we each held SMC POWs worth (potentially) 4 CVPs each.
My thanks to Larry for a game I will remember much longer than any solo playing. The fun was well worth the effort of getting out of the house. Hopefully, I'll feel the same when I lose. I'll try to defer that test as long as I can, of course. :o).
In retrospect, I made several rules errors. Among them:
o My mortars, firing w/spotters, ought to have used ROF 2, not 3. o My squad w/the SMC POW should have used halved FP thereafter.Most of this stuff I knew before the game; I just ``forgot'' it in all the excitement. I don't believe the errors made would have effected the final outcome. At most, the outcome might have remained in question one or two turns longer, but I rather doubt it.
That's it. I probably have some of the details out of time/place; Larry can correct/clarify anything he remembers significantly differently.
In light of this latest experience w/the scenario, the Germans, IMO, need to set up further back than Larry (or I, in any solo playing) did. Not further forward than 24U6, perhaps? It's hard to say.
I look forward to more opportunities to game at future meets of the District Commissars. The fourteen-year-old in me had quite a romp.
My thanks to Larry for his time and gamesmanship, and again to the meet organizers.
Wayne "can we do this again, soon?" Hadady