AAR - No Better Spot To Die

ASL 16


I played No Better Spot To Die against Alex Nemeth at ASLOK. He had the Germans and I got the US Paratroopers. On turn #1 one of his mortars went on a 7 shot ROF and completely eliminated one squad (who had a BAZ up front) and broke a HS with a BAZ. Great 25% of my force gone before his MPh. My HIP squad with MMG and 9-1 leader were back on my left flank along with a squad in a woods foxhole on the left boardedge. My 57L AT was also on my left flank in the wooden building. A mortar squad in a foxhold was in the center with a leader in the rear of the woods to rally whoever made it back. My plan was to hit the Germans as they crossed the open ground. Now with 1.5 squads out of action and two of my 3 BAZ not able to fire, I was in deep trouble. The main mistakes that Alex made was leaving units in stacks. My 60mm mortar got some decent ROF and soon had quite a few Germans broken. Since the VC are for the Germans to control 3 buildings but if either side had < 1/2 of its initial squads in unbroken, then the best leader must make a NTC or ask for a truce.

I quickly realized that with the larger German numbers, that I needed to break his squads and get a truce before he gets the buildings. My mortar squad was particularly successful in breaking anyone in a woods hex. Eventually, my Paratroopers were pushed back and lost the mortar, but were able to hold in the back of the central woods. While the German had several adjacent units who were CX, I tried the big gamble of going for CC. Of course I gacked my rolls and got locked into melee, which was not good for me. Ultimately, I did manage to inflict some losses on the Germans and stabilize the center. During the game my sniper was activated several times. On two occasions, he managed to kill a German leader, so the Krauts only had an 8-0 leader left.

Two of the Renaults died early to mid-game and another was immobilized. The fourth used vehiclular freeze to hold the HS with a BAZ, who had managed to rally after turn #1. Two squads eliminated the HS in CC. One of the squads moved into the stone building next to the cliff hexside that isn't per SSR. The other tried to sneak through the woods and break free in my rear. Fortunately, my 9-1 led HS with MMG broke that sucker before he could do some real damage. I managed to get a hero into the back to help stop any further easy building gains. I was holding on for a missed NTC at this point hoping for a truce.

The Germans fired PBF into my 9-1 and HS with a MMG stack and broke the leader, but not the HS. During the MPh Alex forgot the HS was not broken, just the leader with the DM counter on top was. He moved a stack of his 8-0, and two squads across the street to get behind my main line of resistance. My MMG HS had a clean shot and broke the leader. One of the squads generated a hero on its 1MC. Another of my remaining squads took a shot and managed to break both squads and wound the hero. I held onto enough buildings and the German leader failed his self-rally, that the Germans asked for a truce just as they were getting into position to grab enough buildings for the win. Breaking the 8-0 and his two squads was a huge boon for me. Had they gotten into the building they were headed for, then I would have had a difficult time regaining its control with only a hero in there to hold it. The key to this scenario is to break Germans and keep them DM'ed. However, with their superior numbers you must often decide whether to DM a broken unit or try and break a good order unit.

Some interesting features of this game were we each had 20+ ROF shots often in groups of 4 or more. He had two 50mm mortars with 3 ROF plus a 2 ROF MMG and I had a 60mm MTR and 57L AT with 3 ROF and a MMG as well. I also twice malfuctioned the AT gun and repaired it both times. The momentum of this scenario shifted back and forth several times. A couple of times enough Germans rallied to avoid taking the NTC truce DR. Overall, this scenario was quite fun and intense.

Chuck Payne