Friday, March 18, 2011

La Gleize - Day One

     I love ASL campaign games. But other than TOP SECRET playtests, I hadn't played a CG in quite a while. So when Jim asked if I wanted to take the American side in La Gleize, I accepted.

   La Gleize wouldn't have been my first choice. Although "broken" is a bit strong, I think this is a generally fair criticism.

The first 10-11 scenario dates the Ami is dancing around the German perimeter. The German can out buy the Ami for infantry for those first 11 dates and the Ami doesn't really get enough stuff to make a decent attempt at assaulting the German positions. Then on the last 2 dates the Amies get around 350 CPP to assault the German. Probably enough to do the deal.

In short, nothing much happens for 11 scenarios...then the last 2 scenarios the Germans are just a punching bag.

-- Tater

    That said, the ROAR results show a 6-3 advantage in favor of the Germans. The KGP campaigns cover a fascinating chapter of the war. And, it's ASL. How bad could it be?

   The opening battle is more like a tournament scenario than a campaign date. The Americans get five Shermans, an infantry platoon, and enough CPP for two more. The Germans get a few SS platoons, and 30 CPP. However, the German purchases must set up as reserves.

    My initial platoon entered and almost immediately started taking fire from a German LMG squad in a good up slope position in X51. Throughout the game the Americans in this area would exchange fire that squad, with the Germans mostly maintaining the upper hand.

    In Jim's early game, he moved a few squads across the bridge to try to take up positions east of the stream. I got a good turn 2 reinforcement roll bringing on my five Shermans. Seeing them roll up made the Germans think better of their move, and they high tailed it back across the bridge. Up north, Jim sent a few squads to run around Borgoumont and gobble up strategic locations.

    Soon my two purchased infantry platoons came on. I sent one platoon into the woods east of the stream, the other moved to capture the stone LVP bridge.

   Four shermans moved in to woods passing all bog rolls and creating some trail breaks. We managed to break a few of the main armaments, and also x-out the fuel on the flame tank. Still, there was enough firepower  to break and rout a panzerschrek toting half squad down into the stream .

   Jim got a successful release roll and activated a panther reserve that had been lurking nearby. The panther moved up and burned a sherman in the treeline with an advancing fire shot.

   My "bridge platoon" massed their firepower and broke the German squad guarding the bridge. A sherman
moved down into the stream to challenge the now rallied panzerschrek squad (and to duck out of the panther's LOS). The schrek didn't miss. Another sherman burning. The US mortars started laying white phos which allowed the flame tank to escape the panther's sights.

   With the cover of the smoke, two US squads crossed the stream and moved up adjacent to the Mill.  One  was broken by the panther's machine guns, the other moved into close combat. The US achieved ambush, and killed the German squad and leader, taking control of the LVP location. Huh. That went well!


  In the bottom of the turn, the panther moved up adjacent to the mill building, got an improbable hit with snakes on the adv. fire shot, and the GIs would have to rout out of there, giving the building back.

   The German counter attack on the bridge did not go as well. A reserve-released halftrack and squad tried
a bold armored assault move, challenging the bazooka team who had crossed the bridge. The bazooka killed the halftrack, and the squad's fire broke the infantry.

   The Americans achieved the CG victory conditions with 10CVP. Would have preferred to have held the mill, but all in all, an acceptable opening.

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