Sunday, September 4, 2011

Interlude -Go See Ted Leo.


This song always makes me think of ASL: Even Heroes Have To Die.


       

Friday, September 2, 2011

Brackin Bash

   Got to attend the annual Brackin Bash ASL event a few weeks back, always a fun time. There were eight in attendance including our host. I got in two close games, and lost them both.
 

Under Murderous Fire


  For my first match I played "Under Murderous Fire" from VotG against Rob Schoenen. I had the Russians, and thought I might try to surprise Rob with a little sewer movement. I sent two squads and the 7-0 underground in turn two, planning to come up in the cellar of the building just east of the Milchaus on turn four, and really give the Germans a headache.

 Naturally, they got lost at the start of turn three. Rob moved them right back where they started. I was able to get them out of the sewer in the APh, and called it quits on that idea. I couldn't afford to risk having them out of the game entirely.

  My main thrust up the southern side made some progress, but ran into a brick wall just before the Milchaus. Rob had mined the southern approached and (obviously) used one of his Fortified locations there.

   Meanwhile my smaller feint on the north side made good progress. Fire from the Russian HMG helped three squads take apart the token German resistance there. Finally, with the last rush in the top of the final turn, I was able to take a 7th vp location. This forced the game to the bottom of the turn for the German counterattack.

   When one of my vp holding squads was broken by snake eyes on a shot from the German HMG, the game was all but over. He would be forced to rout, and the Germans would advance in to take the location back for the win.

   Top-notch scenario. Would play either side.


Easy Day at Volupai


   Later, I got to play Andy "Cholm" Hershey who made the long trip from Virginia for the event. We played FT141, Easy Day at Volupai. This is a PTO scenario set on New Britain. Andy's Marines would basically have to annihilate my defending Japanese. This is your basic bug-hunt scenario.

    I HIPped my .50-cal/9-1 in some bamboo and set up a forward line of concealed units, trying to slow the Marine advance. Andy moved forward methodically searching for the concealed Japanese units.

   As the advance moved on my .50cal popped up and fired, then advanced behind the bamboo into a waiting foxhole, setting up a reverse slope position.

  In the end however, Andy's USMC just had too much firepower and wore the Japanese down before finally breaking the half squad I needed with a large Fire Group in the Advancing Fire phase of the final turn.

  It's a fun enough little PTO scenario that plays pretty quickly, but the bug-hunt nature of it plus the tilted early ROAR results (7-1 pro-American) means I would likely not play it again. 

  It's a little heartbreaking to lose two close ones, but the good beer and hoagies help to ease my pain.     

Saturday, August 6, 2011

AAR AP69 Uncommon Misery

  When I played a JR a few weeks in back in AP 66 Cat's Cradle, I was able to pull off an admittedly  lucky victory. JR double red-carded his OBA without a single mission and had generally poor dice through most of the game. (He wrote up an AAR here.) So when I took him on this past weekend in AP69 Uncommon Misery, I knew he would be bringing his 'A' game to avenge that loss.

  For my Japanese defense, I put HIP Tank Hunter Heroes in 57N2, R4, and T2. I put a full HIP squad in the bamboo of T5. I deployed another 1st liner and put a half squad in 62H6, and another in 57J3. I was hoping the Brits would bypass these units, and they might retake some VP locations late. The AT guns were in V2 and a Fortified stone location X3. The other Fortified Building Location was with the MMG in U4.

  Basically my strategy was to keep concealment as long as possible, and keep Japanese casualties to a minimum.  I had two squads forward in 62J9 and J10. They took a few early shots at the entering Brits and then fell back through the jungle. Getting one of them into the building at 57O1 helped slow down the assault.

  The Brits came on and swept up the gimme buildings and huts on the west side of the map. The Lees and most of the squads advanced down and around the main road. The turn two reinforcements came on the south edge and moved directly toward the village.


Things really got going in the CCPh of Japanese turn three. With the British getting close to my HIP units, I couldn't wait any longer. The THH in the Kunai of N2 popped up and advanced in on the Adjacent Lee. The Lee had infantry cover but I rolled well enough to kill it. Ditto the Lee in S5, smacked by the THH in R4.

In the previous turn, JR tried a little recon by fire on the T5 bamboo hex where my HIP full squad was hiding, but he did not get a result. That would prove unfortunate when that squad advanced still concealed into U6 where two 458s were hanging out with a Stuart. The Japanese gained ambush, declined to try a THH, dispatched the two 458s and withdrew to U5.

  Over the next few turns, the Japanese AT guns would knock out three of the Stuarts, one of which had circled around to the extreme eastern end of the village. But I lost a 9-1 when he went berserk and ran right into a 16-down-2. The British finally started getting some larger fire groups together and generally tightened the noose from the west and south. The remaining Stuart was working over the squads in Q2-R2-S3 buildings with seemingly limitless canister.


As the British pressed in, they left a half squad behind in G7 to counter my late game takeback attempt in that area (in fact my HIP half squad in H6 was killed in turn 6 CC and netted no VP.) However, the HIPster in J3 was able to take back the H3-I3-J2 locations under some fire from up the road. A result of the funky mine laying SSR put a minefield in J1 helping discourage a move against him. It seems a little odd to have a minefield suddenly pop up in a place a whole company has just gone through, but I wasn't complaining.
When the Brits moved in for CC on turn 6, they were too far behind. They won a few, but had no effect on a few others. In the end they racked up 17 CVP and 14 LVP, leaving them 7 points short of a victory.  

JR and I both like the scenario a lot. Our playing was tense throughout. The minefield SSR adds an interesting and different wrinkle. If one or two more of the Stuarts had survived long enough to start really cranking out the canister, this outcome could have very easily been reversed.  As it was, the British suffered a misery of the not very common sort.


Saturday, July 30, 2011

La Gleize Wrap



 This picture tell the basic story of the 21 AM date.

 I bought my last platoon of Shermans, planning to try a push up the southern edge of the map. The first order of business was to take out the PzIV threatening my right flank from K34. I thought I'd swarm it with Shermans, turn it over, and move on. That plan.....uh....didn't go...well.

 Between the Panzer IV, the 'schrek squad lurking nearby, and a panther standing overwatch from a few hexes back, the attempt cost me four shermans and left the Panzer standing.  I would eventually knock it out with a bazooka shot later in the game. Even calling that a "moral victory" seems like an overstatement.

  In the north, the pre-game bombardment rubbled the Oustalou, killing the infantry therein, and allowing the US infantry to move up and take the VP location. That was the extent of progress in the north.

 So, when the main thrust in the south floundered, there wasn't much more to do. I conceded the campaign on turn five. This is where it stood:




 

     So, after all that we more or less came to the conclusion that this analysis was basically correct. The real problem at this point was that outside of jeeps and artillery,  I simply didn't have anything more to buy until the morning of the 23rd. 

  Prior to 23rd AM, the Americans get to buy five infantry platoons (plus one armored infantry platoon), and four platoons of shermans. The Germans get eight SS inf platoon (6-5-8), and four engineer platoons (8-3-8.) They also get seven panther sections and three tiger sections.

  In fairness, the German infantry is more expensive. The armor is not only more expensive, but a section is only two vehicles (one if depleted.) Still the Americans through the first several dates are attacking eight morale troops with six morale troops. Oh. And those eight morale troops are backed up by AFVs that the US can not hurt on a front shot with anything in their OB. Pretty tough.

    So the attack was out of steam. If we had played it out, I think the US strategy would have been to keep using attack chits for the next several dates, but not actually attacking. By generating a scenario you can conduct bombardments and use artillery. More importantly, you make the Germans keep rolling for ammo shortage. They may also try to move a vehicle or two and fail an "out of gas" roll. That didn't sound like a lot of fun.

   Then, on 23 AM massive US reinforcements can enter from the west and we have a new game. It might have been interesting to see if the US would have had a chance to sweep the map in two dates with all that firepower, air support and clear weather.  I doubt it, but it might have been fun. In any case, getting there would have been tedious and dull.

  In the end, if you actually get to 23AM, you must be left to wonder why you bothered playing the previous eleven dates.

   The Germans take this one.

Monday, July 11, 2011

Kampfgruppe Scherer : The Shield of Cholm from LFT





   LFT has announced that this product is in production, and is available for order from their site here. LFT products are also eventually available from Gamer's Armory and Bounding Fire Productions.

   I've been keeping this under my hat for a few years, as I've been lucky to contribute in some small way to play testing this module. I'm biased, but I think the ASL world will be pretty happy with KGS. Andy and his crew put a lot of work into this. The results are 2 campaign games and 15 scenarios ranging from very large to "tourney sized." All of them are meticulously researched and vigorously play tested.

   The winter campaign and scenarios are compelling. They really have the feel of a German army not only trying to fight off the Russian horde, but also desperately trying to cope with "General Winter." The Extreme Winter / Deep Snow rules don't see a lot of play these days, and they really do  present interesting choices for both attacker and defender, especially over the course of the winter campaign game.

   I hope people will take a look and consider it. It's good stuff.

 ...adding...Chris at Battleschool has posted a more detailed look at the product and the battle of Cholm itself here.

...oh. And also, this:

Friday, June 17, 2011

La Gleize 20 PM AAR

This date was completed several weeks ago.

Again, this date was broken into two separate battles. In the north, the American gained no ground. In the south, things went a little better as a desperate fight for a ridge line developed.


First of all, the north. My plan was to bring on the armored infantry platoon, and throw a left hook around the woods, putting pressure on Oustalou from two sides. Several successful bog checks later, my half tracks had arrived in position.

 The problem was that by that time, they had managed to activate two reserve panthers which moved down the road and took up positions along the crest line. That was all it took to nullify that move. The infantry and crews largely dismounted successfully and took their weapons, but they were held corralled in the woods, with no way forward.
   Stalemate in the north.










Meanwhile, further south:

   Following a fairly effective bombardment, the Germans began withdrawing up the hill. The Americans pressed forward with 5 shermans and 6-8 squads,squeezing up the southern edge of the map.

  By this point in the game,
  it was only turn 2 or 3. The smart thing to do might have been to consolidate a gain made with little cost. But, that would mean sitting on my hands for another three turns, taking (and receiving) pot shots. What fun is that? I pressed for the ridge!
  
    A few shermans moved up adjacent to the woods around A38/B38. A 'schrek toting crew got very aggressive here hoping to get lucky and survive the shermans' assorted weaponry. They did not.

   That opened the door for some American infantry to move into the area.

       We pushed a sherman into the woods adjacent to a German foxhole position. Some more infantry climbed the hill and got into close combat, luckily avoiding ambush despite becoming CX on the advance.

   The sherman that got aggressive in the woods was lost, but it had drawn a German panther forward, where a bazooka squad was able to position for a side shot and take it out.

   In the melees that ensued, the Germans lost a 2-1/2squads, the American 1-1/2. But the Germans lost a 9-1 leader. On a subsequent turn a 9-2 would break and surrender.

   The Americans held the ridge. 





  





    

Catching Up

Will have more to post on the now concluded La Gleize campaign in the next few days.  I've been a bad blogger.