Friday, July 26, 2013

Rule of the Day

  Been re-reading the artillery rules to get ready for tomorrow's playing of AP75 Gabriel's Horn. My green Americans will be trying desperately to hang on as the Germans pound away at them. The Germans have 80+ OBA and an offboard observer and...wait...what's this...?
 
"1.63 Offboard Observer. A SSR may give.[edit]. The Final Accuracy dr required for OBA using an Offboard Observer is always <=1 [EXC: Pre-Registered Fire;1.73]. "

  So, even Brit, US, and German artillery is less accurate with an offboard observer calling the shots.  Sure, I'm pretty rusty these days, but I am pretty sure I never knew that. 

Wednesday, July 24, 2013

J154 Cradle to Grave AAR

   My first ASL game in many months went about as well as I could have expected. That is to say, it went really badly.

    Even after spending some time brushing up and analyzing the scenario in blog posts here and here, the rust was still as thick as a ...I don't know a Texas... thing in a...something else. Look, I'm bad at colloquialisms too.

    Jim surprised me by actually contesting the main hill. My eastern group (whom I've dubbed Kampfgruppe Suck) was surprised to find a tank destroyer and a mortar sitting atop it, with the other TD in the grain just south.  The mortar hit a stack of two squads bypassing a board edge woods hex and broke them with the deadly airbursts. Later two of those squads would cr on subsequent hits, a remaining half squad would die off on a fate result, and the leader they were with would go berserk. That was a very costly beat down.

    I moved up a panther and a PZ IV from different angles to engage the TD on the hill. By itself not a terrible idea, but moving them both up inside it's CA was not a championship quality move. I lost the PZ IV in that exchange.

    My panther kept firing at the other (hull down) TD and kept putting round after round into the wall. This TD would eventually successfully disengage and take up a position closer to the town, but not before taking out a halftrack.

   Meanwhile I moved a leader in to CC the TD on the hill despite the fact that his accompanying squad failed their PAATC. He survived the CC and ended up tying down the TD just by staying in the hex. The TD disabled its' MA on an in hex intensive fire shot, and was recalled. But not before breaking the leader in the bottom of the turn, (and eventually killing him for failure to rout.)

   The American machine gunners on the outskirts of the town did a good job of breaking any Germans appearing in their LOS. After three turns, I had achieved the hill, but it was too slow, and at too great a cost.        



   Meanwhile, the group entering from the North (Kamfgruppe Lame) came on board with the infantry moving through the woods, and a panther and a PZ IV skirting them to the east. The infantry encountered a few partisan half squad speed bumps, but no major resistance. They moved through the woods and approached the town through the orchards and grain fields.

   At one point, the panzer IV moved ADJACENT to a partisan squad rather than risk giving a rear shot to a reinforcing American tank and got flamed by a molotov for it's trouble. The panther moved up to engage the well positioned mortar in U4. The panther suffered a shock result, and went out with a whimper rather than a bang, going down via the SHOCK/UK/DEAD route.

  The infantry approaching the northern buildings got HAMMERED. The biggest blow was a 10-2 directed point blank spraying fire shot that wiped two squads from the map. Ugly.




             Back in the east, I managed to get a few squads into the town late game, but never really came close to threatening. The lone highlight of the game for the bad guys was smoking an American tank at long range with a HEAT round from a Hummel on the hilltop. It was like when you stick that 5-iron approach shot 2 feet from the pin from 170 yards out on your way to shooting 140. At least there was one thing to feel good about.

         So, Jim's water's edge defense on the hilltop really surprised me. I still think that's a pretty risky defense, but I failed to adjust and make him pay. In the north, as Jim pointed out, the infantry really need help from the German tanks to close ground and chase the partisans back to the village.

     Still think that this is a really interesting scenario, and would love to try it again sometime when my atrophied skills are a little more toned up.

Tuesday, July 9, 2013

J154 Cradle to Grave

 There will be a longer AAR to follow. Here's the short version:


This is a Panzerkampfwagen V, aka. Panther that was part of the German 11th Panzer Division called the "Ghost Division". This photo was taken at "Place Vaugelas", Meximieux, France after the battle on 31 August- 1 September 1944.

Saturday, July 6, 2013

Battle Planning J154 Cradle to Grave Pt 2 - The Attack

   (I'm typing this post and the previous one in advance of my next game, and scheduling them to be posted during the game, lest my opponent gain any advance intel.)   

  With the 11th Panzer Division turning to fight the pursuing Thunderbirds at Meximieux, the first decision you have to make is how to split your forces. You need to break them into two groups, and each must have at least 6 squad equivalents (of 14 total), 2 SMCs (of 5),  and 2AFVs (of 8). One group enters on the north edge, the other on the east edge on/south of 18M1


(East Edge)
   I decided pretty quickly to max out on the force entering from the East. That'll be 8 squads, including all 4 elite squads, 3 SMCs, and 6 AFVs.  I'll be bringing both Hummels, both halftracks, one Panther and one PZIV on from this direction.

   There are two good reasons for this. One is that it's simply the shortest route to the village. The second is that I want to quickly grab the hills East of town. I don't want to put any open topped vehicles up there until I know where the American mortars are. However, I could see putting a PZIV up there to possibly fire smoke, or a Panther to shoot up the town.

     I could also see putting a half squad up top as a spotter for the mortar halftrack which could remain safely out of sight. (I wasn't entirely sure it was legal to use spotted fire with a mortar halftrack, but found this thread on the Gamesquad Forums indicating that Perry has ruled that it is legal.)

     If I could be reasonably certain is was safe from mortar and TD fire, I'd gladly put a Hummel up there, but I don't expect it to be safe. It is a war, after all. But by entering in force from the east, I hope to sweep up the hills fairly quickly, and move the infantry on into the town.

   The northern troops will have less to work with, and a suitably smaller goal. They will be tasked with grabbing the northernmost stone hexes and keeping the American reinforcements at bay. There is a threat of the HIP partisan MMC popping up late game and retaking previously captured stone hexes to guard against as well.

  Difficult to plan too far in advance, but those are the broad strokes. In addition, whatever plan I make will be quickly abandoned as soon as my first squad breaks and I declare the scenario an unwinable dog. 

   

Battle Planning Cradle to Grave PT 1 One - Defense

(I'm typing this post and the next one in advance of my next game, and scheduling them to be posted during the game, lest my opponent gain any advance intel.)  

 For my upcoming game of J154 Cradle to Grave, ..I know I said that I can't really try to guess what Jim will do, and it's true he has lots of options, but ...come on. I'm only human.  How can I not take a guess?

  In setting the boards for the first time, I'm taking a look at the allied forces and trying to figure out how I would defend if the tables were turned. First of all comes the optional piece of the Partisan OB. I think you take the dummy counters for sure. In a scenario where keeping Partisans alive is the VC, keeping the Germans shooting at ghosts seems like a no brainer. I think I would also take the 2DCs, giving the Partisans another AT weapon at their disposal (they also have molotovs by SSR.)

   I think you could also make a case for taking the 12 AP minefield factors, although the "building or woods" setup restriction mitigates their potential a bit. The 2 lmg option is ridiculous. The Partisans are already under ammo shortage making the B11 Russian pop-guns even less durable and effective.   

  The Partisan force is allowed to set up as far north as row D, but that seems unwise. The German force is very mobile, and the likelihood of getting cut off and trapped is high. I expect any Partisan stacks placed near the northern side of their setup area will be mostly (if not all) dummies. The real Partisan troops will likely setup as far south as possible and immediately start heading for the town .

(East Edge)
   The American troops in the south have the three level two hill hexes east of the town in their setup area. Those positions, while not dominating, are pretty good. You can see a lot of the town from up there.  However, the initial American force is pretty thin. Again, I can't imagine Jim will try more than a token resistance on those hills. Instead, I expect the Americans to mainly stick to the stone buildings in the town, and employ more of a reverse slope defense on the hills. That might very well  involve some bore sighting by his mortars and tank destroyers on those hilltops.

    The only slam dunk mortar position is 10U4. From there is LOS to at least two of the three level 2 hill tops. In addition there is LOS to some of the woods along possible German approach routes, and two of three stone locations in the northernmost building cluster. Beyond that, I don't have any idea where the 2nd mortar or the two tank destroyers might be. You could make a case for 10 different places, none of them especially good.

  I think the Allies are best off making this into a street fight in the village as quickly as possible. The 5FP and 6FP Amis have a close combat edge in a one-on-one fight, and the partisans have stealth on their side. That kind of fight would mitigate the German armor advantage and maybe get the maquis' molotovs into action in a meaningful way. 

   That's what I expect. I am prepared of course, to be totally wrong. 
  

   

  

Thursday, July 4, 2013

Pre Gaming

Meximieux, France
  With a long holiday weekend on my hands, I'm writing a few quick posts on J154 Cradle To Grave which I am playing on Saturday. I'm writing one post on how I might set up a defense if I had the Allies, another on my plan of attack. Of course, I can't post them, because my opponent, Jim, may stop by the blog at some point before that. (Espionage ain't what it used to be.)

    So, instead, I'll schedule the posts to go up during our game on Saturday. Then at some future point, I'll post an AAR and see how wrong my analysis was. (Spoiler: WAY OFF) I'll grade myself on the stupidity scale with "pretty stupid" at one end, and "face melting dumb" at the other.

   

Monday, July 1, 2013

Scraping Off The Rust.

  Getting ready to play J154, Cradle to Grave, this weekend. First ASL in many months. I'm probably more excited about it than a 44 year old man should be about playing a game, but here we are.

  Jim chose this one from the short list of suggestions I made, and I was hoping he would pick this one. It's a West Front battle designed by the prolific Pete Shelling. It features a combined arms German attack on a mixed group of first and second line Americans who are joined by 8 squads of French partisans.

    This scenario caught my attention because the more I looked at it, the harder it was for me to imagine how it plays out. I really have almost no idea what will happen in this one. I just know that my attacking Germans have two jobs: capture stone building hexes and kill partisans. 

   The twist is that I have to split my force in two, having some enter on the north edge, and some on the east. I have to do this before seeing the allied defensive setup. That's an interesting challenge, because the defender has a lot of options here. I can't possibly try to guess what Jim will do defensively, I just have to come up with an attack plan that makes sense and be ready to adjust it.

   To make things more interesting, the American turn three reinforcements also come on along the north edge. Four first line squads and two gyro stabilized M5A1s will be running right up the heels of my northern group. 

  Will the slippery partisans evade and frustrate the German attack? Will the American tank destroyers rack up dead Panzers? Or will the big German firepower overwhelm the allies and hold the day? 

  Seriously. Tell me. I have no idea.