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J157 Rage Against the Machine

by Rindis on December 23, 2012 at 1:02 pm
Posted In: ASL

Patch was in town doing shopping this weekend, so he came over to my place and we played some ASL yesterday. We have both gotten Action Pack 6 recently, and wanted to give the new ‘sideways’ boards a spin, but the scenarios tended to be a bit bigger than we wanted. I found J157 “Rage Against the Machine” in Journal 10, which uses board 3a, and looked like it might fit our time budget, so we went with that.

It’s December ’44 in the Courland Pocket, with a strong Russian force of sixteen squads and eight AFVs (mostly ISUs, but with three T34/85s), attacking a mixed force of eleven squads (everything from 468 elites down to 436 conscripts) and a 75mm AT Gun. On turn three, the Germans get three 548 elites (really, that’s everything but the SS and 838s…), two JgPz IVs, and a late model Sturmgeschutz. Patch doesn’t have Journal 10 yet, so I sent him a Vassal set up of the game so he could get an idea of what he was in for. He remarked that he had some ideas on the German defense, which I’d like to hear, but I managed to poke something together in the time before he arrived.

The terrain is surprisingly dense, with lots of orchards (out of season), and brush (enhanced by the fact that grain=brush for this scenario) giving way to a village as you move from the start line to the victory condition areas on board 3a (a pair of buildings at the north end of town, one in the center of town, and a bridge in the south; the Russians must take two of the three in 6.5 turns). I mostly set up in a ‘shell’ defense, with plans to fall back as fast as I could while delaying him, with all my hidden assets back a ways. I tried to get cute with the AT Gun, placing at the far limit of my set up area pointed towards the center victory location, hoping he’d drive by it. I should have set it the other way around, a good amount of the southern approaches are visible from there. I also set one squad south of the river, hoping to harass any attempt to move up the southern flank, which was weaker.

J157 start
An approximation of my setup. Details of who exactly was where in the center are a little off. Russian infantry sets up on/east of N/T, armor enters turn 1.

Patch surprised me by setting up the majority of the infantry in the north, and the majority of the AFVs in the south. About his turn two, Patch was looking at the southern side and realizing that if he really wanted to, he could send a chunk of his armor along the riverbank and into my backfield, where it could cause routing problems and give me some hard decisions on the entry of my reinforcements. (This isn’t quite as easy as it looks, vehicle road rate is NA.) I was kind of hoping he’d try it. An SSR effectively allows each leader to have one automatic PF shot, so I’d probably get a shot with the leader who started in CC8, and certainly with the PSK HS. One semi-lucky roll and a burning tank might force a re-evaluation, and confuse his plans. But it was a little far for where the armor currently was, and he stayed cautious.

Patch didn’t have much infantry in the south, and neither did I, so he was pushing me around fairly hard there, and exposing the fact that I just did not have enough near the board 40/42 junction, and a hole was opening there. Patch caught up to the main defender in there and got into CC with him. I only had a 226 HS to his 527, so the HS refused to attack, staying concealed and lived. We hadn’t quite appreciated the consequences of this. I was just trying to delay him. However, since I was still concealed, there was no Melee, and I was able to hit him with TPBF in my turn, which broke him, while I advanced away.

J157 1
Situation, German Turn 2.

Even better, a turn or two later, Patch caught a conscript squad in the center in CC. Patch muffed his roll, I rolled low, and the squad continued to keep the hole closed.

Patch played a nice mixture of cautious and aggressive throughout the day, which meant that while it was a slow grinding advance, it was grinding my force into powder. Particularly bad was when the 9-1 and HMG stack finally got some good targets and a couple of good rate-tears during turns 4 and 5. A couple of defensive plans were literally shot to death with those. I had been expecting to get a lot of breaks early on and end up running to the town as fast as I could, but things went fairly well until this point. The reinforcements came in just in time to shore up the northern part of the line, after Patch had finally cleared out walled hill-orchard on board 42, leaving me almost nothing in good order. He had also finally cleared out the south, largely by overrunning everything that was left, and the armor force was finally boiling out of board 40, and headed towards the town. (The PSK HS had missed their only shot at a T-34 by one… which shows why I was trying to hold out for an ISU.)

I planned to use one JgPz to hold the main approach to town (3aO6), the other to hold off the T-34 on the north flank (in 3aO4), and the StuG headed for P8, where Patch might get tempted to go by the AT Gun on his way to a flank shot on the StuG.

That would have worked better if Patch needed to worry about the front armor of a StuG IIIG in December ’44.

One burning StuG later and I was in a lot of trouble. The north flank had firmed up, but the survivors of the middle were down to a broken conscript HS, a conscript squad, and… a heroic 9-2 leader. Just when it looked like Patch’s HMG was going to blow away everything in it’s path, I got a HoB on my 9-1 to Battle Harden him an send him Heroic, and the extra modifier was proving troublesome for Patch.

He sent a ISU into the walled compound to face off with my JgPz, but didn’t realize that he was vulnerable to shots through the gate in 42E4 while he was a moving target. (I didn’t quite have that right at first either, I just remembered the LOS exception, and thought it would apply to HD/TEM; no, only as you move in/through.) The JgPz scored my first armor kill of the game.

The next turn, one of the southern T-34s roared into the village, where I revealed the AT Gun two hexes away, and turned it for a flank shot. Not liking the odds of the IF shot that would follow as soon as he spent another MP, he went into Bypass out of it’s LOS, and gave the PzJg that was it’s target a clear shot. It turned and kept rate, and then burned it on the second shot.

Things got very busy for the AT Gun after that, as it killed an ISU, and kept the Russian infantry from swarming over it, almost completely unsupported, for a turn. Patch finally nailed the middle JgPz a turn later (this time he really was HD, and I didn’t like the odds of a duel. I got smoke from the sN, but it wasn’t enough to prevent a hit). The north one managed to survive, despite the tide of Russians washing over it. He got into CC once, didn’t connect, and didn’t like the 16FP attack in return; he lived, but Patch hadn’t realized that Naga…tirers…waffe… whatever… came on things other than Tigers. Thanks to a misspent youth reading Squadron/Signal books, I knew all about it. ^_^

Patch had been getting more and more pessimistic at his chances as this went on, and with good reason. The end was approaching fast, and he was just barely in movement range of the various victory locations. I was looking at what I had left (three squads, the Heroic leader, and the PzJg), and knew that a couple bad rolls would do me in. Heck, average rolls should do it.

The squad that I had started across the river was now guarding the approaches to the bridge, and Patch managed to get into CC with him on turn 6 and eliminated him (and he had another couple MMC in the area). The Hero and squad were holed up in M8, with lots of Russians around, but the Russian HMG refused to have another magic turn. However, a ISU and a T-34 managed to get near K3, and start shelling it. During my turn 6 DFPh, the inevitable happened, and the ISU hit, with the resulting high-FP attack breaking 548 squad that was holed up in there. Patch had the units on hand to take both buildings, and the bridge, so that was the effective end of the game.

J157 4
End of the game.

This year has seen a record thirteen games of ASL from me (plus three more that are ongoing right now), and this one has to rate as the most tense of any of them, and that’s a really high bar. I should mention that one of Patch’s T-34s went on a ROF tear that might have broken his record for a 1 ROF gun (six with a Tiger I as I recall; thankfully that was before he met me!) if he hadn’t run out of targets. My final defense was aided by the fact that my guns kept managing to keep ROF on their first shot. Three shots in a phase with IF can really make a difference. Two of Patch’s ISUs got recalled for running out of Ammo (one at the very end of the game), and another couple were under Low Ammo markers. LMGs malfunctioned a couple times, but the only Gun malfunction was on an ISU that then spent about four rally phases with no result before finally repairing it. I had a HS Low Crawl down the road for three turns before the Russians finally got to it and eliminated it for FtR.

In all, a great scenario, a great time, and a very fast 10 hours…. (Patch looked up at the end and said, ‘Quarter til nine? That clock can’t be right!’) I was more aware of the time, but kept forgetting to take pictures, and most of what I did take came out blurry. This one goes on the pile of ‘to play again’… right after I play everything else.

└ Tags: ASL, gaming, Journal 10
3 Comments

J124 Cobra Kings

by Rindis on December 20, 2012 at 12:00 pm
Posted In: ASL

After the wrap-up of the last scenario (which coincided with a bad week for me), I asked Patch to put forward a scenario suggestion. He came up with the interesting J123 “Charging Chaumont”, which we had to cancel be the deluxe overlays don’t seem to have been redone for the new VASL deluxe boards yet. Instead, we ended up with J124 “Cobra Kings”, with me as the attacking Americans.

It’s Christmas Day 1944, and the Americans are attacking into Assenois in the drive to relieve Bastogne. I enter into a pair of deluxe half-boards with a mixed force of Shermans, halftracks, and infantry, and have five turns to clear one of two full boards that the Germans set up in of any GO Infantry. This is at dawn, so there is a +2 LV for the first turn, and a +1 for the second turn. In addition, I pick hexrows, and the Germans roll to see if any buildings are rubbled in them; finally, all Germans without a leader are TI for the first player turn, those with a leader are merely Pinned.

I enter in two turns, with the first turn’s forces being a 76 M4A3E2, two 75 M4A3E2, four halftracks, an armor leader, a hero, 8 squads of infantry, and various toys. Since all Infantry must enter as Riders, some of them have to be on the Shermans. Patch gets 12 squads, two 88s, and two Hetzers enter on turn one.

Patch initially forgot to HIP his roadblocks, which forced a re-setup, and a move away from his first plan. Sadly, we also forgot the +2 LV for most of my turn, which did hurt some. I am continuing my habit of failing PTCs and MCs with Riders, but passing all the Bail Out MCs.

Taking a look at things, I decided I liked the western (bottom) route better, mostly because I knew a fair amount of my force would end up using the sunken roads, and the east one forces turns. One squad of Riders was pinned and Bailed out successfully, only to be broken by Patch’s Sniper, while another Broke and Bailed Out in the middle of the entry board. I managed to unload five squads + hero successfully (one of these was due to a mis-count on a Sherman’s movement—the error was probably more than made up for by forgetting the +2 LV on the shots that pinned/broke me).

In the APh, I advanced squads into both ground-floor stairwells of building bC4, Encircling two groups of units on Level 2. I also advanced a MMG squad into D2, while the Hero that had been with them stayed outside with his BAZ. The one flame set by the pre-game rubble checks went out in the wet conditions.


Situation, American Turn 1, showing full setup.

The leader that had been broken in fD3 immediately came back in my rally. The squad didn’t, but getting them on my turn would be fine.

For Prep, Patch fired a PF at my Sherman parked in the middle of the main road, and thankfully missed. bD2 took a 36FP +2 shot at C3 and killed the halftrack parked there. However, the crew survived, and the Hero passed the 4MC. The bad news was that his Sniper went off again, and re-DMed the broken squad in A4.

His defenders on the east end started moving up from dM2. Some of the middle defense in dJ4h2 went downstairs, and the rowhouse defenders in bE4 skulked and split up. Both Hetzers entered on the east road and took up covering positions out of sight.

My defensive fire was notable for a hit on D2 from my Sherman in B3, after revealing the 9-2 AL (…this, also, was a mistake; we forgot the +1 for my overstacking). All three squads and the leader failed the resulting 2MC, seriously unhinging his defense. Worse, there was no good routing from it.


Situation, German Turn 1 in the west.


Situation, German Turn 1 in the east.
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└ Tags: AAR In Progress, ASL, DASL, gaming, Journal 8
3 Comments

Babur the Tiger

by Rindis on December 18, 2012 at 10:13 pm
Posted In: Books

Harold Lamb wrote a bunch of very readable and enjoyable historical biographies from the 1920s to ’60s, but is sadly not very well known today. He was an exemplar of a narrative style of popular history writing that seems to have fallen largely by the wayside, but does a great job of bringing people and places to life.

Babur the Tiger: First of the Great Moguls was the last book he wrote; somewhat ironically he considered it as part of a series with Genghis Khan and Tamerlane, which were the first two biographies he wrote. Babur actually wrote his own memoirs, and Lamb quotes from them extensively, making this volume unlike most of his other books, though no less filled with personalities and perhaps more high adventure than most.

Like any of his other books, this isn’t a detailed study, but it is a very good read, and well worth the time.

└ Tags: books, history, reading, review
1 Comment

VotG21 Defending the Voentorg

by Rindis on December 13, 2012 at 12:00 pm
Posted In: ASL

Valor of the Guards came with an impressive number of scenarios. However, still more were under development, and have since appeared in the ASL Journal. Patch and I have tried a couple out, starting in July 2010…:

With the appearance of new VotG scenarios in the latest Journal, a return to Stalingrad was contemplated. This particular scenario is an interesting one. The Germans have three turns to take a single ground-level Location of building Q10 (at the south end of 9th January Square). If they fail, they can try again, needing two Locations in three turns. If they fail that, they get three turns to try to take the entire ground-level of Q10. Each try is preceded by a mini-RePh to clean things up.

For some insane reason, I took the offense in this crazy scenario.

Setup is restricted by the fact that all German MMC must be at least 2 hexes apart. I set up the MTR in the backfield, looking across the square. The HMG and 7-0 was on the second level of M8 to see most of the perimeter of the square without Hindrance from debris. A couple squads were tasked to advance up the west side to the Russian lines. My reinforcements enter from the north end, with the leaders clutching DCs, wondering if they’d ever get close enough to use them (note: by SSR, all the infantry enters as riders—about four months earlier than the rules normally allow).

Patch set up no one actually in the Voentorg (to avoid a pregame PTC, to be sure), and a nice group on both wings of it.

The opening fire isn’t bad, the HMG nails his ATR crew in the S8 trench, breaking him, but can’t force a CR. The bulk of the action of course centers around his efforts to stop the oncoming StuGs and their riders. Amazingly, while three squads pin, and the 9-1 leader breaks, causing them all to Bail Out in open terrain, they all make their Bail Out MCs and SW checks. I was expecting someone to die crossing the square, but it doesn’t happen. Of course, the only planned unloading I get to do is the 9-2 in Q5.

With most of Patch’s fire occupied, I try moving up on the extreme flank of his position in N11. A SFF shot misses the first AMing squad. A second-liner comes untroubled by the residual, but breaks to a HS on a k/2 FPF shot. If the roll had stuck with the rest of Patch’s defensive fire, he should have broken…. Finally, I stroll a squad and leader up from O3 to R6, because there is literally no one left to fire at him.

In AFPh, I put a couple Area Acquisition counters on the Voentorg. I decide to advance into CC in N11 anyway. It should keep him suitably distracted while the FT in O6 moves up. Despite a Russian edge on Ambush, the Final drs are 4-5 (he rolled a 6, and I still couldn’t get it…). And both sides did no damage to the other (H-t-H CC would have CRed me for no return, good thing I didn’t want it).


Situation, German Turn 1, take 1.
↓ Read the rest of this entry…

└ Tags: AAR In Progress, ASL, gaming, Journal 8, Valor of the Guards
 Comment 

DA11 Sicilian Midnight

by Rindis on December 6, 2012 at 12:00 pm
Posted In: ASL

Patch and I had planned to play our previous game on Vassal, but after our FtF session, we had a backup plan—the other scenario we had been considering. We got started in May 2010…:

After our little FtF Italian DASL foray, we went with the only other DASL scenario with Italians for our next Vassal game. DA11 has everything. DASL. Rare nationality (Italians). Mines. Demo charges. Roadblocks and foxholes. Alternate terrain (olive groves). Night.

Well, no tanks and no ordnance.

ROAR has a pretty even record, and since Patch got the Italians last time, I took them this time. ELR 1. sigh My main group sets up on/near the hill on board e. I also get four auto-HIP squads on board h, but one squad and the only available leader must setup with the roadblock, which must be in hH2 or hK2. The former is closer to the rest of the defense, but the latter is also a bit further from the American entry at the bottom of board f. Patch needs to take all four level 2 hexes of the hill and the roadblock in seven turns.

Hmm. The VC mentions that the Americans win at the end of any Game Turn where he controls them, so I’ll always get a final counterattack. Assuming there’s anyone to counterattack with, of course.

I opt to put the roadblock in hK2. I hope it splits up the offensive for a little bit.

Even with DASL boards the first turn is quiet as the first wave of Patch’s troops can’t get to my positions in one turn. (He gets a nearly identical set of troops on turn 2.)


Situation, turn 1, showing my visible setup.

Patch quickly moves into hH2, and finds the roadblock isn’t there. He tries moving around it into J3, but finds a HIP squad who breaks his… HS. He then moves another Cloak directly into H2, revealing the garrison and roadblock… facing the wrong way. SFF breaks that HS. I was worried I’d just malfunction the LMG instead.

One problem with Night is there’s enough things going on that you’re bound to forget something. Patch should have had to roll for straying with one unit. Of course, he forgot road bonus on the first turn.

I’m a little surprised when one of his Cloaks splits off a couple ‘?’ in advance. Obviously, he’s needing to reshuffle a bit to get leaders to the HSs.


Situation, American turn 2.
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└ Tags: AAR In Progress, Annual 93a, ASL, DASL, gaming
2 Comments
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