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J88 Escape to Wiltz

by Rindis on August 2, 2012 at 12:00 pm
Posted In: ASL

By the time we finished off the Primosole Bridge campaign, Valor of the Guards had come out, and we wanted to try our hands at that. But before going into something else complicated, we decided to play a regular scenario in May of 2008…:

With the end of the yearlong campaign in Sicily, Patch and I started a new scenario tonight. At one point the plan had been to go right into VotG, but we agreed that it would be nice to get away from HASL maps for a game and cleanse the palate a bit. We also realized that we had never used American 666’s against each other. There’s been a couple with elites, but not any with 1st line troops.

So we started “Escape to Wiltz” from Journal 3 tonight. The Americans are trying to exit the west side of Board 39 after coming on the north side of Board 17 on turns 1 and 2. The Germans come on the east side on turn 1, and another 3 squads come on the south on turn 2. Both sides have a light amount of toys—the Germans get the usual suspects and two PSK, the Americans get the usual suspects plus a M5 Stuart and a M8 Greyhound AC.

Since neither of us showed a particular preference, I rolled randomly and took the Americans. As ROAR shows it 31 to 23 pro-German… and with my record, I took the balance. So Patch went first:


Initial German movement, the American entry area is marked in blue. Green arrows are movement, blue is advance, red is rout.

I had had just enough time to fiddle with the opening before Patch’s move arrived, and he ended up about where I figured. This made figuring out my first move a bit faster, as I already had some thoughts about what I didn’t like in what I saw.

We thought at first I’d lost my initial HS in the intersection, but Patch realized that he’d forgotten CX, which reduced it from a K/1 to a 1MC—which he promptly failed. But, Patch didn’t realize what my plan was yet, and neglected to put down an FL.


Movement in the first American turn.

Patch reacted to my turn about the way I hoped he would. He looked at the firepower that was facing him and went for cover. Sadly, part of his force is marching down the board 39 road, and there’s nothing I can do about it. Thankfully, that’s true in reverse as well.


German movement with their turn 1 forces. I got my first break of the game in W3. 😀

And the turn 2 platoon took the obvious good routes:


German movement with the turn 2 forces. Exit area is marked for reference.

We finished off the evening partway through my turn 2. Patch is getting very worried that he hasn’t been able to stop my movement yet. It’s pretty obvious that the main fight is going to be over the area just in front of the woods covering the exit area.
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└ Tags: AAR In Progress, ASL, gaming, Journal 5
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J94 Kempf at Melikhovo

by Rindis on July 26, 2012 at 12:00 pm
Posted In: ASL

When I advertised on GameSquad for a PBEM game of ASL, I ended up taking on two new games. True to my distractible nature, I let the second one get buried under other things at one point, and dropped the game, only to notice it and get it restarted about a year later. We started in June 2007, and didn’t finish up until August 2008…:

This game has been proceeding slowly for a little while. I picked up a second opponent when I advertised for a game a couple months back. We started up as my game of Gavin Take was winding down. I’ve been a bit distracted, and my opponent, John Bock, just moved, so he’s quite naturally distracted too.

Anyway, he took the Russians and I got the Germans in this little 4 1/2 Turn struggle for three buildings on board 3. With two half-boards, I set up half my force with a Flammpanzer III on board 4 and the other half with a Pz IVH enters the first turn. The main fears for the tanks are running out out of fuel for the flamethrower, getting ambushed by a 45mm ATG, getting ambushed by an ATR, and a KV-I that enters randomly.

My main fear is running out of time. Five turns of movement isn’t much, even with not all that far to go.

As would be expected, my first turn was composed of getting up to the Russians. The PzIV got a CH with the MA, driving in the picket on that flank. Sadly, the Flamethrower was unable to do more than Pin the squad in front of it. I considered going into CC with him, but the likely result would be to tie up my MMG squad in Melee, so I passed on it.


Situation at the end of AFPh German Turn 1, showing movement (green), rout (red), and advance (blue). Red stars are the victory buildings.
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└ Tags: AAR In Progress, ASL, gaming, Journal 6
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PBr CG I “Who Are These Devils?” — Wrapup

by Rindis on July 21, 2012 at 12:00 pm
Posted In: ASL

[Last Date: 15 PM]

My surrender at the end of the 15 PM scenario came just about a year after the entire thing had kicked off. After a year of a single campaign dominating my game playing, there was a fair amount of wrap-up celebrations and review…:

benj wrote:

“Congrats to both for this AAR, it has been thrilling from the beginning.”


footsteps added:

“Yes, it’s sad to see this one end. Congrats, guys. Thanks for letting us peer over your shoulders.”

“Alan”


And FMFCB added:

“Enjoyable read and great format with the map.”


Thank you benj, footsteps, FMFCB and Tork (he repped me for my last post), and everyone who has commented, repped, watched on VASL, or just read this thread for your kind words and interest. If this report inspires more play of anything associated with this HASL map, I think it’ll be well worth it. For how plain the terrain tends to be (vineyard, vineyard, vineyard, orchard, vineyard, village, more vineyard…) it still has subtle bits of interest. When an Orchard becomes a key spot because of the +1 TEM, and you measure Hindrance with the range… well it’s a very different experience.

A quick recap:
13N: Went about as expected. I’m still a little annoyed that I had real problems getting the first starshell off, and the NVR going down early made it even harder to convince the garrison that anything was up. I kind of recommend this campaign as a first time into the night rules. This is a relatively light scenario for the amount of ground it covers, and is so lopsided that I doubt major rules muffs will affect the outcome too much.

14A: I skipped this date to have a truly overwhelming attack late in the day. It would be interesting to see just what could be done with a serious effort at an early attack.

One of my big rules blunders dates from here as this is when I bought the ill-starred 88 section. In general, they’re handy to have around, but at this point, there’s no way to have them where they’re needed. For some reason, I had the delusion that paths would help vehicles, and didn’t snap out of it ’til my first MPh (I knew better, but…). However, looking at the purchase chart again, there’s not a lot of options, as I already had bought just about everything that was available. That leaves more OBA, save the points, or purchase but retain off-map until the north entry is safe (I can’t remember off-hand if they were available past 14N, some groups go away at that point).

One thing I never considered, and should have gotten, was off-board observers. It’s the only way to get above ground level on this map, and that’s really essential with all the Hindrances on this map. As it was, the one OBA Module I bought at this point lasted me the entire campaign as I couldn’t get to a good vantage long enough to call down a FFE before Patch’s fire broke the Observer. As it was, I only got one mission off before he spent the rest of the Date broken again.

14P: And this is where the wheels came off the wagon. I think the general plan was sound, and jumped off properly. The turn 3 breaking of most everything really crunched me, and I didn’t personally recover for a long time. The dice were decidedly against me. I did manage a good number of HoB rallies, but I also lost about 3 squads to RPh ’12’s. Add in some very effective air support for Patch and I was unable to get anywhere meaningful. Commendation to the Fallshrimjaeger weightlifting team for actually shifting an 88 through vineyards.

And it bears mentioning here, as this was where it became really obvious. The Italians can make a threatening show in this campaign, but they crumple very easily. They have an ELR of zero, so every break result lowers their quality, and reduces them to helpless disrupted conscripts way too quickly. But they’re also the only source of real SW during the first day.

14N: The night attack ran into effective opposition, aided by my most serious rules blunder of the game. I completely missed that Fortifications did not get revealed as soon as you got LOS to them at night, which ended up shattering the early main thrust into the town, and my losing control of three MGs. I eventually picked one of them back up, but the other two stayed in no-man’s land in front of the wall until the end of the current Date, where the hex passed into Patch’s hands.

Despite this, this Date seriously tested Patch’s hold on the village. The first of three Dates in a row that ended during the first possible Game turn, it ended just as I was starting to make progress. The east side of the town was in trouble, but may well have held out. I took two of the three foxholes along the wall even after that expensive start, and would have taken the third and last in the next turn. I’d just emptied the bunker on the west side that had been a thorn in both attacks. And I was in CC with the bunker on the north side of the bridge.

That last really hurt as I had realized that that was I really needed to take. That one point could choke off any reinforcements, even in the RePh. Patch didn’t realize it until late, and it is his good fortune that I couldn’t get luckier in my CC rolls.

Patch’s good fortune wasn’t contained to an early end—he managed to kill the only armor I was able to afford in the CG. Two StuGs down with lucky AT Gun shots.

15A: Patch’s counterattack stepped off bright and early the next morning. I’ll admit that I had a rough time wrapping my head around this one. The Brits pull out, but get to purchase fresh troops in the village, having crossed the bridge unopposed under the guns of the nearby Germans?

This cognitive dissonance caused me to take a more aggressive approach than was really called for, and I’m surprised I wasn’t punished more strongly for it. In general, I think things went fairly well. The big trouble was an-ill advised second attempt at the bridge pillbox. I hoped a bold move could get me in there quickly. I just got into trouble quickly.

The AT Guns did their job, killing one Sherman each, one of them on the bridge. the main line west of the village did fairly well, with the highest commendations for the squad manning the MG that anchored the far right of my line. It eventually fell, but seriously held up Patch in the process.

One of the die rolls I most regret is the one that caused my Pioneer company to be the only Depleted formation I got in the entire CG. As they were all I had to the south-east, it seriously compromised any plans for that area.

In fact, this Date’s purchases were a real struggle. There were two different ‘theaters’ with no connection between them. This isn’t too bad except for the ‘everybody goes home’ rule after 14N. This left me trying to purchase all my infantry from scratch. I would have killed to be able to purchase platoons as the companies were too expensive and inflexible for this situation. I ended up with a Gun-heavy main line, and having to hope that I could march reinforcements in on the double. I’m still not sure why it actually worked.

15P: I took some chances with my setup here that were poor ideas. After the last time, I relied on Guns too much, and an actual defensive network of foxholes too little. This led to the early elimination of a couple Guns I should have been shelling Patch at a distance with. Part of this, again, was due to a lack of manpower. I just couldn’t buy troops in the numbers, and number of groups I needed. I really could have used the ability to buy platoons here again.

To top it off, Patch did a really good job showing how to assault light defenses in thick terrain.


“I was a little surprised by Rindis’ surrender as I thought that 15N offered him some opportunities to counterattack, as apparently is the scenario intent. I’m infantried out, having bought 4 companies, while I believe Rindis still has one to go for the day. The third Pioneer company, setting up on-board, can cause a great deal of havoc at night, particularly if he takes the Fanaticism (CG16) option. With 4 FT and 10 DCs, I think he would have hurt me despite the odds. However, that would have left him thin somewhere, and a counterattack by me could exploit and turn around his gains.”

“My overall thoughts on our campaign? Gosh. We started May 20 last year, so this has been a while. Overall Rindis played a good game, and certainly surprised me more than once. However, I think he didn’t push as hard as he could have on the 14PM and 14N dates. I never saw a multiple MG kill stack formed around the 10-2 or the 9-2, which would have hurt, and I never saw Rindis try and dig in against my attacks. One thing about this campaign which looked like a good strategy for the Germans was to dig extensive entrenchments and wait for the Brits to approach, hitting him with point-blank FTs and easy DC placements. This battle was largely fought in the open, which left Rindis exposed to steady attrition over each date.”

“The best British strategy I could think of is smoke, smoke, and more smoke. WP, too, if you have it, though I only ever was able to use it for cover rather than as an offensive weapon. Smoke shields you from the guns and large fire groups by isolating sections of the board, and did help shield my river crossing from a nearby OBA.”

“The 40LL AT guns are very deadly in this game (7 or less TK# against a Sherman at 6 hexes or less, and in the vineyards, combat’s gonna be at 6 hexes or less), and you’ll never suppress them with direct tank fire. You have to smoke them, bury them under OBA, or hit them with infantry.”

“Though I played 15AM and PM very aggressively, hitting Rindis with small platoons as I tried to crack his line, smoke helps you move forces up so you can overwhelm sections of his line and still have portions of your force break. With the AT guns covered, or when non-existent, I threw my tanks right against the foxholes, solving the whole entrenched LOS problem. Better yet, throw on top and freeze the troops so you can advance into CC.”

“I burned a lot of HS searching out concealed Germans, and though they tend to die, they do help strip that nasty concealment for looming CC. They also proved beneficial as I was able to sneak that 248 behind Rindis’ lines, which resulted in the elimination or capture of a sizable amount of Axis troops.”

“The biggest thing I noticed about this game was how different it was from a scenario. If you’ve never played a campaign game before, there appears to be a whole new set of tactics. There’s no ‘victory’ each date, and so the game becomes more about where you want to be the next day, and what you want left. On 14PM, as the game wound down, I decided I didn’t want Rindis to have two -2 leaders on map and so rather than firing on several squads, I directed everything against a 9-2, leading to his elimination through double-break. On 15AM and PM I switched fire several times from Good Order units to broken ones with the hope of double breaking to reduce what I’d face the next game. It’s definitely a different feel.”

“Overall, this was an enjoyable campaign. It has a feel of being very pro-German, though, so I’m somewhat curious to see how others have found this campaign.”


“I was a little surprised by Rindis’ surrender as I thought that 15N offered him some opportunities to counterattack, as apparently is the scenario intent. I’m infantried out, having bought 4 companies, while I believe Rindis still has one to go for the day. The third Pioneer company, setting up on-board, can cause a great deal of havoc at night, particularly if he takes the Fanaticism (CG16) option. With 4 FT and 10 DCs, I think he would have hurt me despite the odds. However, that would have left him thin somewhere, and a counterattack by me could exploit and turn around his gains.”

An interesting thought. I keep getting stuck on the idea that I could buy 3 companies per day, not 4. However, the current manpower ratio is 3-1. Purchasing an extra company would get it down to 2-1, but even with a concentrated Night attack (to keep as much as possible under “No Move”), that’s not great odds. And I have a nasty habit of straying into the darnedest places. @_@

“My overall thoughts on our campaign? Gosh. We started May 20 last year, so this has been a while. Overall Rindis played a good game, and certainly surprised me more than once. However, I think he didn’t push as hard as he could have on the 14PM and 14N dates. I never saw a multiple MG kill stack formed around the 10-2 or the 9-2, which would have hurt, and I never saw Rindis try and dig in against my attacks. One thing about this campaign which looked like a good strategy for the Germans was to dig extensive entrenchments and wait for the Brits to approach, hitting him with point-blank FTs and easy DC placements. This battle was largely fought in the open, which left Rindis exposed to steady attrition over each date.”

Mr 10-2 spent too much of 14PM broken… and I’m still trying to figure out how to assault high-value terrain (+3 buildings, +2 walls). And yes, I really, really should have dug in more. I’m somewhat surprised that 15AM went as well as it did with my bad misreading of the situation. And I let that ‘success’ blind me to digging in for 15PM. The general idea was that I was going to have to restrict your approach, which can’t be done in foxholes in this terrain. I should have had a few more to duck into as you got closer. Engineers in Foxholes were eliminated in 15PM by the need to purchase off-board entry, these guys are expensive!

“The 40LL AT guns are very deadly in this game (7 or less TK# against a Sherman at 6 hexes or less, and in the vineyards, combat’s gonna be at 6 hexes or less), and you’ll never suppress them with direct tank fire. You have to smoke them, bury them under OBA, or hit them with infantry.”

The German AT options are pretty decent, but you have to spend on them. DC would work well in this terrain, but with the amount of infantry support available, I’d be very lucky indeed to get to try it outside of a foxhole. Other than that, it’s ATG, and flank shots with everything else.

I’m pretty happy with my overall performance in this campaign. I’m not great, but I’m getting out of ‘poor’. 😛

└ Tags: AAR In Progress, ASL, gaming, Journal 6, PBr campaign
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PBr CG I “Who Are These Devils?” — July 15 PM

by Rindis on July 19, 2012 at 12:00 pm
Posted In: ASL

[Previous Date: 15 AM]

The morning offensive from Patch went a bit better for me than I really would have expected. That said, he had successfully gotten setup areas on the north bank away from the town. I really should have looked at investing a lot more into fortification points, but I was still punch-drunk from my earlier beatings and was desperately squeezing points for all the troops I could get and, since I didn’t have much experience with various fortifications, I didn’t really rate them very high. Patch naturally attacked again on the next CG Date, and we got going in February 2008…:

And we’re back with the start of the next date!

To no one’s surprise, the British have opted to attack again in 15PM.

I’m still having trouble coming up with enough points to buy what I need. Given the points being thrown at the British right now, I really find it hard to believe he could have the same problem. He certainly isn’t being reduced to buying things at off-map setup cost.

We got the bulk of the first British turn done. Surprises abound on both sides, and at the moment I hold the dice-luck high ground. Sadly, his first move revealed a fatal weakness in the setup. He’s moving around the west flank, and I assume, is headed for the west entry area and building B5. Unless I’ve got something HIP up there… I’ve got trouble.

I set up an 81mm MTR daringly up front. Sadly, the ROF tear did not happen, and it may need to bug out now. He’s got nice strong formations on the west flank, the east side of the west flank, and the east flank. In fact, the town itself, especially on the west side, looks to be the weakest part of the British line….

My Sniper has been active (still at ‘4’): two ‘1’s on about 5 SANs. My Sniper has whacked his Sniper *twice* and knocked him out completely. (Started at ‘3’….) If that kind of luck keeps up, it could get very interesting.

Patch has been driving me nuts by doing the exact thing he should, that I forgot all about: Searching. He found a little deception a bit earlier than I hoped for. In the east pocket, there was the expected three stacks. An Italian one, and two German ones with the obvious MMC, MG, leader combos, one in the foxhole he’d been about to take last time. He parked a Sherman on it (after Bogging another one), and Searched with a HS, to find only Dummies. He’s been beating the bushes in the area ever since, but hasn’t found the killer stack yet. (As he’s stripped ‘?’ on the other German stack, he knows the 8-1 is missing.)

And the Italians? The squad just Disrupted and surrendered. They are so living up to the stereotype this game….

Other than maneuvering, and Smoke usage (which depleted two of his small MTRs), the only thing of interest in the west is that I finally got to use one my INFs in something other than a low-odds attack on a pillbox. ELRed one squad to 2nd Line and HoBed the other to Elite Fanatic. I suppose there’s a lesson there somewhere….


Situation, after rout on British Turn 1, 15PM.
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└ Tags: AAR In Progress, ASL, gaming, Journal 6, PBr campaign
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PBr CG I “Who Are These Devils?” — July 15 AM

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

[Previous Date: 14 N]

After all the ‘fun’ the Axis gets trying to get rid of the British paratroopers and glider-borne troops on the 14th, the forces landing on the coast of Sicily link up and take over the area, preparing for the drive into the interior of the island. By now, I was somewhat punch-drunk, and knew I was in trouble no matter how you looked at it, and tried something bold. I set up my forces for an attack, hoping to force my way into town while he was relatively weak with whatever he’d paid the extra expense of on-map setup for. I also wanted to make another try at the pillbox at the bridge. If I should happen to get lucky enough to take it while he still had to get forces over the bridge…. We started out in January 2008:

“Boy o boy, are we overdue for this. Holidays and internet outages have played havoc with our schedule.”

“15AM is our next scheduled game date. I have chosen to attack (natch), and I purchased two Sherman platoons, two infantry companies, and an OBA battery. My goal, depending upon German setup, is…well… damned if I know. Take as much territory as possible before his forces get too large.”

Pregame Set-up

“Well well well. Rindis’ setup caught me completely off-guard. He appears to be counterattacking. Rather than seizing large amounts of territory, my immediate goal is to repel this attack. Instead of sending infantry to the west across the fords, I’m moving more stuff across the bridge and concentrating to the east. I can tell from the vehicles that Rindis has a pair of ATG on board, so I can expect to lose a few Shermans before this is over.”

“Prep Fire goes horribly, horribly wrong. I fail to strip concealment, even on the troops in the entrenchments by the town. I draw a red card for the OBA. Movement had better be better.”

“And…. it’s not. Rindis pops a tank on the bridge with an Intensive Fire CH, burning it. The O20 bunker is now shrouded in smoke. The small flanking force I sent west find the second ATG with the loss of another tank. The Shermans are living up to their reputation for catching on fire. I also find his two Mortars, one of which goes on a horrifying ROF tear (about 8!) against the N15 pillbox. If not for the bunker I’d have lost everyone in that hex. How the hell am I supposed to advance across this terrain and take those damn things out? The only good news is Rindis bought Stukas this day, but they failed to come on this turn. I throw two tanks into town, and two more to the east to deliver flanking fire against the units assaulting the town.”

“For German turn 1, Rindis makes his move. Objective, the O20 pillbox. His goals to grab that strategic location and seal off the bridge. His Prep Fire also goes poorly, and we enter his movement with no broken units on board. The Italians enter from the NE at great speed to assist in the town assault and draw me from reinforcing the pillbox. He assault moves through the vineyards to retain concealment, and I’m expecting some Adv Fire flamethrower shots. My Defensive Fire had better go well. And it does!”

“The units in the Q13 Entrenchment are eliminated when my MMGs go on a tear and deliver multiple breaks. To the east I strip concealment off several stacks and break a number of units. With my units across the river, several have no ability to rout are are stuck. There are far, far fewer SW in evidence than I had expected, and it suddenly strikes me that this is a depleted company. Hooray! A spotting round lands amongst the troops to add to Rindis’ troubles. To the west, an 8FP +5 attack strips a dummy stack. There appears to be no one to the west except for crews and what I calculate to be an Italian leader, 336 (346?) and HMG. I may have an opportunity there.”

Start of UK Turn 2

“Although the turn went well once it began, it was a comedy of errors as we began. My Turn 1 purchases were illegally set-up, and so correcting that threw my plans out of whack. Rindis thought he had to roll a die for entry of his units, and so they never came on-board until the Advance phase. Several entrenchments had to be relocated as they were in irrigation canals. What a mess. But the good thing about friendly games is we made the corrections with nary an argument.”

“Turn 2 I plan to further the destruction of the eastern Germans and shove the rest of my units across the bridge. I also plan a push to the west against the Guns. High-risk, but something must be done.”
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└ Tags: AAR In Progress, ASL, gaming, Journal 6, PBr campaign
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