David R. Moody - Oct 11, 2007 12:23 pm (#20596 Total: 20801) What has mood to do with it? You fight when the necessity arises-- no matter the mood! Mood's a thing for cattle or making love . . . . It's not for fighting. Totally ugly game of ASL last night with Jason Pipes at Endgame in Oakland. To give you some idea, my SAN was 3 (for those not familiar with ASL, that means that every time Jason rolled a 3, I got to do a sniper check and see if my sniper hit someone). I think I made six sniper checks last night. Fairly simple scenario--Silence That Gun, from Paratrooper. D-Day, and Ami paras (502nd Para Infantry, 101st Airborne) had to move in and silence an AT gun, part of a Jerry strongpoint in the village of Foucarville, blocking one of the exits to Utah Beach. I would win immediately if my paras destroyed the gun, or if they solely occupied the one fortified building the Germans had (predesignated prior to setup), provided the Germans hadn't earned more Casualty VP than I had. So Jason set up his lads, a mix of second line and volksgrenadier troops, fairly spread out, with the AT gun in town covering the road. I had six turns, and only had 7 squads to Jason's 12. I probably should have flanked him, but didn't feel I had time to do so--indeed, I felt time wasn't on my side, what with his superior numbers--so instead I decided to go straight in, knock out the gun and/or get the building (one of five or six), and end the game, trusting to superior morale, leadership, and firepower. So I posted my two .30 M1919 MMGs on the flanks--one on the left, directed by my 8-1, to sweep the road and interdict any German attempts to reinforce the center; the other, directed by my 7-0, on the right to cover that flank. I deployed one squad into half squads to man the MMGs, and also posted a squad with a bazooka with each group to provide more firepower. The 9-1 and hero led the main assault with the remaining squads, intending to move up concealed to close quarters where hopefully superior firepower would tell. The hero got the demo charge to take out the gun. So my flankers opened up, breaking and Disrupting two of Jason's 4-3-6 squads (German ELR was only 2) as the main force crept up through the woods toward the gun. Then the fun started--Jason started rolling fives, fours, and threes; I started failing morale checks; both covering groups broke; one of his disrupted 4-3-6s rallied and in the process Battle Hardened to a 4-4-7 AND generated a hero. Despite that, my attack forces were forward, still concealed, and in position. Then the 75 opened up, and the good dierolling by Jason/bad dierolling by me continued. Jason kept getting ROF for his AT Gun, and I kept rolling for my sniper (and you'd think I would have gotten a 1 or 2, but NO!) and failing morale checks. Soon both squads with the hero were gone, thanks to multiple failed morale checks. The hero, however, went Fanatic, thanks to a HOB roll (I guess heroes can go Fanatic--they can't get more heroic, I suppose). More firing ensued, as I found out that the building right next to the AT Gun was the fortified one. Despite being twice wounded, the hero hung on. Ugh. Meanwhile, my group with the 9-1 kept up fire, breaking some Germans (and doing damage with their bazooka--for a change, my bazookas were effective) but soon they broke and routed back. I probably should have had the hero throw the DC at this point, but with a net DRM of +6 (+4 for the fortified stone building, +2 for throwing the damned thing, if memory serves) I decided not to risk it--bad move, as the hero died in CC and the Germans captured the DC! By then I was in full retreat, losing another half-squad on a 12 MC roll, though at least some of my broken troops got back into action, firing to cover the pullback. Another disrupted Volksgrenadier squad tried to surrender (failed ELR, adjacent to me) but I invoked No Quarter (a rarity for me--I usually offer the honors of war) as most of my force was broken and fleeing. My 8-1 and one of his rallied squads joined the skedaddle; the HS and MMG, after cutting down the surrendering Germans, died in melee. At that point, with nearly half my force gone, Jason only down two squads, and the situation worse than bleak, I conceded. Ugly ugly UGLY. Shoulda gone round the flank . . . . And those were my new dice, the same ones that rolled three straight 3's for me in the initial scenario of the Cheneux campaign game! Oh well, still fun. As Jason said, the narrative of ASL is fun even if you lose. Rematch this weekend--British vs. German scenario to be determined. Next week with Joe Oppenheimer, a Lock 'n' Load Swift and Bold scenario to be determined, so looks like I'll be commanding Tommies for a bit. Still solitairing the final assault scenario from Alesia (GMT) at home--X Legion heavily engaged at the open end of the vallations around Mt. Rhea. VII Legion moving up to help. I figure I'll bring in the last two tribes, then start Vercingetorix and the boys out from Alesia. Also in a PBEM playtest of Markus' WWII naval game--doing the Lae-Salamaua Raid scenario. I am the Americans. I can't say much, as Joe's my opponent for that one, but my planes just hit the transports at Lae, taking some losses but reporting hits on Japanese ships. Painting 15mm Prussian dragoons. Jason Pipes - Oct 11, 2007 1:56 pm (#20597 Total: 20801) "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." Indeed, great game of ASL last night! I suppose it doesn't hurt that I won, but like David said even when loosing the narrative created by ASL is fantastic. I also love watching the interplay of tactical choices made by each side and how the flow of battle ebbs accordingly. Interestingly enough I really didn't think I had a chance in this scenario when I set up. The area of operations consisted of 3 full map boards so even with 12 squads (all which were really crappy) I had a lot of approaches to cover. In addition, David's American's were very powerful. With seven elite 7-4-7 paratrooper squads he was packing a ton of firepower, not to mention the bazookas and the demo charge. I was worried. I set up first and worked to guard as many approaches as possible and placed my fortified building in the middle of the center board directly next to my lone anti-tank gun. I concentrated with most of my forces in and around the anti-tank gun with forces on both flanks stretched out a fair amount. I also placed units to my rear to try and prevent him from rolling up on my on either flank. I was really worried he would simply split his forces, hold me down, and hammer each isolated outpost with tons of fire power. And then he set up. He placed everything in four main stacks directly in front of my center on the middle board. He had two flank stacks, one on each side, and two main assault stacks in the middle. All four groups were within about 4 or 5 hexes of one another. The sheer amount of fire power he assembled really stunned me at first but then I realized how much easier this made it on me. If I could withstand his first turn of prep fires (and since he didn't have LOS to most of my units yet) I figured I could pull everything forward to concentrate against him. With no threat to my flanks they were useless in that roll. I was equally pleased by the fact that he was pushing his main assault directly into the path of my fortifed building. The fortified building is also where I holed up my best leader, two of my best squads (2nd line 4-3-7s) and an HMG. As David described on his first turn during prep fire he hit one of my small groups on the wings of my flank fairly hard and they all broke, but otherwise his fire was entirely ineffective. He crept closer to my center and the fortified building, in fact being only 5 or so hexes away from the anti-tank gun he needed to destroy before he even started moving on the first turn, but those 5 hexes were blocked by many units and a lot of buildings making it slow going. When it came to my first turn I opened up with the anti-tank gun and pounded the crap out of his main assault group effectively killing two entire squads and leaving nothing but a lone hero and demo charge standing when the dust settled. Other fire pushed he right flank group back, and I used a half squad to charge out near them in a later phase to cause them to DM again and route even further. It all sort of went down hill from there. We called it on the 3rd turn as there was clearly no way David could recover at that point. I was fully concentrated, most of his units were broke, routing away, or dead. He lost the demo charge, and was further from the gun now then when he started. All was lost. The biggest mistake David made, if you want to call it that, was falling prey to the hope that good die rolling on his part (or bad die rolling on my part) would make up for bad tactics. It's a fatal flaw and although luck and die rolling is big in ASL, it can never make up for what are essentially bad tactical choices. I credit David in his boldness in forgoing the flanks and pushing hard with everything in the center, but failing to keep me spread thin allowed a lot of crappy units to concentrate and actually form effective and powerful fire groups. Once they concentrated they were able to challenge and effect his flank as well, which in this scenario was a disaster for the Americans. All in all another fantastic round of ASL, bloody as it was! David R. Moody - Oct 15, 2007 1:02 pm (#20689 Total: 20801) What has mood to do with it? You fight when the necessity arises--no matter the mood! Mood's a thing for cattle or making love . . . . It's not for fighting. She Who Must Be Obeyed and my eldest daughter spent the weekend freezing at Girl Scout camp down by Half Moon Bay, so Saturday night I had Jason Pipes over for a playing of The Crux of Calais, from the 1990 ASL Annual. I understand they remade it for For King and Country, the rerelease of the British for ASL, but I don't have that module, since I was fortunate enough to get West of Alamein when it came out and didn't see the need/couldn't afford to purchase FKaC. I'd be interested in hearing what, if anything, was changed in the newer version. Anyway, the scenario takes place on 25 May 1940, in Calais. The King's Rifle Regiment, supported by very very light tanks (Mk VIs) of the 3rd Royal Tank Regiment, is holding three bridges over a canal separating the old and new sections of Calais. Germans from 10th Panzer are trying to stomp them and threaten the perimeter around Dunkirk. The side with the most Good Order squads/equivalents (in this game, each AFV with functioning main armament, mobile or not, counted as two squads) on the British (north) side of the canal after nine turns won. I was the British, of course. I had about thirteen squads, three totally sucky Mk VI tanks (one at least had a 15mm gun, slightly more effective against Jason's six panzers, but less effective against his 17 squads with an IFE of only 6) and a Daimler scout car, plus two 2 pounder AT guns. I also had a few Boys ATRs, somewhat effective against the weak armored tanks of 1940. Now the only way across the canal was across those three bridges, so I had to cover them. The problem was that a) I only had the two AT guns and b) smoke from three burning buildings, residue of a prebattle bombardment, partially obscured my front. I decided then to make my main position on my left, hiding the AT gun behind a hedge to cover the approaches to the bridge in that area, backed up by my 9-1 and squads with HMG and LMG in the upper levels of a big building behind them and a light mortar team next to them. I postioned one of the MG armed tanks to shoot straight down the bridge. The middle bridge I covered with another hidden AT Gun, my 76mm mortar, and the second MG armed tank. On the right, which I considered my weakest position (it was obscured by smoke the most), I put the 15mm gun armed tank and most of my ATRs, with a couple squads and the scout car in reserve out of sight, hoping Jerry wouldn't come that way. And he didn't. Historically, the Germans appear to have moved on all three bridges simultaenously, getting across one of them but being beaten back. Jason, however, loaded up on what HE thought was my weakest flank, my left, lining up five of his tanks (he got a Panzer IVD and five Panzer IIIFs) along the road, with infantry stacked with them. I was pleased--right into the sights of one of my 2 pdrs. He had the last tank CE opposite my tank with the 15mm gun. So after some ineffective MG fire at my lads in the building on my left, the first tank started forward, doing Armored Assault. Bam went the 2 pounder--knocked out tank. Crew got out. Jason tried swinging the Panzer IV around a different way, but I had maintained ROF, and my gunners shifted to engage him behind a hedge. Another dead tank! My gunners kept firing, sending an AP round at some infantry darting past. Then Jason sent a third tank down the road. I went for Intensive Fire, and my luck ran out--11, gun broken! DOH!! The remaining tanks moved forward to the bridge, infantry behind, taking heavy heavy fire, breaking, some losses. I thought about opening up with my second AT gun, which was positioned to fire down the canal at the first bridge, but the modifiers were so high (+2 for smoke, +2 for moving vehicle, +2 for the walls of the bridge) that I decided against it, preferring to keep it as a threat in being to make him more cautious once he got across. I did fire at the lead tank with my Mk VI, but broke the machine guns. His tank fired back ineffectively, breaking its own main gun; the one behind it broke its machine guns, though both forced my mortar team and gun team to break and flee into the building. Despite all that, I was feeling pretty good. Then . . . one of those moments that makes ASL so incredibly cool. Jason was using his personal 9-1 leader counter, SGT Pipes (promoted to Leutnant Pipes for this action, as he was the senior leader on the German side). Heavy fire was forcing lots of morale checks, and some of Jason's men had already casualty reduced. Then the 9-1 got a Heat of Battle roll, and went Berserk! LT Pipes waved his Luger, inspiring the men with him (squad, broken HS, vehicle crew) to join him. They sprinted out into the street, taking heavy fire. The brave LT went down, wounded (failed Wound roll) but the men went on, making it across the bridge, taking losses, before the last of them was cut down in the courtyard of the building. Someday they will make a manly painting of their exploits and advertise for it in mass-market military history magazines. But their sacrifice was not in vain, for the troops behind them, inspired by their example, followed them across the bridge, taking it by coup de main. The Germans were across! The fighting continued, as Jason now had to reduce my strongpoint. He began shifting troops over. The rest of the line was relatively quiet--my gun-armed tank got a stun result on his Panzer III, which recovered and nailed my tank anyway, then moved over to reinforce the breakthrough. I shifted my Daimler SC and unneeded troops from that sector over, my Daimler preventing further advances by German infantry until a panzer blasted it. Both our tanks with broken main armament failed to repair it and had to be Recalled; my gun crew rallied, struggled back to their gun, found it irrepairable, and then kept up a heavy fire until being broken again. Jason lost his 8-1, his only other leader with a negative modifier, and my sniper kept pinning Germans. I decided I had to minimize my losses, so I refused my left, setting up a new line near the middle bridge around my remaining AT gun (still hidden), 76mm mortar, and last tank. The troops in front of the breakthrough would have to fight it out. And they fought like warrior poets. The squad with the HMG battle hardened to a 4-5-8, and generated a hero; Jason got another berserker, who charged into the building and took out my broken crew and a broken squad in melee. It came down to the broken 4-5-8, the 9-1, and the hero (now wounded) against two German squads in a melee for the last building hex. The 9-1 and hero, Sten gun and Enfield in hand, took out the first squad as they came up the stairs (successful Ambush) then engaged in a deadly melee with the second that lasted a few turns, finally succumbing after both were wounded twice. Their last transmission to HQ in Dunkirk: "Jerry on the stairs--God Save The King!" By then, we had both begun engaging each other on the new line. Unfortunately, Jason didn't move his tanks close enough for me to wack them with my remaining 2 pounder (I did think about pulling back even further to draw him onto my gun, but decided against it), but the ATR squad I had there kept up a lively fire, forcing Jason to pull his tanks back. I moved my lads forward, getting a Critical Hit which came for naught, then taking out a tank with a turret hit. But the weight of lead (and Jason switching dice) began to tell--Jason broke three of my squads, including the ATR team, even Casualty Reducing one, and I was unable to rally them before the end of the game. When the smoke cleared (at 2 AM Sunday), Jason had 15 squad equivalents on my side of the canal to 10 for me. But the game was closer than that--if I rally those broken squads, and get just one more tank . . . awesome awesome game. Can't really fault my strategy--perhaps I should have sent more ATR teams hunting tanks, but I didn't want to expose my troops to getting broken, what with the way I roll. Jason Pipes - Oct 15, 2007 4:26 pm (#20696 Total: 20801) "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." Awesome AAR as always David! That was indeed an epic battle on Saturday night. We fought one another for upwards of 6.5-7 hours! I was glad we did it at your house though as it meant we actually could finish the entire scenario. When we game at EndGame we can only play for a max of 4 hours or so on a good night making it much better for smaller scenarios. I have to admit that after the first two turns of this one I didn't think I had much of a chance. I was almost ready to give up around the half way point but I kept telling myself a good leader makes the best of a bad situation and finds a way to overcome defeat. I avoided counting squads until the very end so I actually didn't know who had the advantage when, but in the end I pulled if off! This was actually my second ASL win in a row against David! I know that means I'm due for a major spanking now but it was fun while it lasted. I'm actually pleased with my record so far in playing David; I keep a running total on ROAR of each scenario we've fought. I really thought David's left was he weak spot and it turns out it was his strong spot. Figures I went that route. I positioned most everything I had to open up a suppresive fire on his units in the church across the canal on my first turn, and positioned the others near them to move across hoping they would be able to do so under cover of his units being broken. That was wishful thinking apparently. What was that I mentioned last time about not hoping good die rolling can make up for bad tactics? I shouldn't have started moving until those units were broke. As it was I stationed all but one tank on that axis as well, and looking back I should have waited until my infantry cleared the opposite bank before they moved forward. As it was I lost two tanks by pushing them forward too early. I really should have let the infantry clear everything first and then get them across. In this scenario AFVs count as 2 squads for the final count and with 6 tanks I could have gotten 12 points on those alone. Having two tanks blown up on the first turn hurt. One of the real highlights tactically and narratively was the epic struggle for the 3 story church on David's left, opposite my main (and only) assault. It was so epic I had to bring my holding forces opposite his right and center over to reinforce because I took so many losses trying to get across. David's British simply sprayed everything that moved towards them and since many of them were holed up on the 2nd story of a +3 stone building they were really, really well protected. I literally had to pry them out one hex at a time and it was very slow and very bloody. Amazingly enough, that is also what the Germans had to do during the real battle in 1940 as well. If I had to do it again I think I would have gone for the same axis of attack but I would have used my armor to blast away at the church and his units around it before moving foward with anyone. I had 9 turns to get across so I should have used that time better to batter David down. I was overly quick in moving forward. Alas I still won in the end, but I was a little weary with all my losses. Still, a win is a win and this one was a hard fought victory!!