I decided to take a break from the back-breaking monster games that I've been a fan of lately. To switch things up, I thought I'd give my old friend ASL a visit again. I spent a whole weekend reorganizing my whole collection this winter and found some renewed energy to play a few scenarios again.
I recently purchased Red Barricades and hope to give that a go sometime soon. I have Decision at Elst on my plate first, and a host of other games coming before that, so who knows when I'll actually get around to the Red Barricades campaigns, but at any rate, I have three quick AARs to get to.
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| Get ready for some heavy artillery. |
The first game was S5 -- Clearing Colleville. The Americans have the offensive and the Germans have to retain control of an entire section of the board.
The open ground and the high die rolls were the greatest enemy to the American attackers in this scenario. I've never played S5 before, but I've played on this map board before, and without question, this was the worst fiasco I've suffered to date as the attacker. The image to the left shows the high watermark for the American attack. Excluding a handful of half squads that helped the Americans outnumber the German defenders, an overwhelming majority of the American infantry on the field spent more time broken than they did in Good Order. American reinforcements offered no relief. Even as the reinforcing squads advanced from the top edge of the board, German reinforcements arrived from the SE and opened a defensive lane of fire right where the defensive perimeter had been weakest.
With little hope of victory, the Americans threw in the towel on the final turn.
In the next game, S11 -- A Long Way to Go, the roles were reversed. The American paratroopers and GIs in Sicily held a thin line of defense against what felt like an overwhelming group of grenadiers from the Hermann Goering Panzer Division.
The Germans advanced in two main groups, with a heavy weapons fire group in the middle. The southern group took out a squad of paratroopers in close combat, but the 60mm mortar landed some tight rounds, broke the majority of the group, and then the remaining squad of paratroopers, with their 9-1 Leader, snuck through under cover of mortar fire and eliminated the southern group. The northern group of Germans suffered a similar fate, only instead of closing with the defenders, they broke to a man in front of them and fell back broken. Before the advance could continue, however, the German casualty points had thrown the victory to the Americans.
For the third and final scenario, the Americans were again on the defensive against the Germans. This tine, it was a battle of the bulge scenario: S12 -- Over Open Sights.
Of the three scenarios I played, this was the best one without question. There were six (or seven, I lost count) leader's created in this game! And five (or six) of them were German! Talk about hot dice! I'd never seen so many snake eyes in my life. Too bad there was a sniper on the board.
The Americans set up with their artillery in open ground and the Germans can enter from anywhere off the edges of the map board. I deployed the Americans as best I could, with open lanes of fire on the left for the MMG group and harassing fire positions on the right ideally suited for the small mortar group.
The Germans entered from the south edge of the map in a pincer, with roughly 40% of their strength on the left and the remaining 60%, or so, on the right. The right group, with their 50mm mortar, would split in two, with one section holding in the woods to give covering fire and take on the US mortar unit while the other section would go for the guns.
Upon entry, the larger of the two German groups ran into trouble with the US mortar unit. The mortar infantry and compliment turned back the first assault on their positions, before the big guns could fire. The Germans on the right had an 8-1 and a quickly reduced 7-0 become a 6+1; that officer remained down and out for the duration of the scenario, sucking up an entire platoon of broken troops with his low morale. On the left, the volksgrenadiers fared no better; the first attempt to close with the MMG failed. They did however put fire on the nearest 105 and manage to break its crew, though.
Then the big guns came into action. Both left and right, the Americans poured highly accurate fire into the trees. And the US mortar made good use of its rate of fire. Luckily, though, the German morale check die rolls ran low. Scary low. 8-0 and 8-1 Sergeants started popping up out of nowhere. Leader creation saved the day, and worked its magic on the left. While the Germans on the right were mostly pinned and only a platoon had scratched its way forward under heavy fire, the Germans on the left applied pressure on the MMG group and they managed to close with and capture the first gun.
Amidst the turmoil of battle, the American reinforcements came in to apply pressure on the captured gun. It backfired. A sergeant-manned MMG for the Germans went on a rate of fire tear that broke two of the reinforcing squad and set the way for the forward platoon on the right flank (out in the open and under heavy fire) to make a break for the second 105. They got close, but the 105 poured heavy fire that kept the German platoon exposed in the open.
On the right, the mortars engaged in a duel that eventually favored the Americans. The 60mm rounds broke scores of Germans in the woods on the right flank and all further attempts to disrupt the Americans there, and thus relieve pressure on the assaulting squad in the open, failed. Almost two platoons remained broken from group right, despite a preponderance of leaders.
The break for the Germans came of turn six. Harried on either side, the defending gunners of the sole 155mm gun had to continually shift their field of fire as the German pincer inched closer on both the left and then right. In turn struck by the 105 rounds captured by a German half-squad, the 155 crew was first pinned, then assaulted, and then wiped out in short order. Group Left (the weaker of the two) had greater success to that point.
Despite fire from one captured gun and a last ditch effort to swarm the position, the second 105 gun crew, the one that had been pouring fire into the German group on the right for the duration of the game, managed to keep the HE shells coming. It was a narrow end, but one that came down for the Americans.
Out of the three, this was definitely the scenario that had me gripped to my chair. Not necessarily nail biting as it was phenomenal entertainment.
Anyway, that's it for those three scenarios and this AAR. Three games, three defender victories (two for the Americans and one for the Germans).
The next one will feature something a little different: Brits, Greeks, and Fallschirmjaegers!
The seventh and final turn hinged on that group of assaulting volksgrenadiers, still stuck out in the open. (With grain not in season, routing was almost entirely out of the question.)