Sunday, August 23, 2020

Our Friday and Saturday Games - J100 For a Few Rounds More and J155 Last Push to Mozhaisk

 

Once again, another weekend has come and gone and they are now so similar as to pass by without any special notice. Life has lost a lot of its spice as self-isolation continues in the Age of COVID-19. Our county continues to spike as folks decide not to take it seriously anymore. Not much more to say as life goes on and you hope day after day as you walk the trail frequented by wolves...that your luck holds out and you pass unnoticed by the wolves. 

The continual bright spot this year is ASL. With my buddy in St. Louis still sidelined and awaiting the results of his own COVID-19 test, Dan and I once again played a double-header on both Friday and Saturday. These two games would teach me a few new rules (courtesy of Paul Works as he educates Dan who then educates me). Additionally, these two nights would test my character and my ability to get past a frustration that really sucks the joy out of playing ASL (dice...need I say more). And these two games would highlight the need to persist and play every down...every turn, because sometimes you aren't beaten until you allow yourself to  be beaten. ASL is that quirky game where passing Go and collecting 200 is not guaranteed...and in fact you might not reach GO as you are slaughtered at Marvin Gardens. ASL is a wargame and there's an edge...a harshness that is personal. When you watch your boys be forced to surrender and then the surrender is rejected and they are gun downed....it's a strangely intimate kind of defeat. It's not unique to ASL...but is certainly a component of a wargame where "killing" your opponent's units is the goal. 

Our two games this weekend would also be exhausting as both scenarios went down to the very wire and the last move of the last turn. There was no conceding...there was just scratching and biting till one or the other had the victory...however improbable. These were two scenarios that did not play easily and did not yield to one side or the other the momentum. Dan and I had to squeeze opportunity out of each turn and I will say (out loud) that these were two of our finest game moments. We didn't see that during the games and even know I force myself to write this...but as we reflect back on the games of 2020, I believe these two will stand out. In ASL...the more pain...the more you gain in rules knowledge, personal ELR and ultimately a deeper appreciation for the incredible depth of emotional and game intelligence that flows from a player during a game of ASL. There's a reason thousands of games are played on VASL vs. tens or perhaps hundreds of other games being played. Once you walk through the ASL Archway you are embarking on an Appalachian Trail of gaming discovery that ends only when you decide to take a Zero and go into town. But like the AT...ASL calls to you and before you know it...you are back on that trail and discovering the joy that a game can provide.

It's been 17 years now since I walked along the Appalachian Trail near my Johnson City, TN home and it kills me to think I have let so much of my life evaporate without spending part of it in God's Country. The Blue Ridge Mountains will always be home. I will be back. Until then ASL will be my trail of choice.


Our Friday game would be ASL Scenario J100 For a Few Rounds More from the ASL Journal 6. Neither Dan or I had played this one before. And we thought that with one board and just under 7 turns, it would play fast and give us a bit of a break from the nearly 7 hours game last weekend. We would be mistaken in our assumption. This scenario would take us over six hours to complete as we wrestled for the victory. Designed by our friend, Scott Holst, this scenario takes place in Mendan, Germany in 1945 and involves the German Sturmtiger. When was the last time you every had this in your OoB...never would be my guess. This was certainly my first time around one since Battlefield V...I like to hide on the one in the swamp and snipe at folks...(yes I'm a camper...I'm 55...I can't do the run and  gun).  In this scenario the German player gets two of them and has to keep the Americans from controlling three of the multi-hex buildings (the N1 building counts as 2 buildings) and not lose greater than 40 CVP.  Historically, the Sturmtigers were completely ineffective. They are truly one shot wonders and take an entire turn to reload. So you gotta take your shot very carefully....cause you aren't getting a second shot with these bad boys. ROAR has the scenario with 39 German and 50 American wins. The ASL Archive has it with 6 German and 6 American wins. 



This scenario uses Board 3...probably my favorite of all ASL boards. How many times I have fought over this battleground. And somehow, it still feels new with each scenario. Another one of the strengths of ASL is the replay-ability of this game. 

After rolling for sides, Dan would be the attacker and command the men of the 737th Tank Battalion and 5th Infantry Division. This force would consist of 5 x 6-6-7's, and 9 x 6-6-6's led by a 10-2, 9-1, 8-1 and 8-0with an HMG, 3 x HMG's, and 3 x BAZ 45's. His armor would consist of 2 x Sherman 76L's and 2 x Sherman 75's with a 9-2 Armor Leader. A very capable force.

The 5th Infantry would spend the war in northwestern Europe.



As the defending Germans, I would command the men of the 1002nd Sturm Moerser Company and the remnants of the German 5th Army. My force would consist of 8 x 4-4-7's and 4 x 4-3-6's led by an 8-1, 8-0 and 7-0 with an HMG, MMG, 2 x LMG's and a Panzerschreck. My armor would consist of 2 x Sturmtigers and 2 x 20L 251 Half-Tracks. I would also get 6 x Foxholes.

 And now for Dan's Pre-Game Comments:

“The Americans must attack across the hills and into the village on Board 3 to take three multi-hex buildings.  The scenario is a infantry battle with the distraction of tanks.  The main attack led by the 10-2 and 9-1 with all the MGs and the two gyrostabilized easy eights will go in across hill 534 and into the village.  Allowing the American to threaten the most buildings.  While the other tanks and troops attack along the road into the village.  Hopefully the German tanks can be knocked out before the PF get the American tanks. “


Our Friday game would be covered by GJ photographers imbedded with the Americans.


The action in this scenario would be up close and personal for the whole game. My HIP unit would be on the south board edge (a lowly 4-3-6) waiting to hurt infantry moving in the open along the board edge or take a point-blank Panzerfaust shot at a passing Sherman Tank.  My HMG and MMG were on the 2nd floor of the N1 building. They controlled the hills and the center road. My focus was on the American infantry. 

The German 7-0 gives the orders to the 4-3-6's:  "Junge focus on the Ami infantry and then use your Panzerfausts on the tanks...but only when they are adjacent. Don't lose your concealment on long range shots."

Have I told you that Dan is aggressive?? Yep, Dan wastes no time in sending the half-squads to draw fire and scout the way forward. Now if I can lay fire lanes...I'll shoot at Dan's half-squads...but naturlly my boys in the N1 building could not lay fire lanes...so they would have to be judicious in their choice of targets. My HIP 4-3-6 would get a great -2 shot and DM some Americans early.

Dan's 10-2 scans the village for signs of my concealed boys.


My HIP 4-3-6 would be broken...but managed to rout away. I would also break the squads with Dan's 10-2 when Dan and I both noticed they were in the line of sight of one of my LMG's. The 10-2 would  pin and then break in order to rout with the other brokies. This was a huge moment in the early stages of the game. The 10-2 would not rally for a full turn and this would sap Dan's attack of much needed punch.

Dan's 10-2 would struggle throughout the game and directly impact it's ending...as you see....



Turn 2 - despite some setbacks, Dan rolled ahead. He always does you know.... I would fail back in the N1 building to avoid his Shermans once they had acquired my positions. Live to fight another turn would serve me well in this scenario.


My 8-1 would keep my boys in the fight throughout the game.

A look at Dan's forward progress at the half-way point in Turn 2. I had held my fire and was still concealed...by soon my boys would reach for their Panzerfausts. Honestly, I was afraid to roll the dice. I would not roll especially well during either of this weekend's games. And it would really mess with my head. Dan would roll 5 snake eyes to my 3 and 4 boxcars to my 6. 

Gotta make every shot count...cause you might not get a second chance...

I was right to be worried. I had two Shermans parked in front of my 4-3-6's. Neither one would roll a Panzerfaust. I kept rolling 5's and 6's. I was beside myself with self-pity. My Panzerschreck would pick up the slack and KIA the first Sherman 76L. I made some other adjustments to my positions to try and survive and maintain a defensive line.



Turn 3 - American - Dan presses ahead and begins to bag his first prisoners. I would MALF the first and only shot of one of my 2 x 20L Half-tracks. It would be recalled in the next Rally Phase. I tried to fire one of my Sturmtigers...but missed...



Time to reload fellas!!!

Dan's push would cost him a Sherman 75 as one of my fausts found its mark. On the other hill, Dan's moving Easy Eight would stop and knock out my other SturmTiger. It went up in smoke without ever having fired a shot. Just like that half of my armor assets were gone. But Dan was also reduced by half as well.  Dan's remaining Sherman 75 would hit the N1 building with Willy Pete and cause me no end of anguish.

Turn 4 - Dan continues his moves forward. He takes control of both hills, but his last Easy Eight is taken down by a Panzerfaust.



One of my 4-4-7's would try and get back to the village, but be broken by long rang shooting by the Americans. Dan would also take his first victory location. 



I would counter-attack and try to retake Dan's one building. I would also send my 8-0 racing into the village to rally my broken 4-4-7. This would prove to be my best decision of the game.

My 8-0 would not survive the battle to know what he had accomplished.


I would manage to recapture the first of Dan's victory location buildings as he began to enter the village in force. My second Sturmtiger would destroy a US half-squad and create shell holes in the process. But it would be his last act as Dan's boys took it down. But Dan would lose his last Sherman as well as it moved into the village and was fausted.




My 8-1 was hanging on tight to the N1 building, but Dan's boys were moving to secure the other three buildings, where only my 8-0 and 4-4-7 were left to defend them. Dan's 10-2 sensed a easy kill. My last 20L Half-track was the sole surviving armor asset in the game and it would do outstanding work for me.

My 8-1 and half-track were keeping me in the fight.


Dan would briefly take back the L4 building...but my half-track would force them out again.

Turn 7 American - this was it. Dan had lost the L4 building and his only chance to win was to take the back three buildings. Only my 8-0 and 4-4-7 stood between him and victory.

My 4-4-7 prepared itself to take on Dan's 10-2 and Squad.

Dan would take one of the three buildings during movement  phase and then jump into close combat in the N1 building and the other 2 outlying buildings. All he needed to do was when the close combats in the outlying buildings to win this game.

This was it...for the win!

N1 would end in Melee...my 8-0 would die all alone trying to hold his building, but Dan's 10-2 would only casualty reduce my 4-4-7 and end it Melee. Time had run out and Dan only had two buildings. So it was a German victory...as improbable as that could be. Dan's final dice roll had come up short. an exhausting game was finally over. My fallen 8-0 had given the Germans the chance to hang on by making his run into the village and rallying the 4-4-7 that managed to keep control of the final building.

My thanks to Dan for one of the epic...down to the wire games we have played. Hopefully we did justice to Scott Holst's scenario. 

My 8-1 could celebrate an unlikely win!

And now for Dan's Post-Game Comments:

“The plan did not work.  Came down to the last CC phase where the Americans needed to roll a 7 or less.  I rolled an 8.  The scenario is epic.  Well balanced and fun for both sides.  It just highlights my problems playing Americans.  I cannot deliver on their firepower and cannot pass a morale check with Americans.  The Germans had their problems too with the Stumtigers firing three time times and missing twice.  Congrats to Grumble Jones for setting up a good defense and concentrating on delaying the American infantry.  It was well played and a well-deserved win.”

Congratulations Dan on your 700th recorded ASL Game!!!




Ok time for Round two of our double-header.


For our Saturday game - Dan and I would return to the Eastern Front of 1941 with a playing of Xavier Vitry's J115 Last Push to Mozhaisk. Set in October 1941, this scenario depicts the efforts of the exhausted Russian 322nd Rifle Regiment as it tries to stop the German advance near Mozhaisk. Like our Friday game this one requires the attacking Germans to secure every one of  buildings on Board 19 without suffereng greater than 24 CVP. And like our Friday game, this battle would prove to be exhausting.

Both our games this weekend were taken from the ASL Journals. I love the journals and have usually enjoyed the scenarios contained within them. 

A look at the battlespace. Grain would not be in season. The Germans would have to cross a lot of open ground in this scenario. ROAR has this one with 28 German and 47 Russian wins. The ASL Archive has it with 4 Russian and Zero German wins. I think it's safe to say that this one is pro-Russian.

As the defending Russians, I would command the men and women of the 322nd Rifle Regiment, 32nd Rifle Division. This force would consist of 2 x 6-2-8's, 4 x 4-5-8's, 5 x 4-4-7's and 2 x 2-2-8's led by a 9-1, 8-1, and 7-0 with an HMG, MMG, 3 x LMG's and 3 trenches. I would also  have a single 45L AT Gun. And on Turn 4, I would receive reinforcements of 3 x 4-4-7's led by an  8-0 with an LMG.

As the attacking Germans, Dan would command the men of Kampfgruppe von Buelow, Schuetzen Regiment 69 and Panzer Regiment 7. This force would consist of 2 x 8-3-8's, 4 x 4-6-8's, and 10 x 4-6-7's led  by a 9-1, 8-1, and 8-0 with an MMG, 4 x LMG's, and 2 x DC's. Armor support would consist oa MKIII, a 221 Armored Car and 4 x 251 Half-tracks with an 8-1 Armor Leader.

And now for Dan's Pre-Game Comments:

“The Germans must capture all four buildings and not lose 24 or more CVP.  Tall order with six AFV worth 5 CVP with crews and the Russians have a 45mm AT.  The plan is for the main assault to go at the building near the woods and trenches.  This will be led by the 8-1 with three squads and two LMG plus the two assault engineers with DC.  Supported from the tree line by the 9-1 with three squads and the MMG / LMG combo.  The AC and one HT will support this attack.  While the Pz III and three HT attack the three other buildings.  One HT will have the 8-0 and a LMG.  On that side we will keep a MMC in the buildings after capture in case the turn 4 reinforcements attack that direction.  Hopefully the AT gun does not get too many kills on the AFV.”

For this scenario, the GJ Staff Photographer would be embedded with the Germans.

The battle begins. I really believed that Dan would hit me hard on the east flank and then roll towards the center. I set up my AT Gun to defend against that attack. So my gun was looking straight east. I had a HIP 6-2-8 in the east edge woods and hoped beyond hope that Dan would not enter those woods. He would not. He would actually send a squad in by pass around them. So he never entered the woods and discovered me. 


Dan attacked all along the front and sent half-squads to draw fire. I obliged  him and laid five separate fire lanes. A German half-squad would be eliminated and the Germans slowed down in the woods, but otherwise, not too bad for the Germans. The armored car would race up and DM a squad (squad would never recover and eventually be captured.) and in the southeast corner Dan would take his first victory location building.



Dan's Turn 1 movement had not been too costly for either side.

My 45L AT Gun would knock out its first half-track. This gun would go on to eliminate all of the half-tracks and immobilize the MK III. Couldn't ask for better performance.



On Turn 2 - my AT Gun would take down another half-track as Dan's boys moved to secure the other 2 building locations on the east flank. On the west flanks, Dan came directly at me. I would not roll very well and for the most part Dan's boys would get into position to come at me in Advance Phase. 



Now I honestly tell myself before every game..."don't whine about your dice"...and I then proceed to do it almost every time. (I hate this about myself.) But it would be a tough night dice wise. Dan's dice were hot (lots of 3's and 5's). For the game Dan would roll 8 snake eyes to my 2 and 4 boxcars to my 4. But 4-1 in snake eyes coupled with rolling 3 after 3 brought on the diced temporary insanity feature that's programmed into my personal hard drive.




I was down for the count. Getting diced in ASL happens from time to time. And I have been on both sides of that equation. Truthfully, the real frustration when you are getting diced is not being able to return the fire. In response to Dan's 3's  I would roll 9's and 11's. That won't cut it. I had to watch Dan cross open ground in front of me with few consequences. And this is an especially difficult  situation when your opponent is as aggressive as Dan. If you don't stop him...he will be on top of you and punching you in the gut in Close Combat. 

Yes, this is something I have to practice more. Your opponent's good luck can turn at anytime. ASL is a dice game. So ride the waves and make the best of the opportunities the dice give you. It's all you can do.


Back to the battle (which was actually a lot of fun!), Dan had secured three victory locations. My HIP  6-2-8 was still HIP and just waiting patiently for the right moment to strike. Dan would try hard to locate the Hipster and I had to be careful not to let it slip as to where it might be.



Dan's Armored Car would be his best performing armor asset in the game. It would keep my boys broken in the north woods. My 7-0 tried to take in out in CC, but failed. Missed it by 1.



Dan's boys would converge on the north woods to finish me off and take control of the last victory location. 

Dan's 9-1 and 8-1 would do very well in this scenario.

I was crumbling around the last building. My strongpoint was failing fast after my 9-1 was broken and I MALF'd my MMG. With only an LMG at the end of the trench line, I couldn't stop the attack. My AT Gun would successfully pivot and destroy a third half-track before having to pivot again to deal with the 4th half-track that parked right next to it. Dan was not concerned about the CVP cap at all and came at me with reckless abandon and it worked!!

Dan would capture many of my boys.

My AT Gun would finish his day by destroying the 4th half-track and then immobilizing the MK III. A German hero would come in after my crew was killed and take over the gun. He would later destroy it. But my gun had essentially won the game for me with the CVP cap on the Germans. 



The fight for the final location was nearing its end. Dan just had to clean things up.




Russian Turn 4 - My reinforcements raced on and headed for the far southeastern building. After Dan's half-squad in the house final fired, my HIP 6-2-8 assault moved next to it. I  had sprung my surprise. Now could I take and hold the house?



Back in the west, the final MELEEs would playing out. Dan would toss a DC into the MELEE...cause he could!!! It would pin us both.

I have played against few people who would throw a DC into a MELEE. Dan is one of those people!!



Ultimately, these moments make for a really fun game...because it's off the hook crazy!!!


With the battle in the west nearly over, Dan had to rush boys back towards the southeast corner. I was gambling that he couldn't make it in two movement phases. Like my dice rolls, it was a gamble that I would not win. Dan could make it.




Back in the west, Dan secured the final building location. The fight here was no over.

Turn 6 - final German movement phase. This was it. Just like our Friday game, we were down to the final attacker movement phase. Once again I had a single squad trying to hold the game winning location. Dan's first move was the Armored Car, which ran down to VBM Freeze me. Thanks to a Matt Shostak article...I knew what to do. As the Armored Car moved into bypass, I First Fired with Spraying fire into my adjacent hexes, leaving 2 residual in each. I then final protective fired against the Armored Car.  



Then Dan's 8-1 made the race towards the house. I managed to pin and DM everyone. With that, it was game over and a Russian Victory. After this played out, Dan and I realized that the Germans had exceeded the CVP cap and the Russians had already won. But this last part of the game was darn fun anyway!

My 6-2-8 squad would celebrate their success! My thanks to Dan for an outstanding weekend of ASL. I had a blast.

And now for Dan's Post-Game Comments:

“The plan did not work.  A well-placed Russian AT was able to kill all the HT and 3 of 4 crews.  The Germans also lost 4 squads in infantry assaulting the trenches for a total of 26 CVP.  In addition, in a brilliant move Grumble Jones had the HIP Russian squad in the back field and was able to capture a building along with the turn 4 reinforcements.  That squad held the building until then end for the win.  Great game and well played by Grumble Jones!  Congrats on a good win for the Russians.  It was good to be on the east front again.”

That's a wrap on another double-header of ASL. 

Dan I will be back next Saturday for a playing of ASL Scenario 62 Bungle in the Jungle. 

We will see you then!


Enjoy the last days of Summer!



No...it's ASL...

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