Sunday, August 8, 2021

Our Saturday Game - ASL Scenario 233 Failure to Communicate

After a week with no ASL, I was happy to be playing again both Friday and Saturday evenings. Both games would be enjoyable affairs. My dice were bad in spots, but overall gave me a chance to win. Nothing affects my good humor more than a series of just awful dice rolls. In the Saturday game, I would roll three 11's in a row with three separate pairs of dice. And I was firing 25LL AT Guns with a 3 Rate of Fire. Scenario designers incorporate these kinds of assets with the expectation that you will get rate of fire...and in fact, it's often critical to get that rate of fire. So when you not only don't get rate, but don't get a hit either...well...your chances for a successful scenario outcome will not be promising. Now normally, rate of fire and I are not friends. I rarely get it, but Saturday night I would go on a 7 or 8 shot rate tear, which eventually bagged a tank. With that any chances...you will likely get a kill and I did.

After spending last weekend at KCHistoricfest, Dan was once again in combat with Grumble Jones. Our Saturday game would be pulled from Croix de Guerre. ASL Scenario 233 Failure to Communicate would be our selection.

Designed by Chas Argent, this scenario covers actions in Onhaye, Belgium as Rommel sought to expand his bridgehead  west of the Meuse River. As the scenario title suggests, there was a miscommunication on the German side. German units engaged at Onhaye sent a status to Rommel's HQ that was misinterpreted and lead Rommel to belief that his units there were encircled. They were not and the Germans would eliminate the determined French resistance. German armor and infantry coordination were operating at peak efficiency and the French simply had no answer for stopping the German advance. ROAR has this scenario with 10 French and 7 German wins. 




I personally have always enjoyed Fall Gelb scenarios. These scenarios tend to play out in my favorite terrain with good weather and generally good troops types on both sides. For whatever reason, I have been very successful when playing the French. 

As the defending French, I would command the men of the 4eme Division d'Infanterie Nord-Africaine and 1ere Division Legere de Cavalerie. My force would consist of 6 x 4-5-8's, 3 x 4-5-7's and 2 x 2-2-8's led by a 10-2, 8-1, and 7-0 with an MMG, LMG, 60 MTR, 2 x AMR 33's, an AMD 35 and 2 x 25LL AT Guns. The French Player gets to choose 1 of three additional forces and I would go with the extra 25LL AT Gun. On Turn 5, I would also get a 4-5-8, 8-0 and DC.


As the attacking Germans, Dan would command the men of Schuetzen Regiment 7, Panzer-Division 7. His force would consist of 2 x 4-6-8's and 12 x 4-6-7's led by a 9-2, 9-1 and 2 x 8-0's with an HMG, MMG, 2 x LMG's, 2 x ATR's, a 50 MTR, a DC, 3 x Panzer 38's and 2 x MKII's.

The stream is shallow and is more of an inconvenience than serious hurdle.




 


And now for Dan's Pre-Game Comments:


"The Germans must capture 5 multi-hex building including several rowhouse.  The main attack will go in on board 59 with the 9-2 and three 4-6-7 squads and the HMG plus MMG combo.  The 9-1 with the two 4-6-8 squads one with a LMG and one with a DC and ATR will attack on board 42.  On board 59 the 8-0 will lead three 4-6-7 squads one with a LMG and another with the ATR.  Board 59 will also be supported by three HS and a squad.  While one HS with the 50mm MTR and a 8-0 with three squads will set up on the hill on board 42.  Hopefully the Germans can make it across open area with few casualties."

I went for a defense in depth with a an emphasis up front. The terrain does not yield up good fields of fire, but some good enfilade shots were possible depending on how Dan executed his attack. Both AT Guns were positioned on the opposite bank of the stream with each focused on a bridge. My 10-2 was at level 1 with the HMG. The 60 MTR was positioned in front of the 10-2 along with the armored car. 

Dan's attack surprise me. I was anticipating a Schwerpunkt against one side, but he opted with a dual attack against each of the bridges. The fight for the northern bridge would cost about two turns of movement and there were no victory locations in that area. But it was also the quickest route to the the 10-2's location.

My 10-2 knew the odds were against him...but the fight must be made.


Dan's attack came at me hard with half-squads leading the way. I would eliminate a few of the half-squads early. By the end of Turn 1, Dan would have already lost 6 CVP. My French would win immediately if the Germans suffered 24 CVP. My 10-2 would hit Dan's 9-2 kill stack and break the squads. 



Turn 2 - the German armor enters the battle. 



Dan's attack pressed me hard both to the north and to the south. My boys were crumbling in places, but overall still holding on. My mantra was delay...delay ...delay...keeping Dan away from the victory buildings was my overriding goal.

In the north, Dan was still on the other side of the stream. But in the south, the Germans were forming up to for an armor supported assault to the three victory buildings.




Then something strange occurred. I would roll two heat of battles and create two Berserk squads. This would mess up the German timetable.




The fight for the northern bridge was swinging the German way as my boys were surrendering. His armor was also beginning to head for the bridge. My armored car began trading shots with the German armor. In the south, I was still holding on the victory locations.



Dan's armor went to and/or across both bridges. My northern AT Gun would fire...and miss...no rate. Good grief...

"Philippe...I thought you said you were good at this...Mon dieu..!!!"


"Christoph...you question my skills again at the peril of your life..."


My Berserk squads would both lock the Germans in Melee. Dan was running low of available infantry and these melees had locked 3-1/2 Germans squads and kept them from advancing.


The Melee in the south would see another snake eyes for the French and the creation of a 6+1 officer who we shall hear much from as our story progresses...



As Dan's armor threatened my rear, I was regrouping in the south and working to maintain control of the victory buildings. My second AT Gun has MALF'd without doing anything, while my northern AT Gun, manned by the intrepid Philippe would go on an epic 8 shot rate tear and finally on the last shot destroy a tank.


My AT Gun crew on the south attempted to move into CC with a tank. They would be mowed down. In the north, Philippe and his crew mates would be captured.

"One cannot evade one's fate..."


My two attempts to go into CC with Dan's westernmost tanks was semi-successful. My AT Gun crew had died in the attempt, but my 7-0 and a squad had successfully immobilized their tank and were locked in Melee. In the north, my Armored car would know out a tank. Dan's CVP cap was nearing the danger level.

Turn 5  - Dan's attack continued. The fight in the southern buildings was in full swing. In the north, I was still hammering away at his troops as they tried to move forward. My mortar, armored car and 10-2 were keeping them back. But I would break my MMG twice...good grief...this game...

In the center fight, Dan would send a tank to overrun my boys trying to destroy his other tank in MELEE. My 7-0 officer would break and later die in the attempt to withdraw. My squad would pin, but stay in the fight.



Turn 5 French - my reinforcements rush down the road and head towards the fight with Dan's two tanks. In the north, Dan was rallying and regrouping. In the south I managed to break a half-squad and force it to rout upstairs. My 6+1 would rush to keep them trapped upstairs and to DM another German unit that was already broken. A German 8-0 was all that stood between him and the brokies.

My efforts in the south were paying off and keeping Dan from controlling all the victory buildings in that area. And at this stage, Dan's CVP was sitting at 21 points. 

Turn 6 - German - Dan overrun happy tank overruns my reinforcements. They survive the attack and toss a DC at the tank. Of course I rolled an 11...no effect. Dan would also send his  infantry after buildings. He would get into them, but row houses require all the hexes to be controlled in order to claim the building. Meanwhile, close combats near my 10-2 went badly and the Germans died. The German 8-0 had gone into CC with my 6+1 and also died. And the trapped half-squad was eliminated for failure to rout. That put the CVP at 25 and game over. 

After 6 turns, it was game over and a French victory. It had been a really fun game with a lot of great action and maneuver. These combined action scenarios are truly my favorite and ASL really shines in these as well. As always, my thanks to Dan for a great night of ASL. It was one of my favorite games this year.






And now for Dan's Post Game Comments:


"The plan did not work.  Two tanks were lost to 25mm AT fire and several units were lost in CC causing the Germans to exceed the CVP cap.  Mostly by dying by the HS.  Good defense by Grumble Jones wins the day.  Grumble Jones luck with the French continues.  Congrats on the win!"

My boys would celebrate the win!



Well...our Saturday game has set sail! 

Dan and I will return next week for another thrilling tale of ASL derring do!

We will see you then!!!

1 comment:

  1. Always love reading your posts on ASL, the Greatest Tactical Wargame. Your posts always seem to weave a rich narrative.

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