Sunday, August 29, 2021

Our Saturday Game - ASL Scenario AP128 Flight of Fancy

My 66th game of 2021 would be an enjoyable romp in Normandy...my favorite campaign of the Second World War. For whatever reason, I have always enjoyed scenarios set in that environment. As for 66 games so far this year...that is a record pace for me. I thought that 2020's total of 92 games would be my all-time record. But 2021 is on the pace to exceed that. Of course, work and life events are the unknowns that could restrict the number of games in the next four months. 

It sure is....hey wait a minute...are you making fun of me kid!?!

Despite playing so much ASL in the past few years...I have only played 17% of the 2700+ scenarios I currently. Dan has played an even smaller percentage of the 8000+ scenarios he owns. And more scenarios are arriving daily!!! Considering that from Squad Leader to GI Anvil of Victory...we had like maybe 40 scenarios...it's kinda like my first 286 computer that had a 40MB hard drive...I don't think I have a single file today that would fit in that hard drive!!! 

Damn straight...I hope there's ASL in Heaven...cause at least I can spend eternity trying to play all 8000 scenarios!!! Who's with me!??!

For our Saturday game, Dan I would play ASL Scenario AP128 Flight of Fancy. Designed by Pete Shelling, this scenario takes place in early July 1944. Flight of Fancy is an interesting scenario involving a river and two bridges as well as urban fighting and some hedgerows. It stands out a bit in that regard, because it involves so many distinct terrain features in a Normandy scenario. Unlike the typical hedgerow scenario, there is ample opportunity for movement and tactical execution. 

In this scenario, the Germans are defending against a British advance. The German setup area is very confined. The Germans win the scenario if they have more Victory Points than the British. But...they only get VP for good order non-crew infantry on the south side of the river at game end. Sounds easy...but the Germans set up on the north side of the river.


Now...the British get victory points for each multi-hex stone building which they control at game end. So the Germans have a bit of a conundrum. They have to find a way to stall the British from taking buildings and find a way to get across the river. And the British get reinforcements on Turn 3 that come in the German backfield. ROAR has the scenario with 21 German and 7 British wins. I found this very surprising as I would have thought it much easier for the British to win this game. But our playing would confirm the pro-Germans aspects of the scenario.



As the defending Germans, I would command the men of Jaeger-Regiment 31, Feld-Division 16 Luftwaffe. My boys would have an ELR of 2..but fortunately, I would not ELR during the game. Bad news...I would usually die instead....but you know one less problem. My force would consist of 8 x 4-4-7's and 2 x 2-2-8's led by an 8-1 and 8-0 with an HMG, 2 x LMG's, a 75L AT Gun and a 20L AA Gun. On Turn 2, I would get 6 x 4-4-7's led by 2 x 8-0's with 2 x LMG's...but they would enter the game broken...and won't that be fun. Then on Turn 3, I would receive 2 x MKIV's with a 9-1 Armor Leader.

As the scenario attacker, Dan would command the men of the 2nd Battalion, Lincolnshire Regiment, 9th Infantry Brigade and elements of the 185th Infantry Brigade and 33rd Armored Brigade. This force would consist of 12 x 4-5-7's led by an 8-1, 8-0, and 7-0 with an MMG, 2 x LMG's, a Piat and a 51 MTR. On Turn 4, Dan would receive 6 x 4-5-7's led by a 9-1 and 8-0 with 2 x LMG's, a Piat, and 2 x Sherman 75*'s.


Board 79 is a pretty interesting board. I have played several scenarios on it and have enjoyed the majority of them, but bridge crossing scenarios are generally tough.





And now for Dan's Pre-Game Comments:


"The British must control the multi-hex stone buildings and prevent the Germans from retreating across the river.  The main attack will be along the seam between the two boards.  I will deploy two squads and send two HS flanking along the roads.  I will also attempt to deploy one squad at start.  Hopefully the British can get into position to interdict the first bridge turn 1."


Dans boys were set up to begin their assault into Henrouville. My strategy was to try and hold Dan back with 3 squads, an LMG, and the 20L AA Gun. Meanwhile 5 squads, the 8-1, 7-0 and HMG would make a run to cross the river. Dan would have 4 - 1 odds against me as he launched his attack. I was gambling big.

I was all in...but realistically, I had to get across the river as quickly as possible, before Dan was within range to cut me down as I crossed the bridges. 

Turn 1 - British - Dan came at me hard with several half-squads. I managed to KIA at least one, while breaking others. I kept my AA Gun HIP. It had to remain a threat for as long as possible. On the north flank, Dan did a half-squad into my backfield. 



Turn 1- German - I made the run for the bridges. The 7-0 took the nearest while the 8-1 with the HMG went for the furthest away. One of my squads would break...but I was across.



The fighting in the village was intense. I had managed to inflict some losses and breaks on Dan's boys and kept my 20L AA Gun hidden. But I had lost a half-squad and another was jumped on in Close Combat. I would win initiative and infiltrate back to hinder routs and slow down other units from moving in the open. When fired upon, I would battle-harden and create a Hero. 



My Hero's life would be short-lived. He and the half-squad would be eliminated in the next volley of fire.

Dan's assault continued. I was resisting with only two squads and a 20L AA Gun. But the rolls were on my side and I again inflicted losses and breaks out of proportion to the size of my force. My 20L AA Gun kept rate and was the hero of the hour.



Turn 2 - German - I was across the bridge. We would play for 4 more turns, but this was the moment that I secured the scenario win. I had gotten 13 VP across the river. My gamble had paid off.

But would I be able to hold Dan off and keep me on the north side of the river??

The answer would be yes. Dan had managed to send his intrepid half-squad into the first of many victory locations. But back in the east half of the village, Dan was still struggling to get past my 20L AA Gun. I was down to a single squad that had fallen back with my LMG to protect my still HIP 75L AT Gun. Dan's boys had been bloodied in the fight. My Turn 2 broken reinforcements also entered the game and prepared to rally and try to hold off Dan's reinforcements.

Yes...Turns 1-3 had just been brutal to Dan. He had missed nearly every morale check and my dice had been hot with rate of fire and K/# and KIA results. I was down 2 squads, but Dan was down 3-4 at that point with many broken units as well. And I caught myself taking my foot off the gas. Dan also noticed and called me out on it. It was unintentional, but I was violating a major tenet of ASL play. Finish your opponent...there is no room for mercy. Today's broken squad is tomorrow's victory location grabbing heroic unit. And this would prove to be true. Dan's first half of the game would be tough on him...but in the second half of the game, Dan's mojo returned and I was worried that all my hard work would be for naught as my boys crumbled in the bottom half of the game.

Remember...you owe it to your opponent to play your best game...and you should expect the same.


Turn 3 - my Panzer IV's arrive and park at the end of the bridges with their supporting grenadiers. My defense was complete. All I needed north of the river was for my boys to delay Dan as long as possible.



Turn 4 British - Dan's reinforcements arrive and drive into my 6 broken squads, which had managed to Rally 5. I would go for Panzerfausts, but not succeed. The momentum had begun to turn to the British.



My boys on the south side were in over watch mode. All they had to do was keep from being shot at. I could not afford to have them break or be lost.


In the northwest, I was losing ground and trying to fall back, but Dan had the road covered. I did manage to get one 4-4-7 across and headed south. Back in the east, my single squad, 75L AT Gun and 20L AA were still in the fight.

Turn 5 - British - Dan would KIA my 20L AA Gun crew and finally move to clear out the remaining resistance. But my little force had done its job. In the northwest, I was crumbling as Dan's infantry and Shermans pressed forward. One of the Shermans would be tempting a target and my escaped 4-4-7 would take a faust shot. I would destroy the Sherman...but break my squad with the backblast.



And just like that I was beaten in the east and the northwest. It had taken Dan 5 turns, but he had control of the north side of the river. And he had two movement turns left to hurt my forces hiding on the south bank. His remaining Sherman was also giving my Panzer IV a beating with hit after hit. I would MALF my MA trying to hit the hull down Sherman with an intensive fire shot. But I would manage to unshock and survive...beyond all reason.

My 9-1 Armor Leader couldn't hit water if he fell out of a boat...but he kept the MKIV in the fight. It's machine guns were critical to keeping Dan from crossing the bridge.

The final shot of the game. As we entered Turn 6, Dan gave the concession. He had secured 9 building for 9 VP, but would need to break or eliminate my squads in order to win the game. He didn't see a a way to do that as my boys were skulking back into the woods out of sight and my MKIV's were covering both bridges with machine guns. Dan did not have the stomach for suicidal rushes across the bridges. I couldn't blame him. More lost squads were unlikely to change the math. My successful dash across to the south side had secured the German victory. My thanks to Dan for what was a really fun scenario. I also enjoy a good Pete Shelling design and Flight of Fancy is top notch. I highly recommend this scenario. 




And now for Dan's Post-Game Comments:


"The plan did not work.  The British were plagued by bad dice and several low firepower attacks broke the attacking units.  Five German squads and two leaders got across the bridges for a total of 13 VP.  While the Brits were able to clear nine buildings they could not cross the bridges to engage the Germans.  Well played by Grumble Jones for the win.  This scenario is fun with lots of fluid movement.  But hard on the British if the Germans make strong opening moves to get across the bridges.  My thanks to Grumble Jones for a great game."



That's all for this week. Dan and I will take off next week...as Dan will be headed to the Sioux City Street Fighting Tournament and I'll be hiking the Pea Ridge, AR Battlefield. 

We wish all of you a great Labor Day Weekend as we say goodbye to the days of Summer and head towards the Fall.

Dan and I will return September 11th...and the 20th Anniversary of the darkest day many of us have ever lived through.

We will see you then.

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