This past week was filled with some quality ASL. From Jewish Partisans to PTO to France 1940, our games showcased the depth and variety that ASL offers. The three scenarios played would test both my personal ELR and at times my commitment to the game. ASL is a great game, but it's also a game that can try your patience and make you want to quit. Great players know how to keep their personal ELR from failing. Momentum switches in ASL happen with great frequency. At the halfway mark of a game, you may see no way to victory and decide...it's time to check out and concede. It's an urge that is sometimes correct, but not always. I have conceded many a game, that in retrospect...with a clear head...I could see that there were opportunities to win the fight. Two of the three scenarios in this AAR would tempt me to check out early. And I would succumb to the concession siren call one time. I'll let you decide if I was premature or just accepting of the situation.
Sometimes, the best reason not to quit is not about you...but to allow your opponent to enjoy their vicotory, which they have earned. Back in high school, I would play Squad Leader every day after school. My opponent at that time, hated two things...playing the Germans and Losing. He avoided both. So, if things turned south in a game, he would often just concede and move on to the next game. Now if he was winning...we usually played those to completion. Winning a complete game is always more fun than winning at the 1/3 or 1/2 way mark in a game. It's like an opposing football team quitting at half-time. So that puts a perspective on winning vs. playing the game and just enjoying the game itself. You really never want the need to win to overwhelm your enjoyment of the game.
So I think of this before offering a concession. Usually, I will concede if no path to victory exists in the game and that a continuation will only result in additional losses for no appreciable gain. Now these situations generally occur deep into the game. But every now and then, I can find myself struggling at midgame with a tactical situation that I cannot see a way to unlock without substantial losses. ASL is a wargame..our pieces, despite being cardboard are representative of human beings...and in our game, they are shot, burned, impaled on panjis, slaughtered in close combat and blown to bits. There are moments, where you just don't want to see more of your troops obliterated. For me this would occur in the OP Hill scenario. We'll talk more about this during that portion of the AAR.
We'll kick off tonight's AAR with our Saturday game, PP02 New Year's Party. This scenario was designed by Dan Best for the March Madness 2009 Partisan Pack. This is a DASL scenario and to date has not had a lot recorded playings. This is a shame, as it has a very interesting premise and victory condition. Essentially, the Partisans of Uncle Misha Gildenman are taking advantage of New Year's Eve celebrations to loot supplies from German and Ukrainian supply dumps in Rozvazhev, Ukraine. There are three ammo counter locations and the Jewish Partisan Player wins immediately upon exiting two of these off board. There are 6 unarmed counters that represent "Appropriation Groups". These units are responsible for moving the ammo counters off board.
A word of caution for the German/Ukrainian Player...Turn 1 will suck for you and hard. All the Germans and Ukrainians outside of the factory location are Pinned for all of Turn 1. The Partisans are stealthy and can maintain concealment in the open. They also can set up one hex away from your boys anywhere on the board. Your Ukrainians will die...accept this...
Dan would command the attacking Jewish Partisans. As the scenario Designer, Dan would definitely know how best to use them. Dan would command elements of the Diadia Misha Jewish Partisans. This force would consist of 5 x 5-2-7's, and 16 x 3-3-7's led by a 9-2, 8-1, 8-0 and 7-0 with 3 x LMG's and 3 x DC's. 6 x unarmed counters would represent the Appropriation Groups.
MOYSHE GILDENMAN - Polish Jew, who escaped from the Korets Ghetto and formed a partisan group that at one time numbered almost 1400. The Germans would force the group into the Zhitomir Forest. They would eventually hook up with the Soviet Red Army and finish the war in its service. Uncle Misha would return to Poland and then make his way to Israel where he would work for Yad Vashem.
As the defending Axis troops, I would command the Rozvazhev Garrison, the German Gendarmerie and Ukrainian Police. An assortment of 2nd line security troops to be sure. This force would consist of 5 x 4-6-7's, 19 x 4-4-7's, 6 x 3-4-7's, and 3 x 4-3-6's led by a 9-1, 8-1, 2 x 8-0's and a 7-0 with 3 x MMG's and 5 x LMG's.
Germans in the factory location would be fanatic throughout the game. all other Axis troops would be pinned the entirety of Turn 1.
And now for Dan's Pre-Game Comments:
"The Partisans must capture and exit with two ammo counters and a positive CVP ratio. The 9-2 and all the 5-2-7 squads two with LMG and three with DC will attack the factory on board a. Backed up by six 3-3-7 squads. The 8-1 and two 3-3-7 squads with the last LMG will set up to block the movement from board c. While ten 3-3-7 squads and the 8-0 and 7-0 attack the Ukrainians in the building on board d. The Partisans must move fast to get in CC on turn 1 while the enemy is pinned. Hopefully they can clear the enemy and grab the goods."
DASL scenarios can pose logistical challenges, particularly given the size table necessary to lay out a big game. And New Year's Eve Party is a big game. The white circles indicate the three ammo locations with their attendant garrisons. Again, the SSR's dictate what units set up where and the condition of those units. The Partisans can set up anywhere on the map as long as they are not adjacent to a German unit. The Board A K2 building is a factory with a level 1 high stone wall around it. The Germans in the factory are Fanatic, but not the units set up in the other buildings of this complex. But you will have to set up in these buildings...otherwise the Partisans can set up inside your complex perimeter...you do not want that to happen...so set up accordingly.
BLOG NOTE: Pictures / GIF's attributable to this action are non-existent, so only map images will be used for this part of the AAR.
A look at the Germans in the factory building. I placed both the MMG and LMG on the roof. I placed the 3 x 4-3-6's in the adjoining buildings to keep Dan from setting up Partisans in my backfield. Remember these 4-3-6's...
A look at the garrison barracks. I stacked three units in every floor of every hex with MMG's in both centers and an LMG at Level 2 of each corner. This ammo crate was not going to be available.
Dan's Partisans deploy. They will soon begin their attack.
Turn 1 Partisans - the attack on the Factory begins as the Partisans place 3 x DC's to breach the factory wall.
The Partisans silently surround the Ukrainians. They are done for.Dan succeeds in creating 3 breaches of the factory wall.
My 7-0 and LMG on the roof had been broken by the Partisan 9-2. They watched the Partisans breach the wall and enter the factory. The Partisans would also enter the wooden buildings at the south side and engage in CC.
Now for the worst part of the scenario for me. I knew it would happen, but it still was an awful moment in the game. I hate being ambushed in CC and in the three Melees in this location, Dan would win ambush each time and massacre my boys without any effort. 10 or less would kill me in all three instances. I would lose four of my 6 squads. Only two upstairs would survive Turn 1.
Watching this slaughter and being helpless to fight back, really bothered me. I doubt that many players would be enthusiastic about watching their boys be destroyed in CC with little to no chance to fight back. Were I to play this again, I would put all the Ukrainians on level 2. The Partisans would not be able to engage them in CC on Turn 1. This means losing the Ammo Crate...but you're going to lose it no matter what. But if your boys survive Turn 1, they can shoot at Dan's appropriation group as they try to run off board with the Ammo Crate.
On a personal level, I hate moments like this. I would much prefer to just begin the scenario with the Ukrainians already eliminated. I like a fair fight in ASL and this situation for the Ukrainians is a lesson in close combat slaughter. It's never fun for the guy on the receiving end of the slaughter.
Having said all of that, the German/Ukrainian Player just needs to accept this and fight hard to keep the other two Ammo Crates out of Partisan Hands. As you will see that is entirely possible.
So don't let this Turn 1 butt whipping dissuade you from enjoying this scenario.
Dan's first Appropriation Group secures the first Ammo Crate. My two squads upstairs would be encircled and enjoy all the joyous penalties that status bestows.
Dan also got a squad onto the Ammo Crate in the factory. My boys had been hit hard in the factory. My 9-1 leader was dead. But my 4-3-6's in the wooden buildings had given a good account of themselves before dying. They inflicted losses and disrupted the fragile timeline of the Partisans.
Unbelievably, I would throw Dan out of the factory ammo location.
With time running out, Dan assaulted the factory once more.
Having exited one Ammo Crate, Dan's troops from the Ukrainian slaughter ran to assist in the fight for the factory. But they would be too late.
Turn 6 Partisan - Dan would DM the squad with the ammo crate, but he no longer had any chance to pick it up and move it offboard with a broken unit in the hex. So that was game. A German 4-4-7 and 4-3-6 had managed to hold the factory and deny the Partisans the victory.
A final look at the battle. This was a scenario that flipped my emotions wildly throughout. During Turn 1...I didn't care what happened. The close combat slaughter had caused me to check out of the game mentally. I had already planned not to move any of my forces from the barracks. I was going to let each of my three locations fight out on their own. I knew this was extremely risky and guaranteed that Dan would get one Ammo crate off for sure from the Ukrainians. My factory boys had only survived by chance. Dan had wasted me during all of the Turn 1 hand to hand close combats...all but one, where he rolled an 11...against a pinned 4-3-6 in the factory, who would eliminate a half-squad before dying.
I didn't know it at the time, but that would be the trigger to knock over the dominoes and secure a victory for the Germans. That one silly close combat roll. That single failure in a turn of nearly complete Partisan success would cost them the game.
Fortunately, despite my dislike for Turn 1, I didn't stop playing the game and the tenacious defense by my Germans in the factory would be enough to win the game. So...you just never know what's going to happen in ASL.
My thanks to Dan for what turned out to be a more fun and interesting game, than I initially gave it credit for.
Sometimes, your own psychological mindset can determine if you have a chance or not in an ASL scenario. It's like running a 5K...your mind tries to convince your body that it can't keep running. So ignore the voices in your head when your Ukrainians are going down for the count.
And now for Dan's Post Game Comments:
"The plan did not work. The Germans near the factory were able to survive the crucial CC on turn 1. Allowing the Germans to reinforce the factory. Where combat went in favor of the Germans. In the end they could not get the factory ammo counter. Well played by Grumble Jones for the win. The Germans must gut through the first turn to hold out in the factory for the win. Congrats to Grumble Jones and my thanks for another great game of ASL!"
Our next game was played on Friday evening and would be another of George Kelln's excellent Quick 6 Scenarios. Dan and I would select Q22 French Spirit.
The Quick 6 scenario packs are really perfect for the quick evening pick up games. Dan and I already play fast and these Quick 6 scenarios are designed for fast play.
French Spirit depicts 1940 French-German action as the French try to take a village away from the Germans, before German reinforcements arrive.
This scenario played quickly for us and at varying points in the game we switched off as attacker and defender. It's interesting tactical game. This is one that would be readily replayable.
But once again weapon malfunctions would rear their ugly head and unbalance things.
Dan would command the Germans and the men of the Gebirgs-Regiment 100. This force would consist of 11 x 4-6-7's led by a 9-1, 8-0 and 7-0 with 2 x LMG's, 2 x 50 MTR's and an ATR.
As the French, I would command the men of the 18e regiment de tirailleurs algeriens. I have always enjoyed playing the French. I am 7-1 lifetime when playing the French. Given the right circumstances in a game, the French can be very tough to beat. Their broken morale is one of their weaknesses and I would have a difficult time rallying my squads in this scenario. My force would consist of 11 x 4-5-7's and 1-2-7 led by a 9-1, 8-1, and 8-0 with an LMG, 60 MTR and 3 x FT-17 Tanks.
A look at the battle space for this scenario. Board 2a is a great board with a ton of terrain variety.
And now for Dan's Pre-Game Comments:
"The Germans must defend and reinforce the small village on board 2a. In set up I rolled a 6 on the concealment counter roll so I have the max. The 8-0, 4-6-7 and LMG will set up in the stone building G9. I will deploy one squads and set up a 2-4-7 in H9 and 2-4-7 MTR in J8. Then put a squad in F6 and H5. Concealing all these that leaves dummies in F7 and I8. Hopefully these troops can hold out until the reinforcements arrive."
Turn 1 French would be very important. My tanks would not enter until Turn 2 and only had 5 MP...so they won't even be in the fight until Turn 3. I placed my mortar where it could hit the village and hit Dan's reinforcements coming in from the north. My boys on the hill would have to put the pressure on Dan's 4 squads in the village. Meanwhile my Turn 1 reinforcements entering from the west would have a dual mission...set up a blocking force and assault the village. This plan would commit 4 squads to the blocking force and 7 for the attack on the village.
To win the scenario, my French would need to ensure there were no good order Germans within 2 hexes of Hex H7. I would fire my mortar once, keep rate and fire again...Boxcars. Second shot and my mortar was gone. I would roll a 6 in the next Rally Phase and that was it. There really are times, when I just think weapon Malfunctions are ruinous to this game.
My Turn 1 attack was fairly uneventful. Other than losing my mortar nothing much to write home about. Dan's boys came hard down the road, which surprised me. I really thought he would hit me on the hill in the white rectangle area.
Turn 2 French - my tanks crawl down the road. My blocking force had suffered some breaks, but also administered some as well. My assault on the village was continuing, but was slow going.
Turn 2 German - Dan was dodging blows in the village as his reinforcements tried to advance down the road. I was able to break two of three squads. Every delay gave my boys more time to invest the village.
Turn 3 French - I made my first penetration into the village from both the east and west.
I would win and split the two close combats.
German Turn 3 - My blocking force would be routed from the field and fall back. But again, I had broken some of the Germans. Dan would MALF his all important ATR and once again boxcars would significantly affect the game.
Turn 4 French - I went after the German holdouts in the village.
At this point in the game, only a German half-squad with an LMG was still hanging on in the village.
Turn 4 German - Dan's mortar finally gets into the action.
Turn 5 French - Dan's broken squads were vulnerable, and my tanks rumbled over the bridge and managed to DM again. This would prove to be a significant move and deprive Dan of some squads as we headed into the final turn.
The final close combat in the village would give the French complete control.
Dan would create a hero and then go into CC with my lead tank. They would immobilize the tank, but then be killed in turn.
Turn 6 German - Dan made one final rush to get a good order unit with 2 hexes of H7. I managed to KIA a half-squad, break a squad and pin the 9-1. With that it was game over and a French win.
And now for Dan's Post Game Comments:
"The plan did not work. While the Germans got a break when the French MTR malfed. The French kept up steady pressure and cleared the village. Meanwhile the reinforcements were broken up and ELR reduced in trying to break into the village. Great game by Grumble Jones. The dice initially were against the French then turned against the Germans. These Quick Six scenarios play fast and bad dice tell very fast in outcomes. My thanks to Grumble Jones for a great game!"
Our third and final game, ASL 157 OP Hill was played on Monday and Tuesday evenings. We would play five full turns, before I would bail out and concede as the Japanese. This is a classic ASL scenario designed by our friend Brian Martuzas. OP Hill was first released in the 1992 Annual. It's a venerable scenario set in Burma in 1944 as the Japanese led by General Hayashi attack a strongly defended hill across dry rice patties. On ROAR, the '92 Annual has it with 12 Japanese and 26 British wins. At 11 Turns, it's a long game and much of that is spent watching the Japanese slog through the rice patties.
As the attacking Japanese I would command the men of the 24th Independent Mixed Brigade. This force would consist of 4 x 4-4-8's, 9 x 4-4-7's, 8 x 3-4-7's and 2 x 2-2-8's led by a 10-2 (mounted), 9-1, 9-0 and 8-0 with 2 x MMG's, 4 x LMG's, 4 x 50 MTR's and 4 x DC's.
As the defending British, Dan would command the men of the 1st South Staffordshires and 6th Battalion, Nigeria Regiment. This force would consist of 4 x 6-4-8's, a 3-3-8, 2 x 2-2-8's, and 2 x 4-4-7's led by 2 x 9-1's, an 8-1, and 8-0 with an HMG, 5 x LMG's and a 50 MTR with a pillbox, 10 x Trenches and 14 x Wire.
A look at the battlefield. These overlays are a nightmare when playing Cardboard via SKYPE as they don't have any numbers. I would use a dry erase marker to help me with this. This is one of the few instances where Cardboard via SKYPE can be hard.
And now for Dan's Pre-Game Comments:
"The British must defend the level 3 hill hexes on overlay 2. Because jungle is a level 2 obstacle it blocks many good LOS views from the hill to the rice paddies. Meaning the British set up will be in two areas, on the hill and off it. On the hill the pillbox will set up in overlay (o) L7 looking at oM7 and oM8. It will have a 2-2-8 crew and HMG. Trenches will set up in oL6, oL5, oL4, oK7, oK6, and oJ5. With a 6-4-8 in oL4. Spare wire will set up in oN5, oN6 and oK7. The other trenches will set up in 35O2, O3, O4 and P1. With the 9-1, 6-4-8 LMG in P1, 6-4-8 om O2, 3-3-8 in O3 and 2-2-8 MTR in O4. The other wire will be in row oT as required by SSR. The 8-0, 6-4-8 and LMG will set up in 35O8. Hopefully these units will slow the Japanese attack after they get over the wire."
In order to win the scenario, my Japanese would have to have more squads on the Level 3 Hill hexes than the British. This is a tall order on a good day especially with 14 squads of Nigerians entering the game on Turn 5. So the Japanese have five movement phases to take get on the hill. That's not really very likely.
Turn 1 Japanese - I begin the long slog through the rice patties. My 10-2 had to remain mounted until he hits the T Row wire.
Turn 2 Japanese - I finally move into range of the British HMG. It manages to half squad two of my four 4-4-8's. Good grief...I really don't do well with the Japanese. I never seem to get the benefits of their striping, etc. Gets old sometimes.
Turn 3 - my boys getting raked by the British HMG go berserk. I finally reach the T Row Wire and place 3 DC's to blow holes in the wire.
I would only blow one hole.
Turn 4 Japanese - I lay smoke with my mortar, which will drift as we had a mild breeze going. Wind Change DR is important. I would also begin moving through the gap, while my Berserkers and others moved through the wire successfully.
Turn 5 Japanese - the real game finally begins. I would take some hits as I began to move against the east trench line and scale the hill.
Turn 5 British, - the Nigerians race down the road to reinforce the hill. Dan also bugs out of his forward trench to retreat to the trench position on the hill. I had made more smoke and it actually covered Dan's withdrawal. DRATS!!!
In other news I would break both of my MMG's and not fix them. The loss of my MMG's was huge. Boxcars...wrecking games since 1978.
Situation at the end of Turn 5 and start of Turn 6, was not looking so good. I was hung up on the wire on the hill's east side, I had been smacked around in close combat in trench line and Dan has sent a Hero to clobber a half-squad in Close Combat...because...why not!?!
The final picture after I conceded. The circles indicate some of the reasons why I threw in the towel early. Number 1, Dan's Nigerians were on the hill and would soon fill up the trench positions. Additionally, Dan had wiped me out in close combat in the far west portion of the trench. My 10-2 was with 2 crews and a broken MMG...the other one was 6'd and gone. My mortars couldn't see anything and my force on the east side had been broken up. From my vantage point, there was no way I was going to end the game with more squads on Level 3 than Dan. It just wasn't a possibility, and I didn't care to watch Dan wipe out more of my Japanese. So after 5-1/2...I was done and a British victory.
My thanks to Dan for yet another great week of ASL. These three games were all fun despite any whining to the contrary. Looking forward to more great games!
And now for Dan's Post Game Comments:
"The plan worked. The Japanese avoided the HMG fire by staying east in blind hexes and blasted a gap in the wire. but the British forces slowed the attack and were able to get up the hill into the trenches mostly intact. The British reinforcement also arrived and got into trenches. Grumble Jones conceded without having to go into CC with the defenders' while being CX and advancing uphill. This scenario is hard on the Japanese, they must move fast, get on the hill and enter CC in less than favorable conditions. H-t-H CC is usually an exchange but can be devastating if you lose ambush. My thanks to Grumble Jones for giving this scenario a play and for a great game of ASL."
That's a wrap on a long Super Bowl Sunday of Blogging!
Dan and I will take next weekend off
as we will be playing face to face at the
Presidents' Day Weekend Games Day
of the Kansas City ASL Club.
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