Sunday, April 10, 2022

Our Games - MM81 Hanson's Bridge and ASL 171 Retaking the VKT Line


Another week and another two great games of ASL. And again, one of the two would be from the new Grumble Jones Pack. We would play MM81 Hanson's Bridge on Monday and ASL 171 Retaking the VKT Line on Friday. A little PTO and Finnish/Russian Front action to spice things up. And Dan and I would split the games with a win a piece. 2022 has been another great year of ASL and is on pace (at least at the moment) to get close to last year's total games. 

And yes, we would have an interesting coincidence as Dave and Martin of Illuminating Rounds would also play Hanson's Bridge and do a great video of their playing of the scenario.
 
https://www.youtube.com/watch?v=Ijr3apzgX7Y&t=2458s

Link above to watch Illuminating Rounds Episode 65 Hanson's Bridge.

The Americans would win in both our game as well as in Dave & Martin's game. As a scenario designer you don't like to see a scenario favor one side over the other. This is a clear indication of a balance issue, although more playings will need to occur to get a fair grasp of its balance. But there is no doubt that the Japanese Player has the more difficult task. 

Dan was heavily involved in the playtesting of the scenario and told me that it did fall to both American and Japanese wins...but it followed a pretty clear pattern. If the Americans got across the bridge before Turn 5, they usually won. If they didn't, then the Japanese tended to win and/or successfully blow the bridge. Here's hoping for some blown bridges in the future!


https://history.army.mil/brochures/southphil/southphils.htm

Link above provides the story of Lt. Aaron Hanson's capture of the Bago River Bridge. See pages 16 ad 17. Hanson's successful capture would enable the capture of other bridges and allow for a rapid American attack. Bridge battles in ASL are not generally a favorite of my players...myself included. They too often result on troops getting shot to pieces trying to advance through residual fire. Hanson's Bridge follows that general theme, but the attacking Americans benefit from heavy firepower, solid leadership and Filipino Guerrillas who eliminate the chance for the Japanese to gain concealment. 

http://touristangpobre.blogspot.com/2014/03/pfc-theodore-c-vinther-american-hero-in.html

Link above shows the actual battlefield and bridge location as well as the memorial to American Private First Class Theodore Vinther who shot and killed both Japanese soldiers who attempted to arm the detonate the bomb on the bridge. Vinther would be killed in turn. Lest we forget those who gave their lives in the line of duty.

PFC Vinther is buried in the Manila American Cemetery.


As the attacking Americans, I would command the men of the 185th Regimental Combat Team of the 40th Infantry Division. My force would consist of 4 x 6-6-7's, 2 x 6-6-6's, and 2 x 3-4-7's led by a 9-2 and 8-1 with an HMG, 2 x 60 MTR's and 2 x BAZ 45's. A very powerful force.

Hanson's Platoon would be guided to the bridge by Filipino Guerrillas. They are represented in the scenario by the SSR denying the Japanese HIP and concealment and giving the Americans a 4 SAN.

Their contribution historically cannot be overestimated.








As the defending Japanese, Dan would command elements of the 102nd Infantry Regiment. This force would consist of 2 x 3-4-7's and a 2-3-7 led by a 9-0 and 2 x LMG's. They would be set up at the bridge. A supply convoy consisting of 3 x Ox Carts and 3 x 1-2-7's starts in motion on the road leading to the bridge. And on Turn 5, the Japanese receive reinforcements (responding to firing at the bridge). This force consists of 6 x 4-4-7's led by a 9-0 and 8-0 with 2 x LMG's, a Type 4 HO-RO SPG and Type 92 I-KE.


The battlefield. I love the "a" version boards. They really amped up unique battlefield configurations and individually provide a great single board battlespace.






And now for Dan's Pre-Game Comments:


"The Japanese must defend the bridge.  The initial force is very weak and needs to make maximum use of the forces to keep the Americans from concentrating their firepower and wiping out the defenders.  If the defenders can last to turn 4 there is a real chance to destroy the bridge with the set DC.  I will set up the HS in the jungle between the paths.  One squad and LMG in 6aM13 and the 9-0 squad and LMG in 6aH10.  Hopefully they can keep a fire lane on the bridge and survive until turn 4."

The American strategy is composed of two elements: a) secure the bridge and b) eliminate the Ox Cart convoy. They are only 3 x 1-2-7's in the convoy...but having them in your backfield isn't a good thing. So ya gotta deal with them.

And you have to get to that bridge pronto.

My 9-2 and 8-1 confer before heading out.

Turn 1 American - I send everyone towards the bridge...except my 2 x 3-4-7's with the mortars. They would deal with the Ox Carts. I would nearly suffer badly from my arrogance...



One of my first mistakes was letting the ox cart convoy see me and give them the freedom of movement. No ambush for me...

Couldn't come up with a pic of Japanese with an ox cart...but this is a typical Carabao cart (circa 1926).


At the end of Turn 1 - Dan had moved his 1-2-7's to cause me some grief in the backfield. I should have moved my 3-4-7's back...but noooo...I was confident that I could deal with the ox cart battalion with my 2 x 3-4-7's. 

"The Americans are unwise to disrespect us...we'll take their mortars for this insult!!"

No my 3-4-7's were patiently waiting for the 1-2-7's to arrive...when a shot rang out from the Japanese sniper and broke one of the 3-4-7's...yeah...I didn't see that coming. The three 1-2-7's liked their odds now.



So, I couldn't let the 1-2-7's ruin the day. So I sent the 8-1 and three squads to wrap things up with the wagon boys.

Dan had done exactly what needed to be done with the 1-2-7's. They were distracting and pulling resources away from the main event at the bridge. 


By Turn 4 the 1-2-7's and all the ox carts were eliminated. The bridge was also falling to the Americans as the Japanese 9-0 as KIA'd thanks to Boxcars and that left only a broken 2-3-7 with a MALF'd LMG at the other end of the bridge. Rather than bring on his reinforcements to continue the fight, Dan would give the concession for an American win. It was interesting game and I think the Japanese counterattack can potentially regain the initiative for the Japanese, but the Americans are very powerful in this one and not likely to pushed back, especially against LAX Japanese. Dave and Martin's game would go the distance and bear out the difficulty faced by the Japanese reinforcements against a significant US bridgehead.







And now for Dan's Post Game Comments:

The plan did not work.  The Americans went for the bridge in force and cleared all Japanese defenders by turn 3.  Having a full turn to prepare for the counterattack.  The Ammo Cart troops did their best to distract the Americans but did not draw off enough troops.  Well played by Grumble Jones!  This scenario plays fast and has many good options for both sides.  However, there are no close victories one side does great or loses big.  It was the Japanese turn to lose big.  My thanks to Grumble Jones for a great game of ASL.

Rhianna is back!! 
So let's roll on to our second game!

So our second game,  played on Saturday would be ASL 171 Retaking the VKT Line. Designed by Tuomo Lukkari, this large scenario depicts summer fighting in 1944 Finland.  This is an 11 turn game. And most readers know by now that I'm not a fan of 11 turn scenarios. Dan and I are fast players and move the game to a conclusion fairly rapidly. ROAR has this scenario with 15 Russian and 16 Finnish wins. The ASL Archive has it with 3 Finnish and 0 Russian wins. I can't really understand this disparity, because in our game, my Russians were simply annihilated...which we'll cover in more detail.

I hate to be critical of any scenario, but for me, this was not an enjoyable ASL experience. The 11 turns is too long and Russian OBA and needed reinforcements don't arrive until Turn 7. By the time you get the OBA...it's too late. The  Finns have long succeeded in crossing any open ground on board 19. 

The first 4 Turns are a misery for both sides. The Finnish player has to move 23 squads and 7 AFV's across a wide expanse of battlefield and the Russian player can only watch as +1 Rain hindrance and +1 LV Hindrance combine to make hitting anything very problematic. 

The victory conditions are also problematic for the Russian Player. Any Russian non-crew MMC's left on boards 5, 16, 19, and 52 are doubled CVP awarded to the Finnish player at game end. So there's not a lot of incentive for the Russian player to contest the advance through boards 16 and 52 and possibly not even board 5. The Finns are the masters in the forest. Trying to hold a line in on Board 5 struck me as suicidal. So I elected not to contest boards 16, 52 and 5. I was going to eat the clock as it were and just let Dan's Finns slog through the forest for four turns. Not that it really mattered...since he still had 7 turns to wipe me out.

 

The Finnish Player enters from the left and has to have 45 EVP on boards 17 and 42 at game end. He gets to deduct double the CVP value for any non-crew Russian MMCs still on boards 5, 16, 19 and 52. As discussed there is an LV +1 and Rain +1 hindrance (at 6 hexes or more) through turn 4.Dan would roll us up to heavy rain on turn 4, which would mess up my defensive effort later in the game. The Russians have to place their ART Gun and 2 Tanks on either board 16 or 52. I would put tanks in position to quickly leave board 52 and take up positions to cover board 19. I had thought I positioned them so that Dan would not a Panzerschreck shot at me. But I was wrong. He would get a shot, but as he was CX and adding the LV hindrance kept me safe. After that I would fall back towards board 42 to make a stand in the stone building complex. You will see how well that worked out for me...


As the defending Russians, I would command the men of the 45th Guards Division. This force would consist of 4 x 6-2-8's and 10 x 4-5-8's led by a 9-2, 8-1, and 8-1 with a 50 CAL, MMG, 2 x LMG's and 2 x ATR's with a 76L ART, ISU 152 and T-34/85. On Turn 7 I would get 2 x 6-2-8's and 3 x 4-5-8's led by a 9-1 with an LMG, D and 4 tanks. I would also get 120mm OBA on Turn 7...yeah Turn 7....woohoo..


As the attacking Finns, Dan would command the elements of Jaeger Battalion 3 and 2nd Company, Assault Gun Battalion. This force would consist of 23 x 6-4-8's, led by a 10-1, 2 x 9-1's, and 2 x 8-0's with 5 x LMG's, and 3 x Panzerschrecks and 11 x Tanks with an 10-2 and 9-1 Armor Leader.






And now for Dan's Pre-Game Comments:


"The Finns are conducting an armored attack.  Covered by low visibility and rain the first four turns the low profile StuGs should make quick work of the two Russian tanks.  Finding and taking out the 76mm ART will be the most difficult task.  The first entry group will move through the woods mostly.  The second group will cross the open ground and move through the woods with the leader lead groups.  Hopefully the groups in the woods can get on to board 42 with enough troops to get the win while the armor shoots it out on the open boards."


My strategy was to leave my 76L ARTY in a position to get side shots on boards 16 and 19. My 50 CAL and MMG were set up to sweep board 19. My armor was to quickly move and locate to sweep board 19.



Turn 1 - pretty boring. Dan's infantry long march through the woods. My armor sucessfully relocates...but Dan did get off a Panzeschreck shot at my retreating T-34/85. Close call...

"Hey Torsti...tell us the story again about the T-34/85 that got away!!" "Hey...leave me alone...I was CX, it was raining and there was that stupid LV +1 Hindrance...it wasn't my fault!!"


Turn 2 Finnish - The T-34/85 and seven STUGs arrive and this is the force that will clobber me.



By SSR the Finnish 10-2 Armor Leader is in the T-34/85. He would roll right up to my 76L ARTY and pivot giving me an adjacent rear shot. I took the shot and knocked out and KIA'd the 10-2. But there was 6-4-8 Rider that survived and would go on to kill my crew in CC.



Dan's initial tank losses would be one knocked out T-34/85 and KIA'd 10-2 Armor Leader, an immobilized STUG and a STUG with a MALF'd MA.


At the end of two turns, I was without any AT Assets...nothing...I of course had 2 x ATR's...but seriously it's 1944...they are just long range rifles at this point. I was in real trouble.

"Ivan...why did I let you talk me into carrying an ATR??" 


Turn 3 - Dan moves pretty much at will. My 50 CAL never got rate of fire and never rolled less than 9. So it did absolutely nothing for the entirety of the game. A know we like to tell ourselves that ASL is a game of movement...but at some point...you gotta shoot something and rolling 11's with a 9-2 directed 50 CAL at Finns moving in the open and doing absolutely nothing...makes you just want chuck the game out the window...just say'n...



A look at Dan's advance after three turns.

"Board 5 sucks..."

In the north, I sent a 4-5-8 with an ATR (sorry Ivan and Dmitri for getting you killed). I would succeed in immobilizing another STUG. But my squad would be killed shortly thereafter.

Turn 5 - no more LV hindrance...but great Dan rolls heavy rain during the wind change...oh good grief. His final reserves arrive in the form of four more tanks. Oh boy...like the Finns needed anymore. And so far this scenario has given the Finns to reinforcements and the Russians are still 2 turns from any kind of support.

"Hurry boys....we have to get into this battle before Grumble Jones concedes!!!"


Ok, my bastion idea was probably so not a great one. But I had all my 6-2-8's in here and ready to try and hold out until Turn 7.

"Well duh...you're in the RED Army...!!!"

The circled areas show the remaining Russian defenses.


Dan's STUGs roamed freely around the battlefield and quickly worked to isolate and destroy my defensive pockets. The STUGs were the key Finnish asset in our game.





At the end of Turn 5 - Dan's exhausted Finns had reached the bastion and were concealed...oh boy.



Dan and I would finally trade shots at the bastion. We would both suffer some breaks...but could afford the attrition...I couldn't.



Turn 6 - Dan finishes mopping up my MLR and sends his armor to prepare a reception committee for my Turn 7 reinforcements.



A final look at the game as Turn 6 ended. I had three unbroken squads left on the board. Dan had taken the bastion and it had 51 EVP on boards 17 and 42. So I threw in the towel and conceded to Dan for a decisive Finnish victory. Honestly in had been pretty humiliating for me. I just couldn't put up any kind of effective defense. My troops just collapsed at each point of contact. My thanks to Dan for couple great games. Both were fun, but of course Retaking the VKT Line was the less fun for me of the two. But as we always say...all ASL is good ASL.






And now for Dan's Post Game comments:



"The plan worked.  The armor battle was won with the loss of one tank and another immobilized.  While a second was immobilized by CC attack.  The infantry in the woods were able to move up and assault the board 42 "alamo" defense with minimal loss.  By turn 6 the Russians were cleared from most of the board.  The Finns could dig into the victory area with plenty of points for a win and wait for the counterattack.  Grumble Jones conceded to avoid the costly counterattack.  The Finns hot dice were causing real losses for the Russians.  This scenario is big with the first four turns going fast due to mostly movement.  Hard for the Russian with little to stop the hordes of Finn StuGs.  My thanks to Grumble Jones for playing another monster big scenario."


That's all for now! 

Dan and I will return next week for more ASL goodness! 

We will see you then!

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