Sunday, July 24, 2022

Grumble Jones Post# 800 and our Games - SP 18 An Arm & a Leg, LFT 232 Heart of Darkness and ASL 215 Red Devils

Well...kind of a momentous day as I begin my 800th Post. While I try not to get too hung up on numbers, 800 does stand out to me as a big number. When I began this blog in 2011, I really did not foresee this volume of posts. And with each post taking an average of 4 hours minimum to complete...3000 plus hours have been poured into this blog. And believe me, I have felt those hours as Sundays have often been spent in their entirety at my desk compiling the last AAR post. So, yes, it is just a number, but a number that tells a story about this blog's blood, sweat and tears. After 800 posts...you might reasonably ask..."Why do you blog?"

"No Joker...that's not why..." I blog because it's a fantastic way to stay connected to the game and contribute something back to the ASL Community. It has been one awesome ride thus far. Here's hoping that the next 800 posts are as much fun!

The 800th Post will also cover three scenarios played Thursday, Friday and Saturday against my erstwhile opponent, Dan Best. And let me say, that these three games were a blast to play. 

Our first, played on Thursday night would be SP 18 An Arm and a Leg. Designed by Evan Sherry, ROAR has this scenario with 55 German and 56 American wins. That's a pretty good indicator that this is 1) a scenario folks like to play and 2) pretty dang balanced. Balancing a very small scenario is no easy task...so kudos to Mr. Sherry on this one. I rated it a 10 after playing it. I thoroughly enjoyed it.

This scenario takes place in Italy, April of 1945. The war in Italy was rapidly nearing its close. But the final battles would be every bit as bloody and frustrating as the very first on the Italian boot. This particular scenario details the actions of the 442nd Regimental Combat Team...the famous Nissei "Go for Broke" boys. And this particular fight would produce one of America's true heroes...Second Lt. Daniel K. Inouye. 2nd Lt. Inouye would prove his valor this day and earn his country's highest honor...at the sacrifice of an arm and a leg.


Like thousands of other Japanese Americans, Daniel Inouye and his family found themselves interned in camps like Manzanar. It's an ugly chapter in our history and we have spent years reflecting on and working as a nation to ensure that such measures are never again implemented by our government against its own citizens. 

Manzanar was just a place and part of past American history for me until I went to college. While at VALPO, my roommate, from Morton Grove, IL was Japanese American. Brian's parents had both been interned at Manzanar as children. 

Whenever they visited campus, they would take me out to dinner with Brian and his sister. They were very serious people and had high expectations for their son's academic success. Unfortunately, Brian struggled to maintain a C Average...which did lead to some uncomfortable moments at these dinners. But Brian's cute, teenage sister was nothing but fun. She loved to eat and brought the levity to the dinners that both embarrassed her parents...and saved Brian from their wrath and gave me a lot to laugh about. They were a really fantastic family. Knowing them brought Manzanar into sharper focus for me personally. I now knew people who had been in that camp and had that experience of being removed from their homes by their own government. A very stark thing indeed.

I got to spend four great years with Brian at VALPO and we had a lot of adventures. My favorite story about Brian is really bizarre and even a trifle unbelievable, but it did happen.

So, one afternoon we were heading to our room and lo and behold, an elderly Japanese woman in kimono like attire was in the hallway. How she got in remains a mystery...but there she was selling bamboo calendars. She took one look at Brian and began speaking Japanese to him. Brian didn't speak a word of Japanese and just looked at her dumbfounded. And then she really let loose on him and switched to English and began scolding him for not speaking his native Japanese. Bad idea...Brian raised up and let her know loud and clear, that he was an American and spoke English. She bundled up her bamboo calendars and went down the hallway never to be seen again. What a very strange moment indeed.

Daniel Inouye was one of the many Nissei-Americans who took the opportunity to volunteer to serve in the 442nd Regimental Combat Team assigned to the 92nd Infantry Division. He would be severely wounded during the action covered by tonight's scenario. 

For his service, Inouye would receive three Purple Hearts, a Bronze Star and a Distinguished Service Cross, which would be properly upgraded to the Medal of Honor in 2000.

After the war, he would become a lawyer and then a politician serving as a United States senator from Hawaii from 1963 until his death in 2012. When Hawaii achieved statehood in 1959, Inouye was elected as its first member of the U.S. House of Representatives. He was first elected to the U.S. Senate in 1962 and he never lost an election in 58 years of dedicated government service.

A member of the Democratic Party, he also served as the president pro tempore of the United States Senate from 2010 until his death. Inouye was the highest-ranking Asian-American politician in U.S. history, and he also chaired various Senate Committees, including those for Intelligence, Indian Affairs, Commerce, and Appropriations. 


Daniel Inouye's story is an American story filled with the kind of heroism, self-sacrifice and duty to country that should and does make every American proud.


As the attacking Americans, Dan would command the men of the 442nd Regimental Combat Team, 92nd Infantry Division. Dan's force would consist of 6 x 6-6-7's and a 3-4-7 led by a 9-1 and 7-0 with an MMG and BAZ 45.


As the defending Germans, I would command Battalion 3, Panzergrenadier Regiment 361, Panzer Grenadier Division 90. My force would consist of 3 x 4-4-7's, a 2-2-8 and a 2-3-7 led by an 8-1 with an MMG, 2 x LMG's, a foxhole, 2 x trenches, a pillbox and an 81mm MTR.


The 90th Panzer Grenadier Division was formed in 1943 on Sardinia to replace the 90th Light Division of Afrika Korps fame.

The Division would see action at Anzio, Rome, the Caesar and Gothic Lines before being destroyed near Bologna in April 1945.

















This scenario is situated on half of the venerable Board 9 first seen in GI Anvil of Victory. 






And now for Dan's Pre-Game Comments:

"The Americans must clear the Germans from the grove of trees on board 9 hill.  The heroic 9-1 will lead three squads with the MMG and BAZ up the hill through cover of crag and woods.  The 7-0 will support individual squads and the HS spread out across the hill.  Hopefully the German MTR does not go on a rate tare."



The battle begins. 

My boys were outnumbered and outgunned...but just maybe they could hold the hill.


Turn 1 American - Dan advances straight at me. The 81mm MTR answers and does a great job.

I would get rate and succeed in breaking up the American attack on the left.



My 2-3-7 out front would survive Turn 1 when Dan rolled a '12' on his Close Combat attack. I would choose to infiltrate away. My little 2-3-7 would succeed in being a pain for two movement phases. At this point, we are at Turn 3 American, as the American attack pushes up the hill for the first time. My MTR crew had been broken and would rout back to my 8-1 and then move into the bunker.



At the end of Turn 3, I was in trouble. My 2-3-7 had been captured and then killed as the Nissei pushed them forward in the attack. My 4-4-7 up front had broken and routed back. I was concentrated in the trench and bunker. I was vulnerable to Dan's sniper and knew it was just a matter of time.




Turn 4 American - the big push to take the hill is met with a storm of MG-42 fire that staggers the American attack.



Turn 4 German - At this point in the game, the Americans had been dealt some tough blows. 2nd Lt. Daniel Inouye was busy trying to rally broken squads. Meanwhile In Prep Fire, I would spray fire the two white circled hexes and roll a 3 down 1 under 16 factors. A squad and a half would be KIA'd. You would think that this was the back breaker for the Americans. With only one more movement phase left, it looked unlikely that they would be able to break the defending Germans.

Only problem...I rolled a 3 and activated Dan's Sniper. And you guessed it, he would KIA my 8-1 and then both squads would miss their Leader Losee MC and be broken. And just like that, my worst fear had been realized. 


The game winning shot.



Turn 5 American - the Nissei storm the hill and eliminate the broken Germans in the trench. Then Dan's Nissei take on my 2-2-8 in the bunker. The game had come down to the final Close Combat.



The game would end as 2nd Lt. Daniel Inouye blasted the Germans in the bunker and eliminated the final German resistance on the Colle Musatello position. 









It always sucks to lose and doubly so because of the sniper. There's nothing you can do about such things. My Germans had put up a solid effort and very nearly won the game.

But in this case, the good guys...led by a very good man, 2nd Lt. Daniel Inouye got the victory. 

And another Daniel...Best would notch the first win in our triple scenario weekend.










And now for Dan's Post Game Comments:


"The plan worked.  Mostly due to good rolls and keeping the American troops rallied.  In small scenario such as this every event and DR is important.  When the sniper killed the German 8-1 leader the German defense came undone.  While the game was fun and action packed, it was also dicey like all small scenarios.  Great game by Grumble Jones, but the dice went with the Americans."



Now you knew that there was no way Rhianna would miss the 800th Grumble Jones post. She's too big a fan. So, let's go on to Game Number 2!!!



Our second game would be played Friday night and would be another small scenario. This time, the choice would be Le Franc Tireur's LFT232 Heart of Darkness. Designed by Philippe Naud, this scenario is set in 1941 Somalia. The scenario picks up just after the Italians have successfully ambushed a South African force. Three South African armored cars are just arriving to rescue the beleaguered infantry.


ROAR currently has this one with 7 Italian and 4 South African wins. Having played it now, I believe it's definitely pro-Italian. But that was not intuitive to me when I set up to play this one. As the Italians, I fully expected to be beaten and beaten badly. I would be very mistaken.

While often fun, small scenarios have the unfortunate habit of magnifying the slightest setbacks. The sniper, an ill-timed MA Malfunction or going Berserk at the just the wrong time can sway the result of smaller scenarios without the opportunity to reset the table as it were.

The South Africans set up and move first. They must also set up on or next to Hex P5. The victory conditions are CVP based and double exit points for the Italians that exit the east board edge. The Italians must set up west of row S and no closer than 3 hexes to Hex P5. The woods are light woods and this would have tremendous impact on this game.




The East African campaign of 1940-1941 has always intrigued me. I have yet to find a good book on the subject. Hopefully, Osprey's Campaign Series will fill in this gap in the near future. 


As the South Africans, Dan would command the men of the 1st Royal Natal Carbineers and No. 3 South African Armored Car Company. This force would consist of 4 x 4-5-7's and a 2-4-7 led by a 9-1 and 7-0 with 2 x LMG's and 3 x Armored Cars.



As the Italians, I would command elements of the 21st Divisione. My force would consist of 4 x 3-4-7's and 9 x 3-4-6's led by an 8-1 and 7-0 with an MMG and 3 x LMG's.



As with our Thursday game, our Friday game would be fought on a half board. I gotta say, these two scenarios just hit the spot. I enjoyed both very much.




And now for Dan's Pre-Game Comments:


"The South Africans must attack even when outnumbered in this scenario.  Likely to make the CVP cap they will need to massacre the prisoners they need to gather.  Hopefully the Italians do not launch a charge on turn 1 and overrun the small South African patrol."


The South Africans have a very limited set up area and with the light woods, gaining concealment is pretty much out of the question for both sides. I set up to avoid as much South African Turn 1 Prep Fire as possible, control my flanks and be in a position to run for the East Board Edge in my Movement Phase.




Turn 1 South African - Dan moves forward to join the battle. A single Italian 3-4-6 breaks, but even with a 2 ELR avoids ELR'ing. In fact, only one Italian Squad would ELR during the game vs. three for the South Africans. Overall, the Italian Defensive Fire did a good job of pinning the advancing South Africans and preventing close combat opportunities. And per SSR, the South Africans would gain double CVP for Massacres...YIKES!!!

The South African armored cars entered having used half their movement points. This would limit their initial penetration into the Italian backfield. I was concerned that these would get behind my boys and cut rout paths and give Dan plenty of massacre opportunities.


My Defensive Fire would eliminate one of the Armored Cars as my MMG did its thing. And the South Africans had suffered two pins and two breaks. The Italians had suffered two breaks.

Turn 1 would also highlight my dice rolls, which were very good. Dan even mentioned it, which is a good indicator that my rolls were becoming a worry for the South Africans.


Turn 1 Italian - in our pre-game discussion, Dan joked about me just human waving my Italians in a wave over his South Africans. I didn't take that very seriously. My plan was to run and run some more. But after knocking out an armored car and with many broken South African squads...I began to think that maybe Dan had been correct. Running would only embolden the South African Armored cars. But with the South Africans broken, perhaps the time was right to attack and inflict as much damage as possible to the South Africans.

One of the things that Dan has taught me over the years, is that an aggressive defense is often the best defense. With light woods restricting Dan's rout opportunities and with a very compressed battle space, my Italians had a huge opportunity to eliminate broken South Africans. It wasn't risk free with the Armored Cars, but the potential benefits outweighed the risks.



Turn 2 South African - realizing the threats, Dan attempted to stabilize his position. Unfortunately, accurate (good dice rolling) Italian fire would simply break the remainder of the South African troops. 



A broken South African 2-47 in P8 would snake a MC and go Berserk into Close Combat with it but fail to take them out...so we were locked in MELEE.


Turn 2 Italian - my boys in the backfield (3 x 3-4-6's) continued their run to the exit. They would be worth 12 CVP upon exiting. In the south, I had eliminated the Berserk half-squad and was moving to take out the brokies with the South African 9-1. I was also moving down from the north to squeeze the South Africans.

At this point in the game, things were definitely going the way of Italia.


Turn 3 South African - at this point, the situation was critical South African infantry. The Armored Cars tried to change the situation, but were not able to get the necessary results as Dan's dice gave up 11's.



As the last South African infantry were eliminated for failure to rout, only the 9-1 was left on the battlefield. With the Italian exit force reaching the board edge in the next phase, the Italians would have 29 CVP. With only 22 CVP available to the two South African Armored Cars, it was game over and Dan gave the concession for an Italian win. 

We finished the game in under an hour. So, if you are looking for a quick play scenario, this is it. It does seem hard on the South Africans, but Dan pointed out that had my dice been a bit colder, things might have gone very differently. 





And now for Dan's Post Game Comments:


"The plan did not work.  The Italian dice were hot and the South African dice were not.  Grumble Jones did launch an attack taking advantage of broken South African troops in the south.  Four South African squads were eliminated for failure to rout due to the light woods rule and being able to see an enemy unit.  Low rolls were also able to knock out an armored car for early CVP.  Good game but as usual for a small scenario every dice roll counts big and Grumble Jones had hot dice.  Congrats to Grumble Jones on a great defense with the Italians."



Well...you've done well to stay with me during this long AAR. But here we are at the end, with the final AAR of our Saturday Game. Our final game of this ASL weekend would be ASL 215 Red Devils. After 1941 East Africa, 1945 Italy...1951 Korea just seemed appropriate! 


Red Devils, designed by Kenneth P. Katz, takes place in April 1951 south of Chicon-Ni, South Korea. The scenario details a Chinese assault against a mobile battery of US 155 M41 HMC's. (NOTE: I couldn't find my counters...and yes I looked everywhere...so you will see 105's used in place of the 155's. I'll continue my search.)

Dan and I have played a few Korean War scenarios since getting the Forgotten War. It's a fantastic addition to ASL. I still struggle with the platoon movement features for the Chinese.I personally find that it slows down play and drags out the Chinese movement phase. It further makes officers extremely important to maintaining your assaults as the Chinese. When facing the Chinese...shoot the officers. (Interestingly, this reminded me greatly of our one playing of the Critical Hit Gettysburg scenario.)

The hour is late...so let's just jump into it!





As the defending Americans, Dan would command elements of the 92nd Armored Field Artillery Battalion. His force would consist of 6 x 6-6-6's, 4 x 3-4-6's and 2 x 1-2-8's led by 2 x 9-1's, and a 7-0 with 2 x 50 CAL's, 2 x MMG's 4 x Halftracks, a Truck, a jeep and the 6 x 155 M41 HMC's. 


As the attacking Chinese, I would command elements of the 2nd Battalion, 359th Regiment, 120th Division. My force would consist of 20 x 4-3-7's, 8 x 4-(1)-7's and 2 x 2-2-8's led by a 9-0, 9-1, 8-1, and 8-0 with an HMG, MMG and 3 x LMG's.


The battlespace. A nicely put together grouping of boards.





And now for Dan's Pre-Game Comments:


"The Americans must defend the guns which are continuing to fire at other targets.  The Chinese have over 3 to 1 advantage.  The plan will be to set up the two 50 cal HMGs in the center of the board.  One with the 9-1 looking south.  The two MMGs will set up one along the east board edge and one in the west.  While the battery troops set up around 44M6.  The troops will armored assault with the halftracks so as to not lost the firepower for mounted fire.  The crews will set up with near the truck and jeep in case they need to ride to reinforce.  Hopefully the 50 cal HMGs can use rate and fire lanes to inflict damage on the Chinese."


My Chinese would have to cross a wide stretch of the board in order to come to grips with the 155's. I would win immediately upon amassing 10 or more VP. Occupying Hex 44M6 would give me 8 points, I would get 1 VP per HMC per Turn that they fired on my units instead of their fire mission, I would get 4 VP for each HMC with an eliminated crew, and finally, I would get 2 VP for any recalled HMC.



Turn 1  Chinese - My two infiltrator groups were to occupy Dan's flank defending MMG's. They would both do that job well. My main efforts would be along both flanks, with a smaller force to go up the middle and occupy Dan's 50 CAL's. My MMG and HMG would take the hills to rain death on the Yankees.



The first two turns would be rather inconsequential, but I would succeed in taking out the MMG on the west flank. I was assisted due to a MALF'd MG on the halftrack assigned to that flank. My sniper would also stun a halftrack covering the east flank. 

Dan's 50 CAL's would cause me no end of pain throughout the game.



Dan immediately moved halftracks and 6-6-6's forward to reinforce his flanks. He would also send a 1-2-6 on a wild Jeep ride to retake possession of the west flank MMG that was lying in a foxhole surrounded by 10 dead Chinese and 5 dead Americans. And he would nearly make it...but not quite.


My HMG in particular was able to bust up the 6-6-6's.

My heavy weapons remained on the hill and did a great job of keeping Dan from reinforcing his flanks. I did MALF my HMG twice and my MMG once. In the center, Dan's 50 CAL's KIA'd my leader with that group. So, they were stuck with assault move and advance for the remainder of the game. A single US halftrack also kept them pinned down.


The US halftracks play a critical role in this scenario.

I continued to press my attacks along both flanks. I was taking losses and striping, but still able to move forward and towards the end of the line M41 HMC's.

Dan was very disciplined the entire game and never stopped his HMC's from continuing their fire mission. He wasn't going to give me any free points.

Having suffered heavy losses to his supporting infantry, Dan was hard pressed to stop me from enveloping both flanks. I would capture both MMG's and put them to use against the Americans. One of Dan's 9-1 was wounded and attempted to get to an abandoned 50 CAL with a half squad. The 3-4-6 that had earlier crewed that 50 had been eliminated by the sniper. The 3-4-6 with the wounded 9-1 would be eliminated by my heavy weapons team on the hill. The 9-1 would eventually get into the foxhole and man the 50 himself. On the west flank, I would get into CC with the first HMC. I would take it out and get my first 4 VP. Only needed 6 more.




My sniper had been very active throughout the game and now would hammer an HMC crew and Recall that 155. The Recall would give me 2 more VP. I only needed four more for the immediate win.

As we headed into Turn 5, my Chinese went into Close Combat with two more HMC's and a half track on the east flank. Dan's remaining 3-4-6's did their best but lacked the firepower to stop the Chinese.



The close combat against the first of the two HMC's on the east side would result in its destruction and 4 more VP, which gave me 10 and the immediate win. A great many things fell into place and allowed my boys to get the win. The Chinese numbers also give the Chinese a significant advantage. The Chinese attack in this scenario really felt like a wave that just couldn't be checked. As ROAR shows, this scenario is tough on the Americans. 

My thanks to Dan for three really great games of ASL this weekend. It was a blast. 





And now for Dan's Post Game Comments:


"The plan did not work.  The Chinese came in several groups and were able to get past the MGs without too much damage.  Effective use of the Chinese MGs on the hills broke up the counter attacks and suppressed the 50 cal HMG positions.  Well played by Grumble Jones as the Chinese overran three guns for victory.  Plus the sniper recalled a fourth gun.  This scenario is a good to learn the Chinese movement restrictions.  My thanks to Grumble Jones for a great game of ASL!"



Okay...thanks for sticking with me through three AAR's. 

Dan and I will take a break next weekend as he travels to the St. Louis Tournament. 

Dan and I will return in August for some more hard charging ASL!

We will see you then!


And lastly, this 800th Post is dedicated to the memory of Daniel Inouye.

1 comment:

  1. Congratulations on making 800 posts. A real landmark achievement. Thank you for your support for the ASL hobby.

    ReplyDelete