Sunday, October 16, 2022

Our Games Rally Point Scenario RPT101 Kibizov's Kibosh and MM80 Roll Jordan Roll


October has continued to be a very good one for ASL Dan Best and I would play another double-header with Rally Point and March Madness scenarios. Seelowe Heights and the Ardennes would be on the docket. Late-War scenarios remain my favorites to play. 

Our first game, played on Friday, would be Rally Point 101 Kibizhov's Kibosh. Designed by Evan Sherry, this is a great scenario situated at Seelowe Heights. 

Rally Point II Heroes and Knights is truly an awesome pack. The scenarios are all focused on the heroic actions of both Axis and Allied figures. The Hero in our game would be Sergeant Alexander Kibizhov. Kibizhov would successfully lead his SU-100 during the fighting and knock out several German tanks and tank destroyers. 

It's rare to play a scenario that features a prominent Soviet Hero. We all know far more about German tank aces. So kudos Evan Sherry for bringing Alexander's story to our attention.

ROAR has this scenario with 10 German and 7 Russian wins. Comments seem to focus on the danger posed by the German Jagdpanzer IV's Their high caliber gun, low profile and excellent frontal army make them a challenging opponent. Matching Alexander's feat won't be easy.


The maps for this scenario are well thought out and a unique combination. Such configurations speak volumes about the incredible flexibility of ASL maps. 


As the Russian Player, I would command elements of the 27th Guards Motorized Rifle Regiment, 40th Guards Tank Regiment and 1454th SU Regiment. My force would consist of 6 x 4-5-8's, and 7 x 4-4-7's led by a 9-1, 8-1, and 8-0 with 6 x LMG's, an ATR, an 8-1 Armor Leader, 2 x T-34/85's, and 4 x SU-100's. 


As the German Player, Dan would command Bataillon 3, Panzergrenadier Regiment 90, Panzer Division 20. Dan's force would consist of 9 x 4-6-8's and 3 x 4-6-7's led by a 9-2, 9-1, 8-1 and 8-0 with 2 x MMG's, 2 x LMG's, 2 x Panzerschrecks, 3 x Halftracks, 3 x MKIV's and 3 x Jagdpanzer IV's. 






And now for Dan's Pre-Game Comments:


"The Germans must link up and exit in this scenario. The plan will be for each halftrack to be loaded with three VP of troops and while the 9-2 and 8-1 lead ground troops toward the exit. Hopefully, the blocking troops can hold off the Russians long enough for the slower troops to exit."



The setup zones are pretty tight for the German exit force. The Jagdpanzer IV force has little more ground to play with and they have a pretty clear cut mission to protect the exit zone from the advancing Russians. My plan was to send a group of three AFV's towards the German exit force. The other three and most of my infantry would head towards the exit zone.


I really didn't want to tangle directly with the Jagdpanzers. Their guns killed on anything but a 12. So, they were to be avoided ...at least in the beginning.


Turn 1 Russian - My groups move to their assigned positions. Two SU-100's with infantry support head towards the German exit zone. A lone SU-100 went up on the hill and out of sight of the Jagdpanzers, but with a view of the road towards the west edge. My T-34/85's and an SU-100 went into the village to tangle with Dan's exit force. Dan would take out the SU-100 with a Panzerschreck shot. Dan and I had some confusion as to the location of the Germans. I thought everyone was in the building. Dan thought a single squad with the Panzerschreck was in the hex behind the hedge. We ended playing it that they were in all the house. The backblast would break the 9-2 and a squad with the MMG. Another squad with an LMG would PIN. All around bad result for the Germans. This is one of the instances where DASL maps have a definite advantage as to clear and precise placement of the squads within a hex.


Scratch one SU-100.



Turn 1 German - Dan's half-tracks make for the exit. They get away with ease. I simply couldn't hit them. One of his MKIV's would position itself to the east of my T-34/85's. Another would head on down the road. A third would come directly at me. I would roll snakes on the to hit...and then boxcars...go figure. But in my Rate of Fire shot, I would knock out the first MKIV. Dan's infantry would also surge towards my tanks. And things would get weird for Dan. His dice were just off nearly all night. He would get 5 Panzerfausts during the game, but not get a single hit. In CC, his infantry were killed assaulting another T-34/85. Throughout the game, Dan would miss by "1" with nearly every shot. I've never seen anything quite like it. I was of course benefitting greatly from these rolls, but it was definitely weird to see so many shots missed by "1". 

Happens to the best of us...


Dan usually gets the better of me in Close Combats, but tonight the Russians would win both Close Combats.

Definitely a frustrating night for the Germans.

Turn 2 Russian - At the village, I take out another MKIV and survive all Dan's Panzerfaust activity in the area. My boys came off the hill to get into position to stop Dan's infantry from escaping. I would send my other infantry towards the exit zone to put pressure on Dan's Jagdpanzer force. My remaining SU-100's would race in front of the Jagdpanzers and go after Dan's final MKIV, while another SU-100 went after the soon to exit half-tracks. Dan's Jagdpanzers would fire and miss...by "1". 



A look at Dan's exit forces. 

Turn 2 German - Dan's final MKIV would be destroyed. His halftracks would successfully exit and give Dan 24 EVP. He just need 8 more to win. His Jagdpanzer got revenge on my infantry with a CRIT hit and then moved behind one of my SU-100's and knocked it out with a Bounding Fire shot.  But as we headed to the top of 3, Dan gave the concession. He had 8 EVP of infantry that had escaped the village, but would soon be surrounded by the T-34/85's and oncoming infantry. Dan did the math and realized it was next to impossible to get those 8 EVP off the map intact. So that was game. 

We both enjoyed this scenario and felt that it played great. Dan's poor dice rolling really impacted the game and allowed the Russians to have successes that wouldn't have been possible with closer to average dice rolling. Dan's rolls were so high that he would MALF two Panzerschrecks on their first shots. It was a bit of a maddening evening. Despite the poor dice, it was an otherwise fun game.







And now for Dan's Post-Game Comments:


"The plan did not work. The German ground troops lost both Panzerschrecks and never got a hit with a Panzerfaust. Allowing the Russian T-34/85's to get hits on the MKIV's. While the halftracks could exit, the rest were shot up. Well played by Grumble Jones. Congrats on the win."





Our second game, played on Saturday would be from the Grumble Jones March Madness Pack. Dan and I have been working our way through them and after Saturday's scenario, we only have one left to play and we had already both played it during playtesting, so we may not rush to play it in the coming weeks. But the one on deck for Saturday would be MM80 Roll Jordan Roll, which is one that I have wanted to play since I first designed it as GJ053. Set in the early days of the Ardennes Offensive, this scenario depicts the tragedy of the 333rd Field Artillery Battalion. This was an African-American artillery unit that operated the 155 Long Toms. These guns required considerable skill and the 333rd had gained a reputation for highly accurate fire support. Units needing such support were quick to request fire missions from the 333rd. 

The 333rd was originally raised and trained at Camp Gruber in Oklahoma and then later at Fort Sill to hone their artillery skills.

The unit endured the racism which was unfortunately normal for that time both in the civilian and military communities. They would overcome this and other hurdles as they were deployed in Western Europe. During the Normandy campaign, they would prove their worth while providing critical fire support to the 82nd Airborne and other units. As an independent unit, their skills were in high demand. By the time of the Battle of the Bulge, the 333rd was a veteran and highly capable unit. 

During the Battle of the Bulge, the 333rd was supporting the 106th Infantry Division in the Schnee Eifel. As the 106th crumbled, the 333rd would itself be overrun by units of the 18th Volksgrenadiier Division. 

Unable to stand up to the attack, the 333rd initially tried to escape, but when it was clear that there was no escape, the unit surrendered. During the march to the rear, 11 men of the 333rd Field Artillery escaped into the woods. They sought refuge with a Belgian Family. They were treated well and had food and a warm place to stay. Unfortunately, other villagers informed the SS Grenadiers in the area that Americans were in the village. Captured a second time, the African-Americans were marched away. But this time, their captors massacred them. All 11 men were brutally killed near Wereth, Belgium.



Today, the only WW2 monument to African-Amerians soldiers is the Wereth Memorial, which was paid for largely by the local Belgian inhabitants.










The story of the Wereth Eleven is worth your time. YouTube is a great placed to start and find some informational videos about the event and a 2011 movie also covers the tragedy.

We must not forget the outcry over the Malmedy Massacre and the sad fact, that the torture and massacre of the Wereth Eleven has been largely unknown until very recently. And of course, the perpetrators were never identified or brought to justice.








As the defending Americans, I would command the 333rd Field Artillery Battalion. My force would consist of 4 x 6-6-6's, 4 x 2-3-6's and 8 x 2-2-7's commanded by a 9-1, 8-1, and 3 x 8-0's with an HMG, 2 x MMG's, 5 x BAZ 44's, 3 x 155 ARTY's, 3 x Jeeps, and 10 x Trucks.



As the attacking Germans, Dan would command the men of the 18thh Volksgrenadier Division. His force would consist of 2 x 4-6-7's, 8 x 4-4-7's, 6 x 4-3-6's, and a 2-2-8 led by a 9-1, 8-1, 2 x 7-0's and a 6+1 with 4 x LMG's, an 81 MTR, 2 Wagons, 8 x Bicycles, and 3 x Hetzers.


The battlespace for this scenario.







And now for Dan's Pre-Game Comments:


"The Germans must assault and destroy the three guns before they exit and have a favorable CVP record. A direct attack against the guns is dangerous since a hit is very bad. So the attack will generally move along each edge of Board 19. The falling snow is some cover. The Hetzers will try to converge on the guns by Turn 3, before they can drive off. Hopefully, the Germans can hit first on the guns."



Dan's forces arrayed win three attack groups with a Hetzer supporting each group.


One major change from GJ053 to MM80 relates to the Hetzers. My original design had STUG's. The March Madness Team would change these to Hetzers. Hetzers have 14 armor vs. the STUG's 8. This dramatically reduces the effectiveness of the American Bazookas. Only side shots have any chance of getting through. Trying to hit the Hetzers during this game was maddening. I must have shot 20 times and only got two hits and only one kill with a side shot. The Unit called out is the 1818 Panzerjaeger Abteilung. I couldn't find a source material that confirmed Hetzers being in the order of battle, but similar Panzerjaeger Abteilung's at this stage of the war did show a complement of Hetzers. So historically the Hetzers might be more appropriate. But the 18th Volksgrenadier Division was also equipped with STUG's....so there's that.

Turn 1 German - Dan's groups enter and largely unchallenged. I do place an MMG fire lane that breaks a leader and two squads. Falling snow was certainly an issue throughout the game.



Turn 1 American - I run all of my trucks off the map. No point in giving the Germans the extra CVP. My guns all limber. I was going with a very risky strategy of attempting to move the guns and exit them for the big EVP.  As you shall see that was not the right call. 


The guns used by the 333rd were beasts and are not easy to manhandle. I would have been wiser to just shoot it out with my guns. But I was committed to seeing whether or not you could actually exit the guns.

Turn 2 German - Dan rolls forward. Again, I'm really not able to do much to impede his advance.

The 18th Volksgrenadier Division would be largely responsible to the US's worst defeat in the ETO as they gobbled up the 106th Infantry Division St. Vith. 


Turn 2 American - at this point, one of my trucks had been immobilized and the Hetzers were focusing on knocking them out. I moved my units to put as much pressure on the Hetzers as possible.

My biggest problem was my 6 morale...my boys couldn't pass PAATC's. So my officers had to go it alone and they would not roll the required snakes.

Turn 2 would end with MELEE's with two of the Hetzers.

Turn 3 American - I had lost two guns at this point and some squads. I had lost the game at this point. Dan was accumulating too much CVP for me to overcome, especially since I only got exit VP for guns and their trucks and crews. The only way for me to win would be to destroy all three Hezters. I did manage to knock one out with a Bazooka. 




Turn 4 German - Dan's boys move to surround my final gun and take down my remaining infantry. As my final bazooka shots sailed into the snowy woods...I threw in the towel and gave the concession. I was definitely beaten. Dan would lose one Hetzer, a 7-0 and 2-3-7. My losses were pretty heavy. I won't lie, I was disappointed with how the game played out. Hitting little Hetzers on the move with falling snow is tough. Personally, I feel it's too tough. The Bazookas are not enough to take out the Hetzers from the front. So that leaves the 155's to do the heavy lifting. My suggestion would be to do just that. Stand and fight...do your best to take out the Hetzers with the big guns...if you can. Running away didn't work for me and it didn't historically either. My thanks to Dan for a great weekend of ASL. It was a good win for Dan as the game
 elements really conspired to compliment Dan's aggressive play style. 








And now for Dan's Post Game Comments:


"The plan worked. Although, the Germans had to attack direct when the guns started packing up. The American's bazookas could not geta hit and the Hetzers were able to destroy all the guns. This scenario is very hard on the Americans and a challenge for them to choose to defend or pack up and run. My thanks to Grumble Jones for a fun game!"



That's all from the Ardennes.

Dan and I will be back next week for another double-header.

We will see you then!

Sunday, October 9, 2022

Our Games Grumble Jones Scenario GJ107 Thatched Cottages and ASL Scenario 255 The Bitwoded Gamble


Another week and another opportunity to play some great ASL. Once again, Dan and I would get in two games over the weekend. I've really enjoyed these back-to-back weekend games. It's a great combo of small and mid-size scenario choices. Our Friday game would end up playing pretty fast as we finished it in about 2-1/2 hours. A full 5 turn scenario was knocked out in short order. 

Our scenario choice for Friday night would be GJ107 Thatched Cottages. GJ107 is one of this year's new Grumble Jones scenarios and is a DASL Arnhem based game. Over the past couple years, I have made it a point to design an Arnhem based scenario. I make these with Mark Drake in mind. Mark plays a suite of Arnhem based scenarios each year. And a few Grumble Jones scenarios have been lucky enough to be included over the years. So Mark, expect another offering next year!



As the attacking British, I would command the men of A Company, I Border. This force would consist of 7 x 6-4-8's led by a 9-2 and 8-0 with an MMG, 2 x LMG's, a captured German LMG, and 2-2-8 with 51 MTR.


As the defending Germans, Dan would command elements of SS Battalion Eberwein and SS Watch Battalion. His force would consist of 4 x 4-6-8's and 6 x 4-4-7's led by an 8-1, and 2 x 8-0's with 3 x LMG's, a Panzerschreck, a 50 MTR, 6 x Foxholes and a STUG being repaired by a 1-2-7.





And now for Dan's Pre-Game Comments:

"The Germans must defend the buildings.  The attacking Brits are outnumbered but have more firepower.  The plan is to set up in each building with the two LMG and leader is the multi-hex building.  Then the supporting troops will send over reinforcements to set up in the woods behind the building to allow for a rally area.  Hopefully the Brits take a few casualties crossing the open ground and do not have enough to clear all the buildings."



Picture Note: Glare...the bane of ASL board pictures was a real problem today. Moving the boards between shots didn't help much either. So my apologies.


In this scenario, the British are attempting to push the Germans further back from their perimeter. The British win the scenario if there are no good order non-crew German MMC's in the I3, K3 and L4 buildings. The German STUG is a just a wee bit of chrome added for historical content. The British would discover the disabled STUG after flushing the Germans away from the perimeter. By SSR, the German 1-2-7 repairs the tank on a DR of 5 or less. This version of the scenario does not allow the -1 Labor to be utilized after the initial failed attempt. Dan and I both agreed that it should be included to give the Germans any chance of actually using the STUG. In our playing, Dan would not repair the tank until Turn 4 and then enter the STUG on Turn5, which of course was too late for it to be of any use.


Ahh...the STUG Life...we're all living it.


Turn 1 British - I attempt to smoke the Germans with my MTR. Of course NO SMOKE...(honestly I don't know why even bother to roll). I also do not get a hit and do not get rate of fire. The rest of my boys move forward. 

"I say Giles...who was supposed to bring up the bloody smoke shells???"


Turn 1 German - Dan's MTR does a better job. His boys in the orchards move to reinforce the houses.



Turn 2 British - My mortar continues to fail me, as the rest of my boys move forward. I successfully move adjacent to the first house and prepare for Close Combat.



Turn 2 German - Dan continues to try and reinforce the buildings. His tank crew fails second time to repair the STUG. At this point, the British have taken one of the three buildings.



Turn 3 British - the German MTR continues to plague me. My boys also break early and often. The Germans are also breaking as both sides trade fire.



Turn 3 German - by this stage, the British have cleared two of the houses. Dan's boys attempt to cross the road and add more reinforcements to a crumbling position. The British MMG puts a stop to that attempt.



The final turn - my boys have to take out the remaining Germans in the third house. The Germans are largely broken outside of the house, so my boys succeed in getting adjacent to the Germans for close combat.



The final shot of a very close finish. The British manage to lock the remaining German squad in Melee, which makes them no good order. So as the turn ends, there are no good order Germans in any of the buildings and therefore a British victory.
It was a very fun and challenging game. Both sides were in it until the very end. I was bummed out at not being able to get any hits on the cottages with either my PIAT or the MTR and start a fire. Maybe next time.





And now for Dan's Post Game Comments:


"The plan did not work.  The Brits got into CC and did well.  Attrition sapped the German strength and in the end the last German units were in CC and thus not in good order.  Well played by Grumble Jones.  This scenario is a great game and has fun options for both sides.  Recommend giving it a try.  Congrats to Grumble Jones on the win and my thanks for a great game!"




Our second game, played on Saturday would be ASL Scenario 255 The Bitwoded Gamble. Designed by Rick Thomas This scenario, set in 1936 Ethiopia depicts a desperate attempt by the Ethiopians to overwhelm Italian defenses on the Amba Aradam hills. The attack would gain some early success, but then be mercilessly crushed by the Italians. 

Dan and I have been playing a number of the Hollow Legions scenarios. I really struggle to enjoy the Italian scenarios. And in particular, the Ethiopian scenarios have been tough for me. As someone who loves 1944-45 based scenarios...1936 is just not in my sweet spot. It's agonizing to try and get any results with 2 and 3 factor shots. And if you are moving...1 or 1-1/2 factor shots. Movement is not only important, but maybe essential in these scenarios. This is particularly true of the Ethiopians. They cannot form fire groups, have atrocious factors and actually thrive in Close Combat. So you have to adapt your play style to getting the Ethiopians in close. You simply can't trade shots and hope to win. You get 26 squads in this scenario. Use them and flood your opponent's position. 

In our playing, Dan would roll a bunch of 3's, which really aided his Italians in getting some good results against my attacking Ethiopians. Both Dan and I would roll more than a few boxcars, that would inflict casualty reduction results on us both.






The battle space for this scenario is very well thought out and put together. Designer did a great job with this one.


As the defending Italians, Dan would command element sof 1 Battaglione, 46 Reggimento Fanteria "Reggio" 30 Divisione Fantaria "Sabauda". This force would consist of 12 x 3-4-7's led by an 8-1, 8-0, and 2 x 7-0's with an MMG, 2 x LMG's and 2 x Sangars. The Ethiopians would win at game end by controlling both Sangar locations.


As the attacking Ethiopians, I would command elements of the Army of Welega-Arjo. My force would consist of 4 x 3-3-7's and 22 x 2-3-7's led by a 9-2, 8-1, 8-0 and 7-0 with 2 x LMG's.





And now for Dan's Pre-Game Comments:


"The Italians must defend two Sangars from the Ethiopians.  The plan will be to set up the first on overly H1.  This will be the Alamo.  The 8-1 squad and MMG will set up there.  The 8-0 squad and LMG will set up in the other Sanger on Overlay H5.  One 7-0, three squads and LMG will set up in the buildings and fight for the high TEM terrain.  The other 7-0 will set up with three squads in the Candelabra trees in between H1 and H5.  With the remaining squads setting up in Candelabra trees as pickets.  Hopefully the attackers will take some casualties and the Alamo can hold out for the win."

Turns 1 and 2 are conducted in the predawn hours with a +1 TEM for the low light. Prior to setup, the Italians must divide their force into three parts with a minimum of 8 squads and 1 SMC per group. One group would set up on Turn 1 in one of the two available Wadis. Another force would enter from the south on Turn 2. On Turn 2, a final force would enter from either the east or west board edge. I would select the east edge. The stars indicate the two Sangar victory locations.

The Italians would have to hold the high ground.

Turn 1 Ethiopian - my 9-2 would lead the Wadi group in an assault on the three stone buildings. My southern force would enter and hoof it north through the desert floor.



Turn 1 would show the weakness of my Ethiopians. Dan would inflict several breaks and my boys would be unable to generate any real firepower in Advancing Fire Phase.

My boys would spend a bit more time in the Wadi then I wanted.


My attack from the east board edge was much more successful.

The Italians on the east prepared to receive the Ethiopians. Dan's 8-0 and squad with LMG would break in the ensuing fire and be forced to rout. They would never rally for the remainder of the game.


Turn 2 Ethiopian - the village fight continued with breaks to my boys, but we would get into CC range with the first buildings. On the east side, we had taken the first Sangar and were pushing into the valley floor. 


I was a bit lax in my picture taking. The game was pretty intense, and Dan and I were both enjoying the back and forth of this scenario. So, this is around Turns 3 as the village fell.


Dan's boys up in the Sangar could only watch and shout encouragement to their comrades attempting to rout away from the Ethiopians.


Turn 4 - my Ethiopians begin to wrap things up in the east and begin their drive on the western hill.



Turn 5 - bitter close fighting on the eastern valley floor as a single 3-4-7 battles my entire force including a berserk squad. They eventually fall in close combat. I would create two 7-0 leaders in the course of the game as well as two Berserk squads. I was rolling a few snakes for sure.


Game end as the Ethiopians swarm the final Italian position. 


The Italian MMG would give it all it had before breaking the gun in sustained fire. They would also break during a Final Protective Fire attempt. They would be eliminated as the horde of Ethiopians took control of the second Sangar. With that Dan gave the concession and it would be an Ethiopian victory.

This scenario is not subtle. It's clearly up to the Ethiopians to move in close and take the Italian positions by storm. They simply do not have the long range fire capability to trade volleys. The Italians will win that math. Storming the Sangars requires a strong stomach as you will lose squads (many of them) in the attempt. But you will have 26...so don't be afraid to send them forward. As the Italians, you have to get good results when you fire at the Ethiopians. Bad rolls will definitely hurt the defending Italians. Missing your shots won't help your cause as those 26 squads rolls towards you.

My thanks to Dan for yet another fun weekend. We have chalked up a lot of games this year, and I am already looking forward to the two games scheduled for next weekend. NOTE: I plan to blog both games next week, but it's possible that the AAR's won't post until Monday or Tuesday. I will be headed to Midland, TX and the Permian Basin next Sunday. Back to the oil fields for a week. 







And now for Dan's Post Game Comments:


"The plan did not work.  The Ethiopian numbers were too great and although the suffered casualties one in H-t-H CC they were able to inflict many casualties as well. The Italians could not recover and rarely rallied once broken.  Congrats to Grumble Jones on a well-executed attack and the win.  This scenario is fun and interesting attack for the Ethiopians.  My thanks to Grumble Jones for a great game!"



That's all for now from Ethiopia and Arnhem.

 Dan and I will be back next for a 1945 Russian Front and 1944 Battle of the Bulge pair of scenarios. 


We will see you then!