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 The German STUG is a just a wee bit of chrome added for historical content.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!
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