Sunday, April 30, 2023

Our Games - ESG# 75 Chopped off at the Knees and FT86 Black Tercio


After taking a week off from the blog, we're back with two AAR's from this weekend's games. Dan and I played last week as well, but just wasn't feeling the desire to blog those losses. The games just weren't great and ended prematurely with concessions. We would play PP06  Sturmwind on the Sopot and BG13 Wonmun Whippin'. And yep, I would get jolly old whipping at the hands of my wily opponent, Dan Best. 

BG 13 Wonmun Whippin' was a tough one for my North Koreans. I never even got to close to exiting anyone off the map. And honestly, I'd be surprised if anyone ever does. The North Koreans need more squad to make that march to their deaths.

PP06 Sturmwind on the Sopot is a large design by Dan Best and covers the attempt of Partisans to get through the Germans and exit the board. And for a second scenario in a row, I'd fail miserably to get even close to exit. My force was spent after five turns. So, after four games, I was 0-4 and on a losing streak that would persist into this weekend's games. Sometimes, the most important roll of the game is the first one for sides. 


Our Friday game would be East Side Gamers #75 Chopped off at the Knees. Designed by Glenn Houseman, this scenario covers the Vichy French Counterattack at La Macta, Algeria shortly after the Operation Torch Landings.  I was really excited to play this one as it had a great map layout and an interesting design. What I didn't fully understand was how difficult it would be to achieve the victory objectives for the Vichy French. And spoiler alert...I didn't even get close. Kind of a bummer, because I enjoyed the scenario for the most part, but halfway into it, it does become clear that the Americans are in the better position to win this game.

It's a little deceptive at first, as the French force is rather large and would appear to dominate, but it doesn't quite end up that way without some considerable good luck.


I wasn't really interested in the Algerian fighting until I read, Rick Atkinson's awesome book, An Army at Dawn. I learned so much from this book on Operation Torch and the fighting all the way to the fall of Tunis. And yes, I realized how little knowledge I had prior to reading the book. I had this idea that the Vichy French quit the fight without much hard fighting. Good grief was that wrong. The French dealt the Americans serious losses. These losses were far in excess of anything I had earlier imagined. The circumstances left me, as an American...even angry that the Vichy French had offered any resistance at all, let alone killing so many Americans. It was clear failure of diplomatic channels that resulted in needless deaths on both sides. And clearly, had the Americans landed against German troops...yeah that would have been a near disaster for the initial Allied Landing. So, there were solid lessons taught and learned by the Americans at the hands of the Vichy French. 


Again, I really liked Glenn's imaging of this scenario. The downside of the terrain is that it quickly funnels the attacker into a concentrated American defense. 

As the defending Americans, Dan would command 1st Battalion, 16th Infantry Regiment, Center Task Force. His force would consist of 2 x 7-4-7's, 2 x 6-6-6's, 6 x 5-4-6's, 4 x 5-3-6's and a 2-2-7 led by an 8-1, 8-0, and 7-0 with 3 x MMG's, a 37LL AT Gun and M3 with 12 factor MG's. 


As the Vichy French, I would command the Algerian Regulars. My force would consist of 5 x 4-5-8's, 13 x 4-5-7's, and a 2-2-8 led by a 9-1, 8-1, 8-0 and 7-0 with an HMG, MMG, 4 x LMG's, an INF 37*, a 60 MTR and 2 x DC's. 





And now for Dan's Pre-Game Comments:


"The Americans must hold the small village and keep the French away from the pier.  The AT gun will set up in building P6 and the 8-0, 5-4-6 and MMG in the L5 building.  The 7-0, 5-4-6 MMG will set up I8.  The green squads will set up in I6, J4, N4 and O5  as a screen.  The remaining 5-4-6 set up in P7, N9, N6, and L7.  All are concealed with dummy stacks in I4, and K3.   The 8-1, 6-6-6 MMG, and 6-6-6 will set up in armored assault with the halftrack in M16 pier and move first turn to M9.  Hopefully this will reinforce the village enough to hold, because the engineers will likely need to reinforce the graveyard."


The circle indicates the Pier, which serves as the objective for the Vichy. The Vichy win by controlling the two pier hexes or being able to place 12 FP on either hex by game end. This second piece is good...cause ain't no way you will ever actually reach the pier.



Turn 1 Vichy - I move forward without any fanfare. I successfully avoid any losses as Dan's dice give him poor results.



Turn 1 American - two assault boats, each with a 7-4-7 move towards shore. Note to Vichy Players. Set up the HMG with an LOS to the boats. You need to eliminate these two squads. I would manage to KIA one, but the other would eventually block my path up the east side of the map.



A key turn 1 move for the Americans is that of the M3 halftrack with the 8-1, MMG and 2 x 6-6-6's. They are perfectly positioned to move right up to the stone building with a view down the road to the pier. This is of course the primary objective of the Vichy. So, the Americans on Turn 1 are the beneficiaries of a four squad infusion with 30 FP worth of MMC firepower including the MMG and another 12 FP with the M3 Halftrack. The halftrack would successfully interdict the road and my path up the east edge. Fortunately, for me Dan's early dice rolls would be terrible and he would MALF an MMG and AAMG on the Halftrack. Had these things not happened...I would have been forced to concede the game around Turn 3...as Dan would have chewed me up.





I gamely kept moving forward, but was losing squads with each hex gained and my return fires of 18, 24, and 24 FP would do nothing as I rolled 9's and 11's. I would break my HMG twice and then 6 it on the last repair attempt. Without that gun I could not hope to win the game. I did take prisoners, but this would bite me in the butt later when I would break and the prisoners would revolt and KIA a halfsquad of guards. My early luck in the game would evaporate as Dan's penchant for rolling "3's" would return along with some snakes. The "3s" would activate my sniper who would break the 37LL AT Gun crew and break a squad later. 

A look at my limit of advance around the mid-point of the game. I was tantalizingly close to where I needed to be in order to see the pier. But the range was simply too great, and especially so without the HMG. Dan's 8-1 with the 2 x 6-6-6's and MMG were in a stone building, that I couldn't take on from range as my firepower was insufficient at close range and worthless at long range. I simply couldn't make any progress. I was blocked at all approaches. 



Time was beginning to run out, but I kept pushing forward. My 37 gun would end up eliminating another US squad, but it wouldn't open up a path forward. It was a bloody battle for both sides as we each lost about 5 squads a piece. 

Close combats would once again be my Achilles Heel...I can't win them. It's a freaking curse. The Melees tell the story and show squads mission killed for any end turn attempt.

Final limit of my advance. I conceded at the end of Turn 5 rather than use my last movement phase to make some sort of desperation assault. It just wasn't going to happen. Any forward movement would be punished by Dan's waiting forces. The way was closed. Dan's defense was as good as it needed to be. I'll be honest and say, I really believe the Vichy need an AFV of some sort. Winning this scenario was not in my ability.


Dan's boys would win the day.






And now for Dan's Post Game Comments:


"The plan worked.  The Vichy are up against a narrowing front and increasing resistance as they get deeper into the village.  They ran out of steam with the Americans still holding P7, L7 and in melee in I8.  Fun scenario but not much replay value as there is not much room for maneuver.  My thanks to Grumble Jones for a great game of ASL!"



Our Saturday game would be set in the snowy steppes of Russian in January 1944. The Spaniards of the 250th "Blue" Division would go up against Partisans and Soviet Infantry for control of a Russian Village. This would give me a chance to use my LFT Spanish counters...which I love by the way. And I must also acknowledge the generosity of Chris Doary at Battleschool for kindly providing me with those counters, when they were scarce to non-existent.


One of the very best scenario packs every offered in my humble opinion. LFT's products are all of the highest quality, but this pack has always been one of my very favorites. The Spaniards are on the same level of performance as the Grossdeutschland Division. They were an all volunteer force of combat veterans of the Spanish Civil War. They were a very competent fighting force and gave an excellent accounting of themselves on the battlefield and in the rear areas, where they enjoyed a very good relationship with Russian civilians in spite of the war.

Our choice of scenarios would be FT86 Black Tercio. Designed by Philippe Naud. The Russians win at game end by controlling 12 VP worth of buildings. Wooden Buildings equal 1 point and stone buildings equal 2 points. The Russian infantry with 3 x T-34's enter from the north and a small Partisan force sets up on the south edge of the map. The Partisans may not control buildings though and this would be a source of frustration for me personally. 


As the Spaniards, Dan would command the 250th "Blue" Infantry Division. His force would consist of 10 x 4-6-8's, and 3 x 2-2-8's led by a 10-2, 9-1, 8-1, and an 8-0 with 2 x MMG's, 2 x LMG's, a DC, a 75L AT Gun, an 81 MTR, a Kuebelwagen, and a a 75* INF Gun.


As the attacking Russians, I would command Partisans of the 1st Partisan Brigade and elements of the 115th Rifle Corps. My force would consist of 7 x-3-3-7's led by an 8-1 and 7-0 with 2 x LMG's, and a 50 MTR and 3 x 5-2-7's, 12 x 4-4-7's and 2 x 2-2-8's led by 2 x 8-1's, and a 7-0 with 2 x MMG's, 2 x LMG's, and 2 x 82 MTR's.





And now for Dan's Pre-Game Comments:


"The Spanish (Germans) must hold 8 of the 17 building VP on boards 4 and 19.  The 10-2, squad and MMG will set up in 4P6 level 1 and be prepared to move to 4N5 when the Partisans are forced to leave by SSR.  It is a misty day with everyone in snow camo so long range shots are limited without the -2 leader.  The 8-1 squad and MMG set up in 4O3 with a foxhole.  The 9-1, squads and LMG set up HIP in 19K7 and hopefully are a big surprise for units moving up.  The AT gun set up in 19L10/4L0 and the 81mm MTR sets up 4N5 also a squad LMG will set up in a 2S foxhole with the MTR.  The 75mm INF will set up in 4T4 as a big surprise for the Partisans or hopefully a side or rear shot on tanks moving by.  A squad will set up in 4X1, 4K2, 19T9 and 19O8 in foxholes as appropriate.  The 8-0 and squad will set up in 4R5 in a foxhole and squad and DC in 4P8 for all around defense and to use the DC against tanks.  Dummies will set up in 19X6, 4X8 and 4T3.  Hopefully some early casualties can reduce the Russian attack and get the Partisans to leave via SSR."


Ground snow and Mist would give the scenario the appropriate Russian winter backdrop. The Mist would impact Dan's 9-2 shooting from Level one of the center building as he was taking long range shots. My Tanks would also be severely impacted and I would achieve maybe three successful hits with my tanks for the duration of the game.  Winter camouflage would also be in play. 

Turn 1 Russian - I move my Partisans and promptly get spanked by the 10-2 with breaking of my Partisan 8-1 and two squads. Otherwise, I moved the Partisans into position to take and hold three buildings. They couldn't control them for victory points, but they could keep them ready for occupation by my Russian regulars...if they could get to them. This is the role, that I believe the Partisans are best suited for, as if they suffer 7 CVP, they are immediately removed from play. I would hold them back from attacking until the final turn of the game.



Turn 1 Spaniards - the 75L AT Gun would announce its presence with authority and destroy one T-34 and nearly take out a second. Dan has a knack for pivoting guns in woods and building and getting hits. This is done by missing the first shot, but then getting acquisition for an Intensive Fire Shot. He almost always hits on the Intensive Fire shot and doesn't MALF the gun. So, if you don't Intensive Fire much, you might just want to consider it. I would say that Dan is highly efficient with Intensive Fire and I have lost many AFV's to that particular shot.



Turn 2 Russian - I would put myself in position to take another 4 points of buildings. But my force was already being ground down a bit and dispersed.


I still had two T-34's left. I needed these to help secure some of the terrain on the Partisan side of the map...but only one of them was able to escape the 75L AT Gun. The other would have to fight it out on the north side.


At this point, I had taken four buildings for 4 points. Only needed 8 more...might as well as have been 80...

My attacks continued, but I was hung up trying to eliminate Dan's 9-1 and on the Partisan front, I was stalled by a single Kubelwagen with an AA machine gun....oh the shame...



We skip ahead to Turn 5. I had finally eliminated the 9-1 and squad. I had half of the total needed for the win, but was down to my last three movement phases. Dan's 81 MTR annihilated my mortar crews and my tubes would be silent the rest of the game. My other units had met with bad outcomes as well. The German mortar would also immobilize a T-34. I would successfully eliminate the 75L AT Gun, but only had one tank that could take advantage of its absence. Quite simply put, my force had been hammered hard and wasn't strong enough to guarantee a win. But I played on....it was a fun scenario no matter the outcome.


Dan's 4-6-8 were some tough hombres. But I would manage to eliminate half of them in the course of the fight.

At the end 6 Turns, I had taken 7 VP's of building locations. I was tantalizing close to the 12.



The final assault on Turn 7 - I would VBM freeze the 4-6-8 with MMG in the center building and then rush troops at Dan wherever possible. Even with this final desperation move, I could only threaten to get 4 more VP's. Victory was out of my grasp and another great defensive stand for Dan. And Dan would sweep me for the third weekend in a row.  Six straight losses...does impact your mental health. You begin to wonder if you know how to play the game. But congrats to Dan on an outstanding win. He's on a great winning streak at the moment.


The Spaniards would celebrate the victory with a little cross-country skiing.






And now for Dan's Post Game Comments:


"The plan worked.  It was a close run thing with hot and cold dice.  Luckly the Russian dice were colder.  Although the Spanish lost nearly 50% of the defense.  Again this scenario is fun but without a lot of replay value because of limited maneuver options for the attacker.  With over 9,000 scenarios in the system replay is not a serious concern these days.  My thanks to Grumble Jones for a great game of ASL!"



As of the current date, Dan and I have now played 446 games versus one another and should get close to 500 by the end of 2023. 

So thank you Mr. Best for a simply unmatched ASL experience!!!

Dan and I will return next week for more black tie ASL!


We will see you then!

No comments:

Post a Comment