It's been a long time since an AAR was published on Grumble Jones. Actually, it is historically the longest period in the blog's 15 year history. The last AAR this year was back in August. I have played a lot of ASL since then and regrettably no AAR's for many wonderful scenarios. To date, I have played 129 games and these four will take me to 133 for 2025. A fantastic year by any measure.
While ASL has been great this year and even historic with a win against an A list opponent and friend that still has me shocked that I pulled it off. And yes...I won as the Russians...which is statistically an impossibility for me against myself let alone a great, multi-tournament winning opponent...but it happened. And this will segue into some thoughts I want to share about conversations following the World Boardgame Championship and the crowning of an ASL champion. Post championship conversations that were on the MMP YouTube podcast..."We're not Dead Yet" talked about eliminating night scenarios from future championships. The reason given was that there are too many opportunities for weird die roll outcomes that would allow a low level player to defeat a top level (elite) player. Hmmm...so back to my win. I won on the final close combat ambush roll. I rolled a 1 and my opponent 6'd it. I had ambush and elected to infiltrate out and by doing so met the victory conditions for the win. I, a low level player had defeated a top tier (elite) player by the vagaries of the die roll.
Did I feel a little weird about winning that way...yeah I did, But, that one roll was made possible by a solid defensive effort on my part that saw a stack up of successes. My 1 AT factor mines knocked out a Panther and immobilized a MKIV. I rolled 1's in each case. Were those rolls any cheesier than the 1 I rolled on the game winning ambush? I also had a concealed AT Gun that got a rear shot against a MKIII Flame Tank that was literally going to end any chances I had to win. Knocking it out was key to allowing me to have a hex to infiltrate to when I won the ambush. So, winning because of single ambush dr was made possible by all the events that led up to that point. My opponent had taken it to me and could see victory in his grasp. Had I not gotten ambush, I would have lost the scenario. But fate smiled on me and the dice gods granted me a boon.
So...what's my point?? My point is that our game is all about small moments that stack up and give the momentum to one side or the other. I disagree with the decision to remove night battles in order to protect (elite) players from the vagaries of the dice rolls. I disagree with the desire to implement mulligans and other shenanigans that disrupt the game. Bad things happen to good players. That's ASL.
In Journal 16, the MMP folks make the same comment when going through all the rules that folks think need changing. They rightly reminded players that bad things do happen and our control over situations is not complete. My own opinion is that great (elite) players should be able to win any scenario under any conditions...precisely because they are great players. And yes...even the low level players should have a chance at victory.
As a proud Valpo Alumni I like it when the #16 seed gets to knock off the #1 seed. It helps provide balance to the Force. Did I say...balance...silly me...
Long-time reader, Jim Hunter posted on the GJ Face Book page that he has been missing my regular Monday AAR's. Jim is not alone, as other long-time readers have expressed similar disappointment. Life has changed a great deal for me this past year. In addition to work, I'm busy now with a grandson that is in the house nearly every day and of course, playing ASL with Dan Best four times a week has left me with no time to blog. Unfortunately, my AAR's average 5-6 hours each to complete. Picture taking, picture editing, and scouring the internet for just the right pictures and gif's takes time. I try to avoid a half-ass effort with the AAR's. While, I probably will not get back to a weekly AAR, I do try to make up some lost ground by blogging about all of our games in a weekly session as opposed to just one. I believe every scenario deserves an AAR...so I will contribute what I can to achieve that end.
The link above is my YouTube channel. Most of you are probably aware of it. It has some dated ASL content, but my plan is to utilize it more and more to create additional Grumble Jones content. I'm doing some research on how to do it correctly. Something to look forward to.
You know you have blogged a lot when you do a Google search for a specific gif and a Grumble Jones post comes up...yep...I used the gif above five years ago when I was laid off from GatesAir.
Well...guess what...yep...my current company is in the process of being acquired and my position will move to Houston if it exists at all. I won't be going to Houston...so once the sale closes...I likely will be on the street again. A 60-year-old Gen X'r once again looking for work in what will be one of the worst economies in our history. So should be fun. Yep...I got drilled baby...going to miss the days in Midland and Garden City, TX. Good memories.
Okay, let's get on with this week's AAR's. Up first is FB5 Siesta Time. Designed by Bill Cirillo, this scenario is set in Buda, Hungary - January 1945. It utilizes a small portion of the NW map sheet from Festung Budapest.
I remember how eager I was to get this module and then for it to just languish unplayed for 13 years. Good grief is that just wrong. But, it is also a reminder of just how much we have available to play these days.
Journal 16, AP 20 and 21 and a new Schwerpunkt offering have consumed my cash and my attention in just the past two weeks. I seriously marvel at the quantity of ASL offerings that are out there these days. I can well remember when there was nothing else out there in the late 1980's.
So, yes, I was very excited to get FB on the table.
As the defending Hungarians, I would command elements of the 3rd Battalion, 6th Regiment, 10th Infantry Division. My force would consist of 2 x 4-4-7's, 6 x 3-4-7's, led by a 9-1 and 7-0 with an MMG, LMG, DC, 6 AP Mine factors, 2 x foxholes and 2 x Wire.
As the attacking Russians, Dan would command Elements of the 297th Rifle Division. His force would consist of 3 x 6-2-8's, 4 x 4-5-8's and 3 x 4-4-7's led by a 9-1, 8-1 and 8-0 with 2 x LMG's, 2 x Flamethrowers and a DC.
Russians win at the end of Game Turn 2 by controlling the N30 building or at game end by controlling the N30 building and if the Hungarians have exited less than 6 EVP.
Despite the odds being heavily against it...I elected to try and hold the N30 building for the duration.
Turn 1 Russian - Dan comes at me full bore.
Dan would go into CC with a Dummy Stack and a 1-3-7. The 1-3-7 would not survive.
Dan made good progress and was trying to flank me in order to prevent a Hungarian run for the border after turn 3.
The close combats were resulting in ongoing Melees, which tied up Dan's flanking units. A sniper popped his 8-1 and wounded him. The flamethrowers moved to get into position to hit the victory building.
I would successfully break the two 6-2-8's with flamethrowers. One would also ELR and split into two half-squads, while the other would casualty reduce to a half-squad. My HIP 4-4-7 had to do the job by dropping a DC on one and hitting the other with an factor shot.
Turn 3 and the final turn of the game. Dan would continue to bum rush me and eventually a 2-4-8 managed to survive the mines in N31 and got upstairs. That 2-4-8 would go into CC with a my pinned 4-4-7. The 3-4-7 in my fortified location would be broken by the Russian DC and that location would fall to the Russians. I would lose control of the building on Turn 3 and that was game as the Russians had the victory. It was very close, but the only hex I could enter to retake the building was the mined N31 hex. Congrats to Dan on never faltering despite the breaks and losses. He just kept coming and that was the way to take the building.
Our second game would be WO7 Hell for the Holidays. Designed by Pete Shelling, this scenario covers actions of the US 327th Glider Infantry as they confront elements of the Panzer Lehr Division at Marvie.
Hell for the Holidays is Winter Offensive Pack 3. The Winter Offensive packs have always been a favorite of mine throughout the years. Generally good scenarios and a great price point. Great way to start each new ASL year.
As the defending Americans, Dan would command elements of Company E, 327th Glider Infantry Regiment and Team O'Hara, Combat Command B, 10th Armored Division. His force would consist of 5 x 6-6-7's, 3 x 3-4-7's, and a 2-2-7 led by a 9-1, 8-1, and 8-0 with 2 x MMG's, 3 x BAZ 44's, DC, 37LL AT Gun and 4 x Stuart Tanks.
As the attacking Germans, I would command elements of Panzergrenadier-Lehr-Regiment 901, Panzer-Lehr Division. My force would consist of 5 x 4-6-8's, and 4 x 2-4-8's led by an 8-1 and 8-0 with an MMG, 2 x LMG's, a Panzerschreck, 3 x MKIV's, a Panzerjaeger IV, and 6 Half-Tracks.
The Germans win by controlling 7 stone building hexes on or north of Row R provided the Americans do not amass 40 or more CVP and twice as many CVP as the Germans.
Honestly, there are scenarios that I feel are somewhat hopeless from the start. For me as the attacking Germans, I just did not feel like I could achieve the victory conditions, especially having to enter all my squads as riders. But maybe...maybe I could find a way...
My Bad!!!...I was trying to be positive...
I successfully moved up to my initial objective without any issue. All my squads were able to disembark.
All in all, I was ok with my entry on the battle space. My Panzerjaeger IV was situated on the hill and was expected to knock out the pesky Stuart Tanks.
Dan reacted quickly and positioned his Stuarts to start knocking out my halftracks. He would MALF the MA on one of the Stuarts and MALF a second one later in the game.
My Panzerfausts failed me miserably as I either failed to get one or got one and missed. Moving Stuarts at 2 hex range are not easy to hit.
As the attacking Germans, Dan would command elements of Battalion 1, Panzergrenadier Regiment 66, Panzer Division 13. His force would consist of 4 x 4-6-8's, and 12 x 4-6-7's led by a 9-2, 9-1, 8-1 and 2 x 7-0's with 2 x MMG's, 4 x LMG's, 2 x DC 's, 4 x MKIII's and an 8-1 Armor Leader.
Our fourth and final game of the weekend would be KE7 Tennis Anyone? Kinetic Energy has put out some great scenarios. Not sure if everyone is familiar with Kinetic Energy, but you can check them on the ASL Scenario Archive site.
As the losing...er...I mean attacking British, I would command elements of the 2nd Battalion, the Dorset Regiment and tanks of the B Squadron, 149th Regiment, Royal Armored Corps. My force would consist of 7 x 4-5-7's, and a 2-2-8 led by an 8-1 and 8-0 with 2 x LMG's, a 51 MTR, a 94* ARTY, and Grant Tank.
With Turn 2 done, I was okay with where I was at...but also keenly aware that I was dragging a@@ and not likely to get it done.
I would casualty reduce the 4-4-7...which was not good. Locked in Melee and looking at Hand-to-Hand in the next CC Phase.
I would kill the 2-3-7 but lose a 2-4-7 of my own in the process. The Japanese 8-0 would appear and take the MMG crew into Hand-to-Hand against my 8-0 & 4-5-7 with LMG. Everyone would die and both support weapons would be eliminated. At the conclusion of Turn 4, I gave the concession. I did not have a path to victory. Not a fun game really for either side. Not much room to maneuver and a straight up attack at entrenched Japanese is never easy. So great win for Dan and a total sweep as took all four games.
Turn 4 German - time was running out and I had not taken a single building. Dan had about 27 CVP to my 18. I was still in the game, just needed to start taking victory locations.
At then of my part of Turn 4, I was barely to the Q Row...I could see seven victory locations within my grasp...but I was strung out badly with not enough squads where it counted.
Dan's remaining Stuart would start up. I would miss three straight Panzerfaust checks. This game has moments where it blows magnificently.
The final picture on Turn 5. I would concede at this point. With only two movements left, it was abundantly clear that I had no path to taking 7 building locations. So Dan would win his second in a row. His Stuarts and 37LL AT Gun did just enough to secure the win.
Our third game would be ITR-13 To the Last Bullet. Designed by Chas Smith, this scenario takes place in Rostov in the summer of 1942. This was a hard-fought urban battle and presaged the kind of fighting that would stifle the Germans at Stalingrad. The Germans would however prevail in Rostov.
Before there was Twilight of the Reich...there was Bounding Fire Productions' Into the Rubble 1 and 2. Great maps and great scenarios make up these two packs. They put the urban in urban fight! Again, the maps are wonderfully made and give you a hard hitting introduction to serious urban fighting without the hassle of railroad overlays that in my opinion plague Twilight of the Reich. Just say'n.
As the defending Russians, I would command elements of the 9th NKVD Rifle Division. My force would consist of 8 x 6-2-8's and 3 x 4-5-8's led by a 10-0, 9-1, and 8-0 with an MMG, 2 x LMG's, Flamethrower and ATR.
This would be the second time playing this scenario. My first playing was at the 2017 St. Louis Tournament against Jeff Ital. I was the defending Russians in that game as well. And I lost in 5 turns. Fun fact...history would be repeated!!
These Napoleonic facing each other across the street scenarios...well they ain't my favorite. As the defender you have to setup to prevent dashes into the victory building. But that means you are going to get duck slapped by the giant German KILL Stacks. And won't that be fun.
Dan 9-2 kill stack would fail to get a result. I was shocked...but deeply grateful. But that was the beginning and end of my good fortune. Dan's half-squads would successfully dash into positions as I rolled 5 x 10's in a row followed by an 11. Ya gotta love that level of absolute failure.
Tell me about it...
In this kind of scenario...there is no PREP Fire for the defender. SKULK is the only option. It's about survival baby!!
Things continued to go down hill for my Russians. The German 2-4-7 on the left side had eliminated a 4-5-8 in CC, but then went down when the other 4-5-8 took him out in CC. That 4-5-8 would attempt to dash...but Dan's hot dice gave his 2-4-7 a 3 on a 1 factor down 2 shot. Of course...In the center, my 6-2-8 with the MMG had broken the MMG and then were broken themselves. Dan's four tanks would also make their appearance. Now it's a party. You know an AT Gun...just one would sure have been nice...
Cause you know...nothing says fun like bringing an ATR to a tank platoon party!!!
Dan's tanks move up and my Russians can hear the tankers talking back and forth...
"Fritz...I hope they leave us something to shoot at..."
"Ja, Hans...it's looks like the Russians will have to concede soon."
My dice continued to suck and Dan's continued to be smoking hot...lots of 3's and 4's with a 5 or two thrown in to keep it fresh...
Now our game was not without its humorous moments..(not counting my horrible dice rolls...they weren't funny doggone it...I can hear you laughing!!). So Dan's 2-4-7 with Russian Prisoners would break and my boys would attack them in CC.
Despite my best skulking attempts, I was being beaten badly. I was rolling very poorly. Even my single flamethrower shot was a 9 from 2 hexes...normal morale check which did NOTHING...I was on the ropes and Clubber Lang was slapping me around...
Final picture from Turn 5...before I threw in the towel and conceded the game. My escaped prisoners would KIA their broken captors and a 2-2-6 would triumphantly rise from up to watch the devastation. I was broken all over the place with only my 10-0 Commissar and 6-2-8 with flamethrower still in the game. Dan's final shot was through the smoke with a +5 shot...that landed and 2 checked my boys...breaking them. Yeah...I was done. Congrats to Dan on a total victory. It was pretty darn humiliating for me. I never mind losing...but losing because I couldn't make lay ups while Dan kept swishing 3's from halfcourt left me in a funk.
Getting diced by your opponent and yourself is a double-whammy that no player can survive. So...after 3 games...I was 0-3 and not feeling all that great.
No...not really...
Our fourth and final game of the weekend would be KE7 Tennis Anyone? Kinetic Energy has put out some great scenarios. Not sure if everyone is familiar with Kinetic Energy, but you can check them on the ASL Scenario Archive site.
The designer is listed as unknown, but Kinetic Energy was the earliest design group that eventually evolve into the March Madness team that we know today.
The ROAR balance on this one is pretty pro-Japanese. ROAR has it with 21 Japanese wins to 5 British. Yeah...that doesn't suggest balance.
Someday, I'm going to give my two cents on balance and scenario design...and why it doesn't matter...unless you are in a tournament setting and losing ain't your thing.
Playing the game for the fun of the game should have way more value than the need to win. And this is something I need to be more cognizant of as well.
As the defending Japanese, Dan would command elements of the 58th Regiment, 31st Division. His force would consist of 6 x 4-4-7's and 2 x 2-2-8's led by a 9-1 and 8-0 with an HMG, MMG, 2 x LMG's and a DC.
As the losing...er...I mean attacking British, I would command elements of the 2nd Battalion, the Dorset Regiment and tanks of the B Squadron, 149th Regiment, Royal Armored Corps. My force would consist of 7 x 4-5-7's, and a 2-2-8 led by an 8-1 and 8-0 with 2 x LMG's, a 51 MTR, a 94* ARTY, and Grant Tank.
So...the ROAR stats show this scenario with 5 British and 21 Japanese wins. And here I am on a 3 game losing streak with the wrong side in yet another scenario.
Let's take a look at the ROAR stats for this weeks games:
FB5 Siesta Time = 18 Russian to 6 Hungarian = I was Hungarian
WO7 Hell for the Holidays = 15 American to 11 German = I was German
ITR-13 To the Last Bullet = 10 German to 3 Russian = I was Russian
KE7 Tennis, Anyone? = 21 Japanese to 5 British = I was British
Based on the ROAR stats...it's is no surprise that Dan had a clean sweep this week. When choosing sides, Dan and I roll for the Thursday game to see who is attacker. Then we switch off so that we each attack/defend twice over the 4 games. But it might be a better idea to choose sides based on ROAR stats. Each of would play the advantaged side twice and the disadvantaged side twice. This could help with a problem we have had with large win/loss streaks. Dan will four in a row and then I will win 5 in a row...it just makes for some uneven ASL.
Dice...dice rolls determine all success and/or failure in ASL. I say often...dice rolls matter. In Siesta time, Dan successfully ran adjacent to me with a DC and I failed to hurt him with three shots, 2 of them adjacent at -2. That ended FB5 as Dan took out the fortified location.
IN WO7 Hell for the Holidays, my Panzerfaust rolls were all complete shite..with no success despite Stuarts running right by my grenadiers. Additionally, my Panzerjaeger IV failed to hit and/or penetrate the Stuarts, which severely impacted my timeline to get to the victory area.
IN ITR-13 To the Last Bullet - Dan easily crossed the street on Turn despite -2 shots as I rolled 5 x 10's and an 11. Then he won a CC with a 2-4-7 against a 4-5-8. I would break an LMG and my MMG. My rolls were so abysmal that the game really felt over after Turn 2. In this game, Dan's dice were off the charts lucky. When you averaging 9 and your opponent is averaging 5-6...well...yeah...you're cooked.
Well...finally at the end of the four game weekend and I had already conceded this one from the start. The counter density for such small area is just this side of ridiculous and made game play unnecessarily difficult. You can't read the hex numbers...you can't move anything without knocking everything else out of whack. This is a scenario probably best played in VASL.
Turn 1 - I smoked up the joint with smoke and some Willy Pete.
The Japanese HMG would break a half-squad and kill them with rate of fire. Otherwise my flanking effort worked out pretty well. But I really didn't have the time for such a journey.
At the end of my part of Turn 1, I had made very little progress.
On his part of Turn 1 - the Japanese tank hunter appeared right next to my Grant Tank. Losing the Grant Tank (worth 7 CVP) is game ending. Fortunately, my Grant hit the dude with the main and snakes on the result KIA'd the tank hunter hero. Man that was close.
Turn 2 - I continued with my flank attack on the north side. Otherwise the game dragged as Dan and I shot back and forth for not much result.
I would kill the 2-3-7 but lose a 2-4-7 of my own in the process. The Japanese 8-0 would appear and take the MMG crew into Hand-to-Hand against my 8-0 & 4-5-7 with LMG. Everyone would die and both support weapons would be eliminated. At the conclusion of Turn 4, I gave the concession. I did not have a path to victory. Not a fun game really for either side. Not much room to maneuver and a straight up attack at entrenched Japanese is never easy. So great win for Dan and a total sweep as took all four games.
Okay...that's all for now.
Despite losing all four games...
I had another enjoyable weekend of ASL.
Dan and I will take a break next weekend, as he heads to Dallas for the North Texas Shootout.
Good luck Danno!!
We'll be back in the saddle on November 6th.
We will see you then!































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