Tuesday, April 1, 2025

Grumble Jones April Scenario GJ146 Bring up the Other Gun


It's April now in Oklahoma and that means the scary season for tornadoes and other Okie weather mischief. But as weather those inevitable storms, we continue to put together the monthly Grumble Jones scenario. Each year, I try to put out an Arnhem scenario for long-time reader Mark Drake. Each September, Mark plays a battery of Arnhem scenarios on the anniversary of Operation Market Garden. Mark has been kind enough to play a few of mine over the years, so it's always a highlight of the year, when I put together the annual Arnhem scenario. 


As in years past, I turned to my worn copy of Osprey's combat volume covering the British Airborne vs. Waffen SS. I was a bit worried that I had combed out all the potential scenarios, but I managed to dig out one more from this excellent tome.

In one of the many engagements on the northern sector of the Oosterbeek Pocket, there is account of German Grenadiers trying to break through the line with FLWG B-2 (f) tanks. The defending British had a 57L AT Gun in position, but it was out of special ammo. So the cry went out to bring up the other gun that was with the HQ company.

The gun was successfully manhandled into the action and helped stall the German armor long enough for British artillery, scare though it was, to convince the Germans to fall back.

So, we'll see if this scenario does the narrative justice.






As always, these monthly "Basement Quality" Scenarios are offered for fun only and as a thank you to the readers of this blog.


Remember to open pictures in a new window in order to maximize the size. 


All Grumble Jones scenarios are available from the ASL Archive website. 

               (Just search on Grumble Jones)


Sunday, March 30, 2025

Our Games - a Weekend of March Madness Goodness - MM100, MM99, MM103 and MM98



One of the great joys of attending the annual Kansas City March Madness Tournament is receiving the club's latest scenario pack. They are always good and provide a great value for the scenarios provided. This year's Snake Eye pack would differ from past years in both the number of scenarios (only 6) and the complexity and size of each. In years past, March Madness scenarios have made ample use of time, orders of battle and complex rules dives. 2024's Korea Pack took that to new heights with an impressive number of scenarios utilizing night rules and a host of other rules around the unique terrain and forces present in Korea. In 2025, they would take a breather and provide a pack of six tournament sized scenarios that scratch will easily scratch your Schwerpunkt or Quick Six itch.

  • MM98 Hucisko Ambush is set in 1940 Poland between Germans and Russians
  • MM99 Harckocsi Assault is set in 1941 Russia between Hungarians and Russians
  • MM100 A Limited Offensive is set in 1942 Russian between Germans and Russians
  • MM101 Makin Crossfire is set in 1943 Makin Atoll between Japanese and Americans
  • MM102 Villa Des Verges is set in 1944 Italy between Germans and Canadians
  • MM103 Return to Noville is set in 1945 Belgium between Germans and Americans
All of the scenarios fall into the 5-7 turns range with manageable OoB's. An effort has also been made to keep the boards at 2 or fewer and with little to no overlays. This is a very playable pack.

You can find the pack here:


  
I know that's right!




Our first game, played on Thursday night was MM100 A Limited Offensive. Designed by Dan Best, this scenario takes place in Yegorye, Russian in July of 1942. The summer of 1942 was a hard one for the Soviets as the Germans completed some of their most impressive encirclements of the war. In early July, the 2nd Panzer Division had hit the 135th Rifle Division hard and was surging forward to shatter it's remaining defensive line and move to link up with other German units and complete an encirclement. 


As the attacking Germans, I would command the men of Panzer Regiment 3, Panzer Division 2. My force would consist of 4 x 5-4-8's and 2 x 4-6-7's led by a 9-1, 2 x 8-1's and an 8-0 with an MMG, 3 x LMG's, an ATR, 2 x Halftracks and 4 x Panzer MKIII J's.

As the defending Russians, Dan would command Head Quarter elements of the 135th Rifle Division, 41st Army. His force would consist of a 6-2-8, 4 x 4-4-7's, 2 x 4-2-6's and a 2-2-8 led by a 9-1, 9-0 Commissar and 7-0 with an LMG, ATR, DC and 82 MTR.


With just 4-1/2 Turns, the German Player has to move with alacrity and purpose. Dilly Dally and you'll find yourself in a pickle. The Germans can win immediately by inflicting 14 CVP on the Russians exiting 29 EVP or if they exit 43 EVP off the north edge. Once you do the math, you see that exiting 43 EVP is very difficult when you only have 53 EVP available. Oh and 21 of our EVP has to be from an AFV. Losing two AFV's can put you in a real bind. My strategy was to move in two parallel lines of advance on the east edge and get as much off as possible and inflict the required 14 CVP. Prisoners count double, so I would be looking for some POW's. 




Turn 1 German - My attack progressed as intended on Turn 1 with no counter-fire from the Russians.



Turn 2 German - I would make contact with the Russian MTR and ATR. Dan's dice would give him an 11 and then a 12 with the MTR. It would be out the remainder of the game. The ATR would hit but fail to penetrate. While my halftracks made the run for the border, my other forces sought to engage and get some CVP.





With the Russian MTR out of action, I had a bit more freedom of movement that anticipated. A would break the 4-4-7 with the ATR. The 7-0 would low crawl them onto the road. I would try to surround and capture or eliminate them. 


The surrounded 7-0 and broken 4-4-7 would pull a snake eyes pack special! The 7-0 would snake his MC and go berserk and take the 4-4-7 with him. My tanks would attempt an overrun and fail. This was to have severe consequences for my boys.




My Grenadiers would attempt to protect the tank and engage the 4-4-7 in CC. The 7-0 had only moments earlier been shot dead by the Germans sniper. In the CC that followed I would lose an 8-1 and 5-4-8 to that 4-4-7. Sequential CC when armor is involved is another ASL rules feature that I dislike. Dan would elect not to fight the tank. My tank rolled and did nothing. Then Dan's 4-4-7 gets to attack my leader and squad...oh look a "3"...and just like that I would lose the leader and squad. I hate CC because so often it goes down like that for me. 

I would also go on to MALF many of weapons. I would MALF a CMG, 3 of my BMG's and the MA on one of MKIII's. It would be Recalled the next turn. Five boxcars in a 4-1/2 turn game is about fifty shades of too f'ing much. Just say'n.

Yeah...that didn't help...


Turn 4 German - with time running down, I needed to get boys off the map and get my 14 CVP. I was getting close. 


Turn 5 German and the last one of the game. It was do or die. I had 12 CVP with my captured prisoners and moved to exit my tanks. I would successfully exit three MKIII's and the two Halftracks. That just left a single 4-4-7. I had to reveal my 8-1 as two of my half squads moved to into it's LOS. Another 3 would kill my 2-4-7 with the ATR. The 8-1 would reveal, but then in Final Fire another great roll would DM my 8-1. Fortunately my 4-6-7 passed both PIN checks. He would successfully break the 4-4-7 in Advancing Fire, take him prisoner and exit the board with him. That would give me 16 CVP to go with my over 30 EVP for the victory. 





Our next game, played on Friday was MM99 Harckocsi Assault. This is a Grumble Jones designed that found a home in this new pack. It has been thoroughly play tested and updated. Once again, I would be the attacker.


As the defending Russians, Dan would command elements of the 96th Mountain Rifle Division. His force would consist of 8 x 4-4-7's, a 2-3-7 and a 2-2-8 led by a 9-0 Commissar, and 8-1 and an 8-0 with an MMG, LMG, ATR and 37L AT Gun.



As the attacking Hungarians, I would command elements of the 6th Motorized Battalion and Composite Light Tank Company, 9th Tank Battalion, 1st Motorized Brigade. My force woud consist of 4 x 5-3-7's, and 4-4-7's led by a 9-1, 8-1, and 8-0 with 3 x LMG's, an ATR, DC and 5 x 38M Toldi I tanks.


The stream is shallow and the Hungarians win if at game end, there are no Good Order Russian MMC's on a level 2 Hex.


Dan and I played the Grumble Jones version of the scenario many moons ago and we would reprise our respective roles with me attacking and Dan defending once again. Replayability of the scenario is not really optimal. Both sides are really limited in both defensive positions and attacking routes. The 37L AT Gun is the king of the battlefield with its great rate of fire and ability to knock out the Toldi Tanks. 




Turn 1 Hungarian - I make my move forward. The AT Gun strikes first and sets one Toldi tank ablaze and gets acquisition on another.. The rest of the Russian forces remain concealed.


Turn 1 Russian would slap me around pretty hard. The AT Gun would knock out two more tanks. My infantry would succeed in breaking the crew. But in 1-1/2 turns, I had already lost 3 tanks, which are critical in this scenario.




Turn 2 Hungarian - I send my two remaining tanks up the hill to force the AT Gun crew to rout away. Then the Russian LMG would fire and knock out my lead tank. A 5 to kill with a light machine gun...feels absurd to me. It's always been a capability that I have serious issue with. HMG's, MMG's knocking out tanks...okay...but an LMG knocking out a tank just feels wrong to me. I will never like it. Losing my fourth tank basically ended the game for me. I was struggling to do anything and losing both men and machines prolifically. My squads were being KIA'd and I would lose 6 before I conceded.



"Comrade..stop your whining. Russian LMG is greatest LMG in the world...easily destroy tank."



Turn 3 Hungarian - with the threat of the AT Gun and the LMG removed, I sent my last remaining Toldi tank to VBM freeze the Russian MMG. My infantry converged on the location and managed to break and rout the Russians out of the building and abandoning their MMG. In Advance, I would send in 2 x 5-3-7's and a 4-4-7 into the building. Despite my losses, I was suddenly back in the game. That thought would quickly evaporate.




In his Prep Fire, Dan's two adjacent 4-4-7's would manage to break all three of my squads. I gave the concession following the breaks. The writing was on the wall. Dice wise, Dan was getting good results and my dice were giving me equal time. He would easily retake the building and his MMG and possibly destroy my last tank in CC. I was out of juice and knew it. So, I gave the concession and congratulated Dan on a great win! He baled hay and dominated the battlefield.


Our third game of the weekend, played on Saturday was MM103 Return to Noville (designed by Paul Works). Set in January of 1945, this battle highlights the return to Noville of the 101st Airborne and 11th Armored Division as the Americans eliminate the German "Bulge" and continue the advance into Germany.


As the attacking Americans, I would command elements of the 101st Airborne and 11th Armored Divisions. My force would consist of 6 x 7-4-7's and 6 x 6-6-7's led by a 9-2, 9-1, 8-1 and 8-0 with an HMG, 2 x MMG's, 2 x 60 MTR's, 2 x BAZ 44's, 2 x BAZ 45's, and 4 X Sherman Tanks.



As the defending Germans, Dan would command elements of the 26th Volksgrenadier and 2nd Panzer Divisions. Dan's force would consist of 4 x 4-6-7's and 5 x 4-4-7's led by a 9-1, 8-1 and 7-0 with 2 x MMG's, 2 x LMG's, a Panzerschreck, 2 x Halftracks, a Panther Tank and a MKIV H Tank.


Ground Snow is in effect and the Americans win at game end if there is no Good Order German MMC(s) in any building within 3 hexes of 70G5. The Americans has 6-1/2 Turns to accomplish the mission and need every second of that as they have a long journey to get into the fight. My plan was to send the 7-4-7's up the middle with the Armor and the 6-6-7's would move to flank the village. My plan...would work...yeah...it actually did.

No really it did!!!



Dan would not contest my initial movements. He would sit concealed and wait for me to enter his traps.




But lest we forget...this is Dan Best and Dan is always aggressive...defender or not...he will come for you. His halftracks would move to confront my flanking force. 




Turn 2 American - I would continue to move somewhat cautiously. The halftrack threat would force me to adjust my flanking force just a bit.




After two movements, I had a good line of advance with the my 9-2  & 9-1 preparing to swing the gate up towards the village. (Remember the grain is Woods in this scenario).




The German sniper would make an appearance by breaking on of my mortar teams. Dan's halftracks would continue their assault.

In the center, a German 4-4-7 would break a 7-4-7 and then successfully fall back.



Turn 4 American - A BAZ 44 shot knocks out the first halftrack. My flank assault begins to develop as my boys moved towards the other German halftrack and supporting 4-4-7. 




After 4 turns, my line of advance shows the earlier plan beginning to come to fruition. 


My flank force eliminate the German blocking force and begin to swing the gate towards the village.




Turn 5 American - mistakes would be made...! My flanking force would head towards the village as my center attack grinded forward against stiff German fire. And I would finally get the courage to send my 76L Sherman around the woods to confront Dan's village MLR. A disastrous move on my part.




At the end of  five turns, my flank and center teams were uniting as we hit the village outskirts. But, disaster had eliminated by right flank protector in my 76 Sherman. The Panther would appear and Dan would roll snakes on the hit and turn my best tank into a burning wreck.





One of my biggest fears would shortly come true as the Panther moves forward and heads to flank me from the rear. A HIP Panzerscreck team would knock out another Sherman Tank. I was down to just two tanks and the Germans still had a MKIV concealed and the Panther was on the hunt.




Things would changed dramatically. I had prepared a Bazooka screen to protect my rear. My troops continued to move forward. Then the MKIV would come right at me. My Shermans would shock it and then knock it out. Inexplicably, the Panther rather than hitting my Shermans from behind, returned to the village with his rear facing my line. Dan saw the inherent risk with trying to thread the needle with a BAZ 44 and BAZ 45 in readiness for a side or rear shot.





Going into the final German movement phase, my plan was still intact and grinding the Germans back from the victory location.




In a tragi-comedic moment, a German 4-4-7 would go Berserk and be reduced to a 2-3-7 that would die in the ensuing close combat. The loss of yet another critical squad would further reduce the German defenders. The Panther would start up and take a BAZ 45 shot to the rear and be knocked out with no survivors.


The loss of the Panther would significantly degrade the German defense and give the Americans a strong chance for a win in the final turn.


Turn 6-1/2 and my boys surge forward to confront a remaining 4-4-7 and a 7-0 with a 4-4-7. These two locations would have to be eliminated. Two Shermans would race towards the 4-4-7 holding out at the top of the board. This 4-4-7 would successfully brew up the first Sherman with a Panzerfaust shot, but would Cower and be marked final fire as the second Sherman put them in VBM Freeze. The bulk of my infantry would surround the 7-0 and 4-4-7 w.LMG in the center. This group would put up ferocious fire and pin a 7-4-7 and break three other squads after a 3 Rate of Fire tear. Fortunately for me, I would break the 7-0 and 4-4-7 in Advancing Fire after encircling them. 

But one remaining 4-4-7 remained and he would be in CC with a VBM Sherman tank, my 9-2 and 6-6-7 and the 1-2-6 crew from earlier knocked out Sherman. Dan would go after the tank and knock it out with an ATMM. I would have 2 to 1 odds -2 and roll a damn 11...UGH!! But, since the German 4-4-7 was in Melee and not  Good Order, my Americans would get the victory. 






Our fourth and final game of the weekend would be MM 98 Hucisko Ambush (designed by Dan Best). This scenario is set in 1940 Poland as German SS-Polizei attempt to overcome diehard Polish forces that had continued to resist after the Polish Capitulation.


As the defending Poles, I would command a Detached Unit of the Polish Army. My force would consist of a 4-5-8, 2 x 4-5-7's, 2 x 4-3-7's and 3 x 2-4-8's led by a 9-2, 2 x 8-1's and a 8-0 with 2 x MMG's.


As the attacking Germans, Dan would command elements of the Polizei Battalion 51. His force would consist of 8 x SS 4-4-7's, 2 x 4-3-6's ad an SS 2-3-7 led by an 8-1, 7-0 and 6+1 with 2 x LMG, 5 x Opel Blitz Trucks and a KfZ1.


The Poles have a very weak force with which to hold off 10-1/2 squads, but the Germans have a long distance to travel and their 2 ELR is a serious liability.


As the designer, Dan's initial moves seemed rehearsed, but he knew exactly what he wanted to do as he moved forward. The German Player has 7-1/2 Movement Phases...which gives them plenty of time to overcome the Poles. Dan would move all the vehicles into a lager after they unloaded their squads. The 6+1 and 2 x 4-3-6's would defend the lager as the Mounted Polish Reinforcements are put in the game precisely to destroy trucks. If the Poles inflict 16 CVP, they win the game immediately.


My goal was to delay...delay...delay. I had determined to keep Dan out of the buildings. I completely ignored the trucks.


Dan's attack moved forward in good order as my screen of half-squads tried to fall back and rejoin the main force in the village.


My Fabian tactics worked well for the most part.



My little half-squads would get some strong hits on Dan's boys. They would successfully break the 8-1 and squad with him. The 8-1 is critical to the German effort and he would be the decisive figure in our game.


My Turn 3 reinforcements entered and moved to reinforce my village defense. An 8-1 and 1-1/2 squads were a welcome sight. Dan really expected me to send those squads to destroy trucks. I weighed the options and convinced myself that I could keep him out of the buildings. 



I would lose a 2-3-7 in the woods as the Germans overwhelmed them. My remaining 2-3-7 would move to DM the broken German 8-1 and squad.


My 9-2 and MMG would get some KIA's and dissuade Dan from making use of the center road. 


Dan pressed his attack hard and in spite of losses continued to come at me.


My village MLR was holding and I was confident that I could stop Dan.


Despite a solid defensive effort two events would imperil my effort. In the center, my 8-1 and 4-5-8 would break and rout. A 2-4-8 attempted to hold the foxhole, but fell in CC to two squads. But the killing blow would come when I fired my MMG at a unit that advanced 2 hexes away. I would get Rate of Fire and break them. But in doing so, I had inadvertently opened a path for the German 8-1 and a single 2-3-7 to make a dash for my rear and an unoccupied building. 

I was in shock....truly I was. My Poles had been in control of the battle and just like that Dan was able to move adjacent to an empty building on Turn 7. 


With the game in the balance, I ran all that I could spare to get into the building. My 9-2, an 8-1 and a 4-5-8 were inside the building. I had done my best.


Turn 8 German - I would successfully throw back Dan's desperate attacks in the center. But at the critical house, his CX 8-1 and 2-3-7 would get a normal morale check on my stack. I would roll an 11 for my 9-2 (and knew at the moment that my dice has just screwed me over). The 8-1 would pass, but the 4-5-8 would also break. After a great defensive stand, I was facing defeat to a CX 8-1 and 2-3-7. I couldn't bear it.


In CC, my 8-1 would get Ambush and then roll a damn 10...just like the previous CC where my accursed dice would give me an 11. Dan's boys would kill the officer and win the game.

Naturally, this was a great win for Dan. One simple defensive fire error had undone an otherwise great effort. I won't lie...it hurt. I told Dan as much. I would rather have been soundly beaten earlier than lose as I did. 

Dan and I played four excellent games this weekend and I have to say that I enjoyed them all. Dan would get two victories and so would I. 2-2 was a great result and capped off our great weekend of ASL.




That's a wrap on some awesome ASL. 

Dan I will return next week for more fantastic moments!!!

We will see you then!!!