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Our Saturday Game - Lone Canuck's DSL 1 - La Petite Ferme

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For our first Saturday Game since March Madness 2018, Dan and I selected a scenario from Lone Canuck's Drive for  St. Lo  Scenario Pack. Our choice for the evening's action would be DSL 1- La Petite Ferme.

This particular scenario kicks off the fighting between the Germans of Kampfgruppe Kentner and the US 137th Infantry Regiment. The fighting would be up close and personal in the Normandy Bocage. 

I've been a big fan of George Kelln's historical scenario packs ever since completing the Purple Heart Draw campaign game in 2015. So I was eager to jump into this scenario pack. I'm a huge fan of the Normandy Campaign and really enjoy a good Bocage fight. But let's not confuse my enjoyment for any level of skill in the Bocage. I learned some hard lessons playing the Purple Heart Draw CG against Big Kansas (Chris Brackney). Bocage can be both friend and enemy during the scenario.

That dual nature would be on display during our playing of La Petite Ferme. 

One note, this particular scenario is only 5 turns long and Dan Best and I have become masters of speedy play. We would begin this scenario at 5:00 PM and finish by 7:30 PM. Even we were a bit surprised by our efficiency in playing this one. So, if you are looking for a quick playing scenario...I recommend this one!


DSL -1 La Petite Ferme uses a small portion of the DSL map. The avenue of approach for the Americans is very limited and the Germans can cover it very well.

After rolling for sides, I would be the Americans and have the honor of attacking Dan's well placed Germans.

The scenario objective would be for the Americans to ensure there are no good order Germans units within 2 hexes of Hex C6. The Germans would have two wires and 2 fortified building locations in addition to the ability to entrench units in appropriate terrain.













La Petite Ferme 
































Ahh...the Bocage...one mini-fortress after the next!



As the Germans, Dan would command elements of Kampfgruppe Kentner of the 352nd Infantry Division. Few German divisions serving in Normandy are as well remembered as the 352nd. They were the defenders of Omaha Beach and were one of the few German formations on June 6th that gave a good account of themselves. They would continue to bedevil US forces all the way to St. Lo.



Dan's force would consist of 2 x 4-6-7s, 3 x 4-4-7's, a 4-3-6, and 2-4-7. They would be led by an 8-1 and 7-0 with a single HMG. A very compact force, but certainly strong enough for the mission at hand.

And surprisingly the most effective unit during our game would be the German 4-3-6. I would lose a squad and a half trying to take them out.









As the Americans, I would command Company E, 1st Battalion, 137th Infantry Regiment of the 35th Infantry Division. this storied division would leave a record of accomplishments in the drive across France and Germany. And they would be division represented in Kelly's Heroes!

















My force would consist of 3 x 6-6-6's, 3 x 5-4-6's, and a 5-3-6 led by a 9-1 and 8-0 with 2 x MMG's and 2 x Bazookas. On Turn 3, I would get 2 x M-10 Tank Destroyers. But...Turn 3 is honestly not soon enough. Just say'n....

 I didn't have a ton of good options for where to move first. I had to assume that some of the upfront units were real and indeed the unit in D3 was the German 4-3-6.




My intelligence from captured prisoners helped me...well...not actually at all. Dan wouldn't tell me what was under his question marks...!!!





 My initial jump-off went rather poorly. The German 4-3-6 took out a half-squad that came at it and the German 8-1 with the HMG opened up and broke my boys on the east edge. The Germans were very much in control on Turn 1.



 I threw a 5-4-6 into close combat with the 4-3-6 and went hand to hand. Bad call on my part as I rolled my normal "11" and died at the hands of the 4-3-6. UGH!!!

 I would eventually manage to reduce the 4-3-6 to a half-squad, but Dan would move them to E2 to create further mischief. Fortunately, I would break them first and ultimately eliminate them. But they had done great damage to my force and delayed me more than a turn, which would be critical.

 My efforts towards eliminating a single 2-3-6.



 After two turns of movement, I was not in the positions I needed to be in order to make a run towards the objective.

 Turn 3 - my two M-10's arrive and bust through the bocage to support my boys.




  One of my 5-4-6's on the west edge would ELR and disrupt. They would become prisoners and later be killed by a Panzerfaust back blast.

 With my M-10's, I made my strongest move forward.



 Broken German squads had retreated to the fortified building in C6. 

My 9-1 had managed to rally my boys and keep them moving forward.

 Turn 4...my M-10's would go on a death ride. I was simply out of time and had to move forward no matter the cost. And truthfully, I was hoping that Dan's interior Panzerfaust shots would break his units for me. It worked a bit, but not enough for the loss of both M-10's.
Dan's 8-1 with the HMG was still keeping my units, pinned or DM'd.


 Despite missing several of his Panzerfaust checks...Dan's 7-0 would successfully get one and finish off my last M-10. The Germans had stood up to the challenges of this scenario successfully!

Going into Turn 5, my 9-1 knew his boys would have to go for broke.



 My boys charged the German positions and Dan stopped me cold. Game over.




A fast and furious game was over and Dan's Germans had the victory!


My congrats to Dan on a good win! We both enjoyed this scenario and would definitely recommend it for a fast play game and as an opening scenario for this great George Kelln scenario pack.




This AAR is dedicated to the men of  Company E, 137th Infantry.

















Dan and I will be taking a break to spend Easter Weekend with family. We'll see you again in two weeks for a playing of March Madness - The Player's Pack Scenario MM47 - The Brickworks.

Until then, here's wishing your and your families a happy Easter.



My best memories of Easter Sunday were those I spent in the Valparaiso University Chapel. For me, there is no more stirring place to experience the miracle of Easter.

Our Saturday Game - MM47 - The Brickworks

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After a week off, it was great to be back in the world of ASL again on Saturday. Dan and I once again squared off (hmmm...hexed off maybe more appropriate....?) and found ourselves fighting in the streets of Stalingrad. From an ASL perspective, there is probably no WW2 battlefield with more ASL experiences than Stalingrad. I first read about Stalingrad in third grade, when I picked up a copy of William Craig's, Enemy at the Gates in a local Bristol, VA bookstore. It was a $1.95. The book made a huge impression on me...but certainly at 8 years old, I wasn't capable of fully grasping the strategic enormity of that battle. 

My original copy of Enemy at the Gates, which has survived pretty well since 1973. And if you have not read this book, I do recommend it. It may seem a bit dated when compared to the books of Anthony Beevor and David Glantz, but it's still a good primer for the battle.

And when you are ready for the deep dives...check out Jason D. Mark's many books on Stalingrad. Simply outstanding books with the greatest detail of any books out there.










To get back into our regular Saturday schedule, Dan Best and I selected Scenario MM 47 - The Brickworks from the new March Madness scenario Pack. This scenario is included in the Kansas City ASL Club's latest scenario pack. ASL March Madness "The Players Pack" is a scenario pack made up of 10 scenarios designed by members of the Kansas City ASL Club. The pack was released during year's Kansas City ASL March Madness Tournament. It is available for direct purchase from the Kansas City ASL Club website:  http://kansascityasl.com/html/publications.html .

I had the good fortune to playtest the pack last year and to author two of the scenarios included in this pack. So I am of course biased when I recommend this pack. 

MM47 The Brickworks is designed by Keven Adams and is the only Stalingrad based scenario of the 10. This is a nice compact scenario of just 5 turns and uses only 1 board, board 49. 

Squad count is reasonable at a combined total of 13 squads, 2 x tanks and a single AT Gun.

I expect to see it at future tournaments as it really is a perfect tournament size scenario.








Keven placed this scenario in Stalingrad on October 16, 1942. At this point, the German struggle to take Stalingrad was heading into its bloody, grinding phase as the Germans sought to eliminate Soviet strongpoints. One of these would be the Brickworks in the factory district.  Having suffered severe losses through August and September, the Germans would commit the 305th Pioneer Battalion to take the Brickworks and split the Russian forces in the factory district. Jason D. Mark's excellent book, Into Oblivion tells the whole story of the 305th experiences in Stalingrad, which would ultimately lead to the utter destruction of the battalion. 

After rolling sides, I would end up being the Russians and would be the scenario defender charged with holding on to the Brickworks. 

Buildings O9, S9, and W9 would be factories by SSR and would be the scenario objectives. Dan's Germans would have to control all three to win the scenario.

I would command the 37th Guards Division, which was highly decorated, receiving two Orders of the Red Banner, the Order of Suvorov, the Order of Kutuzov and the Order of Bogdan Khmelnitsky. In short, these fellas would be some tough hombres! And as the scenario played out...they would prove it.


My force would consist of 6 x 4-5-8's, lead by a 9-2 and 8-1 with 3 x ATR's and a 45LL AT Gun for support. NO MG's...not one...I was going into a street fight with nothing to laydown a fire lane. Not even a single LMG. I won't lie...this really worried me.



As the scenario attacker, Dan would command the boys of the 305 Pioneer Battalion. These guys had fought their way across Russia from Kharkov to Stalingrad. Little did they know that Stalingrad would be their final resting place. Dan would have the following forces to take the Brickworks: 13 x 4-6-7's, led by a 9-1, and 2 x 8-0's, with 2 x MMG's, 2 x LMG's and 2 Stug III's with 75L's. Not a bad size force, but no DC's and no Flamethrowers would definitely be missed especially as my Russians would get one fortified building location.

 The battle begins. I worked through three or four different defenses before settling on the one above. I couldn't establish the best place for my 45LL AT Gun. I wanted it to have a good field of fire and finally placed it on the south edge with a line of sight down the entire length of the street in front of the victory locations. It would serve me well and take out an entire 4-6-7 late in the game. I never fired it at the Stugs. I put the fortified building location in P6. My 9-2 was there with a 4-5-8 and an ATR.  I had an ATR covering the center and both flanks. With no MG's, I would end up combining the 1 factor of the ATR with my infantry shots. And Dan and I use the IIFT, which provides some benefit to the 5 factor and 7 factor shot opportunities.

Dan's boys would be coming straight down the center in a Schwerpunkt designed to take the center factory location and then spread out from there.

This would make the location for my fortified building a great one...pure luck on my part!

A little Irish luck even for a descendant of Northern Ireland is always welcome in ASL!!

 You would think after all the games I have played with Dan that I would prepare for his Schwerpunkts. But I don't seem to ever think that out. I don't know how most of you set up a defense, but I tend to look at the objectives and then where I can catch my opponent with the worst terrain to cross. You may easily deduct from my win/loss ratio that I am not necessarily very good at this...

I did manage to force some early breaks on Dan's boys and his Stugs didn't cause me even grief on turn 1. I did not fire my 9-2 in Defensive Fire. I kept him concealed and I think Dan might have suspected that the stack was made up of dummys. 

 At the end of Dan's part of Turn 1, I was still in all of my original positions. Dan had made some good progress, but was not yet threatening the victory locations.




My boys watched and waited for their part of turn 1.

 My 9-2 stack opened up finally. I fired the ATR at the Stug, but couldn't penetrate the armor. My 9-2 and 4-5-8 did manage to DM the Germans next door and push them back. 



 Turn 2 - Dan's Grenadiers came at me hard. I had survived the Prep Fire from the Stug and proceeded to fire at each oncoming German unit. But then I made a fatal mistake....really bad decision on my part. I went for a final protective fire on a German 2-4-7. I was in a fortified building. I did not need to fire...but I thought, with my 9-2 leader...yeah...let's go for it. I rolled it...oh yeah..BOXCARS and broke the whole lot. My 9-2 and 4-5-8 were done for.

Self-inflicted wounds are the worst. And I really thought that losing my 9-2 was going to seal my fate for this scenario.


 My fortified location fell to Dan's Germans on Turn 2 and again...it was my fault.

 In my part of Turn 2...I went skulking. It seemed the thing to do.



 Now...back in the center building...I double-downed on foolishness. I sent my remaining 4-5-8 down the stairs and into CC with a German 2-4-7. I died...the end. 

I should have known better. I really am not very good at Close Combat...or correction...my DICE are not very good at Close Combat.

Going into Turn3, I was not feeling very positive. The Germans had reached the street in front of the victory locations. I had to make sure they didn't cross.

OK...these guys can cross...but no one else...!!!


 At the beginning of Russian Turn 3...my broken 8-1 went berserk and the 4-5-8 went berserk with him....OH GOOD GRIEF...I was down to 4 squads and one officer and oh guess what...a quarter of my remaining force has lost its mind and is going to run out into the street of death...should be fun...

 Turn 3 - Dan's Schwerpunkt came rolling into victory location town!!


Dan's moved his Stugs first and made sure my 45LL AT Gun could see them and the potential juicy targets they represented. But I refrained. I had already acquired a target hex to fire on his infantry when they dashed across the street. And sure enough...my patience paid off as I managed to KIA the first German 4-6-7 to cross the street. My infantry poured fire on the Germans crossing the street and stopped who they could.

Russian 4-5-8's are pretty sweet! Mine performed very well in this scenario. Not one of my 4-5-8's would break during the scenario...except for the one I broke with my final protective fire. Even with +3 Morale Check...I only pinned. I cannot remember any game, where I didn't have a squad break. My good fortune persisted and would be a key component of my success in this scenario.


 Going into the bottom of turn 3. I was still holding on to all three locations. But Dan was closing in on the center victory location.



 Dan's Schwerpunkt was executing to plan and close to tanking out the center victory location. But....fate would play out differently than either of us could imagine!


 As Turn 3 ended, Dan would attempt to fix his broken MA on one of the Stug's and roll a 6. It was recalled and one Stug was now out of the picture.  I would skulk again, except for my berserk 8-1 and 4-5-8. They would rush across the street and iont Close Combat with Dan's boys. Incredibly...they would survive all the fire in the street and make it to their target. Another game changing moment was in play.



 Then came yet another game changing event...Dan was locked in Melee with my 4-5-8 in the center Victory Location. He had a 2-4-7 and a 4-6-7 in the hex. The Stug next door made a game altering decision and fired into the melee. Dan rolled a critical hit...but it affected the 4-6-7 and vaporized them. The German 2-4-7 broke...and my 4-5-8...only pinned. Having kept Rate of Fire...the Stug fired again and KIA'd the 2-4-7. And when the smoke cleared...my 4-5-8 was only pinned.



 As turn 3 ended, I moved back into positions and my berserkers were locked in melee, which would tie up more of Dan's grenadiers.

 Going into turn 4, I was still hanging on. Dan's boys were threatening and two kill stacks were on the opposite side of the street ready to support the next attack.

My boys would be ready!

 Dan's 8-0 would go heroic!


 For Dan's boys in the center things didn't get any better in turn 4. His remaining 2-4-7 would jump into CC with my 4-5-8 and would be eliminated.

Turn 4...I would skulk again.


Live to fight another turn!!!

 As turn 4 ended, I moved into my final positions...and my berserkers would be eliminated in the Melee.

  The Germans had prevailed...but time was expiring.


 Turn 5 - German Phase - Dan launches his final assault. 









Dan's 9-1 could only watch as the final German assault was stopped. The Russians had held their positions.  It had been a bloody fight with 3 Russian squads eliminated and 7 German squads. Both Russian officer had been eliminated and if I hadn't made all of my Morale Checks, the game might have gone very differently.


A final look at the battlefield. In our postgame discussion, Dan and I both agreed that this scenario had been a blast to play. At first glance it seemed like a cake walk for the Germans...but it played out so differently. Of course the vagaries of good and bad die rolls created havoc with both the German and Russian plans. And Dan and I both made aggressive decisions that hurt our own cause. Mine was breaking my 9-2 with a Final Protective Fire and Dan's was firing his Stug into a Melee. But at game end, we both felt like it had been a great night of ASL. And yes, I was pretty happy to walk away with a victory in this one....as no one was more surprised than I at the way this game ended. 

37th Guards Division, Company C campfire...let's listen in... "Comrades...we held the Brickworks...but this latest divisional report doesn't even mention it. It's all about some farm boy from the Urals who sniped a bunch of Germans....oh and Comrade Stalin has formalized the new 5 - year plan for tank production.""Dmitri....can I have the crossword when you're done reading it?'"Da Georgi, but after you finish cooking our Kasha. Killing fascists always makes me so hungry!"




Dan and I will return next Saturday for more ASL action with ASL Scenario J154 Cradle to Grave.

Grumble Jones April Scenario - GJ056 Lucky 313

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For this month's scenario, I chose to do a hypothetical engagement based on a single German Ferdinand's attempt to escape the carnage of fighting at Kursk. In this scenario, a surviving Ferdinand, #313 from Panzerjaeger-Abteilung 653 is returning from the fighting on July 5th. It's path home to the north takes it through the battle area of the morning's engagement. A cleared Russian trench with strongpoints is the main feature on this portion of the battlefield. German and Russian wrecks litter the battlefield and a burning house has set a neighboring grain field ablaze. Heavy smoke covers the battlefield. Another Ferdinand, #311 is still on the field after being disabled by a mine. It's crew has spent the day awaiting recovery and are thrilled to see #313 coming from the south. Additionally, German survivors of Regiment 184 are also moving through this area to return to the German start positions. 

The Germans are weary and looking forward to a night's respite from the savage days fighting. But they do not realize that Russians have survived in the trenches and even as the Germans make their way north, the Russians are moving to stop them from reaching safety.


Another added element to the scenario was a platoon of SU-76's moving into the area to finish off any recoverable German armor. And lastly, a lone Sturmovik, which having escaped from an ME-109 is flying low over the battlefield with a full load of 37L rounds. So this last moving Ferdinand presents an appealing target to Russians on the ground and in the air.


Fortunately, the Ferdinand is an armored beast and should be able to shake off the Russians...if it's luck holds out. Here's hoping this small scenario captures the flavor of such an action. My apologies for all the SSR's, but I was trying hard to create a specific type of action. 





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. 

And as always, the PDF's for this scenario can be downloaded from The ASL Scenario Archive (just search on Grumble Jones).

Our Saturday Game - ASL Scenario J154 - Cradle to Grave

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After last Saturday's epic playing of MM 47 The Brickworks, it would have been hard to imagine that this Saturday's game would match the intensity and sheer fun of that scenario. Well...it did and was ASL on a high scale. HOLY COW...what a freak'n awesome game of ASL we played this Saturday. I know...I know...you're thinking..."Oh sure Grumble Jones...another one of your over the top game descriptions." But trust me kind readers...this game we played last night was the kind of ASL you dream about...full of Snakes and Boxcars...DC's, Molotov's, hard charging tanks and infantry...and close combat ambushes gone amuck!! Critical hits combined with duds...and not the tasty milk dud kind...no that kind that gives you lasting and extreme butt hurt...yeah...that what's I'm talking about!


Yeah...like this...only BETTER!!!
ASL...ROLL HARD!!!

For our epic game, Dan Best and I would select ASL Scenario J154 - Cradle to Grave (designed by Pete Shelling). Cradle to Grave covers the actions of September 1st, 1944 in Meximieux, France as the French Maquis and US 179th, Infantry Regiment, 45th Infantry Division work together to halt a counter-attack by the German 11th Panzer Division. This sharp engagement would cost the Germans more casualties, but would temporarily delay the 179th's participation in the 45th Division's planned attacks towards Lyon on the 2nd. So both sides came away with some value from the battle. That would also be true for Dan and I as we played this scenario to the bitter end and completed all 6-1/2 turns in one of our longest game nights in years. We started at 5:00 PM and finished at 12:00 AM. What a game!





The fighting in the south of France from August through September is an often forgotten sideshow of the war on the Western Front. The actions in Normandy and later in Holland would reduce the media coverage of this part of the war. Despite the lack of coverage, the fighting here would be every bit as desperate as that in the aforementioned campaigns. The Germans and Americans facing off in the south of France were veteran formations and would fight like it.















I'm a huge fan of the south of France (and France as a whole). As a student in 1985, I had a chance to drive from Reutlingen, Germany to Paris and back. I loved Paris and hope to get back to it one of these days.

In 2007, while on business, I flew from Rome to Paris and took the train to Valence to work with Crouzet on some switches. The week I spent there was wonderful. Great food, great people and a beautiful part of the world.


Really enjoyed my time working with the French team. Some really super guys!
Valence was a great place to visit, but it was a bit chilly as I recall.


After rolling for sides...which was itself a precursor to how great this scenario was going to be. At the conclusion of The Brickworks, Dan and I agreed on the scenario and then we rolled for sides. High roll is always the attacker, which in Cradle to Grave would be the Germans. Well Dan rolled an 11 and promptly challenged me to beat that roll. Well...boxcars and I go together like Peanut Butter and Jelly...so yeah....I rolled a 12 and would be the Germans and the scenario attacker. 

I would command elements of the 11th Panzer Division - the famed "Ghost Division".  The Ghost Division would serve in Yugoslavia and then in Russia during the drive on Moscow and then later towards Stalingrad and then at Cherkassy, before being redeployed to the West. In the west it would defend the south of France, participate in the Bulge and in the Ruhr before surrendering to the US 90th Infantry Division at Passau.

The Ghost Division would fight ably in the late summer of 1944, but would be a shadow of the division that had fought so capably in Russia.

My force would consist of 4 x 4-6-8's, 10 x 4-6-7's, led by a 9-1, 2 x 8-1's, an 8-0 and 7-0 with 2 x MMG's, 3 x LMG's and a Panzerschreck. My armor force would be comprised of 2 x Panthers, 2 x MKIV's, 2 x Hummels, and an 81mm Mortar Half-track and a CMG Half-track. Not too shabby for an attacking force. But...the scenario SSR required that I split my force in equal halves and one group would enter from the North and the other would enter from the East. Oh man...that was far from ideal, especially given that my objectives were on Board 10 in the Southwest corner of play. In order to win this scenario, my Germans would have to control more stone building HEXES than the number of remaining Partisan CVP equivalents at the game end. A very tough assignment...if I do say so myself.

As the scenario defender, Dan would command the men of the 179th Infantry Regiment of the 45th Infantry Division. The famed Thunderbirds would be one of the greatest infantry division which served in the Second World War. Naturally, having lived a time in Oklahoma, I'm a bit partial to this division. But their combat record speaks for itself as they fought across Sicily , Italy, France and Germany. The Thunderbirds would survive the landings at Salerno, Anzio and the south of France. It would be difficult to identify another US Infantry Division in the west that made so many beach landings.

The 45th would also be the US formation to liberate Dachau.




In 2010, I had the chance to visit the 45th Infantry Division Museum in Oklahoma City. It's a fantastic museum and if you are ever in Oklahoma City, make a point to stop in and have a look around.


Dan's force would consist of 3 x 6-6-6's, 3 x 5-4-6's, and 2 x 2-3-6's led by an 8-1,  and 2 x 8-0s' with an MMG, 2 x Bazookas with support form 2 x M-10's with a 9-1 Armor Leader and 2 x 81mm Mortars.

On Turn 3, Dan would get reinforcements from the 117th Cavalry Regiment consisting of 4 x 6-6-6's led by an 8-1 and 7-0 with an MMG, a Bazooka and 2 x Stuart Tanks. They would enter from the North edge and come in from my rear. YIKES!!!


In addition to his US forces, Dan would also command forces of the Françaises de l'Intérieur (FFI). The French Resistance was very active in the south of France and would participate in some joint actions with the Allied Forces. The Maquis would be the key force in this game. They would consist of 2 x 5-2-7's, 6 x 3-3-7's led by a 9-2 and 8-1.



The battlefield for this night's ASL combat. The top of the map is the west board edge. The stone buildings of Board 10 would be the objectives.

For this night's ASL, I would be using my new ASL map table. These great map tables with plexiglass covers are made by Dave Mareske. I'm not sure if this a regular thing for him, but he sold a bunch of these to players at this years Kansas City March Madness Tournament. I was gifted this one by a good friend and am really looking forward to using it on a regular basis.
The Grumble Jones staff photographer would be embedded with the Thunderbirds and be very busy this night. 

A little note about these AAR's. I generally do these on Sundays as many readers look forward to reading them on Mondays. So I make a serious effort to have these available by Monday. They do take some time though. The AAR's are a process. First step is cropping and editing the photos, which then go to Tactical for the Mark-ups detailing key moments. Pictures that don't add to the AAR narrative are discarded. An average of 50 photos are taken for each AAR. 

After that I do Google research on the battle to bring in pictures, maps, unit data, etc. And then the last step is to scour Google for Gifs, Meme's, pictures which speak to the emotional aspects of the AAR.  All of this a  averages about 6 hours. 

 The German entry points. My strategy...eliminate any Partisans in the woods and drive into the town from the east edge as quickly as possible. Clearing the hills was my first objective.

 I sent both Panthers and MK IV's with supporting grenadiers to clear the hills



 One MKIV and a 4-6-7 were inserted in the very back of the map to test the defenses back there. I quickly discovered an M-10 and paid the price.



 On the north edge, I sent my strongest infantry force and supported them with both Hummels. I really expected to be fighting "real" FFI units. But Dan had nothing but Dummys in front of me. I would waste three turns of movement with these Dummys...make me the "real" Dummy!!!

Yeah..ha...ha...very funny...


 My Turn 1 effort on the first occupied hill went very well. I managed to get into position and take care of business.


 My walk in the woods went ok...but I would cause my Hummel to go Low Ammo firing at a Dummy stack...ain't that just peachy...


 The fun really started when Dan's twin 81mm Mortars decided to join the party. They were scaring me bad!



I hate mortars especially when they are shooting at me with ROF of 3....



 At the end of Turn 1 - I was still a looong way from the town.

 This scenario would break into three distinctive battle zones...A) would be the Mortar Hill  B) the outskirts of the town to the North and C) the Town itself.

 Turn 2 - my Panzers and Grenadiers moved ahead to sweep the  hills and to take my first victory location. Dan had fallen back from the north side. All of his Maquis had run back to the town. This should have been my first clue that I was facing nothing but Dummys in the north woods.



 After finally realizing that I should get my backside in gear...I sent my Landsers forward. I needed to cover some ground and quickly.



 Turn 2 would see the fight for the hill get down and dirty. I needed to silence the mortars and begin my assault on the town.


 The dice would play havoc with Dan and I both throughout the scenario. Good rolls would be followed by bad rolls and on and on. It was just that kind of game. And honestly...that's not so bad. It wasn't like either one of us benefitted or suffered any differently than our opponent. So that was nice and made it a wild and fun game!



 The dice would go on to hurt me bad though as one of my Panthers would MALF and then destroy it's MA...can you say RECALL???

Total Recall...never a good thing...


 Oh and one of my Hummels would also go total RECALL on me. UGH!!!!




 Back on the hill things were getting intense!

 Dan's boys made a lot of moves to get into position to hold the town.



 After Dan's M-10 moved back towards town,...I sent my mortar half-track and MKIV to hull down positions behind the wall to take it out. But Dan would MALF the MA as his dice smacked him around as well.

Going into Turn 3, I had silenced the mortars and was moving to my staging area for assaulting the town. Sounds like I had a plan doesn't it...



 The three battle zones were taking shape.

 Turn 3 - Dan's cavalry arrives!




My Mortar half-track would take care of the M-10 by the hill. I would immobilize it and the crew would bail out. Later, I would get a crit hit on that location and destroy the abandoned M-10.

 But then...just as I thought the hilltop battle was won...Dan's takes it back....

Dan just wouldn't let go of that hill!!

 Dan's first Stuart charged directly at my 2-4-7 with a Panzerschreck. My grenadiers waited until the Stuart was right on top of them and then fired and destroyed it.



 The rest of Dan's cavalry moved towards the rear of my northern force.




 Dan retook the hill...oh man...well played Sir...well played...



 Turn 4 - despite the hill being retaken, I still moved ahead and went after the town from two points.

 My remaining Hummel was covering the rear and got a hit on the Stuart and eliminated  it.


 My final MKIV moved towards the edge of town and Dan's Maquis rushed it with two 5-2-7's each with a DC. And my luck held as I broke both squads...



 In the north, I would strand two invaluable 4-6-7's, whose only mission was to stop Dan's reinforcements. They would fail...


Turn 4 -- I went hard into the town...Dan would break up most of my attacks.


 The Germans were slowly surrounding the town.

My 9-1 kept my boys moving forward.

 As Turn 4 neared its end...I wasn't sure if I was going to get it done. I was staying positive...but the issue was very much in doubt.

 Turn 5 would cause me some pain. Dan's Maquis 0-2 still had a 5-2-7 with a DC. I tried to do an end around with my last MKIV. 

I would quickly regret that decision...



As I tried to pass around the end...Dan's 5-2-7 tossed a DC onto my MKIV. 

 BAM...scratch my last MKIV...but the collateral roll would cause Dan's 9-2 to go Berserk and the 5-2-7 would go Berserk also.


Back in the north, I had to shift my Panther into position to hold off the advancing Americans. Dan was looking to take back my hard won victory locations. 



 Back to the east, I continued to try and get into the town.

I double-down on bad decisions and set my Mortar Half-track on the same route as my destroyed MKIV. Dan's 5-2-7 would go for a Molotov and miss it...but then the 9-2 went for one...got it and then proceeded to destroy my half-track. UGH!!!


"Uncle Rene...tell us again about that time when you took out a German Tank and Half-track in the same Defensive Fire Phase!"


 A look at the situation...it was getting late into the evening...and both Dan and I were wiped out. This battle had taken a lot out of us both. Neither of us was convinced that my Germans had a chance of winning...but I wasn't ready to concede and Dan was gracious enough to agree to keep playing.

 Despite losing my tank and half-track...Dan's 9-2 and 5-2-7 Maquis squad going Berserk was a really good development. I moved my CMG Half-track into position to fire down the street when the Berserkers showed up. I would end up rolling snakes on the shot to take them down. It would be a huge moment in the game as it removed valuable Partisan CVP from the game.


The game's craziness continued as the German sniper finally showed up and stunned the last M-10 crew. This saved my boys W5 from being wiped out a critical moment in the game.



 Dan sent two squads to try and get past my Panther and into a cluster of my victory locations. The Panther did the math and went for the squad that had enough movement to enter the area and managed to DM it. He then intensive fired and rolled snakes on the 8-1 and 6-6-6 adjacent to him. 32 down -2 shot. But then I rolled boxcars. It would be the second time during the game that I would roll a crit  hit and then boxcars. Talk about a bummer...


 Dan would also leap onto my 2-4-7. But I would win the ambush the infiltrate next door.

 Dan's 8-1 and 6-6-6 would jump onto my Panther...whose dud shell had sealed its fate.



 Dan's boys would destroy my Panther...but didn't have any more movement turns left to take the three Victory Locations next to them. My Panther had done its job.



In my final turn, I would jump into three close combats with Dan's boys. I would win ambush nearly every time and then infiltrate into a victory location. Only one of the CC's ended up as a Melee. At the end of turn, Dan and I did the math. 10 Partisan CVP's were still in play...but my Germans had 12 victory locations. Unbelievably my Germans had gained the win on the final turn close combats by winning the two ambushes and infiltrating. What an incredible game...

My grenadiers celebrate the win...

It took a few minutes to sink in that I had actually won this game. On Turns 4 and 5, both Dan and I didn't see a path to victory...and then a series of dominoes fell over and created that same path...and just like that we were playing ASL...the world's best WW2 Tactical Game and a game whose outcomes cannot be predicted. Never give up...never give up...keep rolling those dice...



You always have a chance to win...a shot a glory...a moment to make greatness happen...(yes...I'm a proud VALPO Grad.)




This AAR is dedicated to the men of the 179th Infantry Regiment for their devotion and sacrifice.


My thanks to my opponent, Mr. Dan Best, whose sportsmanship and love of the game are unrivaled.



Dan and I will return next Saturday for ASL Scenario 129 Slamming of the Door. See you then!


Our Saturday Game - ASL Scenario 129 Slamming of the Door

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For our next weekend ASL adventure, Dan Best and I selected ASL Scenario 129 Slamming of the Door. Grognards form the days of Cross of Iron may remember this as Scenario 102 and was one of the first scenarios to utilize Battlefield Integrity. As for myself, I had not played this one since 1981 or 1982.  So when Dan suggested it as our next game, I was onboard. Some part of me always likes to remember the early days of Squad Leader and the pure joy the game had in those early days. 

There are some changes in the SL and ASL versions. The ASL version removes a German 9-1, adds an HMG and mortar and for the Russians, a mortar and additional tank are added. 

There are some important SSR's for this scenario. The most important is that there are no grain fields. For a summer 1941 Russian Front scenario this is a little unique. But of course this scenario takes place in the more wooded areas southeast of Leningrad. German Army Group North would not enjoy the sweeping panzer drives experienced by Army Groups Center and South across the Ukraine. No...their war would be very different.
Slamming of the Door depicts a Soviet Counter-Attack launched on the German 409th Infantry Regiment near the Panikovo Forest. The hard charging Germans had pushed too far without adequate anti-tank support and would have to hunker down in defensive positions and hope to weather the storm until help arrives. By SSR, the German help would come in the form of 3 x Stugs, but the German player would have to roll one die beginning on Turn 2 to see if they would arrive that turn. I would miss the rolls until Turn 4, when they automatically come on board. This would be a good news/bad news kind of a deal. Yes, they were late to the party, but the longer they took to arrive, the more CVP the Russians had to obtain to win the scenario. The Russians would win the game if at the end of any turn, they had the necessary CVP. For this game, Dan would need 22 CVP to get the victory.

After rolling for sides, Dan would be the Russians and the scenario attacker. He would command elements of the Soviet 11th Army. The 11th Army would fight hard to defend the approaches to Leningrad throughout the summer of 1941 and winter of 1942. Following heavy losses in the fighting against Demyansk and later at Kursk, this army would disbanded in 1943. 


Dan's force would consist of 16 x 4-4-7's, a 2-3-7 led by an 8-1, 8-0 and 9-0 Commissar with an MMG, 2 x LMG's and a 50 Mortar for support. On the armor side, Dan would field 6 x T-26's. Not a stellar force, but for 1941, pretty capable of getting the job done.

By SSR, Dan's boys would have MOL capability. The old Scenario 102 included the Molotov counters. It's interesting to see how ASL managed to remove counters like Panzerfausts, ATM's and Molotovs from the game. It certainly helps on the management of counter stacks, but the uncertainty of whether you will have a given item sometimes leaves a lot to be desired.






As the Germans, I would be the scenario defender and be tasked with keeping as many of my Grenadiers alive by game end as possible. By SSR, I would have to setup in a narrow band of ground across board 4 and then with only 1 MMC per hex. I would not have any kill stacks on the map. I would command elements of the German 409th Infantry Regiment, 122nd Infantry Division.


This division would fight at Leningrad, Demyansk, Narva and ultimately fall in the Courland Pocket. My force would consist of 10 x 4-6-7's and a 2-4-7 led by a 9-1, 8-1 and 8-0 with an HMG, 2 x LMG's, an ATR, and 50 Mortar for support. I would also receive 80mm OBA.  And at some point during the game, I would get 3 x Stug 75*'s with a 9-1 Armor Leader.

My lack of AT capability certainly worried me. I couldn't afford to lose the ATR early in the battle. So that would be one of my concealed units and await just the right moment to reveal.




The Grumble Jones staff photographer would be embedded with the Russians. His footage was found after the battle...as his whereabouts are unknown...he is presumed KIA'd on the field with many of the other Russian 4-4-7's.


 A look at the start of the scenario. We both set up on board with the Soviet Armor in motion and ready to enter on Turn 1. Dan's initial setup really took me by surprise. I have gotten used to his Schwerpunkts and had expected that he would hit me hard either on one end or right down the middle.  Instead, he would come at me in a solid, board length wave, which would test my defense to the limit.

 Dan's first roll of the game was a Snakes. It would break my9-1, but I would roll snakes for the squad and create a Hero. Dan and I would trade snakes and boxcars all night along in yet another wild night of ASL. I hesitate to tell you this...but this game would be every bit as fun as the last two we had played. Which honestly I didn't think lightning would strike twice let alone three times. But yes, this night's ASL would be in the epic range.

Dan and I would go on to create three Heroes by the end of this scenario.


Dan would come at me with everything he had on Turn 1. He began on my left flank and incredibly, my 4-6-7's KIA'd or broke every squad that came at us. By the end of the movement phase, Dan's Russians had been bloodily repulsed. My 6 hex range and lucky dice managed to throw the first Russian assault back with heavy loss.



 Dan's armor came on and made for my left flank. 



 At the end of Dan's part of Turn, the Russians had made some progress, but the German positions were unscathed.

 Fortunately for Dan, he was able to rout nearly all of his men to either the 8-1 or 9-0 Commissar.





Dan's Commissar would do a great job of rallying the bulk of Dan's boys. He would reduce a couple 4-4-7's to 4-2-6's and he did shoot about 5 guys, but he would lead a successful destruction of the German left flank.











 In my Prep Fire, I tired to dig in and entrench. I would get one foxhole.

I'm a big believer in digging in when you can.

 Turn 2 - Dan's boys came at me just as hard. Again, I was able to repulse the infantry as they tried to cross the open ground.




 Stopping Dan's tanks was another issue entirely. I fired my MG's at them with no effect.  Meanwhile Dan's mortar would break three times in a row. He would fix it twice and then destroy it. It never fired an actual round the entire game.

 I would get my first Spotting round but it was totally off and my 7-0 with the Radio would break and lose contact before that one could be corrected. 

 Over the left flank, I began to crumble. I started missing basic morale checks and with Russians all around me...it would spell the end for my Grenadiers on the right.


The situation after two turns was considerably worse for my Germans. I was broken all over the field, my 4-6-7 with the mortar had been KIA'd  and my positions on the left flank were cut off from the rest of my force. Despite Dan's early  losses, his armor was doing a good job of turning things around.

Keeping their heads down was all my boys could do.

On the right flank, I managed to hold my ground and even take some prisoners. 



 With both flanks heavily engaged, Dan next moved on to hit my center. Two tanks rumbled adjacent along with as many infantry as he could get across the open ground. My ATR barked and managed to Shock one of the T-26'. It would go on to Unconfirmed Kill and then to confirmed Kill.


On of Dan's T-26's would be immobilized as well. Just like that Dan was down to 4 tanks.


 Over on the left, my boys were barely hanging on with infantry and tanks swarming them.



 In his Turn 3 Defensive Fire, Dan would break my 8-1 and the Landsers with him. That would be all she wrote in that sector.

 In the center, I would roll boxcars on the MC for my 9-1. Woohooo...wasn't that fun. He would be wounded twice, but survive the battle.


 Over on the right flank, the Russians had prevailed. My boys would go down and Dan would take no prisoners. My 2-4-7 would fall later in CC.



 My 7-0 would finally get my arty in the battle.



 Finally on Turn 4, my Stugs would race on to the battlefield.



 My OBA would also begin falling. It would do little damage, but would set a house on fire. So...that's something right...??


 At this point in the game, Dan was at nearly 15 CVP. He still needed 7 for the win. And that's when it hit me...why was I sending my Stugs into harm's way?? Oh good grief, if I lost one, it could be disastrous.



 Fortunately for me, I would manage to take out two more of Dan's T-26's. This would leave Dan with only 2 mobile tanks.



 The last two T-26's would target one of my Stug's.


 A look at the armor situation. Dan's immobilized tank had malf'd its MA and three other tanks were knocked out. The Germans had all three Stug's in an operational state.

 On Turn 5, I would drop smoke dischargers and move my Stug's out of danger.



 Dan would send his last tanks and infantry crashing into my center. I would KO another T-26 and the other would malf' its MA. The armor battle was over. Dan and I would trade Close Combat wins and that would be the end of the game.



A final look at the game. We had played through 6 full turns. Dan would lose 12-1/2 squads. I would lose 6 squads. It had been a bloody fight all the way around. And while I managed to secure the victory, it certainly felt like a tie. Dan had staged an amazing come back following his heavy losses of turns 1 and 2. At one point in the game, I was down to only 2-1/2 unbroken squads. It had been a very near thing. But my Germans had held the line.


As always, my thanks to Dan for another epic nights ASL. So far April has been an awesome month of ASL. While I know every game can't be as exciting...I sure have enjoyed these last three. 

Dan and I will return next Saturday from the ruins of Stalingrad as we both play our first Valor of the Guards battle with Scenario VotG Eviction Notice.





I can't wait...




















See you next week!

Our Saturday Game - wait for it....ASL Scenario U27 - A WINTER MELEE!!!

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Well...life is full of unexpected changes. Many of you might have been expecting an AAR for my first Valor of the Guards scenario. As you may have guessed already...we played another scenario. So you'll have to wait until next week for that one. 

For our Saturday game, Dan Best, Dave Mareske and I met once again to play a three-player scenario And the granddaddy of all three-player scenarios is U27 - A Winter Melee.

The Grognards among us will remember this scenario's earlier version from Cross of Iron when it was Scenario 19. Yes...there was a time when 5000 ASL scenarios was unimaginable. There was a time when scenarios were very rare indeed. And good ones, like a Winter Melee were played often. 

I myself have lost count of the number of times I have played this favorite scenario over the years. 




The golden days of Cross of Iron are long gone now and today we live in a different golden age of ASL that is remarkable for the quantity and quality of content available from MMP and so many other  fantastic third party producers. Repeated playings of a scenario are as rare today as scenarios were in 1979.  This is at once a great thing and a not so great thing. With so many scenarios to play, many of us (myself included) only play a scenario once and move on the next. I currently own over 1500 scenarios and I cannot hope to play all of these scenarios before my time on this wonderful ride of life is over. So scenarios like the Guards Counter-Attack and  A Winter Melee will always be the most played of scenarios. And in a way, I hope that will always be the case. It matters to me in an odd way that ASL stay connected to the earliest days of our hobby when Cross of Iron was that giant of a game in our lives and lured us into this awesome thing called Advanced Squad Leader.


Today, Scenario 19 has been replaced and revised for ASL as scenario U27 A Winter Melee form the Turning the Tide Scenario Pack. If you don't already own this one...grab it. It has some fantastic scenarios. And believe me, you will want to play A Winter Melee and join that fraternity of ASL players who have been witness to one of the absolute greatest scenarios out there.

So walk with me comrades as I tell you a tale of a three-player ASL scenario with Russian Cavalry, Partisans and Paratroopers against German 4-6-7's fighting for survival in a snow covered Russian village. A battle so epic it has to have 10 turns. A battle so fierce that your barely feel the cold embrace of the Russian winter or the snow stinging your face as you follow Partisans through the dark woods with only flaming molotovs to light the way.

So now kind readers...follow me to the Winter Melee...

U27 A Winter Melee (adapted for ASL by Jim Stahler) takes place in Okorovovo, Russia in February 1942. The EC are ground snow and the Germans set up on Board 3. The Partisans begin on Board 5 and the Cossacks enter Board 4 on turn 1. The Russian player rolls to see what turn the Paratroopers enter on. They automatically arrive on  Turn 4.  And as the German player, later definitely better!! 

Now, I'm not certain that Okorovovo, Russia is a real place. And Desperation Morale's review asks the same question. Perhaps my Russian readers can advise if this is an actual place or is actually named something different. 
I think the map above gives a really good idea of where this scenario took place. Partisans and Paratroopers would tell us that this action was in the area of Vyazma and we know the 1st Panzer Division was engaged in the defensive battles in this area.

There was no rolling for sides for this three-player scenario. Instead, I would take the Germans and Dave and Dan would meet at the Hollis Center and command the Russian forces. Logistically, it does work better in a SKYPE game to have the two players controlling a similar side in the same location.  But down the road, we may switch this up and see how it works.

As the German player, I would be the scenario defender and command elements of the 1st Panzer Regiment, 1st Panzer Division. As one of the three original Panzer Divisions, it would see action from the Anschluss to the Sudentenland to Poland to France. After 1941, it would spend the remainder of the war in Russian. It would surrender to the Americans in Austria.

My force would consist of 12 x 4-6-7's led by a 9-2, 9-1, and 2 x 8-1's with an HMG, MMG and 4 x LMG's and 3 x Half-tracks for support. Not a lot of manpower to hang on to 5 stone buildings. But I only needed to hold one to secure the win. So that fact would figure largely in my defensive strategy. But by game end 11 of my 12 x 4-6-7's would KIA'd and all of my officers would join them in Valhalla. 




Dave Mareske would command the men of the 11th Cavalry Regiment, and he would have arguably the hardest role of the scenario. This scenario is brutally tough on the Cavalry, who bear the brunt of the initial Russian attacks to break down the German defenses. But their charges across the snowy steppes of this scenario are legendary.  Dave's force consist of 12 x 5-2-7's led by a 9-1 and 8-0 and with no support weapons. Courage would be their greatest asset. By scenario end...11 of the 12 Cavalry squads would be KIA'd.  Courage indeed.

Dan Best would command the Partisans and I can think of no one better suited to command them. Dan's force would consist of 3-3-7's lead by a 9-1 and 8-0 with 2 x LMG's and ATR. But it would be their molotovs that cause me the most grief. By SSR, the Partisans would leave the battle at the moment 5 of their squads were eliminated. This would occur around Turn 7 for Dan's hard fighting Partisans. But they would leave the game after having eliminated two of my half-tracks. By Game end 5-1/2 of Dan's Partisans would be KIA'd.

Dan and Dave would jointly manage the Russian Paratroopers of the 204th Parachute Brigade. This force would consist of 20 x 6-2-8's led by a 10-2 and 9-1 with 3 x LMG's. This would be the most dangerous force and the one that would bring home the victory for the Russians, but only after 6 of their squads would be KIA'd. 

For victory in A Winter Melee comes at great cost....

The Grumble Jones staff photographer would be embedded with the Germans. Lately, things have been getting a little too hot for my photographers. But fortunately, this one escaped with the last surviving 4-6-7. He'll never forget this scenario!










 Now, there are 5 stone buildings on Board 3. I elected to defend four of them. 2 Squads would hold three buildings and the rest of my force would hold the two story building.

My 9-2 gets the news...that a @#!+ ton of Russians are headed his way.

 The cavalry galloped from the south board edge and I managed to zap a couple, but otherwise did no further harm.

Dave's 5-2-7's rode magnificently forward. Their hardships still awaited them.

 Dan's Partisans were rebuffed on my left and center as my boys got in some good shots.



This shot jumps ahead a bit. Sometimes, I miss opportunities to take pictures as the action is so busy. So here you see the results of my shift from the left to the center and Dan's successful destruction of my first half-track with a Molotov. I really struggled a bit with the ease with which the Molotov's destroyed my half-tracks. Dan needed an 8 after all was factored in to destroy them. A half-track on a level 1 hill bit the dust from a Molotov hurled from ground level. Nothing but net and no more half-track. I will certainly have more respect for these in the future.

Yeah...Molotovs are no laughing matter...seriously you two....it's not funny...


 Before I knew it Dan and Dave had secured the main part of the village and all four of the stone buildings in the center.

 Turn 4 saw the sky fill with parachutes as the Paratroopers arrived. Pictured above are the expected drop zones. 



 And here's where they actually landed.



 Having lost the village, my boys began to hunker down in the two story citadel and prepare to die hard.

A lot of Russians were coming towards us...

Prep Fire...and it pretty much did nothing. One of the more difficult things in ASL is understanding that while you might have a great plan...your dice don't always seem to get the briefing...


 The Russians had managed to assemble and were moving towards the German citadel.



 My final two positions. My 4-6-7 on the left couldn't quite get back to the citadel...and would survive the battle.



 The onslaughts began in earnest as soon as Dan and Dave had their forces assembled. 

Here they come....

The fighting was fierce and the Russians began losing squads to the blistering German fire. The HMG during one ROF tear took down nearly three squads in one harrowing fire phase.






I don't get ROF that often and it was very welcome at this stage of the game.
 Now one of the key things about my citadel was the need to control the ground floor and the staircase hex...cause without it Dan and Dave would put the dreaded encircled counter on my boys. 

NOOOO....not that...being encircled is terrible...

Of course one does not simply play ASL without some freaky stuff happening. Dan's Partisans were still on the field, when suddenly the German sniper finally appeared and KIA'd the 8-0. The squad would roll a 12 and become a broken half-squad. The sniper would appear again and KIA them. And just like that the Partisans were forced to head for the safety of the Board 5 tree hexes.


We continued to trade body blows as the fighting for the citadel intensified. The 6-2-8's were hitting me hard with 24 factor shots. My boys were breaking, dying or wounding.

My boys were barely hanging on...

 As the pressure mounted...my boys began to break...and breaking would lead to death...no quarter was the name of the game.



 Both sides were taking heavy losses...but the Russians could afford it...the Germans could not.

The Russian 10-2 would be wounded but continued to push his men into the citadel.


 As feared, I would lose the ground floor staircase hex. And doom would follow...


 The 6-2-8's on the outside continued to pour fire on my boys.




 As the Russians came into the staircase hex...it became a tower of counter magnifitude!!


 With all my boys broken and the Russians surrounding me on all sides, I had but two wounded leaders who had both become Heroic. One manned the HMG and poured fire down the hallway into the oncoming Russians.

They knew the end was fast approaching.


 Incredibly my last broken half squad would rally with a 2 and battle harden and create a Hero. I had three heroes in the final hex with a HMG and an MMG. My Germans still had a chance!








But the Russians continued to pour fire on me and my 1-4-9 would perish along with the 2-4-8. Only the two wounded leaders remained...and both had been wounded at least twice.



6-2-8's were simply too much for me


 Turn 10...the final German Phase. My two leaders were still alive. I could await the final Russian attacks or go into Close Combat with the only 6-2-8 left on the second floor....what to do ....what to do...it was nearly 1:30 AM...total exhaustion had set in...so my two wounded Heroic Officers charged into Close Combat with a 6-2-8. Go Big or Go Home...right!?!

And into the Halls of Valhalla they charged...

A final look at a game that I will not soon forget. 9-1/2 Turns of ASL goodness was finally over. I congratulated Dan and Dave on a fantastic game and a brilliant win. The cost had been unbelievably high. 22 Russian Squads had been KIA'd and 11 German squads had perished. 33 Squads...330 men had fallen. A Winter Melee had concluded and the Russians had won the day.


As for me...I said goodnight to Dan and Dave...hung up the SKYPE call and just sat for a few minutes staring at the map and replaying the battle. It had been an epic game. So...if you have not savored this ASL gem....get thee to Okorovovo and experience A Winter Melee. You will never be the same again!!!


That's it for now...time to hit the rack and get ready for another week of work...but more ASL is just around the corner!

Our Saturday Game - HASL Scenario VotG9 - Eviction Notice

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For our Saturday game- Dan Best and I ventured once more to the streets of Stalingrad. Our choice for the evening would be HASL Scenario VotG9 - Eviction Notice (designed by Tom Morin).  This would be our long awaited foray into the Valor of the Guards. Neither of us had played any of the VotG scenarios. So suffice to say we were both looking forward to getting one under our belts. With so many scenarios and so many products out there, it can be difficult to get the play value out of some our purchases. As an example, I have owned Red Barricades since 1992 and have only played one of it scenarios. Naturally, some of that is related to the size of the map and to the depth of the scenarios and of course the CG itself. Time is at a premium in our adult world, and the luxury to spend hours, days, possibly weeks on a CG can be hard to find. 

VotG9 - Eviction Notice only uses a small portion of the map and the scenario objective is focused on the Russians pushing the Germans out of the area near the Water Works or seizing a building south of the German perimeter and ensuring that there are no good order German MMC's in the perimeter. With only 4-1/2 turns available, the Russians have to move quickly and decisively. 

After rolling for sides, Dan Best would be the Germans and therefore the scenario defender.  He would command elements of the 518 Infantry Regiment of the 295th Division. The 295th would participate with the rest of the 6th Army during the drive to Stalingrad and there it would eventually be destroyed. It would be reformed in 1943 and finish the war on garrison duty in Norway. 

The division would have an interesting side story. During Barbarossa, the German Einsatgruppen were busy committing genocide in the sector of the 295th. In particular, the children of  Byelaya Tserkov had been locked in a local building following the murders of their mothers and fathers. While awaiting their fate, a Catholic member of the 295th became aware of their plight and complained to the divisional Chaplain of the 295th. The complaint made its way all the way up to General Reichenau, who dismissed the complaint. The 90 Children of Byelaya Tserkov were massacred shortly thereafter. No record of this atrocity might have existed had it not been for a soldier of the 295th who had a conscience. Lest we forget.

The men of the 295th hoist the flag over Stalingrad. Their glory would be fleeting.

Dan's force would consist of 5 x 4-6-7's led by an 8-0 and 7-0 with an MMG, 2 x LMG's, 2 x ATR's, a 50 MTR, and a 37L AT Gun. A Sturmgruppe would also be in the area and consist of 4 x 5-4-8's and a 2-3-8 led by a 9-2 and 9-1 with 2 x LMG's and a DC. 

Dan's force would be fairly powerful given the terrain and time-frame for the scenario.

As the scenario attacker, I would command the men of the 3rd Battalion, 42nd Guards Regiment of the 13th Guards Rifle Division. This division began life as the 87th Rifle Division, but following Barbarossa and the Kharkhov battles of 1942 it received it new designation as the 13th Guards Rifle Division. They would arrive in Stalingrad after exhausting marches with no rifles or ammunition. And after a cursory briefing from Chuikov would find themselves thrown into the cauldron of fire. They would go on to win two Orders of the Red Banner and would fight till the end in Berlin. Truly, theirs would be the Valor of the Guards!

My force would consist of 4 x 4-5-8's, 4 x 4-4-7's led by an 8-1 and 7-0 with 3 x LMG's. I would switch out the 8-1 for a 10-0 Commissar. On Turn 1, I would receive reinforcements from the 23rd Tank Corps in the form of a T-34, 2 x T-60's , 3 x 6-2-8's, led by a 9-1 with a DC.

No MMG or better was in my force. Not sure if it would have been helpful or not, but I sure would have liked some heavy firepower to go up against Germans in +3 DRM locations. With no smoke, I would be faced with the prospect of just charging into the German fields of fire. 



 The German perimeter is in blue. To win the game, I would need to take one location south of this line and ensure that no more than 2 good order German MMC's were south of the line as well. Or...I could eliminate the Germans in the white circle and push them back into their perimeter.  My plan would be to eliminate the white circle group. But I wanted to secure the building in P22 to help interdict the street and keep Germans south of the perimeter line from reinforcing their comrades. 


It was time to serve the eviction notice on Dan's Germans!








 So my plan was to hit the Germans north of the Perimeter from two sides. My armor and 6-2-8's would come in from behind, while my Commissar directed forces took P22 and then moved towards the armor to catch Dan's forces in a vise. Sounded like a workable plan. My dice had other thoughts.

 My first Prep fire with 18 factors would do absolutely nothing. So my boys would have to charge into the fire of the Germans in P22. The German MMG in T22 would join the fun. My attack would be stopped cold.  My armor assault was equally dismal. One T-60 would bog in the debris and the other would fail the ESB roll to stop and be immobilized. The only good thing was the sound of Dan's ATR rounds bouncing off my T-60's. 


Dan's Germans were hanging tough.


 My vice was in place...but the Germans were in strong positions.


 Dan's dice were especially kind to him during this scenario. His first roll of the game was a Snakes and he would continue to be blessed with a number of serpents throughout the game. He would create a Hero in X21 and this Hero would go on to hurt me bad later in the game.



 After my shaky start, Dan realigned his forces and moved his 9-2 aggressively to get behind my Commissar force.



 Despite having to react to Dan's 9-2 coming in from behind, I was able to advance and secure the P22 hex. And then Dan's dice would hurt him as his 9-2 broke. I had to keep him from routing away. I tried hard to get my boys in position, but I could not get it done. 

 Dan's 9-2 would escape and rally the very next turn. My Armor force on the east side would continue to struggle. I would MALF the T-34 Main Armament and go on to break it permanently. The T-34 would be recalled. Just like that my tanks were done. Mission killed. My one and only success of the game would be the hand to hand combat against Dan's 9-1 and 4-6-7. I would get the ambush and eliminate them.

 As we headed into the bottom of Turn 2 and top of Turn 3. I had achieved my initial goals, but still had too many broken squads to move my assault forward. 

Dan's grenadiers were dictating the battle.

 As my T-34 recalled itself off the map, I was hurting. My boys were broken on both wings and I was lacking the offensive punch I needed to "evict" Dan's Grenadiers from their low rent properties!

And so were my dice rolls...

 The next major action would be against Dan's intrepid Hero. He had moved forward through the rubble to ensure that my DM'd squads remained that way. I had to send a 6-2-8 into Hand to Hand with him. And yep...you guessed it...everybody died. Dan's Hero would take down a 6-2-8 by himself.



With the battle basically finished on the east flank, Dan's boys could focus on my force on the west side.


A final look at the game. Dan's 9-2 moved towards the east to ensure the demise of my broken boys on that flank. Meanwhile on the west side, Dan retook P22 and it would be my boys who received the eviction notice as I gave my concession at the top of Turn 4. 


It had been a fast playing scenario and Dan and I were done in about 2-1/2 hours. So I highly recommend this one for those looking to experience Valor of the Guards. 

I congratulated Dan on a solid victory. He was in control of the battle from start to finish.  So that's a wrap on our first scenario from Valor of the Guards. A little lighter fare for this AAR....but I think we all needed a breather after a month of amazing ASL games!  Kinda nice to finish an AAR in well under 6 hours! I was starting to get wore out from all of that great ASL!


Oh and one last thing...this win was Dan Best's 200th ASL Victory!


Congratulations Dan on your 200th ASL Victory!

"Ghost Rider...you're cleared for a fly-by!"

Yep...Dan's the Man!



Dan and I will be back next Saturday
with ASL Scenario AP8 A Bloody Harvest.


"I feel the need...the need for ASL!!!"

Our Saturday Game - ASL Scenario AP 8 - A Bloody Harvest

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For our Saturday game, Dan Best and I went back in time play a classic scenario from Action Pack 1. The scenario we chose was AP 8 - A Bloody Harvest (designed by Kevin Meyer). All of the Action Pack 1 Scenarios are available as a free download from Multi-Man Publishing. 

I chose an iconic image for the AAR header picture. It's quite possibly the most famous image of German soldiers ever published. The look of grim determination of the Grenadier on the right as he prepares to hurl his potato masher grenade speaks volumes about the power of the German Wehrmacht in the early days of the Second World War. I would love to know what fates befell these two Grenadiers. 

AP 8 - A Bloody Harvest is an infantry only scenario consisting of 7 Turns played out on Board 43. It is focused on the actions near  Pabiance District (near Lodz), Poland  on September 7th, 1939. Here in the corn and sunflower fields of Poland, the Grenadiers of the SS Leibstandarte would be bloodied by the Poles of the 2nd Infantry Division. A small measure of payback would be achieved before the Poles were forced back by the relentless advance of the Germans. 

After rolling for sides, Dan Best would be the scenario defender and command the Poles of the 2nd Infantry Division. The 2nd was a reserve division of the Lodz Army. It would fight hard to resist the German invasion, but would ultimately capitulate on September 29th, 1939. 

Dan would have to control the village compound around Hex 43N8. His Poles would win if there was a good order Polish MMC within 2 hexes of 43N8.

Dan's force would consist of 9 x 4-5-7's, led by an 8-1 and 8-0 with an MMG and 2 x LMG's. Not a huge force, but adequate to cover a 10 hex wide front.


As the scenario attacker, I would command elements of the 1st SS Regiment  "Leibstandarte" .  By SSR, my grenadiers would not receive the broken morale benefit of SS. In the early days of 1939, the 1st SS had yet to become the veteran formation that would achieve both fame and infamy from nearly every theater of the German war.

My force would consist of  12 x 4-6-8's, led by a 9-2, 8-1 and 8-0 with an MMG and 3 x LMG's. A nice size force for the task ahead.


The clock struck 5:00 PM...the SKYPE Line goes live...and so it begins...





And in ASL...






 I'd like to say I had a plan...but frankly...I just intended to move forward and see what would develop. I knew Dan's MMG was in level one with a nice field of fire. But I had a lot of ground to traverse and would need to do it quickly..."Vorwarts marsch!!!"




 My strongest push was on the left flank. I had a good edge to take on the front trench and come at it with some protection. I was still at very long range for the Polish MMG. My 8-1, 3 x 4-6-8's and all 3 x LMG's would act as my base of fire. Dan would get a NMC against my 8-0 and three other 4-6-8's as they emerged from the wheat field. I would make every roll...and Dan noted that such a early dice rolling success was both unusual and ominous. And indeed, my dice would serve me well throughout the scenario.



 As my dice gave me success...on the Polish front....Dan's began to hurt him with Pins and Breaks.

Dan did roll some snakes and the first would cause a half-squad to go berserk, which would end badly for them.


 My rolls continued to be quite unusual as I survived point blank shots from the Poles and went fanatic and added a Hero for good measure.

Things were definitely getting weird in Grumble Jones Land...

 My luck in Turn 2 continued as I managed to break the Polish MMG Team. The way for movement was now open.



 My Hero went into CC and cleared out one of the Polish Trenches.


 The right flank was now open.



 The center trenches also fell to my grenadiers as my boys moved steadily forward. I would lose a half-squad, KIA'd while crossing the road, but the remainder of my force moved ahead in tact.


 A DM'd Polish half-squad would manage to escape to the compound.


 Dan's MMG team rallied and went back to their level one perch to rain down fire on me. I scattered my squads into line to reduce the risk of losses.

The Poles radioed that the Germans were advancing in strength towards the compound.

 My 9-2 with the MMG and my 8-1 with the three LMG's would do good service in providing a solid base of fire. My 9-2 would manage to break the Polish MMG team again and my 8-1 would manage to stop the Poles on the right from retreating into the compound.



With  my force in position and nearly all the Poles in the compound area broken...it was time to push hard into the victory location.



 As I rush forward, a concealed Polish 4-5-7 would unload a vicious volley of fire and KIA a 4-6-8. Yikes!!!



 Despite the loss of a full squad, the rest of my force carried on into the compound.



 My luck continued as the Poles broke under Advancing Fire. The compound was in German hands as the Poles routed out and into the adjoining fields and woods.



 Only a Polish 8-0 with an LMG remained unbroken and uncaptured.




The rest of the Poles would surrender to my Grenadiers. A total of 4 Polish Squads and two Officers would become prisoners. With that, Dan offered his concession and the Germans had the victory. Dan and I had played 6-1/2 turns in around 2 hours. It had been a fast and furious game that was in large measure decided by lucky German dice and unlucky Polish dice.

It had been a strange evening of ASL. This scenario is traditionally very tough on the Germans as it was historically. ROAR has it with 63 German Victories and 120 Polish. So this highlights only too well the impact of the dice in this particular scenario. But as Dan reminded me at the end of the game..."ASL is a dice game." ...and so it is. 

As always my thanks to Dan for another great night of ASL. Dan and I will be taking a bit of a break for the next two weeks to spend time with family and enjoy the Memorial Day Holiday that is fast approaching. Dan and I will return on Saturday June 2nd for a playing of ASL Scenario G Hube's Pocket. I am already looking forward to playing that classic scenario. So until then, I wish you all a safe and fun Memorial Day Weekend!

See you soon!

Grumble Jones May Scenario - GJ057 - Steiner's Fabrik

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This month's Grumble Jones scenario draws inspiration from Sam Peckinpah's epic Russian Front drama...The Cross of Iron. There are few English movies out there about the Russian Front and this 1977 release is certainly the best of them. The movie is based on Willi Heinrich's classic novel, The Cross of Iron. The first edition was published in 1956 and was based on Heinrich's own experiences while serving with the 228th Jaeger Regiment in the Kuban. Heinrich would be wounded five times during his time in the Wehrmacht. 


Heinrich would write other books related to the Wehrmacht on the Eastern Front. Crack of Doom, while not as well known or read as The Cross of Iron, is an outstanding novel.










 Heinrich's The Willing Flesh was his breakout novel that first made him aware to English-speaking audiences.
But it would be The Cross of Iron and his ant-hero protagonist, Rolf Steiner that would reach audiences the world over and allow people to consider the German experience of the Eastern Front in a way that had not been done previously. I would read the book myself in 1981. Having read the book, I can confirm that it is very good and much darker even than the movie. The fight for the factory, which is depicted in the movie is quite different in the book and far more intense and frightening. Steiner and his platoon's experiences in the factory pursued by No Quarter Russian infantry makes for some very intense reading. 



Sam Peckinpah's 1977 movie based on the Heinrich's novel would hit theaters at nearly the same time as another famous 1977 movie...Star Wars. As a 12 year old in 1977, I was more interested in seeing The Cross of Iron than Star Wars...but of course couldn't to go to an R-rated movie in those days. So Star Wars it was!!! I would eventually catch the movie on the Sunday movies on St. Louis Channel 11.  And today of course, it is one of my prized DVD's.



Now, while this month's scenario is a hypothetical scenario, it is based on the actual events of the May 26th Russian Offensive in the Kuban. The units depicted in this scenario are the actual units involved in the fighting. The addition of Steiner and his platoon are the most obvious departure from the real events. 





Robert Forczyk's excellent - The Kuban 1943 provided the source material for putting together the historical context.

I highly recommend this book and all of Forczyk's Eastern Front Osprey Campaign Series books.


















The scenario, Steiner's Fabrik is chained a bit to the movie narrative and attempts to depict the Russian armor assault on the German positions. As in the movie, Steiner's Platoon and a company of other Germans have been left behind as the remainder of their unit retreated to new defenses. In the story, we know that Captain Stransky has orchestrated this in order to have the Russians eliminate Steiner. Steiner was of course not willing to confirm Stransky's petition to win the Iron Cross for a successful counter-attack, which had been led by Lt. Meyer, who conveniently was killed in the action. Hence the title...The Cross of Iron. 

Another German veteran of the Eastern Front, Gunter Grass would also write a novella about the Iron Cross (Knight's Cross in this case) called Cat and Mouse. 

I read Grass' novella during my time at Valparaiso University as part of my German Literature course. It is a much more difficult book to read than Heinrich's and for the average ASL player will not be all that interesting. It's a great novella, don't get me wrong, but it doesn't provide enough "front-line" action to hold the interest of a reader looking for a combat related story.
















Ok...our book club segment is now closed and let's get to the scenario at hand. 


As stated previously, the scenario attempts to recreate the battle scene from the movie. The victory conditions are many and varied to try and capture the flavor of the movie and still keep it a reasonably ASL scenario. Recreating movie moments is never easy and capturing the heroics of individuals is doubly problematic, but we'll see if GJ057 "Steiner's Fabrik" can get us there!

And with any luck...Rolf Steiner will show us all where the Iron Crosses grow!!!



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. 

And as always, the PDF's for this scenario can be downloaded from The ASL Scenario Archive (just search on Grumble Jones).

To save a Panzer Army...

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It's been two weeks now without any ASL...and my fingers are beginning to twitch...they need to roll some dice and soon!

But fear not friends...ASL is on tap for this Saturday, as Dan Best and I play the ASL Classic Scenario G - Hube's Pocket. Will the legendary Hans Hube..."Der Mensch" pull off the impossible and rescue the trapped 1st Panzer Army or will the Soviets complete a second Stalingrad and eliminate the surrounded foe???


We shall soon find out! AAR will be available on Monday!

Our Saturday Game - ASL Scenario G - Hube's Pocket

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After a two week hiatus...it was wonderful to be back in the ASL saddle once more. Neither Dan Best or myself got in a game during those two weeks. So we were both coming into Saturday's game with a lot of excitement to roll some dice. Taking some time away from the game is always a good idea. And I'll admit, it was nice to have the time away from blogging an AAR. These AAR's are a bit of work. It's certainly a labor of love, but the down-time was good for me and for my Call of Duty WWII stats!!! 

I'm a huge fan of the Call of Duty series and am really glad that they returned to World War II. I'm not a big fan of the A-historical stuff, but I'll take what they give me. So if you're online with your PS4....watch out for Ozarkoutrider...cause this 53 year old still has game!!





For our Saturday game, Dan and I selected another of the classics...ASL Scenario G - Hube's Pocket. Again, the grognards will remember playing this one back in the 1980's when it was first issued with Cross of Iron.  When it was first released for Squad Leader it was Scenario 15. 




I can't lie and by now many of you must sense that I am a bit trapped in my SL/ASL past. Guilty as charged. I do tend to find myself drawn to the scenarios of old. They're like comfort food...you know...like a Scramslam from Dennys...food that just satisfies!!

I didn't see a large number of changes between the SL-COI version nd the ASL version. The ASL version is a turn longer and the Germans lose 2 Panthers, a Half-track, 2 x MMG's, 2 x LMG's and a squad. The Russians only lose a KV-85 and gain a T-34/85. So those of you who remember this being a good scenario to play as the Germans are in for a wee bit of a surprise with the ASL version, which is decidedly less friendly to the Germans. Two extra Panthers would go a loooong way.

Hube's Pocket is based on the actions of the German First Panzer Army as it sought to escape encirclement near Kamenets-Podolsky. Nearly 200,000 Germans were at risk as the hard-charging Russians under Zhukov looked to eliminate the pocket. 

By this stage of the war, escaping from encirclements would become a staple of German operations as the weight of Soviet forces began to be felt on the extended German lines of defense. But the Germans remained masters of mobile strike groups and under the capable leadership of German General Hans-Valentin Hube, the German 1st Panzer Army would make good its escape. 

Hans-Valentin Hube is one of the more remarkable General officers who served in the Wehrmacht. A veteran of World War 1, Hube lost his left arm at Verdun...and surviving that battle is remarkable enough in my opinion. Following the war, Hube would serve in the Reichswehr and Friekorps before joining the Wehrmacht. He would participate in the Polish and French campaigns before joining the 6th Army on it's death ride to Stalingrad. Hube would be deemed too important to lose and was flown out of the Kessel. 

He would lead the German defense of Sicily and successfully evacuate the Axis Forces from the island to the Italian mainland. This may be his greatest military accomplishment. And on his return to Russia, Hans Valentin-Hube…."Der Mensch" would take on his last military assignment and lead the successful escape of the 1st Panzer Army. This victory would also be his last as he returned to Berlin to receive the Diamonds to his Ritterkreuz. His return flight to the front would crash and Germany would lose yet another irreplaceable field General.
It can be difficult to spend time highlighting the accomplishments of German officers in the Second World War. On the one hand, we marvel at their mastery of modern warfare...but on the other we must acknowledge that the cause which they served was wholly undeserving of their skills and valor. It is certainly one of the saddest truths of history. And it is all the more tragic for the people of Europe and most especially Russia, who suffered so much in the Second World War.

So, we can as historians tip our hats to the military prowess of Germans in World War II and at the same time never forget that they served one of the worst causes in human history.

I will admit a fascination with good men who find themselves serving bad causes. My own family were all Confederates who fought in the Army of Northern Virginia during the American Civil War. All were Scots-Irish in the coal mining regions of Southwest Virginia who fought and surrendered with Lee at Appomattox. Men who gave all for a cause that also was not worthy of the sacrifice of so many men. History is rarely kind to those on the wrong side of justice and history.



One of the other things I love about classic ASL scenarios is that I get to use the boards I grew up with. 2, 4, and 5 all get to be used in this scenario. And Board 5 was brand new with Cross of Iron. Can you imagine only having 5 boards in a day when we have 83 boards...hard to imagine sometimes!

The SSR's for this scenario are pretty important. The Germans enter on Turn 1 from the West Edge. The Russians enter on Turn 1 from the North Edge and the German Convoys trying to escape the pocket enter sometime after Turn 4 on the East Edge. 

The Germans are not allowed to enter Board 4 prior to Turn 2.  




After rolling for sides, Dan Best would be the Russians and command elements of the Soviet 5th Tank Corps. This Soviet force would be badly mauled in the 1943 fighting around Smolensk. They would be hurriedly thrown in the path of the escaping Germans by Zhukov in a desperate attempt to stop the breakout. 

Dan's force would consist of 8 x 6-2-8's, 10 x 4-4-7's led by a 9-1, 8-1, and 8-0 with 3 x LMG's. His armor would consist of 3 x T-34/85's and 6 x T-34/76 1943's.

Not really a master size force, but on the armor side it would be fairly strong compared to just four German tanks. In the original COI version of the scenario it would 9 tanks to 5 tanks.




As the Germans, I would command elements of the 10th SS Panzer Division "Frundsberg". This late war formation would cut its teeth on the Russian Front and gain it's first laurels under Hube before going to Normandy and Hill 112 and then later at Arnhem, where together with the Hohenstaufen Division they would win their most notable victory.



My force would consist of 11 x 6-5-8's, led by a 10-2, 9-1 and 2 x 8-1's with an HMG, 4 x LMG's, 2 x Panzerschreks and 2 DC's. My armor force would have a 9-1 Armor Leader and consist of a Panther, 3 x MKIV's, and 4 x Half-Tracks. My convoy would consist of 16 trucks of which 10 had to exit the West Board edge for me to win the scenario. A very stout force and nigh unstoppable in the hands of a capable ASL Player. I would prove to be the other kind of player.

I had not done good prep work prior to playin the scenario. Having played it so many times in Squad Leader...I just thought to myself...I've got this. Well...I didn't have anything and on Turn 1, I would find myself very sorry that I had not done some solid preparation.



Yep...playing Call of Duty up until the last minute to start the game....

 My strategy...such as it was...was to move my armor up in front of and on to the hills. Three of my half-tracks and infantry would cruise down the wood road to take up positions on the east end of  Board 5.



 My Panther was in the lead and covering the initial cross roads onto Board 2. The remainder of my force sort of struggled into place. I was already feeling like I had made way too many mistakes.

Sometimes...you just know it's not really a good plan...

 Dan went with a half-board schwerpunkt, which would fragment as the game went on. Both of us became reactive players as the game went on. This would be a good thing for the Russians as the engagement became a close in punching match. The Germans never got to use the benefit of long range fire. One of my chief mistakes in this scenario. Don't get in close with the T-34's...repeat...don't get in close...

Yeah...that's too close...

 Dan's Russians came on hard towards the east end of Board 2. Dan would get control of the high ground on that part of the map. Meanwhile he set up a strong blocking force in the farm complex on Board 4. 



 Turn 2 - I continued my Board 5 movements and tried to string together a blocking force for my Convoy to hide behind. Both my Panzerschreks would be set up in this area. My 10-2 and HMG would also be in the woods. One of my Half-Tracks went up the hill and a T-34/85 promptly wiped it out. My Panther went up to level 1 and two MKIV's went along the back side of the hill while the third MKIV took a gamble and set up with a shot on the hull-down T-34/85. It was a gamble which would not pay off.



 The red circles indicate Russian Tanks. I had two layers of defense, but was very shallow on the far east edge. 

 Dan would knock out his first MKIV and pepper my Panther with shots.


I would get lucky as another T-34/85 ran up the far east hill. My second MKIV was waiting and took it out. Scratch one Russian tank.

Good shooting boys!


 Dan would eliminate another MKIV and send two tanks against my final MKIV. I would MALF it's main armament and go down with a whimper. My Panther however would pick up the slack and take down the first of its 4 Kills.



On Turn 3, I would send my Panther on its epic journey of the battle. With Russian tanks swarming the high ground behind me, I decided to go for the gold. I charged the Panther forward, used bounding fire on the first T-34/76 in my way, killed it and then proceeded to take up a position in the Russian backfield.

It ranks as one of the greatest tank moves of my ASL experience!

But things were getting grim for my Germans. Dan had knocked out all three of my MKIV's. Collectively they had only accounted for 1 Russian tank. I had done a very poor job of managing them. Now I had a single tank against 6 Russian tanks. The odds were not looking good.




My 9-1 Armor Leader knew he was in trouble.








 
 And sure enough Dan threw three tanks at my Panther. I would take out two before MALF'ing my MA while trying to intensive fire on the last T-34/76 near the Panther.


My Panther would go down fighting.

The surviving T-34/76 would finally knock out my Panther. 



On the other end of the SKPE line...I could hear Dan celebrating!!!

With my armor gone and Dan still possessing three tanks. I did manage to bag another tank with a Snake eyes shot by my Panzershreck in the center woods. My last great moment of the scenario!

Yes...yes it is...


 With it getting late...and having no armor left...I figured..what the heck...let's bring on the convoys.






I know it seemed like it was too soon to bring on the trucks...but my 10-2 was totally confident that we could do it...he would do something similar at Arnhem...but that's for a different AAR!!!
 My first convoy roared onto the map and thundered down the road under fire from the T-34/85 on the hill. First truck went up in flames!

Things were getting dicey!!!



 My second convoy came on and promptly lost a truck to a 4-4-7....seriously...!?!




 Dan's tanks moved to interdict my convoys. The one in the middle would fall victim to my Panzerschrek shot mentioned earlier. The others would move into position successfully.


 There was nothing I could do to stop them.


 This T-34/76 was Dan's insurance policy...in the event that I made it to the safety of the wooded road.

 My convoy in the North was met by infantry and a T-34/76. It was game over in the North.

 The northern convoy is destroyed.

Say hello to my little friend...

The T-34/85 takes out the last two trucks Dan needed for the win.









With my convoys all shot up...it was game over. Dan had destroyed enough trucks to take the victory. 










Dan's Russians had won the day and eliminated the German First Panzer Army. There would be no Diamonds for my Knight's Cross. No Sir...I was headed to the Gulag.

Congrats to Dan on a great win. We had a blast playing this scenario. Many mistakes were made...but great fun was had...so all in all a great night of ASL action with a classic Scenario!


Now...we know what's in Hube's Pocket...
but what's in your wallet!?!


Dan and I will be back in action next Saturday with View from the Trenches' Scenario V0.12 - The Shambles!





See ya next week! I know I can bearly wait!!!

Our Saturday Game - View from the Trenches Scenario - The Shambles (VO.12)

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For our Saturday game - Dan Best and I decided to try something new. We selected a scenario from View from the Trenches. Specifically, our evening scenario would be The Shambles VO.12.  This scenario set in the dark days of the Normandy Campaign was designed by Shaum Carter and Charles Markuss. To date there are no recorded playings of the scenario in ROAR or on the ASL Scenario Archive. This is a tremendous shame as this scenario is tremendous fun! And hopefully by the time this AAR concludes you will know two things: 1) This is an awesome scenario and 2) Canadians did not burn down the Whitehouse in 1812. We'll kind of skip over the whole Lundy's Lane thing...as just one of those historical misunderstandings between friends!

Those of you who are long time readers of Grumble Jones know that I am particularly fond of fielding Canadians in ASL. Can't really say why...but perhaps its in my blood. My Grandmother's parents were French Canadian. So a little French-Canadian to go with my Scots-Irish blood gives me some panache...eh!?!

At any rate, I really do like playing the Canadians and after rolling sides, I would end up commanding the Canadians and assume the role of scenario attacker. 







The Shambles covers the actions of the Allied effort to seal the Falaise Gap and complete the elimination of the German Fifth Panzer and Seventh Armies. A successful effort would have dramatically altered the course of the war on the Western Front. As we know, the Germans did manage to escape with a large veteran cadre of panzer men and infantry, who would incredibly be refitted and back in action at the September battles at Arnhem and the December battles in Belgium. A nod to the abilities of the Germans to keep their forces in the field. 





The Shambles takes place at St. Lambert sur Dives, Normandy on August 19th, 1944. A Canadian Battlegroup led by Major D. V. Currie would be the main Allied force attempting to seize and hold St. Lambert sur Dives and halt the escape of the German 7th Army. It was a tall order, but one, which Currie and his Canadians would ultimately see to a successful conclusion.



The Canadians would find themselves matched up against the remains of the 21st Panzer Division. It would be an epic fight that would result in a Canadian victory as the Currie's force took control of the village and went on to hold it for thirty-six hours against all German counter-attacks. An amazing accomplishment. The big question for me was...would I match the historical accomplishments???
Major D.V. Currie would be awarded the Victoria Cross for his conspicuous bravery in Normandy. His Victoria Cross would be the only VC awarded to a Canadian Soldier during the Normandy Campagin and would be the only VC ever awarded to a member of the Royal Canadian Armored Corps.













Check out this link for more information on this Canadian Hero.

I believe the 9-2 Armor leader included in the Canadian OOB represents Major Currie. I'm sorry to say that my 9-2 bit the dust hard in the scenario that follows. So may apologies. I lost him to a HIP 4-4-7 with a Panzerfaust. I tried to keep him safe...honest I did.

As the scenario defender, Dan would command elements of the 21st Panzer Division deployed as Kampfgruppe Rauche.  Such a fitting name as Dan's Germans would set this battlefield on fire. Smoke, smoke and more smoke as Dan burned the mutha-#@%^$@ down.

The 21st Panzer Division is one of the storied units of the Wehrmacht. They set the deserts of North Africa on fire with their exploits under Rommel and once reorganized would serve Rommel again in Normandy. They would be the only Panzer Division to counter-attack the invasion beaches and nearly retook Pegasus Bridge. They would fight hard throughout the campaign.  And they would bedevil Patton in the Vosges before being dealt a truly bad hand and finding themselves in the Halbe Pocket. Seems almost criminal that they would be destroyed in the death spasms of the German Ninth Army at Halbe.

Dan's force would consist of 6 x 4-6-7's, 2 x 4-4-7's, led by a 9-1 and 8-1 with 2 x LMG's, an MMG, an HMG, and a Panzerschreck. For support they would have 1 x MKIV, 1 x Tiger 1, and 2 x 88L AA Guns. A tidy little force with some solid punch to hold onto a very narrow front with terrain controlled access into the village. Throw in the Panzerfausts and this was a force to be reckoned with.





As the scenario attacker, I would command elements of Major D.V. Currie's Canadians. This force would include elements of C Squadron, 29th South Alberta Regiment and B Company, Argyll Sutherland Highlanders of the 4th Armored Division. They would achieve everlasting fame during the fight at St. Lambert sur Dives.

My force would consist of  9 x 4-5-8's, 3 x 2-4-8's, led by a 9-1, 8-1, 8-0, and 7-0 with 3 x LMG"s,  an MMG, an HMG, 3 x Piats, and 3 x 51 MTR's. For support I would have 11 x 75* Sherman Tanks, 4 X 76LL Sherman Fireflies, and 4 x 76LL Archers with a 9-2 Armor Leader.

YEAH BABY...that's a lot of armor...19 Tanks!!! Yeah bring on that one Tiger Tank...I'm ready for ya!! (Dan would bring on that Tiger Tank...much to my later deep regret. Never taunt a Tiger...it's not a good idea...just say'n.)


Yep...backing away from the glass..


The Germans would set up on Board 41 with 2 x MMC's HIP. I hate HIP squads...let me repeat...I hate HIP squads.

The Canadians would enter on Turn 1 from the south edge of Board 6.

There a are no level 2 hills and the EC are dry with no wind. The dry part would certainly fuel the fires we would see in the later phases of the battle.

My attack plan was fairly restricted by the terrain. The best tank country was on the right and naturally I expected the 88's to be concentrated there. The center would be controlled by German MG's and the left with the marsh hex would be a limited flanking opportunity.

So word of wisdom to the Canadian Player...you will lose tanks...you will lose a lot of tanks...do not be troubled by this. These losses can be withstood. Lower your head and drive forward.


My force was ready to go!!! 19 Tanks...oh such an abundance of armor goodness...

The battle begins. I placed my Fireflies on the left with my 9-1 and HMG. The rest of my force was headed up the middle and on the left. My objective was to get up to the center woods as quickly as possible. My three mortars would be deposited behind the far left tree line. Their job would be to provide smoke for the Turn 2 Advance onto the hill.


 Turn 1 went well for the Canadians...except on the left. The Firefly with my 9-1 and HMG would come under LMG fire. 



And he would Pin and then on his bail Task Check roll a "12"...oh good grief...first roll is a 12. Wound severity would be a "5"...and Lt. Johnson had not only fallen off the Sherman...but was run over by it. Just like that my best officer was dead on the field....





Oh...the indignity of it all....



 After the trauma of watching their CO be crushed by one of their own tanks...my boys shook it off and made ready for Turn 2.

 As I had feared...the right was a killing ground with both 88's and the Tiger 1 making mincemeat of my armor.



 On the plus side, I knew the center and left were without 88's...my 9-2 Armor Leader would advise the armor of the next phase.




(pretend he's Canadian...just for this AAR of course.)


 In the center, I would have a stroke of luck as my Sherman's MG's stripped the concealment of Dan's 8-1 and MMG. Unfortunately, I would MALF my MA (but thankfully fix it the very next Rally Phase.)




 Turn 2 - my mortars made the two smokes I had planned.


Next up, my armor moved ahead full steam. Part of my thinking was to get Dan's Germans to fire the Panzerfausts from inside of the stone buildings. But Dan's first HIP squad appeared with the Panzerschreck...but missed. "Big Thunder...no Rain." And then Dan couldn't initially roll a Panzerfaust. This had the unanticipated consequence of final firing and/or pinning his infantry. An opportunity for my infantry had been opened. 

Dan would finally get a Panzerfaust and knock out the lead tank on the center road, but it would end up breaking the squad. Another lucky break for the Canadians.



 As I moved ahead, I also revealed the second 88..ugh...



Back on the left. Dan's boys in the woods would end up being Dummys.

"Ha ha...the Canadians fell for it... they are shooting up the Dummy unit in the woods...ha ha..."

 On the right, I decided to send more armor into the field of death. I wanted to keep Dan's Tiger 1 shooting and not moving. Of course neither option was really desirable...



 But then another piece of luck came my way as the second 88 prepared to fire...


 Dan would roll boxcars and MALF the gun. 



 With his 88 MALF'd on the hill, I could start sending tanks and infantry forward.



In the center, I would go into CC with Dan's forward 4-6-7. They would hold me in Melee for almost two turns and take out a full 4-5-8, before I would finally eliminate them.

In yet another lucky moment (for me),  my Sniper would show up and DM the crew of the hilltop 88. This would drive them away from their MALF'd gun.

Back in the killing fields, more of my armor went up in flames. Nearly every shot was blazing wreck. 



 With most of my armor eliminated or fleeing on the right, Dan moved his infantry towards the center. His 9-1 and HMG were needed.



 As my armor blazed...it began to spread into the dry fields and woods. Flames were spreading....



Dan would move forces from both the right and the left flanks into the center. The battle for village had begun in earnest.


On the left and center, my forces plunged ahead. But disaster would befall me on the left flank. As my 9-2 Armor Leader guided his Sherman Firefly onto the hill...the second HIP German squad appeared and nailed me with a Panzerfaust. But Dan would also have more bad luck himself as he MALF'd his remaining 88.



In the next Rally Phase, Dan would destroy his 88. I would also destroy the other 88. I would take another risk and try to trail break through the woods on the hill. I would bog and this would soon have very dire consequences for that Sherman. On the left, my tanks were converging on the MKIV.

 The MKIV was still in motion and when it attempted to stop in the next Turn, my Firefly would light it up.


Prepare to fire!

 After destroying the MKIV...my Firefly would hear the ominous sound of a Tiger Tank approaching from the rear. I would swing my turret around and intensive fire. I missed, but I would be ready in my next Prep Fire. The Tiger missed with it's bounding fire shot. 





 
 In my Prep Fire, my Firefly would fire and take out the Tiger. With that, the Germans had lost their final anti-tank asset. 



 With the Germans reeling, my boys plunged into the village and began taking victory locations. I needed at least 10 buildings for the win.



 Meanwhile the fire raging on the left exploded and blazed the woods hex with my bogged Sherman. The tank would be lost in the flames...yet another tank taken down.

At the conclusion of Turn 4, Dan's Germans were all either KIA or DM'd.  My Canadians had the necessary building locations for the win, so Dan offered the concession and we called it game over.

It had been a tough and bloody fight for both sides. Canadian and German armor was burning throughout the smoke shrouded village. Infantry losses had also been heavy. But in the end, the weight of Canadian armor was too much for Dan's Germans. We both thoroughly enjoyed this scenario and would recommend it to those of you who have not played it. It is a free download form the View from the Trenches website.  

As always, my thanks to Dan for another great Saturday of ASL. The Shambles was one for the history books and I'll not soon forget our toe to toe struggle.




This AAR is dedicated to those Canadians who gave their lives for the cause of Democracy and freedom in Normandy. 

What John said...today and always...


Dan and I will return next Saturday for a playing of ASL Scenario 136 - The Agony of Doom.


Our Saturday Game - ASL Scenario 136 - The Agony of Doom

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For our Saturday game, Dan Best and I went back in time yet again to experience a reboot of a 1979 scenario released in the Series 100 Pack. The scenario we selected was ASL Scenario 136 - The Agony of Doom. Back in the day, it was originally scenario 110 from the Series 100 Pack. The 100 Pack was released as a pack of additional scenarios for Cross of Iron. And at the time, it was a thing of beauty!!! With so few published scenarios available, I can remember how eager we were to grab a copy of this pack It contained a bunch of great scenarios and a few of these were rebalanced and found their way into other ASL releases. 

ROAR has the scenario with 5 Russian Wins and 19 German Wins. he ASL Archive shows it as 2 Russian Wins and 8 German Wins. This does lead one to believe that the scenario suffers from an  imbalance situation. I had not played the ASL version and really loved the original. It was one of the only scenarios that included the Jagdtiger, so it was always a favorite of my gaming group at the time. 

As for the balance, the old SL armor rules were very different from the ASL armor rules and fighting the big tanks seemed a bit easier. In ASL, a hit from an 88LL is pretty much an auto-kill barring a roll of "12".  So as Dan and I would play out this scenario, we would find the armor battle to be the most unbalanced aspect of the scenario.

Balance can be difficult to achieve from time to time. And there have been some definite changes between CoI 110 and ASL 136. The Jadgtiger is gone from the German OOB and the 4-6-7's are replaced with 4-4-7's. The Germans also have an ELR of 2, which was not a thing back in the SL days. But losing the Jagdtiger and adding a Jagdpanther is really just semantics...cause facing two Jagdpanthers is every bit as bad as a Jagdpanther and Jagdtiger.  So we'll let you follow this AAR and come to you own conclusions about this scenario balance or lack thereof  and whether or not it would deter you from playing this scenario.


I mean...we all react differently the first time we face our first pair of Jagdpanthers...am I right!?!








Now the key moment in any scenario is rolling for sides. If you roll the wrong side...well then the balance of a scenario takes on a bit more importance. I would be lucky this time and roll the Germans...balance...I see no problem mit zee balanze mein Herr. 

So yes, I'll admit, I knew that based on the evidence, that my Germans had a more than good chance of winning this scenario. It would definitely be a challenge for Dan. But to his credit, Dan had no qualms about being the Russians and even worked out an unorthodox attack plan to try and overcome the odds.




As the German player, I would be the scenario defender. My force would consist of remnants of the German LVI Panzer Korps. At this stage of the war (April 19th, 1945), the Wehrmacht was a shadow of the force of 1939-1942. Hardened veterans were thrown together with inexperienced Volksturm and sent forward to confront an unstoppable Soviet juggernaut. 

My force would consist of 4 x 4-4-7's, 7 x 4-3-6's, led by an 8-1, 8-0, and 7-0 with 2 x LMG's. For support they would have a Tiger 1 and 75L AT Gun. On Turn 1, I would receive 3 x -4-6-7's, led by a 9-2 with 2 x LMG's and Panzerschreck. They would travel in style with 2 x Half-tracks and  a Truck. And then on Turn 2 I would get 2 x Jagdpanthers.  
As the Russians, Dan would be the scenario attacker. His force would be made up of elements of the 242nd and 82nd Rifle Divisions. These troops would be highly motivated men intent on finishing the war and getting some payback for the previous four years of the war. Dan's force would consist of 4 x 4-5-8's, 4 x 6-2-8's, and 5 x 4-4-7's led by 2 x 9-1's, and an 8-0 with 2 x MMG's and 3 x LMG's for support. Their armor would consist of 1 x SU-152, 2 x ISU-122's, 2 x T-34/85's and 2 x Trucks. At first glance, this seems like a decent size force. But 13 Russian squads would face 14 German squads armed with 28 Panzerfausts. And 5 Russian Tanks would face 3 German Tanks and an AT Gun. And the German Tanks are extremely tough. So things look a little bit rough for the Soviets right out of the gate.

The scenario utilizes Boards 3 and 5. Oh yes, my old friends. I still love Boards 1-5...you'd think after 40 years of running around on these, I'd be tired of them. Not so. They were such well done maps that they have remained viable for decades.  The scenario itself is focused with the events of the Germans to slow down the Russian advance towards Berlin. At Muncheberg, the Germans would delay the Russians, but ultimately be forced to fall back. Interestingly, Muncheberg would live on in the campaign as the German units thrown together there, would fall back to Berlin and operate as the Muncheberg Division.


 This adhoc division would be commanded by Werner Mummert and would figure prominently in the Battle of Berlin. Their final Tiger 1 would be abandoned near the Brandenburg Gate as the remnants of this division attempted to break out and reach American lines. They would ultimately be unsuccessful and capitulate to the Soviets.  

The Soviet 142nd Rife Division would distinguish itself with the capture of the city of Graudenz on March 6, 1945 and finish the war in the Baltics. For the Graudenz action it would receive the Order of the Red Banner.





The German defense. I set the Tiger 1 on the hill and successfully made it hull down. It was now ready to receive the Russians. I left the main building unoccupied. I was satisfied that I could drive my Turn 1 reinforcements there before the Russians could get there.

I left my Tiger 1 CE...which is not something I do very often...but I knew I needed every advantage as Dan's armor entered the game.


 Dan's entry points. His armor and trucks would enter on Board 5 and take no chances against my Panzerfaust screen. One of his 9-1 officers would lead three squads and both MMG's on the southeast edge.

It would be slow going with both of the MMG's.

 Dan's forces would suffer two disastrous blows on Turn 1. One of his trucks would be destroyed by a 4-3-6. His second 9-1, a 4-5-8 and an LMG would all be lost. 



 The second hard blow would be to the SU-152 as it topped the far eastern hill. Both my 75L AT gun and my Tiger 1 would fire at it. My Tiger 1 would hit and destroy it.



 In the German phase of Turn 1, my reinforcements charged into position. I also shifted some infantry towards the open gap to the north, which is where I assumed Dan's armor was moving.



Dan did catch me by surprise with his dual trail break attempt. It was a risky move, but both ISU-122's were successful. 

Oh boy...these things are scary!!!

Back on the east side, Dan would rush his infantry at me and force my Panzerfaust screen to react and all would be marked First Fire. Then his first T-34/85 zipped down the road to hit my Tiger 1 from the rear. He would miss me in Bounding Fire and I would miss him in Defensive Fire. A great move by Dan.



Despite the T-34/85 breaking through my lines, my infantry were still holding their main line of resistance as Dan's infantry came forward.



 Going into Turn 3, Dan was poised to hit me all along the front.



In my part of Turn 2 - my Jagdpanthers came on and moved to close the middle gap and prepare to receive Dan's ISU-122's and his remaining T-34/85. My Tiger 1 had managed to destroy the other T-34/85 in Prep Fire. Just like that it was 3 on 3 for the tank fight to come.

My Tiger 1 had knocked out two tanks and would destroy one more tank and eliminate some infantry before it was all over. The Tiger 1 would be the heroic German unit of the battle.

 Dan's remaining T-34/85 took a shot at the lead Jagdpanther and got a hit, but it careened off the thick sloped armor.

Both Jagdpanthers were in position.

Turn 3 and Dan came at me with everything he had. My Jagdpanthers both fired...both hit and both ISU-122's were burning wrecks.

My Jagdpanther commanders would both get a kill ring on their barrels.













Dan's infantry in the southeast would be successful in attacking my AT Gun. Back at the center gap, Dan's final tank, a T-34/85 gunned its engine and hurtled towards my Jagdpanthers. The Tiger 1 waited until it was right next door and destroyed it. 



A look at the situation as the last of the Russian tanks was eliminated. Dan was threatening on both the southeast and northwest flanks, but the Germans were still in control of all the victory building locations.

 Undeterred by his armor losses, Dan kept pushing his infantry forward. They would jump into close combat at every opportunity.



With my armor free to move about the battlefield, my Tiger 1 went to shore up the line on the east. He would get a critical hit on the Russian infantry in Hex Y1 and rubble the building. There would be no survivors.

Back in the west, Dan's 6-2-8 had managed to get into the building and had created a Hero with a snake eyes morale check roll. They jumped into the main building and quickly took control of the stairwell. This would encircle my 9-2 on the 2nd level. I would send both Jagdpanthers to deal with this threat.



Back in the east, my Tiger 1 trundled along take out the broken remnants of the Russian infantry in that sector. The battle in the east was over.



The final act of the battle would take place in the second level as Dan's twice wounded Russian Hero would climb the stairs, survive the point blank Jadgpanther Rounds and go into close combat with my 9-2 and 2-4-7.

It was a heroic effort to say the least. The highlight of the Russian effort in this lopsided battle would be the brave actions of this single Russian Hero.

 But, it would end with the Russian Hero ambushed and then killed in Close Combat. With his death, Dan conceded and my Germans had held Muncheberg and had the victory.

Despite the victory...all knew the end was on the horizon as the next Soviet attack prepared.

A final look at the battle. In post game wrap up, both Dan and I came away feeling like the scenario definitely was tough on the Russians. We also both agreed that using the Russian balance would be a must for anyone thinking of playing this scenario. The early arrival of the Jagdpanthers essentially spells doom for any Russian assault. Their later arrival would definitely put a strain on the brittle German infantry and give the Russians a real chance to get into the village and make a real fight of it.

Dan's Russians would also suffer tremendously in this night's gaming from missed morale checks. Dan's infantry broke early and often and this sapped the strength of his attack and allowed my weak 4-3-6's to hold the line. In the end, The Agony of Doom had lived up to its name and to its ROAR statistics. While we enjoyed this scenario, we both recognize that it was not an equal contest. But for those looking for a challenging scenario...take the Russian side in this one and find a way to win The Agony of Doom!



Dan and I will be back next Saturday for a playing of ASL Scenario 130 - Debacle at Korosten…yep..keeping it old school for another week!

Grumble Jones June Scenario GJ058 - Climb to Glory

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This month's scenario was inspired by the photograph above. After researching it, I was able to piece together a scenario. This picture shows elements of the US 87th Mountain Infantry Regiment of the 10th Mountain Division as they prepare to clear a farmhouse of German defenders on March 4th, 1945. This action was in the area of Sassomolare, Italy. 


The 10th Mountain Division would gain the respect of their German adversaries as they led the American efforts in the final days of the Italian Campaign.

     
"Climb to Glory" is the motto of the 10th Mountain Division and seemed an appropriate title for this month's scenario.

The 10th Mountain Division would advance rapidly between February and April of 1945 and batter their German opponents. But the cost in lives would be heavy for the men of the 10th.

This month's scenario depicts the actions of the 87th Mountain Infantry Regiment as they cleared the road of German rearguard defenders during the advance into Sassomolare. Here's hoping this scenario captures the flavor of those actions.



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. 

And as always, the PDF's for this scenario can be downloaded from The ASL Scenario Archive (just search on Grumble Jones).

Our Saturday Game - ASL Scenario 130 - Debacle at Korosten

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For our Saturday game, Dan Best and I were again deep in the oldies of Squad Leader. We selected ASL Scenario 130 - Debacle at Korosten. Neither of us had played this version of the old Cross of Iron Scenario 17 of the same name.  So we both were interested to see how it would play out in ASL. 

Going back to our SL roots is always fun and I have genuinely enjoyed playing these old scenarios over the month of June. Debacle at Korosten was always a fun scenario in the Cross of Iron days because it was the first scenario to introduce horses and cavalry. And I would recommend the ASL version for anyone who has not yet played a scenario with cavalry. It's a great introductory scenario for equine mastery! 

There are some subtle differences between the CoI and ASL versions. One of the most interesting is the change from a Russian 5-3-7 in SL to a 5-2-7 in ASL. A one hex drop in range. The Russians also trade an MMG for an ATR, which is a trade up for this scenario. The German relief force also does not come automatically on Turn 4, but instead must roll on Turn 4 to see if they come on or if he has to wait. The automatic arrival on Turn 4 is a big deal. The Russian player will have be an Ivan on the Spot with getting the necessary CVP and then running for the exit.

One other note about blogging about the old scenarios has been the positive response from readers. It's great to see that so many readers share a fondness for the old scenarios. Cross of Iron turns 40 years old next year...so it's pretty amazing to imagine how many times and how many players have experienced this scenario over the past four decades. The ROAR stats are as follows"

CoI Version 17       =  0 Russian Wins & 1 German Win
ASL Version A106 = 7  Russian Wins & 6 German Wins
ASL Version 130    =  3 Russian Wins & 2 German Wins

So, ROAR shows this to be a well-balanced scenario...but it also shows that more players need to log their results into ROAR. 19 total playings is certainly not representative of all the playings of this grand old scenario. So please...log your results into ROAR and into the ASL Scenario Archive. It's a great way to track your personal records and it contributes hugely to the greater ASL community. (links for both are under the Grumble Jones header picture.)

Debacle at Korosten deals with the actions of August 30th, 1941. The Germans were advancing steadily through the Ukraine and enjoying the heady days of Operation Barbarossa. But as they leapt forward, gaps would appear between their forces. Into one of these gaps, the Soviets threw the 2nd Cavalry Division. They approached Korosten as twilight was descending. The Germans were settling in the for evening...unsuspecting that the woods around them were filled with mounted Soviet Cavalry. The Soviets charged into the village and dispatched many of the German rear echelon troops with the sword. Desperate calls for help were answered by Panzergrenadiers of the 16th Motorized Division. They arrived to find only a few survivors as the Soviets vanished into the dark woods.











After rolling for sides, I would get the Russians and would be the scenario attacker. I would command the men of the 1st Regiment, 2nd Cavalry Division. My force would consist of 18 x 5-2-7's, led by a 9-2, 9-1, 8-1 and 7-0 with 3 x LMG's and an ATR. This force would be strong in manpower and not much else.

As the scenario defender, Dan would command the rear echelon troops of the German VI Armee. These fellas would be busy tasting Dieter Barth's latest attempt to make a Swabian favorite...Maultaschen. And apparently Dieter's attempt was not successful. (for the record...I love Maultaschen...and Swabia as well! ...any readers from Reutlingen or Tuebingen??...if so...here's a "Gruess Gott" for you!")




Maultaschen






Now Dan's force would consist of 3 x 4-4-7's, 10 x 2-3-7's, and a 1-2-7 armored car crew with an MMG, and 2 x LMG's, led by a 9-1, 8-1, 8-0, x 7-0's, and 2 x 6+1's...see picture above for those two guys!!! Dan's "sad sack" battalion would have a PSW 231 Armored Car, 2 Open Blitz Trucks, and 2 x KfZ 1's. 


Schloss Hohenzollern in Heckingen...heart of the Swabian Jura.

Dan's reinforcement groups from the 16th Motorized Division would consist of 5 x 4-6-7's, led by a 9-2 with an ATR, 5 x 251 Halftracks and 1 x 37L 251 Halftrack. These fellas were the serious soldiers.

The Victory Conditions required the Russians to amass 17 or more CVP and then exit at least 24 VP off the south edge of Board 5. My mounted SMC and MMC would be doubled.

Dan's Germans had assigned set up locations, which put many of his 2-3-7's at risk. This of course simulated the lax nature of the rear-echelon troops unaware that they are about to become statistics.

My plan was to go up the middle and have my officers lead other boys on either flank to envelope the village.



 Turn 1, my boys galloped into town.



 I wasn't really happy with my positions at the end of Turn 1. The Germans had held in the center and repulsed me on the lower left. I jumped into two Close Combats...but would end up in Melee in the center. Turn 1 wen to the Germans.



Turn 2 would go badly for the Germans. A couple of key breaks would allow my boys to get into position and really start taking down some CVP.



 The black circles indicated the remaining German positions in Turn 2.


Dan's boys had been caught by surprise...but were  hanging in there!

My 9-1 on the left went for broke and headed towards the N1 building. German fire would cause him to go Heroic. He would become a force to be reckoned with!




"Go ahead...make me roll a Morale Check!!!"



It was a this point, that the momentum became to swing towards the Russians. The Germans were breaking and with Russians in the backfield, Dan's boys were finding it difficult to rout away.



Dan would succeed in getting into his Armored Car. He would also create a Heroic Leader. This leader would stalk my Heroic leader until a final battle.

And so he would...

As Turn 3 neared its end...I had amassed the necessary CVP and the white circles indicate those units which had remounted and were heading south to try and escape.

Time to get out of Dodge before the German Half-tracks came on board!

 Dan would send his armored car to try and disrupt my retreat. My 9-2 would successfully destroy it.


Dan sent his remaining Truck and KfZ 1 heading towards the north. Each was worth one CVP. He was hoping to draw fire and/or have me give chase. I held my fire and knew not to head north and be caught in the open by the German Half-Tracks arriving on the next turn.


 The red circles indicate the location of the Russians as we prepared to bug out!


 Dan's relief force had arrived!!!

The 37L Half-Track and his Heroic Officer went to cut off my escaping Heroic Officer. My boys fired from their mounts and managed to Stun the Half-Track.



 Incredibly, I would stun a second half-track that attacked me in the center.

Yeah...just like John Wick baby!!!

Despite  having lost the village, Dan's relief effort came on hard and fast. Dan was intent on stopping my Russians from escaping. He was looking for some payback...


 

On the left, Dan would get his payback in full. My Heroic 9-1 was cornered and tried to charge out of harm's way. The effort failed. My Heroic Leader rolled "12" on his morale check...fell dead from the saddle and that's was all she wrote.


In the center, I would go into Melee with the stunned half-track. I would lose a half-squad before destroying it.

Dan's boys nearly caught me and did manage to outflank a lot of my boys trying to escape. But I was able to exit the 24 VP's successfully. It had been a near thing. Had I not started to ride for home on Turn 3...I probably would not have managed to escape.

My Cavalry would celebrate this successful mission at Korosten!

The final look at the board. It had been a nail biter of a game. Dan very nearly snatched the victory away from my Russians. My thanks to Dan for yet another great night of ASL!!!


Now for a new section of the Blog called "Dan's Post Game". In this section, Dan let's readers know what his thoughts were regarding the scenario. I thought it was high time that our readers got to see the battle from the other guy's perspective. I'll be including this as a regular part of the AAR's as we move forward. So here now is Dan's perspective!





PRE-GAME THOUGHTS:
For the Germans the fun factor of this scenario is trying to survive this desperate situation.  Trying to pull together a defense that can withstand the hard hitting Russians is a challenge.  That and the Germans counter attack for is going to be great fun overrunning the Russians trying to retreat.  Especially using mounted fire from the halftracks."
The Germans have two advantages.  First is the ability to shoot down the cavalry.  The -2 hazard of being mounted is a big advantage Second is having an armored counter attacking force.  Especially the use of mounted fire from the half tracks.  The goal of the Germans is to inflict casualties on the Russians.
 German Defense Plan:
The defense plan for the Germans is to use point blank fire and build a wall of resid.  Then pull back and recombined into full squads around the M2 building on board 3.  Setting up the three German squads will be to protect the majority of HS and allow for a retreat to building M2.  The 8-1 squad and LMG will protect the flank of the M2 building.  The 9-1 Squad and MMG will set up to cover the center of the village along the street.  Hopefully use a fire lane to build a wall of resid.  The 8-0 squad and LMG will cover the street between the village center and M2 building to keep the Russians from pursuing too fast.  The AC will set up near the M2 building to hope fully get the crew in.  The Kfz will set up covered by infantry and hopefully be able to make a run for the board 4 backfield to survive.  Hopefully they can hold and not lose the 18 CVP the Russians need to win.   If not, the Germans will counter attack in hopes of inflicting the casualties to keep the Russians from having enough to exit.  Also the Germans will be in the horsemeat business.  They will shoot all the horses they can to keep the Russians from being able to use them to exit.  The 9-1 squad MMG may climb the hill to get good shooting (at horses or troops) if not directly attacked.

SCENARIO POST-GAME COMMENTS:
Well that did not go as expected...
The shooting at cavalry did not go as well as expected.  The LV hinderance and use of hills make the cav able to survive most attacks with only breaking.  As expected the main attack was right into the center of the village.  The unexpected part was how the 9-1 squad and MMG unraveled.  They broke and ELR reduced.  However, the attack of halftracks was just as much fun as I thought.  Although it took some hits.

The defense of M2 building did work but the fall back to it did not.  The Russians were able to break and eliminate the Germans units before the could fall back to Building M2.  The counter attack Also did not work too well with the exiting forces.  Only the halftracks were able to be effective although attacking the 9-2 Russian groups was particularly deadly.  Riding down the cavalry was fun with the halftracks.

The best moments for the Germans was getting revenge on the heroic 9-2 Russian stack and running down the 7-0 squad mounted troops.  There was also the halftrack CC exchange with two Russian squads that was fun.  It would have been cool to chase down the 8-1 in the wood too.  The most disappointing events (or fun for the Russians) was the breaking and reducing of the Germans 9-1 stack.  And the killing of the armored car, which did little damage.
 It was a fun scenario and as always great to play with a good friend.  If I play again I would have the Germans flee to Board 4 in hopes that the Russians would follow and be ripe for the halftracks.

Dan and I will be taking a two week break. Dan will be heading to the Texas Team Tournament next week. I wish him a safe journey and lots of wins! If you are in Texas be sure to catch a game with Mr. Best...you will have a blast!
As for me, I'm headed to Kansas City and then to Tulsa for some R&R and to see my son, who has been on his own for the past year. So, I'll be away from the cardboard battlefields for two solid weeks.
Dan and I will return to action on Saturday, July 14th for a playing of ASL Scenario AP3 A Breezeless Day.

Until then, here's wishing you all a safe and wonderful 
4th of July.

We honor our flag, our nation and we remember the sacrifices made by so many to keep our flag flying and …
the promise of America alive.

Grumble Jones July Scenario - GJ059 - A Deadly Pasture

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This month's Grumble Jones scenario is GJ-059 - A Deadly Pasture. This scenario is set in Normandy and more specifically on the Cotentin Peninsula as the Americans advanced towards Cherbourg. I have always enjoyed scenarios set in the hedgerow country, so was stoked to put this quick scenario together. The action is based on the collision of the 8th US Infantry Regiment and the German 919th Grenadier Regiment at two farmsteads, the Petit Bourg and Grand Bourg. From these positions, the Germans had a wide open pasture for a nice, clear field of fire. The Americans would suffer heavy losses trying to cross the pasture and only the arrival of Sherman Tanks from the 70th Tank Battalion helped them overcome the German defenses. As always. I hope this scenario captures the flavor of that encounter.


This scenario utilizes Bounding Fire Productions boards. I have found BFP boards to be very good and in this case, they gave me the look I was looking for. Hopefully, most will have these boards and if not my apologies. But the good news is that they should be readily available from Bounding Fire Productions.






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. 

And as always, the PDF's for this scenario can be downloaded from The ASL Scenario Archive (just search on Grumble Jones).

Our Saturday Game - Scenario MM25 - Futile Bravery

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For our Saturday game, Dan Best, Dave Mareske and I decided to play a three player game. With Dave onboard, Dan and I rescheduled our playing of A Breezeless Day for next Saturday. Three player scenarios are always a good time, so we were all stoked to play another one. We selected Scenario MM25 Futile Bravery from the Kansas City ASL Club's March Madness - Commissar Pack. 








This scenario pack is still available from the following weblink:









Futile Bravery is set during Operation Barbarossa and deals with the fighting for Smolensk as the Germans tried to hang onto a bridgehead into the center of the city as the Soviets struggled to take back the bridge.

 Dan Best is the scenario designer for Futile Bravery and I think he did a great job in putting together the right maps to depict this action.



After rolling for sides, Dan and I would be the Russians and be the scenario attackers. We would have a tough struggle ahead of us. We divided the force and Dan would command the primary attack from the north towards the bridge, while I would attack from the east and south of the bridge to tie down as many Germans as possible. The Russians win immediately by controlling one bridge hex. So it sounds easy but...unfortunately it would not be.

Dan would command the men of the Soviet 129th Rifle Division. His force would consist of 15 x 4-4-7's, 3 x 5-2-7's, led by a 9-1, 8-0, and 2 x 7-0's with 2 x MMG's, 4 x LMG's, 2 x ATR's, and a 50MTR.



I would command elements of the City Militia, Red Army Stragglers and some hard core NKVD half-squads. My force would consist of 25 x 4-2-6's, 6 x 3-2-8's, led by a 10-0, 9-0, and 2 x 8+1's with 6 x T26S M37 tanks for support. I wouldn't have even a single LMG...so my long range firepower would be next to nothing.













As the Germans, Dave would be the scenario defender caught between two large Soviet forces. He would command elements of the German 29th Motorized Division. His force would consist of 5 x 4-6-8's, 10 x 4-6-7's, led by a 9-2, 9-1, 8-1, and 8-0 with an HMG, 2 x MMG's, 4 x LMG's, 2 X ATR's, and a Radio with 105mm OBA. For support he would have three halftracks and one of these would have an 81mm MTR. On Turn 2, he would get a PZ MKIII and 2 x PZ MKIIF's with an 9-1 and 8-1 armor leader.








Before we begin the AAR, we are joined tonight by our friend , Professor Rollwright from the ASL Academy. He would interview both Dave and Dan for pre-game and post-game comments. Here now are Dave and Dan's pre-game comments.



Dave's Pre-game comments:

"oly schnitzel Batman, that is a lot of Russians.  I love playing defense so when I rolled the Germans in this three[player game, I was not disappointed.  The Germans have a nice view of the battlefield, a good size OBA and plenty of firepower with leadership.  It is just a lot of Russians squads.  I am predicting several Human Waves so I need to set up some good fire lanes.  If the Russians come East through the hill town, I simply hope they will run out of time being slowed down by my half-tracks and 4-6-8 squads.  The OBA will be used to force the Russians down certain paths and I will place my HMG with the 9-2 leader high up in the town and hope for lots of ROF.  Given the narrow victory conditions my final defense will be around the bridge with one MMG, several squads and at least two tanks.  Given that there are two avenues of approach I intend to overload the east side on Board 60, making it undesirable for the Russians to use.  Then, with the half-tracks skirt the back of the hill for a final bridge defense.  I believe setting my half-track mortar in the graveyard gives a good chance for survival, hull down and a good view of the rubble.  I hope to keep 2-3 platoons on board 60 and 2 platoons north of the bridge on board 8.  Those two companies, the OBA and two tanks should be able to defend the bridge."


Dan's Pre-game comments:

"or the Russians the attraction of this scenario is the 3 to 1 advantage in numbers.  It is 2 to 1 in tanks.  Also the victory conditions are immediate for controlling any part of the bridge at the turn end.  These combine for a very fun game of attacking the German positions and overwhelming the defenders for the win.



The Russian advantage in number usually results in having to charge German defenders and close for point blank fire or close combat.  There are two tactics for this...Human waves and flooding.  Human wave attacks require 6 squads and a leader.  Although by SSR in this scenario the NKVD half squads can be used in place of the leader.  Flooding is the individual movement of three or more units to force the defender to defensive fire and subsequent defensive fire and the third (or more) units force the defender to FPF or face adjacent advancing fire and advancing Russians for close combat.  Generally the Russians can attack on both sides of the River and reach the bridge.  Giving the Russians the ability to attack, find where the Germans are weak and launch Human Wave attacks to overwhelm the Germans and then reach the bridge.



Looking at Dave's defense Scott and I decided to attack as follows.  The set up force will attack river.  All reinforcements will arrive south of the river supported by all tanks.  While the German and Russian tanks fight it out the infantry will attack up into the hills and overwhelm the German units.  That clears the way for the Russians north of the river to methodically attack the Germans and take the bridge. "



Time to start rolling the dice!



 On the east edge, my force would drive towards the German defensive screen and try to tie it up and/or eliminate it. Dan force would storm the bridge and sweep everyone before them. Easier said than done of course.

Our plans seemed like they would work out...

 My objectives were the German halftracks. It was crucial to eliminate these as they posed a mobile threat to Dan's efforts.

 Dan launched his attack and went straight ahead. He managed to break the German MMG group on the left, but as he moved against them, Dave's 9-2 revealed himself on the other side of the river and let rip with the HMG. It would mow a lot of Russians down as Dave went on Rate of Fire tears every time he fired.



 My assault went pretty much as planned. I had some squads break, but more or less got the bulk of my force into position.


 Dan went into CC right off the bat and sent a 4-4-7 into close combat with 2 x 4-6-7's. It was a gutsy move that would ultimately pay off.



 My armor would surge right at one of the halftracks. The Germans stood their ground along with a 2-4-7 with an ATR.




 Dave would fire his 81mm MTR at Dan's boys. This would provoke a response and Dan's 50mm MTR fired back. And unbelievably hit and destroyed the German half-track. The first of a string of successes had begun for Dan!



 After the successful halftrack destruction, Dan turned his attention to shooting into the melee. This is always a risky move...but Dan would break both German 4-6-7's and his 4-4-7 would just smile and get ready to collect prisoners. Just like that the German force on the left was eliminated.



 Dan had done a great job of sweeping away the defenders in his sector. It looked like he would have a chance to make a rush for the bridge. Dan's 9-1 would get his boys ready to move!





 In my sector, Dave's ATR managed to immobilize my lead tank, but it in turn destroyed the halftrack and my infantry would take out the 2-4-7. They had gone down fighting. Dave's remaining halftrack picked up a squad and headed towards the bridge.

 Turn 2...a critical movement phase for the Russians. With Dave's tanks due this turn, we would only have this one chance to rush the bridge before they showed up. Dan managed to break the German 9-1 stack on the right and his boys on the left rushed the bridge. The German 9-2 and his heavy machine gun would stop the attack in its tracks. Only a single 2-3-7 managed to get near the bridge.



My Turn 2 moves would see my boys advancing along the back of the hill and up on to the hill where I could manage enough MP's to do it. At this point, Dave' forces had moved away from me faster than I could catch them. My force was mission killed.

 Turn 2 saw the arrival of the German OBA. YIKES!!!


 And it would hit Dan's boys and obliterate two hexes of Russians. It would even rubble and then set a building on fire.



 Dave's armor arrived on Turn 2 and promptly crossed the bridge and set up to defend against my armor.

 As Turn 2 ended, it was after 10:00 PM and we had been playing for 5 hours. We had been playing fast and furious...but moving a lot of counters took up most of the time. Dan and I looked at the map and the time and decided to give the concession and victory to Dave. We both felt that his successful defense through Turn 2 had pretty much wrapped up the win. Dan's boys were badly damaged with many squads KIA'd, or ELR'd. With the OBA, Armor and 9-2 HMG of death....Dan couldn't reasonably carry on his mission to reach the bridge. And as for me...well my slow moving convoy of conscripts was going to need three turns just to reach the bridge and by then, Dave's armor would be able to concentrate on me. So, we tipped our hats to Dave for an outstanding effort. His 9-2 had won the day and held the bridge.




A last look at the battle. Despite only playing 2 full turns, it felt like a full night of ASL. The losses on both sides certainly told that story. Dan and Dave had both taken nearly 50^% casualties. My force had lost a couple squads and an immobilized tank...but otherwise was pretty much intact. All in all another great Saturday of ASL.









Professor Rollwright will conclude tonight's AAR with the postgame comments from Dan and Dave.

My thanks to the good professor for joining us this evening!





Dave's Postgame Comments:

"Well the east side defense of board 60 and north of the bridge collapsed fairly quickly but took a heavy toll.  The Russian mortar got a lucky shot on my half-track 81mm mortar and flamed it...might have been the shot of the game.  It was my 9-2 and the HMG that preformed admirably getting ROF in every phase at least once, if not 2-3 times.  He was particularly effective during Defensive Fire.  I was surprised there were no Human Waves, rather the conscripts came in using Armored Assault.  My OBA came on late, but when it arrived it was accurate and effective.  North of the bridge the attack was down to just seven squads all on the west side of the bridge and my tanks arrived to save the day.  The force on the north did an good job taking prisoners and cutting off routes.  Even though Dan and Scott called it my win after two turns, I felt they had a pretty good chance of coming through the village, but it would be a long haul and it was getting late.  Overall, I thought my defense solid, just that they came at me hard and fast.  Doing so, they left my 9-2 to dominate."


Dan's Postgame Comments:

"In short the attacks was undone by the German 9-2 HMG combo.  I attacked north of the river using a flooding tactic and eliminated 7 German squads.  But lost 10 squads to the 9-2 and HMG.  When the German OBA and tanks showed up north of the river the attack broke down.



I used flooding tactics on the attack and they worked very well.  Especially coupled with my decision to take prisoners.  I ultimately captured 5.5 squads and a 9-1 leader.  This opened the way to the bridge...except for the 9-2 and HMG.  When the OBA joined in and the tanks secured the bridge...my troops evaporated.



The best moment for my forces north of the river was when the 50mm MTR was able to hit the German MTR half track and destroy it.    Also taking those prisoners.  The Germans had route options for several squads except...it would require low crawl or interdiction.  I decided not to declare no quarter and took prisoners.  Then used the guards and prisoners aggressively getting several prisoner squads reduced but also losing two guard half squads to defensive fire.  One was lost to the prisoners attacking them in CC because they broke.  Making for some fun with prisoners in the game.  



It was a great game and fun to play with friends.  It was getting late and time for a concession.  Congrats to Dave on an excellent defense."


My thanks to Dan and Dave for a great evening of 3 Player ASL. Dan and I will be back next week for a playing of ASL Scenario AP3 A Breezeless Day! See you then!



Until next week!












Our Saturday Game - Scenario AP3 - A Breezeles Day

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For our Saturday game - Dan Best and I looked to Action Pack 1 for our next scenario. Dan and I are relatively evenly matched players, but we do have one significant difference...one of us is an East-Front Fanatic and the other is a West Front Fanatic. Dan is known on the Game Squad Forum as the Ost-Front Fanatic and I can attest to his affinity for all things Eastern Front. I on the other hand am a big fan of the actions on the Western Front. While Dan excels at the brutal, urban fighting in the East, I tend to enjoy the actions in the Bocage and in the French countryside. So...I'm always appreciative when Dan indulges my Western Front interests.

Scenario AP 3 - A Breezeless Day (designed by Brian Youse) is set in January 1945 in the French town of Gros Rederching.  This town was in the line of advance of the 17th SS Panzergrenadier Division as they participated in Operation Nordwind. 

Defending Gros Rederching would be the American 71st and 397th Infantry Regiments of the 44th and 100th Infantry Divisions respectively. The tank destroyers of the 776th Tank Destroyer Battalion would also be on hand. 

Historically, the Germans succeeded in breaking the American lines with the assistance of their heavy armor. But it would be a short-lived success as the tide of war had moved irresistibly against the Germans.





Gros Rederching is the Grand Est region of France and lies very nearly on the border with Germany.













Boards 42 and 43 are used for the scenario. A critical...let me state it again...critical Terrain SSR is that the grain fields on Board 43 are Level 1 Hill locations. As you note in the picture there is no grain field in them middle of Board 42. I would gak this important SSR. I would set up with the mistaken belief that the grain field on Board 42 was a Level 1 hill. This would have severe consequences as you shall see. So...read, read and always reread the Scenario SSR's. 

The Victory Conditions for this scenario are a bit tough as well. The Attacker-German Player must control 10 or more building on Board 42 on/south of hex row K. And...must exit 70 or more Victory Points off the south edge. 

ROAR has this scenario as 48 German to 63 USA, while the ASL Archive has it 3 German to 4 USA. At first glance it would appear to favor the Americans. After playing it...I certainly found it to be otherwise.
After rolling for sides, Dan would command the Germans and be the scenario attacker. Dan would command the men of SS Panzergrenadier Regiment 37 of the  17th SS "Gotz von Berlichingen" Panzergrenadier Division. the 17th had fought continuously since the Normandy Invasion. It had been refitted with good equipment, but the caliber of its troops was markedly inferior to the Division of June 1944. SS 4-4-7's are used to represent the Volksgrenadier quality of the formation's infantry squads. 
Dan's force would consist of 18 x 4-4-7's, led by a 9-1, 8-1, and 2 x 8-0's with 2 x MMG's, 4 x LMG's, 2 x DC's and a Panzerschreck. The armor force would be considerable with 6 x Half-Tracks, 4 x Stug 75L's, 2 x Stug 105's, 1 Flame Hetzer, and 2 x Jagd Tigers for good measure. This force would definitely live up to the mailed fist of Gotz von Berlichingen. 






As the Americans, I would be the scenario defender and command elements of the 71st and 397th Infantry Regiments. The 397th was part of the 100th Division while the 71st was part of the 44th Infantry Division. As the scenario card specified the 44th Division, I will focus on the 71st Infantry Regiment. 


The 71st Infantry Regiment was initially raised in 1850 as part of the New York State Militia. It would see action at Manassas in 1861 and participate throughout the American Civil War. It would defend Harrisburg, PA during the Gettysburg Campaign. Following Gettysburg it would be sent to quell the New York City riots, which were so famously shown in Martin Scorsese' film "Gangs of New York".  The 71st would participate in the Spanish-American War, World War 1 and of course the Second World War. It would ultimately be disbanded in 1993. 

My force would consist of 10 x 6-6-6's, led by a 9-2, 8-0, and 7-0 with a 50 CAL HMG, HMG, 2 x MMG's, and 3 x Baz 45's. I would also have 60mm OBA and 6 factors of AT Mines and 6 x Foxholes. My armor would consist of 3 x M36 Tank Destroyers and 2 x M4 Shermans.





And now for Dan's Pre-Game thoughts:

"This scenario was from Action Pack 1, designed in the old days when larger scenarios were designed. Therefore, it has plenty of units, nine movement phases and lots of vehicles. The attacker and defender have the ability to react to and recover from setbacks or losses. What looks fun in this scenario for the Germans is the high number of vehicles. Two nearly invincible Jagd Tigers, a flamethrower Hetzer and six Stug's. Plus some half-tracks to move forward the infantry fast.

My plan is to form a center board Schwerpunkt and attack up the center of the board. Then break the line and swing into the village with the infantry. While the half-tracks exit (they are worth 30 points). The Jagd Tigers will engage his armor and once the armor is broken will get in the back of the American positions to cut routs. The flame tank will break the strongest defenses to help the infantry capture the village."


As noted earlier, I had mistakenly assumed that the grain field on Board 42 was also a hill. My defensive strategy was to fight Dan at point blank range. I knew I couldn't hope to cope with the Jagd Tigers at long range. I would discover that I couldn't cope with them at close range either. 

I set up my mines at the southwest corner with two half-squads with Bazookas. I had guessed correctly that Dan's softskins vehicles would head that way and try to exit the board. In retrospect it would have been better to have my mines up front on the roads. But...live and learn...

Dan's Schwerpunkt had to negotiate the terrain which served to divide it a bit. A Jagd Tiger would trundle down each board and would gain total superiority relatively quickly. I would fire my rear-most M36 at a Stug. It would instantly be targeted by all the German armor in its line of sight.



 Dan's boys made good progress on turn 1. I had elected to defend to the rear. Surrendering so much terrain so early seems to have been a poor choice. I was overly concerned with Dan's coming down the wood trail. This seemed to be the safest approach for his infantry...but they never came that way at all.


 I would draw first armor blood by destroying a Stug 75L with my M36. But I would get greedy and go for intensive fire and MALF my gun. Not quite the thing to do at that moment.


 Yep...MALF's would plague me during this scenario. I would MALF two tanks and two Bazookas.


 In my part of Turn 1, I got a bit overzealous. I sent my two Shermans to try and get some armor kills.



 I also activated my OBA. I didn't expect much from 60mm OBA, but thought it could do some good if it bracketed the road on Board 42.



 I would lose my first M36 before the turn would end. I could ill afford to lose my tanks and losing one of my 90L's would not be a good thing.

"The American tank is burning...excellent shot Dieter!"


One of my overly aggressive Sherman Tanks would fail to get any hits and then be destroyed.  My second M36 had also been destroyed in the M3 hex. I had tried to move it out of harm's way...but as soon as it started...it was hit and destroyed. Just like that I was down three tanks.



 My woes continued as my 9-2 with my 50 CAL would roll snake eyes on a Morale Check and then go berserk. He would take his 6-6-6 with him. My 50 would never fire again.

It wouldn't end well.

 My last Sherman would succeed in destroying a half-track, but then would I would intensive fire again and break my second Main Armament.



Turn 2 saw Dan advancing hard and fast up the middle and along the east board edge. I was powerless to stop him My ARTY would show up and unbelievably destroy one of the 75L Stugs.



 Dan had once again mad some good progress. He was poised to strike the village and was in position to begin exiting his Half-tracks. Dan would executing to plan.




 My last Sherman would be destroyed by one of the Jagd Tigers. I was down to one final tank. And that last M36 was dueling with the other Jagd Tiger on Board 43. It was unequal struggle to say the least.



My OBA continued to rain down and unbelievably would destroy the Flame Hetzer. I couldn't believe it. 60mm OBA...and two destroyed tanks. The OBA was doing what my armor had been unable to do. Eliminating the Flame Hetzer gave me a moment's hope.



 At the village outskirts, my berserk boys would be mowed down and my other boys broken as they tried to flee.



The duel between my last M36 and the Jagd Tiger would be one of the more enjoyable moments of the game and would provide an excellent example of Dan's sportsman ship. As I struggled to figure out how to kill the beast...he gave me a suggestion...









 I took Dan's advice and my M36 commander fired for deliberate immobilization. We couldn't kill the beast...but just maybe we could stop it and keep it from exiting the board.


My M36 fired and succeeded in immobilizing the Jagd Tiger...another hopeful moment for my struggling Americans.

This would of course only serve to enrage the Jadg Tiger...which promptly shot and destroyed my M36 in an 128mm ball of fury.




 Down in the southwest. My Bazookas would fail to get any hits. One half-track would be immobilized in the mine field, but one would pass through the D1 mine field successfully.




 Turn 3- Dan's boys had eliminated my armor and were closing in on the 10 buildings required for victory. I would fight back...but vainly.

Time to hunker down...


Dan's 1st building!

 Dan's boys continued to execute according to plan. I would offer only token resistance.

 I would MALF both bazookas in the southwest corner. My entire defense in that sector was dependent on those bazookas. My dice were not kind to me for much of the game.

There would be close combat. Despite winning the ambush on both occasions of close combat...Dan's dice would deny him the kill. Melee would follow. The Jagd Tiger would fire into that Melee and break everyone but a German hero...who would gun down my broken squad "like the dogs they were...". Ah yes...Dan and I were playing some ASL...and it was GOOD!!!



 I sent one of my last 6-6-6's into the woods to DM some broken Germans. It would save them from being eliminated with the rest of my force.


 The end was near for my boys in the village.


A final look at the battle. Dan would ultimately MALF one of his Stug's but he would fix the gun. My boys would be eliminated except for one 6-6-6 hiding in the woods. With 4 turns left of movement, Dan would exit off the required 70 points. The Germans had the victory!


It had been a great game despite my struggles. Dan was able to execute his plan from start to finish. That's a rare thing in ASL. As always my thanks to Dan for another great Saturday of ASL.

And now for Dan's Post-Game Comments:


"Game went according to plan. With the exception of the OBA. Most fun was had winning the armor battle and using armor to break up the infantry. Also having the American 9-2 go berserk and take his squad with to abandon the 50 cal and die gloriously in a charge. Unexpected was how well the 60mm MTR OBA did. It killed a Stug and the Hetzer. Also broke several infantry groups. I managed to find both minefields and lose one halftrack to them. Always my special talent for finding minefields.

Generally the armor did better than expected and quickly destroyed the American tanks. Then got into the backfield and cut rout paths. The infantry losses were light and most were able to exit for the win.

My thanks to Grumble Jones for another great game. And congrats to Grumble for his fire Deliberate Immobilization success. See you in St. Louis!"



Dan and I will be off next week as we participate in the St. Louis ASL Tournament. Can't wait to be back in St. Louis...my home for over 20 years. And can't wait to play some awesome ASL!

St. Louis here we come!!




















































2018 St. Louis ASL Tournament

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So...I have just returned from a great weekend of ASL in St. Louis...and am sitting in my office and feeling that depression that follows time spent with friends playing the world's greatest game...ASL. This was my second time at the STL Tournament and I enjoyed this one even more than last year's. Last year I finished 1-3 on the weekend. This year...I managed to turn that around and finished 3-1, which is my best tournament performance to date. I also got in one free play game with Dan Best on Saturday (so yeah we had our regular Saturday game in the middle tournament). We're just that good at playing some fast ASL. 

A big thanks to Jim Burris, Jeff Ital, Doug Kirk and all the members of the St. Louis Area ASL Players who worked so hard to put together a great tournament. The location continues to be great and the hotel itself is set up well to support a tournament. The only problem that I ever see with this and every tournament I have attended is where to put all the "KIT". Good grief, we ASL players lug around a lot of KIT to play the game we love. I mention it, because tables designed to support 4 players are often limited to two, because kit is stored on the other half. Now, this is not a complaint...as like everyone else I have a ton of kit too. It's just an observation and something we all as players need to be cognizant of. As for me, I've taken to leaving the bulk of my kit in my vehicle and bringing to the table only those boards and counter sets needed for the day's rounds. Not quite as convenient, but it works for me.  

 As for the tournament, itself, everyone is very welcoming and the camaraderie is something special in St. Louis. Another great aspect is that a lot of the Kansas City ASL players attend the STL Tournament and in kind the St. Louis Players attend the KC Tournament in March. 

So you get to see a lot of familiar faces and catch up with folks that you might otherwise only see once a year.


OK...now for the recap of what was an amazing weekend of ASL. 

ROUND 1: ASL Scenario WO27 Checking Out vs. Dave Ginnard (ROAR: Ger. 11 / USA 13)

I'm not a fan of DASL, but the scenario was the perfect size to kick off the tournament and the complexity was on the low scale with only a single vehicle in the game. 

It would be a straight up infantry slugging match in the city.

Dave would be the attacking German SS and I the defending Americans.


































This would be my first time playing against Dave and I had been looking forward to it for months. Dave would launch two attacks with one to my right being the feint and the one to my left being the main effort. 


Dave's dice would initially give him fits. For nearly the first two turns, his rolls were in the 8-11 range, while mine were giving me a ton of 3's and ton of German Sniper Checks...which Dave would fail to convert till late in the game. My boys held well until we hit the fourth turn. Dave's SS were nigh unstoppable and my dice didn't give my fire lanes and D-Fire attempts the juice needed to slow them down. Dave made excellent use of smoke and dashed a lot, which in a DASL game is a great move as you not playing over a large area, so the combat is close making dashes very effective indeed. So after Dave had me in the corner and had taken control of 7 buildings, I gave the concession. Dave had a great win to start off the tourney.

Going into Round 2 - I was 0-1.

ROUND 2: ASL Scenario J63 Silesian Interlude vs. Richard Trippeer (ROAR: Ger. 103/Rus. 122)

This would be the first time playing against Richard, who was a relatively new player to ASL. He had played Wes Vaughn in Round 1. With only 10 or so games played, I was impressed that he had played against one of the game's greats.I knew I would be a much easier opponent to take on than Wes. 

Richard and I would play a great game with a lot of give and take and some wild moments as well.





Richard would be the defending Russians and I the attacking Germans. I came on with all my boys in armored assault. Richard had the 45LL AT gun on the hill. His first shot and first roll would be boxcars. AT Gun was MALF'd from the start and would be lost with a 6 on the very next Rally Phase. A disheartening start to the game. Richard's Russians would struggle as the dice continued to produce high rolls and my German armor began to surround his infantry. Richard would shine however in Close Combat. Twice he would create heroes and fanatic squads that would be bedevil my German grenadiers. But unfortunately for Richard, his armor was unsuccessful against my Panthers and Panzerfausts. The game would go to the start of Turn 6 and be a German victory.

Going into Round 3 I was 1-1.




ROUND 3: SP270 A Small Stack and a Schnapps vs. Dan Best (ROAR: Ger.1 / Rus. 4)

Ever the gentleman, Dan indulged me when I asked to play the Schwerpunkt Scenario "A Small Stack and a Schnapps", which was not in Round 3, but was part of the scenarios in the Any Round category. So may thanks to Dan for letting us play this one. It would turn out to be a really fun scenario that went down to the wire...always the best kind.

Dan would have three Jagdpanzer IV's to try and stop 2 x T-34/85's, 2 x IS2m's and an IS2. His infantry were mostly 4-4-7's and mine were 6-2-8's and 5-2-7's. My infantry would be very successful in the game and I would take a large number of German prisoners. I rarely like to take prisoners, but discovered that doing so can often force DM'd squads to put up their hands early and often. So, taking prisoners can be helpful from time to time. 

To win the game, my Russians had to have one fully functional Tank and control the U6 Building. Dan's expert use of his armor and Panzerfausts left me with only one IS2m which was under Low Ammo. The final tank duel was between a hull down Jagdpanzer IV and my IS2m. We had traded acquisitions and I had to get a turret hit to take Dan out. In my final chance, I got the hit and took out the Jagdpanzer. With control of the building...it would be game over and a Russian victory.

So going into Round 4, I was at 2-1.



ROUND 4: ASL Scenario 102 Point of the Sword versus Craig Walters (ROAR: Ger. 16 / British 18)

Now Craig Walters and I would be matched up for Round 4, which started around 7:00 PM. Now Craig had just finished a tough Round 3 match against David Ginnard that only finished after adjudication around 6:00 PM. So both Craig and Dave had next to no down-time between the two rounds. Craig was the 2013 Tournament Champion and certainly one of the great players at the tournament. I had not had the chance to play against Craig at earlier tournaments as I usually didn't win my first round game, so didn't get matched up with players like both Craig and Dave, who are almost always in the top five finishers. So like my game with Dave, I was really psyched to play another of the top tier players.

Craig and I were in the back corner of the room and I caught this shot of Craig as he prepared his attack. 

Craig would have the British and I the defending Germans. 

Unfortunately, I would only get this one picture as our game would finish very quickly.

Craig and I wouldn't get through the Turn 1 British movement phase. As Craig's 6-4-8's began moving across the open ground, my HIP HMG with 9-1 leader began opening up. My dice were as hot as I have ever seen them. And I use the same dice in all my games....so long-time readers know their somewhat dubious history. But in this scenario...2's, 3's, and 4's were nearly every roll. At -3 this was just murderous on the 6-4-8's. Other residual fire hexes of 1 and 2 were resulting in KIA's as I rolled 2's and 3's down 2 for moving in open. After 5 of the 6-4-8's had been killed outright and another 2 were broken....yet another K/2 result against the 9-2 and another 6-4-8...which Craig yatzheed for both the leader and squad....well that was enough for Craig. He had enough and gave me the concession. I was stunned and felt really bad. You never want to see that kind of situation occur in any ASL game. I had never been that successful in a defensive fire ever in 40 years of playing SL/ASL.  It was just a freak moment that resulted in massive losses for my opponent. So, Craig and I shook hands and cleaned things up and chatted for a bit. I'm glad I had the brief opportunity to talk to him and certainly wish our game had gone the distance, but I also understand the frustration that ASL can create on those rare occurrences. I hope Craig and I will get another opportunity to play at either KC or STL next year.

So at the end of Round 4 , I would be 3-1. 



Round 4 would be my last, as I would head home Sunday morning and miss Round 5. Later today, I learned that Randy Schurtz would win the tournament. So congrats to Randy on a great accomplishment!

So the 2018 St. Louis ASL Tournament is in the history books. Here now are some pictures from the event. Already looking forward to next year!





























See you in 2019!!!

Our Saturday Game - ASL ASCENARIO 1 Fighting Withdrawal

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For our Saturday game...Dan and I would transport ourselves back in time...to a time when ASL was young and ELO was playing on the radio. ASL SCENARIO 1 - Fighting Withdrawal...perhaps the most played of all the ASL scenarios. The first stop on the ASL journey for so many players. The scenario that gripped your imagination so tightly that 40 years later...you are still playing this greatest of all WW2 Tactical Wargames. So journey with us as we rediscover ASL's first Scenario!!!

Perhaps, now that I am over fifty, I find myself reflecting more and more on the bygone years. I started high school in 1979 and had the great joy of being at the beginning of SL, ASL and of course my other gaming passion...D&D. ELO's Out of the Blue was the soundtrack for those days of playing SL and D&D after school and later when in college we began playing ASL.

So...any time I hear the start of Turn to Stone...I'm transported to the tree-lined streets of Webster Groves, Missouri and the afternoons spent playing Squad Leader and ASL.


Now...this night of ASL would be a huge milestone for my opponent. Dan Best would be playing his 500th game of ASL. Of course, he's probably played more than that over the years, but this game would be the 500th documented game that Dan has logged into ROAR and the ASL Scenario Archive. So it seemed entirely fitting that the 500th game be Scenario 1. Just a perfect way to play the 500th game.

Congrats Dan...here's to 500 more!


Scenario 1 - Fighting Withdrawal is played on board 21 and is an infantry only struggle between the Russians and the Finns in a race to see which side can exit the most VP off the south board edge. Sounds a whole lot easier than it actually is to achieve. The last time I played this scenario was February 23rd, 1991 and I lost as the Finns. I was hopeful that my second time  playing it would switch things up and produce a victory.

This scenario takes place on September 2n, 1941 as the Finns attacked across the borders between Finland and the U.S.S.R. established at the end of the Winter War. Under Mannerheim's direction, the Finns sought to reclaim lost territory. 

The Russians, already reeling from the German invasion, would be caught off surprise and pushed back. In this scenario, the Finns are advancing toward Terijoki as the Russians attempt to retreat and regroup.

As noted earlier, this scenario is one of if not the most played ASL "only" scenario. ROAR has it with 302 Russian wins and 270 Finnish wins. On the ASL Scenario Archive it is 52 Russian wins and 47 Finnish wins. Clearly, the battle seems to favor the Russians. 

After rolling for sides, Dan would be the Finns and the scenario attacker.  He would command elements of the Finnish 1st Jaeger Battalion. This group would consist of 16 x 6-4-8's, led by a 9-0 and 2 x 8-0's with an MMG and 3 x LMG's for support.

This would be a sizeable force with an ELR of 4 and a Sniper of 2. They would prove to be tough to stop.







Here now are Dan's Pre-Game Comments:

"The attraction of this scenario is the classic of excellent infantry attacking basic infantry. It is the most played scenario on ROAR with 571 games logged 302 Russian Wins to 269 Finn wins. The excellent Finns must get past the Russians and exit more troops. It is all basic infantry combat, no smoke, no guns, no tanks. Just infantry and MG's.

The Finns advantages are their morale, the ability to deploy and recombine without a leader and being stealthy. 

My plan is to attack the width of the board and get past the Russians to eliminate them in close combat or cut rout paths. The Finns will take prisoners to exit them off the board for extra VP. I will set up the 9-0 and MMG in a high level to keep an eye on the Russians and to take long range shots as they retreat. This unit will have to make a break for the exit after turn three. All others will attack, with several squads deploying and getting past the Russians."

As the Russians, I would be the scenario defender and have the dual requirement to slow down the Finns and then run like hell to get off the board with as many squads a possible. Not an easy task...but as I will point out at the end of this AAR...there is a strategy (had I followed it) that would really give the Russians the edge. Naturally, I didn't do it...cause I don't that far ahead...might need to play more Stratego in the future!!!

I would command elements of the 131st Border Battalion with an ELR of 3 and SAN of 7. That's right 7! When was the last or any time you ever saw a SAN of 7.  My force would consist of 14 x 4-4-7's led by an 8-1, 8-0 and 7-0 with an MMG and 2 x LMG's. 




 My plan for the Russians was to have two squads up front with a squad on the flank with an LMG to slow down the Finns at the start. My HMG and one  LMG would be set up HIP covering Row W and creating my next line of defense. Everyone else was to run for the rear.

Eh...it was a plan...not saying it was a good one...but it was a plan...

 Dan positioned his boys on the start line ready to begin the battle.


Dan's kill stack on the east flank would go after my 4-4-7 with the LMG behind the stone wall. My boys would shrug off all the attacks. Dan would charge his boys across the street and into the action. Dan would deploy a ton of squads and quickly surround my front screen. They would not have any chance to escape. I will say that I have learned a lot about the value of Half-Squads from playing Dan these last couple of years.


After eliminating a dummy stack on the west edge, Dan's boys went into Close Combat with my two remaining good order squads. Melee would be the result for both. I would go on to win the west melee and lost the east one. My HIP units kept quiet.



I was pretty happy to lock down some of Dan's boys in Melee, but nonetheless Dan had essentially broken my first defensive screen.



On my first movement, I would send 6 squads and 2 officers hustling for the rear. I forgot that Dan's MMG was at level 2 and could see one of my stacks....UGH!!! It would break the leader and 2 squads. Just a stupid move on my part. I could ill afford to lose any squads like that.



 Turn 2 and Dan's Finns were on the move again. And I would totally screw up my HIP unit surprise. Dan's kept sending half-squads past me. I tried to wait for the big stacks to come through...but got impatient and finally fired with almost no effect. And my first roll from my MMG was an 11...yep broke it on the first shot and my Fire Lane of Death became a myth.




 My MMG stack was quickly surrounded as Dan smelled blood in the water and came in for the kill.


On my part of  2, I would fall back to try and set up another line and move as many boys to the rear as possible...while avoiding Dan's Level 2 MMG.


I continued to rush for the rear.


Amazingly...my MMG squad would survive two close combats, fix it's gun and shoot down one of the Finnish 8-0's and two squads with the KIA of the game. This unit would be the hero unit of the game. 

The success of my 8-1 and MMG squad would be the highlight of my defensive effort and contribute the most to nearly stopping Dan's Finns. And best of all they kept me from a totally embarrassing effort. So thanks guys!!!

Dan came after me with everything he had. His MMG team left their 2nd level perch on Turn 3 and ran into the streets to follow the rest of the Jaeger Battalion.



 I ran and ran....

C'mon...you know  you liked them too!!

 Dan's effort would not be without some mishaps. 
He too would MALF his MMG with a nice little 12.

Going into Turn 4,  I had finally put some distance between Dan and my escaping boys. On the west flank, my boys made ready to try and stop Dan from using the road.



 Dan came down the road anyway and sprinted past my weakening defenses.


 By turn 5, I had exited 9 VP off the map.

It was about this time, that my Sniper finally showed and did some nice breaking of Dan's boys in the backfield. The surviving unit in the hex had not fired yet... so Dan went for a Sniper Check to take out my sniper. He wasn't successful...but something to remember when this occurs in your game. 

My Sniper waved a high five to Dan to congratulate him on his 500th game!!! 

 Meanwhile back at the Ponderosa the end game was developing. I had one 4-4-7 left to try and slow down the Finns. 



I would manage to exit off another 3 points for a grand total of 12 VP. I would lose over 5 squads as prisoners to Dan's Finns. Not all of them would manage to exit the board, but 4 points worth would.



Game end. I had not left anyone behind to try and stop Dan's exit from the board. A really dumb move as the two board edge woods hexes would have been perfect for interdicting his retreat and I'm sure that is a typical defense. Rather than placing my HIP guys on the W row, I could have placed them on this back row and probably have done some real damage...but of course that's a big maybe. My MMG took out 5 squads...so who knows if he'd have been that successful at the back of the board. My Russians would lose 8 squads KIA'd or captured and 8-1 KIA'd. Dan's Finns would lose 8 squads and an 8-0 KIA'd.

We played 6-1/2 turns with Dan managing to exit a total of 19 VP off the map for the win! Dan had played and won his 500th game of ASL. 


My thanks to Dan for another great game and congrats on 500! That is waaaay Cool!



Dan's Post-Game Comments:

"It was fun playing this classic infantry fight as always. And a close game after the Russian 8-1 and MMG squad killed 5 and a half squads. The infantry only game was fast and fun.

The plan worked well except for how badly the Finns did in CC. They never got ambush and lost 3 and a half squads in a CC to the Russian one and half squads. Most were lost against the Russian 8-1 and squad. Taking prisoners worked well with 5 Russian squads eventually captured. However, one prisoner was lost to combat and only two eventually were able to exit. The 9-0 and MMG squad earned their pay by catching several units moving in the open and stripping concealment. With the biggest break being catching the Russian 7-0 and three squads in the open and breaking the leader and two squads.

The best moment in the game was when the close combat around the Russian 8-1 and MMG squad.  Although it did not work well for the Finns. The group was assaulted by 2 and a half squads in two different CC attacks and won both. Then was able to zap two Finn squads and the 8-0 leader moving in the street. That group kept the game close and fun. Although they were eventually killed by Finn Fire Groups. They also kept another squad delayed until it could not exit. Truly the hero of the battle for the Russians."


So that's a wrap. Go listen to some ELO and remember your great ASL memories!!



Dan and I'll return next Saturday for a playing of LFT 222 Hetzer Butcher. 

See you then!
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