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Our Saturday game - MM37 Ninety Night from the Kansas City ASL Club's March Madness Hollis Pack

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Let me first wish everyone a Happy Easter on this fine Sunday. Here's hoping it was a great one for you and your families.

Once again, Saturday evening brought Dan Best and I screen to screen for another Cardboard ASL via SKYPE Contest.  It would be a hard fought struggle as we grappled for the olive wreath of victory!


As in past Saturdays, Dan and I elected to play another scenario from the Kansas City ASL group's March Madness Hollis Pack. MM37 Ninety Night would be the evenings exercise in night fighting, dice rolling and accepting one's fate!!!
I   would draw the British and would the be the scenario attacker commanding elements of No. 3 Commando. I would have 6 x 4-5-8's, 2 x 2-4-8's led by a 9-2, 8-0 with an MMG, 2 x DC's, 51MTR and 76 MTR for support. 

As the scenario defender, Dan would command the Italians comprising elements of the 206th Coastal Infantry Division and 44th Artillery Group. Dan would have 8 x 3-3-6, 4 x 2-2-7's, led by an 8-0, 7-0 with an LMG and 4 x 105 Artillery pieces for support.

The 4 x 105 Arty's would be the scenario objective. The British player would win if all four guns were destroyed at game end without losing more than 4 CVP.  The scenario would also take place at night. It would be nice and dark for my stealthy commandos.

My plan was to send my dummys up the west edge while the bulk of my forces moved up the middle and along the east. I was aiming for the two openings in the wire.

 
 The darkness kept me concealed as my boys crept towards the Italian compound. This also allowed for some fast play as the Italians did not have freedom of movement.

(NOTE NVA should be NVR...Dan didn't have any NVA  hiding in the dark as far as I know...)

I wanted to try and enter the Italian compound without getting caught on the wire. But naturally Dan was waiting for me like Shelob waiting for a Hobbit...



One of my better decisions was to use opportunity fire on my big mortar since I couldn't see anything until Dan's units fired.


Dan's Italians would send up the occasional star shell, but fortunately, they didn't reveal my positions.




I was able to DM the Italian 3-3-6 in the stone villa overlooking the river bed. This was one of the key positions that needed to be dealt with before going into the compound.


On Dan's next wind change DR, my Commandos would be the recipients of some useful intel as Danielle, a local farmer informed my men of a Italian 105 Arty which had blocked the road into the compound!! Thank you Danielle!





You never know with the wind change DR...what my might occur....













I managed to get into position to begin moving into the compound. I had maintained my concealment in the darkness and was ready to jump off.



My commandos moved quietly out of the dry river bed and into the Italian compound.



Having been told where the first gun was, my boys ran up and placed a DC on it.

As the other commandos rushed into melee with the Italian defenders, my 9-2 stayed behind the wall with a 4-5-8 and the MMG to provide fire support.



As the battle progressed, neither Dan or I could win the melees...and this was beginning to cause me to panic.

The longer I was held in the melee, the better chance for Dan's Italians. My commandos were getting bested by 3-3-6 Italian conscripts...ugh!!!!


Suddenly, I had no more troops that were not either broken or in melee. I was beginning to think my strategy of going into CC with the Italians was a bad one...


Then when I was convinced it couldn't get any worse, Dan's remaining Arty pieces decided to fire into the melees....Oh good grief!!!



The melee markers tell the tale...my boys were trapped...



Dan's arty blasting into the melees broke boys on both sides...but left me in a precarious position with only my 9-2 free to move about.

but....NOT REALLY


Using the MMG by himself, my 9-2 managed to break the Italian gun crew that had been blasting into the melee. So at this point in the game, I had destroyed one gun, captured another, leaving one abandoned and one malf'd. But...I was out of men and the melees would suddenly become game ending for me.



In the next Close Combat Phase Dan would casualty reduce my squad and win the game as I exceeded the CVP by 1.

 
 Yeah...not the way I planned things....and I took it hard right in the...

 
Oh yeah...I was feeling the butt hurt...

Dan's Italian conscripts had held off my Commandos and in close combat no less!!! Bravo Dan Bravo on another fine victory.

Dan tried to console me when I questioned my strategy of going into close combat instead of just firing away...



Another great night's ASL!


This will be the last AAR for a short while as I relocate from Tulsa, Oklahoma to Quincy, Illinois to start a new position. I have enjoyed the last 14 years in Tulsa, but look forward to once again living alongside the Mighty Mississippi River!

See you soon from Quincy, Illinois

Grumble Jones is on the Move!

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Tomorrow is moving day for Grumble Jones. I am heading to Quincy, IL to prepare for the start of my new position. Leaving Tulsa will be extremely difficult as we say goodbye to so many friends made over the past 13 years. 

Tulsa has also been a bit of the identity for my Grumble Jones Blog. My blog was born here and really thrived thanks to the many kind readers I have been blessed with. 

I will be out of pocket for the next two weeks as I get into the groove of new job, and all the associated activities around buying and selling houses. But I look forward to blogging once more from Quincy, IL.

Thanks for your readership and kind support of Grumble Jones.




























See you soon.

Our Saturday Game - ASL Scenario Z26 The Cemetery

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After a week hiatus while I began my new life in Quincy, IL...Dan Best and I resumed our Saturday Cardboard via Skype session. I had to improvise a bit to make the call happen from my hotel room...I'm staying at the Althoff for the next month. (http://www.althoffmotel.com/).

Hearing Dan's voice over the Skype connection was very welcome after a lonely couple days. My wife had headed back to Tulsa on Friday morning. So, suffice to say, a nice game of ASL was just what the doctor ordered.

For this night's gaming, Dan and I selected ASL Scenario Z26 The Cemetery. I had played this one once before with my regular STL opponent. In that game, my Partisans were soundly thrashed by the SS Paras. As in that previous game, I drew the Partisans and would be tasked with eliminating the German SS Para-Battalion who were trapped in the cemetery in Drvar. To accomplish this I would have 9 x 5-2-7's, 11 x 3-3-7's, led by a 9-1, 8-1, and 9-0 with an MMG, 3 x LMG's, an ATR, DC, 2 x 50 mortars, and 2 Piats.






My Partisans would be highly motivated to ensure that the Germans did not capture Tito.














Dan, as the SS Para-Battalion 500 would be the scenario defender trying hard to repel every Partisan assault to await their relief. Dan's force would consist of 5 x 6-5-8's, 4 x 5-4-8's, 2 x 4-4-7's led by a 9-2, 8-1, and 8-0 with 2 x MMG's, 2 x LMG's, and a Panzerschreck,

Dan's boys would be highly motivated as well...trying to survive the night.




Operation Rosselsprung or The Knight's Move was the surprise German attempt to capture Tito in his HQ near Drvar. 

The assault was nearly successful, with Tito just barely escaping.

Having failed in their primary mission, the men of the SS Para-Battalion 500 would soon find themselves fighting for their survival as they were surrounded in the Drvar Cemetery. 






This scenario takes place at night and is really a very straightforward slugfest. The Germans are surrounded and the Partisans are moving in for the kill. The white arrows indicate my planned assault. I intended to his Dan from all sides at once.

An early star shell did hinder some of my units from moving, but overall, my first turn moves went very well. My 9-0 Commissar with 3 x 3-3-7's was the only unit to stray.

Which way comrade?...I'm not sure...give me a moment...
Time was short in this scenario, but nonetheless, I moved my units cautiously into position. I wanted to have all units attack at the same time. I wanted avoid any piecemeal rush at Dan's forces.

Dan's Paras could only hunker down and wait for my Partisans to come into the cemetery.



There were some isolated moments of firing, but my forces were able to get into position and were ready to go into the cemetery and take it hand to hand.

My boys were ready to go...


Dan's 9-2 was HIP in the building (mausoleum). As my 9-1 stack crept across the darkened street, he opened up and hammered my boys. Everyone broke...except my 9-1 who ended up going berserk and two of the broken 5-2-7's also ended up going berserk with him. This would be a key moment in the battle.

 Dan's 9-2 was my biggest worry.

My boys poured into the cemetery and it was a chaotic series of close combats and point blank firing. Units went down on both sides.



Dan's 9-2 had broken and routed into the cemetery. But other Germans quickly occupied the mausoleum. Meanwhile, a single half-squad with the German 8-1 succeeded I eliminating my 9-0 Commissar and 3 x 3-3-7's in hand to hand. I needed a 10...and rolled an 11. Another momentum shift as the Germans held out on the left side.


My berserkers finally gained the mausoleum and would take the day. I continued to put pressure on all sides.


The CC's tell the story!


My motel internet was not strong enough for a good SKYPE connection...so I made do with my iPhone. Worked like a charm!


Game end. After the resolution of the many CC's, the Germans were in complete rout from the cemetery. At this point in the game, Dan offered the concession and my Partisans had won the day.

Way to go Partisans and Machine Gun Novack!!!


So that's a wrap on the first AAR from Quincy, IL...

Yep...smack dab in the Land of Lincoln lads...

Our Saturday Game - Scenario MM35 10th Panzer Takes the High Ground

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Dan Best and I once again picked up our dice and went at it Saturday afternoon in another awesome game of ASL. And for this weekend's contest, we returned to the Kansas City ASL Group's, March Madness 2017 Hollis Pack. We selected MM35 10th Panzer Takes the High Ground. This scenario was designed by Paul Works. It covers the actions of the 10th Panzer Division as it attempted to take control of Hill 772 held by Company D, 1st US Ranger Battalion.


The actions depicted in MM35 take place in the overall battle for El Guettar, which would be the first major victory for US forces in the ETO. The movie, Patton, depicts this battle.


This scenario takes place on Board 5a and utilizes the following overlays:  Hi2, Hi4, and Hi5. Dan and I believe these overlays are found in Action Pack 2. I don't own Action Pack 2, so had to improvise some level 1 and level 2 counters to depict the hills. Fortunately, none of the overlays figured into the flow of the battle. But it is always important to review the overlays needed for any scenario.

Dan drew the Germans for this scenario and would therefore be the attacker. He would command elements of the 10th Panzer Division. He would have 6 x4-6-8's, 4 x 4-6-7's, led by a 9-2, 9-1, and 2 x 8-0's. For support he would have an HMG, 2 x MMG's, 3 x LMG's and 2 x 75* LeIG 18's. 


Now, I actually have a bit of a personal connection to the 10th Panzer Division. I have told this tale many times over the years and is always worth repeating. The above castle is the Sigmaringen Schloss in Sigmaringen, Germany. It sits high above the Danube River and served as De Gaulle's HQ at the end of the war. It is still used by members of the Hohenzollern family, but parts of it are open the public. Back in 1985, while touring the castle, I was approached by an elderly German couple. Hearing me speaking English, the man asked if I was American. I said yes and he told me that he had been a POW in Colorado after being captured in North Africa while serving with the 10th Panzer Division. So...my one and only contact with an actual veteran of the Wehrmacht. 

As the scenario defender, I would command elements of Company D, 1st U.S. Ranger Battalion. I would have 7 x 6-6-7's commanded by a 9-2, 8-1, and 8-0. For support I would have 2 x MMG's, a 60 Mtr, and an 81 Mtr. Additionally, I would have 4 x trenches, 5 x foxholes and 2 x 1+3+5 Pillboxes. All in all a pretty stout defense. I would use the trenches to particularly good effect.

Anytime, you get to command Rangers is a good day!

The Victory Conditions were straightforward. The side controlling the most level 3 locations in the original US Setup area at game end would claim the win. I elected not to put my MMG's in the Pillboxes. Instead I placed them at either end of a trench that transfixed the hill across level 2. My thinking was this location allowed me to shuttle men in and out of harm's way and would force the Germans to take the trench before assaulting the remaining level 3 hills.


I placed my 81 Mortar in a fox hole on the edge of the second level 3 hill. It's field of fire would be less than I had anticipated and other than attracting German fire, would not contribute much to my defense.
 Dan opened the game with a lot of PREP Fire. Both guns opened up and some kill stacks drilled my boys in the upfront Pillbox. But in movement phase, a 3-4-7 with the 60 Mtr. would successfully pin and break a group of 3 x 4-6-7's,which would move into their line of sight. At the far  north,  a single German 2-4-7 would be KIA'd while moving in the open.


Throughout the game, Dan's Landsers would have to work hard to overcome not only the terrain but the fact that it provided next to no cover.


 The German guns would initially struggle to obtain hits against my dug in troops. And Dan's infantry would be held at bay by limited US small arms fire.


It's always the 3 factor shots that end up doing the most damage. I naturally rolled an "11" with my 19 factor shot.
 As, I had planed, I used my trench to recover broken units and to shuttle men to either end to repuls the German movements. H5 would be my Alamo location throughout the game.


With only 5 turns in the game, Dan couldn't afford to sit and fire at me. He had to move. So some scattered forces moved along my left, while his 9-2 made a strong move up the middle to the right.




Dan's 9-2 would give a 100% throughout the contest and never gave up.
                    
His 2 x 8-0's would also do a pretty capable job throughout.
 As for me, I was pretty much keeping my head down and trying to survive the pounding of Dan's 75's and his 9-1 stack, which was the supporting force throughout the battle.


Unfortunately for Dan, the 9-1 stack just couldn't get the rolls necessary to support the attacks of his other units. With 16 factors, Dan's 9-1 kept rolling 9's, 10's and 11's. 








Definitely frustrating...

 My strategy of staying in my trench was paying off. Dan's guns couldn't target my Alamo hex and the alignment of the hill allowed me to stay keep half my force out of the line of sight of the 9-1 supporting stack.


The terrain, while it was generally open was also made up of wadis and abrupt elevation changes, which severely taxed Dan's Landsers as they tried to move forward.
 As the game moved into the final two turns, my boys were well positioned in the trench. Dan's 9-2 had attempted to duel with my 9-2 and ended up breaking with his entire stack.



I had neglected tell Dan that my 9-2 was Lt. Eastwood...
 
As Dan's boys fell back, my boy also suffered a calamity. Dan's P2 75* would finally land a critical hit on my 81 Mortar and eliminate everyone and everything inside.





Nice shooting boys!

 Dan's infantry continued to move forward despite the 9-2's repulse.


Dan's 9-2 rallied and would led his Landsers in desperate charge towards my trench line.





I would manage to DM the men charging with the 9-2, but he just kept coming...determined to get into my trench....I had to stop him!!!!















In a hail of bullets, we would drop Dan's courageous 9-2 with a KIA.
 The residual fires tell the story.

My 9-2 had managed to hold the line.


The white circles indicate the level 3 locations that the Germans had controlled and the Red circles show the ones still in US control. As the German 9-2 fell and his troops fell back, Dan offered the concession. The US forces had the win.


A great win for my Rangers. My thanks as always to Dan for yet another exciting night of ASL I am already looking forward to next Saturday's game!

Why yes...yes you do!!!

Grumble Jones May Scenario GJ045-Panzer Grenadier Schule

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For the May Grumble Jones scenario, I found inspiration in some YouTube clips about German Panzer Grenadier Training. https://www.youtube.com/watch?v=yBThvkdzW00  

There are four parts of this interesting training film on YouTube. I personally recommend watching them. They seem very well done and the scenes with the Russians are equally well done. Overall, I found it to better than many movies I have seen over the years. I can certainly see how a young Grenadier would take away some useful lessons in how to operate in the field.

For the location of the scenario, I selected the events surrounding the early days of Operation Bagration. The 1944 time-frame fit the time-frame depicted on the training film as well. Naturally, this scenario is purely hypothetical and does not depict an actual event. Certainly, similar events most likely occurred as the German army fell back and tried to re-establish their main line of resistance. 

The scenario victory conditions perplexed me a bit. At first, I had it built around the Germans seizing the level 2 hills and eliminating the Soviet artillery observers and then moving to destroy the mortar sections. 

But this didn't gel with the oncoming Soviet Tank Force. So I thought about victory conditions built on the Soviet Player taking control of the trench line...but again, historically, the Soviets were attempting to push through the German lines and create encirclement opportunities. Therefore, the trench line would not be the focus other than having to get around it without suffering any significant losses. Because, once the Soviet armor was moving in the rear, the Germans in the trench line would be mission killed and mopped up by advancing Soviet infantry formations. 

So...I settled on exiting the board for the victory conditions. The Soviet Player has 6 movement phases to exit at least 30 Victory Points of the west edge. This is roughly 4-5 tanks and some change. So, the Soviet player has to move fast with the knowledge that a hidden German force is going to smack him hard from either or both flanks. 

This scenario is also an opportunity to field the Panzerjaeger IV. The challenge for the German player will be to effectively place these in a way that allows him the maximum opportunity for shooting at moving T-34's. 

So hopefully, this month's scenario captures the flavor of the training video and is fun for both the Soviet and German player.

I will apologize for the poorer quality of my counter images. This scenario was produced from my Quincy, IL hotel room and I don't access to my normal scanning/computer equipment. So photography had to be utilized and the lighting just bedeviled me all night. So again, my apologies in advance.



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 for this scenario can be downloaded from The ASL Scenario Archive 


(just search on Grumble Jones).

Our Saturday Game Scenario MM31 Sevastopol by the Sea

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For our Saturday game, Dan Best and I returned again to the March Madness Commissar Pack for our next scenario. MM31 Sevastopol by the Sea was chosen and it would no peaceful visit to the coast!

This particular scenario is fairly complex with night rules, assault boats and attacking a fixed position. I would draw the attacker for this scenario and would therefore lead the Germans of the 65th Infantry Regiment, 22nd Infantry Division.














My assaulting Germans would start the scenario in assault boats heading for hostile Soviet shores. My force would consist of 5 x 4-6-8's, 14 x 4-6-7's, led by a 9-2, 9-1, 2 x 8-1,'s, 2 x 8-0's, and a 7-0 with an HMG, 3 x MMG's, 6 x LMG's, 4 x DC's and an 81 Mortar (dismantled). This would be a fairly substantial force and if I could properly concentrate it...would be tough to stop. 

Dan as the scenario defender would command elements of the Soviet 79th Naval Brigade. These tough hombres would be waiting in the dark in nice foxholes and trenches...just waiting to rain death down on my unsuspecting Germans.
Dan's bad ass Naval Infantry would consist of 9 x 4-5-8's, 5 x 6-2-8's, 8 x 2-4-8's, and well led by a 9-1, 9-0, 8-0, and 8+1 supported by 2 x MMG's, 4 x LMG's, 2 x ATR's, a 50 Mortar and dug in with 7 x trenches and 8 foxholes. 

The only real weakness for Dan's force was a low ELR of 2. 



The victory conditions for this scenario required the Germans to seize control of 19 or more Level 3 hill hexes on Board 58. The hill on the west side had 19 level 3 hexes all by itself. So, I decided to focus on just that hill. In addition to playing the scenario defender, Dan was also the scenario designer. So he would definitely have a solid defense awaiting me.




I had not played a lot of Crimean scenarios, so was was looking forward to this scenario. My only reservations about it were playing another night scenario. 

I even told Dan about half-way through this game, that I needed a break from night scenarios...especially ones with a Full Moon. A 5 NVR would prove to be less than desirable...so note to self...play "darker" night scenarios in the future!!!






Nothing like a nice full moon to shine a nice bright light down on you as try to be sneaky sneaky...

My boats began within 2 hexes of the shore. The arrows depict my planned moves. The lone center boat contained my 2-2-8 with the dismantled 81mm Mortar. I wanted it where it could fire at both hills and possibly interdict Soviet reinforcement from one hill to the other. My primary focus was the big hill on the west/right flank.


Landing takes a lot of movement...so I was hard-pressed to find suitable locations to disembark that didn't immediately CX my boys. I though this move might throw Dan off as I intended to move towards the big hill and not the little hill. I don't think it fooled him at all...





I wasn't in my boats very long...but probably should have stayed in them!!!
My main assault. My big MG's and my best leaders all ready to storm the hill or ride off to Valhalla...whichever came first.



The landings went fine. Everybody got on shore and in generally good position. With an NVR of 5, my boys had a pretty easy time getting out of the boats.

My main push hit some snags as Dan had 25% of his force (Night Scenario basic SSR) HIP'd.  Yes...I had forgotten that and was miffed in the early stages of the scenario as Soviet 6-2-8's in foxholes kept popping up like prairie dogs all around me. I will credit these 6-2-8's with doing a great job of breaking up my attack on the main hill.


At the conclusion of my landings, only Dan's revealed HIP 6-2-8's had joined the fighting.



But as Dan launched his full D-Fire on me...starshells lit up the night to comingle with machine gun tracer rounds. A veritable May Day celebration opened up on my Landsers.



Even CX'd, I still sent one of my 4-6-7's into CC with the nearest 6-2-8. After a long...long...did I say long...Melee, my boys would eventually be KIA'd. The Soviet 50mm Mortar was also in action and would DM my 9-1 and his MMG stack. They would stay DM'd for much of the battle.

And just like that...my main effort was hit hard as my forces crumpled under heavy Soviet small arms fire.



Back on the left, my boys began marching down the road to support the main assault. Straying DR's are not required when moving on a road, so my boys made good time.






Throughout the battle I only had two units, which actually strayed.
Dan, ever the wily fox that he is, sent units down to the shore and effectively split my bridgehead. Despite, that, I was feeling pretty good about my two jump off points.

But Dan was watching my every move...


An overview as a German Fiesler Storch flew overhead....

 His radio must not have been working...cause the dude didn't tell me anything...

Soviet Prep Fire...oh good grief...what a firestorm of lead Dan put down on me. I immediately regretted not moving around to attack the hill from the rear.



The circle indicates another of Dan's 6-2-8's that effectively held up my advance up the hill.





There's nothing that steals the smile from your face faster than when your opponent reveals yet another HIP 6-2-8.
In one of the more bizarre CC's I have experienced, my 2-2-8 81mm Mortar Crew found themselves the target of a 6-2-8 squad hell bent on eliminating them. Dan got his roll...but I rolled snakes...so created an 8-1 officer and decided to infiltrate into the 6-2-8's foxhole, leaving the 6-2-8's to destroy my 81mm Mortar. Easy come...easy go.






"Dmitri...where are the Germans???"
The 6-2-8 that had passed my 2-2-8 in the dark, quickly became the target of a bunch of berserk Germans, who would be joined by two more squads in CC. I needed a 9 or less...and rolled 11. Dan killed the entire stack. It was the moment that my secondary attack was basically destroyed. I would not seriously threaten the hill again from this group.


After some initial struggles to find star shells, Dan began to send a few up to illuminate my struggling grenadiers.


My 9-2 went Heroic and would finally give my grenadiers a shot in the arm to keep up the fight. Up until that point, both Dan and I could see that my attack was going nowhere.



For much of the early part of the battle, I had kept my 9-2 out of harm's way as moved through the gully system. In retrospect, I needed his skills much earlier in the battle. By the time I had him really engaged in the fighting the chances for winning had slipped from my grasp.
By the end of Turn 3, I hadn't made much progress. Dan had split my bridgehead and was effectively keeping me off the hill.

Despite his defenses' success, Dan wasn't idle. He sent his 8+1 Commissar on a mission to grant freedom of movement to his squads on the little hill.






You sure don't want to be on the Commissar's naughty list!!!
Led by my Heroic 9-2, my grenadiers finally began clawing their way up and onto the hill. For the first time in the game, I began to find my groove.


My successes didn't go to my head. The Soviets were strongly entrenched at the other end of the hill and my forces were battered and fragmented.

I sent my boys moving into contact with Dan's troops and more than a few my boys would break.


In the chaos of battle, another group of my boys would go berserk with better results this time around.


My 9-1 had finally rallied and was actually on a level 2 hill hex...

A last look at the game before time and a phone call from my wife disrupted our game. Due to poor quality wi-fi at my hotel, I was using my iPhone for the SKYPE call....well around 10:00 PM...my wife called and there went our SKYPE connection and I couldn't get it reset. So...I called Dan back and offered my concession.



Ah honey...I'm right in the middle of a game...yes I probably can't win...but I can't just give up....

My concession actually came at a good time, as after 5 solid hours, Dan and I were both tired and my Germans didn't have a realistic chance of winning. So I would finish the game with control of 6 of the needed 19.

Congrats to Dan on a solid win. His defense was never seriously compromised. 

Dan and I will take a two week break as the Kansas City ASL Group has a Games Day next Saturday and then the following weekend with be spent with family to mark the Memorial Day Holiday.

And on this year's Memorial Day...let's remember those who gave their lives for our freedoms.

Down-time for Grumble Jones

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Just a heads up to my readers, that I'm currently internet-less. I have moved into my new home in Quincy, IL, but won't have any services until the end of June, when the family joins me from Tulsa. So, there may be some lack of posting as a result.

I'm hoping to post at least one AAR in June and the June scenario is already in development. So it won't be a full blackout...just a partial one until I finally get settled.

Thanks everyone....Charlie Fox Tango...out.

June Scenario - GJ046 "The Steeple"

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For this month's scenario, I used the back of the original Squad Leader box for inspiration. The little snippet about Captain Kruger and his Landsers was always thrilling to read when I first acquired Squad Leader. So this month's scenario will be an homage to original Squad Leader.




The current scenario is set in 1942 Russia on the Leningrad Front. Hopefully it captures the flavor of the original Squad Leader story.




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 for this scenario can be downloaded from The ASL Scenario Archive 


(just search on Grumble Jones).


Our Saturday Game - ASL Scenario J167 Hart Attack

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For our Saturday game, Dan Best and I selected ASL Scenario J167 Hart Attack. I've always been a big fan of the M3-Lee Tank. Don't know why...just something about it always drew me. I also like it better than the Grant version...guess the Southerner in me at work!!!

This Gary Fortenberry scenario takes place in November of 1942 at Djedeida, Tunisia. I would roll and end up with the defending Germans. I would command elements of Kampfgruppe Witzig. This force would consist of 8 x 5-4-8's, 3 x 2-3-8, led by a 9-1, 8-1, and 8-0 with 2 x MMG's, 2 x LMG's, 2 x 50 MTR's, an ATR and DC with a 40LL AT Gun. On Turn 3 I would also receive 3 very lovely Panzer MK III's with short 50's.
I was also pretty stoked to have a force under the auspices of Rudolph Witzig. Witzig's exploits beginning at Eben Emael were well known and he proved a very capable officer throughout his time in the Luftwaffe and later in the Bundeswehr.



Dan would draw the British and would be the scenario attacker.  Dan, would command elements of the 5th Battalion, Northamptonshire Regiment and American 2nd Battalion, 13th Armored Regiment, 1st Armored Division. His attacking force would consist of 3 x 4-5-8's, 10 x 4-5-7's, with 5 supporting M3 Lee Tanks, led by a 9-2, 9-1, 8-1 and 8-0 with an HMG, MMG, 2 x LMG's, 2 x 51mm Mortars, and an ATR. Not a bad force for the job at hand.
The victory conditions were a little different from the ordinary. To win, Dan's British would have to amass 7 or more VP through a combination of the following: 1VP for every two tanks exited off the east edge, 1 VP for each German AFV eliminated/captured, and 1 VP for each building controlled at game end.

I worked up at least three separate defenses before settling on this one above. The half-squad screen consists of 5 x 2-3-8's. My plan was to set the DC in the one road hex in the event any armor came through that way. And the ATR would cover the other forest road.

Rob wasn't too thrilled with my weakness up the middle.

Dan's attack went pretty much up the middle as Rob had predicted. I'll admit...right out of the gate, I was worried. A mass of armor and infantry was coming right at me and I really didn't feel confident that I had enough to slow it down.

Dan took control of the his first building and gained on VP as his units made contact with my half-squad screen.

There were a couple of exit locations for Dan's armor, but I felt like he was center oriented at the early stages of the game.

At the conclusion of Turn 1, Dan was in a good position, but I was still active on his flanks.

On my part of the turn, I tried to draw my flanks back inside to counter Dan's schwerpunkt.

It wasn't easy going as Dan's boys put fire on us as we tried to CX out of Dodge.


Turn 2 saw Dan's Lee Tanks charging forward and really putting the pressure on me as his Sniper landed on me a couple of times as well.



My 9-1 on the right reacted to the attacks and managed to eliminate and pin down some of the infantry who were armor assaulting with the two Lee Tanks on the right. In the center, I kept my gun quiet. I needed acquisition, but didn't want to face a blistering Advancing Fire.

Dan's infantry took some gambles and charged into my grill. I was able to push them back for the moment.

Dan's infantry would be very aggressive throughout the scenario.

On the right, my ATR fired shot after shot...but they bounced every time.

Finally, I fired my AT Gun. And after Intensive Firing it, I had KIA'd one tank and immobilized another.

My AT Gun would the standout asset on the German side of the field.


Dan unleashed a torrent of fire against my AT Gun, but it managed to weather the storm.

While I was doing well against Dan's armor in the center, I was having way more trouble dealing with his infantry. I relied on deploying my squads into half-squads to extend my positions. This naturally reduced my firepower, but allowed me to cover more ground and put more targets into play for Dan to shoot at.

Turn 3 - Dan's biggest rush of the game as he turned my right and drove deeper into my center.

On the right flank, Dan's Lees went after my 9-1 while his infantry swarmed one of my 5-4-8's that had stuck around too long.

Yep...falling back is a good idea sometimes!


Dan kept the pressure on me and Close Combats sprouted across the battlefield.

So as Turn 3 neared its end, it looked very much like the game's momentum belonged to the British.

But then my armor counter-attacked and managed to reset the German defense.

My 9-1 went after one of the Lee Tanks on the right flank. If I could knock out one more tank, then Dan would not be able to get any exit VP for the tanks, as he had to have 2 tanks exit for each 1 VP.


I managed to immobilize one with Bounding Fire. That was enough to shut down Dan's armor as a source of Victory Points.

But it cost my MKIII it's life in Defensive Fire and gave Dan his 2nd VP of the game.

My 9-1 didn't make it out.

In the center, one of my MK III's successfully overran a British 4-5-7 and relieved some pressure there.

So going into Turn 4 things were looking a little better for my boys.

We just had to hang on...


With all the Lee's destroyed in the center, Dan's infantry were left without supporting fire.

Ever the wily fox, Dan went for a deliberate immobilization on one of my MK III's and got. My crew promptly bailed and hid under their tank...so embarrassing...c'mon fellas have some pride...

Then in my Defensive Fire came a critical hit by my mortar on Dan's 9-1 stack on the left. Everyone broke, but the leader. My Landsers smelling the blood in the water swarmed and eliminated any rout paths for this group. With their elimination for failure to rout...Dan offered the concession and my Germans had the win.

It was a very close thing. The success of my AT Gun in halting the armor attack and the luck my infantry had on the left managed to give me enough to win the game. In ASL the momentum can shift very suddenly and this game was a great example of that. As always my thanks to Dan for another great night of ASL.

I'm currently in my new home in Quincy, IL, but don't have any furniture yet...family doesn't arrive until the end of June...so my handy card table will have to do for a while!

Until Next Saturday...this is Grumble Jones signing out!


Our Saturday Game - Scenario Z5 Brandenburger Bridge

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For our next Saturday game, my opponent, Dan Best, and I selected ASL Scenario Z5 (from the Dagger Pack) Brandenburger Bridge. It would be the first time either of us had played this meaty scenario. It has a very interesting story line based on the seizure of a key bridge by the elite German Brandenburgers on the 27th of June, 1941.


The Brandenburgers were Germany's early war year commandos and they had tremendous success in the early years of Blitzkrieg. In this night's game, Dan Best would command the Brandenburgers and have the task of holding both ends of a key bridge. His Brandenburgers would all be fanatic and consist of the following: 5 x 4-6-8's, 2 x 3-3-8's, with 4 foxholes, an MMG, 3 x LMG's, an ATR, a DC and a 50 MTR commanded by two 8-1's and a Hero. Not a big force to protect two sides of a bridge. On Turn 1, they would receive reinforcements consisting of the following: 2 x 5-4-8's, 3 x 4-6-7's led by a 9-2 and 7-0 with 2 x LMG's, an ATR, a Flamethrower, 2 x DC's supported by 3 x MKIII 50's, 2 Half-Tracks and 3 x Trucks. The bad news...they had to enter on a heavily wooded road. The good news...I didn't setup to defend against them.



Dan's Boys would prove to be pretty tough...but the dice would ultimately betray them.

As the Russians, I was tasked with seizing one or both ends of the bridge. I only needed one to keep Dan from winning the scenario. He had to control both Hexes 7I1 and 7I9. Now initially you might think this would be easy for the Russians. Trust me when I say...it was tough...

My forces would set up on both sides of the river to start. I would command the following: 9 x 4-4-7's, 8 x 4-2-6's, lead by a 9-1 and 8-1 with an HMG, MMG, 3 x LMG's, 2 x 50 MTR's, a 45L AT Gun, a 76* ARTY piece and an 82 MTR. I would also receive two reinforcement groups: On Turn 2 I would get 3 x 4-4-7's led by a 7-0 with an ATR and a Tank. On Turn 4 I would get 3 x Tanks, a Flak-Wagon with 2 x 6-2-8's, 3 x 4-5-8's, and 2 x 4-4-7's led by an 8-0 with an LMG and DC.

Dan placed his Brandenburgers as best who could. For this scenario the bridge hexes were considered rout terrain for the Germans. I struggled in my set-up to get clean lines of sight to Dan's units. This was particularly difficult for my 82 MTR and 76* ARTY. Fortunately, both would do go service throughout the scenario.

I would make a huge mistake (SO LEARN FROM ME MY YOUNG PADAWAN). On the west side of the bridge, I placed my force to put pressure on the bridge. The AT Gun was positioned to receive the German reinforcements coming up the wooded road. I should have placed everything there. You will see why as this AAR unfolds.

Dan's reinforcements came on through the woods as his bridge units prepped the targets they could see.

My AT Gun lit up the first Half-Track that came down the road. It would be the only success for my AT Gun. Dan's effort was designed to put a defensive front to prevent my Turn 2 reinforcements from entering the game. I had not fully understood that my reinforcements had to enter the board on Hex 32R6. Dan would be waiting for me (think Omaha Beach) and would devastate me.



One of my least positive qualities while playing ASL is that I often skim the scenario card rather than really reading through it and understanding all the in's and out's. To his credit, Dan understood very well the importance of interdicting the entry point for my reinforcements. A tank and three squads could very quickly imperil the west board edge.  My failure to plan ahead would doom my reinforcements.



Back on the east side, things had become a bit of a slugfest as I traded shots with Dan's boys. I managed a lucky break when  one of his Brandeburger 4-6-8's went down and out after rolling the first of many 12's. So I swarmed some 4-2-6's at the German 8-1. That dude took over the LMG and proceeded to mow down 1-1/2 squads. Dude was a regular Hugo Stiglitz!!!



As my boys pressed on the east end of the bridge, so too did my forces on the west side. I would not enjoy the same success on the west side as I would on the east. Dan's forces would throw me back nearly every time.



Things moved quickly on the east end of the bridge and I was making good progress towards the J9 Hex.



Dan's infantry quickly took my AT Gun and the crew self-routed back and then rallied with a Snakes! They would be a distraction, but nothing more.



In Turn 2, Dan's remaining Half-Track sped across the bridge and tried to help hold the fort. My ATR managed to immobilize it and Dan's boys bailed out and into the fox hole with the 3-3-8 already there.



Every now and then the ATR's get it done!

Turn 2 went well for Dan on the west side. His infantry had moved into position and he had his defensive position ready to receive my incoming reinforcements.

Not bad for only having two movement phases to accomplish it.



Dan sent two MKIII's to the bridge.




My AT Gun crew would finally fall in a lopsided Close Combat.

As the battle raged...I began dialing in my OBA (70mm) to hit the west end of the bridge.

At the end of Turn 2...Dan's line was ready to welcome me.



Situational overview at the start of Turn 2. Dan had control of the west end...but the east end was in danger of falling to my Russians.

My Turn 2 Reinforcements came on to a German welcoming committee who promptly shot they all down and destroyed my tank. I accept responsibility for not having protected their single point of entry. That was a total defensive bungle on my part. BUT...having to enter through that single point struck me as odd. I would have liked to have had at least one more hex back to come in, rather than simply enter right in the sights of my opponent.

Ok...yes it seemed dumb to me...but of course not as dumb as my failure to protect my entry hex!

Despite my lack of good fortune in the west, I was successful in the east and had control of the J9 hex.



Oh...but what is that sound...oh no...STUKAS!!!...I hate Stukas....


and there were two of them...


One of the interesting aspects of the fight for the west end of the bridge is that while my reinforcement group was being wiped out...they were also distracting Dan from my forces operating near the bridge. So this allowed me some breathing room to rally some boys and remain a thorn in the side. Now my OBA also contributed as Dan didn't want to send troops into the incoming rounds and those incoming rounds would continue until the remainder of the game. My 70mm OBA didn't do much actual damage, but the threat of trying to move through it made it very valuable.



Back at the end of the bridge, my Russians had secured control.

 
My Boys occupied the J9 foxhole and made themselves at home!


Dan remained very aggressive with his infantry and sent a Brandenburger 4-6-8 into CC with a 4-2-6. My 4-2-6 would end up reducing the Brandenburgers and forcing melee.


In my Prep Fire, my 76* Arty went back to work. He had taken out one of the Panzer III's, but despite multiple hits on the other one, could not destroy it.



My 82 Mortar joined the action and managed to immobilize the Panzer MKIII.

Then those dang Stukas swooped down...but both would fail their sighting task checks. Dan's dice roll woes just continued to pile up.

BAD DICE!

But, the Stukas remained a threat...



My sniper was very active and ultimately ended up eliminating the German Sniper.

Good job Nadia!!

At this stage of the game, Dan's Germans were facing some tough realities. Dan had control of the west end, but the constant OBA was preventing him from sending troops to take back the other side. He would have to commit his last mobile MKIII.

It came rolling across the bridge and my boys were powerless to stop. It parked on the elevated road to await my Turn 4 reinforcements.


My Turn 4 reinforcements came on to a welcoming dive of Stukas!!! The first one came in hard and dropped his bomb...Dan rolls the dice...it's a "12"...oh good grief...Dan was in the double digits for boxcars and this one was just absolutely demoralizing.

The second Stuka came in on a different approach path and my leader manned HMG sent tracers at it. I rolled and shot down the second Stuka....unbelievable luck for me and horrible luck for Dan.

And at the late hour of the evening, this final event would begin thoughts of concession.

My reinforcements plunged ahead and Dan's MKIII managed to immobilize the lead tank, but with the amount of Russians coming at him and the continued OBA pounding on the west end of the bridge...Dan decided that enough was enough and gave the concession. The Russians had the win.

A final view of the battle. Dan's Brandenburgers had not lived up to their name and suffered harshly from high morale check rolls and enough 12's to choke a horse. My Russians benefitted more from German bad luck than from any kind of sound defensive strategy.

My thanks as always to my Saturday opponent. Dan never wavered in his efforts despite how much his dice worked against him.


Dan and I both agree that this is really fun, interesting and challenging scenario that has a lot of cool stuff going on. It also requires a lot of thought. So take your time and don't be impatient like Grumble Jones.

Dan and I will be taking another break from our Saturday gaming as I am moving my family from Tulsa next week and Dan will be attending the great ASL TEXAS TEAM TOURNAMENT. So if you are in Texas don't miss the opportunity to play a game against Dan Best. You will have an awesome time!

See you again in two weeks.



Back on Line!

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"Broadsword calling Grumble Jones...come in Grumble Jones!"

 "Grumble Jones to Broadsword...all systems are a go!"


"Grumble Jones...Wer ist Grumble Jones???..."

"Keine Ahnung...mein Nahme ist Hase..."


The move from Tulsa, OK to Quincy, IL is finally complete and I am once again reunited with the internet. Looking forward to a scenario next Saturday with Mr. Dan Best and the July scenario is currently in pre-planning stage.

"Tyree...scout ahead for a Wi-Fi hotspot...Grumble Jones is back in the saddle!"

Our Saturday game - LFT's Scenario# FT102 The Bulge

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For our Saturday game, Dan Best and I selected Scenario FT102-The Bulge, from the Le Franc Tireur "From the Cellar" Pack 3. I purchased this pack at the 2013 Texas Team Tournament. This would be my first opportunity to play something from this great scenario pack. And I am hoping to play a couple more from this pack yet this year. The scenario designer is Laurent Closier and this would be my first time playing one of his designs.

I selected the title picture of a bunch of haggard dog faced US infantry to reflect the tough situation the green men of the 331st Infantry Regiment found themselves in as Kampfgruppe Ulrich launched vicious counter-attacks against them. 

I drew the Americans and would be the scenario defender. I would command elements of the 331st Infantry Regiment of the 83rd "Thunderbolt" Division. My force would consist of 8 x 5-4-6's, with an MMG and a 76L AT Gun lead by 2 x 8-0's. Not exactly a stellar OB when facing SS Grenadiers. But the green boys of the 331st would do good service for me in this scenario.





There are some great internet resources for learning more about the 83rd Infantry Division...all of which are well worth your time.



"NO MISSION TO DIFFICULT.
 NO SACRIFICE TOO GREAT.
           DUTY FIRST!"





As the Scenario Attacker, Dan would command elements of Kampfgruppe Ulrich, SS Panzer-Grenadier Regiment 37 of the 17th SS Panzer Grenadier Division "Gotz von Berlichingen".  The SS unit would figure prominently in the American sector of the Normandy Campaign.  Dan's forces would be made up of 4 x 6-5-8's, 5 x 5-4-8's with 2 x Stug III's, 2 x LMG's, and led by a 9-1, 8-1, 8-0 and 8-1 armor leader. 




This division has an excellent photo history by Jean-Claude Perrigault and Rolf Meister and available from HEIMDAL publishing.

The 17th SS would confront the American forces from Normandy to the Vosges.





In honor of the 83rd Division, 331st Infantry Regiment's most notable photographer, Tony Vaccaro, this AAR's pictures are credited to this American Veteran.

In 2002, while in Rothenburg ob der Tauber, I found and purchased a copy of Tony Vaccaro's excellent photo history, Entering Germany 1944-1949. I cannot recommend this book more highly.



 And HBO is still airing the documentary, UNDERFIRE: The Untold Story of Pfc. Tony Vaccaro. It will move you...believe me.



Mr. Vaccaro...this AAR is for you Sir.


A view of my setup on my new desk in my new office in Quincy, Illinois. This would be my first game since officially moving into my new home. I won't lie...I am missing Tulsa...my son and my daughter who for the first time in my life did not accompany me and my wife. Perhaps the hardest thing I have ever done. 

My setup was designed to create a killing ground in the center of the map. Keep in mind that all woods are MARSH. With this in mind, I placed one 8-0 with MMG in the easternmost house with marsh all around him. The location seemed perfect for keeping the Germans away and giving the MMG the most opportunity to enfilade the attacking Germans. It worked in theory...but in practice was less effective than I had hoped.

The stars indicated the various building hexes that could be controlled for victory locations by the Germans. Dan would win at the end of any turn in which he controlled Seven or more of the Victory Locations.

My boys would be ready!


Per SSR, my forces could not setup concealed and only 2 x MMC's per hex row. Only the AT Gun would be HIP. I set up 2 x half-squads up front to be a delaying force, which the bulk of my men concentrated in the village.

Dan's boys would enter the board in a Schwerpunkt through the gap between the marsh hexes.


Dan's Grenadiers came onto the board in an armored assault with the two Stug III"s. A third group of Grenadiers would storm on without any protective armor.



My forward half-squads poured fire on the advancing grenadiers...but 10's and 11's of course won't do anything. My initial rolls on Turn 1 were dreadful and ensured the demise of my delaying force.

Dan's Grenadiers would eliminate one Half-Squad and capture the other. These men would fall later in the fight, when my boys were forced to fire at the German squad controlling them.

Even as my delaying force was overcome...my Sniper would achieve a solid kill. The German 9-1 would fall KIA'd by the Sniper and the men with him would fail their LLMC. 











Nice shooting Pfc. McCrae!!!


As per my normal ASL operating procedures...I didn't fire my AT Gun in defensive fire. I was too worried about the SS Grenadiers Advancing fire, which ate up my half-squads. So in Prep Fire I fired at the Stugs, which had stopped. Fortunately, I took out one of the Stugs.



Of course the remaining Stug did fire back...but missed...

In his next Prep Fire, Dan's remaining Stug smoked my AT Gun.

I know...I couldn't resist...


Dan's Grenadiers began moving forward. Dan knew the risks, but had no choice. There wasn't much cover to be had.


My boys opened up, but Dan's boys were able to get into position without too much difficulty.

I was flexing my muscles...but my shots weren't delivering the results...

But then my smoke shrouded AT fired at the last remaining Stug...hit it and knocked it out. Pretty amazing shot.



Meanwhile, Dan's Grenadiers took control of their first building location.


With his armor support eliminated, Dan's Grenadiers had to sweep forward and brave the fire of my boys. 





For the most part, Dan's Grenadiers were able to move forward with minimal breaks and losses.
With his Grenadiers in position, Dan sent them into Close Combat with my 5-4-6's.


At the half-way point in the scenario, Dan had taken three victory locations.



Dan's 8-0 surveyed the field to ID the next locations to go after. He needed 4 more for the win.

The circled location showed what was perhaps the most important turning point in the scenario. Dan had managed to enter the main building,which was the linchpin of my defense and which I had failed to put enough men in to effectively hold it. The SS 6-5-8 would go on to secure the entire building and would be the key to victory for Dan.



Other than the break-through in the middle, my lines were holding to the east and west. 




My 5-4-6's had managed to do a fairly decent job.
The clock was ticking on Dan's opportunity to take more building locations and his forces had suffered more than a few breaks. Things were looking good for my Americans.

My optimism would soon enough be replaced with resignation.

Dan's success with the 6-5-8 in the middle continued. They shrugged off all the fire I sent their way and would take two more Victory Locations. Dan had 5. 2 more and he'd have the win. 


Just as things began to look bleak for my defense...I had would roll two Morale Check snake-eyes and create two Heroes!



My 8-0 on the first floor of the main building would be KIA'd in close combat. Dan's Grenadiers had stopped taking prisoners.



Now as Turn 5 neared its end, I had managed to break the 6-5-8 that had broken through the middle. I tried to cut off his rout paths, but the 3-4-8 on the first floor of the main building managed to wound a Hero and DM a squad.  This meant that Dan's 6-5-8 could rout towards the building hexes to the north. If his squad could self-rally in the next rally phase...he would be able to secure the building and the win. Of course it would be pretty tough for a DM'd squad...even an SS 6-5-8 to successfully self-rally....right...!?!


Turn 6 and the final Rally Phase...Dan's 6-5-8 rolls for self-rally and it's a snake eyes....unbelievable!!!





















Yep...that's just happened...


The final shot of the game as Dan's 6-5-8 self-rallied and created an 8-0 to join in the victory celebration. A miracle win for Dan and his Grenadiers!!!

Yes it was!!!

My thanks to Dan for another classic game of ASL....down to the wire with a incredible roll of the dice to win it all...



ASL...get some!!!

Our Saturday Game - ASL Scenario 10 - THE CITADEL...kicking it Old School!!

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For our Saturday game, Dan Best and I decided to kick it old school and break out ASL Scenario 10 - The Citadel. This scenario reaches all the way back to the earliest days of ASL for me. My scenario card is aged and showing the wear of 28 years. This classic scenario has a reputation for being a bloody brawl...and it would not disappoint. By the time, the game concluded Dan's Germans would leave 15 squads KIA'd on the board and my Russians nearly the same number. I haven't played a scenario with that level of cardboard carnage in a long time. 


This scenario deals with the epic battle for the Brest-Litovsk Citadel, which bedeviled the German advance during the early days of Operation Barbarossa. It would be the first hint of the difficult fighting ahead. The epic defense is still the source of books and films in Russia. Most recently, the Russian film Fortress of War (and other titles) was released in 2010. It's production values and over the top action are reminiscent of the recent Stalingrad movie. Various clips can be found on Youtube.





Russian courage was certainly on display at Brest-Litovsk.


As the Scenario Defender, I would command elements of the Russian 44th Rifle Regiment. I would have a HUGE force of 26 x 4-4-7's. 6 x 5-2-7's led by a 9-2, 9-1, 10-0, 8-1, 2 x 8-0's and a 7-0. Supporting this force would be 2 x MMG's, 3 x LMG's, 3 x Machine Gun Cupolas, 2 x Bunkers, 2 x 45L AT Guns and 1 x 37L AA Gun.

My task in the scenario would be two fold. Number 1, I would have to take the H3 Building away from the Germans and then prevent significant German reinforcements from taking it back again.

I have a dreadful record of winning with the Russians. My lifetime record playing the Russians is 8 wins and 27 losses. I guess that makes me a  5+2 Officer when commanding Russian troops.

But I had confidence that tonight would be different!!



Dan drew the Germans would be the scenario attacker commanding elements of the 133rd and 135th Infantry Regiments.  Dan would have to hold the citadel and move a strong reinforcement group to the Citadel. This would be no easy task. The Germans inside the Citadel would consist of 7 x 4-6-7's, led by a 9-2, 8-1, and 7-0 with an MMG and 2 X LMG's.  Coming to their rescue would be 3 x Stug Short Barreled 75's, 19 x 4-6-7's, led by a 10-2, 2 x 9-1's, 2 x 8-1s, and 3 x 8-0's with an HMG, MMG, and 2 x LMG's with 100mm OBA for some extra SPICE!



Dan's Germans would be solid 4-6-7's at the height of German military success. They would be expected to be unstoppable.


Unfortunately for Dan's Germans...there wouldn't be any Kittens in Brest-Litovsk...only LIONS!!





One of the challenges in this scenario is putting together a defense that slows down the German reserves, but also allows the Russian player to have enough force to quickly overwhelm the Germans defenders in the Citadel. Time is critical.  Furthermore, the Russians are subject a movement SSR limiting the number of units that can move each turn.

My strategy was to create defensive pockets with interlocking fire that were intended to slow down the German advance for as long as possible. At the Citadel, my plan was to rush everyone possible into the building as quickly as possible.



I really wasn't sure how Dan would utilize the Stugs. His initial plan seemed to be to use the Stugs to take out my Armored Cupolas. Dan's Stugs would struggle to get hits on my cupolas and only one Cupola would be eliminated by game end.


Dan's first OBA card draw would be black. He would continue to draw black throughout the game. The OBA would be effective in neutralizing one of my defensive pockets. My 45L AT was HIP and luckily escaped the OBA.


By SSR the Germans are able to cross the canal by expending all movement points with personal boats. Dan had stacked a Schwerpunkt on the right side. This was the most direct path to the Citadel and I had all of two squads covering it. Incredibly...one squad would be all that was necessary. Dan's 10-2 unloaded on the 4-4-7 in the church. I rolled a snake eyes and battle hardened to a 4-5-8. Then the 9-1 stack unloaded...another snake eyes and now my 4-5-8 was fanatic. This one squad would put up an epic stand against Dan's Schwerpunkt for 4 turns.

My 4-5-8 in the church would ultimately eliminate a 9-1 and 4 x 4-6-7's.

A look at the German initial advance and my delaying pockets.

My fanatic 4-5-8 begins its epic defense.

Dan's artillery would begin softening up my center pocket.




On my phase of Turn 1, I launched my 5-2-7 wave in the first assault on the Citadel. 



Luck was with my boys and the first units were able to get into Melee with the Germans.



Back on the left, Dan's forces began moving toward the center and ultimately to the Citadel.





Turn 2 would be equally frustrating for Dan's Schwerpunkt as my 4-5-8 continued to resist.



My forces in the center pocket were not able to stop Dan's advance in the early part of the game.

 At the Citadel, Dan's boys returned fire and tried to push back my surrounding troops.


 Dan's Schwerpunkt continued to pour fire on the 4-5-8 and send more Landsers across the canal.

 The situation from Fiesler Storch at the conclusion of two turns. 



 Close combats in the center pocket went to the Germans as my forces crumpled under the onslaught.

Dan's Germans would win the close combats on the left, but struggle at the Citadel and in the Church. 

 A single German 2-4-7 would go after my fanatic 4-5-8 and fall in the desperate brawl in the church.


 I tried to pull my boys back in the center...anything to buy more time for assault on the Citadel.


 Turn 3...the Church is still held by a single Russian 4-5-8.

My fanatic 4-5-8 would be the game changing unit on the board.

The assault on the Citadel began to pick up steam. 




 German resistance was fierce..but when the German 9-2 broke...so too did the German defense.


Dan's Germans defended the staircase tenaciously!


 Back at the church, the German 9-1 and a two 4-6-7's with LMG's would fall to the fanatic 4-5-8. The 9-1 and a few of the Landsers would be taken prisoner.


 Back at the Citadel, the broken Germans had retreated to the 2nd floor, while a Melee raged on the ground floor. 



 Back in the center, the Germans would continue to push forward.
 
With my prisoners, my 4-5-8 had deployed into 2 half-squads.  Going into Turn 4, I knew time was running out for my boys. And I would have to decide what to do with my prisoners...


 Dan finally managed to eliminate one of my armored cupolas.

 Back at the church, Dan's Turn 4 Prep Fire managed to DM one of my fanatic half-squads. The end was coming.

 As Dan's Landsers finally crossed the canal and stormed the church...I had to decide what to do with the German 9-1 and 4-6-7 prisoners. I couldn't let them rejoin the fight...so for the first time in my nearly 30 years of playing ASL...I massacred my prisoners. Dan's ELR went up by 1 for all German units...so my decision was not without consequences.



 My hidden 45L AT Gun finally revealed itself as one of Dan's Stug's rolled past and revealed its rear.


 In the center, my boys were falling, but I was still putting tremendous fire on Dan's boys from outside that pocket.

On Turn 4, Dan's arty went off course and would come down on his spotter.















Fortunately for Dan, it would only Pin his boys.

Back at the Citadel, I decided to have all my units fire into the melee, where my 10-0 Commissar was leading the assault. When the fire died down...only the wounded Commissar was left alive.



 In the center, Dan's boys had prevailed.



 At the Church, Dan's Landsers had finally taken control.



My heroic 4-5-8 was sacrificed...but it held back Dan's Schwerpunkt for 4 turns. Nothing more could have been asked of them.
 Back at the Citadel...things went a bit loopy as Dan's 9-2 went berserk and took two squads in a death charge down the staircase. 

It would end badly with the deaths of all the Germans.

With the Citadel all but captured, Dan focused on trying to get troops to it as fast as possible, before my Russians fortified it.

Russian resistance continued to hinder their advance.

 In the center, Dan's previously victorious Grenadiers attempted to advance and were mowed down by fire from multiple locations. One of my armored Cupolas went on a rate tear and added misery to German fortunes.


I had seriously underestimated the value of the armored Cupolas. Just one of them would shatter Dan's advance in the center.

 Going into Turn 5 and the half-way mark of the scenario, the situation for Dan's Germans was bleak. The Citadel was falling to my boys, and Dan's two main efforts in the center and far right had been seriously weakened by losses. They simply didn't have the strength to take back the Citadel.



Dan's Grenadiers had fought valiantly, but their losses had been too heavy. 
 A long and exhausting night of ASL. I was completely drained by this scenario.
 


A final look at the battlefield following Dan's concession on Turn 5. 
 Dan's Landsers had been relentless, but had suffered too many losses to carry on the fight and take back the Citadel.


The Citadel had lived up to its name and had been a brutal slug fest with heavy losses suffered by both sides. And surprisingly the Citadel turned out to be a Church defended by a single 4-5-8...ASL never fails to amaze!

My Russians would win the day, but at great cost.

My thanks to Dan once again for another great Saturday of ASL and for a game I won't soon forget!

Grumble Jones July Scenario - GJ047 - Ateball

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This month's scenario is based on events on Iwo Jima involving a Sherman tank nicknamed "Ateball". During the Marines drive to clear the airstrip at Motoyama Number 2, a force of several Shermans were committed in support of the 9th Marine Regiment. Coming under intense Japanese fire from Hill Peter, the tanks were knocked out one after the other. One Sherman, "Ateball" was only immobilized and continued the fight with the assistance of a wounded Corporal from one of the other destroyed Shermans. This Corporal would help spot the Japanese targets for Ateball. As the day progressed, the Japanese launched several desperate attempts to destroy the remaining Sherman. All their efforts were repulsed, but one lone Japanese Tank Killer nearly succeeded before being cut down by Marine fire.

By day's end, a recovery effort was successful in evacuating the crew of "Ateball" and the wounded Corporal Adamson. 






 A picture of the SSR 3 and 4 setup for the Pinned down Marines.


 Hopefully this small scenario captures the flavor of that morning on Iwo Jima.

 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 for this scenario can be downloaded from The ASL Scenario Archive 

(just search on Grumble Jones).


Our Saturday Game - ASL Scenario FT99 "The Doomed Tirailleurs"

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For our next scenario, Dan and I returned to the Le Franc Tireur, From the Cellar Pack 3. The chosen scenario would be FT99 - The Doomed Tirailleurs, which was designed by Scott Holst. This scenario utilizes the Pegasus Bridge map, which really appealed to me, since I hadn't played on that map since 2014's epic PB Coup de Main CG.

This scenario depicts the fighting around L'Arbresle, France on June 19th, 1940. The collapse of the French Army was imminent, but certain colonial units continued to resist. One of these was the 25th Regiment de Tirailleurs Senegalais. The Senegalese would give a good account of themselves as they fought against the Grenadiers of the 3rd SS Totenkopf Division. 


My opponent, Dan Best rolled and ended up with the Senegalese and would be the scenario defender. Dan's forces would have the task of keeping my Germans from controlling 23 or more buildings. I'll say it here...23 buildings was a lot to have to control. To keep me from victory, Dan's forces would consist of 2 x 4-5-8's, 6 x 4-5-7's, and a 2-3-7 lead by an 8-1, 8-0, and 7-0 with an HMG, MMG, 2 x LMG's, a 60 MTR and 25LL AT Gun and 37* INF Gun. On Turn 2, Dan would get reinforcements consisting of 2 x 4-5-7's with an LMG led by an 8-1.




Of the colonial troops serving in France in 1940, the Senegalese were some of the fiercest fighters.


Per SSR, the Senegalese would also be treated as Gurkhas and would be able to initiate Hand to Hand in close combat. I would certainly regret going into close combat with these hombres.

 





Part of their effectiveness in close combat was due to their skill with the Coup Coup Machete.










 My boys would get a lesson in Machete use during this scenario.

As the scenario attacker, I would command elements of the 3rd SS Division, "Totenkopf".  The campaign in France would be the first time that SS Divisions operated with some independence. The Totenkopf would start earning its infamous reputation during the Blitzkrieg through France.The Senegalese would experience no quarter during their fight against these SS.

My force would consist of 6 x 4-6-8's, 4 x 4-4-7's, 2 x 2-4-8's led by a 9-1,8-1 and 8-0 with an MMG, 3 x LMG's and 4 armored cars for support.

While my boys were fairly tough, I was concerned that I lacked some punch. I hoped that my armored cars would provide the extra firepower.








As always, I was confident that I could achieve the victory conditions. Rarely, do I ever enter a game despondent that the victory conditions are out of reach.









A quick view of my entry points (note I forgot to place the overlays at start). I wanted to hit Dan's troops from both flanks. My heaviest force would be in the north. Once I placed the overlays though, I would adjust them more to the center. In the south, my armored cars would lead the armored assault.


Ahhh...plans...always better in the beginning than by the end!!!
 With the overlays in place, it was clear that my concentration in the north was folly. (Scott Holst...I see what you did there and yes...it definitely improves the game!!!) I quickly adjusted and moved to the center, but I did end up with my 8-0 and two 4-6-8's stranded in the north.

I think if I play this one again as the Germans, I might try to run the armored cars through the overlay gap in the north. It certainly opens up some possibilities.

 As my armored cars rumbled on the south road, Dan's Senegalese fired away with the 37*. Fortunately for me, the gun would miss and then break on its next fire opportunity. 


 On Turn 2, I moved aggressively along the south road up the middle. Dan;s 25LL AT Gun was waiting for me in the center. It immobilized the first armored car and destroyed the second one. A very inauspicious start for my armor support.



 My infantry had some breaks in the south, but did ok in the middle and in the north. 


 At the end of the German phase of Turn 2, my forces were threatening in the center, hurt in the south and still getting into position in the north.






Dan's forces were content to stay concealed and wait for the right moment to open fire.

By the middle of Turn 2, the game was picking up steam and a real fight was beginning in the center. Unknown to me was that Dan's kill stack was sitting in Hex. II10...or is that II11??  Dan's 9-1 and the MMG would soon make their presence known.






The enemy is out there...and he's hungry...
Dan's Turn 2 reinforcements rolled in and headed towards the south, where my armored cars were still intact.



 BOOM!!! Dan's kill stack unloaded and broke the troops with my 8-1 and the single squad adjacent. Just like that my center force was given a bloody nose.


 Turn 3...I was feeling a little fatalistic after my spanking in the center, so just sent my boys charging ahead. And miraculously most of them actually made it....Go figure!?!

But in the south, one of my armored cars made a run down the road to turn Dan's flank. His LMG opened up and wham...KIA'd my armored car.



Yeah...you said it Glenn....


 My recklessness continued as I leapt into three Close Combat with Dan's expert Machete fighters. Yep...I was full of bright ideas!!





In order to win these close combats, I would need a lot of luck and maybe win some ambushes.










 Fortunately...I would win ambush and put away Dan's 8-1 stack...which was about as much luck as I could have asked for.


 The momentum had swung to the Germans in Turn 3 and my 9-1 was sitting in control of the center crossroads. But could he hold it???





He was the squad leader...and I had faith in him to get the job done.

 Only in the north center did I not win the close combat. But Melee would work.





or maybe not...since Dan's Senegalese would be able to go hand to hand in the next Close Combat Phase.
 At the mid-point of Turn 3, I was in a good position. I still had some good potential to grab some real estate.


 Dan's Senegalese would suffer a tough hit from the German sniper as KIA'd the new French 8-1.




He had brought the reinforcements up with good speed...but caught the attention of the German Sniper.





 It's interesting how often the Sniper affects a scenario.
 
 Dan's Senegalese really hated my armored cars and did everything in their power to eradicate them. A 2-2-8, recently parted from the broken 37* managed to take out my third armored car in close combat.


Going into Turn 4, I was still optimistic.

Well...I think so dude...

 In the north, I sent my boys rolling around the ends. I would have made it too, but sneaky Dan's mortar managed to stop me in my tracks!!!


 It was also at this time, that Dan's AT Gun finally knocked out the last, immobilized armored car in the center. My armor was officially eliminated in full.



 I had made some progress in the middle, but was pretty much confined to the east side of the road.





The consensus among my boys was that we had too many broken and KIA'd comrades...we couldn't hang on to the buildings we were collecting. 
 In the south, Dan had control. My efforts there were over. The center and north were my last zones to make some gains.

 With my forces busted up in the south, I didn't have any way to stop Dan from reinforcing his center and coming after me with his Machetes....I hate Machetes...

nice Machete...

 
 My final effort in the north was almost successful. Dan whiffed on the first fire and then got me with the subsequent...DRATS!!!

 (I was pulling for the RAMS...so this was epic!!!)


 With few options, I decided to go Pokemon...I mean building control hunting!


 In the center, I was beginning to collapse. The Senegalese were moving forward. Time was running out.











German high tide as I had collected 15 of the necessary 23 Building locations required for the victory. Dan would take back several of these before the scenario end.



Dan's final counter-attacks would eliminate some of my gains and eliminate much of my remaining troop strength. Some of the final face to face fights would also result in the elimination of both parties. Rough stuff...all that machete hand to hand.



 Game end. As we finished up Turn 5, I gave the concession and Dan's Senegalese would have the victory!

With only 1-1/2 unbroken squads remaining...it was pretty clear that my time was up.

A great scenario with some interesting tactical problems. This is definitely one that would be fun to replay and try some different approaches to using the armored cars.


Congrats to my opponent on a great win and for changing history with his Senegalese!

What's that sound??? Could it be Junkers 52's taxiing for take-off...why yes is!!! Stay tuned for next Saturday's game to find out where those Junkers 52's are headed!!!



See you next week!

Our Saturday Game - Schwerpunkt Scenario SP44 - Sufferin' Sudfrankreich

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For our next scenario, Dan Best and I reached into the Schwerpunkt Library for a gem set in the Vercors region of southern France in the the fateful summer of 1944. The scenario is none other than Schwerpunkt Scenario SP44 - Sufferin' Sudfrankreich by Paul Kenny. Not to be confused with....

You know it was on your mind...now we have it out of the way...

 The scenario is set in Vassieux, France in the region of southern France known as the Vercors. This region sits on a high plateau. The French Resistance had gathered in strength to proclaim a FFI Republic and await the arrival of Allied reinforcements set to land in Southern France as part of Operation Dragoon. 


 
This concentration of FFI fighters also attracted the attention of the Germans, who created a strike force called "Streifkorps Sudfrankreich", which was made up of elite White Russian and Ukrainians trained for glider and airborne operations. These troops would be deployed on July 21st, 1944 to seize Vassieux and eliminate the FFI in the Vercors.

In the spring of 2007, I had the opportunity to travel through this part of  France while on business. We spent a week in the city of Valence working with the engineering team of a French firm to design some new aircraft components. The area and the people were and are awesome. While, I did have some time to explore, I wasn't able to get outside of Valence and see some of the history related to the Second World War. Maybe on my next trip!



Group picture of the American and French teams. Great bunch of guys.









Alps on the horizon as seen from Valence.










Ok...the travelogue portion of today's AAR is now concluded...







Dan would draw the FFI and would therefore be the scenario defender. His troops would be comprised of the Vercors FFI Force. Dan would have 3 x 5-2-7's, 8 x 3-3-7's with 2 x LMG's and led by a 9-1 and 7-0.

Per SSR, Dan's forces would not be able to move until Turn2. 

Dan would have to keep my Germans from controlling 7 or more Building locations on Board 10.








As the Germans, I would be the scenario attacker tasked with securing control of 7 or more buildings on board 10. My force would represent Kompanies 1 and 2 of the Streifkorps Sudfrankreich. I would have 9 x 5-4-8's, with an MMG, 2 x LMG's, led by a 9-2, 9-1, and 8-1. This force would enter on Turn 1 in 9 Gliders.



By SSR, my gliders would have set their Initial Land Hexes within one hex of the runway on board 14.


Dan and I began the game and my gliders came in without suffering any mishaps. Only one glider actually missed it's target hex, but only overshot it by one and without any other incident. So, I was pretty happy with the start of this game.

My force landed intact and was ready to move up into Vassieux. 











Despite my gliders landing successfully...I don't think my landing hexes were optimal. Clearly landing on the runway was the way to go...Yeah...I took the road less traveled and it made all the difference..it's my story and I'm stickin' to it.


 If you have never played with gliders, this is a great scenario to get a good handle on using gliders.
 A look at the French defense. Dan focused his forces on board 10. 


 The intended routs of advance for my boys. Dan's HIP squad and 9-1 were waiting for me.
 
My 9-2 landed right in the line of sight of one of Dan's 2 LMG's. Yep...I did that...always thinking ahead that's me...fully aware of what I'm doing at all times...(not really).

(Note...no animals were hurt in the making of this AAR.)


Unfortunately for Dan, his ambush roll was high and my boys survived unscathed and proceeded to break the 9-1 and 3-3-7 with them in advancing fire. With no quarter in effect, Dan's broken boys dared interdiction. The 9-1 would be wounded and stranded in X9.


 Going into Turn 2, both of Dan's LMG's were with broken squads.

 My boys moved in the center and and along the north edge.



With the FFI 9-1 broken and both LMG's...things were looking good until I shot one too many times at the broken 9-1...and he rolled snakes and became Heroic...yeah that worked out...

Hey...watch me smoke that broken 9-1...ok here goes....

 In my next moves...the Heroic leader would end up smoking one of my 5-4-8's....oouch that would hurt and add to my CVP cap.

 My 9-2 finally got off the runway and would keep things moving on my left flank.



 Going into turn 3, I was entering the edge of the town...but time was ticking. I needed to amp it up and get moving. I was dragging ass to say the least.



 A look at Dan's defensive situation. He was very much in control as we hit the halfway mark.


 Dan's 7-0 would turn in a good game. He would move back and forth rallying the FFI to stay in the fight.


 Turn 4, I would move ahead full steam. A 2-4-8 would run across the FFI positions and act as total bullet magnet and survive!!! This epic run would open the way for other units to move up. Then Dan's LMG in U6 First Fire cowered and this would allow me to sprint around the flank and move into the backfield.


 
 Things were looking up for my Germans. Turn 4 saw several building fall under German control.

 But then once again...I pushed things too far. I sent my 8-1 with a 5-4-8 into Close Combat with Dan's wounded 9-1 Heroic Leader. Dan would win the ambush and then KIA the entire group. Oh did that hurt....



Just like that the momentum mojo was back with the FFI. 


 But ASL is a fickle mistress...and things went a little bizzaro!! The German sniper activated and KIA's the Heroic FFI 9-1. Just like that the momentum shifts again to the Germans!

Sniper might have saved the day for the Germans.

 With the Heroic leader gone, my broken boys in the street can fall back to safety.


 Things improved further for my boys, when a 2-4-8 in the X8 building went fanatic. Then Dan broke his last LMG and my boys streamed into the backfield to claim more building hexes.


 Dan's final movement phase was on Turn 5. Dan's FFI pulled out all the stops and came at me hard.



 The FFI sniper also made an appearance, but it was too late.


By the beginning of Turn 6, the Germans had or would be in position to take control of 10 building locations. Dan offered the concession and my Germans had won the day.

Dan and I found this scenario to play very fast. We finished the 5-1/2 turns in just over 3 hours. Definitely a good choice when you have limited time and are looking for a challenging scenario that plays quickly.

My thanks to Dan for another great Saturday evening of ASL. Our Saturday games are the highlight of my weeks!

Dan and I will taking a break from our regular Saturday game as we both head to St. Louis for the annual St. Louis ASL Tournament. Really looking forward to it!!!

Having lived in St. Louis for 20 years and the place where I first began playing ASL...it will be a bit of a homecoming!

Headed to the Gateway City!!!


See you again in 2 weeks!

The 20th Annual St. Louis ASL Tournament - July 28th - July 30th.

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St. Louis, MO's Union Station in 1942. Located in the center of the nation, St. Louis saw the passages of tens of thousands of  American Soldiers, Sailors, Marines and Airmen as they traveled the nation's rails on the way to foreign battlefields. St. Louis' connection to the Second World War is a deep one and so it is fitting to celebrate that history by playing ASL with old and new friends! 

So off I went this weekend to participate in my first ever St. Louis ASL Tournament. This is even odder as St. Louis is the place where I learned to play Squad Leader and later Advanced Squad Leader. St. Louis (more specifically Webster Groves) was my home from 1978-1996. So St. Louis is a place a a great many memories for me. 

To say I was excited to participate in my first St. Louis Tournament is an understatement. I'd been looking forward to it for many years. And now that I live in Quincy, IL..a mere 120 miles north....I can expect to participate in many more St. Louis Tournaments!

Just as St. Louis was a transportation and manufacturing hub during the war, it was also the sight of the 1944 World Series..."The Street Car" Series between the St. Louis Cardinals and the St. Louis Browns (today's Baltimore Orioles).  President Roosevelt and others encouraged Pro Football and Pro Baseball to stay active during the war years for their value in keeping up the nation's morale.




Naturally, many Professional Ball Players were off fighting in the war, so the Major League Owners utilized players whose draft status was 4-F. These were men, who could not serve in combat roles, but whose participation as ball players served to strengthen home front morale during the long years of war.
 Grand Hall of St. Louis Union Station 1944.



US Servicemen listen to the 1944 World Series.




The 1944 St. Louis Cardinals would go on to win the Fall Classic that year.












The St. Louis Browns would win their one and only American League Pennant in 1944 and would leave St. Louis for good in 1953.
Pete Gray would gain fame playing for the St. Louis Browns as one of only two one-armed men to play in the Major Leagues.

St. Louis has a remarkable history and I was looking forward to becoming a part of St. Louis' rich ASL tradition.









 So off to St. Louis I went for two days of  cardboard carnage, competition and fun!













Highlighted in yellow are the four scenarios that I would play over the 4 Rounds in which I participated. I was not able to stay for Round 5. 

ROUND 1 ITR13 To the Last Bullet vs. Jeff Ital

As the Russians, I was tasked with holding two buildings.  





My strategy was to place all the fortified locations in the right flank building along with my Commissar and the flamethrower.

I placed 3 x 6 AP Mines in front of the entrance vertices for the other building. 

Let's just say I would need a better plan than the one I used!!!
Jeff brings on his Panzer reserve as the game progressed.

While I had some successes, most notably with my flamethrower, Jeff's massed firepower was just too much for me. My inability to make morale checks would cost me concealment and then the lives of my cardboard warriors.

 The end as Jeff's grenadiers take control of both buildings.

Round 1 would go down as a loss for me and a win for Jeff. Despite the loss, it was a great game and I always enjoy the chance to sit across the table from Jeff.



ROUND 2 BFP30 Melee Near the Coast vs. Rob Wirthlin

My second round game would be a PTO scenario against Rob Wirthlin from Washington State. This would be my first time playing against Rob.

 The stars indicate the building locations that Rob's Japanese needed to control To win Rob would need 10 or more. The white arrows show how Rob's forces moved during the scenario.




Rob's Japanese would suffer some early losses against my Chinese, but they would prevail in the end.
 I had some limited success slowing Rob down on the right flank...but then made a critical error. I stacked 3 of 3-3-7's in a depression hex bordering the pond. They held their own for a couple turns...but then broke with no where to rout to. Rob took a great many prisoners in this game.

The end game. I had placed my defense too far forward and one the Japanese got around the edges, I was unable to fall back fast enough to hold them off and allow my reinforcements to get into the fight. Knowing when to fall back is a critical skill set that has thus far eluded me. But I'll keep working on it!

So Round two would be loss #2 for me and a much deserved win for Rob! 

ROUND 3 J127 Messervy's Men vs. Rick Reinesch

After knowing Rick for many years now, I had never gotten the opportunity to actually play against him. So it was great walking into the game room on Saturday and finding that were match up for Round 3. We both liked the look of Messervy's Men and it would prove to be a great scenario choice.
 As the British, I would have the task of securing all the Level 4 Hill Hexes and those hexes adjacent to them. Not an easy task as I would discover.




Normally, I have good luck with British 4-5-7's, but against Rick's Italians, they would break at critical moments and sap the momentum of forward progress that was so important to winning this scenario.

 Rick and I traded mortar rounds throughout the battle. Rick's were a bit more successful in inflicting losses on my British. The Black Circles show the Italian strong points that bedeviled me throughout the scenario. Rick's Italians simply refused to break. Rick's morale dice were very hot and kept his Italians in the fight.


 Or maybe it was that crazy Mandolin player....whatever the reason...Rick's Italians were total bad asses for the entire game!
 It was an absolute blast to play against Rick. I hope to do so again soon.


The blue arrows show the path of Dan's reinforcements and the red arrows show my final assaults, which would meet with failure. The Italians would hold the hill.


So Round 3 would bring my 3rd defeat and give Rick a well-earned win.




Yes...after dropping 3 games in a row...I was channeling my inner Tony Romo (I'm a life-long Cowboys fan...so it's ok...)









Between Rounds 3 and 4, Rick and I took a break and played a few rounds of the classic WW1 Dogfight Game - BLUE MAX.  

Rick was a quick study and sent my planes spinning to earth in the first two matches.

 If you are looking for a quick, easy to learn wargame that even non-wargamers can enjoy...BLUE MAX should do the trick.






My version of the game, purchased way back in 1983. Still going strong 34 years later.















 The game is still available today!


ROUND 4 Z19 The Trap at Targul Frumos vs. Dan Best

Going into Round 4, I was a bit depressed...I won't lie. 3 losses in a row weighed heavy on me...but when I found out that Dan and I had been matched up...well I was back and ready to roll some dice. Dan and I have played many a game by Cardboard via Skype...but this would only be our 3rd time in actual face to face.


We both love a big East Front Battle and The Trap at Targul Frumos more than fit the bill! We rolled to see who would get the Grossdeutschland. The higher roll would reward the roller with commmand of the famed division. We both rolled ...."11"...and "11". We rolled again. "10"...and "11"...ahhh my dice...so famous for rolling 11's finally found their worth!!! I would command the Grossdeutschland Grenadiers and Panzer Men of the 24th Panzer Division. Life is good!!!!



























Did you say..."Targul Frumos?!?"

or....


was that...


"Rolo Tomassi...??"
 "ahhh...Rolo Tomassi...you say..."
My Germans would have to maintain control of every building in the circled area. The loss of just one of them would give Dan's Russians the win.

 Dan attacked across a broad front with his armor and focused his armor on the flanks and center. My AT Guns would cause heavy losses as would my Panzerschreks.







My Panzerschrecks would account for 2 of the 8 Russian Tanks destroyed.
 
 I really enjoyed this scenario and highly recommend it!

 My forces had inflicted some heavy losses on Dan's armor and infantry as the 24th Panzer Division reinforcements stormed on the scene. Dan had 2 x T-34/85's ready to repulse. I charged one with my Panther and survived three hits before coming in from the rear and destroying the T-34/85 with bounding fire. The second T-34/85 held its ground and took down my Tiger I...but my Panzerschreck Panzerknacker Team took down the T-34/85 in Advancing Fire.

 With Midnight fast approaching and down to just 2 tanks, Dan offered the concession. I hated to accept as both Dan I were winless going into Round 4. I had teased Dan...that no matter what...one of us would finally notch a win. But Dan pointed out that his forces had suffered too many losses to be successful against the large number of German reinforcements. So we shook hands and called it a night.

The best part of any tournament is getting to sit across from your friends and rolling some dice.

Here are some other pics of the 2017 St. Louis ASL Tournament!














 My thanks to my opponents: Jeff Ital, Rob Wirthlin, Rick Reinesch and Dan Best for some awesome games! And thanks to Jim Burris and the St. Louis ASL Club for a great event! I can't wait for 2018!

Top 10 from the tournament (as noted on Gamesquad Forum)
1 Rich Domovic 5-0
2 Toby Pilling 4-1
3 Scott Martin 4-1
4 Dave Ginnard 4-1
5 Robert Wirthlin 4-1
6 Peter Ward 4-1
7 Wes Vaughn 3-2
8 Rich Spilky 3-2
9 Bob Zinselmeyer 3-2
10 Craig Walters 3-2

Time to savor the memories!

Our Saturday Game - ASL Scenario E HILL 621 - Slaughter in the Steppes

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Hill 621...the very name of this scenario evokes memories of the first days of Squad Leader, when storming this hill was the baptism of gaming for so many of us. What other scenario has an entire battalion of Soviet Infantry outside of Red Barricades or Valor of the Guards?This is the granddaddy of all scenarios and perhaps the game's greatest!!


As a teenager with my spanking, brand new copy of Squad Leader, there was no scenario that jumped out at me and my gaming group, more than Hill 621. In those early days, we couldn't have too many squads. Bigger was always better.

One of the downsides of the early days of Squad Leader and ASL, was that I never bothered to record my games or keep any sort of track. I had not matured into the kind of player I am today. In those early days, Squad Leader was treated like Panzer Blitz or Midway or Wooden Ships and Iron Men. We played it, put it away and went on to the next game, until we once again pulled Squad Leader off the shelf.

Another thing, which made Hill 621 so appealing was the lack of scenarios in those early days. DYO of course was big, but I cannot remember how often we would return to Hill 621 to play king of the hill. In the Squad Leader days, the game played much more quickly as men died much more easily. There were no Snipers, no ELR, and no Half-Squads. Miss your morale checks and you were gone. Of course, Defensive Fire did not exist as it does today in ASL. There were no Fire Lanes, no residual Fire, and no Subsequent Fire. So crossing the wide open Steppes with 48 squads had a good chance of being successful. Not so in ASL...and not so in our Saturday game as Dan Best and I played the King of ASL Scenarios...the one, the only....HILL 621.


Dan and I would roll for sides and I would draw the Russians. My record as a Russian is dismal. I rarely win as the Russians.But with 56 Squads...how could I lose. Surely, I would roll over my completely outnumbered German foe like a Sharknado!!!

Unfortunately for me...my assaulting Russians would run smack into a buzz saw of German machine guns.

Hill 621 depicts the events of the fateful summer of 1944, in the days following Operation Bagration. This Soviet assault was designed to shatter the German Army Group Centre. It would be an unqualified success and lead to the ultimate defeat of the Germans in Soviet Russia.

The Germans in this scenario would be tasked with holding back the Soviet horde with a mere 8 squads. There may be no other scenario where one look at the OOB causes your fingers to twitch and you immediately wish you were the other side. But as this AAR will show, 8 German squads, well deployed with a little luck are more than enough to stop a Battalion of Russians moving in the open.


Before we continue, we should note that this scenario and the other Classic Squad Leader Scenarios are available for free download from MMP.

http://www.multimanpublishing.com/Support/ASLASLSK/ASLOfficialDownloads/tabid/109/Default.aspx

Dan's German OOB:

8 x 4-6-7's with an HMG, MMG, 3 x LMG's led by a 9-2 and 8-1 would start the game as the sole German defenders. They would also have 80mm OBA.  This group of Germans would also have to roll morale checks prior to the start of the scenario. Dan would roll horribly and break fully half of his force. 2 of his broken 4-6-7's would stay broken for the entirely of our game.

On Turn 1 Dan would receive a half-track and a 75L AT Gun. On Turn 2, he would receive 4 x MKIV's with 75L guns. On Turn 4, he would get 4 half-tracks with 4 x 8-3-8's with a radio, HMG, MMG and led by a 10-3 and 8-0. These are the boys who have the reverse slopes of Hill 621 for almost 40 years of game play. On Turn 5, the Germans receive a MKIV, 3 x STUGS, 2 Half-Tracks and a 50L AT Gun. But wait...there's more! On Turn 8, they receive a 105 STUG.




All in all , the Germans have a respectable force, well designed to repel a much larger force.

It should be noted that the Germans receive two separate OBA's. I can't think of too many scenarios where this is the case. And I can't think of too many scenarios where OBA can be used so effectively.


My Russian OOB:

Oh yeah...this an OOB!!!  24 x 4-4-7's, 24 x 5-2-7's led by a 9-1 and 2 x8-0's with 2 x MMG's and 4 x LMG's would have the task of crossing the death zone known as Board 4 and scale the slopes of Hill 621. But hey...there are only 8 German squads. Easy peezy right!?!  For reinforcements, my Russians would receive 6 x T-34/76's on Turn 2 and then on Turn 5, 6 x 6-2-8's with an HMG led by a 9-2 and supported by 2 x SU-152's and 3 x SU-122's. These boys would be used to tangle with the 8-3-8's waiting for them on the reverse slopes of Hill 621. There are few if any scenarios where you have so many Russian squads. And it's one of the few times that the Russians don't have a single ATR...and you will miss these intensely.

 "Now boys...you heard that Board 4 is certain death to cross....but don't believe that propaganda. The Germans have maybe 8 squads over there and heck...most of them are broken. So just go forward comrades and take that Hill. Mother Russia is counting on you!"

 Dan elected to go with an upfront defense. It would either work brilliantly or leave his forces perilously exposed as my forces swept across the steppes.

 I placed my 2 x MMG's in the 2nd level of the famed Board 3 building. A single 4-4-7and the 9-1 would man this post. (Placing only 1 squad here would prove disastrous.)
  
 The Germans got to move first and Dan's first shot would hit my 9-2 with the two MMG's. 





I had met Dan's 9-2...he would be the source of my pain for 4 Turns.
 First shot...at long range and my 9-1 breaks...he would never contribute again. So before my men even set off from the start line, I was down to only 2 officers for 48 squads...not good...
 
 My boys jump off and head off in stacks towards Hill 621. I expected to take losses, but moved forward on turn 1 relatively unscathed. Only made one critical error and 3 of my 5-2-7's were cut down by the 9-2. The first of Dan's many KIA, 4 MC's, 3 MC's, and 2 MC's that he would inflict on my Battalion.



 
 The first spotting round crashed into the center of my boys. The first of many shell bursts to come.




Dan's spotters would keep the arty accurate.
 
 Turn 2 German reinforcements rumbled in onto my left flank. My boys were in a world of hurt on that flank with no AT weapons to be found.


 Then came the artillery...

 Dan's 8-1 would keep the hurt on me with the Arty.


 Turn 2 - a look at Dan's defense. He had two squads still broken from the beginning of the scenario. So literally 6 squads were facing my 48...er...45 squads.



6 x 4-6-7's were waiting on my advancing Russians. It almost seemed unfair...until Dan's MG's really opened up...then yeah...it seemed so unfair!!!
 Dan's AT Gun had come on during Turn 1. Dan went for the ESB roll to attempt to stop and ended up immobilizing the half-track. 


Dan's AT Gun would get into position and actually do more harm to my infantry than to my armor.
 One of my "12's" in the upper right corner. This one resulted in the KIA of an entire squad.  

Yep...this is what rolling the dice felt like for much of the night...

 Then one of my successful morale checks ends up activating the sniper. It naturally landed on my top officer. I would roll doubles so my 9-1 was KIA'd and my squad was broken and then on the leader loss morale check became a broken 2-2-6. Good grief...once again the sniper makes a huge impact on the game. 




Helluva shot...helluva shot...
 Turn 2, my six T-34/76's roll into the battle. 



 The arty continued to rain down as I tried to pressure Dan's 9-2. He simply smoked my units and my attack evaporated.

 
 Lacking an AT response to Dan's MKIV's, I launched my 5-2-7's in a swarm to try and take down the tanks in CC. Dan would stop all but two of the squads. And then in CC neither one would pass the PAATC. I was exasperated at that point.



 Dan's 9-2 continued to rain death on me. He was positioned perfectly.


 On the right flank...the fire lanes tell the story. I was simply unable to move and with casualties mounting...I couldn't bring myself to move into the fire lanes.


 My armor came on and my plan was for them to move directly to the hill as fast as possible. 


 Turn 2 look at my positions. Not much progress was made.
  
 Dan's MKIV's did an awesome job of fending off my infantry.



 The white circles show Dan's MG nests, which were holding the line against a Battalion of Russians...did  mention I had 48...I mean 33 squads...or was it 30 at this point...I forget...




 After wiping out my 5-2-7 swarm attack...Dan's Panzers did me a solid by Malf'ing an MA...at this point in the game even Dan was starting to feel sorry for me...

 My left flank had been crushed.

 In the center, Dan's arty had set my rally point on fire. 




 Dan's 9-2 continued to thwart my best efforts to put pressure on him. And every broken Russian squad was practically mission killed. I had no way to rally them.



 Having crushed me on the left, Dan's Panzers moved to towards the hill and the center to face my T-34's.



 Dan's MKIV with the malf'd MA went on to destroy it and was promptly recalled.

 Turn 4...yes we made it to Turn 4. I was still under the illusion that I could continue the fight. Dan's reinforcements...the 8-3-8's and their 10-3 were on the way to secure the Hill.



 At this point in the game...I was a bit of a wounded beast...like a Bull with all the barbs in it's back...I was slashing at the matador...trying to hook him with a horn. Not a good frame of mind for an ASL player. I sent my tanks to try and get kills instead of continuing on to the hill. One went towards the center in an attempt to take out one of the MKIV's. I would miss in Bounding fire and be destroyed in Dan's Prep Fire.
 
 Dan's 9-2 took out another T-34 with a Panzerfaust and everyone survived the backblast. And yet another tank would Malf' it's MA in a bounding fire shot at Dan's 9-2. Dan's 9-2 was smacking me around relentlessly.




 Three of my tanks continued on towards the Hill and an uncertain fate.

 The remaining pockets of Russians.

 Dan's reinforcements stream onto Hill 621 and prepare a strong defense.

 Turn 4 would be our last. After 6 hours of game play and a butt spanking of epic proportions...I felt the time was right for a concession. I literally was down to 13 good order squads facing Dan's 12 total squads. Dan's 9-2 was still in place and making forward movement nearly impossible. The addition of strong force on the hill spelled doom for me. 


Yes...I could only reflect on the failure of my gallant charge across the steppes of Board 4.  ROAR will forever record my attempt as another victory for the Germans. Hill 621 had defeated me yet again.

But we will meet again...oh most certainly...we will meet again.
 Game end...I had lost in the neighborhood of 20-25 squads, 2 tanks and what was left of my honor. My congrats to Dan on a solid victory. He would lose a mere half-squad at my hands. The pain of this loss will certainly linger a while. 

My disappointed commanders...I would have to explain my failure to take Hill 621...







Meanwhile Dan's 9-2 would receive the Knight's Cross for the destruction of a Russian Battalion and for restoring the line at a critical moment.



















 A little celebration for Dan's Germans. 

Dan and I will be taking a two week break as I have family affairs to tend to and Dan has a Kansas City ASL Club Games Day to help manage. 

So we will see you again in two weeks.


Grumble Jones August Scenario - GJ048 Marvie Melee

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For the August Grumble Jones Scenario, I focused on an excerpt from John C. McManus' outstanding book, Alamo in the Ardennes. If you have not read this, I cannot recommend it more highly. ASL scenarios appear on nearly every page. The challenge is picking one. It's like a apple tree with hundreds of shiny red apples...which one will I pick...

The initial assault on Marvie occurred on December 20th. Fritz Bayerlein, commander of the Panzer Lehr Division would commit a small, armor heavy unit to seize the town and open the door to Bastogne.





For the Germans, mobility and armored firepower were the key elements of their attack.







The American defenders of Team O'Hara were composed or recently arrived Glider Infantry of the 327th. A light tank platoon supported their defense, but would prove inadequate to the task, when the German Panzers arrived on the scene.



Bayerlein's forces would ultimately enjoy some early success as they fought house to house in Marvie. But a timely counterattack led by Sherman Tanks managed to reclaim the town for the US forces.

Ultimately, Marvie was simply another example of dogged US resistance to the German onslaught. By December 21st, the German timetable had been thoroughly compromised.


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 for this scenario can be downloaded from The ASL Scenario Archive 




(just search on Grumble Jones).

Weekend Double-Header with Scenarios S1 Retaking Vierville and SV6 Norwegian Edelweiss

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After a two week drought of no ASL...I was blessed with a weekend double-header. My regular STL opponent was back in the saddle and ready to play on Friday evening and my good friend Dan Best was ready to rock and roll again on Saturday. I would get to play two awesome games!

Friday night's game would be a Starter Kit Scenario - ASL Scenario S1 Retaking Vierville (designed by John D. Johnson). This scenario has fast become one of the most played scenarios out there and is certainly the recommended scenario for introducing new players to the world of ASL. My STL opponent's work life has been pretty rough this year and so he needed an opportunity to play something relatively simple to get his mind back on ASL.



ASL BABY!!!

We diced for sides and I ended up as the Americans and would be the scenario defender. My force would consist of 11-1/2 x 7-4-7's with a 9-2, 2 x 8-1, and an 8-0 providing the leadership. This scenario has no chrome. It's just a straight up infantry fight. And I couldn't have been happier to have 7-4-7's of the 101st Airborne. Life was going to be good!!

In general, I have had good luck when I have 7-4-7's. They are particularly good squads on the advance and can do some real damage in the Advancing Fire Phase.

My objective would be to prevent my opponent's Germans from controlling one of these 4 building locations: N5, N6, M4 and L3. Lose just one of these and my opponent would get the win.



As the attacker, my STL opponent would be commanding the German Grenadiers of the 1058th and 919th Regiments as well as elements of the 6th Fallschirmjaeger Regiment. My opponent would have 3 x 4-6-7's, 3 x 4-4-7's and 5 x 5-4-8's led by 2 x 9-1's, 8-1 and 7-0. Again no machine guns or anything else to lend weight to the attack. The Germans would have to rely on the attacking firepower of the Paras to take the stone buildings away from my Screaming Eagles.



With the odds nearly equal in squad count, it would be essential for the Germans to secure objectives as early as possible. The German forces would enter the game from both east and west on Turn 1 and then on the east edge again on Turns 2 and 3. 


 The game begin! My Americans begin the scenario set up on the road in Vierville. The Germans enter from the east and west board edges.


I got off a lucky burst and managed to break a few of the Germans on the west board edge.


 Slowing down the Germans on the west edge would prove very useful as the game progressed.

 My Turn 1 reinforcements came in from the north edge.



 The Germans seized the N6 building and had the victory if they could hold it. In the course of shooting at my adjacent Paras, I managed to create a hero. This Hero would be a decivisve contributor to success in the fight for the N6 and N5 and buildings.


My opponent continued to engage in Prep Fire as opposed to rushing my positions.


 A key pin in the N6 building would prevent the Germans from getting into the M6 building and opening up the east edge.

 I am a bit too well known for reckless play and this night would be no different as I sent a stack racing along the west edge led by my 8-0. Both squads would be broken. You could say lesson learned...but I'll probably do the same stupid thing in another game.

 While my 8-0 group on the west took it on the chin, my boys in the center were successful in pushing into Vierville.



 I jumped into close combat...that's why they have jump boots...right!?!

 My boys would prevail and open up the relief effort for Vierville.

As my opponent tried to hang on to the N6 building, fate would deal him a bad hand, by making the squad there go berserk. I could now wait for them to come to me.



My opponent went into two CC's after victory location buildings. Both would end up in Melees.

One of the long standing key game characteristics of my regular STL opponent (been playing one another since 1978) is that he tends to the side of caution. He'd rather lose a scenario by victory conditions, but have lost fewer men than his opponent. I've mentioned this before in other scenario AAR's between us. In this game, I believe this tendency towards caution deprived him of the win. More aggressive movements, earlier on, would definitely have imperiled my boys in the L3 building. But fortunately they were not seriously pressed until the end.

The Melees resolved on the following turn and both went to the Americans. At this point, my boys had control of all 4 building locations.

On Turn 5, the Germans launched their final attack. L3 was the target hex. My single 3-3-7 was definitely vulnerable. But in Defensive Fire, I managed to Pin the two 5-4-8 squads bearing down on me in K4. With those squads pinned, my opponent conceded. My Americans would get the win.

A moment to celebrate the victory in Vierville, before we head north to Norway!



Our Double-header continues now with the AAR For SV6 Norwegian Edelweiss!

The second game of my weekend double-header would be my Saturday game vs. Dan Best. For this night's action, we had relied on Dan's wife to choose a scenario for us. She chose SV6 Norwegian Edelweiss. It would turn out to be a great selection!



Dan and I rolled for sides and I would be the Germans and hence the attacker. I would command the men of the II Battalion, Gebirgsjaeger Regment 2. This force would consist of 16 x 46-8's with an HMG and 3 x LMG's led by a 9-2, 2 x8-1's, and an 8-0. My 8-0 would end up being the most capable of my officers. My objective for victory would be to secure 2 or more of the 9 possible factory locations. As you will see, there may be an argument for increasing that to at least 3.



As the scenario defender, Dan would command a mixed group of Allied troops. These would include elements of the Scots Guards, 203rd Field Artillery- British, 1st Independent Company - British and Swedish volunteers of the Group Bjorkman. How bout that!!!  Swedes...for the first time in my ASL experience I would be facing Swedes. To repel my Gebirgsjaeger Dan would have 6 x 4-5-8's, 2 x 6-4-8's, with an MMG and LMG led by 2 x 8-0's and a 7-0. He would also have 2 x 88 ARTY pieces and his Swedes would consist of 4 x 4-4-7's with an LMG and led by an 8-0.

By SSR, Dan would have to place the bulk of his Scots Guards at the south edge of the board by the stream. The Commandos and Arty would be up north with the Swedish volunteers arriving along the north edge.

Dan would be forced to cover a lot of ground as he did not have the resources necessary to hold the various factory buildings.





 By SSR, my boys entered at specific points on the south and east edges. The white lines indicate my planned routes of advance.

 Dan would do a great job of concealing his Arty and would catch me in the open later in the game with it.



 I sent 6 squads with my 9-2 and 8-1 to see if they could gobble up some of the northern factory locations. I expected that this force would be the one to secure the victory.



 Two of the squads from the large force were sent to take out Dan's single 4-5-8 on the southeast edge.

 My attack in the south allowed me to quickly seize the first of the two factories needed for the win. Dan would contest the second one on the south side of the stream for the duration of the game. But if became immediately clear that this sector of the battlefield could give the Germans the victory if they could wrestle away both factories.

 Dan's Swedish volunteers ready to enter the fray.


Dan quickly moved to take the high ground and interdict my northern expedition. He also sent squads to the west to secure some of the other factory locations.


 Dan reacted quickly to my moves in the center and sent the 7-0 and a 4-5-8 to hold a factory location in the line of may advance.


 With Dan on the high ground, I had to take measures to eliminate the threat.

 After breaking Dan's 4-5-8 on the F7 hill top, I moved my two squads to put pressure on Dan's boys on the north side of the stream.


 Dan's broken 4-5-8 self-rallied and returned to imperil my rear.


 At hill 538, my boys charged uphill to take out the Swedish 8-0 with a 4-4-7 and LMG.

It was a tough climb and a squad would break under the fire from the Swedish LMG. But Dan would take a chance and go for Final Protective Fire and break the officer and squad.

They would be mission killed from that moment forward.



As my main effort engaged the Swedes on the hill, I sent another force up the road to head for the western factory complex. I would walk right into the first of the two concealed British 88 Artys. My force would break under the fire of the British gun.

 In the south, Dan and I traded fire across the stream. For nearly three turns, it was stalemate.


The Swedish 8-0 and his broken squad would elude me for a turn or two...but then they would be mine.


 After our stalemate, things opened up as I broke the British manning the MMG and the squads on the north side of the stream. My HMG went on a rate tear and would go on to break several targets as I would get my second factory location.
 
 All along the southern front, Dan's boys were either routing or eliminated.


With his force in the south eliminated and with the German held factories on the south side of the stream, Dan offered the concession. He would not have the squads or the time required to move south to take one of the factories back from my Germans. And with heavy German forces in the hills, any movement south would make the factories in the north vulnerable.


So, my Germans would get the win.

In the post-game discussion, Dan and I both concluded that the Victory Conditions do seem to favor the Germans. With 9 factory locations, the German can stretch the British defenders pretty thin.

So we both think that 3 factory locations would make for a better game.

Just our thoughts of course.



Overall, a very fun scenario.


My thanks to my regular STL Opponent and to Dan for two great ASL games!

Once again, we'll be out of pocket for the next week due to Labor Day and to my wife and I celebrating our 30th Wedding Anniversary.


I have had two life-long passions in my life...my wonderful wife and ASL.

I'm a blessed man to say the least.

See you again in two weeks! Have a safe and enjoyable Labor Day Weekend...and remember to pay homage to the American Worker, whose contributions to this nation's greatness are often forgotten.




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