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Grumble Jones September Scenario GJ049 - "Freie Jagd"

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Inspired by picture above, I frequently imagined a scenario built around it. In this picture, you can see a detail of German mountain troops of the 7th SS Gebirgs Division walking in file towards a village. Watching from the ridge above, their comrades look for any sign of a hostile enemy.

So this month's scenario GJ049 - "Freie Jage" is a hypothetical scenario depicting what might have occurred during Operation Freie Jagd in the late June-July time-frame of 1944 Yugoslavia. For more detail of that and other operations involving the 7th SS Gebirgs-"Prinz Eugen" Division, I recommend finding a copy of  7. SS-Gebirgsdivision "Prinz Eugen" im Bild by Munin Verlag.

 Additionally, George Kelln produced a wonderful scenario pack based on the actions of this division in the Second World War. I highly recommend getting a copy from Lone Canuck directly or folks like ASL Battleschool or Ritterkrieg.

Like all of Lone Canuck's productions, it is packed with outstanding scenarios.








Hopefully, this scenario captures the flavor of the fighting between the Prinz Eugen Mountain Troopers and Tito's Partisans.










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).



Next month will see the release of the annual Grumble Jones Halloween Scenario. This scenario has a bit of collaborative support from both the Kansas City ASL Group and the Two-Half Squads. So you won't want to miss this year's Halloween Scenario!

This tongue-cheek Halloween ASL Scenario will be available in Mid-October.


Our Saturday game - ASL Scenario D - The Hedgehog of Piepsk

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For our Saturday game, Dan Best and I selected yet another of the classic scenarios. After the brutal smack down I suffered during our Hill 621 Scenario, I was eager for a chance at retribution. Like Stannis at Winterfell...I was determined to prove that...yes...I could win with the Russians.  Of course the moment I equated myself with Stannis...I should have just conceded the game immediately!!!


In fact...perhaps I should just call this AAR good...cause Stannis suffered less than I did in our Saturday game, as Dan Best once again schooled me in how a handful of Germans, properly led, can decimate a horde of poorly led Russians. 

Yes...I was to experience another butt whipping as my Russians were mowed down by Dan's Germans. 


So join me now as we walk-through the details of my ass kicking!!! Cause...you will actually learn something from Dan's tactics on how to use machine guns and artillery to best effect. Just ignore anything related to my strategy and tactics...I don't want to be responsible for spreading my disease!!!


So, all my angst aside, our journey back to classic SL was a good one. Both Dan and I had played this scenario many times over the years and both of us had horror stories of hard losses as the Russians. ROAR bears out the difficulties of winning as the Russians...but it can be done. So I was looking forward to giving it a shot. As the Russians, I would command elements of the Russian 169th Infantry Regiment. My force would consist of 16 x 4-4-7's and 16 4-2-6's led by a 9-1, 8-0 and a Commissar 9-0 (selected in place of second 8-0) with an MMG and 3 x LMG's for support. 

Russians waving goodbye to family after finding out they would be led by Commissar Grumble Jones. 

As the Germans, Dan would be the scenario defender commanding elements of the German 72nd Infantry Regiment. He would have 7 x 4-6-7's led by 2 x 9-1's, 8-1 and an 8-0 with an HMG, MMG, 3 x LMG's and one Module of 80mm Mortar OBA for support. Dan's arty would be the 12th man in our game and seriously contribute to my demise.

















Dan's mortars would be Dan's best performing asset in the game!















Now on with the AAR!


 The Germans begin the scenario with all units HIP.  White circles indicate HIP German units that would soon reveal themselves as my forces made their way towards the village. My attack was heavy with 4-4-7's, and all my MG's on the left side. I was heavy with 4-2-6's on the right flank. The center was a mixture and led by 9-0 Commissar. My initial thinking was use the 4-2-6's on the right to draw fire, the boy in the center were the main attack group and the boys on the right were the heavy support and final assault group. It sounded nice when I thought it up.



 The scenario victory conditions, were straightforward. To win, my Russians would have to control all the stone buildings on Board 3. It seemed deceptively easy. 7 German squads...trying to cover three board widths.  But then again I was facing a master of defensive machine gun setups...








Yeah...it's like that with Dan and machine guns!!!
 As I began moving towards the village, the first sign of doom appeared in the mid-day sky. A single spotting round...a harbinger of doom!!!!



 Dan's HMG position revealed itself early on as it hammered away at me from 16 hexes away in the Church Steeple.

 Turn 1, my force was still in great shape and moving into position. The 4-2-6's were my biggest headache with their 3 MF's.

On the left, Dan had an 8-1 with a LMG holding the high ground. His first shot missed me.


 Despite the initial miss, it was clear that I moving into a potential kill box.


 In one of my few successes, my forces on the left were able to move into position to take out the hilltop LMG team.

 

 The first of the German arty began falling in the center, as my main group moved up to the village. Two more machine gun nests revealed themselves. An LMG in the village and the MMG on the right flank. Two fire lanes slowed me down and forced me to make some move corrections.



 Going into Turn 3, I was already hurting badly. Several squads were KIA'd and 9 more were broken and/or disrupted. I had not positioned an officer in that area to rally men. This would be a poor decision on my part...but given a 4 and 5 morale for most of the brokies...it might not have mattered much. The "2" ELR for my Russians was a killer throughout the scenario. I can't recall ever having so many disrupted squads on the field.

 My assault on the left flank German Machine Gun nest was successful, but in the process I broke an LMG and my MMG. I would go on to lose both after rolling "6"s for the repair. UGH...losing my MMG was a hard blow. Without it, I didn't have anything to fire back at Dan's HMG in the Steeple, which also housed his Arty Observer.


 Despite the various setbacks, my main thrust was setting up as planned. My ultimate goal was for my 9-0 Commissar to initiate a human wave assault once we cleared the hill.



 In the center, Dan's OBA rained on my human wave parade though as he targeted my Commissar. Meanwhile on the right flank, Dan malf'd his MMG, which gave my boys enough breathing room to move in for the kill.





Even 4-2-6's can be deadly if they get too close.
 Without his MMG, Dan's 9-1 on the right was in trouble.


 
After 3 turns, my forces were somewhat scattered. I had dealt with machine gun nests on both flanks, but that effort had taken force away from the main attack, which was being pummeled by Dan's OBA.



 My strongest force was back on the left in the hills. I had to carefully move them down from the hill without being shot down by Dan's HMG in the steeple. This would slow their descent markedly.







Dan's boys were watching my every move from the steeple.
 Back on the right, my boys managed to break the other German 9-1 and a 4-6-7 squad.

 They would become prisoners.


 In order to prepare my human wave assault, I had to begin massing my troops...and Dan's OBA was taking its toll on my boys.




 My Commissar...miraculously survived the OBA, which seemed to be tracking him across the battlefield. My Commissar would go on to be my hero of the game.



 With my forces depleted, I had little to throw at Dan, but on the right sent what I could.


 I began positioning for my strike on the Germans in T3.

 And just when I most needed a breather...Dan drew a Red Card and for a brief moment the Arty stopped.

But it came right back the following turn. UGH!!!!



 Even though I knew Dan's arty would hit me, I launched my human wave assault.





Dan's boys made ready to receive me.




 With a mighty charge we stormed across the road!



 Dan's Arty and machine guns ripped into my boys and staggered my assault. My 9-1 survived and went into CC with a German 2-4-7. My Commissar and his boys made it unscathed and went into CC with a 4-6-7.



 Dan and I would trade Close Combat victories. The bulk of my force was destroyed, but my Commissar had taken a victory location.





My best and final moment of the scenario.
With the conclusion of Turn 6, I gave the concession and congratulated Dan on another great game and win. My respect for Dan's effective use of his limited resources in this scenario and Hill 621 continues to grow. It's difficult for me to say what is the best avenue of approach for the Russians. With Dan's positions on the hill and in the steeple, there just isn't one single approach that will protect you from the incoming arty. 


Despite, my efforts, The Hedgehog of Piepsk felt very much like a replay of Hill 621. As always, my thanks to Dan for yet another great Saturday of ASL and on a solid victory.  







Dan's 9-1 in the steeple would receive his Knights Cross for repulsing the Soviet assault at Piepsk.











For our next scenario, Dan and I will stick with the classics and will be playing ASL Scenario B...The Tractor Works.  And I will be the Germans this time. So we shall see if my German is better than my Russian!

Already looking forward to it!

Our Saturday Game - ASL Scenario B - THE TRACTOR WORKS

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For our Saturday game, Dan Best and I turned once more to the Classics and selected ASL Scenario B - The Tractor Works. The last time I had played this scenario was in 1992, when I lost as the Russians. Historically, I have never won this scenario as either side. From ROAR and past experiences, the Russians really have an edge. But having lost as the Russians, I knew full well that it is very possible for the Germans to win this one. 



















Now, the previous two Classic Scenarios...Hill 621 and The Hedgehog of Piepsk had been ass-whippings on a pretty rough scale for me. You have those kinds of games in ASL. It's like losing 60-0 as Arkansas Central Academy in a football game against the Oklahoma Sooners.  And defeats like that can cause self-doubt to creep into your game. I have had similar periods in my ASL playing, where a certain fatalism entered my game play, because after so many back to back defeats, I just pretty much surrendered myself to whatever fate might bring. At one point in 1992, I lost 9 straight and again more recently in 2013-15 against Big Kansas, I only managed three victories to his 20 wins. And in two of my three wins, I very nearly lost them in the final turn. So suffice to say a crisis in ASL self-confidence is not an entirely new occurrence for me.

Like Wyatt Earp contemplating facing Johnny Ringo, sometimes you know you aren't the faster draw. 

ASL can be like that too at times. There are clearly those opponents that you know, you can't cope with. On the plus side, you learn from those games and you improve. For years, I played tennis on summer evenings with my next door neighbor in St. Louis. I sucked at tennis and he was a competent player. And he regularly beat me up and down the court each of those summer nights. But I got better and developed a decent game and I still have fond memories of our nightly games at Barnicle Park in Webster Groves, Missouri.

So going into our Saturday game, I was feeling a little unsure of myself. And let's us just say, that three hours later, I wouldn't feel any better!!!  So, the AAR which follows will be another of those that are cautionary tales of how not to play this scenario as the Germans. 

But hey it was Saturday afternoon and time to march into battle!

The Tractor Works is another of those scenarios that we all have fond memories of from both Squad Leader and Advanced Squad Leader days. The struggle to take the X3 Factory on Board 1 would train many a player on the nuances of urban fighting in ASL. Some of us would become better masters of this, than others.

The scenario is 8 turns long, which I have always thought a bit too long. I have rarely seen this scenario in SL or ASL go the distance. It is a bloody, toe to toe brawl with great leadership and lots of firepower. One of the SSR's requires that both sides roll to see who goes first. I would win and would become the Scenario Attacker. I was very fortunate to win, as I had gambled and set up to attack the X3 Factory on Turn 1. I had only Dummies facing Dan's horde of Soviets on the west side of the battlefield.

My force would consist of men of the German 389th Infantry Division. Overall, I would have 6 x 8-3-8's, 13 x 4-6-7's with an HMG, 3 x MMG's, 4 x LMG's, 2 Flamethrowers, 4 x DC's led by a 10-3, 10-2, 9-2, 9-1, 8-1 and 8-0. A very respectable force, although heavily outnumbered by the opposing Russians.








As the scenario Defender, Dan would command elements of the Russian 308th and 295th Rifle Divisions.  His force would consist of 12 x 4-4-7's, 26 x 5-2-7's with an HMG, 2 x MMG's, 7 x LMG's led by a 9-2, 9-1,  9-0 Commissar and an 8-0. Dan is an Ostfront Fanatic and loves to play the Russians and is extremely dangerous when he commands them. 



Dan's 4-4-7's would be in the X3 Factory, while the 26 x 5-2-7's would be coming to the rescue from the west.

Dan would have only 1 leader in the X3 Factory. Taking out the 9-2 would be critical. But by game end...he would be smiling and wearing two new medals!




Now a quick note about my Board 1. My Board 1 has been in continuous action since 1978 and long ago split down the middle. My restoration techniques were not quite adequate, so I have developed a nice hump down the middle of Row Q...so you will notice counter clinging desperately to the sides of their Q locations. Dan prefers the hardboards, so when playing Cardboard via SKYPE, it's important for both players to use the same boards. The cardstock versions of Board 1 are different and what is an open shot on the hardboard is not on the cardstock board and vice versa. 

 The Star indicates the Scenario objective...the Tractor Factory. The white lines show my Turn 1 projected attacks. What I didn't realize was that only one of the stacks facing me on the east side of the factory was real. I would lose one Flamethrower on a roll of 10 trying to burn out a stack of Dummy Counters. That was my first Prep-Fire of the game and a portend of the future.

C'mon guys...how many times have I told you not to waste the flammenwerfer stuff...!?!

Turn 1 - I Prepped my flame-throwers and my 10-3 Kill stack. I eliminated to stacks of Dummy Counters. Meanwhile I launched my other boys in a direct assault on the X3 factory. Two 3-3-8 Half-squads with DC's led the way. Neither one would make it. And once inside the factory, Dan's 9-2 (36 factor) Kill Stack erupted in a fire so intense that no one survived my initial entry into the factory.





36 Factor kill stack with 9-2 and then he keeps Rate...UGH!!!


 The residual fire marks the places where my boys fell...




I had made two colossal mistakes...just massive errors. My 10-3 was on upper-level. I forgot all about the staircase...so couldn't relocate in Advance Phase. And then my 10-2 Kill Stack had been marked with Opportunity Fire so I could take down the Russians I expected to be in Hex Y5...but they were Dummies. So my two most important stacks were rendered mission killed for Turn 1 support.

 So my phase of Turn 1 ended. I had eliminated some Dummy stacks...but at a cost of a few squads and a flamethrower. And I now had to prepare myself to receive Dan's friends from the west.

 As Dan prepared to move, I was able to lay down a critical fire lane, which did help slow down Dan's efforts in the center of the line.



 But Dan's boys did manage to move around the north and south flanks. My boys in T7 had done a good job...but would soon be eliminated after I went for a Final Protective Fire and promptly broke them.

 At the end of Turn 1, Dan was firmly in control of  the X3 Factory and was moving forward from the west.



 Turn 2...I was determined to keep trying to take the factory. Only my 10-2 stack didn't go for the factory. Instead I sent them to Y8 to defend against the oncoming horde of 5-2-7's.


 The SAN For both sides was 6, so snipers were plentiful. The German sniper would succeed in wounding the Russian 8-0. It was also at this time, that a 3-3-8 with a DC rolled snakes and went Fanatic and created a Hero. The Hero would go onto place a DC on the Russians in Y4.

Sadly, I would roll a 10 and do absolutely nothing to the Russians.

10's aren't always a good thing Billy Bob...

 The end of my part of Turn 2. I was in the Tractor Works...but Dan's Russians were going to put a serious hurting on me.

"Hans...where are the tractors???"

My Flamethrower boys knew they were going to get lit up...


 And so they did...as Dan's Prep Fire ended...you will notice their hex is now empty.

 Dan' made great progress on Turn 2 and had effectively trapped my boys on the first floor of the U2 Building. Meanwhile the Russian Sniper KIA'd my Hero.

Yep...insult to injury!!!


 Turn 3...hmmm...doesn't this scenario have 8 turns...oh yeah we already talked bout that. Uh...well...so on Turn 3, I doubled down on poor decisions and sent my 10-3 and 8-0 charging into the factory!!!

With predictably bad results...

 Russian firepower about to be unleashed...



"I just wanted you to let me in!!!"



At the end of the firing, only the 10-2 was left standing and he was pinned. 

So at that point, I offered the concession and congratulate Dan on another great win and a sweep of the Classics Trilogy. 

I had gone 0-3 and whiffed big time in our Classic Scenarios.

But as always, just playing ASL is a joy unto itself, win or lose.


and besides...there's always ice cream....




That's a wrap on the Tractor Factory. For our next game, Dan and I will break out some Lone Canuck goodness and wage war for the Casa Berardi!!!

See you next week!




Grumble Jones 2017 Halloween Scenario " The Heroes of Hollis" Background Story Part 1 (all fictional)

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Following the disaster at Kasserine Pass, US Army Intelligence conducted extensive interviews among the surviving US troops. Again and again, individual soldiers admitted to falling back under he initial German attack and finding themselves unable to re-enter the fight. Entire squads simply melted away from the point of contact and surrendered all initiative to the Germans. When investigated further, it was found that American first line leadership was not only lacking, but is some cases entirely absent from the front. 

In short, squad level commanders failed their men in the heat of battle. As a result, the American troops at Kasserine Pass were unable to rally and re-engage with the enemy. This in turn allowed the Germans to fully exploit their victory and rout the Americans from the battlefield. 

Since, the American Civil War, the need for officers to rally men to hold, advance or charge was universally understood. But somehow, the US Army of the 1930's and early 1940's was missing this key battlefield understanding. Jr. Officers were proving to be woefully unprepared to lead and keep their men in the fight after first contact with the enemy.

Following Kasserine, General Eisenhower tasked Omar Bradley with finding a solution. Bradley, in turn, looked to US Army Intelligence for ideas. US Army Intelligence suggested that Bradley confer with their premier expert on military games simulations....a man known simply as Professor Rollright.


Professor Rollright had long advocated the use of highly detailed wargames to stimulate and promote sound leadership principles for Jr. Officers prior to their first experience of combat. Bradley met with the Professor at secret military installation on the outskirts of Kansas City, Missouri. Nestled in a secluded valley surrounded on all sides by wooded hills, the area known simply as "Hollis" was the location for the US Army's newest Combat Leadership training facility.  

Professor Rollright, working together with the head of Army Game Simulations, Lt. General Hill, completed a comprehensive training program that introduced Jr. Officers to wargaming as a means of honing their battlefield leadership skills.

The Advanced Squad Leadership course was initially derided by long time US Officers and West Point Professors as a cardboard based folly. Generals like Patton felt only battlefield experience could achieve results. But Bradley trusted Professor Rollright and recognized that officers learning on the job often did so as the expense of their men's lives. Bradley embraced the idea that the bloodless losses of the sand table were preferable to the bloody losses of the sandy passes of Kasserine.

So, with Eisenhower's approval, Bradley gave Professor Rollright the greenlight to begin training all squad level US Officers using the Advanced Squad Leadership program. The results would be spectacular.




Young Officers funneled from Forts Riley, Benning and Leavenworth to be processed through the games simulation program at Hollis. The young officers first impressions were that they were going to have a bit of R n R in the secluded woods of Hollis. But the intensity of the games simulation were beyond anything they had imagined. Professor Rollright's program proved highly successful in two key areas of squad level leadership. The first of these was quick decisive action. Officers were programmed to quickly take in a tactical situation and act decisively as quickly as possible. Secondly, the officers learned the need to lead by example and to ensure the morale of the men under their command and ensure that they were engaged and kept engaged with the enemy. 

Bradley's instincts had been right. And in the Sicily and Italy Campaigns, the squad level leadership of American troops in combat was not only markedly improved, but so much so that the Germans had begun to take note.

The secret of Hollis had reached the eyes and ears of the Abwehr.












Admiral Canaris, head of the German Abwehr realizes that the Germans must find some way to counter the Hollis Program. With American units in the field already exhibiting more resilience in combat, something had to be done. But first, the Germans had to find the location of the Hollis Program.

Canaris gave the assignment to a special unit of the Wehrmacht. Over the course of several weeks, they successfully identified the location of the Hollis Program. Unfortunately, the Germans quickly realized that Kansas might as well have been on the moon. They had no assets capable of taking out the center.  Given this reality, Canaris squashed any further discussion and closed the Abwehr's file on any future operations against the Hollis Center.


At this stage of the war, Canaris had decided to work towards ending the Third Reich and saw no need to pursue anything against the Hollis Center. He gave strict orders that all documents related to the Hollis Center be destroyed, lest they fall into the hands of other German Intelligence Agencies.

But Canaris had made a grave error. The Wehrmacht staff, which he had entrusted to find the Hollis Center were perplexed by Abwehr Chief's stand down order. They therefore decided to find another sponsor for action against the Hollis Center. Within days, they would find themselves in the office of the Reichsfuehrer SS. And the Reichsfuehrer knew exactly what action to be taken to eliminate the Americans secret program at Hollis.

Meanwhile, the Allies continued to enjoy the successes of their new Squad Leadership training. On June 5th, 1944...General Eisenhower shares his dice rolling method for use in the Advanced Squad Leadership training simulations. "Always roll snake eyes boys...that's the way to ensure success!"


As the summer progressed, the best German spy in America, code-named "Büffel" was already in position.. Unknown, even to the Abwehr, Büffel had already penetrated the Hollis Center and simply awaited receipt of  his codeword for action: "Tot kommen". 

So it was as Fall 1944 began...a German Agent..code-named "Büffel" was already the Officer of Communications, Markus DeVries at the Hollis Center...and the fate of the Hollis Program would soon be determined. 



Stay tuned for Part II of the annual Halloween Scenario backstory...

Our Saturday Game - CASLO 2 The only Safe Place

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For our Saturday game, Dan and I tired something new. We broke out Scenario CASLO 2 The only Safe Place from Lone Canuck's Valour at Casa Berardi pack. Neither of us had had the opportunity to play anything from this pack, so we were both psyched to be playing on some new ground. After our recent trilogy of Classic Scenarios, it was a great change of pace to head to the Italian battlefields of December 1943. The battle, which followed was full of great and terrible ASL moments as Dan and I grappled for control of the Casa Berardi...which would indeed be "The only Safe Place" for my beleaguered Fallschirmjaegers!


Now a word about Dice...yes...Dice, we do have to admit sometimes, in this game that we love, that sometimes the Dice play too big a roll in creating the chaos for which ASL is both loved and hated. 

In our game this night, my opponent would suffer from a large number of Boxcars, which would result in KIA's, ELR's, a host of broken armaments and in general a feeling that German saboteurs had infiltrated his ranks.

On the other side of the dice tower, my rolls were completely out of character. I rolled "3's" like a big dog and these would come at the moments where they could do the most harm to Dan's Canadians. Even the Sniper Checks went my way and Dan would lose his 9-2 and have his 8-1 wounded. With only two officers in his OOB, this would be a huge handicap for his assault. 

But Dan's Canadians were never out of the fight until the very end, despite all the bad luck the dice threw at them. So kudos to George Kelln for another well constructed scenario. Dan and I both felt like this was a great scenario and I for one think it would be a nice Tournament Level Scenario.

George's map for this scenario pack is fairly compact and easy to work with. So again, I think this would work just fine as a Tournament scenario. The map size is just the right size to be used in a tournament setting as well. So...that's it for my plugging this as a future tournament scenario!!!










As the Germans, I would be the scenario defender. I would command elements of the 3. Fallschirmjaeger-Regiment with 3 x 5-4-8's, 2 x 2-3-8's, led by an 8-1 and 7-0 with 2 x MMG's, and an 81 MTR for support. Reinforcements would be available by SSR either on Turns 2, 3, or 4. This would consist of one 120mm OBA Fire Mission to a pre-designated hex and 2 MKIV's with an 8-1 Armor Leader. Not a huge force, but just enough for the mission at hand. The Germans would have to hold the N6 Building location in order to win.


As the Scenario attacker, my good friend, Dan Best would be commanding elements of C Company, Royal 22nd Regiment (Vandoos), 3rd Infantry Brigade supported by C Squadron, 11th Armored (The Ontario). His force would consist of 8 x 4-5-7's, led by a 9-2 and an 8-1 with an LMG, a Piat, and 2 51 Mortars. C Squadron would consist of 3 x Sherman Tanks with a 9-1 Armor Leader. 

Dan's force would be numerically strong, but the lack of machine guns would definitely limit their long range reach in this scenario. The Armor reinforcements would not arrive until Turn 3, so the Canadian infantry would bear the burden of the initial attack on my Germans.











Grumble Jones staff photographers would be imbedded with the German Fallschirmjaegers for this scenario.

With such a limited force, I went ahead and deployed one of my 5-4-8's. A little risky, because due to SSR if a 2-3-8 broke over its ELR it would be disrupted. Thankfully, that never occurred during the game. I was heavy to the south and used K11 as my strongpoint to lay down a fire lane to the north. My 8-1 was on the second floor of the Casa Berardi to reveal the Canadians as they moved forward and to interdict any movement across the open ground to the north. My 81 Mortar was the only asset defending the North with the assistance of a 5-4-8, whose real mission was to hold off the tanks when Dan's Shermans made their charge for the N7 location.



 Dan's Canadians the Vandoos make their way onto the field.


Fortunately for me, Dan's advance went towards my strongest positions. My first D-Fire took out a half-squad and managed to Pin and break the boys with the Canadian 9-2. My initial die rolls were very good.


As I racked up the "3's", I would trigger Dan's Sniper repeatedly. They would eliminate a Dummy stack and then later hit my Sniper and reduce my SAN to 2.


 Mortars would play a big role on both sides. My 81 Mortar would deal death on the advancing Canadians in the first two turns.

My gamble of putting only the 81 Mortar to cover the north paid off.

Dan's mortars would lay some much needed smoke, but then one would MALF and go on to be lost. Boxcars would continue to plague Dan as he would go on to break his LMG twice and then both machine guns on one of his tanks.




 Dan's Vandoos continued their advance and came right at me. The shell holes on this map were very much appreciated. Both Dan and I made great use of them.

 Going into Turn 3, I had been very fortunate to fall back to the M10 and O11 Buildings. The Casa Berardi was showing it's worth.



 Dan's 9-2 had suffered with two Pins and he was finally able to rejoin his boys at the front. His modifier could make all the difference in the fight for the Casa Berardi.



 I was not immune from rolling boxcars. I would go on to MALF my 81mm Mortar and would not be able to repair it. The northern approach was now open.

 Turn 3 - C Squadron of the of the 11th Armored (The Ontario) come charging into the battle.

Dan's first Sherman would go for the gold and entered the debris in front of my concealed 5-4-8. He would roll the bog check and bog. 

 As the Canadian phase of Turn 3, ended, things were definitely looking very pro-Canadian. My boys had routed to safety in the Casa Berardi. My 8-1 would be busy trying to rally my Paras.

"Lauf Maenner!!!"


 Then came one of the game changing moments...
The German sniper would find Dan's 9-2 and KIA him.
Once again, the Sniper plays a significant role in the game. And how many of my AAR's has this been true...never take the Sniper for granted.

Just as Dan's 9-2 fell to a sniper's bullet, my 5-4-8 in the north popped up from behind the stone wall...rolled for a Faust...a 4 no Faust...rolls again..a 1...fires...a hit...the first Sherman becomes a burning wreck.
 Next, my 7-0 advanced against the Sherman facing the Casa Berardi. In Advancing Fire, he would pull out a Panzerfaust and destroy another Sherman tank.

Just like that the momentum swung again to my Fallschirmjaeger.

 In front of the Casa Berardi, the fire from my Paras would break everyone in the N12 hex. But I would subsequent fire on them and Dan's broken 4-5-7 would roll snakes! They would rally, battle harden to a 4-5-8 and then create a hero!!! Oh no...But, I would manage to Pin them with Final Protective Fire from my boys on the ground floor. Dan would elect to self-break them and rout the 4-5-8 back to M12. The Hero tightened his chin strap, grabbed a grenade and went into close combat!!!



 Before the phase had ended, my 5-4-8 in the north would destroy the last of the Sherman tanks with another dead on Panzerfaust shot. All three Shermans had been reduced to burning wrecks by Panzerfausts. 

As the Shermans burned, Dan sent a 2-4-7 into close combat with my 7-0 and his Hero went into CC with my 2-3-8 on the ground floor of the Casa Berardi.


 I always dread Close Combats against Dan. He has a knack for getting the ambush. And indeed his Hero would get the ambush and KIA my 2-3-8 and destroy the MMG. He would then infiltrate up to the 1st level and DM my brokies on second floor. Just a great ASL move by Dan.


 




The close combat against my 7-0 would not go as well. My 7-0 would win the battle. He would put in a remarkable performance by knocking out a Sherman tank with a Panzerfaust and eliminating a Canadian half-squad in close combat.






 On Turn 4, I finally got my arty and my Panzer Mark IV's. With the arrival of the tanks, I would have firm control of the N7 victory location.



 All that remained was the combat in the Casa Berardi. My brokies on Level 2 would be eliminated for failure to rout. In the Advance Phase, my 8-1 led the 2-3-8 into Close Combat with the Hero. This time, the Hero would go down in the fight. The Germans would regain undisputed control of the Casa Berardi.



As Turn 4 ended, Dan offered the concession. With the arrival of both the German OBA and Armor, there was virtually no chance, Dan's remaining Canadian squads would be able to achieve the scenario objective. So the concession was given and my Fallschirmjaeger would have the victory.

The Casa Berardi cellars were well stocked with some excellent Italian Vino. 


So Dan and I had completed our first scenario from the Valour at Casa Berardi Pack. We both enjoyed this scenario and look forward to playing the other scenario in this excellent pack. As always, my thanks to Dan for another great Saturday of ASL. 


Dan and I will be taking a break next weekend as I spend time with family next weekend.

Then the following Saturday, Dan and I will be playing face to face at the Hollis Renewal Center as the Kansas City ASL Group conducts their Columbus Day weekend ASL Retreat.


See you again in two weeks!

Part II Scenario Background for the Annual Halloween Scenario The Heroes of Hollis (all fictional)

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The German Agent..code-named "Büffel" aka...the Officer of Communications, Markus DeVries at the Hollis Center had successfully passed on the secrets of the American's Advanced Squad Leadership Games Program to the German OKW. And the OKW had put the intormation to good use.

In classrooms throughout Germany, new officer candidates were spending time at the sand tables to learn the same tactical secrets as their American counterparts at Hollis.

But it was too little too late for the German's. Time was running out. As September 1944 turned to October, the Germans began to plan a final gamble into the Ardennes. The planned attack would depend on American units breaking apart upon the initial assault...otherwise the German time table for reaching the Meuse River might be irretrievably altered. 

So, it was at a late nigh meeting in Kansas City, that the Büffel was given orders to destroy the Hollis Center and it's teachers. The Büffel was incredulous...just how was he to do this and from whom had these orders originated. His handler assured him that the orders came from the very top and that the Büffel would be utilizing a highly secret weapon to destroy the Hollis Center.

The question of how to eliminate the American Hollis Program was discussed in late September 1944 near Zossen. The German communication center for the OKW had a secret Funker Division that had been engaged in secret experiments with a frequency that had been discovered in Cairo by the German Occult Archaeology Division. Tasked with finding religious artifacts, the German Occult agents had stumbled upon secret Egyptian texts that spoke of a radio frequency with the power to raise the dead...



Spirited from Cairo by German agents, before he could be killed by British SAS agents, Egyptian Doctor Al Gazzar. 

Working with the German Funker units at Zossen, the Doctor had succeeded in replicating the radio signal found in ancient Egyptian Texts.

While, more traditional Wehrmacht officers scoffed at the lunacy of the project...others...notably those officers of the Waffen SS had embraced the doctor's ideas and were determined to test it and unleash it in the heartland of America.


The plan to be implemented was code-named "Die laufenden Toten". Instructions would be sent to the The Büffel to implement the plan and ensure the destruction of the Hollis Program and its instructors. 

The attack would be launched on Halloween night, when the Hollis Center would be empty of trainees and the instructors would be relaxed and unprepared for an attack. But just who would attack the Hollis Program. The gathered German officers could not imagine what assets would be availble to the The Büffel  to carry out his orders. He could not possibly carry out the destruction by himself. 

The senior German officer informed the gathered officers that it just so happened that a train loaded with German POW's ran every other evening as German POW's were processed at Fort Leavenworth and then sent south to camps in the southern United States. The trains normally carried up to 200 German POW's. 

And captured American train time tables showed that near midnight on Halloween, 1944, one of these trains would pass only yards from the Hollis Program. "But how were these prisoners going to aid The Büffel" asked the other officers. The response left them aghast and a darkness settled over the proceedings. A darkness that grew as the plans were revealed to them. 

The unsuspecting POW's...fellow Germans were to be killed as The Büffel derailed the train. Shocked gasps and shaking heads registered throughout the meeting room. "How could such a thing be contemplated...killing our own comrades...who had we become..." muttered several officers.

A stern look from the Senior German officer was rebuke enough and he calmly...icily said..."These men took oaths to fight and die for the Reich. Since they did not fight to the death for the Reich...they can now fight in death for the Reich...any other questions gentlemen...

Silenced by the words, they other officers remained silent as the full plan was revealed. The Büffel  would blow up the train with the POW's The dead POW's would then be raised from the dead and drawn to the Hollis Center by The Büffel  as he transmitted the frequency discovered by Doctor Al Gazzar.



The Funker Team at Zossen had proven that the frequency when transmitted would cause the recently deceased to rise again and move towards the source of the transmission. The dead had proven to be enraged by the transmission and could not be controlled and were only successfully stopped when the transmission ended...at which time...they collapsed and returned to a dead state. Further experiments proved that the frequency only affected those who had died within a very short time, usually less than an hour.  After being sworn to secrecy, the meeting was adjourned and the final orders were transmitted to The Büffel. 

Operation "Die laufenden Toten" was live...and what horrors were set to befall the Hollis Program and its instructors...what would become of them and the future of the Advanced Squad Leadership Program??? 

But the German plan had one fatal flaw...the Funker's at Zossen did not fully understand all the things that occurred with Doctor Al Gazzar's ancient Egyptian radio frequency...and that fatal misunderstanding would bring saviors to Hollis...and perhaps save the Advanced Squad Leadership Program...


Stay tuned for Part 3 of the annual Halloween Scenario backstory for the Heroes of Hollis for which will include the scenario and the tongue in cheek conclusion of how some friends of our wonderful hobby help save it on that dark Halloween night in 1944...

...and may you roll low and rally well...eh...

Our Saturday-Sunday games! Blazin' Chariots and Lunch in Luga

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As the ASL Oktoberfest was in full swing in Ohio, I was headed west to Kansas City to spend a weekend of ASL with my friends at the Kanas City ASL Club. The drive from Quincy, IL to KC is a nice straight shot across the top of Missouri. 4 hours and I found myself once again at the Hollis Renewal Center. Packed in my bags for the weekend was my just arrived copy of ASL Action Pack 13. By the end of the weekend, I would have played my first game from this excellent pack.

Upon arriving, Dan Best and I sat down to a game of ASL Scenario 35 Blazin' Chariots. Like many of the classic scenarios, it had been a long time since I had played this one. We rolled for sides and I would be the Germans of Panzer Regiment 5 with 2 x 75* MKIV's, 2 x MKIII H's, 3 x MKIII G's, and 2 x MKII F's with a 9-1 and an 8-1 armor leader. 

I would have 9 tanks to face off against Dan's 12 x Stuart 1(a)'s of the British 5th Battalion, Royal Tank Regiment. I liked my odds, but as the scenario progressed, I would come to respect the 37LL Gun of the Stuarts...especially after it made short work of my Panzers.



 Now, truth be told, I only took a couple pictures of this scenario. I had not actually expected to blog about this particular scenario. Hey...everybody needs a break...right... But there's nothing wrong with a mini-blog either. I set up my Germans in a nice line across the map. Dan had a schwerpunkt that ran up the left side of the map. I was initially very lucky and knocked out 5 of Dan's Stuarts in short order. 

As we went into Turn 2, I'll admit it, I was feeling a little bit cocky. I had a line on the left and I sent my Panzers on the right into motion to hit the remaining Stuarts in the flank. Oh what a nice little plan I had...too bad it didn't work.

The last shot I took shows the that my line on the left had been eliminated and Dan's Stuarts had moved right into my right hook and by game end, every German Panzer was as smoldering hulk on the desert floor. I shook hands and congratulated Dan on a nice come back victory. He was master of the Sahara!



Following a Saturday evening play testing some new scenarios for the next March Madness Scenario Pack, Dan and I resumed our battle on Sunday morning. We decided to play a scenario from AP13 that used the new boards 78 and 79. ASL Scenario AP124 Lunch in Luga was the perfect choice.

Dan and I rolled for sides and I got the Russians and would be the scenario defender. Lunch in Luga is the first scenario I can remember playing with three river bridges. My Russians would consist of the 41st Rifle Corps with 3 x 5-2-7's, 9 x 4-4-7's, a 2-3-7 led by a 9-1, 8-1 and 7-0 with an HMG, MMG, 2 x LMG's and 2 x DC's for support. By SSR, my Russians could fortify up to 6 Building locations. I would choose to fortify the ground and first floor of three building across from the middle and northernmost bridge. I planned to DC the southernmost and middle bridge. I hoped to have to defend only one of the bridges.

As the scenario attacker, Dan would command elements of Battaillon III, Polizei-Schuetzen-Regiment 2, SS-Polizei-Division 4. He would have an 8-3-8, 4 x 5-4-8's, and 11 x 4-6-8's led by a 10-2, 9-1 and 2 x 8-0's with an HMG, 2 x MMG's, 3 x LMG's, a Flamethrower, and 2 x DC's for support.

Additionally, Dan would have 100mm OBA to rain death on my boys.






 My plan as stated earlier, was to immediately blow two bridges and focus my defense on holding just one. Most of the victory location buildings were behind my side of the river. Dan needed to get into my backfield and start collecting buildings if he was going to have a change at winning the scenario.

 Dan's assaulting force would come in on the southeast corner and his support teams would scale the hill and get into position to cover his assaults on the bridges.

 One of my early gaffs was forgetting that my Russians could set up already entrenched. So I rolled for it on Turn 1 and was able to get both units entrenched in my forward delaying line.  This little line of 2 x 4-4-7's and the 2-3-7 would prove to be a crucial element of my defense and contribute to the Russian win in a surprising way.

 Dan's OBA would quickly come into play. Fortunately, my fortified buildings would protect me from harm for most of the scenario.



 When my phase of Turn 1 came, I quickly set my DC on the northernmost bridge. I would be successful and destroy all four spans in an epic bridge destruction. My middle bridge attempt would not work out. I tried twice to set it...but ultimately failed and would therefore have to defend two bridges.

 Dan's Landsers put a full court press on my delaying line. They would inflict some casualties on Dan's boys, but would ultimately fall to the German assault. But in the process, Dan would turn to his flamethrower to burn my boys out of the stone building. He would roll snake eyes and set the building ablaze and would in turn lose the best location to support his planned assault across the bridge there.



 Meanwhile at the middle bridge, Dan's OBA ensured that my 5-2-7 there would not get another attempt to destroy the bridge.

 As the game progressed, Dan's 10-2 began to move off the hill towards the center bridge. Unfortunately for Dan, my 9-1 with the HMG had a clear shot and managed to break the 10-2 and then fire from my MMG inflicted additional losses on the death star stack.



 Despite the various setbacks, Dan would acquire some VC by taking control of multi-hex buildings.

 Dan contemplates his next move.


 Dan would make repeated attempts to cross the bridges, but my fortified positions managed to repel them. Dan's flamethrower would attract lots of attention and generally meant death for any German unit to acquire it.

 As his attack on the southernmost bridge met strong resistance, Dan tried to move to the north to hit the center bridge. But my units across the river succeeded in inflicting casualties as Dan's men moved.



 At this point, Dan switched his arty to smoke and hit the middle bridge. This was a great move, but I had to remind Dan to keep his hand clear of the incoming arty.


 Dan's boys attacked both the southernmost and middle bridges. But Russian fire would prove too intense. However, one German Hero would cross the southernmost bridge and it would take nearly all of my Defensive Fire to take him down.



 As Dan's assault on the southernmost bridge was repulsed, Dan made better progress on the middle bridge.

 Dan's final assault on the middle bridge would be intense, but the Russian fire directed at both ends of the bridge managed to stagger the assault.

A last look at the battle, which wen the full 8 turns. Dan would offer the concession as his phase of Turn 8 came to an end. 

My Russians would have the win and I would enjoy one of my rare victories as the Russians. Lunch at Luga proved to be a great scenario.

So that's a wrap! Stay tuned for Grumble Jones Post #500, which will have the October Halloween Scenario!!!

500th POST and 50th Grumble Jones Scenario-All on Friday the 13th!!!

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It's finally time for the third installment of the Backstory for GJ050 - The Heroes of Hollis or how Jeff and Dave saved ASL for future generations.

We pick up the story after The Büffel received his orders to destroy the Hollis Center and its instructors.












Under cover of darkness, The Büffel  heads to the railroad tracks near the Hollis center and sets the demolition charges which will derail the train and ensure the deaths of all the German POW's onboard. They were to become the undead army needed to destroy the Hollis Center.





After setting the charges,  The Büffel  returns to the Hollis Center to prepare for the radio transmission.










Near midnight on Halloween night...a POW train hurtles down the track headed to POW camps in Arkansas and Oklahoma. But it's destination would be forever altered...




A mighty explosion would destroy the train and its unsuspecting occupants.






A hellish fate awaited them.


Back at the Hollis Center....The Büffel begins transmitting the ancient Egyptian radio frequency.






As the signal reaches the train wreck...the recently living once again rise up and head for the source of the signal filled with an undying rage.



But something unexpected had also occurred and it would alter the German plans irretrievably...

Flash forward to suburban Chicago as two ASL players leave Chicago on the way to the March Madness ASL Tournament at the Hollis Center in Kansas City. Jeff and Dave are on the road...after many hours, they begin the drive into the little valley of Hollis. Dave is driving as Jeff changes the radio station. As his hits a certain frequency...a bright light flashes and Jeff and Dave find themselves transported to Halloween night 1944.




Jeff and Dave are unsure of what has happened...but they quickly see zombies coming out of the woods and decide they must act quickly to warn the inhabitants of Hollis of the impending danger!!!


Dave and Jeff sound the alarm and the Heroes of Hollis rush to defend the center and repel the zombie horde...and to find the source of the strange humming sound coming from one of the buildings.


A furious battle ensues, but ultimately, the Heroes of Hollis are able to hold off the zombies and locate the radio transmitting it dark signal.

But before they can disable the radio one of their number reveals himself to be a German agent.





The Büffel reveals himself in a desperate attempt to stop the Heroes of Hollis...but he brought down and eliminated.

With The Büffel gone, the Heroes of Hollis successfully turn of the radio.

And in an instant the zombies collapse and Jeff and Dave vanish. The Hollis center had been saved.




As soon as the radio was disabled...Dave and Jeff found themselves once more in 2018 and sitting in front of the lodge at Hollis. They looked at one another and wondered what had just happened. Both agreed that it must have been something they drank. So they grabbed their kit and plunged into a weekend of ASL!!!

Following the unsuccessful attack on Hollis, General Patton himself directed that the program be moved to a safer location in Maryland. The Advanced Squad Leadership Program was too valuable to risk every again.

Here now is the scenario GJ050 - The Heroes of Hollis. My thanks to the Kansas City ASL Group and to the 2 Half-Squads for agreeing to be part of this year's annual Halloween Scenario. May it bring some fun to your gaming day.



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 AP122 Mechanized Sacrifice

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For our Saturday game, Dan Best and I selected another of the new scenarios from the Action Pack 13. Our selection would be AP122 Mechanized Sacrifice (designed by Bill Sisler) . We don't often play armor only scenarios, so it was a nice change of pace. And this one involves a lot of early war armor, which often means a lot of wrecks before the game ends!

We rolled for sides and Dan would be the Russians and I would have the Germans. My force would be elements of the 14th Panzer Division. I would have 2 x MKII's, an SPW 250 with 37L, and SPW 250 with LMG, and the ubiquitous PSW 222 Armored Car. A 2-47 with an ATR and 8-0 for leadership would round out my initial entry force.  On Turn 3 I would get 4 x 50 MKIII's. 

My Germans would enter second after Dan's Russians entered the game first.



Dan's Russians would be elements of the 19th Tank Division, 22nd Mechanized Corps. Dan's entire force would enter at game start. He would have 8 x T-26's, 2 BA-6's and 2 x BA-20 armored cars. 12 x 45L Guns would be a tough force to contend with. 

Dan's forces would only have the half their movement on Turn 1. This would severely handicap the T-26's as they entered the map.

The victory conditions were simple, the Russians would win immediately by exiting 5 or more AFV's. And this number would drop by 1 for every 2 German AFV's knocked out.



 Despite having numerical superiority in this scenario, Dan's forces had to contend with some difficult terrain, which ultimately would funnel them into the sights of waiting German guns.

 The armored cars jumped out in front as the T-26's trundled along behind. Platoon movement would also add to Dan's logistic woes as he moved his force towards the exit.


 I had a limited force to begin the scenario and knew I had to place them in optimal positions or risk having Dan's forces blow right by them.





 In the north I sent a MKII and the SPW 37L to cover the hill, while my PSW 222 Armored Car took a hull down position in the center. On the south, I placed a MKII and the other SPW 250 on the elevated road to control both the center and south. And lastly, my 2-4-7 and ATR took up position in the house on the south to act as last line of defense.



 Dan's armored cars drew first blood and succeeded in stunning my MG SPW. It would not contribute the rest of the scenario.


 Dan's armored cars would be the focus of my primary defensive fire. My 20L's would prove to be just strong enough to deal with these.

 Turn 2 - Dan's forces made a strong move towards the center.

With my forces in position, I simply had to wait and watch to see what Dan's Russians would do. He had 4 of T-26's moving on the hill and two armored cars headed south. Dan was definitely going to try and stretch my defenses along the entire front.



In the center things really heated up. Dan's BA-20's drove up onto the elevated road and both were destroyed. Then in an amazing sequence of shots, my PSW 222 went on a rate tear and would destroy two more Armored Cars and one T-26. Dan managed to take out my SPW with the 37L, but my PSW 222's performance would be the best of the game.



 Black circles indicate the AFV's lost in Turn 2.



Turn 3, my reinforcements arrived. I planned to send two of the MKIII's south and two to the north. With the Russians caught in the middle, I felt confident that my 4 x MKIII's would secure the defense and prevent any Russian AFV's from exiting the board.



 Dan's Russians returned fire on my units in the center, but couldn't get the kills needed. My PSW 222 would gain a 4th kill and my MKII on the elevated road would contribute another kill.



 My MKIII's quickly moved into position. 

 With a cry of "Hold my Beer and watch this!!!" Dan launched his boys at me full tilt. He was looking to blow past my line with as many of his AFV's as possible.







 Dan's rush on my southern line would be stopped cold.

 In the center, only one Russian T-26 with a MALF'd MA would make it through the gauntlet of German fire. It would fall victim to one of my Panzer MKIII's that was covering that part of the battlefield in the next turn.



 In the north, it looked like Dan's forces might succeed in exiting the board. I quickly sent my forces to intercept.

 Dan and I battled it out on the hill. In the far north, my Panzers were registering multiple hits on the T-26's, but I couldn't roll a kill as my shots bounced again and again.


 Caught in the crossfire, Dan's lead T-26 in the north was finally shocked. At this point in the game, Dan had less than 5 AFV's left to try and exit. As a result, the Russians couldn't meet the victory requirements.



As we wrapped up Turn 5, Dan gave the concession. The Russians were down to just three AFV's and all of them were confronting German Panzers from the front and rear.

In the post-game review, Dan and I both liked this scenario, but also agreed that the Russians have a tough time due to terrain constraints, which definitely allowed the Germans to make the most of their smaller force. Dan's Russians also spent valuable time trading shots with the German Panzers, which we agreed in hindsight slowed down the Russian assault. Most of the hits sustained on the Russian tanks occurred after they had stopped to trade fire.  But again we both agreed it was a great scenario.

My thanks as always to Dan for another awesome Saturday night of ASL.

Saturday night Cardboard via SKYPE ASL!!!



See you next Saturday as we clash once more in AP131 Crickets in Spring!

Our Saturday Game - ASL Scenario AP131 Crickets in Spring

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For our Saturday game, Dan and I selected another from the new AP13 Pack - ASL Scenario AP131 Crickets in Spring (designed by Bill Sisler). This scenario takes place in March of 1945 as the Germans are engaged in the ill-conceived counter-offensive in Hungary. I've always wondered about the sanity of sending the last armored reserves available to the Third Reich into Hungary rather than into the Polish Plains, where they could have been used to hold off the Soviets' advance into Germany and perhaps reconnect with the Kurland Pocket. 

This particular scenario would encompass the actions around Aranyos-Puszta, Hungary on March 7th, 1945. 

The EC would be Mud with no wind and Mist. While the Mist would have relatively little impact on our game play, the mud would be a constant impediment to movement.

All the roads would be paved and would of course be the primary route to be taken by both the German and the Soviet armor.

This would be an advantage for the Russian player as the road network is very extensive in the Russian setup area. The Germans only have one road from Board 11 into Board 64.  This would naturally funnel most of the German forces onto that one road. 

As always, we rolled for sides and I wound up with the Russians and would be the scenario defender. I would command elements of the Soviet 26th Army. 

My initial setup would consist of 6 x 4-4-7's, lead by a 9-1 and 8-0 with an HMG, MMG, and 3 x 76L ARTY's for support. Honestly not a stellar force to cover a wide front and trying to stop SS Grenadiers. I definitely didn't like my odds right out of the gate. I would get some substantial reinforcements on Turn 2 in the form of 6 x T-34/85's with 6 x 6-2-8's with 2 x LMG's led by a 9-2. OK...I felt a little better....6 x T-34/85's...that's pretty sweet!

As the scenario attacker Dan would have the burden of slogging through the mud and achieving more VP and CVP than the Russians. Each multi-hex building would be worth 2 VP's in addition to all other normally earned CVP. We identified 17 buildings, so the Russians would begin the game with 34 VP.  Turn 1 would be my high water mark!!! 

Dan would command the veterans of the SS-Panzergrenadier-Regiment 26, of the 12SS Panzer Division. These boys had fought hard in the Normandy and Ardennes campaigns before finding themselves once more at the forefront of a German offensive in the muddy Hungarian Spring. Of course, the quality of this division would be suspect given the devastating losses which it suffered in Normandy. It's performance in the Ardennes was mediocre at best and would reflect the large number of replacements fed into the Division. But in this scenario Dan's boys would hard hitting 6-5-8's.
Dan's force would consist of 9 x 6-5-8's, with an MMG, 2 x LMG's and led by a 9-1 and 8-0. This group would set up on Board 11. Immediately on Turn 1, this force would be reinforced by 3 x Panthers, 3 x SPW251's with 3 x 6-5-8's led by a 10-2 with an LMG and another SPW251 with 37L Gun in support. Yikes 12 x 6-5-8's with armor galore going against 6 x 4-4-7's. UGH...not good. And wait..there's more!!! The Germans would get additional reinforcements on Turn 4 in the form of 3 x SIG 38T's with 150* guns...just in case I gave the Germans any headaches that needed to be addressed.



 I elected to go with an upfront defense with all three 76L ARTY's up front to shred the SS Grenadiers. I would get very lucky with my first two placements as they were in the attack zone chosen by Dan. My third one would be mission killed until near the end of the game, when Dan went after it with a halftrack. 


 Dan's Panthers and halftracks selected separate entrance roads, but they all end up in the same area.








Dan's plan was to schwerpunkt my left flank and then roll into the center of the village from there.






 My 76L ARTY's caught him by surprise and I managed to break some folks and Dan's "12" on an MC for a half-squad KIA'd them. I had gotten 1 CVP and it would be all I would get for quite some time.




Revealing my 76L ARTY's as I fired away at Dan's infantry gave his Panthers all the intel they needed to breath easier and move forward.

           "Your welcome...."
 In Advancing Fire, Dan went after the crew of one my 76L ARTY's. I rolled a "12" on the MC and said goodbye to my crew.


The road was now open!


 My other 76L ARTY on the far left was destroyed in Close Combat. My upfront defense was proving to be a poor idea.

"Hmmm...the Force was weak with this crew I see..."

 Next up my dice conspired to injure me. I rolled a snakes...which caused my firing team to cower and then it activated the German Sniper, who promptly shot my 9-1 in the head. 




 But my dice weren't done with me. My 4-4-7 would boxcar the Leader Loss MC and become a DM'd 2-2-6. Oh JOY...!!! In one fell swoop at the hands of my own dice, my strongest position was all but eliminated.



 As my luck drained like sand in an hourglass, Dan's was rising like the incoming tide. He managed to create a Fanatic Half-Squad and Hero with his snake eyes.


 I would pin the fanatic SS half-squad, but the Hero was still coming at me..even though I wounded him. He was one tough Hombre!

On Turn 2 - Dan's Panthers would move into blocking positions in anticipation of my Turn 2 reinforcements.



 With my upfront defense shattered, I wasn't sure of where best to send my T-34/85's. I knew full well that they couldn't go toe to toe with the Panthers, but I had to find a way to create some sort of defense....I know...duh...



 On the far left, I sent one T-34/85 to go after some soft skin AFV's loaded with Grenadiers. As it was in motion, I felt it gave me a good chance. I would ultimately be wrong.



 Dan had done very well in just turn turns and in moving through all the mud too. No one bogged, so he was in great shape as we headed to Turn 3.




 In the center, I had one 4-4-7 that refused to go down easily. Dan sent in his wounded hero in Close Combat and won the ambush. Neither of us got our roll and so Melee raged and one German took on my 10 Russian Riflemen. 

 By Turn 3, I was in real trouble. Dan was racking up VP and CVP like a big dog. I still only had added 1 to my total at the start. And I was beginning to lose buildings. 


At least my reserves were on the board!



 On the far left, my T-34/85 came under attack. Inside the Half-track, Dan's boys fumbled around for a Panzerfaust, but rolled  a "6" and pinned themselves. This would happed three more times to Dan and he would not find a single Panzerfaust during the entire scenario. Looks like some of his Grenadiers had been extras in the movie -- "FURY".

"What these...nah...these are just props..."





Fortunately for Dan...he didn't need no stinkin' panzerfausts...


 As Dan's VP count began to exceed mine, his blood got up and he sent his half-tracks on some perilous missions! My mission killed 76L ARTY found new life as Dan charged an SPW251 in overrun attempt. I fired and missed...and next thing I know the half-track is overrunning my gun. But Dan had to roll for ESB in order to do it...and promptly immobilized in my hex.



On the right flank, I lost a duel with another of Dan's Panthers.


Back on the left and center left, things were going decidedly Dan's way. I had lost control of all the VC building locations and my only 4-4-7 was locked in Melee with a wounded German hero...oh the indignity of it all. Dan would fire into the Melee and break my 4-4-7...and of course the wounded Hero would finish them off as they tried to flee.

 The second of Dan's suicide squad half-tracks barreled past my 76L ARTY...it was preoccupied...and zoomed after the flank of my T-34/85's. It's 37L popped off a shot to announce it's presence!


My next move was to try and get my forces into blocking positions to hang on to my current buildings. But it would be to no avail. I thought about challenging one of the Panthers...but quickly thought better of it and kept on moving out of sight.

Thank goodness it missed...


 Dan's grip on victory was tightening with each phase...



 Then Dan's 10-2 decided to make a dash to Q10 and another VP Building. I squeezed off some shots and forced an MC...Dan rolled Snakes!!!  And his 10-2 became a Heroic 10-3. OH GOOD GRIEF!!! This is whey we love ASL!!!

"ANGREIF!!!"


 At this point in the game, Dan had surpassed my VP count and it looked very doubtful that I could push back enough to recapture buildings. It was getting very bleak for my Russians.


 But Dan wasn't done with me yet. He pressed the attack and sent his Panthers on the hunt for my cowering T-34/85's.



 At this stage of the game, Dan had moved without bogging anyone. And then suddenly, an SPW251 bogged as it tried to pick up some Grenadiers.

Dan's center Panther came down to support the Heroic 10-3. I fired away...but would only end up Shocking the Panther (it would fix itself in the final Rally Phase). 

Yep...I couldn't get through that thick Krupp Steel.


 Dan's Panther on the left came rolling to clean up things on the left. 

My boys fired...and SNAKE EYES!!!



Well...a last bit of luck for my hard-pressed Russians!


 Meanwhile in the center, Dan's 10-3 would end up in Melee with my my boys after reducing them to a 3-2-8. I would fire into the Melee and break the 6-5-8 with Dan's Heroic 10-3. It would not matter, he would wipe out the half-squad all by himself in the next Close Combat Phase.





"Yeah...I remember this one scenario... I had to go into Close Combat all by myself...it was no biggie...nothing could stand up to my -4 DRM. It was epic!"

"Sounds cool..."


 My last gasp on the right was to send a T-34/85 to hit the rear of the last of Dan's Panthers. It would not result in anything before the game ended with my concession.




I had been manning the Concession Stand since about the end of Turn 3. So as we headed into Turn 5, I gave Dan the concession. His boys were clearly in control of the situation and he had earned a hard-fought victory.



A last look at a great scenario. We really enjoyed this one. I know we say that at the end of every game...but we both liked this one a lot. 














Dan's boys had won the day!!!

























My boys celebrated as well...cause we got play an awesome game of ASL and hey...we're like going to win the war anyway...right!?!


That's all for now... Dan and I will be back next week with ASL Scenario AP12 Cream of the Crop!

Our Saturday Game - ASL Scenario AP12 Cream of the Crop

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For our Saturday game, Dan Best and I selected ASL Scenario AP12 - Cream of the Crop (designed by Rick Troha). This scenario would challenge Dan and I both as we tried to make hay with our respective forces. Like a great boxing match, the momentum would shift from German to Russian and would result in a very tense ending as the game entered the 7th and final turn. And it would end with mental exhaustion and a sense of relief...that at last...the battle was over. The end would be decided by the clock as Rocky and Apollo slumped to their knees after a hard fought match.



Cream of the Crop takes place on Barbarossa Day 2 near the Bug River.







Of course Cream of the Crop should not be confused with Creamed Corn....which although it is golden and delicious...doesn't quite feed the soul the way an outstanding ASL Scenario does!!!

So let us go now into the Valley of the Jolly Green Giant for another outstanding Saturday of ASL!!!


After rolling for sides, Dan ended up with the Germans and would be the scenario attacker. He would command elements of Panzergruppe 2. This force would consist of 3 x 4-6-8's, 7 x 4-6-7's, 2 x 2-4-7's, led by a 9-1, 8-1, and 2 x 8-0's with an MMG, 2 x LMG's, ATR and 5cm Mortar with 3 x Stug 75*. Each Stug would have a 9-1 Armor Leader. Only scenario I can recall where every piece of armor had an armor leader. All in all a very tough force to tangle with. 


I would enter the ring in the opposite corner with the Russians and would be the scenario defender. Under my command would be elements of the 6th Soviet Army. My boys would consist of 7 x 4-4-7's, 3 x 5-2-7's, led by an 8-1 and 8-0 with an MMG, LMG and ATR...oh and did I mention that my KV-1...it must have slipped my mind.

Yeah Baby!!! KV-1 in the 1941 house!!! I was pretty happy to see this in m OOB. Bring on the Stugs I said to myself. I got things covered. And guess what!!! I would also get 3 x T-60's on Turn 3 to help my KV-1 set the house in order! I was pretty stoked with my little force. 

As always the Grumble Jones staff photographers would be imbedded in the action to provide the best possible AAR coverage. Nothing escapes these guys!




5:00...the SKYPE rings and it's time to get our ASL on!!!




And we were off...time for Wind Change!

 Both sides began the game with onboard set up. Right off the bat, Dan surprised with a Schwerpunkt from the south. Due to the woods and water obstacle I had written that area off and focused my defense on the center and northern flank, where I felt Dan's Stug's would have the best area to support the German grenadiers.



 So on turn 1, Dan had really caught me flat footed. His 9-1 with the MMG broke my one 4-4-7 on the south flank. Meanwhile his infantry came rushing along the forest trails while the three Stugs came rumbling into town...unescorted...



Fortunately for me, Dan's Stugs had no machine guns and no infantry support, so I spun my KV-1 around and sent my infantry forward to go after the Stug's in close combat. I got lucky when one of Dan's Stugs MALF'd its MA while intensive firing at the KV-1.

Only my 5-2-7 made its PAATC, while the 4-4-7 boys shook their heads no and crouched by the stone wall. I needed the additional squad and failed to take down the Stug.

My immediate goal was to quickly move the boys to a new line to cover the southern approach into the victory location zone. 



As my infantry moved into new positions, my KV-1 tried to start up and join the resistance...oh but guess what...yep... I rolled a 12. Now you would think the odds of these would be relatively rare, but this would the second scenario for me in which a 12 would immobilize my most important armor asset. So not that rare really. I love ASL...but often find myself doing battle as much with my opponent as my dice.


 Now Dan's Stug with the MALF'd MA would relocate into the town center. It had escaped my first attempt to take out in CC...but it would not my second attempt.



 Back in the south, one of Dan's squads would snake it's rally roll and go fanatic!

Turn 3 - Dan's grenadiers were coming in for the first of many assaults. My thin red line had gotten into position in just the right time. Residual fire markers covered the field as Mosin-Nagants cracked in the summer air.





Dan's boys would take their first building location.
 Hex Z9 would be one of the most critical of my positions throughout the scenario. Dan quickly went into CC with my 5-2-7 holding the wall.

Neither of us would roll what we needed. Close Combat is one of those events that I truly suck at in ASL. I honestly seem to roll very poorly when I'm in CC. 10's would be my initial roll for many of this evening's Close Combat rolls.


OK...I'll have some cheese with my whine now.
(Dang this blog is making me hungry...creamed corn, cheese...)

 On my part of Turn 3, I sent my T-60's into Dan's flank. I hoped to bisect his rout paths and force his between the water obstacle and my boys behind the wall.

 Now after admitting that I suck at Close Combat...what do I next...I jump into Close Combat with a pinned 2-4-7. My 4-4-7 felt confident that it would make short work of a pinned 2-4-7. Well...in theory it works...but in real life...that 4-4-7 would lose its life.

Yep..MELEE...would occur in AA10 for quite some time. Fortunately, my 5-2-7 would win his Melee in Z9.

 Turn 4 - Dan would keep the pressure on. He was down to one Stug and his infantry came at me full tilt. On the west flank, his 9-1 would be KIA'd when my 8-1 went for final protective fire. Turn 4 would see the end of German assaults on my right flank.

My Russians were holding the line.

 Despite his losses, Dan would secure another victory location in the center of my southern line. He was relentless in pushing his attack forward.


 I would try to keep up the pressure on Dan's forces as best I could, One of T-60's MALF'd its MA and would be recalled. Another would be taken down by the German ATR. My final T-60 sprinted towards the west and would eliminate a German 2-4-7 in an overrun attack.

 With Dan's grenadiers in the center of my line, I sent two squads against his half squad. And yes..even with those odds...I ended up in Melee. I continued to leave the door open for Dan to kick it wide open!

Turn 5 would be a turn to remember. My Russians had managed to hold the line and looked like they would seal up the gaps on the south line...but then Dan's 5cm Mortar team went to work along with his remaining Stug. 



 My line had been restored and was ready to hold on to secure a scenario win. 

 As my part of Turn 5 began...you can see that Dan's mortar and Stug had devastated me. My last T-60 was eliminated and my LMG and ATR squads had both been KIA'd.  For the first time in the scenario, I was beginning to think, I wouldn't be able to stop Dan's boys.

I had to cover my eyes...

 Dan had punched a wide open hole in my line. I had fallen back to a new line and was trying to send my boys from the right to help out on the left.

I couldn't believe the turn of events. I had been rocked on my heels and had only 4 unbroken squads left to face what remained of Dan's Landsers.


But at this point as we went into Turn 7, even Dan was beginning to believe the game was over. I pointed out that he had blasted me hard and I felt like we should continue the fight and see what Dan's boys could do with one final assault.

Dan's last Stug officer led the final assault.


 And Dan would secure several more victory locations as time expired. 

A final look at one hard fought battle. We were both exhausted and the cardboard carnage had been heavy on both sides. So as the German phase of Turn 7 ended, Dan offered the concession. His boys had taken as many Victory locations as they could, but the Russians still retained control of more buildings. 

Cream of the Crop was over...and we both sighed with relief. What a game!!


My Russians had won the day, but only just barely!

That's a wrap...
Dan and I will trade blows again next Saturday in Scenario RPT4 Transylvania 6-5000.


Our Saturday Game - Rally Point Scenario RPT 4 - Transylvania 6-5000

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For our Saturday game, Dan Best and I selected something from Rally Point - Volume 1.  This particular volume contains 10 Axis Minors Scenarios. I had not played until Rally Point scenarios previously so was looking forward to playing something entirely new. 




Our choice from this pack would be RPT4 - Transylvania 6-5000 (designed by Evan Sherry). This scenario takes place on September 19th, 1944 in Transylvania - Romania. At this time, the Hungarians succeeded in slamming into the oncoming Soviets and slowing their advance towards the Hungarian Frontier.

Our playing of this scenario would reflect the actual historical events fairly well.

The OOB's on both sides are fairly compact and allowed for a quick playing of this 5-1/2 Turn scenario. In fact, by the end of Turn 4, we would complete the game. Those 4 turns only took about 3-1/2 hours as well. 





After rolling for sides, Dan would end up with the Hungarians and would be the scenario attacker. Elements of the 2/1 Motorized Battalion, 7th Assault Gun Battalion, 1st Hungarian Armored Division would report to Dan during this night's action. His force would consist of 10 x 4-4-7's, led by a 9-1, 8-1, and 6+1 with an MMG, 2 x LMG's for support. 4 x Stug III G's with an 8-1 armor leader would round out this force of Hungarian goodness.

As the scenario defender I would command elements of the 110th Motorized Rifle Battalion and the 311th Tank Battalion, 110th Tank Brigade, 18th Tank Corps..(in other words...I'd be the Russians). My force would consist of a 5-2-7, 6 x 4-4-7's led by an 8-0 with an MMG, LMG, 5cm Mortar and a T-34/76 M43. 

On Turn 2, I would receive reinforcements of a T-34/85 with a 5-2-7 and an 8-1. Not much of a force to cover the battle front.


In order to win this scenario, the Hungarians would have to eliminate all good order Russian units within 2 hexes of 3W6 and 42G4. 

 I reflected on my defense throughout the week leading up to Saturday afternoon. I knew my force was not sufficient to stop the Hungarian Stugs...but I felt like with an upfront defense, I could possibly slow up the Hungarian infantry, which I felt were the bigger threat.



Dan went after my 5cm Mortar team first. They were positioned to strike all over the middle of the axis of the Hungarian advance. Dan deployed two squads and 4 x 2-4-7's cam after my boys. Incredibly...my boys succeeded in pinning or breaking all of the attackers. There would be no close combat on Turn 1.




I was pretty pleased with the success of my 4-4-7 on the hill top. I didn't expect them to survive the first onslaught and they had done so in high style.


As the Stug's began to roll onto the board, my T-34/76 took some shots. It's very first roll of the game would be boxcars (oh how surprising...). Thank goodness that was a machine gun shot.


On the left flank, I had no way to stop the Stugs, but I did have an immediate impact on Dan's infantry as they moved behind the Stugs. In another miracle of defensive fire, I was able to break the primary stack of Hungarian squads.


 While, I had initially staggered Dan's infantry, his Stugs moved ahead unabated.


 On the right flank, my boys with the 5cm Mortar would holdout until Turn 2.

 The white circles indicate locations of broken Hungarian squads. Both Dan and I were surprised by the number of broken Hungarians on Turn 1. 




In my Prep Fire, I managed to destroy one of the leading Stugs. My success would be short-lived as the second Stug on the right would avenge this comrades.


The loss of my T-34/76 on back hill would be a severe blow. 



 On Turn 2, Dan would send a Stug forward to await my reinforcements...but how did they know...???

Spies...spies everywhere!!!

 My boys with 5cm Mortar finally broke and were captured. The center was open for Dan's infantry to begin moving forward.



 My Turn 2 reinforcements...ready to rush to the rescue. Now, I had a decision to make that would affect the game's outcome. I could send the T-34/85 to hold the hill on the right or assist my boys on the left and  hold the cross roads. I gambled that I could take out the lone Stug and then go assist the boys at the crossroads.



Now, when I elected to move my T-34/85 to the left, I didn't know the tragedy about to befall my MMG team on the hill. Normal MC roll...Snakes!!! YES!!!....oh but wait...my Heat of Battle roll add ups to 13...so I'm now broken and disrupted...(for the record I hate this bipolar nonsense associated with rolling snakes. I say this because when you roll boxcars...there is nothing good that can come from that...but if you roll Snakes...some bad stuff can and will happen to you.) So that was that and my right flank had collapsed.

Yep...that about sums up my feelings...

 Back on the right, my gamble paid off as Dan's Stug missed my T-34/85. I would miss him also, but my 8-1 and 5-2-7 jumped onto the tank for some CC action. I would need an 8 or less to eliminate the tank. Easy right???



 Nope...couldn't do it...



  Turn 3 would be Dan's turn. He would make the right moves and position himself to win the scenario.

 My failure to destroy the Stug in Close Combat would cost me my T-34/85.

It's loss would deny me the opportunity to mount an effective counter-attack.

My infantry on the left had done a great job for two turns...but Turn 3 would seal their fate. Dan's boys would finally get their groove on and start bailing some hay!

My boys went flying!!!

 On the right, only my last 5-2-7 was left. They tried to get up to the hill, but would ultimately be captured. On left, my last two 4-4-7's were being surrounded by Dan's Hungarians.



 As the turn ended, all of my boys were in Close Combat.

 And unbelievably...all three would end in MELEES!!!

 On the left my 5-2-7 finally broke and surrendered.

 On the left, I finally took out the Stug in close combat.

 Incredibly, the game went on to a fourth turn. I still had three areas of resistance, which had to be dealt with.

 And then the final CC would decide the game. Dan's boys would win the combat and win the game!

 
Dan's boys had prevailed and won the day!


A last look a the battlefield. Only my 8-1 officer was left. Dan had complete control of the battlefield and had captured a large number of my boys.


Congrats to my opponent for a solid win!

Dan and I will be back again next Saturday for a playing of White Tiger!

Did someone say Gurkhas!?!

See you next week!

Our Saturday Game - ASL Scenario 159 - White Tigers

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For our Saturday game, Dan Best and I decided to take a swim in the pacific theater. It's still a rarity for me to play PTO or DTO scenarios. So Dan and I decided that we would make a bit more effort to play something outside of the European theater. We selected ASL Scenario 159 - White Tigers (designed by Pat Jonke). It's a good size scenario with 10 turns. Dan and I expected that it would take us two gaming sessions to complete. But fate would intervene to make it a one session game.

Yeah...and by fate...I mean the dice.
**(disclaimer...I will be complaining about my dice once again.)

On Friday night my regular opponent in St. Louis and I finished up a Starter Kit Scenario. And I was diced so badly that my emotions were still raw as Dan and sat down to play White Tigers. We had played Simple Equation and my Americans were completely dominated by German 4-4-7's and 4-3-6's. My opponent's dice were hot....2's and 3's just killed me left and right. Meanwhile I was repeatedly rolling 10's with 26 factor +3 shots.  Can't do anything playing the game like that. 

Frustration with dice rolls is certainly not unique to me. I've seen my opponents suffer from them as well. It's just a part of the game that can be harder to accept some days than others. For me, it was tough to accept this weekend. And you never want your frustration with the dice to impair your sportsmanship. Cause your bad rolls are your opponent's good fortune. So enough said. As this AAR unfolds you will at least know my state of mind as I played the scenario.

One of the interesting aspects of my dice rolling in this game was that I would go from awful rolls one after the next to a series of great rolls, which inflicted a large number of KIA's on Dan's Japanese. The bi-polar nature of my dice rolling would frustrate Dan and I both in equal measure.

This scenario is set in Ningthoukhong, India on June 7th, 1944. Monsoon rains had made a morass out of this part of India during the summer of 1944 and both sides would struggle to move men and equipment due to the muddy conditions. The EC for this scenario would include Overcast, Mud and falling rain. All in all, a nasty weather day indeed...especially in the jungle. 

The creek bisecting the battlefield would be flooded with a bridge in the center and a ford on the left and right. All the single level buildings on board 22 would be rubbled. The victory conditions gave the Japanese an immediate win with control of 12 multi-hex buildings or a win a game end with control of 10. 

After rolling for sides, Dan ended up with the Japanese and would be the scenario attacker. Dan would command the veteran IJA 33rd Infantry Division, better known as General Yanagida's "White Tigers". This force would consist of 12 x 4-4-8's, 9 x 4-4-7's, 3 x 2-2-8's, led by 2 x 10-1's, a 9-1, 2 x 8-0's, and an 8+1 with 3 x MMG's, 7 x LMG's, 4 x 50 MTR's, 3 x DC's and 5 Chi-Ha Tanks with one 8-1 Armor Leader. An awesome force of Japanese. I had never before faced such a large force of Japanese troops and armor.  And this force would be well led with a large number of support weapons. 








By the end of the evening I would come to respect Dan's White Tigers!!!












Naturally, I wasn't facing the White Tigers with just any force. I would have command of the famed Gurkhas!


Yeah baby!!! Gurkhas!!! As the scenario defender I would command elements of the 1/7th Gurkha Rifles. Some bad ass hombres!!! My force would consist of two groups. The first group would set up on board and have the task of slowing down the White Tigers long enough for the second group to come to their rescue. Group 1 would include 2 x 6-4-8's, 6 x 4-5-8's, 6 x 2-4-8', 2 x 2-2-8's, led by a 9-2, 9-1, and 8-0 with 2 x HMG's, 2 x MMG's, 3 x LMG's, 2 x 51 MTR's and 2 x 40L AT Guns. Group 2 would include 6 x 6-4-8's, 4 x 4-5-8's led by a 10-2, 8-1,  and an 8-0 with a Hero, 4 x LMG's, and 2 x Piats for good measure.


My hero would represent Ganju Lama, whose performance stalking Chi-Ha's with a Piat would secure him the Victoria Cross.


















 Let's get ready to rumble!!!


My defense was focused on covering the fords and the bridge in the center. On the west side, I had no units across the creek. On the east side I had lots of dummys interspersed with some half-squads to sow confusion and maybe catch the Japanese in the open.


Dan would send a token force on the west side (Dummys as I later deducted). His main force would armor assault along the road with a force on the east edge dedicated to collecting building victory locations.

Dan's White Tigers would execute a bold and ultimately successful plan.


 Turn 1 came and went quietly. I kept all my unit concealed and just let the Japanese move forward.

 At the end of Turn 1, Dan's boys were slogging their way through the mud and rain.



 For whatever reason, it never occurred to me that Dan would just ram straight ahead in three armor assault mega stacks. I felt like the Confederates at Spotsylvania watching Emory Uptons assault forming up.



 By Turn 2 - Dan's boys were crossing the river. I held my fire, rather than lose concealment and be hammered by Advancing Fire. Probably not the smartest move...(but I didn't trust my dice...and figured I would do nothing to Dan and then be smacked hard in his Advancing Fire Phase.)


 Only my half-squads south of the bridge opened fire. They would become magnets for all of Dan's Advancing Fire.



Dan's juggernaut was across the bridge and in my grill. I was in big trouble.



 In my Prep Fire I opened up. I managed to shock the lead Chi-Ha, but then MALF'd my gun while going for Intensive Fire. I couldn't keep up the rate of fire My 6-4-8 by the swollen creek had broken and would be eliminated for failure to rout. My other D-Fire was largely ineffectual. 



 As we headed into Turn 3, Dan had made great forward progress.



 Two of Dan's squads had gone berserk and would head for my MALF'd AT Gun. My 9-2 hit them with -4 and rolled a 4. Both berserk squads were vaporized. One of the bigger successes for my boys in the game. 


My boys would take a large number of Japanese squads before the end of the night.


 The battle for the M2 Building would be the toughest fight of the night and its conclusion would also figure largely in the battle's overall outcome.

 Dan's push up the middle was proving to be successful.

 Dan's Shocked tank would go Unconfirmed kill but then would completely recover. 

Dan's Armor would continue to move forward.


 Dan's Turn  4 moves would be decisive. My second AT managed to destroy 2 of the Chi-Ha's before MALFING while intensive firing.



Dan's White Tigers were also taking victory locations all over the battlefield.

In the east, I managed to inflict some body blows on the Japanese, but ultimately my forces were shattered and Dan would take 7 of the needed 12 victory locations. 

My half-squads actually turned in a pretty good performance.

 The stars show the 15 victory locations. Dan had control of 9 and was a turn away from 3 more, which would give him the immediate win.

 Finally realizing that Dan's boys in the west were dummys, I sent my boys scampering to help in the center.





Dan managed to crush me in the center. My 9-2 was broken, my 9-1 was a wounded 7-0 and only a pinned 4-5-8 remained to try and stop the Japanese juggernaut.

It was the end of Turn 4 and my reinforcements were still a half-turn away. Dan's Japanese had secured 9 building and by the end of Turn 5 would have at least 10-11 with 12 by Turn 6. With 12 in hand, Dan would have the immediate win. My reinforcements wouldn't be able to get through the mud of Board 37 fast enough to prevent Dan from taking the necessary buildings. So after 5 hours of play and 4 hard fought turns, I offered the concession.


Dan's White Tigers had bested my Gurkhas. 


Congrats to my opponent on a great win. I learned a lot about the capabilities of the Japanese in this game and will remember how tough they can be with good leadership and support weapons. Dan's 10-1 with 4-4-8's was very nearly unstoppable. All in all another great evening of ASL.

Dan and I will be in action again next Saturday! See you then!

Can't wait for to start Scenario MM33 Ariete on Totensonntag!!



Grumble Jones November Scenario - GJ051 - Garden Party

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For this month's scenario, I turned to the events of the 1944 Warsaw Uprising. My primary source material would be Osprey Publishing's Warsaw 1944 - Poland's Bid for Freedom  by Robert Forczyk. This is one of the better sources out there for understanding the entirety of the Warsaw Uprising.

While reading through the book, I came across a short passage that mentioned the Nebelwerfers, which SS Gruppenfuehrer Heinrich Reinefarth deployed during the battle. Pictures and film of these Nebelwerfers in action are fairly easy to find.  So I decided to create a hypothetical scenario depicting an attempt by the Polish Home Army (AK) to take out these Nebelwerfers.


Forczyk's book indicates that the Nebelwerfers were placed in the Saxon Gardens and from there lobbed rockets into Napoleon Square. So while this aspect of my scenario is historically accurate, we will quickly enter the realm of the hypothetical.

Historically, we know that the AK managed to capture at least two Panther Tanks from the 19th Panzer Division. Apparently, neither was used to any great extent. But in my November scenario, I speculate what would have happened if the AK were able to use a Panther to support one of their counter-attacks. I would also throw in two half-tracks.


Again, historically, the AK had at least one German Half-Track and did utilize it during the battle. So I figured if one is good...then two is better!!

So the idea was to create mini-AK Kampfgruppe complete with armor and half-tracks to move into the Saxon Gardens and eliminate the Nebelwerfers.




For my Germans, I selected the grenadiers of Kampgruppe Reck. This force was one of the better ones to select in terms of confining their activities to fighting for the most part. Too many other German force choices would be to distasteful to put in a scenario.



Under the command of Max Reck, this unit of young, inexperienced Grenadiers would see a bit of action, which would clearly show their lack of training in fighting an urban battle.

For this scenario, the men of Kampfgruppe Reck would be responsible for holding key roadblocks south of the Saxon Gardens.











The use of Sturm Tigers during the Warsaw Uprising have also been documented. During the battle, they shelled the Prudential Building. For our November scenario, the Sturm Tiger is on the move to the Saxon Garden to join with the nebelwerfers in shelling Napoleon Square.

So here now is the November Scenario.




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 MM33 - Ariete on Totensonntag

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For our Saturday game - Dan Best and I left the jungles of the Pacific and headed into the Sahara Desert of North Africa. And once again we would look to the Kansas City ASL Groups - Hollis Scenario Pack for our adventure in the desert. Our choice would be MM33 Ariete on Totensonntag (designed by Paul Works).

Dan and I would be facing off in our second DTO scenario. Back in October we had played Blazin Chariots in a face to face match. Now we would be facing off in a Cardboard via SKYPE match. 

We have also very nearly played through the entire pack. I think we have one...maybe two more to go to complete our playing of this outstanding scenario pack. 

Even after playing ASL for so many years, DTO is still a very new experience. I tend to be a European Village battle kind of player. Give me board a village board every time. So playing in the desert makes me nervous. It's like Board 4 on steroids...no cover as far as the eye can see. It just makes me overly cautious in my game play. 

But, it's always good to expand your ASL horizons and this scenario would prove to be both challenging and very educational. I had not played a scenario involving vehicle dust. And as I would discover, during this scenario, vehicle dust can come in very handy!

Historically, Totensonntag would take place south Sidi Rezegh, Libya on November 23rd, 1941. The Germans and Italian forces would suffer heavy losses to South African forces on their left flank, but would ultimately prove to powerful for the Allied forces.


Our playing of the scenario would depart a bit from the historical outcome, as Dan's South Africans would ultimately get the better of my Italians. But, we would both agree that this scenario is challenging for both sides. 







After rolling for sides, Dan would end up with the Allies and would command elements of the 5th South African Brigade, 1st South African Infantry Division,  22nd Armored Brigade and 25pounder Battery, 9th South African Field Battery. This force would have the following: 3 x 25 pounder ARTY's,  3 x 4-5-7's led by an 8-0 with an ATR and LMG for support. Reinforcements would consist of 2 x Crusader I tanks. A fairly compact force. Any losses sustained during the game would hurt.

As the South Africans, Dan would be the scenario defender. The victory conditions were built around his 25 pounder ARTY's. My Italians would win if at game end, they had captured or destroyed all three of Dan's 25 Pounders. Sounded easy enough...but oh...I forgot...the desert is just a fancy word for OPEN GROUND.

As the scenario attacker, I would command elements of the Italian 132 Divisione Corazzata. This force would consist of 4 x 3-4-7's, led by an 8-1 and 7-0 with an LMG, 3 x Trucks, and 3 x M31/40 Tanks. For reinforcements I would have 4 x Autocannoni da 65/17 (b). I won't lie...I was underwhelmed by my force. I would be assaulting across open desert with the South Africans behind sangars with longer range infantry firepower and with three 25 Pounders waiting to pound me. My biggest advantage was the 8 firepower machine-gun factors of my 3 Tanks.

So let us now return to the desert!!

 By SSR, Dan and I both had to place up to 8 wrecks on the battlefield.


 DTO...been a long time since I worried about Hammada...and let me tell you...that stuff is a pain in the neck for wheeled vehicles. Let's just say that I rolled a lot of immobilizations checks in this scenario. Fortunately only failed 1.


 Dan's South African positions. He was well prepared to receive my attack.



 I elected to enter on the west edge rather than the south edge. I was looking for the best routes through the Hammada...but to be honest, there just wasn't a Hammada free approach.


 I sent my tanks ahead first to create a vehicle dust screen for my trucks.

While passing through the gaps in the Hammada, I lost one truck as it became immobilized. So at this stage, I existed my infantry from their trucks. I was just too afraid to risk them if a tuck was destroyed. With only 4 squads, I had to be careful with them.

Stay low boys!!!

 Dan's boys began sending welcome gifts towards my Italians...why all the hostility I wondered!?!



 One of my M13/40's would be destroyed.



 Turn 1 had been a hard one. I was down a truck and a tank and was not in a position to return fire against the South Africans.

 Dan would send a 4-5-7 out of the central Sangar and into the open desert. I'll admit, I didn't quite understand why Dan send his boys running through the open. One of my M13/40's opened up with machine guns and I rolled low enough to ultimately break the squad.



 On Turn 2, I moved my empty truck to create enough vehicle dust to give my boys some cover to move on Dan's Sanger with the 4-5-7 and ATR. Dan would break the ATR and fix it, but it would too late as my remaining M13/40's converged on their position.


 In Advancing Fire, my tanks fired on Dan's 4-5-7 with the ATR. I managed a K/2 result. Then Dan's remaining half-squad rolled a 12 on the MC and just like that, the first Sangar had been cleared.


This would be the only success enjoyed by my M13/40's.

 In Dan's next Prep Fire, he would shock on of my M13/40's. It would eventually become an unconfirmed kill and then be eliminated. Dan would also send out another 4-5-7 into the open. My 8-1 with the LMG would succeed in breaking them.

"Sir, I have to report the boys weren't able to make it to the objective. And they are requesting that you not send them out again..."

I teased Dan that his boys wanted to remain in the safety of their Sangar. Throughout the scenario, Dan's 4-5-7's never made a morale check. Unfortunately, I wasn't able to take advantage of Dan's broken infantry because his 25 Pounders did such a great job.


Turn 3, my reinforcements come up from the south. I came that direction for three reasons, number 1 I needed to come in a direction outside the current covered arcs of Dan's 25 pounders, second - I wanted a path that wasn't as constricted by Hammada...(failed on this score) and third, Dan's reinforcements were coming on board as well and on the west edge. I wanted to be far away from there. I was trying hard to keep Dan's 25 pounders as my core objective and I was running out of time.

This would be my first experience with these vehicles.

 As expected, Dan's Crusader 1's came in on the west edge. At this point, all of my M13/40's were either destroyed or unconfirmed kill. I had no way to stop the Crusader tanks.


 Dan sent one Crusader to deal with my 8-1 and his 3-4-7 with the LMG and the other went towards my Autocannon Trucks. My7-0 and the 3-4-7 with him had suffered elimination and the 7-0 was broken. 


 Dan managed to immobilize one of my Autocannons, but the crew stayed with the vehicle and would begin firing at the Crusader to the south. I sent another to the rear of the southern Crusader and the remaining two went after 25 pounders.

Time to see what these bad boys could do!

 As Turn 3 wrapped up, I was successful in taking out the westernmost 25 Pounder with a Snake Eyes in Close Combat. That would be my high water mark for the scenario.

Last Hurrah for my Boys!



 In the south, I would experience frustration as my boys tried take out the Crusader in the south. Both of my Autocannon Trucks would get rate. I would immobilize the tank, but my Autocannon firing from the rear rolled a 12 and then an 11...failing to penetrate with both of it hits.




 Turn 5 opened with some success as my immobilized Autocannon finally destroyed the Crusader 1 in the south. My infantry then made their final moves to try and take the two remaining 25 pounders.



Dan's boys would succeed in eliminating my infantry as they made their last attempt to secure a win. With my infantry gone and there being no way for me to take out the two remaining 25 pounders...I offered Dan my concession. He had earned the win...and was again the master of the Sahara!

Congrats to Dan on another great win. 

German Afrika Korps HQ...Rommel learns that Grumble Jones was leading the Italian effort at Sidi Rezegh...

Dan and I will be taking a break for the Thanksgiving Holiday! 

Best wishes to you and your families for a safe and happy Thanksgiving Holiday!



Our Saturday Game - ASL Scenario 82 - For Honor Alone

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For our Saturday game, Dan Best and I met once again on the fields of 1940 France. We had both recovered from he Thanksgiving festivities and were ready to roll some dice and wage cardboard war once more.

Our scenario of choice for this renewal of the 2017 ASL season would be ASL Scenario 82 - For Honor Alone. Dan and I are both fans of the 1940 French Campaign and were both psyched to play this scenario. The scenario takes place in Saumur, France on June 20th, 1940. At this point, Marshall Petain has already called for an Armistice. But the Cadets of the Ecole de Cavalerie were not interested in giving up their nation and their freedom without a fight. Following a misunderstanding, the Cadets had failed to defend against a German river crossing and so established a defense at the Aunis Farm. It would be here that they would fight for honor alone.


 ROAR has the scenario as 42 German and 60 French wins. The victory conditions required that the Germans control buildings 16O3 and 16L6 at game end. 

The game length is 8-1/2 Turns. Our game would end after the end of Turn 4.




After rolling for sides, Dan would take the French and command the Cadets of the Ecole de Cavalerie and elements of the 19'eme Dragons, 1er Groupe Franc de Cavalerie. This force would consist of 10 x 4-5-8's, 2 x 2-4-8's, led by a 9-2, 9-1, and 8-0 with an HMG, MMG, 2 x LMG's and with 8 x Trenches for cover. 

On Turn 2, Dan would receive 4 x 37* H39 Tanks with a 9-1 Armor Leader. And on Turn 3, Dan would get the Cadets of the St-Maxient Ecole d'Infanterie consisting of 8 x 4-5-8's, 8 x 4-5-7's with 3 x LMG's led by a 9-1, 8-1, and 8-0. A very nice force to say the least.



Having drawn the Germans, I would be the scenario attacker commanding elements of Schwadron3, Kavallerie Regiment 1.  Dan and I would both be commanding 8 morale Cavalry Troops. Of course, Dan and I both have experienced "glass jaws" with our 8 morale troops. It's always amazing how often 8 morale troops end up breaking in a game. My force would be made up of 12 x 4-6-8's, 4 x 2-2-8's led by a 9-2, 8-1, 2 x 8-0's with 2 x MMG's, 3 x LMG's, 2 x ATR's, 2 x 50MTR's, 2 x 81MTR's and 2 x 37L AT Guns. On Turn 2 I would get 12 x 4-6-8's led by a 9-1, 2 x 8-1's, and an 8-0 with 2 x MMG's, 3 x LMG's, 2 x ATR's and 2 x 50MTR's. On Turn 3 I would get a truck with another 37L AT Gun. And lastly, I would get to roll for air support of one ME-109 with no bombs.

Overall, I wasn't particularly happy with my force. I would be advancing against a concealed and emplaced enemy with lots of open ground and wheat fields to traverse under fire. My AT-Guns and 81 MTR's would find it challenging to set up in places where they could really make a difference throughout the game. I would spend a lot of time manhandling my 37L AT Guns into better firing positions. I sure could have used some horses...my boys were Cavalry after all!!!


Now...before I begin the AAR...some full disclosure. While transferring the pictures from my camera to the computer to begin the editing process...I accidentally deleted Turns 1 and most of Turn 2. Soooo....this AAR will be incomplete to say the least. In fact I almost didn't blog this particular scenario. But, like Walter Mitty...I went ahead and so we'll see where we end up at Blog's End.


      So join me as we dive into this scenario AAR in progress!!

The map above should give a good idea of the initial German (blue) and French (red) positions and the white arrows indicate my advance routes. Dan did a great job of placing his 9-2 with his HMG behind the center building. I couldn't see him, but he was in a position to lay a fire lane across the width of the wheat field. Dan continue to educate and impress me on the effective uses of machine guns.  I remain the pupil...


After 2 turns, I had made some progress, but overall, Dan's forces were still mostly in their original positions and still concealed. While Dan was playing some ASL...I think I was trying to play Stratego or connect four...



 So we pick up the action at the end of  Turn 2. My reinforcements came in from the west edge and I moved one group to begin heading to where the French Tanks and infantry were to come in during the next French Phases.



 French phase of Turn 2 saw the entry of the 4 x H39 Tanks. My ME-109 was already overhead and preparing to start its strafing run as Dan's tanks lined up perfectly for the attack run. One of my better planned moves during the scenario. My plane would fail to do anything, but it was still cool!



 The H39's were all buttoned up and my machine guns didn't phase them.


Not a bad little tank for this particular scenario. My 37L's managed a lot of hits throughout the scenario, but not one round even from the rear managed to do anything. 

One of my 81 Mortars would succeed in immobilizing one...but that was all the damage I would do to these tanks.







Dan's plan was to hang on the 16L6 building. He was willing to sacrifice the 16O3 Building and focus all his efforts on creating a fortress around 16L6.

Dan's 9-2 had the situation well in hand.

 Meanwhile back in Grumble Jones land...boxcars would plague me...and hard...



 In the north and in the west, I was pretty well stymied by Dan's defense. For most of the game, Dan never even had to use his boys hiding in the trench line. Essentially, his 9-2 with the HMG and his 8-1 with the MMG fought the battle against my boys almost by themselves.

French machine guns were winning the day.

 Heading into the French part of Turn 2, I had made very little progress.



 The white lines show the fields of fire that were available to Dan's HMG and MMG.



 Turn 3 - Dan's reinforcing infantry arrive. A total of 16 Squads. And honestly, Dan had already stopped me with just 2 squads...so I was less than excited to see 16 more come onto the field.


 Dan's fortress of Tanks had been completed. 4 hull down tanks with supporting infantry on the way.  UGH!!!



 As Dan's reinforcements came on, my ME-109 swooped down and took out two squads.




 At the end of three turns, a look at the situation. The French were still solidly in control. I still had not taken the 16O3 Building. Dan managed to hold me in melee until we called the game. So I would not even succeed in taking a single victory location.

 Back in the southwest, I would finally take out Dan's 8-1 MMG position and start to swing around from behind his trench. But it would be too little too late. And the black circles show my three wounded leaders. All three wounded by boxcars on their Morale Check rolls. A terribly frustrating night for me with more "12"s than I care to remember. I could only look at my dice and wonder...



 I'll admit...I did go No Quarter on Dan's 8-1 and 4-5-8 with the MMG. I...know...I'm a bad man...



 As we entered the bottom of Turn 4, my ME-109 came in for it's final strafing run of the game. I would fail the task check and pull off to circle back around.


As Turn 4 came to an end, Dan and I checked the time...it was nearly 10:30 PM and we had played over 5 solid hours of ASL. We had two options...stop the for the evening and play the bottom half of the scenario next Saturday or call this one complete and play a new scenario next Saturday.  I went over my options as the attacker and decided that the odds of me pulling out a victory were not over 50%. So I gave the concession and congratulated Dan on a great win. 

Dan's boys had spanked by backside pretty good throughout the scenario.



Dan and I spent the rest of the evening going over the game highlights and selecting our scenario for next week. We will be playing Scenario PAD3: Earning Face to test out Alan Findlay's great mouse pad map!

As always, my thanks to Dan for a great Saturday of ASL. Always the best part of the week!




See you next Saturday!

Our Saturday Game - Scenario PAD 3: Earning Face

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For our Saturday game - Dan Best and I broke out our Christmas gifts early in order to try out our new Broken Ground Design mouse pad maps. Shout out to Alan Findlay for this unique and very well-done product addition to the ASL system. Quality of the mouse pad is first rate and the map is a great throwback to the classic SL Boards 2 and 3. Suffice to say...I like this mouse pad and the accompanying four scenarios very much. I can see a great future for this to be the perfect...throw down game of ASL when time short. For those of you, who don't have this great product...I highly recommend grabbing one for yourself. Broken Ground Design


For our first game with our new mouse pads, Dan and I decided to go with PAD3: Earning Face by Brian Martuzas. The title was particularly appropriate...since I am on a 7 game losing streak at the moment and saving face was very much on my mind as I prepared for this scenario. But I would make one critical...did I say critical...one truly...epic critical mistake, which would cost me this scenario on the very first turn and very first die roll by my esteemed opponent.

Never forget...the Japanese can always have 10% of their force HIP at game start. I will be writing this down a hundred times...so that I never forget it again....












One of the great challenges of playing a game like ASL is learning how to gracefully take the body blows that are inherent to this game and wargames in general. For me, my mental outlook on the game always suffers a bit...the longer I find myself struggling to play a decent game. After six straight losses, which were rough losses, I was trying very hard to approach this night's game with a positive outlook. Like the Cleveland Browns...I was determined to believe that...yes I can score a touchdown. Unfortunately, channeling the Cleveland Browns was probably not the right choice. 

Yeah...let loose the dogs of war baby and take those scenario objectives!!!


Oh come on...show me your war face...I need you to get mean...c'mon this is serious business. Dan Best has the Japanese and he is SCARY with the Japanese...at least he scares me. Being cute won't cut it!!! 

Oh man...I'm in trouble....





After rolling sides, Dan ended up with the Japanese. He would command elements of the 148th Regiment, 56th IJA Division. His force would consist of a 4-4-8, 2 x 4-4-7's, 4 x 3-4-7's, 3 x 2-2-8's led by a 9-1 and 8-0, with 2 x MMG's, 2 x LMG's, a DC and a 70* INF Gun. Dan would use this force to defend the 4 multi-hex buildings, which constituted the Victory Objectives for the attacking Chinese led by Grumble Jones.







As the Chinese, I would be the scenario attacker leading elements of the 36th Division. My force would consist of 4 x 5-3-7's, 8 x 3-3-7's led by a 9-1 and 8-0 with 2 x MMG's, 2 x LMG's a DC and a Flamethrower.

Overall, my Chinese seemed well equipped to win the day. 






My Chinese ready to launch themselves into the fray and take on Dan's Japanese! Dan's HIP locations are circled. Ever the clever opponent, Dan used his crews to man the MMG's and was therefore able to HIP both of them. Now the G15 building is clearly a key position with great fire lanes. So yes...I found it curious that Dan didn't have anybody there. And now...my brain didn't kick in and say...hey...maybe he does.





Yeah...I completely missed the sign..
On the left, my boys moved into position. On the right...total disaster. My 9-1 lead his boys with both of my MMG's towards the G15 Building. And then Dan's first HIP MMG opened up and Dan rolled the first of several snake eyes. That's always fun to have your opponent's first roll out of the gate be death dealing snake eyes. My 9-1 and a squad both died. Oh and with  his rate, Dan laid down a fire lane to break my Dare Death squad with the DC. His second MMG in the church steeple missed my other two squads on the hill...but would later take them down.

Surprise!!!

 OK...that wasn't fun. In the opening sequence, I was down a 9-1 and a squad and a half. I  had secured a victory location.

I had taken a hard hit...but my boys were still on the move.


 My flame thrower did good service and managed to inflict some losses on Dan's Japanese. That was the only good thing in this sequence. Dan's steeple MMG went on a Rate Tear and both my 5-3-7's on the hill (each with a bazooka were DM'd). One was DM'd and disrupted after I rolled snake eyes on my MC and then a 12 on my Heat of Battle...cannot express my displeasure enough at this rule. Dan's 9-1 moved forward to destroy one of my abandoned MMG's.




The GOOD...










The BAD


And the UGLY...







 Turn 1 had been an absolute killer. My attack on the right flank was done...over...kaput.

 Turn 2, I tried to salvage my advance. I worked the left flank and made some progress. Back on the right, Dan's steeple MMG continued to pound my DM'd 5-3-7's on the hill.

 My efforts on the left flank continued to show some success.



 Despite being relatively successful throughout the game, Dan did manage to break all of his machine guns. By game end, he would intentionally destroy both of my MMG's, and also one of his LMG's and one of his MMG's. In fact, Dan would end the scenario with no functioning machine guns.

 Even without his MMG, Dan's 9-1 and 2-2-8 crew managed to push back my assaulting 3-4-7 squad with the DC. 

This 2-2-8 Crew would be Dan's standout unit of the scenario.

 In the center, Dan tried to place a DC, but failed in the attempt. He would ultimately throw it, but it wouldn't do much damage. His 9-1 would move back to rally a broken squad.

 On the left, my boys had scattered and were trying to flank Dan and my goal was the church. I didn't get there.



 Dan's 70* INF Gun finally showed up and would stop me in my tracks.



 As the game neared the mid-way point, I had two squads pushing around the left flank and then three squads moving up the center. Dan's defenders were still barring my advance. And Dan's hero crew decided to go into my backfield to take out my broken squads and destroy my remaining MMG. Yep...it was that kind of game for me...

 Dan's 2-2-8 would essentially roll up my backfield.



 I tried hard to keep my personal ELR intact and keep trying to make a game of it. But my efforts were just prolonging the game.

 Dan and I had a number of close combats, which surprisingly would go in favor of the Chinese for the most part, but in one case both sides would be KIA'd. I couldn't afford the losses.

After rallying my long disrupted 5-3-7, my 8-0 would be poised to move into the village from the right. But as luck would have it...I would miss my morale checks and it would be game over for my 8-0.





 With Dan pressing me in the center and with his 2-2-8 running rampant in my backfield, I had to pull back to deal with those threats.

 I would manage to restore my position in the center, but on the left, my squads would fall to Dan's Japanese.



 As the battle ended in the village, I would finally get revenge on Dan's 2-2-8 Crew. As bold as every, they charged up the  hill with a captured DC. I would take them down in CC.



As we began Turn 7, I gave Dan the concession. I had played the scenario to the bitter end. In reality, Dan had defeated me on his first Defensive Fire. I never recovered from it. 


Once again, my congrats to Dan on yet another Saturday Game Win! You are on a roll my friend!

Join Dan and I again next Saturday for BtB 4 Firestorm in St. Manvieu as we battle in the Normandy Bocage! Panzerfausts and Crocodiles...should be fun!!!

And lastly, thanks again to Alan Findlay for his mouse pad. It's a fantastic addition to my ASL Kit!


Cleveland...I feel your pain...

Grumble Jones 2017 in Review

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2017...where do I begin...? What an absolutely amazing year for ASL. By time 2018 rolls up, I will have played 54 ASL Scenarios. My previous record year was last year at 26. I still cannot believe I played so much high quality ASL. 

I had the opportunity to play in two tournaments...March Madness in Kansas City and the St. Louis Tournament. I had a blast at both tournaments and look forward to attending both again in 2018.

Cardboard via SKYPE saw its best year ever. The opportunity to play nearly every Saturday with Dan Best has been an ASL blessing. There's nothing like a regular opponent who loves the game with the same passion as yourself. 

The Grumble Jones Blog continues to thrive and for that I thank my readers, who graciously spend their time here at Grumble Jones. It is sincerely appreciated. I look forward to blogging throughout 2018.

The year's video is long...too long really...but 50+ scenarios adds a lot of volume to any yearly recap video.

So let's raise a glass to 2017. It has been an amazing year and I can only hope that 2017 is equally as enjoyable as 2017!

Below is the link to this year's recap video of 2017!

Our Saturday Game - Scenario BtB 4 - Firestorm in St. Manvieu

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For our final Saturday game of 2017, Dan Best and I went into the depths of the Normandy Bocage to once again face on the field of cardboard battle. Our scenario of choice would come from Bounding Fire Productions' Beyond the Beachhead pack. Our selection would be BtB 4 - Firestorm in St. Manvieu.  This scenario (designed by Chas Smith) takes place at the opening of Operation Epson as the British VIII Corps sought once again to open a path to Caen. 



The 15th Scottish would lead the assault with the initial objective being to take control of St. Manvieu. 

The 12th SS Panzer Division controlled this sector and elements of the Battalion 1, SS Panzergrenadier Regiment 26 were defending Manvieu.

The Scottish attack would follow behind a creeping barrage.

For Dan and I, this would be our first experience with a Creeping Barrage in ASL. I hope it's my last to be on the receiving end of one. NOT FUN...

But, it's always great to extend your ASL experience and the Creeping Barrage was fun to walk-through until the casualties started to mount. 



St. Manvieu is in the Calvados region of Normandy. It would be extensively damaged during the fighting. Creeping barrages are fairly destructive.












This map shows St. Manvieu's strategic position and future battle landmarks such as Villers Bocage  and Hill 112. 


Dan would draw the Scottish and would be the scenario attacker. He would command the men of the 44th Lowland Brigade, 15th Scottish Division. Dan's force would be considerable and would consist of 12 x 4-5-8's, 8 x 4-5-7's, led by a 9-2, 8-1, 2 x 8-0's, and 2 x 7-0's with  2 x MMG's, 6 x LMG's, 3 x DC's, 2 x Piats, and a radio to call in 80mm OBA. Additionally, Dan would have 4 Churchill Tanks and an 8-1 Armor Leader. On Turn 2, he would receive big time reinforcements in the form of 3 x Churchill Crocodiles. 

As mentioned before, this force would be very formidable and doubly so considering that they would be advancing behind a 150mm Creeping Barrage.

The biggest hurdle facing Dan was the need to take away as many stone buildings from the Germans as possible. The Germans would win the scenario if they were able to hold 6 or more stone buildings at game end. With the bocage and only a single road to bring his armor down, it would seem to be a difficult task. But a combination of Scottish luck, Scottish barrage and German bad luck would make the outcome of this scenario very straightforward.





Anyone familiar with the Normandy Campaign is aware of the role that the 12th SS Panzergrenadier Division played between June and August of 1944. This young division would be one of the first German formations to launch counter-attacks after June 6th. And would also be one of the last German units holding open the Falaise Pocket. A remarkable combat legacy, which was tainted by the massacre of Canadian POW's at the Ardennes Abbey and would be earned with extreme losses. Roughly 700 of it's men would remain when the campaign finally ended. 

As the scenario defender, I would command the Panzergrenadiers and have a force made up of the following: 1 x 8-3-8, 7 x 6-5-8's, led by a 10-2, 8-1 and 7-0 with 2 x MMG's, 3 x LMG's, a panzerschreck and 75L AT Gun. On Turn 3, I would get 3 x 6-5-8's led by an 8-0 with an LMG. And finally on Turn 4, I would get 2 x 8-3-8's led by an 8-1 with an LMG and Flame-throwing Half-track. From a firepower standpoint, it was considerable force. I would also have 3 x fortified building locations. In retrospect, I would have traded them all for a roadblock.


I was genuinely perplexed on how to defend against the Scottish assault. I knew the creeping barrage was going to punish me, so I had to keep my boys in as much protection as possible. I placed two 3-4-8's squads HIP, one was beside the road with a tank killing mission and the other was with my 8-1 and an MMG in Hex P0 hoping to catch Dan marshalling his forces behind the bocage. Being placed in Hex P0 saved them from the creeping barrage. My other HIP unit was revealed by the creeping barrage. The creeping barrage played havoc throughout the game on both my HIP units and my concealed units. Even a 14 resulted in a Pin check...so honestly, the HIP was practically worthless in the face of the 150mm creeping barrage.

Now my AT Gun placement may be initially confusing. I placed it where I did, because I mistakenly believed that Dan could breach the bocage with his DC's and potentially come through the area on the east edge. I had this notion, because in Lone Canuck's - Purple Heart Draw CG...you can do that. Not so in this scenario. So another live and learn mistake on my part.






My 10-2, 8-1 and 7-0 survey the battlefield prior to play.











 As you can see, the creeping barrage would blanket the battlefield. I have never experienced anything like in ASL before.




My boys would spend the entire game trying to cover from the incoming arty.

 Dan's boys hit the start line. Armored assaults and mega stacks would soon march towards the creeping barrage line that signaled the location of the German MLR.



 Dan's boys would move forward unmolested by me. My boys would hold their fire.

 Turn 2 - the dreaded Crocodiles begin moving forward.



 Of course no Grumble Jones AAR is complete without some grumbling and grousing about lousy dice rolls. But let me just say that my rolls would be spectacularly bad and would literally open the gate for Dan's boys to rumble into town. I would make three Panzerfaust checks....and promptly rolled a 6 each time...resulting in pins for three of my units instead of some burning Churchill Tanks.

My frustration over dice rolls has gotten the better of me...and I'm looking forward to an ASL free weekend over the holidays. I need some time away from my dice.
Of course my bad luck was not confined to my dice. I would draw back to back red cards when trying to activate my 80mm OBA and of course lose it for the duration without a single shot...while my opponent's unending creeping barrage continued to rain ruin on me. 


On Turn 2, Dan's 9-2 would jump backwards over the bocage and right into the sights of my HIP 8-1 with the MMG. I couldn't resist the shot and managed to wound the 9-2, but all of Dan's tanks and infantry in that area converged on my 8-1. So it was a good-bad story!!!

Dan would also suffer from some of his dice rolls as well. He rolled a large number of 4's, which activated my Sniper frequently and would result in the death of his 9-2 and a squad. Dan and I both agreed that the German Sniper was the best performing asset the Germans had in this scenario.




While Dan's dice activated the sniper frequently, he did manage to avoid any weapon malfunctions.

I continue to be amazed at the contributions that the Sniper makes to the game. Never underestimate their ability to influence the game.





Throughout the scenario, Dan did a fantastic job of keeping his units right behind the creeping barrage.



 As the barrage line moved methodically across my defense, it successfully revealed my HIP and concealed units. It also kept my broken units from routing back and out of harm's way. I had lost any way of falling back to the Alamo. I would have to fight and die in place.



 Dan's armor would suffer some losses. One of his Churchill's would miss it's ESB roll and would be immobilized and two other Churchill's would be destroyed by panzerfausts. But Dan would have 5 tanks left and 2 of those would be Crocodiles.



 By Turn 3 - I was in real trouble. My MLR was all but shredded. The creeping barrage was doing just enough to seriously keep me off balance, while Dan's armor and infantry were all in my grill.

 My 8-3-8 would be broken by one of the Churchills. They would attempt to rout through the creeping barrage and would be KIA'd. Only my 10-2 remained on the original MLR trying to stem the tide of Scottish infantry and armor.

Overall, my 10-2 was not able to contribute to the battle the way I had hoped. I had thought about sending him to the rear to organize the defense there as opposed to trying to delay the Scottish attack. 


The creeping barrage would continue to dominate the scenario as it rolled through my positions.


My forces were augmented by the Turn 3 reinforcements of 3 x 6-5-8's, who hustled into buildings at the south end of town.

Going into Turn 4, Dan sent a half-squad with a DC to breach the fortified building with my 10-2. I would open up with the MG, but failed to stop the half-squad. They would succeed in breaching the building. I would then have my 6-5-8 go for a Panzerfaust and roll a 6 and be pinned. It would be game over for the 10-2 stack.

However, my 10-2 would survive the Crocodile flames in Advancing Fire.


 Turn 4 would see Dan's boys drive through my final defenses. The entire center of the village was falling to their control.



As 10:00 PM, rolled around, Dan and I surveyed the landscape and decided it was time to call it a game. We generally play a solid 5 hours and we had completed half of the turns for this scenario. As we looked at starting Turn 5, I was completely beaten in the main part of the town. I could have tried to hang on in the backfield with the five reinforcement squads, but the creeping barrage was still coming in and Dan's forces were pretty much overwhelming in terms of numbers. I hated to call the game too early, but I equally hated to continue to fight an obviously lost cause. So I gave Dan the concession and congratulated him on another solid victory.

Despite its outcome, I enjoyed the scenario and think it's a good one to play. I do think it's tough for the Germans and psychologically it's really hard to watch that creeping barrage hammer down on you every turn. Keeping your personal ELR intact is definitely tough in this one. But if you want to get an idea of what the Panzergrenadiers faced those dark days of June 1944...well this scenario will give you a good glimpse. 

So that's a wrap for our 2017 Saturday Game series between Dan Best and I. It's been a fantastic year. We played 36 games this year, which is pretty amazing. Hopefully 2018 will bring another great year of Saturday ASL!!!

Now on Saturday the 30th...Dan and I will be joined by Dave Mareske for the first three player scenario to be played by Cardboard via SKYPE. We will be playing the Cossacks are coming! I am already looking forward to this game and to playing the first three player game via this method! 



So now, I say goodnight and thank you, to the readers of this blog for sharing your time with me this past year. From me to you, I wish you and your families a safe and happy holiday season. May the joys and magic of Christmas fill your homes.

Grumble Jones December Scenario - GJ052 - Desperate Yuletide

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The Grumble Jones December Scenario GJ052 - Desperate Yuletide depicts the efforts of the German 8th Panzer Division to escape encirclement on Christmas Day 1943. Inspiration for this scenario comes directly from the Osprey Publishing Campaign Series book - The DNEPR 1943 "Hitler's eastern rampart crumbles" by Robert Forczyk. An excellent color plate depicts the close up fighting as the Germans attempted to move through heavily wooded terrain.

Hopefully this scenario captures the feel of that desperate Christmas Day as Germans and Russians collided in the snowy woods of the Ukraine. This will be the final scenario for 2017. My thanks to Dan Best for his thoughts and ideas to enhance this scenario.


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).


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