Digest 7.1

January 15, 1997
The Legacy continues...
Prep Fire John Slotwinski
RB The Counter BlitzBarry Barnes
Review: King of the Hill"Muzzlehead" Scott Calkins
Analysis: Chateau de QuesnoyJohn Slotwinski
Trial by CombatChris Chapman
Final Protective FireJohn Slotwinski

Prep Fire

You probably thought the Digest was no more. . .

Welcome to another new year, and with it, another issue of the ASL Digest. Tim Hundsdorfer has decided to step down as editor of the Digest, but he has been generous enough to give me the opportunity to take over as editor. Tim has left some pretty big shoes to fill, but I will do my best to uphold the fine tradition of the Digest.

Of course, with the changing of the guard there will be inevitable changes that reflect the strengths and weaknesses of the new editor. I don't anticipate anything drastic but I'm sure that the taste and feel of the Digest will be a little different.

The most important thing to remember is that the Digest is written for the benefit of its readers. As such, reader feedback is critically important. It only takes a second to vent your spleen and fire off some e-mail to the editor. Tell me what YOU want to see in the Digest. Let me know if an article bored you to death, or taught you something you didn't already know, or if you didn't agree with a particular author's premise. Suggest an topic if there's something in particular that you would like to see. Better yet, write an article and submit it for inclusion in the Digest. You don't have to be a professional writer to have something published here and I welcome all submissions. Without reader feedback I fear that the Digest will eventually become stagnant. So let me know what you think, and please be honest.

Now let me step down from the soapbox for a while and get this show on the road.

This month: Barry Barnes presents a unique Russian perspective on the German Armored Blitz tactic for Red Barricades, Scott Calkins reviews the new HOB product King of the Hill, Chris Chapman presents an ASL remake of a little-known GI Rouge scenario (and yes it's been playtested!) and I present a defensive analysis of a COD scenario, the classic Chateau de Quesnoy. Enjoy!

John Slotwinski
Editor, ASL Digest


RB The Counter Blitz

Barry Barnes

[Barry is a long time wargamer who has played SL/ASL since SL first came out. He is also a veteran of several Red Barricades campaigns. Before he wrote this article he was unaware of the German Armor Blitz strategy and the discussion that it has generated in recent years. I proposed the following challenge to Barry:]

"It is day 1 (10/17/42) of RB CG III. Russian intelligence indicates that the Germans might be planning an armored blitz, using troops supported by half-tracks and tanks, to take the Chemist's Shop and Commissar's House by day's end. However, it is also possible that the report is false and that the German assault will be mostly infantry, and will not have these goals in mind. Using the starting Russian forces and available purchase points, you must construct a Russian defense that can handle either threat effectively."

Although I believe I understand the rationale behind the German "Armored Blitz" attack on the first day of a Red Barricades campaign I don't think it would be viable versus a good Russian setup. I present a defense for the Russians that should be able to blunt the German armored blitz attack on the right flank if it comes, but which is also flexible enough to be a viable defense if the Germans use a more conventional infantry approach. I have played in four RB campaigns (two as the Russians and two as the Germans) but I have not experienced the Blitz attack.

What follows is based on the following assumptions. (1) As the Russian player you strongly suspect the German player to use the blitz, which here is assumed to mean the German has purchased 2 SPW PLT with the idea of breaking through the Russian right flank in order to capture the Chemist's Shop (X9) and the Commissar's House (BB18). (2) All RG will enter at full strength. (3) Leader DRs will be average. (4) Your goal on the right flank is to keep control of the X9 and BB18 buildings. (5) If your opponent attacks on your left then your goal for the scenario is not so much to win the day but to avoid any deep penetrations by the Germans.

CPP Purchases:

Inf Co (Reserve) = 4 CPP (a must on day 1)
AT Bty = 4 CPP

At Start Russian Forces:

447(x24), 527(x9), leaders(x5 or x6), 45LL ATG(x4), 45L ATG(x2), Fortified Locations(x5), 50 FPP (see below), 1 Reserve Inf Co.

Fortified Locations: W10, X9, W10L1, S11, B12
50 FPP: 6 AP Minefield(x2) (DD5, AA8), HIP Squads(x4), HIP leader

General Setup:
B12/C11 Bldgs:527(x5), ldr
D8/H8/F13 Area:447(x5), 527, ldr, MMG(F11L1)
D15 or E15 or J5:ATG(x2)
F5 Bldg:447(x5), LMG(x2), ldr
I6-N5 Area:447(x6), best ldr, HMG (N5), ATG(N5), MMG(L5)
O6 Factory:527(x2)
W10L1:447, HMG, ldr (HIP)
U6:447(x2), ATR(x2) (HIP)
FF10:ATG, 447 (HIP)
Z1/Z2/W3/X2/S4/T3/U3 Area: 447(x4)
V12:ATG
Y14:ATG
Reserve Cloaking Counter locations/contents:
W10:447(x3), HMG, ldr
X9:447(x2), LMG
S11:447(x2), MMG, ldr
BB9:447, ATR
DD8:447, lt mtr
K10:447
Z10:447
DD18:447
Place extra dummy cloaking counters on the left flank.

A look at the map shows that a mechanized attack would be made from North to South, East of hexrow U. The two best places to oppose an attack here are the entry area and at bldg X9. The forward part of the defense is the four squad screen in the front and the units in the L5 bldg, especially the squad, HMG, leader, and ATG in N5. These units are to delay the Germans and maybe even cause some casualties. The real defense is of course further back on a line between hex T10 and DD5. However, you don't have to defend all of these hexes since you have a natural barrier and strong defensive position in the X9 bldg and "nature's AT ditch" from Z8 to CC8. From S11, W10, X9, DD8, BB9, and FF10 you can cover all of the key hexes with multiple defensive fires. These hexes are V9, W9, X8, Y8, and DD5. Actually, any hex from DD1 to DD5 will do as a hex to stop an attack on the riverbank. I have chosen DD5 because it is three hexes from a reserve CC in DD8. As long as the ATGs in V12 and Y12 are operational any foray down the V or Y hexrows by a half-track (ht) would be risky indeed. As long as there are Russian units in good order in the X9 bldg a ht would have to go through DD5 or Y8 in order to outflank the X9 bldg (or risk bog or reaction fire.) If they make it past DD5 they will then have to get by either AA8 or FF10. A ht going through Y8 would either have to risk going adjacent to the X9 bldg or going through AA8, which is mined and covered by an ATR. So, in order to "breakout" the Germans will have to neutralize both the units in the X9 bldg and at least one of the ATGs or try the riverbank (or just take high risks and get very lucky.) The only problem with the riverbank defense is that it is rather dependent on the ATG in FF10. If this makes you nervous, take one of the HIP squads and ATRs in U6 and put it in CC7 or CC8. [An infantry squad cannot setup HIP in CC8. -jas] Note that a point blank hit by a Russian ATR has a TK # of 8 versus the 1 AF of a ht.

I don't think that the Germans can be in position to attack the X9 bldg before turn 3 at the earliest. Even then the six squads, two leaders, two HMGs, and LMG (all in fortified locations) should be able to put up quite a fight even if the ATGs get knocked out. Of course, the Germans only have to take the Z1 bldg and the X9 bldg to win the day. So, to truly "defeat" the blitz you not only have to avoid a breakout but also hold some of bldg X9.

Alternative Purchases:

Inf Co (Reserve) = 4 CPP
Bn Mtr = 1 CPP
SAN+1 = 1 CPP
80 FPP = 2 CPP

The at-start forces and initial setup changes with these alternative purchases: One ATG goes in Y14 and the other goes in V12. The OBA spotter (taking the leader from W10L1) and phone setup HIP in BB18L2 (or X9L1, N5L1, or CC19L2.) An ATR and squad from U6 moves to FF10. Additional mines go into hexes Y8, X8, W9, and V9. The remaining 8 FPP can be used to HIP additional units on the left flank or purchases dummy counters.

Note that this setup looks about the same to the German player but has some different strengths and weaknesses. It looks the same because the German player would see the same number of counters in the same hexes. The differences are in hidden units (ATGs, spotter, FPP) and thus are not seen in the setup. This defense is weaker on the riverbank due to the lack of ATGs. There is also no ATG to protect the HMG in N5. Also, there are now no ATGs on the left flank.

On the plus side, the higher SAN is good no matter what the attack plan. Also, OBA is more effective against infantry than the ATGs. In fact, the OBA (even 80 mm) can be very effective against AFVs, especially the hts, but is less certain, and not easy to use against moving targets. The really big plus for using the OBA is the fact that in order to succeed in breaking out they must come by one of only three narrow avenues as previously noted (riverbank, Y8, V9) and no one is going to try to run hts through an FFE. The additional mine hexes are also better against infantry than the ATGs.

If I were virtually certain that the 'blitz' was coming I would tend to use the first defensive setup. The more I doubted the blitz, the more I would tend to use the second setup. I might also move a mine hex or two to the left flank and put the spotter in N5L1 to beef up the center and left. It is important to remember that the goal is not to discourage the blitz but to bloody the German's nose if he tries it without jeopardizing your defense against a more conventional approach.


Product Review: King of the Hill

Scott Calkins

[Scott Calkins is a student at the University of Maryland at College Park where he daydreams about having unlimited time to spend playing ASL. You can often hear him wailing out loud at SUMMER WARS, WINTER OFFENSIVE, and AVALONCON.]

King of the Hill (KH) is the latest historical module released from the California based production group Heat of Battle (HOB). It highlights the contest for Hill 112 through operations Epsom and Charnwood from June 25, 1944 to July 15, 1944. The Campaign Game (CG) focuses on July 10 - July 11 (six CG dates) during which the bloodiest combined arms operations raged between the British and Germans on Hill 112. The various Order of Battles are comprised from the German 9th, 10th and 12th SS panzer divisions and the British's 7th Armored division, 15th Scottish and 43rd Wessex Wyverns' divisions. HOB fleshes out the immediate historical background and provides juicy snippets of the CG with the inclusion of 10 scenarios. Five of the ten scenarios recreate the fighting from June 25 to July 4 in the outlying areas around Hill 112. Then the same 48 hour period as presented in the CG is revisited in condensed form through four scenarios of varying size and intensity. The last historical date simulated in KH, July 15th, brings up the rear with Crocs attempting to capture a night crossroad from firmly entrenched SS Panzergrenidiers. The extent of historical research is up to par with previous HOB releases and KH provides an extensive and noteworthy bibliography on the resources used to recreate the battle for Hill 112 in Normandy, France.

The game components provided with KH are on the whole up to par with official ASL products. The module contains an eighteen page rule/CG insert, a 28" by 48" full color single piece map, a five page HOB newsletter, five scenario cards printed on a heavy grade paper, and nine unmounted, uncut color counters. The rule/CG insert is printed in a dark and clear font and punched for insertion into the Rule Book but non-colored for obvious low cost start-up factors. The map of Hill 112 rivals the recently released KGP II map, in that it is a return to the psychological coloring found on the RB map. A desolate, churned earth effect is created through the color choice and layout which is similar to the apocalyptic feel created in the RB that sucks the player beyond the cardboard battlefield. The only drawback to the efforts of the HOB art department is the moderate quality of the counter sheet provided. The print definition could be cleaned up somewhat and counter blanks, if not die cut, mounted counters, should have been provide with the module. In addition to the KH module ownership of BV, Yanks, WOA, KGP II and AP 1 is required with a moderate understanding of night rules, combined arms tactics and the KGP II RePh system.

KH introduces a few addendums to the rules that are quick and simple to assimilate into the current system. The first major rule supplement is the Revetment (Rv) which is an entrenchment for vehicles that allows a +2 TEM modifier and an automatic -2 acquisition counter provided it begins the scenario/CGS in the Rv. The Air Support rules are also modified with the addition of Typhoon fighter/bombers. For the most part the Typhoons follow the 44FB rules except for the inclusion of Rockets and the mechanics of employing them using the Vehicle, Infantry or Area target type. The idea of a Pre-Set Creeping Barrage is introduced which follows the standard Creeping Barrage rules with some noted exceptions such as adjustments to the barrage and Bad Timing, which results in a wider area of effect and possibly striking both enemy and friendly lines.

The CG also introduces its own set of new rules that attempt to mold the game mechanics around the historical conditions of the unique battlefield that encompassed Hill 112. Some of the new CG rules that are introduced are: (1) 'Hot Smoke': a mixture of HE and Dispersed Smoke; (2) 'Night Doctrine': due to military policy of the British army no vehicles (except Crocodiles and/or Carriers) may set-up on board at night; and (3) 'Massacre': which, once employed, stays in effect for the rest of the CG.

A Push system of CPP replenishment has been created in which a player who selects an idle chit moves 50% (FRD) of his base CPP for that RePh to the following CGs CPP base. A simple example of this would be the where the British player has a base of 19 CPP. If he chooses an idle chit then 9 CPP would be available plus his CPP modifiers and 10 would be pushed or moved to the following CGs. This, combined with Jump Off Points, which are a ten hex spread in which a specific RG may enter the board , allows a considerable amount of Fog of War to be introduced into play and offers the CG a high level of re-playability. The mechanics of the CG itself are straight forward and designed at the Rifle coy and Tank Ptn level. CG victory consists of the British player controlling > = 91 LVP's otherwise the German wins. The CGs scenarios are as simple as the player with the most CVP's + LVP's wins the CGs. Outside of the noted exceptions above the majority of the RePh is followed exactly like the version provided for in KGP II and any notable exceptions to the KH system are noted by being underscored and simply stated.

Overall King of the Hill is the best first run release offered by HOB. The map art work is intriguing, the scenarios appear balanced (KH5 is outstanding), and the CG is straight forward yet unique unto itself; unfortunately the counter artwork is less then desirable and should be upgraded in any future errata releases. KH may become noted as the slaughter house of the western ETO for ASL. It is Tigers vs Churchills with limited hindrances as OBA and Air Support attempt to terrorize intrepid troops burrowed in ditches or fortified at the summit in the Crown of Thorns. At a retail price of $20.00 (US) KH is by far one of the best deals available in the Historical CG genre of ASL. It offers Grognards a new twist to CG planning without requiring extensive consultations to Black's Law Dictionary. For first time CG players KH is not too daunting but a go ahead at a Platoon Leader CG is advisable, but then Platoon Leader is yet another story....

[As Tom Repetti mentioned in Digest 6.8, recent times have seen a large infusion of new ASL products, especially from third-party producers. Tom essentially argues that it is important for buyers of these products to make specific yet critical evaluations of these new products so that everyone else can make informed decisions about what to buy and what not to buy. I couldn't agree with him more. Every month I hope to include a new product review. Since everyone's tastes are different you might even see juxtaposed views on the same product. Note that the views expressed are those of the reviewer and are not necessarily those of the Editor. Any product reviews included in the ASL Digest does not constitute endorsement nor denouncement by the ASL Digest or its editor. -jas {note difference between jds and jas!}]


Blast From the Past: Revisiting The Chateau de Quesnoy

John Slotwinski

Chateau de Quesnoy (CdQ) was originally included in the SL Crescendo of Doom (COD) module, and redone for ASL in the 93b Annual as scenario A64. As I kid I vividly remember playing the scenario solo and having the heroic French soldiers defend the chateau against the overwhelming German onslaught. Of course, that was easy for me to do since I had no FTF opponents! Nowadays my opponents will not simply let the French win. Still, the scenario is one of my favorites and I was ecstatic when I saw that it had been updated for ASL. Since then I have played it several times (yes, against real opponents!) but always as the French defenders.

The allure of this scenario is simple: Elite Colonial French troops use copious amounts of fortifications to defend the stone chateau against a numerically superior German force featuring twelve AFVs. Because of the large number of fortifications, I think that this scenario is a blast to play as the defender. In fact, a lot of the fun is in devising a suitable defense. There are not too many scenarios where the defender has so many fortifications, and thus so many defensive options. (Two other scenarios that fall into this category are Jungle Citadel and CH's Curtain Call.) The challenge is to setup all of these fortifications effectively. Here I will examine a French defense for this scenario, along with a few ideas for the German attacker.

A good starting point is to discuss the changes that the scenario went through when being translated into ASL format. Although the OBs seem very similar, the ASL rules changes are somewhat significant when considering a defensive setup. The French retain the same number of concealment counters (12) but now all of the French infantry setup concealed since the Germans enter from off-board [A12.12]. This allows for some additional deception on the French player's part. Also, the French AT and ART guns now automatically setup HIP if emplaced [A12.34]. French fortifications are now also setup HIP until revealed by an enemy unit [A12.33], and boresighting, which was granted in the SL scenario by a Special Rule, is now permitted for the scenario defender in this case [C6.4]. The 75 French mine factors have been replaced by 80 factors, but in the ASL system the mines are used much differently. The defender must purchase AP mines in 6, 8, and 12 FP increments, and thus cannot place mines in as many hexes as in the SL version of this scenario. Also, location-specific booby traps can no longer be purchased. The French sniper counter from the original version is replaced by the new ASL sniper rule, and the French are given a healthy SAN of 5. So, even though the scenario cards looks very similar, the defensive options in the ASL version of CdQ are much different because of rules changes.

Reading the scenario victory conditions shows that the French defense should be devised with two thoughts in mind: (1) Delay the German assault as long as possible, and (2) Cause as many casualties as possible. The German force is quite formidable, and because of the fragile nature of the French infantry units, if given unlimited time the German will eventually control the Chateau. With a broken morale one less than their unbroken morale, broken French squads are hard to rally. An ELR of 3 isn't too bad, but small enough to insure some unit replacement. So, the French maxims are to cause delay and casualties while trying to maintain a coherent defensive force. Let's keep these in mind as we examine the French setup.

French Setup:

5Z025LL ATG/crew Covered Arc:5AA2 Boresight:5Z5
5Y38 FP AP Mines
5I4/5J3Roadblock
5L2/5M3Roadblock
5N7, 5O8, 5P8Wire
5S875 ART/crew CA: 5U8 BS: 5GG7
5V5, 5W98 FP AP Mines
5T8Trench, 458(x2)
5T9, 5T10Trench
5X101sfh, ?(x2), 458
6Y1-6Y4Wire
6X1458/lmg
6X2458
6X4Wire
6X5?(x3), 8FP AP Mines
6X8?(x3)
6T1-6T2Trench
6W18-0
6U108 FP AP Mines
6Q275 ART/crew CA:6S3 BS:6Y7
6Q9/6Q10Roadblock
6P575 ART/crew CA:6R5 BS: 6X5
6P99-1, 458(x3)
6O3L2237hs, 458/hmg
6O4L29-2, 458/hmg
6N21sfh, 237hs/mtr
6N4L2458/lmg
6N5L2458/lmg
6J31sfh, 457
6K775 ART/crew CA: 6L5 BS: 5P9
6K9457(x2)
6J8L38-1, crew/37 inf
6I9457/lmg
6L108 FP AP Mines
6K108 FP AP Mines
6J108 FP AP Mines
4X1457
4V1/4W2Roadblock
4U18 FP AP Mines
4T18 FP AP Mines
4P6L1?(x4)
4G325LL ATG/crew CA: 4I3 BS: 4U4
All units without OB-given '?' setup concealed. Guns and fortifications setup HIP.

Let's look at some features of this defensive setup.

The mere threat of mines is as dangerous to the Germans, and hence as useful to the French, as the actual presence of mines. A good German player will take the time to search obvious locations for mines to avoid undesired casualties. The Z-row woods on board 6 is an obvious place for French mines. For this reason I would never place mines there since I believe that the Germans will be delayed by searching these locations anyway. This has the dual advantage of having mine factors available for other locations and slowing any German assault on board 6. So where does the French player put the mines? I like to place them in protected offensive approaches and potential rout locations. Hexes 5Y3 and 5W9 contain mines because the gullies provide protected approaches for the German infantry. When used in conjunction with dummies, minefields might also be quite effective. In the 6X5 building I've placed ?(x3) plus an 8 FP AP minefield. I can't move these dummies during play because of the mines. However, once the German player suspects that the counters are dummies he might forget about the possibility of mines and enter the building to eliminate the dummy stack. Around hex 4U1 I also have several AP mines since this area is also a protected German approach. In addition, the dummies in 4P6L1, which look like a leader-led mg stack, might persuade the Germans into the protected confines of the woods around 4U1. Let me tell you about the time one of my opponents dashed across the road, trying to avoid potential defensive fire from this dummy stack, and ran right into an 8 FP AP minefield. . . .

One thing I have done is purchase only 8 FP AP minefields. I think that this is a pretty good balance between maintaining board coverage and causing casualties. If you want more casualties try more 12 FP AP minefields, and if you want more coverage go for more 6 FP AP minefields. I haven't purchased any AT mines, in part because of their cost, and because I think the AP mines are more likely to cause casualties.

The roadblocks and trenches are placed to prevent encirclement of the chateau and to keep the German half-tracks at arm's length. The German player may try to rush tanks and half-tracks down the board 5 woods-road, if it appears weakly-defended, to get into the French backfield. This would be disastrous to the French who would have severe routing problems if there were Germans on board 6 south of the chateau. To prevent this I put a roadblock in 5I4/5J3 and another in 5L2/5M3. Note that 5P4/P5 seems like an obvious place for a roadblock, but a crafty German player will take a tank and create a TB through hex 5O3, completely bypassing the roadblock. The other roadblocks go in 6Q9/6Q10 and 4V1/4W2. I then place a trench line in hexes 5T8 - 6T2. These trenches work well in defending board 5 and the woods approach along boards 5-6. They also allow for protected shuffling of units between boards 5 and 6. But now step back and take a look at the positions of the roadblocks, trenches, and the stone walls. Since they can't cross walls or trenches, until the roadblocks are cleared the only approach for half-tracks towards the chateau is right down the road leading to the front door! Not a very appealing route for the Germans!

My ATG and ART positions compliment the trench and roadblock positions. A gun in 5S8 helps defend board 5 and its woods road. I have bore-sighted this gun towards hex 5GG7, which seems to be a favorite location for the German OBA observer. Another on board 4 in 4G3 also might have plenty of shots against German half-tracks and tanks, especially against those avoiding the roadblock in 4V1/4W2. I hate to put guns in positions where they are unprotected by friendly infantry, but I still might put an ATG in 5Z0. I would keep this guy HIP for as long as possible, and hope to get some side shots or shots against half-tracks once the German player thinks that the board 5 field is safe for vehicles. Given the choice, I think that I would always prefer to take ATG shots against half-tracks, especially if they are loaded, since they have AF = 1 against a 7 kill number from the 25LL ATGs. With ROF = 3, these should be easy targets, and even if they are empty they are worth 5 CVP if the inherent crew is still aboard. The 75* ART pieces have a 10 kill number, but their low AP depletion number is a problem. Don't forget though that even firing HE they have a kill number of 7 against armored targets, and thus still have a decent chance of taking out half-tracks.

A few notes on the chateau setup. The halfsquad in 6O3L2 is a spotter for the mtr in 6N2 and also will strip concealment of the German units as they enter the board. From here he can see most of the German entry hexes. Note that the mtr can also hit some of the board 5 woods without spotted fire if the Germans chose to attack this way. The 9-2 led hmg squad is a pretty obvious choice, and I have placed the other hmg next door. The 6O3 and 6O4 stacks now look the same to the attacker at the beginning of the game, to maintain some fog of war. When this illusion is lost the second squad/hmg can move over to 9-2's hex. Pick your own favorite spots for boresighting the hmgs; there are plenty of good choices. I have placed three ART guns in support of the chateau, but none of them are within the chateau itself. I've done this so that they can still defend the chateau even if it is shrouded in German OBA smoke. I probably wouldn't place the guns in the building anyway, since they have a +2 TEM while emplaced and can change CA much easier while in orchards or openground. The 6K7 gun boresights the board 5 woods.

The 6K9 building is defended pretty heavily (3 squads, crew, 8-1, lmg, 37 inf gun and mines) since this building can be used as a stepping stone for assaulting the chateau. The 37 inf gun is a SW by definition, and thus can't gain acquisition. However, it can fire from within a building, has ROF=2, and can benefit from leader-direction drms. This weapon is particularly effective against half-tracks and AFVs presenting their side AF. Because of the small caliber and short barrel this weapon should only be used at a range < 13 hexes where it has a reasonable chance to hit vehicles. In its current position it can cover the ATG in 4G3, and also protect the chateau backfield against any vehicles that try an end-around.

Some final minutiae: The wire in the board 5 woods mass is used to harass German movement through the woods, and perhaps force them to move along the wood's edge, where they can be hit with French defensive fire. The 9-1, 458(x3) stack in 6P9 covers the roadblock and some of board 4, and looks like a dummy stack at setup. In keeping with good play I don't intend to keep them stacked forever. Note that I've put them in the 6P9 building, and not 6R9, where I fear they would have trouble routing. The 457 in 6J3 is a rear-guard of sorts. He can reinforce the chateau if necessary, or help defend the backfield. He is also only a stone's throw from 6K9, if that building begins to succumb to the German assault. Finally, the 457 in 4X1 is placed to have a short but brilliant life. He will act like a dummy for as long as possible before finally firing on the second or third German unit moving in the open. He is completely expendable provided he inflicts a CVP or two.

So what are the German options for this scenario? Well, given the length of the scenario, the German can afford to enter his units over a period of several turns. The initial force (mostly HSs) should probably spend most of their time searching for mines and trying to find out where the other French fortifications are located. Most of the AFVs should be kept off-board until some of the French ordinance has been discovered. The 80mm OBA probably won't cause too many casualties against units defending in the stone chateau. I think that its smoke capability is much more useful in screening the French MG positions in the chateau. The SPG, with its weak armor and low-ammo MA presents as interesting quandary. I'd probably enter him about turn 4 or so, and park him behind the hedge around hex 6Z7. Here he can hit the upper locations of the Chateau. Hopefully, he'll get one effective hit before running out of ammo. A final thought is for the German kubblewagon. This guy is pretty hard to hit with its very small target size (although it is susceptible to small arms fire), but it doesn't have any offensive use. So, I'd probably load him up with a HS and try to draw fire from a hidden piece of ordinance or to cut-off rout paths. Most likely though I'd drive it up to obvious ATG locations and go exploring with its passengers. Hmm, let's see if there's an ATG in that grove of trees. . . . .

As I mentioned before, getting part of your AFV force into the French backfield can cause serious problems for the chateau defenders. Another approach is to use building 6F8 as a stepping stone into the chateau. In general this scenario is tough for the Germans because of the CVP cap. Avoid hasty assaults. Try not giving the French any decent shots. Play flexible and be prepared to shift the axis of attack if you hit a French 'wall.'

Because of its large size and the time required, many people will not want to play this scenario. Rest assured, you're missing a lot if don't take the time to stroll down the orchard-lined road, go through the stone gates, and enter into the Chateau de Quesnoy.


Trial By Combat

Chris Chapman

[Chris Chapman works as a free-lance graphic artist in Washington D.C. In the past year he has attended WINTER OFFENSIVE and AVALONCON and had the pleasure of being defeated by the eventual AVALONCON Champion in round 1. Chris loves to play PTO and late-war heavy-metal scenarios, but hates the KGP mist.]

TRIAL BY COMBAT (GI 300 Updated)

Elsdorf, Germany, February 27, 1945: In an attempt to give American armor a fighting chance against heavy German tanks, the Army Ordnance Department developed the T26 Heavy tank, better known as the Pershing. Carrying a 90mm gun and heavy frontal armor, the Pershing was rushed into combat service. The first combat between Tiger and Pershing occurred as American approached Elsdorf.

Victory Conditions:
The US player must control six of the seven buildings on the east river bank of board 8, rows B through O inclusive.

Map configuration

+------+-----+ /\
|8     |4    | N
|      |     |
|      |     |
|      |     |
+------+-----+
Balance:
German: exchange MMG for HMG.
US: change length to 9 turns.

Turns: 8

German OB: Elements of the 9th Panzer Division set up east of river on boards 8 and 4, north of row Q. [ELR 2] {SAN 4}

467(x9), 10-2, 8-0(x2), MMG, LMG(x4), PSK(x2), Pz VIE(L), Pz IVH(x2)

American OB: CCB of 3rd Armored Division with elements of 13th Infantry Regiment enter from the south edge, east of the river. [ELR 3] {SAN 2}

666(x12), 9-2, 8-1, 8-0, 7-0, MMG(x2), BAZ-45(x4), radio, M26, M4A3(76)w, M4A3(75)w (x3)

SSR

  1. EC is wet with no wind.
  2. Place overlays as following: Wd2 on 4K6-J5; Wd3 on 4M7-L7; Wd5 on 4H8-G8; Wd1 on 4G9.
  3. The Americans receive one module of 80mm mortar OBA (HE and SMOKE).
  4. The M26 has an elite crew. The American may roll for gyrostabilizers for the his Shermans.

AFTERMATH: The very first combat between Tiger and Pershing actually occurred the night before the attack began. The Americans lost the Pershing "Fireball" to a Tiger concealed in the dark. (The Tiger that ambushed "Fireball" was immobilized on rubble as it tried to back away from its prey.) The following day the GIs were able to rush into Eldorf and capture it in half a day. Pershing #40, accompanying Co. E of the 33rd Armored Reg. CCB, destroyed two MkIVH's and a Tiger I in the assault. The trial was considered so successful that Ordnance "heisted" a 90mm gun tube from an M36 tank destroyer to permit "Fireball" to return to service on March 7th.


Final Protective Fire

Well folks, that's it for this month. Special thanks to all of this month's contributors and to those who helped me put this issue together. Next month will feature more RB discussion, an original scenario, a review of GSTK, and other exciting shtuff!

See you guys at WINTER OFFENSIVE '97!

Copyright is retained by original authors. Contact the author before making any use of any of the articles contained in the Digest.

John Slotwinski
Editor, ASL Digest
jslot@gauss.aptd.nist.gov