ASL DIGEST 7.2

February 15, 1997

Prep FireJohn Slotwinski
Wintergewitter: Dual PerspectiveMark Walz
Wintergewitter: Duel PerspectiveJeff Shields
Wintergewitter: Greatest Hits OverviewTim Hundsdorfer
Product Review: God Save the KingChris Chapman
RB: Response to the Counter-BlitzPatrik Manlig
The Demise of Panther 34 at StoumontJohn Slotwinski
Final Protective FireJohn Slotwinski

Prep Fire:

First of all thanks to everyone who sent in feedback and suggestions. I was pleasantly overwhelmed with the number of positive responses which were sent in. The real credit belongs to the authors of the various submissions; however any errors or shortcomings rightly fall on my shoulders.

WINTER OFFENSIVE 97 has come and gone and once again it was a smashing success. The MMP guys host one hell of a tourney and if you ever get the chance you should go, I promise you won't be disappointed. Once again Steve Pleva took home top honors, this time by defeating Mike McGrath in the WCW scenario "Abandon Ship." I happened to watch some of the championship match and I was impressed with both players' ability to control their emotions, even when things were going badly. Some of us, myself especially, could learn from this.

Last month I promised you an original scenario, but this issue quickly filled up with other stuff. I'll try to get it into next month's edition.

This month's issue focuses on the ASL 95 Annual scenario Wintergewitter (A70). First Jeff Shields and Mark Walz present a Expert/Newbie perspective on this scenario, including pregame and postgame comments. Then Tim Hundsdorfer gives an overview of tactics for this scenario, and what makes it so fun to play. Chris Chapman reviews God Save the King and Patrik Manlig gives a German response to the Russian Counter-Blitz. The Demise of Panther 34 at Stoumont rounds out the issue.


Wintergewitter: Duel Perspective

A NEWBIE'S TAKE:

by Mark Walz

[Mark does Unix SysAd for the USAF and has been a ASL player, mostly solitaire, for 9 years. He is married, has three children, and claims to be a cross between Homer Simpson and Ned Flanders.]

Intro: I've played ASL off and on solitaire for almost 10 years. However because I've only had three ftf games in my life I consider myself a relative newbie. This fall I discovered ASL on the net. I checked out a couple of Web Pages and discovered Tim Hundsdorfer and Jeff Shields. I've gotten many tips from both for which I am truly grateful. Tim and Jeff even set up email games with me. For me that was kind of like getting pitching lessons from Nolan Ryan and hitting lessons from Kirby Puckett.

I also discovered that I was only about 25 minutes from Jeff's house so I finally got to play ftf. Jeff has soundly trounced me each time. For those of you who will play Jeff ftf, I will only tell you this much: He is a very meticulous player with a firm grasp of the rules. He knows how to exploit his strengths and his enemies weaknesses. He also has a very good sense of the pace a scenario should take. In the first of three playings he beat me as the Russian in Acts of Defiance. My attack jumped off to slow, and his arty creamed me. He then destroyed me with the Germans in RB version of The Commissars house., It was over in 6. Mediocre setup, and poor skulking and rout routes doomed me. Then there was Sowchos 79 (Cross of Ironsaurus). Bad setup on my part ensured a Russian victory; we killed the game at the end of 2 turns. Now it's time to try again, this time as the Russian in Wintergewitter. My goal is to give Jeff a tough game, and to actually have the game be in question at the start of turn 5. If I can do that it will be a moral victory. I think it'll take a lot of luck to win the infantry battle, and a bit of patience to win the armor battle. More on that below.

The VCs: Simple, have a GO MMC or AFV with functional MA in the victory area at game end.

The Terrain:

Ground Snow: Will cost the infantry 1 extra MF to go up or down in elevation, and this can only happen if the infantry end up in a wadi, which is not likely for the Russian. It also negates road bonus. Also, winter camouflage is in effect so +1 on the IFT at ranges > 8 and + 1 on the armor to hit at ranges > 16.

Grave Yard: I love a graveyard in ASL, and this one is also very alluring, +1 TEM, costs armor half their Movement, and requires a bog check. Halftracks can't enter it. In all candor, I tried setting up a defense in the Graveyard. Don't do this! When I went through the trial run, rout routes cut, point blank fire, over very fast, and it was ugly!

Orchard: +1 hindrance, nice to know for the armor battle. Wood Buildings: +2 TEM OK

Wooden Rubble: + 2 TEM and blocks LOS through the hex. Bog check for the armor, and NA for the tracks. The designer put the rubble there on purpose, but why? [Perhaps to eliminate the board 12 marketplace OG? -jas] How can I exploit that?

Wadis: What the @#$% is a Wadi? Oh, a gully that an AFV can go hull down in. As if the German doesn't have enough advantages.

The Germans:
Infantry: A Sturm Platoon with excellent leadership. They should get some smoke from the infantry if needed, and the IIIN carries smoke too. I don't really think they will make much smoke. They have 4 halftracks to carry them in and help cut rout routes once the infantry battle begins. Jerry also receives a PzIIIN to throw some HE and 8 MG FP my way. The Germans should use this tank very aggressively. It's a scary witch for this depleted group of Russian grunts to face.

Armor: In addition to that he has 2 MkIVF2s, and 2 MkIIIJs. They kill my T34s on a 6/11 and a 2/7 respectively. If his PzIIIN is needed for the armor battle, he probably will be able to get a HEAT shot at me, too.

The Russians:
Infantry: I have 4 x 447, 2 x 527, 2 x 237, two leaders, an ATR, 2xLMG, and a MMG to stop an armored assault. That's not going to happen, so I'm going to use a fall back defense.

Armor: The joy of the Russian in this scenario has to be those 3 x T34M43s. I kill him on 7/9/10. You have to like those numbers. If I actually have no better target the halftracks are in a hit - kill situation. But that probably won't happen if I know Jeff.

Russian setup:
Y3 ? + 3
U2 ATR 447
O1 LMG 447
M3 LMG 447
M5 7-0 237
N8 MMG 447
P5 ? + 3
V5 237
R6 527 8-1
O7 527

[Note that the dummy placements in Y3 and P5 are illegal since neither hex is concealment terrain.-jas]

The Infantry Battle: Turn 1 I intend to wait until Defensive Final Fire and then take pot shots at his halftracks with ATRs and the LMGs, if they're in range. With the ATR, bad things start happening to the tracks on a base TK DR of 6 and with the LMGs on a base TK DR of 4. Not good odds, but you take what you can get. Actually, I'd like to take an ATR round and shoot it up the MKIIINs tail pipe. I suspect at this point, that Jeff will try to splatter the folk with the ATR with that MkIIIN main gun, then machine gun them for good measure. Then he'll start working the LMG squads over too, probably with the MGs from his other 4 tanks since his halftracks will be buttoned up. I'll skulk and move back with the infantry to slow the German onslaught.

The Armor Battle: Jeff's one, and in my opinion, only dilemma is how to hold off the T34s from the victory area. He needs to cover both flanks, or my armor will come in on the weak flank, and race for the village. However, if he splits his armor into pairs, probably a MkIII with a MkIV on each flank, then what I'll do is come in on the right flank. All three T34s will fire at the MkIV. Once it is dispatched, hopefully on turn 2B, All three T34s will concentrate on destroying the MkIII on turn 3A. Only then will they proceed with all speed for the village. In the mean time, he'll be shooting at me with the two tanks I take on frontally, as well as some long range shots from his right flank. I suspect he'll either reinforce the village with his armor on turn 3A, or come screaming at my left flank with the tanks on his right flank. Most importantly I believe the armor battle is winnable for the Russian. It simply requires patience and tenacity to create and exploit armor superiority at one focal point of the battle.


WINTERGEWITTER: A SEASONED VIEW

by Jeff Shields, jeff@vims.edu

[Jeff Shields is a furtive ASL wannabe who spends most of his real life in search of the spineless invertebrate. In his other life he plays at Squid Racing in hopes that someday he'll be an Advanced Squid Leader. You've seen his posts and contributions, and you know he's got a long way to go to achieve that coveted goal. But read what he has to say because it provokes us.]

I've been playing ASL for 10 years, and 4 more years of SL before that. Experience doesn't make me an advanced player, but I've had a good deal of ftf versus a variety of opponents, and I've even read the Book at least a dozen times by now. Little help that is when it comes to tactics, but knowing the rules is a key element of good play. I play about once a month, sometimes more, mostly less, but when you add that up over the years it makes for a healthy dose of Squid ©.

Wintergewitter: A small elite German armored infantry force attempts to wrestle control of a small Russian outpost.

German Perspective:
Strengths: Mobility, Armored attack, 9-2 leader
Weaknesses: Low armor factor, difficult VC
3.5 squads, 2 leaders, SW, 4 halftracks, 5 tanks

Russian Perspective:
Strengths: Difficult VC, good armor, ATR
Weaknesses: Few anti-tank SWs, little fall back
7 squads, 2 leaders, SW, 3 reinforcing tanks

At the time of this writing Wintergewitter may have favored the Russian (9:3), but I believe it to be well balanced. I've played it twice as the Germans and found it an even match (even with the Russian balance!), and an exciting game. The trick lies in extremely aggressive German play. It's a fun game for the Russian, too, as the T34s can be the ace in the hole. [The latest Record (Feb. 97) shows the scenario with 50+ playings and roughly 50:50).

There are three standard German strategies for the scenario: Tanks in the Streets (my preference), Wadi Mania (Hundsdorfer's preference), and a hybrid, Flank Steak (observed at Winter Offensive). All three have produced successful German wins.

TANKS IN THE STREETS (THE CENTER OPENING)
In this strategy the German tanks engage the defenders in their forward positions on the first turn. But don't subject the tanks to Street Fighting unless absolutely necessary. Keep most of the infantry adjacent, mounted in their halftracks, within normal range, but in motion. They can form a single fire group that can do some damage. The half squad in the SPW250/1 can be used to the east to limit potential Russian movement across the roads.

The German tanks must be used aggressively against the Russian infantry on Turns 1 and 2. Russian Turn 2 is tough on the Germans because the Russian tanks, with their 16 MP, enter play. I prefer not to seek Hull Down positions on German Turn 2 as I believe tanks are better used to neutralize the Russian infantry. The 3.5 German squads are a match for the Russians, especially when coupled with the halftracks and the PzIIIN (a nice infantry support vehicle, but used by the Germans to support their Tiger tanks), but the infantry need to dismount into good positions to safely engage the defenders. I use the German tanks to encircle and reduce strongpoints. If the Russian player timidly holds the tanks off for later use, then the German tanks stay in the city to finish off the infantry.

WADIA MANIA (THE GERMAN FIANCHETTO)
After engaging the infantry on Turn 1, with this opening the German tanks (excluding the PzIIIN) move to secure Hull Down positions in the wadis on each side of the board. Since all woods are brush, the T34s will be engaged as soon as they enter the board.

This is a sound strategy as it gives the German armor safer positions, and at least two fire phases to attack the Russians. A small drawback for the German armor is that it can be expensive to move out of the wadi. The Russian counter to the Wadi strategy is to have the armor attack en mass on one side. The T34s are more than a match for the PzIIIs and are even against the PzIVs. By swamping one side, the Russian stands a good chance of winning the primary armor engagement before entering the streets to do battle with the German infantry.

The Wadi strategy presupposes that the armored infantry is sufficient to wipe out the Russian defenders. With the PzIIIN, and the 4 halftracks in support, the German infantry stands a good chance of succeeding. However, if the infantry force is to clear the village alone, then the halftracks must be used cautiously as they are susceptible to the ATR (TK#=6 + penetration - AF), and the LMGs (TK#=4 + penetration - AF).

In either case, the halftracks are an integral part of the German attack. They can be used to expose Russian infantry in futile Street Fighting or CC-Reaction Fire attempts, but my favorite tactic is to move adjacent to, and encircle broken defenders, and eliminate them for failure to rout. A CE halftrack has a 3 FP attack (6 FP adjacent), gets a 1 ROF, and can even absorb that nasty SAN attack that can kill your main man, the 9-2 leader, plus their 16 MP give them free reign in the village.

THE FLANK STEAK (COUNTER GAMBIT)
This strategy melds the features of the others to balance the infantry attack against the weight of the Russian armor. Here the PzIVs head for the wadis along one flank while the PzIIIs assist in reducing the village. As the T34s lumber on they are engaged by the PzIVs. The PzIIIs then peel off as necessary to encircle the Russian tanks (and go for side and rear shots), or kill Russian infantry for failure to rout. The PzIIIs are also good for the sleaze Vehicular Bypass "freeze" to isolate a pesky strongpoint, but caution must be used so as not to throw tanks away via Street Fighting or CC-Reaction Fire. While I've seen this strategy in play, I have to say that I wouldn't favor it. It seems too dispersed, and unfocused, but it does retain flexibility for engaging different targets.

AAR FOR RECENT GAME JS: Jeff Shields; MW: Mark Walz

JS: Since my opponent was a relative newbie, he got the balance, 6 concealment counters for his OB. The Russian setup included a ?447+ATR in 12U2, a ?447+LMG in 12O1, and a ?447+LMG in 12M3. Other squads were set up in the O6-R6 complex, and in outlying positions on the west near the cemetery, and on the east in M5.

JS: Turn 1 started with the PzIIIJs moving adjacent to 12O1, the PzIVs moving adjacent to 12U2, and the loaded halftracks moving to 12T0, 12S1, and 12R0 in motion. The PzIIIN went to 12Q1, and the mini-halftrack moved to 12F0 to apply pressure down the road.

Note that all of the AFVs are susceptible to Deliberate Immobilization. Remember aggressive, not foolhardy, play is essential for a German win. My feeling is that if the Russian squads stay and attempt DI, they'll be broken and lost in Defensive Fire, or even the previous Advancing Fire Phase. At some point, however, the Russian will and should attempt DI with the ATR. It's your call.

MW: At one point I had a GO 447 w/ATR adjacent to the PzIVF, I didn't take the shot because I developed a presupposition that the ATR would only be used to kill tracks! I saw the ATR as an element of the infantry battle, not part of the armor battle. In retrospect I probably should have taken the shot! However I went in with a game plan and I stuck to the game plan.

JS: Then, bad news. The PzIV with the 9-1, malfs, and disables his MA! Recall on Turn 2! In addition, the 9-2 gets whacked by a sniper early in Turn 2 and limps along at 8-1. For a game that may favor the Russian, this is indeed, a black omen for me.

MW: Yes, at this point I said "Things are beginning to look interesting for the Germans" :-)

JS: Some good comes as the 447 in 12O1 attempts to withdraw from his exposed position, and gets KIAd by a critical hit in open terrain. But, more good news, the retreating 447 with the ATR breaks in the church (and dies there in Turn 3). The Russian 8-1 tried to cross the street to get to it, but missed a LOS, and got wounded by a lowly halftrack's 3(-2) attack. (See they are useful!) Another halftrack gets stunned but exposes the withdrawing 447+LMG from M3. My tanks swarm around the position in O4. Score: still in doubt. Loss of the PzIV to recall really hurt.

MW: At this point I was trying to immobilize or kill his tracks to open up rout paths since I knew I was going to get creamed in advancing fire.

JS: Now the Russian tanks enter. They go in line abreast to 12V7-X8. They're shooting right up the tailpipe of the PzIIIN in P4!

MW: On turn 3 that was the best shot I had at any of the German tanks. If I had to do it again, I would come in on the Left line abreast, I would have had shots on the IIIJs and some tracks. but more importantly, more room to maneuver at game's end.

JS: Turn 3 presented a problem. Save the PzIIIN (that'd failed motion attempt) or press the attack on the infantry? Blow smoke in U7 from the PzIIIN, and again in T6 from the PzIV in U3 to save the tank. Meanwhile, the halftracks and PzIIIJs encircle and wipe out broken defenders in O7 but not before Street Fighting immobilizes a halftrack in bypass in O6 (with Casualty Reduction to the defenders from a previous attempt!). Another PzIIIJ goes to N8 to engage ?447+MMG in O9 (and not seeing LOS to X8 or W8!).

JS: Russian Turn 3, the MMG opens up on a halftrack in N6 and wrecks it. Two of the T34s try to grease the PzIIIJ in N8, while another attempts to move in behind it. The PzIIIJ gets lucky with HD advantage, and gets APCR, blowing away the T34 away in T8!

MW: At this point I violated my own rules, be patient with the armor battle, and infantry vs. infantry.

JS: The 447+MMG advances into CC in N8 but only gets an Immobilization! The PzIIIJ's coaxial MG fights back with snakes!!! Too bad I didn't create an armor leader! Next turn the PzIII gets his as a T34 scores a Critical!! In addition, an ongoing CC between HSs gets heavily reinforced by the German who then rolls Boxes for Ambush withdrawal!! Score: Things have evened out with the loss of the T34 and the MMG. There're only 1.5 Russian squads left. Note that the newbie set up the MMG well out of the main action. I'd've put it in Q6, O6 or close to U5.

MW: I set it up that far back because I wanted the infantry battle to still be an issue on turn 4. Also it had a nice lane of fire with bountiful opportunities to shoot at tracks. A lane I felt you would need to use to cut rout paths. I did manage to get a track, and also immobilized a tank (in CC), not bad! Also during turn 3, a 548 squad was busy chasing 3 x ? through the graveyard. Somehow that seemed funny to me, but I'm not sure why. [Funny, yes, but I was pursuing my VC. - jds]

JS: Turn 4 and 5, things are looking pretty good for the German. The remaining Russian squads are eliminated or broken and out of the picture. The T34s unwittingly move to N8 and M9 to HD for a last push to P5 and P6. The Germans have 3 tanks left to engage them with. One goes in 33P1, one in 12M7, and the PzIV in 12N2. German infantry and crews swarm in for CC. Nothing works! German suffers 1.5 squads KIAd and another HS broken. My losses before Turn 5 were one recalled PzIV, one wrecked PzIIIJ, one wrecked, and one immobilized halftrack, and one wounded leader. Pretty decent considering the frightful Russian losses (1 tank, 6.5 squads, and 1 leader). Instead I went after the T34s in open terrain, failed my PAATCs and even malf'ed the PzIIIN's Heat. My desire to force the game was my downfall, and separates me from that coveted level of 9-2...

MW: Yes, swarming over open ground to get to my T34s, was a disaster for Jeff. I think it's best to place the German Infantry as close to the center of the victory area as possible so that they can get some CC opportunities on the last game turn. Jeff may have flushed victory away on that turn. The armor battle was sweet revenge. I had both tanks in the Wadi hull down. He managed to roll 2,2 twice in a row. That made me smile because I'd done the same thing on turn 3 firing at a HD IIIJ in a Wadi.

JS: Turn 6 sees the German trying desperately to recover from the stupidity of throwing away the game! I should have stayed back and regrouped for the Russian attempt. Now I recoil from the shock of failing to even dent a T34, both of which reside in motion in P5 and P6! The remaining infantry (2 crews, 1.5 squads, and wounded 9-2) move in for close combat (all pass except the freakin' squad who boxes his PAATC! This was my third boxes for PAATC!. German tanks move up but need threes to even think about a hit (+4 having moved, +2 vs motion, +1 BU, you know the drill). Close combat last turn: crews both roll 2,2 (these miss as crews get 3, +2 vs. motion), halfsquad gets leader and leader direction rolls a 2,1 (TK#4 -1 leader -1 leadership, +2 motion) Kills a tank! Only problem is the Russian only needs one AFV with functioning MA to win....

MW: The thing that shocked me was how hard it is to kill a tank! Me in motion, him in motion, Jeff hurt himself more with poor dice then I did with 3 T34s! I think, now I know I need a drm flow chart to figure all this stuff out, but at times it bordered on absurdity. [Drm aren't that bad, the main ones to remember are bounding fire modifiers (usually +4), and motion/nonstopped modifiers (+2). -jds]

JS: Now I'd call this a close game, and well balanced considering the recalled PzIV on Turn 2, and the idiocy of German Turn 5.

MW: Agreed, when the game is still undecided going into the last CC phase, you can't complain much. Jeff did a couple of things differently then I would have, but I don't know that they were wrong.

JS: Well, yes, he did know they were wrong. I should have waited to assault the tanks!


Wintergewitter: Greatest Hits Overview

Tim Hundsdorfer, hundsdor@ucsub.colorado.edu

[Tim lives in Lafayette Colorado with his wife and 6 month old daughter. Tim plays ASL regularly with the enigmatic Dr. Martin Snow who routinely drubs him and generally puts up with his incessant whining.]

Attractions: Both sides are on the attack as Germans and Russians fight over the board 12 town. T-34's vs. PzIVF2's makes for good tank versus tank action, and the scenario is a clinic in how to use halftracks. Could you have relieved Stalingrad?

Balance: 50-50
Other notes: The German can get away with more mistakes, so it's generally best to give the newer person the Germans. The Russian player needs a lot more experience with rout paths and the use of MG vs. AFV.

German Advantages: Troop quality, number of vehicles, halftracks
German Disadvantages: Time, Numbers

German Strategy: The German player is fighting a larger number of lower quality infantry. He also faces a smaller number of higher quality tanks. This means you play two scenarios in one.

The infantry enters in halftracks: There is little to fear from Russian AT weapons. The Russian will get one shot with the ATR, and possibly a few more with the LMG's (maybe even a shot with the MMG.) This sounds like a lot of shooting, and it is, but these are low percentage shots. The Russian player is far more likely to do you significant damage if you move the infantry up using armored assault or simply through the open. Remember that infantry have full FP firing out of the halftrack and can use leader direction and the AAMG on the halftrack as well or even firegroup with a number of halftracks. This doesn't mean recklessly move forward with the halftracks especially in LOS of the ATR. Steer clear of anything that could be the ATR. It's just too big a risk with anything other than an unloaded halftrack. The PzIIIN will provide fire support for the assault on the town. Unload the halftracks and then use them aggressively to cut rout paths, lock units up in bypass, or (quite sleazy) drive up and down through the MMG's firelanes to malfunction it. [Clarification: Per recent A9.223 Q&A, the FL attack must be capable of getting a result or the attack is not rolled. Thus a BU fully-armored AFV driving through the FL would not be attacked. A CE halftrack could be used in the manner suggested. -jas.]

The tanks should divide up with one PzIIIJ and one PzIVF2 each on both sides of the town. Then, they should race at full speed to bypass the town. These groups will meet the T-34's as they enter on Russian Turn 2. By being on either side of the board, the Russian will have to move cautiously or expose side armor to at least one of the groups. The F2 has a gun which can do damage from the front but this isn't a great percentage shot. The J will need a side shot. You have numbers on your side, and with a little luck, you can get hull down in the wadi north of town. If you don't divide them up, the T-34's will come after the weaker IIIJ's and your best hope, then, will be a motion attempt and a sD roll.

The winner of the tank battle has a huge advantage in end game, and the PzIIIJ's should be sacrificed, if necessary, if it enables the F2's to kill a T-34--particularly the last T-34. As the tank battle finishes up, or winds its way into the village, bring your armor to bear against the Russian infantry. The PzIIIN is an excellent anti-personnel platform, sporting 8MG factors and the 75* gun--but don't forget about it's HEAT either.

Russian Advantages: Numbers, T-34, victory conditions
Russian Disadvantages: Lack of AT weapons

It's not often you are asked to defend against a numerically inferior attacker, but that's what you have in Wintergewitter. Your troops are the standard Russian fare 447s with crappy leaders, a few SW and that gawdawful beast of a MMG.

You have an interesting advantage of an approximate parity of firepower--but it's a very brittle advantage. The Germans, with ample armor support and the menacing halftracks, have the tools to crack your troops and those that are broken are unlikely to come back.

Much of the German FP is invulnerable to you in the form of those tanks. For this reason, winning the tank battle is important for the Russian side. Fortunately, you can stand off and engage the German from a distance without much fear of his penetrating your frontal hull armor. A Mexican stand-off is good enough for you--especially if you can cripple some tanks or get in a position to race to the victory area without taking a side shot. In any case, your tanks should roar into the victory area on your last turn and get hull down, or in a building if possible. Don't worry about bog or ESB. Your tanks just need their MA, not to be mobile.

Note being in the village too early is a disability, as it restricts your LOS and provides the Germans with flanking space for the IIIJ's. But being well within striking distance of the village on the final turns is essential.

At some point, the German must press the issue against your T-34's or turn away and deal with your infantry, getting into a good defensive position to defend against your last minute rush. It's a bad idea to let him dig in inside the town. If the German is using his tanks against your infantry, then he's reducing the threat to your armor, and you must be a little more aggressive with your tanks.

Your infantry has a vital role to play--simply, to bear down and force the German to dig you out. But on occasion, you'll have to be aggressive. There are two times this is particularly necessary. First, in the opening stages, when you can shoot at his halftracks with your ATR and LMG's. It's while in the halftracks that you get an early chance to do some real damage to his infantry assault. The ATR is your only realistic weapon, unless he's foolish enough to pull adjacent to your MG's. The ATR must be put out at the perimeter of the buildings, and a couple of other infantry squads with LMG to disguise it's exact location. As the halftracks move up and unload, you'll want to retreat back into town, as the streets surrounding the marketplace will not provide any rout cover or a decent retreat path. You've got to fall back on the marketplace or the encircling shots from the pesky, unloaded halftracks will eat you alive. Overall, though the Russian must exploit his chief advantage: The tough German victory conditions. The Russian need only have a single unit within key part of the Board 12 village to win, whether a good order MMC or a T-34 with a functioning MA.

What makes Wintergewitter a classic is the great combined arms feel on both sides. Both sides have tools, not toys. The OB's are pretty generic eastern front stuff. I honestly believe that neither side is much favored, although I must admit that playing the Russians, with a severe lack of AT weapons could be much more frustrating.

Rules you will want to know: Wadis, Ground Snow, MGs vs. AFVs, unloading from halftracks.


Product Review: God Save the King

Chris Chapman, cmchap@wizard.net

At DonCon 96 I learned that HOB was reissuing GSTK with a new and improved map. From what I had seen from a friend's copy, the original map was dark and muddy; enough to keep my ASL bucks in hand. Now, however, with a clean new map offered I was ready to spend a few dollars more for the 97 version of HOB's debut module.

What follows is a first impressions of the physical product and not a review of the scenarios, their playablility or balance. I recommend the reader to check out the The Record for such info. I am drawn to GSTK primarily because it portrays a classic struggle where yet again Britain's best are outnumbered and surrounded, waiting for deliverance that never arrives. As a graphic artist I have always been aesthetically motivated, so when looking over an ASL product I measure heavily on presentation and feel that HOB have put the quality back into their product. So let's get on with the review.

First, the map is clearly improved from the original product, and I feel is the module's showpiece. Though nowhere the equal of the AH quality of a KGP I or RB, it is one of the best currently out on the amateur scene that I have seen.

Representing the blocks of Arnhem around the bridge and north bank of the river the setting is "intimate" for both sides to fight for every building location. Laid out with one inch hexes the map is designed to accommodate big stacks which you come to expect in dense urban struggles. The building art is clean and crisp, hexes are all marked clearly with coordinates and white center dots, centered. The big white dots to denote two story single hex buildings are a bit hard to identify at first and I question whether several buildings are supposed to be rowhouses, but these don't seem problematic. The north half of the famous bridge is a two hex wide, level one expanse with connecting entrance ramp. With twin 360 degree pillboxes emplaced at its entrance and rules for being on or below it, the bridge bisects the map and adds a nice touch to the urban setting.

The rules read well and add a touch of chrome without undue complexity or confusion. Apart from the narrow roads, they are straight forward and concise taking up only a couple of pages. The Brits now deal with several degrees of Ammo Shortage, can use Mouse Holes as a type of breech, and can play with Gammon Bombs, just to touch on a few new elements. The Germans are SS and get to debut the King Tiger II; what else do you need?

As I mentioned earlier, not having played the scenarios nor CG yet, I can only outline their components. With seven scenarios there is a bias toward the short and fierce firefight using some portion of the map in 5 to 6 turns. The seventh scenario is the "big boy" using large but not monster OBs and the entire map for 10 turns. The down side to this is that there is only one CG and it can go for potentially 13 CG dates (am/pm/night) so make this investment in time realistically.

In closing, I am pleased with my purchase. This module portrays a classic struggle of elite vs. elite hold at all costs in quintessential ASL format-the city CG. The improved map carries the product for me, though I look for even better quality as the independents continue to develop and improve. Though I have always been partial to Arnhem and hope someday AH will do this one, in the meantime I will be happily defending cellars, conducting bayonet charges, and firing rooftop piats at King Tigers (ha!) a la GSTK.

[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, its editor, or other contributors. -jas]


RB: Response to the Counter-Blitz

Patrik Manlig, m91pma@student.tdb.uu.se

[Patrik Manlig is a computer programmer in Sweden and has been playing ASL for 11 years, starting when he was about 13 years old. During this time he has played 1000+ scenarios. He loves Red Barricades and armor, but dislikes the Chapter G rules, Q&A-that-are-actually-errata, and the ASOP.]

During the number of RB CGs I've played (don't remember the exact number, but I think around 8+ CGs started - most died early when the Germans were crushed) I've seen only a couple that used a similar tactic. This is most probably because it's something you try only when you begin to realize the true capabilities of the forces on board.

In the CG's I've seen it used, it has been frightening. It IS a trade-off that will buy you ground while you take more losses and inflict less. Naturally, if you're going to make that trade, you want to gain ground that is strategically important. Perhaps the most strategically important building on the RB map is building X9. If the Russians can hold it, he can keep the Germans away from the river at least until the factory area falls - which will be a long way into the CG. Next on the list I would put the S39 (?) factory that provides excellent LOS opportunities for anyone willing to set up on the roof. After those, I would put CC19 and the other multi-level building south of CC19. In other words, the "blitz" is aiming to get some of the most strategically important buildings on the map, IMHO.

My assessment of this is that the trade-off is worthwhile and furthermore that it should be made right away on day one when the Germans enjoy a superiority that isn't likely to ever occur again. On day one, the Germans have two options that I can see:

1xSturm Coy
2xSPW Pltn
1xFortification
1xRecon/Stuka/save

OR

2xRifle Coy
1xFortification

This will give us this disposition of forces (given the purchases suggested by Barry):
AssetOption IOption IIRussians
Squads364833
Reserves--12
(total 45)
HW3xMMG, HMG4xMMG, 3xHMG3xMMG, 3xHMG
AFV3xPz III, 8xSPW 3xPz III-
AT--6x45L(L), 3xATR
OBA1x80+2xPre-Reg1x80+2xPre-Reg -
Majority squad548467447
Most important of the above is the fact that the Germans actually OUTNUMBER the Russians if they use option 2, and they outnumber the mobile (non-reserve) Russians in any case. That's definitely a rare occurrence. So, what could be a better opportunity than to grab X9 right away?

The main Russian advantage is the fortifications he'll have, of course. There's not much that could be done about them, but they will hardly become fewer as time progresses.

However, during the initial turns the odds will be even more heavily stacked in favor of the Germans. Discounting everything the Russians have that isn't in reach of the area in question, we will have the following dispositions (again using Barry's suggested setup):
AssetOption IOption IIRussians
Squads30429
Reserves--7
HW3xMMG, HMG3xMMG, 3xHMGMMG, 2xHMG
AFV3xPz III, 8xSPW3xPz III-
AT--2x45L(L), 3xATR
OBA1x80+1xPre-Reg1x80+1xPre-Reg-
Majority squad548467447
Right. There are 14 Russian squads that can react to initial German moves, half of which are in reserve. The Germans can bring on at least twice that number during the first two turns in addition to armor support and OBA!

Now, this takes some comments. I have disregarded the Russian units in N5 and everything down by the river. Perhaps the best way to describe why is to describe the initial German turn:

Offmap setup:

PFPh:

The German Offb'd Observer brings down a smoke barrage in Q5.This is not a sure thing, but with a draw pile of 9/3 it is 75% likely to come through. If it is then inaccurate, most hexes it might land in will still obscure LOS from N5 - it could only go wrong on a deviation in direction 2/3 with a distance of 3. This means that LOS from N5 is ~72% likely tobe obscured on the initial German turn, which goes up to ~95% likely on German turn 2 when the main push will come.

MPh:

This all leaves the Russian with what seems like a two-pronged attack. Note that there are several units that were left offboard and will not enter until next turn. They could optionally be setup to enter if desired.

Note that there exists the possibility of a Russian Fire Lane from the N5 building. That would probably hinder German movement, but if it isn't accompanied by units in U3-S4 it will not stop German movement. If there are units in the W hexrow they are welcome to fire at the Germans and reveal themselves - that's the purpose of those HS! If there is a tough up-front defense then it is possible that the Panzer will hold back. Also, the Russian HMG in W10.1 may open up. In that case, the Panzer will fire at it in the AFPh to gain Acquisition.

AFPh:

9-2+3x548/LMG fire 16FP-2 at any revealed units in U3-S4.

APh:

These are the scouts. They have established several things by now:

The Germans have a solid presence in the east with the 9-2, 467/MMG, 467/HMG and 5x548. The stack in U1 has a LOS to W10.1 (I think) and can fire at the HMG there during the Russian turn 1. There is a large number of German blue counters in the west to distract the Russians from the real attack.

My guess is that the Russian will be very reluctant to shift any of his units just yet. He can see 3 squads and a number of HS in the east. He can see lots of counters in the west. The Germans have revealed 3x548 + lmg which outmatch the defending 4x447 (24FP vs 16FP, 8ML vs 7ML) all by themselves without counting the rest of the units here. Possibly another 2x548 will also be revealed.

During the next turn, the German OBA will try to again smoke the HMG in N5 if it is a threat. 7x548 will move forward in the SPWs after a HS has scouted out U6. The big stacks in U1/T1 will either fire at any opposing Russians or move up to U6 from where it can then hammer any units in W10. Some 548 will move to X5/W6 with some SPW that are staying in motion. One SPW will probably be lost to defensive fire here (if not two). The units in the west try to make the impression of being a threat. Some of the squads there will reveal themselves to convince the Russian that there are SOME real units over there. The Russian will begin to shift, but probably rather slowly.

During turn 3, a SPW will try to dash from X5 through Y6, Y7, Y8, Z8, AA8, AA9, AA10, AA11, AA12, BB12 and on to CC19. It will perhaps be lost while revealing the ATG/ATR/HMG in the area (the mines aren't a problem since they will immobilize the SPW only on a 2). If the OBA is still around, it will start to zero in on the X9 building and then drop smoke on Z10 if possible (a move that will allow the SPW to move through rather unmolested). Meanwhile, a Panzer will be lost to some kind of AT fire while the German MG are hammering W10 (including the reserves on the bottom floor). Due to the relatively few units in X9/W10, a band of 20x548 will move up and use advancing fire/DFPh to evict the Russians from that building (6 squads w/MG can make for a 30FP AFPh attack...).

It is doubtful whether the units down by the river will ever move in a way that will let them influence the fighting here. The squad w/MTR will be activated, but it will not be in position to stop the SPW that will be coming through or fire at the Germans above.

In the end, a German force of 30+ squads will brush aside the 10 squads in "Chemist's Shop" and capture it while taking fire from the factory area. Reinforcing will not be an easy task for the Russians with the MG in U6 as well as some units that will probably move up along the wall. The scouting HS, once rallied, will round up everything along the north edge to the gully road.

It is by no means certain that CC19 will be captured due to the defending unit there, if the game ends on turn 5 the Germans will be hard pressed to capture that building. In addition, if they do they may end up isolated. This is something the German will have to accept - or he will have to use his units to encircle and destroy the units in "Chemist's Shop".

The units in the west will slowly withdraw if the Russians try a counter-offensive in the area. If things get too hot, they will simply exit the board only to move to the east during the next scenario.

The bottom line is that the target building is held by 6 squads, with another 6 providing up-front cover. Against this, the Germans can attack with 30 squads (minimum) plus OBA and armor. I don't think anyone in their right mind would call that a fair fight.

Sure, the Russians will be able to shift units. When? How fast? Remember that this will strip the Russian of his most important advantage: prepared positions! It will also be no easy ordeal. While the terrain west of the O6 factory is pretty easy to traverse, only a few hexes east of that factory can be moved through quickly if the Russians don't want to move right in front of the German units. Basically, the Russians can get to S11 before realizing that they cannot see a whole lot of Germans from there due to the wall. When moving up to the wall, they will have no better positions than the Germans - and far less firepower.

As always, there are lots of things that can go wrong with the German attack - but there are a lot of things that can go right as well! The Russian defense is MUCH more brittle because of the small number of units. What would happen if one of the ATGs malfunction? That would leave a wide hole in the defense line that an ATR couldn't possibly cover simply because it can take out at most ONE SPW in a given MPh - the Germans have 8.

The most recent CG that we started used a Russian defense that was of similar disposition as this one, only it used dug-in T-70 tanks instead. As the T-70s couldn't reliably be taken out by the German infantry (they were too far back) they forced the SPWs to take a detour - but they still managed to capture CC19 and X9 quite easily while crushing the defenders in there. While the T-70's are not as dangerous as the 45LL ATGs, they are more resistant to enemy fire (the ATGs in the above scenario WILL be taken out shortly after they reveal themselves) and in that CG there were more of them (6xT-70 instead of 2x45LL).


The Demise of Panther 34 at Stoumont

John Slotwinski, jslot@gauss.aptd.nist.gov

With apologies to Chris for my yelling. . . .

KGP CG I, 19AM: Sometimes I hate this game. I had already lost my 10-3 and 9-2 to snipers, and two wimpy AMIS squads, although surrounded, were holding up my progress through the town of Stoumont. That's when a German tank commander got a little bold. . . .

"The Panther's tank commander knew that things were not going well. He had heard an unconfirmed report on the radio that Peiper himself had fallen in the wooded hills, the victim of a sniper's bullet. And now those pesky Americans in the chapel, although surrounded, continued to put up fierce resistance. The attack was beginning to stall and it was time to do something about it. Supported on both sides by infantry, the tank commander ordered his tank forward. Let's see how long they withstand some point blank 75mm HE! The tank rumbled forward down the narrow street towards the chapel, and stopped next to its large stained glass window. Wait! Someone is running out of the building at us! Quickly, fire the MGs! Schnell, SCHNELL! Look out, it's a gren. . . . The tank commander struggled with the hatch amidst the smoke and flame rapidly filling the compartment. Before he finally succumbed to the darkness he could hear a loud, shrill wail rolling through the hills and villages around Stoumont."

The wail, of course, was mine.


Final Protective Fire

That's all folks! Next month will feature more on Red Barricades (but no more on the armor blitz!), a Crossfire-like discussion of INVISIBLE FOES, a review of TOT#3, and more!

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