| Prep Fire | John Slotwinski |
| Scenario Replay: AP5 Invisible Foes | Chris Chapman, John Slotwinski |
| Product Review: TOT #3 | John Slotwinski |
| Scenario Remake: Swatting at Tigers | John Slotwinski |
| Final Protective Fire | John Slotwinski |
Now I don't mind writing the articles myself (honest!) but there is much better ASL talent out there. Let me reiterate what I said in DIGEST 7.1: You don't have to be an ASL expert or a professional writer (I am neither) to write an article for the DIGEST. I think that newbies especially write articles that are refreshing and easy to read. As I recall the very first DIGEST had a newbie writing about his first experience with AFVs in playing BLAZING CHARIOTS. And don't forget that last month Mark Walz wrote (along with Jeff Shields) a very nice newbie perspective on WINTERGEWITTER. But articles from players of all levels are welcomed and encouraged.
Now that you've hopefully decided to write an article, what should you write about? The only requirement is that it is ASL-related. Pretty simple. If anyone wants any specific suggestions give me a holler.
You may also have noticed that this month's issue is a little late. This is because Chris Chapman and I spent a great deal of time on the INVISIBLE FOES article. I think the article turned out pretty nicely, but a lot of the effort will be wasted if you don't pull out the boards/scenario card and follow along. Special thanks to Chris for his efforts in putting this article together. Also included this month is a review of TOT #3 and another scenario remake of a blast from the past. Alas, I didn't have enough room for the next RB article. Maybe next month.
JAPANESE PERSPECTIVE:
John Slotwinski
jslot@gauss.aptd.nist.gov
Introduction
I first met Chris one year ago at WINTER OFFENSIVE '96, where he thoroughly trashed me in the ASLUG scenario WITCH'S CAULDRON. Since then we have been regular opponents and have probably played 20+ scenarios and 2 CGs against each other. Despite our first game, we are very evenly matched, and our scenarios almost always come down to the last turn. I know what to expect from Chris: meticulous well-coordinated play, especially when he's on the attack. Although we are 50-50 in head-to-head matches I always have to play my best game to beat him, and I expect this match to be no different.
We decided to play INVISIBLE FOES because we both love PTO scenarios, and this ACTION PAK gem has a lot of meat to it!
Advantages: Terrain, Fortifications/HIP, VCs
The harsh dense jungle and hemp fields really are an asset to the Japanese because they funnel American movement. As such my defense will be centered on defending the board 43 and board 38 road approaches. This is not to say that the Americans won't try to hack through the hemp and bamboo, but this approach would be so painfully slow that I will have plenty of time to adjust my defense to meet it. My stealthy Japanese can make the most out of the fortifications and HIP. The four pillboxes I receive setup HIP and automatically include tunnels [G1.632]. These four pillboxes allow for four HIP squads, in addition to the two squad equivalents (10%) [G1.631] which the Japanese normally setup HIP. Because of the 1945 date, I can setup any/all of my 8 available Tank-Hunter Heroes (T-H) HIP before the scenario even begins [G1.422]. I can also convert 50% of my given DCs as HIP A-T Set DCs [G1.6121]. In addition, all of my guns and foxholes setup hidden. So a good chunk of my OB will be invisible at the scenario start. Finally, I consider the VCs to be tough on the Americans. In the end I only have to control one of the non-hut buildings in my setup area, or the Americans have to exit a whopping 50 CVP.
Disadvantages: Encirclement, Reduction, Leadership
Having the Partisans attack on one front and the Americans on another causes me a little grief, but not too much since my Japanese won't usually have to rout anyway. The Japanese usually reduce instead of break which is a great asset while attacking, but a bit of a pain while defending. In the end I expect to have a plethora of halfsquads running around. Finally, the Japanese leadership with a net +1 modifier is horrendous. The Japanese leaders raise the morale level of any troops stacked with them, and they do allow for Banzai possibilities, but they normally die too quickly to have much of an impact. I must be playing the Germans too much lately, since I'm used to having a -2 leader and two machine guns in every stack!
Balance: 55 - 45 pro Japanese
I think that my advantages slightly outweigh my disadvantages, especially given all of my HIP capability and the US VCs. In the end I expect a reasonably close match, but a Japanese victory, even against a player of Chris' ability.
DEFENSE
Board 43:
| Y6 | T-H hero |
| Q3 | ?(x3) |
| P1 | ?(x2) |
| P2 | ?(x2) |
| O5 | HIP Set A-T DC |
| O7L1 | HIP 347 / 9-0 (Set A-T DC controller) |
| O6 | 447 / 1sfh |
| O7 | 447 |
| O8 | 447 |
| O10 | 447 / lmg |
| N6 | 447 |
| N7 | 20L AA / crew, CA: O6 |
| K7 | 447 / lmg |
| J1 | 347 |
| I1 | 347 |
| H10 | 447 / 1sfh |
| U9 | 347 / DC |
| T4 | T-H hero |
| T7 | 347 |
| T8 | 8+1 |
| S5 | 347 |
| R2 | T-H hero |
| R5 | 8+1 |
| R8 | 1+3+5 PB, 228 / mmg, CA:S7, BS: S7, tunnel to R5 |
| P1 | HIP 228 / mmg, 1sfh |
| P6 | T-H hero |
| P8 | T-H hero |
| O7 | 70* INF GUN / 228, CA:Q7, BS: T6 |
| N1 | 1+3+5 PB, 447, CA:P1 tunnel to 43O10 |
| K3 | 1+3+5 PB, 9-1, 228 / hmg, CA:L4, BS: R6, tunnel to N1 |
| K4 | 137 hs / mtr, 1sfh, BS: Q5 |
| J4 | T-H hero |
| J8 | T-H hero |
| J10 | 228 / 47L ATG, CA: L10, BS: V4 |
| I3 | 1+3+5 PB, 347 / lmg, CA: G3 tunnel to K3 |
| I4 | 137 hs / mtr, 1sfh, BS: B4 |
| H10 | T-H hero |
| E6 | ?(x3) |
| D7 | ?(x2) |
My board 43 defense is obviously designed on denying the key victory buildings to the Americans. Two squads protect the 43I1 building against a possible partisan attack from the North. If that attack never comes these squads can run through the three hemp hexes in row 43L and reinforce the main building complex in about one and a half turns. The dummies in hexes Q3, P1, and P2 are placed to discourage US entrance onto the board in the Q0 - V0 area. Most of my board 43 defense centers on defending the main farm buildings around N8, and covering the only road through the hemp that leads to those buildings. I've centered my building defense on this farm cluster, since taken as a whole they are relatively easy to defend. My AA gun in the center of the building cluster might seem out-of-place, but it can cover several different approaches into the area. It also can fire point-blank into the buildings if the Americans take residence there. Being in an open ground hex, it will lose HIP as soon as a GO American unit can see it. However, because of its position I expect to surprise Chris with it if he goes for the farm complex. Only one T-H goes on board 43, up front in hex Y6. I HIP a set A-T DC in O5 and a squad with 9-0 leader in O7L1. The 9-0 leader is the controller for the DC, and these units are placed to maintain control of these buildings at game end, if necessary.
The AT and INF guns both go on board 38, where I expect the bulk of the attack to happen. Both setup HIP, with the AT gun protecting the exit area, and the INF gun protecting the infantry set up in the R8 jungle mass. I also have placed most of my HIP T-Hs on board 38, where their job is to attack enemy AFVs going after my guns or heading for the exits. Unfortunately, my T-Hs cannot be used against those juicy American trucks [G1.432] which are worth 5 CVP each. The heart and soul of the board 38 defense is my pillbox/tunnel cluster situated in the J2 jungle area. These pillboxes are all linked with tunnels, which will facilitate protected movement from pillbox to pillbox. This will allow me to safely move my troops to meet whichever American threat is greatest at the time. Note that the N1 bunker with its 448 squad is protected by the natural terrain features in O1/O2 and has almost no fire opportunities due to its limited LOSs. However, this pillbox does have a tunnel leading into the 43O10 building, which the Americans must control in the second victory condition option. If all goes according to plan and this bunker and squad are not revealed, the squad will move into the 43O10 building to deny an American victory. Note that even if the Americans occupy 43O10 the tunnel will not be revealed [B8.61]. Since it only has one location, I can hopefully advance in concealed and ambush and eliminate any American unit remaining there during the last Japanese turn. Two squads, DC and a 8+1 leader go in the jungle mass around T8 where they are somewhat protected by the bamboo mass in V8-V9-W9. The remaining pillbox and crew/MMG go in R8. These units all have the job of trying to force the Americans away from the board edge and into the center jungle cluster around R4. The tunnel from this last pillbox leads to this jungle cluster in hex R5. If the opportunity arises I will send some units through the tunnel into this cluster to surprise some Amis and maybe use the DC. I've HIPed my remaining crew/MMG in P1 where it can both protect the farm complex and hit American units coming through the S2 kunai field and R4 jungle cluster. The mortar HSs are placed in foxholes in K4 and I4. They are placed to hit the center jungle cluster, and partisans entering around A4, respectively. Finally, two dummy stacks in E6 and D7 are placed to deter Partisan entrance onto board 38.
AMERICAN PERSPECTIVE
Chris Chapman
cmchap@wizard.net
Introduction
John and I had our first match at WO'96 and since then we have been regulars in ftf matches ranging the ASL spectrum. Throughout our playing experience one thing has always been a given, we have a great time with the game and it always ends in a close match. I expect nothing less for this match of Invisible Foes. John is a crafty defender, especially with fortifications, always making your attacking troops pay for any rash moves. And with the Japanese in their natural element John's defense is sure to tax my nerves thinking where his HIP DCs, boresighted weapons and Banzaing TH Heros are waiting. Ah...this is why I love PTO.
Advantages: 9-2, Armor, dual attack, SAN
I have Mr. 9-2 listed top on the advantages because he is the king of leaders on this battlefield, though I don't anticipate this being a slugfest in the jungle and have little support weapons to slug with. Still, with a couple of squads and the two MMGs at start Mr. 9-2 will be taking 20 flat shots into the jungle (or 8 flat on ? stacks) to start stripping and flipping the visible ones. Once the squads start breaking I'll look for him to bring them back with a 7 or better (DM squads in rally terrain). Armor is next on the advantages and without it's support throughout the game the Americans will really have it tough. The Sherman has quite a punch with its 20FP HE, 24FP canister and WP9. If it can stay alive through the game I expect it to contribute mightily to the Americans firepower, and or exit VP (7VP). The Stuart: I'll take the canister shots and keep it in motion as much as possible, it, like the Sherman, is a prime target for the Japanese and don't plan on it surviving to the end. Having the guerrillas attack from the opposite side as the Americans is going to be more a mental burden to the Japanese than a practical edge to the Americans. Because these locals can be expended without detriment to the VC I'll use them to trade with any Jap MMC I can close with in CC, hopefully obtaining ambush due to there stealthy nature. I also want to run these guys through the hemp and search out positions in the north jungle along the airfield, here and in CC their assets will be best employed. At 4, the SAN is a pretty remarkable for an attacking force and especially when you consider the Japanese is "only" 5. I hope but never expect this will aid in the stripping, flipping process to keep the heat on these invisible foes.
Disadvantages: Terrain, time
There is no kidding myself that the terrain here is a nightmare to attack through. My solution is to bypass the hemp as much as possible and move up the middle along the 38/43 boards. The going will be slow in this area, but it's safer than tooling down firelane hell on board 43 or trucking out in the middle of bd 38. The other major disadvantage I've already alluded to is time. 9.5 turns is a lot of time to ordinarily take a couple buildings or exit off the long end of the board, but here the Americans are faced with extraordinary conditions. The terrain and a careful Japanese defense will eat up the clock before the Americans can fully complete either VC, unless the Americans keep the ball rolling and set the pace of the battle.
Balance: 60% Japanese
AMERICAN ATTACK:
Going over the visible Japanese setup this is my plan for attack. I am coming into an environment who's forces are completely concealed or HIP with 12? counters for dummies, 3xMGs boresighted, 2x50mm BS, 3x ordnance pieces HIP/BS, 4xpillboxes and tunnels, 8xTH Heros and possibly (definite with John) a HIP DC in a road. What me worry? Yikes! In response to this sampler plate of death, my plan of attack is to bring on my OB in two sections, with two very different but related objectives. I want to deploy all that I can at start and roll for deployment in the rally phase. If I get a unit hosed moving I want it to be a 346 and not a 666 or 667! The initial goal is to exit VP. I feel a slugfest for the buildings favors the HIP defenders too much to be accomplished with what the Americans bring with them. However, by turn 5 if I've no longer the points for exit the plan switches over to take the bldgs at all cost.
From bd 43 T0/V0 jungle I'm bringing in 3x667, 666, 2x346, BAZ, 2xMMG, 8-0, 9-2 and the Sherman. They enter cautious style, assault moving the 667s with MMG into T0 the 9-2 coming last. A couple of the 346 CX down the road toward 43Z5 to draw fire and/or search the area near Z5 for HIP DC/TH Heroes. The 666 will search from U1 location and make sure the surrounding palm/jungle is unoccupied. Finally, I'll bring in the Sherman through W1 and park her in T1 with the CA to R1. The purpose of this force is to hammer the jungle around Q3, draw any Japs out of HIP and then move out for the P1 bld, sending the Sherman back down the now clear Z5 road to bd 38. From the P1 area I can either go for an attack on the walled compound on 43, or make a break along the 43 board edge for the north end and then swing west onto bd 38 and hopefully exit these units at 38A5.
The main thrust consists of 6x666,3x667, 2x346, 2xDC, BAZ, 8-1, 7-0 and the Stuart are coming in at 43GG5/GG6 with the objective to swing west onto bd 38 via the EE1 palm grove using double time. I can double time in safety back behind the huts of 38BB1 area and move HS out first to draw fire search and even move into hexes where I suspect a HIP Jap unit is waiting. I will send a HS CX down the road looking to draw fire out of a possible HIP unit in Y6, all along my units remain ? until John reveals a real unit to strip mine. I'll then armored assault a 666/7-0 with the Stuart down the road and keep the tank in motion. My fear for this little guy is the HIP DC in the road or a side shot from the 47L. The infantry will continue to search the road surrounding hemp/jungle until a clear path can be secured for the Stuart to get off the road at 43AA8 and head over to 38BB3 to protect the American left.
Though the terrain on the south half of bd 38 provides some nice hindrances its options for movement are slow and I expect some TPB fire by HIP Japs either in 38 Z6, Y3, or 43X9, Y6. If I find myself caught in some nasty DFF I want to try and bypass the location rather than get tied up early in the game in a fire fight. I can keep the DC 347's back to try and snuff out the unit(s) or take DF shots with the bigger firepower in the Japanese turn. I need to keep units moving north and as much as I can avoid prep firing, especially since I have assault fire capability.
When the turn two reinforcements arrive I have these plans for them. The convoy is to come in through the 38EE2 Palm grove and stay in motion. They will never stop during this game till they're off the exit area or wrecked. Until I can get the 70* or 47L to come a calling I'm keeping the "points" in the back row and near/on the road. The M3's will come in with the 666's loaded and their immediate plan is to unload the passengers with the dm MMG and get back in motion. The two 666's/MMG will constitute the bd 38 20FP stack for when I'll need to shoot back with some force. Depending what sort of HIP nasties have been revealed in around 38Z6 or Y3 I'll send this stack with the 8-1 to start hitting them in the Japanese turn 2 DF.
The guerrillas' task is going to be that of getting in the Jap rear for encirclement shots and CC attacks where I can outnumber him. This force is totally expendable, but I won't waste it on trying for the bldgs on 38D7/E6 early on. Even if they can creep up to them and take out the defenders, I don't expect the 337's to hold against a banzai counter attack if John feels I'm going for bldgs in the VC. Rather, I'm going to again split this force for two separate missions. I'll take 6x337, 2xLMG and the 9-1 and CX them through the 43C5 jungle and into the hemp. Remember that the normal stacking for Hemp/bamboo dense jungle is only two MMC. I may keep a 337 w/2xLMG in C4 to hit the ? stack at I0. The other 3x337, 8-0 will CX at 43A1 along the board edge either until a real unit strips their ? or until they reach F0. These units will be tasked with taking the I0 bld and opening up the edge for the Americans around T0 to move through safely. The main force of the guerrillas will be assigned the 38K2 jungle as their objective to clear. These units will be taking out Japs in CC and searching for fortifications/HIP units which could make a move across the airfield for exit a suicide run. If the plan shifts to taking bldgs rather than exit VP these guerrillas will contribute to taking 38N2 and/or part of the compound.
These opening moves are cautious and intended to keep both forces intact. While one force maneuvers up the middle of the playing area to reach the mid-board, the other keeps pressure on the Japanese left and maneuvers to either make a cooperative assault on the board 43 compound or head for the north exit on board 38.
JAPANESE RESPONSE:
Just a few comments on the Americans proposed attack. Chris' attack is well-thought out and justifiably cautious. I'm pleased that my dummy stacks around 43Q3 will draw some of his attention and fire. Any American units which decide to prep won't be moving, and initial American DF opportunities will be limited since I'll be skulking wherever necessary. I'm also glad to see that Chris is devoting some time to areas that are free of HIP defenders. That's the lovely thing about HIP, especially when playing the Japanese. The mere threat or possibility of HIP units is almost as useful as actually having a HIP unit there. Chris also seems to think that my dummies in 38D7 and 38E6 are real. I'm not sure that giving 2 LMGs to one Partisan squad is the way to go, although it does extend this squad's range. I'm not at all worried about it setting up in 43C4 to fire at my unit in the 43I0 stone building. Shots that are 4(+3) or 2(+3) if I'm concealed don't make me nervous and will probably just give me a SAN possibility. The middle approach that Chris proposes is conservative, but will be so painfully slow through the kunai and jungle. He also will have plenty of opportunities to stray in there.
AMERICAN RESPONSE:
In defense of my attack I'll say this, the Americans have to play conservative up front for the first two to three turns or else they will not have enough of a force to either exit the points or secure the buildings. I can't agree more with John that the threat of HIP units is as effective or sometimes more effective than the real thing. Setting up my attack I envisioned the worst possible nightmare from the start, with HIP boresighted avenues of approach, lurking DC Heroes, and a DC bomb in one of the main road junctures.
Though John's dummies in the 43Q3 area tied up my flank force they won't prevent them from moving unopposed up the board edge to link up with the guerrillas and hopefully exit for the VP. As the Japanese, I would have put some stand and die units in 43P1 or Q3 to skulk and DF or stay HIP till the Americans move out in the open. Likewise, I would almost always set up a LMG HIP in 43Y6 for the predictable but effective firelane down the 43Z5 road. Again, my main thrust onto bd 38 was expecting to get hit long before they made it into the jungle area around 38X0. I was surprised not to see a HIP MG nest/pillbox in 38Y3, 38Z6, or maybe 43X8 going for firelane opportunity or staying HIP till the painful TPB/PB DFF. Slow going and straying in the "interior" of the board edge jungle around 38U1 I'll choose over trucking down the bd 38 road or even going along the 38T8 jungle where John has ? stacks. The guerrillas were fooled by John's dummies in 38D7/E6, but that's fine because they were intended to sniff out the HIP ones and CC the real ones. I didn't want them hanging onto a building all game. It seems I'll be able to keep the trucks safe in the back area till its time for their "run for the border" and may even have the tanks around shooting until mid game or even exit them if I keep them in motion and/or escorted with infantry.
In general John's defense is different than what I envisioned as a Japanese defender and that in of itself is an asset to the defense--keep em guessing. Here is what I would have defended differently. I would have built my pillbox/tunnel network around the airfield exit area of 38I10 more than defending the bd 43 compound. The pillbox in 38K3 w/CA L4 with tunnel to pillbox 38I3 does well to cover the row K and open/road out to S7, however I think it needs rear support in the J1 area. Though, I like John's idea of the pillbox in 38N1 with tunnel to 43O10 for the late game recapture sleaze I don't think it would guarantee its use because I have the last half turn of the game and would be able to retake 43O10 in CC. Instead, a pillbox in 38H10 w/CA I9 and a pillbox in 38M10 w/CA to N8 offers a nice place for the HMG/MMG or maybe the 47L, tunnels 38J8 from the H10 pillbox and a tunnel to a foxhole in 38O8 from the M10 pillbox. I like having expendables up front where they can hit the Americans early and start breaking/eliminating units before they build up a concerted attack force, John prefers keeping everyone except some TH Heroes back and prepared for the assault on the buildings, a solid defense which would have been very hard for the Americans to crack.
This is a Japanese defender's dream scenario because there are plenty of potential formulas to create the "best" defense. The Japanese have to play to defend the exits and the buildings from attackers coming from north and south and must decide early on what to give up and where to make the final stand. For this reason I see IF as having lots of replay value and should be a tense game every time through.
JAPANESE POSTSCRIPT
Now that Chris has reviewed my complete setup, I feel compelled to make a few final defensive comments. The problem for the Japanese player is that the setup must be flexible enough to defend against both VCs. As I pointed out before I agree that moving one PB (probably the one in 38R8) closer to the exit area is probably a good idea. However, despite what Chris implied, my PB/tunnel cluster is not placed solely to defend the board 43 farm complex. In its position this PB/tunnel cluster can: (1) Cover the exit area, (2) Defend against Partisans entering board 38, (3) Provide covering fire against units trying to assault the board 43 complex from board 38, AND (4) Provide a safe means of inserting reinforcements into or removing units from that farm complex. So this position can defend against either VC just fine thank you very much.
Regarding the lack of units up front: Any units which I HIP upfront might as well just be taken off the board and placed into the eliminated pile. Any units which are HIP upfront will have no support from other units, and they actually have limited fields of fire. Yes it's true that an upfront HIP unit might break or eliminate an American unit moving down the road. However, as was pointed out, that broken Amis will come back very quickly and before he does my unsupported Japanese unit will succumb to the intense short-range American firepower. Finally, even though there are few units up front, the American player will still take the time to search for them and move cautiously because he doesn't know there are no units there. This searching and cautious movement takes time, and adds to American player's frustration and anxiety. Time goes on and perhaps by mid-game or so the frustration of not finding anything and the resulting shortage of time might lead to rash moves and possibly a reckless, but necessary attempt to run troops off the board.
Now read on and let's see how this thing actually played out.
SCENARIO PLAYING:
[Note that the scenario was played before the setup, plans, and commentary
for each side were exchanged.]
Our playing broke down into three roughly equal phases. In the first the Americans entered carefully, searched extensively, and used probing fire to ferret out hidden Jap defenders. The Japanese skulked and shifted some of their dummy and real units. In the second phase the Allies were on the board in earnest and all hell broke lose with charging T-Hs and an intense firefight. In the final phase the Americans dash for the board exit through firelanes, flaming wrecks, and charging Japanese squads. In the following the Japanese comments are first, followed by the American comments in brackets.
Turn 1: The Americans split their force roughly into half and enter in at the 43T0 woods mass and GG5 road. Each group has one tank. Most of the infantry that enter at GG5 double time and start heading for the south edge of board 38, no doubt to help protect the truck force that will enter next turn. A few squads remain to protect the tank on the Z5 road. Near 43T0 Chris has AM a few concealed stacks on, but saves one unit (leader?) for the advance phase. A few hs move along the T2 - Z5 road and search, but find nothing. No defensive fire, and probing fire during the AFPh reveals nothing. Chris directs some FP (including canister) at 43T6 and my HIP T-H, but it is not immediately revealed. During the Japanese half of the turn I skulk back the dummy units around 43P2, but don't reveal any units. I wonder if I should banzai the T-H in 43T6 and attack the tank sitting 3 hexes away, but it's pretty-well protected by several squads, and I decide to wait until after it passes by. Unfortunately the T-H is revealed during DF and thus eliminated. Oh well.
[I'm moving into position and testing the waters here, but so far all is quiet.]
Turn 2: American prep fire eliminates two dummy stacks in 43P1/P2. Luckily during the last advance phase I had split one of these stacks and kept some of these dummies out of LOS. The Partisans enter en masse on the North edge of board 43 and head for my units in I1/J1. The truck convey enters board 38 along the 38/43 edge, and hook up with the infantry that entered at 43GG5. The tanks also make their way over to board 38 near these units. I still haven't taken any shots yet since I'd rather keep concealment and keep Chris guessing which units are real. Chris continues with the probing shots and a killer sniper KIAs his 8-0 leader in the 43T0 woods. This has to frustrate all ASL players: Chris was as conservative as possible to protect this leader from harm. He didn't enter him on board until the 1a advance phase, he kept him concealed in the backfield away from my onboard units and he had him screened with several other units around him. Still, my sniper homes in on his position and nails him. So far the Amis probing fire has resulted in many SAN possibilities, but only the one activation. Still no prep or DF shots on my part. I do double-time my board 38 dummies towards the partisans on board 43. Maybe if I can get them into his backfield I can buy some time for my other board 43 units. I also move my 347/lmg from the 38I3 pillbox and head for the hemp on board 43, where I expect to confront his advancing partisan hoard with 4 squads (from 38I3, 43I1, 43J1, and 43K7.)
[Still going with the pre-game plan. I loose the 8-0, but I knew a leader would go sometime early and I'm just glad it wasn't Mr. 9-2. John starts repositioning in the back area to counter my guerrillas, looks like a meeting in the hemp. I'm still nervous about some forward HIP positions around the 38Y3 area, yet nobody is shooting at me so I keep moving north.]
Turn 3: I finally take my first DF shots against partisan units running through the northern hemp field. Those partisans move through the hemp a lot faster than I can, and my DF shots have NE. I lose two squads in CC and now I don't understand why the hell I sent reinforcements into the hemp in the first place. I get one squad away from the I1 building and he eventually makes it back to the farmhouse complex. The REAL American force continues a cautious advance along board 38, but I continue to skulk my board 38 units and avoid the American defensive fire.
[No need to shoot till I know what I'm shooting at. Keep moving and keeping it cautious, so far so good. The guerrillas take out some Japs in the hemp north of the compound and I keep them on schedule heading for the 38K2 jungle. The force on the 43 board edge has cleared the dummies on the 43Q3 area and I'm please to see no pillboxes in here.]
Turn 4: The Amis are now reaching the middle of board 38 and the central jungle mass, and the S2 kunai field. I finally reveal the mmg / pillbox in 38R8 and DF against a moving 666 squad. Pin the squad and no further effect in the following Prep fire phase. On board 43 I've fallen back to the farmhouse complex and exited the hideous hemp field. Meanwhile some Amis are moving through the 43I1 building and heading for the northern board edge where I expect them to do an end-around along the board edge. I think I'll let them go and focus on the board 38 units where most of the points are. He's predictably holding the truck convey back by the huts. I think that this next turn is going to be quite intense since he's beginning to enter the heart of my board 38 defense.
[More moving in position and running the board 43 force along the edge for the north, looks like they'll get to board 38 with time to spare. The Sherman is now on board 38 and moving up the road BU and in motion with nearby infantry support. I haven't gotten any effects with this baby yet, but it's survived so far so that's an effect unto itself.]
Turn 5: The Amis enter the central board 38 jungle and the S2 kunai in earnest. I open up a can of firefight during defensive fire and all heck breaks lose. First the HIP mmg crew in 38P1 open fire and lay a 2 FP firelane through the kunai field. The INF gun reveal itself, turns, and fires at some squads trying to move around my mmg position and breaks a squad. Then the HTs BU and make a dash for the exit! He rolls through the kunai in P4 and I CCRF my T-H, but NE. The HTs end their turn in motion only three hexes from my hidden ATG! This gun fires and turns one HT into a flaming heap and I send the T-H hero from J8 against the other, but NE. A melee develops in Q5, which suits me just fine. Meanwhile I move the crew/mmg in 38R8 out of the pillbox and the 347/DC into the pillbox. Next turn I'll send these guys through the tunnel and hopefully surprise the Americans in 38R5. In the advance phase my HIP T-H hero in 38R2 advances concealed into the Stuart's hex and destroys it in CC with a bomb on a stick (i.e. successful ATMM roll.) Banzai!
[Now the game comes alive and everyone is shooting. I get to the mid-board of 38 and the Japs say no farther! The 7-0 comes into it but doesn't do too much damage. We've found our first pillbox in 38R8 but I plan on smoking it out and send a squad and a half behind T7 to get in for some CC. I decide to up the pace and drive the M3s for the exit. I don't expect them to make it but I want to know now where the other HIP ordnance is, and sure enough I find out. I lose the Stuart to an adjacent T-H hero. Stupid me for not to search that kunai or keep the Stuart in motion, since it was having little effect with its canister shots anyway.]
Turn 6: The partisans stumble onto the two pillboxes in 38N1 and 38K3. I kill the other HT with my ATG. The Americans try to get out of the central jungle/kunai mass, but find themselves hampered by a firelane from the crew/mmg that exited the pillbox in 38R8. They start putting pressure on my INF gun, which I gack during an IF shot. Then the ATG goes on a roll and gets ROF five times before malfing on box cars. I was firing it at the infantry threatening my INF gun (why?!?!?!) and now both guns on board 38 are out of action. The only effect I got was pinning a squad, but this was important as I advance the INF guns crew in, ambush and kill them in HtH. The DC squad did their job by detonating the DC, but basically get NE, and reduce to a broken conscript hs that later dies for failure to rout.
[Another good turn of fortune as the guerrillas find the pillbox in 38K3 and take out the 50 mm mortars in K6 during CC. John malfs the 47L and the 70* is out of the picture. Now is the time to get the wheels rolling.]
Turn 7: The inevitable happens. My INF gun crew dies, and thus far I can't repair the ATG. The crew/mmg in 38R8 has his fire restricted by a point blank Amis squad, and before I know it the trucks and Sherman are rolling down the road and heading for the exit. By turn end the Sherman and one truck are in motion, and out of the CA of my malfed ATG, about three hexes away. The remaining trucks managed to exit. I send two T-H heroes after the Sherman, but both wound adjacent to the tank. At least they drew a lot of fire and now I'm freely moving the rest of my force into position to setup a firelane with the hmg and hopefully lock up a few Amis is melee during the next turn.
[Again fortune smiles on me. The guerrillas get 50 mm WP into 38N2 and CH 38M2, making those 347s pretty ineffective to DF. I now feel this is the moment to get the trucks off board. I try and smoke the MMG nest in 38R8 to no avail so I move a squad in to tie it up with first fire away from the road it was covering. The trucks hit the gas and all but one make it off. The Sherman is almost off as well. In John's MPh he brings out a T-H hero from the edge of the airfield to take out the Sherman in G8. It gets adjacent with everyone who can shooting at the bugger before he wounds and goes no farther. Then ANOTHER one pops out from the opposite side of the airfield and almost makes it till it too wounds, adjacent to the Sherman. My nerves are frayed.]
Turn 8: The ATG crew repairs the gun! Then the wheels fly off the wagon. I turn the ATG and fire at the fleeing Sherman, but miss. Then I IF the ATG and get a hit on the Sherman's side! But the shell duds out and the Sherman escapes. No problem, I still have the hmg in position to lay a wicked firelane against the infantry. Unfortunately I roll an ^Ñ11' and the Americans get into position to exit the board. During my half of the turn I count up the points. Chris can get off enough infantry to win by 1 or 2 points during the upcoming 9a turn, so I need to stop at least one squad. I run all my force across the board to try and lock some units up in melee, but they get hammered while running in the open. With no other units having any real chance to stop him, I concede and Chris wins by a couple of points.
[Here turned the table with those ill-timed DRs of John. I should have made a motion turn to get the Sherman facing his 47L, just in case he repaired it, but alas I got very lucky with his dud shot. The HMG in the K3 pillbox would have dealt some disaster too had it not malfed and that was about all John could do to keep me getting enough infantry off in time.]
EPILOGUE
Japanese:
Well, I hate to blame dice, but the '12' dud, followed by the '11' malf on the firelane during turn 8a really hurt. In fact, if the IF T-K DR on the Sherman was anywhere near average I would have won. The tank turned out to be the difference. I don't think I would have changed very much in my setup, although maybe I would have moved a pillbox/mmg closer towards the western board edge, near the exit. In retrospect, I also shouldn't have sent those squads into the hemp against the partisans. A final whine: Chris rolled my SAN about 15 times, but I only got two activations. I still think that this scenario is reasonably balanced, with a slight edge to the Japanese. Still, Chris played a great game, starting with conservative play at the beginning and ending with a mad dash for the exit that proved to be the difference.
Americans:
Once again a close and nail-biting match. I followed my pre-game plan for the assault during the first few turns and felt I had a decent chance to exit the points by turn 5. Losing the Stuart was inevitable, but I got sloppy here and should have continued searching or kept it in motion. I decided to gun the M3s and see what would come out to shoot at them and as a trade off for their loss found the Jap guns without losing a truck or tank. Once the guns malfed by turn 7 I knew it was time to hit the gas and get those trucks off the board, I was stunned to see them all make it without the HMG coming out to HIP or possibly the 20L. The final turn and a half again I got very sloppy and would not have exited the VC points if it weren't for John's infamous dud shot then HMG malf. I always hate having to count in my head points to exit and distance to travel to see if I can win or not, but that's the path I choose. Throughout, John played solid and never made it a walk through, my SAN did more harm than his without a doubt though I rolled his SAN more often. Apart from the IF of the 70* to malf it and the 47L shooting rate till boxcars for a measly squad, John offered few opportunities to exploit. I still feel this one is worth a go but will favor the Japanese.
PRODUCT REVIEW: TOT #3
John Slotwinski
jslot@gauss.aptd.nist.gov
Kinetic Energy Productions recently released their third "Magazine of ASL Esoterica" with a focus on rare German vehicles of World War II. California based Mark Neukom and company deliver a superior product which once again shows why they are the leader of the pack of ASL amateur developers. And while it may seem steep at first, the $27 retail price buys you some high quality shtuff.
Time on Target 3 comes with a sheet of 64 counters of the rare German vehicles, extensive Chapter H notes and rules, thirteen scenarios, and a 28 page newsletter, err I mean magazine, featuring an interview with German armor author Tom Jentz, scenario analyses, and several other articles. The counters are full-color, mounted, and die-cut. The scenarios are printed in two colors on high-quality card stock, the Chapter H notes are printed in full color on glossy paper, and the magazine has the look and feel of a well-established professional periodical. Throughout this product the photographs and line-art are crisp and clear, and perhaps even rivals similar objects printed by Avalon Hill. On aesthetics alone this product is worth the price of admission.
The included counters which portray the rare German vehicles are the best amateur ASL counters on the market today. They look and feel like the AH ASL counters. Mix them in with your regular German vehicles, and at first glance you might have a little trouble distinguishing between them. The line art, again, is very crisp, and upon close inspection the professional looking Chapter H notes show that a great deal of time and research went into properly adapting these vehicles into ASL. I really have a problem with amateur product counters which are simply poor quality laser prints/copies which I have to cut, paste, and mount myself. Having a die-cut counter sheet makes these that much better. A couple of the counters came apart, but this was easily fixed with a drop of glue.
So which vehicles are included? Well, my favorite is probably the mammoth Sturmtiger with its 300 mm MA. (You'd better cover your ears when you fire it!) There's also French B1-Bis, Russian T-34s, King Tigers with Porche turrets and others. Everyone should find something that they like in the cornucopia of included vehicles.
The thirteen included scenarios do not have a unifying theme, as in the first two issues of TOT. Rather, they cover a wide-range of theaters including early-war Norway, North Africa, and the Eastern and Western Fronts. Each scenario features one or more of the included rare German vehicles. The included scenario notes in the magazine are a nice supplement. Right now I can't offer any comment on scenario balance, but the large group of TOT play-testers suggests that these scenarios have at least undergone extensive scrutiny and testing. Note that a couple of the scenarios require the rules, counters, and overlays featured in TOT #1 and #2.
One of the scenarios features a previously-introduced TOT innovation, and another debuts another novelty. "...A Dish Best Served Cold..." is another mini-campaign, similar to "Tiger Hunt" from TOT #2. This is comprised of several separate, but linked scenarios, and includes the necessary rules for refit phases. This min-cg features two of the previously mentioned Sturmtigers. "The Dogs of War" is a unique three-player scenario, a first in the ASL-world, and features SS, Czech Partisans, and Russian Liberation Army forces all fighting for control of Prague. One of the magazine articles gives tips on playing this scenario, and a player-aid card helps with the necessarily-expanded turn sequence of play. The card also features a blow-up of the three levels of the victory building, to help eliminate stacking problems. I've seen this scenario played before and it looks like a blast. It's almost like ASL-DIPLOMACY where alliances are routinely formed and broken in the blink of an eye.
Up to this point I've sounded like a KE groupie, but all is not completely rosy with TOT #3. In the past I've been critical of the long SSRs and other special rules which have been a part of TOT #1 and #2, and that criticism still holds for TOT #3. The rules for the remote-controlled DC vehicles are long and very detailed, perhaps overly so. The notes for the Sturmtiger are also very extensive. I think that in general we have too much chrome here. Still, an argument can be made that there is no difference between reading the Sturmtiger rules and learning how to use the British AVRE. And TOT #3 does have a player aid to help with the intricacies of moving (both remotely or with an inherent driver) and detonating the DC vehicle. But, if given a choice I will probably play a TOT #3 scenario which doesn't use the DC vehicle. This is not to say that I won't ever play these scenarios, but I won't play them first. (I can't say the same thing about the Sturmtiger, because I simple HAVE to play with that!) If you are anal about detail, and perhaps by definition most ASL players are, then you will love TOT #3 even more.
Even with the above criticism, the bottom line for this product remains the same. You should definitely buy TOT #3. End of story.
[Hmm. In this case the views expressed ARE those of the editor! Still, any product reviews included in the ASL Digest does not constitute endorsement nor denouncement by the ASL Digest. Let's see a lawyer make sense out of that! -jas]
[This scenario originally appeared as SL Scenario 41 in G.I. Anvil of Victory. It represents an interesting tactical situation where American paratroopers are surprised by an approaching armor column. For the Americans, perhaps the scenario is more appropriately named RUNNING FROM TIGERS.]
Biazzo Ridge, Italy, July 11, 1943: In the early morning hours of July 10th, Colonel James Gavin and the 505th Parachute Regiment were scattered over much of southern Sicily. Gavin landed 20 miles east of the selected drop zone, while most of his regiment came down as far as 60 miles from the planned landing site. Of the 3405 troops that had left Africa under his commnad, Gavin was initially able to muster only 20. Throughout the night and next morning, Gavin marched his small command towards the sounds of battle to the west, collecting troops as he went. After clearing Biazzo Ridge of Italians, Gavin's force -- now numbering some 250 paratroopers and infantrymen of the 45th Infantry Division -- pushed on. Advancing down the road along which the Italians had just withdrawn, they heard the sound of distant tank engines around the bend just ahead. Gavin was about to walk into the eastern pincer of the Hermann Goering Division's two-pronged attack against the invasion beaches.
Victory Conditions: To win the German player must eliminate 24 CVP without having more than one of his AFVs eliminated, OR force the US units to withdraw per SSR 6 without having more than two AFVs eliminated.
Board Configuration:
+----+----+ | 15| | N^ | | | | | | | | 2| +----+----+
Turns: 10
Americans Set Up First
Americans Move First
American OB: Scattered Elements of 505th Parachute Infantry Regiment and 45th Infantry Division [ELR = 3] {SAN = 3}
Set Up as Indicated:
15S7: 747(x2), BAZ 43
15T4: 747, 666(x2), BAZ 43
15U3: 747(x3), 10-3, BAZ 43
15W2: 747(x2), 666, 8-0, BAZ 43
15T3: 666(x3)
15T6: 747(x2), 9-1, MMG, BAZ 43
15V2: 747, 666(x2), 8-1
Within three hexes of 2O5: 747(x4), 666(x2), 227 crew, 9-1(x2), MMG, 43
BAZ, 75 mm ART, jeep
German OB: Advance Elements of Hermann Goering Division [ELR = 3] {SAN =2}
Set Up as Indicated (See SSR 3):
15N8: 468, Pz VIE
15M8: 468, Pz VIE
15O9: 468, 9-2, LMG, Pz VIE
15L8: 468, 10-2, Pz VIE
15K9: 468, 8-0, Pz VIE
Enter on turn 3 within three hexes of 15I10: 468(x6), 8-1, dmMMG, LMG(x2)
SSR
Aftermath: The American bazooka teams wasted no time, but watched in awe as their rockets exploded on the thick-skinned Tigers with no apparent effect. The Tigers sprayed the American skirmish line with MG fire as the panzergrenadiers disembarked, dashed forward, and neutralized the bazooka teams. Meanwhile, up on the ridge, airborne artillerymen managed to manhandle their howitzer into the best possible position and engaged the Tigers in a direct fire shootout. The GIs aided by the artillery piece, managed to beat back the enemy when they were less than 100 yards from the crest. The Americans held Biazzo Ridge, but at a high cost. Most of Gavin's force, including Gavin himself, had been wounded. Twenty-five were missing and, later that night, another 50 were buried on the ridge with only three smoking Tigers as mute testimony to their courage.
Hmm. That's interesting. My PC is catching fire. It must have received some more mail from the ASLML.....
Copyright is retained by the original authors. Contact the author before making use of any of the articles contained in the Digest.
John Slotwinski
Editor, ASL Digest
jslot@gauss.aptd.nis.gov