| Prep Fire | John Slotwinski |
| Jungle Warfare in ASL | Mark McGilchrist |
| Bridge of the Seven Planets | Mark Walz |
| Product Review: Pegasus Bridge | Brad Johnson |
| Quickie Scenario Review: TOT #41 | John Slotwinski |
| Final Fire | John Slotwinski |
Jungle warfare in modern warfare first surfaced in World War II, and created new tactical problems related to the closeness of the terrain, the difficulty of movement through the terrain, particularly for the modern motorised armies that were dominating the European and North African theatres of war. Indeed, air transport and supply became the preferred solution for these armies, leading to Dien Bien Phu and the air-mobile units in Vietnam. World War II pioneered these concepts of air mobility and supply, but, right down at the squad level, men still had to move through the terrain, and effectively engage the enemy at the end. Due to the closeness of jungle terrain, and the small land masses of some of the islands, combat unit sizes were smaller than the European standard, with Brigades/Regiments being the larger organization of deployment, whereas in European theatres this would have been Divisional deployment. Similarly, at the bottom end, Platoons and even patrols became the units of engagement, whereas the European theatres tended towards Company or even Battalion strength attacks and defenses. This had very significant effects on the deployment of heavy weapons, on junior leadership and on tactics and morale. What I hope to cover in this article is how this is relevant to ASL.
After the disasters of December 1941 and early 1942, the Allied countries started to acknowledge the Japanese dominance of the jungle, something they attributed wrongly to the jungle training given Japanese soldiers. In fact Japanese High Command had expected to fight in Manchuria against the Russians, so very few Japanese units were jungle trained. However, Japanese tactics of encirclement and night attacks, the emphasis on sniping and the generally lower level of mechanization gave Japanese units better cross-country performance, and a degree of independent infiltrating and sniping that de-moralized the Allied soldiers. The dreaded Banzai attacks which would have been virtually suicidal over open country, became a shattering de-moralising charge in the close terrain. Overall, Allied soldiers and leaders needed jungle training to acclimate themselves to the jungle, and to counter the inferiority to the Japanese that the Allied soldiers felt in the jungle. Teaching that the jungle is neutral promotes morale, rather than competence.
For the purposes of this article jungle training includes all forms of PTO Terrain, in particular Light and Dense Jungle, Swamp, Kunai, Bamboo and Palm Trees. In ASL, the movement restrictions of jungle terrain are somewhat lightened for the sake of playability, which is probably a bad thing in that it gives a false impression of jungle movement. Try moving with Light Jungle costing Double current MF and Dense Jungle at Triple current MF. Probably quite dull, but realistic. However ASL doesn't skimp on the LOS restrictions, with ranges generally being quite short.
TERRAIN
The first step in jungle training is to familiarize oneself with the terrain. This is in some ways deceptive, because the ASL Rule Book in many cases equates PTO Terrain with ETO Terrain, with a few modifications. Maybe a few more than you thought!
Light Jungle
TACTICS
The relatively short ranges in the Jungle, right down to Point Blank, encourage firepower, particularly inherent firepower. Inherent Firepower is good for two reasons: it can be used very effectively for point blank defense, and gives better chances of survival and destruction of your opponent in Melee. This very accurately and realistically reflects the use and desire for handheld automatic weapons among Jungle troops, in particular the Allied troops. Unfortunately this is often something the ASL commander cannot choose in his OB, but it is a principle worth remembering, since it can make strongpoints difficult to overcome.
MGs are at a relative disadvantage because of the restricted fields of fire (in the general close terrain sense), as well as in the A9.21 Fields of Fire sense. MMGs and HMGs are best in fixed positions looking through Kunai or Palm Trees, better still Emplaced in those terrain types with a good field of fire. Alternatively they may be positioned behind Ponds or Streams to take advantage of the better LOS. LMGs being more portable can be used as Firepower enhancers for critical positions. Mortars are at a relative advantage over short distances, in particular the Japanese
Mortars. Many terrain types are susceptible to Airbursts or -TEM vs. HE attacks. The hardest part is finding a firing position. Don't forget Spotted Fire. Light Mortars are generally better, since they can be easily repositioned.
Assault Weapons such as FT and DC are much more practical in Jungle Terrain, where delivery of these weapons is much more difficult in open terrain. Since ranges often sink to point-blank, these weapons are deadly, especially in the hands of the Japanese!
LATW are relatively useful in Jungle Warfare, being able to reposition themselves more quickly than AT Guns, and mostly immune to CA change DRM. Since tanks are relatively scare, AT weapons will generally be fairly scare, and usually will only be encountered when enemy AFV are present. The close terrain makes LATW the practical AT solution, but are rarely useful against infantry. HEAT Ammo is virtually useless in the Jungle except vs. AFV.
Concealment is of primary importance in the Jungle, since it is the most practical way to limit the amount of firepower received and to give the best chances of ambush, of at least not being ambushed. Since most Jungle warfare casualties will be from PBF and CC, Concealment directly aids both of these endeavours.
DEFENSIVE TACTICS
In defense, the common defensive zones of the European theatre such as streets and open ground are non-existent or severely limited. Certainly if these defensive zones exist, use them, but often they represent a small part of the defensive zone, and may be badly compromised by the other terrain which provides attack avenues. Probably the most important defensive principle is to maintain a line of defenders, falling back if necessary, but effectively shielding the whole front. In such close terrain, if a gap is established, the attackers will penetrate the line, and begin outflanking defensive positions.
Jungle defenders should be placed so that each defensive position covers the two hexes immediately in front of the position (Primary Frontal Defense Zone [FDZ]). These two hexes should link up to the Primary FDZ immediately in front of the positions on either side, and so on across the defensive zone. In likely attack avenues the Primary FDZ should overlap with those units on either side. In thinly defended zones, the FDZ will include 3-4 hexes extending around the sides of the defensive positions, the Secondary FDZ. The idea is that if each unit can First Fire, Final Fire and FPF to protect their FDZ, the attacker cannot bypass the defenders, nor attack any particular position with sufficient strength to overwhelm that position.
As the terrain opens up, so does the FDZ of each defensive position, since the overlapping fire zones provide defensive advantages.
__ / S \__
\__/ F \ Where X is the unit
/ X \__/ and F is the Primary FDZ
\__/ F \ and S is the Secondary FDZ
/ S \__/
\__/
More common Jungle defensive zones are Ponds and Streams which provide a cleared killing zone, and a movement obstacle. Unfortunately, attackers will rarely simply move into these zones, but will clear the opposite bank first using Prep and Defensive Fire. This is where skulking becomes important, since it can limit the Defensive Fire of your opponent. In addition, it is worth keeping some concealed units/dummies 1 hex behind the pond or stream bank to advance up as your Pond and Stream defenders lose concealment. By cycling units in and out of the line, a steady stream of concealed defenders can be maintained.
Another common Jungle defensive zone is a crest line. Although hills are fairly unsatisfactory for extended LOS due to the hills themselves being Jungle terrain, or the surrounding jungle being so tall and providing so many blind zones, crest lines are good defensive zones. Usually the crest hex will include 2MF terrain, which costs 4MF when moving to a higher level. This means that most attacking units cannot use Assault Movement or must make an Advance vs. Difficult Terrain to ascend hill crest. Since this is the best time to PBF them, positions one back from the crest line are better than most.
Since the attacker will generally have to move up towards the defender, looking for choke points in the terrain is another natural defence zone. Swamp, Marsh, Bamboo and Ponds provide some very difficult or impossible terrain to move through, with the attacker preferring easier terrain to keep concealment. By guarding the choke points, the defender can force them to either attack across a narrow front, or to delay the attacker by forcing them to move around the position, or make some Minimum Moves to attack across a broad front.
Defence should be a series of layers. If the scenario is balanced, then the attacker will almost certainly have enough resources to overcome your first defensive line, particularly as they can choose to concentrate on a few points of attack. After initial contact, the defender should consider withdrawing to a secondary line. Indeed, perhaps the initial contact line should be the secondary line, with the primary line behind it. In any case, do not sacrifice your defenders to hold pointless ground, withdraw and concentrate!
OFFENSIVE TACTICS
Probably the most difficult aspect of offensive jungle warfare is moving into positions to effectively engage the enemy. In European warfare, the relative openness of the terrain allowed several units from different positions to engage a single enemy at one time, but similarly allowed the defender much greater overlap of defensive zones. Typically, several defenders must be suppressed before any advance is made.
In the close Jungle terrain, the relationship between the attacker and defender is much more direct. Defenders set-up chains of defensive positions either across a front, or around an area. Each group of attackers generally move in to attack a single defensive position, with that defensive position being relatively isolated except having flank protection to prevent movement behind the defenders position.
Your typical jungle attack involves moving one or two groups of units, usually concealed, up adjacent to an enemy position. The defender fires as the attacker enters their Primary FDZ, using First fire, Subsequent fire & FPF. If the defender is well enough armed, he will drive off the attack. If the attackers are brave enough and well armed, they will overwhelm the defenders position. The attacker can gain a considerable advantage if they can increase the number of adjacent hexes that they can attack through. A single hex will be the focus of all the defenders firepower, every extra hex dilutes that firepower across the attack as a whole. Certainly a single location of attackers may take a beating, but the cost to the defender of ignoring the other hexes will be high! The Attacker should therefore look for positions to attack where at least two hexes can be approached without fire from other defenders, preferably with concealed units. If three adjacent hexes can be employed, then the CA of any SW will be fixed, with 4+ hexes, encirclement and rout surrender/failure to rout become options. Sometimes these are not easy to establish, particularly with Dummy ? Stacks/HIP, but this should be the principle of attack.
Usually the attacker will need to have a first wave of attack to establish the strength and location of the defensive line, followed by a second wave of assault troops. Using HS search troops is one method, although quite difficult against the Jungle's +2 Search drm, and you will always search the hex the unit is in. The more traditional searching is to move forward until fired upon, using expendable HS scouts. However, this can have real complications against the Japanese, since Stealthy Japanese (i.e. most of them) units need not be revealed by a unit in their location if in Jungle, Kunai or Bamboo except at the start of CCPh. Just moving through the location is not enough. The rule of thumb is to assume there's a HIP Jap there unless you have positive proof to the contrary.
Avenues of Approach
Attackers will generally want to concentrate their attacks to some extent to achieve local superiority of numbers and firepower. Obviously they will also want to attack over favourable (to them) terrain, whilst being difficult for the defender to defend. Although the movement restrictions of jungle terrain are significantly underplayed in ASL, there are nonetheless some quite difficult terrain types to move through, such as Swamp and Bamboo, which may create choke points in the terrain. Other terrain, like jungle hills and streams may simply take too long for the scenario Victory Conditions.
The composition of your force may affect your choice of avenue of approach., e.g vehicles along a road; or through the Kunai. High firepower and units with armoured support will general want to approach through relatively open terrain such as Kunai and Palm Trees to maximise their firepower advantages. Ultimately these units will have to close with the enemy, but try to reduce them first by using firepower. Typically these will be U.S. troops. Units with less firepower and without armoured support will generally want more concealed avenues of approach, typically down jungle paths, and along jungle woodlines to negate the possibility of straying, or along jungle ridge lines to speed the attack.
Once they meet enemy resistance, they deploy around the defensive positions seeking to overwhelm particular positions. The advantages to overwhelming a position and breaking the defensive line are numerous. First of all, it destroys defending units, always a good idea. Secondly, it allows flanking of the enemy line, allowing better attacks on nearby units, (i.e. more hexes to attack from). Thirdly, it allows penetration of the enemy position, allowing attackers to cut rout paths, move unmolested through rear areas, and generally head for the victory objective. Unless the defender has reserves, or can deploy his defenses, the attack has achieved its objective.
THE JAPANESE
No discussion of Jungle warfare in WW II would be complete without talking about the Japanese. In the Asia-Pacific region, the enemy was the Japanese; they participated in virtually every battle in the region. Few Axis Minors here! Also the Japanese were so dramatically different to the other armies of the period in terms of courage and tactics; differences that ASL captures fairly well.
The main features of the Japanese that dramatically effect Jungle warfare are Step Reduction, HtH CC, Stealth, HIP and Banzai Charges. Japanese troops receive some considerable advantages in Jungle fighting because it enhances there ability to be Offensive or Defensive in the Jungle.
Stealth. All Japanese Elite and First line troops are stealthy; Second Line are Normal; and only Conscripts are Lax. This means that Japanese will Stray less often, and Ambush more often, particularly in the Jungle. Step Reduction. The main difference between Japanese and other nationalities is that Japanese don't break until nearly dead, and the leaders never break but wound. This means that Morale checks may reduce the fighting potential of the Japanese units, but the unit will continue to attack or defend until broken 3 times. Since Japanese morale can frequently be increased by Fanaticism, Banzai charges and Japanese leadership, this can be quite difficult to do. The end result, the quickest way to eliminate Japanese units is in Close combat, which is exactly what the Japanese want.
Hand-to-Hand Close Combat. Truly a double edged sword, unless it can be used from ambush. Devastating on the attack, particularly with the Japanese -1 DRM, it is equally devastating in defense. Using several units to get good odds against a weaker unit may still get all your units killed. Don't enter Hand-to-Hand Close Combat unless you are prepared to lose the units going in! The additional +1 to the Attacker's Ambush dr in PTO terrain doesn't help either. HIP. Japanese automatically get 10% HIP, with plenty of concealment terrain in the PTO to utilize. Worst still, there is a +2 drm to the Search dr vs. Japanese, so they're hard to find using Scouts. Even worse is that they also get to set Pillboxes up HIP, including contents, absolutely free in most Jungle terrain, with an escape tunnel to boot. As the final insult, even if units move into their hex they are not automatically detected if they are stealthy, unless in a pillbox, manning a gun or in the CCPh. Similarly, due to the density of the terrain, most other fortifications will be difficult to detect until the attackers are virtually on top of them. This makes the Japanese very powerful on the defense, since the attacker must feel out the Japanese position before the attack.
Banzai Charges. Human Waves made easy! Most of the limitations on Human Waves are lifted for the Japanese, which makes them far easier conduct. The real bonus is that through the dense jungle terrain, with a morale bonus and troops that step reduce, it is very easy to overrun defensive positions, allowing the Japanese to quickly punch a hole trough defensive lines and penetrate into the rear areas. Used wisely, Banzai Charges may actually save Japanese units, since it will force the defenders out of their positions and hopefully force a counterattack by outnumbered defenders trying to restore the situation.
I hope you have enjoyed my little tour through the joys and sorrows of Jungle warfare. While making no claim to be a master, I have certainly spent many an hour slogging across the cardboard jungle, and the thick foliage of Chapter G. The PTO seems to be very suited to ASL play, due to the smaller units and the emphasis on independent command, and also the very close terrain is easy to represent on ASL mapboards. If you haven't tried the PTO, or were put off by the density and verbosity of the Chapter G rules, do yourself a favour and give it another go.
Suggested Scenarios for the PTO Novice:
ASL 70 KP 167
ASL 63 The Eastern Gate
ASL 60 On the Kokoda Trail
ASL 62 Bungle in the Jungle
ASL 67 Cibik's Ridge ASL
A42 Commando Hunt
ASL A53 Smith & Weston
ASL A58 Munda Mash
and of course the Paddington Bears own
PB3 Children of the Kunai
[Of these suggestions, perhaps PB3 is the best for a PTO newbie to try. -jas]
So many scenarios, so little time. It is my familiar lament among my friends on the net. Friday April 11th, will be a special night, I will finally play Bridge of the Seven Planets against Jeff Shields. This scenario is nearly balanced according to the internet record, with 18 French wins and 19 German wins. Indeed I'm surprised this gem hasn't been played more, It certainly has classic potential. A well-armed poorly-led poor 2nd line French coy attempts to hold a bridge against two depleted 1st line German Coys with arty and a couple of toys. [Indeed many of the CDG scenarios are considered classics. Taken as a whole the CDG scenarios may be one of the best sets out there. -jas]
THE FRENCH:
Strengths: 155mm Art Piece, 2 25mm AT guns, 2 hmgs, 1 mmg, 5 crews. A choke point that most ASLrs' only dream of having in a defensive scenario, i.e. sooner or latter Jerry has to cross a bridge. Then they have to cross open ground to occupy a building hex for the win. [Also known as the 'Quick but unlikely win!' -jas]
Weaknesses: Leadership, 4 leaders available and one of these is confined to the castle, to lead a weak French force and direct fire. Almost half my units are green French squads.
THE GERMANS:
Strengths: Their Arty, can you say smoke? Knew ya could. Leadership, They'll need it! Tough VCs. Time is not on the Germans side, though admittedly they could win on turn one if they drive a truck with suicidal ferocity across the bridge with one squad in it and that truck survived all fire.
Weaknesses: Terrain, there is so much open ground to cover that sooner or latter Jerry will eat -1 and -2 shots. Routing, Jerry should be able to route back through the grain fields, but once he routes back that far, it'll be two turns before he can effectively reengage the French, plus he's still vulnerable to further breaking.
THE TERRAIN:
If Jerry comes straight up the gut or from his right, Wheat fields cover the run in; then three to five hexes of open ground to the bridge. Otherwise he has a farm building fairly well shielded by a wall and then two hexes of open ground to cross before obtaining cover in the woods to the left of the bridge. This is the route I expect Jeff to take.
PLAN OF DEFENSE:
The basic idea behind my defense is to encourage Jerry to advance on an axis from 16K10 to 16N0 by feigning weakness on my right. Then I'll wax him when he moves into the 40U1, woods. Three of those hexes are Bore Sighted, and he ll probably trip all three. I anticipate the battle to the bridge will take five turns. Jeff knows he has nine turns and will use all of them to achieve his goal, indeed I hope to use his prudent, cautious nature against him and bump him a turn off what I feel the pace should be. That may even cause a premature panic on his part around turn 7 that ultimately nets me the game. Turn six I anticipate that Jeff will finish mopping up the French on his side of the river, preparing a group for the rush, and setting up a fire base to suppress one hmg while smoking out the other with arty. My hmg will move from 40W4 to 40W8 and put out a fire lane through the bridge sight. My other hmg will be able to place a fire lane out to 16K9.
DECISIONS:
I considered bore sighting the bridge however, I'm not going to do that. First it fails Mark's Reality Test: If I had a 155mm Art piece in my possession, and I'm on the wrong side of the river, I don't want to destroy the path to safety. It sure beats eating sauerkraut for the next 5 years. Pretty stupid reason eh... Really here is why. By SSR the French can't fire at the bridge until Jerry tries to cross it. Therefore the omniscient (I know he has a 155mm Howitzer out there) German is going to want to find that gun before he tries to cross the bridge. Why? Because he'll think any French player with a brain will want to take the shot for instant victory. Failing that Jerry will probably try to bring down smoke on the bridge itself. If I were Jerry, that's what I would do. Instead I'll place my 155mm Gun in my intended rally hex, HIP of course, and I'm going to bore sight a woods hex right next to my position. The potential problem with that is that if HE finds my French crew then they'll be mincemeat.
THE FRENCH SETUP:
40C1: 7-0, 228/mmg. Take 2fp shots out to 16 hexes, BS on the off chance he actually comes in strong left.
40C2: 228. Backup crew for 40C1 in case Jeff takes a shot at the crew and gets lucky.
16S3: 437 in Foxhole
16Q2: 437 in Foxhole
16O3: 457 in Foxhole
16O2: 457 in Foxhole (This was illegal, apparently you can dig foxholes on a hex that has a dirt road, but you can't on a hex that has a paved road. Once again my intuitive play doesn t jive with the HOLY TOME.)
40L0: 457/lmg. Fire lane to 16P3
40N0: 25LL AT/228 Bore Sight
16O3 40R1: 237/mmg. Bore Sight
16O1 16N0: 8-0. Initial Rally Hex
40T1: 155mm Art/228 Bore Sight
40N0 16L1: 437. Intended to give minimal protection to my right flank, set up in about as stupid a hex as I could find, intended to encourage Jeff to attack on that side of the board.
40K4: 25LL AT Gun /228. Bore Sight 40Q1
40K7: 9-1, 457/hmg in Foxhole. Bore Sight 40Q4.
40M5: 437 in Foxhole
40M6: 437 in Foxhole
40P5: 237 (The victory building)
40Q8: 237/lmg. Provide fire lane out to 40Q2.
40T5: 437
40U5: 437
40W4: 8-1, 457/hmg. Fire lane to 16K9, Bore Sight 40U1
40T6, 40T7, and 40W8: Foxholes for cover for units firing on Germans attempting to enter the victory hex.
THE PRIORITIES:
Turn 1 Forces: Wait until he presents me with a -drm shot then start shooting, it doesn t get any more basic than that.
Turn 3 Forces: Find the Radio and break the manning leader. I can't let him smoke me out of the battle. Kill the tank. The PzIIa given to the German must be some insidious device used by the scenario designer to balance the scenario for the French. I m going to rifle that baby up with 25mm and stop her dead cold in her tracks. Finally, I don't want that 75mm INF Gun coming into play. A lesson brought home to me in Sowchos 79 is that a gun that can't see anything can't shoot at anything, so won't kill anything. With those pieces out of the equation, it becomes a lopsided fight that favors the French. [Actually, I believe the Germans have enough infantry to continue, but it would be a hard row to hoe. -jeff]
THE BATTLE:
If I were Jeff, I would attack up the middle, slightly left of center. I would spend turns 1 and 2 getting into position to neutralize the French forces on his side of the river. Turns 3 through 5 would be spent neutralizing those forces. Turn 6 I would regroup around hex 16O1. That is the turn where fire groups must be set up, and the arty spotter needs to haul tail to a location that gives him good LOS of the Crossing sight Turn 6B I would smoke the bridge, and turn 7A I would smoke the victory hex. Then I would rush for victory. To win, I need to stop the smoke!
AAR:
Jeff attacks cautiously up the middle, sets up a fire group with the 9-2 2x467 and 2mmg around 16L6. A lone half squad dashes across the board on the far left, snooping to find the arty piece, or AT gun before it fires on him. Turn 2 he begins to form a huge carpet fire group in the center of the board, I succeed in breaking a squad or two, but he rallies back fairly quickly. I'm also introduced to the meatball thrower from hell! Seven count them ROF shots, including a CH on roll #6 on a 457 squad in a Fox Hole. Of course the squad ELRs. Also nearly gave Jeff an early heart attack, the CH is my SAN, and my sniper manages to find his 9-2 stack, but alas, random selection determines that a squad must break. The game begins to take on the flavor of a chess game where an apprentice is playing his masochistic chess master. The master decides, to systematically take away every piece before checkmating the lonely king.
Turn 3, His trucks and tank arrive, Jeff is feeling pretty frisky, because I still haven t gotten ROF, and his meatball thrower just threw out another 6 shots, breaking my other 457. He drives audaciously to mid board and then the 25mm AT Gun opens up. I toast the truck with the INF Gun, then truck two and three quickly suffer the same fate. Tank cautiously hides behind a wall where it hopes to provide some cover fire, but it never really was a factor in the game. In the meantime the German infantry form a huge carpet fire group, something like 12 squads with machine-guns, and leadership and there isn't any neat way to break the chain, I can see the end is near for my forces north of the river, Jerry is breaking one or two units each of the next two phases, turn 4 sees the Germans advancing into the woods on the left where I wanted him in the 1st place, but not until turn 5!
This turn was a major disaster, Smoke blocks my mmg in the castle, 9-1 w/hmg moves up to provide a fire lane, I promptly break the gun. 237 w/ mmg broke so one of my Bore sighted hexes is unguarded. German moves into hex bore sighted by 155mm ARTY adjacent even, I roll 11. Next I roll on the 30fpf column, Box cars! Jeff chortles and says a dud!, I go to the fridge for another beer. (Addendum: Later that night Jeff loans me his 96 Annual and there in plain black and white, it says the squad should have eaten a 1MC.). I can't say it was all bad, on one of Jeff s rolls, he snakes again, and I promptly put a round through the poor corporal manning the radio. Turn 5 he goes back and retrieves it with an 8-1.
Turn 5, I pull back my 8-1, 457 and hmg. I miss a 2+1 shot, he gets a 1 check, I roll nine for the leader then box again. Then I violate another rule i.e. keep thy mouth shut especially when dice suck, I say gee next turn I suppose you ll move up your 9-2 and finish them huh. He says where is my 9-2, oh, I think I have a shot. Yup that ll go through; that will be 7 + 1. and you guessed it, leader fails nmc, 6s the wound dr, half squad breaks and is eliminated and I'm pinging on my personal Moral Check.
6A I get my other hmg back, Jeff bombards him 6 times with the meatball thrower from hell, but fails to damage him, then he begins to move. I attempt to place a fire lane, and chunk the machine gun breaks again. So Jeff forms up a carpet fire group breaks the Half Squad with the lmg covering the bridge in Advance Fire Phase and nearly gets one of the 437s covering the house. 6B I six the hmg into oblivion, and call it quits. Latter that night, I buried my dice in the back yard and played taps for them on my kazoo. I contemplated going back to that dungeons and dragons store and buying new dice, the six sided kind that have two ones, two twos, and two threes. But alas I couldn't bring myself to do it.
TOTAL GERMAN CASUALTIES: 3 Trucks, the INF Gun, 1 crew, and a 7-0. [I got overzealous with the truck attack, and lost the INF Gun, but at this point of the game, it didn't matter.
TOTAL FRENCH CASUALTIES: 2 Crews, 3 x 457 squads 3 x 437 squads, 8-0, 8-1 [Perhaps something should be said about the best laid plans? (Mark's words, not mine!) -jas]
[Brad is happily married and works as a consultant for a Big Six accounting/consulting firm in the Northern Virginia area while secretly passing the days dreaming of participating in the 2004 Olympics ASL Competition as a USA representative. He started playing SL way back in the early 80s and converted to ASL in the early 90s. His favorite scenarios revolve from time to time around combat involving Allied Minors, any Eastern Front actions, armor battles, and late war offensives in the west. The occasional paw print on a scenario card and the misplaced counters (Allied & Axis minor mixed together) feed his paranoia that his dog is secretly training to challenge him in the next ASL tournament.]
"A few minutes past midnight, June 6th, 1944 glider-borne D Company, 2nd Oxfordshire and Buckinghamsire Light Infantry seize a key bridge over the Caen Canal in Normandy. This elite company, along with the paratroopers of the 7th Battalion, 6th Airborne Division must hold the bridge until relieved. Throughout the remainder of June 6th, the glidermen and paratroopers repulse eight different German counterattacks from elements of the 21st Panzer Division and the 716th Infantry Division, until finally relieved by the Warwickshires advancing from Sword Beach." - Pegasus Bridge The new HASL module
Pegasus Bridge arrived just over a month ago and I am sure there are many of you that wonder whether the new module is worth purchasing. Let me offer an unbiased opinion and say that yes, Pegasus Bridge is definitely worth the $30 price tag established by Avalon Hill.
First let's cover the basics. The module includes a 22 in x 32 in unmounted map, 6 scenarios, the chapter Q rules, an extension to the chapter K rules, additional chapter H vehicle notes, a chapter divider, and one countersheet. The PB map is one of the finest produced by Avalon Hill. The landscape is shown in precise topographical detail and the elevation changes are shown in shades of green rather than the standard brown. In addition, the buildings bordering the canal and those of the surrounding towns of Benouville and Le Port are depicted in exquisite detail. It does have a few hex numbering errors, but all in all, it is a real beauty!
The six scenarios included with the module highlight portions of the fighting and present players with a variety of tactical and strategic situations. All the scenarios present elite British MMC against a variety of German troops, generally 2nd line or worse. I think this is an exciting opportunity for players to experience a campaign module that does not feature a powerful Axis force containing elite troops and heavy armor support. In addition, the scenarios use a wide portion of the map, so one is not afflicted with the typical terrain boredom. [Symptomatic of playing board 10 over and over and over....-jas] With the exception of the last scenario (11.5 turns and large OBs), all can be played in one evening as they contain small OBs and have a short or medium turn length. The first two scenarios require the knowledge of night rules and the first also requires glider rules. All but one of the scenarios contain vehicles, so knowledge of the chapter D rules are also needed. Although the scenarios seem to slightly favor the British, I find that the scenarios are very interesting and cannot wait to play one of them against my FTF opponent during our next meeting. The chapter Q rules present the players with new terrain features, special rules, and the campaign scenarios. The new terrain features include irrigation ditches (similar to streams), water towers, and the slope, barbed wire, and village terrain rules of KGP. Chapter Q also presents rules to simulate the problem of isolated British units unable to evacuate casualties but forced to fight on. These rules allow for a percentage of non-KIA eliminated units to be retained and return as Walking Wounded MMC. These valiant soldiers have many of the same penalties as a wounded leader.
There are two campaign scenarios offered in this module that cover the battles in the towns surrounding the bridge. The first campaign scenario covers the entire battle (eight campaign phases) and begins with the midnight glider assault mentioned on the back of the PB module. The second scenario covers only the battles that occurred during the day (five campaign phases). The campaign scenarios are highly interesting and present players with such manageable amounts of units that they may complete a phase in 1-3 short evenings.
However, they are the only portion of the module with which I have a complaint. First, the OBs of the initial phase of the night campaign are exact duplicates of the first two scenarios included in the module. While the scenarios may be historically accurate, the duplicity decreases the variety of play in a module that contains only 6 scenarios and 2 campaigns. I feel that AH either should have changed the individual scenarios or the setup of the night campaign. Second, the British OBs for all campaign phases are automatically determined. The only variable for the British are the types of fortifications that they may purchase and the setup location. I feel that this not only limits the replay value of the PB campaign scenarios, but it also provides the players with less of an excitement level than normally associated with the Fog of War rules. I feel that AH could have added some sort of variable to the British purchases to keep the German player on the edge.
The chapter K rules are an extension (Day Seven) of the ASL training manual presented in the Paratrooper module. This extension is presented in the same format as the previous training manual and deals exclusively with the use of light mortars. The movement and fire examples that are provided are excellent and will make any player an expert in the effective use of these weapons. Chapter H presents the vehicle notes for the various French armored vehicles that were used by the Germans during the battle. The countersheet provides that players with historical British leaders, airborne MMC marked with the Pegasus symbol, location control counters, walking wounded counters, no move counters, and multiple counters of converted French equipment and vehicles used by the Germans. The chapter divider included with the module serves a dual purpose. It has a reduced colored version of the entire PB map on one side for location control determination and it also presents a summary of various night play rules on the other side to function as a play aid. The night play aid provides over a dozen tables summarizing the various rules (LOS, starshells, concealment/cloaking, freedom of movement, etc.) associated with night engagements. This play aid should minimize the amount of rule book consulting that is commonly needed during night scenarios.
So that is the Pegasus Bridge module in its entirety. While I have offered a few complaints concerning the campaign scenarios, I feel that they are minor concerns that can be overlooked. (How many of us have actually played a campaign game more than once against the same opponent?) In summary, Pegasus Bridge offers players several exciting campaigns and scenarios that present new military objectives and concerns. The map alone will provide players with enough opportunities to enjoy it with DYO or SASL scenarios. I highly recommend that you purchase the HASL Pegasus Bridge module, because for what it offers, it is a steal at $30! [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]
SUMMARY:
Five King Tigers supported by halfsquads in kubblewagons trudge through mud and mire along a railroad embankment. Russian infantry with hidden 85 mm arty pieces and fortifications try to prevent the German armor breakthrough.
ALLURE
Five King Tigers (2 with Porsche turrets), Variable (purchased) Russian OB, Fog of War, TOT Railroad overlays.
EXCITEMENT FACTOR
8 (out of 10) Definitely a nerve-wrecker for the German player!
BALANCE
60 - 40 pro Russian. A good Russian defense should prevail and the Russian player should not lose any sleep at giving up the balance (an extra German HS.)
REPLAY VALUE
Fairly high. The variable Russian OB allows for 3-4 exciting playings. Due to its size this scenario will make a good tourney scenario, balance not withstanding.
DEFENSE MAXIMS
Set up your roadblock and AT mines to deny the Germans easy use of the mud-free railroad embankment. Keep two guns back in the woods near the exit board edge where they can hammer the King Tigers moving in the vast board 33 openground and cover the railroad. A great spot for a third gun is the orchard hex near the railraod station. There are plenty of good spots for the fourth gun.
ATTACK MAXIMS
Use the halfsquads and kubblewagons to recon and feret out hidden defenders in likely locations. King Tigers should keep moving, keep moving, keep moving! If they consistently stop-and-go you WILL eventually wreck a transmission. If possible, try to reduce mud bogging possibilites by moving through only 4 mud hexes a turn. Watch out for deliberate immobilization attempts. Two King Tigers with the armor leaders should be kept out of the action as long as possible, until a reasonably safe route is established, since by themselves they represent enough CVP to win the game.
GRADE
A- to B+
First weekend in June is SUMMER WARS (Harrisburg, PA) and I'll be there with bells on. If you're there please come up and say 'hey.' (I won't really be wearing bells.....)
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John Slotwinski
Editor, ASL Digest
jslot@gauss.aptd.nist.gov