ASL16 - NO BETTER SPOT TO DIE
Legion Defending as the US
KC Attacking as the Germans.
ROAR (G:US - 83:47) - 9th November, 2008
Played with 62 VASL Logfiles (Sept - Nov, 2009)
After a long gap KC contacted me again to see if I could fit in another Logfile game. I was more than happy to accommodate him, especially when I saw this scenario on the list he was interested in playing - I am almost done with Paratrooper now! It has been a while since we played and I will be interested to see if he has let his game slip or if he has played some other opponents and developed a few new tricks.
I don't recall ever playing this scenario at all. For some reason every time I would envision this game I imagined it would be in an urban environment, but it turns out that the battle here is fated to be played out entirely on the outskirts of a village. The Germans are attacking half a Company of US Paratrooper Assault Engineers with an oversized company of their own 1st-line units. They are supported by 2x Lt. MTR and 2x MMG as well as 4x French tin-can AFV with Red TH numbers. To stop them the US have a single 60mm MTR and 2x MMG of their own, they have the usual abundance of Bazooka but only a single AT Gun (57L).
With the numbers being roughly 2:1 in favour of the Germans and the SW to SW ratio, and AT Weapon to AFV ratio being roughly the same the next question is about the terrain.
The Germans need only capture and hold 3 building hexes by games end! This means that a single HS slipping through the net is going to mean a German victory. The chances of this are increased by the terrain which put 2 buildings within a few moves of the German jump-off point and splits the defence of these buildings with Woods. A Gully also snakes across the Southern half of the mapboard and provides the Germans with a 'trench-line' should they attack this way. The few places where the US can position initial lines of defence are isolated to a degree and a smart German player will work to cut their Rout paths
The final point about this scenario is SSR3, this states that a side who has < 50% of their initial units unbroken/in-play must make a NTC with their surviving leader to avoid a offering for a Truce and thus potentially concede a victory to the other side. This is taken AFTER the Rally Phase so leaders and viable Rout routes are going to be essential to keeping in the game. Also it does favour the defender since the Germans must initially attack across open terrain.
All up this looks like a game that is slightly biased to the Germans and I am glad that KC chose me to be the US, this should give us a fair balance
Ouch... This is a tough ask for the poor Paratroopers. My setup is essentially only 2 lines of defence with enough flexibility to Defensive Skulk, but focussed on making him pay for every hex he tries to take. I can pull back 1-2 hexes more should I need to but only by conceding 1-2 of the building hexes he needs.
F2 3x ?
F4 1S Foxhole, 3x ?
F5 747, MMG, Baz '44, 8-0 (HIP)
F7 2S Foxhole, 2x 747, MMG, 60mm MTR, 9-1
H4 Crest, Baz '44 747
J0 1S Foxhole, Baz '44 337
J1 1S Foxhole
J2 747
J7 1S Foxhole
J8 337
K1 57mm AT 227 crew (HIP)
My plan has to be based on holding him off for as long as possible, there is not much room for subtlety here unfortunately. Simply put I need to keep him back from ANY buildings for as long as possible and the only thing I have in my favour is the open killing ground between Columns 24B - E. This territory puts him right in the sweet-spot to take damage from me and I have to milk it for all it is worth. My main concerns are his AFV and potential MMG stack so these will have to be the first targets, though I will not miss an opportunity to hurt him thanks to the provisions of SSR3. To be sure that I don't fall foul of the same SSR I have placed the J1 and J7 foxholes as well as the rest of my men in such a way that I can ensure at least SOME ability to move/Rout with cover.
My HIP MMG and Baz '44 are a bit of a sneaky trick. KC will see the foxhole next to them (F4) and focus his shots on that... It is such an excellent defensive position after all. When the dummies are revealed I shall have the ability to use the foxhole or Skulk back into the Woods with the REAL units. Should he move too close with men or Panzers then I can hurt him with this stack's goodies.
The German line is spread out and looks like it is going to try and force an attack through the Northern defence with the AFV leading the way, this is fortunate as I have my AT Gun here and it is also the weakest part of my anti-infantry defence. The infantry seem to be moving to the South which is a concern to me as the Gully will give them a great place from which to launch an attack if they can survive the initial US fire. Tactically I see the North-Centre as being the most beneficial place from which to breech the US line, sure the approach is tough, but the cover extends right up to the first building and one can leap-frog from TEM to TEM right into the village.
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The Germans prepare to crash into the frail US defensive line
The Germans start lobbing their tiny MTR shells at the Dummies in 24F2 and miss with all their shots. Movement then shows that KC still has some tactical lessons to learn as he rushes forward with large stacks. I immediately use up my MTR shots (unsuccessfully) on an 8-0, 3x 467 moving through woods but when they break out into a Grainfield hex (3FF8) I am able to take them apart with my MMG, 9-2; I leave the leader Pinned and the 3x 467 broken (one of those ELRed). He is a little more successful with some Armoured Assault moves but since he is being more cautious now I decide to hold back my fire for the moment and wait until he commits some more.
Gusts begin. a German Leader and MMC are hit by my MTR; the leader goes Berserk and the HS is CR-ed and then also goes Berserk. I make just a few modifications to the line and then sit back to wait for the fire-storm. His Defensive sees the Dummy in 24F4 taken out which will stop him wasting time here but might lead him into the F5 trap. The worst result of the turn is when he gets a 2MC on my main stack in 24F7 which takes the lot out leaving me to make a run for it (thankfully there are plenty of LOS obstacles which is why I put myself so far forward).
German Losses: 247
Things are going poorly for the US, KC is able to push forward (seemingly) unmolested since the 24F7 MMG and MTR stack was smashed and I have no front line left (apparently). He moves the first part of his attack to the Southern side of the board, which makes sense as this is the part of the board which is obviously undermanned. It is when the Germans lose an AFV (24E4) to the just-revealed AT Gun that things start to change. Firstly the AFV is lost, secondly my HIP MMG opens up to score a ridiculously lucky 2KIA on his 9-1 MMG stack KIAing the 9-1 and a 467 as well as eliminating a MMG. A 467 had managed to get adjacent to this Baz + MMG stack and I am able to (just) break him off of a 20FP shot. I pop off another AT shot at a follow-up AFV and miss but this has been an effective turn with his force either bottled up in the gorge and unable to react or too far back and spread out to have effective FP against me... Also his AFV are all in Motion which essentially renders them useless.
The few positions I have with LOS to KEU blast away but luck deserts me when the only effective hit I score makes a 467 Berserk (the second of the game!). I reposition my defenders in an attempt to get as many Baz tubes to the South where he is concentrating his AFV. KC gets lucky with a shot on my forward MMG position which renders my 747 broken and it is forced to retreat.
German Losses: 467, 9-1, MMG, Pz 37R 731(f)

The US first line of defence crumbles and the second line struggles to form a cohesive barrier.
I am fortunate enough to get the forward MMG 747, 8-0 back up thanks to a good Rally result. The Berserker charges and loses a HS as he enters the Brush but then I fail to knock him off so he enters the hex for CC and this renders impotent this most important position of mine. KC pushes forward with his AFV and gets another miracle hit but this works in my favour as the 1MC from the 1FP shot caused the US 747 to go Fanatic and gain a Hero.
KC's infantry and his remaining AFV have all congregated in the Gully and with his forces completely committed to the Southern flank of the battlefield I can safely withdraw units from the North (I leave just a pair of dummy stacks here) to bolster the defence. It is clear that he will try to use the Gully to get to the central Woods in 24I6 so I place my men to cover it whilst also pulling a 747 into 21H4 to stop him sliding units to the North. I think that the game has turned now and unless he gets very aggressive soon I am certain to win this, he is likely to be paralysed by the lack of cover and the sheer weight of fire available to me.
German Losses: 237
TURN 4
It seems the Germans are going to push now and they lead the way with the tin-cans as they slowly climb out of the Gullies. The first lumbers up to the Hero and 747 in 24I7 and the Hero directs the adjacent Baz '44 to make a successful kill. I try my luck against the second which is pushing up against my building here (24J8) but this shot is a miss, however the HS who used Armoured Assault up to the building attempts to gain access and is not only repulsed by my 337 but is also broken in Defensive Fire Phase. Another blow comes to the Germans with the loss of their 8-1 and a 247 in the massive CC at the gully 'crossroads'; this CC has been reinforced with another 1.5CVP of MMC and is still only a 1:1 chance for him, potentially this melee could decide the game for me with a bit of luck (which I have not had thus far with my 2:1 attacks against his HS + Leader combo)
I end up wasting a lot of my Prep shots. I try to take out another of his annoying AFV but the Hero/Baz combo fails me this time. His only exposed Squad is re-DM'ed but when you look at the amount of lead thrown at this sole unit I think KC can consider himself quite lucky. I just re-position my forces mostly with the AFV's in mind as I cannot afford to allow him to successfully tie up my men with AFV sacrifices. His Squads are all hiding in the Gully and despite the terrain's obvious defensive potential it is just as easily locked down by the US and the Germans really have no place to go but to jump up WW1 style and rush across the open ground hoping for luck. CC sees my Squad and 8-0 take out another HS and thus KC is left with exactly half of his men unbroken, another loss and he will be rolling for a Truce.
German Losses: 237, 2x 247, Pz 37R 731(f), 8-1

The German infantry are caught in the Gully with the Paratroopers waiting for them to make the first move.
The Germans attempt to force the issue but they have committed themselves to such an extent that they are forced to attack in predictable ways. Even worse for them is that they are only left with the option of feeding units into the battle piece-meal or in a mad rush - KC goes for the piece-meal assault and this leaves his units horribly exposed (or skulking and bottled-up in the gully). His remaining AFV are right up close to me, but their weaponry is of little danger to my men in their cover and although I miss with my Baz shots it is only a matter of time before I hit them and score the kill. KC is getting desperate and despite being only a Squad away from breeching the Truce Conditions of SSR 3 he throws 2 more MMC up the Gully and into the CC... this is a grave mistake as they are CX by the climb and still lack the strength to win the CC - instead I CR a 247.
It is time to wind this game up. He has put 3x MMC in the LOS of multiple units thanks to the CC and all I risk in firing at them is the loss of a 747 and 8-0... this is too tempting a target and I open fire into the CC! The results are as expected, all the Germans are broken (including one Squad being CRed through double break) and my 747 is broken too, however my 8-0 survives as a Pinned unit who is able to KIA a Withdrawing Broken HS to add insult to injury.
Paratrooper Losses: 337
Germans Losses: 2x 247, 467
With only 4 Squads of Good Order troops left the Germans make their NTC with their sole leader (a Wounded 8-0) and the result is a fail which causes the Germans to request a Truce. The magnanimous US commander accepts it and the game is over as a US victory.
The Germans request a Truce which the US accepts
ALLIED VICTORY
Conclusion
I really cannot understand why I have not played this scenario before. It was fun and presented some interested tactical problems for both the attackers and defenders. In the end it was a lot easier a victory for the US than it needed to be, this is mostly due to the cut-throat nature of my own defence (I would not have acted against my own men in the same way if this was a CG!) and the single-minded attack by my opponent. KC has been maturing a lot as a player and I was surprised to see him use his AFV so aggressively but his decisions re the CC cost him the game.
Flexibility from the Germans is what is needed in ASL16. Despite the narrow band across the board that the US have to defend the terrain bottles them up to such an extent that they cannot hold the whole line, and just a single HS needs to slip through for things to turn very nasty for the besieged US Paratroopers. The US have only limited opportunities to pull-back and re-group, once they have pulled back to the second line of buildings (Column 24M) then it is essentially all over.
The Germans should push all along the line in what I call the 'wet-tissue' attack, moving up to mould themselves along the line until a gap appears and then pouring what they can through the gaps. Because they have the numbers they can do this, though SSR3 does force the Germans to be careful. As I previously mentioned a single HS passing through the lines can just waltz from building to building and then the Germans can pull back and form a defence as the US will have to attack back from this point.
The near-useless AFV are perfect choices for AFV sleaze-freezing. They should be popped on top of enemy stacks and used to lock up enemy fire so the infantry can flood past. Even if they are Destroyed their approach should be made in such a way that they can aid the Attackers with their +1 Wreck TEM or Blazing Wreck SMOKE.
As the US I made an error in judgement in spreading my defenders across the initial line. Were I to play this again I would position them towards the centre of the board to allow them to spread out. The mass of LOS obstacles in the centre of the battlefield really reduces the Germans chances to fight back as you move units around. Ultimately though, until the Germans commit to an attack you will be pretty much second-guessing their intentions. I was just lucky that my opponent attacked on a single flank.
I have made the point before and will do so again, that Gully is a potential death-trap for the Attackers. Whilst it does give excellent cover, once you are in there then the US player can lock you down so fast that you wont know what hit you, and leaving the Gully into any sort of cover will usually leave your men CX and unable to take advantage of Assault Movement.
This was a fun scenario, it has a lot to recommend itself for a quick 2-3 hour game with enough complexity to give both players a chance to shine. SSR3 does make it more vulnerable to a dicing than your average mid-sized scenario but a smart attacker and defender should be able to pull their chestnuts out of the fire long enough to pull back and prepare for the next attack.