ASL A – THE GUARDS COUNTERATTACK

Legion as the Germans
Rami as the Russians


ROAR (R:G – 160:167) – 25th June, 2008
Played as 57 VASL Logfiles (July-Aug, 2008)


            I have tried to play this 3 times prior to this game in an attempt to present an AAR for learners so they can gain some insight into this classic entry-level scenario. Each time the game ended early because my opponent felt that they were in an untenable position or because the “dice were poor”. I was hoping to meet a player with the ability to stick with it through to the end for the AARs sake and thankfully I had the good fortune to meet Rami.


Initial Thoughts


            This old chestnut is a great little battle, sure it is scripted but it is also well balanced (see the ROAR rating).
            The Russians are attacking a German defensive position with a strongly weighted flank attack (12x 628, 10-2) while trying to hold off the numerically inferior Germans from gaining any buildings themselves. The Germans hold the SW advantage (6x LMG, MMG, HMG vs. a single MMG for the Russians) as well as the leadership advantage (5x leaders with -5 in total vs. 2x leaders and 1x Commissar with -3 in total). Even more importantly the Germans hold an advantage in terrain with most of their initial position being relatively safe from anything but lucky shots yet still able to hit any Russians attempting to cross streets.
            The advantage that the Russian holds is in man-power. They have 12x 628 and 9x 447 against just 13x 467… nearly a 2:1 advantage, and to win this game they are going to need all those men!
            The SAN is 6 for both sides in this battle, something that will be a major influence on the battle.
            I have played this Scenario a large number of times and almost exclusively as the Germans. Yet again I find myself facing the Guards Counterattack in Stalingrad… who will win the day this time?


German Setup

F5 Building
F6        3x 467LMG9-1
   As much as I would love to spread these men out, that would be suicide. With this building being only 2 hexes from the mass of 628 in F3 the German forces have little option but to setup in F5. They could setup on the higher levels but on the ground floor they have the chance to hurt the Russians as they assault the building whilst also having an escape route upstairs.
K5 Building
J4         LMG 467
J4(1)
     LMG 467
J5         8-0
K4        467
            This building is often in danger from being overrun due to it being surrounded on 3 sides. There are no places within the building where the Germans can hide from Russian LOS . They can make it hard for the Russians to cross the street or enter the building, but only if they do not get broken by massed Russian FP of the first Prep Fire Phase. For that reason I have spread out as I need to force him to make a decision as to what he wants to  hit while still having a decent chance of stopping him from getting those Guards into the attack on the F5 building. I see K5 as being the most important building for the Russians to take first, though obviously F5 is very important too.
I7 Building
I7        3x 467, 2x LMG9-2
            Although they seem to be miles away from the action these units hold a vital position. They can hit the MMG position in J2 and can help cover the F5 building against Russian attack. The extra men and SW here can also be used to reinforce or counterattack. Counterattack is always an important option for the Germans, if those Russians leave any unguarded areas hit them hard!
M7 Building
L6        MMG 467, 9-1
L6(1)
    LMG 467
M7       467
            The MGs will help to sew up the street with firelanes and general FP. If he doesn’t try to attack across the street then he still has to face a fair whack of FP. I have placed the less effective LMG on the 1st floor facing down the road as this unit’s FP is still effective but it is a less valuable target to him – I need him to split his fire, otherwise he could take a single 16FP +3 shot in the initial turn with some chance of success
M9 Building
M9     HMG 4678-1
            No chance for any subtlety here. These guys might be able to influence the N5 building if he sets up any units in N5, otherwise they have to move to get this vital SW to a position where it can do more damage.


Russian Setup

         The Russians have less options available to them for tweaking their setup, it is really only the ‘Guards’ who can make much choice in their initial setup plan.


N4 Building

M5       3x 4479-0 Commissar

N5       447

            This is an apparently strong setup but it shows the newness of my opponent. Sticking the 3x 447 together looks strong but is an easy target for the Germans who are likely to survive the first turn’s fire. It would have been far better to spread the 4x 447 out with 1 each in the ground level and 1st level hexes; the Firegroup would still be available but there would be less chance of a single lucky DR causing catastrophic loss.
J2 BuildingJ2      MMG 4479-1
            Scripted setup.
M2 BuildingM2  3x  447
            Scripted setup.
N2 BuildingN2        447
            Scripted setup.
F3 BuildingE3        3x 628
F3        3x 62810-2
G3        3x 628
G4        3x 628
   Not a strong setup this, it only allows him to have a single stack of 3x 628 firing at the J4 building which will then make his movements across the street difficult.

The Game


TURN 1

            With his Prep Firing units spread out Rami is relying on good DRs and unfortunately for him this is not the case. With no damage to my defences done in his initial attack he is left with some hard choices to make in the Movement Phase. The initial moves are Dashes that allow me to set up a FL covering the L0-L5 road (2FP) and D4-I5 (1FP) roads; this last is particularly damaging for him as it is the route along which his Guards must attack if they want the F5 building. These FL are able to break the 10-2 (who was one of the first units to Dash), a 628 and a 447. After that I have a spate of bad shooting that means I am unable to capitalise on his movement out in the open and am forced to draw upon as many of my defenders as possible to break up his persistent attack. He runs men through the Firelanes with decent success, but the 8FP RF in the F5 hex is ripping through his 628 units; 1 is ELRed, another broken, at least he gets a warm SAN result which Wounds my 8-1 with the HMG. His last moves are to pull back and try to keep his remaining men alive and combat-capable; I think this shows a lot of maturity for a beginning player… most beginners would continue to throw their cardboard men across the road and continue to pay a high price. Defensive Fire continues to pile on the pain as his 10-2 leader is Wounded by the FP left un-used in the J4 building and the 628 with him suffers a Surrender HoB result to leave him Disrupted. His 9-1 is also left wounded from a K/3 result as the mega-stack in I7 finds it’s target with ease. His Advancing Fire Phase shows the Russian Commander is not out of tricks when he forms a strong Fire Group which gets his only lucky DR for the whole turn but the MC is easily passed by my men though. He loses 2x 628 through No Quarter when his broken attackers in the F5 building are left with nowhere to run. This turn has been tough for the Russians thanks to some bad luck really compounding the problems he caused himself through a poor set-up.
            The Wounded 10-2 Rallies first time which is the first bit of luck the Russians have had this whole game; this leader is able to Rally the 628 Disrupted through the Surrender HoB result too. Prep Fire sees the Germans cut further gouges into the Russian Attackers; the Germans miss with a number of shots, but every one of the few MCs or PTCs taken is failed which is just plain nasty. At least the Russians get a bit of revenge when a Hot SAN kills the 8-1 with the HMG, the 467 here fails his LLMC and this will leave me without the crucial HMG for some time. The Germans have hurt the Russians again but not as badly as they might have. Tactically the Russians are in trouble with the Germans being very well placed to hold off any further attacks on their buildings – the Russians need to think carefully about which building to focus their efforts upon to cause the German defence to crack.

German Losses:        8-1

Russian Losses:        237, 2x 628

The Russians pay a hefty price for poor Prep Fire choices, only their sniper is able to damage the Germans.


TURN 2

            He is able to rally his Wounded 9-1 with the MMG but unable to bring up the manning 447. Rami is learning from his mistakes quickly and although it is probably already too late to save the Russian game it is good to see him turning errors into useful lessons – this is why newer players should seek out tactically more advanced players, the learning curve is steep and your own game will improve very quickly. His moves are more cautious this time, his lack of FP overwatch has left me with command over almost all of the movement corridors through the battlefield. He is trying to flank me with a Guards squad to the West, a move which forces me to drop the concealment on my LMG 467 in F6 only to have the shot go wildly astray – I do leave a 1FP Firelane though. I leave another 1FP firelane along the I5-E5 road as he again tries to Dash his way into my buildings and this FL claims another 628 as he rolls poorly for the FL attack. In the N4 building the Russians are spreading out to form a large FG but in doing so they are exposing themselves to a counterattack into the M2/N2 area. He has to be careful, a number of times I have won this scenario with my Germans GAINING more buildings than they have lost. I take a shot from the strong positions in the L6 building and am able to break up his developing FG in the M5 building thanks to some terrible MC DRs for the Russians – the dice are really adding insult to injury for the poor Russian Commander.
            The Commissar proves his worth by bringing a 447 back up for the Russians and the 10-2 (wnd) leader also returns a 628 to the fight. My Prep Fire is terrible, I miss with almost everything, at least I am able to kill his 9-1(wnd) and CR the broken 447 with him. Unfortunately for Rami, despite his being able to bring some decent FP to bear on my men he also suffers bad luck and the best he can do is Pin a number of my units. The Turn ends with little change to the force’s dispositions.

Russian Losses:        2376289-1


TURN 3

           This has been a horror game for the Russian Commander, he has a Self Rally fail (needed an 8 or less) and then totally misses with his Prep Fire shots again! He did get a Pin result which will stop me placing firelanes in the area of the Guards attack. I shoot with this Pinned unit and get a NMC which is passed by a Dashing 628 but my attack calls in a SAN who CRs my broken HMG MMC; unfortunately for Rami this attack also left a 1FP RF attack and in keeping with the dice for this game he scores a 1MC which breaks yet another 628 (I am SO glad I am not the one making these terrible DRs for him!). My Defensive Fire sees a number of shots hit home and I am able to break the only unit to enter the F5 building as well as getting a 1MC that rolls Fate for an ELR CR on a Prep Firing 628 in the Open Ground of the street
           
Things continue to run tough for the Russians as the Commissar can only rally a single unit while ELR-ing a HS and CR-ing a conscript Squad. My Prep Fire finally starts to chew up the defenders in the M5 building with 2 447 falling to the massed FP of the German defenders here – this is the end of the battle over here with him having only enough strength to hold me out, but nowhere near enough men/FP to force a result in his own favour. With things being settled in the M5 area I let loose the 9-2 and 2x LMG 467 who head over to finish off those pesky Guards.

Russian Losses:    226247328

Russians have learned from their mistakes and are starting to think outside of the box.
Poor Prep Fire decisions and dicerolls continue to hurt him badly.


TURN 4

            The Commissar again finds that shooting his men is better than Rallying them. Rami manages to FINALLY get a non-SAN break on one of my units but it really is not enough to even slightly open the door for him. Movement sees more Dashing by the Russians, I CR a 447 but the HS passes the 1MC which means he is in position on the Eastern flank to attempt to take M9 next turn. He also makes a push towards the M7 hex (lets face it, he has nothing to lose) but is pinned on the street. A wide-flanking move by the newly self-rallied 628 manages to shrug off a 2MC and he boldly tries to come at my positions from behind. Over in the M5 building the cheeky 447 on the 2nd level also tempts fate (in the form of 16FP +1) and manages to brush off the 2MC with style, inspired by this the Russian sniper picks out my 9-1 leader and puts a bullet between his eyes which causes the breaking of the LMG 467 with him. With the game well and truly over for the Russians Rami can afford to make all sorts of rash moves and all of a sudden the luck completely changes and either my men are unable to hit or his men pass their MC with absolute ease. It is only in the Defensive Fire Phase that I am able to add to the tally with the rearward flanking 628 being KIA in the open. The Russian Sniper again rears his ugly head and breaks a 467 in the M7 location; this puts my defence here in some danger, thankfully the only Russian who survived is Pinned in the street in the LOS of my MMG 467.
            I am able to finally SR the HS with the HMG (he has spent almost the whole game broken thanks to the Russians SAN) and this will solve my worries in the M9 building; as a newer player Rami did not keep hitting this unit to force the re-gaining of DM as per A10.62 and that has now cost him. His Commissar manages to bring 2x 447 back to the fight at the cost of a Conscript HS. My shots are disappointing with his units managing to get away with a lot of Pin results rather than the breaks I have been hoping for, he even ends up with a 628 going Fanatic through HoB. Unfortunately this attack calls down another SAN result for the Russians and this time it hits my 2x LMG 467, 9-2 stack. This SAN result stopped me from getting a 6FP +0 ROF attack with the LMG, but all I needed was a single one as I hit with 2FP +0 and managed to break both 628 in the H3 target hex… that was a lucky result and I cannot complain about the SAN with a clear conscience now. I reposition my men to get maximum FP available along the important attack routes for his final turn and I also send the 8-0 from the J5 building to the 2x broken 467 in the K7 building as my defence is at it’s most brittle here. Unfortunately for me the Russians are not only starting to pass MCs but they are also managing to score hits and this causes the ELR failure of my last LMG 467 in J4. A 467 who Dashed into the Guards building (G4) was broken and had to Surrender but was eliminated through No Quarter.

German Losses:    4679-1
Russian Losses:    3x 226628


TURN 5

            The Russians manage to score a HOB result but it comes up Surrender, they game is certainly lost for them but a few more Rallied units would make it a much closer ending. Still, it is going to a be a closer result than Rami thought when he offered to surrender the game in Turn 3. The Commissar finishes of a Conscript HS but this is irrelevant now. The Russians make their final moves but unfortunately for them the Germans control the open streets and have enough depth in their defence to really chew up the attackers. His Guards attack is really punished as a 1FP FL does some nasty damage (his DR not mine!) and the German SAN finally wakes up too. On the positive side Rami has shown how much he has learned in this punishing game by managing to sneak the 447 and 9-0 Commissar into the M7 building and thus being able to enter CC with the sole German defender here but in a final dicebot insult he rolls a 6,6 which allows my defending MMG 467 to withdraw! 
            Rally gets the Russians back another 2x 628 but we are just going through the motions now as the game is effectively over. A 12FP +2 shot breaks his 10-2(wnd) leader but leaves the 2x 628 in this hex free to fight on; the F3 building is safe. Finally I smash the Commissar but only manage to Pin the 447 with him, but that is enough to let me move units towards the N4 building which I end up capturing. I shoot to try and reduce the MMG 447 in J2 but only succeed in Pinning the Squad here – regardless I send a 467 into the street to try and claim this building through CC and manage to make it across the road thanks to the poor Russians malfunctioning their MMG but then lose a HS to a good CC roll.

German Losses:    247
Russian Losses:    226237, 2x 628

   
The Russians fail to capture 2 or more German Buildings

GERMAN VICTORY

The situation at the end of the Battle

Conclusion

            This is a teaching scenario and like other teaching scenarios (see J106 – Marders Not Martyrs) it has a message. This message (especially for the defenders) is ‘Firelanes’. Even if the Germans do not get the chance to lay down many ‘real’ Firelanes they do need to understand the layout of the city and see the way that it can help optimise the defence to neutralise the Russians numbers. The Russians need to understand that the best way to avoid a Firelane is to eliminate it before it happens, they must use their numbers and their terrain to spread their forces out and yet still manage to bring as many large Firegroups as possible to bear upon the most important defensive positions. Without those FL creating high ROF MGs the Germans can only do so much damage.

            With the Guards having so many men and a great leader (10-2) they are the real danger in this scenario. They have the option of a Human Wave attack or they can Assault Move in close and pound the Germans before swarming them in CC. It is in games where the Russian player has used his Guards well that the Allies have usually won. If the Russians attack building F5 in force then they will usually take apart the defenders in there who will be forced to Rout/retreat upstairs (and thus suffer from Upper Level Encirclement), the other option for the defenders is to withdraw and let the Russians have the building, but this puts the 628 within 2 hexes of H7, I7, J4 and J5 which is something that works very strongly in the Soviets favour.
            To get across that road the attackers MUST do something about the J4 building and its relatively isolated defenders. Those 2x LMG 467 can do a lot of damage as this playing showed. Ultimately Rami lost this game because he did not understand the implications of leaving the J4 building defenders unBroken. J4 is a VERY useful building to take but it is a hard building to enter thanks to the I7 and L6 locations having excellent firelanes down their respective roads. I would usually try to smash the J4 defence with my 628 units first and then attempt to move the MMG 447, 9-1 from J2 into this building. The MMG is too vulnerable to the I7 position if left in place and it is the only unit who can make it across to the J4 building unmolested (assuming the defenders are taken out).
            The Russians to the East of the L1-L5-O7 road complex should spread themselves out as much as possible. They should use the N5 building’s various levels to set up multi-location FG to wear down the L6 Germans. I like to use these attackers as ‘holding units’ their threat is going to be enough to pin the defenders in place while the Guards assault from the West.
            The Germans MUST think carefully about their targets, they cannot afford to waste FP on lesser locations. The high ROF MGs of the Germans give a huge potential to their defence, but only if the dice come down in their favour and the vast majority of Russian commanders will spread their force out as much as possible to give themselves a chance of living through low DR attack runs. The German players must think about splitting up the Russians multi-location FGs; if 4 units are linked together as a FG that is at least a 16FP +3, take out the middle MMC and you suddenly have only a 8FP +3 and 4FP +3 attack to contend with.

            I would like to thank my opponent in this game. He was very inexperienced at the games start as his setup shows but he learned from his mistakes quickly and that is something to be commended. With the combination of bad tactics and terrible dice running against him he looked dead and buried by the end of Turn 3 but after my recent playing of ASL17 – Lost Opportunities where I pulled a miracle win out of certain defeat I suggested he play on even if only for the AAR and his own education. In the end I think we were both surprised by how close the game became; as any CG player knows constant pressure will force that break in the line eventually and you don’t want to give up just at the crucial moment. If I had not had 20+ playing’s of this game under my belt who knows what might have happened?