I advertised for and got a second PBEM game a couple weeks ago. My esteemed opponent, Giasone, "--g--", from Italy has taken the Americans in Gavin Take from ASL Classic. Progress is slightly slow, but we're certainly far enough in for it to be interesting.
This is my second time playing this scenario. ...But I can't remember the first time at all. Patch had to remind me of the fact that we did do some face-to-face games.
I'll freely admit I glanced over the scenario analysis in ASL Classic before doing my setup. My defense is inspired by it, but wasn't dictated by it.
g's opening seems fairly typical, so far he seems mostly intent on going around me, and getting established south of town before I can shift too much that way. The worst thing is that I'm committing silly rules errors that I should know better on.
Situation at beginning of German Turn 1, showing later movement (blue) and routs (red).
It's been a mixed bag, he's scouting aggressively with HSes, and I'm shooting at everything in sight. Thankfully my Prep took out both squads that he left on the hills. I tried to get the leader in W5, but only pinned him and then turned him heroic (which un-pinned him) on a MMG rate-tear. But now he's back for more.
After playing the Brits for so long I'm having to continually remind myself to watch for cowering....
Hi
I played this recently but as the US. I enjoyed building up some poweful kill stacks and was able to win in the end after many ups and downs. I was lucky in that his fire just seemed to create heroes.
A good tip for your opponent is to use spraying fire with those -2 and -3 leaders, preferably with plenty of firepower. I don't really have any advice for the Germans except don't let him use those amazing kill stacks on you.
This is a great scenario, and IMO one of the best for an infantry only intro to ASL.
You let him get a squad (CX) to the top of the hill in W5 on turn 1????
Did he try for infantry smoke to mask his movement down the Y1 road?
Great scenario. I have lost it in spectacular ways against new players ...![]()
Getting beaten by newbies since 1980...
Squad and 8-0. Probably helps that my fire dicipline is not the best. But he smoked Y2, and sent this group in bypass of Z1 to X4 and advanced to the hilltop.
The nice thing about this scenario is that the American has so many options on how to proceed. German options at the start are a bit more limited, especially by having to cover all the bases.
And darnit, board 3 is especially nice.
Right now, I just have to deal with the fact that he's getting around me faster than I hoped. I may soon prove that I can loose against people other than Patch.
Thanks. for the vote of support.Hey, wait....
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Just going into my second turn.
Situation at end of MPh, American Turn 2, showing movement, advance and rout.
Not as good as I might hope. I'm happy with the west side of town. We have a HS Melee in M8, but everyone else is in M5.
The east side of town is downright dangerous, with him advancing onto the entire hill crest. I'd like to sweep him back off the hill, but that requires more people than I can spare. The main dilemma is how to get a few people where I want them.
The good news is that there are currently 2 1/2 squads of GIs lying around in places where they will need time to get back in the fight, even if they Self-Rally. If I can get myself back together, that'll be a big help.
Thankfully my dice are somewhat better than my mastery of the rules....
Turn 2 German was pretty quiet. I reshuffled my force, we both fired what we could, and no one cared....
Situation end of German Turn 2 MPh, showing movement and advance.
I was proud of the idea of maintaining concealment with U6, AMing him downstairs, firing, and them advancing into T6, where there was no LOS, giving him concealment again.
Sadly, the predictable happened, and the lopsided Melee in M8 ended with no American casualties.
For turn 3, the GIs immediately came off the top of the hill. Predictable enough, but it does relieve some worries I had, as units on the west side of town could have trouble routing with them visible to nearly everyone. G continued to do a good job maneuvering without giving me many shots. In DF, I did find a shot from Q7 to T9 that broke the squad and double-wounded (without killing) the heroic 8-0. Still can't quite get rid of him...
Situation end of American Turn 3 DFPh, showing movement (green), smoke usage, rout (red) and advance (blue).
My Turn 3 was relatively boring. The Americans are largely close to the exit point, but aren't actually there yet. With another turn or so's delay, it should start getting mighty uncomfortable for them despite the advantages in firepower and leadership. I moved the other MMG down to cover the exit area, and the HS in Q10 finished digging a foxhole from which to be annoying.
Situation at the end of German Turn 3 AFPh, showing movement, routs, and advances.
The 10-2 did manage to break the P7 group, which while not critical, does give him less to do on that end of town, and made my defense even more compact.
Turn 4 has not been so kind to me. In fact, I may put in an official application of being diced soon. First he finally self-rallied one of his outlying squads. This is expected, but the fact that he didn't manage it on his last two attempts has been a great relief for me. On the other hand, my just-broken squad in to Q6 recovered (if I'd only known...).
Situation at the end of American Turn 4 AFPh, showing movement and rout.
The best I could manage during the turn were a couple of PTCs that did nothing. His fire did much better. He did pin a couple squads. But the real problem is that his advancing fire from M7 at Q7 got a K/2. Random selection was kind, picking the squad. Then both units rolled 12s, eliminating the remnants of the squad and turning the 8-1 into a wounded 8-0....
Not liking the odds in T6, I self-broke the pinned squad and routed to R6. It turns out that G had already plotted his AFPh and the CCPh in the hopes that I would still be there. not only did I save my guys, but I denied him a new 7-0 by routing out.
Am enjoying the unfolding drama. AAR in this drip feed fashion are great. Well done being bothered.
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