AAR 194 Infanterie-Regiment, 71st Infantrie-Division SASL CG [May 1040 - May 1945]

ChappyNS

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With respect to Sgt Huet's non move from a VPO location, I like to roll on table A4a anyway (as you will note, most of the results in A4a are a move to a VPO location, but since he is already in one, no move). But look how interesting things could get if you roll a "12"? :)
 

dlazov

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Mark,

I did roll on the A4a table, but IIRC it was like 2,2 so it seemed irrelevant. But now that I look at A4a your right on the 6,6 rolls. I also think I a playing with a tiny bit of bias, to help me keep myself honest. By that I mean that some things that a normal player (or myself) would or would not do does not need a rule per se, but I am keeping things in the spirit of the SASL rules.

So far what I am finding that is very surprising and enjoyable at the same time is the challenge the SASL system is giving me as well as making it quite fun. The French in this one are very well led so far, a 9-1, 3-4 8-1's and nothing (i.e., no leader with a 0 rating as of yet). Plus all the elite French squads I have encountered.

I really do, or our readership really does owe you a big hand clap for inspiring me to get back into ASL via SASL by your wonderful descriptive and story telling AAR. Mine are more pretty pictures and a bad attempt at my sarcastic humor lol.

By the way, wait till I get to the Russian Front, some great hockey players to choose from there, ehh? lol

Thanks for reading, inspiring and helping me get back into it.

Don
 

ChappyNS

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Mark,

I did roll on the A4a table, but IIRC it was like 2,2 so it seemed irrelevant. But now that I look at A4a your right on the 6,6 rolls. I also think I a playing with a tiny bit of bias, to help me keep myself honest. By that I mean that some things that a normal player (or myself) would or would not do does not need a rule per se, but I am keeping things in the spirit of the SASL rules.

So far what I am finding that is very surprising and enjoyable at the same time is the challenge the SASL system is giving me as well as making it quite fun. The French in this one are very well led so far, a 9-1, 3-4 8-1's and nothing (i.e., no leader with a 0 rating as of yet). Plus all the elite French squads I have encountered.

I really do, or our readership really does owe you a big hand clap for inspiring me to get back into ASL via SASL by your wonderful descriptive and story telling AAR. Mine are more pretty pictures and a bad attempt at my sarcastic humor lol.

By the way, wait till I get to the Russian Front, some great hockey players to choose from there, ehh? lol

Thanks for reading, inspiring and helping me get back into it.

Don

Don, you are very welcome and thanks for bringing your campaign to light. I have a friend who owned SASL - I had never played it until last fall - but it was a lot of fun, almost a different game entirely. He was gracious enough to gift me with his SASL game! I started doing AAR narratives in the Combat Mission world (I describe the Combat Mission games as ASL brought to the computer). With SASL I figured, why not also try?

I must say you have generated an inordinate amount of excellent French leaders! And I am looking forward to Sgt Kharlamov, Lt Ovechkin and Capt Bure :)
 

dlazov

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German Turn 5

After this game turn it will be the half way mark in this Recon scenario and will will take a look at the CVP thus far (even I have not 'dared' glance at the losses yet). BTW a great big THANKS to the VASL elves/slaves/enthus/programmers/artists/creators for not only VASL but this latest CVP window/tab feature thingy...

BTW I found my answer to my question posted earlier:

A6.221 A player receives CVP equal to the VP value for all enemy units/equipment that are eliminated. Units/equipment that leave the mapboard are considered eliminated for purposes of CVP [EXC: if under Recall, Guards escorting prisoners (20.53), Paratroops/Gliders landing offboard, or if satisfying Victory Conditions or a SSR by such exit]. CVP are not awarded for units/equipment which are merely broken, wounded, disrupted, malfunctioned, shocked or Immobile, nor for a disabled MA.

So that PSW 221 D that was recalled does not count for CVP. Whew...

RPh
So far after and up to 5 game turns I have had no WC and also no RE, not complaining just saying.

Finally Lt. Bruckner decided to join the fight and lead his company and he rallied all his sections and the 2nd line 4-4-7 with the ATR self rallied! The French removed a lot of DM counters...lol.
12857

PFPh
Staring on my right flank (south side), Cpl. Lazov Panics as well as most everyone else, the rest will move.
12858

Now on the north side (left) I decide to fire just about everything and only manage a pin on the elite French squad in level 1 of H5 at the cost of malf'ing the LMG in G9. The French 1st line 1/2 squad in E6 takes a point blank no problemo. Well that leads to the movement phase but for those watching at home, here is the northsiders...
12859

MPh/DFPh
Oh the brave things to try, but first I need a sacrificial lamb and that is Pvt. Schneider driving truck A, this is a recon mission, private drive that truck up on that hill and see what you can see...

Well the S? in 58G10 actives with a green squad with a LMG which promptly fires and loses rate and completely misses the truck. (forgot to place the 1 res for cowering)
12860

Two other S? are dummies but in 58L10 1st Lt. André Peloffy and a green squad pop up in the woods (they are out of long range so I just ?ed them):
12861

Sneaky Pvt. Schneider drives the truck into G2 and receives some SFF from 58 G10 but no effect. Realizes that this is crazy and decides to stop the truck and wait for further instructions. More bullets fly from the res but no effect.

Lt. Bruckner and company AM into 15G9 and receive a 4 + 1 from the ground level of 15H5 which turns out to be a PTC, and with his outstanding leadership no one is pinned. But the 1st level in H5 decides to take a crack at the LT. with a 6 + 2 but only the window frames were rattled.

The PSW 221 C does not starts up but panics.

Mortar Team 5 (mortar C) AM into the woods of AA6 and Mortar Team 2 (mortar B) moves down the road to Y4.

Lastly that 2nd line squad CX'ed and runs like mad towards the wooden building in U2.

Here is the finals from all that phase.
12863

Final Fire (FF henceforth)
None.

AFPh
Only Lt. Brucker's moving group fired with a 4 up 1 in level 2 of H5 for a DM effect.

RtPh
None.

APh
Squad I (the 2nd line squad with the ATR) advances into U2. Squad K (adjacent to Cpl. Lazov) advances into DDR (craig). Mortar Team 5 (mortar C) advances into BB5 (you see where I am going with that one?) and Mortar Team 2 (mortar B) advances into Z4 (craig) on the southern hill. Meanwhile on the northern hill; Squads A and B advance into E6 witht he French 1st line 1/2 squad into CC, Sgt. Shultz and his squad advance into E7 behind the wall and the 1/2 squad scout from Lt. Bruckner's group advances into G8.

So that all looks like (i.e., note all the MOVED markers):
12864

CCPh
Here is what the CC phase looks like at start:
12865

No ambush by either side. The Germans have a 3-1 and the French go at 1-2 versus squad B. The Germans easily killed off the 1st line 1/2 squad. Here is what it looks like after:
12866

And that ends the German turn 5.

Errata, when Mortar Team 5 (mortar C) advanced into BB5 the S? in 58X10 activated with a 1st line half squad.

Well, Agent Sympathy. I have waited many years to face an enemy I could respect... and I'm still waiting. --- Fearless Leader
 

bendizoid

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Mission 1: Clearing the Way. Blagny, France. 14 May 1940

Four days after the start of the Blitzkrieg, the 194th IR of the 71st ID were used to occupy the north bank of the Chiers River in anticipation of a crossing the next day by the 191st IR. Early that morning, while the
191st rested, the 194th marched from its staging area and proceeded to secure the area.


Type of Mission: Recon

Commentary


Looking at my setup you may guess where I am going, but the basic idea (after decades of playing ASL, I used to have a saying that used cuss words but since I am no longer a cussing or drinking man, it's basically 'hockey puck it, lets go'. I forgot to add (or did not see) the compass, well where the Germans are (me) that is the FBE and also the West edge of the map. So to yours and my left is North and towards yours and my right is the South and straight up the gut is East. Easy Peasy, good.

I am no where as creative as ChappyNS so you wont get that kind of AAR. The basic plan is for the left flank platoon run by the 8-0 to try to go straight up and then circle back right to take the village. The 9-2 platoon is going to lay the base fire group to take out the village, supported by one of the AC and a scout section. The center platoon group will be the firebase to take that VP hill top hex supported by the AC, a scout section and a LMG team. The ATR squad is going into the Woods in case any French Armor should show up. The heavy weapons company will be heading up that hill supported by yours truly (the lowly 7-0) and well blasting anything in sight.

That's the plan.

This is another fine mess you gotten me into...
Change the 7-0 for the 9-2 and put him in charge of the hmg/mmg combo. That’s a lot of 12 range potential firepower being forfeited, about 14 potential firepower or 3 1/2 squads worth.
Just say’in, thanks for the cool reports!
 

dlazov

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French Turn 5
Here is what it looks like at the start of the French turn 5.


RPh
No Wind Change and no RE. The French remove the two DM counters.

For the Germans yet a another LMG is useless, this time its in Lt. Bruckner's hex.

PFPh
The French elite and 1st line squad in 15G5 Prep and no effect, and Sgt. Bordeleau ground level 1st line squad in 15H5 fired at my scouts in G8 with 4 down 1 and that was also a no effect (6,5). The elite and 1st line squads on the 1st level got orders to move. The 1st line 1/2 squad in 58X10 fires at my CX 2nd line squad in 15U2 for no effect (2 up 2). Sgt. Maynard in 15EE2 preps at squad K in 15DD4 for no effect. Forgot about Lt. Peloffy and his ? green squad, they try to entrench but receive a labor -1 for their efforts.
12868

MPh/DFPh
The elite and 1st line squad in building 15H5 AM from 1st level to 2nd level.

FF
Sgt. Shultz in 15E7 fires at 15H5 2nd level and gets a NMC (4 up 3, rolled 1,3). Sgt. Zidane, the Elite, and the 1st line all pass but the broken 1/2 is eliminated. The 1/2 squad scouts in 15G8 fire at the ground level of 15H5 (for DM purposes) and do just that. The platoon in 15I8 (3x 4-6-7's without using the LMG) fire at 15H5 level 2 getting a NMC. Sgt. Zidane breaks (5,4), the 1st line squad passes but the elite squad breaks, the 1st line does not pin. Lastly on this side of the board Lt. Bruckner's FG fires at the ground level of 15H5 with 8 + 1, getting a 1MC on Sgt. Bordeleau group which pins the Sgt. but the 1st line and the broken 1/2 squad pass their MC's.

Here is all that firing and fun.

Sgt. Shultz:
12869

Lt. Bruckner:
12870

Moving to the right side, Mortar Team 3 (mortar A) fires and gets rate and manages a PTC which DM's the broken MMG squad in 58W10. Cpl. Lazov spots for Mortar Team 5 (mortar C) but they miss, lose rate and do gain an Acq. Squads K and J FG into 15EE2 (Sgt. Maynard's hex) and get a PTC, which generated a SAN but was nothing and neither leader or squad pin. MG fire teams 6 (MMG) and 4 (HMG) in 15Y6 (hill 714) fire at 58W10 (broken MMG squad) and get a 2MC, the French roll 4,3 thus breaking and the the German fire draws a SAN which does nothing and only the HMG retains rate. Got rate so, fires, no effect but got rate, fires but no effect lost rate.

Here is what all that looked like:
12871

AFPh
Only the surviving 1st line French squad on the 2nd level fired, they chose the 0 TEM 1/2 squad scout in G8 and completely missed.

RtPh
None by either side.

APh
None.

CCPh
None.

Here is the halfway mark for the CVP. I am doing better than I expected despite not grabbing any VPO's yet.
12872

Boris Badenov: FEARLESS LEADER, MOOSE IS LOOSE!!!
Fearless Leader: GET THEM!!!!!!
 

dlazov

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Bob good points. Again, knocking the rust off, I put the 7-0 with squads J and K in case either broke, but so far, so good. Using the 1-2-7's as the mtr and mg teams in case they broke.

Again thanks for all the comments and those that are reading.

Having fun with this.
 

Eagle4ty

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...
Question: Since the AC is recalled does it count for the French CVP? Rule reference too please.
....
No; A26.221 A player receives CVP equal to the VP value for all enemy units/equipment that are eliminated. Units/equipment that leave the mapboard are considered eliminated for purposes of CVP [EXC: if under Recall, Guards escorting prisoners (20.53), Paratroops/Gliders landing off-board, or if satisfying Victory Conditions or a SSR by such exit]. CVP are not awarded for units/equipment which are merely broken, wounded, disrupted, malfunctioned, shocked or Immobile, nor for a disabled MA.
 

dlazov

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German Turn 6

Here is the start of Turn 6, I have maybe four turns left so I need to get a move on soon...


RPh
Germans failed to repair the broken ATR and only Sgt. Huet rallied.

PFPh
Dreaded building 15H5. Lt. Bruckner strikes again! First the platoon fired their inherent FP (8 up 1, leader directed) at the most prevalent threat, and rolled 6,10, did DM the broken squad. Then just to DM the broken squads on level 2, squad D fired the LMG and got 6,6 for another broken LMG. We must have drawn the bad batch. Then the other platoon fired up at the 2nd level location and a 4,6 aint going to do anything on a +3 TEM.

So for the north that's all she wrote.
12880

Cpl. Lazov is spotting for the Mortar Team 5 (mortar C) and they hit with no rate and NE. Squads J and K, not leader directed fire at 15EE2 (Sgt. Maynard) and roll 1,1, Cower but it still results in a K/2. RS wounds Sgt. Maynard and breaks the 1st line squad (no credit points for Cpl. Lazov!).

Here is how that played out.
12882

MPh/DFPh
So did the safe thing, since PSW 221 C is BU, started it up and moved up towards hill 783 (15N5), Axis VPO. Could not quite make it. Scout Y AM into G7, took a 4 up 1 from H5 ground level and passed but generated a SAN which was a NE.

Next Sgt. Shultz and squad C AM into 15F7 taking a an 8 up two shot from 15G5 which results in no effect. Squad A, AM into 15F6 and the two French squads in 15G5 SFF with 4 even, resulting in no effect. ATR Squad B is going to take a risk by CX'ing and when they enter 15E7 the French squad on level 2 in 15H5 takes a shot (I missed that LOS) and rolls 1,3 for a 4 up one resulting in a NMC which squad B fails with a 5,4, so sad.

So this is the north side:
12889

The 2nd line ATR squad I panics. Mortar Team 2 (mortar B) AM into 15AA4 (craig). The French 1st line 1/2 squad in 58X10 takes a 1 + 2 shot and gets a PTC which the team fails and is pinned. Mortar Team 3 (mortar A) moves to 15X3. Lastly the two MG Teams Panic.

Here is these moves.
12890

FF
None.

AFPh
None.

RtPh
Only Sgt. Maynard voluntary breaks and routs with the squad back to 15DD1.

APh
Lots of shuffling in the advance and it looks like this (which will be the same for the start of the French turn 6.


CCPh
None.

Aw, shut up your mouth --- Boris Badenov
 

BigAl737

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The French like their hills French apparently.
 

dlazov

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French Turn 6

RPh

Sgt. Huet had a half squad that needed seven to rally,
but no the French rolled a 6,6 and was sent to the dead pile.
12891

Sgt. Shultz had a full squad that need an eight to rally,
the Germans rolled a 1,1 and went berserkers.
12892

PFPh
Remember that Green French half squad with the LMG? Do you remember Pvt. Schneider? Well let me take you back to 15G2, that is where Pvt. Schneider and his stopped truck is, and that Green half squad with the LMG is in hex 58G10. Well they got the clear to fire at will and managed to immobilize that truck. What will become of little old Pvt. Schneider?
12893

Do you remember Lt. Peloffy and his Green squad? Well they finally dug that foxhole.
12894

Do you remember all those brave Frenchmen in 15G5-15H5 building? Well 3/4 of them Panicked.
12895

Do you see that French 1st line squad on level 2? Did you noticed that he did not panic? Did you know that when you fire sometimes and you don't have a leader to help you out that when you roll a 4,4 on the 4 FP column it goes to a 2 up 2 and is no effect?

Do you remember that 1st line half squad in 58X10? Well he got a Move order.

MPh/DFPh
Well as fate would have it, he got the order to AM to the nearest VPO in LOS. But he just knew to head directly east. Cpl. Lazov eared a credit point for breaking him with his leadership. While Mortar C kept rate. Sgt. Huet charged up through the gully onto the hilltop just behind the VPO hexes. And that concludes the glorious French movement.

FF
Lt. Bruckner is in command! He influenced 8 squads and Sgt. Shultz!

First FG consisting of F, G and H squad (12 FP) up 3 fires at level 2 15H5 and rolls 3,6 for no effect other than DM'ing Sgt. Zidane and the broken 1/2 squad.
Second FG of C and A with 8 FP up 3 fires at the ground level of 15H5 and rolls 3,5 which is a NMC. Sgt. Bordeleau passes but the 1st line squad breaks and already broken half squad passes.
Third FG with Sgt. Shultz directing the Berserkers fires a 4 up 3 and as you can imagine manage to hit the bricks near the inherent stairwell and some upper level beams, we think...
Lastly, Lt. Bruckner's FG (squads E and D) have a 8 up 1 and fire at level 2. This results in not breaking their rifles with 6,6. Luckily the broken LMG was just lying by Fritz for some reason...

Over to the south side. Leader directed Mortar fire from Mortar Team 5 (mortar C) lead by Cpl. Lazov got a hit but no effect, but retained rate and fired again and got a hit and got a 1MC which broke the 1st line half squad and eliminated the previously broken 1/2 squad netting him 3 credit points.

AFPh
None.

Here is the result of all that firing.


RtPh
None.

APh
Some minor French shuffling in 15G5-15H5. Sgt. Huet advances to guard the VPO hexes. Remember that lone 1st line French half squad with a LMG? They also advance closer to a VPO.

CCPh
None.

Here is the end of turn dispositions (aka same as the start of the German player turn 8).


Rocky: Well, they don't call him Wrongway Peachfuzz for nothing!
Bullwinkle: You mean they gotta pay?
 

dlazov

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German Turn 7

RPh

Wind Gusts.

The broken ATR and LMG both repaired.

HOB, the green squad BH to a 1st line squad and creates a hero! (DR 1,2 + 3 = 6). Meet French Hero Patrick Roy (lol).
12896

PFPh
So Lt. Bruckner has again inspired 8.5 squads and Sgt. Shultz.

First FG up is squads A and C in 15G7 with 8 up 3 firing into ground level of 15H5. Rolled a 1,1, cowers but still is a 1MC. Hero Roy laughs, Sgt. Bordeleau is frazzled and the broken 1st line breaks again into a half squad and the just BH 1st line squad says Viva la France!

Next up is FG squads F, G and H with a LMG and ATR firing at 16 up 3 into the level 1 of 15H5. Rolled 4,2 (no rate) which is a 1MC. Both French 1st line squads yawn.

Lastly is Lt. Bruckner's FG of squads E and D firing at Level 1 of 15H5 with 8 up one. Rolled a 5,5 or no effect sad face not smile.

This is the somewhat anti-climax of all that.
12897

MPh/DFPh
Well as you know, crazies go first...

Here is the text trying to explain the craziness of it all...

* Berserk squad B with ATR moves 15E8 -> 15F7 *
In building 15G5 the elite French squad FF, rolls 2,2 (cowers) = NMC
Berserk squad B rolls 5,3 passes
* Berserk squad B with ATR moves 15F7 -> 15G6 * <- using bypass...
In building 15G5 the elite French squad SFF 4 up 1 rolls 1,5 = NMC
Berserk squad B rolls 3,1 passes - SAN, 5 no effect
In building 15H5 ground level Hero Roy and 1st line squad FF with 10 even rolls 6,5 = NE
In building 15H5 ground level Hero Roy and 1st line squad SFF 4 even rolls 1,5 = NMC
Berserk squad B rolls 4,4 passes
In building 15H5 Level 1, both 1st line squads FF with 16 up one rolls 5,6 = NE
In building 15H5 Level 1, both 1st line squads SFF with 8 up one rolls 1,6 = 1MC
Berserk squad B rolls 5,3 passes
  • Berserk squad B, ATR moves 15G6 -> 15H5 *
  • CC created in 15H5 *
Pictures or it did not happen:
12898

Well that was fun.

So moved the PSW 221 up to capture the VPO and then winded around the hill and stopped CE. Brave or stupid?
12899

So on the south side I did a lot of moves and well here a pic is better to show, plus its late and I am tired.
12900

FF
None.

AFPh
None.

RtPh
Yes, several Frenchies routed. Cpl. Lazov capture a French 1/2 squad and the wounded Sgt. Maynard. Cpl. Lazov then wisely deployed squad J.
12902

APh
Several squads advanced.
12903
CCPh
15H5 is locked in Melee.

End of turn:


Dudley Do-Right: Curses! Foiled again!
Snidely Whiplash: Hey! That's my line!
 

Eagle4ty

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...
So moved the PSW 221 up to capture the VPO and then winded around the hill and stopped CE. Brave or stupid?
Can't shoot if you can't see (Move, Shoot, Communicate-it's the treadhead way).

BTW Bordeleau & the brkn HS would have routed away from the CC with the 'zerker as they weren't in Melee yet during the RtPh.

"Dudley Do-Right: Curses! Foiled again!
Snidely Whiplash: Hey! That's my line!
":LOL:
 

dlazov

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Thanks eagle4ty! Tired last night and forgot about that. Fixed.
 

dlazov

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French Turn 7

Errata, per EagleEye. Moved Sgt. Bordeleau and the broken half squad up to level 1.
12905

RPh
Nothing for either side.

PFPh
Elite French squad in 15G5 PBF at 15G6 half squad and breaks them.
Both 1st Line squad's in 15H5 on Level PBF at 15I5 (PSW 221 C) 16 up 2 rolled 4,5, NE.
The Green squad with the LMG in 58H10 attempts to entrench.
Both existing entrenched units (see below) do nothing.

MPh/DFPh
Nothing to move.

FF
On the south side all the mortar teams panic. The HMG team takes a 16 range shot at 58J6, cowers even though they had rate they loose it, they discover it was just dummies in the brush. The MMG team pins Sgt. Huet. Squad K took a shot up the hill at Sgt. Huet but hit the sky (4 up 2, rolled 3,5).

On the north side the AC panic's. Lt. Bruckner is in command as well as the other platoon in 15I8. Squads F, G, and H in 15I8 FG at 15H5 Level 1 with 16 up 3, roll 4,3 = NMC. Sgt. Bordeleau fails and wounds and dies due to this wound (dr 5), both squads break and for the LLMC which results in the first broken squad to break, the second one to pass and the broken half squad also fails. Lt. Bruckner fires at Level 2 with NE but DM's the broken units. Squads C and A fire at Level 1 15H5 but its NE and that concludes an effective FF phase for the Germans.

What is left in multi-stone building 15H5, you ask?
12907

AFPh
None.

This is what all the firing and dying looks like.


RtPh
The broken half squad on the hill routs to Sgt. Heut and the broken half squad adjacent to Cpl. Lazov surrenders.

APh
None.

CCPh
The Melee results in no effect all around.

And that concludes the French turn 7, here is a screen shot which is also the start of German turn 8.


That's not fair! They've got rocks! --- Snidely K. 'Whip' Whiplash
 

dlazov

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German Turn 8

Friendly Random Event (RE) rolled! First one of the game. What will it be Pvt. Voss?

Drum roll please!

3,5 which is a 35. Which is Infantry Reinforcements!

dr's 3, and 4, resulting in 5 squads of type 1st line squads (a-e) and a 8-0 Sgt. Uwe Krupp.

These new reinforcements are setup as follows:
12909

RPh
WC = Friendly RE as above.

The half squad in 15G7 self rallied (1,2), who needs Sgt. Shultz anyway?

There were no French rallies.

PFPh
North Side.
Squads F, G and H and LMG and ATR FG from 15I8 into 15G5 for 16 up three and roll 2,4 for a 1MC. Pinning the Elite French squad. PSW 221 C panics.

South Side.
MMG Team panics.

That ends Prep.

MPh/DFPh
Lots and lots of movement, the only report is during an AM by squads A, C and half squad Y the pinned elite French squad fired for NE.


FF
None.

AFPh
In hex 15G6 squads A, C and half squad Y Adv.Fire into 15G5 with 8 up three and roll 3,1 = 1MC and a SAN which is a 2. The Elite French squad rolls 5,6 thus ELR'ing. The Sniper goes to 15L7 where the three squads: c, d and e are and RS picks, wait you just have to see this to believe it.
12910
Luckily it's just a pin result!

Lt. Bruckner and squad's D and E FG into the 2nd level of 15H5 with 8 up 1 and roll 1,5 resulting in a 1MC. Sgt. Zidane rolls 1,1 and then 5,6 to become Disrupted, the next squad breaks and becomes a half squad, the next half squad breaks and dies, and the last squad passes.

Here is all that jazz (fire, move, etc.):
12911

RtPh
There were only two routs. In 15G5 the squad routed up to 1st level. And in 58X5 Sgt. Huet and the broken half squad routed back into the other VPO woods hex.

APh
Multiple advances (see below).

CCPh
This is the big Melee fight in 15H6:
12912

Lt. Bruckner and squads B, E and D attack at 2-1 odds and the French fight back at 1-2 odds. The DR are German 2,4 and French 2,4. The Results are: German's kill the 1st line squad and Hero Roy and French just missed out 1/2 squading someone.

End of German turn 8.


Stop, Snidely Whiplash, in the name of the law. --- Dudley Do-Right
 

dlazov

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French Turn 8

RPh

The French removed a lot of DM counters.

PFPh
None.

MPh/DFPh
None.

FF
Squad I in 58X6 fires at Sgt. Huet and his broken HS and gets a NMC and Sgt. Huet breaks and so does the HS which is eliminated.
12913

Squads C, A and HS Y FG with 20 up 3 in 15G5 for a 2MC which breaks the broken squad into a HS.
Sgt. Shultz led a FG from 15H7-I7-J7 12 FP up 3 and rolled 1,4 = 1MC at the 2nd level 15H5, Sgt. Zidane the Disrupted leader passes, the HS fails and dies and the squad passes.
12914

AFPh
None.

RtPh
The broken HS in 15G5 1st level routes to 15H5 and hears the Germans below the stairwell and then boggies up to the 2nd level to the disrupted Sgt. Zidane's room.

APh
None.

CCPh
None.

Final dispositions:
12915

99 pics...lol and only on the first mission...

Jeepers i hate to see what you fellas do for punishment. --- Bullwinkle
 

Ahriman667

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Not to rain on the parade, but the 1-2-7's are supposed to be your gun teams for the Lt Mtr and ATR's only. According to S17.141 they are the only ones that can fire those weapons without penalty. Personally I tend to stack my HMG and MMG with two MMC and my best leader for a kill group with 20FP at six hexes or less, going down from there. Though you think it would make sense that the HMG and the MMG should be assigned to the crews.

Also the mission has specific CVP counts, and the FR side does not receive any VP for CVP earned. Only the EN side gets that. You should only be getting VP for control of VPO and activating certain items (i.e. extra boards, fortifications, etc)
 

dlazov

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Thanks for the heads up on the 1-2-7, I’ll adjust accordingly, it has been six years since I played ASL and maybe eight since I last touched SASL.

Roger on the VC as well.

Thanks for the rules assist and keeping me honest, lots to remember and recall, feel like I am doing not too bad with the rules, not perfect, but it’s like riding a bike, sort of.
 

Eagle4ty

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Thanks for the heads up on the 1-2-7, I’ll adjust accordingly, it has been six years since I played ASL and maybe eight since I last touched SASL.

Roger on the VC as well.

Thanks for the rules assist and keeping me honest, lots to remember and recall, feel like I am doing not too bad with the rules, not perfect, but it’s like riding a bike, sort of.
Next thing ya know you'll want to be be back in the driver's seat of a 70tn iron pony!;)
 
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