AAR - HS32 A FEW ROUNDS

von Marwitz

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HS32 A FEW ROUNDS – AAR

30324

Set in March 1945, this action is part of the huge but yet for some reason little known battle for the bridgehead at Wesel, objective of the British/Canadian operations Veritable and Blockbuster and the U.S. operation Grenade, in which more than a million Allied soldiers and awesome amounts of materiel were involved. The U.S. operation was delayed by some 13 days by the Germans sabotaging dams which resulted in the prolonged flooding of the Roer river making a U.S. crossing impossible. Thus, for that time, the British/Canadians had to fend for themselves under adverse weather conditions and terrain which channeled their advance. The most costly tank battle of the war for the Canadians happened at the Hochwald Gap, where they attempted to push trough at all costs and in which they eventually succeeded, albeit at very high losses.

The Villa Reichswald is located in the said Hochwald Gap. I had selected this scenario to play with Bruce Probst, who I had invited to stay for a couple of days at my place during his trip to Europe, where he also attended Arnhem Tournament. The Hochwald Gap is not far from where I live, so I had recruited a historian for a battlefield tour to this place. A number of years ago, this battle was covered in a TV documentary in which this historian was involved, which has become quite popular in the internet. Here is one of the links to that TV documentary:


I tried to get some more information by the scenario designer Kenn Dunn on his sources, as I could not find anything specific in the internet. Alas, to date, I got no response. I can state that there is no location closeby named „Hufscherberg“ as specified in the scenario card – merely a „Hufschen Weg“ and „Haufschen Hof“. I am also not sure if Villa Reichswald was „completely flattened“ by the detonation of an ammo depot. Given the date on the scenario card, this ammo depot would most likely have been of German origin before they retreated from the area. Today, there is a Villa Reichswald building, but I do not know how much of it has been rebuilt after the war.

After this current contemporary on-site report, let us get back to the scenario itself:

The German objective is for the Germans to have no Good Order British MMC in any board 43 building.
The Canadians are the Scenario Defender and have eight 458 Elite squads led by three leaders (9-1, 8-1, 7-0). As SW they have one MMG, two LMG and two PIATs. A powerful ATG, a 76LL 17-Pounder with Crew round off their outfit.
The Germans have13 squads, half 467s, half 447s led by three Leaders (9-1, 2x 8-0) and a meager SW support of three LMG. The attraction of the scenario are the three Sturmmörser Tiger with their massive 380mm tube firing rocket projectiles.
An SSR gives special instructions on what happens, if one of these 380mm projectiles hits the ammunnition depot in 43N8. The effect is basically, that everything in and in 1-hex range around the ammuition depot will be attacked by 36FP plus a varying Heavy Payload modifier. So obviously, this is what the German should want to see happen. With 7.5 Turns, the scenario is quite long, but time will be needed by the Germans to cross a lot of Open Ground and Plowed Fields while getting all British MMC to non-Good Order is also no small feat.

ROAR has the scenario pro Canadian at 38 wins to 29 German wins as of October 2024.


The Terrain:
Altogether, looking at the historical terrain, it is reasonably well reflected by the geo-boards. There is much Open Ground and Plowed Fields along with some patches of Woods, while Orchards are out of season. The few buildings on board 19 are only single hex and isolated. Some Woods on the borders of board 19 and board 43 in the middle of the playing area will shield some approaching German units from LOS from board 43 buildings. The board 43 buildings are somewhat dispersed, but mostly concentrated around the ammution depot and its vincinity.


Canadian Considerations:
Looking at their OoB, the Canadians are superior in morale which is paired with them defending the more favorable terrain with higher TEM, while the numerically superior Germans must cross considerable swathes of Open Ground. However, they have quite a large area of enemy approach to cover. And to force the German attackers to divide their force, the Canadians will want to set up some units in outlying buidlings and not merely around the walled compound, which may be pulverized along with anything in it, if the ammo depot gets hit by a Sturmmörser.

In order to delay the attacking Germans and to take advantage of their having to cross Open Ground, the Canadians will likely want to set up some of their Infantry in the patches of woods in the middle of the playing area. But this is not easy: The Canadian Infantry is not really numerous, and - as aforementioned – some of it will likely set up in outlying buildings and some in the walled compound. That leaves not that much for the patches of Woods. On top of that, it will not be trivial for the Candadians to fall back from forward positions. Likely, he will lose some units in doing so. Thus finding the right balance in the number of forces and the time to fall back while this might still be possible has no sure recipe, and luck will also play into the outcome.

The nature of the Canadian setup will likely mean, that their three Leaders will also set up dispersed. Losing a Leader in one of the three areas will be a hard blow. Luckily, the same is true for the Germans, who also only have three Leaders. Trying to eliminate these or at least to break them should be a priority, because it will be the Infantry in the end which needs to win the scenario. Having German units break in the middle of the Open Ground surely is a fine thing.

Against the Sturmmörsers, the 17pounder ATG is a powerful Gun, which has also a considerable amount of Special Ammo. At the same time, though, it does not have much HE to be used against enemy infantry. The Canadians should carefully consider where he can place this Gun to affect a good part of the playing area while at the same time trying to stay out of reach of enemy Infantry Firepower for a while.The two PIATs only stand reasonable chances to harm the Sturmmörsers if they hit them non-frontally, so not unlikely, they are more a nuisance to impede their movement rather than a most serious lethal threat.

The Sturmmörsers may be more of a threat to the Canadians by cutting off or interdicting Rout Paths rather then managing to have one of their rocket projectiles hit. If one hits, however... The best chance they have to hit is the ammo depot, but they have to gain LOS to it first. A most important hex for the Canadian defence will be 43O10, as this is outside the blast-radius if the ammo depot blows up and also very likely out of LOS and/or out of range of German Infantry until the very last stages of the game.

As the Germans will need to cross a lot of open terrain, the Canadians will have their chances to take advantage of negative modifiers for FFNAM and/or FFMO. That said, they can make low FP shots count. By deploying, the Canadians can multiply their fire opportunities, increase the number of targets for the Germans (which also have to move), thus dividing the attacker's firepower per defending unit. Deployment makes it harder for the Germans also because just one Good Order Canadian MMC in one of the board 43 buildings will be sufficient for a win.


German Considerations:
Some of the German units will need about half the time provided by the scenario merely moving to reach the most distant buildings they require to control even if not a bullet were shot. Unfortunately, bullets will be shot, and most likely so, while the Germans hasten to cross Open Ground. Because the danger for the Canadians is too high to be cut off from retreat if they set up too many units up front (or rather more in the middle of the playing area), the Germans will make it into the middle, albeit at some losses or broken units. The Germans need some of the Woods in the middle to rally and as a jumping off point for the buildings. So what is true for the Canadians is also true for the Germans: They should deploy to spread out and present (too) many targets for the Canadians. Some unlucky „volunteers“ must surge forward to impose Target Selection Limits to help their following comerades.

The Sturmmörsers can be very useful to use their Nahverteidigungswaffe to lay some covering Smoke, especially, once the enemy ATG has revealed its position. It might be used to quickly transport Infantry as Riders – at considerable risk or to provide cover by Armored Assault at the price of not getting behind the central Woods patches in a timely manner. Likely, one Sturmmörser will go down on the occasion of the Gun's relevation, so the others should be prepared for a quick escape out of LOS to avoid sharing that fate. The hedge running from 43L1 to 43L5 nicely divides the playing area providing cover for the vehicles on the „other side“ in relation to the Gun. Remember that the Canadian ATG can be a real pain if you are unable to reach or affect it, so having two halfsquads ready to charge it might be worthwhile. The BMG of the vehicles is very nice to interdict even to blast retreating Canadians forced to cross open areas. Actually hitting anything with the BIG tube is a challenge – your best chances are the ammo depot or enemy Infantry falling back over open terrain. Besides that, you can play the mindgame with your oppenent: That 380mm surely looks threatening in any case: „Feelin' lucky, German punk?!“ Take into account that by chance he might very well elect to stare down your Sturmmörser, which takes an entire extra turn to reload.

I think the best bet for the German is to catch the forward Canadians before they can fall back to eliminate them by failure to Rout. Furthermore, putting any of the three Canadian Leaders out of comission – even temporarily – will help you a long way in the attempt to gain the upper hand in one area of the attack. At least one Sturmmörser should make sure to blow up the ammo depot. It's somewhat scripted, yes, but clearing the walled compound by Infantry alone will likely cost too much time for the remaining German Infantry to do on itself. That said, it is the German Infantry, not the Sturmmörsers, which has to win this scenario.


How the Game Played Out:

Canadian Defensive Setup:


30325

I was playing the defending Canadians in this one.

The first thing I thought about was the placement of the 17pounder ATG. I selected 43FF2 with CA towards 43DD2. From this position, the Gun can overlook almost the entire western approaches of the playing area including two very probably entryways for the enemy AFV, namely 19X2 and 19K2. With the Gun's CA towards 43DD2, firing at the Sturmmörsers right after entry without changing CA is not possible, but this seemed not important to me as I hoped to have the entering German Infantry somewhere far out in the open without being able to react when I fired my first shot. Furthermore, firing too early at the Sturmmörsers would possibly enable some of them to evade, while firing late might nail one while leaving the other in a difficult position. If they were deciding to enter on the side I anticipated, that is... If not, I still might get a difficult shot at one when it would try to approach the walled compound from the east – as the Scenario Defender, Bore Sighting allowed me to check some LOSes with the Gun, which I Bore Sighted to 43J6. My general plan was to open fire when a Sturmmörser would show the side target facing to me without me having to change CA. At that point, I would have seen the vehicle long enough to hit with an 8 or less, i.e. with a 72.2% chance of a hit with a subsequent chance of 97.2% chance of a kill even using only regular AP. Another advantage of the Gun's position was, that it was very hard to get at: The vehicles would be guaranteed to try to avoid it rather than closing in to engage it because their chances of hitting it were just too low. Any German Infantry would have to cross Open Ground to get closer to it, which would present the Gun opportunities even to have chances to stop it with AP rounds in case HE would run out. Furthermore, there was no building which the Germans needed anywhere near, so German Infantry committed against the Gun at its far off corner would likely be out of the game for any other purpose. And such Infantry would very unlikely have any support of one of the scarce three German Leaders in case it broke.

With three squads, the 8-1 Leader, a PIAT and an LMG committed to the central 19O8 Woods area, I was at the upper limits of what seemed reasonable. My plan was to deploy two of the three squads, sacrifice not more than 1.5 squad equivalents in delaying the Germans crossing the Open Ground to the south while falling back with the rest and the Leader, leaving a HS behind in 43P1 to force the Germans to designate more forces and to spend some time to evict it. The surviving squad with Leader and a SW would fall back in the direction of the walled compound to hopefully make it into the end-game.

Another half-squad was committed to the 43F2 building simply because it has an upper Level in which it might be able to rally one time before going down while requiring more than just an enemy halfsquad to deal with it.

With two squads, a PIAT, an LMG and the 7-0 Leader, I set up quite strong on the eastern edge of board 43 to defend the 43B3 building and to contest the Open Ground to the south and west. Once more, my plan was to deploy one squad and to eventually fall back with one squad equivalent, a SW and the Leader through the Brush screened by the Hedge towards the north, maybe to be able to cover the Plowed field while doing so and/or to reach the buildings near the walled compound. Until then, the Germans would have to commit a significant amount of his forces to root me out, which would hopefully be missing somewhere else.

At last, the walled compound would be held by 2.5 squad equivalents, the MMG and the 9-1 Leader. One of these squads would be deployed. Their task was to cover the retreat of other units and to stall the German advance across Open Ground with the MMG being able to reach out with Leader direction to quite some long range and across the central hedge from an upper building level. The 9-1 Leader would also take care of all Canadian brokies which might make it back.

If Sturmmörsers would reach the walled compound and threaten to blow up the ammo depot, the Canadian Alamo would be the building in 43O10.


German Turn 1:

The Germans entered their Infantry first. One group mainly consisting of 447s along the 19X1 Road area towards the Wooden Building and east of it in a spread out formation. These were fired on by my 458 and LMG separately from 19P8 with only minor effects. The second group entered around the area o f19K1 heading towards the Stone Building of 19K7, as well in a spread out formation. The third, somewhat smaller group from 19A0 towards the 19A7 Woods.

Then came the Sturmmörsers, the first along 19X1 northwards along the road to 43Y1 with a 467 Rider into the beads of my 17pounder, which I fired when the vehicle reached Y9 at its side target facing using regular AP. Needing an 8, I rolled a 9 to just miss it and its rather unnverved 467 Riders before it scurried of of LOS behind the cover of the 43AA1 Woods area. Damn it! At least further movement from there would be not as straightforward as the Germans may have hoped. The second Sturmmörser came in via 19K1 and moved towards 19J7. Still, I was sort of content, as the Germans had entered two Sturmmörsers on the flank which I had covered by the Gun. The third Sturmmörser moved up along the eastern board edge of board 19 in support of the German Infantry, likely with the 43B3 Stone Building in mind as its objective.

Finally entered his kill-stack consisting of the 9-1, 3x 467 with two LMG via 19E1 to end up in 19J6 next to the Stone Building. At this point, I had already exhausted my fire options.


Canadian Turn 1:
Deploy, deploy, and deploy I did, turning the 43N0, 43M7, and 43C5 squads into six halfsquads. The central PIAT squad shifted back to the 8-1 Leader for future Deployment, the 458+LMG pulled back out of LOS of the many Germans spread out in the Open south-west of 19P8. The MMG manned by a halfsquad moved to the upper Level of 43O7 accompanied by the 9-1 for some longer range shots with some more other shuffling of units in the compound. A bit of repositioning of the new halfsquads also took place on my eastern flank. Altogether, I tried to avoid enemy fire. I advanced into postions from which I intended to harass the upcoming German movement of Turn 2.
My 8-1 with one of the halfsquads fell back to the Stone Building fo 43P1 in order to pull out when there was still time and to receive any friendly surviving brokies from up front later.


German Turn 2:
The Sturmmörser carefully tracked its way away from 19Y10, just barely staying within the cover of Woods against my 17pounder ATG to end up in 19T8. The German Infantry roughly east of 19X6 shifted their movement towards the 19R9 Woods.There was nothing much I could to to prevent it. Instead, I waited for the German 8-0 Leader to make his move who had to cross one or two hexes in Open Ground in LOS of my 17pounder. When he jumped up to make the run for the Woods, my gunners were ready: They found a HE round and sniped a Critical Hit on the Leader, which was duly killed. I was very content with that result, because now the number of German Leaders was reduced to only two very early in the game.
In the 19O8 Woods area, my delaying halfsquads up front could not achieve much to hold the Germans back, but on the other hand, they also did not break in the German return fire. The second Sturmmörser pulled up to 43L1 to cut off my path of retreat from the woods, laying Smoke during the way to cover the approach of the German killer stack. It arrived unscathed in 19L10.
Some more Germans moved to capture the first victory building in 43I2 and put some pressure on my halfsquad holding the 43F2 building.
Along the east edge, the third Sturmmörser moved boldly next to 43B3 held by my 458+LMG to place Smoke into the Brush of B2, which covered the advance of two Germans halfsquads towards that said building. The vehicle stopped in 43A3 ADJACENT to the Stone Building taking aim with the 380mm tube for my squad within.

The Germans tried to initiate CC in 19N9 at a 3:1 advantage against my sacrificial halfsquad. But luckily for me, I managed to Ambush the Germans and declined CC to infiltrate into 19M9. I was not really expecting to survive there, but for sure my 248 was a nuisance there with the potential to even rout away into the Stone Building of 19K7 in case it should be broken to eventually rally there and possibly causing trouble.

Altogether, the Germans had gained ground, but up to now, I had not taken any casualties.
 

von Marwitz

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Canadian Turn 2:
With the beginning of my Canadian Turn 2, both sides had maneuvered into positions, where the fighting would begin in earnest.

I opened up with my 17pounder at the Sturmmörser in 43L1 at 20 hexes range. This was a 7 +1LL @ +3 Orchard Hindrance +1 Hedge TEM -1 Large Target shot for a Final TH# of 5 and thus a 27.8% chance to hit, not counting Special Ammo and possible ROF. Furthermore, the Sturmmörser would have to move out there, so I would get another shot with Acquisition later. Alas, the Stone Building in 43P1 – just barely – blocked the LOS. No luck with the Gun vs. the Sturmmörsers so far despite what I found to be two very good opportunities...

With regard to further PrepFire, my 8-1, 248 in the Stone Building of 43P1 of course could not ignore the menacing threat of the German kill-stack (9-1, 3x467+2LMG) in 43L0. If I contrieved to break anyone, I might be able to later interfere with Rout Paths should my Infiltrating 248 survive German Defensive Fire. But the 2FP @ -1 Leadership +1 Woods TEM yielded no result. The best attack I had left in the center was my 9-1 led 248+MMG in the 1st Level of 43O7 within the walled compound. I was tempted to shoot at the 467 Riders on the Sturmmörser in 19T8, because it was not benefitting from Leadership, had less TEM, would have to bail out if Pinned or worse and would then fall into the Residual FP created by the original attack when becoming Infantry at the moment of hitting the ground in an area, where the only German Leader had been eliminated by by 17 pounder. But that LOS seemed very tight, and the German kill-stack was a much more immediate danger to my defence, so I opened up against it instead at 4FP @ -1 Leader +1 TEM. Glad that I did! I got ROF once and in the end, the ENTIRE German kill-stack was broken. An outright disaster for the Germans!

I was tempted to fire my Infiltrating HS against the ADJACENT 1.5 German squad equivalents in 19N9 and then to follow up with a 12FP Point Blank @ +1 TEM shot closing Encirclement on them by yet Concealed 1.5 friendly squad equivalents in 19O10, which had a decent chance of eliminating some of them for later Failure to Rout. But on the other hand, if my 248 would survive an Assault Move into the Open in L9 in Good Order, then the entire broken German kill-stack would die for Failure to Rout if I declared No Quarter. I felt, that I just had to take that risk. In order to pull it off, my 248 needed to survive a 6FP @ -1FFMO shot in Good Order. The Germans rolled Boxcars! The last straw of hope for the broken Germans was one last attack opportunity by a Pinned 467+LMG which would have to fire through +2 Smoke previously laid by the Sturmmörser. My glorious 248 weathered that attack as well spelling doom for the German kill-stack.

On my Canadian eastern flank, there was not much I could do about the other Sturmmörser ADJACENT to my 458+LMG sitting right in my face at Double Point Blank range. Still, its chances to hit me were only 8 @ +3TEM, +1BU, -2 Point Blank and he would neither get Acquisition nor be able to fire next turn. But a 41.7% chance to get hit followed by 36FP attack @ -3 for Heavy Payload convinced the Canucks to bail out. It Assault Moved out of LOS behind the building, from where it could still attack the approaching two German halfsquads and contest the building if they tried to capture it. To make life for the Sturmmörser more interesting, I planned to move a 248+PIAT to 43C2, because if it would grind forward to 43B4 to threaten my 458+LMG again, it would present its side to the PIAT. Besides that, my halfsquad would make it more difficult for the two German halfsquads to press their attack. Alas, this plan was foiled by a sneaky LOS and a good shot by the Germans in the Stone Building from 43I1, which broke it. I thought that even without a PIAT it would be good to have an extra halfsquad in 43C3, so I moved my remaining 248 there without issue.

During the German Defensive Fire Phase, my opponent was now in the position to get out „A Few Rounds“ from the Sturmmörsers. The one in 43L1 fired at the Stone Building in 43P1 with my 8-1 and a 248 in it. Despite being unconcealed, its chance to hit was a measly 16.7% (8TH @ +3TEM +1 BU) and it duly missed. Well, there was the second Sturmmörser in 19T8, which tried a shot in retaliation at my 9-1, 248+MMG which had devastated the German killer-stack. The LOS turned out to be good, the chances to hit at 11 hexes range were 7TH @ +3TEM, +1 BU, requiring a 3 or less (8.3% chance). His roll was – boxcars...

30327

At that point, my opponent conceded. I cannot blame him for that.
Canadian win.


Review:
The game was over in less than two turns. And I agree that going on would not have made much sense. By the end of the Rout Phase, the Germans would have lost two of three Leaders (the 9-1 and an 8-0), 3x 467, and had two boken half-squads far away from the remaining Leader. One Sturmmörser had a malfed MA, one of the others would only have reloaded by Turn 4. But it was the loss of two of three German Leaders in Turn 2 of 7.5 which irretrievably broke the German attack.

Even without the loss of the two German Leaders and without the „killer-stack disaster“, the German objective would have been very challenging to reach. As such, both my opponent and I agreed with ROAR that the scenario is pro-Canadian. To have any chance to win, I believe the Germas must succeed in eliminating a significant amount of the Canadian force before it can fall back – if the Canadians are kind enough to provide him with that opportunity. The pains of the Germans are increased by the fact, that the defender can force them to split their forces as they need to force Good Order Canadians out of every last board 43 building. So if the Canadians garrison a couple of buildings with halfsquads, each will have to be addressed by more than a halfsquad by the attackers for a reasonable chance to break them or to root them out. Merely breaking the Canadian defenders might not even be enough, since a lucky self-rally roll returning a Canadian to Good order within a building can turn over everything.

Another point of criticism which relates to the Sturmmörser Tiger units as represented in the rules rather than the scenario itself. I think that the rules for the Sturmmörser Tiger are imperfect and do not work. The Sturmmörsers are forbidden to use the Area Target Type, likely, because their rate of fire was histrorically exceedingly low. But at the same time, they were historically designed to bust up bunkers or buildings. As long as the huge shell hit the target anywhere, the purpose was served. So one could say, its attack had an Area effect even with a single shell. With the rules as they are, a concealed enemy unit in a stone building can keep calm: It will only be hit by snake eyes or with a 16.7% chance at Double Point Blank range. This simply does not reflect, how this weapon worked. And as such, it is frustrating to use in ASL.

von Marwitz
 
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von Marwitz

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By the way, here is an aerial of the real world area reflected in the scenario:
In HS32, the Germans would be attacking from the right with the walled compound (Villa Reichswald) froming the left border of the playing area.

30328

The actual "Hochwald Gap" is the light brown plowed field extending towards the left of Villa Reichswald and Hauschenhof.

If you want to review the terrain, try Google Maps using "Villa Reichswald, Uedem, Germany".

von Marwitz
 

bprobst

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I can find no fault with any of my esteemed opponent's comments.

Put more succinctly: the Canadians, as the Defender, have no significant defects of any kind. They have excellent morale and good weapons, many of which can cover the long reaches of open ground that the Germans must cross. They have some excellent defensive positions that they can occupy and/or rally from. The VC require that the Germans deal with every last one of them, and that building in 43O10 can ONLY be dealt with at close range; it's highly unlikely that the Germans would get more than a couple of turns to deal with it.

On the other hand, the Germans, as Attacker, have very little in the way of advantages. Their numerical superiority is not that impressive, especially since anyone who breaks is unlikely to return in Good Order in a manner timely enough to be useful. Their weapons are limited and very short range; they must keep moving. The vehicles are excellent for generating Smoke with their s9, but pretty useless for almost every other purpose; the odds that their MA will ever usefully hit any given target are poor at best. They also cannot afford to spend any amount of time in the LOS of the 17-pdr, which restricts their movement considerably. With morale of "7", any result against the infantry is likely to generate a result, and the Canadians will have numerous opportunities to score results.

Frankly, against any decent Canadian player, I'd rate the scenario as unwinnable for the Germans. I literally cannot imagine the level of incompetent play that led to MMP thinking that the scenario was ready to be published. The printed Balance option for the Germans (make all buildings wooden), is, of course, almost completely useless, as it does not address any of the German weaknesses nor most of the Canadian strengths. I don't know what would balance the scenario; I think it needs to be rebuilt from the ground up.
 

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By-the-by, regarding the uselessness of the German vehicles, many years ago I formulated the following observations, which bear repeating here:

===============

Goliath: 60kg HE explosive charge. Game effect: a mini-nuclear detonation in one hex, with every level of every surrounding hex also affected (albeit to a much lesser extent). No need to roll to "hit" (although getting one into position can certainly be tricky).

Sturmtiger: 125kg HE explosive charge. Game effect: if you hit, a larger mini-nuclear detonation in a single location. If you miss (and you probably will), and you were firing at a building, you might rubble a different level of the same building.

AVRE: "only" 12.5kg of HE, but it can eliminate a PB just by hitting it. More awesomely, it can do what no other force in the universe can do: it can breach a wall/hedge.

These are all different weapons, intended to be employed in different ways, and it's right that they're not "directly equivalent". Nonetheless it seems to me that the game doesn't quite know what to do with large quantities of HE coming from a single source. OBA is pretty awesome in its effects, especially at large calibres, but OBA represents multiple tubes firing continuously over an extended period, so there should be no surprises there.

Weapon systems in ASL generally represent an "average result over time"; a single TH DR typically represents more than a single shot from that weapon, especially for the smaller calibres. Even with ROF several TH DR in a row more typically represents a flurry of shots, not one shell per DR. The above three vehicles are unique in ASL (I can't think of any others) where a single TH DR (or detonation in the case of the Goliath) can only represent a single shot -- one shell -- because those weapons literally are incapable of firing more than once a turn (or every other turn) within the game's time frame. As such they can IMO be compared collectively, especially because each of them has unique "special effects".

If a Goliath represents what is essentially a very large satchel charge going off, why can it do so much more damage over a large area than the Sturmtiger can? There's no question that the latter can totally wreck a single location better than a Goliath can, but barring the random circumstance of falling rubble, anyone not in that location merely enjoys the light show. If your Sturmtiger target is an enemy vehicle, then you have a very good chance of eliminating it if you hit it; the enemy infantry (not PRC) accompanying that vehicle in the same hex won't even be scratched. (Remember that you are not allowed to use Area Target Type!) And neither the Goliath or Sturmtiger -- or anything else, for that matter -- is capable of flattening walls or hedges, even by dropping multiple-level buildings on top of them!

I know it's all a game and it's all "design for effect", but there are still points where you just have to go "huh?".

IMO the culprit is really the Goliath, the effects of which seem over-stated. The only real change I'd make to the Sturmtiger would be to change it from "Direct TH only" to "Area Target Type only" (with rubble/flame possibility based on the full FP, not the halved FP). (As it is, the specific purpose for which it was designed -- removing infantry from difficult terrain -- is in fact what it's worst at in game terms; it's hard to hit infantry in stone buildings with no acquisition!) The AVRE seems OK I guess, but I really wish that the hedge-breaching ability was an option available in other circumstances (Placed DC being the obvious candidate).
 

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