von Marwitz
Forum Guru
AP194 NOT FADE AWAY - AAR

Background:
Set in December 1944 on the western front at Lemberg close to the Bitche salient, an American infantry force supported by a platoon of tanks has to navigate wooded terrain before it can attempt to capture a hill and to gain control of a number of buildings in said Lemberg village. A German force of Volksgrenadiers – not represented by any of the new Volksgrenadier counters of Twilight of the Reich – try to prevent that. The Germans are helped in their efforts by Minefields, an AT Gun, a FlaK and a FlaK-Vierling mounted on an unarmored halftrack.
This scenario design by Pete Shelling using the recent boards 91 and 92 had seen quite some play at the time of my game with ROAR reporting 31 German wins against 19 American victories at an Excitement Rating of 5.9 as of February 2025. With this number of playings, it can be assumed that it somewhat favors the Germans.

For reasons not yet fully understood, Darren Belsky's
appartment turned into the center of a new black hole.
„For reasons not yet fully understood“ this was my first game by VASL since more than three and a half years, which has the benefit to be able to insert screenshots of the status of the end of each player turn (as long as I did not forget to save them...).
The Objective:
Winner will be who has amassed more VP by game and. These are awarded for destroying US AFV, capturing the „Hill Top“, Control of a number of buildings, and capturing Germans. Most VP can be gained by Building Control, as each Building Location of specific Buildings is worth 1VP each. The „Hill Top“ is especially treated by SSR and worth 5VP in its entirety. The length of the scenario is 6.5 Turns.
The US OoB:
The attacking American Infantry force consists of 15 squads, 6 of which are Elite. They are directed by 4 „common staple“ Leaders, while only being relatively sparsely equipped with SW, numbering 3x MMG and 2x BAZ44. Armored support consists of a platoon of 3 Sherman M4A1 tanks.
The German OoB:
The German Volksgrenadiers are represented by 5x 467s and 4x 447s led by three „common staple“ Leaders, which only have one MMG and two LMG beside their inherent SW to hold their own. However, they have support in the form of a 75 AT Gun (not a 75L!), an 8 IFP FlaK and a 20 IFP Flak-Vierling mounted on an unarmored halftrack with trailer. Four Foxholes can bolster the defence at some points and 24 AP-Mine Factors are part of the OoB to spring some surprises. Since the attackers aside from the tanks set up on board, there is no automatic Concealment for the defenders, which are granted 6 Concealment counters to create a bit of confusion.
The Terrain:
With boards 91 and 92, this scenario features „new“ terrain. Despite it being December 1944 on the western front, Ground Snow is NOT present here. All roads are SSR'ed to be paved, which has no practical effect on the game with the notable Exception that it prevents from AP-Mine factors traded to AT-Mine factors from being placed HIP on Roads. This is of consequence, because board 91, which the Americans have to cross, consists mainly of Woods and Brush, which leaves very few options for AFV movement. This terrain, which includes a depression, is also slow going for Infantry.
Once the Americans have crossed that board, the terrain shifts to a (mostly) stone village of board 92, most buildings having a 1st Level with the Exception of the 92K7 building, which also has a 2nd Level. A small 2nd Level hill in the south-west of the playing area offers some long LOS as well.
I played the attacking Americans in this one.
German Considerations:
The SSR granting the US forces VP for Prisoners taken (normal not double) hints at the possibilty that the Germans might have reason to set up in a way that could get them captured. Another SSR allows the Germans to consider any south board edge as a Building for Rout purposes and the same is even true for offboard hexes along the south edge, to which they may legally rout offboard. So the Germans will apparently be on the „receiving end“.
With 6.5 turns the Americans don't have lot of time to navigate the slow terrain of board 91 and the fight through a stone village before taking control of Stone Buildings after having crossed a final street. So obviously, the Germans should try their best to steal some precious time from the Americans by delaying them. To this end, it could be useful to set up „speed-bumps“ in the path of the attackers, which the German defender has to balance against the sanction of ceding VP to the attackers if the defending „speed bumps“ get captured and of being thinned out in their defence of the village against the numerous high-firepower assailants.
Mines! I just love AP-Mines against the Americans! They attack without TEM against comparably low-morale G.I.s, which are thus not unlikely to break. Broken G.I.s might not want to rout unless forced to in order to avoid another Minefield attack in the process. After having rallied, though, their Morale „drops“, which makes them more subject to attack effects when they attempt to leave the Minefield. If they break in the attempt, they can't leave but are trapped in the Minefield. Rinse and repeat! That way many a time I have seen US Infantry being trapped „forever“ in a AP Minefield effectively taking them out of the game. The only bad thing about this is, that it is me playing the Americans in this one...
There is the standard-option of the rules that allow for the substitution of AP-Mines vs AT-Mines. The there are basically only two viable approaches the enemy tanks can initially take, one of which could be „poisoned“ by AT-Mines. The question is, whether in this scenario AP-Mines might be worth more that trading them against AT-Mines.
The „Hill Top“ of board 92 hill offers itself to set up the FlaK-Gun and/or the AT-Gun, as it presents fine LOS also at long ranges. That said, it is – of course – also an obvious spot for setting up these weapons.
The SdKfz 7/1 with its 20 IFP and ROF can be absolutely devastating versus Infantry. Despite Multiple Hit capability and high ROF, its use against the enemy tanks is very limited unless these dare to go CE. Alas, being unarmored and a large target, this vehicle is also very suspectible even to normal FP attacks. It should be carefully deployed and can serve as a mobile Schwerpunkt of firepower.
With regard to VP, four terrain features are of special value: The „Hilltop“ at 5 VP, the 92EE6 and 92P6 buildings at 4 VP each, and the pivotal 92K7 building at a whopping 9VP. There is a total of 25 VP in the form of terrain features, all of which are held by the Germans at game start. „Modifiers“ might arise in the form of Prisoners lost to the Americans or US AFV destroyed. In any case, the significance of the 92K7 building is glaring, which is additionally reinforced by its architecture being a Level 2 structure with a single Stairwell that will be out of LOS to most of the attackers most of the time.
Usually, SSRs are there for a reason. This also applies to SSR3 which permits your Germans to consider the southern board edge and even the offboard area to the south as buildings for Rout purposes, allowing also to Rout offboard to avoid capture and thus providing the US with VPs.
There is one more subtle consequence of this SSR, however: If your Germans – or German Gun crews – on the „Hilltop“ should get broken, they could Low Crawl back to 92D8 and likely shed DM there to recover and re-man the Guns.
American Considerations:
The Americans have a straightforward force of Infantry and tank support without any fancy gimmicks.
Most American tanks are very useful with regard to generating useful SMOKE. It should be noted, though, that the M4A1's merely have a Smoke Mortar usage number of 5 and not 8 as encountered in many other models. This is not an insignificant difference. The Shermans not only important for their SMOKE, they can also move quickly and can dish out a lot of firepower at long ranges if need be. At only minor risk, they can create trailbreaks through AP-Minefields, they can create cover as part of Armored Assault or a Hindrance TEM. Opposed to the terrified G.I.s, the Shermans don't have much to fear from the SdKfz 7/1. And they are worth VPs to the Germans if destroyed... So these vehicles are not expendable for high risk audacious capers. It should be noted, that the German AT-Gun is a 75 and not a 75L. The 75 has a AP TK of 14 and H6 (TK13) compared to a 75L's AP TK of 17 and APCR (TK20). This means that a Sherman has a decent chance to survive a hit by the German 75 AT-Gun.
As ever so often, time is of the essence. It will take the Infantry a minimum of two turns to traverse board 91 even if the Germans opt not to intervene at all. More likely, something will await you somewhere. But even from the US starting line, significant areas of ground could be affected from the „Hilltop“ or from 2nd Level of the 92K7 building, albeit only with modest long-range MG FP in case of the latter. This can be nasty considering the possibility of ROF. If you then allow for two turns to fight through the stone village and two turns to gain control of the victory buildings with one turn lost somewhere in between, you realize how tight the schedule is for the Americans. This means that the US Infantry can't be too cautious while advancing – or shall I say charging? The good thing is that broken US Infantry tends to rally quickly – provided Leaders are around. Infantry Smoke Grenades and Assault Fire Capability are certainly a boon for the G.I.s in this one.
Although you want to move quickly, you have to be careful with stacks regarding unknown ground. AP-Mines have the potential to really screw up Americans as outlined in the German considerations. On the bright side, your OoB has enough Infantry to afford „volunteer“ scouts. Deployment should be considered at setup and at the start of the game.
As for the terrain, board 91 allows really only the western and eastern flank for any meaningful approach of the tanks. The Germans will be aware of that. With regard to the Infantry, it might be worthwhile to calculate some blind hexes for some possible early long shots of the Germans. Before eventually gaining the cover of Stone Building TEM, your G.I.s are more vulnerable to incoming fire.
One tricky area for the US could be the 91Z0-CC2 and 91DD1-FF2 treeline. If your Infantry gets broken in there, it might well be that it cannot rout out of that tree line nor able to avoid German LOS, especially from the „Hilltop“. Brokies might eventually be funnelled to CC2 and/or kept under DM by the enemy.
When in the village, +3 Stone Building TEM will make the US Infantry more resilient, but when navigating Row Houses, they might be exposed crossing from one Row House Location to the next while at the vertex in Open Ground.
As aforementioned, the 92K7 building is vital, being worth 9VP. The single Stairwell in the back is mostly out of LOS to your attacking troops. The German defenders might be able to block access to an upper story with a unit, preventing access to the 2nd Level. Even a brokie might be sufficient, buying him that one extra turn of time to spell doom on your potential to secure Control of the building.
The „Hilltop“ also requires some consideration: Per SSR, for its entirety of four hexes, Control is gained/lost as if it were a single ground level building. This means, if you can get one of your tanks up there alive, you can chase off any German brokies of the „Hilltop“ and thus gain (temporary) Control with your AFV, unless other Good Order Germans are present up there.
(To be continued...)

Background:
Set in December 1944 on the western front at Lemberg close to the Bitche salient, an American infantry force supported by a platoon of tanks has to navigate wooded terrain before it can attempt to capture a hill and to gain control of a number of buildings in said Lemberg village. A German force of Volksgrenadiers – not represented by any of the new Volksgrenadier counters of Twilight of the Reich – try to prevent that. The Germans are helped in their efforts by Minefields, an AT Gun, a FlaK and a FlaK-Vierling mounted on an unarmored halftrack.
This scenario design by Pete Shelling using the recent boards 91 and 92 had seen quite some play at the time of my game with ROAR reporting 31 German wins against 19 American victories at an Excitement Rating of 5.9 as of February 2025. With this number of playings, it can be assumed that it somewhat favors the Germans.

For reasons not yet fully understood, Darren Belsky's
appartment turned into the center of a new black hole.
„For reasons not yet fully understood“ this was my first game by VASL since more than three and a half years, which has the benefit to be able to insert screenshots of the status of the end of each player turn (as long as I did not forget to save them...).
The Objective:
Winner will be who has amassed more VP by game and. These are awarded for destroying US AFV, capturing the „Hill Top“, Control of a number of buildings, and capturing Germans. Most VP can be gained by Building Control, as each Building Location of specific Buildings is worth 1VP each. The „Hill Top“ is especially treated by SSR and worth 5VP in its entirety. The length of the scenario is 6.5 Turns.
The US OoB:
The attacking American Infantry force consists of 15 squads, 6 of which are Elite. They are directed by 4 „common staple“ Leaders, while only being relatively sparsely equipped with SW, numbering 3x MMG and 2x BAZ44. Armored support consists of a platoon of 3 Sherman M4A1 tanks.
The German OoB:
The German Volksgrenadiers are represented by 5x 467s and 4x 447s led by three „common staple“ Leaders, which only have one MMG and two LMG beside their inherent SW to hold their own. However, they have support in the form of a 75 AT Gun (not a 75L!), an 8 IFP FlaK and a 20 IFP Flak-Vierling mounted on an unarmored halftrack with trailer. Four Foxholes can bolster the defence at some points and 24 AP-Mine Factors are part of the OoB to spring some surprises. Since the attackers aside from the tanks set up on board, there is no automatic Concealment for the defenders, which are granted 6 Concealment counters to create a bit of confusion.
The Terrain:
With boards 91 and 92, this scenario features „new“ terrain. Despite it being December 1944 on the western front, Ground Snow is NOT present here. All roads are SSR'ed to be paved, which has no practical effect on the game with the notable Exception that it prevents from AP-Mine factors traded to AT-Mine factors from being placed HIP on Roads. This is of consequence, because board 91, which the Americans have to cross, consists mainly of Woods and Brush, which leaves very few options for AFV movement. This terrain, which includes a depression, is also slow going for Infantry.
Once the Americans have crossed that board, the terrain shifts to a (mostly) stone village of board 92, most buildings having a 1st Level with the Exception of the 92K7 building, which also has a 2nd Level. A small 2nd Level hill in the south-west of the playing area offers some long LOS as well.
I played the attacking Americans in this one.
German Considerations:
The SSR granting the US forces VP for Prisoners taken (normal not double) hints at the possibilty that the Germans might have reason to set up in a way that could get them captured. Another SSR allows the Germans to consider any south board edge as a Building for Rout purposes and the same is even true for offboard hexes along the south edge, to which they may legally rout offboard. So the Germans will apparently be on the „receiving end“.
With 6.5 turns the Americans don't have lot of time to navigate the slow terrain of board 91 and the fight through a stone village before taking control of Stone Buildings after having crossed a final street. So obviously, the Germans should try their best to steal some precious time from the Americans by delaying them. To this end, it could be useful to set up „speed-bumps“ in the path of the attackers, which the German defender has to balance against the sanction of ceding VP to the attackers if the defending „speed bumps“ get captured and of being thinned out in their defence of the village against the numerous high-firepower assailants.
Mines! I just love AP-Mines against the Americans! They attack without TEM against comparably low-morale G.I.s, which are thus not unlikely to break. Broken G.I.s might not want to rout unless forced to in order to avoid another Minefield attack in the process. After having rallied, though, their Morale „drops“, which makes them more subject to attack effects when they attempt to leave the Minefield. If they break in the attempt, they can't leave but are trapped in the Minefield. Rinse and repeat! That way many a time I have seen US Infantry being trapped „forever“ in a AP Minefield effectively taking them out of the game. The only bad thing about this is, that it is me playing the Americans in this one...
There is the standard-option of the rules that allow for the substitution of AP-Mines vs AT-Mines. The there are basically only two viable approaches the enemy tanks can initially take, one of which could be „poisoned“ by AT-Mines. The question is, whether in this scenario AP-Mines might be worth more that trading them against AT-Mines.
The „Hill Top“ of board 92 hill offers itself to set up the FlaK-Gun and/or the AT-Gun, as it presents fine LOS also at long ranges. That said, it is – of course – also an obvious spot for setting up these weapons.
The SdKfz 7/1 with its 20 IFP and ROF can be absolutely devastating versus Infantry. Despite Multiple Hit capability and high ROF, its use against the enemy tanks is very limited unless these dare to go CE. Alas, being unarmored and a large target, this vehicle is also very suspectible even to normal FP attacks. It should be carefully deployed and can serve as a mobile Schwerpunkt of firepower.
With regard to VP, four terrain features are of special value: The „Hilltop“ at 5 VP, the 92EE6 and 92P6 buildings at 4 VP each, and the pivotal 92K7 building at a whopping 9VP. There is a total of 25 VP in the form of terrain features, all of which are held by the Germans at game start. „Modifiers“ might arise in the form of Prisoners lost to the Americans or US AFV destroyed. In any case, the significance of the 92K7 building is glaring, which is additionally reinforced by its architecture being a Level 2 structure with a single Stairwell that will be out of LOS to most of the attackers most of the time.
Usually, SSRs are there for a reason. This also applies to SSR3 which permits your Germans to consider the southern board edge and even the offboard area to the south as buildings for Rout purposes, allowing also to Rout offboard to avoid capture and thus providing the US with VPs.
There is one more subtle consequence of this SSR, however: If your Germans – or German Gun crews – on the „Hilltop“ should get broken, they could Low Crawl back to 92D8 and likely shed DM there to recover and re-man the Guns.
American Considerations:
The Americans have a straightforward force of Infantry and tank support without any fancy gimmicks.
Most American tanks are very useful with regard to generating useful SMOKE. It should be noted, though, that the M4A1's merely have a Smoke Mortar usage number of 5 and not 8 as encountered in many other models. This is not an insignificant difference. The Shermans not only important for their SMOKE, they can also move quickly and can dish out a lot of firepower at long ranges if need be. At only minor risk, they can create trailbreaks through AP-Minefields, they can create cover as part of Armored Assault or a Hindrance TEM. Opposed to the terrified G.I.s, the Shermans don't have much to fear from the SdKfz 7/1. And they are worth VPs to the Germans if destroyed... So these vehicles are not expendable for high risk audacious capers. It should be noted, that the German AT-Gun is a 75 and not a 75L. The 75 has a AP TK of 14 and H6 (TK13) compared to a 75L's AP TK of 17 and APCR (TK20). This means that a Sherman has a decent chance to survive a hit by the German 75 AT-Gun.
As ever so often, time is of the essence. It will take the Infantry a minimum of two turns to traverse board 91 even if the Germans opt not to intervene at all. More likely, something will await you somewhere. But even from the US starting line, significant areas of ground could be affected from the „Hilltop“ or from 2nd Level of the 92K7 building, albeit only with modest long-range MG FP in case of the latter. This can be nasty considering the possibility of ROF. If you then allow for two turns to fight through the stone village and two turns to gain control of the victory buildings with one turn lost somewhere in between, you realize how tight the schedule is for the Americans. This means that the US Infantry can't be too cautious while advancing – or shall I say charging? The good thing is that broken US Infantry tends to rally quickly – provided Leaders are around. Infantry Smoke Grenades and Assault Fire Capability are certainly a boon for the G.I.s in this one.
Although you want to move quickly, you have to be careful with stacks regarding unknown ground. AP-Mines have the potential to really screw up Americans as outlined in the German considerations. On the bright side, your OoB has enough Infantry to afford „volunteer“ scouts. Deployment should be considered at setup and at the start of the game.
As for the terrain, board 91 allows really only the western and eastern flank for any meaningful approach of the tanks. The Germans will be aware of that. With regard to the Infantry, it might be worthwhile to calculate some blind hexes for some possible early long shots of the Germans. Before eventually gaining the cover of Stone Building TEM, your G.I.s are more vulnerable to incoming fire.
One tricky area for the US could be the 91Z0-CC2 and 91DD1-FF2 treeline. If your Infantry gets broken in there, it might well be that it cannot rout out of that tree line nor able to avoid German LOS, especially from the „Hilltop“. Brokies might eventually be funnelled to CC2 and/or kept under DM by the enemy.
When in the village, +3 Stone Building TEM will make the US Infantry more resilient, but when navigating Row Houses, they might be exposed crossing from one Row House Location to the next while at the vertex in Open Ground.
As aforementioned, the 92K7 building is vital, being worth 9VP. The single Stairwell in the back is mostly out of LOS to your attacking troops. The German defenders might be able to block access to an upper story with a unit, preventing access to the 2nd Level. Even a brokie might be sufficient, buying him that one extra turn of time to spell doom on your potential to secure Control of the building.
The „Hilltop“ also requires some consideration: Per SSR, for its entirety of four hexes, Control is gained/lost as if it were a single ground level building. This means, if you can get one of your tanks up there alive, you can chase off any German brokies of the „Hilltop“ and thus gain (temporary) Control with your AFV, unless other Good Order Germans are present up there.
(To be continued...)