SP176 Smiling Albert

Larry

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Repost from the VASL League Thread ... because it is more of an AAR than a report of the resolution.

David Rosner's Germans attacked Larry Rohlfing's Americans in SP176 Smiling Albert.

The game started auspiciously enough with Germans entering vehicles firing at two forward locations ... just for acq. The roll, 1,1. That's an improbable hit so let's see what happens, dr 1. Twice. Two HS evaporated into pink mist on a 36 -2 IFT roll. Having exorcised the pro-German rolls on turn 1 enter the M10 GMC. One behind the wall, backing in to avoid bogging in the wrong hex or in the wrong location. One on the bridge. Thought on the little bridge would be HD. I was wrong.

Turn 2 the Germans moved into position with two Tigers facing one M10. Waited too long and should have taken the shot on the stop MP. Deprived myself of an early IF. DFire was just acq. Bottom of two, hull hit and a kill, no rate. Target the second cat, miss. IF shot hit, and bounce. In the DFPh, the cat bears down and misses. He takes the IF shot and secures a hit. The TK roll -- 6,6. He would die at the top of 3 but that is another turn that the Germans did not move that tank.

Turn 3, the Germans skirt off road along the edge. The secret dr 4 and DR 12 - just waiting to spill the bad news. Bog with the side facing the remaining M10. Wait out the MPh and killed it in the DFPh. Infantry movement still behind the stream.

Turn 4, the Germans confess that the SP scenarios are designed to pressure and with three turns to go, the clock is starting to get short. The Germans skip the prep and go to movement. One BAZ with a leader and the M10 are guarding the elevated road. The Germans send one Tiger to the right and stop with the building adjacent to the little bridge in between -- out of LOS. One squad pins on the elevated bridge. Three squads and a leader rush the stream, 4-2 shot from the M10 AAMG, pinned leader, one squad passes, and two break. The other vehicles both dr 2 and DR 10 to bog out. Down to one mobile vehicle and a lot of Americans with angry lead and hard metals left, David tendered his resignation.

Good game. Should have avoided using the little bridge as cover. It did slow the Germans down but both behind the walls for HD is probably the best placement. I used the write-up described placement of the mortar and other units on the German side of the stream. They all died by the end of turn 3 but that was the point, burn the first 3 turns to put serious pressure to motate on the Germans. As with many Schwerpunkt scenarios, the key for either player is to bloody the opponent on turn 1 and then haul tail to the VC. Small scenario but a quick play and fun.
 

Larry

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I put the mortar in 16J10 per the Schwerpunk write up. Other places probably better, like Y9. The MMG is in AA9 to slow things down and then use the stream to cover the quick escape. I probably had the 6-6-6 and 3-4-6 reversed.

David uses the upper level to get opening shots. Given the nature of the scenario, probably should have been forward and ready to move with a HS at most to deny some concealment in the upper level. 24352
 

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At the start of Ami 1, the two HS have succumbed to CH on the 1,1,1 DR, dr. The squad in L10 broke and routed away. Four acq on board with no targets. The squad in U9 will SR and not much else happens in Ami 1. 24354
 

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German turn 2, the Tigers have moved into H7 and I10. I should have shot at both of them at the stop MP to get two chances to kill either with rate of intensive fire. Waiting to the DFPh eliminated one of those shots. The infantry moving up were covered by the squads on the other side of the stream. The Ami sniper got a hot dr 1 and broke the German in EE10. One less on the wdr and he would have recalled the vehicle in H7. Lesson learned and David went BU for the rest of the game. SAN 4 is dangerous to CE tanks. The Germans have 3 vehicles in soft ground and those moves required the secret dr/DR. None bogged ... yet.
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Here we are at the start of German 3. In turn 2, the M3 killed the Tiger in H7 and took an IF shot on I10 but got a turret hit. A good roll resulted in a possible shock, passed. The Germans returned fire and got a hit but a 12 on the TK saved the M3 for a half turn. The BAZ squad in W6 did break and had to LC to W5. He did his job, discourage the Germans from rolling up tanks on the elevated road. The American advance phase allowed the MMG to get into the foxhole and put the leader directed BAZ on the road. From here, the Germans have 4 vehicles have plenty of exit VP in just the tanks but he needs to move.

24356
 
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The situation at the end of American 3. The Tiger off-roading bogged in P10, ending his MPh immediately in turn 3. The M3 sent him a side shot that ended his entire career. The M3 had rate and took out a squad and hero generated in T8, tracking the rout back to U9. The squad in BB5 eliminated the German flank with a KIA in FF6. In Ami 3, the leader, squad and BAZ got off the high road to a less exposed but still covering position by first AM back to Y6 and then advancing to Z5.

The American squad that had retreatdd to T6 decided to trade shots instead of AM back to T5. Mistake. He just pinned the German in T7, then broke in the DFPh, followed by a surrender and declaration of NQ in the rout phase. The MMG group in Z6 managed to escape certain death hunkering down in the foxhole with the marsh adding that needed DRM. Squad pinned. The Germans have three tanks left, not enough to win and the infantry a long way from getting off, there are 3 turns left for the Germans. 24357
 

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On German 4, the wheels come off. The leader and squad use the hedge to run up to T5, but the leader is now pinned. The STACK moving up to the stream in a mad dash get nailed by the AAMG in Z3, pinning the leader, breaking two squads, and leaving one squad unscathed. The squad in Y3 breaks the German squad in U8. The squad in BB5 fires at the Germans in Y10 to no effect. The MMG and squad with leader direction fire at Y8 pinning the squad. The 8-0 leader climbs the elevated road from the side. The Tiger in AA10 gets to DD7. The building in BB5 blocks LOS from Z3.

The Tiger in I10 moves off road to Z9. That means that he gets the DR/dr combo and the normal bog roll for moving adjacent to the marsh. The dr/DR combo bogs him. Even if it did not, that unit would still take a bog DR in that hex, another in bypassing AA9, another in the stream, and another exiting the stream in AA7. In soft ground, the road is your friend.

The vehicle in W10 starts, enters X9, and then enters Y9. The dr 2 activates the DR 10 and bogs him. At this point, the Germans don't have 26 VP in mobile good order to get off board. Game over.24358
 
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