PP2: Supply Detail

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  FireGroup '97 tournament ratings:

Balance: N/A

Excitement: N/A

Analysis author's ratings:

Balance: No Comment

Excitement: No Comment

Attraction: No Comment


Playing time : 6.5 hrs

 

Analysis author: STEVE SELINGER / LAURENT CUNIN

Despite my current enthusiasm for ASL, an entire summary of my ASL history would still be rather modest. I have been limited to PBEM play for the most part. Recently I began playing on VASL as well, and it was in the VASL chat room that I met Provence Pack editor and scenario designer Laurent Cunin. Laurent asked if I would review a scenario of his, and I agreed. But shortly after that I wondered what I had done. "I am no ASL expert!" I thought. "How can I write about a scenario for other ASL players when I am so inexperienced? I certainly do not have a long and distinguished ASL career to draw from." Well, despite my lack of formal qualifications, I will attempt to provide some useful commentary on Laurent's ASL scenario PP2 "Supply Detail."

[Laurent Cunin (LC): Steve made comments on the scenario from the German perspective; I have supplied observations from that of the French as well as some general comments.]

Introduction

 My initial observation is that preparing to play PP2 will take a few extra minutes, due to the number of SSRs and the variable Victory Conditions. The scenario uses four half-boards plus overlays. Olive Groves and Vineyards exist by SSR. A deep stream running the length of the playing area separates the mapboards along the north-south axis. The OB setup for both sides is well dispersed throughout. Both sides have opportunities to attack and defend. The German player wins this scenario by controlling a variable number of buildings on board 3 with a minimum of 2.5 unbroken squad equivalents. The exact number of German-controlled buildings required depends on the status at game end of the bridge in hex 12E9. If the bridge is destroyed, the German player need only control four buildings. If the bridge is "secured" (as defined in the Victory Conditions) the German player must control eight buildings. If the bridge is neither destroyed nor secured, the German player must control six buildings.

The challenge for the German player is that the initial force available for defense of the Board 3 village is not large, suffers from Ammunition Shortage, and will probably need help before the end of the scenario if it is to hold off the numerically superior Free French. Help is provided, in the form of a German relief force that enters play Turn 1 on the east map-edge. This is just what the village defenders need, as the reinforcement group is comprised of six 5-4-8 assault engineer (H1.22) squads and three captured French AFVs ready to resupply the garrison and alleviate the effects of Ammunition Shortage. The only problem for the Germans is that the Free French player has no intention of letting reinforcements reach the village.

The German AFVs must first cross a stream before reaching the beleaguered defenders on Board 3. The stream is deep and may only be crossed by AFVs at one of two bridges, 12E9 or 13K6. The 13K6 bridge brings the tanks far north of the desired destination, however, and seems an unacceptable option. Just to make the crossing even more exciting is the fact that the remaining 12E9 bridge is wired with a Set DC. Interestingly, the Free French do not want to blow the bridge. They would like to clear the DC but still prevent the German reinforcements from crossing. The Germans, on the other hand, would like to cross the bridge and immediately detonate the Set DC.

German side

German Advantages: AFV's (Captured French H39's), 8-Morale Assault Engineers

German Disadvantages: Ammunition Shortage for Board 3 Defenders, Bridge Crossing

The Germans are tasked with holding some portion of the buildings on Board 3 against a numerically superior Free French force while under the effect of Ammunition Shortage. Ammunition Shortage may be relieved for any MMC that manages to move into the same Location as a stopped H39. An added incentive is that, after such a rendezvous, the MMC also becomes Fanatic (by SSR). For that to happen the H39s must first make the bridge crossing with their accompanying pioneers. Ideally, a few stouthearted pioneers remain behind to attempt destruction of the bridge. That is accomplished by rolling for Recovery in 12E9 and moving two hexes away for detonation (the standart Detonation procedure is modified by SSR). The bridge crossing and/or destruction is not going to be easy, however, as the Free French are well equipped to stop the pioneers near the exposed bridge with HMGs, heavy MTRs, and an ART piece. The H39s stand the best chance of making it to the village if they can stay with an infantry escort. Otherwise they are vulnerable to CC, as the Free French have Gammon Bomb capability (ATMM Check dr <= 2). [LC: True, but it’s highly probable that the pioneers will want to reach the village as soon as possible with as many units as possible, so the AFVs may have to make it to the village on their own. Another option is to forgo the bonus given by blowing up the bridge, use the H39s to cover the pioneers’ stream crossing, then use them to prevent the Partisans from clearing the DC.]

One aspect of the initial German setup is predetermined. The Germans must set up a 9-2, two 5-4-8s and an MMG in hex 3CC2 (a Level 1 hill hex), a single-hex stone villa overlay (the villa is a single hex building with a 1st and 2nd Level). This Hauptmann and his pioneers can be set up at Level 1 (Level 2) to begin with and might as well make themselves comfortable because they aren't leaving the villa any time soon. [LC: Another option is to rush for the village on the first turn. If this movement is successful, the strengthened village garrison will be more than a match for the French.] Hex 3CC2 has an excellent LOS to most of the playing area and represents the best possibility for the German player to disrupt the Free French attack. Their LOS is not significantly affected by staying 1st level rather then 2nd Level. The 1st Level Location of 3CC2 is out of LOS of most Level 0 and Level 1 Locations on board 15. This stack should Prep Fire on any Partisans on the 12E9 bridge on turn 1 (it is very likely that some Partisans will set up there at start) and hope for ROF.

It is unlikely that the Free French player will devote a large number of squads to assaulting the villa, considering the 9-2 leader and the potential for –3 or –4 DRMs. However, the German player must beware of Upper Level Encirclement, because the Free French player may set up some portion of his OB where it is close enough to 3CC2 to risk sprinting into an unoccupied ground floor after the Germans upstairs have exhausted their FF and SFF. Therefore, the German may want to advance one 5-4-8 to Level 0 of the villa at the end of the first German player turn if the Free French have some units in the vicinity that could make it into the building. This move also insulates the German from a single lucky DR breaking all the occupants of the villa. [LC: I’m not sure that a strong French attack couldn’t succeed. Once the villa is covered with MTR smoke, it should be possible. 3CC2 is such a large potential problem for the French that this attack should be considered.]

I cannot overstate how critical the villa and its occupants are to the German defense. If they should fall early due to unlucky circumstances, the German player will usually lose the game. [LC: Unless they took a lot of French units with them!] Fortunately, the villa is out of the LOS of the Free French ART. It is very likely the Free French will use their HMGs to fire on the villa at some point; for this there is no defense except good luck. [LC: And shooting first. Unfortunately for the German, I think that the French MTRs truly have the advantage, since they can fire from out of LOS and place smoke.]

Aside from the pioneers in 3CC2, the Germans have 4.5 squads, an 8-1, a 7-0, two LMG, a light MTR, and 12 concealment counters to defend the Board 3 village on/south of row X. This German force must employ a "fighting withdrawal" strategy since there is not a great deal of real estate to work with. Also, if the Partisans successfully clear the Set DC, it may be necessary to retain control of 8 of the 14 buildings in the initial setup area. The German should consider an initial up-front defense on Board 3 to keep the Free French from entering the village buildings in the early turns before help can arrive. I would avoid placing any German units in the wooded area immediately east of Hill 522, however. There the Germans would be too easily approached and engaged in CC by any French units setting up in 3Y8. It is probably better for the German to wait and fire on French units emerging from +1 TEM into Open Ground.

Here is a partial suggestion for the initial Board 3 German Setup: 3U7: 4-4-7; 3U8: 7-0, LMG, 4-6-7; 3W4: 8-1, LMG, 4-6-7; 3X3: 4-4-7; 3X1: MTR, 2-4-7. I'll leave it to the reader's imagination to distribute the concealment counters so as to instill maximum doubt in the opponent.

Even though the German AFVs need not fear opposing armor or AT weapons in this scenario, the Free French do have Indirect Fire Ordnance, LATW, and Gammon Bomb capability. Clearly the H39s and accompanying pioneers are vulnerable during the 12E9 bridge crossing. There really is no easy way for them to cross that stream. Conceivably the infantry could get across it alone by moving straight for the stream south of the bridge (perhaps as Riders) but this would be easily defended against by a few French squads in the woods east of Hill 522. [LC: Despite that, it’s probably the German’s best chance to reinforce the garrison sufficiently][Russ Bunten: A crafty German can position the H39s in a line along the bank of the stream (providing a +1 hindrance each). A part of well-placed smoke grenades from the pioneers (available on a dr of 4 or less) can completely block LOS and allow 4 of the pioneers to get into (and out of) the stream completely unimpeded] It might be worth trying if it appeared the Free French player was attempting a western approach to the board 3 village buildings and had set up lightly on the eastern side. If the Free French use the eastern approach on board 3, I believe the German should consider moving a 5-4-8 and LMG to 12O7 (Level 1) by turn 2, to help intercept the Free French moving through the Open Ground in 3V8, 3V9, 3U10, and 12M10 on the opposite side of the stream.

A couple of strategies are available to the Germans approaching the 12E9 bridge. One is to use Armored Assault. This at least eliminates the negative DRMs for running through Open Ground, although that is small consolation when faced with two HMGs ready to test their ROF luck. It is probably best to keep the AFVs BU initially, as the Free French ART can take pot shots at the approaching troops.

Free French side

French Advantages: Mobility & Time.

French Disadvantages: Initial dispersion.

[LC: The author was prevented from finishing this article because of family obligations, so the following lines is provided by myself, the editor and scenario designer..]

The French have two major problems to solve in this scenario: stopping the reinforcements and eliminating the 3CC2 thorn in their side. Don’t hesitate on either task. The faster they are completed, the more time you have to gain control of the board 3 village. I personally find Steve’s setup proposal a little audacious. I think that the Germans will stay in the village under maximum cover. Then wait for the reinforcements and the French attack, both of which will come sooner or later.

The first problem to solve is 3CC2. As long the 9-2 stays there with a functional MMG, all your moves will be dangerous and you won’t be able to coordinate your attack. Don’t think you can just cover it with Smoke all game long; that won’t work, and even when covered with Smoke, the fox will still be a threat to your movements and will affect your rout paths. Moreover, beware of a rush by the 3CC2 forces toward the village. If they reach the stone buildings in 3T4 or 3S3, the conquest of the village becomes much more difficult. Some of your units should cover 3AA1 and 3Z1. Assault 3CC2 as soon as possible. Place some squads all around the hill, use smoke, and GO!!! You will, without doubt, take some casualties, but the faster it is done, the more likely you will be able to fulfill the VC.

The other problem is stopping the reinforcements. They are high-quality troops, and once they have gotten through the little patch of Open Ground at 12L8/M8, they will cross the stream and go towards the village under cover of the woods. To avoid an easy crossing by the Germans, you should place your .50 cal. HMGs correctly. 15B9, 15B8, 15C9, 15C8, and 15D8 are good positions. The grain fields will hinder your LOS, but the power and ROF of your MGs should nevertheless do some damage. 15B9 is a very good position, since it can also see 3CC2, but that means it can be attacked first by the German MMG; I would place a MTR there instead. The 1st Platoon can also be placed so as to have unhindered LOS to the open terrain the Germans have to cross. I would place two LMGs in foxholes in B2 and/or B1, or even better in C1, to complete the .50 cal. HMGs’ deadly work. The two remaining squads should join the village attack forces as soon as possible. Finally, place some units (spared from the assault on 3CC2) in 3Y8 to rush into the woods to intercept the German reinforcements, taking care of the German MTR that will probably be on this side. Even if they don’t succeed fully, they will be in good position to attack the village. Feed this attack axis as much as you can later, since it is of primary importance.

Using the Partisans to clear the bridge seems risky to me. Sure, a success would be welcome, but they will more likely get butchered by the German MMG and by the AFVs when they arrive. Instead, I would place the Partisans in dispersed order, ready to join the attack forces in the woods and intercept the German pioneers when they come. Also a good idea would be to place one Partisan squad in the stream, to block a crafty German pioneer going upstream in an attempt to blow the bridge in the last few game turns. I know I’ve given this bridge lure to the players, but don’t rush it. If the game is going well and you can spare some units for the job, try to clear the bridge at game end. Consider this a possible bonus, and don’t exhaust your forces to complete this task.

After three or four game turns, when 3CC2 becomes just a souvenir and when the last possible reinforcements have reached the village, you can begin to think of using your heavy weapons in support of the village attack. Dismantle them, move them up to the highest hill levels, reassemble them, and you will have a marvelous view of the village. I know that this process is a little long, but the support in the last two or three turns will certainly be greatly appreciated by the assaulting troops. Don’t try to bring them up to the village; this will probably take too much time to be really useful.

The enemy’s H39s shouldn’t be a big problem for you. They will certainly be annoying as long they stay on the other side of the river to guard the bridge and hamper your deployment. But when they decide to cross the bridge, it will be quite surprising if even one AFV can reach the village, given your Guns, Bazookas (that you will have naturally given to half-squads placed near the road) and Gammon Bomb capability. Watch your back, since the tanks can become very dangerous if they’re able to position themselves to cut your rout paths.

For the final attack on the village, the best option is in my opinion a pincer movement. The first axis of attack should be through the eastern woods, using the forces that went to intercept the reinforcements plus some squads of 1st Platoon. The troops there should move forward and take 3U6 and 3S8, then eventually jump across the street with the help of the heavy weapons now uphill on board 15 (think Smoke, if you still have some). The other axis, using the rest of the 3CC2 attack forces eventually reinforced with some elements of 1st Platoon, should progress along the board edge toward 3S1. If the bridge isn’t destroyed, this should be sufficient to win it for you.

If you’re lucky enough to clear the bridge, then the attack becomes easy and the Germans will have a pretty hard time holding eight buildings. But, I repeat, don’t put all your eggs in one basket, and don’t rush the bridge so as to clear it. You really could lose the bulk of your forces in such an attempt and any chance to win the scenario.

Conclusion

 I withhold any comments on scenario balance or fun, as designer. So take to your dice, and I hope you’ll have fun.