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After Action Reports & Scenario Analysis

ASL J 32: Panzer Graveyard

Date: Mon, 17 Jan 2000 20:21:53 -0500

From: Curt Schilling

Subject: ASL: My WO AAR

Arrived on Friday morning to a rather full room, very excited. Goofed around for almost the entire day before proceeding to assault Bunten in our usual Tournament matchup, as usual it was a blast. I won't get too descriptive since all three playings below are journal scenarios and I don't wanna spoil it for anyone not having it yet that is going to buy it.

Game #1 Panzer Graveyard-I had the Germans, as I did the times I playtested it. First time in this one against Bunten though so I got a bit different defense than I was used to. Germans need 20 buildings (out of a possible 33 I think) to win at game end.

IMO the key to this game is patience as the attacker. You get 8 tanks, all with s8 or better and they really need to use all they can BEFORE moving into the city. In all the playtests of this one I had all the smoke I needed and more, this game I got two rounds. Once the turn 1 movement phase is over for the Germans the fighting becomes very close quartered and, IMO, the tanks become much more important as Rout Killers and mobile MG posts, as well as hunting down the Churchill and the Sherman. Well no smoke, least no real effective smoke, and a somewhat middle to rear defense allowed the Germans to get across the street and begin grabbing buildings. For the next four turns we waged a nice little city fight, nothing extraordinary at the beginning, around turn 5 I began to wonder if I could pull it off. Russ fires like a 2+1 at a 9-1 and a squad with a MMG and after all the dice rolls (SFF and others) I had a wounded 9-2/2 Heroes and a healthy 1/2 squad, pretty cool. Anyway it looked like it was going to go to the wire. I took a Mark IV on an 'end around' to bolster my right side and prevent a late game recapture of any of the buildings I had already acquired, drove the suck right into the building, no bog, no problem. Stupid Modifiers to the now revealed Churchills TH DR meant nothing as Russ squeezes off a low odds shot and KO's the Mark IV, followed by a ROF shot and kill of the reinforcing Mark III and now I have a left flank guarded by 2.5 436's and a 8-1 leader, spread out though. Both of us now realize the battle will be decided in the center of the Victory area (VC buildings are all in a road net) and we push all available forces that way. It comes down to my last CC phase really. Even though Russ has a player turn left, I had enough troops to stop any 'last turn dashes' as well as enough guys locked in Melee to win the game. I had EXACTLY 20 buildings at this point to. So my last turn CC phase sees him ambush me twice! BOTH TIMES he misses, this is too good to be true, then I proceed to roll 2 12's and he withdraws behind my lines and basically has an open field to my buildings, with me broken and powerless to stop him. His last turn he grabs two back and wins. Great game against my favorite opponent.



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