AAR: Meet the Old Boss (SP264)

"Cannon fodder in Hungary"

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From: Schwerpunkt #22

When Romania switched to the Allied side in August 1944, the hate between the army and their former German partners was immediate and energetic. The Red Army quickly purged the old Romanian officer corps and replaced them with loyal party members to ensure the bravery. One of the first such units was the Tudor Vladimirescu Division, which was thrown into the simmering cauldron on the plains of Hungary as fodder prior to the main attack of the 6th Guards Tank Army.

The Combatants

Romanians – Defenders:
1st Tudor Vladimirescu Division

Germans – Attackers:
Panzergrenadier Regiment 128, Panzer Division 23

After Action Report

Location:
Gyapjut, Hungary

Date:
September 29, 1944

ROAR Balance Archive Balance
Romanians 14 Romanians 5
Germans 6 Germans 2

Note: This scenario uses Russian counters to represent Romanian forces, per SSR.

Jim Fardette and I decided to play SP264 Meet the Old Boss (September 1944) from Schwerpunkt #22 at our recent monthly meeting at the Philly ASL club. The Germans attack with 10 elite squads with a 9-2 and the usual SMCs and SW entering on Turn 1 with two 75* halftrack reinforcements (SPW 251/9) entering on Turn 2 with the objective of existing off 14 EVP through the opposite board edge on/between the two road hexes (or meeting other requirements discussed below). Defending a sparse village with mostly open center ground and wooded board edges are 10 Romanian squads (5x Elite, 5x 1st Line) dressed up in Russian uniforms directed completely by Commissars through SSR with a .50 cal HMG, 2xLMG, ATR, 82mm MTR, and 76* INF gun. Random dr gave me the defending Romanians. This is a Classic Schwerpunkt scenario format (by Pete Schelling) with only 5.5 turns, not leaving the German attacker much time to dilly-dally about while moving through large areas of open ground.

Figure 1 shows my defensive setup.

The central entry area is completely open, and I anticipated that no infantry would be coming through there, but I couldn’t rule out the halftracks coming in through there supporting the German attack as Jim might anticipate bore sight locations on the two road entry points (note my ATR central position here in G11). The Romanian left flank is lightly wooded, although open ground must be crossed to enter it, while the right flank edge contains dense Woods/Brush moving right down to the exit VC hex. Therefore, I anticipated a right-flank German push and set up the bulk of my units there, leaving mostly dummies along the left flank, as you cannot be strong everywhere in this scenario with only 10 squads. I put my Guns in the rear, covering the exit areas and not letting Jim fire on them early in any up-front positions. The MTR was put on the right, covering the anticipated German advance through the Wood hexes, thus bonus air bursts. The .50 cal was in the rear-center with two fire lane paths. Not a great position but I didn’t want it up forward as it most likely would get knocked out early and could be quickly CXed to the left if that was the main push. If I chose wrong, I’d have to CX everyone to the left flank! Fortunately, as you can see if Figure 1, Jim did pick the Romanian right flank with its covered approach routes.

ASL Basics #1: Read and understand the VC and SSR. I sent Jim a few scenarios a week earlier, and he chose this one, and I quickly looked through the scenario. OK, exit VP for the Germans. NO, that is not what the VC says! Yes, the Germans must exist 14 EVP but there are two other VC conditions that I completely missed skimming over them: 2) EVP also earned for eliminated Romanian Guns and their crews; and 3) the Germans also win [immediately] if there are no GO Romanian MMCs in any building locations. I was oblivious to VC conditions #2 and #3 as we played. This is often repeated, and maybe one day I’ll remember, but read through the VC and SSR, making sure you completely understand all the conditions of the scenario prior to play.

Figure 2

OK, back to the action. Figure 2 shows the end of Romanian Turn 1 with the MTR revealed and pounding the Germans in K20 while I started moving two squads on my left flank into supporting the right flank. The Germans quickly realized the village is held in force and continued advancing through the Woods and/or open ground against the ROF 3 MTR was not a prudent option, so he quickly pivoted against the I16 village supported by the firegroup in the O14 Woods cluster. Jim brought in his halftracks on the Q5 road. I was surprised as to how he was going to support his village attack with the *75 and S9 Smoke chucker from way over there.

ASL Basics #2: Be prepared for everything. My preconceived idea that he would use the halftracks to support his main attack was completely flawed! Jim saw that my left wing was wide open, the deadly MTR location was known, and the few squads I did have were now repositioned to the right with the LMG and ATR with no good LOS to my left flank. He went BU and drove due south at full speed. My INF gun gave it the old college try but came up with nothing, and both halftracks exited the map on A6! Jim called out, “12 EVP, just two more needed to win”. I quickly looked for my VC calculator chart but didn’t find it, and we were onto AFPh were by Russian colored Romanians were starting to break at the top of the village. I tried routing a broken elite squad back to my commissar and figured taking the Interdiction would be no problem for the 8-morale squad. Interdiction DR=12. Great – no more squad. Plus, during my APh I moved the .50 cal one hex for a better shot on the Germans and ignored that little voice in my head that said earlier in the game don’t move it. Now the HMG bore site hex in Building I14 in the village center was voided.

For the next few turns, we battled for the central village, with the Germans having a touch time advancing without Smoke (I don’t remember a single successful Smoke Grenade attempt). And there were two Melees tying up troops, including a Berserk German 8-1 and his ranging squad buddy. My dice were all over the place with six boxcars removing an LMG, breaking the MTR, and I believe reducing another squad, but the HMG made up for it with, I think, four German squads killed. The two German squads on my left flank played cat n’ mouse in the Grain overlay, simply tying down my units so they couldn’t support my right flank.

Figure 3 shows the end of Romanian Turn 3. I kept trying to repair the MTR, and Jim never let on his secret joy if I rolled a 6, giving him the VP and the win if I blew up the gun (see ASL Basics #1 above).

Figure 3

We make it to Turn 5, and my HMG is still in the F14 building. Two squads are “pinned” in G11, covering any German exit run behind the hedges. My surviving squads and the MTR crew are covering the A16 exit hex.

ASL Basics #3: Focus on the objective. During Romanian Turn 4, I should have moved the HMG into Building Hex E14, but I kept it in F14 as I wanted to fire on the German 9-2 and two squads in J17 as a “juicy target”. The manning crew broke during the DFPh thus leaving the HMG behind. Having the HMG in E14 and placing a firelane down the E hex row would probably have won me the game. I took my eye off the VC as even breaking the 9-2 (which is difficult) and the two squads still left the German with enough units for exit VP. Stay focused and follow through with your plan.

Figure 4

Now, the final run was on for the Germans on Turn 5 (Figure 4). The Germans bypassed the G17 Building. Thus, my two squads in G11 had no LOS, so now out of the game, and made the mad, but calculated, runs through the open ground drawing out my First Fire. While residual and DFF broke most of the Germans, Jim still managed to exit a HS and the 8-1 SMC for the win. I conceded and congratulated him on pulling his chestnuts out of the fire for the win.

ASL Basics #4: Don’t be lazy – know the rules. Jim’s statement that each halftrack was worth 6 EVP sounded high, but I didn’t question it or keep looking for my exit VP value chart as he is a very good player, and I just assumed he was correct. Good players will just call out after a DR “that’s a 1 check”, To Hit “miss”, “no, you’re Pinned”. It’s easy to let the other guy drive the game, but it’s on you to also know the rules. I’ve never had anyone intentionally cheat, but we all make multiple calculations at once, so mistakes do happen. And when I slow down for a second, I’ve even found “great players” making miscalculations. But this only happens by knowing the rules. This comes in time after many, many playings when the rules become second nature, and you are just playing the game.

Debriefing

Jim told me after the game that the 1 armor factor on the halftracks did not lead him to believe that they would be around very long, so the exit VP was worth more to him than any short-term support they may provide him in the game. It was a bold choice that took me by surprise, but I should have anticipated it. Did I tell you before that Jim is a very good player? Expect that he will find a way to win, and he usually does! In closing, remember the ASL basics and have fun playing your next scenario like we did playing this one.

Academy Out!

GET TO THE CHOPPA…!!! Get To The Choppa...!!!


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Neal Ulen
507 POSTS248 COMMENTS
Neal is a longtime gamer with experience in board games, pen-and-paper RPGs, collectible card games, and computer games. He first played Squad Leader in the late 1970s. After retiring, he returned to ASL and saw it as an opportunity to create tutorials and player aids to support new and returning players. His introduction to gaming began with Advanced Dungeons & Dragons alongside childhood friends, while his first wargame was Steve Jackson’s G.E.V.. He currently lives near Seattle, land of moss and rain.
aar-meet-the-old-boss-sp264Jim told me after the game that the 1 armor factor on the HTs did not lead him to believe that they would be around very long so the exit VP was worth more to him than any short-term support they may provide him in the game. It was a bold choice that took me by surprise but I should have anticipated it. In closing, remember the ASL basics and have fun playing your next scenario like we did playing this one. <br><br><span style="font-size: 12px;"> <i class="fas fa-user"></i> <strong>AAR:</strong> xenovin<br> <i class="fas fa-user"></i> <strong>Scenario Design:</strong> Pete Shelling</span>

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