AAR: The Best Defence (ecz15)

"The clock was their deadliest enemy."

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Advancing Fire Tournament Director's Pack
Tournament Director’s Pack (AF)

The Americans were closing the ring around the city and, in a desperate attempt to widen the gap between the two American pincers, the Germans repeatedly counterattacked the 1st Infantry Division following Colonel Gerhard Wilck’s motto: “the best defence is a good offense”. Despite several local successes, the bulk of the German forces were being destroyed by artillery and air support. Then, on October 16th, the Germans attempted to mount an all-out counterattack with the 3. Panzergrenadier Division.

The Players

Scott – Americans – Defending:
1st Infantry Division, 745th Tank Battalion

Neal – Germans – Attacking:
3. PanzerGrenadier Division

After Action Report

Location:
South of Aachen, Germany

Date:
16 October 1944

Scott’s Defending Perspective

Advantages

  • Fortifications provided anchors for defense.
  • Concealment counters and HIP setup.
  • A 9-2 leader and a .50 cal machine gun defensive strongpoint.

Disadvantages

  • Low ELR (3) and 6-morale squads risked rapid collapse.
  • Few units available to cover both victory zones.
  • Reliance on fixed fortifications limited flexibility.

Taking the role of the Americans south of Aachen on October 16th, 1944, I knew I was stepping into the boots of men who had been grinding it out for months. This was no longer the rapid maneuver warfare of ’39 or ’40; this was the slow, bloody slog of late-war Europe, where hedgerows and stone buildings became fortresses. Historically, the 1st Infantry Division, “The Big Red One,” had already carved their name into the bocage of Normandy and were now battering through the Siegfried Line. My job was to slow down the Germans just enough, just enough, to bleed them dry and deny ground.

From the start, the scenario felt historically appropriate: the Americans defending from fortified positions against a German combined arms attack. I was given two trenches, one pillbox, and a respectable number of concealment counters. That heavy .50 caliber machine gun (8 FP) and a 9-2 leader were my aces, much like how the Americans often leveraged superior small-unit firepower and leadership late in the war.

But, I also had infamous six-morale squads (6-6-6), incredibly brittle under pressure, and an ELR of three. Yikes. Historically accurate: by this point in 1944, many American units were worn down, battle-weary, with replacements filling the ranks.

Reading the victory conditions carefully (after three re-reads), I realized that to succeed, I didn’t need to stop Neal’s Germans cold. I just needed to deny him total clearance of my fortifications. That understanding shaped my entire setup: delay and force him to fight for every hex, without exposing my troops to annihilation early. Read the VCs carefully, mainly due to the bidding system involved with all the scenarios in this pack.

I dispersed the fortifications: pillbox hidden far back on the left flank in 70C6 (lower left), trenches nearer the center (70S5) but spaced apart. If I clustered my fortifications, Neal would have had one massive Schwerpunkt target. Dispersing them forced him to make tough choices and divided his forces. Historically, this was similar to American defensive tactics in Aachen itself, where decentralized strongpoints forced the Germans to fight block-by-block rather than rolling them up in a single sweep.

I posted my .50 cal and a medium machine gun under the 9-2 leader in the village — essentially turning that area into a “strongpoint.” In real-world terms, it was like establishing a stronghold in a bombed-out German town, with heavy weapons zeroed in on streets and open approaches, fields of fire overlapping.

Bazooka-armed half-squads went to the flanks to ward off any armor thrusts. Roadblocks were set to choke German movement, funneling Neal’s advance into predictable approaches. Mortars, largely ineffective in this match (par for the course!), were deployed to cover open areas on the right, where I feared a breakthrough. I didn’t get to use them properly, but their mere presence likely influenced Neal’s decision-making.

When Neal rolled Snake Eyes on his recon (SSR3), my stomach dropped; it felt like I was watching German artillery spotters triangulate in real-time. Losing concealment on the bazooka team early hurt, but the revelation of the AT gun wasn’t catastrophic; it just forced me to make adjustments earlier than planned.

Neal’s choice to mass everything down the left side worried me. Historically, the Germans around Aachen favored massed thrusts, concentrating armor and infantry to punch through American lines. Yet in ASL, concentration can be a double-edged sword. His whole mass rushed down into the left side where I had my strongest defenses — and his right was barely probed. My half-squad Bazooka on the far right pulled back, reorienting to become a late-game threat.

As his armor and infantry pressed in, my squads fell back. I gave up hexes rather than being overwhelmed, routing broken units back to the strongpoints. Even as his fire tore apart some of my screening units, the delay bought me crucial time. The .50 cal HMG position began hammering anything that dared cross open ground. My tactic was simple: “Bleed and delay.”

Reinforcements, three Shermans (Turn 2), two halftracks and a fresh platoon (Turn 3), came on the board from the bottom edge. Historically, this felt right: armored counterattacks were a common American tactic at Aachen, using tanks surgically rather than in sweeping maneuvers. I drove them directly into the embattled left flank to stabilize the situation. I wasn’t looking for duels with the Panther; I knew better. Instead, I used the Shermans to pin down infantry, leveraging their machine guns to sweep open areas and bolster the pillbox defense.

Tactically, this was all about defense in depth. Each time Neal took a building or scattered my front-line squads, he ran into another prepared position. He never really achieved the momentum he needed to sweep through.

German struggles began to compound. His Panzer IVs moved up, but were overexposed. One was picked off by a gutsy bazooka shot, the kind of “one shot, one kill” moments you read about in accounts of small-unit actions across the Western Front. His Panther survived longer, looming over the battlefield like the predator it was. But eventually, it succumbed (spectacularly!) to a Hero generated from my ranks. That nameless hero, who charged in with a bazooka and destroyed the Panther, felt like a cinematic moment straight from war memoirs. ASL is still one of the best narrative-generating wargames ever created!

Morale became Neal’s Achilles’ heel. His infantry, once confident, began to waver under the storm of American fire. Broken squads littered the fields and village streets. I kept them under DM pressure. Without good order squads, he couldn’t seize or clear my trenches. His victory chances slipped with every turn.

By the final two turns, it was clear that time, terrain, and attrition were on my side. Neal’s desperate final pushes were bloodied before they could form. Historically, German operations around Aachen suffered from the same fate: tenacity by defenders, difficult terrain, stretched supply lines, and the fatigue of endless combat.

When Neal threw in the towel after losing his Panther, I felt a mixture of relief and satisfaction. The Big Red One had held, as they had in history. This field south of Aachen would remain in American hands.

Neal’s Attacking Perspective

Advantages

  • A Panther and multiple Panzer IVs.
  • 8 morale PanzerGrenadiers leading the way.
  • Recon SSR.

Disadvantages

  • Stringent VC (see below).
  • Terrain favors defenders.
  • American fortification setup not restrictive enough, gamey.

Let me start off talking about the VCs. In a nutshell, I had to evacuate American trenches and pillbox Locations of units, AND get VP into two zones at least equal to the VP I bid (5 in this case). Here’s the problem: the setup conditions for the American fortifications allow them to be positioned as far away from the two zones as possible, and that’s what a savvy American player would do. Spread out all the German forces, making them FIND the hidden trenches and pillboxes, then clear them, then move enough units into a zone to win. This was a playtest, and I provided feedback about how the VCs could be gamed, but they were not changed (as far as I know). So if you play this scenario, bid low VP, take the Americans and just hide your fortifications so they are very difficult to find and spread out (and would probably make zero historical or tactical sense).

So, enough about the  VCs, on to the action …

Leading elements of the 3. PanzerGrenadier Division on a chilly, gray day in mid-October 1944 felt, at first, felt like history was on our side. German forces in the Aachen sector were determined to stave off the relentless Allied advance into the Fatherland, counterattacking with whatever strength could be scraped together. My assault group, backed by a Panther and two Panzer IVs, reflected the reality of Germany’s late-war formations: powerful on paper, but sketchy if mishandled.

Foreshadowing? Maybe…yes.

The scenario started with an intriguing twist: secret bidding for VP. I bid five, an aggressive but fair number, meaning I needed to secure five victory points within the designated zones to claim success. I suspected Scott would bid a bit low as he likes playing the American nationality. What I neglected, in hindsight, was how ASL scenarios can punish a poor understanding of the VC. My focus early on was skewed: I was obsessed with securing his fortifications rather than fulfilling the exact terms, which would haunt me by the end.

The recon phase began with a flourish: Snake Eyes! Meaning I could inspect 3 of his hexes, revealing concealed units. In historical terms, it was as if my Aufklärungs troops had conducted a flawless reconnaissance, penetrating deep into enemy lines without loss. I uncovered a hidden Bazooka team and a hidden anti-tank gun early, critical information that allowed me to reorient my attack plan. I resolved to mass my assault on the left flank, avoid the newly revealed anti-tank threat on the right, and hammer straight into the village, just like German doctrine emphasized: Schwerpunkt … concentration of force.

My infantry, a wall of 5-4-8 squads supported by strong leaders, poured onto the field in the northwest corner. These were veterans, most likely survivors from France and the Falaise Pocket, toughened by retreat and desperate to stop the American advance. Supported by armor, they swept into the battlefield, their morale high. The initial two turns unfolded exactly as I hoped. American forward positions crumbled before me, Bazooka threats were suppressed, and the road to the village appeared open. But I still didn’t know where his trenches and pillbox were! Not yet anyway.

Early on, I missed critical opportunities. My Panzer IVs were equipped with smoke dischargers, a gift for any assault across open ground against machine-gun nests, but I neglected to use them (of course). Historically, German armored doctrine increasingly emphasized smoke use late in the war to cover infantry attacks, particularly when confronting the deadly American .50 caliber Ma Deuce HMGs. My oversight left my troops exposed, and while losses were light initially, it would lead to later disaster.

When Scott’s Shermans arrived, they pushed into the battle. I realized too late that his Shermans weren’t there to duel my Panther; they were there to slow me, to buy time, and to deny me the initiative. Smart play by Scott.

The Panther was a double-edged sword. Its frontal armor was nearly impervious to anything short of a lucky Bazooka hit, but its reliance on careful positioning made it vulnerable in the cluttered, semi-urban terrain of the village. Historically, Panthers struggled in close quarters, and so it was here. I hesitated, shifting the Panther into the village instead of using it to dominate open fields and deny American movement. That decision cost me vital momentum.

As the battle slogged on, my forces bogged down amid the stone buildings and fields of grain surrounding the village. Scott’s defense was effective: flexible where needed, stubborn where possible. Every turn became a brutal firefight at close range, exactly the sort of grinding attrition the Americans had used to such deadly effect in the Siegfried Line battles.

The critical error was mine: I committed everything to one flank and left myself unable to pivot effectively to threaten the trenches spread across the battlefield. I underestimated just how much the VCs demanded not only securing ground, but ALSO neutralizing specific American fortifications. As in real battles for Aachen, taking ground wasn’t enough; you had to root the enemy out completely.

As losses mounted, particularly the loss of a Panzer IV to a lucky Sherman shot, the mathematical reality set in. Each destroyed tank didn’t just cost me a unit; it increased the number of victory points I needed to win. One tank lost meant one fewer victory point earned and two additional needed. Ouch. Historically, by late 1944, German armor losses could rarely be replaced, and every Panther or Panzer IV knocked out had strategic consequences. Here, it was no different.

Still, there was a sliver of hope. I rallied my forces, shifting infantry and armor to punch through into the village’s heart. My halftracks surged forward, discharging squads to try and capture critical locations. Close assaults and Panzerfaust ambushes loomed. My troops pressed forward stubbornly.

Then disaster struck. In a scene worthy of a war movie, an American Hero, bazooka in hand, sprinted across the battlefield and delivered a devastating side shot into my Panther. A catastrophic kill. Just as historically the vaunted Panther could be undone by small, determined infantry teams in tight quarters, so too was mine destroyed not by an enemy tank, but by an emboldened GI with balls of steel.

That was the moment the battle ended for me. With two tanks lost, my victory point requirement had ballooned to 9 (bid 5 + two AFV lost). My infantry was battered, time was nearly gone, and the American strongpoints still held firm. Historically, the German attacks at Aachen ground to a halt under similar circumstances: fierce American defense, urban terrain that negated German armor superiority, and the relentless ticking of the clock.

As I surveyed the burning wrecks of my armor and the scattered remnants of my grenadiers, I could only nod in respect. The Big Red One had held again, not with overwhelming strength, but with a cunning use of terrain, flexible defense, and the determination that had carried them from North Africa to the heart of Germany.

In the end, my failure was a perfect encapsulation of late-war German operational challenges: too little flexibility, overreliance on armor, and a misreading of the battlefield’s true objectives (VCs strike again!). The battlefield south of Aachen remained, stubbornly, in American hands … and the remnants of my grenadiers would have to fight another day.

Debriefing

Scott’s American defense leaned heavily on: dispersed fortifications, strongpoints built around heavy weapons, and a mobile reserve of Shermans used not for flashy tank duels but for infantry resistance. His steady fallback under pressure mirrored the real tactics employed by U.S. forces in the West Wall fighting … trading space for time and forcing the Germans into costly, time-consuming urban brawls.

Neal’s German assault began with promise: rapid recon, concentrated force, and a determined infantry push supported by armor … a textbook Schwerpunkt maneuver. However, overcommitment to a single axis of attack, the neglect of smoke to mask movements, and a critical misunderstanding of the victory conditions combined to sap his offensive power. Historically, German commanders often faced similar dilemmas, where even tactical success on the battlefield failed to meet strategic needs due to shifting or misunderstood objectives.

Ultimately, we cannot recommend this scenario due to the interactions between VC, SSR2, and the added requirement to find/clear all fortifications.

Adacemy Out!

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


Article © 2026, N. Ulen & S. Rowland. All Rights Reserved. Copyright & Fair Use Notice.
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aar-the-best-defence-ecz15A late war, conceptually interesting scenario from Advancing Fire with Victory Conditions and a Victory Point bidding system that ultimately leads to a fairly gamey experience. We can't really recommend this one, not unless the VC and SSR2 are adjusted a bit. (Note: This AAR is of a playtest version of the scenario.)<br><br><span style="font-size: 12px;"> <i class="fas fa-user"></i> <strong>AAR:</strong> Neal Ulen & Scott Rowland<br> <i class="fas fa-user"></i> <strong>Scenario Design:</strong> Enrico Catanzaro</span>

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