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Red Barricades
A vile American Conspiracy! Call the UN! O! The Humanity! 11%  11%  [ 1 ]
"This one last offensive should do the job!" 22%  22%  [ 2 ]
"For the Motherland and the Commissar, Charge!" 0%  0%  [ 0 ]
A great ASL Module. I'd like to read the replay over coffee and doughnuts. 67%  67%  [ 6 ]
Total votes : 9
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 Post subject: Re: Advanced Squad Leader
PostPosted: Sun Apr 09, 2017 12:50 pm 
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Oct 25 so far, through German Turn 4 (awaiting Russian Turn 4).

Turn 1 saw both OBA modules red carding on their first card draw, derailing plans for OBA smoke to block line of sight from probable Russian arty observers. Redundancy in the plan allowed, 81mm chemical mortars, a PaK40, the 150mm IG, and a StuG-B to provide sufficient smoke for cover.

PzIIIHs (2 platoons) rushed in on the northeast corner as indicated on map. Yellow lines show path. One was nailed by a 76L russian dual purpose (arty, a-t) gun but the kill DR was a "shock result" followed by "unconfirmed kill" followed by "not killed tank recovered" and it reversed behind a cloud of its own Smoke Discharger smoke to a place where the 76 could not see it.

Filled blue arrows and blue lines show paths of German infantry advances. The day has been very strange. P broke one Russian 81mm mortar and it has not been fixed yet. I malfed an 81mm, a 50mm, the 150 IG, and a PaK40, but the 81 and the PaK40 have been repaired. In ASL, malf can be anything. Mechanical failure, out of ammo, or whatever. If you fix the gun it is presumed the latter was the problem.

A Russian sniper gunned down my 10-3 leader. It's irritating but I have lots of -2 leaders, so I can afford it. In return, a German 9-2 stacked with three squads with HMGs gunned down a Russain 10-0 commissar, so it all balances out in the end. One Russian squad went berserk and was gunned down in its death charge. A German 4-6-7 did the same with same result. We had an interesting Close Combat in X-17. Two Russian 5-4-7s jumped on a German 5-4-8 with an 8-1 leader. It should have been an easy Russian win but P diced up a casualty reduction rather than KIA and random selection wounded the 8-1. In return I diced up snake-eyes (infiltration and Leader Creation), eliminating both Russian squads, and spontaneously generating an 8-0 leader.

In the factories, I have effectively used Pionere grenade smoke to allow fanatic half squads with DCs to set charges off on stacks of defending Russians, and in one instance followed up with a Flamethrower attack. It's a very slow grind. I am really taking it slowly hoping that P will get impatient waiting for me to walk into his traps and instead induce him to move a little closer so that he walks into mine. ;)

Why attack this way on the 25th?

Plain fact is that the Russians can defend in depth in that slice of the factories and I can't bring down offboard artillery on them because lines of sight are too close, and observers located on rooftops or off board cannot see into the point of contact. So I chose Oct 25 to push south along the northeast side in order to flank the factories. Also, chains of north-south trending buildings and rubble mean that I more or less can put the same number of men at the point of contact as the Russians, but the ground is more open, so the German firepower and range superiority makes that a better prospect for the Germans. Finally, if I can get los back into the factories from the backside (northeast), OBA can make his position completely untenable and I can force him out of the factories without major losses in my infantry cadre. Or he can stay there in what will become a salient, then a pocket, and then be wiped out.

Balance of casualties really favors me so far, despite heavy cloud cover and the absence of Stukas. So far I am winning on casualty VPs but not anywhere near the 24 strategic locations required for a CG day win via conquest.


Attachments:
RBCGIII-Map 25 October end GT4.png
RBCGIII-Map 25 October end GT4.png [ 1.92 MiB | Viewed 42 times ]

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 Post subject: Re: Advanced Squad Leader
PostPosted: Sun Apr 09, 2017 12:51 pm 
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Oh yes. I also want to attempt a PzIIIH overrun on his mortar stack. That'd be fun.

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"And the story was whatever was the song what it was." - Dire Straits


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 Post subject: Re: Advanced Squad Leader
PostPosted: Sun Apr 09, 2017 12:53 pm 
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Puffs of white watercolor hexes are ordnance smoke. The yellow watercolor hexes are on fire from a flame left behind on the 24th, so no one can enter those hexes.

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"Fuck the king." - Sandor Clegane

"And the story was whatever was the song what it was." - Dire Straits


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 Post subject: Re: Advanced Squad Leader
PostPosted: Thu Apr 20, 2017 12:14 pm 
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Game Friday.

P is talking about what follows, on the assumption that I will continue to own the ground. Realistically, though, our game will last most of 2017.

He mentioned wanting to reverse the roles and reprise Red Barricades with him as the krauts and me as the Russkies. I'm good with that. I plan on doing things very differently. P has emphasized infantry. I plan on placing substantial emphasis on barbed wire and artillery as a kind of mobility denial and force multiplier tool to make the Soviet infantry more lethal.

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"Fuck the king." - Sandor Clegane

"And the story was whatever was the song what it was." - Dire Straits


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 Post subject: Re: Advanced Squad Leader
PostPosted: Thu Apr 20, 2017 12:46 pm 
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Thanks for the update, was wondering. ;)

I´m reading "Death of the Leaping Horseman" covering the 24. PD´s fate at Stalingrad, but have not quite reached the factory complexes yet.

They just missed the opportunity to seize the grain elevator and the Tsaritsa gorge rail bridge before the Soviets brought up troops to seal of the earlier penetration, maybe one of the effects of losing key leaders (like div commander von Hauenschild badly wounded by the ever-increasing artillery fire on Sep 12) while closing on the city,

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