[ASLML] A68 "Acts of Defiance": AAR & J5 Article Review

George Bates geb3 at inter.net
Tue Feb 24 00:04:56 PST 2004


Puny beings on the 3rd planet from G2 class star at the rim of the galaxy,
who spend so much of your limited existence in space-time pushing chits
across two-dimensional surfaces in patterns restricted to very narrow
parameters, considering the following:

Matt Shostak's scenario analysis brought back grim memories of a very ugly
loss some months ago to Malcolm Rutledge (Ger) in this tres cool scenario.
Sleesta... err, Shostak, has shamed me into dragging out my notes and
finally coming clean about what I've learned to make this a better fight
next time.  Since I took the Russians, most of what I have to say will be
from the Soviet perspective.

Quick VC review for those of you following along at home:  The Germans move
first and win at the end of 6 turns if there are no GO Russian MMC in the
Russian setup area.

A couple of notes on things we did in the setup.  We agreed that sewers were
not in play except for SSR-specified Hitler Jugend movement, but we botched
the placement of the HJ HS by failing to position it _before_ I setup
(Doh!).  Malcolm dropped it in 20W7, which is where I expected it to be and
where Matt puts it in his suggested setup.  More unorthodox was our
replacement of the Russian 7-0 with a 6+1 and giving the radio to an HIP 127
FO team.  We didn't make any other changes to the balance, but Malcolm also
noted that according to Chap. H the ISU122 AAMGs may be removed as .50cals.
This is an attractive boost in FP, but with only 6 turns in the scenario I
couldn't see how you could justify the loss of 3 turns to abandon the SP
gun, scrounge the MGs and then set them up.  Leaving the 122mm guns
stationary & unmanned for 2 turns and the loss of MP that comes from
dragging those 5PP monster HMGs about doesn't make too much sense, either.

In light of my experience, here's how I look at the board then & now:  Of
course, it's impossible to defend the entire VC area, and I agree with Matt
that the Russian right should be easier to defend than the left, even with
the Pioneers in the rear on that flank.  I envisaged a light screen of
troops on the left flank just trying to slow up the advance on that side,
then dashing across the Y1 - Y10 street.  A little more resistance should be
offered on the north side of the Y6 - FF2 street, but the Alamo is the
triangle of land from AA6 - EE4 - DD7 (since the hedges are walls by SSR,
DD7 makes a nifty redoubt for a squad and a hull-down T-44 in the endgame).
To make that Alamo defensible and not just an encirclement graveyard, the
far right flank must be held with some squads in the buildings on the GG hex
row.  This also spreads out the German attack and, if all Russian units in
the victory area are not GO in Turn 6, you can try dashing across the street
to snatch victory from the jaws of defeat.  I also believe that it is
crucial to dominate the  Y1 - Y10 street with FP, starting with the tanks
but later with the .50cal and the SP guns.  This will allow the surviving
troops on the left to make it across and continue the defense, and at the
same time stop the Germs from pursuing.  It is also the first step in
eliminating the German armor threat.

I've said it before and I'll say it again:  the T-44 is not my favorite
Soviet tank.  Low silhouette and 18 frontal hull AF notwithstanding, it does
not possess several features that I like to see in my tanks, some that are
especially crucial in a city fight.  Red MPs are never welcome, smoke of any
sort and ROF would be _very_ welcome and a fixed BMG in narrow streets is
asking for trouble.  I would pick a T-34/85 over this mother any day.  That
said, good commanders make the most of what they have.  So here's what I
think you should do with 'em.  If your German opponent is like Matt or
Malcolm, the JgPz IV will move into the hull down position at 21Y9 and
attempt to dominate the 20Y1 - Y10 street.  T-44 #1 goes in Y6 with TCA &
VCA of 1 (count hex vertices clockwise from North) to cover up to 21Y9 as
well as the Y6 - FF2 street.  When the JgPz appears at 21Y9 and stops, it's
time to roll for a DFF APCR shot and see if you can put a hole in it's
frontal armor.  Since you've gotta roll pretty low to get APCR anyway, the
risk of bouncing an otherwise perfectly good shot off the wall are reduced,
and a high miss means you get a (slim) chance to score again with AP.  I
know this works because I did hit Malcolm with APCR twice, but we misplayed
a possible shock result and the other shot failed to penetrate.  A.2,
sigh...  Now, for insurance purposes you could stick T-44 #2 in Y5 or Y7
(watch the adjacent manhole!) and get another APCR shot.  T-44 #3 might do a
lot of good covering the Nazi approach from FF2 out to 21Z9, but should fall
back quickly and keep an infantry screen between himself and an enemy that
bears a frightening array of can openers.

Once you're out of APCR at Y6 it's time to leave if the JgPz is still
standing.  You rolled the dice and the numbers came up against you; so go
kill some infantry, instead.  However, leaving a wreck on the Y hex row is
not a completely bad result.  It'll be a nifty hindrance for reinforcements
coming up from the X3 bridge or units trying to escape from the left side to
the right.  If it's burning, so much the better.

On the other hand, if lady luck was with you and you got the TD, then it's
time to gang up on the Brummbaer.  One tank should stay in Y6 until all
troops from the left have made it across and the .50 cal HMG is covering the
street.  The other two should stand to the left and right of the AG, but
wait until it exposes itself by coming over the board 21 wall.  Once the AG
has moved forward to support the Ger infantry in the streets, try to attack
both it's flanks simultaneously.  1945 LATW notwithstanding, it's always fun
to pick on infantry that don't have armor support.

Other setup issues of note:
 - I HIPed the artillery spotter crew in Z2L1.  Great vantage point, but way
too far forward.  This position was overrun in a flash, and the poor guy
ended up calling a fire mission down on his own position because he was
surrounded by Feldgrau.  Broke a few Krauts, but also the spotter, which
took him out of the game.  Matt's suggestion of BB5L1 is about the best
choice I can see from a visibility and a defensibility standpoint.
 - The other key point Matt makes that I failed to grasp at first is the
need to gain concealment at the outset rather than hold ground.  Setting the
Russians up far enough back to be out of LOS, avoid German FP and get a "?"
hat is the better choice.  Parcel out the OB "?" to the few units holding
the left side forward and the northern portion of the right side.  Sure, I
did plenty of skulking, but grabbing concealment at the start is the smart
move.
 - I chose to play the ISUs CE because the AAMG FPs and TH% increase are so
vital.  Stay under the covering fire of the 628/HMG & 8-1 in the board 23
building, and stay behind your infantry.  The German infantry FP should be
bearable, but snipers can always get lucky...

So, after the first turn or so I've lost the struggle for the Y1 - Y10
street (burning wreck!).  Malcolm has blown the 23BB5, bridge with one
Goliath but decides to send the other one against the Alamo.  He realizes
this is a mistake when it blows apart after coming under fire from an SMG
squad.  I'm making a number of mistakes on my own, the most important being
the loss of two squads in the re-inforcement group to FFMO/FFNAM.  A luck PF
shot from 2 hexes away nailed one ISU122 in 23X2, and without enough
accompanying infantry the other could not survive a CC swarm.  I was very
unsatisfied with the quality of my defensive fire and I'm still trying to
determine whether I'm making the right choices to shoot or not, and also
when it's best to forgo DFF for the DFPh.  Having not succeeded at
eliminating his armor, concealing and preserving my infantry, or getting my
reinforcements across to support the struggle in the victory area, Malcolm
easily wiped out the pocket.

Nice article, Matt.  Keep the quality stuff coming.  Hope I contributed some
food for additional thought.  Perhaps Malcolm will chime in with some other
observations and anecdotes.

Our next transmission will contain terms for the unconditional transfer of
your world's resources to our control.  Please convey them to your planetary
government for immediate compliance.  Resistance is futile.

George Bates
Special Agent for the Galactic Hegemony
Yokohama, Japan

Now in progress:
J53 "Setting The Stage" Germans vs. David Olie






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