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Subject: OA20 - Revenge of the Greys (from Out of the Attic 2) rss

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E Henry Thripshaw
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OA20 - Revenge of the Greys

Jvan and I played a two of the three Montecorvino Airfield scenarios from Out of the Attic this last weekend while camping. The first one The Queen's Prequel was good but swung on an improbable ambush that ended up with snakes killing a German defender in the victory building and also creating a 7-0 leader.

The follow-up, Revenge of the Greys turned out to be one of our most memorable scenarios ever. Pretty amazing considering so many wild events took place in just 4.5 turns. It came down to the final CC dice rolls, but I'm getting ahead of the story.

Sorry if this is a bit cryptic, but a few too many beers were ingested at the campsite and this is going from memory. We've tried our best to recall everything but some small details may be slightly out of order. Here goes:


German defense:

5-4-8 in victory the large victory building (14H9) 4-6-7 & 9-1 in large victory building (14I9). 2nd line HS in foxhole between buildings (14J8). 4-6-7 & 7-0 in the next building over (14K8). 2nd line HS with mortar in foxhole and Elite HS in the woods next to victory building. (14E10)

The final 4-6-7 was in a building on the far side of the runway. (14I7)

StuG in wreck behind foxhole between runways (14J6)

Hidden 20L AA gun in the wreck immediately British Left of stone wall hex. (14M8)

British initial assault:

9-1 leader, 2 Elite squads with LMGs and 2 squads attack through center woods attempting frontal assault through woods hex (containing concealed German half-squad).

8-1 leader with 3 squads (1 Piat) and 2 half-squads (Piat / Mortar) flanking on British right, advancing behind hedge up to the stone wall encircled hex.

1 Sherman goes middle (toward foxhole) and one advances on right flank behind hedge to assault the stone wall. (see British Turn 2 photo for results after advancing in Turn 1)
_____________________________


Allied Turn 1. British advance up, not into firing range but they can advance into woods hexes for defensive fire in German turn 1. Center Sherman ambushed by StuG and destroyed with no survivors. Not the start the British were hoping for.

British get mortar in position to shell German left defensive buildings and AA gun once it appears in obvious wreck location).

2nd Sherman (containing 9-1 armor leader) at woods edge was expecting StuG to be hull-down behind stone wall but now prepares to gain HD position at wall and try to hold off the StuG and get into position to support the assault.

British advance all infantry to support firing next half-turn and move adjacent in center woods to concealed German half-squad.

Axis Turn 1. Stug exposes positions and repositions to German left flank to defend left/rear victory buildings on that flank and defend against Sherman (neither can see the other at this point). German squad on backside of runway moves into runway to reinforce German center/left (side with StuG) but exposes themselves in the open runway to the British mortar crew, losing concealment.

German Mortar HS fires and malfunctions the mortar.

AA gun fires on British squad and misses, now exposed.

British mortar smokes the German AA gun position.

Allied Turn 2. - Sherman moves up to wall to get HD and takes a bounding shot at the StuG. Rolls a 12 and malfunctions the Main Gun! Remains in motion!

Mortar attempts to hit squad on runway and hits for no effect. 1st line squad on right attempts to assault move adjacent to the AA gun and get pinned by DFF. Maintains ROF!

Squad with Piat attempts to move behind Sherman on Row P to get closer to StuG to attempt a shot and is broken by the StuG's main armament.

On British Left, Elite squads break German HS in woods adjacent to the Victory Bldg.

Defensive Fire - StuG fires at Sherman and gains acquisition but cannot hit. AA gun fires again at adjacent pinned squad and breaks them.

1.5 squads on British Right Flank now broken in street with Sherman malf'd MA. Bad start for British.

British advance further into woods adjacent to the bldg in advance phase. On right, 2nd full squad advances up to woods edge next to pinned squad near AA gun.

xis Turn 2 - 9-1 attempting to rally the HS from the woods rolls 12 and they reduce into oblivion.

StuG fires again and misses Sherman. AA Gun fires at Good Order squad in woods, no effect.

Runway squad fires at British mortar crew for no effect.

In Victory Building, Elite German 5-4-8 drops concealment and fires point blank at 2 Elite British squad adjancent. Pins 1. German 9-1 with squad and LMG drop concealment in

2nd Victory Building hex and fire at same hex, breaking 1 squad.

Foxhole half-squad fires inherent at 3rd british squad in wreck hex behind hedge for normal morale check. British squad rolls snakes and creates a Hero!

British defensive fire has no effect. We're now almost halfway done and things are looking bleak for the British. No gains on either front, one Sherman destroyed, the other without it's MA and 2.5 squads broken and another pinned.

Allied Turn 3 - German HS in foxhole broke the mortar on the repair attempt. The British HS with the Piat rallies. A 2nd British Hero is created when the 9-1 British leader rallies the elite squad. The other broken squad does not rally.

In prep fire, the British mortar crew peppered the German AA crew with multiple hits but the stout German crew shrugged them all off.

The British Elite squad fires at the German Elite squad in the victory hex for no effect. A 1st line squad takes a shot at the 9-1 leader & squad in victory building, no effect.

British movement. Sherman moves (and survives a DFF shot from the Stug). He moves along the road towards the Victory building and pulls up adjacent to the 9-1 leader and squad with LMG.

The British HS with Piat assault moves adjacent to the AA gun. British 1st line squad assault moves adjacent to the AA gun and is pinned in the road.

A 2nd 1st line squad with Piat attempts a desparate move to run down the road at the StuG but is again broken.

The hero moves into the wreck heck with the other hero to avoid the residual and survives a shot by the Foxhole squad.

In Defensive Fire, the Hero and 4-5-7 squad take a shot from the German Elite squad and the 4-5-7 breaks, leaving both heroes in a wreck hex adjacent to the 5-4-8. The 9-1 leader and his squad with LMG pin then break and ELR the 4-5-8 adjacent to the 5-4-8. This is the beginning of the 9-1 leader fortifying the victory building defense and subsequently the starting point for the writeup on his Iron Cross.

In advancing Fire, the Sherman fires his MGs point blank into the 9-1 & Squad for no effect. The HS and pinned squad adjacent to the AA gun fire in for no effect. The crew continues to stand tall.

The broken 4-5-7 with the Hero risk interdiction to get back to the leader and make it!

The HS with Piat advances into Melee with the German AA crew, attempting to silence the gun and open up the German left flank. Unfortunately, the crew again shows their toughness and calmly dispatches the British HS in close combat.

Advancing fire from the pinned squads with Hero modifier cannot break the elite 5-4-8, so in the advance phase, the two heroes promise each other to contact their loved ones after the war should the other not survive and advance into the victory building with against the elite 5-4-8!

In close combat, the German squad is unable to dispatch the Heros and they are locked in Melee.

Axis Turn 3 - The German High Tide. At this point, everything has worked for the Germans except for a mortar breaking and the loss of a HS who died in a failed rally atempt.

From here on out, the British fire ignites on the attack and the defenders will start to feel the flames of defeat licking at their boots. Will British resolve push them to victory or can the Germans continue to frustrate the Limeys?

In the British rally phase, the momentum continues to build for the British. The 8-1 leader on the other flank rallies one squad (with Piat) as well. and the British are setup for a push on their turn 4 with all troops up except the 4-5-7 who was with the leader who should bounce up under the care of Mr 9-1.

Limited prep fire for the Axis in their Turn 3. The AA gun fires at the (formerly pinned) squad adjacent and breaks them again! The British Hero survives a token fire attack from the (former Mtr) HS in the foxhole. The 5-4-8 and 9-1 and squad attack the squad adjacent to the 5-4-8 and break him.

In movement, the StuG comes around the P-row flank and gets in HD position along the wall and eyeballs the Sherman down the road. Unfortunately, due to the hindrance of the AA gun wreck, he can't land the bounding fire shot, but now a 1 acquisition counter spells trouble for the lone remaining Sherman.

The Sherman fires into the the victory building hex at the German 9-1 leader and squad. He pins the squad but the 9-1 leader shrugs off another morale check and the legend begins to grow.

The British mortar crew fires again into the (now smokeless) AA gun and finally after multiple hits breaks the crew! Things are beginning to turn. The rest of the British Defensive fire is non-eventful. We're now setup for the craziest half-turn I've ever experienced.

The Piat squad routs back to the 8-1 who now has 2 squads broken.

In defensive fire, the British fire into the Melee, causing the German squad to break and wounding one of the British Heros.

In close combat, the two heros kill the now broken elite squad trying to withdraw, successfully completing one of the most improbable assaults in recent memory.

Allied Turn 4: The British 8-1 rallies one squad (non-Piat) who hopes to finally either get to the StuG or the AA gun. Unfortunately, the AA gun crew rallies under DM with a nice roll of 4 and they are back to man the gun! However, the biggest event of the rally phase happens when The Sherman fixes his main gun!

The British prep fire. The mortar fires at their arch-nemesis AA gun crew for no effect. Then the pivotal point in the scenario.

The British Sherman now with a working gun has to decide if he pivots his turret and fires at the hull-down StuG or if he fires at the 9-1 and squad with LMG in the back of the victory building or if he stars up in movement to gain the motion and reduce the chance of the StuG getting a kill shot. He knows with a 1 acquisition counter on him already, the StuG will need a 9 to hit. If he doesn't fire and starts up, he'll need a 7. Dire odds no matter the choice!

Then it all happened. A wild series of events that turned this solid battle for an airfield into a classic that will be remembered (by us) for years.

The Sherman decides to fire point blank at Mr. 9-1. He hits with a 3 roll, retaining ROF. German sniper activates. The roll is a 2 morale check that both the squad and the leader survive! The Sherman fires again and this time it's Snake Eyes! Critical Hit. The 24 -2 effects roll results in a 4 Morale Check! The squad breaks and fails ELR. The leader stands tall!!! Unbelivable. The third shot on the ROF tear is another 3 (German sniper again!).

We forgot the previous sniper so we roll both. The first sniper roll is a 1. German rolls direction and it hits the British 8-1 leader with 1 broken squad and 1 good order squad. Random selection kills the Leader! (at this point I yelled out "Killed Him!!!!" in quite a loud voice. I'm sure the campers were alarmed by my shouts of Sniper! and Killed Him!! but hey, this is ASL).

The second sniper roll is another 1 and he goes back to the same stack. This time, casualty reducing the unbroken squad, leaving a broken squad and a broken half-squad and no leader! The attack on the right flank is all but over except for the mortar half-squad. The effects roll on the Sherman causes another 2 morale check which the broken squad fails, casualty reducing them to a broken 2nd line HS and the leader again passes! Amazing.

After that, in British movement, The squads the 9-1 rallied move up into the woods into the victory building to setup for their final push.

In German Defensive Fire, the StuG calmly lines up the Sherman and dispatches him with no hesitation. It's a flaming wreck, although the Armor Leader was awarded the Victoria Cross posthumously for breaking the defense of the victory building and allowing the Brits a chance for victory.

The German 9-1 routs out of the nearly rubbled victory building into a building opposite on the other side of the foxholes with his broken half-squad.

The victory building now contains a 5-4-8 elite squad with his hands full against two heros. An elite and a 1st line British squad are adjacent.

Axis Turn 4: The AA gun preps at the mortar crew for no effect. The German is down to 2.5 squads in good order. No other prep fire.

The Germans reposition the final defense, moving a half-squad concealed out of the foxhole, into one of the airfield adjacent buildings. They move a squad concealed from the building into the foxhole and reposition the StuG to cover the back buildings on the left side to prevent a British squad from capturing one of the 4 buildings. They also move the

1st line squad that was caught in the open on the runway into the building in 14 K8 to help hold the pivotal building. The British must take the victory building and 2 of the 4 airfield buildings.

In Defensive Fire, Mr 9-1 finally breaks and then suffers a wound. He survives by routing to to 14 L8 where he watched through a broken window the heroic last stand by the Germans in 14 K8.

Allied turn 5 - Final Turn.

The final turn has a British first line squad moving on the backside of the airfield to capture one of the back buildings, so the British need only one more to win!

The lone remaining good order Brit on the right flank, the HS with the mortar abandon the mortar and make a run for a victory building. They run across one open street hex to try to draw non-point blank fire from the AA gun but the Germans hold their fire. They move to woods and then end their movement adjacent to a victory building and the AA gun. The DFF shot by the AA gun 8 down 2 results in only a PTC! The British can taste victory. The HS rolls and...PINS!!!@! Once again, the AA gun holds the German left flank!

If the Brits are to win, they'll have to do it from their left side through the victory building and over the foxhole. They have 2 squads (1 elite, 1 1st line) 2 heros (1 wounded) and the 9-1 leader. The first hero moves and gets into the foxhole without drawing fire so he can advance into CC with the Germans who have 1.5 squads in the final building.

The 1st squad assault moves into the foxhole, surviving a 4 down 2 shot from the half-squad. The 9-1 leader trying to draw fire from the full squad rushes out into the street to try to reach one of the buildings and is killed outright by a 2 down 2 SFF shot by the half squad. The 2nd hero dies to the residual firepower and the 2nd squad breaks to an 8 down 2 shot from the full squad.

Advancing fire from the hero and full squad break the 2nd line German half-squad, setting up a final close combat after the Brits advance in. They have a hero and a full squad against the German full squad.

Neither side can ambush the other and so it will be a 1-1 for the Brits with a -1 mod for the Hero (need a 6) and a 1-2 for the Germans (need a 4). Both sides roll, the Germans get no effect. The British roll...a Six!!! Both of us are thinking the Brits have done it, but in a split second, we both realize that this only casualty reduces the Germans and thus both sides will remain locked in Melee and the result is a hard fought German win!

Both of us yell out in disbelief (and probably startle several campers yet again!).

A fun little battle that should be pretty standard fare for ASL has given us the stuff of legend. The AA crew, Mr 9-1 for the Germans, two Heroes for the British taking out an elite German squad, the 9-1 armor leader sacrificing himself to give his men a chance at capturing the airfield, critical hits, sniper kills, it seemed to have it all.

Thanks to JVan for another fine game, one of our best.

There are a couple of photos on the Out of the Attic 2 page.
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J. R. Tracy
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Great report! Sounds much more exciting than my recent play. My British opponent smoked the snot out of me and rolled me up in short order when I could't lay a glove on him on the approach.

Thripshaw wrote:

He knows with a 1 acquisition counter on him already, the StuG will need a 9 to hit. If he doesn't fire and starts up, he'll need a 7. Dire odds no matter the choice!


He would have still needed a 9 even after your Start MP - the +2 Case J DRM doesn't kick in until you actually enter a new hex:

6.1 CASE J; MOVING/MOTION VEHICULAR TARGET: Ordnance firing at a Dashing target (A4.63), or at a vehicle which has entered a new hex or used VBM (D2.3) during that Player Turn, or is/was in Motion status during that Player Turn, must add the +2 DRM of Case J to its To Hit DR.

Thanks for the report, and the accompanying photos - very easy to follow along.

JR


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E Henry Thripshaw
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jrtracy wrote:

Great report! Sounds much more exciting than my recent play. My British opponent smoked the snot out of me and rolled me up in short order when I could't lay a glove on him on the approach.

Thripshaw wrote:

He knows with a 1 acquisition counter on him already, the StuG will need a 9 to hit. If he doesn't fire and starts up, he'll need a 7. Dire odds no matter the choice!


He would have still needed a 9 even after your Start MP - the +2 Case J DRM doesn't kick in until you actually enter a new hex:

6.1 CASE J; MOVING/MOTION VEHICULAR TARGET: Ordnance firing at a Dashing target (A4.63), or at a vehicle which has entered a new hex or used VBM (D2.3) during that Player Turn, or is/was in Motion status during that Player Turn, must add the +2 DRM of Case J to its To Hit DR.

Thanks for the report, and the accompanying photos - very easy to follow along.

JR


Hey, thanks for the rules update. That's good to know. I posted on the gamesquad forums and mentioned that we are both relatively new and we miss a lot of little details. This is a good one to commit to memory as it comes up a lot.
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