Showing posts with label Red Barricades. Show all posts
Showing posts with label Red Barricades. Show all posts

Saturday, 5 October 2024

Retaking the Assembly Hall (Solitaire Advanced Squad Leader)

 Attention all units. The Thrappled Lemmings will return in a moment.

I got distracted by talking about Advanced Squad Leader (ASL) with my brother. With a view to relearning the rules, which I played almost constantly for a couple of decades from the early 90s onwards, I set up a solitaire game. I made a lot of mistakes, read a lot of rules and worked my way through to a conclusion. I got so much wrong that I cannot claim it was a victory. Nor can I claim it was a defeat. It was just a learning experience.

Then I got overly ambitious and set up a solitaire game using the solitaire rules for the Barrikady factory in Stalingrad that were published in an early ASL Journal. It took me most of a day to set up the Suspect (possible enemy) locations, and most of a week to play the whole thing through. This included a false start where I almost completely annihilated my assault engineers with a misplaced rocket strike. Disappointingly, that same rocket strike did almost nothing to the enemy force when I reset the scenario and started again. Such are the vagaries of the dice gods.

The early game. That's a lot of possible enemies!

In the photo above, my Soviet force has entered from the bottom of the photo. The Germans are defending the Assembly Hall, which is the building with the huge numbers of Suspect counters in it in the centre of the photo. It is November 1942. The weather is clear. The Soviets have between 8 and 13 turns to take the Assembly Hall. The game will end on or after turn 8. The game will end on a die roll of 1 at the end of the turn. The die roll is modified by -1 for each turn after turn 8, so it ends on a 1-2 at the end of turn 9 and so on.

My force consisted of a company of assault engineers supported by two companies of infantry, a heavy weapons platoon, a troop of T34s and a 2nd Lieutenant with a map and access to a Katyusha battery. This last is reputedly the greatest weapon in the German's arsenal, as my early attempt at dropping rockets to weaken the defence showed.

Having finally worked out which way to hold the map, the Soviet officer got his rocket strike on target. It had little effect on the Germans in their fortified positions. The Soviet infantry pushed forward, following the strike only to find the Germans fighting back. It was a hard fight and they really got the worst of it. Soviet troops broke and streamed backwards as fast as they advanced. They got in each other's way and the advance progressed at a snail's pace.

The Germans held on with amazing tenacity and many heroes emerged from the German ranks to take the fight to the Soviets. Meanwhile, the Soviet sniper was busily firing off every round she had at possible German targets, but only really managed to annoy them.

The main success was the assault engineers, who used their demolition charges to good effect, blasting holes in the German defence and permitting Soviet infantry to advance into the Assembly Hall. This was not without hazard though as German troops sniped from the sidelines and fired everything they had at the advancing Soviets.

It did not help that the Assembly Hall was defended by a reinforced troop of StuG IIIGs, several infantry and anti-tank guns and a StuIG 33B with a 150mm gun. Although they managed to get one of the T34s into the Assembly Hall to help, the main way to deal with these AFVs involved getting up close and personal in hand-to-hand combat, and that cost bodies. It was a bitter and hard fight. 

The limit of the Soviet advance. About half the Assembly Hall is safely in Soviet hands, and various buildings are burning.

Eventually, night fell and both sides settled in to their new lines. The Assembly Hall had not been retaken despite their best efforts, but the Germans were exhausted too. They had lost as many troops as the Soviets and would probably not be able to sustain the defence the following day. The rest of both sides was disturbed by the fires that had broken out because of heavy shelling and burning vehicles. it would not be a quiet night for either side. I imagine that the fires were actually started by an enterprising NKVD officer to stop the Soviet forces from retreating.

Some Thoughts and Wittering

That was fun, but crikey there's a lot to keep track of when playing on your own. And I am sure that I never used to knock counter stacks over quite as much as I did playing this scenario!

Although fun, it was also a bit frustrating. The German dice were hot for almost all the game, while the Soviet dice need to be sent to Siberia for reeducation. I could not believe how many StuGs the German's generated. It's like they lined the whole assembly hall with artillery and SPGs. They also generated 4 or 5 heroes and battle-hardened a similar number of squads by rolling more double 1s on their morale checks than the Soviets did in the entire game. The German low rolling also meant that the Soviet sniper checked for activation constantly. On top of that, there were lots of elite German troops and they generated a 10-3 leader (the best quality leader in the game) who proved almost impossible to stop.

Meanwhile, the Soviet experience was characterised by lacklustre performance of the troops. There was one turn where the Soviets failed 12 morale checks in a row, despite their improved morale for being in the Assembly Hall. To think I thought that Rangers of Shadow Deep was swingy! They also only rolled one result that resulted in a German sniper check, and the only time they rolled double 1 for a morale check, the best Soviet officer went berserk and charged the Germans completely on his own!

From a tactical perspective, I should probably have taken more of a risk and attacked up the right flank, risking activating troops not in the Assembly Hall, but also giving me faster access to the far end of it. I was too careful about that, and sent my troops up the middle to minimise enemy activation, in the hope that I could deal with each hostile as it was generated and then move on. Next time I shall do better.

I'm going to retreat to the ASL rulebook for a spot of reeducation again, although I am satisfied that I got most things right in this scenario, and I shall return with more Rangers of Shadow Deep shortly. Hopefully, things will go better when I play my brother. And my next Solitaire ASL scenario will be smaller ... unless I get too ambitious and start a solitaire Historical ASL campaign.

Saturday, 10 March 2018

Red Barricades Once More - Advanced Squad Leader

Mal and I have returned to Stalingrad after I inconveniently moved to Ireland for a year. We decided to restart Red Barricades Campaign Game III, and have managed a couple of sessions so far. It's taking ages and we are only half-way through the first campaign scenario with potentially thirty more to go, assuming the campaign runs its full course. At our current rate of play, Mal and I reckon it will take us 10 years to complete the whole campaign. Well, everybody needs a project.
The view from the Russian end of the map
 The campaign begins with everything clustered in the north. The Germans enter the map and have to fight their way south through the factories. And loads of them are fortified. Eek!
The view from the German end of the map
The Germans have struck out strongly down both flanks while keeping a pinning force in the middle. Unfortunately, the promised artillery has not turned up so it is down to the grunts on the ground. I got one fire mission from one of my artillery modules, and that only after ages of trying and failing. The other was lost without a shot being fired. Ugh! Also, as I should have expected, the three-hex building on the German right flank is fortified and I am not going to be able to push through quickly. I really should have focused on the left flank more. Of course, if the artillery had come down as intended, it might have been a different story.
Overview of the whole map from the German end
I'm looking forward to the next session, but that won't be until later in April, because neither of us has a free Saturday before then. Ah well, anticipation only sharpens the enjoyment.