ASL Scenario List
ASL Scenario List
2009
After a few weeks off, Paul and I returned to ASL and returned to the Jungles. This time, however, it was the jungles of Burma rather than those of the South Pacific.
For this game, we picked one of the scenarios using the Nhpum Ga historical map that was included in ASL Annual ’97. This map is very intriguing as its not all that large and very, very dense with jungle and bamboo. The historical setting has Merrill’s Marauders defending a village surrounded by the Japanese. This scenario deals with the Marauders’ defense of their only source of water on 03/31/1944.
The other interesting thing about this map is that I have no idea how to pronounce the village name!
The American forces number only 4 Assault Engineer squads initially with two more that enter on turn 3. The Americans have a DC, a MMG, and a radio to a 60+mm OBA as well as 4 concealment counters. All this to hold one stinking water hole for 5 turns. Against this, the Japanese have 4 Elite and 4 first line squads plus a crew-tended MMG, two LMG, and 2 mortars (with the ability to fire White Phosphorous). Both sides have two leaders.
The Americans have superior firepower but the Japanese have numbers. The objective is to control the single hex that is the only supply of fresh water for the Marauders. The Americans can deploy in foxholes, so they can setup a great defensive position. The Japanese have to enter the board on Turn 1 (so all US forces start concealed) along a gully and the opposite side from the objective.
I brought my Japanese on the board on the side of the gully opposite the objective and stayed in the jungle (to get that every necessary concealment). Paul had deployed his foxholes in an arc in front of and across the gully from the objective. He also placed his MMG in a foxhole with a perfect line of fire down the gully. It was going to be difficult to get the IJA across.
I paced my movement and, with lots of lucky misses on the part of the US forces, I was able to get most of my troops across the gully and near the objective by the end of turn 4. The rub was that I had to grab the hex (Paul had left it undefended) and hold it for his half of turn 5. I did this by a tactic I called “sacrifice bunt” - I sent out pairs of squads to close assault the US forces; hoping to eliminate them or tie them up in melee. Both of us were stealthy and I was advancing from concealment, so I was ambushed only once. After the “sacrifice bunts” went out, I advanced out a large stack to hold the water source (okay, its a pond).
On his part of turn 5, Paul abandoned the MMG location and assaulted the
pond but the CC was ineffectual. Since I had occupied the hex on the prior half of the turn, I retained control and won the scenario.
Yep, another one that came down to the last die roll on the last turn. Gotta love ‘em!
So, what did I learn:
•While White Phosphorous is really neat with that lovely NMC affect, it doesn’t fire off near often enough.
•You don’t have to win CC if your objective is to hold the enemy back.
•The control rules in ASL are different from the miniature games Paul and I’ve been playing over the last few years.
Up next, Paul and I head out to North Africa. I’ve been reading War in the Desert: The Eighth Army at El Alamein and so I’m eager for some sand and panzers. it may be Blazin’ Chariots or something with the Italians. We’ll see...
Oh, and regarding Red Barricades - Joe and I took a week off to play Federation Commander. He whipped me pretty good as I forgot to pay attention to the victory conditions and worried more about his overloaded photons...
35/ A118 - The Waterhole
8/26/09
I have resolved to try and play Advanced Squad Leader at least every two weeks in 2009. I hope this will be a record of the scenarios played and comments on them.
Scenario: The Waterhole
Source: ASL Annual ‘97
Turns: 5
Special Rules: PTO
ROAR Rating: 57.81% Japanese