S15 Hammer to the Teeth (Hammer made by Playskool)/1

A scenario of ASL SK #2 played and reported by TankBoy

This scenario has lots of different guns, so it should have me looking up lots of different rules. The Americans have two 57L AT guns and a couple of Bazooka’s while the Germans have a big Smoke making 81mm Mortar and the first use of a Panzershreck. I’m also going to try out a Solo situation for placing the Guns, in which even I won’t know where they will appear specifically. My hope is that it will mirror playing a FtF opponent, at least a little. I have picked 4 hex’s where either of the 2 57L AT guns may appear. On the first opportunity of a good shot, I will roll the dice, and a roll of 1-3 (25%), a 57L will appear in that hex. If not, then the next location picked will be 1-4 (33%). If not their either, then the last two positions are guaranteed to have a 57L. Let’s see if it works.

That’s a big line of Germans ready to come down the hill. The 81mm Mortar opens up, successfully laying a +3 Smoke on the Northern hill, but do not retain ROF. Other Prep Fire fails to gain anything of consequence.

The Germans move heavily in the Northern sector, with an 8-1 Leader/MMG/Squad moving adjacent to the previously smoked American Squad, who miss their First Fire after adding in the +4 DRM. Nasty stuff! However, Sgt. Richards commanding the heights on the Central hill did not miss, breaking both the 8-1 and the MMG totting Squad.
In the South, a single Squad moves up, using a Building for cover and then entering that building, now adjacent to the American Squad, which fail in their First Fire to cause any damage. This allows a massive German Kill stack to form in the South without any further First Fire Attempts. The Germans advance, having only suffered one Broken Leader and Squad.

First American turn starts with a Casualty Reduction of it one Self-Rally while the Broken German 8-1 Leader Rallies (rolling snake-eyes) as does the Squad that Broke with him, which rolled a 5 (+4 DRM -1 Leader DRM -1 Forest DRM). Just proves it can happen from time to time.
Sgt. Richards and his Squad are able to Break an LMG Squad and the 3 American Half Squads move up to better Defensive Positions.

End of Turn 1

Turn 2

Germans Prep Fire with Smoke from their 81mm, but again, its one and done failing to keep ROF.
During the German Movement Phase, that American ½ Squad that moved up to anchor the Defense on the Center Hill (wQ4) is super effective, Breaking one and Pinning another with Low Odd Defensive Fire.

I almost forgot that Moving (Advancing) up over a Crestline cost double the Terrain, so a German Squad automatically became CX’d moving into a Stone building for Close Combat and the other Squad had to Divert since they were going to enter into CC with Sgt. Richards, but this would have cost them 5 MF (+1 for the smoke). Sgt. Pyle made short work of the CX’d German Squad in Close Combat.

A German Squad apparently did not know how to use the new-fangled PSK, destroying it on their first attempt to use it in Defensive Fire, rolling Boxcars. A 4 Squad/HMG Fire-group Breaks and ELR’s that aggressive American ½ Squad and Sgt. Pyle’s Squad also gets Broken in the same Phase. The American Flanks are now seriously collapsing. Sgt. Richards advances his Squad into the CX’d German Squads hex in the hopes of taking them out. Looks hopeful in the beginning after gaining Ambush, but fail to capitalize on it. The German Squad also fails its roll. Switching to Melee.

Turn 3

German Mortar opens up with some HE rounds, failing to do any damage after two successful TH rolls.
American Defensive Fire removes the first two Location options for the 57L AT Guns. That means they are both in the two upper “X” locations and now pretty much out of place where the main German advance is taking place.
German Leader and 2 Squads Advance into Melee against Sgt. Richards, but fail to have any Impact. Sgt. Richards and his Squad eliminate one of the German Squads in return.

Time for American Reinforcements. Don’t think they are going to have much of an effect at this point. Both MMG’s miss in Prep-Fire. The first 57L AT gun made its TH with HE and maintained ROF, but then rolled an 11 on the IFT, and then missed on its second shot, discovering they were now out of HE rounds. The 2nd 57L opens up, only to Jam (Break) with a 12. Hard Luck!
Colonel Aaron and the Reinforcements double timed it on board as far as they could.
Sgt. Richards eliminates another German Squad in Melee while German return fire is ineffective with rolling high.