Sunday, September 29, 2019

RB/RO CG: Fire on the Volga (Prelude)

Note to readers: This post won't make a lick of sense to anyone who isn't familiar with the Advanced Squad Leader game system.

Preamble

First off let me say thanks to MMP for publishing the Red October historical module for the ASL system. It's the sequel to the most successful CG in the entire ASL system: Red Barricades. I foresee many long hours of obsessive delight in my future.

That being said, it's become apparent to me that the playtesting of the various CGs contained within the module have left a bit to be desired. I've played CG I, X-Tag, and I've studied CG II Hubertus rather thoroughly, and I've concluded that they are both heavily stacked in favor of the German.

(A lack of play testing is a minor lapse, in my opinion. When one considers the time and effort required to play these massive games can we really expect multiple play testings  by multiple players before release? It's we, the players of the game, upon whom the responsibility of play testing must necessarily fall. The publisher gives us the concept, we put it to the test.)

Of course, the original Red Barricades module had balance problems with its CGs, as well. As I've discussed on this blog before, the Barrikady campaign game is about 80% pro-Russian.

But Stewart King and I have an idea that we hope may prove to be a fun CG that involves the entirety of both the RB and RO boards and the entire OBs from both modules. I present our idea here.

All factories, plus 9 of the 12 objectives

Fire on the Volga Campaign Game
Game length 17 Oct - 15 Nov
30 CG days
The entirety of both the RB and RO boards are used

CG VC: The German player wins if at the end of any CG day, there is a continuous German perimeter that includes all factories on both boards, plus the German controls all locations (even if isolated) 9 of the following 12 objectives:

RB board 
  • W9 (Chemist’s Shop) 
  •  BB18 (Commissar’s House) 
  •  GG21 
  •  AA25 
  •  V40 
  •  V42 
 RO board
  •  V1 
  •  Z8 
  •  BB9 
  •  All level 2 hill hexes (Slag Heap) 
  •  GG23
  • CC32 
SSRs

  1.  No depletion rolls. Purchases at full strength. 
  2.  Whenever a reserve unit is activated by a German attack or by proximity of a German unit, all reserve units within 5 hexes of that unit are activated as well. 
  3. For CCP replenishment, ignore all modifiers other than historical modifiers. Add 3 CPP to the result. Example: Russian player rolls 12. Historical modifier is 0. Result: 13 CPP. Add 3 CPP. Russian total for the day is 16CPP. 
  4. Disregard the campaign balance provision. 
  5. Each CPP spent on Fortifications is worth the following: German 40FFP, Russian 80FFP 
  6. Whenever an armor platoon is recalled, the German receives 1 CPP for each surviving recalled tank with functioning MA and MGs on the following CG day. 
  7. Russian RO CGI starting forces (including FPP but not any CPP) are deployed on the RO map as reserves starting on 17 Oct. They must be deployed as reserves on that map (though they may be repositioned before each CG day [EXC: Fortifications) until activated or the 23 Oct turn. On 23 October, they may be deployed on-map (either map) as desired. If the Germans enter the RO map at any time before 23 October, all RO reserves are immediately activated. 
  8. The German RO CGI starting forces (though not the CPP from the RO CGI starting lineup) enter as reinforcements on 23 October. The German entry area includes all west edge hexes, plus any north edge hexes as per the RB rules, starting 23 October. Starting 23 October, both sides make 2 CPP replenishment rolls each CG day. Starting on 23 October, both sides may choose reinforcement groups up to the maximum allowed in RB CG III, RO CG I and RO CG II. 
Notes 

In effect, this CG begins as a normal RB CGIII game and proceeds as such until 23 October, eight CG days into the game. In my experience, 8 days in is just about where the Germans start to lose their steam. But in this case, on 23 October, the Germans get a big infusion of fresh troops.

When Hubertus comes, on 11 November, 3 days before the CG ends, the Germans will get their -3 historical modifier which may be the last bit of fuel they need to attain their objectives or to fall just short of them.

Who knows if this is balanced? But we think it will be fun. It will literally take years to complete this game, but what the hell? We're gamers, after all. If anyone else wants to give this a try, let us know! Stewart and I will be maintaining a blog of our game as we go along, so stay tuned...

Thursday, September 26, 2019

ASL ROCGII: A hopeless case

Note to readersThis post won't make a lick of sense to anyone who isn't familiar with the Advanced Squad Leader game system.




Preamble

The Sound and Fury desk is mighty dusty. If the boss walked in and saw this, he would not be happy. Let's see if we can spruce things up a bit.

Our return to form is another of our favorites: a write-up of an ASL campaign game. And this time it's for the long-awaited follow up to the best ASL CG of all time (and the only one that really works in my opinion): Red Barricades.

(Valor of the Guards? Give me a break! The Barricades is where real men cut their teeth.)

My joy at finally receiving this module can only be hinted at with words. Escapism! Obsessive organization! Calculating! Recalculating! The agony! The ecstasy! And so, immediately upon receiving the module and lacking an opponent, I set to work creating Russian defenses in anticipation of eventually finding one.

But when I arrived at CGII, the Hubertus campaign I was flummoxed. When I set up the perimeter and looked at the respective OBs I determined that the Russians have no chance to win this game. I'm convinced this is an error on the part of MMP.

(If there are political sensibilities around criticizing MMP publicly, I'm blithely unaware of them. This is just what I see, regarding the game.)

Sorry, Ivan. There's just no way...
Allow me to explain.

When I create a defensive set up for a CG, I try first to determine the most vital points of defense. A look at the RO map instantly reveals that the northeast edge of the board is crucial for the Reds. Their reinforcement groups must enter on or between hexes JJ0 and JJ16 unless these hexes are no longer under Russian control, in which case the Russians may enter on the southern board edge. This makes the approaches to these hexes vital for the Russians. A shrewd German player will extend his perimeter 4 or 5 hexes short of the board edge, then in subsequent CG days, set up a devastating kill zone into which all Russian reinforcements must enter.
German Day 1 perimeter goal. Reds must not let this happen!

So, clearly, the Russian must avoid this situation at all costs. But when you look at the starting perimeter, the Germans are already three-quarters of the way across the map. Indeed, the Russians have been driven from all the factories except for the Martin Ovens in the middle of the board, which is surrounded on 3 sides. In fact, the Germans already have two toeholds toward the eastern edge of the Ovens in hexes X23 and V23. How many resources is a wise Russian player going to dedicate to defending that foregone conclusion?

Oh, hell no!
My initial thought, as the Russians, was to set up a defense of the easternmost hexes of the Martin Ovens, and to fight like hell to protect the vital entry area. But then I looked at the German OB that I would be facing.

The Russians are given 3 elite companies, a heavy weapons platoon, some AT and ART pieces, 85 FPP, and 12 CPP.

The Germans are given 3 elite companies, 4 rifle companies, an infantry battery, a platoon of STGIII smoke-layers, and 17CPP.

That, my friends, is a wipeout.

Consider this German strategy for Day One.

Purchases

Considering the manpower advantage the German is given to start the game (7 coy to 3 coy), I wouldn't bother purchasing infantry. My purchases would be thus:

150mm OBA w/pre-reg = 7 CPP
80mm OBA w/pre-reg = 3 CPP
HW Platoon = 6 CPP

Total CPP: 16, save 1 CPP for the next day.

Push to set up the perimeter for Day Two.

The German player should recognize the importance of the JJ0-16 hexes to the overall CG immediately. Therefore, the spearhead of this awesome OB should be aimed directly at it.

Ouch.
In this avenue of attack, the vital points are buildings V1 and BB9, plus the Slag Heap. So, I set up a Sturm Company to attack V1, the Pioniers to attack BB9, and the other Sturm company to attack the Slag Heap. Further, in support, I pre-register hex BB11 for the 150mm module and hex AA9 for the 80mm Smoke FFE. Since this attack is so vital, I also add in the StgIIIBs and dedicate my HW platoon to raking the Slag Heap and building BB11. Given that the Russians are stretched beyond their capacity, it's doubtful that they will do much to defend build V1. And whatever they put in BB11 and on the Slag Heap will be vaporized in short order.

Containment and attrition

Everywhere else on the map, it's about containment and attrition. I've got 4 rifle companies that will surround any Russian pockets, advance to contact, and then maintain position. The key is to keep the Russians from expanding the perimeter in the south. Not that it matters all that much. That infantry battery will start pounding away at building GG23 to soften thing up for the next day.

On Day 2, the Rifle companies will man the perimeter in the northeast, to shoot up Russian RGs as they enter, while the Pioneers and Sturm companies will begin reducing Russian pockets in the now-isolated factories.

Contain, don't attack

This is a pretty general description of a German plan, but it's as obvious as the nose on your face.

And, hey, if you think I'm wrong, go ahead, Ivan! Set up your Elite SMG company, and your 2 Guards Rifle companies, your HW platoon, your 85 FPP, and your 12 CPP and see if you can stop me.

Some folks claim that this is an intentional disadvantage placed on the Russians to simulate the desperate situation they faced historically during Hubertus.

Well, that's as may be, but in terms of a competitive game, as printed this is not worth playing.