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After Action Reports & Scenario Analysis

ASL J28: Inhumaine

Quick AAR for Inhumane from J2

I played the Germans and the American, Jay Long attempted to take our beloved Chateau away from us poor cold Krauts.

I placed only one squad with the Schreck outside the building and the AT gun as well. They both setup on the East edge and waited for the American Shermans to come on board. They did the trick perfectly and knocked out all the tanks by turn 2. I did break the AT gun on its second shout though.

The rest of my gang were held up in the Chateau and picked away at the advancing Americans. Little more than break and rally events occurred on both sides. Around T3, I had nearly my entire force skulking away in the building and out of sight. The Americans had a kill stack with both 50s and and MMG as well as his 9-2. Fortunately, I didn't give him any shots the entire game.

Both Crocks came on board unmolested, but due to their incredibly slow speed they had to use ESB to get near the Chateau, before the game end. Both eventually made it but were both immobilized adjacent to the building. One of them had is cover arc that was of no use to the FT. The other was in a pretty good position. Each had around 3 PF attempts or more against them but resulting in either no Fausts or missing. Damn. A question cam up using these beasts. Do the have half FP when attacking level 2 units? We played that they did.

By GT4 almost the entire German OB was on level 2. They had a few remnants, blocking stairwells on level one as best as they could, but the American fire power was no match for the overwhelmed Huns. Turn 5 saw the Americans climbing to Level one and turn 6 had them in three melees on level 2. I attempted to withdraw from 2 of them and was successful on both attempts which bought me one more turn.

On the last American turn, the Germans had 2 squads one of which broke in a Final Protective Fire shot and the last still locked in melee form the previous turn. A sniper knocked out an American 8-1 leader just before jumping into melee and the Americans decided to fire into melee during Prep. The Americans could bring in around 3 more squads into the hex even if the friendly fire broke/KIAed the Americans in the hex so they fired. As luck would have it all the Americans broke and the Huns were untouched. So it came down to the advance and close combat. The Americans brought in around 2.5 squads and the Germans had one. This left the Germans with a 3:2 attack from what I remember and the last die roll of the game to determine the victor. The Germans rolled low and took out the stack and won the game.

Scenario review.

I enjoyed the scenario but have a few criticisms. I think I was fairly lucky as the German player and was faced with what it seemed like unstoppable American advantages. If it weren't for this luck, I think the Germans would have folded much sooner and hence it's probably unbalanced in the Americans favor. The balance provisions, from memory, are the Germans get an extra half squad. I still don't think that's enough to make the difference. I think at least a full squad or 2 would be a better balance and as Jay suggests one fortified location. On the American side, time is the only factor to be worried about. Even with 7 turns, it's pretty tough to get the job done. I think a better balance for the German's would be to bring the Croc's on 1 turn earlier. as it is now, they can only get in around 2 shots each, perhaps 3 using ESB.

It's a fun game, but not that much maneuver for either side. There is only one building objective, but it should be a good primer for assaulting a strong point in preparation for a larger scale attack scenario.

Aloha,

-- Eric Weiss



This page last updated 2/5/00
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