Anzac Attack: Amgrunts - The Scenario AAR - Part 2
This is part 2 of the 'Amgrunts' scenario from Lock 'n Load Publishing's Anzac Attack, the expansion for Forgotten Heroes II. Part 1 is posted here.
Last we left off, the Marines were in considerable trouble, with the NVA managing to surround their right flank and threaten to overrun it. On the left flank, the Marines and the ARVN were having better luck against the NVA, managing to make some small gains.
Turns 5 & 6:
The fifth turn starts with the Marines fending off the NVA squad and shaking up another one nearby with .30 cal fire from an Amtrac. The NVA pull their half-squad back and manage to shake up an amphibious vehicle with mortar and machinegun fire. Overall, the pressure starts easing up on the Americans on the right flank and the tables slowly turn in their favor. The Americans push one squad and a half squad up the center of the board.
American right flank has pushed back the NVA by the end of turn 5. |
On the left flank, the ARVN are performing well despite constant pressure from the NVA. Nu Dat keeps pushing squad after squad at a single 2-4-4 ARVN squad but the combination of defensive fire from both the Marines and Lt. Ho's squads helps to keep the NVA bottled up in the heavy jungle. The 106mm howitzer mounted on the Amtrac directly to the south also limits the NVA's options for maneuver.
The following turn, the Americans make some major gains as they push through with attacks everywhere. Two of the shaken Amtracs from the previous turn manage to rally and Capt. Peters and his men are also back in action. This frees up the Marines' right flank and they are completely let loose at the slowly dwindling number of NVA around them. One Amtrac shakes up Lt. Thien and his men and Reagin follows up by eliminating them in melee. Two Marine squads in the center advance close up to the nearby NVA positions on board 1. One squad takes some hits from NVA fire but a hero (Lucky Man) emerges from the cauldron of combat.
Over on the left flank, the NVA leader and his squads suffer several shaken results but a hero with a "Rage" card prevents a melee elimination. Lt. Ho holds off on the melee and orders his squads to fire again on Nu Dat. The hero is wounded and two squads are reduced to half-squads. Overall, a painful but not yet fatal experience for the NVA on the left flank. An ARVN squad gets a hero after coming under fire from an adjacent 2-4-4 NVA.
American and ARVN left flank: The ARVN and one Marine squad face a giant pile of shaken NVA. |
Well, after a harrowing first four turns of the game, the tide seems to have slowly turned in the US favor by turn 6. Still too early to tell who's going to win this one. The piles of eliminated squad counters for both sides looks pretty even.
End of turn 6: Reagin and his men are off to the southeast and not shown here. |
Turns 7 and 8:
The NVA starts to overreach here a bit at the start of the turn. Lt. Van Du fires at and melees a nearby USMC half squad. With the Americans able to rally almost all of their Amtracs, they open fire at Van Du and an American Marine hero closes in and melees the shaken NVA. The right flank is almost totally clear now for the Marines!
On the left flank up on board 9, Lt. Ho and an ARVN hero fire on a big stack of NVA squads under Nu Dat, shaking most of them. An NVA hero and a half-squad with an RPD are protecting the stack, however, so the nearby US Marines opt to pull back slightly rather than charge into a risky situation. Captain Peters follows up from the right to help out and the Amtracs begin to surround and isolate the remaining NVA stack. Things suddenly look very grim for the North Vietnamese.
Turns 9 and 10:
"From hell's heart, I stab at thee." The few remaining NVA manage to eliminate Lt. Ho and his squads with
the help of some firepower and some nice rallying. Two NVA half squads get reconstituted at the start of the turn into a single powerful 2-4-4 with an RPD and this proves extremely deadly. By the time the dust clears at the start of turn 9, the ARVN have only a single hero still on the board. Not a single ARVN squad has survived the scenario.
The American player pushes the rest of his Marines into position to take out the NVA with a single powerful push in turn 10. Captain Peters gets a 3-6-4 squad with an M-60 to move in after a nearby US hero draws the fire of Nu Dat. At 1-1 odds, the NVA have a decent chance but they roll a 2 while the American player gets an 11. Things end badly for the NVA and the three remaining turns in the game consist of isolated mopping up of shaken units and a 60mm mortar team. I wish I could say this was tense right through to the end of turn 13 but this particular game just fell into the American player's lap with the loss of Lt. Van Du and the NVA never had a chance to recover.
End Game
With no NVA units on the board, we take stock of our casualties and see what the battle has wrought for both sides. The NVA get a total of 31 points for eliminating several US Marine squads and basically wiping out the ARVN. However, with the NVA suffering a complete collapse in turns 9 and 10, they have lost an entire battalion, which gives the US player 45 points. It's by no means a complete blow out but the Americans have won a significant victory.
Conclusion
Those Amtracs really are deadly! The NVA put a lot of pressure on the Americans in the early and mid-game but they kept getting hurt by the armored amphibious vehicles roaming around the board and firing at the enemy from adjacent hexes. It's clear that NVA firepower should have been better used in the early game to knock out the Amtracs permanently rather than merely shake them (the Amtracs were repeatedly shaken up throughout the game but they almost always rallied in the next turn). Although I realized this by mid-game, I had all of my RPG-carrying units sitting in buildings and since ordnance cannot be fired from a building, they were unable to strike effectively at nearby enemy vehicles.
It would have been interesting if the NVA had been a little more aggressive up on board 9 from earlier on in the game. They should have chosen to melee the ARVN units instead of assault moving and firing on them from adjacent hexes. By trying to preserve too much of their force through careful movement and fire, they ended up inadvertantly buying time for the Marines on the right flank. Also coordinating the two NVA forces (board 1 and board 9) would have certainly worked in their favor if they had been able to manage it. I really feel that the NVA should have had this one but they let too many opportunities slip through their fingers.
This was a particularly interesting scenario! The pressure is really on for both sides and the extremely high number of casualties reflects how deadly these forces can be when they run into each other in pitched battle. My first playthrough of this scenario ended with the NVA ruling the board by turn 7 so with this result, I believe it is nicely balanced.
The NVA starts to overreach here a bit at the start of the turn. Lt. Van Du fires at and melees a nearby USMC half squad. With the Americans able to rally almost all of their Amtracs, they open fire at Van Du and an American Marine hero closes in and melees the shaken NVA. The right flank is almost totally clear now for the Marines!
US hero about to enter melee with Lt. Van Du and clear up the right flank. |
On the left flank up on board 9, Lt. Ho and an ARVN hero fire on a big stack of NVA squads under Nu Dat, shaking most of them. An NVA hero and a half-squad with an RPD are protecting the stack, however, so the nearby US Marines opt to pull back slightly rather than charge into a risky situation. Captain Peters follows up from the right to help out and the Amtracs begin to surround and isolate the remaining NVA stack. Things suddenly look very grim for the North Vietnamese.
Remaining NVA on left flank fend off nearby ARVN hero. |
Turns 9 and 10:
"From hell's heart, I stab at thee." The few remaining NVA manage to eliminate Lt. Ho and his squads with
the help of some firepower and some nice rallying. Two NVA half squads get reconstituted at the start of the turn into a single powerful 2-4-4 with an RPD and this proves extremely deadly. By the time the dust clears at the start of turn 9, the ARVN have only a single hero still on the board. Not a single ARVN squad has survived the scenario.
The remaining NVA in their final moments: beleagured and surrounded by vehicles and Marines. |
The American player pushes the rest of his Marines into position to take out the NVA with a single powerful push in turn 10. Captain Peters gets a 3-6-4 squad with an M-60 to move in after a nearby US hero draws the fire of Nu Dat. At 1-1 odds, the NVA have a decent chance but they roll a 2 while the American player gets an 11. Things end badly for the NVA and the three remaining turns in the game consist of isolated mopping up of shaken units and a 60mm mortar team. I wish I could say this was tense right through to the end of turn 13 but this particular game just fell into the American player's lap with the loss of Lt. Van Du and the NVA never had a chance to recover.
End Game
With no NVA units on the board, we take stock of our casualties and see what the battle has wrought for both sides. The NVA get a total of 31 points for eliminating several US Marine squads and basically wiping out the ARVN. However, with the NVA suffering a complete collapse in turns 9 and 10, they have lost an entire battalion, which gives the US player 45 points. It's by no means a complete blow out but the Americans have won a significant victory.
The eliminated NVA points counted up at the end of the scenario. |
Conclusion
Those Amtracs really are deadly! The NVA put a lot of pressure on the Americans in the early and mid-game but they kept getting hurt by the armored amphibious vehicles roaming around the board and firing at the enemy from adjacent hexes. It's clear that NVA firepower should have been better used in the early game to knock out the Amtracs permanently rather than merely shake them (the Amtracs were repeatedly shaken up throughout the game but they almost always rallied in the next turn). Although I realized this by mid-game, I had all of my RPG-carrying units sitting in buildings and since ordnance cannot be fired from a building, they were unable to strike effectively at nearby enemy vehicles.
It would have been interesting if the NVA had been a little more aggressive up on board 9 from earlier on in the game. They should have chosen to melee the ARVN units instead of assault moving and firing on them from adjacent hexes. By trying to preserve too much of their force through careful movement and fire, they ended up inadvertantly buying time for the Marines on the right flank. Also coordinating the two NVA forces (board 1 and board 9) would have certainly worked in their favor if they had been able to manage it. I really feel that the NVA should have had this one but they let too many opportunities slip through their fingers.
This was a particularly interesting scenario! The pressure is really on for both sides and the extremely high number of casualties reflects how deadly these forces can be when they run into each other in pitched battle. My first playthrough of this scenario ended with the NVA ruling the board by turn 7 so with this result, I believe it is nicely balanced.
Another thoroughly enjoyable AAR. Not a complete blowout, but the USA sure did dominate in the end. It's nice how this system allows for differing strategies/tactics with vastly different results. I wasn't aware that RPGs couldn't be fired from buildings. Thanks for another great narrative.
ReplyDeleteThanks very much Jason! Once those Marines reorganized on the right flank and took out Lt. Van Du, it was basically game over for the NVA. The bit about firing ordnance from a building is on page 3, 4th paragraph. Thanks always for reading and commenting!
DeleteBrad, thanks for a great AAR. I put a link to this article on my site (www.grognard.com) and hope that others come and check out what you're doing here. I have to go check out your 7th Fleet AAR now! +Mark
ReplyDeleteAwesome! Thank you very much! I'm glad you enjoyed the AAR.
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