31 August 2024

Fog of War - March 1941


Fog of War - March 1941

A savage slugfest in the heart of semidarkness awaits. 

This is the seventh in a series of posts highlighting designs currently under development for a forthcoming scenario pack. In this infantry-dense confrontation, Italian forces are under pressure to hold at least part of a mountain village until meagre reinforcements arrive to bolster the defence. Greek infantry, for its part, relies largely on strength of numbers and better morale to achieve victory. 

Mussolini’s bid to conquer Greece in the autumn of 1940 had been a disaster. The Greek counteroffensive that began within days of the Italian invasion drove the invaders back into Albania. By the time the Greeks suspended offensive operations on 28 December, they had advanced some 50 kilometres inside Albania. The stage was set for the Battle of Këlcyrë (Klissoura in the official Greek history; Klisura in other accounts), after the town and gorge along the Vjosa (Greek: Aoos) River that served as a geographic chokepoint. During the third phase of the battle, the Greek XVII Division launched a major assault on the north side of the gorge. The attack kicked off on 7 March 1941. One regiment (possibly the 29th) descended south from Mount Trebeshinë (Greek: Trebessina), slicing through the right flank of the 2nd Italian Infantry Division “Sforzesca.” A second Greek regiment (possibly the 31st) advanced south and west, enveloping the village of Mezhgoran. Five understrength battalions of the 58th Italian Infantry Division “Legnano” were responsible for this sector of the line. Like Sforzesca, Legnano had arrived in Albania two months prior. Both divisions were almost immediately thrown into the line where they sustained significant losses. Anchoring Legnano’s right were Bersaglieri light infantry, along with light armour of the 131st Italian Armoured Division “Centauro,” responsible for safeguarding the gorge itself. 

Greek Offensive Operations in vicinity of Mezhgoran, Albania Feb-Mar 1941


Supersize me!

Advanced Squad Leader was born on 27 June 1985. More accurately, Avalon Hill (AH) released the first and most important core module of the new game system at Origins, a major US game convention on that date. Beyond Valor’s bookend, the indispensable Advanced Squad Leader Rulebook, did not appear until December! That same month, AH published Streets of Fire.  

ASL Delayed announcement in The General 1985

Streets of Fire shipped in a slim oversized box. Intended to tempt (more) miniature gamers into the reinvented Squad Leader, this de luxe ASL offering was centred around four, exquisite, mounted mapboards featuring hand-painted artwork. And little else. Granted the “module” did contain ten scenarios (and 36 player aids of limited utility). But the inaugural Deluxe ASL (DASL) release was more akin to an ASL Action Pack today. Ownership of the aforementioned base module and rule book, for instance, was a given. In order to get the most out of your purchase, however, one needed access to 6mm (1:285 scale) miniatures, which the 11” x 26” boards were designed to accommodate, and therein lay the crux of the matter.

Each hex of a DASL board is more than two inches across. To put that into perspective, a hex on board 1 (of “Guards Counterattack” fame) is 20mm across as opposed to 55mm for a deluxe hex. A DASL board is also 3” wider and 4” longer than a standard board. Despite its bigger footprint, a DASL board has a paltry 75 hexes compared to the 330 hexes on board 1. In other words, a standard ASL board is equivalent to roughly four-and-a-half DASL boards! This boils down to a lot less playing area per board, and game table. Of some 275 published DASL scenarios, less than 20 use a single board, or less. Playing on anything less than a full DASL board might strike you as eccentric. But then DASL is an eccentric format.

16mm BattleDice for scenario D12 "Repulsed" from Hedgerow Hell

The heightened sense of realism that miniatures provide remains a powerful lure. However, the considerable outlay—not to mention how and where to store your micro-minions—proved beyond the means (and interest) of most players. Supersized hexes that can accommodate miniatures nevertheless have a another benefit. 

At some point ASL players will encounter the scourge of counter density. It’s pronounced in built-up areas where a multi‑story building becomes host to Jenga-like towers of cardboard jeopardy. The problem is mitigated somewhat by the enlarged hexes of certain historical ASL mapsheets that are usually 25mm to 30mm wide. In contrast, a DASL hex allows players to separate units and stack them independentedly, based on Location, status, or another distinguishing feature. There’s often enough room to place a Bypassing vehicle inside the hex, beside the obstacle being Bypassed. All this surplus space cries out for large orders of battle (OB) in tight quarters. And that ladies and gentlemen is the enduring charm of DASL. (It’s also fat-finger friendly.)

DASL board g "troll" bridge

There has been a resurgence of interest in this format.1 Winter Offensive Bonus Pack 15 (2024), for example, includes three new DASL boards, all with massive buildings divided by Factory Interior Walls (O5.3). However it was an earlier DASL release that provided me with much of the terrain needed to bring “Fog of War” to life. 

Battlefield

Mezhgoran is about 500 metres above and two kilometres north of the Vjosa River, almost four kilometres due east of Këlcyrë. A steep track climbs northwest from the valley floor, hugging the eastern side of a long ridge before turning west to descend into a moderately sloped saddle. Occupying little more than a square kilometre of this area is the village of Mezhgoran. The village is bounded by the slopes of Mount Trebeshinë to the northeast and Mount Shëndelli to the west, the ground rising more rapidly to the summit of Shëndelli. 

Topographical map of Mezhgoran in 2024

For the village substrate I recruited board g—from Hedgerow Hell (1987), the follow-up to Streets of Fire that all but killed the format. To my eye, board g is the most beautifully rendered of the “hedgerow” maps. Its idyllic stream and surrounding marsh may not be historically accurate, but serve an important function in the scenario where the stream is treated as a frigid Water Obstacle (B20.7). The downsides of board g are the proliferation of hedges and the dearth of buildings. I was able to remedy both shortcomings by populating the board with new building overlays courtesy of the 2019 reprint of DASL.2 

Overlay samples from MMP DASL module (2019)

Winter Offensive Bonus Pack 13 (2022) is the second of three such packs to date that double as DASL “Action Packs” due to their inclusion of new DASL boards.3 Thanks to Pete Shelling’s enduring interest in Korea, the 2022 pack debuted the release of the first pair of “double-wide” DASL boards: n and o. Such boards are designed to fit together like two pieces of a puzzle, forming a terrain feature larger—in this case a bald hill—than can otherwise be accommodated on a single map. To form a saddle between opposing heights, I did what Pete did in his Korean-War scenario “7-10 Split.” I “split” the hill and rotated each half by 180 degrees. After separating boards n and o, I inserted a third board between them, in my case board g. (Pete used board h.) Presto! An Albanian saddle.

Building Mezhgoran - board layout and overlays

Ground Snow (E3.72) transforms this mountain village into a wintry wonderland that penalizes movement up and down hillsides, applying equally to the non-road hexsides of the Sunken Road (B4.41) on board g. (As if the consequences of entering a frigid Water Obstacle weren’t enough, an additional movement cost due to snow may also apply). But the real departure from pedestrian winter warfare is the presence of an environmental condition seldom seen in ASL scenarios. You guessed it! Fog. 

Ignoring “The St. Goar Assault,” an old Squad Leader scenario adapted to ASL in 1989, the only AH-era ASL scenario to feature fog (E3.31) is likely “Monte Castello,” which appeared in ASL Annual 93b. I could be wrong, but I suspect that the late Bill Sisler’s “Misty Morning Mayhem” was the first MMP scenario to incorporate fog into a Scenario Special Rule (SSR). Published in ASL Action Pack 14 (2019), Bill’s SSR stipulates that Fog is in effect at all levels, with a Fog Dice Roll Modifier (DRM) of +l and that fog is unaffected by wind effects (E3.312). In a more recent scenario—Ken Dunn’s “Such Faith,” in ASL Journal 13 (2023), set coincidentally in Albania—Fog is restricted to Level 0 and persists for a set period. Like the St. Goar example above, fog is used in conjunction with an “amphibious” landing. Bravo to Bill and Ken for resuscitating E3.31. I’ve taken a different approach.

Greek soldiers in mountains of Albania circa 1941

To begin with, I’ve swapped out the Fog DRM for a +1 Low Visibility Hindrance DRM (E3.1), regardless of range. This avoids some of the more complicated calculations for determining the total Fog LV DRM to and from hill Locations, for example, before taking into account any applicable DRM for a “Blind Hex” or for firing out of a Fog Location (A24.8).4 

On its own, an LV Hindrance is a poor substitute for fog. I’ve compensated for this by establishing a Fog Visibility Range (FVR), not unlike a Night Visibility Range (E1.1). Anything beyond the current FVR is treated as being out of Line of Sight (LOS). 

Here’s how it works. Following the outcome (if any) of a Wind Change DR, this DR is modified according to the DRM on the FVR Change Table—conveniently printed on the scenario card. The only DRM are the current turn number and any applicable wind effects. The Modified Wind Change DR is then compared to the thresholds on the FVR Change Table to ascertain whether any change to the FVR occurs. 

Together these SSR simplify the effects of fog tremendously. For example, only two factors need be considered before declaring a shot. Is there LOS? If so, add the +1 LV DRM to any effects DR. While this may strike some as too stark a contrast, it speeds up play, an important consequence when the size of each side’s order of battle (OB) is taken into account. 

Italian LMG team during Greco-Italian War of 1940-41

Matt Zajac, a retired military officer, noted a decade ago that while DASL excels at depicting close-quarter battle in urban areas and bocage country, the format hadn’t been exploited to its fullest. He posited that an attack on a heavily fortified position such as the Mannerheim Line would work exceedingly well in DASL.5 He has a point. The bigger hexes are tailor-made for a multiplicity of fortifications, units, and weapons systems. This unique capacity makes it far easier to manage the kind of dense battlefield environment that a strongly defended locality becomes at ASL scale. While Mezhgoran wasn’t a strongly fortified area, it was crowded. Even if we ignore the rear-echelon elements bivouacked in and around the village, the number of combat troops deployed in the lower half of the Mezhgoran saddle was considerable.  

È tempo di bombardino!

The Italians begin play with 18 squads, six Guns, and a mix of support weapons (SW). In light of the rocky terrain, the defenders also receive a number of sangars. Most of these are needed for the Guns, which must set up sangared (F8.4). A word of caution. Because entrenchments cannot be placed in a Sunken Road hex (B4.5), neither can a sangar, nor a Gun. Speaking of Guns, they come—like a bombardino—in three varieties.6

Those who have played “Day of the Jackals” will be familiar with the Cannone-mitragliera da 20/65 (Italian Ordnance Note 17). In addition to these light anti-aircraft weapons, the Italians are equipped with two Cannone da 47/32 (Italian Ordnance Note 5). Ostensibly an anti-tank weapon, during the Greco-Italian War this 47mm piece was deployed almost exclusively as an infantry gun. This is hardly surprising given that the enemy armour threat consisted solely of captured Italian tankettes. To its credit, the 47/32’s high rate of fire (ROF) and its high-explosive (HE) rounds made it a credible anti-infantry weapon.

Italian 47mm anti-tank gun undergoing trials

The defenders also receive two infantry Guns (INF), Alpini cast-offs dating from the Great War. Unfortunately the Cannone da 65/17 (Italian Ordnance Note 6) are handicapped with a low ROF and a Breakdown Number (B#) of 11. The Italian mountain guns nevertheless pack a punch, delivering an 8-Firepower (FP) attack when they manage to strike a target. Only one other Italian asset delivers a more powerful attack.

Italian 65mm infantry gun (ex mountain gun)

In the latter half of the scenario, the Italians have an opportunity to conduct a limited counterattack with a small but powerful group of reinforcements. An understrength infantry platoon provides escort for a pair of tiny tankettes. The L3/35 (Italian Vehicle Note 2) has been mocked as a weakly armoured casket. Be that as it may, this diminutive vehicle is invulnerable to Small Arms Fire, which is no small thing given that the enemy lacks anti-tank weapons. The best that Greek Infantry can hope to do is score a lucky hit with targeted MG fire that either knocks out the tankette or Stuns (D5.34) the vehicle’s crew. But hope ain’t no plan. And yer gonna need one for the other casket that belches the Italian version of Greek fire. 

Italian L3 35 tankette and captured L3 in Greek service

The L3 Lf (Italian Vehicle Note 5) is a fearsome Armored Fighting Vehicle (AFV). Provided it doesn’t run out of fuel, its 32 FP flamethrower is guaranteed to have a result on any target within LOS of its two-hex range (A22.1)! By SSR, AFV are prohibted from entering hill hexes.7 So there’s something to be said for taking the high ground. Though that alone won’t win the game, as we shall see.

Italian L3 Lf flamethrower variant

The Italians don’t have it all their way. Italians units that set up on board begin play on No Move counters (E1.21), as if the Scenario Defender at night (E1.2). Sound travels poorly in thick fog. And with sight lines restricted as well, I reasoned that the Italians would have difficulty coordinating their defence. By the same token, the Greeks would not have a Zeus-like view of Italian positions. Rule E1.2 simulates this nicely by permitting the use of Hidden Initial Placement (HIP) for a portion of the Italian force and by allowing remaining Italian units to set up concealed. The Italians also receive a number of bonus Dummy counters, in accordance with E1.2. 

However, because this isn’t a night scenario, concealment is lost normally (A12.14). Lest some positions be inadvertently revealed by the presence of sangars, however, I’ve stipulated that these fortifications are revealed as if at night (E1.16). I’ve elected to treat units hidden in non-Concealment Terrain the same. If a justification is needed, consider it a form of winter camouflage. I’ll return to this subject momentarily.

My Big Fat Greek OB

Everyone’s invited! So you’ll need all of your First Line squads for this deluxe event. The detail oriented among you may recall that the broken Morale Level of Greek Multi-Man Counters (MMC) is increased by one when battling Italians (A25.9). Consenting adults may therefore want to substitute the new Polish MMC for the generic Allied Minor counters—ignoring the underscored FP Factor on the squad counters in the process. 

Twenty-six squads sounds like a lot, but the Greeks only have five SW to work with. Moreover, these MG are split between two groups, one which enters later along the north edge. The fog, together with concealment and Dummy stacks, will help keep the Italian player guessing. So too will a special provision afforded to the Greek reinforcements.

Greek LMG team during Greco-Italian War 1940-41

Although there is photographic evidence of Greeks occasionally donning white “smocks,” it doesn’t appear to have been widespread enough to warrant Winter Camouflage (E3.712).8 At risk of frightening the children, I’ve allowed Greek reinforcements to enter Cloaked (E1.4). This not only gives the Greeks a host of phantom units, it also gives their reinforcements the ability to move faster, with the proviso that they remain Cloaked. While Cloaked, a unit has 6 Movement Factors (MF), which, in the context of this scenario, may never be increased (E1.42). Ascending (and descending) snow-covered hills burns up MF fast and there is a lot of up-and-down between the Greeks and their goals. Otherwise Cloaking is lost in the same manner as concealment.

Greek soldiers charging with fixed bayonets during the winter of 1940-41

Because some Italian units have the ability to set up hidden in non-Concealment Terrain, it’s worth reaquainting yourself with the procedure for resolving movement of a concealed or Cloaked stack into a Location containing a hidden—or concealed, for that matter—opposing unit. The template for resolving such encounters can be found in A12.11. In a nutshell, a player may request that the opposing player temporarily reveal a non-Dummy unit in his moving stack. If he can’t, the moving Dummy stack or Cloaking counter is removed without revealing any non-moving units or hidden fortifications.

The last Greek asset is indirect fire support. Groan. 

Cheer up! It’s not your usual Offboard Artillery (OBA) procedure that requires you to keep the OBA Flowchart within arm’s reach. It’s a simplified version of OBA that’s confined to Pre-Registered Fire (C1.73) “called in” during the Greek Prep Fire Phase (PFPh). The Greeks have a finite number of Fire Missions (C1.7). Radio Contact, Battery Access, Observer LOS, Correction, and Cancellation don’t apply, which significantly simplifies the process. 

Greek divisional 75mm and 105mm artillery

Similar to Italian infantry regiments, Greek infantry regiments had an organic section of artillery composed of pre-Great War Canon de 65 M mle 06 (French Ordnance Note 9). Historical accounts suggest, however, that the Greek fire support was provided—at the very least—by the artillery regiment of the Greek XVII Division. The official Greek history, for example, speaks of a well coordinated and accurate fire plan. At a minimum, I reasoned that this would translate into 70+mm OBA. As the preceding slide explains, I doubted the presence of a 105mm battery at divisional level. I also dismissed battalion mortars, which likely were used to surpress Italian front lines forward of Mehzgoran. Ultimately though, it was a design-for-effect decision. Low morale troops in a predominately low Terrain Effects Modifier (TEM) environment can occasionally weather a 12 FP OBA attack. Anything more powerful would probably lead to multiple stacks of broken Conscripts and Disrupted units (A19.12) rather than a few brokies.

Mayhem in Mehzgoran

None of Pete Shelling’s DASL scenarios in Winter Offensive Pack 13 are urban battles. Yet the average number of squad-equivalents in their OBs is roughly 43. The biggest tops out at 67 squads. By comparison, “Fog of War” numbers 49 squad-equivalents, making it second only to Pete’s “7-10 Split.” Terrain-wise, my scenario therefore falls somewhere between Pete’s rural engagements in Korea and the city fights of Streets of Fire. In this respect,  “Fog of War” is an atypical DASL scenario, namely, a large-scale assault on a mountain village.

I’d allocate about eight hours to set up and play out the mayhem in Mehzgoran. That said, you can probably get it done in one sitting of less than seven hours. 

Nike and Victoria

The Greeks need to hoover up Victory Points (VP) to win. They score points for Controlling building (A26.11) and certain hilltop Locations. Points are also awarded for the capture or elimination of Guns and vehicles. Success, however, relies on securing a combination of these objectives. How would you approach this with Nike at your side? Can you envision a Roman path to Victoria?

Find out when the pack is released. Or sign up to playtest this DASL delight today!

Notes

1. In his abridged history of DASL, Fen Yan traced the lingering love affair with DASL to its distinctive portrayal of in-your-face contests, the capacity of its larger hexes that favoured this design emphasis, and the beauty of its magnified artwork. BoardGameGeek, 29 October 2018. 

2. The 2019 MMP publication was not a straight reprint of Avalon Hill material. The original components of Streets of Fire and Hedgerow Hell were only partly reprinted, with the AFV cards and a small counter sheet, initially included with the latter, dropped. Moreover, the boards were printed on cardstock and twice folded. Reprints of the nine DASL overlays (dx1-dx9) released in 1995—first in ASL Annual ‘95, and corrected (i.e., resized) later that year in Volume 30, Number 3 of The General were likewise reissued. Extras include a score of out-of-print scenarios, a dozen new overlays (dx10-dx21), and four, doubled-sided sheets of stone and wooden rubble overlays. 

3. The first such offering was Winter Offensive Bonus Pack 9 (2018), which included four new DASL boards: i, j, k, and l, the first in this format to be published by MMP.

4. If your recollection of this LV state is a little foggy, revisit the illustrated example in E3.31.

5. Matt Zajac, GameSquad ASL Forums, 5 Jan 2014, Post 22 

6. Strictly speaking, there are three main variations on the traditional bombardino (“little bomb”) recipe, which consists of an eggnog-like custard called zabaione, cream and brandy. Other expresssions of this piping-hot, après-ski beverage substitute coffee, rum, or whiskey for brandy. 18. insert pic of bombardino drink

7. Earlier versions of the scenario invoked Steep Hills (W1.3) instead. This rule has some significant advantages. For instance, Open Ground hexes of Steep Hills are deemed Concealment Terrain (W1.31).

8. I removed this capability when I introduced cloaking (E1.4) to the scenario.

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