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Not Apt to Drag Feet WTO (id:#60209)
(ASL Action Pack # 4 Normandy 1944 ID: AP30)   [next]   [previous]
See Also: Not Apt to Drag Feet by Multi-Man Publishing
Sainte-Mère-Église, France 1944-06-07 (63 others)
12: Confusion Reigns (ASL 2 - Paratrooper (2nd Edition))
16: No Better Spot to Die (ASL 2 - Paratrooper (2nd Edition))
27: The Liberation of Tulle (ASL 4 - Partisan!)
103: A Day By the Shore (ASL 5a - For King and Country)
A 47: White Tigers (AH:ASL Annual `92)
A 77: Hide & Seek (AH:ASL Annual `95 Winter)
G22: A Day By the Shore (AH:The General # 29.4)
G42: The Youth's First Blood (AH:The General # 31.6)
S01: Retaking Vierville (ASL Starter Kit #1)
NEWS11: The Port-Filliolet Crossroad (ASL News # 6)
SB 1: You Want to Save Private Ryan? (Internet)
ABS-4: No Better Place To Die... (Airborne Stand!)
AA 4: A Better Spot Than This (All American I: Kellam's Bridge)
AA 14: North Rampart - Fire! (All American II: Timmes' Orchard)
AA 23: Lost Battalions (All American III: Shanley's Hill)
AAGG3: Historical The Port-Filliolet Crossroad (All American: Gamers Guide)
CH148: Trapped at Authie (Reissue) (Critical Hit # 6.4)
CH 1: Authie: The Death of Company C (Critical Hit # 1)
EP11: The Port-Filliolet Crossroad (Euro-Pack III - Late War `44-45)
PdH 5: Rangers Relief (Pointe Du Hoc)
BTB2: Merely Hanging On (Beyond the Beachhead)
O82.1: Armor Leader: Normandy CG (On All Fronts # 82)
PJ7.1: Mines! (OAF Playtester's Journal # 7)
#9: Le Mesnil Strongpoint (To Battle By Air 2)
#4: Dead Man's Corner (To Battle By Air 1)
VB15: One-Man Wrecking Machine (Volfoni Brothers Scenarios)
RPT24: Farmyard Affray (Rally Point # 3)
BtB 2: Merely Hanging On (Beyond the Beachhead 2)
SP170: Halfhearted Hiwis (Schwerpunkt #15)
ESG #53: "Mad Mike's" Part Two (Dezign Pak 5)
MLR08: Prelude to Disaster (Elite Canadians)
MLR09: Overrun (Elite Canadians)
BOB # 6: Sink's Orders (BoB - Normandy)
BOB # 7: Tense Moments (BoB - Normandy)
JDJ 1.1: Retaking Vierville (Coastal Fortress)
159: White Tigers (ASL 13 - Rising Sun)
BAA 7: Tip Of The Spear (The Battle for the Abbaye des Ardennes)
KB II 4: No Better Place to Die... (All American I: Kellam’s Bridge (2nd Ed.))
CH1: Authie: The Death of Company C (Critical Hit Retro Magazine 1)
12: Confusion Reigns (ASL 3a - Yanks (2nd Edition))
16: No Better Spot to Die (ASL 3a - Yanks (2nd Edition))
RPT115: Halfhearted Hiwis (Rally Point #12)
S16-16: Pointmen of Authie (Sweet 16 4-Pack 4)
Round 2: Prelude to Disaster (ANZACon 2005)
27: The Liberation of Tulle (ASL 12 - Armies of Oblivion (2nd Edition))
PEB #1: Along The Way (Port-en-Bessin)
PEB #2: Confused Street Fight (Port-en-Bessin)
PEB #3: Clear Them Out: WN 57 (Port-en-Bessin)
PEB #4: B Troop Arrives (Port-en-Bessin)
PEB #5: Zig Zag 1 (Port-en-Bessin)
PEB #6: DSO Riposte (Port-en-Bessin)
PEB #7: Stutzpunkt Port-en-Bessin (Port-en-Bessin)
PdH #5: Stars and Stripes Forever (Pointe Du Hoc: Retro Bar Gunner Edition)
#8: Raff's Rush (Utah Beach)
159: White Tigers (ASL 13 - Rising Sun (2021))
CH 1: Authie: The Death of Company C (Critical Hit #1 2022 Reprint)
SM10: Not Apt to Drag Feet (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM07: One-Man Wrecking Machine (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM08: Without Thought of Numbers (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM09: Confusion Reigns (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM CG II: Liberation Road (HASL 12 - Drop Zone: Sainte-Mère-Église)
ASLN11: The Port-Filliolet Crossroad (Critical Hit #8.1)
FT75: Unexpected Fire (From The Cellar #13)
Designer: Ken Dunn & Brian Youse
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanGerman
22.222222222222%

Overview:

American forces dropped from the skies on June 6th were finally consolidating and receiving reinforcements and supplies. Commander of 7th Corps, General “Lightning Joe” Collins, came ashore to plant his flag on French soil. Stopping at a tank park, he told Lt. Col. Hupfer, CO of the 746th Tank Battalion, to get up and help the 82nd Airborne which might be in trouble. Hupfer, not apt to drag his feet after speaking to a corps commander, charged straight on into Ste. Mere-Eglise. As the tanks approached a hill on the road, they were taken under fire by the mobile anti-tank battalion from the 709th Infantry Division.
Attacker: American (746th Tank Battalion / 505th Parachute Infantry Regiment / 8th Infantry Regiment)
Defender: German (Regiment 1058, Luftlande-Infanterie-Division 91 / Panzerjäger Bataillon 709)  
8 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:24.0 D:18.0
AFVs: A:9
M4(105)
M4A1 x 6
M4 x 2

AFVs: D:6
PzJg 35R(f) x 2
Pz 35R 731(f) x 2

Guns: A:0
M2 60mm Mortar
D:1
5cm PaK 38
5cm leGrW 36

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Bocage. A: 505th PIR have ELR of 5
Map Board(s):
54 55 Show/hide map dependencies
PublicationBoard
ASL Action Pack # 4 Normandy 194454
ASL Action Pack # 4 Normandy 194455
Overlays: X22
Errata (source)
SSR3: replace "they" with "any of them".Chas Argent
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2023-07-22(D) Andy Hershey vs Dave Johannsen German win[Imported from ROAR]
2021-06-06(A) Vic Lauterbach vs JM German winEven with bocage and 15 AFVs, this one plays fairly fast because of the German movement restriction. It was a blast! Momentum was all US until I 'woke up' the Germans in the sunken road. I pushed the 666s off the map for exit VP before I had the whole village, and Jim took advantage. His counterattack helped two MMC hold V1 and U2L1 against all my 747s and two M4s until the last turn. The last M4 close enough to exit took a PF hit, and I fell just short on exit VP. This was classic "it's not over 'til the last DR ASL!"
2017-10-11(A) patrick palma vs Chuck Dye German win
2017-10-10(D) Chuck Dye vs patrick palma German win
2014-02-06(A) X von Marwitz vs David Wallace German winI had the US attackers in this one. My plan was to have most of the tank force enter on the road and then turn to the east braving the 54I1 bottleneck for a wide flanking move with part of them. It looked somewhat promising as my opponent had placed a concealed 5/8" unit in the 54O1 building, which as I deduced, could only be one of the two french built R35s which would not be too dangerous to my Shermans. It turned out to be an illegally placed Marder I. As I play friendly, I allowed the opponent to shift the OT marder to ADJACENT P1 somwhat anxious of the now much more frightful pass of my tanks. Well, needless to say, the Marder turned my first passing Sherman into a burning Wreck keeping ROF. This screwed up my carefully crafted plan counting on all MPs for the following tanks. What the heck, I went through with the second one. Marder shot, hit, killed, burning wreck. There was another 5/8" concealment counter in 55K8. I figured, it would be a dummy and if it weren't it would point towards 55J10. Well, it wasn't and it was pointing towards 55K8, where it proptly killed my third (somwhat audacious) tank. A fourth Sherman that did manage to get past 54I1 broke its MA on the first AFPh shot. This opening what quite catastrophic and I chalked that scenario off in my mind. Anyhow, carry on soldier. That devellish Marder turned into a true menace, breaking a stack with a 9-2, 2x7-4-7 and MMG with an AP shot - ALL of them! - next turn, kept ROF. I approached with another Sherman popping up behind Bocage HD and outside the CA of that freaking Marder. It turned, fired, missed (only due to HD, mind me), kept ROF, fired again, turret hit, killed the third tank. For heaven's sake! Leading the war by itself, later it shrugged off a 22 even attack, was missed by two bazooka shots and 4 tank MA shots with TH rolls needing an average of 7 TH. Being eventually stunned by small arms fire, it managed to escape a CC against a 8-1 with 3-4-7 to attack yet another Sherman which just barely managed to finally despatch it with an IF shot. Did I mention that I lost the scenario? That Marder menace turned my timing into a shambles and cost me precious potential EVP. I did manage to secure the village. An encirled DM 8-1 and DM 4-6-7+LMG both managed to rally and afterwards plaster my route to the board edge with resid, burying my faint chances of moving quickly with it.

Under normal circumstances, the US should secure the village by turn 4 and then try to hustle to prevent the Germans "awaking" in the sunken roads to rush to the board edge to block the US exit. While you can afford to lose *some* tanks, you can't afford to loose many as you need their points for the exit and to provide the attack with some punch and resilience. Overall, I think this scenario is more enjoyable to play as the US because the German is much bound just to react to and endure what the US hordes are doing.
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ActionDate
Hutch Modified the gps location2024-12-20 18:07:17
Indy Lagu Added a playing2024-12-20 17:22:50
Turuk Uploaded a VASL file2024-06-09 14:28:20
Turuk Uploaded a file2024-06-06 16:16:10
hoxson1 Modified the location2023-01-14 21:06:17
FileDescriptionUserViews
VASL Scenario Setup (AP-30 Not Apt to Drag Feet v667.vsav)VASL SetupTuruk292
(us-germ.png)Imagehoxson11161
Troopers of the 505th PIR run for the church in Sainte-Mère (ste mere PIR church.png)Imagehoxson11151
Situation GT8 (AP30 end of PFPh GT8.PNG)Imagedieneuner25679
(ap30.gif)Map ImageTwirling1516
(AP030 Not Apt to Drag Feet Scenario Archive.jpg)Map Imagevon Marwitz1289
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DescriptionUploaded by
AAR from Gunner Scott (opens in new window)Lord Lobster

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Situation GT8
Troopers of the 505th PIR run for the church in Sainte-Mère
 
Statistics:
Avg Rating: 6.63Votes: 8
Views: 5149
To-Play list count: 2
Estimated Play time: 12.8 hours
Recorded Games: 9
Archive recorded plays:
American2
German7
Drawn:0

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