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THE GAMES WE GREW UP WITH... JUST GREW UP! That’ rigt! Multan Publishing s proud to runes at eosic wagaing Decl mene se state oo St games you sated playing when yu found this noDby! Taose. same gamer re caming back wana bang’ Sate reappear te it yearattne new mt enna fs tne most pooutar Wn ard ime ever, UP RON! Thetek version of UF FRONT a ot sry from tre orga designe need rons someting nich ist broven Gu UF 20 wi eat afcundbresking new arwor ad a hunberotmedemuzatnstncu signa more ents tars rant Ur Ratt wy be the garage aspen to become some 1 yes a0, No ed to worry though, UF 200 wi sil pay te same ay Kayenta appeared U: Z0U0 mil also eobut 2 Cor tele Card Gu (C0) fs version woe —— entreyopital Some of se cas we trated aan the UF 200 game cares wile sigh) © SNIPER (R) ) larger tan the ong! vrcon, but wl aso secon | dato all ofthe information indicated by chits inthe past. fd hey! ase al coor The Cu wi faut ava ty fre carts uy conpettie win tie base UF ‘tod game, te C26 Sater Se wi marine nan eG cards hut lecture awe kind photos fer ences Sr Persenrel (as son on tPF itn cordate) ‘he Cg also binge rare cares such athe Sgt Stunt 3 and the Russian Sniper carcs shown below. These cards = Offer unique opportunities and provide variety of play Bren 8 should you and your opponent agree beforehand to Pras a Incorporate them Into your scenario. The pessibities and onl war crate by these rare cars wi ate Cellectible version of UF 2000 uly unique. American gftcers welding captured German SMGs,Fortid J Buildings, tne lethal Automatic KIA Sniper, and more! | The possiilties are endless, and Up Front 2000 wil ea @ Mees Light machi ae fae ser stant SIF machine Pistol: Mae prs ‘must-have for these that sti play their criginal versie, as well as a great introductory wargame to finally pe Play a8 RUSSIAN Discard only; May Be | suace your buddy to become an opponent Used ta replace ANY SNIPER discard | P+ stout everyone at NMP cut ther wargaming eh hy the NUSSIAN player. + | exaase ie tet, fod oer go PC determines victim. No SNIPER |) ous tine nour hobby are called to mind by te mee marion hisclasie Wells tme ta shed he clesse hiciaiei lh act label and stride boldly into the year 2000 with a new edi- ae tion of Pango and Is comparvon, Panzerleade. A dedicated group of gamers 1s hard at oko Feould ths timeless masterpiece and MNP is hoping to bring yet another cassie boardgane . BA WD) veers yaurhebty sop sete cart 39412000 KNB ‘Stay tuned for developments on these classe eoy ‘games, and many other former AH ties, on cut ‘website at warw.mutimanpublising.com or con- tact your local hobby stop and inquire about mao tha eval 6 w 9 Mulfi-Man Publishing, LLC Morate: Woralesd cus a A ant BOK OO ambrills, Marylan toa (MIMI?) 21054 : Sent Fax: 410-519-4411 Visii-vian Pobiisning Phono: 410-510-4154 Art used in this ad with permission of Osprey Publishing Ltd.@ All rights reserved Muli:Mun Publishing's ASL Jura! is devoted 12 the presentation of authoritative aces, tested sce rlos, and occasional game inserts for the ADVANCED SOUAD LEADER tame system, beard ‘wargaming’s premiere tactical simelation, Such aniles encomnpass. bit are not intel. the stra fe, lcs, variation, the design a istorcal ack froin of the ANE seresat pames. The ASL Journal is oublished by Muli Ma Publishing, LLC (P.O, Bas (01, Cambria, Marsland 21054-0601, USA} selaly forthe edification ofthe serious ASL aff lena i the hopes of improving te players prot Carey wil brosdecap bs eeyooat ore pho While most ofthe material in the ASL Journal is Solicted by the editors, ticles Irom the general ship are considered for publication a he dis raion of MIMP's aff, Matevais may be submited ‘electronically (sabmission@multimenpu, com) or by tail (see above addeess}, and should fmbrace the nels of comeron English usage. There 1 i on wed length, Phocaprpbs must unre & eon the Sack. Rjcted mites full Ye feted tothe author only hea accompa pied by 4 SASL. Potomal anthoes ane advised thet submitted materiel becomes the sole properts af Malt-Mar Pubsissing, LLC. Renumeraton wll fuss of Ma fee of US, $39 por 8°11" reat pe plis one complimentary copy of the Journat in Thich the mater sees pea, payable upon peblica Ho ef the materials, Por turher information, write 1 ASL. Amicles clo MMP. The ASL JOURNAL is prodused by Malti-Man Publishing, LLC. which consists of Ress Buen, Peery Crete, Cael Faga, Car Shilling, aad Brian COVER ART: Davia Peatiand MAPDESIGN ANDAR: Don Pesros 1: Cha Smith. Dan Je Brcikeron, Vie Pre, Roger Rost, chilling, Pete Shlling, Jin Stabler, Ti. Van Saat ant Belen Youve SCENARIO PLAY TEST: simul, Bee Hie ran, Kaney Yeates, Guy False, Bill Heyward, Sbke Conklin, Jeff Thompson, Lee Tankersly Michae! Liens, Rahent Welkey, and Ted Bleck Special Thanks also 10 the Windy City Wargame, ys al Bounding Fite, the Paddington ears wc Goetz, and the Youschouse lregelans: Kevin Valerien, Ken Dunn, Jehn Slotinski. Steve Petersen Joba Appel, Bob Lyman, Jet Evie, Matt Deuter, Wane Hada, Tom Meier. and Datren Enge) QUESTIONS: All questions en the ADVANCED SQUAD LEADER systems must be based on the ‘es of play «nor haterical or design mates1,on the ‘rent rules ean, must Ne phased in the fou a yes orne question, and Soul he accompanied by iy appropriate diagram. Posal gusstions should Be submitted 40 MMP (address sbove} an will ot be answered unless accompanied by a self-addressed and samyped envelope. E-mail questions on ASL may be submited vi our eb site awww mi manpud.com or dirscily (oasl_ga@ multimans b.com Copyright 2000 A VIEW FROM THE Mounp: Grectings from MMP Kakazu RIDGE Historical background and designers notes ASSAULTING A Cave COMPLEX A one-turn study of Kakazu Ridge INTERNET RESOURCES FOR THE ASL PLAYER A brief look at some useful ASL webpages Tue Guns oF NARO A tactical SASL Is Not ASL A look at SASL DESIGNER’s NOTES: PeGAsus BRIDGE ‘The designer speaks PEGASUS BRIDGE DEVELOPER’S NOTES Behind the scenes look at Pegasus Bridge Can You EVER BE SURE? Historical Resewrch and ASL A CoMPREHENSIVE Rout EXAMPLe. Every rout situation Tom could think of CHESTNUTS OF IRON ‘The Capture of Balta (COL 13) Jump TRAINING A pihase hy phase guide to Air Drops in ASL. ZEN AND THE ART OF USING ARMOR Tactical pointers for employing armor Armorep TACTICAL EXAMPLES Armor use illustrated 4 by Curt Schilling 5 by Dan Dolan 12 by IR. Tracy 14 by Cal Fago 19 by Matt Shostak 22 by Robert Delwood 26 by Tim Van Sant 29 by Brian Youse a by Cun Schilling 44 by Tom Repetti 48 by Jim Stabler 57 hy Simon Spinest 59 by Matt Snostak 67 by Captain Chas Smiti, US, Army AVIEW F ROMtHE MOUND ‘Well here we are, almost a year ta the day alter our frst release under the MMP-Hasbro aegis, ASL JOURNAL 42, and ie could not be happier. Last year saw the release of four offi cial ASL products, five counting the second edition of DOOMED BATTALIONS, Believe tne, there were times when we didn’t think we ‘could pull i off. From day one the folks at Hasbro Games, have gone out of their way to welcome and assist ts in every way possible, Gale Steiner, Phil Jemison, Phil Jackson, Mike Hirtle, Mark Footer, Mark Stark, Mike Craighead and even Hasbro's President Alan Hassenfeld have gone way Beyond anything we ever dreamed of in Ue way of support Along the way, we've had our rough spots, some faux pos, and just plain old mistakes This will probably nover stop entirely, but we've made tremendous strides to correct the problems we ean eooteol, and We will continue to ty co eliminate these. Our goal trom day fone has been very clear —first rate customer service. While sounding narrow in focus, cus- tomer service encompasses everything we do here at MMP. From filling orders ina timely fashion, to handling phone calls in a polite, ‘courteous and professional manner, to the his torical research, development, playtesting, and presentation ef she actual gare self, quslity customer service is behind every product and every decision at MMP. ‘Over the past theee months MMP bas taken an oven larger step into the werganing hobby through out recent agreement with Hasbro that Will allow MMP, via license, to work on for mer Avalon Hill tiles many folks thought dead. Titles such as PANZERBLITZ and PANZER LEADER, UP FRONT, BREAKOUT: NORMANDY (and the area movement series), land Geeat Campaigns of the American Civil War are only the begining. Reprints, updates, expansions, we are contemplating all of these and more. In some cases we are working with the game"s original designers, and nn other Litles we have teams of highly respected gamers submitting already-designed expan sions and updates, or we are assembling such teams to pick up where athers left off. UP FRONT a porfcet exemple, Don Hawthorne is heading up a small team of designers and Players for the reprint of UP FRONT. You might remember Don as a former managing editor of Avalon Hill's The GENERAL maga- zine, or pethaps as @ well-known pame in UP FRONT. We have seen this team's work and cean only say that it will be nothing short of breathtaking if we can pull off. Can you soy full color personnel cards? ‘That is & lot of action ox a new front, but ASL players out there need not worry. ASL. will remain MMP's focas. There kas been guite 4 bit of change taking place in the ASL. ‘world, The time of son-support from the off. ial source of ASL is truly over, ASL will now (and for as far as our eyes can see) have a highly motivated official producer MP. We have been eagerly working out agreements And arrangements with former publishers of third party ASL products, This Jouroal is an example of our desire 1o work with creative and talented ASL people throughout ihe hhebby. Chas Smith anc Sam Tyson, formerly known as Bounding Fire Productions, were centhusiasiic about working with us and submit ted some of the articles and scenarios seen here, ‘The threo scenarios (“The Merzenhau Zoo", “Inbumaine”, and “The Guns of Naro") From the 2ad Armored Division (Hell oa Wheels) and two armor articles ure all good tut, as are the five brand new scenarios eov- cing the Herman Goring Division and the sce- nario analysis of "Navo." Look for moce af the same fom these guys. Australia’s Paddington Bears have alto been highly receptive to dis cussions about this sery same thing and sou Will ind ws ef their high quality, eumament sized gems inside these pages. We also Feature iso scenarios from the Bunker dudes out in western Massachuseits, Not to mention our other contributors. Along these sume lines, MMP has engaged the services of Mike Reed playtest chief of the former Kinetic Energy. Mike will head up te thankless job of playies co-ordinator for MMP. We are currently ry ing to strike a deal for the entire body ot Kinetic Energy work, some publisted, some not. There was never any question sbout KE's commitment to quality ASL. and such an agreement would he a win-win for MMP and ASL. ‘We ure happy to provide some insight as to whats on the horizon, The 2nd edition of the ASL RULEBOOK is next ox our list, ard we are already tard at work on this. This will be fone of the mast important ASL products we publish. We hope to have ii on store shelves and available (0 you sometime this spring. ‘Theu theie is ARMIES OF OBLIVION, How long have you waited? Too jong would be the neaf-unanitnous anywer, and we would have to agree, Work on AgO is well underway. friends. I's going 1 be a massive project, one of the largest ASL modules when all is sid fand done, Plans ore for 5 geomorghic map boards, 12-16 scenarios, se extensive cover age of all tae axis minor nations, as well as ‘completion of the German and Russian Chap: fer H vehicle notes, along with additional ccourters. Armored trains might finally make their appearance. The more we get into this the ‘mote it seems thie product might not he ready ‘until December 2000, No matter what it takes, however, we plan on the relesse date having the year 2000 on it, ‘Another preduct tbat might make its initial appearance this year is the "ASL Historical Study Series.” The brainchild of Brian Youse, by Curt Schilling this potential Line of products fins is toa in the HASL series, but with some major dif ences: geomorphic maphoards with acconps ying seenarios as well a one or more HASL maps with seevarios and Campaign games and ‘historical booklet. Counters are certinly a possibility as well. The frst batles co reecive this testment look we be on Guadalcanal, sith ASL maps for Edson’s Ridge and Hell’ C ner, based on a submission from Nadir El- Farra, the brains behind Barague de Fraiture (On the horizon for 200] we ean vee Tetro- uctory ASL making its way tothe Forefront {complete with electronic ASL. rule book), 38 well as the long-awaited and tighly-antici- pated Central Stalingrad HASL {rom Tom Morin and the Bunker dudes. Another SASL module to round out that system is also inthe works, and a HASL modale covaring the bale for Ortons ("Tals Stalingrad”) is peety far long in design by Canada's own im McLeod as well, We aso hope to work out somedhing coo! with Viral ASL (VASL) on the com puter ‘This is by no means an all-encompassing lial, ag we have plenty of other irons in heir, (Hang in chore, guys.) We aren't Lacking for ideas or submissions, but if you have an idea, a Ncept, ca design, by all means please con- ‘act us, MMP has yet to design an ASL prod- uci completely in-house, and we may never have the time to do so ifthe outside submis- sions keep flowing. That's a pond thing, a6 much at we would love to take the time to do some of our oven ideas We'd be remiss if we signed off without thanking & couple of people. First off to the big guy upstairs for blessing me with tree healthy kids, a heautifal wife, and a right arm that works o» adifferenclevel than most others, ‘when holding a basebell. Secondly, to Lu Aen Youse. If you've ever placed a phtone call 10 MMP, or received an order from us, you've heen witness to one person's cress etfors 10 maintain customer service ang support, What she has accomplished for us fas been nothing short of amazing, Hats off ro Lt Ann. Lastly, to John Hill, Don Greenwood, Bob MeN: ‘mara, and Charlie Kibler. Without these guys Aone of us would be playing ASL, aud that ‘would truly be a shame. It has been a majcr part of my bie, and some of you cut there can certainly’say the same. It seems itonic that MUP sold the last copy of the original Squad Leader module on December 7th, 1998. (On behalf of myself aad te res! of MMP— Russ Bunten, Perry Cocke, Carl Fago, and Brian Youse—Here's to a happy and heslthy new millennium, Thanks and God Bless Curt Senilling President, Multi-Man Publishing, LLC Easter Sunday April, 1945 dawned cool and clear off of Okinawa, The officers and ren en the 1300 ships of the Central Pacific Task Force couldn't have asked for a bettcr day to Launch what turned out to be the Final smpbibious invasion of the Second World Wat. ‘They were about to assault the last bas- tion of the Japanese Empire outside of the Home Islands Operation leeberg was the largest amphibi- us operation that American forces had ‘mounted to date in the war, The distance from the US, mtinlind was one of the more daunt ing factors in he planning of tis campaign. tt ‘was 6,250 nautical miles ‘rom the wes coast of the US. and it took 26 days for a ship to sail from there to Okinawa. Proper planning was essential for this project to succeed. There was sdoquate shipping for the intial landings but fr that the planners bad to anticipate the needs ofthe forces ashore a month in advance, General Buckner would command the 10th Army once it was ashore ard Knew the kind of fanatical resistance that could hee expected from the Japanese defenders. The XXIV Corps would land four divisions abreast south of Hagusbi and was expected to drive across te Island and then wheel south and push toward Shari, The Yoh Division was iniially requited to capture the bigh ground that com- manded the landing beaches to the south and southeast ‘The invasion of Okinawa began at 0820. There was no initial Japanese respouse to the landings. Within an hour there were sixteen Baltalion Landing Teams ashore, two from ‘each of the two Regimental Landing Tears from the four divisions (6th Marine, Ist Marine, 7th, and Oth). ‘The U.S. son had ver 16,000 men ssbore and ready co begin the conquest of Okinawa. [But the unexpected ease of ihe landings caught tae U.S. planners off uurd and a feeling of trepidation camie over themen ashore, Where vere the Japanese? Defending Okinawa was the 32ad Army of Lt. General Mirsuri Ushijima which consisted of three divisions (9th, 2th, and 62nd) as well as the 44th Independent Miaed Brigade Totaling 31 battalions, this force was sug. mented by (wo regiments of 150mm howitzers and one fegiment of 7mm aod 120mm guns, plus one Heavy Artillery Battalion with 1SOmm guns and several platoons of large esl ier (320mm) morass. For the fist time in the ‘war all of the on-hand Japaneae artillery asses (excluding the divisional anllery) were under Unified control—that of the Suh Artillery Com- mand. Due to the excessive length of Okinawa’ « ‘coastline, the Japenese never planned t9 con test the landings, ‘They instead chose to have several sonal (Dattlion-sized) forees in strate~ fic strong pounts supported by light moriar and artillery to harass the Americans as they searched cut the main line of the Japanese defenses, ‘The first weck was spent secking out the Japanese and fighting several small sharp engagements agains! Japanese outposts. On. Apnl 3rd, afler cutting the island in half, the XXIV Corps wheeled southivard and begaa is drive toward Shue. ‘The to Army Divisions (he 7th & Y6th ) advanced withthe objective ‘of attaining a line along the Urasoe Mura, Hill 178, and Oaki Hill mass, For the 96th Dixision, April Sih marked the beginning of the fieree Fapanese resistance that ‘would chatacterize the remainder of the Oki- rnvwa campaign, “Ar one point an the Ginowan Road, the men of the 3rd Battalioa of the 3834 Regiment had 20 machine guns and ¢ slew of montars firing at them as they tried to move toward Kakazu Ridge. This was « portent of things to come forthe 86th After the capture of Cootas Ridge later that week, the D6th Division was faced with the Japanese defenses in the Kakaza Ridge acca Intelligence had Failed to realize just how extensive the Japanese preparations were an this insignificant looking litle hill. These positions had been well prepared and were ‘manned in the most part by the men of the 13ih Independent Batalion who were willing to die in place fighting fos their Emperor and their homeland, The final curain was about to go up, KAKAZU RIDGE Historical Background and Designers Notes by Dan Dolan The Japanese use of the Independent Infantry Battalions to slow the American advance from the beaches to the main line of resistance had succeeded in delaying the Americans for a week, Using a series of cal ‘courteraticks supported by arllery snd mor lar fire, the Japanese had kept the Americans off hulance and unsure of Japanese intentions. ‘The time for delaying was over. however. Now the 1wo combatants faced each other with the lines clearly drawn, Ie is at this point that MMP and 1 begin 0 presentation of the actions on and around Kuktzu Ridge. Allow me a moment bere to cexplair how this project came to be. The pub: lication of Kakazu Ridge brings to fruition the labors of many people. myself and Don Pee os—the creator of the msp—inchided among them, Thad submited « group of seenarios to Avalon Hill several years ago and during MMP"s early days of running ASL had spo- ken with them about publishing the scenarios inan ANNUAL, Atibe same time we were dis- cussing this, Lhegan working an a HASL ver sion of Kabaan Ridge, MIP wus rightfully ‘concerned about my draoving sills, bu my ini tid version ofthe map was « simple black and White work-up of the Kakazu ares, After the ASL Oktoberfest in 1998, MMP ccantacied me and told me that they ad a map ‘of Kakazu Ridge don by Don Petro: and asked | vould be interested in working on the project with them, Once T saw Don's ver sion of the map I folded mine up and haven't taken st out since. ‘The thing that struck me was the similarity of the work that Don and L hha done independenily: Dox’s map was cori similar to mine in its depiction of the area around Kakazy. Iwill never claim to be any kind of an artist, but I was looking at hat is the finest HASL map produced vo date. 1 instanly agreed io do the seenaries fr this as L had several already done and had ideas for more. T wanted to show the scope and biter: nese of the fighting that took place in the Kakazu ares over the several weeks beginning April 9, 1945, Talso wanted to atilize Don's excellent mp (0 its fullest potential, Luckily, 6 the actions that occurred took place over most of the map area, x0 it was usta question of get- fing thom into scenario form The 96th Division had its eyes set ou the Urasoe-Mura escarpment as its objective. Kakaru Ridge was viewed as more of 2 speed bump than a significan: obstacle toits advance. Just bow wrong this was soon became evident A description of the area around Kakaeu Ridge isin order here, Standing in front of Kakaru Ridge the Americans Iooked across a deep gorge that ran the length ofthe ridge and was covered with woods und brush, This gorge was considered impassable to armor, so that any atack apainst the ridge line would de without the benefit of amor. See SSR KR2. Even infantry would have to strugele trough this gonze (although hy virwe of being a Dry Strum, the stroam bed of 4 woods hex is not filled with woods asa gully-woods bex would be). The Japanese had this area pre-reyistered ‘with artilery mounted in the caves along the face of the Urasoe-Mura escarpment a mile 10 the south, The area was also dotted with umerows tombs that tere dug into the sides of the gorge and of Kakazu Ridge itself. Jopencsc engineers had mage extensive use of these tombs as pillboxes to hide machine guns and infantry i relative safety from the American sirartillery team. [elt that the ase of eaves 10 represent these tombs was the way’ to go as it didn't require a new terrain type for what already has been done in the bosic ASL sys tem. IL also allowed them io be connected 10 the cave complexes. More on the complexes later ‘The ridge itself isn rather nondescript litle hill with (looking north) a smalter bill co is ‘west (Kakazu West 10 the 26th Division, rockers Hill co the 27th Division later on) separated {rom it by a saddle that drops off between them. Most of the vegetation hed ‘been stripped sway by U.S. bombardments ‘with much of lying ox the ground, semetimes to a depth of several feet. Don's use of the blasted ee depiction allowed me to call this terrain Debris—an already-existing terrain ype that functioned quite well for our pur- poses. See SSR KR3. (A up io future design ers: whenever possible utilize existing rules ‘and avoid writing special terrain rules.) Located behind the ridge is the small village ‘of Kakaau. At the point that we begin our nar- ative it has been hit pretty hard by American air and aetillery and hae heen pretty well euh= bled. The Japanese have dug in the rubble ard Ihave mined the approaches to the village real- laing that f the Americans want (o get armor up on the ridge the tanks would have to come around it from behind and not across the gorge. US. Army Attacks om April 9th, 1945 (Ls.Ac0) ‘The many caves on the reverse slope of Kakarw and Kakaze West dominate the village and, if unsuppressed, make any movement init dangerous. On elther side of te vilage there are fields that are excellent tank terrain, and the Japanese have utilized whateyer cover there was in these areas to hide anti-tank teams Designating specific Cave Complexes (SSR ‘KRo) was an idea that came out design ds cussions over how to represent the use of extensive tunnels and caves by the Japanese to honeycomb Kakazu Ridge. 1 originally had ‘one gient complex under both hill. MMPsag- ‘gested breaking it up into a series of smaller ‘complexes to prevent the Japanese from mov- ing from one side of te hl 10 the othe: i one turn, They could still taverse the entre hill underground, but it would take several turns Some scenarios give the Japanese player exta Cave Complexes, introducing the clement of uncertainty as to exactly where the caves wil be. Talso wanted to show the extent of the Japanese efforts in digging caves and wtilizing tombs in this battle, Allowing only one cave per heaside didn’t really show this and it alo allowed s key position tote neutralized by tak- ing out one cave. Allowing several caves per hexside was the way to go as the rules areca KAKAZU’S TOMBS KAKAZU RIDGE, OKINAWA, 1 ASL SCENARIO J16 igh at Sl. Atderson’ positon BOARD CONFIGURATION: —— gg————] BALANCE: ewer hme Fon penaet 4 Inthe American OB, replace one MMG in A Company > tha SOc) HMG. TURN RECORD CHART ie AMERICAN Sets Up First (209 1/21/3/4/5/61/7 | 8 {END est (S10) mens of € Company, 1s Bataion 36 Regiment and Mortar Paton (LR: 3 et pone hherrow Iie exes aumbered $13 adic: $8) £5|$2/%3 = 2 2 2 ee Elements 0 we] 9 t2/t- a8 — = 2 2 Companys Ist Hatalion, Mid Regiment sc ep oniwest of ments of Aiyama Ta au Shimura Taba the 370d ladependestIfiry Hatton [ELR: Sencar Tre slong the south edge [EXC. sce SSR 5]. (SAN: 2] fm | aoe RA E/E | A AP | | aE AFTERMATH: The lapinse stack br Katazs and upon te she i oe ue between Rake Kare We Se TURNING OFF THE SPIGOT — ASL SCENARIO J15 aa KAKAZU RIDGE, OKINAWA, IT April 945: After the failure of the "power , bai hovse atiack”to dislodge the Japanese fFom Kakacu Ridge euler inthe day, the Americans tried a series of attacls in balalion srengt agains! vicious portions of te ridge. The 3rd Batalion ofthe 38340 made ane such alae, Pato the bat im objective was to eliminate several of the huge Japanese 420nm spigot mor (ars that had been hurling gacbage-caa siued shells tthe wtacking Ameticans over the past several days. Ail reconnaissance had discovered the lation of pair of tiese weapons ins small seties of caves onthe eastem end of Kakazi Ridge. BOARD CONFIGURATIO! mF BALANCE: MICTORY CONDITIONS: The Arras win =the onl cimy Payer @ Aone 145~1 ils and oe Japanese ema Turn upon Contelting ll exiting Mortar Cav LEMG co the Japanese O8, ‘ate en 8 pai) eo In SSR 4, chonge “SO+mm OBA (HE and WP)" wo '100¢tam OBA (HE and SMOKEY TURN RECORD CHART (© JAPANESE Step Fit (164) 2)3/)4|5/6 END FY AMERICAN Moves Fst (23) SSR and 3): [SAW: z z hoe G2 |} 2/f3/hz be) a | a 2a 83 aw lapse B= ¢:/381K z= eo lecleslaelaz Pra Oe |e Me | | ts] he] he | tl BL —) SPECIAL RUL REEL oa maith toe wetamaat ie fom hidden apis sd machine ga ie tom caves pillsaes gpd it te fdvanciny American. After several aept to Hank the momar caves the Amereas 2. The Japanese may ue Kaka Fast, Kakazu Front, and Kakaru Reverse KR ‘eve hneedto admit tlie The spin tisars would cemumue tei deadly Hee Oe ‘Cave Complexes [SSR KRG) as wcll sone alitiona Cave Ck ‘reveun postin o th owt ser aaa ge 43. TwooTthe Cave enuntersin the Japanese OB ate Spigot Moria Caves (SSR KR 5). The Mortar eaves must se up om board 3 hexes from WIS, 4. The Ameticanceceiyesoae sudule of SOsmmm bettlion mertse ORA. (HE and WP onl): the Fist Rade Comact Attempt ix sutmatically vuseessfaland the first Batiery Access craw is atomateally black (remove ane Black chit fio the den pile) 1 KR SSR ON THE HOSS’ SIDE Co ASL SCENARIO J14 Seomario Desi: Dan Dolan KAKAZU RIDGE WEST, OKINAWA, 10 April 1945: After advancing tothe {op ofthe smaller of the two sutuits alone Kaka Ride abit ofa problem. [twas sitting (nthe open above a Jp Dlex specially prepared for jusi such a situation. Mara farms fie erupted around the sudenly holated men of L Compans, Le by Fist {eens Wid Mell chanel eos hey were ow hag BOARD CONFIGURATION [xe ‘a NN. BALANCE: LL ‘be FT from the American OR, [Due amie is snout Kan VICTORY CONDITIONS: The Americans win at guns endifthacn =) @ vnbicken An rove (844-7 squads from the pnese OF, TURN RECORD CHART aS 1/2) 3/4] 5] 6 |= ‘ements of the 14th Independent Infantry Battalion (ELK: 3) set up anyere within te plsyingatea (See SSK 4): [SANS 4) \@ % fet | 8 a] det | RE | aaa | 5 1 Company, Sré Battalion, ed Regiment [ELR: 3] se up anieonh-of the (slernate) Hox Grain | $a] 8=] 82] 8: [a + 4 2 Be: bg Bre eM Elements of C Company ist Battalion 383¢d Regiment 1 Sct up im exes numbered 10 on hexvows K ar aX a onthe Hanae ite meno Company be ot re es they bere ee ‘4. The aly Tipanese its whichoinseinp ings Avisieka va [eaves Noapanese an ay doe HIP io an Au ep ar, THE GORGE ASL SCENARIO J13 i Designs Da Daas LU KAKAZU RIDGE, OKINAWA, 9 April 1948: ‘The 31d Battalion had bees siven the tisk of pushing ont» Kakaau Ridge by advancing through the erios of {trea ede that lay in font of th hl. The Jepaneve had placed somedelsnces $2 te approaches tthe idge, covering this taste with mine aad fire Kom sever 20mm spigot monare Tory msrninaen 71 BOARD CONFIGURATIO! z> Sn ele ee BALANCE: 1a 850 4, change Oba tuE and Wy ‘fe Add one US. HMG to the American OB, YICTORY CONDITIONS: The Americans win at game end Tey have Ormm OBA (HE end SMOKEY" to “Ove Good Order units worth 2 15 CVP on Level lor higher tex, TURN RECORD CHART (© JAPANESE Set ep Fire 2/3] 4/5] 6/7] 8[ 9 |» Sy AMERICAN Moves fit (192) ® ements of the 14th Independent Brigade [LR 3 st up south of the guly nang E2-K3-MS (see SSR 4): (SAN: 6) atlat = 2 10 Ss Elements of | Company, 3rd Baitalion, 383d Regiment [ELR: 3] set vp noth ofthe gully snning £2-K3-M3 andr ence slong the north edge on/air Tare 1: (SAN: 3} ye é sie |] [4 SPECIAL RULES ‘receives ote Pre-Rogistered box aed the Dattery Acces dw fer Turn Ji an Fi career ae sulomate Mack chit itenove or Bask cht Irom the dy pl) 2 The Japanese may use the Kakacu Sade and Kakaru West Cave Com- $ Ope f the Cave counters inte Japanese OB is a Spigot Mortar Cave (SSR plexes (SBR KR 4) for those portons of the ridge ie play and may set up one SK 2). ‘Aldea Cave Compe. The Janse also receive four tunnels in aUG6R— AryERSLATH Ae ineenahjanpsottt Company plang th unladen tw those automatically received with pillboxes as per GI.632). the pron Although 1, Company wat delayed andbagus ie atack well attay own, Lacie 4. The Americans receive one mndale of 10Qesem ORA (HE ard SMOKE), all fenced he pa Kabar Weare Means 1Congany Wl cure hea ‘nected by an Offord Observer (C163) at Lave dina hex long the wos wa atthe Steuer of is mohruve il contaned more taney et hee geo he playing aon sccin monde etorte lpanere seiee Remctae, Rumahg ine tie{i\s cvered by fie fron nee auctine pies eed woman | ge ofthe paying p a . #p-The module Company sfen the xo the day cleanog tbe apponces fete ge ily adapied to this (SSR KR 4), and after some intial reluctance MMP was convinced. Half FPanacks vs any caves sharing, a hexside with save thatis the designated target of a nor-DC 1as simple enough, This rule allows he Japanese 19 conssruct & major underground position in a small area atthe risk of putting a lotof eggs in one basket ‘The fist sooaario represents the attack by hhe let Battalion of the 383rd Regiment on April 9h, The Is Battalion attacked through dhe gorge on the American lefi flank, while te Srv Batialion attacked from the right oward Kakaru West, The firs aitack is represented in ack 98 1 Gorge,” we find the men of I Com pany of the 3nd Baitalion trying to advance through dhe gorge and unto Kakazu Ridge and Kakazu West, The Japanese deierse is repre- sented by elements of the 14th Independent Brigade which had been recently fighting in several of the eutpost battles in the preceding werk, ‘The attack jumped off and almost immedi ttely ran into wouble sn the twisting maze that was the gorge. Japanese fire from hidden caves inthe sides ofthe gorge and on the front side of Kakazu and Kakazu West caused numerous American castalties, “Bye” C any would spend the rest of the day clearing the area of the gorge represented hy the spurs ff dhe main stream ded vest hexes K4 and GS running to the foot of te hill mass. Meanwhile, om the U.S. left flank the men of the A Company Ist Battalion mewved ont in the pre-diwn darkness and mado it through the forge ontothe foot of Kakaza Ridge in tie ansa of heres 09-7. [A scenario representing this ‘ction, and one combining thls action with The Gorge” are still mn playtesting.| € Com- any stared out bit ater and was inthe gorge rear hex Z8 when a single Japanese sentry alerted the defenders. ‘They responded with rurderous fire along the length of the gorge and atthe oops on the face of the hil During the fighting L Company mae a rush and succeeded in gaining the top of Kakazu West. They would hold out there isolated from ny friendly support for the remainder of the fay under orders to “hold the ridge at all costs!” However, increasing Japanese pres sure in the form of artillery fire mixed with ‘lene local counterattacks heal whittled down the sung of L Company’ 10 the point where 1600 its commanding officer decided to pull track off the hill L Company's fight on Kakaou West is repre senied by the secnario “On The Hoss's Side.” which is designed to show the Japanese coun- Ierattack capability from within the towels of the ridge using the caves and small Banzai atscks to achieve their objectives. During the cay's action G Company of 2nd Battalion ried to move between A anil L Companies but wis thwared by the heavy Japanese fire that was pouring dowa on the gorge and the area lead- Fg up toi ‘The fighting on April 9 opened the eyes of the Americans concerning the strength of the sefenses on Kakeru Ridge, ven before the fighting died out and the lat troops were with A flammethcowing Sherman clears out « eave on Kuhuew. (1:5, Anny) drawn, Brigadier General Claudius Easley and the two reg menial commanders weee planning the next day's attack utilizing two regiments instead of ene ‘The “Fowerhouse Attack” on April 10 saw the two regiments battle their way {0 the 10pS oof Kakazu and Kakazu West, After much bit- ter fighting the Americans held the front of the hill while the Japanese remained in strength ‘undergreund and controlled the reverse slopes Twas. stalemate, ‘The unstoppable force had ‘come upon the immovable object. ‘The 383rd Regiment controlled Kakuzu Weet and on April Ith its Ist Battalion Jounched an attack to push iato Kaka village ‘and open & path for the armor to get tothe Hil. Tits attack is represented by the scenario “The American Tragedy” [still in playtesting |. It show’ the futile effort of the Americans 10 move down the reverse slopes of Kakazu Ridge and the dominating effeets of the observers un the Urasee-Mara escarpment on the actions at Kakez April L1 saw feral battalion-strength attacks against the ridge, The seenaria “Turn ing Off The Spigot” illustrates one of the ‘objectives in the 3rd Battalion s actack that day—eliminating some of the Japanese 320mm spigot mertars that had been burling ‘arhage-cin sized shells ut the Americans. Goring the Morar Caver (SSR KR 5) to work was ote of the toughest parts of the develop meet process. T worked with MMP through several different permutations af the various. factors involved: attack mechanisms, vulners bility while firing. stacking limitations, ele Attacking like OBA without a Blast radius ‘worked hest. Given that we were bypassing he To Hit process, using an actual Gun ‘counter seemed to just confuse matters, espe- cially since we dida't wart the Gun to just dis appear when it was disables as ASL Guns da, Since we wanted stacking ta be resrieted even if the Gun wus disabled, having a special cave ‘counter made sense, and tien we didert need a separate Gun counter, ‘The mortars played a significant role in the battles, and [think we did a pood job balancing rules simplicity with accurate simulation, Allin all, they aver" that tough to ase. ‘On Apt (2, President Franklin Delano Roo sevelt died. The troops fighting on Kakazu Tearned of this news from Japanese pamphlets ard lovdspeakers. During the aight of April more azgressive-mindes otficers ec General Staff had censinced General Ushi fima that now was the right time fora connie attack to diseapl the American advance snd perhaps push them back to the invasion hheaches. One of the majer worrles of the Japanese was the effectiveness of American naval and ground artillery fire against massed troops. They fel, however. that the timing was right due to the losses suffered by the Amer fans in their first contacts with the Shari Line several of the the Japan: eteases, The Japanese night attack by elements (formed into “ai.” oF groups. named afer their commanding officers) of the 273nd Indep dent Infantry Battalion is represented in the scenario “Kakazu's Tombs,” which highlights the actions of Medal of Honor wisner Beauon: Anderson, He reccived his medal for single handedly hrening up the attack in the area of the saddle by throwing mortar shells at che charging Japanese from his position ia one of te area's many som. Alter the failure of the Japanese night attack, the US, planners decided to try to pet armor behind Kakaru Ridge and move infantry down the reverse slopes in conjunction with an armor ftiack Irom the aorth, “The seenario “Hares Horror” [still im playtesting] shows the Japan ese defense agains! this armor ineursion, ‘The Japanese had realized thatthe only way to ge armor onto the ridge ws throvgh Kakszu vil lage and planped o stop any such attempt cold, Ulllizing the many ticks aed traps that they had learned over the years, The rubbled vil lage was turned into’a death trap for armor. The tankers—withaut any infantry suppor: charged inte the village shooting eversthing in 3 but were soon Forced to pull back. es Of aitempts 10 gain the ridge were rebuifed, with 22 out of 30 tanks knocked out ‘The failure to provide any infantry support was lesson learned the hard way. The next time the American armor came into Kakszu village ie would have infantry With i sane pe SETUP, cto BE MHAD VeArCA EID Assaulting A Cave Complex |i‘ A One-Turn Study Of Kakazu Ridge niles EM cave 1468 facing 6, 9/471/208, pus by J.R. Tracy eel to Cave Complex Kaku West Nmereaa DCI os topof eae FIO 1460 facing 6 emply do bavile as either vatiowaliry at An America combined arms foree is " averipting 1a flank the » seof Kakiz ¥ Lonely Ridge in April 1945, A smatering of Japa ee is evidem, but the American knows by biter B ve there isulways more than meets th bs can see, and seek out and deal with what ever lay yet hidden among the nooks and eran nies of Kakazu Ridge's western spur. AMIEL AN PREM HIRE PHLYSE iat DAME Rest TMIs2 hes WPw 6a UAL tt RO, oe poses” hie NP iB DID cOU1¥9, GE Shia hepa eo ay sig bei e tema te ste OE treks A Hero with « Demo Changes poised to seal aye A. Out the Aimerican is eoncemed that the anti-tank gun therein may be a problem in the ceasuing Movement and Defensive Fire phases, ‘Therefore he attempts w fire WP into the Cave with the M442. He misses the cave, but still ain some protection hecanse his TH DR is ‘squal co ar less than his Depletion #, thus plac ing a WP counter ip the Entrance Hex (G11,85), After missing with HE as well, the Sheri ices lis MG st the HS in E10, break ing it and assuring it doesn interfere with the Hews activites, vet DROEDE. Rest 1° 77 Acs Bagcwer decies Doehle Tre and » 2 pacedin cae W25WPEMC Ga WPT AA eae 9 28 1M, E1L C219 moves ono Clint sour vse DBIOENWE11 auempistoPlice in LBA 12 FI2 1468 Stns MTRDFF 5s DCP 124 lito ROR. ER" Aa 1B. eschton FT 2 Az NMC 1 aNwe 44 rases 1S. FUSUTin C1 detres Dhl Tine and moves te B12 1,468 237 SEF ve FTW ELL wre 2M Me b,c 22 Poses To further binder the anti-tank gun, an Assault Engineer aitempts to Place Infantry. WP into Cave A, Suecensful die rolls place ‘Smoke IN the Cave and the resuking sutomatic WP CH step-reduces the crew. The Ameticans will later gain some useful intelligence when. the Infantey WP counter is removed atthe ond of the Player Turn (G11.833, G11.85, GULBSD) Now the Hero mounts a Climb counter to make his DC Placement attempt against Cave A Hevattracts the attention of the HIP Simm ‘Mortar HS in F12, Cave B. ‘The Mortar hits, but the Hero successfully Phaves the DC in the Cave, He will have (0 ‘wait until the AFPh to sce the result of his, handiwork (GLL833). Next an American 666 pushes south to see what pops up and catches sight of Cave Cin F2, This tes looks like it deserves some pe- cial attention, so tae FT-toting HS moves up ‘onto the ridge to deal with it, shaking off the 'SFF of the Mortar-manning HS, Finally, the 9-2 leads a DC toting 666 up the Gully und finds Cove E, whose HAP 447 holds its tre wo retain HP, ‘There is no Japanese Defensive Fire—the Crew manning the 471. in Cave A ean not see the 747 or the Sheeman due to the increased ‘outgeing LOS" HHindronce of Smoke in a Cave—his total Mindranes is +6 42 92 for the Infanury WP in Cave A, #2 for Ordnance WP in DIG) G1L.89), \MEWICAN ADVANCING PUR PHASE ent DRSIDR est Merktowae DC inCwwe A a 46 INC 2 some 2B Phos Nc Case 2S GD uke IMC Pass 26 447 i Dakss MCL 66 Css Redes, HER pl Moes9ADCHEGINGEs ASE rts 422 RME ea 28. HOE DR 26 bert cave [80 cx DCH6 a GS ews DE in GP 136 SI Tho de 2 thw int fone Adsces ‘The American Advancing Fire Phase has plenty going on, The Hero's work comes 10 naught as the blast fails to seal the Case or kill fff the crew. The 9-2 end 666 have more sue ‘oes, discovering a 447 by fie and thea sealing the Cave with a Tlwown DC. ‘The FT shot gets fan unexpected bonus as it wduces the 447 in the out-of-LOS Cave Dt broken 2nd Line HS, which activity is noted within the Cloaking, Box (GUD) ROUT PHASE, 38. dn Cave Pray yon Ra ins Compe sts tose Nees 12h Cre i368 ha Ben on the DC 3 stk ae 0 Beit she Cave Complex dt 2 x27 in E10 rine (460 in 10 enc wo ‘The Rout Phase sees the 2nd Line HS duck into the Cave Complex, and the Is Line HS on the surface Routs into Cave Q but can gone Further (haying entered a Cave this phase— GILT#, ‘The presence of the Hero in E11 does not prevent this Rout as st 4S net in the Cave Q's Entrance Hex and is thezelore not ADJACENT (GIL). AMINLEAS SDN ANE CLONE CDAIAT PLINSED Ms exFUI347 in BI2 advance w ENE 4,12" WP Soe contr emored fam 6A: SF. After some Advancing by the Americans the Infantry WD is removed from Cave A, rovesling « number of other Caves that ars part of the Kakazu Wes complex, but aot the Tan tel Exit in D2, the same level as Cave a, SPANISH HAE Y PHASE ent DRA DR Rea BEDI? nw F12 Tht Riles J) A ANESE OVENS PEE 36. MUG m Cae Comer nore hid Im Il ove MF singe Cave HIP and rae TP The Japanese Player Tum sees the defend begin to shift his defense, sending an MMC teamto the back ofthe ridge to cover the com: ples’s rear. If Cave A were part af a Cave Complex, thea the 128 could moxe the Gun im the Corpies, Ne Manhandliag D2 would be neeessary , The struggle for Kakusa Ridge has only begun. 4 continued from pace It Alter the armor fiasco, the area around Kakazu sotled into aperiod of relative inactiv iny as both sides focused on other areus and sad ‘major attack slong the entice front, The 96th Division was moved 10 the east between Kakazu and Nishabara Ridges und the 27th Division moved into place around Kakazu fe preparations f lowing week the Americans laid plans fo n April 1h they struck all along. the Jupanese lines, The bombardment was one of the largest of the War. Despite the best attempts of the navy and air forces to break down the Japanese pos after the dust had settled, the Japane line, although moved back some, wa: During the f a massive atack and way beoken, Kakazu was bypassed during this attack. however, and the Aniericans managed to push beyond it on hoth sides. The Sapanece troops manning Kakaru Ridge and village were in danger of being, cutoff from the rest of 2nd Army’ During the night of April 23-24 under the cover of & heavy fog and a fierce bombard Kakaru pulled out and iment, the defenders of moved south to take up positions closer to Shur, Taking their wounded with them and burying most of their dead, the Japanese lef litle inthe way of prizes for the Americans. small delaying force comprised of wounded ang! volunteers stayed behind in Kakazu village tadelay the Americans and allow the rest of The their comrades to escape (o fight again. “Clearing Kakazu” depicts the attack Force Bradford against these remain ing defenders of what had heen the core Jupanese defenses on the Shuti Line idles knew that the end was approaching but that there was stll much brutal combat to go before peace would come again vo this Pacific island. This brings to a close my presentation ofthe fighting at Kakazu Ridge. Ihope you enjoy playing it ac much as T enjoyed designing it MMP's playiesers have done yeoman work i xeting this project to you, and MMP's work ‘adapting my versions of some of the SSRs into ASL cules that actually Work was inspires would like to thank Don Petros for designing the map without which this project would never have been possible. | would alo like to thank the people at MIMP for their patience and hard work in beinging this project to comple ‘Without their knowledge ard expertise this would be much lene than i i, dnt have hap thrilled to be able finally to publish your hard work on Kakacu. Also, you max have noticed that we have several more “Dotan gems’ ox Kakazu Ridge will being playtesed. If interested in helping out in that effort (or in other playtesting line Eds } {Needless to say: iction), please drop xs ¢ Smoke rising above the iombs of Kakazu. (US. Army) Internet Resources for the ASL Player The wired-world, the net, the world wide web, By these or other names, the internet has had a significant impact on the gaming world and especially wargames. Today, with the umber of wargame players dwindling, the achvity in our hobby appears be wctually increasing. This increase might be utributed to the increased interconnection belween wargame hobbyists. The world wide web has allowed players who previously would have never enjoyed a game of ASL (or Pancer Bliv tr Thied Reich) with cach other due to dis lance, time constraints oF many other possible Ihctors, to play a scenario or game, Moreover the world wide web is a place to share ideas and discuss our mutual hobby. his probably not possible to know all the resources that might exist on the world wide web for a parti This anicle pre ents just & portion of the information that is By Carl D. Fago available out there for ASL enthusiasts to find land peruse im pursuit of their favorite hobby. MMP believes that, as we enter a new mille nium, the future of wargaming will be depen: dent on the inter-connectivity that the werld wide web provides, The following list and description of ASL resources is current as of the beginning ofthe year 2000, Unforeunatly as the nature 0 the world wide web it one of nutioned that these resources may change without notice. They ‘may move or they may disappear. Thar's the bad news, ‘The good news i thi tis istis not intended (o be all inclusive and new informa: tion and resources are being continually added. Frequent use of the available search & and frequent inquiries to the keeper of the var. ious internet resources will help the reader say informed of the changes and additions to the ‘web of information, rapid change, the reader is ASL-Related World Wide Web Resources The Official Advanced Squad Leadce Webs site (tip: t/ uw advancedsquadlender.com) MMP entered the e-commerce revolution in January of 1999 with the introduction ofthe official ASL website. This ste provides ASL related news and information as well as «place vo purchase all official in-print ASL prodect A listing of ASL tournaments and events trom around the world is provided as well as up-t0- date official ASL Q&A. This site is updated regularly and js the first place to find official ASL news. MMPhas fit, the Provence Puck, a free historical stdy, complete with ten scenarios, of the Operation provided an internet MERZENHAUSEN ZOO Ce ARIO J19 Seonario Devon: Chae Sith MEKZENHAUSES, GERMANY, 22 November 1944 AMtersix days 0 ing, XIX Corps believed t ws wly fora quick push 0 the Roet, AION? luieligence reports stowed some Gran unis wthirawing. Merzexneusen i expected ip ne the est defended town jhe Drvisan wos Tave west ofthe Ro, Because the town was the key to the defenses west of the Root River od pro lected the north-souty commaiicaticns Link, and im preparation lor the Andennes oltensive, the Germansinad 1 hold tata costs, The 246th Volksgrenaie Lis ‘ional ten involved in heavy filing and Was undergoing areie! in place by the 34th Volksgrenadier Division. Task Force 16, witha atached Batalion Taga the 301 Inanity Division soldiers and etish tanks, launched an atic hetore the relief was completed, Its assault eas beadleng into the 246in Volks -rentdice Division aad elements of LXXAI Corps ASL SCE) BOARD CONFIGURATION: 051 4 lo BALANCE: Af VICTORY CONDITIONS: The \rericans win In the Victory Conditions, cn 2 trol 238 gone ping Loetiens within he G "2H" 102 Si Inthe Nicory Contin ange TURN RECORD CHART + essere my 9\3 4|5° 6 7 8 END ‘JE AMERICAN Moves Fist (2047 ‘Elements of Volksgrenadier Division 246, SehwereA blung 506, and LXXXI Corps [ELR¢ 81 vel up on hoied 10 onfesstot hexrow P| JPL andior on tosrd 43 ovfeast of hexiow Rin heses numbered 25: (SAN! Ae[ 42 AA UT | gee] day Ma | & | fo | sc a4 2 2 4 2 6 ie TA ae a Sou le "| &! caso avon ¥ Bion | S % 4 “re [aul a] go] 3] bE], | oe = on | Pee | Ag | baw 8 3 2 meats of 166 Armored 1119 Infante. 30h nie along the westedge of heard Ii (SAN: 3) if Mets ts| 2 $ ie i ine meta capaaprcbnt ss q z ¥ s|¢z]¢e i Me] 5] $2 | f5/ 38 ha 70 2 2 28 2 ati Bahn Sa te aah came Ek Rasa hr ie. 2. The hare 10 path (914.41 considered am upanee roid More pups) OLA. VOU and 103112 wi a uae tad ran " mHEPors onenhnkatn ALS ‘Whe ero Tiga wih suppoting inlay. couterasacced Toe Germans pst ne Ane THE PINNACLE ASL SCENARIO J18 VICTORY CONDITIONS: The Americans vinat game endif they Com eo building 22X7, and exes 1SN& and |SNS TURN RECORD CHART Gl TESHIMA, 21 Apel 1945; The Ist Batalon of ihe 306 pussed MUR Ge towa of fe and hid reached positions aear the Government House and the lower Apes ofthe Fegasgu Pinnacle, The Pinnacle wasthe nerve emer of the apa ac detenses om the inland, with His from iesiusing the Americans mity nul fies in the poveding uays, After beating off several lecce Japanese atacks du oye nips Ue 306th rns eve Watch lhe Ebel epmneas tins it Scone Design: Dan Dal BOARD CONFIGURATION: A N BALANCE: © Ac $0 3.3.65 0 he Japanese OD. (On enna onaa a 2 Delete both the oudhlocks and the three AT Mine fictar fon: the Japanese OB. © JAPANESE Sets First (218) “Er AMERICAN Moves Fist (376) 2}3/4|)5/6|7/8 END any hoard 2 exes murered 2 4 (see SSR 3): (SAN: Elements of the 1st Battalion, 2rd Infantry Unit, 4th Independent Mixed Brigade ((gawa Unit) (ELR: 4] set up on'nerth SPECIAL RULES: C age Dry with no wind a¢ sam, Coral Soi) (G13.82) is in effec. The (Forge daes not exist Kinin attempts are NA, 2. The seam is Dry. Hexes 15F2, 1SF3, and ISG are considered Level 2 hilthevee. The Cliff depetions slong hex 1SF2 sll ee G11.113) ate NA. Pill {3 The G11.91 subwractions for Upper CIT eaves ones may aot set up an ill exes, A-P mines tay not be exshanged for A- T MinesDaiy Chains 4 The Americans tecvive one module of |20¢mm NOBA (G14.6; HE and WHY, sivected bya 2-2 7 erew which itis battery's Shore Fice-Contecl Patty 1 Jon] 2 - | fe | Mae | Aa | dee | ha awe | BG | sae a 270 x 1 om a 2 oo o Pras 7s = — 6h Reinet, 77h Dison LAA ep an Dou 22 iene ieee ae 2 =| Se 1] RS WE ks 2] e/a | A | UG] 320 7. ss = 3 Hlements of the 300th Regimenal Connon 2 Company and 0a ark Hanon ener é 2 2 (GI.61% all LOP (61462, 11.849 for es attny fs raced through 5. The American 7-4-7s/!-3-7s are Assault Engineers (HIL22). American AFVe may not enter Level 3 or & hill exes, AVTERMATIC: The anak ume of jst afte ann supponed by than ppt the ipa asa he Pisce The Pie {eet rth sarang ouniee the panes bd gamers !ooung teu eon eh sah er ung ene CLEARING KAKAZU GJ KAKAZU RIDGE, OKINAWA, of most ofthe remaining defender ofthe lef icin to Americas pus forming a special ask force tvcliminas the yocker. Four battalioes fromthe 7h, 27th, and 96th Divisions were Aesignated Task Force Bradford, and assighed this enviable jo, Sepped off 0730, SCENARIO J17 April 1945: Doing the night of Apri BOARD CONFIGURATION: KR Sc vessahecee re BALANCE: © Remo ethe 50.al HIMG and TURN RECORD CHART ——s 1/2] 3/4] 5] 6 age - se] att] aed | ae oe fr | #2 Al iB] | 2 tye a st = a i Ber acres +] Ente water Tur | of wan. See KR SSR. At the star of pay 100mm OBA (Smoke and HE), ipatese may use the Kakaza Village KR Cave Complex (SSK KRO) THE GUN: YICTORY CONDITIONS: Provided the Helians do oe have | Gun posse by an unbrolencrew ankle have not amassed» 32 CVP (esoners ad eaputed ‘equipment do oy cua double, he Americas win gate end if he alias 30 ot nave Gond Order units with LOS to any hek ofthe AS/AG-P2 rad that ot {apie of applirg » 1D FP vinchuding SW and PBF, hat divegantig Maile OF and venting TPSF as PEF) to hypothetical avack ss those ame eX) TURN RECORD CHART SOFNARO GJ [North of NARO, SICILY, 11 July 1943: The auack an Sicily was unger U.S. forces hid broken out ofthe Gela bridgehead. Armored forces were eapily sadsancing sgainat wetk opposition—etosilydelaylng units who wouldsimply fe ‘Tew tolen shot then fall back t sew defensive pentuas. Aer sucesluly cap turing Nare-on 11 duly, aceon elements uf the 2nd Armored Division received he BOARD CONFIGURATION 2> BALANCE: Wh inne VC, en tr Inthe VC WE ITALIAN Ses Up Fist (40) fe ir TY AMERICAN Moves Firs 4 END LH Elements of the 207th Coastal Division LELR: 31 et u 1p in il exes aninarthak hexrow C (ee SSR 4% (SAN: # Bs | | a8 | Re $ 7 ae = xin male a a &:|he/ AE] RP ge = 3 SPECIAL RULES: 4 EC are Moderate, with no wind a sta. Boresighiing is NA, 2. All Americon Personnel must enter a6 PRC, The Turn Inte (22nd Recon) nay wee the road eats fn ether of hexes AS/AG, regardless of which offnep ex used wpe may form frogroaps as if thay wore armored HTs (DS. 64), 3 the lalians receive Au Suppomt (BF) inte Form of W982 FB with bombs ‘hich anive atomically on merican Player Tare. Ist im play, the FB ‘Me auimatcally recalled (E724) a he end of Ametean Player Turn 4. lasan units (and SW stacked ih them) sting up in suitate tertsin may egin the game entrenched 1827.1), ‘5. Malfunetioned Hatin Guns repair ona d's 2 AFTERMATH: ming uo «now ps, wo gtk peed wy hong ‘Reve m te coal was deended ny fourage calor gus The ete recen rescue Ue nse machine pu fied wo soa ns wre edered the rl 0 el provice covering fre ing silat maneuver the recon Fe evaded the fap ath Fntiney was ate a to ate i earag he Boke forces. Tank fom Company D styrene Compa, nate ow oe tthe Ela HE GW: Intensive fi [immedistely cook a chine to “The Guns of Naro” during playtesting, I thought it could be aarcal winner for several reasons, Fist of all, dhe tactical situation and boar layout ate very Imeresting. Board 9s rarely used, giving the veteran player 2 new louk. Secondly, itis small enough to be categorized as tournament Sized without being so sina as jo be trivial Thirdly. the options available to the players. specially the Italian side, give it a strong replay value. Lastly, Echought it was tightly balanced and would often go right down io the end. So far, results have proven my iatition correct. ‘Weapons Comparison The Italian guns may look impressive at first, but short harrel length and no AP ammo hamper them. Their HEAT availability aum ber is only 6, [they gee HEAT, the Basic To Kill #of 14 isn'ta suie thing agains: vie from AF of any of the American tanks, since the Stuaits have a 6, the M4s have an'8, and the MIAlshave acicled II. Using HE. the Basic To Kill # gaes down to 10, which can't be counted on to penetrate any US. tanks Frontally without a hit of luck. ‘The 20L ATR has basic kill number of 6, modified to 7 Within 6-hea range, and so has « pretiy good shanice against he halftracks and the jeeps (with a Final TK of 7). ‘The machine-guns of 1 42RB have a basic hill number of 5. Aerial advantage and rear target facing would inerease this to 7 against a close-topped AFV, Huguinst an open-topped one The Stuarts have an Acrial AF of 2, the Shermans have 03, and the haftracks have &, So al of the Amer ean armor is yulnerable to the fighter bombers. A dizect hi! with the 120mm bomb ‘auld have a Moditied To Kill #of 14 (15 vs OT), and a near-miss would have an 8 (9 vs OT» to use against the verial AF of its target Clearly the aierait ure the most dangerous foes ofthe U.S, armer. Rules Warning—both sides must use ved To Hit nubers ur 4" ord Italian Advantages: Setup options, air support ali n Disadvantages: Troop quality In many ASL. seenarios the defensive side doesn’t have a large aunber of optioas with regard to how 1 play the scenario. Sure, they ‘can position a unit in one place rather thai imuther, but often there is only one reasonable Aefensive philosophy to adhere to. This is not 0 With “The Guns of Naro,”” AST see it, the alians ean chonse one of two extremes in 4dolensive philosophy, of a combination strat egy falling somewhere in between, In any ‘ase. the Tallan philosophy and seiup will dic lute the course the game will take, Thisis a big advantage for a defender. They also get two German fighter-bombers to help out, atleast fora couple of urns. Working against the tal- i, as usual, is their overall troop quality ach Italian squad is only about as good as an American HS\ € Philosophy tup ‘The Italian player gets 0 decide what kind of game this will be right from the star, asually by virtue of his setup, particularly of the artillery pieces. He cun choose a t0e-10-t0e rategy, wherein he is counting on winning 9y he casualty cap. Such » sirstegy usually involves placing all four guns in good posi- Lions to shoot at the American entry areas, and showing na reluctance to Fring all weapons at his disposal at any reasonable target that might garner afew more CVP, particularly the tanks, ‘The Gorman fighter-bombets, when they eater certainly ought to be helpful in racking up some points. This toe-to-toe approach might very well intimidate an American opponent into throwing in the towel before he is actually beaten, because it has the potential 19 score a lot of CVP early in the game, Uf the game isn’t vwon by the time the air support leaves, how- ever, the Halians could be it trouble, because there will be no guesswork left for the Amer ‘cans, and they ean simply Blast away and use ail their resources to recuce the Lialian po: tions. By that tine the guns will probably have Fun ovt of mos! of their special ammunition, and one oF (wo might even be malfunctioned (On the other band, the Halian player could opt for a hide-and-coeke steategy. The idew here is by Matt Shostak to use the HIP capabilces of the guns to mas imum advantage, making the Americans wasie valuable time looking for them. This opticn usually courts on winning the game by the ther aspect of the victory conditions, that of having a gun erewed at game end, o¢ having 10 IFT faciors able to hit the road, AS. final ‘option (eeally a series of options in a spec trum), the Ialian player can ty w strike a bal anes between the two extiemes. He could bi ‘one gun and fight wih dhe oher three, hide 10 and fight with two, or hide tee and fight with ‘one, I'suspect cat most players who ty a bal- anced approach will go with the hide one, Fight three idea, "This last defense might in fact he the most effective one of all. Two or three uns on the firing line, in addition tothe other Tialian weapons, should be able to couse enough American casualties wo keep the oppo- hnent woried about the cap, while the stl-hid den gun will make him nervous about achiev- ing his own objectives on time. Forcing the ‘Opponent to simultaneously keep track of his timetable and limit his losses is 4 good way 10 sake him work very hard indeed, Which oF these philosophies isthe best? don't know. Each ASL player will probably have his own opinion, based en persenal pi erence and style. If you play the same oppo- hen} more than onze inthis one, you may want to alternate your defense among the various stralegies in order to keep him off balance, For the sake of argument let's do a sample setup, Here we'll go fr tte hide oe, fight three sira- egy with the guas. If one of ihe guns is going to remain hidden, M9 or NY mighi be a xery Bool place to put it. Other goed places include LL. N4, and PA, Here we simply pick one of these [Note that three of the four guns will lose ‘heir HIP status very easily. The general cule ff engagement for this force will be (or the 3 gans fo shoot at worthwhile targets, especially the Stuarts, halftracks. and Mds, The HMC, MMG. and ATR will be the only other \weapons firing very much. They will engage the softer targets and halftrseks, alivcys look: ing co maximize CWP, The rest of the force will Uy co remain vonceted as Jong as possible toy w putthe Americans behind schedule. Ia the later stages of the game, surviving Italian infantty will make use of the crags to proxect them from overrun and VBM freeze by the remaining American tanks n Advi Trwop quality, armor. sia nership Eniy Pap, tim: The American squads far cuts jan eumterprs, et that shod by As usual they brin their Teal ibvinss with then: plethora ¢ as indicated by their smoke exponent of 3, The Americar armor is actually pretty damn good, and they ve atlas of it, Six Shermans and two Stuart -an dish cut « lot of penishment once they star hits. The bo fader, who should be able to S.faver. The Their ini tial group only has three nexes on which to center, and the Htalians can, if they choose attempt to obliterate them as they come on The U.S. tr casualty cap, events in the L p job th board also must contend with Each tank loss hurts ins of CNP than it docs in lost reckless in their advance bat power, Lastly dhe Americans don't have a fich work ap to make thing lot of time t do their job, in-hand with the CVP. cu anc ait ‘Units with a white border are HIP. Units with a white circle are entrenched Al on-map units are concealed. L wil nec ary t ceatry or sample d turns. This simply talian player ¢ nd Twi cal ‘Tae first few wi rious gut check ally if th casualties can mou Patience becsute-oftex & the defenders hav haw a sample Am postions after the fis Too Variable based 6 feo I make som: applicable, ant rapidly inthe ex the time the airplanes Hosta Tob of thei hy how and hows the dice fall usually rewarded, howe cea barely hope 10 cause any more American casualties. Ihave seen several games where the Hulians unly aveded 16 score one oF Ww0 more CVP duriag the lasttumn or two, bat sim- ply caulin't do so, because hy that time they hd litle or nothing leit, They’ simply hud so watch the Amerieans mop them up in the ‘endgame, ever Vigilant for an oppomunity 10 get that one lucky sniper or some other kill 10 tein the gama, Htean get very tense, Even though they can come hack strong, however, I sul think the Americans have to be very eare- Tul 10 limit theircasualties as much as possible Je frst soup may look very vulnerable with such « restricted entry area, but the Halians can't boresigit and must use red To Hit num- bers, $0 itis possible to get most of them «n board withour a huge number of casualties ‘There ae & few things the Americans can do to limit casualties. One i to keep an eye out for the fighter-bombers, and to position units jn such w acy that it wil be dfficul or an ae- plane 16 hit more than one oF wo Unis with Single strafing run or point attack. Another is to get he .SOcal into A made right before the airplanes show up. Dsde Caringa shot down fone of Mike Seningen's aircraft this way at WWF IV in Denver in 1998, so we know it ean be done. Turthermore, as a general rule of thumb. [like 10 abandon the jeeps as soon ax possible, removing the machineguas, This ‘would give you an extra .50cal and MMG. ‘To do etherwise, in my opinion, isto risk handing the Italian some cheap ard easy CPs, which ‘you might regret later. The halftracks should be used carefully, because they sre vulnerable lo neatly everything, and each one counts as an easy SCVP if its crew is destroyed with it. Keep these guys tucked away until the theeat to thera bas been diminished somewhat Although the Italians can determine the gen- curse of the scenario, the Americans ean still control the pace because they are the attackers and the defense is largely stati. ‘Therelone the Americans should not he afraid wake advantage ofthis and use their mobility te focus the attack wherever they want. The American tanks should be CE. for uch of this scenario in order to make use oftheir excellent AMG. especially since a Recall result won't impuet on the CVP total. Getting behind the Italians in onder to envirele them and also cause failure t0 rout will bea hey for the U.S. inthe late pars ofthe game. Conclusion I seally think this is great scenario, Ie has eure down to the last unm every time T have pphiyod it, and it has enough replay vale that 1 ‘would play it over again in & Reartbeat. ICs Interesing terrain, vietory concitions that keep booth players honest, and enough chrome to keep savvy veterans interested, Give ita try, 1 think youl like i ov u Evolution at Naro by Russ Bunten Some of you snay be familiar with an earlier version of seenério 420. We made two small but significant changes—significant enough to watrant discussion. We expanded the American eniry area to include hex AT. and We clarified SSR3 to make clear thet the Fighter- Bombers (FBs) ace ayailable for two ‘American Player Turns. ‘When I first played this scenario at March ‘Madness °89, I was immediately struck by the ‘unigue situation and intrigued by the opportu nity to construct an Ttlian defense which could withstand the American onslaught, My dlofense way similar to the one illustrated in the accompanying aiticle, and I was success ful in holding out until the end for an Kalian victory, despite the fact that we only alloyted the PBs to participate during one American Ph due tothe wording of SSR 3, Following the scenario, my oppoaeat and 1 began tinkering with the Kalan setup and is. covered that the Halians could probably win {wo of three games by setting up everything right on fop of the American entry hexes and pounding the initial foree. At that time, the ‘Americans were forced to enter on hexes AS andor A6 only. The goal of this up-fron! defense was to push the American CVP total as close to 32s possible and then let the FBS do dhe rest. We ran through a tral run oF two in the time we had available between rounds and discovered tht the odds might even be & bit beter than two in three, but failure woulé almost certainly result in an American win, ‘The description below illustrates a sample setup using this tactic. I depends on killing the unarmed jeep (1 CYP), both armed Jeeps (4. CYP cach), their passengers (if any), both HT (5 CVP each) and any tiders which enter fon the MSA 1s. It is highly possible that the Tealians can amass 29 CVP on turn one. That only leaves the Americans 3 CVP for the remainder of the game, While this was n0 sure thing, we felt that adopting this strategy ‘went contfary tothe intent of the designer and. Jed to an unrealistic setup. Setup: C4 (CA C5/D4): HIP 100" ART/2-2-7 5, C6, DS, D6, E6, E7: 18 Foxhole/3-4-7 D8 (CA D7/E8): HIP 100* ART/2-2-7 EA 1S Foxhole, ATR/2-2-7 GS (CA FA/F5): HIP 100 ART/2-2-7 G5 1S Foxhole,7-0, MMG!1-3-7 HS HS (CA GSIG6): 100 ART/2-2-7 HS 1S Foxhole, 9-1, HMGI2.2.7 N5 Sniper The primary objective isto place as much Residual FP és possible on each of the (wo Annetiean entry beies. The jeeps would find it difficult t msneuser dough his FP undam- ‘aged, and there is hardly any counter toit, The ‘Americans have little smoke making eapatil- ity until the squads arrive on turn wo, A eau tous American might eater the Stuarts fstin onder fo “freeze” two ofthe lialian squads, but if they strayed more than a hex or two from the eniry ares, they would find themselves surrounded by the Talian Guns and the ATR. If the Italian could bag one of these MSAIs, ‘on Turn {, the situation quickly became des- erate or the Americans, However, the Stu ‘ans Were not the primary targets ofthe lian Guns. ‘Tae Guns would concentrate on tne H's. A bitaguinst them is typically a kil and these Guns must take the one opportuniy to ‘get them before it was too late The shots against the HTs would not be guaranteed to hit them. The 730s are small targets and would be moving, Additionally, the Halian player might not be able to see the HTs for 2 4 MPs so case J] or 32 may also apply. Placing the Guns within 6 hexes of the entry area avoided the disidvantage of using the red TH¥s, ‘Thus, even if the T30s entered, tusned, and immediately ran behind the cliff, they would get bit on a DR of 6 orless, Not the best shot co be sure, but success would ‘parner another SCVP- ‘The Italian setup {s designed with several caveats in mind, First. if the T30s waat to smoke the Taian MG positions forthe Turn 2 reinforcements, they will have to be in the sights of atleast one Talian Gua, Second, the ltalian positions ate high enough on the hill that they cannot be reached on Turn 1 Finally, if the Stuarts do nun up the slope oa ‘Turn 2 to “freeze” the Kalian MGs, they will be subject to rear shots from two liaian Guns ‘and the ATR (not io mention the in-bex fire from the other two Guns). Given such a setup, the Italians ave just gambling, but with the odds on theit side The problem is not that the Italians have a ‘guaranteed victory with this setup, but rather that the odds are too tempting to forego the ‘opportunity and peshaps prevent x number of players from enjoying what this scenario really has to offer. We then consulted with Chas Smith and ‘Sam Tyson, who were originally responsible for this scenario. ‘They had already realized that the original $SR did not match their intent thatthe FBs should be available fortwo American Player Turns. They also agreed with our idea of adding hex A7 tothe Ameri can entry aren. Th our minds, that one hex ‘makes all the difference. In its current form, the Mallaus may stil set up in the face of the American advance, and may even do encugh damage to vin the game very early. But its far riskier gamble than it was when the entry area was only AS/A6, We bope thet you all enjoy the scenario more with this minor alter- tion in place. Personally, | think it makes for an exciting confrontation By somie measures it seems Solitaire Advance Squad Leader (SASL) needs no intro- duction, Since its 1995 debut, everyone knows that it the sclitaize version of eur beloved ganic. This quick categorization of the module encourages. players to casually make unfounded sssumptions. SASL may be the most overlooked and underplayed module in the series. No other module is dismissed as really. We accep desert or PTO scenario, for instance, even though we do not al play them. Note forces PTO on others an, likewise, 20 tune advocates SASL replacing Tuce-to-Face (FUE) play. Yet, many players ook down on SASL, pethaps seeing a series of clunky, auto= maied formulas that do no provide ary fun, Many look at it only superficially. see it using the ASL rules, counters, and map boards, and tive it no further though. True, SASL can be played like ASL, but to do s0 overlooks its beauty. Many have formed opinions about SASL while never Having tried the game. To complicate matters, their assumptions have heen bolstered by previous less successful tempts at solitaize systems, Tn short, many think that SASL. and its so) laire xystem is just a way to play ASL. scenar- ios by yourself. And therein isthe miseoncey tion. In truth, SASL i really 6 own game. df ferent and distiet from ASL. The introduction to Chapter § attempts to point this out. Ifa player plays SASL as if it was ASL, or expects icto be the same as « FF game, he will be dis- appointed, For example. think of the differ- ences between Japanese infancry and more conventional forces such as the British, You could play Japanese infantry xs you would the Brivsh unis, And you might even win, too ‘You would be, however, completely missing the point. Most likely you would lose and ‘walk away feeling that the Japanese ate pretty ciseppointing, You have to adapt your tactics if you want to get the mos cut of the Japanese ‘This is hard for some people, at least at frst, since all their experience has been with cor Sentionil infantry tactics. ‘The same need :0 change one's mindset holds true for SASL. SASL introduces new types of scenarios and a ew Lind of opponent. Both require a new syle of play. This anicie will examine some of the unigue aspects of the SASL sysiem and the Liflerences in playing style the systom forces. 1 hope vou gain some new insight for the game and maybe ty il, or wy i again SASL IS NOT ASL Solitaire Game Mechanics Of course, the challenge of solitaire game design is producing a useable artfica) intel gence (AD. Too simple and it does not produce 8 good opponent. Too complex snd it hosomes uaplaysnle. Ie SASL, the Al controls the ide (While the player contrals the ide). The SASL AI accomplishes its task with four main game mechanisms: Sus- pect Counters, Activation Tables. Action ‘Tables, and Hierarchy Lisis, Any AL fora soli- taire system involves some compromise, In SASL. players trade knowledge of the AT's behavior for the uncertainty of the opposing forces. Bocause ofthis trade off, SASL play is not the same as FF ASL. This fact dees not make SASL bewer or worse than ASL, only afferent, Suspect Counters Enemy forces are marked initially only by Suspect counters (S?), In practice an $? ie similar to a cloaking ecurter: ‘youknow where it is but not how many, if any, nies itrepresents, ori such units are %4" or counters. ‘The actual composition of ax S? is not revealed uniil an attempt is made to wti- vate it. The Mission card (SASL scenarios are termed "Missions" describes the initial place- tment and combat attitude forall 8?. Wo at tude, as the name implies, represents s holding ‘or defensive posture, while Advance attitude reas the epponent will advance towards your units, In some circumstances, the Enemy side ‘may have Suspect counters in both attitudes at the same time by Robert Delwaod Activation Tables Activation isthe two-step process by whick Suspect counters turn into actual units, First aan Activation atiernpc is made in response to Friendly units moving or fi depends on tho range, the DRM for any attach versus the moving Friendly unit, and the Enemy's nationality. dr is made und com: pared (o the seenano-detineé Activation num: ber, An unsuccessful activation removes the Suspect counter (as if it was a dummy sack) {A successful activation requires the player t consult the appropriate Generation Table te determine what unit or units now appeur SASL. includes Generation Tables for the Ger mans, Americans, Russians and Partisans, (Additional tables may become available ir future SASL releases.) These tables cover 2 range of possible units based on the date and theater of the scenavio and are designed te keep historically rare vehicles uncommon. "The lables appearing in the SASL module are the most eampzehensive and the most general, while the tables for solitaire Historical ASL (SHASL) that appeared im ASL JOURNAL #1 are much more restrictive and represent only units historically present during the battle depicted Iie succes Action Tables, Every PFPh, euch uctive Enemy unit rolls against is combat altitude For its activity. This etermines if it fires, moves, o1 Panics. Panic is unique to SASL. For Infantry, the effects of Panic are similar (a those of Tithe affecied ‘nit may not move, aBvanee, or fire (EXC: the A Figure One: Two German squads approach abuilding with uekrown necupanis, A2: ENEMY Action Tables (6.2 Ada Advance Auude Ade Haw Amina DR “Retion DE “Action a7 Move? 24 Move? ul ee -1_Entrench* es DRE io Target exists 6. 8 muaemmsbile wed vehicle Fite: ses each dsbles DRof2 Ihe Lincunt Panis om ah ds 2 Conc Green ai Panic nt dvs DR 62 2 sm mnie amet she Fis ih Tare thee est 622 if mo Tapet exist #uon-asauliearmed sehicle Moves oF om infamy MMIC stents Enuene i an inde Location and ent ahead Enoch inach to Lnsachor nn Infanry MME wath Tages Fes uit mus use FPF whenever passibie). A Pan- icked vehicle stops if in Motion or moving and like Infantry canact fire, Note that Enemy units also may Panic during DF. Hierarchy Hierarchy lists areat the heart of SASL's AL Once 4 unit's action is generated, these lists determine the aetual target or destination of the funit A rll ie made for each unison either the Acton of Movement Table, as appropriats, resulting ia a set of options in bicrarcbical list. The unit must attempt 1o follow these ‘options in the order listed. 11 no target mecis that criterion or if multiple targets are avail- able, then the player proceeds to the next step in the hierarchy. For example, daring its Prep Fire Phase an Euemy Infantry unit wih LOS to some of your units is ordered 1o fire. I olla @ five on the appropriate table (Enemy Attack Table Ada) Fre all TP a closest iarget ia VEO (Victory Point Objective) hex; at closest Knows target; etc. Among the potential tar- gets in VPO hexes, it would fire atthe closest tone. Iithere were more than one eligible target ‘or if none were available, it would fire at the ‘’losest Known uni regercless of VPO puoxim ity, and so on. A similar procedure is used if an Enemy unit generates a move action, but with directions w move toward different listed des- tinatioas, For combat, there are four different charts: IPT vs, Infantry, LATW vs. Vehicle, Ordnance vs, Infantry, and Ordnance vs, Vehi- cle. Taken 86 4 whole, all of these various charts provide an impressive atray of options ‘So what conclusions can we draw about the SASL. AI? Firs, itis dificult (0 second-guess the AL While one can perhaps narraw down the options toa few generalities (et. the clos- ees the most units or the least TEM), even within such a given type there are just 100 many variations. There are several kinds of “closest” targets: closest, closest in WPO hex, closest PRC, closest Known unit, etc. In the For ‘enariple, you might suspect your opponent is going to ire at the closest stack, the biggest Stack, the stack with the highest FP (.e. the gst dangerous), or the stack in the lowest TEM. Second, because the jatles are well thought out and designed, they reduce the apparent andomness ofthe system. Assur unit is going 10 fice, for example, the AL works to Select that unit's cargets logically. There is none of the randomness of sniper aviacks. cond, this is similar 19 4 FUP ASL game, ‘Command Control Just as Bnemy units roll for Panic, your own troops also have the ability to Pane. Fora nit to function without penalty, it must bein Com- ‘mand Contiol. Basically, this means the anit Faye Two: Commie Corral the 1-teader pass CMD BR. tho ln ‘eof hth he 8 8 apd 8.58 sould be in Conan Control. etardexs othe FAs acces the 7 wl ne un oi win eo neces fur 2B ‘must be within two hexes and LOS of a leader who hav passed « special type of TCcalled & Command (CMD) DR, Fer example, ita 10-3 leader passes a CMD DR. all units and other leaders withia two fiexes are considered 19, ‘command: that is, they may move and fixe noe mally, A subordinate leader within this two- hex radius in turn may’ provide command t0 ‘other nits outside the original leader's eon mand ridivs, but within two hexes of that sub ‘ordinate leat, IF the original 10-3 leade fils its TC, it has Panicked and the aest highest leader must attempt a CMD DK, Atter the ‘command status forall lealers has been deter: mined, al units 101 in the command radius of any leader within Command Control mak> & CMD DR. Natwally. a CMD DR of 12 auto. matically revolts in Penis, Many players, including those not partial to SASL, hike the Punic roles and have tried to tase them as house rules in their normal ASL games. However, the implicstions othe Panic fle are tricky and farce three new consideca tions for players Fits, leaders aequire an additional role, ASL leaders already have much to do duting tate The good ones lead fire groups, while the lesser ones are relegated 10 radio operations. assisting with movement, and rallying. Rarely does a side ever have enough leaders, The Panic rales, however, effectively eequire your leaders to be the center of your batle group in onder to keep your ocher unity in command, This role now becomes more important than most of their regular functions in ASL, Se ond, because leaders may 01 be directing fire as often. players must develop new fire Dhilesaphies. The effectiveness af your fire poing to decrease. Leaders are likely (o be near the front, but not actually on the feoat, in bdr te maximize the muiber of units they can keep in command, Third, forces are not going To be spread out 38 much, It 8 common in FU ASL games to have a line of units across the map. perhaps with some units in flanking posi- tions. In SASL, players may still ttempe such tactics, but they hecome problematic heeause atlemplaCMD DK hse ot his eel rt since sat wihn two hess nor 8 tan iv-cormand eae he “MOS the83-8 and 6b must each tea CMD DR apn! hime 24 of inersased likelihood of Panic (and its atten dant loss of combot effectiveness) when your units are spread out. In-depth defenses catty some ofthe sare risks. Players will Fine er: selves with a stronger up-Tront position and les ability to fall back in an organized manner. For these reasons, comuand centrol must be & prime consideration for any SASL player, [fa SAS player keeps too many leaders from the front, moce troops are likely to Panic each turn ‘Acareless SASL atacker will hus discover he has no troops moving forward. Likewise, an unprepared defender will find his Panic~ stricken units quickly overrun, Random Events SASL also iniraduces random events into play, Each SASL scenario sets the Random Event (RE) numbers for exch side, from a low 07 2/3 wa maximum of 6/7, During the ATTACKER’s Rally Phase, the Wind Change DR doubles as the RE check, [f the DR is either one of the RE numbers, a random event ‘occurs, Anether DI is then made on the aprro- priate RE table for that naonaiity Random events range front the innocuous «0 Ue drastic. Like other tables in SASL, though, the RE bles are weighted, making the more influential affects less probable, Some gerer- ated events may not even he applicable and thus will have no effet, The random events in SASL fall into three main categories. Ficst, there are reinforcement type events, resulting in the appearance of new troops, possibly including partisans, assault engineers, cite troops, oF even various 54" counters such as a platoon of fiekd guns, assault guns, tanks or half-«racks loaded with infaatty. Second, it may bea limited event or one time aceurrence such as certain squads going berserk, ammo shortage, an immediate activation check of select Suspect counters, ora change in the RE. values, Third, the event may be a scenario changer. Such events include a change of the vietory point schedule or having the Enemy defender suddenly switch to the attack. "The most drastic *seenario changer” forces an immediate withdrawel of Pricndly units and alters the victory conditions, In terms of play, there is not much that can be done to anticipate random events. They jccur randomly and their severity, while var- ied, is likewise difficult to prodiet. You just have to always be aware that unpredictable ‘ings can hapoea st any moment. This eon commis similar to the FIF ASL player's need to realize 4 sniper could pick off his best leader. You cannot completely prevent t from hop- pening, but players ean take small steps to pro- lect # valuable leader from the sniper (¢.2.. stacking the leader with otber units, having. thers unis in lesser TEM nearby, et) While some SASL players prefer not to use RF, I strongly recommended their use with S/HASL because it is more specialized and the ‘A3a: ENEMY IFT Attacks vs Infantry!PRC Te] DR Tire Command ‘mow SW'Gune: mort, Leno) a FP ifteoessary. “Target SMC; closes et ee 4 Fireall FP at closest PRC‘Turget; PRC wih least TEM: PRC with mest § exist fie all FP at any vehicular Target; otherwise ie inherent FP at clsest Tarp, least TEM: Location with most Targess; most SW: most Good Onder Targets ‘SW: Fire any SW at Target in east TEM; Location with most Targets. Combine with interem lpieerlres ce a a sinned nat Loman ones eee H 0 PRE Target anny sown Sein ene pie ne FO Renn eRe Naar Cag TT eet sen eee sues ie er rr a ee 7 Location: Target in least TEM i |range of rinse SW ees in emg eet 5 Fee iodine rE ‘most Targets within ormal ange offers inhecert FP; teas TEM, ‘now SW, Ino sich Targetexists extend range to fiers masimum (long) range with same prior , eee ene 5 Few 10 reineem Pa cowstKuovs Tu: mst Krown Tage em TEM, mos God Ore Tar fs mos Weapons mow Target SMC. lem Known Tange ens fe atconcaled Teegt with Sse pies ‘SW. Fire SW at Target in est TEM: ebest: Location with mst Targets; most Target SMC: Combine wih inhare FP uncairy el 7 t clones Tart nt Koon Tags SW oa Txt eas at TEM eu soope of the fighting is such that friendly unite ‘often ood the additional reinforcements, For ‘example, in S/HASL with RED BARRICADES, attackers sorely need assault guns whien ger- ecally are not available, or available in suffi- cent numbers, by OB alone, Fog of War The fog of war definitely covers SASL. Yeu do not know the opposing forces or when rei forcements, Enemy or Friendly. will appeat, While these elements are too much of a "wild card” for some. many players fee! they actually enhance the game. For example, most HASL campaign games have variable scenario lengths. When that concept was first intro: duced in RED BARRICADES, some—familiae with fhxed length scenarios—viewed it with apprehension. Now the concept is a proven, mechanism that players have come to like, if rot expect, in an HASL CG scenario, Players have voluntarily and willingly accepted the ‘ow challenges inherent in variable length sce narios, changing their strategy and tactics accordingly. For example, in KAMPF- GRUPPE PEIPER, should one risk an attack ‘on the Sanitarium iate in a scenario knowing failure would mean a very bad position forthe next seenarie? Obviously, introducing uncer. thimy can make the game better Like variable scenario lengih, lack of exact, knowledge of the Enemy forces creates an ditional set of challenges. To view unit acti- vation as completely random, however, is unfair to the game systom. The Enemy side is not pulling waits cut of a bucket containing all the counters in the system. The activation chats are well thought-out and while it may te possitle to activate an unstoppable King Tiger or KV behemoth. it is probable the Suspect counter is nothing or oaly 4 squad or two, ‘This uncertainty also raises the issue of bal ance. That is, do both sides have the means 10 win? In cuth, as in real life, not ull SASL engagements are even handed. Tasked with your victory conditions, you often have what you need to do the job. but not much more. Frequently, you encounter a stronger force Par of the SASL challenge involves utilizing your forces in ways you had mot previously ‘considered. In some instances, you may meet a force you absolutely cannot defeat, thereby experiencing another part of the SASL éeci- sion making challenge: knowing when to with- draw. Rarely encountered in ASI. scenarios, the concept of wholesale withdrassal becomes important during aay SASL CG, where you isk losing a sizable portion of your experi- enced troops if you continue to fight a losing battle. Play balance is for wimps! By the same token, SASL has a high replay Value, As Suspect counters activate randomly and the terrain generates anew fer each sce- nario, each playing of 4 SASL. scenario is, wildly different from the previous one, In addition, changing the Enemy nationality introduces even more variability. lust a8 in FIFASL games, fighting the Germansin SASL requires different tactics than fighting the Rus sians—even when playing the same basic SASL scenario, Changes in Strategy Generalities are hard to make in ASL and the same is true for SASL. Naturally, each partic- ula’ situation is different. However. SASL. tends to reward the use of the sucrificial HS. ‘On tho sttack, some unit must risk activating Suspect cousters. Afterwards, powerful fire= groups need 10 be rexdy to fespond 10 any a ‘ated enemy units, Thus, a SASL attack tends, to be more leealized to allow Suspect counters activation in smaller, more manageable num- bers. ‘The terrin does not always accommo- ate this approsch, but in general the aitacker prefers to activate as few Suspect counters 4s possible, On the defense. the opposite is true ‘You want to activate as many S? as possible at Jong range so you can pick them apart as they come towards Your units, Again, the sacrificial HS is important, This unit needs to be placed forward with the hest LOS to the mast areas. Several might be needed to cover the battle field ‘You may prefer to stack more in SASL in order to form more effective FG. In some ‘ways stacking is lets risky, 100, The SASL Enemy is more predictable when Defensive Fisi Firing. As long as the stack you're mov- ing does not meet ihe moyemeat-based sctive- tion requiremenss, it can getually move around the battlefield more freely than in FUE ASL play. Except by RE, there are no HIP units to suddenly appear. SASL also has a more leisurely pace. Because there is no opponent to prod you on and games donot have to over by the end af the exening, a SASI. player can take more tims to think about his moves. He is free @ better evalua each move and option, a feature n players enjoy. This comes closest to practi for ASL since pew options may be explored, and ever retracted afterwards if they don't Work out. Teis similar to learning chess by replaying old gemes and, more instructively, playing alternatives the author proposes, In the same way, the lack of opponert may distract players. ‘The situation is no longer truly adversarial. Even though players have more time to look up rules, they are not required to and may lose the motivation, In this sense, SASL falls short as a training tool as some players will need the interaction with other players to learn certain rules correct 25 For the reasons outlined above, itis difficult to categorize SASL, Clearly, itis form of ASL, [uses the same maps, counters and rules. Players already familiar with ASL should be comfortable with SASL. Use of the ‘Alis the only new material SASL introduces. T hope I have convinced you that the AL rules are well designed. They give the Enemy a rea- sonable behavior introducing just enough ran- domness o keep you irom getting complacent. Because the SASH. Al sysiem sets up rules of engagement in a consistent and logical man- ner, beginners might consider following the AI in their own games. We all know, however, that SASL was never Intended to replace a live opponent, But it docs bring up common rules questions, allow ing players to better leara some situations. On the other hand, many SASL situations lack counterparts in a FF ASL game. Thus, some claim SASL isn’t even good practice for play- ing ASL. But the designers were aware of these differences and made SASL a distine- y different yeme, Obviously, if the Eneiny In SASL does Something illogical, change it But you will likely find such changes are les Frequent than you expect. ooo comined from page 14 Anvil landings in southern France in August of 1944, (Special thanks to Laurent Cunin and the gang.) The official ASL. website is defi- nitely one site to bookmark and check regu- larly, ASL Crossroads (Ohitp:/iwww.tigertank.com/asierossroads) Jacques Cuneo has assembled a number of scenario after-action reports, tactical analyses, ecc. Bul the most valuable part of the AST Crossroads is the page of ASL-related links. From this ste, one can fing almost any other ASL-olated site on the worid wide web, ASL Thulletin Board (stp dtmerivers room coestrlnmartnhadeehtn) Brien Martin has turned the ASL Bulletin, Board inio a great compendinm of ASL-related information, player aids, acts articles, ams eur scenarios, and scenario enalyses. Brien hs also introduced the conespt of "Secnatia of the Momih” where a scenario is chosen and pat- ticipants play the scenario and then discuss luotics, ips and their general impressions of the scenario. The concept is very similarto the hook reading clubs popular in some areas. ASL WebDex etpianderwotd etsy: comipota¥ Sade) The ASL WebDex provides a one-stop lace tion for links to practically every ASL-related piece on the world wide web, The compilation provided on the ASL WebDex is very impres sive and the links are organized by subject matter using the ASL Rulebook chapters as the indeting criteria. Therefore if one wished 10 find articles related to Solitaire ASL. clicking fon the Chapter § depiction would provide a list Of SASL related articles. Likewise for links to Red Barricades material from the Chapter 0 fink, et AST Mailing List Chup u/wow.pltt.edu/-pferrarovasitis.ntm) The ASI. Mhiling Lis! is probably the oldest ASL resource oa the internet and puts mare ASL players in touch with each exer thon any fotier ASL resource, The ASL Mailing List, hhosted by Paul Ferraro, is not a website but a large group of players who exchange email on ‘many ASL topics. The ASL Mailing List is a ‘great place to ask questions about the ASL rules, exchange ideas about scenario tactics and generally Keep up with the hobby. And for those who doa't want all the email going to their mailbox, Mike Bowling's website at bhup://gs105.sp.es.cmu.edumhbéasim| pro: vdes & web-based interface for perusing the ASL. Mailing List diseussions without sub: scribing to the ASL Mailing Lis Victual ASL, (ttp://vasLthegamers.net) Virtual ASL (VASL) stands as one of the premier on-line ASL resources, Developed by Rodney Kinney as an experiment in computer programming, its nol Computer ASL. Rather. VASL is a computer program that provides an electronic substitute for the ASL playing com ponents including the boards, counters end dice, The strength of VASL is its capability to provide a way for ASL players to play ASL. live through the internet. Using a VASL. Server, i computer operating 24 hours adey set up to specifically facilitate the transfer of information from one ASL player i anotherin zeal time, two players see the ASL boacds aad counters on their computer sereen, AS one player moves his ASL ccunters using the com- Puler mouse, the other player, who could be on ‘he other side of the wortd, sees the opponents counters movine across the hoards on bis screen. VASL includes a utility that allows players to “chat” with exch other by typing in their massages that are immediately seen by their opponent. In this way, the players can partake of the normal conversation that oecuts during regular face-to-face ASL gares. This brief description does n0x do justice to the rev olutionary concept of VASE. To get the full effect of VASL. visit the site and give it a try ‘The ASL-specifie resources listed in this anticle ate just a very, very small sample of the information that is available wo te ASL payer fon the world wide web. Web sites on WWIL history, biographical sites of WWIL veterans, places to get books for scenario research, and other wargame sites are just some of the other resources available, Information is being added daily. A list all of the resources would fill this magazine and be obsolete the day of publication. But using the above listed infer: ‘ation, one ean star using the world wide web to enhance your hobby experience and find links to all the other excellent ses on the vast world wide web,

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