Professional Documents
Culture Documents
ASL Journal 9
ASL Journal 9
A View from the Bench Journal 8 was well received, and we hope
you are enjoying this current issue as well.
I
In the recently published Blood Reef: A fourth product (of which some of you
Tarawa Gamer's Guide, we published some n the past, this has often been the place
to survey accomplishments over the past may not be aware) in the "immediate pro
Q&A and errata for the Blood Reef Tarawa duction" area is MMP 's all-purpose, in
module. We are republishing the Chapter T year, discuss the contents of the current
Journal, and lay out our plans for upcoming house magazine, OPERATIONS. In the
errata here for the sake of completeness past, we have offered some ASL material in
(and to reword it slightly into a more stan products. But that will have to wait. Don't
get us wrong, we have accomplished a lot, the annual Special Edition of OPERA
dardized form). We recommend the Q&A TIONS, but not in our periodic editions,
and the Gamer's Guide (available for pur and we have plenty planned, but right now
we are focused on some immediate produc which did not venture beyond the Starter
chase) to anyone interested in playing Kit level. OPERATIONS #54 breaks that
Blood Reef Tarawa. tion issues and some major, near-term
goals. The immediate production concerns pattern, containing two, new full-ASL sce
include this magazine, the Starter Kit narios and an article on ASL play. If this
TlS.4 CG2 Formation Table (and on innovation proves successful, expect to see
Page T20): in Note g, replace "at the Z33 Expansion Pack (affectionately known as
SKEP ), and the map bundle. more full ASL material in future issues.
pier Location" with "on a pier Location." OPERATIONS offers a great window into
The map bundle is an enormous project
that has been on preorder for over three our full line of products, and we want to
TlS.4 CG16: in the second sentence include with it a taste of our premier prod
' years. We are printing over 200,000 map
replace "these CG" with "these scenarios". uct.
boards and filling about 1,000 preorders. To
prepare for this, we had to secure on-site The major, near-term goals that I men
T15.6131c: in the Stun Recovery Table,
storage facilities, transfer our inventory tioned above involve Festung Budapest, the
replace "Retain unwounded" with "Retain
from our off-site warehouse, and then find historical module from Bill Cirillo on the
Unstunned" and "Retained wounded" with
room to store the mapboards while we col Russian capture of Budapest in the winter
"Retained Stunned".
late bundles of 59 mapboards and then bill of 1944-45, and Hakkaa Piiiille!, which
and ship them. No small task. But the brings the full Finnish order of battle to
rewards are not small, either, as we provide ASL and has been led by Lars Thuring and
players with brand-new sets of matching, Tuomo Lukkari. These games are our top
light-weight boards, with the color schemes priorities in the area of major, new products.
the same (or at least very close), the hex We had hoped to get them out in 2010, but
dots centered, and the edges matching up that proved a tad too ambitious. An Action
nicely. Some of these boards have been out P ack (AP7 is almost all done) may slide in
of print for a number of years. The map front of them, or a small bonus product for
board print run will also allow us to reprint our Winter Offensive tournament, or a
some out of print modules, most notably reprint (For King and Country is all proofed
For King and Country (with the British just waiting for boards, and Rising Sun is
OB), and Rising Sun, the upcoming combi not far behind), but Festung Budapest will
nation of Code of Bushido (the Japanese) be the first full HASL since Valor of the
and Gung Hof (the Chinese and the Guards and Hakkaa Piiiille! will be the first
Marines). core module since Armies of Oblivion.
We won't spend much time on SKEP We do not issue hard and fast production
other than to say that, with almost 2,000 schedules, but we are determined to pro
preorders, the demand for new Starter Kit duce both of these in 2011, Fes tung
material certainly exists. We think players Budapest then Hakkaa Piiiille! There is
will be very happy with SKEP, which- as plenty of hard work ahead of us with those
with all Starter Kit products - is fully self endeavors, but plenty of incentive as well.
contained. (Complete with dice!) With the These are two great games that we know
publication of SKEP, Ken Dunn is turning ASL players will love.
to completion of the first Starter Kit Last issue, we introduced Chas Argent as
Historical game, centered on the battle for the Journal's Managing Editor and our first
Elst in Operation Market-Garden. full-time ASL employee. Needless to say,
As this piece gets proofed, Journal 9 is in Chas has really been earning his keep, and
the last throes of layout and really starting we are very happy with how things are
to look good, with the Suicide Creek mini working out. In addition to the near-term
HASL and all the usual accoutrements of a goals mentioned above, we have a number
Journal. We are very glad to have the of projects percolating (see page 63), and
Journal back on a regular production cycle Chas is juggling fast and furiously. Give the
and look forward to Journals corning at man a break and submit some articles for
least once a year, if not more often. (There ASL Journal IO.
was a reason why we changed the name
from ASL Annual to ASL Journal.) ASL The Executive Editors
T
wanted to know if we had an interest in
his issue of the ASL Journal features
using them. All of these designs were in ter
24 scenarios. All but one (1128
rific shape by the time we saw them, and we
Opium Hill, formerly called Bukit
Chandu and released at the German ASL are thrilled to present them along with the
tournament Grenadier in 2008) are brand work of "veterans" like Ian Daglish and
new. This is a shift from the scenarios of Pete Shelling.
ASL Journal 8, which were a combination Here's the point to all this babbling: It's
of new and previously released third-party great when we get new scenario submis
scenarios. Lest anyone think the practice of sions; but it's exponentially more likely that
bringing excellent third-party scenarios to your design will see the light of day rela
MMP's wider audience via this magazine tively quickly if you've thoroughly play
has ended, fear not. tested them before sending them to us. Not
It just so happens that word got out the only does it invest you in your own work,
Journal was going to be back on a regular but we aren't tying up our limited play test
schedule, thus allowing the possibility that a resources for basic testing if you've already
designer's work might see the light of day completed that step.
sooner rather than later. A number of We are looking for ASL submissions of
designers "new" to MMP, including Martin all kinds, from individual scenarios, to
Svard, Chris Mazzei and Peter Struijf, and Campaign Games, to articles, to...who
Michael Koch, simply contacted us to offer knows what else? Let's talk.
The Banzai, not as clumsy or random as a squad can be devastating, even if they die,
Human Wave ...an elegant weapon for a because the 9-2 stack has to First Fire on
more civilized ASLer. rate). W hen you absolutely, positively have them. Additionally, if the charge can be
-Obi Wan Hildebran to get there on time, send a full-strength staggered so that the Banzai hits the defend
er on consecutive impulses, the defender
O
Japanese squad.
n the surface, the Banzai Charge either has to hold fire until the TPBF oppor
In addition to being much more likely to
(G 1.5) and the Human Wave tunity (typically a far worse shot, given the
succeed at reaching the objective, the
(A25.23) may not seem that differ terrain involved) or risk having Final
Charger also typically requires three times
ent. The Banzai Charge is based on the Protective Fire (FPF) forced upon them if
the number of shots directed at it in order to
Human Wave rules, and both launch infan both IJA units reach the defender, which is
stop it. This extra resiliency means the
try on an eight movement factor sprint at the incredibly risky even for a 9-2 (1 in 6
defender has to mass a lot more firepower to
enemy, and, historically, both resulted in chance everyone breaks plus a 1 in 9 chance
stop a Banzai Charge than a Human Wave.
casualties aplenty for the attackers. But the the 9-2 pins and the 6-6-7 breaks - that's a
The likelihood of reaching the objective
differences between the Banzai Charge and 28% chance the defensive strongpoint melts
combined with the flexibility of sending
Human Wave are huge in how tactically without a shot being fired by the attacker).
fewer units on the Charge is very potent.
useful each is in ASL. le A large, early Banzai into a capable defense
Because the defenj may t well have fired
Perhaps the most important advantage for typically risks too much and should be
every eligible unit in his attempt to stop it, a
the Banzai Charge is that there is no mini avoided. The Japanese characteristic of not
Banzai Charge launched early in the
mum MMC requirement in order to launch breaking, but fading away, is a key down
Movement Phase can leave the majority of
one. Human Waves require a two MMC side. Additionally, the attacker wants to
a Japanese OB free to maneuver during the
average over at least three hexes; a Banzai have the majority of his OB left to be able
remainder of that phase without being
Charge can be launched by a single wound to maneuver around the 9-2, taking advan
exposed to fire.
ed SMC. Given that the typical nationality tage of the 9-2's being forced to fire. Better
employing a Human Wave cannot deploy, yet is the chance to mop up when the
the average Human Wave puts a minimum Banzai Success defender gacks a FPF opportunity.
of six squads at risk. In most ASL scenarios, Timing, Target, and Terrain are the key A late Banzai is best used to overwhelm a
six squads is a significant portion of the factors to a Banzai's success: defense which has already fired. At times an
attacker's OB, and to focus so many assets • Timing: when to launch the Banzai early Banzai can be launched to draw fire
on one particular gambit during one partic Charge during the Movement Phase; and then a subsequent Banzai charges into
ular tum can be extremely risky, especially the first/final fired defenders to force FPF.
• Target: which units to Banzai against
when it is a near certainty that the "Wavers" Often the Japanese can overwhelm a line of
(and considering what covering fire
will be exposed to copious amounts of fire. defense without actually having to fire any
power is available to support the tar
An ill-timed Wave can be a great way to shots, especially against lower morale
gets); and
lose a scenario quickly. The Banzai Charge American troops. When possible a late
is a much more flexible weapon in a play • Terrain: what cover to Banzai Charge Banzai should employ staggered units to
er's arsenal because it can be launched with through. force multiple FPFs on troops. A 6-6-6 pass
just the right amount of units to obtain the The goal of the Banzai will often deter es one FPF 41.7% of the time, but two FPFs
desired effect, without risking a significant mine the Timing of the Banzai. A Charge results in a broken American 66.0% of the
portion of your OB on a single tactic. meant to soak up fire (thus allowing the rest time - that is the equivalent of taking a 24
The other big advantage enjoyed by the of the Japanese OB to move in relative safe (+O) shot at the 6-6-6, albeit with a little
Banzai Charge is that the units involved ty) should obviously be launched near the more risk to the attacker.
generally do not break (being Japanese). beginning of the MPh. A soaking Charge's Careful selection of the Banzai target is
While a First Line Human Waver can be main goal is to draw fire and to impose also key to the charge's chance of success.
stopped on DRs of 9-12 on a Normal Target Selection Limits on the defender, An ideal target is one that is relatively iso
Morale Check, a full squad using Banzai either by proximity (which will deny lated from the rest of the defense without
will only be totally stopped on a DR of 12, Subsequent First Fire options at more dis much supporting firepower, especially to
or on three consecutive DRs of 9-11 on tant targets) or - better yet - to move into any open ground locations which must be
NMCs. Because Japanese step-reduce key defense hexes and thus deny all fire out traversed. Firepower and leadership are also
instead of break, it is nearly four times more of that Location (due to Triple Point Blank important to consider before committing to
likely that a Japanese 4-4-7 squad will con Fire). a Banzai. A target with 10 to 12 firepower
tinue its Charge through three straight Often, a small Banzai Charge launched will pack a nasty wallop, offering PBF of 20
NMCs (at a 9.7% failure rate) than a towards a key defensive point is optimal for to 24 with a TPBF follow-up of 12 to 16; a
Russian 4-4-7 will continue its Wave an early charge. An 8-0 leader and 2-3-7 HS patient opponent might even wait for the
through a single NMC (at a 27.7% failure charging an unsupported 9-2/MMG/6-6-7 TPBF opportunity to First Fire to open with
a 30 or 36 PP attack. Add in a -1 leader and Orchard/Kunai the odds get significantly therefore a defender cannot always avoid
the chances for taking heavy casualties are worse (2.8% chance of a "KIA" result and a shooting at Japanese Infantry that move
relatively high. Charging at a 9-1/HMG/ 5.6% chance of a "K"result), and in open early since multiple shots per defending
6-6-7 stack in a hut through palm trees ground 2 residual is almost scary (8.3% unit is ideal. But if the defender waits until
offers a 41.7% chance of a KIA in the palm KIA, 8.3% K). The Japanese 50mm "knee the Banzai threat is limited (that is,
plus an additional 16.7% chance of a K, fol mortar" is a great source of SMOKE and is Japanese leaders have moved, few IJA
lowed up by a 16.7% chance of a KIA in the common in many scenarios, so use it. troops are adjacent to each other, and
hut and another 11.1% chance to K. That SMOKE will not only shroud the initial Residual FP is already placed in open
means it is probable you will eat a KIA Defensive First Fire shots but will also ground in the path of any potential Banzai),
(51.3%) during the charge and that is pre reduce or negate the Residual FP those then it is time to start Defensive First
suming the HMG does not get rate! shots leave, making it far safer for follow Firing/Subsequent First Firing units in an
up troops to move into position. attempt to Step Reduce the enemy multiple
Charging a target with high ROF, particu
If the Banzai Charge absolutely must be times in a phase.
larly one with good leadership, or that can
lay firelanes, can also be perilous. With made through Open Ground (or O TEM At all costs, avoid presenting an easy
ROF you can never be certain how many cover), avoid stacking whenever possible, Banzai target to the Japanese player. Never
opportunities the opponent will have to roll since one lucky roll ruins the day of only stack key units on an island unto themselves
a K/KIA, which is particularly devastating one cardboard warrior. In poor cover, a without support. If a defensive point is iso
to your Banzai. Firelanes are problematic "wide front" Banzai may make more sense lated from its support, it becomes an easy
because they can attack the entire impulse because it limits the amount of residual mark for a Banzai Charge. Mutual support
simultaneously; placing a firelane with a faced by follow-on troops. A "wide front" of key units is paramount in making a
shot at one specific Banzai unit will imme Banzai does lose much of the shock value of Banzai pay in cardboard for a charge.
diately attack any other unit of that Banzai a "line" Banzai, which ensures a single Spreacl out the aefense, i.e., do not stack
that happens to be in fire lane hexes with the defender gets hit by multiple chargers in unless there is a very good reason to do so,
same shot. consecutive impulses, thus forcing Final since multiple points are far more difficult
Protective Fire and (hopefully) a broken to suppress with a Banzai Charge than a sin
Never say "never" when considering a unit; but such a tactic matters little if the gle one. Finally, defend in depth where pos
Banzai versus a high-firepower target. The chargers do not reach their objective due to sible. A Banzai Charge will "stick" into the
Banzai at times may be the safest, most a litany of -2 DRM Residual FP shots. front line, allowing the defenders behind
expedient way to deal with a kill stack, but that line the freedom to shoot at the best tar
Overall, the Banzai is an incredibly potent
recognize the high likelihood of failure. gets of opportunity without the fear of hav
weapon in ASL when wielded with artistry.
Make sure to plan for a KIA and ensure ing FPF forced upon them.
Blindly charging a high-firepower enemy
something positive can occur even despite a
across open ground before anyone has First The terrain to be defended cannot always
failed charge. If there is not a supporting
Fired will only end a scenario early with a be controlled in a scenario, but the defender
move to the initial Banzai, it is likely that
loss for the Japanese player. Pick the proper should strive to force the Banzai Charge to
the plan will end in failure, in addition to
Timing, Target, and Terrain for the Banzai, come through open ground, or at least Palm
upping the body count of course.
and the Emperor's finest will excel. Trees/Kunai. Negative modifiers offer the
Always remember that one can launch a best chance a target has of stopping a
Banzai Charge at broken troops. Against Banzai cold with a K/KIA result; and never
most nationalities the "wall of brokies" Foiling the Banzai
forget that a 2 (-2) attack has a much better
defense is a viable method to buy an extra Successfully defending against the chance at a KIA than a 6 (+0). Often, multi
tum of safety, but the Emperor's finest can Japanese requires accounting for Banzai ple low-firepower negative modifier attacks
Banzai into a broken unit's hex, allowing it Charge opportunities and putting your are better than one larger "flat" attack.
to later Advance into the defense that same opponent into a situation where a charge
Foxholes can be an ideal defensive posi
tum. On the right occasions, this can be a would be foolhardy. Obviously this means
tion to thwart a Banzai, particularly in a
significant advantage and can allow you to reversing the Timing, Target, and Terrain
fixed position defense where one never has
get to a key position earlier than expected. advice already given. Unfortunately, that
to leave. Foxholes in open ground or Palm
The best part about this method is that task is often easier said than done.
Trees offer TPBF opportunities with nega
Banzaiing into broken units' hexes is safe! Fire discipline can be the key to negating tive modifiers while providing the defender
One additional advantage of a Banzai the Timing of a Banzai, particularly a late the +2 TEM. A ring of foxholes manned by
Charge is that it can start ADJACENT to its one. If the defender does not fall for firing squads and backed by supporting units can
target, thus minimizing the amount of at every half squad that offers up a negative be particularly effective at making a Banzai
ground it needs to cover. First Fire opportunity, a late Banzai Charge suffer.
Terrain is the final piece of the successful will not have the same impact when charg
Banzai puzzle. Ideally, a Banzai should be ing into troops that have yet to fire. The
conducted through cover, and the more defender who has not yet fired offers up
cover the better. Open ground is not the double the firepower and is unlikely to suf
friend of the Banzai since it radically fer FPF penalties (and thus break without a
increases the chances of a K/KIA. The mea shot being fired at them). In order to whittle
ger "2" residual FP is relatively innocuous away Japanese troops, however, one often
in the jungle (2.8% chance of a K), but in does need to fire at them multiple times;
A
fter proofreading Bret Hildebran's
article The Art of the Banzai, I pro
vided a feedback comment that
some people have misconceptions about the
mechanics of Human Waves and Banzai
Charges because the example in the rule
book is a bit sparse. I further suggested that
a companion piece to Bret's article explain
ing these mechanics would be very timely.
As we all know, no good deed goes unpun
ished and I should not have been one bit
surprised when Chas asked how long such
an article would take to finish.
For the purposes of this article, we will Let's begin with the tactical position illus Looking over the situation, he elects to con
not discuss the tactical merits of the exam trated in Figure 1. Here we see the Japanese duct a Banzai Charge with all of his units
ple offered, but will rather focus on the set up to conduct a Banzai Charge at an toward American squad Z. Having made
technical aspects of setting the Banzai American position on board 37. PTO that decision, he must now select a hex
Charge direction and properly marking the Terrain is in effect (G.l) including Light grain that includes the "target" and is also
units taking part. If you want a better idea Jungle (G2.1). as close as possible - measured in hexes
on tactical implications, please refer to Consulting A25.23, the first thing the from the grain - to one of his units partici
Bret's article prior to this one. Also keep in Japanese player must do is select the units pating in the Banzai Charge.
mind that while this article will specifically which will participate in the Banzai Charge. Take a moment to look at Figure 1 to see
speak about Banzai Charges, the same At least one unit must have LOS to an all the possible (Alternate) Hex Grain
movement principles apply to Human enemy unit - the "target" - and that target options the Japanese player has between his
Waves, just using fewer units. must be within 8 hexes of that Banzai unit. HW units and squad Z. Surveying the situa
tion, the Japanese player sees he has three
options:
• Alternate Hex Grain N3/O4/P3/Q4
• Alternate Hex Grain N4/O4/P4/Q4
• Hex Grain N5/O5/P4/Q4
All of these are at a range of O hexes, that
is, each hex grain contains a unit participat
ing in the Banzai Charge. He elects to
declare a Banzai Charge using a HW
Alternate Hex Grain (A25.231). He places
Banzai counters on all participating units
and places direction markers in 37M4 and
37S4, choosing Alternate Hex Grain N3/
O4/P3/Q4 (and beyond; see Figure 2). It is
important to note this creates a single ( alter
nate) hex grain (think alternate-grain Fire
Lane, if that helps) between Japanese squad
A and American squad Z which all Banzai
units must consider when moving. This sin
gle "base line" hex grain (shown by the bro
ken red line in Figures 2 through 6) will
determine which units get marked with Hex
Grain Range counters (A25.2321) during
the Banzai Charge.
Third Impulse:
For the next Impulse, the Japanese have
some interesting options. Squads A, B, and
the Japanese leader have an enemy unit in a
Forward Location. Referring to A25 .233, an
enemy Location which is devoid of friendly
units must be entered. However, reading
further, once a friendly unit enters the
Location in the current Impulse that
Location is no longer devoid of friendly
squads and the Japanese player can there
fore choose to not enter that Location if his
unit has other options. This allows the
Before continuing, take a moment to refer to understand about Banzais, especially Japanese player some tactical flexibility on
to A25 .2311 and the accompanying dia Alternate Hex Grain Banzais. how he moves his Banzai and he can use
grams to see what the movement options this flexibility to put the American player
are for the Banzai units. The movement Second Impulse: under tremendous pressure.
options for an Alternate Hex Direction and In the next Impulse, the Japanese player Referring to Figure 5, we see the
a Hex Grain Direction differ. now moves his units into Forward Japanese player has moved his units for this
Locations as depicted in Figure 4. We see Impulse. Squad B moved into a Forward
First Impulse: that squad A has returned to range 0 and Location and entered squad Z's Location,
(From this point forward Banzai counters thus loses its Range counter. Squad B has ending B's movement for this tum. Squad A
have been removed for clarity.) increased its range (moving from range 0 to elected not to enter squad Z's Location, opt
The Japanese player begins his Banzai range 1) and is therefore marked with a ing instead to move into its other Forward
Charge by moving each Banzai unit into a Range counter. The 8-0 leader continued Location, increasing its range to 1 and
Forward Location (Figure 3). As each unit
is moved, the Japanese player must deter
mine if each is getting further from, or clos
er, to the base line (N3/O4/P3/Q4/R3/S4)
established by the direction markers.
Squad A, which started on the base line
(range 0) moved off the line (i.e., it is now
at "range 1") and is therefore marked with a
Hex Grain Range counter (hereafter called
simply a Range counter). Squad D remained
at range 3 and is not marked. Squad B
moved onto the base line (range 0) and is
not marked. Squad C and the 8-0 leader
decreased their ranges to the base line (from
range 2 to range 1) and therefore are not
marked. The Banzai Charge is considered to
have spent 2 MPs for this Impulse since that
is the MF cost of the most expensive
Location entered by any participating unit
(03, 04, and 07 all cost 2 MF).
Take a moment to make sure you under
stand why each unit was or was not marked
with a Range counter. In my own experi
ence this was the single most difficult thing
Fourth Impulse:
For the next Impulse, the Japanese player
has two units which could move into Side
Locations, squad A and the leader. Each is
Accessible to a Side Location which con
tains an enemy unit. However, the Japanese
player does not need to move units into the
Location according to A25.233, but he may
well want to consider the implications of
AS.312 and forcing the American unit there
to FPF.
In Figure 6 we see the final position of
the Banzai units. Squad A opted to enter
into a Side Location. The leader remained at
range I and would not be marked. Squad C
THANKS!!
D
espite the fact that ASL is a game of ing of these basic concepts, we'll be fully • units in an adjacent hex connected by a
land warfare, a significant amount prepared to move on to conduct the most common Stream hexside;
of blue hexes can find their way ambitious of all military operations, the • units in another Stream hex > 1 hex away
into an average ASL scenario. From flood Seaborne Assault. who have a LOS along the same Stream;
ed streams to rivers to wide ocean expanses, and
water obstacles - in all their shapes and Jumping in Puddles • units that are at least 1 level higher for
forms - are more common on ASL maps First, let's look at how water affects game every hex of range to the units IN the
than you might realize. play. Most ASL rules related to water Stream.
This article attempts to demystify all that appear in Chapter B as either Streams or It is the depth of the water in a Stream that
the ASL Rulebook has to say about water. Water Obstacles, with the latter including distinguishes it from a Gully (B20.4-.44). A
Part I introduces us to "landlocked" water, Canals, Rivers, Ponds, and Lake/Oceans Stream may be defined as one of four
and includes the most basic methods of (Ocean is further explained in Chapter G). depths:
crossing them, from fording to swimming to The difference between Streams and Water • Dry (in which case it is considered a
boats. Part II draws upon this base to help Obstacles is an important one. Generally, as Gully for all purposes, and will there
shed some light on the successful conduct we will see, while units can usually cross a fore cost 2 MF to enter);
of an opposed beach landing, with special non-flooded/non-frigid Stream at any time, • Shallow (in which case it will cost
attention given to the operation of Landing they can only enter Water Obstacles under Infantry/Cavalry 3 MF to enter); if unde
Craft (LC) and amphibious vehicles. certain circumstances. fined by SSR, Stream depth is always
A non-flooded Stream (B20.1) is usually a Shallow;
Part I: Streams and Rivers level -1 Depression hex, and is shown as a • Deep (4 MF to enter, and immediate CX
Every now and then an ASL scenario pres Gully with a small amount of water (or a status to the entering Personnel unit);
ents us with the challenge of crossing a river "rivulet" as it is termed in Chapter B). In • Flooded (it is one level higher than it
or other Water Obstacle. When this hap many ways it is treated the same as a Gully, would normally be).
pens, we are often forced to either assault a and for the purposes of this discussion we Exiting to a non-Stream hex generally
bridge, or cross the river by other means - need to remember that we can either be in requires movement to a higher level, so the
often under fire. Bridges are frequently the hex (in Crest status) or IN the Stream. It movement cost of the hex entered will be
focal points for hostile fire, while at other is important to note that a flooded Stream is doubled (and will require a Bog check for
times they might not even exist. In such no longer a level -1 Depression hex, so vehicles exiting the Stream; B20.45-.46). A
cases, the scenario OB will usually present Crest status is NA. It's not hard to imagine Stream can also be either Frozen (B20.7),
us with some means of traversing the Water infantry receiving no real benefit from lay wherein it is generally treated as a Dry
Obstacle. The first part of this article ing face down in a flooded stream. Stream; or Frigid (non-Frozen, but with
describes the effect these Water Obstacles The TEM of a Stream hex is that of the Snow present). An Infantry/Cavalry unit
have on game play, with an explanation of other terrain in the hex. Units IN the Stream forced to enter a Frigid Stream is replaced
how to cross them, either through swim are generally out of the LOS of non-adja
ming or fording, or by using boats and cent units but are in the LOS of:
amphibious vehicles. With an understand-
with an equivalent unit of the next lower Despite the dangers of swimming, imag
class (or Disrupted if this is not possible). ine the feeling of crossing the board 40
As you can see, a Stream is generally tra river, for example, at a discreet point out of
versable. A Water Obstacle, however, is the defender's LOS and in complete safety,
more complicated to negotiate. enabling a flanking force to enter the battle
All Water Obstacles are considered to be from a totally unexpected direction. The
at Level -1 (or, more correctly, one level effort might just justify the risk, even
lower than the surrounding terrain) unless though they emerge unarmed (absent
flooded, in which case they are at Level 0. Rafting).
Line of sight for a unit in a non-flooded Fording (B21.41) is a bit safer, but only
Water Obstacle is limited to the first hex it exists through SSR. Fording can only occur
can see of each level above it. A Water in River or Stream hexes that have been
Obstacle hex is considered Open Ground defined as fordable and non-frigid. A River
for TEM purposes, and entrance to it is gen is slightly different. Infantry entering a
erally limited to amphibious vehicles, boats, Fordable river hex use their entire MF allot
or units on bridges. ment and are considered to be using
A River is generally designated by SSR as Hazardous Movement. They may not move
either Fordable, Deep, or Flooded upstream against a Heavy Current (more on
(B21.122). Unless Fordable, an Infantry this later) and are immune to Pin. All SW
unit will need to cross either in a boat or by must be dm if possible, and Fording units
swimming (E6.). The Current (B21.121) may only fire their inherent FP as Area Fire.
will be defined as Heavy, Moderate, or Broken units are subject to Interdiction and
Slow and its direction should also be noted must rout from the Water Obstacle hex.
with a Current counter. The Current is (Editor's note: Don't confuse Fording with
important in determining Drift for vehicles Fords [B20.8]; a Ford represents an area Pneumatic boats come in the form of small
and boats that enter the Water Obstacle. within a Stream where the Depression's and large rafts (E5.12). Small rafts come in
We'll discuss Boats and amphibians short sides are less steeply sloped; this results in three quantities: 3PP, ?PP, 14PP (e.g., for
ly, but first let's talk about Swimming, one to three SMC, a HS, and a squad
the Depth of that Stream hex being consid
which, as an optional rule, is only allowed respectively). Like cavalry, different coun
ered one level less than it otherwise would
by SSR or mutual agreement. I'd advise you ters (and different PP amounts) reflect the
be; i.e. a Deep Stream hex is considered
not to bother Swimming except as an size of the unit using them. Having said
Shallow if a Ford is present, a Shallow
absolute last resort. The risk is too great, the that, you cannot voluntarily change the size
Stream hex is Dry, etc. Remember: You can't
reward is too small. However, if you can't of a boat counter while in the water; a 14PP
Ford in a Ford!)
resist, here's how you do it. boat can only be flipped to its ?PP side
A swimmer must first pass a TC (E6.l) through Casualty Reduction to the squad
Does this thing float?
before it can enter the water from land. It within. Boats can only be split or combined
The game system provides three types of
uses its entire MF allotment to enter a Water while on land. A large raft, with 24PP, has
Obstacle hex. A failed TC ends that unit's vehicle for crossing water obstacles: boats,
the added advantage of being able to carry
MPh (they have to put their clothes back on, amphibians, and LC.
one piece of ordnance, but it cannot be split.
I guess). Any unit entering swim mode from A boat counter comes in three types. It is
Since Pneumatic boats have no inherent
a cliff hexside or bridge has to pass a MC, colored in a generic blue, reminding us that, driver, they cannot be used at all unless the
with a+ DRM equal to the level from which like LC and Gliders, it is generally available Personnel they are carrying comprise e::: ½rd
the unit jumped. While swimming, a unit to more than one nationality. If your OB of their PP capacity.
receives no TEM at all (however, neither contains boats, there are a few things you A German assault boat (E5.ll), however,
FFMO/FFNAM apply), and if broken is need to know. Most boats (the pneumatic does have an inherent driver, and can be
eliminated. Swimmers have no capacity to ones) have the same 2 MP, while the used by any amount of Personnel up to its
fire back; they are considered unarmed (and German assault boats have 4. These MP 14PP capacity. It is also twice as fast; its
are represented by Unarmed Personnel amounts might seem low, and they are, but 4MP can be quite useful in crossing large
counters) although they may be able to they are quite realistic when you consider bodies of water in a short amount of time.
transport their Small Arms via Rafting that each represents travelling 80 meters One problem with boats is their lack of
(E6.41) if allowed by SSR. They can carry within a 2-minute tum length using hand mobility over land. Like ordnance, boats
no SW at all. During the Advance Phase, held oars (while the assault boats - with an have a Manhandling number (E5.2), and
swimmers move only if affected by inherent driver and a motor - can move 160 Infantry totalling at least ½rd of the boat's
Current/Drift, or if they are advancing to a meters). If, however, your troops are desig PP capacity may attempt to the boat over
land hex. At the end of every friendly APh, nated as Untrained (E5.34), they have to land in the same manner a Gun is moved via
each swimmer still in a non-Fordable Water make a dr during each MPh before attempt Manhandling (although without TI status).
Obstacle must make a Drowning DR ing to paddle their boat. A dr of 6 prevents Small Rafts have a Manhandling # of 12,
(E6.21) - drowning occurs on a DR e::: 12 in movement (but not beaching or un-beach while Large Rafts have a Manhandling
a Slow Current, ;,:: 11 in a Moderate Current ing) while a dr of 5 halves the boat's MP number of 9. So moving them on land is
and ;,:: 10 in a Heavy Current. allotment for that phase. quite possible.
Amphibians (D16.) are distinguished by a unload; all you have to do is enter the last the Hazardous Movement DRM as they are
MP allowance for travel over land, and a Water Obstacle, declare the boat as Beached now considered to be Fording Infantry (all
MP allowance (in superscript) for travel in by moving it onto the water-land hexside SW are lost regardless of the depth of the
water. An amphibian can move over land, and pay the cost of terrain of the full land water or Beached status of the boat). If the
into the water, and then back onto land. hex (remembering that in most cases your boat is Beached, FP against the boat is not
*
Amphibians usually have an amphibious units will be moving to a higher elevation). halved, and is therefore resolved on the
MP allowance of 2 or 3. For each amphibi Unloading (ES.32) can also occur during IFT's Vehicle line with full FP.
ous factor used, they lose half (or a third, in the APh; see the Examples in ES.23 and Ordnance fire at a boat is like fire at any
the case of 3 MP amphibians) of their land ES.32. other Vehicle; only one boat counter can be
MP. Likewise, using anywhere up to half Assuming you have at least a third of the targeted at a time (ES.52). A boat in a Water
(or a third) of its land MP will result in an boat's PP filled with Personnel as Obstacle (non-Beached) is a Very Small
amphibian losing at least one of its Passengers, the boat can move normally in Target (Case P: +2), in Motion (Case J: +2).
amphibious MP (D16.2). Otherwise they the MPh in Water Obstacles up to its MP and is HD (D4.2). Despite all of this protec
may freely alternate between different MP allotment (E5.3). Unlike normal vehicles, a tion, if it is hit it will sink. There is no need
types in the same MPh at a cost of 1 boat is always considered in Motion, and for a TK DR. Once Beached (ES.51), all of
amphibious MP for movement into a Water does not pay for V CA changes, nor does it this protection disappears; it is no longer
Obstacle (D16.21) or 1 amphibious MP plus expend any Start/Stop MP. However, a boat HD or in Motion, and the boat is now con
the normal non-amphibious MP cost of any is subject to Drift while in a River location. sidered to be of average size (i.e., there goes
non-Water Obstacle hex entered (B21.13). This is where the strength of the River that +2 Very Small Target DRM).
Clearly, amphibians have much more flexi Current comes into play. A Moderate Most of the above applies to amphibious
bility than boats. Boats get you across the Current moves the boat one hex down vehicles as well. An amphibian moves
river. Amphibians are as much a part of stream in the owner's APh (Drift). If two under its own power, so Manhandling rules
maneuver warfare as an armored halftrack, hexes are possibilities, the owner can do not apply, and while it is on land
and can form a key part of your assault plan. choose which of them to move his boat. If a Passengers load or unload from it in the
Heavy Current is in effect, the boat is sub same way as they would a truck or other
ject to such Drift in both the owner's and transport - 1 MF to load/unload, with the
the opposing player's APh (B21.121). equivalent loss of a quarter of the amphib
Your troops might, of course, need to do ian's MP. As mentioned above, amphibians
all of this while under fire. A boat is not a can alternate between land MP and
very good platform from which to fire. In amphibious MP, but while Beaching is not
fact, Small Arms and LMG fire will end up applicable, an amphibian must pay one
being quartered (halved once as Mounted amphibious MP to cross the last water hex
Fire and then halved again as Motion Fire; side and the appropriate land MP to enter a
ES.4). Your Passengers can't fire in the non-Water Obstacle hex (B21.13). While in
PFPh; only in the DFPh, in the MPh (as the water (like a boat) the amphibian is
Bounding First Fire), or in the AFPh. Any always in Motion, presents a Very Small
The rules regarding LC are quite complex. FP attacks they make will therefore be pret Target, and is considered HD to incoming
Rather than discuss the specifics of LC now, ty weak. Your Gilligan's crew might be on fire (D16.3). Amphibians change V CA in
I'd like to save them for Part II of this arti the attack, but they aren't going to be doing the same way as a normal vehicle, but don't
*
cle. LC may be used in an ASL scenario much attacking until they get to the other pay MP to do so. If unarmored, it is attacked
purely for crossing a river, but that is rare. side. Of course, this is assuming that they'll on the Vehicle line with halved FP; if
get to the other side. Hopefully they will, armored, the normal TH/TK process is used
Movin' (and Shootin') Over Water but maybe they won't. on the AFV To Kill Table(Dl6.4). An
Boats, amphibians, and LC move into a This is because a boat, like any other unar amphibian that is eliminated in a Water
Water Obstacle at a cost of 1 MP per hex. A mored vehicle, is vulnerable to enemy fire Obstacle is considered sunk and leaves no
boat needs to be Beached for Personnel to (ES.5). Having said that, a boat is also a lit wreck, with its crew/Passengers automati
enter it. Beaching (ES.23) occurs when the
*
tle harder to hit. A boat in the water (termed cally eliminated. An amphibian is also sub
owner moves it to a land-water hex, and non-Beached) is fired at using the IFT's ject to Drift, according to the type of
declares the boat as Beached while strad Vehicle line, but as halved FP. If the firer Current in force, just like a boat and if it is
dling it on the water-land crest hexside. rolls < the Vehicle Kill Number, as many Stunned (DS.34) or Shocked (C7.4), it will
Once Beached, a Personnel unit loads onto boat counters as are equal to the highest need to spend a Start MP to get going again.
(or unloads out of) the boat at a cost of 1 KIA# in that column sink. This is why it You should find that with these concepts
MF plus any hexside terrain costs. pays to keep your boat counters spaced out, under your belt, you'll be able to tackle
Passengers are limited to 4 MF in any turn and hope that Drift doesn't move any of some fairly ambitious scenarios. In particu
in which they ride, mount, or dismount any them into the same hexes. A sunken boat lar I suggest you try ASL 25 Gavin's
form of conveyance, so each remaining MF (ES.53) loses all of its Passengers, unless it Gamble from Yanks, and ASL A65 The
they possess can be used to power ¼ of the is Beached or has been sunk in a Fordable Dinant Bridgehead from ASL Annual '97.
boat's MF allotment. Beaching must be Water Obstacle hex; in which case the The SSR of ASL 25 enables you to practice
declared before Passengers can dismount Passengers undergo an IFT attack using the your boating skills under cover of a smoke
from the boat. There is no MF required to same DR that destroyed the boat, albeit with screen and with your troops already loaded
limit of how much damage a LC can take Beach-Hinterland hexside forms a Crest the % cost is doubled - or increased by 4
before being eliminated. When LC are hit, Line, thus creating a LOS obstacle for non MP for vehicles. If unloading from a LC
damage is expressed in an amount of DP adjacent units in Hinterland hexes. Crest without a ramp, the normal 25% (un)load
lost. Once the DP rating for a LC is equalled status can be gained on such a hexside. ing cost is increased to 50%. A ramp, should
in Damage Points, the LC is Immobilized. An OCEAN hex not designated as a LC have one, is considered down the
If the DP rating is exceeded, the LC is elim Shallow is always considered Deep, unless moment any unit unloads. It is marked with
inated. If this occurs in Deep water, all a Reef exists via SSR (G13.43), in which a Ramp Down counter.
Passengers and crew are eliminated. If in case all hexes between the Reef and the Normal rules for transporting Passengers
Shallow water, the crew can survive nor Shoreline are also considered Shallow. also apply (D6.4). Each quarter of the LC's
mally, while Passengers face any applicable Shallow water is important for LC MP used in the MPh up to that point reduces
Collateral Attack, and if they survive are approaching the shore. When a LC enters a the Passenger MF/MP allotment proportion
placed above the LC wreck counter and are Shallow water location, it must make a Bog ally. The Passengers then have to pay the
considered to be in a Beached LC. DR (012.21). If it fails, it has run Aground cost for unloading across the Beached hex
in that hex. Being Aground is similar to side, as well as the cost of the terrain
Hitting the Beach being Bogged. The only DRM to this DR is entered. As with any transported units, you
Before we talk about the landing, let's the+# printed top-center on the LC counter, need to consider these costs before you
consider a few important points about the and+1 if entering a Wire hex (unless the LC make your move.
beach. has a -3/-4 Target Size). A Final DR of.!: 12 While on the beach Infantry are consid
A beach hex is, quite obviously, a sand hex means the LC has run Aground. It has ered Fanatic if conducting a Seaborne
and will either be Hard or Soft. A beach hex Bogged and Beached in that hex, not across Assault/Evacuation (014.32). This is great,
adjacent to an OCEAN hex, or if considered the hexside ahead of it. It is marked with an but the down side is that any break result
Steep, will always be considered Hard. Aground counter, and Passengers can causes Casualty Reduction. Furthermore,
Other beach hexes will only be Hard if EC unload into that hex if the owning player so Heat of Battle results of Fanatic, Berserk, or
are Wet, Mud or Snow. When Soft, sand is desires. Note that if Heavy Surf is in effect, Surrender cause the unit to become Fanatic
considered the same as Sand in Chapter F. A LC cannot run Aground. for the duration of the scenario
Hard sand hex costs 1 MF for Infantry to If under fire, however, you might decide
If your units leave the LC (or are forced
enter, a Soft sand hex costs 2. that you'd rather get your LC to the beach
from it for any reason), while in a Shallow
In any scenario with a beach and an ocean properly before unloading your troops. If
Water hex, they are considered to be
overlay, the hexside between the two is this is the case, you'll have to try to free the
Wading (013.42). Wading units are vulner
known as a Beach-OCEAN hexside. The LC before moving forward again. This
able, so you'll want to avoid Wading as
beach hex will presumably join either process is similar to freeing a Bogged vehi
much as possible (think of the vulnerability
another beach hex, or a non-beach land hex, cle. At the beginning of its MPh the LC may
which we will conveniently call a try to remove its Aground status by making of Marines wading towards Tarawa). While
Hinterland hex. Thus, a Beach-Hinterland an original dr of� 4 (012.211); this dr also Wading, Infantry expend 3 MF per Shallow
hexside is the meeting point of a beach and serves as the number of MP expended to water location, and are unable to form
a hinterland hex. There can sometimes be Start the LC. If it succeeds, it must use multi-Location FO. HE attacks against them
hinterland hexes that directly meet the Reverse Movement and pay double the nor are halved, but they can only attack with
water's edge; these are known as OCEAN mal MP costs. To move forward, it must Area Fire. Any break result again means
Hinterland hexsides, and these hexsides Stop, and then Start again in forward. A dr Casualty Reduction, while Leadership mod
always form a Crest Line. of 5 means that the LC has become Mired ifiers are NA. However, a Wading unit, if
Beach hexes will always be defined by (in which case a+1 drm will apply to future designated as part of a Seaborne
SSR as Slight, Moderate, or Steep (G13.2). attempts), while a dr of 6 means the LC is Assault/Evacuation, is Fanatic. Vehicles are
This refers to the slope of the beach hex Fast Aground, in which case it is beached, also allowed to Wade, whether amphibious
itself, and to the shallowness of the nearby bogged and immobilized. Time to get the or not. If the vehicle is considered non
water hexes. Slope characteristics are as fol troops out, fast! Waterproofed (check SSR) then it has to
lows: LC Beach like boats across any OCEAN make a Swamping DR if it enters a ShallO\
• If beach slope is Slight, then all OCEAN Beach or OCEAN-Hinterland hexside Ocean hex. A DR of 12 or more results in
hexes within 3 hexes are Shallow. The (012.3). The owning player declares Immobilization of that vehicle. This DR can
beach hex is itself at Level -1, but LOS to it, Beaching when entering the OCEAN hex be modified according to how close the
and from it, is treated as if the hex was at that is adjacent to the Beach/Hinterland hex vehicle is to the shore (see 013.4222).
Level 0. by moving the LC forward to straddle the There is also the prospect of finding a
• If beach slope is Moderate, then all appropriate hexside. The LC is still consid Seawall (013.6) along a number of Beach
OCEAN hexes within 2 hexes are shallow ered to be in the Water Obstacle, but Hinterland hexsides. Such a Seawall might
and, while the hex is still at Level -1, LOS unloading units will be placed in the be physically present on the map (such as
is treated as if the location were a Deir, in Beach/Hinterland hex (if able). on the Blood Reef Tarawa map) or it might
which case only units adjacent to the loca Normal vehicle (un)loading rules apply to be designated by SSR (see scenario ASL 74
tion can see it while at Level 0. LC and their Passengers. Units may unload Bloody Red Beach). It will be defined as
• If beach slope is Steep, then only each across the Beached hexside at a cost of 25% either High or Low. If High, a Seawall is the
adjacent OCEAN hex is considered of their MF/MP allotment (+ COT if it is a same as a one level cliff, and can only be
Shallow, the hex itself is at Level -1 and the vehicle). If unloading to a higher elevation, Climbed by Commandos. A Low Seawall is
more common and is similar in most further action for the remainder of that play er that each LC has a DP rating? Compare
respects to a normal wall. er tum (including loading or unloading your Effects DR and the* Vehicle#. The
It is different in two major respects, how Passengers). Such a result also beaches a difference between the two (assuming that
ever. First, a unit crossing from a Hinterland LC if it is unbeached, or unbeaches it if it is the Effects DR is less than the* Vehicle#)
hex to a Beach hex does not need to expend beached. If its ramp is down at the time, it is is the amount of Damage Points inflicted on
1 MF (although it still would if going in the Fast Aground if in Shallow water, or sunk if the LC. If your DR is the same as the *
opposite direction). Second, LOS is not in Deep. A DR of 11 or more means that the Vehicle#, there is no effect against the LC,
blocked by a wall as it normally would be if LC has Broached. Broaching will wreck the but a Collateral Attack might still affect any
neither the firer nor the target shared the LC which is flipped over and immediately vulnerable PRC. An armored LC cannot be
wall hexside. In such cases, a +1 TEM is considered to be beached. The crew roll for attacked by Small Arms, but might be sub
applied to fire that crosses such a Seawall survival and the Passengers (both vehicles ject to fire from a MG should it be firing AP
hexside. and Infantry) are subjected to a 2MC in the (see the next point). Also, the crew of an
same way as they would be if under armored LC, being CE, can be fired at but
When the Going Gets Tough... Bombardment. with a +2 DRM.
Sometimes you must face Heavy Surf There are a few other Heavy Surf effects. 2. G12.62: Ordnance Direct Fire:
(G13.44). Heavy Surf adds variables that First, loading and unloading costs are dou It will be in this area where your most
will mostly make it more difficult for your bled during Heavy Surf (G13.443). This is effective fire against LC (whether armored
forces to get ashore in an orderly fashion; obvious when one imagines Infantry trying or not) will occur. Just as with shooting at
and in some cases it can create downright to get off an LC while it is buffeted up and any other type of vehicle, AP or HE is gen
hazardous conditions. down, left and right, by crashing waves. erally more effective than Small Arms fire.
In Heavy Surf, all vehicles face possible Second, LC are subject to Drift in the APh In this case you will have to decide whether
Swamping (Gl3.441) whether they are while Heavy Surf is in effect (G13.445). you are using AP or HE ammunition. The
Waterproofed or not. A Swamping DR is Each LC is moved one hex closer to the decision is not as simple as it usually is.
made for each vehicle during its MPh. A DR shore, randomly determined if required, and If you use AP ammunition, you would
of 12 or more results in the Watercraft being may then be forced to undertake a Beaching achieve your hit using the Vehicle Target
sunk if in Deep OCEAN, or Immobilized if DR. Last (and the only real positive), any Type. The usual AP TK# will rarely be
in Shallow water. Your opponent makes a attack against an LC in an Ocean hex during affected significantly by the LC's armor.
Secret dr also. The Secret dr determines the Heavy Surf receives a +1 DRM for TH and The problem is that AP has trouble causing
hex in the vehicle's line of movement in IFT effects DR (G13.445). It's harder to hit any damage to a LC. You need to rolls half
which this happens. Obviously it is better an LC that's being thrown all over the place. of the Final TK# to cause 1 DP worth of
for you if Swamping happens in Shallow damage. If you roll< the TK# but> half the
water as your Passengers might then be able Fish in a Barrel TK#, you will achieve a Collateral Attack
to get out and Wade (although they'll be CX Probably the most intimidating part of the against the affected PRC (but with any FP
the whole time they are in Shallow water). LC rules deal with LC as targets. Three halved for fire against an armored LC). Of
Swamping is not the only problem you'll pages of Chapter G are devoted to firing at course, since you are firing AP, you need to
face in Heavy Surf. It could be notoriously LC, and determining the amount and loca work out the HE Equivalency (C8 .31),
difficult to navigate a flat-bottomed LC in tion of damage inflicted It can seem pretty which will be negligible. The best use of AP
rough seas, particularly as it neared the complicated, and most players (like myself vs. LC is when firing smaller-caliber ord
shore. Rule G13.442-.4422 reflects this dif all those years ago) might be tempted to nance, which often has a high ROF, so that
ficulty. Whenever your LC begins its MPh give up the moment they start reading. you can conceivably achieve more than one
or APh in a Water Obstacle with at least one I believe the best way to approach this sec hit per fire phase.
beach-able hexside (either OCEAN-Beach tion is to think about it from the point of If you have a gun with a decent HE TK#
or OCEAN-Hinterland), or if it moves into view of: (C7.34) you might be wise to consider it
such a hex in either of those phases, it must a) the weapon doing the firing; instead. Any Final TK DR < the HE TK#
make a beaching or unbeaching DR. Note b) the ammunition being fired, and; will damage the LC; the number of DP lost
that during Heavy Surf, this can occur in the c) how the LC/ its occupants are affected. is dependent upon on the difference
Advance Phase. A +1 DRM applies to this This is the approach I'll offer here. I'll between that DR and the HE TK#. The
DR for each of the following cases: also try and persuade you that the LC greater the difference between the two
• Inexperienced LC crew (by SSR) Destruction Table is actually your friend, if (again assuming that the DR is less than the
• Being adjacent to a Hinterland location, you take the time to follow it through. TK#) the greater the damage. A large-cal
a steeply sloped beach, or a non-beach If we go over the theory first, the exam iber gun firing HE can cause an enormous
island ples that follow will offer some insight. amount of damage to the LC itself, in addi
• Being in the same hex as another LC There are three types of fire against LC: tion to the Collateral Attack vs. its PRC.
A DR s 8 means that your LC is able to 1. G12.61: Non-Ordnance Direct Fire: 3. Gl2.63: OBA/Area-Target-Type:
beach. However, the beaching hexside is As the title states this involves any sort of Indirect fire still has its place against LC.
randomly determined if more than one pos attack against an LC that is not ordnance. Although you might not get a lot of oppor
sibility exists. This can do much to affect For example, this might include Small tunities to use OBA, nearly every defending
the coordination of your landing, particular Arms/MG fire against an unarmored LC. force on a beach will have a mortar or two.
ly if it creates LC overstacking issues. A DR Such fire is resolved using the IFT * A mortar fires on the Area Target Type, and
of 9 or 10 makes the LC TI, and ends any Vehicle line. Remember how we saw earli- if a hit is achieved against a fully-armored
LC it is resolved on the IFf using the Cl.55 Next, let's imagine that in another bunker Passengers with 8 FP (I 05mm HE = 20
DRMs. Since nearly every LC has low AF nearby, a German 75L gun takes a shot at FP/2 (armored target)= 10 FP, down to 8 FP
and all are OT, you can assume there will the LCVP, now at a range of only 6 hexes. column). Good HE-firing ordnance is a
usually be a -2 DRM to this attack DR. A If we again assume that a hit is achieved, godsend when defending against a
KIA results in a DP loss to the LC of an what are our chances of inflicting more Seaborne Assault. While those LC are in the
amount equal to the KIA#. A Kl# only has damage? Well, while we'll obviously find it water, such ordnance is your best defense.
the affect of a Collateral Attack against the easier to damage the vehicle (as rolling :s Let's now imagine that an 81mm MTR
half the F inal TK# in this case will be a lot crew on the heights overlooking the beach
*
Vulnerable PRC. If the LC is even partially
unarmored, it is attacked on the Vehicle more likely, i.e., 75mm Basic TK# =17-0 decides to also try its luck against this hap
line of the IFf. [armor factor], so we have to roll :s 8 to less LC. OBA or Area Target Type weapons
We'll now consider the ramifications of cause damage), we still won't inflict any also have a chance against poorly-armored
the above in a few short examples, hopeful more than 1 DP (again, unless we get a CH). LC. In this case, if a hit is achieved, the
ly highlighting the effect of various In other words, AP just isn't that effective C1.55 DRMs is used to resolve the hit (-1
weapons against LC. against a LC. for all AF less than 4, -1 for being OT) and
Let's start with a German MMG crew in a However, in each of the above cases we if a KIA is achieved the DP inflicted is equal
pillbox looking out to sea somewhere in might still do some damage to those aboard to the KIA#. Once again, the resulting
Normandy. An LCVP appears in the dis the LCVP. D epending on where we hit, we Collateral Damage depends upon either a
tance, probably no more than a few hundred might affect either the LC crew (with a tur Hull or a Turret hit, and once again the
meters away. Let's say 12 hexes, which is ret/upper superstructure hit) or the LC Passengers have any FP against them
the normal range of the MMG. What would Passengers (with a hull hit). If the crew is halved while in an armored LC. Note that
be the best course of action for the crew to affected by such a Collateral Attack, the any HE-firing gun can also use the Area
take? Well, if they get jittery, and fire, only same effects DR is used with the HE equiv Target Type.
a lucky shot will do much damage. Let's see alency of 2 FP (see C8.31) in the case of the If the LC is unarmored, it is treated in
*
75mm (though not the MMG, which attacks most respects as an unarmored vehicle. You
why.
with normal FP), although with +2 DRM fire on it using the Vehicle line on the IFf
A MMG can fire at both armored and
*
for CE. If the Passengers are hit by the AP if using Small-Arms/MG; although in this
unarmored vehicles. If armored, it is con
(not the MG), the same applies, although case you inflict DP equal to the Vehicle
sidered to be firing AP and uses the normal
the FP of the hit would be halved as the Kill # minus the effects DR. Remember that
C3 To Hit process. An LCVP in 1944 is an
LCVP is an armored target. We've also unless the LC is beached, you fire on it with
armored vehicle; it is thus treated as an
noted the fact that a high ROF weapon has half FP (Gl2.61). If you are firing HE, the
AF V. A hit must first be achieved on the C3
a greater chance of hitting the LC more than HE TK# is often higher, although damage is
To Hit table. We'll assume this has hap
once in a fire phase, thus conceivably caus worked out in the same way. The resultant
pened, even at that distance. What does AP
ing much more damage. hit to crew and Passengers is far more dam
do to a LC? As we've noted, it's not nearly aging, as the Passengers, being in an unar
What about the artillery piece in the next
as effective as we'd like to think. AP rounds bunker, firing 105mm HE? This has got to mored LC, won't have the incoming FP
can quite easily pass through a LC without do some damage, right? Well, it probably halved against them.
doing much damage to it. In this case, as will. HE is far more damaging to a LC, and A Blaze occurs as long as 2 or more DP
stated above, we can see that unless we roll can have the effect of eating right into a are caused by an attack, and the colored dr
:s half of the TK# we aren't going to dam LC's DP rating. When a HE hit is achieved is "1" on the Original Effects DR (Gl2.68).
age the LC at all. The TK# is 4, so we have (assuming of course that a hit was obtained A Blaze reduces the LC's MP by 1, and in
to roll snake eyes just to cause damage. on using Vehicle Target Type), you'll use the APh in each subsequent Player Tum,
Even then, if we do roll so low, we will only the TK# given in the C7.34 table. Against one extra DP is inflicted. Passengers aboard
inflict one Damage Point. If we could get a an armored target, a 105mm gun has a HE a LC are still able to unload from it,
Critical Hit the DP would be increased by 1 TK# of 10. If we subtract the front armor although no unit may load onto a LC that is
(G12.64), but MGs can't get Critical Hits. aspect of the LC (i.e., zero), we have to roll Ablaze (G12.44).
We will do no more damage unless we 9 or less to hurt it (rolling 10 has no effect). The examples described above cover the
maintain ROF and are just as lucky a second Let's look at the LC D estruction Table most common ways of attacking LC. There
(or third) time. again. Look at the third column, the HE are, of course, many variations and excep
We might be better off waiting for the LC (Vehicle Target Type) section. If we roll < tions in this section of the rules, and you
to beach and unload, so we can do some the modified TK#, the DP inflicted equals would be wise to explore what happens to
damage to those vulnerable Tommies or Gis the F inal TK# minus the TK DR. If the TK# vehicles/Guns aboard an LC, for example,
when they are on foot. For example, when is 10, and we roll 8, then 2 DP are inflicted. or how aerial attacks can affect the LC,
the ramp is down, attacks through the front This thing's got some hitting power!
facing of a LC are treated as if the LC were Imagine if we roll six; the LCVP will go D-Day: The Seaborne Assault
unarmored (Gl2.674). In other words, the straight down. So what else do we need to know if we are
PRC are all attacked by a General Collateral The same Collateral Attacks apply as conducting a Seaborne Assault, or defend
Attack, with no halving of fire for being an above, but this time the HE will have far ing against one? We'll start with the attack
armored target. You'll no doubt recall that more hitting power. The crew will be hit er.
initial scene in Saving Private Ryan when with 20 FP with +2 CE DRM if a turret hit The attacker in a Seaborne Assault needs
the ramp on the LCVP goes down. has occurred, while a hull hit will strike the to be aware of the following rules:
Force Pools
J143: Circle of Doom
BOARD CONFIGURATION:
BALANCE:
0 0 Add one ATR to the British Turn 3
reinforcements.
VICTORY CONDITIONS: The Germans win at game end by amassing ,!f,i Exchange the PSW 221 AC with a
<!: 7 VP, provided the Allies have amassed $ 22 CVP. The Germans are PSW 222 AC.
(Only hexrows R-GG are playable)
awarded VP as follows: each multi-hex building Controlled at game end is
worth I VP [EXC: buildings 22W8 and 22DD7 are each wor th 2 VP], and
each British Gun captured/eliminated is worth I VP.
TURN RECORD CHART
SPECIAL RULES: AFTERMATH: The Belgians had failed to blow the bridge before their cease-fire with
the Germans, and the British were unable to reach the wires on the eastern end before the
1. EC are Moderate, with no wind at start. Grain is in season. All buildings Germans arrived. A tense battle with the armored cars of the 12th Royal Lancers ensued,
have a Ground Level only. The board 59 stream is a Canal (B21.ll). Place a whose commander felt his men could do no more than "make ugly faces" at the Germans
Burning Wreck in hex 59T5. Kindling (B25.ll) is NA. in an effort to scare them away. British Brigadier A.J. Clifton, in charge of the local
2. AFV crews may not voluntarily Abandon (D5.4) their vehicles. defense, had assembled a scratch force from five different regiments of "unemployed"
gunners, engineers, clerks, and drivers, as well as some World War I-era IS-pounders,
3. Each British truck is automatically Recalled (D5.431) when it is no longer and he immediately set about stiffening the line. The bridgehead was contained, and
towing a Gun/transporting P assengers. French and British units are Allied Clifton's irregulars would continue to hold this line for another 30 hours until German
Troops (Al0.7). armor finally broke through and forced the final retreat of Clifton's men to the salvation
of the Dunkirk beaches.
BOARD CONFIGURATION:
BALANCE:
��� Add a 1-4-9 hero to the Italian at-start OB. (Only hexrows A·U are playable)
0 Exchange the 2-4-7 HS with a Carrier A in
VICTORY CONDITIONS: The British win at game end by Controlling hexes the British OB.
N4 and NS, provided there are no Good Order Italian non-crew MMC on/adja
cent to any level 4 hex(es) and provided the Italians amass s 26 CVP.
SPECIAL RULES: AFTERMATH: The Sikhs made an effort to flank the Eritrean position but were greet
ed by a hail of machine gun fire from the rocky slopes which forced them to go to ground.
1. EC are Moderate, with no wind at start. All woods are Light Woods, which As the morning progressed Italian Caproni aircraft attempted to join the battle but with
are treated as Woods with the following exceptions: Light Woods are not an drew after inadvertently dropping their bombs behind the lines of their own troops. The
obstacle to same-level LOS but each hex provides a +2 Hindrance ORM that attack ground slowly forward, and by 1pm the Sikhs were on the ridge, engaging the
also applies to Fire Lanes (A9.222). A tracked vehicle may enter a Light Colonials in close-quarters fighting. By mid-afternoon, the ridge had been cleared, and
Woods hex without using a road/YEM/Reverse movement by expending one 150 Eritreans were captured. The survivors retreated to a larger hill feature at Yodrud,
third (FRU) of its MP and then making a Bog Check DR with a +l ORM. where they were attacked again later that day, resulting in more prisoners as well as a
large quantity of captured arms. This operation was a complete success for Gazelle
2. The Italians receive Air Support (E7 .) in the form of one '39 FB without Force, which would continue to hound Italian Colonial forces until the re-conquest of
bombs which arrives on a reinforcement dr s 3 made on Italian Player Turn 3; Ethiopia the following year.
otherwise it arrives on Turn 4. It is limited to one turn on board.
3. At the end of the British Turn 1 Prep Fire Phase, the British player places
an AR counter in any hex within 10 hexes of the west map edge. Accuracy
requires a dr s 4 (no modifiers apply) and any extent-of-error is halved
(FRU). Full-strength Smoke counters are placed as if resolving a Smoke
Concentration, and the AR counter is then removed.
BALANCE:
0 Exchange the MMG with a HMG in the
British OB.
VICTORY CONDITIONS: The Japanese win at game end by amassing e In the VC, replace ":1:: 24" with ":1:: 22". (Only hexrows R-GG on board 38 and
:1:: 24 VP. They receive Exit VP for units exited off the south edge (prison- A-P on board 49 are playable)
ers are not worth double). In addition, they receive VP for each of the fol-
lowing buildings Controlled at game end: buildings 49K9 and 4907 are
each worth 3 VP and building 49N9 is worth 2 VP.
TURN RECORD CHART
SPECIAL RULES: AFTERMATH: "Opium Hill" (Bukit Chandu in Malayan) was named after an opium
processing factory located at the foot of the hill. Control of the hill allowed a good
1. EC are Moderate, with no wind at start. PTO Terrain (G. I) is in effect overview of the northern part of the island and opened a passage to the Alexandra area,
including Light Jungle (02.1) [EXC: all roads/bridges/buildings/lumberyards where the British army had their main supply and ammunition depots. Here C Company
exist; all buildings have a ground level only]. Place overlays as follows: prepared for a final stand against the Japanese 56th Infantry Regiment, which soon
Wd12 on 49D8-E8; Hi8 on 49K2-Ll; and OWl on 49Nl0-O10. attacked with the support of tanks. Again a fierce fight developed, including the use of
bayonets. Outnumbered and low on ammunition, the defenders kept up the resistance,
2. Beginning on Turn 5, the British suffer from Ammunition Shortage
frustrating the Japanese, who attacked again and again. Finally, in a large Banzai attack,
(Al9.131). the Malayans were overwhelmed and the soldiers of the 56th Regiment, taking some pris
oners but generally showing little mercy with most of the survivors, marched towards
their next target.
BOARD CONFIGURATION:
VICTORY CONDITIONS: The Axis win at game end by achieving ;,: two
of the following three Tactical Objectives:
• Strongpoint: Control buildings K15 and M15.
• Village: Control;,: 6 building/rubble hexes on/west-of hexrow I.
*
BALANCE:
Add one 5-2-7 squad and one ATR to the Russian OB.
,CJ,: Add one StuG lllB and one 9-1 armor leader to the Turn 1 reinforcements.
• High Ground: Control;,: 5 woods/brush hexes at Level 2.
SPECIAL RULES: AFTERMATH: XXX Corps began its final assault with an artillery bombardment, hitting
the positions of the 775th Rifle Regiment in the center of Sapun Ridge. Three battalions
1. EC are Moderate, with no wind at start. Kindling (B25.ll) is NA. of the 170th Infantry Division, supported by a battery of assault guns, advanced upon the
2. Place wooden rubble in Ml8 and Nl7. The bridge does not exist. Buildings ridgeline during a night attack. In order to support and guard the northern flank of this
K15 and M15 are Fortified (B23.9) at ground level and Fanatic Strongpoints main effort, the Romanian I st Mountain Division launched a regimental-sized attack on
(VotG SSR CGll). SSR VotG23 applies to the 8+1 Commissar in the Russian the village of Novo Shuli, just below the ridge. The Romanians proved their worth and
prevailed after three hours of fierce house-to-house fighting. By mid-morning, XXX Corps
OB. No Fortification may set up using HIP.
had achieved its breakthrough on Sapun Ridge, which it exploited in the afternoon. The
3. Romanian 5-3-7s/2-2-7s are Assault Engineers (Hl.22). They are considered fall of the Fortress of Sevastopol was at hand.
Elite, have an underscored Morale Factor (A19.13), have a broken side Morale
Level one greater than printed, and an ELR of 5. All other Romanian units have
an ELR of 3.
4. No (Order
OC Edwards Quarter (A20.3)
#36526084) is in effect for both sides.
THE ART OF DYING
ASL SCENARIO J130 Scenario Design: Martin Svtird
KOTOVSKIJ, RUSSIA, 1 September 1942: After a hard struggle, the Red Army
had succeeded in establishing a significant bridgehead at Serafimovich, on the
west bank of the Don. The German XVII Corps and the Italian XXXV Army
Corps were assigned to a joint counterattack. The Italian attack was spearheaded
by the recently arrived Alpini division Tridentina, reinforced by a flame thrower
platoon and a company of light tanks, a very rare occurrence for Italians on the
eastern front. It was believed that the German attack would dominate the efforts
of the defending 14th Guards Division, so the Italian attack seemed to take place
under ideal circumstances. At the crack of dawn, after a short artillery preparation
and a number of Stuka bombings, the confident Italians attacked. Despite a hard
defense, and significant Italian losses, the Russian lines were broken, and the
defenders were forced to retreat. Later that day, the order was given that the sec
ondary target of the attack, Kotovskij, was to be assaulted.
BOARD CONFIGURATION:
*
BALANCE:
Exchange one 4-2-6 squad with one 4-4-7 squad
in the Russian OB.
VICTORY CONDITIONS: The Italians win at game end by Controlling
2: 6 building/rubble hexes within 3 hexes of llRl. Each Russian Gun elim- �H Add one 3-4-6 squad to the Italian at-start OB•
inated/captured at game end decreases this requirement by one.
TURN RECORD CHART
SPECIAL RULES: AFTERMATH: The Alpinis swiftly captured the village and an artillery battery sta
tioned there. While defending against a counterattack, the Italians received reports that
1. EC are Moderate, with no wind at start. Place overlays as follows: X9 on the German attack had ground to a halt earlier than expected, and the regiment's entire
11T3; X13 on llP0-Pl; and X25 on 11S1-S2. Hex ollRl contains a Steeple flank was exposed. The inevitable retreat was costly. Battalion Vestone alone suffered
(B31.2) [EXC: for LOS purposes (only) the Steeple Location is considered to almost 500 casualties, and half of their allotted tanks.
be at level 2]. Kindling (B25.ll) is NA.
2. Neither vehicular crews nor vehicles may gain Control of hexes.
BALANCE:
e Exchange one MMG with a HMG in the
* Japanese OB. (Only hexes numbered 8-15 In hexrows
A-J are playable)
VICTORY CONDITIONS: The Americans win at game end by amassing American leaders are Stealthy (A 11.17).
2:: 6 CVP and by having 2:: 12 VP (calculated as Exit VP) of Good Order
units south of The Stream (SSR SC 1.2).
TURN RECORD CHART
SPECIAL RULES: AFTERMATH: Company L made a concerted effort to crack the Japanese line, but this
time they had bitten off more than they could chew. Within the first 10 minutes of con
1. See SC SSR. tact the Marines were dragging back 6 KIA and 14 wounded from the steep muddy banks
2, The Americans receive one module of 60+mm battalion mortar (Cl .22) of this newly discovered Japanese position. The Marines would have to wait for follow
OBA (HE only). The first chit draw is automatically black; permanently on forces and most importantly armor before making another attempt to cross the muddy
remove one black chit from the draw pile. creek.
BOARD CONFIGURATION:
BALANCE:
e The Japanese player may opt to apply
a -1 drm to one Bypassed Units dr
SPECIAL RULES: 3. The American player has the option of bringing in reinforcements begin
ning on Turn 3. Doing so immediately awards 3 VP to the Japanese.
1. See SC SSR. A Corduroy Road (SSR SC4) connects the following hexes:
K2, 12, 13, H3, and G4.
2. Beginning on Turn 2, the Japanese player makes a reinforcement dr prior to
the start of each Japanese RP h. On a Final dr :s I (a -I drm applies beginning
on Turn 3 if no reinforcements have yet arrived) the Japanese receive rein
forcements. He then makes a C 1.31 DR based on the location of the American
sniper counter to determine the hex of their arrival; if the result is offboard, AFTERMATH: The Japanese attack did not have the impetus needed to maintain their
positions in the Marine rear, but they did cause several Marine casualties. In addition, the
roll again until an onboard hex is selected. He then makes a secret dr on the
Japanese were able to capture a small Marine ammunition cache but were unsuccessful in
Bypassed Units table and places all units received in that hex concealed. If no their attempts to destroy it. Col. Chesty Puller's command post was nearby and he led a
American units are in that hex, play proceeds normally. If American units are small force to assist in pushing the Japanese back across the stream. While the Japanese
present in that hex, place a CC counter on all units and resolve normally counterattack did not create any major delay for the Marines, it certainly made them more
[EXC: Ambush may still occur in the CCPh as if the Japanese had advanced wary of their surroundings.
into the hex].
*BALANCE:
Add 8 "?" counters to the American OB
which may be used in either/both setup
areas.
VICTORY CONDITIONS: The Japanese win immediately upon amassing
2:: 19 CVP. CVP are awarded normally, and each Supply Dump destroyed is • Exchange a 3-4-7 squad with a 4-4-7
worth 5 CVP. squad and add one 8+ I leader to the (Only hexes numbered s 15 are playable)
Japanese OB.
TURN RECORD CHART
SPECIAL RULES: 4. American M4A2 MTs must set up on/adjacent to a CR. They are exempt
from El.21, but they may not fire/move until 2:: I Known (to any American
1. See SC SSR. All paths in hexes numbered s 6 are Corduroy Roads (SSR SC4).
unit) Japanese unit is north of The Stream (SSR SC1.2) and/or a Supply Dump
2. Night rules (El.) are in effect. The Japanese are the Scenario Attacker and is destroyed.
the Americans the Scenario Defender [EXC: the American has automatic
Freedom of Movement (following any enemy attack besides a successful 5. Each American group receives 12 Trip Wires (SSR SC6) and 12 Trip Flares
Ambush; El .21) for his two best leaders]. The Majority Squad Type for the (El.95).
Japanese is Stealthy and for the Americans is Normal. AFTERMATH: In the dark hour before nautical twilight, Katayama's troops splashed
across the stream in an effort to catch the Marines at an inattentive moment. Their efforts
3. The Japanese receive a special pre-game Bombardment. P rior to American were met with mixed results. Some of the Japanese troops were killed before leaving the
setup, the Japanese player selects one P re-Registered hex. After Japanese stream, but a significant portion of the assault force was able to bypass the front line and
setup, he places an AR counter in that hex and makes a Cl.31 Direction/ attack deep into the Marine position. Marines, exhausted after a long and difficult day
Extent-of-Error DR. He then makes a dr to determine which hexes in the preparing the paths to get tanks forward, were forced to drop their shovels and grab their
Bombardment's blast radius (which is identical to that of Harassing Fire; rifles to beat back a fierce and determined enemy. The predawn hours were shattered by
Cl.72) are spared from its effects. If the dr is even, the even-numbered hexes the explosion of one of the Marine ammo supply points as a Japanese soldier was able to
are spared; if odd, the odd-numbered hexes are spared. Supply Dumps are get an explosive charge into its midst, destroying not only the ammo but killing and
wounding many nearby Marines. The Japanese attack eventually subsided as the Marines
immune to the effects of this Bombardment. tracked down the enemy raiders, and no survivors were observed making their way back
to the Japanese positions.
OC Edwards (Order #36526084)
KERRY'S CROSSING
ASL SCENARIO J134 Scenario Design: Darrell Andersen
CAPE GLOUCESTER, NEW BRITAIN, 3 January 1944: The 3rd Battalion,
7th Marine Regiment had spent the previous day struggling to cross a small
muddy stream that had been heavily fortified by the Japanese. After a day of
repeated attempts followed by a long night fighting off Japanese counterattacks,
the Marines had received assistance in the form of tanks and Marine pioneers with
bulldozers. The bulldozers were required to ford the stream to get the tanks across
to the far bank and flank the Japanese pillboxes. The pioneers had laid down a
corduroy road of logs to get vehicles to the stream; now they had to get them over
it. While the Devil Dogs of 3-7 and the Shermans laid down maximum suppres
sive fire, the Marine pioneers fired up their bulldozer and headed into the stream
to build a ford. One after another, pioneers were shot out of the seat of the bull
dozer. Finally, a young Marine, Kerry Lane, stepped up and began operating the
machine.
BOARD CONFIGURATION:
BALANCE:
e Exchange one 3-4-7 squad with one
4-4-7 squad and add one LMG to
VICTORY CONDITIONS: The Americans win at game end if they have
;;,; 1 M4A2 MT with functioning MA south of The Stream (SSR SCl.2). * the Japanese OB.
In SSR 2, replace "4" with "5".
(Only hexes numbered 6-15 In hexrows
J-Q are playable)
TURN RECORD CHART
SPECIAL RULES: AFTERMATH: While keeping the armored bulldozer between his body and the intense
fire of the Japanese, Lane maneuvered it into position using an axe handle and a shovel
1. See SC SSR. and completed the ford in spite of being wounded in the shoulder. At last the Shermans
2. All paths north of The Stream (SSR SC 1.2) are Corduroy Roads (SSR SC4). would be able to get across the stream and engage the enemy pillboxes at the ranges
After Japanese setup, the Americans may also place 4 additional CR counters required to destroy them. This would have to wait until daylight.
in their setup area.
BOARD CONFIGURATION:
BALANCE:
e Add a 1-3-7 HS to the Japanese Turn 1
reinforcements.
(Only hexes numbered 8-15 in hexrows
*Add a 1-4-9 hero to the American OB. R-X are playable)
SPECIAL RULES: AFTERMATH: As soon as the Marines emerged from the jungle line they were met with
intense fire from the dug-in Japanese defenders on the south side of the stream. Once
1. See SC SSR. again, the Japanese were alert and ready for a fight. The Marines were tasked with a mere
diversionary attack, but it rapidly dawned on them that the best way to survive was to get
across the stream and silence the defender's weapons. Several squads were able to get in
among the Japanese positions but these were soon pushed back in part because of the
arrival of a small reinforcing Japanese element. Further to the west, the Marine pioneers
were able to forge a passage across the stream for Marine armor that effectively signaled
the end to the Japanese resistance at Suicide Creek.
BALANCE:
SPECIAL RULES: AFTERMATH: The Japanese commanders knew they lacked any real anti-tank assets
and that if the Marines were able to get their armor over the stream in force, the suc
1. See SC SSR. All paths north of The Stream (SSR SCl.2) are Corduroy cessful defense at this stream was finished. The Japanese received reinforcements and
Roads (SSR SC4). After Japanese setup, the Americans may place two Fords brought out the last of their assets at the stream, including observed mortar fire. The
(SSR SC5) and may also place 4 additional CR counters; each must connect Marines were no longer surprised by or dismissive of the Japanese resistance at the
to another CR hexside. stream and brought all available assets to bear. The Marines escorted the Shermans for
ward and the Japanese reacted with everything available to them including individual sol
2. The Japanese receive one module of 90+mm OBA (HE/Smoke). diers with massive charges strapped to their bodies attempting to hurl themselves against
3. The Americans receive one module of 60+mm battalion mortar OBA (HE only) the hulls of the American tanks. Inexorably the Marine tanks ground over the fords raised
for use with the field phone. The first chit draw is automatically black; perma by the Pioneers and into the Japanese positions on the far side of the stream. As the tanks
nently remove one black chit from the draw pile. The Americans also receive one began firing point-blank into the Japanese bunkers it became clear that the Marine fire
module of 80+mm battalion mortar OBA (HE only) for use with the radio. power and tenacity were too much for the defenders at Suicide Creek.
BOARD CONFIGURATION:
SPECIAL RULES: AFTERMATH: The attack gained ground, but the enemy held out in a fortified farm
south of Burcy, supported by tanks and artillery. By the time the outpost fell, its build
1. EC are Dry, with no wind at start. All hedges are Bocage (B9.5). Kindling ings and the wrecked tanks around them were in flames and the farm could not be occu
(B25.ll) and Bore Sighting (C6.4) are NA. pied by the victors. Next, Hauptsturmfahrer von Colin's Kompanie 3 attempted a mobile
2. Building J3 is Fortified (B23.9), and hex H5 has a Steeple (B31.2). flanking move, only to be stopped by the difficult terrain. By midday, British fighter
bombers joined the rain of artillery and the assault was aborted. The drive on Burcy was
3. The British receive one module of 80+mm OBA (HE and Smoke) with abandoned; the pioneer's advance had stopped short of the 159 Brigade "box."
Plentiful Ammunition (Cl.211) and one Pre-Registered hex (Cl.73). Barrage Nevertheless, the village of Burcy now lay in a no-man's land.
(El2.) is NA.
4. German 8-3-8 squads/3-3-8 HS are Assault Engineers (Hl.22). Despite
their title, German units are not considered SS for any purpose.
BOARD CONFIGURATION:
BALANCE:
*
(Only hexrows A-Pon boards 16138/49 and R-GG on board 19 are playable.)
SPECIAL RULES: 4. Prior to any fire in British Player Turn I Prep Fire Phase, the British play
er may, in lieu of attempting to fire Smoke from any mortar capable of firing,
1. EC are Moderate, with a Mild Breeze from the northeast at start which will
not change force or direction during play. Weather is Gusty (E3.4). All board opt instead to place one full-strength Smoke counter in the LOS and Normal
38 roads/runways are Open Ground. Building 49D8 is a 2½ level Factory Range of that mortar. Doing so causes that mortar to deplete its Smoke ammu
(B23.74) with Rooftops (B23.8) and Factory Rooftop Access Points (B23.87) nition and be marked with a Prep Fire counter. No DR is made. A maximum
in every hex. of two Smoke counters may be placed using this method.
2. At setup, the German player may spend s 6 Reinforcement Points to pur AFTERMATH: After No. 2 Squadron's renewed advance was stopped by anti-tank fire,
chase extra units to add to his at-start OB; no option may be purchased more the infantry moved out, supported by a battery of the Leicester Yeomanry's 25-pounders
than once. The OBA option is one module of 80+mm battalion mortar (Cl .22) and their own carriers. Leaving the woods, their ranks were raked by machine gun bul
OBA (HE/Smoke). lets and rapid-firing anti-aircraft guns. The infantry pressed on. They endured heavy loss
es but eventually secured the factory dominating the approaches to the village. By
3. Prior to German setup, the British player selects s 2 Reinforcement Groups
evening, the enemy was demoralized and the reserve platoon of King's Company cleared
to enter play as noted. Carrier crews (D6.82) are 2-4-8 HS. the area.
OC Edwards (Order #36526084)
LIGHT AID DETACHED
ASL SCENARIO J139 Scenario Design: Ian Daglish
LESSINES, BELGIUM, 4 September 1944: Left behind in the Guards
Armoured Division's dash to Brussels, the Light Aid Detachment set up a repair
facility in the quiet town of Lessines. Early on 4 September, the quiet was broken
by excited townsfolk warning of a German column descending on the place. The
local partisans were not well organized, but they succeeded in distracting the
Germans long enough for the Light Aid Detachment to put aside their tools and
prepare hasty defenses.
BOARD CONFIGURATION:
BALANCE:
0 Exchange the Armee Blanche 6+ 1 leader with an 8-1 leader.
VICTORY CONDITIONS: The Germans win at game end by having � 1
* Decrease the Allied SAN to 3.
Good Order non-crew MMC in building G3.
TURN RECORD CHART
SPECIAL RULES: AFTERMATH: After brushing aside the partisans, the German advance through the
town was met by a tremendous fusillade from the Light Aid Detachment as mechanics
1. EC are Moderate, with no wind at start. Kindling (B25.ll) is NA. Building and fitters manned unfamiliar weaponry. They struggled successfully to hold off the
G3 is a Factory (B23.74). attack until help arrived. Then, as the rest of the division continued the dash to Brussels,
2. British AFV s are Abandoned at start. Should a British HS enter an and the L.A.D. resumed their task of vehicle maintenance, the Lessines townsfolk cele
Abandoned AFV per DS.42, the vehicle suffers the following penalties: it has brated their liberation by dining on fresh horseflesh gathered from the streets.
an Inexperienced Crew (D3.45), all MA TH attempts use Red TH numbers, all
weapons are treated as B11/Xl2, and red MP penalties apply.
3. Partisans have MOL (A22.6) capability, may not form multi-Location Fire
Groups, and treat all SW as captured (A21.). Partisans may not enter any
Abandoned AFV.
4. All German Personnel must set up as Passengers. German vehicles must set
up in Motion and CE in road hexes on/east of hexrow CC, withs 1 vehicle per
road hex. Each German truck/wagon is immediately Recalled (DS.341) when it
is no longer transporting any Passengers. The Friendly Board Edge for the
Germans is the east edge and for the British the west edge.
BOARD CONFIGURATION:
BALANCE:
� Add one LMG to the German OB.
0 In the VC, change"� 13" to"� 11".
VICTORY CONDITIONS: The British win immediately upon exiting
� 13 Exit VP off the east edge (prisoners are do not count).
(Only hexrows R-GG are
TURN RECORD CHART playable)
SPECIAL RULES: AFTERMATH: All down the line the determined paras of 156th Battalion moved for
ward. C Company made the first assault and initial progress was good as outlying
1. EC are Moderate, with no wind at start. All buildings have a ground level German positions west of the Dreyenseweg were found to be deserted. A Company was
only. Place overlays as follows: B2 on 42Z3-AA4; and HdlO on 42Zl-AA2. then selected to make the main assault, assisted by a platoon of glider pilots to replace
Kindling (B25.ll) is NA. one of its own left at the drop zone. The attack was a disaster; the lightly armed airborne
2. German 5-4-8/4-4-7 squads (and their HS) are SS (A25.ll), and as such troops were decimated by a hail of German defensive fire. The company's advance ended
six hours later with only six men and the wounded company commander on the objective,
have their broken side morale level increased by one. Their Morale Factor is which they were soon forced to abandon. Most of the survivors were made prisoner. A
not considered underscored; an SS 5-4-8/2-3-8 which fails ELR is replaced final attack by B company met a similar fate. Having suffered casualties approaching
with an SS 4-4-7/ 2-3-7; an SS 4-4-7/2-3-7 which fails ELR is Disrupted. The 50% in its first action and virtually destroyed as an offensive fighting force, the battalion
reverse order is used for Battle Hardening. Conscripts Battle Harden to non joined the brigade's general withdrawal toward Oosterbeek.
SS 2nd Line MMC.
3. German units may set up concealed regardless of terrain, and Dummies may
set up in non-Concealment terrain.
4. The British are Stealthy (A 11.17) and may use ATMM (Cl3.7) as if German
[EXC: a successful placement attempt results in a -2 CC Attack DRMJ.
BOARD CONFIGURATION:
BALANCE:
;(Iii Add one 4-6-8 squad and one LMG to
*
the German at-start OB.
VICTORY CONDITIONS: The Russians win at game end by amassing
� 35 VP more than the Germans, provided they have amassed� 10 build Add one Sherman lll(a) to the Turn 1
ing VP. Each multi-hex building on board 53 is worth a number of VP to the Russian force.
Controlling side equal to the number of Locations it contains. The Russians
also receive Exit VP for units exited off the north edge on/between 53GG5
and 56A5.
SPECIAL RULES: AFTERMATH: With no continuous front line, the German hedgehog positions in key
villages were just sufficient to lock the Russian mobile forces in place long enough for
1. EC are Moderate, with no wind at start. Grain is in season. Kindling armored counterattacks to stop them. The flat plains provided the superior Wehrmacht
(B25.l l) is NA. gunnery with limitless opportunities, especially for the Tigers of the 503rd Heavy Tank
2, Use British counters for Ml7 MGMC(a) halftracks in the Russian OB (and Battalion. Soviet officers and NCOs paid a particularly heavy toll as they were picked off
by the skilled rifle shots of the Gebirgs-Division. Snipers such as Josef Allerberger, who
use British Sherman III(a) counters if a copy of Armies of Oblivion is not would have 257 kills to his credit before the end of the war, and Matthiius Hetzenauer
available). (345 kills, including one at 1100 meters) made life short for any Russian soldier careless
enough to stick his head out. This would be the last time that German combined arms
would defeat a full-strength Red Army force on even terms.
*
BALANCE:
Exchange one MMG with a HMG in the
American at-start OB.
VICTORY CONDITIONS: The Germans win at game end by amassing ilt Add one 9-1 Armor Leader to the German
more VP than the Americans. CVP are awarded normally to both sides, and Turn 2 reinforcements.
the Germans receive Exit VP for units exited off the west edge on/between
19A5 and 44A6 (see also SSR 2).
TURN RECORD CHART
SPECIAL RULES: 3. The American player makes a dr at the start of his first Player Turn. On a
dr of 1-3, Group 1 enters on Turn 1. On a dr of 4-6, Group 2 enters on Turn 1.
1. EC are Wet, with no wind at start. Weather is Overcast (E3.5) with Ground
Snow (E3.72). Falling Snow is present at start, and will not change intensity The other group enters on Turn 2.
on Game Turn 1. 4. Eligible German AFVs have Schuerzen (Dl 1.2).
2. At the start of each American Prep Fire Phase (prior to all fire, including
SMOKE), the American player may place a TI counter on any CE M7 HMC AFTERMATH: The 9th Armored's roadblock at Senonchamps was tenuous, as there
seemed to be an endless number of German infantry advancing from all sides. After
(provided it has a Good Order crew and functioning MA), which results in its engaging a brief counterattack led by tanks of Team Pyle, Kunkel formed his infantry
immediate loss of concealment and awards the Americans 2 VP per vehicle with the panzers for an attack through the falling snow. Given a few precious minutes to
marked. This TI counter is removed at the end of the next German Player get into covering positions, the meat-choppers of Battery B, 796th Armored Anti-Aircraft
Turn. Any M7 HMC may exit off the west edge without counting as eliminat Battalion lowered their quad .SO-caliber MGs and blasted Kunkel 's landsers through the
ed. M7 HMCs have no HEAT ammunition. mist. This ended the threat to Senonchamps for that day, and Panzer-Division 2 would
bypass Bastogne altogether and head for the Meuse. The Volksgrenadiers, however,
would remain for the duration of the siege.
OC Edwards (Order #36526084)
CIRCLE OF DOOM
ASL SCENARIO J143 Scenario Design: Pete Shelling
NUREMBERG, GERMANY, 16 April 1945: As the end was nearing, America's
"forgotten army" - the Seventh, commanded by Alexander "Sandy" Patch -
would break out from Alsace, cross the Rhine, and move deep into the heart of
southern Germany. Resistance along the way was sporadic and disorganized, but
Nuremberg - "the most German of German cities" - would be defended by the
13th SS Corps of the First Army, and the 15,000 fanatic Nazis under General Max
Simon were prepared to defend the old city "to the la'st bullet." By 15 April, they
would get that opportunity, as the four divisions of General Wade Hasilip's XV
Corps encircled Nuremberg and closed in for the kill.
BOARD CONFIGURATION:
BALANCE:
ti! Exchange one 3.7cm FlaK 43 with a
SPECIAL RULES: AFTERMATH: Like most German cities at this stage of the war, the cornerstone of
Nuremberg's defense was the ring of AA guns around the city's suburbs. Haislip would
1. See VaN SSR. EC are Moderate, with no wind at start. form his own ring around the city, with 3rd Jnfanry Division coming from the north, 45th
2. German Guns may not set up using HIP, each must set up 2: 4 hexes from from east and southeast, and 106th Cavalry Group racing around the south to block any
every other Gun, and each must have a LOS to 2: 1 road hex. exit to the Bavarian Alps. In a desperate counterstroke, Simon committed his only armor,
consisting of about 35 tanks, and two battalions of infantry from the nearby Grafenwohr
3. Any American M3/M2/M3AI/M3(MMG) halftrack which is not transporting training facility. This was promptly subdued by reinforcing elements of the 14th Armored
Passengers at the start of any American RPh is immediately Recalled. Two eli Division, and the American ring around Nuremberg tightened fast.
gible American AFV may be pre-recorded as having functioning
Gyrostabilizers (Dll.!).
4. Crews may not voluntarily Abandon (D5.4) their vehicles.
OC Edwards (Order #36526084)
THREE FOR THE THIRD
ASL SCENARIO J144 Scenario Design: Pete Shelling
NUREMBERG, GERMANY, 18 April 1945: As the Third Infantry Division
approached the center of Nuremberg, the battle developed into the type of fight
ing General Haislip had hoped to avoid. Slow, costly advances through the rub
ble-strewn streets deprived the XV Corps of their mobility advantage, and the
determined resistance of remaining German troops would give the Gis of the
"Rock of the Marne" Division their greatest challenge since the battles for Alsace
three months earlier. In fact, they would meet their old enemies from Operation
NORDWIND - the 17th SS and 2nd Mountain Divisions - for a final battle inside
the Reich. For many men on both sides, it would be their final act.
BOARD CONFIGURATION:
BALANCE:
SPECIAL RULES: 4. In addition to A15. I, American Infantry generate a HOB result on any final
1. See VaN SSR. EC are Wet, with no wind at start. Place overlay X25 on MC DR :s 2. Any leadership DRMs which applied to the MC are also applied
2 II8-I7. The road that runs from 51R5-S6-T6-U6-Y3-Y2 is a Wide City to the HOB DR.
Boulevard (B7.).
2. Prior to setup, make 6 Random Location DRs (E.3) based on hex 51Y9. If
a selected hex contains a building, place a rubble counter and roll for falling AFTERMATH: Slowly but steadily, the Americans ground forward, even as the ability
to use armor became more limited. The defenders launched piecemeal counterattacks
rubble per B24.12; otherwise place a Scrounged wreck. Re-roll any duplicates from their cellars and heaps of rubble, only to be thrown back each time. The Gls of the
until counters have been placed in 6 different hexes using this method. 3rd Infantry found no easy tasks among the fortified houses and cellars, and even a rare
3. The Germans receive Air Support (E7.) in the form of one FB with bombs attack by FW-190s of the Luftwaffe forced the attack to grind to a snail's pace. By the
and one without bombs which enter automatically on German Player Turn 3. end of 19 April, three more future Medal of Honor recipients had gone above and beyond
The Germans may Fortify (B23.9) two building Locations. the call of duty. The 3rd Infantry Division would finish the war with more of these awards
than any other unit.
BOARD CONFIGURATION:
BALANCE:
*
• Delete the FT from the American OB.
Exchange one American 8-0 leader with
a 9-1 leader.
VICTORY CONDITIONS: The Americans win at game end if there are no (Only hexrows A-P on board 1 end
Good Order German MMC in building 20Z3. R-GG on boards 20/21 ere playable)
SPECIAL RULES: have an ELR of S; all other German units have an ELR of 2. The Germans may
use HIP for one squad-equivalent (and any SW/SMC that set up with it) and
1. See VaN SSR. EC are Moderate, with no wind at start.
may Fortify (B23.9) s 3 building Locations.
2. Place overlay as follows: XIS on 21Z3-Y4; and X12 on 21AA2-AA3.
3. Prior to setup, make three Random Location DRs (E.3) based on hex 21YS AFTERMATH: As the ring around Nuremberg tightened, the local Gau/eiter Karl Holz
and three based on 21AA6. If a selected hex contains a building, place a rub and Mayor Willi Liebel threatened any and all defenders with execution if they even
ble counter and roll for falling rubble per B24.12; otherwise place a spoke of surrender. The 3rd Division at last secured the center of the city upon reaching
Scrounged wreck. Re-roll any duplicates until counters have been placed in 6 a gate in the wall of the old town on the evening of 19 April. Even after 150 or so of the
different hexes using this method. city's police and firemen were thrown into the bloodbath, there would be no good news
for Adolf Hitler on his 56th birthday. After dispatching a final message to the Filhrer on
4. The German 10-0 (use Finnish counter) represents Gauleiter Holz, and the 20th, Holz shot Liebel and then himself. Simon would surrender later in the day, only
affects German units as if a Commissar. All SS MMC and all German SMC to be executed for war crimes after trials held in the very city he tried to defend.
SPECIAL RULES:
1. EC are Moderate, with no wind at start. Place a Burning Wreck in the fol
lowing hexes: 23X4, 23W9, 45Y9, 45W4, and 45Y2. The bridge in 23BB5 does
not exist. No Quarter (A20.3) is in effect for both sides. FFMO is NA [EXC:
attacks vs Locations 5 2 hexes from and within LOS of blazes]. Kindling
(B25.ll) is NA.
2. German AFV are Elite (C8.2).
3. Use any non-Russian, non-German"?" counters to represent possible rein AFTERMATH: The exhausted men attacked through wrecks and Russian machinegun
forcements in the Russian OB. These counters may not move or advance, and fire. Out of the ruins soldiers, as well as civilians, joined the SS volunteers in the attempt
do not affect German concealment loss/gain. If a German unit fires into a to break out. But more Russian troops appeared just across the bridge. The last halftrack
Location containing one, or moves adjacent to one, or one becomes the target manned by a Swedish crew tried to cross the bridge, but was destroyed by a Russian AFV.
of a German sniper attack, the Russian player immediately, before any attack The lead halftrack made it all the way to the Stettiner Banhof but was hit by a Russian
tank. Seeing their last vehicle destroyed, the rest of the stragglers dispersed. The last
1 resolved, makes a DR on the following chart. Any unit received is placed
organized German force defending Berlin ceased to exist.
n board unconcealed.
OC Edwards (Order #36526084)
BARK YOU DOGS!
ASL SCENARIO VotG22 Scenario Design: Tom Morin
CENTRAL STALINGRAD, 26 September 1942: On 21 September, Lt. Anton
Dragan and the remnants of his company from the 1st Battalion, 42nd Guards
Regiment fell back to a three-story building on the corner of Komsomolskaya and
Krasnopeterskaya, which they fortified. For the next five days Dragan and forty
men defended the strongpoint, turning away countless attacks. Dragan's battalion
was cut off from its neighbors and supplies were critically low, with the heavy
machine gun down to its last 250-round belt and the anti-tank rifle with only three
rounds left. During the previous night Lt. Stavroski and an enlisted man had
deserted the position, leaving only 12 men who weren't seriously wounded. After
the Guardsmen repulsed yet another attack, the Germans began shouting for them
to surrender or die. In a show of defiance, Dragan ordered a red banner be raised
above the building. After the flag was hoisted over the strongpoint, Dragan's
orderly Kozhushko shouted"Bark you dogs! We've still got a long time to live!"
BOARD CONFIGURATION:
SPECIAL RULES: 5. StuG II/Gs may not fire Smoke, and sD use is NA. StuG II/Gs suffer from
Ammunition Shortage (Al9.131) and are marked with a Low Ammo (D3.71)
1. See VotG SSR.
counter at start.
2. Building FF43 contains a Cellar Location (V8.). Building FF43 is a Fanatic
Strongpoint (CGll; Vl2.4) and all of its Locations are Fortified (B23.9). AFTERMATH: The Germans attacked again, and Dragan's men fired sparingly,
exhausting their supply of grenades. They even resorted to throwing rocks at the enemy.
3. Russian MMC suffer from Ammunition Shortage (Al9.131) [EXC: Unit Soon after, the sound of a German tank approaching from the rear was heard. Dragan
Replacement will occur on any Original /FT DR.? /OJ. All Russian SW have decided to dispatch the anti-tank gunner Berdyshev along with his anti-tank rifle to attack
an X#l0 (A9.7). The Russian 9-2 and 7-0 leaders are Heroic, but suffer the German tank at close range. Before he could fire on the tank, Berdyshev was captured
Wounds as if a Leader (Al7.ll). by German tommy gunners. Dragan surmised that Berdyshev fed the Germans bad infor
4. OB-given Russian 4-4-7s are Walking Wounded (WW). A WW MMC has a mation, as a short time later a column of German tommy gunners approached exactly
where his machinegun was sighted, and Dragan gunned them down with the last belt of
3 MF allotment which is never increased for any reason, even while routing or ammo. A short time later Berdyshev was executed in plain view of the Guardsmen. The
Berserk, its IPC is reduced to 2, and it receives a + 1 DRM for all CC attacks Germans then began to bombard the strongpoint, and shortly thereafter two more German
it makes, while all CC attacks against it receive a -1 DRM. Two WW HS may tanks approached and opened fire. Round after round slammed into the weakened struc
recombine into a WW squad as per Al.32. If a non-WW HS and a WW HS ture, eventually causing it to collapse, burying Dragan and his valiant Guardsmen in the
recombine, the resulting squad is considered WW. rubble.
BOARD CONFIGURATION:
SPECIAL RULES: 5. A Security patrol MMC has restricted movement as follows: each MPh/APh
it may expend MF only to enter road hexes (including the obstacle in a Narrow
1. See VotG SSR. Place stone rubble in hex FF43. Recombining is NA.
Ambush (All .4) is possible in any terrain. Street hex, as well as road hexes containing debris or rubble). A Security
patrol MMC may gain unrestricted movement per E 1.21 or if any German unit
2. Night rules (El.) are in effect [EXC: Printed SAN are not increased for has been attacked by other than a Sniper or successful Ambush.
Mistaken Fire; (El .76)]. The Base NVR is 2 hexes with a Half Moon and
Scattered Clouds. The German is Scenario Defender. The Russian is Scenario
Attacker and may set up Cloaked. The Russians receive six Cloaking counters;
each Cloaking counter has 4 MF.
3. The Russian 9-2 and 7-0 leaders are Heroic, but suffer Wounds as if a AFTERMATH: Led by Kozhushko, who was only lightly wounded, they threaded their
Leader (Al 7.11), and the 9-2 is Wounded at start. The maximum heroic DRM way past patrols and sentries. Kozhushko stealthily dispatched several sentries with a
knife, opening an escape route. They headed across the rail tracks towards the Volga,
the Russians may apply to any IFT/CC attack is -1. If alone, each Hand-to
even managing to safely traverse a minefield. The six men finally reached the riverbank,
Hand CC attack by the Russian 7-0 leader receives an extra -1 DRM. at which point the Germans discovered them and began firing. Quickly constructing a
4. Each unbroken German SMC has an inherent FP of I with a normal range crude raft, the Guardsmen floated across the Volga, eventually reaching the safety of the
of 4 hexes (i.e., a German 8-0 and 7-0 SMC would be 1-4-8 and 1-4-7 respec east bank. Dragan and his five comrades would be the last survivors of the !st Battalion,
tively) and three hexes if wounded. 42nd Guards Regiment.
BOARD CONFIGURATION:
BALANCE:
VICTORY CONDITIONS: The Germans win at game end by Controlling
2:: 20 Stone Hexes (Vl2.2) more than they started with. The number of Stone
* Exchange one 9-2 leader with a 10-3 leader in
the Russian OB.
Hexes required is reduced by one for every two VP of Good Order German � Add one 15cm sJG 33 and one 2-2-8 crew to
Infantry (calculated as Exit VP) in level O hexes at game end and/or for the German at-start OB. (Only hexes numbered• 24 in
every two Exit VP of German Infantry exited off the east edge on/north of hexrows K-AA are playable)
hex AA20. The number of Stone Hexes required is increased by a number
equal to the turn of arrival of the last Russian reinforcement group.
SPECIAL RULES: AFTERMATH: Just before dawn, the raid through the main sewer drain of the Krutoy
Gully emerged in the rear of Maj. Panihin's 34th Guards Regiment. At the same time two
1. See VotG SSR [EXC: EC are Moderate}. SSR CGlS (V12.4) is in effect. supporting attacks struck Maj. Dolgov's 39th Guards Regiment, with one banalion-sized
Building RS is a Gutted Building (V7.) and is a Fanatic Strongpoint (CG 11; assault hitting the 3rd Battalion and a smaller assault hitting the 1st Battalion. Another
V12.4); all of its Locations are Fortified (B23.9). There is a +2 Dawn LV battalion-strength force broke through the right flank of the 3rd Battalion of Col. Yelin's
Hindrance (E3.1) in effect on Turns 1-3; the LV Hindrance is reduced to +1 on 42nd Guards Regiment. At around 6:00 AM General Rodimtsev ordered counterattacks,
Turns 4-6 and then reduced to 0 on Turns 7-8. and confused close-quarter fighting broke out. Most of the German assault troops were
ambushed or caught in the crossfire, and within a half hour the fighting ended. Daylight
2. The German player must divide the Sturmgruppe into three groups; two revealed the failure of the German ruse. All of the assaults had come to grief, with the
groups must each be comprised of 9 squads, 3 SMC (including one -2 or -3 attacks on the 39th Regiment being repulsed, while the units that penetrated the rear of
DRM leader) and 6 SW; the remaining group must be comprised of 6 squads, the 34th and 42nd Regiments were crushed by the Guards' counterattacks.
2 SMC (including one -2 or -3 DRM leader) and 4 SW. The 6-squad group
must set up in/adjacent-to hex P20; one 9-squad group must set up in/adja
cent-to hex 013, the other must enter on Turn I anywhere along the north
edge on/west-of hex TO. The German may fortify s 6 building Locations.
3. The Russians have Booby Trap (B28.9) capability Level A and may deploy
s 3 squads at start. In each Russian RPh, the Russian player makes a separate
dr for each Reinforcement Group until it arrives. For each German squad
equivalent, leader, and/or SW exited off the entry area of Russian
Reinforcement Group 1 and/or Reinforcement Group 2 prior to that Group's
arrival, the Russian player must secretly eliminate one counter from that
group.
4. During setup the Russian may purchase s 300 FPP worth of Fortifications
using the Vl2.623 Fortification Purchase Table. The Russian may not spend>
90 FPP on any one type of Fortification [EXC: the Russian may spend :5 all of
his FPP on Fortified Building Locations]. Russian minefields/wire may set up
in No Man's Land hexes (Vl2.6061) that ares 2 hexes from the Russian setup
area.
"We made war to the end - to the very end ensure that it won't work. In an ideal world, ties for the beginning and mid-game. If
of the end." -Georges Clemenceau a defender would simply be able to stop the achieved, they can make it very difficult for
attacker cold, slaughtering his troops in the attacker to actually have enough
M
astering ASL, as most veterans of large numbers. However, it does not make resources, in terms of men and time, suc
the game can tell you, does not for a very balanced scenario if the attacker cessfully to take the needed building.
involve simply digesting the rules doesn't have much of a chance to even get Exactly how this is accomplished is high
,<
/ of ASL. It also involves mastering tactical to the finish line. Scenario designers will ly situational, although there are two basic
situations - knowing how to act and react in give the attacker the necessary tools and approaches that depend on the victory con
each situation. forces to get to that last building, which ditions. Scenarios in which attackers must
means the defender is fighting at a disad capture a number of specific largish build
One of the most common tactical situa
vantage from the beginning. As a result, "up ings (usually set at two, three or four) in
tions in ASL is the art of Key Building
front" defenses typically only work when order to win the scenario offer the defenders
Defense. Many ASL scenarios have victory
the defending player greatly overmatches the advantage of choice, as well as the
conditions that hinge on control of a key
the attacking player in skill and/or luck. opportunities of distraction and dispersion.
large building on the mapboard - scenarios
Otherwise, two sides trade blows until the In such situations, the defender can actually
in which one specific building is key to vic
defender - weaker by design - loses the bat choose the building in which he will make
tory as well as those mandating control of a
tle of attrition and cracks, by which time he his final stand. Knowing this, the other
small number of larger buildings, one of
no longer has sufficient troops to defend the buildings that the victory conditions require
which usually will end up being a defend
key building. the attacker to control can actually become
er's "last stand."
Sometimes a novice player will explore opportunities to make it more difficult for
This article is intended to help defenders
the opposite train of thought, the "let's pack the attacker to successfully take the final
master the tactics and techniques of key
everybody into that building" concept. The stand building.
building defense, so that they can squeeze
rationale behind this strategy is that if the For example, imagine a situation in which
every ounce of potential out of the terrain
building in question is so important, then the attacker must take three specific build
and the units defending it. Taking a large
virtually the entire order of battle should be ings in order to win the scenario. They are
building is never an easy task in ASL, but a
in or next to it. However, such a decision spaced out more or less on a horizontal line.
defender who is aware of the do's and
forfeits the rest of the battleground, and all If the defender chooses, say, the left-most
don'ts of key building defense can greatly
of its potential benefits. Ironically, it still building to hold to the last, then he can
add to an attacker's frustration level.
creates a battle of attrition the defender place substantial forces in/near the building,
can't win. Because the rest of the battlefield or otherwise defend it or its approaches.
Charity Begins at Home, but Hostility is not defended, the attacker can get to the This means that he can place a lesser but
Begins down the Street key building very quickly, and spend the still significant number of troops to defend
The first thing to realize about key build rest of the scenario putting his superior fire the right-most building, and perhaps a nom
ing defense is that it doesn't start at the key power and assets to good use. He gets far inal number to defend the building in the
building's doorstep. Even though a sce more shots on goal than the defender can center. Ideally, the attacker will have to
nario's victory conditions may hinge on afford to give. The result is not likely to be spend considerable resources to take that
control of a single building, or the last pretty for the defender. right-most building, and those forces would
building of several, the defender must Consequently, the defender needs to have be less likely to be able to get all the way
approach the entire scenario, from initial a different approach. Essentially, the back to the left-most building in time to
setup to the final grueling tum, holistically. defender has three primary goals: have much effect on the end-game.
Every decision should aid the defense of 1. Slow the attacker from getting to the The dynamics are much different when
that final building. last building as much as possible. only a single building is key to victory.
Novice ASL players learn fairly quickly 2. Attrite the attacker as much as possible Unfortunately, the attacker can concentrate
some of the things not to do in such situa before he can get near the last building. his attention and resources on getting to that
tions. Two trains of thought seem especially 3. Ensure that as many defending forces building. In such circumstances, the defend
common among beginner ASLers faced as possible are able to defend the last build er will often need to employ fighting with
with the prospect of key building defense. ing and its vicinity when the attacker is drawal tactics. Fighting withdrawals are not
The first, admirably enough, is "let's not let actually near. easy, but they offer the best chance to both
the bastards anywhere near the building." These are not complex goals, though delay the enemy as well as to populate the
Unfortunately, an up-front defense is an key building with defenders for the
achieving all three is not easy. Together,
approach which will rarely work, primarily however, they dictate the defender's priori- endgame.
because most such scenarios are designed to
Building Inspections
While defending a key building, or even
potentially selecting which of several build
ings to make a key building during scenario
setup, it is important to understand its
strengths and weaknesses. Few large build
ings in ASL are so ideal for the defender
that they have no weak spots that might hin
der a defense or aid an attacker. Under
standing which parts of a key building are
inherently less defensible can allow a
such a weakened state that the defender will ble during their own Movement Phases with no accompanying leader that is facing
not have too many problems with subse (though as the attacker develops his posi bypass freeze can try to engage in CC
quently evicting him. Given the strength tion, skulking will be much more difficult in Reaction Fire against the AFV, but must
and the tools that attackers will often have, the latter stages of a key building defense). first pass a PAATC. Even if it succeeds, its
perimeter defenses will not always be able This will help them avoid enemy Defensive CCV is 5, with the DR modified by -1
to stop attacks cold, but can be considered Fire. Avoiding enemy Prep Fire is far more because of the vulnerability of the AFV in
to have done their job if they sufficiently difficult, though, as by definition, the bypass and +2 because the vehicle is in
weaken the strength of the assault. perimeter defenders must be on the perime Motion. Thus the defender must roll a 4 to
A strong perimeter will have mutually ter of the building; this is why spreading out Immobilize the AFV (which will not solve
supporting defenders occupying all hexes to and maximizing concealment are so impor its Target Selection Limits problem) or 3 or
which an attacker could conceivably move tant. better to kill it (only an 8.5% chance of suc
adjacent. It is important, though, to spread Other than the use of softening-up Prep cess). Coupled with the PAATC, this means
out defenders and not put too many units at Fire, the two most common tactics an that a 7-morale defender in such a situation
risk in one hex. If two squads are defending attacker will use to disrupt a perimeter is likely to succeed in eliminating the AFV
from the same location, they simply make defense are bypass freeze and SMOKE. only about 5% of the time. Those are not
themselves a more inviting target for a Prep Both of these tactics are tricky to combat. good odds, even if there are other factors
Fire softening attack or SMOKE or bypass Bypass freeze may well be more com involved, such as the presence of a leader or
freeze. That second unit might be better in mon, if only because viable sources of if the enemy vehicle is open-topped.
the back of the building, where concealment SMOKE may have been expended before Consequently, if an enemy AFV is
can be gained and it is ready to be used as a the assault on the key building itself begins. approaching, the defender must think
counterattack force, or perhaps one floor It is a simple process. If the local terrain ahead - not just think "outside the box" but
up. Defending players should keep in mind permits, an attacker will move an AFV into think "outside the building." If there are
that support weapons such as MGs provide bypass in a key building perimeter hex, methods available to destroy the vehicle,
a certain form of mutual support, in that leaving it in Motion in that hex. Any they should be employed either before it
they give the defender more flexibility in defenders in that Location, because of enters the defender's hex or by other
placing Residual Firepower (including fir Target Selection Limits, will be unable to defenders after it enters the hex. More
ing a SW and a unit's inherent FP at differ fire out of that hex. At the very least, this importantly, the defender should be think
ent hexes), but are highly contingent, in that removes a supporting defender from the ing in terms of Residual FP. The AFV itself
a SW's effectiveness is entirely dependent assault equation; if the hex in question is not is usually not the threat; it is simply a means
on the state of the unit manning it, so that if itself mutually supported, then the attacker to allow the true threat to approach. The real
it breaks, cowers, or pins, the SW may may be able to move units adjacent to the threat is follow-on enemy infantry. Because
become unusable or nearly so). defender with impunity. In many cases, the of this, defending units in a hex about to
The most common exception to the "don't attacker will use bypass freeze not to affect face bypass freeze should be firing at the
stack" rule of thumb is due to concealment. the building hex he actually wishes to AFV, not because it could affect the AFV
Maintaining as much concealment as possi assault, but rather a supporting hex. The but in order to place Residual FP in key
ble is crucial to key building defense, not reason is that if he advances attackers into hexes. If a defender has Spraying Fire, he
only to reduce the strength of enemy fire the hex with the vehicle and the enemy can even place Residual FP in two adjacent
power attacks but also to maintain ambush defenders, he may be at a disadvantage in hexes. Any enemy units subsequently mov
advantages should the attacker get a the subsequent CC. However, if by neutral ing into those hexes must brave the
foothold inside the building. If resources are izing an adjacent hex with an AFV, he may Residual FP, even if the defending unit is by
plentiful enough, a squad and a concealed make it easier to move (and maintain) that time unable to fire because of an AFV
squad make good defensive partners. One attacking units adjacent to the next defend in its hex.
squad can fire its heart out while the second er over (and go on to advance into that If the AFV does end up entering a defend
remains concealed for Close Combat. Keep AFV-free hex for CC). er's Location successfully, and Residual FP
in mind, though, that a concealed half squad Using bypass freeze in such a fashion is was not an effective option (perhaps the
or 8-0 leader would be every bit as effective not without risks for the attacker. The vehi AFV moved through SMOKE to get into
for this purpose, and less damaging to lose cle itself might be eliminated, for example. the hex, for example), it might be better not
to a lucky shot than a whole squad would If it were destroyed during the Movement to risk a PAATC. Assuming the defender
be. Also worth considering for concealment Phase, the defending units in that hex would survives any Advancing Fire, he will be
are any conscript or green MMCs at hand. regain their freedom to fire and the attacker much more effective and flexible in a sub
Inexperienced troops, because of their low might have lost an AFV for naught. This is sequent CC if unpinned.
morale, are going to be more vulnerable to one reason why attackers may be more SMOKE can be just as frustrating, if not
softening fire to begin with; moreover, if reluctant to use such a tactic against late more so, than bypass freeze. Whether
used to place fire, their propensity to double war German defenders, who, with their placed on a defending unit or in front of
cower makes them far less effective. As a Panzerfausts and ATMM, have a variety of one, it can greatly help an attacking player
concealed unit, though, they can still pro anti-tank options at their disposal (the move units adjacent to the defender. If
vide an ambush advantage (though their Japanese, with Tank Hunter Heroes, pose a placed on the defending unit, SMOKE can
Lax status weakens the advantage). similar threat). However, if the defender reduce most subsequent Residual FP from
To extend their lifespans, perimeter does not have any such cool toys, things are that unit to nothing; if placed in front of a
defense units should skulk whenever possi- much safer for the AFV. A defending squad defending unit, SMOKE can provide a use-
good leader, stealthy units, and/or a con These are all signs that the end game has have a much shorter shelf life than defend
cealed unit, it may be a particularly inviting arrived, that the goal is no longer to keep ers in normal buildings.
counterattack method. In other cases, it may enemy units out of the building, but rather For both factories and non-factories, the
be a last chance to get rid of a pesky intrud simply to maintain a defensive foothold in defender must utilize all units at his dispos
er after a firepower counterattack has failed. the building to deny the attacker from al, even broken ones. In the end game, bro
The main problem with a CC counterattack achieving victory conditions. It may mean ken defenders will perpetually be under DM
is that it doesn't occur until near the end of denying the enemy control of the building, and might seem as useful as a little toe, but,
the turn, so it gives the attacker full rein to or keeping a friendly MMC unbroken, or in fact, they can be crucial as blocking
fire on defenders in the building - and the keeping a Good Order unit in the building, forces, since, unless the attacker can elimi
intruder will be able to do so with PBF. depending on the wording of the victory nate them during Prep Fire, no attacker will
With bad luck, this could spoil a potential conditions. Regardless, the defender must be able to enter their hex until the Advance
CC counterattack before it even has a now seek merely to survive. Phase. Whenever a broken defender must
chance to get off the ground. This sounds desperate, and sometimes it rout, the defending player needs to think
Even if a CC counterattack can be is, but not necessarily. Even if an attacker strategically - not necessarily in terms of
launched, there is no guarantee of success. can get inside a building, he may have a routing to a leader for a chance to rally
Precious defenders could be eliminated out long way to go to obtain his victory condi (unless it is a high morale MMC and a good
right, or a melee could result, which in most tions, and a wily defender can make it very leader), but rather in terms of where would
cases is an advantage for the attacker. it be useful to have a blocking unit. Perhaps
frustrating for the attacker.
Moreover, should tbe defender succeed in a broken defender might rout only one hex,
For non-Factory buildings, the defender
eliminating the intruder, he will have at best because the defender wants to slow the
needs to be able to defend level by level,
limited ability (through ambush withdraw attacker down in that area. On the other
taking advantage of the third dimension to
al, presumably) to reestablish a defense and hand, perhaps it might be better to rout the
make things more difficult for the attacker. broken defender up to the top of a stairwell,
may be in an awkward position. Ideally, the defender will have units on so that attackers can't move up it. Half
Both methods of counterattack, then, every possible level (including steeples) in squads and leaders, especially low value
come with both risks and drawbacks. In order to make it as difficult as possible for leaders that could not help in a final CC, can
some cases, failed counterattacks may be an attacker even to reach all of the defend also be used as speed bumps to delay the
worse than not having attempted a counter ing units, much less neutralize them. attacker in getting to more important
attack at all. Because of these facts, a build Once the defender has made the deci defending units.
ing defender must have a good understand sion - or had it made for him - to abandon The defender must also spread out, both
ing of the risk to reward context, including defending the building perimeter, he typi horizontally and especially vertically, if
the following questions: cally will need to defend stairwells as long possible. Make the enemy disperse his
• Do I need to continue to defend the as possible. This is to keep enemy units forces and go after multiple defenders at
perimeter of the building? If there is only a from getting upstairs, to prevent Upper once. An attacker who must both engage
limited amount of time left in the scenario, Level encirclement, and to maintain a verti multiple defenders in close combat, as well
a defender may be able to concede entry to cal retreat route for the defender's units. as keep enough units around to prevent an
the attacker, yet still be able effectively to Often what is good is a collapsing defense ambush/infiltration withdrawal into an
contest building control long enough to win. around a key stairwell, with the defender empty adjacent location will be stretched
• Would attempting a counterattack put funneling some units through the stairwell rather thin.
the overall building defense at risk? If a into the upper levels. Even if one can't pre Lastly, if at all feasible, try to keep at least
defender has only limited counterattack vent an enemy from taking a stairwell, one unit concealed as long as possible (that
resources, exposing them to enemy fire or keeping him as far down as possible is 7-0 leader looks like a good candidate!). If
CC might result in a fatal weakening of the desirable (typically through a blocking unit it all comes down to a CC attack against the
defense, such that even if the counterattack above the enemy). The defender still needs last surviving defenders, and the enemy
is successful, survivors will not be strong to keep as many units as possible out of does not have enough troops to completely
enough to hold the building. Pyrrhic coun enemy LOS/line of fire. In some respects, surround the defender, then a defender who
terattacks are not desirable. the attacker himself may help the defender ambushes the attacker and withdraws to
in this regard, as the more units he funnels another location in the building, might have
Fighting Foreclosure: Prolonging the into the building, the fewer defenders he just won the game. Additionally, a con
Inevitable will be able to see (because units in the cealed unit which does not take part in CC
building will only have LOS to adjacent and survives any attacks against it would
As a key building defense scenario pro
locations). However, at the very least, not be held in Melee and thus remain Good
gresses, certain signs of disintegration
enemy AFV s may still be firing at defenders Order for VC purposes (if that's important).
inevitably appear. The enemy may have
worked around the flanks, preventing from outside.
defenders from regaining concealment or For factories, the defense must necessari Interior Decorations: Miscellaneous
losing DM. Casualties may have accrued ly be hex by hex, since there are no upper Considerations
such that there are not enough Good Order levels to which to retreat. The defender will Occasionally a defender will have some
units to defend a building perimeter. A need to pick his "last stand" area of the special resources given to him by the sce
counterattack against an enemy foothold building, and conduct a fighting retreat to it. nario that might possibly help him defend a
may have failed. Typically, though, defenders in factories key building.
•HIP.Hidden units are always a welcome • AFVs. When one thinks of AFVs in the stacks can be useful in key building
resource for defenders. In key building sce context of battles for a key building, one defense. What most of them share is that
narios, however, HIP units are typically tends to think of AFVs belonging to the they are used to soak up enemy fire rather
more useful as a way to help cause casual attacker. However, sometimes the defender than real units. Obviously, a dummy stack,
ties before an attacker gets to the key build may have an AFV to throw into the mix as by its very nature, cannot truly defend a
ing itself. However, there are some ways in well, by setting up in or at some point mov building perimeter. However, during a tum
which HIP units may be used to advantage ing into the key building itself. AFVs have in which the enemy is assembling his units
in or near the key building itself. The first is an interesting set of weaknesses and at jumping off points, but is not ready for an
Passive HIP, hiding a unit somewhere in the strengths when assisting directly with key assault on the building itself, a dummy
building in order to help maintain control of building defense. First, the building itself stack may profitably be used to soak up
it. The concept is that if the unit is in an out can help protect the AFV. Second, AFVs enemy firepower. Dummies in upper levels
of the way location, the attacker might don't break like Infantry do. As a result, serve the same purpose, without any conse
never find it, and think he has gained con enemy firepower advantages are essentially quent risk. Dummies can also be used as
trol of the building when in fact he has not. irrelevant when it comes to the location the flankers or to simulate outposts, or they can
However, a good attacker will usually be AFV is defending. However, the PBF from be placed in or near the rear of a building, to
quite aware that the defender still has a HIP vehicular MG and MA definitely can put suggest a stronger defense or more reserve
unit somewhere, and will act accordingly; some hurt to adjacent attackers. Lastly, the units than actually exist. A dummy stack
moreover, the longer the unit is HIP the attacker will have to pass a PAATC even to under an unconcealed unit might also give
longer the defender is denying himself its enter the hex with a defending AFV, which an attacker pause. A defender can never
ability to actively aid in the building's makes AFVs useful blocking units, espe expect too much from any dummy units, but
defense. Consequently, this is not usually cially against non-elite attackers. However, they might just succeed in saving a real unit
recommended as a tactic against experi even in factories, the movement abilities of that can directly aid in key building defense.
enced players. A variation on this theme, AFVs will be limited, and should the attack
and probably not likely to be any more suc er engage the AFV in CC, the AFV will be No matter what tools or methods a
cessful, is to hide a unit outside the key at a disadvantage. However, in the right sit defender uses, there is no guaranteed for
building hex and rush it inside the building uation, an AFV in a key building can be mula for success in key building defense.
at the last minute, perhaps when the attack very frustrating for the attacker. The best laid plans of man and MMC often
ers are engaged in a final struggle "on the • Dummies. Sometimes dummy stacks go wrong. However, a cagey defender who
other side" of the building. A somewhat bet may survive all the way to the end game of knows how to keep his own units alive and
ter option is to create a HIP trap by hiding a key building scenario; indeed, a defender enemy units out of his precious building for
an outpost unit, perhaps one that controls a may even set up dummies in the building as long as possible just might end up being
key street in front of the key building. itself. Although all dummy use tends to be one happy little homeowner.
• Fortified Building Locations. For of limited advantage against an experienced
defenders in key building scenarios, these opponent, there are some ways dummy
fortifications are godsends. There are sever
al ways to use them, and none of them are
"wrong." The most advantageous use may
well depend on the specific scenario loca
S
tion. FBLs are useful not so much for the
TEM increase, though that is welcome, but cheduled for release in 2011 is
because they are so hard to enter. As a Festung Budapest, designed and
result, they can greatly increase a defend developed by Bill Cirillo, who has
er's ability to defend a building perimeter. labored (lovingly) on the project since 2000.
Exposed and vulnerable hexes are some This unique Historical ASL module covers
times candidates for placement (though the fighting in that city during the winter of
keep in mind that should an enemy get a 1944-45 between German, Russian, and
foothold in a FBL, then counterattacking Hungarian forces. It will feature 4 maps, 2
will be all that more difficult). Many play campaign games, 16 scenarios, and 9 coun
ers, though, prefer FBL that are "in tersheets. The maps are complete and we
reserve," to help a location picked by the have already begun the layout and crafting
defender for his "last stand." An attacker of the remaining elements.
might even think he had victory sewn up,
until he tries to advance into the last build
ing hex with a Good Order defender, only to
discover that a FBL prevents entry into the
hex entirely. Lastly, FBL can also be used to
help protect a key location within a build
ing. like a stairwell hex. Defenders setting
up a defense should always remember the
limitations on upper level FBL.
(Wherein our esteemed designer provides insight into the inner workings of his sick, twisted mind. ..)
by Pete Shelling
H
ow do scenarios happen? In this great flavor, and operational/unit histories
designer's experience, they happen often come up short in this regard. Many
in one of two ways. In the first, a personal histories can also be found easily
prospective designer - like many an ASLer Although this may seem like the easiest enough on the internet.
and history buff - reads a lot of battle part, there are still a few things to consider: ASL scenarios are visual depictions of a
accounts, and comes across a particular • Is there enough research material avail battle story. Consequently, anything with a
action that may be of further interest as a able to take advantage of the detail terrain or operational map will provide
scenario. Research continues based upon allowed in ASL? information exponentially more beneficial
the initial random reading. This reading can • Do ASL components allow for a reason than just text, including setup/entry areas,
be of select behavior of the troops involved, ably accurate portrayal of the battlefield board configuration and which, if any, over
for example, or a rare or exciting AFV and units/equipment types involved? lays may be needed. For this type of infor
match-up, or might even suggest a chance • Might other players also find it of inter mation, the Osprey books are rarely exceed
to use rules that don't often get into the est? ed in both quantity and quality.
game. Research for this type of action con If these questions can be answered affir Finally, you will want to know the types
tinues in a more general way once the pri matively, proceed to step two. of equipment likely used in the battle.
mary source has already been identified. Orders of battle are often available, espe
The second method works the opposite cially for German or Allied armies. The
way. The scenario attraction is determined Many of us already have a variety of online encyclopedia Wikipedia is an inter
first, and then research proceeds deliberate books in our personal libraries. Good peri net resource that gives a solid operational
ly from that point. Perhaps the subject in odicals include World War II and Military picture of many battles, often including
this case is a particular unit or AFV type, or History. Although the issue of historical regional maps. Depending upon how exact
a battle that just seems under-represented in accuracy has been addressed in these pages you want to be (see step 3 below), Chapter
the ASL system. For instance, the tank bat before, it is important to realize that there H of the ASL Rulebook may be sufficient. If
tles around Prokhorovka are classic ASL are other reasons for using several sources. not, sources such as Nafziger's German
material, but has enough been made of the Indeed, very few single books provide the Army Order of Battle series may be a worth
"northern pincer" of Citadel? Once that has comprehensive information required for the while investment. If you feel like you are
been decided, the research can be a bit more detail of an ASL scenario. becoming an expert on your particular bat
wide-open, as specific actions for scenarios To complement that research, operational tle, you are ready for step three.
still need to be identified. or unit histories can provide us answers to
the questions:
"Many would-be designers strug • Who were they and where did they fight? By the time you get here, you may be ask
gle at this point; as in any part of The name and placement of particular ing questions such as: how large should this
life, an idea and a plan are two units on the battlefield is rather important scenario be when it's finished? Would this
for a game as detailed as ASL. The U.S. be a better scenario if deluxe boards or
entirely different animals." Army Official History (a.k.a the "Green HASL maps were utilized? Can I playtest
Each of these methods has been used time Books") does a particularly good job here, this adequately? The bad news is that some
and again, and each has its merits. In addi usually providing unit identification of both of these questions will only be answered via
tion, each decision path converges into a sides at least at the Corps level. Some bat trial and error. The good news is the cumu
single plan as the design moves forward. tles may require a bit more research. lative problems often have a single solution.
Many would-be designers struggle at this • What happened at the tactical level to Often the initial source of action
point; as in any part of life, an idea and a make the scenario interesting? described is too large for an ASL scenario.
plan are two entirely different animals. To balance the big picture, it is a good If so, a designer must decide if the scenario
Although scenario design is often described idea to get some more detailed information. will reflect a small section of the larger bat
as more art than science, there are yet some Personal account-type sources often fail to tle, or will merely be representative of the
basic methods that anyone can use to be identify units and most have historical inac operation as a microcosm. There may even
modestly successful at it. What follows are curacies - such as those from Gis who faced be enough material for a series of scenarios
some steps to guide you - the would-be sce only Tiger tanks. Nonetheless, these types or a campaign game. If design time and
nario designer - along the path to successful of sources are great for information such as playtest resources permit, go on ahead and
completion of your work. I won't say that I weather, the condition of troops in the bat expand the scope - even if the larger project
use each of these in order every time, but tle, or individual acts of valor. Indeed, it is does not meet its final vision, the pieces will
each general concept comes into play at rules such as Environmental Conditions, remain for future use. In the end, the cream
least once during the process. ELR, and Heat of Battle that give ASL it's of the ideas will rise to the top, while the
I
n 1942, the Germans realized they need Checking for a PF counts as use of a SW.
ed a light anti-tank weapon which A squad can check for two, but only if it has
would be available to infantry units at not used its inherent firepower or another
the smallest scale - the squad. With the SW. The down side, of course, is that the
development of the Panzerfaust (PF; C13.3) squad forfeits its inherent firepower if it
the Germans created an extremely effective checks for a second PF. A leader may apply
light anti-tank weapon, converting each his leadership modifier to the TH DR of a
landser into a potential menace to even the PF shot in order to increase the To Hit pos
most formidable Allied armor. sibility (C13.35). Potential hazards to the firer: A PF Check
In ASL terms, the PF is a complex math The PF may be used against Infantry, and dr may pin the checking unit (even if Heroic
ematical equation which allows you to kill it is a potent weapon in this application. A or Berserk). If already pinned, the unit
enemy AFVs with your Infantry. There are hit yields a 16 FP attack on the IFT. Because breaks instead (or, if Heroic or Berserk,
basically three stages in the life of every PF: targeted Infantry must be in a pillbox, build suffers Casualty Reduction). An actual PF
• availability check dr ing, rubble, or behind a wall, and the TH shot may result in CR for the operator
•THDR DR will be modified by that positive TEM, (C13.36) on an original TH DR if 12 (11 or
•TKDR Infantry is more difficult to hit. Also, only 12 if Inexperienced), or it (and any other
The availability check final dr must be one unit (chosen by Random Selection) can occupants of its Location) may suffer casu
:S 3 in order for the checking unit to "find" be affected. However, it is also very impor alties if the PF is fired in Desperation
a PF to fire. tant to remember that if one or more of the (Cl3.81).
There is a chance that something bad will target units is Known and has a support It is also important to remember that a
happen to a unit attempting to find (or fire) weapon or is manning a Gun, the firing firer must either apply a +2 TH DRM for
a PF. As you gain experience, you will also player may select that unit as the target. Case C3 when firing from a building, sewer,
gain an intimate knowledge of the cost/ben For those who may dislike the uncertain rubble, pillbox, cave, or vehicle, or apply
efit relationship of the PF. You will need to ty inherent in PF Checks, there is also a rule the Desperation penalty. "Eating the blast,"
determine whether its use is worth its inher for Optional Usage (C13.311) which allows as grognards call it, forces all occupants in
ent risks. the German player to record those units the firer's Location to undergo an attack on
which carry PF. Using this rule, the German the 1 FP column of the IFT using the col
Details, Details... player is allocated a certain number of PF ored dr of the PF THDR, and with no mod
With a Basic To Kill number of 31 (or 22 equal to the number of squads in his OB ifiers. This can be very dangerous, since a 1
for the prototype PFk; see Table 1), the PF prior to '44, 1½ times the number of squads on the colored die is a Kil result. If this hap
is easily one of the deadliest anti-tank wea in '44, and twice the number of squads in pens to combine with a "6" on the white die
pons in ASL. Barring a dud, a hit virtually '45. This rule requires record-keeping, and it could mean that not only are your units
assures a kill. A few late-war Russian tanks some will question the realism of this level reduced or eliminated by the Kil result but
might survive a hit, but on the whole it's of control. also that the target was unaffected by the
easy to see why wise Allied armor com
Ow! My Eye! Final TH DR of 7.
manders steer clear of late-war German
The PF has several drawbacks: The unit may be able to get around both
Infantry whenever possible.
Uncertain availability: Because no unit
the Case C3 and Backblast penalties by
which checks for a PF is ever guaranteed to declaring Opportunity Fire in the PFPh. If
actually find one, the player must weigh the the unit is in a ground-level building or rub
ble location, it is not required to apply Case
risks of making a PF Check dr in lieu of
C3 or "eat the blast." The drawback is that
other options available to him at the time.
Even the best squad in the German OB will it has to survive the Defensive Fire Phase
unpinned.
fail to find one on a final PF Check dr � 4
Backblast implications should be a pri you simply must remember to use them if
mary consideration during setup. You can you want to stay in a game. Do not give up
set up HIP units in woods, grain, or a capability which was undoubtedly consid
orchards. Units in Factories and Rooftop ered when the scenario was balanced during
locations don't suffer Desperation penalties. playtesting. Get into the habit of making PF
A wall has the same TEM as a wooden Checks. Even after you've wiped out all of
building. All of these terrain types remove the pathetic little Shermans, use them on
one of the dangers inherent in PF usage. hapless Gls. Use all of them, because it will
get you into the habit checking for them.
PF, PSK, & Defensive Considerations Once checking becomes second nature, you
Your OB may contain a Panzerschreck can start making thoughtful decisions about
(PSK; C13.48) and if so you must decide whether or not to use them.
where you need that PSK versus where you
may be forced to rely upon PF. Keep in 2. A unit that has PF potential is a threat.
mind the relative strengths and weaknesses Most players will not try to Overrun a unit
of each weapon when making this decision. which is still capable of firing a PF.
Unlike the PSK, a PF is an inherent SW However, when a German squad is "Faust
which may or may not be available, depend less" is the time to go get him. Move in, use
ing on a die roll. When designing a defense, Bounding First F ire, and then move away
it is crucial that the most vital areas are cov again. Don't hang around for the next Prep
ered with a PSK, because if you fail the PF Fire Phase.
check dr - especially with a pin result -
your anti-tank capability may be virtually 3. Calculate the probability of achieving
exhausted. Therefore, the probability of PF a hit before checking for a PF. If, for
availability must be taken into considera example, your unit finds a PF but then you
tion when setting up. In 1944 your squad realize you need a TH DR of 2 or 3 then
can count on making a PF Check dr half the you've probably wasted your chance, and
time; but will a 50% chance for success be now your unit is vulnerable.
good enough?
The PSK is more reliable and also less 4. Remember the modifier for firing from
dangerous to the firer. Your firing unit will Backblast terrain. This +2 DRM is a back
not risk becoming pinned since there is no breaker that can tum a good chance into a
need to check for availability. It does have a long shot. Sometimes, though, the target is
lower kill number than the PF, but not valuable enough (or the operator expend
appreciably so. An original 12 TH DR will able enough) that "eating the blast" is the
not result in Casualty Reduction. Even if it obvious choice.
does malfunction, the firing squad may still Indeed, every modifier is desperately
check for a PF, assuming it has not yet used important to remember before you check for
its inherent firepower. a PF. In a friendly game, your opponent
At the same time, however, it is the more may let you get by with this, but in a tour
vulnerable weapon. Because it is represent nament, checking for a PF must be made at
ed by a counter, the PSK can stick out like a the right time. Often in AFV engagements
sore thumb. That extra counter will attract hitting is not the problem, as the Basic To
attention. When setting up your defense, Hit number is a 10 at ranges of s 6, and
you can employ other units such as a squad drops only to a 9 at ranges 12 or less. But
with a LMG to serve as a "mask" for a PSK. for the PF, the probability of a hit drops with
Because the powerful PF is likely to bum each hex like a paratrooper with a twisted
any AFV it kills, you should keep in mind 'chute. This means every modifier is cru
the likelihood that your shot will create a +2 cial, and you've got to calculate them
Smoke hindrance in the target hex. If LOS before you make your move.
through that hex is important to you, then
you need to weigh the importance of that German squads with Panzerfausts are a
LOS against the importance (and threat) of serious threat to Allied armor, and present
the vehicle you may want to destroy. opportunities and challenges to both sides.
Golden Rules You must think about your armor and your
So, what advice do I give to squad lead Infantry differently than when there are no
ers, playing (or opposing) German squads PF in play.
with available PF?
1. Use them! It's been said many times, by
far better players than I; if you have them,
U
of the colored blank peel-off price stickers
ntil I moved to California, I never commonly used for yard sales. And I dug
realized how hard it is to be a around my garage for some spare counter
wargamer without a basement. trays. Like every veteran gamer I have
Playing ASL isn't that problematic since accumulated a substantial number in vari
scenarios are primarily a "set it up, play it, ous sizes; from discarded Plano 3701s to
pick it up" sort of thing; not so with old SPI box trays. I chose the ones with the
Campaign Games, however. It's one thing smallest and most numerous compartments. Figure 2: The marked-up Plexiglas
to tie up the dining room table for an after In some cases I subdivided compartments to
noon, but try serving a holiday dinner maximize capacity. there are units in more than one location in
around a Red Barricades Campaign Game the hex, number each location from highest
III. Trust me on this; worrying about to lowest with slashes in between, e.g.,
whether Aunt Margaret will spill her wine 23/24/25 means the second level has its
on the Commissar's House makes it totally contents in compartment 23, the first level
not worth considering. is in 24 and ground level is in 25, etc.
Several Southern California ASL Club Concealment/CX counters are easily dealt
members have expressed an interest in play with: just write 23CX/24?/25CX? (second
ing a Red Barricades CG, but haven't floor units are CX, first floor units are con
because they simply don't have the room in cealed, ground floor units are both CX and
their homes to leave a CG set up for months concealed. If you need to get more detailed
Figure 1: The maps in their poster frames than that, you can use a side record to write
on end. In response, the SoCalASL Club
organized The Red Barricades Project. Step 3: Some Assembly Required it down by numbered location. But you'd be
surprised how few notes you'll need to take.
Step 1: The Location I then made a set of stickers numbered 1
We had to start with a central location to 100 in two different colors, and affixed a
where our members could meet to play. In sticker to the bottom of each compartment
this regard, our Club is rather fortunate. We in my counter trays. I now had two color
have an arrangement with a group called the coded sets of empty counter trays with com
"St. Crispin Irregulars." They meet one partments numbered 1 to 100. Next I
Saturday each month at the Knights of framed each sheet of my RB historical map
Columbus hall in Anaheim to play minia with the WalMart poster frames. On the
tures mostly, with some family games and north sheet the last two hexrows stick out
war games. The SoCalASL Club has two (Figure 1). That's ok. On the south sheet, I
tables reserved for our members to meet pulled the northern portion of the south
there and play pick-up games. As game ven sheet back so that the southern portion of
ues go, it fits all the essential requirements the north sheet would slip in. Now you can Figure 3: Counters in their compartments
for The Red Barricades Project: slip the overhanging tab from the north
sheet under the Plexiglas of the south sheet. Step 5: The Execution
l. It's open from 9:00 AM to 11:00 PM;
Initially, you'll end up with the southern 4 Our initial turnout for The Red Barricades
plenty of time for set up, play and
hexrows of the southern map sheet hanging Project consisted of five guys. Setting the
break down.
outside the Plexiglas. As the CG progresses CG up worked so smoothly it was almost
2. It's well lit. anti-climatic. We have found that by work
and the fighting moves from north to south,
3. With two tables, there is plenty of room you can slide the Plexiglas down to cover ing in teams of two per side (one working
for the board, our gear, etc. these hexrows and leave the northern 4 the counter tray, the other writing on or
4. It's kind of loud, so the background hexrows (now unused) exposed. For ease of erasing the board) we can set up or break
noise drowns out the swearing that travel, you can separate the two framed sec down the game in about 20 to 25 minutes;
invariably accompanies ASL games. tions at the overlap. about the same time you'll invest in setting
5. It's cheap. And by cheap, I mean free. Step 4: The Initial Set Up and Breakdown up or breaking down a typical scenario.
Step 2: Gathering the Components With the board and counter trays pre Step 6: Play
With a location established, the next step pared, I proceeded to set up my initial And that's it. The Red Barricades Project
was to develop a quick and simple method Russian force on the board. That done, I is now off and running. We meet once per
to set up and break down a CG. Several started clearing off the board, hex by hex. month and play for about 10 hours per ses
people had suggestions, including utilizing The process is quick and simple: pick up the sion, with a minimal amount of that time
VASL or digital photography, but I had units in one hex, mark the hex with a num committed to setting up and breaking down
something much more low-tech in mind. I ber, drop the contents of the hex into the the game. I hope our Club's success with
made a trip to WalMart and bought two corresponding numbered compartment The Red Barricades Project inspires other
"Mainstays" poster frames (22.375" x 34"). (Figures 2 and 3). Repeat as necessary. If groups to give CG III a try.
DRM: drm:
-1 If the entire path can be traced on path/CR hexes -1 if vehicular-mounted
+1 Per every five Uncontrolled Territory hexes along that path be -x (Weapon repair number)
tween the current Setup/Entry Area and the desired new +1 if only Non-Qualified Use (A21.13) possible
Setup/Entry Area (FRD) +1 if Isolated
* Unit/group cannot Shift (the orders were not received or could not be * If vehicular-mounted, the Weapon is disabled; if MA, the AFV is im
carried out). It may not attempt to Shift again until the next CG Date, mediately Recalled (4.7141c applies).
and must remain in its current Entry Area (if Retained off-map) or
a LT. MTR/DC: make a cir for each RG II purchased/received to determine 4.720 ATTACK CHIT LIMIT: 4.6 lists the maximum number of At
what SW (if any) it receives: tack Chits (4.7212) each side may select during steps 4.721-.7212 during
cir,;;2: Type 89 Heavy Grenade Launcher the course of the CG (there is no limit otherwise on selecting Attack
cir= 3: DC Chits on consecutive CG Dates). For purposes of this rule, neither side is
cir� 4: none considered to have selected an Attack Chit for the Initial Scenario.
b DC: make a cir for each RG 12 purchased/received; if,;;2 that RG receives a DC.
4.7183 LEADER ALLOTMENT: For each purchased/OB-given "I"/ 4.721 INITIATIVE DETERMINATION: Each side selects its Initia
"V" RG that is noted appropriately make one Secret DR on the appropri tive for the current CG Date, either to "Attack" or stand "Idle," represent
ate column of the Leader Chart to determine the type of leader received ing its desired tactical plans.
by that RG. Each leader must set-up/enter with a unit of his respective 4.7211 PROCEDURE: Each side takes its respective Initiative Chit (use
RG during the first (only) CG scenario in which he participates [EXC: if any mutually agreed-upon counter to represent "Attack" and "Idle") and
Retained off-map for an entire scenario]. secretly places it on the playing area, hidden from the opponent's view.
The counters are then revealed simultaneously and cross-indexed on the
following matrix to determine if a new CG scenario is generated and, if
so, what type it will be.
INITIATIVE MATRIX
Multi-Man Publishing grants permission to photocopy this sheet for personal use.
©2011 Multi-Man Publishing, Inc. Z76
OC Edwards (Order #36526084)
z Suicide Creek RG Purchase Record (4.7179)
Multi-Man Publishing grants permission to photocopy this sheet for personal use.