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OC Edwards (Order #36526084)

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

OC Edwards (Order #36526084)


DEBRIEFING 2
Chapter T Errata by MMP
A VIEW FROM THE BENCH 2
Editorial by The Executive Editors
THE ART OF THE BANZAI .4
Mastering the Methods of the Emperor's Finest by Bret Hildebran
THE SCIENCE OF THE BANZAI 6
Understanding Ninja Moves by Jim Bishop
GETTING YOUR FEET WET 10
Water, Water Everywhere! by Jon Neall
VERDICT AT NUREMBERG 18
A New Mini-Campaign Game and Trilogy of Scenarios by Pete Shelling
THE BATTLE FOR SUICIDE CREEK 20
Background to the Subject of This Issue's HASL by Darrell Andersen
THE LAST HOUSE ON THE LEFT 46
The Art of Key Building Defense by Mark Pitcavage
A METHOD TO THE MADNESS 58
Scenario Design 101 by Pete Shelling
SPASS MIT PANZERFAUSTE! 60
The Ins & Outs of the Deadly German LATW by Tim Hunsdorfer
THE RED BARRICADES PROJECT 62
The SoCal ASL Club's Solution for Space-Challenged Play by Jim Aikens
IN THE PIPELINE 63
The New, The Upcoming, and the Ongoing by Chas Argent

ASL Submissions to MMP scenarios they'd been working on, and

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.

OC Edwards (Order #36526084)


4

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

OC Edwards (Order #36526084)


5

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;

OC Edwards (Order #36526084)


6

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.

OC Edwards (Order #36526084)


7

into a Forward Location while remaining at


range 1 so it is not marked. Squad C, which
was at range 1, is marked with a Range
counter since it is now at range 2. Squad D
continues to maintain range 3 so it remains
unmarked. We also see that American squad
Z has First Fired to no effect (no Residual
FP is placed for the sake of simplicity in our
example). The second Impulse also cost 2
MFs, for a total of 4 MPs spent so far.

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

OC Edwards (Order #36526084)


8

against squad A (and only squad A, since


squad B is no longer moving). This Impulse
cost 2MFs for a total of 8MFs, bringing the
Banzai Charge to an end. /
There is one important step remaining.
All Banzai counters must be flipped to their
"Lax" side. Lax status will add a +1 drm to
each Banzai unit's Ambush dr, which could
be important should squad C decide to
Advance into squad Y's Location in the
Advance Phase. (see Figure 7).
These principles also apply when using a
Hex Grain Direction Banzai Charge:
• Select the units which will be part of the
Banzai Charge (including a leader);
• Set a Hex Grain direction which in­
cludes the target and has the closest
range to a Banzai unit with a LOS to the
target;
• Refer to the illustrations accompanying
A25.2311 to see what each unit's move­
ment options are;
• While moving, determine if any Ban­
zai unit has increased its range from the
rece1vmg a Range counter. The Japanese would have liked to enter squad Y's base line between two Impulses and, if
leader also elected to not enter squad Z's Location but doing so would have increased so, mark it with a Range counter;
Location and maintained a range of 1. its range from 2 to 3 so its only movement • Announce the movement factors expen­
Squad C maintained a range of 1, but con­ option was RS to maintain a range of 2. ded so far by the Banzai Charge, and
tinues to be marked with a Range counter Squad D was required to enter squad Y's allow the DEFENDER to conduct
since it has yet to decrease its range to the Location since it could and there were no Defensive First Fire for the Impulse;
base line. Squad D continued to maintain its friendly units in it. After the Japanese play­ • Repeat these last two steps until all
distance. This Impulse cost 2MFs for a total er moved all Banzai units for this Impulse Banzai units have either entered an
of 6MFs spent on this Banzai Charge. and announced the MF expenditure, the enemy Location or have spent 8MF.
Once all of this Impulse's movement has American player would first resolve the
been completed, squad Z must Final Fire in Residual Firepower attack against squad A, I hope this helps in some small way.
accordance with AS.312. It must do so and then conduct Final Protective Fire BANZAI!!!
immediately after all Residual Firepower is
resolved. The American player cannot wait
to see the results of fire from other units
directed against squad B before electing to
fire squad Z. This will become more impor­
tant in the next Impulse. For now, the
American takes a Final Fire shot with no
effect and leaves 4 RFP in its own Location.

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

OC Edwards (Order #36526084)


9

A Note To Our Customers About


the New MMP Web Site

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THANKS!!

OC Edwards (Order #36526084)


10

A Guide to Water in ASL...by Jon Neall

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-

OC Edwards (Order #36526084)


11

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.

OC Edwards (Order #36526084)


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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

OC Edwards (Order #36526084)


13
on board, so it's a good scenario to learn ashore under hostile fire. The commanders LC have an inherent crew with a normal
some of the concepts outlined above; just at the time had to solve innumerable prob­ morale level of 8. However, LC are never
remember that your airborne troops are lems in doing so, and we shouldn't be sur­ Recalled through damage, and if Stunned,
Untrained when it comes to using boats. It's prised that we as ASL players have to also. undergo a different result. Stunned LC do
also nice to know that on any map board Armed with a decent understanding of not stop, but are instead penalized by a
with a water feature you may have a few Chapter D and the concepts that were dis­ Random Direction dr that is then used to
more options than just crossing a bridge. In cussed earlier in the article, you should find reposition the VCA of that LC, symbolizing
fact, under the right circumstances, your that you are more than capable of carrying the vehicle circling and/or floundering
swimming troops might just pull a surprise out your own D-Day properly. under fire (Gl2.111). Stun results are also
on an unsuspecting opponent. It's also good cumulative. The crew of a LC are always
to have a thorough knowledge of how to The Tools of the Trade considered CE and are usually able to apply
operate boats and amphibians. From this Let's begin with an examination of our LC the CE +2 DRM when fired upon, or when
point we will use much of this theory, (G12.l). You'll see that LC resemble boats affected by Collateral Attacks.
expanded of course, in an effort to show in many ways. Both are colored the same All LC are capable of carrying Personnel
you how to use LC (and the occasional generic blue, suggesting that more than one and support weapons. Only LC with a ramp
amphibian) in a Seaborne Assault. After all, side may use them. Both expend MP, are able to transport vehicles, Guns, or hors­
a LC is much like a boat, something you though LC pay 1 MP to change VCA; boats es. Passengers can be quite vulnerable to
now know how to use. do not. Otherwise, both move in the same enemy fire while aboard LC and, although
way and are subject to Drift where applica­ they are immune to PTC, LLMC/LLTC, or
Part II: Beaches and Seaborne Assaults ble. Typically, LC are used only by the Heat of Battle results, any break result will
Before we go on, let's see if your experi­ Americans, British, and Japanese. Unlike cause Casualty Reduction instead (G12.12).
ence with LC and Beaches is anything like normal boats, LC have an inherent crew and All Passengers, regardless of printed
mme. thus have no minimum requirement of morale, have a morale level of 8 while in
I can still remember the excitement I felt Passengers in order for it to move (G12.11). the LC; no leadership modifiers apply.
when I first laid my hands on Gung Hof all Stacking order on an LC (usually done on
those years ago as a beginning ASL player. the Cloaking Display) is important; the top
Finally, I felt, I could try out what I had of the stack signifies the front of the LC, so
always thought to be the most ambitious units have to leave in that order upon land­
and exciting of all military operations - the ing. This also means that a vehicle at the top
Seaborne Assault. I had experienced a simi­ or front of a stack, if destroyed or immobi­
lar feeling a year or so earlier when I had lized, can block other vehicles or guns from
received Yanks as a gift, enabling me to try leaving the LC (G12.151).
Glider Landings and Air Drops. It was LC move into a Water Obstacle hex at a
always these specific - sometimes even cost of 1 MP. A 1 MP cost also applies to a
esoteric - concepts that attracted me to ASL VCA change or for entering a Location with
in the first place (as they still do now). a wreck or a Location with a friendly unit. It
However, while I always felt pretty com­ costs 1 MP to stop, but most LC will only
fortable with Chapter E, those crucial rules stop if changing from Reverse Movement to
sections in Chapter G - covering LC, Normal Movement, or if unloading at a pier.
Beaches, and Seaborne Assaults - seemed Reverse Movement would normally only
to overly tax my often pre-occupied teenage occur if the LC was attempting to unbeach
mind. I struggled with all the detail, the itself, a topic we'll come to in a moment.
minutiae involved with what I thought Some LC have armament, but they won't
should be a simple enough task: getting a do you much good. LC can only Prep Fire
LC from the edge of the board, under fire, to and Defensive (First) Fire if Fast Aground
a beach where those onboard could disem­ LC are considered in-Motion/non-stopped and crewed (Gl2.5). Otherwise LC can
bark and head into battle. I threw my hands while in a Water Obstacle unless Beached, only fire as Bounding (First) Fire. Thus
up in despair and, to my shame, ignored Immobilized, or Aground. Both types their fire is usually quartered, and any
some of the rules sections, creating a kind Beach across a water-land hexside, but with Passengers aboard can't attack at all. In
of hybrid way of conducting my mini-D­ a few minor differences. LC usually enter short, LC exist to get Personnel ashore, not
Days. I always felt, in the back of my mind, from off-board and are therefore in Motion to do harm to the enemy.
however, that this would not do. upon entrance. They only expend a Start Most later-war LC are armored, but if
Years later, with a little more experience MP if trying to remove Aground status or if you're having a go at an early-war Japanese
and a lot more patience, I now see Chapter they are trying to un-Beach. Boats are a lot landing, or the Gavutu-Tanambogo scenar­
G in a new light. Its detail, while over­ more vulnerable to fire, of course, but even ios or Campaign Game, you'll need to be
whelming for some, has a new attraction for some early LC are unarmored and can be aware of the implications of an unarmored
me. I see the purpose of what I once thought sunk just as easily. LC are usually armored, LC (see below).
was a quite convoluted rules set. I think and are attacked (with some major excep­ LC differ from normal vehicles in that
overall they are written in a way that is tions) in the same way as amphibians (or each has a Damage Point (DP) rating. This
faithful to the concept of getting troops any vehicle for that matter). number, on the rear of the counter, is the

OC Edwards (Order #36526084)


14

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

OC Edwards (Order #36526084)


15

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

OC Edwards (Order #36526084)


16

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:

OC Edwards (Order #36526084)


17
• If conducting a Seaborne Assault, each 4MP before entering the map. It hasn't actu­ scenarios and/or CGs feature American
LC in the attacker's OB must be filled to at ally expended such MP; instead, this rule forces (often Marines) against Japanese
least ½rds capacity (G14.21). demonstrates the assumption that the defenders, although occasionally other situ­
• You don't need to stack your Passengers defenders didn't just suddenly see a LC; ations arise. Heavy Surf appears quite often,
on top of the LC counter; use a Cloaking they might have been "tracking" it for some and many Allied invasions feature an
box. That way, your opponent won't know time. They've thus had time to aim and assortment of amphibious vehicles arid LC.
where all of those good Gyrene leaders are avoid C6 Cases J1 and 12. Also, the first When conducting the assault, remember
(G14.23). time a defending gun fires at an LC in the that your main aim is to get your troops to
• When stacking your infantry and vehi­ game, it can apply the -1 Acquisition DRM shore as quickly and as safely as possible.
cles, remember that they must leave the LC immediately. Don't forget this. This was the aim of any amphibious opera­
in a certain order. Top-to-bottom of the • Let's not forget the array of Beach tion. Once on the beach, invading forces
stack is equivalent to front-to-back for this Obstacles with which you might be blessed. could take the fight to the enemy the way
purpose (012.151). It would be a shame if a A Tetrahedron (Gl4.51) attacks a LC when­ they knew best.
vehicle was destroyed by Collateral Attack ever the one enters, beaches, or changes As a defender, your job is to stop the
and was in front of other vehicles on the VCA in its hex, with a single dr. A dr of 1 enemy from getting to you in the first place,
same LC. Vehicle stacks can't be rearranged hits the LC with an Anti-Boat (A-B) mine. or to hurt him while he is at his most vul­
(however, Infantry stacks can be, as if they A dr of 2 destroys the LC, but with no nerable (i.e., while in the water or on the
were in open ground). Collateral Attack. Any other result has no beach, the transitional part of the opera­
• Larger LC are less affected by Collateral effect. There is a -1 drm when Heavy Surf is tion). Once the invading force has moved
Attacks. If a LC has a PP� 40, Collateral in effect. An A-B mine can be set up in into Hinterland hexes, his (usually) over­
Attacks affect only PRC chosen by Random Shallow Ocean and is detonated much like whelming numbers and firepower can tip
Selection (G12.678). a normal A-T Mine. When it is detonated, a the balance. As the defender, your best hope
• Don't forget the implications of G12.13, DR is made, and then subtracted from 13. lies in shooting his LC out of the water and
G13.421, and G14.32. Some of these have The difference is the amount of DP inflicted sighting your weapons so that as much
already been mentioned. Your infantry will on the LC. A 16 FP Collateral Attack affects damage as possible can be inflicted before
be considered Fanatic while wading in all PRC. Wire and Panjis might also be he gets off the beach.
Shallow Ocean, or while on the beach, but available. Wire can actually affect a LC's
in all of these cases, and when they are on Aground DR so it can be used to try and Drying Off
the LC, any break result will cause a force LCs to unload in Shallow Water, thus Well, there you have it. From the simplest
Casualty Reduction. Also, while on a LC, slowing the unloading PRC (who will be crossing of a dry or shallow stream, to pad­
everyone has the same morale level of 8, forced to wade, subjecting them to more dling a boat across a five-hex river, to
and no leadership modifiers apply. possible casualty reductions). launching a mass assault of heavily-laden
• An American OB undertaking a There are a few notable scenarios which LC, the rules regarding water in ASL are
Seaborne Assault may be able to use feature Seaborne Assaults. In Gung Ho! immense. Quite a few have yet to be cov­
Underwater Demolition Teams (UDT) you'll find scenarios 73 Hell and High ered, though I will not do so here, lest this
(G14.561). These are represented abstractly Water and 74 Bloody Red Beach, while article become an encyclopedia rather than
by a number of drs given to the US player ASL Annuals '93a and '95 give us scenarios the basic guide it was intended to be. Just
remember that even though as an ASL play­
and resolved after setup. The result of the ASS The Cat Has Jumped and A79 Mike
er you are by nature a land-lubber, those
drs (totalled if more than one dr) is equal to Red. Of course we can't forget that Blood
blue hexes need not be too challenging.
the number of hexes the US player may Reef- Tarawa is one big Seaborne Assault,
This article will hopefully have shown you
declare as cleared of Beach Obstacles. and ASL Annual '93b gives us the famed
that it is possible to get across the water, and
Otherwise, such Beach Obstacles can only Gavutu-Tanambogo Campaign Game (to
take the fight to any to enemy who thinks he
be cleared by DC (B26.51) or by HE be re-released in the upcoming combined
can hide behind a trifling bit of Hp.
(B26.52). Unless Placed or Set, a DC used Pacific module Rising Sun). Most of these
against a Beach Obstacle in a Shallow
OCEAN hex has its FP halved.
The defender, too, has a few tricks up his
sleeve.
• When setting up, be aware that while you
can't set up your forces in Beach or Shallow
Ocean hexes (G14.21), you can Bore Sight
such locations (G13.45).
• When facing a Seaborne Assault, don't
forget the previously mentioned implica­
tions of the LC Destruction Table. Large
caliber guns should fire HE, while small
caliber guns with high ROF should be used
to fire AP (G12.62)
• When firing at LC, be aware of G13.46.
A LC is considered to have been in LOS for

OC Edwards (Order #36526084)


18

Good Trilogies Come In Threes...bv Pete Shelling


V
erdict at Nuremberg (VaN) is the third Verdict at Nuremberg is designed with many for each scenario. However, each player may
in a series of "campaign games for play­ play options. Instead of the "default" choice of only choose one of each group "A," "B," or "C"
ers who don't like campaign games." "A, B, and C" spread throughout the CG, players for the entire CG. All choices are made secretly
Once again I've tried to offer something based on can use the force selection groups in any mutual­ before play of the CG begins. Force Pool choices
a proven and popular model, but with a few new ly agreeable manner. They can combine with the listed on each scenario card, however, need not
twists to keep things fresh. As with the other normal scenario balance provisions to "bid" for be made until that scenario is played.
CGs, each of the scenarios can be played inde­ sides to play, or play a monster scenario by giv­
pendently or the entire CG can be played in a rea­ ing all three additional force groups to each side. EX: The American player chooses additional
sonable three sittings. This gives more options in If further CG balance is needed, or if players force "A" from the Force Pool sheet for the first
playing the force selections, a process which has desire even more "fog of war," the ability to add scenario, Circle of Doom, and adds a 3-4-6 HS,
been greatly simplified from those of Broadway a force selection group for any one scenario of a dm M2 60mm MTR, and an M2 Halftrack to the
to Prokhorovka (Journal 3) and A L ine in the the campaign game may be forfeited in exchange 94th Cavalry Reconnaissance Squadron, which
Sand (Journal 5). for a CG victory point! (Beware: this could result enters on Turn 1 .
I first came across this battle while reading in CG VP ties.) For the second scenario, Three for the Third,
Charles Whiting's America's Forgotten Army. I he chooses additional force group "C" and adds
had a hard time believing that a battle of this size Verdict at Nuremberg Scenario Special Rules: one M4A3(105) Medium Tank to his at-start OB.
fought in such a famous location had been over­ Unless noted otherwise, all SSR below apply in This leaves only group "B" available for the
looked through 20 years of ASL scenario design, all CG and non-CG VaN scenarios. last scenario, Golden Pheasants, so he adds a
but I couldn't recall a single published game on it 7-0 leader, a radio and 105+mm OBA module to
either (apparently, Whiting's book was aptly VaNl CAMPAIGN GAME VICTORY: Each his at-start OB.
titled!). Given that the action involved an entire VaN scenario may be played individually, or all
corps on each side lasting almost a week, I three may be linked together to play the VaN VaN3 INDIVIDUAL SCENARIOS: When
thought it would make a good subject for a rnini­ Campaign Game, with one player taking the playing the scenarios individually, players may
CG. Additionally, we haven't seen US troops or German side and the other player the American freely choose which additional force they want
tightly-packed urban warfare in either the Kursk for all three scenarios. The player with more vic­ for each scenario. Alternatively, choose force
or the desert Journal minis, so a chance to put tory points at the end of the CG is the winner. additions by a random draw, or allow one player
these together was a project I could not pass up. There are a total of 15 CG Victory Points avail­ his choice and the other draws randomly, or any
After finding a few more resources (principally, able for the entire CG - three for the winner of method agreeable to both players - even allow
Time-Life's history and The United States Army each scenario, and two CG "Bonus" VPs which each player to choose the other's additional
official history), I began to lay out some boards. are awarded for Location Control per the CG forces if you like.
Finding the board layouts I liked was the most Bonus VP box, located next to the Victory
difficult design aspect. Deciding on an agreeable Conditions on each scenario card. VaN4 NAPALM: The American player may
turn length was also a challenge. With the high automatically choose Napalm (G 17.4) for his FB
"toy" factor of a 1945 OB, I figured it had a VaN2 ADDITIONAL FORCES: Prior to the with bombs; no Napalm Availability Secret dr is
chance to be a winner. start of the VaN Campaign Game, each player necessary.
Like the other mini-CGs, this one is comprised must choose his "additional forces" from the sce­
of three scenarios, and part of the order of battle nario Force Pools page. There are three choices VaNS SEWER MOVEMENT: Sewer Move­
for each side is left up to the player. CG scoring ment (B8.4) is allowed for the Germans. Ameri­
is simple: each scenario victory is worth 3 points, can units may use Sewer Movement only after an
and 2 bonus points are available in each scenario. accompanying leader passes a 4TC.

OC Edwards (Order #36526084)


19

Force Pools
J143: Circle of Doom

J144: Three For The Third

J145: Golden Pheasants

Force Pool Notes:


1. American random air support in J143 Circle of Doom and J144 Three For The Third consists of one '44 FB with bombs.
2. American artillery in Jl44 Three For The Third is one module of 80+mm (HE/WP) battalion mortar (Cl.22) OBA.
3. American artillery in Jl45 Golden Pheasants is one module of lO0+mm (HE/SMOKE) OBA.

OC Edwards (Order #36526084)


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Struggle on New Britain, January 1944... by Darrell Andersen


The Suicide Creek HASL in this issue ented itself for the push to what was expect­ veyed to the far side of the creek. As the
focuses on the 1st Marine Division opera­ ed to be the next defended position, the Marines commenced diversionary attacks
tions following its landings at Cape recently discovered Aogiri Ridge. and concentrated their forces to keep the
Gloucester, New Britain during Operation Before they could make it to this ridge, defenders suppressed, the Japanese, realiz­
DEXTERITY. however, the Japanese at "Suicide Creek," ing the threat posed by the tanks, made
another major terrain feature unknown to preparations to stop the Marine armor from
The Landings at Cape Gloucester the Marines, stopped their advance cold. crossing the stream.
The 1st Marine Division was put ashore This stream, 30 to 40 feet across, had excep­
the day after Christmas 1943 with the dual tionally steep, muddy sides. As the first Final Actions
objectives of seizing western New Britain Marines began to scramble up the far side The decisive fight for the stream began on
and securing its airfields for further opera­ they were met with heavy small arms and the afternoon of 3 January 1944. The
tions against the major forward base at machinegun fire from well-concealed Marines opened an intense firestorm to sup­
Rabaul, on the eastern end of the island. The Japanese positions. Marine commanders press the Japanese as Marine Pioneers put
first two battalions of Colonel John believed they could force the stream with the first of their bulldozers in gear and
Frisbie's 7th Marine Regiment landed at the units on hand; but after several attempts began filling in the stream to create a ford.
Yellow Beach 2. Neither faced organized at taking the stream "on the fly" they had The Japanese countered with varied results.
resistance, and the few trenches and nothing more to show for their efforts than They suffered their heaviest casualties of
bunkers in the sector were unmanned. Due wounded and missing men. 1st Battalion the entire battle in an effort to keep the
to smoke from the American bombardment commander Colonel Weber requested armor American bulldozer from its mission.
- including a spectacular fire caused by the and reinforcements. The first operator of the bulldozer fell to a
destruction of the primary Japanese ammu­ Those reinforcements were forthcoming sniper's bullet in the neck; a hand grenade
nition supply at the Cape Gloucester airfield from the 5th and 7th Marines. These were killed the second; and the third was severe­
- Japanese artillery observers on nearby ordered to the front as rapidly as the terrain ly wounded by machine gun fire. As day­
Target Hill were unable to see the landing would allow and, over the next two days, light began to fade, Pioneer Kerry Lane ran
beaches to interdict the landings. were employed in various futile schemes to the now-unmanned bulldozer and began
The commander of the Japanese forces on devised to get across the stream and estab­ operating it with a pick handle and a shovel
western New Britain, Major General lwao lish a solid base of operations on its south in such a way that the bulk of the construc­
Matsuda, had not believed the Americans side. It became clear the Marines would be tion equipment lay between him and the
would land on a narrow stretch of beach that bled white and the advance stopped unless volume of Japanese fire. Although he was
was backed by dense swamp and jungle. He assisted by additional firepower. Marine wounded several times he was able to com­
might have allocated more resources to this Pioneers and Navy Seabees began the plete the ramp, though barely to the satis­
sector had he known that the terrain behind process of laying "corduroy roads" through faction of the tank commanders. By this
the selected invasion beaches was marked the jungle in an effort to get the necessary time night had fallen, giving the Marines
as an area of "damp flat" on American items to the front. This consisted of laying a the time they needed to consolidate for the
maps. The terrain beyond the invasion path of logs side-by-side over the muddy final push across the stream.
beaches was actually a morass of wetlands jungle floor to give better traction to the At first light the Marines began their
and dense foliage. The Marines soon found vehicles needed for supply and firepower at attack across the stream that had cost them
themselves hacking their way through the the point of attack. As the road was laid, the so much delay, consternation, and blood.
dense growth, as one Marine put it, "damp Marines continued their efforts to clear the Several Shermans, a number of 75mm gun
up to their necks." Navy Seabees and Japanese from the selected crossing point. motor carriages, and every available rifle
Marines began to make headway through However, the Japanese initiated aggres­ were on the line as the assault squads
the swamps. With the men and materiel sive patrolling and counterattacks, and the bunched up behind the lumbering tanks.
ready to resume the advance toward their Marines were soon in danger of losing their The Japanese unleashed their final fury as
objectives, the Marines pushed south own side of the stream. By the time the the tanks negotiated the fords, including
toward Hill 660 and Target Hill. Pioneers and Seabees pushed the corduroy individual soldiers with explosive charges
road through to the crossing point the strapped to their bodies who attempted to
The Push Inland to Suicide Creek Marines had just barely ejected the detonate them against the hulls of the
Once through the quagmire of the "damp Japanese from the north bank. The arrival of Shermans. The tanks crossing the stream
flat" the Marines made quick work of Sherman tanks was a welcome sight to the signaled the end of the Japanese struggle at
Japanese resistance at Target Hill. On 1 mud-covered, fatigued Marines; but all of Suicide Creek as their positions were
January 1944 General Rupertus, command­ them knew that in order for the armor to silenced one by one. In a matter of 20 min­
er of the 1st Marine Division, directed place effective fire on the well-concealed utes the Marines secured the bridgehead
Combat Team C southward. This unit reori- Japanese bunkers it would have to be con- that had been denied to them for many days.

OC Edwards (Order #36526084)


UGLY FACES
ASL SCENARIO J126 Scenario Design: Chas Argent
NIEUPORT, BELGIUM, 28 May 1940: Once the decision to institute Operation
DYNAMO had been reached, the next step for the Allies was to form a perimeter
to keep the Germans away from the Dunkirk beaches for as long as possible. The
Belgian town of Nieuport, at the confluence of a river and a canal, was the logi­
cal choice to anchor the eastern end of that perimeter. Belgian forces had been
expected to contribute to its defense, but King Leopold, without consulting his
allies, surrendered Belgium to the Germans on May 28. This left a vacuum which
British and French forces raced to fill. Two infantry regiments from the French
60e Division d'Jnfanterie were ordered to Nieuport but only one, the truck-borne
24leme, arrived; the other, marching on foot, was surrounded by German forces
and compelled to surrender the next day. Shortly after the French arrived, a
German reconnaissance unit seized a bridge into Nieuport and threatened to
unhinge the entire Allied perimeter.

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.

OC Edwards (Order #36526084)


MESSERVY'S MEN
ASL SCENARIO J127 Scenario Design: Chas A rgent
TAMANAU GAP, ERITREA, 6 November 1940: As part of the British inva­
sion of Eritrea, Colonel F.W. Messervy's "Gazelle Force," a motorized comman­
do unit comprised of three machine gun companies, a field gun battery and a
mechanized cavalry unit, was established with the mission of creating as much
havoc among Italian and Eritrean commands as possible, a task it took on with
enthusiasm at every opportunity. One typical encounter occurred on the night of
S November 1940 when pickets from Skinner's Horse were overrun by an
Eritrean camel column on a small rocky knoll in the Tamanau Gap. The next
morning, bolstered by two Sikh platoons on loan from the 3rd Royal Frontier
Force Regiment, Gazelle Force assaulted the Eritrean position, which had itself
been reinforced during the night.

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.

TURN RECORD CHART

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.

OC Edwards (Order #36526084)


OPIUM HILL
ASL SCENARIO J128 Scenario Design: Michael Koch
PASIR PANJANG, MALAYA, 14 February 1942: During the course of the
Malayan campaign, the Imperial Japanese Army landed in the northwestern part
of Singapore on 8 February. After the capture of Tengah Airfield, the 13,000-
strong Japanese force moved south towards Pasir Pajang, known as "the gap."
Reaching their target on 13 February, the Japanese were engaged by troops of the
1st Malayan Brigade, which was formed of indigenous soldiers and led by British
officers. The Japanese responded with a heavy attack, supported by artillery and
tanks which, after hard fighting including hand-to-hand combat, forced the
defenders to retreat. Keeping up the pressure, a second attack followed on the
morning of 14 February. Both sides took heavy casualties, but the Malayan
Regiment was again forced to fall back. One of their units, C Company, received
orders to move towards "Opium Hill" to form a last defense line.
BOARD CONFIGURATION:

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.

OC Edwards (Order #36526084)


ASL SCENARIO 221
MOUNTAIN HUNTERS
This scenario was previously issued as J/29 and has been updated.
Scenario Design:
Chris Mazzei and Peter Struijf
NOVO SHULi, CRIMEA, 29 June 1942: As spring arrived in the Crimea, the
fortress of Sevastopol still stood defiant after resisting two offensives and a six­
month siege by Von Manstein's Eleventh Army. Von Manstein ordered the capture
of the Fortress in June, in an offensive which relied on the sheer firepower of massed
bombers and artillery, including super-heavy siege guns, to destroy the vast array of
Soviet fortifications. The main assault was carried out from the north by Hansen's
LTV Corps, while Fretter-Pico's XXX Corps was to break through Sevastopol's east­
ern defenses. XXX Corps included a large Romanian contingent, including the elite
Vanatori de Munte (Mountain Hunters) of the 1st and 2nd Mountain Divisions. For
one full month, the Axis forces ground forward against fierce resistance. As XXX
Corps reached the main Soviet defense line on Sapun Ridge on 28 June, Fretter-Pico
pressed his troops to force a breakthrough. Their opponents in the Independent
Coastal Army, whose heroic defense was "encouraged" by ruthless political com­
missars, were determined to hold their ground.

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.

TURN RECORD CHART

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.

OC Edwards (Order #36526084)


FIRST LOVE
ASL SCENARIO J131 Scenario Design: Darrell Andersen
CAPE GLOUCESTER, NEW BRITAIN, 2 January 1944: Company L of the
7th Marine Regiment was the left anchor of the Marines' swing to the southeast
to flank the Japanese defenders of Hill 660 and Borgen Bay. "Love" Company
was the first to stumble upon a small stream that was unmarked on the maps
issued for the attack. As the Marines climbed through the fallen trees and into the
muddy stream, the far bank erupted with a heavy volume of machine gun and
small arms fire. The area was heavily fortified, and Col. Katayama of the 141st
Infantry Regiment had chosen this small stream to begin his defense of the west­
ern end of New Britain.
BOARD CONFIGURATION:

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.

OC Edwards (Order #36526084)


JUNGLE INFILTRATION
ASL SCENARIO J132 Scenario Design: Darrell Andersen
CAPE GLOUCESTER, NEW BRITAIN, 2 January 1944: After hitting severe
Japanese resistance along the stream that became known as Suicide Creek, the 7th
Marine Regiment's slog through the dense jungle of Cape Gloucester came to a
halt as the Marines tried and failed to take the stream "on the fly." This tempo­
rary stabilization of the front provided an opportunity for the Japanese to coun­
terattack the Marines while they began building up forces for a more concentrat­
ed attack across the stream. The Marines found themselves fighting for their lives
against both a determined Japanese counterattack as well as small Japanese out­
posts which the Marines had bypassed as they hacked through the thick jungle.

BOARD CONFIGURATION:

BALANCE:
e The Japanese player may opt to apply
a -1 drm to one Bypassed Units dr

VICTORY CONDITIONS: The Japanese win immediately upon amassing


* after that dr is made.
Add one 3-4-8 HS to the American
at-start OB.
(Only hexes numbered� 9 In hexrows
A-K are playable)

� 11 VP. CVP are awarded normally. In addition, destruction of the Supply


Dump is worth 5 VP, and the arrival of optional American reinforcements
is worth 3 VP (see SSR 3).
TURN RECORD CHART

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].

OC Edwards (Order #36526084)


ONE MISERABLE NIGHT
ASL SCENARIO J133 Scenario Design: Darrell Andersen
CAPE GLOUCESTER, NEW BRITAIN, 2 January 1944: The 5th and 7th
Marine Regiments had been caught completely off guard by the ferocity of the
Japanese defense at the stream inland from Yellow Beach that quickly became
known as Suicide Creek. The Marines had spent all day trying to breach the
Japanese positions with nothing to show for it. Throughout the course of the day,
Marine pioneers and Navy Seabees had been building a corduroy road through the
horrifically thick jungle in an effort to bring up tanks, as well as the bulldozers
required to get the tanks over the stream. The pioneers had nearly completed their
task, but the arrival of the Marine Shermans would have to wait until first light.
Col. Katayama, commander of the Japanese 141st Infantry Regiment, knew very
well that the Marines were getting stronger with each passing minute. With this
in mind, he ordered a counterattack across the stream in an effort to catch the
Marines as they prepared for their daylight assault.
BOARD CONFIGURATION:

*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.

OC Edwards (Order #36526084)


DIVERSION
ASL SCENARIO J135 Scenario Design: Darrell Andersen
CAPE GLOUCESTER, NEW BRITAIN, 3 January 1944: As Marine pioneers
attempted to build a ford across Suicide Creek, the entire line was tasked with
providing suppressive fire and diversionary attacks to keep the Japanese pinned
down. Company K, 7th Marines did their part to keep the Japanese busy.
Lieutenant Colonel Williams, CO of the 3/7 Marines, ordered yet another cross­
ing attempt to the east of where the bulldozers were hard at work. The Marines
threw themselves across the stream at the alert defenders of the Japanese 141st
Regiment.

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)

VICTORY CONDITIONS: The Americans win at game end if there are


s 2 Japanese squad-equivalents with LOS to any stream hex(es).

TURN RECORD CHART

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.

OC Edwards (Order #36526084)


MUDDY MAYHEM
ASL SCENARIO J136 Scenario Design: Darrell Andersen
CAPE GLOUCESTER, NEW BRITAIN, 4 January 1944: On 2 January the
Marine force headed for Hill 660 and Borgen Bay were stopped cold by the
Japanese 53rd and 141st Infantry Regiments at a small stream dubbed "Suicide
Creek." During the next two days the Marines repeatedly tried to breach the
Japanese jungle defenses to no avail. The Marines needed more firepower at the
stream to force the Japanese defenders to yield. Due to the thick jungle, General
Shepard, CG 1st Marine Division, was unable to get his tanks forward. Shepard,
a student of the Civil War, saw parallels between this battle and Grant's difficul­
ties in the Wilderness, so he directed his combat engineers to build a "corduroy
road" of logs through the muddy jungle to support the weight of the tanks. The
Marines also brought forward pioneers and bulldozers to build a ford across the
steep-banked stream, and several brave Marines were killed in this attempt. As
soon as the ford was complete, the Marines began their assault across the stream
and into the Japanese bunkers.
BOARD CONFIGURATION:

BALANCE:

VICTORY CONDITIONS: The Americans win at game end by having


2:: 32 VP of Good Order non-crew Infantry (calculated as Exit VP) and 2:: 1
*e In the VC, replace "2:: 32" with "2:: 35".
Add one 6-6-8 squad to either
American at-start force.
M4A2 MT with functioning MA south of The Stream (SSR SCl.2).
TURN RECORD CHART

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.

4. M3 GMCs may set up in Motion.


OC Edwards (Order #36526084)
NO MERCY IN BURCY
ASL SCENARIO J137 Scenario Design: Ian Daglish
BURCY, FRANCE, 3 August 1944: As SS-Panzer-Division 9 attempted to encir­
cle and isolate 11th Armoured Division with concentric left- and right-flank
attacks, it was left to the last divisional reserve, the Pionier battalion, to storm the
center ground. The divisional artillery was out of range, the Panzer regiment was
engaged elsewhere - the pioneers would have to attack unsupported. At 07:30
hours, Sturmbannfiihrer Monich's 1 and 2 Kompanien led the assault on the 159
Brigade "box" north of the village of Burcy.

BOARD CONFIGURATION:

(Only hexrows A-V are playable)


BALANCE:
.0 Add one 4-5-8 squad to the British OB.
ilfli British OBA has Normal Ammunition and no Pre-Registered hex.
VICTORY CONDITIONS: The Germans win immediately upon exiting
2: 24 Exit VP from any north edge road hex(es), and/or at game end by
Controlling 2: 2 stone buildings (even if rubbled).
TURN RECORD CHART

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.

OC Edwards (Order #36526084)


POINT TO MAKE
ASL SCENARIO J138 Scenario Design: Ian Daglish
PONT-A-MARCQ, FRANCE, 3 September 1944: The northern wing of Guards
Armoured Division expected a clear run to Brussels. Crossing the Somme battle­
fields of the First World War, the Grenadiers set their sights on Waterloo, where
they had gained their title in 1815. Even after two tanks were knocked out in front
of Pont-a-Marcq, it was hoped that resistance would evaporate; but here the
defenders proved resolute. While the rest of the brigade took another route, the
Grenadiers prepared their attack.

BOARD CONFIGURATION:

BALANCE:
*
(Only hexrows A-Pon boards 16138/49 and R-GG on board 19 are playable.)

The Germans may spend 7 Reinforcement Points (SSR 2) at setup.


VICTORY CONDITIONS: The British win at game end by Controlling
factory 49D8, provided the Germans have amassed s 29 CVP. 0 Add one HMG to the British at-start OB.
TURN RECORD CHART

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.

OC Edwards (Order #36526084)


ALL DOWN THE LINE
ASL SCENARIO J140 Scenario Design: Richard Weiley
North of OOSTERBEEK, HOLLAND, 19 September 1944: In the original ver­
sion of MARKET-GARDEN, 4th Parachute Brigade had been tasked with seizing
the northern suburbs of Arnhem. Having landed on Monday afternoon, dawn on
Tuesday found the Brigade with a clear goal - the seizure of the high ground
around Koepel. Control of this feature would allow the Brigade to continue on to
its original objective or swing south to assist the embattled elements of 1st Para­
chute Brigade around the road bridge. However, before these alternatives could be
contemplated, the German defensive line along the Dreyenseweg, a road running
north from Oosterbeek, would have to be overcome. Manning this line were ele­
ments of Kampfgruppe von Allworden, consisting of dismounted anti-tank gunners
from SS-Panzerjiiger-Abteilung 9, supplemented by Naval personnel and support­
ed by halftracks and self-propelled guns.

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.

OC Edwards (Order #36526084)


RIDING WITH THE KING
ASL SCENARIO J141 Scenario Design: Pete Shelling
NAGYKALLO, HUNGARY, 25 October 1944: After three weeks of constant
movement, the 2nd Ukrainian Front's Debrecen attack bogged down. Large Red
Army formations were encircled, and Hungary was committed to remain
Germany's last European ally. Trapped near Nagykallo, the VII Mechanized
Corps attempted to find a way out of the closing ring, but found only Paul Klatt's
Gebirgs-Division 3. This veteran unit arrived in the area only the night before and
established defensive positions among the fields surrounding the town. With
crack sharpshooters nestled on the rooftops and Panzer reinforcements on the
way, Klatt's mountain men prepared to stop the morning escape attempt.

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.

TURN RECORD CHART

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.

OC Edwards (Order #36526084)


PENNY PACKETS s,...,;.n-,;,.p,,,s,,m., �
ASL SCENARIO J142
SENONCHAMPS, BELGIUM, 21 December 1944: By the fifth day of the
German attack, the race for Bastogne was over. The German units that weren't
able to bypass the strategic town would Jay siege to it instead. Two of the best
Wehrmacht formations in the Western front were Volksgrenadier-Division 26 and
Panzer-Division 2. They would comprise the initial assault of the Bastogne
perimeter, and attempt to annihilate the American units there before they could
dig in or reinforce. A kampfgruppe Jed by Major Kunkel attacked the weakened
southern flank just as U.S. artillery was firing in support of the 101st Airborne
attacks in the north and east. The scratch forces of rear-area troops and "penny
packets" of armored platoons would form roadblocks to buy some time for the big
guns to displace to safer firing positions.
BOARD CONFIGURATION:

*
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

* 2cm FlaKvierling 38.


Delete six "?" from the German OB.

VICTORY CONDITIONS: The Americans win at game end by eliminat­


ing all German Guns and/or Controlling all Locations containing one, pro­
vided the Germans amass s 40 CV P.
TURN RECORD CHART

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:

** Delete 2 DC from the American OB.


SSR 4 also applies to American rally
attempts.

VICTORY CONDITIONS: Provided they control building 51Z4, the


Americans win at game end by having more VP than the Germans of non­ (Only hexrows A-P on boards 21/49
crew Infantry ( calculated as Exit VP) in stone buildings within 3 hexes of and R-GG on board 51 are playable)
51U3. Units in building 51U3 are worth double VP for both sides.
TURN RECORD CHART

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.

OC Edwards (Order #36526084)


GOLDEN PHEASANTS
ASL SCENARIO J145 Scenario Design: Pete Shelling
NUREMBERG, GERMANY, 19 April 1945: Only the truly fanatic - or truly
desperate - remained in the old town by 19 April. General Simon now command­
ed only isolated bands of SS men or Luftwaffe troops here and there, but they fol­
lowed his orders without regard for their own lives. Nazi political officers -
known jokingly as "golden pheasants" for their love of fancy but phony uniform
decorations - roamed the city enforcing the "no retreat" policy. Holding out in the
ancient citadel, Simon was determined to keep the old town secure as a birthday
present for the Fiihrer on the following day.

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)

TURN RECORD CHART

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.

OC Edwards (Order #36526084)


••
RAGNAROK
ASL SCENARIO Jl46 Scenario Design: Martin Sviird
WIEDENDAMMER BRIDGE, BERLIN, GERMANY, 2 May 1945: Ragnarok
(the Norse Armageddon) was upon SS Division Nordland. The Reichstag had fall­
en, and most of Berlin was at the mercy of the Red Army. The remains of
Nordland seemed doomed, and Hauptsturmfiihrer Hans-Gosta Pehrsson gave his
last order as commander of the recon battalion: "The war is over! Everyone, save
yourselves." Most of what was left of the battalion made their way to
Wiedendammer Briicke, a bridge a few hundred yards east of the Reichstag. The
plan was to cross the bridge and break through to join German forces north of the
city. There had been four previous attempts by this route. All four failed, but the
attacks had inflicted some losses on the Russian defense, and the area was littered
with burning wrecks and debris. At 0400 the fifth and final attack commenced, led
by one of the halftracks belonging to the Swedish SS volunteers.
BOARD CONFIGURATION:

VICTORY CONDITIONS: The Germans win immediately upon exiting


*
BALANCE:
Add one LMG to the Russian at-start OB.
� Exchange one 4-3-6 squad with one 4-4-7
;,: 3 non-crew squad-equivalents off the north edge. Each halftrack exited (Only hexrows R-GG are playable)
off 45Y10, and each German leader with a morale level;,: 8 exited off the squad in the German OB.
north edge reduces this requirement by 1 squad-equivalent.
TURN RECORD CHART

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:

VICTORY CONDITIONS: Provided the Russians have not amassed .!: 12


*
BALANCE:
In the Victory Conditions, replace".!: 12 CVP"
with".!: 11 CVP".
CVP, the Germans win at game end if there is no unbroken Russian Infantry
in building FF43. Ii Exchange the 5-4-8 squad with a 8-3-8 squad
in the German at-start OB.

(Only hexes numbered • 40 and s 46


TURN RECORD CHART In hexrows BB-HH are playable)

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.

OC Edwards (Order #36526084)


HEROES OF THE SOVIET UNION
ASL SCENARIO VotG23 Scenario Design: Tom Morin
CENTRAL STALINGRAD, 26 September 1942: On the night of September
21st, Lt. Anton Dragan and the remnants of his company from the 1st Battalion,
42nd Guards Regiment had fallen back to a building on the corner of
Krasnopiterskaya and Komsomolskaya streets. With forty men, they held the for­
tified three-story building for five days and nights against unending attacks. On
the last day, with only twelve able-bodied men left, they came under heavy attack
by German assault guns which caused the building to collapse on them. Waking
some hours later, Lt. Dragan and five other wounded survivors began to dig their
way out of the rubble. Emerging into the darkness, Dragan sent Kozhushko, his
orderly, out to scout the area. He returned later, reporting they were surrounded,
with many enemy patrols about. Their first attempt at escape ran across a patrol
of tommygunners. Just managing to elude them, the Russians returned and wait­
ed for the clouds to obscure the moonlight to cover their escape.

BOARD CONFIGURATION:

VICTORY CONDITIONS: The Russians win immediately upon amassing BALANCE:


*
<!: 8 VP (including<!: I Exit VP). CVP are earned normally [EXC: prisoners 4, Add 6 FP AP mine factors to the German at-start OB.
are not worth double] and they also receive Exit VP for units exited off the
east edge. Each non-leader Russian hero is worth I Exit VP. All Russian SMC are Fanatic (AI0.8).
(Only hexes numbered • 38 In
hexrows BB-LL are playable)
TURN RECORD CHART

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.

OC Edwards (Order #36526084)


RAID ON RODIMTSEV
ASL SCENARIO VotG24 Scenario Design: Tom Morin
CENTRAL STALINGRAD, 2 October 1942: The September battles had seen
Rodimtsev's 13th Guards Division pushed back until it occupied just a narrow
strip of land along the Volga River from the Krutoy Gully to the area slightly
south of 9th January Square. Only reinforcements from Batyuk's 284th Division
and Smekhotvorov's 193rd Division (of which one battalion still remained with
Rodimtsev) had saved 13th Guards from destruction. The 6th Army had since
been trying to cut off Rodimtsev's division from the rest of the 62nd Army. On
the night of 1-2 October, the Germans had decided to try a new ploy by infiltrat­
ing 300 men from Infanterie-Division 295 down the main drain beside the Krutoy
Gully. Once free of the drain they were to attack south into the rear of the 13th
Guards Division. To support this raid, the remainder of Infanterie-Division 295
was to launch powerful attacks against the center and left of the 13th Guards
Division in the area around 9th January Square.

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.

TURN RECORD CHART

OC Edwards (Order #36526084)


�AID ON RODIMTSEV
ASL SCENARIO VotG24

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.

OC Edwards (Order #36526084)


46

"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

OC Edwards (Order #36526084)


47
The full set of fighting withdrawal tactics don't want to waste them. On the other It is also often a good idea to have a
are beyond the scope of this article, but the hand, units in the key building are also like leader in the key building from the start, to
key provisions for a fighting withdrawal in a security blanket; no matter what else may ensure that there is at least one leader there
an urban setting include: happen to your other units, you know you in the endgame (as well as to help deal with
• Control the streets. The first goal of are guaranteed to have at least these units in unexpected contingencies, such as a sniper
any urban fighting withdrawal is, as much the key building by the time the action breaking a single garrison MMC). In a lot of
as is possible, to control the streets that lead moves there. cases, a squad and a leader are a sufficient
from the attacker entry/setup area towards Obviously, in any scenario with immedi­ initial garrison; if there are enough forces to
the key buildings (lateral street control is far ate victory conditions, the key building spare (and often there are not), a second
less important). Controlling the streets helps must be garrisoned; a defender can't risk a squad is often handy. Commit more than
ensure that if the attacker wants to move lucky enemy half squad somehow sneaking that and the defender starts to weaken his
without taking risks, he will have to do it into the building and controlling it. The delaying forces substantially.
the slow way - moving through buildings. more mobile the attacker is, the more
1
So place units in hexes from which they can avenues of approach he has, and the more The Chickens Come Home to Roost
fire down key avenues. dispersed or outnumbered the defenders are Eventually, the "action" will reach the
• Protect the flanks. During a fighting all point to a more conservative garrisoning vicinity of the key building. At this point,
withdrawal, the defender cannot afford to approach. Player skill level can also play a the immediate environment of the building
be flanked, and he can especially not afford role; a novice player who is not confident of becomes more important. In the next sec­
to have enemy forces behind him. The key his ability to conduct a successful fighting tion, we'll look at the actual terrain in and
to any fighting withdrawal is a controlled withdrawal may find it more useful to cre­ around key buildings; here it is important to
retreat involving minimum risk-taking. It ate a larger key building garrison than he point out two aspects of key building battles
should be the attacker who has to dash otherwise might choose. that take place outside the key building
across roads in the face of enemy fire, not The defending player will also have to itself; one often crucial to the attacker and
the defender. More importantly, losing the analyze his support weapons; particularly one often crucial to the defender.
flanks may allow the attacker to gain quick­ the larger, less mobile ones. Again, it is not As an attacker approaches the vicinity of
er access to the vicinity of the key building. necessarily always a good idea to plant a key building, he will typically seek to con­
Consequently, the defender needs to make it them in the key building right at the start, as trol several "jumping off points." Jumping
dangerous for attacking units trying to get it makes it likely they will not be used for off points are protected locations - ideally
around the front lines. some time. At the very least, the defender high TEM terrain such as buildings or rub­
• Ensure escape routes. Although an must place his SW in a position where they ble - from which the attacker can exert his
occasional sacrificial lamb is sometimes are reasonably accessible to the key build­ firepower on the defender to cause casual­
needed in a fighting withdrawal, preserva­ ing, if it is determined that they will be ties and "soften up" the building for an
tion of forces is key, because those units needed there for the endgame.
will be needed for the endgame. Avoid plac­
ing units in spots where it is easy for the
attacker to place fire on possible retreat
routes. If you have to ask the question,
"Should I stay in this position for one more
tum?" the answer is "no" more often than
not.
• Anticipate stages. Fighting withdrawals
occur in stages. Ideally, each unit can retreat
to a new and effective defensive position.
Reality is less pretty; units may lack that
one extra movement factor needed to get to
the "perfect position," or a sniper may pin
them, or some other aspect of the friction of
war may make itself felt. Sometimes you
will need to move units to positions where
they will be effective in a tum or two,
because when that tum rolls around it may
be too late to move them there.
One important consideration remains to
be discussed, and this is the question of how
many, if any, units should start in the key
building at the beginning of the scenario.
Theoretically, as few as possible should
begin in the building itself. After all, units in
the key building are unlikely to see action
until the mid-game or end-game, and you

OC Edwards (Order #36526084)


48
assault. As their name suggests, "jumping
off points" are also locations that are near to
the key building (typically right across the
street from it) so that they can be the
launching points for attempts to get into the
building itself. For example, on board 1
(Figure 1), hexes Y7 and Z6 might be good
jumping off points for an assault on build­
ing Y3. Those two hexes have high TEM
and are well protected from enemy fire,
while they are adjacent to three road hexes
adjacent to the building itself.
From the defender's perspective, then,
jumping off points are locations to be
denied the attacker as long as possible,
because if the attacker can't get to suitable
jumping off points, he is far less likely to be
able to mount a successful assault on the
building itself. During a fighting retreat
then, it is the jumping off points which are
essentially the final defensive position for
the retreating forces - and in some cases
these locations might even be defended defensive hexes, which we will term "out­ Theoretically, outposts can even themselves
until the end. posts," are hexes outside the key building be defended by outposts, creating layers of
Defenders should also look for other pos­ that deny easy access to hexes adjacent to defenders that must be dealt with prior to
sible ways to deny jumping off points to the the key building (typically road or open assaulting a building, but defenders should
attacker. Sometimes these are useful loca­ ground hexes). Novice players sometimes not get carried away.
tions for minefields. Occasionally, it may take a while to grasp the fact that in some Although almost any location can poten­
even be a good idea to try to set fire to a respects it is more effective to defend a tially be an outpost, the best outpost loca­
jumping off point - blazes deny them quite building from the outside as well as from tions are ones that are fairly defensible on
effectively. Never set fire to a Victory within the building itself. their own. In the board 51 example (Figure
Location, however. Outposts do just that. They can be incred­ 2), hexes B4 and F2 are both potential out­
ot only can a defender try to deny the ibly irritating to the attacker, because, post locations to help defend building E2
attacker jumping off points, but he can also unless neutralized in some fashion, they from an attack from the D4/E4 rowhouse
occupy locations that attackers will be have the ability to really hurt potential vicinity. In either hex, a squad with an LMG
forced to take or neutralize prior to assault­ assaults on the building, even if defenders can place a firelane across the entire road
ing the key building itself, unless they are in the key building have been neutralized section separating the rowhouse from build­
willing to take significant risks. These key through SMOKE or other measures. ing E2.
Similarly, in another board 51 example
(Figure 3), building M2 would be well pro­
tected by a friendly unit in hex P4. Again, it
controls the entire street. A unit there must
be neutralized in some fashion by the
attacker before he launched an assault on
building M2, unless he wanted to risk the
residual FP and/or Firelane residual FP that
such a unit could place.

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

OC Edwards (Order #36526084)


49

an outpost in hex Wl, the attacker will have


free entry into X2 and can easily move adja­
cent to the key building. As a result, the
defender will have to treat building X2 as an
extension of the key building (i.e., carefully
defending it), even though it has no value
on its own. The result is, at least, a dispersal
of defensive resources.
It is worth contrasting this building with
building Y3 in Figure 1. That building, too,
has a couple of problematic hexes above it,
in the form of two 1-hex wooden buildings
in V4 and VS. A player defending Y3 might
also need to think about treating those
buildings as extensions, which would not be
desirable. However, those buildings, though
a weakness, are not as bad as X2 in Figure
5. The reason is that every open ground
approach hex adjacent to buildings V4 and
V5 are coverable from hexes in the key
building itself. However, because building
X2 in Figure 5 is a single building, not two
defender to make adjustments for the weak­ protected by +2 TEM. Moreover, they are one-hex buildings with open ground
nesses, insofar as he is able. Weaknesses so far out from the rest of the elongated between them, a defender in building Y2
can be found in adjacent hexes, adjacent structure that they can't easily be treated as cannot exert fire on hex W3. Thus a
hexsides, and even within buildings them­ extensions of the building by the defender. strapped defender of the building in Figure
selves. Their saving grace is that both hexes lead 1 might be able to take more chances than a
Adjacent hex weaknesses are non-open only into S4, which itself has access only to defender of the building in Figure 5.
ground hexes adjacent to the building: one other key building hex. Some buildings are nightmares when it
other buildings, rubble, woods, even brush Building Y2 on Board 21 (Figure 5) comes to adjacent terrain. Building U2 on
or orchard. Ideally, the defender would like offers another example. Although the build­ board 51 in Figure 6 is an example of such
to have a key building that (from any angle ing in AA4 is adjacent to the key building, a building. Along the "T" hexrow, the build­
approachable by the attacker) is surrounded it is not as much of a threat. The real prob­ ing is adjacent to stone buildings; building
by open ground hexes, to make it as diffi­ lem for Building Y2 is Building X2. Any V4 has an adjacent hex; and building W4
cult as possible for the attacker to success­ attacker that attempts to move into AA4 can and a lumberyard in hex W3 both offer
fully move adjacent to defenders in the key be fired at in open ground by at least one cover. A player trying to defend building U2
building. Any non-open ground terrain defender. However, unless the defender has will have to deal with adjacent enemy units
weakens such a position because, at the in no time at all.
very least, such terrain will negate the -1
FFMO penalty. At worst (stone building or
rubble), it may provide such good TEM that
an attacker can easily move units adjacent
to the building without undue risk.
To illustrate, let's look at building T2 on
Board 20 (Figure 4). In some ways, this
building offers considerable strengths to a
defender. It is a six-hex building with three
floors. The orchard road hexes makes it dif­
ficult to place effective fire on the building,
while jumping off hexes in Wl and Xl are
lower TEM. However, the building does
have adjacent hex weaknesses. Those same
orchard-road hexes will all negate a FFMO
penalty. Moreover, they can also allow a
concealed unit moving into them to retain
concealment.
If that weren't enough, hexes R3 and R4
contain wooden buildings adjacent to the
key building. A unit can move adjacent to
the building in one of those hexes and be

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How can such weak points be strength­
ened? In some cases, it may be possible to
tum those irritating building-adjacent hexes
into outposts, especially if they have good
TEM and are not too exposed. In other
cases, such hexes might be good candidates
for minefields, to help deter the attacker
from trying to take advantage of such weak
points. Occasionally, such a hex may offer
potential as a location for a HIP unit, placed
there as a trap. Otherwise, a defender may
have to simply grin and bear it, and be ready
to try to defeat attempts at exploitation.
Sometimes the problem is not so much
the terrain next to the key building as it is
the terrain on the hexsides between the key
building and adjacent hexes: walls and
hedges. Hexside terrain allows an attacker
to assault move adjacent to the building they left wouldn't really be any more effec­ negated completely and FFMO could
itself and claim wall advantage; this will tive, and it would leave no residual at all. potentially apply.
also allow the attacker potentially to main­ What is more effective against the "wall From the terrain surrounding the building,
tain concealment, since he did not cross assault" is firing from upper levels. we can go to the building itself. An ideal
open ground. The presence of adjacent Building Z6 is out of luck in this case, as it key building to defend would be one that is
hedges or especially walls can really com­ only contains two building levels, but a unit large but not too elongated, with three lev­
promise a building's defenses. on the third level of a building can see (and els, and that includes at least one "interior"
Building Z6 on board 10 (Figure 7) illus­ fire) down more effectively at an adjacent building hex. Building Y3 on board 1 and
trates this point; it will never win an award unit hunkering behind a wall or hedge. Per building E7 on board 20 both meet these
for "most defensible building." Not only are the Elevation Effects rule (B9.33), a firer conditions, building Z6 on board 23 virtual­
there four adjacent non-open ground hexes may reduce the TEM of a wall/hedge hex­ ly does. Most other large buildings fail the
to begin with, but an attacker may move side by one for each full level of height dif­ "ideal" test because of the lack of "interior"
adjacent to three additional hexes (X7, ference greater than the distance to the tar­ hexes (more on this later), though they may
AA6, BB6) and get Wall Advantage. get. In the case of a building like building otherwise be very defendable.
Imagine if an attacker did assault move Cl on board 8 (Figure 8), a Level 2 unit in Some buildings though, by their nature,
squads into AA6 and BB6. A 4-firepower hex B1 firing at an enemy unit in A2 could are inherently weaker than others to defend,
defending squad in Z6 or AA7 would have reduce the wall TEM to +1, because the even leaving aside surrounding terrain. One
an 8 (+2) IFr shot at one of them. Any level of the firer is one greater (2) than the weakness that many large buildings have
residual FP would be reduced two columns range in hexes to the enemy unit (1). If the are buildings that "pooch out" and create
by the wall. A snap shot against the hexside wall had been a hedge, it would have been exposed hexes. Take building Z2 on board
20, for example (Figure 9). Hex Z4 of this
building is an exposed hex. It can be fired at
from a large number of nearby building
hexes; moreover, road hexes Y5 and Z5 can
each be covered by only one additional

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the periphery of the building, no attack is


likely to endanger all three, giving any
defender the likelihood of at least one
"safe" stairwell (alas for defenders, because
of the size of this particular building, it
often appears in many scenarios as a
Factory, and thus the issue of stairwells
becomes moot).
No ASL rule (or even SSR, so far) allows
players to create new stairwells, so in most
cases, stairwell placement is something
which defenders simply must endure.
Sometimes, though, a defender can at least
make an attacker pay for attempting to take
advantage of an exposed stairwell hex,
through the placement, for example, of
minefields on the ground floor. A few sce­
narios allow players to place rubble coun­
ters on the mapboard; sometimes in such
situations it might even pay to remove a
building hex. Enemy units in X3 and BBS Building V4 on board 12 (Figure 11) pro­ stairwell, if an attacker might be able to
can even place Encircling fire on it. Comer vides an example of the risks. Assume that exploit it more fully than the defender.
hexes are often somewhat exposed, but the attacker's forces are coming from the
much depends on the surrounding terrain - "top" of the map area. If the enemy makes a Location, Location, Location: The Basic
some buildings have exposed hexes, but successful lodgment in US, then the defend­ Principles of Building Defense
there aren't many convenient places from er will no longer be able to move any forces Because every scenario and every build­
which enemy units could take advantage of upstairs, and any forces that are on the first ing is unique, key building defense often
them. or second levels will immediately suffer depends on the particulars. What remains
Three-hex buildings by their very nature from Upper Level Encirclement. If the constant, though, are the tactical goals that
are weaker than larger buildings. defender had not yet moved any forces the defender must seek to achieve during
Depending on the terrain, almost any hex upstairs, he will now have no opportunity to the struggle for the building.
can be an exposed hex, and the ability of do so, unless he can take back US. In con­ These are:
any hex to be supported by units in other trast, building E7 on board 20 (Figure 12)
1. For as long as possible, keep attackers
hexes is usually limited to one additional has three separate stairwell hexes. While
from successfully getting adjacent to the
hex. Building R6 on board 53 (Figure 10) each stairwell is in an exposed location, on
building. Maintaining a building perimeter
provides an example. Hex R6 is rather vul­
nerable. Many enemy units can potentially
fire on it, and it can be placed under
Encircling fire. Enemy units in RS and R7
can receive wall TEM from all hexes of the
building and even enemy units assaulting
into road hexes Q6 or Q7 would receive
wall TEM versus fire coming from any of
the other building hexes besides R6.
Another aspect of buildings of which
defenders must be thoroughly aware, from
setup through the end game, is stairwell
placement. Depending on board orienta­
tions and the directions from which enemy
units may be approaching, some buildings
have very unfortunately placed stairwells.
Good stairwell placement is when a build­
ing's stairwells are located away from the
enemy front lines. The major risk of bad
stairwell placement is that an early enemy
lodgment in the building could put a
defender's entire upper floor situation at
risk, and possibly even severely compro­
mise his ability to defend all floors of the
building.

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have a unit capable of entering and defend­ a much more difficult proposition. With
ing a steeple location, especially if the comprehensive LOS, defending units can­
defender's nationality is one that cannot not easily retreat out of enemy LOS in order
normally deploy, such as the Soviets. Most to safely rally or to regain concealment.
veteran players will have experienced at They are also far more vulnerable to fire
least one scenario where a defender in a from enemy units within the building than
steeple location ended up being key to the from enemy units outside the building. If
scenario outcome. that weren't difficult enough, the attacker
Far more complicated are factories, as will also find it easier to maneuver AFVs
they offer both strengths and liabilities to a within a factory.
defender. In candy terms, factories have a There is something of a silver lining,
crunchy outer shell and a creamy filling. though. When an attacker gets a foothold in
From the outside, they are much like any a normal building, he will typically enjoy a
other building, but should the attacker ven­ +3 TEM, and only adjacent defenders can
ture into the building, the situation changes attempt to oust him. In a factory, however,
dramatically. that same attacking unit would only have+1
The most obvious change, from the TEM, while many defenders in the building
defender's point of view, is that any upper hex (they need not even be adjacent to the
levels are lost. Right away, this means that attacking unit) could combine into a fire­
the defender has less ability to trade space group to oust the invader. Sometimes the
of Good Order units capable of mutual sup­ for time. A five-hex multi-story building best way to defend a factory is to hide from
port, as well as the liberal use of residual FP, that is deemed a factory no longer has 15 outside LOS and then pound anyone who
are the keys here. building locations; it is down to five. This enters the factory. Thus it is somewhat more
2. For as long as possible, keep attackers makes factories inherently more difficult to difficult for an attacker to gain an initial
from getting a foothold inside the building defend. foothold into a factory, though if he can
(including, if necessary, counterattacking to Just as frustrating for the defender is the maintain it, the remaining defenders will
throw an enemy unit out of the building). situation that applies when opposing units crumble more quickly. Additionally,
are in the factory together. One enemy unit Backblast is NA in a factory, making any
3. Maintain and refresh the defense to the
inside the factory will have LOS to the attacking AFVs more vulnerable.
best of your ability. This includes skulking
whenever possible ("skulking" is the tactic entire interior, because LOS is not blocked Upper Levels: One mistake that many
of assault moving friendly defenders out of within the building, only hindered (in some novice ASL players will make when con­
enemy LOS during their MPh, then moving HASLs, of course, interior building walls ducting a key building defense is to place
them back to their original hex in the APh), may block certain lines of sight). too many units in upper levels of the build­
maintaining or regaining concealment, and Moreover, a unit being fired at by an enemy ing too soon. It's a mistake because the bot­
rallying broken units. unit in a factory will only get a +1 TEM, tom floor of any building is, in most cir­
rather than a +3 (assuming the fire does not cumstances, far more important. It is usual­
4. Always keep in mind the victory condi­
exit and re-enter the building depiction). ly better to have a firm ground floor build­
tions. Not every victory condition requires
These two factors make defending a factory ing perimeter than it is to place some of
the attacker to control a building.
those units on upper levels.
Sometimes, from the defender's point of
view, the victory conditions are more strin­
gent. For example, perhaps the attacker has
only to ensure that there are no Good Order
defenders in the building. Sometimes the
attacker can satisfy victory conditions
merely by outnumbering defending units in
a building. In such cases, the defender may
have to work harder to keep the attacker
out.
Steeples and Factories: Some types of
buildings offer particular advantages or
pose particular problems to a defender.
Buildings with steeple locations, for exam­
ple, are advantageous to the defense. Often
they are hard for the attacker to get to and,
even when he can, the severe stacking
restrictions (one half squad) mean that an
attacker may not be able to use numbers to
his advantage very effectively (because of
the CC overstacking penalties). Often a
defender may need to plan ahead in order to

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There are two main reasons why this is so. most crucial battle, and upper floor action rear of the building (thus limiting him, more
The first is that units on upper levels will will tend to be a fighting retreat to stave off or less, to a frontal assault). Often it is even
often suffer from significant limitations. destruction long enough to win. a good idea to place an AT gun or similar
They cannot engage in Street Fighting, and Refreshing Defenses: One of the most toy in such a spot. The loss of the flanks
they have no ability to avoid backblast. important principles of successful key and/or rear is often one of the first signs that
They may also be visible to more enemy building defense is the ability to keep one's a building defense has a limited life span.
units than otherwise. Moreover, as they are defenses refreshed. This includes both rally­
dependent on stairwells for vertical move­ ing broken units as well as regaining con­ You Kids Get Off My Lawn: Conducting
ment, they are far less flexible in terms of cealment whenever possible. The impor­ the Perimeter Defense
being capable of tactical redeployment. tance of rallying broken units is obvious. The goal of the perimeter defense is to
The second reason is more strategic. If the Maintaining or regrowing concealment is prolong for as long as possible the prospect
attacker gains control of all ground floor also crucial. Concealment is one of the main of enemy units getting a foothold in the
stairwells, any upper level defenders will ways to negate or minimize enemy attempts building. The key to a successful building
automatically be encircled, which will to soften up a defense perimeter in prepara­ defense is to be able to effectively place
greatly hinder their subsequent ability to tion for an assault on it (because it halves firepower on hexes adjacent to the building
conduct an effective defense. Some of those FP attacks and makes units harder to hit by (including firepower from outposts, if appli­
units, though, if they had been on the ordnance). It is also often important cable, though these will typically fall before
ground floor, might have been able to aid in (because of its ambush bonus) for launching the main assault on a building).
the defense of those stairwells (though it is counterattacks on enemy footholds within a
The most important principle of the
possible to help defend a stairwell by being building. Often it is a unit that had previ­
perimeter defense is mutual support. Any
directly above a ground floor stairwell loca­ ously moved backwards to regain conceal­
perimeter is only as strong as its weakest
tion and firing down). On the other hand, if ment which is the prime weapon in a CC
point. However, individual defending units
a building has particularly vulnerable stair­ counterattack.
may be subjected to Prep Fire that pins or
wells, then the defender may well need to What both of these replenishing methods breaks them, or a Sniper that does the same,
carefully consider placing more units require to be effective, of course, is a loca­ or they may cower on an early shot, or be
upstairs before things get hot, because he tion out of enemy LOS. That LOS will pre­ subjected to bypass freeze, or be neutralized
may not have a chance to retreat upstairs vent concealment growth altogether and by SMOKE or some other factor. It is thus
(having lost any accessible stairwells) later hinder rally attempts by allowing fire at bro­ important that other defending units are
on. ken units to keep them DM. This leads to a available to place fire on the hexes in front
However, upper level units do offer some significant building defense dynamic. of a potentially neutralized defender. A
advantages. Already discussed is their abili­ Because only a few ASL buildings have building perimeter whose defenders are so
ty to fire more effectively at units behind fully interior building hexes, this means that stretched that they cannot provide mutual
walls or hedges. In addition, they offer it is important for the defender not only to support to each other is very fragile. Keep
some measure of insurance against bypass defend the building itself, but for as long as in mind that upper level units can also pro­
freeze (the attacker tactic of leaving AFVs possible to keep the attacker from working vide mutual support to beleaguered lower
in motion in bypass in a defender's hex, his way around to a flank or rear. level defenders.
thus invoking target selection limits and Take Building Z2 on Board 20 (Figure 9), Ideally, perimeter defenders will be able
preventing the defender from firing outside for example. If the attackers are approach­ to put up a wall of firepower against attack­
the hex). In order for an attacker's AFV to ing the building from the "north," the ing units moving adjacent to the building.
invoke target selection limits against upper defender has a reasonably strong position at Though it is highly desirable that a defen­
level defenders, it has to be CE, which ren­ first. The stairwells are in the rear, and those sive firepower attack pin, break or kill the
ders it considerably more vulnerable. hexes can also be used to rally broken units attackers who move adjacent, often the
Defenders on Level 2 might also benefit or regain concealment. Inevitably, however, main purpose of the perimeter defenders is
from the fact that adjacent ground level the attacker will try to move one or more to construct a brick wall made up of resid­
attackers cannot fire at them with PBF, units (possibly including AFVs, which are ual firepower. A defensive perimeter capa­
whereas they still enjoy that advantage over quite useful for this purpose) around one or ble of putting up a wall of residual firepow­
the attackers. Upper level defenders can both flanks. Enemy units in buildings CC5 er around itself is a powerful weapon
usually provide support to lower level or CC2, or an AFV in a hex like CC3, will against any building assault, as the residual
defenders that might have cowered or been significantly weaken the long-term defense can "keep on firing" long after the original
pinned or broken, as they can fire on the of the building, as defending units will no defenders have themselves Final Fired.
same hexes the lower level defenders could longer be able to regrow concealment,
Although one would like to simply crush
have. while attempts to rally broken units will any building assault, breaking or killing all
How many, if any, units should start become considerably more difficult because
attacking units, this is not always necessary
upstairs is highly situationally dependent, they will constantly be under DM counters. for a perimeter defense to succeed. A
based on the available forces to defend the As a result, another key use of outposts is perimeter defense can also defeat a building
building, the building configuration itself, not simply to protect the building or adja­ assault by killing, breaking, or pinning
and the capabilities of the attacker. The cent hexes but also, more broadly, the enough attacking units so that either the
defender should always keep in mind, flanks. It is often worth having defending attacker will not risk advancing his rem­
though, as will be discussed in more detail, units in nearby buildings if they can prevent nants into Close Combat in the building
that the ground floor battle is usually the the attacker from accessing the flanks or itself or that, if he does so, he will do so in

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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-

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ful DRM to any later Residual FP attack
(SMOKE reduces the placement of
Residual FP only when its DRM is caused
by SMOKE outside the target hex; see
A8.26). Moreover, because SMOKE is
inherent, it can also very easily interfere
with supporting fire from other defending
units (and it can affect upper level defend­
ers, too). As a result, SMOKE can really put
a dent into a perimeter defense.
One saving grace is that many attackers
will have used up any Special Ammunition
sources of SMOKE before having reached
the key building. Vehicular Smoke Dis­
pensers, alas, never run out of Smoke,
though they are rather chancy and place
Dispersed Smoke if successful. Even
Infantry SMOKE, though far less effective
in strength and/or duration than other types
of SMOKE, can be frustrating.
Unfortunately, if SMOKE is placed, there
is usually not too much the defender can do
about it (except perhaps pray for gusts). In
other situations, a defender may possibly
utilize a Fire Lane as a means of negating
SMOKE's effectiveness. In key building
defense situations, because the attackers are
likely to start so close to the defenders, Fire
Lanes are of far more limited utility.
Nevertheless, in some cases a one-hex Fire
Lane that can ignore SMOKE DRM may be
the best sort of Residual a defender might
be able to salvage from the situation.
Often the defender will simply have to sit
there and "take" it. In cases where an
attacker places SMOKE on a defender's and reestablish a perimeter defense, or he on the IFT is no result at all. Weak squads,
building hex as a way to enter the building must acknowledge that the attacker is there such as 3-4-7 and 3-3-6 squads, are even
in his APh, there is at least the potential for for good and go into "prolonging the less effective, even when adjacent. More­
the defender, in his own player tum, to inevitable" mode. If the counterattack fails, over, to stack them in numbers sufficient to
launch a CC counterattack because even if he must of necessity also go into this mode make the odds more favorable will also ren­
the attacker wins the initial CC, his units at that point. der them more vulnerable to enemy fire,
would be facing a likely +7 DRM for firing A defender can attempt a firepower-based from within or outside the building.
out of a SMOKE hex into an adjacent stone counterattack, either in the Prep Fire Phase It is, in fact, the prospect of facing enemy
building hex. Thus defenders might be able or possibly in the Advancing Fire Phase, fire that makes counterattacks so risky;
to retake the hex on their next tum using and/or can attempt a CC counterattack, even leaving aside the enemy unit with the
Close Combat of their own, if they have especially if he has one or more concealed foothold in the building, defending units
sufficient forces to do so. Until "Giant Fan" units in reserve. Often a failed firepower that otherwise might have been able to
counters are introduced in ASL, SMOKE based counterattack will cause one to use a skulk may now have to stay in place in
will remain a real danger to key building CC counterattack. The more building loca­ order to deliver a Prep Fire attack on the
defenses. tions the attacker successfully entered, the attacking units having the foothold - render­
harder it will be to throw him out by any ing the defending units vulnerable to
The Call is Coming from Inside the method. massed enemy fire from outside the build­
Building The method most likely to achieve suc­ ing. It is in these ways that even a relative­
Whether through SMOKE or some other cess is usually the firepower-based counter­ ly small foothold can help compromise a
measure, an attacker may eventually gain a attack, especially if the key building in key building defense. If the attack succeeds,
foothold inside a building despite the best question is a Factory. PBF means that even of course, the defender will have the subse­
efforts of the defender. This marks a crucial a few defending units can put up some sig­ quent Advance Phase to help rearrange and
decision point for the defender. He must nificant firepower. However, a single 4FP reestablish his defense.
either attempt a counterattack that can squad can't be counted on to deliver the The second prospect for counterattack is
throw the attacker back out of the building, necessary punch; an average 8 (+3) result the CC counterattack. If a defender has a

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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.

OC Edwards (Order #36526084)


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•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.

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(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

OC Edwards (Order #36526084)


59
ordinary pieces fail to bring more interest. victory conditions and SSRs actually play desired; if playtest has suggested that some
Be flexible enough to realize this and stick as written and intended. Beyond that, try overlays do not have much effect on play,
with what's working. I recommend that you getting a few other players to take an inde­ don't fret over aesthetics; just get rid of
just throw everything out there; tum length, pendent, unbiased look prior to submitting them. If you need more than four overlays,
OB size, SSRs, etc., can be edited if they the design. Although veteran players can it might be better to start looking at differ­
prove unworkable - just be sure to file away certainly be a big help, what's more impor­ ent boards instead, though such changes are
the discarded pieces for future projects, as tant is that testing assistants understand the likely to put the process back a few steps.
some of these ideas might be worthy of purpose of playtesting and that they are Offboard artillery and air support are
another chance in a different context (I do willing to risk hurting the designer's feel­ common conundrums. Research may sug­
this a lot with SSRs). Lastly, look for ele­ ings after playing a game or two. gest that they played a large role at the oper­
ments to have synergistic effects upon each Sometimes playing the devil's advocate can ational level, but remember that ASL is a
other. For instance, in scenario Jl Urban be the best way to discover big flaws in the tactical-level game. The abstract nature and
Guerillas the combination of building con­ early stage of development. Tweaking for diceyness of these toys make them difficult
trol Victory Conditions and randomly­ balance should be left to latter stages of to assess when balancing a scenario.
appearing partisans of SSR4 gives the sce­ playtesting, and often there are more choic­ Whenever possible, leave them out and
nario a large part of its appeal; but neither es for balancing changes than there will be assume the scenario begins after the bom­
component is quite as meaningful without opportunities to test each. Frankly, it may be bardment. If desired, adjust unit strengths or
the other. best to just tum the scenario over to pub­ terrain to reflect this. Given the ugly reality
lishers for final balance playtesting; some­ of friendly fire casualties, artillery was usu­
times they have more such resources avail­ ally lifted as the enemy closed anyway. If in
This may be the most important and most able, which may_ even include tournament fact artillery was a key factor in the close
difficult part, and it is also the part where play for final polish! quarters fighting, your scenario concept
most designs fail (I would estimate about may not be much of an infantry battle in the
half of my own designs don't get past this first place (back to step one!). A couple of
point). Good playtesting can make the dif­ Upon getting this far, many designers find on-board mortars may actually get the
ference between a great scenario and mere it difficult to accommodate still more desired effect in a manner that can be
magazine filler. The primary caveat is to change. In practice, the second reason many played and balance-tested more thoroughly.
remember that ASL is "design for effect," good designs fail is actually "designer Remember the scenario designer's battle­
and a well-designed scenario incorporates micromanagement." A designer who is cry: "It's all about effect."
this philosophy. Although this great game afraid to kill sacred cow SSRs will end up
gives us lots of options with regard to ter­ with vision blurrier than that of a conscript
rain, troop types and equipment - and even in a smoked location. Develop a thick skin The last pieces of the scenario design puz­
special rules - do not sweat if the scenario and heed the honest findings of your zle seem a bit fluffy, but they can actually
doesn't perfectly match the physical vision playtesters. If they tell you that a cow is on add quite a bit of value for the player. Two
resulting from your research. The important life support, pull the plug. A good example important elements are final balance provi­
question is: does playing the scenario give of this can be found in the three Nuremberg sions and historical narrative. In the case of
you the "feel" of the battle? For example, scenarios in this very issue. My own the former, the balance provision is often
even though the numerical difference may "sacred cow" is often tum length. After try­ accomplished by adding something that was
only be slight in game terms, a side may ing several different revisions of forces and deleted during playtest (this is a good
feel greatly outnumbered due to terrain, other aspects, I just had to accept that the opportunity to cover your tail if you have
leadership, or time allowed to complete the Americans simply needed more time in some doubts about playtester 's sugges­
objective. The countermix may not reflect order to have a decent chance. This of tions). Balance provisions that aren't mutu­
historical scale on a man-to-cardboard course unbalanced it the other way at first, ally exclusive can provide the players with
basis, but if the problems faced by the play­ so some more tweaking (sewer movement an opportunity for still more flavor by giv­
ers in the game match those of their histori­ for Germans in ALL scenarios) was needed ing each side the respective balance. There
cal counterparts, the scenario is headed in to get it just right. The scenarios are longer may be several good choices here; remem­
the right direction. now to be sure, but better overall. ber once again the effect should not be such
For example, scenarios J144 Three for the When it comes to SSR and victory condi­ that the scenario unbalances in the other
Third and J145 Golden Pheasants give both tion verbiage, remember that "less is often direction, and also that brevity counts.
players a feel of the desperate nature of more." The line between making a scenario The historical narrative should include
urban combat. Many agree that Red fresh and interesting and designing some­ some important points from each of your
Barricades sets a standard for feel that is thing that is more work than fun to play is sources. Anything out of the ordinary that is
unequalled in the ASL universe, but remem­ probably the finest one the designer walks. not clear in the SSRs themselves should be
ber that HASLs feature even more chrome Since simplicity of design is better than described briefly - but don't rewrite the
and provide options which just aren't avail­ one that is too complex, you should always entire battle account! Most ASL players
able in regular scenarios. be able to a ask the question: what can I take have a solid grasp of the big picture; we are
The selection of playtesters is as crucial out without ruining the feel or flavor of this playing details, so write details. Just make
as deciding which overlays to use. I like to game? Take another look at overlays or ter­ sure that your narratives complement the
run through each scenario at least once rain change SSRs first. Often, better place­ game's SSRs, Victory Conditions and gen­
against a live opponent to verify that the ment of fewer overlays can retain the feel eral "feel," and that the story is told.
Continued on page 63
OC Edwards (Order #36526084)
60

Short range: Through May 1944 the PF


has a maximum range of 1 hex; this increas­
es to 2 hexes for the remainder of '44, and 3
hexes in '45 (see Table 2). The PF's Basic
To Hit number is 10 at range O but this
decreases by 2 for every hex of range to the
target, which makes obtaining a hit at
longer ranges increasingly unlikely. As with
any TH attempt, moving vehicles are hard­
er to hit, while larger vehicles are easier to
hit. The combination of uncertain availabil­
ity and the need for proximity can be dead­
ly to the checking unit if their check drs fail
to yield any shots.

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

OC Edwards (Order #36526084)


61

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,

OC Edwards (Order #36526084)


62

They're the ones that come with a sheet of


Plexiglas and the frame sides that slide on.
Next, I stopped at Office Depot for a pack
of fine point dry-erase markers and a pack

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.

OC Edwards (Order #36526084)


OC Edwards (Order #36526084)
OC Edwards (Order #36526084)
Z Earlier pages in Chapter Z are found in other official MMP products and are not required to play this CG or any of its accompanying scenarios. SC2A
Z. SUICIDE CREEK CAMPAIGN GAME SCl.7 HAND-TO-HAND CC: Hand-to-Hand CC (J2.31)
may also be declared by an American ATTACKER after a
successful Ambush unless every American unit participating
SUICIDE CREEK SCENARIO SPECIAL RULES: Unless noted is Withdrawing/pinned.
otherwise, all SSR below apply in all CG and non-CG SC scenarios. SCl.8 ASSAULT ENGINEERS: American 7-6-8 squads
and their 3-4-8 HS are Assault Engineers (Hl.22) [EXC:
SCl GENERAL 7-6-8 squads may not Deploy per Gl7.ll]. fu the Campaign
SCl.1 EC, WEATHER, & TERRAIN: EC are Mud, with no wind at Game, the Japanese may purchase Assault Engineers. Special
start. Weather is Overcast (E3.5) and Mud (E3.6). PTO Terrain (G.l) is in counters with a DC symbol have been provided for both cases to allow
effect [EXC: both Light (G2.I) (EX: D7) and Dense (G2.2) (EX: E8) players to distinguish them from non-Assault Engineer MMC.
Jungle exist at the same time - Dense Jungle hexes are painted with a SCl.9 ATMM: fu addition to Gl.4231, Japanese units that are not T-H
darker shade of green and are also identified by a black center dot inside Heroes may use ATMM as per C13.7 [EXC: the CC DRMfor a non-T-H
a white circle]. All on-map terrain that is not in play in a given scenario Hero is only -2].
remains in effect for "offboard" movement/entry purposes during that
scenario. At night the Base NVR is 2.
SCl.1 EX: Hex D7 is Light
Jungle, indicated by its light­
er green color and white cen­
ter dot. Hex E8 is Dense Jun­
gle, indicated by its darker
green color and black center
dot inside a white circle.
SC2 JUNGLE DEBRIS
SC2.1 Jungle Debris (JD) represents fallen, exceptionally tangled jungle.
Any hex containing mixed brown and green rubble-like artwork is a JD
SCl.2 THE STREAM: For VC/Setup determination purposes (only), hex (EX: K12). JD is treated as Dense Jungle except as stated otherwise
"The Stream" consists of the following stream/stream-JD (SSR SC3) [EXC: JD is not treated as Dense Jungle for purposes of NVR/lllumina­
hexes (and all stream/stream-JD hexes that connect them): All-Fll-Hl2- tion/MI'R-.fire (G2.24)].
Il2-Ml2-O13-X12. SC2.2 Pillboxes and Wire are the only Fortifications that may be placed
SCl.21 CREST STATUS: Due to the slippery, high-banked nature of in JD.
the stream, Crest status (B20.9) is NA in all stream and stream-JD hexes. SC2.3 JD is fuherent Terrain (B.6) and has a TEM of +1 to any fire
SCl.22 VEHICLES: No vehicle may exit a stream hex via a non-stream traced into it. Air Bursts (Bl3.3) are NA in a JD hex. A JD hex is not a
hexside except from a Ford hex. LOS obstacle but it does Hinder LOS by adding a +2 Hindrance DRM
SCl.3 SOFT GROUND: Each Bog Check receives the Soft Ground +1 for each JD hex between the firer and target.
DRM (D8.21) due to Mud. SC2A MOVEMENT: Infantry enter JD at a cost of 3 MF [EXC: if
using a path/TB/CR (SSR SC4)]. Only a fully-tracked vehicle may enter
SClA FOXHOLES: All Infantry in suitable terrain may set up En­
trenched (B27.l). JD, and does so by expending all of its MP (other than for Start, Stop, or
if using Minimum Move) allotment and making a Bog Check DR
SCl.5 SUICIDE CREEK (SC) PILLBOXES: (D8.21). Such movement is possible even while using reverse movement.
SCl.51 LOS: SC Pillboxes must be set up so that their CA A fully-tracked vehicle may also enter a JD hex (other than via TB/CR)
allows a unit within them to have a LOS to � 1 stream/ by expending ½ of its MP allotment (PRU) in that hex but must make a
stream-JD hex (as if the base level of that hex were Level 0). Bog Check DR with an extra +1 DRM.
SCl.52 SC CELLARS: Each SC Pillbox has a separate
cellar Location that is treated as a 1+4+00 Pillbox Location
except as stated otherwise. A SC Cellar is Accessible from,
and has LOS to, only its Pillbox, and movement between
the two Locations is not prevented by enemy units in the
same hex outside. !FT-fire/DC-placement/CC is allowed only between the
SC Cellar and its Pillbox, with the Pillbox Location receiving a +3 TEM.
Control of a Pillbox hex (B30.91) also requires Control of the SC Cellar.
The SC Cellar and all units in it are el iminated if its Pillbox is eliminated
(B30.92).
SCl.53 BUNKERS & TUNNELS: Bunkers (B30.8) and tunnels
(G1.632) are NA.
SCl.54 BAZOOKAS: The colored dr of a Bazooka TH DR
which targets a SC Pillbox must also be s 4 to achieve a hit.
If the colored dr is � 5, the bazooka round is assumed to have
glanced off its slick mud covering and is considered a miss.
SCl.55 HIP: Once revealed, SC Pillboxes may never regain hidden status.
SC3.2 Stream-JD LOS EX: Fire from the Pillbox in V12 against units
SCl.6 OBSERVERS: Any leader possessing a radio at sce­ in the Sll stream receives a +2 Hindrance DRM because the LOS pass­
nario start may set up using HIP. es through the stream-JD hex in Tl1, even though the firer and the tar­
get are at different levels.

©2011 Multi-Man Publishing, me. Z63


OC Edwards (Order #36526084)
SC3
SC3STREAM-JUNGLE DEBRIS
z
Flares. A Trip Wire that has been set off is equivalent to a fired Starshell
SC3.1 Stream-Jungle Debris (stream-JD) is treated as JD (SSR SC2) ex­ for the purpose of allowing Fire Lanes vs Bore Sighted Locations (El.71)
cept as stated otherwise [EXC: for purposes of El .531, it is treated as a and the subsequent usage of Starshells/lR (E1.9).
stream].
SC3.2 JD exists at crest level in a stream-JD hex, but units in a stream­
JD hex are always at stream level (SSR SCI .21); however, the JD is con­ SC7SUPPLY DUMPS
sidered to extend down to stream level for purposes of both TEM and SC7.1 In some SC scenarios the Americans are allotted Sup­
LOS Hindrance; i.e., a unit in a stream-JD hex always receives the +1 ply Dumps - ammunition and stores which were brought for­
TEM of JD, and LOS traced through a stream-JD hex is subject to a +2 ward to aid the Marines in their assault across Suicide Creek.
Hindrance DRM for each stream-JD hex between the firer and the target. The Japanese made several attempts to destroy these dumps. Use Ammo
SC3.3 MOVEMENT: Infantry enter stream-JD at a cost of 5 MF. Vehi- Supply counters to represent these Supply Dumps.
1 cle entry of stream-JD is NA. SC7.2 SETUP: A Supply Dump may set up using HIP and must set up
in/adjacent to 2: 1 kunai hex.
SC4CORDUROYROADS SC7.3 DISCOVERY: The Japanese player detects the presence of a
Supply Dump by either entering its Location or by successfully Search­
SC4.1 Corduroy Roads (CR) were used to make swampy or ing its Location. The Supply Dump counter is then placed on board.
muddy terrain traversable by laying logs in a pattern that re­
sembled corduroy. CR are treated as Trail Breaks (B13.421) SC7A DESTRUCTION: A Supply Dump may be eliminated in three
except as stated otherwise. ways:
SC4.2 CREATION: CR can only be created prior to play by SSR, or by • DC: A DC may be detonated in the Supply Dump's Location; any re­
CG purchase. CR may only be placed in Jungle/JD hexes (not in stream­ sult other than a Malfunction will eliminate the Supply Dump. A Sup­
JD hexes). In addition to providing CR counters, a SSR may treat paths ply Dump is an eligible DC Hero target (Gl.424).
as CR. If so, the CR hexsides of any CR counter are treated as connect­ • /Fr attack: When the Supply Dump's Location (including the Supply
ing to the CR in the ex-path hex. Dump itself, if Known, and/or an enemy unit therein) is attacked on
SC4.3 INFANTRY: Infantry expend one MF to enter Jungle/JD via a the IFT by 2: 8 FP the Supply Dump is eliminated on a subsequent dr
CR, and are not subject to the Bl3.4212 special Defensive First Fire -1 of 1. This subsequent dr is modified by -1 for each additional column
DRM. on the IFT that is applied to the attack, i.e., an 8 FP attack will destroy
the Supply Dump on a subsequent dr of l; a 12 FP attack will destroy
SC4.4VEHICLES: Fully-tracked vehicles expend two MP to enter Jun­ it on a subsequent dr of s 2, etc.
gle/JD via a CR; halftracks expend three MP. A hex entered via a CR
hexside does not count toward the number of hexes moved into for the • Terrain Blaze: A Supply Dump in a terrain Blaze is eliminated.
purpose of D8.23. A wreck/immobile vehicle on a CR does not elimi­ SC7.5 EXPLOSION: lf the Supply Dump is eliminated it
nate/negate it. immediately detonates; all units in the Location are attacked
with 16 FP on the IFT and no DRM. After detonating, re­
place the Ammo Supply counter with a Flame counter and
SCS FORDS & FORD CREATION place a dispersed white Smoke counter in its hex. This Smoke counter is
SCS.1 Fords may be placed (at setup by SSR) or created removed in the following PFPh, regardless of Player Tum.
(during play) in stream hexes (but not in stream-JD hexes).
SCS.2 CREATION: To create a Ford during play, a bull­ 4. SUICIDE CREEK CAMPAIGN GAME
dozer must expend all of its MP [EXC: Start MP] allot-
ment in the hex where Ford creation will be attempted and end its MPh 4.1 INTRODUCTION: The Suicide Creek Campaign Game offers two
in Motion. Provided the bulldozer remains Mobile after all Defensive or more players a series of interrelated scenarios dealing with the 1st Ma­
First Fire directed against it, the American player may make a DR. If this rine Division's assault on a heavily-fortified stream on Cape Gloucester,
DR is s 5 a Ford is created at the end of the MPh. If the creation attempt New Britain, in early January 1944. Using this system, a variable number
fails a Labor (B24.8) counter is placed (or an existing counter is flipped of scenarios are played, each simulating a portion of the actual battle.
to its -2 DRM side), and may be used to modify subsequent Ford cre­ 4.11 BETWEEN SCENARIOS: Between each scenario, players make
ation attempts in the same hex. use of a special CG phase called the Refit Phase (RePh) wherein each
SCS.3 HEROES: Each participating hero may apply its side takes stock of what has happened and prepares for further combat in
heroic DRM to a Ford creation attempt by declaring the at­ the next scenario. Both players may purchase Reinforcement Groups
tempt, expending all of its MF allotment as Hazardous (RG) using Campaign Purchase Points (CPP).
Movement in Armored Assault with the bulldozer, surviving 4.12 CASUALTIES: Casualties suffered in a CG scenario, as well as
the MPh unpinned, and being marked with a TI counter. those suffered in the ensuing RePh through CG-Scenario End (defined in
4.2), should be tallied since amassed Casualty VP (A26.22) are used
when determining DRM during the RePh.
SC6TRIP WIRES
4.13 CG ROSTER & RG PURCHASE RECORD: The enclosed
SC6.1 Trip Wires were improvised devices created by the Americans to printed copies of the SC "CG Roster" and "RG Purchase Record" should
detect Japanese infiltration into their lines during night operations. Trip be photocopied and used by players to record important CG information.
Wires consisted of strings and wires set at varying heights and draped
with objects which made noise if disturbed. Trip Wires are treated as Trip
Flares (El.95) except as stated otherwise. 4.2 DEFINITIONS:
SC6.2 EFFECTS: A Trip Wire that has been set off causes the moving/ CG: Campaign Game.
advancing/withdrawing unit(s) (only) to immediately lose any concealed/ CG Date: Each CG Date consists of the calendar date plus an AM, PM,
cloaked status, provided there are unbroken enemy Infantry unit(s) adja­ or Night reference (e.g., "3 AM"). One CG scenario may be played per
cent to that Trip Wire Location. Trip Wires do not provide lliumination, CG Date - hence up to three CG scenarios may be played per calendar
though they may be set up in the same Location as Trip Flares. Separate day: one in the morning (AM), one in the afternoon/early-evening (PM),
drs are required for any Location that has both Trip Wires and Trip and one at night (N).

©2011 Multi-Man Publishing, Inc. Z64


OC Edwards (Order #36526084)
z CG2
CG End: The CG-Scenario End (see definition below) that occurs after Pltn (Platoon): A CG RG organization type.
the last CG Date of a CG, if one side concedes CG victory, or if one side RePh (Refit Phase): The series of steps performed after each CG sce­
meets its CG Victory Conditions. nario.
CG Roster: The sheet used to record information for each CG Date. Reserve: "I" type RG may be purchased in Reserve by spending 20%
During the RePh, one line is filled out for each CG Date. Players are less (FRD) than the CPP cost printed in the purchase chart. If purchased
urged to photocopy the one provided herein. at this cost this RG must be set up in Reserve status or held off map on
CG-Scenario End: Occurs when both the CG scenario being played and the CG Date of purchase. See SSR CG6 (4.4).
the ensuing RePh step 4.703 have been completed. Retained: All units, Equipment, and RG in a side's OB that are available
CPP (Campaign Purchase Points): Used for purchasing Reinforcement for setup/entry in the next CG scenario; i.e., all Initial Scenario OB­
Groups (RG) in RePh step 4.717. given/purchased units/Equipment (or all units/Equipment remaining avail­
Depleted: A RG received at< Full Strength (see definition below). able from the previous scenario of the CG), all RG purchased, and all re­
inforcements received since the previous (if any) scenario of the CG.
Eligible: The status of an Entry Area enabling its use by a side for entry
(and numerous other) purposes. RG (Reinforcement Group): Usually a number of units/Equipment pur­
chased, as a group, for use in the CG as additions to a side's OB. Also in­
Eliminated: Units/Equipment/Fortifications/RG "Eliminated" in a CG cludes FPP.
are removed from that side's OB (i.e., are not Retained). A vehicle wreck
that is Eliminated while on-map is removed from the map. RG Purchase Record: The sheet used to record the units-in/information­
for each CG RG type. One line is filled out for each RG purchased. Play­
Enterable: A hex/Location that the unit in question could enter (disre­ ers are urged to photocopy the one provided herein.
garding its occupation by a Fortification/enemy-unit) during a hypotheti­
cal MPh/APh. If defined in relation to a Setup/Entry Area (or to a "path" SC: Of, or pertaining to, the Suicide Creek Historical ASL Module.
of hexes drawn to/from/between such), the hex/Location must be Enter­ Sect (Section): A CG RG organization type.
able along that path. A terrain Blaze hex is not Enterable. Setup Area: Each Strategic Location Controlled by a side, plus each
Entry Area: See SSR CG4 (4.4). non-Strategic Location within two hexes of such a Strategic Location but
Equipment: Any SW/Gun/Vehicle that can be part of a side's OB. Any not within two hexes of an enemy-Controlled Strategic Location (i.e., not
counter that can be Portaged, driven, and/or Manhandled about on the a No-Man's Land hex; 4.7051). Each such non-Strategic Location hex
map. must also be Enterable by Infantry from� one Strategic Location of that
Setup Area {EXC: stream-JD and non-Ford stream hexes are never part
Escape: The RePh process by which a unit attempts to exit an Isolated of a Setup Area, are not considered Enterable for the purposes of Setup
Location, No-Man's Land, an enemy Setup Area, or Uncontrolled Terri­ Area determination, and in fact will divide an otherwise intact Setup Area
tory that it cannot remain in, to a friendly Setup Area or Eligible Entry into two]. Friendly Setup Areas that touch/overlap are treated as a single
Area. Setup Area, provided that� one of the touching/overlapping hexes is En­
FPP (Fortification Purchase Points): Used to purchase Fortifications in terable by Infantry from the other Setup Area. For the Initial Scenario,
RePh step 4.719. see also 4.6.
Front-Line Hex: A Setup Area hex that shares� one hexside with� one Shift: The RePh process by which a Retained unit attempts to exit its
hex of an enemy-Setup-Area/No-Man's Land/Uncontrolled-Territory hex. current Setup/Entry Area to another friendly Setup Area or Eligible Entry
Full Strength: A RG received as a complete group. Area; see 4.713.
Holding Area: The off-map portion of an Entry Area. It is used for hold­ Strategic Location: Each Light-Jungle-hex/Stream-Jungle-hex/Jungle­
ing all units/Equipment that are Retained in (including those that Debris-hex/CR/Objective-Hex/Pillbox/entrenchment and each Location
Shift/Escape/Exit to), as well as those that will enter play as reinforce­ occupied by a non-Abandoned Immobile vehicle with functioning MA,
ments via, that Entry Area. or by an unhooked non-malfunctioned Gun, is a Strategic Location.
Idle Date: A CG Date in which both sides have picked an Idle chit Strength: An "I'' or "V" type RG is received at Full or Depleted Strength.
(meaning that no scenario is played); 4.721. Uncontrolled Territory: All non-No-Man's Land hexes that are part of
Initial Scenario: The first scenario of the CG. The CG's Initial Scenario no Setup Area; i.e., are � 3 hexes from all Controlled Strategic Location
gives each side's setup/entry restrictions, starting OB (possibly including hexes.
pre-determined RG, units, and a pool of CPP/FPP to spend on additional Weapon: Any SW/Gun/Vehicular-armament which uses the IFT/TH ta­
RG/Fortifications), and SSR applicable only to the Initial Scenario. bles to cause damage to the opponent.
Isolated: A unit/Weapon in a friendly Setup Area Location from which it
cannot trace a path of contiguous, Enterable, Uncontrolled-Tenitory/ 4.3 THE CG SCENARIOS: The parameters of the CG scenarios are
friendly-Setup-Area Locations to a friendly Entry Area. See 4.7052, given in 4.6. The CG continues until the CG End (4.6). Each side's initial
4.7056, and 4.7221. Setup Area(s) for a non-Initial CG scenario is determined by the Strategic
No-Man's Land: A non-Strategic Location within two hexes of both Locations Controlled by both sides at the previous CG-Scenario End.
friendly- and enemy-Controlled Strategic Locations; 4.7051. 4.31 CG BALANCE PROVISIONS: Should each player wish to play
OB (Order of Battle): All units, Equipment, Fortifications, and RG of a the same side (A26.4), the following Balance is used throughout the CG:
side eligible to participate in the next CG scenario. American: American Personnel in possession of HMG/DC are consid­
Objective Hex: An Objective Hex can be purchased by either side. An ered Fanatic.
Objective Hex remains a potential Strategic Location even if not revealed Japanese: Japanese MMC are considered Fanatic when stacked with a
on the CG Date it was designated. As soon as (but never before) such an Japanese leader.
Objective Hex is Controlled (as per A26.11-.12; even if during setup) by
Infantry of the designating side, its identity must immediately be revealed
to the opponent and it becomes a permanent Strategic Location. Once re­ 4.4 CAMPAIGN GAME SPECIAL RULES: The following CG SSR
vealed, use a Control marker (or any mutually agreed-upon counter) of apply only in the SC CG scenarios and RePh:
the controlling side to mark the hex. Any non-stream hex may be desig­ CGl. MAP: Each CG scenario uses the entire SC map.
nated as an Objective Hex.
CG2. SC SSR: All SC SSR are in effect except as amended below.

©2011 Multi-Man Publishing, Inc. Z65


OC Edwards (Order #36526084)
CG3 z
CG3. CG NIGHT SCENARIOS: The side(s) selecting the • A Reserve Cloaked leader may not use his leadership benefits for any
Attack chit in a night Attack scenario (4.7212) is considered purpose;
the Scenario Attacker (El.4; despite usually having units • If a Flame/Blaze occurs in a Location that contains a Reserve Cloak­
available to set up on map); a side selecting the Idle chit is ing counter (even a Dummy), that counter may move/advance once to
the Scenario Defender (El.2). The Scenario Defender in a CG night At­ an ADJACENT non-Blazing Location, provided it is not moving clos­
tack (4.7212) scenario has automatic Freedom ofMovement (following er (in hexes) to an enemy ground unit regardless ofLOS. If it cannot
any enemy attack besides a successful Ambush; El.21) for his two best do so, its owner may at that time place it anywhere within three hexes
non-Reserve leaders. The Scenario Attacker may use normal Cloaking of its current hex, though he may not place it closer to an enemy
(El.4-.43) for his Infantry, even ifthey set up on-map. (Cloaking coun­ ground unit and must otherwise abide by the rules pertaining to Re­
ters must be a different color than those used for any Reserves.) Cloak­ serve setup;
ing-counter HIP is NA. On map Cloaked SW need not be dm. Scenario
Defender reinforcements Retained off map may enter at an Eligible Entry • Each RG unit/Equipment piece that is still Cloaked at scenario end is
Area only following a RPh reinforcement dr of< the current Game Tum revealed (4.702) and Retained (SSR CG19);
number, or automatically once any Scenario Defender unit has been at­ • Each Dummy Cloaking counter is Eliminated at the end of play
tacked by other than OBA/Sniper or has seen a Known enemy unit. A re­ (4.702).
inforcing AFV with a radio releases other friendly AFV with a radio as CG7. OPTIONAL VEHICULAR EQUIPMENT: Optional Gyrostabiliz­
per El.21. ers must be rolled for individually (Hl.42). If so equipped, no additional
CG4. ENTRY AREAS: The Japanese Entry Area is the south edge ofthe CPP cost is assessed.
map board. The American Entry Area is the north edge ofthe map board. CGS. STATUS MARKERS: During its setup, each side may opt to se­
No unit may ever set up in an opposing side's Entry Area. cretly record the BU, CE, TCA, Immobilized, abandoned, malfunctioned,
CGS. RG SETUP/ENTRY: Each RG/unit listed in an Initial Scenario's and/or disabled status ofits vehicles/Guns in lieu ofplacing the appropri­
OB is available for on-map-setup/entry as specified below. If set up on­ ate marker(s) on them. Place the actual marker(s) when the piece is non­
map, units/Equipment ofa RG must be set up in the friendly Setup Area concealed and within 16 hexes ofany enemy ground unit which has LOS
they are Retained in (or as defined by Initial Scenario setup restrictions). to it.
All other units/Equipment enter on/after Tum 1; if they set up off-map CG9. CONCEALMENT: Each Infantry unit (and its pos­
during the RPh (A2.51), but do not enter that same Player Tum, they are sessed Equipment) setting up in Concealment Terrain may set
unavailable for use during the remainder of the current CG scenario. up concealed, regardless ofenemy LOS. Vehicles may not be
Such units are, however, Retained for the next CG scenario. All concealed unless out of enemy LOS. Such "?" need not be
units/Equipment of the same RG must initially either be set up in the purchased; i.e., each is placed freely. Otherwise, Al2.12 applies in the
same Setup Area or enter at any hex(es) oftheir Entry Area. Equipment normal manner. Eligible units may be concealed prior to the opponent
ofa just purchased RG must initially be possessed by a unit ofthat RG. viewing the setup. For purposes of"?" placement, all Locations outside
For setup purposes RG must be able to trace a path (ofany length) of the LOS ofall opposing Setup Area Locations are considered Conceal­
contiguous, Enterable (by all units of that RG) friendly-Setup/Uncon­ ment Terrain. "?" purchased in the RePh and those received at night
trolled-Territory Locations from its Setup Area to their Eligible Entry (El.2) are used as Dummies.
Area. This path may not cross any non-Ford stream hexes.
CGlO. BORE SIGHTING & GUNS: Bore Sighting is NA
CG6. RESERVE RG: Each RG purchased for 20% less (FRD) than the [EXC: Eligible SW MG may Bore Sight at night]. Guns
listed CPP cost may be set up on map only if set up in Reserve using the may be hidden at setup as per A12.34. Each non-vehicular
principles of Cloaking (El.4; see also below). If unable to be set up in Gun that ended the last CG scenario on map must be set
Reserve such a RG is instead Retained in the Holding Area ofits Entry up within three hexes of the Location in which it ended
Area and may enter on/after Tum 1. For each Reserve RG purchased, the that scenario [EXC: Escape (4.706); Shift (4.713); if a CG ldle Date has
player receives one Reserve Cloaking counter (i.e., a ½ " "?" ofany un­ been generated; instead it may set up anywhere in its current Setup
used nationality) for each MMC that will set up as Infantry. Each Re­ Area].
serve RG purchased may, at its owner's option, also automatically in­
CGll. SNIPERS: Each side must use two Sniper counters. Each Sniper
clude one Reserve Dummy Cloaking counter (usable in a day/night
counter must be set up initially as per the first two sentences ofAl4.2,
scenario). Each Reserve Cloaking counter may represent a maximum of but with� 10 hexes between them (or as far apart as possible if they can­
one unit/stack (and its possessed Equipment), and must be set up at not setup� 10 hexes apart); when a Sniper attack can occur, make a dr to
ground level in a non-Isolated, friendly Setup Area Location� six hexes
randomly determine which one actually attacks (assign numbers so that
from all enemy Setup Area hexes and� four hexes from all stream hexes.
each has an equal chance). The SAN is never altered by the presence of
Reserve Cloaking-counter HIP is NA. Reserves cannot Deploy/Recom­
> one friendly Sniper in play simultaneously. Any result (e.g., Pin) affect­
bine, and are ignored for the purposes of Deployment/HIP/"?" limits.
ing a Sniper counter affects all friendly Snipers. See also 4.7122.
During a CG scenario, each Reserve unit/stack must remain cloaked and
may conduct no action whatsoever until an enemy ground unit is in its CG12. TERRAIN CHANGES: Each alteration ofprinted terrain that oc­
LOS within six hexes, or until subjected to an enemy attack (including curs during a CG is permanent, barring subsequent Clearance/removal
WP) that results in loss of the Cloaked Reserve unit's/stack's conceal­ (as applicable). All Fortifications, Trail Breaks, CR, Shellholes, and
ment, at which time its owner may (or must, if the Reserve Cloaking Wrecks are left on-map from scenario to scenario (unless removed due to
counter was so attacked or was revealed by Detection as per A12.15) re­ a Blaze, etc; for Wrecks, see also the 4.2 definition of "Eliminated").
veal a Reserve Cloaking counter's contents (if any) by placing them on­ Each terrain Blaze is resolved in RePh step 4.709-.7092. No Wreck is re­
map unconcealed. In general, the contents (if any) ofa Reserve Cloaking moved from play due to being in a terrain Blaze, it remains on-map (still
counter are considered to not exist until they are revealed. The following treated as a LOS Hindrance). Whenever a vehicle is Immobilized, Aban­
apply to Reserve Cloaking: doned, and all ofits present Inherent Weapons are disabled (or it has no
Inherent Weapons), it is immediately replaced by a Wreck.
• A Reserve Cloaking counter is ignored for all overstacking, conceal­
ment loss/gain, and Control purposes; CG13. MAP EXIT: Each Personnel/Equipment piece that exits the map
via its friendly Entry Area during play cannot re-enter the map during
• A non-Cloaked Dummy stack and a Reserve Cloaking counter may
that scenario but is Retained for use during the next CG scenario. How­
neither set up, nor end a phase, together in the same Location;
ever, each such broken Personnel unit must take a NTC (a Good Order
• A Reserve Cloaking counter is a non-target to an enemy Sniper attack leader's DRM can apply) immediately upon exiting; failing this NTC
(Al4.22);

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z 4.6
causes Casualty Reduction (if it is Eliminated, so is its possessed Equip­
ment). Everythlng exited at any other location during play is Eliminated.
CG14. GAME END: A Turn Record Chart is printed on the map. Each
CG scenario has a variable Game Turn Length. At the end of each Player
Tllfl2 of Turn 5, and at the end of each Player Turn thereafter, the AT­
TACKER makes a Game End dr; if the result is !> the circled number in
the current turn's box on the CG Turn Record Chart, the scenario ends
immediately. A -1 drm applies during a Night scenario.
CG15. WEAPON/CREW REMOVAL: A Retained vehicle may begin a
CG scenario Abandoned and/or with eligible armament Removed
(D6.631). Such a removed-weapon/crew-counter must begin that CG
scenario in the same Setup/Entry Area as the vehicle it came from.
CG16. AMERICAN FANATICISM: For one CG scenario
on/after the 3 January AM CG scenario the American player
may declare all of his Personnel Fanatic for the entire sce­
nario. This must be declared immediately upon the conclu-
sion of all on-map setup. 4.6 SC CAMPAIGN I: THE GREEN INFERNO
CG17. OBA: Each side's available OBA is limited to a Following their nearly uncontested landing at Cape Gloucester's Yel­
maximum of two modules per CG Date. For the purposes low Beach,"The Old Breed" - the 1st Marine Division - began its push
of this rule, "available" means having the module's southward to clear Target Hill, Hill 660, and Borgen Bay. After a short
phone/radio in play at any time during a CG scenario. A but intense fight to clear Target Hill, General Rupertus, commanding
phone/radio counter (and its associated OBA module) is general of the division, unleashed General Shepard to the southeast with
immediately eliminated when its OBA is exhausted, or in the RePh a composite group as a semi-independent command. This force, com­
(4.7044) if its OBA was"used" per SSR CG 19 in the previous scenario. prised of units from the 5th and 7th Marine Regiments, was tasked with
On an OBA RG's CG Date of purchase, its phone/radio is placed in any passing through the 2nd Battalion, 7th Marine Regiment's area of opera­
non-Isolated Setup/Entry Area. See also CG19. tion and advancing to a phase line called"0-1," thereby pinching 2-7 out
CG18. AMMO SHORTAGE REMOVAL: When a Good Order In­ of the line and moving them into Regimental Reserve. 2-7 had been dug
fantry unit suffering from Ammunition Shortage due to Isolation (4.7052) in along a section of a muddy stream that was unmarked on the maps of
begins a friendly player Turn in the same Location as an armed, Good the area selected for the advance. The stream that 2-7 had advanced to
Order friendly Infantry MMC that is itself not suffering from Ammuni­ and used to anchor their beachhead perimeter was the same stream that, a
tion Shortage and whose US# is 2: that of the other MMC, its Ammuni­ bit farther west, Japanese Col. Kenshiro Katayama was busily fortifying
tion Shortage ceases to exist at the end of that player turn provided that in anticipation of this advance. Soon to be dubbed "Suicide Creek" by
both units become TI and remain Good Order throughout that Player the Marines, the stream was a steeply-banked, muddy mess averaging
Turn. A MG SW's Ammunition Shortage is removed whenever it is pos­ 30-40 feet in width. As 3-7 Marines approached it they scattered or by­
sessed by an armed, Good Order friendly MMC that is not suffering from passed Japanese outposts which sought to gauge their strength. Upon ar­
Ammunition Shortage. All other Weapons suffering from Ammunition rival at the creek, the Marines attempted a hasty assault across it, only to
Shortage lose that status only by ending a CG scenario non-Isolated. be met by devastating small arms, machinegun, and mortar fire. Kenshi­
ro's troops succeeded in stopping cold the Marine advance. Lt. Col.
CG19. RETAINED RG: Regardless of whether it was used during a CG
William Williams of the 3-7 Marines knew that he would require more
scenario, each purchased/OB-given RG (or part thereof, including each
firepower and requested armor support. Tanks were available, but the
radio/phone and leader assigned to an OBA RG, even if that radio/phone
jungle was too dense to get them forward. Marine Pioneers were there­
counter was Eliminated during play), is Retained until Eliminated/Re­
fore tasked with building a jungle road to the stream and then building a
called in a CG scenario or its subsequent RePh. For purposes of this rule,
ford to get the tanks and Marines across the stream and into the Japanese
an OBA RG is considered to have been used (and thus will be Eliminated
defense network. After two days of fruitless punching and counter-punch­
in the next RePh; SSR CG17) if 2: one FFE: 1 counter from that module
ing which resulted in significant casualties, the Marines were finally
was placed during the previous scenario. If Retained, an OBA's Draw
ready for their push. With a combined arms task force in place, the
Pile (Cl.211) is restored to the number of red and black chits it had at the
Marines were ordered on the morning of the 4th to make one more push
start of the previous scenario, and its radio/phone is restored (to any Eli­
across the stream. This time, even with a vicious Japanese response, the
gible, non-Isolated Entry Area or Setup Area) if it was Eliminated. Each
Marines had the combat power to get the job done. The tanks made the
un-entered RG (or part thereof) is Retained in the Holding Area of its
difference since the Japanese had limited anti-armor assets. The infantry's
Entry Area [EXC: if Shifted; 4.713].
primary mission was to keep suicidal Japanese from placing high explo­
CG20. SELF RALLY: Each side is allowed to attempt to self rally 2 non­ sive charges on the tanks. After many such attacks the Japanese realized
Disrupted MMC, provided (as per Al8.ll) each such attempt is carried that the Marine tankers were too much for them and began to pull back
out before other friendly MMC Rally attempts. into the jungle to reorganize for their next fight. "The Old Breed" had
CG21. CONTROL: A side Controlling a hex at game end containing an un­ successfully dislodged the Japanese.
occupied pillbox is assumed to Control all locations of that pillbox as well. CG LENGTH: A CG scenario is played for 7 dates in this CG (January
2, PM and Night; January 3, AM, PM, and Night; and January 4, AM
4.5 INITIAL SCENARIO: The special information needed to play the and PM).
Initial Scenario for CGI is provided in 4.6. For the Initial Scenario, play­ CG VICTORY CONDIDONS: Provided there are no SC Pillboxes/SC
ers begin with RePh step 4.717 (Purchasing Reinforcement Groups) and Cellars (SSR SCl.5) occupied by Japanese units, the Americans win at
complete RePh steps 4.717-.723 (these steps are preceded by a"!" in the the end of any CG scenario by achieving both of the following condi­
RePh Sequence; 4.7). In the Initial Scenario the side moving first is con­ tions:
sidered the attacker. No attack chit expenditure is necessary for the Initial 1. The Americans have exited 2: 24 total Exit VP off the south edge.
Scenario.
2. There is 2: one friendly, mobile M4A2 MT with a functioning MA
south of The Stream (SSR SCl.2).

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4.6
ATIACK ClllT LIMITS: American 5, Japanese 2.
z
4.718 RG Strength,Weapons, & Leaders
INITIAL SCENARIO SETUP SEQUENCE: Japanese sets up first; 4.719 PurchasingFortifications
American moves first. 4.720 Attack Chit Limit
INITIAL JAPANESE OB: 4.721 Initiative Determination
Elements of 141st Infantry Regiment and 2nd Battalion, 4.722 Unit Setup
53rd Infantry Regiment [ELR: 4] set up south of The 4.723 Scenario Commencement
Stream (see SSR I-2): {SAN:4}
RG:11 x 4 6 xWire 4.701 CONCLUSION OF MELEE: All opposing units in
RG:14 30FPP the same Locations are now assumed to be in Melee, and
must undergo an (unlimited) number of Melee rounds until
RG:O2 12 CPP no more CC attacks can be made. Such units are free to per-
18 X 1+3+5 Pillbox form any/all normal CCPh activities associated with Melee (i.e., attack,
Capture, Withdrawal, etc.). Consider the side that moved first in that sce­
INITIAL AMERICAN OB: nario to be the ATTACKER. Following the conclusion of the first round
Elements of 5th and 7th Marine Regiments, 1st Marine of RePh Melee in a Location, each still-hidden/concealed unit therein is
Division [ELR: 5] enter on/after Tum 1 along the north revealed, each pinned unit therein becomes unpinned, each CX counter is
edge:{SAN:2} removed, each vehicle currently in Motion therein has its Motion counter
removed, and each Stun counter on a vehicle therein is flipped over to its
27 X 6-6-8 lOxMMG "+l" side (the vehicle is still subject to Recall, if applicable, and may be
10-2 6 x DC marked as CE if so desired). Resolve all Melees in alphanumeric se­
quence (e.g.,Al, then B16, then Bl7, then Cl 9, etc.).
2 X 9-1 4 x BAZ43
6 x Ldr DR (see 4.7183) 4 x M2 60mm MTR 4.702 MARKER REMOVAL: All markers/counters listed below are re­
moved from the map at this time (Right of Inspection does not apply to
INITIAL SCENARIO SPECIAL RULES: revealed stacks):
1-1.All SC SSR are in effect. a) SR and FFE counters;
1-2. Up to six Japanese squad-equivalents may set up north of The b) SMOKE counters;
Stream in hexes numbered .?: 4. All OB-given and purchased Japanese c) Acquired counters;
RG may setup on-map at no extra CPP cost. d) DM, Disrupted,Fanatic, Berserk, Dummy Stacks, Dummy Cloak­
ing Counters, and"?";
4.7 REFIT PHASE: The following steps (4.701-.721) are performed si­ e) CX, Motion, CE, BU, and Labor markers;
multaneously by each side during the RePh, which occurs after each CG f) All hidden/Cloaked units, Entrenchments, and Equipment are
scenario. Each step (and sub-step) must be carried out in the placed on-map in their present Location IF NOT IN AFRIENDLY
numbered/lettered order given; those not applicable to the current situa­ SETUP AREA;
tion may be omitted (e.g., if there are no Flames/Blazes on the map, skip g) Sniper counters
RePh step 4.709). Those steps listed below preceded by"!" are the only
steps to be completed before setting up to play a CG Initial Scenario.
Those preceded by">" are the only steps necessary to achieve CG-Sce­ 4.703 RALLY & UNLOADING: All currently broken units of both
nario End after the last Player Tum CCPh. sides automatically rally, even if Disrupted. No DR is made. All Rider
Personnel and Equipment are then unloaded into their vehicle's Location.
When step 4.703 has been completed, CG-Scenario End has occurred.
RePh Sequence:
> 4.701 Conclusion ofMelee
4.704 ENCIRCLEMENT, BOG, SHOCK/UK, & USED OBA RGs
> 4.702 Marker Removal
4.7041 ENCIRCLEMENT: Each Encircled unit [EXC:
> 4.703 Rally & Unloading prisoner} must take a separate 1TC (leadership DRM may
4.704 Encirclement, Bog, Shock/UK, & Used OBA RGs apply ifpresent and at owner's choice). Ifit passes its 1TC, it
4.705 Setup Area Determination remains in the present Location (Encircled markers are not
removed until 4.7062). Failing the ITC results in the unit's immediate
4.706 Escape
Elimination [EXC: Encircled Vulnerable PRC of an Immobile vehicle are
4.707 Equipment Possession & HiddenFortifications Eliminated, leaving the vehicle abandoned]. Each prisoner that an Elimi­
4.708 Prisoners nated Encircled unit was Guarding must, if possible, be claimed by an­
4.709 ExtinguishingFlames & Blazes other unit in that Location friendly to the Eliminated unit. If the prisoner
is not claimed, it is considered Rearmed (A20.551) and may automatical­
4.710 Wounded Leaders ly possess any Equipment dropped by its Eliminated Guard. Otherwise,
4.711 Recombining & Battle Hardening any Equipment that an Eliminated Encircled unit possessed is left in the
4.712 New CG Date & SAN Adjustment Location unpossessed.
4.713 Shift 4.7042 BOG: Each non-abandoned, bogged/Mired vehicle
must undergo.?: one Bog Removal attempt (D8.3) until it is
4.714 Equipment Repair & Replenishment either unbogged or immobilized (MP expenditure is immate­
4.715 Ammunition Shortage rial).
4.716 CPP Replenishment
4.717 Purchasing Reinforcement Groups

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z 4.706
4.7043 SHOCK/UK: Each Shocked/UK AFV of (potential) Strategic Locations (e.g., a manned, immobilized vehicle
must undergo � one recuperation attempt (C7.42) with functioning MA that becomes Mobile [4.7141b], etc.) do not alter or
until either the marker is removed or the AFV is otherwise affect either side's Setup Area(s) in any way; once all Setup
Eliminated. Areas have been correctly marked, they will remain thus until the start of
4.7044 USED OBA RGs: If an OBA RG has been used (see SSR CG17 the next CG scenario.
and SSR CG19) remove its radio/phone. 4.7055 IN FRIENDLY SETUP AREA: Each unit/Equipment currently
in a friendly Setup Area is Retained therein. IMPORTANI': Each Gun
must (for now; see SSR CGlO and 4.713) remain in its current Location,
4.705 SETUP AREA DETERMINATION: Each side now determines due to setup restrictions.
its Setup Area(s) for the next CG scenario. Each side may, at any time
during/after a CG scenario, place a friendly Location Control marker (or 4.7056 NOT IN FRIENDLY SETUP AREA: Use the following charts
any mutually agreed-upon counter) in a Strategic Location that it current­ to determine what happens to on-map units/Equipment that do not end a
ly Controls, especially if that Location's Control might become disputed CG scenario non-Isolated inside a friendly Setup Area. Note that the ac­
at some later point. A Control marker must be removed (or flipped over) tions listed are to be implemented in their proper RePh order (4.7).
if the Controlling side loses Control of that Location. A non-Strategic Lo­ Personnel/Mobile Vehicle
cation may still be Controlled (as per A26.ll-.12), but does not receive a
Control marker. A Setup Area may currently contain no units, but can
also have friendly units Shifted into it unless it is Isolated.
4.7051 NO-MAN'S LAND: As each side determines its Setup Area(s),
there will be portions of the map where two opposing Setup Areas "over­
lap." A non-Strategic Location within two hexes of both friendly- and
enemy-Controlled Strategic Locations is a No-Man's Land hex. A No­
Man's Land hex can never be part of a Setup Area. A Strategic Location
can never be No-Man's Land (though it can be Isolated). Each manned,
Immobile vehicle without functioning MA in No-Man's Land becomes Abandoned (but otherwise Mobile) Vehicle or Un� Non-Ve­
abandoned, and its crew (if any) must attempt Escape as per 4.706. See hicle Equipment other than Functioniru! Gun
also 4.7056 and 4.7072.
4.7052 ISOLATED UNIT: An Isolated unit/Weapon is one in a friendly
Setup Area Location from which that unit (or, for a Weapon only, a hypo­
thetical Infantry MMC) would be unable to trace a path of contiguous,
Enterable, Uncontrolled-Territory/friendly-Setup-Area Locations to an
Eligible Entry Area. See 4.706 for Escape requirements and 4.7221 for
setup restrictions and penalties. See also 4.7056.
4.7053 UNCONTROLLED TERRITORY: Uncontrolled Territory Crewed. Immobile Vehicle without Functionin2 MA
refers collectively to all hexes that are neither No-Man's Land nor part of
either side's Setup Area (i.e., � three hexes from all Controlled Strategic
Locations). Each Personnel/Mobile-vehicle in an Uncontrolled Territory
hex at scenario end is Retained into the nearest (along the shortest path of
contiguous, Enterable, Uncontrolled Territory hexes) friendly Setup Area
(even if Isolated) or Eligible Entry Area; unit owner's choice of Area if
equidistant. Each Personnel/Mobile-vehicle unable to trace such a path is
required to attempt Escape (4.706). Each Immobile vehicle without func­
tioning MA becomes abandoned, and its crew (if any) is then either Re­
tained (if it can trace such a path) or required to attempt Escape. See also
4.7056 and 4.7072.
Crewed, Immobile Vehicle with Functioning MA or Crewed Gun
4.7054 SURROUNDED HEXES: Each Uncontrolled Territory, and
each unoccupied Strategic Location that is currently completely enclosed
within a Setup Area of only one side, becomes part of that Setup Area
[EXC: a Location vacated later due to the Escape of an enemy unit;
4.7131].
* Capturing/Eliminating side may Remove/attempt-to-Scrounge al­
MARKING THE MAP: Included in the SC module is a reduced-size lowed Weapon(s) and/or turn vehicle into a wreck.
map. Each side should now record its Setup Area(s) on a new photocopy t Abandoning crew may Remove allowed Weapon(s) and/or tum ve­
of the reduced-size map. Both sides outline (using different color pens, hicle into a wreck.
but on the same photocopy) each Strategic Location Controlled by them.
Other Strategic Locations can be marked by an appropriate letter inside a
square; e.g., "E" for Entrenchment, "F' for Fortification, "G" for a func­ 4.706 ESCAPE: Each Personnel/Mobile-vehicle unit ending a scenario
tioning Gun, "V" for a manned, Immobile vehicle with functioning MA, in No-Man's Land, or in an enemy Setup Area, or in Uncontrolled Terri­
etc. Once all Strategic Locations have been indicated, mark all No-Man's tory from which it is required to attempt Escape (4.7053), must attempt
Land hexes using another color (suggestion: a yellow "highlighter"). Escape. Each Personnel/Mobile-vehicle unit ending a scenario Isolated
Next, each side draws its Setup Area boundaries, enclosing all non­ may attempt Escape [EXC: each such Isolated, Overstacked unit must at­
Strategic Locations within two hexes of each friendly-Controlled Strate­ tempt Escape (or be freely moved to another Location within that same
gic Location (excluding No-Man's-Land). Isolated Setup Area) until the Location is not Overstacked]. If> one Per­
sonnel unit in the same Location wishes to Escape, they may combine
After all Setup Areas have been determined, each side should record (on into one or more stacks; each stack then makes its own DR on the Escape
a reduced-size map) an ID for each one. Subsequent changes in the status table. When attempting to Escape, each MMC may portage s five PP and

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4.706 z
each SMC may portage :S two PP [EXC: a wounded SMC can portage 4.707 EQUIPMENT POSSESSION & HIDDEN FORTIFICATIONS
nothing]. Each squad stacked with a leader may freely Deploy. Prior to 4.7071 IN SETUP AREA: Each piece of Equipment in a Setup Area is
its possessor's Escape attempt, each SW/Gun may (must, if the unit ex­ Retained (as Captured, if applicable) therein by the side Controlling that
ceeds its allowed portage limit) be dropped or freely Eliminated/frans­ Setup Area. At its (new) owner's option, each such non-vehicle piece
ferred/dismantled-if-possible. A Gun can never Escape. may be Eliminated by any Personnel (even an Abandoning crew) Re­
ESCAPE TABLE tained in that Setup Area, and each such vehicle may be Abandoned, etc.
as per 4.71423. The Inherent crew of each now-Captured Immobile vehi­
cle with no functioning MA is also Captured. Each unpossessed/aban­
doned Equipment piece in a Setup Area may remain unpossessed/aban­
doned (in which case it retains its present CA), or may be automatically
repossessed/remanned and operated (as per A21.ll-.13, A21.21-.22,
D5.42, or D6.631) by Personnel Retained in that Setup Area. Each Im�
mobile vehicle must remain in its present Location and VCA until such
time that it becomes Mobile.
4.7072 NOT IN SETUP AREA: All unpossessed/abandoned Equip­
ment in No-Man's Land or Uncontrolled Territory must remain in its
present Location (and vehicle/Gun CA) until Eliminated or repossessed/
remanned in (or after; 4.7071) a subsequent scenario. Each Immobile ve­
hicle must remain in its present Location and VCA until such time as it
1 An Original 2 DR results in Escape and Heat of Battle for an eligi­ becomes Mobile.
ble unit (Al5.); use Random Selection to determine the unit(s) af­ 4.7073 HIDDEN FORTIFICATIONS: Each still-hidden Fortification
fected in a stack [EXC: Any result other than Hero-Creation/Battle­ within a Setup Area of the purchaser's opponent is placed on map. Each
Hardening results in Elimination of the unit(s)]. on map Fortification (i.e., from previous CG scenarios) is Controlled by
2
A crew, or unit that would become Disrupted is Eliminated instead. the side (if any) Controlling its Location.
3
Use Random Selection for a stack.
4
The surviving crew (if any) may turn the vehicle into a wreck in its
current hex. 4.708 PRISONERS: Each prisoner guarded by a non-Isolat­
5 In current hex and VCA; the surviving crew (if any) may attempt to ed unit is Eliminated. An Isolated Guard may retain posses­
Scrounge the vehicle/wreck. sion of his prisoner(s), freely transfer them to another friend­
6 ly unit (capable of being a Guard) in the same Isolated Area,
The surviving crew (if any) may attempt to Scrounge the vehicle
or free them. If freed, a prisoner is automatically Retained (by the side
prior to its Elimination.
friendly to it) into the nearest (in shortest path of contiguous, Enterable
ESCAPE DRM: Locations) friendly-Setup/Eligible-Entry Area (of the Unarmed unit
side's choice if� 2 such Areas are equidistant). An unarmed MMC is Re­
placed by a Green/Conscript MMC of the same size; a freed SMC is Re­
placed by the original SMC type.

4.709 EXTINGUISIIlNG FLAMES & BLAZES: Players


must remove each Flame/Blaze counter and make the appro­
priate terrain alterations when performing the following sub­
steps (4.7091 & 4.7092):
4.7091 BURNING WRECK: Each Burning Wreck has its Blaze marker
replaced with a Scrounged marker.
4.7092 ELIMINATIONS: All Fortifications/Equipment in what were
terrain Flame/Blaze Locations are Eliminated. All Isolated units/Equip­
ment that would have been confined to setting up in Locations from
which a terrain Flame/Blaze has just been removed are Eliminated.

4.710 WOUNDED LEADERS: Each side makes a dr on the follow­


ing table for each currently wounded Retained leader:
WOUNDED LEADER TABLE

4.7061 ESCAPE RESULTS: If a unit survives the Escape attempt, it


and all Equipment it took with it are Retained into a friendly Setup Area
or off-map in an Eligible Entry Area-whichever is nearest in a path of
contiguous, Enterable, Uncontrolled-Territory/enemy-Setup-Area Loca­ drm:
tions (Escapee's choice if� two such Areas are equidistant, but always +1 if Isolated
using as few enemy Setup Area Locations as possible). If a unit is Elimi­ -1 if heroic
nated by the Escape attempt all Equipment it took with it is Eliminated -1 if Japanese
on a subsequent dr of � 4; on a dr of :S 3 the Equipment is left in the
Eliminated unit's last-occupied Location. See also 4.7131.
4.7062 ENCIRCLED MARKER REMOVAL: All Encircled markers
are now removed.

©2011 Multi-Man Publishing, Inc. Z70


OC Edwards (Order #36526084)
z 4.7142
4.711 RECOMBINING & BATTLE HARDENING Setup Area (if Retained on-map), though it may participate normally in
4.7111 RECOMBINING: All Retained same-type HS with the same the next CG scenario.
Strength Factors within the same Setup/Entry Area must now recombine t Each Personnel unit suffers Casualty Reduction on a subsequent dr of�
(Al.32) so that no more than one of each HS type is retained in that Area 4. Each vehicle is Eliminated on a subsequent dr of� 4; if it is Elimi­
[EXC: each side may retain one HS per SW MFR Retained even if that nated, make a CS DR for its Inherent crew (if any; Casualty Reduction
SW is currently malfunctioned]. is NA). Roll separately for each unit.
4.7112 HEROES & MMC: On each side, each Retained 4.7131 VACATED SETUP AREA: If the last unit in a friendly Setup
hero [EXC: heroic. leader; 4.7113] is Eliminated; however, Area is Eliminated or successfully Escapes/Shifts elsewhere, each Loca­
each such Elimination enables that side to Battle Harden one tion of that Setup Area remains Controlled by the last Controlling (i.e., by
non-crew MMC of the owner's choice within the same the vacating) side.
Setup/Entry Area as that hero [EXC: if no MMC are available to Battle
Harden the hero is Retained in that Setup/Entry Area]. Elite MMC that 4.714 EQUIPMENT REPAIR & REPLENISHMENT
Battle Harden become Fanatic (but only for the duration of the next CG
scenario). No MMC may Battle Harden> once per RePh. 4.7141 VEHICLES: The American player performs the applicable
step(s) below for each vehicle in a friendly-Setup/Eligible-Entry Area.
4.7113 LEADERS: On each side, each Retained heroic leader Battle
Hardens and loses its heroic status [EXC: a heroic 10-3 loses his heroic a) ABANDONED: Each abandoned vehicle may remain abandoned, or
status with no additional effect]. may be remanned and operated (as per A21.22 or D5.42/D6.631) by
Personnel Retained within the same Setup/Entry Area.
b) IMMOBILIZATION REPAIR: Each non-captured, non-abandoned,
4.712 NEW CG DATE & SAN ADJUSTMENT immobilized vehicle must make a dr on the following table to deter­
4.7121 NEW CG DATE: Each passage of this RePh step represents the mine if the immobilization is repaired:
start of a new CG Date.
IMMOBILIZATION REPAIR TABLE
4.7122 SAN ADJUSTMENT: Each side must determine if the SAN of
their side must be reduced for the current CG scenario. A side whose
SAN is currently < 2 has it automatically raised to 2 (no FPP expenditure
is necessary). If a side has a SAN � 4, a SAN adjustment dr must be
made with a + drm equal to the current SAN minus four. A Final dr � 5 drm:
immediately reduces that side's SAN by two. +1 if Isolated
+1 if only Non-Qualified Use (A21.13) possible
4.713 SIIlFT: A Personnel/Mobile-vehicle unit (or group of such) Re­ +1 if in a Front-Line Hex
tained in a Setup Area may attempt to Shift to another friendly Setup * And is Retained in its current Setup/Entry Area
Area, or Eligible Entry Area. A Personnel/Mobile-vehicle unit (or group c) AFV RECALL: Each Mobile, non-Isolated Retained AFV under Re­
of such) Retained in an Entry Area may attempt to Shift to a non-Isolated call is Eliminated. If Mobile, under Recall, and Isolated, such an AFV
friendly Setup Area. A unit/group that wishes to Shift from a Setup Area begins the next scenario under Recall (as well as suffering Ammuni­
must be able to trace a path (of any length) of contiguous, Enterable (by tion Shortage; Al9.131).
all units of the Shifting group), Uncontrolled-Territory/friendly-Setup­
Area/Eligible-Entry-Area hexes from any friendly-Controlled hex of that d) STUNNED: A side Retaining a vehicle suffering the results of a Stun
Setup Area to any hex of the Area to which it is attempting to Shift. Each (small stun; DS.34) must make a dr on the following table to deter­
MMC may portage !> five PP and each SMC may portage !> two PP mine if the vehicle recovers from the stun result:
[EXC: a wounded SMC can portage nothing]. Prior to its possessor's VEHICLE STUN RECOVERY TABLE
Shift (attempt), each SW may (must if the unit exceeds its allowed
portage limit) be dropped or freely Eliminated/transferred/dismantled-if­
possible. A Gun cannot be Shifted. Each squad stacked with a leader may
freely Deploy. Make a separate Secret DR on the following table for each
unit/group attempting to Shift [EXC: no DR is required if a unit/group
Retained in a Setup Area wishes to Shift to an Eligible Entry Area that is drm:
part-of/adjacent-to that Setup Area; i.e., such a Shift is automatically suc­ +1 if Isolated
cessful]. Only one Shift attempt may be made per unit/group per CG
Date, and all units attempting to Shift from the same, and to the same
new, Entry or Setup Area must do so as a single group. 4.7142 WEAPON REPAIR: Each side now makes a separate dr on the
table below for each malfunctioned, non-captured, Retained Weapon in
SIIlFT TABLE each friendly Setup/Entry Area that contains Personnel (or, for a vehicu­
lar Weapon, an Inherent crew in that vehicle):
WEAPON REPAIR TABLE

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

©2011 Multi-Man Publishing, Inc. Z71


OC Edwards (Order #36526084)
4.71421
4.71421 VEHICULAR MG EXCHANGE: A disabled, non-captured,
z
vehicular MG may be automatically repaired (even if disabled in step
4.7142) by Eliminating a friendly functional SW MMG. In all cases, the
MG to be Eliminated must be Retained within the same Setup/Entry Area
as the AFV.
4.71422 CAPTURED EQUIPMENT: Each side makes a separate dr
for each functioning, captured, Retained Weapon in each friendly
Setup/Entry Area that contains Personnel; if� 4 it is Eliminated (disabled
if vehicular). Each already-malfunctioned Captured Weapon is Eliminat­
ed (disabled if vehicular). Disablement of MA by either means does not 4.7162 CG SCENARIO LOSS POINTS: If the Casualty Victory Points
cause Recall. At its captor's option, a captured vehicle may remain in (CVP) lost by a player for the prior CG scenario (only) are� two times,
play if it has any functioning Weapon (even if MA is disabled); otherwise and � 6 more than, the CVP lost by the other player, that player may
it is turned into a wreck as per 4.71423. make a dr and add this value to the CPP Base Number for the total
amount of CPP replenished.
4.71423 ABANDONING & SCROUNGING: The Controlling player
may attempt to Scrounge � one non-Recalled vehicle/wreck in each
friendly Setup/Entry Area that includes � one Retained Personnel unit 4.717 PURCHASING REINFORCEMENT GROUPS: Each player
(even an abandoning crew). now secretly allots CPP for the purchase of RG. All CPP expended are
4.71424 SPECIAL AMMO: Each non-captured, non-Isolated Weapon subtracted from the current CPP total. The CPP expended, those remain­
which has some form of depleted ammunition type may make a dr on the ing, and the RG(s) purchased may all be kept secret. The player consults
following table for each type of special ammunition which is depleted in the RG chart for the different types of RG historically available, the CPP
order to attempt to resupply that type of special ammunition for that cost of each, the number of each that may be purchased during the course
Weapon: of the CG, and any applicable notes. As each RG is selected, record its
ID (and the CPP expended to purchase it) in the "RG Purchased" column
SPECIAL AMMUNITION RESTORATION TABLE on the line for the current CG scenario on the CG Roster. After all the
RG are selected, write the total CPP expended in the "Spent" column of
the CG Roster for the current CG Date; then write the number of CPP re­
maining, even if zero, in the "Left" column for the current CG Date. Any
CPP remaining may be used to purchase further RG in any subsequent
RePh steps 4.7171-.7179.
4.71425 LOW AMMO: Each Low Ammo marker on each non-cap­ The RG chart contains the following columns:
tured, non-Isolated vehicle is removed.
4.7171 ID: Provides an alphanumeric identification for each RG.
4.71426 DC: Neither side may retain a DC after its usage.
4.7172 GROUP TYPE: Lists the name of the RG. This name and its ID
are secretly recorded on the RG Purchase Record (4.7179).
4.715 AMMUNITION SHORTAGE: See SSR CG18. 4.7173 FULL/DEPL: Lists the number of units received in each RG.
4.7174 UNIT TYPE(S): Lists the type(s) of units that each RG contains.
4.716 CPP REPLENISHMENT: CPP are replenished according to the 4.7175 CPP COST: Lists the CPP cost of the RG (regardless of its later­
following formula: the CPP Base # (4.7161) plus CG Scenario Loss
determined Strength). This is the number of CPP that must be subtracted
Points (4.7162) equals the final amount of CPP replenished.
from the current CPP total in order to receive that RG. If a Japanese or
4.7161 CPP BASE NUMBER: The CPP Base # is given on the follow­ American "I" type RG is purchased for 20% less (FRD) than its printed
ing chart for the current CG Date. value that RG must be set up on-map in Reserve (SSR CG6). If a Japan­
ese or American RG is purchased for its printed value it enters play dur-

Japanese Reinforcement Group Notes


• Available for on-map setup on CG Date of purchase.
b This OBA module is battalion mortar (Cl.22).
c Each MG/Gun/ATR is accompanied by a 2-2-8 crew.
d To determine RG Strength, see 4.7181.
• These units are Assault Engineers (Hl.22).
1 To determine SW and leader type(s), consult Japanese
Support Weapon Chart and Japanese Leader Chart;
note that for RG 15 two Leader DRs are made.
P Increase CPP cost by one per Pre-Registered hex (Cl.73)
purchased (no more than one per module). Each Pre-Reg­
istered hex is Retained as long as the module to which it
is assigned is Retained.
r May enter only as reinforcements if used on the CG Date
of purchase. The RG is available for on-map setup on any
later CG Date.
s No CG Date may start with a SAN> 5.
1 Purchased T-H Heroes must always set up using HIP. For
each T-H Hero received, the Japanese player makes a dr;
if s 2, a DC is received. During setup, record the MMC
possessing this DC; the MMC can generate a DC Hero
without the need of a dr.

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OC Edwards (Order #36526084)
z 4.7181
ing the course of the scenario (SSR CG4 and CG5). The Japanese and/or subtracting the number in that RG's #P column from the number listed in
American player may purchase "I" type RGs for Standard On-Map Setup the "CG Max" column (for that RG for the CG) in the RG Chart.
by spending 2 more than the printed value. Unless otherwise prohibited, Str: The RG's Strength, as determined in RePh step 4.7181. Record "F'
each RG purchased for Standard On-Map Setup may be set up on-map in for a Full, "D" for a Depleted, RG.
a friendly, non-Isolated Setup Area in a scenario played on the same CG
Date that it is purchased. A RG purchased for Standard On-Map Setup is # Units: The number of units received in that RG of the Unit Type listed
not set up in Reserve and, if its Entry Area is Eligible, it may instead be in the respective RG Chart and the unit type.
Retained in that Entry Area's Holding Area to enter as a reinforcement SW/Gun(s) Received: As each SW/Gun for that RG is determined
(see SSR CG4). A RG may be purchased for Standard On-Map Setup (RePh step 4.7182), record the number of each Weapon type received.
only if there is .:: one Setup Area on the map. For setup purposes RG Leaders Received: As each eligible RG's (armor) leader(s) is determined
must be able to trace a path (of any length) of contiguous, Enterable (by (RePh step 4.7183) record his Al0.7/D3.4 Strength Factor.
all units of that RG) friendly-Setup/Uncontrolled-Territory Locations
Setup Area: On its CG Date of purchase, each RG must have a friendly,
from its Setup Area to its Eligible Entry Area.
non-Isolated Setup Area or its Eligible Entry Area recorded for it. Use
4.7176 CG DATE MAX: Lists the maximum number of RG of this type "N" (for American) and "S" (for Japanese) if using the board-edge Entry
that may be purchased per CG Date. Areas (see SSR CG4). For setup purposes RG must be able to trace a
4.7177 CG MAX: Lists the maximum number of RG of this type that path (of any length) of contiguous, Enterable (by all units of that RG)
may be purchased during the course of the CG. The player must keep a friendly-Setup/Uncontrolled-Territory Locations from its Setup Area to
written record (using the 4.7179 RG Purchase Record) of each RG pur­ its Eligible Entry Area.
chased during the CG in order to know if additional RG of that type are
still available for purchase. RG given during the CG Initial Scenario
4.718 RG STRENGTH, WEAPONS, & LEADERS
never count against this maximum.
4.7181 RG STRENGTH: Each RG whose ID begins with "I'', "V", or
4.7178 NOTES: Special restrictions or comments about the RG.
"G" is subject to Depletion (unless listed as NA in the "Full/Depl" col­
4.7179 RG PURCHASE RECORD: After all RG for the current CG urnn). For each such RG the player has just purchased (as well as for
Date have been selected and CPP expended for them, the RG Purchase each such RG he receives in an Initial Scenario OB), the player must
Record must be updated. One line of this sheet must be filled out for each make one DR on the RG Strength Table to determine whether it is re­
RG purchased in order to keep track of the number purchased thus far in ceived at Full or Depleted Strength. A Full Strength "I'', "V", or "G" RG
the CG. If preparing for a CG Initial Scenario, one line is also filled out contains the number of specified units/Guns listed to the left of the "/" in
for each RG given in the Initial Scenario OB (but these latter do not the Full/Depl column of the RG chart, while such a Depleted RG con­
apply towards RG purchase limits; 4.7176-.7177). tains the number listed to the right of the "/". For the support weapons of
The following listing explains how each column of the RG Purchase these RG see 4.7182.
Record is used. RG STRENGTH TABLE
CG Date: The CG scenario the RG is purchased.
RG ID: The RG's alphanumeric ID.
Group Type: The RG's name.
#P (Nwnber Purchased): The total number of friendly RG of this ORM:
Group Type purchased thus far during the CG. -1 "G" and "V" type RG
#R (Nwnber Remaining): The number of this RG Group Type still
available for subsequent purchase in the CG. This number is derived by

American Reinforcement Group Notes


• Available for on-map setup on CG Date of purchase.
b This OBA module is battalion mortar (Cl.22).
c Each HMG/.50-cal is accompanied by a 3-4-8 HS; each
Gun is accompanied by a 2-2-8 crew.
d To determine RG Strength see 4.7181.
• These units are Assault Engineers (Hl.22) and Sappers
(B28.8).
1 To determine SW and leader type(s), consult American
Support Weapon Chart and American Leader Chart;
note that for RG 14 two Leader DRs are made.
P Increase CPP cost by one per Pre-Registered hex (Cl.73)
purchased (no more than one per module). Each Pre-Reg­
istered hex is Retained as long as the module to which it
is assigned is Retained.
r May enter only as reinforcements if used on the CG Date
of purchase. The RG is available for on-map setup on any
later CG Date.
'No CG Date may start with a SAN> 5.

©2011 Multi-Man Publishing, Inc. Z73


OC Edwards (Order #36526084)
4.7182 z
4.7182 SUPPORT WEAPON ALLOTMENT: Each Full Strength "I" 4.719 PURCHASING FORTIFICATIONS: Fortifications, which are
RG receives all Equipment/Personnel counters listed for it. If Depleted obtained by spending FPP, may be purchased on each CG Date if the
(4.7181), the player makes a Secret dr for each listed piece of Equipment: player has the requisite FPP (purchased in 4.717). All FPP unspent upon
an Original dr of s 3 results in that piece of Equipment being received completion of this step are forfeit. As Fortifications are selected, the spe­
(with any attendant crew/HS counter); if� 4 that piece of Equipment (and cific type must be recorded in the "FORTIFICATIONS" area of the CG
its respective crew/HS if applicable) is forfeit. Refer to the appropriate na­ Roster.
tionality's Support Weapon Chart below to determine SW allotment. FORTIFICATION PURCHASE TABLE

a MMG/LT. MTR/BAZ 43: make a cir for each RG II purchased/received to


determine what SW (if any) it receives:
clr,;;3: MMG
cir= 4: M2 60mm Mortar
cir= 5: BAZ43 a 3S/2S/1S Foxhole costs.
cir= 6: none b Listed Cost is per 5/8"-Counter/Squad/HS-or-crew/SMC. SW may
b DC: make a cir for each RG II purchased/received; if,;;2 that RG receives a DC. set up with a HIP unit up to the legal IPC of that unit (leaders may
lend their IPC to a MMC) or one MTR SW per MMC.
c No more than 10% (FRU) of the American's Retained squad-equiv­
alents may use HIP in a daytime scenario. The Japanese may pur­
chase up to an additional 10% of his MMC squad-equivalents HIP.
d Only available to the American player.
e A trench may only be placed in a hex which contained a foxhole on
the previous CG Date. When the trench is placed the foxhole is re­
moved.

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

1 Scenario generated; consult proper scenario type below for further


information.
2 No scenario generated for this CG Date; each side repeats RePh
steps 4.712-.7211.
DRM: DRM:
-1 Engineer Platoon -1 Elite/Engineer Platoon 4.7212 SCENARIO TYPES
-3 HQ Section -2 HQ Section
a) DUAL ATTACK: Represents a CG Date when both sides have
+1 Depleted +I Depleted planned offensive action. The American player makes a dr to determine
1 10-3: Only one 10-3 leader may be re­
which side sets up first: ifs 3 the Americans do; otherwise the Japanese
ceived from this chart during the course do. The side moving first, however, is not determined until after all setup
of a CG; exchange each additional 10-3 is complete (step 4.723).
leader from this chart with a 9-1 leader.

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OC Edwards (Order #36526084)
z 4.723
b) NIGHT DUAL ATIACK: If both sides choose Attack for a Night
CG Date, both are considered Scenario Attackers. Both sides may use
Cloaking as per SSR CG3. Neither side is restricted by the use of No
Move counters (El.21), and neither side receives the benefits/penalties of
a Scenario Defender (El.2; El.22). The side moving first is still deter­
mined in step 4.723. See also SSR CG3.
c) JAPANESE ATIACK: On this CG Date the Japanese side is attack­
ing. The Americans sets up first and the Japanese moves first.
d) AMERICAN ATIACK: On this CG Date the American side is at­
tacking. The Japanese sets up first and the Americans move first.
4.7213 SCENARIO VICTORY CONDITIONS: Individual CG sce­
narios do not have Victory Conditions. The CG scenarios serve instead to
position the players for the overall CG Victory Conditions. Neither side
"wins" or "loses" a CG scenario, only the CG itself.

4.722 UNIT SETUP


4.7221 ISOLATED UNIT SETUP: The side that sets up first (4.7212)
in a given CG scenario now sets up all of its Retained units, Equipment,
and new Fortifications which will go into an Isolated Location, after
which the other side does likewise. Each Isolated unit/Equipment piece
may be set up only in its current Setup Area [EXC: in its current Loca­
tion and VCA, if an Immobile vehicle; 4.7071]. Each unit/Equipment
piece set up in an Isolated Location is affected by Ammunition Shortage
(A19.131) for the duration of the CG scenario [EXC: SSR CG/8]. These
units should be recorded to distinguish them from others not suffering the
same penalties.
4.7222 NON-ISOLATED UNIT SETUP: The side which sets up first
now sets up the remainder of its Retained units, Equipment, and new For­
tifications in eligible Locations of the Setup Area each is Retained in
[EXC: each Immobile vehicle must remain in its current location and
VCA (4.7071)]. Record the hex coordinates of new Fortification setup
Locations on the CG Roster, in the appropriate line(s) and colurnn(s)
under "FORTIFICATIONS." See also SSR CG4, CG5, CG6, CG9, and
CG15. Once the side setting up first has completed its setup, the other
side follows the same (4.7222) procedure.

4.723 SCENARIO COMMENCEMENT: Players are now ready to


begin the CG scenario. Each side announces its current SAN. If this is an
Attack scenario, the side setting up second always moves first (4.7212c­
.7212d). If this is a (day/night) Dual Attack scenario, the side that will
move first is determined by the American player making a dr on the fol­
lowing table:
DUAL ATIACK TABLE

OC Edwards (Order #36526084)


©2011 Multi-Man Publishing, Inc. Z75
Suicide Creek CG Roster z

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)

©2011 Multi-Man Publishing, Inc. Z77


OC Edwards (Order #36526084)
z

Multi-Man Publishing grants permission to photocopy this sheet for personal use.

OC Edwards (Order #36526084)


©2011 Multi-Man Publishing, Inc. Z78

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