Happy Father’s Day to everyone celebrating. I know that for so many of us, our fascination with WW2 and ASL has it’s roots deep in the stories told by fathers and grandfathers of their experience while in service to their nation. Thanks Dad! Without you I never would have had a $10,000.00 collection of cardboard 😉
First, Beyond Valor is back in stock but for how long? As with all information coming out of ASL HQ, lips are tight but I have a feeling this was not a complete production run so MMP may be out of stock again soon.
Starter Kit Expansion Pack #2 is on pre-order and the good news is that SK stuff usually gets knocked out pretty quickly so I am hoping to have my hands on it this year.
After over a year of production and shipping delays, we finally have a restock of all (or just about all) of our Battledice courtesy of Helen and Chris. They should be here and shipping the third week of June including all of the backorders and I.O.U’s that you have been so patient with.
From the Cellar 10 is en-route across the pond and should be arriving at any moment.
Advanced Squad Leader Starter Kit Bonus Pack #2 is a new scenario and map pack for Starter Kit players. This Bonus Pack features two new 8″ x 22″ boards (i and j) and eight new scenarios that encompass a wide range of actions from China in 1938 to The Philippines in 1945 that feature seven different nationalities (Germany, Japan, Soviet Union, United States, Great Britain, China, and Norway).
Unlike most Starter Kit products, Bonus Pack #2 is NOT a standalone game; ownership of ASL Starter Kits #1-#4, and Expansion Packs #1 (either edition) and #2 are required to play all the scenarios herein.
This first endeavor from Chuck Hammond and Chad Cummins has a lot to unpack. The first thing I notice when I open up the plastic is the quality of the product. Encased in a beautiful folder, the full color scenario cards are very well printed on satin 110 lb. card stock that has a great feel and makes everything easy to read. The intro and Aftermath, always my favorite nighttime reading are well written and give a good feel for the battles. The ten scenarios offer nine separate nationalities spanning 1937 to 1944 with an emphasis of fortifications that offer both players some superb puzzles to create and to crack. Every scenario has the defense setting up with Mines, Wire, Trenches, AT Ditches, Fortified Buildings, and/or Pillboxes. Although I haven’t played any of them yet, Chuck insists that balance was the priority number 1 and it was playtested to death by some of the heavy hitters in the hobby. The scenarios are old school meaty and long (7 to 11 turns, averaging 8.35 turns) and with very large OB’s, with the smallest action pitting 24 squad equivalents and the largest with 58 (average is 37). So if you like big, reminiscent of the first generation of scenario design, this one is a must have. The only areas I see an opportunity for improvement are relatively small considering this is a first effort for HM. First it would be nice to add graphics to the scenario cards. I know that some people don’t mind the lack of silhouettes but I am very visual and have a hard time grasping the OB without my little soldier drawings on the counters. Also, the layout for scenarios requiring more than one page (6 of the 10 scenarios in this pack are two pagers) is usually to put the additional information on the back of a separate scenario as this allows you to read the entire set-up and SSR without the need the flip over the card. My last small criticism is that although the folder is a testament to the quality and pride going into this product , I keep my scenarios in a binder and I will have to cut the folder to fit it in a sleeve. Having the same cover photo on cardstock could have saved a couple of bucks at production time but not a big issue either way. These are minor complaints in an otherwise superb looking product and I do recommend picking this up before it is gone. I look forward to more from these great designers.
It is the MPh of the last player turn (Italian) of the game. The Italians need to take building X12 to bring glory to what’s left of the Roman Legions. He realizes that there is plethora lead facing his every move. After first NAM to W15 for 1.5 MF’s, a Russian squad in U13 fire at him with a 4 flat and roll a 3,3. This cowers to NE on the IFT and activates an Italian Sniper. A subsequent roll of 1 and then 5,1 for direction/distance.
What would you do to ensure your best possible chance of winning as the Italian player?
Note: I used deluxe sized hexes for the diagram but this is a standard (non-Deluxe) scenario.
Solution to Contest #98
Much to the dismay of the elite tank crew, Washington finds an unorthodox use for them. Taking advantage of the chivalrous conduct regarding quarter in the desert, he orders the five men to distract the British by… surrendering?!? While the Tommy’s are welcoming their new guests, he and the ten remaining men hop the wall and enter the building, firing at point blank range in a wild melee that just barely carries the day.
The conventional approach would be to fire with the 548 and then advance into CC with all three units. Unfortunately, there is not enough firepower coming from the leader directed crew for even a PTC let alone a NMC for encircling fire. Since the crew adds an insignificant CC strength to affect either the attack or the defense odds (7:4 = 3:2 column & 6:4 = 3:2 column, likewise 4:7 = 1:2 column & 4:6 = 1:2 column), it would best serve the cause to surrender and halve the CC strength of the British (as this is DTO, surrender cannot be refused). This simple move changes the odds of the Germans capturing the victory as follows:
No Ambush: 25.5% to 27.2%.
German Ambush: 40.5% to 41.7%
British Ambush: 13.9% to 15.3%
So the final odds including the chance of ambush assuming that the German failed to break or pin the British squad during the AFPh would be: 26.06% without surrendering to 27.63% if the crew does surrender. Although this is a very modest increase it is absolutely free and without negative effect. Although gamey, there is no ‘*’ next to a ‘W’.
Note that Sgt. Washington could have volunteered to be the surrendering party instead of the crew and the effect would have been the same.
This updated version of HOLLOW LEGIONS includes the complete contents of the original (the entire Italian order of battle and Italian Chapter H—now updated, two desert boards, and eight scenarios), plus all the scenarios, boards, rules, and Desert parts from the now-superseded WEST OF ALAMEIN, plus Soldiers of the Negus, and 29 out-of-print scenarios.
Additionally, HOLLOW LEGIONS now includes the rules and scenarios from Soldiers of the Negus, originally published by our friends at ELR that expands the Italian theater to East Africa and the Second Italo-Ethiopian War of 1935-36. This was Mussolini’s war of aggression to conquer Ethiopia (Abyssinia) from Emperor Haile Selassie’s largely tribal armies and is widely seen as a precursor to WWII. A full complement of counters for both Ethiopian and Eritrean (allied with Italy) forces is included.
In total, HOLLOW LEGIONS includes a whopping 53 scenarios:
The original 16 scenarios from WEST OF ALAMEIN and the original HOLLOW LEGIONS;
21 scenarios from various out-of-print publications (such as the ASL JOURNAL, ASL ANNUAL, and The GENERAL) that feature either Italians or Desert actions (and sometimes both), including the mini-campaign Line In The Sand;
All eight scenarios from Action Pack 3, which featured the Italians; and
Eight scenarios from Soldiers of the Negus.
HOLLOW LEGIONS Components:
one box & lid
ASL Rules Chapter F, revised
Italian Chapter H, revised
Chapter A rules pages (updated for Soldiers of the Negus)
Welcome to “Sand & Snow” a themed HASL issue of From the Cellar, which examines two critical battles that the United States Marine Corps fought in WW2 and in Korea. The two battles (Tarawa and Toktong Pass) that this pack looks at could not be more different in geography, weather and enemy capabilities. As an ASL player you will have to adapt to the changing conditions just as the Marines who participated in these battles had to do.
Note that we still have a few copies of FTC 8 and 9 in stock if you missed them.
A new company from the minds of vetran ASL’ers Chuck Hammond and Charles Cummins. Their first scenario pack titles ‘A World at War’ includes ten full sized scenarios.
I am switching the prize from fortune to fame. The winner(s) of each contest with have their names included in the next contest so they will live for eternity on these pages of glory.
Lost in the desert desperately trying to find fuel, water, or honor, this small group of Germans stumble on a village just as their panzer III sounds the all too familiar cough as it slurps it’s last drop of petrol. After clearing the first three buildings without incident or reward, they discover a squad of Desert Rats holed up in a small stone domicile encased with a wall of field rocks. With an instinct for decisive action, honed during his NCO training at Clevelandshoffen just that previous October, Sgt. Paul Washington conceives an unorthodox plan to carry the day. If he can pull this off, the Iron Cross no doubt awaits him… possibly pinned on him by none other than the Desert Fox himself!
Lybia 1941. DTO is in effect. It is the AFPh of the final player turn (German) and in order to win they must control building Y2 (there is a stone building beneath the British Squad). What is the best course of action for the German player to have the most chances of gaining control of building Y2 and winning the game?
Solution to contest 97
Paul Washington came up with the correct solution so he wins the daily double, a $10 gift certificate to the 2nd greatest store on earth -AND- his name included in contest #98.
Assessment: I assume there is no Sand in play on the map section shown (that would reduce the Trench TEM to +1). Since the Germans have to control the buildings in hex M4, and since both squads have Prep fired (with apparently no result) the only way they will win is to advance in to M4 to CC and eliminate British squad C. The issue then becomes how to provide squad C the best chance of surviving the upcoming CC. The predesignated DRs mean that the German squads will not break (or Pin in their current state). The Germans will have to eliminate the British squad, not casualty reduce it or hold it in Melee since that will not give them control of the hex. British actions:- British squad A defensive fires on German squad D at 8+2. Results would be a PTC, which would have no effect with the predesignated MC DR of 7. – British squad B fires on German squad D at 4+2. No effect on the IFT, but squad D would become Encircled. – British squad C fires on German squad D at 8+2. Since the squad is Encircled, its morale is reduced by 1, but it would still pass its TC on a predesignated MC DR of 7. With squad D suffering Encirclement penalties, it will have to pay double MP (total of 5 MP: 1 to exit the Trench and 4 to enter M4)) to advance in to M4 during AdvPh, which would CX it. The German player would have to decide it he was going to advance both squads in to M4 and suffer the +1/-1 CX penalties for the resulting 2:1 CC, or only advance in the non-Encircled squad to avoid the CX penalties, but which would make the CC 1:1. The Germans would need a 5 or less to win for a 2:1 CC (using both squads D and E with the CX penalty), or a 4 or less to win for a 1:1 CC (only using squad E), assuming no ambush modifiers.
ASL Winter Offensive Bonus Pack #12 (2021) features three new scenarios and one new map (14a/b).
MMP has an ulterior motive, however, for the manufacture and sale of this particular product. Proceeds from the sales of each WO Bonus Pack #12 are donated to the WWII Foundation. You get a new map, three more ASL scenarios, and help a great project dedicated to memorializing the efforts of the men who fought in WWII get a very nice donation. This really seems like a win/win in our opinion.
ASL Winter Offensive Bonus Pack #12 (2021) contains: one new 11″ x 16″ double-sided ASL mapboard (14a/b) three new ASL scenarios (WO36-WO38):
WO36 Dompaire Destruction – 4½ turns, boards 11b & 14a, 13 September 1944, Dompaire, France
WO37 The Vital Hours – 5½ turns, board 14a, 17 September 1944, Wolfheze, The Netherlands
WO38 Three Bars of Chocolate – 7½ turns, board 14a, 29 November 1944, Lindern, Germany
Designed for the aficionado, Winter Offensive Bonus Pack #12 is not a complete product and assumes the buyer owns the core Advanced Squad Leader game system.
Libya, 1941. DTO is in Effect. Rommel is on the attack. In order to win, the German must Control building hex M4 at Game End. It is the British DFPh of the final player turn (German). What should the British actions be for the rest of the turn to best deny the Germans a win. Assume all IFT and Morale Check rolls are 7’s . Any German Advances will be into M4.
Graphic Clarification: The two German 4-6-8 Squads are both IN Trenches and have both Prep Fired. British Squad C is in Building hex M4.
Solution to Contest #96
Paul Washington, no relation to George other than in stunning battlefield prowess, is the winner of contest #96. So let’s dissect this one. The biggest problem facing the Panther is that it has no way to avoid presenting a side/rear facing to at least some of his enemies. As things stand now, the chance of a hit from each unit are:
R7: Final TH of 8 (turret hit needed) 1/3 chance of a hit. Final TK of 10.
R10: Final TH of 7 (turret hit needed) 10/36 chance of a hit. Final TK of 2. (So only a CH can penetrate).
W11: Final TH of 5 (turret hit needed) 5/36. Final TK of 15 (Side shot with APCR).
Not great odds of survival.
But…If you recognized the clue I left for you in the wording of the puzzle, you pulled out your Hatten map and are aware that hex S9 also contains a stone building. So this is how I would play it:
Panther fires CMG at R10. Turns turret and fires MA at W11 (4 TH, all but dud kills). It still has not fired the BMG so turns hull and turret to face R8-R9 without firing. During the AFPh, the Panther chooses the Building +3 TEM instead of the HD Wall. So even if the Panther did not manage to do any damage with it’s Defensive Fire it has dramatically improved it’s odds of survival as all 3 American units need to roll Snake eyes for a chance to kill the Panther.
The 2 Bazookas can not do more than Shock the Panther without scoring a CH (16 TK vs. a 14 armor at worst from the front armor facing).
The Sherman only hits on a 2 (TH: Base 10,+1 size, -4 Moved, -2 Orchards, -3 Stone Building).
So at best the Americans would have about a 7% chance of taking out the Panther and winning the game.
Well it’s finally here. MMP has released the eRulebook. Unfortunately, we are not able to sell you this fine product but you can download it in PDF form from Wargame Vault. The cost is $59.99 plus tax. Here is the link…
Content: Standing at 708 pages so far, I think it is a wonderful addition to the ASL world. The hyper links make it easy to scoot around from the index, to the vehicle notes, to the rule sections, the the charts. My favorite thing about the eRulebook is that my tired old eyes can zoom in on the text. My only complaint has more to do with the search function which is not MMP’s fault but shortcomings in the reader as it sure would be nice to be able to type mist in the search bar and it bring you right to E3.32 (I remember the Jetson’s did not have this problem in the 21st century). All chapters are present including chapter H. The charts including the OBA and Overrun flowcharts are all there as well.
Price: I don’t think I would have thought twice about the $60 price tag until I compare it to the $40 for a printed version of the PRB. It may be that the PRB is more underpriced than the eRB is overpriced. At any rate, we know what we signed up for when we got into this hobby so I bought it without hesitation. Added to the value is the commitment to updates, additions, and errata without further cost. So it is a one time cost dynamic living document that should be the final word to settle rules questions.
Stock Warning: The total amount of copies being printed of this pack and these boards is a fraction of a normal print run. I guarantee this product will be sold out in no time. Please order before they are gone as the boards will be impossible to find later on (other than e(xtortian)Bay).
This looks like an incredible product from some real vetran’s (deliberate spelling mistake, tell me why 😉 ) of the hobby. First thing you notice is three really nifty looking geomorphic boards. NP1 looks to me like it is ideal for PTO and NP3 looks to me like something out of the fertile lands of Tunisia. Then there are the 15 scenarios. Although I haven’t actually had a chance to see them up close, the first thing that I notice is that eleven of the fifteen are 6 turns or less. Also, I see that the scenarios take you from the opening days of WW2 to Korea, then to Vietnam (?!?). I can’t wait to see the units involved for both the French and the Vietnamese.
Board NP1 :
Board NP2 :
Board NP3 :
Szczuki, Poland, 4 September 1939 : The German 3rd Army, which was part of Army Group North, drove hard out of East Prussia. They were heading south towards Warsaw as part of the overall German plan to trap the Polish armies west of the Vistula River. In the path of the German advance was Army Modlin, of whom the Mazowiecka Cavalry Brigade was a part. The Polish were fighting the German advance tooth and nail.
Chances are Slim
40 KILOMETERS FROM THE HUNGARIAN BORDER, Poland, 27 September 1939 : The Cavalry Operational Group (Grupa Operacyjna Kawalerii) was close to the Hungarian border when Soviet forces hit them from the front and rear. Soviet tanks led the way as the Poles fought desperately to stave off the attack.
Legion of Doom
Stary Sanzhary, Ukraine, 3 October 1941 : The Independent State of Croatia contributed to Hitler’s East Front crusade by loaning the 369th Rein-forced (Croatian) Infantry Regiment to the Wehrmacht. Known as the ‘Croatian Legion’, the regiment was operating in support of Army Group South in the Ukraine. On October 3rd one of the regiment’s officers, Hauptmann Vasilije Maljgin, noticed that armed men were hiding in the woods around the village of Stary Sanzhary. The 11. Radfahren-Kompanie (bicycle company) and an at-tached Reiterzug (cavalry platoon) were ordered to reconnoiter and clear out any enemy troops. The bicycle company approached the village from the west while the cavalry came from the northeast.
Hill 200 – gateway to rzhev
Hill 200, Polunino, Russia, 4 August 1942 : During the summer of 1942 the Soviet military leadership considered the central (Smolensk-Moscow) axis to be the main strategic area of importance and massed their forces accordingly. From the 1st to the 3rd of August, the Russians attempted to broaden the penetration to the northwest and northeast of Rzhev. On August 4th, following an air raid and artillery fire the Soviets attacked. At 1355 hours, under cover of a moving barrage, approximately 25-30 Russian tanks and a large mass of Russian infantry rushed the positions of the German 6th Division, with the main weight of the attack falling on the 58th Infantry Regiment’s 1st and 9th Companies.
Recon on the logging trail
WEST OF HILL 700, Bougainville, 11 March 1943 : With the main Japanese assault by Colonel Magata’s 1st and 3rd Battalions about to hit the 37th Division’s 2nd Battalion, 129th Infantry Regiment, both sides needed to know the intentions or positions of the other before the big battle broke. Recon in force was ordered and clashes along the Logging Trail down by the lowlands near the hills erupted.
Ukraine, 16 February 1944 : Kampfgruppe Haack was a scratch organization of units hastily assembled to guard the left flank of VIII Armee. Urlauber Regiment Baake provided the infantry strength of the kampfgruppe. Comprised of escapees from units encircled in the Cherkassy Pocket and troops recalled from leave, hastily organized into platoons and companies, the regiment lacked heavy weapons. In addition to guarding the flank of VIII Armee, the overextended kampfgruppe was ordered to establish contact with the right flank of III Panzer Korps, which was attempting to relieve the troops trapped in the Cherkassy Pocket. Directly in Kampfgruppe Haack’s path was the Russian 325th Rifle Division, entrenched on hill 204.8.
Broe Bay Brouhaha
Inasi village, Noemfoor, 23 July 1944 : Douglas MacArthur coveted Noemfoor Island for the three airfields it possessed. D-Day was set for July 2, 1944 and the U.S. Army’s 158 RCT clambered ashore against little opposition. On July 3rd and 4th the 503rd Parachute Infantry Regiment’s 1st and 3rd Battal-ions were to be airdropped into the beachhead centered on Kamiri airfield. Due to the size of the drop zone as well as the condition of the airfield, the two battal-ions suffered a 9% jump casualty rate. This was bad enough, but soon the 503rd would be called upon to clear the Japanese off the southern end of Noemfoor.
A Matter of Honor
Orote peninsula, Guam, 26 July 1944 : Six weeks after Operation FORAGER crashed ashore on Saipan, American commanders turned their attention to the liberation of Guam. Two points on the island’s eastern shore were selected for the initial beach landings. The assault force comprised the 3rd Marine Division (3rd, 9th, and 21st Marines) reinforced by the 1st Provisional Marine Brigade (4th and 22nd Marines) and the Army’s 77th Division. On 21 July, the first waves of LVTs stormed the beaches close behind a thunderous naval barrage and bombing by swarms of U.S. Navy and Marine aircraft. The Japanese, for their part, were ready for the onslaught, and caused considerable delay to American efforts at consolidating the twin beachheads into one. By D+5 the Orote Peninsula was the last Japanese stronghold on the eastern side of the island. The 4th and 22nd Marines were ordered to attack the peninsula and seize Orote airfield, as well as the old Marine Barracks, abandoned since the Japanese invasion in December 1941.
Where the Reindeer Dare Not Go
East of Luostari, Murmansk oblast, Russia, 11 October 1944 : During the initial phase of the Petsamo-Kirkenes Offensive, the Soviet 14th Army’s objective was to rapidly advance to Petsamo and Luostari and attempt to cut off the retreat of German forces. Unfortunately there were only two roads in the sector, the ‘Russian Road’ leading to Petsamo, and the ‘Lanweg’ leading to Luostari. The terrain was mostly tundra, with hills, brush and rocky outcroppings. This really confined the main advance, and especially the armor, to the two roads. The advance along Lanweg was slow, and finally a bridgehead was established across the Titovka River. To continue the attack, the 99th Rifle Corps placed all the available armor at the disposal of the unit leading the attack, the 65th Rifle Division. The armor included KV-85 heavy tanks and ISU-152 assault guns.
Bloody Christmas Hill
Mont de Sigolsheim – hill 351, France, 26 December 1944 : During Operation Habicht (Hawk) the Germans captured Hill 351 on December 14th. It had taken them three days to take the hill from the U.S. 36 Infantry Division, and they nicknamed it ‘Bloody Hill’. Hill 351 commanded the surrounding valley, overlooking the towns of Sigolsheim, Kientaheim, Riquewihr and Bennwihr. The 15th RCT, 3rd Infantry Division was tasked with taking the towns back, but after entering Sigolsheim and taking heavy small arms, artillery and mortar fire from Hill 351, they knew the hill had to be retaken. Defending Hill 351 were 200 SS troops that were fanatic and given orders to hold to the death. The Americans launched attacks from Dec 24th to the 26th, with the last attack on the morning of Dec 26th stalled by ferocious artillery and mortar fire. The men of B Company had to dig in for cover only 150 meters from the crest line on the northwest corner of Hill 351. Then at noon Lt. Colonel Ware arrived with his S-3 and the commander of D Company and 25 men on what the Americans nicknamed Hill 351, Christmas Hill.
The Flying Column
Cabanatuan, Philippines, 1 February 1945 : Now that Douglas MacArthur had actually set foot on Luzon, he thirsted after, even more so, the glory that would accompany the recapture of Manila. The First Cavalry had come ashore on January 27, 1945 at Lingayen Gulf. MacArthur, sensing the Japanese in front of the First Cav were weak, almost immediately ordered Major General Verne Mudge to slash southward to take the capital on the fly. Mudge organized three flying columns consisting of armor, reconnaissance, engineering and self-propelled artillery, along with the dismounted troopers in an effort to indeed bounce Manila. At one minute past midnight, February 1, 1945, the flying columns roared southward.
Iwo Jima, 19 February 1945 : The job of the 1st Battalion, 28th Regiment, 5th Marine Division on D-Day February 19th on Iwo Jima was to fight east to west across the southern neck of the island to isolate Mount Suribachi. The area just off the beach at the base of Mount Suribachi was a moonscape of shell craters and brush. Company A of the 1st Battalion was to have been the battalion reserve ; however it was soon called forward to assist in the attack as casualties mounted. Among the men of Company A was Tony Stein. Stein had been a toolmaker in civilian life. This now served him well, as he had fashioned a personal, hand held heavy machine gun from the wing gun of an old wrecked Navy fighter back on Hawaii. Stein called the weapon his ‘stinger’. With a network of pillboxes now blocking his Company’s path, Stein and his ‘stinger’ went to work.
Hoheleye, Germany, 2 April 1945 : The U.S. 9th Infantry Division advanced against the southern edge of the Ruhr Pocket in the steep wooded valleys of the Sauerland, with the 47th RCT on the left aiming towards Oberkirchen, the 39th RCT on the right driving for Winterberg and the 60th RCT in the center pushing towards Langewiese. The 60th RCT took Girkhausen with the Germans offering only light resistance, and then set its sights on the next town, Hoheleye, a sleepy little resort that featured a large hotel, the Wartburg-Winterberg. Unbeknownst to the Americans, fanatic SS troops from local school and training units were billeted in Hoheleye. To complicate the situation, a freak spring snow squall had enveloped the area, suddenly curtailing visibility.
A Man Called Hog Jaw
West of Seoul, South Korea, 24 September 1950 : The Korean War was about to take a drastic turn. On September 15, 1950, two regiments of the U.S. 1st Marine Division landed at the port of Inchon, 25 miles to the west of the capital of Seoul. The landing was a spectacular gamble by U.N. Supreme Commander Douglas MacArthur, and proved to be an equally spectacular success. The U.N. assault completely surprised the North Koreans, whose army was desperately trying to hurl all U.N. forces from Korea by eradicating the Pusan Perimeter. Inchon proved to be only lightly defended by the North Korean People’s Army (NKPA), and the U.S. Marines established a beachhead. Inchon was quickly conquered but the capital would be a much different proposition.
The KON BRAI ROAD, NEAR KONTUM, FRENCH Indochina, 1 February 1954 : The troops of G.M.100 (Groupement Mobile) reflected France’s diverse force composition in Indochina. The 7th and 8th Companies of the II Korea Battalion were largely composed of Vietnamese troops from the Plain of Reeds area of French Indochina. They had formed the Bergerol Commando, named after the French commander who had formed the unit. Together with a small French cadre, they were now the 7th and 8th Companies of the II Korea, G.M.100. They had a reputation as tough jungle fighters. The Viet Minh and the Bergerol rarely showed quarter to each other. On February 1st, the 7th and 8th Companies, along with a 50-man native contingent, a platoon of armored cars and a section of engineers, were sent to clear mines from the road leading from Kontum to Kon Brai and check the status of several bridges along the route. It was a tedious and dangerous task. The French would demine a road one day, only to have the Viet Minh mine the same section after they had passed. The opening phase of this mission was to take place in relatively open terrain. However, the latter phase was going to be in more typical, claustrophobic jungle terrain.
We are now taking orders for The Steelworks. We should hopefully be shipping by the end of February/beginning of March.
The Norman city of Caen and the airfield of Carpiquet were important targets on D-Day. The British and Canadian troops that landed on Sword and Juno Beaches were tasked with capturing these vital objects. The British and Canadian troops did not get that far on D-Day. Carpiquet would finally be captured on 8 July during Operation WINDSOR with Caen falling the following day during Operation CHARNWOOD. CHARNWOOD however only managed to capture of the northwestern part of Caen, the rest of the city would fall during Operation GOODWOOD on 18 July. Colombelles is an industrial town north east of Caen, east of Hérouville and the Orne River. The entire area was dominated by the chimneys of the Société Métallurgique de Normandie (Metallurgic Company of Normandy), a giant steel factory at Colombelles. The chimneys were the ideal observation posts over the battlefield for the Germans. General Bernard Law Montgomery decided on an operation to take these posts out. The operation was aptly called Operation STACK.
StW1 –Secure the Crossroads – East of Colombelles, France, 11 July 1944 [Night Scenario]: Game Length: 5½ Turns; British: 9½ Squads, 2x Leaders, 3x Machineguns, 2x 2″ Mortars, & PIAT; vs. Germans: 3x Squads, 3x Crews, Leader, 2x Machineguns, 75mm Anti-Tank Gun & Fortifications; Estimated Playing Time: 2 hours 28 minutes
StW2 –Clearing Colombelles–Colombelles, France, 11 July 1944: Game Length: 5 Turns; Germans: 7x Squads, 2x Leaders, 3x Machineguns, & Fortifications; vs. British: 10½ x Squads, 4x Leaders, 2x Machineguns, 2x 2″ Mortars, 2x PIAT, DC, & 2x BT; Estimated Playing Time 2 hours 34 minutes
StW3 –Tiger Attack –The Steelworks, South of Colombelles, France, 11 July 1944: Game Length: 5½ Turns; British: 7x Squads, 3x Leaders, 2x Machineguns, PIAT, 2″ Mortar & 6x Sherman Tanks; vs. Germans: 12x Squads, 4x Leaders, 2x Machineguns, 2x Psk, Rocket OBA, & 3x Pz VIE Tiger; Estimated Playing Time: 3 hours 55 minutes
StW4 – Knock them Down!– The Steelworks, South of Colombelles, France, 17 July 1944: Game Length: 11½ Turns; British: 33x Squads, 2x Gun Crews, 11x Leaders, 9x Machineguns, 6x 2″ Mortars, 6x PIAT, 11x Sherman Tanks, 2x Anti-Tank Guns, & 2x Carriers; vs. Germans: 12x Squads, 12x Crews, 4x Leaders, 6x Machineguns, 2x Psk, 2x Pz IV, 3x Pz VI Tigers, 4x 81mm Mortars, 5x, Guns, Fortifications, & OBA; Estimated Playing Time: 16 hours 6 minutes
StW5 – Securing the Steelworks–The Steelworks, Colombelles, France, 17 July 1944: Game Length: 10 Turns; Canadians: 30x Squads, 7x Leaders, 11x Machineguns, 4x PIAT, 6x 2″ Mortars, 2x DC, & 2x BT; vs. Germans: 16x Squads, 9x Crews, 4x Leaders, 10x Machineguns, 5x Guns, & Fortifications; Estimated Playing Time: 10 hours 21 minutes
It is the DFPh in the final Player Turn (US) and the American is 4 CVP short for the win. He has moved two Bazooka HS and a M4A376(W) in for the kill. What do you do as the German player to ensure the greatest chance for victory? Note that the M4A3 has not depleted it’s APCR (A5). It may be easier to visualize your options if you pull out your Hatten map.
Please send your solution to email address email@example.com. One random winner from correct entries will be selected for a $10 gift certificate.
Solution To Contest 95
Well the Americans are pretty much screwed. The chance for one of them to survive a 36 down 3 attack followed by a 16 down 3 attack SFF (the Amis have to spend 2 MF to cross the roadblockto get into O5 so they can get attacked twice) is less that 0.25% according to the article in ASL Classic. So what can we do to improve our odds dramatically? Here is my plan…
1.Rally Phase: Deploy 667 Squad.
2. MPh: Move the 3 HS (or Squad and HS if they failed to Deploy) to P5.
3. RtPh: Voluntarily Break the units one at a time (Do not Rout together as they will take one combined interdiction roll and this is bad) in P5 and Rout toward N4. Each will have to take an interdiction roll in O5 and if, and it’s a big if, one of them rolls snake eyes (2.8%) for HOB, and they roll an 8 or less on the HOB roll (72.2%) they will end their Rout Phase in O5 in Good order and able to Advance into N4 for the Win!
So the chance of pulling it off is 2.02% per unit. So if the Squad manages to deploy, you have about a 6% chance of winning the game (97.98% Cubed = 94% chance of failure). If the Squad failed to deploy you have about a 4% chance of pulling it off (97.98% Squared = 96% chance of failure) Which is still easier than getting a CH. Both are exponentially better odds than trying to rush the building.
Almost Gone (Out of Print items that are running low on stock):
We have now shipped all of our pre-orders so you should already have it or the postman should be rounding the corner in your neighborhood as we speak. We have a few more copies at discounted pricing if you still haven’t gotten yours.
We have gotten our shipment in from across the pond and after filling backorders we still have 8 Handyboxes left so grab ’em before they’re all gone.
Hatten In Flames Review:
First a disclaimer, I am not a CG kind of guy. My brain doesn’t work well with the planning and purchasing part of it. I envy those that are able to process this kind of information but that just isn’t me. I have tried playing Red Barricades, Tarawa, Kampgruppe Peiper, etc. but it usually all falls apart between the first two scenarios. Then I discovered the CG’s of Lone Canuck Publishing. No more trying to manage 6 companies of infantry and three modules of OBA all at once. George managed to bring CG’s down to a moderate size scenario’s scale, commonly one company and a platoon of tanks or so per side. Well this became my portal to test the waters again. Then MMP released Andrew Rogers’ Hatten In Flames. I fell in love with it at once. I am now playing my third and fourth campaign games and I would like to share my thoughts.
Although this is a CG, I feel that Andrew made a lot of design decisions to streamline the rules so that it was not overly complex. Examples of this include an almost flat map with almost all buildings being ground floor only. Fixed SAN and ELR at 3 and 3 for both sides with automatic correction at the end of a scenario. Limit of purchases of a unit to once per Campaign Game (so just cross the unit off the purchase roster once you have bought it). No depletion rolls so everyone starts at full strength. No Night, No Cellars, No Air Support, No beach landing in the snow with bicycles dropping by parachute.
SSR for Hatten are very manageable with most being exclusions (Bore Sighting, Kindling, etc). that are already commonplace in most scenarios but Ground Snow is in effect although this doesn’t do much other than prohibit road rate.
The Battlefield is absolutely stunning. There is something about a winter map that actually makes me want to put on a sweater. The town comprises a T shaped cluster of stone buildings that include a few churches and a synagogue. A raised railway extends the length of the map and there is a lot of open flanking areas to each side, dotted with orchards, each potentially hiding a Bazooka team , MG nest, or M18 Tank Destroyer. Note that the red dots were added by me for VC explanation purposes and are not on the original map.
The OOB has a lot to choose from for both sides. The Germans have some truly fantastic units including Assault Engineers, 548 squads galore, 3 x 9-2 leaders, Flame Hetzers, Panthers, PzJgIV(L)’s, Mortar Halftracks, etc. Don’t forget that it is 1945 and each German has a pocket full of Panzerfausts with a range of 3. The Americans begin with crappy squads that over time battle harden between scenarios into an elite force. 32 tanks and tank destroyers, more mortars than you can count and some devastating artillery.
The Objective of the CG is for the German to finish the 5 campaign dates dominating 6 of the 9 victory areas (see red dots on map above). So a quick look at the map tells us that it is impossible to win without slugging it through the town center and tidying up at least one of the flanks. This gives the Americans a huge advantage in the late game for a counterattack along one of the sides. With poor cover for the defending Germans the Americans can bring down 150 OBA, a dozen mortar tubes and double digit Shermans to make this quaint countryside resemble the Somme.
TheStrategy that I have used for the Germans (I have only played the German side so far) has been to purchase heavy on the Battalion I companies getting in early on the 9-2 Leadership and oodles of 548 squads. I like the PzJGIV’s too as their armor sits at a 14. I try to grab the Synagogue, Eglise St. Michel, and the crossroads for the scenario win with a group in reserve offboard that can take the cemetery if I fail in one of the other three objectives. I don’t want to grab the cemetery to early as I may need it later for a scenario win and it has minor tactical importance at first. I am not big on pushing towards the train station as there is a lot of open ground to cover and once in, there are limited rout options available to get out if I need to. As the American player, I think it is imperative to not set up too far forward on the first day. You are very brittle with a 6 morale and you will be up against 24 FP stacks at every turn. The German will also have many halftracks that can BU and skoot in behind you to cut off rout paths. Defend in depth, give up territory to conserve your force and slow him down with artillery and HIP units (once he finds one, he will think they are everywhere). Remember you only have to prevent the Germans from dominating 4 areas to win.
Balance as of the time of this writing is 10-8 or ROAR in favor of the Germans so it does appear to be quite even.
It is the American Rally Phase of the final Player Turn of the game. Under normal circumstances, any decent human being would concede as the American Player and go grab a beer downstairs to drown his sorrows. But these are not normal times. These are the finals of ASLOK 2094, Being run by the great grandchildren of Brett and Wild Bill. In order to win, the American player must control Building N4. To add insult to injury, the designer of the scenario, Pete Shelling’s great grand-daughter made the SSR that all US MMC that wish to Move must Move as a stack if they start the MPh in the same Location. What should the American do to ensure the greatest (yet slim) chance of victory? Note that the US 10-3 is wounded. Building N4 is currently German controlled
Contest #94 Solution:
Okay, so this puzzle is a little more nuanced.
Building J4: I give up any hopes of capturing building J4 as the 4-4-7 would have to fail 3 Morale Checks to make the building capturable as he sits on a stairwell (yes, you had to do some research for this contest and pull out board 1). Routing upstairs including by voluntary Break would deny control to the Americans.
Building L6: G4 squad drops the HMG, moves to H4-I5-J5(Bypass)-K6. Advances into L6 during the APh.
Building M5: Move Sherman M6 (1), sM in hex K4 (2), L5(3), L4(10), K4 Bypasss (12). If Sherman was destroyed by CCRF then 2-3-7 to hex J3 (this will prohibit the Italian Squad from firing into L5 as he will either be marked Final Fire for shooting at the 2-3-7 or will not be allowed to fire at L5 because there is a closer enemy unit. Now pick up the 3-3-7 as riders in D5, move D6, E7, F7, G7, H6, I6, J6, K6, L5, M6, Stop in M6, disembark, and Advance into M5 for the win in the APh.
In The Pipeline:
The long awaited re-release of Hollow Legions is expected in 2021 along with the new Winter Offensive. I still don’t have details on either but I will get them up as soon as I know a little more.
Le Franc Tireur:
Something huge which I can neither confirm nor the deny the existence of.
For Black Friday, We are offering 10-36% off and free shipping on an incredible selection including pre-orders. This sale is for a very limited time so jump on these great saving before it expires or we run out of inventory.
Use coupon code ‘BFS2020’. Be the life of the party and attract all the women with these unique and useful precision dice. Don’t forget to pick up a dice case (also 20% off) with your order to protect and display your investment.
Well this one is a little complicated. I am not allowed putting BFP items on sale but I am allowed doing a free promotional give-away so…. with each module from BFP that you purchase, I will throw in one pair of precision dice from Battleschool. Simply put the in-stock dice that you desire in the comments or give me a shout by phone or by text at 336-462-4035.
Do not forget to add in the new Quick Six III packet to your order. Also, Konigsberg is an incredible historical module and it comes with a free opponent as a bonus…ME! I have been looking to play this one on VASL so look me up.USE Coupon Code ‘BFS2020’
NEW: Quick 6 III
Quick 6 III – New from Lone Canuck Publising, 6 new small scenarios that can be played in a couple of hours. This is the third installment in the Quick 6 series.
Q13 –One Last Attempt –Dom Bütgenbach, Belgium, 22 December 1944: Game Length: 5½ Turns; Board q; Americans: 5½ Squads, 2x Leaders, 2x Machineguns, 3x 60mm mortars, & Bazooka; vs. Germans: 6x SS-Squads, 3x Leaders, 2x Machineguns, & JdgPz IV/70; Estimated Playing Time: 2 hours 21 minutesQ14 –True to Form–The Factory, Carroceto, Italy, 25 January 1944: Game Length: 5½ Turns; Board 71; Germans: 8x Squads, 4x Leaders, 2x Machineguns, FT, 2x DC, & 2x StuG 75/34(i); vs. British: 5x Squads, 2x Leaders, 3x Machineguns, & PIAT; Estimated Playing Time 2 hours 38 minutesQ15 –Mantes Meet Up –Mantes-Gassicourt, France, 27 August 1944: Game Length: 6 Turns; Board 10z; Americans: 11x Squads, 4x Leaders, 6x Machineguns, 2x Bazooka, & 3x M5A1; vs. Germans: 11x Squads, 3x Leaders, 4x Machineguns, & 2x StuG IIIG; Estimated Playing Time: 3 hours 26 minutesQ16 – Defence of St. Oedenrode– St. Oedenrode, Holland, 17 September 1944: Game Length: 6 Turns; Board 59; Americans: 5x Squads, 2x Leaders, 3x Machineguns, 60mm Mortar, & Bazooka; vs. Germans: 10x Squads, 3x Leaders, & 3x Machineguns; Estimated Playing Time: 2 hours 31 minutesQ17 – Absorbing the Thrust–Furnes, France, 28 May 1940: Game Length: 5½ Turns; Board 10z; French: 8x Squads, 3x Leaders, Machinegun, & 3x H35; vs. Germans: 6x Squads, Gun Crew 2x Leaders, Machinegun, 50mm Mortar, ATR, & 2x 3.7cm Anti-Tank Gun; Estimated Playing Time: 2 hours 50 minutesQ18 – Seize the Crossroads – Briqueville, France, 29 June 1944: Game Length: 5½ Turns; Board 17; Germans: 5x Squads, Gun Crew, 2x Leaders, 2x Machineguns, 75mm Infantry Gun, & Fortifications; vs. Americans: 12x Squads, HS, 3x Leaders, 2x Machineguns, 2x 60mm Mortars, 3x Bazookas, FT, & 3x DC; Estimated Playing Time: 2 hours 32 minutes.
Each scenario is played on half a map board with a handful of counters per each side; these scenarios are fast, with a limited amount of SSR, to ensure minimum set up time and maximum game time.
Sicily, 1943. Last player Turn of the game, it is the US MPh. In order to win, the American player must control 4 multi-hex stone buildings. N4 and L6 are both Italian controlled. What can the US player do to ensure his best chance of victory?
Contest #93 Solution:
The solution to this one is actually quite simple. I deliberately tried to complicate the matter and deceive by displaying the sM, WP, and S numbers on the back of the counters as well as throwing in nonsense about the wind and the date. The answer is, start in platoon movement for 1 MP and even if one tank is destroyed by the ATG, the second tank can scoot out of sight on the second MP and proceed to exit the board without ever getting back into LOS of the Hun. We had 2 correct entries; Mika Harviala and Rick N. Since there are only two of you, I will award the prize to both of you instead of drawing one name. I seem to remember a third correct entry but cannot find it so if you answered this contest with the correct solution as well, please contact me for your prize.
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Best of Friends 2 follows 2013’s Best of Friends with 12 more scenarios from the Swedish Friendly Fire ASL Tournament and also includes an 8˝ × 22˝ geomorphic mapboard that originally appeared in Friendly Fire Pack 6 and has been repainted here by Charlie Kibler as board 85.
As with Best of Friends, the 12 scenarios in Best of Friends 2 have been updated using official layout and terminology, and in some cases updated for balance. This collection presents a selection of scenarios designed by Mattias Rönnblom, Martin Svärd, Chris Mazzei & Peter Struijf, and Pete Shelling and cover a variety of actions from 1939 to 1945 that feature German, Japanese, New Zealand, Polish, and Russian forces in some of the best tournament-sized offerings available in ASL. We’d like to thank the Friendly Fire team for the scenarios in this pack!
Best of Friends 2 contains: • one 8˝ × 22˝ geomorphic mapboard (85) 12 ASL scenarios: • BoF13 Totensonntag – 6.5 turns, 10 September 1939, Janowice, Poland • BoF14 Cocktails For Molotov – 5 turns, 20 September 1939, Grodno, Poland • BoF15 Forsthaus Clash – 6 turns, 10 June 1942, The Forsthaus, northeast of Sevastopol, Crimea • BoF16 Saluting A General – 6.5 turns, 4 September 1942, south of Karmanovo, Russia • BoF17 No Time To Bleed – 6.5 turns, 20 November 1943, Brusilov, Ukraine • BoF18 Bidermann’s Escape – 5.5 turns, 5 July 1944, Miory, Belarus • BoF19 Bite Of The Bassotto – 5 turns, 27 July 1944, San Casciano, Italy • BoF20 Between The Devil And The Deep Blue Sea – 6 turns, 27 January 1945, East Prussia, Germany • BoF21 Dying For Danzig – 4.5 turns, 27 March 1945, Olivaer Tor, Danzig, Poland • BoF22 Capital Punishment – 7 turns, 16 April 1945, Neu Glietzen, Germany • BoF23 Anhalt Pandemonium – 4.5 turns, 26 April 1945, Berlin, Germany • BoF24 A War Of Their Own – 5.5 turns, 18 August 1945, Hill 171, Shumshu, Kuril Islands
Designed for the aficionado, Best of Friends 2 is not a complete product and assumes the buyer owns the core Advanced Squad Leader game system.
N.B. This item may take a couple of weeks to ship.
ASL Roma 2020 is a map and scenario pack for Advanced Squad Leader produced by MMP and the joint efforts of Federazione Italiana Wargame and ASL Italia for the Rome Wargame Gathering in Rome, Italy, October 2020. The pack contains a new 8″ x 22″ geomorphic mapboard (86) and four new scenarios by designers Sebastiano Caltabiano, Paolo Cariolato, Ken Dunn, and Pete Shelling with actions featuring Italian, Greek, German, French Partisan, New Zealand, and American forces.
ASL Roma 2020 contains: • one 8˝ × 22˝ geomorphic mapboard (86) Four ASL scenarios: • Roma1 Eight Million Bayonets – 5.5 turns, 2 November 1940, Kalpaki, Greece • Roma2 Second Hand News – 5 turns, 11 September 1943, Bastia, Corsica • Roma3 Salarola Junction – 8 turns, 2 December 1943, Salarola, Italy • Roma4 Mountain Marines – 8 turns, 16 November 1944, Eglio, Italy
Designed for the aficionado, ASL Roma 2020 is not a complete product and assumes the buyer owns the core Advanced Squad Leader game system.
Unfortunately MMP is not shipping to retailers yet so this item will be delayed a bit and therefore being put on pre-order.
Action Pack #15: Swedish Volunteers is MMP’s production of the original Swedish Volunteers scenario pack by Martin Svärd and Erik Leander. Technically neutral during WWII, Sweden still offered her assistance in the wider defense of her Nordic neighbors through the formation of Frivilligkåren (the Volunteer Corps). Though this corps was demobilized in 1940, Swedish volunteers continued to see action during the German invasion of Norway and later during the Continuation War allied with Finland and Germany against the Soviet Union.
The 16 scenarios in Action Pack #15: Swedish Volunteers include all 14 from the original release, which have been updated using official layout and terminology, and in some cases updated for balance, as well as two additional scenarios, one previously published by Friendly Fire and one brand-new scenario. These cover a variety of actions from the Swedish defense of Märkäjärvi, Finland in 1940 during The Winter War to Swedes united with Norwegian and British forces in Norway during Operation WESERÜBUNG to battles against Soviet forces during the Continuation War of 1941-44.
Swedish Volunteers also features a half-sheet of new counters with Swedish personnel, support weapons, guns, and concealment counters in a new unique color, and six pages of rules containing Scenario Special Rules, designers notes, and the historical background of the force.
Action Pack #15: Swedish Volunteers contains: • 120 1/2˝ counters and eight 5/8˝ counters • Chapter Z rules (pages Z85-Z90) 16 ASL scenarios: • AP144 Ten-Ton Tank – 4.5 turns, 27 February 1940, Märkäjärvi, Finland • AP145 The Swedish Voluntary Corps – 5.5 turns, 2 March 1940, Märkäjärvi, Finland • AP146 Absolut Märkäjärvi – 5.5 turns, 10 March 1940, Märkäjärvi, Finland • AP147 Frivilligkompani Benckert – 5.5 turns, 16 April 1940, Kongsvinger, Norway • AP148 Beacon Of Hope – 5 turns, 30 April 1940, Selbu, Norway • AP149 Lions And Tin Men – 4.5 turns, 2 May 1940, Os, Norway • AP150 Norwegian Edelweiss – 6.5 turns, 17 May 1940, Stien, Norway • AP151 Probing Korsus – 6.5 turns, 4 March 1942, Jandeba, Russia • AP152 Through Mud And Blood – 8 turns, 18 April 1942, Shemenski, Russia • AP153 Across The Rio Grande – 7 turns, 16 May 1942, Jandeba, Russia • AP154 Mexico And Morocco – 5.5 turns, 25 May 1942, Jandeba, Russia • AP155 Katyusha Variations – 5 turns, 21 June 1944, south of Näätälä, Finland • AP156 Swede Revenge – 5 turns, 25 June 1944, Tali, Finland • AP157 Trap By Mishap – 5.5 turns, 26 June 1944, Tali, Finland • AP158 Rather Uncoordinated – 6 turns, 26 June 1944, Tali, Finland • AP159 Day At Night – 5 turns, 28 June 1944, Tali, Finland
Designed for the aficionado, Action Pack #15: Swedish Volunteers is not a complete product and assumes the buyer owns the core Advanced Squad Leader game system.
Note: This product is possibly months away from shipping as MMP has run out of countersheets and is therefore not yet shipping to retailers.
It is the last American turn of the game. In order to win, you, the American player must exit one AFV with functioning MA off of road hexes A15/A16. It is January 1945, Mild Breeze from the NE (top of map is North). The Americans are Elite by SSR. What will you do to ensure the best chance for victory. Winner gets a $10 gift code to Ritterkrieg.
Solution to Contest 92
So the first thing to note is that the Soviet tank must go CE immediately in order to exit the map as he only has 7 MP’s remaining. So let’s look at the odds for the German player to stop the T-34 based on his options. Note that it is not necessary to destroy the tank as even a mere failed PTC will cause the tank to BU and deprive it of the road bonus and make exiting impossible.
The three types of attacks available to the German are IFT, Panzerfaust, and CC Reaction Fire. Let’s look at the numbers for each individually.
IFT: Based on the odds given in Robert Medrow’s excellent article in ‘ASL Classic’, the odds for an 8 Morale crew to become at least Pinned with a 0 DRM attack (-2 leader, +2 CE TEM = 0): 16/8 FP = 68%/49% respectively.
Panzerfaust: Since it is 1945, the chance that the Squad would have a PF is 66.7%. If the availability dr is successful, the best chance for a hit would be in hex E8 using the leadership and eating the backblast would be 58.3% (Base 10, +2 Range, +2 Motion, +1 Restricted Aim, -2 Leadership = 7). Combining the availability dr, the TH DR, and the chance of rolling a Dud, you are left with a meager 38.2% of taking out the tank. On top of this, you have used your leadership, you have risked pinning on your availability check, pinning/breaking/CR on the backblast, and risked CR on a TH roll of boxcars, making a subsequent first fire attack have even less chance of success if even possible. There is the option of firing the PF without eating the backblast and/or not using the leadership DRM but this is a Hail Mary shot that would increase your overall odds of taking out the tank by about 2% while reducing your chances on other forms of attacks by more than 2% because of the possibility of pinning on the availability roll or the PF exploding in your face on the TH roll.
CC Reaction Fire: For a 8 Morale unit with a -2 DRM to pass a PAATC is 91.7%. Next, there are three separate sets of attack DRM dependent on availability of ATMM (this is assuming that the leader will not try for one). ATMM(dr1-3)/No ATMM(dr4-5)/ No ATMM & Pinned(dr6). With an ATMM The cumulative DRM of leadership, Street Fighting, CE Vehicle, Motion, ATMM =-5(91.7%). Without a ATMM the cumulative DRM of leadership, Street Fighting, CE Vehicle, Motion =-2 (58.3%). Without a ATMM and being Pinned the cumulative DRM of leadership, Street Fighting, CE Vehicle, Motion. Pinned =-1(41.7%). So combined with the PAATC, the Tank would become immobile or immobilized/destroyed are 84.1%/53.5%/40.5 Therefore, the chance of stopping the tank on a First Fire CC Reaction attack is (3 x ATMM + 2 x No ATM+ 1 x No ATMM & Pinned)/6 = 70.4%. If the squad and leader are already marked First Fire, this number drops to 55.2%.
So firing on the IFT 3 times 8FP would yield an 87% chance of victory, Firing once on the 16 and once on the 8 would yield an 84% chance. Firing on the 8FP in G9, then PF (No Backblast or leadership in F8), then 8FP (F8), then 8FP (FPF in E8) would yield 89%. Because of the almost 20% chance that 6 is rolled on the check or a 12 is rolled on the shot, this option is not worth the extra 2% chance of success. Street fighting twice in hexes F8 and E8 would yield a 86.5% chance. Firing IFT in G9 and then Street Fighting twice in F8 and E8 would be 89.8% (this is actually too high as the chance of a second CCRF attack is lower because the squad may have pinned or been CR during the first CC attack). So I believe, if I calculated this correctly the greatest chance of success would be to fire small arms at the CE crew in G9, then Street Fight in F8, followed by more street fighting in F8 – OR- fire 3 times using the IFE. I expect much debate on this as I am sure I left something out or my math has let me down. But this is based on pre-plotting your actions before seeing the results as they transpire. Of course a more realistic answer would be to create a flowchart. Because of the crazy complexities and permutations of this puzzle, I am declaring everyone who answered with a solution a Winner! I will be e-mailing you a Ritterkrieg $10 gift code. Thanks for playing. My brain hurts.
Tips and Tricks:
I have often pondered the choice of combining into one Firegroup for a higher column on the IFT, or making two lower strength attacks. What I have found is if the net DRM is 0 or negative, split the attacks. If the net DRM is positive, make one combined attack. Although this is oversimplification and there are several notable exceptions and it leaves out many variables like Cowering, MG breakdown #’s, Snipers, other potential targets if your first attack succeeds, it is a good rule of thumb to go by when you are playing someone who doesn’t appreciate you thumbing through tables before each shot. In the diagram below, the Minor player has a 28% chance of affecting the squad in L6 with a combined 12 FP attack but only a 22% chance by making 2 x 6FP attacks. But when firing at the Squad in N7 he has a 58% and a 64% chance respectively. In each case, making the right decision was worth an extra 6% chance of success. For a closer look, see page 39 in ASL Classic.
MMP has announced the pre-order of Rising Sun. This will put the full OOB of the Japanese, Chinese and USMC into your hands and onto you table. This reprint will also include the map and scenarios for HELL’S CORNER that originally appeared in Operations Special Edition #3.
Rising Sun is Advanced Squad Leader’s long-awaited return to the jungles, islands, and atolls of the southwest Pacific. Multi-Man Publishing has combined the original ASL modules Code of Bushido and Gung Ho! into one monster package. Rising Sun includes the entire Japanese, Chinese, and United States Marine Corps orders of battle; a 2nd edition of Chapter G, which covers the unique rules needed to play ASL in the Pacific Theater of Operations and incorporates all the current errata; and an updated Chapter H for the Japanese and Chinese vehicles and ordnance and for landing craft. Also included are 32 updated scenarios, combining the original Code of Bushido and Gung Ho! scenarios with 16 out-of-print PTO scenarios that originally appeared in the pages of the GENERAL, the ASL Annual, and the ASL Journal. From the ASL Annual ’93b comes the Gavutu-Tanambogo campaign game (Sand and Blood), a new 17˝×22˝ Gavutu-Tanambogo map, and Chapter Z pages. Scenario errata have been incorporated, and new errata have been issued for the older scenarios to reflect the balancing changes made to the updated scenarios. The package is rounded out by seven 8˝×22˝ geomorphic mapboards (boards 34-39 and 47) and dozens of overlays, all updated to match the latest style of boards.
This reprint of Rising Sun will also include the map and five scenarios for the Hell’s Corner HASL which originally appeared in Operations Special Edition #3.
Rising Sun is not a complete game; ownership of the Advanced Squad Leader game system is required to play the scenarios herein.
Rising Sun contains:
-Chapter G; Chapter H for Japanese, Chinese, and Landing Craft; and Chapter Z (Gavutu-Tanambogo Campaign Game)
-1,300 ½” counters and 592 5/8” counters (1,892 total)
Smertniki Shanghai In Flames On The Kokoda Trail The Drive For Taierzhuang Shoestring Ridge A Stiff Fight Bungle In The Jungle Ramsey’s Charge The Eastern Gate Grabbing Gavutu Hazardous Occupation Tanambogo Nightmare Red Star, Red Sun Take Two The Bushmasters Munda Mash Cibik’s Ridge Totsugeki! The Rock Orange At Walawbum Today We Attack Smith & Weston KP 167 Broken Bamboo Jungle Citadel OP Hill Sea Of Tranquility Last Of Their Strength Hell Or High Water White Tigers Bloody Red Beach Battlin’ Buckeyes First Matanikau Bailey’s Demise Samurai Sunset Whaling Good Time The Sand Spit
ASL Player Rating System
Sam Tyson and Doug Rimmer have been working on this great tool to keep up with AREA ratings.
MMP – With this week’s announcement of Rising Sun being placed on pre-order, that makes 3 the number of core modules on deck from MMP. For King and Country should be out before Christmas followed by a completely revamped Hollow Legions, bringing the Italians and the Desert arena back into ASL . I expect these two modules to re-kindle the DTO, one of the most underplayed and most enjoyable venues that the game offers (IMHO). Although Hollow Legions is not yet available for pre-order, this may be your last chance to get For King and Country at the incredible low pre-order price of $90, shipping included (US only) from us. MMP is also working on the long awaited eRule Book, eChapter H, as well as an updated Pocket Rulebook.
BFP – High Ground 3 – Sam Tyson has informed me that BFP is currently working on HG3 which will include many (10?) Korean scenarios. Projected release date late 2021.
Lone Canuck Publishing – Quick Six 3 (November, 2020), The Steelworks (January, 2021).
April 1945. Russian SAN=0. ESB Not Allowed. In this contest, you are the German player trying to prevent a Russian victory. It is the Russian MPh and the T-34/85 has already spent 9 MP’s. The Russian wins if they exit the AFV off road A5-A6. What should the German player do to ensure the best chance for victory? Show your work and rough odds (rounded) for victory. Only correct answers will be entered in drawing for prize of $10 coupon to ritterkrieg store.
Jim McLeod’s Essential ASOP
Borrowed from George Kelln’s LCP page, here is a non-overwhelming Advanced Sequence of Play that we should all keep handy.
Our last shipment of handyboxes sold out before arriving stateside. We have another order on the way and should be here this week. Thanks for your patience and remember that you can mix and match your inserts in any way that you wish.
ASL Line of Sight Trick:
This trick has absolutely changed my game. My LOS guessing has improved at least five fold since using this method and I wanted to share it with you. Once you get the hang of it, you can do the calculation in less than ten seconds and make an almost always correct LOS call.
Contest #90 Solution:
In order to control building R6, all British units must be eliminated, not just broken so something must be done to prevent someone from routing upstairs. Note that in the video there is mention of the German’s needing to break or pin the British leader in order for him to not rout upstairs with a broken MMC and keep control of the building. I am not sure if this is incorrect as the leader may share the fate of the MMC and be eliminated for failure to rout even though he is not broken.
PzIII: Does nothing. It’s sole purpose is to prevent the British from routing to R4.
9-2, 338, DC in R8: R7, R6(Level 0), R6(Level 1), Set DC for Breech, R6(Level 0).
338, DC in Q7: R6, Set DC for Breech.
338, FT in P8: Q8, R7, R6.
127 in O9: CX, Bypass P8, Q8, R7, R6, R6(Level 1)
Demolition charges go off creating breeches on a 10 or less (NMC needed on the 30+3) also attacking the British with a 12+3.
Flamethrower attacks through the Level 0 breech with a 24 Flat.
2 HS and 9-2 attack with a 6+1.
If the breech was created upstairs, any Broken British are eliminated for failure to rout because of the vehicle crew.
9-2 and the 3 x 338 advance into CC against any unbroken British and hope for the best.
There was an issue in the printing process and Xavier, unwilling to compromise on quality, decided to destroy the entire shipment and reprint them. This is expected to put delivery back about 2 weeks. My apologies but I promise it will be worth the wait. Here are some more photos of what to expect:
The prize for Contest #90 is a set of stack guards in a custom ammo box from your choice of nationalities. N.B. if the winner lives outside of the USA, the prize will will a $20 gift certificate instead of the super cool ammo box.
October, 1944. It is the RPh of the last (German) Player Turn of the game. The Germans need to control rowhouse building R3 for the win. What actions should the German player take to have the greatest chance for victory. The same person is ineligible to win two contests in a row but please try to solve the puzzle anyway. Please send your entry to firstname.lastname@example.org with the subject line ‘contest #90’. One winner will be selected from the correct entries.
N.B. – The PzIII is in the R4 building hex (not in bypass). The Germans are Assault Engineers. SAN and ELR for both sides is 2 and 3. No Quarter is in effect for both sides. The counter in R5 that is partially obscured by the image of the PzIII is a PIAT.
Contest #89 Winner:
After reviewing thousands of entries (actually only about a half dozen), the closest to what I think would give the German player his best chance of winning is the solution from Joe Arthur. Congratulations Joe. Here is his entry:
K6 AM to K7
R9 to Q9-Q8-Q7-P6
P6 to O7 (to prevent 4-4-7 from joining melee in turn 7)
K7 to L7 (to prevent 4-4-7 from joining melee in turn 7)
Kill 237 on a or 7 or less (two chances). Prisoners re-arm to give 4 VP in the required buildings.
ASL Zoomed Out (and back in):
Back around 1991 or so, my brother Dylan and I were playing a lot of ASL as well as other great games such as 3rd Reich, Russian Front, World in Flames, etc. Dylan was much more of a strategic kind of guy, enjoying production and planning over the course of game years. I on the other hand loved tactical games. I wanted to get the feel of the individual men and tanks (and all the sound effects that go with that). So we compromised and came up with a hybrid game that was played strategically on the 3rd Reich map, using the system found in Hitler’s War (Avalon Hill) to keep track of the contents of the Army Groups off map. Each Army group ended up being represented by about a company’s worth of ASL counters. It it was the most incredible and novel idea to ever hit wargaming, or so we thought. It actually ended up being horribly tedious with the zoomed in scenarios being beyond boring. So the idea stayed forgotten and tucked away in the back of my head until I saw an ad in Le Franc Tireur 14 by a company called Advancing Fire for a game called Brevity Assault. The system zooms in and out to fight it out in the Desert of Egypt. Is it possible that this is the final frontier for ASL? There are already more scenarios than could ever be played in a lifetime and every major encounter has been represented. This got me thinking about a game that has been sitting on my shelf for a few years now called ‘Operation Dauntless’ by GMT. Although I have never actually played it and struggled to learn the rules, I realized that it has all the makings for a great hybrid game mixing a slightly larger tactical system and ASL. The hexesides are 425 yards across which is just about 10 ASL hexes. The designer notes are incredibly thorough down to the exact composition of each company by men,leaders, mg’s, guns, and vehicles. The terrain is mostly bocage, villages, and open fields and best of all, there are excellent stand alone rules governing O.D. that allow you to pick and choose which battles you wish to resolve using the Operation Dauntless combat system and which battles you wish to fight in ASL. The artwork on the map is from actual photos of the battlefield not generic bocage drawings so it is easy to represent the maps with some reasonable historically accuracy. The units are British vs. Pz.Lehr and 12thSS. Firefly’s, Panthers, Tigers, Artillery, Typhoons, etc. There is also another game in the system called Red Winter. The maps I am making are hexagonal and connect to whichever adjacent hexes you need for the scenario. So I am looking for a crew to brainstorm this including a project manager (as I have little time and even less skills) and have some fun. This is just for fun and NOT for profit. Whatever mechanics we come up with I plan to post as a free download for everyone’s enjoyment, Wouldn’t it be wonderful if we could get some of those GMT players to try out ASL for the first time. Drop me a line if you are interested in this. email@example.com