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Post #125 – Mannerheim Cross. Doomed Battalions. Action Pack 19. Arnhem Scenario Pack. Hazmo 5 and Quick 6 VII pre-orders. Puzzle #126. Solution to Puzzle #125. Trip to Europe.

Mannerheim Cross Preorder:

-44 Scenarios

-6 Geomorphic Mapboards

-3 Countersheets

-Chapter H rules

Doomed Battalions 4th Edition

Hot off the presses with the center dot issue fixed. Please contact MMP for replacement overlays if you received the overlays without a center dot.

Action Pack 19: Roads to Rangoon

Preorder for Hazmo 5:

Hazardous Movement 1-5 Package Deal Discount

Pre-Order for Quick 6 VII

Quick 6 Package Deal 15% Off

It is with a very heavy heart that I learned of the passing of Mark Ruggiero. The gaming world is much poorer with this news. Sincerest condolences to Mark’s friends and family, he will be truly missed.

Puzzle #126

Here is an ASL Classic for you: The poor Italians, finding themselves in yet another jar of pickles deep inside the Soviet Union, are facing down a terrifying Human wave of “Oorah” yelling Mongol hordes sporting PPSH’s. Unfortunately after the first MF impulse of the wave, the HMG fires and Cowers, yet as a saving grace they manage to break one entire stack. Although the right move would be to hold fire until Adjacent or in hex, the leaders panic and give the command to fire now. They did however use a classic trick that increased the odds of survival substantially (hints: there are two subtle clues, one in the previous sentence and one you have to be an ASL fanatic to spot).

Solution to Puzzle #125

So the Germans need 2 more VP for the win. They can secure this by taking the Russian in I5 prisoner but in order to accomplish this they will need to expose themselves to that nasty MG nest. So instead what if they… Move to H6-G6-F5 and E5(CX due to Conscript). They will admittedly face a 2+2 attack from G1 but as long as the Squad doesn’t Disrupt or the Leader doesn’t pin or Break (less than 6% chance) they will be able to Rout the Squad (voluntary Break) with the Unbroken Leader in tow to A7 (Free from Interdiction as both the Russian Squad and LMG are outside of normal range) and then Advance the Leader off the Board for the needed 2VP and the win.

Trip to Europe with Ulrich

I had always promised both of my boys a Father/Son Trip. I have taken Lazi on two now, one to Canada to play pond hockey and one to drive from LA toward NC on old Route 66.

Driving back from LA on old Route 66 with Lazarus after Hockey Nationals

When Ulrich was ten years old he decided that his trip would be to Normandy. Twelve years have since passed since then and finally we were able to hop the pond and embark on our voyage.

We arrived in Paris where Xavier and two of his daughters, Tamara and Laura picked us up at the airport and we drove straight to Ste. Mere Eglise and then off to Pointe du Hoc.

Left to right: Derek, Laura, Tamara, Xavier, Ulrich.
The Dirk Diggler of Anti-Tank Guns
Church at Ste Mere Eglise.

We stayed at a beautiful BnB in Bocage country and the next day we visited Gold Beach and the Batterie de Mereville. We then headed back to our gracious hosts house in Compiegne where we spent the next couple of days with Xavier’s lovely family playing ASL and Secret Hitler in three languages (English/French/Cambodian).

9 for homemade Secret Hitler. My absolute favorite party game.

Wednesday we hopped a high speed train to Marseille for my big brother’s wedding to my new sister Morgane. We stayed in Marseille and the resort they rented until Sunday which involved so many new friends, a whole lot of music with my whole family, Dylan (older brother) on Pedal Steel, Morgane (brand new sister) on fiddle, Omar (younger brother) on Piano, Ulrich and my mom singing, and me on guitar) and a few games of Secret Marine Le Pen with all of their friends over much wine and beer.

Dylan and my brand new sister Morgane
Castle Hill
One of the many dugouts on the winding road to the Abbey.

Ulrich, mom, Omar, me. Pax…Oh that’s ironic
The Abbey in the background. Anyone for a quick climb under mg, mortar and OBA fire? Oh and the trees were not there so nowhere to hide. Yeah, no.

Sunday we began our drive to Italy along the coast road. We picked up my brother Omar and my mom in Rome who flew in from Marseille and were off to Monte Cassino. This was my mom’s absolute favorite part of the trip as you can get lost in the museum of the Abbey for days, while the three boys talked endlessly about the battle, where we would set up our MG and mortar nests, and even climbed into some caves that were blown into the granite by the Germans only to be chased away by the local polizia. Ulrich and I then dropped them back off in Rome and stayed the night in Milan (yuck!).

Staring at Hexes VV44 and WW45 from our flat in RR47 on the Dinant map. More like “Any DR other than a 2 and you Fall”.

Anyone got a match?

Wednesday Morning we traversed 6 countries (Italy, Switzerland, France, Germany,, Luxemburg, & Belgium) on our way to Dinant with notable stops in Hatten and Rittershoffen, and Merzig in the Saarland (home of my family). Dinant was incredible and well worth the visit. All those that worked on the HASL did a marvelous job but I have to say, there is no way anyone could climb those cliffs. I feel like I cheated now when I think how I got all those squads up there.

Next we were off to the Stoumont region, visiting the three sites of the KGP historical CG’s. We were blessed that there were no tourists there this day so we had Stoumont, La Gleize, PZKW VIB 213, the museum, and the bridge at Cheneux all to ourselves. The KonigsTiger was bigger than I could have imagined (it is bigger in every dimension and heavier even than the Elephant!!!). You really can’t appreciate the size until you are standing next to this monster. It is in fantastic shape (the exterior at least) and battle damage is evident on the front armor plate of the hull. The museum has much more than I expected and unlike a teaching museum, it is more a collection of weapons and uniforms exclusively from this battle. The Bridge is much as I would have expected it, beautiful stone construction over a small river, Peaceful and flanked by forest line and pastures. You can picture the squads emerging from the tree line while tanks rolled through the fields. I could have stayed at that little bridge daydreaming until the sun set.

We then drove back to our hosts in Compiegne, finished the scenario we had started the week before and got ready to return home. What a fantastic trip with great friends and family. A huge thank you to Xavier, his lovely wife Serrin, his sister in law, and his children for hosting and entertaining us.

Regrets… Xavier lives but a few KMs from the location of the railcar where the German and French surrendered in 1918 and 1940. We had agreed that we would pose in front of the railcar with the loser of our scenario signing the other’s surrender paper. As we ran out of time, we were unable to get the photo. The outcome of the game will remain a mystery to all until I visit again and we can get that photo. to be continued…

Post #126 – Mannerheim Cross. Ponyri. Winter Offensive Bonus Pack 16. Journal 15. From the Cellar 13. From the Cellar 10 – Contest #126.

Mannerheim Cross:

MC has begun shipping and will land on our doorstep in about a week. We are sending out the invoices for your pre-orders today. Please check your spam folder if you don’t see your invoice in your email folder.

From the Cellar 13:

30 incredible scenarios that were pulled out of the cellar of long out of print LFT magazines. Rewritten and updated.

Slaughter at Ponyri:

Ponyri is now on pre-order. Hopefully this will be released this month.

Winter Offensive Bonus Pack 16:

ASL Journal 15:

From the Cellar 10 – Back in Stock

With it’s Korean War Map and scenarios for Fox Hill and BRT.

Talking to myself: Hatten in Flames CG Logfile:

Puzzle #126:

It is the German Turn 5 of 5 end of Advance Fire Phase in a 5 Turn Scenario. To win, the Americans must have at least 7 CVP worth of Friendly Infantry within 2 hexes of G10. The German player says it’s impossible, the American says there is a way. What is the American player thinking?

Solution to Puzzle #125:

Here is an ASL Classic for you: The poor Italians, finding themselves in yet another jar of pickles deep inside the Soviet Union, are facing down a terrifying Human wave of “Oorah” yelling Mongol hordes sporting PPSH’s. Unfortunately after the first MF impulse of the wave, the HMG fires and Cowers, yet as a saving grace they manage to break one entire stack. Although the right move would be to hold fire until Adjacent or in hex, the leaders panic and give the command to fire now. They did however use a classic trick that increased the odds of survival substantially (hints: there are two subtle clues, one in the previous sentence and one you have to be an ASL fanatic to spot).

The Solution lies in the fact that multiple small attacks have a greater chance of having an effect where the DRM is low (in this case -2) than one large attack. According to the odds charts found in the Classic ASL Magazine, if each Italian stack would split their inherent and MG firepower between the two Russian stacks, they would have a slight advantage. So instead of one stack attacking one opposing stack with a 8 down 2, if each squad attacked one Russian stack and each machine gun attacked the other stack they would have 4 x 4 down 2 attacks. The odds difference is:

2 x 8FP attacks have a 59% chance of a Breaking each unit in a stack

4 x 4FP attacks have a 66% chance of Breaking each unit in a stack

Farewell to Rodger B. MacGowan. Feb 21st, 2025

As a middle schooler, I used to walk down St. Catherine st. to Alexis Neon Plaza, a large three story mall/apartment building across the street from the Montreal Forum. In the mall was a small hobby store (Kangaroo Hobbies; back in the days when we had the right to have an English named store) that I would stop at almost every day before hopping on the subway to get home. This is where I saw my first Macintosh computer loaded with the original Castle Wolfenstein, all the model kits I would one day build, and of course Wargames. I would stare at the box art for over an hour per visit without ever having the money to buy anything. Back in those days of first generation wargames the interior graphics of the components were as horrible as the box art was great. I honestly don’t think I ever would have gotten hooked into the hobby of wargaming had it not been for Rodger’s incredible artwork which threw me right into the battle. I owe him countless hours of fun and friends since then. Thank you and I hope you are watching from above as many of us still stare timelessly at your creations.

Post #130 – All is Well.

This has been without a doubt the most product filled and chaotic quarter I have ever seen. No fewer than 8 brand new products, then in come the tariffs, Europe declining to ship to the United States, my pre-order software giving me it’s ‘2 minute notice’ and here we are… And yet, all is well in the ASL World again.

So as a recap, here are the 8 new products released in the last 60 days…

Inor Player’s Guide – LFT

Quick 6 VIII – LCP

Journal 16 – MMP

Action Pack 20 – MMP

Action Pack 21 – MMP

Steel Fury at Zamoly I

ASL Companion – LFT/Stahler

Hazardous Movement 6

Each of these products offer a completely different ASL experience and design style. For quick scenario play without a lot of thought or rules diving, the Action Packs and Quick 6 are your go to. Getting into more complex and nuanced scenarios would be the Journal and Hazmo fare. For some great bedtime reading the Inor Player’s Guide, the Journal and of course the ASL Companion will keep you up into the wee hours. Lastly, for an immersive dive into history with all the chrome and flavor ASL has to offer and then some, Zamoly and Inor absolutely top the charts.

NB: Missing Scenario 7 from Zamoly I

A few people have noticed that scenario 7 is not included in Zamoly so just a note that Scenario 7 uses maps that will be released in Zamoly II so it is not missing at all but will be included in the next module.

Intel report:

While looking for missing copies of From the Cellar 12, I came across a few copies of the long OOP magazine Recon by Fire 2 by Heat of Battle. These may be the last issues anywhere on the planet and I am liquidating them for 30% off.

Low Stock Warning:

The following products are out of print with only a few copies left in inventory.

ASL Companion

Orsogna – Advancing Fire.

Zamoly I – Advancing Fire

Tournament Pack – Advancing Fire

Green Hell of Inor – LFT

Fight For Seoul

Le Franc Tireur 15 – LFT

Le Franc Tireur 16 – LFT

HazMo Sceraio 55 replay with Chuck Hammond

This scenario is replayed on VASL with the designer in three parts, each about an hour in length. A free give-away as part of the new HazMo VI pack, available for download on the Hazardous Movement’s webpage HERE. The scenario pits the defending US player against desperate 1945 SS as tank destroyers on both sides are eclipsed only by the insane firepower of 6-6-7’s and 6-5-8’s at close range. Throw in some HEAT, DC’s, and MG’s and it’s a miracle anyone survived.

Puzzle #130

June 1941 – It is the final Russian turn which finds the Soviet player 4 Exit CVP short for the win. If he can manage to get his Truck off the east edge he will be awarded the Order of Stalin and bragging rights at the local ASL club. After calling his wife to prophesize about his upcoming victory, his celebrations are cut short when his German opponent stops the Truck dead in it’s tracks in hex A6. The German player wins the game and loses a friend over this sleazy move that Ivan never saw coming.

The BA-6 spent a total on 1/2 MP in the AT Gun’s LOS as it entered A6 from B5. The ATG rolled a 4 (3,1) on this TH attempt and a 5 on the TK with AP. How did the ATG hit on a 4? And why will Ivan never play Fritz again.

Notes: The Road is intact and fully usable by the Truck. No hexes are Bore Sighted. Although legal, the solution is definitely not in the ‘Spirit of the Game’. Good luck with this one, it will teach you a new trick that I hope no one ever uses.

Please submit your answers to puzzle #130 for fame and no fortune in the comments

Post #132 -Companion 3. Action Pack 22. RAACO. Puzzle #131 Solution.

ASL Companion Book 3

Available alone or with the first two books (while supplies last)

This marks the third installment of LFT’s Magnum Opus written by legen Jim Stahler on every aspect of the great game. It concludes chapter 4 and brings us all the way to chapter 7. So far LFT is making good on it’s promise of one release every 3 months.

Action Pack 22

3 new Fortenberry style maps (27a, 28a, 29a) along with 12 new scenarios (1941-1945).

Action Pack #22: A WORLD AT WAR contains:

✧ three 11˝ × 16˝ double-sided geomorphic mapboards (27a/b, 28a/b, 29a/b)

✧ 12 ASL scenarios:

• AP237 Andiamo – 6½ turns, 4 March 1941, Chakara River, near Dembecha, Ethiopia (Ethiopian vs Italian)

• AP238 Italian Crescendo – 6 turns, 28 September 1941, Petrykivka, Ukraine (Russian vs Italian)

• AP239 Buna Mission – 6½ turns, 31 December 1942, Buna Mission, Papua New Guinea (Allies vs Japanese)

• AP240 The Army It Had – 6½ turns, 1 March 1943, Sevsk, Russia (Russian vs Hungarian/RONA)

• AP241 Moreh Melee – 6½ turns, 22 March 1944, Moreh, India (Commonwealth vs Japanese)

• AP242 Seton Block – 5½ turns, 2 June 1944, Kamaing, Mogaung Valley, Burma (Chinese vs Japanese)

• AP243 Hell’s Comin’ – 6½ turns, 10 July 1944, Hauts-Vents (American vs German)

• AP244 Heavy Metal Noise – 5½ turns, 13 August 1944, Oględów, Poland (Russian vs German)

• AP245 Villains at Ville-sur-Illon – 6½ turns, 13 September 1944, Ville-sur-Illon, France (Free French vs German)

• AP246 Stumbling In Place – 6½ turns, 19 November 1944, Apweiler, Germany (American vs German)

• AP247 General’s Orders – 5½ turns, 22 December 1944, Stoumont, Belgium (American vs German)

• AP248 Black Devils of Bure – 5½ turns, 6 January 1945, Bure, Belgium (Canadian vs German)

RAACO Handibox –

After much debate regarding whether we could continue to offer the RAACO line for your storage needs, we finally reached an agreement with our European suppliers with only a slight inflationary price increase due to tariffs/shipping/US dollar. We only received 12 units total but hopefully we can continue to stock this fine product. Available empty (for you DIY 3D printers), with 64 x A5 dividers, or with the 96 custom color 3D printed inserts, the Handibox remains the Cadillac of ASL storage solutions.

Puzzle #131 Solution

It is the last German MPh. In order for the Germans to win, they must exit Panther 302 off the south edge road hex I10. What does the US player need to score a hit and a kill in hex I9 or I10 assuming the TD already has depleted APCR and no ROF. Your answer can be in fractions (eg. 7/36th TH and 11/36th TK or Shock.

Note: All hedges are Bocage. The German player is fully versed in the rules (do not count on him not taking advantage of every rule available to him). Vertex H9-H10 in too narrow to bypass.

So this was somewhat of a trick question as there is no way for the US player to score a hit on the lucky Panther if the German player is aware of Rules B9.36 & B9.521. The Panther moves to I8 (1MP), I9 (2MP) and claims the wreck TEM, I10 (2MP) and claims the wreck TEM, and offboard for the Win. Because the Panther is claiming the In-Hex TEM instead of the WA, it remains out of LOS to the US Player because it is Bocage and not a Hedge.

Post #133 – ASL Journal 17. ASL Companion #4. From the Cellar Sale. Dinant CG.

Journal 17

ASL Journal 17 is a 44-page magazine for Advanced Squad Leader featuring articles, 14 new scenarios printed on card stock, and a new 19.25” x 28” map for use with scenario J282.


ASL Journal 17 articles include:

  • View From The Box is Bill Cirillo’s intensive examination of Twilight of the Reich’s components and Scenario Specials Rules.
  • How Did The Grognard Cross The Road? The Dashing Sean Deller examines Dash and Street Fighting rules.
  • Stalin’s SS Tom Morin takes a thorough look at the NKVD and their use in ASL.
  • Pre-Combat Check: 303 La Mort de Charlemagne, 305 No Brothers, No Friends, and J282 Paths of Vengeance provide hyper-detailed examinations of these three scenarios by Sean Deller.
  • No Strategy in the Götterdämmerung by John Slotwinski offers one player’s approach to J282 Paths of Vengeance.
  • You Can’t Get There From Here by Carl Nogueira provides a thorough analysis of Roadblock use (and how to Clear them!)

ASL Journal 17 has 14 ASL scenarios:

  • J270 Streets of Rostov (Russian vs German, 24 July, 1942)
  • J271 Thor’s Hammer (German vs Russian, 15 January 1943)
  • 272 Streets of Kharkov (Russian vs German, 13 March 1943)
  • J273 Rail War (German vs Allied, 7 June 1943)
  • J274 Soon To Be Dead (British vs German, 10 February 1945)
  • J275 Banana Flambé (German vs British, 10 February 1945)
  • J276 Blood For Poppies (British vs German, 14 February 1945)
  • J277 Max Schmeling’s Right Hook (Russian vs German, 15 February 1945)
  • J278 Twilight’s Last Gleaming (German vs American, 25 February 1945)
  • J279 The End Is Nigh (German vs Pole, 13 March 1945)
  • J280 Tidying Up (German vs British, 24 March 1945)
  • J281 Tip of the Spear (German vs American, 31 March 1945)
  • J282 Paths of Vengeance (Russian vs German, 28 April 1945)
  • J283 Beast At The Bridge (German vs Russian, 29 April 1945)

ASL Companion #4

The fourth instalment of Jim Stahler’s Magnum Opus is now here.

ASL Companions 3 & 4 Combo Deal

Missed out on Companion #3? Here’s a last chance to get it before it too is OOP. When purchasing both there is an extra discount.

From the Cellar SALE

All From the Cellar Packs are on sale until the end of August for 20% off. No coupon needed!

Dinant Campaign Game:

Here are a couple of videos recapping our CG so far of Rommel’s crossing of the Meuse. The CG is still ongoing and I plan on releasing all of the log files and commentary as we go.

Projects:

I am working on a 3D printed overlay organizer. Here is a prototype for the DASL overlays. Stay tuned.

Where the Irons Crosses Grow Team Tournament Redux

I am doing a feasibility study on renewing the ‘Where the Iron Crosses Grow’ team tournament here in Kernersville NC. Because of limited space, I am considering running the event several times a year. Some of the unique features would be no entry fee, live streaming, and a team system that brackets skill levels with each other so all are welcome and can be competitive. I have purchased a small office space (would accommodate around 16 Players) that I plan on finishing into a small dedicated venue if the response from the public is strong. Located the building are several AirBnB’s, a restaurant bar , plus many local bars/breweries/food trucks within 200 feet. Stay tuned for updates.

Post #90 – ASL Rulebook

The ASL 2nd edition Rulebook is back in stock. It has been updated with all of the errata.

Pocket Rat Charts V3 Update:

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:

Contest #90

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.

Situation:

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 dritter3@triad.rr.com 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:

PFPh: None

MPh:

K6 AM to K7

R9 to Q9-Q8-Q7-P6

APh:

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)

CC:

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. dritter3@triad.rr.com

Rendition of O.D. hex 0802 in ASL map scale

Post #91 – Rat Charts Version 3 Shipping. ASLSK Expansion pack 2 Shipping. New LCP pack. ASL LOS Trick. Raaco. Contest.

Rat Pocket Charts v.3 – Shipping

The Rat Charts Have Arrived and are shipping now. Here is a What’s In The Box…

What’s in the Box

ASL Starter Kit Expansion Pack #2 – Shipping

What’s in the Box

Lone Canuck Publishing – Blitzkrieg in the West – The Central Campaign.

6 Scenarios linked to form a campaign.

RAACO handyboxes:

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.

PFPh:

None

MPh:

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)

DFPh:

None

AFPh:

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.

RTPh:

If the breech was created upstairs, any Broken British are eliminated for failure to rout because of the vehicle crew.

APh:

9-2 and the 3 x 338 advance into CC against any unbroken British and hope for the best.

Post #92 – Rising Sun – Player Rating System – MANAgeABLE ASOP – new contest

Rising Sun

Product Image

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)

-boards 34-39, 47, Gavutu-Tanambogo HASL map, Hell’s Corner HASL map

-overlays 1-5, B1-B5, Be1-7, Ef1-3, G1-5, M1-5, O1-5, OC1-4, OG1-5, P1-5, RP1-5, Wd1-5, X6, X11, X25-X29

-37 ASL scenarios:

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.

http://asl-ratings.org/?fbclid=IwAR03SzCLkyg63ezI0HNwc1VDC-ewDJ11cp10S_C2diebos6ToCZHOgfbcQ0

On Deck

Note that the HL artwork is from the original printing and will surely be updated for the new edition.

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.

Le Franc TireurRat Chart v.3 with laminated IFT and TH charts back in stock in very limited quantities.

Lone Canuck Publishing – Quick Six 3 (November, 2020), The Steelworks (January, 2021).

Contest #92

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.

http://www.lonecanuckpublishing.ca/ESSENTIAL%20ADVANCED%20SEQUENCE%20OF%20PLAY.pdf

Post #93 -Best of friends 2 – ASL Roma 2020 – Swedish Volunteers – new Contest

Best Of Friends 2

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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

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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.

N.B. This item may take a couple of weeks to ship

Action Pack 15 – Swedish Volunteers – Pre-Order

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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.

Contest 93

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.

Post #94 – HUGE Black Friday Sale – New: Quick 6 III – New Contest – Contest #93 Winners!

Black Friday Sale:

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.

MMP Core Modules 20% Off

ASL Rulebook, Beyond Valor, Armies of Oblivion, Croix De Guerre, Red Factories, Forgotten War: Korea, Deluxe ASL Redux, Hatten In Flames. Plus most everything else from MMP on sale as well.

BattleDice Precision Dice from Battleschool 20% off

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.

Le Franc Tireur – Up to 36% Off most products

The absolute finest in TPP for the ASL aficionado. Never got around to visiting Paris? Well, here is the next best thing.

Bounding Fire Productions – Free Battle Dice

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.

Lone Canuck Publishing 20% Off

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.

Contest #94

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:

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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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