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.
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.
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.
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:
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.
Youtube Subscriptions:
Please subscribe to my YouTube page so that you get instant notifications whenever I post a new video.
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.
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.
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).
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.
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.
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
The 4th rendition (v1, v2, v2+, v3) of Le Franc Tireur’s Rat Pocket Charts are must have ASL accessory and is at the printer and days away from landing at our doorstep. The new charts have tons of additional information, updated charts, and 16 new pages. They are available in three different formats with no laminated pages, IFT/IIFT laminated, and IFT/IIFT/To Hit/To Kill laminated. This version has incorporated Forgotten War and LFT14 Italian info into the contents. We should be shipping to you in June.
In a break from tradition, this is the first ASLSK product to be released that has dependencies on previous SK releases. It comes with 2 boards, a full counter sheet and 8 scenarios. Expected release date has not been announced yet.
Contest #89
Okay, so maybe it’s not our 89th contest. Let me count… One. This is our first contest. I am naming it #89 so we know which post it first appeared in. To enter, send an email to dritter519@gmail.com with the title Contest #89 and the correct (or most correct) answer based on rules and probabilities. One correct entry will be chosen randomly for a most excellent prize. This was taken from a game I recently played and lost as the German player.
Situation: The Germans must have 4VP worth of infantry in buildings (M7, K7, K10) at Game End. It is the German Turn 6 PFPh. How should the German player proceed to ensure the greatest chance of success? The units in M7 are in melee (the cat must have knocked the counter off).
Paradrops – Video
Here is a little video to continue the series. Like always, if I screwed up a rule or two, sent me a note.
The 2 Half-Squads interview with…me
I recently had the honor of being interviewed by Dave and Jeff for their wonderfully entertaining ASL podcast. We talked about everything and anything hobby related for about an hour. I had such a great time and hope to do it again sometime in the future.
Hi everyone. I hope that you and your loved ones are healthy, safe, and with as little disruption as possible in these uncertain times. Perhaps this is a good time to break out Solitaire ASL (new scenarios in Kampfgruppe Scherer Player’s Guide and Onslaught to Orsha), or play some VASL, or set-up a thoughtful defenses of a large scenario. In any event I am thankful that we have have such a wonderful hobby that allows our minds to stay active and engaged with ourselves and our friends even while we may be stuck at home. Now is a great time to submit some ASL fiction for me to post here for everyone to enjoy. On my end, I just celebrated my 50th birthday. Amy made me a chocolate cake and for my birthday she bought me a Gopro for my ASL videos. So, I have set a personal goal of no longer having the poorest quality videos on the internet. Included below is my first video with my new camera. I have decided to do a ‘how to’ on glider landings. This will hopefully motivate some of you to try it for the first time. There are some really fun scenarios out there included in FKaC and Kreta that involve Gliders. I hope you enjoy.
We have placed our order from Europe and the Raaco boxes should be arriving within the next 2 weeks. I am taking orders now. Each handybox comes with a carrying case, four trays with flat lids, 64 dividers with 320-512 separate compartments (depending on which inserts you choose). Please include the breakdown of dividers in the comments section of the order or feel free to call or e-mail me.
We finally received our large restock from Helen and Chris at Battleschool. Among the long awaited titles that are now back on the shelves are Soviet 30th Anniversary, British For King and Country, US Army, US Airborne, and the backgammon Dice.
The newest March Madness is here with 8 brand new state of the art scenarios. Be sure to collect all of the available packs in the series with this bundle at a very special price.
Honestly I just forgot to restock this item. Critically acclaimed scenarios and articles on the forgotten theater is available again in very limited quantities.
So much to discuss. First and foremost, Onslaught to Orsha and Croix de Guerre have arrived and are now shipping out to you. I cannot tell you how much I appreciate your unending patience. Click on any of the products and there will be a what’s in the box video for you to watch.
Stack Guards:
Move over sliced bread,.. Tired of having your concealed stacks knocked over by accident? These little guards will make accidental enemy recon a thing of the past. Available in Black, White, Brown, Blue, and Green. The price is $24 for the first kit and $20 for each additional kit. I will refund $4 fr each kit after the first.
I am not crazy about the name ‘Stack Guards’. Submit a name for this product and if I use the name (and you submitted it first in the case of multiple people using the same name), I will send you a free kit.
After an eternity of waiting, CDG arrived today and has started shipping your pre-orders. Click the link for a ‘What’s in the Box’ and discounted ordering info.
Our dice storage cases are back in stock. No better way to protect your precision dice. Intimidate your opponents while impressing the ladies with this fine piece of luggage. Made from genuine plastic and foam so don’t settle for imitation.
Croix de Guerre is hot off the presses and MMP is currently shipping to pre-orders. We should be getting ours out to you within a couple of weeks. In this module, the French get a much needed face-lift with all new counters (9 sheets). Also included are many new and old scenarios, maps, and the campaign game covering Rommel crossing the Meuse at Dinant in 1940. We are keeping the price 20% off until we get all the pre-orders out so if you missed your chance, jump on it before it goes back up.
The new Winter Offensive bonus pack will be in our hands shortly. We are selling this at exactly our cost ($15 + $4 (Box, Paypal fees, Shipping) of $19.00 as all proceeds go to charity.
Lone Canuck Publishing has released it’s biggest project to date. This is the 7th campaign game frm LCP and the first two map product. It has 6 scenarios including a very small one (I played it in less than an hour) and a huge one (think ‘The Last Bid’). The map is an urban inferno. Rubble, gutted buildings, gutted factories, wide city boulevards at every turn. I managed to play a good sized scenario at Winter Offensive against Dave Reenstra which ended with me trying to rubble a building with a DC for the victory. Although I couldn’t pull off the ‘W’, it was by far the most fun I had all weekend. Now Tim and I are setting up the 15 turn monster.
Interview with Dan Dolan, creator of Dinant Historical Module.
This interview is an hour and a half long. The sound quality improves over time. The first two minutes can be skipped over as I am trying to contact and improve the audio. I will try to edit this and replace it. If there is a volunteer that would like to do it for me I’d be very appreciative.
A shot disturbs the eerie silence of a deserted city street, punctuated by the frantic footfalls of men seeking cover. One of Kruger’s last veteran nco’s lies motionless in the street. The remnants of the dead man’s squad are nowhere to be seen—scattered in nearby houses and gutters—all thoughts the advance abandoned with the stunned demise or their leader…the compulsion for revenge obviously overcome by their instinct for self-preservation. Off to the right, Kruger’s own men have located the source of the lethal shot and are laying down a steady stream of fire on the church steeple directly ahead. The absence of responding fire suggests that the lone Russian marksman has beat a hasty retreat of been victimized by the withering fire of the German retort. Kruger has seen enough. He is to occupy the church and set up a regimental observation post at once. His orders leave no leeway for delays by a single sniper. He gives the signal to rush the building. Obedient their training, his men, veterans of France, the Balkans, and 18 months of fighting in Russia, spring to their feet. Seconds later the sharp, staccato retort of a Russian machinegun concludes the assertiveness of death itself that this time Kruger was wrong… (back of original Squad Leader box).
Talking with Tom Kearney at Winter Offensive, he described how much fun it would be to hear recounting of scenarios told by the participants on the ground (or on the cardboard) in the style of the words on the back of the original Squad Leader box. It got me thinking about writing a short story as witnessed by one of my surviving leaders after the completion of the scenario. And then I realized that I have no writing skills whatsoever. So I am forwarding the challenge to you. If you think that this is a good idea and would like to participate, I will accept submissions and print and store them right here on this website for everyone’s enjoyment. Please include a preface of the scenario played, the opponent played, and the outcome. It would be exponentially more interesting if we could get both players to write their own perspective of the same scenario played.
Winter Offensive 2020
Just back from Bowie, MD where record crowds (over 200 I believe) gathered for MMP’s annual get together. So many old friends and new faces. Here is a rundown of my extended weekend:
Ray Woloszyn and I arrived Thursday afternoon where I jumped right into ‘One eyed Jaques’ from the new W.O.11 pack against my good friend Dan Stanhagen. I was the German player and Dan played the French. Those 1/2″ 37* French guns are a real pain. I think I take them for granted because of the size of the counter. Really fun scenario where the French keep guessing the German intentions to achieve victory.
Friday morning saw my second game which was against Sam Tyson. We played Feast Day (W.O.34) from W.O.11. I played as the British against Sam’s Germans. In this one, the British have to take a bunch of real estate in a city fight.
Friday afternoon I got to play David Goldberg (Chicago ASL Open) in ‘Ultimate Treachery’. David’s Japanese attacked my French garrison in late ’45. This is a wonderful scenario if ever you get a chance to play it.
Saturday morning I played Keith Spurlock in a Rally point scenario. I didn’t write down which one but my German’s were needing to take two small buildings and exit some points with 2 x PzII’s and 2 x PzIII’s. Like most RP and Schwerepunkt scenarios, you prep fire, you lose. Move at all costs. Do not stop for anything. Keith is a great player and an instant old friend. We chatted as much as we played and I can’t wait to see him again at ‘Where the Iron Crosses Grow’ in March.
My Fifth game, on Saturday afternoon was KBR2 from the new Konigsberg pack was a tiny scenario. Jim Thompson and I finished it in a about an hour but ohhhhhhh what an hour it was. 3 German squads with the help of some fortifications have to hold off what seems like the entire Russian army. As I moved the winning 4-5-8 squad toward the finish line for the big W (all of his squads had fired and could not FF because of a closer KEU, I heard a ‘click’. I had stumbled into a well placed German minefield which blew my leader along with his movement bonus onto the carpet next to the table. Well played Jim.
My last game was against Dave Reenstra in KBR5 – Artillery Economy Building. I had so much fun playing the previous Konigsberg scenario that I wanted to play another one. This one was much meatier and into the city instead of the suburbs. Again the German’s had seemingly little to stop Russian ISU 152’s, FT’s, 9-2 leadership, 6-2-8 AE’s, but once again those darn fortifications slowed and killed me just enough for victory to slip from my grasp. It ended up coming down to a hail mary DC placed at the base level of one building hex hoping it would rubble and have falling rubble into another hex that I needed to clear.
Sunday morning we decided to head back to NC after breakfast. I was lucky enough to sit with Dan Dolan and we had an incredible discussion about Dinant. Not just the CG that is included in Croix de Guerre but also his stories of when he visited the famous site of Rommel’s crossing when he was researching for the game.
And now I am home and dreaming of Where the Iron Crosses Grow, Bitter Ender, ASLOK, and then W.O. again. I hope to see you all there.
Xavier has confirmed that the Epic Korean module featuring two campaign games should be arriving here at or around the 20th of December. You can still get this product for another couple of weeks at the pre-order discounted price. Note that you do not have to pay anything now. You will get an invoice when we are within a week of shipping.
The largest CG released to date by George at LCP. Looking at these awesome photos, this is going to be a great one. At $60 shipping included, it looks like a great buy. Ships December.
Königsberg – The Bear’s Revenge (KBR) is a tactical-level game that allows players to experience some of the challenges faced by local commanders during the Soviet Third Byelorussian Front’s bid to secure the German city of Königsberg. Königsberg was, according to British Prime Minister, Winston Churchill, “a modernized heavily defended fortress”. Three concentric rings of fortifications surrounded the city: the outer ring of defences reinforced by 12 forts outside the town, the middle ring in the outskirts, and the inner city, which consisted of a single fortress of anti-tank defences, barricades and landmines, along with several other forts.
Königsberg – the Bear’s Revenge (KBR) will contain a 48″x34″ map (spilt into two halves), 280x 1/2″ counters, 88x 5/8″ counters, Historical Write Up, KBR Rules, Tactical Mission (a.k.a. Campaign Game), and 6 scenarios (1x enormous, 3x medium, and 2x small). The tentative release date will be in early December (notwithstanding an unforeseen misfortune) – just in time for Christmas.
Another 6 small playable scenarios from George at LCP. Don’t forget to pick up the original Quick 6 if you don’t already have it.
Q7 –Direct Pressure: Lessay-Periers Highway, France, 25 July 1944; Game Length: 6 Turns, Americans: 10½ Squads, 3x Leaders, 4x Machine-guns, 3x 60mm mortars vs. Germans 5x Squads, 2x Leaders, 2x Machine-guns, 81mm Mortar, and fortifications; Estimated Playing Time: 2 hours 41 minutesQ8 –New and Untested: Kursenai Bridgehead, East Prussia, 3 October 1944; Game Length: 6 Turns, Germans: 12x Squads, 3x Leaders, 4x Machine-guns vs. Russians 11x Squads, 3x Leaders, 7x Machine-guns; Estimated Playing Time 3 hours 11 minutes
Q9 –Long Day of Confusion: St. Contest, France, 7 July 1944; Game Length: 6 Turns; British: 12x Squads, 3x Leaders, 5x Machine-guns, 2x 2″ Mortars, 2x PIAT vs. SS-Germans: 5x Squads, 2x Leaders, Machine-Gun, 75mm Infantry Gun; Estimated Playing Time: 2 hours 38 minutes
Q10 – Most Important Thing: Narva, Russia, 1 March 1944; Game Length: 5½ Turns; Russians: 16x Squads, 3x Leaders, 5x Machine-guns, 2x DC vs. SS-Germans: 5x Squads, 2x Leaders, 2x Machine-guns, fortifications; Estimated Playing Time: 2 hours 34 minutes
Q11 – Demented with Grief: Lebisey, France, 8 July 1944; Game Length: 6 Turns; British: 10x Squads, 3x Leaders, 2x Machine-guns, 2x 2″ Mortars, PIAT vs. Germans: 8x Squads, 3x Leaders, 2x Machine-guns, fortifications; Estimated Playing Time: 2 hours 34 minutes
Q12 – Unfamiliar Land: Nizhe, Russia, 25 November 1942; Game Length: 5½ Turns; Germans: 11x Squads, 3x Leaders, 3x Machine-guns, 2x 50mm Mortars vs. Russians: 8x Squads, Crew, 2x Leaders, 4x Machine-guns; Estimated Playing Time: 2 hours 25 minutes
.
Each scenario is played on half a map board with a handful of counters per each side; these scenarios are fast, with limited SSR, to ensure minimum set up time and maximum game time.
Luanne at MMP tells me that FKaC should be available around mid-January 2020. We should be shipping shortly after that. Our pre-order price matches MMP but saves you $10+ on shipping.
Where The Iron Crosses Grow Team Tournament 2020
Actual film footage from our tournament last year.
Tim Brieaddy and I will be hosting the 6th Annual ‘Where the Iron Crosses Grow’ ASL Team Tournament. It will be held March 19th – 22nd, 2020. World renowned as being the best and oldest ASL Team Tournament in the entire Kernersville, NC Area.
Spirit Of The Event: This event is held for fun. Make friends, laugh, smoke a cigar while sipping whiskey on the back deck. If you are the type of player that never looks up from the table to make eye contact with your opponent, doesn’t make small talk or tell stories, will only play scenarios that you have mastered, or get’s offended by jokes about Ken’s mom, then you might not have a good time being here.
Format: Team Tournament. Each team is made up of 1 Veteran, 1 intermediate, and 1 Novice player. Each player plays round-robin games against the other players in their class gaining points for their team.
Location: 918 Maxine St. Kernersville, NC. 27284.
When: Friday March 19th–Sunday March 22nd, 2020 (open play begins Thursday but the tournament begins Saturday)
Cost: Free.
Scenario list: None. Play something that you would like to play not what I would like you to play. All scenarios choices are upon mutual agreement of the players. It is a great time to dive into something new that you have always wanted to try as there is a good chance that the actual designer of the scenario is in attendance.
Prizes: Too many to mention. Plus some participation awards so everyone feels like a winner.
Limited Space and Availability: There are only 20 spots total for this event so register early and we ar
I honestly can not remember a time when so many great products were coming out in such a short period of time as now. It is as if ASL has geared up to war-time production. Until recently, a new player could not play the Italians (LFT14), the French (CDG), and the British (FKaC). Add to it the release of a huge Korean War module (Fight For Seoul), The Battle of Konigsberg, and the updated Onslaught to Orsha. Such a great time to be in the hobby.