I wanted to send out an update on the status of our inventory and your orders.
First I’d like to say thank you for your patience. Never before have I seen such a perfect storm of new product mixed with the Gods of the supply chain sabotaging our every effort ay efficiency and speed.
We had no fewer than 9 new ASL products (Prokhorovka, Operation Martlet, Operation Neptune, Hollow Legions, From the Cellar 11, MMP Pocket Charts, Pocket Rulebook, Pocket Chapter H, and Winter Offensive 13) hit the market within days of each other. To add to the confusion, Paypal just outsourced their shipping service to ShipStation which does not allow orders over 30 days to be printed so over 200 orders had to be entered manually. Uline is backordered on shipping boxes, the Prokhorovka replacement empty boxes (to replace the crushed units of the first shipment) were held at the UPS hub in Cologne for 27 days, Christina left (thank God Hailey came back), and we went 5 weeks at Ritterkrieg without full staff due to injury or sickness.
The great news is that the last 60 orders should be out the door by the weekend.
So much news and products coming in at unprecedented levels.
MMP has just released the version 2 Pocket Rulebook. At the same time and in the same format, they have also released for the first time a Pocket Chapter H and their very own Pocket Charts. Also, fresh from the printers is Winter Offensive 13 (2022) scenario and Geo board pack. Hollow Legions is finally shipping to retailers so we should have those out to you starting this week. The Version 2 Electronic Rulebook is ready for download too.
Le Franc Tireur’s From the Cellar 11 is shipping and Prokhorovka! is waiting on a few replacement boxes to complete those orders.
Printed on thicker paper, The Pocket Edition contains core Chapters A-G, J, K, & W and the full Index. All errata is now incorporated, including the new Chapter A pages and revised Chapter F from Hollow Legions. The Pocket Edition also sports a handy IFT chart on the back cover.
Pocket Chapter H that for the first time collects all the ASL vehicles and ordnance for all the nationalities in one place. Following in the footsteps of the innovative Pocket Edition Rulebook, Pocket Chapter H has all the Chapter H pages from all the modules: German, Russian, American, British, Italian, Japanese, Chinese, French, Allied Minor, Axis Minor, Finnish, and all the participants in the Korean War, as well as the Design Your Own rules.
After about a 3 month wait, Vicky at MMP has finally confirmed that they are shipping to the retailers. We are pre-packaging the boxes with shipping labels in anticipation of the order coming in so there will be no delays on our end. Thank you for your unending patience.
Prokhorovka! update
The last shipments of Prokhorovka should be ready to ship next week. There was a 2 week delay in Cologne with the last shipment. We are very sorry for the inconvenience.
As most of you know, our friend John Dober left us last month. Left behind is his lovely wife Christina who is still trying to navigate the turbulent financial waters that come with the unexpected loss of a spouse. Please consider a donation through the link below, set up by their loved ones (do not send me any money).
So much great news to talk about but I have to start with some devastating news to the ASL community. After a stiff fight with medical issues for the past year, John Dober III passed quietly surrounded by friends and family on January 8th. More on John below.
Prokhorovka! has arrived and is all and so much more than I expected.
From the Cellar 11 should be here within a few weeks so we are taking orders now. Included for free will be one replacement countersheet for ‘The Green Hell of Inor’ .
Hollow Legions is still being shipped by MMP to pre-orders. We still don’t have an exact date when they will ship to us retailers but I can’t imagine it will be much longer.
Le Franc Tireur From the Cellar 11 is finishing up at the printer as I write this. Included are 10 scenarios and articles on how to defend in ASL. Also included at no charge is the replacement countersheet for The Green Hell of Inor. These are small meat and potatoes ETO scenarios that test your defensive prowess.
On January 8th, John Dober III left this world surrounded by friends and family.
John and I met at ASLOK many years ago and became instant old friends. We would sometimes seclude ourselves in Cleveland playing as many as eight scenarios in 72 hours. I will miss you my friend.
John, you will be missed by all who knew you. If there is an afterlife, I don’t doubt that you are sitting at a table with Darryl Wright drinking, laughing, and cursing the 11’s you roll (I hear there are no Boxcars in heaven).
John and and his lovely wife Christina graciously opened their home every year for the Hallowed Ground ASL Tournament. With a lot of help from friends like Ed Akehurst, Christina plans to continue the tradition in John’s honor.
We received our order of Prokhorovka! and have finished shipping pre-orders. We have a few extra copies due to some duplicate orders so if you would like a copy, this is the time.
Prokhorovka! Review:
Let me start by saying that one week later I am still absorbing the magnitude of this product. The component quality has been completely upgraded since the release of Brevity Assault with thicker maps and pages and countersheet die cutting in line with MMP.
8 Mapsheets:
The 8 (Yes 8!!!) map sheets are standard full thickness of MMP/LFT/LCP. 5 of them link together for one giant map for the July 12th inferno when the 5th Guards Army was released.
4 Countersheets:
some counters. Note the female Sniper!
The countersheets are die cut to the standards of MMP with original full color artwork.
14 Scenarios:
The paper is semi-gloss and full weight. The scenarios are mostly very large (Up to 20 turns with as many as 189 AFV facing off against each other in one of the largest tank battles represented in ASL. Of note are 2 Starter Kit scenarios, 2 Night scenarios, and 1 CG.
Lone Canuck Publishing has announced Operation Martlet will be shipping the first week of December. I am hoping to have a pre-shipment so we can ship at the same time. Operation martlet deals with the furious Normandy fighting covered in GMT’s fabulous game ‘Operation Dauntless’ that I have previously written about on this site. This is a campaign game similar in scope and size as LCP’s other manageable titles like Purple Heart Draw, Hell’s Highway, Bloody Buron, etc. Speaking of Hell’s Highway, George tells me that he is working on a 2nd edition of the module which explains why it is still sold out. Hopefully we will have that in hand by spring.
MMP has announced that Yanks 2nd edition is on pre-order. This is the exact same edition and contents as the 2016 printing. Hopefully this core module will jump to the front of the long line of products that are in queue for the printer.
Chas Argent has announced that Hollow Legions is at the printer. As usual MMP is tight lipped about release dates so we can only guestimate that we will have it in hand either Monday or by the end of the year. This is a huge package with an equally large price tag so don’t let the pre-order discount escape you. This will not only be the Italian OOB but also include all the desert goodies that were originally included in West of Alamein plus Soldiers of the Negus CG. What does this mean to you? It means that hopefully we will be delivering late 2021. This is the last chance to pre-order with 25% savings with free shipping and no obligation. As soon as MMP takes this off of pre-order status we will be sending out invoices which you can pay right away or wait until we are ready to ship but the pre-order pricing will be gone.
Xavier Vitry, Kaleun of Le Franc Tireur has discovered a tiny stash of Kampfgruppe Scherer: The Shield Of Cholm. I will be offering these as a package with the KGSPlayer’s Guide. They should be arriving some time this week or next from across the pond.
Advancing Fire Prokhorovka Update: Sebi has informed me that he is planning on getting the module shipped to me by December 10th. I will be taking it off of pre-order and sending out invoices in the last week of November. Once again, I am not ordering more than needed to fulfill the pre-orders so please order one now if you want it.
Two new players to Starter Kit. In casual conversation with a member of my beer league hockey team and talking to a neighbor at our annual block party, I have started both on the road to obsession, bankruptcy and divorce by gifting them each a copy of ASLSK1. Although not Earth shattering news in itself, it is an example of how easy it can be to find new players to introduce to the hobby with minimal effort. If you talk about ASL, they will come (Ray Kinsella, 1989). Please expect to see Garrett Holten and Bill Ryder on the ASL FB pages and at conventions in the near future.
Green Hell of Inor Countersheet Update
Le Franc Tireur is currently finishing up From the Cellar 11. This should be extremely popular with articles based around setting up a proper defense in ASL. Also included at no extra charge will be a reprint of the countersheets found in Green Hell of Inor.
Hot off the presses, MMP’s Module covering the fighting between the Japanese, Chinese, USMC, and everything in between is back in stock. This newest edition also contains the Hell’s Corner Campaign Game.
What changes are in the 2021 version? The addition of ‘Hell’s Corner’ map and 5 scenarios.
Hell’s Corner is an ASL historical study released as an insert in Operations Special Magazine #3. It covers the battles that occured along the Matanikau River on Guadalcanal from August to October 1942.
With an emphasis on Korean and Japanese scenarios, you can give your German and Russian counters a much deserved R & R.
This Action Pack is huge containing 2 Geomorphic Mapboards and 16 scenarios. All but three of the scenarios take during the Korean War so along with LFT’s From The Cellar 10, this theatre is finally getting some much needed love.
Hazardous Movement Scenario Pack 2: The Un-Civil Wars thematizes three very consequential civil conflicts that took place immediately before and after the Second World War: in Spain (1936-1939), Greece (1944-1949) and China (where civil war resumed in 1945 and ended in 1949). The pack consists of 10 exciting, innovative scenarios spanning these years. Civil wars, ironically, are very bitter affairs, a fact that is reflected in the combination of No Quarter, Hand-to-Hand Close Combat and Political Commissars (for the Communists) that makes for particularly violent scenarios, even by ASL standards . . .
George at Lone Canuck Publishing has released the fourth installment in the Q6 series. It should be in hand within the next couple of weeks so we are taking orders now. Each of the Quick 6 packs contains 6 short scenarios that can be played in 2-3 hours.
We are in the final moments before locking in our total one time(?) order
for Prokhorovka and Biazza Ridge campaign games. As with Brevity Assault, I expect this to be Out Of Print in a flash. Because of the extremely high cost of shipping from Europe, I am only ordering a few extra copies over the pre-ordered numbers. You can still pre-order here…
There are less than 100 copies left for distribution and retail sales.
There is a planned reprint of the countersheets to correct some very minor imperfections in the die cut. Stay tuned for updates.
I had a chance to play three of the scenarios and every one went down to the last turn if not the last PTC. A lot of fun without too many SSR bogging you down.
France July, 1944. US DFPh of the last player (German) turn of the Game. The PzIV has just moved to F7 during the MPh. The VC are: In order to win a player must have accumulated >4 more CVP than their opponent at Game End. Any other result is a Draw. The US player so far has 39 VP and the German has 38 CVP. Both players plan to fire at each other using AP ammo in the DFPh/AFPh (if still able to).
The DR log for the rest of the game are (note that I may have added in some extra DR’s. Use only what is necessary):
3,3. 6,4. 1,2. 6,6. 2,3. 1,4. 5,3.
Did Sgt. Drake carry the day or die in his Sherman? Or maybe both sides retired from the battlefield licking their wounds.
Please send your solution to Dr******@******rr.com
Solution to contest #100
Congratulations to Mark Drake as the winner of contest 100. So let’s unpack this one. The US player must control 2 buildings that are unreachable but both are too far to reach without the help of leaders, of which he only has one. So his only chance for victory is to create a new leader in the Rally Phase. In order to Voluntarily Break there needs to be a Known Enemy Unit in LOS so DO NOT blow up the StuG! In this rare case the StuG is your friend. The Bazookas were added into the equation to throw you off track.
GT6 – DFPh – Do Nothing
GT6 – RtPh – Voluntarily Break 2 HS and rout both without the Leader to P14 or R14
UST6 – RPh – Attempt to Self Rally both (HIF CG12) Broken HS hoping for a 2. If a 2 is rolled on either Self Rally attempt, a leader is created per A18.1. If a Leader is not created, it is no longer possible to win so now in a final attempt to salvage your shattered ego you can take a parting shot at his StuG with the 9-1, non-Broken HS and Bazooka.
UST6 – MPh – Using Bypass, CX & Move new Leader with the Rallied HS Adjacent to one of the VC buildings and CX and Move the 9-1 Leader and HS Adjacent to the other Victory Building.
UST6 – APh – Advance into both Building for the Win and go to Gamesquad to find a new opponent because the German player will never play against you again.
Hatten In Flames Rubble Printable Sheet:
One of the features of Hatten In Flames Campaign Game is the Rubble generation between scenarios. If you care to de-clutter the map, here are some overlays that should fit nicely.
Make sure you click ‘Actual Size’ and not ‘Adjust image to Paper’ when printing and the size of the Rubble should be exactly 1.1″ high.
This is our 100th post and I wanted to make it special.. Xavier at LFT has ensured this with the announcement of ‘The Green Hell of Inor’ at the printer as you read this. If that wasn’t enough, Advancing Fire has put up ‘Prokhorovka” on pre-order, their 3rd campaign game and scenario pack. We also have a second generation of Stack Guards now available. A new contest as well as the solution to contest 99. With great sadness I learned of the passing of two great friends of the hobby.
A Note About Pre-Ordering through Ritterkrieg:
We do not charge any money up front nor do you enter any payment information at the time your pre-order is taken. When we estimate that the product is a couple of weeks from being shipped to you we send out invoices. At that time if you still want the product you can pay the invoice -or- you can delay paying the invoice for up to three months thus locking in the great discounted price until you are ready to pay -or- you can ignore the invoice altogether and consider the pre-order cancelled. Most of our customers prefer this method as there are no commitments and no surprise credit card charges for items that you may have forgotten you ordered. In addition, the free shipping to the already low prices can save you even more. Unfortunately, with the huge cost of shipping LFT and Advancing Fire products from Europe, we are unable to offer the same discounts as we do with MMP products.
This is the fourth campaign game pack from Xavier ‘et ses amis’ at Le Franc Tireur. Kampfgruppe Scheer: The Shield of Cholm took us to the frozen-then thawed steppes of Russia. Operation Chariot had us destroying the deep water port of St. Nazaire. Fight for Seoul gave us the chance to live and die in the Forgotten War. Now we are fighting for our live is the fields of France in 1940.
– 2 x A1 maps printed on matt paper, just like FFS or Toktong pass.
– 2 x countersheets
– 32 page Rulebook
– 72 page historical booklet
– 16 scenarios(14 on the historical map, 2 on geo maps)
– 3 Campaign Games
– Player aids, CG Rosters, RGs and such.
Sneak peak at some of the contents of this huge package
When Advancing Fire released Brevity Assault and Biazza Ridge I was trying to find a way to carry their products on Ritterkrieg. Unfortunately I couldn’t make the numbers work at that time. The solution became to take pre-orders and order only this amount of product. So if any of the titles interest you please pre-order and I will get you a copy so you can save on the exorbitant shipping costs that you would normally incur on something coming in from Italy.
13 action packed scenarios (2 compatible with SK rules), including 1 campaign games (CG) covering counterattack battle southwest of Prokhorovka
Four full counter sheets with 384 full color die cut 5/8″ ASL counters and 560 full color die cut 1/2″ ASL counters
Five 37.4” x 22.8” HASL map sheets which, combined in one 37.4” x 114,0” map sheet, represent the historical layout of the “Tank Fields” of Prokhorovka
One 36.8” x 22.0” HASL map sheet which represents the historical layout of the Andreevka and Vasilyevka villages
One 24.4” x 15.7” HASL map sheet which represents the historical layout of the Storozhevoje village
One 30.7” x 23.6” HASL map sheet which represents the historical layout of the area around the Stalinskii State Farm
Rules pages describing PRK Scenario Special Rules (SSR), map terrain and campaign game rules
Stack Guards Get a Facelift and a Small Correction
Complete ammo box with Stack Guards. In this example the 146th Tank Battalion with 76mm APCR that did sooooo much damage to my Panthers in Hatten 🙁Complete ammo box with Stack Guards. This example is the 101st SS Heavy Tank Battalion with 8,8 cm ammo.
It has been over a year since my son Lazarus designed and printed the first set of Stack Guards, there were two improvements that he wanted to address.
The first was quite a simple problem and easy fix. The 3 deep 5/8″ guard is included for use with 1 x crew, 1 x 5/8″ Gun, and 1 x 5/8″ concealment counter. The original hole on the bottom was slightly too big and the crew would fall out if the guard was lifted. This has been fixed.
The second improvement was to make them transportable. For this we needed an enclosed case. Soon he fashioned an ammo crate to store them but the problem of production cost and time made it hard to justify. The fact is that the case with the stack guards uses three times more plastic (making the cost of each unit over $10) and three times the production time (about 18 hours).
So we arrived at a hopeful solution. We will be offering the complete ammo box with cover and we will also be offering just the base of the ammo box with the stack guards for the original price. You can always add the cover later if you like them and want to make them transportable.
Markings on the Box: You can chose between different colors and nationalities for no extra charge.
Customizable? Yes, for a small fee you can customize your ammo box to just about anything you like from your favorite unit to your name to a photo of your pet.
As a last note, I want to thank all of you for encouraging him in his first venture into design, production and sales. He learned a lot that hopefully he will apply for the rest of his life.
Base and the Stack Guards without the cover.
Contest #100
Hatten in Flames CG1: After 5 bloody days in Hatten, everyone is dead, broken or so far out of LOS and range that these are the only units left that can have an impact on the outcome. It is the end of the German turn 6 MPh and the StuG just failed an ESB attempt causing it’s immobilization in a particularly precarious location. Good news for the Jerry’s is that they still hold on to 7 victory areas (6 are needed for the CG win). In order for the American player to win, he must take back control of both the synagogue (hex T7) and Eglise St-Michel (hex N7). What should the American player do starting with the German Turn 6 DFPh and every phase after to have the best chance at carrying the day and ultimate victory?
As always, email answers to dr******@******rr.com
Solution to Contest #99
The solution to this one is pretty simple if you remembered one key rule that I often forget. The thick white box on the KV signifies that it is Restricted Slow Traverse. Because the AFV is CE, is is neither capable of firing it’s MA nor it’s CMG. Further, because it is behind a wall, it’s BMG is useless as well. So the tank can be completely ignored and the Sniper used on the Squad, ensuring the Italian victory.
Copyright MMP/Hasbro
So long, until we meet again…
This summer has brought the tragic news that Bill Sisler and Sam Belcher have left this world.
Dave Ginnard, a longtime friend of Bill eloquently wrote:
To all of my friends in the ASL and gaming community: scenario designer, ASLOK T shirt artist, and my great friend since before both SL and ASL, William (Bill) Sisler left us from cancer on May 31st of this year. Bill was the consummate ASL player and will be terribly missed by our community. RIP my friend.
If anyone has a photo that I could post of Bill, please email it to dr*****@******rr.com
On June 5th, 2021 the ASL world lost one of it’s greatest ambassadors. Sam was a generous, humorous (generally self-effacing) and dedicated person, who looked for EVERY opportunity to introduce and teach the game to new players, be it at a wargame convention, or a local meet up for the Puget Sound Advanced Squad Leaders (PSASL). Sam’s engaging spirit was infectious as was his good humored “trash talk”. Sam was a major figure in the Northwest ASL scene dating back to the 1990’s (those heady days when we were crammed into Metro Seattle Gamers in Seattle’s Ballard Neighborhood, or tucked in the back of Gary’s Games in the Greenwood Neighborhood). His leadership took many forms over the years; as Tournament Director at Enfilade for 20 years, and reinvigorating the somewhat dormant PSASL group in the 2000’s. Sam centered the group in a community common space in North Seattle where hundreds of non-wargamers were exposed to (and many became interested in) ASL. Sam would frequently pause his game and enthusiastically describe ASL to the interested person, no matter their level of knowledge about the WWII context of the game or board gaming. Many of you met Sam when he embarked on a tournament “spree” for a year after his retirement. Many kinds words and stories have been shared by those he met and played during that time. Sam would always joke about his poor winning record as a player, but we all know Sam loved the game almost as much as loved teaching it. When players would move into the area, Sam was one of the first to make contact and get them involved in our club. Sam also enjoyed woodworking and turned that passion into first class, unique dice towers. Many of you still have those one-of-a-kind towers! A few of us locals have wooden sniper # cubes and other small gaming aids he created, and one lucky player has an NWASL trophy with a wooden AFV counter base made by Sam! Sam was recognized in 2012 for his generosity and contributions by becoming the first recipient of the memorial “Hank Award” given at the Game ON! boardgame convention held yearly near Seattle. Sam remained active in the ASL scene right up until his passing, only recently beginning to hand the torch over for others to follow in his large, impactful footsteps. Sam Belcher’s priceless contribution to this hobby is evidenced by the dozens of active players that Sam took the time and patience to nurture over the last 2 decades. Sam recognized the “graying” of our beloved game and worked diligently to ensure its vibrancy for years to come. He will be sorely missed by many. RIP, Sam. You have done very well.
Happy Father’s Day to everyone celebrating. I know that for so many of us, our fascination with WW2 and ASL has it’s roots deep in the stories told by fathers and grandfathers of their experience while in service to their nation. Thanks Dad! Without you I never would have had a $10,000.00 collection of cardboard 😉
First, Beyond Valor is back in stock but for how long? As with all information coming out of ASL HQ, lips are tight but I have a feeling this was not a complete production run so MMP may be out of stock again soon.
Starter Kit Expansion Pack #2 is on pre-order and the good news is that SK stuff usually gets knocked out pretty quickly so I am hoping to have my hands on it this year.
After over a year of production and shipping delays, we finally have a restock of all (or just about all) of our Battledice courtesy of Helen and Chris. They should be here and shipping the third week of June including all of the backorders and I.O.U’s that you have been so patient with.
From the Cellar 10 is en-route across the pond and should be arriving at any moment.
Advanced Squad Leader Starter Kit Bonus Pack #2 is a new scenario and map pack for Starter Kit players. This Bonus Pack features two new 8″ x 22″ boards (i and j) and eight new scenarios that encompass a wide range of actions from China in 1938 to The Philippines in 1945 that feature seven different nationalities (Germany, Japan, Soviet Union, United States, Great Britain, China, and Norway).
Unlike most Starter Kit products, Bonus Pack #2 is NOT a standalone game; ownership of ASL Starter Kits #1-#4, and Expansion Packs #1 (either edition) and #2 are required to play all the scenarios herein.
This first endeavor from Chuck Hammond and Chad Cummins has a lot to unpack. The first thing I notice when I open up the plastic is the quality of the product. Encased in a beautiful folder, the full color scenario cards are very well printed on satin 110 lb. card stock that has a great feel and makes everything easy to read. The intro and Aftermath, always my favorite nighttime reading are well written and give a good feel for the battles. The ten scenarios offer nine separate nationalities spanning 1937 to 1944 with an emphasis of fortifications that offer both players some superb puzzles to create and to crack. Every scenario has the defense setting up with Mines, Wire, Trenches, AT Ditches, Fortified Buildings, and/or Pillboxes. Although I haven’t played any of them yet, Chuck insists that balance was the priority number 1 and it was playtested to death by some of the heavy hitters in the hobby. The scenarios are old school meaty and long (7 to 11 turns, averaging 8.35 turns) and with very large OB’s, with the smallest action pitting 24 squad equivalents and the largest with 58 (average is 37). So if you like big, reminiscent of the first generation of scenario design, this one is a must have. The only areas I see an opportunity for improvement are relatively small considering this is a first effort for HM. First it would be nice to add graphics to the scenario cards. I know that some people don’t mind the lack of silhouettes but I am very visual and have a hard time grasping the OB without my little soldier drawings on the counters. Also, the layout for scenarios requiring more than one page (6 of the 10 scenarios in this pack are two pagers) is usually to put the additional information on the back of a separate scenario as this allows you to read the entire set-up and SSR without the need the flip over the card. My last small criticism is that although the folder is a testament to the quality and pride going into this product , I keep my scenarios in a binder and I will have to cut the folder to fit it in a sleeve. Having the same cover photo on cardstock could have saved a couple of bucks at production time but not a big issue either way. These are minor complaints in an otherwise superb looking product and I do recommend picking this up before it is gone. I look forward to more from these great designers.
Contest #99
It is the MPh of the last player turn (Italian) of the game. The Italians need to take building X12 to bring glory to what’s left of the Roman Legions. He realizes that there is plethora lead facing his every move. After first NAM to W15 for 1.5 MF’s, a Russian squad in U13 fire at him with a 4 flat and roll a 3,3. This cowers to NE on the IFT and activates an Italian Sniper. A subsequent roll of 1 and then 5,1 for direction/distance.
What would you do to ensure your best possible chance of winning as the Italian player?
Note: I used deluxe sized hexes for the diagram but this is a standard (non-Deluxe) scenario.
Solution to Contest #98
Much to the dismay of the elite tank crew, Washington finds an unorthodox use for them. Taking advantage of the chivalrous conduct regarding quarter in the desert, he orders the five men to distract the British by… surrendering?!? While the Tommy’s are welcoming their new guests, he and the ten remaining men hop the wall and enter the building, firing at point blank range in a wild melee that just barely carries the day.
The conventional approach would be to fire with the 548 and then advance into CC with all three units. Unfortunately, there is not enough firepower coming from the leader directed crew for even a PTC let alone a NMC for encircling fire. Since the crew adds an insignificant CC strength to affect either the attack or the defense odds (7:4 = 3:2 column & 6:4 = 3:2 column, likewise 4:7 = 1:2 column & 4:6 = 1:2 column), it would best serve the cause to surrender and halve the CC strength of the British (as this is DTO, surrender cannot be refused). This simple move changes the odds of the Germans capturing the victory as follows:
No Ambush: 25.5% to 27.2%.
German Ambush: 40.5% to 41.7%
British Ambush: 13.9% to 15.3%
So the final odds including the chance of ambush assuming that the German failed to break or pin the British squad during the AFPh would be: 26.06% without surrendering to 27.63% if the crew does surrender. Although this is a very modest increase it is absolutely free and without negative effect. Although gamey, there is no ‘*’ next to a ‘W’.
Note that Sgt. Washington could have volunteered to be the surrendering party instead of the crew and the effect would have been the same.
This updated version of HOLLOW LEGIONS includes the complete contents of the original (the entire Italian order of battle and Italian Chapter H—now updated, two desert boards, and eight scenarios), plus all the scenarios, boards, rules, and Desert parts from the now-superseded WEST OF ALAMEIN, plus Soldiers of the Negus, and 29 out-of-print scenarios.
Additionally, HOLLOW LEGIONS now includes the rules and scenarios from Soldiers of the Negus, originally published by our friends at ELR that expands the Italian theater to East Africa and the Second Italo-Ethiopian War of 1935-36. This was Mussolini’s war of aggression to conquer Ethiopia (Abyssinia) from Emperor Haile Selassie’s largely tribal armies and is widely seen as a precursor to WWII. A full complement of counters for both Ethiopian and Eritrean (allied with Italy) forces is included.
In total, HOLLOW LEGIONS includes a whopping 53 scenarios:
The original 16 scenarios from WEST OF ALAMEIN and the original HOLLOW LEGIONS;
21 scenarios from various out-of-print publications (such as the ASL JOURNAL, ASL ANNUAL, and The GENERAL) that feature either Italians or Desert actions (and sometimes both), including the mini-campaign Line In The Sand;
All eight scenarios from Action Pack 3, which featured the Italians; and
Eight scenarios from Soldiers of the Negus.
HOLLOW LEGIONS Components:
one box & lid
ASL Rules Chapter F, revised
Italian Chapter H, revised
Chapter A rules pages (updated for Soldiers of the Negus)
Welcome to “Sand & Snow” a themed HASL issue of From the Cellar, which examines two critical battles that the United States Marine Corps fought in WW2 and in Korea. The two battles (Tarawa and Toktong Pass) that this pack looks at could not be more different in geography, weather and enemy capabilities. As an ASL player you will have to adapt to the changing conditions just as the Marines who participated in these battles had to do.
Note that we still have a few copies of FTC 8 and 9 in stock if you missed them.
A new company from the minds of vetran ASL’ers Chuck Hammond and Charles Cummins. Their first scenario pack titles ‘A World at War’ includes ten full sized scenarios.
Hazmo’s debut scenario pack, “A World at War,” consists of 10 scenarios compatible with the Advanced Squad Leader (TM) game system. A description of each scenario is detailed on the image of the back cover above. A wide variety of combatants (including – but not limited to – Russians, Germans, SS, Free French, British, Italians, Japanese and Chinese) and terrain types (including city, bocage, countryside, hill and village) will challenge even seasoned players’ skills, while the high fun and replay potential of each scenario will provide you with unmatched value for your purchase. Finally, reliable player support on this website will supply you with answers to any questions you may have. In this way, Hazmo aims to optimize your gaming experience!
Contest #98:
I am switching the prize from fortune to fame. The winner(s) of each contest with have their names included in the next contest so they will live for eternity on these pages of glory.
Lost in the desert desperately trying to find fuel, water, or honor, this small group of Germans stumble on a village just as their panzer III sounds the all too familiar cough as it slurps it’s last drop of petrol. After clearing the first three buildings without incident or reward, they discover a squad of Desert Rats holed up in a small stone domicile encased with a wall of field rocks. With an instinct for decisive action, honed during his NCO training at Clevelandshoffen just that previous October, Sgt. Paul Washington conceives an unorthodox plan to carry the day. If he can pull this off, the Iron Cross no doubt awaits him… possibly pinned on him by none other than the Desert Fox himself!
Lybia 1941. DTO is in effect. It is the AFPh of the final player turn (German) and in order to win they must control building Y2 (there is a stone building beneath the British Squad). What is the best course of action for the German player to have the most chances of gaining control of building Y2 and winning the game?
Solution to contest 97
Paul Washington came up with the correct solution so he wins the daily double, a $10 gift certificate to the 2nd greatest store on earth -AND- his name included in contest #98.
Assessment: I assume there is no Sand in play on the map section shown (that would reduce the Trench TEM to +1). Since the Germans have to control the buildings in hex M4, and since both squads have Prep fired (with apparently no result) the only way they will win is to advance in to M4 to CC and eliminate British squad C. The issue then becomes how to provide squad C the best chance of surviving the upcoming CC. The predesignated DRs mean that the German squads will not break (or Pin in their current state). The Germans will have to eliminate the British squad, not casualty reduce it or hold it in Melee since that will not give them control of the hex. British actions:- British squad A defensive fires on German squad D at 8+2. Results would be a PTC, which would have no effect with the predesignated MC DR of 7. – British squad B fires on German squad D at 4+2. No effect on the IFT, but squad D would become Encircled. – British squad C fires on German squad D at 8+2. Since the squad is Encircled, its morale is reduced by 1, but it would still pass its TC on a predesignated MC DR of 7. With squad D suffering Encirclement penalties, it will have to pay double MP (total of 5 MP: 1 to exit the Trench and 4 to enter M4)) to advance in to M4 during AdvPh, which would CX it. The German player would have to decide it he was going to advance both squads in to M4 and suffer the +1/-1 CX penalties for the resulting 2:1 CC, or only advance in the non-Encircled squad to avoid the CX penalties, but which would make the CC 1:1. The Germans would need a 5 or less to win for a 2:1 CC (using both squads D and E with the CX penalty), or a 4 or less to win for a 1:1 CC (only using squad E), assuming no ambush modifiers.
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WO36 Dompaire Destruction – 4½ turns, boards 11b & 14a, 13 September 1944, Dompaire, France
WO37 The Vital Hours – 5½ turns, board 14a, 17 September 1944, Wolfheze, The Netherlands
WO38 Three Bars of Chocolate – 7½ turns, board 14a, 29 November 1944, Lindern, Germany
Designed for the aficionado, Winter Offensive Bonus Pack #12 is not a complete product and assumes the buyer owns the core Advanced Squad Leader game system.
Contest #97
Libya, 1941. DTO is in Effect. Rommel is on the attack. In order to win, the German must Control building hex M4 at Game End. It is the British DFPh of the final player turn (German). What should the British actions be for the rest of the turn to best deny the Germans a win. Assume all IFT and Morale Check rolls are 7’s . Any German Advances will be into M4.
Graphic Clarification: The two German 4-6-8 Squads are both IN Trenches and have both Prep Fired. British Squad C is in Building hex M4.
Solution to Contest #96
Paul Washington, no relation to George other than in stunning battlefield prowess, is the winner of contest #96. So let’s dissect this one. The biggest problem facing the Panther is that it has no way to avoid presenting a side/rear facing to at least some of his enemies. As things stand now, the chance of a hit from each unit are:
R7: Final TH of 8 (turret hit needed) 1/3 chance of a hit. Final TK of 10.
R10: Final TH of 7 (turret hit needed) 10/36 chance of a hit. Final TK of 2. (So only a CH can penetrate).
W11: Final TH of 5 (turret hit needed) 5/36. Final TK of 15 (Side shot with APCR).
Not great odds of survival.
But…If you recognized the clue I left for you in the wording of the puzzle, you pulled out your Hatten map and are aware that hex S9 also contains a stone building. So this is how I would play it:
Panther fires CMG at R10. Turns turret and fires MA at W11 (4 TH, all but dud kills). It still has not fired the BMG so turns hull and turret to face R8-R9 without firing. During the AFPh, the Panther chooses the Building +3 TEM instead of the HD Wall. So even if the Panther did not manage to do any damage with it’s Defensive Fire it has dramatically improved it’s odds of survival as all 3 American units need to roll Snake eyes for a chance to kill the Panther.
The 2 Bazookas can not do more than Shock the Panther without scoring a CH (16 TK vs. a 14 armor at worst from the front armor facing).
The Sherman only hits on a 2 (TH: Base 10,+1 size, -4 Moved, -2 Orchards, -3 Stone Building).
So at best the Americans would have about a 7% chance of taking out the Panther and winning the game.