ASL - VFTT 78
ASL - VFTT 78
INTENSIVE FLU 2009 - all the ASL action and results from Bournemouth CRUSADER LADDER - updated
UP AND DOWN THE DESERT - Mastering desert warfare PANZER VIB KING TIGER - history and use in ASL
REVIEWS GALORE - Schwerpunkt 15, Rally Point 4, Operation Chariot, Friendly Fire 4, The Long March and more reviewed
view from the trenches
Br i t a i n s Pr e mi e r ASL J o u r n a l
Issue 78 Jan - Apr 2010 UK 2.00 US $5.00
2
view from
PREP FIRE
Hello and welcome to the latest issue of VFTT, a couple
of weeks later than planned (as usual, maybe I should revise the
dates :-) ), but Trev Edwards massive review of the latest third
party products took him a bit longer to write than planned Im
sure youll agree with me that it was worth the wait though. 2009
seems to have been a bumper year for new ASL products, and
with a slew of new releases coming soon from MMP and several
others, 2010 looks like it might be another bumper year, so make
sure your wallets are prepared for a 36FP attack!
The UK ASL tournament scene has also grown again, with
the return of DOUBLE 1, so there will be plenty of chances to
actually play some of the new stuff as well!
Til next issue, roll Low and Prosper.
Pete Phillipps
VIEW FROM THE TRENCHES is the bi-monthly British ASL jour-
nal. All comments are welcome. Even better, contribute. Write an article.
Design a scenario. Share your ASL experiences with others. VFTT allows
you to communicate with other ASLers. Dont be a silent voice.
Issue 79 should be out at the beginning of May 2010.
VFTT costs 2.00 per issue (overseas 4.00), with a years subscrip-
tion costing 5.00 (overseas 10.00). Payment should be in pounds sterling,
with cheques made out to PETE PHILLIPPS. Readers are reminded to
check their address label to see when their subscription ends. You can also
donwload VFTT free from the VFTT web site.
Back issue are now out of print but can be downloaded for free
from:
http://www.vftt.co.uk/vfttpdf.htm
VIEW FROM THE TRENCHES
9 Pier Road
Kilchoan
Acharacle
Argyll
PH36 4LJ
Telephone:
(01972) 510 350
E-mail:
[email protected]
World Wide Web Home Page:
http://www.vftt.co.uk
COPYRIGHT AND TRADEMARK NOTICE
Most products are trademarks of the companies publishing them. Use of a product name without mention of the trademark status should not be construed as a
challenge to such status.
Copyright for all material printed within VFTT remains with its author, who can be contacted via VFTT if you would like to reprint his/her material.
EMOTICONS
With the growth of the InterNet, emoticons have originated to allow
people to show expressions in text. I find these very useful for the printed word in
general, so youll see plenty of them in View From the Trenches.
An emoticon is created with keyboard characters and read with the head
tilted to the left. Some typical emoticons are:
:-) humour or smiley
;-) winking
:-> devious smile
<g> grin
:-( sad
:-o shocked or surprised
#-( hung-over
THE ASL MAILING LIST
The ASL Mailing List is devoted to discussion of Advanced Squad Leader, and
is run by Paul Ferraro via a listserv program at the University of Pittsburgh. To
subscribe go to:
http://lists.aslml.net/listinfo.cgi/aslml-aslml.net.
COVER: A Tiger I of sPzAbt 501 pauses to be photo-
graphed in Tunisia.
25 Oct 04
IN THIS ISSUE
PREP FIRE 2
INCOMING 3
INTENSIVE FLU 2009 4
THE CRUSADERS OPEN
ASL TOURNAMENT LADDER 8
UP AND DOWN THE DESERT 10
PANZER VIB KING TIGER 21
THIRD PARTY MEGA-REVIEW 28
THIS IS THE CALL TO ARMS! 34
ON THE CONVENTION TRAIL 35
3
the trenches
MMP NEW YEAR SURGE
MMP expect to have several new
products out at the start of 2010, with ASL
Journal 8, Action Pack 6, and ASL Starter Kit
Expansion Set 1 all due in the New Year.
ASL Starter Kit Expansion Pack 1 is the
fourth instalment of the ASLSK line, and has
been designed with all level of ASLSK player
in mind. Designed to be a standalone package
providing everything needed to play the game
(except dice), it includes a fully illustrated
colour rulebook and charts incorporating the
latest errata, a sheet of 1/2 counters and a sheet
of 5/8 counters, three maps and eight scenarios.
The new maps (q, r, and s) consist of a small
city board, a village/woods board, and a rural
woods/hill board. Of the eight new scenarios,
which are set in locations as varied as Poland
1939, Finland 1942, Sicily 1943, France 1944,
and Germany 1944, two are ASLSK 1 level
(Infantry only), two feature Infantry and Guns
(ASLSK 2) and four feature Tanks (ASLSK 3). It
is expected to sell for $36.00.
Out now, for $10.00, is Beyond the
Beaches: ASLSK Bonus Pack 1, which contains
a new mapboard (p) and three new scenarios set
in Normandy designed for use with just ASLSK
1.
Under development is Elst, an ASLSK
historical module covering the battle in and
UK RETAILER STOCKISTS OF
THIRD PARTY PRODUCTS
To purchase other third party products such
as Critical Hit, Schwerpunkt or Heat of Battle
contact any of the following shops.
LEISURE GAMES, 100 Ballards Lane, Finchley,
London, N3 2DN. Telephone (020) 8346 2327,
e-mail them at [email protected], or go to
www.leisuregames.com.
SECOND CHANCE GAMES, 182 Borough
Road, Seacombe, The Wirral, L44 6NJ.
Telephone (0151) 638 3535, e-mail them at
[email protected], or go to www.
secondchancegames.com.
PLAN 9, 9 Rosemount Viaduct, Aberdeen, AB25
1NE. Telephone (01224) 624 467 or e-mail them at
[email protected].
BATTLEQUEST GAMES, 29 Victory
Road, Horsham, West Sussex, RH12 2JF.
Telephone 01403 242003 or go to http://www.
battlequestgames.com/.
If you know of other shops stocking third
party ASL products let me know so I can include
them here in future issues.
INCOMING
around the town of Elst (between Nijmegen
and Arnhem) in September 1944. It is planned
to have the ASLSK rulebook, 4 scenarios and
a campaign game, and a separate rulebook
introducing simplified off board artillery rules,
rules for steeples (from ASL) and a new terrain
type (polder). There will also be SS units added
to ASLSK. Should it prove popular, there are
tentative plans for a variety of additional ASLSK
historical modules, each containing the ASLSK
rulebook and a module-specific rule book
covering all the rules specific to that module.
For ASL players, 2010 sees the long-
awaited return of the ASL Journal. ASL Journal
8 will be 60 pages in length, and include
16 scenarios, the latest Debriefing of ASL
Q&A/Errata, the updates which went into the
forthcoming Doomed Battalions, 3rd Edition,
and numerous articles. Among these will be a
detailed look at the rules for Vehicular Overrun,
a detailed scenario analysis of J74 Priests
On the Line and a look at the scenarios of
Turning The Tide by Jim Stahler, Ian Daglishs
designers notes for Action Pack 4: Normandy
1944, and a look at the upcoming Finn module
Hakkaa Plle by designers Lars Thuring and
Tuomo Lukkari. The expected retail price will
INCOMING - check www.multimanpublishing.com, www.criticalhit.com, www.heatofbattlegames.com, Dispatches From The Bunker, others
Continued on page 27, column 1
4
view from
intensive flu 2009
We spent the evening in the pub having a
curry and beer while watching the football.
Come the morning Paul was alive but I felt
rough I was coming down with Pauls
flu from sharing a room with him :-( A
day of rest followed, with neither me nor
Paul drinking beer, in what must be a first
for an INTENSIVE FIRE weekend! With
the players gathering, an early night was
planned so I would be fresh in the morning
to get the minis underway. Unfortunately
the flu kicked in overnight, leaving me
shivering and sweating buckets all night :-(
I managed to be up Friday morning
for breakfast and to make sure things ran
And it started so well, with an
excellent weekend in Leicester catching
up with old friends the weekend before
INTENSIVE FIRE. After that it went
downhill. I couldnt find my train ticket
down to Pauls, that Id paid 15 for in
July, so I had to spend 50 quid on a new
one. Only to find the original halfway
through the journey :-( We got to the hotel
on Tuesday morning, only to learn that Ian
Pollard would be late due to car problems.
After curry and beer Tuesday night, Paul
came down with flu the next morning,
so me and Ian left him in the hotel while
we went to Bovington for the day he
still hadnt got up when we got back at 4!
Tournament action in the main gaming room during the weekend.
OK, but went back to bed for the rest
of the morning, then rested in reception
for the rest of the day still no beer :-(,
although at least I managed to get in a
game of ASL.
As usual, Friday saw a number of
mini-tournaments. Trev Edwards ran a
Gurkhas mini, tho as only Tom Jackson
and Bill Sherliker enrolled, they played a
best of three to determine the winner. The
prize, a pair of crossed Kukri mounted on
a plaque, was won by Bill.
Keith Bristow ran The Weather
Outside is Frightful, a mini themed
around winter scenarios. Only four players
enrolled, with Mark Blackmore ending up
as the eventual winner.
The final mini was not really a
proper mini-tournament, but a chance for
players to play from a set of new scenarios
Ian Daglish developed specifically for
INTENSIVE FIRE. As a result, these did
not count for Crusader ladder points. All
three were bases on the actions of the
Guards Armoured Division on the Brussels
road, and were quite popular.
Up Saturday, feeling a bit better, got
the Fire Teams drawn and the tournament
underway. As usual players were divided
into teams of 3, spread over 2 divisions,
based on their Crusader Ladder rating.
Two rounds were played on Saturday and
the third on Sunday morning.
Around lunch-time, I got a game
in, and this time a beer as well :-) Then
another beer that is :-) Two in 4 hours.
The third beer took four hours to drink, a
sign the meds were wearing off, so I took
things easy after that, sticking to water
and an early night I was able to go bed
early while others partied in the bar as the
tourney games had finished so I could post
the Sunday match-ups earlier than normal.
Up OK Sunday, took it steady, did
presentations in a hurry as was eager to
get down the pub for the United game that
kicked off at 2 after the result, wished I
hadnt bothered :-( - tip to gamblers, put
your money on United losing at HEROES
and INTENSIVE FIRE weekends and
youll usually earn a few quid.
The results in both divisions were
close, with the Elite Division being
particularly close, as the top team won
with 15 points while the other three all
5
the trenches
ended up with 12 points each
In the First Division, three teams
were in with a chance of winning on
Sunday morning, depending on how
results went.. Wins for Jackson Keddell
and Gerard Burton enabled Task Force
Keddell to win, while a clean sweep of
the Sunday games allowed Kampf Gruppe
Ramsey to steal second place.
Mark Blackmore won the
Tournament Champion prize, going 7-2
over the weekend, though Gerard Burton
and Jackson Keddell ran him close, both
going 5-0 (Jackson actually won 6 games,
but one of those was one of Ians Guards
scenarios, and was not counted for the
results).
Finally we had run a raffle for a
dice tower that Oliver Gray had donated,
with entry being a pound, and all proceeds
going to the Poppy Appeal Stewart Thain
won the tower, and the Poppy Appeal
benefitted with over 50, so well done
everyone.
Evening saw the last few of us out
for a meal. The next day, I had to hang
around in the hotel til 4pm for train back
to London and the sleeper back to Fort
William at 9pm. Got back home 4pm
Tuesday afternoon, and the flu really
kicked in, took a week to recover :-(
THE SCENARIOS
Here is the table of Scenario Win/Loss records
- remember draws are used in the tournament
rules:
Scenario Allied Axis Draw
A94 Last Defense Line 0 1 0
AP31 First Cristot 1 1 0
AP32 Second Crack At Caumont 5 0 0
AP34 Bocage Blockage 6 2 0
AP41 The Meat Grinder 5 5 0
AP42 Frontiers and Pioneers 1 3 0
AP50 Panzergeist 0 2 0
AP52 Into Vienna Woods 0 1 0
B1 Two Long Bars 2 0 0
B2 Ice Follies 1 0 0
B4 Clear Up the Bridgehead 0 2 0
BotH1 #1: The Hardest Day 0 1 0
BRd1 Point to Make 2 0 0
BRd2 Bridge to Nowhere 1 0 0
ESG18 Exceeding Expectations 0 1 0
FF2-10 Castle Keep 0 1 0
FrF30 Bidermanns Escape 0 1 0
FrF37 Crossing Swords at Kyaukse 0 1 0
J9 A Stiff Fight 0 1 0
J96 Another Bloody Attack 0 1 0
J98 Lend Lease Attack 1 0 0
RPT17 Hetzer Hunters 2 4 0
SF-5 Bushwhacking the Ambush 0 3 0
SP125 Nunshigum 4 7 0
SP163 First To Fastov 1 0 0
SP173 Der Letzte Geburtstag 1 1 0
SP177 Tic Tac Toe 1 0 0
SP179 Brittany Speared 2 1 0
SP180 Encircle This! 1 1 0
SP65 Ayo Gurkhali! 1 0 0
SP95 Burn Gurkha Burn! 0 1 0
SV12 Trap By Mishap 0 1 0
SV14 Day At Night 1 0 0
SV6 Norwegian Edelweiss 0 1 0
TOTALS 83 39 44 0
As usual for INTENSIVE FIRE, the bar was a popular site for exchanging war stories.
Above: a rare photo of Pete Phillipps (left) playing ASL without beer in his hand! Not that it
made a difference, Martin Mayers still beat him!
Below: the prizes for the weekend.
Continued on page 6, column 1
6
view from
FIRE TEAM PLACINGS
ELITE DIVISION
POS TEAM & PLAYERs PTS OPPO
1st Gruppo Schofield 15 16355
Dave Schofield (3475)
Phil Draper (3390)
Sam Prior (3085)
2nd Kampf Gruppe Edwards 12 13685
Trevor Edwards (3415)
Mark Blackmore (3385)
Miles Wiehahn (3070)
3rd Udarnaya Gruppa Bunce 12 13000
Tim Bunce (3720)
Bill Sherliker (3290)
Stewart Thain (3160)
4th Kampf Gruppe McGrath 12 12730
Dominic McGrath (3645)
Simon Croome (3200)
Tom Jackson (3095)
FIRST DIVISION
POS TEAM & PLAYERs PTS OPPO
1st Task Force Keddell 21 19920
Jackson Keddell (3000)
Gerard Burton (2775)
Wayne Baumber (2670)
2nd Kampf Gruppe Ramsey 18 16170
David Ramsey (2970)
Martin Mayers (2745)
Chris Walton (2605)
3rd Kampf Gruppe Binns 15 13535
William Binns (3045)
Shaun Carter (2865)
Jackie Eves (2345)
4th Kampf Gruppe Daglish 12 11050
Ian Daglish (2895)
Paul Legg (2775)
Paul Jones (2635)
5th Udarnaya Gruppa Haas 6 5430
Mat Haas (2965)
Brian Hooper (2860)
Simon Taylor (2555)
6th Kampf Gruppe Smith 6 5205
Graham Smith (2880)
Ian Parkes (2825)
Nigel Blair (2635)
The OPPO value is the total value of the
Crusader ladder points of the opponents beaten
by that fire team.
Id like to thank Dominic McGrath
and Derek Tocher for their help with the
scenario selection, Shaun Carter for help
with the prizes, and Trev Edwards, Ian
Daglish and Keith Bristow for organising
the mini-tournaments, and Ian Pollard for
taking the photos which are used here in
VFTT and the ASL Tourneys web site. Bu
most of all everyone for turning up and
making INTENSIVE FIRE the success it
is.
INTENSIVE FLU 2009
Continued from page 5
Above: the First Division winners (left-right): Gerard Burton, Wayne Baumber, and team captain
Jackson Keddell.
Below: Tournament Champion Mark Blackmore.
Bottom: Dave Schofield (left) and Trev Edwards clash.
7
the trenches
PLAYER RESULTS
Here are the individual win/loss records.
PLAYER P W L D
Wayne Baumber 4 1 3 0
William Binns 6 2 4 0
Mark Blackmore 9 7 2 0
Nigel Blair 4 2 2 0
Keith Bristow 4 1 3 0
Tim Bunce 4 3 1 0
Gerard Burton 5 5 0 0
Shaun Carter 3 2 1 0
Paul Case 1 0 1 0
Simon Croome 4 2 2 0
Ian Daglish 4 2 2 0
Phil Draper 4 3 1 0
Trevor Edwards 7 4 3 0
Jackie Eves 3 1 2 0
Eric Gerstenberg 3 2 1 0
Mat Haas 3 1 2 0
Brian Hooper 6 2 4 0
Tom Jackson 6 2 4 0
Paul Jones 8 4 4 0
Jackson Keddell 6 6 0 0
Paul Kettlewell 2 2 0 0
Justin Key 6 2 4 0
Paul Legg 3 1 2 0
Tim Macaire 4 3 1 0
Martin Mayers 4 3 1 0
Dominic McGrath 3 1 2 0
Ian Parkes 5 1 4 0
Pete Phillipps 2 0 2 0
Ian Pollard 1 0 1 0
Sam Prior 4 1 3 0
David Ramsey 5 4 1 0
Nick Ranson 1 0 1 0
Dave Schofield 3 2 1 0
Bill Sherliker 9 5 4 0
Graham Smith 3 0 3 0
Simon Taylor 4 1 3 0
Stewart Thain 3 1 2 0
Chris Walton 7 2 5 0
Miles Wiehahn 3 0 3 0
Above: the Elite Division winners (left-right): Sam Prior, team captain Dave Schofield, and Phil
Draper.
Below: Stewart Thain won the raffle draw for this dice tower donated by Oliver Gray.
Bottom: Trev Edwards proudly shows off his winning chit from his game againt Dave Schofield.
If you wish to attend INTENSIVE
FIRE 2010, the dates are Thursday 28 -
Sunday 31 October about a dozen of us
have already booked into the hotel so book
now to avoid disappointment!
And if you cant wait til October
2010 for some tournament action,
HEROES 2010 takes place in March 2010
in sunny Blackpool over the weekend
Thursday 11 14 March check out the
ad elsewhere for the details.
8
view from
The Crusaders Open ASL Tournament Ladder
INTENSIVE FIRE 2009 Update
New Champion Mark Blackmore
Derek Tocher
INTENSIVE FIRE 2009 was the 31st
British ASL tournament and there are now
almost 2900 results recorded on the ladder and
we now have 261 players who have participated
at least once. At any one time there are about
80-90 ASLers attending tournaments on at
least a semi-regular basis. The largest number
of games played over the history of UK ASL
tournaments has been racked up by Brian
Hooper, 158, and there are nine players with
over 100 games recorded, and another eighteen
who have played 50+. The top 10% of players
have ratings of 3280+ while the upper quartile
are rated 3160+. Those in the lower quartile
have ratings below 2810 while the bottom 10%
of participants are rated 2665 or less. These
numbers have remained essentially invariant
over the last ten years and the distribution of
results is essentially Gaussian about 3000.
Mark Blackmore recorded seven straight
wins in the tournament and is the new champion
and appears in 15th on the full ladder. Over the
weekend there were quite a number of results
that went contrary to ladder standings and hence
we have quite a number of players who have
lost/gained more than 200 points. The most
points gained over the weekend was recorded
by Gerard Burton who went 5-0 and gained 405
pts promoting himself to 115th on the all time
list and 21st on the active players list. A little
behind was Paul Jones 4-4 who picked up 285
points and newcommer Jackson Keddell +240
points leaving him at 16th on the active players
list after only one tournament. Close behind was
Phil Draper who picked up 230 pts to put him in
3rd position on the active players list and 8th on
the all time list.
Of course we also had a number of
significant losers over the weekend as well.
Ian Parkes lost 285 points despite winning one
game and is now on 2540 pts and creeps into
the bottom ten players. Long time regular Keith
Bristow lost 230 points and so slipping into the
bottom half of the list and Miles Wiehahn was
the third player to lose more than 200 pts.
Without more ado here is the Crusader
Ladder as of 21 December 2009.
26
view from
27
the trenches
be $20.00.
ASL Action Pack 6 - A Decade of
War is a collaboration between MMP and
Gary Fortenberry, Charlie Kibler, and Bob
McNamara, three noted ASL figures from the
days of The Avalon Hill Game Company. It
contains three new maps (based on a concept
that Gary has been toying with for a number
of years) that resemble two half-boards placed
side-by-side long edges abutting, which allow
new mapboard configurations not possible
before. Each map is backprinted with an almost-
exact copy designed to fit geomorphically with
existing maps no matter which orientation is
used.
The included scenarios consist of a battle
a year for the ten year period of 1936-1945 and
among the campaigns featured are the Spanish
Civil War, the Sino-Japanese War, France 1940,
Malaya, the Philippines, the East Front, and the
Bulge. Also included are optional Australian
Balancing System (ABS) handicap bids for each
scenario, providing 8 levels of balance for each
battle. The expected retail price is $34.00.
The long-awaited reprint of Doomed
Battalions is also expected to be released at
MMPs Winter Offensive tournament in mid-
January. Combining the contents of the long out
of print modules The Last Hurrah and Doomed
Battalions (1st ed), it will include ASLSK-
style mapboards 9, 11, 33, 44 and 45, four
countersheets, the 16 scenarios from TLH and
DB, Chapter H notes of the Allied Minors and
three sheets of overlays. It is expected to retail
for $72.00.
For King and Country is also being
reprinted and should be available again soon.
BUNKER TESTING
Playtesting of the scenarios for
Dispatches From The Bunker 30 is underway.
Task Force to Cotignac is a medium-sized
scenario which sees French Partisans with
American support battling for control of
the town of Cotignac from a mixed force of
Germans, while Lack of Discernment sees
fighting in Canton, China between Red and
Nationalist Chinese forces. The Western Cross,
a tournament-szied scenario, is the next in the
Operation Rosselsprung series, and sees a small
glider landing by Fallschirmjaegers into the
midst of Titos Partisans at Driver. Finally, Mga
Station is the latest in the NKVD series and
covers a NKVD assault on the railroad station
at Mga in September 1941. Several railroad
overlays are used to transform mapboard 45 into
the station and vicinity.
There will also be an article from
either Jim Torkelson or Carl Nogueira plus
Carls Tactical Tips, the summaries of the
Bunker Bash and Albany tournaments, and a
look ahead to the NorEaster tournament.
Four issue subscriptions (starting
with the current issue, number 29) are available
for $15.00 ($18.00 outside the USA). Issues 1
to 10 are now out of print but PDF versions are
available for free from www.aslbunker.com.
Other back issues are $4.00 ($4.50 outside the
USA) or $45.00 ($55.00 outside the USA) for
a complete set of issues 11-28. A complete set
of issues 11-28 and a subscription for issues
29-32 is available for $55.00 ($65.00 outside the
USA). Cheques should be made payable to Vic
Provost and sent to Dispatches from the Bunker,
P.O. Box 2024, Hinsdale MA 01235, or you can
pay by PayPal to [email protected].
You can email them at [email protected].
BLOOD AND JUNGLE
BFP 3: Blood and Jungle, Bounding
Fire Productions latest module focuses on the
Pacific Theatre of Operations. 47 scenarios
cover a wide range of actions from China,
Burma, Borneo, the Philippines, Tarawa and
many other locations throughout southeast Asia
and the Pacific.
Also included are four countersheets
depicting units, weapons, vehicles, and planes
that are featured in the scenarios, and two new
ASLSK-style mapboards. DW-1 is a double-wide
16x22 geomorphic mapboard representing a
large urban area made up of buildings and huts,
printed in two 8x22 sections on heavy card
stock, while BFP G is a regular sized mapboard.
Numerous rule pages describe new terrain
counters, vehicle listings and notes, and special
units, while a divider card lists the new unit
capabilities and terrain counter notes.
The module is rounded out with a
magazine with articles on subjects including
tactics, histories, units, countries, and tank
hunters.
The numerous contents make this
one of the largest ASL product ever released,
and it will cost $125.00 in the U.S./Canada, and
$135.00 elsewhere.
FROM FRANCE TO CHINA
Out now is Le Franc Tireur 12,
which focuses on the war between China and
Japan, the PTO rules, and seaborne assaults.
As usual there are ten new scenarios, printed
on cardstock, as well as 2 SASL missions
and a new ASLSK-style map. 99% of the 80
pages are printed in English. It is available for
33.00 from http://www.lefranctireur.org/spip.
php?rubrique1 and several ASL stockists.
HOB MOVE ON WEB
As a result of administration errors,
Heat of Battle have been forced to move their
web site, which can now be found at http://
heatofbattlegames.com/index.php.
INCOMING
Continued from page 3
28
view from
off. No ratty corners here. This was true of
both From The Cellar 4 and the module,
which I will discuss below. Apparently the
quality of production has to do with having
the actual game components manufactured
in Cambodia.
The scenario cards which LFT
produce are beautifully presented on
glossy thin cardstock in what Id expect
all producers cards would look like if the
game were new today. Standard looking
scenario layout with the addition of a full
colour rendition of the map boards as well
as the counters and national symbols, also
in full colour. Having the map boards
presented in miniature immediately gives
you an idea of the type of fight which
is depicted and can help you choose a
scenario. Scenarios set in snow have
white as the background colour for the
hexes, much like the VASL option. In short
the presentation of the scenario cards is
excellent. The only gripe I have is that a
couple of them extend over to a second
page and the SSRs run on to the back side
of the one sheet. Its a pain in the bum to
have to turn the scenario card over mid
setup or mid game and Id appeal to all
producers to have the run-on appear on the
back of another scenario card! Some do it
already and to those I tip my hat.
Scenarios include infantry-only
battles, OBs with armoured cars on each
side, some sleighs on each side and a fair
quantity of cavalry crops up. Anyone up
for a fight between the Mongolian Militia
and the northern Chinese Army circa
accompanying counters and rules devoted
to the Russian Civil War in the East.
This is a conflict I personally know too
little about except that it was protracted
and bloody and the Soviet Empire was
the ultimate result. There are nineteen
scenarios set from 1908 through to 1921
and they depict conflict between 12
factions of Russians or other nationalities,
represented by most of the counter mixes
in the game. The designers have looked at
the factions involved (I never knew there
were three types of Communist) and
theyve picked out the existing nationality
counter mixes that fitted closest. Examples
include White Russians using Axis Minor
counters, Red Russians, Bolsheviks and
the Social Revolutionary Party using
Italians, Russians and partisans and
French counters respectively. Thats just a
moderate sample of the oddly juxtaposed
counter mixes that you will set up to fight.
I think Italian vs. Japanese has to be the
strangest. The British, Japanese and US are
also depicted, getting involved to protect
their interests, but they use their own
counters. Oddly though there are WWII
value squads involved. Id have thought
the US infantry squad of 1919 would have
been best depicted by the 447 that came
with Gung Ho (the Philippine units). Five
FP seems a lot in the pre-Garand age.
In order to play the scenarios there
are provided counter mix extensions.
These include Russian (Maxim) type
machine guns in nationality colours for
the Chinese, Axis Minors and Italians. You
also get Commissar and Taczanka counters
in unusual nationality colours also and
there are counters for Ice Sangars and
hasty roadblocks. These are clearly
designed as if official ASL counters which
do not look out of place. Finally, while
they had their full colour palette out for the
counter sheet, LFT saw to it that we got a
set of nationality colour VCA counters for
all AFV - using countermixes. These are
very nice, with the turret depiction being in
white on the CE side. Ive adopted these
straight away.
Counter quality is perfection in these
LFT products. They look at least as good
as official ones, however they are harder
and smoother, reminding me very much of
the Kinetic Energy counters from the last
decade. They are so precisely cut out from
the sprues that they come in an envelope,
as practically all the counters had fallen
If the health of the ASL hobby
were to be read solely from the quantity
and quality of products from Third Party
Producers (TPP) released in 2009, then
youd have to conclude all was well. There
has been an avalanche of product, and all
that Ive seen (which is by no means all)
has been really good stuff. Ive spent the
year just trying to try out something from
each and not managing to get round to it.
Can too much of a good thing really be
bad? Well obviously the answer has to be
Not if the products being released are well
produced. Im happy to tell you, from my
experience of the following products, that
all is indeed well.
Ive spent the most on magazines
and modules from a TTP I had heretofore
ignored because I understood that so
much of their product was produced in
the French language. Hearing that their
content was now mostly in English, I
purchased Le Franc Tireur 10 and 11 early
in the year and was very impressed, not
least with the counters that came with
LFT 10. SW First Fire and PF First Fire
Counters were long overdue. From The
Cellar 3 was also very well presented.
However they werent released in 09 as
far as I know. What I believe to have been
released was the latest From The Cellar
pack and something very special.
Ill start with From The Cellar
4, which is a scenario pack with
THIRD PARTY MEGA-REVIEW
Trev Edwards
29
the trenches
1908? (me, see you Thursday at HEROES!
2010 Pete)I see several scenarios with
variable OBs, which is another feature
Im dead keen on. Interestingly there
is a genuine three-player scenario with
Bolsheviks, Social Revolutionary Party
and Red Russians battling over the city
of Glaskov, Siberia in 1921. Sadly I have
yet to play a scenario from this pack but
Ill be giving them ago in the New Year,
especially that three player number.
The most impressive single release
of 09 for me was also a LFT product, their
first full on- module, called Operation
Chariot. LFT have definitely taken the
lead in presentation. This is an HASL
treatment of the Commando raid against St
Nazaire which successfully destroyed the
Normandie dry-dock, ramming the sea-
doors with an explosive laden destroyer,
and so denying the German navy a repair
facility for the Tirpitz on the French
Atlantic coast. Epic stuff. Within a glossy
box-come-slipcase cover you get two A1
sized HASL maps depicting the docksides
and buildings of the port, 210 counters
including one three hexes long depicting
HMS Campbeltown herself (you have
to cut that from the body of the sprue).
Counter quality is as good as the From The
Cellar sheets (I heard they printed them at
the same time). You get the Royal Marine
Commandoes OB in counter form, which
at first just look like normal 648 and 348
British MMC with the Tommy Gun-And-
Anchor symbol in the corner. However
a closer look reveals custom artwork on
the counters, the kneeling Tommy-gunner
on the right is firing and a stream of shell
cases is being ejected. Nice stuff. The
Commandoes MMCs Self Rally and are
Fanatic on shore. The SMC (again with
custom artwork) are Heroic once ashore.
The British player has to load these troops
in the various parts of the Campbeltown,
on or below decks, before game start and
she will be escorted into the fray by a
flotilla of Motor Torpedo Boats and motor
launches. Lavish player aids make laying
all this out a pleasure, with the many
weapon covered arcs and vulnerable arcs
depicted in valorous colour schemes. The
German counters include extra 20 mm
Flak guns (almost indistinguishable foirm
official counters) and Marine crews.
A 38 page rulebook, printed on
glossy stock includes all the rules for the
St Nazaire raid, and this includes such
chrome as rules for searchlights locking
onto and blinding naval units, swing
bridges, various methods of sabotage,
submarine pens, super demo charges,
ramming and scuttling the Campbeltown
herself and a couple of pages of designer
notes. It all looks very thrilling and
complex, and the level of detail is
impressive to say the least. Of course its
going to be a steep learning curve and
night is going to be the start of your rules
research.
Also included is a separate game
system allowing you to play MTB actions
from other theatres of the war, with MTBs
from the US and Japan, German E Boats,
Russian Rocket Boats and Italian craft in
addition to the British types. 7 of the 15
scenarios in the module are for the MTB
game system.
All in all this makes up a very
impressive package, and I only had to see
one of these opened to be convinced to
part with 62. This is a lot of money but
I dont regret it for a minute. This sets
the standard by which the presentation of
future TPP modules will be judged. My
one gripe is that the map is a bit soulless to
look at. Its too obviously a crisp rendition
done on a computer and it sadly lacks any
aesthetic appeal. I dont think youd notice
one youve been playing for a while. The
only other thing we have to be concerned
with is how the thing plays out. At the
moment Id need to have a run at this to
get my regular face-to-face players ready
to fight night scenarios (the most frequent
players are relative newcomers) and so this
will be a big project later in the New Year.
Theres a new issue of LFT just released
but I am yet to get my copy.
Aside from LFT product the only
other items I bought at INTENSIVE FIRE
in the October of 2009 were Schwerpunkt
15 and its sister publication from Sherry
Enterprises, Rally Pont 4. The legacy that
Schwerpunkt has already left the ASL
community over the last fifteen issues
(over thirteen years) has been one of
consistent quality and a source of countless
solutions to the problems of tournament
directors throughout that time. Usually
theres a sense that the producers have
been quietly proud of their scenarios
and have let the product speak for itself.
However Evan Sherrys self congratulatory
editorial grates a bit on first reading. He
comes across more like Terrell Owens
when he deserves the respect of Jerry
Rice, however I cant actually argue with
anything he writes there. I guess modesty
is a cultural issue. After some thought I
suppose he deserves his moment in the sun
after all the work he has done. However
praise from others is worth many times
that which he may pen himself. That being
said I always feel that Ill get great value
for money from Schwerpunkt and that,
if it ever came down to having to choose
just one Third Party Product a year, it
would always be Schwerpunkt that Id buy.
Theyve earned too much loyalty with real
hard work and quality product not to be
considered the benchmark of the TTPs.
Brook Whites article on the way the
Italians are depicted in ASL pretty much
rails against their unit weakness when
compared to (particularly) the Russians,
before laying out the way he would expect
an OB of various formations to look.
Summary: Hes not happy with the way
the Italians are depicted in ASL. Then the
rest of the magazine portion has the usual
players guide and designer notes for each
of the dozen scenarios in the issue. As
usual Evan has designed more than half
but there are some well established names
such as Bill Sisler and Pete Schelling in
there also.
Ive played Petes Encircle This
which is a late war city and factory fight.
The Russians get to place some hidden
rubble counters which can stymie the
German attack. In my game I concentrated
too much on defence of the factories and
the Germans easily flanked my units,
getting in to shoot up my T34/85s from
behind with their Panthers. Good scenario
though - Id play again as either side with
no qualms. The rest of the scenarios are
the usual tourney sized actions we have
come to love and there are, as always,
some involving Tiger Tanks. Petes
Brittany Speared depicts an action
where the Medal of Honor (sic) was won
posthumously and the SSR that generates
the hero is right out of the SP pack from
years gone by. Scenario title stinks though.
30
view from
oil is burned setting up. Even the attacker
is faced with a big question in one of the
scenarios, The Kings Are Dead, where
exit VP are in the VC. You dont have
enough petrol to get all the vehicles across
the board to exit. So how much fuel to give
the heavy slow but well armoured Tiger
IIs compared to the quick, thin skinned
halftracks and ACs? You have to love it.
These chrome SSRs (as Mark
refers to them) certainly add flavour to
the scenarios but they also create pitfalls.
For example it is not clear whether a
vehicle that sets up with 0 fuel points is
immobilised and therefore cant change
VCA, which is what clearly happens to
an AFV which starts with fuel but uses all
of it up moving to new hex(es). For that
matter the special crews are described as
having the same characteristics as a full
squad for PF firing purposes but what
wasnt quite as clear what they can do
with the 1 FP inherent FP. Can they fire
that twice? Once and fire a single PF? You
know it had to come up in my game of
this. The Damocles scenario looks like it
will be a close one.
One scenario presents itself as a
three player affair. Thats at least two
bonafide three player scenarios in one
year! Able Was I Ere I Saw Elba has
been designed to allow two Yugoslav
players play one German but also to play
each other if they want at the same time.
Even if they decide to fight on their own,
hoping for the win, they need to co operate
to some degree to win. For the first time
in a long time Im actually praying for a
(Liverpool ASL club) get together where
there are an odd number of players....
(instead of a number of odd players :-)
Pete)
There is one other scenario Im
itching to play which is Last Stand Of
The Besotten Jenny just because the OB
is so unique. French re-armed Prisoners,
a HS of African American soldiers riding
a solitary (if aggressive) Sherman, some
more US infantry and armour fighting
alongside get this some Germans holed
up in a castle against a force of SS who
are trying to clear the area. All we need
now is a dinosaur or zombies... or maybe
a... a... spaceship, OJ Simpson and Ernest
Borgnine and youd have the best B war
movie ever created! Some near forgotten
English actor plays the 8-1 SS leader Ill
bet.
Overall this is a very impressive
pack and Im glad I overcame my initial
reservations and bought it. In fact Id
say, based on what Ive seen and played,
that this is the outstanding issue of Rally
Point to date. The one minor shortcoming
Rally Point however Im not
usually quite so keen on. Ive played a
few scenarios from earlier issues I either
didnt like or found to be very poorly
balanced. They have had issues dedicated
to Schwerpunkt rejects, ASLSK board
scenarios (not terribly keen myself) and
a batch of Axis Minor stuff I found hard
to love. I approached the current issue
with some additional trepidation because
the designer of all the scenarios is Mark
Pitcavage, who designed all the scenarios
in Action Pack 3. I didnt take pleasure in
what I found there either.
However my experience (so far)
of Rally Point 4 is a vast improvement
and I have enjoyed myself with what Ive
read and played. Mark chose to theme
his Special Study scenarios around
the last gasp of the war in Europe and
you get 10 scenarios set on many fronts.
These scenarios are very unlike the ones
found in Schwerpunkt because some are
very long by those standards (RPT31 is 9
turns and has large OBs) and many have
very long SSRs to deal with. The SSRs
themselves will sometimes present a bar to
spontaneous play. Fine if you are agreeing
with an opponent to play a scenario next
time you meet, but frankly a turn off when
flicking through perspective scenarios at
an ASL weekend somewhere. Many of
these scenarios demand and deserve a
quiet evening in with the phone off the
hook to set up a defence. I know Im not
the only one who believes this to be no bad
thing if you can find the time.
The first I scenario played was
Attack To Retreat, which depicts some
Germans trying to battle their way through
some of Titos Yugoslavs (I did mention
it covered many fronts). The Germans
have captured T-34s and the Yugoslavs
have both Italian guns/mortars and British
and German SWs to try to stop them.
My defence was set up with most long-
ranged weapons on the large hill mass of
board 50 on the right, trying to make the
Germans lives a misery as they tried to
roll across board 3 through the main force
of my defending infantry. The exit VC
specify a minimum number of infantry
VP must exit, so I concentrated in the
end on the German infantry because it is
easier to harm than the German AFVs for
the most part. The Germans were bottled
in and unable to make progress without
exposing themselves in the open streets
of the village. This scenario has a tough
learning curve for the Germans and, if I
were to play again as them Id attack both
hills so as to shut down the long range
weapons. Its easy to overlook how easy it
is for AFVS to pass through woods, youd
only need to pass through one to open the
left flank, create the TB counter, and that
would open an easier route in my opinion.
In play as I write this review is
Sword of Damocles, which is a late-war
city-fight including a river crossing. The
recipe: take a city you never heard of.
Flatten some of it, set fire to it, destroy a
crossroads with shell holes. Then set up
Russians who have ordinance SMOKE
from six of their nine vehicles but must
cross one of the three board 23 bridges
to get started on achieving their exit VP,
by crossing board 51. A mixed bag of
Germans from elite to conscript stand in
their way, with three well armed AFV.
My only gripe is that I have been fighting
my way across these same dratted bridges
since about 1988 when I first bought
Beyond Valor (a new canal-city board from
MMP is overdue). To my horror I chose
the bridge which my opponent defended
with the 88LL AT gun and the three
special PF-toting crews which set up HIP
to ambush Soviet armour. Im across in
reasonable shape and ready to break out at
the start of my turn 3. The scenario looks
like it will be a close one.
The German armour is severely
restricted by one of the variations on fuel
shortage SSR that this pack contains.
Although there were some low fuel rules
included in KGP, the Mark has either gone
for the option of arbitrary DR at the start
of a turn (as in Attack To Retreat a 12
means no more fuel) or has granted the
German player so much fuel to allocate to
his vehicles as he sees fit from a limited
resource. The armoured car in this scenario
(Sword of Damocles) uses less fuel per
hex entered, so making it easy to move.
The JgPz IV (there are two) cost three
times as much fuel to move a hex and
there isnt enough to give both of them
full freedom to move. Again, the midnight
31
the trenches
is that the format of the sister mag to
Schwerpunkt denies the designer much
more than almost no room to better explain
his scenario designs. Dont let this put you
off however.
Well in From the Cellar 4 we
already saw esoteric subject matter.
From Heat of Battle this year we got
something else a little like that but at
least its something I know a little more
about, and it lies closer to the WWII time
frame of mainstream ASL. The Long
March is a study of the battles between
the Communist Chinese and the KMT
(Nationalist) Chinese, during a protracted
period of pursuit of the former by the
latter. There are 17 scenarios, no counters.
The scenarios are infantry based, generally
gun light (mortars make rare appearances)
and some scenario OBs dont even have
a single SW on either side. One scenario
(only) has a non-boat vehicle, although
some cavalry pops up. A test if ever there
was one of your pure infantry combat
skills here. Youre as far away from
mechanised 20th Century warfare as youll
ever be. The designers tell you that you
can play 14 scenarios back to back as one
long CG. You get points for winning the
scenario (obviously) but gain points for the
CVP you inflict. Brutal stuff.
Scenario layout is the by-now
familiar HOB style with a vertical turn
track and the I cant believe its not MMP
counter artwork. There is no full colour
here, just back and red on white but they
still look smart and they are a signature
layout by now. Black and white renditions
of the boards are better than nothing. This
looks to be a solid product which even
includes some DASL, if thats what floats
your boat.
One time bigwig at HOB (I neither
know, nor feel the need to know what
caused the recent rift) Chas Smith has
reverted to Bounding Fire Productions and
has released two packs: Beyond The Beach
Head 2 and Bounding Fire 2: Operation
Cobra. (Bounding Fire 1 was not the
venerated Hell on Wheels pack from way
back when egad was it really 1999?!
but Into The Rubble). When I ordered
these two packs I did so as though they
were just one product, and it was probably
well that I did so, because the Operation
Cobra pack relies heavily on the boards
from BtB (only one scenario uses none).
The magazine/booklet from it also has
a brief description of the BtB scenarios
which really reinforces the fact that these
two products make one whole. Id not buy
one without the other.
BtB 2 includes all the parts from
the original Beyond The Beach Head
from HOB, although some of the items
are renamed. The board HoB IV is now
BtB C for example. There are four ASLSK
style boards, 16 scenarios and six overlays
along with a page of special rules (light
bocage and small outbuildings which cross
a hexside are all that you need to worry
about here).
The scenarios in both packs are
beautifully presented on glossy stock in
full colour with colour renditions of the
boards and HoB-style artwork on the
counters. Theres a finely rendered sepia
photo (no naff image badly distorted by
digital processing) and theres little more
you could possibly ask from these cards.
Note that one of my pet-hates in other
packs the two sided scenario card on one
card - is absent here as the producers have
had the nous to print the extra page on
another card, so you can lay them next to
each other. Well done. Thank you. Really.
So what about the scenarios? There
are 16 in BtB. I loved what I played of
BtB1 and I found that AP 4 reminded me
of it, rather than the other way round.
It really is a very nice treatment of the
bocage country fighting which some of us
really like (despite the mind bending rules
for bocage - see below). All this without
having to use board 55! It seemed like I
spent two years fighting may way up and
down that board and if I never see it again
then it will be to soon (oh-oh whats this in
ASL Journal 8?). Really, if AP 4 was your
thing then get this. If it wasnt because you
dont like bocage... then Id probably avoid
these packs.
The boards that come with BtB are
very like the ASLSK style MMP maps
specifically those from AP 4 - except the
hedgerow artwork is significantly chunkier
and comes in two shades, allowing the
existence of normal hedges alongside
bocage or the pack-SSR driven light
bocage Overlays (large ones) offer
further variation. Nice pack.
Operation Cobra portrays actions of
the US armoured breakout on the weakly
defended flank of the Normandy front
in late July and August 1944 (weakly
defended = 10 Jagdpanthers in one
scenario!). Given the quagmire the Allies
found themselves in during the weeks
after Overlord, this was a refreshingly
fast movement of really well, equipped
US forces with massive close air support
resources and there are probably many
more thrilling scenarios that could yet be
portrayed, in addition to those provided
here. Cant fault what I see here though.
Operation Cobra comes with
no boards but includes 12 scenarios, a
32
view from
crossroads village overlay and 88 matt
finish counters. Dark US AFV on an
olive green background, most of them
representing the various US AFV you
might expect to see in Normandy, either
equipped with the Culin hedgerow
breaching ironwork or flamethrowers. It
is only as I looked at these latter variants
that I realised the fundamental limitation
of the US AFV mounted FT they only
have a normal range of 1 hex! Makes the
Crocodile look even more impressive in
my book. There are 5/8 counters and
rules to represent the Pppchen which is
basically a super Panzerschreck on wheels.
This seems very powerful to me: Not
only does it have a good chance of hitting
out to range 6, a TK # of 26 and 12 FP
equivalency, but it has 3 ROF. I advise it is
best avoided by an opponent... or send that
tank with the busted MA to deal with it!
Finally there are a set of variant US
Thunderbolt counters armed with various
weapon loadouts rather than the standard
Allied 44 FB with Bombs. Theres a
page of rules which goes into the various
types and how they work. Im personally
agnostic as to the need for refinement
of the air support rules by variant of
armament. Any old 44FB would have
done me. However Ive no doubt that there
are some out there who love the chrome,
and I guess if you could have Sturmoviks
over Orsha with all sorts of weapons, then
why not Normandy? Ill get excited when I
see an RAF Typhoon properly modelled.
The pack comes with a 56 page
booklet which starts off with a detailed
examination of the bocage rules. It points
out that there is a major issue with the
inability of a HIP unit to gain WA and
therefore no bore sighting is possible
except in the adjacent hex. It also points
out that the gun you want to fire will not
have LOS to a moving target until the
very moment it fires, thus invoking the
extra case J penalties. Ouchy. Errata are
expected from headquarters any time soon.
As good as this booklet is on the subject of
bocage, it still ends up falling foul of the
complexity of those dratted bocage rules.
Our own Tim Bunce has written to Chas
Smith raising a couple of points where
the WA and concealment rules dont seem
to have been applied correctly. Chas was
very graceful in his reply, having pretty
much expected that this might happen (by
implication). As far as Im concerned its
still a pretty good effort and probably those
examples in the booklet represent a better
stab at bocage/WA than many experienced
players might manage in a game. Its hard
to play bocage without error.
The booklet is more than just an
analysis of bocage rules, however, as it
continues with a piece on the Pppchen
historical and play examples, a long
section on the BtB scenarios and then
Chas rounds the publication off with a
review of Operation Cobra, including a
breakdown of the units involved on both
sides. Its a great read from cover to cover.
Tremendous stuff.
As I finish my review of BtB 2 and
Operation Cobra Im very much in awe
of the effort and attention to detail and
overall production values. Its hard to
find fault here and they really do set the
standard for a TPP product based on its
own geomorphic maps. I paid more for
these combined than I did for the LFT
St Nazaire pack, and I do believe youd
have to consider them one product in all
but name. However I dont regret a penny
spent.
The last two products I am
reviewing here are both produced in
Sweden. Friendly Fire Pack 5 follows
on from the first four in a similar style.
The success of the earlier packs has made
FrF the closest rival Schwerpunkt has had
for the title of most valuable source of
tournament scenarios. Its a compliment
to both to say this in my opinion. My
appreciation of the reasons behind this is
that both are the publishers of scenarios
specifically designed for tournaments
(in Florida and Sweden). The similarity
doesnt end with the type of scenario,
since the counters on the scenario cards
are just represented by the unit strength or
designation, rather than artwork. In fact,
although the layout of SP and FrF differ
slightly, the overall effect is similar.
Ten scenarios covering theatres
from Finland to Burma, but mostly set
in Europe. Five turns through to eight,
but the balance being towards the shorter
end of that scale. Interesting to see the
Wunderwaffe (PAK 41, a squeeze bore
APCR only 75LL gun) from the earlier
pack getting mounted on a Pz III chassis
and set to defend a village and hill from a
Russian attack. This looks like a great pack
and I regret not yet having had time to play
any scenarios.
Finally, and by no means least
most, Im going to review the Swedish
Volunteers pack, which amusingly
bills itself as ASL module 12.5 since
the Swedes will not appear in Hakkaa
Plle. I thought they just exported ore to
Germany during the war, so making them
Axis Miners (sorry really sorry about
that).
This is a sweet pack and has held
my attention since I received my copy.
Id probably not have bothered ordering
one if someone hadnt put an image of
the counter sheet of the Swedish units up
on Gamesquad. They are blue on white
and I can immediately perceive you
thinking (from the secret camera behind
your monitor as you read this) that theyll
clash with information counters. Take it
from me that they dont you get used to
them very quickly. The attention to detail
is excellent: on one side of the sheet the
only use of red ink is to put the dot in the
roundel of the British on the turn counter
(I absolutely love turn counters). The
counter art resembles that of the official
product, but the artwork is all custom and
has been lovingly created in great detail,
even down to the leaders wearing different
uniforms for the three different areas of
conflict the Swedes got involved in. Some
33
the trenches
128 counters depict three squads types,
some Crews and Leaders, and a mix of
SW, Guns and the Sniper counter. Quality
is very much like an official counter.
There are 14 scenarios depicting
Swedes fighting in Norway alongside
British or Norwegian forces, Fighting
in Finland in the Winter War and also
fighting in Finland in the Continuation
War against the Soviets. I have played
many of these by now and found them
all good to excellent. The first I played
was Norwegian Edelweiss which is a
beautifully balanced, flowing game of
defence against a main and flanking force
in defence of some buildings. Timing of
disengagement for the Allies is tricky as
you need to get your British back to help
the Swedish platoon defend the town
before the flanking Germans cut you off.
Very enjoyable. Trap By Mishap sees
some unfortunate Soviet attackers caught
in between defending Finns/Swedes and
a force of Finns who come on in right
behind the line of attack. If a Soviet
squad is unlucky, breaking means death
as routing is impossible. Day at Night
sees an advancing unit of Finnish/Swedish
StuGs and infantry suddenly come across
a massed force of Soviet armour, preparing
themselves to attack out of the mist of an
Arctic Circle midnight in 1944. Getting
your armour away from the T-34s alive so
you can set up a proper defence across the
open ground of board 19 is a challenge.
In my game of this at IF 09 Ian Daglish
manoeuvred his Red infantry quietly in
the mist for a couple of turns and set up a
really well executed human wave, which
ran through my Finnish MMG fire lane set
diagonally across their front. Six squads
and a leader set out; only one squad and
the leader made it to enter the hex of
the Finnish AT gun. This collapsed the
Finnish defence on that side, leading to a
clear route of exit for the Soviet armour.
It was epic stuff I can tell you! Ten Ton
tank sees radioless Soviet T-26 tanks with
accompanying infantry in 1940 battling
though deep snow to get past a well dug-
in Swedish defence, including some 37L
AT guns in a trench line. This is another
tight little number as there is little time
available. I also played Lions And Tin
Men, which is a really well designed
infantry-only affair, where the Germans
fight their way up half of the board 24
valley against a defence made up evenly
of Norwegians and Finns. Its deceptively
simple, not flashy, but a very sound design.
The pack comes with six pages of
chapter A25 rules, Chapter H ordinance
and SW notes and a long section on design
issues and the history of the Swedes in
WWII. The scenario cards themselves are
so like the original AH/MP in style, layout
and quality that you have to notice the
Swedish Tri-Crown National symbol in
the corner to realise they are from a TPP.
Crisp, clean print, the counter artwork
on the cards, use of just the usual MMP
colours as well as the right weight of
cardstock all add to the illusion. Bravo!
Even in a banner year for TPP, the design
philosophy and execution of Swedish
Volunteers has impressed me very much
indeed.
In a period where the official
products seem very far spaced, it is very
comforting to see so many well produced
packs coming from so many countries.
Hats off to all to those who made the effort
in 2009.
Swedes!
Soviet ATR
Corrections on Use in ASL
Arnaud Sanchis pointed out an
important mistake in Michael Davies ATR
article in the last issue of VFTT. On page
17, first column, fourth paragraph, Michael
wrote (about Deliberate Immobilization):
To attempt this your target must be at
six hexes or less range, and its weakest
hull Armour Factor has to be less than the
basic To Kill of your PTR, which is eight
for adjacent or same hex targets, seven for
anything beyond that.
This is wrong, the basic To Kill of
a Russian ATR is always 6. The Modified
To Kill can be improved by range, but here
the rule is clear so you cant attempt DI
against a target with, say, 6 side Hull AF
even if adjacent.
This error with the basic and
Modified To Kill number also prevents
Michaels suggested tactic of using an
ATR against a pillbox (again page 17, first
column, first paragraph) as per B30.35,
as the basic TK of 6 is not greater than
twice the Covered Arc defence modifier of
even a wooden n+3+5 bunker as noted in
the article. Additionally, as per Note 1 of
C8.31 ATR can use AP HE Equivalency
only if it is 20 mm., which does not
include Russian ATR. Thanks to Dana
Sandarusi and Chris Doary for pointing
those out.
Chris Doary does go on to note that
the tactic of firing AP against a pillbox
using HE Equivalency (B30.35 and C8.31)
is otherwise valid, but:
The tactic is rarely used for attacks
outside a Pillbox CA because one needs at
least a TK# of 11 for wooden PB and a
whopping TK# of 15 for a concrete PB.
Apart from the slight advantage afforded
to otherwise poor-performing ordnance
(e.g. 37LL, 45LL, and 47L), I can think of
much better things to fire at than a PB with
a puny one or two flat shot. In any case,
once you get to the 75L/76LL calibre plus
range, you will rarely want to sacrifice a
potential 12 FP attack (at another target)
for a 2 FP one. However, if youre stuck
with a pathetic Brit tank sporting a six-
pounder (e.g. Churchill Mk IV AP only) ,
it may be worthwhile firing away at a PB
flank with your 2 FP attack. In fact, all
those other Brit tanks that can fire only AP
would certainly benefit from this tactic.
heroes 2010
advanced squad leader tournament
11
th
- 14
th
march (thursday through sunday) 2010
hotel skye, south promenade, blackpool, england
the event
Following its success in previous years HEROES continues in 2010 to fill the gap for UK ASL action in the first
half of the year. As normal the action starts on Thursday and continues through to Sunday so you can play in
an ASL tournament and/or play friendly games (or even try your hand at a campaign game if you can find an
opponent). The focus of the weekend will be the main tournament,in which players of like record are paired off
to allow us to determine the winners - depending on numbers attending there will be four or five rounds. The
first round will start on Friday afternoon and each round sees players choose from three carefully selected
scenarios. Main tournament entrants are to be familiar with the rules through to the first half of Chapter G.
boot camp
Dont worry if you are a new player (someone who has only ever played five or fewer games against a live
opponent), as a special tournament based on the ASL Starter Kit will be available on Friday. You can learn the
game with an experienced player nearby to offer advice on rules. There will never be a better time to try your
hand at ASL!
Remember, you can also drop in just for part of a day if you cant make it for the full weekend.
the venue
The Hotel Skye is familar to those who have attended in the past and offers plenty of gaming room for the whole
weekend, Meals and good beer are also available in the hotel, and numerous alternative food outlets are close
by. The hotel is easily accessible from the M55 and the train station is a 5 minute walk away.
Room rates are the same as 2008, just 25.00 per person for a shared room or 30.00 for a single room for bed
and breakfast.
the cost
The weekend, whether you enter a tournament or just play games with the people you will meet, is fantastic
value at only 15.00, or just 10.00 if you register before the beginning of March 2010.
heroes 2010 hotel booking form
To book your room simply fill in this form and send it with a cheque for 10.00 to cover your deposit (payable
to HOTEL SKYE) to Hotel Skye, 571-573 New South Promenade, Blackpool, England, FY4 1NG. You can also
telephone them on 01253 343220 to book your room.
E M A N
S S E R D D A
) e n o h c a e k c i t ( R O F D E R I U Q E R M O O R S T H G I N
S R U H T I R F T A S N U S
M O O R E L G N I S M O O R E L B U O D
H T I W G N I R A H S N O S R E P F O E M A N