
|
Unofficial ASL Products | |
| Critical Hit! Inc. | ||
| Rulebooks | Periodicals | |
| Historical Modules I | Scenario Packs | |
| Historical Modules II | Scenario Packs II | |
| Historical Modules III | Campaign Games | |
|
Page 1 / Page 2
/ Page 3 / Page 4 / Page 5 / Page 6 / Page 7 |
||
| World of ASL Main Page | Historical Modules IV | |
| Title: Hell's Bridgehead | |||||||||||||||||||
| Publisher/Date: Critical Hit (1st edition, 2000; Upgrade Kit, 2005; 3rd edition, 2011) | Product Type: Historical Module | ||||||||||||||||||
|
Contents: 1st
edition: 22" x 32" historical map, 140 die-cut counters, 6
scenarios, rules and charts, 2 Platoon Leader campaign games; Upgrade Kit:
22" x 34" historical map, 2 new Hell's Bridgehead scenarios, 1 "freebie"
scenario. 3rd Edition: 22" x 34" historical map, 212 die-cut counters (2 sets of 106), 1 mini-map, 9 scenarios, 2 "bonus" scenarios, 4 pages rules |
|||||||||||||||||||
| Commentary: Designed by Dave
Lamb, Hell's Bridgehead (HB) depicts the attempt by the 3rd SS Totenkopf
Panzer Division to seize and hold a bridgehead across the Psel River,
defended by the 95th Guards Rifle Division (and reinforced by units of the
5th Guards Tank Army), during the battle of Kursk in July 1943. As
such, it was, surprisingly, the only East Front historical ASL module that
didn't take place in Stalingrad or Berlin to be published until the 2003
release of Onslaught to Orsha by Heat of Battle.
HB has a fascinating geography. The southern portion of the map features the gorge of the Psel River and the village of Krasny Oktabyr, while the rest of the map is dominated by the depressingly (especially for the attacker) open terrain of south-central Russia. Unfortunately, the map's coloring is very gray and depressing. Its monochromatic nature also doesn't make obvious some of the drastic elevation changes. HB also contains a countersheet, most of which consists of SS counters already depicted in the system (there are also some "tank ramming" counters). The first scenario, HB1 (Psel River Line) depicts a contested river crossing by SS assault engineers. Most of the remaining 5 scenarios take place in the more open areas of the map, where cover is scarce and lines of sight are long. HB6 (Clash of Titans) is a massive armored slugfest that ranges across the entire map. Most of the scenarios are fun and balanced. HB also contains two campaign games. CG1 is 7 campaign dates long and depicts the initial German assault. CG2 is 5 campaign dates long and features the Soviet counterattack. They are fun and have an interesting feel. Overall, Hell's Bridgehead is a quality historical modules. All ASL fans of East Front action should consider getting it. Critical Hit Magazine Volume 6 Number 4 focuses on Kursk and Hell's Bridgehead. It includes a new HB campaign game, which links the first two campaigns into a "mega" campaign game; it also includes new optional rules. It features as well two new scenarios set on a new historical map depicting terrain near the map included in HB. It also has an AAR by Kurt Martin of a playtest of CG1 in HB and various tactical tips for playing the module. Upgrade Kit: In 2005, Critical Hit released an upgrade kit, which featured a new historical map (slightly larger and with slightly larger hexes, but more importantly, more distinctively colored) and two new HB scenarios (plus one unrelated "freebie" scenario given away at the ASL Oktoberfest tournament in 2005). Anybody who likes HB should definitely purchase the upgrade kit. Hell's Bridgehead, 3rd Edition: In 2011, Critical Hit released a third edition of Hell's Bridgehead. This edition contains the revised 2005 map, with no changes. It includes 9 scenarios, plus two reprints of previously printed (and unrelated) scenarios, the latter apparently there only to "sweeten the deal." One comes with a small mini-map, the "Tin Pan Hill" map. Also included are new versions of the Waffen SS counters that appeared in the original edition; these contain the new counter artwork and layout that appears on Critical Hit counters since late 2010. The layout is much superior to that used with earlier CH products. However, as almost every counter provided here simply duplicates official counters, these sheets provide little practical added value. The Waffen SS counters are printed on black, a questionable decision apparently designed solely to appeal to those who think it is "cool" for the SS to have their own color scheme. What is oddly completely missing from the 3rd Edition are the campaign games that appeared in the original module. For players who have the Hell's Bridgehead upgrade kit (which, combined with the original, is a de facto 2nd edition), there is not much reason to obtain the 3rd Edition. For ASLers who don't have any previous edition, this is a chance to get one of the better CH historical modules, albeit one with the campaign games stripped from it. Note, April 2011, 3rd Edition Hell's Bridgehead map: Naturally, three different editions was not complicated enough for CH. Not long after the release of Hell's Bridgehead, 3rd Edition, Critical Hit released a new map (apparently because it ran out of the leftover 2nd edition maps it had been using for its 3rd edition). The map is essentially the same as the 2nd edition map, with a slightly different color palette and a few additional slopes thrown in. People who already have the 2nd edition map do not at all need to get this map. Apparently to sweeten the deal and get people to do just that, however, the release of the 3rd Edition map came with two "bonus" scenarios, HB Bonus #3 (Belt Fed Drive) and HB Bonus #4 (Militia Pushback). These two scenarios are played on a provided "maplet" dubbed "ST1"--essentially a stand-alone overlay 6 hexes by 8 hexes in size.
|
|||||||||||||||||||
Images:
|
|||||||||||||||||||
| Title: Busting the Bocage | |||||||
| Publisher/Date: Critical Hit (1st edition, 2001; 2nd edition, 2003; 3rd edition, 2006?) | Product Type: Historical Module | ||||||
| Contents: 1st edition: historical map, 6 scenarios, tactical tips sheet, "free" countersheet of 48 counters; 2nd edition: historical map (with larger hexes), 6 scenarios; 3rd edition: historical map, ?? | |||||||
| Commentary: Busting the Bocage
depicts fighting involving the 2nd Ranger Battalion near Pointe du Hoc on
and after D-Day. It is the same topic that Critical Hit's historical
module Pointe du Hoc covers, and in fact, Busting the Bocage is
essentially the Pointe Du Hoc map with new artwork and the beach area
lopped off. Unlike Pointe du Hoc, it contains no campaign game.
This may be one of the more legitimate re-uses of a historical map, as the original Pointe du Hoc might have daunted some with its amphibious-landing, cliff-scaling nature. This module eliminates that whole part of the operation (as well as the 7-6-7 Army Ranger counters from Pointe du Hoc) and concentrates on inland battles with six new scenarios designed by Ray Tapio. These include one large scenario and five small or medium-sized scenarios. 2nd Edition: Actually the third version of the Pointe du Hoc map, the 2nd Edition Busting the Bocage was made possible through the creation of an ATS game, D-Day Rangers, which used the same map. 3rd Edition: Critical Hit's Web site at one point offered for sale a "3rd Edition" Busting the Bocage map, which it said was "brighter" and "has a new treatment for the German minefields." Supposedly it was featured in "Busting the Bocage 3rd Edition," but only the 2nd Edition was available for sale on the Web site. Eventually, the 3rd Edition actually appeared in late 2006 as an extra in Critical Hit Magazine Volume 7 Number 3. It consists of a slightly reworked map and 6 slightly reworked scenarios (irritatingly, all of which were given different names). |
|||||||
Images:
|
|||||||
| Title: Genesis '48 | |||||||||
| Publisher/Date: Critical Hit (2001) | Product Type: Historical Module | ||||||||
| Contents: 22" x 34" historical map, 3 die-cut countersheets, overlay, charts and play aids, 32-page rulebook, 15 scenarios, Platoon Leader campaign game. | |||||||||
| Commentary: Along with Guerra
Civil and Dien Bien Phu, Genesis '48 (G48) was one of three historical
modules released by Critical Hit early in the 21st century which were
designed to have much more depth and better quality components than its
earlier historical modules. Certainly G48, whose own genesis
was very long in the making (far too long for some who preordered it),
could deliver the goods in terms of components. A large and quite
striking historical map, numerous countersheets, a lengthy
rulebook--Critical Hit did not stint in any respect (for many purchasers,
Critical Hit even included a "free" extra set of counters which were
actually misprints in which the fronts were printed on the backs of the
countersheet and vice versa).
Like Guerra Civil, G48 is obviously a labor of love by designer Bob O'Connor, although unlike the former product, G48 displays more obviously the drawbacks of a labor of love as well as the advantages. It centers on the fighting for Jersusalem during first Arab-Israeli War in 1948, although some of the scenarios take the fighting outside of Jerusalem (indeed, as far afield as the Sinai in 1956). One of the most interesting aspects of this fighting, well represented in G48, was the hodgepodge nature of the equipment that all combatants used, scrounging, purchasing and stealing AFVs from battlefields, junkyards, and arsenals from all over. G48 provides an incredible wealth of detail on AFVs and guns in the conflict, fully as interesting as anything in Chapter H (this is one of the positive aspects of a "labor of love"). Unfortunately, the extremely poor and non-intuitive Critical Hit AFV counter layout doesn't make the module more playable. The "labor of love" drawbacks make themselves felt primarily through a presence of too much detail. This overabundance of chrome can be seen, for example, with the rules for Israeli "Molotov Tank Hunting Heroes," which take up almost an entire page. However, these rules mostly seem to duplicate the existing tank hunter hero rules; it would have been much simpler to have given the Israelis tank hunter hero capability as if they were Japanese. The "overchrome" can also be seen in the plethora of new squad types. Not contented with the many different combinations of squad values that already exist in ASL, the designer introduced new types, including 6-3-8s and 4-2-7s. There are also a host of special rules for each type of Israeli troop (Haganah, Palmach, HIM, Irgun, etc.), although an included play aid helps in that regard. Perversely, the Israelis have counters that are the same color as German counters in ASL. For the Arab forces, one must pull out a number of counter-trays--Syrians and Lebanese primarily use French counters; Iraqis, Egyptians, and the Transjordanian Arab Legion use British counters; Palestinian militia and irregular forces use Italian counters; and 1956 Egyptians use Russian counters. Only 2 of the 15 scenarios use the historical map; the others use geomorphic maps. This has been a source of complaint. On the other hand, still others have complained about the map itself, saying that it is too detailed and hard to understand. There is some merit to these complaints; a little bit more abstraction (both in building detail and in the number of elevation levels) would have gone a long way. Also, the map would have profited by larger hexes. Of the geomorphic map scenarios, several use desert rules, but most do not. Most of the scenarios are moderately sized, with a couple of large scenarios thrown in. The Platoon Leader campaign game ("O Jerusalem"), uses the Jerusalem map and features the Arab assault on and capture of Jerusalem in May 1948. It is 6 campaign dates long. For ASLers interested in the Arab-Israeli conflict, this is basically their only option. Luckily, though not as streamlined as it could be, it is not a bad one (although it is not as strong a product as either Guerra Civil or Dien Bien Phu). Critical Hit Magazine Volume 6 Number 3 focused on G48, providing more scenarios for it, a small historical map, and more. In 2011, Critical Hit published Genesis II: The Arab-Israeli Wars, which was in part a reprint of Genesis '48. However, it was so different (not including a historical map, for example, while including a geomorphic map), it is considered in this compendium a separate product and has its own entry. |
|||||||||
Images:
|
|||||||||
| Title: Guerra Civil/Condor Legions | |||||||||||||||||||||
| Publisher/Date: Critical Hit (1st Edition, 2001; 2nd Edition, 2011) | Product Type: Historical Module | ||||||||||||||||||||
|
1st Edition Contents: 2 8" x
22" unmounted geomorphic mapboards, 1 8" x 6" overlay, 736 die-cut
counters, 16-page rules booklet, charts and tables, 12 scenarios. 2nd Edition (Condor Legions) Contents: 2 8" x 22" unmounted geomorphic mapboards (SCW1, SCW2), 1 8" x 6" overlay, 16-page rules booklet, 16 scenarios, 2 duplicate sets of 492 die-cut counters (984 total). |
|||||||||||||||||||||
| Commentary: Along with Genesis
'48 and Dien Bien Phu, Guerra Civil (GC) was one of three historical
modules released by Critical Hit early in the 21st century which were
designed to have much more depth and better quality components than its
earlier historical modules. Certainly Critical Hit did not stint
with the components here. The geomorphic mapboards are well done (it
is just a shame that neither Critical Hit nor other third party designers
have taken advantage of these mapboards in other works) and there are
plenty of other components. Only the counters are sub-par. Not
only do they feature Critical Hit's hard-to-understand AFV counter layout,
but the artwork on the MMC counters is static and uninteresting.
Moreover, the counters are thick and were not die-cut especially well. GC deals with the Spanish Civil War, one of several attempts by third party publishers to represent this conflict in ASL terms. It was designed by Juan Carlos Cebrian and Francisco Javier Cebrian and is clearly a labor of love. The 16-page rulebook is mostly taken up by rules for the various combatants in the long struggle and notes for the new AFVs. The Republicans have Regular Army troops, Northern Army troops, guerrillas, and militias. For flavor, they also have Basque priest counters who act as field chaplains. The Nationalists have Regular Army troops, troops from right-wing Monarchists and Falangists, African troops, and the Spanish Foreign Legion--as well as their own field chaplains, the Navarrese Carlist priests. What is particularly nice about all of these units is that, though they do have their own counters, they all use established squad types (4-4-8s, 4-4-7s, 4-3-6s, 3-4-7s, 3-3-7s, 4-5-8s, 4-5-7s), and not gratuitously different squad values (a problem particularly in Genesis '48). Thus Guerra Civil combines the novel with the familiar and doesn't seem too "out there." Moreover, there is just enough "flavor" in the different units without loading them up with huge amounts of chrome. The designers did a really good job creating and characterizing the two opponents. The 12 scenarios, 8 of which use at least one of the included geomorphic maps, take place from 1936-1938 all across Spain. They definitely tend towards largeness; the smallest scenario is still medium sized. Nevertheless, though considerable in size, they have few special rules and are not hard to play. For people who like meaty scenarios without exotic or complicated rules, this may be just the ticket. There is no campaign game included. Overall, despite the less-than-perfect counters, this is a good product and worth getting. Critical Hit Magazine Volume 7 Number 3 contains two scenarios for Guerra Civil, one of which uses the SCW geomorphic mapboard and one that uses an SCW overlay. Note: Because there is no historical map (unless one counts the castle overlay), some may question why this product appears in the historical module section rather than the scenario pack section. This is a valid question, but the product seemed so substantial in its components, as well as its attempt to recreate a new historical situation, albeit a very broad one (the Spanish Civil War), that it just didn't seem "right" in the scenario pack section. 2011 Update: This is no longer the policy for the Compendium; in the future, historical maps will be required for a product to fit into this category.
2nd Edition (Condor Legions) comments: In 2011, Critical Hit went over to a new style of counter artwork for its vehicles and guns and as a result, embarked upon a program of reprinting many of its products with new counters to replace the original, poorly-designed ones. Condor Legions is one such example, being in actuality a reprint of Guerra Civil, though horribly re-named (given that the "Condor Legions" were a tiny and non-Spanish part of the Spanish Civil War). The original counters for Guerra Civil were quite bad, both graphically and physically (being printed on large sheets of cardboard with a die that was apparently never used again). The new style counters are definitely a step up in physical quality and also in terms of vehicle/gun layout. However, the Nationalist counters are still not up to par because of their color, a very dark green. It is often difficult to make out the black counter values against this dark green. The second edition also includes new versions of the geomorphic mapboards that appeared in the original. Sadly, these are problematic. These maps are part of a batch of maps that Critical Hit designed or re-drew in late 2011. All of these maps suffer from problems. Some of the maps are not cut quite correctly. However, the major problem is that all of them suffer from a slightly undersized hexgrid, which makes it impossible to line the hexgrid up against the hexgrid of an official map, and which leaves gaps at the two long edges. This problem is immediately visually obvious, as the map cut extends beyond the hexgrid artwork, so there is no excuse for including these maps. They needed to be redone and reprinted. No ASL player likes to play on bad maps. In addition, the new artwork on the maps includes a bizarre "gloopy" style of grainfields, which makes them look more like alien amoebas than actual fields. The overlay, labeled SCW1 but referred to on the scenario card as SCW3, is also weird, containing two groups of orchard hexes, each with a different orientation (and no explanation for this). Moreover, players report that it is mis-sized. A large number of scenarios use one (or, in one case, both) of these maps. Map SCW1 is used by scenarios SCW1 (La Muela), SCW6 (Guadalajara Offensive), SCW9 (The Boys of Summer), SCW13 (Bridegrooms of Death). Map SCW2 is used by scenarios SCW2 (General Solchaga's Orders), SCW3 (Bayo's Columns), SCW4 (Sons of Abraham), SCW6 (Guadalajara Offensive), SCW8 (Along the Ebro), SCW12 (Basque Citadel), SCW15 (Convent of the Dead). The scenarios include the original Guerra Civil scenarios, as well as the additional ones that appeared in Critical Hit Magazine, plus a couple of new ones. Almost all of the original scenarios have been renamed. Many of them have had changes made to them--in one case even replacing a mapboard with Board 56, from Action Pack 5. The product packaging does not note that this product is required. Of the two newly designed scenarios, one, SCW16 (The Devil's Island), uses ASL Starter Kit maps s and t. The product packaging does not note that any Starter Kit items are required for play. The product packaging does inform people that the Partisans module is required to play the game, but it seems that Armies of Oblivion would do just as well. For people interested in the Spanish Civil War, this module is one of the more complete third party attempts to provide related material, and it has been out of print for a long time. Thus people might well be interested in purchasing it. However, with less than great counters and maps that players will have cut themselves if they want correct versions (a daunting task), the reprint was not handled well. The product deserves better than it got. One additional aspect must be mentioned--the significant overpricing of this product. This product originally listed at $149.95, according to the Critical Hit web site, though this was later reduced to $89.95. Even at the lesser price, the product is far more expensive than it should be, given the components included and the fact that it is a reprint and not an original work. This product should have been more legitimately priced around $45 or $50. Critical Hit is significantly overcharging for this product.
|
|||||||||||||||||||||
Images:
|
|||||||||||||||||||||
| Title: Valor of the 37th Guards (may also appear as Stalingrad! Valor of the 37th Guards) | |||||
| Publisher/Date: Critical Hit (1st Edition, 2001; 2nd Edition, 2005) | Product Type: Historical Module | ||||
| Contents: 1st Edition: 22" x 34" Historical map, 1 page of historical notes, 9 scenarios, 1 campaign game (kind of); 2nd Edition: 2 22" x 34" Historical maps (one from the first edition and one from the Dzerhezinsky Tractor Works module), 1 play aid with large hex images of several buildings (that might be particularly congested), 9 scenarios, 1 campaign game (kind of). | |||||
| Commentary:
FIRST EDITION: Valor of the 37th Guards is one of the most disappointing products Critical Hit has produced. Ostensibly, it is a historical module depicting the German 305th Infantry Division's attack (with supporting elements) on the Dzerhezinsky Tractor Factory, defended by the 37th Guards Rifle Division, in October 1942. The map is actually the same artwork used in Critical Hit's previous module, The Dzerhezinsky Tractor Works (DTW), except that the hexes are larger and the map area somewhat smaller. Ownership of Red Barricades is required to play. Because many ASLers were disappointed by the small-hex size in DTW, it is probable that many of them might have been willing to purchase a large-hex version of the map. However, Critical Hit did not simply release a large-hex version of the map; rather it bundled the map with a few very shoddy looking "scenarios" and a "campaign game" that seemed more like an excuse to jack up the price and help it find a place on the shelf in retail outlets than anything else. The nine scenarios are, first of all, generic. There is no indication that any of these actions actually took place. Secondly, the scenarios themselves are in a horrible format. Ostensibly, each side will have its own scenario card for a particular scenario, which depicts its own forces, assigns a victory condition, gives a rational for the fight ("The Communists are forming up for another fruitless attack. We must stop them before they re-take any important terrain..."), and provides special rules. This apparently was a muddled attempt to provide "fog of war," since one's opponent's order of battle and victory conditions will not appear on one's own card. Of course, anybody purchasing the module will have access to all scenario cards. It was a bad idea, equally poorly realized. Some players used scissors and photocopiers to put together their own versions of the scenarios, while others did the same using desktop publishing programs. Perhaps the most laughable aspect of the module is the so-called "campaign game," which consists of essentially four rules. These rules tell players to use the Red Barricades campaign game rules with a couple of minor modifications. There was not even an attempt to include a Platoon Leader Campaign Game. It is difficult to come away from this product without getting the feeling that there was no playtesting (unlike DTW, no playtesters are listed) or, really, any particular effort put into it. It seems more like the definition of a shoddy ASL product. The only reason to get this module is if a large-hex map of the Tractor Works is really desired (the 2nd Edition may be marginally better). SECOND EDITION: In 2005, Critical Hit released a 2nd Edition of Valor of the 37th Guards. It contained the map that appeared in the first edition, as well as a gratuitous copy of the small-hex version of the map that appeared in The Dzerhezinsky Tractor Works (presumably because there were a lot of extra copies lying around; it is included "for use in tracing LOS"). The 2nd Edition was sold in a Full and Upgrade versions, the only difference being that the Upgrade versions did not contain the Valor of the 37th Guards map (although they did contain the older DTW map). The scenarios do not use the awful format of the first edition. Ostensibly they are "all new," but in fact they are all simply variants of the original scenarios, with some differences in the orders of battle. |
|||||
Images:
|
|||||
| Title: Dien Bien Phu | |||||||||||||||||
| Publisher/Date: Critical Hit (2002; 2nd Edition, 2008) | Product Type: Historical Module | ||||||||||||||||
|
Contents: 22" x
34" historical map, 3 8" x
22" unmounted mapboards, 1 overlay, 386 die-cut
counters (plus extra sheet of infantry counters), 16-page rules booklet, charts and tables, 15
scenarios, Platoon Leader campaign game. Second Edition Boxed Edition Contents: 24" x 36" historical map, 3 8" x 22" unmounted mapboards, 1 overlay, 984 die-cut counters (2 copies each of 2 different sheets), 16 page rules booklet (2nd Edition), charts and tables, 18 scenarios, Platoon Leader campaign game. Second Edition Ziploc Edition Contents: 24" x 36" historical map, 984 die-cut counters (2 copies each of 2 different sheets), 16 page rules booklet (2nd Edition), charts and tables, 12 scenarios, Platoon Leader campaign game. Second Edition Upgrade Kit: 24" x 36" historical map, 984 die-cut counters (2 copies each of 2 different sheets), 16 page rules booklet (2nd Edition), 18 scenarios.
|
|||||||||||||||||
| Commentary: Along with Genesis
'48 and Guerra Civil, Dien Bien Phu (DBP) was one of three historical
modules released by Critical Hit early in the 21st century which were
designed to have much more depth and better quality components than its
earlier historical modules. The historical map is very attractive,
depicted in the earth-tone hues of green and brown that would become
Critical Hit's standard map artwork style. The three 8" x 22" maps,
which are not truly geomorphic in that they do not cleanly mate with other
ASL maps of that size, but do mate with each other, are not as attractive,
but this is more because of the nature of what they represent: flat,
more or less featureless terrain marred with shellholes. They are
used in many of the DBP scenarios (only 6 of the included scenarios take
place on the large historical map). A miniature version of the
historical map is included to help with the campaign game; a nice touch. The counters are nice enough--certainly better than those in Guerra Civil--but the MMC artwork leaves something to be desired. At that time, Critical Hit made its MMC outwork out of a single head-on standing soldier, which it would use in triplicate for the requisite three-figured MMC artwork. As a result, Critical Hit counters of this period have a peculiarly static appearance to them, unlike official artwork, or for that matter, artwork Critical Hit itself used both in earlier and later points in time. The French mostly use British counters (i.e., Free French); most of the included counters represent Vietnamese forces. There are counters for everything from Bangalore torpedoes to recoilless rockets to Chaffee tanks. The guns and tanks, of course, are rendered in Critical Hit's fairly inscrutable "variant" counter layout. Luckily, the scenarios are not vehicle heavy. The 16-page rulebook might seem at first as if a lot of rules have to be digested to be able to get into DBP, but the reality is different. The rulebook includes a title page, 3 pages of historical commentary, 1 1/2 pages of rules and notes for the French forces involved, 1 1/2 pages of rules and notes for the Viet Minh forces, some charts, and the campaign game. The last page has a very useful play aid--a quick reference chart for the rules and capabilities of all the squad types in the game. Unfortunately, the designers of DBP--the redoubtable Carl Nogueira and Dave Lamb--did succumb to the lure of adding yet more new squad value combinations to the system (in this case, there are 6-3-8s, 4-2-7s, 3-2-6s, and 6-4-8s with a 9 broken side morale). One might think that the myriad squad value combinations already in the game might be enough. Most of the special rules are for the Viet Minh, but none are complicated or out of line. Overall, the presentation of forces is done well. There are 15 scenarios; 6 use the historical map, 5 use geomorphic mapboards, and 4 use the included 8" x 22" mapboards (these last 4 all have extensive trench and/or wire networks as well). Unfortunately, 5 of the scenarios are night scenarios. Several scenarios involve French air support. The majority of the scenarios are large; even the smallest still features 12 squads and 3 AFVs versus 6 squads and 3 guns. One Platoon Leader campaign game (Champs Elysees) is provided; it is 6 campaign dates long. To win it, the Viet Minh must control two of the three French strongpoints on the historical map. Both sides have a fairly wide range of purchase options. Two of the campaign dates take place at night. Critical Hit Magazine Volume 7 Number 1 focuses on DBP, providing an analysis of several of the scenarios in the module, a countersheet that contains a number of counters to go with DBP, and several scenarios. These include CH169 (Against all Hope), pitting French and Japanese against each other in Vietnam in 1945 (using DBP counters); CH168 (The Last Musketeer), which features French paratroopers and Egyptian militia in Egypt in 1956 during the Suez Crisis (combining Genesis '48 and Dien Bien Phu); DBP17 (By Land, Air, and Sea), which uses 6 halves of geomorphic maps to present a wide-ranging 1952 Vietnam scenario; and DBP16 (Under Old Baldy), which is a medium-sized scenario that takes place on the historical DBP map. All in all, this issue adds considerable value for purchasers of DBP. Since its release, DBP has garnered a number of fans, as well as some detractors. In all likelihood, it may be a matter of individual taste. But for anybody interested in the wars in Southeast Asia, Dien Bien Phu is certainly an attractive possibility. 2nd Edition: In the summer of 2008, Critical Hit published a new edition of Dien Bien Phu. The main features of the new version were a slightly larger and somewhat re-done historical map (with more detail added), and improved (in both art and quality) die-cut counters. Confusingly, the new edition came in three different versions, which did NOT all have the same contents. First, there was the boxed edition of the 2nd Edition, which used left-over boxes from the first edition. Nothing on these boxes indicates that the module is 1st or 2nd Edition; this can only be determined by opening the box and inspecting the contents. The boxed edition contains all game components, including revised scenarios plus a few additional ones (at least two of which were previously printed in Critical Hit Magazine (see above). The 2nd Edition Upgrade Kit was intended for owners of the first edition; it includes only the new components (i.e., no overlay, DBP geomorphic maps, or charts and tables). Purchasers who also have the original Dien Bien Phu will have all components. However, the 2nd Edition Ziploc Version is an INCOMPLETE version. It does not include the overlay, the 3 geomorphic maps, or any of the scenarios that use the DBP geomorphic maps (it comes with only 12 scenarios). ASLers who purchase this edition will not actually have the whole module. |
|||||||||||||||||
Images:
|
|||||||||||||||||
| Title: Blood & Iron | |||||
| Publisher/Date: Critical Hit (2002) | Product Type: Historical Module | ||||
| Contents: Historical map, 10 scenarios, 2 pages of historical commentary, special rules and cave complex play aid. | |||||
| Commentary: Blood & Iron, or, to
give it its full name, Blood & Iron: The 27th Infantry Division in
the Item Pocket--Okinawa, or to give its occasional name, Item Pocket,
depicts sharp fighting among the hills and cemeteries of Okinawa in April
1945 between the 165th Infantry Regiment of the U.S. 27th Infantry
Division and the Japanese 62nd Infantry Division. Blood & Iron is
also labeled "Map Pax 1," presumably initiating a new product line
although the back cover of the module says that Blood & Iron "continues"
the "Map Pax" line of modules. Even more confusingly, no "Map Pax 2"
ever saw print. Really, Blood & Iron is a sequel of sorts to Ordeal
Before Shuri (both are designed by Dave Dally), although it nowhere says
this. Blood & Iron has an attractive historical map, dominated by muted earth tones. About this time, the map graphics used by Critical Hit finally seemed to stabilize and all of its historical maps since Blood & Iron have had a similar and consistent look (consistency on the part of Critical Hit is always appreciated!). There are interesting terrain features such as razor-back ridges. The majority of scenarios (7 of 10) utilize caves, so players need to be familiar with the cave rules. Critical Hit provides a play aid with pre-determined cave complexes to make play easier, but the use of caves may scare some players off (as might the occasional appearance of irrigated rice paddies). Scenarios definitely tend towards the small end of the scale in this module. The smallest is IP8, Fists and Fury, a 4-turner which easily can be decided by a single die-roll. It features 9 Japanese squads attacking from a variety of different directions against 2 American squads and 1 half squad. However, the Americans also have a 10-2 leader and two heroes (leading to the possibility of a rarely seen -6 fire drm). In this scenario, it is a race between the American player zapping Japanese units to oblivion and the Japanese player hoping to break units in the tiny American order of battle. Luckily, the module does feature more meaty scenarios than that. The specialized nature of Blood & Iron insures that it will never be one of the more popular modules. But PTO enthusiasts should definitely take a look. |
|||||
Images:
|
|||||
| Title: Battle of the Bracchi Hills | |||||
| Publisher/Date: Critical Hit (2004) | Product Type: Historical Module | ||||
| Contents: 22" x 34" historical map, 12 scenarios, special rules. | |||||
| Commentary: Battle of the Bracchi
Hills (BBH), or to give its overlong full name, Battle of the Bracchi
Hills: On the Road to Rome--May 12-14, 1944, depicts actions from
the 351st Infantry Regiment of the 88th U.S. Infantry Division attacking
Mount Bracchi along the Gustav Line in Italy during the major offensive
that finally captured Rome. This module marked the beginning of a
new phase of Critical Hit's involvement with ASL, as it is a spin-off of a
module originally created for Critical Hit's ATS system. From this
point on, the majority of Critical Hit's ASL products would be "ports" of
products originally created and printed for the ATS system.
The centerpiece of BBH is its large historical map, dominated by a long ridgeline running down its length. It is a very attractive map, colored with the earth tones typical of Critical Hit products of this period. It also creates some really interesting tactical situations. Unfortunately, in order to fit it into a ziplock bag, Critical Hit folded the map in a very awkward and irritating way, pretty much guaranteeing that the map will have to be played either laminated or under plexiglass. Doubly unfortunate, this has become a standard practice for Critical Hit maps of this size. A number of the scenarios in BBH are very small; in fact, BBH1 (Last Word), features just 4 American squads attacking 1 1/2 German squads. This will not be very satisfying to many ASLers. Luckily, there are more interesting scenarios among the dozen included. The one that looks the most interesting is actually the largest scenario in the module, the only one that uses the entire map, BBH7 (Beyond the Right Tit). It features a major American attack up the ridge. It should be noted that 4 scenarios are Night scenarios. This is a module which is definitely worth a look. It has a very interesting geographic situation and a varied set of scenarios. |
|||||
Images:
|
|||||
| Title: Tigers to the Front! | |||||
| Publisher/Date: Critical Hit (1st edition: 2004, 2nd edition: 2006?) | Product Type: Historical Module | ||||
| Contents: 22" x 34" historical map, 10 scenarios, special rules (contents identical for both editions). | |||||
| Commentary: One of Critical Hit's
"latter day" historical modules for ASL (i.e., a conversion of a
previously printed ATS module), Tigers to the Front! (TTF) depicts the
June 1944 Soviet attempts to crack the "Panther Line," a ragged defensive
line established by the Germans after being pushed away from Leningrad.
Many of its scenarios feature the 502nd Schwere Panzer Abteilung, equipped
with Tiger tanks, which was rushed to the defense. TTF, or to give
its overlong full name, Tigers to the Front! The Summer of '44 on
the Eastern Front, was designed and developed by Mark Porterfield and
David Lamb. The centerpiece of TTF is its large historical map, which is centered on a fortified hill position. The map is very attractive, with typical mid-2000s Critical Hit map graphics, dominated by green and brown earth-tones. Alas, as do other Critical Hit maps of this size in this era, it is awkwardly folded (in order to fit into a ziplock bag), which necessitates lamination or plexiglass to play on the map with ease. Most of the scenarios are medium-sized, with a few large and small ones to add spice. The largest is TTF4 (Tigers on 'The Balcony'), which features a wild and wooly contest over the entire map. Tigers, flamethrowers, OBA, air support, and all sorts of other tanks and guns range freely over the battlefield. The scenario special rules are typically quite light, save for the occasional air support or OBA, and there really isn't much special terrain to have to get used to, so players can start playing right away. 2nd edition: Critical Hit announced on its Web site a "2nd Edition" of TTF with a "newly printed" map. However, based on the map graphic on its Web site, it is difficult to see any differences between it and the 1st edition map. No other changes are mentioned. Tigers to the Front! looks interesting for any fan of East Front action. |
|||||
Images:
|
|||||
| Title: Sudden Full Contact/Darkest December | |||||||||||||||
| Publisher/Date: Critical Hit (1st Edition, 2004; 2nd Edition, 2011) | Product Type: Historical Module | ||||||||||||||
|
1st Edition Contents:
historical map, 8 scenarios, special rules. 2nd Edition Contents (note: this also includes the contents for 2nd Edition Devils in the Woods, as they are combined into Darkest December): 1 12" x 18" historical map, 1 24" x 18" historical map, 1 10.5" x 13.25" historical map, 2 pages rules, 20 scenarios, 2 duplicate sets of 106 die-cut counters (212 counters total). |
|||||||||||||||
| Commentary: Sudden Full Contact (SFC)
is one of two Battle of the Bulge related historical modules released by
Critical Hit at the same time (the other being Devils in the Woods).
Designed by Pedro Ramis and developed by David Lamb, it features a
smallish historical map of the town of Hotton on the Ourthe river and the
surrounding terrain. The map is attractive, in the latter-day
earth-tone Critical Hit style, and features interesting terrain.
Unfortunately, some of the scenarios are less interesting. Pedro Ramis has tended, over time, to design smaller scenarios. A number of the SFC scenarios are indeed small, including SFC2 (Grabbing Some Houses), which features only 3 German squads and 2 American squads and 2 tanks. Moreover, 4 of the 8 scenarios are night scenarios, which are a turn-off for many ASL players. Another is all armor. One scenario, SFC8 (Kraut Disinfected), looks interesting. The map is a nice map, but the scenario selection in this module leaves much to be desired. 2nd Edition (Darkest December) Notes: In 2011, Critical Hit began a series of module reprints, often hastily done, typically to take advantage of the new style of 5/8" counter artwork they had recently developed. After a bundle of reprints consisting of, more or less, their 1940-related products, Critical Hit released another reprint bundle that was more or less centered around Battle of the Bulge-related products. That is presumably the only reason why the long-forgotten Sudden Full Contact and Devils in the Woods, two small Bulge historical modules released at the same time in 2004, were combined and given a facelift and a reprint seven years later. The modules were originally released without any counters--they don't need any special counters--and the counters provided in Darkest December are also not needed, merely being duplicates of existing counters. It is not clear why anyone would prefer using these over the official counters, though the new style layout and artwork is certainly better than Critical Hit's previous style of counter layout and artwork. The maps of Sudden Full Contact and Devils in the Woods were also redone, with generally a poorer result than the originals. The main problem is a much darker palette which makes areas of the map--think dark green on very dark brown--hard to make out. The smallest map, the Melines map, is probably the most usable. The largest map, depicting the village of Hotton, is worse but players can make do. The Quatre Bras map, however, is an essentially unplayable mass of dark and darker brown, often overlayed with dark green. It is far worse than the original. The thinking behind this new map palette is impossible to discern. The scenarios are the same selection as in the originals; three scenarios seem to have been changed (they are in version "1.1"), probably for errata. Four scenarios use the Melines map, eight scenarios use the Hotton map, and 8 scenarios use the difficult-to-see Quatre Bras map. The scenarios are overwhelmingly small in size (or even tiny); there are 13 small scenarios, 4 medium-sized scenarios, and 3 largish scenarios. Some of the scenarios are simply below the threshold of size that most ASLers would consider acceptable, such as DD4 (Grabbing Some Houses), which pits 3 German squads against 2 American squads and 2 Shermans. Most of the scenarios have some sort of mist effect, with 6 scenarios having special "heavy mist" rules. Four scenarios use OBA. An amazing 8 scenarios, more than a third of the total, are Night scenarios, so prospective purchasers had better be happy with Night rules. This is a not particularly well done reprint of two modules that were not all that great in the first place. For owners of those two modules, there is definitely no need to purchase the new module--owners would probably prefer the maps from the originals. For other people, this product is best suited for that subgroup of ASL players who like both small scenarios and Night scenarios. One additional thing to note is the high price. Originally listed at $69.95, and later reduced to $49.95, this module is overpriced even then. |
|||||||||||||||
Images:
|
|||||||||||||||
| Title: Devils in the Woods/Darkest December | |||||
| Publisher/Date: Critical Hit (1st Edition, 2004; 2nd Edition, 2011) | Product Type: Historical Module | ||||
|
1st Edition Contents: 2 small
historical maps, 12 scenarios, special rules. 2nd Edition Contents (Note: this also includes the contents for 2nd Edition Sudden Full Contact): 1 12" x 18" historical map, 1 24" x 18" historical map, 1 10.5" x 13.25" historical map, 2 pages rules, 20 scenarios, 2 duplicate sets of 106 die-cut counters (212 counters total). |
|||||
| Commentary: Devils in the Woods (DitW)
is one of two Battle of the Bulge related historical modules released by
Critical Hit at the same time (the other being Sudden Full Contact).
Designed by Pedro Ramis and developed by David Lamb, DitW features two
small historical maps, Quatre Bras and Melines, which depict terrain near
the town of Hotton. Quatre Bras, which might be thought of as about
the size of a "thick" geomorphic mapboard, displays a crossroads on a bare
slope, next to a wooded area. It has not even a single building.
Melines, a bit more than half the size of the other map, depicts the
hamlet of Melines and features more varied terrain. Both maps are
attractive, featuring the latter-day Critical Hit "earth tone" style of
map artwork. Of the 12 scenarios, 4 take place on the Melines map
and 8 on the Quatre Bras map. The scenarios, like many Pedro Ramis scenarios, tend to be small. Four are night scenarios, but otherwise have little in the way of special rules. Most of the scenarios feature elite Americans (6-6-7s and 7-4-7s) pitted against elite Germans (5-4-8s). Only two of the scenarios do not have AFVs. Overall, DitW has a better selection of scenarios than the companion module, Sudden Full Contact, has, and DitW is probably a better buy. 2nd Edition (Darkest December) notes: For the 2nd Edition write up, please see the 2nd Edition notes for Sudden Full Contact. |
|||||
Images:
|
|||||
| Title: Action at Carentan! | |||||
| Publisher/Date: Critical Hit (2004) | Product Type: Historical Mini-Module | ||||
| Contents: small historical map, 4 scenarios. | |||||
| Commentary: Action at Carentan!,
designed by Ray Tapio, is a small historical module featuring a handful of
scenarios that star paratroopers from the 101st Airborne Division in the
hedgerows outside Carentan in Normandy on D-Day. The map features an
unassuming mix of fields, buildings, and woods.
The four scenarios are mostly tournament sized, not too large or too small. The most interesting is AaC3 (Green Devils), which is extremely replayable. The orders of battle for both sides are divided into a number of groups. Players randomly choose who will go first; that player places one of his groups in one of a number of designated setup areas. The second player then places one of his groups in one of his own setup areas. Rinse, lather, repeat. Players then randomly determine who goes first. Because the different setup areas are all over the map, forces begin intermingled. These setup rules create a wild and woolly situation every time, as every unit feels isolated and surrounded. It is a very interesting and fun scenario that seems quite balanced. This is not the reincarnation of Red Barricades, but this tiny module is not a bad buy. It has some fun scenarios. |
|||||
Images:
|
|||||
| Title: Stalin's Fury | |||||
| Publisher/Date: Critical Hit (2005) | Product Type: Historical Module | ||||
| Contents: 22" x 34" historical map, special rules, 4 scenarios (plus one "freebie" World War I scenario) | |||||
| Commentary: How many times can
artwork be re-used? Stalin's Fury is the fourth time that Critical
Hit's Stalingrad artwork has been used. Created for the Dzerhezinsky
Tractor Works module in 1997, it was re-used twice (the two editions of
Valor of the 37th Guards), and now appears for the fourth time in Stalin's
Fury.
This time, only a small portion of the map artwork is used, blown up to huge (near DASL size) hexes, with a few new items like water towers thrown in to change the terrain to a sort of "generic" Stalingrad terrain. As such, the artwork will be familiar to most purchasers of Critical Hit products. One nice aspect of the map is that it does not have the weird extra folds that most of Critical Hit's mid-2000s 22" x 34" maps have had. The 4 scenarios include one large scenario (well suited for 4 players) and three medium or medium-small scenarios. Probably only Stalingrad fans will rush to buy this module. |
|||||
Images:
|
|||||
| Title: Berlin: Fall of the Third Reich/Berlin Final Days | |||||||||||||||||||||
| Publisher/Date: Critical Hit (1st Edition 2006; 2nd Edition 2007; 3rd Edition 2009; 4th Edition [as Berlin Final Days] 2011) | Product Type: Historical Module | ||||||||||||||||||||
|
Contents, 1st Edition:
2 24" x 36" historical maps, 2 sets of die-cut counters (each set
containing 1 sheet of 280 1/2" counters, 1 sheet of 112 5/8" counters and
100 1/2" counters, 1 strip of 24 5/8" counters and 50 1/2" counters, and 1
strip of 24 5/8" counters), 16 scenarios on cardstock, 20-page rulebook, 2
Platoon Leader campaign games.
The 2nd Edition included a revised rulebook with errata incorporated, changes to scenarios 1-6, and changes to the countersheets. In addition to the 2nd Edition, Critical Hit released a 2nd Edition Upgrade Kit for people who already owned the 1st Edition. This Kit included the new rulebook, three scenario cards with scenarios 1-6 on them, and two 2nd edition countersheets. In 2009 a 3rd Edition rulebook was created which incorporated errata and clarifications, but also made some significant changes (see below). It was included in a reprint of the module. A combined Fall of the Third Reich/Tyrant's Lair rulebook, presumably based on the above 3rd Edition rules, is included in the Tyrant's Lair sequel, released in 2010. Berlin Final Days contents: In 2011, in an attempt to make this product as confusing as possible to the consumer, Critical Hit released a brand new edition of the module under a new name, Berlin Final Days. This edition contains 2 24" x 36" historical maps (with different artwork than previous editions), 17 scenarios (the packaging material claims 18 but this is incorrect), 4 Platoon Leader campaign games, 2 play aids, 28-page rulebook, and 2 identical sets of counters. Naturally, the counter sets are nonsensical and confusing. Each set contains BFD Counter Sheet #1 [56 5/8" counters], BFD Countersheet #3 [56 5/8" counters and 50 1/2" counters], BFD Countersheet A [56 5/8" counters], BFD Russian Personnel Countersheet [280 1/2" counters], BFD German + Russian Infantry and Weapons Sheet 1 (with no Russian counters, by the way) [280 1/2" counters], and BFD Supplemental Countersheet [124 1/2" counters and 24 5/8" counters]. Each set thus includes 926 counters, for a grand total of 1,852 counters.
|
|||||||||||||||||||||
| Commentary (for 1st Edition; see below for
commentary on later editions): Critical Hit's
largest (and what would become its most popular) historical module to date, Berlin: Fall of the Third Reich (BFTR)
is actually just the first of a two-part massive set of Berlin
modules (the second module, Tyrant's Layer, adds two more linked Berlin maps). The module is not
cheap, but it is a big game with a lot of components. Designed by Mark Porterfield, BFTR is built around a large, detailed and reasonably attractive (given the glum terrain) attractive historical map of the area of Berlin surrounding the Reichstag. Much of the terrain is the same terrain features in the Heat of Battle module Berlin: Red Vengeance, although the BFTR maps cover a much larger area. Although folded in the frustrating style of latter-day Critical Hit historical maps, the maps are nevertheless impressive. They represent the biggest lure that BFTR offers. In its marketing of the game (which, as usual, is a port of a game originally produced for the ATS system), Critical Hit strongly emphasized the color counters that came with the module. Though they are indeed more colorful than the 1970s era counter graphics of official ASL products, the MMC counters have figures that seem somewhat static, and counter values that are small and close together. In addition, the counters use awkward methods to represent certain features--assault fire, for example, is represented by a little SMG silhouette. The vehicle counters, moreover, are still rendered in the non-intuitive and unattractive variant format they pioneered with Genesis '48. However, the counters are attractive enough. There is some counter errata, but it is actually fixed by the small counter strips that come with the module (the explanation of this fact is buried in the rules booklet). Some of the countersheets were not very well die-cut, with some of the counters having torn corners, so it is a good thing that Critical Hit provides a duplicate set of the countermix. Many of the 1/2" counters represent new units. These include SS Tank Hunter Teams, Volksturm Tank Hunter Teams, Soviet Red Banner Infantry (which have inherent but detachable Red Banner Heroes), Gestapo Troops, Hitlery Youth Troops, and Liberated Prisoner Squads. Counters also represent the massive 128mm guns of the Berlin Zoo Flak Tower, which can be used for direct fire with a ROF of 3 (!), or as indirect fire as 150mm FFE and onboard rocket artillery. New SMC include Gestapo Leaders and Hitler Youth Leaders. One possibly handy thing about the counters is that ostensibly, except for markers, all the SMC/MMC/SW counters needed to play the game are included. In addition to rules for the new counters (the rocket artillery takes up a fair amount of space), rules detail the terrain of downtown Berlin, including the Reichstag, the Kroll Opera House, elevated railroads, subways, Moabit Prison, the Ministry of the Interior, and other terrain types. Overall, the terrain rules seem reasonable at first glance. Sixteen scenarios are included in the module. Of these, one uses a geomorphic mapboard, but the remaining 15 use the historical map. In size, the scenarios definitely lean towards the large. Two scenarios are smallish; the remainder are either medium-large or large. There are a lot of meaty scenarios here. Because of the module's recent release, none of the scenarios have had time yet to develop a reputation, good or bad. Of the two included Platoon Leader campaign games, the first, PLBER1 (Götterdämmerung in Berlin), pits elements of the Soviet 79th Rifle Corps against a variety of German remnants, including men from the SS Anhalt Battalion, the 9th Fallschirmjäger Division, naval infantry units, and Berlin Volkssturm. It is 11 campaign dates long; to win, the Soviets must place a Red Banner on the Reichstag and maintain it there for an entire campaign date. The second campaign game, PLBER2 (Race to the Reichstag), features the same combatants but a slightly different time frame. It is 9 campaign dates long. Both sides have a wide variety of purchase options, from Volkssturm platoons to Tiger tanks, from companies formed from hastily liberated prisoners to Stalin tanks. After Berlin: Fall of the 3rd Reich sold out, Critical Hit printed a new 2nd Edition in 2007. This was substantially the same as the 1st Edition, except that it incorporated discovered errata and clarifications into the rulebook and scenario cards and had new countersheets. Critical Hit also made available for sale a 2nd Edition Upgrade Kit for people who already owned the 1st Edition but wished to get the latest versions. Critical Hit also made the new versions of the scenarios and rules freely downloadable, so that people who had purchased the 1st Edition did not have to purchase another product in order to get the errata. Update (2009): In early 2009, Critical Hit reprinted BFTR. It was a straight reprint, but included an updated, "3rd Edition" rulebook, containing updated errata, but also a number of changes (some perhaps not for the better; see below). Update (February 2010): In February 2010, Critical Hit released Tyrant's Lair: The Battle of Berlin: April 1945, the "sequel" to BFTR, containing two more maps (which mate with the original maps in a large 'L') and a massive scenario that combines both modules. It also contains a new version of the BFTR rulebook, making them technically the 4th Edition Rules. This rulebook includes two more campaign games, FOTR3 (In the Ruins of the Reich) and FOTR4 (The Downfall). Both use FOTR maps; the latter also uses TL maps. Update (July 2011): BERLIN FINAL DAYS (BFD). The release of Tyrant's Lair, which used a new style of artwork, rendered the BFTR maps, if not obsolete, then at least outdated. Also in 2010, Critical Hit debuted a new style of vehicle/gun counter artwork, which was far superior to that used in previous CH products. It comes as no surprise that, based on these two considerations, Critical Hit was eager to release an updated version of BFTR (not that they usually need much urging to issue new editions of things). The result was Berlin Final Days, which is in effect a de facto BFTR 4th Edition, with de facto 5th Edition Rules. Given the multitudinous reprints and editions, perhaps it is just as well that they started fresh. The good thing about BFD--in fact, what might make it a "bfd" to some--is the updated physical components. The map artwork is nicely done and compatible with the artwork in Tyrant's Lair, while the 5/8" vehicle and gun counter artwork is vastly superior to the incomprehensible layout style used in earlier CH products. Also, some of the rules have been improved, such as reducing the power of the Flak Towers. Unfortunately, BFD also contains other differences from previous editions that are arguably or definitely negative. The map artwork, as mentioned, is nice. Overall, map issues are minimal. However, there are changes in the terrain from earlier versions of the map, including an entire building missing. Publisher Ray Tapio explained these changes as saying that buildings were eliminated "that broke ASLRB rules" and that "what was represented as a building here or there was turned in some cases to multiple single hex, or multi hex, to fit the immutable hexagonal laws of the game." There was no explanation as to how some streets became misspelled from one version to the next. The counters are more problematic. As noted, the new 5/8" counter layout is superior. In other respects, though, the counters could have used more quality control. First, it should be noted that the Germans come in two different shades of blue. This was apparently noticed before release, because the module comes with a statement apparently intended to forestall complaint: "Please note, minor tonal variations in color are a normal part of the offset printing process as are slight shifts in die cutting. Blue counters are Germans and Brown for Russians." Second, the marketing for the module claims that its counters include all the counters needed to play all the scenarios in the module. This, as it turns out, is untrue; there are missing counters. Moreover, the counters that are there include quite a bit of errata. Some of it was caught before release. For example, all of the 6-5-8 Waffen SS squads have erroneous smoke exponents, so a second set of them was included in a "supplemental" countersheet. Of course, this countersheet itself contained counters like 8 turret counters with CE on both the front and the back (instead of BU). One mysterious turret counter has "BY" on the back. One 8-0 leader has a 7 morale on the back, while the adjacent 7-0 leader has an 8 morale on the back. There are several black Waffen SS counters with blue backs. It's not often that a countersheet created largely to fix counter errata contains so much errata itself. Other countersheets also have some errata'd counters. There is a Tiger VIE(L) with red MP numbers. There are dm SW counters for the black Waffen SS but not for normal German SW (or for Soviet MTRs). There are 40 German 4-4-7 squads in the module, but no half squads for them. A number of the Soviet half squad have duplicate IDs (or quadricate IDs, if you think of the double set of counters). A couple of German leader counters have their +/- sign missing (they would seem to be +'s), while there are multiple Colonel Blaus on the countersheet (must be like Agent Smith in the Matrix Reloaded). Publisher Ray Tapio dismissed the counter errata in a statement as "nothing earth shattering." Lastly, and probably most importantly, there are many changes to the scenarios from previous versions, and a lot of the changes are serious ones. Moreover, the new versions of the scenarios were not playtested by the CH playtest crew that worked on the original versions. It is unclear whether or not the new versions were actually playtested at all. Some of the changes are essentially arbitrary, but a number of changes are consistent. All German Gestapo and Hitler Youth units are removed from all the scenarios (incomprehensibly). All rocket units are removed from both sides. Lastly, in most of the scenarios, the Soviet side is consistently downgraded in strength. Here is a characterization of the changes. All of the scenarios also feature changed (usually streamlined or clarified for the better) language in their SSRs; this is not a problem.
Moreover, there is one scenario that is missing entirely; Into the Lion's Den, available in the earlier editions of the module, was inadvertently left out of BFD. While the changes to the wording of the VC and the SSRs was generally an improvement over previous editions, the other changes to many of these scenarios are questionable and can't just be because of balance issues. Some of the new versions seem distinctly inferior to the old ones. Ray Tapio's reaction to some of the issues discovered with BFD, in the forums on the Critical Hit Web site, was to say that (ellipses in original) "in all due respect, today, there are important things on my desk to deem important. These 'problems,' noting that my fellow gamers do obsess over them...speaking to my fellow grown men...have easy solutions that will have same applied." The reaction left a bit to be desired. What this all means is that ASLers who already have earlier editions of this product and are considering upgrading may want to seriously think over whether having a cosmetically revised map and new vehicle/gun counters is worth the price of the whole module--because they may prefer earlier versions of the other materials.
|
|||||||||||||||||||||
Images:
|
|||||||||||||||||||||
| Title: Witches Cauldron: The Oosterbeek Perimeter-Arnhem 1944 | |||||||
| Publisher/Date: Critical Hit (2007) | Product Type: Historical Module | ||||||
| Contents: 2 24" x 36" historical maps, 16 scenarios, special rules. | |||||||
| Commentary: Critical Hit returns
to the Red Devils at Arnhem with Witches (sic) Cauldron, an ASL port of
their ATS release Oosterbeek Perimeter (designed by Kurt Martin; David
Lamb did the conversion to ASL). The main feature of the product is
its very large and rather stunning historical map, which depicts the area
west of Arnhem in which the bulk of the British 1st Airborne Division was
trapped and virtually destroyed. Though the colors are somewhat
muted and drab (and the artwork is not as striking as that of the much
older Arnhem: The Third Bridge, with which it does not mate), the map is
nevertheless very impressive. Even such details as soccer fields and
tennis courts are rendered.
There are few additional rules (2 1/2 pages) needed to play the scenarios in Witches Cauldron. These rules delineate the British troops (who may suffer from severe ammunition shortage, but on the other hand get Gammon bombs) and the terrain (none of which is complicated). Unfortunately, players may not be able to satiate their desire to play scenarios on the map as much as they might like to. Though Witches Cauldron contains 16 scenarios, most of them are smallish and use only a fraction of the map. There is no large scenario which utilizes all or most of the map, nor is there a campaign game provided. As a result, much of the promise of the map is currently unfulfilled. The 16 scenarios (numbered in chronological order) included are mostly small. WC1 (Tiger Route), for example, is 3 1/2 turns long and features 6 British squads attacking 4 German squads. WC3 (Piercing the Veil) has 6 British half squads fighting 4 German squads and an AFV. WC11 (Won on Points) is also 3 1/2 turns and features 6 British squads attacking 4 German squads. Only one scenario, WC15 (Through the Side Door) can be considered large. It has 20 German squads and 7 AFV attacking 15 British squads and 4 guns. Both sides also have 80mm OBA. Only one scenario is a night scenario. Few of the scenarios feature complicated SSRs. Some players will like the ability to play short and sweet scenarios on a historical map, while others might wish for some more meat on the bones.
|
|||||||
Images:
|
|||||||
| Title: Roman Glory: Corpo di Spedizione Italiano in Russia -- Nikitovka 1941 | |||||||
| Publisher/Date: Critical Hit (2007) | Product Type: Historical Mini-Module | ||||||
| Contents: 11" x 17" historical maps, 4 scenarios, 1 page of special rules. | |||||||
| Commentary: Roman Glory is a
modest ASL release from Critical Hit, ported over from an ATS version
(designed by Andrea Garello) by Dave Lamb and his crew of Detroit area
ASLers. With no counters, only four scenarios, and a small
(supposedly historical) map, it does not have too much to offer other than
the novelty of Italians on the East Front, a novelty that would be
eclipsed by the release of the official ASL Action Pack #3, Few Returned,
by MMP, which also featured Italians on the East Front. However, the
actions depicted by Roman Glory are different from those depicted in Few
Returned. Roman Glory portrays one of several (essentially
unsuccessful) late 1941 Soviet counterattacks against the Italian
Expeditionary Corps (CSIR), whereas Few Returned features the attempted
Italian breakout from encirclement during Operation Little Saturn in late
1942 and early 1943. Roman Glory was also sold at a very modest
price, making its small size much more reasonable. Its packaging
proclaims it as first of a series of such modules depicting the Italian
Army on the Eastern Front. One of the four scenarios in Roman Glory is large; the others are medium-sized. Three of them use the entire map, while the fourth uses half a map. Three feature Italian attacks while one depicts a Soviet attack. One scenario employs a Creeping Barrage, another uses Night Rules, and a third uses OBA and Air Support. The fourth uses no unusual special rules. Three of the four scenarios use some sort of random force selection to determine the OBs of one or both sides, which adds some interest and replayability. Of the scenarios, RG1 (Colonna Chiaramonti) is probably the simplest to play.
|
|||||||
Images:
|
|||||||
| Title: Baraque de Fraiture: The Battle for Parker's Crossroads (Critical Hit editions) | |||||||||||||||||||
| Publisher/Date: Critical Hit (2nd edition, 2007; 3rd edition, 2011) | Product Type: Historical Module | ||||||||||||||||||
|
Contents, 2nd Edition: 24" x
36"
historical map, 9 scenarios, 12-page rules/historical booklet Contents, 3rd Edition: 24" x 36" historical map, 9 scenarios, 12-page rules/historical booklet, 2 duplicate sets of 206 die-cut counters (412 counters total). |
|||||||||||||||||||
| Commentary: Baraque de Fraiture,
2nd Edition (BdF2), is somewhat odd in the ASL world, as it is the second
edition of a product that was originally published in 1996 by another
company (in this case, the now-defunct Front Line Productions). In
the broader wargaming world, larger (in a relative sense) sometimes
purchase products of more obscure companies and give them a polishing and
a wider distribution. This also happens with ASL scenarios and even
the rare ASL product (Soldiers of the Negus, for example, was picked up
and reprinted by Critical Hit). However, BdF2 is the first time this
has been done with a historical module, leaving aside the unusual
circumstances behind Blood Reef: Tarawa. The original Baraque de Fraiture, a small historical module depicting a hard fought action during the Battle of the Bulge, was produced by Front Line Productions; indeed, it was the only product ever released by Front Line Productions (its second project ended up being the MMP-published Operation Watchtower). One of the BdF scenarios was later reprinted in MMP's Out of the Attic. Thus is was with a bit of surprise that ASLers learned that Critical Hit was printing a new edition of the old FLP game module. However, the project's origins go back some time. When BdF was originally released, some European ASLers criticized the historical map in the module as not depicting accurately enough the battlefield terrain (a common refrain from European ASLers, who have many of the battles in their own backyards). Belgian ASLer (and frequent Critical Hit contributor) Pedro Ramis and American ASLer Brian Martuzas wrote an article for Critical Hit Magazine in 1997 (Volume 4, Number 2) highlighting what they thought were the shortcomings of the BdF historical map (this article is reprinted in BdF2). A decade later, BdF2 emerged with the notion of creating a revised version of the historical map that would reflect the terrain more accurately. The new edition contains essentially the same components as the original edition: a rules and historical overview booklet (slightly expanded), 9 scenarios, and a historical map (at 22" x 36", slightly larger than the original). Some of the scenarios have been tweaked slightly to improve play balanced based on the play result records of the original scenarios. The scenario cards also have a new layout, of course (the original edition had scenario cards that impermissibly used "official" ASL artwork and styles). See the World of ASL entry on the original BdF (link above) for more on the scenarios included. The main difference, though, is in the map. Actually, most of the terrain on the map is the same as in the original; the major differences include the addition of Slope hexsides in several places, as well as some Level 1 terrain. The artwork is also different (use the link above to compare the original with the 2nd edition map shown below). The 2nd Edition artwork has a darker, gloomier palette that some might find not as attractive as the crisper, brighter original. Whether BdF2 represents a significant improvement over the original is open to question, but it is nice to see this product, out of print for some years, available again to gamers. Note: the booklet that comes with BdF2 includes several "BdF Play Notes," one of which is incorrect. It "reminds" people that the presence of Snow precludes the use of most types of SMOKE. However, this is not true. Only Deep Snow has those effects on SMOKE, not Ground Snow. This is important, because some BdF scenarios have Deep Snow, while others have Ground Snow. 3rd Edition (BdF II) comments: In 2011, Critical Hit, having developed a new set of 5/8" counter artwork, started reprinting many of its products with the new counters, essentially attempting to sell them over again. Critical Hit's version of Baraque de Fraiture became one of these reprinted products. As a result, only a few years after the last edition of BdF, a third edition was released. As with all things Critical Hit, this has resulted in a confusing welter of versions. There is now the original Frontline version of Baraque de Fraiture, the Critical Hit edition of Baraque de Fraiture (i.e., the 2nd edition of the game), and the second Critical Hit edition of Baraque de Fraiture (dubbed BdF II, though it is actually the 3rd edition of the game). The counters are entirely gratuitous, adding nothing new to the system, and nothing else about this edition was changed, except for a few stylistic changes, so owners of the previous version do NOT need to get this version. They will miss nothing from it.
|
|||||||||||||||||||
Images:
|
|||||||||||||||||||
Page 1 / Page 2 / Page 3 / Page 4 / Page 5 / Page 6 / Page 7
Back to World of ASL Main Page