
|
Unofficial ASL Products | |
| Heat of Battle | ||
| Historical Modules | Scenario Packs | |
| Periodicals | Miscellaneous | |
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| Producer Name: Heat of Battle, Inc. (1994- ) |
| Still Active?: Yes |
| Commentary: In the "dark days" of
ASL, in the early to mid-1990s, when the flow of ASL products from Avalon
Hill had thinned to a trickle and the future looked bleak, a number of
would-be saviors arose from the masses, producing ASL products of their
own. These included Backblast, Kinetic Energy, Multi-Man Publishing
and, last but not least, Heat of Battle. Heat of Battle, which
sprang from the Zeus-like brows of Southern Californians Steve Dethlefsen
and Eddie Zeman, is thus one of the oldest continuously operating third
party publishers in the history of ASL and has amassed a quite credible
track record. It is known for taking chances on innovative and
high-production quality products, and has garnered a stock of good will
from the admiring ASL populace that has allowed it to survive, virtually
unscathed (in the goodwill department, if not in the accounting
department), a number of production delays and other problems. Whereas other early third party publishers tried to replicate the success of the ASL Annual by producing some sort of ASL-related magazine (Backblast, Critical Hit Magazine, Time on Target, ASL News, etc.), Heat of Battle took a different approach, publishing in 1994 what would be the first full-scale third-party module with a historical map and campaign game, God Save The King (starring Arnhem Bridge). Heat of Battle followed this up over the years with a series of other historical modules that eventually even included mounted die-cut counters. The company followed up their success in historical modules with a string of innovative and popular scenario packs that introduced mounted geomorphic maps and new countersheets. Eventually, Heat of Battle debuted its own magazine, Recon by Fire. Over the course of the 1990s, especially as its products improved in physical quality, Heat of Battle developed a good reputation (and often profited by comparison to the other major third party ASL publisher, the controversial and not well-liked Critical Hit). One of Heat of Battle's modules, Blood Reef Tarawa, was even adopted by MMP to become an "official" ASL product by the end of the century. The turn of the century, though, augured changes for Heat of Battle. Eddie Zeman left, due to ongoing legal problems, and Steve Dethlefsen welcomed in a host of new talent, including long-time scenario designer Steve Swann (and his collaborators Bruce Rinehart and Burnie Hegdahl), popular scenario designer Chas Smith, Sam Tyson, and graphics whiz Klaus Fischer, who helped create a sharp new look for Heat of Battle. Eventually, the Heat of Battle team would grow to include Jeff Newell, Eric Morton, Andrew Hershey, and Derek Spurlock as well (although the company also welcomed "guest" designers from time to time, such as Derek Ward, Mark Pitcavage, and Chas Argent). The marquis product of the "new" Heat of Battle was the massive historical module Onslaught to Orsha, which combined high-quality components with considerable play value. The release of this module insured for some time to come Heat of Battle's premiere status among third party publishers (even though it may not be the largest or most prolific such publisher). In particular, the combination of designer Chas Smith and artist Klaus Fischer proved a winning combination with the ASL audience; they would later repeat the critical success of Orsha with a themed scenario pack featuring attractive mounted geomorphic mapboards, Beyond the Beachhead (though issues surrounding its printing almost caused the company to go bankrupt). The quality of certain Heat of Battle products, combined with the likableness of many of its principles, has given Heat of Battle a certain "teflon" quality that has allowed it to weather surprisingly well the occasional storms caused by excess errata, lengthy production delays, and less well received products. Certainly, for whatever reason, Heat of Battle has a good will reservoir that appears deeper than that enjoyed by either MMP or Critical Hit (although it expended a good deal of that reservoir following the debacle of Recon by Fire #4). At the same time, it possesses a more precarious status as a business than either of the other two companies, as it is completely dependent on the ASL audience for its existence, and only a part of the ASL audience at that. Every time it embarks upon a high-cost product like Onslaught to Orsha, it takes a gamble on its future existence. As a result, it depends on that reservoir of good will more than perhaps its competitors do. To keep the teflon secure, it needs to continue to delight its audiences with high-quality ASL-related goodies. |
| Title: God Save the King | |||||||
| Publisher/Date: Heat of Battle (1st edition, 1994; 2nd edition, 19??; 3rd edition, 19??; 4th edition, 1997) | Product Type: Historical Module | ||||||
| Contents: 1st edition: 20" x 28" historical map (on sheets of paper that must be trimmed and assembled to form the map) , 12-page rulebook, charts, 7 scenarios, campaign game (may also include 19 unmounted counters); 2nd and 3rd editions: as 1st edition; 4th edition: as 1st edition, with single sheet historical map. | |||||||
| Commentary: God Save the King (GStK),
the first release from Heat of Battle, is a modest-sized historical module
concentrating on the fight for the north end of Arnhem Bridge in September
1944 during Operation Market-Garden (made famous by the movie "A Bridge
Too Far"). It is one of three historical ASL modules on the subject
(the other two being Arnhem: The Third Bridge, from Critical Hit,
and A Bridge Too Far, from MMP). Because MMP's A Bridge Too Far was
released at the same time as its module Blood Reef: Tarawa, which was
based on a Heat of Battle design, some have assumed that A Bridge Too Far
was similarly based on GStK. However, the MMP game used a different
map and had a different focus than GStK. Heat of Battle did
play a role in the later game, providing information and feedback to its
designer and contributing two of its scenarios. In that sense, a
little bit of GStK does show up in A Bridge Too Far. GStK is somewhat crude by today's standards, but it should be considered in perspective. It was not only the first release by a new company (whose principals had never designed or published a game before), but it was also the first historical map module for ASL released by any third party publisher. In this sense, it was definitely a pioneer. Keeping that in mind, many ASLers will find GStK's counterparts from Critical Hit and MMP (see above) more attractive to play; GStK perhaps has more value as a collector's item today, although it is certainly playable (particularly scenario GStK1, Going to School). The production values are crude. The original version was essentially a DTP attempt; the map came in four page-sized sections that had to be cut out and assembled in order to form the complete game map. The artwork was serviceable but not remarkable. The map depicts a smaller area than the other Arnhem modules, with fighting concentrated around the bridge itself. The rulebook featured nice touches such as detailed designer's endnotes. The campaign game essentially uses rules from Red Barricades with changes (such as an interesting block-to-block movement system between campaign dates) to reflect the nature of the Arnhem terrain and combat. Of the 7 scenarios, 4 are small (some quite small) and 2 are medium-sized, while GSTK7 (Raus!) is pretty large and is the only scenario that uses the entire historical map. The initial version of GStK was replete with errors. The scenario errata was corrected easily, but the issues surrounding the other rules, including campaign game rules, needed more working out. The GSTK rules went through three different versions. The fourth version of the game replaced the original map with a new map on a single mapsheet that made it look less amateurish. People wishing to obtain this product should try to get a copy with the final version of the map if possible. The revision history of the game, so far as it can be pieced together, is as follows: Version 1.0, 1994. Original version. Came with 2 17" x 11"
map sections and 2 8.5" x 11" map sections. Rules do not have holes
punched in margins for inclusion in a three-ring binder. Although the scenario cards look attractive, much of the rest of the module has a decidedly amateurish feel. Nowhere is this more apparent than in the language, editing, spelling, and proofreading. All text is filled with sloppy errors (from grammatical errors to spelling errors to punctuation errors). Even on the label on the game envelope the word "Arnhem" is misspelled (as "Arnheim"), as are "Alemein" [sic] and "compadable" [sic]. The historical text contains some real whoppers, such as the notion that Barnard [sic] Montgomery used the U.S. First Army to clear the Scheldt estuary and approaches to Antwerp (it was nowhere near there and Montgomery did not command it). Luckily, Heat of Battle has since improved on its historical accuracy, although grammar, editing and proofreading remain a problem for the small company. Compared to Heat of Battle's own products today, GStK seems crude and quaint. This just illustrates the strides that Heat of Battle has made since then. GStK was a pioneering effort and paved the way for a number of subsequent historical projects by a variety of third party ASL publishers. Some counters for GStK appeared in Heat of Battle's module Berlin: Red Vengeance. A chapter divider was later made available for purchase by Heat of Battle. The Hell on Wheels scenario pack by Bounding Fire Productions contained a "bonus" scenario for GStK (Premature Evaluation). |
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| Title: Blood Reef Tarawa [sometimes referred to as Blood Reef or Blood Reef (Tarawa)] | |||||
| Publisher/Date: Heat of Battle (1996) | Product Type: Historical Module | ||||
| Contents: 25" x 32" historical map (in 4 A3 sheets that needed to be trimmed and assembled), 24-page rulebook, charts, 1 strip of unmounted counters, 8 scenarios, 3 campaign games. | |||||
| Commentary: Heat of Battle's
Blood Reef Tarawa (BR) is one of the rarer ASL products, yet it is almost
forgotten because it was expanded and republished by MMP as an official
HASL module. It is the MMP version which gets all the attention.
However, only 250 copies of BR were printed by HOB. Blood Reef Tarawa, designed by Steve Dethlefsen and Eddie Zeman, depicts the invasion of Betio in the Tarawa Atoll in the Gilbert Islands chain in November 1943 by the United States Marine Corps. That bloody battle highlighted some of the weaknesses in U.S. amphibious operations and showed how formidable dug-in Japanese defenders could be. Lessons learned the hard way on that palm-strewn island helped the United States get closer to Tokyo. BR was the first amphibious landing recreated in ASL with historical maps, and also the first historical module featuring the USMC (there would be many more). While the later MMP version of the game used two historical maps to depict virtually the entire island, the original Heat of Battle version only used one map, depicting the island's western half. During its development, Heat of Battle offered BR to Avalon Hill, who took no action on it. However, after MMP started managing ASL operations for Avalon Hill in 1996, they thought the subject worth pursuing and contacted Heat of Battle to talk about obtaining the rights. However, various things, including the purchase of Avalon Hill by game company Hasbro, caused lengthy delays. It was during this time period that Heat of Battle went ahead and printed a limited number of copies of BR (one advertisement for the game actually refers to it as Death Tide: Tarawa). Later, however, Heat of Battle and MMP (now licensing the right to make ASL products from Hasbro) came to agreement, and this led to BR being expanded and developed as an official ASL release. Heat of Battle's BR contained 8 scenarios, 2 of which used geomorphic mapboards (BR1, A Piece of Folly, and BR2, Damn Army) and 6 that used the historical map (a map that was much less polished than the later MMP version). Of those 6 scenarios, the titles of 4 appear in the "official" Blood Reef Tarawa, but the scenarios generally have substantial differences. The 3 campaign games have 4, 8 and 12 campaign dates, respectively. Because the later version of the game offers a fuller playing experience, including the sense of invading and capturing an entire island, most ASLers interested in this subject will probably prefer the official version of BR to this, its first iteration. However, people who already own the module can be content that they own a very rare ASL item. |
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| Title: King of the Hill | |||||
| Publisher/Date: Heat of Battle (1996) | Product Type: Historical Module | ||||
| Contents: Historical map (the game claims it is 28" x 49", but it is not; it is only 28 hexes by 49 hexes), 18 unmounted counters, 14-page rulebook, charts and play aids, "The Heat of Battle" newsletter (Volume 1, Issue 3), 10 scenarios, campaign game. | |||||
| Commentary: After visiting the
Pacific with Blood Reef Tarawa, Heat of Battle's third historical module,
King of the Hill (KotH) returns to the Brits on the Western Front in 1944.
KotH depicts the fierce struggle for Hill 112 in late June and early July
1944 between the British and the Germans in Normandy. Hill 112,
though not much of a hill, was nevertheless a key piece of high ground to
the southwest of Caen. The British needed to capture it to continue
their efforts to circle around Caen from to the south. Tremendous
see-saw battles developed between the British, including the 43rd Wessex
Division, the 15th Scottish Division and the 79th Armored Division, and
the Germans, who among other forces threw the 9th, 10th, and 12th SS
Panzer Divisions into the fray. The British lost the struggle for
the hill, which was not abandoned by the Germans until the breakout in
August. What makes KotH so interesting is the striking open nature of the terrain. It guarantees that combat will be bloody unless resources are invested in entrenchments (if they can dig through the shale) or smoke. It also assures lots of easy targets for predatory Typhoons flying over the battlefield. Unfortunately, the map, though adequate for the module, is unattractive and somewhat hard to read. It uses odd colors for the different elevation levels; it also comes with a thick white trim around the edges that Heat of Battle suggests players should "feel free to trim." However, most players will not enjoy the prospect of having to cut up their map. The special rules in the module go to great lengths to recreate the feel of combat around Hill 112, and do a good job. These include everything from special Typhoon rules to rules for "hot smoke," which is British smoke OBA with HE shells mixed in. However, as the designers note, they did try to keep "variantism" to a minimum; in this, they succeeded. As with God Save the King, extensive reference endnotes explain the historical basis behind the various rules and give added insight into the approach of the designers. The rules are also cleaner (and better proofed) than in God Save the King; however, this is only relative--the module still includes scenario titles like "Comming or Going." KotH includes 10 scenarios, but only 5 take place on the historical map; the others use geomorphic mapboards. As with God Save the King, a number of the scenarios tend towards the very small, but there are more meaty scenarios in KotH as well (including one that actually has 58 vehicles!). The scenario cards in KotH are well done and resemble "official" ASL products in artwork and appearance. Four scenarios are night scenarios; unfortunately, a rather high proportion. The campaign game is basically built on the Red Barricades and Kampfgruppe Peiper campaign game rules (meaning that entire sections of its rules are actually just references to corresponding rules in those games) and is 6 campaign dates long. It has a good reputation and ampaign game after-action reports suggests that it offers a very interesting campaign playing experience. Some die-cut counters for use with KotH were offered with HOB's later module, Berlin: Red Vengeance. Heat of Battle's production values still were hit and miss at this stage of its existence, but King of the Hill is nevertheless a successful product that offers ASLers an evocative playing experience. |
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| Title: Berlin: Red Vengeance | |||||||
| Publisher/Date: Heat of Battle (1st edition, 1997; 2nd edition, 19??) | Product Type: Historical Module | ||||||
| Contents: 1st edition: 20" x 27" historical map, 56 die-cut counters, 18-page rulebook, chapter divider card, charts and play aids, 10 scenarios, campaign game; 2nd edition: 26" x 33" historical map, plus above contents, except for the countersheet, which is only available in unmounted form as a PDF file at http://www.heatofbattle.com/pdf/brv_fc.pdf. Early copies of the 2nd edition may have included the countersheet. The 2nd edition includes only black and white copies of the non-map contents (the map is still in full color). The larger map was also available for purchase separately. | |||||||
| Commentary: Heat of Battle's
fourth historical module offering takes ASLers to the final days of the
Third Reich; Berlin: Red Vengeance (BRV) focuses on the battle for the
Reichstag in Berlin in April 1945. It features a historical map of
the Reichstag and the surrounding area, including the Spree River.
The hand-painted map graphics, by Eddie Zeman, are typical of early HOB modules, which is to say not bad, but not remarkable, either. The small countersheet was HOB's first attempt at die-cut counters and the counters look quite nice (they were designed by the talented Nadir El-Farra). There are a baker's dozen German leader counters, gun cupolas, turret counters, Soviet fighter-bombers and artillery pieces, and barricade counters, plus a few counters for God Save the King and King of the Hill. To create the feel for the Battle of Berlin, BRV's designer included many special rules. Most deal with terrain, such as the Spree River and its bridges, the Reichstag, and the Flak Towers, but there are new counters, such as barricades, and new units--Nazi Party leaders and Gestapo leaders--both of which function in ways similar to commissars. A nice chromey touch is a rule for "Red Banners," the successful placement of which in certain scenarios may gain the Soviet player victory points. Campaign game rules also provide for the liberation of Soviet prisoners of war. Unfortunately, there is also an Adolf Hitler counter--a decision of questionable taste-- the rules section for this counter simply says "TBA," but rules for him later appeared in Heat of Battle's second Waffen SS scenario pack. The scenario cards in BRV no longer use a layout that replicates the "official" ASL scenario layout. Two scenarios use geomorphic mapboards; the remaining 8 use the historical map. There are a nice mix of different sized scenarios. With one exception, the rules are light on long or complicated SSRs; the exception is BRV9 (Jail House Rock), which represents the liberation of Soviet prisoners. The scenarios have little in the way of OBA, air support, or other more complicated rules. The campaign game, which like other early Heat of Battle campaign games, is dependent on the campaign game rules of Red Barricades and Kampfgruppe Peiper, contains 9 campaign dates. The first edition of BRV had a fair amount of errata, though this was incorporated into the second version. Overall, BRV enjoys a pretty high reputation among ASLers and is considered to be one of HOB's better products. |
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| Title: Fortress Cassino | |||||||
| Publisher/Date: Heat of Battle (1998) | Product Type: Historical Module | ||||||
| Contents: historical map, 56 die-cut counters, 16-page rulebook, chapter divider card, charts and play aids, 10 scenarios, campaign game. | |||||||
| Commentary: Fortress Cassino (FC)
is the fourth Heat of Battle historical module and the last from its first
"era," before Eddie Zeman left and several new people came in to change
the look and feel of Heat of Battle products. It primarily focuses
on fighting between the 2nd New Zealand Division and the German 1st
Parachute Division in March 1944 in the third battle of Monte Cassino.
The historical map (used by 7 of the 10 scenarios) features the town of Cassino and the adjoining slopes of the mountain. The map is decent, but not striking (it does, however, far surpass the map from the other Cassino module, Critical Hit's Carnage at Cassino). Unfortunately, some of the slope depictions on the map are hard to read and had to be specified in the module rules. The small countersheet (designed by Nadir El-Farra) includes a few German artillery pieces and Allied fighter-bombers, underground passages, revetments, a flooded marker, tank cupolas and 35 counters representing 1st line New Zealand squads and half-squads. The counters are attractive and well done. Module-specific rules to represent the conditions around Cassino include rules for saturated and flooded ground conditions, large craters, underground passages, siege towers and the Fortress of Castle Hill. Rules include caves but not cave complexes. New Zealand squads are represented as 4-5-7 first line squads with a broken side morale of 8. Though ANZAC, they are not stealthy. As was typical of early HOB releases, full designer's endnotes explain the rationale behind these various rules. The scenario cards, unlike previous HOB releases, were printed in full color on glossy cardstock and new color artwork. This was an interesting experiment that was only partially successful. The map depictions on the scenario cards looked quite nice in color; however, the counter renditions on the scenario cards left much to be desired. The SMC and MMC counters themselves were white, with colored figures. However, the SW counters had black and white weapon depictions on a nationality-colored background. This was quite odd; moreover, the shade of blue used for the German SW was very dark, which made the counter renditions very hard to read (this was also true, to a lesser degree, with the American SW counters in the one scenario featuring U.S. troops). This experiment was not repeated. Most of the scenarios represent the March 1944 actions featuring the Kiwi troops, but several scenarios depict other actions from the months-long battle for Cassino that feature Americans or Gurkhas. Most of the scenarios are medium-sized, with a few small scenarios thrown in. There are no large scenarios and none that use the full extent of the historical map. Several of the scenarios have relatively "exotic" special rules, such as having all German units undergo a pre-scenario Heat of Battle DR. Like other early HOB releases, the campaign game in Fortress Cassino is based on the rules from Kampfgruppe Peiper II and Red Barricades (which thus are needed in order to play the FC campaign). The campaign game was HOB's longest published to that time, at 22 campaign dates. |
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| Title: Onslaught to Orsha | |||||||
| Publisher/Date: Heat of Battle (2002) | Product Type: Historical Module | ||||||
| Contents: 29" x 56" historical map, 180 die-cut counters, 50-page rulebook (much of which is actually historical material), chapter divider, charts and play aids, 22 scenarios, 2 SASL missions, campaign game. | |||||||
| Commentary: As Dinah Washington
sang, what a difference a day makes! Onslaught to Orsha (OtO) was
the first historical module released by HOB after Eddie Zeman left the
company and designer Chas Smith and graphic artist Klaus Fischer joined.
The difference between OtO and earlier HOB historical modules is like
night and day in terms of production quality. OtO is not only the
meatiest, most impressive, best bang-for-the-buck third party ASL module
ever released, it is also quite impressive even compared to "official" ASL
releases. Certainly it is HOB's best and highest quality product to
date (though even so, it suffers from the traditional HOB editing and
proofreading problems, such as misspelling "onslaught" in the title of the
game on the back of the packaging.
OtO (sometimes called the Operation Bagration/Onslaught to Orsha Battle Review) portrays actions connected to the battles along the Minsk-Moscow Highway in June 1944 during Operation Bagration, the destruction of Army Group Center and the death knell of the Third Reich. The centerpiece of OtO is the large rectangular historical map, the largest single map in any ASL module (it should have been split into two) and one of the largest ASL maps, period. It will take a long table to contain it. The OtO map depicts a battle-scarred Byelorussian landscape--flat and open, punctuated by occasional fields and orchards, and pockmarked with shellholes. A long rail line runs lengthwise through the middle. Graphically, the computer-generated map from Klaus Fischer and Sam Tyson looks quite different from previous HOB maps, which were hand-painted by Eddie Zeman, but not necessarily better than the Zeman maps. The open ground, which dominates the map, is a pale lime green, and the gully depictions leave something to be desired. Also, though it may seem to be quibbling, the grain hexes have graphics that run lengthwise, while the brush hexes have graphics that run widthwise, and the effect is somewhat odd. It would have been nicer if the brush terrain too had run lengthwise. However, it is still a decent map. OtO includes an attractive, full-color rulebook (formatted and hole-punched just like an ASL rules chapter). It also includes a chapter divider (however, because the chapter divider includes an index tab, it is not strictly compatible with the 2nd edition ASLRB chapter dividers). A variety of rules introduce players to the historical situation. New terrain is essentially limited to orchard-shellholes and grain-road hexes. More attention is spent on new hardware, including machine-gun cupolas, Stuka "tank busters" and Soviet Sturmoviks (to which more than 4 pages of rules are devoted), and counter-battery artillery modules. The latter represent artillery attacks designed to interfere with enemy OBA. Though these rules are not difficult, one wonders if perhaps offboard attacks against offboard artillery could simply have been abstracted out of the game entirely in some fashion. As is typical for HOB historical modules, full and instructive designer's endnotes are included with the game that explain the historical rationale for certain design decisions. The rules also include Chapter H pages for the vehicle counters included in the module, which are mostly rare Soviet vehicles, including 4 varieties of flamethrowing tanks and 3 types of mine-rolling tanks, as well as counters for several Lend-Lease British and American vehicles. The counters themselves are extremely attractive, more so, in fact, than "official" counters because of their better use of color. Their only drawback is a too-dark HOB watermark (put there to make it obvious that HOB was not duplicating the "look and feel" of official counters). Had the watermark been fainter, the counters would have been wonderful. Even as is, they are striking, and illustrate how modern graphics can improve on the 1970s era counter graphics of ASL. Most of the rulebook deals with the included campaign game. Unlike all previous HOB campaign games, which refer players to Kampfgruppe Peiper or Red Barricades for most of the campaign games rules, OtO actually includes complete campaign game rules (no more need to flip between two different rulebooks). Though short (only 4 campaign dates), the campaign game is quite massive in size (the Soviets, for example, may have 4 OBA modules occurring at once). The OtO rules also include a "map study," which uses larger scale maps to place both the campaign itself and the various scenarios that appear in the module in historical context. It is well done. Also included are a few pages of historical commentary. The last ten pages of the rules are occupied by a lengthy regimental/division level order of battle for Operation Bagration. This order of battle takes up 20% of the entire rulebook, but has virtually no practical use for the module. Leaving it out would have kept the rulebook shorter and also cut back on the expense of the module (both to HOB and the consumer). It seems very much like an indulgence. As if all the above weren't enough value, OtO also includes two SASL missions, OTO-S1 (Breakthrough to Orsha) and OTO-S2 (The Crossroads), designed by Todd Hively and Daniel Zucker, respectively. The first mission actually uses the OtO historical map. The 22 included scenarios represent a mix of historical map (7) and geomorphic map (15) scenarios; some purchasers may be somewhat surprised to see that so few of the scenarios take place on the historical map. Confusingly, OtO uses two separate systems of scenario numbering. Geomorphic map scenarios are numbered OB1-OB15 (OB standing for Operation Bagration), while historical map scenarios are numbered OtO1-OtO7. One system would have been better. The scenarios themselves typically do not have extended special rules, but OBA and air support (sometimes both) are very common. Many of the scenarios use lots of fortifications (minefields, trenches, A-T ditches, pillboxes, wire) and represent assaults on fortified lines. Most of the OB scenarios are medium-sized, with some large scenarios thrown in. No small scenarios are included. The OtO scenarios, which use the historical map, are mostly large. The largest, OtO1 (Funnel of Death), features 41 Soviet squads, 13 MG and MTR crews, 4 FTs, 9 DCs, and 26 AFVs attacking 26 German squads, 10 MG crews, 8 guns, 11 AFVs, and fortifications including 7 pillboxes, 25 trenches, 6 foxholes, 16 wire counters, and a minefield. The Soviets get 4 artillery modules (70, 120, 150, and 200mm rocket); the Germans get 3 (100, 120, 150). Both sides also get air support. OtO's scenarios have been well-played since its release, especially considering their size and third party status; this is a reflection of the module's popularity and quality. Even Funnel of Death has had 6 recorded playings on the on-line database ROAR. The most-played scenario is OB13 (The Cat's Lair). The majority of scenarios seem well-balanced. Though not flawless, Onslaught to Orsha is one of the most impressive ASL related products from any manufacturer. It is loaded with features and everything, from the physical presentation to the quality of the components to the scenarios themselves, is of high quality. OtO was so impressive that it helped give HOB an enormous reservoir of good will on the part of the ASL audience. It has certainly been Heat of Battle's shining moment so far. |
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| Title: Operation Merkur | |||||||||||||
| Publisher/Date: Heat of Battle (2008) | Product Type: Historical Module | ||||||||||||
| Contents: 56" x 40" historical map, 120 die-cut counters, 6 pages of rules, 17 scenarios, quasi-campaign game | |||||||||||||
| Commentary: Operation Merkur
(OM), a historical ASL module covering the May 1941 German air assault on
Crete, is the first historical module from Heat of Battle in six years, a
remarkable gap. It follows in the large footprints of its 2002
predecessor, Onslaught to Orsha, which was probably the most popular third
party ASL historical module published. The peculiarly titled
OM (it should be either Fall Merkur or Operation Mercury, but not one
Geman and one English word each) was designed by a new design team for
HOB, consisting of British ASLers Shaun Carter, Andrew Hershey and Derek
Ward, and Danish ASLers Michael Hastrup-Leth and Magnus Hindsberger.
The map is credited to Tom Repetti, as well as Hershey, Mike Standbridge,
and Don Petros. Though not as large in scope as Orsha, nor quite as meaty, OM is nevertheless a significant package. Like its predecessor, it contains two different types of scenarios: geomorphic map scenarios that depict actions from the entire Crete campaign and historical map scenarios that depict actions from the fierce fighting for Maleme airfield that decided the fate of the campaign. As with Orsha, the two sets of scenarios confusingly have different designations, so the module has scenarios OM1-OM7, the "Operation Merkur" scenarios, which take place on the historical map, as well as scenarios AoC1-AoC10, the "Assault on Crete" scenarios, which use geomorphic maps. OM also differs from Orsha in that the latter offered a traditional ASL HASL campaign game, while OM does not. Rather, it offers 5 paragraphs of rules that allow players to play scenarios OM2-OM7 in order, keeping a running total of scores. Although the rationale offered for this decision, that the fighting for Maleme did not lend itself to a traditional campaign game format, may well be valid, some players will nevertheless be disappointed at the lack of a true campaign game. It also means that there is somewhat less use for the historical map in OM than in most HASL modules. The OM historical map itself is a bit controversial. At 43" x 30" (the HoB web site inaccurately gives the map size as 56" x 40", but those numbers are actually the numbers of hexes, which are smaller than an inch across), it is the largest single historical map for ASL, outsizing other large maps such as Operation Watchtower (42" x 30"), though the total map area is a hair smaller than that for multi-map historical modules such as Valor of the Guards (2 22" x 32" maps) or Berlin: Fall of the Third Reich (2 22" x 36" maps). The OM map fits on a gaming table somewhat easier than does VotG (those two inches make a difference), but it still needed to have been cut into two separate maps. [NOTE: SEE UPDATE BELOW!] The large size of the OM map also may exacerbate the map's primary weakness, which is the paper that it is printed on, a glossy, very thin paper (think of a magazine cover, perhaps). Some ASLers will dislike the glossy aspect of the paper, as it will cause reflective glare in many playing environments, but the more significant issue is the thinness of the paper, which simply does not appear as if it can sustain repeated folding and unfolding. Indeed, Desperation Morale's copy of the map evidenced visible wear along map folds just through the limited number of folds and unfolds required for initial inspection and perusal, measurement, and taking photographs. Probably the only way the map can survive sustained use without damage is if the map is laminated. Even playing under plexiglass may not be an adequate solution, because the map still needs to be folded and unfolded each time it is used. Ostensibly, the paper used by the printer was not that intended by HoB (but HoB still shipped the game with it). Leaving aside the physical qualities of the map, the appearance of the map is generally quite attractive. The map is centered on the large hill which dominated Maleme airfield and thus which the Germans had to capture from its New Zealand defenders if their invasion were to succeed. The color palette of the map is bright and attractive (a better, more vibrant palette than Critical Hit historical maps). The graphics are more pleasing than those in Onslaught to Orsha's map. The OM map is large enough to contain a number of different types of terrain within its borders, mostly rural, so in addition to the hill and the airfield, the map contains a couple of hamlets, some areas of fields and orchards, a (mostly) dry river bed, and more. All in all, the map offers a pleasing amount of variety. However, since only one scenario uses the entire map, players won't typically experience that variety in the same sitting. The map graphics have two slight drawbacks, both involving size. The hexes themselves are smaller than most historical module hexes are, which some ASLers will not appreciate, although it must be noted that the counter density on this map is going to be significantly lower than in games like Red Barricades or Valor of the Guards, so there may well not be a need for larger hexes. In addition, the hex numbers are tiny, which is an inconvenience, though a relatively minor one. Overall, the map graphics are nice. OM also comes with a small (quarter-sized) die-cut countersheet. Physically it is similar to that in HoB's Special Forces pack (and indeed, was printed at the same time). The counters are attractively designed (though a few uncharitable ASLers have complained about the glossy finish on the counters) and the die-cutting was good. Most of the counters are German, primarily featuring "unarmed" German paratroopers (similar counters were independently created for an issue of the French ASL magazine Le Franc Tireur) and German gliders and transport aircraft. Miscellaneous German counters include a few leaders and heroes, two dismantled recoilless rifle counters, and a captured British 3-inch mortar. The countersheet also includes some British counters, mostly leaders and heroes, but also five artillery pieces and 12 unusual machine guns. The counters are very nicely done. OM is not rules-intensive, in terms of HASL detail. Three pages of rules describe specific terrain types, such as reed beds and river beds; the rules also provide for the exciting prospect of landing JU-52 transports on the airfield under fire. Because there is no true campaign game, there are no lengthy rules for drawing perimeters, purchasing forces, etc. OM comes with a satisfying 17 scenarios. Of these, only 7 use the historical map. The others use standard geomorphic maps, including one scenario, AoC4 (Town and Country), which uses DASL maps. Of the historical map scenarios, most use only a small portion of the overall map, and only one uses the entire map. This scenario, OM-7 (Too Little, Too Light), is a 13 turn scenario (with Night rules in effect for turns 1-4) that depicts the last New Zealand counterattack to try to re-take Hill 107. Though it uses the whole map, it has a somewhat more playable number of units than The Last Bid. It features 38 New Zealand and Greek squads (and three tanks) attacking 25 German squads (many of which enter as air landing reinforcements on JU-52 transports) and 5 guns. The scenario mix is a pretty good one, with about an equal number of small/medium sized scenarios and large ones. Some of the larger scenarios will play quicker than normal as well, because AFVs rarely make appearances in this largely infantry vs. infantry fight. Because OM does, after all, depict an airborne assault, six of the scenarios feature some sort of air landing or drop, including almost all of the historical map scenarios. Many of the scenarios are rather SSR-intensive (even leaving aside the special OM historical SSRs). One scenario has OBA and two have air support. The scenario cards themselves suffer from sort of computer formatting error which replaced certain characters (such as umlauts, apostrophes, etc.) with other characters, resulting in a number of typos throughout the scenario cards. Proofreading could also have been better (Maleme is even misspelled on the module back cover). Overall, Operation Merkur seems to be a promising release. Many of the scenarios look interesting, and of course, ASLers who like air assault operations will have a field day. Were it not for the flawed map, this product would probably be a mostly unqualified success. UPDATE Spring 2008: Following the publication of Operation Merkur, negative reaction regarding the map included with the game prompted Heat of Battle to re-print the Operation Merkur map. This new version, first of of all, comes in 2 sections rather than the single ungainly original map. Secondly, the map is no longer printed on thin glossy paper, but rather on thicker non-glossy paper. The result is a considerable improvement over the original map. HOB does not, however, appear to be putting the map into copies of the product but rather only selling it separately (at the hefty price of $21 for a map by itself) as an addition to the module. This means that even using Heat of Battle's "multi-purpose deal," it will cost $82 from HOB to get Merkur with the better map (or around $70 from an Internet reseller), not including shipping. That's a lot of dough.
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