
|
Unofficial ASL Products | |
| Heat of Battle | ||
| Historical Modules | Scenario Packs | |
| Periodicals | Miscellaneous | |
| Page 1 / Page 2 / Page 3 | ||
| World of ASL Main Page | ||
| Title: Waffen-SS: No Quarter No Glory! | |||||
| Publisher/Date: Heat of Battle (1998) | Product Type: Scenario Pack | ||||
| Contents: 240 die-cut counters, 6 scenarios. | |||||
| Commentary: Waffen-SS: No
Quarter No Glory! (NQNG), the first scenario pack released by Heat of
Battle, opened up a can of worms whose contents have continued to wriggle
a decade later but whose origins began nearly twenty years before its
publication.
The original Squad Leader, published in 1977, had different counters to
represent different types of German troops, but did not include a separate
unit type for Waffen SS soldiers. However, its sequel, Cross of
Iron, did. Moreover, it gave the SS their own unique color scheme
(white on black), the only troop type within a nationality to have its own
color scheme. Fast forward to 1985 and the release of Beyond Valor,
the first ASL module. It too contained SS squads, but they were no
longer white on black. Instead they were the standard German blue,
distinguished by an "SS" symbol in one corner. Some ASLers were
disappointed that there were no black SS counters in ASL and over the
years there were periodical calls by some ASLers to release a set of such
counters. Others opposed such a move, arguing that creating a
separate color scheme for the Waffen SS would essentially "glorify" them,
since no other nationality had any forces with a special color scheme.
This was troubling to some, because of the SS's horrific record of war
crimes and genocide in the Second World War. In 1998, 20 years after the release of Cross of Iron, black SS counters made their reappearance in this small scenario pack whose appeal was not its half-dozen scenarios but rather the 240 die-cut counters featuring white on black SS units. The counters, designed by Nadir El-Farra with help from Riccardo Sciarrone, were attractive and professional, following in the line of the smaller countersheets that had appeared in Berlin: Red Vengeance and Fortress Cassino. They feature primarily MMC, SMC, and SW and are distinguished not by an "SS" symbol as the official Waffen SS counters are but rather by a Totenkopf symbol. There are also a small number of 5/8" counters included, but AFVs are largely left out (because adding another color, red, to the counters would have greatly increased their production cost). The production of these counters, and the additional counters that appeared in the second Waffen SS pack which followed, created a great deal of controversy (which HOB clearly anticipated, as it took the trouble to include a disclaimer: "HOB makes no political or moral statements by the subject matter of this product. The pursuit of good gaming and the devotion to accurate history is our only goal."). Probably the majority of ASLers either liked the counters or didn't really care either way, while a minority of ASLers were disappointed that they had been printed. Critical Hit president Ray Tapio vocally came out against them (though interestingly he himself would soon print white on black Waffen SS counters for the module Hell's Bridgehead). The counters in the two packs, which of course greatly resembled "official" ASL artwork, also reportedly ended up having repercussions in the on-going saga of Blood Reef Tarawa and may have helped delay that module's publication by MMP (who themselves added fuel to the "black SS counters" fire by publishing an official black SS counterset in A Bridge Too Far). The controversy over black SS counters continues to this day. With all of the hubbub over the counters, the scenarios themselves are often overlooked. One scenario is set in Russia in 1942; the rest are set on the Eastern or Western fronts in 1944-45. Designed primarily as tournament scenarios, they are all relatively small in size. Presumably because of both their subject matter and small size, they have received considerable play. Play reports to date, however, suggest that all six scenarios may have some balance problems, through none of the scenarios are what one would term a "dog." Interestingly, in all but one the imbalance appears to be in favor of the SS. Players may wish to give the other side the balance in all the NQNG scenarios except for NQNG5 (Chateau Nebelwerfer), in which they might want to give it to the SS. The scenarios, though not the counters, in this pack were reprinted in 2007 along with those of its other SS pack in something called HOB Update. Errata was incorporated into these new versions (but is not available from HOB for owners of the first edition). |
|||||
Images:
|
|||||
| Title: Waffen-SS II: The Führer's Firemen | |||||||
| Publisher/Date: Heat of Battle (1999) | Product Type: Scenario Pack | ||||||
| Contents: 240 die-cut counters, 8 scenarios, 2 Chapter H rules pages. | |||||||
| Commentary: Waffen-SS II:
The Führer's Firemen (FF) was the second of Heat of Battle's two
controversial Waffen SS-themed scenario packs, which featured die-cut
counters with white on black SS units (see No Quarter No
Glory! entry for fuller explanation). As did the first pack, FF
comes with a disclaimer disavowing any "political or moral statements" by
HOB in publishing the product.
The countersheet in FF, designed by Nadir El-Farra, once more primarily has 1/2" counters, mostly representing early war Waffen SS squads. Unlike its predecessor, this time HOB splurged for red ink, with the result that it could include some "popular" tanks such as Panthers and Tigers in the countermix. FF also has several types of counters that have nothing to do with the SS, including SMC prisoner counters and red-colored berserk squad types (another throwback to the days of Squad Leader, where instead of placing a berserk counter on top of a unit to indicate berserk status, one replaced the entire unit with a bright red counter). The Chapter H rules page included with the scenario pack is for use with the historical module Berlin: Red Vengeance. That module, in rather poor taste, provided an SMC counter for Adolf Hitler, with rules "to be announced." This Chapter H rules page contains, in equally poor taste, the rules for Adolf Hitler, as well as vehicle notes for several vehicles found near the Führerbunker and assumed to have been reserved for a possible escape attempt by Hitler. The scenarios in the pack are identified by an FF acronym but somewhat confusingly continue the numbering of the first Waffen SS pack, so that the first scenario is labeled FF7. The scenarios are set in all theaters of the war from 1941-45, but most are East Front. Six of the scenarios are tournament sized, while two are large, including the monster 6-board, 99-squad FF14 (Operation Rosselsprung), designed by Scott Holst and Rob Banozic, depicting the German glider assault on Tito's headquarters in Drvar, Yugoslavia, in May 1944 that almost captured the wily partisan leader. Because of its size, this scenario is well suited for team play and is often played at ASL events as a nice all-day scenario. On the whole, the scenarios in FF are better balanced than those in its predecessor. Recommended scenarios include the well-regarded FF10 (Blackjack is Back! featuring Panthers and Pershings), as well as FF7 (Monastir Gap) and FF12 (Hitler's Samurai). The scenarios, though not the counters, in this pack were reprinted in 2007 along with those of its other SS pack in something called HOB Update. Errata was incorporated into these new versions (but is not available from HOB for owners of the first edition). |
|||||||
Images:
|
|||||||
| Title: High Ground! | |||||
| Publisher/Date: Heat of Battle (2000) | Product Type: Scenario Pack | ||||
| Contents: 2 8" x 22" mounted geomorphic mapboards (HOB I and II), 8 scenarios. | |||||
| Commentary: Heat of Battle was
the first third party publisher to produce a module with a historical map,
and it was one of the first third party publishers to produce
professional-looking die-cut counters. Heat of Battle marked the
turn of the millennium with yet another achievement--the first publication
by a third party publisher of mounted geomorphic mapboards, in the
scenario pack High Ground! (HG).
However, with HG, Heat of Battle actually accomplished an innovation that neither "official" publisher of ASL products, Avalon Hill or MMP, ever tried. The two geomorphic maps in High Ground! are not completely geomorphic, but rather mate with each other along one edge to form a massive hill feature (the other three edges are standard geomorphic edges). The maps can also be reversed to form a similar valley. All other geomorphic maps in ASL, ASLSK, and in other third party products are slaves to the principle of self-containment, save for woods half hexes. But the maps in HG show how larger features can be represented within the ASL geomorphic map framework. Moreover, the two maps are extremely well-rendered and fully the match of any official geomorphic map in the quality of both artwork and assembly. Heat of Battle can deservedly be proud of this achievement. Such maps cry out to be played on, and HG also allows that opportunity with 8 scenarios that span every theater of war from North Africa to the Balkans to the Southwest Pacific to Italy and the Eastern Front. The scenarios are a nice mix of sizes, from small to large. The better scenarios include HG3 (Bumps along the Tiddam Road) and HG6 (Corniche Game). The only drawback to the boards in High Ground! is that they have not been supported as much as they could be by the ASL community. While it is true that because of their specialized nature they would not be among the most commonly used boards even if they were "official" geomorphic mapboards, and it is also true that, due to the politics of ASL, HG boards will never show up in any MMP scenario or Critical Hit scenario, other ASL scenario designers could make more use of these boards than they have. Certainly the boards are good enough to deserve it. Other ASL products that do feature scenarios using one or more of the HG maps include Recon by Fire Issue #2, Recon by Fire Issue #3, Tropic Thunder, Friendly Fire Pack I, Fanatic Pack IV, 7th SS "Prinz Eugen" Pack, Canadians in Italy #1: The Red Patch Devils in Sunny Sicily, Canadians in Italy #2: The Spaghetti League, and Le Franc Tireur #6. |
|||||
Images:
|
|||||
| Title: Tropic Thunder! | |||||
| Publisher/Date: Heat of Battle (2000) | Product Type: Scenario Pack | ||||
| Contents: 12 scenarios, 3 pages of historical commentary. | |||||
| Commentary: Heat of Battle
brought guest designer Derek Ward into the fold with Tropic Thunder! (Heat
of Battle will never tire of exclamation marks in the titles of their
products). Tropic Thunder! (TT) is a themed scenario pack; the
scenarios all revolve around the Australian campaigns in Borneo in the
waning months of the war in the Pacific. Strategically, this and
other late war Australian campaigns were needless and wasted numerous
Australian lives, but national pride drove Australian General Thomas
Blamey to fight them, and MacArthur also supported the Balikpapan landing
on Borneo. However, though strategically they may have been
meaningless, tactically they offer many interesting situations for the
ASLer, and these situations are what Derek Ward exploited. The twelve scenarios range in size from very small to medium; there are no large scenarios. Three scenarios feature flame-throwing tanks, two have caves, one uses Night rules. One scenario uses the hill boards from Heat of Battle's High Ground! scenario pack and another scenario uses DASL boards. The Australians are on the attack in nine scenarios; the Japanese on the attack in the other three. PTO scenarios have a smaller starting audiences than East Front scenarios, and the Borneo actions are obscure for all but Australians (and perhaps even to them); as a result, TT is not the most played scenario pack in the ASL portfolio. However, it has a good reputation among those ASLers who have tried it. A good scenario to start with is TT6 (Fruit and Nuts), a short, quick moving scenario involving a Japanese attempt to annihilate a small Australian commando force. PTO enthusiasts definitely should own this product and others ought to give it a chance. The ability to explore little known campaigns and actions is one of the best features ASL is able to offer. |
|||||
Images:
|
|||||
| Title: Neither Fear Nor Hope! | |||||
| Publisher/Date: Heat of Battle (2002) | Product Type: Scenario Pack | ||||
| Contents: 14 scenarios, 1 page rules, 2 pages historical commentary. | |||||
| Commentary: Neither Fear Nor
Hope! (NFNH) was billed as Heat of Battle's third Waffen SS pack, but it
isn't really a sequel. It contains no counters and, unlike the two
previous Waffen SS packs,
it portrays actions involving a single unit, the 2nd SS "Das Reich" Panzer
Division. This themed scenario pack was designed by prolific ASL
scenario designer Steven Swann, along with his long-time playtest and
design partners, Burnie Hegdahl and Bruce Rinehart, all of whom had
recently joined the Heat of Battle team. Unfortunately, the cover to NFNH displays (twice) a symbol, the Wolfsangel, used as the divisional symbol for the 2nd SS. Because of that use, the Wolfsangel has, in the decades since, become a notorious hate symbol used by neo-Nazis around the world (in fact, it is the logo for Aryan Nations). Even the divisional symbol is used as a tattoo by racist skinheads. Some uses of the symbol are against the law in Germany. One hopes that if this scenario pack is ever reprinted, the cover will no longer feature this odious symbol. NFNH is controversial, but for reasons that have nothing to do with Nazi iconography. Rather, it became controversial because of rules decreed to be in force for all its scenarios. While most of those rules are innocuous (such as clarifying ELR reduction for SS squads), one rule in particular stuck in the craw of many ASL players--the rule invoking "SW crews." This rule decreed that all MMG, HMG, MTR, and ATR must suffer a non-qualified use penalty unless operated by crews; moreover, if any such SW is removed from play, then that crew must immediately exit the board. This rule is a perfect example of a "grudge rule" (also called "variantism" by some). A grudge rule is a rule in a scenario, scenario pack, or module that is in there not because of particular historical circumstances pertaining to that scenario, but rather because the designer is irritated about some aspect of the general ASL rules, usually for perceived lack of realism, and decides to change the basic rules in his scenarios. Most grudge rules are beloved by relatively few beyond their creators. As a result of player opposition to the mandatory SW crews in NFNH, the next HOB product to use such rules, FireFights! #1, allowed that "those wishing to disregard these rules, and upon mutual agreement of both players, may replace Scenario Card OB given SW crews with the same number of half squads," though HOB also pleaded, "we urge you to try playing the scenarios as designed." In Recon by Fire #3, the Swann-designed scenarios just have the crews thrown in, without any of the rules, apparently in the hopes that players will give SWs to them. Another problem with NFNH is the huge amount of errata that it generated; in 2004, Heat of Battle issued a 4-page PDF file with nothing but errata and clarifications for the scenarios of NFNH (see also the Q&A at http://dicetower.com/ASL/PerrySez/ASL_QA%20noCB.DOC). This is really a tremendous amount of errata for a simple scenario pack; only two scenarios did not require fixes, changes, or clarifications. The fourteen scenarios span the entire war from start to finish. In size, they are almost all large; there are only two small-sized scenarios and no medium-sized scenarios. One scenario, NFNH14 (The Bitter End), features 51 AFVs. In today's ASL playing environment, where tournament sized scenarios or those that can be finished in an afternoon or an evening are the most popular, this does not seem like an optimal mix of scenario sizes. Overall, this is not one of HOB's more attractive releases. |
|||||
Images:
|
|||||
| Title: Buckeyes! | |||||
| Publisher/Date: Heat of Battle (2002) | Product Type: Scenario Pack | ||||
| Contents: 10 scenarios, 2 pages historical commentary. | |||||
| Commentary: Buckeyes! was Heat of
Battle's second "guest designer" scenario pack (the first was Tropic
Thunder!), with Mark Pitcavage pinch hitting as designer rather than the
usual Heat of Battle team. Like Tropic Thunder!, Buckeyes! is a
themed scenario pack that takes place in the PTO. In this case, the
theme is the U.S. 37th Infantry Division on the Solomons islands of New
Georgia and Bougainville in 1943-44. The rationale behind the
scenario pack was to design a unit history pack on an "average" World War
II unit rather than some elite SS, USMC, or airborne unit. The
designer chose the 37th Infantry Division because he lives in Ohio and the
37th was formed from the Ohio National Guard. The idea for the theme
is in one way a refreshing change from the endless series of packs and
modules featuring elite units; on the other hand, saying the "37th
Infantry Division" does not create the same interest level that saying the
"82nd Airborne Division" or "1st SS 'Leibstandarte' Panzer Division"
would. Buckeyes!, therefore, is more of a blue-collar scenario pack;
there is not much that is "sexy" about it. Of its ten scenarios, two are small and the others are mostly medium, with several large (though only one, Buck 8, Cut Slash and Mow them Down, is more than borderline-large). One of the scenarios, Buck 9 (To Take Back A Hill), has a variable size; the U.S. player can choose to launch a hasty, delayed, or prepared attack, with different OBs and victory conditions depending on the choice. Two of the scenarios are night scenarios, although one of them only uses some of the night rules. One of the scenarios uses the Nhpum Ga map (from ASL Annual 97); the rest use geomorphic mapboards. There are no caves, amphibious landings, rice paddies, or panjis. One scenario, Buck 7 (Up the Numa Numa Trail), features Fiji troops, as well as unarmed native carriers. Other scenarios include features such as variable OBs and walking wounded. Only two scenarios feature tanks; the others are infantry vs. infantry actions. Several of the scenarios feature wholesale terrain changes (such as "all jungle hexes are treated as palm tree hexes"); these are not popular with some players. The pack is relatively errata free (the moon was left off the two night scenarios, and the map graphics, though not the board numbers and orientation, are incorrect on Buck 1, Welcome to the Jungle; this scenario should also have 11 rather than 10 initial U.S. squads, though this is a balance erratum added later). The most played scenario, Welcome to the Jungle, designed as an introductory PTO scenario, was originally unbalanced in favor of the Japanese and garnered considerable criticism at first (thus the errata above adding a squad to the U.S. forces). Several of the scenarios (Buck 3, Hell on Horseshoe Hill; Buck 7, Up the Numa Numa Trail; Buck 5, Men Remembered Well; and Buck 10, Buckeye Blitzkrieg) are scenarios more likely to see Japanese wins the first time they are played, but are probably more balanced on subsequent playings once players figure out how to play the other side. In many of the scenarios, the onus is on the attacker to be aggressive (in Buck 1 and Buck 7, the burden may be on the defender). The most popular scenario may be Buck 4 (Flamin' Frank); the author's favorite is Buck 7 (Up the Numa Numa Trail). The least popular scenario is Buck 1 (Welcome to the Jungle), because of perceived balance issues, but hopefully the balance errata fixes that problem. The overall reputation of Buckeyes! since its release has been that it is decent but not stellar. This is probably to be expected from a pack created by a first-time designer. The bottom line is that this scenario pack provides a number of meat-and-potatoes PTO scenarios. Some have interesting situations and SSRs, and none have the "complicated" PTO elements such as caves. PTO enthusiasts are likely to enjoy this pack; for others, it may be a little too jungly. The designer of the scenario pack is the author of this description. |
|||||
Images:
|
|||||
| Title: FireFights! #1 | |||||
| Publisher/Date: Heat of Battle (2002) | Product Type: Scenario Pack | ||||
| Contents: 6 8.5" x 11" non-geomorphic maps (on 3 backprinted sheets of glossy cardstock); 2 pages of rules; 6 scenarios. | |||||
| Commentary: FireFights!#1 (FF1),
designed by Steven Swann, Burnie Hegdahl, and Bruce Rinehart, is an
innovative idea that unfortunately just hasn't worked well in practice.
The basic concept behind the FireFights! series of scenarios (which
so far includes two packs and one scenario released on the Internet) is
to use small, ostensibly historical maps (the size of half a
geomorphic map) in conjunction with equally small scenarios to create a unique, fast-playing ASL experience. The
scenarios take place in Poland 1939, Finland 1939, Russia 1941 (2
scenarios), Sicily 1943, and the Solomon Islands in 1944. The creation of the small historical maps is certainly the best aspect of the FireFights! concept; they allow a wide range of terrain representations in a single module. Furthermore, they allow the creation of very specialized terrain features that either wouldn't really work in a geomorphic map format or would be too specialized to create an entire geomorphic mapboard around. After the first FireFights! scenario was released as a teaser on the Internet, one player suggested making the boards into half-map overlays so that other designers could use them in conjunction with geomorphic boards. Late in the creation process, Heat of Battle could only make some concessions in this regard; however, FireFights! #2's maps are fully usable as overlays, thus making them more useful to scenario designers. The six maps in FF1 (printed on three sheets of glossy cardstock paper) show a variety of situations. Three of the maps feature unpopulated, largely wooded areas (one bisected by a railroad); these would be very useful for partisans or PTO scenarios. A fourth map features a snow-covered clearing; what is innovative about this map is that the map itself is actually rendered as if the ground is snow-covered. This map would be useful for a variety of partisan, Battle of the Bulge, or East Front scenarios. The fifth map is mostly relatively open ground bisected by a hill; it evokes terrain in Tunisia, Sicily, or Italy. The sixth map is the most unusual (and attractive); it represents a jungle and palm-tree strewn area, complete with a beach and docks. It is perfect for all sorts of island fighting situations. To date, neither HOB nor any other third party publishers have used these maps outside of FF1. This is unfortunate, because they are useful for a variety of other circumstances. The scenarios themselves are not as successful as the maps. To begin with, they all use the "crew-served SW" grudge rules that debuted in Neither Fear Nor Hope. These rules, which penalize players for not using crews to man MMG, HMG, and MTRs, are in these scenarios not because there is anything particular to these scenarios which require such a rule, but rather simply because Steven Swann (& Co.) are unhappy with the official rules on this subject. The rules have not been very popular. Moreover, all the scenarios have simultaneous setup rules, where players set up at the same time with a board between them so they cannot see how the other player is setting up. The rationale for simultaneous setup was because the designers thought the scenarios were too small to allow the attacking player to know, prior to setting up, what the defender setup looked like; this would give the attacker an advantage. However, this sort of simultaneous setup actually penalizes the defender by making him unable to see half the map, and thus adequately defend against likely attacker approach paths. Additionally, it greatly favors someone who has played the scenario before. Lastly, all the scenarios feature "variable reinforcements." In each scenario, both players make a pre-game DR to determine the composition of a small reinforcement group. Unfortunately, there is sometimes a wide range between the quality of the different results. In one of the scenarios, one DR may net the U.S. player 2 Sherman tanks, while another may bring it only a squad, a crew, and a MMG. Because these scenarios are all extremely small to begin with (a typical scenario might pit 5 squads against 4 squads with a vehicle or two thrown in, not counting the reinforcements), the result is that all the scenarios in FF1 are extremely dicy. It is really hard to balance adequately such small scenarios, even without variable reinforcements thrown into the mix, and unfortunately, the scenarios in FF1 have balance problems. Three years after their release, 5 out of the 6 scenarios have records on ROAR, the on-line database of ASL scenario playings, that strongly suggest imbalance. Only FF6 (Night Ferry), which has only had 4 playings (probably because it is a night scenario), does not yet show signs of imbalance. The use of a variety of small non-geomorphic maps in a scenario pack is an excellent and innovative idea (although 11" x 17" maps might be better). However, some of the other ideas included in FF1, including very small scenarios, variable reinforcements, simultaneous setup, and crew served SW, may not be equally good. It would be great if in future releases HOB could keep the small map concept, but not be locked into such a rigid scenario structure format. There is no reason why all the scenarios have to be the same size, have variable reinforcements, and so forth. |
|||||
Images:
|
|||||
| Title: Beyond the Beachhead | |||||
| Publisher/Date: Heat of Battle (2004) | Product Type: Scenario Pack | ||||
| Contents: 2 8" x 22" mounted geomorphic mapboards (HOB III and HOB IV), 2 very large overlays, 8 scenarios, 2 pages of rules. Customers who pre-ordered the product also received unmounted, laminated versions of the mapboards as a freebie. | |||||
| Commentary: With Beyond the
Beachhead (BtB; note the unusual absence of an exclamation mark in the
title), Heat of Battle reminded ASLers why they love this third party
company so much. This highly professional and attractive product, at
the heart of which are two beautifully-rendered mounted geomorphic
mapboards featuring Normandy hedgerow country, recaptures the high quality
high ground that Heat of Battle seized with its Onslaught to Orsha.
Interestingly, both products were Chas Smith designs. Plagued by
production problems and delays, BtB was a product many ASLers wondered if
they would ever see at all. When it finally arrived, they were
delighted. The geomorphic mapboards, courtesy of the graphic skills of Klaus Fischer, feature bocage-bordered fields as well as a small village surounded by bocage. Two very large overlays, both designed to mate with either map, can completely transform either board. One overlay features a town, while the other overlay features a large two-level hill also covered with bocage. Because the maps also feature slope hexes, there are definitely some complicated line of sight issues from time to time, due to the interplay of bocage, elevation levels, and slopes. As is the case for many ASL historical maps, the BtB maps feature a separate terrain depiction for bocage, so that it can co-exist with hedges on the same map. BtB also introduces a new terrain type, Light Bocage (only in play by SSR), which is somewhere between a wall and bocage in nature. BtB includes a large, full-color attractive example of Light Bocage line of sight examples. Just as with Heat of Battle's first scenario pack featuring mounted geomorphic mapboards, High Ground!, the maps in BtB really push the envelope of ASL maps. The 8 scenarios unsurprisingly all take place in Normandy in June and July 1944. One scenario is small, four are medium-sized, and three are large. Oddly, only two "official" geomorphic mapboards, boards 4 and 11, are used in any of the scenarios. The strangest thing that the scenarios share, though, is the very high number of support weapons in all the scenarios, especially for the Germans. In one scenario, for example, 16 German squads have 10 machine guns. In another, 7 1/2 German squads have 6 machine guns. OBA (including Bombardments and Creeping Barrages) is also extremely common in this scenario pack; combined with the bocage rules, many of the scenarios may not be that well suited for beginners or novices. The scenarios have received considerable play in their relatively brief existence; so far the most popular and most balanced seems to be BTB1 (Taking Tailleville), which is a good tournament-sized scenario, as is BtB5 (Martinville Ridge). In BtB6 (Men Against Tanks), the Germans have a hard time hanging on against the considerable American firepower, and in BtB2 (Merely Hanging On), the attacking ELR 2 Germans have a hard row to hoe against an elite American force. However, the remaining scenarios seem to be reasonably well balanced. For ASLers who like meaty scenarios, BtB offers a good options: BtB7 (Blood on Hill 192), featuring a heavy American assault (28 squads, 8 MG, 3 60mm MTR, 2 FT, 8 tanks, plus 150mm, 100mm, and 80mm OBA) against a fortified German hill (17 squads, 9 MG, 4 guns, mines, 4 wire counters, 4 pillboxes, 9 trenches, 4 foxholes, 3 AFV, 1 FT). In both its physical quality and in the quality of its scenarios, Beyond the Beachhead is an unqualified success. It is one of Heat of Battle's best products. |
|||||
Images:
|
|||||
| Title: FireFights! #2 | |||||
| Publisher/Date: Heat of Battle (2005) | Product Type: Scenario Pack | ||||
| Contents: 6 8.5" x 11" historical maps (on glossy cardstock); 2 pages of rules; 6 scenarios. | |||||
| Commentary: FireFights! #2 (FF2)
is the sequel to FireFights! #1, which pioneered a new type of scenario
pack featuring small, ostensibly historical maps along with very small
scenarios that have simultaneous setup and random reinforcements. It
adds six more scenarios and six new maps to the FireFights! collection.
As before, the scenarios are designed by Steven Swann, Burnie Hegdahl, and
Bruce Rinehart, with two scenarios added by guest designer Chas Argent. The maps in the second pack differ from those in the first in two ways. First, instead of two backprinted maps to one sheet of cardstock, each map now has its own sheet of paper. Second, the maps themselves are now all usable as fully compatible overlays designed to mate with specific boards. Hopefully, this will allow both Heat of Battle and other scenario designers to utilize these attractive maps more in the future, so that they will not be associated with only a single scenario. The maps feature terrain including a partially destroyed castle rising above the surrounding landscape, a dominating desert peak, a built-up urban scene (matable with board 1, which can give that old board a new look), a complicated desert hill formation, a hillside building complex, and a rather mundane farm crossroads. The castle map and the two desert maps are definitely the most striking. The maps mate with boards 1, 14, 19, 33, and 26-31 (for the two desert maps); scenario designers take note. Like its predecessor, FF2 contains the "crew-served SW" grudge rules designed by Steve Swann; these rules force players to use crews to man MMG, HMG, and MTRs and provide additional restrictions for use of FT/DC. The rules are grudge rules because they seek to change the basic ASL rules system itself, rather than exist merely for the sake of enhancing a particular scenario for a particular reason. Also like its predecessor, the scenarios of FF2 feature variable reinforcements and simultaneous setup (5 of the 6 do, anyway; the 6th has one side entering by airdrop). In response to criticisms about FF1, Heat of Battle said they would try to make the swing between different reinforcement DR results less drastic, and it appears that they have done so. Nevertheless, the variable reinforcements still make already dicey scenarios even more so. The simultaneous setups are also problematic, penalizing defenders who may not be able to see approach paths (or boresight effectively) and giving a distinct advantage to people who have played the scenario before. As with its predecessors, the scenarios of FF2 represent a variety of actions, including Hungary 1945, British Somaliland 1940, Normandy 1944, Eritrea 1941, Belgium 1940 and France 1940. The scenarios range in size from very small to one scenario that might be considered medium-sized. The scenarios in the first FireFights! were not very successful; it remains to be seen whether the scenarios in the more recently released FireFights! #2 are better. One of them, FF10 (Castle Keep), has significant errata; HOB released a freely downloadable new version of its scenario card. It also released a new downloadable version of the scenario card for FF11 (Out of Ethiopia). Because of its relative newness, the scenarios in FF2 have seen only limited playing. The one scenario that has received significant playing so far, FF14 (The Hunted), has recorded 9 Belgian victories on ROAR, the on-line database of recorded ASL scenario playings, to 0 German victories. With the FireFights! series of packs, Heat of Battle has demonstrated that it is on the cutting edge of trying to find new ways for people to enjoy ASL. The small, specialized maps are a good idea and one that hopefully both HOB and other designers will support in the future. The rigid format for the scenarios in these packs, though, just does not seem to have been that successful. If the FireFights! series is to become more successful, it may have to embrace a more standard type of ASL scenario than it has so far. |
|||||
Images:
|
|||||
| Title: HOB Update SS Battle Pack | |||||
| Publisher/Date: Heat of Battle (2007) | Product Type: Scenario Pack | ||||
| Contents: 14 scenarios. | |||||
| Commentary: Two early scenario
packs from HOB were SS: No Quarter, No Glory and SSII: Führer's
Firemen. The real attraction (and controversy) at the time was that
they included countersheets with black Waffen SS counters on them.
However, copyright tangles with MMP forced HOB to stop printing such
counters and the packs themselves eventually went out of print. In 2007, a number of years later, HOB combined the 14 scenarios (but not the counters) from the two earlier packs into a new product, ambiguously named HOB Update. The rerelease gives many newer ASLers their first opportunity to purchase these scenarios (see entries on the original products for more information and evaluation of the scenarios). Moreover, many of the scenarios were revised, for balance or errata. This might even entice some owners of the previous versions of these products to upgrade. Perhaps to "encourage" such people to do so, HOB has not made the errata and changes to the scenarios available previous owners except through purchase of the new pack; this is somewhat controversial. One thing that should be noted is that this product, even though a reprint, does not appear to have been fully edited or proofread. Typos and mistakes appear that even the most meager of spellchecking and proofreading efforts could have prevented (in one particularly egregious case, one of the words in a two-word scenario title is misspelled). |
|||||
Images:
|
|||||
| Title: Special Forces | |||||||
| Publisher/Date: Heat of Battle (2007) | Product Type: Scenario Pack | ||||||
| Contents: 6 scenarios, 2 pages designers notes and TO&E, 4 pages rules and "Chapter H" notes, 1 small countersheet with 32 1/2" counters and 24 5/8" counters | |||||||
| Commentary: Special Forces is a
small scenario pack that brings the men, weapons and vehicles of the
British Long Range Desert Group (LRDG) and Special Air Service (SAS) to
ASL. These were both elite special forces units that operated in
small groups on raids and reconnaissance patrols behind enemy lines in
North Africa, the Mediterranean and Balkans, and France.
As such, it should be acknowledged from the outset that Special Forces is a niche product that may not be to everyone's tastes. Not every ASLer wants to tool around desert boards with jeeps and half squads. For such people, this product is not for them. However, those ASLers who do find this subject appealing probably would not be able to resist snapping this product up. Special Forces is small but very complete; it features everything but maps. There are full rules for the LRDG and SAS (they do not operate the same way), as well as Chapter H notes for their vehicles and weapons (such as Jeeps mounted with twin Vickers MG). These rules and notes are well done and attractive. Extremely attractive is the small countersheet, which features 1/2" counters from HOB for the first time in many years. Interestingly, these counters came out at the same time as the misprinted counters in RbF#4 did, yet there is no problem at all in the printing or die-cutting of the Special Forces counters. It is unfortunately true, though, that the sloppiness that has been evident in several recent products did not entirely pass Special Forces by. This is most noticeable on the scenario cards, where the printer punched holes in all the cards (as if they were rules pages), and HOB did not bother to have them redone. As is typical, the editing and proofreading also leaves something to be desired; on at least one occasion it is unintentionally humorous, as when the Greek SAS unit known as the Sacred Squadron is referred to as the Scared Squadron. Not quite the elite connotation the unit had no doubt hoped for. Of the 6 scenarios, two are set in Africa (although only one uses the desert boards), one is set in Greece, two in France, and one in Italy. Two of the scenarios are Night scenarios. Because of the nature of the units involved, the scenarios are all rather small (the largest one pits 8 German squads against 14 British half squads). There are a fair number of SSRs in most of the scenarios to represent the atypical (for ASL) situations. There are many ASLers for whom this product just might not be interesting enough; their tastes lie elsewhere. But for those people whose appetites are inclined this way, Special Forces might be worth taking a look at. It is the most interesting of HOB's early 2007 releases. |
|||||||
Images:
|
|||||||
| Title: All Time Favorites | |||||
| Publisher/Date: Heat of Battle (2003) | Product Type: On-line scenarios | ||||
| Contents: 3 color scenarios (revisions of earlier scenarios) downloadable as PDF files. | |||||
| Commentary: Heat of Battle
announced a new line of scenarios in 2003 that they dubbed "All Time
Favorites" (ATF). These were revisions of older scenarios that had
appeared in previous Heat of Battle publications. The original
scenarios had turned out to be flawed or unbalanced in some way, but Heat
of Battle felt that the situations were interesting enough to try to fix
the scenarios and release them as
freely
downloadable PDF files. Because no printing costs were involved,
Heat of Battle also decided to make the scenario cards full color, a
gesture that was appreciated as much as was the cost.
Three scenarios were chosen for the first installment of ATF: 1) Paper Line (from Recon by Fire #1), 2) One Eye to the West (from Waffen SS: No Quarter No Glory!), and 3) Bear Hunt (from the same pack). Although Heat of Battle said that they would continue the project with more scenarios over time (and the idea of fixing and re-releasing flawed scenarios is a very laudable notion), they have to date released no further scenarios in the ATF line. |
|||||
Images:
|
|||||
| Title: Difficult Affaire [sic] | |||||
| Publisher/Date: Heat of Battle (2005) | Product Type: On-line FireFights! scenario | ||||
| Contents: 1 8.5" x 11" historical map; 1 scenario (both downloadable as PDF files). | |||||
| Commentary: Heat of Battle
debuted its new FireFights! concept with a
downloadable
teaser scenario and custom map. FireFights! scenarios feature
small historical maps along with equally small, quick-playing scenarios
with random reinforcements. The teaser scenario, FF9 (Difficult Affaire [sic]), features a relatively open board with a flat plateau overlooking a flat plain. The accompanying scenario depicts a small German vs. Soviet action during the Battle of Kursk in the summer of 1943. |
|||||
Images:
|
|||||
Back to World of ASL Main Page