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Unofficial ASL Products | |
| Le Franc Tireur | ||
| Periodicals | ||
| Scenario Packs | ||
| Historical Modules | ||
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| World of ASL Main Page | ||
| Producer Name: Le Franc Tireur (1996- ) |
| Country of Origin: France |
| Still Active?: Yes |
| Commentary: The "hexagon," as
French wargamers fondly refer to their own country, has been a real boon
to the wargaming world and certainly has been a great gift to ASL.
France has contributed designers, playtesters, scenarios, and tournaments
to the ASL community. Most importantly, France has been a
source of publications, from Tactiques to Vae Victis, that have produced
ASL material of the highest physical quality. Le Franc Tireur falls
squarely in that tradition, picking up where its predecessor, Tactiques,
left off. The largest ASL magazine in the world is not the ASL
Journal, it is not Critical Hit Magazine or Recon by Fire; no, it is Le
Franc Tireur. There is only one ASL magazine in the world that
produces full color scenarios on cardstock-- once again, it is Le
Franc Tireur. Le Franc Tireur has also demonstrated how much ASL has benefited from the Internet. Tactiques, for example, a French ASL magazine which lasted from 1991-1995, was essentially a publication for the French (and Belgians). It had a very small readership in the rest of the world, but many people who played ASL had no idea that it even existed. Le Franc Tireur, on the other hand, came of age in the Internet world. As it matured, its international audience grew considerably, thanks in no small part to "word of mouth" communicated through the Internet. The Internet, too, made it very easy to purchase the magazine. Moreover, Le Franc Tireur changed to accommodate that international audience. First, it started publishing the scenarios in English (while keeping the article content in French); later, it even put much of the article content in English. Why? Because its audience now included people from all over Europe, North America, and beyond. And the Internet has made it possible for Le Franc Tireur to receive assistance from ASLers in Germany, the Netherlands, the United States, Canada, and other countries. The Internet has made the ASL world much smaller, and Le Franc Tireur has been one of the beneficiaries. Hopefully, Le Franc Tireur will continue to please ASLers around the world for many years to come.
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| Title: Le Franc Tireur | |||||||||||||||||||||||||||||||||
| Publisher/Date: Le Franc Tireur (1996- ) | Product Type: Magazine (published irregularly) | ||||||||||||||||||||||||||||||||
| Contents: Magazine, scenarios, occasional overlay insert | |||||||||||||||||||||||||||||||||
| Commentary:
Le Franc Tireur began publication in the mid-1990s under the editorship of
Laurent Closier. Compared to later issues, it was relatively small,
and only had four scenarios per issue. In essence, it was a somewhat
smaller version of Tactiques, which also had a historical theme in every
issue, and similar types of articles. And, of course, many of the
graduates of Tactiques would later help in some way with Le Franc Tireur. After the fourth issue, Xavier Vitry took the lead role in editing Le Franc Tireur (though still helped by Closier and Jean Devaux), expanding its size and publishing the scenarios (though not the content) in English, for a wider audience. Le Franc Tireur has developed a reputation for interesting scenario subjects and concepts, such as an action taking place on a frozen lake near Leningrad, with combatants on skis and aerosleds--the scenario uses ocean overlays and snow drift counters to represent the lake. It began as a French publication but now has attracted admirers from around the world. Issues
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| Title: From the Cellar | ||||
| Publisher/Date: Franc-Tireur (2004) | Product Type: Scenario pack | |||
| Contents: 10 color scenarios on cardstock, overlay, 1 page rules. | ||||
| Commentary: Xavier Vitry and his
Franc-Tireur team (Jean Devaux, Laurent Closier, Alexandre Rousse
Lacordaire, and Philippe Naud) surprised ASLers with an unexpected
Christmas gift in late 2004 with the release of their first scenario pack,
From the Cellar (FtC), complete with a colorful cover courtesy of artist
Emmanuel Batisse, who has been doing ASL-related illustrations and
cartoons since the days of Tactiques. The product, though a French
production, is all in English, for the benefit of ASL's international
audience. The scenarios included in From the Cellar are scenarios that were originally created for Le Franc Tireur but did not make it into the magazine. As a result, the subjects of many of the scenarios are the same as the topics for the themed issues of Le Franc Tireur: Barbarossa 1941 (4), France 1940 (2), Normandy 1944 (2), Poland 1939 (1), and the French Alps 1945 (1). Two of the scenaros involve Italian troops and one has Finnish troops. One features the unusual situation of a Soviet airdrop. The pack also includes the rules to link three of the scenarios (FT47-49) together for a mini-campaign, the Lingèvres Campaign, in which the losing side in each scenario gets additional forces for the next. Five of the scenarios are large (but most of those are borderline medium-large), while three are medium and two are small. Overall, it is a good mix. One scenario is a night scenario. There are no complicated SSRs. Scenario FT58 (Dream is Over) has a serious piece of errata: the U.S. half squads should actually be full squads! As has been customary for recent Franc-Tireur productions, the scenario cards are extremely attractive, printed in full color on cardstock using VASL artwork for counters and maps.
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| Title: From the Cellar Pack 2 | ||||
| Publisher/Date: Franc-Tireur (2007) | Product Type: Scenario pack | |||
| Contents: 10 color scenarios on cardstock, 1 page of errata for past issues of Le Franc Tireur magazine. | ||||
| Commentary: From the Cellar
appears again, three years after its first incarnation. Like its
predecessor, From the Cellar Pack 2 is a scenario pack containing
"leftover" scenarios from issues of Le Franc Tireur. LFT editor
Xavier Vitry explains that there are always a number of "extra" scenarios
that don't make the cut into LFT; one hopes that these are simply
scenarios that were late in development, and not scenarios that somehow
did not measure up in quality. Because Le Franc Tireur always concentrates on a particular theme, the FtC2 scenarios are varied, but most are on themes related to past or future issues of the magazine. Subject areas include France 1940 (1 scenario), East Front (2 scenarios), Balkans (2 scenarios), Normandy (3 scenarios), Italy (1 scenario), and Austria 1945 (1 scenario). Most of the scenarios are small or medium in size. However, one of them, FT73 (The Adriatic Pirates) is considerably more meaty. Featuring a partisan counterattack against an SS/Croatian invasion force on a partisan-held Adriatic island, the scenario pits 50 (!) partisan squads against 16 elite and first line Croatian squads and 20 SS squads (which enter via assault rafts). Another meaty scenario, FT76 (White Suns), has 24 German squads and two King Tiger tanks attacking a defending force of 19 American squads, some OBA, and a handful of Shermans. A third large scenario will appeal to fans of the Italians in ASL. FT77 (Surprised Buffalo) pits 28 Italian elite and first line squads (well led and well armed with German weapons) against 11 2nd line American squads (from the African-American 92nd Infantry Division) and 4 Italian partisan squads. Both sides also receive OBA. A number of other scenarios also feature interesting situations. FT69 (Durs A Cuire) features a combined arms French force trying to get past a German blocking force in distressingly open terrain. FT70 (Ride Across the Caucasus) uses the difficult terrain of Board 47 in a way no other scenario has tried before. Most scenarios using this board feature and assault across the width of the board; this scenario, however, sandwiches a 10-squad strong Soviet force in between a Slovakian force and a German force, each attacking along a narrow side of the board towards the Soviets in the middle! Fans of the Heat of Battle High Ground! geomorphic boards will be pleased by FT72 (Catcher Caught), which uses HOB boards I and II in a valley configuration. Overall, the scenario mix, both in terms of subject and size, is quite good. The scenarios themselves are printed in full color on glossy hardstock using "official" artwork.
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| Title: From the Cellar Pack 3 | |||||||
| Publisher/Date: Franc-Tireur (2008) | Product Type: Scenario pack | ||||||
| Contents: 10 color scenarios on cardstock, 88 die-cut counters, 2 pages Vehicular Notes | |||||||
| Commentary: The third From the
Cellar scenario pack from Le Franc Tireur is a departure from its
predecessors. Whereas previous From the Cellar packs contained "left
over" scenarios related to the various issues of the Le Franc Tireur
magazine, From the Cellar Pack 3 is a themed scenario pack with original
scenarios. Moreover, the bulk of the scenarios are not designed by
the traditional LFT design crew, but rather by American scenario designer
and enfant terrible Scott Holst. The origins of the project date back several years. Holst, who developed a fascination for the Waffen SS, had long lobbied for the black-colored Waffen SS counters that appeared in A Bridge Too Far to be reprinted. Eventually, he decided he would unilaterally reprint them on his own, without permission, and embarked on an "SS project" that would combine the bootleg black SS countersheets with scenarios of his own design featuring SS soldiers in action. In 2007, Holst had the ABTF countersheets printed, and sold a number of sets of the counters to attendees at ASLOK 2007. The countersheets were pure counterfeit reproductions of the countersheets that appeared in A Bridge Too Far. By early 2008, his "Back in Black" SS project had grown to mammoth (planned) proportions, including 10 scenarios, 7 countersheets (the counterfeit ABTF repros, plus two extra countersheets, much of which would be taken up by "rare" vehicles used by the SS), 10-12 pages of vehicle notes, and more. However, the mercurial Holst abandoned the original countersheet project, possibly for legal reasons, and announced in April 2008 that he had allegedly destroyed the counters and was abandoning the notion of publishing his own scenario pack, but would instead submit the scenarios to some third party publisher. Only two days later, Holst made a subsequent announcement that he had come to an arrangement with French third party publisher Le Franc Tireur to publish his SS scenarios. In the end, LFT published 7 of his scenarios, plus 3 more of their own design, and printed a small countersheet that included some of the "rare" vehicles, as well as other odds and ends (see below), but did not duplicate any of the counters from the original ABTF. "Back in Black" thus became, more or less, From the Cellar Pack 3, an SS-themed scenario pack. As such it joins the 8 or so other previously published Waffen SS themed scenario packs, as well as the 10+ historical modules that feature the Waffen SS as one of the main combatants. In other words, it enters an already crowded field. Only 8 of the 10 scenarios are "original." Two of them--FT104 (Flying the Flag of Poland) and FT105 (Smashing into Vlasotince)--were first published by Critical Hit as The Walking Dead (EP92) and A Vicious Melee (TAP7). According to lFT editor Xavier Vitry, who was unfairly placed in the embarrassing position of having to explain and apologize for this fact, the scenarios that Holst submitted to LFT included a number of scenarios that had previously been published elsewhere or had been submitted elsewhere. Holst allegedly told LFT that they could publish them regardless. LFT refused and tried to identify and remove previously published scenarios from the scenario mix (substituting original scenarios of their own design to fill the gaps), but two snuck through despite their good faith efforts. Why Holst decided to submit scenarios which had already been published remains a mystery, but it must have been a great irritation for LFT. The scenarios are printed in full-color on "standard" glossy LFT scenario cards (A4 sized, not North American sized). The printing is crisp and colorful (although the Axis Minor color is rendered too close to that of the U.S.) and the scenario cards are very attractive--far more so than "official" scenario cards published by MMP. However, because of the white on black printing for the SS units on the scenario cards, some of the vehicle designations are a bit hard to read. The scenario cards feature the divisional insignia for the different SS units depicted in the scenarios, a perhaps unfortunate decision since several of those insignia are now common neo-Nazi symbols. The 10 included scenarios represent a wide range of actions across Europe and across the years of World War II. As such, they represent a good mix of scenario situations and combatants (with the proviso, of course, that the SS always appear!). Situations include France 1940, Soviet Union 1941, Yugoslavia 1943, France 1944, Poland 1944 (2 scenarios, one vs. Soviets and one vs. the partisans of the Polish Home Army), Yugoslavia 1944 (vs. Bulgarians), Hungary 1944, Belgium (Bulge) 1945, and Vienna 1945. A number of the scenarios have interesting features. Two of the scenarios make alternate use of HASL maps. FT99 (The Doomed "Tirailleurs"), a nicely tournament-sized scenario pitting early war SS against Senegalese troops fighting for France, uses part of the map from Pegasus Bridge (and is a more interesting scenario than most of those that actually come with the Pegasus Bridge module). The terrain on the map, full of hedges and walls, creates interesting tactical puzzles for the SS, whose armored cars are key to victory. FT107 (Race at Longchamps) uses part of the LaGleize map from Kampfgruppe Peiper to depict an SS attack on American positions elsewhere in the Bulge. FT100 (Hajra!), named after a Hungarian battlecry, pits SS and Hungarian attackers (including cavalry) against entrenched Soviet defenders in an early East Front action that uses maps that actually make it seem as if it really were set on the East Front. A third scenario, FT106 (Counterattack Along the Danube), makes use of ASL Starter Kit maps (maps w and z). This scenario is a large and intense "heavy metal" urban warfare clash set in Budapest in December 1944; it depicts a seesaw action between Hungarian and SS troops against well armed Soviets. Fans of large city fighting scenarios will flock to it. FT102 (The Bulge), a smallish SS vs. American action (ironically, set not during the Battle of the Buldge but in Normandy), could be a popular tournament scenario if it proves balanced. FT105 (Smashing into Vlasotince) allows the Bulgarian player to choose part of his OB from several options. Two of the scenarios feature partisans, always a welcome event (partisans are quite under-covered in ASL) but in both scenarios the partisan forces are peculiarly (and ahistorically) depicted. FT101 (Fire and Ice) arms 1943 Yugoslav communist partisans with Soviet and Axis Minor weapons, of which they had none (their arms at that point were more Italian than anything else). FT104 (Flying the Flag of Poland) features fighting in the Warsaw suburb of Wola at the beginning of the Warsaw Uprising. The second time Scott Holst has designed a scenario on this action--a natural choice for scenario designers, as the Poles had two captured Panther tanks--it features some unusual choices. The Polish Home Army is represented with Axis minor forces (4-4-7s and 3-4-7s) loaded with support weapons (and artillery pieces!) rather than as the relatively poorly armed partisan force it actually was (although it does accurately give them a PIAT). That scenario also depicts the Dirlewanger Brigade as a more effective fighting force than this 2nd rate unit with no discipline actually was. Another scenario, FT108 (The Damned Die Hard) also does this same overestimating of the SS and underestimating of its opponents to a certain degree. However, in general, the scenarios do not try to depict the SS as supermen but rather show the varying qualities of different units and of the SS at different times in the war. In terms of size, the scenarios tend towards heavier stuff. Six of the 10 scenarios are large, with the remaining 4 split between small and large. Few of the scenarios are SSR heavy (Scott Holst has little patience with complicated SSRs), and few of the scenarios use "advanced" rules sections. No scenarios use Night rules or Air Support and only two scenarios have OBA. Oddly, the scenarios are all subjected to two additional SSRs which are not printed on any scenario card, but instead announced on the inside of the product cover: 1) Kindling is not allowed and 2) Vehicular Crews may not voluntarily their vehicles. Players should take note, as they are otherwise likely to forget that these SSRs even exist. Because these SSRs are not applied on a case by case basis, but rather enforced across the board regardless of applicability, they should be judged as "grudge SSRs" that are put there because the designers are unhappy with those aspects of the ASL rules. Overall, the scenarios look promising (Holst is an experienced scenario designer with a number of good scenarios to his name), even if their theme is a little tired. In addition to the scenarios, of course, the product also comes with a small die-cut countersheet that features 40 1/2" counters and 48 5/8" counters. The printer's die-cutting job cut too deeply, with the result that many of the countersheets are too well die-cut and the counters fall too easily off the counter tree. This forced LFT to put the countersheet in its own envelope within the product. This will aggravate collectors, who value pristine countersheets, but probably not bother those players who would have punched out the counters on their own anyway. As with previous LFT counters, the counters here are well done, duplicating "official" ASL counter artwork styles. Only a few of the counters are truly "new" to the system; these are counters representing various French, Italian, and Soviet AFVs pressed into German service. The countersheet provides 32 such vehicles in "black SS" colors, as well as 8 (French) vehicles in standard German blue colors. The remaining counters are basically chrome, although the 3 single Panzerfaust counters and the 8 burning wreck counters will be useful to some. Also included are 8 blue and 6 black colored TCA counters (for those ASLers who cannot abide white TCA counters, presumably), and 23 "named" black SS SMC counters (for those ASLers who had to have names on their black SS SMC counters). The counters are accompanied by a double-sided page of vehicle notes (actually, a bit more than a page, as there is overflow printed on the inside cover of the product) that provide historical background to the vehicles included on the countersheet (not really done in ASL format). Those ASLers who are fixated on the Waffen SS probably have already rushed to buy this product. For others, there may be more of a decision involved. The physical quality of this product is quite high, and the scenarios look interesting (though of course only time will tell for sure). However, given the poor 2008 dollar to Euro exchange rate, American buyers are faced with a price (including shipping) of over $45, even assuming they purchase it within the U.S. That admittedly is a lot for a scenario pack, even a good one. Each individual will no doubt have to decide how much of a "lure" this product is to them personally.
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| Title: From the Cellar Pack 4 | |||||||||
| Publisher/Date: Franc-Tireur (2009) | Product Type: Scenario pack | ||||||||
| Contents: 20 color scenarios on cardstock, 102 die-cut counters, 4 pages rules | |||||||||
| Commentary: From the Cellar Pack
4 (Ftc4) is French wargaming magazine Le Franc-Tireur's latest scenario
pack. For LFT, 2009 has certainly been an esoteric year, seeing the
company release two ASL products very different from the standard
offerings that the hobby is used to seeing. One was
St. Nazaire: Operation Chariot,
the historical module simulating the 1942 commando raid; the other is this
product. When the "From the Cellar" series started, it consisted
merely of "leftover" scenarios that did not make it into issues of the
magazine for one reason or another; as a result, the subject matter
consisted of whatever the subject or recent issues of LFT had been.
From the Cellar Pack 3 branched out from this, as it was essentially a
themed scenario pack designed by an outside American designer. Ftc4
follows in this vein; it, too, is a themed scenario pack designed by an
American ASLer, Robert Hammond. What is unusual and innovative in
this pack is the subject matter: the Russian Civil War. Or,
rather, one part of it. Its unofficial title, chosen by Hammond but
not actually appearing on the packaging, is "Rising Star, Falling Cross:
The Russian Civil War in Manchuria, Siberia, and Outer Mongolia."
Well, that's a mouthful. The scenarios are set in the period
1918-1921, with the exception of 2 that pre-date the Russian Civil War but
apparently were tosssed in regardless. There have been one or two Russian Civil War scenarios published in the past, but this is the first in-depth examination of the subject in ASL. As such, the first question that comes to mind is whether or not ASL is even a suitable game system for this subject. ASL was designed to simulate World War II era squad level combat. The tactics of World War II were a direct result of the experiences of World War I. During that earlier conflict, the combatants tried a variet of techniques to overcome the "stalemate of the trenches." Some were brute force, such as massive employment of artillery. Some techniques involved technological innovation, such as the development of tanks. And many of the techniques involved tactical innovations of various sorts, infantry and artillery alike. Some of these innovations turned out to be tactical dead ends, but for the larger, more sophisticated armies (German, British, French, American), some of the tactical methods evolved to become modern (20th century) small unit tactics. The question is, then, can ASL be used to simulate armies from an era before those more sophisticated tactics had evolved? Could it do it at all? Could it do it only with special SSRs? How can a squad-level game deal with combatants where the squad was not even a true unit of tactical maneuver? For the Germans, British, French and Americans, combat in the late 1910s and early 1920s probably could be handled with ASL rules, though it might be a bit of a stretch. For other countries, it took more time for those tactical innovations to be implemented, especially in countries with less money for training, and a poorly educated non-commissioned officers corps. For Russia, the situation was worse, as the country became racked by rebellion and civil war just at the time western countries were developing the new tactics. In this chaotic situation, numbers and bravery were employed more often than sophisticated tactics. It is thus definitely a stretch to give either Bolsheviks or White Russians the ability to use squads (as opposed to, say, platoons) much in the way of tactical maneuver capabilities. For the two scenarios set in 1908 and 1911, there is no resemblance between the way those combatants actually fought and the way they would fight using ASL rules. For the other scenarios, even those involving Western troops, players must realize that the control and flexibility they have with their forces is something their historical counterparts did not possess to the same degree. Leaving the not-unimportant issue of historical tactical usage aside, the product does seem to be well-researched, with particular thought given to weapons usage. Happily, the designer decided to take a relatively minimalist approach in introducing the conflict, so there are only a few pages of rules that depict the conflict and its combatants. Players will not need to absorb or remember a whole host of rules. The one drawback is that there is a lot of "nationality-switching." In other words, the White Russians use Axis Minor counters, but are treated as Russians. The Red Russians use Italian counters, while the Koreans use German counters (but are treated as Chinese). This sort of thing is done from time to time (see different designers' attempts to simulate the Spanish Civil War) and is not exactly beloved by players, though it is understandable why it is done (so that entire new countersets do not have to be produced). Nevertheless, it can be a pain to deal with sometimes. Certainly, there is no shortage of combatants. Among the stars and guest stars of the pack are the White Russians, Mongolian partisans, Red Russians, Bolshevik Partisans, Social Revolutionary Party troops, the famous Czech Legion, the good old U.S. Army, the Chinese, the British, the Japanese, the Hungarians, and the Red Koreans (lots of crazy people named Kim, no doubt). All of this provides a great deal of color and chrome to the scenarios and provides the whole pack with a certain exotic air (an air increased still further with items like "Ice Sangars"). It is definitely different from playing the umpty-jillionth Germans vs. Soviets scenario. The physical quality of the product is high. The counters are extremely well-done, though the die-cutting was a it too deep (see comments in FtC3 for more details). Some of the counters are directly related to the pack itself, providing SW and other counters used in the scenarios, while others are just additions to the ASL system itself, such as nationality-specific Crew Exposed counters. The scenario cards are extremely attractive, printed in color on glossy cardstock (copying official artwork); they are, however, European-sized rather than standard American letter-size, as most scenarios are. The scenarios are heavily unbalanced in favor of large scenarios. There are 6 small or medium-sized scenarios in the pack; the remaining 14 are large. However, many of these scenarios may play a bit faster than scenarios of their size typically do, because of the general lack of AFVs to slow the scenarios down. Two scenarios use Night rules, while one scenario utilizes OBA. Not surprisingly, there is no Air Support; also not surprisingly, Cavalry is fairly common. In general, the scenarios are SSR heavy, though most (though not all) are straightforward. The two non-Civil War scenarios both feature Manchurian troops battling against Mongolian militia. Of the Civil War scenarios, the Red Army appears in 12 actions and Bolshevik partisans in 7. White Russians appear in 7 scenarios, and Mongolian partisans in 2. Of the "interlopers," the Czech Legion appears in 2, the British in 1, the Hungarians in 1, the U.S. in 4, and the Japanese in 2. The U.S. forces are represented by 5-4-6 and 5-3-6 squads, which seems a tad unfair, as these were regular army units like the 31st Regiment (a unit that in "normal" ASL is represented by elite 6-6-7 squads). One of the scenarios, FT126 (Kabuki Theater), uses the La Gleize map from Kampfgruppe Peiper. Another scenario, FT127 (In the Mouth of Madness), uses map BFP-A (and relevant rules) from the Into the Rubble pack from Bounding Fire Productions. One scenario, FT130 (Mongolian BBQ), uses map HOB-I from Heat of Battle's High Ground!, while another scenario, FT132 (Visions of Grandeur) uses map HOB-II from the same product. The last scenario in the pack, FT134 (Freebooter Relish), breaks some new ASL cartographic ground by using board 7, but declaring that the river hexes constitute a valley. It's a bit surprising this hasn't been used more often. One common theme that runs through the pack is the use of partially choosable Orders of Battle, which is a feature that has proven popular among ASL players. This feature appears in 15 of the 20 scenarios. Typically, such a scenario includes a standard OB for a side, and then provides additional forces (which could include squads, leaders, or other items) that are chosen by the player from among 2-3 possibilities. For example, in scenario FT118 (Exit Plans), the Czech Legion player is given a fixed OB of 15 squads and assorted other unit, but is also provided with his choice of one of two force augmentations: Group 1 (2 x 4-5-8 squads, 9-2 leader, DC) or Group 2 (4 x 4-5-7 squads, 9-1 leader, LMG). In some cases, the choices are not even "units," but can include things like battle hardening, fanatic status, stealthy status, or more. These options give players more choices, add spice to battle situations that might otherwise be a tad vanilla, provide for increased replayability, and in general heighten the play value of the scenarios. One scenario in particular is worth noting, FT127 (In the Mouth of Madness), which is a 3-player scenario featuring Bolshevik Partisans, the Social Revolutionary Party, and the Red Army in an internecine clash for control of the city of Glaskov in Siberia in April 1920. This is the first published 3-player scenario since the scenario Dogs of War in Kinetic Energy's Time on Target #3 back in 1996 (2009 is a banner year for 3-player scenarios, as another will be released at ASLOK 2009 by Schwerpunkt in their Rally Point #4 pack). It is a beefier scenario than Dogs of War and will take longer to play. This is the scenario mentioned above that uses the Into the Rubble map, so unfortunately ownership of that product is required to play this scenario. Though there are perhaps too many large scenarios in this product, nevertheless many of them look quite interesting and fun to play. Though the subject matter is esoteric and may not appeal to everybody, From the Cellar 4 is actually a pretty intriguing product.
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| Title: From the Cellar Pack 5 | |||||||||
| Publisher/Date: Franc-Tireur (2010) | Product Type: Scenario pack | ||||||||
| Contents: 14 color scenarios on cardstock, 12 page booklet, 1 8" x 22" unmounted geomorphic map (LFT2, a fixed version of the map originally appearing in Le Franc Tireur 12). | |||||||||
| Commentary: From the Cellar Pack
5 (FtC5) returns to the traditions of the series after a two-pack
departure in which outside designers contributed the material. As in
the first two Cellar packs, the scenarios in FtC5 primarily consist of
leftover scenarios originally designed for Le Franc Tireur magazine.
As such, they tend to concentrate on recent topics in that magazine, such
as China, France 1940, and the Spanish Blue/Azul Division on the East
Front. FtC5 does contain some non-scenario material. One item is board LFT2, a fixed version of the geomorphic mapboard that originally appeared in Le Franc Tireur #12, where it was printed slightly oversized; see that issue for more discussion. Two scenarios in FtC5 use this board; one, FT154 (First Defeat), also uses another LFT map, board LFT1, which appeared in Le Franc Tireur #11 (and which was also slightly misprinted, but never fixed). The other is FT158 (Close Combat Teams), which also uses ASLSK board v (scenario FT159 [Tangled at Tsangkou] also uses board v). In addition, FtC5 contains a 12-page booklet that basically has two articles with designers notes about the genesis of three of the scenarios in the pack. Actions in the pack take place in a variety of settings (some of them rather exotic), including China 1935 (Guomindang vs. Communists), Mongolia 1936 (Mongolians vs. Japanese/Manchurians), France 1940 (French vs. Germans [4 scenarios], Soviet Union 1941 (Soviets vs. Italians, Soviets vs. Germans [Spanish]) and 1943 (Soviets vs. Waffen SS), New Guinea 1942 (Australians vs. Japanese), Finland 1944 (Soviets vs. Germans), France 1944 (Canadians vs. Waffen SS), China 1945 (Guomindang vs. Communists), and Manchuria 1945 (Soviets vs. Japanese). As can be seen, a number of these are off the well-trod and beaten paths of ASL, and thus provide some freshness and novelty, while there are still enough actions on "tried and true" ASL subjects to satisfy the more conventional and hidebound ASLers. The scenarios represent a well-balanced mix of small, medium, and larger actions; players can get anything from small and fast playing scenarios to more meaty actions that can take a whole day to play. One scenario, FT147 (Flight of the Intruders), uses Steppe Terrain and desert boards. Two scenarios use Night rules, while three scenarios have OBA. Interestingly, 4 of the scenarios feature Cavalry and 2 scenarios feature Motorcycles. The scenarios include a number of interesting actions, as well as some less so. FT146 (Bridge of Life) is an example of the latter; while it might be considered when players don't have much time, it is simple and doesn't have much replay value. FT153 (Nailed to the Ground) is also not very attractive; taking place on less than half a board, it pits 15 Soviet squads of indifferent quality against 4.5 German squads and some minefields. With scenarios like this, in which one side has so few forces to set against the other, the smaller side is particularly vulnerable to an unlucky combat result or sniper attack. The German player must roll dice and hope for survival. On the other hand, there are a number of scenarios that look quite interesting. FT147 (Flight of the Intruders) has a lot going for it on novelty value alone. It represents one of the border clashes the Japanese had in the mid to late 1930s between their forces in Manchuria, as well as their puppet troops, with Soviet forces, or Soviet puppet forces. This action, which uses desert boards and Steppe Terrain (as well as ground snow), depicts an attack by Japanese troops and their Manchurian ("Manchukuoan") puppet troops against troops from the Soviet puppet government of Mongolia. The Manchurians are represented by 1st line Axis Minors on horseback; the Mongolians by Soviet counters (but treated as partisans). Though the victory conditions are somewhat too complicated, the situation is still an interesting one. FT150 (Storm over Champagne) is nice because it uses three boards that collectively depict an entire village surrounded by farmland on all sides. In this Franco-German scenario, both sides must exit units off the opposite side of the map; thus while attempting to exit they must prevent the other side from doing the same thing, which poses an interesting tactical puzzle. If both sides fail to exit a minimum number of VP, then victory will go to the side with the most CVP. The two sides are basically equal in force; the French have 13 squads, a gun, and 5 tanks; the Germans have 11 squads, two guns, and 7 tanks. Because of the VC and the large map area, there are several different strategies possible and the scenario has some replayability. Because of the fairly large number of vehicles, the large map area, and limited anti-tank capabilities for both sides, a number of playings of this scenario may see both players exit their required minimum VP amounts, mostly or totally through vehicles, turning the struggle into a tussle for CVP. One tournament-sized scenario that went down the the last DR in this writer's first playing of it was FT152 (Avanti!), a 1941 East Front action depicting an Italian attack (with some German help) and a Soviet fighting retreat. The action takes place on Board 16, which is nothing but open ground, grain, and three buildings. To win, the Italians must control all the buildings and also have more CVP than the Soviets (but only Italian units, not German units, can gain control of a building). The Soviets are forced to set up away from all three buildings, in a narrow area consisting mostly of wheatfield. They must both hold back the Italians while at the same time getting units into the key buildings to defend them. The Soviet force initially is of quite poor quality, but they get a platoon of reinforcements, as well as two armored cars, which can make all the difference. The armored cars can park behind a key wall and get wall advantage, too. The Axis have only MGs and a German ATR as anti-tank capability. The scenario is somewhat dicey, as both sides must cross open ground or sit in 0 TEM hexes, but poses challenges for both sides. FT154 (First Defeat) uses the two LFT mapboards, one a narrow beach strip and the other a steep and large hill, to depict the New Guinea coastline at Milne Bay, where a small, ill-fated Japanese force landed in an abortive attempt to take the Australian airfields there. Several sharp clashes occurred along the coast during this campaign, but ASL geoboards could not easily do them justice. However, the LFT boards manage to do a much better job. In this Night scenario, 13 Japanese squads, 2 guns, and two tanks (with headlights!) attack an Australian force of 14 squads, well led and well armed. FT155 (One Upon a Time...in the East) is a sort of "classic" East Front action. Set on three full boards (mostly open) covered with snow, this scenario depicts a meeting engagement (relatively rare in ASL scenarios) between Waffen SS forces (one group of 6 squads and 2 armored cars, another group of 8 squads and 3 tanks) and Soviet cavalry (one group of 8 squads, another group of 8 squads and two tanks, with two more tanks arriving a tad later). Both sides get CVP as well as VP for buildings (on one board); the Soviets also get exit VP. Meanwhile, fans of the Far Eastern front can play FT158 (Close Combat Teams), which uses board LFT2 and ASLSK board v to create a Manchurian hillside position for the Japanese defenders (who get 15 squads, 2 guns, as well as mines, trenches, foxholes, and pillboxes). The attacking Soviets have 19 squads (including an FT and 2 DCs) and 10 AFVs, plus some OBA. To win, they have to exit 33 VP. The "Big Momma" scenario in FtC5 is FT159 (Tangled at Tsangkou), a large (3 map) 10-turn scenario depicting a major Chinese Nationalist (Guomindang/Kuomintang) vs. Chinese Communist clash in north China just a few months after the end of World War II. In this scenario, the Nationalists have 38 squads, with a variety of SW and some OBA, as well as two armored cars. The defending Communists have 24 squads (partisans), 3 guns, and two taczankas. The Nationalists must clear a railroad that runs across the map, while the Communists must somehow hang on to a bit of it. Overall, the pack has a lot of interesting and varied actions, with scenarios suited to fit a variety of tastes. Assuming they have been thoroughly playtested, some of these might prove popular. It's definitely worth a look at this pack.
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| Title: From the Cellar Pack 6 | |||||||||
| Publisher/Date: Franc-Tireur (2011) | Product Type: Scenario pack | ||||||||
| Contents: 10 color scenarios on cardstock. | |||||||||
| Commentary: From the Cellar Pack
6 (FtC6) is a "mixed bag" scenario pack featuring actions from a variety
of periods and theaters. Scenarios depict actions in France 1940
(French vs. Germans), West Africa 1940 (Free French vs. Vichy French), the
Soviet Union 1941 (Soviets vs. Partisans) & 1942 (Soviets vs. Waffen SS),
Iran 1941 (British vs. Iranians), Burma 1942 (Indians vs. Burmese), France
1944 (Canadians vs. Germans), Greece 1943 (British vs. Germans), Belgium
1944 (Americans vs. Germans), and the Netherlands 1945 (French/Canadians
vs. Germans).
As can be seen from the above list, a number of the actions are fairly esoteric and will appeal to those ASLers who are particularly interested in the unusual and forgotten aspects of World War Il. The scenarios tend towards the smallish; all of them are either small in size or on the smallish side of medium. All of them are easily tournament compatible (except, perhaps, the all armor scenario, FT160 [Close Encounter of the Bad Kind]). They ought to play quickly, too, as none of them utilize Night rules, OBA, or Air Support. In general, SSRs are short and sweet; so too are the turns (the scenarios are all 4-6 turns in length). The pack thus provides a number of options for players who just want to whip out some counters and get going with a short scenario. Physically, of course, FTC6 is up to LFT's usual high standards, with attractive full-color scenario cards. Several of the scenarios are interesting. FT166 (Heroes at Leros) is set on the underused board 9; in it a decent-sized force of elite and first line British troops must traverse the fairly bald hill to take a stone building from a smaller force of elite German paratroopers. It could be bloody. FT167 (Wasp Sting) features another British assault on a German position, this time in France, but with the benefit of a couple of fire-spitting toys, the eponymous Wasps. Should it prove balanced, FT165 (Shopino Struggle) could prove a popular scenario as a playable combined-arms East Front action at Kursk, pitting the Waffen SS (including a Tiger) against a Soviet force of infantry and T-34s. With just four turns and relatively open terrain, it will be fast, furious and quite possibly bloody. The only PTO scenario in the mix is FT164 (Guts Are Not Enough), a Burma 1942 scenario featuring not the Japanese, but their minor allies, the Burmese Independence Army, which participated as an adjunct during the Japanese invasion of Burma. The British have fewer, but better forces; they also have two carriers. Unfortunately, the scenario is not very fun to play for the Burmese, who will move very little and in all likelihood spend most of their time trying to keep concealed. Also exotic is FT163 (Price of Persia), featuring some of the desultory actions that occurred as the British and Soviets occupied Iran in 1941 to secure it from the Axis. Historically, this scenario is a bit of a stretch, as the intensity of the (brief and not bloody) action is exaggerated in order to make it scenario-worthy. Nevertheless, it is one of few scenarios out there that pit the British against Axis minor allies (as the Iranians are represented here). Perhaps the most exotic scenario is FT162 (French Civil War in Gabon), which pits Gaullist Free French Foreign Legion troops against Senegalese Vichy French troops in French Equatorial Africa in late 1940. If the forces themselves were not exotic enough, the scenario uses the rarely used airstrip half of Board 38 and also invokes PTO rules. The elite Free French must capture a half-dozen huts while staying under a fairly strict CVP. The scenario was played a number of times at ASLOK 2011 and though there were a couple of Free French wins, the general consensus was that the Vichy French have a huge advantage. The Free French must cross a great deal of open ground, with nothing to help them do it, against some nasty weapons; moreover, they have an extremely low CVP cap (only 10 CVP). One scenario, FT162 (Assault on District Rovno), players may shy away from, as it pits Soviet NKVD troops against anti-Soviet Lithuanian partisans, with the result that both sides use counters of the same color. It is not clear why the designer did not simply use Chinese counters for the partisans (as such can be done without too much effort), but in any case, players still have the option to do this on their own, if they want to play the scenario--doing so will certainly ease play. The smallish nature of this pack will turn off some ASLers who may like meatier fare, and the exotic nature of a number of the scenarios will turn off others (though attracting some). However, none of the scenarios are painfully small, while many of the situations presented are interesting, so it is definitely worth taking a look at.
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