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Official ASL Products | |
| (Avalon Hill/MMP) | ||
| Rulebooks | Periodicals | |
| "Core" Modules | Scenario Packs | |
| DASL Modules | Solitaire ASL | |
| Historical Modules | Online Materials | |
| Page 1 / Page 2 / Page 3 | ||
| World of ASL Main Page | ASL Starter Kit (ASLSK) | Foreign Language ASL |
Historical Modules (HASL/HS)
| Title: Red Barricades | |||||||
| Publisher/Date: Avalon Hill (1st edition, 1990); MMP (2nd edition, included in 2nd Edition Beyond Valor, 2001) | Product Type: Historical Module 1 | ||||||
| Contents: 2 historical maps; 2 countersheets; 7 scenarios; rules (Chapter O); Chapter O divider | |||||||
| Commentary: Avalon Hill broke new
ground in 1990 with the release of the first "historical" ASL module, Red
Barricades (RB). This experiment, designed by Charlie Kibler, easily
answered the question "where can ASL go after all the core modules are
completed?" Red Barricades leaves the generic geomorphic mapboards
behind and takes players directly to the rubble-strewn streets of
Stalingrad. A huge, incredibly detailed 2-sheet map, derived from
aerial photographs, depicts the actual terrain of the area of Stalingrad
surrounding the Red Barricades factory. The seven included scenarios
allow players to move and fight in the historical Stalingrad, only
somewhat stylized. One of the scenarios, "The Last Bid," is a true
monster scenario. If this weren't enough, Kibler also introduced a new way to play ASL: the campaign game (Red Barricades includes three). Campaign games are a series of linked scenarios; each new scenario takes place where the previous scenario left off. Although players can purchase a variety of reinforcements, they primarily fight with the forces left over from the previous scenarios, introducing an element of conservation of forces largely absent in ASL. The campaign games allowed ASLers to experience an entirely new level of strategic thinking; the largest Red Barricades campaign game includes 30 campaign dates, and even though most campaign games are decided before the final date, a Red Barricades campaign game can take months to play and is highly suitable for team play. It may not be too much of an exaggeration to say that Red Barricades has been the most popular ASL module ever. There are a number of ASLers who play Red Barricades campaign games over and over, rarely venturing into other areas of ASL. Even people not so fanatic about campaign games will surely appreciate what they have to offer. If Red Barricades has a flaw, it is that its campaign games play fast and loose with history. It is hard to reconcile the forces available to the players with the actual units fighting in the area at the time. Later HASL modules had more attention to historical detail (some would argue, with correspondingly less attention to quality of play). A 2nd Edition of Red Barricades (with little substantive change other than the incorporation of some errata and a change to a slightly larger font size) was incorporated into the 2nd Edition of Beyond Valor. However, it was NOT incorporated into the 3rd Edition of Beyond Valor. Red Barricades is out of print, but probably not permanently. Charlie Kibler is working on a sequel to the game, which can be played separately or mated with Red Barricades to form a humongous section of Stalingrad. It would not be surprising if Red Barricades were reprinted to coincide with the release of the sequel, or shortly thereafter. One hopes the original artwork is still in good shape.
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| Title: Kampfgruppe Peiper I | |||||
| Publisher/Date: Avalon Hill (1993) | Product Type: Historical Module 2 | ||||
| Contents: 2 historical maps; 2 countersheets; 4 scenarios; rules (Chapter P); Chapter P divider | |||||
| Commentary: European designer
Philippe Leonard and his cohorts provided the second HASL module,
Kampfgruppe Peiper I (KGP1) which takes ASLers to the forests of the
Ardennes in 1944, where American paratroopers must do battle with the
tanks of an SS armored division. Two beautiful mapsheets (though
with smaller hexes than in Red Barricades) depict the hills and forests of
the Ardennes in the area of Stoumont. Special rules introduced
a number of terrain types that would see frequent subsequent use in ASL,
including slope hexsides, barbed-wire fences, and narrow village streets. Unfortunately, Kampfgruppe Peiper has never enjoyed the popularity of its predecessor, Red Barricades. For one thing, the module itself was split in two (Kampfgruppe Peiper II was released subsequently), which was frustrating for many ASLers. Others did not feel the module, which had only four scenarios, offered sufficient value. The counters that came with the game also had problems. The printing on many countersheets was somewhat off-kilter, and the German counters were oddly-colored, resulting in the infamous "purple" Germans. And for many ASLers, the historical situation represented was not the best (especially the thick mist which pervaded the battlefield). Perhaps most frustrating of all, Kampfgruppe Peiper I had many problems with the rules (so much so that Kampfgruppe Peiper II basically replaced all of the rules from the first module).
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| Title: Kampfgruppe Peiper II | |||||||
| Publisher/Date: Avalon Hill (1996) | Product Type: Historical Module 3 | ||||||
| Contents: 3 historical maps; 3 countersheets; 6 scenarios; rules (Chapter P) | |||||||
| Commentary: Kampfgruppe Peiper II
(KGP2) completed the two-part Kampfgruppe Peiper module, adding new maps
(of two separate areas, Cheneux and La Gleize) and campaign games, and
fixed the rules errors of the first module by re-doing Chapter P.
Coming out after a long delay, Kampfgruppe Peiper II made up for the some
of the shortcomings of the first module, although it had the same counter
registration problems.
Ownership of Kampfgruppe Peiper I is required to play the sequel.
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| Title: Pegasus Bridge | |||||||
| Publisher/Date: Avalon Hill (1997) | Product Type: Historical Module 4 | ||||||
| Contents: 1 22" x 32" historical map; 1 countersheet; 6 scenarios; rules (Chapter Q, Chapter H vehicle additions, Chapter K update [day 7]), Chapter Q divider. | |||||||
| Commentary: Pegasus Bridge (PB)
was the first historical module designed by MMP, who were producing ASL
products for Avalon Hill at the time, and the last historical module
released by Avalon Hill before its demise. It depicts the attempt by
a British glider unit to seize a bridge over the Caen Canal on D-Day, the
inevitable German counterattack, and the Paras' eventual relief. Two
reasonable-sized campaign games (eight dates and five dates) make this an
interesting way to learn the campaign game rules. However, the
British player has no opportunity to "purchase" reinforcements in the
campaign games, only fortifications, which may limit the enjoyability for
some.
The game's reputation is mixed. While it has its supporters (many of whom like playing elite British paratroopers and glidermen), detractors tend to dislike the map graphics and the play of some of the scenarios. At only $40, though, it is a relative bargain.
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| Title: Blood Reef: Tarawa | |||||||||
| Publisher/Date: MMP (1999); based on the earlier Blood Reef, published by Heat of Battle | Product Type: Historical Module 5 | ||||||||
| Contents: 2 22" x 31" historical maps; 3 countersheets; 7 scenarios; rules (Chapter T); Chapter T divider | |||||||||
| Commentary: Blood Reef: Tarawa (BRT),
along with A Bridge Too Far, was one of the first two historical releases
by MMP after they acquired the ASL license from Hasbro. BRT takes
HASLs to the PTO for the first time, portraying the 1943 invasion of the
Japanese-held atoll of Betio by the United States Marine Corps. What
is unique about BRT is that the striking two-part map, created by Don
Petros, displays virtually the entire island--thus allowing a
"completeness" not seen by any other ASL product. The entire
campaign, at squad level, can be played out on these maps. BRT comes
with three campaign games, the largest of which covers the entire invasion
from soup to nuts. Blood Reef: Tarawa is not for everyone. Although the designers were careful to include scenarios that did not involve any beach landings, the game is really for ASLers who have an urge to storm the beaches with their Marines. For such people, BRT is the pinnacle of ASL, and the game definitely has its devotees (some of whom have written a guide to the game which may be published by MMP). It is a striking sight to see the invasion of Betio in all its glory--even though there are not enough counters between BRT and Gung Ho to do so, and more have to be scrounged, stolen, or created. In addition to missing counters, some of the counters in BRT also had errata on them and had to be reprinted (appearing in ASL Journal #2). Blood Reef: Tarawa was originally a third party product, Blood Reef, published by Heat of Battle. MMP, while working for Avalon Hill, made arrangements to make a revised, official version of the module; luckily, this survived the fall of Avalon Hill. Because it will not be reprinted, USMC and/or PTO aficionados should definitely get their hands on this module while they can. In 2010, MMP published a one-off magazine, the Blood Reef: Tarawa Gamers Guide that is chock full of articles related to this unusual module.
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| Title: A Bridge Too Far | |||||
| Publisher/Date: MMP (1999); based on the earlier God Save The King, published by Heat of Battle (1994). | Product Type: Historical Module 6 | ||||
| Contents: 1 23" x 31" historical map; 7 countersheets; 9 scenarios; rules (Chapter R, Chapter H update); Chapter R Divider. | |||||
| Commentary: A Bridge Too Far (ABTF),
as its name suggests, portrays the valiant but doomed defense of Arnhem
Bridge by Colonel John Frost's battalion of paratroopers during Operation
Market-Garden in September 1944, made famous by the book and movie of the
same name. With three campaign games and 9 scenarios, ABTF is a
meaty module, one of the first two published by MMP (Blood Reef: Tarawa is
the other) following the demise of Avalon Hill. Blood Reef: Tarawa
was a re-design of an earlier work by Heat of Battle; while ABTF was not
based directly on Heat of Battle's God Save the King, Heat of Battle did
contribute to the module.
ABTF is another city-fighting module, pitting elite SS against elite British paratroopers (except for Red Barricades and Operation Veritable, all official HASLs/HSs have emphasized elite troops, typically SS, paratroopers, or US Marines). Its campaign games do not have the attractiveness of many others, because the British are basically surrounded; not only can they not purchase reinforcements, but as the campaign wears on, their force continually disintegrates (due to ammo shortage, walking wounded, etc.). It accurately portrays the desperate, "last stand," nature of the conflict, but that very realism may make some people less willing to try the campaign games. It is interesting to compare ABTF to its Critical Hit "competitor," Arnhem: The Third Bridge. The latter product has a much more attractive map than ABTF, but even its designer has admitted dissatisfaction with the way its scenarios and campaign turned out. Overall, ABTF looks like the better buy. In one respect, ABTF is controversial: it includes a complete (squads, support weapons, guns and vehicles, although certain units were missing and appeared in ASL Journal #2) SS order of battle featuring black counters with white lettering. For the uninitiated, it may take some explaining as to why this was controversial. When SS units first appeared in the original Squad Leader series of games, they were featured with black counters with white lettering. However, when Beyond Valor introduced the SS to Advanced Squad Leader, SS units were now treated just like every other German unit--they appeared on blue counters with only a small "SS" symbol to indicate that they were SS units. This did not sit well with some ASLers, a few of whom may have been over-fond of the SS, who called out for white-on-black ASL counters for the SS. Eventually, a third party publisher, Heat of Battle, responded to this perceived desire and published two products featuring the Waffen SS that included a white-on-black SS countermix. It was apparently in response to this move that MMP decided to include an entire white-on-black SS order of battle with A Bridge Too Far. The decision pleased some, who finally had their "official" black SS counters, but it dismayed many other ASLers, who could not help but observe that of all the combat forces of World War II, only the SS had been given their own set of counters with their own unique color scheme. These detractors argued, with some merit, that this glorified the Waffen SS. Others complained simply that all these extra counters needlessly added to the price of A Bridge Too Far.
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| Title: Operation Watchtower | |||||||||||||||
| Publisher/Date: MMP (2001) | Product Type: Historical Study 1 | ||||||||||||||
| Contents: 1 42" x 30" historical map; 1 countersheet; 16 scenarios; rules (Chapter Z additions); historical overview | |||||||||||||||
| Commentary: Operation Watchtower
(OWT) was the first "historical study" published by MMP, although the only
things that distinguish an HS from an HASL are the inclusion of geomorphic
map scenarios as well as historical map scenarios and the inclusion of a
historical overview. OWT is MMP's second historical module featuring
the US Marine Corps, this time at Guadalcanal in the fighting for Edson's
Ridge (though its title isn't very evocative).
Operation Watchtower was much anticipated by PTO enthusiasts who wanted more jungle fighting (as opposed to the beaches and palm trees of Blood Reef: Tarawa). OWT certainly provides that, in spades, especially the relatively small but tense campaign game. Overall, however, OWT was one of MMP's less successful releases. The original map had significant printing problems, so much so that MMP had to have it reprinted. Even fixed, the map (confusing titled Edson's Ridge rather than Operation Watchtower) is problematical because it is so large--it should have been cut into two maps. It is the largest single ASL map, though needlessly so, and may not fit on every gaming table. Some ASLers were not very happy about the scenarios, either; many of them are night scenarios, and quite a few of them use a large number of overlays (one uses a very large number). Moreover, some of the scenarios have been revealed over time to be quite unbalanced (in particular, HS4 (High Water Mark), HS7 (We Know Where They Are), HS10 (Government Property), and HS 12 (Chesty's Turn). However, one scenario, HS 15 (Hill 27), has become a classic. Two of the scenarios are actually reprints of scenarios previously published elsewhere; HS3 (Tasimboko Raid) originally appeared in an ASL Annual, while HS9 (Ambitious Plans), originally appeared in MMP's magazine Backblast. For PTO or USMC enthusiasts, Operation Watchtower is well worth getting. For others, this can be lower on your ASL shopping list. Addendum: One of the less well known aspects of Operation Watchtower is that it was originally going to be published by Front Line Productions, the third party publisher that produced Baraque de Fraiture. Designer Nadir El-Farra had actually designed two HASL maps for the project--one for Edson's Ridge, which made it into Operation Watchtower, and another for "Hell's Corner," where the Matanikau River meets the ocean (see map image below). The Hell's Corner map did not make it into the final cut for Operation Watchtower, to some degree due to a miscommunication between designer and MMP over the number of scenarios that had been created for that map. Several of the geomorphic mapboard scenarios in Operation Watchtower were originally intended for the Hell's Corner map. 2010 Update: In part due to the publicity generated from this entry, MMP eventually did decide to use the Hell's Corner map, releasing it in Operations Special Issue #3. Another curiosity is not something which wasn't printed, but something that was printed. Before coming to an agreement with MMP for "official" publication of Operation Watchtower, El-Farra actually printed a small number of copies of a Watchtower countersheet. Because MMP ended up publishing the module, these counters were never used but were apparently given away (see images below). This countersheet is one of the true ASL rarities.
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| Title: Operation Veritable | |
| Publisher/Date: MMP (2003) | Product Type: Historical Study 2 |
| Contents: 1 22" x 32" historical map; 2 countersheets; 16 scenarios; rules (Chapter Z additions); historical overview | |
| Commentary: MMP's second
"historical study," Operation Veritable (OVHS) portrays fighting between
German and Canadians (making their HASL debut) in the Reichswald forest in
February-March 1945. It continues the trend of naming HS modules
after uninspiring operational plans.
OVHS represents a significant improvement over Operation Watchtower. The map is both more manageable in size and more attractive, while the farmland terrain depicted had not previously been seen in a historical module; this terrain also gives the module's campaign game a rather unique feel and is a refreshing alternative to Red Barricades. OVHS also continues the inexplicable trend introduced in Operation Watchtower of giving the map a different name (in this case, Riley's Road) from the game itself. The late war setting insures lots of interesting toys for all sides, while the non-historical-map scenarios include the very inventive HS17 (Water Foul), which does not even use a map! Instead, it uses overlays to recreate the flooded terrain in which the action too place. Probably the most popular scenario in the module is HS32 (A Few Rounds), which uses Sturmtigers. The only significant drawback to OVHS is that some of the scenarios are quite unbalanced (most noticeably HS18 (To the Matter Born), HS20 (Married Up), and HS23 (Tussle at Tomashof). Overall, though, it is a very worthy purchase.
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| Title: Valor of the Guards | |||||||||||||
| Publisher/Date: MMP (2008) | Product Type: Historical Module 7 | ||||||||||||
| Contents: 2 22" x 32" maps, 5 countersheets, 38 pages of rules (Chapter V, plus reprinted Chapter O material from Red Barricades), 17 scenarios, 4 campaign games, chapter divider, charts/rosters | |||||||||||||
| Commentary: Of all the different
items of "ASL vaporware" over the years, Valor of the Guards is one of the
most infamous, second only to Armies of Oblivion. Yet VotG
differed from AoO in that the latter was vaporware for so many years
primarily because of a lack of people working on it, whereas VotG was seemingly being worked
on forever. Its origins and antecedents date all the way back to the
"Central Rail Station" project that appeared in the On All Fronts
newsletter in the early 1990s. With a subsequent map from Don Petros,
Tom Morin took on the task of making a full-fledged historical module out of it, aided by
Vic Provost and the "Bunker Crew" and many others.
For years, players could occasionally see playtesting of the module going on at ASL events, or hear references on-line to work being done on it, but it seemed like a never-ending project. Finally, however, Tom Morin turned the game in to MMP and ASLers around the world rejoiced, thinking that its release would finally be imminent after MMP put the game up for pre-order and it had thousands of pre-orders in virtually no time at all. However, ASLers did not realize that VotG had simply entered Vaporware 2.0, as it languished for two more years at MMP as credit card numbers expired and countenances became crestfallen. Finally, however, just as in Charlie and the Chocolate Factory, when people began to notice signs that Willie Wonka might have re-started his chocolate factory, ASLers began to see signs of VotG-related activity at MMP in 2007 and it seemed that the long-awaited module might finally debut. Debut it did at the Winter Offensive ASL tournament in January 2008, to great acclaim. It is impossible to say that any game that took so very long to come out is truly "worth the wait," but VotG is nevertheless undeniably of great value (literally, too, in the sense that it is underpriced!). It is chock full of components and every aspect of the module seems filled with tender loving care. VotG is an impressive offering. What is Valor of the Guards? It is a historical module set in Stalingrad depicting German attempts to capture sections of downtown Stalingrad, from Pavlov's House to the Stalingrad-1 Rail Station. Scenarios range from the early German attacks in September 1942 all the way to the reduction of the final pockets of the encircled 6th Army by the victorious Soviets in January 1943. Most ASLers, of course, will know that the first and most famous ASL historical module, Red Barricades, was also set in Stalingrad, and may wonder what this module has to offer that is truly different. That is a difficult question to answer. The creators of VotG, of course, assert that it has a very different feel, and it is true that whereas the Red Barricades map was dominated by large factory buildings, the VotG map contains smaller buildings and more open areas. Nevertheless, the module is reminiscent of Red Barricades in many respects, from the map artwork to the basic situation (Soviet-German urban combat in Stalingrad in 1942). And the terrain in both VotG and Red Barricades contain a similar rubble/debris/shellhole strewn landscape. People who have played Red Barricades will feel instantly at home in VotG; even one of the scenarios, VotG1 (The First Bid), contains a title reference to RB7 (The Last Bid). Though the two games do not connect (the two areas were far apart geographically), Valor of the Guards is indeed a "sequel" to Red Barricades. People who disliked Red Barricades are not likely to embrace Valor of the Guards. In another sense, the question of how much the two modules are different is somewhat irrelevant, simply because even if they were hardly different at all, the subject matter itself is so popular among ASL players that another Stalingrad-related module would attract considerable support and interest. The large two-part map, hand-painted by Don Petros (in what may well be the last hand-painted official ASL map release), is attractive (though that seems like a strange word to use for the rubble strewn terrain of Stalingrad). Like Red Barricades, it depicts a stretch of Stalingrad adjoining the Volga River (including ferry crossing points, which can play an important role). The attention to detail is admirable. In a nice touch, geographic areas such as streets and significant buildings are labeled, so players can easily identify the Brewery, Pavlov's House, the State Bank, and other features. Even the standing buildings have a distinctly battered appearance, as the shapes of some suggest corners sheared off, while many other building depictions are actually Gutted Buildings, the artwork for which closely resembling the look of such buildings from aerial photographs. Overall, the map is very nice. VotG comes with 5 full countersheets. Sheet 1 contains hex control markers and a few other markers, but primarily contains German and Soviet (mostly the latter) units and weapons. The Soviet markers include a new squad type, the NKVD squad, which is a 6-2-8 squad (note no assault fire) with a hammer & sickle flag on the counter. Its reverse side morale is 9 (and all its officers are commissars!). There is also a new, "crappy" commissar (8+1). Sheet 2 contains a few German AFVs (nothing interesting; there is only one new vehicle type, a modification of a German AA halftrack), but mostly markers, ranging from No Move and Trench counters to new items such as "Interdicted" markers (for ferry piers) and "Fanatic Strongpoint" markers. Sheet 3 consists mostly of control and other markers, but also introduces special counters for German and Soviet Assault Engineers (presumably to differentiate them from other, similarly valued counters on the mapboard); these counters depict a DC in the upper left hand corner and include increased smoke exponents. Sheet 4 is just a passel of extra German and Soviet squads and SW. Sheet 5 is another informational marker sheet which looks as if it came from Red Barricades. The VotG rules explain the new counters and features, but focus on the terrain. Strangely, rather than incorporating rules for terrain types such as debris into Chapter V, the rules simply reference the relevant Red Barricades rules. However, since MMP could not guarantee that purchasers would actually have Red Barricades (which has gone in and out, mostly out, of print), they reprinted those pages of the Red Barricades rules for inclusion in VotG, which as a result comes with about 6 Chapter O pages. It would have been more convenient simply to incorporate the debris, etc., rules into Chapter V. New features include rail cars, partially collapsed buildings, gutted buildings, fountains, ciy squares, and Volga piers. However, it only takes 4 pages of rules to explain all of this (plus the 6 Red Barricades rules pages, of course). The vast majority of the rules are reserved for the campaign games (although a few of the campaign rules seem to get used in scenarios as well). VotG comes with 4 campaign games, one more than Red Barricades. Campaign game rules introduce fanatic strongpoints (of three types) and ferry landings. Campaign Game I (The Central Railway Station) is 8 CG dates long and features the German attack on the Stalingrad-1 Rail Station and the Nail Factory in mid-September 1942. It only uses part of the map area. Campaign Game II (Drive to the Volga) is 9 CG dates long and apparently uses the entire map area; it seems to be a wider version of CGI. Campaign Game III (Battle along the Riverbank) is a shorter CG set later in September; it has only 5 CG dates and uses the whole map. The fourth campaign, CGIV (Savage Streets of Stalingrad), combines CGII and III into one larger campaign from September 14-27, 1942. Like Red Barricades, the campaign games all depict periods of German attacks. Perhaps some day someone somewhere will set an ASL module in January 1943 when the Soviets were on the attack. Don't hold your breath. At least VotG does have a scenario from the last days of the encirclement, which is more than any other project has. Overall, from its title to its arwork, VotG is refreshingly un-Germanocentric, unlike so many other ASL products. One area in which VotG differs--and in a positive way--from its predecessor Red Barricades is in the number of scenarios that come with the module. VotG comes with 17 scenarios of a variety of sizes which collectively offer more and better playing opportunities than did the scenarios in Red Barricades (which had a weak collection of scenarios). The scenarios tend towards the very large in size; only 6 could be considered small or medium-sized, while another 6 are large in size, and 5 more are what could only be considered "extra large" scenarios. VotG1 (The First Bid), for example, is 19 turns long and features 100 Soviet squads, 10 guns, and 13 AFVs defending against an attack by 81 German squads, 2 guns, 21 AFVs, plus OBA and Air Support. VotG12 (Siberian Shockwave) depicts a Soviet attack with 44 squads and 4 guns against German defenders that include 36 squads, 2 guns, and 4 AFVs. The Soviets have OBA while the Germans have Stukas. VotG9 (Eviction Notice) is the tournament-sized scenario that will probably see the most play. OBA is present in 4 of the 17 scenarios, Air Support in 6, Night Rules in 3, and Boats in 3. Interestingly, Soviet attacks far outnumber German attacks in the scenario selection, so scenarios rather than campaign games may be the preferred option for people who want to see the Soviets on the offensive in Stalingrad in VotG. Overall, the production quality and attention to detail is extremely high. Assuming the scenarios and campaign games are as good as advertised, this module is likely to be one of the more popular ASL modules. Red Barricades fanatics in particular may be attracted to this module, as it offers variations on their tried and true Stalingrad battleground. It is a very impressive release and well worth the price. Three more VotG scenarios, designed by the makers of VotG, are included in Issue #23 of Dispatches from the Bunker--an issue that appeared long before VotG itself actually did! Another three VotG scenarios appear in ASL Journal #8: VotG19 (Cellar Dwellars), VotG20 (Terror at Twilight), and Votg21 (Defending the Voentorg).
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ASL Starter Kit (ASLSK)
| Title: Advanced Squad Leader Starter Kit #1 | |
| Publisher/Date: MMP (2004) | Product Type: Starter Kit 1 |
| Contents: 2 8" x 22" unmounted maps (y, z); 1 countersheet; 6 scenarios; rules, charts, dice | |
| Commentary: In 2004, MMP debuted
a new form of ASL, the ASL Starter Kit #1 (ASLSK1), designed to introduce
new players to ASL and to get intimidated past purchasers of ASL to
actually try the darn thing. Condensing the gist of the ASL infantry
rules into just 12 pages of rules (and actually, much of that is
illustrations and examples), ASLSK1 designer Ken Dunn distilled the
essence of ASL into a small and elegant package. Publishing the
Starter Kit was probably the single smartest decision made by MMP in its
years of stewardship of ASL; the Starter Kit has been reprinted twice
already in its brief existence. ASLSK1 provides German, American, and Soviet counters, as well as six fast-moving scenarios, the first of which is a perfect introductory scenario, as it does not use any support weapons and introduces units onto the map a few at a time. Its two geomorphic mapboards debuted the "new style" of ASL maps. Older geomorphic maps were printed on paper, which was then glued onto cardboard to create mounted mapboards. The new geomorphic maps are printed directly onto a thick cardstock. As a result, they are thinner (and presumably less durable) than the old style maps. MMP announced at the time that all its future geomorphic maps would use this new style; a decision that was unpopular in some circles, but seems clearly justified by the extreme cost of printing mounted mapboards (few other wargaming companies use any mounted mapboards). The new maps also use computer graphics rather than the handpainted style of earlier maps; many ASLers were sorry to see this development. With regard to the particular maps in ASLSK1, they are nothing to write home about--the terrain is necessarily limited, to keep the rules limited (later ASLSK maps are more varied). ASLSK1 was originally priced at $24, but was frequently sold at a sale price of $18, making it one of the best wargaming values anywhere. This was one factor which accounted for its success--many players were willing to try it out, because they had little to lose. Once they purchased it, most found that there was an incredible little game inside. The ASLSK is a better way to get into ASL than the original Squad Leader was, because the ASLSK and ASL are far more compatible than SL and ASL were; people moving from the Starter Kit to full ASL will have very little they will have to "unlearn." MMP planned, assuming ASLSK1 was well-received, to release two future ASLSK games, one that would introduce guns to the system and a third that would introduce vehicles. As the ASLSK popularity grew, MMP has made it clear that the Starter Kit has a future beyond the first three modules. This has led to some uneasiness among ASLers, most of whom were happy with the Starter Kit as a successful vehicle to bring "new blood" into the hobby but fewer of whom would equally embrace a more comprehensive system that actually threatened to become a rival to ASL. Yet this is more likely than not the future for the ASLSK. MMP has made French (http://www.cote1664.net/article.php3?id_article=74), Spanish (http://www.boardgamegeek.com/game/9823 and http://http://www.boardgamegeek.com/game/15126), and Japanese (http://www.multimanpublishing.com/downloads/ASLSK1_jpn.pdf) language rules for the ASL Starter Kit available, but as downloads rather than as printed products, marketed and sold in those countries. Click here for a full review of Advanced Squad Leader Starter Kit #1 by Mark Pitcavage. |
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| Title: Advanced Squad Leader Starter Kit #2 | |||||
| Publisher/Date: MMP (2005) | Product Type: Starter Kit 2 | ||||
| Contents: 2 8" x 22" unmounted maps (w, x); 2 countersheet; 8 scenarios; rules, charts, dice | |||||
| Commentary: The second of
its Starter Kit trilogy, the Advanced Squad Leader Starter Kit #2 (ASLSK2)
introduces players to on-board artillery pieces. Along the way,
Starter Kit players can have a chance to play new nationalities, including
British, Italian, and Allied Minors, in eight scenarios taking place in
Sicily, Greece, Luxembourg, Holland, Germany, and Italy (no East Front
action here).
Although it introduces new rules, ASLSK2 neatly sidesteps the trap into which original Squad Leader fell (wherein each subsequent expansion module introduced a new rulebook and made the series more confusing) by including a new rulebook that incorporates all of the ASLSK1 material (highlighting any changes to the original manual for ease of transition). As a result, should someone be so inclined, they could even skip the purchase of ASLSK1 and start with ASLSK2; it stands completely on its own. It is a nice solution to the problem. ASLSK2 introduces two more geomorphic maps to the system, one of which is boring, but the other, a hilly urban board, actually offers some real possibilities to scenario designers.
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| Title: Advanced Squad Leader Starter Kit #3 | |||||
| Publisher/Date: MMP (2007) | Product Type: Starter Kit 3 | ||||
| Contents: 3 8" x 22" unmounted maps (t,u,v); 3 countersheets; 8 scenarios; 28-page rulebook; 12-page vehicle/ordnance historical notes booklet; charts; dice | |||||
| Commentary: The Advanced Squad
Leader Starter Kit #3 (ASLSK3) concludes the Starter Kit trilogy by
introducing AFVs to the infantry and artillery
pieces introduced in earlier modules. As with ASLSK2, ASLSK3
contains a complete rules manual, meaning that one need not purchase
either of the earlier two starter kits before trying ASLSK3.
However, with 28 pages of rules, the ASLSK3 is a fairly big bite to chew
off, and beginning players might with to start with one of the earlier
Starter Kits before moving to ASLSK3.
The big draw for the third Starter Kit are the AFVs, allowing novice ASLSK players to duke it out with Shermans and Tigers. Only a small number of AFVs (all tanks except for two German and one British armored cars) are represented in the module. There are 14 U.S. tank counters (all of which are Sherman variants), 4 Italian tank counters (representing two types of vehicle), 44 German tank and armored car counters (including two Tigers and four Panthers), 9 British AFVs (most of which are Shermans or Stuarts), and 32 Soviet tanks (most of which are T-34s or Shermans). MMP also provides the full Chapter H notes for each AFV in a small booklet. Unlike Chapter H, however, it is printed in black and white. As in previous ASLSK modules, the scenarios are a mix of actions, including Crete 1941, Hungary 1944, Lithuania 1941, Sicily 1943, Arnhem 1944, Soviet Union 1943, Soviet Union 1944, and France 1944. Not all of the scenarios use AFVs; one is infantry only (so a player who buys ASLSK3 as his first module will not have to learn all the vehicle rules immediately). One scenarios is an all-AFV scenario. Because of the addition of vehicles, Starter Kit players will probably find that the scenarios play a little bit more slowly than previous Starter Kit scenarios. One of the scenarios has errata: S22 Another Summer's Day ERRATA: German Group 1 should have only 1 50mm MTR, not 2. |
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| Title: Beyond the Beaches: ASL Starter Kit Bonus Pack #1 | |||||
| Publisher/Date: MMP (2009) | Product Type: ASL Starter Kit mini-scenario/map pack | ||||
| Contents: 3 8" x 22" unmounted maps (p); 3 scenarios; 1-page rules | |||||
| Commentary: Beyond the Beaches
(BP1) is a small supplement for people who play the ASL Starter Kits,
adding another map to the system and a few scenarios. It is small in
size, but symbolically represents a point of departure that ASL players
should perhaps consider seriously (click here
to skip the "consider seriously" part and get straight to the product
description). When the ASL Starter Kit was first conceived, and published as ASLSK #1, the original idea was to assemble an easy-to-learn subset of the core ASL rules that would help newbies get into the ASL system by easing their way into full ASL. However, as sales of the first two ASL Starter Kits rose, MMP began to reconsider their original idea of having the Starter Kits act as an entrée into ASL and became more open to the notion of the ASLSK as an open-ended series of its own, with further "Starter Kit" products of different types to be released in the future. The decision was controversial, with some ASLers supporting it (or not caring), but others opposed to the de facto creation of a two-tiered system that would provide new products to people unwilling to make the leap from ASLSK to ASL. Some opposed the notion of such a two-tiered system, while others did not like the idea of those resources spent on something other than full ASL. Although MMP began work on a historical ASLSK module and an expansion set (sort of like an Action Pack for ASLSK), the first expansion beyond the three ASLSK core rules sets to actually see publication is BP1, which appears to have been a relatively hasty production designed for release to coincide with a "Military History Weekend" in Virginia for military history buffs, modelers, reenactors, and military miniatures enthusiasts. The release of BP1 is a good opportunity to visit the subject of to what extent ASLers should support the ASLSK series, now that it is going beyond a set of core basic rules into a true parallel system of its own. Many ASLers supported ASLSK#1, or even Kits #1-3, because of the likelihood that the ASLSK rules would bring new players to the system, players who would "graduate" to full ASL and become future opponents and friends (a phenomenon that has to some degree indeed occurred). Thus many ASLers bought the ASLSK products in order to teach the system to new players, or simply to support MMP in an idea they agreed with. Others bought the products, even though they had no intention of using them, because they were completists, because they thought the maps might be used in full ASL scenarios (as they have, to a limited degree, though only with two official scenarios to date, plus various unofficial scenarios), or because they simply were loyal MMP fans and wanted to support the company that produced ASL. But should those ASLers similarly support these new expansion products? Unlike the core ASLSK modules, these expansions are products, after all, that do not cater to people interested in getting into full ASL, but rather cater to those people who are NOT interested in getting into ASL, but want to stick with ASLSK. Moreover, the more of these expansions published, the greater the chance there will be that more ASLSKers will decide not to bother learning the full ASL rules, though they otherwise might have made the effort. Thus, "strategically" these products have little to offer ASLers. Do they offer anything else of value to ASLers? So far, the answer is not much, primarily because MMP has shown extremely little interest in providing ASL value to any of their ASLSK products. No ASLSK product contains any full ASL scenarios whatsoever, not even conversions of the ASLSK scenarios in those products. Nor has MMP independently provided ASL conversions of their ASLSK scenarios for purchase or download. Only one ASLSK map has ever appeared in an ASL product (map v, which was included in an issue of the ASL Journal), and only two official ASL scenarios use any ASLSK maps (one scenario appearing in the ASL Journal and one in Action Pack #3). Nor does MMP currently allow people to buy ASLSK maps individually, so that ASLers can use them with official or unofficial scenarios that utilize such maps; ASLers who seek those maps are instead forced to buy the whole ASLSK product, even though they may have no use for the remaining components. So far, MMP's rollout of the ASL Starter Kit has not treated loyal ASLers all that well. If ASLSK expansions included considerations for ASLers, it would be another matter, but it does not appear as if this will be the case (obviously it is not the case for BP1). It is a legitimate question as to how much ASLers should support the expansion of the ASL Starter Kit, since so far there's been little about ASLSK that has supported ASLers. Leaving aside the broader issue of ASL vs. ASLSK, it is time to bore down to the specifics of BP1. BP1 is a relatively minimalist product that sells for $10; for that amount, one gets a geomorphic mapboard, three scenarios, and a page of rules (back-printed on one of the scenario cards and also doing double duty as the product's back matter). Given its origins, and the fact that all three of the scenarios seem designed for use with ASL Starter Kit #1, it seems likely that both products (ASLSK1 and BP1) were offered for sale at the military buff convention at which BP1 debuted. Ten dollars doesn't seem like much, but one doesn't get much for it, either, and more than $3 a scenario is fairly pricey, given the relative lack of other components. Though it has no effect on game play whatsoever, it should be noted that BP1 comes with a very striking cover illustration. The product is merely shrink-wrapped, rather than coming in a baggie or box, so players will have to find some way to store the components on their own. The three scenarios that come with BP1 are all tiny American vs. German scenarios set in Normandy. The most squads any side has in any of the scenarios is seven, so the (all infantry) scenarios will play very quickly. The whole project has an air of being thrown together somewhat hastily, without the care that typically attends official ASL product development. The scenario cards contain more typos and punctuation errors than official products usually do (and someone seriously needs to learn about commas), and some of the scenario rules don't seem adequately proofread, either. For example, in S43 (Clearing Carentan), the third SSR states that "the Americans can use any available DC counter without penalty." All well and good, except that there is only a single DC counter in the entire scenario (and all the American troops are anyway elite). It is as if the German OB originally contained a DC that was later eliminated, but the rules reference to it was never deleted. Postscript: After this review was released, MMP clarified that the SSR was included because American DC counters were not added to the ASLSK countermix until after ASLSK1 was published, so owners of that product only would have no American DC counters to use. Unfortunately, the SSR seems to refer to play conditions, not OB selection and set-up. It might have been better had the SSR simply read something like "Players without an American DC counter can substitute a German DC counter, with no captured-use penalties applying." Several of the scenarios feature "lite" versions of complicated ASL rules sections; namely, OBA and HIP. In each case, an SSR paragraph is used to construct a simplified rule designed to capture the major effects of the actual ASL rule. In doing so, some of the effects are considerably different. For example, the OBA SSRs bring down a 16FP column IFT attack on a seven-hex grouping, but unlike normal ASL, TEM is not taken into account, making it potentially much more devastating (especially considering how tiny the scenarios are). Some of these rules, too, do not seem adequately edited. For example, the faux-HIP rule in S43 states that if an American unit enters a hidden German unit's hex during the Advance Phase, then close combat will ensue and "the hidden unit gets a -2 on the ambush dr if in a building hex." But the very first sentence of this SSR states that the Germans may only place hidden units in building hexes, so the second reference is at best redundant and might even confuse new players. It seems likely that this error appeared because the designers cut and pasted the HIP SSR from S42 (One More Hedgerow), which allows HIP in three types of terrain (two of which would be ambush terrain), without adequately editing it. Similarly, sentences such as "An attack against a hidden unit is resolved as Area Fire with half FP on the IFT" could be confusing to ASLSK players, who may not understand that this is a reference to firing at an empty hex that might contain a hidden unit. The S42 version of this SSR adds "or for ordnance by adding a +2 DRM." However, S42 contains no ordnance, not even a simple mortar. Did the OB originally contain an American mortar, perhaps later deleted for compatibility with ASLSK #1? Perhaps so, but the rule as is may leave newbie players wondering what is even meant by the word "ordnance" in this context. It is pretty sloppy. In addition to these SSRs, BP1 also comes with a page of Hedge rules, printed on the back of a scenario card. This should immediately raise alarm bells for ASLSK players. The single most problematic aspect of the original Squad Leader series (Squad Leader, plus its three "sequel" gamettes) was that each new SL product introduced more rules, in a separate rules booklet, some of which replaced or modified rules in earlier products. Players needed to be able to keep track of rules in a variety of different rulebooks and it became extremely difficult to do so. This is one of the major reasons why ASLSK #2 and ASLSK #3 recapitulate the entire ASLSK #1 rules, as opposed to simply adding new rules (the other reason is so that people can "start" with one of the later kits). Even so, there are currently three separate "versions" of the ASLSK rules, and now a fourth rules section, which is not even printed as a rules page but included on the back of a piece of cardstock. It seems as if the squadleaderization of ASLSK has now begun. The "Hedge Rules" add simplified rules for ASL hedges, made possible by the fact that the accompanying map is carefully designed so that there are no hedges adjacent to terrain such as woods or buildings. One hopes that these were adequately developed, but given that even the full ASL wall/hedge rules just recently were given a revision for clarification purposes, a quarter century after their initial release, it may be a bit optimistic to assume so. Some of the language used may be rather confusing for beginners, such as the rules for LOS along a hedge hexspine: "A hedge laying lengthwise (on a hexspine) exactly along a LOS is a LOS obstacle only if the hedge hexspine is not touching the viewing or target hex, or if touching one of the viewing/target hexes and the vertex opposite of the viewing/target hex has walls/hedges on all of its three hexspines." It doesn't help that the rules sometimes refer to walls, as in the above example, which are non-existent in ASLSK. The Hedge TEM rules state that "the TEM of a hedge is +1 if the target is in the hex formed by that hexside/hexspine," but they do not add "and the fire crosses a hedge hexside/hexspine," so reading the rules literally, it could seem that no matter where the fire came from, a unit adjacent to a hedge could claim hedge TEM. Interestingly, the way the hedge "wall" advantage rules are written, a unit in a woods/building hex could simultaneously use the woods/building TEM yet still have wall advantage over the hedge (though the way map p is constructed, there are only two places where a hedge is adjacent to a woods or building hex: V0 and T5, both of which are adjacent to hexspines). The rules also don't explain what happens when two enemy units face each other across a hedge hexspine. Is there "wall" advantage? Do both sides get the TEM? ASL players, of course, know the answers, but ASLSK players would not. The Hedge Rules are encompassed in just four paragraphs; however, there is also an illustrated example to depict how they work. Some of the example text could have been better worded. For example, explaining LOS, the example text reads: "Generally, you can see the hex immediately behind a hedge hexside, but cannot see beyond that hex." It probably needed to have the phrase "unless you are adjacent to a hedge hexisde/hexspine," after the word "generally." The example text also states that "this also applies when LOS is traced along the hexside, not through the hexside." Was one of these supposed to be "hexspine?" It is also only from the example, not from the rules, that one learns that a unit without wall advantage can still get the Hedge TEM if fired at by a unit that does not actually possess that wall advantage. Given the nature of map p, which features grain fields with hedge hexsides in which the grain butts up right against the hedge depiction, it probably would have been useful for the rules or the examples to clarify whether fire shot down a hexspine (such as from BB9 to Z9) gets a grain hindrance DRM or not. The last component in BP1 is the map, map p. This map depicts a small crossroads hamlet with stone buildings, as well as some outlaying orchards and fields. Judging by the scenarios, one of which even includes a form of "bocage" rules, it is apparently supposed to stand in for hedgerow terrain in Normandy, which it resembles not at all. It is, however, a serviceable village board. The buildings are not so tiny as in some other ASLSK maps, so LOS is not as wide open as in those maps. The artwork is better, too, than in some earlier ASLSK maps. Unfortunately, the map contains a physical defect, in that it was somehow improperly cut, with a small part of row GG "chopped off," such that when the board is folded in half, one half-board is slightly shorter than the other half-board. This will not affect any scenario that only uses map p, but will be irritating to players trying to line that map edge up with other map edges. It is reminiscent of some of the poorly cut ASL mounted maps, which were a problem the new style mapboards were supposed to have eliminated. As a product, BP1 seems somewhat sloppy compared to previous ASLSK releases; it does not appear to be one of MMP's better efforts.
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| Title: The General | |
| Publisher/Date: Avalon Hill (1964-1998; ASL content 1986-1998) | Product Type: Magazine |
| Contents: ASL contents included articles and scenarios. | |
| Commentary: The General was
the long-running house magazine published by Avalon Hill to promote and
supplement its board wargames. Issues of The General included
articles on game strategy, history, variants, game replays, and more.
Occasionally variant counters or other game materials would see print. The General covered ASL regularly from the game's publication until the magazine's demise. The most common feature was a long-running "column" on SL/ASL, Squad Leader Clinic, by Jon Mishcon; however, its actual useful content was slight. However, from time to time more substantial articles would appear in The General (many of these were later collected and published as "ASL Classic." The General was also a regular source of ASL scenarios. At first, such scenarios appeared irregularly, but in its last years, nearly every issue of The General would feature one or two ASL scenarios. Almost 90 ASL scenarios were published in the pages of The General, including a number of classics such as G6 (Rocket's Red Glare), T1 (Gavin Take), T4 (Shklov's Labors Lost), and the Squad Leader remakes, A (Guards Counterattack) and E (Hill 621), among others. The scenarios also included a fanciful scenario making use of a map appearing in an Avalon Hill Civil War game. One issue of The General, Volume 28 Number 6, contained a small countersheet with variant counters for several Avalon Hill games, including several German and French ASL counters to fix errors in their original versions. Another issue, Volume 30 Number 3, included corrected DASL overlays. They had originally come with the ASL Annual 95, but had been printed at the wrong size. The overlays in The General corrected the sizing error.
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| Title: ASL Classic | |
| Publisher/Date: Avalon Hill (1998) | Product Type: Magazine (single issue) |
| Contents: ASL contents included articles and scenarios. | |
| Commentary: With ASL
Classic, Avalon Hill decided to reprint some of the better articles and
scenarios that had appeared in out-of-print issues of The General.
The articles also included the most influential/controversial ASL-related
article to appear any other ASL-related publication,
the dreaded "One-Half FP: The Incremental IFT Variant," which
introduced the IIFT to ASL. However, few of the articles are
remarkable, and in general, the articles in the ASL Annual and ASL Journal
are of higher quality. The 16 scenarios included A (The Guards Counterattack), B (The Tractor Works), C (Streets of Stalingrad), D (Hedgehog of Piepsk), E (Hill 621), F (Paw of the Tiger), G (Hube's Pocket), H (Escape from Velikiye Luki), I (Buchholz Station), J (The Bitch Salient), T1 (Gavin Take), T2 (The Puma Prowls), T3 (Ranger Stronghold), T4 (Shklov's Labors Lost), T5 (The Pouppeville Exit), and T6 (Dead of Winter). These are solid scenarios worth getting.
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| Title: ASL Annual | |
| Publisher/Date: Avalon Hill (1989-1997) | Product Type: Magazine (published more or less annually) |
| Contents: ASL contents included articles, scenarios, and the occasional map. | |
| Commentary: In 1989, with
the audience for ASL growing ever larger, and the clamor for new materials
ever greater, Avalon Hill decided to launch an annual compendium of ASL
material, both to satisfy the demand and to insure that ASL material would
not swamp the pages of its house magazine The General. The result
was the ASL Annual. Its first issue, Annual 89, contained material
for both Squad Leader and Advanced Squad Leader, but the annual quickly
became an exclusively ASL publication. The ASL Annuals--for the most part--were of high quality, with good articles combined with strong scenarios. Some of the issues are definitely stronger than others. The final two Annuals, 96 and 97, were produced by MMP under the auspices of Avalon Hill, and this is immediately obvious; these issues resemble MMP's old magazine Backblast with higher production values. Altogether, eight ASL Annuals were published, one for each year except 1993 (which saw two) and 1994 (which saw none). Some ASLers produced a satirical "ASL Manual 98" in 1998, featuring Mad Magazine's Alfred E. Neuman on the cover and a scenario featuring Godzilla. Highlights ASL Annual 89. 64 pages. The articles are not particularly interesting, though "One-Half FP: The Incremental IFT Variant," introducing the IIFT, is printed herein. Scenarios include two Squad Leader scenarios--which look remarkably anachronistic to modern eyes--and 15 ASL scenarios, including the following noteworthies: A1 (Tavronitis Bridge) and A7 (Slamming of the Door). All in all, not one of the better Annuals. ASL Annual 90. 64 pages. The Annual's second outing once more has a weak article offering, although it does have an ASL "series replay," a very popular type of article in which two players and a neutral observer play out an ASL scenario, offering comments along the way. However, its 16 scenarios include some nice ones, such as A15 (Stand Fast the Guards), A17 (The Penetration of Rostov), and one of the all time ASL favorites, A25 (Cold Crocodiles). ASL Annual 91. 64 pages. Another Annual weak on articles, although one of the articles is a very good and meaty series replay of a Red Barricades campaign game. Good scenarios include A28 (The Professionals), A29 (A Meeting of Patrols), the classic A32 (Zon with the Wind), A33 (Tettau's Attack), A35 (Guards Attack), A37 (Dreil Team), and A38 (North Bank). The strength of the 16 scenarios makes this Annual one of the ones worth picking up first. ASL Annual 92. 80 pages. The fourth ASL Annual is the fourth in a row weak on articles. Too many of the articles in the early Annuals are historical articles or overviews of some sort (many of dubious quality), with very few articles on game play (this would improve in later Annuals and in the ASL Journal). The 15 scenarios in Annual 92 are a mixed bag, with no true classics among them, although some of the PTO scenarios included are memorable, including A41 (OP Hill), A47 (White Tigers), and DA10 (The Tiger of Toungoo). ASL Annual 93a. 48 pages. What would have been Annual 93 was instead split up into two smaller magazines, Annual 93a and Annual 93b. Annual 93a was the first issue with a strong article selection, including an article on tank warfare by Bruce Bakken, a scenario crossfire by Robert Banozic and Mark Nixon, and a look at bypass by Philippe Léonard, among others. Annual 93a has 11 scenarios, including some very strong actions that include two genuine classics, A59 (Death at Carentan) and A60 (Totsugeki!), one of the all-time great ASL scenarios. All in all, this is one of the better Annual issues. ASL Annual 93b. 48 pages. A mediocre mix of articles and some indifferent scenarios might have let Annual 93b drop to the bottom in terms of interest, but it is redeemed by the inclusion of a historical mini-campaign game designed by Dan Dolan on the invasions of Gavutu and Tanambogo, two tiny islands off Guadalcanal, in 1942. The maps are essentially designed as overlays that can be cut out and used with ocean overlays to create the terrain needed for the scenarios and campaign game. This was the first time Avalon Hill had tried anything so inventive and it was well worth it. The issue does have a few good scenarios, notably the massive A63 (Action at Balberkamp) and A66 (Counterstroke at Stonne). ASL Annual 95. 96 pages. Depending on whom one talks to, Annual 95 is either the best annual ever published or the worst; opinions are highly polarized. It is easy to see why. On the one hand, Annual 95 was sloppily composed--it is full of errata, including an entire sheet of DASL overlays that are useless because they are the wrong size. On the other hand, this issue contains probably the highest proportion of good and/or classic ASL scenarios of any Annual. On the third hand, many of those scenarios were not original scenarios but reprints of scenarios first published in third party publications--which is to say that many ASL grognards already had them. But on the fourth hand, the article content is strong and the issue is the longest of all the ASL Annuals. These sorts of controversies were typical of Gary Fortenberry's relatively brief reign at the helm of ASL before Avalon Hill brought MMP in to handle the series. Good articles include a "crossfire" analysis by Robert Banozic and Mark Nixon, an article on routing by Steve Tinsley, and a Kampfgruppe Peiper I series replay. Annual 95 includes many impressive scenarios, including the all-time classic A68 (Acts of Defiance, reprinted from Critical Hit), A69 (Broich Bash, reprinted from In Contact), A70 (Wintergewitter, reprinted from At the Point), A72 (Italian Brothers, reprinted from At the Point), A80 (Commando Schenke, reprinted from Tactiques), and A88 (Surprise Encounter, reprinted from The Route Report). Well, at the very least, Gary could pick a winner. Despite the errata, the tremendous scenario strength in this issue makes it well worth getting. ASL Annual 96. 64 pages. The MMP-produced Annual certainly looks like it; the scenario content is overwhelmingly rules-related, including articles explaining snow, moving/motion/non-stopped status, CX limitations, gliders, and caves and cave complexes. The scenario selection is average, but does include the gems (some of them unpronounceable) A93 (Faugh A' Ballagh!) and A98 (Crossing the Gniloi Tikitsch), and the classics A103 (Mayhem in Manila) and A104 (In Front of the Storm). These scenarios make this issue worth getting. ASL Annual 97. 64 pages. The last Annual, this issue featured a wonderful going away present--a small historical map of Nhpum Ga in northern Burma, and scenarios (but no campaign game) to accompany it. That fact alone has made Annual 97 a prized possession, and hard to find. The article content is not bad, including a series replay of G28 (Ramsey's Charge) and an interesting article on early war anti-tank strategies by Tate Rogers. Among the better scenarios are the exciting A110 (Shanghai in Flames), A115 (Blockbusters), and A117 (Maggot Hill).
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| Title: ASL Journal | |||||||||||||
| Publisher/Date: MMP (1999- ) | Product Type: Magazine (published more or less annually) | ||||||||||||
| Contents: ASL contents included articles, scenarios, and the occasional map. | |||||||||||||
| Commentary: Following the
demise of Avalon Hill, MMP obtained the license from Hasbro to continue to
produce ASL products; their first effort was an ASL publication called the
ASL Journal, which was the old ASL Annual under a new name.
Subsequent Journals followed, at a rate of not quite one per year.
In style and content, the ASL Journal was identical to the ASL
Annual--which was no negative, as the Annual/Journal has towered above all
other ASL related publications in terms of quality. Highlights ASL Journal 1. 64 pages. The Journal set the bar high with its first issue. The article content was an extremely pleasing mix of every sort of article: rules articles (such as one on SMOKE by Tom Huntington), a series replay (of A109 (Scouts Out), by J.R. Tracy, Chris Kavanaugh, and Michael J. Puccio), a new SASL mission, a new Red Barricades campaign game, articles on learning and playing the PTO, and more. The scenario content was equally strong, with 12 scenarios that included one of the all time ASL classics, J1 (Urban Guerillas, designed by Pete Shelling), as well as the gems J2 (Battlin' Buckeyes), J7 (Slow and Steady), J8 (Block Busting in Bokruisk), J9 (A Stiff Fight), and J12 (Jungle Fighters). ASL Journal 1 is a must-have. ASL Journal 2. 70 pages, 2 countersheets, historical map. How do you top Journal 1?
How about making Journal 2 longer, with more scenarios, plus a historical
map and some countersheets? That is just what MMP did, which made
ASL Journal 2 one of the best ASL bangs for the buck. Its main
feature was a beautiful historical map of Kakazu Ridge on Okinawa drawn by
Don Petros and accompanying scenarios designed by Dan Dolan (of
Gavutu-Tanambogo fame) that allow some late-war PTO cave-fighting action.
The countersheets that come with Journal 2 primarily provide fixed
counters to replace errors in Blood Reef: Tarawa and Doomed Battalions.
Articles include features on Kakazu Ridge, designer and developer notes
for Pegasus Bridge, a comprehensive rout example (later included in the
2nd Edition ASL Rulebook), and good articles on armor use by Matt Shostak
and Chas Smith. ASL Journal 2 includes 24 (!) scenarios, which
include some real classics (a number of the scenarios are reprints from
Hell on Wheels, a scenario pack from Bounding Fire Productions designed by
Chas Smith). Noteworthy scenarios include J19 (Merzenhausen Zoo),
J20 (The Guns of Naro), J23 (Kampfgruppe at Karachev), J24 (Smashing the
3rd), J27 (High Tide at Heiligenbeil), J28 (Inhumaine), the classic J32
(Panzer Graveyard), J33 (The Slaughterhouse), and J35 (Siam Sambal).
This combination of value makes ASL Journal 2 one of the great ASL
products--unfortunately it is out of print and very pricey on the
secondary market. ASL Journal 3. 80 pages. The longest of all the Journals, it also sported by far the ugliest cover. It also had a weak article selection, with a plethora of historical articles as well as rules articles on obscure subjects such as trucks and anti-aircraft guns. It did provide a mini-campaign game of sorts, designed by Pete Shelling, in the form of several linked scenarios, and an SASL mission. The meat of Journal 3, though, was in its 30 (!) scenarios, the most that would ever be included in an ASL Annual/Journal. These include some nice actions, such as J37 (Tretten in Flames), J41 (By Ourselves), the classic J43 (3rd RTR in the Rain), the classic J44 (Audacity!), J45 (The Last Roadblock), J46 (Strongpoint 11), the classic J59 (Friday the 13th), the classic J60 (Bad Luck), and J63 (Silesian Interlude). The strength of the scenarios make this an issue well worth getting. ASL Journal 4. 48 pages. Following Journal 3, MMP made a concerted effort to tone down the size of Journal issues and make them more manageable to produce. Starting with Journal 4, issues would have 48 pages and 12 scenarios each. So Journal 4 definitely looks less meaty than Journal 3, and it is. It is also, unfortunately, one of the weaker Journals, with historical articles on Indochina and obscure AFVs, and other light fare. Many of the scenarios feature British Bren gun carriers, which are not exactly the sexiest vehicles in World War II. Nevertheless, Journal 4 does have some strong scenarios, including J69 (The Army at the Edge of the World), J74 (Priests on the Line), and J76 (Ultimate Treachery). Overall, though, despite the attractive cover art by Ken Smith, it is not the strongest of ASL Journals. ASL Journal 5. 48 pages. Featuring another strong Ken Smith cover, ASL Journal 5 improved in article content, with a greater emphasis on gameplay, including an article on jungle tactics by Mark Pitcavage and an analysis of the campaign game in Operation Veritable by Oliver Giancola. Pete Shelling provided another set of linked scenarios, this time in the desert, while Ian Daglish contributed a useful article on AFV passenger and crews. Unfortunately, the scenario content was not as strong; some scenarios were just not interesting, while others were not balanced. Best of the lot include J84 (Makin Taken) and J88 (Escape to Wiltz). Strangely, two scenarios released when ASL Journal 5 were released were not published in the magazine but only online. They can be downloaded for free at http://www.multimanpublishing.com/downloads/W1.pdf and http://www.multimanpublishing.com/downloads/W2.pdf. Overall, Journal 5 is one of the weaker ASL Journals. ASL Journal 6. 48 pages, HASL map and CGs. After relatively weak issues in Journals 4 and 5, the ASL Journal makes a great rebound with Journal 6, which features the most striking cover illustration (by Ken Smith) to appear on any ASL magazine or game. What makes Journal 6 so special is the inclusion of a attractive historical map, along with accompanying scenarios and campaign games for Primosole Bridge in Sicily. This adds considerable value to Journal 6, even though the article content is weak. Good scenarios include J92 (Your Turn Now), J94 (Kempf at Melikhovo), J98 (Lend-Lease Attack), and J100 (For a Few Rounds More). ASL Journal 7. 48 pages, 8" x 22" unmounted geomorphic map (v). The seventh ASL journal (with another excellent Ken Smith cover illustration) comes with a modest extra, an unmounted geomorphic mapboard (which later was included in ASLSK3), but articles and scenarios are the main content. The article content is not particularly strong, with much of the issue taken up with part two of an over-lengthy historical article on the British Army. However, there are gameplay articles on HIP and Commissars and a scenario analysis of HS26 "Got Milk" from Operation Veritable. The magazine also includes the latest ASL errata, one piece of which (which adds an extra -1 TEM to bridge hexes) was particularly controversial. Of more interest, perhaps, are the 12 scenarios (one of which, confusingly, is a "missing" scenario from Armies of Oblivion and is thus numbered 122 rather than Jx). The emphasis is on tournament-sized scenarios; almost every scenario is small or medium-sized, with only one that could be considered large. Three of the scenarios are reprints of scenarios that originally appeared in the French ASL magazine Le Franc Tireur. Thematically, the scenarios are very narrow; every scenario is set either on the East Front or in the Balkans. However, overall, they are a decent set of scenarios. Good scenarios include 122 (Extracurricular Activity), J103 (Lenin's Sons), J105 (Borodino Train Station), and J111 (Prussia in Flames). Scenario J106 (Marders not Martyrs) is the scenario that uses board v. ASL Journal 8. 64 pages. Journal 7 came out in 2006; few people at the time thought they would have to wait until 2010 before seeing another issue of the journal. This issue is a no-extras issue, but at least is longer in content than most recent (cough) issues of the journal. The article content is okay; perhaps most interesting is an article by ASL whizzes Bret Hildrebran and J.R. Tracy that provide two very contrasting set ups for scenario J113 (Maczek Fire Brigade). Matt Shostak also provides a good analysis of J74 (Priests on the Line). This issue of the Journal comes with 16 scenarios, though of these, 6 are reprints from third party publishers. Several of the reprints are from the highly regarded Swedish ASL scenario pack series Friendly Fire; these, combined with original scenarios by Swedish designer Ola Nygårds, give the issue a certain Scandinavian flair. Certainly the abovementioned J113 (Maczek Fire Brigade), a Friendly Fire creation, is an excellent scenario that deserved enshrinement in the pantheon of "official" ASL scenarios. Of particular note is the presence of three additional scenarios for Valor of the Guards: VotG19 (Cellar Dwellers), VotG20 (Terror at Twilight), and Votg21 (Defending the Voentorg). That last one is a somewhat novel three-part scenario in which three small actions are combined into one. Fans of DASL will no doubt appreciate the two DASL scenarios included in Journal 8: J123 (Charging Chaumont) and J124 (Cobra Kings). Overall, there is a very nice mix of small, medium, and large scenarios (though no very meaty ones). Many are nicely tournament-playable. Two scenarios use OBA (plus another that places a bit of OBA SMOKE); no scenarios use Night or Air Support rules. Of the scenarios, J113 (Maczek Fire Brigade) and J118 (Elephants Unleashed) are excellent, both destined to be classics. J116 (Brigade Hill) is a solid, tournament-sized PTO scenario featuring Japanese and Australians (all three of the preceding scenarios are reprints). J120 (Ishun Tank Traps) is a tournament-sized East Front scenario with a very interesting twist: the German player may create 6 hidden tank trap hexes that AFVs can potentially fall into. J125 (Everything Is Lost) is that rare geomorphic map scenario with Sewer Movement (for aficionados of reeking tunnels). Overall, it is a very nice effort, though an extra "goodie" would have made it even better. One hopes, though, that there will not be such a long wait between Journals 8 and 9 as there was between Journals 7 and 8.
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| Title: Out of the Attic #1 | |
| Publisher/Date: MMP (2003 ) | Product Type: Magazine (published extremely erratically) |
| Contents: Articles, scenarios. | |
| Commentary: Out of the Attic was
conceived of as a way to bring long out of print third-party scenarios to
the newer ASL audience; its contents consisted of reprints of old articles
and scenarios. Its articles were generally good, with many of them
focusing on night rules, including a good overview of night rules by J.R.
VanMechelen. This article, like several others, originally appeared
in MMP's own Backblast magazine (MMP is fond of cannibalizing from
Backblast). Other articles come from the Fire for Effect and In
Contact newsletters. Twelve of the 16 scenarios in Out of the Attic come from the long-defunct ASL newsletter In Contact. One scenario, Sicilian Midnight, appeared in an ASL Annual, and apparently was included simply because there was a series replay of that scenario in the magazine. Two scenarios came from the underappreciated Baraque de Fraiture/Parker's Crossroads module, while two more came from--no surprise here--Backblast. Unfortunately, none of the scenarios in Out of the Attic are true standouts--perhaps that was why they were so long out of print? OA7 (Celles Melee) and OA 13 (Brief Breakfast) are probably the best of the bunch. Out of the Attic was originally intended to be an occasional publication, but apparently it did not sell well, and MMP rarely expressed interest in a follow-up. In 2009, however, after Chas Argent was hired by MMP to manage its ASL line, the concept was revisited and a second issue came out in 2010.
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| Title: Out of the Attic #2 | |||||
| Publisher/Date: MMP (2010 ) | Product Type: Magazine (published extremely erratically) | ||||
| Contents: Articles, scenarios. | |||||
| Commentary: Out of the Attic
(OotA) was originally conceived of as a way to bring long out of print
third-party scenarios to a newer ASL audience through publishing an
occasional magazine with reprinted scenarios and articles. Its
first issue appeared in 2003, but apparently the
reaction wasn't what it was hoped to be--in any case, for whatever reason,
MMP lost interest in the concept and the notion languished for years, with
many ASLers consequently assuming that it was a one-and-done notion. However, in 2009, Chas
Argent came to MMP to handle its ASL line and he began to revisit a number
of stalled or aborted ASL projects, including Out of the Attic. As a
result, in 2010, after a wait of seven years, the second issue of Out of
the Attic debuted. OotA2 is a 48-page magazine with 16 scenarios.
It's nice to see a second issue of OotA, and newer ASLers in particular will appreciate its contents. To the extent that OatA2 has a weakness, it is probably in the article content. This is not to say that the article content itself is all bad. Actually, most of it is good, especially Tate Rogers' "What Do You Do When You Don't Have a Can Opener?" and Bruce Bakken's "Panzer Gegen Panzer." The only bad nut in the bag is a collection of three Jon Mishcon "Squad Leader Clinic" columns from The General; they highlight mostly just how bad Mishcon was in writing about ASL (especially if one considered that these columns were ostensibly his best). With chestnuts of advice like "We never use AAMGs unless there is a Hero riding the tank" and "always use more than one SMC when possible [when engaging in CC vs. an AFV]," it doesn't take long to determine that his columns are worthless. However, all of the articles are drawn from official ASL sources, not obscure third party sources, and veteran ASLers are likely to already have all of them in their original form (nor are issues of The General or the ASL Annual really that hard to find for clever newbies). So the articles are not exactly exciting. Still, it is worth noting that there is an incredible paucity of good writing about ASL within the ASL community and most of the best ASL writers write for "official" ASL publications, so even if MMP had looked further afield for article content, it would have had difficulties filling the pages of the magazine with strong content. What this strongly suggests is that Out of the Attic might work better as a scenario pack than a magazine; one hopes that MMP at least considers this in the future. There's a much nicer situation with the scenarios of OotA2, for newbies and veterans alike, and editor Chas Argent did some good work in scenario selection, particularly because of the decision to not simply look to old third party scenarios for republication possibilities, but also to look at some of the scenarios floating around in the ASL world that were created originally for play at tournaments but which did not see subsequent print publication. Even the four third party scenarios which are reprinted in OotA2 have an association with a tournament. For example, OA17 (Panzers Forward!) and OA18 (Parry and Strike) are reprints from a very limited edition scenario pack created by Canadian ASLer George Kelln. This pack, the Panzer Aces pack, was only given away as a prize at tournaments and was never put out for sale. As a result, most people who have copies of the scenarios have them only through photocopies obtained by pleading and arm-twisting someone who legitimately won a copy. The two scenarios reprinted here are probably the most popular scenarios from the pack. The other third party reprints are somewhat more available but still not easy to find. OA24 (Buying Time) and OA25 (Side by Side) come from the ASLOK 'XX' 20th Anniversary Scenario Pack, a scenario pack put together by Rich Jenulis to commemorate the ASL community's largest tournament. Scenarios OA28 (Where Iron Crosses Grow), OA29 (The Amy B), OA30 (Raider Ridge), OA31 (With Friends Like These), and OA32 (The Riley Shuffle) were scenarios originally designed for the 1997 Southern Cross ASL tournament in eastern Tennessee. Two more scenarios, OA26 (Vogt's Ritterkreuz) and OA27 (Long Range Recon), were originally designed for the 2001 Gun Duel tournament. What these scenarios all share, incidentally, is that they were first made available to a wider audience on the Desperation Morale Web site, though this fact is nowhere mentioned in the magazine. Scenarios OA22 (After the Disaster) and OA23 (A Midnight Clear) were originally designed for mini-tournaments at ASLOK. Scenarios OA19 (The Queen's Prequel), OA20 (The Revenge of the Greys), and OA21 (Gunter Strikes Back) were originally created for an Australian tournament in 2006. Most of the scenarios include some changes from their original design, as well as additional playtesting and development; the result is a mix of scenarios that will have something for almost every ASLer, newbie to veteran. It's hard not to appreciate this set of scenarios. Because so many of them were designed for tournaments, the scenarios skew smallish in this product. Indeed, many of the scenarios are not simply small but very small, smaller even that a typical tournament scenario. Only 2 of the 16 scenarios are large and another 2 medium-sized. The remaining 12 scenarios range from small to very small. This is a mix that will be disappointing for people who appreciate meatier actions. Situation wise, there is a decent mix of nationalities and geographic areas, with the exception that the PTO is almost virtually ignored (only 1 scenario features the Japanese). The mix includes Low Countries/France 1940 (three scenarios), Soviet Union 1943-44 (two scenarios), Italy 1943 (three scenarios), Poland 1944, Belgium 1944, North Africa 1942 (three scenarios), Germany 1945 (two scenarios, and New Georgia Island 1943. One scenario uses Night Rules, one scenario has Air Support, one scenario has OBA. Most of the scenarios have few SSRs and it will be easy to get in and start playing them quickly. Three of the scenarios (OA19, 20, 21) are loosely linked and take place on the same map configuration. Because they are so small, players could easily play all three in a row in a single playing session, with the person who ends up best of three being the overall winner. That way, two players could have a mini-tournament all on their own. For some, that might be the only feasible way to play them, as they will fall below the "minimum size" barrier that some ASL players have in their minds. One of the nicer scenarios in the magazine is George Kelln's OA17 (Panzers Forward!), a small France 1940 combined arms action which, at its core, pits a half-dozen German Czech-made tanks against two Char B1-bis (each side also has one or two AT guns with which to liven things up a bit). Kelln's other scenario, OA18 (Parry and Strike), will appeal to people who like late war "heavy metal" armor action. It features a German attack on a Soviet-controlled hill (on the dreaded board 47). The Germans have 10 elite squads, plus 4 sleek new Panthers, fresh off the assembly line. The Soviets have 7 first line squads, a 76mm artillery piece, and 3 IS-2s and 7 T-34 M43s arriving as reinforcements. Heavy metal fans will also like Pete Shelling's OA22 (After the Disaster), which has an "everything but the kitchen sink" OB. Set almost at the same time as the Kelln scenario, it features a large German combined arms attack on a Soviet entrenched position. The Germans have King Tigers and Panthers, as well as StuGs and halftracks, led by a 9-2 leader. The Soviets have their own 9-2 leader, as well as two 122mm artillery pieces and 4 IS-2s (with an armored leader). The Soviets get their own chance to attack in the magazine's other meaty scenario, John Skillman's OA28 (Where Iron Crosses Grow). This scenario takes place on Board 4 (only) and the Soviet victory conditions are simple: control all buildings. To accomplish this task, they have 5 6-2-8 squads (plus 3 more as reinforcements) and 15 4-4-7 squads, with plenty of machine-guns and a 10-2 leader. For armor support, they have 6 T34-85s and 3 T34 M43s. The defending Germans have to make do with "only" a 9-2 leader, but they have 5 other leaders and an armor leader to help out, as well as 13 squads (of 4 different types), a half dozen machine-guns, 2 Mk IVs, a 75mm AT gun, and their real strength: a host of fortifications, including 12 Minefield factors, 4 Trenches, 5 foxholes, and 7 Wire counters. However, they suffer from ammo shortage. Overall, Out of the Attic 2 delivers a nice play value for a reasonable price (just slightly over a dollar per scenario; at that cost, the articles are gravy). Though many of the scenarios are quite small, it still delivers a couple of hefty scenarios, too--and almost all of the scenarios are straightforward "get you right into the action" scenarios. It is worth getting.
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| Title: Operations | |||||||||||||||||||
| Publisher/Date: MMP (1991- ) | Product Type: Magazine (published 2-3 times a year) | ||||||||||||||||||
| Contents: ASL contents include the occasional article or scenario for the ASL Starter Kit. | |||||||||||||||||||
| Commentary: Operations was the
long-running house magazine of wargaming company The Gamers. After
MMP absorbed The Gamers in 2002, it gradually converted Operations into a
house magazine for all of its games--with one noticeable exception.
Inexplicably, MMP initially decided it would not include any ASL in Operations, even though they were assured additional subscribers if they included even an occasional ASL scenario. Starting in 2005, with the advent of the ASL Starter Kit, MMP began including occasional articles and scenarios on the ASL Starter Kit in Operations--but still no regular ASL content. In 2008, MMP announced that it would end its prohibition on ASL-related content in Operations Magazine. The first issue to contain full ASL content was the first Operations Special Issue. Since being taken over by MMP, Operations publication schedule has been irregular, though in 2008 MMP stated that its plan was to produce two issues of Operations a year plus a Special Issue.
Information on Special Issues of Operations Magazine is HERE. |
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| Title: Operations Magazine Special Issues | ||||||||||||||||||||||||||
| Publisher/Date: MMP (2008- ) | Product Type: Magazine (published yearly) | |||||||||||||||||||||||||
| Contents: ASL contents include the occasional article, as well as possible scenarios for ASL and/or the ASL Starter Kit, plus "special" items such as mini-HASLs | ||||||||||||||||||||||||||
| Commentary: Operations Magazine
had been the long running house magazine for The Gamers, and after it was
acquired by MMP, became that company's house magazine, though dominated by
Gamers content for some time. In 2008, MMP announced that it would soon debut the first planned annual "Special Issue" of Operations, which would not only be larger than regular issues, but would also contain many extras, such as self-contained games as well as expansions, countersheets and other goodies for previously published products--including, for the first in Operations' history, ASL.
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| Title: Blood Reef: Tarawa Gamers Guide | |||||
| Publisher/Date: MMP (2010 ) | Product Type: Magazine | ||||
| Contents: Articles | |||||
| Commentary: The Blood Reef: Tarawa Gamers Guide (BRTGG) is one of the more unusual ASL
products around, essentially a loving valentine to a niche ASL item.
It was developed by a group of Blood Reef:
Tarawa fans, mostly from the northeast (Tom Lavan, Paul Sidhu, Jim
Torkelson, Oliver Giancola, and Carl Nogueira), who wanted to make
the game more accessible and enjoyable to other ASL players. As they
put it, "BRT is a rarely played gem that deserves a much better fate than
being an out of print niche product. It is our hope and belief
that the resources presented here will allow more players to give the
scenarios and CGs a try." Why would BRT amass a group of followers so dedicated to the game that they would want to put together a Gamers Guide? After all, even the far more popular Red Barricades was never honored in this way. There are several reasons why BRT, even if it may not be for everybody, can definitely create an intense loyalty in some people. First, it is one of the only official HASLs that features the Japanese (its only real competition is Operation Watchtower, though there is Kakazu Ridge). Second, it features the U.S. Marine Corps, a subject of interest to some people. Third, it is almost the only full-sized official HASL to actually feature island fighting in the central Pacific (the only conceivable alternatives are the Kakazu Ridge mini-HASL that appeared in ASL Journal #2 or the Gavatu-Tanambogo mini-HASL of ASL Annual '93b). Fourth, it is the only amphibious action available as a full-sized official HASL, which is no small matter to ASLers who want to hit the beaches. Finally, but hardly least in importance, it is the only HASL, period, that features an entire military campaign, soup to nuts. Players actually invade or defend the entire island--not some small segment of a front line or some small section of Stalingrad. They control the entire battle--an incredibly rare experience for a tactical wargame like ASL. Put all these things together and it is perhaps no wonder that BRT would amass a group of fans dedicated enough to put together a guide for their fellow gamers. Of course, creating a guide is one thing. Getting it published is quite another. The BRTGG team submitted their guide to MMP sometime in late 2005. In January 2006, MMP announced its likely appearance in print later that year. In reality, though, the manuscript presented MMP with a bit of a quandary. With impeccable timing, the BRTGG arrived just as the last 200 copies of BRT were in the process of being sold. The game itself was out of print by early fall 2006, ne'er to be reprinted. One could easily ask what the point would be of printing a guide to an out of print game? All it would do would be to drive up the price of used copies on E-bay. On the other hand, the manuscript seemed like a "quick and easy" finish and would deliver a product in what had essentially been an ASL drought. In spring 2006, MMP announced that BRTGG was up for pre-order. The price was sweet: $16 list price, only $12 for a pre-order. The number of pre-orders required before the item would be printed, however, was not so sweet: it required 1,000 pre-orders, quite a high number for MMP at the time. Was MMP hedging bets? It certainly was. "We have plenty of doubts as to the viability of this as a product," MMP honcho Brian Youse admitted in April 2006. As a result, though ASL products listed for pre-orders usually make their required minimum number of pre-orders in a matter of weeks (sometimes less), the high pre-order requirement combined with the niche nature of the product itself meant that it took a year (May 2007) before BRTGG made its pre-order number. Even then, MMP was not exactly itching to get the product out the door (especially with that low price) and it became one of several ASL items at that time languishing in pre-printing purgatory. Reportedly, rules interpretations issues that appeared during the editing process also caused delays. In any case, it took over three years from the time it made its preorder number for the magazine to actually appear in print in June 2010. In all likelihood, its creators never thought the odyssey would be so long. At 68 pages in length, the magazine has a lot of content. Most of it can be divided into two broad categories: 1) helping people learn BRT, and 2) the tactics and strategies of BRT, especially the big campaign game, CG III. One article designed to ease people into BRT is Tom Lavan's "Learning the Ropes: A BRT Rules Method," which attempts to provide a sort of programmed instruction curricula using the different BRT scenarios to introduce certain rules with each scenario. The idea is for would-be players to read limited sections of the rules, then play a BRT scenario that uses them, and builds on previous scenarios. It is not clear, though, that a substantial number of people would actually attempt this method. Perhaps more useful is that the article also lays out the specific Chapter E/F/G/H/T rules sections that players will need to familiarize themselves with in order to play the Campaign Games. The article also helpfully explains how particular ASL concepts (hindrances, immobilization, bog, etc.) work with regard to the BRT-specific terrain and rules. Also quite useful for people attempting the BRT CG experience is an illustrated example of play composed by Jim Torkelson that takes a section of the initial CG scenario for CG III and takes them through an entire USMC turn (this includes LVTs). Every bit of the turn is described, so it is a very useful example of play (though more illustrations might have made it even more helpful). For ASLers who do not need to be taught the ropes, BRTGG offers more advanced fare, centering around the largest campaign game, CG III (the holy grail for BRT fans). In one of the longest and meatiest articles in the entire magazine, "Heavier than a Mountain," Jim Torkelson provides an analysis of the campaign game from the Japanese perspective, in particular analyzing each potential landing area, as well as troops and weaponry. Paul Sidhu's "Prepare to Disembark" looks at USMC strategy for the same campaign game, though in far less detail. Carl Nogueira takes up the cudgel, to a certain extent, with "A Day at the Beach," which is basically a detailed AAR of a CG III day one campaign date from the USMC perspective. Narrowly focused articles include Paul Sidhu's "Sticks and Stones," which examines naval bombardments (from a tactical rather than pedagogical perspective, though it does include an example); Oliver Giancola's "Sandy Breaches?", which looks at the tactical puzzles that seawalls pose for the USMC; and Jim Torkelson's "USMC Tank Tactics," the nature of which is probably self-explanatory. In a separate article, Jim also provides advice on LVTs. Oddly, the first two CG in BRT are ignored by the magazine, as are most of the scenarios. One exception, though, is BRT4 (Rikusentai), to which an article by Tom Lavan, "Building a Porcupine: Constructing a Japanese defense for BRT4 Rikusentai," is dedicated. The magazine also includes a couple of (thankfully brief) historical items, and additional play aids and charts. Lastly, it includes a BRT-dedicated set of official Q&A rules clarifications. The magazine is in full-color, including illustrations, though several of the articles would have benefited from additional illustrations. A more serious issue, perhaps, is the physical nature of the magazine, which was printed on light glossy paper, even the cover. As a result, the magazine itself is somewhat fragile, and the cover itself provides no protection to the magazine. Even the dampness of a slightly sweaty hand can cause the ink to smear. As a result, owners will have to take care to protect this magazine from wear and tear and will probably want to purchase some sort of plastic holder for it. This is rather unfortunate, in that this magazine, by its very nature, is likely to get more use than a typical magazine. It would be referred to often and perhaps even kept by the gaming table during sessions. A sturdier construction would have been very welcome (ASL Journals, for example, tend to hold up well to wear and tear). More broadly, the magazine is an example of MMP's growing use of glossy paper, which is something that at least some ASLers definitely don't care for. With its low price and intellectually weighty contents, obtaining the BRTGG should be a no-brainer for all owners of BRT. It adds considerable value to that product and, if BRT has been languishing on the shelf, ought to make people think about giving it another go. This is a labor of love and it is nice that MMP was able to find a place for it. |
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