Desperation Morale

Contact

  • World of ASL
  • Play Aids
  • Scenarios
  • ASL Museum
  • Misc
  • Blog
Home > Products > Twilight of the Reich

01.2024 Twilight of the Reich

Publisher/Date:
Multi-Man Publishing (2024)

Product Type:
Scenario/Map Pack Plus

Country of Origin:
United States

Contents:
4 11" x 16" unmounted two-sided geoboards (16a/b - 19a/b),  9 sheets of overlays (49 overlays total), 2 die-cut countersheets (with ), 17 scenarios, 20 rules pages (Chapter A and Chapter B), 3 mortar play aids.

Commentary:

Twilight of the Reich is a strange product: it comes in a fat box and is dubbed “ASL Module 16,” but it is not a historical module, nor is it a core module. It has the subtitle “Endgame in the European Theater 1944-45,” but it is not even that.  It seems like a scenario/map pack, but it comes in a box. It also has countersheets and more overlays than your neighbor’s kids could cut out.  It even has rules pages.  It doesn’t fit any established category of ASL product.  Desperation Morale had to make up an entirely new product category for it–the scenario/map pack plus, for scenario/map products with substantial additional materials.  That was kind of annoying.  And, actually, the module contains a number of positive features, interspersed with several irritating ones.

Twilight of the Reich, primarily from the creative minds of Bill Cirillo and Sean Deller, with lots of help from others, comes in a big honking box–as thick as the boxes for Manila or the recent version of Hollow Legions.  Its contents, though substantial, could easily fit in a smaller box, like that of the recent version of Doomed Battalions. Twilight’s price, at $164 (as of this writing), is also quite substantial, making it one of the more expensive ASL products (though not, as of this writing, in the top five).

To the extent that Twilight has a centerpiece, it is probably the 4 new geoboards (16a/b, 17a/b, 18a/b, 19a/b).  As their numbers suggest, these are 11″ x 16″ “gary-style” geoboards, printed on both sides, though the only difference between sides is that (as with previous such boards) a few woods edge-hexes are shifted one hexrow. The boards are all dense, inner city urban boards. Except arguably for board 13a/b (from Winter Offensive Bonus Pack #11), the boards here are the first dense urban “gary-style” geoboards.  Board 16a/b features long avenues, punctuated with (wide avenue) intersections and bordered by blocks of tall stone rowhouses.  A couple of churches and one- and two-hex cemeteries provide a minimum of variety.  There are also printed shellholes on some of the roads.  Board 17a/b is also a heavily themed board, filled with large factories (as large as 20-22 hexes in size). There are also a handful of long wooden “workshop” types of buildings, as well as seven or so lumberyard hexes.  The roads are also dotted with shellholes.  Board 18a/b is the “Central Park” board; it features a perimeter of stone buildings, primarily rowhouses, surrounding a very large central area with open ground, woods, and orchards, as well as a few one-hex wood buildings and a pond.  All it needs is a soccer field. And maybe Jennifer Aniston.  It has no shellholes.  The fourth board, board 19a/b, has an urban-residential feel, with lots of two-level rowhouses, and one-hex stone and wooden buildings. It also features a central traffic circle with a stone wall interior hex.

The artwork on the boards is fine and, individually, the boards are all good.  Collectively, their variety is limited, of course, by the fact that they are all dense urban boards. The boards do, however, raise a couple of questions when one considers the overlays.  So let’s consider those overlays, so we can look at boards and overlays together.  Twilight comes with an amazing 9 whole sheets of overlays, with 49 overlays total. That is a lot of overlays–certainly a lot to cut out. Moreover, most of the overlays are large and/or long, making cutting them out a more laborious chore.  The bulk of the overlays are railroad-related. They feature two-track railroads (something that has no practical effect on play) and most are not simply railroad overlays but “rail car” overlays (i.e., stretches of railroads actually containing train cards on them) to go with the new rail car rules (discussed below). Fully 26 overlays have nothing but rail hexes (with or without cars) on them. Some of these, featuring multiple hexrows of railroads are examples of a second new type of railway-related overlay:  the railyard overlay.  Railyard overlays also include overlays with multiple railroad hexes and one or more building hexes (designed to represent rail stations and buildings in a railyard). There are 10 such overlays, a number of them very large in size.

The overlays also include numerous building (X-prefixed) overlays, most of them multi-buildinged.  Overlays X32 and X33 both seem to represent clusters of factories (albeit without any roads).  X35, X36 and X37 are each a mundane single-hexrow line of buildings.  X38 is a round “water tower” type of building. X40 is a huge 35-hex factory that would dominate any geoboard; X34 is an identically-sized overlay with a cluster of multi-hex and single-hex buildings, some seemingly designed to be factories.  X39 has single hex two-level buildings (a feature not much in demand). Overlay 8 is a large, long overlay featuring a number of buildings, including a long wooden building, surrounding (on three sides) a large area of open ground (16 hexes) surrounded by a wall. It seems like it might be intended to represent some sort of stockyard.  Finally, overlays 9 and 10 are both huge–absolutely huge–cemeteries, large enough to fit multiple copies of the large board 21 cemetery within them. Desperation Morale has not seen this many dead people in ASL since the Legionnaire’s Disease outbreak at ASLOK in 2002. Now ASL has not one but two mega-cemeteries, though it is quite likely the utility for these necropoli is fairly limited (one could certainly be used for a scenario on the fighting in the cemetery district in the early days of the 1944 Warsaw Uprising, but are there a lot of other uses?).

Why are there so many overlays?  One reason for the ocean of overlays is the unfortunate lack of these features on geoboards themselves.  One geoboard with a railyard or a rail station, or a geoboard for each, as well as adjacent railroads, would have eliminated the need for many of the rail-related overlays included here; all one would need would be a relatively small number of overlays to modify or vary the basic board(s). It’s likely that a lot of players, rather than having to find and lay down the 9 overlays of scenario 293 (Death Solves All Problems) or the 13 overlays of scenario 294 (No Man, No Problem), would probably rather be able simply to place down a geoboard and maybe a couple of overlays.  There is no reason why there can’t be geoboards with railroads, just as there are geoboards with rivers that go off the board edge. It’s unfortunate that this wasn’t done.

The other missed opportunity with the boards has to do with their reverse sides, which exist for only one purpose: so that a few woods half-hexes along the boards edges match up exactly with woods half-hexes on other, similar boards. As we will see from the discussion below of Twilight’s counters, rules, and scenarios, many of the scenarios of Twilight involve a lot of “urban damage” to the geoboards, including a lot of rubble and debris.  Yet the only damage actually printed on any of the geoboards are the shellholes that appear on just two of the boards.  Instead, players are often asked to use a lot of random die rolls to generate rubble and/or debris in a variety of hexes. For example, scenario 290 (Last Train to Leningrad) requires players to perform “Rubble Generation Checks” on all buildings or rail cars within three hexes of a railroad hex. That’s a lot of wristage and a lot of rubble and debris counters to place–before the scenario even starts.  Rather than these elaborate setup routines, wouldn’t it have been easier simply to have rubble-strewn geoboards?  Here is where the reverse “b” sides of the Twilight geoboards could have been effectively used: as “war-torn” versions of their “a” sides.  For any particular scenario there might be a need for some additional damage, but it would be much simpler and much easier for players than having to use counters to heavily modify pristine or near-pristine geoboards, which is what players have to do with the Twilight boards (at least for the included scenarios; not necessarily for all future scenarios by other designers).

This further raises the larger issue of the reverse sides of 11″ x 16″ boards (and any potential future two-sided 8″ x 22″ geoboards as well), and how the reverse sides could be used more imaginatively than they are now. Reverse sides could be used to damage the terrain, as described above, or they could be used to present “winterized” (i.e., snow-covered) versions of the terrain for use with suitable scenarios, or could be used in other ways (to add a beach or shoreline, or docks, or have the same terrain but with a stream, or any number of other variations).  MMP has had the capability to produce two-sided geoboards for 14 years (as of this writing); it’s time to really take advantage of this capability.

Twilight comes with vampires two sheets of counters. The first countersheet is solely half-inch counters–all of them German.  What does it have?  Primarily SS, SS, and more SS. The counters include an array of 8-3-8 SS squads (and half-squads), another array of 6-5-8 SS, as well as 5-4-8 SS, 4-6-8 SS, and 4-4-7 SS. The only counters on the sheet that are not SS are a handful of 8-3-8/3-3-8 assault engineer counters and some Volksgrenadier squads.

The second counter sheet is half 1/2″ inch counters and half 5/8″ counters.  The half-inch counters bring the NKVD squads introduced in 2008 in Valor of the Guards to Chapter A. The only surprise here is that it was not done long ago, as they are an obviously useful addition to the system. The sheet also contains Soviet, U.S., and British assault engineer squads and halfies, some Axis Minor SW, a handful of leader counters, and two types of markers: control markers and factory entrance markers.

The 5/8″ counters include 28 Axis Minor vehicles and guns (apparently none new) and two German guns. Most of the counters on the sheets are markers, all new to Chapter B, though not necessarily new to the broader ASL system. These include Debris counters (and wide boulevard Debris counters), as well as rail car counters, since apparently the ones on the overlays just aren’t enough.  On the back of the Debris and rail car markers are “Factory” markers, which may be placed on a building to designate it as a factory. They come in two varieties, gray and yellow, to indicate levels.

It should be noted that,as with other MMP ASL products published circa 2022-2024, the countersheets are deeply die-cut, so handle them carefully lest some counters stray before you are ready to separate them from their trees.

Accompanying the counters are Chapter A and B rules pages (A51-63 and B41-B46); they are essentially replacement pages to provide rules for the new counters.  A25.01 introduces Assault Engineers, while A25.11 introduces the “late war SS” (the counters for which were first introduced 25 years earlier in A Bridge Too Far).  A25.13 provides 7 lines of rules for the Volksgrenadier counters, while A25.25 contains the NKVD rules (including Commissar Creation).  A25.9 provides rules for specific Polish Allied Minor counters (which do not appear here but rather in the latest edition of Doomed Battalions, which contains the same A/B rules pages as this product).

The Chapter B rules pages include rules–a lot of them–for rail car hexes and counters, including some rules that perhaps could have been left out, such as allowing bypass movement in rail car hexes and allowing “wrecked” rail car hexes to become Rubble. These add complexity without having much of a corresponding benefit. The pages also include rules–a whole page of them–for Debris counters.  Note that only rules for Debris counters are provided.  Debris hexes–as in terrain printed on geoboards–still do not officially exist, even theoretically, within Chapter B ASL.  It seems rather silly to go through all the trouble of introducing Debris to the main rulebook and yet not provide the rules for printed terrain. There’s nothing wrong with having printed debris, as HASLs have clearly shown, and if in the future MMP finally decides to allow it, they will have to do these pages all over again.  After more than 20 years since their first appearance, printed Debris (and Rubble) have earned a place in the rulebook.  As an aside, the Debris Creation rules note that Falling Debris is generated as part of Falling Rubble creation–but MMP does not provide a substitute page for the Falling Rubble rules to acknowledge and provide a rules reference for Falling Debris. So someone following the Falling Rubble process might not even realize they also have to check for the possibility of Debris.

Twilight, with 17 scenarios, is generous with the number of actions it provides players to game.  It is also “generous” in the number of playtesters that it used. The list of Twilight playtesters seems longer than the Night rules, and a lot more interesting: it is practically a who’s who list of prominent ASLers from the U.S. (and a few from beyond). Now, there is no telling how many scenarios each person playtested, and it is altogether possible that the designers’ moms actually did most of the playtesting work, but the list here is certainly reassuring that real playtest and development work went into this product.  Time will tell how good a job they did; as of this writing, too many scenarios have not yet had enough playings to get a good grasp on their balance.

The module purports to cover late war East and West Front actions, although the first two scenarios are from 1941 and 1942, so perhaps the real title of this module should be Late Morning Then A Long Nap Then Twilight of the Reich.  The scenario breakdown is this: 2 1941-42 East Front scenarios, 1 Market-Garden scenario, 7 Budapest scenarios, 1 later Hungary scenario, 2 U.S. vs. German scenarios set in Heilbronn, 3 Berlin scenarios, and 1 scenario in Prague in May 1945.  Given the designers, another possible title of the product might be Budapest Stuff We Couldn’t Fit In the First Time Plus Some Other Stuff.

Though there are 17 scenarios, it might seem from the stack of scenario cards that there are a lot more, and that is because almost every scenario in Twilight takes up (at least) two pages. This is primarily because all of the scenarios have extra charts (see below), but also many scenarios have a lot of SSRs and the historical descriptions/aftermaths for some scenarios are very long. Two-page scenarios are inherently irritating (even if sometimes necessary), but MMP made the decision to not use the reverse side of the card but to include the second page on the back of some other scenario card. The ASL world seems pretty polarized about this, with some players wanting two-page scenarios to occupy a single scenario card, while other players preferring the pages on separate cards (so that a player can have both cards in front of them at the same time).  There’s no right answer, but Desperation Morale is a founding member of Team One-Card, having too many times taken a scenario to an ASL event only to discover once there that the scenario had a second page on the back of some other card that was left behind. It’s also frustrating simply having to find the other half of a scenario.

In the case of Twilight, ASLers wanting to play a specific scenario will have to remember to bring not only all the scenario cars, but also an additional card, because Twilight comes with an entire page of SSRs that apply to every scenario in the product over and above all the SSRs that may apply to a specific scenario.  In this, the designers seem to have been influenced by the 2018 Death to Fascism scenario pack, which itself had such a page of product-wide SSRs, including several that resemble rules here. These Twilight SSRs include some “grudge” rules (“grudge” SSRs are SSRs implemented primarily because the scenario designer does not like the official rule they change/contradict), including prohibiting Kindling and prohibiting crews from abandoning vehicles voluntarily.  It’s a little odd to see “grudge” SSRs in an official product.  Other rules, as in Death to Fascism, broadly allow units in concealment terrain to set up concealed and give a HIP squad to any side setting up on-board.

One big chunk of the rules on this page involve rubble. It’s fair to say the designers love rubble. Here they reproduce the Rubble Generation rules that were originally used in Festung Budapest. These rules provide a system for randomly creating rubble and debris around buildings or other locations. It’s a laborious process that can add time to setup. Because of this, Desperation Morale is not a huge fan.

The other big rules chunk is another Death to Fascism idea: purchasable SWs and Fortification.  Each side in each scenario is given a certain number of points which they can use to purchase SW or Fortifications (as well as concealment markers, SAN increases, etc.). Though the costs are constant from scenario to scenario, the purchases available for each player vary from action to action and are given in charts on the scenario cards. In scenario 295 (Death Box), for example, the Soviet player has an at-start force that is given 7 points and a reinforcement group coming on later that is given 4 points.  The player can purchase an ATR for 1 point, a DC for 1, an LMG for 1.5, an MMG for 3, an HMG or FT for 6, 4 concealment markers for .5, 2 foxholes for 1, or a +1 SAN increase for 2. Other purchase possibilities are not allowed.  Rules mandate that no item may be purchased more than three times, except LMG, which can be purchased four times. Options like this are popular with players and theoretically add variety, although in practice there are often optimal purchases. Such rules do add to the setup time, which makes combining them with the Rubble Generation rules in a scenario perhaps not so great an idea (it should be noted that, although every scenario in Twilight has purchases, not all have Rubble Generation).

Because of the large number of SSRs, as well as the complexity of some of them, as well as other factors, Desperation Morale has graded this product as an advanced product, meaning it may be challenging for newer/less experienced players.

The scenarios share some common features. All but one of the 17 scenarios are large or very large in size (one scenario is small). All but one also use only one or more of the four geoboards included in the module; this is rather unusual. The sole exception uses geoboards 70 and 71 (only). No scenarios use Night rules, Air Support rules, or OBA. About half of the scenarios include pre-game Rubble Generation procedures.

Finally, a number of the scenarios have fairly complicated victory conditions. Scenario 292 (Four Stars of Valor), for example, awards victory to the U.S./British player if the Germans do not have 24+ CVP, plus either a) there is only 1 or less German squad equivalent in a railroad hex and/or a ground level building location next to a railroad hex or b) The U.S./British control 2 factories on overlay X33 and control 4 of 6 specific buildings.  A number of the scenarios, like this one, have CVP caps.

The most unusual, and also most complicated, action is scenario 305 (No Brothers, No Friends), which is a three-player scenario set in Berlin and played on a single geoboard. This scenario pits a German player against a “Russian Ukrainian Front” player against a “Russian Belorussian Front” player, the latter two being references to the 1st Ukrainian Front (under Konev) and the 1st Belorussian Front (under Zhukov), which both participated in the Battle of Berlin, competing for its conquest.

The scenario does not have two allied Soviet players against one German player but rather converts the rivalry into a full-fledged shooting war (as opposed to mere friendly fire casualties, which was primarily the case historically).  The last man standing alone in one particular building wins; barring that, there’s a laundry list of VP calculations. All three sides have large forces, which can make this scenario a long, drawn-out affair, despite having only 5 turns. This will be extended by set up, which has purchases and rubble generation, but also has hidden written simultaneous setup, in which all players secretly record their setups (including location, covered arc, buttoned-up status, wall advantage, and everything else). That is a lot of writing. In this scenario, players not only purchase SW and fortifications but can also purchase additional units as reinforcements. The scenario contains an entire page of SSRs; combined with standard Twilight SSRs, this scenario probably has the single longest set of SSRs in ASL. The SSRs include a rule designed to push the Soviet players into conflict with each other by providing additional German purchase points each turn that a Close Combat does not occur between the two Soviet forces. It should be noted that one of the Soviet forces derives its counterset from the Chinese Communists of Forgotten War, the Korean War module, so ownership of that product is necessary to play this scenario. All in all, it’s a lot more complicated than the old chestnut The Dogs of War.

No Brothers, No Friends is a scenario that makes enemies out of friendly forces, but other scenarios feature Allies fighting together. Speaking of Dogs of War, Scenario 306 (Roads to Perdition) is another Prague 1945 scenario featuring Russian turncoat soldiers who fought as Nazi collaborators but at the very end of the war changed sides again to fight alongside Czech partisans (both communist and non-communist) against the Soviets. Scenario 292 (Four Stars of Valor), on the other hand, is an Operation Market-Garden scenario that brings British and American troops to battle the Germans for control of Nijmegen.  Scenario 295 (Death Box) and scenario 297 (Breaching the Devil’s Playground) are both Budapest scenarios featuring Germans and Hungarians fighting the Soviets. Scenario 298 (The Dead and the Dying) and scenario 2999 (Rails to Perdition)  also Budapest scenarios, both feature German and Hungarian troops fighting against Soviet and Romanian forces.

Finally, a couple of scenarios utilize unusual play aids included in Twilight. The three strips of thin cardstock contain information for mortars held offboard but allowed to fire onboard thanks to spotters. The information is also included on the scenario cards, but as the play aids don’t name the scenario they are paired with, nor do the scenarios mention the play aids at all, essentially these play aids fall into the category of Things You Will Immediately Lose. In fact, Your Humble Author lost at least one of them twice during the three days he had the components strewn about while composing this write-up.

Twilight of the Reich comes with a lot of play value, but also requires a lot of effort–from initial setup to figuring out victory conditions. Some players may look at some of these scenarios and decide they’d prefer a little simpler fare.

Back to Top

Tagged: Advanced, City-Fighting, Official Geoboards, Official Overlays, Official Rules Pages, Three Player Scenario, Uses components from Forgotten War

Comments

  1. M. Rabry says

    September 30, 2024 at 2:56 am

    One fears that the proliferation of cemeteries may signal that zombies could soon become a module for ASL.

    Reply
    • Riccardo says

      March 18, 2025 at 2:59 pm

      They already are 🙂
      https://www.desperationmorale.com/products/zombie-pak-1/

      Reply
  2. Peter Quant says

    April 10, 2025 at 2:07 pm

    The Twilight module comes in a very big box. Half of this box is empty. The other half is nearly completely full of things that players are likely to have already, or that are easily managed with an SSR (like all the SS). There are two things that are genuinely new: the overlays, and the scenarios.

    The overlays may be new, but they are not useful. Overlays generally are a pain, and these enormous overlays are really almost completely useless: endless railway lines passing by fields of graves. You really have to make an effort to ever use them once.

    The scenarios as described above as overly complex. Is that anyone’s preference? Who loves long complex victory conditions? Exactly no-one.

    This brings me to the final aspect of this product: the price. About $170. I don’t think I need to say what I think about that.

    If the inventory of this box had come distributed over a few action packs I would have been positive about these. As a module, I feel it is representative of what is wrong with MMP’s management of ASL: pointless expansion.

    Every product like this makes it more daunting for new players to join the ASL community, as the list of things ‘needed’ to be able to play scenarios becomes ever longer. Don’t have board 79, or the railway carriage counters? Ai… we’ll have to play something else.

    Once upon a time, geomorphic boards were introduced to allow for the creation of a multitude of possibilities with limited means. We now have a multitude of geomorphic boards, as a result limiting what people can actually play.

    Clearly there is some inescapable economic logic to what MMP is doing with ASL, but I feel pretty sure that it is similar to the logic that leads some types of animals to double down ever harder on their specific specialism until they can no longer keep up with their prey, and go extinct. It seems to me that MMP senses this also, and hence has simply re-booted the whole enterprise with ASL-SK. This was originally supposed to be an easily accessible stepping-stone to ‘real’ ASL. Instead it has become the opposite of ASL: “Simplified Squad Leader”. It is subject to the same economic logic that ASL is: MMP produces ever more products for ASL-SK, slowly making it less accessible and less of a stepping-stone to ASL.

    I’ve felt before that MMP’s management of ASL is less than impressive. Some things are good: the re-edition of the base modules, the production values, the historical modules. Other things are not so good: the hollowness of the ASL Journals, or the abysmal website that MMP still has (now there’s a cemetery!), and the endless proliferation of geomorphic boards with nothing new. Still I feel “Twilight of the Reich” is a new low. It has turned me off from being an ASL-completist (surely MMPs only major type of customer?) I like ASL, but I don’t like being a fool, and I’m not buying this.

    Reply
    • Ian Ainsworth says

      May 13, 2025 at 8:12 am

      I agree with everything you say Peter. I was on the fence on acquiring this module but the boxful of overlays stopped me from buying.

      I’m beginning to have reservations over MMP’s business model. MMP moan about TPP’s. Take MMP’s latest offering Slaughter at Ponyri, it has only 12 scenarios and 1 CG. BFP on the other hand released Mannerheim Cross with 44 scenarios with a price point slightly higher. LFT released Green Hell of Inor with 3 CG’s and 16 Scenarios with a lower price. I’m UK based and know a few UK ASL players who are on the fence in continuing to acquire MMP releases.

      Reply
  3. Sgt niedermeyer says

    April 27, 2025 at 8:39 pm

    Ive suggested the reverse side of boards be ‘mirror image’ boards

    Reply

Leave a Reply to Ian Ainsworth Cancel reply

Credit: MMPLots of alley cats here.Beware of muggers.I see dead people. All of them.Volksgrenadiers!Whole page of SSRs!Really long historical situation and aftermath.Really long historical situation and aftermath.See how long it takes you to lose these.Credit: Gene Thompson.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.Credit: Mark Drake.

Search Site

All Categories

  • ASL Newsletters
    • Newsletters with Scenarios
    • Newsletters without Scenarios
  • Avalon Hill Products
  • MMP Products
    • Unofficial Periodicals
  • Official Publishers (Avalon Hill & MMP)
    • "Core" Modules
    • Accessories
    • Foreign Language ASL
    • Miniatures
    • Non-WWII Expansion Modules
    • Official ASL Starter Kit Products
    • Official DASL Modules
    • Official Historical Modules
    • Official Mini-Scenario Pack
    • Official Mini-Scenario/Map Pack
    • Official Periodicals
    • Official Rulebooks
    • Official Scenario & Scenario/Map Packs
    • Official Scenario/Map Pack Plus
    • Official Software & On-Line Products
    • Official Solitaire ASL (SASL)
  • Scenario Packs
  • Third Party Publishers
    • Abdicated Despot Company
      • Periodicals
    • Action Terrain
      • Accessories
    • Advancing Fire
      • Historical Modules
      • Scenario Packs
    • ASL Cards
      • Accessories
    • ASL News
      • Periodicals
    • ASL Sweden
      • Periodicals
    • Battleschool
      • Accessories
    • Bill Wilder/First to Fight Variants
      • Counter Supplement
      • Scenario Packs
      • Solitaire Rules
    • Bounding Fire Productions
      • Historical Modules
      • Scenario & Scenario/Map Packs
    • Break Contact
      • Scenario Packs
    • Broken Ground Design
      • Counter Sets
      • Mini-Scenario/Map Packs
      • Scenario/Map Pack
    • Countersmith Workshop
      • Accessories
    • Critical Hit
      • Accessories
      • Campaign Games
      • Counter Packs/Counter Sets
      • Historical Modules
      • Map Packs (no scenarios)
      • Periodicals
      • Rulebooks
      • Scenario & Scenario/Map Packs
    • Dare-Death
      • Periodicals
    • Derek Ritter
      • Accessories
    • Desperation Morale
      • Manuals
    • EastSide Gamers
      • Scenario Packs
      • Zombie Stuff
    • ELR
      • Scenario Packs
    • Encircled Productions/Kansas City Irregular ASLers
      • Scenario Packs
    • Fanatic Enterprises
      • Accessories
      • Scenario & Scenario/Map Packs
    • Flying Pig Games
      • Periodicals
    • Friendly Fire
      • Friendly Fire Scenario Packs
    • Front Line Productions
      • Historical Modules
    • Hazardous Movement
      • Periodicals
      • Scenario Packs
      • Scenario/Map Pack
    • Heat of Battle
      • Historical Modules
      • Periodicals
      • Scenario & Scenario/Map Packs
    • JagerSoft Games LLC
      • Historical Modules
    • Kinetic Energy
      • Counter Pack
      • Periodicals
      • Scenario Packs
    • Le Franc Tireur
      • Accessories
      • Historical Modules
      • Periodicals
      • Scenario & Scenario/Map Packs
    • Lone Canuck Publishing
      • Historical Modules
      • Scenario Packs
    • Minden Games
      • Rulebooks
    • Mister T
      • Accessories
    • New England Volunteers
      • Scenario Packs
    • New England Volunteers & Yankee ASL
      • Scenario Packs
    • North Texas ASL
      • Scenario Packs
    • Panzer Press
      • Scenario Packs
    • Partisan Publishing
      • Scenario Packs
    • Sherry Enterprises (Schwerpunkt)
      • Periodicals
      • Scenario Packs
    • Southern California ASL Club
      • Periodicals
      • Scenario Packs
    • Southern Cross
      • Scenario Packs
    • Stavka Archives
      • Scenario Packs
    • Struijf-Mazzei
      • Scenario Packs
    • Swedish Volunteers
      • Scenario Pack
    • Tactiques
      • Periodicals
    • Taktyka I Strategia
      • Periodicals
    • Texas ASL Club
      • Periodicals
      • Scenario Packs
    • The Tactical Wargamer
      • Periodicals
    • View from the Trenches
      • Campaign Games
      • Periodicals
      • Scenario Packs
    • War-Oboe Publications
      • Scenario Packs
    • Windy City Wargamers
      • Periodicals
      • Scenario Packs
    • Winnipeg ASL Club
      • Periodicals
      • Scenario Packs
  • Wargaming Magazines with ASL Scenarios

All Tags

  • A Bridge Too Far material
  • Action Pack
  • Advanced
  • Afrika Korps Series
  • AFV Cards
  • Airdrop/Glider
  • Alternative Counter Color Scheme
  • Alternative Map System
  • Alternative Rules System
  • Alternative Use of HASL Map
  • Amphibious
  • Arab-Israeli Wars
  • ASLSK
  • Battle of the Bulge
  • Blood Reef Tarawa materials
  • Bonus Pack
  • Burma
  • Campaign Game(s)
  • Chaco War
  • Chapter H Pages
  • Chinese Civil War
  • Chinese-language
  • City-Fighting
  • CONSUMER ALERT
  • Contains material for Hatten in Flames
  • Counterfactual/Fictional Scenario(s)
  • Critical Hit Normandy Series
  • CWASL
  • DASL
  • DASL Boards
  • Desert War: 1941 series
  • Desert-Oriented
  • Design-Your-Own
  • Dice
  • Digital
  • DM High Recommendation
  • Downloadable
  • Dutch-language
  • East Front-oriented
  • Exceedingly Rare Shit
  • Extra Stuff for 3rd Party HASL
  • Extra Stuff for Official HASL
  • Extra-Large Counters
  • Festung Budapest materials
  • Fog of War Scenarios
  • France 1940
  • French Language
  • Gary-style geoboards
  • Genesis III series
  • Geoboard Campaign Game(s)
  • God Save the King materials
  • GWASL
  • Has components for LFT's The Green Hills of Inor
  • Historical Map(s)
  • Indochina-Vietnam Wars
  • Introductory
  • Irish Wars
  • Italian-language
  • Italo-Ethiopian War
  • Japanese-language
  • Kakazu Ridge materials
  • Kampfgruppe Peiper materials
  • King of the Hill materials
  • Korean War
  • Kursk
  • Linked-Scenario Campaign Game
  • Magazine
  • Manuals
  • Market-Garden
  • mini-HASL
  • Miniatures
  • Misc Conflicts 1920-1929
  • Misc Conflicts 1930-1939
  • Misc Conflicts 1941-1955
  • Misc Conflicts 1956+
  • Misc Conflicts Pre-1920
  • Module-Specific Manual/Guide
  • Monster Historical Scenario
  • Monster Product
  • Newsletter
  • Nhpum Ga materials
  • Nomanhan
  • Non-DASL Large Hex Map/Board
  • Non-Geomorphic Generic Maps
  • Non-historical/contemporary map
  • Nonstandard Geoboards
  • Normandy
  • Official Geoboards
  • Official Overlays
  • Official Rules Pages
  • Operation Veritable materials
  • Operational Subsystem
  • Partially-geomorphic board(s)
  • PBDYO
  • PDF Only
  • Pegasus Bridge materials
  • Platoon Leader Campaign Game(s)
  • Polish-language
  • Postwar Anti-communist Partisans
  • PTO-Oriented
  • Rare Vehicles
  • Recon Leader
  • Red Barricades materials
  • Requires GWASL components
  • Russian Civil War
  • Russo-Polish War
  • SASL
  • Satire
  • Software
  • Spanish Civil War
  • Spanish-language
  • Squad Leader Scenario Conversions
  • Stalingrad
  • Strategy Manual
  • Third Party Counters (Not CH)
  • Third Party Geoboard(s)
  • Third Party Overlay(s)
  • Three Player Scenario
  • To the Volga series
  • Tournament Friendly
  • Tournament Prize Pack
  • Unit Study
  • Uses ASLN1 Geoboard from ASL News
  • Uses ASLSK geoboard(s)
  • Uses Berlin Fall of the Third Reich Components
  • Uses Beyond the Beachhead 2 boards
  • Uses Beyond the Beachhead 2 rules
  • Uses Beyond the Beachhead components
  • Uses BFP A geoboard from Into the Rubble
  • Uses BFP H geoboard from High Ground 2
  • Uses BFP I geoboard from High Ground 2
  • Uses BFP J geoboard from High Ground 2
  • Uses BFP M geoboard from Crucible of Steel
  • Uses BFP N geoboard from Crucible of Steel
  • Uses BFP-B geoboard from Into the Rubble
  • Uses Blitzkrieg in the West: North Campaign components
  • Uses Blood and Jungle counters
  • Uses Broken Ground counters
  • Uses CH W# Boards from Fire and Ice
  • Uses CH1 geoboard from Gembloux II
  • Uses CH2 geoboard from A Few Rare Men
  • Uses Chosin/Chosin Few Components
  • Uses components from Forgotten War
  • Uses Components from Kampfgruppe Scherer
  • Uses components from Onslaught to Orsha 2
  • Uses components from Poland in Flames
  • Uses counters from Poland in Flames
  • Uses Critical Hit Afrika Korps Map(s)
  • Uses DASL geoboards from LFT's Deluxe Pack #1
  • Uses Decision at Elst components
  • Uses Desert War: 1941 components
  • Uses DW-1a/1b geoboard(s) from Blood and Jungle
  • Uses FE1 geoboard from Budapest Pack
  • Uses Festung Budapest map
  • Uses Festung Budapest rules
  • Uses Finland at War Counters
  • Uses Forgotten War components
  • Uses Friendly Fire Geoboard
  • Uses geoboards from BFP's Poland in Flames
  • Uses geoboards from Blood and Jungle
  • Uses geoboards from Crucible of Steel
  • Uses geoboards from Deluxe Pack #1
  • Uses geoboards from High Ground 2
  • Uses geoboards from Into the Rubble
  • Uses geoboards from Into the Rubble 2
  • Uses Guerra Civil Components
  • Uses High Ground geoboard(s)
  • Uses Into the Rubble overlays
  • Uses Into the Rubble rules
  • Uses Kampfgruppe Peiper I Map
  • Uses Kampfgruppe Peiper II Map
  • Uses Kampfgruppe Peiper rules
  • Uses Kursk: Devil's Domain maps
  • Uses LFT1 geoboard from LFT11
  • Uses LFT2 geoboard from LFT12
  • Uses Nhpum Ga map
  • Uses Operation Cobra counters
  • Uses Operation Merkur components
  • Uses Operation Veritable map
  • Uses Pegasus Bridge map
  • Uses Pegasus Bridge rules
  • Uses Recon by Fire #4 counters
  • Uses Red Barricades map
  • Uses Red Barricades rules
  • Uses Red October/Red Factories components
  • Uses Red October/Red Factories Map
  • Uses SCW2 geoboard from Condor Legions
  • Uses Special Forces! counters
  • Uses St. Nazaire map from St. Nazaire
  • Uses Swedish Volunteers components
  • Uses Sweet 16 geoboards from CH
  • Uses Sweet 16 Winter geoboards from CH
  • Uses Total Axis Pack I Components
  • uses Valor of the Guards counters
  • Uses Valor of the Guards map
  • Uses Valor of the Guards rules
  • Uses Wacht Am Rhein 1 components from LCP
  • Valor of the Guards materials
  • winterized
  • Winterized Boards/Maps
  • Zombies

World of ASL

  • World of ASL Main Page
  • This Year's Releases
  • Avalon Hill Products
  • MMP Products
  • Third Party Publishers (all)
  • Recommended

Play Aids

  • Mini-IFT and Setup Sheets
  • Reminders/Checklists
  • Terrain Related
  • Subject Specific
  • HASL Aids
  • AFV Aids
  • SW Aids
  • OBA Decks
  • Sniper Reminders
  • Contributor Section

Scenarios

  • WCW Scenario Pack
  • Michicon Scenarios
  • Tactiques Scenarios
  • Southern Cross Scenarios
  • Gun Duel Scenarios
  • Sir Roger Mercenario

ASL Museum

  • Dice Towers/Cups
  • Rulebooks
  • Counter Storage
  • Play Aids
  • Clothing
  • Mapboards
  • Miniatures
  • Prizes/Trophies
  • Travel Kits
  • Misc.

Misc

  • About this Site
  • Scenario Designers Guide

Blog

  • How to Learn ASL
  • MMP and the Stewardship of ASL: A 25(+) Year Perspective
  • The Road Not Taken: An ASL Poem (with apologies to Robert Frost)
  • Quality in ASL: A Reconnaissance in Force
  • ASL and the Pandemic: Social Responsibility and Board Wargaming

Contact

  • I welcome all comments & feedback.