F.A.Q.

 

From bprobst@ibm.net Fri Nov 12 04:51:42 1999

Newsgroups: rec.games.board

Subject: ASL FAQ v2.11 (LONG)

From: Bruce Probst <bprobst@ibm.net>

Date: Fri, 12 Nov 1999 14:51:42 +1100

 

THE ADVANCED SQUAD LEADER FREQUENTLY ASKED QUESTIONS FILE

=========================================================

 

[0.0]    VERSION HISTORY

[0.1]    INTRODUCTION

[0.2]    CREDITS

[0.3]    ABBREVIATIONS AND GLOSSARY

[0.4]    THE HASBRO BUYOUT OF TAHGC

[0.5]    HASBRO/MMP PRESS RELEASE (abbreviated)

 

[1.0]    WHAT IS ASL?

 

[2.0]    WHAT DO I NEED TO PLAY ASL?

[2.1]    SHOULD I BUY SQUAD LEADER FIRST?

[2.11]   WELL, I ALREADY HAVE SL.  HOW DO I START PLAYING ASL?

[2.2]    WHAT IS AVAILABLE FOR ASL?

[2.3]    TAHGC PRODUCTS

[2.31]   MODULES

[2.32]   ANNUALS/JOURNALS

[2.33]   ACTION PACKS

[2.34]   THE GENERAL

[2.35]   ASL GAP

[2.36]   WEB-BASED PRODUCTS

[2.37]   ANNOUNCED FUTURE PRODUCTS

[2.38]   PARTS

[2.4]    THIRD-PARTY PRODUCTS

 

[3.0]    WHAT'S THE BEST WAY TO LEARN HOW TO PLAY ASL?

[3.1]    Learning Scenarios

 

[4.0]    WHAT ELECTRONIC RESOURCES ARE AVAILABLE FOR ASL?

[4.1]    ASL Internet Mailing List (ASLML)

[4.2]    The ASL Digest

[4.3]    The Expanded ASL Index

[4.4]    WWW & FTP

[4.5]    CompuServe

[4.6]    VASL

[4.7]    GAPs

[4.8]    Other Software

 

[5.0]    HOW DO I PLAY BY E-MAIL?

[5.1]    Ladders

 

[6.0]    I DOWNLOADED THESE STRANGE FILES; WHAT DO I DO WITH THEM?

[6.1]    Compressed files: ZIP, ARC, Z, TAR, etc.

[6.2]    .ps

[6.3]    .pdf

 

[7.0]    WHAT AND WHERE ARE THE ASL TOURNAMENTS?

[7.1]    North America

[7.2]    Europe

[7.3]    Australia

 

[8.0]    WHAT WAS THE ASL RECORD, AND WHAT IS ROAR?

[8.1]    I know the scenario name, but not where to find it?

 

[9.0]    WHAT IS AREA?

 

[10.0]   ARE ALL THE Q&A COLLECTED IN ONE PLACE?

[10.1]   Can I send Q's to MMP via e-mail?

 

[11.0]   WHAT ARE THE COMMON ASL QUESTIONS?

[11.1]   RULES PHILOSOPHY

[11.11]  Why do the US Marines have ML 8?

[11.12]  IFT vs. IIFT

[11.13]  Where did the squad FP values come from?

[11.14]  How can I tell if a scenario is balanced?

[11.15]  Why isn't there an electronic ASLRB?

[11.16]  What is the Australian Balance System?

[11.17]  Why can't I declare H-T-H Melee in non-Deluxe scenarios?

[11.2]   SPECIFIC ASL RULES

[11.201] How does a Human Wave work?

[11.202] How does Bocage work?

[11.203] CX and leader movement bonus

[11.204] Moving vs. Motion etc.

[11.205] Assault move and laying SMOKE

[11.206] Area Target Type vs. Area Fire

[11.207] Do mortars get ROF with SMOKE?

[11.208] Infantry Target Type CHs

[11.209] Building vs. Location vs. Hex Control

[11.210] Why do the concealment markers have a morale level printed

         on them?

[11.211] Do I have to declare it when my opponent rolls his SAN?

[11.212] Can a leader direct fire when he can't use his DRM?

[11.213] What does "momentarily reveal" mean?

[11.214] Can I dm a weapon and still move?

[11.215] OBA confuses me!  How can it be made simpler?

[11.216] What is that thing on Board 8?

[11.217] The centre dots on my board aren't in the centre of the

         hexes!  What do I do?

[11.218] The rules say I can HIP my foxholes.  Does that mean the

         units in the foxhole are HIP also?

[11.219] Can I remove CX by declaring TI?

[11.220] What is "VBM Sleaze"?

[11.221] When is CC "simultaneous"?

[11.222] Is "No Quarter" always applied to both sides when in effect?

[11.223] Must I use my MGs when making a SFF attack?

[11.224] OVRs confuse me!  How can it be made simpler?

[11.3]  PRACTICAL MATTERS

[11.31] The Rulebook

[11.32] Counter storage

[11.33] Overlays

[11.34] Scenarios

[11.35] Good mail-order stores

[11.36] Where are the errata pages?

[11.37] I'm missing pages from Chapter N

 

=====================================================================

 

[0.0]    VERSION HISTORY

 

This is v2.11, dated 11 Nov 1999.

 

Revisions:

 

  2.11:  [11.35] Boulder Games Web address updated; [4.5] (GEnie)& [4.7]

         (AOL Club) Deleted (other sections renumbered accordingly); [7.2]

         Link for Toulouse Tourney deleted (no longer active); [10.0] Info on

         Bas' unofficial Q&A deleted (no longer active?); [11.35] Link to

         "other stores" deleted (MMP info updated); [6.1] Macintosh info

         updated; [4.6] VASL info updated; [8.1] added; [2.4] updated; [7.0] &

         [7.1] expanded; [7.2] reworded dramatically.  It's almost impossible

         to keep this list up-to-date; [2.37] updated; [2.11] updated;

         [11.222] & [11.223] added; [11.201] expanded; [3.1] expanded and

         updated; [11.37] added; [4.1] updated (Virus alert etiquette added);

         [0.1] & [0.2] updated (third FAQ website removed as it wasn't being

         kept up-to-date); [0.3] minor updates, more cross-references; [0.5]

         most of MMP's original press release deleted to reduce space; [2.31]

         expanded (BRT & ABTF added, module dependency graph updated); new

         [2.36] added (PP) (following sections renumbered accordingly); [2.32]

         Annual & Journal info updated; [11.224] added; [2.33] expanded (AP2

         info); [2.34] updated to include pointer to [8.1]; [2.37] updated;

         [11.15] updated; [11.211] updated; [11.33(ii)] updated; [11.36]

         updated; [6.3] updated. (Nov 11, 1999)

 

  2.1:   Many changes, mostly due to the release of "Doomed Battalions"

         and the buyout of TAHGC.  [11.33] updated; [11.36] updated; [0.1]

         updated (FAQ maintainer no longer has CompuServe account); [0.3]

         updated; [0.4] added; [2.31] updated (description of DB added);

         [2.32] updated; [2.34] updated; [2.36] wiped pending new info; [2.37]

         updated; [2.2] & [2.4] updated (replaced term "amateur" with "third-

         party"); [4.4] updated; [4.1] updated (info on WWW interface to ASLML

         added); [6.3] updated; [7.3] updated; [11.17] updated (Gurkhas can

         now do H-T-H too); [11.201] updated; [11.209] updated; [11.35]

         updated (TAHGC mail-order deleted, MMP mail-order added); [11.220]

         added; [11.221] added; [0.5] added; [10.1] updated.  (Jan 16, 1999)

 

  2.04:  [11.218] added; [4.2] updated (new Digest editor); [0.1] New FAQ

         site added; [10.0] info on Scott Romanowski's compilation added;

         [2.34] updated (info on Classic ASL added); [2.36] updated (complete

         rewrite); [11.17] added; [11.219] added; [3.1] expanded; [4.9] More

         info on Zundel GAP and ASLAP, and SALSA info added; [2.31] updated

         (Partisan! info corrected); [8.0] rewritten to reflect demise of

         Record and creation of ROAR; [11.12] updated; [11.14] updated (ROAR

         replaces Record); [11.202] updated ('97 Annual Q&A); [11.205]

         expanded; [11.210] reworded; [11.215] expanded (reference to OBA

         chart errata).  (May 9, 1998)

  2.03:  [8.0] Updated Will Scarvie's e-mail address; [11.33] expanded

         (thanks to Tom Huntington); [4.1] expanded (again thanks to Tom and

         Paul Ferraro); [5.1] a notation on the use of VASL for PBEM play;

         [11.211] some terminology corrected; [11.214] added; [11.35] Boulder

         Games address updated (again); [11.215] added; [11.216] added;

         [11.217] added; [2.32] updated; [0.1] and [0.2] updated.  (Dec 5, 1997)

 

  2.02:  [11.35] TAHGC web-site info updated; [4.8] VASL info updated;

         [2.34] GENERAL info updated; new [4.3] (Index) section added (later

         sections renumbered accordingly); [11.208] (ITT CH) reworded slightly

         to correct minor terminology error; Pegasus Bridge info moved from

         Section [2.36] to [2.31]; [4.5] (GEnie) updated; [4.9] Work on GAP

         info started (needs lots more work still!). (May 11, 1997)

 

  2.01:  [11.36] expanded slightly; [11.35] New Boulder Games website

         address; [7.2] More info on Belgian tournaments; Section [4.2] &

         [4.9] added (following sections renumbered appropriately).

 

  2.00:  Complete update and rewrite by new FAQ maintainer (Jan 13, 1997)

 

[0.1]    INTRODUCTION

 

This FAQ is intended to serve as a brief introduction to the boardgame ADVANCED SQUAD LEADER, produced by The Avalon Hill Game Company (TAHGC).  It also aims to provide pointers to many amateur resources available for the game, and to answer many common questions, both about the game as an entity, and some specific common rules questions.

 

This FAQ will be posted by the FAQ maintainer regularly to the ASLML, the newsgroup rec.games.board, and the web site http://grognard.com. 

Cross-posting of this FAQ to other online services and web pages of interest to ASL players is encouraged, so long as the contents are not altered and the FAQ is provided in full.  Please let the FAQ maintainer know if you store this FAQ on your site.

 

The FAQ is currently available in HTML form at two different main sites:

http://www.sunlink.net/~skip/aslfaq.html, and

http://www.tne.net.au/njh/ASL/FAQ/FAQ.html.  Please note that these

versions of the FAQ are *not* maintained by the FAQ maintainer, and any problems with the information at those web sites should be directed to the respective web-site owners.

 

Errata and suggestions for this FAQ are always welcome.  Please contact the FAQ administrator at the address below.

 

[0.2]    CREDITS

 

This FAQ is currently maintained by Bruce Probst (bprobst@ibm.net).

It is based on the previous version of the FAQ that was maintained by Don Hancock, but has been substantially updated and reorganised.

 

Much assistance and many important suggestions were given to the FAQ maintainer by the following individuals:

 

Ole Boe, Scott Brady, Paul Ferraro, Patrik Manlig, Tom Repetti, Matt Romey, Asad Rustum, Hennie van der Salm, Fritz Tichy, Tom Huntington.

 

Thanks to NJ Hickman and Skip Kreitz maintaining the HTML FAQ sites.

 

Thanks also are due to the miscellaneous members of the ASLML who provided additional proof-reading and suggestions for this FAQ.

 

And finally thanks also to The Avalon Hill Game Company for producing "The Game".  Where would we be without it?

 

[0.3]    ABBREVIATIONS AND GLOSSARY

 

The following terms may be of use for those not familiar with them:

 

ABS      Australian Balance System.  See [11.16].

 

ASLRB    The ASL Rules Book.  (Often referred to as "The Holy Tome",

         "The Word", etc.)

 

ASLML    ASL Internet Mailing List.  The online "discussion group".  See

         [7.1].

 

CG       Campaign Game.  A series of scenarios played in sequence,

         usually using survivors of one scenario to determine the OB

         for the next.  CG rules are usually integral parts of HASL

         modules.

 

DASL     Deluxe ASL.  ASL played on boards with very big hexes.

 

ETO      European Theatre of Operations

 

FTF      Face-to-Face.  Your opponent is sitting across from you, as

         opposed to PBEM.

 

Grognard "Old grumblers".  Originally the term used by Napoleon to

         describe his veteran troops, who were habitual complainers,

         it's now applied to "veteran" wargamers (not just ASL

         players) -- you know, those "old fogeys" who remember way

         back when ....

 

HASBRO   The mega-game-company that as of October 1998 is the new

         owner of TAHGC (and hence ASL).

 

HASL     Historical ASL.  Used to denote a module using a mapboard

         designed to recreate a specific battle, rather than using the

         generic geomorphic mapboards.

 

ML       Morale Level

 

MMP      Multi-Man Publishing.  The group of ASL players (and longtime

         playtesters for TAHGC) that have been contracted by HASBRO to

         oversee all future ASL products.

 

OBA      Off-Board Artillery

 

PBEM     Play By E-Mail.  Your opponent is on the other end of an

         electronic connection, as opposed to FTF.

 

PTO      Pacific Theatre of Operations

 

Q&A      Questions and Answers.  Rules clarifications from TAHGC/MMP.

 

SASL     Solitaire ASL.

 

TAHGC    The Avalon Hill Game Company, now a Hasbro affiliate.

 

[0.4]    THE HASBRO BUYOUT OF TAHGC

 

In October 1998 the Hasbro corporation (www.hasbro.com) completed their purchase of TAHGC from the previous owners, Monarch-Avalon.  Naturally enough, this purchase threw the ASL world into a chaos of uncertainty; what was the future of ASL likely to be under the new

regime?  Would there even BE a future?

 

Fortunately, it would appear that Hasbro are well aware of ASL's popularity, and Hasbro have announced that they will continue ASL in the same fashion as TAHGC did before it: namely, the third-party group MMP has been sub-contracted to produce new ASL material for publication

by HASBRO.  See [0.5] for more information.

 

Furthermore, if HASBRO is committed to producing new ASL material, logically it would follow that the older material needs to be kept in print.  There may even be an opportunity to retrofit errata to older products.

 

On a more practical level, any references in this FAQ to "TAHGC" should be assumed to include an implicit understanding that TAHGC is actually now an affiliate of HASBRO, and that MMP are sub-contracted to HASBRO to produce new ASL material.

 

[0.5] HASBRO/MMP PRESS RELEASE (abbreviated)

 

(Released 15 Jan 1999)

 

MMP Partners With Hasbro's Avalon Hill Games For ASL

 

Multi-Man Publishing, LLC (MMP) is proud to announce its new exclusive association with Hasbro, Inc. to develop, produce, and distribute games and other products for Avalon Hill's Advanced Squad Leader (ASL) game system.  Hasbro's purchase of the Avalon Hill line puts the undeniable

resources of this industry giant squarely behind the ASL game system and combines with MMP's proven track record for developing quality ASL products to promise a ton of ASL fun this year and the years to come. We are truly thrilled about the prospects for ASL and for the other

great games of Avalon Hill.

 

...

 

Product information is available at, and purchases can be made via,

our web sites: 

 

http://www.advancedsquadleader.com/

or via phone at:  410-519-4411

or via fax at:  410-519-4151

or e-mail at:  sales@advancedsquadleader.com

or via mail at:  MMP, PO Box 601, Gambrills MD  21054-0601

 

Contact us at through any of the above methods or e-mail us at:

info@advancedsquadleader.com

 

[1.0]    WHAT IS ASL?

 

To quote the TAHGC 1996 catalogue:

 

    "Our crowning achievement, and the ultimate wargame.  No other can

    match its combination of beauty, detail and excitement.  ASL is a

    system based on the original Squad Leader game, but revised and

    expanded so that ultimately a player can simulate any company or

    battalion-level ground action in any theater of WWII.  Playing

    pieces (counters) represent squads, half-squads and crews, plus

    individual leaders, heroes, vehicles and guns.  Each ASL module

    contains eight or more carefully balanced, historically based

    scenarios -- but players can also design their own using the 40+

    geomorphic SL/ASL mapboards, numerous terrain overlays, copious

    historical notes, and thousands of counters depicting virtually

    every vehicle, gun and troop type in action during the war by

    every major and minor combatant nation."

 

In addition to the above, there have been many "amateur" products released over the years since ASL was first released in 1985, so that now there are hundreds of scenarios and campaigns that can be played in addition to the "official" ones produced by TAHGC.  It is quite possible

to play nothing but ASL for the rest of your life, and you still might not get to explore every facet of the game.

 

[2.0]    WHAT DO I NEED TO PLAY ASL?

 

The bare minimum required is the ASL Rulebook (ASLRB), and either Beyond Valor (Module 1), or Paratrooper (Module 2) plus boards 1-4.  You'll also need at least two (preferably four) six-sided dice of different colours (dice are provided in BV), some cotton thread or

string (for tracing LOS), and somewhere to set it all up!

 

See the product listing below [2.2] for more information on what's available for purchase.

 

[2.1]    SHOULD I BUY SQUAD LEADER FIRST?

 

Before ASL, there was SL.  The original SL game was released in 1977 and was an instant hit.  It became so popular that additions and expansions were deemed necessary, and these followed as Cross of Iron (COI), Crescendo of Doom (COD) and GI: Anvil of Victory (GI).  Each new

module required that you owned all the previous ones, and provided additional rules, revisions of old rules, and new boards and counters. 

While an excellent game, it became something of an administrative nightmare: important rules were scattered through several rules books, early parts of the system didn't sit well with later ones, and it became obvious that things couldn't go on this way.  So, ASL was born.

A complete revision from the ground up, with all new rules and components that were based on the SL system but clearly separate to them -- and, in the opinion of most players, a considerable improvement overall.

 

SL (without the add-ons) remains an excellent game, though it is much simpler and more abstract than the ASL system.  However, there are so many differences in detail between the SL rules and the ASL rules that learning SL can actually hinder your ASL development.  So although SL

can teach you some basic ASL concepts, it is the opinion of the author that you are usually better off going direct to ASL.

 

There is a caveat:  many ASL scenarios require the use of the boards supplied with SL and its expansions.  If you do not have SL/COI/COD/GI, there are 12 boards (1-8, 12-15) that you will need to purchase separately before you can play these scenarios.  Usually it is cheaper

to buy them separately from your local game store or direct from TAHGC than to buy the four SL games, but if you can pick them up second-hand or whatever you may end up saving money.  (GI also includes several terrain overlays to modify the mapboards, but to date no official ASL

scenario has used any of these overlays.)

 

[2.11]    WELL, I ALREADY HAVE SL.  HOW DO I START PLAYING ASL?

 

Probably the most important thing to remember is to not make any assumptions.  Many rules in ASL are similar to SL rules, but have important differences.  Almost no rule is identical between the two systems.  If you're busily flipping through the ASLRB trying to find

that rule you're *sure* you read somewhere, chances are you may be thinking of a SL rule instead.

 

In the '90 Annual [see 2.32] an article is provided for those players who are changing from SL to ASL.  In eight steps you're taken through the rules chapters, starting with infantry rules to OBA and finally AFV's.  The article uses a "programmed instruction" technique very

similar to the way the original SL rules were presented, and makes use of (modified versions of) the scenarios provided in the original SL set.  Unfortunately the '90 Annual is very hard to find these days, but fortunately the article was reprinted in Vol.30 #1 of the General [see

2.34].  Even more fortunately, this article is now available in its entirety on the MMP website at www.advancedsquadleader.com.

 

See also Section [3.0].

 

[2.2]    WHAT IS AVAILABLE FOR ASL?

 

ASL products fall loosely into two categories:  "official" products, which are released by TAHGC, and "third-party" products, which are released by others.  While it is generally true that the TAHGC products are better-looking and better researched, this is by no means

always the case, and many of the third-party products are the best things that an ASL gamer could spend his money on.  There is a tacit understanding however that if it comes down to rules conflicts or similar problems, the "official" products will win out, mostly because

the TAHGC products usually have a much wider distribution, and it is unfair to expect new players to know about the alternatives.

 

Within the above broad categories, ASL products may be defined as "modules", "magazines", or "other".  Modules are self-contained settings for a particular nationality or campaign, usually with rules and counters.  Magazines should be self-explanatory.  "Other" includes things like scenario packs.

 

[2.3]    TAHGC PRODUCTS

 

[2.31]    MODULES

 

The meat and potatoes of ASL.  Every player will need at least some of the following:

 

ASLRB: Binder and rules organised in chapters.  Chapters A-D, H, J

       and N included.  Subsequent Modules provide new chapters (and

       expansions of existing ones).  Necessary for all ASL play.

 

1:  BEYOND VALOR (BV):  German, Finnish, Russian and Partisan

    counters.  Important informational counters, 4 mapboards (20-23), 10

    scenarios.  Required for all other modules (except Paratrooper).

    Boards 1-4 and 8 are recommended.

 

2:  PARATROOPER (Para):  German and US intro module.  Training manual

    (Chapter K), 1 mapboard (24), 8 scenarios.  Used as intro to ASL.

    An excellent way to start learning the game, and much cheaper than

    BV (but you will need BV eventually).  Boards 1-4 are required.

 

3:  YANKS:  US counters, weather, paradrops, gliders, fighter-bombers,

    night rules (Chapter E).  4 mapboards (16-19), 8 scenarios.  The

    Chapter E rules make this module a prerequisite for most subsequent

    modules.  In addition to BV requirements, boards 7 and 12 are

    recommended.

 

4:  PARTISAN! (Part):  Axis Minors infantry (Hungary, Rumania, etc.),

    partisan forces.  No new rules, 2 boards (10, 32), 8 scenarios.

    BV is a prerequisite.

 

5:  WEST OF ALAMEIN (WoA):  British & Commonwealth counters, desert

    warfare (Chapter F), 5 boards (25-29), 8 scenarios and overlays.

    Yanks is a prerequisite.

 

6:  THE LAST HURRAH (LH):  Allied Minors infantry (Poland, Belgium,

    etc).  No new rules.  2 boards (11, 33), 8 scenarios.  Yanks is a

    prerequisite.

 

7:  HOLLOW LEGIONS (HL):  Italian counters, 2 boards (30, 31), 8

    scenarios.  WoA is a prerequisite.

 

8:  CODE OF BUSHIDO (CoB):  Japanese counters and rules, half of the

    Pacific theatre rules (Chapter G).  4 boards (34-37), 8 scenarios,

    overlays.  WoA is a prerequisite.

 

9:  GUNG HO! (GH):  Chinese and US Marine counters and the rest of

    Chapter G, including amphibious landings.  2 boards (38-39), 8

    scenarios, overlays.  CoB is a prerequisite.

 

10: CROIX DE GUERRE (CdG):  French (Pre-surrender, Vichy and Free)

    counters, 2 boards (40-41), 8 scenarios, overlays.  WoA is a

    prerequisite.

 

11: DOOMED BATTALIONS (DB): Allied Minors (Poles, Dutch, Belgian,

    Greek, etc.) Vehicle and Ordnance counters, 3 boards (9, 44-45), 8

    scenarios, overlays, new Chapter B terrain types, and Chapter A

    errata.  HL and LH are prerequisites (some boards from other

    modules needed for some scenarios).

 

D1: STREETS OF FIRE (SoF):  German and Russian "deluxe" module.

    Deluxe ASL uses very large hexes so miniatures can be used if

    desired, but this is in no way a prerequisite.  DASL is especially

    for scenarios with a high density of forces.  The large hexes allow

    painless coordination without much fumbling and tossing stacks

    over that would otherwise be unavoidable in scenarios with 20-25

    MMC per side on an area equivalent to 1/2-1 standard board.

    Scenarios are especially designed for that fact.  4 boards (a-d),

    10 scenarios.  BV is a prerequisite.

 

D2: HEDGEROW HELL (HH):  US deluxe module.  4 boards (e-h), 8

    scenarios, some useful info counters.  Board b required.

 

H1: RED BARRICADES (RB):  Stalingrad historical module, contains

    several stand-alone scenarios (including the largest in the system,

    "The Last Bid") as well as providing rules for playing scenarios

    that link together into a campaign game, i.e., you need to

    preserve your forces each scenario for use in the next one.  Many

    additional German and Russian counters, Chapter O, 2 unmounted

    mapsheets representing the Barrikady area of Stalingrad in October

    1942, created from actual aerial recon photos of the area.  Yanks

    is a prerequisite.  A monster, but widely seen as the most

    exciting ASL experience around!

 

H2: KAMPFGRUPPE PEIPER I (KGPI):  The Battle of the Bulge, given the

    RB treatment.  2 mapsheets representing the historical area of

    Stoumont, Belgium; many additional US and German counters, Chapter

    P.  Yanks is a prerequisite.

 

H3: KAMPGRUPPE PEIPER II (KGPII):  They couldn't fit it all in one

    box!  More of the same.  3 mapsheets representing the villages of La

    Gleize and Chenaux, errata for Chapter P.  KGPI is a prerequisite.

 

H4: PEGASUS BRIDGE (PB):  A HASL campaign centred on the British

    glider landings on D-Day.  Aside from the campaign rules (Chapter

    Q), there are several new German vehicle counters and corresponding

    Chapter H notes.  There is one unmounted historical map sheet

    depicting the terrain around the Canal de Caen bridge (renamed

    "Pegasus Bridge" after the war), one countersheet and a

    continuation of Chapter K covering SW mortars and basic ordnance

    principles.  PB is a smaller, simpler CG than has been previously

    published and would be an ideal introduction to the CG "concept".

    WoA is a prerequisite.

 

H5: BLOOD REEF: TARAWA (BRT): A HASL campaign dealing with the USMC

    invasion of the island of Betio in the Pacific.  Chapter T provides

    the necessary special rules.  Two unmounted mapsheets depicting

    almost the entire island, four countersheets with additional Marine

    and Japanese units and weapons, and various markers necessary for

    play.  GH is a prerequisite. 

 

H6: A BRIDGE TOO FAR (ABTF): A HASL campaign dealing with the failed

    Allied attempt to capture the Bridge at Arnhem in September 1944.

    Chapter R provides the necessary special rules.  One unmounted

    mapsheet depicting the town of Arnhem on the north side of the

    bridge, eight countersheets depicting the additional units and

    markers required, a complete replacement set of counters for German

    SS done in white-on-black for those that prefer them to the

    traditional blue (the use of these black counters is completely

    optional), and some replacement counters for those that were

    misprinted in the first edition of DB.  WoA is a prerequisite.

 

S1: SOLITAIRE ASL (SASL):  A system for playing ASL scenarios

    solitaire.  Rather than adapting existing scenarios, this system

    uses generic scenarios and random activation of enemy units to

    create new scenarios.  "Campaigns" are encouraged.  Rules (Chapter

    S) provide for US, German and Russian/Partisan forces only.  Yanks

    is a prerequisite.

 

Module dependency graph (best viewed in non-proportional font):

 

                                               ASLRB

                                               /   \

                                              BV   Para

                                             / \

                                 ------------   \

                                 Part,  Yanks   SoF

                                        /    \  |

       ---------------------------------      \ |

       LH,  WoA,  RB, SASL,        KGPI        HH

        |    |                       |

        |  ----------------------    |

        |  HL, CoB, CdG, PB, ABTF  KGPII

        | /     |

        DB      GH

                |

               BRT

 

Note this dependency list is not always as "absolute" as presented here, e.g., it is possible to play some WoA scenarios without owning Yanks.

 

[2.32]    ANNUALS/JOURNALS

 

The ASL Annuals are TAHGC's magazine dedicated to ASL.  As their name implies, they are theoretically released once a year.  In practice this has varied somewhat.  Each annual includes many scenarios and several articles on various aspects of ASL.  The current list of

available annuals is:

 

    89, 90, 91, 92, 93a, 93b, 95w, 96, 97

 

The 89, 90 and 95w Annuals are apparently out of print and very hard to come by.  There were two annuals released in 93 but none in 94.  (The 95 annual was supposed to be released in a "Winter" and "Summer" edition but as it turned out only the first was released.)

 

The Annual has now been replaced by the "ASL Journal".  J1 was published in 1999.

 

[2.33]    ACTION PACKS

 

The "Action Pack" is a collection of new ASL boards plus a bunch of miscellaneous scenarios using those boards.

 

Action Pack #1 includes Boards 42 & 43 and 8 scenarios.  It also includes a new official OBA flowchart which greatly simplifies the OBA procedure (see [11.215]).  AP#1 is available without the boards if you already own them (they were available separately for some time prior to the AP release).  Note: AP1 is now officially out of print.

 

Action Pack #2 includes Boards 46 & 47, 8 scenarios, some new terrain overlays, new Chapter B pages (the same as were included in DB) and an "OVR flowchart" (see [11.224]).

 

The scenarios in an AP have no particular theme (other than use of the new boards) so the prerequisites for being able to play these scenarios are diverse.

 

[2.34]    THE GENERAL

 

The General was TAHGC's "house organ" and included articles on virtually all of their gaming products.  A lot of coverage has been given to ASL over the years since its release, usually in the form of a new scenario or two each issue (see [8.1]).  There were a number of articles on ASL game play etc. as well.  Subscribers occasionally received benefits not available to newsstand purchasers, for example sometimes special countersheets were issued to provide new or replacement counters; a small number of faulty ASL counters were replaced this way a couple of

years back.

 

With the purchase of TAHGC by HASBRO, the General ceased publication (Vol.32#3 was the final issue).

 

A new product to make it easier for those who didn't subscribe to the General for the last ten years is "Classic ASL".  This is a 48-page composition of out-of-print articles, scenarios, and variants, presented in a magazine format.  There are 16 scenarios (in the center, easy to remove and add to your collection!)  Included in this package is a re-release of the IIFT!  It's a lot cheaper than paying $1 per photocopied page.  Note that there is no "new" content; all the enclosed material has been published before.

 

[2.35]    ASL GAP

 

The GAP (Game Assistance Program) is a computer program designed to make it easier to keep track of many of ASL's book-keeping requirements.  It is more fully discussed in the section on electronic resources (see Section [4.9]).

 

[2.36]    WEB-BASED PRODUCTS

 

MMP have added a new category of ASL Product: the free web-based scenario pack.  The first example of this is the "Provence Pack", a collection of scenarios dealing with the invasion of Southern France in 1944.  The web-pages provide historical background and scenario analysis; the actual scenarios themselves are provided in full-colour and in PDF format for easy cross-platform printing (see [6.3]).  The Provence Pack can be found at http://www.advancedsquadleader.com/pp.

 

[2.37]    ANNOUNCED FUTURE PRODUCTS

 

MMP are working on Journal #2, scheduled to be released in Jan 2000.

Apart from the usual goodies (articles and scenarios) it will include a mini-HASL on Kakazu Ridge.

 

Also scheduled for release sometime in 2000 is "Armies Of Oblivion", the last "core" module for ASL.  It will provide units and weapon counters for the Axis Minor forces (Hungary, Rumania, etc.) as well as a revamped Finnish counterset.

 

Finally, MMP are working on bringing the ASLRB back into print, as well as a new "Introductory ASL" pack and a CD-ROM edition of the ASLRB (see [11.15]).

 

[2.38]    PARTS

 

TAHGC sold all parts and components for their games separately, in case you needed replacement boards or additional countersheets.  Of special note are the boards not provided with ASL:  Boards 1-9 and 12-15.  Boards 1-8 and 12-15 are from SL/COI/COD/GI, as explained above (see [2.1]).  Boards 9-11 were originally "rogue" boards for original SL; they were not "official" and were very crudely painted.  They were subsequently redone for ASL and are now very attractive (Board 9 was released in Doomed Battalions, Board 10 was released in Partisan! and

Board 11 in The Last Hurrah).

 

While a full parts service for older products is not yet available, MMP have made it possible to order extra boards separately.  See the MMP website www.advancedsquadleader.com under "Products" for more information.

Also, for newer products with part errors (e.g., missing or damaged components) it is possible to arrange for replacements directly from the printer.  See the MMP FAQ at  http://www.advancedsquadleader.com/ for details.

 

[2.4]    THIRD-PARTY PRODUCTS

 

These cover a variety of formats and subjects.  Magazines ("fanzines") are the most common, but historical modules and special scenario packs are not unknown.  They are usually of low price and frequently the physical quality matches the price, but certain third-party publishers are known for their very high-quality components.  Availability comes and goes, so an up-to-date list is difficult to maintain.  One source of information on third-party products is Patrik Manlig's WWW page dedicated to this topic, which can be located at

http://www.update.uu.se/~pman/aslmenu.html

 

Patrik's list is somewhat old however.  A more up-to-date list is at

http:/freespace.virgin.net/pete.phillipps/3rdparty.htm.

 

Also check the ASL Crossroads (see [4.4]) for web links to the various

third-party publisher web pages.

 

[3.0]    WHAT'S THE BEST WAY TO LEARN HOW TO PLAY ASL?

 

The *absolutely best way* to learn how to play ASL is to find someone who already knows how to play, and get them to teach you.  You will probably lose in the beginning, maybe quite often, but eventually you will start using the tricks you've learned on your opponents and

you'll find yourself winning more often.  Start with simpler, infantry-only, scenarios and work your way up to guns and armor, concentrating on learning the game instead of worrying about winning.

 

Unfortunately nearby opponents are not always available.  Fortunately there are other options; the most common alternatives are Play by (E-)Mail and Solitaire.

 

The rapid turnaround time of PBEM means that you can quickly ask rules questions of your opponent; the next best thing to "being there". Solitaire play can be useful but is not much help if you hit a rule that you just don't understand.  One of the important functions of the

ASLML is being able to quickly answer rules questions of people new to the game.  As a further note to solitaire play, while the Solitaire module is a good way to brush up on unfamiliar rules, it's probably not as good in learning the rules for the first time, since (a) it

assumes you already know them (including the more advanced rules) and (b) it uses some sub-systems (e.g., Command Control) not found in the regular ASL rules.  For *learning* purposes, you're probably better off playing a normal scenario solitaire.

 

It's helpful if you can get hold of the "Programmed Instructions" for learning ASL as originally printed in the 90 Annual.  See [2.11] for more details.

 

Finally, if you have an opportunity to go to an ASL game convention, take it!  Meeting other people that you don't play regularly will expose you to many different styles of play (and rules interpretations) that will *always* be a learning experience (as well as being a darn good time).  Don't be worried that you're not "good enough" to play in a tournament -- just go for the ride and do your best.  You'll be guaranteed to have a blast!  More info on tournaments

can be found in Section [7.0].

 

[3.1]    Learning Scenarios

 

Some scenarios are better than others for learning particular rules sections.  Below is a list compiled from the opinions of many people on the ASLML:

 

No guarantee that these scenarios are balanced or fun, just that some people think they serve as good introductions to certain parts of the rules.

 

Scenarios are identified by their ID, their name and the module in which they can be found.  Note that some of the modules are not official TAHGC publications.  Some scenarios have had both "amateur" and "official" publication; some have been seen in several amateur

publications.  If an "official" version exists, that will be the source cited; otherwise the most recent publication will be cited.

 

Note that virtually all of the scenarios included in "Classic ASL" are considered good for learning purposes.

 

ASL 101: BASIC INFANTRY

1        Fighting Withdrawal           BV

11       Defiance On Hill 30           Para

A        The Guards Counterattack      Classic ASL

T1       Gavin Take                    Classic ASL

G35      Going To Church               General 31.2

RB6      Turned Away                   RB

A80      Commando Schenke              Annual '95w

AP8      A Bloody Harvest              AP #1

D1       Guryev's Headquarters         SoF

 

ASL 103: VEHICLES

T2       The Puma Prowls               Classic ASL

35       Blazin' Chariots              WoA

A44      Blocking Action At Lipki      Annual '92

23       Under The Noel Trees          Yanks

F        The Paw Of The Tiger          Classic ASL

A51      Clash Along The Psel          Annual '93a

 

ASL 104: CAVALRY

90       Pride And Joy                DB

SP?      Over Open Sights             Schwerpunkt #3

 

ASL 112: OBA

D        The Hedgehog Of Piepsk        Classic ASL

E        Hill 621                      Classic ASL

A59      Death At Carentan             Annual '93a

T7       Hill 253.5                    General 27.3

ASLUG20  The Butcher's Bill            ASLUG ?

L        Hitdorf On The Rhine          General 25.2

 

ASL 123: NIGHT

61       Shoestring Ridge              CoB

H        Escape From Velikye Luki      Classic ASL

20       Taking The Left Tit           Yanks

TOT8     Nightmare                     Time On Target 1

A19      Cat And Mouse                 Annual '90

BB2      Throwing Down The Gauntlet    Backblast 1

DA11     Sicilian Midnight             Annual '93a

TOT18    The Aller Waltz               Time On Target 2

40       Fort McGregor                 WoA

 

ASL 125: DESERT

35       Blazin' Chariots              WoA

37       Khamsin                       WoA

38       Escape From Derna             WoA

41       A Bridgehead Too Wet          WoA

CH49     High Danger                   Critical Hit 4

 

ASL 126: PTO

A60      Totsugeki!                    Annual '93a

67       Cibik's Ridge                 GH

A53      Smith & Weston                Annual '93a

A58      Munda Mash                    Annual '93a

63       The Eastern Gate              CoB

60       On The Kokoda Trail           CoB

A42      Commando Hunt                 Annual '92

CH28     Children Of The Kunai         Critical Hit! 3

A83      Last Of Their Strength        Annual '95w

 

ASL 191: BEACH LANDINGS

A55      The Cat has Jumped            Annual '93a

73       Hell or High Water            GH

A79      Mike Red                      Annual '95w

 

ASL 291: CAVES

BB1      Taming Tulagi                 Backblast 1

72       Sea of Tranquility            GH

 

[4.0]    WHAT ELECTRONIC RESOURCES ARE AVAILABLE FOR ASL?

 

[4.1]    ASL Internet Mailing List (ASLML)

 

The advanced-sl mailing list allows discussion of TAHGC's Advanced Squad Leader game series.  As of October 1998 there are over 900 subscribers to advanced-sl from all the "corners" of the world.

 

To subscribe to advanced-sl, send mail to majordomo@list.pitt.edu.  In the body of the message type the following:

 

subscribe advanced-sl

To unsubscribe, send:

unsubscribe advanced-sl

 

A digest version of the list exists.  To subscribe to it, use the above directions, but instead you must subscribe to advanced-sl-digest.

 

A WWW interface to the ASLML now exists.  You can browse recent messages, even post new messages, without actually subscribing.

See http://gs105.sp.cs.cmu.edu/~mhb/aslml/ for the full details.

 

Etiquette:  Aside from the basic rules of "netiquette" (don't flame people in public, etc.) there are some ASLML specific things you should know that will make your stay a happy one.

 

1) NRBH.

 

This stands for "No Rulebook Handy".  It is very tempting to jump in and answer a rules question with an answer that you "know" to be correct.  Unfortunately, it's easy to be wrong.  It's generally preferred that a rules question be answered with a reference to the

relevant rule (you don't normally need to actually quote the rule). If you must answer when you are NRBH, please have the courtesy to flag your message appropriately.

 

2) Reality arguments.

 

In discussing rules and other things on the ASLML as well as in private, one thing almost always come up:  reality arguments are arguments like "How come a tank isn't harder to hit from the side when it's moving than from the front?  After all, if you're seeing the

front, it ought to be moving straight towards you!"

 

There is a widespread feeling that this is not a good argument, and people may be upset or dismiss you out of hand.  There are reasons for this -- perhaps not good enough to excuse bad behaviour, but good reasons nonetheless.

 

So, what are these reasons.  One is that "reality" is different to different people.  There are always (and I mean *always*) counter-arguments that are equally valid.  In the above case, what if the tank is actually zig-zagging?  Another reason is that we don't *know* what

the rules are trying to simulate in many cases.  OBA have a harder time hitting targets that are concealed than targets that are hidden. This is, of course, totally unrealistic.  However, the reason for this is that the player has total information while the cardboard person actually calling in OBA doesn't.  To limit the effects of the player's omniscience, this is made harder.

 

That takes us to the next good reason:  it has to work in the game. While some reality "fixes" might seem perfectly reasonable on their own, they may not be in tune with the rest of the rules.  A recent suggestion was to add a more severe modifier to buttoned-up AFVs.

While this might seem perfectly OK on it's own, the net effect was that it made blind charges over 500m of open ground against stationary enemy AFVs a good tactic.  Not quite the intended result.  That's sometimes how the game mechanics work out; they're more closely integrated than you might think, and while they might seem unreal in isolation it is the final result that matters.

 

Of course, the final reason is the most convincing one:  it's a game.

While *based on* reality, it *isn't* reality.  When playing competitively or when there is disagreement, whatever the rules say is what goes.  While discussing the rules on the list you are talking to strangers, many of whom do not give any weight whatsoever to reality

arguments.  Don't expect to convince them because of your brilliant reality arguments -- they have most probably heard it before, and weren't convinced then.

 

Reality arguments are fine when playing for fun or when playing against your friends.  They are outside the bounds of the ASLML as reality is *not* a generally agreed-to basis for arguments.  That means they are most likely to provoke some irritated or dismissive responses and no consensus whatsoever.

 

3) FAQs and Grognards.

 

The ASLML has been in existence since 1991 and a good number of people have been on the list for years.  It's likely that they've seen FAQ's come up many times over the years, and it's sometimes easy for them to forget their manners when replying to an honest question posted by a

newbie.  Everyone is encouraged to relax and cut each other a little slack.  Before posting your question to the ASLML, please make sure to check that (a) you've tried finding the answer in the ASLRB and (b) you've checked to see that it isn't answered in this FAQ.

 

4) The Signal To Noise Problem

 

A good metaphor for the list is 600 people talking at once in a big auditorium.  It's likely that you don't care about 80% of the conversations going on, and you wish those noisy 80% would just be quiet.  Unfortunately, the guy next to you has his OWN 80% to worry about, and chances are that he couldn't care less about the stuff you really want to talk about.  This is just the way it is on a mailing list; everybody has his own favorite subjects and they usually don't

overlap.  Again, being reasonable and cutting each other some slack is the best answer.  If you really can't stand someone or some subject, consider using a mail utility with a killfile feature; you'll be able to filter out the offending noise and your life will get less

stressful.

 

5) Virus Alerts

 

The vast majority of virus alerts are hoaxes.  Do everyone a favour and don't pass them on to the ASLML; you're just wasting your time and making yourself look foolish in the process.  Furthermore, even the *genuine* virus alerts are a waste of time, since anyone at all concerned will already know how to deal with them.  While you think you may be just being "neighbourly" by passing on these alerts, all you are really achieving is  to annoy a great many people.  Just don't do it, OK?

 

Back-issues:  It is possible to get back-issues of the ASLML in digest form from the Pitt archive:

 

You would send majordomo@list.pitt.edu Majordomo commands "index" and "get", i.e.:

 

index advanced-sl-digest

 

get listname filename

 

The "index" command tells you what the archive filenames are and the "get" command gets that particular archive.

 

For additional information see the Majordomo documentation under the Postmaster's home web page at http://www.pitt.edu/~postman.  You may wish to look at the "Archive Tips" and "Digest Tips" as well as the "Majordomo Mailing list subscriber document".

 

A real life example from Tom Huntington:

 

"I sent mail to:

  majordomo@list.pitt.edu

Subject:

  index advanced-sl-digest

Message:

  index advanced-sl-digest

 

Majordomo mailed me this response, and it came back *really quickly*:

 

 >>>> index advanced-sl-digest

   .:

   total 72880

   -rw-rw----   1 majordom staff      23386 Feb 27  1996 v01.n001

   -rw-rw----   1 majordom staff      26970 Feb 27  1996 v01.n002

   -rw-rw----   1 majordom staff      21784 Feb 27  1996 v01.n003

   -rw-rw----   1 majordom staff      64177 Feb 29  1996 v01.n004

   ...

   -rw-rw----   1 majordom staff      76221 Jul 15 20:55 v01.n499

   -rw-rw----   1 majordom staff      77264 Jul 16 11:49 v01.n500

   -rw-rw----   1 majordom staff      72572 Jul 17 01:50 v01.n501

   -rw-rw----   1 majordom staff      71866 Jul 17 17:07 v01.n502

   -rw-rw----   1 majordom staff      73952 Jul 18 13:08 v01.n503

   -rw-rw----   1 majordom staff      76057 Jul 19 22:49 v01.n504

 

From here, I picked out the digest I was interested in (in this case,

I'd missed #469).

 

So then I sent mail to:

  majordomo@list.pitt.edu

Subject:

  get advanced-sl-digest v01.n469

Message:

  get advanced-sl-digest v01.n469

 

And it works!"

 

[4.2]    The ASL Digest

 

Before the introduction of the ASLML the only available electronic ASL forum was the ASL Digest.  The Digest has a long history and the original issues can still be found today in the various ASL archives. Recently the ASL Digest was resurrected by Tim Hundsdorfer, who

maintained it for a ten-issue stint during 1996.  The ASL Digest's current editor is Terry Ford.

 

The ASL Digest should not be confused with the ASLML-Digest Mode.  The ASL Digest is an amateur electronic ASL newsletter which is sent out approximately once a month.  The content of the Digest includes original scenarios, articles, discussions, product reviews, and editorials.  Historical discussions and game tactics/strategies are also included.  Current and recent issues can be found on Jeff Shields' ASL homepage (http://www.vims.edu/~jeff/asl.htm).

Submissions are strongly encouraged from players of all abilities and experience.  To make a submission or to subscribe to the Digest send e-mail to Terry Ford at TFord48157@aol.com.

 

[4.3]    The Expanded ASL Index

 

One section of the ASLRB that just cries for an update is the old index.  As more and more chapters are added to the rulebook, the index falls further behind the times.  The Expanded Index was a project started back in 1994, attempting to update the index to cover chapters E

through S.  Calling on the on-line community, Tom Huntington has been collecting missing bits from the index for quite a while now.

 

After this much time, the index has grown to more than twice the size of the original.  ASLML-members continue to write in suggestions. Just about every time Tom gets into the rulebook, he finds something that should be added or reworded.  And, bless Avalon Hill's heart, new modules continue to come out.  A new version of the Expanded Index is released about twice a year, with the latest corrections and additions shuffled into the works.  Alert readers are always encouraged to suggest changes or additions to the index.  To date, Tom has limited the index contents to reflect only official ASL products.

 

Many formatted versions of the index exist out on different web sites.

Tom only offers the ASCII format of the index, and if you can't find it on the web he'll happily e-mail you a copy of the latest version.  And, best of all, the index is free.  So long as you distribute it in its entirety, it can continue to spread across the globe bearing the

good news of where to look up information on such esoteric topics as "Elite troops".

 

Any questions about the index, whether you want to add an entry or just want a copy, can be sent to Tom Huntington at:

 

thh@cccc.cc.colorado.edu

 

[4.4]    WWW & FTP

 

The most comprehensive list of WWW, FTP and other sites of interest to internet-capable ASL players can be found at Jacques Cuneo's ASL Crossroads site: http://tigertank.com/aslcrossroads/.

 

[4.5]    CompuServe

 

There are two CompuServe forums of interest.  The first is Avalon Hill's "home" forum for their boardgames line (they have a different forum for their computer games).  This is Section 2 of the BCRPUB forum.  Any and all discussion of TAHGC games are encouraged here.

 

The second is the PBMGAMES forum, Section 10 (Other Board Wargames). This is where the Ladder matches are played out in public postings. It's also where the general gossip, rules discussions etc. take place. (This is mostly a matter of history, since the PBMGAMES forum has been around a lot longer than the BCRPUB forum.)  If you want to join the CIS Ladder, post a message to Gary Milks [73770,3177].

 

[4.6]    VASL

 

VASL is a standalone computer application for playing ASL. It is a virtual representation of the ASL system components, including geomorphic boards, HASL maps, overlays, and the complete counterset, with Guns and vehicles for all nationalities.  The interface is mouse-based, with

players clicking and dragging stacks on the screen.  It is designed for head-to-head play by two humans who already own the boardgame.  There is no computer player and the rules are not implemented in any way.  It can be used as an aid for email play or for live simultaneous play over an internet server.

 

VASL runs on Windows 95 or 3.1, OS/2, Macintosh PowerPC, UNIX, and any other system that supports the Java Runtime Environment.  The software is free, available at http://vasl.thegamers.net.  An online user's guide is also available at this site.

 

[4.7]    GAPs

 

A GAP is a Game Assistance Program.  The function of a GAP is not to *replace* the boardgame, but rather to help the player in keeping track of the many rules, dice rolls, etc. required during the play of a typical scenario.  A GAP does *not* provide a computerised opponent,

nor does it make ownership of the boardgame unnecessary.  There are several different GAPs available for ASL play:

 

1) The TAHGC "official" GAP.

 

Originally released for the Apple ][, now only available in MS-DOS format.  This software is fairly simplistic, and does not offer very much in the way of "fancy features".  It's designed purely to assist in normal FtF play.  Within these limitations, the software is functional and reasonably straight-forward to use.  The only problem I am aware of with it is that in some circumstances it gives you a result without telling you what the intervening dice rolls leading to that result were.

 

2) The Zundel GAP.

 

MS-DOS.  Shareware.  Optimised for PBEM play.  E-mail to contact Steve Zundel:  zundel@us.ibm.com.  Latest update includes all nationalities and is optimized for MS Windows.  (Ver 4) Has all OOB's for the nations now represented.

 

3) ASLAP.

 

Windows-based.  Freeware.

 

What it does:  ASLAP looks after your dicing, works out the results of your dicing, keeps track of snipers, OBA, interrogation, weather, PF, THH, Battlefield Integrity etc.  It also helps with SASL.  Has a PbeM interface to assist in PBeM, has a Unit Track to keep track of your

units.  Has complete access to TH, TK, IFT, IIFT, IIFT CTC interactive tables etc.

 

What else?  Has Quickmenus to all conceivable tables where you can automate things like Spreading Fire, Bog, Spotting, Barrage, HoB, Leader Creation, Glider Landing etc etc.

 

You can download it from:  http://www.pitt.edu/~pferraro/aslap.html

 

4) SALSA

 

SALSA! is a SASL Assistant written by Robert Delwood (delwood@isomedia.com) intended to simplify play by reducing excessive chart referencing and speeding up die rolling routines.  It is not intended to be a computer replacement system for ASL nor automate the logic.  It is meant to encourage SASL and to make play easier, quicker and, hence, more enjoyable.  It does not compete with any other ASL product currently available and is the only product dedicated solely to SASL.  It is available for both Macintosh and Windows.

 

SALSA! http://www.isomedia.com/homes/delwood/SALSA.html

 

[4.8]    Other Software

 

DYO:  A program that will lead a user through the Chapter H DYO rules, plus generate random scenarios and solitaire missions.  This program was written by Tim Kitchen and is now in Version 3.0.  The program includes all data from the Chapter H DYO charts (yes, every vehicle

and gun!), and makes designing DYO scenarios a joy instead of rocket science.  The program performs all calculations like equivalent infantry, support weapons, leader generation, etc., and supports all nationalities released to date.  This software is for Windows 3.1 or

Windows 95, and is available for $25 from the following address:

 

   Tim Kitchen

   9228 Fetlock Dr.

   Mechanicsville, VA 23116

   U.S.A.

   Phone:  (804) 550-3911

   e-mail: kitchent@erols.com

 

[5.0]    HOW DO I PLAY BY E-MAIL?

 

Basically, you trust the other guy to roll the dice for you.

 

Frequency of Mailings:

 

Most people play at about the same pace -- about 3 or 4 mailings between the players per week.  Life often intervenes to create delays in a game, but most games take only 2 or 3 months to complete.  However, sometimes you've got to just be patient with your opponent's schedule

and let the poor guy take his wife out to the movies instead of working on his Prep Fire, for crying out loud.

 

Things you and your opponent should agree on before a game:

 

* Free LOS Checks

 

The rules specifically state that you cannot check LOS during a game without firing a unit.  You are supposed to check all of the important LOS's BEFORE the game.  Many people ignore this rule and play with  "Free" LOS checks since you can't possibly check ALL of the important

LOS's before the game and it's really frustrating to discover that your 8(-2) attack against his 10-3 is blocked by just *that* much.  Of course, some people LIKE that kind of tension, so you should be clear on whether LOS checks are free or not in your game.

 

* IFT or IIFT

 

See [11.12] for some discussion on the merits or otherwise of the IIFT.  Regardless, you should be clear with your opponent about which table you're using.

 

* ASL Ladder Points

 

Both players should agree on whether the game is going to be played for ASL Ladder points (see [5.1]).

 

* General style

 

How frequent the mailings should be or anything else that seems appropriate.  If you're going to Tahiti for a month, it'd be good to let your opponent know before you start the game.

 

How to start a game:

 

This is a sort of quick-n-dirty explanation of the On My Honor PBEM rules.  Once you've decided on the scenario and the Things to Get Straight that are listed above, here's how the first few mailings will go.

 

* Pre-Game

 

If you're using non-free LOS checks, do them now.  I've also noticed that it really helps to spend a lot of time before the game just looking at the board and trying to envision how the game is going to progress.  Good players probably can do this in a short amount of time, but I need to take HOURS.  Just a suggestion.  Look at possible attack routes.  Look at whether broken units will find safe havens to rout to.  Try to look at the game from your opponent's perspective.

 

* First Mailing

 

Defender sends his initial setup, showing only the topmost counter in a stack (rule A2.9) since enemy stacks cannot be inspected prior to play.  The first mailing would look like

 

    4K1     8-1, 3 counters underneath

    4M5L1   MMG, 1 counter underneath

    (etc.)

 

Note that "4M5L1" means the Level 1 location of building hex 4M5.

People write this in different ways -- you might see it as 4M5(1), 4M5/1 or something.

 

If one side doesn't have any units that start the game on the board, all of the other side's units will be able to start Concealed, with? counters on top of the stack.  It works both ways, too -- the side that enters the board will be able to have all of his units enter with

Concealed status (A12.12).  So the first mailing in this situation will look like

 

    4K1  ?, 2 counters underneath (sometimes written as ?(2))

    4L5  ?, 5 counters underneath  (or ?(5) )

    (etc.)

 

* Second Mailing

 

The Attacker sends his initial setup, following the rules for mailing 1.  He also sends the location of his Sniper counter – read A14.2 CAREFULLY to see the restrictions on the Sniper setup; somehow it seems to be a rule that fools people.  The Attacker then starts his first turn.  For a big help on just WHAT to do WHEN, follow the Advanced Sequence of Play that is printed on the Chapter D divider [or the new Revised Advanced Sequence of Play that comes with the Chapter N divider in CdG.]

 

Formats for Turns

 

People use different formats for recording their turns.  Some people are pretty free-form and use a lot of words:

 

  "Rally Phase -- OK, let's try to have Cpt. Wetzelberge rally those

  broken squads in R5.  They are all DM, so that's a +4 DRM, and

  Wetzelberg's leadership gives a -2 DRM, so ...."

 

Others are more terse:

 

  "RPh

  1) 9-2 in R5 rallies units there

  1a) dm468   DR = 5,2  result = no rally

  1b) dm248   DR = 2,1  result = rallies ...."

 

Others use a kind of grid format:

 

  ----------------

  PBEM EVENT SHEET

  ----------------

 

  !Phase !E# ! Action                  !Rg!FP !DRM!DR  !Result

  !------!---!-------------------------!--!---!---!----!------

  !RPh1b !1  !Wind                     !  !   !   !1,6 !No Effect

  !      !   !                         !  !   !   !    !

  !      !2  !228 in S8L2 Self-Rally   !  !   ! +5!4,2 !Remove DM

  !      !   !                         !  !   !   !    !

 

Feel free to use whatever format you like.  Note the Wind Change DR in the above PBEM event sheet.  You should always check for wind change, even in a scenario where the wind doesn't seem to matter.  The reason is that most scenarios have units that can create Infantry Smoke, and the placement of infantry smoke is affected if the wind suddenly kicks up into a Mild Breeze.  Believe me, it can happen and have a big effect on the game -- it happened to me once!  The attacker does his actions in the rally phase and moves on to Prep Fire and Movement phases.  When he fires and gets a result on the IFT, he applies it to the defenders if he knows what they are:

 

  PFPh

  1) 8-1 and 467 with MMG in K4 fire at 10-3 and 468 in L6

  1a) Firepower is 9, resolve on the 8 column. DRM is -1

  (leadership) +2

  (wooden building) = +1   DR = 5,3  result = PTC

  1b) PTC vs 10-3  DR = 3,3  result = passed

  1c) PTC vs 468   DR = 1,6  result = passed

 

If he's firing at Concealed units that he doesn't know the identities of, he'd just say something like

 

  1b)  You'll have to resolve the PTC against the concealed units.

 

While it may seem strange to let your opponent do the dice rolling for YOUR units, it really helps speed the game along.  If he's going to cheat, he's going to get you no matter who rolls those morale checks, so it's not worth worrying about.  Weird events happen in ASL all the time, and the bad luck that hurts you now will hopefully turn into good luck later on (although not necessarily in the same game ...).  If you really suspect that your opponent is cheating, you'd have to come up with some pretty convincing evidence to prove it, and even then you might be wrong.  Try to cool off and give the guy the benefit of the doubt -- maybe the dice will get hot in YOUR favor next turn.  Ultimately, the best thing to do with an opponent who is just

too darn lucky in your opinion is to not play the guy any more.  Nuff said.

 

The attacker then moves on to the Movement phase.  He will send something in the same mailing that looks like this:

 

  MPh

  1)  8-1, 467 in L4 move

  1a) Declare Double Time -- place CX counter

  1b) L5 (1 MF)

  1c) L6 (3 MF)

  1d) L7 (5 MF)

  1e) L8  (6 MF)

 

  2) 9-2, 467, 467 with HMG in K2 move

  2a) K3 (Bypassing K3-K2 hexside, 1 MF)

  2b) K4 (3 MF)

  2c) K5 (4 MF)

  2d) Enter the Foxhole in K5 (5 MF)

 

Note the cumulative MF expended is listed in parentheses.  Some people prefer to write the per-hex movement cost instead of a cumulative total.

 

Third (and other) Mailing(s)

 

When the Defender gets the attacker's mailing that contains the attacker's initial setup, he places his own Sniper counter onboard before he goes on to read the Attacker's Turn 1 Rally Phase.  He'll notify the attacker of his sniper placement in his next mailing.  The defender then reads the mailing up to the MPh. He then reads the above MPh one line at a time and will see if he wants to First Fire at the moving units.  He may then send the attacker something like

 

  First Fire

  1) When the 8-1 and 467 enter L7 , the units in J3 open up

  1a) Firepower is 6 (HMG) + 2 (LMG) + 12 (three 447's) = 18

      DRM = -3 (leadership) -2 (FFNAM/FFMO) = -5

 

Obviously, that 8-1 and the 467 are in deep trouble.  Since their imminent demise might change the attacker's plans for his second move above, the Defender should probably stop reading the attacker's mailing and send him a message telling him about the devastating first fire that just happened and ask him if he should continue reading the movement orders.  It slows the game down a little, but not as much as it would if you had to send one mailing for each unit that moved.

 

Sometimes the attacker NEEDS to do a little probing before he decides what to do with the rest of his units in the MPh. He would then send a Search Mailing where just one or a few units move and try to draw fire or discover where the enemy is lurking.  The Defender will respond to

each search mailing saying whether or not he first fired at the probing units.  This slows the game down some, but it doesn't happen very often and is a very necessary part of the game.

 

Sometimes the attacker will try to save time by prefacing his movement orders with something like "Here's my moves -- please stop reading and mail me if you fire and adversely affect one of my units."  The attacker is saying that he doesn't want to be informed about the defender's first fire shots that have no effect.  Or else the attacker may not care what happens in first fire and just say "Do these moves no matter what happens."  Basically, the idea is to save time by communicating to the defender what you want to be informed about when you move.  Most people appreciate it when the defender stops reading the movement orders and lets them know about the results of each attack.  This kind of back-and-forth exchange continues until the attacker has moved all of his units.  The Defender then does a mailing for his DFPh where he follows the same kind of firing guidelines as for the attacker's PFPh.

 

The Attacker then sends a mailing containing his AFPh and RPh, advance phase, and CCPh actions.  (Although he may want to see the results of the Defender's RtPh actions before planning his APh actions.)  He can even usually specify the actions his side will take during the

Defender's upcoming Rally Phase.  The Defender then responds with his own CCPh actions and in the same mailing moves on to the Rally, Prep Fire, and Movement Phases of his first turn.

 

It probably looks like a mess, but it's really not that hard at all. Email is so fast that it doesn't slow the game down to send extra mailings to your opponent if you have a question or want to go slowly at a certain point.  The best way to PBEM is to try to recreate the feel of a FTF game -- you should try to allow both players to make the same decisions that they would be able to make if they were in the same room.  Once you get the hang of it, you'll be moving the game along as far as possible with each mailing.

 

Concealment File Format

 

When you do your initial setup and have concealed units, it can save time if you send your opponent a Concealment file for each concealed stack.  That way, if he fires on a concealed stack and gets a result, he doesn't have to mail you and ask for the contents of that stack; he can just open the file and see for himself.  Again, you're trusting the guy to not open the file without having a reason.  These files are also useful for determining if there's a real unit under a ?  stack for various purposes.  In that case, all the opponent needs is to

verify that the stack isn't a Dummy stack.  With these two purposes in mind, a concealment file for a stack consisting of a ? counter (with ID of "x") with 3 counters underneath might look like this:

 

  --------------------------

  (top of file)

  Contents of ?(x)

  (skip 30 lines)

  Real unit = 4-6-7

  (skip 30 lines)

  Contents = 8-1, MMG, 4-6-7

  --------------------------

 

You skip 30 lines twice because you don't want your opponent to accidentally open the file and see what's in the stack.

 

During a game, units may gain concealment, but it's kind of pointless to send new concealment files for these units – your opponent should be able to remember what the unit under the ? counter is.  An exception to this is when several concealed units come together to form a stack and then separate ("the old switcheroo".)  In that case, you're not sure st who is where and it might be good to have concealment files for those stacks.  [Another way to do a concealment

file is to 'grep' on the hex you need to know the contents of.  Doesn't work with paper though :-)]

 

Showing the Game Status

 

It's possible for either player to screw up and not have a completely correct map set up at home.  In order to keep both players' maps "synchronized", it's good to periodically send a description of what your map looks like.  Some people do this at the end of each player or

game turn; others wait until they feel the need to be sure they've got it all straight.  All it takes is a listing of what you see on your map:

 

  German unit dispositions:

  K7  Sniper

  L4  8-1, 467, MMG, 467, broken 247

  Z4L1  ?, 4 counters underneath

  W5  Foxhole, 9-2, HMG, 467

 

  Russian unit dispositions

  W3   Sniper

  M4   10-0, broken 447, broken 628, broken 628 (all DM)

  T8   447 w/MMG

 

Note that "447 w/MMG" is another way of saying that the 447 possesses the MMG.  Note too the "(all DM)" for hex M4 can be easier than specifying a DM counter on top of each of the broken units.  Also, some people will write "b447" or "dm447" for a broken or DM 447, and "cx447" for a CX 447, or "bz447" for a Berzerk 447, or "f447" for a Fanatic 447, etc.  To each his own, but it's in your interest to be clear when you convey this information to your opponent.

 

By the way, in PBEM it's customary for Snipers to have the "1" side of

the counter face the ID number of the hex.

 

Unit ID's -- Some people list units as 4-4-7, others use 447.  No big

deal.  Others like to specify WHICH 447, as in 447(a), LMG(b), 9-2

(Wetzelberger), etc.  The game plays just as well with either system.

It's just a matter of taste.

 

It has been noted that VASL can be used effectively for PBEM play.

See Section [4.8] for more information on VASL.

 

[5.1]    Ladders

 

The Internet ASL Ladder is open to basically any participant in the ASL Mailing list.

 

The Internet ASL Ladder is something like an on-going tournament. Each member of the ladder starts with 1000 points.  Every time you play a game against another ladder member for "ladder points", the winner is awarded a number of points based on the ranking of his opponent.  There's a formula whereby all this is figured, but it boils down to this:  you get more points for beating a higher ranking member of the ladder than yourself, and fewer for beating someone below you on the food chain.  In addition, every participant in a ladder game gets two points as an incentive to participate.  The game can be FTF (face-to-face), PBEM, PBM, or play-by-Morse-Code if you like.

 

For more details, see the ASLML Ladder website at

http://www.msen.com/~sdennis/asl/ladder.html.

 

Other online services run their own Ladder; they all tend to operate in the same way.  Check out each individual service for more information.

 

[6.0]    I DOWNLOADED THESE STRANGE FILES; WHAT DO I DO WITH THEM?

 

[6.1]    Compressed files: ZIP, ARC, Z, TAR, etc.

 

Utilities to uncompressed these compressed formats are available at most, if not all, major freeware and shareware sites on the internet. Hunt around, they're easy to find.

 

DOS/WINDOWS:  The most common software for the DOS/Windows platform is PKUnzip.  There are also many Windows programs (e.g., WinZIP) to do the same thing.  Many of these programs will also work in multiple formats.  For Z and TAR programs, there are DOS versions of the UNIX utilities that will uncompress them.  Some of the newer versions of Windows utilities (e.g., WinZIP) will also work with .Z and other formats.

 

Patrik Manlig has a collection of various DOS archivers at his

website: http://www.update.uu.se/~pman/aslarchive.html.

 

MACINTOSH:  For the Mac, StuffIt Expander can deal with .z, .tar, .arc, and .zip archives, and

it can be downloaded from the Web (free) at

http://www.aladdinsys.com/expander/index.html.

 

OS/2:  Similar situation to DOS/Windows.  (Of course, you can always use the DOS versions if you can't find a native OS/2 program to do the job.)  The GNU freeware ZIP and UNZIP programs will handle ZIP files just fine, and there are numerous PM applications similar to the Windows

programs.  Again, most of the UNIX utilities are available in native OS/2 format.

 

UNIX:  There are UNIX versions of UNZIP, and of course .Z and .TAR files are native to UNIX anyway.

 

[6.2]    .ps

 

PS files are "PostScript" files.  PostScript is a printer control

language; if you send a file with PS information to a PS-compatible

printer, you will get a nice printout.  (For DOS, just type "COPY

FILE.PS LPT1" for example.)

 

Unfortunately, a lot of people don't have PS printers (they tend to be

much more expensive than "normal" printers), so the PS file has to be

converted before it can be used.  There are many converters around,

the most common is GhostScript.  GhostScript is free for non-commercial

use and is available for all major software platforms.  With GhostScript

you can display the document on your PC and print it to whatever printer

you have available.  Check it out!

 

Information on Ghostscript can be found on-line at:

http://www.cs.wisc.edu/~ghost/index.html

 

[6.3]    .pdf

 

PDF stands for Portable Document Format and was developed by, and proprietary to, Adobe.  (They're also commonly referred to as "Acrobat" files.)  Reading a PDF file is easy for most major platforms; Adobe make free readers available for DOS, Windows, Macintosh, OS/2 and various versions of UNIX.  Check out http://www.adobe.com for more information.

 

A common PDF problem is trying to read a newer file with an older version of the Reader.  Make sure you have the current version (v4.0 at the time of writing) - remember, it's always free for the download.

 

[7.0]    WHAT AND WHERE ARE THE ASL TOURNAMENTS?

 

Upcoming tournaments in all parts of the world are almost always advertised on the ASLML, but you can also check the following sites:

 

[7.1]    North America

 

Check out the following web page for information on the many tournaments in this part of the world: http://www.systems.caltech.edu/EE/Groups/communications/erimli/tourney.htm.

 

You can also check the Tournaments page at MMP's website (http://www.advancedsquadleader.com/).

 

[7.2]    Europe

 

There is a list of European tournaments kept at www.advancedsquadleader.com.  You might also check the UK-oriented "View From The Trenches" website at  http:/freespace.virgin.net/pete.phillipps,

and for gaming conventions in general (i.e., not just ASL) see

http://www.wargames.co.uk.

 

[7.3]    Australia

 

Australia currently has four major ASL tournaments:

 

CanCon:  Canberra's national gaming convention is held every Australia Day long weekend (i.e., the weekend closest to 26 January).  The ASL tournament at CanCon is probably Australia's largest regular ASL event, drawing players from all over the country.

 

ANZACON:  Melbourne's Army Group South holds a tournament over the ANZAC Day weekend.  ANZAC Day is 25 April.

 

SAGA:  The SAGA gaming convention in Sydney has a regular ASL event. It's held in June (Queen's Birthday weekend) every year.

 

Octobear:  Sydney's Paddington Bears tournament.  Held in early October (funnily enough) every year at the Paddington RSL Club in Sydney.

 

For more information and contact details for these events, check out the Paddington Bears WWW page:

http://www.ozemail.com.au/~mmjm/index.html.

 

[8.0]    WHAT WAS THE ASL RECORD, AND WHAT IS ROAR?

 

The Record was a win-loss database of nearly every ASL scenario ever published.  It was a statistical tool to give ASL players the means to determine which scenarios are more likely to be balanced matches, and which are more likely to be unbalanced dogs.

 

It is important to note that as with any other statistical tool, if the numbers are not large enough than the statistics have no meaning.  If only five or six win-loss results are recorded for a particular scenario, that number is too small to be useful.  So a record of 5-0 for a particular side in a particular scenario really doesn't tell you anything.  Treat any information on scenarios with less than, say, thirty recorded results as being *highly questionable*.

 

In addition to this problem, note that the Record does not record who was the more experienced player; it does not track rotten dice results or one player simply having an off-day; it does not track whether any scenario balancing was in effect.  In short, each scenario has a great

number of variables attached to it.

 

In 1997 the Record seemed to die due to the disappearance of the maintainer, so a new service was created to replace it: ROAR.  ROAR is an online database meant to provide the same functions as the Record provided, and more besides.  Since it is online, new records are added

"on the fly" and thus up-to-date results can be checked at any time.

Various reports (most balanced, most recently played, etc.) are available for inspection.  All players are encouraged to submit their game results to ROAR; the larger the database, the more useful it is.

 

ROAR is maintained by JR VanMechelen (jrv@netreach.net) and can be found on the WWW at http://www.netreach.net/~jrv.

 

[8.1]    I know the scenario name, but not where to find it?

 

ROAR can be used to find the answer to the question "what module/annual/magazine was scenario such-and-such published in?"  This information is available for most if not all of the scenarios indexed in ROAR.

 

Scenarios from the "General" can be particularly difficult to track down.

Here is a complete list:

 

(* denotes scenario reprinted in "ASL Classic")

 

Conversions of original SL scenarios (see also "Tournament scenarios")

 

* A The Guards Counterattack 22:6

* B The Tractor Works 22:6

* C The Streets of Stalingrad 22:6

* D The Hedgehog of Piepsk 23:2

* E Hill 621 23:2

* F The Paw of the Tiger 23:5

* G Hube's Pocket 23:5

* H Escape from Velikiye Luki 24:1

* I Buckholz Station 24:4

* J The Bitche Salient 24:4

 K The Cannes Strongpoint 25:2

 L Hitdorf on the Rhine 25:2

 M First Crisis at AG North 25:3

 N Soliders of Destruction 25:6

 O The St. Goar Assault 26:1

 P The Road to Wiltz 26:1

 Q Land Leviathans 26:2

 R Burzevo 28:3

 S The Whirlwind 28:4

 T Pavlov's House 29:6

 U Chance d'Une Affaire 30:5

 V Auld Lang Syne 31:3

 W The Defense of Luga 32.3

 

"New" Scenarios (some are actually "official" versions of scenarios originally published in an "amateur" format)

 

 G1 Timoshenko's Attack 23:3

 G2 Last Act in Lorraine 23:6

 G3 The Forgotten Front 23:6

 G4 First Action 24:3

 G5 Six Came Back 24:3

 G6 Rocket's Red Glare 24:6

 G7 Bring Up the Guns 25:3

 G8 Recon in Force 25:5

 G9 Sunday of the Dead 25:6

 G10 Grab at Gribovo 26:2

 G11 Pegasus Bridge 26:5

 G12 Avalanche! 27:1

 G13 A View From the Top 27:5

 G14 Tiger, Tiger 28:3

 G15 Bone of Contention 28:4

 G16 Alligator Creek 28:5

 G17 Hakkaa Paalle 29:2

 G18 Goya 29:2

 G19 A Tough Nut to Crack 29:3

 G20 Camp Nibeiwa 29:3

 G21 Cat's Kill 29:4

 G22 A Day by the Shore 29:4

 G23 Habbaniya Heights 29:5

 G24 Mountain Comes to Mohammed 29:5

 G25 The T-Patchers 30:1

 G26 Parker's Crossroads 30:1

 G27 Vaagso Venture 30:2

 G28 Ramsey's Charge 30:3

 G29 Shoot-N-Scoot 30:4

 G30 Morgan's Stand 30:4

 G31 Point of the Sword 30:6

 G32 A Helping Hand 30:6

 G33 The Awakening of Spring 31:1

 G34 The Liberators 31:1

 G35 Going to Church 31:2

 G36 Hill of Death 31:2

 G37 Forth Bridge 31:3

 G38 Castello Fatato 31:4

 G39 A Desperate Affair 31:4

 G40 Will to Fight...Eradicated 31:5

 G41 Jabo! 31:5

 G42 The Youth's First Blood 31:6

 G43 Kangaroo Hop 31:6

 G44 Abandon Ship! 32:2

 G45 Halha River Bridge 32:2

 G46 Triumph Atop Taraldsvikfjell 32.3

 

 DASL A To the Last Man 24:1

 DASL B The Kiwis Attack 29:6

 DASL C Smoke the Kents 30:5

 HASL A Ghosts in the Rubble 27:1

 3000 Assault on Roundtop 22:5

 

 Tournament Scenarios (includes some SL reprints)

 

* T1 Gavin Take 24:2

* T2 The Puma Prowls 24:2

* T3 Ranger Stronghold 24:2

* T4 Shklov's Labors Lost 24:2

* T5 The Pouppeville Exit 27:2

* T6 The Dead of Winter 27:2

 T7 Hill 253.5 27:3

 T8 Aachen's Pall 27:3

 T9 The Niscemi-Biscari Highway 28:1

 T10 Devil's Hill 28:1

 T11 The Attempt to Relieve Peiper 28:2

 T12 Hunters from the Sky 28:2

 T13 Commando Raid at Dieppe 28:6

 T14 Gambit 28:6

 T15 The Akrotiri Peninsula 29:1

 T16 Strayer's Strays 29:1

 

[9.0]    WHAT IS AREA?

 

AREA is an International "Ratings System" for players, originally established by TAHGC, now maintained independently.

 

For more details, see

http://elwood.pionet.net/~shangri/russ/Areapg.htm.

 

[10.0]    ARE ALL THE Q&A COLLECTED IN ONE PLACE?

 

Yes, they are in several formats.

 

The most common and easily accessible collection is the comprehensive one printed in the '96 ASL Annual.  This list is separated into "Clarifications" and "Errata".  It includes all the relevant Q&A's that have been printed in the General and previous editions of the Annual.  It is very convenient to keep a photocopy of the Q&A list in your ASLRB for use during play.  Some people keep their own copy in electronic format and split them into different pages when they print it out for each Chapter of the ASLRB.

 

The other most common collection is the "unofficial" list.  This combines all of the information from the Annual list, plus includes many Q&A that have not (yet) been published in an official TAHGC publication.  These are the Q's that have been answered by TAHGC in

private correspondence, and have been posted to the ASLML for the information of all players.  These include the "MacSez", wherein someone asked Bob Macnamara (one of ASL's prime developers) a question and received his off-the-cuff opinion.  "MacSez's" are respected by

most and usually settle a question, but they're definitely unofficial answers.

 

A note on "official" vs. "unofficial" Q&A. It is generally regarded that "official" Q&A are to be considered extensions of the ASLRB itself, that is, what they say goes.  A lot of people don't always agree with the answers that are given, and disregard them in their home games, but in tournaments, you should expect that all official Q&A are "in play".

 

"Unofficial" Q&A are a different beast.  TAHGC has been known to answer some Q's in private and then provide a different answer in the "official" version.  Hence, all "unofficial" Q&A (even a "MacSez") must be treated with caution.  It would not be unreasonable to expect that your opponent may disregard an "unofficial" Q&A in tournament play.  Nevertheless, many of the "unofficial" Q&A are quite important and make a lot of sense (and end up becoming "official" eventually anyway).  Simple rule when dealing with "unofficial" Q&A:  Caveat

Emptor.

 

Patrik Manlig also has a pretty large collection of errata for many things ASL (most of them for the "amateur" products) on his WWW pages:

http://www.update.uu.se/~pman/errata.html.

 

Another source for an "unofficial" compilation is Scott Romanowski (smr@world.std.com).  It includes all the official Q&A, plus all the MMP compilations posted to the ASLML, plus many other third-party publishers.  It's available on the BAASL server(walden.ne.mediaone.net/baasl) and other places, including e-mail from Scott.  It's in MS Word format.

 

[10.1]    Can I send Q's to MMP via e-mail?

 

Yes you can!  MMP have set up a mailing address to send Q's to.  These Q's are not answered individually, rather, they are answered in a collection of Q&A's that are posted to the ASLML on a regular basis. While still "unofficial" (see above) until published, they're the next

best thing.

 

As a general rule, however, to prevent the Q&A address from being flooded with pointless questions, it is a strong recommendation that all Q's be sent to the ASLML first for general discussion.  You may find that your Q has a very simple and unambiguous answer.  Only send those Q on the e-mail address when there is no "obvious" answer available,

 

The e-mail address is asl_qa@multimanpub.com.  Questions should be formatted to elicit a YES/NO response.  The official MMP web-page (http://www.advancedsquadleader.com/) has a browser-based form to make submitting Q&A easier.

 

[11.0]    WHAT ARE THE COMMON ASL QUESTIONS?

 

[11.1]    RULES PHILOSOPHY

 

"Why are the rules the way they are?"  This section attempts to demystify some of the more-commonly-queried rules decisions.

 

[11.11]    Why do the US Marines have ML 8?

 

The short "official" answer is, apparently, they have to be that tough to survive fighting the Japanese, especially when making Beach Assaults.  During playtest, ML7 Marines often broke and died for failure to rout from the beach, which did not seem correct to the designers.

 

Many people feel that this is unfair to the regular US infantry (whose "Elite" troops only have a ML of 7).  Too bad; deal with it.  It's a game thing (and a source of a great (and greatly humorous) rivalry between the Marines and the Paratroopers/Rangers on the ASLML).

 

[11.12]    IFT vs. IIFT

 

The IIFT (Incremental Infantry Fire Table) is a variant introduced in the '89 Annual (reprinted in ASL Classic, see [2.34]), that allows for every extra FP factor (or in some cases, 1/2 FP factor) to get you a new column; i.e., so that a 5 FP attack is slightly better than a 4 FP

attack.

 

Some people feel that this makes the game more "realistic" since you don't have to be fussy about how you organise your FGs, and throwing in that extra MG in the attack will always be useful.  Other people feel that the extra FP factors make it more likely that troops will

have concealment stripped (since the most common "extra" result when using the IIFT is a PTC).

 

It's possible to argue mathematically that the effect on concealment  loss is minimal, affecting less than 5% of games.  Try it for yourself; play a game and make a note of how many times the use of the IIFT altered a game result; most people find that such altered results

are rare.  In reality, this is all irrelevant; IFT vs. IIFT is a stylistic thing, you either like it or you don't.

 

Regardless, the IIFT is an *official* variant from TAHGC.  It's available for anyone who wants to use it.  If you don't want to use it in your game, then all you have to do is say "no thanks", just like when using any other official game variant (e.g., Battlefield

Integrity).  It's not worth abusing anyone over.

 

Incidentally, Ole Boe has made a variation of the IIFT that uses "CTC" results (Conditional Task Checks).  A CTC is a PTC *only if* the target is not concealed; hence, the argument that the IIFT "strips concealment" is nullified.  This version is *not* "official", but

again, it's available if you want to use it.

 

[11.13]    Where did the squad FP values come from?

 

Guesswork, mostly.  High FP factors combined with short range tends to indicate a dependance on fully automatic weapons (SMGs, etc.).  The US squads are assumed to have at least one inherent BAR, hence their extra FP at long range.  What it all boils down to though is that the

original factors were designed for the basic SL game, and John Hill just fudged the numbers until they "felt right".  Everything else in ASL is designed around those numbers.  Don't lose any sleep over it.

 

[11.14]    How can I tell if a scenario is balanced?

 

Experience, mostly.  The more you know about the game the better idea you will have about the capabilities of the forces involved.

 

What makes a "balanced" game, anyway?  Ideally if two players of equal skill level play a scenario, then they should have an equal chance with winning from either side.  In practice this won't happen all that often.  Even two equal players can have "off" days, and the vagaries of the dice will guarantee that no scenario will play exactly the same way twice.

 

Nevertheless, there are some scenarios (e.g., "The Agony Of Doom") that one side simply cannot lose, no matter what happens.  You will get to know these scenarios as you become a more prolific (and proficient) ASL player.  There are plenty of other scenarios that always provide a good match; the "unbalanced dogs" sink to the bottom fairly quickly.  Don't sweat it; just concentrate on using your skills to the utmost (and having a good time while doing so).  Ultimately, would you rather play a fun unbalanced scenario or an un-fun balanced

one?

 

Finally, note that ROAR (see [8.0]) is a tool that can be of some use (when used carefully!) in determining Scenario balance.

 

[11.15]    Why isn't there an electronic ASLRB?

 

A lot of people think it would be great to have the ASLRB available on CD-ROM.  MMP agree; they are working on such a product, to be published

in 2000 or 2001.

 

[11.16]    What is the Australian Balance System?

 

The ABS is an alternate method of providing balance (and a side-bidding system) for a scenario.  The standard ASLRB method of scenario balance involves a single option for each side in a scenario.  (This method is described in A26.5.)  The ABS (so named because it was invented by an Australian ASL player, Dave Longworth, and tested at Australian tournaments) uses a three-tiered system of balance for each side.  The higher the level of balance for a side, the more that side gives up.  Official scenarios published by TAHGC do not use the ABS, but you will often see "amateur" scenarios make use of it.  It is especially popular at tournaments, and sometimes you will see official scenarios have ABS "retrofitted" to them for more variety.

 

[11.17]    Why can't I declare H-T-H Melee in non-Deluxe scenarios?

 

H-T-H CC (J2.31) is a Deluxe ASL rule that permits a deadlier form of CC.  It may at first seem peculiar that this rule is only allowed when playing on the extra-large Deluxe hexes, but the reason is surprisingly prosaic: no counters to designate H-T-H Melee (as opposed to "normal" Melee) were available until RB was released.  It was a permitted option for DASL because the hexes are large enough to separate the units involved in Melee (thus presumably making it easier to designate which units are in H-T-H Melee).

 

As noted above, RB added H-T-H Melee counters to the system, and it is a standard option in that module; subsequently, it was an option also granted to Japanese units (G1.64) (and appropriate markers were made available in CoB).  These are specific exemptions, however, and

the normal case remain that H-T-H Melee is an option available only for DASL scenarios.

 

(Note: The updated Chapter A rules pages supplied in DB give Gurkha troops the same H-T-H options as Japanese.)

 

[11.2]    SPECIFIC ASL RULES

 

While the ASLRB generally hangs together surprisingly well, certainrules sections have become (in)famous for defying logic or common understanding.  This part of the FAQ attempts to clarify some of these more obscure rules.

 

[11.201]    How does a Human Wave work?

 

Ever since the ASLRB was first published, the rules on Human Waves were something of a mystery to many players; they depended on important concepts that were only vaguely described, and seemed to leave many holes open.  Fortunately, this situation has now been resolved with the

publication of DB: the updated Chapter A pages supplied in that module provide completely rewritten Human Wave (A25.23) rules that, while a little mechanical in operation, are nevertheless unambiguous.

 

So what's with the red and white HW counters?  It isn't explicitly stated in the ASLRB what the different colours signify.  The red HW counters are used while the HW is moving; when the MPh is over, the red counters should be replaced by the white ones, to show that although they're no longer in a Wave, they still get the ML benefit (and the Lax penalty).  Since these are standard colour-coded (red printing on white background) these are removed at the end of the CCPh, like Pin, TI, etc.

 

The Japanese Banzai counters work in the same way; the red counters are used while the banzai unit(s) are moving, and then flipped to their white side when their MPh is over, and finally removed at the end of the turn.

 

[11.202]    How does Bocage work?

 

Bocage is weird terrain in many ways.  Most of it is straight-forward (TEM, movement restrictions, etc.) but where many people become lost is in the interaction of Bocage and LOS.  Closely tied in with this is the application of the Wall Advantage rules to Bocage.

 

When a unit is in non-open Ground behind a Bocage hexside, it can theoretically Prep Fire at opposing units through the Bocage and then become immune to Defensive Fire by claiming the TEM of the non-Open Ground terrain in its hex and dropping out of enemy LOS.  This seems patently unfair and against the spirit of several rules (reciprocal LOS, "no free lunch", etc.) to some, but others have noted that Bocage was tremendously good defensive terrain and the designers may indeed have intended the rule to play as it seems to read.  Indeed, recent Q&A ('97 Annual) confirms this.

 

The important thing to note is *when* a unit can claim WA.  The simplest way to interpret the rule is that you always have WA vs. An adjacent hedge/wall/bocage hexside unless there is something to prevent this.  Note that you can claim WA even when there are no adjacent enemy

units forcing you to make the claim.  The usual reasons for not having WA are: you're not Good Order; you're claiming a different in-hex TEM instead; or the adjacent enemy units claimed WA first.  With Bocage, if you don't have WA, you don't have LOS to a non-adjacent enemy unit

through the Bocage.  Hence, if you lose WA, you can suddenly drop out of LOS.  Note, however, that once WA is lost, it may not be easy to claim it again.  Especially note that you can't exactly claim/drop WA "at will"; once you voluntarily drop it, it stays dropped for the rest

of the player turn.  You must also decide whether a unit will keep or drop WA *before* any attacks are declared against that unit.

 

Finally, note that Bocage makes it easy to keep and gain Concealment; a unit can move, rally, recover weapons, etc. Behind Bocage and not lose concealment, and a unit behind Bocage can almost always gain Concealment automatically.

 

Hence, ASL combat involving Bocage should become a "cat and mouse" affair, with units on both sides revealing themselves and then concealing themselves with frightening speed, and units never being quite sure what lies in wait a couple of hexes away.

 

[11.203]    CX and leader movement bonus

 

See the 96 Annual.  It has an excellent article on this very subject.

 

[11.204]    Moving vs. Motion etc.

 

Again, see the 96 Annual.

 

[11.205]    Assault move and laying SMOKE

 

Yes, you can roll for SMOKE grenades as part of Assault Movement.  A unit is Assault Moving if (a) it declares that it is doing so before expending any MF and (b) it moves no more than one location while expending less than it's normal full allocation of MF.  Within those restrictions, you can do anything and still be Assault Moving – SMOKE grenades, DC placement, SW recovery, etc.  Note that (of course) you can't declare CX and Assault Movement at the same time.

 

[11.206]    Area Target Type vs. Area Fire

 

These are easy terms to confuse, but they are separate concepts and actually refer to different things.

 

Area Target Type is an Ordnance TH procedure.  MTRs always fire with ATT, and any weapon attempting to lay SMOKE must also use the ATT. Otherwise, use of ATT (as opposed to Vehicle Target Type or Infantry Target Type) is optional.  Use of ATT consumes all of a unit's available ROF [EXC: MTR fire], and, if a hit is secured, the normal FP of the attack is halved.  The advantages of ATT are that it's often easier to obtain a hit, at the penalty of reduced attack effectiveness. ATT is also the only way to gain acquisition against a concealed target.

 

Area Fire refers to any circumstance that causes your normal FP to be halved, e.g., firing at a concealed unit, firing in the AFPh, firing at long range are all examples of Area Fire.  Ordnance is affected by Area Fire differently; it must add +2 to the TH DR, but if it hits, it

attacks at normal strength *for the chosen Target Type*.  Note that this means that *if* you are using the Area Target Type vs. a concealed target, you will have a +2 TH DRM *and* attack at half strength.

 

[11.207]    Do mortars get ROF with SMOKE?

 

Yes they do.  MTRs are the only weapon type that can maintain ROF when using the Area Target Type.  Since the ATT is always used when firing SMOKE, MTRs may fire SMOKE and keep ROF.

 

As a point of trivia, this was not the original intention behind the SMOKE rules.  However, so many people were playing it this way that TAHGC felt that it would be counter-productive to issue errata to stop the tactic.  Hence, MTRs are valuable SMOKE-producers in the game.

 

[11.208]    Infantry Target Type CHs

 

Scoring an Infantry Target CH is great fun.  You get to double your FP and reverse the protective TEM, making it very easy to cause damage to your opponent's forces.  However, it is easy to play this rule incorrectly.  When firing at the Infantry Target Type, you score a

CH if your modified DR < half of your modified TH #.

 

Note the distinction between "modified DR" and "modified TH #".  Usually the only thing that will modify the TH # is range, as modified for short or long gun barrels, etc.  On the other hand, there are many DRMs that can apply -- TEM being the most common.  You must remember to

add the DRMs to the DR, *not* to the TH #.

 

E.G.:  A gun Prep Fires at an infantry target in a wooden building at a range of three hexes.  No modifiers apply at that range to change the TH #, so it remains at "8".  Thus, a CH will occur if the modified DR is < 4.  What modifiers apply to the DR?  In this example, only the

TEM for the building, +2.  Hence it is not possible to score a CH, since the lowest possible DR is "4".  [EXC:  if you roll an original "2", you may still score a CH if a subsequent dr is < half the modified TH number.  Thus, in this example, an original DR of "2" follwed by a

subsequent dr of "3" or less will be a CH.]

 

Now let us assume that the gun in the above example keeps ROF.  The second shot will now qualify for a -1 acquisition DRM, hence the total DRM is now +1, making a CH automatic on a DR of "2".

 

If the gun keeps ROF again, it now has a -2 acquisition DRM.

Therefore the total DRM are 0 and a CH will occur on a DR of <= "3".

 

Note that none of the modifiers in these examples altered the basic TH # in any way -- they only applied to the DR.  A lot of people make the mistake of modifying the TH # according to the DRM -- e.g., if the total DRM were +2, they would subtract that from the TH # and think

they get a CH if they roll < "3" (if the basic TH # were 8).  In fact, as the first example above shows, even rolling a "2" is only a *possible* CH when the total DRM is +2.

 

Finally, remember that a CH will usually only affect a single target in the location (determined by Random Selection).  Other targets in the location are only affected by a normal hit.  Also, the chance to Rubble or Burn a location is not affected by scoring a CH.

 

[11.209]    Building vs. Location vs. Hex Control

 

The important thing to remember here is that *different* requirements apply to the different forms of Control.  You may succeed in controlling a *building* but that does *not* automatically give you control of the *Locations* in that building.  The reverse is usually also true.  E.G., suppose an enemy squad is in a building that you want to control.  You fire at it and break it, and then move in with a squad of your own.  You do not yet control the *building*, because the presence of the enemy unit -- even if broken -- is sufficient to deny

you control.  However, you do now control the *hex* that YOUR squad moved into (and also the *location* -- remember that a single building hex may have several locations).

 

Always read the scenario VC carefully.  If you have to control a *building*, then you must completely clear the enemy units out of that building, and have one of your armed Good Order MMCs enter the building to win.  If on the other hand you need to control only a

particular *hex* of a building, then it doesn't matter how many other units may be elsewhere in that building -- if your units are the only ones in that hex, that's good enough.

 

Note that the updated Chapter A pages supplied in DB have substantially rewritten (for clarity) rules on controlling Buildings, Hexes and Locations.

 

[11.210]    Why do the concealment markers have a morale level printed

            on them?

 

The usual application of the Dummy ML level of 7 is when an "unbroken" vehicle (see A12.1) enters a hex containing a a concealed unit (without using VBM).  You must pass a PAATC to remain concealed.  If the stack being attacked is a dummy stack, then it uses the Dummy ML of

7 to see if they pass the PAATC.  The Dummy ML is also used when dummy stacks undergo a Bombardment MC.

 

[11.211]    Do I have to declare it when I roll my opponent's SAN?

 

A short answer: yes, according to unofficial Q&A from MMP.

 

More generally, this is a tricky one.  With most rules in the ASLRB, if you forget to apply them, too bad, what's done is done.  You don't have to point out that your opponent has kept ROF with his MG, for example; if he doesn't notice it, that's his fault for not being observant enough.  SAN can be interpreted slightly differently, however.  The relevant rule does

not say that SAN is an *optional* attack; the implication is that if the SAN is rolled, a SAN attack *must* take place, and any player who notices this should point it out.

 

Not everyone follows this interpretation, though.  In practice, it becomes a personal style of play.  It's a "gentlemanly" thing to do; some opponents may admire you for it, others may think you're a schmuck.  Play it in whatever way makes you comfortable; discuss it with your opponent before the game starts if you think it might become a source of contention.

 

More generally, this question could be categorised as "what make good ASL ethics?"  Not all players have the same feelings on these topics, and some players even play differently depending on whether they're playing in a friendly game or are trying to win a tournament.  If your opponent's style of play makes you uncomfortable, talk to him about it and see if you can come to an agreement.  It *is* just a game after all, and the primary purpose of playing ASL is to have fun!

 

[11.212]    Can a leader direct fire when he can't use his DRM?

 

Generally, no.  There are some specific exceptions (e.g., a leader may direct the fire of a FT to prevent cowering, even though his DRM cannot affect the outcome) but such exceptions are clearly marked in the ASLRB.  Said exceptions aside, "directing fire" and "applying

leadership DRM" are synonymous for all purposes.

 

[11.213]    What does "momentarily reveal" mean?

 

Rule A12.14 discusses the concept of "momentarily revealing" a concealed unit to strip concealment from an enemy unit.  The concept is that you must prove to your opponent that you have a real unit that can see the enemy unit.  There is some dispute amongst ASL players

however as to what defines that "proof".

 

Reading the rule literally indicates that you must remove the unit's concealment marker, allowing your opponent to see the real unit, and then replace the concealment marker.  Some players think that it's sufficient to show just enough of the counter to prove that it's

genuine, without revealing the actual strength factors involved. Still others feel that a statement to the effect of "I have a real unit in this stack" is sufficient.

 

Again, this boils down to a style of play, or once again one of those "ethical" questions.  As with all such questions, the solution is best worked out between you and your opponent; there is no "official" or "right" way to do it.

 

[11.214]    Can I dm a weapon and still move?

 

No.  The rules are not crystal-clear on this matter, so it is understandable that some people may play this incorrectly, but "using" a weapon is sufficient to mark it with a "Prep Fire" counter, and dismantling (or reassembling) is a form of use.  Similarly, you could not deliberately malfunction a weapon (which requires a fire action) and then move.

 

[11.215]    OBA confuses me!  How can it be made simpler?

 

I'm glad you asked!  What you need to do is buy the ASL Action Pack #1; in addition to the scenarios and new boards that it contains, it features an "OBA flowchart" that covers in detail all the steps required to implement OBA.  (It also includes several very important

Rules Q&A concerning OBA.)  The chart helps to explain the complex OBA procedure, and after a little bit of practice you should find that the necessary steps are easily implemented (and in the correct sequence too).

 

There are a couple of different flowcharts available for free download from ftp sites, but it is the FAQ editor's opinion that the "official" chart is more comprehensive, more accurate and easier to use than the "free" alternatives that he has seen.  Note the errata to the chart,

however (see '97 Annual).

 

[11.216]    What is that thing on Board 8?

 

Assuming you mean the object in hexes V6-W6, it's a castle (a little one).  It is generally assumed to be of stone construction and two levels (0 and 1) since it is a multi-hex building with no explicit stairwell.  Board 8 (and also boards 6 and 7) are somewhat notorious

for featuring buildings of indeterminate construction.  If an SSR doesn't specify the building types, rule B23.3 comes into effect.

 

[11.217]    The centre dots on my board aren't in the centre of the

            hexes!  What do I do?

 

Rule A6.1 specifies that LOS is (usually) measured from the centre of one hex to the centre of another.  It doesn't actually refer to the centre dots at all.  So the "correct" thing to do is to ignore the dot when it's obviously off-centre and use the "true" centre of the hex

(which can be easily found by pencilling in a couple of intersecting lines).

 

In practice many people just follow the centre dots regardless. It's a style-of-play thing; as long as both you and your opponent agree on whatever method you want to use, it doesn't matter how you do it.

 

Note that in PBM and PBEM play, you will not have any idea what the boards your opponent is using look like.  Unfortunately, not all boards are created equal, and a clear LOS on your set of boards may be blocked on your opponent's.  In such cases it is probably best to resolve the situation by dr, as per A6.1.  Calling for third opinions is unlikely to be useful, since these will involve a different set of boards again.

 

[11.218]    The rules say I can HIP my foxholes.  Does that mean the

            units in the foxhole are HIP also?

 

Generally, no.  The relevant rule is A12.33, and it's pretty specific that it's *only* the Fortification that is HIP.  (There is of course an exception:  Pillboxes (B30.7).)  Note that a HIP fortification loses its HIP status very easily; if you place HIP units in a HIP foxhole, for example, the enemy units will see the foxhole quite easily, which can compromise the "surprise" value of the HIP units IN the foxhole.  (They're not revealed, but your opponent can guess the foxhole is there for a reason.)  Note that at Night (E1.16) or in certain Pacific terrain types (G.2) hidden fortifications are more difficult to reveal, and thus placing HIP units in such locations can have greater tactical value.

 

[11.219]    Can I remove CX by declaring TI?

 

A4.51 (Counter Exhaustion) is phrased a little poorly in the sentence that describes how CX status is removed.  Many people interpret the last clause of the sentence that begins "A unit's CX counter is removed ..." as being immediately effective, i.e., if you become TI in the turn that you declare CX, you will immediately lose the CX counter. (A way of doing this would be to declare a Search attempt (A12.152) even when you know there is nothing to find.)  However, recent unofficial Q&A from MMP has clarified that *every* clause in this sentence after "... in its next Player Turn ..." is only applicable to that condition (i.e., the *only* way to lose CX status in the same turn that you incur it is to break).

 

[11.220] What is "VBM Sleaze"?

 

An extremely common (and valuable) tactic that a surprising number of players have never heard of or used.  Once it's been used against you though, you never forget it!

 

A7.212 says that if an enemy unit [EXC: unarmoured vehicles] is in the same Location as you are, you cannot fire at any enemy unit *not* in your Location - NO MATTER HOW INVULNERABLE THE ENEMY UNIT IN YOUR LOCATION MIGHT BE.  The "AFV Sleaze" is to so place AFVs in bypass of

your defensive locations to prevent your infantry from firing at infantry units moving up behind the AFV.  It can be extremely frustrating to see lots of juicy infantry targets go strolling by and the presence of a single tank parked outside your window completely

negates your ability to do anything about them.  (Note that the AFV need not be literally "parked" - it can be Motion and still have the same effect.)

 

So what makes it a "sleaze"?  Because you didn't think of it first, mainly.  It's a perfectly legitimate tactic under the rules.  Is it "realistic"?  Maybe, maybe not, but that's hardly relevant - we're playing ASL here, remember (see [4.1] for a discussion of "reality

arguments" and their ultimate pointlessness).

 

Note that the "sleaze" is not necessarily all good news for the AFV owner.  If you can set up your defense properly, the enemy may need a lot of AFVs to completely negate your defense.  AFVs in bypass of a location are vulnerable to Street Fighting.  And an AFV that's pinning

your troops in the "Sleaze" is not running around in your rear areas, cutting off Rout paths and firing at your units.

 

Finally, note important Q&A from the '92 Annual that says units in upper levels of buildings can only be "Sleaze-freezed" if the AFV is OT and/or CE - and of course an AFV in such a position is particularly vulnerable to fire from your "frozen" units.

 

[11.221] When is CC "simultaneous"?

 

Despite what it says in A11.1, Close Combat is, in practice, *never* simultaneous - and awareness of this is essential to gaining a clearer understanding of the CC "Infiltration" rules.

 

The rules cite several examples of "unusual" situations where CC is not simultaneous: Ambush, CC vs. vehicles and Prisoners attacking their Guards.  However, the important case here is "Infiltration" (A11.22) where either or both sides roll a "2" or a "12".  It is a common

misconception that whichever side rolls a "2" "goes first".  (Or a "12" means that side "goes last".)  THIS IS NOT THE CASE.

 

The truth of the matter is that (barring Ambush etc.) the ATTACKER always rolls his CC dice first (A11.12), which means that his CC results always apply, *even if* the DEFENDER rolls a "2".  The reverse is NOT true; if the ATTACKER rolls a "2", he may eliminate the

DEFENDER (or withdraw) without the latter even getting a chance to roll at all.

 

In other words, despite the "usual" "simultaneous" nature of CC, the ATTACKER always has a slight edge in CC, and the DEFENDER should not make his CC DR until the ATTACKER's DR has been seen.  (This is even more important if the ATTACKER rolls a "12", since the option to withdraw must be taken before the DEFENDER makes a CC attack.)

 

Note that either side rolling a "2" in CC may result in Field Promotion (A18.12) which in turn may change the odds of the CC (in which case the odds must be recalculated).  If the ATTACKER has still rolled low enough though, a newly-generated Leader may end up dying with his DEFENDER squad just the same -- effectively giving the ATTACKER "free" CVP!  (Although it's likely that the DEFENDER's DR of "2" will also eliminate the ATTACKER's units.)

 

EX: a German ATTACKER 4-6-7 and a Russian DEFENDER 4-4-7 are in normal CC.  Neither side is Pinned or otherwise restricted.  The odds, therefore, are 1:1 for each side.  The German player rolls his CC dice first, and rolls a "3", sufficient to eliminate the Russian unit *even

if* the Russian player rolls a "2" and generates a Leader (which would retroactively change the German odds to 1:2).  If the Russian player rolls a "12", the German squad may Withdraw even though it has already rolled its CC attack.  Of course, if the Russian player rolls a "4" or

less, the German squad is eliminated also.

 

If the German player rolls a "4" and the Russian player rolls a "2", the Russian must check for Field Promotion.  If no leader is generated, the Russian unit is still eliminated and therefore may not withdraw (despite having rolled a "2").  If a leader *is* generated, the odds change to 1:2 for the German, and a "4" becomes only a Casualty Reduction.  The Russian player must use Random Selection to see which DEFENDER unit suffers the CR and only the *survivors* have the option of withdrawing.  Of course, with a DR of "2", the Russian has eliminated the German squad regardless.

 

[11.222] Is "No Quarter" always applied to both sides when in effect?

 

Not at all.  One side may have "No Quarter" in effect for them while not at all for the other side.  There are certainly situations where NQ may *automatically* be in effect for both sides (e.g., RB; late-war Japanese) but if not so specified NQ is always optional for each side.

 

[11.223] Must I use my MGs when making a SFF attack?

 

A8.3 says that *if* the MGs are used they are treated as Sustained Fire etc.  This is not always desirable, so it would be good if you had the choice to not use them.  Many people think that there *is* no choice, but they're mistaken: they only read the first half of the sentence ("... it must use all usable MG/IFE in its possession ...") while ignoring the second half ("... or forfeit their use for the remainder of the Player Turn ...").

 

EX (1): you have a squad with a MG that has already First Fired (i.e., the MG has lost ROF).  An enemy unit sidles up within normal range.  The squad can SFF its inherent FP; *if* it decides to use the MG as well, the MG is subject to Sustained Fire penalties.  If it *doesn't* use the MG, it can't later change its mind and decide to use it after all later in the MPh/DFPh.

 

EX (2): As above, except the MG still has ROF.  The only difference is that the player now has a choice between using the MG alone (at normal FP, no penalties), or using SFF from the squad; if the latter, whether or not the squad decides to use the MG as well, it still loses any remaining ROF and is marked with Final Fire etc.

 

EX (3): As above, except the possessing unit is a HS or Crew.  The only difference is that the MG FP and the inherent FP can't be used together. The HS could First Fire its inherent and SFF the MG if it wants; or the other way around; or just continue to only use its inherent, or only use the MG.

 

The overall exception is FPF (A8.31), where all usable MG/IFE weapons *must* be used (as Sustained Fire, since the possessing unit is already marked with Final Fire) regardless of their prior status.

 

So what difference does this all make?  Only that it means if you want to Final Fire, you can't Final Fire your MG and then later on Final Fire your inherent (or vice versa); Final Fire means what it says: do it now, or don't do it at all.  Barring FPF, there will be no second chances.

 

[11.224] OVRs confuse me!  How can it be made simpler?

 

I'm glad you asked!  What you need to do is buy the ASL Action Pack #2; in addition to the scenarios and new boards that it contains, it features an "OVR flowchart" that covers in detail all the steps required to implement an OVR.  The chart helps to explain the complex OVR procedure (particularly the target's Defensive Fire options), and after a little bit of practice you should find that the necessary steps are easily implemented (and in the correct sequence too).

 

[11.3]    PRACTICAL MATTERS

 

[11.31]    The Rulebook

 

By the time you have acquired all the modules, you will need additional binders.  This is especially true if you use ring protectors or other methods to protect the pages -- HIGHLY RECOMMENDED! The FAQ author recommends the use of plastic page protectors (his ASLRB

is currently split into three folders).

 

[11.32]    Counter storage

 

There are probably as many ways of storing your thousands of ASL counters as there are players of ASL.  There is certainly no absolute "best" way; it really is a matter of personal taste (combined with some other practical considerations -- how much space you have, do you want your ASL gear to be portable, etc.)

 

Common solutions include:

 

Counter trays.  These are made in various sizes by TAHGC and other wargaming companies.  They are not generally preferred for ASL since they usually are not big enough to hold a good number of counters, meaning that you need so many of them that they can become impractical

to use.  However, if space and portability is not much of an issue for you, they will certainly do the job.  They also work fine in combination with other solutions.

 

Ziplok envelopes.  The advantage of these is that they're pretty easy to pack and label, and come in all shapes and sizes, so they can be quite convenient.  Sorting can however be a bit of a bear since you need so many of them.

 

Spare parts drawers.  Available from hardware stores, these are usually small cabinets with a number of pull-out trays in them for storing odds and ends.  These are best used when you have no need or desire to make your ASL set portable, as such cabinets usually have no way of securing the drawers, meaning they'll fall out and scatter the counters every where if they're knocked about.  Still, they can be very convenient and functional, although sometimes a little pricy.  You'll probably need several of them.

 

Fishing Tackle boxes.  In the US, they're called "Plano", after a popular manufacturer of them.  In other parts of the world, Plano can be hard to come by, but other brands of fishing tackle boxes are not (unless you live in the middle of a desert, I suppose).  The preferred boxes are clear plastic (flexible, not brittle) and have many small compartments.  They seal tight but can carry many hundred of counters, so you don't need that many of them.  Their only real

disadvantage is that they tend to be pricier than other alternatives.

 

[11.33]    Overlays

 

(i) How do I keep them in place on the board?

 

A common solution is to use plastic page protectors (like the ones you protect your ASLRB pages with) and store them alphabetically in a ring folder.  Small overlays can be kept in the plastic pages used to store card collections.  When actually using overlays, there are many

solutions.  Many people recommend rubber cement, which will stick to the boards but peel off harmlessly when no longer needed.  Don't confuse this with normal glue!

 

Other solutions include clear plexiglass overlays to hold the overlays in place (also helps to protect the boards).  "Blue Tak" (that's the Australian product name; there are equivalents in most countries), the blue sticky stuff used to hang posters on the wall, will work fine in

small amounts, but note that it has a tendency to leave a stain where it has been applied.  Some people like to use draftsman's tape -- a type of clear adhesive tape that's designed to peel off easily without damaging the material underneath.

 

(ii) Where can I find a particular overlay?

 

The following is a complete list of official product overlays (at time of publication). 

NOTE: many third-party products also come with overlays.

 

* West Of Alamein

  "D1-D6", "E1", "H1-H6", "S1-S8", "SD1-SD8", "W1-W4", "X1-X5".

 

* Code Of Bushido

  "1-5", "B1-B5", "G1-G5", "M1-M5", "O1-O5", "RP1-RP5", "Wd1-Wd5", "X6".

 

* Gung Ho

  "Be1-Be7", "Ef1-Ef3", "OC1-OC4", "P1-P5".

 

* Croix de Guerre

  "OG1-OG5", "St1-St3", "X7-X18"

 

* SL Overlays (came with GI: Anvil of Victory)

  "A-O".  Hardly ever used anymore.  (In fact, I know of no TAHGC-

  published ASL scenario that uses them, even the updated versions of

  old GI-level scenarios.)

 

* '95 Annual

  Deluxe Mapboard overlays "dx1-dx9"- they were undersized, and

  replaced by an insert from the General magazine (Vol. 30 #3) later

  that year.

 

* Doomed Battalions

  "RR1-RR14", "X19-X24", "OW1".

 

* Action Pack #2

  "6", "Hi1-Hi7", "X25-X29".

 

[11.34]    Scenarios

 

Obtaining photocopy services is cheap and easy for most people nowadays, so the usual recommendation is that you copy your scenario cards and store them in plastic page protectors in a ring folder.

(Yes, you can end up carrying a lot of folders around!)  Note that this saves you from cutting up or pulling apart those magazines.  If you photocopy the original scenario cards, you can then store the scenarios in numerical order, currently impossible with the bizarre TAHGC scheme

used in most of the modules.

 

[11.35]    Good mail-order stores

 

Many people in the US (and in other countries) swear by Boulder Games, who always sell at a substantial discount.  You can contact them via e-mail at BoulderG@aol.com, or view their web page at http://www.bakkster.com/boulderg.htm.

 

MMP are making all currently available "official" ASL products available for sale via their web page – see http://www.advancedsquadleader.com/.

 

[11.36]    Where are the errata pages?

 

TAHGC have published several replacement pages for the ASLRB over the years.  The errata pages can be identified by a superscript (indicating the year of publication) next to the page number.  Text that has been changed by the errata is marked with a black dot in the margin.

Unfortunately, most of the new pages are only available by buying the various modules.  Here is the current list:

 

87 Errata pages:  These were sent free to people who sent in their coupon from the original printing of the ASLRB.  The free offer is no longer available (current printings of the ASLRB should have the 87 pages already included).  Now out-of-print as a separate product, MMP

have made these pages available for download from their website.

 

Page Nos.: A7/8, A13/14, A15/16, A27/28, A29/30, B7/8, B19/20, B25/26.

 

89 Errata pages:  See 87 pages, above, for details of how to get these pages if you don't already have them.

 

Page Nos.: C1/2, C3/4, C5/6. C7/8, C11/12, D9/10, D13/14, D17/18.

 

90 Errata page:  Supplied in the CoB module.

 

Page No.: E25/26.

 

91 Errata pages:  Supplied in the GH module.

 

Page Nos.: B29/30, D1/2.

 

92 Errata pages:  Supplied in the CdG module.

 

Page Nos.: A17/18, A29/30, B31/32, F1/2.

 

96 Errata Pages:  Supplied in the KGP II HASL module.  These pages replace all but a couple of the Chapter P pages originally provided in the KGP I module.

 

98 Errata Pages:  Supplied in the DB module.

 

Page Nos.: A39/40, A41/42, A43/44, A45/46, B31/32, B33/34.

 

99 Errata Pages: Supplied in AP2.  Note that these differ from the pages provided in DB in only trivial ways.

 

Page Nos.: B31/32, B33/34.

 

[11.37] I'm missing pages from Chapter N

 

Chapter N is "armory", i.e., reproductions of the countersheets from the official modules.  Not all modules have Chapter N pages included in the module the countersheets come with.  Many of the earlier modules did not get Chapter N pages until later releases (for example, the Chapter N page for "Paratrooper" were not provided until "Yanks" was released).  Moreover, there have never been official Chapter N pages provided for any HASL module, and there are no Chapter N pages for DB either.

 

It is generally recommended that you make photocopies of the back and front of your HASL and DB countersheets before punching out the counters if this is of concern to you.  Comments from MMP make it seem unlikely that any future products will update Chapter N.

 

END OF ASL FAQ

 

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Bruce Probst                      bprobst@ibm.net

Melbourne, Australia              MSTie #72759

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