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YIEW FRBH THE TREXlHES

B r i t a i n ' s P r e mi e r A S L J o u r n a I
Vol ' 95
UK 4.00
US $8.00
ii VIEW FROM
VIEW FROM THE TRENCHES is
the bi-monthly British ASL journal. As
of 1st January 1998 it costs 2.00 per is-
sue (overseas 3.00), with a year's sub-
scription costing 10.00 (overseas
15.00). Payment should be in pounds
sterling, with cheques made out to PETE
PHILLIPPS.
Issue 17 will be out early in January
1998.
Back issue prices are:
VFTT 7 - 9 1.00 (overseas 2.00)
VFTT10 - 13 1.50 (overseas 2.50)
VFTT14/15 3.00 (overseas 4.00)
VFTT16 2.00 (overseas 3.00)
All comments are welcome. Even
better, contribute. Write an article. De-
sign a scenario. Share your ASL experi-
ences with others. VFTT allows you to
communicate with other ASLers. Don't be
a silent voice.
VIEW FROM THE TRENCHES
49 Lombardy Rise
Leicester
LE5 OFQ
E-mail:
[email protected]
World Wide Web Home Page:
http://ourworld.compuserve.com/
homepages/Pete_Phillipps
EMOTICONS
With the growth of the InterNet, emoticons have originated to
allow people to show expressions in text. I find these very useful for
the printed word in general, so you'll see plenty of them in View
From the Trenches.
An emoticon is created with keyboard characters and read with
the head tilted to the left. Some typical emoticons are:
:-) humour or smiley
;-) winking
:-> devious smile
<g> grin
:-( sad
:-o shocked or surprised
#-( hung-over
IN THIS ISSUE
PREP FIRE ii
VIEW FROM THE TRENCHES 1 1-1
VIEW FROM THE TRENCHES 2 2-1
VIEW FROM THE TRENCHES 3 3-1
VIEW FROM THE TRENCHES 4 4-1
VIEW FROM THE TRENCHES 5 5-1
VIEW FROM THE TRENCHES 6 6-1
THE CRUSADERS iii
TRADEMARK NOTICE: Most products are trademarks of the companies publishing them. Use of the name of any product without mention of the trademark status should not be construed as a challenge
to such status. Advanced Squad Leader, Beyond Valour, Paratrooper, Yanks, Partisan, West of Alamein, The Last Hurrah, Hollow Legions, Code of Bushido, Gung Ho!, Croix de Guerre, Streets of Fire,
Hedgerow Hell, Red Barricades, Kampfgruppe Peiper I, Kampfgrupper Peiper II, Solitaire ASL, ASL Annual, and The General are registered trademarks of The Avalon Hill Game Company.
PREP FIRE
Hello and welcome to the latest issue of View From The
Trenches. Its a little bit later than planned, but I wanted to be able to
confirm the details about this years INTENSIVE FIRE convention.
Which you can find by checking out the back page.
I hope you like the un-mounted counters for unarmed Ger-
man paratroopers, with art courtesy of Klaus Fischer, resident Criti-
cal Hit artist. I realise a lot of you dislike un-mounted counters, but
VFTT doesnt have the resources to produce counters as good as
Time on Target. Maybe one day though. In the mean time, I hope
you find them useful - I know I have in a PBEM game of Cemetery
Hill! And because no game of ASL is complete without them, I have
added some bonus Ice Hole counters :-)
With the release of VFTT95, which gathers issues 1-6 into a
one-off special, I have received a note from one reader asking if I
had considered doing this every year, making an annual out of each
years material. To be honest, it hadnt occurred to me, I just did it in
this case to make those issues available to new readers. The letter
did make me think though, especially as some of us have discussed
the idea of producing a British scenario pack - why not produce an
annual VFTT special, featuring perhaps some reprints, some new
stuff, and a batch of scenarios? What does everyone else think about
this?
The latest edition of Avalon Hills price list (enclosed with
Pegasus Bridge) does not list Streets of Fire, the first DASL module.
I dont have either DASL module yet, but Ive really enjoyed the
scenarios Ive played at INTENSIVE FIRE 96 and BERSERK
(although the late night drinking that accompanied them probably
contributed to the fun!), so it might be time to start hunting down a
copy, before it become as rare as the ASL Annual 90.
Well, until next time, roll low and prosper.
Pete Phillipps
COVER: The British at war. A series of images from ASL,
including a Bren Gunner by Klaus Fischer (bottom left).
THE TRENCHES iii
THE CRUSADERS
PRODUCT PRICES
The following price list is effective
from 1st May 1997.
For the latest on stock availability
telephone The Crusaders on (01258)
459851, or by email at
[email protected].
Time On Target #1 8.00
Time On Target #2 14.00
Time On Target #3 17.60
WCW Colour Scenario Pack 8.00
Critical Hit #1 6.80
60- +475),-45
The British )5 PIayers' Association
Spearheading the advance of ASL in the UK
THE CkUSADEkS oims lo promole lhe poying ol
Advonced 5quod Ieode ond o ol ils modues ond vori-
onls in lhe UK. The Associolion is lormed ol members lrom
lhe vorgoming communily ol lhe UK (olhough overseos
poyers ore vecome, ond shoud gel in louch il lhey ore
inleresled).
Nembers ol lhe Associolion poy on onnuo member-
ship lee, lor vhich lhey gel.
. Free enlronce lo lMTEMSlVE FlkE, lhe UKs pre-
mier A5I convenlion.
2. An onnuo subscriplion lo Vev Iom T|e Tenc|es,
lhe UK A5I mogozine conloining o lhe olesl nevs ond
vievs ol lhe A5I hobby lrom oround lhe vord, os ve o
CkUSADEkS reporl in every issue.
3. Nembership ol o Brilish-bosed AkEA koling Sys-
lem. Submil your resuls ond see your roling grov or lo
dependonl on your success. For every sel ol gome resuls
lhol you submil you vi gel o repy vilh your nev poyer
roling. The roling syslem used is lhe some os lhol used by
lhe AkEA syslem in lhe USA enobing you lo compore
yoursel direcly vilh lhe reo grognords ol lhe hobby over
in lhe Sloles (nole lhol lhe AkEA roling syslem is nol mon-
dolory lor gomes belveen Associolion members. ll is lhere
purey lo odd lo your en|oymenl ol lhe gome ond il in-
creosing your poinls score is nol lor you lhen you do nol
hove lo porlicipole in lhis syslem).
4. Free posloge on o lhird porly A5I producls
broughl lrom lhe Associolion.
Critical Hit #2 8.00
Critical Hit #3 8.00
Critical Hit #4 8.00
Critical Hit #3-1 11.00
Critical Hit Xmas Special 13.60
SS Schwere 102 5.60
Jatkosota 10.20
Soldiers of the Negus (CH Edition) 13.80
Platoon Leader 8.00
Platoon Leader (2nd edition) T.B.A.
Cemetary Hill 7.25
Armored Stand (PL2.0) 8.00
Primisole Bridge (PL2.0) T.B.A.
Aussie 96 Scenario Pack 8.00
Rout Pack I 6.80
Rout Pack II 8.00
OAF Pack I 8.00
Leathernecks 8.00
Gembloux: The Feint 14.40
Defeating Enemy Armor 7.20
Schwerpunkt 8.00
Baraque de Fraiture 12.75
God Save The King 16.00
King Of The Hill 16.00
ASL News #28 8.00
ASL News #29 8.00
All orders should have 10% added for
postage and packing [EXC: Crusaders are
exempt P&P charges] and be sent to Neil
Stevens, The Crusaders, 4 Monkton
Down Road, Blandford Camp, Blandford
Forum, Dorset, DT11 8AE.
5. A lorum in vhich o poyers con oir lheir opinions
on lhe slole ol lhe hobby ond ile in generolll
ll you lhink lhere ore olher lhings ve con oller, peose
el us knov, ond ve see vhol ve con dol
The Crusoders oso oims lo roise lhe visibiily ol A5I
vilhin lhe genero vorgoming communily. We vonl A5I
poyers lo be presenl ond counled ol o ol lhe mo|or
vorgoming convenlions lhol occur vilhin lhe UK so ve
con encouroge nev ond younger poyers lo lhe vorgoming
lobe. This is your chonce lo do somelhing lo hep - oller
o, ve o need opponenlsl
To |oin THE CkUSADEkS |usl drop o nole, vilh o
cheque/money order lor 20.00 (.00 il under lhe oge ol
yrs) mode poyobe lo lMTEMSlVE FlkE lo Mei Slevens,
4 Nonklon Dovn kood, Bondlord Comp, Bondlord Fo-
rum, Dorsel, DT 8AE.
Feose nole lhol enisling in THE CkUSADEkS is nol
mondolory lor ollending lMTEMSlVE FlkE or lor receiving
Vev Iom T|e Tenc|es.
A lhose in lovour .......
DURING THE SECOND WORLD WAR, THE GERMANS USED A BEWILDERING
VARIETY OF VEHICLES. EXPAND YOUR AVAILABLE ORDER OF BATTLE...
Kinetic Energy Productions presents:
KVAM, NORWAY, 25 APRIL 1940: In the first days of Operation
Weseruebung (the German invasion of Norway), the Germans enjoyed con-
siderable success. Striking up the central valley towards the beachheads at
Trondheim and Narvik, the German forces - using tanks to excellent effect
in spite of the seemingly tank-hostile terrain - brushed aside the main
Norwegian and British units deployed to conduct a delaying action. Now a
fresh British force arrives to slow the German advance by force of will alone
- and the help of several anti-tank guns...
KHOLOVDEVCHIYA, RUSSIA, 14 AUGUST 1943: On the southern
rim of the Kursk salient, the Russians launched a massive hammer blow on
the German units maintaining that line in early August of 1943. The elite
Grossdeutschland Division is immediately brought forward and launches a
series of counterattacks on the Russian breakthrough. On this day, their
assignment is the elimination of the threat created by a Russian bridgehead.
The Grossdeutschland Division calls upon its attached assault/demolition
company - Panzer Kompanie (Funklenk) 311 - to handle the job using its
radio-controlled B IV demolition vehicles...
BOSANKI PETROVAC, YUGOSLAVIA , 7 FEBRUARY 1943: In their
first action as a combat division, the troops of the SS-Freiwilligen Division
7 (Prinz Eugen) mount a sweep of a sparsely-populated area deep in the
heart of Tito territory in Yugoslavia. Battling the bitter cold as well as the
partisans, the green Prinz Eugen troops have a frustrating time attempting to
tie down the enemy in a truly decisive battle. On this day, however, the
partisans have been caught preparing to evacuate a village, and the SS troops
are able to deploy a flame-throwing tank...
PRAGUE, CZECHOSLOVAKIA, 8 MAY 1945: On the day the war ends
in Europe, the fighting in the city of Prague is just approaching a crescendo.
German units - still in control of the city - are battling the local Czech partisans
who started the Prague Uprising several days previously. The partisans,
desperate for help in any form, invite the Russian Liberation Army to fight
the Germans for them, in return for asylum once the war ends. Unfortunately
for the Russians under General Vlasov, the communist partisans have no
intention of allowing Russian traitors asylum, and brutal three-way fighting
erupts throughout the city.
This is the third issue of the Advanced Squad Leader newsletter Time On Target, which conducts a study on a group of oft-forgotten
German vehicles from the Second World War - vehicles that have been left out of the standard ASL countermix - until now! Experience
scenarios using vehicles previously unavailable - or that have been depicted by some half-baked method that is historically inaccurate or an
eyesore. No Longer! Add these vehicles to your Order of Battle and expand your playing horizons now!
Issue #3 of Time On Target comes with a sheet of 64 full-color mounted and die-cut counters depicting over a dozen new vehicle
types, as well as complete historical notes and rules for each vehicle. Also included are thirteen scenarios, each printed in two color on high-
quality card stock, depicting historically accurate actions highlighting these and other rarely-used vehicles. The newsletter contains articles
on the scenarios, an interview with noted German armor author Tom Jentz, a bibliography, and other ASL-related items.
All items in Time On Target #3 are fully compatible with Avalon Hills Advanced Squad Leader Game System.
This is not a complete game. Ownership of the Advanced Squad Leader Rule Book (including Chapters A-H, J, O, and P), Beyond Valor, Yanks, West of Alamein, Partisan, Code of Bushido, Croix de
Guerre, Red Barricades, Kampfgruppe Peiper I and II, and Time On Target Issue #2 (as well as boards 5, 7, 11, 16, 17, 18, 21, 22, 26, 27, 28, 31, 33, 36, 37, 40, 41, and 42) is required to play the scenarios
included in Time On Target Issue #3.
Time On Target #3 is available from Kinetic Energy Productions at a cost of $22.00 (plus $3.00 Shipping and Handling for every two
copies ordered [FRU]), and may be ordered by sending a check or money order in U.S. funds to Kinetic Energy Productions, P.O. Box
291580, Hollywood, CA 90029. It is also available from The Crusaders at a cost of 17.60 (plus 10% postage), and may be ordered by
sending a check or money order in U.K. funds (made payable to INTENSIVE FIRE) to The Crusaders, 4 Monkton Down Road, Blandford
Camp, Blandford Forum, Dorset, DT11 8AE.
MAR 95 1-1
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PREP FIRE
Hello and welcome to View From The
Trenches, the first of what is hoped to be a
(semi-)regular British ASL fanzine. Although
ASL zines seem to come and go, none has
come from Britain, and offered a British view
on ASL. Until now.
So, what can you expect to find in View
From The Trenches? Well, news, reviews,
tactics, scenario hints, stories, in fact anything
to do with ASL. Most importantly, I want to
give us British ASL players a chance to share
our views, and allow us to keep into touch
with each other.
Lets get the British ASL scene going
(and keep it alive and kicking).
The most important thing I personally
would like is to see lots of stuff on general
tactics and play. Too many people seem to
enjoy coming up with perfect plan scenario
articles, which, while interesting, dont tend
to be of much help when you are viewing a
scenario for the first time. And, in common
with most such articles, they tend only to
concentrate on the start of the scenario, since
the number of variables that can affect the
course of a game, particularly ASL, make it
difficult to predict what the mid and late game
situations might be. So, what I want to do is
to offer more of a look at tactics in general,
much like the SL Clinic use to do in The
General.
Scenarios are the lifeblood of any open-
ended system like ASL. So, Im on the look-
out for lots of these. Tested or not. I realise
that a lot of players may not have time to give
their own scenarios much playtesting, but that
many players want to see new scenarios. So,
feel free to submit any scenario you design.
All I ask is that you include a brief scenario
design notes covering any aspects of your
scenario.
Im open to contributions on any aspect
of ASL, but dont expect to get rich out of
submitting stuff. All I can offer you is the
satisfaction of knowing youre helping to
keep the British ASL scene alive. So, whether
its an article on general tactics, a scenario
dissection, a rules discussion, a variant, or a
humorous look at ASL, write away.
Anyway, 'til next time, roll low and
prosper, as Spock might say.
Pete Phillipps
INSIDE
PREP FIRE 1
COMMANDERS NOTEBOOK 2
DEFENSIVE PLANNING 3
NON-COMMUNICATION 4
81-9
.4
60-
64-+0-5
Number 1 Mar 95
1-2 VIEW FROM THE TRENCHES
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COMMANDERS
NOTEBOOK
The aim of 'Commanders Notebook' is to provide brief notes on
the play of ASL. These can be tactical hints, scenario notes, or even a look at
a particular aspect of the system, such as armour, air support, or even
seaborne assault. This time, a look at a few of the more popular infantry
scenarios.
As an introduction to 'Commanders
Notebook', Ive taken a look at a few of the
infantry scenarios the system offers, and
provided a few statistics about them. They
take the form of the initial impressions of the
battalion commander as he approaches the
situation, and his subsequent after action
thoughts. As such, they are short, sharp, and
to the point.
ASL-1 - FIGHTING WITH-
DRAWAL
Played twice (Finns 0 - 2 Soviets),
taking 4-5 hours to play. Based on play so far
it seems pro-Soviet, as the Finns lack the time
to break through the Soviet delaying action so
they can exit the board.
The Soviets must delay the Finns,
which means causing breaks. Outnumbered in
firepower, they should rely on attacks from
out of sight positions as the Finns advance.
The initial defense is a concealed screen
along hexrow AA, a second line along
hexrow X (with concealed LMG in V4) and
HIP squads in H9 and K4 (2nd Level). In
GT1 move the MMG to W1 to cover hexrow
W. The Soviets must try to keep the Finns
north of hexrow O-Q until GT4.
The Finns must blast the Soviets out of
their way, advancing fast. As they must use
GT1 to kill the Soviet front-line they effec-
tively have 6 GT to move, which means a rate
of about 4 hexrows per GT. If they exit, they
must also leave some forces covering south
edge to prevent Soviets exiting. A broad
advance doesnt allow the Finns to concen-
trate their FP, so a flank advance appears best.
Tried in the north, but is too easy for the
Soviets to defend, so might be worth trying
the south.
The Soviet plan works, but costs
squads. Lose 1-2 squads in rearguard each
turn as the others pull back a little. Finns
havent advanced fast enough in early GT and
by GT4 have been struggling.
RB6 - TURNED AWAY
Played three times (Germans 0 - 3
Soviets), taking about 3.5-4 hours to play.
Despite the lack of German wins, seems
balanced as most games have been very tight.
So far, the basic Soviet set-up has seen
a fortified DD41 used as HQ twice, and a
fortified FF37 once, with the remaining units
in a shield along the FF37-BB40-AA44 axis.
The basic tactic is to force the Germans to
waste valuable time breaking through, while
also inflicting breaks and (hopefully) kills to
gradually reduce their overall firepower.
The Germans should deploy into two
equal assault groups, one in the north the
other in the south. The basic plan is to
develope three firebases around AA40, AA42
and AA45. The tactic is to seize the Soviet
flanks and use firepower from there to reduce
DD41. While this goes on a lone sqaud
moves along the northern gully to FF37 in
case this is the Soviet HQ - should EE45 be
the HQ it can easily be reached from the
south using the rubble to cover the approach.
GEN-T1 - GAVIN TAKE
Played five times (German 3 - 2 US),
taking 2-3 hours to play. Seems to be fairly
well balanced, as most games have gone to
the last turn.
The Germans should set up with the
aim of controlling the northern parts of rows I
and Y by having a squad and MMG on the 1st
Level of 3R3 and 3S3. The other forces
should be spread around village, with the aim
of sending a LMG armed squad up onto hill
522 (3W6) to deter US advance onto the hill.
The plan is to gradually fallback to the area
3K10-3O8-3R8-3I10, and cover 3Q10 so
shots may be taken against US forces trying
to exit.
The US should enter Gavin and 3
squads along the northern edge to bring fire
onto 3S3 and 3U3. Once these Germans are
broken/eliminated, Gavin-Maloney push
through the village and on to 3Q10. Ostberg
Force comes over the hills and into the
woods, trying to reach 3Q10 from the rear. It
MAR 95 1-3
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Continued on page 4
DEFENSIVE
PLANNING
A brief look at a number of factors to consider when planning and
setting up a defensive position.
Whenever you are planning a defense,
there are several things to bear in mind. First
and foremost, always remember to defend the
ground you must hold to win. Although this
can be done directly, by placing troops in the
area, it is more often done by defending the
surrounding area and the approaches.
Any defense needs depth, so it can
absorb the enemy attack and slow down its
momentum. A thin red line can be easily
breached. Although the easiest way to provide
depth is to have troops spread out in ever-
widing defensive circles, all to often a lack of
troops prevents such depth. In these cases,
each position should be able to provide
mutual support to neighbouring positions.
Ideally, each position should be able to bring
fire to bear on its neighbours and the ap-
proaches to them. Without mutual support, it
is all too easy for the enemy to overwhelm a
single position and surge through the gap.
Also be aware of situations where a
defensive position can be attacked from more
than one direction, and allow for such
situations when setting up. Such situations are
common at night, when lines can easily be
penetrated by a cautious attacker, and
defensive positions must be prepared to face
an attack from any direction.
Defensive positions should be con-
cealed where possible. Ideally, key positions
and sites should be set up HIP if possible.
Many scenarios allow a Scenario Defender to
set up one or two squads HIP, and one
potential use for these units is to set them up
inside your defensive perimeter in positions
which cover the key ground. These units can
then ambush any advancing enemy units,
possibly catching under FFNAM and/or
FFMO. Where HIP is not available, try to set
up in positions out of sight of the enemy, so
that Concealment may be gained.

might be worth trying to send Ostberg Force


into 3M2 and then onto village, combining
with Gavin to sweep thru the village.
The German plan works well, holding
up the US. The US tactic entails destroying
main the German forces. The superior US
leadership allows the rapid rally of broken
units, allowing them to keep going.
GEN-T14 - GAMBIT
Played once (Germans 1 - 0 New
Zealanders), taking about 5-6 hours to play. A
tense race that needs aggressive New
Zealander play.
The New Zealanders should deploy the
onboard platoon on one map edge and enter
the other troops on the opposite edge, thus
forcing the Germans to spread their forces
out. The entering units should basically plan
on breaking thru on their edge and running for
the nearest exit. Use a couple of LMG-armed
HS to interdict German units trying to move
across. Remember the ATR makes a good
LMG as there are no vehicles around. The
mortars are best used to provide Smoke to
cover movement across Open Ground.
The New Zealanders have 28 VP worth
of troops. If they lose at least 9 VP of these
they cannot win. Since the onboard platoon
will be worth about 5 VP (2 squads and an 8-
0) the Germans should concentrate against it
so as to destroy it in the first two GT. The
other units should be spread out so as to
quickly respond to the New Zealander
advance. Try to delay the New Zealanders
until the onboard platoon is destroyed, then
fall back towards their exit target.
GEN-T16 - STRAYERS STRAYS
Played three times (Germans 3 - 0 US),
taking 2-3 hours to play. Much depends on
the state of the US forces at the end of US
GT1. Seems to slightly favour the Germans
though.
The Germans must delay the Ameri-
cans, but initially doesnt know where theyll
enter from. The long front makes it impracti-
cal to cover it all (he who defends everything
defends nothing), so concentrating in the
centre and lightly covering the flanks is the
best idea. Deploy some HS to help cover the
1-4 VIEW FROM THE TRENCHES
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FINAL FIRE
VIEW FROM THE TRENCHES is an
independant British ASL newsletter. It is
available free on request (although an SAE
is much appreciated). All correspondence
should be sent to Pete Phillipps, 49
Lombardy Rise, Leicester, LE5 OFQ.
That's all for this issue. Hope you
enjoyed it. Feel free to write and tell me
what you think.
Whether there will be a second issue,
and what it might contain, depends on you,
the readers. VIEW FROM THE
TRENCHES is a chance for us ASL
players to talk to each other, but if we don't
talk, it will fail. It's future is in your hands.
NON-COM -
MUNICATION
Non-com: a non-commissioned officer (EG a Squad Leader).
Communication: to talk, exchange ideas and information.
Well thats what this column is all
about.
Or at least, it will be once I get some
letters. Hopefully, this column will allow us to
exchange ideas on playing ASL. Ive written
some of mine in this issue, so let me know
what you think about them.

COMMANDER'S NOTEBOOK
Continued from page 3
flanks. Deploy a pair of Conscript HS and a
pair of 2nd Line squads on each flank, and
everything else in the centre. Have the 1st
Line and the leaders around the chateau to act
as a reaction force. Alternatively, lightly hold
the centre and one flank and concentrate on
the other (but still keep the 1st Line units
around the chateau). Also, try varying the
exact units deployed so the set up doesnt
become predictable.
The Americans have the initiative but
must decide where to enter from. As the
Germans will be spread out to cover all
possible entry options, entering in one area
allows a local concentration of force. The
terrain is the west is mostly Open Ground and
Grain, which makes crossing it dangerous.
The east is mostly Orchards, which offer
plenty of LOS Hindrances. The centre has the
chateau, which is an obvious German firebase
and central point. The east looks to offer the
best chance of making good progress, but
wait until seeing the German deployment
before making a choice.
GEN-ASL-C - THE STREETS OF
STALINGRAD
Played twice (Germans 0 - 1 Soviet, 1
draw), taking about 8.5-9 hours to play. This
scenario is very balanced, with the majority
of games being draws.
Set up is pretty much pre-determined.
The Soviets should put the 10-2 leader and 3
6-2-8s in 1G4, two killer stacks in 1X3 and
1X4, and a randomly deployed concealed
shield in the Factory frontline (this prevents a
predictable set-up). It is worth taking a
Commissar for the rally benefits. The
reinforcements should mass in the north, as
this offers the most direct route to the
Factory. Because of this, KG Stahler should
be concentrated in 1U2, with light concealed
forces (mostly dummies) to the south. The
Germans should concentrate the engineers in
1AA4, and KG Tienham in 1Z7.
The Germans need to break the Factory
shield and move the engineers in to DC and
FT the main Soviet stacks. Ample use of
SMOKE is required to cover the engineers as
they do this. The other Germans, particularly
KG Stahler must simply hold out as long as
possible, as the Soviet attempt to break and
overrun 1F5, 1K5 and 1U2. Those Soviets
trying to reach the Factory should try to enter
from the north. Moving in from the south
requires them to cross too much ground
(much of it Open as well) to reach the
Factory. Too, with no attack on building 1U2,
it can dominate the ground they have to cross.
They should also consider the possibility of
making a Human Wave assault, or using
Sewer Movement to enter the Factory.
However it is tried, expect lots of casualties.

APR 95 2-1
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INSIDE
PREP FIRE 1
COMMANDERS NOTEBOOK 2
FINAL FIRE 2
81-9
.4
60-
64-+0-5
Number 2 May 95
PREP FIRE
Hello and welcome to the second issue
of View From The Trenches, the UK ASL
players zine. Despite the lack of response to
the first issue, were back, bigger (a lie) and
better (a hope) than before.
My name is Pete Phillipps, and Im the
editor, writer, publisher, of this little thing.
Im a 27 year old long haired heavy metal fan,
whos been involved in gaming for some 17
years now. I use to belong to a small group of
friends who played games (mostly old SPI
stuff, SL, or 3R) on a regular basis, but with
everyone moving away, gaming opportunities
in the past few years have been limited to say
the least. Nowadays, my gaming is limited to
occasional games of ASL, and even then I
only play stuff that uses Chapters A-D
(although Ive got all the ASL stuff apart
from the Deluxe modules and a couple of the
scenarios from The General).
So why am I doing a zine for a game
that I have limited experience with, and rarely
play on a regular basis? Because, despite all
that I enjoy playing ASL and love the system.
What other game allows you to fight tactical
combat anywhere in the world, with such a
vast array of different forces? Ive no doubt
there are many in a similar situation, and
doing this zine allows everyone to share our
enjoyment of ASL.
The future for ASL support from
Avalon Hill looks bleak to be honest, judging
by the problems they seem to have in getting
the 94 annual, KGP II, and the minor allies
stuff out. If Avalon Hill carry on like this, the
only support for the game will be from the
amateur press. So Id like to repeat my
request for contributions, letters, anything
youd like to say about ASL. I dont mind
doing this zine but without any outside
contributions, itll feel like Im just doing it
for myself.
Some of you are no doubt wondering
why you get this zine. Basically you either
get it because you replied to my advert in The
General for ASL opponents, or youve had a
similar ad in The General recently.
Like a number of ASL fans Ive
considered playing the game by mail (PBM),
and Ive got a copy of a PBM system from an
American ASL gamer. It looks playable, and
Im due to start a trial game soon, so Ill let
you know how it goes. If anyone wants a
copy, I can send you a copy, although I might
have to charge for photocopying.
Til next time, roll low and prosper.
Pete Phillipps
2-2 VIEW FROM THE TRENCHES
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FINAL FIRE
VIEW FROM THE TRENCHES is an
independant British ASL newsletter. It is
available free on request (although an SAE
is much appreciated). All correspondence
should be sent to Pete Phillipps, 49
Lombardy Rise, Leicester, LE5 OFQ.
Well that's all this time 'round. The
next issue will hopefully be sent out in
early July. I hope I hear from you all
before then. Remember, VIEW FROM
THE TRENCHES is a chance for us ASL
players to talk to each other, but if we don't
talk, it will fail. It's future is in your hands.
COMMANDERS
NOTEBOOK
The aim of Commanders Notebook is to provide brief notes on
the play of ASL. These can be tactical hints, scenario notes, or even a look at
a particular aspect of the system, such as armour, air support, or even
seaborne assault.
Before you start playing any ASL
scenario, you need to come up with a plan of
action if you want to win. But to come up
with a reasonable plan, you need to take into
account all the factors which might influence
the scenario. Whether you have to attack or
defend these factors are the same; the aim, the
forces involved, and the terrain.
THE AIM
In any ASL scenario the aim is deter-
mined by the victory conditions. Whether you
have to capture or destroy an objective, hold
a feature, withdraw a portion of your forces,
or simply kill a large portion of the enemy
force, you must always bear them in mind.
THE FORCES
Knowing your aim you can now
consider the forces you have, and those of the
enemy. Look at firepower, mobility, morale.
Can one or both sides fight at long range, or
is close combat fighting prefered? Does either
side have the mobility to move rapidly from
one position to another? What special
weapons (FT, DC, OBA, armour) are avail-
able to give one side an advantage? How can
you minimise the advantages these give the
enemy?
THE TERRAIN
At the same time it is also important to
consider the scenario terrain. It is important
to find the ground of tactical importance (the
piece of ground which, if held, makes it
difficult for the enemy to hold the surround-
ing area), the approaches to it, and the cover
available from enemy LOS and fire (not
necessarily the same thing). There may be
several such areas spread across the board,
particularly in a large action.
Any attacker will often have to take this
ground, even if it is not a target, simply
because the defender controls the approaches
while he holds it.
As an attacker, you must also consider
the placement of fortifications such as WIRE
or Minefields, which are often sited to
channel an attacker into a chosen killing
ground.
Do not forget to take into account the
scenario length. As a defender it is simply a
matter of holding out until the end of the
scenario, but as an attacker you must take into
account the time it will take to approach the
objective as well as the time to take it.
Scenario length will probably affect your
choice of approach to the objective.
CONCLUSION
Having considered all these factors,
you are now in a position to make an outline
plan. Select your starting point(s),
approach(es), and the best location(s) to
provide any necessary covering fire. Having
done all this, you put the plan to the test. If
your plan is good you might win. If not, at
least you live to learn and (re)fight it another
day. Real soldiers do not have that luxury.

JUL 95 3-1
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INSIDE
PREP FIRE 1
ASL ANNUAL 95 (WINTER) 2
INTENSIVE FIRE 95 3
INCOMING 3
NON-COM-MUNICATION 4
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Number 3 Jul 95
PREP FIRE
Hello and welcome to the third issue of
View From The Trenches. For those of you
who are getting this zine for the first time,
View From The Trenches aims to give us
British ASL players a chance to talk to each
other about the game, so I expect to be
hearing from you.
Some of you have already begun to
respond. Nothing special, but its an encour-
aging start. From the letters Ive been getting,
my impression of the average ASL player (at
least in this country) is that he (Ive not heard
of any shes) is 25-35 and has been gaming
for a number of years. The majority of ASL
product is owned, even though everyone
seems to consider themselves a beginner as
far as ASL is concerned, with few having
gone past Chapters A-D. Lack of opponents
and lack of time seem to be the two main
causes of the lack of playing experience for
most people. Hopefully the effects of the
former will be reduced soon with the arrival
of the solitaire system, although however you
play ASL it still requires a major commitment
in time and effort.
Humble pie time. After my criticizing
of Avalon Hill last time, it looks like ASLs
future isnt so bleak after all. More HASL
modules, new mapboards, even a solitaire
system. No news on the minors though, but I
guess theyll see daylight one day.
View From The Trenches is produced
on a 486SX-25 PC using PageMaker V5.0
and printed out on a 24 pin dot matrix printer
before being photocopied. I dont have any
training in the use of DTP or graphic design,
just a healthy dose of enthusiasm, and work
on a does it look OK principle. From what
some of you have been saying, I seem to be
doing something right.
I took advantage of getting a job at the
end of June to purchase a modem and got
connected to CompuServe, allowing me to
get on-line. Although Ive yet to check out the
Internet, there does appear to be quite a large
amount of on-line ASL activity, including a
number of Play By Electronic Mail (PBEM)
games of various ASL scenarios. Hopefully
Ill be able to bring a full report of ASL on-
line in the next issue.
So until next time, roll low and prosper.
Pete Phillipps
3-2 VIEW FROM THE TRENCHES
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ASL ANNUAL
95 (WINTER)
Over-sized, over-priced, and over here.
Yes, at long bleeding last, the new ASL
annual is here. Over-sized? Yes, its 96 pages
and has a wraparound card cover with 9
Deluxe ASL overlays. Over-priced? Well,
yes, but the two 93 annuals each cost 7.95
for 48 pages, so in that respect 17.95 doesnt
seem so bad.
And, at the end of the day, its the
contents that determine whether its really
worth it. So, whats inside? Well, a brief flick
through reveals an article on Japanese
airborne forces, a campaign game leader
system, a look at the Normandy campaign, a
discussion on routing, and finally a Series
Replay of Festung St Edouard. Plus some 24
scenarios covering everything from the
Spanish Civil War to a Soviet clash with
Ukrainian nationalists in 1946.
Production wise, the annual is a joy to
behold. Anyone whos seen recent issues of
The General will be familiar with the
improvements made by Avalon Hill recently.
Extensive use is made of colour for maps,
article sub-headings, and sidebars/tables. We
are also treated to numerous photographs.
The centre pages also feature a consolidated
listing of all ASL errata and Q&A issued in
previous annuals and issues of The General.
Anyone who has read Steven C.
Swanns previous Reference Notes For ASL
articles will know what to expect from
Airborne Samurai, in which Steve takes a
look at Japanese paratroopers. The limited
activities of these forces mean that the article
is somewhat brief, but it is none-the-less
informative and of much use for potential
DYO scenarios. A couple of scenarios
featuring Japanese paratroopers also accom-
pany the article.
Reading an Annual Crossfire article
always reminds me of a military exercise
where they talk their way through a battle.
This time Mark Nixon and Robert Banozic
cover Defeat In Java. Its worth reading just
for the way the two argue and counter-argue,
although having never played Defeat In
Java I cant say how accurate their observa-
tions are.
The campaign game leaders variant is
basically an update of the system that was
originally introduced in Squad Leader.
Although it has been expanded to cover all
the nationalities in ASL it does not cover
armour leaders (which were introduced in
Cross of Iron). I rarely used campaign leaders
in Squad Leader and never thought of using
them in ASL, so its not of much use for me.
None-the-less its a well written piece.
Reading the Normandy articles show
how late the annual is, as they are a celebra-
tion of the 1994 50th anniversary celebra-
tions. But despite being a year late, they still
make an interesting read. The primary article
looks at the Normandy campaign and how it
is reflected in the various scenarios. Some of
these are GI and Rogue updates contained in
the annual, and the second article looks at
how they were updated and suggests various
tactics for their play.
Most of the 24 scenarios in the annual
have been seen before, in one form or
another. Apart from the three updated
Normandy scenarios, there are also a large
number of scenarios taken from some of the
ASL zines such as Rout Report, Tactiques,
and ASL News. All look very good, and are
not too rules intensive (although there is a D-
Day beach assault and a night para-drop, and
a couple of scenarios which feature snow).
The Gentle Art Of Routing deals with
an all too common ASL occurance. Following
a review of the basic principles of routing, it
offers advice on how to minimise effects of
being Broken. Knowing this also allows you
to take steps to maximise the effects on your
opponents units.
A series replay of Festung St. Edouard,
one of the Kampfgruppe Peiper scenarios,
brings the annual to a close. Theres little you
can say about a replay, but the use of full
colour on the accompanying maps shows how
much of an impression play of ASL can make
when in full flow.
So, it is worth it? Id have to say yes.
Unlike the 93 annuals, this one has a lot of
stuff that youll keep going back to, even if
just to read through. Too, much of it is
JUL 95 3-3
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INTENSIVE
FIRE 95
This is an ASL convention being held
at the Royal Military College of Science at
Shrivenham, near Swindon, from 3-5 Novem-
ber. It will cater for both friendly and com-
petitive play. Entry will be about 5 for the
weekend.
Accommodation will be available for
35 per night full board (in the Officers
Mess) or 15 per night for room only. As the
event is being held on military property
advance booking will be essential.
Anyone attending on the Friday will be
able to visit the displays of small arms and
AFVs which are not normally open to the
public. Among the displays are a King Tiger
and a fully working T34/85.
The initial reaction has been described
as great, with people from as far away as
America, Sweden, Portugal and Germany
expressing an interest in attending. These
include Phillipe Leonard, designer of
Kampgruppe Peiper and editor of ASL News,
although this is subject to confirmation.
Anyone interested in attending should
contact Neil Stevens (18 Bower Green,
Longcot, Faringdon, Oxon, SN7 7TU. CIS
100333,3652) for more details.

INCOMING
According to Avalon Hill, ASL is alive
and well!. Based on their talk of new
products, this could be more than just hype,
although any talk of availability should be
taken with a pinch of salt.
Of most interest is probably Solitaire
ASL. This looks very similar to an idea I had
for solo ASL, in that it features a series of
missions in which the terrain and opposition
are randomly determined (a bit like in
Ambush!, from what Ive seen of that game).
It also features a campaign system, so that
you can take a company through the entire
war. It looks good, and will no doubt be very
popular. My only concern is that the vast
amount of dr/DR it requires will make it slow
to play. But well see. Its already out in the
States and should be available here within 4-6
weeks.
Three HASL modules are also in the
works. Kampfgruppe Peiper II is the follow-
up to Kampfgruppe Peiper, and covers the
LaGleize and Cheneux area. The Third
Bridge is a HASL developed by the American
The Rout Report zine and is based around
the struggle at Arnhem. Mud and Blood is a
Pacific HASL developed by Steve Swann (he
of the Reference Notes for ASL series of
articles) and is based around the 7th Austra-
lian Division at Gona.
Two new mapboards, 42 (woods, with a
small village and orchard) and 43 (farmland,
with a villa and brush), are out now. Avalon
Hill plan to release a set of scenarios which
use these boards, and the set will also include
the boards. Whether the scenarios will also be
available on their own is not clear though, so
I wouldnt rush out to buy them yet.
Beyond Squad Leader, the computer
game based on Squad Leader, will be
available for both PC (running under Win-
dows) and Mac, but only on CD-ROM. No
release date has been determined, and based
on Avalon Hills record with computer games
(EG PC Third Reich), I wouldnt expect to
see this until 1996 (at least).

playable even by a relative beginner to the


system. So, if this is what we can expect in
the future, lets hope they can get the prom-
ised 95 (Fall) annual out this year.

3-4 VIEW FROM THE TRENCHES


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FINAL FIRE
That's all for this issue. Hope you
enjoyed it. Feel free to write and tell me
what you think, or even contribute.
Issue 4 should be out in September.
VIEW FROM THE TRENCHES is an
independant British ASL newsletter. It is
available free on request (although an SAE
is much appreciated). All correspondence
should be sent to Pete Phillipps, 49
Lombardy Rise, Leicester, LE5 OFQ. CIS
100665,267
NON-COM -
MUNICATION
Non-com: a non-commissioned officer (EG a Squad Leader).
Communication: to talk, exchange ideas and information.
GARY HEADLAND, HULL
Its great that a British ASL newsletter
is on the scene seeing as our American friends
at Avalon Hill appear to be in a right mess at
the moment.
Have you heard any rumours from
American gamers RE ASL, particularly
solitaire systems?
Avalon Hill seem to have sorted
themselves out a bit, and promise us a fair bit
of ASL material in the coming months. See
this issues Incoming article for more details.
NICK BROWN, LEICESTER
Can you tell me anything about a SL
scenario that has been shown in various The
General back issue adverts from volumes 21
to 28? It is called Deaths Head At Lusho
and appears to feature SL Russians vs. GI
Germans.
Im afraid I cant help you there Nick.
The advert first appears in volume 21 number
4, and I have most of the issues from that era,
but its not in any of them. If anyone can help
identify this scenario, let me know and Il
pass the information on.
WILLIAM ROBERTS, WIMBORNE
Thanks for sending me a copy of View
From The Trenches. I applaud your efforts to
produce your magazine but think it is a tall
order to match the ASL fanzines such as ASL
News, Critical Hit, Time On Target, etc,
which are professional periodicals and of
extremely high quality. Take a look at the
Time On Target Bulge scenarios - absolutely
brilliant!
What is needed is an ASL newsletter to
keep all players in touch with the scene and to
promote FTF play by bringing players
together in the UK.
Glad you like the zine William. For the
moment at least the intention is indeed to
unite the ASL UK scene. Perhaps in the
future Ill be able to compete with the quality
of the major ASL zines. On the other hand,
some of them come out somewhat irregularly,
which is something Im trying to avoid with
View From The Trenches.
NEIL STEVENS, FARINGDON
Thank you very much for sending me
issue #2 of View From The Trenches. I was
very interested to see you are trying to get a
British ASL newsletter off the ground. Out of
small acorns...
Out of small acorns... indeed. From
an initial circulation barely into double
figures, Ive now got over 50 people receiving
the zine. I soon hope to see if I can get any
mail order shops will send out a flyer with
every ASL-related product.
ANDY DAGLISH, CHEADLE
Thank you for View From The
Trenches. A British ASL magazine has been
tried before, or at least thought of, though the
last attempt folded when one went to Austra-
lia. I got caught by ASLUG, and whereas they
cashed the cheque, nothing ever appeared.
Until View From The Trenches
becomes established, I dont see the point in
charging. At least if the zine folded I
wouldnt owe anyone anything.

SEPT 95 4-1
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INSIDE
PREP FIRE 1
SOLITAIRE ASL 2
TIME ON TARGET 3
INTENSIVE FIRE '95 3
NON-COM - MUNICATION 4
81-9
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60-
64-+0-5
Number 4 Sept 95
PREP FIRE
Hello and welcome to issue four of
View from The Trenches. Things are begin-
ning to grow at last, as the UKs ASL players
seem to be coming out of the closet. Maybe it
just took someone to do something.
Talking of which, one or two of you
have offered to send stuff in for publication,
but are worried that it might not be too good.
Dont be. Its not the quality of the writing
that counts, its the fact that you are writing,
communicating your ASL experiences with
other ASL players thats important. Thats
one of the main reasons for VFTT existence,
communication (Ill bet you cant talk ASL
with many of your friends and workers
without confusing them).
Talking of communication, its good to
be getting letters from some of you, even
though I dont always write back. Lack of
something to say back is the main reason why
I dont always reply, for which I apologize.
Some of your letters can also be answered a
lot easier through View From The Trenches.
None the less, keep those letters coming in.
And now, a question. Just how do you
store your ASL counters? By my reckoning,
there are some 9,828 counters in total for the
system. Thats an awful lot of counter trays if
you use them, but does anyone have any other
ways of storing their counters?
There seems to be much debate at the
moment about the state of Avalon Hill. They
have recently split with Atomic Games, who
hold the copyright on the software for Beyond
Squad Leader, the ASL computer game. It
seems unlikely BSL will now see the light of
day, and if Atomic Games do release it, it
wont have the words Squad Leader in its
name. Avaon Hill also seem to be plagued by
financial problems, although they dont seem
to be about to collapse. What this means for
the next annual, KGP II and March To
Oblivion is unknown at the moment. Lets
hope they can get themselves sorted out and
continue to support ASL.
I hate to end on a sombre note, so,
whos looking forward to Intensive Fire 95?
Ten years of ASL, and this is the first time
theres been an ASL convention in this
country. So I hope to see you all there.
So until next time, roll low and prosper.
Pete Phillipps
4-2 VIEW FROM THE TRENCHES
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SOLITAIRE ASL
Its already available in the States and
should be available here within 4-6 weeks., I
wrote in the news feature last issue. So
Solitaire ASL (SASL) decides to enter Britain
on the day I mail the issue out. Oh well.
For 29.95, you get 22 pages of rules
(Chapter S) and divider, numerous quick
reference cards, one sheet of 260 counters,
and 14 Mission cards. The production is up to
the usual ASL standards, although table
S17.82 is only partially printed on the divider,
and also has different DRM listed (Bob
McNamara has stated online that the rules are
correct, and the extra DRM on the divider
should be ignored).
The majority of the rules deal with the
handling of enemy (or ENEMY in SASL-
speak). Initially all you see are hoards of S?
counters, which represent suspected enemy
units. These remain in place until certain
situations arise, such as a friendly unit
moving within LOS of a S?, at which point a
check is made to determine if the S? is an
ENEMY unit, and if so, what sort of unit it is.
Each nationality has its own set of tables for
this purpose, with those for German, Ameri-
can, Russian and Partisan ENEMY forces
included (the rest will eventually be released
or printed in the annual).
Active ENEMY unit actions are
determined primarily by DR on various
tables, although there are a number of
Automatic Actions which tend to over-ride
any DR. Various rules deal with the handling
of ENEMY fires, movement, routs and
advances. The system itself is fairly straight-
forward, but does require a lot of die rolling
and table checking, something which tends to
be inevitable in any sort of solitaire system.
The player must also contend with the
problem of Command Control. Basically a
unit can only perform any non RPh/RtPh
activity in its Player Turn if it makes a
Command DR or is within 2 hexes of a leader
who has already made his Command DR.
Since the DR is based on Morale, it is easier
to attack with good troops, which is histori-
cally accurate. I would love to see this rule
adapted to regular ASL (and suspect it
probably will be).
SASL is designed to be used with its
own Missions, rather than standard scenarios,
which will no doubt disappoint some people.
These cover a generic situation, such as
Cautious Advance, Take The Highway or
Tank Attack!. Most of the specifics, such as
the mapboard, enemy placement, game
length, and victory, are randomly determined
before or during play, so no two Missions
should be the same.
SASL also has a campaign game similar
to those in RB or KGP. The rules suggest that
one Mission be played per month of hostili-
ties (or one per week for short campaigns
such as Poland 39), but there seems to be no
reason why you couldnt play more frequently
(anyone for WW2 from Poland 1939 to
Berlin 1945 day by day?).
My only reservation about SASL is that,
like all solitaire games, you play on your own.
To me, gaming is a social activity, and part of
the fun of gaming is interacting with your
opponent. You cannot simulate this with
solitaire games (or computer games either).
Overall, SASL is a good system, which
offers a good way to practice tactics and play
of ASL without having to worry about making
embarrassing mistakes in front of your
opponent. Im not sure if its worth buying if
youve got a regular FTF or PBM/PBEM
opponent, but if youre re a lone squad leader,
then Id have to recommend it.

sources. Most have come from Neil Stevens


(the organiser of Intensive Fire 95) who
passes on any responses he gets to his
convention flyer. Others have come from an
old-ish AHIKS list or from readers sending
in names. I also had a few replies to an ad I
placed on CompuServe.
As for frequency, check Final Fire at the
bottom of the last page for details.

Continued from page 4


SEPT 95 4-3
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TIME ON
TARGET
Time On Target is an American ASL
zine. Unlike many other US ASL zines,
which tend to look at the play of ASL, Time
On Target concentrates on producing a set of
scenarios for a specific campaign in each
issue. The first (and, to date, only) issue
covers the Battle of the Bulge.
The twelve scenarios are varied enough
to cover most levels of ASL play. Most of
them feature infantry and armour (some also
have OBA), but even some of these are small
enough to play in an evening or a day. There
are a pair of Deluxe scenarios, and three that
use the KGP Stoumont Map Group, although
one of these is not actually set around
Stoumont. Although many of the scenarios
make use of the KGP SSR, particularly Mist,
none of them are too rules intensive [EXC:
those that use Night (E1.) rules].
Time On Target also presents two new
rules. Bayonet Charges are basically Human
Waves useable by any nation, while Supple-
mental Armour covers the use of improvised
vehicle armour in the field. Although both
have been designed specifically for use in
several of the Time On Target scenarios, they
are both presented in such a way that they
could be used in other scenarios by SSR.
The zine itself is twelve pages long,
and presents designers notes for each of the
scenarios, and articles on the background
behind the new rules. Although these are only
brief, they are none the less interesting. A
bibliography is also supplied so readers can
follow up the articles if they wish.
Production wise, Time On Target is
excellent for a fanzine. The scenario cards,
like the more recent Avalon Hill ones, all
feature photographs instead of line art. To be
honest, if it wasnt for the producers logo on
them, you could easily mistake them for
actual Avalon Hill scenarios.
I can certainly recommend Time On
Target, especially if youre interested in the
Battle of the Bulge. $13 may seem like a high
price to pay for a fanzine, but Time On Target
INTENSIVE
FIRE 95
This is an ASL convention being held
at the Royal Military College of Science at
Shrivenham, near Swindon, from 3-5 Novem-
ber. It will cater for both friendly and com-
petitive play
Entry will be 5 for the weekend.
Accommodation will be available for 35 per
night full board (in the Officers Mess).
The Friday will see tours of the
Colleges AFV Hangar (with its King Tiger
and fully working T34/85), the Small Arms
Armoury, and the Wargaming and Simula-
tions Laboratory. It will end with a get
together in the Mess Bar.
Phillipe Leonard, designer of
Kampfgruppe Peiper and editor of ASL News,
will be bringing along the maps for
Kampfgruppe Peiper II, while Paul Saunders
will be bringing along a playtest version of
The Third Bring.
Anyone interested in attending should
contact Neil Stevens (18 Bower Green,
Longcot, Faringdon, Oxon, SN7 7TU. CIS
100333,3652) for an application form.
is more of a scenario pack with a set of
designers notes and extended SSR than a
fanzine. In that respect it is excellent value.
Time on Target costs $13 (including
postage) and is available from Kinetic Energy
Productions, PO Box 291580, Hollywood,
CA 90027, America. Issue two should be out
soon, although as yet its content has yet to be
confirmed.

4-4 VIEW FROM THE TRENCHES


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FINAL FIRE
That's all for this issue. Hope you
enjoyed it. Feel free to write and tell me
what you think, or even contribute.
Issue 5 should be out in November,
just in time for Intensive Fire '95.
VIEW FROM THE TRENCHES is an
independant British ASL newsletter. It is
available free on request (although an SAE
is much appreciated). All correspondence
should be sent to Pete Phillipps, 49
Lombardy Rise, Leicester, LE5 OFQ. CIS
100665,267
appreciation for your efforts (honest!)
In response to Nick Browns letter,
Deaths Head At Lusho (both versions)
appeared in The General volume 20 number
6, under a SL Clinic article entitled Have
Your Own Scenario Published? Version 1a
as submitted was classed 85/15 pro-Russian
and was rejected, as was the modified version
1b, still 60/40 pro-Russian.
STEVE TREASE, ABERDEEN
If there are any ASL players in the
Aberdeen area I would like to meet you. My
address is 67 Gairn Road, Aberdeen, AB1
6AP.
LEE BRIMMICOMBE-WOODS, LON-
DON
Anyone who is in the area should feel
free to pay me a visit for some ASL. My
address is 128d Barking Road, Canning
Town, London, E16 1EN. Feel free to call me
on (0171) 4746092.
BILL DURRANT, SOUTH DARENTH
Just got your mailing of VFTT which
was a pleasant surprise. I am very keen to see
any ASL related matter succeed and wish you
all the best.
How often do you intend to publish?
Issue 3 was my first so Im unaware how
often you mail. In fact I dont know how you
got my details.
Names have come from a number of
NON - COM -
MUNICATION
Non-com: a non-commissioned officer (EG a Squad Leader).
Communication: to talk, exchange ideas and information.
BOB EBURNE, MILTON KEYNES
It was a pleasure to receive VFTT, well
done! I hope along with Intensive Fire 95 that
it will help to unite British ASL players.
I feel that we still have a lot to offer
ASL. Look at the ratio of Normandy sce-
narios. A definite bias to American vs.
German rather than British.
True, but look at any American
wargame. Most tend to feature Americans or
Russians, so ASL isnt alone in that respect.
One way to change that of course is to design
scenarios featuring British forces (hint, hint).
DEREK TOTCHER, MITCHAM
Thank you for sending me issue 3 of
VFTT. I was pleased to see you are trying to
get a British ASL newsletter off the ground
and hope you are successful in promoting the
ASL hobby in the UK.
I think that one of the biggest services
you might provide through VFTT is to
regularly publish a list of UK ASL players
(with addresses and phone numbers of
course).
I agree, but Im not too sure about how
people would feel if I printed their name and
address. So, how would many of you object if
I just printed my mailing list next issue? Or
would you be happier if I just printed a full
name and address on request, as I have done
with a couple of readers this issue? Let me
know what you all think about this.
GEORGE JAYCOCK, NOTTINGHAM
Thanks for the issue of VFTT . Much
appreciated, but what is that view your
graphics depict!?!
Its suppose to be a soldier in a dug-out
looking through his binoculars. Unfortu-
nately it doesnt print too good on my printer.
But it looks good on my computer!
Attempting myself to produce a
periodic Diplomacy newsletter, I have sincere
Continued on page 2
NOV 95 5-1
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INSIDE
PREP FIRE 1
MAIL SHOTS 2
ELECTRONIC WARFARE 3
CRITICAL HIT! 4
IS THERE ASL LIFE
AFTER AVALON HILL? 4
NON-COM - MUNICATION 5
81-9
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Number 5 Nov 95
PREP FIRE
Hello and welcome to issue five of View
from The Trenches.
This issue concentrates on playing non-
FTF ASL,which is ironic when you consider
it is coming out in time for Intensive Fire 95,
the first ASL convention in the UK! It also
sees the publication of the first two View
From The Trenches scenarios. The first has
been submitted by a reader, the second has
been taken from the InterNet. Ive no doubt
many of you would be interested in seeing the
InterNet scenarios, and in future I hope to
have at least one in every issue. Ill still like
to see your own scenarios as well though.
Talking of the InterNet, would anyone
be interested in seeing articles based on the
debates that can be found on the ASL Mailing
List, such as a recent debate on the effects of
a 2 CC DR. Linked with this, does anyone
have any queries they would like me to post
so that I can gather the resulting debate into
articles in future issues?
Some of the newer readers among you
have asked me for copies of issues 1 and 2. I
cant help any of you really as far as back
issues go. I tend to print enough for everyone
on the mailing list and a few spares to cover
newcomers. If I get enough requests though, I
might consider reprinting the articles from the
first couple of issues, or perhaps gather them
into a special edition.
On the personal side, does anyone have
issues 103 and 111 of On All Fronts, as I
would love to see their Central Railway
Station extension for Red Barricades. Would
anyone like to lend me these issues, or
perhaps bring them to Intensive Fire 95 so I
might have a look at them?
Talking of which, the UKs first ASL
convention is nearly here (and will be gone
by the time some of you get this issue). With
over 55 players attending, some of them from
Europe and even America, it should be an
exciting weekend. I look forward to meeting
many of you there, so I can put faces to the
names of some of you. For those unable to
attend, a full report will be in the next issue of
View From The Trenches.
Until next time, roll low and prosper.
Pete Phillipps
5-2 VIEW FROM THE TRENCHES
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MAIL SHOTS
Bill Durrant
Play By Mail (PBM) has been a big part of wargaming for years
now, with Diplomacy being one of the most common postal games. Here
though, is a look at something many might find difficult to imagine -
playing ASL by mail.
Since the advent of ASL we have been
promised an official PBM method (it was
even given the designation Chapter L in the
original Table of Contents) but so far nothing
has materialised. It even got a mention in the
93b annuals Forward Observer as following
March To Oblivion and Doomed Battalions.
All pigs refuelled and ready for take off!!
Necessity being the mother of invention, over
the years a PBM system has been designed
and refined. Im here to tell you it can and do
work. It can even become quite enjoyable.
PBM ASL is not without its problems
but with a little application these are not
insurmountable. Sent with the defenders set
up are sealed paper folds containing HIP and
Concealed units. Concealed units are repre-
sented by the identity of the ? counter with
the number of counters underneath shown
afterwards in brackets. When called for these
are opened. The first fold contains the identity
of just one unit for detection purposes
(A12.15). Obviously HIP can only be
revealed during the owners mailing which
causes problems if movement starys into a
HIP. This rarely happens as one rarely resists
the temptation of point blank fire.
Each event is given a number as in a
Series Replay, and each player mails off the
predesignated phases. These go as follows:
Attacker - RPh, PFPh, MPh; Defender -
DFPh; Attacker - AFPh, RtPh, APh, CCPh,
RPh; Defender - RtPh, CCPh, RPh, PFPh,
MPh; etc, etc. In this way a game turn takes
six mailings (other than for initial set up) and
thus an eight turn scenario can normally be
completed in about a year. As such, given
enough space I would say roughly four games
going at once will keep you more than
occupied.
All die rolls are conducted by the
mailing player, including those for an
opponent. This obviously calls for total trust
and honesty. A system has been devised touse
pre-designated die rolls but is too compli-
cated to explain here. If you cant hack your
opponent rolling three threes on Random
Selection for a 1KIA (twice in a row - thanks
Paul!) then maybe PBM ASL is not for you.
The main problem comes with the MPh
as all movement has to be pre-determined.
Movement is recorded in such a way that each
hex is revealed without seeing the next (again
you must be honest and make a decision as to
First Fire before revealing the nex hex - it
may be a stop). The idealist would say this is
more realistic. The realist would say this is
likely to upset play balance. Personally Im
sitting onthe fence. Bounding First Fire is
dealt with as it occurs on the movement
record. Very occaisionally it may be neces-
sary to send a search mailing, IE send the
moves of only half your units to try and reveal
HIP and/or concealment.
A few other problems can arise, such as
multiple Sniper targets (A14.2 - preferences
can be given at the start of a scenario, IE
Leader, hero, crew, squad, HS) and voluntary
abandonment of a vehicle by its crew
immediately after immobilisation. Im sure
that are others, but, after, they are very rare.
Close COmbat can pose another
problem. The player mailing CC pre-desig-
nates his targets and rolls the CC DR. These
results are sealed and the opposing player
conducts all his CC DR before revealing
them. This works equally well regardless of
ambush.
It is normally a good idea to confirm
the position of all counters at least once per
player turn. This is ideally done after the
DFPh and completed by the mailing player. A
PC with spreadsheet software can save an
immense amount of time during a larger
scenario. I am fortunate to have this, and the
space to leave my scenarios set up which I
definitely recommend.
In general, PBM ASL does work and
has its advantages as well. The temptation in
a FTF game is to look for a rule for about five
minutes and then let common sense prevail.
PBM gives you time to find the right answer.
Okay, theres a fair amount of book-keeping
but its sometime just as interesting to read
your own series replay, rather than those of
Continued on page 6
NOV 95 5-3
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ELECTRONIC
WARFARE
Neil Stevens
Electronic mail has begun to replace postal mail in business in
recent times, and now more and more gamers are beginning to do the same
for PBM, resulting in Play By Electronic Mail (PBEM). Although the two
are very similar, there are some differences, as the following article shows.
What ever has the Information Super
Highway got to offer me?
To be absolutely honest I wasnt really
sure but, being a bit of a lover of technology,
I decided to find out and, as a wargamer and
ASLer, I have never looked back.
First of all I wanted to get on-line.
There are a number of ways of achieving this
and by far the best way is to do it as a student
through your college or university. If you
achieve this you will not have to pay for
telephone connect charges. If you are too old
to be a student (Heck! Im a student and Im
30 years old!) then you have to find yourself a
modem for your computer and a provider. A
provider is a firm that will; provide you with
suitable software, give you a couple of access
telephone numbers to dial in and ask for an
address to send the monthly bill to. I chose
CompuServe which many of you will have
heard of. They are not the cheapest provider
around but the software they provide is
Windows based and accessing the Net is
intuitive.
On CompuServe I quickly found the
Forum where the gamers hang out. Located in
the PBMGAMES Forum there is a section for
Board Wargames and there there is a lively
group of ASL enthusiasts from all over the
World. From the Forum Library a number of
ASL related articles and features can be
downloaded to your hard disk for reading at
your own leisure. There will also be a number
of Play By Electronic Mail (PBEM) games
underway and they are all played openly. This
allows anybody to read the game turns and
follow the run of play. Well, one has to keep
an eye on the opposition! Any questions
about rules or any aspect of the game will
usually be answered within 12 hours of being
posted on the Forum. And remember a lot of
the ASLers are in the States with access to the
very latest information about the state of our
hobby.
One of the CompuServe members
actually runs an ASL Ladder. This is open to
anybody and involves you challenging
somebody else to a game of ASL on a
mutually agreed scenario. The game is then
played over the course of a few weeks until a
winner/loser is found and the results are then
reflected on the Ladder - or The Greasy
Pole as it is affectionately termed. Do not be
afraid of feeling out of your depth on the
Ladder it is for everybody, beginners or
experts, and I can promise one thing - you
will learn a great deal more about the game. If
you believe that ASL cannot be adapted for
PBEM then try it. It is VERY successful and
actually is an ideal way to play. You can play
your game turns at your own speed and take
as much time as you like to look up rules and
sort things out for yourself. The gamers on
CompuServe are also a friendly bunch and,
should you make an error, it will be resolved
in an amicable fashion; after all none of us are
perfect.
As well as the PBEMGAMES Forum
CompuServe also provides access to the
Internet. To log on to the Internet ASL
Mailing List you send a simple coded
message to the List Server (the computer in
the States that runs the List). Then you will
receive, in your electronic mail box, every
message or conversation that is held on the
Internet about ASL. This is an extremely rich
vein of thoughts, views and opinions of ASL.
With over 300 people on the List anything
that there is to know about the hobby is there.
If you wish to ask a question or make a
comment you send your message to the List
Server and it automatically re-transmits it to
everybody on the Mailing List. There is
humour, comments, reviews, questions,
scenario after action reports, Convention
news and all sorts of things available. Whats
more it means that your EMail pigeon hole
always has something in it!
Anybody who wishes to join the ASL
Internet Mailing List and has access to a
computer with a modem should EMail
[email protected] with the message
Continued on page 6
5-4 VIEW FROM THE TRENCHES
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IS THERE ASL
LIFE AFTER
AVALON HILL?
Andrew Saunders
There seems to be a big To do just
now regarding Avalon Hill. Some people are
panicking about the prospect of them Going
to the wall. Who cares! Not me, thats for
sure!! OK. What have they got left to offer us
ASLers? Lets see...March To Oblivion, KGP
II, and one or two historical modules. With
regard to March To Oblivion, ask yourself
how many scenarios you expect to play
pushing some crappy Polish tankettes
around your mapboard.
What we need to do is look on the
positive side of things. This mag for instance,
ASL News, Tactiques, Time On Target,
Backblast, and Critical Hit. I believe Critical
Hit offers aseries of campaign games called
Platoon Leader. I havent seen it yet but Im
led to believe its very good.
Basically, my point is this. Avalon Hill
is NOT ASL. ASL players are the game. It
will never fade away if Avalon Hill disappear
because ASL players are just too committed
to the game.

Editor's Note: Since this was written, Bob McNamara,


ASL Q&A man extra-ordinaire, has left Avalon Hill.
They have also turned down a 200,000 offer by noted
US baseball player and ASL player Curt Schilling to
buy the rights to ASL. According to a message posted by
Schilling on the InterNet, they would not part with ASL
for less than $500,000, so, if anyone wins the lottery,
and is interested.....
CRITICAL HIT!
By Steve Trease
Critical Hit! is a biannual American
ASL fanzine billing itself as The Indepen-
dent Journal of the ASL Hobby. It is
produced to a high standard as a black and
white magazine the same size as The General.
Issue 1 has 32 pages, issue 2 has 48 and issue
3 (the latest) has 60.
Critical Hit! 3 contains 15 ASL new
scenarios, two SASL scenarios and one
Platoon Leader Campaign. The scenarios are
all presented in the usual ASL format and are
quite varied in their scope, with situations
ranging from Ethiopia 1936 to Israel 1948
and South Korea 1950, and taking in the East
Front, western Europe , the desert and the
Pacific along the way. Something for every-
one! All scenarios are balanced using the
ABS system: there are three handicaps
described for each side of increasing severity;
whoever chooses the most severe handicap
for a side gets that side.
Arajian Rose is a Platoon Leader mini
campaign. Platoon Leader is a 3rd party add
on for mini campaigns using existing maps,
although I have not seen a copy yet. It uses a
system like Red Barricades and Kampfgruppe
Peiper to run small campaigns up to five or
six scenarios in length.
There are also a series of articles
reminiscent of those in the Annual, including
an interesting history of Chindits and Long
Range Penetration Groups in China/Burma/
India; an article about playing ASL with a
chess clock (?); a detailed scenario replay;
quite a cliquey retrospective of ten years of
Oktoberfest (an American ASL convention)
and a couple of editorial type pieces. In some
ways the most useful pieces are a detailed
flow chart documenting procedures to use for
OBA and a set of supplementary SASL rules
for infantry only SASL.
All in all I would recommend Critical
Hit! to any ASLhead looking for more
material. It is available for 7.95 from
Esdevium Games, 6 Wellington Street,
Aldershot, GU11 1DZ.

NOV 95 5-5
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As I mentioned in the editorial, I am
considering this as far as the scenarios are
concerned. Any news will probably be out of
date though by the time VFTT gets printed.
Linked to this, how about a rules Q&A
section. I would be happy to receive any
queries that are puzzling ASL players, and if
necessary seek expert guidance.
As I mentioned in my editorial, I am
willing to post questions on the InterNet for a
response as well. If any readers post ques-
tions directly to you, let me know so I can
reprint them in future issues.
Finally, a request. My long-planned
ASL historical module covering the 82nd All
American in Normandy is taking shape, with
maps complete and scenarios ready for
playtesting. If anyone has access to any info
on the 82nd and its actions in June 44,
especially to do with the US glider troops of
the 325 Regiment and the German troops
defending the area west of St Mare Eglise, Id
be greatful for references. Send them to me at
5 Swiss Hill Mews, Alderley Edge, Chesire,
SK9 7DP.
ROBERT HARTWELL, SURREY
Thanks for sending me a copy of the
third edition of your zine. It is good to know
that there are some people out there who take
an interest. I have been a lone gamer for many
years, I was beginning to think I was on my
own!
If the newsletter can be successful in
promoting FTF play and bring together UK
ASLers then it will certainly have been a very
worthwhile endeavour. The zine is interest-
ing and very worthwhile - keep up the good
work!
Sounds like a teachers report remark
that does. Actually, VFTT, is trying to
promote all types of ASL gaming, not just
FTF, as can be seen from the PBM and
PBEM articles in this issue.
DOMINIC McGRATH, BERKSHIRE
Thanks for sending me VFTT. As you
say, its great to know that at long last the
British ASL fraternity is getting itself
organised - and special thanks are due to you
and Neil Stevens for getting things moving.
Thank you. All it needed was someone
NON - COM -
MUNICATION
Non-com: a non-commissioned officer (EG a Squad Leader).
Communication: to talk, exchange ideas and information.
STEVE COCKS, HEREFORD
If there are any ASL players in my area,
feel free to get in touch. My address is 3
Tavistock Drive, Hereford, HR2 7XN (CIS
100112,2276). I apologise in advance for any
delay in replying as I am often in Sweden on
business.
TREVOR EDWARDS, PRESTON
I received View From The Trenches.
Very good! I have SASL but I may not play it
for a long while for the reasons you men-
tioned (because of FTF and PBEM opponents
being readily available). The picture on the
front is the only let down Im afriad. Strange
how the picture of the two Americans and
their LMG came out so well.
The reason for the difference is that the
cover picture is a scanned photograph, and
the other is a scanned black and white
drawing. It also doesn't help that VFTT is
only printed on a dot matrix printer. One of
these days I'm gonna try and find some time
so I can clarify the cover picture, as a
number of people has commented on it's poor
quality (or buy a laser printer).
IAN DAGLISH, CHESHIRE
Thanks for yet another View from The
Trenches.
I feel you should definitely aim to
assemble and publish a list of UK ASL
players names and addresses. Ideally, phone
numbers too. The listings of Non Coms of
Company A in the annual has been invalu-
able in looking up potential opponents when
visiting the USA.
Some ideas for VFTT. For those of us
who do not yet have access to the Internet,
how about a review of some of the more
interesting news and views being posted?
From what I have seen, there are a few pearls
among a heap of dross, so editing down
should not be a problem!
5-6 VIEW FROM THE TRENCHES
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FINAL FIRE
That's all for this issue. Hope you
enjoyed it. Feel free to write and tell me
what you think, or even contribute.
A few copies of issues 3 and 4 are
still available upon request.
Issue 6 should be out at the start of
January, although this depends on how
Christmas goes (glug, glug, glug!).
VIEW FROM THE TRENCHES is a
newsletter for the British ASL community.
It is available for the price of an SAE. All
correspondence should be sent to VIEW
FROM THE TRENCHES, 49 Lombardy
Rise, Leicester, LE5 OFQ or
100665,[email protected].
to do something though. Luckily, two of us
started doing something at the same time.
I think your approach of keeping people
in touch rather than trying to compete with
the other fanzines at this stage is spot on -
keep up the good work. Its an excellent idea
to distribute VFTT free at this stage because it
ensures that all (known) British ASL players
are in touch. You ask if people would mind
having their name and address published. I
certainly have no objection and would, in
fact, welcome it. And my telephone number
too. One approach may be to send out a
questionnaire with your next issue. This
would firstly mean that you could get consent
for publication of details but would also mean
you could include other details including
experience, whether able to host gamers, etc.
Im already thinking of putting a
questionnaire in soon (either issue 6 or 7
probably). For now though Im waiting to see
what sort of response Neil Stevens gets from
the mini-questionnaire he included with his
Intensive Fire 95 application form.
ANDREW SAUNDERS, BLACKPOOL
Firstly, congarts for your efforts on
producing your fanzine. Keep up the good
work!!
As a suggestion, why not try and
include a scenario in every issue.
Id love to include a couple every issue,
but until people start sending some in, theres
not a lot I can do. Although I am looking into
the possibility of printing the scenarios that
can be found on the InterNet. So all you
budding scenario writers out there, lets be
hearing from you.
RICHARD CORNWELL, AUSTRALIA
Thank you for sending me a copy of
VFTT. It is very interesting, and very good to
see some UK activity. I always found it hard
to find opponents in the UK. I did go to
ASLOK in 1993 and did OK though (beat
Gary Fortenberry in a preliminary tourna-
ment!)
I applaud your initiative and wish you
all the best.
Thanks very much. Now that youve
moved to Australia, perhaps you can let us
sub asl-l. There is no need to write anything
else because the list server computer will
interpret it. Be prepared though to empty your
mail box regularly or you will be deleted from
the list. This is not being anti-social because
if you let your mail box fill up the Server will
keep trying to send you messages and will
itself clog up. Alternatively send set asl-l
digest and you will receive all the days
messages in one large mailing.
If you have any further questions feel
free to EMail me on:
[email protected].
Happy Surfing!

the hotshots from across the pond.


By no means is this an extensive
explaination of PBM ASL but a taster to
convince you that it does work. I am indebted
to the articles published in the AHIKS
newsletter EureDespatch compiled by Mike
Davies and Rhett Richwell. My thanks also
go to my regular PBM opponents Rhett
Richwell, Paul Rideout, and Jeff Hawarden.

Continued from page 3


Continued from page 2
know what the ASL scene is like down under.

JAN 96 6-1
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Number 6 Jan 96
PREP FIRE
Hello and welcome to the last issue of
View from The Trenches.
Actually, that should read last free
issue. View From The Trenches has grown
far beyond my initial expectations. Issue 1 - 4
pages, 12 readers. Issue 5 - 8 pages, 125
readers. I simply cannot afford to carry on
producing and posting that many for nothing.
So, its either fold or charge.
View From The Trenches will cost 1
per issue from now on. Im a bit wary about
taking subscriptions (I dont want to the
worry of folding and refunding), but anyone
sending in 5 between now and the end of
February will get issues 7 to 12. Overseas
readers should send me three international
reply coupons per issue.
So, what will your money get you? A
better VFTT I hope. I am allowed to use the
photocopier at work to copy VFTT for free,
but it does not handle large print runs too
good, as some of you will have noticed last
issue. With your money I shall be able to have
a print shop produce VFTT, so that the quality
does not deteriorate.
As you will no doubt have noticed, this
issue is in a booklet format rather than the
loose leaf format of previous issues. Further
layout changes are also planned from the next
issue. Future issues will be 8 pages long for
the moment, but if you lot send me enough
INSIDE
PREP FIRE 1
INTENSIVE FIRE '95 2
AVALON HILL TAKES
BACKBLAST 7
TIME ON TARGET 8
material, expect to see possibly 12 pagers
perissue before the end of the year.
Id also like to include 2 scenarios in
every issue, but that also depends on what I
am sent. If you have an idea for a scenario,
write it up and let others see it. It doesnt
matter if it isnt playtested, as long as you
make that clear. A few brief words on your
design would also be nice. If anyone plays
any VFTT scenario, send me an after action
report and your views, so I can pass them on
to the designer. Im sure theyd be interested
in how their scenario worked (or not).
Many of you have asked me to publish
names and addresses in VFTT to help you
find local opponents, and to that end I hope to
print my mailing list in future issues (assum-
ing I have space). If anyone DOES NOT want
their address made available to everyone,
please let me know.
Until next time, roll low and prosper.
Pete Phillipps
6-2 VIEW FROM THE TRENCHES
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INTENSIVE
FIRE 95
Intensive Fire is often risky, but for Neil
Stevens, his risk turned into a Critical Hit.
OK, so it sounds corny, but to be
honest, it is the only way to describe the
success of Intensive Fire 95, the UKs first
ASL convention. A risk? Sure, trying to
organise the first ASL convention in a
country, unsure of the response you would
get. A Critical Hit? Definitely, since 60 ASL
players turned up (three times the number
Neil hoped would attend), making it probably
the biggest ASL gathering outside America.
THE VENUE
Intensive Fire 95 was held at the Royal
Military College of Science at Shrivenham,
near Swindon, from Friday 3rd November to
Sunday 5th November. Accommodation was
available in the colleges Halls of residence at
a cost of 35 per night, which included all
meals. The gaming was held in the colleges
purpose-built Conference centre, with three
large open rooms being used.
The organisation was superb, I
dont think Ive ever seen anything that
is even close. Of course, since this was
organised by people with ties to the
military, maybe that was to be ex-
pected?
Patrik Manlig.
Located in the Headquaters, a room
set aside for non-gaming activities, were a
couple of PCs (which were running Steel
Panthers, Battleground:Ardennes, and a copy
of the unofficial ASL GAP produced by Steve
Zundel), playtest copies of the Kampfgruppe
Peiper II mapsheets and The Third Bridge,
copies of God Save The King! and Soldiers
of the Negus. Copies of various fanzines were
also on display and available for purchase
(these went very quickly, especially Critical
Hit! 3). See elsewhere for reviews of many of
these products.
Many people seemed very happy with
the bar prices. 80p for a pint of lager - havent
seen those prices for years. Strangely enough,
few people seemed to frequent the bar during
the evening, although a few four packs were
consumed.....
Saturday evening was great fun. I
tried to get a game going, but ended up
drinking beer and talking ASL with
assorted people. Very enjoyable.
Pete Phillipps
The atmosphere throughout the
weekend was very friendly and easy-going.
The only formal time was during dinner,
which was taken in the Officers Mess and
thus required a jacket, shirt and tie.
THE TOURS
One of attractions of Intensive Fire 95
was the opportunity to visit the colleges
small arms armoury, the AFV hangar and
their wargaming laboratory. These are not
generally open to the public, but as a serving
Army officer studying a degree there, Neil
was in a position to offer those arriving on
Friday the chance to visit all three, and
strangely enough many took advantage of the
opportunity.
The most impressive sight in the AFV
hangar had to be the King Tiger, although
also on display were a T34/85, and a number
of modern MBTs, APCs, and scout/armoured
cars. All but the Tiger were fully operational,
and there are plans for the Tiger to be
restored to full working order by 1997. We
were allowed into all of the vehicles on
display, and many seemed to become CE 6+1
Armour Leaders for an hour, with the Tiger
probably being the most popular, even though
it could only be accessed by the rather small
drivers escape hatch unde the hull (and
having struggled to get through that hatch, I
can understand why CS is so low for many
vehicles).
Im back from my foray into the
international ASL scene. I had a great
time at the Intensive Fire tourny. The
tours were a big hit - where else can you
try a King Tiger on for size! This is
JAN 96 6-3
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definitely the place to be next year if you
can sell it to the wife.
Bob Schaaf.
The small arms armoury contained
examples of 20th century small arms from
around the world, as well as a number of
LATW such as the Panzerfaust, the Bazooka
and the PIAT. An arms expert talked us
through some of the more common German
and British weapons of World War Two, after
which we were allowed to walk around the
room and handle many of them. No live firing
opportunities unfortunately.
In the Simulation and Synthetic
Environment Laboratory we were shown
some examples of military computer
wargaming. The first was an operational level
game, set around the Darlington area (simply
because they had maps avilable for the area)
for up to three players on each side. This
game was used to provide combat data on
weapon systems, both real and hypothetical.
The second game was a 3D shoot-em-up type
vehicle simulator. Although not graphically
impressive compared to some home PC
games, up to 200 people could be linked
together at once to play a real-time engage-
ment! We were also shown a video of a
similar American operation where units
engaged each other in the Gulf of Mexico
without leaving their bases, simply by having
all the data from their onboard computers
transmitted to each other.
THE ACTION
The tournament itself commenced on
Saturday morning and was based on 14
Fireteams of 4 players. Over the course of the
weekend, each team would play 4 matches
with each having two scenarios so in Fireteam
A two plays would play one scenario, on as
attacker and the other defender, and the other
two would play the second.
The scenarios played were:
Saturday morning - Le Manoir and
North Bank.
I used to compuete in figure
wargaming competitions but was put off
by all the cheating and arguing (and
sometimes crying and fighting!) that
went on. I expected similar goings on at
Intensive Fire, how wrong I was! I had
one arguement over a dodgy LOS
when an opponent fired so out came the
string. After checking he said there was
no LOS, but I disagreed. On closer
inspection there was a single dark green
printers dot about a 10th of a millimeter
wide on the other side of the string! Well
SCENARIO WIN/LOSS STATISTICS
SC# SCENARIO NAME PLAYS ALLY AXIS DRAW
13 Le Manoir 14 10 4 -
16 No Better Spot to Die 15 5 10 -
A15 Stand Fast the Guards 1 0 1 -
A25 Cold Crocodile 14 8 6 -
A38 North Bank 14 6 8 -
A33 Tettaus Attack 13 5 7 1
A73 Not Out of the Woods Yet 14 6 6 2
F Paw of the Tiger 1 0 1 -
T1 Gavins Take 13 6 7 -
T3 Ranger Stronghold 7 3 4 -
G19 A Tough Nut to Crack 1 0 1 -
ASLN60 Call Them Ironsides 1 0 1 -
CH26 Close Order Driel 1 0 1 -
BB5 Going to Church 1 0 1 -
BB10 Surrender or Die 3 3 0 -
Totals 113 52 58 3
Continued on page 5
6-4 VIEW FROM THE TRENCHES
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THE TEAM TABLES
TEAM P W D L PTS PLAYED PTS
1st TEAM 7 20.50 15 22.00
Patrik Manlig 4 3 0 1 5.00
Klas Malmstrom 3 2 1 0 3.50
Bernt Ribom 4 4 0 0 6.00
Nils-Gunnar Nilsson 4 4 0 0 6.00
2nd TEAM 10 18.00 14 20.50
Peter Bennett 3 2 1 0 3.50
Bob Eburne 4 4 0 0 6.00
Nick Edelston 4 4 0 0 6.00
Paul Case 3 1 0 2 2.50
3rd TEAM 5 13.00 12 17.50
Philipe Leonard 3 2 1 0 3.50
Pedro Ramis 2 2 0 0 3.00
Serge Bettencourt 3 2 0 1 3.50
Roger Cook 4 1 0 3 3.00
4th TEAM 3 18.00 16 17.00
Carl Sizmur 4 2 0 2 3.00
Aaron Sibley 4 2 0 2 4.00
Derek Tocher 4 3 0 1 5.00
Trevor Edwards 4 3 0 1 5.00
5th TEAM 13 13.50 13 16.50
Kevin Beard 3 3 0 0 4.50
Chris Littlejohn 4 2 0 2 4.00
Chris Coutier 3 1 1 1 2.50
Dominic McGrath 3 1 0 2 2.50
TEAM P W D L PTS PLAYED PTS
6th TEAM 12 16.00 16 16.00
Alan Smee 4 4 0 0 6.00
Neil Piggott 4 1 0 3 3.00
Nick Ranson 4 1 0 3 3.00
Ian Kenney 4 2 0 2 4.00
7th TEAM 8 14.00 14 16.00
Bob Schaaf 3 2 1 0 3.50
Dave Booth 3 2 0 1 3.50
Ian Daglish 4 2 0 2 4.00
Andrew Dando 4 1 1 2 3.00
8th TEAM 4 14.00 14 16.00
Luc Schonkerren 2 1 0 1 2.00
Lutz Pietschker 4 1 0 3 3.00
Christian Koppmeyer 4 1 0 3 3.00
Ralf Krusat 4 4 0 0 6.00
9th TEAM 1 16.00 16 16.00
Toby Pilling 4 2 0 2 4.00
Tim Collier 4 1 0 3 3.00
Mike Rudd 4 4 0 0 6.00
Mike Standbridge 4 1 0 3 3.00
JAN 96 6-5
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I suppose the rules do say that if the
terrain is visible on both sides of the
string LOS is blocked, but in this case
the width of the white center dot and
where you put the string made a
difference, I would have given him the
shot, but he wouldnt take it and lost his
fire.
Arthur Garlick.
Saturday afternoon - No Better Spot to
Die and Cold Crocodiles.
Guys. Intensive Fire 95 is rocking
and rolling here at Shirvenham, UK.
After the first two tournament rounds
the Belgique team and the Swedish team
are showing us all the ropes and both
teams are neck and neck in terms of
points scored. Just as well they are
playing each other tomorrow then!
Message posted on CompuServe by
Jon Williams while at Intensive Fire 95.
Sunday morning - Tettaus Attack and
Not Out of the Woods Yets.
My only real claim to flame was
burning 2 Shermans in the Wooded
Hills in Not out of the Woods Yet (95
Annual) with 2 Panzerfausts. Subse-
quently the WHOLE hill was on fire
with about 25 Blaze Counters. A pretty
impressive sight especially on the 5th
November Bonfire Nigh.
TEAM P W D L PTS PLAYED PTS
10th TEAM 9 11.50 13 14.00
Lee Brimmicombe-Wood 3 1 0 2 2.50
Michael Rhodes 4 0 0 4 2.00
Simon Morris 3 2 0 1 3.50
Phil Nobo 3 2 0 1 3.50
11th TEAM 2 12.00 14 13.50
Steve Cocks 4 0 0 4 2.00
Luis Calcada 4 3 0 1 5.00
Pete Phillipps 3 1 0 2 2.50
Nick Brown 3 1 1 1 2.50
12th TEAM 11 10.00 14 11.50
Paul ODonald 3 1 0 2 2.50
Alistair Fairburn 3 0 0 3 1.50
Paul Ryde-Weller 4 1 0 3 3.00
Robin Langston 4 1 1 2 3.00
13th TEAM 14 9.50 13 11.50
William Roberts 3 0 0 3 1.50
Neil Stevens 3 1 0 2 2.50
Jon Williams 3 0 0 3 1.50
Duncan Spencer 4 2 0 2 4.00
14th TEAM 6 8.00 14 9.000
Paul Saunders 4 0 0 4 2.00
Andrew Saunders 3 0 1 2 1.50
Nigel Brown 4 0 0 4 2.00
Arthur Garlick 3 1 0 2 2.50
A word on scoring: each player was awarded 1.00 per game won (1 1/2 if won in the allotted
playing time), a 1/2 for a draw, and a 1/2 point for losing with within the allotted playing time.
Since many teams were unable to complete their 16 games (due to a number of reasons, suchas
players leaving early), the team scores have been adjusted to take this into account.
Continued from page 3
6-6 VIEW FROM THE TRENCHES
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William Roberts.
Sunday afternoon - Ranger Stronghold
and Gavins Take.
I lost all four of my games, what an
awful performance. Just shows us all the
difference between FTF and Email and
the fact that we have so much time in
which to think of our moves. It was a lot
of fun and I look forward to next year.
Steve Cocks.
The scenarios were chosen to keep the
first Intensive Fire relatively easy, so that it
would be open to as many players as possible.
A number of unofficial friendly games
were also played in the spare time that players
had in the evenings, particularly on Friday.
Nobody tried to play a HASL scenario,
although one or two people were tempted.
THE RESULTS
The Swedish team, consisting of Patrik
Manlig, Bernt Ribom, Nils-Gunnar Nilsson
and Klas Malmstrom, were the clear winners
of the tournament, winning 13 of the 15
matches they were able to complete. For their
superb performance they were rewarded with
a set of engraved glass tankards.
Bernt Ribom of Sweden won all five
matches he played and was awarded with the
Player of the Tournament trophy, a British
paratrooper mounted on a stand. Other
notable performances were put in by Patrik
Manlig (Sweden) and Ralf Krusat (Germany)
with 5 wins and 1 loss each, Nils-Gunnar
Nilsson (Sweden) and Derek Tocher (En-
gland) with 4 wins and 1 loss each, and Alan
Smee (Australia), Nick Edelston, Bob
Eburne, and Mike Rudd (England) who all
won the 4 matches they played. As the top
English player, Derek Tocher walked away
with a copy of Critical Hit! 3.
The best thing is the friends I
made, both on my team and amongst
near neighbours who I did not know
existed. There are three guys who play
in Blackpool (where I work) and are
real eager to get it on for some serious
dice time in the near future.
Trevor Edwards.
Mention must also be made of Christian
Koppmeyer who managed to play seven
games during the tournament (winning 2,
losing 5) and Michael Rhodes who managed
to lose all five games he played. Never mind
Michael. A Critical Hit consolation prize is
on its way from the organisers!
I played 7 matches, lost 5 and won
2. It was this convention that showed me
the difference between a good player
and me. I thought if I had played ASL
for four years then I would know the
game. Wrong, Wrong, Wrong !!! So I
came back at home not only with new
ideas but with new aims too.
Christian Koppmeyer.
AFTERMATH
To Neil, William, Jon, and Duncan;
congratulations on a job well done. For all the
time and effort you put in to organise the
convention, you are all hereby promoted to 7-
0s!
That was a great weekend. If they
do it again next year I sure will be
there.
Luis Calcada
Look for news about Intensive Fire 96
(tentatively scheduled for November 15th -
17th) in forthcoming issues of VFTT.
Games without frontiers. War
without tears.
Neil Stevens, quoting from Peter
Gabriel.
Intensive Fire 95 was organised by Neil Stevens,
Jon Williams, William Roberts and Duncan Spencer. They
wish to express their deepest gratitude to Ray Tapio and
Critical Hit!; the authors of God Save the King!; Time On
Targets Mark Neukom; and Philippe ASL News,
Kampfgruppe Peiper, Support ASL in Europe Leonard for
the support they gave. They would also like to especially
thank Melissa Schaaf, who travelled all the way from the
States to end up helping us out by doing the odd jobs
nobody else wanted to do!

JAN 96 6-7
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AVALON HILL
TAKES
BACKBLAST
Backblast, one of the best ASL zines to
have appeared in recent years, is no more.
However, Multi-Man Publishing, its publish-
ers, have been joined by Curt Schilling and
together they are teaming with Gary
Fortenberry (previously in charge of the ASL
Union of Gamers, and editor of the 95 Winter
annual), to act as Avalon Hills in-house ASL
team. Together they will be responsible for
putting out the Annual, for supplying ASL
articles and scenarios for The General,
developing submitted products, designing
products in-house, and coordinating the rules
used in all these as well as answering Q&A
and maintaining errata.
Naturally, these events have raised a
number of questions. Fortunately Brian
Youse, president of MMP is present on the
ASL Internet Mailing List, and has been
answered many of them. What follows is
based on those answers.
So Brian, how did this deal come
about?
Avalon Hill contacted Curt Schilling to
work on ASL. Curt, realizing he needed help
and familiar with our work, asked us to join
in. JD Frazer had just asked off the MMP
staff, so we had a slot to fill and the rest is
history.
A couple of months ago you were
announcing that ASL was dead and that AH
wasnt worth bothering with. Curt Schilling
also had a lot of bad things to say about AH
and the Dotts following his failed attempt to
acquire ASL off them. Now you have both
joined up with the dreaded enemy :-) What
has brought about the change of heart towards
AH?
Giving that our only concern is the
continued flow of quality ASL stuff, this
seemed like a chance to get more quality stuff
in/out of the pipeline. It seemed by AHs
talking to Curt that theyre committed to
getting ASL stuff out. My posts on ASL were
legit and truly my feelings based on ASL
being dead. Clearly, now, ASL is not dead.
Thus my change of heart.
Do you feel confident that you can
have a good working relationship with Gary
Fortenberry/the Dotts?
Yeah, we do. Gary has told us that he is
rededicated to ASL and has sold his magic
cards to boot. Were confident that this
arrangement will work out.
I understand if you dont answer this,
but what are you guys getting out of this
arrangement? And do you think that Avalon
Hills commitment to ASL has changed with
this deal?
We get a pittance, and out of that we
have to pay for submissions. In other words, I
aint quitting my day job. 8) We feel it is for
the good of the hobby, because quality
products should be rolling out of Avalon Hill
for some time to come. More quality ASL can
only be GOOD for the hobby. We hope that
Avalon Hills commitment has changed with
the signing of this deal.
The six of us are part-timers with Gary
being closest to being full-time.
What does this deal mean for
Tactiques, who are/were distributed by
MMP?
Were not sure right now about
Tactiques. I would suspect that we will no be
facilitating the distribution of Tactiques in the
US. If this is the end result, all I can say is
that Im glad if we somehow helped even one
gamer receive that excellent fanzine.
I would like to make it clear that we
will no longer be selling any issue of
Backblast magazine, including back issues.
Will you be maintaining a presence on
the list? Personally or as a group?
We will still be frequent posters. We are
working out the details on how to accept
email questions.
So what are the plans for future ASL
products?
Our first efforts will be to help Gary
with KGP II. It is very close to being finished
and weve been working with him for the past
few weeks to complete this task. Next up will
6-8 VIEW FROM THE TRENCHES
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FINAL FIRE
VIEW FROM THE TRENCHES is the
newsletter for the British ASL community.
It costs 1 per issue (overseas readers
should send three International Reply
Coupons). All correspondence should be
sent to VIEW FROM THE TRENCHES,
49 Lombardy Rise, Leicester, LE5 OFQ or
100665,[email protected].
That's all for this issue. Hope you
enjoyed it. Feel free to write and tell me
what you think, or even contribute.
Issue 7 should be out at the start of
March.
TIME ON
TARGET
Time On Target 2 is out now. For $22
(including postage) you get 20 (!) scenarios
based on the fighting between the German
2nd Marine Infantry Division and the British
VIII Corps and XII Corps in April of 1945, a
sheet of full-color Railway Embankment
overlays, and 32 counters. Expect to see a full
review next issue. It is available from Kinetic
Energy Productions, P.O. Box 291580,
Hollywood, CA90029.

be the 96 Annual, and after that is a HASL


project MMP has been working on for some
time, which is based on the British attack to
take and hold the Pegasus Bridge. Weve
reached an agreement with Steve Dethlefsen
where hell submit his Tarawa module to us
for publication by Avalon Hill, and were
talking to Kurt Martin about The Third
Bridge.
What about Mud and Blood, and the
scenario/map pack mentioned in the 95
annual?
Were trying to get in touch with Mr.
Swann about Mud and Blood, but until that
happens we cant really say if well be putting
that out or not. Currently, we do not have a
signed contract for Mud and Blood.
Were gathering some scenarios for a
possible pack, but as with everything else it
isnt our call what gets published or when it
gets published.
We would be interested in talking to the
other amateur publishers about any products
they would like to submit for publication by
Avalon Hill. On that note, we are looking for
help! Submissions in the form of articles
suitable for The General or the annual,
historical scenarios with references, and
modules. You can send submissions to either
MMP or AH.
There is also a strong desire amongst us
to finish the game system and get out the
Allied/Axis Minor Armour and Ordnance.
Any plans to release additional
material for SASL, such as tables for the
other nations?
AH asked us if we thought it was worth
supporting, I responded that it seemed real
popular on the list. If anyones got some
tables worked up and tried out, submit em. I
wouldnt expect to see another SASL module
or anything (but who knows?) but they could
be used in the Annual/General I guess.
What direction will ASL take after
KGPII, Tarawa, your HASL module, and the
minors are finished?
Too soon to tell.
If you just took the ideas that I have
received over the past few days, wed more
than double the existing ASL product line!
Clearly, we cant do it all the first year or two
(or five!).
Things we work on will be driven by
submissions we receive - we cant design it all
in-house since that would stifle the creative
energies of the ASL hobby and would also
take forever - and approval by Avalon Hill for
any products - I may find the Spanish Civil
War to be the be all/end all with regard to
ASL, but they may not want to see anything
on that period relating to ASL. Theyre the
boss.
Id like to see more ASL in The
General, a smaller, more responsive, twice a
year annual (a and b), intro ASL, complete
SASL, pre/post WWII (Israel, Korea,
SCW...). Will all this happen? I hope so! We
plan on reinvigorating ASL at Avalon Hill,
and we wont fail for lack of trying.

AUSTRALIAN Sets Up First [107]


GERMAN Moves First [52]
Elements of 21
st
Panzer Division enter on the west edge on GT1.
BALANCE: add a MMG to the German order of battle.
VICTORY CONDITIONS
The Germans win by Controlling hex 27S4 at game end.
TURN RECORD CHART
1 2 3 4 5 6 END
6 3 2 5
Elements of B Company, 2/32
nd
Battalion, 9
th
Australian Division set up on board 27.
BALANCE: add a MMG to the Australian order of battle.
2 7 2 8
1
26
SCENARIO SPECIFIC RULES
1 Board 27 is subject to a pre-game Bombardment (C18).
8
''
01/0 ,)/-4
1995 Andrew Saunders
HISTORICAL ACCOUNT
LOCATION: 10 miles west of El Alamein
DATE: 31 October 1943
COMMENTARY: As the 9
th
Australian Division advanced westwards, a
German-held salient in the north projected into their lines. To hold
Rommels attention, it was decided that the division would advance
nothwards to the sea to pinch out the salient. After heavy fighting, they
were stopped just short of the coast, leaving a narrow tapering salient
running north to south. At 1230 hours, elements of the 21
st
Panzer
Division attacked, hoping to eliminate the threat.
Advance elements of the 21st Panzer Division soon overran B
Company of the 2/32
nd
Battalion, destroying it as a fighting force, but then
Valentines from the 40
th
Royal Tank Regiment intervened, hoping to stop
the slaughter. By days end, the 40
th
RTR had driven the 21
st
Panzer
Division from the field, but had lost 25 tanks in the porcess. October 31
st
1942 is recalled by those who survived it as a day of High Danger.
THE BATTLEFIELD AND CONDITIONS
Place overlays as follws: H3 on 27S6/R5; D1 on 27Y5/X4; D6 on 27I6/J6; S6 on
26X6/Y6; S2 on 26S7/T7; S4 and 26G8/H7. Hex 27S4 is a Hillock summit (F6.6) hex.
EC are Dry with No Wind at start.
Intense Heat Haze (F11.621) and Light Dust (F11.71) are in effect.
ELR: 4
SAN: 2
ELR: 4
SAN: 2
Counter artwork taken from Virtual ASL (VASL) and used with the permission of Rodney Kinney (programmer) and Carl Fung (artist).
3
Elements of 40
th
Royal Tank Regi-
ment enter on GT3 along the east edge
of the board.
S6
S2
S4
D1
H3
D6
GT1
PzKpfw PzKpfw Marder SPW251/1
IV F2 IIIJ III(t)H
Valentine II
OML OQF
3" 2-pounder
4
2 3 2
4 4
RUSSIAN Sets Up First [166]
GERMAN Moves First [156]
Elements of 60
th
Motorised Infantry Regiment, 16
th
Motorised Division, with attached elements of Tiger Battalion 503
and Panzer Battalion 116 enter on the east edge north of the river; some, all or no units may enter on each turn.
BALANCE: remove the 9-1 leader from the Riussian order of battle.
VICTORY CONDITIONS
Prior to Rusian set-up the German player secretly records which three conditions he must
fulfill at game end to win:
1 Control hexes 7AA5 and 7AA9
2 Control buildings 12U5 and 10Z6
3 Have at least twice as many CVPs as the Russians
4 Control all multi-hex buildings on board 12 between hexrows I-Y inclusive
5 Control all multi-hex buildings on board 10 between hexrows R-GG inclusive
TURN RECORD CHART
1 2 3 4 5 6 7 8 9 10 END
4 8 5 2 3
Elements of 2
nd
Guards Mechanised Corps, 2
nd
Guards Army set up east of hexrow B on boards 12, 10 and/or 7. In
addition to their Guns, 1 MMC and any SMC/SW stacked with it may set up HIP.
BALANCE: bore sighting is NA.
8
1
2
SCENARIO SPECIFIC RULES
1 Each rowhouse complex is treated as one multi-hex building for Mopping Up Control
purposes.
8
''
6-**-\5 61/-45
1995 Jeff Shields
HISTORICAL ACCOUNT
LOCATION: The outskirts of Sporonyy, on the Manych River
DATE: 15 January 1943
COMMENTARY: One of Stalins attempts to cut off Army Group A involved a
massive drive by the 2
nd
Guards Army between the Don and Manych rivers. The
Russian attack reached its peak as General Rotmistrovs troops pushed into the outskirts
of Bataysk, a suburb of Rostov. Under General Mansteins direction, Count Schwerin
disengaged the Greyhound Division from the fighting south of Stalingrad to redirect a
spearhead into the deep right flank of rotmistrovs penetration.
Captain Tebbe, commanding the new Tigers, drove his trops through the
Russian lines to the high ground near Sporony, then turned and assaulted the village.
After a short fight, in which the Russians lost several T-34s and AT guns, the village and
the nearby bridge on the Manych were secured for further actions against the Russian
flank.
The German successes at Sporonyy and later at Samodurovka seriously
hampered the Russian attack on Rostov and led to the successful withdrawal of Army
Group A from rapidly closing encirclement.
THE BATTLEFIELD AND CONDITIONS
Only hexrows GG-Q are playable on mapboards 12 and . Mapboard 8 is placed under mapboard 7 so
that hexrow Q abuts hexrow A on mapboard 7 .
All buildings are wooden [EXC: buildings 12U5 and 10Z6 are stone).
All woods are brush.
There is a two way vehicular stone bridge in 7AA6-7AA8.
The river is deep but not frozen. All ponds and streams are frozen.
EC are Moderate with No Wind at start.
Ground snow is in effect.
ELR: 4
SAN: 2
ELR: 3
SAN: 3
Counter artwork taken from Virtual ASL (VASL) and used with the permission of Rodney Kinney (programmer) and Carl Fung (artist).
GT1
PzKpfw PzKpfw Marder StuH 42 SPW251/1 SPW251
VIE IVH IIIL w/sMG
P obr. 39 PTP obr. 43 BM obr. 37
12 3
3 4
4 4
1
0
7
1
8
5
6
enter along the west edge of
the board on the GT indicated.
T-34 M43
GT1 GT1
6
KV-1 M42
1 2 3 4 5 6 7 8 9 10 END
DUTCH Sets Up First
GERMAN Moves First
TURN RECORD CHART
6
35
1 2 3 4 4 4 5 5
Special Raid Detachment, 16th Grenadier Regiment enter on any one mapboard edge except the west.
BALANCE: add 1 to the Dutch reinforcement dr.
VICTORY CONDITIONS
The German player wins by exiting the Royal Family off any mapboard edge
except the west.
Elements of the Royal Dutch Grenadiers set up anywhere on board 6.
BALANCE: deduct 1 from the Dutch reinforcement dr..
SCENARIO SPECIFIC RULES
1 The Prisoner HS represents the Dutch Royal Family. The Royal Family must
set up HIP in either building 6K8 or 6N4. It may only move/advance if
accompanied by a Personnel unit or if it is a Passenger. The Dutch player may
not make fire attacks from a Location containing the Royal Family (EXC: he
may fire at any enemy unit which has fired at that Location). The Royal Family
may not attack, escape, scrounge, possess SW, use Double Time or Dash. If a
side eliminates the Royal Family it immediately loses.
2 Beginning on GT2, the Dutch player makes a dr in his RPh to determine if his
reinforcements arrive. If the dr is the circled number on the Turn Record Chart
the reinforcements enter that turn.
Y3
99
ASSAILT BX A BIEEX
1996 The Avalon Hill Game Company
HISTORICAL ACCOUNT
LOCATION: The Hague, Netherlands
DATE: 11 May 1940
COMMENTARY: Following the spectacular success of the parachute drop on the
fortress of Eben Emael, it was feared the Germans would attempt a similar raid to
seize Queen Wilhelmina, infant crown princess Beatrix, and other members of the
Dutch Royal Family. Fearing the Germans would strike at any moment, it was
decided to move the Royal Family from Huis ten Bosch Palace to the Palace of
Noordeinde deep in the Hague.
Dutch fears were well founded, as an elite element of the 22nd Luftlande
Division had been brought in to stage such a raid. The mission had been well
prepared, with accurate maps and up to date intelligence information regarding the
Queen's movements. The raid was scrubbed however when the Ju-52s carrying the
group crashed during landing.
THE BATTLEFIELD AND CONDITIONS
Treat all hills as ground level terrain. Woods and buildings on those hill masses still
exist, but at ground level.
All buildings are wooden (EXC: buildings 6K8 and 6N4 are stone). Hex 6J8 is a third
level building hex.
Ignore all shellholes. Treat shellholes according to the other terrain in the hex.
EC are Moderate with No Wind at start.
ELR: 3
SAN: 2
ELR: 4
SAN: 0
Counter artwork taken from Virtual ASL (VASL) and used with the permission of Rodney Kinney (programmer) and Carl Fung (artist).
GT1
6
medium
Truck
6 1 1 2 17 1
(see SSR 3)
5 4
6 1 2
Elements of the 6th Jager Regiment
[ELR:3] enter along the west edge as
per SSR 2.
9 2
1 2 3 4 5 6 7 END
BRITISH Sets Up First
GERMAN Moves First [110]
TURN RECORD CHART
Elements of 718
th
Infantry Division, XV Army enter on turn 1 along the east edge of mapboard 33.
BALANCE: change the German 9-1 leader to a 9-2 leader.
VICTORY CONDITIONS
The German player wins immediately when he controls buildings 23O10, 23Q9
and the rowhouse in 23M8, or if he has 20 Casualty VPs at game end. Any
other result is a British victory.
Detachment of B Squadron, 61
st
Reconnaisance Regiment [ELR:4] set up anywhere on board 23. One squad-
equivalent and any SW/leaders stacked with it may be set up HIP. The Carrier crews are elite HS (D6.82).
BALANCE: add five "?" counters the the British OoB.
SCENARIO SPECIFIC RULES
1 If in the same Location as the ATG, the British 8-1 leader may direct its fire,
by applying his Leadership to its TH DR. If he sets up with the ATG he may set
up HIP as per A12.34.
2 If, at the end of every RPh commencing with GT5, the Germans have < 5
squad-equivalents in Good Order then the German player must request a truce
which ends the game immediately.
3 Kindling is NA for the British.
Y4
99
BXLY THE EXEHY IX FRBXT
1996 Neil Stevens
HISTORICAL ACCOUNT
LOCATION: Eyne, Belgium
DATE: 3 September 1944
COMMENTARY: After the encirclement and destruction of the German forces in the
Falaise pocket, the Allies were able to push on rapidly with their advance into Europe. The
British XXX Corps was tasked with an armoured dash across Belgium and on into Holland.
In order to prevent the Germans from cutting the Corps' route behind the lead elements, the
61st Regiment of the Reconnaisance Corps moved into a holding position on the flank along
the Escaut Canal from Ghent to the south of Oudenarde. Just north of Oudenarde a party
from B Squadron was holding the bridge at Eyne when a German attack materialised from
out of themist.
As the Germans approached the bridge the anti-tank gun, directed by Sergeant
Atkinson, waited until all of the enemy vehicles converged and then opened fire, "brewing
up" four of them. Changing to HE the anti-tank gun then engaged the advancing infantry
while the rest of the detachment opened fire with everything it had. At 1300 hrs, a German
officer approached under a Red Cross flag to collect the wounded. About 60 German dead
and wounded were counted. The British were unharmed. The Germans were harangued by
the British company commander to surrender but stubbornly refused: battle was subse-
quently rejoined.
THE BATTLEFIELD AND CONDITIONS
The bridges in hexes 23H4, 23X3 and 23BBB5 do not exist.
EC are Moist with no wind at start. Weather is Mist (E3.32).
ELR: 4
SAN: 4
ELR: 3
SAN: 2
Counter artwork taken from Virtual ASL (VASL) and used with the permission of Rodney Kinney (programmer) and Carl Fung (artist).
GT1
StuG SPW 251/1 SPW 251
IIIG(L) w/sMG
Carrier Carrier OQF
A B 6-pounder
7-cwt
1 1
Armoured Car Section enters
on GT1 on any road hex on the
west edge of mapboard 23.
Humber Humber
IV AC III LRC
1 3 1
11 4 2
33
2 3
5 2
2

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