tag:blogger.com,1999:blog-14217278847902759902024-03-17T23:04:45.475-04:00SitrepSituation Report is the Newsletter of BattleSchoolChris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.comBlogger103125tag:blogger.com,1999:blog-1421727884790275990.post-82641638095133870542024-02-29T22:14:00.015-05:002024-03-02T06:11:55.265-05:00Tin Omen - March 1942<p></p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvDn-6lesnegiFMsTCGnjbJMqnW_5bdmtBM7Q7BW-RyPL6kwHz_Frit164gPD2XIXnuD71AIc3gDK65cJ7LAM_szd8vV3X8UZXFhmqMT-xQG0nCSAvc6-Tt7x6MTV8j1NQG1vFrkDouTS1O0VmYhTB5hSiGD-R80YbEdsgT7RD39UdSr6j3EsFENHXL1Y/s800/Tin%20Omen%201.%20VCL%20M1936.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="763" data-original-width="800" height="381" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvDn-6lesnegiFMsTCGnjbJMqnW_5bdmtBM7Q7BW-RyPL6kwHz_Frit164gPD2XIXnuD71AIc3gDK65cJ7LAM_szd8vV3X8UZXFhmqMT-xQG0nCSAvc6-Tt7x6MTV8j1NQG1vFrkDouTS1O0VmYhTB5hSiGD-R80YbEdsgT7RD39UdSr6j3EsFENHXL1Y/w400-h381/Tin%20Omen%201.%20VCL%20M1936.jpg" width="400" /></a></div><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Tankettes as fragile as granny’s tea set. Not everyone’s cup of tea, I agree. Bear with me. We’re off to Java where you can grab a cup of java instead. And where you’ll encounter an eclectic mix of <i>vechtwagen</i>. That’s Dutch for vehicles spoiling for a fight. Property of The Royal Netherlands East Indies Army (<i>Koninklijk Nederlands Indisch Leger</i>—KNIL for short), these (lightly armoured) fighting vehicles spearheaded an attack in 1942, almost two years after the Netherlands had surrendered to the Third Reich. The Japanese, in pursuit of their own regional empire, were not amused. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">This is my second post featuring a scenario currently in playtest for a pack I <a href="http://asl-battleschool.blogspot.com/2023/12/molotov-manhattan.html" target="_blank">announced</a> last year. Let me set the stage. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">On the first day of March 1942, the Japanese invaded Java, the heart of the Netherlands East Indies. They came ashore at three points on the island. The smallest contingent, a regimental-sized group of the 38th Infantry Division under Colonel Toshishige Shoji, landed at Eretan Wetan, 200 kilometres east of the closest friendly forces. The Shoji Detachment’s immediate objective was the capture of the airfield at Kalidjati. In a bold move, Shoji put tanks ashore first, followed closely by truck-borne infantry. By 1230 Kalidjati was in Japanese hands. Major-General J.J. Pesman, commander of Java’s Bandoeng Group, was certain that the airfield was lightly held. The next day, he ordered Captain G. J. Wulfhorst’s <i>Mobiele Eenheid</i> (Mobile Unit)—a lightly-armoured combined-arms force recently transferred to Pesman’s command—to recapture the Kalidjati airbase. The first Dutch tank attack in history began at 0810 Java Time.</span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOnGOf2w5mD_ntLQ-gl6hhSN1oUQACqvAwF8XffFOJ27WrPvo-KeMjm6jNE3aj8LTSu7gq-lqnIasTJ3z0jUkT4X3CAAhnITSzBiqc2j0P4UdnbWdFLx7GHvJ0cvtIiOtAZ0RpzPFWOBkrcOs8cnLJca1k3YjjCsEwcisUYJYd_VOOh-LRJdYehdQ11dQ/s1200/Tin%20Omen%202.%20Marm-Herr%20CTLS%20Series.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1199" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOnGOf2w5mD_ntLQ-gl6hhSN1oUQACqvAwF8XffFOJ27WrPvo-KeMjm6jNE3aj8LTSu7gq-lqnIasTJ3z0jUkT4X3CAAhnITSzBiqc2j0P4UdnbWdFLx7GHvJ0cvtIiOtAZ0RpzPFWOBkrcOs8cnLJca1k3YjjCsEwcisUYJYd_VOOh-LRJdYehdQ11dQ/s320/Tin%20Omen%202.%20Marm-Herr%20CTLS%20Series.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: x-small; text-align: left;">KNIL Marmon-Herrington Combat Tank Light Series CTLS-4</span></td></tr></tbody></table><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The road to Kalidjati wound through Soebang. Unknown to the Dutch, Colonel Shoji was headquartered in the town, having arrived only a few hours earlier, together with a reinforced company of infantry. Motorcycle scouts of the Mobile Unit’s Reconnaissance Platoon were the first to discover this uncomfortable fact. The Japanese had strung a steel cable across the road, anchored on each side to farmers’ carts. A Marmon-Herrington armoured car was able to push the barrier aside, but was dragged into the ditch in the process. The tank platoon behind the vanguard then took the lead. In single file, First Lieutenant Christan’s seven CTLS-4 light tanks drove north through town, spraying Japanese positions with machinegun fire as they went. Infantry following behind in their open-topped armoured personnel carriers had no such recourse and dismounted. They would first have to rout the enemy from Soebang if they were to gain Kalidjati. Only the Japanese are not in the business of routing.</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Battlefield</span></b></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Soebang is borderline tropical. Although the Japanese attacked during the monsoon season, the weather didn’t impede their initial progress. At first, I tried to replicate the area around the roadblock, as well as the town itself. However, these required two extra half boards that saw little actual combat. In the end I settled on board 15a from <i>ASL Action Pack 16</i>. It <i>feels</i> like a sprawling settlement in the tropics, and when transformed on VASL, it <i>looks</i> the part. My only quibble was the central plateau. Soebang was bounded by a ridge with rubber plantations to the west and swampy ground to the east. The town was also bigger than the inhabitated area of board 15a portrays.</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">I tried the scenario with and without the hill. One advantage of the plateau is that it slowed the pace of vehicle movement. Without the hill, it’s possible to traverse the entire town in a single Movement Phase (MPh). No doubt the Japanese will have something to say on the matter. But it’s nonetheless possible. More worrisome was that the hill provided superior Lines of Sight (LOS) for the defenders. The hill would have to go.</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">And it did. It was then a simple matter to transform the remaining terrain into Light Jungle (G2.1), while retaining the road network. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiFl3V7YM_W-L9YE8TuzcvnFg8DkofsOKmH6IZuQRgMUHvTkm80MILGD_pz7AnqkXj1bpRakpm7UfbRMJR3l-kOLv2_42lSexjV8_6D21D-K7O_7J5VDU21ZoQBLUM_vWiA15Frbaen0L4doMr_rlx2-vlIEdhQ2wa5Jmy3FQX42IFqHleg40qmJtOcQ8/s1200/Tin%20Omen%203.%20Action%20Pack%2016%20-%20board%2015a.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="984" data-original-width="1200" height="262" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjiFl3V7YM_W-L9YE8TuzcvnFg8DkofsOKmH6IZuQRgMUHvTkm80MILGD_pz7AnqkXj1bpRakpm7UfbRMJR3l-kOLv2_42lSexjV8_6D21D-K7O_7J5VDU21ZoQBLUM_vWiA15Frbaen0L4doMr_rlx2-vlIEdhQ2wa5Jmy3FQX42IFqHleg40qmJtOcQ8/s320/Tin%20Omen%203.%20Action%20Pack%2016%20-%20board%2015a.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: x-small; text-align: left;">ASL Action Pack 16 - board 15a - Soebang villa</span></td></tr></tbody></table><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;"><b>Shoji’s samurai </b> </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Officially Colonel Toshishige Shoji was given command of the 3rd Mixed Regiment, a battlegroup—commonly referred to in the historical literature as the Shoji Detachment, largely based on his own 230th Infantry Regiment of the 38th Division. His command included a host of attachments from armour to airfield construction engineers. The 38th Division had been bloodied during the Battle of Hong Kong three months earlier. However, it wasn’t an especially battle-hardened formation. Therefore, I used First Line squads with an Experience Level Rating (ELR) of 4 to represent the men of the 4th Infantry Company. Fairly or unfairly, I chose an 8+1 leader and a Second Line squad to represent Colonel Shoji and his headquarters staff.</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">According to Japanese sources, the 4th Infantry Company was supported by two machine guns (MG), an anti-tank (AT) gun, and a “mountain” gun. </span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVjTK6UR2blmv5_55kE91oRkDflOv3H0auvwKxrXme-Z1KqDNrlMN6lGwbHwkPFFOsJtDoe-AKonNb0LO4dMuytjoZJnmpIasgMpgF4DW9Yw3aaXM1R9_kBulYXaNPEkOix_d7mYlC6NU3goLGZ5JpN5-YYsB_fimEk5B85xOJguUiiPhoDrIfpaSSmx0/s1600/Tin%20Omen%204.%20Japanese%20at%20Eretan%20Wetan%20and%20Soebang.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="750" data-original-width="1600" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVjTK6UR2blmv5_55kE91oRkDflOv3H0auvwKxrXme-Z1KqDNrlMN6lGwbHwkPFFOsJtDoe-AKonNb0LO4dMuytjoZJnmpIasgMpgF4DW9Yw3aaXM1R9_kBulYXaNPEkOix_d7mYlC6NU3goLGZ5JpN5-YYsB_fimEk5B85xOJguUiiPhoDrIfpaSSmx0/s320/Tin%20Omen%204.%20Japanese%20at%20Eretan%20Wetan%20and%20Soebang.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">Japanese landings on Java and Shoji's positions at Soebang</span></td></tr></tbody></table><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Selecting the anti-tank gun was relatively straightforward. Issue of the Type 1 (1941) Machine-Moved Gun (Japanese Ordnance Note 8) didn’t begin until late 1942. Its predecessor, the Type 1 (1941) 37mm AT Gun was adopted only in very limited numbers beginning in 1941. This first dedicated AT gun was an upgraded version of the Type 94 (1934) Rapid-Fire Gun (Japanese Ordnance Note 7). The barrel of the improved model was about 15cm (6-in) longer, but only increased armour penetration by 4mm at 500m. This marginal difference has no measurable effect in game terms, hence the lack of a separate counter in ASL. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Adopted in 1936, the Type 94 Rapid-Fire Gun was designed to target enemy MG posts at range, but was invariably pressed into service as an AT gun in 1939 when faced with Soviet tanks. The Type 94 was in turn an improvement on the Year-11 (1922) Type Flat-Trajectory Infantry Gun (Japanese Ordnance Note 9), which also served as a crude AT weapon against lightly-armoured armoured fighting vehicles (AFV). Because Japanese documents are clear in describing an “anti-tank” rather than an “infantry gun” at Soebang, the case for the presence of the Type 94 is strongest. Furthermore, by this point in the war, the Year-11 Gun had been largely relegated to second-line use, whereas the AT company of a Japanese infantry regiment was assigned six Type 94 guns. Even when supplied with an Armour-Piercing High-Explosive round, however, the Type 94 “anti-tank” gun struggled to penetrate the armour of American light tanks. It would have more success against the more lightly armoured tanks of the KNIL.</span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9AURNOKXZczqeeY-U7g0iemowGRkAWHOQH0ZS8-O7VlkA8BqPomN1iRQHhoUk3Cg5KTjr43xd2wjYl108vcr6ZUag_BBj4eb9quIHiwtmeI97FqLaIGbGZSUvnYpd8clxc_VjDQTgikciO1hmSf5-_Gjp6y_YCO-tAc-JxJBFiW1ovf7ztQsLexIiJ3U/s1456/Tin%20Omen%205.%20Type%2094%2037mm%20Anti-tank%20Gun.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1456" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9AURNOKXZczqeeY-U7g0iemowGRkAWHOQH0ZS8-O7VlkA8BqPomN1iRQHhoUk3Cg5KTjr43xd2wjYl108vcr6ZUag_BBj4eb9quIHiwtmeI97FqLaIGbGZSUvnYpd8clxc_VjDQTgikciO1hmSf5-_Gjp6y_YCO-tAc-JxJBFiW1ovf7ztQsLexIiJ3U/s320/Tin%20Omen%205.%20Type%2094%2037mm%20Anti-tank%20Gun.jpg" width="264" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">Japanese Type 94 Rapid Fire AT Gun</span></td></tr></tbody></table><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">I wanted to use the 70mm Type 92 Infantry or “battalion” gun (Japanese Ordnance Note 10), rather than the Year-41 Type 75mm Mountain or “regimental” gun (Japanese Ordnance Note 11). I reasoned that a “battalion” asset was more likely to be deployed forward, not least because, at half the weight, the lighter weapon could be loaded faster onto a truck and off loaded at its destination in a fraction of the time. But after finding Japanese source material that appears to confirm what every published account has said, namely that a “mountain” gun was present in Soebang, I have relented. A big upside from the defender’s point of view is that, unlike the Type 92, Armour-Piercing (AP) ammunition of the Year-41 Type is not subject to Depletion (C8.9). What’s more, the Basic To Kill Number of the “regimental” gun is “10,” two greater than that of the “battalion” gun. Bad news for Dutch trucks. </span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmATIOZdDpWU5NcSOyM0rknn41mOusy4M17eiRs2bjqr9DOX58QhpWO-KVR6qB2fkkwEX79-znQR0F7ZPVKPci2r_Ilx9an6Mni6mhM0LEgxg_abLiyiF40rLNMqfrI3bzOwFx1zYcGpN6MKLTpTv7lldrQbOYe70_Pr1CzJeoimOkVQaETWcQIX4jVFg/s1553/Tin%20Omen%206.%20Year-41%20Type%2075mm%20Mountain%20Gun.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmATIOZdDpWU5NcSOyM0rknn41mOusy4M17eiRs2bjqr9DOX58QhpWO-KVR6qB2fkkwEX79-znQR0F7ZPVKPci2r_Ilx9an6Mni6mhM0LEgxg_abLiyiF40rLNMqfrI3bzOwFx1zYcGpN6MKLTpTv7lldrQbOYe70_Pr1CzJeoimOkVQaETWcQIX4jVFg/s320/Tin%20Omen%206.%20Year-41%20Type%2075mm%20Mountain%20Gun.jpg" width="247" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">Japanese Year-41 Type 75mm Mountain Gun</span></td></tr></tbody></table><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Dutch trucks?</span></b></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Ignoring the Marmon-Herrington armoured cars, which are <i>technically</i> trucks, there are no soft-skinned vehicles, no Dutch trucks, in “Tin Omen.” Vehicles with slightly thicker skin nevertheless abound. I have already alluded to the armoured cars and light tanks built by the US firm Marmon-Herrington, which specialized in the manufacture of all-wheel-drive trucks. The armoured cars don’t appear until late in the game, while the CTLS-4 play piggy in the middle from the get-go. However, the most numerous “tin cans” in “Tin Omen” are the pigglet-sized (according to your Chapter H notes) <i>vechtwagen</i> built by Vickers Armstrong. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Contrary to what your Chapter H notes suggest, the KNIL operated more than one model of the Vickers-Carden-Loyd light tank. For instance, the ASL counter listed under Allied Minor Vehicle Note 25 is amphibious, as indicated by Movement Point (MP) subscript on the counter. The counter’s closest <i>amphibious</i> match in the KNIL motor pool is the earlier 1931 model, as shown in the slide below. Only two M1931 had been purchased for trials and no additional order was ever placed. It is also worth noting that the closest ASL <i>counter</i> match for the Dutch M1931 is the Chinese M1931 VCL M1931(b)! In any case, it doesn’t appear that any were operational in the Mobile Unit at the time of the Japanese invasion. One had been sent to Borneo, along with a pair of M1936, while the other likely rusted, due to lack of spare parts, at the depot in Bandoeng, Java. </span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidMytNh52o6_ARO_zok0TivU4Ex26KPTqzG_WJCeMrkEoVO31CyDIUMgZK37XEJuLAxsoHN_TSvB229Anr5l8H7FLMSszKitUcYSi0IIOp8E6UL0A3HOU6KwPey6efYp2Aa7deKDlCvObjacMpAQJxEV3SKYOQFwnWpRXW5o1_CTBG1yKeJGxa2EdvKjY/s1553/Tin%20Omen%207.%20Light%20Tanks%20in%20KNIL%20Service%20VCL%20M1931%20and%20M1936%20.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidMytNh52o6_ARO_zok0TivU4Ex26KPTqzG_WJCeMrkEoVO31CyDIUMgZK37XEJuLAxsoHN_TSvB229Anr5l8H7FLMSszKitUcYSi0IIOp8E6UL0A3HOU6KwPey6efYp2Aa7deKDlCvObjacMpAQJxEV3SKYOQFwnWpRXW5o1_CTBG1yKeJGxa2EdvKjY/s320/Tin%20Omen%207.%20Light%20Tanks%20in%20KNIL%20Service%20VCL%20M1931%20and%20M1936%20.jpg" width="247" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">KNIL - Vickers-Carden-Loyd Models 1931 and 1936</span></td></tr></tbody></table><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The twin Colt Brownings of the M1936 next to the M1931 have no equivalent in the ASL counter mix. These MG were probably fitted during the testing stage, shortly after their arrival in the Dutch East Indies in December 1937. However, by August 1941, it appears that all operational M1936 were armed with a single shrouded Vickers as seen in the largest photograph in the preceding slide. Of all the VCL depicted, it comes closest in game terms to the vehicle described in Chapter H. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Ignoring the dodgy artwork, the values on the three counters included with<i> Doomed Battalions</i> are unquestionably suspect. Take target size. The two white dots behind the Armor Factors tell us that this vehicle qualifies for as a “very small” target. This makes sense for the low-profile VCL M1931, but not the 1936 model, which the counter purports to represent. Less obvious are the Armor Factors (AF) themselves, which <i>might</i> warrant a slight increase, in keeping with most other VCL AFV in the current countermix. (Maximum armour on the VCL M1936 was 9mm.) Overall the values of the published counter make the VCL M1936 a little harder to hit and a little easier to effect once hit, an acceptable tradeoff that alleviates any perceived need for a Scenario Special Rule (SSR).</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Aside from these minor points, the only real hiccup is that “Tin Omen” calls for six VCL M1936. The Mobile Unit had 17: fourteen split evenly between two platoons and three in company headquarters. I went with six because three AFV doesn’t convey the amount of fire support the second tank platoon would have brought to bear when they joined the fray. Don’t despair, if you happen to own <i>ASL Starter Kit Expansion Pack 2</i>, it comes with three VCL M1936. In a pinch, you could use Chinese M1931 counters to make up the difference. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;"></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVgHnnOw4hyzgadl33NXfh6oeslnYh3fjeSP3yZK0-_cIkYhHvKeIcIS_x5ElOYMSWMrGC2mB7WQ3j8i6b1piy5Ssfy7RWH_arQW9Yvmc8otHYiWdXDWA6BE132flSyjNvzQRYAnzTHrH25KxPGlptUIl81mYe7_fKBvv0NB60RZMASHkFUf2HxcM8cmk/s1553/Tin%20Omen%208.%20CTLS-4TAC%20Starboard%20Turret.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVgHnnOw4hyzgadl33NXfh6oeslnYh3fjeSP3yZK0-_cIkYhHvKeIcIS_x5ElOYMSWMrGC2mB7WQ3j8i6b1piy5Ssfy7RWH_arQW9Yvmc8otHYiWdXDWA6BE132flSyjNvzQRYAnzTHrH25KxPGlptUIl81mYe7_fKBvv0NB60RZMASHkFUf2HxcM8cmk/s320/Tin%20Omen%208.%20CTLS-4TAC%20Starboard%20Turret.jpg" width="247" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">KNIL - CTLS-4TAC Starboard Turret</span></td></tr></tbody></table><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Speaking of counter shortfalls, the first tank platoon to enter Soebang had seven CTLS-4TAC, as the Dutch referred to the newly arrived Marmon-Harrington tanks. <i>Doomed Battalions</i> supplies us with four and the aforementioned Starter Kit pack another three. But I decided to go with four, treating the other three as early casualties of the platoon’s brash sortie into town. These casualties are mirrored in the Japanese order of battle (OB) with the inclusion of three “striped” Japanese squads. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Historically, the third tank platoon was also committed to the battle with an additional seven VCL M1936. But I can test player patience only so much. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The bulk of the remaining “armour” in the Mobile Unit consisted of 16 armoured trucks of Captain Brendgen’s<span style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal;"> </span>mechanized infantry company. As I mentioned in my <a href="http://asl-battleschool.blogspot.com/2023/12/molotov-manhattan.html" target="_blank">post</a> last year, I have kept these vehicles offboard. There are no “official” ASL counters for these vehicles. More important, there is no indication that infantry road into town on them. Admittedly, one personnel carrier was lost on the outskirts of Soebang, but that hardly warrants inclusion in the scenario.</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Battalion headquarters, the nerve centre of the Mobile Unit, had a lone M3A1 Scout Car (Allied Minor Vehicle Note 34). And the reconnaissance platoon had three Marmon-Harrington III armoured cars (Allied Minor Vehicle Note 29) on strength, one of which came to an ignominious end in a roadside ditch shortly after it made contact with the enemy. Fun fact: this armoured car expends Movement Points (MP) as a truck in ASL (D1.15). It also packs a wallop with its 8 Firepower (FP) Coaxial Machine Gun (CMG).</span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgltXfTduJYijerpBmiI7Ye-iobwtvnHdMLc75LLVv9InRQXxyYeV8k3qsRypIaeNF5pwhsB4PH1wFKvWnHOxjdwGoE1AiSGpzlaFH7EPvGxXbc6wgZGes5c96MuWw3T7KBoMz4IsI3oyPjcjHEb1yTbyUa-IT_kATdXOElFZeb_6AJBNJU2GtvprzRCZs/s800/Tin%20Omen%209.%20Marm-Herr%20III.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="580" data-original-width="800" height="232" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgltXfTduJYijerpBmiI7Ye-iobwtvnHdMLc75LLVv9InRQXxyYeV8k3qsRypIaeNF5pwhsB4PH1wFKvWnHOxjdwGoE1AiSGpzlaFH7EPvGxXbc6wgZGes5c96MuWw3T7KBoMz4IsI3oyPjcjHEb1yTbyUa-IT_kATdXOElFZeb_6AJBNJU2GtvprzRCZs/s320/Tin%20Omen%209.%20Marm-Herr%20III.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">Marmon-Herrington III</span></td></tr></tbody></table><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Early versions of “Tin Omen” featured the scout car, but I dropped it due to the SSR overhead required to deal with its Inherent crew and half-squad (HS) Passenger (D6.1). This will make more sense after you read the next section.</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Meals rejected by Ethiopians </span></b></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">During my tour in Somalia, we were supplied with American MRE, or Meals Ready to Eat. My first experience with these rations</span><span style="font-family: Verdana; font-size: 12px;">—</span><span style="font-family: verdana;">parts of which are freeze-dried and require water for rehydration</span><span style="font-family: Verdana; font-size: 12px;">—</span><span style="font-family: verdana;">was on exercise in southern California a decade earlier. Equatorial Africa didn’t increase their appeal and they quickly earned the epithet “Meals Rejected by Ethiopians.” Although we occasionally operated along the Ethiopian border, MRE were (to my knowledge) never put to the ultimate test. My scenario, however, aims to put our new-fangled Ethiopian counters to the test. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Included with the latest edition of <i>Hollow Legions</i> (2021) are new counters for Ethiopians (and Eritreans). Except for the fact that it is elite (A25.931), which grants it a number of special capabilities, the Ethiopian 3-4-7 is not immediately dissimilar to a First Line Romanian (or an Italian) 3-4-7 squad. But while an Italian 3-4-7 cannot Deploy, an Ethiopian 3-4-7 may. Moreover, should an Ethiopian 3-4-7 suffer ELR failure it is Replaced by a First Line 3‑3‑7. Contrast this with any Axis Minor or Italian 3-4-7, which is Replaced by a Conscipt 3-3-6. Ethiopians don’t have it all their way. Non-elite Ethiopians, for example, may not participate in a multi-Location Fire Group (FG), nor can they use light mortars, medium- or heavy machine guns (MMG/HMG) without penalty. The characteristic that intrigued me the most though was the Ethiopian ability to resolve Close Combat (CC) as if Japanese (A25.934). Ethiopian counters have the added advantage of being the same colour as Allied Minors, under which the Dutch fall.</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFWSFwOpXxuaPK3HC0sHd07Adu7scgOUFrzOJWxFfjbxIHsjgBwu1hiODh-4Ep_2Ml5hE_WAPxZhDW8h7MHEcQN8_vk4k4-5_E9Bd4vzUZbyzsAN5f8mj1w-vI3Wwx8lrOiDVr1Lbm9IS_5WwERPv69Uk19I6OrAEpVZ4Fmlm-emUAzNE2Q1-op8qP1ZQ/s800/Tin%20Omen%2010.%20Hollow%20Legions%20-%20Ethiopians.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="673" data-original-width="800" height="269" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFWSFwOpXxuaPK3HC0sHd07Adu7scgOUFrzOJWxFfjbxIHsjgBwu1hiODh-4Ep_2Ml5hE_WAPxZhDW8h7MHEcQN8_vk4k4-5_E9Bd4vzUZbyzsAN5f8mj1w-vI3Wwx8lrOiDVr1Lbm9IS_5WwERPv69Uk19I6OrAEpVZ4Fmlm-emUAzNE2Q1-op8qP1ZQ/s320/Tin%20Omen%2010.%20Hollow%20Legions%20-%20Ethiopians.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">Hollow Legions 3rd edition Ethiopian counters</span></td></tr></tbody></table><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">I concluded that many of these attributes are transferable to other colonial forces such as the KNIL, especially in units where indigenous men predominated. This is in contrast to most published scenarios that use Allied Minor 4-5-7/4-3-7 squads to model infantry of the KNIL. (See, for example, “Wet Sahwahs” in <i>ASL Journal 1</i>.) A handful of trail-blazing designers have used Axis Minor 3-4-7 squads instead, reserving squads with a greater FP Factor for units composed exclusively of Europeans. I prefer the latter approach in so far as it allows for Replacement with lower-quality units more befitting a colonial force. In my view, this works better than using a 4-3-7 which cannot be Replaced by a lesser class of squad, becoming Disrupted (A19.12) instead. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">But the Axis Minor solution comes with its own problems. The most obvious is the colour discrepancy, mixing dark-green Axis Minor Infantry with light-green Dutch ordnance and vehicles. With the release of the 2021 edition of <i>Hollow Legions</i>, the colour mismatch can be resolved by substituting an elite Ethiopian squad for an Axis Minor 3-4-7. Another advantage of my approach is that it allows for more granularity. Traditional Dutch squad classes remain available, as required, to represent better trained/armed units. There is nothing to prevent a Dutch 4-5-8, for instance, from operating alongside an “Ethiopian” 3-4-7, with each squad retaining its unique Replacement hierarchy. </span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi15FB33kSo5coU4xCBfB87mQPCz3WKcubbZ2W4sK1vaqlRbl92L36ky0HFiiPG6IZ_rP92Pn0EKbIECwyleFt7PGF11emyJ8ohbjOZrLJAJijvucr2FUDgho7AhIVB9c7xgmT3Setc29-cDvVL1fscWBN10shG6DVz8LS8LzHa1tRYFFvlq182u1ihcNU/s1553/Tin%20Omen%2011.%20KNIL%20Squad%20Classes.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi15FB33kSo5coU4xCBfB87mQPCz3WKcubbZ2W4sK1vaqlRbl92L36ky0HFiiPG6IZ_rP92Pn0EKbIECwyleFt7PGF11emyJ8ohbjOZrLJAJijvucr2FUDgho7AhIVB9c7xgmT3Setc29-cDvVL1fscWBN10shG6DVz8LS8LzHa1tRYFFvlq182u1ihcNU/s320/Tin%20Omen%2011.%20KNIL%20Squad%20Classes.jpg" width="247" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">Seven potential squad classes for KNIL forces</span></td></tr></tbody></table><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Colour matching and inoperability are not the only benefits to be had by repurposing Ethiopian counters. When it comes to modelling poorly trained or motivated indigenous soldiers, the Ethiopian counter mix provides more nuanced layers of competence and reliability. In the Dutch East Indies, accounts speak to observable differences in the combat effectiveness of various indigenous groups. For example, Ambonese and Manadonese soldiers were said to perform better than “mainlanders” from Sumatra and Java. Whatever the case, there are four squad classes of Ethiopians—including a First Line 2-3-7 squad—that one can use to distinguish between colonial soldiers of varying martial spirit. </span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijKG_cq0ShXUyjVhWXWQxFYU_vngLOBKTMDZUc8hivw_XpwJAnzjZtK6_hRVcFjFWzD20hpGXTfViN7oFYVu8bDxBJNi5a-bGhuV4InUJWL9WTeptutSqJDstM6OyQ6IyuwtKdpj3s4vQ5Ld126oAcQu_TOGjrBujCMAzNfWe25AKl2mahqh2nrSjB0V0/s1206/Tin%20Omen%2012.%20KNIL%20Native%20Soldiers%20-%20Klewang.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1206" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijKG_cq0ShXUyjVhWXWQxFYU_vngLOBKTMDZUc8hivw_XpwJAnzjZtK6_hRVcFjFWzD20hpGXTfViN7oFYVu8bDxBJNi5a-bGhuV4InUJWL9WTeptutSqJDstM6OyQ6IyuwtKdpj3s4vQ5Ld126oAcQu_TOGjrBujCMAzNfWe25AKl2mahqh2nrSjB0V0/s320/Tin%20Omen%2012.%20KNIL%20Native%20Soldiers%20-%20Klewang.jpg" width="318" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">KNIL indigenous soldiers with Klewang (sabre)</span></td></tr></tbody></table><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">I’d like to think that the Ethiopian 3-4-7 brings a unique combination of flavours to “Tin Omen.” Fire Groups will be essential in order to bring enough FP to bear on the enemy, but can only be undertaken by elite units. Contrary to A25.934, an SSR ties the ability of a squad or HS to initiate Hand-to-Hand (J2.31) CC to its elite status. These are but two characteristics that highlight the strengths and weaknesses of these native troops.</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Tin Can Alley</span></b></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Outnumbered almost two to one, the Japanese must take care to avoid a battle of attrition. For its part, the Mobile Unit faces a brutal, close-quarter battle. Its armour is at a marked disadvantage in the tight confines of Soebang. Yet the armour cannot afford to play it safe. KNIL infantry need to capture at least half of the villas in town, villas being buildings that aren’t huts (G5.1). They cannot do this without the close support of the tank company. </span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsY6C_fHi7mkLHSFXEnluVG4-BRZaG48NsR6UZUkx5PEVGfGQdAS9bdhlVTYYlH9-RfXL7DVW0w6mgRS_XRuwL3fvlXyuxUbjtiv4Pk44sPCEPpaearlVV6NTpIVMFlwmRb8eUnHrVfOjpD_QO8FCDcYohn9HNg0g40lIazB3pMSyaNUcK-hk4ZwKLJxA/s1317/Tin%20Omen%2013.%20Comparison%20KNIL%20Tanks.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1317" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsY6C_fHi7mkLHSFXEnluVG4-BRZaG48NsR6UZUkx5PEVGfGQdAS9bdhlVTYYlH9-RfXL7DVW0w6mgRS_XRuwL3fvlXyuxUbjtiv4Pk44sPCEPpaearlVV6NTpIVMFlwmRb8eUnHrVfOjpD_QO8FCDcYohn9HNg0g40lIazB3pMSyaNUcK-hk4ZwKLJxA/s320/Tin%20Omen%2013.%20Comparison%20KNIL%20Tanks.jpg" width="292" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: xx-small; text-align: left;">VCL M1936 vs CTLS-4</span></td></tr></tbody></table><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Will the Japanese rebuff the Mobile Unit’s brazen attack? Or can Wulfhorst’s men surprise naysayers and carry the day? Find out when the pack is released. Or sign up today to playtest “Tin Omen!</span><span style="font-family: verdana;">”</span></p><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com0tag:blogger.com,1999:blog-1421727884790275990.post-5306900441359684522024-01-31T12:02:00.003-05:002024-01-31T15:32:04.953-05:00Booty Call - April 1943<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7xQNQlY0csgsnPJpqTO35fLAe6hV39l1yj77OYZ_lQ4tQ-5CUUkxkFL7WZUeTKb32b5T0SirQ-FpONfA7xW-aBNnS_LC-6plCAfczWuxgxUmi3wU8jLN74RLzfGmFhu-fbALv06LYjylj1RQAA8eleDozGTh8WCXu4r6jt0W_3U4JVepLqTbus8hdgbo/s1200/Booty%20Call%201.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="795" data-original-width="1200" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7xQNQlY0csgsnPJpqTO35fLAe6hV39l1yj77OYZ_lQ4tQ-5CUUkxkFL7WZUeTKb32b5T0SirQ-FpONfA7xW-aBNnS_LC-6plCAfczWuxgxUmi3wU8jLN74RLzfGmFhu-fbALv06LYjylj1RQAA8eleDozGTh8WCXu4r6jt0W_3U4JVepLqTbus8hdgbo/s320/Booty%20Call%201.jpg" width="320" /></a></div><div>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><br /></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Not that booty! War booty. <i>Beutepanzer</i>. </span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Last year, just last month in fact, I <a href="http://asl-battleschool.blogspot.com/2023/12/molotov-manhattan.html" target="_blank">announced</a> that I intended to publish a pack of scenarios in 2024. A couple of weeks ago I completed the final design for the pack. While it remains untested other designs continue to see play, including another design that I released for testing earlier this month.</span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Today’s post is not about these cards, however. It’s about “Booty Call.” </span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">There’s a lot going on in this compact, counter-insurgency clash. First, some background. </span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Axis Operation <i>Spring Clean</i> began on 18 April 1943. Its goal was the eradication of partisan detachments operating in the Kudever’ and Novorzhev districts of the Kalinin Region, roughly 100 kilometres west of Kholm, Russia. This heavily forested lake-country was sparsely populated and serviced by poor roads. By mid morning, the force under Colonel Paul Gallas had made contact near Rudnevo, 15 kilometres south of Novorzhev. Stiffer resistance from partisans in prepared positions outside Lunevka, some two kilometres farther south, brought the advance to a halt. The next day saw probes southward—the partisans having withdrawn during the night—and more powerful assets brought forward. On the 20th, the battlegroup resumed the offensive. In the interim, three partisan detachments had converged on Lake Lobno. Gallas now faced a 1500-strong force.</span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">In “Booty Call” Axis forces have their work cut out for them. An entire village to secure. Tempering their plans is a Casualty Victory Point (CVP) cap that their enemy is hellbent on hitting. </span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Battlefield</span></b></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">On a damp spring day in late April, an advance guard of <i>Kampfgruppe Gallas</i>,<i> 281. Sicherungs-Division</i><span style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal;"><b><i> </i></b></span>became bogged down in a bloody battle for a non-descript Russian village in the Kalinin Region. Defending the ramshackle settlement were men of the 8th Karlikov (after their commander) Detachment. They were but one of several detachments operating in the area, subordinated to the Kalinin Partisan Brigade. Neither the dilapidated houses nor the sparse new foliage provided much cover. Although the snow had melted and the ground had thawed, in places fields and high-traffic areas remained sodden, as streams continued to shed the recent snow melt.</span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">With these conditions in mind, I chose board 89—from <i>Winter Offensive Bonus Pack 14</i>, as my battleground. The map depicts a rustic scene. A strung-out collection of dwellings borders a gully that runs parallel to these structures. Small fields nearby mark it as a modest agricultural settlement. I really like this map. It’s more believeable than board 48, with its central crossroad that assigns the village more importance than it deserves. The shellholes on board 89 are an interesting addition, seldom (if ever) seen on post-Avalon Hill boards.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCyCxWombmnBl0W0QaomL47BWeY1eTgRKvak61O_StaOmkuvZypBGr844b44l63prU_LCckINjG4quWihJNd7QvGvaY-Vu23Rlz51rov8suemKzaAXGpXW91wHmNUSCkQ7VuVwmA2go7fRTBC8vm0WqSWHbtFc0-1x_vP-xJukFHGbQUcgZK_6Hg6ZXVg/s1200/Booty%20Call%202.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="702" data-original-width="1200" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCyCxWombmnBl0W0QaomL47BWeY1eTgRKvak61O_StaOmkuvZypBGr844b44l63prU_LCckINjG4quWihJNd7QvGvaY-Vu23Rlz51rov8suemKzaAXGpXW91wHmNUSCkQ7VuVwmA2go7fRTBC8vm0WqSWHbtFc0-1x_vP-xJukFHGbQUcgZK_6Hg6ZXVg/s320/Booty%20Call%202.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Battlefield - board 89 - Russian village in April 1943</b></span></td></tr></tbody></table>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;"><b>Partisan! </b> </span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The Partisans in “Booty Call” are a far cry from the underwhelming forces depicted in many scenarios found in their eponymous ASL module. If I were to draw a comparison with one of the classic Partisan scenarios though, it would be with “A New Kind of Foe.” This Rex Martin design involves a mix of Partisan and Russian units, and therefore a mix of squad types and weapons atypical of most “Partisan” OB on the eastern front. My design is likewise an amalgam of “traditional” Partisans and Red Army personnel specifically assigned to Partisan Brigades operating behind German lines.</span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">I initially considered giving the Partisans a horse-drawn 37mm PP obr. 15R Infantry Gun, but the rules overhead for these reinforcements outweighed any potential game impact. Instead, I gave the Partisans a number of conventional and unconvential anti-tank assets with which to counter the <i>Beutepanzer</i>. The most obvious of these is the superb, if mismatched, PTRD-41 anti-tank rifle (ATR).</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMKv_6cgmLxwkSLN9Blvq5eAdPKojSUxFKC3XVEQKYUyr4DRNwHFRNrOz6P3DnBcAoNFfmJQsiQxncnRw8yXQJsNS2iZyRtGBljXZdS7mUksDJ74-1jtvW2Tz1khXQaVYSRj0jkwgrdOmRqhH9j9I93Ja7WTNsbQ0pKOZtnV6mAHpow2FNktnAnLe5bII/s950/Booty%20Call%203.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="783" data-original-width="950" height="264" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMKv_6cgmLxwkSLN9Blvq5eAdPKojSUxFKC3XVEQKYUyr4DRNwHFRNrOz6P3DnBcAoNFfmJQsiQxncnRw8yXQJsNS2iZyRtGBljXZdS7mUksDJ74-1jtvW2Tz1khXQaVYSRj0jkwgrdOmRqhH9j9I93Ja7WTNsbQ0pKOZtnV6mAHpow2FNktnAnLe5bII/s320/Booty%20Call%203.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">PTRD-41 in Partisan Order of Battle</span></b></td></tr></tbody></table>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">In contrast, the <a href="http://asl-battleschool.blogspot.com/2015/07/hakkaa-paalle-rotten-to-core.html" target="_blank">37mm PM-39</a> cannot destroy an enemy tank in “Booty Call.” At best, this “spade” mortar can Immobilize or Shock a Hotchkiss on a double-one. The Demo Charge (DC) promises greater rewards. Delivering the explosives is the hard part. </span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">So I gave the Partisans the ability to generate (DC) Suicide Heroes (W6.4). Ahistoric? Maybe. The rules from the Korean War module nonetheless provide a convenient mechanism that allows me to increase the prospects of a successful attack on German AFV. Design for effect. </span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Why not give the Partisans Molotov Cocktails (MOL) you might ask? I had considered it. However, because the scenario objective grants the Germans automatic Control of any building Blaze, MOL capability has a consequential downside. Oops, I dropped the burning bottle in my own Location. I was also drawn to the ease with which the Russian-coloured counters of the KPA blended into the Partisan OB during play. In the end, these suicidal men pose a serious threat to German armour, even without a DC. And from the defender’s perspective their use is relatively risk free. Of course, I could allow these heroes (only) to Check for MOL in CC... </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVnXhmOgChjSwSQExO-v-VrZFGDyvBXCgSmBH3xsgDFgmHiebpV0DEjqSe69iExvvFg3L_rJ8MNdfkb7LpvcTXwfRCAAtvtQiWOoGB6CUE1vZ13lDHznhSPQuG1dJqshz_N7fyc1svQE9ZdBQaN-q-hnkyu-gW6TBmLB7GcBTb5IqF1b1W6sZRCPYIDOU/s1400/Booty%20Call%204.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="930" data-original-width="1400" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVnXhmOgChjSwSQExO-v-VrZFGDyvBXCgSmBH3xsgDFgmHiebpV0DEjqSe69iExvvFg3L_rJ8MNdfkb7LpvcTXwfRCAAtvtQiWOoGB6CUE1vZ13lDHznhSPQuG1dJqshz_N7fyc1svQE9ZdBQaN-q-hnkyu-gW6TBmLB7GcBTb5IqF1b1W6sZRCPYIDOU/s320/Booty%20Call%204.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">37mm PM-39 mortar in Partisan Order of Battle</span></b></td></tr></tbody></table>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The backbone of the Partisan force are better armed squads, some with PPSH-41 submachine guns. Commissars stiffen their resolve. And a meagre supply of anti-personnel (AP) mines keeps the Axis player guessing.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOyvUUWNSl3Ka6A8dzWyVMgxcQlBrUGeVzyJLwTmDg0DSCtdm4VorDY-hBc-l-MKxSukDSBKNeovt5fB-H9MjH29tBnhS63SunI0keUPUwpfWksUbRhUNTXlPp1Zl6yv8y9C9zmMVl9eSzsb307JgkmkjUPiisON4l9-AgnEyi-xvYfpMmXNpeVsjYQhU/s950/Booty%20Call%205.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="790" data-original-width="950" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOyvUUWNSl3Ka6A8dzWyVMgxcQlBrUGeVzyJLwTmDg0DSCtdm4VorDY-hBc-l-MKxSukDSBKNeovt5fB-H9MjH29tBnhS63SunI0keUPUwpfWksUbRhUNTXlPp1Zl6yv8y9C9zmMVl9eSzsb307JgkmkjUPiisON4l9-AgnEyi-xvYfpMmXNpeVsjYQhU/s320/Booty%20Call%205.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">Submachine gun squads in Partisan Order of Battle</span></b></td></tr></tbody></table>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">“Vere are your papers?” </span></b></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The <i>Sicherungs</i> or Security division in “Booty Call” brings a fascinating cast of characters to the stage. A beleaguerd company of bicycle troops—from <i>Radfahr-Regiment 3</i>—must endure a ferocious counterattack until the proverbial cavalry quite literally arrives. </span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Cavalry plays a duel role in this scenario. In addition to relieving pressure on the security troops corralled into the northern end of the village, they represent a second front, another avenue of attack that the Partisans need to account for in their defensive plans. I used Hungarian 3-4-7 squads to represent the Ukrainian Cossacks, partly because I didn’t want this flanking force to be too strong. I also liked the Close-Combat dynamic created by their FP Factor. It gives them parity versus 70 percent of Partisan squads, but puts them at a disadvantage when facing other units, especially the SMG squads. Their leadership cadre is similarly mediocre. However, their LMG are superior to anything on board, giving them the ability to create a firebase beyond the normal range of all Partisan weapons save the MMG (and ATR). Even at long range, these Czech-made LMG pose a serious threat to broken units. With its ability to inflict Desperation Morale (DM) on units as far as 14 hexes away, the 2-7 LMG warrants attention. </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjdSblqEuWlnZGjxAA03Pk56nQmLsWI-tQJw9NYumhjUuXn6uOAU0F9hEq_Z0gTTN9IKxcL8osLWR9XIO3YdhEKEBZI6HuBSvZi2ptmrXuP61B9QiQZ23SViQ3T3_1yQmR6Ir25yTBJknt_J4Odub66NLjVHRtHm_gH3Gi06UbUkmL9uJuiBbfrCwb9OQ/s1100/Booty%20Call%206.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="901" data-original-width="1100" height="262" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjdSblqEuWlnZGjxAA03Pk56nQmLsWI-tQJw9NYumhjUuXn6uOAU0F9hEq_Z0gTTN9IKxcL8osLWR9XIO3YdhEKEBZI6HuBSvZi2ptmrXuP61B9QiQZ23SViQ3T3_1yQmR6Ir25yTBJknt_J4Odub66NLjVHRtHm_gH3Gi06UbUkmL9uJuiBbfrCwb9OQ/s320/Booty%20Call%206.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">Cossacks and Czech ZB vz. 26 </span></b><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">light machine guns in Axis Order of Battle</span></b></td></tr></tbody></table>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The last Axis reinforcements comprise two powerful elements. The first is a platoon of assault pioneers recruited from dissidents of the Soviet regime. Represented by Second Line <i>Volksgrenadier</i> squads, they require a deft hand in order to bring their flamethrowers to bear. The second component is a platoon of <i>Panzerkampfwagen</i> <i>38H 735(f)</i>, upgraded ex-French tanks. Despite their increasing obsolescence <i>Beutepanzer</i> proved to be effective in anti-partisan operations.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXssfWTrBMtqH8Iu0TKe2kALgkOkavUiZahv3yK4COHkI6uEJiRieZZlqoz_O53bh9YhaeQEH2erjF1x16klCoo0K1Rqlboalxdp12VJiLuv291FUaDZ4Qihoszxw6xJN43rYkZnYH5FJ5y7cy0gl5a7IAA86YkdzZJ_8TaBFjzzVaviubbsFdwy-61t4/s1200/Booty%20Call%207.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="841" data-original-width="1200" height="224" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXssfWTrBMtqH8Iu0TKe2kALgkOkavUiZahv3yK4COHkI6uEJiRieZZlqoz_O53bh9YhaeQEH2erjF1x16klCoo0K1Rqlboalxdp12VJiLuv291FUaDZ4Qihoszxw6xJN43rYkZnYH5FJ5y7cy0gl5a7IAA86YkdzZJ_8TaBFjzzVaviubbsFdwy-61t4/s320/Booty%20Call%207.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">38H 735(f) <i>Beutepanzer</i> in Axis Order of Battle</span></b></td></tr></tbody></table>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Who you gonna call?</span></b></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Axis security forces are going to be busy. They have to Control all 34 building Locations to win. They need to capitalize on all of their assets in order to seize all of their objectives in six short turns. But first, they need to weather a violent counterattack, conserving their onboard force until the pendulum starts to swing the other way. </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmaQ5ZUNCf-8aCsaABJXnQ6iIY5-5E9O1ekgdnv-Z3JlqAt3LSmmWhFUe1MZcOibzK8iWJxSVQJUX5fMkswY9uhRQYfKYrKApI3i21nxBGY9ookzNasRj6CABLFJRPNAZW_Yxu1vOOXRiIF0K0JheY_F1MzZEdvIqM61EXT4o5Cxnm9p6_dXsCLH55IvA/s1200/Booty%20Call%208.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="746" data-original-width="1200" height="199" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmaQ5ZUNCf-8aCsaABJXnQ6iIY5-5E9O1ekgdnv-Z3JlqAt3LSmmWhFUe1MZcOibzK8iWJxSVQJUX5fMkswY9uhRQYfKYrKApI3i21nxBGY9ookzNasRj6CABLFJRPNAZW_Yxu1vOOXRiIF0K0JheY_F1MzZEdvIqM61EXT4o5Cxnm9p6_dXsCLH55IvA/s320/Booty%20Call%208.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">Very well-armed Partisans</span></b></td></tr></tbody></table>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Nikolai Shipovalov, commander of the Kalinin Partisan Brigade, had concentrated the bulk of his 2nd Detachment north of the bottleneck created by lakes Lobno and Ale. The Karlikov and Babakov detachments, meanwhile, were fighting delaying actions as they withdrew toward him. Lacking in firepower, his brigade was nonetheless a seaoned formation, having fought behind enemy lines for almost two years. A mix of regular and irregular soldiers, his men had previous experience in combatting German security troops inside Kholm and numerous hit-and-run ambushes. They had limited ordnance, often supplied by air, but were practiced in getting the most out of what weapons, ammunition and explosives they did have.</span></p>
<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Will Operation <i>Spring Clean</i> be a clean sweep? Or will the home team prevail? Find out when the pack is released. Or sign up today to playtest it!</span></p></div><div><br /></div><p></p><div style="text-align: left;"><br /></div><br /><p></p>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com0tag:blogger.com,1999:blog-1421727884790275990.post-90335277544366160132023-12-31T23:53:00.053-05:002024-02-27T15:12:43.723-05:00Scenario Design: What's in the Mix?<div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg38csTTti9xOB8GOvFb2R4j_0L_HnyGIHtgns7Rq1F6gA_cb6UprphdUpj3JAcr97AiILZsBRRykzqmzTyw_ayqRrmwHUohjEpIkn4LxjlWp6ahBVliX4-bA1zOtXoh8DaoCa12gYwXh-O5q6YgpBLMQgRkJZdiqDIkvPf50fSw1VdNANCA7B9PT4Zt3E/s1066/1.%20Black%20Manhattan.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1066" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg38csTTti9xOB8GOvFb2R4j_0L_HnyGIHtgns7Rq1F6gA_cb6UprphdUpj3JAcr97AiILZsBRRykzqmzTyw_ayqRrmwHUohjEpIkn4LxjlWp6ahBVliX4-bA1zOtXoh8DaoCa12gYwXh-O5q6YgpBLMQgRkJZdiqDIkvPf50fSw1VdNANCA7B9PT4Zt3E/s320/1.%20Black%20Manhattan.jpg" width="240" /></a></div>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A neighbour introduced me to the Manhattan a couple years ago. It was a new experience. Not because I don’t imbibe mixed drinks now and again. I do. But I’ve seldom strayed beyond a humble highball, a Screwdriver for example, or its hardly more sophisticated offspring, the much-maligned Harvey Wallbanger. (The latter had already fallen out of favour by the time I sampled my first in the mid 80s and was thus a pleasant surprise to my neighbour’s wife when I whipped one up for her a few years ago.) A good cocktail, regardless of whether it appeals to you or I, is a balanced cocktail. Since their revival in the early aughts, cocktails have become ever more complex and nuanced. This evolution is due to many factors, not least the wider availability of ingredients, new techniques, and bespoke glassware. </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A couple of weeks ago, I had my neighbour over for a drink. I mixed him a Black Manhattan. It was a new experience for him. Not because he lacks experience with Manhattans. They are his goto drink when company drops by. Rather, he hadn’t had a Manhattan based on Rittenhouse rye whiskey and flavoured with molasses-like Averna Amaro, a Sicilian digestif with notes of orange and licorice. Nor had my neighbour had the pleasure of tasting Regan’s orange bitters that I used to replace half of the usual measure of Angostura bitters. I also snuck a quarter ounce of Fabbri Amarena syrup into the mixing glass. Wow, he said. I grinned. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8CSS_rb7zHdtiXxwjChdi1kJLjSZhLn9a6S7AyetU_SXpUD8ibmQ2ysIpqA4bMT-RGsfqANSgRTzDmGWdeXOs5DOUhX9Gc8L8xsMiO-QWpepW_M1T_3RA5_VK0BesRSpM2ILRsViq9kgiarVKcaqYXclp_Tz6G5Dqm7l7JC_PAX95kVVyAtmlfC9btoY/s925/2.%20French%20Manhattan.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="925" data-original-width="703" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8CSS_rb7zHdtiXxwjChdi1kJLjSZhLn9a6S7AyetU_SXpUD8ibmQ2ysIpqA4bMT-RGsfqANSgRTzDmGWdeXOs5DOUhX9Gc8L8xsMiO-QWpepW_M1T_3RA5_VK0BesRSpM2ILRsViq9kgiarVKcaqYXclp_Tz6G5Dqm7l7JC_PAX95kVVyAtmlfC9btoY/w152-h200/2.%20French%20Manhattan.jpg" width="152" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">French Manhattan</span></td></tr></tbody></table>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Just the other day I crafted a French Manhattan. Buffalo Trace bourbon gives the drink a lighter body, while Chambord and Cocchi de Torino sweet vermouth combine with orange bitters to take your senses in a new direction. A fine cocktail not only balances sweet and sour, but also bitters, and in some cases salts and savoury, or umani. Each taste contributes in its own way to the mixture. And yet each ingredient retains something of its original character, aromas and tastes that can be detected as the cocktail is sipped. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-0c7_7RZV_S0gucH8qAHZ0ncw-iIJCIxF7xhJemsCgIvS4o3KCyBmur5pk-SzqVdb8zxfsGFJs2LGWV0iBEd9N_Yso9dsme6TtbI7qbrPTE4j8gm3fpCJn8J9DxKxgizQQ4VjBIobKc5zojvOSMjRL7Kiwz771jMiDL9RBVlfbfGl4_Werwuv_9-5yjA/s1066/3.%20Old%20Fashioned.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1066" data-original-width="800" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-0c7_7RZV_S0gucH8qAHZ0ncw-iIJCIxF7xhJemsCgIvS4o3KCyBmur5pk-SzqVdb8zxfsGFJs2LGWV0iBEd9N_Yso9dsme6TtbI7qbrPTE4j8gm3fpCJn8J9DxKxgizQQ4VjBIobKc5zojvOSMjRL7Kiwz771jMiDL9RBVlfbfGl4_Werwuv_9-5yjA/w150-h200/3.%20Old%20Fashioned.jpg" width="150" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">Old Fashioned</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">An old-school, <i>Advanced Squad Leader</i> (ASL) scenario is a bit like an Old Fashioned cocktail. The bartender muddles a sugar cube with aromatic bitters and a small amount of water in the bottom of an old-fashioned glass, better known as a rocks glass. Muddling infuses the additives into the water allowing them to combine more readily with the base spirit, in this case American whiskey. In its least pretentious form an orange peel suffices as a garnish. Like the modern Old Fashioned, which purportedly dates to 1880s Kentucky, scenario designs of 1980s Maryland tend to be relatively simple affairs with few departures from the tried-and-true formula established in late 1970s <i>Squad Leader</i>. As the long-lived popularity of the Old Fashioned attests, simple recipes are not necessarily bland. That said, the Old Fashioned would not exist if some apothecary-cum-mixologist had not let curiousity get the better of him. </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b>To the bar(ricades)! </b></p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In similar fashion yours truly has taken it upon himself to mix things up a bit, and not just behind the bar. In mid 2022 I set out to design ten scenarios with interesting hooks. There is no shortage of published scenarios to pick from these days, their number increasing faster than anyone can possibly attempt to keep up. In light of this, I have tried to find situations that are a little unusual. Situations where I can use a mix of terrain transformations, modified orders of battle (OB), and Scenario Special Rules (SSR) to create cards with heaps of colour and nuance. I realize that this approach will not appeal to everyone, or even most people. I am confident, however, that at least some of the cards will appeal to a good many players. Let me give you an inside look at what I have been up to.</p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I make no pretense to having developed a strong design philosophy. I am too new to this aspect of the game. While I have designed a half-dozen (as yet unpublished) scenarios over the years, the current project is my first attempt at a concerted, albeit loosely themed, set of scenarios with an overarching design concept. Granted I am old(er). But my aim is to deliver something that is anything but old-fashioned.</p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The pack focuses on engagements that one might classify as “early war.” I wanted to capture some of the peculiarities of the period beginning roughly in 1937—with the Sino-Japanese War, and extending into the first quarter of 1942. Granted the last scenario in the pack takes place in April 1943, but it is nonetheless characteristic of 1940-41 combat. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtFXewOJJHaougtgX5StoSPV53p1NXmz3ia0rqnFLpa8D70Lf5Kzw_9S_qqDpdyRMbwmdOMXVPMnny7crKHRN4qzVYKk2gVOKSzPfn607oz95BoEoVFatipVsj125YYrahB0EeCx82zd4TEtm01lnOSa-vriqLNd_lx3OTCZhBBF3xJOvRLPa6Y0qCZzc/s1200/4.%20TKS%20L.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="586" data-original-width="1200" height="156" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtFXewOJJHaougtgX5StoSPV53p1NXmz3ia0rqnFLpa8D70Lf5Kzw_9S_qqDpdyRMbwmdOMXVPMnny7crKHRN4qzVYKk2gVOKSzPfn607oz95BoEoVFatipVsj125YYrahB0EeCx82zd4TEtm01lnOSa-vriqLNd_lx3OTCZhBBF3xJOvRLPa6Y0qCZzc/s320/4.%20TKS%20L.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">Polish TKS(L)</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The early-war period may be characterized as an admixture of come-as-you-are forces, last-war doctrine, obsolescent equipment, and all manner of ad hocery. Fortunately, ASL admirably translates many of these attributes into a workable rules framework, peppered with a host of quirky armoured fighting vehicles (AFV). This is not to suggest that the ASL rule set is comprehensive, either in its treatment of the early-war period or in its coverage of the weapon systems then in service, or necessarily accurate. Consider the Dutch VCL M1936 below.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic3jz6o20V2DEYV03Kx7P-0IlIw97R6PkyQdc9uWbEhLuy3jMZUABzQRHUA2uByj9Pca7SuRfPeGdi9plbwjrQlXjDYeNpO3iDvG8cR5e2l43nVZJUl__N6lgjUVuUFZOWVvHaJKWsnwdHKgAMWVPPnA-iNdxPBpVtrsyq8d4gYP0OfU0CO9bZK1VsHDo/s1200/5.%20VCL%20M1936.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="988" data-original-width="1200" height="263" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic3jz6o20V2DEYV03Kx7P-0IlIw97R6PkyQdc9uWbEhLuy3jMZUABzQRHUA2uByj9Pca7SuRfPeGdi9plbwjrQlXjDYeNpO3iDvG8cR5e2l43nVZJUl__N6lgjUVuUFZOWVvHaJKWsnwdHKgAMWVPPnA-iNdxPBpVtrsyq8d4gYP0OfU0CO9bZK1VsHDo/s320/5.%20VCL%20M1936.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-family: verdana; font-size: x-small; text-align: left;">VCL M1936</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The ASL system nevertheless provides players and designers with a palette from which to recreate, however imperfectly, not only the challenges posed by a particular military problem, but also the atmosphere in which decisions are made. Players become invested characters, each playing his or her part in a tactical dilemma. One draw of early-war scenarios is the added tension created by the brittleness of troops, their unreliable weapons, and especially their thinly armoured vehicles, which are surprisingly vulnerable to machinegun, and occasionally small-arms, fire.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQy6RwO2N7LZ1eLVHL64u1zv2cCOsUbazBohlFCIQBDUUkaIFgDDg4-JFgjOQkzmXhImKgJcqRSR9AdmrtX2CziGnMDVkmuCfXv8NnGr7wAt0CO-zWkwrk_r1ckBpH7zgDAgTS9n0DgSBI2O9cjn4MepxdPDmPmJ7nIlhPqmZp4D0vWn1gTnExVNRSTZs/s1200/6.%20AM%20Dodge.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="814" data-original-width="1200" height="217" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQy6RwO2N7LZ1eLVHL64u1zv2cCOsUbazBohlFCIQBDUUkaIFgDDg4-JFgjOQkzmXhImKgJcqRSR9AdmrtX2CziGnMDVkmuCfXv8NnGr7wAt0CO-zWkwrk_r1ckBpH7zgDAgTS9n0DgSBI2O9cjn4MepxdPDmPmJ7nIlhPqmZp4D0vWn1gTnExVNRSTZs/s320/6.%20AM%20Dodge.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">AM Dodge(a)</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Still, the many low-velocity weapons then in use often failed to penetrate the weak armour of the early war years. Contrast this with the lethal hit-equals-a-kill environment of 1945 where a scenario can, and occasionally does, come to a premature end. And so, as counterintuitive as it may seem, early-war scenarios have a certain amount of elasticity, at least in so far as the ability of AFV to absorb hits goes. The resultant uncertainty can be nerve-racking for both sides. However, the tension is not confined to AFV combat. </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Cavalry, bicyclists, and motorcyclists are largely restricted to the beginning of the Second World War. On the one hand, these Riders (D6.2) are extremely vulnerable to enemy fire. On the other hand, their mobility on the battlefield alters the usual dynamics of ASL play. Ignoring Skiers moving downhill (E4.31), an Infantry stack can never move more than nine hexes on foot during the course of a Movement Phase (MPh), and then only along a road. Cyclists can travel much farther on roads, while Cavalry can traverse as many as 20 hexes in a single turn. These mounted units invite wide flanking movements and encirclement, their mere presence a threat-in-waiting. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAz15fcVys30uuzAEpq8a2gDtfGLTXeufXtmhbY9CKTdaOPu8ECI-ch7PjVDDbseaLppctr8WsG-oAx8EjiP5S83DbpzEx5PU-FatOjubcQmsBgk9gnjtMkJ19DZlJcpqD5VD95H5xgRdKOsloXtqXQpmqGcrXG-E40m6OmPbLggtM-pH1GXEg_EZFheI/s1200/7.%20Bersaglieri%20Moto.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="584" data-original-width="1200" height="156" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAz15fcVys30uuzAEpq8a2gDtfGLTXeufXtmhbY9CKTdaOPu8ECI-ch7PjVDDbseaLppctr8WsG-oAx8EjiP5S83DbpzEx5PU-FatOjubcQmsBgk9gnjtMkJ19DZlJcpqD5VD95H5xgRdKOsloXtqXQpmqGcrXG-E40m6OmPbLggtM-pH1GXEg_EZFheI/s320/7.%20Bersaglieri%20Moto.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;"><i>Bersaglieri motociclisti </i></span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Another appealing facet of the early-war period is the trove of belligerents, each with its own peculiar traits. At present, the cast of characters in my scenario pack runs to more than a dozen. Scenario locales range from the Far East to the Near East, from Africa to Finland, from western to eastern Europe, and points between. Combatants will occasionally do battle in desert-like conditions, in a tropical settlement, or in a snow-covered mountain hamlet. For the most part, however, players will find themselves commanding troops in temperate climes. Let’s take a closer look, shall we?</p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpQg80KmAqFgTEYVxipKB1jj_fQmf5Z1jOtC3BnRkIah5OHx2ZIZ6hrHiG5M029xW_7xQDdskXuaa74d0KAQJ9QBmUycHXUM9n2FTKiIL02l0xp7WMWlxiB8lQaHhSDg9B4W2zRvFTY3hgZ-rn2jSd7PRu_diakHm4ov7lMj2B5qrXtzDjVvbq0eB0ZgQ/s1200/8.%20Evzones.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="586" data-original-width="1200" height="156" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpQg80KmAqFgTEYVxipKB1jj_fQmf5Z1jOtC3BnRkIah5OHx2ZIZ6hrHiG5M029xW_7xQDdskXuaa74d0KAQJ9QBmUycHXUM9n2FTKiIL02l0xp7WMWlxiB8lQaHhSDg9B4W2zRvFTY3hgZ-rn2jSd7PRu_diakHm4ov7lMj2B5qrXtzDjVvbq0eB0ZgQ/s320/8.%20Evzones.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-size: xx-small;"><i>Evzones</i> in Albania</span></td></tr></tbody></table><p></p><div style="text-align: justify;">Although the first scenario in the pack is set in the Pacific Theatre of Operations (PTO), it does not involve PTO Terrain (G.1). “Chop Suey!” takes place in China and recreates a rare, Chinese night action. Fear not! The night rules required to play are limited. There is no Straying (E1.53), for instance, and only Japanese leaders may use Starshells (E1.92). This infantry-only action serves as an introduction to both night operations and the Japanese. The hook is the novel Chinese force, which is not represented by the usual GMD counters (G18.2). Due to the company-sized orders of battle (OB) on each side, the game plays quickly, confined to the hill portion of board 5a.</div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyJRJZNFaWFHKe5t64hZqz4ZqmM7B7-9V_3GPTkD4_0QB6P_fiu8kB44iDksqt5XMmIAPgljYrbfTsevIkJ2gc3JVaqpqygdrLqnqHKqA-t2ximY7S9av4_SBPZ6sI0hUza58obLfIK5neyStmnRcuqEIDAoSLBzrahhQBvNv1-ghhmx4zHktMJ45fjE/s1200/9.%20Chop%20Suey%20IJA%20OB.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="281" data-original-width="1200" height="94" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghyJRJZNFaWFHKe5t64hZqz4ZqmM7B7-9V_3GPTkD4_0QB6P_fiu8kB44iDksqt5XMmIAPgljYrbfTsevIkJ2gc3JVaqpqygdrLqnqHKqA-t2ximY7S9av4_SBPZ6sI0hUza58obLfIK5neyStmnRcuqEIDAoSLBzrahhQBvNv1-ghhmx4zHktMJ45fjE/w400-h94/9.%20Chop%20Suey%20IJA%20OB.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">IJA OB in Chop Suey!</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Another scenario in the pack is unusual in that it requires one of the attacking forces to withdraw from the playing area midgame, leaving its ally to finish the job of clearing a road in the Ardennes. While the Belgians are constrained by Convoy movement, the Landsers must take care not to “activate” all or part of the Convoy lest the small German force finds itself fighting on two fronts. Again, the scenario plays quickly, this time on board 66.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPpNF6DJwWpZgq2d6JKkk7P5ilmv3J5VmKWbL5rrlSOgG_sa9_vlUUO5-xN1A1P-00ZDgA9JT8847mBE6gTuvDLuyxOE3Ui44bu9Yv_P-cfXkDLgVgmilMPh8NpqC28KmatZO3slcZ1ELAu8PzrGzfNXAN4rNjZus4HEs8b4Db90uIOolUAb4OFAqhfsA/s1200/10.%20Belgian%20Waffle%20VC.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1036" data-original-width="1200" height="276" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPpNF6DJwWpZgq2d6JKkk7P5ilmv3J5VmKWbL5rrlSOgG_sa9_vlUUO5-xN1A1P-00ZDgA9JT8847mBE6gTuvDLuyxOE3Ui44bu9Yv_P-cfXkDLgVgmilMPh8NpqC28KmatZO3slcZ1ELAu8PzrGzfNXAN4rNjZus4HEs8b4Db90uIOolUAb4OFAqhfsA/s320/10.%20Belgian%20Waffle%20VC.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">Road Clearing VC</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The sole “desert” scenario is set in East Africa and is largely an African fight with opposing imperial commanders calling the shots. The scenario is also one of only two cards in the pack that feature prepared defensive positions. Notwithstanding their formidable cave-like bunkers high above the surrounding plain, the defenders are on the back foot. Weakened by days of bombardment, extreme heat, and a lack of water, they are treated as “walking wounded.” Steep Hills (W1.3) keep enemy armour at bay, but cannot save the defence from tenacious enemy infantry.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG926d3V24hkmSxC89fyCfADtK8rgGs51ijRIWtr9IfBQqc4od0O215vwYe8NtWrn4OxwLA7wQum38uAQguSqaM5G8UV4UyaJn3_JAem811aEF9LUUeLaETHFqJ0ylz83cS3ujFz-hmVyh8y5tZi_AS_Rm6joW27aWHPfeFZ-noFWizGJF-5r8XAdtgRo/s2906/11.%20East%20African%20Hilltop.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2906" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG926d3V24hkmSxC89fyCfADtK8rgGs51ijRIWtr9IfBQqc4od0O215vwYe8NtWrn4OxwLA7wQum38uAQguSqaM5G8UV4UyaJn3_JAem811aEF9LUUeLaETHFqJ0ylz83cS3ujFz-hmVyh8y5tZi_AS_Rm6joW27aWHPfeFZ-noFWizGJF-5r8XAdtgRo/s320/11.%20East%20African%20Hilltop.jpg" width="132" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">East African Hilltop</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I have taken the liberty of including a Deluxe ASL (DASL) offering in the pack. One advantage of deluxe boards is their roominess. Incidentally, overlays, which do not appear in any other scenario, are less fiddly to place on the big hexes. Good to know, because I decorated the playing area with the many of the latest overlays. The large format also allows for a high counter density, which I have capitalized on in this design. Twenty-three Greek squads face an almost equal number of beleaguered Italians in a winter wonderland. The attackers receive three pre-registered Fire Missions to soften up enemy defences—one of only two scenarios in the pack with Offboard Artillery (OBA). An SSR simplifies the manner in which these Fire Missions are carried out, dispensing with much of the standard OBA procedure. The Greeks have the added option to use Bayonet Charge (W.6). </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Due to adverse weather conditions visibility is extremely limited at start, and unpredicatable thereafter. Movement is likewise restricted, channelled to some extent by a frigid Water Obstacle (B20.7) and Steep Hills (W1.3). Together these environmental and topographic factors make an already confined space feel downright claustrophobic. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-hDDy5aEHtccDAUwIN5qhj9vtsWCBJfir9VGdVQmEu9fAmVX3Bd37OcckOopC7hV0D7VuV0La8IVesmpl_bzBqwLUrqbdhtPbEPBD0arI2wMnjc40ls8RmTlaNip22UWaDiPzSiKp5mIlCSmDXSMq-s1DM0PCcIwxSMg4jwtznLKD5GH8nMoajVMsJQ4/s1200/12.%20Mezze%20Mille%20OB.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="352" data-original-width="1200" height="94" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-hDDy5aEHtccDAUwIN5qhj9vtsWCBJfir9VGdVQmEu9fAmVX3Bd37OcckOopC7hV0D7VuV0La8IVesmpl_bzBqwLUrqbdhtPbEPBD0arI2wMnjc40ls8RmTlaNip22UWaDiPzSiKp5mIlCSmDXSMq-s1DM0PCcIwxSMg4jwtznLKD5GH8nMoajVMsJQ4/s320/12.%20Mezze%20Mille%20OB.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">Italian OB in DASL Scenario</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The DASL scenario is the biggest of the bunch, but an outlier. Most cards can be played in four or five hours, and occasionally less. “Day of the Jackals” is closer to six. Set in Syria, “Jackals” is currently the most popular card among playtesters. I designed it in late 2022. It covers the latter part of the battle for Kuneitra in June 1941. Astute observers will note the similiarity with “Vichy Strikes Back,” a scenario released by Le Franc Tireur in 2023. Aside from the opportunity to field a menagerie of French tin cans, I was drawn to the subject by Quneitra’s present-day status as a ghost town. The city was largely destroyed during the Yom Kippur War of 1973. Coincidentally, I lived a few hundred metres outside the city limits during my tour in the Golan Heights a decade later.</p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The British position looks indefensible. Labouring under Ammo Shortage (A19.131) and a paucity of effective anti-tank weapons, the Fusiliers are threatened on three sides by marauding Circassians and virtually unstoppable tanks to their front. A special hero who sets up hidden at start and a pair of armoured cars can catch unwary French units offguard. (The Brits also have cocktails, for throwing, not drinking.) But for the most part, the defenders need to fallback carefully and conserve their forces. The Circassians have much to do in six turns. A good defender will force the French to split their infantry and risk not having enough men in the right place at the right time. Securing the last building frequently comes down to the last turn. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDfJe_9JW0XkCJr9uzV7n7cctQanSv89R6AQm8eD9zFD9hyphenhyphendWIq90xZLnewtKsjnjEeMX3pO0NeGC1fQ-dGHEOBy95ryFsP8j1nMcQTrsrybvRCiWo7qvTlysP37HLULZP1FxWl2gfxOpC2JECH7U4G5tAnnCMZ10C7heX8F9HDGNGmUUxTnqIYEMLBec/s1600/13.%20Day%20of%20the%20Jackals.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1112" data-original-width="1600" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDfJe_9JW0XkCJr9uzV7n7cctQanSv89R6AQm8eD9zFD9hyphenhyphendWIq90xZLnewtKsjnjEeMX3pO0NeGC1fQ-dGHEOBy95ryFsP8j1nMcQTrsrybvRCiWo7qvTlysP37HLULZP1FxWl2gfxOpC2JECH7U4G5tAnnCMZ10C7heX8F9HDGNGmUUxTnqIYEMLBec/s320/13.%20Day%20of%20the%20Jackals.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">Day of the Jackals - Circassian SSR</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-style: normal;">As the foregoing SSR for Circassians illustrates, I am fond of using special rules to add a wrinkle or three to a scenario card. In the scenario set during the Continuation War, the Russians may purchase a range of fortifications, including a personal favourite: Prepared Fire Zones (PFZ). The <a href="http://asl-battleschool.blogspot.ca/2015/07/hakkaa-paalle-rotten-to-core.html" target="_blank">PFZ</a> are essential for clearing fields of fire on boards 10a and 71, giving the Finns a taste of their own medicine. The Reds also receive a special fortification represented by Panji counters. I can hear the wailing already. They are not the Panji (G9.1) that you have come to loath. Okay, they </span><i>are</i> Panji-adjacent, a unique fortification brought to you by ingenious Soviet engineers. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRcAuE-m0C72FCZ-6Cjx4StJa3Sdp-icxV96M6j3IZ-WMwzwxKSGIQBG11OGiZMv2BCTfWHz2P34iHWdSC5Bs84seAIQ8mwam5BGXT4WjyDxBT36ygJ_0QIp_RE6ZjeW1J6XICc_jKoY814jykKK9IuUKRRrXbavQSIT2BrTeNJvC934QdRh7Q_CDgbeM/s1200/14.%20Fortified%20Wine.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1025" data-original-width="1200" height="273" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRcAuE-m0C72FCZ-6Cjx4StJa3Sdp-icxV96M6j3IZ-WMwzwxKSGIQBG11OGiZMv2BCTfWHz2P34iHWdSC5Bs84seAIQ8mwam5BGXT4WjyDxBT36ygJ_0QIp_RE6ZjeW1J6XICc_jKoY814jykKK9IuUKRRrXbavQSIT2BrTeNJvC934QdRh7Q_CDgbeM/s320/14.%20Fortified%20Wine.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: xx-small;">Fortifications in Finland</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In the only tropical scenario—think Bali, and think again—a key SSR transmogrifies one nation’s infantry into another’s. From where I am sitting—in the second coldest capital in the world—the change is an elegant way to represent colonial troops. Other substitutions were less satisfactory, such as using Italian vehicles to represent Dutch armoured personnel carriers. So I dispensed with these vehicles altogether. I realize that I could have called for the use of third-party counters, but I made a pact with myself to stick with “official” MMP components. My designs are esoteric enough without subjecting prospective players to more anguish than I already have. I am looking at you Panjis!</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhItpxVV2H-fHeyMikgGfG098-npAc7Rzvh3ose4-zFMwsUW92GtW6IASEnx1lEesAspWkSksMcBIFPTkHqT9vlxYsRpcRa2OVZp3x18wLaEnGAqkrPkDMUHtxFavIHGFxsd0-RsV9vRYuxEtVrCMOtEvHFxSGehuUfmnoS_mEGXzAYHBOHKAHaX7tcF30/s1200/15.%20A%20Couple%20of%20Brats.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1199" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhItpxVV2H-fHeyMikgGfG098-npAc7Rzvh3ose4-zFMwsUW92GtW6IASEnx1lEesAspWkSksMcBIFPTkHqT9vlxYsRpcRa2OVZp3x18wLaEnGAqkrPkDMUHtxFavIHGFxsd0-RsV9vRYuxEtVrCMOtEvHFxSGehuUfmnoS_mEGXzAYHBOHKAHaX7tcF30/s320/15.%20A%20Couple%20of%20Brats.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: justify;"><span style="font-family: verdana; font-size: x-small; text-align: left;">Pair of Brats?</span></td></tr></tbody></table>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">There are, of course, several other scenarios in the pack, a couple still in development, but most in playtest. However, I want to make something clear before I wrap up. At least one reviewer has expressed concern about “the SSR heaviness” of one or more scenarios. Guilty as charged! I do not apologize for this. It is built into all of my scenarios, with “Chop Suey! getting off lightest. (Consider this an enticement to play at night.)</p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I accept that some may accuse me of having fallen into the trap of first timers, of having far too many SSR. In my defence, my scenarios have less SSR overhead than a Historical scenario (HASL), like those found in <i><a href="http://asl-battleschool.blogspot.ca/2012/03/gallant-galantay.html" target="_blank">Festung Budapest</a></i>, which rely on an overarching set of module-specific SSR. Unlike HASL scenarios (or the recent Hazard Movement scenarios that rely on a separate page of SSR that are in addition to those on a given scenario card), I have confined my SSR to one column. I have also kept their number low and the font size consistent across all cards. And I have stuck to one side of the card. No cheating. These self-imposed limits have compelled me to question the value of each SSR, and in the process I have shortened most and removed several. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBf_V9C_RKLIc0aXsYtIlFu5NhaNOLO3CKhgdy1CmQZz3vDCp_AHTZdxppz-sci1TnutMfJSw90_lY8_ZpEC5azGFhIqWolkzb4MqJTRDsNcaAN67s-dL19CVJcv7x0mePw-sEcNwLwQFMwqFglLcwGGfwtQPJ9UPaCywJt3EOuguck1CDr7F84E2cdvM/s1200/16.%20CC10%20SSR.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="997" data-original-width="1200" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBf_V9C_RKLIc0aXsYtIlFu5NhaNOLO3CKhgdy1CmQZz3vDCp_AHTZdxppz-sci1TnutMfJSw90_lY8_ZpEC5azGFhIqWolkzb4MqJTRDsNcaAN67s-dL19CVJcv7x0mePw-sEcNwLwQFMwqFglLcwGGfwtQPJ9UPaCywJt3EOuguck1CDr7F84E2cdvM/s320/16.%20CC10%20SSR.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: left;"><span style="font-family: verdana; font-size: x-small;">SSR Heavyweight Champion</span></td></tr></tbody></table><p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">But for the sake of full disclosure, let me show you the worst offender (above) and let you be the judge. The last scenario in the pack is a tussle between Axis security units and organized Soviet partisans. The alternation of the building Terrain Effects Modifier (TEM) excepted, the first SSR is relatively “bog standard,” as far as SSR go. The second SSR is hardly onerous and concisely defines the special capabilities of the Axis force. The third SSR does the same for the Partisans. The exception for the <a href="http://asl-battleschool.blogspot.ca/2015/07/hakkaa-paalle-rotten-to-core.html" target="_blank">spade mortars</a> (Russian Ordnance Note 1.1) makes more sense given that the Partisans armed with them must set up in Crest Status (B20.9) of the stream, not to mention the fact that these glorified grenade launchers lacked a bipod. </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The fourth SSR sparingly models the equally sparse minefields laid along the village approaches. (Of all the SSR, this is the one that I am ready to sacrifice for the greater good.) I readily concede that the fifth SSR is a sentence longer than it need be. However, playtesters appear to appreciate my having spelled out the consequences of the SSR rather than leaving it up to them to decipher my intent (and rule A19.13). </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The final SSR has evolved over time. The initial rationale was to create random “disruption” among opposing forces in the village, immediately prior to the intervention of newly arrived resistance fighters. The original universal NMC in the village has been replaced by a set number of player-generated breaks. I like this pregame activity. It allows the Partisans to bust a hole in the German lines in preparation for their attack. For their part, the Germans must set up in a way that mitigates the impact of these pre-game “attacks,” and at the same time, carefully select Partisan targets that will most benefit the Axis when it gets to return the favour in the second half of Turn 2.</p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Helping Hands </b></p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Designing is work, stacks of work. Research is incredibly time consuming. Yet all that digging occasionally uncovers a hidden treasure, another design in the rough. It has been both fun and rewarding. Another way to enjoy the hobby. It has also been a treat to observe the progress of each card as it evolves during the course of development and playtesting. Testers and reviewers have done much to further this progress, providing valuable feedback that has measurably improved each design. </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Much remains to be done though. A couple of scenarios are still in the design phase as research is incomplete. (I must have consulted a dozen sources when drawing up “Day of the Jackals,” and yet I still had to adjust the British OB after I discovered important new information a year later.) That said, the majority of scenarios are undergoing testing as I write. </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I would like to self-publish the pack late next year, in the autumn of 2024. Some time before publication, I plan to release one of the scenarios on Sitrep. In doing so I am following a wonderful precedent set by Chad Cummins and Chuck Hammond of Hazardous Movement Gaming. It is my hope that players will overlook my penchant for unusual designs and explore some new ASL terrain. </p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">If you are an experienced proofer or tester interested in lending your expertise to the project, do get in touch. Either way...</p>
<p style="font-family: Verdana; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size-adjust: none; font-stretch: normal; font-style: normal; font-variant-alternates: normal; font-variant-caps: normal; font-variant-east-asian: normal; font-variant-ligatures: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Happy New Year!</p><div><br /></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><br /><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com3tag:blogger.com,1999:blog-1421727884790275990.post-88901412086445078852022-12-01T17:31:00.007-05:002023-01-02T13:05:33.551-05:00RR-1 Conditional Clause and Effect<p><span style="font-family: Verdana; font-size: 12px; text-align: justify;"></span></p><div class="separator" style="clear: both; text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBoL1FnmwDdq9gLmYD7Ce6iHxCZGymegpWEiiLVT6NXmGVibVj2CHkz-4pRabh4yn-m2WchgHpjNExl3-liNrYQgdTwKO6OPiWwJeDkvo9FrRn7E1PdOV3cxrQ1EgnkvSy_28PCRJJ3h6dztqeC6lu9hacJnLDBHmYr9N6pn0y18B2xOzsbpOkwzAD/s850/1.%20RR-1%20Title%20Slide.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="586" data-original-width="850" height="276" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBoL1FnmwDdq9gLmYD7Ce6iHxCZGymegpWEiiLVT6NXmGVibVj2CHkz-4pRabh4yn-m2WchgHpjNExl3-liNrYQgdTwKO6OPiWwJeDkvo9FrRn7E1PdOV3cxrQ1EgnkvSy_28PCRJJ3h6dztqeC6lu9hacJnLDBHmYr9N6pn0y18B2xOzsbpOkwzAD/w400-h276/1.%20RR-1%20Title%20Slide.png" width="400" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">Earlier this year I played the late Bill Sisler’s </span><a href="https://www.aslscenarioarchive.com/scenario.php?id=56608" style="font-family: verdana;" target="_blank">G33 “The Awakening of Spring”</a><span style="font-family: verdana;"> for the first time. Published in 1996, in the midst of my university studies, I wasn’t aware of the scenario’s existence for at least a decade. Like another heavy-metal slugfest, Gary Fortenberry’s </span><a href="https://www.aslscenarioarchive.com/scenario.php?id=60824" style="font-family: verdana;" target="_blank">AP62 “Shouting Into the Storm,”</a><span style="font-family: verdana;"> G33 features that rare Soviet beast, the imposing 100mm PTB obr. 44 (Russian Ordnance Note 10). In neither scenario did the D-10 (or BS-3), as it is also called, do much for my cause. Most of that is on me.</span></div><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;">Part of the problem is deciding where to site this powerful weapon. Although it beggars belief, you can actually position this monstrosity inside a building! Despite weighing 4 US tons and having a Manhandling number (M#) of 4, the D-10 is inexplicably not a large target. And because ASL classifies it as an anti-tank (AT) Gun (C2.22), the D-10 meets the requirements of C2.7, allowing it to set up at ground level in a building. Contrast this with the <i>smaller</i> 85mm obr. 44 (Russian Ordnance Note 17), which is classified as an artillery (ART) Gun and is therefore prohibited from setting up in a building, unless Fortified (B23.9).<span style="font-size: xx-small;">fn1</span> More on Fortified Buildings later. </span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Placing my 100mm tank-buster in a (stone) building seems like a no-brainer. Aside from the beneficial Terrain Effects Modifier (TEM)—equivalent to or better than Emplacement TEM (C11.2), buildings tend to discourage Overruns (OVR) due to the risks of Bog (D8.2) and falling into a cellar (B23.41). The latter would be an ignominious end for a Tiger, royal or not. To be fair, woods discourage OVR too. So why bother with brush, grain or orchard, for example? Granted my Gun can set up hidden and Emplaced in these types of Concealment Terrain, but it seems awfully vulnerable to OVR. While certainly true, there is another consideration that be even more important: the ability to fire <i>and</i> hit an enemy vehicle before it can ruin my day.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqAcCkcEmBbEJQohjXsS9OTM8JZYH1iO9Liy6dJYAPShJ-XnvWpc_Y2HsbpGexUvQIGIZzGeND9st8UQkEiWXzG-IYH-GWg9fbXVHL_ICIwpZxIUYUXWQbMhip3VY340BTJMeGnIJVGAux-FCKrCIHyZXDUoQU9tT0__cw50ox2PCpnE1tj5jzBHPs/s1393/2.%20RR-1%20100mm%20PTB%20obr.%2044.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1393" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqAcCkcEmBbEJQohjXsS9OTM8JZYH1iO9Liy6dJYAPShJ-XnvWpc_Y2HsbpGexUvQIGIZzGeND9st8UQkEiWXzG-IYH-GWg9fbXVHL_ICIwpZxIUYUXWQbMhip3VY340BTJMeGnIJVGAux-FCKrCIHyZXDUoQU9tT0__cw50ox2PCpnE1tj5jzBHPs/w345-h400/2.%20RR-1%20100mm%20PTB%20obr.%2044.png" width="345" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>100mm PTB </b><span style="caret-color: rgb(68, 68, 68);"><b>obr. 44</b></span></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Having agonized over where to place my ginormous can opener, my cunning opponent will typically approach from outside the weapon’s Covered Arc (CA). This sly move has the effect of penalizing any shot I might take due to the application of the Case A To Hit Dice Roll Modifier (DRM) of +3 for changing CA (C5.1). If I was “clever” enough to set up in a building, rubble, or woods, the Case A DRM would be <i>doubled</i> (C5.11). It gets worse.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">When a (non-vehicular) non-turreted (NT) Gun changes its CA to fire, any multiple Rate of Fire (ROF) capability it may have is lowered by one for its next shot (C2.29). There <i>are</i> exceptions to this Conditional ROF rule; we’ll deal with them shortly. In practical terms, this amounts to my big Gun having no ROF because its printed ROF is 1. In other words, should I miss with the first shot—the most likely outcome—any second shot would be as Intensive Fire (C5.6). On the plus side, Case A may no longer apply, while target Acquisition (C6.51) would. But the risk of malfunction (C5.62) just tripled!</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">It gets decidedly dire if your Gun has no ROF to lower. Consider the mighty 15cm sIG33 infantry (INF) Gun below. Should it change CA to fire, it is thereafter marked with an Intensive Fire counter, even if it did not use Intensive Fire for that shot. The counter serves to remind players that the Gun may not use Intensive Fire for the remainder of that player turn. The lone exception is OVR Prevention (C5.64). </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin65_evvvT1Q7p-gjO7zojwtTIjHtOyRvkZ5x0Olf57inY64FvMMqQNH_Omh0j1JZBVoiiIp6QeX_M--jXDnCVOhukbUoVEoWowk1Bs3qcq__Gumzr1Mcgv5BzT0I5Gt6szZUrfxlm1M05mYeVNO9on_QVvdTkHmu1rLK8V-3D8TOjZ5OsvP14P-I5/s1200/3.%20RR-1%20150mm%20sIG%2033.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1010" data-original-width="1200" height="336" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin65_evvvT1Q7p-gjO7zojwtTIjHtOyRvkZ5x0Olf57inY64FvMMqQNH_Omh0j1JZBVoiiIp6QeX_M--jXDnCVOhukbUoVEoWowk1Bs3qcq__Gumzr1Mcgv5BzT0I5Gt6szZUrfxlm1M05mYeVNO9on_QVvdTkHmu1rLK8V-3D8TOjZ5OsvP14P-I5/w400-h336/3.%20RR-1%20150mm%20sIG%2033.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>150mm sIG 33</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">One takeaway is that if your Gun has virtually no prospect of a second shot after changing CA, it may be better to avoid setting it up in a building, rubble or woods where your one and only shot could be subject to the doubling of Case A. But what about a Gun with a ROF of 2 or more? Is there any advantage to be gained from setting up in anti-OVR terrain? There could be.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">An AT Gun, such as the 37mm M3A1 below, has a one-in-six chance of maintaining ROF if it changes CA to fire. The German PaK 35/36, on which the American gun was based, has one chance in three. In both cases, however, this lowered ROF is <i>temporary</i>. Should either Gun maintain ROF, its printed ROF would apply to any subsequent shots. For example, if the M3A1 were to maintain ROF after changing CA to fire, by rolling a 1 on the colored die roll (dr), its ROF for any follow-up shot would be 2. Unless the Gun changed CA for this shot too, in which case, Conditional ROF <i>would</i> apply again.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVThTqTKHIP-bIvJuyC3qMVIaHfDF4ZSyaQleIEDgg1BRItW39GSIhRDS-7na2OQMOzaDA0cGV4oOXNnikCCqU1gJ_0KzoQJWZsqbvhvtY7BPsETGbk4HLmk_DiBdGTCn8gmSFnMU2bUWvCPPiSdikcI_BefVaBpsnWSfBSViFfgwd1nER836eWG-k/s1422/4.%20RR-1%2037mm%20M3A1%20AT.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1422" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVThTqTKHIP-bIvJuyC3qMVIaHfDF4ZSyaQleIEDgg1BRItW39GSIhRDS-7na2OQMOzaDA0cGV4oOXNnikCCqU1gJ_0KzoQJWZsqbvhvtY7BPsETGbk4HLmk_DiBdGTCn8gmSFnMU2bUWvCPPiSdikcI_BefVaBpsnWSfBSViFfgwd1nER836eWG-k/w338-h400/4.%20RR-1%2037mm%20M3A1%20AT.png" width="338" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>37mm M3A1</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">It is a trade off. In return for better protective terrain, the M3A1 has lower odds of maintaining ROF on the shot taken immediately after changing CA. But unlike a Gun with a ROF of 1, or no ROF at all, at least there is a chance that it will maintain ROF. Moreover, should the M3A1 maintain ROF, its normal ROF is restored for any subsequent shots. You can try your hand at this in Bill Sisler’s <a href="https://www.aslscenarioarchive.com/scenario.php?id=62522" target="_blank">AP115 “Bats Outta Hell.”</a></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">There is another, seldom used option that favours setting a Gun up in +3 TEM or better—a stone Fortified Building Location comes to mind. Assuming that your Gun is allowed to set up in a building—note that <i>all</i> Guns are permitted to set up in the <i>ground</i> <i>level of a Fortified Building</i> (B23.93)—you may want to change CA and defer firing to a later phase. Before you get too excited, the option of changing CA without firing at the end of a friendly fire phase excludes the Movement Phase (MPh). Rule C3.22, however, does allow a Gun to change CA in its Prep Fire Phase (PFPh), for example, and fire in the Advancing Fire Phase (AFPh) without any Case A DRM applying due to the CA change in the PFPh. Equally important is that Conditional ROF is not applicable (NA) either. A careful reading of C2.5 reveals that ROF is only lowered if the shot takes place in the same, or current, phase as the CA change does.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwPaHkAFivq0tsz5U8F7vlPlJSOiyio9WCvb9YhLYeMCHLbGekR1Nv1pyOyFy99k7AcbkkoqBsJBBIS3x6c0eJrB7NeiFVNpolpIumPhVlalckdt7c-atemPZ3V0dI0-9h1qVpgVLqj4nH0gcsJjfkxev9Th_9sw9wwpDl6EpBHj0FY8BoPcTB2leX/s1436/5.%20RR-1%2076mm%20LK:13.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1436" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwPaHkAFivq0tsz5U8F7vlPlJSOiyio9WCvb9YhLYeMCHLbGekR1Nv1pyOyFy99k7AcbkkoqBsJBBIS3x6c0eJrB7NeiFVNpolpIumPhVlalckdt7c-atemPZ3V0dI0-9h1qVpgVLqj4nH0gcsJjfkxev9Th_9sw9wwpDl6EpBHj0FY8BoPcTB2leX/w334-h400/5.%20RR-1%2076mm%20LK:13.png" width="334" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>76mm LK/13</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">The tactic works best when your Gun and crew are in terrain that allows them to weather a Defensive-Fire storm. Due to its small target size, the Finnish artillery piece above may set up in a building. It could even set up in a fortified <i>upper</i> building level! Like the M3A1 AT Gun, the LK/13 ART Gun retains the possibility of maintaining ROF if it changes CA and fires in the same phase. But in the latter case, the Finnish player is left with a more difficult choice should the Gun fail to maintain ROF after changing CA. To Intensive Fire or not to Intensive Fire? Because the printed Breakdown Number (B#) of an LK/13 is 11, Intensive Fire becomes a greater gamble when this B# is lowered by two (A.11). Fire at your own risk!</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Alternatively, the LK/13 could change CA at the <i>end</i> of the PFPh, DFPh, or AFPh provided it remains capable of firing <i>without</i> having to resort to Intensive Fire (C3.22). Clearly, this precludes any further fire in the phase in which the CA is changed. So unless you are trying to set up a better shot for next turn, changing CA in the PFPh is the only practical way to have your unconditional cake and eat it. Bear in mind that the Gun would be subject to the Case B +2 DRM (+3 if in building/rubble/woods per C5.2) for fire in the AFPh. Case A usually would not, because</span><span style="font-family: verdana;"> as C5.12 tells us, “the Case A DRM is applicable only to a Gun which made a CA change as part of its shot.” </span><span style="font-family: verdana;">Negating the Case A To Hit DRM </span><span style="font-family: verdana;">can be</span><span style="font-family: verdana;"> a big deal when your badass Gun is inside a building, rubble, or woods.</span><span style="font-family: verdana; font-size: xx-small;">fn2</span></p><p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p><p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Less clear is the last sentence of C3.22: "Such a change in the PFPh cancels any movement possibilities for that Gun (even a vehicular Gun) and its crew for the rest of that Player Turn, but does not prevent that Gun from attacking in the AFPh—presumably without any Case A DRM." This <i>suggests</i> that the LK/13 is not prohibited from firing in the PFPh. Provided the Gun maintains ROF, the crew could opt to change CA at the end of the PFPh. This slick move would give the Gun a single shot in the AFPh. Again Case B would apply, but Case A would not (unless the Gun changed CA in the AFPh). I'm not convinced that this is permissible. It contradicts the basic premise of A3.5, which tells us that units that did <i>not</i> fire in the PFPh, may fire in the AFPh (see also, A7.1). (Although D3.22 allows for the possibility that a vehicle with a Multiple ROF weapon may fire in both its MPh and its AFPh, this exceptional form of Advancing Fire does not violate A3.5.)</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Now let me turn to the exceptions, examples where Conditional ROF will not apply but where Case A may. Take for instance support weapons (SW) such as anti-tank rifles (ATR), SW infantry guns (INF), and SW recoilless rifles (RCL) that use the To Hit process. Unlike a Gun, which is depicted on a ⅝” counter and always has a defined CA (C3.2), a (non-inherent) SW is depicted on a ½” counter (C2.1) and normally has an unrestricted field of fire. Nevertheless, in certain situations that are similar to Guns, a 20L ATR, a SW INF, or a SW RCL can have a “fixed CA.” A restricted CA applies to these weapons should they fire from a building, rubble, or woods Location. These SW differ from their bigger brethren in that any fixed CA is temporary, limited to the duration of the fire phase in which they fired (A9.21). Moreover, neither Conditional ROF nor the Case A To Hit DRM ever apply to these or any other SW for that matter.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV1QfcsqD_7TrkdSb4kC-sPrNJJvzxuOJCyD_pPedhSTXAt-sDxkXp9uA7ix_P8SEu7vUzcMgBPdoezKFnqdppa3vbqoW66bfofOVhpHfuMfL3PYbrt1MKaVLeiNBK8MJRoSojVJvNSI_Pk8Y7JJWtwhC4bFsF02YpBnMMWjmg4quC6PrI9YwYIFXf/s1553/6.%20RR-1%2020mm%20Solothurn%20s18-1100.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV1QfcsqD_7TrkdSb4kC-sPrNJJvzxuOJCyD_pPedhSTXAt-sDxkXp9uA7ix_P8SEu7vUzcMgBPdoezKFnqdppa3vbqoW66bfofOVhpHfuMfL3PYbrt1MKaVLeiNBK8MJRoSojVJvNSI_Pk8Y7JJWtwhC4bFsF02YpBnMMWjmg4quC6PrI9YwYIFXf/w308-h400/6.%20RR-1%2020mm%20Solothurn%20s18-1100.jpg" width="308" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>20mm Solothurn s18-1100</b></span></td></tr></tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4sRp2c0Uv8ntNU5XNR899YKtgJDXg44O-t5ROoKz_YanSXne-UYbiF_x7ElGBeHaSRC5TG8yL2j98gT5qo7xHpBVLZWdlnjcR76ODJU5xZEsGVjFi0KKQcHalfScBLoUgC6KMj6W9QcG4RhwSim6BFmXxI6NbJLKRhKvyMMiQEovs3I0oc21D4kkX/s1200/7.%20RR-1%2037mm%20Canon%20de%2037%20mle%2016%20TR.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1129" data-original-width="1200" height="376" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4sRp2c0Uv8ntNU5XNR899YKtgJDXg44O-t5ROoKz_YanSXne-UYbiF_x7ElGBeHaSRC5TG8yL2j98gT5qo7xHpBVLZWdlnjcR76ODJU5xZEsGVjFi0KKQcHalfScBLoUgC6KMj6W9QcG4RhwSim6BFmXxI6NbJLKRhKvyMMiQEovs3I0oc21D4kkX/w400-h376/7.%20RR-1%2037mm%20Canon%20de%2037%20mle%2016%20TR.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>37mm Canon de 37 </b><span style="caret-color: rgb(68, 68, 68);"><b>mle 16 TR</b></span></span></td></tr></tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDKdNQmwlA3G2it707gqqhXJyzL1MpOmRCuueu1buAdORle2eYdnjG6bc0jTwPcfMSf2wo2BOHs2R--ADLV9d3TEKQKz1dZeEu79g90d6ZykiV-n3yaL0QUTMJFV8ESaJtD1bZhVMX3V_Mw-PwN-5UK3Iu_Q0amsXftC6D6G5UfiQX5Gx8VWIi4TFk/s1211/8.%20RR-1%2057mm%20M18%20Recoilless%20Rifle.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1211" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDKdNQmwlA3G2it707gqqhXJyzL1MpOmRCuueu1buAdORle2eYdnjG6bc0jTwPcfMSf2wo2BOHs2R--ADLV9d3TEKQKz1dZeEu79g90d6ZykiV-n3yaL0QUTMJFV8ESaJtD1bZhVMX3V_Mw-PwN-5UK3Iu_Q0amsXftC6D6G5UfiQX5Gx8VWIi4TFk/w396-h400/8.%20RR-1%2057mm%20M18%20Recoilless%20Rifle.png" width="396" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>57mm M18 Recoilless Rifle</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">A light mortar (MTR) likewise has no CA. Light mortars are those mortars with a calibre of 60mm or less. Depicted on ½” counters, they are never subject to a fixed CA or to Case A when they fire, regardless of the terrain that they occupy. (Granted mortars usually cannot fire at all if they are inside a building.) </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBtsZdyl7ljlrJ8SL7yYLQnNanvOMfNGVGNus18brx32JDs-CMDLX-G5l5sDrI3gSGv0rRpU5KHy3IPdjGqELnulgoULzJMmUb9v9PuMFQPT8aG7WArw1Ly6ptCfnlyYDWsUMIXtduGI8JOU-rg0Wq4IxJm8dAi5GNWucgiBzdI_JzwRF5KPjQcEQn/s1553/9.%20RR-1%2050mm%20Lance-Grenades%20de%2050%20mle%2037.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBtsZdyl7ljlrJ8SL7yYLQnNanvOMfNGVGNus18brx32JDs-CMDLX-G5l5sDrI3gSGv0rRpU5KHy3IPdjGqELnulgoULzJMmUb9v9PuMFQPT8aG7WArw1Ly6ptCfnlyYDWsUMIXtduGI8JOU-rg0Wq4IxJm8dAi5GNWucgiBzdI_JzwRF5KPjQcEQn/w309-h400/9.%20RR-1%2050mm%20Lance-Grenades%20de%2050%20mle%2037.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>50mm Lance-Grenades de mle 37</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Medium mortars, those typically with a calibre between 76mm and 82mm, are a different animal. On the one hand, they are treated as other Guns with regard to the application of Case A. On the other hand, they are exempt from Conditional ROF. That bears restating given that these weapons tend to have a ROF of 3. Remind yourself of that the next time you attempt to outflank a medium mortar, even one in restrictive terrain. </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYpFcG5Wwa2Kyu09YKImtai98mEsh0xsOxsvVmfKPIopM9hMJ5u8V5VYc1G6Axaf6k15GA7vtUsh1Bzk9FNTYbdj42rpABhPbKEmqYc1L1YF1sols92IkAWQVh4kl9dlWws95HsEo02VWSNJCvEN3uLJYBKLCafJc9_R4qtC8hOUnQ2S-LC6eXGyEY/s1397/10.%20RR-1%2081mm%20Savunheitin%20M:42.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1397" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYpFcG5Wwa2Kyu09YKImtai98mEsh0xsOxsvVmfKPIopM9hMJ5u8V5VYc1G6Axaf6k15GA7vtUsh1Bzk9FNTYbdj42rpABhPbKEmqYc1L1YF1sols92IkAWQVh4kl9dlWws95HsEo02VWSNJCvEN3uLJYBKLCafJc9_R4qtC8hOUnQ2S-LC6eXGyEY/w344-h400/10.%20RR-1%2081mm%20Savunheitin%20M:42.png" width="344" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>81mm Savunheitin M/42</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Conditional ROF therefore does not apply to SW or to medium mortars. This condition nonetheless applies to every other Gun that is not turreted. That leaves turreted Guns. </span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Anti-aircraft (AA) Guns immediately spring to mind. In order to target overflying aircraft almost all AA guns had a 360° mount. This capability is indicated in ASL by a large white circle around a Gun’s artwork (C2.3). In game terms, this means that a turreted Gun is treated the same as a vehicular Gun with Fast Turret Traverse (D1.31), known as a “T” Type weapon. This form of mount is advantageous for two reasons: Conditional ROF is NA and the Case A DRM for changing CA is +1. Case A is still doubled if the Gun is in a building, rubble, or woods. I think you will agree that a +2 DRM is so much better than a +6 DRM. </span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Before they can be moved, some Guns need to be limbered, converted from their primary firing state into something more compact or suitable for transit. A select group of these weapons platforms are allowed to use Limbered Fire (LF), provided they are not currently hooked up to a towing vehicle (C10.24). Due to their AA role, some models not only retain their ability to fire when limbered, as shown by the presence of a Gun Calibre Size on their limbered side, but also their turreted status. Consequently, they remain exempt from Conditional ROF even when using LF, as is the case with most Bofors AA Guns.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhU465p4srBPV4E9IsYqeVec0bDfOgHSkaE16QKdX6eLhkjSgypFPeAzC3zwqXsTwz4FtH0Xcb_Bm1zoImNW0BO02C5b1RtsPPnaBalowDJvpSboqJh0y_KcfipcjK_7V3LkYHYk5XdQb5boCRBzoVn3CmsGnemZwudYZR_zEsurLNvuo1dshuSJsiS/s1553/11.%20RR-1%2075mm%20Bofors%20M29.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhU465p4srBPV4E9IsYqeVec0bDfOgHSkaE16QKdX6eLhkjSgypFPeAzC3zwqXsTwz4FtH0Xcb_Bm1zoImNW0BO02C5b1RtsPPnaBalowDJvpSboqJh0y_KcfipcjK_7V3LkYHYk5XdQb5boCRBzoVn3CmsGnemZwudYZR_zEsurLNvuo1dshuSJsiS/w309-h400/11.%20RR-1%2075mm%20Bofors%20M29.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>75mm Bofors M29</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">The last sentence of C2.3 is easily overlooked. It tells us that “T types are further classified into various sub-groups (D1.3).” The only other sub-group that matters to us though is the Slow Turret Traverse (ST) category (D1.32), symbolized by a large, thin white square bordering the Gun’s silhouette. Admittedly, there are not many examples in the standard ASL counter mix. For instance, the Slovak 83.5mm Kanon PL vz. 22/24 below is unusual for an AA Gun in having Slow Traverse. Pity there are no scenarios where you can put this knowledge to use. You will have a little more luck with the Belgian 75mm FRC M27. Another slow-traverse AA Gun, it is featured in <a href="https://www.aslscenarioarchive.com/scenario.php?id=63062" target="_blank">FrF86 “Belgian Tigers”</a> from <i>Friendly Fire Pack 11</i> [2017] (available in our KitShop).</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0IV1zBNyhrbLQvhIWgu4c7ysuSDa-Em6ASJYOXWtxEII6AJHRnk0un5MPsElx-82gqB9XLVYMVRIJQWZYWtgKeoBKaE-HAKi5vjVsj7-xPbubVyn1S3Oa3FoLuEJwXj62Xx8BbU3O98h-RcXQJoDpfWFAI12qpRn40iVsJOgn3IaKSwHLApXLCO03/s1553/12.%20RR-1%2083.5mm%20Kanon%20PL%20vz%2022:24%20and%2075mm%20FRC.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0IV1zBNyhrbLQvhIWgu4c7ysuSDa-Em6ASJYOXWtxEII6AJHRnk0un5MPsElx-82gqB9XLVYMVRIJQWZYWtgKeoBKaE-HAKi5vjVsj7-xPbubVyn1S3Oa3FoLuEJwXj62Xx8BbU3O98h-RcXQJoDpfWFAI12qpRn40iVsJOgn3IaKSwHLApXLCO03/w309-h400/12.%20RR-1%2083.5mm%20Kanon%20PL%20vz%2022:24%20and%2075mm%20FRC.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="text-align: left;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>83.5mm Kanon PL vz. 22/24 and 75mm FRC M27</b></span></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">The AT version of the <i>soixante-quinze</i>, the famed French 75, is remarkable for having an “after-market” 360° firing table, albeit one with slow traverse. Not so the British 2-Pounder, which was designed to have a 360° field of fire and a fast traverse. Careful with these AT Guns, however. The reverse side of these counters reveals a limbered state that permits firing while limbered, but only as NT Guns. Translation: any Limbered Fire by these Guns is subject to Conditional ROF. The golden oldie <a href="https://www.aslscenarioarchive.com/scenario.php?id=65688" target="_blank">“Khamsin”</a> provides a target-rich environment for the 2-Pounder. The more recent <a href="https://www.aslscenarioarchive.com/scenario.php?id=62913" target="_blank">J186 “Castles on the Horizon”</a> is a similarly inviting firing range for this “pop gun.”</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqxqatpP35gacdZi7wAYxfak0h0Y--dDY-U26rjhn5J98qlPDOb8H0FMhSE4V-XpUotcGKgTjIkSTSHSX-XeLsuCbnC_LbbZ08MZs7489Qs-ud6IpUSJH4XaRwmto89p51tdkeKGpgNploYA_Q0Gnx3TJeoMYDypamRzSu4TB0cbo1f_-uflVXiAHW/s1553/13.%20RR-1%2040mm%20OQF%202-Pounder.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqxqatpP35gacdZi7wAYxfak0h0Y--dDY-U26rjhn5J98qlPDOb8H0FMhSE4V-XpUotcGKgTjIkSTSHSX-XeLsuCbnC_LbbZ08MZs7489Qs-ud6IpUSJH4XaRwmto89p51tdkeKGpgNploYA_Q0Gnx3TJeoMYDypamRzSu4TB0cbo1f_-uflVXiAHW/w309-h400/13.%20RR-1%2040mm%20OQF%202-Pounder.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>40mm OQF 2-Pounder</b></span></td></tr></tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHCtWnf0BDfwMXQh6GZywR9EREczJhtP3-LcfyFk7eLX0gS8Ubpr6UHUDi1uQpi8y77uvZ5BchzqvgJcC6PWSVZ_yKQ3SILHSQlf7LRDjNmlEwKKRQkZX1ZOH4SlyLYWaBYF2mZgMd7mHYGcPVaXhv5K01IskOu74052SNghZQgdqj88f1yIyHWlGa/s1553/14.%20RR-1%2075mm%20Canon%20de%2075%20Antichar%20mle%2097:35.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHCtWnf0BDfwMXQh6GZywR9EREczJhtP3-LcfyFk7eLX0gS8Ubpr6UHUDi1uQpi8y77uvZ5BchzqvgJcC6PWSVZ_yKQ3SILHSQlf7LRDjNmlEwKKRQkZX1ZOH4SlyLYWaBYF2mZgMd7mHYGcPVaXhv5K01IskOu74052SNghZQgdqj88f1yIyHWlGa/w309-h400/14.%20RR-1%2075mm%20Canon%20de%2075%20Antichar%20mle%2097:35.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>75mm Canon de 75 Antichar mle 97/35</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">It is understandable why an AT gun, especially a small calibre one, might be designed for 360° fire. It is less obvious why an artillery piece, usually one sited far behind the front lines, would benefit from the extra weight of a firing table. Perhaps the most common example is the British 25-Pounder. Due to the lack of effective AT assets following the fall of France, the 25-Pounder was pressed into service as an expedient AT gun, especially in North Africa. The firing table allowed the gun to track and engage moving enemy vehicles more effectively. Scenario <a href="https://www.aslscenarioarchive.com/scenario.php?id=65700" target="_blank">58 “Ci Arrendiamo”</a> is a good demonstration of this tactical imperative. The 25-Pounder also plays a starring role in <a href="https://www.aslscenarioarchive.com/scenario.php?id=65267" target="_blank">AP150 “Norwegian Edelweiss”</a> together with some helpful Swedish Volunteers. A lesser known scenario, <a href="https://www.aslscenarioarchive.com/scenario.php?id=56541" target="_blank">OA5 “Rear Area Defenders,” </a>pits another pair of 25-Pounders against enemy tanks and halftracks in May 1940. If you set these guns up well to begin with, there should be no need to ever move and therefore limber them. And as long as they remain unlimbered, Conditional ROF will not apply to your dual-purpose artillery.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKu4-vSfePrZ-TaTP2j8CV7MARMD5DgtSzs0kORJg-ALpvtAv7DaQ7X6W_m7pSQB7pvVnmhpYZ-jRMY-r-xag_ULIs9RTeGBw-vGGSZ-u6ersbLY2y7UywOGNvdcST3Atprmbst7uYz6ZOC19fj_iYvQlyzLZLZ_yAnjlgYkqWaB3I_VmpQ2Ufj2Dc/s1553/15.%20RR-1%2088mm%20OQF%2025-Pounder.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKu4-vSfePrZ-TaTP2j8CV7MARMD5DgtSzs0kORJg-ALpvtAv7DaQ7X6W_m7pSQB7pvVnmhpYZ-jRMY-r-xag_ULIs9RTeGBw-vGGSZ-u6ersbLY2y7UywOGNvdcST3Atprmbst7uYz6ZOC19fj_iYvQlyzLZLZ_yAnjlgYkqWaB3I_VmpQ2Ufj2Dc/w309-h400/15.%20RR-1%2088mm%20OQF%2025-Pounder.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>88mm OQF 25-Pounder</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">A more fascinating artillery design is the Skoda <i>8cm Kanon vz. 28</i>, or Model 1928. Manufactured in Czechoslovakia and based on an earlier mountain gun, it was intended to be an artillery version of the Swiss army knife. Not only would the M28 function as a mountain gun, a field gun, and a stop-gap AT gun, it was also intended to serve as an AA gun. It was short lived. Czechoslovakia’s army purchased a limited number of the vz 28, but it was soon superseded by the improved vz 30, which lacked the earlier design’s firing table for AA fire. With the demise of Czechoslovakia in March 1939, these guns fell into German hands. In Wehrmacht service, the vz 30 were given the designation <i>8cm FK 30(t),</i> reinforcing the mistaken idea that these guns used 80mm ammunition. (As far as I know, this size of artillery round has not been used since the 19th century.) The 8cm gun actually fired a 7.65cm round. Germany redistributed a number of the <i>8cm Kanon vz 28</i> to her allies, the newly constituted, quasi-independent states of Croatia and Slovakia. In ASL, the 8cm vz 28 is treated as an 80mm artillery piece referred to as the Skoda M28(80). <a href="https://www.aslscenarioarchive.com/scenario.php?id=60402" target="_blank">“Retrained and Rearmed”</a> from <i>ASL Action Pack 5</i> has two of these in the Slovak order of battle (OB).</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">During the 1930s, Skoda exported a number of vz 28 to Yugoslavia. One source I found claimed that the Yugoslav army took delivery of 136 <i>75mm</i> <i>vz 28</i> mountain guns, and 300 <i>8cm vz 30</i> field guns. The former appears to be the closest fit for what ASL calls the 80mm M28/M33 (Yugoslavian Ordnance Note 21). Apart from the lack of a firing table, these guns also differ from the Axis Minor M28(80) in having limited Smoke capability. It is revealing that when the Germans captured the longer-barrelled <i>8cm vz 30</i> field guns in Yugoslavia, they redesignated them as <i>7.65cm FK 304(j)</i>. (See the slide below for more background on the Skoda M28.) The True calibre aside, the main difference for our discussion is that, of the various Skoda M28 in ASL, only the Skoda M28(80) is exempt from the restrictions of Conditional ROF.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEfVt-5vrNdcjqefh7q2LC18oiOEmf7Ik6AfMqxr2A50E7g8DiRDhN1t6JUQE3x1FVTqcRv66xanVuPrz9ZdXx2bKqNbWLdeo32AGe9Tjb7TQ16seNvjc3WgNy5bzy0zuVpWMNbGeeBwx8cRzvH9IrpaGZ42LUyuHr5DOO91hv89k4mEh4CWEGoMmh/s1553/16.%20RR-1%2080mm%20Skoda%20M25(80)%20and%20M28:M33.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEfVt-5vrNdcjqefh7q2LC18oiOEmf7Ik6AfMqxr2A50E7g8DiRDhN1t6JUQE3x1FVTqcRv66xanVuPrz9ZdXx2bKqNbWLdeo32AGe9Tjb7TQ16seNvjc3WgNy5bzy0zuVpWMNbGeeBwx8cRzvH9IrpaGZ42LUyuHr5DOO91hv89k4mEh4CWEGoMmh/w309-h400/16.%20RR-1%2080mm%20Skoda%20M25(80)%20and%20M28:M33.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>80mm Skoda M28</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">There are some other not-so rare rarities worth taking a look at such as German recoilless rifles, and the <i>7.5cm Leichtgeschütz 40</i> in particular. With a ROF of “1,” it may not occur to some players to check for ROF given that Conditional ROF would normally reduce a Gun’s ROF to 0. I may have been guilty of this when playing <a href="https://www.aslscenarioarchive.com/scenario.php?id=61318" target="_blank">FrF58 “Order 831”</a> (from <i>Friendly Fire Pack 7</i>) on one or more occasions. The good news, from a practice perspective, is that there are almost two dozen scenarios where you can have a (back)blast with a 7.5cm LG 40. Among them are a couple of Primosole Bridge scenarios, including <a href="https://www.aslscenarioarchive.com/scenario.php?id=56500" target="_blank">J96 "Another Bloody Attack."</a></span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3ByqSlClklJ4_lX4us-9--l1ibVTDlEDEEwHlWFG6N2D5dALylDM9Fuohoq2z6MA66hVo7_SyUcX_irINfCv7skcgPe0U9nyx7pUZ79mMR7Ibh1hW8N5CVwDFMnqlb1jTNZ1rDzlUJvptXSu8VgbNN29dC0ql1iko-o6ZUddyP1rHRYQshqHwpQwL/s1384/17.%20RR-1%2075mm%20Leichtgeschu%CC%88tz%2040.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1384" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3ByqSlClklJ4_lX4us-9--l1ibVTDlEDEEwHlWFG6N2D5dALylDM9Fuohoq2z6MA66hVo7_SyUcX_irINfCv7skcgPe0U9nyx7pUZ79mMR7Ibh1hW8N5CVwDFMnqlb1jTNZ1rDzlUJvptXSu8VgbNN29dC0ql1iko-o6ZUddyP1rHRYQshqHwpQwL/w346-h400/17.%20RR-1%2075mm%20Leichtgeschu%CC%88tz%2040.png" width="346" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>75mm Leichtgeschütz 40</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">The most unusual exception to the Conditional ROF rule is the <i>Mortier de 7.6cm Allemand</i>, or M76A for short. At the end of the Great War, the Belgians captured so many of these <i>Minenwerfer</i>—including heaps of ammunition for this bomb thrower—that two decades later they still had a surplus. The M76A is <i>not</i> notable for being exempt from C2.5 due to it being a medium mortar. Rather it <i>is</i> notable for being subject to these restrictions when limbered. This stems from the fact that the weapon was capable of Direct Fire: fire that requires a Line of Sight (LOS) from firer to the target (and that does not use Indirect Fire). However, Direct Fire is only permitted when the weapon is limbered. Indirect Fire (C.1), meanwhile, is only allowed when the weapon is unlimbered. The Gun classification on the counter changes to reflect this. On the unlimbered side it is a mortar (MTR); on the limbered side it is an infantry gun (INF). </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnVx9xo945OEs-yNZS6lSShlrN3fL6wOSaPiWlb5VTh0OskVJCJR2nNBtmcoRay01PtXEvgokKUp6--Yy6yXkjSDYJOKExgKNlUFUdNFR4OcFkUdaLMpLAFxkMxIlsChV2dtFsZ707SS5bzekHXczs21REAmgB9PxBb5Ut-r4GOGTgR0z-CLHTpneI/s1553/18.%20RR-1%2076mm%20M76A.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnVx9xo945OEs-yNZS6lSShlrN3fL6wOSaPiWlb5VTh0OskVJCJR2nNBtmcoRay01PtXEvgokKUp6--Yy6yXkjSDYJOKExgKNlUFUdNFR4OcFkUdaLMpLAFxkMxIlsChV2dtFsZ707SS5bzekHXczs21REAmgB9PxBb5Ut-r4GOGTgR0z-CLHTpneI/w309-h400/18.%20RR-1%2076mm%20M76A.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>76mm M76A</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">East Side Gamers published a scenario in 2005 that has a M76A in the Belgian OB. A Scenario Special Rule (SSR) in <a href="https://www.aslscenarioarchive.com/scenario.php?id=57644" target="_blank">ESG4 “The Clog”</a> allows the weapon to set up limbered at start. Doing so permits Direct Fire, but also invokes Conditional ROF. Fire at will!</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-family: verdana;">Parting shot</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Bill Sisler died last year. I do not claim to have known him. What little I did know of him, I gleaned from our brief interaction when Mark Nixon introduced him to me at an ASL Oktoberfest. Bill was an unassuming ambassador of the game. He struck me as inquisitive, genuine, and welcoming. He was also a prolific scenario designer, with more than 50 to his credit. And so I would like to close with an example from another scenario that Bill Sisler built, one that I have yet to play.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;"></span></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL8aJY5PcBsQamrY3wmuLQx8KLKaMEf2qL8_pmKTfG872bL9mIRymaKulVJJ2IgLqtSH9sLZxqlJVNPZKmP9IxqBgMMRb-Ko325s5AjpOkYKz9Zdcon2sB2LEfC0AF_4vTWXlHOs_iUsQYBgP3mMtpUr-EJwrf2VRP2QsZWSPvlbM47uC2A3kL6xro/s511/19.%20RR-1%20140mm%20ART%20WO19.png" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="334" data-original-width="511" height="131" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL8aJY5PcBsQamrY3wmuLQx8KLKaMEf2qL8_pmKTfG872bL9mIRymaKulVJJ2IgLqtSH9sLZxqlJVNPZKmP9IxqBgMMRb-Ko325s5AjpOkYKz9Zdcon2sB2LEfC0AF_4vTWXlHOs_iUsQYBgP3mMtpUr-EJwrf2VRP2QsZWSPvlbM47uC2A3kL6xro/w200-h131/19.%20RR-1%20140mm%20ART%20WO19.png" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-size: xx-small;"><b>WO19 Japanese OB</b></span></td></tr></tbody></table><p></p><div style="text-align: justify;"><span style="font-family: verdana;">Released in 2016, <a href="https://www.aslscenarioarchive.com/scenario.php?id=62608" target="_blank">WO19 “Through the Dragon’s Teeth”</a> pits US Marine Raiders against a small force of Japanese naval infantry backstopped by a pair of daunting 5.5-inch coastal guns. What the card does not tell you is that the Year-3 Type 14cm Naval Seacoast Gun (no less of a mouthful in Japanese, I expect) is turreted. Normally a Gun without a printed ROF would be marked with an IF counter, if it changed CA and fired in the same phase. However, because it <i>is</i> turreted, the provisions of Conditional ROF do not apply to the 140L ART. Therefore, assuming it does not malfunction on its initial shot, the Gun could use IF even if it had changed CA for its first shot. Pity the jarheads who think that they get up close and personal with this artillery piece without paying Bill’s butcher. Just one more reason to consult the relevant Chapter H notes before play, especially the notes specific to your opponent’s OB. </span></div><span style="font-family: verdana;"><br /></span><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">I cannot say when I will post again. I have been busy of late designing rather than playing scenarios. I would love to be able to come up with something as enduring as Bill Sisler’s <a href="https://www.aslscenarioarchive.com/scenario.php?id=56042" target="_blank">“Le Hérisson,”</a> of <i>Croix de Guerre</i> fame. Not likely. But one has to start somewhere. In the meantime, I leave you with a <i>Coles Notes</i> of Conditional ROF. Roll rate!</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOeVKROEhan9mcfJ6ul0lCtRwPggYQLRB97msg1QVi2o0zjkXzl0KwiBcgoQv7lpyMnmnCO6jKTklBidfTjzspKuQvRq2Nppj6OdUnNdoEEdAdj-W82YlkljDGJuAJ7bOQ8ugGPnBK3MomB6XMISWfng7inG7v7gN623FsclWlR-TR6Njzs2Zgf4PS/s1200/20.%20RR-1%20Pawn%20Shop%20Talk%20C2.5.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="424" data-original-width="1200" height="141" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOeVKROEhan9mcfJ6ul0lCtRwPggYQLRB97msg1QVi2o0zjkXzl0KwiBcgoQv7lpyMnmnCO6jKTklBidfTjzspKuQvRq2Nppj6OdUnNdoEEdAdj-W82YlkljDGJuAJ7bOQ8ugGPnBK3MomB6XMISWfng7inG7v7gN623FsclWlR-TR6Njzs2Zgf4PS/w400-h141/20.%20RR-1%20Pawn%20Shop%20Talk%20C2.5.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>C2.5 Conditional ROF - Pawn Shop Talk</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Notes</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">1. An argument could be made that, like the 85mm obr. 44 (Russian Ordnance Note 17), the 100mm obr. 44 should be classified as an artillery (ART) Gun. Tellingly, the smaller calibre piece is a Quick Set-Up (QSU) Gun (C10.23), while the D-10 must be limbered before it can be pushed, towed, or hooked up (C10.2).</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 6px 0px 0px; text-align: justify;"><span style="font-family: verdana;">2. Opportunity Fire is an alternative. On the plus side, it allows for the possibility of Multiple ROF and Intensive Fire during the AFPh. The down side is that the Case A DRM <i>and</i> Conditional ROF would apply, because the Gun “cannot change its CA until actually resolving its To Hit attempt during the AFPh” (A7.25).</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 6px 0px 0px; text-align: justify;"><i><span style="font-family: verdana;">Special thanks to Juan, Ken, Thierry, and Tom.</span></i></p>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com2tag:blogger.com,1999:blog-1421727884790275990.post-21587859480306712152022-04-30T20:15:00.001-04:002022-06-28T09:10:06.875-04:00BP-5 Bounding First Fire Mechanics<p><b style="font-family: Verdana;"></b></p><div class="separator" style="clear: both; font-size: 12px; text-align: center;"><b style="font-family: Verdana;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6S-tWvJS7fHanZsPzmPId8Y5TtTq5XpMAyO_AxcQSVvQWzk0t-U90u7x1Bm_YXRSRr4w_oTy57xg9ZlhHRTggZX7yBK1u1Pzmn_G1XRhoiOJsO_aiBi1aB3gH5cPsOM8-CS9bop47uTc/s1200/1.+BP-5+Title+Slide.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="936" data-original-width="1200" height="313" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6S-tWvJS7fHanZsPzmPId8Y5TtTq5XpMAyO_AxcQSVvQWzk0t-U90u7x1Bm_YXRSRr4w_oTy57xg9ZlhHRTggZX7yBK1u1Pzmn_G1XRhoiOJsO_aiBi1aB3gH5cPsOM8-CS9bop47uTc/w400-h313/1.+BP-5+Title+Slide.png" width="400" /></a></b></div><b style="font-family: Verdana;"><br />The Mechanics of Bounding First Fire</b><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px;"><i>By James Bishop and Chris Doary</i></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">This article is born out of a recent game. During the match, Jim’s opponent fired the anti-aircraft machinegun (AAMG) on his M36 GMC tank destroyer (TD) before moving to another hex. Upon reaching the new hex, he declared a shot with the TD’s main armament (MA). Only he couldn’t do this. Or more to the point, the rules prohibit it. What followed was a lengthy “rules dive” that reviewed the pertinent sections of Chapter D. The goal was to deepen his knowledge so that he could make the most of vehicular fire in the future. Jim took notes during the conversation, as he thought that the discussion was a good subject for a blog post. Without further ado, let’s dive in.<sup><span style="font-size: xx-small;">1</span></sup></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>A Brief History of ASL Time </b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">One unique aspect of ASL is that it allows both players to participate in almost very phase, regardless of whose turn it is. Nowhere is this reciprocal activity more apparent than during the Movement Phase (MPh). During the busiest of phases, the non-moving player may pause play to intervene in the actions of a Moving unit, a unit that’s conducting ITS MPh.<sup><span style="font-size: xx-small;">2</span></sup> Although the pause may be limited to “stripping” the concealment of a Moving unit, an intervention usually takes the form of a Defensive First Fire (D1F) attack. When and how many times a unit may fire on a Moving unit is nevertheless strictly circumscribed. These limits reflect the transitory nature of a unit’s movement and the brief period of time in which a defending unit has to react to such movements. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Vehicles, especially Armored Fighting Vehicles (AFV) and their Passengers or Riders, are exceptional in their ability to fire during THEIR MPh.<sup> </sup>Not surprisingly, vehicles labour under even more restrictive rules of engagement when Moving. Understanding what these restrictions entail is crucial to getting the most value out of these important assets.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The substance of these restrictions can be found in the following rule sections: D3.3, D3.31, D3.32, D3.5, and D3.51. Let’s look at each in turn.<sup><span style="font-size: xx-small;">3</span></sup></p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>D3.3 Bounding First Fire</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In another recent game, Jim’s opponent wanted to shoot in the MPh. He announced his Infantry Target Type (ITT) shot as an “8 +2 To Hit (TH).” Jim asked him why +2 and not +4? He responded that only the +2 Dice Roll Modifier (DRM) for Case B applied, because he had not moved to a new hex. Jim pointed out that Case B specifically applies to a firer in the Advancing Fire Phase (AFPh), not the MPh. [<i>Ed. I’ve added the slide below to demonstrate Case B in action.</i>]</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRBuph6_iuccftvbo30aKNuXFg-OG5Ex9YJg9F9FBIu8LJzv529qytve-elGCdbc5pHRr1kmvtrY1yE0nUkByn2Ksi1RJt-T2c4oqilv35hjoZybrM4HV7I_xo0TZ8EYaMCaLPHwTntte0JFz0_vE2W9ZMRc5SmswXYlCGD8AdAfGFl9kR_mL47H23/s2071/3.%20Rookie%20Rules.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2071" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRBuph6_iuccftvbo30aKNuXFg-OG5Ex9YJg9F9FBIu8LJzv529qytve-elGCdbc5pHRr1kmvtrY1yE0nUkByn2Ksi1RJt-T2c4oqilv35hjoZybrM4HV7I_xo0TZ8EYaMCaLPHwTntte0JFz0_vE2W9ZMRc5SmswXYlCGD8AdAfGFl9kR_mL47H23/w309-h400/3.%20Rookie%20Rules.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Click to enlarge</b></span></td></tr></tbody></table><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A vehicle that fires during ITS MPh, even one that fires before entering a new hex, is a very different beast. Jim therefore directed his opponent to D3.3. The first sentence tells us that the ASL term for a unit that fires during ITS MPh is using Bounding First Fire, or B1F for short. They continued their discussion with an examination of the C5 Table, which lists Firer-Based To Hit DRM, part of which can be seen in the truncated table below. Jim explained that it was Cases C through C<sup><span style="font-size: xx-small;">2</span></sup> that apply to a Bounding First Firer. [<i>Ed. I’ve included Case B for contrast.</i>]</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVMJE8cgIcvEwVsEnTVnPVyvDMDNH16tKPkoMPf7B2FAGB263A7SYOpbbzmj3hvQ_zyear-U4t4vGJkHmV7nRXq6CoAlshzzIKOE5b975koiwmFF_OJStJ7mroN-NYTPfikeH3K9kRjBo/s1200/4.+Case+B+and+C+TH+DRM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="375" data-original-width="1200" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVMJE8cgIcvEwVsEnTVnPVyvDMDNH16tKPkoMPf7B2FAGB263A7SYOpbbzmj3hvQ_zyear-U4t4vGJkHmV7nRXq6CoAlshzzIKOE5b975koiwmFF_OJStJ7mroN-NYTPfikeH3K9kRjBo/w400-h125/4.+Case+B+and+C+TH+DRM.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>C5 Firer-Based To-Hit DRM</b></span></td></tr></tbody></table><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The first thing we should get out of the way is the term Bounding Firer, which applies to a unit that performed one or more actions during the MPh and remains eligible to fire in the AFPh as Bounding Fire.<sup><span style="font-size: xx-small;">4</span></sup> What we’re concerned with here, however, is Bounding <i>First</i> Fire, fire undertaken by a vehicle and its Passengers or Riders during THEIR MPh. What Jim’s opponent was attempting to do when he declared an “8 +2 TH” shot <i>is</i> permitted. However, as C5.33 makes clear, Case C does apply in this situation. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Part of the confusion may lie with the fact that Case C is labelled “Bounding Firer” on the C5 Table. [<i>Ed. I added the word “first” in grey font to the C5 Table.</i>] It’s true that the first part of C5.3 deals with vehicles that have entered a new hex (or hexside) during the MPh and that are using Bounding Fire in the AFPh. But the rule goes on to inform us that Case C also applies to a Bounding First Firer. Case C is essentially an additional penalty for entering a new hex (or hexside) in that Player Turn. As such it can apply during the MPh or the AFPh. Let’s take a closer look at the situation that led to our discussion of B1F, as illustrated in the next slide.</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOQpNzhsWuFpEVK11mkGT8TO5mVJW8FVN2XRlVfh0GisOOKp7aIwOfUCyWNwykIz2KGg082y-XjNHZq5dziJeifCPSHQBy6XLkjEme4yKg5p9XZx8DRmys-lk0JIG45FxkqHwLizGxL34/s1200/5.+KV-1S+B1F.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="516" data-original-width="1200" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOQpNzhsWuFpEVK11mkGT8TO5mVJW8FVN2XRlVfh0GisOOKp7aIwOfUCyWNwykIz2KGg082y-XjNHZq5dziJeifCPSHQBy6XLkjEme4yKg5p9XZx8DRmys-lk0JIG45FxkqHwLizGxL34/w400-h173/5.+KV-1S+B1F.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Subcases C<sup><span style="font-size: xx-small;">1</span></sup> and C<sup><span style="font-size: xx-small;">2</span></sup> simply modify Case C. These penalties are tied to the time—represented in MP expended—that a vehicle has spent in Line of Sight (LOS) of a target. Case C<sup><span style="font-size: xx-small;">3</span></sup> is an odd duck given that it’s about firing Light Anti-Tank Weapons (LATW) in the AFPh. In fact, “Case C<sup><span style="font-size: xx-small;">3</span></sup> is never applicable to Case C or any of its other subcases” (C5.34). So we’ll skip it. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">That leaves us with Case C<sup><span style="font-size: xx-small;">4</span></sup> only the latter part of which is applicable to B1F. To explain Case C<sup><span style="font-size: xx-small;">4</span></sup>, it’ll help if we revisit the previous slide. Imagine that the KV-1S had started before it declared its shot. Although it would have yet to enter a new hex, it now falls under Case C<sup><span style="font-size: xx-small;">4</span></sup> because the vehicle is considered to be a Non-Stopped Firer. The tank does not have a Stabilized Gun so it falls under “Other.” The DRM for Case C remain unchanged at +4. What has changed is that the tank must now double the lower dr of its TH DR. Doubling the lower dr in our example increases the Final TH DR to 9, resulting in a miss.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>D3.31 MG, Canister, and FT Fire</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The key takeaway from this rule section is that should a vehicle fire any weapon other than its MA during the MPh, it may not fire its other weapons during the AFPh. For instance, if a tank fires its Bow MG (BMG) during the MPh, it may not fire its Coaxial MG (CMG) or its MA in the AFPh. Any Passengers or Riders aboard the vehicle are likewise restricted. All this hints at the central role an MA plays in determining what fire options a vehicle retains in the AFPh, which brings us to the next rule section.<sup><span style="font-size: xx-small;">5</span></sup></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>D3.32 Final Fire</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Another concept to get your head around is what may be characterized as a sort of Bounding “Final” Fire. Strictly speaking, there is no such animal. However D3.32 does allow a vehicle that maintains Rate of Fire (ROF) during the MPh to fire its ROF weapon one additional time during the AFPh as Bounding Fire—with all the attendant restrictions of such fire (C5.3). But there’s a trade off, a big one it turns out. In accordance with D3.31, neither the vehicle nor any Passengers or Riders aboard may fire any other weapons during the MPh. This includes Small Arms Fire, the inherent Firepower (FP) of a Personnel counter. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">So what’s the payoff? Or put another way, why wait until the AFPh to fire given that the Firer-Based TH DRM will not improve? Perhaps the most important rationale for holding fire until the AFPh is that a Gun cannot acquire a target during ITS MPh (C6.5). Waiting until the AFPh also allows a vehicle (and any Passengers or Riders) to fire from a hex other than the one the MA was initially fired from during the MPh. There’s another advantage to saving a “rate” shot for the AFPh, one that will become more apparent after we examine D3.51. But there’s much to discuss before we get there.<span style="color: #e18600;"> </span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>D3.5 Vehicular MG or IFE Fire</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">This section is a treasure trove of information. For our purposes though we are primarily concerned with two restrictions it places on B1F. The first restriction limits a vehicle’s weapons to one attack per player turn. There are exceptions. One is an MA with a “with a specific Multiple ROF.” The KV-1S is an example of a vehicle with this capability (identifiable by having a number encased in a square on the counter); the T-70 tankette below is not. Therefore, provided a vehicle maintains ROF, it may fire its MA again that turn. We’ll return to this point again, albeit in more detail. </p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHYlAVfamvnUPquU-u854MsQKmMaHb7DRI9UwetOwd4VC-Jqv3KdVtpWcebxpqKKRqp4kmWKyFTSu9-2L4UKXlGDEcviKq_-1HZrqTcvgB4_FGhzldZpef1_aAgChJYdNrILYizrsWiR0/s1200/6.+T-70.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="730" data-original-width="1200" height="244" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHYlAVfamvnUPquU-u854MsQKmMaHb7DRI9UwetOwd4VC-Jqv3KdVtpWcebxpqKKRqp4kmWKyFTSu9-2L4UKXlGDEcviKq_-1HZrqTcvgB4_FGhzldZpef1_aAgChJYdNrILYizrsWiR0/w400-h244/6.+T-70.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Overruns (OVR) are the other exception. As long as a vehicle has enough Movement Points (MP) to conduct an OVR, it may conduct multiple OVR during the course of ITS MPh. All still functioning vehicle weapons, together with any still applicable Passenger or Rider FP, apply to each subsequent OVR FP calculation, which is resolved on the Infantry Fire Table (IFT). The slide below explains how this works in practice.</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuXA6sgFJCgb2dHPCgpjzawi7IQxO1CfdHPpzFukbkcsz5rdcA3sBbO33cdUYueDhjH2VjElzmH4HDqCbf6BgG8P2IOJm6ZbOQsm1l4YTtv0ml5gChqsqSkZXjfMMKE-iV61iVqkT7vc4/s1600/7.+Landsverk.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1544" data-original-width="1600" height="386" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuXA6sgFJCgb2dHPCgpjzawi7IQxO1CfdHPpzFukbkcsz5rdcA3sBbO33cdUYueDhjH2VjElzmH4HDqCbf6BgG8P2IOJm6ZbOQsm1l4YTtv0ml5gChqsqSkZXjfMMKE-iV61iVqkT7vc4/w400-h386/7.+Landsverk.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The second restriction concerns Mandatory Fire Groups (FG). In a nutshell, if a vehicle’s weapons—together with any Passengers or Riders—want to fire at the same target during the same phase they must form a FG, in keeping with A7.55. Granted they may attack separately with ordnance, a flamethrower (FT), a Demolition Charge (DC), or with subsequent shots by a multiple ROF MA. The most common example of a Mandatory FG is an AFV that combines its BMG and CMG FP into a single attack. Similarly, a vehicle that has a weapon with an Infantry Firepower Equivalent (IFE) must FG with its MG when firing at the same target. An IFE-capable MA may only make a separate attack if it attacks as ordnance or maintains ROF. </p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9L_JbQI37Jlkdr9T_lD-FXCZHHFfb7rbBh7SuGIjrSUZKPEUbG5RHQJGvvPfi0NEXCIWwK7RZ4obXaJQoBAYr9G_NBeCeJJo3YB2aM30AlIrNDUc59wXVScPsMsWn7c3xLuVK7cEYxfM/s1200/8.+KV-1S+and+T-60+M40.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="918" data-original-width="1200" height="306" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9L_JbQI37Jlkdr9T_lD-FXCZHHFfb7rbBh7SuGIjrSUZKPEUbG5RHQJGvvPfi0NEXCIWwK7RZ4obXaJQoBAYr9G_NBeCeJJo3YB2aM30AlIrNDUc59wXVScPsMsWn7c3xLuVK7cEYxfM/w400-h306/8.+KV-1S+and+T-60+M40.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Passengers and Riders are a little more complicated, as the “Vegemite Sandwich” slide demonstrates. Depending upon their conveyance and its armaments, these hitchhikers may or may not be compelled to FG. Halftrack (ht) and Carrier Passengers, for example, must (if otherwise able to) FG with their vehicle’s non-ordnance weapons. Riders, in contrast, are not <i>required</i> to FG with a vehicle’s weapons (D6.64). The Australian example below highlights a rare case where Riders <i>may</i> FG. Be that as it may, a basic rule of thumb was put succinctly by Perry Cocke, the doyen of ASL rules. “If you can FG together, then you must. If you cannot FG together, then you can fire separately.” In other words, if the rules permit the formation of a FG then a FG is mandatory when the conditions of A7.55 arise.<sup><span style="font-size: xx-small;">6</span></sup><span style="font-size: 12px;"> </span></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2JqkVUN09F5RrBO0f1-vl7-UIN2uqzQmiFnXe6_aoBnXwkTRlDTu9LS1kU1dhEPHVMjXgD2AWt0AKnCkTNE1F2Pykff68DJdD3BiuefOeV99pAeksQShIvydzt-xGPlP7k28uVGOvGlykZYRaIIAbsf3t1SbCtZnQeGunpEf_sn3Jit25qDSS4ZqR/s2071/9.%20Vegemite%20Sandwich.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2071" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2JqkVUN09F5RrBO0f1-vl7-UIN2uqzQmiFnXe6_aoBnXwkTRlDTu9LS1kU1dhEPHVMjXgD2AWt0AKnCkTNE1F2Pykff68DJdD3BiuefOeV99pAeksQShIvydzt-xGPlP7k28uVGOvGlykZYRaIIAbsf3t1SbCtZnQeGunpEf_sn3Jit25qDSS4ZqR/w309-h400/9.%20Vegemite%20Sandwich.jpg" width="309" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>D3.51 Maintaining CA</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The title of this rule section is deceptive. Its final sentence is a zinger. Players ignore it at their peril. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">At the outset of this post, Jim related how his opponent had fired the AAMG of a TD before moving to another hex and attempting to fire the AFV’s MA. This is verboten. According to D3.51: “Once <i>any</i> vehicular weapon fires, its other weapons may fire <i>in that phase</i> <i>only from that same hex</i>” [<i>Emphasis added</i>]. The rules do allow for the MA to fire again from another hex, but only if the MA maintained ROF <i>and</i> its previous shot was B1F. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Jim’s opponent may have salvaged the situation had he thought to fire the MA from the same hex as the AAMG before moving to another hex. Provided the MA retained ROF, the Gun could have fired from a new hex. I know what some of you are thinking. What if the Gun didn’t maintain ROF? Is Intensive Fire (IF) an option? Yes, and no. It might be an option. However, IF can only be used to fire from the same hex that the AAMG (and the MA) fired from. Several question-and-answers (Q&A) confirm this.<sup><span style="font-size: xx-small;">8</span></sup></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">To tie a bow on this, let’s assume that the TD had fired only its MA, maintained ROF, and moved to a new hex. Upon entering the new hex the TD could fire its MA again, but not its AAMG. Were the TD to “bank” its rate shot for the AFPh, it could fire its MA <i>once</i> in the AFPh and gain Acquisition as a result. However, the TD still couldn’t fire its AAMG. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>More Bounding First Fire</b></p>
<div class="separator" style="clear: both; text-align: center;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyWzljWhmIs8voYgVlep7LxN1RMLZRFDMdy1cfcNq36dy6_MldW4MZjeYVXJGlyIZklLYKZwtOP1knLVwvmAKUrWfscHwvoqIgkWFMcRkqjJgIgBM0Nn0NSSfP6WA_fB8jYOkupclEvWk/s2048/10.+Bounding+by+the+Numbers.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyWzljWhmIs8voYgVlep7LxN1RMLZRFDMdy1cfcNq36dy6_MldW4MZjeYVXJGlyIZklLYKZwtOP1knLVwvmAKUrWfscHwvoqIgkWFMcRkqjJgIgBM0Nn0NSSfP6WA_fB8jYOkupclEvWk/w309-h400/10.+Bounding+by+the+Numbers.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Click to enlarge any slide</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Conclusion</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">One of the greatest strengths of vehicles is their ability to shoot and move. (Or move and shoot.) Clearly this is too complex a topic to cover every possible situation in one short post. However there ought to be enough here to form a solid foundation for conducting mobile warfare. It is our hope that the foregoing examples have conveyed many of the capabilities and limitations of AFV combat, and more important, how to execute B1F properly. Just keep in mind that this has been a discussion of the mechanics of B1F shots, not the tactics.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">As always, we hope this article helps in some small way. If you have questions, corrections, or suggestions for another article, let us know in the comments below. </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Until next time. — jim (and chris)</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHk2RRkHX81ZLvPUhV_arS6P9o29pmVkDOwnzFDu-O0D5I_3awjNxq1nLOFLWbk47FKfOEviYLgjZCxS08w-2oeGfK9dERR8wSeCI0AcVdrObCkrkXri-FVRNXrGWt41t5UjrB34y0hvA/s1600/11.+Bishop+Pointers.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1143" data-original-width="1600" height="286" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHk2RRkHX81ZLvPUhV_arS6P9o29pmVkDOwnzFDu-O0D5I_3awjNxq1nLOFLWbk47FKfOEviYLgjZCxS08w-2oeGfK9dERR8wSeCI0AcVdrObCkrkXri-FVRNXrGWt41t5UjrB34y0hvA/w400-h286/11.+Bishop+Pointers.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-size: x-small;">Notes</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-family: Verdana; font-size: x-small;">1. Ed. I’ve once again embellished and expanded upon <a href="https://jekl.com/2021/10/06/mechanics-of-bounding-first-fire/" target="_blank">Jim’s original post</a> on <i>The</i> <i>Bishop Says</i> blog. I take full responsibility for any errors in the <i>Sitrep</i> version. </span><span style="font-family: Verdana; font-size: x-small;">The original article is available for download as a pdf on Jim's site.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">2. The Advance Sequence of Play (ASOP) uses all-caps to highlight a) which unit (or group of units) is currently phasing, and b) at what stage a unit (or group of units) is in ITS MPh. A phasing unit conducts ITS MPh in three stages: START, DURING, and END. Although a unit is considered to be Moving, in the sense that it’s the unit that is actively phasing, it may not actually be moving for the purposes of A8.1. With the exception of conducting a Search, any actions undertaken by a unit at the START or END of its MPh do not qualify as moving for the purposes of Defensive First Fire, despite the fact that the unit is Moving throughout ITS MPh. These concepts are examined in more depth in Stop and Go Traffic, published <a href="https://asl-battleschool.blogspot.com/2021/09/bp-1-stop-and-go-traffic-synopsis.html" target="_blank">here</a> on Sitrep, and also on <a href="https://jekl.com/2021/09/09/stop-and-go-traffic-a-synopsis/" target="_blank"><i>The Bishop Says</i></a>.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">3. You may find it helpful to review an earlier work of Jim's: “<a href="https://jekl.com/2021/09/28/infantry-target-type-and-critical-hits/" target="_blank">Infantry Target Type and Critical Hits</a>,” as it explains why he announces his shots the way he does.<sup> </sup>See also, the <a href="https://asl-battleschool.blogspot.com/2021/10/bp-3-infantry-target-type-and-ch.html" target="_blank">pimped-out version</a> of this article on Sitrep.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">4. The Index of the ASL Rule Book describes Bounding Fire as “fire by a vehicle in the AFPh after movement to a new hex [or the use of Vehicular Bypass Movement] during the MPh [that is] used in place of—rather than in addition to—[Advancing] Fire.”</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">5. This is borne out by the Q&A below:</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><span style="font-size: x-small;"><b>D3.3 -.32 & D3.5</b> </span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><span style="font-size: x-small;">A vehicle fires its MA (only) during the MPh and keeps ROF. During its AFPh it fires one additional shot with its MA (only). Is this the only possible way a vehicle (including its PRC) can fire during both the MPh and the AFPh?</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">A. Yes. [Compil3]</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">6. In his response to questions put to him in December 2020, Perry said to expect errata for A7.55 in the future.</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">7. Ed.<b> </b>I asked Perry Cocke about this. Here is his reply, dated 12 Nov. 2021:</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-size: x-small;">A7.55, D3.5, D6.64</span></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">Q. According to D6.64, the AAMG of a CE tank may form a FG with its Riders. If the AAMG and Riders form a FG and fire at a target, may the BMG or CMG subsequently fire at the same target given that neither may FG with Riders? In other words, does a player in this situation have a choice as to which weapons or units may form a FG and fire first? And if so, does this permit a second, separate attack? If not, how does one determine which weapons or units take precedence and therefore are permitted to fire? </span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">A. The AAMG may FG with either the other MG or with the Riders. In either case, Mandatory FG applies.</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidJBFeg7g1VMUHQYAsPt-wnbPEw1dNkijt7fOA5tnTYe4BJldKjQTBbJoPA6Dcib7BdptY1c-6-4o_tVnVFCW9L-LxWatDCxZ2rO2bkXFWjDZ_WSV1kLYl_3fyeHnbvOpqicoaqkZjk-Y38lYKsPctHUeWsVGZ8qRv5NJq91Q61Yu1o3q_MgENebCC/s850/12.%20Perry%20Cocke.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="427" data-original-width="850" height="161" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidJBFeg7g1VMUHQYAsPt-wnbPEw1dNkijt7fOA5tnTYe4BJldKjQTBbJoPA6Dcib7BdptY1c-6-4o_tVnVFCW9L-LxWatDCxZ2rO2bkXFWjDZ_WSV1kLYl_3fyeHnbvOpqicoaqkZjk-Y38lYKsPctHUeWsVGZ8qRv5NJq91Q61Yu1o3q_MgENebCC/s320/12.%20Perry%20Cocke.png" width="320" /></a></div><p></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">8. Here are the relevant Q&A.</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-size: x-small;">C5.6, D3.3, & D3.51</span></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">In its MPh, an AFV Fires its MA and loses rate. It also fires all of its MGs from the same Location in accordance with D3.51. May the AFV declare an Intensive Fire (IF) shot? If so, may that IF shot be used to fulfill the EXC in the last sentence of D3.51 and fire that IF shot in another hex or would the IF shot limited to the Location which it has already fired from?</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">A. Yes. Limited. (That is, you can IF in BFF but not from a different hex.)</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-size: x-small;">C5.6, D3.3, & D3.51</span></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">In a Friendly Mph, can a vehicular MA fires using Bounding First Fire, loses its rate of fire, move to another hex and then Intensive Fire? [<i>sic</i>]</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">A. No.</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-size: x-small;">D3.51</span></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">If a vehicle fires its MG armament, but NOT its MA, as Bounding First Fire, does one consider the MA to “maintain ROF”, so that the vehicle may move to another hex to fire its MA? Or MUST one fire the MA from the same hex as the MG, just hoping the ROF is maintained, so that the vehicle may move further and fire its MA from another hex?</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">A. No. Yes</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">9. See previous note.</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">
</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 3px; text-align: justify;"><span style="font-size: x-small;">10. Not firing an MA doesn’t equate to maintaining ROF. See last entry in note 8 above.</span></p><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com0tag:blogger.com,1999:blog-1421727884790275990.post-60984971998770662192022-03-02T14:07:00.001-05:002022-03-02T14:19:51.443-05:00BP-4 Making Sense of Gun Duels<p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrYaGmMupIKIkExOZzeF89esSxUzQ6qUiMfWSJV5BaOQt8hYi05-MOAAGi3uVbQn_TW9PJITu_jNkHi2cAElxma6ECM8SagiFzpgw4P2ZbDL80n6FKKZwtKatkBI4waOXxbc5dHqBVM4g/s1200/1.+BP-4+Gun+Duels.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="800" data-original-width="1200" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrYaGmMupIKIkExOZzeF89esSxUzQ6qUiMfWSJV5BaOQt8hYi05-MOAAGi3uVbQn_TW9PJITu_jNkHi2cAElxma6ECM8SagiFzpgw4P2ZbDL80n6FKKZwtKatkBI4waOXxbc5dHqBVM4g/w400-h266/1.+BP-4+Gun+Duels.png" width="400" /></a><br /></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px;"><i>By James Bishop and Chris Doary</i></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A rookie player suggested Jim take a stab at <a href="https://jekl.com/2021/09/13/making-sense-of-gun-duels-in-asl/" target="_blank">explaining Gun Duels</a>. Said rookie had some remarkable misconceptions about the subject, not least that duels must necessarily involve Guns.<sup> </sup>This article intends to dispel such misconceptions, and elaborate on the topic with the help of illustrated examples. We will examine the rules for Gun Duels, when they may be made, and most important, how they’re resolved. </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Barrels and Bullets</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Gun Duels are typically declared by the phasing player, the player whose turn is currently under way—the ATTACKER in ASL parlance. There’s a singular case where the DEFENDER (the non-phasing player) may declare a Gun Duel that we’ll deal with later. But for now it’s enough to say that <i>all</i> Gun Duels involve at least one Moving <i>vehicle</i>. A Moving vehicle, as explained in an <a href="https://asl-battleschool.blogspot.com/2021/09/bp-1-stop-and-go-traffic-synopsis.html" target="_blank">earlier post</a>, is a vehicle that’s currently conducting ITS Movement Phase (MPh).</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Although typically a vehicle, the second duelist can be any unit that satisfies the requirements of C2.2401. Moreover, neither duelist need be packing a Gun. The Index of the ASL Rule Book (ASLRB) defines Guns in two ways. For firing purposes, a Gun is any weapon on a ⅝” counter that is currently firing as ordnance, that is, using the To Hit (TH) Table to score a hit first before resolving the effects with a second Dice Roll (DR) on the Infantry Fire Table (IFT) or the To Kill Table. For non-firing purposes, a Gun is any non-vehicular weapon on a ⅝” counter. For example, an Anti-Aircraft (AA) Gun such as a Flak 30 that uses its Infantry Firepower Equivalent (IFE) to attack directly on the IFT isn’t a Gun for firing purposes. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiJdWgG2JPyqZxbK4W13Ig_0eMoVk0Wu4rMG2n8_brkXIq-JHbQyat6R4gbtZTliuRoWhlfJMwPUkK0NSc6YfSdd2RIdk79xbpjMYkxKfKTXT9fYtPosVfP5Hqh6rkcH-pIGOH8yOuk4daZ4BhkmcyTSb399-Da7aBxMvMb4R4q4eziismhqT3b-Wq2=s1200" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="858" data-original-width="1200" height="286" src="https://blogger.googleusercontent.com/img/a/AVvXsEiJdWgG2JPyqZxbK4W13Ig_0eMoVk0Wu4rMG2n8_brkXIq-JHbQyat6R4gbtZTliuRoWhlfJMwPUkK0NSc6YfSdd2RIdk79xbpjMYkxKfKTXT9fYtPosVfP5Hqh6rkcH-pIGOH8yOuk4daZ4BhkmcyTSb399-Da7aBxMvMb4R4q4eziismhqT3b-Wq2=w400-h286" width="400" /></a></div><p style="font-family: Verdana; font-size: 12px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><br /></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Machine Gun (MG) and Small Arms Fire—the inherent FP of a Personnel counter, including any Inherent Support Weapons (SW) such as Anti-Tank Magnetic Mines (ATMM), Molotov Cocktails (MOL) and Panzerfaust (PF)—may also qualify for Gun Duel purposes. This will make more sense shortly.</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Once a Gun Duel is declared in accordance with C2.2401, no third party may attack the Moving vehicle until the Gun Duel is resolved. Assuming that the loser of a Gun Duel survives the winner’s attack, a duel ends after resolving the return attack. Occasionally, duelists will fire simultaneously. In that case the duel ends after the effects of both attacks are resolved. But who triggers a Gun Duel in the first place?</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>ATTACKER-Declared Gun Duel</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Whenever a DEFENDER declares a non-Reaction Fire (D7.2) Defensive First Fire (D1F) attack against a Moving vehicle, the ATTACKER may attempt to make a Bounding First Fire (B1F) attack (D3.3) first. The Moving vehicle does this by declaring a Gun Duel in an effort to beat the DEFENDER to the punch. Under normal circumstances the vehicle would have to await the outcome of D1F before it could respond with B1F. However, if the vehicle wins the Gun Duel, it can attack before (or at the same time as) the DEFENDER. Furthermore, the Moving vehicle needn’t attempt to attack with its Main Armament (MA). Any Secondary Armament (SA), MG, Passengers or Riders otherwise capable of making an attack could declare a B1F attack, and therefore, a Gun Duel. It should come as no surprise that there are a few caveats.</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A vehicle conducting an Overrun may not declare a Gun Duel. Nor may a vehicle that needs to change its Vehicular- (VCA) or Turret Covered Arc (TCA) in order to bring its weapon(s) to bear on the enemy unit that declared the D1F attack. Lastly, a Moving vehicle may not declare a Gun Duel against a unit that was concealed at the time it declared a D1F attack.<span style="font-stretch: normal; line-height: normal;"><sup>1</sup></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh8QFkgyTK-h1JVoJrSj9kj4otyOTK9p7GVtGu9TXb2877LnWDYZLl5W3qznz9mWQW3FV2HQiRNC09mqnOKAKjmyLjtsqUv-5US4nWv2fbpxe9MjNfnLSZC6403wcOgQmcmaunto37_a20EE3MCZIpO8pwENFmRxUFG0rGVkFW0Kt1lPbT8082cZR0b=s1200" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="688" data-original-width="1200" height="229" src="https://blogger.googleusercontent.com/img/a/AVvXsEh8QFkgyTK-h1JVoJrSj9kj4otyOTK9p7GVtGu9TXb2877LnWDYZLl5W3qznz9mWQW3FV2HQiRNC09mqnOKAKjmyLjtsqUv-5US4nWv2fbpxe9MjNfnLSZC6403wcOgQmcmaunto37_a20EE3MCZIpO8pwENFmRxUFG0rGVkFW0Kt1lPbT8082cZR0b=w400-h229" width="400" /></a></div><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Math Lesson</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Stop yer bellyaching and pay attention! In order to determine who attacks first, each duelist tallies up all Firer-Based (C5.) and Acquisition (C6.5) Dice-Roll Modifiers (DRM) applicable to its attack. These sums represent each duelist’s Gun Duel DRM totals. The duelist with the lower total attacks first. Should the first attack break, Stun, Shock, or eliminate the target, a return attack will not occur.</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Again there are exceptions. Neither the +1 DRM for a Gyrostabilizer (D11.11) nor the doubling of the lower dr for a <a href="https://asl-battleschool.blogspot.com/2021/09/bp-1-stop-and-go-traffic-synopsis.html" target="_blank">Motion or Non-Stopped</a> firer in TH Case C4 (C5.35) apply to the Gun Duel DRM calculation.<span style="font-stretch: normal; line-height: normal;"><sup>2</sup></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjFFX-B-bZawNXaTMZ9tB_PXqxInEH2yLKIQnk9bT9Akd7rusgZ_wzBpnOXAkxgH2nB9Jzq0khjUiIXsBjHj5r9qOIiHh53CPnq9i8aotoY85G4KVtsnHyVtfY6D14vAyMxPLUFk29d9ko40Gvvno1mNWlLN1OfMyJQFCtFDzPlOAONAKngwrxMNgnA=s2111" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2111" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEjFFX-B-bZawNXaTMZ9tB_PXqxInEH2yLKIQnk9bT9Akd7rusgZ_wzBpnOXAkxgH2nB9Jzq0khjUiIXsBjHj5r9qOIiHh53CPnq9i8aotoY85G4KVtsnHyVtfY6D14vAyMxPLUFk29d9ko40Gvvno1mNWlLN1OfMyJQFCtFDzPlOAONAKngwrxMNgnA=w304-h400" width="304" /></a></div><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">But wait, there’s more! Should the Gun Duel DRM totals tie, the duelist with the lower Final To Hit DR attacks first. The Final To Hit DR is the sum of the DR and <i>all</i> applicable Firer- and Target-Based DRM. As already noted, the outcome of the first attack may well void a return attack. In those exceedingly rare cases where the Final To Hit DR are the same, the attacks occur simultaneously.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjiCojpmytBVtwkZ42VIZUSc2AChEwRjcQ_HtZtRgN89Tbr3Y4ZmOqbpH36An-IjkwHGVxBDoFis8xeytP-ZZkFUGysh_0ar6lu_VM0NUl2Q55y5qAJ-krFk9A7P7KYwAQsDJ90OZPlReOo8wVXDr9aYJFw91qgxSTRTFxUdEDnuC6iDES3d8NidLuz=s2248" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2248" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEjiCojpmytBVtwkZ42VIZUSc2AChEwRjcQ_HtZtRgN89Tbr3Y4ZmOqbpH36An-IjkwHGVxBDoFis8xeytP-ZZkFUGysh_0ar6lu_VM0NUl2Q55y5qAJ-krFk9A7P7KYwAQsDJ90OZPlReOo8wVXDr9aYJFw91qgxSTRTFxUdEDnuC6iDES3d8NidLuz=w285-h400" width="285" /></a></div><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b><br /></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Extracurricular Math</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Those of you who can’t get enough of Gun Duels are in luck. Once the initial Gun Duel is resolved, the DEFENDER may announce another D1F attack against the Moving vehicle. And once again, the ATTACKER may, “if otherwise able and allowed to,” declare another Gun Duel. Such cases are uncommon, but when they do arise, the printed Rate of Fire (ROF) of one firing weapon per side may be used as a negative DRM in calculating a side’s Gun Duel DRM.<span style="font-stretch: normal; line-height: normal;"><sup>3</sup></span> </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Special-Needs Math</b> </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Gun Duel DRM of a non-ordnance attack is determined <i>as if it were ordnance</i>. For instance, a pinned squad would have a Gun Duel DRM of +2 for Case D (C5.4), while an Encircled stack of four squads and a 9-2 leader would have a net Gun Duel DRM of +0 [+1 Encircled (A7.7), +1 Overstacked (A5.12), -2 leadership DRM]. However, A.5 would kick in if the pinned squad and the 9-2 stack had declared a multi-Location Fire Group (FG). In that case, the net Gun Duel DRM of the FG would be +4.<span style="font-stretch: normal; line-height: normal;"><sup>4</sup></span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">There are a couple more considerations to be aware of with regard to a non-ordnance attack. The first is that TH Case A (C5.1) will apply to the Gun Duel DRM calculation if the D1F attack is made by Personnel and/or weapons mounted-on or aboard a vehicle that’s changing CA. The second is that “all such non-turret-mounted fire is considered Non-Turreted (NT) for purposes of TH Case C” (C2.2401; C5.3). Translation: a +3 Gun Duel DRM for non-turret-mounted fire, or a +5 Gun Duel DRM if the vehicle is Non-Stopped or in Motion.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhR_irriURn5SoebloMDDpXppBdH7rzbapO0WlCV_53bjoUVEDQ1Z9W-_Ibyan5EXihjg3NZkhXeFUB4MazXWaOblyRefS27MdP3PY8_1qO6ZHYCzSDFuM6jyGMCQ8odY0gB_ygPyQjvepuHsWeXWtep7NYOgQW8HsVIF5UWErVFzYRNDLLVKsbCZPh=s2112" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2112" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEhR_irriURn5SoebloMDDpXppBdH7rzbapO0WlCV_53bjoUVEDQ1Z9W-_Ibyan5EXihjg3NZkhXeFUB4MazXWaOblyRefS27MdP3PY8_1qO6ZHYCzSDFuM6jyGMCQ8odY0gB_ygPyQjvepuHsWeXWtep7NYOgQW8HsVIF5UWErVFzYRNDLLVKsbCZPh=w303-h400" width="303" /></a></div><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b><br /></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>DEFENDER-Declared Gun Duel</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">If a Moving vehicle declares a Bounding First Fire attack <i>before</i> expending any Movement Points (MP), the DEFENDER may declare a Gun Duel, but only with the units that are the target of the B1F attack (C5.33). Third parties may not intervene. This was clarified in what passes for an official Question-and-Answer some time ago. The procedures for determining who attacks first are otherwise the same as for an ATTACKER-declared Gun Duel.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj_am62M-4v05BWyvMmXqktGnxV6ja10ORb5YmcSpIIfNUuBY8iaEfI1xUNbSLy-ErXp7SbEhZuJgN4zkDAdHQx8KLGYPqHCNTkFd9HGi9GQtsnk7MVipXR8DYJqrXcmuwtMe5JiJjrifYkYGrBWSpWREoRSHsC-vYQyxBEMLNqjVyTR4boXCARgF19=s1600" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1359" data-original-width="1600" height="340" src="https://blogger.googleusercontent.com/img/a/AVvXsEj_am62M-4v05BWyvMmXqktGnxV6ja10ORb5YmcSpIIfNUuBY8iaEfI1xUNbSLy-ErXp7SbEhZuJgN4zkDAdHQx8KLGYPqHCNTkFd9HGi9GQtsnk7MVipXR8DYJqrXcmuwtMe5JiJjrifYkYGrBWSpWREoRSHsC-vYQyxBEMLNqjVyTR4boXCARgF19=w400-h340" width="400" /></a></div><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b><br /></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>DEFENDER Covered Arc Changes</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Regardless of which side declares a Gun Duel, only the DEFENDER may attempt to change Covered Arc (CA) during a Gun Duel. However, the timing of any CA change is dependent upon whether the DEFENDER has a Gun Duel DRM less than <i>or equal to</i> that of the Moving vehicle. It is important to recognize that when Gun Duel DRM are equal, any CA change will occur <i>before</i> the tie-breaking Final TH DR determines who attacks first. If the DEFENDER’s Gun Duel DRM are greater, the DEFENDER must await the outcome of the B1F attack, and if still able to, change CA before making a return attack. Pivoting to present a superior Armor Facing is an important consideration for a DEFENDING vehicle, often more important than any potential attack against the Moving vehicle.</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Castling Long</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">During the course of rewriting and expanding Jim’s article, I encountered a number of situations that gave me pause to reflect on the intent of C2.2401. After talking them over with Jim and others, I decided to send them to Perry Cocke for adjudication. That was in September 2021. I have yet to receive any answers to my shopping list of questions. So instead, I’ll leave you with another list of questions—this time with answers—concerning Gun Duels. Enjoy!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi5knAdsZvyxRgiKCLqUR7xLqPxwvbMTiopiJPXXQ2QD0CQ2uGjJt0vm_ICb1QpNSv7qF_GRa17_REWN5_eE1cosrom5L_tdjFdvL_it9_FRt0nyE8qlTUVxVxgt9FbXOVBq6JM4ryqbS2vCu8fXPUJTEbrbka3EpsIKWaCgHJSgzUPT5S6kvjWQrE2=s1836" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1836" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEi5knAdsZvyxRgiKCLqUR7xLqPxwvbMTiopiJPXXQ2QD0CQ2uGjJt0vm_ICb1QpNSv7qF_GRa17_REWN5_eE1cosrom5L_tdjFdvL_it9_FRt0nyE8qlTUVxVxgt9FbXOVBq6JM4ryqbS2vCu8fXPUJTEbrbka3EpsIKWaCgHJSgzUPT5S6kvjWQrE2=w349-h400" width="349" /></a></div><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">As always, we hope that you found this article useful. Should you spot an error or need clarification on some aspect, please let us know. If there is a topic you would like to see covered please let Jim know that too. As demonstrated here, he just might take you up on it. </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Until next time. — Jim and Chris.</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-size: x-small;">Notes</span></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">1. Unlike a concealed Gun, which only loses concealment after it fires, and then only if it rolls a 5 or 6 on the colored die roll, other units normally lose concealment the moment they declare an attack. I think the last sentence of the illustrated example in C2.2401 nails it, however, by stating “concealed <i>when</i> it declared its attack” [<i>emphasis added</i>]. </span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">2. There is an old question-and-answer that deals with these modifiers:</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><span style="font-size: x-small;"><b>C2.2401</b> </span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">Q. The rule states “Neither the +1 DRM for a Gyrostabiliser nor the doubling of the lower dr of the TH DR for other Guns in Case C4 is included in this calculation.” Does this mean the Case C modifier of +1 for G (only) is ignored? The Case C4 modifier (only)? Or both?</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">A. Both. [Letter1]</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">3. Ed. I intended to elaborate on this subject. However, I ran into some trouble when delving into the subject more deeply. I discussed the matter with several players last year, but we could not agree on how the rule was intended to be played. So I dispensed with the topic. Having drafted this article six months ago, I didn’t want to delay publication further.</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">4. According to A.5, “whenever an attack is made by multiple attacking units/weapons, if a modifier applies to some, but not all, of the attacking units, it applies to the attack only if detrimental to the attacker.” And as the question-and-answer below confirms, the leadership DRM is ignored for the purposes of this calculation unless a leader with the same or better leadership DRM is present in both Locations.</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-size: x-small;">A.5 & A7.52</span></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">Q. What is the total DRM for a two-Location FG: the 1st Location contains an 8-1 and a squad and has +2 total Hindrance to the target; the 2nd Location has a CX squad and no Hindrance to the target?</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: small;">A. +3.</span></p><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com0tag:blogger.com,1999:blog-1421727884790275990.post-7954746340706677482022-01-24T17:37:00.003-05:002022-01-25T14:04:51.797-05:00Cut and Run<p><span style="font-family: verdana;"><span style="text-align: justify;"></span></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: verdana;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhbUSow9DZoHSrCzRbeG6g8PqUpG4RHigs2FwojgmT0t_ZB5ynw-H73pq1uqTYekpDsRMHRbVkMnadIgzyZZ8PAnaevFitmUzgnsdi-dWGFkxsSz-rBtJX5nXeEP84PZzhpoosE5ei2fDCL4EGswbnrITR0U1xZDihpNM5aEmFvXGPpKDJWsgf4icHO=s880" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="625" data-original-width="880" height="284" src="https://blogger.googleusercontent.com/img/a/AVvXsEhbUSow9DZoHSrCzRbeG6g8PqUpG4RHigs2FwojgmT0t_ZB5ynw-H73pq1uqTYekpDsRMHRbVkMnadIgzyZZ8PAnaevFitmUzgnsdi-dWGFkxsSz-rBtJX5nXeEP84PZzhpoosE5ei2fDCL4EGswbnrITR0U1xZDihpNM5aEmFvXGPpKDJWsgf4icHO=w400-h284" width="400" /></a></span></div><div style="text-align: justify;"><span style="font-family: verdana;">In December I asked readers if it was time to “cut and run.” Were they done with BattleDice. If not, what if anything did they want to see in the future with respect to new designs. When I did this in <a href="https://asl-battleschool.blogspot.com/2014/06/take-battledice-challenge.html" target="_blank">2014</a>, I received heaps of suggestions. Only six people <a href="https://asl-battleschool.blogspot.com/2021/12/battledice-decade-on.html" target="_blank">responded</a> last month. I was mildly surprised to see so little interest in the discussion, especially given that a copy of the second edition of <i>Onlaught to Orsha</i> was up for grabs.</span></div><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">On the bright said I had less dice to roll, even after three entrants initially tied for first. The winner of the dice-off, and the contest, is noteworthy in that he was the last person to join Sitrep in 2021 and the first to enter to enter the contest. His ASL adventures are the subject of this post.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><b></b><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">@realtuomo</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Before I get lost in the Light-Woods landscape of Suomi, I should stress that the winner is <i>not</i> related to a scurrilous stringer for the <i>Idaho Independent</i>. Remember the host of the Top Tater Awards? Same guy, only during his cub reporter days. Unlike that imposter, our winner hails from a long line of Self-Rally men. He’s the genuine article.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">All in the family</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">His wargaming experience began in high school (1989-1992). At the time, he lived in Kuopio, a city some 400 kilometres northeast of the Finnish capital. He and his brother played <i>Squad Leader</i>, <i>Cross of Iron</i>, and <i>Crescendo of Doom</i>. A couple of their schoolmates also played, although, sadly, it’s been 30 years since one of them (Tommi Kontiola) sat down with them to push some cardboard. <i>[Ed. If you read this Tommi, drop our ASL all-star a line. He’d like to catch up.]</i> Later one of his brother’s friends purchased several ASL modules. The brothers were sold the moment they set eyes on the maps from <i>Red Barricades</i>. They proceeded to buy whatever they could get their woolen mitts on. A cousin joined in the fun. But their sessions became more sporadic during the 90s when they dispersed for university studies in different cities.</span></p>
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<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Nineteen ninety-seven marked an ASL revival after the brothers were reunited in Helsinki. The internet took off around the same time, and the ASL mailing list, along with various wargaming discussion boards, linked the pair with other small groups of players scattered across the country. </span></p>
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<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Gritty guerillas</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">As the century came to a close Finland’s ASL community numbered some 15-20 enthusiastic players. Organized meets nevertheless cemented these early ASL relationships. Nowadays their numbers are closer to 100.<span style="font-stretch: normal; line-height: normal;"><sup> </sup></span>The ASL Player Map below disguises the true strength of the <a href="http://www.self-rally.org/Ratings" target="_blank">Self-Rally faithful</a> in Suomi. Many of those memorialized in cardboard are AWOL, absent without leave on the map below.<span style="font-stretch: normal; line-height: normal;"><sup><span style="font-size: xx-small;">1</span></sup></span> </span></p>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjAD-f_3KwCzREqwfvVfWUwAw0A1W-AqQHqG7sUE9a2StP1dWla6xFEXzlDXUC7CVRB65hBeIBZEAHmY6mdj_NZC6Nvilv_Xoqj8HeqdvVnRIVArUkDX_jDloPzFvU3FTHTA2eiEUPO17e6T8IbfDGlmY7R8o5uqFeMSHBAQD4OWWUlfUvXARISMexI=s2071" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2071" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEjAD-f_3KwCzREqwfvVfWUwAw0A1W-AqQHqG7sUE9a2StP1dWla6xFEXzlDXUC7CVRB65hBeIBZEAHmY6mdj_NZC6Nvilv_Xoqj8HeqdvVnRIVArUkDX_jDloPzFvU3FTHTA2eiEUPO17e6T8IbfDGlmY7R8o5uqFeMSHBAQD4OWWUlfUvXARISMexI=w309-h400" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Self-Rally Section (click to enlarge)</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">In February 1999, our man in Helsinki accompanied fellow Finn Eero Vihersaari to the ASL Scandinavian Open (ASO) in Copenhagen, Denmark. First contact with the international ASL scene encouraged the duo to organize and run an inaugural Finnish ASL tournament six months later in August. Dubbed <a href="http://www.gamesquad.com/forums/index.php?threads/sissukoni-2021-helsinki-finland-27st-to-29st-august-2021.161406/" target="_blank">Sissukoni</a>—a playful nod to the misspelling of <i>sisu</i> in the 1st edition of the ASL Rulebook, and a twist on the abbreviated English term for “convention,” as in Avalon Hill’s annual Avaloncon—the event has been a reliable fixture of ASL life in Finland ever since.<span style="font-stretch: normal; line-height: normal;"><sup><span style="font-size: xx-small;">2</span></sup></span> </span></p>
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<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">The year proved to be an auspicious one in another respect. When <a href="https://boardgamegeek.com/boardgamedesigner/27683/brian-martuzas" target="_blank">Brian Martuzas</a>—an ASL player from the US—visited Finland, our man played host and took his guest on a tour of the southern part of his homeland. Brian was invested in the development of a full-blown module for the Axis Minors, until then confined to a bit role in Avalon Hill’s 1987 offering <i><a href="https://boardgamegeek.com/boardgame/5290/partisan-asl-module-4" target="_blank">Partisan!</a></i> At the time, it was anticipated that the Finnish would be folded into <i><a href="https://www.desperationmorale.com/products/armies-of-oblivion/" target="_blank">Armies of Oblivion</a></i>. However, the project had already dragged on for at least seven years and would not be published for another seven. So the Finns were cut for expedience sake.</span></p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">The encounter nevertheless piqued our man’s interest. Later in ‘99 he met a Swedish fan of ASL. Lars Thuring was also working on a submission for a Finnish module, oblivious to Brian’s parallel efforts. A Finno-Swedish alliance was born, a design partnership that has endured to this day.</p>
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<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><i><span style="font-family: verdana;">Hakkaa Päälle!</span></i></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">And so the turn of the century marked a turning point in our man’s ASL career. Exposure to new opponents had helped him become a semi- (his word) competent player, and a serious (again, his word) “ASLer.” What followed was a decade of intense ASL activity. He hosted player gatherings, organized tournaments, and played stacks of ASL.<span style="font-stretch: normal; line-height: normal;"><sup><span style="font-size: xx-small;">3</span></sup></span> Along the way, he also co-designed and co-developed an ASL module with <a href="https://www.desperationmorale.com/products/hakkaa-paalle/" target="_blank">a title dear to Mark Pitcavage’s heart</a>. When he wasn’t researching material for <i><a href="https://asl-battleschool.blogspot.com/2015/07/hakkaa-paalle-rotten-to-core.html" target="_blank">Hakkaa Päälle!</a></i> (HP) or coordinating play tests, he was designing scenarios. Due to a misspelling of his last name, the <a href="https://www.aslscenarioarchive.com/scenario.php?id=62354" target="_blank">ASL Scenario Archive</a> credits him with seven designs. There are eight, as you shall see.</span></p>
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<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">I play tested four of them. The smallest was “Armored Car Savikurki” which features a L182 Landsverk armored car commanded by <i>ylikersantti</i> (sergeant first class) Savikurki. “Nothing but Courage” is full-on Winter War (1939-40). This combined-arms scenario pits the only Finnish tanks then in service against a menagerie of T-26s backstopped by a T-28 medium tank. Artillery, ski troops with ahkio—a Finnish sled or toboggan used to transport weapons or a wounded man (E4.81), together with a host of restrictions on the defending Russians, resurrects this chapter of military history. Prepared Fire Zones (B36.), a new type of fortification introduced in HP, allows the Russians in “Forest Bastion” to “terra form” portions of their front line, improving the sight lines of their bunkers. The Finns are granted a special smoke barrage that can make these zones less risky to cross. The fourth design I tested was a beer-and-pretzel card with quirky BT-42 “tanks” as the hook. These Russian retreads are armed with 114mm British howitzers, making for clumsy, turreted assault guns. Try the scenario with a Sahti—Finnish farmhouse ale flavored with juniper, and a <i>viipurinrinkeli</i>, a sweet pretzel spiced with cardamom and nutmeg. The latter is especially apropos given that these snacks are said to have originated in Viipuri (Vyborg), the site of the “11th Company Counterattack,” and the “V” in VKT line, which I’ll get to in a moment.</span></p>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEinktKSGb3m62TWvSzIHhgDwb4uXQ5eGcJJhRvf1vxPsns-ZvqJMYG-ktSpzPH96qmE_6VGieJJfhq6VD6tiUlzmZRVSjTONKIWQ0-_rvqP4m-YWM0fY00Ls71p1oL2zlocXNldncuy7H3oEeNww4Y5I8u_ai6eSw70xgyZjBkkpfuMgDz_WqRH2t2l=s1600" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1354" data-original-width="1600" height="339" src="https://blogger.googleusercontent.com/img/a/AVvXsEinktKSGb3m62TWvSzIHhgDwb4uXQ5eGcJJhRvf1vxPsns-ZvqJMYG-ktSpzPH96qmE_6VGieJJfhq6VD6tiUlzmZRVSjTONKIWQ0-_rvqP4m-YWM0fY00Ls71p1oL2zlocXNldncuy7H3oEeNww4Y5I8u_ai6eSw70xgyZjBkkpfuMgDz_WqRH2t2l=w400-h339" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Pää Tuomo's Greatest Hits</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">The wintriest of the bunch is “Arctic Crossroads.” Antiquated artillery, a rockin’ anti-aircraft gun, and a lone light machine gun of Finnish manufacture make their ASL debut in the first scenario of the module. Light Woods (B.35), a new terrain type added to better reflect the sparse woodlands of northern Europe, are in effect as the Russians conduct their assault in the gloom of a perpetual polar night. “Breakout From Prääzä” is a T&T co-production. The brothers bring us a <i>motti</i>, Continuation-War style, in August 1941. Look ma, no snow! Although not a classic envelopment of Soviet forces, the constricted terrain of board 52, with its single forested road, conveys the same sense of panic as successive units are forced to run the gauntlet. A solitary medium tank offers a glimmer of hope for the Reds. Anti-tank mines on the road ahead dash it. A second co-design, albeit with Lars this time, provides us with a glimpse of the Lapland War (1944-45). In “Hunters at Ylimaa,” <i>Gebirgsjäger</i> are under increasing pressure to withdraw from Finland following the latter’s armistice with Moscow. Hot on their heels is a <i>Jaeger</i> battalion—the other hunters of the title—supported by five T-34 tanks in Finnish grey. Mud and Offboard Artillery make for a bloody mudbath. Of the four scenarios that I didn’t play test, <a href="https://www.aslscenarioarchive.com/scenario.php?id=62363" target="_blank">“Retaking the VKT Line”</a> stands out. Trigger warning: it’s long, eleven turns long! Set in June 1944 and played on six half-boards, it’s a smash-mouth, combined-arms scenario with plenty of armor to keep both sides entertained. The Finns field eleven tanks and assault guns, while the Russians make do with about half as many, but are bolstered by artillery of the on- and offboard variety. The squad counts are likewise high: 23 attacking and 19 on defence. There’s a day’s worth of ASL on a single-sided card. </span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><br /></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><i>Pää Tuomo</i></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">By 2009 <i>Hakkaa Päälle</i> was ready for submission<span style="font-stretch: normal; line-height: normal;"><sup>4</sup></span> to Multi-Man Publishing (MMP), and Tuomo Lukkari felt that at long last he was a bonafide ASL player. His crowning competitive achievement was winning gold at Sissukoni in 2009, the first year he relinquished his role as tournament director. He told me that it was during this period that he earned the title that he continues to use: “The Head Tuomo of the Finnish ASL community.” The Head Tuomo, or perhaps <i>Pää Tuomo</i>, is the winner of our December contest. He’s a busy guy.</p><p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;"><br /></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiVRMnMHodkI7u4enXOUTzM6lGEQ2t8Qoxxf08MoulzJJzOAX3UA9INnVEWhuYSqlK2rAY_I68XALMRxnh6_K2ABUJouQ30zeAJBivdeINyVA-f6fGXNoFplCOcIKD4JfHbaGqs3OJQINOj_d0HsYBi6cMr6NrGRC1yRq8VZeRZ4Ua_NKhamB5gHOvL=s1553" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEiVRMnMHodkI7u4enXOUTzM6lGEQ2t8Qoxxf08MoulzJJzOAX3UA9INnVEWhuYSqlK2rAY_I68XALMRxnh6_K2ABUJouQ30zeAJBivdeINyVA-f6fGXNoFplCOcIKD4JfHbaGqs3OJQINOj_d0HsYBi6cMr6NrGRC1yRq8VZeRZ4Ua_NKhamB5gHOvL=w309-h400" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>The real Tuomo</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Tuomo’s priorities had begun to shift in 2008 when he started coaching his daughter’s ringette club. What’s <a href="https://irfringette.com/news https://www.ringette.ca" target="_blank">ringette</a> you ask? </span><span style="font-family: Verdana;">It’s a non-contact female sport played on ice with skates, sticks that resemble a hockey stick without a blade, and a rubber ring. Played on a rink very similar to that used for hockey, the objective is to score points by shooting the ring past the opposing goalie and into the net. Ringette remains popular in Canada, where it was invented in 1963.</span><sup style="font-family: Verdana;"><span style="font-size: xx-small;">5</span></sup><span style="font-family: verdana;"> Several other countries participate in the sport, but Finland arguably has the biggest following outside Canada, so much so that two countries routinely face each other in the world finals.</span></p>
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<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;"></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgIJ_DQe8VZF-PI0g7Z0WGx4jLHGJ694XsOTKN4B1Vf4ZTceos4tOiYFbjVQmA1VVC6_lVjrc6cGDBpr8Ejmz2rQeunc2W4O-bb9M2gBgAylBSrevx8y2l1bVb3xgHbGY9IyuHDcAM5orAZwBFGroVCMNud2UQKJw0FzHLA9aaJp0jUYg1GEjOiQ_M3=s880" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="438" data-original-width="880" height="159" src="https://blogger.googleusercontent.com/img/a/AVvXsEgIJ_DQe8VZF-PI0g7Z0WGx4jLHGJ694XsOTKN4B1Vf4ZTceos4tOiYFbjVQmA1VVC6_lVjrc6cGDBpr8Ejmz2rQeunc2W4O-bb9M2gBgAylBSrevx8y2l1bVb3xgHbGY9IyuHDcAM5orAZwBFGroVCMNud2UQKJw0FzHLA9aaJp0jUYg1GEjOiQ_M3=s320" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="background-color: white; caret-color: rgb(32, 33, 36); text-align: left;"><b><span style="color: #444444; font-size: xx-small;">One ring to find them, and in the polar darkness bind them.</span></b></span></td></tr></tbody></table><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Tuomo coached ringette until 2020. His dedication paid off in 2017 when his girls won the U16 level Junior Finnish Championship. ASL play suffered however. From a high point of around 50 ASL matches annually during the aughts,<span style="font-stretch: normal; line-height: normal;"><sup><span style="font-size: xx-small;">6</span></sup></span> his play declined to 15-20 games each summer from 2010 to 2017. Recently, Tuomo decided to turn up the ASL volume. He learned to play ASL online using the <a href="http://vasl.info" target="_blank">Virtual ASL</a> (VASL) platform. He also used VASL to play some of his games by email (PBEM), which requires players to email logfiles back and forth. In 2018, Tuomo took the plunge and flew to Cleveland, Ohio where he participated in the annual <a href="http://www.aslok.org" target="_blank">ASL Oktoberfest</a>, ASLOk for short. He had the time of his ASL life and looks forward to returning when circumstances permit. </span></p>
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<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">He’s playing more than ever now. Last year he completed 93 scenarios, the majority of which were played either as live VASL or PBEM. Tuomo has also been dabbling with design work, but is unsure what will come of it.<span style="font-stretch: normal; line-height: normal;"><sup> </sup></span>Time will tell, he tells me. It’s good to know that he’s not planning to cut and run any time soon. More work needs doing on ASL’s northern front.<span style="font-stretch: normal; line-height: normal;"><sup><span style="font-size: xx-small;">7</span></sup></span><span class="Apple-tab-span" style="white-space: pre;"> </span></span></p>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiRzQd7hxEzaWJxrE9qzqNBIJW6gWoI7oa5EU610CEnqJt75zQ9jJHA-aqzB0DuDbQzq_N8O4-iWCOUMye10mLzVBw-Hic6e0ObPNGwC_gx6f5qHMyoZnnat6R5y0or-r90sBnIwaIfpGcR2xRd8av0bElAHJ_F7saKDv6pUrG2EIcd-fXd5HYdgyBY=s2071" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2071" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEiRzQd7hxEzaWJxrE9qzqNBIJW6gWoI7oa5EU610CEnqJt75zQ9jJHA-aqzB0DuDbQzq_N8O4-iWCOUMye10mLzVBw-Hic6e0ObPNGwC_gx6f5qHMyoZnnat6R5y0or-r90sBnIwaIfpGcR2xRd8av0bElAHJ_F7saKDv6pUrG2EIcd-fXd5HYdgyBY=w309-h400" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>A cut below the rest...</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">Tuomo: to claim your copy of Bounding Fire Production’s <i>Onslaught to Orsha 2</i>, please leave a comment at the end of this post and email us your shipping details. For those who didn’t win, we still have a few copies available in our KitShop. Thanks for participating.</span></p>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiXDYruFN0xoevbgYrtOUY3uW9I1wF3sgwEVTS2uE5me7htO1Ja4CC4NlSx2ybK2z9nnNk4Woa0zazdJLt_s-fveNo-h8hHveq8FFbheyxwl88a0UOQ5_3zu7zmlDZIwf7nM1JKapmMseiKk1WohiahOrfzD4bolVQ4b8wtCb0W7yHkarMCjRKJNqrq=s880" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="568" data-original-width="880" height="207" src="https://blogger.googleusercontent.com/img/a/AVvXsEiXDYruFN0xoevbgYrtOUY3uW9I1wF3sgwEVTS2uE5me7htO1Ja4CC4NlSx2ybK2z9nnNk4Woa0zazdJLt_s-fveNo-h8hHveq8FFbheyxwl88a0UOQ5_3zu7zmlDZIwf7nM1JKapmMseiKk1WohiahOrfzD4bolVQ4b8wtCb0W7yHkarMCjRKJNqrq=w320-h207" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Onslaught to Orsha 2 by Bounding Fire Productions</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana;">And thanks to everyone else for taking time to read Tuomo’s ASL exploits. I’ve got a few posts in various stages of completion. However, my priority for the remainder of our Canadian winter is to prepare for the (Chicago) <a href="http://www.gamesquad.com/forums/index.php?threads/2022-easl-open-march-15-through-may-9-2022.166383/" target="_blank">eASL Open</a> and the <a href="https://canadianasl.org/caslo/" target="_blank">Canadian ASL Open</a> (CASLO). Registration remains open for both events. The former is a VASL tourney that runs over the course of roughly two months. The CASLO is in Montréal this year. Hope to see some of you online and in person later in 2022! Until then, roll low!</span></p>
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<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana; font-size: x-small;">Notes</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana; font-size: x-small;">1. A few years ago, there was a Canadian ASL player with our embassy in Helsinki. He’s on the ASL Player Map and the Self-Rally site, but I can’t say for certain if he’s still in country. </span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana; font-size: x-small;">2. See footnote 37, Chapter A, ASLRB1 where the authors confused the Finnish concept of rugged individuality or grit known as <i>sisu</i> with the Finnish word for guerrilla, namely <i>sissi</i>, hence the extra “s.”</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana; font-size: x-small;">3. In Australian slang, “stacks of” is another way of saying “a lot” or “lots of.” Your significant other may not be happy with you playing stacks of ASL, but I’m happy playing anyone careless enough to move in stacks in LOS of my kill stack.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana; font-size: x-small;">4. Veikko Hyyrynen, one of many Finns involved in play testing scenarios for <i>Hakkaa Päälle!</i>, is also credited with providing a reporting system for these tests. Veikko has since drifted away from the hobby. His contributions also live on in the <a href="http://www.self-rally.org" target="_blank">Self-Rally site</a> that he built for the Finnish ASL community. Unfortunately the site isn’t as vibrant or active as it once was.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana; font-size: x-small;">5. My wife played ringette as a teen, but wasn’t a fan. She preferred hockey. The game wasn’t open to her at the time. It wasn’t until her early 30s that she got her wish. Rather than play forward, as she had done in ringette, she opted to tend goal. During one tryout she had the pleasure of stopping pucks fired by top players, including at least one Canadian Olympian. It was bittersweet, but sweet nonetheless.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana; font-size: x-small;">6. The British refer to this decade as the <i>noughties</i>. They’ve always been a naughty bunch. ;)</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-family: verdana; font-size: x-small;">7. Lars Thuring was said to be working on a historical module covering the summer battles of 1944, during the dying days of the Continuation War. This is fertile ASL ground that could broaden the appeal for the Finnish module, not least because it wouldn’t be another snowball fight. </span></p>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com6tag:blogger.com,1999:blog-1421727884790275990.post-38674317775789450472021-12-03T16:34:00.005-05:002023-08-01T09:31:02.486-04:00BattleDice - A Decade On<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEioO3_vwptrrNEWl1jOLkswblnd6Mvw5aQMWpAT_ovr5vpn4JaxEs4RlX0FEXrB7huXONwy9zRgGKIRpT14ziHd5DIkwPYR9o4qi48-2pAkepSxJawlWglA1x4WhAqh6EexRw4nfOhl2YNGm3cLTlKnxuua6ufUOwZInqC10Wcru-T4CmZCyrM3XJcb=s800" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="596" data-original-width="800" height="297" src="https://blogger.googleusercontent.com/img/a/AVvXsEioO3_vwptrrNEWl1jOLkswblnd6Mvw5aQMWpAT_ovr5vpn4JaxEs4RlX0FEXrB7huXONwy9zRgGKIRpT14ziHd5DIkwPYR9o4qi48-2pAkepSxJawlWglA1x4WhAqh6EexRw4nfOhl2YNGm3cLTlKnxuua6ufUOwZInqC10Wcru-T4CmZCyrM3XJcb=w400-h297" width="400" /></a></div>
<p style="font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-family: verdana;">BattleDice - A Decade On</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">It’s been four years since we last released new BattleDice. A lot has happened in the interim. Rather than dwell on the past, I thought I’d look ahead to 2022. Over the years, we’ve received requests to produce a host of new designs, not all of them for ASL. But this post is about ASL. Specifically, it’s about the prospect of new 16mm designs.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">As we’ve explained in our KitShop catalogue, and on the <a href="http://asl-battleschool.blogspot.com/p/125mm-battledice.html" target="_blank">12.5mm page</a>, we have no plans to produce additional designs in 12.5mm, largely due to the higher production costs for this size (and <a href="http://asl-battleschool.blogspot.com/p/14mm-battledice.html" target="_blank">14mm</a>). This is not to say that we would never design any new BattleDice in these smaller formats, only that a design would have to warrant the higher outlay. Those lobbying for a set of 12.5mm die for the Korean War are therefore out of luck. Cost, however, is not the only factor. A recurring theme throughout this post is that some designs are simply impractical in light of the tiny amount of real estate to work with on the face of a die and the complexity of some designs. I can, and do, take liberties when creating artwork for a die. But there are limits.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-family: verdana;">Past as prologue </span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">From our standpoint, a new design succeeds if a 100 units are sold. This is a break-even equation based on initial start up and production costs. Time spent in the design, packaging, and marketing of new BattleDice is rarely recouped. And although 100 is not a big number, some designs released more than five years ago have yet to reach this target. </span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">For example, in 2016, we released <a href="http://asl-battleschool.blogspot.com/p/d-day.html" target="_blank">D-Day sets</a> for the US landing beaches code-named Omaha and Utah. These BattleDice were in anticipation of Multi-Man Publishing (MMP) releasing a historical module (HASL) centred on actions immediately beyond the beachhead. The set containing the “Big Red One” and the 29th US Infantry Divisions have sold quite well. Not so the rest. It’s a shame, as even without the Normandy HASL, there are heaps of scenarios where these BattleDice will be at home. A scenario published in <i>ASL Starter Kit Bonus Pack 2 </i>earlier this year illustrates the point. “Going Commando” features elements of <i>Infanterie-Division 709</i> and the US 9th Infantry Division. Then again, one could simply use our <a href="https://asl-battleschool.blogspot.com/p/americas.html" target="_blank">US Army pair</a> together with a German pair of your choosing.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi4VTe4YyAj7V_ZBOvD0z-wteNtYopDz8IFr6NSPlVF-SF6VCbtykbmYvA0d3fOtLFFOG-s_ZAmF9gSwr90n_YOvilZQq2AKxMhVHpA50FbhmIvZYvU0V-2Nd67gDIxewIIrKGhVM0-ZlszdQYtmNaNluUEXWk0ZFkOK5KL4WQz2q2VF25sL8mhQGLZ=s1200" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1035" data-original-width="1200" height="345" src="https://blogger.googleusercontent.com/img/a/AVvXsEi4VTe4YyAj7V_ZBOvD0z-wteNtYopDz8IFr6NSPlVF-SF6VCbtykbmYvA0d3fOtLFFOG-s_ZAmF9gSwr90n_YOvilZQq2AKxMhVHpA50FbhmIvZYvU0V-2Nd67gDIxewIIrKGhVM0-ZlszdQYtmNaNluUEXWk0ZFkOK5KL4WQz2q2VF25sL8mhQGLZ=w400-h345" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>16mm Operation Overlord (D-Day) Series</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Additions to our <a href="http://asl-battleschool.blogspot.com/p/eto.html" target="_blank">Europa Series</a> of 16mm BattleDice are the most recent examples of this trend. The Belgian pair is a personal fave. But it, like the Romanian pair, has not reached that important benchmark. In fairness, the Romanian pair has done a little better of late. And in time, we expect to sell out of all of these newer designs. In the meantime, however, this “excess” inventory ties up capital for future projects.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgxcD8FWdPyWDLTC2DMfiGm7-yN-kFyBvGVJYKOMHY_jb3_wVPBU4HJZDT6J4SiGJfaXj7LX9aNXUn_rKO9Toe6rzIOU4GImg8cjmi1ui071Q5OTmOb51yQPNKz_bQlx5xL3ALxd7uUBzEzx6g_DD16y7dl6ylPh8wNLI7a1CkRjQu8HiZD-ucBT08V=s1200" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1010" data-original-width="1200" height="336" src="https://blogger.googleusercontent.com/img/a/AVvXsEgxcD8FWdPyWDLTC2DMfiGm7-yN-kFyBvGVJYKOMHY_jb3_wVPBU4HJZDT6J4SiGJfaXj7LX9aNXUn_rKO9Toe6rzIOU4GImg8cjmi1ui071Q5OTmOb51yQPNKz_bQlx5xL3ALxd7uUBzEzx6g_DD16y7dl6ylPh8wNLI7a1CkRjQu8HiZD-ucBT08V=w400-h336" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>16mm Europa Series - Belgian Pair</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-family: verdana;">Could less be more?</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">So where does that leave us? Well, with the release of a new and expanded <i>Hollow Legions</i>, especially the updated rules for North Africa, there is a purported demand for something with a desert theme. And what could be more Sahara-like than a palm tree and a jerboa, or desert rat?</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">I’m not convinced of the demand for such BattleDice, as attractive as they might be. But I’ve had at least six people urging me to take on the project. Not one for half measures, I came up with eight prospective designs. With the exception of the Italian and Afrika Korps set, these beauties could be used in Europe, primarily on the Italian mainland. The designs below aren’t final, but should provide you with an idea for what’s possible. Of course, we could simply release one die, the black Afrika Korps die with the gold palm on display at the beginning of this post, and call it done. What do you think?</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;"></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg-c7NRrM0twX7wqwB_YFdeQhLgqsPQ2i7I-OJzWb003Wrsn4sZZWF0C_P95G34Nt-8X12RrzxuOXkEPehQQigu0Ea8RX4PsbDMsrtghVf2nAH9gctty6AOV58jidxCANf82MsEw63uUsPAgvx4IBg8mE2byOkYKJsB_AJuLW0KKG54YwDq7MfJ5diK=s1553" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEg-c7NRrM0twX7wqwB_YFdeQhLgqsPQ2i7I-OJzWb003Wrsn4sZZWF0C_P95G34Nt-8X12RrzxuOXkEPehQQigu0Ea8RX4PsbDMsrtghVf2nAH9gctty6AOV58jidxCANf82MsEw63uUsPAgvx4IBg8mE2byOkYKJsB_AJuLW0KKG54YwDq7MfJ5diK=w309-h400" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b><span style="color: #444444; font-size: xx-small;">16mm Africa Series (tentative)</span></b></td></tr></tbody></table><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Some have been clamouring for a <i>Fallschirmjäger</i> (FJ) die too. It’s a tricky subject given the amount of detail and overlapping elements. A die for the <i>Großdeutschland</i> Division would be an easier ask, but I’ve received less interest in it. An FJ die, moreover, has an added advantage in that it could be used to represent any number of <i>Luftwaffe</i> parachute divisions. If we only produced a single DAK die, why not a single FJ die too? Both could be paired with one of the dice from our <a href="http://asl-battleschool.blogspot.com/p/asl-at-30.html" target="_blank">ASL 30th Anniversary</a> German pair, or with the German white die from our <a href="http://asl-battleschool.blogspot.com/p/arnhem.html" target="_blank">Operation Market-Garden Series</a>. Yes? No? </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhFCZV7r5UX0cZbX7cQLcu0ucXOQnzDOM_lLEDGL-r4j_gWfB6OnHUQAJiiVayqeY1hmVu--PgD-hzO3J6V9iLcvYivPlO4eC0eRzUWsW3TX4HOa_KWXp2OcRkIysbYvowhuhfuZaqsk1PYHPHRwTS--58RTIPqCkH-gZWxpW9NYe9wsM6IKyoSB8xU=s1200" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="564" data-original-width="1200" height="188" src="https://blogger.googleusercontent.com/img/a/AVvXsEhFCZV7r5UX0cZbX7cQLcu0ucXOQnzDOM_lLEDGL-r4j_gWfB6OnHUQAJiiVayqeY1hmVu--PgD-hzO3J6V9iLcvYivPlO4eC0eRzUWsW3TX4HOa_KWXp2OcRkIysbYvowhuhfuZaqsk1PYHPHRwTS--58RTIPqCkH-gZWxpW9NYe9wsM6IKyoSB8xU=w400-h188" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>16mm Afrika Korps Die (optional)</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Dave Johannsen has suggested we take things one step farther. In May 2018 he made his case for a “generic” set of 16mm ASL dice. Despite owning a fistful of BattleDice, he noted that there always will be situations where he won’t have dice that match the side he’s playing. Think Ethiopian, Estonian, or for fans of something a little different, the Russian Civil War, or the 1948 Arab-Israeli War. Dave made a couple of specific suggestions including an iconic silhouette of a Landser tossing a potato masher for the colored die and an “ASL” logo for the white die. This would be his go-to pair for playing Anarchists in the Spanish Civil War, or the Indian National Army in Burma. He argued that the set would be an ideal “gateway pair of dice,” an introduction to our BattleDice.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">It’s an interesting idea, although I think the <a href="http://asl-battleschool.blogspot.com/p/asl-at-30.html" target="_blank">ASL Anniversary sets</a> do a good job of filling this role already. Indeed sales of the German pair suggest that it is the default pair for many players. Or is Dave on to something?</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-family: verdana;">Specialized BattleDice</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">In <a href="https://asl-battleschool.blogspot.com/2014/06/take-battledice-challenge.html" target="_blank">June 2014</a>, I solicited ideas for future BattleDice. I received much thoughtful feedback, and acted on a great deal of it. For instance, Dave Marteinson asked if we could produce 16mm versions of our <a href="https://asl-battleschool.blogspot.com/2011/07/sniper.html" target="_blank">Sniper-Effects</a> and <a href="https://asl-battleschool.blogspot.com/p/14mm-battledice.html" target="_blank">Heretical Rate-of-Fire</a> specialty dice. Given that I preferred the ROF die to be either bigger or smaller than the other dice it’s rolled with, I didn’t dwell on this suggestion. I did, however, like the idea of a bigger Sniper die. And when Mike Peebles inquired about a wound die, I decided to incorporate both ideas into one, <a href="https://asl-battleschool.blogspot.com/p/16mm-battledice.html" target="_blank">dual-purpose specialty die</a>.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgbJpNiETiKCM0cqOKg9I-e4jdHBkVRhIpCERdczwEHalm6PGSUwU12h8QsW9LGt2lOoqRhOTEKcCC15upQ2pSCzLCz34rRakBYFDubZXuB7jilfc_d_VGF3SJk7o7HRpsi58uidHRyzSyXF6lEmAbf2ISrvrxL96i5FHLA4S_jt8th5Bl-Jfvh4yFL=s1788" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1788" data-original-width="800" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgbJpNiETiKCM0cqOKg9I-e4jdHBkVRhIpCERdczwEHalm6PGSUwU12h8QsW9LGt2lOoqRhOTEKcCC15upQ2pSCzLCz34rRakBYFDubZXuB7jilfc_d_VGF3SJk7o7HRpsi58uidHRyzSyXF6lEmAbf2ISrvrxL96i5FHLA4S_jt8th5Bl-Jfvh4yFL=w179-h400" width="179" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>16mm Sniper-Effects and Wound-Severity Die</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: verdana;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiZBZJDGScjXYDiBt1zT5pD6BdFZqfR1n_tb2JKEMtSw5MSEmAyW0h2AyDKrMT16Urh3A_ctqhoqkTs6s1Spo3CDA2wo8bBmrVmdTiclso9JNzB8S7tBhlP1hTtdKDh2aPINKo7ac6E6rvy7tqlaoZ_P42Vm_UrD7h_akAUMc5EipNy4k-pRuItBrRw=s100" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="99" data-original-width="100" height="99" src="https://blogger.googleusercontent.com/img/a/AVvXsEiZBZJDGScjXYDiBt1zT5pD6BdFZqfR1n_tb2JKEMtSw5MSEmAyW0h2AyDKrMT16Urh3A_ctqhoqkTs6s1Spo3CDA2wo8bBmrVmdTiclso9JNzB8S7tBhlP1hTtdKDh2aPINKo7ac6E6rvy7tqlaoZ_P42Vm_UrD7h_akAUMc5EipNy4k-pRuItBrRw" width="100" /></a></span></div><span style="font-family: verdana;"><div style="text-align: justify;">Other suggestions included a proposal by Brian Martuzas for a set of Offboard Artillery (OBA) dice: an accuracy die, a second “scatter direction” die, and a third extent-of-error die. He foresaw the accuracy die featuring appropriate national logos for those whose OBA is also accurate on a two. (That would be American, Commonwealth, Free French, and German, in case you were wondering.) I didn’t see the need for a separate direction-of-error die per se, reasoning that the accuracy die could fulfil this function too. The deal breaker was the extent-of-error die. An ordinary, unadorned backgammon die would suffice for this task when initially placing an Artillery Request (AR). But how could a die account for the fact that, when Correcting a SR, the Extent of Error is limited to a maximum of one hex for each multiple of three hexes, with any fractions rounded up (FRU)? If you know, let me know. </div></span><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: verdana;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhxTiLOpnpCi9vMbiPjsSK2WAxh-NGPyUx1DqUs5QSJ9kdtFY128LCeIs2kq_fOrZ_aqnYw4pPs855iqqOk9_Wy7K1YlafBDdYO48wr3FRwplAZpRuzsKpSW4RrqcMYuArKzkJ9GZxXBKB4MZND54I0-Dvc4yP7JzID7_334-W0ASj2afoLVo5vCyxO=s100" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="100" data-original-width="100" height="100" src="https://blogger.googleusercontent.com/img/a/AVvXsEhxTiLOpnpCi9vMbiPjsSK2WAxh-NGPyUx1DqUs5QSJ9kdtFY128LCeIs2kq_fOrZ_aqnYw4pPs855iqqOk9_Wy7K1YlafBDdYO48wr3FRwplAZpRuzsKpSW4RrqcMYuArKzkJ9GZxXBKB4MZND54I0-Dvc4yP7JzID7_334-W0ASj2afoLVo5vCyxO" width="100" /></a></span></div><span style="font-family: verdana;"><div style="text-align: justify;">Jackson Kwan was the most prolific in offering up ideas for specialized BattleDice. His pair of dice for determining whether a unit Strayed at night (E1.53), or in an <i>Interior</i> dense-jungle or bamboo hex during the day (G2.22; 3.21), was a relatively straightforward concept that was unfortunately expensive to produce as suggested. The six-spot of the color die would sport a “straying” figure. Not sure what that looks like. Regardless, if this face was rolled when making a Movement Dice Roll (DR), a Lax unit would automatically Stray.<sup><span style="font-size: xx-small;">1</span></sup> Jack’s plan for the white die involved different coloured pips that would indicate when a Normal or Stealthy unit Strayed. There would be black pips on the one- and two-spots, silver pips on the three- and four-spots, and gold pips on the five- and six-spots. A Normal unit would Stray when a “strayer” was rolled on the color die <i>and</i> the pips of the white die were metallic. Similarly, a Stealthy unit would Stray when a “strayer” was rolled with the color die <i>and</i> the pips of the white die were gold. The concept is not without merit. And it is possible by substituting colour pips for metallic-foil ones. But give many players fear of the dark, I don’t think the demand is there. </div></span><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: verdana; text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiK_1-65tvFJpbNr3iF8ixpdmWmc-NiTOwgczBi3ltqm5CWKp84t7Vwzvdy_GrG5Y0CBuPgqf2J84gAO3KWhMhNoteIPQeP0LkHG7K4hz_WPKzY0sgGhOLdLVekHwQLyEicrmMKLY707Jh8XHnR4YRF-_QIhdv-m6JIst6fQp4rpRO6yzw6oSikF0yX=s100" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="99" data-original-width="100" height="99" src="https://blogger.googleusercontent.com/img/a/AVvXsEiK_1-65tvFJpbNr3iF8ixpdmWmc-NiTOwgczBi3ltqm5CWKp84t7Vwzvdy_GrG5Y0CBuPgqf2J84gAO3KWhMhNoteIPQeP0LkHG7K4hz_WPKzY0sgGhOLdLVekHwQLyEicrmMKLY707Jh8XHnR4YRF-_QIhdv-m6JIst6fQp4rpRO6yzw6oSikF0yX" width="100" /></a></div><div style="text-align: justify;">Perhaps the most original of Jack’s ideas was for a set of two concealment-gain dice, one for a squad and another for a Half-Squad (HS). Playing ASL in a bubble in the late 80s and early 90s, my sole opponent and I never thought to roll for concealment gain. So in one respect, concealment-gain dice could be a boon to new players, if only to prompt them to undertake this important step at the end of the Close Combat Phase (CCPh). What made Jack’s proposal intriguing though was the use of different pip colours to factor in the ability of Stealthy Infantry, and Japanese Infantry in particular, to gain concealment more readily. For example, a regular British squad gains concealment on a die roll (dr) of 2 or less, while a Gurkha squad would do so on a dr of 3 or less, because Gurkhas receive a -1 die roll modifier (drm) for being Stealthy. However, all Japanese Infantry are entitled to a -2 drm to their Concealment dr (G1.63). Moreover, this drm is in addition to any drm for being Stealthy (or Lax).</div></span></div><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Although it sounds cool on paper, the trouble with a concealment-gain die as proposed is that ignores other drm that may be applicable. A place could be found on a die for a reminder that a Lax unit suffers a +1 drm. More difficult would be reminder regarding Leadership. However, the Y-variable on the A12.122 Concealment drm Table is arguably the biggest challenge to incorporate on the die. I don’t see an easy solution other than to ignore this drm and trust players to factor it in on those rare occasions that it matters.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj32RZzBBnIfPlHcJe3F7yswnv1NuSSBMhwaBVHCG-aWqAfZq6bcFDYyJ3WHuhvZQyN42QwmQ69wqumhsvSubwnV_pzCg6E8Zhf18UqXSU7rD7XLla50AvcGW_Wor9A7hRfoMwxhgJEIpb5TaQS1tl6RxjR_9FcLmT6dYlqlf3UIVRyucACx-0D0v0H=s1200" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="351" data-original-width="1200" height="118" src="https://blogger.googleusercontent.com/img/a/AVvXsEj32RZzBBnIfPlHcJe3F7yswnv1NuSSBMhwaBVHCG-aWqAfZq6bcFDYyJ3WHuhvZQyN42QwmQ69wqumhsvSubwnV_pzCg6E8Zhf18UqXSU7rD7XLla50AvcGW_Wor9A7hRfoMwxhgJEIpb5TaQS1tl6RxjR_9FcLmT6dYlqlf3UIVRyucACx-0D0v0H=w400-h118" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>A12.122 Concealment Gain Table</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">I haven’t shut the door on the idea. But I’d need convincing before I’d devote more time to developing the concept.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">That said, Jack’s use of red pips for Japanese Infantry did prompt me to reflect on just how apropos a red “meatball” is on a die dedicated to the Emperor’s finest. Although it took time to germinate, the seed that Jack planted grew not into a bean stalk but into a very specialized die. </span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">From the moment they first appeared in <i>Code of Bushido</i> in 1991, the Japanese have occupied a unique place in ASL. Among their numerous special capabilities is their ability to generate “suicide” heroes (G1.42). The <i>raison d’être</i> of one type is in the name: Tank-Hunter (T-H) Hero. Admittedly, this hero has a little more latitude and may attack any Armored Fighting Vehicle (AFV), not just tanks. On his way to meet his maker, a T-H Hero may Check for Anti-Tank Magnetic Mines (ATMM), or occasionally grab a Demolition Charge (DC) before making his suicidal charge. A DC Hero has even more freedom when it comes to what he may attack. Both may be rolled for using the <a href="https://asl-battleschool.blogspot.com/p/pto.html" target="_blank">ATMM and T-H/DC Hero die</a> that I came up with below.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEhpGofIrWmzsKaw6SWg3TEpeFzMnvZU1_G9tdpDaUYVGL8-CsA43pyhkrIrggThdn13SN1Hn_evm6T2hVF-WmV4uId5XMmaKzTg0i4-csU0b7jUOsw8DuR548eMgoh_eM9goPjSSqrgno6lBvrJEzUvWDP5LXzLK1XhhoaBUMKvwbJS_zEDGc5SVrQE=w309-h400" style="margin-left: auto; margin-right: auto;" width="309" /></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>16mm ATMM and T-H/DC Hero Die</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">When we released the Japanese ATMM and T-H/DC Hero die in 2017, MMP had yet to publish <i>Forgotten War</i>, a module dedicated to the Korean War. Once I had a chance to peruse Chapter W, I was pleased to find that rules for creating South Korean Human Bullet (H-B) Heroes (W3.23) and North Korean Suicide Heroes (W6.4) are effectively the same as those used to generate a Japanese suicide hero. The "Japanese" die above is therefore no longer limited to use by Japanese units.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: verdana;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgT6zbNo4Qykci-lB-WLRwtVzP2ytXujEaYg9BPwE5eUhrLvKq6XJXQ_2osiDElBE6pqjlxHy2WwV0vuO8PyXFaaSOd6vvH4Zbl6gdLmGJ0BhAzroooG3T_laFjOqgFF1vfLINridt64nh_PohfyuWHFSqri7_8r1ykCAeiSwv53xZM6Ck9e0Tk68tC=s250" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="107" data-original-width="250" height="86" src="https://blogger.googleusercontent.com/img/a/AVvXsEgT6zbNo4Qykci-lB-WLRwtVzP2ytXujEaYg9BPwE5eUhrLvKq6XJXQ_2osiDElBE6pqjlxHy2WwV0vuO8PyXFaaSOd6vvH4Zbl6gdLmGJ0BhAzroooG3T_laFjOqgFF1vfLINridt64nh_PohfyuWHFSqri7_8r1ykCAeiSwv53xZM6Ck9e0Tk68tC=w200-h86" width="200" /></a></span></div><span style="font-family: verdana;"><div style="text-align: justify;">Jack’s other suggestion was for a set of two Starshell dice, one of which would serve as a Starshell Placement die. As it happened, I had begun work on a 19mm design a year earlier. I was under the mistaken impression that it was possible to produce a ball-cornered version of a “craps” die. The bigger die didn’t pan out. In 2015, we released a 16mm Starshell Usage die. It’s ideal when playing night scenarios of certain Campaign Games (CG).</div></span><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhDafEINghErR4cD18KEI4Ya-rKEBYq_n3mJj2vQVKSD0lVbOUAWS3UhyyFtdnD2GkyUX9XqfE765qxWRJ5p3zjgUEvsRQBRP1dmr8KtEUcdJXKep4O-kchjeNVcrklxwIKy78Ztl2tAov8Q1fDPckDu9q7wr949Htm40y3AWA8LMTgaPE4rXQdiZ2k=s1439" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1439" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEhDafEINghErR4cD18KEI4Ya-rKEBYq_n3mJj2vQVKSD0lVbOUAWS3UhyyFtdnD2GkyUX9XqfE765qxWRJ5p3zjgUEvsRQBRP1dmr8KtEUcdJXKep4O-kchjeNVcrklxwIKy78Ztl2tAov8Q1fDPckDu9q7wr949Htm40y3AWA8LMTgaPE4rXQdiZ2k=w334-h400" width="334" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>16mm Starshell Usage Die</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Mark Watson expressed a familiar lament. Every time he rolls double-ones on a Wind-Change DR (B25.65) he has to make a “rules dive” in order to figure out what to do next, if in fact anything. “It’d be nice,” he added, “if the dice also reminded me to make it start raining when it was overcast.” Well, there’s no easy way to indicate when rain (or snow) would begin, let alone increase or stop, using dice. (Don’t get me started on Civilian Interrogation [E2.4], which occurs on a Wind Change DR of 3 or 4). I thought about these things. A lot. But I couldn’t see how it could be done. </span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: verdana;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi3yMeOZAC0T3Gbw7mjrmUVFrsmGUWhYjs0SkI3O84wG10J6RwGzQhLIdnr9jXm7p5k93q2LEUVJ_3PfisLODPI6HSed-T2aZrCK4TE0iVo55Qd-XPYFAeezr4rdoSvHl9TZWnh9sLQ6pECUQq-dmBpWxMSgrVzf-YEpiETq6DGLfhSgVTMe0QRqxYV=s250" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="105" data-original-width="250" height="84" src="https://blogger.googleusercontent.com/img/a/AVvXsEi3yMeOZAC0T3Gbw7mjrmUVFrsmGUWhYjs0SkI3O84wG10J6RwGzQhLIdnr9jXm7p5k93q2LEUVJ_3PfisLODPI6HSed-T2aZrCK4TE0iVo55Qd-XPYFAeezr4rdoSvHl9TZWnh9sLQ6pECUQq-dmBpWxMSgrVzf-YEpiETq6DGLfhSgVTMe0QRqxYV=w200-h84" width="200" /></a></span></div><div style="text-align: justify;"><span style="font-family: verdana;">The direction and the strength of the wind is another matter. The former is complicated by the fact that a change in direction is ignored if there’s no wind. Wind Force isn’t straightforward either. A force decrease, for example, will actually result in a force <i>increase</i> if there’s currently no wind, while a force increase could result in a <i>decrease</i> in wind force if Heavy Wind is in effect, becoming Mild Breeze as a consequence. In other words, those of you still capable of reading the tiny text on the back for the wind-direction counter may still find yourself scratching your head after making a change dr. It’s certainly possible to design a die that takes most of this into account. However, the cost is prohibitive for a die that’s unlikely to see use during the course of most scenarios.</span></div><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: verdana;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhLq-HIu8pXwoX8Rg3C4F3EvRgQW5dOMtBm2u05KRj1ailiUFrVPFRNxanLmp_MFgEMhasOWbD0x8tXqCjFasWMYieDE-pr2DS20U3aY_h54_sODrvSJnaAnCAGST80w-x2P7AKJep8pDxlBZfZTU9vphke0JSQt4ENz8oa5K2Wl-O2I_tyK64xLovJ=s100" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="99" data-original-width="100" height="99" src="https://blogger.googleusercontent.com/img/a/AVvXsEhLq-HIu8pXwoX8Rg3C4F3EvRgQW5dOMtBm2u05KRj1ailiUFrVPFRNxanLmp_MFgEMhasOWbD0x8tXqCjFasWMYieDE-pr2DS20U3aY_h54_sODrvSJnaAnCAGST80w-x2P7AKJep8pDxlBZfZTU9vphke0JSQt4ENz8oa5K2Wl-O2I_tyK64xLovJ" width="100" /></a></span></div><div style="text-align: justify;"><span style="font-family: verdana;">Finally, Steve Slunt asked that I consider an Infantry Smoke Placement die. Reflecting on it now, it’s a pretty neat idea. Considering that many newer or infrequent players don’t use SMOKE nearly enough, such a die might prompt some to smoke ‘em if you got ’em more often. A white die with green pips on the one-, two- and three-spots would work for regular squads that have a Smoke Exponent. Satchel charges on the four- and five-spots could signify availability for Assault Engineers packing extra SMOKE. Finally, the six-spot could feature reminders that there is +1 drm for White Phosphorus (WP) grenades, and more important, that rolling a six ends the squad’s Movement Phase (MPh).</span></div><p></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">What, if any, specialized BattleDice do you think would make a good player aid?</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-family: verdana;">Report Card</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The <a href="https://asl-battleschool.blogspot.com/2014/06/take-battledice-challenge.html" target="_blank">2014 wish list</a> was a long one. Of close to 50 suggestions, almost 30 had made the cut by 2017. If we discount seven of the nine requests related to the Spanish Civil War, roughly 70 percent of the asks resulted in new BattleDice. This figure includes a few dice that are related to a specific request but may be considered substitutes. For example, the British “Red Devils” die with a Pegasus on the ace works well for the British 6th Airborne Division. The same die works equally well for the glider-borne “Oxs and Bucks” who were part of the same division. The table below summarizes the requests for new BattleDice and what became of them.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhe4TEy0VezDukY3ewbMdZPjauFGBz0N0YPlJAYz7AyPriES4hVrKdwSIFvPpFXzIZCWKEtgaiGVhXEjZOh-19AljT2vqIw8WJv2sypOhyThbzedUAz7zgtxrAYwV_q8_pH0zL71YLvWutTgY8PjimUiO6oRS-VTZfqT1GPul2wTcmUvaCnhVcFfKwe=s1553" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEhe4TEy0VezDukY3ewbMdZPjauFGBz0N0YPlJAYz7AyPriES4hVrKdwSIFvPpFXzIZCWKEtgaiGVhXEjZOh-19AljT2vqIw8WJv2sypOhyThbzedUAz7zgtxrAYwV_q8_pH0zL71YLvWutTgY8PjimUiO6oRS-VTZfqT1GPul2wTcmUvaCnhVcFfKwe=w309-h400" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BattleDice Report Card 2017</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-family: verdana;">What now?</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">I’d really like to produce a 16mm Dutch pair for our Europa Series. To date I’ve failed to come up with a compelling design. What about that orange triangle thingy, you ask? It’s simple enough. No orange foil though. And no orange dice. Granted I did use a simplified version of this <a href="https://asl-battleschool.blogspot.com/p/125mm-battledice.html" target="_blank">symbol on a 12.5mm die</a>. Only that seems like a cop out for a larger format. Think you have what it takes? Submit a design for a pair of 16mm Dutch BattleDice. If we use your design, we’ll gift you a pair, along with every other pair in the <a href="https://asl-battleschool.blogspot.com/p/eto.html" target="_blank">Europa Series</a>.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhRqpkykFTeZdnRqwtZoreltDwv-IfBfbUe8yvDNRyveOpQdshtvA341kvajAvdx3D-aloqxkRv_K8OiMZsy-5isSqIazZh9w5lVuFLGyQWaVraYzRBjHhO7Gv9N-UPIohhtzNYZnhMTfLUBBottsot25cbmJ6V2m3jN4n7LgAQ3mHkH32Dh0Xb_91p=s1200" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="548" data-original-width="1200" height="183" src="https://blogger.googleusercontent.com/img/a/AVvXsEhRqpkykFTeZdnRqwtZoreltDwv-IfBfbUe8yvDNRyveOpQdshtvA341kvajAvdx3D-aloqxkRv_K8OiMZsy-5isSqIazZh9w5lVuFLGyQWaVraYzRBjHhO7Gv9N-UPIohhtzNYZnhMTfLUBBottsot25cbmJ6V2m3jN4n7LgAQ3mHkH32Dh0Xb_91p=w400-h183" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Dutch Dilemma - For want of a compelling design.</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">There is no shortage of outstanding requests for new designs. Some, such as a Slovak pair for the Europa Series, offer the promise of interesting and colourful dice. Others like Canadian divisional dice are downright dull. The only pair in the <a href="https://asl-battleschool.blogspot.com/p/empire.html" target="_blank">Empire Series</a> dazzles in comparison. There are those who would snap up any new Waffen-SS designs and those who would turn their noses up at another die of a military formation be it divisional, corps, or army. And yet much territory remains unexplored. </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgsL1QIOpQY37To09aMxuUfOCe15PudQSNLXv7FyNaOEYULTPVhE1MoQkbskZutxAFXKTh_boCxiJSjg9cnezRe9bnG1Kp-0_g7iF-tGrq4NoyNEleYQkgtl80qxnSEIKJozjGDcvFjalKvgJhk4jiws4mdzaXq3nXxZzzG4pV-AE-GzzCUO_jTKsta=s1200" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="540" data-original-width="1200" height="180" src="https://blogger.googleusercontent.com/img/a/AVvXsEgsL1QIOpQY37To09aMxuUfOCe15PudQSNLXv7FyNaOEYULTPVhE1MoQkbskZutxAFXKTh_boCxiJSjg9cnezRe9bnG1Kp-0_g7iF-tGrq4NoyNEleYQkgtl80qxnSEIKJozjGDcvFjalKvgJhk4jiws4mdzaXq3nXxZzzG4pV-AE-GzzCUO_jTKsta=w400-h180" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Strange bedfellows - Slovaks and Canucks</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">The Korean War is a case in point. A South Korean die would be stunning, a die for the Chinese People’s Volunteer Army (CPVA) not so much. Below are a few examples that I threw together over the course of a couple days. I’m not satisfied with any of them, except perhaps the last die. The “sturm und stoss” die could see a lot of use when playing Campaign Games I, III, and IV of <i>Red Barricades</i>.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgfNPmTzcN1dNakJyx1sXaFKmQEsOwlgaHnolTfXC51HeJn0zwngJKrEeOMJdWNA2sx3VZm2kT-lWomX3GYnwj5op6UXUJYzX_D6Oya6hAGpeuQEfh3B1bKOC4CffMU9Yf0NWUuAKV8R10LRqkeUSzkH5E9MN_IdByvYsAIlTpfTOplQ9lQz7SPXfKs=s1200" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="419" data-original-width="1200" height="140" src="https://blogger.googleusercontent.com/img/a/AVvXsEgfNPmTzcN1dNakJyx1sXaFKmQEsOwlgaHnolTfXC51HeJn0zwngJKrEeOMJdWNA2sx3VZm2kT-lWomX3GYnwj5op6UXUJYzX_D6Oya6hAGpeuQEfh3B1bKOC4CffMU9Yf0NWUuAKV8R10LRqkeUSzkH5E9MN_IdByvYsAIlTpfTOplQ9lQz7SPXfKs=w400-h140" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><span style="caret-color: rgb(68, 68, 68);"><b>Anything jump out at you? ;-)</b></span></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">So what do you think? Are we done yet? Or are there certain subjects still in need of some love? Let me know in the comments below. </span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-family: verdana;">Free stuff</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">If you comment as a Squad Leader—a Follower of Sitrep—you’ll be entered automatically in our New Year’s raffle. Up for grabs is a copy of Bounding Fire Productions’ <i>Onslaught to Orsha 2</i> and a set of our ASL at 30 BattleDice. Feel free to submit your two cents after 31 December. However, only those who comment before 1 January 2022 will be eligible to win on New Year’s Day.</span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiSAsmsgJ08FQx7uP5WVujZwotRFovBpjT0mUJLmERcH2YKCSt9abemfI7EwiZpuonBLp00004OyhkgujA3a22kVrU5_rQyT-6aRYC8qV8f-AFJopdR_KS31XUoq16apBViK99gc9zbTBiV0utbEVFqydEYbVHJhGivecCXFtPOgkNekHL1U0p77r11=s1553" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEiSAsmsgJ08FQx7uP5WVujZwotRFovBpjT0mUJLmERcH2YKCSt9abemfI7EwiZpuonBLp00004OyhkgujA3a22kVrU5_rQyT-6aRYC8qV8f-AFJopdR_KS31XUoq16apBViK99gc9zbTBiV0utbEVFqydEYbVHJhGivecCXFtPOgkNekHL1U0p77r11=w309-h400" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>New Year's Prize: Onslaught to Orsha 2 - Enter today!</b></span></td></tr></tbody></table>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">In other news, I’ve got two posts in the Bishop Pointers series raring to go. The second article is complete. However, it’s on hold pending completion of the first article, which is waiting on feedback from MMP regarding some interpretations of the rules.</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana;">Thanks for reading. Merry Christmas!</span></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px;"><b><span style="font-family: verdana; font-size: x-small;">Notes</span></b></p>
<p style="font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-family: verdana; font-size: x-small;">1. As per E1.53, a Lax unit/stack automatically Strays if the colored dr of the Movement DR is a 6, a Normal unit/stack Strays only if the white dr of the Movement DR is ≥ 3, and a Stealthy unit/stack Strays only if the white dr of the Movement DR is ≥ 5.</span></p><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com27tag:blogger.com,1999:blog-1421727884790275990.post-15697516885150008362021-10-31T15:25:00.001-04:002021-11-22T14:05:39.840-05:00BP-3 Infantry Target Type and CH <p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b></b></p><div class="separator" style="clear: both; font-size: 12px; text-align: center;"><b><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMl760I4e5zGrMRTCRNKNUgMmrBuVoI-x8volE460hftAk6bHQxrCppW_NyeIsPNQ0p9R9NUpEHxtb0jmvYWuvHHWQpANDHFczMfgU9KiAkWUvevvF0sDUANzq_VX-n3IRD4rhX0qNnwU/s1652/1.+BP+ITT+CH.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1652" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgMl760I4e5zGrMRTCRNKNUgMmrBuVoI-x8volE460hftAk6bHQxrCppW_NyeIsPNQ0p9R9NUpEHxtb0jmvYWuvHHWQpANDHFczMfgU9KiAkWUvevvF0sDUANzq_VX-n3IRD4rhX0qNnwU/w290-h400/1.+BP+ITT+CH.png" width="290" /></a></b></div><b><span style="font-family: verdana;">The Infantry Target Type and Critical Hits</span></b><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px;"><i>By James Bishop and Chris Doary</i></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">When firing ordnance, newer players tend to count all of the Dice Roll Modifiers (DRM) and include them in the To Hit Number (TH#). For instance, a Gun fires at an Infantry unit in an adjacent stone building Location. Some players see a Basic TH# of 8 with a +3 DRM for the stone building Terrain Effects Modifier (TEM) and -2 DRM for Point Blank Range, and conclude that they need a 7 to hit. While this may get the Dice Roll (DR) you need to hit the target, this line of reasoning can rob you of a Critical Hit (CH). With this in mind, this article will examine how to calculate a CH when using the Infantry Target Type (ITT). Let’s get stuck in.<sup>1</sup></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Basic To Hit Number </b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The first thing we need to do is distinguish between the Basic TH# and the Modified TH#. Granted it’s possible for these numbers to be the same value when, for example, no Gun or Ammo Modifiers apply, or the only modifier is 0. However, it’s the Modified TH# that is used to calculate a CH—more on this shortly.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Determining the Basic TH# is relatively straightforward. Once we select the Target Type, we move right along this row until we arrive at the range bracket that corresponds with the range from Gun to target. Each range bracket on the ITT has a black and a red number. Each is the Basic TH# for that range bracket. The number that applies depends on a number of things. For instance, if the date is 1942, American ordnance uses red TH#, as shown in the C3 To Hit Table example below.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiaZ3WtJALadfVPaIjfK1I0hx0LFE5Scah5j82ThjTeG_QJbdQ-tq0x3mQsqss1Z9mvmNGqEWEdky6Y04aTzvoHNebhMLWB68YZ_t00Xb-WCTTwfjGMpSTFV3bDLim7POJmVuHVRVXOss/s1600/2.+BP+ITT+CH+C3-C4+Tables.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="936" data-original-width="1600" height="234" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiaZ3WtJALadfVPaIjfK1I0hx0LFE5Scah5j82ThjTeG_QJbdQ-tq0x3mQsqss1Z9mvmNGqEWEdky6Y04aTzvoHNebhMLWB68YZ_t00Xb-WCTTwfjGMpSTFV3bDLim7POJmVuHVRVXOss/w400-h234/2.+BP+ITT+CH+C3-C4+Tables.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: x-small;"><b>C3 and C4 To Hit Tables</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Modified To Hit Number</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Modified TH# is the sum of the Basic TH# and any applicable Gun or Ammo modifiers found in the C4 Table. As with the C3 Table, determining which modifiers apply is a matter of cross-referencing a Gun’s barrel length and calibre with the relevant range column. (Because we cannot use the ITT to fire SMOKE, we can ignore this row. Similarly, APDS and APCR can only be fired at vehicles on the Vehicle Target Type, which allows us to ignore this row too.) Let’s do the math using the example on the previous slide. Before we do, keep in mind that Gun and Ammo modifiers are <i>not</i> DRM. They modify the Basic TH#, not the DR.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">You will recall that, in our example, it is 1942 and the M3A1 37mm Anti-Tank (AT) Gun therefore uses red TH#. The range to the target is 14 hexes. On the C3 Table we determine that the Gun’s Basic TH# is 5 on the ITT. At this range, the extra-long (LL) barrel increases the accuracy of the Gun, bumping its TH# up to 6. However, the Gun pays a heavy price at this range due to its small calibre. It suffers a -1 loss in accuracy for being under the 57mm threshold, and an additional -1 loss for being smaller than 40mm. You read that right. The Gun-calibre modifiers are cumulative. The net result of all applicable modifiers is a Modified TH# of 4.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Final To Hit Number</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Before we can assess whether a Gun has achieved a CH, we need to determine the value of a second variable called the Final TH DR. We arrive at this value by adding all applicable DRM to the sum of the dice rolled—the Original TH DR in ASL-speak. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Building on our 37mm AT Gun example, we find in the slide below that the target is a Vichy squad that has entered hex 86J6 using normal movement. Orchard TEM is +0. Nothing to write home about. But at least it’s not Open Ground. So the -1 DRM for First Fire Movement in Open Ground (FFMO) does not apply, although the -1 DRM for First Fire Non-Assault Movement (FFNAM) does. However our hapless Frenchmen have stumbled into the Gun’s Bore Sighted Location, which subjects them to an additional -2 DRM. The net DRM now stands at -3! </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A Modified TH# of 4 is beginning to look respectable at this point given that the Gun will hit on an Original DR of 7 or less. Even better when the American player rolls 4 (3,1)! Adding the negative TH DRM to the Original TH DR we arrive at a Final TH DR of 1. It’s definitely a hit. But given that Final TH DR less than 2, the holy grail of ASL DR, surely it <i>must</i> be a CH. Only it doesn’t work that way. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghxDX-zTfSpJoaVEqAKyebhCXFAb6IaM7Bu8Xajwmjd2w5qrFAZmwcHspF0mgSOrEGKh4tPmIKpKduY0WjZ7CJeEFfRPxybfRwDokWlnesW20pUDZYP4qLyLGB1G3w0HPnSoRWl_gadj0/s1600/3.+BP+ITT+CH+North+Africa.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1440" data-original-width="1600" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghxDX-zTfSpJoaVEqAKyebhCXFAb6IaM7Bu8Xajwmjd2w5qrFAZmwcHspF0mgSOrEGKh4tPmIKpKduY0WjZ7CJeEFfRPxybfRwDokWlnesW20pUDZYP4qLyLGB1G3w0HPnSoRWl_gadj0/w400-h360/3.+BP+ITT+CH+North+Africa.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: x-small;"><b>North Africa 1942</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Critical Hit</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">According to C3.7, a CH is a hit so well placed that it significantly increases the prospect of harming the target. Not surprisingly new and veteran players alike get excited whenever they roll double ones on a TH DR. Barring an Improbable Hit—we’ll get to that in due course—rolling “snake-eyes” on the Area or Vehicle Target Type automatically results in a CH. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">However, on the ITT an Original TH DR of 2 doesn’t guarantee a CH, although it frequently results in one. But we’re getting ahead of ourselves. Truth is, there’s more scope for landing a CH on the ITT than on the other Target Types. And this has to do with the unique way in which a CH is calculated when using the ITT. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In order to achieve a CH on the ITT, the Final TH DR must be <i>less than half </i>of the Modified TH#. Returning to our example in North Africa, the American Gun has scored a CH because its Final TH DR of 1 is less than half of the Gun’s Modified TH# of 4, as shown below. Had the Vichy <i>soldats</i> been more careful and declared Assault Movement, the Final TH DR would have been 2. While still a hit, it would not be a CH, because 2 is not less than half of 4.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL9Yw7xY5ocl0YgJ1zobHAxaYrsGdHNRDP6iRgOZJrxBWgzy_mzs8nxPYBgLMMeedrnEH7c27YJO6rRzgmlbhg0JOJsgJwN0RJxN7HU2A_frmhmyOOp8n4H5vGQ5mq6UADyHncAyIlWSg/s800/4.+BP+ITT+CH+North+Africa+Outcome.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="438" data-original-width="800" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL9Yw7xY5ocl0YgJ1zobHAxaYrsGdHNRDP6iRgOZJrxBWgzy_mzs8nxPYBgLMMeedrnEH7c27YJO6rRzgmlbhg0JOJsgJwN0RJxN7HU2A_frmhmyOOp8n4H5vGQ5mq6UADyHncAyIlWSg/s320/4.+BP+ITT+CH+North+Africa+Outcome.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: x-small;"><b>The Vichy squad is doomed!</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The immediate takeaway is that, unlike Area and Vehicle Target Types, the Original TH DR is not the main determinant in assessing whether a CH has been achieved on the ITT. Rather it is the <i>Final</i> TH DR in relation to the Modified TH# that most often matters. This is borne out by the way that an Original TH DR of 2 is treated on the ITT. Only if the Final TH DR is less than the Modified TH# will an Original TH DR of 2 result in an immediate CH.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In the slide below, the American Gun has targeted a Japanese crew in 62P8. The 2-2-8 is in a palm tree Location that has been acquired by the Gun. With only a +1 hindrance for the palm trees in Q8, the net TH DRM is -1. The Original TH DR is 2, but it doesn’t guarantee a CH. However, because the Final TH DR of 1 is less than 2.5, or half of the Modified TH# of 5, the outcome <i>is</i> a CH. Note that C3.7 does not round fractions up or down. Half of the Modified TH# is just that, half.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpoH_L7LYnS2rc1Pwqn_RmFa6CgUWk54bdgBcP2Xb2lKgt9K_AdT06AqBJvYqlMNzNNIIWs4oZTIRnrU1Dcdf1uo9Ws_IdW8BIc5Xb0w6_3UzVz_bEOYFto1lrbNodTYAV9gebQeBsbbM/s2048/5.+BP+ITT+CH+PTO+EX.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpoH_L7LYnS2rc1Pwqn_RmFa6CgUWk54bdgBcP2Xb2lKgt9K_AdT06AqBJvYqlMNzNNIIWs4oZTIRnrU1Dcdf1uo9Ws_IdW8BIc5Xb0w6_3UzVz_bEOYFto1lrbNodTYAV9gebQeBsbbM/w309-h400/5.+BP+ITT+CH+PTO+EX.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: x-small;"><b>Daily Double - Doubling down on Double Ones</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Even in situations where the Final TH DR is not less than half of the Modified TH#, “double ones” may result in a CH. Provided the Final TH DR is sufficient to hit a target on the ITT, a subsequent die roll (dr) is made to determine if the hit is Critical. A subsequent dr of 1 results in a CH. But so will a subsequent dr that is less than <i>or equal to</i> half of the Modified TH#. Have a look at the 3-4-7 in P8 in the “Daily Double” slide. Due to the palm hindrances and jungle TEM, an Original TH DR of 2 results in a Final TH DR of 5. This is equivalent to the Modified TH#, and is therefore a hit. However, it’s possible for the hit to be critical on a subsequent dr. Given that the Modified TH# is 5, a subsequent dr of 2 or less will do the trick, as these dr would be less than or equal to 2.5. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">There’s one last way that an Original TH DR of 2 can result in a CH on the ITT. However, in this case, the Modified TH# doesn’t play a role. Due to the TH DRM and the Modified TH#, it is impossible for the Gun crew to roll low enough to hit the 4-4-8 in the “Daily Double” slide. Even “snake-eyes” will result in a Final TH DR greater than the Modified TH# shown. However, regardless of which Target Type is used, an Original TH DR of 2 nevertheless entitles the firer to an Improbable Hit (C3.6). In such cases, a firer obtains a hit with a subsequent dr of 1, 2 or 3, with 1 being a CH. Anything greater is deemed a miss.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In summary, there are three ways to achieve a CH on the ITT. The first way to score a CH involves having a Final TH DR that is <i>less than half</i> the Modified TH#. The second is an Original 2 TH DR that hits the target followed by a dr of 1, or a dr <i>less than</i> <i>or equal to</i> half the Modified TH#. The third is an Improbable Hit, an Original 2 TH DR that results in a Final TH DR that is greater than the Modified TH#, and therefore requires a subsequent dr of 1 for the hit to be critical. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Let’s look at a few more examples that will help drive home the importance of the Modified TH# in determing a CH on the ITT.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOJBXrquGcB_w-XLo67KB5s0CMA9MmEKzpUeANFQ1BpPlWy7LweKSuqI7tZq9NLMltl-XcYVSh0FWI2QhW1w4byNV7hbpKIZ61JbB_JrTipaW6xEJ0s0RKx2mfsbzCdMXdWtcHuhGNt6I/s2048/6.+BP+ITT+CH+ETO+EX.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhOJBXrquGcB_w-XLo67KB5s0CMA9MmEKzpUeANFQ1BpPlWy7LweKSuqI7tZq9NLMltl-XcYVSh0FWI2QhW1w4byNV7hbpKIZ61JbB_JrTipaW6xEJ0s0RKx2mfsbzCdMXdWtcHuhGNt6I/w309-h400/6.+BP+ITT+CH+ETO+EX.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: x-small;"><b>Modifying your behaviour</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Parting shots</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">This article has focussed on how to achieve a CH on the ITT, in part because of the unique way a CH is determined on the ITT, but primarily because so many players miscalculate and therefore miss out on a CH. As for how to resolve a CH, we recommend that you reacquaint yourself with C3.71. That said, we will leave you with a couple of pointers. First, if a target Location contains multiple eligible targets, Random Selection is used to determine which target suffers the CH (C3.74). And second, if a Gun and its manning crew are hit by a CH, they are eliminated regardless of the effects DR (C11.4).</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Calling out the Modified To Hit Number in conjunction with the net To Hit Dice Roll Modifiers helps with calculating a Critical Hit correctly. Remember that the Final TH DR must be <i>less than half</i> of the Modified TH# to land a CH, and that any fractions that may result from this halving are retained as is; they are not rounded up or down. Finally it’s worth repeating that an Original 2 TH DR, in and of itself, isn’t enough to result in a CH on the Infantry Target Type. Furthermore, the lack of an automatic “snake-eyes” CH on the ITT is offset by the ability to land a “crit” without the need to roll an Original 2 TH DR. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">We hope that you found our explanations useful. If you have corrections to offer, please don’t hesitate to let us know. An <a href="http://texas-asl.com/banzai/banzai26_1.pdf" target="_blank">earlier version</a> of this article (by Jim Bishop) was published in the September 2021 issue of <i>Banzai</i> (Vol. 26, No. 1).</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><span style="font-size: x-small;"><b>Notes</b> </span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">1. Ed. To “get stuck in (or into)” is an informal British expression similar to the imperative “let’s go!” It means to start something at once with vigour or determination. As with earlier Bishop Pointers, I’ve edited and expanded upon the <a href="https://jekl.com/2021/09/28/infantry-target-type-and-critical-hits/" target="_blank">original</a>. Any errors that may have crept in are mine.</span></p><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com0tag:blogger.com,1999:blog-1421727884790275990.post-86314399903492764012021-09-09T20:29:00.005-04:002021-11-07T12:12:38.497-05:00BP-2 Converting a Spotting Round<p><b style="font-family: Verdana;"></b></p><div class="separator" style="clear: both; font-size: 12px; text-align: center;"><b style="font-family: Verdana;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4YXVtyy25UrqrEJV639oBWrdb0a2-Ih8vkQkmojLI2ct_6s-uwXd4D0IoktkoaVoJn2hsdA8BdT007aX3DZzx-Yt_XiTXBH6bVyaLzQv8MFL3_-8ICwDvS03k0nnlBYGDYIJ3J5bgFuc/s900/1.+BP+OBA+Conversion.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="699" data-original-width="900" height="311" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4YXVtyy25UrqrEJV639oBWrdb0a2-Ih8vkQkmojLI2ct_6s-uwXd4D0IoktkoaVoJn2hsdA8BdT007aX3DZzx-Yt_XiTXBH6bVyaLzQv8MFL3_-8ICwDvS03k0nnlBYGDYIJ3J5bgFuc/w400-h311/1.+BP+OBA+Conversion.png" width="400" /></a></b></div><b style="font-family: Verdana;">Converting a Spotting Round to Fire For Effect</b><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px;"><i>By James Bishop</i></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In August 2021, I attended the ASL Scandinavian Open tournament in Copenhagen. The French have Offboard Artillery (OBA) in WO33. Walking around the room, I twice observed players Convert a Spotting Round (SR) to Fire For Effect (FFE) incorrectly. “One-Eyed Jacques” is an ideal case study for this all too common error.<sup>1</sup></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>How to do it right</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I have excerpted a section of the C1 Offboard Artillery Player Aid—commonly called the OBA Flowchart—that I will be referring to throughout this article. In order to Convert a SR effectively, you need to understand what’s really going on at this stage of the OBA process. Once you grasp these subtleties, you’ll increase your prospects of placing a Fire Mission significantly. And you’ll be better equipped to frustrate your opponent’s attempts to use OBA against you. For ease I have labeled the two decision-making rectangles in our section of the chart “A” and “B.” I also included the errata from ASL Journal 11, which instructs us to change “AR” (Artillery Request) to “SR” in rectangle B.<sup>2</sup></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0awEkPhia3_nTK4ZUYbRYmepHfSBaT_taKtUmr6OK_d8QkwvKgYJHLg6VW8iaAzzhkuL0ejaHAueofxr1kHGLpMFaOhFPK5rTtbX-eS21nMc2Exv_2q4bfo_DXR2fbv74l7XN3bJdbuY/s1200/2.+BP+OBA+Flowchart.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="844" data-original-width="1200" height="281" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0awEkPhia3_nTK4ZUYbRYmepHfSBaT_taKtUmr6OK_d8QkwvKgYJHLg6VW8iaAzzhkuL0ejaHAueofxr1kHGLpMFaOhFPK5rTtbX-eS21nMc2Exv_2q4bfo_DXR2fbv74l7XN3bJdbuY/w400-h281/2.+BP+OBA+Flowchart.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; font-size: 12px; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWIUc31JBNLtQdHczlRLEwJfCQULOMqCBcP2zIUmHfthe_T6DEAR1lXRFJJL3HWY0Sfp-d5Cht1tGB2BrCJzlU-aLhQnMgMedrTIjF38Q7VkPy1sDIMFK6lyk_LUI18_H8qq3MlIJjFyc/s525/2.1+BP+OBA+Tokens.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><br /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">For our purposes we will assume that you have successfully navigated the flowchart to the point where you have maintained <a href="https://asl-battleschool.blogspot.com/p/oba.html" target="_blank">Radio Contact</a>, announced your intention to Convert, rolled for accuracy, and corrected the SR (if necessary). You are now ready to Convert the SR to FFE. </span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">It’s not enough to simply announce your intention to Convert a SR, as some players presume. There are a couple of crucial conditions that must be met before a SR can be Converted to FFE. </p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEid2bby_CTbud39C91_-IPYounGJuPeDtPndTPLxKe_yrKFBIemfiNpo_M-jDmZjzc-oRKJCRORye94aDBcIy2EtH0IK7WP6d-RMNDrRBO9Cruut_rezKUsLZj4Ho6O8ayz228cYA25ROs/s900/3.+BP+OBA+Conversion+Rectangle+A.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="198" data-original-width="900" height="70" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEid2bby_CTbud39C91_-IPYounGJuPeDtPndTPLxKe_yrKFBIemfiNpo_M-jDmZjzc-oRKJCRORye94aDBcIy2EtH0IK7WP6d-RMNDrRBO9Cruut_rezKUsLZj4Ho6O8ayz228cYA25ROs/w320-h70/3.+BP+OBA+Conversion+Rectangle+A.png" width="320" /></a></div><p style="font-family: Verdana; font-size: 12px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><br /></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Rectangle A: Determining LOS</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The process begins with rectangle A. One of two conditions must be met at this stage before we can continue the Conversion process:</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px 36px; text-align: justify; text-indent: -18px;"></p><ol><li><span style="font-family: verdana;">The first condition is the most straightforward. Provided the Observer has Line of Sight (LOS) to the Base Level of the SR hex, we proceed to rectangle B. The Base Level, according to the Index, is “normally the lowest level Location” excluding subterranean Locations.<sup>3</sup> Normal LOS rules apply with respect to Blind hexes, LOS Obstacles, LOS Hindrances, and so forth.<sup>4</sup> </span></li><li><span style="font-family: verdana;">Failing that, the Observer must satisfy a two-part condition. Because the Blast Height (C1.32) of a SR is visible two levels above the Base Level of a hex, it’s possible for an Observer to see a SR in an otherwise Blind Hex. Should this be case, the Observer also must have LOS to a <i>Known</i> enemy unit,<sup>5 </sup>either in or adjacent to the SR hex. </span></li></ol><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px 36px; text-align: justify;">For this and other OBA actions, concealed units in non-Concealment Terrain are considered Known to the Observer. (Footnote “d” after the word “Known” in rectangle A reminds us of this fact.)<sup>6</sup> </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">If the Observer fails all or part of either test, we follow the “No” path to the green stadium, (hereafter oval) to the right of rectangle A, which leaves the SR in place but “unconverted.” <br /></p><div class="separator" style="clear: both; font-size: 12px; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfgUlQqATTfoqU0SQ3cgKZd5UK1ewmw4cDja8x9uN6fpMHHC_VkjpKpuiNMzwRkBpFsesIPa8-gMe74dyX7PYjzavS2BctadviulhX8F_CJJvmOMWPqbnBsVOA8__0VdFYQMFnUCP7RhE/s200/5.+BP+OBA+Conversion+Oval+unconverted.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="83" data-original-width="200" height="83" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfgUlQqATTfoqU0SQ3cgKZd5UK1ewmw4cDja8x9uN6fpMHHC_VkjpKpuiNMzwRkBpFsesIPa8-gMe74dyX7PYjzavS2BctadviulhX8F_CJJvmOMWPqbnBsVOA8__0VdFYQMFnUCP7RhE/s0/5.+BP+OBA+Conversion+Oval+unconverted.png" width="200" /></a></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In sum, both conditions rely on an Observer having LOS to where the SR has landed. The second condition is complicated by the need to have LOS to a Known enemy unit too.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipMNHQzfmqQPQrASKCx1tvQv4lHO_C0dAKyJuQkhY8RG_nCBXRZQTVV_SuCm9icF-bRl7sLLe0R3E_qOWfmuDCFgdz9-Fbdr4xvz-2YaWxZHGkxER6M5AuYk8mrupRqozss9RIAEP7C2w/s900/4.+BP+OBA+Conversion+Rectangle+B.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="291" data-original-width="900" height="103" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipMNHQzfmqQPQrASKCx1tvQv4lHO_C0dAKyJuQkhY8RG_nCBXRZQTVV_SuCm9icF-bRl7sLLe0R3E_qOWfmuDCFgdz9-Fbdr4xvz-2YaWxZHGkxER6M5AuYk8mrupRqozss9RIAEP7C2w/w320-h103/4.+BP+OBA+Conversion+Rectangle+B.png" width="320" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Rectangle B: Converting</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Let’s assume that we’ve met the tougher, Blast-Height condition in rectangle A. Following the “Yes” path to rectangle B, we are asked if are there any enemy units in or adjacent to the SR hex, in what is otherwise known as the Blast Area of a HE Concentration. And if so, are <i>all</i> of them unknown to the Observer? Because our Observer had to have LOS to a <i>Known</i> enemy unit in the Blast Area in order to get to rectangle B in the first place, we can respond with an unequivocal no. The “No” path leads directly to the green oval below, allowing us to Convert the SR to FFE:1.<span style="font-size: 12px;"> </span></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilJkxQobM14MlnoM4v9cJvmTuFWGvsR_AGlfdECBO3LqbLyWwxdEOC9vOmEbh0cvtImYn2de2vHuO9uLZSeJCLGqyQ9RZg24Z2Mp4avWbchcZ1WqXjEKwMVEOFrUCGYtKfXOh7C_9ihNk/s900/6.+BP+OBA+Conversion+Oval+Convert.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="244" data-original-width="900" height="87" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilJkxQobM14MlnoM4v9cJvmTuFWGvsR_AGlfdECBO3LqbLyWwxdEOC9vOmEbh0cvtImYn2de2vHuO9uLZSeJCLGqyQ9RZg24Z2Mp4avWbchcZ1WqXjEKwMVEOFrUCGYtKfXOh7C_9ihNk/w320-h87/6.+BP+OBA+Conversion+Oval+Convert.png" width="320" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">We would take the same “No” path if our Observer had LOS to the Base Level of the SR hex (rectangle A) and there were <i>no</i> enemy units in the Blast Area (rectangle B).<sup>7</sup> </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; font-size: 12px; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBJ9z6nqMEIGx5HjAKJDgHc3SN3l3h8S-en10Kd8Z0s9GVrfdd8WXx1Mc2BB5b4D9Hn62AvmSfBgQmjWxNykXa9ggL1MpLvfBIJhNP5O0sK8WnBb0vu24hsrhioV5kI-q__jU49sbnwq4/s101/7.+BP+Extra+Chit.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="101" data-original-width="100" height="101" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBJ9z6nqMEIGx5HjAKJDgHc3SN3l3h8S-en10Kd8Z0s9GVrfdd8WXx1Mc2BB5b4D9Hn62AvmSfBgQmjWxNykXa9ggL1MpLvfBIJhNP5O0sK8WnBb0vu24hsrhioV5kI-q__jU49sbnwq4/s0/7.+BP+Extra+Chit.png" width="100" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">But what happens if <i>all</i> of the enemy units in the seven-hex Blast Area are unknown to the Observer? We sidestep. The “Yes” path from rectangle B leads to a square that instructs us to make an extra chit draw. </span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">If we draw a black chit, we proceed along the “Black” path to the green oval and Convert. Should we draw red, we sidestep again. The “Red” path leads to a rather unfriendly red oval with three, dire consequences. Not only does the SR not Convert, but it’s lost altogether. Adding insult to misery, <a href="https://asl-battleschool.blogspot.com/p/oba.html" target="_blank">Battery Access</a> is also lost. </p><div class="separator" style="clear: both; font-size: 12px; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhladFn3_He4oCNc5eXwDUhzNSRys_su4Z5D4bHWYgHg5terxMp2SH8YjHpcu8QtIUHmuayjao6IZVdj8G4Obou7zVwwIbVVZUL8WoxooMR9Cud_k6nsmC6tDpBy4xGFEzMBuUEONSB2dE/s200/8.+BP+Access+Lost.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="86" data-original-width="200" height="86" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhladFn3_He4oCNc5eXwDUhzNSRys_su4Z5D4bHWYgHg5terxMp2SH8YjHpcu8QtIUHmuayjao6IZVdj8G4Obou7zVwwIbVVZUL8WoxooMR9Cud_k6nsmC6tDpBy4xGFEzMBuUEONSB2dE/s0/8.+BP+Access+Lost.png" width="200" /></a></div><div style="text-align: center;"><span style="color: #666666;">***************</span></div><p></p>
<p style="font-family: Verdana; font-size: 12px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfCiGpumTkODPZvR2RiDqnrfs1AIT8wzBNZi-dFg0UbltC7dr-PiGCncF_9NurP7LQcZF3BAaKb7hqOwUR2rXxazXAJmIVc8OJhl45pXEjisXG-V1nvkT5BzVxY_AAjKGhX8zzSSAIXmg/s900/9.+BP+Rookie+Rules+I.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="333" data-original-width="900" height="118" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfCiGpumTkODPZvR2RiDqnrfs1AIT8wzBNZi-dFg0UbltC7dr-PiGCncF_9NurP7LQcZF3BAaKb7hqOwUR2rXxazXAJmIVc8OJhl45pXEjisXG-V1nvkT5BzVxY_AAjKGhX8zzSSAIXmg/w320-h118/9.+BP+Rookie+Rules+I.png" width="320" /></a></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Harassing Fire</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">Harassing Fire is a special case. While all rules pertaining to enemy units in or adjacent to the SR remain in play, any units located in the outermost hexes of a Harassing Fire Blast Area are ignored, regardless of whether they are Known to the Observer or not. Provided the Observer has LOS to the Base Level of the SR hex <i>or</i> to the Blast Height, <i>and</i> there are no unknown enemy units in or adjacent to the SR hex, the SR will Convert without the need to make an extra chit draw.</p>
<p style="font-family: Verdana; font-size: 12px; font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><br /></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUFurHFDT0PAZmJUOAoK4ibQoizqyErgf9-YGO1CsFKjWpHgnW4faq8a1vZNX6bHOOVtYMIYW5C7ZVTRcZEWiCp2Ja0H7RVdVJKE4K0StdxinCOqQT2J6LeiTNTgB8FXkRO8q0JNMt-wo/s1200/10.+BP+Rookie+Rules+II+Workplace+Harassment.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="704" data-original-width="1200" height="188" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUFurHFDT0PAZmJUOAoK4ibQoizqyErgf9-YGO1CsFKjWpHgnW4faq8a1vZNX6bHOOVtYMIYW5C7ZVTRcZEWiCp2Ja0H7RVdVJKE4K0StdxinCOqQT2J6LeiTNTgB8FXkRO8q0JNMt-wo/w320-h188/10.+BP+Rookie+Rules+II+Workplace+Harassment.png" width="320" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Examples</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">For this section please refer to the illustration below. The Observer is in 13aI5 on level 2. Five SR are on the board labeled SR:A through SR:E. I will discuss each in turn.</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggLuikDWZZrQsnyI3fON6VkzF331uCOxT9rv9H8uvXJS98hDmRyHcUeq2nyLuE3ZKfQ_0Uf5CoYKSnUqE5G2AH8azv5VRXZluTBNyNg_-rhNmnfdzCXRjlWFY01qcpjAxGDzh26_a4g5I/s2048/11.+BP+SR+Examples.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggLuikDWZZrQsnyI3fON6VkzF331uCOxT9rv9H8uvXJS98hDmRyHcUeq2nyLuE3ZKfQ_0Uf5CoYKSnUqE5G2AH8azv5VRXZluTBNyNg_-rhNmnfdzCXRjlWFY01qcpjAxGDzh26_a4g5I/w309-h400/11.+BP+SR+Examples.jpg" width="309" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Clearly, there is more to attacking with, and defending against, OBA than offered in this brief article. If you would like to see more about this or some other topic, let me know what interests you and I may take it on. I hope you found this useful. Should you spot any errors, please let me know so that I can correct them. -- jim</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_sPcTYVTJBErRFU8CasDArlmjGny-O43GOq_bovXQ9ZA3-B20IBmfARtu1JW89WOM2Vlnvo_-OYgFSqUPzQkuH29q5o-CrcEew3HSb_9mRjLlFB0ISVMZXIGasBhgDraVALKkQ4C7-1Y/s1200/12.+BP+Conversion+Therapy.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="644" data-original-width="1200" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_sPcTYVTJBErRFU8CasDArlmjGny-O43GOq_bovXQ9ZA3-B20IBmfARtu1JW89WOM2Vlnvo_-OYgFSqUPzQkuH29q5o-CrcEew3HSb_9mRjLlFB0ISVMZXIGasBhgDraVALKkQ4C7-1Y/w320-h172/12.+BP+Conversion+Therapy.png" width="320" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-size: x-small;">Notes</span></b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">1. As editor and de-facto “ghost writer,” I’ve again mutilated another of Jim’s gems. I assume full responsibility for any errors that remain or may have crept in due to my meddling. For the most part, I’ve expanded on Jim’s content, although some sections have been extensively rewritten. Hopefully, I’ve conveyed his central points in a coherent manner. Compare with his original post <a href="https://jekl.com/2021/09/10/converting-a-spotting-round-to-fire-for-effect/" target="_blank">here</a>.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">2. You can find this errata near the top of the right-hand column of page 57 in ASL Journal 11 (2016), under the heading Charts & Tables.</span></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzxYpTKBZ1FlRYd7qsuHMcFS5VyEagQa-qpNmv7WQnR-E64ivJwe5O5dUZfig8TYmIoCkSvpTMckaoCm7fO6nOeLzuO3oBhVRlXVao5_17MvcpZh-EliQXgJbDZ1feeqrRORrQSg8ffLI/s613/13.+BP+J11+AR+to+SR+errata.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="56" data-original-width="613" height="29" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzxYpTKBZ1FlRYd7qsuHMcFS5VyEagQa-qpNmv7WQnR-E64ivJwe5O5dUZfig8TYmIoCkSvpTMckaoCm7fO6nOeLzuO3oBhVRlXVao5_17MvcpZh-EliQXgJbDZ1feeqrRORrQSg8ffLI/s320/13.+BP+J11+AR+to+SR+errata.png" width="320" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">3. According to the Index definition of Base Level, if the lowest level Location in building hex does not allow VBM along at least one hexside of that hex, the Base Level is that of the highest building level in that hex [EX: The Base Level of 20C7 is 2½; that of 20D7 is 0]).</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">4. Low Visibility conditions such as Fog (E3.31), Night Visibility Range, and artificial Illumination present special challenges for OBA Conversion that are well beyond the scope of this article.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">5. Be careful not to confuse “Known” enemy unit in the context of OBA actions and “Known Enemy Unit.” The latter is defined by the Index as “any unconcealed, non-prisoner enemy unit—even one which is broken or in Melee—which the unit in question currently has a LOS to.” In contrast, an Observer will consider a concealed unit <i>not</i> in Concealment Terrain (e.g., in Open Ground) to be a “Known” enemy unit, as explained in the next endnote.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">6. Footnote “d” on the last page of the C1 Offboard Artillery Player Aid states the following: A Known enemy unit is an unconcealed enemy that you have LOS to. However, Concealed units in <i>non</i>-Concealment Terrain [EXC: night, Winter Camouflage] and in LOS of the Observer are always considered Known to him for his OBA actions.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">7. Hidden, subterranean, and aerial units are excluded.</span></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgCHB1m8k5wRiyzkF2XGe51IAB_-eIVxNipXHGgKdoq1kinaTWFnI2SeMMJ8Y9y2ppN_LfN59YJD6RxQRielOd9EHCMgApmnw9dRitWC1NSFYh8kQMOS12fhUKXCPxKWBPO81zQBIeed8/s1200/8.+OBA+Packaging+and+Tokens.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="988" data-original-width="1200" height="263" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgCHB1m8k5wRiyzkF2XGe51IAB_-eIVxNipXHGgKdoq1kinaTWFnI2SeMMJ8Y9y2ppN_LfN59YJD6RxQRielOd9EHCMgApmnw9dRitWC1NSFYh8kQMOS12fhUKXCPxKWBPO81zQBIeed8/s320/8.+OBA+Packaging+and+Tokens.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-family: verdana;">Get your OBA tokens today!</span></td></tr></tbody></table></p>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com2tag:blogger.com,1999:blog-1421727884790275990.post-41881910334831463262021-09-03T23:43:00.008-04:002021-11-07T12:10:18.708-05:00BP-1 Stop and Go Traffic: A Synopsis<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSroQOXg6ArpwKeh42s0LwPFzx4yNue2bELpSNSo6hcat-P6w_h89lAmVBLzDSeK06pnBfO5wcrEpM8BJEk7OujUsO5PRiJCMR25RsASa3VZGR5uKaR_3H7TB3-XItaQ3BQSuL7quLb0w/s800/1.+Bishop+-+Stop+and+Go+Traffic+.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="517" data-original-width="800" height="259" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSroQOXg6ArpwKeh42s0LwPFzx4yNue2bELpSNSo6hcat-P6w_h89lAmVBLzDSeK06pnBfO5wcrEpM8BJEk7OujUsO5PRiJCMR25RsASa3VZGR5uKaR_3H7TB3-XItaQ3BQSuL7quLb0w/w400-h259/1.+Bishop+-+Stop+and+Go+Traffic+.png" width="400" /></a></div><p><i style="font-family: Verdana;">By James Bishop</i></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Recently players have posted questions online about Moving, Motion, Starting, and Stopping, and how these interact with C6 Target-Based To Hit DRM (Dice Roll Modifiers). These questions appear cyclically, and I can recall answering them for as long as I have played ASL. Much of the information in this article appeared in Ole Bøe’s “Stop and Go Traffic” article, which originally appeared in <i>ASL Annual ‘96</i>. These old <i>Annuals</i> are available as PDF files from MMP, or can be picked up used from all of the usual outlets. I highly recommend you read the original as it's still informative. But for those who can’t, I offer a summary of that article here.<sup><span style="font-size: xx-small;">1</span></sup></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>Moving and Vehicular Target</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">To apply DRM properly, it's important first to understand the difference between uppercase-Moving and “Moving Vehicular Target.” A Moving Vehicular Target, often referred to simply as a moving target, is defined in C.8. It includes any vehicle during ITS<sup><span style="font-size: xx-small;">2</span></sup> Movement Phase (MPh) that has a) entered a new hex, or b) Bypassed a new hexside within its current hex. In addition, any vehicle that a) starts ITS MPh in Motion, or b) is currently in Motion, qualifies as a Moving Vehicular Target. I’ll explain the concept of “Motion” shortly. The key here is that a Moving Vehicular Target is one that has either <i>moved to a new position</i> on the board, or qualifies for Motion status.</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCL1bHIw2fPXzezIXcKRi81DRrXCGiHGqnawOeP1U4h9fgAC-b_GQcSOYmW6L8Rj2hapY3Nx1VdD0zD3LryLMd3DUVAHxAosDsXqkLZgFDSDsuNpyynQ-_l2aWdoR_rWVuX9lYrnM4Ci8/s800/2.+Bishop+-+Moving+Vehicular+Target.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="407" data-original-width="800" height="204" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCL1bHIw2fPXzezIXcKRi81DRrXCGiHGqnawOeP1U4h9fgAC-b_GQcSOYmW6L8Rj2hapY3Nx1VdD0zD3LryLMd3DUVAHxAosDsXqkLZgFDSDsuNpyynQ-_l2aWdoR_rWVuX9lYrnM4Ci8/w400-h204/2.+Bishop+-+Moving+Vehicular+Target.png" width="400" /></a></div><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><br /></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Moving is more nuanced. The ASL Rule Book (ASLRB) doesn’t draw a clear distinction between the two primary uses of the term in the game. In its narrowest sense, Moving refers to a unit that is currently conducting ITS MPh.<sup> </sup>I should stress that only <b><i>one</i></b> entity can be said to be Moving (or “phasing”) at a time. However, a Moving entity can consist of more than a single unit. Multiple units can Move as a stack, including Armored Assault (D9.31), which allows an Armored Fighting Vehicle (AFV) and Infantry to Move together. Less common is a “multi-hex stack,” which uses a form of Impulse-based movement.<sup><span style="font-size: xx-small;">3</span> </sup>In all cases the constituent parts of any Moving group of units are considered Moving regardless of which unit (or units) are actually expending a Movement Factor (MF)/Movement Point (MP) at a given moment. For example, a stack declares Armored Assault. The AFV expends a MP to start, and another to change Vehicular Covered Arc (VCA). Although the Infantry accompanying the AFV has yet to expend any MF, both it and the AFV are Moving, that is, they are conducting THEIR MPh (as a stack). Interestingly, the vehicle does not yet qualify as a Moving Vehicular Target, although it does qualify as a target for Defensive First Fire, which brings me to the broader definition of moving, namely the expenditure of MF/MP.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Rule section A8.1 states that the “portion [of Defensive Fire] occurring during the enemy MPh is called Defensive First Fire and can be used only vs a moving unit(s).” In my previous example, the AFV expended 2 MP. The AFV is therefore moving for the purposes of Defensive First Fire and can be fired upon based on either or both MP expended. The Infantry, however, cannot be targeted directly because they have yet to expend a MF.<sup><span style="font-size: xx-small;">4</span></sup> A similar situation occurs when a Stopped vehicle attempts but fails to dispense Smoke at the beginning of ITS MPh. While the vehicle <i>is</i> Moving—in the narrowest sense of the term, it's <i>not</i> moving for the purposes of Defensive First Fire, because it hasn’t expended a MP (D13.2). However, were the vehicle to end ITS MPh at this point, it <i>would</i> qualify for Defensive First Fire, because it's considered to expend all of its remaining MP in that hex (D2.1). This is a case where a vehicle has Moved (conducted ITS MPh) without actually moving anywhere. Confusing, I know. If only such a key concept as “moving” was spelled out in the rules, or defined in the Index.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Stopped and Non-Stopped</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The default setting for a vehicle that sets up onboard is Stopped (A2.52). According to the Index, a Non-Stopped vehicle is one that has not expended a Stop MP since its last Start MP expenditure during ITS MPh. A Non-Stopped vehicle is therefore a moving unit in both senses of the term “moving” discussed in the previous paragraph. On the one hand, a Non-Stopped vehicle is conducting ITS MPh. On the other hand, it's moving for the purposes of Defensive First Fire. However, a Non-Stopped vehicle is considered a Moving Vehicular Target only if it has entered a new hex, or used Vehicular Bypass Movement (VBM). So contrary to Stopped status, which can apply during <i>any</i> phase, Non-Stopped status can <i>only</i> apply to a vehicle during ITS MPh. For instance, it’s possible for a vehicle to become Stopped during an enemy Prep Fire Phase as a result of an Immobilization, Shock, or Stun result. But what happens if a vehicle chooses not to end ITS MPh Stopped? </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Motion Status</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The term used to describe a vehicle that isn’t Stopped before or after ITS MPh is called Motion. A Moving vehicle—one conducting ITS MPh—is never in Motion. It's either Stopped or Non-Stopped. However, a vehicle which ends ITS MPh without expending a Stop MP assumes Motion status. This status in indicated by placing a Motion counter atop the vehicle. For To-Hit purposes, a Motion vehicle is <i>always</i> treated as a Moving Vehicular Target. Although the Motion counter is removed the moment a vehicle with Motion status begins ITS MPh, the vehicle remains a Moving Vehicular Target. This should be self evident given that the vehicle has yet to expend a Stop MP, and is therefore Non-Stopped, and thus a Moving Vehicular Target. In contrast, a vehicle not under a Motion counter will begin ITS MPh as a Stopped, non-Moving Vehicular Target. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Summary</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">From the foregoing it should be clear that the game concepts of moving (A8.1), Moving (phasing), and Moving Vehicular Target are not synonymous. A vehicle can be Stopped, yet qualify as a Moving Vehicular Target. Conversely, a vehicle can be Non-Stopped but not qualify as a Moving Vehicular Target. Non-Stopped and Motion, while similar, are not synonymous either. The former represents a state <i>during</i> a unit’s MPh, that is, when a vehicle is Moving. Motion meanwhile is a kind of suspended state of movement that exists outside a unit’s MPh. When in Motion, a vehicle is paradoxically neither moving (A8.1)<sup><span style="font-size: xx-small;">5</span></sup> nor Moving (phasing), but is <i>always</i> deemed to be a Moving Vehicular Target, even to the extent of <i>beginning</i> ITS MPh as a Moving Vehicular Target.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A thorough grasp of the implications of each vehicle state and the distinction between moving and Moving, together with a careful perusal of the various charts, will greatly aid you in applying the correct DRM when the rubber meets the road.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Time to see how this all works in practice.</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirknxChCOtZuujsX3_Fsix-mjMr7fEvZ5u7qqVaqfvW8piImKXzap-uZMEj3FklbGM5xZusIfiUbTwFs69hOKzqyxgtojMhE6oiEnkLpRMTW5L9McB8sKHZEvkPbHSDVrVv065PHlh034/s1553/3.+Bishop+-+Moving+EX+1-2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirknxChCOtZuujsX3_Fsix-mjMr7fEvZ5u7qqVaqfvW8piImKXzap-uZMEj3FklbGM5xZusIfiUbTwFs69hOKzqyxgtojMhE6oiEnkLpRMTW5L9McB8sKHZEvkPbHSDVrVv065PHlh034/w309-h400/3.+Bishop+-+Moving+EX+1-2.jpg" width="309" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqa7swEguFZ96vFpKY_giZiaXkFN_w-PV9CGKzNDF_M8MWZy8jGnoRDEcBejEeuuWjBRuH3LvYkJLOZYc1fR5dP5kuVxr3rCTfvK1Sui9GvRhnWQd1EOMgoOxhHjwxpI7qyAHOaftNWiA/s1553/4.+Bishop+-+Moving+EX+3-4.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqa7swEguFZ96vFpKY_giZiaXkFN_w-PV9CGKzNDF_M8MWZy8jGnoRDEcBejEeuuWjBRuH3LvYkJLOZYc1fR5dP5kuVxr3rCTfvK1Sui9GvRhnWQd1EOMgoOxhHjwxpI7qyAHOaftNWiA/w309-h400/4.+Bishop+-+Moving+EX+3-4.jpg" width="309" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSuLRDowm3QBFOdd0ihb2_FELf26fB0fDoLUM72akOlf5TC2Oc7recoETZxkhRS12N7uSb6S1_miEbgM2qwm3af9E72P24Y8DajFkrKtmbBhn84lA7iwSwtcyrN461WhV6oeDtic5TlDs/s1200/5.+Bishop+-+Moving+EX+5.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="776" data-original-width="1200" height="259" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSuLRDowm3QBFOdd0ihb2_FELf26fB0fDoLUM72akOlf5TC2Oc7recoETZxkhRS12N7uSb6S1_miEbgM2qwm3af9E72P24Y8DajFkrKtmbBhn84lA7iwSwtcyrN461WhV6oeDtic5TlDs/w400-h259/5.+Bishop+-+Moving+EX+5.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">I hope you found this brief article useful. Knowing what DRM apply in a given situation is an important step toward mastery of combined-arms play. Please let me know if you spot any errors. Like you, I’m always learning. Now go read “Stop and Go Traffic!” It’s worth your time. -- jim</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; min-height: 15px; text-align: justify;"><br /></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-X92bfjv_6w23yqIxGIUM9kEZOdZpLJmNVxi9OFFwiosrDlKuYQsrnwy3WEzVtqSt8n_o7XNr-dmCNXLRt2b-MBuhZbSNfGf6lYX9XhEBLlNsdMQz-w-U1tzN-YrCTogSlj2BfXRlkSE/s1177/6.+Bishop+-+Motion+Status+Attempt.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1177" data-original-width="800" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-X92bfjv_6w23yqIxGIUM9kEZOdZpLJmNVxi9OFFwiosrDlKuYQsrnwy3WEzVtqSt8n_o7XNr-dmCNXLRt2b-MBuhZbSNfGf6lYX9XhEBLlNsdMQz-w-U1tzN-YrCTogSlj2BfXRlkSE/w273-h400/6.+Bishop+-+Motion+Status+Attempt.png" width="273" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-size: x-small;">Notes</span></b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">1. I (Chris) have taken great liberties editing this piece. Any errors that may have crept in are my own. Hopefully I have not deviated too far from Jim’s intent. You can find Jim's original text <a href="https://jekl.com/2021/09/09/stop-and-go-traffic-a-synopsis/" target="_blank">here</a>.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">2. The Advance Sequence of Play (ASOP) uses all-caps to underscore a) which unit (or group of units) is currently phasing, and b) at what stage a unit (or group of units) is in ITS MPh. A phasing unit conducts ITS MPh in three stages: START, DURING, and END. Although a unit is considered to be Moving, in the sense that it's the unit that is actively phasing, it may not actually be moving for the purposes of A8.1. With the exception of conducting a Search, any actions undertaken by a unit at the START or END of its MPh do not qualify as moving for the purposes of Defensive First Fire, despite the fact that the unit is Moving throughout ITS MPh.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">3. In addition to Platoon Movement (D14.2), which allows two or three AFV to Move concurrently in Impulses, there are a number of other special cases where units may Move as a “multi-Location stack” or a “multi-hex stack,” such as Human Wave (A25.23), Cavalry Wave (A13.62), Banzai (G1.5), Convoy (D11.2), and Column (D11.52). Regardless of how many units participate in a Human Wave, for example, the Human Wave Moves as a single entity.</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;">4. The Infantry, while Moving <i>with</i> the AFV, have yet to expend any MF, which means they do not satisfy the broader definition of moving. While the opposing side may declare a Defensive First Fire shot at the AFV, the Infantry may not be targeted (directly) because they are not moving for the purposes of A8.1. A question-and-answer confirms this:</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><span style="font-size: x-small;">A8.1 & D9.31</span></b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><span style="font-size: x-small;"><b>Q. </b>An MMC [<i>e.g., a squad</i>] stacked with a stopped AFV declares an Armored Assault. The AFV starts. Does this spent MP allow enemy units to Defensive First Fire at the MMC?</span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;"><b>A.</b> No. </span></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 6px; text-align: justify;"><span style="font-size: x-small;">5. Technically there is a fleeting moment at the END of ITS MPh (ASOP Step 3.41A) where a vehicle is moving for purposes of Defensive First Fire. Because a vehicle must either expend a Stop MP <i>or</i> place a Motion counter at the END of ITS MPh, the opposing player is entitled to Defensive First Fire before another unit begins ITS MPh.</span></p><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com1tag:blogger.com,1999:blog-1421727884790275990.post-46568878809268162882021-02-14T20:19:00.006-05:002021-02-16T07:41:26.316-05:00Armchair Generals - BoF16 Part 4<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlRCAoYSX9skKWtiu7siJU1E6tM5I_wB1pfH9wzBDagoihDIdIKdtev8xLIcHptMrjjVNbyco1ZjALQySu1KV_4hvSqsoLrnMQrOhqT86_5cnj3fepMUTq1wz_4wMSYKnQ2Bbs3DNUB_0/s1200/Slide+56A+Armchair+Generals.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="502" data-original-width="1200" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlRCAoYSX9skKWtiu7siJU1E6tM5I_wB1pfH9wzBDagoihDIdIKdtev8xLIcHptMrjjVNbyco1ZjALQySu1KV_4hvSqsoLrnMQrOhqT86_5cnj3fepMUTq1wz_4wMSYKnQ2Bbs3DNUB_0/w400-h168/Slide+56A+Armchair+Generals.png" width="400" /></a></div><br /><b style="font-family: Verdana;">BoF16 Saluting a General</b><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px;"><i>Series Replay: Andy Bagley (Russian) vs Jim Bishop (German) January 2021</i></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Today’s post covers the final turns of this updated Friendly Fire offering. The first part of this after-action report (AAR) can be found <a href="http://asl-battleschool.blogspot.com/2021/01/armchair-generals-bof16-aar.html" target="_blank">here</a>. After five turns of battle, both sides still have a lot of fight left in them. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_LcvBuGgJMzyHJrd6UzQyWMcKLxkb39G4Hs2LOAsFAzFzS6d0SS_f8A3zIM1-G_oQm53BoEfthAOp67r3XuJddRCeSrQyYQBziwatp3el6kI2noSEzq1KIys7UZ3n9PcwDBi0iMxguoY/s2048/Slide+56+GT6+End+CCPh.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_LcvBuGgJMzyHJrd6UzQyWMcKLxkb39G4Hs2LOAsFAzFzS6d0SS_f8A3zIM1-G_oQm53BoEfthAOp67r3XuJddRCeSrQyYQBziwatp3el6kI2noSEzq1KIys7UZ3n9PcwDBi0iMxguoY/w309-h400/Slide+56+GT6+End+CCPh.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT6 End CCPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>German Turn 6</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6rt7XbznSPC0ufpRles0CGuhd_YAWLWwL4uK43DCZDTAj3428YHf9ywH5KVaIbDxtm0RwkmsARdxoj_2Dd4Ujh9-aL4OrL4juIRUh-lLtRvbSS9YNSYjDrO8LXZTLnV8KrjirudxPJ8E/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="font-family: verdana;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6rt7XbznSPC0ufpRles0CGuhd_YAWLWwL4uK43DCZDTAj3428YHf9ywH5KVaIbDxtm0RwkmsARdxoj_2Dd4Ujh9-aL4OrL4juIRUh-lLtRvbSS9YNSYjDrO8LXZTLnV8KrjirudxPJ8E/s0/German+9-1+Bischof.png" /></span></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) Well, it has to happen this turn or it isn’t going to happen. I get a break and DI the Lee in 85I4 <i>and</i> the crew bails out on the MC. [Chris: This highlights the full nature of the threat posed by the ATR. Andy was okay with a Lee being Immobilized, but overlooked the fact that things can go sideways if its crew fails an Immobilization Task Check (TC). The crew of an Immobilized AFV also takes a TC each subsequent time its vehicle is hit. Conditions apply. (D5.5)] </span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Again, the dice toy with me. I managed to get my PzIII past his Stuart in 85C5. I know his ATR is a threat but I don’t have a choice. I continue around to take the rear shot. Of course, not only does Andy hit, he hits in the Hull (rear aspect and 3 Armor) and then rolls another 3 on the TK shot. I think we can now officially say my goose is cooked but I will play it out to see how it finishes out. Adding insult to injury, I move another PzIII to take on that Stuart in 85C5, again manage the hit, and again manage to fail on the TK shot. I think we can safely say that fortune has not favored me to this point in the armor game. I close on the Stuart in 85J3 but fail to kill him in AFPh. Then I get two squads and a 9-1 into the Location and fail to kill him in CC. Needed a 7 and a 5 to immob, and got neither. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn4mlRpw8SP2GYF6_uOyBTuGrWVyPKlFdG6qM7nvaWcbM4Nqcus-aijVijec3JVIrmOYM0pBhRVGT3MbA-kXAsVWdspZQkh6RIJj3lgrNTCcw_fKtFECZI6wBVztS4XtcaMaNe9Hnei6M/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn4mlRpw8SP2GYF6_uOyBTuGrWVyPKlFdG6qM7nvaWcbM4Nqcus-aijVijec3JVIrmOYM0pBhRVGT3MbA-kXAsVWdspZQkh6RIJj3lgrNTCcw_fKtFECZI6wBVztS4XtcaMaNe9Hnei6M/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) The Germans continued to move forward but at this point I decided to hold my ground; I’m likely to lose more tanks but it’s worth it to prevent his infantry getting to the woods. I missed the fact that a PzIII could enter my hex with the Stuart light tank; fortunately I could put it in Motion and his various shots missed. (Jim also discovered how hard it is to place a demo charge in front of a moving tank!) A key turning point occurred when my ATR, having made it all the way back from the frontline on board 5, got a rear shot on a moving PzIII which hit and destroyed it. Meanwhile, Jim is unlucky with the dice and keeps missing my Stuarts.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguNFAkzNR8nseZvWj3xExbdHRrEjl4qPOqwPi_J1-RY9WTTrHHVeWFSsySOVmnz8iSyRZ4baYBs8_IFqPwCO0mVyEX4zqveHiMNNmckk-61E_LcX4Og2dm4QFKXGP8LwYNrknN5q9Cst4/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguNFAkzNR8nseZvWj3xExbdHRrEjl4qPOqwPi_J1-RY9WTTrHHVeWFSsySOVmnz8iSyRZ4baYBs8_IFqPwCO0mVyEX4zqveHiMNNmckk-61E_LcX4Og2dm4QFKXGP8LwYNrknN5q9Cst4/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) Jim has a lot to do this turn. In fact, a lot has to go his way this turn if the Germans are going to be in position to clear the VC area on Turn 7. The game could well be over by the end of his MPh.</span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYDh5DW-SaPNeLbESbCgBdEcGB7ueekzH5mJEdsRTJY9VSj8nqmmnsPedklGXgf4xfTnjVVfHaM0alMOLMk-NhPR-HUa1YlhmBDKCU4pE133Howl3h9JvitC2Po6ORAMj12Z0CXlQ_s4I/s1398/Slide+57+GT6+PFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1398" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYDh5DW-SaPNeLbESbCgBdEcGB7ueekzH5mJEdsRTJY9VSj8nqmmnsPedklGXgf4xfTnjVVfHaM0alMOLMk-NhPR-HUa1YlhmBDKCU4pE133Howl3h9JvitC2Po6ORAMj12Z0CXlQ_s4I/w344-h400/Slide+57+GT6+PFPh.png" width="344" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT6 PFPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Success! The ATR Immobilizes the Lee in 85I4, prompting its crew to Abandon the tank. And then they’re off. The panzers, that is. The long-gun panzer in 42EE3 heads north to 85C3 from where it can bring four of six woods hexes in the VC area under fire. Next is the panzer in 42FF0 which also heads north. It dodges mortar bombs and 37mm fire to get behind the Stuart in 85C5, only to be destroyed by the Russian ATR in 85F8. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRHoa6YBVuNBFfwkJKvS1KCxjxGSCq7Oxr13laNbMQJMvIJzkMixnTJZdZ9ZdhBQpQsvoKPX9DshAI4Ry2acyBgbxawe_Qp72VFQzovUOr0uXMOLxnbQ_66WtqKuO2MpjvT23TpaEkKLA/s1330/Slide+58+GT6+MPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1330" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRHoa6YBVuNBFfwkJKvS1KCxjxGSCq7Oxr13laNbMQJMvIJzkMixnTJZdZ9ZdhBQpQsvoKPX9DshAI4Ry2acyBgbxawe_Qp72VFQzovUOr0uXMOLxnbQ_66WtqKuO2MpjvT23TpaEkKLA/w361-h400/Slide+58+GT6+MPh.png" width="361" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT6 MPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A lucky TH and TK to be sure. Andy rolled exactly what he needed to hit. And he rolled one less (1,2) than he needed to knock out the panzer. Jim could have avoided giving the ATR a rear aspect by driving through the Stuart’s hex in order to Bounding Fire from 85B5. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0Wl-kSvcVoRDZ2Hw-X3OIJoIfXEJQWZIElox2SwrUbkX4GNvKWIDKNI-YPOpmiqUmMzXzxSyU0yYTOvZOKnpfCokGgy1JXaGHahrkcVporjevg4FOeX6ZL5hhmkuyMjybphEdQpyg-GE/s1553/Slide+59+GT6+MPh.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0Wl-kSvcVoRDZ2Hw-X3OIJoIfXEJQWZIElox2SwrUbkX4GNvKWIDKNI-YPOpmiqUmMzXzxSyU0yYTOvZOKnpfCokGgy1JXaGHahrkcVporjevg4FOeX6ZL5hhmkuyMjybphEdQpyg-GE/w309-h400/Slide+59+GT6+MPh.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT6 MPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A second panzer rushes the Stuart, but fails to hit it or Stun its CE crew. The other surviving long-gun panzer charges the second Stuart, entering in 85J3 on its 13th MP. Andy passes a Motion attempt allowing the Stuart to start and pivot its turret to face K4, the likely approach rout of the DC-toting 4-6-8. [Being in Motion adds a +2 DRM to the DC, while Placement through the front Target Facing will add an extra +1 DRM.] A good move on Andy’s part. Still, if the DC attack succeeds, Jim’s panzer is in a strong position from which to take on the remaining Lee, not least because Jim cleverly risked Excessive Speed Breakdown (ESB) to stop after the Stuart went into motion. [There are worse places to Immobilize than HD in LOS of the last Lee.]</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghMu6B7ZrWwW9bqkUlA-1ixSncdwLY17HpdfiOWCE4etUvnnl79KCzTypmndaXGLz1jObEFwoL40geJfSOCrTGrLnywfOX9Z2LLaYVswLC7K7ihqR6N7ELOpSE1a2JKs5tcpjrEE6JNlk/s1200/Slide+60+GT6+MPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1134" data-original-width="1200" height="378" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghMu6B7ZrWwW9bqkUlA-1ixSncdwLY17HpdfiOWCE4etUvnnl79KCzTypmndaXGLz1jObEFwoL40geJfSOCrTGrLnywfOX9Z2LLaYVswLC7K7ihqR6N7ELOpSE1a2JKs5tcpjrEE6JNlk/w400-h378/Slide+60+GT6+MPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT6 MPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">German Infantry follows up, making good progress in the face of substantial DFF. [Two Russian attacks Cower, one of which “boxes.”] To my surprise, what I believe is a 4-4-7/LMG in 85I5 doesn’t take the six-down-one shot at the 4-6-8/DC when it enters 85K4. Maybe Andy was waiting for the outcome of the PAATC that the 4-6-8 was required to take before Placing the DC (A23.3). No PAATC was taken however, and the DC was placed without any apparent opposition. [Andy: We missed the fact that a PAATC was required, but Jim still needed a 5 or less with the DC to affect my Stuart.] </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The 9-1 stack moves adjacent to this Stuart and attempts to place Infantry Smoke in 85J2. It fails. But this doesn’t stop the last panzer from braving the gap covered by the Lee in 85G4. The Pz IIIG ends its move in 85K4 from where it can fire on the adjacent Stuart should the DC fail to destroy the Russian AFV. (A third fail-safe, or sorts, is the 9-1 stack, which could engage the Stuart in CC.)</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidDatY8qBA0QepoKAg3yrD_FYNYYg3uAar9s6NRfH7gIUHjwFb07BlZrm-pbmN3c8ISFUMfhKRjEO9Fc6L0zDS3nPZyPzkVzg69VlpbjstB2xx5QxAhw-AXvHckdXfcUkBdziWK0TCRFE/s1200/Slide+62+GT6+DFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1105" data-original-width="1200" height="369" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidDatY8qBA0QepoKAg3yrD_FYNYYg3uAar9s6NRfH7gIUHjwFb07BlZrm-pbmN3c8ISFUMfhKRjEO9Fc6L0zDS3nPZyPzkVzg69VlpbjstB2xx5QxAhw-AXvHckdXfcUkBdziWK0TCRFE/w400-h369/Slide+62+GT6+DFPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT6 DFPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; min-height: 15px; text-align: justify;">The rearward Stuart savages the German 4-6-7 in 85F2 during Final Fire reducing it to a broken Second Line HS. [For good measure the Lee also busts up the German crew in 85H3 (which is later eliminated in the Rout Phase), before rotating its turret to acquire the panzer in 85J3. The Russian crew on board 42 will suffer a similar fate.] Meanwhile the squad in 85I5 drops concealment to fire without effect on the adjacent German HS. (This was arguably a mistake. Having passed up an opportunity to fire on the 4-6-8/DC in DFF, and an opportunity to fire on the HS in Final Fire, I would have preferred to see the Russian unit maintain concealment for Ambush purposes. [Andy: The ambush wouldn’t have guaranteed a win, and I figured I could get this squad back to the woods, so might as well fire.] Had the HS advanced in and the Russians gained Ambush, the German unit would have been eliminated on a DR of 8 or less, and the Russians would have retained concealment in +3 TEM! As it happened, the HS was subsequently eliminated in CC.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhElapR8y8Q3gfyYUgcbxrDNDvEFs6itJ-LAiPfC9impkAPG6pFjl2qHDAQPR8_LkM3777t2uHp_4jz2tfD4aH4Tjs3_CQlB36mFZnKyJnu1GWY4HnYeyZJFoNeOVJCGYT2-hr3eAwhxW4/s2048/Slide+61+GT6+MPh-CCPh.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhElapR8y8Q3gfyYUgcbxrDNDvEFs6itJ-LAiPfC9impkAPG6pFjl2qHDAQPR8_LkM3777t2uHp_4jz2tfD4aH4Tjs3_CQlB36mFZnKyJnu1GWY4HnYeyZJFoNeOVJCGYT2-hr3eAwhxW4/w309-h400/Slide+61+GT6+MPh-CCPh.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT6 MPh - CCPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In the end, the DC proved to be a non-issue, as Jim fails to position the charge successfully (C7.346). His other fail safe, the panzer in 85K4, also misses its target. And so does Jim’s CC fallback. Overall, a disappointing turn for the Germans, although Advancing Fire does convert the enemy squad in 85G3 into a broken Conscript HS when it “boxes” its Morale Check (MC).</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2C-Ze1IGpAeGPYpnwWrV-cMFyKMd3Z4NmZqnSXBLAmjqP7vG6Bvk8Xoh-1C4hXDb-568HXi5c6gJfpinJ1hHdNe4aD37TzI44Fyl1WJ67AydwehUJCWy45pjJMoqWJtODzsBTkoe0qjw/w309-h400/Slide+63+RT6+End+CCPh.jpg" style="margin-left: auto; margin-right: auto;" width="309" /></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT6 End CCPH</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Russian Turn 6</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyURmwHjqSDi-0KOGRejGcHiHwTLRl4bMPEvB9mwlTsBFq8d2jnhC7Wnu6d78P1W7TIEj7CZ-spap0JylvjQUS_7OOL-WFwGMHJzHTb0YOAIcLONYQ3BpDM9gTXcOPzMDrrhurIBT3-KE/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyURmwHjqSDi-0KOGRejGcHiHwTLRl4bMPEvB9mwlTsBFq8d2jnhC7Wnu6d78P1W7TIEj7CZ-spap0JylvjQUS_7OOL-WFwGMHJzHTb0YOAIcLONYQ3BpDM9gTXcOPzMDrrhurIBT3-KE/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) In my turn, it’s simply a question getting all my remaining units infantry back into or near the woods. One squad dies trying to dash across the road to the north, but this allows the squad with the ATR to make it safely, and even my conscript HS gets close.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-GGieD21qqCR1JT-OCJ6cEnir82jzjAVA3BZ4YoZg63pAsbrALrDBDswF7LwWeLBgra3TipME1lqEAWdDw4cL8wVg63Y0psRhtzkhp27U5abCDZrTQeSArZOO-_gA0IQrWfFGtIXxGko/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-GGieD21qqCR1JT-OCJ6cEnir82jzjAVA3BZ4YoZg63pAsbrALrDBDswF7LwWeLBgra3TipME1lqEAWdDw4cL8wVg63Y0psRhtzkhp27U5abCDZrTQeSArZOO-_gA0IQrWfFGtIXxGko/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) In the Russian turn 6, my goose was officially removed from the oven and carved for serving. Andy kills my PzIII in 85D4. The 85J3 Stuart starts, l shoot at him, hit, and roll yet another failed TK DR. Andy then promptly B1F’s and kills me. Failure in the German Army is punished harshly. To add insult to injury, my PzIII in 85J3 fails to secure a hit. So I am in a very unenviable position with that AFV. It needs to move but has to survive the shot in the rear from the Stuart.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiER1I1C9F4mmhmAT5bZa3FYpQtJ8GqGpkBWypX4NsAXYmdYPvKNXp1nyXRbgLACKPdkntjCr4GvD8-GpDEdreK8Uo7mY4yz87aLW0REPD3aH4s1z2kiiFawgnjBoPmNCWGFdzNkP09QAg/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiER1I1C9F4mmhmAT5bZa3FYpQtJ8GqGpkBWypX4NsAXYmdYPvKNXp1nyXRbgLACKPdkntjCr4GvD8-GpDEdreK8Uo7mY4yz87aLW0REPD3aH4s1z2kiiFawgnjBoPmNCWGFdzNkP09QAg/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) The Russians have four Good Order units in the VC zone, two of which are concealed. Two more squads are within reach of the area, although they will have to brave fire from the 4-6-8/ATR in 85K5 to get there. Andy’s ability to “skulk” is limited. I think he needs to keep his Stuart in 85J3 in order to deny the 9-1 stack an opportunity to engage Russian Infantry in the tree line. This would also prevent the Pz IIIJ from firing on the last Lee, effectively keeping this key Russian asset in play on the final German turn. On the other side of the equation, German Defensive Fire must break as many Russian units as possible in the VC area, if the Germans are to have any chance of gaining Control of six hexes in one turn!</span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE0SD_fUbqb9E_5Vab3qDG7Mp49VxrKb5XBuiGh1v8EGCka3pXoj7cSJU5nNEnhORe0atkvkMIsp_utYcmJCscTkmYDj-6sepD_VyoPnLjmVr-2vpRFZkYnGCarcWJxicCldJoprsAeQo/s1200/Slide+64+RT6+PFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="515" data-original-width="1200" height="171" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE0SD_fUbqb9E_5Vab3qDG7Mp49VxrKb5XBuiGh1v8EGCka3pXoj7cSJU5nNEnhORe0atkvkMIsp_utYcmJCscTkmYDj-6sepD_VyoPnLjmVr-2vpRFZkYnGCarcWJxicCldJoprsAeQo/w400-h171/Slide+64+RT6+PFPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT6 PFPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">To the relief of the Pz IIIJ in 85J3, Prep Fire begins with an ignominious “wall hit” by the Lee’s MA. However, the Lee’s SA does hit and break the 4-6-7 with the Russian HMG in 85J2. (Not sure why this stack didn’t remain in 85J1 from where it could have placed a Firelane to 85D10.) Farther east the Pz IIIG in 85D4 falls prey to the adjacent Stuart, leaving the Germans with three tanks.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKMMHLycLo8GWshQe7waEB2kihXoEk0Akmq_7fRLpLVa7gTd1FJxXNij-PfasFy52Qnpb8jSkkBd_XEfoZwEWaVrQBS_AryHfigquK5b88a6YqxUrLQAo2CJhLeOcy6W7NNi-mKRvqlMY/s1200/Slide+65+GT6+PFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="517" data-original-width="1200" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKMMHLycLo8GWshQe7waEB2kihXoEk0Akmq_7fRLpLVa7gTd1FJxXNij-PfasFy52Qnpb8jSkkBd_XEfoZwEWaVrQBS_AryHfigquK5b88a6YqxUrLQAo2CJhLeOcy6W7NNi-mKRvqlMY/w400-h173/Slide+65+GT6+PFPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT6 PFPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">During the MPh, declaring a Dash doesn’t spare a 4-4-7 that crosses paths with snake eyes. However, this does place the 4-6-8/ATR under Final Fire, freeing the 4-4-7/ATR to cross the road. After the 4-4-7/LMG falls back to 85G6, the Stuart in 85J3 makes a run for it. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS8Zz6SiBwC8sIf5KPC7t0TW0XQZLlOH2e0Rxhy-t28SUjdHEcOHj63N2RZlr3_DCj_QPZzEa7ZnKcoSKQdZewKKaE_rCk5KH15q37rVq16XekNWSs7-5p-XjO-BtlhbJe6ztHg2Fuh1o/s1200/Slide+66+RT6+MPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1127" data-original-width="1200" height="376" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS8Zz6SiBwC8sIf5KPC7t0TW0XQZLlOH2e0Rxhy-t28SUjdHEcOHj63N2RZlr3_DCj_QPZzEa7ZnKcoSKQdZewKKaE_rCk5KH15q37rVq16XekNWSs7-5p-XjO-BtlhbJe6ztHg2Fuh1o/w400-h376/Slide+66+RT6+MPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT6 MPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Pz IIIG in 85K4 holds its fire until the Stuart turns in 85M4 to face the panzers. Rotating its turret through 120 degrees, the 50mm gun barks the moment the Stuart stops. Needing a seven or less to hit, the round strikes the hull of the Stuart but fails to penetrate. The Stuart returns fire and scores a turret hit, and due to the range, penetrates the panzer’s armour. Being CE didn’t save the panzer, and being BU didn’t prevent the Stuart from finding its mark. Andy’s tankers have been bucking the odds all game long.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg44-q97IL1-yTuVl6klvmA_iEldiWM3D-c5ATgnpa5C6nOlotMUQ855GRnnwWBlgf_j92E1qOpVKmrL5CargBziDeUIO-l-ZKzkn-ytqYiU2ncweQW-wTJijUQGevpVTdB-YWOCHnI0jc/s1435/Slide+67+RT6+MPh-DFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1435" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg44-q97IL1-yTuVl6klvmA_iEldiWM3D-c5ATgnpa5C6nOlotMUQ855GRnnwWBlgf_j92E1qOpVKmrL5CargBziDeUIO-l-ZKzkn-ytqYiU2ncweQW-wTJijUQGevpVTdB-YWOCHnI0jc/w335-h400/Slide+67+RT6+MPh-DFPh.png" width="335" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT6 MPh - DFPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The powerful 9-1 stack is unable to have any meaningful impact on the Russian units in 85F4. Nor is the Pz IIIJ able to destroy the Stuart in 85M4. Similarly, the 4-4-7 in 85E5 gets off with a warning from the panzer in 85C3. Defensive Fire is a disaster for the Germans. The Russian hold on the VC area is stronger than it was at the beginning of the turn. German prospects for success are nigh impossible with at least one Russian Infantry unit per VC hex.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzDmAyHR4S13cXL7Oykx5G3u0qsgzyd5qYM2h3ERjjLP-pJ4An7rSNu7sEoy6_kggR4_xz1_dS67EkklrxlkFTBbh8y93dUotfaoq2JVvP8YtSC58ylQNtxXdFGM5Y0-u4A6a4Kd8-ikc/s1676/Slide+68+GT7+PFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1676" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzDmAyHR4S13cXL7Oykx5G3u0qsgzyd5qYM2h3ERjjLP-pJ4An7rSNu7sEoy6_kggR4_xz1_dS67EkklrxlkFTBbh8y93dUotfaoq2JVvP8YtSC58ylQNtxXdFGM5Y0-u4A6a4Kd8-ikc/w286-h400/Slide+68+GT7+PFPh.png" width="286" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT7 PFPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>German Turn 7</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggOVuof5h2xxFNfIFvhyP1Vi1zsQKoNj5coqr5EdF5DoA3_lBxQdZR6-qVe49dvcBCQ3-bmsjeAiN7eG7xBQHPAbGjT_wENBAez9H0e_rTHanc6MAPtW3s7RPCd8k_TJ_Ml4bhg4b7uwM/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggOVuof5h2xxFNfIFvhyP1Vi1zsQKoNj5coqr5EdF5DoA3_lBxQdZR6-qVe49dvcBCQ3-bmsjeAiN7eG7xBQHPAbGjT_wENBAez9H0e_rTHanc6MAPtW3s7RPCd8k_TJ_Ml4bhg4b7uwM/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) I am going through the motions here. I know this game is over but I have to see for myself. I got one HS back in the rally phase. Too bad I can’t rally any of my tanks. In Prep Fire Phase, I try to DI the last Lee and fail. I fire an 8 +1 and manage to PIN the crew. [MTR crew?] I then fire on the Stuart again intending to Intensive Fire against the Lee to open the door. I hit but as usual, I failed on the TK DR. I then IF at the Stuart, get the 1,1 and follow that with a 6,6. With that, I resign. I have a gauntlet of firepower I must push through and survive. If <i>everything</i> goes my way (as it has all game LOL), I still can’t get something into 85F5/85E6. That’s it. Turn the lights out.</span></div><p></p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaCNLdW4sLmFEb04i04TS1s0PRVNVD6HCHQo3Lzv4KnH1rIMwJXUY7bncDVV16QH3ecSJ1J6teIsFu0hfAom1hWo6uAi9HUcUmaeFOnh5D0NuMlB7LdbAn8T1lNTrCgJowrUUJYoDKYxc/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaCNLdW4sLmFEb04i04TS1s0PRVNVD6HCHQo3Lzv4KnH1rIMwJXUY7bncDVV16QH3ecSJ1J6teIsFu0hfAom1hWo6uAi9HUcUmaeFOnh5D0NuMlB7LdbAn8T1lNTrCgJowrUUJYoDKYxc/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) We played part of German turn 7, but it quickly became apparent that the Germans were not going to make it, so Jim resigned.</span></div><p></p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO9y_OuT0ziIN2AZs8_p9jt6JdXOAUKpJ8TYv0fXK2rKv5udhBhkh2X3RMF9wEJ38hgDIKHV6pF2VCEocz4cNqaP1MMb5KOd8VgACSfxerdzeDAKvqq0SYXECyMnoOqL2fw6K5p88_vno/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjO9y_OuT0ziIN2AZs8_p9jt6JdXOAUKpJ8TYv0fXK2rKv5udhBhkh2X3RMF9wEJ38hgDIKHV6pF2VCEocz4cNqaP1MMb5KOd8VgACSfxerdzeDAKvqq0SYXECyMnoOqL2fw6K5p88_vno/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) In the RPh, the Russian crew in 85F5 has the cheek to rally. The Germans don’t have a single unit in a VC hex. German Prep Fire is therefore more a case of seeing how much punishment can be doled out on the last turn than a last-ditch attempt to win. The 4-6-8 with the ATR misses its DI shot against the last Lee, but receives a consolation prize in the form of a broken and Disrupted Conscript HS in 85F6. (In retrospect, one could make a case for stacking the 9-1 with the ATR squad from the get go. After all, the Lees are the biggest threat to German success.) The Pz IIIJ in 85J3 fairs better, dispatching the Stuart in 85M4. This success is followed up with an Intensive Fire shot at the Lee in 85G4. Jim had a roughly 27 percent probability of hitting. His gunner nailed it, and scored a CH. Alas the round was a Dud! </span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3k-UoIxZI0bGjtfWjTpaYLlWBzDnjR_AO3Dr5s1bk7malbDuUDENiKziamYz9Qn-s-owmEy-Xp1a8AGsODRCYgd5Jxu3FmlSYAx4xsZgoLcXLBgxmmw8zm9VSFgotzRSa0UPT4kOPnLE/s1677/Slide+69+GT7+PFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1677" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3k-UoIxZI0bGjtfWjTpaYLlWBzDnjR_AO3Dr5s1bk7malbDuUDENiKziamYz9Qn-s-owmEy-Xp1a8AGsODRCYgd5Jxu3FmlSYAx4xsZgoLcXLBgxmmw8zm9VSFgotzRSa0UPT4kOPnLE/w286-h400/Slide+69+GT7+PFPh.png" width="286" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT7 PFPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Post-game comments</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGYwdPpnO9CaCjWGFRNfc1iVXiHl_L09SwiE25zo5zaMA1OpBAqDjC2_9iGsayYjjSG-OQdomqp12sL5n1Wo66ruaWJ9PinXyNmrc-zMtWjhEZJfUkuEeEinFT8fbrOc4bRgugZGK2yUc/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGYwdPpnO9CaCjWGFRNfc1iVXiHl_L09SwiE25zo5zaMA1OpBAqDjC2_9iGsayYjjSG-OQdomqp12sL5n1Wo66ruaWJ9PinXyNmrc-zMtWjhEZJfUkuEeEinFT8fbrOc4bRgugZGK2yUc/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) Earlier, I promised I would have something to say about the missed LOS that led to my tank dying. I used to play a lot of chess and read about it all the time. Using eye-tracking software, it was noticed that Grand Masters tend to look at their opponents pieces 3 - 4 times more than they look at their own. When I made that move, I realized I got caught tunnel-visioning on my own pieces. I did it earlier with the 8-0 and two squads and missed the lesson then. So not only was I being dumb, I was being dumb twice.</span> </div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I also think that fortune was against me in this game. I don’t think it cost me the game, but as time went on, the lack of fortune just continued to stack the things I needed to do up until it simply wasn’t possible to get everything done. Andy rarely missed a TK shot. I rarely got a TK shot on my first attempt (even my 1,1 against his Lee in 42Y1 was a ROF shot). Every mistake I made (and I made plenty) got punished. When Andy made mistakes, punishment was hit or miss. Lastly, those !#@%!@#%$ Stuart’s are charmed devils. The number of shots I took at a Stuart and failed has to be close to ten. I don’t think Andy took ten shots all game and nearly all my tanks are dead. Such is war I guess. </p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJi3b9ctME2G6yiMrK4fe_EQQ5KAhvs8NeHpqxMAAaD5QkdYjHw3jPfs3nSm621gS3Ypa6aKqvOciEW1_xoPKAX968cOgkBffXSHWxVoQQVIC9winN-FfrJRhc_XRkS9y51ZQALJ1OZE0/s800/Slide+70+I+know+nothing.+Nothing%2521.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="615" data-original-width="800" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJi3b9ctME2G6yiMrK4fe_EQQ5KAhvs8NeHpqxMAAaD5QkdYjHw3jPfs3nSm621gS3Ypa6aKqvOciEW1_xoPKAX968cOgkBffXSHWxVoQQVIC9winN-FfrJRhc_XRkS9y51ZQALJ1OZE0/s320/Slide+70+I+know+nothing.+Nothing%2521.png" width="320" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The scenario itself, in my opinion, favors the Russians pretty heavily if the Russians set up forward, pushing the Germans as far away as possible. There simply isn’t enough time to get to the VC area. If the Russian is competent in fighting withdrawal, the Germans are just that much worse off. If the Russians set some guys up in the Woods at-start and begin digging Entrenchments it gets just that much harder. As it is on the card, I think this is at least 60:40 pro-Russian. The Germans can’t afford to be slowed, they can’t afford to have luck balanced against them, they can’t afford to fail when they get a chance to kill a Russian tank. In my case, all of these were stacked against me and Andy played his part very well.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSDMuzUcY7UMj4S0PQ0Oyh3I2vh5pemqnqo3HKOC2aqdL7Ku-hw8rRu1qXcUMWnL4MC9PMhyphenhyphenFpUTKRMECoJNZ_1p8QLNu6J2I8LuXT1Bt6RP7jS3uAxR5KWSVcV8Jkff9gw_ugrW4eToU/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSDMuzUcY7UMj4S0PQ0Oyh3I2vh5pemqnqo3HKOC2aqdL7Ku-hw8rRu1qXcUMWnL4MC9PMhyphenhyphenFpUTKRMECoJNZ_1p8QLNu6J2I8LuXT1Bt6RP7jS3uAxR5KWSVcV8Jkff9gw_ugrW4eToU/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy): After the game we both felt that against a competent Russian defence the Germans have a tough task here. I like to think my defence was competent here—not always the case for me! The Russian strategy of delaying German Infantry early on before falling back to the defence of the woods, combined with keeping tanks together around the same area seems to be the best one. Jim tried to counter this by surrounding the woods with his tanks, but would have needed to win the tank battle in order to do this, and unfortunately failed to do so. We wondered afterwards if armoured assault would help the German Infantry move quicker, but they can’t start this until Turn 3 and it would be difficult to coordinate. Still a very exciting game which we both enjoyed. [Jim: Anything that stops to Armored Assault is not getting forward to engage the Russians as they try to fall back. I think this option cuts against what the Germans need to get done here.]</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiov2dvCGtDkqlok3eCXVUhs54nOXKK2zP6ESlMInJPv3DVFMZLSlZl8-XnmBX5-LfI0u5UzMDWte-2v5HdXRX8esXLv1BjLZRyqIfR1hGo9FP03gGSHlSpJiVThy_qMbCW1iPxAS0LnEc/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiov2dvCGtDkqlok3eCXVUhs54nOXKK2zP6ESlMInJPv3DVFMZLSlZl8-XnmBX5-LfI0u5UzMDWte-2v5HdXRX8esXLv1BjLZRyqIfR1hGo9FP03gGSHlSpJiVThy_qMbCW1iPxAS0LnEc/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) Kudos to Jim for playing this out to the bitter end. Andy’s play wasn’t particularly inspiring, but it was solid enough to frustrate the Germans at almost every turn. In spite of repeated setbacks, I think the Germans remained in the game long after many less experienced players would have thrown in the towel. Had the last Lee gone down to the IF shot, it’s possible that the Germans could have pulled this off. But absolutely everything would have had to have gone their way for the rest of the turn. Perhaps if the last Pz IIIG had been able to dispense Smoke in the Stuart’s hex, and break the ATR squad in 85E6, it may have set the stage for a final rush by remaining German Infantry. Even then, the Germans would need to survive Defensive Fire, and either break the remaining Russian Infantry with Advancing Fire or eliminate them in CC. Those were extremely long odds. In the end Soviet gunnery carried the day. </span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Do I still think that the scenario requires an experienced player to pull this off as the Germans? Definitely. But not always. It’s possible that many of the Russian losses can be attributed to a Defender setting up too far back. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7qeANNWjOlzMucLpIXbYEI9ruimy3RvOu_F9zCM_PBCDedr7v23Iluz2WTscrZufQyqiDxvx1Nqdd_925RgoMnuLWakBBG-TK2U05hL1N5NAeb5wP-KDcVbJaanNjPSmzJ38tjDDOTEo/s1200/Slide+71+Pz+IIIJ+1942+and+2020.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1028" data-original-width="1200" height="343" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7qeANNWjOlzMucLpIXbYEI9ruimy3RvOu_F9zCM_PBCDedr7v23Iluz2WTscrZufQyqiDxvx1Nqdd_925RgoMnuLWakBBG-TK2U05hL1N5NAeb5wP-KDcVbJaanNjPSmzJ38tjDDOTEo/w400-h343/Slide+71+Pz+IIIJ+1942+and+2020.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>The bottom photo is of a working Pz IIIJ in Oshawa, ON.</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A skirmish line placed well forward is arguably the “school solution” for the Infantry portion of the defence. Maintaining a mutually supporting armoured block around the VC area is the second key takeaway. Should the Attacker either fail to destroy the AFV line, or fail to get Infantry to the VC area in time, the Russians have won. In the other words, there is more than one way that the Germans can lose the scenario, which puts the pressure squarely on the Attacker. The more experienced the Attacker, the more likely the Germans can secure the objective.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">Are the technical challenges of handling German armour assets well the main reason the scenario appears to favour the Russians? Perhaps not. But I think it’s fair to say that the new card raises the question as to what the Germans are lacking. An extra Pz IIIG wasn’t enough to turn the tide in the Tuomo tussle. Nor was it enough when pitted against a less experienced defender. Perhaps, as Jim notes, an extra turn would do more to balance things out than providing the attacker with extra stuff would. I don’t know.</p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">What I do know is that the original card favours the Russians 2-1 based on 37 recorded plays. If we include the results of this match and the one that prompted it, the MMP card currently favours the Russians 6-1! I’ll take those CC odds any day of the week. Seriously, what I believe these preliminary numbers really reflect is a broader point, namely that German players face a steep learning curve. Despite having more assets with which to overwhelm the Defender, early results suggest that it still takes time for the Attacker to master the scenario. I therefore anticipate a more even win-loss distribution over time. I doubt that it will ever reach parity. But having more to work with ought to nudge the German success rate much closer to 40 percent, or about eight points higher than the record for the original card. </p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">It’s a little harsh at this early stage to conclude that “Saluting a General” is a best-of dud. However, I do think it’s fair to characterize both versions of the scenario as decidedly unfriendly to the Attacker.</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8MPjQmu6TM-hoX8XzxoxoMmu5gUhnRdu_OwkFvf42xAmkNLZ_xg3358uRMv31gUZLi40oJZh51nZXQn5GydAl9jRCmMGSGsl8j6LJY0sUEhGMzD_HDm2zwGpbeRb0phXuhKL2ySM5hCg/s1200/Slide+72+Friendly+Fire+Banner+Blue+Back.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="269" data-original-width="1200" height="90" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8MPjQmu6TM-hoX8XzxoxoMmu5gUhnRdu_OwkFvf42xAmkNLZ_xg3358uRMv31gUZLi40oJZh51nZXQn5GydAl9jRCmMGSGsl8j6LJY0sUEhGMzD_HDm2zwGpbeRb0phXuhKL2ySM5hCg/w400-h90/Slide+72+Friendly+Fire+Banner+Blue+Back.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Designer Feedback</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Gerry Proudfoot raised an important point on the <a href="http://www.gamesquad.com/forums/index.php?threads/bof16-saluting-a-general-aar.159986/" target="_blank">GameSquad thread</a> that led to this Series Replay when he suggested that “a pair of IIIGs be upgraded to more date-accurate IIIH.” That got me thinking. A dive into Chapter H revealed that the Pz IIIG was “discontinued” at the end of 1941. It was effectively replaced by the more common Pz IIIH, which first entered service in January 1941. This explains why there is no APCR exponent on the back of the Pz IIIG counter for 1942, and possibly why MMP added a Scenario Special Rule (SSR) granting this tank A5 in BoF16.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">This had me wondering if the Pz IIIG were design-for-effect. Scenario designers often use an SSR to achieve a certain game affect. Were the “ahistorical” Pz IIIG included as a balance mechanism? I could only speculate. So I asked Mattias Rönnblom about it.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">It’s been more than twelve years since Mattias designed <a href="http://www.friendlyfire.se/asl/packs/7/" target="_blank">“Saluting a General.” </a>However, he was unequivocal with regard to the composition of the panzer force. It was <i>not</i> designed for effect. The Pz IIIG were included because Mattias reasoned that they were part of the division’s order of battle at the time. In other words, the Pz IIIG were not included as way to artificially weaken the panzer force. Moreover, German sources didn’t distinguish between models in this way. Panzers were recorded by MA calibre and barrel length.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I would have expected that any surviving Pz IIIG would have been up-armoured in field workshops by September 1942, effectively making them Pz IIIH for game purposes. Mattias wasn’t convinced, and in any case saw no documentary evidence to support these upgrades. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">From what I was able to dig up, the division had 20 short-barrelled (<i>kurz</i>) 50s on strength in June 1942. The Pz IIIJ (<i>lang</i>) arrived in September. By November, 2. Panzer-Division reported having 8 <i>kurz</i> and 12 <i>lang</i> 50s on strength.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Mattias told me that there is nothing in the division’s history that would indicate that any Pz IIIG on strength were withdrawn from service. Moreover, he finds it very unlikely that any would have been withdrawn. On reflection, I tend to agree. The majority of the division’s panzers were light tanks: 11 Pz II and 33 Pz 38t! (The division also had 5 short-barrelled Pz IV in June 1942.) Of course, it’s plausible that all 20 of the Pz III on strength in June 1942 were Pz IIIH/IIIJ <i>kurz</i>. Chapter H treats the latter as Pz IIIH too. But given the antiquated state of the division’s panzer arm in general, probably not.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Mattias reflected that the original FrF56 card was unbalanced. And although he had some input with BoF16 version, he couldn’t recall specifics other than to say that MMP changed the panzer force mix. Indeed they did, which brings me to my final point about the MMP card.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">When MMP swapped the Stuart III (M3A1) for the earlier model, the Russian light tanks became harder to hit. (Given how small these light tanks were, it’s hard to understand why both don’t qualify as small targets.) I get it. The core counter mix contains no M3 light tanks in Russian livery. But was MMP aware of the consequence of the swap?</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: justify;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtOVoA5KWWtXKRCTcjaZ0fyC_ytEHxk1BXOnL2jcDaW_lCG5x60Ka40MI3IAjHKWQf_msi4ny00wYs-TnnAjHiUY2__lAjFQ0il40_GJV3nOUmd9gzSaC0ynwcxc-hh-XjrYnPfOEXXSU/s1203/Slide+73+Stuart+Target+Sizes+BGD.png" style="margin-left: auto; margin-right: auto;"><span style="font-family: verdana;"><img border="0" data-original-height="1203" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgtOVoA5KWWtXKRCTcjaZ0fyC_ytEHxk1BXOnL2jcDaW_lCG5x60Ka40MI3IAjHKWQf_msi4ny00wYs-TnnAjHiUY2__lAjFQ0il40_GJV3nOUmd9gzSaC0ynwcxc-hh-XjrYnPfOEXXSU/w399-h400/Slide+73+Stuart+Target+Sizes+BGD.png" width="399" /></span></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Okay, it's a relatively smaller relative. But really?</b></span></td></tr></tbody></table><div style="text-align: justify;"><span style="font-family: verdana;">It was only when I revisited the FrF56 card that I noticed the difference. Granted it’s not as big a swing as a fourth Stuart I—the Russian balance provision on the original card—it’s not nothing. The nature of the scenario necessitates a lot of BFF on the part of the panzers, because they must move to engage enemy armour. Any panzers that do survive DFF will invariably have a tougher time hitting a Stuart, whether in the MPh or the AFPh. This also calls into question the net impact of an extra Pz IIIG and APCR on scenario balance. Given that the original card favours the Russians almost 70 percent of the time, were the additions to the German OB in BoF16 enough</span>?</div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit9REhYc9iJyM8_lRYAJJNmXV3zQieKU72Z1_aTxZVCV0EiPm8cNJPLhCeB4RVrNuRhfHvGuFj7_GCqlKGF0AR6XY2Z2p-dVX5ZMgN7EGV4j41i6ypI2G57uEXfk4S5ZVLXQmfd6_MHjg/s1200/Slide+74+CE+Lee+BGD.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="893" data-original-width="1200" height="297" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEit9REhYc9iJyM8_lRYAJJNmXV3zQieKU72Z1_aTxZVCV0EiPm8cNJPLhCeB4RVrNuRhfHvGuFj7_GCqlKGF0AR6XY2Z2p-dVX5ZMgN7EGV4j41i6ypI2G57uEXfk4S5ZVLXQmfd6_MHjg/w400-h297/Slide+74+CE+Lee+BGD.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>What's your take on this?</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>To CE or not CE</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">That is was a discussion we had during editing, specifically about the merits of the Russian tanks being CE. Andy pushed back, as noted above and below.</p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3nqP7kKlezfvhw1oqHKjVrsydEnRr74lnB5o3AruoeAFZun3ueCV95FpHThyknVDyOwy1EOzam7E9kdrLOBGvdZjJqfhMttg3I7Iiiu8QwG_jur-8R1qhqT4Jo081ra62rqEEEbBfv7k/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3nqP7kKlezfvhw1oqHKjVrsydEnRr74lnB5o3AruoeAFZun3ueCV95FpHThyknVDyOwy1EOzam7E9kdrLOBGvdZjJqfhMttg3I7Iiiu8QwG_jur-8R1qhqT4Jo081ra62rqEEEbBfv7k/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) We may have to agree to disagree on the question of my tanks being CE. Jim of course drove one of his CE tanks through an 8 +2 shot (and others through 4 +2 resid if I recall correctly) with no problem. On the other hand it was an 8 +2 shot that broke my squad with the HMG.</span></div><p></p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNy7rI0hTFwpnbvoHkHmiBYsiJXkgVw-3ScZ5Gm716z8FiBYOn7ZlYHxrihdrSBlXqnpGvWF-IgUJUVrDMN1C-XgbjvmUYm5KdtXuFb8yajygTaLf4iBZlht7RvQvEBCEVqYETn8H_haU/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNy7rI0hTFwpnbvoHkHmiBYsiJXkgVw-3ScZ5Gm716z8FiBYOn7ZlYHxrihdrSBlXqnpGvWF-IgUJUVrDMN1C-XgbjvmUYm5KdtXuFb8yajygTaLf4iBZlht7RvQvEBCEVqYETn8H_haU/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) It’s all about risk vs reward. Your calculation is different. That doesn’t make it wrong and it clearly worked for you. It’s the differences in these value judgements that make for good games.</span></div><p></p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5UnN7bpifIq-nqImKVSxgDX1uoHGkfchzbKJ_ZRbcE4MY6hK8Kip7QRQTBvJeWdjlEmHneFR8M6Ru4B4Mr34k2DBoCysdkaA7cQ2an9QezHZb0RkmSw00ee61rcZ3DSnMrYmq0G2e-Gg/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5UnN7bpifIq-nqImKVSxgDX1uoHGkfchzbKJ_ZRbcE4MY6hK8Kip7QRQTBvJeWdjlEmHneFR8M6Ru4B4Mr34k2DBoCysdkaA7cQ2an9QezHZb0RkmSw00ee61rcZ3DSnMrYmq0G2e-Gg/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) My feeling re CE status is that it should be used whenever possible. Only when the risk is high would I BU. IMO, the risk for the Russians was minimal because the German Sniper was not a threat during most of the game. (Had Jim moved his Sniper near the Lees, BU would make eminent sense.) The German tanks have to come to the Russian tanks. When they do, the Russians will have first shot more often than not. And one less + DRM matters in the TH contest. The main exception to this general principle would be a threat from German Infantry, especially a stack directed by a -1 leader. For much of the game, German FP didn’t threaten Russian AFV crews. A second possible exception, is an isolated Russian AFV threatened with being swarmed by German tanks. In that case, it depends on what the goal of the Russian AFV was. If it was to tie down and damage/destroy enemy tanks, then why not stay CE in order to land a shot, and maybe an IF shot too. Frankly, the Germans are okay with trading a Pz IIIG for a Russian tank. So it’s not a tactic I would advise the Russians to adopt. But as Jim says, being BU worked for the Russians.</span></div><p></p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">What do you think? Please leave a comment below.</p>
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<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Addendum</b> </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;">For those interested in such things, the Pz IIIJ pictured in the “Then and now” slide is a working, reproduction vehicle that can be viewed (and occasionally ridden) at <a href="https://www.ontrmuseum.ca/tankmuseum/our-vehicle-collection/" target="_blank">The Ontario Regiment Royal Canadian Armoured Corps Museum</a> in Oshawa, Ontario (a 26-minute train ride from downtown Toronto). The museum also has an M3 Stuart. Be sure to check out the <a href="https://www.ontrmuseum.ca/tankmuseum/event-schedule/" target="_blank">Aquino Tank Weekend</a> if you plan to be in the area this September! </p><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com4tag:blogger.com,1999:blog-1421727884790275990.post-76902539654290071462021-02-07T19:15:00.004-05:002021-03-08T14:44:00.549-05:00Armchair Generals - BoF16 Part 3<p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhhn9rom0Wy1IBJML7aolrnMs3LvyLLWoE7eugJQSUGFv5krDnwNMakYwUlxgfRXQ75yeu0lFU0-lIE-W-63nhQycnT2ZTV094s7clzvdqJrqHu0sn5aozPKPdmH2OQnQWTdw8uvEykus/s800/Slide+42+Armchair+General.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="508" data-original-width="800" height="254" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhhn9rom0Wy1IBJML7aolrnMs3LvyLLWoE7eugJQSUGFv5krDnwNMakYwUlxgfRXQ75yeu0lFU0-lIE-W-63nhQycnT2ZTV094s7clzvdqJrqHu0sn5aozPKPdmH2OQnQWTdw8uvEykus/w400-h254/Slide+42+Armchair+General.png" width="400" /></a></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>BoF16 Saluting a General</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><i>Series Replay: Andy Bagley (Russian) vs Jim Bishop (German)</i></p><p>
</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">This is the third part of a four-part scenario replay between the above gentlemen. Played live over the course of three sessions on the VASL server in January of this year, the scenario is six-and-a-half turns long. Pregame commentary can be found <a href="https://asl-battleschool.blogspot.com/2021/01/armchair-generals-bof16-aar.html" target="_blank">here</a>. <a href="https://asl-battleschool.blogspot.com/2021/02/armchair-generals-bof16-part-2.html" target="_blank">Part 2</a> reviews Turns 1 through 3 of this MMP-version of an original scenario published by Friendly Fire. What follows is Turns 4 and 5. Andy and Jim provide some commentary, but the text is largely based on notes I recorded when I ran the VASL log for the first time. Get comfortable in your armchair as I pontficate from the comfort of mine.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRW0dvnI750imORCJgWCT4VLm5EhUUHP5e4t26-YWFb8wUmyk19hffSE8PqM_8gIHy6YQbZjsjqC2QO4SzwJRGfhrh7ik0xaXWPXLgZRZaiLw4nSvv432Z1s4P4GhVj85mswsQEtno2f0/s1737/Slide+42+GT4+End+CCPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1737" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRW0dvnI750imORCJgWCT4VLm5EhUUHP5e4t26-YWFb8wUmyk19hffSE8PqM_8gIHy6YQbZjsjqC2QO4SzwJRGfhrh7ik0xaXWPXLgZRZaiLw4nSvv432Z1s4P4GhVj85mswsQEtno2f0/w369-h400/Slide+42+GT4+End+CCPh.png" width="369" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT4 End of CCPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>German Turn 4</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIXEj3KcT7JVWo-umPiKL6Lz3ZKy1z8e2qZBYWXPUdFCadB4e-2uG3CVdOGYpPyV0kExYlXuNhTo1FoO90iXyedM5p7UQZG7HTt6GKImXIY_9_BsOnOEnukXoVGWgzz_Ye7_Vb_vJO9zM/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIXEj3KcT7JVWo-umPiKL6Lz3ZKy1z8e2qZBYWXPUdFCadB4e-2uG3CVdOGYpPyV0kExYlXuNhTo1FoO90iXyedM5p7UQZG7HTt6GKImXIY_9_BsOnOEnukXoVGWgzz_Ye7_Vb_vJO9zM/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;">(Jim) I am doing the math in my head and I am behind. My Infantry is spread out but still relatively intact. I have been moving forward as quickly as I can, but I am still feeling the crunch of time. I am still at least 3 turns from being able to influence the VC area and I don’t think it is possible without some major luck. In addition, I have not been having success in the tank battle. In the Rally Phase (RPh), I finally get my 8-0 back but of course, he fails to rally the squad (CR’s on a 6,6 even). The squad is now out of the game for real. I finally get the Stuart in 42X7 but of course the crew jumps out. Given my avenue of attack, I have to be careful that guy doesn’t screw with my routing. Still, another tank not moving forward this turn. I continue to push my Infantry forward. I perhaps should have been more aggressive with my armor this turn, but I felt the need to reduce board 42 and enable my Infantry to get forward with pace. Also, having to Prep one of them would have only allowed me to get through 3:2 and I don’t like those odds. The clock is closing out on me. </div><p></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In Andy’s half, he manages to Shock one of my Pz IIIGs with his mortar. I knew it was somewhere there but I couldn’t let the unknown hold me back. Now I am really behind in the armor game. </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEir_KXy0qNX1RUXKamomERmi3a4qX40lctbNIktqmxrUer0DYsvIG90wmGmPjOxiHZJv1L_SQzF_vxHGKyGKVZ5KUQ2pUX0FPwpzDUtIn065ztqvVaPUUaGSjPCtl_yFlRnbRnBGpmyeno/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEir_KXy0qNX1RUXKamomERmi3a4qX40lctbNIktqmxrUer0DYsvIG90wmGmPjOxiHZJv1L_SQzF_vxHGKyGKVZ5KUQ2pUX0FPwpzDUtIn065ztqvVaPUUaGSjPCtl_yFlRnbRnBGpmyeno/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;">(Andy) My strategy is now fairly obvious. I’m pulling everything back to the defence of the Victory-Condition woods, and setting my remaining tanks to oppose the German approach from the South. My mortar finally reveals itself in 85F3 and opens fire, luckily securing a shock result against another German tank. My Stuart tank in the North abandons its idea of getting behind German lines and rushes back down the road to help his comrades.</div><p></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRhky29ncTjmY5sJmgVCclWoVaQIliDxzG4EM9j8i9jARtbfNhsPPInex_nndQ3UZikUpJDX_bS6rbkFlVEpoCklSixXMoxKhGk-Uty4TF6492EpkfyuGJ1-JqPMpR70fBVcMbWV4fjtE/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRhky29ncTjmY5sJmgVCclWoVaQIliDxzG4EM9j8i9jARtbfNhsPPInex_nndQ3UZikUpJDX_bS6rbkFlVEpoCklSixXMoxKhGk-Uty4TF6492EpkfyuGJ1-JqPMpR70fBVcMbWV4fjtE/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;">(Chris) It’s taken half the scenario for the 8-0 that broke on Turn 1 to finally rally. However, the squad with it is casualty reduced went it attempts to rally, which effectively takes it out of the game. Not that the Germans are short of Infantry at the moment. But the clock is ticking and the remaining Landsers still have a lot of ground to cover in four turns.</div><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGNvSaB58XaMTUCWfUX-bbwCT_HRLADXfubKc5bA5GppDRFgIprDJU2l-I2WONB3xzGsMy_rreFAjMY01crhREGr4omnBgFuXIqTsJebN3PivfjkgUgbu3rJD5Q4smb6T_n039tkjcco0/s1200/Slide+43+GT4+RPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="481" data-original-width="1200" height="160" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGNvSaB58XaMTUCWfUX-bbwCT_HRLADXfubKc5bA5GppDRFgIprDJU2l-I2WONB3xzGsMy_rreFAjMY01crhREGr4omnBgFuXIqTsJebN3PivfjkgUgbu3rJD5Q4smb6T_n039tkjcco0/w400-h160/Slide+43+GT4+RPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT4 RPh Board 42</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">On cue, the Pz IIIJ in 42X4 fires and hits the heretofore charmed Stuart to its south. Incredibly, the Russian crew survives the destruction of its vehicle. Charmed after all. The plucky crew gave as good as it got, and bought the Defender more time. Tick-tock. Jim’s MA shot at the crew was an unnecessary risk. With only two functioning long-barrels, the Pz IIIJ need to hold their MA fire for armoured targets. I sense frustration. The tank with the malfunctioned MA could have attacked the crew later in the turn with a 12+1 BFF shot if the crew was that much of a threat, which in my view it isn’t.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSKPVBFZ8pYXLSqAtdXCRaLUISJdwV0m9isY14HkcwsXGJd1oS27yuXjQILvkoS0obvq0tlaq_TVBtJiFtey5xZVI5PHEtJ3B-jr0eFruWf33qnsNpoXrgBw35dFhfR1SYMSXmZrJzk_Y/s1200/Slide+44+GT4+PFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="620" data-original-width="1200" height="206" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSKPVBFZ8pYXLSqAtdXCRaLUISJdwV0m9isY14HkcwsXGJd1oS27yuXjQILvkoS0obvq0tlaq_TVBtJiFtey5xZVI5PHEtJ3B-jr0eFruWf33qnsNpoXrgBw35dFhfR1SYMSXmZrJzk_Y/w400-h206/Slide+44+GT4+PFPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT4 PFPh Board 42</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Germans are surprisingly cautious with their armour this turn. [Jim: Perhaps too cautious. If I didn’t have to Prep to kill the tank in 42X4 I would have been a little more aggressive. I didn’t have the advantage in tanks and I was certainly behind in terms of Gun tubes.] The Pz IIIJ in Bypass of 42V1 has more important work to do than “freeze” the 8-1/HMG stack. The other tank with an armour leader could have accomplished this after its BFF shot, releasing the most potent panzer for other duties.</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Russian mortar finally comes out to play. It has a one-in-four probability of damaging the enemy tank in its sights, because all of the vehicle’s AF are less than or equal to 4 (C1.55). My money is on the high Rate-of-Fire (ROF) weapon in this duel.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNppszQDABx_YX_oBlOCBH5Q57DMGnqJBgALFH5qHE0N0RqXEJx4h6vwQNVBxxqIXjLlqzIWPsGQPA8DOqoF2Z40GCswrOsVyPKOH4HO-s9NoS6ebXMQnorbfioApdobPRCuWHdvvMMi8/s800/Slide+45+GT4+DFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="686" data-original-width="800" height="343" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNppszQDABx_YX_oBlOCBH5Q57DMGnqJBgALFH5qHE0N0RqXEJx4h6vwQNVBxxqIXjLlqzIWPsGQPA8DOqoF2Z40GCswrOsVyPKOH4HO-s9NoS6ebXMQnorbfioApdobPRCuWHdvvMMi8/w400-h343/Slide+45+GT4+DFPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT4 DFPh Board 85</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Stuart on board 5 gets lucky and dispatches a German HS in 5S4. Not a significant event by any means. It is, however, another irritating distraction that Jim is best not to dwell on. The Germans need to stay focussed. On the plus side, the Germans manage to tidy up the battlefield by eliminating a couple of Russian squads in the RtPh.</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">At this point, I think it’s becoming obvious to Jim that the remaining Lees are going to be tough nuts to crack with his armour. [Jim: Remember when I said on Turn 1, I figured out which tanks were which by asking the number of MP’s spent to get there? I knew then they would be a tough nut to crack. Having said that, I also should have known then that a second tank on board 85 would have been better.] In light of this, I’m surprised that he chose to shift the majority of his Elite squads south. I would have liked to see all them head for 85M5 from where they can gain concealment and then threaten the Lees. A 9-1/4-6-8 combo would be a potent CC threat. Jim has moved the DC-toting squad within striking distance should an opportunity arise. However, the ATR would be a better bet for a DI shot from L7. I’m interested to learn what Jim is planning with the ATR. Ditto for the MMG stack. I briefly thought that he might take advantage of the steeple Location to take the mortar under fire. (The leadership DRM would offset the overstacking penalty.) I think the 9-1 wasted a turn maneuvering for no gain.</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Russian 8-1 dodges CC. Although his life expectancy remains short, it’s another of those death-by-a-thousand-paper-cut moments that can weaken a player’s resolve.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5zOl3CX0IO7F0fGkzSiEBz2m7osiPlLA_zlxXmfzVnr_LhK_MxZf6bdP1S8s2Q2sfAcdEp0oTbhyIlRfes2UvaziQNyu2rv1dVXKwf6eO2hOXdulPnzreX0qO-CmIkh0Or6ccFSh11nE/s2048/Slide+46+RT4+End+CCPh.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5zOl3CX0IO7F0fGkzSiEBz2m7osiPlLA_zlxXmfzVnr_LhK_MxZf6bdP1S8s2Q2sfAcdEp0oTbhyIlRfes2UvaziQNyu2rv1dVXKwf6eO2hOXdulPnzreX0qO-CmIkh0Or6ccFSh11nE/w309-h400/Slide+46+RT4+End+CCPh.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT4 End of CCPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Russian Turn 4</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMQq0W1919YsqiOcu_q4Ytv8dujxkfYYZ6FUmXy5T_GBJhL2m9zAvxMNtMKY32F-8SReiXDQ5Nx0QafpEYhRrJR_6UnYZjVpk4mA-CiM_7gizclgimi1otVtW3f0gLBhvZnOLO9yXKxcI/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMQq0W1919YsqiOcu_q4Ytv8dujxkfYYZ6FUmXy5T_GBJhL2m9zAvxMNtMKY32F-8SReiXDQ5Nx0QafpEYhRrJR_6UnYZjVpk4mA-CiM_7gizclgimi1otVtW3f0gLBhvZnOLO9yXKxcI/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;">(Chris) Rallying the squad in 5N3 was timely. Like the ATR squad in 5J3, it has enough time to reach the VC area. If Andy can jam this area, preferably with one concealed unit per hex, the Germans will be stuffed. The Germans take possession of the Russian HMG, underscoring the folly of keeping this key weapon in the 42V1 building.</div><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMx-BNyCONL5p24rTIQsqINqroJERcYL9Z-aRxgsURkOEIyHaZPxhwFGw99NF1fwBQ38d9pyieZ6_K1gin93fFVxI8GLmfhVlLnn03nyTyaTP1xM155D0bDtkkpasRVkFzKAQIjbsMKEk/s1200/Slide+47+RT4+PFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1130" data-original-width="1200" height="376" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMx-BNyCONL5p24rTIQsqINqroJERcYL9Z-aRxgsURkOEIyHaZPxhwFGw99NF1fwBQ38d9pyieZ6_K1gin93fFVxI8GLmfhVlLnn03nyTyaTP1xM155D0bDtkkpasRVkFzKAQIjbsMKEk/w400-h376/Slide+47+RT4+PFPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT4 PFPh Board 85</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The mortar comes through on its first salvo, and Shocks the German tank. Andy made a good play when he assembled the mortar and fired on the Pz IIIG. Until then it wasn’t clear where the mortar was, although it was likely to be in the southern tree line. The special capability of this mortar was used to good effect by remaining concealed until the trap was sprung. Full credit to Andy on this. With freedom to adopt whatever CA it wanted upon assembly, a “free shot,” and the prospect of (high) ROF in the following PFPh, the mortar put the tank in a bind. Each hit had a 27% chance of affecting the tank. (Andy: The target is now double-acquired, so taking account of TH# and multiple ROF, I calculated about 30% overall chance from future shots of another Shock or better.)</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGG3UUuzq2o84qEtKhntNvcpcqtGge5jW-cnM0I31TwfPua7PZ-qKI5JxzCu1SS3lHEwYXPvnsaA6KpHG2wYOO58LR6R9N8Edflb_HC62FWr8_7bpflm4dOddCOJYCco5lEbL8rb2l8dM/s1200/Slide+48+RT4+DFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="989" data-original-width="1200" height="330" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGG3UUuzq2o84qEtKhntNvcpcqtGge5jW-cnM0I31TwfPua7PZ-qKI5JxzCu1SS3lHEwYXPvnsaA6KpHG2wYOO58LR6R9N8Edflb_HC62FWr8_7bpflm4dOddCOJYCco5lEbL8rb2l8dM/w400-h330/Slide+48+RT4+DFPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT4 DFPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="letter-spacing: -0.1px;">One Lee shifts to cover the 85F1 gap. So far, so good. And in what is becoming a worrisome pattern, the Stuart on board 5 ends its turn where it cannot effect German movement the following turn. Argh! Meanwhile the sideshow that was 42J3 sees the broken German HS exit stage left after the Russian Sniper takes aim. On the bright side, the hapless HS spared a more important unit the indignity of breaking, or worse, dying. The turn ends with the Russians no worse off than when it started, and a Pz IIIG in a bad way.</span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXrFJdONzjTndWKaHanDW7NHKK8Wq7nqkTzvH8-lqD0TVE02CGJleLHEy3PABvXPAUz_-D7GHAhTVcnW7HiZi8Kfd7Uu3hnEJvgWsJ14I0JQRBv3WwQurO-prs-BVagUYO0bFNipM5Kik/s2048/Slide+49+GT5+End+CCPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1534" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXrFJdONzjTndWKaHanDW7NHKK8Wq7nqkTzvH8-lqD0TVE02CGJleLHEy3PABvXPAUz_-D7GHAhTVcnW7HiZi8Kfd7Uu3hnEJvgWsJ14I0JQRBv3WwQurO-prs-BVagUYO0bFNipM5Kik/w300-h400/Slide+49+GT5+End+CCPh.png" width="300" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT5 End CCPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>German Turn 5</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxrHaaUukFqZSso3_5xKiIfufknk-MzisPHjb2tOGFCk9QkRCkPtb3oePX6Hh2fXqHW8IfO329aEtPKe96mSGg2iOHZPL1SHBIWeuNhBkAqP5JSTC4ckRb1H_-IMFlJGQTGRWJ-pqM2zk/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxrHaaUukFqZSso3_5xKiIfufknk-MzisPHjb2tOGFCk9QkRCkPtb3oePX6Hh2fXqHW8IfO329aEtPKe96mSGg2iOHZPL1SHBIWeuNhBkAqP5JSTC4ckRb1H_-IMFlJGQTGRWJ-pqM2zk/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;">(Jim) In a stunning result, my Shocked tank continues to be shocked. I hate to repair the MA on my 50L but I am down a tank and I don’t think I have an option. It doesn’t repair but at least it is not recalled either. I use the AFV with the broken MA to drive off a squad in my rear. That should help with my routing as time goes on. Also, if that MA repairs in the next turn, I hope to get both of my 9-1 AL’s into position to put a two-pronged attack into the VC area. That’s where we are in this game: I am hoping for a MA to repair. I hate having to go after that crew but I have to be careful of my rout paths. I think I have enough Infantry to get the job done if I can somehow manage to knock some tanks out. Then I flat out miss an LOS from 85J3 to 42T1. Unlike me, Andy can roll 1,2 on a TK DR when I gift him a free AFV. I will have more to say about this in my postgame comments. [Chris: Unlike Andy, Jim can roll 1,1 on a (second) TH DR with devastating results, as witnessed during <a href="https://asl-battleschool.blogspot.com/2021/02/armchair-generals-bof16-part-2.html" target="_blank">German Turn 3</a>.]</div><p></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1Paky9dbutLGtUCDKMNLiCRVg17cwZCxsPaVxqIwLcQ2-fJMG__LhDLjxOtqLFrhTNp_fE1OA2-qhmXYOqVWB5i7wdH01QaQ4BClbTrvLM3UlhyphenhyphenO92gSE88Ln4dmUGXknb59lmWQLZQU/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1Paky9dbutLGtUCDKMNLiCRVg17cwZCxsPaVxqIwLcQ2-fJMG__LhDLjxOtqLFrhTNp_fE1OA2-qhmXYOqVWB5i7wdH01QaQ4BClbTrvLM3UlhyphenhyphenO92gSE88Ln4dmUGXknb59lmWQLZQU/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;">(Andy) Jim now appears to be carefully preparing his final assault, although he misses a LOS that causes him to lose another tank to my Stuart behind the wall (I was quite lucky to get both a hit and the kill result on this shot). This leaves him with just three fully functioning tanks, although this could become four or even five depending on his repair/shock recovery rolls. A lot depends on the Shock recovery roll, but I’m feeling cautiously optimistic at this point.</div><p></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCr_5-3xaV-mTAOxx_lYhSea3hS1UIwjuZy7JdHWSAhdP70aiPSp0TSlvv7WqyulAgc-790UcxQrKH-Y0JaZUHe5pXzanOkROAlQRPZ_jg79UGosL2UVSsMcXIZ1LIajSzDvVsMS-LnKo/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCr_5-3xaV-mTAOxx_lYhSea3hS1UIwjuZy7JdHWSAhdP70aiPSp0TSlvv7WqyulAgc-790UcxQrKH-Y0JaZUHe5pXzanOkROAlQRPZ_jg79UGosL2UVSsMcXIZ1LIajSzDvVsMS-LnKo/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;">(Chris) Things go from bad to worse for the panzer in 85B0, as Shock gives way to Unconfirmed Kill. With the situation having deteriorated, Jim takes a punt and tries to repair the MA of his Pz IIIJ. He fails, but doesn’t Disable the MA either. It was a sensible decision given that he needs to turn the armour tide in his favour if his Infantry is to have a fighting chance. The Russian 8-1 self-rallies with double ones, and gives the Germans the finger. Apparently this draws the ire of the 9-1 stack, which charges forward to confront the impertinent Russian. Earlier in the turn, three German MMC move forward to confront the Russian tank park head on. I would have preferred to see the 9-1 backstop this effort. Perhaps Jim is banking on Andy keeping his tank turrets directed toward the panzer threat. [Jim: Jim is hoping Andy can’t kill/break them all. I am hoping to get some fire down in AFPh and perhaps a chance to break someone in DFF or Final Fire. Keep in mind, I know I am behind and as I said at the beginning, the further I fall behind the more desperate I will become.]</div><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNOg74nquEN6lvzUxOB1nfHJmvS7Nm1GmLcNnQEmR6tW3aA_l2d5ALGPOVlmz01PpxxgbEybeQUzlQ-5eYkZGwiv5-WaNNnXPvo1kMP8rz73Uu5CBH7YarENMH84RM68ZEjY54kEaUBM4/s2653/Slide+50+GT5+MPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2653" data-original-width="800" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNOg74nquEN6lvzUxOB1nfHJmvS7Nm1GmLcNnQEmR6tW3aA_l2d5ALGPOVlmz01PpxxgbEybeQUzlQ-5eYkZGwiv5-WaNNnXPvo1kMP8rz73Uu5CBH7YarENMH84RM68ZEjY54kEaUBM4/w192-h640/Slide+50+GT5+MPh.png" width="192" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT5 MPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In the south, the red-capped panzer pastes the enemy squad in 42U5. The surviving Conscripts are unlikely to pose a threat for the remainder of the game. It’s a good use of a handicapped tank. Questionable, however, is Jim’s eagerness to dispatch the Russian crew in 42Y6. Even if the crew is eliminated in CC, the German squad will play no role in the final battle for the VC area. I get that the crew could pose a problem for German routs at some point. But I don’t think it would be a game changer. From my armchair, the Germans need more not less squads for the final rush on the VC area.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_AAwZBS_Gzb1Jzo_ZREZoVrFGmpHJCaL00IC5Hjaop0bhRgnlBAkuB5Irx2ema08LHh__UAWopS6_ZBmBEkYoX3fSbSFLivnFMrks-3lS0DRuO7kgA-IodAEOBxWfptkcLua-dQ4GCTk/s1553/Slide+51+GT5+MPh.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_AAwZBS_Gzb1Jzo_ZREZoVrFGmpHJCaL00IC5Hjaop0bhRgnlBAkuB5Irx2ema08LHh__UAWopS6_ZBmBEkYoX3fSbSFLivnFMrks-3lS0DRuO7kgA-IodAEOBxWfptkcLua-dQ4GCTk/w309-h400/Slide+51+GT5+MPh.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT5 MPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">However, the destruction of the Pz IIIJ in 42T1 sounds the death knell of any hope the Germans had of winning this contest. [Overlooked was the German Sniper Activation. A 1 result followed by a direction 2 and distance 6 would have Recalled the Stuart in 5L2.] Even if the panzer had been hit on the front aspect of the turret, the Russian round would have penetrated the armour. The German crew survives, and the Stuart pivots to face the concealed HS that threatens to advance into 85K4. The prospect of a six-flat MG shot may be enough to cancel any such plan. (It doesn’t.) German Infantry presses forward in the APh, only to see the Russian crew evade CC and slip into 42Z5. Not wishing to tempt the enemy Sniper, the panzers close their hatches. A wise move given that Russian tanks would be foolish to move into LOS. The Germans need to come to them. Not the other way around.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2cvGdcRfWlOwfG1UEeik2kDM5uYSE5hFe8oQj7NDycaxWospdiQwFXQvY0xyEHXyRNfUWPRWn9QL39zulyspoYIPvFKflRwk9WRAwN8JF-Uquw98_ReQlxuAv2C-v4FrYIdzklig7aPs/s800/Slide+52+GT5+CCPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="451" data-original-width="800" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2cvGdcRfWlOwfG1UEeik2kDM5uYSE5hFe8oQj7NDycaxWospdiQwFXQvY0xyEHXyRNfUWPRWn9QL39zulyspoYIPvFKflRwk9WRAwN8JF-Uquw98_ReQlxuAv2C-v4FrYIdzklig7aPs/s320/Slide+52+GT5+CCPh.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT5 CCPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Second Intermission</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN7GAtW6odsd4ahJR-G5eT_KTaJgdYa-eJflmAo-3diPl6W2A4fEK7W2LlBGvLcJK8NM2kfphsroZQRKHszRbhD2nFVPwLW_8lWHgG-O6GPyXEnsD3ld4qqWKUWEyh3GK5irUUpl9Tj0g/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN7GAtW6odsd4ahJR-G5eT_KTaJgdYa-eJflmAo-3diPl6W2A4fEK7W2LlBGvLcJK8NM2kfphsroZQRKHszRbhD2nFVPwLW_8lWHgG-O6GPyXEnsD3ld4qqWKUWEyh3GK5irUUpl9Tj0g/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;">(Jim) It is clear to me (and has been since German Turn 3) that I don’t have enough time to make it to the VC area. The only way this works for me is <i>if</i> I can get tanks into 85D5/85D4 where they can break Russian Infantry in the VC zone. I may (probably will) have to use AFVs to gain control of E6 and E5, as I don’t think my Infantry has time to make it there. To re-cap, I need my Shocked tank to recover <i>and</i> I need to repair my MA <i>and</i> I need my Infantry to continue to grind forward <i>and</i> I need my tanks to start knocking out his tanks. There is a chance, but I can hear the symphony warming up in the pit.</div><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGoK2TaESiBWkeEKMawZYAjPH0IXDsliuaEmHKM21Y1HjPKYSopvwdeGNWVTyPUDfWA903I-Mu14LhB8BkZBTzlzTVWPJldyOxE1IEUFueKSwYPqnFTaqZxmwnVXFv0m8YKALiKyGvqEs/s2038/Slide+53+RT5+End+CCPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2038" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGoK2TaESiBWkeEKMawZYAjPH0IXDsliuaEmHKM21Y1HjPKYSopvwdeGNWVTyPUDfWA903I-Mu14LhB8BkZBTzlzTVWPJldyOxE1IEUFueKSwYPqnFTaqZxmwnVXFv0m8YKALiKyGvqEs/w314-h400/Slide+53+RT5+End+CCPh.png" width="314" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT5 End CCPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Russian Turn 5</b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV2RGwpAasAHeI-WYje0Nynv6LgMFg6DojmqNVefEVsnoYXocKanJSyAqqGYB79Uy1ENTHsGsh76hw74khAeZGJZ_fOY6BS9ikPPVOVEiQlrh7cDV0WVUP8e63A5eXzVrNFxxlZv75xHM/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV2RGwpAasAHeI-WYje0Nynv6LgMFg6DojmqNVefEVsnoYXocKanJSyAqqGYB79Uy1ENTHsGsh76hw74khAeZGJZ_fOY6BS9ikPPVOVEiQlrh7cDV0WVUP8e63A5eXzVrNFxxlZv75xHM/s0/Finnish+9-1.png" /></a></div>(Chris) I wonder if Andy recognizes the threat that the German ATR in 85L4 poses to his Lee. [In fact, both Lees are vulnerable to a DI attempt]. [Andy: I certainly did, but hoped the crew would stay put (72% chance) in which case the tank is still well placed.] Provided it strikes the hull, the ATR will Immobilize the tank on a five or less (due to the hindrance provided by the intervening grain and the Lee’s large size being a wash). Unfortunately any advantage gained could be temporary given that the Stuart on board 5 is well placed to reinforce this area.<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9kb2MRpMYf_ZT72Fg3Kaa0DtCiUVS7V0BudT4WehrybNZa94kFE4Zht7anUgiu9Q6vhv40dRRGKbX8SHxc6sWFoMfyuuF92ViNN6IiIoJM68kkMvGO27O-FNwdIRYyVZsx0Sq7PAJpZc/s1200/Slide+54+RT5+RPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="634" data-original-width="1200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9kb2MRpMYf_ZT72Fg3Kaa0DtCiUVS7V0BudT4WehrybNZa94kFE4Zht7anUgiu9Q6vhv40dRRGKbX8SHxc6sWFoMfyuuF92ViNN6IiIoJM68kkMvGO27O-FNwdIRYyVZsx0Sq7PAJpZc/s320/Slide+54+RT5+RPh.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT5 RPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The RPh sees a revival of German fortunes. Jim’s tankers repair an MA in 42T3 and recover from UK status in 42FF0. Not to be outdone, a Russian Conscript HS self rallies in 5M10, although at this point, it’s little more than mobile Sniper bait. </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Russian tank fire in the PFPh not only fails to break any German units, but also fails to target the German squad in 85L4. As the most immediate threat to the Lees, the German ATR ought to have drawn some fire. Even the concealed HS adjacent to the Stuart in 85J3 is ignored. At the same time, the mortar fails to have an impact on its target. Andy nevertheless continues to fallback to the VC area in good order. I expect at least one if not both squads on board 5 to reach 85E6 by the end of Turn 6. The northernmost Stuart briefly exposes itself to fire in order to take up a position in 85C5. But the gamble pays off. The Germans will not be able to turn this flank without risking a panzer.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm5znn32u6gzexeoEtf6Y8XM94Fe4TYnWcfgofYCPSfvxwqszA5QIAL8qoSVaIlbOYPbql1s-vJpF-p0R-RbLTnsmtsyRGjcQO9pdqsX96V7a4ZOrXcxZNpZfce1ciIMhZYRbLwaPvYfs/s1200/Slide+55+RT5+MPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="903" data-original-width="1200" height="301" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjm5znn32u6gzexeoEtf6Y8XM94Fe4TYnWcfgofYCPSfvxwqszA5QIAL8qoSVaIlbOYPbql1s-vJpF-p0R-RbLTnsmtsyRGjcQO9pdqsX96V7a4ZOrXcxZNpZfce1ciIMhZYRbLwaPvYfs/w400-h301/Slide+55+RT5+MPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT5 MPh</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In the DFPh, Jim’s ATR misses the mark, and the Lee in 85I4 is spared the indignity of an Immobilization TC. The Germans do encircle the enemy mortar crew, but fail to capitalize on its lowered Morale. [The Russians are in good shape. With two turns to go, the Germans are within striking distance. Just.]</p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Part 4 is <a href="http://asl-battleschool.blogspot.com/2021/02/armchair-generals-bof16-part-4.html" target="_blank">here</a>!</p><div><br /></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com0tag:blogger.com,1999:blog-1421727884790275990.post-21253879401169712402021-02-01T13:07:00.004-05:002022-09-13T08:09:02.703-04:00Armchair Generals - BoF16 Part 2<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuUsjZUDN1fSaM5WUgp00S-nAKJGi2p1qkFrzPUHwkndVUKYlovU9iO56jQQHP6Xz9A2p6Z2ZupcvDlgIKdm1z0jdrgb-Ciz4UiAwPGZl2HOF1q8P32gR4vXc7OW5dryfqLQkvlqgAo5A/s800/Slide+15+Part+2+Guderian.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="398" data-original-width="800" height="199" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuUsjZUDN1fSaM5WUgp00S-nAKJGi2p1qkFrzPUHwkndVUKYlovU9iO56jQQHP6Xz9A2p6Z2ZupcvDlgIKdm1z0jdrgb-Ciz4UiAwPGZl2HOF1q8P32gR4vXc7OW5dryfqLQkvlqgAo5A/w400-h199/Slide+15+Part+2+Guderian.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b><br /></b></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>BoF16 Saluting a General</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><i>Series Replay: Andy Bagley (Russian) vs Jim Bishop (German)</i></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipX8QwPy0GspmEbylXnAQ24etRyss7mi7MUQ7oNe9B1LOdUGmu6C2Bq__a2PpJYBcLuY7kbn3NtkOFdpdGJO8XckLxHScPz1VpY6u_pNgOHCZvdo2fwFxRRKXnLmzbZIef7Hbz28S4jn0/s800/Slide+16+East+Karelian+Stamp+1941+and+Penni+Coins.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="403" data-original-width="800" height="101" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipX8QwPy0GspmEbylXnAQ24etRyss7mi7MUQ7oNe9B1LOdUGmu6C2Bq__a2PpJYBcLuY7kbn3NtkOFdpdGJO8XckLxHScPz1VpY6u_pNgOHCZvdo2fwFxRRKXnLmzbZIef7Hbz28S4jn0/w200-h101/Slide+16+East+Karelian+Stamp+1941+and+Penni+Coins.png" width="200" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">This is the second part of a three-part scenario replay. Pregame commentary can be found <a href="http://asl-battleschool.blogspot.com/2021/01/armchair-generals-bof16-aar.html" target="_blank">here</a>. What follows is the first four and a half turns of the scenario. Andy and Jim reflect on the outcome of each turn, and occasionally discuss their plans for the coming turn. I follow up with an overview of each turn. In the process, I add my two <i>penni</i> from the comfort of my armchair. </span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFfFIW2SX-mFg6XNY7QQhptrkw6n7q6f4KNJ2JGia7yzNcqJKmLp63PhzM6m5zbsKU62lR5VyiVKQ64XQdsf9GMeTuGcVMD2at4no-6LfjnzZg5BgKEGTtQqF_8cGTUV4OtXbrKD6ZwOg/s2048/Slide+17+BoF16+GT1+End+CCPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1239" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFfFIW2SX-mFg6XNY7QQhptrkw6n7q6f4KNJ2JGia7yzNcqJKmLp63PhzM6m5zbsKU62lR5VyiVKQ64XQdsf9GMeTuGcVMD2at4no-6LfjnzZg5BgKEGTtQqF_8cGTUV4OtXbrKD6ZwOg/w242-h400/Slide+17+BoF16+GT1+End+CCPh.png" width="242" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT1 end of CCPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>German Turn 1</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhC7kI1BZAUXe51HVHvvynvGJ8mVEYtIVwrLEtmRLsyg6W5PCrX5CrhKI7iimn_yEj7v1VUopawFupqrbKAFVbbdPPM5Av9aZFV42ri0hxfphY-2QG_9eiKMuPietk2god88qwhSvC5Vw0/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhC7kI1BZAUXe51HVHvvynvGJ8mVEYtIVwrLEtmRLsyg6W5PCrX5CrhKI7iimn_yEj7v1VUopawFupqrbKAFVbbdPPM5Av9aZFV42ri0hxfphY-2QG_9eiKMuPietk2god88qwhSvC5Vw0/s16000/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) Stupid play on my part to expose two squads and a leader to a 2-2. It deserved to get punished. Fortunately, I did not lose any Infantry to it. Having set this up over a week ago, I forgot about the Line of Sight (LOS) and was punished for hubris. The HS went down to a 6 -3 shot. Not too worried about paying that price to uncover the HMG. </span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbSiIMrUxsd3PJIp3oMDHFUd2ecip4fXv1GFs79zrbySlsNiQLU3_RD2aHdCBKODQql-oKCm-4LBTTnfJ0BBNexbfxKqSl9fz15OMh-f9qFGv8T2aE8OZSMfQdv6qGNx3Z4AAlBdor07Y/s800/Slide+18+GT1+MPh+HS+Bd+85.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="692" data-original-width="800" height="346" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbSiIMrUxsd3PJIp3oMDHFUd2ecip4fXv1GFs79zrbySlsNiQLU3_RD2aHdCBKODQql-oKCm-4LBTTnfJ0BBNexbfxKqSl9fz15OMh-f9qFGv8T2aE8OZSMfQdv6qGNx3Z4AAlBdor07Y/w400-h346/Slide+18+GT1+MPh+HS+Bd+85.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT1 MPh Board 85</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiY_jTo-qplHUEiraBwUX1-5pxl4XVKSIn9E4bUSYQJz7RH9s64YmqKm9LMQu68u6iQ5gTA9FIxlJeLQQqu7w-nK81WOLmmeKo8eyh6l_t5UU8NNJHqpkIjrO4rR32SNreL9-fKJBrWDwU/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiY_jTo-qplHUEiraBwUX1-5pxl4XVKSIn9E4bUSYQJz7RH9s64YmqKm9LMQu68u6iQ5gTA9FIxlJeLQQqu7w-nK81WOLmmeKo8eyh6l_t5UU8NNJHqpkIjrO4rR32SNreL9-fKJBrWDwU/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) The German attack began as expected, except for the mistake that allowed a leader and two squads to be broken by a 2-down-2 shot. </span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQgbE9YDZbSsr_0yKG0k2wW_tSH5hq5R8bIyXFG8B4jN1s6NOqFc01zpv4gO6L_ZVzTJhQiTojbDeuocASi2dIaRxFLmvbK_ssDhrt4WUGKEjoGMu1Ar0_x6FoC-0pXSdajekULx-rsUk/s1200/Slide+19+GT1+MPh+HS+Bd+42.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="442" data-original-width="1200" height="148" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQgbE9YDZbSsr_0yKG0k2wW_tSH5hq5R8bIyXFG8B4jN1s6NOqFc01zpv4gO6L_ZVzTJhQiTojbDeuocASi2dIaRxFLmvbK_ssDhrt4WUGKEjoGMu1Ar0_x6FoC-0pXSdajekULx-rsUk/w400-h148/Slide+19+GT1+MPh+HS+Bd+42.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT1 MPh Board 42</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizbGh4EkHPphcR6zcIH5CReE1mORMMGB1u651QFWVNSZbpMdwRw3-wvJCht2ZCOTID5rJ97aG9hmHqT2MgK6I8i_r_q3_K4qRf-zVXfzJVcnLolQvRfoK7Dne3a8RZHF4TdDWJuMOkZZ4/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizbGh4EkHPphcR6zcIH5CReE1mORMMGB1u651QFWVNSZbpMdwRw3-wvJCht2ZCOTID5rJ97aG9hmHqT2MgK6I8i_r_q3_K4qRf-zVXfzJVcnLolQvRfoK7Dne3a8RZHF4TdDWJuMOkZZ4/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) I like the way Jim was able to draw fire with his HS. In the process he confirmed my suspicions about the location of the Russian HMG. As I feared, the northern stack took advantage of the gap in the Russian line to move as far forward as 5W1. I’m not keen on this move, but I see the attraction. A Russian squad in 85W10 would have taken this approach off the table. It remains to be seen if the Russian mortar that I think is in 85N10 stalls this northern thrust.</span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzUBgrm2bqrJavMRjKKy1wa8ejAn7KVpQHx5TsaqkESxnUuXnLrgHgYnaEYCsCciUbFObGITnhvmjk5k2FX4MaYyvC3JAkvLQW-j-65fzNkE08QwPRlVi5xI3as_-x3byk5XEbQODmTII/s1200/Slide+20+GT1+MPh+8-0+Stack.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1017" data-original-width="1200" height="339" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzUBgrm2bqrJavMRjKKy1wa8ejAn7KVpQHx5TsaqkESxnUuXnLrgHgYnaEYCsCciUbFObGITnhvmjk5k2FX4MaYyvC3JAkvLQW-j-65fzNkE08QwPRlVi5xI3as_-x3byk5XEbQODmTII/w400-h339/Slide+20+GT1+MPh+8-0+Stack.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT1 MPh Board 85</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Moving the 8-0 stack to 85Y1 was an unnecessary risk. It may well have been a gaffe on Jim’s part and not deliberate. Whatever the case, the end result underlines the point I made earlier about the vulnerability of a three-pronged attack. [Jim: As I alluded to, this was a huge mistake. I wrote those units off on Turn 2.]</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgop4GMpxwxWEh7gc4eMOd62KXO5S0vJEvqimV2Rb7QM84sw2-ixfRQVuVUzLmuVE4FGFVlhSWCjI7yfLRRmxcbFDIJ-L7gXncNCa6MDxY9U2LZvTOQOsxJBy-FrM9YlEt21ANnKWx4l8s/s2048/Slide+21+RT1+End+APh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1269" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgop4GMpxwxWEh7gc4eMOd62KXO5S0vJEvqimV2Rb7QM84sw2-ixfRQVuVUzLmuVE4FGFVlhSWCjI7yfLRRmxcbFDIJ-L7gXncNCa6MDxY9U2LZvTOQOsxJBy-FrM9YlEt21ANnKWx4l8s/w248-h400/Slide+21+RT1+End+APh.png" width="248" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT1 End APh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Russian Turn 1</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoJVeeDiF7CFLyTbcPcKeGFeEVa0voo-lkupZD1-bFyV0LIwp9Lt8UX00NWPhNYy-kamwLHqMEexMsdupA43bu-LGCeMBRguPhe_uub9F7Pz_nKHelfaeEhtv80BcpW2zAQ8lfejCaLEg/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoJVeeDiF7CFLyTbcPcKeGFeEVa0voo-lkupZD1-bFyV0LIwp9Lt8UX00NWPhNYy-kamwLHqMEexMsdupA43bu-LGCeMBRguPhe_uub9F7Pz_nKHelfaeEhtv80BcpW2zAQ8lfejCaLEg/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) My tanks came on as planned, one on each flank and the other four in the centre, not far from the victory hexes. The rest of the infantry ran away, except that I forgot to shift my 82mm MTR back from 85I5. I could probably have fallen back further in the village on board 85 too, but I wanted to impede his progress there. Not sure if I should have retreated my HMG straight away; felt brave enough to leave it there for the moment as it becomes concealed. [Jim: I was surprised you did not withdraw the HMG on Turn 1, or at the latest in Turn 2. I understand the allure of the HMG on the high-ground, but once my tanks were on board and closing in, that HMG had to retreat to the cover of your tanks.]</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilSZ8g8V0P6vi9y9W5gGmdXpbXce-qwswWhPr19GR3p5UEo2UVcCgimeqhuQMtoNs6c-8VonxIWkhWK-1TIVR9IQrisbbm7nd5X96_BC41VJ7NspeGEbZQQsSiBau3agoBPjPKENZjgHo/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilSZ8g8V0P6vi9y9W5gGmdXpbXce-qwswWhPr19GR3p5UEo2UVcCgimeqhuQMtoNs6c-8VonxIWkhWK-1TIVR9IQrisbbm7nd5X96_BC41VJ7NspeGEbZQQsSiBau3agoBPjPKENZjgHo/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) In their half, the Russians “skulk” and bring on tanks. I sort out his tanks by MP’s spent. As such, I know his Lees are in the middle of the board. [Chris: Strictly speaking, skulking is the practice of limiting German Defensive Fire opportunities by moving out of enemy LOS, only to return to one’s previous positions during the Advance Phase (APh). In this case, Andy’s forces largely fell back to new positions.]</span></div><div style="text-align: justify;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizNeP2SIVMjTiYawlJGTNrWGCwV7KhY-sj1h3Id6p3RheCtZp3jktIN_1Q6Y3I8Bn26XB1PX8QI0B3-qCV8bSDmZTVD71kuSI9dPOmzGFltUxppen2RCKeUhghyphenhyphenHJym986FAoow-z72bw/s838/Slide+21b+RT1+MPh.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="838" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizNeP2SIVMjTiYawlJGTNrWGCwV7KhY-sj1h3Id6p3RheCtZp3jktIN_1Q6Y3I8Bn26XB1PX8QI0B3-qCV8bSDmZTVD71kuSI9dPOmzGFltUxppen2RCKeUhghyphenhyphenHJym986FAoow-z72bw/s320/Slide+21b+RT1+MPh.png" /></a></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGmNCNCPGz8Mmn8bRsXo0_-3ptmby1a4Kceumz9unQTWU_qIzv71HxEqgQduJMthBspHfLg2e3r4Rs9NiWLKcXevvyzHX8tFLHZBYeiv0k_gu9kUYLZdQTSvMOt0EqIhDdu8gI5j99LUo/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGmNCNCPGz8Mmn8bRsXo0_-3ptmby1a4Kceumz9unQTWU_qIzv71HxEqgQduJMthBspHfLg2e3r4Rs9NiWLKcXevvyzHX8tFLHZBYeiv0k_gu9kUYLZdQTSvMOt0EqIhDdu8gI5j99LUo/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) I think that it was a mistake to move the unit that began its turn in 5W3 to 5R1. That building is a death trap. The Russians cannot afford to throw a unit away. I would have preferred to see this unit end its turn in 85P9, where (along with the unit in 85P8) it could continue to impede the German advance. </span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I don’t understand why the “mortar” stack in 85N10 withdrew, unless the stack doesn’t contain a mortar after all. If any stack needed to withdraw this turn, it was the HMG stack. With eight tanks coming on next turn, this stack could come under a lot of pressure. Otherwise, the withdrawal of Russian Infantry was to be expected.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">It appears that Andy (and Jim) overlooked the fact that Russian tanks have five less MP on their turn of entry. [Andy: Oops, you’re right! But I think I could have got my tanks where they were going on Turn 2 anyway.] [Jim: I did miss it. I don’t think this affected the outcome any. Andy was more than able to get where he needed to be.] Moving what I suspect is a Stuart so far along the woods road on board 5 serves little purpose in my view. German armour does not have enough MP to reach 5R6, let alone 5P4, on Turn 2. Considering that the Russians have a turn to react to any drive in this direction, the Stuart could have parked in 85I10 from where it can target 5H3 in a pinch. Alternatively, the Russians could have sent this tank to provide support for what I gather is another Stuart in 42W5. Although isolated and unsupported, the southernmost tank should be able to get two shots off at any panzers brazen enough to rush this HD position.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2CTWD9AYBbSBNPxknqFB_9Js-C3mpAaHZqFwgPTs0GhTh96EjR4igIh3ljbl9ijfnUs7SlvsTr2uaWJNvOmHAgGa6ZKmxzCMcMLjEX7E6OuFXCs7t25a6MzO6eGu_Lr0B-VyFMcPCVSk/s2048/Slide+23+GT2+End+APh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1563" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2CTWD9AYBbSBNPxknqFB_9Js-C3mpAaHZqFwgPTs0GhTh96EjR4igIh3ljbl9ijfnUs7SlvsTr2uaWJNvOmHAgGa6ZKmxzCMcMLjEX7E6OuFXCs7t25a6MzO6eGu_Lr0B-VyFMcPCVSk/w305-h400/Slide+23+GT2+End+APh.png" width="305" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT2 End APh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>German Turn 2</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiItVQcyXR7C_NvsqAJtrMM8ntc4-_qXEo0tE0qm6UILQsCX__dr2peSn__Ho3aPb6yF3YC-Nqrd41j1xBCTEuLqr9X5R_dpcdnIo9FoLa3GGKabLGHWlBqTxLv4grZSs-Jd3FWRoJGsRY/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiItVQcyXR7C_NvsqAJtrMM8ntc4-_qXEo0tE0qm6UILQsCX__dr2peSn__Ho3aPb6yF3YC-Nqrd41j1xBCTEuLqr9X5R_dpcdnIo9FoLa3GGKabLGHWlBqTxLv4grZSs-Jd3FWRoJGsRY/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) The dumb move continues to punish me. The units broken in Turn 1 don’t rally in my end. Then I compound it by not Moving the GO leader far enough to get there. Stupid play is keeping me out of this. I forget to advance from 5S6 onto the road and let him use the road to get out of there faster. My lack of play time is showing here. In the Russian half, my broken units from Turn 1 fail to rally (again). My dumb move continues to punish. These guys are almost out of the fight unless they rally soon. Andy moves the 8-1 off the upper level and I get the PIN/break on the HMG stack. His HMG squad routs, while the 8-1 stays back in order to man the HMG. I will kill the 8-1 and the broken unit next turn to clear up the bottom of the board. </span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpSpNxXyp32dSfKk1Ce8CbvO_FvcqCmGLOXY9_apdEOvAOYTBxpqjbfhxBmotMXe1oeYAi8ehr_WSaPVM05z5EXKLhlRDUk7hyiBDic4BjcD0rfnzr5Rt4Odf_XLIrTBToiDzU1rkPAOw/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpSpNxXyp32dSfKk1Ce8CbvO_FvcqCmGLOXY9_apdEOvAOYTBxpqjbfhxBmotMXe1oeYAi8ehr_WSaPVM05z5EXKLhlRDUk7hyiBDic4BjcD0rfnzr5Rt4Odf_XLIrTBToiDzU1rkPAOw/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) Well, we now know where the German tanks are coming on, storming the southern approach! I was surprised by Jim moving CE with all these tanks, but this is probably a good risk as even the 8 +1 shot I got gives less than a 40% chance of a stun, and even this would not be fatal. Revealing the HMG meant I had to face a brace of 4 +3 shots, which I survived OK although retreating the guys in 42V1 will be harder. I declined to fire my tank in 42W5, although probably should have done—I was worried where his later tanks might end up.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFlcX5TnjZmz17tob1ZGW2kO8y6ZWlnBan1ppzbPBGAcYbXhT4tXU4lUDHGKv-HUkEcY_voDYLKI3q1NTyL9Px9JYpLMpKJF4n0-dUd94ibWmMxYT4fcaLAgTSfiYpi69xWkFTqnQHrXo/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFlcX5TnjZmz17tob1ZGW2kO8y6ZWlnBan1ppzbPBGAcYbXhT4tXU4lUDHGKv-HUkEcY_voDYLKI3q1NTyL9Px9JYpLMpKJF4n0-dUd94ibWmMxYT4fcaLAgTSfiYpi69xWkFTqnQHrXo/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) Not sure why Andy passed up a 6 down 2 shot at the 4-6-8/Anti-Tank Rifle (ATR) that entered 85T8. (A Lee in 85M7 could have combined its CMG and AAMG for 6 FP; a Stuart would have had 8 FP if CE.) It was either a bold or reckless move on Jim’s part. (Jim: I survived, it <i>was</i> bold!]</span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdixbmhBfgOpwsJZqTGlSMx9a9JFZ6h2uiJVLoTZIagZ73r2c7LWPKHmmyfkOOkOjzdapR1tR6CB0SKlsHDDnOMeqMzRz-U1t1KFkvmSJm6_T0zBiOTmO8e5EPy7hCBggRvjfniJOgp6g/s800/Slide+24+GT2+MPh+Bd+42.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="609" data-original-width="800" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdixbmhBfgOpwsJZqTGlSMx9a9JFZ6h2uiJVLoTZIagZ73r2c7LWPKHmmyfkOOkOjzdapR1tR6CB0SKlsHDDnOMeqMzRz-U1t1KFkvmSJm6_T0zBiOTmO8e5EPy7hCBggRvjfniJOgp6g/s320/Slide+24+GT2+MPh+Bd+42.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT2 MPh Board 42</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Placing 4 “resid” in 42N4 was a good play given Andy’s decision to keep his HMG in 42V1. Starting the Lee in 85J2 not so much. The Lee would have had a minimum of two shots on the Pz IIIG in 42S2 during the DFPh, and another two shots in the Russian PFPh. Moreover, the panzer was at optimal range, which gave the Lee a base To-Hit of 10. It’s a missed opportunity that Andy is bound to regret. More on missed opportunities in a moment.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0vxI6K9doX9X-RuB1J52bR7rzG1yJNiRAqIbb-Yc5gFey3cGVdtNVgsC6rM0TdRBqUooGiOJzq3Lqwfoe82yoTuUsovGhvUeGHHkPVfjXxuhyphenhyphenVJIW9NYHy8QjGf8dZJxZYEqqutcECuY/s865/Slide+25+GT2+MPh+Bd+42.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="865" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0vxI6K9doX9X-RuB1J52bR7rzG1yJNiRAqIbb-Yc5gFey3cGVdtNVgsC6rM0TdRBqUooGiOJzq3Lqwfoe82yoTuUsovGhvUeGHHkPVfjXxuhyphenhyphenVJIW9NYHy8QjGf8dZJxZYEqqutcECuY/s320/Slide+25+GT2+MPh+Bd+42.png" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT2 MPh Board 42</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Jim’s aggressive use of armour is admirable, although I would have preferred to see him commit a second tank to board 85. He had an opportunity to create a BFF sandwich and potentially break and eliminate the unit in 85R6 for failure to rout. As it was, I believe the Pz IIIH used one MP too many when it changed Vehicle Covered Arc (VCA) before stopping to Bounding First Fire (BFF). Because the attack proved ineffective, the incorrectly added BMG FP was not a factor. [Jim: The dice know when you have made a mistake and sort that all out for you. :) In hindsight, I agree a second tank on board 85 would have been better. I eventually correct this but it was too little, too late.]</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmpI887-YCGk5PTmeuuqxcqNpKDh9I5jnA08yYANNlD3pUYKuyw9NUgAmid_-1xA96JrGfi188L4CNTwfV_CpCE-sNhc7f6pLofeLLrNmL4cJKhpXlaRjMKDJfThdh1Irk3p_BqoYGRbM/s800/Slide+26+GT2+MPh+Bd+85.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="549" data-original-width="800" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmpI887-YCGk5PTmeuuqxcqNpKDh9I5jnA08yYANNlD3pUYKuyw9NUgAmid_-1xA96JrGfi188L4CNTwfV_CpCE-sNhc7f6pLofeLLrNmL4cJKhpXlaRjMKDJfThdh1Irk3p_BqoYGRbM/s320/Slide+26+GT2+MPh+Bd+85.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT2 MPh Board 85</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">With a Morale Level of 8, Russian tankers should be CE in order to maximize their potential for hits. Case in point: the first shot (1,2) by the Stuart in 85J3 missed the Pz IIIG in 42S2 by one pip. However, the second shot did hit, which neither player realized at the time. On a Hull Hit, the Stuart needed a seven or less to destroy the panzer, and had two kicks at this baby cat as a result of scoring Multiple Hits with double twos! [Jim: This was arguably the largest mistake in the game and should have cost me a tank there more than 75% of the time. In my defence, I was looking at the rules at the time and Andy said never mind, it’s a miss. Still, in the long run, I have to catch that so <i>mea culpa</i> Andy.]</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJHkZHcu-Ta3PSr9SGCmfBXhmpiylpEl2cQRPU1LVhSXxzdsTi7eiHRvf1ClxYlD-cj26ZV_RqOAOcxC3MUtboCpqs6pV2jZk2S2TFI4t0PzLJE61soQjepiejsF5kDNp5osVLJyHtzt0/s859/Slide+27+GT2+AFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="859" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJHkZHcu-Ta3PSr9SGCmfBXhmpiylpEl2cQRPU1LVhSXxzdsTi7eiHRvf1ClxYlD-cj26ZV_RqOAOcxC3MUtboCpqs6pV2jZk2S2TFI4t0PzLJE61soQjepiejsF5kDNp5osVLJyHtzt0/s320/Slide+27+GT2+AFPh.png" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT2 AFPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The drama that unfolded in 5R1 must have surprised Jim as much as it surprised me. [Andy: Surprised me too!] That Russian 4-4-7 is charmed. It was able to extricate itself from the trap by surviving two Interdiction rolls. It may be in one piece, but its now farther away from a leader and the VC area for no gain.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9kqasKotbtw9y-IRLvNSSHgisT14UfHIyhTgPIecMB1hmkYwarM6NO2bkYO2YqBHUi3NtdodupJ9FMmHs9PqV66Z8wVFSaTZm4uuSBmGzM81yvfyaPDdZ_csYp-OdC4FBerkcyN57fFU/s2048/Slide+28+RT2+End+APh.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9kqasKotbtw9y-IRLvNSSHgisT14UfHIyhTgPIecMB1hmkYwarM6NO2bkYO2YqBHUi3NtdodupJ9FMmHs9PqV66Z8wVFSaTZm4uuSBmGzM81yvfyaPDdZ_csYp-OdC4FBerkcyN57fFU/w309-h400/Slide+28+RT2+End+APh.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT2 End APh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Russian Turn 2</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUyHdTLlKRgeTgnfaQn2ADzY9CyAS81eVsZ1zBMLFPqfO_5I0nBdDixx8JeZQChVHTeoyj_cOTGKICk3kooN4fBS8QwfneL2rJYuKYbWW65BcJ9wNASDDGO2Qptza3Eyc5e8LatwDRzWk/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUyHdTLlKRgeTgnfaQn2ADzY9CyAS81eVsZ1zBMLFPqfO_5I0nBdDixx8JeZQChVHTeoyj_cOTGKICk3kooN4fBS8QwfneL2rJYuKYbWW65BcJ9wNASDDGO2Qptza3Eyc5e8LatwDRzWk/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) In my half, I forgot to Prep Fire from 85J3, though this may not have been a good idea anyway, as I’m finding it harder than expected to retreat on board 85. I’ll take some losses here but it will delay the German infantry. My attempt to run back from 42V1 fails—Jim’s DRs have been pretty poor but he got the break he needed here. Tough decisions with my two tanks on the flank; I decided to move the northern one forward, behind his lines to threaten an attack from the rear. After much thought the one in 85I5 retreated back, because although it was HD behind the wall he could either swarm and surround it or simply risk driving past to attack the victory area from the south.</span> </div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4h4MW7Vb-2vMaT34Qd_rIyctc9KBym_sxvgR67OAtokscLtjU2wgWGwdGDM6RChdLto_uB27EwBJC-ngqyyMg8p5sCRvDucedAgz0rC-QXZupxnPUfnAg4SkIZPXgBc0GlZggKl2ScNY/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4h4MW7Vb-2vMaT34Qd_rIyctc9KBym_sxvgR67OAtokscLtjU2wgWGwdGDM6RChdLto_uB27EwBJC-ngqyyMg8p5sCRvDucedAgz0rC-QXZupxnPUfnAg4SkIZPXgBc0GlZggKl2ScNY/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) As I feared, the HMG squad broke while trying to bug out. Not only is the weapon a write-off at this stage, it failed to have a significant impact on the battle. [Upon reflection, the HMG stack did keep at least one enemy tank occupied, or rather distracted for a another turn. So there’s that.]</span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe4VCbgsd-buYm7ms05n5xBSwo0HfnjBw9XruYAWvbhjz7pV7tEEfQ1FwCK_slDXrHxLqQPhE5CjoyCE2vC146OIsFzmHfg4ksVWuRcmQ6nLbfZtmVJmvRotJY7erOmXQEa5G-8yJdRtc/s929/Slide+29+RT2+MPh+HMG+Debacle.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="929" data-original-width="800" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhe4VCbgsd-buYm7ms05n5xBSwo0HfnjBw9XruYAWvbhjz7pV7tEEfQ1FwCK_slDXrHxLqQPhE5CjoyCE2vC146OIsFzmHfg4ksVWuRcmQ6nLbfZtmVJmvRotJY7erOmXQEa5G-8yJdRtc/s320/Slide+29+RT2+MPh+HMG+Debacle.png" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT2 MPh Board 42</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A number of German AFV took advantage of the Lees jockeying for position to gain Motion and change VCA. In addition to making them harder to hit, Motion status saves them one or more MP in their next MPh. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Not happy about the Stuart making a half-hearted flanking move up north. It’s going to be out of position again, meaning that it won’t have any impact on play again. I am happy to see some Russian Infantry enter the VC area. I wonder if they intend to entrench. I’m dismayed that Russian tankers are passing up shots in order to reposition. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj8h8NyBQtpdE-SnGs0kWQKMAxri3bGvIgNInXeHIc8yNOB1nZJRvd0K6KTd_f2qIOlMJEA-rxNa60V9qDZeGQg47nBGwjwEbK6_zxoBSnT_DkL5B89ffNEmBNVPypwkdQZDVOkO00PdA_HzkPFfBRIU1oivJWP96GmDe8ViSGXpzDzASZlchWuR-9/s2071/Slide%2030%20RT2%20MPh%20Stuart.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2071" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj8h8NyBQtpdE-SnGs0kWQKMAxri3bGvIgNInXeHIc8yNOB1nZJRvd0K6KTd_f2qIOlMJEA-rxNa60V9qDZeGQg47nBGwjwEbK6_zxoBSnT_DkL5B89ffNEmBNVPypwkdQZDVOkO00PdA_HzkPFfBRIU1oivJWP96GmDe8ViSGXpzDzASZlchWuR-9/w309-h400/Slide%2030%20RT2%20MPh%20Stuart.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">BoF16 RT2 MPh Board 85</span></b></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Stuart in 85J3 was HD, and had a -2 acquisition on the panzer in 42S2. Even though it was BU, it had more than a 70 percent chance of hitting its target, while the panzer needed to roll seven or less, and a turret hit. Moreover, it was guaranteed a shot if the Stuart moved. Abandoning the HD position in order to move to 42X7 with his other Stuart is likewise questionable, leaving the Lee in 42Y1 isolated and without flank protection. I expect Jim to make the most of this. [Jim: I tried and failed, but more on this later.]</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOT_RF9saSPV8hV5laBPpPa3xvEOYF-eEV6CL_MCOoO5FtYeDhu1-2COxv2ADMeVD4yos8_ODA2x1CY1F04-0lOd0yq1q7-Ro5tOC2HQIyZ7S9Cy274FK-W1fYQTe8_AqBlMbyrBMwBXU/s1600/Slide+31+RT2+DFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1128" data-original-width="1600" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOT_RF9saSPV8hV5laBPpPa3xvEOYF-eEV6CL_MCOoO5FtYeDhu1-2COxv2ADMeVD4yos8_ODA2x1CY1F04-0lOd0yq1q7-Ro5tOC2HQIyZ7S9Cy274FK-W1fYQTe8_AqBlMbyrBMwBXU/w400-h283/Slide+31+RT2+DFPh.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT2 DFPh Board 85</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Russian Infantry continue to fall back, but not all are successful. Concealment doesn’t save the Russian 4-4-7 that Assault Moves from 85R6 to Q7. The Pz IIIH fails to leave an impression, but the German ATR squad manages to Pin the Russian unit. The 9-1 stack finishes the job.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghABG4zX76I7phfB0SapML7qfdReoatSUXG0-NfpS0b7s4y6RmS0zX6ayWs5Yvif3_TBhZ03NreHMxykCR837tikfv88QVDo1P6GBrl9eQgbVt25ney_bmeq0buMg2pzj6Yn1Vk34no-8/s2048/Slide+32+GT3+End+CCPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1423" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghABG4zX76I7phfB0SapML7qfdReoatSUXG0-NfpS0b7s4y6RmS0zX6ayWs5Yvif3_TBhZ03NreHMxykCR837tikfv88QVDo1P6GBrl9eQgbVt25ney_bmeq0buMg2pzj6Yn1Vk34no-8/w278-h400/Slide+32+GT3+End+CCPh.png" width="278" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT3 End CCPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>German Turn 3</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: right;"><span style="text-align: justify;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqCE0taOfWdthGODiTySq-b4kL6lOBH00QdNUK05f5QAYw-ccsSBrs5rYl7QWMpmP4uZ2kuxZAhJaf9ibjX-PQwz9NcksfxRc1FIk6KJ_fi0LgZAz9lc-78yfV8iu_6_cFQPOwxUEdjRU/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqCE0taOfWdthGODiTySq-b4kL6lOBH00QdNUK05f5QAYw-ccsSBrs5rYl7QWMpmP4uZ2kuxZAhJaf9ibjX-PQwz9NcksfxRc1FIk6KJ_fi0LgZAz9lc-78yfV8iu_6_cFQPOwxUEdjRU/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) The units fail to rally again. Then the GO [Good Order] leader I put there [42J1] gets clipped by a SAN [Sniper Activation Number] and DMs [Desperation Morale] the pile again. I lose the Pz IIIH in 85P6 to an Immob result but do it busting a unit up and freeing the flank a little. I am a little concerned by the Stuart which has broken out. I managed to kill one of the Lee’s with a Bounding First Fire shot—glad I planned on that 1,1. :) I have another Stuart in trouble. Depending on how he moves in Turn 3, I think I can swarm more of his tanks on the bottom half of the board.</span></div></span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi4Wmwywbp68VBfkTPCs5hD7AmLJTqe0tDaEal7ta3DzyImiQ_52AFbw7yZmAuXKMs_1eikPvJBBYxOEKKZUmf-Rbie9Ovge5azXRUPSunG7VQtC5YfQPQuVRFNv3G3mTsc2ag9WjmytU/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi4Wmwywbp68VBfkTPCs5hD7AmLJTqe0tDaEal7ta3DzyImiQ_52AFbw7yZmAuXKMs_1eikPvJBBYxOEKKZUmf-Rbie9Ovge5azXRUPSunG7VQtC5YfQPQuVRFNv3G3mTsc2ag9WjmytU/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) Interesting battle in 85P6. I kept concealment but Jim’s overrun broke the squad anyway, although at the cost of waking my sniper who then killed a leader in 42J1. But his tank was then in LOS of my M3 Lee down the road, and a 75MM shot Immobilizes him. Jim’s poor luck with the dice changes however with a snake-eyes hit that kills my M3 Lee in 42Y1. This is a blow, as I’m now feeling outnumbered on that southern side of the board.</span> </div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">We took the game break at this point. I see a tank battle coming up, and if I can knock out a couple of his tanks without further loss I think I may be in with a chance. Otherwise, I worry that his tanks will surround the victory hexes and break my infantry there, allowing his infantry to walk in.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg75vawJl-V51LVbdPdO1q33DGIdAS9_gv1oS0C1quLYRi2pAz3tDUPhvMo14iuMZr4GBdWuYOjoldzjIO7hijgNdaY4NQd5aalkLdyLiDLZqjHFBCfJbpc49S8bFJYaIMB5bNgwkZsRDg/s800/Slide+33+GT3+PFPh+HS.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="502" data-original-width="800" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg75vawJl-V51LVbdPdO1q33DGIdAS9_gv1oS0C1quLYRi2pAz3tDUPhvMo14iuMZr4GBdWuYOjoldzjIO7hijgNdaY4NQd5aalkLdyLiDLZqjHFBCfJbpc49S8bFJYaIMB5bNgwkZsRDg/s320/Slide+33+GT3+PFPh+HS.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT3 PFPh Board 42</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOBcxDCRalU8o8Nn4J4t2ZpoEU31h2EyF08xZpPBJW5sD-2Y7ooaHFSywpPvmI9CpCXg4XWXQXDNPG75tZUQ7gYbXaWRY7_PaewRi22Sr-udLbiqAcGTQ3G4-AuAd9fiUv4Job26MbUPs/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOBcxDCRalU8o8Nn4J4t2ZpoEU31h2EyF08xZpPBJW5sD-2Y7ooaHFSywpPvmI9CpCXg4XWXQXDNPG75tZUQ7gYbXaWRY7_PaewRi22Sr-udLbiqAcGTQ3G4-AuAd9fiUv4Job26MbUPs/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) Two turns later, and the 8-0 and one 4-6-7 in 42J1 remain broken. Were it not for the lacklustre performance of Russian armour and the demise of the HMG stack, I would be questioning whether this stack would be able to make it to the objective in time. Based on what I’ve seen so far, German armour will probably carry the day, needing only a handful of Landsers to gain Control of the victory area.</span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcvydIOtfXkQmtqJFFz14cn5KMnDXD67Bv4VJtS86nlGEnpQaRBoLyZiugupASo0xk03WRB8sBL5atHUYWaloiaXfY1Q2ylgCuGEXO_v9ZHlVnphVn05sKWMhTYokUcIcp0TT0_IvRmFo/s1200/Slide+34+GT3+MPh+Pz+IIIH.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1199" data-original-width="1200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcvydIOtfXkQmtqJFFz14cn5KMnDXD67Bv4VJtS86nlGEnpQaRBoLyZiugupASo0xk03WRB8sBL5atHUYWaloiaXfY1Q2ylgCuGEXO_v9ZHlVnphVn05sKWMhTYokUcIcp0TT0_IvRmFo/s320/Slide+34+GT3+MPh+Pz+IIIH.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT3 MPh Board 85</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The sideshow that is 42J1 heats up as the Russian Sniper takes out a second 8-0 leader that entered the hex earlier in the MPh. The attack puts the broken units under DM again, further reducing their chances of rallying. Meanwhile when the pesky Pz IIIH busts up a Russian squad in 85P8, a Lee fires on it from 85J5 using its SA. The players determine that the panzer is Immobilized. However, the LOS is blocked in L6 and M7. [The result stands, just as the failure to resolve the Multiple Hits on the Pz IIIG a turn earlier stands.]</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVHvcmz-gALjhQSS4wtUQP_hyphenhyphen04glA9fu4_VlifpnCS1nJNeqNitnXxLoSF3Jg5jO3uHH1AsoELZU9_8yfUhBxdLQssrHamXuAKZc-hzsxCsZJX6JGe8YmBd1gTOikeOiKyR4XJfSzvkI/s1271/Slide+35+GT3+MPh+Pz+IIIH+Immob.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1271" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVHvcmz-gALjhQSS4wtUQP_hyphenhyphen04glA9fu4_VlifpnCS1nJNeqNitnXxLoSF3Jg5jO3uHH1AsoELZU9_8yfUhBxdLQssrHamXuAKZc-hzsxCsZJX6JGe8YmBd1gTOikeOiKyR4XJfSzvkI/s320/Slide+35+GT3+MPh+Pz+IIIH+Immob.png" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT3 MPh Board 85</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">More serious is the failure of the Lee in 42Y1 to hit a Pz IIIG when it stops in Y3. The Main Armament (MA) of the Lee misses by one pip! Again, should have been CE! And in retrospect, should have fired the SA, keeping the turreted MA free to fire at other tanks approaching from outside the Lee’s VCA. It came as no surprise when a Pz IIIJ with a 9-1 Armour Leader entered 42U1 in Bypass and stopped to shoot. The first shot hit and failed to penetrate. The panzer nonetheless retained ROF. The Lee could have turned to face the threat by firing its BMG. It didn’t. It could have traversed its turret and Intensive Fired its MA. It didn’t. The panzer fired again and scored a CH. The Lee went up in flames!</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWXNc-z60XNX92G8xKokUdd7RHq1sb54vjIM8Rc0ttK2joyfKwfDApQ977VcKJ2OMVBY6wLxP9A2JANy9ibZmDmyDRMwdxQ7RhMD6-RD9qgH5ebDCToq-6kihg88cptSCW8ECLndm_v5w/s1300/Slide+36+GT3+MPh+Bait.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1300" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWXNc-z60XNX92G8xKokUdd7RHq1sb54vjIM8Rc0ttK2joyfKwfDApQ977VcKJ2OMVBY6wLxP9A2JANy9ibZmDmyDRMwdxQ7RhMD6-RD9qgH5ebDCToq-6kihg88cptSCW8ECLndm_v5w/s320/Slide+36+GT3+MPh+Bait.png" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT3 MPh Board 42</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Across the road to the south, three panzers ganged up on the lone Stuart. The Russian tank failed to land a hit. The German tankers were also unsuccessful. However, the situation looks grim for the Stuart as two Pz IIIJ are HD to it. The Stuart should be able to hit the Pz IIIG in 42W6, but whether it succeeds in knocking it out is another question. I’d be surprised if the Stuart survives Russian Turn 3. [Jim: I didn’t either. Be prepared to be surprised. Sigh.]</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-E3xqluBaTPRt1p821zrfYL3uTLscuxClwaKH0MoarrYixkVg3y1dYd6oKvTbc6rxg34NUkOwqX3HfbkFKfrXtypbmUE5iRcYAvAZo5fillzlW-06qyviU9z2yiGgP7d5wWQztuhQzhM/s1200/Slide+37+GT3+MPh+And+Switch.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="725" data-original-width="1200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-E3xqluBaTPRt1p821zrfYL3uTLscuxClwaKH0MoarrYixkVg3y1dYd6oKvTbc6rxg34NUkOwqX3HfbkFKfrXtypbmUE5iRcYAvAZo5fillzlW-06qyviU9z2yiGgP7d5wWQztuhQzhM/s320/Slide+37+GT3+MPh+And+Switch.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT3 MPh Board 42</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In spite of my reservations regarding the three separate lines of advance, Jim’s Infantry has largely coalesced into two groups. The southern force is finally making progress along the lateral road on board 42, with some units are far east as the V row. A reinforced platoon of largely Elite squads is making steady progress on board 85, but has yet to pass the Q row. The erroneous Immobilization result strips this force of its Pz IIIH cover. Smoke discharged in the 85O6/O7 followed by some BFF would have helped get 4-6-8s across the O-row in one piece. Depending on how Andy reacts, the Russians may be able to keep the Germans from gaining the 85N5 woods on Turn 4. What Andy does with his armour next is critical. He’s lost a Lee tank and two-and-a-half squads in one turn. [Jim: The immobilized tank here was probably far worse for me than a dead tank in the grain field. Given the choice, I would have preferred we get this correct. Sadly, we didn’t. I am just happy I didn’t cheese a win here with a mistake (or in this case, mistakes).] </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixk9xq_BpVIpuG2767fODIPhM8Ne8kZb-KMcRofhDG9cI5aYP9lX7R4bo8KJlMgPFXRPxcqmg9HjYlgIW5-wSPqj2wGQl79gXR1BuBLB7LArzwPlulIaEUECGCyx0Du-qWrCV4AQMgCeU/s1506/Slide+38+GT3+Four+Tangos.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1506" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixk9xq_BpVIpuG2767fODIPhM8Ne8kZb-KMcRofhDG9cI5aYP9lX7R4bo8KJlMgPFXRPxcqmg9HjYlgIW5-wSPqj2wGQl79gXR1BuBLB7LArzwPlulIaEUECGCyx0Du-qWrCV4AQMgCeU/w319-h400/Slide+38+GT3+Four+Tangos.png" width="319" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 GT3 MPh - DFPh Board 42</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>First Intermission</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlL0gB2uh_fl2o6IbCQss0JUNCPsjC6Xg7k7ty1NIM0BLUA_2k6bByqJ1gbCir6NejN0o7KqurynM9-O1WMpTPi-wN-c9jDXqAVzOaHAXkBH9P2_iHI2y5W6QXR7nEbw2wUB3qqnZ3_Vk/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlL0gB2uh_fl2o6IbCQss0JUNCPsjC6Xg7k7ty1NIM0BLUA_2k6bByqJ1gbCir6NejN0o7KqurynM9-O1WMpTPi-wN-c9jDXqAVzOaHAXkBH9P2_iHI2y5W6QXR7nEbw2wUB3qqnZ3_Vk/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) We took a break at the end of German Turn 3. Other than my mistake with those two squads and a leader, I am doing OK. In return, I have eliminated 1.5 squads, and I have broken 3.5 more. In addition to that, another two more full squads are not going to make the VC area and are going to have to work hard to be relevant. The HMG is also being manned by an SMC and will not be making it back to the VC area. I have also managed to kill one Lee and I have one Stuart. The ATR is out of position as well. </span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In return, I have lost an 8-0 leader and a HS. I have one other squad which is broken and out of the fight but he could still play a part. My Infantry is lagging but running forward as fast as they can. They are knotted up in two groups around a leader. The southern group is going to struggle to make the battle and may be part of some last turn rush. I have also had my PzIIIH Immobilized. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I have some concerns at this point. Andy has one Stuart in 5W6, which is a threat to my Infantry in the center. As my Infantry is lagging, they are kind of on their own. The only real Anti-Tank (AT) asset they have up there is the ATR and a Demolition Charge (DC). My immobilized PzIII is also there but he moves next and gets to take the first shot. I don’t think the PzIII will be there to defend. The Stuart in 85L3 is also concerning. There is really not much I can do if he pushes that into my Infantry in the center. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">His Stuart in 42X7 has about a 40% chance to kill my PzIIIG in 42W6. If he gets rate or IF’s, he could get lucky and kill 1-2 more. That would be a disaster. As long as he doesn’t kill more than two, I can trade with him 1-for-1. If he doesn’t make a move to collapse his tanks into mutually supporting positions, I will continue to isolate a small portion and bite off more of his armor. The problem for me is going to be control and I need to get some Infantry to the VC area to do that. Breaking these units is not going to be enough. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Looking back on Turn 2, I think the PzIIIG to 42S2 was a hit on the 2,2 and not a miss. The DRM’s were different. Since it was doubles, it would be multiple hits and immobilized on a 8. Odds are, I would have lost that tank right there. In my defense, I did not look at the DR as Andy said miss. In addition, the shot from 85J5 which Immobilized my PzIIIH in 85P8 was blocked. Looking at the board again, I still don’t think that LOS should be blocked. I wonder if it would be on the actual boards. Alas, I guess I am still looking for the perfect game of ASL. [Chris: turns out that the LOS on the VASL board doesn’t match the physical board.]</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyy1UY-C8SU6ntIBubdSpJsF1TR0NYekrPrTs_mQ8CkPEcoNDVGddLu3PBoi8Ilrs5cWSsUy-_dd1iA-4uXExsIpzEjH6rkFv1OKi9oXKJblMsO8DyEfG76KV3qvmrswmzL0G8YjT0sbo/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyy1UY-C8SU6ntIBubdSpJsF1TR0NYekrPrTs_mQ8CkPEcoNDVGddLu3PBoi8Ilrs5cWSsUy-_dd1iA-4uXExsIpzEjH6rkFv1OKi9oXKJblMsO8DyEfG76KV3qvmrswmzL0G8YjT0sbo/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) We took the game break at this point. I see a tank battle coming up, and if I can knock out a couple of his tanks without further loss I think I may be in with a chance. Otherwise, I worry that his tanks will surround the victory hexes and break my infantry there, allowing his infantry to walk in.</span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiepeIbSDC9Z1QUOkVCZDYmDNniMpK877BFGIoNMhmre-8asszv4GYirsNKqKHXlSLd0yD-mmZbJstAygCDb4LCusYRFq3PORcyuXVIhSKwaTjLAoJmGwYxq6p7EHmjIG2k6ackF1QpdbM/s2048/Slide+39+RT3+End+CCPh.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiepeIbSDC9Z1QUOkVCZDYmDNniMpK877BFGIoNMhmre-8asszv4GYirsNKqKHXlSLd0yD-mmZbJstAygCDb4LCusYRFq3PORcyuXVIhSKwaTjLAoJmGwYxq6p7EHmjIG2k6ackF1QpdbM/w309-h400/Slide+39+RT3+End+CCPh.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT3 End CCPh</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Russian Turn 3</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFEUC7Yp29s9PHX7kCKeBSLvE4qWUNjUzbiFzKK5UrUpMJ5IEPC43xCat9vYGyBvuXJNAIrQBdda-U77OuX3oVtDk0rjVcbRJgHprKlqWTYLdXag_dKPF7TVccU4xjbExVgJJjyg9ao64/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFEUC7Yp29s9PHX7kCKeBSLvE4qWUNjUzbiFzKK5UrUpMJ5IEPC43xCat9vYGyBvuXJNAIrQBdda-U77OuX3oVtDk0rjVcbRJgHprKlqWTYLdXag_dKPF7TVccU4xjbExVgJJjyg9ao64/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) Between sessions we discovered that the line of sight between 85P8 and 85J5 (which we both assumed went straight down the road) is in fact blocked. We agreed that the fairest way to resolve this, since I had intended to fire, was for me to Prep Fire the 75mm of my Lee in 85J5, at which point we would call it blocked. This left his tank in 85J5 immobilised but still alive, so I abandoned my plan to overrun his squad with DC in 85S10 and held back that Stuart in the north. My other Stuart in 42X7 looks doomed but manages to take out a PzIIIG whilst a Pz IIIJ malfunctions its MA shooting back at him.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvpIniYDOntrW1dYy1gANXWHaDFNBsnjKqrnvEae_N28IU9ExEZMKCX1W6cKn8FQnE9ngRor2jF3Yi3pd2RMgbop2WODJ9q6e01P2G59qjdPTqUMfOXD7K3z6g_0bLTZYmEjYdxyt73S8/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvpIniYDOntrW1dYy1gANXWHaDFNBsnjKqrnvEae_N28IU9ExEZMKCX1W6cKn8FQnE9ngRor2jF3Yi3pd2RMgbop2WODJ9q6e01P2G59qjdPTqUMfOXD7K3z6g_0bLTZYmEjYdxyt73S8/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) So the dumb move on Turn 1 continues to punish as I fail again to rally the 8-0 leader and squad on board 42. As the saying goes, life’s hard. It’s harder if you’re stupid. As expected, I lose the PzIII in 42W6. I still think that favored me slightly, but I was willing to take the risk. I need that tank gone before my Prep Fire Phase so I can move a little more freely next turn. I was surprised to see the Stuart move into 85O2. I know the odds of killing that Stuart were slim but then a 2,1 on the TH came up. Stupid me forgets to call for the APCR shot. It shouldn’t cost me. Of course, I rolled a 10 on the TK. The TK# on a 50mm Gun is 11. Taking that 11 against a turret side Armor Factor (AF) of 3 yields a Final TK# of 8. The TK# for 50mm APCR is 14. Against that same 3 AF, the final TK# is 11 meaning I would have killed that Stuart right there. Then he came back through the Location with the acquisition counter, and again I forget the APCR shot giving me just one bite at the apple and I miss. Pretty disappointing play on my part. This one is already looking to be like a loss for me and I can’t afford to throw away opportunities like that. I can’t control the dice but I can control what I shoot and I just plain flubbed this. Otherise, Andy is able to safely withdraw to the VC area and reposition his tanks. I am grateful the Northern Stuart wasn’t more aggressive in pushing into my Infantry. In my Final Fire, I break an MA on a long 50 (of course my AL is in there) and I cannot believe that Stuart has survived that many shots. (Counting APCR shots, I think I have taken 7 TH attempts against that tank and it’s still alive.) I probably shouldn’t have fired the 50L at the 8-1 but I would like to flow past this position in my MPh so I was hoping for a break.</span></div><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYqdcrptrD-E9rKsKBeDWPgFbzdVXCfKI4lOKrQ_ePfiJb0DCEfDT4xl7BfILjCfq5BbO-DyA6REEfik2UnxPp5w990aM3xei-UIXV_zLUxdgqY8yq4U7w0xLEkUyJebiXf6NtwrWmyzY/s1890/Slide+40+RT3+PFPh+-+DFPh.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1890" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYqdcrptrD-E9rKsKBeDWPgFbzdVXCfKI4lOKrQ_ePfiJb0DCEfDT4xl7BfILjCfq5BbO-DyA6REEfik2UnxPp5w990aM3xei-UIXV_zLUxdgqY8yq4U7w0xLEkUyJebiXf6NtwrWmyzY/w254-h400/Slide+40+RT3+PFPh+-+DFPh.png" width="254" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT3 PFPh - DFPh Board 42</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKXDnLPkNzBADba6DUQsYyAPsrOX6R8G4ZkoUccWsLDar89llbyKideJ6zhL4dr21yOKvPPAwIuJkRg9xD2Hsr7xM4x4aebNMYaBYdA0clToHLBTOks3Ou7Ex4phkU2FooVtXacoMRZgA/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKXDnLPkNzBADba6DUQsYyAPsrOX6R8G4ZkoUccWsLDar89llbyKideJ6zhL4dr21yOKvPPAwIuJkRg9xD2Hsr7xM4x4aebNMYaBYdA0clToHLBTOks3Ou7Ex4phkU2FooVtXacoMRZgA/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) The Russians open strong by destroying the Pz IIIG in 42W6. I don’t think that Jim needed to force the issue by risking this tank last turn. It could taken up a HD position, along with the other panzers on the road, and each taken a shot at the Stuart if it tried to bug out. Granted Andy scored a turret hit, but would have missed due to the brush and being BU (and no case L). I know I’m beating a General’s dead horse here, but the Russians really need to capitalize on their first TH attempts by being CE.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Stuart on board 85 plays a dangerous game baiting the Immobile Pz IIIH, especially when it reentered the acquired hex. But the gambit worked and the light tank ended its MPh safely HD in 85J3. The last Stuart inched forward to take up a position from which it can frustrate German efforts to get Infantry forward quickly. I still feel that Andy is under utilizing his armour, and this tank in particular.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEyCOnq8E36lA2CYcs8yBSfzyCP6cl_-XYOe937A6jtNIxdQWvtrTQ0Qt_RmtVNpAS7hUWYZZwuQtoINuRuUYNQIh6W-Yoi1yz4UvHX2GpGuHUlp_HkT6WSEmacme6OzgK5BwlbaMslAQ/s1553/Slide+41+RT3+MPh.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1553" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEyCOnq8E36lA2CYcs8yBSfzyCP6cl_-XYOe937A6jtNIxdQWvtrTQ0Qt_RmtVNpAS7hUWYZZwuQtoINuRuUYNQIh6W-Yoi1yz4UvHX2GpGuHUlp_HkT6WSEmacme6OzgK5BwlbaMslAQ/w309-h400/Slide+41+RT3+MPh.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 RT3 MPh Board 85</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I expected the Stuart on board 42 to be destroyed, Shocked, or Immobilized in the DFPh. Aside from the obvious loss in combat strength and effectiveness (three panzers are effectively out of the armour battle: one Immobilized, one destroyed, and one with a malfunctioned, long-barrel MA), this leaves the Germans in a predicament. Prep Fire next turn, or move and risk being hit by the Stuart. Even if they successfully disengage, the panzers are left with the problem of how to counter this threat to their flank. I think Jim needs to bite the bullet and accept that one of his tanks is not moving next turn. The Germans need to destroy this pesky Stuart, and sooner rather than later. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Part 3 is <a href="https://asl-battleschool.blogspot.com/2021/02/armchair-generals-bof16-part-3.html" target="_blank">here</a>!</p>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com2tag:blogger.com,1999:blog-1421727884790275990.post-57089141445445610142021-01-26T18:06:00.005-05:002021-02-14T16:16:14.142-05:00Armchair Generals - BoF16 AAR<p></p><div style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG_TDgk_sjVAYnfZgZOF8lxs_TIIE3j9Gp4rlgPT7uTtgWeZsx71LqJirC_NNmIEpf9CR3CyKSwSxg74FFZrwGor6-0OUPWUboLP1P59Lr3Q5hNHLMy7YmSsCIe1Y_CR4z_lA3OgM5lCo/s800/Slide+1+Armchair+General.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="699" data-original-width="800" height="350" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjG_TDgk_sjVAYnfZgZOF8lxs_TIIE3j9Gp4rlgPT7uTtgWeZsx71LqJirC_NNmIEpf9CR3CyKSwSxg74FFZrwGor6-0OUPWUboLP1P59Lr3Q5hNHLMy7YmSsCIe1Y_CR4z_lA3OgM5lCo/w400-h350/Slide+1+Armchair+General.png" width="400" /></a></div><p></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px;"><b>BoF16 Saluting a General</b></p><div style="text-align: center;">
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><i>Series Replay: Andy Bagley (Russian) vs Jim Bishop (German)</i></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div style="text-align: justify;"><span style="font-family: verdana;">First released by Friendly Fire as FrF56 in 2011, the MMP version of “Saluting a General” was published last year as BoF16 in <i>Best of Friends 2</i>. By the end of 2020, the Remote On-line Automated Record (ROAR) showed that the Russian side had won roughly 68 percent of 37 reported games. Admittedly this is a small sample size, but any scenario trending close to 70 percent for any one side invites scrutiny. And so it is with the (very) preliminary stats for the MMP version of “Saluting a General,” which literally favour the Russians 3 to 1 on ROAR. A recent game between two “Tuomos” (Tuomo Lukkari and Tom Repetti) reinforced an emerging view that the scenario remains pro Russian. If true, it may come as a surprise to the MMP editorial team who presumably tinkered with the scenario. Someone did.</span> <div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh66TywWVN2yHDrwQpmAD7CR8TilmouqdMcTDKG3-9vag4B72s87qaC5D10bUBxVPvOwWz4kjnt-NxYOW9DvJ7hjV_9yfRMDra1eACcvsyEJULggmRfqxrAagA3dGSDJvQe7dL4LobTSlA/s266/Slide+2+BoF+Cover.png" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="266" data-original-width="200" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh66TywWVN2yHDrwQpmAD7CR8TilmouqdMcTDKG3-9vag4B72s87qaC5D10bUBxVPvOwWz4kjnt-NxYOW9DvJ7hjV_9yfRMDra1eACcvsyEJULggmRfqxrAagA3dGSDJvQe7dL4LobTSlA/w150-h200/Slide+2+BoF+Cover.png" width="150" /></a></div></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Set in September 1942, the scenario portrays a short and sharp counterattack by German infantrymen supported by medium tanks. Opposing them is a reinforced company’s worth of Soviet riflemen backed by a heavy machine gun (HMG), an 82mm mortar (MTR), and a mix of Lend-Lease Lees and Stuarts. The action occurs south of Karmanovo during the 15-month long battle for control of the Rzhev salient some 200 kilometres west of Moscow.<span style="font-size: 12px;"> </span></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3FKru1SVHbkmaReSGcLLz_pvDDehW8mVYBi2hW0mQHzaVRiWujRnyhkn8UnILT4ROpdMY7me9mzUx0ZtUe-_DxwdezbNgAQhyphenhyphenVUG-eC75SXkxbveIfR814vt6YLNpGDMyznJReLA6RyU/s1506/Slide+3+Battle+Map+1942.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1506" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3FKru1SVHbkmaReSGcLLz_pvDDehW8mVYBi2hW0mQHzaVRiWujRnyhkn8UnILT4ROpdMY7me9mzUx0ZtUe-_DxwdezbNgAQhyphenhyphenVUG-eC75SXkxbveIfR814vt6YLNpGDMyznJReLA6RyU/w319-h400/Slide+3+Battle+Map+1942.png" width="319" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Setting for BoF16</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Russian player is tasked with defending a small patch of woodland toward the rear of a three-board frontage. The card encourages the Defender to place a skirmish line well forward of the victory area centred on 85E5. Failure to do so will almost certainly result in a German win. Without this screen, German Infantry can halve the distance they need to traverse by setting up within twelve hexes of the objective. Much, however, depends on the outcome of the armour battle. Given the time of the war, the humble infantryman appears to have little to say in the matter.</p>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHP8f7hRjY0CvMl9GTsVNkuUqsl91k3NwAmAI9u1mi_EdXVu10-LOOz7GNlgfUR0BhksCgkBl7Cvf-cG7jj-GO686_7ZUtOOz7fOnxwFT4qb45jnv43FrPbcp8NcprBgczbnSHEFnHB1I/s1200/Slide+4+Pz+IIIG.png" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="658" data-original-width="1200" height="219" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHP8f7hRjY0CvMl9GTsVNkuUqsl91k3NwAmAI9u1mi_EdXVu10-LOOz7GNlgfUR0BhksCgkBl7Cvf-cG7jj-GO686_7ZUtOOz7fOnxwFT4qb45jnv43FrPbcp8NcprBgczbnSHEFnHB1I/w400-h219/Slide+4+Pz+IIIG.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Backbone of 2. PzD in 1942</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Analysis of the BoF16 Card </b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The MMP version reinforces the Germans, adding a second 8-0 leader, and a fourth <i>PzKpfw III Ausf. G</i> (Pz IIIG). Ordinarily, Armor Piercing Composite Rigid (APCR) rounds are only available to the Pz IIIG in 1941, the only year for which the counter has an APCR exponent. (<i>According to the German Vehicle Rarity Factor Chart in Chapter H, the Pz IIIG did not see combat after 1941—more on this later.</i>) Notwithstanding this, the revamped scenario grants the Pz IIIG APCR 5. What’s more, the solitary Pz IIIH in the initial design was denied APCR by Scenario Special Rule (SSR). Not so the new-and-improved card. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5T1TVHWorCvyhztmaTMFO1pPrpq2JFL6UP9yAFUrjVF93nkfEp1yexJxSnD8BlJk2p_mXNnEPVrS8TwW28cKABlz1lmXvpQsmYK7JTmXuJB3iK0C_OfQINgE1ghgMiROKeGFiS_JSd68/s1200/Slide+5+BoF16+Pz+OB.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="488" data-original-width="1200" height="163" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5T1TVHWorCvyhztmaTMFO1pPrpq2JFL6UP9yAFUrjVF93nkfEp1yexJxSnD8BlJk2p_mXNnEPVrS8TwW28cKABlz1lmXvpQsmYK7JTmXuJB3iK0C_OfQINgE1ghgMiROKeGFiS_JSd68/w400-h163/Slide+5+BoF16+Pz+OB.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b><span style="color: #444444; font-family: verdana; font-size: xx-small;">BoF16 Panzer OB [2020]</span></b></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">If we ignore proximity modifiers, APCR provides only a modest bump in penetration for five of the 50mm barrels. The three-point increase (from 11 to 14) is nonetheless significant, as it doubles the probability that a Pz IIIG or Pz IIIH will knock out a Stuart at ranges of 12 or less. The penetrative power of a long-barrelled panzer is more impressive. The APCR To-Kill Number (TK#) of a Pz IIIJ jumps by four to 17, which will destroy a Stuart on anything but a Dud (C7.35). With APCR available on a 6 or less, the Pz IIIJ is also a serious threat to the Lee. The chances of penetrating the Lee’s front armour quadruples (from 18% to 72%)! However, the destructive potential of APCR is arguably secondary to effectively giving all German Armored Fighting Vehicles (AFV) the potential for two To-Hit attempts in the all important who-shoots-first-wins armour battle. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFDeWWYYo3o0PEJI-LWny2vB2CIIM38FEo9FqN14J5vLT6w69ZLQ22TGBET86qwAvrwW-qu8owXAQL9RL4yeFpy2Rrgkto2Qza_kVQzSnsnaLdugkDvH4fReFl_2as_iPxGPnDcdrF7KU/s1200/Slide+6+FrF56+Pz+OB.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="489" data-original-width="1200" height="163" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFDeWWYYo3o0PEJI-LWny2vB2CIIM38FEo9FqN14J5vLT6w69ZLQ22TGBET86qwAvrwW-qu8owXAQL9RL4yeFpy2Rrgkto2Qza_kVQzSnsnaLdugkDvH4fReFl_2as_iPxGPnDcdrF7KU/w400-h163/Slide+6+FrF56+Pz+OB.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>FrF56 Panzer OB [2011]</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Meanwhile, Russian capabilities have been degraded slightly by removing all Special Ammunition, i.e., Canister <i>and</i> Smoke. The original card used American counters for the Lend-Lease tanks. However, the Russian Lees released in <i>Hakkaa Päälle!</i> (HP) also have Smoke 8. If that were not enough, the Russian balance was changed in a way that favours the Germans, or, if you prefer, favours the Russians less than before. Rather than add a Stuart to the Russian reinforcements—which is what the Friendly-Fire card did—the revised Russian balance removes a Pz IIIG from the opposing side. If you’ve been paying attention, the Russian balance simply returns the panzer complement to its original (Friendly-Fire) strength!</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">[Edit: The Germans don’t have it all their way though. While preparing the graphics for this post I noticed something that had escaped my attention until now. You will recall that on the original card, the Russians use American counters for the lend-lease tanks in their OB. Specifically, the Friendly Fire card calls for three M3 LT (light tank) and three M3 MT (medium tank). I’ve already noted the slight difference between the American and Russian versions of the MT. The difference between the LT is more substantial.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Russian Stuart counters included in HP actually represent M3A1 LT. I gather that MMP made the swap because there are no Russian M3 LT in the counter mix. From a fog-of-war standpoint, using American M3 LT counters with Russian Lees was a non-starter. So the easy solution was to use the later model. There are two consequences of the swap, one minor, one not so much. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The early M3 was something of a sport model featuring, as it did, a pair of forward-facing machineguns (MG) in port and starboard sponsons. These fixed MG were in addition to the bow-mounted MG (BMG) in the hull. Fired in concert with the BMG, the three MG generate a 4 Firepower (FP) attack. However, due to the sponson MG being fixed, this fire is less effective when engaging moving targets. This is signified by the white circle behind the BMG FP on the counter. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The second consequence of the swap is that unlike the M3, the M3A1 is a small target. And that is an important consideration that I didn’t factor into my original analysis.] </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXT8EMOZiiK6BYy2Its4r5mxlZ5vaXjMeRlKV9anPcLazvIGJdQWZIO1yzagd78lCYUZLxKfI1jWj8M7SjrPoCNqZq2sPU3pWuwQlz-05Ct3CgYOhVERr58uAhXBAl3vhODMz61Tg-OZw/s1200/Slide+7+Stuart+Comparisons.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="901" data-original-width="1200" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXT8EMOZiiK6BYy2Its4r5mxlZ5vaXjMeRlKV9anPcLazvIGJdQWZIO1yzagd78lCYUZLxKfI1jWj8M7SjrPoCNqZq2sPU3pWuwQlz-05Ct3CgYOhVERr58uAhXBAl3vhODMz61Tg-OZw/w400-h300/Slide+7+Stuart+Comparisons.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>M3 vs M3A1 Stuart</b></span></td></tr></tbody></table><p></p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Only a handful of players are likely to draw these comparisons, however. How then do we explain the current win-loss pattern? My hypothesis is that the perceived imbalance has more to do with the technical and tactical challenges of the scenario than with any supposed shortcoming in the German order of battle (OB). </p><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Granted the Russian side is not without its own challenges. The Russian track record nevertheless speaks for itself. Like a number of Friendly Fire designs featuring a host of AFV, BoF16 demands a higher level of technical and tactical expertise of the Attacker than of the Defender. Between equally matched players, I would expect the Russians to win more often than not. It’s a working hypothesis. :-)</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Pregame Comments</b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnfUZsHfkVIyjn178GnNXO1b5EPM0jnD-eUvAHbL8ZGPGuH5CaPznULqgCOP12H7LEZh4onrZd3mm94YezNBnTxTew2ZCyiAU69AVLV-8mrDaS_IXSgQqvDeSumxkPPw-0iTJOOSDz8v4/s100/German+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnfUZsHfkVIyjn178GnNXO1b5EPM0jnD-eUvAHbL8ZGPGuH5CaPznULqgCOP12H7LEZh4onrZd3mm94YezNBnTxTew2ZCyiAU69AVLV-8mrDaS_IXSgQqvDeSumxkPPw-0iTJOOSDz8v4/s0/German+9-1.png" /></a></div><span style="font-family: verdana;"><div style="text-align: justify;">(Jim) I watched a replay from Tom Repetti and Tuomo Lukkari. In that game, Tuomo played masterfully on defense. Try as he might, Tom could not crack it. To be fair, I am not sure many could have cracked it. Later, after reviewing the card, I think this one favors the Russian at least 55:45, if not more. I cannot pass up a challenge like this so I solicited a game to play as the Germans. Fortunately for me, Andy Bagley agreed to give me a game. [Chris: Jim had asked me to play punching bag, but time-zones differences nixed the idea.] What follows are my thoughts on the game.</div></span><p></p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjttd6sPehMsqchC3I3wf0CFd3rUt7C_ZSOQ7n8lH_A9xEYqTkYCVEKSIu0RNfZARxHD0t8D73YghT_S6Yzh-k6XoFLkm-1TVJfU14oYKA1GqpnSEsUIFlwUYdxHOxpvcYT93AtUA7BcZM/s1899/Slide+8+BoF16+Playing+Area.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1899" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjttd6sPehMsqchC3I3wf0CFd3rUt7C_ZSOQ7n8lH_A9xEYqTkYCVEKSIu0RNfZARxHD0t8D73YghT_S6Yzh-k6XoFLkm-1TVJfU14oYKA1GqpnSEsUIFlwUYdxHOxpvcYT93AtUA7BcZM/w338-h400/Slide+8+BoF16+Playing+Area.png" width="338" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 Setup Restrictions and VC Area.</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Worst case scenario, the Germans have to go at least 24 hexes forward in just seven movement phases. That’s a forward movement rate of four hexes a turn and that only gets me to the front of the woods. I am going to have to push like crazy to make the distance and somehow, I need to have at least one tank, if not two, to try and break anything that sets up in the back of the woods. I anticipate Andy to try and set up forward to limit my set up areas. If I see this, I need to look for weaknesses, push aggressively into these soft spots, and try to cut him off as he seeks to relocate to the VC area. I cannot let him stuff the Victory Condition (VC) area with the whole of his OB or the game will be over. Unlike normal, I will not use my leaders to force the forward tempo. I am going to need them to be well placed to clean up the wreckage of my hazardous advance. Rally and getting back into the game are going to be key to getting enough of my Infantry into the VC area. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">My intent going in is to push forward with my armor as quickly as I can. I will use the combo of tanks and Infantry to cut off his push into the VC area. If I can isolate a 5 on 3 or better tank duel, I am going to force the action. I am going to move the 50L’s [Pz III<i>J</i>] last as they are my main Lee killers. If I cannot get a side shot on a Lee with any of the others, I am going to strip away the Stuarts. If his tanks are passive, I am going to hammer his Infantry with point-black machinegun fire and try to cut rout paths.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">A lot will depend on how Andy approaches the game. I am going to react to what he gives, form a <i>schwerpunkt</i>, and then force the action. Having said that, the distance I need to travel seems to be more than the time I have allotted to me. I will get more and more desperate as time goes forward. A competent defense here will be nearly impossible to crack open. </p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk8sW3RvJhK0v0h45ELbRRtRlwO08SEv6tmzT3ieI9KhFH9Pa99tPkfEDqWPFr5HQ1QjRpn0_Yc6fPQeucWXkQtnusV2lXwWiGFX2JC6_sLDEuT6yWn9jcuWsjcT0tp1dpR7dSMz7Oolc/s1202/Slide+9+78.+ID+c.+Oct+1941.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1202" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk8sW3RvJhK0v0h45ELbRRtRlwO08SEv6tmzT3ieI9KhFH9Pa99tPkfEDqWPFr5HQ1QjRpn0_Yc6fPQeucWXkQtnusV2lXwWiGFX2JC6_sLDEuT6yWn9jcuWsjcT0tp1dpR7dSMz7Oolc/w399-h400/Slide+9+78.+ID+c.+Oct+1941.png" width="399" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Not their first rodeo.</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiggM6oAgR2RpQEUccGR23Q5jS4WHc6k5AITVhwqJmIUUwo_ifHrdjZDFAbvCvT4XtTfJnt2rOvDELsu_ozJlsGRDyY5s6k63tRhYGMKfuraTVlOdVyIBJ7AMXz5IdPCEVyoki_REX4gzQ/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiggM6oAgR2RpQEUccGR23Q5jS4WHc6k5AITVhwqJmIUUwo_ifHrdjZDFAbvCvT4XtTfJnt2rOvDELsu_ozJlsGRDyY5s6k63tRhYGMKfuraTVlOdVyIBJ7AMXz5IdPCEVyoki_REX4gzQ/s0/Finnish+9-1.png" /></a></div><span style="font-family: verdana;"><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) Assuming an optimal skirmish line, and with only seven turns to work with, German Infantry has to keep up a steady pace of 3-4 hexes per turn if it is to reach and clear the VC area before the closing bell. If this timetable is delayed in any way—due to the wounding or elimination of a leader—the Germans will have to take more risks during the endgame. The panzers, which enter on Turn 2, have a lot to do. (Before you ask, Riders are verboten for Germans in 1942.) Apart from reducing any stubborn pockets of resistance and disrupting the orderly withdrawal of enemy Infantry, the Germans need to win the armour battle. I expect Jim to use Smoke Dischargers whenever possible. On the whole the panzers have a lot going for them. </span> </div></span><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Due to the date, Russian AFV are required to use Red To-Hit Numbers. In practical terms, this takes a “pip” away from Russian tankers at ranges greater than six. In addition to the aforementioned APCR advantage, two panzers are crewed by 9-1 leaders, which further increases the odds of a hit. It’s a good thing for Andy that his “American” armour enters before the panzers do. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I expect Stuarts to take up Hulldown (HD) positions in the 85J3 area, and possibly 42W5. These light tanks have a few things in their favour. They have 18 Movement Points (MP), 5 MP more than any German tank, and are small targets. Moreover, their Main Armament (MA) packs the same punch as most of the panzers do. Should the opportunity arise, I’d like to see Stuarts used for hit-and-run attacks on isolated enemy AFV. In the main, however, they need to protect the flanks of their bigger brethren.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM_768K14GPQOPBg3DiFZrFJP-gjpLaVpYOVqxMElurGoFcPlMDWyLrpRSogk_eXEg-_yIGcUROtTdpwBHhSG22lkUYBPshyphenhyphenkMoQHT_VyBVZgXhr_KIxIEIprovONcYCdY-aplEqgPB-A/s1200/Slide+10+M3+Lee+BMG+Detail.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1082" data-original-width="1200" height="361" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjM_768K14GPQOPBg3DiFZrFJP-gjpLaVpYOVqxMElurGoFcPlMDWyLrpRSogk_eXEg-_yIGcUROtTdpwBHhSG22lkUYBPshyphenhyphenkMoQHT_VyBVZgXhr_KIxIEIprovONcYCdY-aplEqgPB-A/w400-h361/Slide+10+M3+Lee+BMG+Detail.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Seven ain't so lucky after all.</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Speaking of which, the Lees are powerful yet awkward weapon platforms. They can be tricky to get the most out of, in part, because the bow-mounted Secondary Armament (SA) cannot fire at a target that the Lee would be HD to (D4.223). The Lees fast-traverse turret is an improvement over the Stuart. However, the MA is less effective than the 75mm SA is at engaging enemy Infantry, and to some extent, enemy armour. (The 75’s higher TK# of 13 is offset by its fire being confined to the Lee’s VCA.) More worrisome for the Russian player is that both of the Lees guns have B11. Like the Stuart, the Lee has a full complement of MG. On the one hand, the Lee has a unique Anti-Aircraft MG (AAMG) that can be fired while the tank is Buttoned Up (BU) or Crew Exposed (CE), and therefore can be used in CC. On the other hand, the BMG is unimpressive. Because it represents a pair of MG in fixed mounts that are fired remotely, the BMG receives a +1 DRM when firing at a moving/Motion target. Before you dismiss the BMG, it does allow the Lee to pivot in the face of flanking panzers, which are the more likely threat. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Russian Infantry cannot hope to hold the victory area without armour support. (Entrenching could help, especially for the mortar, as it provides the same TEM as Emplacement does. Remember that, as per A25.21, Russians receive a -1 DRM to their entrenchment attempts.) The Defender therefore needs to win the tank battle. Outnumbered, Russian AFV need to be mutually supporting. Short interior lines will aid in shifting positions quickly. Where possible, Russian armour should force enemy AFV to expose themselves to more than one Russian tank at a time. If I could give the Russian player only one piece of advice, it would be to remain CE as much as possible. [Jim’s Comment: I agree with Chris here to a point. At least until the threat of German tanks getting close enough for MG fire, I think the Russians should be CE. Given all the hindrances and moving targets, the Russian is likely to end up in that 6-8 TH range where the extra +1 is going to make the most possible difference. It’s a little less clear once the German tanks get closer, but arguably CE gives the American tanks one more Defensive First Fire (DFF)/Final Fire option with AAMG.]</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy8sGkdT3x0N_pzi_S7corYucvyVZyZ_mfvV018tOYnUGEjcEJeYFphEe_zGsacGwOnYh7xD72Cpibmg7yIsZdknQsjnaPsFdIhYhWwHOOySRxk55TA52VRKYytt-QKDjyqckzSA6Zys8/s1790/Slide+11+BoF16+Russian+Setup.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1790" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy8sGkdT3x0N_pzi_S7corYucvyVZyZ_mfvV018tOYnUGEjcEJeYFphEe_zGsacGwOnYh7xD72Cpibmg7yIsZdknQsjnaPsFdIhYhWwHOOySRxk55TA52VRKYytt-QKDjyqckzSA6Zys8/w358-h400/Slide+11+BoF16+Russian+Setup.png" width="358" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>BoF16 Russian Setup with comments.</b></span></td></tr></tbody></table>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Explanation of Russian setup</b> </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8oQlSopLDmAVMi4bDoA0IuIpiaD8im84hEDuk5wm1hgfq3CfrywZtGPI7vlnlbp5_M2x9AWzGVM-kJ31omRZ8MCJlSKlAW4um0sknMtHXCJYlY-bgfofzGlepyvN2N3SVmTPwlVdhHvM/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8oQlSopLDmAVMi4bDoA0IuIpiaD8im84hEDuk5wm1hgfq3CfrywZtGPI7vlnlbp5_M2x9AWzGVM-kJ31omRZ8MCJlSKlAW4um0sknMtHXCJYlY-bgfofzGlepyvN2N3SVmTPwlVdhHvM/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy): The most obvious thing is the screen of units forcing the Germans to set up as far West as possible. This is more than just a picket line however; it is designed to prevent easy access to the village on board 85 by making it difficult for the Germans to cross the Y1–Y10 road. My plan is that as many of these screening units as possible will retreat back rather than defending in place, and I have tried to place them with available cover routes to facilitate this.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Germans could set up so that they can Prep Fire at some of these screen units on turn 1. However I think it is more likely that they will move and Advancing Fire, so I plan to keep concealment unless any of my units has a - 2 DRM shot open to them. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I have three stacks containing three concealed units, so hopefully he won’t know where my heavy machine gun is. However, I can’t resist the temptation to place this on the 1st floor of 42V2; it will not have any firelane from there, but can cover the grain and road on that board so should help to discourage any flanking approach on that side. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The mortar may look oddly placed In 85I5 because it cannot fire from a building. However, my plan is to move the mortar back into the Woods in 85F4 where, although it will be hindered, it should have some protection from incoming fire, and the crew could also help with some last ditch defence if needed. </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">My plan for the tanks is to position one on each of boards 5 and 42, to counter any German attempt to get behind my lines. I will use my M3 Stuart light tanks for this, which could also threaten to run round behind his advance if he does not cover this. The remainder of my tanks will keep together close to the Victory Condition Woods hexes to provide firepower and mutual support. My opinion is that the tank forces are closely matched, with pros and cons on either side, so my aim is to let him come to me rather than the other way round.</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjooFuCc06YJjuprZ93c4ij6gSW34Y7BU948K6yacW7Dm-zz_WBySj-SnkXk1H9_QrTpePnbIzrAraqGPqTP7-NLhxNGfpy4YBSEwbq73-VHqmPM2_itG-pviO6nnXQgUIODIou2h15rI4/s800/Slide+12+Russians+Occupy+Ville.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="570" data-original-width="800" height="285" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjooFuCc06YJjuprZ93c4ij6gSW34Y7BU948K6yacW7Dm-zz_WBySj-SnkXk1H9_QrTpePnbIzrAraqGPqTP7-NLhxNGfpy4YBSEwbq73-VHqmPM2_itG-pviO6nnXQgUIODIou2h15rI4/w400-h285/Slide+12+Russians+Occupy+Ville.png" width="400" /></a></div>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Analysis of Russian Setup</b> </p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhVkeDA-ykBgigqQhkU9DS1hADcT_Qy4eq9p04EG94nPqV2veLgrX4YtVhmW2b2x1tfu0EbIoPWbENMALU2V2Wi8aSZ8SYaIzWdILLnDZUkjdrdosmmDkDxoWgkhvAxgh4EJ5uF9smtZ8/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhVkeDA-ykBgigqQhkU9DS1hADcT_Qy4eq9p04EG94nPqV2veLgrX4YtVhmW2b2x1tfu0EbIoPWbENMALU2V2Wi8aSZ8SYaIzWdILLnDZUkjdrdosmmDkDxoWgkhvAxgh4EJ5uF9smtZ8/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;">(<span style="font-family: verdana;">Jim) I have drawn the perimeter around the Russian setup. [Andy: 5AA6 should be 5BB6.] As I must set up ≥ 7 hexes, the perimeter is drawn at the 6-hex range. There is very little to exploit here. There is a small crease in the line around 42F2. In 42V2 Level one there are three counters and a concealment. This must be his 9-1/HMG stack. His other support weapons are all on board 85. As orchards are in season, I will need to exploit this as the LOS from the HMG stack isn’t that good. The question is which of the remaining stacks is his mortar. I lean towards 85N10 stacked with the 7-0. I believe his intent is to move it to the rear as quickly as possible. Given that it is 5PP, the leader will allow the unit to move 5 Movement Factors (MF) as opposed to 2MF. I am not sure what’s going on in 5U9. With two counters in that hex and no dummy counters, that’s a lot of commitment to just screening. I am hoping that’s two squads, but if not, I am OK with that being one SW out of place. [Andy: It was a squad and ATR looking for a side/rear shot, which it got on Turn 6!] [Jim: It did eventually get the shot on Turn 6, but in my opinion it would have been better placed in the center of the board where it would have had more opportunities regardless of the flank I chose to attack on.] That works for me. </span></div><div style="text-align: justify;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmwOCT2JWVCoPbpdMTvxLxSxNTWP9pUK1LoFedjYPw0B9an5Jr9SO1-Oz56hEEg2BaJdcC27tk6de7yU2BrmC7TIiKql5vxiYJOP2F9GErjCPrFwQBVGHY0l-SmtAUiJLAQSbCs5Z1po4/s1200/Slide+13+Russian+Lees+and+Stuarts.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="898" data-original-width="1200" height="299" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmwOCT2JWVCoPbpdMTvxLxSxNTWP9pUK1LoFedjYPw0B9an5Jr9SO1-Oz56hEEg2BaJdcC27tk6de7yU2BrmC7TIiKql5vxiYJOP2F9GErjCPrFwQBVGHY0l-SmtAUiJLAQSbCs5Z1po4/w400-h299/Slide+13+Russian+Lees+and+Stuarts.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Comrades! Start your engines!</b></span></td></tr></tbody></table></div><p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ5wa5XNZsn8rQesQPocDRfuHVHGseQySlhh7_0603FuMQXPPeEBGFCA6KEhDth-OrInEQy7gzMlQjBkvv86rSjaBCBqKE1rgIw9Xu9VeH9vcozn5FWCPn8jRSCkTva3lW5kat6renp9g/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZ5wa5XNZsn8rQesQPocDRfuHVHGseQySlhh7_0603FuMQXPPeEBGFCA6KEhDth-OrInEQy7gzMlQjBkvv86rSjaBCBqKE1rgIw9Xu9VeH9vcozn5FWCPn8jRSCkTva3lW5kat6renp9g/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;">(<span style="font-family: verdana;">Chris) Don’t like it. I don’t like that the Russians need so many troops so far forward in order to keep the German start line as far west as possible. But do they? The most direct route to the objective is also the least costly in MF expenditure. Such an obvious approach cannot be ignored. But maybe one of the less obvious lines of advance can be. Personally, I’d happily leave the far north ungarrisoned in the hope that it will encourage the Germans to waste a few turns running a stack along the northern edge of the playing area. For this reason, I’d probably shift the stack in 5U9 to 5S6 where it can cover several gaps at once. And from S6, the Russian stack could either withdraw down the woods road, or reposition to 5Q4. With a stack in S6, the unit in 5W3 could be pushed south to 85W10 where it would cover two likely approaches. I also question the wisdom of leaving a salient on board 42 that the Germans can use as a jumping off point. A unit in 42L0 would have removed the salient, while covering the south flank of the village. These are minor quibbles, however. What matters most is where the heavy MG (HMG) and the mortar begin play.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I understand the temptation to put the HMG on the upper level of 42V2, but can’t see it having any significant targets on German Turn 1. (Due to the orchard in 85Q1, it’s LOS is quite restricted.) Any eastward run down the board 42 road would entail running through 42G4, which is covered by the Russian unit in 42K7. More worrisome is that the HMG could be out of play for several turns as it repositions. If the HMG stack doesn’t reposition, it runs the risk of becoming trapped in the building. Of course, it’s possible that the HMG is in 85I5. But I’m not buying it. (While on the subject of building 42V2, the upper levels may be a good place to start the ATR, possibly with the 8-1 leader, in the hopes of Immobilizing a Pz IIIJ with a Deliberate Immobilization shot. That could be a game changer.) [Andy: Must admit I didn’t think of this, though very low odds if PzIII In Motion.] [Chris: As the Defender, I would keep the ATR concealed until an enemy tank parked itself within six hexes and was no longer considered to be Moving for TH purposes. A six or less with a hull hit, and the 8-1 would be a Hero of the Soviet Union!]</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The other important piece is the 82mm mortar, which must begin play dismantled. The main consequence of this is that weapon and crew cannot set up Emplaced, and therefore Hidden. The medium mortar is nonetheless special in that it can be assembled and get a bomb down range in the same fire phase. (The opposite is also the case. See Russian Ordnance Note 2.) Although entrenching remains an option, the Russian crew is very exposed in what is almost exclusively +1 TEM. One good spot is 85M2, which covers large tracts of the 85L4 and 85P4 woods. Less ideal is 85J10. I like 85M10. I’m fairly certain that the mortar is in 85N10, which is a good place to start because it threatens the large wood mass to the west, but can be withdrawn through interior woods hexes if necessary.</p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The Defender has to make some tough compromises. Unfortunately, I think that Andy has compromised in a couple of places where he needn’t have. I’m curious to see how he deploys his tanks on Turn 1, and whether he withdraws the stack in 42V2.</p>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf9gOcTKx95z2WXWdOXFPsCapMIlSODDjV1hZpknA_JDzAVyFN-WaATBNL-CYryLpL0AMosfzAzoupLSRKIPvlmhPDu9ecG9wioJlf9X80jFFoeQgPBhwGg9B5zsXiohJ2s79Uqs6-2Kk/s1806/Slide+14+German+Setup.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1806" data-original-width="1600" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf9gOcTKx95z2WXWdOXFPsCapMIlSODDjV1hZpknA_JDzAVyFN-WaATBNL-CYryLpL0AMosfzAzoupLSRKIPvlmhPDu9ecG9wioJlf9X80jFFoeQgPBhwGg9B5zsXiohJ2s79Uqs6-2Kk/w354-h400/Slide+14+German+Setup.png" width="354" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b style="caret-color: rgb(68, 68, 68); color: #444444; font-family: verdana;"><span style="font-size: xx-small;">BoF16 German Setup</span></b></td></tr></tbody></table><br />
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Initial Attack Plan </b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnWvijStkey3xPj5LswF38wSzZDZ5FDZK52gcNDsiqOAD_6yr_qEYPLsDJgIVEjB7jSFdzAkWJawoNFKL86Bc9005RvEn8WLcxKbVnmqwDoVfxHNX_TOlDNmum_X-jffSUKPm_yWeIVOA/s100/German+9-1+Bischof.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnWvijStkey3xPj5LswF38wSzZDZ5FDZK52gcNDsiqOAD_6yr_qEYPLsDJgIVEjB7jSFdzAkWJawoNFKL86Bc9005RvEn8WLcxKbVnmqwDoVfxHNX_TOlDNmum_X-jffSUKPm_yWeIVOA/s0/German+9-1+Bischof.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Jim) I am going to push forward hard. The goal for the first two turns is to cut off Russians from falling back to the VC area. I am going to pressure 42K7 and 85W3/W6. The Stack in 42D10 is going to move to J7/J8. I would like to stop the Russians from getting to the trail hex in L7 without being fired upon. If I can break that guy, I will round him up in my next MPh. The stack in 42F5 is heading to 45K2. I will need to have Russian in K7 under target selection limits to make this happen. The goal is to split up on Advance and try to cover the Russian retreat from 42K7 and 85W3. Lastly, the stack in 85DD10 is going to 5W1. Their goal is to slow the retreat out of Board 5. They should be concealed for their move. They will split up out of W1 into W10/V10. From there, I will have to play by ear to see how it goes.<b> </b></span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Analysis of German Setup </b></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxGxKufHo3GMKFatmGhJEouUKFe_v4hM0gu6y9QLmf65LKLG_XwD0rgLIBKNsKfp8XySpxU_OpaWM1y6Q8yb8Dvh3F6H4UNyxEnHhCb4HMqW5J7tQSL6_HHPVi7XObjkVAV0LevvgAzcQ/s100/Russian+8-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxGxKufHo3GMKFatmGhJEouUKFe_v4hM0gu6y9QLmf65LKLG_XwD0rgLIBKNsKfp8XySpxU_OpaWM1y6Q8yb8Dvh3F6H4UNyxEnHhCb4HMqW5J7tQSL6_HHPVi7XObjkVAV0LevvgAzcQ/s0/Russian+8-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Andy) Looks like a fairly spread out attack coming up, although with some emphasis on board 5 and he could ignore the village on board 85 completely on turn 1. Half squads are obviously intended for reconnaissance and I expect him to move those first, so I’ll have to think about which of my squads will open fire on these, and which will wait for possibly more juicy targets later.</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_pg3M6tBxSjg6-Lx5iGVQC3Wb2pY6q0g-X86TSjrDe-GfVeSDILRX7rIwvjpdljE92WZf02YmOkOZ64toavuUw7i71gIA1sjTNDY9pA5n-FwN7B21ZAOipmZZ2Q6jrLqo7WLFbx2kw74/s100/Finnish+9-1.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="89" data-original-width="100" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_pg3M6tBxSjg6-Lx5iGVQC3Wb2pY6q0g-X86TSjrDe-GfVeSDILRX7rIwvjpdljE92WZf02YmOkOZ64toavuUw7i71gIA1sjTNDY9pA5n-FwN7B21ZAOipmZZ2Q6jrLqo7WLFbx2kw74/s0/Finnish+9-1.png" /></a></div><div style="text-align: justify;"><span style="font-family: verdana;">(Chris) The Germans are too spread out. A single Russian attack could stall a push along any one axis, and the Germans have chosen to begin with three! Three big stacks will have the Russian Sniper salivating. I would have preferred to see the attack concentrated on a single line of advance with no more than one minor diversionary or flanking group. I don’t think the Germans can afford a pinned or wounded leader when they are this spread out. A dead leader would be a minor catastrophe. [Jim: My plan was to always have these two groups meet somewhere around the VC area. They look more spread out than they actually are. Keep in mind, from the outset, I realized my tanks would have to do most of the heavy lifting. The role of my Infantry was mostly about cutting off Russians trying to stuff the VC are (failed for the most part) and to claim VC hexes my AFV had cleaned up.]</span></div><p></p>
<p style="font-family: Verdana; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The southernmost stack looks poised to pressure the lone Russian squad in the board 42 wood mass. I don’t see any value in trying to flank the Russians by moving along the south edge of board 42. So I’m interested to see what Jim has in mind for this stack. No surprise re the stack in 42F2. I expected Jim to take advantage of the gap in the Russian skirmish line on the northern half of board 42. The stack in 85DD10 will undoubtedly make the most progress on Turn 1. But I wonder if it will be able to break out from the 5U1 wood mass on turns 2 and 3 should the Russians cover the Q-R gap in strength. Jim’s set up may make more sense to me after his tanks arrive. </p>
<span style="font-family: Verdana; text-align: justify;"><div style="text-align: left;">Part 2 is <a href="https://asl-battleschool.blogspot.com/2021/02/armchair-generals-bof16-part-2.html" target="_blank">here</a>!<span style="font-size: 12px; text-align: center;"> </span></div></span></div><p><br /></p>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com2tag:blogger.com,1999:blog-1421727884790275990.post-34946270517219845282021-01-01T23:18:00.006-05:002021-01-12T15:28:44.546-05:00Aunts and Uncles<div class="separator" style="clear: both; text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeIoMLwsodJQpTweKh-iYQ8nRW5DQciha1WR0Y7uqtyXnTYzUxYkFIVWdQY_Qlu_4vH5oqzgp1uDqg58vrajyTzoJj5LCyxYqZYAuWuEzfuscAlyo6rN4itArZaDAMvxrdi5hv9U9iv14/s1600/1.+Happy+New+Year+2021.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1082" data-original-width="1600" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeIoMLwsodJQpTweKh-iYQ8nRW5DQciha1WR0Y7uqtyXnTYzUxYkFIVWdQY_Qlu_4vH5oqzgp1uDqg58vrajyTzoJj5LCyxYqZYAuWuEzfuscAlyo6rN4itArZaDAMvxrdi5hv9U9iv14/w400-h270/1.+Happy+New+Year+2021.png" width="400" /></a></div><p><span style="font-family: Verdana; font-size: 10px; text-align: justify;">In the autumn of 1956 a disheveled Hungarian arrived in England’s damp and dreary northeast. Wrapped in a Red Cross blanket, the 25 year old had accepted an offer to work for the British Coal Board. He had graduated the previous year from the University of Sopron. But the aspiring mining engineer had turned down a good job in Budapest in order to pursue a doctorate. It was a serendipitous decision. When the Hungarian Revolution erupted in 1956, Oszkar Hajcsi decided to flee the country. Although Sopron is no more than five kilometres from the Austrian border, the frontier was a tangle of wire and minefields. While negotiating this treacherous terrain, a Hungarian border guard spotted Hajcsi. Torn between stepping on a mine and being shot, Hajcsi opted to tread carefully as the guard closed on him. To his surprise, the guard urged him to keep going, as he wanted to leave Hungarian People’s Republic too!</span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP4MVKOfTJSSONj9E6UJocf_Hn1XBvXVI4cFBXej5EQPSXggsZhUlwpFUoPHkjFZfzfKnITDr8n2ZPm_Y09Z0fIJxfi-n_53BueuX1dcPxvgyL_-JaOyNsSNmOYIc8VRpQk5L8wpKkpBI/s1200/2.+Destroyed+Russian+tank+Budapest.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="814" data-original-width="1200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP4MVKOfTJSSONj9E6UJocf_Hn1XBvXVI4cFBXej5EQPSXggsZhUlwpFUoPHkjFZfzfKnITDr8n2ZPm_Y09Z0fIJxfi-n_53BueuX1dcPxvgyL_-JaOyNsSNmOYIc8VRpQk5L8wpKkpBI/s320/2.+Destroyed+Russian+tank+Budapest.png" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Do you know when this photo was taken?</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><span style="font-size: 10px;">Oszkar’s older brother Józef didn’t have the same good fortune. Józef, 12 years senior, had perished during the Second World War.</span><span style="font-size: 10px;"> </span></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">In September 1957, Oszkar met a local woman in Newcastle Station. They would spend the next 62 years together. Uncle Ozi, as my wife’s family referred to Oszkar, died in 2019.</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Seventy-six years ago today, a host of Hungarian “uncles” and their young charges found themselves besieged in their nation’s capital. One particular episode in Hungarian history comes to life in the <i>Festung Budapest</i> scenario “Uncles and Pups.” Unlike in 1956, it’s the Soviets who have to brave mines in 1945. If you haven’t played this scenario, I recommend you give it a go. It’s a good introduction to Vannay MMC. These Elite Hungarians have some unique characteristics and capabilities. Although the scenario appears to favour the Axis on <a href="https://www.jrvdev.com/ROAR/VER1/ShowScenario.asp?ScenarioID=4356" target="_blank">ROAR</a>, it was dead even on the <a href="https://www.aslscenarioarchive.com/scenario.php?id=61443" target="_blank">ASL Scenario Archive</a> the last time I checked. That said, take the Soviet balance if your opponent has a lot of experience with the module. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjuBxEWlalAQc8j0mINiPUAT5Iyy_aSZMx_6sTJAYcwzFWfgk70-HXI52BnIgUWV6VSXMIHVEG4WqyPvSyw0ff7C9Xbk3O9Mp5Tiyik_dtYXfKXdYzuovs-RrcvXrmvra2u4JOc5h9hT4/s2048/3.+FB1+Uncles+and+Pups.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjuBxEWlalAQc8j0mINiPUAT5Iyy_aSZMx_6sTJAYcwzFWfgk70-HXI52BnIgUWV6VSXMIHVEG4WqyPvSyw0ff7C9Xbk3O9Mp5Tiyik_dtYXfKXdYzuovs-RrcvXrmvra2u4JOc5h9hT4/w309-h400/3.+FB1+Uncles+and+Pups.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Click to enlarge</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><br /></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">And if you’re the winner of our New Year’s raffle, you can play it in style with the BattleDice in our <a href="https://asl-battleschool.blogspot.com/p/buda.html" target="_blank">Budapack</a>.</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">But wait, there’s more!</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The winner of our raffle is also eligible to receive of copy of <i><a href="http://asl-battleschool.blogspot.com/2012/03/gallant-galantay.html" target="_blank">Festung Budapest</a></i>. Bill Cirillo’s<i> </i>incredibly detailed historical module has been out of print for some time. Lucky for our raffle winner, we still have some on hand. But I’m getting ahead of myself. </p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 12px 0px 0px; text-align: justify;"><b>Ye olde Sitrep raffle returns</b></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Similar to our last January raffle, everyone following Sitrep as a Squad Leader was eligible to win a prize. And similar to last year, many potential winners were subsequently disqualified because they were not following under their first and last names. For instance, the person who scored back-to-back double-ones in today’s raffle normally would have won the Sitrep lottery. Although he—and I’m going to assume it was a he—won the tie-breaker, he was subsequently disqualified because he had been following Sitrep as “wwiivehicles.com.” What a shame. Cary had joined Sitrep in December 2011, and had a blog that would be of interest to many fans of ASL. </p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Others who had been following under their full names have since disappeared from the Sitrep nominal roll. This was the case with Dan Sueyoshi, who <a href="https://asl-battleschool.blogspot.com/2012/02/buddy-love.html" target="_blank">won a KitShop gift certificate</a> almost nine years ago. With a tie-breaker roll of four, he was next in line for top prize. </p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Enough of those who didn’t win. Let’s look at the pair who did.</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">For today’s raffle I rolled with the Soviet cubes from our Budapack. There were only five “snakes” in 350 rolls. Of these, three failed to meet contest requirements. Of the remaining two, <a href="Donal Fallon interview https://www.youtube.com/watch?v=V9Mgwe3uQoI" target="_blank">Donal Fallon</a>—a local historian and guide in Dublin, Ireland—was edged out of top place by Javier Ballesteros. A well-known <a href="https://en.wikipedia.org/wiki/Javier_Ballesteros" target="_blank">striker</a> bears this Spanish name, as does the son a <a href="https://www.bunkered.co.uk/golf-news/my-dad-seve-javier-ballesteros-on-his-superstar-father" target="_blank">famous golfer</a>. But I suspect that our winner is neither of these gentlemen, but rather an ASL fan from North America. We shall see. Whatever the case, ¡Felicidades Javier! <span style="font-family: Times; font-stretch: normal; line-height: normal;"> </span> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2A1KxEEyN4fCBL07O57nfU7-jzub5foEbUX4yl3ZsSgqW8z5BMTeKhAIqMy3fwZ9aL64gnsdlAv83tCQTyAEaH8mKcFsDvTPKtcQJNYzjoAsnRMwZHblEWR2DA1vCj2X4N5XHMLLx9Go/s1200/4.+Pavillion+Sudpark+Breslau.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="865" data-original-width="1200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2A1KxEEyN4fCBL07O57nfU7-jzub5foEbUX4yl3ZsSgqW8z5BMTeKhAIqMy3fwZ9aL64gnsdlAv83tCQTyAEaH8mKcFsDvTPKtcQJNYzjoAsnRMwZHblEWR2DA1vCj2X4N5XHMLLx9Go/s320/4.+Pavillion+Sudpark+Breslau.png" width="320" /></a></div><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><br /></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px; text-align: justify;"><b>Boxcar blues</b></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Seven Squad Leaders had boxcars. Only one rolled them back to back. Torontonian Dave Martienson is a repeat prize winner, having won a <a href="https://asl-battleschool.blogspot.com/2014/08/our-man-in-hong-kong.html" target="_blank">prize package</a> in August 2014. </p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">This time around Dave wins a copy of Friendly Fire Pack 12. For those not familiar with the work of Mattias Rönnblom and his band of merry men, MMP republished a Swedish dozen of Friendly-Fire scenarios in 2013 as <i>Best of Friends</i>. (You can find a review of this pack <a href="http://asl-battleschool.blogspot.com/2013/01/crossfire-mmps-asl-hat-trick.html" target="_blank">elsewhere on Sitrep</a>.) MMP released a second best-of pack a few months ago. Pack 12 is the most recent pack from Friendly Fire. It contains some fine scenarios such as “Wrecking the Rentals” and “Amerikanskaya Suka." However, one design has a sentimental appeal to me. (2018) </p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">“Boy Soldiers” is set in <i>Festung</i> Breslau (modern day Wrocław). My mother had turned three a week before the battle in Breslau’s Sudpark. The previous autumn, her mother had fled the city with her two children to seek refuge in the mountains to the southwest. In a pointed example of Nazi fanaticism, a regiment of Hitler Youth was transferred to the fortress in January 1945, only weeks before the Soviets encircled the Silesian capital. </p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">The fortress held out for 82 days. In fact, it didn’t capitulate until four days <i>after</i> the fall of Berlin! Teenage boys aged 14 to 18—according to some sources as young as 12—played a bloody role in prolonging the siege. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9UEdqV6oBi3M27KOQ5B0mtk1ATPFlOmIbB2geioLRUoTm3pS3aItfmXhmc5cwhSueTbezdPKHnv4YIF5w8Kp9LXLCXNxs-ugPAEiNmAp23WC_s2UbbBBz5WpW6bZvm5rAalK8cUU_-Y0/s2048/5.+FrF99+Boy+Soldiers.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2048" data-original-width="1582" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9UEdqV6oBi3M27KOQ5B0mtk1ATPFlOmIbB2geioLRUoTm3pS3aItfmXhmc5cwhSueTbezdPKHnv4YIF5w8Kp9LXLCXNxs-ugPAEiNmAp23WC_s2UbbBBz5WpW6bZvm5rAalK8cUU_-Y0/w309-h400/5.+FrF99+Boy+Soldiers.jpg" width="309" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b><span style="color: #444444; font-family: verdana; font-size: xx-small;">Click to enlarge</span></b></td></tr></tbody></table><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><br /></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">I like the fact that the ginormous building on board 6 actually makes sense in this scenario. The restaurant complex overlooking the pond in the park <i>was</i> massive. Modelling the fanaticism of the Hitlerjugend proved trickier though. An all-Conscript force didn’t past muster during playtest. In the end Mattias went with a 50-50 mix of Conscript and Second Line squads. However, it’s the way he treats the Conscripts that gives the design its distinct flavour. I won’t spoil the surprise, as Dave may not have seen the scenario yet. It <i>seems</i> tough on the Germans. And it can be, if the German force isn’t treated with kid gloves. In my only playing of the scenario, the conscripts proved remarkably resilient. You may want to give the Russians the balance. :D</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Congrats Dave!</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 12px 0px 0px; text-align: justify;"><b>2020 in review</b></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">We could say a lot about how 2020 played out. My year began with a modest amount of face-to-face play. It would not last. For reasons I won’t go into here our lives became generally more isolated. At the same time some of us became more engaged online, at least where ASL was concerned. In a weird way, the chain of events that led so many to tighten their social circles also led to a broadening of social networks online. Online ASL, or Virtual ASL (VASL) became the norm, not the exception. The VASL phenomenon grew as more and more tournaments went “virtual.” The net effect of all this online activity was more not less ASL play than usual. To drive home the point, fully a third of my games were tourney matches.</p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLlFfe2Wps9r8ad3qhHUu-ZtgDBDfCRo-Rdt5yqcUUXGOHIvV2QDwSmfgacINcZ5C-EyRpBXQik7ORsXwXvG0gMoX59q0_GCWULhWBaVSkOVMU5Yv2kA-RZy8H9StsjodUxLQtzio6Caw/s2000/6.+2021+Scenarios+Played.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1545" data-original-width="2000" height="309" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLlFfe2Wps9r8ad3qhHUu-ZtgDBDfCRo-Rdt5yqcUUXGOHIvV2QDwSmfgacINcZ5C-EyRpBXQik7ORsXwXvG0gMoX59q0_GCWULhWBaVSkOVMU5Yv2kA-RZy8H9StsjodUxLQtzio6Caw/w400-h309/6.+2021+Scenarios+Played.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Click to enlarge</b></span></td></tr></tbody></table><div><br /></div><span style="text-align: justify;"><div style="text-align: justify;"><span style="font-family: Verdana; font-size: 12px;">Although I had to be up at zero-dark thirty one morning in order to take part in a tournament run out of the United Kingdom, it proved to be more than worth the sacrifice in sleep. I particularly enjoyed playing in the </span><a href="https://londonasl.siterubix.com/double-one-2020/" style="font-family: Verdana; font-size: 12px;" target="_blank">Double One</a><span style="font-family: Verdana; font-size: 12px;"> tourney. Usually held outside London in June, I was able to get three matches in with three different players. My first opponent was from Italy, the others from the UK. It was the first time that I had played any of them. Another <a href="https://boundingfireblackpool.co.uk" target="_blank">UK event in November</a> gave me an opportunity to play three more players from the UK for the first time. I also got to play in a couple of ASL Oktoberfest Minis that Bret Hildebran ran virtually this year. Did I mention that I played in the <a href="http://www.lonecanuckpublishing.ca/West%20Coast%20Rumble%202020.htm" target="_blank">West Coast Rumble</a> too? All in all an exciting year ASL wise. </span></div></span><div><span style="text-align: justify;"><span style="font-family: Verdana;"><span style="font-size: 12px;"><br /></span></span></span></div><div><span style="text-align: justify;"><span style="font-family: Verdana;"><span style="font-size: 12px;">I've </span></span></span><span style="font-family: Verdana;"><span style="font-size: 12px;">registered for the Chicago ASL Open this year. David Goldman is running it online for a second time. There are at least six rounds played over seven weeks. <a href="https://aslopen.org" target="_blank">Check it out!</a></span></span><div><span style="text-align: justify;"><span style="font-family: Verdana;"><span style="font-size: 12px;"> </span></span></span><br /><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0ioncCjXvqI4HzSMQIDpIXR7CaCxr_klr2BXGnszcOq1uyMYGAULi5fmJjgfEl7P2JQrRj2qhTWUtT_2UGk3qq61ypHtw_sRQEH-SowsazGJZU2QLealFZ97Ln1mlRNatQRAGDByuB64/s2000/7.+2021+Scenarios+Played.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1545" data-original-width="2000" height="309" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0ioncCjXvqI4HzSMQIDpIXR7CaCxr_klr2BXGnszcOq1uyMYGAULi5fmJjgfEl7P2JQrRj2qhTWUtT_2UGk3qq61ypHtw_sRQEH-SowsazGJZU2QLealFZ97Ln1mlRNatQRAGDByuB64/w400-h309/7.+2021+Scenarios+Played.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Click to enlarge</b></span></td></tr></tbody></table><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;"><br /></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Hindsight is 20/20. The past year has been a bizarre one, to say the least. Few could have predicted how 2020 would end. But it’s over and time to move on, as best we can. With that we would like to wish everyone a wonderful New Year! A year in which ASL will continue to provide a welcome break from the whatever the dice gods throw in your way.</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">Keep on rollin’ dice!</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 12px 0px 0px; text-align: justify;"><b>How to claim your prize</b></p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">1. Leave a comment at the bottom of this post by 31 January 2021, and tell us what the most memorable ASL scenario that you played in 2020 was. </p><p>
</p><p style="font-family: Verdana; font-size: 10px; font-stretch: normal; line-height: normal; margin: 0px 0px 10px; text-align: justify;">2. <a href="https://asl-battleschool.blogspot.com/p/contact.html" target="_blank">Email</a> us to arrange delivery.</p></div></div>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com3tag:blogger.com,1999:blog-1421727884790275990.post-20012461948555505512020-01-30T12:12:00.000-05:002020-01-31T12:07:29.750-05:0020/20 Vision<div class="separator" style="clear: both; text-align: center;">
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Another hectic year is history. On the plus side, ASL premiered in our new entertainment room last September. Two scenarios are already in the bag for 2020.<sup><span style="font-size: xx-small;">1</span></sup> And “<a href="http://www.aslscenarioarchive.com/scenario.php?id=63171">Dean’s Defiance</a>” is lined up for this Sunday. In what will be my third face-to-face game of the new decade, the Korean War will finally get its due in a big way. Some 300 soldiers of the Korean People’s Army are set to smash headlong into about half as many woefully unprepared GIs. </div>
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Sad, I know, that it has taken this long to get Suicide Heroes (W6.4) on the table. It’s also sad that I need to wear glasses in order to pull the counters <i>and</i> to play the darn game. But then it’s a sad fact of life that even those fortunate to have 20/20 vision may need to wear reading glasses at some point in their ASL careers. </div>
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The first post of a year is frequently given over to reflections and resolutions. I intend to do neither. I will provide a list of scenarios played in 2019. But I will not tie myself down with promises to play x, or design y. As much as I would like to do a lot more of both, my vision for 2020 remains blurred. (Cleaning my spectacles has not helped, in case you were wondering.) Still, I want to start the year on a positive note. And what better way to do that than with a raffle?</div>
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Happy 2020!</div>
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<b>Ye olde Sitrep raffle</b></div>
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I thought I would spread the love by offering more than $300 worth of prizes to as many Squad Leaders as possible. Unfortunately some potential winners are following under arcane handles such as “Denkz Elf.”<sup><span style="font-size: xx-small;">2</span></sup> Your sometime sleuth has done his best to uncover the identities of the winners, but Sherlock he ain’t. </div>
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Using a dice tower, I rolled a white die with a <a href="https://asl-battleschool.blogspot.com/p/125mm-battledice.html">Canadian maple leaf</a> on the one-spot (or ace), and a black die with Rate-of-Fire reminders on three faces. I made 345 initial rolls, one for each Squad Leader on a spreadsheet dating back to 2011.<sup><span style="font-size: xx-small;">3</span></sup> Because Sitrep has lost and gained Squad Leaders over time, there were a lot of redundant dice rolls (DR). </div>
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Winners were selected from among those with double-ones and double-sixes, with first and second place overall being decided by a second DR. Some finalists were disqualified because they were found no longer to be following Sitrep.</div>
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The results of the DR were revealing. Of the 345 initial DR, there were 62 sevens, accounting for 17.97 percent of these DR. That is remarkably close to the mean. The probability of rolling a seven with two six-sided dice is 16.67 percent.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpoZ1HoQTiXCfxIPLnfUwj1OmykNrye82KZIzj1mFbEWlgNpJ6mtwz3JZ71-utKTbmkUDWTvuVNwBo5FIXhZC0ED35hhihaF2oUG_MHXlNG-JUJAkmsDJq0a8uQkaalQH9EzrSqFkt8k4/s1600/Jan+2020+Raffle+Graphic+2+-+Dice+Probabilities.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1208" data-original-width="1600" height="301" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpoZ1HoQTiXCfxIPLnfUwj1OmykNrye82KZIzj1mFbEWlgNpJ6mtwz3JZ71-utKTbmkUDWTvuVNwBo5FIXhZC0ED35hhihaF2oUG_MHXlNG-JUJAkmsDJq0a8uQkaalQH9EzrSqFkt8k4/s400/Jan+2020+Raffle+Graphic+2+-+Dice+Probabilities.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: justify;"><b style="font-family: -webkit-standard; text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;">Probably the best distribution I could have hoped for.</span></b></td></tr>
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Closer were the results at the extremes, as the table above shows. While hardly conclusive, the numbers do suggest that these 12.5mm precision dice did not favour one result over another. Granted this is less consolation for those gifted with boxcars, which brings me to our first batch of would-be winners.</div>
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<b>Boxcar sweepstakes </b></div>
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Ten boxcars yielded six names. Spanish ASL fan <a href="https://asl-battleschool.blogspot.com/2016/03/daft-ducks-and-salted-licorice.html">Fernando Gargallo</a> makes an encore appearance, having scored a set of four British BattleDice from our <a href="https://asl-battleschool.blogspot.com/p/arnhem.html">Operation Market-Garden Series</a> in March 2016. Scott Bricker, another fated follower, comes in for special mention due to the oh-so-cool ammo crates he has manufactured for storing dice.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeXJpGIIKgUOoZ4ThDCe4Yd-jSjNBoIlOfGKpHN9rfUo2cgOKYGPiTUdnRcdVpqZzdGaag0olmCIhru7XGFUgY7pxs7eCIzpTv7QhZ3EDdFUd3hVbw6mVffVLeSC2SthCxfEZa3CIVAO0/s1600/Jan+2020+Raffle+Graphic+3+-+BattleDice+Crate.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="627" data-original-width="800" height="312" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeXJpGIIKgUOoZ4ThDCe4Yd-jSjNBoIlOfGKpHN9rfUo2cgOKYGPiTUdnRcdVpqZzdGaag0olmCIhru7XGFUgY7pxs7eCIzpTv7QhZ3EDdFUd3hVbw6mVffVLeSC2SthCxfEZa3CIVAO0/s400/Jan+2020+Raffle+Graphic+3+-+BattleDice+Crate.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Ammo Crate by Scott Bricker - BattleDice by BattleSchool</b></span></td></tr>
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Andy McMaster, Mark Fischer, Stewart Nairn, and Whit Richardson round out the list of winners in the boxcar sweepstakes. Each is eligible to receive a Japanese <a href="https://asl-battleschool.blogspot.com/p/pto.html">Anti-Tank Magnetic Mine (ATMM) and Tank-Hunter/DC Hero Check die</a>, as shown below. Note that this die may also be used to create (South Korean) Human Bullet Heroes and (North Korean) Suicide Heroes! </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTJdnbnv1r3wisWxMochE0KoYowHYxEbbWCduVfdpTGYxd3cIyrJ91QBrHIu39oK9jsgVNZY8_Ku6UJEWKDFcrQUDdA21H2sfa-3AiDF98EyAwn7bnKj96LeCy6cREh0nJlvqk7nI0mwk/s1600/Jan+2020+Raffle+Graphic+4+-+16mm+T-H+DC+Hero+ATMM+Die.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1236" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTJdnbnv1r3wisWxMochE0KoYowHYxEbbWCduVfdpTGYxd3cIyrJ91QBrHIu39oK9jsgVNZY8_Ku6UJEWKDFcrQUDdA21H2sfa-3AiDF98EyAwn7bnKj96LeCy6cREh0nJlvqk7nI0mwk/s400/Jan+2020+Raffle+Graphic+4+-+16mm+T-H+DC+Hero+ATMM+Die.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><b><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;">Check for ATMM and T-H/DC Heroes with this!</span></b></td></tr>
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<b>Snake eye candy </b></div>
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Fellow Ontarian Val Ruza was one of six current Squad Leaders to roll snake-eyes. So too was Mike Cadieux. Hailing from Oklahoma, Mike won <a href="https://asl-battleschool.blogspot.com/search?q=Mike+Cadieux">one of our earliest raffles</a> way back in October 2011.<sup><span style="font-size: xx-small;">4</span></sup> Chandler Braswell and Robert Sohn are likewise winners. Each of these four gentleman have won a pair of our colourful 16mm Belgian BattleDice, part of our <a href="https://asl-battleschool.blogspot.com/p/eto.html">Europa Series</a>.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoqIl3EsGfDdROdPrS5y2UPegpDEzyRLRBpSvpLm3fYOPvHHJSAL44pS3I68Rkf0dpWgmOOfAZpa_ORy4m4IHrhpmExecSx1Sdu-2gwCON1ddyRX8efUIj8D3uzWYDo2V400MTSCq9pdY/s1600/Jan+2020+Raffle+Graphic+5+-+16mm+Belgian+Pair.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1236" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoqIl3EsGfDdROdPrS5y2UPegpDEzyRLRBpSvpLm3fYOPvHHJSAL44pS3I68Rkf0dpWgmOOfAZpa_ORy4m4IHrhpmExecSx1Sdu-2gwCON1ddyRX8efUIj8D3uzWYDo2V400MTSCq9pdY/s400/Jan+2020+Raffle+Graphic+5+-+16mm+Belgian+Pair.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><b><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;">Lions led by bilingual...</span></b></td></tr>
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The runner-up in the snake-eyes roll-off is Alan J. Clark. Alan wins pairs of <a href="https://asl-battleschool.blogspot.com/p/eto.html">16mm Hungarian and Romanian BattleDice</a>. The white Hungarian die features the early-war Hungarian cross. The Romanian set pairs the Romanian tricolour with a stylized royal cypher.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJhjcmvb_Moslb1ftgh92TjO26-I_DBnswlyz23S-AgGYJrzdgF_NeeiHzx17bvM0uyAyYPUlkwDKe8VAcgU2YWfDhqI4_wGuezzrP2RgF4ZTsejxQgyFsqEataGmnFx2UetZDvBJPuXI/s1600/Jan+2020+Raffle+Graphic+6+-+16mm+Hungarian+%2528early-war%2529+Pair.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1236" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJhjcmvb_Moslb1ftgh92TjO26-I_DBnswlyz23S-AgGYJrzdgF_NeeiHzx17bvM0uyAyYPUlkwDKe8VAcgU2YWfDhqI4_wGuezzrP2RgF4ZTsejxQgyFsqEataGmnFx2UetZDvBJPuXI/s200/Jan+2020+Raffle+Graphic+6+-+16mm+Hungarian+%2528early-war%2529+Pair.jpg" width="153" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4kJXQV8A8AzKHxry-_YYIxUuMDVroEG3ZHA-PDdfdOcZMXYYr9TO68oW53hN7N7TqlTDVoy8UhFvFCUD_MmXdmpC3-1MCOspCHVmhn7X10qMjRiRCh59cHJmbuu8bt6kjagXlt0RQv4U/s1600/Jan+2020+Raffle+Graphic+7+-+16mm+Romanian+Pair.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1236" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4kJXQV8A8AzKHxry-_YYIxUuMDVroEG3ZHA-PDdfdOcZMXYYr9TO68oW53hN7N7TqlTDVoy8UhFvFCUD_MmXdmpC3-1MCOspCHVmhn7X10qMjRiRCh59cHJmbuu8bt6kjagXlt0RQv4U/s200/Jan+2020+Raffle+Graphic+7+-+16mm+Romanian+Pair.jpg" width="154" /></a></div>
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Corey Todaro bested his competitors in the roll-off for first place. Instead of precision dice, Corey scores a set of our <a href="https://asl-battleschool.blogspot.com/p/oba.html">Offboard Artillery (OBA) tokens</a>. To be more specific, he has won a “Pleva Pack.” This pack contains two extra red tokens for use with Steven Pleva’s optional OBA rule.<sup><span style="font-size: xx-small;">5</span></sup> In spite of this, the Pleva Pack is identical to our basic Gunner Pack. Both packs contain enough black and red tokens to build a Draw Pile for any nationality.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheGqgYgvaomWQ_efH6Z9NooZHuAalP80O3q795-HpisBFJ8YzeIzW7mWSSv5xeU3HUdoAla_VFntTStKE0ihjRkrTCGNRVrD4_-Ag9X6173z7UMjl2a4pk_wcZoUrIOuekT6Q_8rOhAko/s1600/Jan+2020+Raffle+Graphic+8+-+OBA+Packaging+and+Tokens+copy.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="989" data-original-width="1200" height="328" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheGqgYgvaomWQ_efH6Z9NooZHuAalP80O3q795-HpisBFJ8YzeIzW7mWSSv5xeU3HUdoAla_VFntTStKE0ihjRkrTCGNRVrD4_-Ag9X6173z7UMjl2a4pk_wcZoUrIOuekT6Q_8rOhAko/s400/Jan+2020+Raffle+Graphic+8+-+OBA+Packaging+and+Tokens+copy.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>The Bombardier Pack expands upon the other packs.</b></span></td></tr>
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Custom made of casino-grade material, the tokens are durable, laminated discs. Each face features contrasting text large enough to be read from across the table. In keeping with the OBA rules, most tokens are black and have “ACCESS” engraved on a least one side. Some have special text such as “PRE-REG HEX,” or “PLENTIFUL AMMO” on one side. Similarly, “SCARCE AMMO” is engraved on the back of one red “NO ACCESS” token. These special tokens are added to the basic Draw Pile (C1.211) according to Scenario Special Rules (SSR). For instance, if an American battery is assigned a Pre-Registered hex, the American player adds the black “PRE-REG HEX” token to the basic battery allotment of ten black and three red (10B/3R) to create a 11B/3R Draw Pile.<sup><span style="font-size: xx-small;">6</span></sup> </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVMkXvDsyi3L4NCmX0wkdQsPiIkkeh4pKCQsiJNEcClOzxT0bfAhkkWRvVY9mwxEIHgASYsgG-U9CCKaZFKOKiXS2N9dFcI1W2NcCYYtEVzw3dEOTT8YU7HcMXHAfXvLK63ttWPubgJGY/s1600/Jan+2020+Raffle+Graphic+9+-+OBA+Tokens.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="897" data-original-width="1280" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVMkXvDsyi3L4NCmX0wkdQsPiIkkeh4pKCQsiJNEcClOzxT0bfAhkkWRvVY9mwxEIHgASYsgG-U9CCKaZFKOKiXS2N9dFcI1W2NcCYYtEVzw3dEOTT8YU7HcMXHAfXvLK63ttWPubgJGY/s400/Jan+2020+Raffle+Graphic+9+-+OBA+Tokens.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><b><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;">Custom-made OBA tokens by BattleSchool</span></b></td></tr>
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Our tokens ship in a velour bag that may be used to hold a Draw Pile. To check for Battery Access, simply draw a token and show it to your opponent. But the fun doesn’t stop there. </div>
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In order to keep track of whether a battery has access or not, we created a bi-coloured Battery-Status token that remains on the table between OBA actions.<sup><span style="font-size: xx-small;">7</span></sup> Intuitively, the “BATTERY ACCESS” side is green, while the “NO ACCESS” side is orange. We requested red, but it wasn’t available. That’s probably just as well because red suggests that a battery is permanently lost. Orange leaves room for hope (and the Pleva OBA rule). </div>
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So what’s with the large purple token, you ask? Well, it’s big and bright for a reason. I often forget to conduct my OBA actions at the <i>beginning</i> of <i>my</i> PFPh or DFPh. The Radio-Contact token is more than mere reminder though. It also lists common Dice-Roll Modifiers (DRM). What’s more, the RC token is large enough that it can be placed under the Battery-Status token thus conserving valuable table real estate for other player aids. The primer below illustrates how these big tokens work in practice.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq35uRqIcNxzpys8pU8baVizz9alo2ofbK4lTRJ_mdmnbudZcIc28UEYJa1s6ZFgRzavx-XWvlEOAzSBfHr6Kl9lYXRLxAV0gkuH-k_uvzz-cp608g29rhvXEnc1sw3LDx5iD7IhfNZKQ/s1600/Jan+2020+Raffle+Graphic+10+-+OBA+Token+Primer.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1600" data-original-width="1236" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjq35uRqIcNxzpys8pU8baVizz9alo2ofbK4lTRJ_mdmnbudZcIc28UEYJa1s6ZFgRzavx-XWvlEOAzSBfHr6Kl9lYXRLxAV0gkuH-k_uvzz-cp608g29rhvXEnc1sw3LDx5iD7IhfNZKQ/s400/Jan+2020+Raffle+Graphic+10+-+OBA+Token+Primer.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>A graphic how-to guide to our OBA tokens.</b></span></td></tr>
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Congratulations to Corey and the remainder of the prize winners! Good luck in our next raffle!</div>
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<b>How to claim your prize</b></div>
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1. Leave a comment at the bottom of this post by 29 February 2020, and tell us what ASL/ASLSK scenario that you played in 2019 was the most memorable. </div>
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2. <a href="https://asl-battleschool.blogspot.com/p/contact.html">Email us</a> to arrange delivery.</div>
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<b>2019 in review</b></div>
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January 2019 continued an ASL drought that had begun the previous year. Real-world responsibilities monopolized my days (and occasional sleepless nights). By September 2019 things had stabilized enough for me to wade back into the cardboard fray. Fourteen scenarios in the final months of 2019 was a good run. It was far more than I expected to play, not least because all were played face-to-face. Coincidentally, this was the same number of games that I played at my first <a href="https://asl-battleschool.blogspot.com/search?q=aslok">ASL Oktoberfest</a> in 2007! </div>
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You will notice some older scenarios on the list. These were either requested by my opponents, or were used as “training” scenarios. For instance, one of our local players wanted to try his hand at using various rule sets, hence the scenario set at night and the desert dustup.<sup><span style="font-size: xx-small;">8</span></sup> In truth, all my matches are training scenarios; I never fail to (re)learn something in the course of a game. </div>
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Finally, if you haven’t played “Maczek Fire Brigade,” why not? Admittedly there is a lot to grok on the card. (Be sure to read the Chapter H notes for all of the vehicles and bone up on the rules for motorcycles.) But you won’t be disappointed with a dull game. Both sides have AFV, which usually begets frenzied fire and movement. Moreover, as J.R. Tracey and Bret Hildebrand demonstrate in their <i>Journal 8</i> article, there is no “school solution” where the defence is concerned. There is likewise no ideal offence. I’ve gamed this one with the likes of John McDiarmid and Tom Repetti. Each time the scenario began and ended quite differently. Whatever you decide for 2020, be sure to...</div>
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Play more ASL!</div>
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<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Fourteen stories. What was your fave scenario of 2019?</b></span></td></tr>
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<b>Notes</b></div>
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1. Based on having played each side in “Death Rattle,” I reckon that the Brits really need to hustle to get the job done in time. That said, RPT52 was even on the Remote On-line Automated Record (ROAR) when I last checked.</div>
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2. “Denkz Elf” joined Sitrep in July 2018. With a DR of 12, he or she would have qualified for the consolation prize of a Japanese ATMM and T-H/DC Hero Check die.</div>
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3. I re-rolled both dice whenever a die left the tray or came to rest cocked.</div>
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4. Among Mike’s prizes was a <a href="https://asl-battleschool.blogspot.com/p/14mm-battledice.html">14mm Sniper-Effects die</a>. We plan to have a small number of these available again in February 2020. Unlike the original, the ace will be stamped with gold foil so as to distinguish it from the white foil on the deuce. <a href="https://asl-battleschool.blogspot.com/p/contact.html">Email</a> to reserve one.</div>
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5. Steven Pleva is a top ASL player. Under his OBA rule, a battery is never permanently lost due to drawing two red chits. This is similar to the way that Naval OBA works (G14.63). Instead, every red chit drawn—including the first one—is returned to the Draw Pile, along with a second red chit. Hence the need for extra red tokens. Second-chit-draw mechanics remain the same.</div>
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6. Note that a “standard” American Draw Pile of 10B/3R includes a black “PLENTIFUL AMMO” token, as per the National Capabilities Chart. This token is removed if an American battery is specified has having Normal (9B/3R) or Scarce (9B/4R) Ammunition.</div>
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7. The Virtual ASL or VASL interface has a counter for this. It also has a counter to show if Radio Contact has been gained/maintained.</div>
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<span style="font-size: 10px;">8. I also suggested “The Kastelli Thirteen” to Steve. I felt that it would be a good vehicle for learning the basics of an early-war Air Drop. Having played it only once, my gut nevertheless tells me that the Germans need some help. I recommend adding two HS to the German order of battle for a start. Tom Morin, the designer agreed that the extra bodies would help absorb some of the casualties expected during the drop. Whatever he eventually decides, I encourage him to either issue errata or republish the scenario in a future issue of <i>Dispatches from the Bunker</i>. Like his popular “Headhunting for Bloody Huns” (reprinted by MMP in <i>Out of the Bunker</i>), there are too few manageable-in-an-evening Air-Drop scenarios. In retrospect I should have used OB4 as a training scenario. In addition to ticking the Air-Drop box, we could have given the Germans the balance and played with Light Dust (F11.71) in effect. This would have been good practice prior to Steve and I playing “The Taking of Takrouna.”</span></div>
Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com4tag:blogger.com,1999:blog-1421727884790275990.post-71444107582955223672019-02-18T16:54:00.001-05:002019-02-18T17:30:10.659-05:00**Gone Ice Fishing**<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhzUCfD75WpdmmVkANmd_dt64jooWJn0YWxVbF0_r6j31ud4m2QN7eMloeeZB_Lm2UC6-eJWDBWXK8rc6GDIC3UpIP-oOlA-RhcmaWDSI1l-orXLtm43J-h_Pzv5brsdCd6S_EvQbdLqY/s1600/Gone+Ice+Fishing.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="233" data-original-width="355" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhzUCfD75WpdmmVkANmd_dt64jooWJn0YWxVbF0_r6j31ud4m2QN7eMloeeZB_Lm2UC6-eJWDBWXK8rc6GDIC3UpIP-oOlA-RhcmaWDSI1l-orXLtm43J-h_Pzv5brsdCd6S_EvQbdLqY/s1600/Gone+Ice+Fishing.jpg" /></a></div>
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<span style="font-family: "verdana" , sans-serif;">We're back! Not that we went anywhere. </span><br />
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</span> <span style="font-family: "verdana" , sans-serif;">We have had a crazy couple of years, and have not ventured far from home. This year promises to be more of the same. With that in mind, we have decided to step away from BattleSchool for a few weeks beginning <b>21 February</b>. This will be the first time in almost a decade that we have shuttered our shop. We are reluctant to be specific about which day we will reopen, probably within a week of St. Patrick's Day (17 March). <i>We strongly encourage customers to avoid making any purchases between 20 February and 15 March, because we will be unable to process orders during this period.</i></span></div>
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<span style="font-family: "verdana" , sans-serif;">I will not burden you with details, but suffice it to say that Helen feels like the protagonist in the <a href="https://en.wikipedia.org/wiki/The_Truman_Show">Truman Show</a>. Someone or something keeps getting in the way of your destination. My blond, shield maiden has had some tough breaks, but is stronger and more determined than ever. That said, a little time away from everything would do both of us some good.</span><br />
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</span> <span style="font-family: "verdana" , sans-serif;"><b>Sitrep and KitShop:</b> Although I have tried to keep Sitrep pages relatively up-to-date on a monthly (or occasionally, a bi-monthly) basis, I have not posted since </span><span style="font-family: "verdana" , sans-serif; text-align: start;"><a href="http://asl-battleschool.blogspot.com/2017/09/back-to-battleschool-battledice-sale.html">September 2017</a>.</span><span style="font-family: "verdana" , sans-serif;"> KitShop likewise has continued with its (mostly) monthly catalogues. Thanks to all who have stood by us, not least those who continue to support us through purchases.</span><br />
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</span> <span style="font-family: "verdana" , sans-serif;"><b>Shipping to US:</b> Regrettably, I have not had a chance to bring shipping costs and methods in line with recent changes. I nevertheless want to point out that Canada Post is finally offering the same Small Packet Airmail service to the United States, as it has for just about everywhere else in the last ten years. We may now ship up to 2 kilograms (almost 4.5 lbs) as a Small (or Tracked) Packet. (Formerly, all orders over a kilo had to ship as an Expedited Parcel.) </span><br />
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</span> <span style="font-family: "verdana" , sans-serif;"><b>New releases:</b> I have published a February-March catalogue, and placed it on Dropbox. I have no plans to post updates on Sitrep before April. With that in mind, I should mention that <i>Le Franc Tireur 14</i>, and <i>Red Factories</i> are due to arrive well before 17 March. We will contact those who have pre-ordered these items as soon as possible, but we cannot ship them until mid March. Sorry about that.</span></div>
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<span style="font-family: "verdana" , sans-serif;"><span style="font-family: "verdana" , sans-serif;"><b>CASLO:</b> The Canadian ASL Open will be held in Ottawa this year on the Victoria Day weekend (17-19 May). We plan to be there; you should too. :) </span>The May "two-four" weekend is usually a beautiful time of year in Ottawa with the temperatures in the low 20s (68-72F). The venue is in the west end, in a room with lots of natural daylight. <a href="https://canadianasl.org/how-to-register/">Check it out</a>!</span></div>
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<span style="font-family: "verdana" , sans-serif;"><b><a href="http://asl-battleschool.blogspot.com/2011/07/free-stuff-for-squad-leaders.html">Free stuff</a>:</b> If you have read this far, you deserve something for your efforts. On 20 February, we will raffle off some prizes. Up for grabs is a set of <a href="http://asl-battleschool.blogspot.com/p/oba.html">OBA tokens</a>, <a href="http://asl-battleschool.blogspot.com/p/empire.html">BattleDice</a>, a small pack of <a href="http://asl-battleschool.blogspot.com/p/kitshop-store.html">Canadian scenarios</a>, and a <a href="http://asl-battleschool.blogspot.com/p/16mm-battledice.html">surprise</a> or <a href="http://asl-battleschool.blogspot.com/p/14mm-battledice.html">two</a>.</span></div>
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<span style="font-family: "verdana" , sans-serif;">To enter the raffle, leave a comment at the end of this post </span><i style="font-family: verdana, sans-serif;">not later than midnight on 19 February</i><span style="font-family: "verdana" , sans-serif;">. You must be <i>following Sitrep</i> as a Squad Leader. Please provide your first name, the first letter of your last name, and the state/province and country where you live. </span></div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDGySP4e9hLwn8XHCXiA7FU4n24dTbddG2xAencII6dXAhUGMnGEwRUJAjUAHwX6Ux5jzNLkaosW6F4orKy0hUcvQXgBs9W8ZuF26pF4zSdwhYN7ReNXT8PeWrfIzHSRWnIfoIE0aSKtM/s1600/Ice+fishing.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="225" data-original-width="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDGySP4e9hLwn8XHCXiA7FU4n24dTbddG2xAencII6dXAhUGMnGEwRUJAjUAHwX6Ux5jzNLkaosW6F4orKy0hUcvQXgBs9W8ZuF26pF4zSdwhYN7ReNXT8PeWrfIzHSRWnIfoIE0aSKtM/s1600/Ice+fishing.jpg" /></a><span style="font-family: "verdana" , sans-serif;"><br />
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<span style="font-family: "verdana" , sans-serif;"><i>Good luck!</i></span>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com14tag:blogger.com,1999:blog-1421727884790275990.post-30675996950089087182017-09-01T15:07:00.001-04:002017-09-01T15:07:23.781-04:00Back to BattleSchool BattleDice Sale<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHs2RTsgA8Y_rH0cnlGMZqYvUMfQM4YpBasaHu0llGSByvElUDktHhjRXiTkB3KjosBKVNDf2QCCUrVNEftZdCLKDR4aNVvUKoJ9x55a1n3n7TD0n3VoDGSxHjBuj-Rsjr3UN7QrohqSo/s1600/Back+to+BattleSchool+BattleDice+Sale+1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="502" data-original-width="1200" height="166" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHs2RTsgA8Y_rH0cnlGMZqYvUMfQM4YpBasaHu0llGSByvElUDktHhjRXiTkB3KjosBKVNDf2QCCUrVNEftZdCLKDR4aNVvUKoJ9x55a1n3n7TD0n3VoDGSxHjBuj-Rsjr3UN7QrohqSo/s400/Back+to+BattleSchool+BattleDice+Sale+1.png" width="400" /></a></td></tr>
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<tr><td class="tr-caption" style="text-align: left;"><span style="font-size: xx-small;"><span style="color: #444444; font-family: Verdana, sans-serif;"><b>See sidebars for photos </b></span><b style="color: #444444; font-family: Verdana, sans-serif;">linked to </b><span style="color: #444444; font-family: Verdana, sans-serif;"><b>specific items.</b></span></span></td></tr>
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<br />Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com2tag:blogger.com,1999:blog-1421727884790275990.post-67091308043048020462017-03-31T16:43:00.000-04:002018-10-17T10:31:48.987-04:00From Start to Finnish: Part 5<div class="separator" style="clear: both; text-align: center;">
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<span style="color: #6aa84f;"><b>ASLSK BP1 - <i>Beyond the Beaches</i> (2009)</b><b> </b></span></div>
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You may recall that the ASL Starter Kit (ASLSK) <a href="http://asl-battleschool.blogspot.ca/2014/09/from-start-to-finnish-aslsk-at-ten.html">Dependencies</a> flowchart<sup><span style="color: #999999; font-size: xx-small;">1</span></sup> indicated that ownership of ASLSK1 is required to play the scenarios in the ASL Starter Kit Bonus Pack 1 (ASLSK BP1). However, the Bonus Pack itself is not a prerequisite for any other Starter Kit publication.<span style="color: #00fdff;"><sup> </sup></span>Just one ASLSK scenario published elsewhere by Multi-Man Publishing (MMP) uses the board included with <i>Beyond the Beaches</i>.<sup><span style="color: #999999; font-size: xx-small;">2</span></sup> In other words, you can safely skip this ASLSK digression (and this post), and your ASLSK development will not be impeded in the least.<span style="color: #00fdff;"> </span></div>
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To be blunt, you are probably better off not playing two of the three scenarios in the pack, because the rules overhead is not worth the effort of unlearning. I say this because the rule section included with the pack is not part of the ASLSK rule set proper. And in my view, the rule section differs enough from its ASL counterpart that mastering the ASLSK version may only lead to unnecessary confusion and frustration later should you decide to take up ASL. For the curious and determined among you, I will endeavour to explain what all the fuss is about.<sup><span style="color: #999999; font-size: xx-small;">3</span></sup></div>
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Still here? Very well. Here is what lies in store for the intrepid reader. The first part of the post consists of a lengthy and detailed explanation of the terrain type unique to this Starter Kit publication. One segment in particular may be of interest to new or returning ASL players, even if they have no intention of playing Starter Kit. The second part of the post concerns the scenarios in the pack. My intent is less to sell you on the merits of the scenarios themselves than acquaint you with the innovativeness of their designs. With that out of the way, I will begin with a subjective assessment, and proceed from there.</div>
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<i>Beyond the Beaches</i> is part pet project, and part experiment. As pet projects go, ASLSK BP1 fails to impress. But I hesitate to characterize the pack as a failed experiment. Two of the three scenarios in <i>Beyond the Beaches</i> are ground-breaking, literally earth shattering. And board p, the only board in the pack, is in my view the most attractive of the Starter-Kit boards. Admittedly, board p gets more love in ASL than ASLSK, which is understandable given the inclusion of a type of terrain unique among ASLSK boards. But the very thing that makes the Bonus Pack stand out from the ASLSK crowd is also the very thing that makes it an outcast.</div>
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Board p has hedges. Hedges are common in ASL. For the historians among you, they have bordered hexes since the days of <i>Squad Leader</i>. </div>
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<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Discovering what lies beyond the hedges</b></span></td></tr>
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The landscape in <i>Beyond the Beaches </i>is bucolic: a village of sturdy stone houses, framed on two sides by farmland. The cultivated areas are a mix of grain fields and orchards bounded, in part, by hedges. The scenario pack includes four paragraphs of rules that explain how these hedges work in ASLSK, complete with a colour example. Unfortunately, the explanation is hit-and-miss. It skips such hexside curiosities as hedges sandwiched between grain,<sup><span style="color: #999999; font-size: xx-small;">4</span></sup> and yet includes references to situations that players will never encounter while playing the scenarios in the pack.<sup><span style="color: #999999; font-size: xx-small;">5</span></sup></div>
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<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b><i>Beyond the Beaches</i> - board p</b></span></td></tr>
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To be fair, the ASL rules for these man-made boundaries have been the subject of ongoing disputes for decades. As recently as 2008, the rules for walls and hedges received an overhaul, followed by additional corrections twelve months later, coincidentally around the same time MMP released the ASLSK “Beyond the Hedges” pack. Underscoring my point about the fickle nature of the rules associated with this hexside terrain, MMP released an amended version of the ASLSK hedge rules in 2015. Trimming hedges down to ASLSK proportions was never going to be easy. It required a talented rules arborist.</div>
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Here is what the tree surgeon came up with. The green “inch-worms” that overlap many hexsides of board p are hedges, and represent vegetation one to two meters high. Infantry expend one Movement Factor (MF), plus the Cost of Terrain (COT) entered, to hop a hedge. For example, it costs a squad 2.5 MF (1 MF + 1.5 MF) to cross a hedge hexside and enter a grain hex. Most vehicles can negotiate a hedge too.<span style="color: #999999; font-size: xx-small;"><sup>6</sup></span> The costs for doing so vary, as does the propensity for various types of vehicles to bog in the process. However, no ASLSK scenarios published to date by MMP put vehicles and hedges on the same board. With that in mind, I will concentrate on the interaction of Infantry and hedges. There are two important concepts to get your head around. One concerns Lines of Sight (LOS), the other, when and how to apply the protective benefits of a hedge.</div>
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<b><span style="color: #6aa84f;">Sight lines</span></b></div>
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A hedge hexside always includes its vertices, even if the actual artwork does not touch a vertex.<sup><span style="color: #999999; font-size: xx-small;">7</span></sup> The hedge artwork—along with the hexside and its vertices—is an obstacle to same-level LOS, and will affect any LOS drawn through it, and in certain cases along its length. Provided the viewer and/or the target is in the hex bordered by a hedge, the hedge will not block LOS to the centre dot of that hex. The hedge does, however, tend to modify any fire directed at this point. In this respect, a hedge is similar to a woods hex. Fire can be traced to the centre of a woods hex, but not beyond it. </div>
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Hedges differ from other types of vegetation in that it is not only possible to see along the length of a hedge hexspine to another hex, but it is also possible to do so free of any LOS Hindrance. Granted, an LOS Hindrance may apply to such a sight line, but not due to the hedge itself. There are, however, two requirements to be met before LOS can be said to exist. </div>
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First, the hedge hexspine must share a vertex with that of the viewing and/or the target hex. In the example below, the hedge on the D4-E4 hexspine blocks LOS between C2 and F6, because this segment of hedge adjoins neither C2 nor F6. In contrast, reciprocal LOS exists between B7 (viewing hex) and D4 (target hex), because the B6-C7 hexspine shares a vertex with the viewing hex (where squad J is located). </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6U2jfh6V8oR0jcbXTWgLMGUCcDWVTwCtYswAKRFwsN8ylcrFBH65R6jlAiZQ1fK4GsTC-b-11hLoff1Joo7tFJklWQWCpsorDMNZH5YM6Pl0d8fd4kK5aAkWLpEwTdloveMQ6_hvrqIk/s1600/4.+Hedge+Huggers.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6U2jfh6V8oR0jcbXTWgLMGUCcDWVTwCtYswAKRFwsN8ylcrFBH65R6jlAiZQ1fK4GsTC-b-11hLoff1Joo7tFJklWQWCpsorDMNZH5YM6Pl0d8fd4kK5aAkWLpEwTdloveMQ6_hvrqIk/s400/4.+Hedge+Huggers.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Hedge Huggers - right click to open in new window</b></span></td></tr>
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Second, the hedge hexspine that shares a vertex with the viewing and/or the target hex cannot have a “three-pronged” hedge on the opposite vertex, unless this vertex also forms part of the viewing and/or target hex. The actual wording of the ASLSK rule is less clear. It states that a hedge is an LOS obstacle “if touching one of the viewing/target hexes and the vertex opposite of the viewing/target hex has walls/hedges on all of its three hexspines.” In the ASL version, the words “one” (as in <i>only</i> one) and “all” are italicized. I believe that emphasis on the word “one” is important for understanding the rule the way it is written. Indeed, it was only after I had reread the ASL version that the ASLSK wording began to make sense.</div>
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Let’s begin by looking at an example where LOS is blocked due to the three-hexspine rule. In the Hedge Hugger diagram above, the 7-4-7 in B1 (the viewing hex) has no LOS to the 5-4-8 in D4 (the target hex) because the B2-C2-C3 vertex opposite the viewing hex has three hedges stemming from it. </div>
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Now have a look at the 4-4-7 in D2. Like the 7-4-7 in B1, the German squad is in a hex that is connected to a hedge hexspine with a three-pronged vertex at the opposite end. However, in this case, the C2-C3 hedge hexspine adjoins both the viewing hex (D2) <i>and</i> the target hex (B2). Therefore, LOS exists. (The dashed yellow line in the diagram simply indicates that the LOS is hindered by the orchard in C3.) </div>
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Jay Richardson did an admirable job of describing the three-hexspine rule on BoardGameGeek. His illustrated description was so well done that it bears repeating. Until I read Jay’s post, I was unaware of the <a href="http://boardgamegeek.com/thread/535106/i-need-some-hedge-clarifications">back story</a>. Suffice it to say that the three-hexspine clause is designed to forestall a rules conflict, or as Jay remarked, “The three hexspine rule simply covers a case where the other rules conflict with each other.” The diagrams below are my graphic attempts to explain the rationale behind this rule.</div>
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<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Three's a crowd</b></span></td></tr>
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<b><span style="color: #6aa84f;">Tempted by TEM</span></b></div>
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So much for LOS. What can a hedge do for you? </div>
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Like woods, hedges provide a +1 Terrain Effects Modifier (TEM) to most fire attacks. The two exceptions listed in the ASLSK rule set are for mortars and Demo Charges (DC).<sup><span style="color: #999999; font-size: xx-small;">8</span></sup> Hedge TEM is not applicable (NA) to either form of attack.<span style="color: #00fdff;"><sup> </sup></span>A hedge nevertheless provides a modicum of protection from<i> </i>mortar fire by negating the -1 Dice Roll Modifier (DRM) for movement in the open (FFMO), and sparing broken units from unwelcome Interdiction (Section 3.6). The ASLSK rules are vague with regard to when a unit can claim these benefits. But I think it safe to conclude that FFMO and Interdiction are negated <i>only</i> if the Line of Fire of a mortar crosses a hedge hexside/hexspine of the target hex.<sup><span style="color: #999999; font-size: xx-small;">9</span></sup><span style="color: #00fdff;"><sup> </sup></span></div>
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As interesting as the effects of hedges on mortar fire may be, they are not something that you need worry about in ASLSK BP1. The effects of hedges on other forms of fire are another matter.<sup><span style="color: #999999; font-size: xx-small;">10</span></sup> The more convoluted part of the Starter Kit hedge rules beckons.</div>
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<b><span style="color: #6aa84f;">Taking advantage</span></b></div>
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Fig leaves are no match for bullets. Any protection derived from a hedge is largely due to the cover that it provides from view. If, like the soldiers in the photograph at the start of this post, the enemy is peering over the hedge at your men, your soldiers are at a disadvantage. Opposing forces cannot lay claim to the same hedge hexside. Any right to, or advantage over, a hedge hexside is on a first-come, first-served basis. </div>
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“Wall Advantage” (WA) is the ASL term for this transitory state, and it applies to walls and hedges. There are no counters in ASLSK to mark WA status; you need to keep track of it on your own. There are no walls in ASLSK either—at least not yet. Confusingly, the explanatory text that accompanies the illustrated examples for ASLSK hedges—although not the rules themselves—uses the term “wall advantage” in quotation marks. Forgive me while I use the term “hedge advantage” instead. </div>
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To recap, a unit with hedge advantage has “<a href="http://en.wikipedia.org/wiki/Dibs">dibs</a>” or “bagsies” on the hedge TEM, because it got there first. Having arrived first, a unit not only gains hedge advantage over <i>all</i> hedge hexsides of its hex, but also bequeaths this advantage to any friendly (including broken) unit that cohabits the hex. (In lieu of a dedicated counter to denote this advantageous status, I recommend using a <a href="http://www.homedepot.com/catalog/productImages/1000/4e/4e46c03b-7587-4516-8092-332c3983f298_1000.jpg">⅛” tile spacer</a> or another small object as a memory aid.) </div>
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There are a few caveats. The most important is that only Good Order units may <i>gain</i> hedge advantage. A Good Order unit is one that is neither broken nor locked in Melee. Although it is possible for a broken unit to retain the benefits of hedge TEM under certain circumstances, it cannot retain <i>hedge advantage</i> of its own accord, which brings me to the second caveat. Hedge advantage is <i>lost</i> the moment a hex no longer contains a Good Order unit, <i>and</i> an opposing Good Order unit gains hedge advantage over a shared hexside. A “changing of the hedge” can occur as a result of fire, or movement. In the former case, this can occur the moment a lone unit with hedge advantage breaks. Advantage is transferred immediately to any Good Order, enemy unit that shares a hedge hexside with the now broken unit. </div>
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There is little one can do to prevent a unit from breaking and losing hedge advantage, but a “voluntary” loss of hedge advantage can be avoided by ensuring that at least one friendly Good Order unit is always present in the hex. For instance, moving another unit into the hex before the original unit leaves ensures that advantage is retained. Even a Good Order Leader will suffice. Before I get to the last of the caveats, have another look at our Jerry in a jam below.</div>
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<tr><td class="tr-caption" style="text-align: left;"><span style="font-size: xx-small;"><span style="color: #444444; font-family: "verdana" , sans-serif;"><b>Jerry Jam</b></span></span></td></tr>
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Had these slow-poke soldiers been in D2 before the 6-6-7 entered E3, the German squad would have had dominion over all of D2’s hedge hexsides. Furthermore, the 4-4-7 would have retained hedge advantage over these hexsides even if American units had subsequently occupied C2, D1, and E2. The German unit would have continued to benefit from hedge advantage in D2 as long as it remained Good Order. The moment the 4-4-7 was no longer Good Order (or exited D2), hedge advantage would pass immediately to any Good Order American unit that shared a hedge hexside with D2. However, were another German unit to enter D2 while the 4-4-7 was Good Order, the German player would retain hedge advantage on the basis of this second Good Order unit regardless of what might befall the original 4-4-7. </div>
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<tr><td class="tr-caption" style="text-align: left;"><b><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;">Hedge Advantage</span></b></td></tr>
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The less obvious takeaway from the ASLSK hedge rules (see excerpt above, emphasis added) is that it does not prohibit a unit from gaining hedge advantage over uncontested hexsides.<sup><span style="color: #999999; font-size: xx-small;">11</span> </sup>In other words, hedge advantage is not an all-or-nothing proposition. The rules in <i>Beyond the Beaches</i> allow units of opposing sides to gain and maintain advantage over different hedge hexsides of the same hex simultaneously. Keeping track of who’s on the first hexside, and what’s on the second, and so on, is a recipe for Abbott and Costello confusion—hence my tip regarding tile spacers. In order to explain how this works in practice, I have created a set of graphics below that illustrate the dynamic nature of hedge advantage.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikUN3Wqr2P-bCmZpYKX2cX4LWdRWYs2UGLepR1azbWl4TEOqKgajk8-PCir80R7d1PpdHtIiB2VYKrEKexEfjZmLMtZYvJIbFhqqofAwFfXrtpSajGBNfJAIpCC6r1_8DrhxNev6xun3Y/s1600/10.+Taking+advantage+of+your+surroundings.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="236" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikUN3Wqr2P-bCmZpYKX2cX4LWdRWYs2UGLepR1azbWl4TEOqKgajk8-PCir80R7d1PpdHtIiB2VYKrEKexEfjZmLMtZYvJIbFhqqofAwFfXrtpSajGBNfJAIpCC6r1_8DrhxNev6xun3Y/s400/10.+Taking+advantage+of+your+surroundings.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Taking advantage of your surroundings</b></span></td></tr>
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<b><span style="color: #6aa84f;">Garden (de)tour</span></b></div>
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The groundskeeper of board p is an odd fellow. It could be that he was simply following orders, the whims of an eccentric, absentee landowner. Hedges help keep livestock in, and predators out. But not a single hedge separates wooded areas from pasture, or cultivated land. Hedges are also effective windbreaks and privacy screens. Yet, not one hedge borders a dwelling in this picture-postcard hamlet. This curious state is no accident. Hedges have been kept clear of woods and buildings in order to avoid the added rules foliage associated with these terrain configurations. Prudent planting also has avoided the need for a (WA) counter to distinguish between units claiming the TEM of a hexside, such as a hedge, and those claiming the positive TEM inside a hex, such as a building. </div>
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Due to the contrived nature of board p, a unit adjacent to an enemy unit with hedge advantage will almost always be at a disadvantage. As already discussed, hugging a hedge can be advantageous even without hedge advantage. For example, the 4-4-7 in the diagrams above remained eligible for hedge TEM when taking fire from non-adjacent units such as the 7-4-7 in C1. However, it is also possible for a unit without hedge advantage to benefit from the terrain <i>inside</i> a hex.</div>
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The rules provided with <i>Beyond the Beaches</i> are unclear on this point, as they only address a potential conflict between in-hex TEM and hedge TEM. The ASLSK hedge rules inform us that: “Hedge TEM is not cumulative with positive TEM of other terrain in that hex,” and that “airbursts [<i>sic</i>] can apply,” presumably in a woods hex with one or more hedge hexsides.<sup><span style="color: #999999; font-size: xx-small;">12</span></sup> The reference to Air Bursts, while intriguing, hardly matters on board p. Not a single hedge borders a woods hex—the only terrain prone to this nasty -1 DRM. How about a building enclosed within a neat row of hedges? Afraid not.</div>
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Woods and buildings, you may recall, are the only types of ASLSK terrain that provide a positive TEM. So why did the authors of the ASLSK hedge rules bother to include the extra rules verbiage if there is not a single hex on board p where these rules could come into play? After all, no other ASLSK board has hedges. Well, because there is a need for these rules. It’s just not obvious. This may explain why the authors included some seemingly extraneous rules while omitting others. Or maybe they were in a hurry, and forgot. Either way, the (incomplete) tidbit about “positive TEM” is worthy of some elaboration. </div>
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Truth is, some positive <i>DRM</i> within a hex <i>are</i> cumulative with hedge TEM, while others are not. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRX4WTjLaulXMGdgiq-f21Ou2ZxtP2nJ2WqaER1hD6KlV6-WVXGWN59AD3zdAm1xjDTZD5Zl1j0SFgPQ-6-rEWO_5ItCojPdGrU3F5uKeScpMUPLlEX8k6b8Q2QI9qprpfwjNRHZytwbs/s1600/11.+Tanks+for+the+TEM.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRX4WTjLaulXMGdgiq-f21Ou2ZxtP2nJ2WqaER1hD6KlV6-WVXGWN59AD3zdAm1xjDTZD5Zl1j0SFgPQ-6-rEWO_5ItCojPdGrU3F5uKeScpMUPLlEX8k6b8Q2QI9qprpfwjNRHZytwbs/s400/11.+Tanks+for+the+TEM.png" width="306" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Tanks for the TEM</b></span></td></tr>
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In the Tanks for the TEM example above, a <i>panzer</i> has joined our beleaguered <i>Landsers</i>. I should point out that there is no immediate need to concern yourself with the interaction of Armored Fighting Vehicles (AFV) and hedges. None of the scenarios in <i>Beyond the Beaches </i>have vehicles, or ordnance weapons for that matter. Nor do the scenarios require any knowledge of, or access to, rules found in Starter Kits 2 and 3. I am simply using an AFV to illustrate a point. A vehicle wreck could serve the same purpose, but a Tiger is sexier. </div>
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Whenever Infantry share a hex with a friendly AFV (or vehicle wreck), the foot soldiers may be entitled to a +1 TEM DRM, an acknowledgment of the protective value of a hunk of steel, mobile, or not (Section 7.4). This commonly occurs when infantrymen find themselves in a hex with no positive TEM—grain, for example, and where the only meaningful cover is provided by a friendly AFV. Welcome though it may be, the TEM of an AFV (or wreck) is not cumulative with any positive TEM of the natural, or printed, terrain on the board. This includes the TEM of a hedge. Returning to the example above, the 4-4-7 is entitled to hedge TEM when fired upon by the 7-4-7. The 4-4-7 is also entitled to the AFV TEM. Although the German player can only claim one of these TEM, he is free to claim either.<sup><span style="color: #999999; font-size: xx-small;">13</span></sup></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicMWUvwPpcP0NZXUGvH7w0nhCQ8-Tay5-eb_ZOsD0s5MTuhelSpIt-0BT8xN6iH3S3RtQbMxQE6JfCPFh-EDMDT1GVimYPCH7aRHI3nUD_fw7eVyi69qD9_NkxmljU1DtBLkelF4RJ-dY/s1600/12.+Smoke+and+Hedges.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicMWUvwPpcP0NZXUGvH7w0nhCQ8-Tay5-eb_ZOsD0s5MTuhelSpIt-0BT8xN6iH3S3RtQbMxQE6JfCPFh-EDMDT1GVimYPCH7aRHI3nUD_fw7eVyi69qD9_NkxmljU1DtBLkelF4RJ-dY/s400/12.+Smoke+and+Hedges.png" width="232" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Smoke and hedges</b></span></td></tr>
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Smoke is special. In ASLSK, it is defined as an “inherent LOS hindrance” (Section 1.2.5). Smoke is special because it is the only <i>positive</i> in-hex DRM that is cumulative with in-hex, <i>or</i> hexside, TEM. For the sake of argument, imagine that the tank in our example had used its smoke dispenser to place Dispersed Smoke in D2 the previous turn. Now American Prep Fire would be modified by the Smoke, in addition to the TEM of the tank, <i>or</i> the hedge. Admittedly, you will not encounter ⅝” Smoke in any of the scenarios in ASLSK BP1, but you may encounter its diminutive and short-lived sibling. </div>
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Smoke generated from smoke grenades is represented by a ½” counter. The colour of the text on the counter is a reminder that, like Residual Firepower, “green” Smoke does not survive the end of the MPh. While on board, “green” smoke is nonetheless just as effective as “white” Smoke dispensed by a vehicle. The bottom line is that regardless of how the Smoke got there, the Smoke DRM is always cumulative with any applicable in-hex, or hexside TEM. The same goes for the strictly “hindrance” value of Smoke, as shown in the Smoke and Hedges example above, where LOS is traced <i>through</i> Smoke. As you have seen, there are plenty of ways to use a hedge to your advantage.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXgN_GEIGt3bmxQBdu4ygRxOB-LpNchqiMWsKEqTNE58NWcBik7tfK6oYG9TGAtA0Gq2XRNHSHy7lB2xxnrb62jV_btLJ6bdJeRkLbpCQYTq1Qufq-EixWoTtgGqBUYIdSbCmo1WICLYA/s1600/13.+Hedging+Your+Bets.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXgN_GEIGt3bmxQBdu4ygRxOB-LpNchqiMWsKEqTNE58NWcBik7tfK6oYG9TGAtA0Gq2XRNHSHy7lB2xxnrb62jV_btLJ6bdJeRkLbpCQYTq1Qufq-EixWoTtgGqBUYIdSbCmo1WICLYA/s400/13.+Hedging+Your+Bets.png" width="280" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Hedging your bets</b></span></td></tr>
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<b><span style="color: #6aa84f;">Land deal</span></b></div>
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The main issue with the ASLSK hedge rules is not that they are stunted. Nor is the unnatural distribution of hedges on the made-for-Starter-Kit board a land deal breaker. I would wager that most ASLSK players can live with the fact that hedges work differently in ASLSK than they do in ASL. The real problem is that hedges, and the ASLSK board that they first took root on, are outcasts. They are outcasts for some very good reasons. But ASLSK hedges need not remain so.</div>
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For years the ASLSK rules for hedges were available only in an out-of-print scenario pack. MMP <i>has</i> offered board p for purchase separately since 2013. But ownership of this board remains of limited value to ASLSK players, including those who actually own <i>Beyond the Beaches</i>! </div>
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To say that board p has been underutilized by scenario designers would be an understatement. As a matter of fact, none of the scenarios in <i>Beyond the Beaches </i>uses board p in its entirety. And only three ASLSK scenarios published to date by MMP feature hedges (or hedgerows, which I will get to shortly).<span style="color: #ff40ff;"><sup> </sup></span>The most recent scenario was released in 2015, six years after the debut of board p. The scenario was included in <i>Special Ops 6</i>, and coincided with the release of updated rules for hedges—available for <a href="http://www.multimanpublishing.com/LinkClick.aspx?fileticket=MCEwEmqF0hU%3d&tabid=108">free download</a> on the company’s website.<sup><span style="color: #999999; font-size: xx-small;">14</span></sup> This is a welcome development for those eager to dust off their copies of board p. Moreover, in making the ASLSK hedge rules more accessible, MMP has encouraged scenario designers to incorporate this attractive board into their latest Starter Kit designs. </div>
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Still, it could be a while before MMP’s initiative bears fruit. Almost two years have passed since the last issue of <i>Special Ops </i>hit the virtual store shelves. No new ASLSK scenarios have been released in the interim. It is therefore too early to tell if hedges will become a staple of ASLSK play, or remain a topographical oddity. </div>
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In my view, the ASLSK hedge rules are incomplete, but not horribly so.<sup><span style="color: #999999; font-size: xx-small;">15</span></sup> As I have attempted to outline above, they fail to provide clear guidance with regard to certain situations that can conceivably arise during play. There may well be other shortcomings that will only come to light in future scenario designs. </div>
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Board p is fertile ground for new scenarios. The presence of hedges should not deter designers, but rather challenge them to create novel tactical problems for fans of the ASLSK format. Rules questions generated in the course of playing these new scenarios may well persuade MMP to revisit the ASLSK hedge rules. While I do not anticipate many, if any, changes to the ASLSK rules for hedges, MMP would almost certainly provide answers to questions raised, and could be open to publishing additional examples of play in a future issue of <i>Special Ops</i>. Having said that, I doubt that hedges are destined to be integrated into the ASLSK family of rules proper. Then again, with a Pacific Theatre Kit in the works, I suppose that anything is possible. </div>
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Lest my overview of <i>Beyond the Beaches</i> be dismissed as a laundry list of the pack’s shortcomings, I now turn my attention to the scenarios themselves, and in one case, the shape of things to come. But first a look at hedgerows.</div>
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<b><span style="color: #6aa84f;">Hedgerow help</span></b></div>
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Hedgerows have been around since the days of <i>Squad Leader</i> too. With the time invested so far explaining the vagaries of Starter Kit-style hedges, you will be relieved to hear that modelling hedgerows in ASLSK has been quite straightforward. Moreover, the rules for hedgerows only appear as Scenario Special Rules (SSR), and then only in one scenario in the pack. </div>
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During the summer of 1944, much blood was spilled in an area of France crisscrossed by hedgerows, or <i>bocage</i>. Hedgerows are earthen mounds topped with vegetation. These enclosures demarcated property lines, and protected crops and livestock from stiff sea breezes. As the name suggests, hedges (occasionally trees) are planted along the crest of the mound. The mound itself could be a metre or more across, with the vegetation almost as thick. Overall height varied, but might rise as high as three or four metres. </div>
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For the purposes of scenario S42, hedgerows differ from hedges in only two respects. Hedgerow TEM is +2, in recognition of the substantial protection that an earthen berm can provide. As one might expect, traversing a hedgerow takes added effort. Infantry therefore pays 2 MF plus the Cost of Terrain (COT) entered to cross a hedgerow hexside. The photograph below, while exceptional, shows why hedgerows favoured the defender and impeded the attacker.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitID0l83VpC4wdK-ugJDh2JYN_tskqkg1xQDdBrVFqky8zM2EEU2cBrINloEA56AuzSVIjkhaciYZYxWb14ry83AMy2XYuFdMcaN0LduRhk0QeuFnH6nIHH4PpktXtZWsvNjHfA8BM9-A/s1600/14.+Tunnel+Vision+-+Bocage.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitID0l83VpC4wdK-ugJDh2JYN_tskqkg1xQDdBrVFqky8zM2EEU2cBrINloEA56AuzSVIjkhaciYZYxWb14ry83AMy2XYuFdMcaN0LduRhk0QeuFnH6nIHH4PpktXtZWsvNjHfA8BM9-A/s400/14.+Tunnel+Vision+-+Bocage.png" width="297" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Tunnel vision</b></span></td></tr>
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Germans are on the defence in each of the three scenarios in the pack. The second scenario, aptly titled “One More Hedgerow,” is the one with hedgerows. An SSR transforms the hedges on board p into the thicker and higher hedgerows of the Norman countryside along the Vire River. The hide-and-seek SSR that debuted in ASLSK3 two years earlier grants the Germans permission to set up all, or part, of their forces hidden. The GIs of the US 29th Infantry Division have their work cut out for them. Below is what the playing area (and the German set up) looks like on the Virtual ASL interface, better known as VASL.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9CdSgwJK5oqWAzcqYFQE9mTPrGL567gLIt7rjmlvyosNXeXojjukAvgUvCvHJG56ryHcPrMFNtKkZAE3wYAKubsMBcxXsK9IBFPZcIee_6OMjMxPkYSedLkFIn9Tpjj2uvXomOtx-FSk/s1600/15.+S42+One+More+Hedgerow.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9CdSgwJK5oqWAzcqYFQE9mTPrGL567gLIt7rjmlvyosNXeXojjukAvgUvCvHJG56ryHcPrMFNtKkZAE3wYAKubsMBcxXsK9IBFPZcIee_6OMjMxPkYSedLkFIn9Tpjj2uvXomOtx-FSk/s400/15.+S42+One+More+Hedgerow.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>S42 One More Hedgerow</b></span></td></tr>
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In spite of the hedgerow SSR, S42 is a good place to start for those who want to experience the impact of ASLSK hedges on play. The only other scenario in the pack to make use of these rules, and thus board p, adds a layer of complexity best explored after you get some hands on with the <i>über</i> hedges of S42. I think it’s fair to say that the remaining scenarios in ASLSK BP1 begin with a bang.</div>
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<b><span style="color: #6aa84f;">Big bang theory</span></b></div>
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Some observers have speculated that the architect of Starter Kit set in motion a new and continually expanding game universe. The Starter Kit Expansion Pack 1 (ASLSK EP1)—the subject of the next post in this series—appears to bolster this contention. But conspiracy theorists need not look beyond the scenarios in <i>Beyond the Beaches</i>. Kenn Dunn’s fingerprints are plain to see, as are those of his confederate Brian Youse, and henchman Chas Argent. </div>
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Not content to lure ASLSK players into hedgerow hell, the three cannoneers added hellfire to the mix. In S41 “Sink’s Encouragement,” “hellfire” takes the form of an opening barrage. Historically, the fire plan was intended to encourage the weary American paratroopers under Colonel Robert Sink’s command. Ordered to take St. Come du Mont, Colonel Sink was counting on the artillery to weaken the resolve of the Germans in the town. </div>
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To simulate this preparatory bombardment, an SSR allows the US player to pre-plot three artillery strikes before the German player sets up. Registering artillery, as the process is also referred to, does not guarantee accuracy, but preregistration does lessen the margins of error. Because the objective is known to both sides, the American player has some inclination of where the Germans might set up. Even if the Americans guess correctly, the artillery may fail to strike its intended target. The SSR nonetheless encourages the Germans to disperse at start, and seek the cover of stone buildings. </div>
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As intimidating as the artillery may be, it is rarely a game winner. And if the win-loss statistics are anything to go by, Sink’s “encouragement” rarely proves sufficient. Last I checked, S41 was <a href="http://www.jrvdev.com/ROAR/VER1/ShowScenario.asp?ScenarioID=3691">21-4</a> in favour of the Germans on the remote on-line automated record (ROAR). The Americans, it would seem, need more encouragement. It is debatable whether the extra squad and machine gun in the balance provisions are enough. Have a look at the playing area below, and judge for yourself. Can seven American squads dislodge an equal number of Germans squads from the vicinity of P6 in five turns?<span style="color: #e22000;"> </span></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9qnTy2o9Z4NPr0u8F5GZHjLdLrR68ofmJ2XcPCooWrYxLbROaSvfpXnsb6Sq7u-O1_968i-S5Uh2dQpaoRP2E5qLBAl6PJvv5VomRNaa2BVKMEbILG2Tm-NFtIoCYsRmEpWSyaWsVUac/s1600/16.+S41+Sink%2527s+Encouragement.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9qnTy2o9Z4NPr0u8F5GZHjLdLrR68ofmJ2XcPCooWrYxLbROaSvfpXnsb6Sq7u-O1_968i-S5Uh2dQpaoRP2E5qLBAl6PJvv5VomRNaa2BVKMEbILG2Tm-NFtIoCYsRmEpWSyaWsVUac/s400/16.+S41+Sink%2527s+Encouragement.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>S41 Sink's Encouragement</b></span></td></tr>
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The “Screaming Eagles” have an encore performance. Unfortunately, <a href="http://www.jrvdev.com/ROAR/VER1/ShowScenario.asp?ScenarioID=3697">S43 “Clearing Carentan”</a> is a something of a let down because it is played on board z (from ASLSK1) not board p. The scenario makes up for this, however, by being much better balanced than S41 is. It also takes the artillery SSR introduced in “Sink’s Encouragement” a step further. </div>
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The SSR in S43 shares the preregistration aspect of S41, albeit with one less prerecorded hex. Where S43 differs significantly is in the flexibility its “arty” SSR affords the German paratroopers, or <i>Fallschirmjäger.</i> Whereas Colonel Sink’s artillery fire plan in S41 is a one-off cascade of fire at the outset of the assault, the “indirect” fire support in “Clearing Carentan” is “on call.” During the course of the game, the German commander may call in a maximum of three “fire missions.” Each mission takes the form of a 16-Firepower attack on a seven-hex blast area. The location of each strike is determined in the same manner as in S41. However, only one fire mission can occur in any one fire phase. </div>
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As the <i>first</i> action of their Prep Fire, the Germans may call in a fire mission. Artillery fire also may be called down during what the SSR refers to as the first action of the “Final Fire phase.” By “Final Fire,” the SSR means <i>after</i> all American units have moved, and <i>before</i> German Infantry fires. In other words, the artillery falls at the <i>start</i> of the Defensive Fire Phase (DFPh).<sup><span style="color: #999999; font-size: xx-small;">16</span><span style="color: #ff40ff;"> </span></sup></div>
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Another hide-and-seek SSR allows the Germans—almost all of whom are elite—to begin play with up to 40% of their force hidden. With near force parity, and indirect fire support added to the mix, one might expect a slaughter to ensue. Happily for the Americans, their small contingent of 7-4-7 squads is bolstered by the presence of three leaders, including a powerful 10-2, as well as a DC.<sup><span style="color: #999999; font-size: xx-small;">17</span> </sup>The American paratroopers benefit from good cover too, starting as they do in stout stone buildings. What’s more, they have six turns to clear a city block dominated by the prominent zD2 building.</div>
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It is ironic that the most compelling and entertaining scenario in <i>Beyond the Beaches</i> capitalizes on neither board p, nor the hedge rules included in the pack. Nor do the scenarios that use the ASLSK hedge rules necessarily make the most of board p. Granted there are only three scenarios in the pack, a summary of which can be found in the table below.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghWZAKa8oxxWg8LYZ48kgt-iFmUYUu5lOhJGGxVuTyO1XhbMquUYE6EET-E4zJFTEF9SolaPOWWBSwBx6bAAFXIH-z79nO9RDVfKgsFFBcKcm5vEj7s4FzL-23vDaGE75JJ0GbXzytVKI/s1600/17.+ASLSK+BP1+Scenario+Table.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghWZAKa8oxxWg8LYZ48kgt-iFmUYUu5lOhJGGxVuTyO1XhbMquUYE6EET-E4zJFTEF9SolaPOWWBSwBx6bAAFXIH-z79nO9RDVfKgsFFBcKcm5vEj7s4FzL-23vDaGE75JJ0GbXzytVKI/s400/17.+ASLSK+BP1+Scenario+Table.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>Scenarios of Starter Kit Bonus Pack 1 - <i>Beyond the Beaches</i></b></span></td></tr>
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<b><span style="color: #6aa84f;">Concluding remarks</span></b></div>
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All of the scenarios in the pack are small Infantry engagements. None, however, are what I would characterize as introductory in nature given the combination of hedges and SSR. Having said that, I think it important to stress that <i>Beyond the Beaches</i> is a <i>bonus</i> pack. One board and three scenarios are in keeping with a pack of this kind—the quarter-page of rules arguably less so given their level of complexity. There is, moreover, a difference between introducing “specialized terrain” in a quasi-historical pack like <i>Beyond the Beaches</i>, and adding new terrain to the ASLSK rule set as ASLSK2 did with hills, and ASLSK3 with brush. The hedge rules (and their tailor-made board) were deemed necessary in order to recreate a battle in <i>bocage</i> country (scenario S42). </div>
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As I remarked at the beginning of this post, the pack is a pet project. It satisfies an interest the creator of ASL Starter Kit and one of the MMP’s owners had in portraying certain actions in an ASLSK format. Kenn Dunn and Brian Youse have made no secret of their interest in the Battle of Normandy, and the American sectors in particular. <i>Beyond the Beaches </i>should not be judged on the general merits of the ASLSK hedge rules for hedges remain apart from the ASLSK “system” some eight years after the release of the pack. Instead, the pack ought to be critiqued on the basis of its scenarios. Do hedges provide a unique flavour that warrants the added rules overhead? Are the scenarios balanced? Are they fun to play?</div>
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The answers to the first and last questions are subjective. The answer to the second is mixed. I will leave others to assess the fun factor, and hedge my bets—pun absolutely intended—on the first question. Assessing the bang-for-buck value of the hedge rules is problematic. Only two scenarios use these rules, and neither provides a rigorous test. And yet, this may be why they work well together. The absence of ordnance and vehicles in these scenarios ensures that a host of potential interactions with hedges never occurs. Furthermore, each scenario featuring hedges (or hedgerows) has received as much play as the one that avoids hedges altogether by using a different map. While hardly definitive, it would seem that players have not been deterred by the ASLSK rules for hedges. Make of it what you like, but it is worth pointing out that the most hedge-intensive scenario in the pack also appears to be the most finely balanced.</div>
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Each scenario has approximately 25 recorded playings on ROAR (as of March 2017). Too small to draw any definitive conclusions, the win-loss records do suggest that two of the scenarios are off to a good start. The track record of “Sink’s Encouragement,” as previously noted, is not promising. </div>
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<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: "verdana" , sans-serif; font-size: xx-small;"><b>ROAR stats (March 2017)</b></span></td></tr>
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It could be that those playing the Allied side have failed to “grok,” or decipher how the American force should deal with the tactical problem in S41. In some of the after-action reports (AAR) that I have read, American players have attacked over a broad frontage. With only five turns to take and hold the objectives, Sink’s men do not have the time to execute wide flanking moves. Another possible explanation for the poor performance of the Americans may have something to do with the preparatory artillery fire. I suspect that many players are spreading this fire over a wide area in the hopes of breaking more defenders. Sixteen firepower is nothing to scoff at. But the +3 TEM of stone buildings effectively means that on an average DR of seven, the Germans are going to face a Normal Morale Check. With a Morale of seven, and another average DR, a German unit will pin, but still pass the Morale Check. Concentrating all three artillery strikes on one area in order to hit some targets more than once may be a better tactic.</div>
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The scenarios in the Bonus Pack have received a similar amount of play. In spite of additional rules overhead, and one striking anomaly, they appear balanced. Although the jury remains out with regard to the hedge rules introduced in the pack, <i>Beyond the Beaches </i>does break ground in other areas. The pack debuted special rules for artillery fire, and refined the hide-and-seek SSR for units that begin play hidden.<span style="color: #ff40ff;"><sup> </sup></span>As a product, the pack underwhelms. Notwithstanding, it has played a role in the evolution of what has begun to look like a parallel game system predicated on an abridged rule set.<sup><span style="color: #999999; font-size: xx-small;">18</span></sup> </div>
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If you purchased ASLSK as a stepping stone to ASL, I recommend taking a pass on <i>Beyond the Beaches</i>. There are plenty of hedges to hop in ASL without worrying about them in a few Starter Kit scenarios. If, on the other hand, you harbour no aspirations beyond ASLSK, adding more scenarios to your ASLSK catalogue may not be a bad idea. Whatever the case, ownership of this out-of-print pack should be considered a bonus, not a must have. At north of $50.00 USD on the secondary market, the risk of disappointment is not worth any potential reward. UPDATE (29 June 2017): MMP has <a href="http://www.multimanpublishing.com/Products/tabid/58/ProductID/100/Default.aspx">reprinted</a> this pack. The reprint of the Starter Kit Expansion Pack is another story, and the subject of the next post in this series.</div>
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<b><span style="font-size: x-small;">Notes</span></b></div>
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<span style="font-size: x-small;"><span style="color: black;">1. The chart can be found at the end of my <a href="http://asl-battleschool.blogspot.ca/2014/09/from-start-to-finnish-aslsk-at-ten.html">first post</a> of this series.</span></span></div>
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<span style="font-size: x-small;">2. The other exception is an ASLSK (and ASL-compatible) scenario published by Sherry Enterprises—better known by its flagship publication <i>Schwerpunkt</i>—in <i>Rally Point No. 6</i>. When RPT56 “Failure to Assimilate” was published in 2011, the green hexside artwork on board p would have been unintelligible to an ASLSK player without access to the hedge rules contained in ASLSK BP1. (See also note 10 below.)</span></div>
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<span style="font-size: x-small;"><span style="color: black;">3. See also, Mark Pitcavage’s <a href="http://www.desperationmorale.com/worldofasl/worldofficial2.html#aslsk">perspective</a>.</span></span></div>
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<span style="font-size: x-small;">4. For consistency, the authors also could have explained brush in the same context—in the event that the grain was treated as brush by Scenario Special Rule (SSR), or a hedge appeared alongside brush on a future ASLSK board.</span></div>
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<span style="font-size: x-small;">5. For instance, the rules tell us that a fully-tracked vehicle pays one Movement Point (MP) plus COT to cross a hedge, while an Armored Car (AC) pays 3 MP plus COT, and must undergo a Bog Check. I suspect that vehicles are a big reason why MMP did not introduce walls to ASLSK. Unlike walls, hedges do not provide the protection that allows vehicles to gain Hull Down status. Nor do hedges prohibit the firing of bow weapons, as walls usually do. Suffice it to say that adding walls to ASLSK would only add more barriers to the learning process. After all, ASLSK is supposed to be for beginners.</span></div>
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<span style="font-size: x-small;">6. Hedges are impassable to trucks, motorcycles, and horse-drawn transport.</span></div>
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<span style="font-size: x-small;">7. Occasionally, a vertex of a hedge hexside will be devoid of the green hedge artwork—a result of an error in the production process. However, the ASL rules are unequivocal in such cases. The hedge is said to extend the entire length of a hexside, inclusive of both vertices. The exception is an intentional gap. These gaps typically lie midway along a hedge hexside, and frequently appear in conjunction with a road hexside. Board p has no such gaps.</span></div>
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<span style="font-size: x-small;">8. A Demolition Charges (DC) may not be thrown in ASLSK, only placed (Section 4.3). Therefore, hexside TEM cannot apply as it can in ASL when a DC is Thrown (A23.6, and B9.3).</span></div>
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<span style="font-size: x-small;">9. This is an understandable simplification of the ASL rule (A9.34). Mortar fire actually lowers the hexside TEM by one, which effectively makes the hedge TEM 0. But this does not mean that the hedge TEM is necessarily NA, as it may still negate FFMO/Interdiction.</span></div>
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<span style="font-size: 10px;">10. None of the scenarios in the pack involve mortars (introduced in Starter Kit 2). Perhaps, MMP had something in the works. However, to date, scenarios featuring board p and mortars have appeared only in third-party publications. The reference to DC in the hedge example—namely that hedge TEM is not </span><span style="font-size: x-small;">applicable to DC attacks—was also included with an eye to the future. “Clearing Carentan,” the only scenario in ASLSK BP1 with a DC in the order of battle (OB), uses board z (which lacks hedges), not board p. It would be six years before MMP released an ASLSK scenario that again made use of board p. This time DC are in play. But still no mortars. The order of battle of a third-party scenario (see note 2 above) that uses board p not only has DC and mortars, but also a pair of self-propelled assault guns.</span></div>
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<span style="font-size: x-small;">11. Adjacent units of opposing sides cannot gain advantage (WA) over a shared hedge hexside at the same time. On this much the ASL and ASLSK rule sets agree. In ASL, however, a unit with WA over a shared hexside also prevents an opposing unit from gaining WA over any hexside whatsoever. The ASLSK rule differs. It allows units to gain, retain, and lose WA by hexside, not hex. </span></div>
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<span style="font-size: x-small;">There is a precedent for the ASLSK rule in Deluxe ASL (DASL). DASL is an adaptation that permits the use of 6mm miniatures on mapboards roughly three times larger than the norm. Only a handful of rules are unique to DASL, and most of these are a consequence of its bigger format. The 55mm hexes of DASL boards are big enough to accommodate extra information counters. The extra real estate allows the placement of multiple WA markers within a single hex. This in turn allows players to indicate which hexsides a particular unit has WA over. </span></div>
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<span style="font-size: x-small;">For the curious among you, have a look at the illustrated DASL example at the bottom of page 10B in the ASLRB2. This page was one of several replacement pages included with <i>ASL Action Pack 4</i> (2008). By the way, you will search in vain for any reference to WA in Chapter J. The rule is not found in the one-page chapter dedicated to DASL; it lies buried as an exception in Chapter B—in section B9.321 to be specific.</span></div>
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<span style="font-size: x-small;">12. The use of the word “airbursts” is yet another unfortunate inconsistency, as both the ASLRB2 and the ASLSK rule set proper use the term “Air Bursts.” The discrepancy was not corrected in the 2015 version of the hedge rules. </span></div>
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<span style="font-size: x-small;">13.<span style="color: #44ef00;"> </span>In some cases, it will not matter which TEM is chosen. However, if attacked by indirect fire, or a DC, an AFV or wreck would provide better protection than a hedge would. </span></div>
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<span style="font-size: x-small;">14. In order to play S59 “Mopping Up,” you need to wrap your head around the rules for hedges, and the SSR for steeples, naval artillery, and tunnels. The scenario also includes a bazooka, the rules for which are not found in Starter Kit 1. More important, you will find all of the counters necessary to play the scenario in only one place—in ASLSK EP1 (discussed in Part 6 of this series). When the scenario was released in the summer of 2015, the Expansion Pack had been out of print for some time, and remained so until early 2017. [October 2018 UPDATE: S62 "Reaper's Harvest," released in <i>Special Ops 8</i>, also uses board p. However, the prerequisites to play this scenario go beyond what is available in the initial Starter Kits. For example, the Waffen-SS 6-5-8/3-4-8 units in the German order of battle are found only in <i>Decision at Elst</i>, an historical Starter Kit module released in 2013. Counters from ASLSK2 and ASLSK EP1, both of which are currently out of print, are also required to play S62.]</span></div>
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<span style="font-size: x-small;">15. The effects of hedges on the placement of Residual FP is another area where the ASLSK rules depart from ASL proper. In Section 3.3.5 of the most current (2014) ASLSK rule set, players will find that hedges, i.e. hexside terrain—a term not found in the ASLSK rules, do not factor into the calculation for how much Residual FP is placed following an attack. Indeed, part of the rule is italicized in an effort to drive home the point that the amount of Residual FP left “is reduced by one IFT column for each positive IFT or To Hit DRM <i>caused solely by conditions outside the target hex (including TH DRM)</i>.” The ASLSK rule goes on to say that these conditions could also include positive leadership modifiers, CX status, and LOS hindrances,” but not the hexside TEM of the target hex, such as a hedge. </span></div>
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<span style="font-size: x-small;">This is understandable. Hedges appear in no other ASLSK publication. One has to wonder why MMP bothered to mention airbursts [<i>sic</i>], when there is no possibility of them occurring on board p. In my view, it would have made more sense to have skipped Air Bursts altogether. Instead, MMP could have kept things more consistent with the ASLRB2 by explaining how hedges can effect the placement of Residual FP. In ASL, the amount of Residual FP left is reduced by one column if the hedge TEM of the target Location modified (or could have modified, for example, versus a target claiming vehicle TEM rather than hedge TEM) the IFT/To-Hit DR.</span></div>
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<span style="font-size: x-small;">16. The SSR is a little ambiguous. It is conceivable that a person could argue that the Germans are allowed to make these attacks at the beginning of American Prep Fire and Defensive Fire Phases. But I am certain that the intent is that such fire can occur only during a friendly (that is, German) fire phase.</span></div>
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<span style="font-size: x-small;">17. A third SSR permits the US player to substitute any available DC for the American one in the order of battle. You will recall that the only prerequisite for <i>Beyond the Beaches</i> is ASLSK1. However, this Kit does not contain an American DC. For obvious reasons, a Russian DC is the best substitute.</span></div>
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<span style="font-size: x-small;">18. Two scenarios in ASLSK EP1 (next in this series) incorporated the refined versions of these special rules for hidden units. A heavily modified form of pre-game bombardment, as it is known in ASL, debuted in the same pack. Later, off-board artillery would become a fully-fledged rule in its own right, part of a historical module (Part 7 in this series) designed around the ASL Starter Kit rule set. Although I cannot confirm this, <i>Beyond the Beaches </i>may have been a testing ground of sorts for the inclusion of hedges in future Starter Kit publications, perhaps failing to make the cut in the first ASLSK historical module. </span></div>
Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com2tag:blogger.com,1999:blog-1421727884790275990.post-29884881525325804532016-03-05T21:29:00.001-05:002020-11-05T09:54:02.693-05:00Daft ducks and salted licorice<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoRPHhpNWP5esC2qz1xF5ZDpG0rHin9xYyRfQmjAXpm_4SlflakZlzh8DodhzfIFd5z5fHZet9Z91n7faJFWe5ayBi5sYSgPmBzbG-5mYLbi7Gz4xE-bSFqZFV_0mWA5HFl6jwkxlry14/s1600/1.+Year-end+Raffle+2015+winning+roll+5.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoRPHhpNWP5esC2qz1xF5ZDpG0rHin9xYyRfQmjAXpm_4SlflakZlzh8DodhzfIFd5z5fHZet9Z91n7faJFWe5ayBi5sYSgPmBzbG-5mYLbi7Gz4xE-bSFqZFV_0mWA5HFl6jwkxlry14/s400/1.+Year-end+Raffle+2015+winning+roll+5.png" width="391" /></a><br />
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The results are in. Yay! Yawn. </div>
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I know, I know. It has been ages since I <a href="https://en.wikipedia.org/wiki/Tim_Hortons#Roll_Up_the_Rim_to_Win">rolled up the rim</a>... er, wrong contest. We have a winner, five winners to be precise. </div>
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Three hundred Squad Leaders competed in our year-end raffle. I used four dice per roll, yet five followers nonetheless tied for second. There were no Yahtzees<sup><span style="color: #999999;">1</span></sup> whatsoever. The lowest roll was five. No one had six. Five had sevens, but only four of these followers were included in the final results. Let me explain.</div>
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Several of those following Sitrep have generic names and avatars. It can be difficult at the best of times to identify who is who. This was the case with a Squad Leader who would have placed third, if only we could have confirmed his or her identity. Our apologies to the person following Sitrep as “Poet.”</div>
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If you would like to ensure that you are not left out of our next raffle, we recommend that you follow under your own name, and preferably with a custom avatar. A mug shot works well.</div>
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With that out of the way, let’s have a look at the winners, beginning with the roughneck who placed fifth.</div>
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<b>Home on the range</b></div>
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The Front Range is the southern portion of the Rocky Mountains located in the US states of Colorado, and Wyoming. The Front Range Urban Corridor is a populous stretch of land bordering the eastern foothills of this range. It extends south from Cheyenne, Wyoming to Pueblo, Colorado. <a href="https://groups.yahoo.com/neo/groups/frasl/info">Front Range ASL</a> (FRASL—pronounced “frazzle”?) has nothing to do with American Sign Language, and everything to do with a wargame that turned 30 last year. A longtime member of this ASL fraternity placed fifth in our contest. Below is a snapshot from a FRASL get-together. They are entangled in a scenario from Gary Fortenberry’s <i><a href="http://asl-battleschool.blogspot.ca/2014/01/asl-action-pack-9-to-bridge.html">To the Bridge!</a></i> </div>
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<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif" style="color: #444444; font-family: verdana; font-size: xx-small;"><b>Fortenberry fracas fails to f</b><b>razzle FRASL fraternity.</b></span></td></tr>
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Some of you may know Tom Jazbutis, or simply “Jazz” from the ASL GameSquad forums, where he hangs his moderator hat from time to time. But few may be familiar with his early years in the hobby. Tom Repetti—the only inductee of ASL’s Hall of Greatest Wits (it’s a small hall, more of a vestibule really)—has never tired of poking fun at his good friend. Here, for instance, is Tom’s birthday tribute from 2007:</div>
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For Jazz, the only Lithuanian on the registered ASL players lists, largely because the rest of the group couldn’t stand another? For Jazz, whose checkered past includes sordid tales of wildcatting, lurid trips down uncharted rivers with nubile college girls, and seemingly impossible treks up the craggy peaks of nine of the ten world’s highest mountains? </div>
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He failed to mention Tom’s strange encounters with <a href="http://www.glossary.oilfield.slb.com/Terms/b/bell_nipple.aspx">bell nipples</a>, but I digress. The first takeaway from Tom’s truncated ode is that the latter Tom is of Lithuanian ancestry—more on this in a moment. The second is that Jazz has some ASL history. With that potted preamble, I would like to offer an indifferently edited, and randomly redacted insight into Jazz’s dark, ASL past, as recounted to me by a person who shall remain nameless. <br />
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<tr><td class="tr-caption" style="text-align: left;"><span face="Verdana, sans-serif" style="color: #444444; font-size: xx-small;"><b>Once upon a time there was a boy named Tom...</b></span></td></tr>
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For following Sitrep, for putting up with that other Tom on the ASLML (and the rest of us on GameSquad), and not least for enduring my unspuddy humour, Tom, I mean Jazz, wins a set of our <a href="http://asl-battleschool.blogspot.ca/p/arnhem.html">US Airborne BattleDice</a>.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgU4Wh8L5e0H7XPh-zWuij_x5DP8bSEFudWBxonflegBzIQnEYyHQRmvLKGptCQ9lGpo_gAnP0z2akCZt6oHAiqWrFUhI0ZSOoXe3OAlLPQ3_SeDNmFfOA5Phv2UPdv_smtPen3MwNOAfs/s1600/3.+16mm+US+Airborne+Set.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgU4Wh8L5e0H7XPh-zWuij_x5DP8bSEFudWBxonflegBzIQnEYyHQRmvLKGptCQ9lGpo_gAnP0z2akCZt6oHAiqWrFUhI0ZSOoXe3OAlLPQ3_SeDNmFfOA5Phv2UPdv_smtPen3MwNOAfs/s400/3.+16mm+US+Airborne+Set.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>Airborne! The US Marine Corps has nothing on these guys.</b></span><br />
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<b>Spanish Blues</b></div>
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But enough of slaying cougars (<i><a href="https://en.wikipedia.org/wiki/Cougar">Puma concolor</a></i>) in hand-to-hand combat, and Water Fowl Checks. It is time that I introduced our next prize winner. </div>
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Until recently, I could count the number of ASL players in Lithuania on the toes of my phantom limb. Not so anymore. I confess that I have no clue how many ASL players actually live in Lithuania. I do, however, know of one who does. He lives and works in <a href="https://en.wikipedia.org/wiki/Vilnius">Vilnius</a>, the capital. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAZyCKDTgSn3hyaRGkH3dyloJd6mj01zi_hpUFaCddQqK-gi6qUrboQIz2etxXv3nrCVD4TNLRQTrNMJsX-xuThai-e8SA6I8FrEuSlrkyqxzv5MvC4l3L9tRtF0Q_OGi_0zegsHaglI0/s1600/4a.+BT-7+Vilnius.png" style="margin-left: auto; margin-right: auto;"><img border="0" height="287" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAZyCKDTgSn3hyaRGkH3dyloJd6mj01zi_hpUFaCddQqK-gi6qUrboQIz2etxXv3nrCVD4TNLRQTrNMJsX-xuThai-e8SA6I8FrEuSlrkyqxzv5MvC4l3L9tRtF0Q_OGi_0zegsHaglI0/s400/4a.+BT-7+Vilnius.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>BT-7 fast tanks could be driven on their road wheels.</b></span></td></tr>
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Fernando is an unusual name for a Lithuanian—the descendant, perhaps, of a Spaniard who passed through the area on his way to the Russian front in September 1941. I am kidding. But it could have happened. Biographies of former members of <a href="https://en.wikipedia.org/wiki/Blue_Division"><i>La</i> </a><i><a href="https://en.wikipedia.org/wiki/Blue_Division">División Azul</a> </i>are replete with romantic liaisons. They claim to have left a trail of broken hearts from Madrid to Novgorod, 200 kilometres south of Leningrad. As each contingent travelled north to fight its personal, anti-Bolshevist crusade, it paused to gather provisions, and rest. Some Spaniards got more rest than others. </div>
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The Germans were appalled at the poor Spanish military discipline and decorum. However, ordinary soldiers and senior commanders alike soon came to respect the fighting prowess of their newfound allies. As German forces became encircled at Demyansk and <a href="http://asl-battleschool.blogspot.ca/2011/07/kg-scherer-shield-of-cholm.html">Kholm</a> during that first, almost disastrous, winter campaign, the Spaniards steadfastly held a 50-kilometre stretch along the Volkhov River north of Lake Ilmen. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuSG_Y253IqBtLA2CxVh7MtIXTdSqFFFXS_-TluUVXQaVcs2nS-IVIgXmRknKHsWw7NeNtrEtO8V7eHMnCOVutTJB78nb40Sx5KEDKETvPUTp0qHvIYsd8wF0XBlKkqG8_xuraYSyGEcU/s1600/4b.+Spanish+Blue+Division.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuSG_Y253IqBtLA2CxVh7MtIXTdSqFFFXS_-TluUVXQaVcs2nS-IVIgXmRknKHsWw7NeNtrEtO8V7eHMnCOVutTJB78nb40Sx5KEDKETvPUTp0qHvIYsd8wF0XBlKkqG8_xuraYSyGEcU/s400/4b.+Spanish+Blue+Division.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>The Spanish Blue Division 1941-1943</b></span></td></tr>
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Advanced Squad Leader is the most exciting wargame that Fernando Gargallo knows, and consequently heaps of fun to play. It is even reasonably historical, Fernando allowed. Whether or not he was hinting at the special capabilities of Spanish units in LFT’s <i><a href="http://asl-battleschool.blogspot.ca/2012/12/la-verite-sur-les-franc-tireurs.html">División Azul</a></i> series of scenarios, I cannot say.<sup><span style="color: #999999;">2</span></sup> ;)</div>
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Fernando began playing the game in 1988, but left it behind for work in 2001. Two years ago, the <a href="http://vasl.info/">Virtual ASL</a> interface rekindled his interest in the hobby. Fernando has (re)learned much since 2014, and follows the ASL blog of his fellow countryman <a href="http://ramonrealbernal.blogspot.ca/">Ramón Real Bernal</a> closely. Our ASL representative in Vilnius is determined to improve his level of play. Winning, while thrilling, is seldom as memorable as the circumstances that led to the win (or loss), however. Fernando appreciates a good story, and ASL has no shortage of those. Like everyone, he reflected, he has had moments when the outcome of a scenario was all but certain. Winning or losing unexpectedly on the last turn is what sets ASL apart from many other wargames. Anything can happen.</div>
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Fernando finds Vilnius “a little cold.” He promised to send me a photo of him in the summer, when he has a copy of the ASL Rulebook handy for a picture of him holding the orange bible in historic Vilnius. With any luck, it will be a little warmer then, and he will be a little less blue. Until winter breaks, he can play ASL online, and comment on ASL blogs. He can even win some ASL-themed dice, because with ASL, anything can happen.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaa5AVkvFOwDIlI2ePmaJo_-mqptww8UXTHKMVhAfFDL4eWqvgvVs43Kzl4anXjB0cU_3_u8CF1AZwLR_X3chnGT5iEove9rwyZzzzPCiHTmH5CyLRPUCHp8pCxABELPnx6uysQ8HEvU0/s1600/5.+16mm+Op+MG+British+Set.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaa5AVkvFOwDIlI2ePmaJo_-mqptww8UXTHKMVhAfFDL4eWqvgvVs43Kzl4anXjB0cU_3_u8CF1AZwLR_X3chnGT5iEove9rwyZzzzPCiHTmH5CyLRPUCHp8pCxABELPnx6uysQ8HEvU0/s400/5.+16mm+Op+MG+British+Set.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>43rd Wessex, British Airborne, and Guards Armoured</b></span></td></tr>
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Although almost 500 kilometres from the nearest (known) ASL players in Warsaw, Fernando is not alone. He is part of a worldwide community of players eager to meet new people, and to share its love of the game. A Spaniard expatriate in Lithuania took the time to join an ASL blog in Canada. He won a set of British BattleDice, including a die representing the <a href="http://asl-battleschool.blogspot.ca/p/arnhem.html">43rd Wessex Division</a>. Wessex is an historical area of southern England that shares its eastern boundary with West Sussex, which is a convenient segue to our next winner. </div>
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<b>Something about Sompting</b></div>
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Nick Carter will be chuffed to learn that the man responsible for his good fortune in 2013, now has some of his own. In a <a href="http://asl-battleschool.blogspot.ca/2013/12/lucky-dragons-breath.html">previous contest</a>, we asked readers to nominate a fellow ASL player for a prize. Lee Hyde, a resident of Sompting, in West Sussex, put forward Nick’s name. Nick won a handsome, wooden dicetower, and a pair of BattleDice. </div>
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When Lee submitted his nomination, Nick had lived about 25 miles away in East Sussex. I was disappointed to learn that Nick has since moved away. Lee is once again without an ASL mentor, and game partner. At Nick’s insistence, Lee had attended his first tournament, the long running <a href="http://www.vftt.co.uk/uktournaments.asp?type=INTENSIVE%20FIRE%202016">Intensive Fire</a> in Bournemouth, roughly 90 miles west of Sompting. I would like to see Lee make this trek again, if nothing else than to be able to share a few pints with the tourney regulars. With a bit of luck, he might find a new ASL mate, someone close at hand, and willing to take a newer player under his wing. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgac7Sh940KPYGF-ELFF4iuKqF2NFqMxsMcNLqOe7GclFOlX0G9Gb6FpFSvsSqH7W99s5boBpp8LuhVme7YkPLpbHhSMfAKra0Y_Q0yzGWwwPkeF53Dv9Sji0rGPSX0mcc5su4Yn8cvbWM/s1600/6.+Something+strange+in+Sompting.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgac7Sh940KPYGF-ELFF4iuKqF2NFqMxsMcNLqOe7GclFOlX0G9Gb6FpFSvsSqH7W99s5boBpp8LuhVme7YkPLpbHhSMfAKra0Y_Q0yzGWwwPkeF53Dv9Sji0rGPSX0mcc5su4Yn8cvbWM/s400/6.+Something+strange+in+Sompting.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>Sea lions and Saxons in Sompting</b></span></td></tr>
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Should Lee decide to head to Bournemouth this November, he can give his <a href="http://asl-battleschool.blogspot.ca/p/arnhem.html">new BattleDice</a> a spin. After all, <a href="http://asl-battleschool.blogspot.ca/p/baddies.html">black</a> goes with everything, right?</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBBb7r2xPMCQiMQi3mFkuUUPGcF4VxemCNQFHT6wMugmmIaRwu1u8reJW5x500SutNo_x2iimBawM9TQhM-ExbZ8ezIGeJDVPvMFPFO-tyXHalc7xQcVufTOLchwXT76WgAumuJI5CH4c/s1600/7.+16mm+Op+MG+German+Set.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBBb7r2xPMCQiMQi3mFkuUUPGcF4VxemCNQFHT6wMugmmIaRwu1u8reJW5x500SutNo_x2iimBawM9TQhM-ExbZ8ezIGeJDVPvMFPFO-tyXHalc7xQcVufTOLchwXT76WgAumuJI5CH4c/s400/7.+16mm+Op+MG+German+Set.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>Only "Hitler Youth and old men on bicycles." Not!</b></span></td></tr>
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<b>Soft spoken in Spokane </b></div>
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The runner up in our raffle—the man who won the tie breaker for second place—returned to the ASL fold a few years ago. He had played regularly from 1990 until 1992. After a 20-year hiatus, he took another run at it. He has been running every since. In 2012, he began by playing <a href="http://asl-battleschool.blogspot.ca/2014/09/from-start-to-finnish-aslsk-at-ten.html">ASL Starter Kit</a> scenarios with “neophyte friends.” He has spent the last three years learning the ropes with a bevy of “really cool, experienced, and veteran players.” </div>
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James Lamphere works as a Systems Administrator for Eastern Washington University in Cheney, Washington. Cheney is maybe 20 miles southwest of Spokane (spō-kăn′). There James befriended several accomplished ASL players. One, a <i>grognard</i> by the name of Rob Wolkey, observed that “James is the perfect opponent.” He is willing to try anything when it comes to scenarios, and he never complains about his luck. (James and “boxcars” have a special relationship that could be related to his earlier neglect of ASL, rather than shoddy dice. But just to be sure, I think that we can help him out in the latter department.)<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrHQihnGnoIE9JrYcohD2K4yhr47WBfaVPwi4KXsSa8hYeqYSE0sqzafqOJ3tYiN4-8mos2ihsp2o2Zchn4GQMz6_bTUfwvOLVzfUS7Z4CBInVEX9ANk52YrgB2ZFeenvC5QXAiLNTIe8/s1600/8.+Spokane+ASL+1600px.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrHQihnGnoIE9JrYcohD2K4yhr47WBfaVPwi4KXsSa8hYeqYSE0sqzafqOJ3tYiN4-8mos2ihsp2o2Zchn4GQMz6_bTUfwvOLVzfUS7Z4CBInVEX9ANk52YrgB2ZFeenvC5QXAiLNTIe8/s400/8.+Spokane+ASL+1600px.jpeg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><b style="color: #444444; font-family: "\"verdana\"", sans-serif; text-align: left;">ASL is alive and kicking in Spokane, WA.</b></td></tr>
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Rob’s endorsement does not end there. James is also a valued member of his local band of ASL brothers because he often hosts game days. His spacious basement has room for ten or more players, with tables large enough to accommodate campaign games (CG). It has been 25 years since James threw his first dice in “Gavin Take,” but 30 years since ASL made its debut in 1985. As we celebrate the second milestone, James can reflect upon his own anniversary with a set of our <a href="http://asl-battleschool.blogspot.ca/p/asl-at-30.html">ASL at 30 anniversary BattleDice</a>. And if James is truly game for anything, his next visit to Stalingrad may as well be at night. </div>
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<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>ASL at 30 - Head east young man!</b></span></td></tr>
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Before we head overseas to meet the winner of our raffle, I need to fess up. There is probably another reason why James has acquired so many new ASL friends. His man cave boasts that quintessential North-American appliance, an amply-stocked beer fridge. As Mr. Wolkey summed up, you “can’t get more perfect than that!”</div>
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<b>Capetown capers</b></div>
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Chris van Wyk lost the tie-breaker in one of our earliest raffles back in <a href="http://asl-battleschool.blogspot.ca/2011/11/oktoberpast.html">2011</a>. His luck improved somewhat when he scored a pair of Crown Jewels in the <a href="http://asl-battleschool.blogspot.ca/2015/01/four-of-kind.html">2014 year-end raffle</a>. His was a clean heist this year, however, as Chris made off with six gems, one, a personal favourite of Tom Morin. But I am getting ahead of myself. </div>
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Chris lives in Cape Town, far from the main concentrations of ASL players in North America, and Europe. South Africa is nonetheless home to a number of ASL fans. If the pins on Nadir Elfarra’s <a href="https://www.google.com/maps/@10.060804,-49.6012764,3z/data=!3m1!4b1!4m2!6m1!1sze3Eaii-ol2A.k78oxuUwe4Os">ASL Player’s Map</a> are current, Lance Raftesath also resides in Cape Town, while Neil Amoore lives in the outskirts of Johannesburg. In this respect, Chris is better off than the lone Frenchman on Réunion, an isolated island more than 100 miles off the east coast of Madagascar! </div>
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It has been ages since I noticed Chris post on the GameSquad ASL forums, although I may have seen a more recent post on BoardGameGeek. I am not suggesting that he has lost interest in ASL—far from it. However, a pair of young children are at least as interesting. Before the youngsters were old enough to walk, and demand their father’s full attention, Chris was quite active in the hobby. For instance, a few days ago I noticed that he was credited with proofing the rules for Suicide Creek, a smallish Campaign Game (CG) set on New Britain, New Guinea, and released in <i>ASL Journal 9</i>.<sup><span style="color: #999999;">3</span></sup></div>
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<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>Dutch treats - </b></span><span style="font-size: xx-small;"><span style="color: #444444;"><b style="text-align: justify;"><i>Zoute </i></b><span style="letter-spacing: 0.3px; text-align: justify;"><b><i>Drop</i></b></span></span><b style="color: #444444;"> and ASL in "the Netherlands."</b></span></span></td></tr>
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<span style="font-family: "verdana";">Things are looking up ASL-wise, though. Chris has persuaded a fellow Afrikaner to take up the hobby. Below is a recent photograph of a game they played from that most sought after of HASL modules, </span><i style="font-family: verdana;">A Bridge Too Far</i><span style="font-family: "verdana";">. </span></div>
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Coincidently, Chris has won a set of our newest HASL BattleDice, only not for the Battle of Arnhem. The first dice in our Stalingrad series are designed to complement Tom Morin’s <i>Valor of the Guards</i> module, which reminds me. The latest <i>ASL Journal</i> contains two more scenarios for VotG.<sup><span style="color: #999999;">4</span></sup> However, should Chris (and Stefan) not wish to be banished to the Russian front for the next couple of years, we will entertain requests for something more Arnhem<i>ish</i>. </div>
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<tr><td class="tr-caption" style="text-align: left;"><span face=""verdana" , sans-serif" style="color: #444444; font-size: xx-small;"><b>Tour Stalingrad with the 13th Guards Rifle Division</b></span></td></tr>
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Congratulations to Chris and the rest of the prize winners! And good luck to everyone else in our next contest!</div>
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<b><span style="color: #b45f06;">How to claim your prize</span></b></div>
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1. Leave a comment at the bottom of this post accepting the prize.* </div>
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2. <a href="http://asl-battleschool.blogspot.ca/p/contact.html">Email us</a> to arrange delivery.</div>
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3. Make sure that you are still following Sitrep. (We have inexplicably lost more than 50 Squad Leaders in the past 60 days. It may be a Google thing, but best to check.)</div>
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<i>*Substitutions are at our discretion.</i></div>
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<b><span style="color: #274e13;">How to win a prize</span></b></div>
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1. Join Sitrep as a Squad Leader (i.e. a follower).</div>
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2. Please use a custom avatar, preferably a photograph of yourself, and your full name.</div>
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3. Watch for contest announcements, and ensure that you meet any special requirements.</div>
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<b><span style="color: #990000;">Canada Day Contest</span></b></div>
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On the fifth anniversary of Sitrep—1 July 2016, for those not counting—we would like to raffle off sets of our newest BattleDice: the <a href="http://asl-battleschool.blogspot.ca/p/d-day.html">D-Day Series</a>, and <a href="http://asl-battleschool.blogspot.ca/p/baddies.html">“the Baddies.”</a> In November 2013, we ran <a href="http://asl-battleschool.blogspot.ca/2013/11/game-for-dicey-proposition.html">a different sort of raffle</a>. Instead of putting names into a hat, we asked our readers to do it for us. </div>
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If the last contest was indicative of what we may expect, this type of raffle means a lot less dice rolling. In other words, it is up to you, the reader, to do the work, or at least part of it. </div>
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We will make a formal announcement in a later post. For now, we would like you to think about who you might like to nominate as your ASL mentor, and why. On 30 June, we will roll to see which of mentors from the list of those submitted win a prize. Until next time, thanks for reading, and following along.</div>
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<b><span style="font-size: x-small;">Notes</span></b></div>
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<span style="font-size: x-small;">1. Speaking of Yahtzee, we had a custom order for some interesting BattleDice a few months ago. A charming young woman commissioned a special set of dice for her husband. He is an artillery officer with the US 82nd Airborne Division, and is returning from yet another overseas tour later this month. Somehow, she had stumbled upon a photograph of the <a href="http://asl-battleschool.blogspot.ca/p/arnhem.html">US Airborne BattleDice</a> that we released last October. While she liked what she saw, she wanted a more personal memento. The result was a monogrammed set of 82nd Airborne and US Field Artillery dice. But here is the kicker. She wanted them for playing Yahtzee! I failed to mention to her that “Yahtzee” usually signals bad luck (in ASL), not good fortune. </span></div>
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<span style="font-size: x-small;">She emailed us a delightful photograph when the dice arrived, and plans to send another once she has completed the custom wooden box that will house them. Cool beans! </span></div>
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<span style="font-size: x-small;">2. In nine of the ten scenarios included with <a href="http://asl-battleschool.blogspot.ca/2012/12/la-verite-sur-les-franc-tireurs.html">Le Franc Tireur Issue 10 <i>La</i> <i>División Azul</i></a>, Spanish units have a -2 drm on the Leader Creation Table, and a -1 DRM on the Heat of Battle Table. </span></div>
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<span style="font-size: x-small;">3. The landings at Cape Gloucester, New Britain were largely unopposed, and within three days US Marines had advanced ten kilometres through dense jungle, and captured the airfield. Japanese resistance stiffened thereafter. On New Year’s Day, for example, as the 5th and 7th Marine Regiments readjusted their lines, they ran headlong into an artfully concealed system of enemy strongpoints lining the far side of a stream “<a href="http://www.ibiblio.org/hyperwar/USMC/USMC-C-Gloucester/">already known as Suicide Creek</a>.” The defenders rebuffed American attacks for two days. Eventually, tanks were brought forward to reduce each Japanese position in turn, but not before American engineers had laid a corduroy road over the soft ground of the rainforest floor. (As of today, we still have a few copies of <i>Journal 9 </i>in stock.)<i> </i></span></div>
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<span style="font-size: x-small;">4. The new Tom Morin scenarios are VotG26 “Bad Day for the Luftwaffe,” and VotG 27 “Drama, the Park, and Deadly Things.” Talk about getting your money's worth out of a historical module. Twenty-seven scenarios for this gutted patch of Stalingrad. Way to go Tom! How is that die of the 13th Guards Rifle Division working out for you, by the way?</span></div>
Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com12tag:blogger.com,1999:blog-1421727884790275990.post-28629291208196413472015-10-16T17:58:00.002-04:002017-09-02T10:39:39.903-04:00New BattleDice!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihyphenhyphen0bK92DCO9khyk_VQkvBasCTbFNRtx2QM7knxf5ZsmlES6l6_I0nYsCr-o0X9SpptG5xJSbHat4IEfQLVj_cqTgMNaq-5qQSpX7-lQPRSqfrBNS-zzHTXxg8peLCXfbaXuCRg5RezHw/s1600/16mm+Stalingrad+25+Pz+Gren+ASL+at+30.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihyphenhyphen0bK92DCO9khyk_VQkvBasCTbFNRtx2QM7knxf5ZsmlES6l6_I0nYsCr-o0X9SpptG5xJSbHat4IEfQLVj_cqTgMNaq-5qQSpX7-lQPRSqfrBNS-zzHTXxg8peLCXfbaXuCRg5RezHw/s400/16mm+Stalingrad+25+Pz+Gren+ASL+at+30.jpg" width="400" /></a></div>
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<span style="font-family: "verdana" , sans-serif;"><b>Please have a look at some of the new pages we created for our new Stalingrad <a href="http://asl-battleschool.blogspot.ca/p/stalingrad.html">BattleDice</a>, <a href="http://asl-battleschool.blogspot.ca/p/battlebones.html">BattleBones</a>, and <a href="http://asl-battleschool.blogspot.ca/p/coldcubes.html">ColdCubes</a>. Check out the latest dice in our Arnhem series <a href="http://asl-battleschool.blogspot.ca/p/arnhem.html">here</a>, and our new Starshell die below. And do not forget to have a peek at our <a href="http://asl-battleschool.blogspot.ca/p/asl-at-30.html">30th anniversary</a> set.</b></span></div>
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<span style="font-family: "verdana" , sans-serif;"><b>See our KitShop catalogue on Dropbox for a complete list of new releases and pricing. </b></span><br />
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</b></span><span style="font-family: "verdana" , sans-serif;"><b>You may also email to order some <a href="http://asl-battleschool.blogspot.ca/p/arnhem.html">items separately</a>.</b></span></div>
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</b></span>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com2tag:blogger.com,1999:blog-1421727884790275990.post-53740977007507264292015-07-23T17:03:00.000-04:002015-08-05T16:13:54.224-04:00Of Apples and Oranges<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp8oh8ZKNiYMBSDWIfcuujPEcbBEO31ZalX2HORFtK1P0zjcSSeLtc_7XHUuu1cDclTxddYH0ZbPolELVgPrrCY6odtTWNTjNDPaVeZNhGirCfg7jwBjWZtAJdNtMpk0MwDz0hj0puCDY/s1600/1.+Apples+and+Oranges+M.+Weistling+800px.png" imageanchor="1" style="clear: left; display: inline !important; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" height="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhp8oh8ZKNiYMBSDWIfcuujPEcbBEO31ZalX2HORFtK1P0zjcSSeLtc_7XHUuu1cDclTxddYH0ZbPolELVgPrrCY6odtTWNTjNDPaVeZNhGirCfg7jwBjWZtAJdNtMpk0MwDz0hj0puCDY/s400/1.+Apples+and+Oranges+M.+Weistling+800px.png" width="400" /></a><br />
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The results of our Canada Day raffle are in. Sitrep turned four at the beginning of July. Two Squad Leaders have something to celebrate too. </div>
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I used four dice for the contest. I rolled more than 300 times, once for each person following Sitrep as of midnight on the last day of June. Although one fellow did manage four twos—the only Yahtzee of the lot—no one had four ones. The lowest roll was five. Only one Squad Leader scored this low. Before I announce his name, I would like to take a short detour down an Orchard Road.</div>
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<b>How do you like them apples?</b></div>
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<tr><td class="tr-caption" style="text-align: left;"><b><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;">Red Delicious</span></b></td></tr>
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Back in the ‘80s, the popular “Red Delicious” apple accounted for 75 percent of the apple harvest in Washington state. I confess that I never cared much for this rather bland apple, preferring instead a tart, just-picked McIntosh, or “Mac.”<span style="color: #999999; font-size: xx-small;">1</span> While I still enjoy tart apples at harvest time, I have come appreciate several other varieties, especially the Royal Gala. I had my first Royal Gala in New Zealand, where, as it turns out, this variety originated in 1977.<span style="color: #999999; font-size: xx-small;">2</span></div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: Verdana, sans-serif;"><b>Royal Gala</b></span></td></tr>
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The Red Delicious still reigns supreme in Washington, but it now comprises only a third of the total apple harvest. The heir apparent is none other than the Royal Gala, which in second place, accounts for almost a fifth of the state’s apple bounty. Times and tastes invariably change. How much, is open to speculation.</div>
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Wargames, <a href="https://en.wikipedia.org/wiki/Greg_Costikyan">Greg Costikyan</a> contended, had their heyday in the 60s and 70s. Costikyan appeared to know what he was talking about. He worked at Simulations Publications, Inc. (SPI), The Avalon Hill Game Company’s (AH) biggest competitor in the wargames market until SPI went bust in 1982.<span style="color: #999999; font-size: xx-small;">3</span> In his 1996 eulogy of wargaming, Costikyan opined that the hobby’s decline began in 1977, with SPI’s decline in sales. This, you may recall, was the same year that the AH released <i>Squad Leader</i>. John Hill’s game sold more than 200,000 copies, a milestone that remains unsurpassed to this day. At the time, however, SPI was the leading publisher of wargames, not AH.</div>
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<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Strategy & Tactics No. 68</b></span></td></tr>
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Avalon Hill’s days were numbered though. Only a couple of years after Costikyan penned his “<a href="http://www.costik.com/spisins.html">A Farewell to Hexes</a>,” AH was no more. Costikyan believed that the demise of SPI was the most important factor in the decline of wargaming. But he also pointed his finger at the allure of computer games, and board games that had become far too complex. Early wargames published by SPI and AH were pretty basic affairs, easy for new players to grasp. By the 1980s, however, many wargames had grown increasingly detailed and complex. Costikyan singled out the Squad Leader system as the most striking embodiment of this phenomenon. </div>
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[T]he original John Hill game was simple enough to be accessible... Over time, Avalon Hill published expansion upon expansion, turning it into a game of rococo complexity, culminating with the release of ADVANCED SQUAD LEADER, a game so complex than one could teach college-level courses in its play, so convoluted that its developer, Don Greenwood, felt compelled to include such minutiae as the Kindling Availability Table [<i>sic</i>] and the Sewer Emergence Chart. It is hard to believe that even the most macho of ‘I-know-the-rules-so-I’m-better-than-you-you-poor-pathetic twit’ complexity enthusiasts play this thing much.</div>
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From one ‘I-know-the-rules-so-I’m-better-than-you-you-poor-pathetic twit’ to another, I think that we can agree that Costikyan was no fan of ASL. I think that we also can agree with Costikyan’s conclusion that games like ASL were never intended to have mass-market appeal. But Costikyan apparently misunderstood the underlying attraction of ASL. For someone who has since written extensively on the subject of <a href="https://mitpress.mit.edu/index.php?q=books/uncertainty-games">uncertainty in games</a>, Costikyan is surprisingly dismissive of what he subsequently described as the performative uncertainty, analytic complexity, and narrative anticipation of games. Advanced Squad Leader epitomizes these and other attributes, and in doing so, offers a rich, wargaming experience. But do not take my word for it. </div>
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Bryan Martin—our “Yahtzee” winner—had this to say, when I asked him to reflect upon what drew him to ASL.<span style="color: #999999; font-size: xx-small;">4</span> </div>
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I stumbled upon ASL in the late 2000’s when I was getting back into war games. I was immediately drawn to its reputation for being a highly detailed and granular game. I found in playing that the level of detail in the game gave me enough options to try and pull off whatever ridiculous plan I can dream up. I also really like the collaborative storytelling aspect of the game. I enjoy looking back after playing a scenario, and seeing the story we created. </div>
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And my wife likes to play [ASL Starter Kit], so bonus.</div>
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Is Bryan, a resident of Redmond, Washington, representative of ASL’s target market? Is his wife? Both are gamers. As the photo below attests, they have no shortage of options. The hugely popular <i><a href="https://boardgamegeek.com/boardgame/12333/twilight-struggle">Twilight Struggle</a></i>, for instance, has held top spot among board games on BoardGameGeek (BGG) since 2010. This geopolitical game also ranks first among wargames on BGG, thirteen places ahead of ASL.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK4VS2PDEcyVvb129sR32ocoq4rU4L2344ng2WadQr3G_AjgOz6duKr6tvT-NAHOrFp8SJKvyxlUcW2d_NI4vwtcU3z6cWUOdTr2_Qkom_hIuH_4ybkTpS6IP8io5V_J6-TjiAPam4S28/s1600/2.+Bryan+Martin+and+son+1600px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="343" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK4VS2PDEcyVvb129sR32ocoq4rU4L2344ng2WadQr3G_AjgOz6duKr6tvT-NAHOrFp8SJKvyxlUcW2d_NI4vwtcU3z6cWUOdTr2_Qkom_hIuH_4ybkTpS6IP8io5V_J6-TjiAPam4S28/s400/2.+Bryan+Martin+and+son+1600px.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>The future of ASL is in our hands!</b></span></td></tr>
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Why play ASL then? Well, I suppose because ASL offers something different. Sure, it is an acquired taste. So is the soft, aromatic Cox’s orange pippin, <a href="http://www.independent.co.uk/life-style/food-and-drink/features/they-compared-apples-with-applesand-the-gala-won-2241861.html">Britain’s most prized apple</a>. In the 1980s, these nutty apples, with hints of anise and cherry, made up a third of apple production worldwide. “That the Cox’s orange pippin is the tastier, more complex and superior apple is widely agreed,” reported the Independent in 2011, “But the Gala—a cross between the Golden Delicious and the Kidd’s Orange Red, itself a cross of the Cox’s orange pippin and the Red Delicious—is easier to store, has a higher yield and is available all year round.”</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj41-9SQjU2Uyp86GFkmQXFkuW4U1QDNTD0MgdlHMDQh1yvAGPh4RhaqbDtvtOcQ64wYez0Z1tkcpX1Z1BRuqA4iwqose6hRa9vtvjWCAdQWxANCQh-Ulr6djctlaAVfsh4OZhsrzNTSu0/s1600/Cox%2527s+Orange+Pippin+Apple+1000px.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj41-9SQjU2Uyp86GFkmQXFkuW4U1QDNTD0MgdlHMDQh1yvAGPh4RhaqbDtvtOcQ64wYez0Z1tkcpX1Z1BRuqA4iwqose6hRa9vtvjWCAdQWxANCQh-Ulr6djctlaAVfsh4OZhsrzNTSu0/s200/Cox%2527s+Orange+Pippin+Apple+1000px.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Cox's Orange Pippin Apple</b></span></td></tr>
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I have no idea how many copies of <i><a href="http://www.multimanpublishing.com/Products/tabid/58/CategoryID/11/Default.aspx">ASL Starter Kit</a></i> Multi-Man Publishing (MMP) has sold in the past decade. However, given time, this figure may well surpass that of <i>Squad Leader</i> some day. Accustomed to gourmet coffee and international cuisine, younger gamers are looking for a more nuanced gaming experience, something less certain than a computer algorithm, and more challenging than the average tile or card game.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAqUdYpvWAxNjSarLZMoSihBdBog6yxkzQhx-uAsVFV72718nzBbq4MF51e2dROqogFNcH3B1t_9j-kFZxLfkwBLxUOxp9pt_bf5g-XLuMNym5Vpg9nbnLU00WEnZFAw2VyqKG3ukNHHc/s1600/3.+Carcassonne+1600px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAqUdYpvWAxNjSarLZMoSihBdBog6yxkzQhx-uAsVFV72718nzBbq4MF51e2dROqogFNcH3B1t_9j-kFZxLfkwBLxUOxp9pt_bf5g-XLuMNym5Vpg9nbnLU00WEnZFAw2VyqKG3ukNHHc/s400/3.+Carcassonne+1600px.png" width="376" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b><i>Carcassonne</i> rewards players who plan for the endgame.</b></span></td></tr>
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My wife is no game connoisseur. Having played <i>Carcassonne</i> and <i>ASL Starter Kit</i>, she nevertheless understands the difference between the two. Each game has its appeal. Which one you play on a particular day depends on your appetite. Tastes change, but I suspect that our appetite for new and challenging games will not. </div>
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I think that as long as ASL continues to provide a challenge, scenario designers can continue to satisfy our desire for new flavours. Granted some <i>grognards</i> will have sampled much of ASL’s fare over the past 30 years. But for others, ASL remains an exotic fruit.</div>
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<tr><td style="text-align: center;"><img border="0" height="237" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZrZtCjGWfEteN0_Fm9qNnxeehYLdDc-rhe1-Fea7l6s0Xiu0RkwPmH0SsyMF3rMoMDzZka2zOa156KMLJJjf5dKgkSIqSwgSbQ94LNokeZxz2gpwJQNIRMui-pWr0hUmCjBeXAEjBInE/s320/ASLSK1+10th+edition+Orange+is+the+new+Black.jpg" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><b><span style="font-family: Verdana, sans-serif; font-size: xx-small;">Orange is the new black</span></b></td></tr>
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<b>Orange Crush</b></div>
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In the early 70s, when sliced bread was still delivered to our doorstep, the milkman occasionally included a carton of Valencia orange juice with our order.<span style="color: #999999; font-size: xx-small;">5</span> It was a special treat. The “OJ” was sweeter than the frozen concentrate from Florida that was fast becoming a household staple, and leagues ahead of the sour solution served in petite glasses in countless, forgettable diners across North America. Alas, my childhood refreshment was not hand-pressed from the fruit of orange groves that envelop a distant Iberian city. More likely, it was a pasteurized concoction of juice harvested in Florida.<span style="color: #999999; font-size: xx-small;">6</span> So much for the discerning taste of a ten-year-old. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6Hd67zhGMFLfS_UJ98O1hCTUNeJPuvLuuJr5bUmHpDWcnZy_6TYE6EsVGl2TfTGapiG9gYLwVizxIJTvzQSJOt_db_fChrgWW9Ri_jnSQopS4osKzkUqPGxKnK0RIJI0bFO6gBDI4m7U/s1600/Oranges+grown+in+Valencia+Spain+1200px.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6Hd67zhGMFLfS_UJ98O1hCTUNeJPuvLuuJr5bUmHpDWcnZy_6TYE6EsVGl2TfTGapiG9gYLwVizxIJTvzQSJOt_db_fChrgWW9Ri_jnSQopS4osKzkUqPGxKnK0RIJI0bFO6gBDI4m7U/s200/Oranges+grown+in+Valencia+Spain+1200px.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Produce of Valencia, Spain</b></span></td></tr>
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The Valencia is a sweet orange (<i>Citrus sinensis</i>). The cultivar, or cultivated variety, is named after the Spanish city of the same name, which is renowned for its citrus trees.<span style="color: #999999; font-size: xx-small;">7</span> The parentage of the Valencia remains uncertain. The trees appear to arrived in the Americas via England, the Azores, and perhaps Portugal before that. Oranges are not native to Europe, however. They originated in southeast Asia. In the fifteenth century, the sweet orange was brought to Europe from India. Until then, only bitter oranges, such as the Seville orange,<span style="color: #999999; font-size: xx-small;">8</span> grew in the Mediterranean basin. </div>
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Back in the day, citrus was seasonal. <a href="https://en.wikipedia.org/wiki/Mandarin_orange">Mandarins</a>—where the Valencia gets its sweetness—were something that Canadians looked forward to as Christmas approached. Due to a globalization process that began centuries ago, many of us are now able to sample the fruits of far of lands year round. Of course, a lot more than produce has been transplanted over the centuries. </div>
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Following the release of ASL, an international brigade of squad leaders began to form in Spain. In 1987, a curious Spaniard witnessed a match of “The Guards Counterattack.” Hooked, the young man eagerly purchased every ASL module available. However, no amount of cajoling could convince the role-playing crowd in his town to try a tactical-level board game that focussed on ground combat in World War II. In 2009, an older and wiser man began a new life in Valencia. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHOgY01AYHJT20x1h9A6jbVBWutIaILKCUFr10f5E14V4IiRS4ivaL3uwJIeT-WjLrNrHr1RM0DI2TCHQshfGWPIb7Nt91c1nQN5h7H4l_mttRmqfrIBRM_EoI3LJDCWk6h3j5RHQOacg/s1600/4.+Agua+de+Valencia+1600px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHOgY01AYHJT20x1h9A6jbVBWutIaILKCUFr10f5E14V4IiRS4ivaL3uwJIeT-WjLrNrHr1RM0DI2TCHQshfGWPIb7Nt91c1nQN5h7H4l_mttRmqfrIBRM_EoI3LJDCWk6h3j5RHQOacg/s400/4.+Agua+de+Valencia+1600px.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Sangria has nothing on "the water of Valencia."</b></span></td></tr>
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The region that produces the most oranges in Spain, also boasts the third largest city in the country. With a million-and-a-half souls, and possibly as many oranges, metropolitan Valencia is big enough to support an ASL club. It was here that Jose Tomás Balaguer Monferrer met a group of ASL Starter Kit players. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7BcA0yC_v_NLk_PdU4W2HpfuF3Q8l229xOPIHEFcW-N_Izh-e2ppxu42yIQVp-EUSOxYWnGaXDjW0AKhLKFF7P0Z0TfFJhl0zwit6RK3d60ZBvOckPGA8qMLqCZKRUMD1O8f8x6ScuMk/s1600/Decorative+oranges+line+the+streets+of+Valencia.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi7BcA0yC_v_NLk_PdU4W2HpfuF3Q8l229xOPIHEFcW-N_Izh-e2ppxu42yIQVp-EUSOxYWnGaXDjW0AKhLKFF7P0Z0TfFJhl0zwit6RK3d60ZBvOckPGA8qMLqCZKRUMD1O8f8x6ScuMk/s320/Decorative+oranges+line+the+streets+of+Valencia.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b><span style="text-align: justify;">Don’t be a </span><i style="text-align: justify;">guiri</i><span style="text-align: justify;"> and pick these </span><i style="text-align: justify;">naranjas</i><span style="text-align: justify;">.</span></b></span></td></tr>
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Jose Tomás credits David Galan with bringing him back into the fold. Another person who Jose Tomás feels deserving of special mention is Ramón Real Bernal. Ramón lives on the opposite coast of Spain, in Jerez, just inland from Cádiz. His Advanced Squad Leader <a href="http://ramonrealbernal.blogspot.ca/">blog</a> has nevertheless been a life saver for many Spanish speakers regardless of where they live.<span style="color: #999999; font-size: xx-small;">9</span> Jose Tomás tells me that Ramón’s video tutorials and after-action reports (AAR) have taught him much, improving his play immensely.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMm8kg91lZwf4ikPU4sLMFZqqWaYTFB46d0WZZjbIzaWOfgTcCQzYze4zFfBna43ie95YYe4Gop07yewNrnRhqV-t7zH0UAWNjJus5Ioz8Dvl8WicIRKyTQTHqtTqY7oVCyIpya6Np4lg/s1600/5.+Fanatic+XV+Barcelona+2013+1600px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMm8kg91lZwf4ikPU4sLMFZqqWaYTFB46d0WZZjbIzaWOfgTcCQzYze4zFfBna43ie95YYe4Gop07yewNrnRhqV-t7zH0UAWNjJus5Ioz8Dvl8WicIRKyTQTHqtTqY7oVCyIpya6Np4lg/s400/5.+Fanatic+XV+Barcelona+2013+1600px.png" width="322" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Fanatic XV Tournament, Barcelona 2013</b></span></td></tr>
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His performance at recent ASL events notwithstanding, Jose Tomás does not consider himself to be a good player. Some of his ASL compadres may disagree. Jose Tomás is a good supporter of the hobby nonetheless. Aside from attending tournaments on a regular basis, he has helped playtest Lone Canuck’s <i>Ozerekya Breakout</i>, and proofread MMP’s <i>Decision at Elst</i>, <i><a href="http://asl-battleschool.blogspot.ca/2013/12/rising-sun-come-earn-your-stripes.html">Rising Sun</a></i>, and <i><a href="http://asl-battleschool.blogspot.ca/2015/07/hakkaa-paalle-rotten-to-core.html">Hakkaa Päälle!</a></i>.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZLsebcrSTCIqqXHVTSQY0FWHcgdDVVzjVuFtwebmI0TU85ZE2N17WpTlSo8no-aDDoUCWp1Yulp4w2dbrcjKfxNjYUYEchixGxXyaz3z_gI6eq6L-XIKzBL06wlv4JqYxkF0tZkACBnk/s1600/6.+Mad+for+ASL+in+Madrid+Jose+and+Santiago+1200px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="341" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZLsebcrSTCIqqXHVTSQY0FWHcgdDVVzjVuFtwebmI0TU85ZE2N17WpTlSo8no-aDDoUCWp1Yulp4w2dbrcjKfxNjYUYEchixGxXyaz3z_gI6eq6L-XIKzBL06wlv4JqYxkF0tZkACBnk/s400/6.+Mad+for+ASL+in+Madrid+Jose+and+Santiago+1200px.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: large;"><b>Mad for ASL!</b></span></td></tr>
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Lately, Jose Tomás has been preoccupied with his <a href="http://www.comercial-balaguer.es/">business</a>. Laws related to his firm’s core activities have recently changed, requiring him study the new regulations, and sit an exam. He hopes to return to assisting Chas Argent with proofreading some of MMP’s upcoming publications. In the meantime, if you are interested in lending MMP a hand, either with playtesting or proofreading, <a href="mailto:chas.argent@gmail.com">email</a> Chas today! The more hands on deck, the sooner we will see more ASL goodness flow from MMP HQ.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGtmfeLFnnxNHepbp3GkbkzBWU64nLnGl2NN9r2lpc3Gqqa_6vJGxQxKvkChOOVF3CqsUg6gluRxKNaD2ES6P4IAA5Q_hBWi4R-XQ6d7fotHEL6K9ojxLWJuu8qNBafwxvUy_fsaVssDE/s1600/7.+Fanatic+XVI+Barcelona+2014+1200px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="148" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGtmfeLFnnxNHepbp3GkbkzBWU64nLnGl2NN9r2lpc3Gqqa_6vJGxQxKvkChOOVF3CqsUg6gluRxKNaD2ES6P4IAA5Q_hBWi4R-XQ6d7fotHEL6K9ojxLWJuu8qNBafwxvUy_fsaVssDE/s400/7.+Fanatic+XVI+Barcelona+2014+1200px.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Fanatic XVI, Barcelona 2014</b></span></td></tr>
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Jose Tomás is one of thousands of players drawn to our hobby from beyond the traditional Anglophone market. In spite of the expense, the complexity, and not least the difficulties associated with learning a foreign-language game, non-native English speakers increasingly are attracted to ASL. Perhaps no where is this trend more evident than in the former communist bloc. </div>
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Since the fall of the Berlin Wall in 1989, the orange “bible” has become something of a globetrotter. There are ASL players in St. Petersburg and Moscow. Indeed, the Russian online magazine стратегема (Stratagema) features numerous <a href="http://stratagema-magazine.ru/archives/1400">ASL articles</a>. Not convinced? Have a look at the video below. Bruce Probst, an Australian ASL player, recently stumbled upon this gem. The <a href="http://www.tubechop.com/watch/6378834">Czech production</a> describes the hows and whys of getting started with ASL. I was surprised to learn that a game store in the Czech Republic stocks ASL. I should not have been. I know of several ASL players in the country.</div>
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And so it is that ASL continues to capture the imagination of young and old, wherever they may be. The spread of our niche hobby may not qualify as a full-on orange crush. But it should give naysayers pause for thought. Advanced Squad Leader lives! </div>
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<b>Gift basket</b></div>
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Having read this far, you deserve to know what awaits the winners of our fourth anniversary raffle. Let me begin with Bryan Martin, the man who lucked in with two pairs of twos. Bryan was the sixth person to join Sitrep as a Squad Leader, just days after we launched the blog in July 2011. Given that he and his wife play ASL Starter Kit together, they might appreciate sharing the Operation Market-Garden BattleDice that we released last year. If nothing else, it may encourage them to play the campaign game in <i>Decision at Elst</i>. Congratulations Mr. and Mrs. Martin!</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi17CutipEJH3yoFRQHzGM4I2ZDB75U3dRscZfBuf81WpEl3CYBJ6cfUblrkC9eDK_VXoovbZjWvbJQYSueniRhRMZfHtgvvACI5IcPFbNbmf615Sx-Ek6jSfH4n6dSDGxTGZ2_D87kRGo/s1600/8.+16mm+Op+Market-Garden+BattleDice+2014+1600px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="301" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi17CutipEJH3yoFRQHzGM4I2ZDB75U3dRscZfBuf81WpEl3CYBJ6cfUblrkC9eDK_VXoovbZjWvbJQYSueniRhRMZfHtgvvACI5IcPFbNbmf615Sx-Ek6jSfH4n6dSDGxTGZ2_D87kRGo/s400/8.+16mm+Op+Market-Garden+BattleDice+2014+1600px.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Op Market-Garden BattleDice are perfect for <i>Decision at Elst</i></b></span></td></tr>
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Jose Tomás Balaguer became a Sitrep Squad Leader in August 2011, only two years after cutting his teeth on his first scenario. With the lowest roll overall—a five with four dice—Jose Tomás has won his choice of the prizes shown below. The first of the three prizes will be known to most of you. Nevertheless, some ASL players have expressed reservations about the value, indeed the need, for a Finnish module. For those of you who still require convincing, please see my <a href="http://asl-battleschool.blogspot.ca/2015/07/hakkaa-paalle-rotten-to-core.html">next post</a>. It is not a product review, but rather a set of reasons why I think that you should own <i>Hakkaa Päälle!</i>.</div>
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The second prize is for those who like to “accessorize”—a die for every occasion, if you will. One of our fans sent a photograph of his ASL BattleDice storage system below.<span style="color: #999999; font-size: xx-small;">10</span></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVZ5Mffi0e4UHRSWJGKDl0UlJ6SgHlIjBGQS-YkZbICAvW2_lAJmQxQ9ERh9j9dGoITU7TnPRt7kDaL-jwhV6IwDjv42Ae6qT24vemlm0DDxcSyL_tMU4SnOqiRqwzuVbaiYfuYfGUSi8/s1600/10.+Ashton%2527s+BattleDice+Collection.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="287" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVZ5Mffi0e4UHRSWJGKDl0UlJ6SgHlIjBGQS-YkZbICAvW2_lAJmQxQ9ERh9j9dGoITU7TnPRt7kDaL-jwhV6IwDjv42Ae6qT24vemlm0DDxcSyL_tMU4SnOqiRqwzuVbaiYfuYfGUSi8/s400/10.+Ashton%2527s+BattleDice+Collection.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Ashton has created this storage system for his BattleDice.</b></span></td></tr>
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The last prize is designed so that Jose Tomás may share the wealth with his fellow ASL compadres in <i>España</i>. It consists of four, identical ten-packs of 12.5mm BattleDice, some of which Jose Tomás may wish to gift to his <i>compañeros de armas</i>. <i>Felicidades Sr. Balaguer!</i></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh40e7fB8lI6xgmHHpztyP8yQboEear23Klfdk68BgNxfLsO3Zie1yPtvVSb4uwDlkcVQV7bA7hc0Q660uTxHQJZ9ORHn03WqoFwTujvJOYeYXHqK-x1cLRBTkrTi8LO3tPPNYwTRu-r94/s1600/9.+Canada+Day+Raffle+Options+1st+Place+1200px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh40e7fB8lI6xgmHHpztyP8yQboEear23Klfdk68BgNxfLsO3Zie1yPtvVSb4uwDlkcVQV7bA7hc0Q660uTxHQJZ9ORHn03WqoFwTujvJOYeYXHqK-x1cLRBTkrTi8LO3tPPNYwTRu-r94/s400/9.+Canada+Day+Raffle+Options+1st+Place+1200px.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Sitrep Canada Raffle 2015 First Place Prize Options</b></span></td></tr>
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<b>How to claim your prize</b></div>
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<li><span style="font-family: Verdana, sans-serif;">leave a comment at the end of this post</span></li>
<li><span style="font-family: Verdana, sans-serif;">email us at: battleschool at rogers dot com</span></li>
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<span style="font-family: Verdana; text-align: justify;">Good luck to all in our next contest. And thanks for reading.</span><br />
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<b><span style="font-size: x-small;">Notes</span></b></div>
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<span style="font-size: x-small;">1. The <a href="https://en.wikipedia.org/wiki/McIntosh_(apple)">quintessential Ontario apple</a>, the Mac dates from 1811. Like many of today’s popular apples, the fruit tree was the product of a chance seedling on John McIntosh’s farm in Dundela, Upper Canada (Ontario)—less than 60km from where I now live. The apple is mildly tart when first picked, but sweetens as it ripens. Jef Raskin apparently named Apple’s line of personal computers after this historic variety. </span></div>
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<span style="font-size: x-small;">2. According to Wikipedea, “the <a href="https://en.wikipedia.org/wiki/Gala_(apple)">first Gala apple tree</a> was one of many seedlings resulting from a cross between a Golden Delicious and a Kidd’s Orange Red planted in New Zealand in the 1930s by orchardist J.H. Kidd.” In 1977, Hendrik Willem and Ten Hove discovered a new variety in an orchard in Matamata, NZ. Coincidentally, <a href="http://asl-battleschool.blogspot.ca/2012/03/shortchanged.html">Dale Drake</a>—whom I have had the pleasure to play ASL with several times via VASL—now makes his home in Matamata.</span></div>
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<span style="font-size: x-small;">3. In the late 80s, the oldest game store in Ottawa still had bins stuffed full of out-of-print copies of <i>Strategy & Tactics</i>, <a href="https://en.wikipedia.org/wiki/Simulation_Publications">SPI’s</a> flagship publication.</span></div>
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<span style="font-size: x-small;"><span style="color: black;">4. Bryan also won a prize in our <a href="http://asl-battleschool.blogspot.ca/2012/12/la-verite-sur-les-franc-tireurs.html">December 2012 raffle</a>.</span></span></div>
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<span style="font-size: x-small;">5. <a href="https://www.facebook.com/pages/Cochranes-Dairy-Ltd/265550186809349?fref=nf">Cochrane’s Dairy Ltd.</a>, a family operation in Russell, Ontario (about 30km east of my place), still delivers milk to your door, in glass bottles, no less. Helen occasionally picks up a bottle at our local butcher.</span></div>
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<span style="font-size: x-small;">6. It is possible that this early “eau-de-J” came to us by way of Orange County, California. However, the majority of California’s Valencia crop was usually sold for eating rather than drinking. </span></div>
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<span style="font-size: x-small;">7. In the 1860s, an English nursery imported citrus trees from the Azores Islands. Some of the trees exported to the United States found their way to California in 1876, and Florida in 1877. At the suggestion of a Spanish visitor, who noticed a resemblance to a late-maturing variety in the region of Valencia, the trees in California came to be called Valencia Late. Not until the early twentieth century did it become clear to growers in Florida that they were cultivating the same variety. The Valencia would become the most important juicing orange in the USA. The variety is also important in Algeria, Australia, Brazil (where a good deal of orange juice sold in Canada and the States comes to us via supertankers), Israel, Mexico, Morocco, and South Africa. The “Azores” Valencia should not be confused with the <i>Valencia Temprana</i> grown in the Valencia region of Spain. Robert Willard Hodgson, “Horticultural Varieties of Citrus” Division of Agricultural Sciences, 1967.</span></div>
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<span style="font-size: x-small;">8. Aside from making excellent marmalade, the juice of Seville oranges makes a zesty base for a salad dressing. We have tried this a couple of times. It takes practice to find the right balance, but can be worth the effort. My wife also likes to add blood oranges to our salads, and carbonated pomelo soda is a summer favourite. And, at the moment, there is a jug of freshly squeezed Valencia oranges in the fridge, alongside a bag of limes that Helen ostensibly bought to make Iranian stew. I suspect that there is a link between the limes and the bottle of <a href="http://www.lcbo.com/lcbo/product/patron-anejo-tequila/34603#.VZmxWOvAb8s">Patrón Añejo</a> that she put on the counter yesterday.</span></div>
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<span style="font-size: x-small;">9. Technically, many Valencians speak Valencian, which is almost indistinguishable from Catalan, at least to most non-native speakers.</span></div>
<span style="font-family: Verdana; font-size: x-small; text-align: justify;">10. For the ultimate—</span><i style="font-family: Verdana; text-align: justify;"><span style="font-size: x-small;">Guiness World Book of Records</span></i><span style="font-family: Verdana; font-size: x-small; text-align: justify;">—dice collection, check out </span><span style="font-size: x-small;"><a href="http://www.dicecollector.com/THE_DICE_THEME_BATTLESCHOOL.html" style="font-family: Verdana; text-align: justify;">Kevin Cook’s</a><span style="font-family: Verdana; text-align: justify;"> </span></span><span style="font-family: Verdana; font-size: x-small; text-align: justify;">site. It is crammed with over 50,000 dice from around the world.</span>Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com14tag:blogger.com,1999:blog-1421727884790275990.post-49957777406345538032015-07-23T16:53:00.000-04:002015-08-21T07:53:39.843-04:00Hakkaa Päälle! Rotten to the core? <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqUZ8NUC7QRZWIf5nDbkF_c1Wk7muKvFiyEuo7i6tvlVUU4EEjM7W701VhNv_-DKT_Lnd7TZUxwCkX1OmVTWgTQzxsFJVDW8qlKS5MYUDa0cZJvWszLplO-aukKw-1ADkzb-VgEPJZT6U/s1600/11.+Landsverk+Anit+II+-+From+Sweden+with+love+1200px.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="358" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqUZ8NUC7QRZWIf5nDbkF_c1Wk7muKvFiyEuo7i6tvlVUU4EEjM7W701VhNv_-DKT_Lnd7TZUxwCkX1OmVTWgTQzxsFJVDW8qlKS5MYUDa0cZJvWszLplO-aukKw-1ADkzb-VgEPJZT6U/s400/11.+Landsverk+Anit+II+-+From+Sweden+with+love+1200px.png" width="400" /></a></div>
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There has been some grumbling among the grumblers about the value of <i>Hakkaa Päälle!</i> (HP) as a core module. After all, some <i>grognards</i> opine, the Finnish border wars were a sideshow at best, having little to do with the outcome of World War II. Besides, we already have plenty of Finns in <i>Beyond Valor</i> (BV). Did we really need more?<br />
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Comparing HP to other core modules is like comparing, well, you know. Apples have a core; oranges do not. In their natural state at least, both have seeds, and the promise of something grand. I will take this as my starting point for a brief explanation of why I think that you should own ASL Module 14. <i>Hakkaa Päälle!</i> benefits the system on several levels. Foremost among these is that HP contains a more historically sensible, Finnish order of battle (OB). The new module also adds some modest yet significant new rule sections, including a new class of vehicle. Were this not enough, HP provides players with an expanded Russian OB, a quarter-sheet of German vehicles, and searchlights! </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0OZAqwXPLD85SilvicaNS1xxwU5PnjTjg8wxMU7omLhzLfJvsgwrLhZsags0p87Xga2ygAhkA9VYHuKZ5Xx0IMxPAbYQLHJGNo1p5HpROfYcYOqWP3ecB5fqxv8dGHS0vuMd5Zxoaqts/s1600/13.+Ahistorical+sceario+OBs+in+ASL+1600px.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0OZAqwXPLD85SilvicaNS1xxwU5PnjTjg8wxMU7omLhzLfJvsgwrLhZsags0p87Xga2ygAhkA9VYHuKZ5Xx0IMxPAbYQLHJGNo1p5HpROfYcYOqWP3ecB5fqxv8dGHS0vuMd5Zxoaqts/s400/13.+Ahistorical+sceario+OBs+in+ASL+1600px.jpg" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Ahistoric OB: "Fighting Withdrawal" not the first</b></span></td></tr>
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<i><a href="http://asl-battleschool.blogspot.ca/2013/01/crossfire-mmps-asl-hat-trick.html">Rivers to the Reich</a></i> (RttR) is a collection of <i>Squad Leader </i>scenarios adapted for ASL play. Although a few scenarios have noteworthy modifications, most retain their original OB. For instance, U47 “A Small Town in Germany,”1 has three versions of the Cromwell tank in the Canadian OB, a legacy of the <i>Crescendo of Doom </i>counter mix, which did not include Sherman tanks. Between 1985—when <i>Beyond Valor</i> (BV) debuted, and 2015—when HP appeared, AH and MMP published less than ten “Finnish” scenarios. The small number of “official” scenarios starring Finns is likely related to a general unfamiliarity with Finland’s wars, and perhaps more important, to a (previous) paucity of source material in English. Another contributing factor may well have been the lack of a <i>Finnish</i> OB in the counter mix. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV2BaxVXmeb318wkWhnV2xX5AxetywEDEo23HPZNaRZeiupAVb7H_KikD4IAtDGy-xfS-qmHes1fvNuEX_rkZwAHfIIHjBFEm53-GnPI-C-ZkIpjCnKmqrzbcK7-hKpwKLqIAQzlxxGaU/s1600/14.+The+new+breed+of+Finns+in+ASL.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="265" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhV2BaxVXmeb318wkWhnV2xX5AxetywEDEo23HPZNaRZeiupAVb7H_KikD4IAtDGy-xfS-qmHes1fvNuEX_rkZwAHfIIHjBFEm53-GnPI-C-ZkIpjCnKmqrzbcK7-hKpwKLqIAQzlxxGaU/s400/14.+The+new+breed+of+Finns+in+ASL.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Mere flesh and blood - meet the new Finns</b></span></td></tr>
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True, BV includes three classes of Finnish squads, as well as a unique set of leaders. However, with the exception of a homegrown anti-tank rifle (ATR)—the 2cm Lahti M39, all “Finnish” support weapons (SW) and Guns in BV were made in Germany. The problem is that the Finnish military was equipped with neither German machine guns (MG), nor German mortars (MTR). Admittedly, Finland also received a small number of <i>Raketenpanzerbüchse</i>, or <i>Panzerschreck</i> (PSK), beginning in July 1944. But with the possible exception of weapons captured from the Germans during the Lapland War (15 September 1944 – 25 April 1945), the Finnish army was supplied primarily with MG and MTR manufactured domestically, or captured from the Soviet Union.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcm-EA4wW5W3UpqFV0r38z5momcaH3Mn_wUpotFAjll1KhEOTed20f-wPqqPLcgfMcTNhFg0YBcU2wXTcsyM1rd4ku2TF73s8Z5IAo9K6BgzR4nnopa89b-rVtAN0e8m_m8apvTSCgRPU/s1600/15.+Krh-41+Finnish+MTR+800px.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="262" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcm-EA4wW5W3UpqFV0r38z5momcaH3Mn_wUpotFAjll1KhEOTed20f-wPqqPLcgfMcTNhFg0YBcU2wXTcsyM1rd4ku2TF73s8Z5IAo9K6BgzR4nnopa89b-rVtAN0e8m_m8apvTSCgRPU/s400/15.+Krh-41+Finnish+MTR+800px.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>47 Krh/41 mortar</b></span></td></tr>
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That said, Finnish defence forces took delivery of some 200 3.7cm PaK 35/36, 27 50mm PaK 38, 46 75mm PaK 97/38, and 110 75mm PaK 40, anti-tank (AT) guns from Germany. Germany also sold Finland 53 105mm leFH 18, and 48 15cm sFH 18 howitzers, 50 2cm FlaK 30 AA, and 93 2cm FlaK 38 AA. Yet, the BV counter mix contains just two ⅝” ordnance counters in Finnish grey: a single 3.7cm PaK 35/36 out of 200 purchased by Finland, and a lone 8cm GrW 34, which Germany apparently did not supply. One might argue that players can easily substitute a German Gun, as required. Indeed, this partly explains why Finnish counters were “German blue” in the first edition of BV. (At the time, there were no scenarios covering the “blue-on-blue” battles of the Lapland War, when Finland was compelled—by the terms of a treaty with the USSR—to drive its former ally out of Finland by force.) </div>
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This workaround would make sense were it not for the fact that 75 percent of Finnish ordnance was either purchased elsewhere, captured, or manufactured at home. For this reason, the Finnish Ordnance Listing in HP contains 39 entries, a quarter of which are new to the ASL counter mix, including half a dozen or so of the made-in-Finland variety. The Finnish artillery park is a motley collection of British, Czech, Danish, Finnish, French, German, Italian, Russian, and Swedish designs. The Finnish motor pool is much the same. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZBgptyITbOguk83bcniDsR1o0XUnv7uZVg291CDI-waV-S0QtzNSPDA8BgvKpYqg68rEgsLPgy0YhfLAcdhVOYgFscO-rnGXJs5ru-IXyN_gf4xceRD2oe5doAp5Z4NvjHjdFvJU5ZEM/s1600/16.+The+gadget+20+ItK-40+VKT.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZBgptyITbOguk83bcniDsR1o0XUnv7uZVg291CDI-waV-S0QtzNSPDA8BgvKpYqg68rEgsLPgy0YhfLAcdhVOYgFscO-rnGXJs5ru-IXyN_gf4xceRD2oe5doAp5Z4NvjHjdFvJU5ZEM/s400/16.+The+gadget+20+ItK-40+VKT.png" width="315" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>20 ItK/40 VKT AA Gun</b></span></td></tr>
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Regardless of edition, <i>Beyond Valor</i> never included Finnish vehicles. Again, the thinking may have been that it was easier to borrow a vehicle from the German counter mix than reproduce a StuG IIIG, for example, in Finnish grey. However, in Finnish service, the <i>Sturmi</i>, as the Finns dubbed the<i> </i>StuG IIIG, does not have any smoke dispensers. The <i>Sturmi</i> also has a different ammo load. Moreover, aside from this self-propelled assault gun, there are only two other German vehicles that the Finns used in any appreciable quantity: the Tempo G1200, a 4x4 light utility vehicle, and the <i>Raupenschlepper Ost</i> (literally, “Caterpillar Tractor East”), or RSO, an artillery tractor used to tow the leFH 18 howitzers that were also purchased from Germany. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1-RrnJAqYRLsj8vNZHQkxI4cOswVp1oJ4NgaY54a20mP-B1s831whVhzuzGf7upoOdcYGuLqbY72ND46mLEEMhBihdx3LEMRZoFMNy4AhseUYooQnbkXJsgu91cYt7dZy0DYC1-H-0do/s1600/17.+T-26E+and+Vikkersi.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1-RrnJAqYRLsj8vNZHQkxI4cOswVp1oJ4NgaY54a20mP-B1s831whVhzuzGf7upoOdcYGuLqbY72ND46mLEEMhBihdx3LEMRZoFMNy4AhseUYooQnbkXJsgu91cYt7dZy0DYC1-H-0do/s400/17.+T-26E+and+Vikkersi.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Vikkersi - Vickers 6-ton tank and T26E(b)</b></span></td></tr>
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Instead, two thirds of the 31 vehicles (27 entries) in the Finnish Vehicle Listing are war booty, captured from the Soviet Union, and in many cases upgraded and/or modified by the Finns. There are also two versions of the British Vickers tank, and two armoured fighting vehicles (AFV) from Sweden. Finland purchased a solitary Landsverk armoured car in 1939, and three years later, bought six <i>Luftvärnskanonvagn</i> L-62 Anti II anti-aircraft tanks from the same manufacturer. Therefore, while using German vehicles to represent those in Finnish service may work most of the time, using Russian vehicles for the same purpose is problematic. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihL4pQuqlm_fR69JT_qz6ubKe_TUvc_94LuOhIggeNVfB8ge1OhZNFbyLEur7himlp-GFtoIYEtB84l3nA_bfxHhuw2R5ttOsO28uvmJMdel53tzq0rnaOwtoCe6fBrjzyH1NIOpPq8og/s1600/18.+BT-42+Finnish+Assault+Gun.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihL4pQuqlm_fR69JT_qz6ubKe_TUvc_94LuOhIggeNVfB8ge1OhZNFbyLEur7himlp-GFtoIYEtB84l3nA_bfxHhuw2R5ttOsO28uvmJMdel53tzq0rnaOwtoCe6fBrjzyH1NIOpPq8og/s400/18.+BT-42+Finnish+Assault+Gun.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>BT-42(r) assault gun</b></span></td></tr>
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The problem is compounded by Finnish conversions of Russian AFV that have no direct Russian equivalent. For example, when Finnish armourers converted Russian T-26 M31 to carry the 45mm 20K tank gun, they made room for a fourth crew member, and a bow-mounted machine gun (BMG). These vehicles are represented in the HP counter mix by BMG-equipped T26B(r). Similarly, when the Finns converted captured OT-130 and OT-133, they likewise re-configured the fighting compartment to accommodate another crewman and a BMG. At the same time, they removed the rear-mounted, turret machine gun (RMG). These conversions are represented by BMG-equipped T26B(r) and T26C(r), respectively. Suffice it to say that having dedicated Finnish counters not only makes playing the Finns easier, but also gives scenario designers more scope when recreating specific actions. I will return to this second point later, when I discuss some of the new rules that HP adds to the system. For now, it is worth noting that the new core module also expands the Russian OB. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhy9vRsLzA8iAlKlKaSGin3wtfgZgELU1fEzMUmvfiFtpAgqAKFF1dipLTGcokjKJPUGqyimmxSwfZW1j4ZbiQmqunGwtqYw1kzfc5mxoXbOlUsIZJ-5C2vrNVWYuqp6CseiaAP298UuI/s1600/19.+37mm+%2522Spade%2522+Mortar.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="265" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhy9vRsLzA8iAlKlKaSGin3wtfgZgELU1fEzMUmvfiFtpAgqAKFF1dipLTGcokjKJPUGqyimmxSwfZW1j4ZbiQmqunGwtqYw1kzfc5mxoXbOlUsIZJ-5C2vrNVWYuqp6CseiaAP298UuI/s400/19.+37mm+%2522Spade%2522+Mortar.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Russian 37mm "spade" mortar</b></span></td></tr>
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Although BV remains the primary source of Russian SW, Guns and vehicles, HP is your go-to source for some of the more esoteric Soviet equipment, and <i>the</i> source for the newest class of vehicle, the propeller-driven sled, or Aerosan (D17.). Aerosans are motorized vehicles mounted on skis. They have a white bar behind their Movement Point (MP) numbers that symbolizes a ski (as shown in the poster at the end of this article). On top of these new counters, MMP has thoughtfully added a dozen examples of American and British Lend-Lease vehicles and accompanying SW, in Russian brown, to the HP counter mix. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5pynFNjzzSns2oeqMyBqAHQiN7V5VPHm6PtKFkY4L_i-1Nc7_r92QO7WFv0q41-smKOoS_Q1PN6Y1LPpdk6vYl-6KaK6tssFhIxlZn0Fey2FwwqcnEGw_NKeTQ6JT163uZzAHmfqWOdY/s1600/20.+LANO+Armoured+Trucks+-+Leningrad.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5pynFNjzzSns2oeqMyBqAHQiN7V5VPHm6PtKFkY4L_i-1Nc7_r92QO7WFv0q41-smKOoS_Q1PN6Y1LPpdk6vYl-6KaK6tssFhIxlZn0Fey2FwwqcnEGw_NKeTQ6JT163uZzAHmfqWOdY/s400/20.+LANO+Armoured+Trucks+-+Leningrad.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>LANO for your Plano - Leningrad 1941-44</b></span></td></tr>
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Frankly, some vehicles, such as the ST-26 Bridgelayer, are bound to get as much use as a Nimbus Tank-Destroyer (Allied Minor Vehicle Note 24)!2 Having said that, there are some new Russian AFV that should find their way into scenarios soon. The OT-26 flamethrower tank is a prime candidate. Over 550 were built (or converted from T-26 M31). Even the ad hoc armoured (LANO) trucks, fabricated in Leningrad’s factories and used in the city’s defence, have their place in the system. I am looking forward to seeing what scenario designers come up with in the next couple of years.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDWwC2mFu93UVxOnYMRLLFZs62oAL2OPZO3JC-YALfKd47wcmK7Ms1sQf2McJi0k1HoObXFgZpQCMsrnZ291wktGIzFHup8cNDl1Y7a8dfasvaTGZ5sy_EWQT2PMAeDstmq8kp4QxrUKY/s1600/21.+Hammer+Time+-+Early-War+Russian+AFV.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDWwC2mFu93UVxOnYMRLLFZs62oAL2OPZO3JC-YALfKd47wcmK7Ms1sQf2McJi0k1HoObXFgZpQCMsrnZ291wktGIzFHup8cNDl1Y7a8dfasvaTGZ5sy_EWQT2PMAeDstmq8kp4QxrUKY/s400/21.+Hammer+Time+-+Early-War+Russian+AFV.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Hammer time - </b></span><b style="color: #444444; font-family: Verdana, sans-serif;">Soviet </b><b style="color: #444444; font-family: Verdana, sans-serif;">early-war clunkers</b></td></tr>
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Those of you with no interest in gaming any of Finland’s wars can easily dismiss the need for an expanded Finnish OB. You also may see no need for Russian AFV that the Germans did not encounter during their invasion of the Soviet Union in 1941. You might even get by—as most of us have until now—with using American or British counters to represent Russian Lend-Lease materiel. But then you would be short vehicles that <i>are</i> required for other theatres. The BT-2A, for instance, made its debut in <i>Armies of Oblivion</i> (AoO), which has been out of print for more than five years. This light tank saw combat in Spain, Mongolia, Poland, and Finland, as well as before the gates of Moscow in 1941, and on the Leningrad Front in 1942-43. The Romanians likewise encountered this fast mover, as recounted in the popular scenario “Liberating Bessarabia,” which I have enjoyed playing several times. <br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB5vK-iRKDvOkaYeUP3W1VxZoZDOHwQUpon28GhZp3JY57T225Mj-LZ9DApMaCTRC5_SnNzoL745IxvPV47hXcfEygTKJNmH-U34ZnzA53rFzqp6rAocw8EG6zDCW6b5dzrd7WVC86nDM/s1600/22.+Betka+2A.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgB5vK-iRKDvOkaYeUP3W1VxZoZDOHwQUpon28GhZp3JY57T225Mj-LZ9DApMaCTRC5_SnNzoL745IxvPV47hXcfEygTKJNmH-U34ZnzA53rFzqp6rAocw8EG6zDCW6b5dzrd7WVC86nDM/s400/22.+Betka+2A.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Betka BT-2A World Tour</b></span></td></tr>
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Another (small) incentive to own HP is that it gives you access to eight models of <i>Beute-Panzerkampfwagen </i>(literally, “booty armored fighting vehicles”) from the out-of-print historical ASL module (HASL)<i> Pegasus</i> <i>Bridge </i>(PB). Included, ostensibly, to permit players to game the actions of <i>Panzer-Abteilung 211</i>—a German tank battalion that fought in northern Finland in 1941, only two models of these <i>Beute-Panzer</i> actually saw action in Finland. The remainder of these ex-French AFV are mainly required for scenarios set in Normandy during 1944, which MMP may be working on as I write. An added bonus is that the counters in HP are of better quality than those provided with PB.3</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4VCg7IsbXcyVknA4o8ZNB943syF7cUDHV7P-xgCA8rPl0QiRIyyoCmYMlsXx_Ua8S0r_nct4E1tmaO1q0xwBo8bybsUxQABPSY5xquNF1CbcupXWfbU8_909F21KbPDYqcGTTaDRm7Oc/s1600/23.+Pz+Abt+211+in+Finland.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4VCg7IsbXcyVknA4o8ZNB943syF7cUDHV7P-xgCA8rPl0QiRIyyoCmYMlsXx_Ua8S0r_nct4E1tmaO1q0xwBo8bybsUxQABPSY5xquNF1CbcupXWfbU8_909F21KbPDYqcGTTaDRm7Oc/s400/23.+Pz+Abt+211+in+Finland.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b><i>Pz. Abt. 211 </i>in Operation Polar Fox</b></span></td></tr>
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The last major reason why I think that you ought to consider owning HP has less to do with new counters, although there are certainly plenty more in the box, than with a few, relatively simple rules that have wide applicability across the system. On initial inspection, the introduction of a Russian Early War Doctrine (REWD, A25.212) appears to have little relevance beyond the early stages of the Winter War (i.e. prior to February 1940). The rule is designed to handicap the Russian player, to replicate some of the feel of the period when the Red Army suffered from especially poor organization, and command and control.4 Much of this can be attributed to spotty training, but lacklustre leadership also played a role. The lingering effects of Stalin’s <a href="https://en.wikipedia.org/wiki/Great_Purge">Great Purge</a> partly explains why some Russian commanders were out of their depth. However, unrefined tactical doctrine, overconfidence, and a general lack of professionalism share the blame. Having a Commissar by your side hardly could have helped. </div>
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In game terms, REWD (or REWinD) really messes with a player’s ability to coordinate armour, artillery, and air assets with the poor bloody infantry. The “treadheads” want to do their own thing, and cannot be bothered to wait for the foot soldiers. “Arty” is rarely on target. Pilots have a tough time spotting ground targets, or maybe ground attack is beneath them. And Conscripts, well Conscripts are an even bigger liability in Close Combat. What’s a poor Russian player to do? Adapt, of course. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiFr-t5jHP6MgDLrFxIMaaiXjCTG9qjD4ClHFgYBswB9gRhqG6byGx-XHu6ZfTs1yxuSTFWmRTUMjTd6yzVoJN4Hem-q9_W6toMXwYCgQ2wIp6GhtQrWHSwLgtpffqBif-wfd2fY3sQ_c/s1600/24.+Russian+Early+War+Doctrine.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiFr-t5jHP6MgDLrFxIMaaiXjCTG9qjD4ClHFgYBswB9gRhqG6byGx-XHu6ZfTs1yxuSTFWmRTUMjTd6yzVoJN4Hem-q9_W6toMXwYCgQ2wIp6GhtQrWHSwLgtpffqBif-wfd2fY3sQ_c/s320/24.+Russian+Early+War+Doctrine.png" width="247" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>A25.212 Russian Early War Doctrine</b></span></td></tr>
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But here’s the thing. Russian Early War Doctrine has the potential for much wider use. Those familiar with scenario AP31 “First Cristot,” from <i>Action Pack 4</i>, will recall that a Scenario Special Rule (SSR) prohibits the British player from moving infantry and tanks on the same turn. The SSR is designed to simulate poor infantry-tank cooperation during the early stages of Operation Overlord. American forces experienced similar problems in Normandy. Rather than compose a lengthy SSR, a scenario designer could instead state that the British are under the effects of REWD. Given that the British have no Off-Board Artillery (OBA; C1.), or Air Support (E7.), there would be no need for any exceptions—should the designer desire an exception. Players could ignore the irrelevant bits (e.g. Russian conscripts), and concentrate on the fact that each Movement Phase (MPh), the British must move their AFV before any friendly non-Berserk Infantry unit may move <i>[EXC: if (un)loading] during that MPh]</i>, and that Armored Assault (D9.31) is not allowed (NA). </div>
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What I am driving at here is that HP provides designers with some useful copy-and-paste rules that can alleviate the need for long and cumbersome SSR. Light Woods (B35.) is another case where a standard rule makes short work of an SSR. The idea is not new. However, the “official” rule codifies portions of previous SSR, and at the same time, weaves the concept into the wider system. Have a look at the spread below to see what I mean. Before you do, I would ask that you contemplate some of the tactical implications of Light Woods when reading the description. For instance, when I helped play test one particular scenario for HP, I found that routing and losing Desperation Morale (DM) status was a challenge in a Light-Woods environment.5</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijcGedtG-8AhWE2h8Rw3XyrNIkuH0aFCCsQChxkDlZi_NLKB70gUDvdyKWI8OCX3feKxdUtyF4DzjOBcb0-NIQikD7672gQBdt-1tyV4YCa5SSH8U0q938618l8F8-BBkzU_r_5sJKleA/s1600/25.+B35+Light+Woods.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijcGedtG-8AhWE2h8Rw3XyrNIkuH0aFCCsQChxkDlZi_NLKB70gUDvdyKWI8OCX3feKxdUtyF4DzjOBcb0-NIQikD7672gQBdt-1tyV4YCa5SSH8U0q938618l8F8-BBkzU_r_5sJKleA/s400/25.+B35+Light+Woods.png" width="360" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>B35. Light Woods - board 5 will never be the same</b></span></td></tr>
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Perhaps the best example—a long overdue one at that—of a truly transformative rule is the Prepared Fire Zone (PFZ). A PFZ is not a fortification per se. But it is probably best to think of it as one when you are preparing a defensive position. Fortifications generally serve two purposes in ASL. On the one hand, they channel and/or restrict enemy movement, and possibly inflict casualties directly, as in the case of mines. On the other hand, they increase the physical protection of the defenders themselves. Both kinds of fortifications bolster a defence. A PFZ is somewhat like the former type of fortification. However, a PFZ does more than influence enemy movement. Its key benefit is that it allows a defender to bring fire to bear on areas normally hindered or blocked by intervening vegetation. In other words, PFZ give defenders an opportunity to “terra-form” a portion of the battlefield to suit their devious plans.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTnfPDzvDSamsUmcYDl96VHZMYJQUqRl-A_vSsReoncemtEeNGfDZAJo8WufRVFK77UCK-8W6duxkUBs3e__4PRjjj9YkAtZVbTriwltKzBgjCAZ7_yKoG_XsCJJ0MsZz3C0a5OXWuj3o/s1600/26.+B36+Prepared+Fire+Zone+-+PFZ.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTnfPDzvDSamsUmcYDl96VHZMYJQUqRl-A_vSsReoncemtEeNGfDZAJo8WufRVFK77UCK-8W6duxkUBs3e__4PRjjj9YkAtZVbTriwltKzBgjCAZ7_yKoG_XsCJJ0MsZz3C0a5OXWuj3o/s400/26.+B36+Prepared+Fire+Zone+-+PFZ.png" width="311" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>B36. Prepared Fire Zones level the playing field</b></span></td></tr>
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I have avoided discussing Aerosans, as you will not encounter these specialized vehicles very often.6 Do not fret; HP alters ASL winter warfare in other subtle ways. Aside from the addition of “questionable” Ski counters to represent stacks of concealed and/or Dummy Skiers, the amended rules for Ski Troops (E4.) reverse the convention with regard to how Skiers are denoted during play. Furthermore, this rule section has been expanded to accommodate a new, quasi Support Weapon (SW), referred to by its Finnish name “<i>Ahkio</i>.”</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbjWkFEWOBKpAUoZ1RtjY41p3yzsCacJ1A3Q8tl4lbAL36CR57AEWymKOmNLyR3L6O2Dmd95Jk-wF9NQczOVmFIKVZI4Vhpf0QuFWqRCRhyOVhcAHhj48lnk0cbsW6LahrJ5NEJB2JpHk/s1600/27.+E4.8+Ahkio.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbjWkFEWOBKpAUoZ1RtjY41p3yzsCacJ1A3Q8tl4lbAL36CR57AEWymKOmNLyR3L6O2Dmd95Jk-wF9NQczOVmFIKVZI4Vhpf0QuFWqRCRhyOVhcAHhj48lnk0cbsW6LahrJ5NEJB2JpHk/s400/27.+E4.8+Ahkio.png" width="313" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>E4.8 Ahkio - Laplander sled</b></span></td></tr>
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For fun, and as promised at the beginning of my sales pitch, I wrap up this post with a spotlight on vehicle searchlights. A searchlight is the term that Russian Multi-Applicable Vehicle Note P uses when referring to the spotlights that were fitted to some AFV, and to T-26 light tanks in particular. It is hard to say how applicable this piece of rule chrome is to other theatres of operation. However, I have seen photographs of T-26 tanks sporting spotlights in Spain, during the Spanish Civil War, in Tabriz, when the Soviets invaded Persia in September 1941, and on Chinese T-26 command tanks in Hunan province, as late as November 1944.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_DDKhJTHeXy-dppDDHbs5SuLLbeuq32uFiVv6Wc7DfresxFnXJvzulYvm41ATBqVwwMKhGJHYvLbvRpuFNO2YWSPussSXAdgTfeFLHIVshjpNsJWl8In5sQp-G2GHicpaCu38OpVNrU0/s1600/28.+AFV+searchlights+in+ASL+Russian+Note+P.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_DDKhJTHeXy-dppDDHbs5SuLLbeuq32uFiVv6Wc7DfresxFnXJvzulYvm41ATBqVwwMKhGJHYvLbvRpuFNO2YWSPussSXAdgTfeFLHIVshjpNsJWl8In5sQp-G2GHicpaCu38OpVNrU0/s400/28.+AFV+searchlights+in+ASL+Russian+Note+P.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Another bright idea brought to you by MMP</b></span></td></tr>
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To recap, HP provides core material that expands the system beyond the central focus of the module to make ownership worthwhile, even for those interested only in the European Theatre of Operations (ETO). Players can now game actions involving a variety of Soviet weapons that are not available in BV, until now <i>the</i> repository for Russian equipment. In place of more maps (i.e., other than board 52, which is included) and overlays, HP provides scenario designers and players with new rules that enable the transformation of virtually any board in the system.7 <i>Hakkaa Päälle!</i> also adds new flavours to the system with the addition of an Early-War Doctrine template, Aerosans, Ahkios, and new rules for Skiers, all of which have application well beyond Finland’s borders. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDCx9se4HEyes47gCOMRYx_-R2kO6kDPhO-Dwm-6-O9NTC4v7KknD-NlHYxXpKhFdMqncWOrP4B1l0UU4DZHZVu2RRX-ceaWnsPxcN166zY7ntuftxh_FaMffRUkZnZvlsXx3oTt4pW2k/s1600/29.+Finnish+T-37+Lahti+ATR+and+Jaeger+on+bicycles.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="346" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDCx9se4HEyes47gCOMRYx_-R2kO6kDPhO-Dwm-6-O9NTC4v7KknD-NlHYxXpKhFdMqncWOrP4B1l0UU4DZHZVu2RRX-ceaWnsPxcN166zY7ntuftxh_FaMffRUkZnZvlsXx3oTt4pW2k/s400/29.+Finnish+T-37+Lahti+ATR+and+Jaeger+on+bicycles.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>T-37 amphibious tank and Rider with 5 PP</b></span></td></tr>
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Granted these additions to the core system are modest, unless one remembers that HP also does a stellar job of (re)integrating the Finnish into ASL. Advanced Squad Leader’s treatment of the Finnish soldier is now far more realistic than the superficial portrayal of three decades ago. Moreover, the extensive, historically-grounded Finnish OB in HP almost certainly will lead to the publication of more, and better, Finnish scenarios in the future. In the interim, HP serves up 17 scenarios that challenge previous perceptions of Finnish invincibility in ASL—almost tripling the number of Finnish scenarios in the Avalon Hill/MMP catalogue.</div>
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So even if you did not win a copy of HP in our <a href="http://asl-battleschool.blogspot.ca/2015/07/of-apples-and-oranges.html">raffle</a> earlier this month, you still may want to consider picking up a copy of the module before it goes out of print. I was shocked to see how fast FB sold out. Don’t dilly dally. It’s time to self-rally. Gain possession of <i>Hakkaa Päälle!</i> today!</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO75y68kYCp7__CYeDx3KMx92DbSGEfFomgrcB-iB40psDloaXqiFm-fWd2GRK5V4cJrEn5j3VjfI5OtyQWhtl_4da13Aed3X85s_FhfbCRYPsFCA40Ok_WayfEOja1Gkh-sofer9e59E/s1600/30.+Hakkaa+Paalle+Lukkari+and+Thuring.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO75y68kYCp7__CYeDx3KMx92DbSGEfFomgrcB-iB40psDloaXqiFm-fWd2GRK5V4cJrEn5j3VjfI5OtyQWhtl_4da13Aed3X85s_FhfbCRYPsFCA40Ok_WayfEOja1Gkh-sofer9e59E/s400/30.+Hakkaa+Paalle+Lukkari+and+Thuring.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b><i style="text-align: justify;">Hakkaa Päälle!</i><span style="text-align: justify;"> - </span>compliments</b></span><b style="color: #444444; font-family: Verdana, sans-serif; font-size: x-small;"> of the Self-Rally crowd and a Swedish volunteer</b></td></tr>
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<b><span style="font-size: x-small;">Notes</span></b></div>
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<span style="font-size: x-small;">1. The scenario title is a play on the title of a 1968 espionage novel by British author David Cornwell, a.k.a. John Le Carré. The small town of the title refers to the former West German capital of Bonn, where the novel is set. If you have not already done so, I would encourage you to read the author’s breakout novel: <i>The Spy Who Came in from the Cold</i>.</span></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3buVFul76mdtB5G5XSWC32sj8NwOw3sJXQ6LX3PNS2webZquGF984ELuhfPDxDPXEUe-zh4g054o3UO3fFp_rBw4suI9ULl71GvRFREh_c-zhUitPygaANIL7bZ7zYiGAWdF8k-CA27M/s1600/31.+SU-76+Leningrad.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="101" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3buVFul76mdtB5G5XSWC32sj8NwOw3sJXQ6LX3PNS2webZquGF984ELuhfPDxDPXEUe-zh4g054o3UO3fFp_rBw4suI9ULl71GvRFREh_c-zhUitPygaANIL7bZ7zYiGAWdF8k-CA27M/s200/31.+SU-76+Leningrad.png" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>SU-76 Leningrad 1941-44</b></span></td></tr>
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<span style="font-size: x-small;">2. Apparently 71 ST-26 bridgelayers were built. Although only a dozen or so SU-26 saw combat, I think that, for ASL purposes, they would have been a better pick for inclusion in HP. It appears that 14 vehicles were fabricated in Leningrad, and served with the 220th Independent Tank Brigade on the Leningrad Front as late as the winter of 1943. The majority had a 76mm gun mounted behind a riveted gun shield over top of a T-26 chassis. Apart from an extra-large gunshield, the crew was unprotected. Apparently two of these vehicles were equipped with obsolete 37mm PP obr. 15R guns (Russian Ordnance Note 11). </span></div>
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<span style="font-size: x-small;">3. Also included are more reprints of the Sturmtiger from the out-of-print <i>Operation Veritable Historical Study</i> (OVHS). The Sturmtiger was also included in the Axis-Minor core module AoO. The SdKfz 10/5 halftrack, which debuted in AoO, and made another appearance in the out-of-print <i>Valor of the Guards</i> (VotG), returns in HP. Likewise, the SPW 251/21 halftrack that first appeared in the long out-of-print <i>Kampfgruppe Peiper I</i> (KGP I), and the more recently out-of-print <i>Festung Budapest</i> (FB), is part of the HP counter mix. </span></div>
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<span style="font-size: x-small;">At the time of this writing, the BattleSchool KitShop still has some OVHS counter sheets (and maps) left. Our remaining stocks of VotG and FB have been selling quickly, however.</span></div>
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<span style="font-size: x-small;">4. For what it’s worth, I think that HP would have benefited from the inclusion of two more Russian squad types: a Second Line unit, a 4-3-7 or 3-4-7, and an early-war Conscript 3-2-6. The lack of a Second Line unit <i>[EXC: NKVD; VotG22.]</i> is at odds with the massive size of the Red Army. Admittedly, the <a href="http://asl-battleschool.blogspot.ca/2012/03/gallant-galantay.html">Buda Volunteer Regiment</a> units (i.e., 4-4-7, 3-4-7, and 3-3-6) in FB could serve the same purpose by SSR, but this HASL module went out of print only three years after it was published.</span></div>
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<span style="font-family: Verdana; font-size: x-small;">5. This scenario was not included with HP. Designed by</span><span style="background-color: white; font-family: Tahoma, Calibri, Verdana, Geneva, sans-serif; font-size: 12px; line-height: 14px; text-align: left;"> </span><span style="background-color: white; line-height: 14px; text-align: left;"><span style="font-family: Verdana, sans-serif; font-size: x-small;">Matts Dagerhäll and Eric Henyey</span><span style="font-family: Tahoma, Calibri, Verdana, Geneva, sans-serif;"><span style="font-size: 12px;">, </span></span></span><span style="font-family: Verdana; font-size: x-small;">the scenario is set in the dying days of the Winter War. A group of battle-weary Swedish Volunteers must try to slip through a tightening net of Russian pursuers on skis. It is a fluid action, atypical of most ASL actions occurring in heavily wooded areas. I suspect that the design will be reworked, and released with a compilation of other scenarios featuring Swedish Volunteers. I hope it does, because the “Grafström Raid” is a good candidate for evening play, and tournaments.</span></div>
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<span style="font-size: x-small;">6. I highly recommend that those not afraid of the dark give Thuring’s “Night Fans” a spin. The scenario is remarkable for its use of desert boards and overlays to create islands in the midst of a frozen lake. Aerosans attack across the ice in an effort to dislodge the Finnish garrison on the main island. I played the scenario a couple of times in play test. Needless to say that manoeuvring fan-propelled sleighs onto land at night is an uphill battle in more ways than the patently obvious.</span></div>
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<span style="font-size: x-small;">7. Although not stated explicitly in the rules, I see no reason why, for example, that one could not use a PFZ factor to transform scrub on a desert board into Open Ground, particularly when Broken Terrain (F13.1) or Steppe Terrain (F13.2) is in play.</span></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQ4VpQKFrR75V2lqwMAHZqS1J8ZnMmzkZLlUrTNmpEj0mjNqkPkA2O_b9DYZXErHSvcdkgCb3_UKnH7DMrkCxxEi0sUr5Six1ap7RO8XSiS5sJCXk7mVD9fP0XgGi3LEThaQIyFRKbltA/s1600/32.+Hakkaa+Paalle+poster.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQ4VpQKFrR75V2lqwMAHZqS1J8ZnMmzkZLlUrTNmpEj0mjNqkPkA2O_b9DYZXErHSvcdkgCb3_UKnH7DMrkCxxEi0sUr5Six1ap7RO8XSiS5sJCXk7mVD9fP0XgGi3LEThaQIyFRKbltA/s400/32.+Hakkaa+Paalle+poster.png" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><b style="color: #444444; font-family: Verdana, sans-serif;"><i style="text-align: justify;">Hakkaa Päälle!</i><span style="text-align: justify;"> - </span>Take the road less traveled!</b></td></tr>
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Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com2tag:blogger.com,1999:blog-1421727884790275990.post-45517056899068707202015-04-17T21:33:00.000-04:002015-04-18T15:35:51.184-04:00CASLO returns to the Nation’s Capital<div class="separator" style="clear: both; text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsXasLSiLeC_UzgCFQSihecBHK4E_FElqcaaa-PqW4-SqE-fGKt4Z5YfRekK0VaO19IO4ZNZh3QwUx7k_hD6oGfGj0ehsZ696V-_znsWxysfn71Oh5LD3LmpfUhUA5wC_jggd5VaX79cI/s1600/CASLO+2015+Logo+Sitrep.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsXasLSiLeC_UzgCFQSihecBHK4E_FElqcaaa-PqW4-SqE-fGKt4Z5YfRekK0VaO19IO4ZNZh3QwUx7k_hD6oGfGj0ehsZ696V-_znsWxysfn71Oh5LD3LmpfUhUA5wC_jggd5VaX79cI/s1600/CASLO+2015+Logo+Sitrep.png" height="400" width="400" /></a></div>
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Last autumn, I offered to take the lead in compiling the scenario lists for the Canadian ASL Open (CASLO). I had done this before, for <a href="http://asl-battleschool.blogspot.ca/2011/06/canadian-asl-open-2011.html">previous CASLO</a>, and I had an appreciation for the task at hand. Now that the work is done, I clearly underestimated the enormity of the task. Or more truthfully, I once again underestimated my penchant for “perfection,” as my longtime ASL buddy opined. </div>
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Rather than explain why it took so long to prepare the scenario lists, I prefer to let the end product speak for itself. Aside from the show-and-tell aspects of this post, I hope to encourage a few more ASL players to attend what is shaping up to be the biggest CASLO on record. </div>
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<b>The where, the why, and the when</b></div>
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<a href="http://www.ottawatourism.ca/">Ottawa, Ontario</a> will host the CASLO for the third time in five years.<sup><span style="color: #999999; font-size: xx-small;">1</span></sup> Each year, the <a href="http://members.shaw.ca/casla/">Canadian ASL Association</a> (CASLA) deliberates on where the event will be held. A syndicate of players in my local ASL group made a successful bid to host the nineteenth CASLO. What makes CASLO XIX extra special is that—for the first time—it occurs in Ottawa during the spring, <i>and</i> on a long weekend. </div>
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The <a href="http://en.wikipedia.org/wiki/Victoria_Day">Victoria Day</a> (or May two-four) weekend is a good time to visit the Nation’s Capital. Aside from celebrating the (current) sovereign’s birthday with <a href="http://en.wikipedia.org/wiki/Canadian_Tulip_Festival">festivals</a> and fireworks, the weekend marks the (unofficial) beginning of summer. As with past Opens, the CASLO kicks off at noon on Friday, and runs for three days: 15-17 May. However, in a departure from previous tournaments, some players will have an opportunity to roll dice as early as 10:00 on Friday. This is but one of several innovations to the CASLO Program. </div>
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<b>The what</b></div>
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Arguably the biggest change to the CASLO Program is the decision to run two, parallel tournaments. The CASLO, or main tournament, remains a five-round, three-day event. The winner of the CASLO is the player with the most points at the conclusion of Round 5 on Sunday—more on the CASLO in due course. </div>
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The Novice Tourney is a three-round, two-day event. This shorter tourney differs from the “mini” tourneys of the past in a couple of respects, the most important of which is that it is not a single-elimination, or sudden-death competition. Instead, participants play all three rounds, with the winner determined by points in the same manner as the CASLO.<sup><span style="color: #999999; font-size: xx-small;">2</span></sup> Let’s look at the Novice Tourney in a bit more detail.</div>
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<b>Novel approach</b></div>
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The Novice Tourney is now a tournament in its own right, with its own discrete set of scenarios. It caters not only to novice, or less experienced, players, but also to players who are unable to attend a three-day event. I tailored the scenario choices with these factors in mind. </div>
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Scenarios in the Novice are arranged by theme, with one overarching theme per round. In keeping with the vision of the co-Tournament Directors (TDs) Doug Rimmer and Reg Plummer, each subsequent round requires knowledge of a broader rule set, and tactics. In most cases, players will select a scenario from among the first three listed for each round. The theme of the first round is infantry (Guts). The second round introduces ⅝” ordnance in the form of anti-aircraft artillery (AA), and medium mortars (Guns). The third and final round is a combined-arms test that adds tanks to the mix (Glory).</div>
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<tr><td class="tr-caption" style="text-align: left;"><b><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;">Novice Tourney Handbook</span></b></td></tr>
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Along with the main scenarios, I added a pair of “pool” scenarios to each round. These scenarios can only be chosen by mutual agreement. I included them so as to provide more experienced players with an option to play a more complex scenario. Having said that, a closer inspection of the nine, core scenarios in the Novice reveals that each is more nuanced than it may appear initially.</div>
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Pool scenarios share the general theme of their respective rounds, but add a secondary theme. For example, the secondary theme for the pool scenarios in Round 1 is the Japanese, whereas offboard artillery (OBA) is a secondary component of Round 2. Below is a break down of each round.</div>
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<b>Round 1: GUTS Saturday 09:00 - 15:00</b></div>
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All of the scenarios in the first round involve only Infantry. Light Anti-Tank Weapons (LATW) and Light Mortars are also in play, but no ⅝” ordnance. The table below supplies an overview of the round. Neither of the pool scenarios requires knowledge of PTO Terrain (G.1).</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL9UAt4rZQX66K3xazxSaUPng1HTVzqbmTvDIdfGIT_dH7KayAFGBwHU_v9lFl9Imnmpkk8xAibtLlfvLcv6LXCiJRU4vVAnKcHFjcDP-KLRa9QQ26aeOItRQmKdv7ctoxjZ38OekxFJM/s1600/Round+1+Guts+Scenario+List.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjL9UAt4rZQX66K3xazxSaUPng1HTVzqbmTvDIdfGIT_dH7KayAFGBwHU_v9lFl9Imnmpkk8xAibtLlfvLcv6LXCiJRU4vVAnKcHFjcDP-KLRa9QQ26aeOItRQmKdv7ctoxjZ38OekxFJM/s1600/Round+1+Guts+Scenario+List.png" height="160" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>GUTS: Round 1 Scenarios in the Novice Tourney</b></span></td></tr>
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<b>Round 2: GUNS Saturday 16:30 - 23:00</b></div>
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Each scenario in the second round of the Novice includes ⅝” ordnance. Medium mortars are the most common type of Gun across all five scenarios in Table 2 below. A couple of scenarios have AA Guns, but only FT188 has a large-calibre AA Gun. </div>
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One of the scenarios in this round is set in Tunisia (WCW2). However, no Chapter F rules are in effect. The scenarios in the pool involve fortifications, and OBA. Neither scenario is recommended for inexperienced players.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBS6IZgZEoZJmSGsE9mtOCU7rRPQijLZT7PkkL3x79ZmHW6XCnuaBb0PaHwiWf9Fh_CCwNlJ-XeWZhbOv19c9rbBgLXVxmAklq8_RQvaYET-b8FSp9pUv5ONqPMITPcYoPOsAUT5ojpLI/s1600/Round+2+Guns+Scenario+List.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBS6IZgZEoZJmSGsE9mtOCU7rRPQijLZT7PkkL3x79ZmHW6XCnuaBb0PaHwiWf9Fh_CCwNlJ-XeWZhbOv19c9rbBgLXVxmAklq8_RQvaYET-b8FSp9pUv5ONqPMITPcYoPOsAUT5ojpLI/s1600/Round+2+Guns+Scenario+List.png" height="160" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>GUNS: Round 2 Scenarios in the Novice Tourney</b></span></td></tr>
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<b>Round 3: GLORY Sunday 09:00 - 15:30</b></div>
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Each scenario in the final round of the Novice includes some form of Armored Fighting Vehicle (AFV). Although a self-propelled assault gun makes a guest appearance in one of the main scenarios, tanks are the stars of the show. In my view, players will enjoy playing any of the scenarios in the table below. </div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9sGBCZUYEoegHVHUVIn9ZTmyJeEpEJkTiUCEBK5CANCI8qObpSiIs8SWLNnY8k6WpwbOOcLahkw_mJq3sYuELvQ1C7r6axQtaWRp5Ir6c8eXkDE-ckLS7JhFOrZrKaS5sP00NtMu0ZGo/s1600/Round+3+Glory+Scenario+List.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9sGBCZUYEoegHVHUVIn9ZTmyJeEpEJkTiUCEBK5CANCI8qObpSiIs8SWLNnY8k6WpwbOOcLahkw_mJq3sYuELvQ1C7r6axQtaWRp5Ir6c8eXkDE-ckLS7JhFOrZrKaS5sP00NtMu0ZGo/s1600/Round+3+Glory+Scenario+List.png" height="160" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>GLORY: Round 3 Scenarios in the Novice Tourney</b></span></td></tr>
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Players who register for the Novice receive a copy of the 25-page Novice Tourney Handbook (NTH). The NTH includes 15 scenario cards. Some cards have been amended. I included statistics from the Remote On-line Automated Record (ROAR) as a <i>guide</i> to aid in scenario selection. It goes without saying that players need to analyze each scenario on its own merits, keeping in mind that some scenarios have small, but important amendments. For example, I gave the Germans in “Scotch on the Rocks” an extra, medium machinegun.</div>
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<b>The main event</b></div>
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Preparing the documentation for the CASLO was a huge undertaking. I could not have done it without the help and input of numerous people. The nine-page Tournament Information Package, or TIP, is the central document. Doug Rimmer drafted the original, and along with his co-TD Reg Plummer, proofread my reworked version.</div>
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The TIP provides a general overview of the CASLO. In addition to the Tournament Schedule, the TIP includes specific guidance on the scenario-selection process, including examples of how to bid for scenarios and sides, and the tournament rules. The TIP is designed to be consulted in conjunction with the detailed information found in the scenario packages specific to each round of the CASLO.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1ryvWV1eCZ2SDWFlzaVT-GF7mBQEyIa0rYZQR-aCxcffUMPpuQvEnzqCUH5WpknhK96KS2wwo9w_odvzQVYgs6vY2kfDZV0yaaZpX7Op318wHRBHXzekqjXjKkOrjrxv1FIMbWFGJTHI/s1600/CASLO+XIX+TIP+Page+1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1ryvWV1eCZ2SDWFlzaVT-GF7mBQEyIa0rYZQR-aCxcffUMPpuQvEnzqCUH5WpknhK96KS2wwo9w_odvzQVYgs6vY2kfDZV0yaaZpX7Op318wHRBHXzekqjXjKkOrjrxv1FIMbWFGJTHI/s1600/CASLO+XIX+TIP+Page+1.png" height="200" width="154" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>The "TIP"</b></span></td></tr>
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Because the scenario packages for the CASLO include annotated maps of the playing areas, I felt it best to create separate documents for each round. Although the packages for most rounds are only eleven pages long, some are much longer. Together, the scenario packages run to 77 pages! </div>
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Each scenario package begins with a preamble that describes the theme of the round. The preamble is accompanied by a table that lists the scenarios, and any associated special notes. Scenario cards appear on later pages, as do maps that illustrate the setup areas. Doug prepared over 90 percent of the maps, saving me heaps of work and headache. Rob MacDonald and Reg proofread each package. Given the length of these documents, we encourage attendees to make full use of the electronic versions provided. </div>
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Before we examine the rounds in more detail, I would like to thank the legion of players who helped me narrow down the scenarios for the CASLO. There are 25 scenarios on the CASLO scenario list. All were played at least once before we chose them. Other scenarios never made the cut, but were played nonetheless. </div>
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Doug hosted monthly “play test” sessions at his place. These tests helped us identify balance issues, as well as areas that might lead to confusion, or disagreement. I think that we have a better list because of this testing. I also feel that the TDs are more prepared for questions that may arise during the tournament. I would like to thank the following gentlemen for their assistance: Adrian Earle, Brian McLeod, Doug Rimmer, Jamie Rimmer, Martin Hicks, Reg Plummer, Rob MacDonald, and Ken Young.</div>
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<b>Round 1: Early Action</b></div>
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All of the scenarios in the first round take place before 1941. The round serves two purposes. It acquaints players with lesser known actions, and it presents tactical situations and forces that, for the most part, are intended to push the comfort level of average players, and compel them to think and play in a less conventional manner. </div>
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The scenarios in this round are relatively new. The oldest, “Stairway to Heaven,” was published in 2010. “Death Throes” appears courtesy of Bounding Fire Productions, and the designer Chas Smith. The scenario is one of more than 40 in BFP’s forthcoming <i>Poland in Flames</i> Battlepack.<sup><span style="color: #999999;">3</span></sup> As the banner above hints, I also included a scenario from <i>Hakkaa Päälle! </i>in Round 1.</div>
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<b>Round 2: Jungle Gym</b></div>
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All of the scenarios in this round occur in the Pacific Theatre of Operations (PTO). In all cases, PTO Terrain (G.1) is in effect. However, in some cases, there are important exceptions to the terrain transformations that normally take place when rule G.1 is in play. Brush, for instance, is not always transformed into bamboo.</div>
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The scenarios in this round are new. None were published before 2014. In fact, one is due to be released in<i> Journal 11</i> later this year. “Maximum Aggression” appears here courtesy of Multi-Man Publishing, and the designer, Michael Koch.</div>
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I selected the scenarios with a view to providing players an approachable introduction to the Pacific Theatre, and the Japanese in particular. Several of the scenarios are straightforward, and none feature any of the more complex rules found in Chapter G. Dense Jungle, for example, is not in effect in any of the scenarios, while esoteric rules dealing with caves, panjis, and so on are also absent. And with one exception, players do not have to concern themselves with the rules for Demo Charge Heroes (G1.424), or Tank-Hunter (T-H) Heroes (G1.421) for that matter. The Jungle Gym is nonetheless designed to give players a mental workout. </div>
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<b>Round 3: Minor League</b></div>
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This round is similar to Round 1. It is designed to test a player’s ability to use the armed forces of lesser powers effectively. Each scenario includes an Allied Minor or Axis Minor component that forms the bulk, if not all, of one side’s order of battle (OB). Players also should be prepared to handle Inexperienced Personnel (A19.3). </div>
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Round 3 is unique in that players are required to bid for sides using one of three, very different methods. Standard bidding is the most common. However, in “The Bet,” players bid for the same side. Each player places a wager, betting on the minimum number of building/rubble hexes that the Germans must control at game end. The classic “Morire in Belleza” uses instead the Australian Bidding System (ABS). In this Paddington Bears scenario, players select one of eight bids. An explanation of how ABS works is found in the TIP. </div>
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<b>Round 4: History Lesson</b></div>
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All the scenarios in this round are played on maps that have terrain unique to the historical situation. Round 4 is designed to test a player’s ability to grasp a number of historical and terrain rules, and adjust play accordingly. </div>
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This round required the most work on my part. In an effort to make the Historical ASL (HASL) round more accessible (and palatable), I created an abridged rule set for each scenario. In spite of much culling, condensing, and copyediting, the rules overhead still may appear daunting to some would-be participants. However, bear in mind that all of the HASL rules are in one place. There is no need to consult the original HASL rule set. Nor is there any need to skim through pages of HASL rules to determine if a particular rule applies. If a HASL rule is present in the scenario package, then it applies to the associated scenario. If a HASL rule is absent, then the rule is not applicable.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU7iI_uN0Jc9Y_Rj9Y0n8jVsFmrPJPu6DU5bWkSJr3JZ_-JQBHFPbCztATHr1fKdj-3ekJL8xq_W0kFNXVH7vDLXVyXJRsx3Ecv_2p2JLhEf3zLX9BMqlTwO9ksOJNP67sja59M8UWKps/s1600/Page+43+CASLO+Round+4+Scenario+Package.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjU7iI_uN0Jc9Y_Rj9Y0n8jVsFmrPJPu6DU5bWkSJr3JZ_-JQBHFPbCztATHr1fKdj-3ekJL8xq_W0kFNXVH7vDLXVyXJRsx3Ecv_2p2JLhEf3zLX9BMqlTwO9ksOJNP67sja59M8UWKps/s1600/Page+43+CASLO+Round+4+Scenario+Package.png" height="200" width="154" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>HASL rules for CM04</b></span></td></tr>
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In some cases, I deleted rules that would have little or no impact on play. I also modified, or extensively rewrote certain rule sections. I did this either for clarity, or to bring a particular rule in line with core ASL rules. This is most noticeable in the HASL rules for the scenarios produced by Lone Canuck Publishing. Where possible, I also included colour illustrations, and player aids. </div>
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Rob MacDonald was responsible for prodding me to create the <i>Valor of the Guards</i> Terrain Table, which was based on a similar table supplied by Michael Rodgers—the Treasurer of the CASLA, and an unflagging supporter of the CASLO. Doug Rimmer provided feedback on my edits to the rules, while Reg Plummer and Rob proofread my handiwork. I can say with confidence that we have done our utmost to make the historical scenarios in this round accessible to all participants. Granted not everyone will own the HASL modules from which these scenarios were chosen. Rest assured, however, that the tournament organizers are doing their best to ensure that players have what they need (maps included) to partake of the CASLO history lesson.</div>
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<b>Round 5: Oh Canada!</b></div>
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All scenarios in this round feature Canadians. And all have been published within the past five years. I wanted to end the CASLO on a theme that incorporated only the latest scenario designs featuring Canadian troops. This proved more difficult than I expected. There are few scenarios to choose from, and many of these are played on a historical map. But I was okay with this. </div>
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My original intent was to integrate the themes of the CASLO vertically. Put another way, rather than assign all of the HASL or PTO scenarios to one round, I planned to spread them across all five rounds—with no more than two HASL or PTO scenarios per round. I envisioned a competition within a competition. While some players vied for top spot in the CASLO, others could attempt to win a theme. For example, a player might receive one point for playing a HASL scenario, or three points for winning one. The player with the most points in a given theme would win a prize. To make it more interesting, I incorporated scenarios that qualified for more than one theme. </div>
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In the end, I was overruled. We went with the “horizontal” approach in which all scenarios in a round share the same theme. Scenarios with more than one theme are not immediately obvious, however. The last round of the CASLO has obvious vestiges of my intended thematic approach. For example, “The Police Station” is set in Hong Kong. The scenario qualifies for the Canadian theme, but could just as easily qualify for the Pacific Theatre theme (if we ignore the lack of PTO Terrain). “Zoot Suit Boys” is from <i>Bloody Buron</i>, a scenario pack that uses a historical map and rules to portray the to-and-fro fight for the Norman village of Buron, in June 1944. The historical rules required to play the scenario are manageable—little more than a page, including an explanatory illustration that I created.<sup><span style="color: #999999;">4</span></sup> So while technically a HASL scenario, some players may enjoy giving the “Baddies” a bloody nose as the Canucks hum <a href="http://en.wikipedia.org/wiki/O_Canada">Oh Canada!</a></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh76SMLAjsYhua3g0Bt6DbCViz-2jObeYjCrZJ-Nvw6rQFJDxKCYrD6NPaVRxkP_rT9rFTcN26tuUKiaRGTy7_qmfzdXBWBIOYq5IaRabYrUAUcGAzoPRREiDsGStXeAzdr7-xkBvfHSco/s1600/The+CASLO+Scenario+List.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh76SMLAjsYhua3g0Bt6DbCViz-2jObeYjCrZJ-Nvw6rQFJDxKCYrD6NPaVRxkP_rT9rFTcN26tuUKiaRGTy7_qmfzdXBWBIOYq5IaRabYrUAUcGAzoPRREiDsGStXeAzdr7-xkBvfHSco/s1600/The+CASLO+Scenario+List.png" height="400" width="366" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>Scenario list of the CASLO for 15-17 May 2015</b></span></td></tr>
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I had planned to expand upon some other unique aspects of the tournament. However, until all of these are confirmed in the next week or so, I will refrain from making any promises that the TDs cannot deliver on. If you would like additional information on CASLO XIX, I recommend that you visit the <a href="http://canadianaslopen.com/">CASLO site</a> that Jamie Rimmer created. Among other things, the site includes a list of sponsors, and the prizes that they have donated. As of today, 29 people have registered for CASLO XIX. You can help us reach 40. Pass it on!</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsqMa8ev5E5VwMv6wnhgmkbsATt7nKNULQNkLRs-lfvG3PxsBrUg6n0SpNX0z7tUC0njNo1CAZwHYbKfeaF8bKaByPVncaNnH3Ox1xtgVqlTAeSGUkNlNEl1q6Vp3KnmjrVu4Y_l15k2M/s1600/CASLO+2015+XIX+BattleSchool+Sponsorship+Poster+B+copy.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsqMa8ev5E5VwMv6wnhgmkbsATt7nKNULQNkLRs-lfvG3PxsBrUg6n0SpNX0z7tUC0njNo1CAZwHYbKfeaF8bKaByPVncaNnH3Ox1xtgVqlTAeSGUkNlNEl1q6Vp3KnmjrVu4Y_l15k2M/s1600/CASLO+2015+XIX+BattleSchool+Sponsorship+Poster+B+copy.png" height="400" width="308" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: left;"><span style="color: #444444; font-family: Verdana, sans-serif; font-size: xx-small;"><b>CASLO XIX Prizes donated by BattleSchool KitShop</b></span></td></tr>
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<b>KitShop</b></div>
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A final word, if I may. I can confirm that the BattleSchool KitShop will be onsite during CASLO XIX. Helen expects to have the shop open from roughly 09:00 to 15:00 each day. She will have copies of most publications containing scenarios found on the play lists of both tournaments. The main exceptions are the older HASL modules: <i>A Bridge Too Far</i>, and <i>Kampfgruppe Pieper II</i>. Provided we do not sell out of an item before 15 May, almost everything else will be available for purchase on the day. </div>
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If you are joining us from out of town and would like something special—an ASL map bundle, or an out-of-print item, for example—I recommend that you reserve a copy with Helen ahead of time. She will try to have most publications on hand, but she does not intend to bring many copies of larger items. If you prefer to plan your purchases in advance, feel free to request a link to a PDF copy of our catalogue. Email: battleschool at rogers dot com. </div>
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<b><span style="font-size: x-small;">Notes</span></b></div>
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<span style="font-size: x-small;">1. The venue for CASLO XIX is located in Bells Corners, a former village in the former city of Nepean. Both municipalities now form part of the western suburbs of Ottawa. The Nation’s Capital has a population just shy of one million. The <a href="https://www.google.ca/maps/dir/Best+Western+Plus+Ottawa%2FKanata+Hotel+%26+Conference+Centre,+Ottawa,+ON/Ottawa+Macdonald-Cartier+International+Airport,+Airport+Road,+Ottawa,+ON/@45.3692298,-75.8098151,12z/data=!3m1!4b1!4m13!4m12!1m5!1m1!1s0x4cce00a1e71ea601:0xa0d1b9e13ed4d9e1!2m2!1d-75.820696!2d45.326902!1m5!1m1!1s0x4cce083f06d206e1:0x50fd37ed2e082d1a!2m2!1d-75.669165!2d45.319212">international airport</a> is about a 25-minute drive east of the hotel. The nearest <a href="https://www.google.ca/maps/dir/Best+Western+Plus+Ottawa%2FKanata+Hotel+%26+Conference+Centre,+Ottawa,+ON/Fallowfield+train+station+-+VIA+Rail,+Fallowfield+Road,+Nepean,+ON/@45.3189297,-75.8130399,13z/data=!3m1!4b1!4m13!4m12!1m5!1m1!1s0x4cce00a1e71ea601:0xa0d1b9e13ed4d9e1!2m2!1d-75.820696!2d45.326902!1m5!1m1!1s0x4ccdfd4201db71bd:0x79ba896ebd705b26!2m2!1d-75.736578!2d45.299277">train station</a> (Fallowfield, which serves the Montreal-Toronto Via Rail corridor) is about 15/30 minutes away by car/connecting bus. </span></div>
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<span style="font-size: x-small;">2. It took me a while to understand why Doug Rimmer did not want to refer to the Novice Tourney as a “mini” tourney. I assumed that it was mere semantics. However, once we agreed to run it as a <a href="http://en.wikipedia.org/wiki/Swiss-system_tournament">Swiss-style tournament</a>, dropping the term “mini” made perfect sense. Our hope is that future CASLO TDs will adopt this format. In our view, the smaller tourney offers a meaningful alternative for players who cannot attend on Friday. The smaller tourney also gives TDs the flexibility to create two, thematically different tournaments.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYyq2O6jPUJ285yBlpqVuDkQkjEs1a-WQzBz1uDr53xAYKriA1NW6-TZELDt8-3EaqCk_RKClHQU0z4ZJx8IwTgSQd5THCiPvyr1WDDcNbfGroUtY_kvyQKkF4Jv67v9f7SbFxUPLNR04/s1600/PiF+back.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYyq2O6jPUJ285yBlpqVuDkQkjEs1a-WQzBz1uDr53xAYKriA1NW6-TZELDt8-3EaqCk_RKClHQU0z4ZJx8IwTgSQd5THCiPvyr1WDDcNbfGroUtY_kvyQKkF4Jv67v9f7SbFxUPLNR04/s1600/PiF+back.jpg" height="110" width="200" /></a><span style="font-size: x-small;">3. Bounding Fire Productions’ <i><a href="http://www.boundingfire.com/">Poland in Flames</a></i> is a new Battlepack stuffed with more than 40 scenarios, new counters, illustrated rules pages, and eight mapboards—including two pairs of double-wide boards. The pack will likely include a magazine that recounts the Polish Campaign of September 1939 too. </span></div>
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<span style="font-size: x-small;">4. To give you an idea of the time required to prepare the HASL rules, I spent a day or so rewriting and condensing the historical rules for “Zoot Suit Boys.” I also created a diagram that explains how the Partial Orchards found on only a small portion of the map work. The rules, diagram included, take up less than a page and a quarter.</span></div>
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<span style="color: #38761d; font-family: Verdana, sans-serif;"><i>On a related note, I forgot to add that a couple of players in Toronto (GTA) are interested in forming an ASL club. If you would like to be part of this, please send me an email and I will put you in touch.</i></span></div>
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Chris Doaryhttp://www.blogger.com/profile/06965145023794602433noreply@blogger.com0