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ASL West of Alamein
West of Alamein

Contents:

  • Boards 25, 26, 27, 28, 29
  • Desert Overlays
  • Escarpment Overlay
  • Chapter F, H British
  • Chapter F Divider
  • Scenarios 35 - 42
  • 6 Counter Sheets
Time Scale: 2 minutes per Game Turn
Unit Scale: 5 to 10 men, plus individual leaders, vehicles, guns
Map Scale 40 meters per hex
Players: 2 (also suitable for solitaire or team play)
Playing Time: Varies with scenario played; on average, three hours
Complexity: High
Solitaire Suitability: Low

Pricing:  Coming Soon!  Related Books / Videos
Description SKU # Price
West of Alamein WOA  
WEST OF ALAMEIN is not a complete game; ownership of ASL & BEYOND VALOR is required - as is YANKS for four scenarios.

Player Support


British MMC British HMG Board 25 Example Desert Board with Overlays Example
woa-cntr1.jpg (3648 bytes) woa-cntr2.jpg (3565 bytes)
March 31st, 1941 ... The 5th Light Division, just recently arrived in Libya, is on the attack.  Its goal: to drive the fresh but green troops of the British 2nd Armoured Division out of their prepared defenses in the coastal bottleneck near Mersa el Braga.  Men of the 8th Machinegun Battalion battle their way forward across the undulating sand dunes as Stukas prey on the defenders from above.  Suddenly in the swirling dust they encounter minefields and wire.   "Sappers forward!" comes the cry.  A new chapter in the history of war is beginning, and a new legend - that of Rommel, the Desert Fox - is about to be born.
April 7th, 1941 ... In confused and headlong retreat, the British are falling back across the Cyrenaican bulge to Derna.  But German armored cars and motorized infantry have cut the road atop the coastal escarpment, trapping those still in and west of the town.  Colonel Drew of the 5th Battalion, Royal Tank Regiment, organizes a breakout with a mixed bag of troops and vehicles.   Surveying the situation, he knows he has no options: He must lead his men up the steep, twisting escarpment road past a huge crater blown in by overanxious sappers; and, once over the lip of the escarpment, must locate the German anti-tank and machinegun positions in the shimmering heat haze and blast a way through.  The afternoon promises to be hot in more ways than one.
November 23th, 1941 ... As part of the drive to open a corridor to Tobruk, the 25th New Zealand Battalion, supported by Valentine tanks, has just captured Point 175 atop a high inland escarpment.  However, instead of halting to prepare for the inevitable German counterattack, the Kiwis continue their advance almost nonchalantly - and walk right into the sights of the veterans of the 361st Infantry Regiment "Afrika", who at the moment happen to be under the personal command of Rommel.  For many, Germans and New Zealanders alike, the bloody battle about to begin will make Point 175 their point of no return.
June 13th, 1942... The Afrika Korps is driving for the coast to cut off what remains of the Gazala Line.  One obstacle in its path is the Knightsbridge defensive "box" manned by the 201st Guards Brigade.  Two panzer divisions envelop it from east and west, but a violent sandstorm - a khamsin - hits, putting a halt to all activity.  As the khamsin subsides, 21st Panzer Division gropes forward in the still-blowing wind and dust, searching for the enemy infantry and A-T guns.  Just as it finds them, Grant and Crusader tanks of the Queen's Bays arrive to bolster the defense.  In the storm of sand begins a storm of steel...
This is WEST OF ALAMEIN - the long-awaited British addition to the ASL system.  As the title implies, it focuses on the battles between the British 8th Army and Deutsches Afrika Korps in the North African desert in 1941-43.  WEST OF ALAMEIN contains the entire British order of battle, including all U.S. Lend-Lease vehicles, ordnance and support weapons, thus enabling you to command every major vehicle, gun and troop type used by the British and/or Commonwealth forces in every theater throughout the war.   Also contained herein is Chapter F of the ASL rules, which covers the terrain types encountered in the desert and other arid regions: scrub, wadis, hillocks, escarpments, soft sand, dunes, deirs and hammada.  Chapter F also provides rules for the special climatic conditions that were so much a part of desert combat, such as dust, heat haze and sun blindness.  Of the five mounted mapboards in WEST OF ALAMEIN, four (#s 26-29) depict flat open desert, with the dominant terrain features on separate, moveable overlays so as to maximize flexibility.  The fifth board (#25) represents a rugged hill mass as is found in Tunisia, and can be converted to a large escarpment by means of an overlay specially designed for this purpose.  A Design-Your-Own system for the random selection and placement of overlays is also provided, which in combination with the vehicle and weapon point values, historical notes and DYO charts, will provide an endless variety of situations for those who enjoy creating their own scenarios.  And as if all this weren't enough, simple rules have been included to enable the desert boards and overlays to represent the steppes of the Ukraine, providing added flexibility for these components.  Of the eight scenarios enclosed, four can be played using the ASL rules and BEYOND VALOR; the other four also require rules, counters, and/or a board from YANKS.   No other boards or modules are needed.
Scenario List
ASL Scenario 35 Blazin' Chariots
ASL Scenario 36 Rachi Ridge
ASL Scenario 37 Khamsin
ASL Scenario 38 Escape From Derna
ASL Scenario 39 Turning the Tables
ASL Scenario 40 Fort McGregor
ASL Scenario 41 A Bridgehead Too Wet
ASL Scenario 42 Point of No Return

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