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Back to Russia. This, the last lesson, introduces some
other types of vehicles, and some variations for the use of tanks. Tanks can suffer
disadvantages form the lack of a radio, they can haul infantry around as Riders, or they
can be dug in to become Armored Cupolas. In addition, there are the vast array of
armored cars, trucks, halftracks and motorcycles. Lesson 8 also brings in two new
types of fortification: barbed wire and pillboxes. And two new types of
terrain: the third-level building and the stream. With these rules, now there
are seven new scenarios that you can play: A7.308-7.309
These rules apply to the Trucks in Scenarios 6 and 8 from BEYOND VALOR.
Trucks are vulnerable to everything.
A7.821
Riders and Passengers may be pinned.
A11.622
This is an effective weapon against infantry in Close Combat. The Pz IVJ in Scenario
9 is equipped with teh Nahverteidigungswaffe.
B13.43
The branches sweep riding infantry right off the tanks. Quite a sight to behold I'm
sure, so not allowed in ASL.
B19.5-19.52
This applies to the gully on Board 24, in use for Scenarios 16 and 18.
B20.1-20.6
A stream is found on Board 22, found in Scenario 6. Of course, crossing at a bridge
is the civilized alternative to splashing through the water. Who needs a bath in the
midst of a firefight.
B23.24
There is a tall, third-level building in Scenario 9.
B24.73
Where there is wire, there is a way to clear it. This is very similar to rules on
clearing rubble, flames, and roadblocks.
B26.
Wire, which was extremely common in World War II, makes its first ASL appearance
in Scenario 9 from BEYOND VALOR.
B30.1-30.7
The dreaded pillbox helps the Russians defend The Citadel in Scenario 10.
C.7
This can come into effect in Scenarios E and 10 if one of those big guns (or OBA) of 100mm
or more gets a critical hit.
C2.29
Several small guns in Scenarios 6, 8 and 10 have the option of using IFT resolution
instead of the usual To Hit procedure.
C.2.3
There is an AA gun in Scenario 10 that has a 360° mount.
C10.1-10.23; C10.31
The halftracks in Scenario E can haul around the German AT guns.
C13.7
Like PF, ATMM are abstracted in ASL. The Germans can use ATMM during 1944
or 1945 (Scenarios 7-9 and E).
D3.4-3.44
Armor leaders, which were introduced in COI, are found in Scenarios 6 and 9, one
on each side.
D3.71
Low Ammo rules apply to the SU-152 in Scenario E. This is new with ASL.
D6.1-6.72; D6.9; D9.2
Trucks and halftracks can carry passengers, and tanks and assault guns can carry riders on
top. Read all about the procedures in D6 before you play Scenarios 6-9 and E.
Infantry can ride the tanks in Scenarios 16-18 and in C, but they never do.
D9.5-9.53
Armored Cupolas appear in Scenario 10, and are not to be seen again until RED
BARRICADES. |
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D11.2-11.23
Various German AFV can have the added protection of Schuerzen in Scenarios 8 and E.D13.34
This applies to that same old Pz IVJ in Scenario 9.
D14.
The lack of coordination caused by the lack of radios is simulated by this rule, which
inconveniences the Russians in Scenarios 6 and C.
D15.1-15.7
Motorcycles are used in Scenario 6, very early in the war in the East.
This completes your working introduction to ASL. You can now play
Scenarios 6-10 from BEYOND VALOR and Scenarios C and E from The GENERAL
giving you some 23 scenarios (23 separate games) in all. Equally exciting,
these lessons form a firm foundation for the rest of the ASL system which
numbers well over 100 scenarios now. For those of you who have SQUAD LEADER
but do not have the updates of Scenarios C and E, here is the detail for you to enjoy
them:
Scenario C: The Russians have three T-34 M41 and one T-34 M43. The Germans
have three StuG IIIG and two StuG IIIB. Environmental Conditions are Moderate, with
no Wind at start. All the Russians in the Tractor Works (Building X3) get the
Fanaticism benefit while in the building only, which is a Factory (B23.74). Use the
Sniper numbers and ELR, and the Balance Provisions, found in Scenarios A and B.
Scenario E: Replace the 48 Russian 4-4-7s that start on Board 3 with 24 4-4-7s
and 24 5-2-7s. The Russian Turn 3 reinforcements consist of six T-34 M43.
Delete the LMG from the Russian Turn 5 reinforcements, and the .50 HMG starts
Dismantled. The two halftracks are replaced with two ZIS-5 trucks.
For the Germans in Scenario E, start them with three LMG instead of four. Their
first turn reinforcements consist of a 2-2-8 crew, SPW 251/1 and a 75L AT gun in tow.
Four Pz IVH panzers enter as the Turn 2 reinforcements. The force that enters
on Turn 4 includes an 8-0 leader, the MMG and HMG are initially Dismantled, the halftracks
are SPW 251/1, and the PF counters are ignored (due to the inherent PF of the Germans).
The Turn 5 reinforcements consist of three 2-2-8 crews, a Pz IIIN, two StuG
IIIG(L), one SPW 251/sMG, one SPW 250/1, and a 50L AT gun. Finally, a StuH42 arrives
for you on Turn 8.
Environmental Conditions are Moderate, with no Wind at start. The German radio
that starts onboard represents one battery of 81mm MTR OBA; the radio that enters with the
Turn 4 reinforcements represents on battery of 100mm OBA. Russian ELR is
"4" and SAN is "3"; German ELR is "3" and SAN is
"4". The Balance Provisions are straightforward (at least for you
experienced fellows who have mastered all the rules)
German: the radio that enters on Turn 4 represents 150mm OBA with Plentiful Ammo
(C1.211)
Russian: add an 8-1 leader to the initial onboard forces.
Enjoy these seven scenarios. And, of course, play the previous ones too. As
often as is necessary for you to feel that you have mastered the intricacies of this most
marvelous tactical game.
Lesson X:
More to Come |