From: brian@tpocc.gsfc.nasa.gov (Brian Youse)
Subject: The ASL DIGEST volume 3 no 1
Organization: Computer Sciences Corporation
Date: Wed, 2 Sep 1992 01:24:28 GMT

	-=-=-=-=-=-=-=-=- THE ASL DIGEST -=-=-=-=-=-=-=-=-

A Digest of Articles about the Advanced Squad Leader Game System.

Volume 3 Number 1  					    Sept 1, 1992
========================================================================

         Role Call ...................................From the Editor
         Counter-battery Fire ....................From the Readership
         The Dead of Winter (SR) ......................Bret Hildebran
                                                          Brian Youse
         Munda Mash (Atlanticon '92 Scenario) .............Guy Chaney
                                                         Mike McGrath
         Death at Carentan (Atlanticon '92 Scenario).......Guy Chaney
                                                         Mike McGrath
         ASL Resources ....................................John Foley
                                                          Brian Youse
------------------------------------------------------------------------
Role Call:

	Well, what you now are scrolling through is my first effort at
publishing.  I sure hope this venture turns out to be as much fun as
I want it to be while being less work than I expect!

	Without a doubt, thanks must be extended to Chris Farrell (yet
digest.  Both pursued an aggressive publication schedule during their
tenure as editor.  After talking with John, I feel that this was their
ultimate downfall.  Both were consistently required to write articles to
ensure that the Digest contained several articles per issue.  This takes
its toll, and both eventually suffered from a case of burnout.  I'm glad
to announce that both are still active on the Discussion list and in
PBeM play.  It's good to see that the hobby hasn't lost a few good players,
just a few good editors!

	I'd really like for this to NOT happen to me!  I am making some
small changes to ensure that it doesn't.

	First of all, the publication schedule for the Digest now stands
at one issue per calendar month, to be sent on the first of every month.
This gives me enough time to work on an occasional article for the Digest,
peruse through what is sent me, and compile the mess of files into what
you read.

	Second, I will not be writing every article!  THIS DIGEST WILL
FAIL WITHOUT YOUR HELP!  It is really too much to ask of one person
to consistently come out with several articles worth of work for others
to read.  (Not to mention that most of you would quickly tire of my
style of writing {bad} and of my thoughts/theories about ASL!)  If I don't
get at least two articles per month, there will not be an issue that 
month.  I hope to write at least one per month, but cannot guarantee this
to be the case. (I occasionally have a life!)

	Enough with the totalitarian statements,  please help me out!

	What kind of articles am I looking for?  Series replays (both
technical (ie., explicitly listed moves) and dramatic (ie., glamorize the
details in an ASL story), analysis on parts of the game, tidbits of
knowledge you have gleaned about ASL tactics which you can turn into
an article, "It happened to me..." type stories, new scenarios, optional
rules for ASL (as if we need any more!), scenario reviews/tips, ...  The 
only limit is your imagination!

	Issue 3.02 is scheduled for October 1, 1992.  I'll talk to 
you then...

					Brian Youse
					brian@tpocc.gsfc.nasa.gov

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[1] The Dead of Winter (Series Replay)     Bret Hildebran --
                                           hildebranb@astro.cs.hh.ab.com
                                           Brian Youse --
                                           brian@tpocc.gsfc.nasa.gov
------------------------------------------------------------------------

        Bret and I played this scenario with the intent of using it
for a series replay before I became editor of the Digest.  Being a
little pressed for articles, I decided to press it into service.  If
you have any comments/questions about the replay, please feel free to
email either Bret, myself, or the Discussion list.

SCENARIO:             DEAD OF WINTER
RUSSIAN:              BRIAN YOUSE
GERMAN:               BRET HILDEBRAN
OPTIONAL RULES USED:  NONE

RUSSIAN PRE-GAME COMMENTS:

	I really like this scenario for several reasons:  the weather,
the risks involved, and the size.  The obvious lure for this scenario
is the deep snow and arctic-like conditions.  Does the German fire his
gun knowing that the B# is two less or does he wait?  Does the Soviet try
to rush his tanks off the map in two or three turns or will they bog in
some hidden depth of snow?  And what of the German 9-2?  Will he direct 
the mmg fire cutting down my Siberians?  Or will his gun freeze under the
harsh conditions as I overwhelm him?  And besides, how many scenarios 
can you play best two out of three in an evening?

	My plan is to perform a combined arms attack:  I won't let the
tanks get too far ahead of the infantry.  To win, I can exit all three 
tanks, two tanks and 6 points of infantry, or one tank and 13 points of
infantry.  Since it is very difficult to win if only one tank exits (The
Russian would need to exit all the squads and one of the leaders), my
infantry's main priority is to protect the tanks.  I fully expect to take
the full 5 turns to exit my tanks, and will try to be patient even if the
opportunity exists to "dash" my tanks off.  One bogged tank can ruin the
Russian chances of winning.

	The effects of the weather dictate how this scenario is played.
All tank movement is doubled, Infantry adds 1/2 MF per hexside crossed
unless entering a woods/building hex, and the breakdown numbers for the
Germans are two less than normal.  Also, the German invokes "fate" on
a DR of 11 or 12 during this scenario.  The Russians, prepared for this
kind of weather, are only affected by the movement increases.  Due to 
the Russians wearing "snow smocks", I will be able to advance/assault
move into open ground without losing concealment.  This could come
in handy, but I expect i'll be moving too fast to worry about assault
moves.

	One choice which I made was to convert the 8-0 leader for a 
9-0 Commissar.  With elite troops, the chance of failing a rally attempt
directed by the commissar is slim, and worth the risk.  With only 5 
movement phases, I cannot afford a lot of broken units sitting around.

	For a final tip, which I believe the Russian *must* do, NEVER
STOP YOUR TANKS!  The chance of a deliberate immobilization goes way
up if you are stopped, and you have to roll mechanical reliability to
start.  Murphy's Law:  If you need to start a tank to win, you'll roll
a "boxcars" every time!

	A note about the German setup. The locations of the trenches 
should have been kept hidden until I came within 16 hexes of them.  I
would have to at least enter a unit for the trenches to be revealed.  In
all honesty, knowing the location of them did little to change my thoughts
about approaching this attack, but any little psychological edge can
be useful.

GERMAN PRE-GAME COMMENTS:

	After reading up on all the winter rules in play (deep snow E3.73,
extreme winter E3.74 and winter camo E3.712), I read the General article
(V27#2 pp. 38-40) "Pulling Old Chestnuts From the Fire" which detailed
the scenario and gave some play hints.  I agreed with the general ideas
given for the German setup in the General and used that as a basis.

	The 9-2 with the MMG went in the stone building as it was the
best cover on the board and protected the exit points while giving decent
fire lanes along the expected Soviet approach.  A lone squad with a DC set
at the end of the trench row in case Brian attempted an end run of the
tank platoon.  The dug-in tank was positioned centrally allowing a good
field of fire and support for the infantry.  The AT gun set-up HIP in the
wood building of CC6 hoping for a rear shot an a T34 as it exitted.  I
decided to place the 8-1 leader, LMG and remaining 4-6-7 aggressively
forward in the wood building of T3.

	I expected the Russian approach to come from the SE corner as the
best cover and shortest exit route could be found there.  By putting the
infantry forward in T3, I hoped to discourage Brian from that approach, or
at the least inflict decent casualties and slow up the Soviet horde.  I
was worried of losing the squad (1/3 of my infantry, no less) early, but
the Russians would have to cross open ground to attempt CC and supporting
fire was available from both squads and the PzIVe.  I hoped to get good
defensive fire from the squad in T3 and then to retreat him back to the
trench line if his position was precarious (exchanging fire in close
quarters with 6-2-8s didn't appeal to me).

	I expect Brian to approach through the SE cover despite my attempts
to avert him.  He'll probably use the infantry to clear or at least suppress
my infantry and clear the way for his tanks on the road to avoid the bog
dice rolls due to deep snow.  If I can pin his infantry and keep them back,
my infantry can handle the tanks in CC, or hope the elements immobilize them.

GERMAN SETUP:

Trenches run 4X2-X7
4X7 = ?cc(2) En
4X1 = ?r(3)
4T3 = ?n(3)
4Z5 = PZ IVE d, CA 4Y5/Y6, CE

HIP = 37L AT, 2-2-8 Crew

RUSSIAN SETUP

z2  SAN (1 facing toward hex id)
q1  ?(k) w/4 units beneath
q2  ?(i) w/4 units beneath
    t34(e)
q3  t34(d)
q4  t34(c)

TURN 1 RUSSIAN PLAYER TURN RUSSIAN COMMENTS:

	The seemingly powerful stack up front has me very worried.  
While planning my move for the turn, I had the tanks moving up the road
(not in play) to take positions with my infantry.  Then it occurred to
me:  If that stack has a squad and the 8-1, I would die in a Street
Fighting attack between those two buildings on a DR of 6 or less.  Much
too risky within my plans, so i'll try the brute force method:  Move
my tanks up, stay in motion, and pound the stack with lots of PBF/Motion
mg fire.  They'll break eventually.

TURN 1 RUSSIAN PLAYER TURN GERMAN COMMENTS

	I hope to keep him from a quick sprint on board with the forward
stack.  The main point is to cause him to delay as much as possible early
making it difficult for Brian to exit in the allocated time.

Turn 1 RUSSIAN

RPh

1.  Wind Change DR= 5,4 Result= NE

PFPh

None

MPh

2. ?(cc) w/1 unit beneath splits from ?(i) and AM to r2
3. t34's move as a platoon
3a. t34e to r2(s2/s3) (2)
    t34d to r3(s3/s4)
    t34c to r4(s4/s5)
3b. t34c to s4(t3/t4) (17) platoon stays in motion
4. ?(i) w/3 units beneath AM to r1
5. ?(k) w/4 units beneath moves
5a. r0 (2.5)
5b. s1 (4)
5c. t0 (6)

MPh DFIRES

6. Bog DR= 6,4 (6)

DFPh

7.  TCA change PZ IVe y5/z4

AFPh

8.  t34c fires on t3. 1(+2) DR= 2,5 Result= NE

RTPh

none

APh

9.  ?(i) to s2
10. ?(k) to u1
11. ?(cc) to s3

CCPh

none

TURN 1 GERMAN PLAYER TURN GERMAN COMMENTS

	My plan has worked so far:  his infantry has been bottled up, lost
concealment and even snapped under a hail of German bullets.  Of course
the out-of-sorts troops are with the Commissar so they should be back
quickly, making my position in T3 tenuous.  I probably would have gone
after a tank, if not for the leader pinning.  I still need to stop a
T-34 which is no easy task in '41 (where are those inherent PF when you
need them?), but hopefully the snow will bog one.  The next turn could be
critical.  If my point men survive unscathed, I'm in good shape since his
infantry will be penned up and I'll have another shot at CC of a tank.  I
need to avoid breaking my weapons too... the extreme winter rules (E3.74)
do not make it friendly for german SW...I was lucky too fire so many times
without losing a key weapon during turn 1.

TURN 1 GERMAN PLAYER TURN RUSSIAN COMMENTS

	Well, the krauts had effective prep fire, but not too damaging.
I should be able to rally the 628 and 527 due to the commissar.  At
least I now know what the German player has in every stack on the map.
The t3 nut didn't crack during dfire, so i'll most likely have to 
prep fire at it.  I cannot allow an enemy squad to flank me and cut
my rout paths.

Turn 1 GERMAN

RPh

12. Wind DR 2,5:  NE

PFPh

13. ?r in X1 drops concealment
    4-6-7 & MMG (5FP) with 9-2 directing in X1 fire at ?i in S2
13a. 4(+0) DR= 2,4 (ROF) Result=NMC
13b. 9-0 NMC DR=5,1 Result= NE
13c. 6-2-8 NMC DR= 5,4 Result= Pins 
13d. 6-2-8 NMC DR= 6,1 Result= NE
14. MMG w/9-2 using ROF in X1 to S2
14a. 4(+0) DR= 2,2 (ROF) Result=1MC
14b. 9-0 1MC DR= 5,2 Result= NE
14c. p6-2-8 1MC DR= 5,3 Result= NE 
14d. 6-2-8 1MC DR= 5,6 Result= Breaks
15. MMG w/9-2 ROF X1 to S2
15a. 4(+0) DR= 5,4 Result=NE
16. Pz IVe in Z5 fires CMG at ?k in U1
16a. 2(+1) DR= 6,3 Result=NE
17. ?n in T3 drops concealment
17a. 4-6-7 & LMG w/8-1 directing in T3 at ?cc in S3
17b. 6(+0) DR= 4,1 Result=1MC
17c. 6-2-8 1MC DR= 6,5 Result= Breaks,ELRs to b527

MPh

18. ?cc in X7 moves:
18a. X6(1mf)
18b. X5(2mf) - concealment kept (trench)

DFPh

19. 628(pinned), 9-0 in s2 to t3. 
19a. 2(+2) DR= 3,2 Result= NE
20. t34c in s4 fires mgs to t3. 6(+2) DR= 3,4 Result= NE
21. t34d in r3 fires cmg to t3. 2(+2) DR= 5,1 Result= NE
22. t34e in r2 fires cmg to t3. 2(+2) DR= 3,1 Result= PTC 
22a. 8-1 PTC DR= 5,6 Result= Pins
22b. 467 PTC DR= 3,3 Result= NE
23. 8-1,628(x3) in u1 to t3. 
23a. 8(+1) DR= 6,6 Result= NE

RtPh

24. 527 in s3 to s2.

AFPh

none

APh

none

CCPh

none

TURN 2 RUSSIAN PLAYER TURN RUSSIAN COMMENTS

	Aargh!  The commissar is unhappy with my performance, and 
decided to show it. [NOTE:  The 628 should not have been eliminated,
it should have been reduced to a broken 227 half-squad. ed.] 

	My prep fire vs. the t3 nut was ineffective.  I moved the
tanks to totally cut the rout paths of the units in t3 when they
break (if they break!).  My advancing fire does'nt even scare them.

	The commissar, used to dealing death but not being shot at,
breaks in a flash.  At least one 628 remains in my s2 hex to 
advance and threaten the t3 nut.  Hope my troops come back, i'm 
starting to run out of time.

TURN 2 RUSSIAN PLAYER TURN GERMAN COMMENTS

	My point men are holding up valiantly and fighting off his
persistent charges.  Luckily the tanks are in motion so they're not much
of a threat and the commissar's infantry have not been devout followers
of Lenin as they break and casualty reduce at will...The stack of 6-2-8s
is descending on my 9-2 leader though and now he's machinegunless.  
Problem, needless to say.  At least I'll have two 4(+1) attacks, plus
the 75*, and an 8(-1) to slow him down.  If they don't falter under that
fire I'm in trouble unless I can snag 2 tanks...

Turn 2 RUSSIAN

RPh

25. WC DR= 2,3 Result= NE
26. 628 in s2 rallies. DR= 6,6 Result= eliminated
27. 527 in s2 rallies. DR= 1,2 Result= rallies

PFPh

28. 8-1, 628x3 in u1 fire to t3.  
28a. 8(+1) DR= 4,5 Result= NE
29. 9-0, 527, 628 in s2 fire to t3. 
29a. 8(+2) DR= 4,5 Result= NE

MPh

30. t34's move:
30a.  t34e changes CA s3/r3 (1)
30b.  t34c t4 (bypass t4/t3) (4)
      t34d s4
      t34e r3
30c.  t34c u4 (7)
      t34d t4 (bypass t4/t3)
      t34e s4, change VCA to t3/t4
30d.  change tca of:
      t34d (t3/u4)
30e.  Stay in motion

MPh Dfires

31. Bog DR T34e = 4,1 Result =  NE

DFPh

32. PzIVe in Z5 fires cmg at U1 
32a. 4(+1) DR=5,2 Result= NE
33. PzIVe in Z5 75* at U1
33a. THDR=5,4 Result= miss
34. MMG & 4-6-7 in X1 w/9-2 fire at s2.  
34a. 8(+0) DR=5,6 Result= NE, MMG breaks
35. LMG & 4-6-7, 8-1 in T3 fire to S2. 
35a. 6(+1) DR= 5,1 Result= NMC
35b. 9-0 NMC DR= 5,6 Result= Broken
35c. 6-2-8 NMC DR= 1,2 Result= NE 
35d. 5-2-7 NMC DR= 4,5 Result= Broken
35e. 6-2-8 LLTC DR= 6,2 Result = NE
35f. German SAN dr= 6, Result= NE

AFPh

36. t34e in s4 fires at t3 with its cmg. 
36a. 2(+2) DR= 6,4 Result= NE
37. t34d in t4 fires at t3 with its cmg.
37a. 2(+2) DR= 1,5 Result= NE
38. t34c in u4 fires MA at z5.
38a. TH DR= 6,1 Result= NE.

RTPh

None

APh

39. 8-1, 628(x3) in u1 to v0.
40. 628 in s2 to s3.

CCPh

None

TURN 2 GERMAN PLAYER TURN GERMAN COMMENTS

	The MMG is gone and so's my point.  On a 4(+2) fire attack with an
8-1 leader to boot!  I figured I was good for another turn at least and
then I'd let him fall back after a delaying job well done.  At least the
8-1 is armed and dangerous...

TURN 2 GERMAN PLAYER TURN RUSSIAN COMMENTS

	Ahh, Mother Russia is on my side.  The German MMG proves
unreliable, and is destroyed.  Must keep the oil warm in those barrels!

	My commissar strikes again, as he shoots the last experienced
man in my 527 squad.  I am now burdened by a 426 with little initiative 
to move, and even less to stay and fight.  On the positive side, a
fanatic 628 will help me eliminate that pesky x1 position.  Don't kid
yourself, even without the MMG, the building is surrounded by woods
and open and that means i'll be taking some -1 directed fire to get
there.

	Finally, I have broken the t3 nut.  The squad will certainly 
die since it has no where to go, but what about that leader?  I hope
to squash him quickly - he can still get behind me and interdict my
rout paths.

Turn 2 GERMAN

RPh

41. repair MMG dr=6 Result= eliminated
42. 9-0 tries to rally. DR= 4,1 Result= Rallies 
43. 527 tries to rally. DR= 6,5 Result= Replace with 426.

PFPh

44. reveal DC, 467 in x5, fire at v0
44a. 4(+1)  DR=3,3  Result= Cowering, NE
45. PzIVe CMG in Z5 to V0.  
45a. 4(+1) DR=1,3  Result= 1MC
45b. 8-1 1MC DR= 4,2 Result= NE
45c. 6-2-8 1MC DR= 2,3 Result= NE
45d. 6-2-8 1MC DR= 1,1 Result= Heat of Battle
45e. HoB DR=5,1  Result= Battle Hardening(Fanatic)
45f. 6-2-8 1MC DR= 6,3 Result= Pins
46. PzIVe 75* in Z5 to V0.  
46a. TH 7(+1)  DR=5,4  Result=Miss,-1 acquire
47. LMG, 4-6-7, 8-1 T3 to S3.  
47a. 12(+0)  DR=5,1  Result= 2MC
47b. 6-2-8 DR=4,3 Result= Break
48. 9-2, 4-6-7 in X1 to S2.  
48a. 4(+0)  DR= 4,6  Result= NE

MPh

none

DFPh

49. t34(e) in s4 to t3.
49a. 6(+2) DR= 3,3 Result= PTC
49b. 8-1 PTC DR= 1,4 Result= NE
49c. 467 PTC DR= 2,5 Result= NE
50. t34(d) in t4 to t3.
50a. 4(+2) DR= 3,1 Result= NMC
50b. 8-1 NMC DR= 5,2 Result= NE
50c. 467 NMC DR= 4,6 Result= Breaks
51. 8-1,628,f628 in v0 to t3.
51a. 6(+1) DR= 6,6 Result= NE
52. t34(c) TH vs. cupola in z5.
52a. TH DR= 5,1 Result= NE

AFPh

none

RtPh

53. b467 in t3 drops lmg and is eliminated for failure to rout.
    leader attempts to posses. dr= 4, Posses lmg
54. 628 in s3 to s2.

APh
55. 8-1 w/LMG moves T3 to U3

CCPh
none

TURN 3 RUSSIAN PLAYER TURN RUSSIAN COMMENTS

	I'm running out of time, so i'll force the issue slightly by
sending my tanks forward.  I'm not too worried about the cupola and
atg at this point, they'll be taking front shots with little chance
of hurting me.  If the German tries to deliberately immobilize me, he'll
need a TH DR equal to "3" resulting in a hull hit.  Pretty hard to
do.  Heck, the biggest threat may be that 467 with the DC, but he'll 
have to take a PAATC to get at me, and is not qualified to use that
DC, so it may not do much damage to me. (ie., increased breakdown due
to weather *and* non-qualified use.  Will not even work on a roll of 8
or higher!)

	Well, here comes my assault move into the teeth of that 9-2
directed fire.  I'll move as a stack, since I don't wish to take multiple
4(+1) residual fp shots in addition to the Germans SFF and FPF.

TURN 3 RUSSIAN PLAYER TURN GERMAN COMMENTS

	Things are not looking good...My 9-2 doesn't inflict mass
casualties and then the squad actually breaks!  Harsh.  Between the 37L
looking feeble against the infantry armor and my infantry linchpin failing,
I'm beginning to wonder if I've got a shot.  Desperately need a tank, but
I keep rolling well for the Russkies bog checks...At least the 8-1 is
miraculously still alive - if only he had someone to lead!

Turn 3 RUSSIAN 

RPh

56. WC DR= 6,3 Result= NE
57. b628 in s2 attempts to rally. DR= 5,2 Result= Rallies
58. b426 in s2 attempts to rally. DR= 4,2 Result= Rallies

PFPh

None

MPh

59. 9-0, 628 in s2 move.
59a. 9-0 attempts a TC for SMC OVR. DR= 6,5 Result= Stack may not enter u3.
59b. s3 (2.5)
59b. t3 (4.5)
60. 426 in s2 declares cx.
60a. t2 (1.5)
60b. u2 (3)
60c. v2 (5)
61. 8-1, 628(x3) in v0 assault move to w1.
62. t34's move:
62a. t34c moves to v4 (3)
     t34d to u4
     t34e to t4 (bypass t4/t3)
62b. t34c to w4 (5)
     t34d to v4
     t34e to u4
62c. t34d to w5 (7)
     t34e to v4
62d. t34d bounding fires MGs to x5 (8)
62e. 6(+2) DR= 4,6 Result= NE
62f. t34e bounding fires CMG to x5 
62g. 2(+2) DR= 5,1 Result= NE
62h. t34d to x4 (10)
     t34e to w5
     BOG DR= 4,1 Result= NE
62i. t34c to x3 (12)
     t34d to y4
     t34e to x4
     BOG DR= 3,1 Result= NE
62j. t34d changes tca to z4/y5.
     t34c changes tca to x2/y3.
62k. t34c bounding fires CMG to x1. (13)
62l. 2(+3) DR= 5,3 Result= NE
62m. platoon stays in motion

MPh Dfires

63.  LMG in U3 fires at T2  
63a. 2(-2) DR=2,5  Result=NMC
63b. MC DR= 2,4 Result= 426 pinned in T2
64.  467 in X1 w/9-2 fire at W1 
64a. 8(-1)  DR=1,6 Result=1MC
64b. 8-1 1MC DR= 4,1 Result= NE
64c. 628 1MC DR= 5,3 Result= Pin
64d. f628 1MC DR= 4,2 Result= NE
64e. 628 1MC DR= 4,4 Result= Pin
65. 467 w/9-2 at W1 4(-1)  
65a. DR=1,5  Result=1MC
65b. 8-1 1MC DR= 2,2  Result=pass
65c. 628 NMC DR= 1,2  Result=still pinned, Sniper Check
65d. f628 NMC=6,4  Result= broken  
65e. 628 NMC=4,3  Result= NE
65f. Sniper Check dr=6
66. BOG DR=5,4  Result=NE

DFPh

67. 467 in X5 to W1  
67a. 4(+1)  DR=1,3 Result= 1MC
67b. 8-1 PTC DR= 6,1  Result= Pinned
68. 75* in Z5 fires at infantry in W1 
68a. blocked los due to hedge hexside in x2/y3
69. 37L AT Gun reveals in CC6 CA=BB5/CC5
    Deliberate Immobilization attempt @ T34d in Y4
69a. TH DR=3,1  Result=NE

AFPh

70. 9-0, 628 in t3 to u3.
70a. 6(+1) DR= 6,3 Result= NE
71. p628, p628 in w1 to x1.
71a. 8(+3) DR= 1,4 Result= NMC
71b. 9-2 NMC DR= 3,3 Result= NE
71c. 467 NMC DR= 4,6 Result= Breaks

RTPh

72. bf628 in w1 to v0 
73. b467 in X1 and leader uses voluntary rout to z0

APh

74. 9-0, 628 in t3 to u3.

CCPh

75. Russian ambush dr= 3; German ambush dr=4 Result= no ambush
75a. 6-1 odds, DR= 6,6 Result= NE, German can withdraw
75b. SMC withdraws to V3

TURN 3 GERMAN PLAYER TURN GERMAN COMMENTS

	Nothing good happens...Actually things get worse for the Wehrmacht
as the armored cupola's main gun gives in to the extreme cold (or the
loader does take your pick).  My main infantry is on the run and the 8-1
is still without followers...

TURN 3 GERMAN PLAYER TURN RUSSIAN COMMENTS

	Ahh, a successful assault.  With that 9-2 off my back for a
player turn or so, I can breath a sigh and hopefully knock off that
pesky 8-1.  Guy must be an iron cross winner.  

	His main arm malfunction on the cupola is very helpful.  I
feel that this will help my infantry since they don't have the threat
of a 12(+0) shot coming their way.  In this scenario, I would almost 
leave the t34's alone and beat up on the infantry with the 75* on
the cupola.  (Of course, then i'd have to hope that the 37L/snow would
slow them down!)

	It's good to see that the 467 with the demo cannot muster
the courage to attack my iron monsters.  Next turn, i'll just drive
away from him (and hope he misses when he throws the DC!).

Turn 3 GERMAN

RPh

76. b467 in Z0 w/9-2 rallies DR = 2,6  Result=lose DM
77. Remove DM from bf628 in v0.

PFPh

78.  37L AT gun in CC6 deliberate immobilization @ T34d in Y4
78a.  TH DR=5,4	Result= NE, -2 acquire
79.  75* PzIV in Z5 deliberate immobilization @ T34e in X4
79a.  TH DR=4,6  Result = NE, main gun malfunction

MPh

80. 8-1 w/LMG in V3 moves:
80a.  to V4 (1.5)
80b.  to V5 (3)
80c.  to W6 (4.5)
80d.  to X5 (6) 
80e.  into trench (7)
81.  4-6-7 w/DC in trench X5
81a.  Place DC attack AFV in X4
81b.  PAATC = 5,3  Result= unable to move to place

MPh Dfires

82.  628, 9-0 vs. 8-1 in v4. 
82a. 6(-2) DR= 3,4 Result= 1MC
82b. 8-1 1MC DR=2,4 Result= OK
83.  426 in t2 to 8-1 in v5. 
83a. 2(-2) DR= 1,4 Result= 1MC
83b. 8-1 1MC DR=3,4 Result= Pins in v5.

DFPh

84. t34c cmg to z0. 
84a. 2(+2) DR= 6,1 Result= re-DM's broken 467
85. t34d cmg vs. cc6. 
85a. 2(+2) DR= 4,1 Result= NE
86. t34e cmg vs. z5. 
86a. 2(+2) DR= 4,3 Result= NE

AFPh

None

RtPh

87. 9-2, broken 4-6-7 routs Z0 to AA1.

APh

88. 467 in x5 PAATC DR= 6,4  Result= No advance

CCPh

None

TURN 4 RUSSIAN PLAYER TURN RUSSIAN COMMENTS

	Darn, he got the cupola main gun right back.  This leaves him
in pretty good shape, if he can slow the t34's.  I'll use this turn to
position the t34's into their final "dash" point.  I'd like to leave
them close enough to the edge so that I can minimize the chances of a
Bog even if a Bog is rolled.

	The 7-0 gives me another exit victory point if I can get
him off, but that most likely won't matter.  Only the tanks matter
at this point.

	I also intend to spread my troops out and gang up on the
9-2 to hopefully break him and get him out of the game.  I sure
don't need a SMC blocking my closest exit hex!

TURN 4 RUSSIAN PLAYER TURN GERMAN COMMENTS

	Still gunning for my first tank and finally at least stop one of
the metal monsters.  The 75* comes back to take some much needed shots
at T34s.  Should I have intensived fired the gun?  Well, probably not,
but that's easy to say now.  I hated to pass up any good shots since the
T34s will be on the move again soon and the cupola would likely be blocked
from their exit points.

Turn 4 RUSSIAN

RPh

89. Wind Change DR= 3,5 Result= NE
90. Self Rally fb628 in v0. DR= 1,1 Result= Rallies
91a. leader creation dr= 4, net +1 mods, Result= 7-0 leader created
92. Repair broken gun on tank dr=1  Result= Repaired
93. Rally broken 467 in AA1. DR=3,2  Result= Rallied

PFPh

None

MPh

94. 426 in t2 removes cx and moves:
94a. u2 (1.5)
94b. v1 (3)
95. 9-0, 628 in u3 move:
95a. v2 (bypass u2/v1) (1.5)
95b. w2 (3)
95c. x1 (bypass x1/x2) (4.5)
95d. y2 (6)
96. tanks move:
96a. t34d changes vca to y3/z3 (1)
    t34e changes vca to x3/y4 
    t34c changes vca to x2/y3
96b. bog DR for changing vca in trench hex = 2,1 Result= NE
96c. t34d to z3 (bypass z3/y3) (5)
    t34c to y3
    t34e to y4
96d. t34d to z2 (9)
    t34c to y2
    t34e to z3 (bypass z3/y3)
96e. t34d to aa2 (12)
    t34c to z1
    t34e to z2
96f. t34c bounding fires cmg vs. aa1 (13)
    2(+1) DR= 5,3 Result= NE
    t34d bounding fires cmg vs. aa1 
    2(+1) DR= 1,3 Result= NMC
    9-2 NMC DR= 5,3 Result= NE
    467 NMC DR= 3,2 Result= NE
96g. t34d changes ca to bb1/bb2 (tca aa1/bb1) (14)
    t34c changes ca to aa1/aa2 
    t34e changes ca to aa2/aa3
96h. t34e to aa3 (tca z3/aa4) (16) 
    
MPh Dfires

97. 467 in X6 fires at 9-0, 628 in W2  
97a. 4(-2)  DR=6,4  Result= NE
98. PzIv in Z5 fires CMG to W2  
98a. 4(-2) DR= 2,6  Result=NMC
98b. 9-0 NMC DR= 5,1  Result= NE
98c. 628 NMC DR= 2,3 Result= NE
99. Tank Bog DR=2,2 Result= NE
100.  37L in CC6 attempts APCR TH at t34d in y4 
100a. TH DR= 4,5  Result= No APCR
100b. AP shot TH DR=3,6	Result=hit & rof & -2 acquired
100c. TK DR= 1,2  Result=Shock
101.  PzIVe in Z5 fires 75* at t34e 10(+3)  
101a. DR=2,3  Result= hit & -1 acquired 
101b. TK DR=4,2	Result= NE

MPh Changes due to damage to tank platoon

96a,b: same
96c. (4 MP's)
96d. t34e now goes y3 instead of bypass z3 (6)
96e. (8)
96f. d now bounding fire (9)
96g. same (10)
96h  t34e same (12) tca aa4/bb3
     t34c aa2 tca aa1/bb1.

    leave the tanks in motion.

MPh Continued

102. 7-0,f628 in v0 move:
102a. w1 (bypass w0/w1) (1.5)
102b. x0 (3.5)
102c. y1 (5)
103. 8-1,628 in w1 move:
103a. x1 (2)
103b. y2 (3.5)
104. 628 in w1 moves:
104a. x1 (2)
104b. y1 (3.5)

MPh Dfires

105. 37L fires at T34e in Y3 
105a. TH DR= 5,1  Result=hit & -1 acq.
105b. TK DR=1,6  Result=NE
106. PZIVe intensive Fire AP 
106a. TH DR=5,6  Result= MA eliminated

DFPh

107. 9-2 & 467 fire at Y1  
107a. 4(+0)  DR= 1,6  Result=PTC
107b. 7-0 PTC=5,6  Result= Pin
107c. f628 PTC= 3,2  Result=OK
107d. 628 PTC= 1,6  Result=OK

AFPh

108. 628, f628 in y1 to aa1.
108a. 8(+1) DR= 2,3 Result= 1MC
108b. 9-2 1MC DR= 5,5 Result= Breaks
108c. 467 1MC DR= 4,2 Result= Pins
109a. 8(+0) DR= 1,3 Result= 2MC
109b. b9-2 2MC DR= 1,1 Result= Heat of Battle
109c. HoB DR= 5,2 battle hardens to 10-2
109d. 467 2MC DR= 1,3 Result= NE
109e. Russian SAN dr= 4

RTPh

None

APh

110. 9-0, 8-1, 628x2 in y2 to z2
111. f628 in y1 to z1
112. 628 in y1 to z0
113. 426 in v1 to w2

CCPh

None

TURN 4 GERMAN PLAYER TURN GERMAN COMMENTS

	Despite the Iron Cross type performance of the 37L crew, it all may
be for naught as all my infantry lays broken.  The 10-2 can't direct fire
worth anything even missing Bolsheviks at point blank range and then paying
for the mistake with the blood of his men.  My only hope is that either the
tanks don't revive (very unlikely that both won't) or the 37L crew can save
the day again.  They should at least get a rear shot as the T34s run for
the border...

TURN 4 GERMAN PLAYER TURN RUSSIAN COMMENTS

	Darn, Darn!  I had the 9-2, got greedy, and now have
an even tougher kraut to face!  I knew I shoudn't have shot, but
the chances of a double break were too tempting.  

	The cupola's gun finally blew up, no doubt weakened by
the cold.  He still has his cmg though, and that can do quite a
number, but only one time. (No ROF or Sustained fire for vehicular
MG's which are not MA).  I cannot believe the luck of the German
ATG crew, however.  Pressed into service with an inferior weapon,
they are scoring hit after hit and shocking my Russians into 
submission.  I'll get the UK back 50% of the time, so i'll still
be able to exit tanks and win, I think!

Turn 4 GERMAN

RPh

114. shocked t34d shock dr= 5, flip to unconfirmed kill (uk)

PFPh

115. 37L AT @T34 in AA2  
115a. TH DR= 5,1  Result=Hit -1 acquired
115b. TK DR= 6,6  Result = DUD
116. 37L AT intensive fires at t34 in aa2
116a. TH DR=1,2  Result= hit -2 acquired
116b. TK DR=1,2	 Result = Shock
117. PzIVe cmg at 4-2-6 in W2  
117a. 2(+0)  DR= 5,5  Result= Breaks cmg
118. 467 spray fires at Z1,Z2 w/10-2 directing
118a. 4(-2) vs. Z1 and 2(+0) vs. Z2  DR= 6,6  Result=NE

MPh

119. 8-1 in V5
119a.  W5 (1.5)
119b.  X4  (3)
119c.  Y5  (4.5)
119d.  Z4  (6)
120. 467 in X5 goes CX
120a.  Unentrench (1)
120b.  Y5 (2.5)
120c.  Z4 (4)
120d.  AA4 (6)

MPh Dfires

121. 426 in w2 fires at 467 in y5.
121a. 2(+0) DR= 1,5 Result= PTC
121b. 467 PTC DR= 3,4 Result= NE
122. t34e in aa3 fires at 467 in aa4 w/bmg.
122a. 4(+0) DR= 6,4 Result= NE
123. t34e in aa3 fires MA at 467 in aa4.
123a. TH DR= 4,3 Result= miss
124. 8-1, 628(x2) in z2 fire at 467 in aa4.
124a. 12(-1) DR= 1,5 Result= 2MC
124b. 467 2MC DR= 6,2 Result= Breaks

DFPh

125. 628 in z0 to aa1.
125a. 12(+1) DR= 4,2 Result= 1MC
125b. 10-2 1MC DR= 3,2 Result= NE
125c. 467 1MC DR= 6,6 Result= broken 247hs
126. 628 in z1 to aa1.
126a. 12(+1) DR= 1,3 Result= 2MC
126b. 10-2 2MC DR= 1,6 Result= NE
126c. b247 2MC DR= 2,3 Result= NE
126d. German SAN dr= 4, Result= NE

AFPh

None 

RtPh

127. 467 in AA4 low crawls AA5
128. 246, 10-2 in AA1 low crawls to BB0

APh

129. 8-0 in Z4 to Z3.

CCPh

none

TURN 5 RUSSIAN PLAYER TURN RUSSIAN COMMENTS

	No luck here, as the 37L shocks yet another of my monsters.
As I blow both dr's (the new shock and the older UK), I have no 
choice but to resign.  With just one tank exiting and all the infantry
I have in position, I am one or two points shy of winning.

Turn 5 - RUSSIAN

RPh

130. WC DR= 5,3 Result= NE
131. t34d UK dr= 4, Result= elim
132. t34c Shock dr= 4, Result= flip to UK
133. Russian player concedes

RUSSIAN POST-GAME COMMENTS

	First of all, hats off to Bret for playing a very good game.  

	I am, however, unsure of setting up such a large portion of the
German force so far forward.  You can't argue with success, but imagine
if that unit breaks on one of my first 2(+2) or 4(+2)'s.  The German
position would be significantly weakened.

	Also, I felt that Bret should have thrown the DC after failing
a PAATC or two.  Kind of a desperate move, but it could have been effective.
I do believe that in this scenario the Germans should give the DC to
a leader, so as to not invoke the non-qualified use penalties and to allow
a guaranteed demo assault on the tanks as the leader does not have to take
a PAATC.

	Still, that would be more fitting to my style of play, and 
perhaps not too Bret's.  His setup sure slowed me down for a long
enough period of time to prevent me from exiting enough to win.

GERMAN POST-GAME COMMENTS

	Brian played an excellent game only losing on the fate of 2 die
rolls that both went against him.  The Germans were extremely lucky that
the gun crew were so deadly and didn't fail in the bitter cold.  The game
could have easily gone either way as evidenced that the Germans won without
a good order infantry squad at game's end (just crew and leaders).

	As for the advance setup, it served its purpose in slowing up the
Soviets enough to give my rear line a chance.  If the squad had broken
early on a lucky roll of the dice it could have spelled doom for the
Germans, but 4(+2) shots didn't scare me enough (of course that's what broke
me, too) to sit back and allow an early quick advance.  I would probably use
the aggressive setup of the point squad again since he can effectively slow
the Russian advance and time is a key in this scenario.

	Brian is right about the DC, it should have been with a leader. 
Probably the 8-1 at point, which would make the tanks think a little harder
about visiting the point stack up close and personal.  I was hoping the
4-6-7 could close on a tank and get a second chance at close assault after
the first failures rather than take the desperate throw which I didn't think
had a good enough chance of success.  Of course, as it turned out the throw
would have been the thing to do.

	The forward setup worked this time in combination with some lucky
rolling by the 37L.  I'd fight the battle about the same way again with the
only change being the DC location.  Overall, a nice small scenario that
seems like the battle can go either way with a few good/bad throws of the
dice... 

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

	I'm glad to have acquired the (not so) exclusive rights to the
ASL scenarios used in Atlanticon '92s ASL Single Elimination Tournament
which was well run by the dynamic duo of Guy Chaney and Mike McGrath.
When I spoke to Guy, he said that these scenarios were to be sent to AH
to be included in a future Annual.  I guess we "scooped" 'em!

	IMO, these scenarios are evenly balanced.  Guy himself said that
either he or Mike would gladly play either side.  That's good enough
for me!  Like EF Hutton, when two of the best ASL players in the world
say a scenario is balanced, I gotta listen!

	Without further hype...

------------------------------------------------------------------------
ASL SCENARIO ATL1  "MUNDA MASH"
Munda Peninsula, New Georgia
July 16, 1943

Board Configuration:  ^  ----- -----    Balance: US - Delete a MMG and 228
                      N  |   | |   |                  from the Japanese OB
Only hexrows A-P         |---| |---|
are playable             | 37| | 35|            Jap - Exchange one mmg for 
                         ----- -----                  a hmg

Victory Conditions:  The US player wins the instant he controls the 2+3+5
                     and any two other pillboxes.

TURNS:  7.5       Japanese Sets Up First; American Moves First

US OB:  Elements 2nd Bn 172nd Infantry Regiment [ELR:3] set up on or east
         of the non-existent 35A5 - P5 road: {SAN:2}

        666(x12)  9-2  8-1  8-0  7-0  6-12hmg  4-10mmg(x2)  baz'43(x2)

        Attached US Marine tanks and escorts (see SSRs 3&4)

        M3A1 tank(x3)  8-1 armor leader  346(x3)

JAPANESE OB: Elements 2nd Bn 229th Infantry Regiment [ELR:4] set up on/
              between hexes numbered >= 5 on board 37 and <= 3 on board
              35 (see SSR5): {SAN:4}

        447(x9)  228(x4)  10-1  9-1  9-0 4-11mmg(x3)  2-6lmg(x2)  
        50mm lt mtr  20L atr  24-1 ft  "?"(x14)  1s foxhole(x4)
        trench(x2)  2+3+5 pillbox  1+3+5 pillbox(x3)

SPECIAL RULES:

SSR1:  PTO terrain is in effect including light jungle.  EC are moist with
       no wind.  Kindling is NA.

SSR2:  Place overlays as follows: Wd1 on 37k10, Wd3 on 35c1/d1, Wd5 on
       37f9/g9.

SSR3:  The 346s in the US OB must each set up stacked beneath an M3A1 tank
       with no other units in that hex.

SSR4:  An M3A1 tank may not change location during the MPh unless it and a
       US MMC begin that MPh using Armored Assault (D9.31).  In addition,
       the US tanks may not enter a location which contains a non-HIP enemy
       unit.

SSR5:  The Japanese 2+3+5 pillbox may not use HIP.  The 1+3+5 pillboxes
       may use HIP(G.2), but must all set up within 4 hexes of the
       2+3+5 pillbox.  Each pillbox must be occupied by at least one MMC
       at game start.  No more than one pillbox is allowed per hex.  Units
       which start in a HIP pillbox are also HIP and DO NOT count against
       the HIP limit allowed by the Japanese.

SSR6:  The Japanese may create four TH Heros during play instead of the
       two normally allowed by G1.421.

------------------------------------------------------------------------
ASL SCENARIO ATL2  "DEATH AT CARENTAN"
Outskirts of Carentan, France
June 11, 1944

Board Configuration:  ^  -----     Balance: US - All US units in
                      N  |17 |                   building p4 are fanatic
Only hexrows I-GG        |---|     
are playable             |   |             Ger - Exchange the 9-1 for a
                         -----                   9-2

Victory Conditions:  The US player wins if he controls five points of
                     buildings at game end.  Buildings are worth: o6, p2,
                     r5, s4, s6 = 1 point each; p4 = 3 points; all others
                     are worth 0 points.  The Germans control all buildings
                     at game start.

TURNS:  8          Germans Set Up First; Americans Move First

German OB: Elements 6th Parachute Regiment [ELR:4] set up in any of the 
            following buildings with a max of one MMC per hex: o6, p2, r5,
            s4, s6, p4 (see SSR3): {SAN:4}

           548  238(x3)  5-12mmg  3-8lmg  8-0  "?"(x7)

           Enter on Turn 3 along the east and/or west edge

           548(x11)  9-1  8-1  8-0  7-0  5-12mmg  3-8lmg(x3)  psk

US OB:  Elements 3rd Bn 502nd Parachute Infantry [ELR:5] set up as
         indicated: {SAN:3}

           747(x3)  9-2  baz'44  (all in hex k4)

        Enter on Turn 2 along the north edge

           747(x7)  337  8-1  8-0  7-0  dm mmg(x2)  baz'44  radio

SPECIAL RULES:

SSR1:  EC are moderate with no wind at start.  All buildings are wooden.
       All hedges and walls are treated as Bocage.  All hedges/wall hexsides
       that are covered by an overlay ARE STILL IN PLAY.  Kindling is NA.

SSR2:  Place overlays as follows: O1 on o7, O2 on o2/p1, O4 on l4/m4, 
       O5 on w3/w4.

SSR3:  The Germans may use HIP for one hs and any SMC/SW that stacks
       with it.

SSR4:  NO German unit may move prior to Turn 2.  Rout/Advance is allowed
       normally.

SSR5:  No Quarter is in effect for both sides.

SSR6:  Prior to German setup the US picks a Pre-Reg hex for a US Turn 1
       Prep Fire SMOKE FFE.  No radio contact or battery access is necessary
       for this FFE.  The SMOKE FFE will come in regardless of where it
       lands, max error is 1 hex.  After placing the SMOKE counters, the
       FFE:1 is removed from play.

SSR7:  The US radio controls one module of 105mm OBA.  Radio Contact may not
       be attempted prior to Turn 4.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Resources for the ASL Digest and Discussion List	   By John Foley
						beowulf@research.att.com
                                                         and Brian Youse
                                               brian@tpocc.gsfc.nasa.gov
------------------------------------------------------------------------
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
END		The ASL Digest: Volume 3, Number 1 		     END
------------------------------------------------------------------------
Newsgroups: rec.games.board