ASL - VFTT 11

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Issue 11

J a n 9 7
1 . 5 0
$ 3 . 0 0
YIEW FRBH THE TREXlHES
B r i t a i n ' s P r e mi e r A S L J o u r n a I
2 VIEW FROM THE
PREP FIRE
Hello and welcome to the first View From The Trenches of
1997.
I hope you all had a wonderful Christmas and got loads of
ASL goodies - God knows theres enough of them available now!
And 97 looks like being just as good a year for our favourite little
game of WW2 tactical warfare, with Pegasus Bridge, the ASL Annual
97, and Action Pack 2 coming from AH/MMP, a special and two
regular issues from Critical Hit (as well as one or two other surprises
Ray has lined up for us :-) ), Time On Target 3, and whatever the
fertile minds of ASLers around the world can come up with.
Closer to home, the UK scene continues to grow, spurred on
by the successes of both VFTT and INTENSIVE FIRE. The latter
has inspired others to organise a mini-con in Blackpool in March
(see back page for details), and UK scenario designers are beginning
to make themselves known. On a more personal level, Id like to
make Britains Premier ASL Journal more than just an idle boast,
and give us UK ASLers a magazine to be proud of.
Unfortunately, the continuing growth of VFTT has necessitated
a rise in its cost :-( In the past year Ive doubled the size of VFTT,
and thus the production cost, but the price, and thus the amount
brought in, has remained unchanged. So, other than fold, rising the
cost is the only option. Im sure youll all agree that VFTT is still
good value at 1.50 an issue - in fact, some people at INTENSIVE
FIRE 96 were all in favour of me increasing the cost to 2!
Some years back, Jim Millard developed a 12 point CA system
which saw print in the the now-defunct zine Fire For Effect. Jim
has now updated the system and is looking for playtesters, before
submitting it to (probably) Time On Target. So if anyone is interested
in helping a fellow ASLer, drop me a line and Ill forward a copy of
his article to you.
Well, until next time, roll low and prosper.
Pete Phillipps
EMOTICONS
EMOTICON (noun): a figure created with keyboard characters
and read with the head tilted to the left. They are used to convey the
spirit in which a line of text is typed.
Some of the most common emoticons are:
:-) humour or smiley
:-( sad
:-o writer is shocked or surprised
<g> grin
As an Internet user I use emoticons on a regular basis, and find
they are very useful. Expect to see them in View From The Trenches.
IN THIS ISSUE
PREP FIRE 2
INCOMING 3
THE ASL RENAISSANCE 3
CLEARING AWAY THE SANDS OF WAR 5
THE DAY OF HIGH DANGER 7
INFILTRATION IN PLAIN ENGLISH 9
OKTOBERFEST 10
CEMETERY HILL 12
DEBRIEFING 12
THE CRUSADERS 14
A CALL TO ARMS 15
TRADEMARK NOTICE: Most game names are trademarks of the companies publishing those games. Use of the name of any product with mention of the trademark status should not be construed as a
challenge to such status. Advanced Squad Leader, Beyond Valour, Paratrooper, Yanks, Partisan, West of Alamein, The Last Hurrah, Hollow Legions, Code of Bushido, Gung Ho!, Croix de Guerre, Streets
of Fire, Hedgerow Hell, Red Barricades, Kampfgruppe Peiper I, Kampfgrupper Peiper II, Solitaire ASL, ASL Annual, and The General are registered trademarks of The Avalon Hill Game Company.
VIEW FROM THE TRENCHES is
the bi-monthly British ASL journal. It
costs 1.50 per issue (overseas 2.50),
with a year's subscription costing 7.50
(overseas 12.50). Payment should be in
pounds sterling, with cheques made out
to PETE PHILLIPPS. Readers are re-
minded to check their address label to see
when their subscription ends.
Issue 12 will be out early in March.
Copies of issues 7 onwards are
available for the same price as a regular
issue. VFTT '95 reprints issues 1-6 and
costs 3.00 (overseas 5.00).
All comments are welcome. Even
better, contribute. Write an article. De-
sign a scenario. Share your ASL experi-
ences with others. VFTT allows you to
communicate with other ASLers. Don't
be a silent voice.
VIEW FROM THE TRENCHES
49 Lombardy Rise
Leicester
LE5 OFQ
E-mail:
[email protected]
World Wide Web Home Page:
http://ourworld.compuserve.com/
homepages/Pete_Phillipps
TRENCHES 3
BARAQUE DE
FRAI TURE
BdF is a HASL scenario pack released
by Front Line Productions which is based
on the actions at the site more commonly
known as Parkers Cross-roads, where a rag-
tag US force held out for three days until
being overwhelmed by the 2nd SS Panzer
Division.
Physically, BdF is beautiful. The
22x34 mapsheet depicts the cross-roads
itself and the surrounding woodlands, and it
as good as anything produced by Avalon Hill.
As with the woods boards in CoB and GH,
the hex numbers and hexsides are somewhat
obscured in the woods - I wonder why no-
one else has considered doing these in white
like ASL News did for the map they presented
in issue 28?
A nice touch is the presence of a CVP/
VP/PF Usage Track on the map, along with
additional tracks for recording ELR, SAN,
NVR, and Battery Access. There is also a
summary of the snow and cleared forest
rules, very useful considering their use in all
the scenarios.
There are nine scenarios, ranging from
small 5 turn encounters to the full 12 turn
final battle for the cross-roads. Most are
straight-forward Chapter A-D infantry and
vehicle actions, although there is one
infantry, and one night action. Some may be
disappointed that there is no CG, but this
was considered unsuitable due to the nature
of the battles - however they may consider
doing one if there is sufficient demand.
The package is rounded out with a 12
page booklet containing an editorial,
historical commentary (complete with maps
and photographs), OB information, a
bibliography, and design notes. The back
page has a reduced copy of the map - a minor
quibble, but it has no hex numbers on it :-(
I havent had the chance to play BdF
yet, but overall it looks like excellent value.
INCOMING
The third issue of Time On Target
should be available in the UK any time now.
The issue comes with a sheet of 64 full-
colour mounted and die-cut counters
depicting over a dozen of the oft-forgotten
German vehicles from the Second World
War, vehicles that have been left out of the
standard ASL countermix, including such
monsters as the Neubaufahrzeug and the
mighty Sturmtiger! The counters are
complemented by complete historical notes
and rules for each vehicle. Also included are
thirteen scenarios, each printed in two colour
on high-quality card stock, depicting
historically accurate actions involving these
and other rarely-used vehicles. The
newsletter contains the usual articles on the
scenarios, an interview with noted German
armour author Tom Jentz, a bibliography, and
other ASL-related items.
I had a chance to talk with ASL News
editor Philippe Leonard at INTENSIVE
FIRE 96. Issue 31 has been at the printers
for some time now, but they just havent
printed it despite numerous requests by
Philippe. What can I do he said, rather
disappointedly. Issue 32 is also basically
ready, but until he has sorted out issue 31 he
wont try and get it printed.
There remains a possibility of the
French ASL zine Tactiques reappearing as
a bilingual magazine in the near future. If
so, one of the first things the new publishers
will do is publish English translations of the
old material. If a revival is not possible,
subscribers and advance purchasers will be
refunded any monies owed.
CH have purchased the rights to
Soldiers of the Negus, the module produced
by ELR about the Italian-Ethiopian conflict,
and plan to re-release it, complete with a
historical booklet (by Italian Army expert
Adam Geibel) and a new scenario or two,
professionally printed colour counters, and
other, as yet unspecified, goodies. They have
also come to terms with On All Fronts (OAF)
and will have OAF Pak I out any time now,
which will feature a dozen of the best
scenarios from the oldest ASL zine in
existence.
Ortona: Little Stalingrad is a HASL
module under development by the Winnipeg
ASL Club, which is based around the
Canadian effort to take the Italian town of
Ortona in late 1943. The historically accurate
map covers downtown Ortona, and includes
several new terrain types such as
cobblestone, piazzas, and castles. There are
three CG and eight scenarios, one of which
sees the Canadians trying to capture a castle!
No release date has been scheduled yet.
For those of you who hasnt purchased
Action Pack 1, the OBA Q&A contained in
it will be re-printed in the 97 Annual, which
is currently scheduled for release in July.
There will also be an ASL greatest hits
package released, which will contain 30 or
more pages of the best articles from The
General, the ASL Annual, and 16 of the best
T G and lettered scenarios printed on
cardstock. No release date or price has been
fixed for it yet. The scenarios may also be
available separately.
MMP have also released details on
Armies of Oblivion. Although these are not
fixed, it should contain four new boards, 16
scenarios, counters for the Allied and Axis
minors AFVs and ordnance, and the
appropriate Chapter H pages. There is also
a chance that a few early war German
vehicles that have not been released yet also
will also be included, and perhaps even a
Maus counter or two! The Chapter H notes
for the new German vehicles appearing in
Pegasus Bridge should also be included. As
it stands right now, the Polish vehicles and
ordnance are pretty much done, and work
has begun on the Belgians. No release date
or price has been set.

The REAL reason ASL News is late! Editor


Philippe Leonard (right) caught at the bar at
Intensive Fire '96 with cohort Pedro Ramis :-)
4 VIEW FROM THE
ALCOHOLIC
) 5
Compared to 1995s tournament,
alcoholic ASL seems to be an apt description
for INTENSIVE FIRE 96. For some reason
(80p a pint being one of them) ASL and
alcohol seemed to be mixed together in
greater quantities than in 1995, resulting in
some weird and wonderful events.
Anyway, Im getting ahead of myself
here. For those of you who havent heard,
INTENSIVE FIRE is the UK ASL
convention. Disappointed at the lack of a UK
ASL tournament when compared to many
other countries around the world, 1995 saw
Neil Stevens decide to organise an UK get-
together for ASLers. With no idea of how
many people would be interested in such an
event, he felt he would be lucky to get 20
players - over 60 actually turned up! With
that success, it was inevitable that the event
would be repeated, and planning began at
the start of 1996 to make INTENSIVE FIRE
96 bigger and better (for more details about
1995s event, check out the report in View
From The Trenches 6 or Critical Hit 4).
Over 70 ASLers turned up this time,
with Europe providing a good proportion of
those numbers. There were even players from
as far away as America and South Africa, so
congratulations are due to everyone for their
dedication to The Game. Condolences must
go to Paul Saunders though (brother of
Andrew, designer of VFTT1 High Danger)
who was fogged in on an oil rig and unable
to attend :-(
It has occurred to me why we
dont see the Americans at ASL
tournaments in Europe: Surely these
will need to go on for a couple of years
before theyll all want to get involved.
And then theyll want to take charge.
And this only after a hostile buy out
attempt on TAHGC by SONY of
course!
Sounds vaguely familiar to me...
Trev Edwards
Over heard in the UK: You know
whats wrong with American ASL
players? Theyre Over-aggressive,
Over Lucky, and Over Here!
Sam Belcher
The convention is held at the Royal
Military College of Science, in Shrivenham,
near Swindon. This facility has a purpose
built conference centre, and also offers
excellent accommodation and food at a
reasonable rate. Being a military college it
also has a number of displays, including a
tank shed, an artillery shed, a small arms
armoury, and a military wargaming computer
centre. These are not normally open to the
public, but as Neil is a serving army officer,
he was able to get permission for us to visit
the tank and artillery sheds.
PRE-TOURNAMENT
Neil and myself got together on
Wednesday to finish off the last minute
organisational details, but we also managed
to find time to get a game of SP12 Piano
Lupo in during the evening, one of the
scenarios from the Schwerpunkt scenario
pack. For those of you who havent seen it,
this scenario sees half a dozen Italian squads
well equipped with MGs and stiffened by
the presence of a German squad, trying to
prevent 5 US para squads from seizing
control of a Fortified Building (overlay) and
one of two pillboxes on board 11. I took the
Italians, and set up the pillboxes on the hill,
with the trenches adjacent to them, forming
a bunker complex. The rest of my forces
defended the fortified building. Neil
deployed half his force in the woods west of
Q10 and the rest along the Y10 road. The
game started with a cautious US advance
onto the board, followed by some minor
Italian skulking.
The shit hit the fan at the start of GT2.
Neil opened up with a mortar against
my HMG team who were sitting in a trench.
A 3 TH DR was followed by a failed MC.
Worse, he kept ROF, and followed up with a
2TH! 60mm mortar round straight into the
trench, and the lynchpin of my bunker
complex disappeared :-(
The loss of this position allowed his
units to swarm over the fortified building,
and advance up the hill to attack one of the
pillboxes in CC, eliminating the squad
inside. While they waited to enter the pillbox
in their last GT, my squad adjacent to them
broke them all, disrupting one and pinning
his 9-2 leader.
The final Rally Phase opened with a
US 2 Rally DR for the disrupted squad. The
Heat of Battle result was - BERSERK!
The manic Yanks rushed into the
adjacent pillbox hex, only to be gunned down
by a hail of fire.
The problem was that my unit had now
First Fired, so other Yanks were able to move
in. I Subsequent First Fired to no avail. In
desperation, I Final Protective Fired, but the
US unit was Fanatic and passed his MC!
At this point, we called it quits, since
the US would be able to take the pillbox
unopposed :-(
Why, o why did the Italians fire
here? They dont have to fire, because
the berserkers arent entering their
Location.
Patrik Manlig (responding to the
AAR we posted to the InterNet ASL
Mailing List).
We both thought that the Italians had
to fire because the berserkers entered their
hex :-( Whether it would have allowed me
to win is another matter, although a 6-2 shot
against other US units trying to enter the
pillbox hex would have (hopefully!) caused
him a few problems.
Despite Patrik pointing out our (game-
deciding) mistake, Neil claimed A.2 to keep
his victory :-)
Needless to say, I wont lose that way
again!
The first players began turning up on
Thursday evening, with the trio from Italy
arriving first, complete with a full set of ASL
between them (God knows what Customs
must think of 10,000 half inch counters -
Honest Guv, theyre not ecstasy tablets!).
They were followed by Luis Calcada from
Portugal, who turned up later than planned
after spending the afternoon in the Imperial
War Museum! Once we had got everyones
accommodation sorted out, Neil, Jon
Williams and I went out for a curry and a
beer, but by the time wed had these it was
too late for some gaming.
International ASL. America's Tom Slizewski
battles South Africa's Bryan Brinkman. Who
won? That remains a mystery, as neither
handed in a result chit :-(
Tiger Ace Pete Phillipps (right) consults with
his second-in-command Pedro Ramis (left)!
TRENCHES 5
FRIDAY
The action really started on Friday, as
more and more gamers turned up. It was great
seeing people I had met for the first time last
year, and being able to talk to them FTF
rather than by email or snail mail.
A number of games were started
during the morning, and the first result of
the day went to Derek Tocher, who beat
Christian Koppmeyer in a game of CH61
Protheros Hook.
IF 96 was a great convention.
Many fine guys and a lot of playing
making this an absolute ASL highlite
in the year. I managed to play 8 games
with a 6:2 ratio in my favour. The
experience to play FTF against so
many different opponents is a great
thing. Many different tactics and play
skills. The best scenario was definitely
Test of Nerves which is a really good
(and balanced) one.
Christian Koppmeyer
The afternoon also saw back to back
matches between Nick Edelsten and Luis
Calcada, with Nick winning as the Germans
in A99 Clearing A Roadblock and Luis
winning as the Germans in T16 Strayers
Strays. Unfortunately there was no decider
- maybe next time eh, guys!
Of course, many of us didnt play
anything on Friday afternoon as we were in
the tank shed, climbing all over the tanks
they have there :-) As far as WW2 gamers
are concerned, the most spectacular piece
they have is a King Tiger, which you are
allowed to enter and play Panzer Commander
by sticking your head out of the
commanders cupola. There is also a T34/
85, and several modern tanks, including a
Challenger and several (ex-)Iraqi pieces!
We had a couple of PCs running
throughout the weekend, one running
various ASL Game Assistance Programs
(GAPs) and InterNet activities, the other a
Pentium Pro running Close Combat (the PC
game that was originally known as Beyond
Squad Leader), for the benefit of the non-
computer types out there.
Close Combats much better than
fucking playing Squad Leader :-)
Will Roberts, heretic.
After the visits, I was able to get in
my first game of the day, a game of SP7
Delayed On Tiger Route against Trev
Edwards. A fellow Brit and drinker, it wasnt
long before a few beers had been drunk and
more than a few dice rolled. This is another
excellent scenario from the Schwerpunkt
pack, which sees a handful of SS supported
by a StuG trying to delay the British paras
attempting reach Arnhem bridge. The British
force is quite strong, but needs to move fast
to get a lot of it off the opposite mapedge.
My basic tactic was to advance as rapidly as
possible down both mapedges, probing to
find his units (which all set up HIP). This
wasnt difficult, as they seemed to find me
first :-( Trev can lay claim to the luckiest
roll of the game, a 3 DR at Long Range thru
Smoke with a 658 and LMG eliminating my
jeep, the AT gun it was towing and the crew
:-( My most notable roll was a Self Rally
for the crew who had broken prior to that -
snakes, followed by a leader creation dr of
1! Although his Germans had won against
my Brits on the fourth turn of seven, we felt
it was still a very good game, and a lot tighter
than our match suggested. Both of us seemed
to be rolling 3s, 4s, 5s without fail, but the
difference was that he was rolling low when
attacking, while I was rolling low when
Rallying :-(
We interrupted the game for dinner
and a visit to the bar for a quick drink. From
there we picked up several cans to take back
to the hall as the gaming continued into the
night.
Theres nothing wrong with liq-
uid morale!
Trev Edwards
At midnight, I asked if anyone fancied
a game back in my room (oer missus!). Aaron
Sibley took me up on my offer, and we chose
DASL1 Guryevs HQ, as I dont own
Deluxe and wanted to try it out. A couple of
others came back to the room to watch,
including Nick Edelsten with 12 cans of
beer! Despite the growing alcohol
consumption, my plan of action seemed
sound (a broad front assault into the first
building, with LMG teams running down the
flanks to cut off the road being the HQ to
EURO ASL
Tom Repetti (with comments from Lars
Thuring)
For us Yanks who wish we were
in England for Intensive Fire, heres what
a European ASL tournament is like:
* Everybody clips his counters for
that trendy Eurostyled look
Which is from one corner to
another diagonally (ha! take that you
lousy PzVG - you wont malf MA again
on me!). No sir, no second chance here.
If you dont cut it we cut you.
* Conversation overheard from
nearly every game: You like ABBA? I
like ABBA too!
I cant find this abbreviation in the
index... Perhaps it is subindexed under
Revival, ..., Erasure, or ...
* People wager in their own
currency and everybody knows the right
exchange rates
Wagering is now made in ECU
(European Currency) and nobody know
the exchange rates. Even less if ECU will
still be around next week.
* People stagger in from the
airport: Whew, am I whipped! Had to
cross 3 countries and 200 km to get
here!
Considering the service at some
airports here this is very understandable.
* Nobody ever wants to take the
Germans
Because of how it feels to malf the
88LL/128L MA as compared to one of
those tiny 76LL thingies.
* People rejoice inwardly when
the US loses
The US and THEY syndrome.
* The occasional American player
runs around expecting everybody to
know Monty Python routines by heart
and saying stuff like, Switzerland?
Wheres that, Africa or something?
Actually, Monthy Python is
required learning in the schools here. It
was the only way to get the UK to commit
to the European Union. Question: How
is drinking American beer like making
love in a canoe? Answer: It is fucking
close to water!
* People are actually allowed to
smoke indoors
At least in their own homes, and
if accepted by spouse(s) and children
only.
* The worst swearing youll hear
is Bugger it
EXC: when THEY visit.
Oh, to be in England...
Comrade Andy Saunders, the driver from hell!
6 VIEW FROM THE
I went 0-4 for the weekend but was
just happy to be there after a nasty 24
hour bug hit me on Thursday night.
Typical of my luck - people have been
dropping like flies in work all year but
Crowley sailed serenely on until ... : (
Luck didnt improve in my first
ever tournament game - faced
Alexandre, one of the trio of eventual
winners, in Fighting Withdrawal. Hey,
at one point he asked for a ruling on
what would happen if no one exited
the map - he generously said it would
be a draw but then went on to beat me
: (
Anyway, picked up an opponent
(fellow fire-team member Dave
Schofield) for my first ever e-mail
game. I will get in lots of training for
next time. Need to increase alcohol
consumption by about 50% though.
Steve Crowley
As I wasnt taking part in the
tournament, I was able to play friendly games
all weekend, and I took the chance on
Saturday morning to register my first win! I
played Steve Grainger, who was only down
for the morning, at another Schwerpunkt
scenario SP6 Udarnik Bridgehead. Four
Spanish squads (represented by German
468s) have 3.5 turns to break/eliminate half
a dozen Russian conscript squads from the
area around the board 18 hill. My plan was
simple - establish a 16FP killer stack on the
hill opposite him (my 9-2, 467 w/LMG and
467 w/MMG), and move my other units
through the woods to the base of the hill to
mop up anything that broke. And that is
basically what happened. The winning DR
came when I fired at his last squad, getting a
3MC. He rolled a 3 to pass it, which activated
my Sniper on a 1 dr, who moved straight
into the squads hex, breaking him!
After lunch, and a short visit to the
village pub :-) I lounged around for a while,
taking the chance to look at Action Pack 1,
which Shaun Carter had brought when he
went to Oktoberfest the previous month. I
had arranged to play Nick Edelsten at
something after he finished his tournament
match, and we decided to try out AP4
LAbbaye Blanche thus giving the pack its
first (known) playing in the UK :-)
Nicks match took longer to finish than
he thought, so in the meantime I grabbed Will
Roberts for a quick game, and decided to
play SP6 Udarnik Bridgehead again, but
this time as the Russians. Knowing what to
expect, I set up a couple of squads on the
hill, and the rest further back out of LOS, so
that I would be able to get shots at him as he
moved across the top of the hill later in the
game. This game came down to the last turn,
with the Spanish having to move across an
open ground hill to try and take out my last
squad. Unfortunately, the squad was unable
to do too much damage to the Spanish, and
their Advancing Fire was able to break me
for a Spanish victory.
At this point Nick and I got together
for our game. We had a novel way of
determining sides - we both needed some
beers and I was the only one in a jacket and
tie (required to enter the bar), so he got to
set up while I went to the bar. And came back
with 24 cans of bitter!
Until this game, I hadnt rolled higher
than a 10 all weekend. My first DR of this
match was a 12 :-( Closely followed by
another for an SS squad MC, and a third
soon after. With luck like that, I had no
chance, and it was all over by the half way
point. I dont often claim I was diced, but on
this occasion, even Nick backed me up.
Massive public thanks to Neil
Stevens for a superlatively organised
and well-run Intensive Fire, although
Jon Williams and (I believe) Will
stop his reinforcements entering), as was
much of my execution, but I let myself down
with a bad decision mid-way thru the game
(I moved one of my squads covering the road
into the HQ, which allowed his
reinforcements to reach the HQ unmolested),
and Lady Luck swapped sides, allowing
Aaron to snatch a win. A great game, and
the only one I feel I threw away :-( Since we
finished at 4 in the morning, it was time for
some sleep.
SATURDAY
The Fireteam tournament started on
Saturday morning. For those of you who
dont know about this, a few words are in
order. Basically, the players were divided into
three man teams, and each team was
randomly paired up against three different
teams over the weekend in a series of
matches. Each match offered three different
scenarios to chose from (ranging from simple
to complex). The scenarios for Saturday
morning were ASL1 Fighting Withdrawal,
A22 Crux of Calais and VFTT1 High
Danger; Saturday afternoon offered A80
Commando Schenke, ToT32
Denouement and ASL59 Smertniki, and
Sunday A29 Meeting of Patrols, CH41
Test of Nerves and ToT18 The Aller
Waltz.
The prizes for the winning Fireteam
would be a set of superb books; Tigers in
Combat Vol I, D-Day Then & Now and
Blitzkrieg in the West Then & Now. For
the second and third placed teams a selection
of goodies from Critical Hit and copies of
Schwerpunkt were up for grabs. There would
also be a copy of Schwerpunkt special prize
for the player scoring the most CVP scored
in CC during the tournament scenarios, along
with a replica of the German WW2 Close
Assault Award pinned to an INTENSIVE
FIRE 96 t-shirt.
There would definitely be a new
Convention Champion this year as Bernt
Ribolm and the team from Sweden were
unable to make it. <Sighs of relief from all
over the UK!>
Nick Edelsten (left) tries to find the rules on
Alcohol Consumption! "They're here
shomewhere!"
Australian Iain McKay leads the Japanese to
victory against Andy Price's Russian in the
only match of Smertniki played during the
tournament.
"I deserve a CVP for being the only
idiot stupid enough to play
Smertniki!"
Iain McKay
Nick Edelsten (left) dices Pete Phillipps (left)
at AP4 L'Abbaye Blanche :-( Note the
obligatory cans of beer :-)
TRENCHES 7
Roberts also deserve a pat on the back
for their sterling contributions to the
weekend.
A little-publicised fact from this
tournament is the excellent (Neil-
inspired) house rule of a compulsory
slug of Scotch for players each time
they rolled a double-one. This has
several benefits:
(i) A player rolling a lot of double-
ones gradually gets more and more
lashed, thus giving a convenient
balancing mechanism to the game;
(ii) Everybody becomes overjoyed
at the sight of the said double-one,
rather than the player who rolls it (see
(i) above);
(iii) By the end of the game,
nobody gives a toss who won or lost,
because everybodys had such a laugh
(which as far as Im concerned is
exactly the way it should be...).
By early evening on Saturday, our
team (Jon Williams, Simon Morris and
myself) had had the best afternoons
gaming weve had for months - and
for that we need to extend our thanks
to Nick Edelsten, Peter Bennet and
Bob Eburne, who not only proved to
be excellent opponents, but truly nice
blokes who entered fully into the spirit
(pun intended) of the day. Cries of
Whiskey! followed by riotous
laughter punctuated the air with great
regularity. Cheers chaps, lets do it
again soon.
Never forget the sacred mantra:
Prep Fires for POOFS
Phil Nobo
By this time it was getting late, and at
2 Oclock, we locked up the convention
centre. Unfortunately, there was a student
ball going on that night, and several of us
has talked about gatecrashing it, to see what
we could find :-) We didnt expect to get in,
but we did, and after that things become a
blur of dancing, drinking lager and Southern
Comfort, and God knows what else. About
half a dozen of us were there, including Phil
Nobo and Simon Morris, who apparently
finished off the vodka at the bar! I have
photos of them both in action at the ball, so
that should give me two wins next year :-)
None of us know what time we left, but the
general consensus was that it was about 5.30,
6am!
Breakfast was at 9, and the only
tournament game of the day started at 10. I
woke up at midday! Oh well...
Phil and Simon had it worse, as they
were in the tournament, and were still drunk
as they started. Whether they played any
better or not is open to question!
SUNDAY
In the Fireteam competition, two
teams were neck and neck in the battle for
the championship as the Sunday morning
games opened. The Dutch team, consisting
of Peter Hofland, Frenk van der Mey and
Dirk Beijaard ran into stiff opposition from
an international team consisting of Ian
Daglish (England), Philippe Leonard
(Belgium) and Iain McKay (Australia), while
the Franco-Belgian team of the Tielemans
brothers and Alexandre Rousse-Lacordaire
took on a British team consisting of Robin
Langston, Paul Ryde-Weller and Nigel
Ashcroft. By mid-afternoon the matches had
ended with the Franco-Belgian team proving
too strong for their British opponents and
were crowned Champion Fireteam. Second
place was taken by Jean Devaux, Jean-Luc
Baas and Francois Boudrenghien, who
forced the Dutch into third place by just three
CC CVP! Best individual performance went
POS PLAYERS PTS CCVP
1st Yves Tielemans 13.0 10
Bruno Tielemans
Alexandre Rousse-Lacordaire
2nd Jean-Luc Baas 12.5 21
Jean Devaux
Francois Boudrenghien
3rd Peter Hofland 12.5 18
Frenk v/d Mey
Dirk Beijaard
4 Joseph Arthur 11.5 40
Mike Rudd
Toby Pilling
5 Christian Koppmeyer 11.5 31
Peter Michels
Luis Calcada
6 Nick Edelsten 11.0 13
Peter Bennett
Bob Eburne
7 Derek Tocher 10.5 25
Tim Collier
Paul O Donald
8 Ian Daglish 10.5 21
Iain McKay
Philippe Leonard
9 Trevor Edwards 9.5 24
Steve Thomas
Arthur Garlick
10 Bryan Brinkman 9.0 18
Scott Greenman
Tom Slizewski
11 Chris Littlejohn 9.0 13
Kevin Beard
Chris Courtiour
12 Robin Langston 8.0 23
Paul Ryde-Weller
Nigel Ashcroft
13 Dominic McGrath 7.5 23
Paul Case
John Sharp
14 Phil Nobo 7.5 17
Simon Morris
Jon Williams
15 Tim Macaire 6.5 11
Justin Key
Brian Hooper
16 Andrew Dando 6.5 6
Martin Mayers
Andy Price
17 Mike Standbridge 6.0 14
Bernard Savage
Gareth Evans
18 Carl Sizmur 5.5 18
Aaron Sibley
Ian Pollard
19 Michael Rhodes 5.5 11
Steve Crowley
David Schofield
20 Vincent Kamer 5.0 23
Andrew Saunders
Nigel Brown
Simon Morris (left) and Vincent Kamer dance
- if that's the right word :-) - the night away!
Pete Phillipps headbanging away to Take
That. Or was it M. C. Hammer? Or Abba? Ah
who remembers -0 who cares!
The winning Fireteam collect their prizes.
8 VIEW FROM THE
SCENARIO PLAY ALLY AXIS DRAW
CH41 Test of Nerves * 18 11 6 1
A80 Commando Schenke * 17 6 11 -
A22 Crux of Calais * 16 2 12 2
TOT32 Denouement * 13 5 7 1
1 Fighting Withdrawal * 12 4 8 -
A29 A Meeting of Patrols * 12 5 6 1
WCW4 Cat Become the
Mouse
4 3 1 -
VFTT1 High Danger * 3 1 2 -
SP6 Udarnik Bridgehead 3 2 1 -
SP7 Delayed on Tiger Route 3 1 2 -
SP10 Bring Up the Boys 3 3 0 -
23 Under the Noel Trees 2 0 2 -
A99 To Clear a Roadblock 2 0 2 -
T4 Shklov's Labors Lost 2 1 1 -
CH50 Simmon's Rebuff 2 1 1 -
TOT8 The Aller Waltz * 2 0 2 -
41 A Bridgehead Too Wet 1 1 0 -
59 Smertniki * 1 0 1 -
66 Rockets Red Glare 1 0 1 -
A68 Acts of Defiance 1 1 0 -
A104 In Front of the Storm 1 0 1 -
DASL1 Guryev's HQ 1 1 0 -
DASL11 Ripe Pickings 1 1 0 -
DASL15 Barkmanns Corner 1 0 1 -
T1 Gavin Take 1 1 0 -
T16 Strayers Stray 1 0 1 -
AP4 L'Abbaye Blanche 1 1 0 -
BB5 Going to Church 1 0 1 -
CH26 Close Order Dreil 1 0 1 -
CH31 First and Goal 1 1 0 -
CH36 Saving the Breakout 1 0 1 -
CH44 Operation Nordwind 1 1 0 -
CH61 Prothero's Hook 1 1 0 -
PB2 The RHA at Bay 1 0 0 1
TOT7 Tiger 222 1 0 1 -
SP2 Holding the Hotton
Bridge
1 1 0 -
SP4 Point 270 1 0 1 -
SP8 The Getaway 1 1 0 -
SP12 Piano Lupo 1 1 0 -
to Derek Tocher (who also won last year, thus
making him a contender for top British ASL
player I guess), while Mike Rudd romped
home to become the CC Champion with 58
CC CVP! Finally, the consolation Prize went
to Andrew Dando, who went 0-5, but
hopefully went home a wiser man :-)
I had a great time (and not simply
because I won). The best thing about
the whole weekend is, in my opinion,
the camaraderie between the
participants. Im already looking
forward to meeting old friends again
next year.
Derek Tocher
Despite my late arrival, I still found
time to get in yet another Schwerpunkt
scenario SP4 The Getaway. This is an
unbalanced dog :-) as it was all over in the
first turn when he took out both my StuGs,
and was able to exit enough of his Russian
force to win. This seemed to get a few plays
though, and the general opinion was that is
was quite balanced, with most going down
to the wire. Id like to pay this one again
though, and see if it is possible to win as the
Germans.
By now, I was 6-1 down, and the
convention was starting to wind down. After
helping tidy things up a bit, I decided to get
in one final quick match, so Dave Booth and
I sat down to AP8 A Bloody Harvest. This
match was a scream, going down to the wire,
and being decided when his Germans moved
a 9-2 and 2 squads adjacent to my squad with
MMG. With a -1 DRM for FFNAM, a 2 DR
was the last thing he wanted to see, but that
was what I rolled! Wham, bam, thank you
mam! With the loss of those units, he had
too few forces left to clear my Poles out of
the building, and I was able to get a second
victory for the weekend. One notable thing
about this game was the level of sniper
activity - mine was running across the board
with a single handed goal of killing every
German in sight, whilst his didnt even wake
up to load his gun!
THE LAST DR
I wont bore you all with the details
of how I got home, suffice to that Dave
dropped me off in Birmingham at 1am, and
I then had a four hour wait until the train
home was due :-( I crawled into home at
6.30, and went to bed, even though I was
due at work an hour later.
Id like to pay tribute to the
organisers of Intensive Fire 96. In
particular mention must be made of
the main man Neil Stevens who did
a tremendous job under difficult
circumstances (international tensions
etc.!) Thanks Neil.
The games were excellent and I
certainly made a lot of new friends and
- more importantly - learned lots of
tricks and rules interpretations,
especially from those wily Belgian
chappies. Thoroughly recommended!!
David Schofield.
PS try Schwerpunkt scenario
Getaway - brilliant (what does Pete
know!).
Overall then, an excellent weekend.
With ASL and alcohol in large quantities, you
cant really expect anything else :-)
Work has already begun on INTEN-
SIVE FIRE 97, which is provisionally
pencilled in for the same weekend, Friday
14th - Sunday 16th November, which gives
everyone plenty of time to break the news to
the wife, girlfriend, bank manager :-) Be
there or suffer a plague of 12 DR!
Almost 10 days have elapsed since
the last shots of Intensive Fire. What
a great weekend we had there at
Shrivenham. Ive been quite busy since
and wouldnt like to forget and
emphasise the British Hospitality and
all the good moments we spent in a
friendly and fun atmosphere. It was
great to play ASL and to meet our ASL
friends again.
Special thanks to Neil Steven,
William Roberts, Pete Phillipps, David
Schofield, and Ian Daglish for the
great time I had a IF96.
See you all in 97....
Luis Calcada

Mike Rudd, CC Champion with his prize. He


earned 58 CCVP, so don't mess with him in CC!
Derek Tocher shows off the hand-crafted
Sherman prize for his performance as the best
Crusader player at Intenisve Fire '96.
TRENCHES 9
TOMMY
ATKINS
ALONE
Bill Gunning
Although Avalon Hill have promised
to support SASL with new tables to be
released in the future, rather than wait I have
created my own set of tables for British
SASL, including generation tables for NWE
1944-45 and Italy. I have made no attempt
to cover the PTO or desert, as these will need
new Chapter S rules and Missions, but if this
attempt is successful I am prepared to have
a go at ETO 1939-42 (in fact I already have
the generation tables done) and possibly a
79th Armoured Division or a commando-
airborne-SAS variant.
FORCE INTEGRITY
The charts are quite complex because
I am a modeller and have quite a knowledge
of AFVs used in World War 2 by the British.
A type of force integrity is used to
eliminate unrealistic vehicle combinations
being generated. For example, the 1944-45
NWE Standard AFV table has three sections
- armoured recce regiment vehicles, and
armoured regiment vehicles for the armoured
divisions, and tank regiment vehicles for the
infantry divisions. If no historical
background is known or the ENEMY is
British a dr is made when the first B6 or B6b
generation is required and determines which
type is generated for the entire game.
To achieve the correct ratio of
upgunned Fireflies and Achilles to standard
vehicles, between 1/4 - 1/3 (in 1944) or 1/2
- 2/3 (in 1945) standard AFVs must be
generated [EXC: the Sherman IIA fully
equipped tank troops in 1945].
STANDARD AFV UPGUNNED AFV
Cromwell Challenger
Sherman Sherman IIc (dr1-2)/Vc (dr3)
Sherman (Italy 1944 only) Sherman IIA
No more than two of each type of CS
AFV type may be generated during a
Mission, including the Sherman IB in Italy.
Reroll if necessary to achieve the right
balance.
The infantry tank column also includes
attached TD. No more than 20% of AFV
generated from this column may be TD
[EXC: TD generated on tables B6a and/or
B6c are not restricted by the above].
Reroll on the correct column if required.
CHAPTER S AMEND-
MENTS
17.81 Company Leader Type: only the
generic drm is used.
17.821 The chart below supersedes the
MMC Replacement Table:
dr 1 Elite
dr 2-5 1st Line
dr 6 2nd Line
The cumulative drm still apply.
18.5 A British CG Infantry Company
OB consists of:
Leader x 3 (Platoon Leaders)
2-4-7 x 3 (Platoon HQ Sections)
4-5-7 x 9 (three Squads per Platoon)
LMG x 3
2 Mortar x 3
ATR or PIAT (see Chapter H for dates)
x 3 [all same]
1-2-7 x 6 (Platoon HQ SW Crews)
ENEMY RE TABLE AMEND-
MENTS
The following amendments should be
made the to RE Table when the British are
the ENEMY.
RE 02 A dug-in, HD, Immobile
British AFV is encountered. Use B6 to
determine the type.
RE 16 Use B6b for leading and trailing
vehicles (EXC: if only leading vehicles, use
B6), and B6t for towing vehicles.
RE 24 Use B6 on a dr 4, or B6c on
a dr 5.
RE 25 Use B6 on a dr 4, or B6b on
a dr 5.
RE 26 Use B6a on a dr 4, or British
RE 01 on a dr 5.
RE 41 British Battle Harden
RE 73 Use B6.
RE 74 British paratroopers are 6-4-8
Squads.
THE MISSING COUNTERS
37mm Bofors AT: see ASL Scenario
58, SSR5 for details.
Airborne Armed Jeep: see The
General vol 26 no 5 page 55 for details.
Greyhound Armoured Car: see US
counter and use old Squad Leader counters
if available.
Weasel: use old Squad Leader
counters if available.
Crusader Gun Tractor: an OT AFV
that looked like a big carrier on a Crusader
III chassis. AF and MP as Crusader III, but
MP should be black (as should the Crusader
AA). No armament. May tow 17pdr and
carry Crew and Ammo only.
Gun Tractor, Portee versions of
standard lorries: make record of vehicle ID
or use old Squad Leader counters if
available.
OPTIONAL COUNTER
CORRECTIONS
British Armed half-tracks (the M5,
M5A1, M9, M9A1 and White SC) have an
inherent driver only, not a vehicle crew. Any
AAMG may only be operated by a CE
Passenger.
Grant and Lee had no BMG. Grants
used in India/Burma had the same 75 MA as
the Lee. Lees used in India/Burma has the
turret MG cupola removed, while those used
in North Africa had the same 75 MA as the
Grant.
Comet 77L MA may fire APDS as if
76LL but use the 88L column on the C7.32
To Kill Table.
Daimler Armoured Car may be fitted
with a Littlejohn Adapter to fire APDS in
1944/45. Nominally 50% of Daimlers were
so equipped, although they were often
removed to enable 2pdr HE to be fired. Use
40LL column on the C7.32 To Kill Table.
All British (including British
coloured) tanks (EXC: Crocodile and light
tanks) had towing gear fitted during 1944/
45. They may tow 6pdr and 17pdr AT Guns,
with the Crew as Riders. The Gun suffers
from Ammunition Shortage until joined by
the correct tractor.
TABLE DESIGN NOTES
B1: same as the US and German
tables.
B2: British conscripts not included.
The DRM reflects the increase in short range
FP late in the war, while higher Morale is
offset by reduced ELR.
B3: based on the German table.
B4: the MMG and US MG allocation
reflects the increase in private weapons as
the war progressed.
B5: Outside only.
B5a: also used for standard Guns
Inside.
B6: restricted to tanks. As noted
above, the tables provide unit integrity to the
various types of armoured formations in
service.
B6b: The two tables for NWE 1944-
45 reflect the two types of reconnaissance
formations. This table also replaces B7a
Escort Vehicles.
B6a: Morris CS9 often used against
ground targets. Use B6 assault guns required.
B7: US vehicles usually in rear sup-
ply areas only. See B7t for special towing
10 VIEW FROM THE
UNARMED
BUT
DANGEROUS
Derek Tocher
So the pathetic cowards, who only a
turn previously surrendered to that miser-
able second line HS, plucked up enough
courage, when the sniper broke the guard,
to pass a NTC (A20.55), survive a round of
sequential CC (A11.33), and then managed
to withdraw from the melee (A11.2) and
escape. You now control one of these (1)-0-6
counters (A20.5), but what to do with it?
Perhaps you should have it run around
in the backfield trying to make a DR = 2
every MPh in an attempt to rearm (A20.552)
(an undoubted longshot), or more hopefully
have them seek out a wreck to scrounge (dr
=1-3, D10.5). But what if there is no wreck,
are there other useful purposes this black on
white counter can serve?
The answer to that question lies in
the realisation that although these units may
be unarmed they nevertheless are still Good
Order as per the Index. Thus all of the fol-
lowing are possible:
a) They put broken enemy units under
DM when they come adjacent (A10.62)
b) They prevent broken units from
routing towards them, and hence are a cheap
way to cut rout paths (A10.51) [They cannot
however interdict a routing unit].
c) They may search (A12.152).
d) They may conduct an infantry
overrun (A4.15)
e) They may use/assemble/
disassemble/repair/destroy or malfunction
any SW or gun.
f) They can gain Control of a hex/
Location/building and deny that Control to
an enemy unit (A26.1).
g) They will frequently be able to
count for exit victory points (A26.3).
h) They may make kindling attempts
(B25.11).
i) They may participate in clearance
attempts (rubble wire, set DC, roadblocks
and flame) (B24.7).
j) They may dig foxholes (B27.11).
k) They may assist in pushing guns
(C10.3).
l) They may provide a temporary crew
for an AFV (A21.22).
While it is not the intention of this list
be exhaustive it demonstrates, I hope, a key
feature of good play of our game, namely
that to be successful one has to learn to use
all the tools at hand to maximum advantage.

S C H W E R
P U N K T
Trev Edwards
Schwerpunkt is a soundly presented
publication that is apparently unique in the
present ASL product list. It is more than just
a set of twelve new scenarios by various
designers but it is less than a fully fledged
magazine. The idea is to present the sce-
narios along with designer notes written by
the designers themselves. The ethos is to
leave total editorial control of each scenario
with the designer throughout the publish-
ing process.
What you get is twelve scenarios,
printed back to back on six cards. These
feature the familiar TAHGC layout and
counter design but are printed in black and
white only. The print quality is excellent,
however. Accompanying this is a booklet
which contains designers notes for each
WAR DOGS
Jeff Harris
In 1943, the American forces in the
South Pacific campaign were attempting to
come up with a solution to the effective Japa-
nese camouflage techniques. The Japanese
had great ability to infiltrate American po-
sitions, stay hidden as their enemy passed
them by, and hide snipers in deadly am-
bushes.
In November, the Americans invaded
Bougainville. They brought along their new
weapon; the War Dog. These were Dobe-
rman Pinschers, a breed noted for their fe-
rocity and keen sense of smell. The use of
these dogs was immediately successful at
spotting snipers and rooting out concealed
Japanese positions. At night, the threat of
infiltration was lessened and the war dogs
became a successful component of US op-
erations on Bougainville.
E13 War Dogs: This SW was intro-
duced in 11/43 to counter the effective Japa-
nese concealment techniques. Use of war
dogs (hereafter WD) in other than
Bougainville is by SSR. Except as amended
below, the WD is considered a SW for all
purposes. They may not be deliberately
malfunctioned.
E13.1 Starting in November 1943,
during any scenario set in the Bougainville
campaign, WD may be used. One WD
counter (use Mine Dog counters or old SL
PF counters) may be added to the US force
for every six full-strength (FRU) squads.
E13.11 Any US SMC or MMC can
portage a WD at 1PP. Japanese use and/
or recovery of a WD is NA. Recovery of a
WD does not suffer the penalties of G.5.
E13.2 Movement of a WD is that of a
portaged SW if possessed by a US MMC/
SMC. If unportaged/unpossessed, a WD will
tractor vehicles.
B8: British artillery was accurate, so
scarce ammunition is offset by skilled
gunners.
RE Table: in NWE 1944-45 and Italy
1943-45 vehicles and weapons were
plentiful, so random numbers have been
replaced by actual Troop/Section allocations.
If you have any questions, queries or
ideas to improve these tables, please feel free
to contact me at 14 Eagles, Faringdon, Oxon,
SN7 7DT.

Continued on page 14
TRENCHES 11
move one hex in the APh in a random
direction. A WD is unaffected by the CX
status of its possessing unit. A WD may not
climb.
E13.21 A WD never has to gain CX
status. A WD doesnt gain the benefit of
Assault Movement but its possessing unit
does. A WD does not count against the PP
total of a unit conducting Advance vs. Dif-
ficult Terrain.
E13.3 Fire Attacks: WD have no fire-
power (EXC: CC) and are unaffected by all
fire attacks against them except KIA, K,
SAN, and Random Selection of their pos-
sessing unit. WD do not count in any Ran-
dom Selection (EXC: CC) and share the fate
of their possessing unit. A WD affected by
any of the above attacks is removed from
play. A WD has no VP value.
E13.4 Morale: WD suffer no effects
from MC against their possessing unit. If a
unit possessing a WD breaks, they must
make a NTC to maintain possession of their
WD. If the NTC is failed, the WD remains
in the present hex, becomes unpossessed
and can advance (13.2) if it is the US player
turn.
E13.5 CC: WD are treated as SMC
in CC. A Japanese unit has its FP doubled
in CC if vs. an unpossessed WD. A pos-
sessed WD may add 1FP to its owners CC
value, in addition to the +1 SMC bonus.
E13.51 WD cannot aid in Infiltration,
or CC vs. an AFV. The may not Withdraw,
attempt Capture, or conduct attacks vs. PRC
if unpossessed. Unpossessed WD may attack
any Japanese unit in its hex in CC.
Unpossessed WD have a -3 to their ambush
die roll and must attack hand-to-hand as if it
were an attacking/ambushing Japanese
(G1.64)
E13.6 Concealment: WD share the
Concealment status of their possessing unit.
Unpossessed WD may not gain concealment.
Use of a WD, even to drop possession is a
concealment loss activity.
E13.61 Detection: WD modify Search
dr by -2. Both the possessor and the WD
become TI. A WD modifies the Casualty dr
by +2.
E13.62 HIP: WD share the status of
their possessing unit. If a HIP WD has a
Japanese unit, unconcealed, in its LOS, the
possessing unit must make a Secret NTC. If
the roll is failed, the units in that hex lose
HIP status and are placed on the board con-
cealed.
E13.63 WD negate G.4 in their hex
during any phase.
E13.7 Snipers: WD modify Sniper
Checks by -3 and become TI with their
possessing unit. If a unit possessing a WD
suffers any kind of SAN effect (even Pin),
that WD is removed from play.
ASLAP
Paul Saunders.
ASLAP, what the hell is that? I hear
you ask. Well, it is basically a Windows-
based Game Assistance Program (GAP) for
ASL. It has a very useful and extremely user
friendly PBEM facility and is the only
Solitaire assist program that I am aware of,
as well as a host of other features which I
will touch on in this review.
I find that GAPs take the strain when
it comes to number crunching, those players
familiar with the AH ASLGAP and the
Zundel GAP will already appreciate how
GAPs speed up play and let players
concentrate on the tactical situation rather
than continually checking the dice to see if a
Sniper attack has been missed or ammo
shortage has affected an MG etc. etc. ASLAP
will take care of this and more! The program
will watch out for Snipers, Ammo Shortage,
Booby traps, changes in Weather, NVR, and
will also keep track of OBA Chits, PF usage,
Battlefield Integrity, CVP, EVP etc.
There are interactive pull down menus
to take you through Bombardment,
Spreading Fire, CC, HOB, Leader Creation,
Placed/Thrown DC, Manhandling, Sewer
Emergence, Clearance, Bog Check, Bog
Removal, ESB, HD Manoeuvre, Dogfight
and Aerial Sighting, just open up the menu,
click on the DRM which apply, click on Roll
Dice then read em and weep!! It will work
with the IFT or IIFT, although it seems to
default to the IIFT so the purists will need
to watch what FP they type in. For playing a
FTF game combat results are not shown, you
need to go into the PBEM assist mode to get
the results.
The PBEM Assist Mode is really good
and could well become the standard means
of playing ASL by email. In PBEM each
action taken opens a window where the unit
details are typed in, for example you want to
fire at hex 24H9 using a 447 w/lmg in hex
24G3. Click on the IFT button on the main
screen, a window will open prompting you
for the location of the firing unit, unit
description, FP, and any applicable DRM/
drm, click on Roll Dice. The result (including
DR for MC, TC, and any Sniper activation
dr) will then be entered automatically on the
PBEM window in the normal PBEM
fashion, saves a hell of a lot of typing and
standardises the PBEM format into the
bargain.
The Movement system is really neat,
go to the PBEM assist log (all on Pull Down
Menus) type in the starting hex at the bottom
of the window and the unit you wish to move,
select the type of move you wish to make,
Mov, AM, or DT. Next to these buttons is a
rosette, click the direction you wish to go in
and the program will automatically calculate
the row and column of that hex! You may
also click on the number of MF expended
per hex, all this info is automatically logged
and updated in the PBEM Window. When
you have finished your PBEM session copy
it to clipboard and then paste it into your
next e-mailing, it doesnt get any easier than
this I can tell you :-)
There are three dice rolling modes,
Random, 36 Pool and 72 Pool. Random will
do exactly that, at the end of 36 DR the
average will not be 7.00 but after several
hundred DR it probably will be 7.00, or very
close to it. 36 Pool, each player receives a
pool of 36 dr, dr are randomly picked from
the 36 until all 36 are used after which a new
set of 36 dr are chosen. Distribution will be,
1 two, 2 threes, 3 fours, 4 fives, 5 sixes , 6
sevens, 5 eights, 4 nines, 3 tens, 2 elevens, 1
twelve. The 72 Pool works in a similar
fashion although it will not produce the bell
curve of the 36 Pool the average will be 7.00.
Could this be the end of DR whining? Does
your opponent always seem to roll low for
his attacks but high for your MC? Go for the
36 Pool option and your troubles are over:-
) Maybe!
Finally there is the SASL system, the
mode I have used the program in myself. It
really does take the strain out of SASL.
Features include quick access to activation
dr ,action dr, CMD DR, random board
generation, random column generation and
automated generation of random events. The
Infantry Fire Command, Infantry Hold, and
Advance attitude tables are also available in
the programme. The Random Events for
Normal, Russian, Germans, US, Partisans
and South Africans are included.
So now we come to bottom line. How
much does all this cost? Nothing, zip, nada!
Yep, you read correctly. The program is free.
For those of you who are not on-line, contact
Neil Stevens, at 4 Monkton Down Road,
Blandform Camp, Blandford Forum, Dorset,
DT11 8AE who will send you a copy.

12 VIEW FROM THE


DEBRIEFING
This is the latest set of ASL Q&A
which was posted by MMP to the InterNet
ASL Mailing List on 26th November. It
includes all questions received from 3rd July
to 14th September.
They are presented mostly as MMP
received them, although some changes have
been made in order to present the questions
in a coherent fashion.
These questions (and their answers)
should be treated just as if they had been
mailed to TAHGC with a SAE, in which they
were then returned to the sender. Some of
these Q&A are destined for publication in
the next Annual.
If anyone has any questions then feel
free to pass them on to me and I shall post
them to MMP.
A3.1 & ASOP If, during the RPh, enemy units in the same Location
not in Melee (EX: if both are concealed) wish to recover the
same weapon, who goes first?
A. The ATTACKER.
A4.42 & A4.51 Can a SMC and a MMC split the PP cost of one
item? If both are CX and the MMC possess a 4PP SW, does the
SMC have 0 to give to the MMC? Or could the SMC instead carry
1 PP and the MMC 3 PP, thus both are only 1 PP over their IPC?
A. No. Yes. No.
A4.63 & A8.15 A Dashing unit is attacked as it leaves its starting
hex with a Snapshot. Assuming 4FP, no hindrances, what final FP
and DRM apply?
A. One FP, zero DRM.
A6.7 & E3.1 Are LV hindrances (EX: night, Mist) cumulative with
other hindrances regardless of range? (EX: at range of 2 hexes,
one orchard hex between target and firer, EXTRA HEAVY mist
and night LV applies, what is the DRM derived from LOS/LV
hindrances?) Does the range statement in A6.7 refer to the range
between target and firer? (Or just to the portion of the LOF that is
crossing the terrain hindrance?).
A. Yes. (4.) No. (Yes.)
A8.2 Would firing at an empty hex in order to acquire it leave
Residual FP?
A. No; you cannot fire at an empty hex to gain acquisition during
the MPh.
A8.3 & A8.4 If a SW is not capable of Subsequent First Fire (EX:
ordnance SW), can it fire vs an adjacent/same-hex unit as Final
Fire during the DFPh if marked with First Fire?
A. No.
A8.3 &A9.21 If a MGs restricted CA prevents it from participating
in its squads SFF attack, must its use be forfeited as per A8.3?
A. Yes. (This supersedes the prior answer to this question in the
95w and 96 Annuals.)
A8.31 If a unit fires as Subsequent First Fire its inherent FP and/or
a SW, can it Defensive Fire any weapon/inherent FP later that turn,
barring FPF?
A. No.
A9.223 If a unit fires a MG to create a firelane and then uses its
Inherent FP as SFF later, does this cancel the firelane?
A. A squad can fire its inherent FP as First Fire after previously
firing only its MG to lay down a firelane. A HS that has laid down
a firelane (or a squad that has both laid down a firelane and used its
inherent FP as First Fire) cannot use SFF unless in a TPBF situation
(which cancels the firelane).
A10.51 A broken unit having routed to a woods/building hex that
it was not able to ignore, if that hex has become through the act
of routing no farther from a newly-Known enemy unit, may the
broken unit now ignore the hex and rout to a different, non-adjacent
woods/building hex?
A. No.
A10.531 If a routing unit has a legal rout hex less than or equal to
6MF away, but greater than 6MF away if it uses an entrenchment
instead of Open Ground, must it use the Open Ground cost to get
to the rout hex in one RtPh if not using Low Crawl?
A. No, it may enter the entrenchment even though doing so would
prevent it from reaching its rout hex this RtPh.
A11.8 May Infantry using Street Fighting CC withdraw?
A. Only if they actually Ambush (A11.4) the vehicle in the CCPh.
(Although they qualify for all the other benefits of Ambush, unless
they actually Ambush the enemy, Infantry Street Fighting in a road
hex must return to the building hex from where they came and
Infantry Street Fighting a vehicle in Bypass remain in the Bypassed
obstacle. Likewise, no Ambush benefit accrues to Street Fighting
Infantry who are Ambushed.)
A12.12 Must Dummy stacks consist entirely of OB-given ?
counters? May a non-OB-given ? counter be placed on top of a
Dummy stack by virtue of setting up out of LOS?
A. Yes. No.
A12.12 & A12.2 Do 5/8 dummies lose concealment as if they
were Infantry or as if they were a vehicle?
A. Unless moving (or in Motion), 5/8 dummies are treated the
same as dummies (i.e., Infantry) for concealment Loss purposes.
A12.14 Do all types of MC cause loss of ? if within 16 hexes in
LOS of a Good Order enemy ground unit? If not, which types of
MC do?
A. Yes.
A12.14 Do all types of TC cause loss of ? if within 16 hexes in
LOS of a Good Order enemy ground unit? If not, which types of
TC do?
A. Yes, except for PAATC and the NTC to detonate a Set DC.
A12.14 Would a unit lose concealment by Advancing into an Open
Ground foxhole within 16 hexes of a Good Order enemy ground
unit? What if it had Height Advantage over all enemy units?
A. Yes. No; the foxhole would no longer be in Open Ground.
A15.3 Does a unit which becomes Fanatic through Battle Hardening
also rally as well?
A. Yes.
A24.4 If Smoke placed at ground level (level 0) affects levels 0 and
1, would smoke drifting from a level 4 location affect levels 4 and
5?
A. Yes.
A26.1 If a side is the only side setting up on a board, does that side
start the scenario in Control of all Locations on that board? All
Buildings of that board?
A. Yes. Yes. (EXC to both: P8.5).
B9.32 If a Player Turn starts with two adjacent Good order enemy
units sharing a wall/hedge hexside, but none of the units are marked
with Wall Advantage, who gets to declare Wall Advantage first?
A. At setup, the side setting up first does; thereafter, the
ATTACKER does.
B9.32 Is having Wall Advantage and using Wall/Hedge TEM
considered the same for all purposes?
A. Having Wall Advantage vs an ADJACENT unit is essentially
the same as claiming Wall/Hedge TEM vs that ADJACENT unit.
B28.53 May the presence of A-T mines on a paved road be marked
with a counter that does not display the number of mine factors?
A. Yes.
B28.53 When A-T mines in a paved road Location are cleared by
Infantry expending an additional MF, are they cleared at the end of
the Infantrys MPh or at the end of the MPh.
A. At the end of the MPh.
C1.23 Was the Q&A about rolling a 2 on a Random Selection
DR that was previously answered in The General vol 24 no 2 and
the 95w Annual dropped from the comprehensive list in the 96
Annual because Random Selection (A.9) isnt really a DR but rather
one dr per object?
A. Yes.
C1.33 & C1.4 In the 27 Jun 96 compilation (found in VFTT 9), it
says that a SR has to be corrected at least one hex. Do you really
mean that I cant have a SR just sit in one hex, I have to constantly
shift it back and forth one hex? Doesnt this contradict the published
answer to C1.335?
A. That is indeed what we meant. Both Q&A, however, have been
superseded by the Comprehensive OBA Q&A printed in Action
Pack #1. The latest Q&A specifically allow an SR to stay in place
if the Observer has a LOS to the Blast Height.
C1.54 Do units in a friendly Bombardment suffer a drop in morale
level?
A. Yes; add or Bombardment after HE/WP FFE.
C1.82 Do concealed units taking a Bombardment MC in LOS of
Good Order enemy ground units lose concealment even if they do
not pin or break?
A. No; since this takes place prior to play, no such LOS exists.
C1.82 Are MC DR for HIP units/Fortifications in a Bombardment
done secretly?
A. The DR are not secret. One way to do this would be to record
secretly each HIP unit/Fortification separately, and openly roll the
Bombardment MC DR for the recorded units/Fortifications.
C1.82 The order of Bombardment MC is not strictly defined. Do
you roll for all terrain, then all units, then all equipment, etc...? Or
do you roll for everything in each hex, continuing one hex at a
time?
A. Where the order is not specified in C1.821 or C1.822, any
mutually agreeable order is acceptable.
C1.822 A Q&A from The General vol 24 no 2 says that a Roadblock
has a Morale of 10, but the 1989 erraticized rules list a Roadblock
as having a 9 Morale. What is the Morale of a Roadblock?
A. A Roadblock has a Morale of 9, which is why this Q&A was not
included in the 96 Annual.
C3.33 Can units out of LOS be hit via Area Target Type?
A. Only if firing a mortar and it first hits that in-LOS unit that is
hardest-to-hit.
C6.2 If using Area Target Type at an empty hex, would Case K
(concealed target) apply?
A. Yes, unless firing SMOKE.
C6.5 Can a Gun maintain acquisition to a target in its own hex?
A. Yes, unless it is attacked in CC.
C7.4 Do Shock/UK results apply to an Abandoned AFV? What
happens if a crew enters the Shocked/UK AFV?
A. Yes. The crew suffers the fate of the AFV.
C9.3 May you designate a new Spotter as long as the original
Spotter remains Good Order? If the original Spotter escorts
prisoners off the Friendly Board Edge?
A. No. No.
D1.83, D3.12 & D2.51 In the 27 Jun 96 compilation (printed in
VFTT 9), the question on these rules, part d (May an AFV change
the TCA or VCA at the end of a friendly fire phase in which the
AFV may fire its AAMG? A. No.) If the AFV can fire its MA and
its AAMG, may it change its VCA or TCA?
A. Yes.
D2.32 & D3.2 If a vehicle in Bypass is hit by an ordnance weapon
from within the same hex, is the Target Facing that is hit determined
by D2.32 (side) or by the last part of D3.2 (random)?
A. By D2.32 (side).
D8.2 Does a vehicle exiting a stream hex into a woods hex take
one or two Bog Checks? What DRM would ordinarily apply to a
fully-tracked AFV with Low Ground Pressure not using all its MP?
A. Two; first in the hex being exited, then in the hex being entered.
Zero DRM for exiting the stream, +4 DRM for entering woods
and gaining elevation.
E7.32 Since a Final Sighting TC DR >= 12 cannot be a successful
TC, should this instead read Original Sighting TC DR of 12?
A. No.
P8.6141a & A21.21 Is it possible to re-man an unarmed vehicle
with a Temporary Driver in the RePh?
A. No.
KGP II LG map The two map sheet disagree as to whether the
M29-N28 hexside is a slope hexside or not. Should it be?
A. Yes.
KGP U.S. Reinforcement Group Chart The chart specifies that
a Pre-Registered hex recorded prior to set-up is required for the
Bombardment placement. Does a friendly unit need to have a LOS
to the Bombardment Pre-Registered hex? Can the Bombardment
Pre-Registered hex be placed any where regardless of LOS?
A. No. Yes
DASL A11 Sicilian Midnight The scenario card depicts Italian
3-4-6 squads with a boxed 1 indicating their first-line status, but
only 3-4-7 Italian squads have a boxed first-line designation; 3-4-
6s are not boxed. Are the squads supposed to be 3-4-6 first line
troops?
A. Yes.
ASL A59 Death at Carentan Are the hedges (bocage) along
hexsides O1/N0 through O4/N4 covered by the overlay in play?
A. Yes.
ASL T15 The Akrotiri Peninsula Are the squads in the security
platoon allowed to use HIP?
A. No.
ASL A96 In Rommels Wake Would any Set DC received be
TRENCHES 13
able to use HIP? How would the DC lose HIP? Can the MMG be
portaged on a bicycle if the balance comes into effect?
A. Yes. As a Fortification (LOS within 16 hexes of GO unit.) Yes.
ASL A104 Mayhem in Manila Can the U.S. win by entering
one of the buildings before the Japanese get a chance to use
Defensive First Fire? Can they win by advancing into CC before
the CC is resolved? Can they win merely by virtue of one of the
buildings being occupied by no one?
A. Yes. Yes. No.
The following unofficial errata has
also been noted for Action Pack 1.
60+ OBA FP line ONLY applies to U.S. light MTR OBA - not to
French or other nationalities OBA.
The Radio Contact box should have a leadership NA triangle in
the upper right hand corner.
In the Contact and Access portion, the black circle pointer to the
FFE:2 section should read Go to FFE:C instead of Go to FFE:2.
A square in the IR section that says Place IR either in target hex,
or along Observers LOS should be a polygon instead and should
also allow for the option 3 six-hex method of placement.
The last oval in the Rockets section should be orange instead of
green.

HILL 112
REVISITED
Ian Daglish
This is a brief account of a campaign
game using Critical Hits module Operations
of SS Panzer Abteilung 102, played over an
AHIKS weekend at Gerrards Cross. Taking
part were Bill Durrant and Kevin Croskery
at the Brits, and Derek Tocher and myself as
the Germans. Views and opinions expressed
are the authors responsibility.
TERRAIN
The module uses six ASL mapboards,
with one half board sized overlay whose level
one open ground represents the summit of
Hill 112. As anyone who has visited the
battlefield will testify, the gradients are very
gentle and the field of vision wide open. At
first glance therefore, the game map appeared
much too small and offering far too much
cover. In particular, board 13 with its elevated
road bares little resemblance to the country
east of the hill. However, in play these points
were no great problem. Always remember
John Hills assertion that the stated ground
scale of 40 metres per hex was very much an
approximation!
RULES
There are some holes in the campaign
rules, but nothing that
cannot be resolved
amicably. Incidentally,
the all-important
Tigers are the VIE(L)
variant - with
Nahverteidigungswaffe.
STRATEGY
The campaign game is split into
Phases, each phase being effectively a
large scenario. As a rule, the British player
gets a completely new order of battle for each
phase, while the German strength depends
in part on what is left over from earlier
combat. There are various Victory
Conditions: from sudden death if the German
loses 14 Tigers; to campaign victory points
if the British gain more CVP in a phase than
the Germans; to individual phase VC based
on occupation of the hill. In practice, we
found the sudden death element unlikely (it
would take a rather careless German!) and
we eventually gave up recording the CVP
as the British were taking heavy losses
(interestingly, the Germans still went on
killing more of the enemy even though this
was not strictly necessary; old habits die
hard!). In the end, the game turned on who
held the hill.
TACTICS
It is always a challenge to play a new
ASL situation, and I for one always look back
on a first effort and wish I had done some
things differently. In this case, handling the
German Panzers, I regretted not making the
most of the opportunity to move straight
across the board to block the enemys
obvious entry points (in my defence, my
colleague pointed out that this might have
risked side shots from HIP 6 pounders).
More seriously, by leaving my Tigers too
close together, I exposed four to a single
150mm FFE (my loss was only one tank, but
unbeknown to my opponents, the one with
the 9-2 leader; in fact I do not think I had
told Derek I had lost him - sorry Derek!).
With so much British artillery around,
it really was a case of closing with the enemy
fast to make him think twice about the
location of his FFE. Short of any Luftwaffe
support to engage the British Aerial OP in
aerial melee (weird concept!) the German
really does have to pray for loss of contact
and red Battery Access chits!
SUMMARY
Overall, the feel of the fighting
seemed just right; close, bloody, and as ever
the phases tended to end with the Germans
desperately husbanding his few remaining
infantry units.
Battle fatigue among the British, and
some excellent play by Derek led to an
abandonment before the night phase (with
Crocodiles!). I shall remember my dozy
Tiger crew who were about to fall short of
an important To Hit, then remembered to
wake up their 9-1 leader who made all the
difference; also, Dereks Tiger immobilised
with its front facing an ATG which proceeded
to pump 6 pounder shots for so long that we
lost count of the - ineffective - hits.
Recommended for three to four
players who have an uninterrupted day and
a half.

A rather splendid example of a dice tower (or


should that be dice pillbox?), produced by
Arthur Garlick.
THE CRU-
SADERS
All of you should by now have
received a letter from me with your personal
and fireteam results from INTENSIVE FIRE
96. I hope this information was interesting
and also that it was correct! I have found
one or two discrepancies as I have double
checked the results but nothing to cause an
international crisis.
As I write we are now into 1997 so
the first thing I should really do is wish you
all the very best for the New Year. I do hope
that Santa brought you lots of ASL goodies.
If he didnt and you are having to now
purchase your own ASL stuff then of course
you can come to me for help. Elsewhere on
this page you will find a revised price list
for all third party ASL material. I have taken
the step of revising the price list to make life
easier for both you, the person ordering, and
me. If you compare the prices carefully with
the previous ones you will notice that one or
two products have increased in price and one
or two have decreased. The way I have
worked this out is by equating $10.00 of the
cover price to 8.00. Whilst this is above
the exchange rate it allows for postage from
the States and does mean that a small amount
is made on each sale. Additionally I now plan
to charge 10% postage and packing for non-
Crusaders on any order made. I undertake to
place all orders in bubble wrap or cardboard
enveloppes to protect your orders. If you, as
a Crusader, order direct from me (i.e.FTF)
and there is no p & p charge then you still
receive a 10% discount. This bottom price
(i.e. 7.20 for a $10.00 product) is about the
lowest I can reasonably go. I would also like
to point out that any money I do make is
ploughed straight back into INTENSIVE
FIRE and is used to order more stock. You
might also be interested to hear that I do use
a considerable amount of my own money (I
hope the wife is not reading this!) to order
stock.
I would also like to mention product
availability. I am ordering products in 10s,
20s or even 30s but it is difficult to know
how much stock of certain products I need.
I know that the PTO Leathernecks scenario
pack will not sell as well as some of the more
standard ETO stuff and as a result I am still
trying to find levels of stock that will mean I
am not tying up too much money with as yet
unwanted products and yet I am still able to
provide a service. All you have to do is look
at the number of items I have or intend to
stock and you will realise this is no easy task.
My point is; bear with me. Do please phone
before you order to ensure I have things in
stock. After IF96 I was pretty well cleaned
out and it will take some time to get back up
to a reasonable level again.
Phew with those things off my chest I
can get on with more mundane Crusaders
matters!
Thanks to those that are sending in
AREA chits. After recent results I know for
certain that I will not be bottom of the UK
AREA chit ladder. Andrew Dando has
submitted 2 more results, both losses, that
will add nicely to the 5 defeats he received
at INTENSIVE FIRE. A number of you have
asked me about your new ratings after
results/IF96. I have only just submitted the
IF96 results to Russ Gifford having just
double-checked everything to remove any
errors introduced in the heat of the battle at
IF96. Therefore revised ratings are still a
little way off. As for those who have
submitted results earlier all I can ask is that
you remain patient. I will keep reminding
him and when I hear anything I will pass on
that to you all.
If you have already read Paul
Saunders review of ASLAP, you will know
that you can also get a free copy of it from
me. If you havent read it yet, ASLAP is an
ASL Game Assistant Program for the IBM
PC (Windows 3.x). It really is a useful tool.
Cheers,
Neil Stevens
scenario and some brief guidance on how to
play each side. This latter is useful should
you be suddenly presented with the scenario
to play at a convention or under similar
circumstances. These scenarios were
designed for use at the 1996 Florida ASL
tournament.
The scenarios span the 1940-45 time
frame with the majority set in the last two
years of the war. There are two PTO
scenarios, the others being set in familiar
ETO terrain. Infantry only games and armour
oriented/combined arms situations are
represented. The SSR only invoke rules from
chapter E that we should all be familiar
enough with by now (ground snow and mud)
but there is one which invokes light mist from
KGP. Youll need to own board 42 to play
three of the scenarios and there will also be
a need to root out your overlays for the
majority.
I have played five of the scenarios
offered since IF 96 against various players
and Ive enjoyed all of them immensely. I
would recommend Schwerpunkt to anyone
looking for a new set of challenges. Nine
out of ten.

REVISED PRICE LIST


Note it is advisable to telephone me on
(01258) 459581 before placing an order
to ensure items desired are in stock.
Time On Target #1 8.00
Time On Target #2 14.00
Time On Target #3 21.60
WCW Colour Scenario Pack 8.00
Critical Hit #1 6.80
Critical Hit #2 8.00
Critical Hit #3 8.00
Critical Hit #4 8.00
Critical Hit #3-1 11.00
Critical Hit Xmas Special 13.60
SS Schwere 102 5.60
Jatkosota 10.20
Platoon Leader 8.00
Cemetary Hill 7.25
Aussie 96 Scenario Pack 8.00
Rout Pack I 6.80
Rout Pack II 8.00
Leathernecks 8.00
Schwerpunkt 8.00
Baraque de Fraiture 12.75
God Save The King 16.00
King Of The Hill 16.00
ASL News #28 8.00
ASL News #29 8.00
All orders should have 10% added for
postage and packing [EXC: Crusaders are
exempt P&P charges] and be sent to me
at 4 Monkton Down Road, Blandford
Camp, Blandford Forum, Dorset, DT11
8AE.
SCHWERPUNKT
Continued from page 10
A CALL TO ARMS
This is the latest edition of the UK ASL Players Directory.
It is broken down by country. Within the country, players are
listed according to the county they live in.
Changes and additions are noted in bold letters.
ENGLAND
Neil Piggot, 35 Hebron Road, Bedminster, Bristol, Avon, BS3 3AE
Adrian Catchpole, 120 Somerset Road, Knowle, Bristol, Avon, BS4 2JB
Brian Hooper, Basement flat, 125 Redland Road, Redland, Bristol, Avon, BS6 6XX
Martin Vodden, 21 Cheshire Park, Warfield Green, Bracknell, Berks, RG12 6XA
N. Quinn, 23 Haywood, Bracknell, Berks., RG12 7WG
Dominic McGrath, 59 Upper Village Road, Sunninghill, Berks., SL5 7AJ
Steve Crowley, 58 Portlock Road, Maidenhead, Berks., SL6 6DZ
Paul Kettlewell, 15 Willowherb, Watermead, Aylesbury, Bucks., HP19 3FH
Nick Edelsten, 22 Wey Lane, Chesham, Bucks., HP5 1JH
Bob Eburne, 33 Whitton Way, Newport Pagnell, Bucks., MK16 0PR
Paul Layzell, 5 Sparsholt Close, Emerson Valley, Milton Keynes, Bucks., MK4 2HJ
Peter Bennet, 84 Littlebrook Avenue, Burnham, Bucks., SL2 2NN
Andy Ralls, 11 Edridge Close, Bushey, Watford, Bucks., WD2 3PF
Chris Foulds, 35 Parkside (upstairs rear), Cambridge, Cambs., CB1 1JB
Paul ODonald, 13 Archway Court, Barton Road, Cambridge, Cambs., CB3 9LW
Andrew Daglish, 7 The Spinney, Cheadle, Cheshire,
Iain Mackay, 8 Southfields Close, Wybunbury, Cheshire, CW5 7SE
Andrew Dando, 66 Redhouse Lane, Disley, Cheshire, SK12 2HP
Ian Daglish, 5 Swiss Hill Mews, Alderley Edge, Cheshire, SK9 7DP
Dave Booth, 47 Dunnock Grove, Oakwood, Warrington, Cheshire, WA3 6NW
Martin Sayers, 38 Syddall Street, Hyde, Chesire, SK14 1JH
Neil Brunger, 72 Penhill Close, Ouston, Chester Le Street, Co. Durham, DH2 1SG
M. W. Jones, 1 Cheviot View, Front St, Dipton, Stanley, Co. Durham, DH9 9DQ
William Roberts, 1 Kiln Close, Corfe Mullen, Wimborne, Dorset, BH21 3UR
David Schofield, 11 Longfiled Drive, West Parley, Ferndown, Dorset, BH22 8TY
Neil Stevens, 4 Monkton Down Road, Blandford Camp, Blandford Forum, Dorset, DT11 8AE
Nick Ranson, 34 Mill Lane, Witham, Essex, CM8 1BP
Alistair Fairbairn, 3 School Lane, Brantham, Manningtree, Essex, CO11 1QE
Martin Johnson, 16 Wick Lane, Dovercourt, Harwich, Essex, CO12 3TA
Keith Graves, 51 Humbar Avenue, South Ockenden, Essex, RM15 5JL
Paul Rideout, 5 Fisher Close, Stubbington, Fareham, Hants., PO14 3RA
Justin Key, Flat 7, 41 Nightingale Road, Southsea, Portsmouth, Hants., PO5 3JJ
Chris Riches, 3 Bernwood Grove, Blackfield, Southampton, Hants., SO45 1ZW
Michael Rhodes, 10 Ringtale Place, Baldock, Herts., SG7 6RX
Paul Ryde-Weller, 44 Farm Way, Watford, Herts., WD2 3SY
Sandy Goh, 12 Mornington Road, Radlett, Herts., WD7 7BL
Gary Headland, 35 Grammar School Yard, Old Town, Hull, Humberside, HU1 1SE
Malcolm Holland, 57 Westfield Rise, Barrow Lane, Hessle, Humberside, HU13 0NA
Aaron Sibley, 13 St Pauls Close, Swanscombe, Dartford, Kent,
Joe Arthur, 33 Cedar Close, St Peters, Broadstairs, Kent, CT10 3BU
Carl Sizmus, 53 Singlewell Road, Gravesend, Kent, DA11 7PU
Bill Durrant, 10 Coopers Close, South Darenth, Kent, DA4 9AH
Jon Williams, 4 Hanbury Drive, Biggin Hill, Westerham, Kent, TN16 3XN
Nick Law, Flat 4, 12 Boyne Park, Tunbridge Wells, Kent, TN4 8ET
Jeff Hawarden, 9 Laburnum Road, Helmshore, Rossendale, Lancs., BB4 4LF
Shaun Carter, 3 Arnside Grove, Breightmeid, Bolton, Lancs., BL2 6PL
Charles Markuss, 23 Melrose Road, Littlelever, Bolton, Lancs., BL3 1DX
Mike Standbridge, 31 Hunstanon Drive, Bury, Lancs., BL8 1EG
Andrew Saunders, 22 Douglas Avenue, Layton, Blackpool, Lancs., FY3 7AL
Nigel Brown, 3 Chepstow Road, Blackpool, Lancs., FY3 7NN
Arthur Garlick, 23 St. Annes Road East, Lytham St. Annes, Lancs., FY8 1TA
Trevor Edwards, 18 Conway House, Samuel Street, Preston, Lancs., PR1 4YJ
Steven Thomas, 19 Derwent House, Samuel Street, Preston, Lancs., PR1 4YL
Nick Brown, 53 Henley Crescent, Braunstone, Leicester, Leics., LE3 2SA
Pete Phillipps, 49 Lombardy Rise, Leicester, Leics., LE5 0FQ
Philip Bohin, 2 Manor Road, Northorpe, Gainsborough, Lincs., DN21 4AA
Karl Brown, The Games Store, The Manor House, Lincoln, Lincs., LN6 9DG
Lee Brimmicombe-Wood, 128d Barking Road, Canning Town, London, E16 1EN
Norman Melvin, 11 Jerome Court, 59 The Limes Avenue, London, N11 1RF
Dr Mike, Batley, Doctors Mess, North Middlesex Hospital, Stirling Way, London, N18 1QX
Jamie Sewell, 115 Cresent Road, Alexandra Palace, London, N22 4RU
Peter Fraser, 66 Salcombe Gardens, Millhill, London, NW7 2NT
Nick Hughes, 15 Layfield Road, Hendon, London, NW9 3UH
Andy Osborne, 42 Atlantis Close, Lee, London, SE12 8RE
Robin Langston, 84 Claverton Street, Pimlico, London, SW1
R. Cornwell, 6 Park View, 32 Chivalry Road, Clapham, London, SW11 1HT
Hugh Kernohan, 6 Parklands Road, London, SW16 6TD
Graeme Johnston, 50A Stapleton Road, Tooting Bec, London, SW17 8AU
Flerg, 38 Park Avenue, Hounslow, London, TW3 2LX
Mike Kerfoot, Rugby Tavern, Rugby Street, London, WC1
Michael Chantler, 201 Grays Inn Road, London, WC1 8UW
Santiago Lopez, TF 1.7 Owens Park, 293 Wimslow Road, Fallowfield, Manchester, M14 6HD
Bernard Savage, 73 Penrhyn Avenue, Middleton, Manchester, M24 1FP
Graham Forster, 1 Dalston Drive, Bramhill, Stockport, Manchester, SK7 1DW
Derek Jones, 12 Rakersfield Court, New Brighton, Merseryside, L45 1NR
Andy Ashton, 62 Earlston Drive, Wallasey, The Wirral, Merseyside, L45 5DZ
Gareth Evans, 29 Hillfield Road, Little Sutton, South Wirral, Merseyside, L66 1JA
Tristam, Maclean, 9 Carlyon Mansions, Carlyon Road, Alperton, Middx.,
Chris Courtiour, 79 Belmont Road, Wealdstone, Harrow, Middx.,
Kevin Beard, 36 Oxford Road, Harrow, Middx., HA1 4JQ
Simon Croome, 1 Dowling Parade, Bridgewater Road, Wembley, Middx., HA10 1AJ
Jackie Eaves, 1 Bowling Parade, Ridgewater Road, Wembley, Middx., HA10 1AJ
Lee Winterbone, 47 Locket Road, Wealdstone, Harrow, Middx., HA3 7NQ
Chris Littlejohn, 214A Field End Road, Eastcote, Pinner, Middx., HA5 1RD
Phil Nobo, 6 Milton Road, Ickenham, Middx., UB10 8NQ
Simon Morris, c/o 6 Milton Road, Ickenham, Middx., UB10 8NQ
Steve Balcam, 1 Cornwall Street, Cottingham, N. Humberside, HU16 4NB
Michael Rudd, 52 Woodbine Road, Gosforth, Newcastle Upon Tyne,
Mike J. Harker, 22e Richardson Road, Newcastle Upon Tyne, NE2 4BH
Scott Greenman, 2 Oak Avenue, Killinghall, North Yorks., HG3 2RT
Duncan Spencer, 33 St Anthonys Road, Kettering, Northants, NN15 5HT
Chris Gower, 7 Boxley Drive, West Bridgford, Nottingham, Notts.,
Christopher Bunyan, 6 Dale Close, Ordsall, Retford, Notts., DN22 7UN
Geoff Gower, 30 Sheepwalk Lane, Ravenshead, Nottingham, Notts., NG15 9FD
George Jaycock, 51 Burleigh Road, West Bridgford, Nottingham, Notts., NG2 6FQ
L. Othacehe, 17 Russel Drive, Wollaston, Notts., NG8 2BA
Tony Hayes, 11 Upper Fisher Row, Oxford, Oxon, OX1 2EZ
Darren Clahanne, 40 Atwell Close, Wallingford, Oxon, OX10 0LJ
Jonathan Sharp, 3 North Hinksey Village, Oxford, Oxon, OX2 0NA
Bill Gunning, 14 Eagles, Faringdon, Oxon, SN7 7DT
Tom Burke, 96 Great Oak Road, Sheffield, S. Yorks, S17 4FR
Carl Bedson, 5 Allerton Meadow, Shawbirch, Telford, Salop, TF5 0NW
Paul Case, 43 Exeter Road Caravan Site, Wellington, Somerset, TA21 9QA
Neil Clark, EAATM, Badingham, Woodbridge, Suffolk, IP13 8LA
Derek Totcher, 19 Tyrell Square, Mitcham, Surrey, CR4 3SD
Derek Briscoe, 129b Melfort Road, Thornton Heath, Surrey, CR7 7RX
Jeff Cansell, 24a Upper Queen Street, Godalming, Surrey, GU7 1DQ
Giuilo Manganoni, 111 Kings Road, Godalming, Farncombe, Surrey, GU7 3EU
Lee Bray, Flat 4, 13 Kingston Hill, Kingston Upon Thames, Surrey, KT2 7PW
Robert Hartwell, 40 Brambledown Road, Wallington, Surrey, SM6 0TF
Ivor Gardiner, 27 Taylor Avenue, Kew, Richmond, Surrey, TW9 4EB
Garry Cramp, 25 Ferndale Road, Hall Green, Brimingham, W. Mids, B92 8HP
F. B. Dickens, 62 Yarnfield Road, Tyseley, Birmingham, W. Mids., B11 3PG
Steve Granger, 23 Winterton Road, Birmingham, W. Mids., B44 0UL
Andy Back, 21 Elmwood Court, St Nicholas Street, Coventry, W. Mids., CV1 4BS
Tim Collier, 71 Kinross Road, Leamington Spa, W. Mids., CV32 7EN
Tony Wardlow, 6 Beech Tree Avenue, Coventry, W. Mids., CV4 9FG
Ian Price, 19 Upper Green, Yettenhall, Wolverhampton, W. Mids., WV6 8QN
Ian Kenney, 53 Withdean Crescent, Brighton, W. Sussex, BN1 6WG
Kevin Croskery, 3 Crockham Close, Southgate West, Crawley, W. Sussex, RH11 8TP
Bob Groves, 56 Hall Orchards Avenue, Wetherby, W. Yorks, LS22 6SN
Toby Pilling, Cedar Court, Brookfield Close, Winterbrook, Wallingford, OX10 9EQ
SCOTLAND
Steven Trease, 67 Gairn Road, Aberdeen, AB10 6AP
Paul Saunders, 59 Grampian Gardens, Arbroath, DD1 4AQ
Andrew Kassian, Flat 14/2, 20 Petershill Court, Glasgow, G21 4QA
Richard Adams, 14a Hill Street, Inverkeithing, Fife, KY11 1LP
Oliver Gray, 84 Tarvil Drive, Cupar, Fife, KY15 5BH
WALES
Nigel Ashcroft, 5 Grasmere Way, Chepstow, Gwent, NP6 5SS
C. Jones, Deer Park Lodge, Stepaside, Narbeth, Pembrokeshire, SA67 8JL
IRELAND
G. Ferguson, 42 Rydalmere Street, Belfast, BT12 6GF
If there are any mistakes, please let me know so I can correct
them for the next edition.

WAXTEB
Aaron Sibley
For the heinous
crime ofplaying
That Collectible
CardGame
TM
at
an ASL
convention!
BLAlRPBBL '91
ABYAXlEB SBIAB LEABER lBXYEXTIBX, PRESEXTEB BY THE lRISABERS
1TH, 8TH AXB 9TH HARlH {FRIBAY THRBIBH SIXBAY) 1991
THE RBSElREA HBTEL, XBRTH PRBHEXABE, BLAlRPBBL, EXBLAXB
*
-
4
5
-
4

THE EYEXT
Come and enjoy an informal weekend of gaming to suit all strengths of player in the relaxing
atmosphere of a sea front hotel.
The weekend offers the opportunuty to take part in friendly or competition play. At present
the final format is yet to be decided, but it is not anticipated that teams will be involved. The
tournament will be arranged to encourage people to play as many games as possible.
A quiz and other events may be in the pipeline. ASL merchandise, courtesy of the
Crusaders, will also be avilable.
THE YEXIE
The Rosecrea hotel will have a sizeable room set asde for the tournament with a bar very
close to hand. The Hotel offers accommodation at reasonable proces and has the usual
amenities including en-suite and a swimming pool.
The hotel is situated less than 2/3 of a mile from the railway station and is a pebbles skip
from the town centre and the wild night life of Blackpool. Fast food and more formal
restaurants and eateries are to be found everywhere. The Fish 'n' Chip capitol of the world!
Blackpool is easy to reach by land (rail or motorway) and even air!
So what are you waiting for?
THE lBST
Entry into the convention is 7.00.
Crusaders get in for only 5.00.
Hotel Prices are as follows:
Bed & Breakfast 25.00
B&B and evening meal 30.00
4 Course evening meal 6.95
FBR FIRTHER IXFBRHATIBX lBXTAlT
Steve Thomas,
19 Derwent House,
Samuel Street,
Preston,
Lancashire,
PR1 4YL
Or e-mail Trevor Edwards
[email protected]

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