ASL - VFTT 11
ASL - VFTT 11
ASL - VFTT 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.
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.
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.
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]