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ASL Classic

ASL Classic Rulebook

Table of Contents

Table of Contents

  • ASL Scenario A: The Guards Counterattack
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario B: The Tractor Works
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario C: The Streets of Stalingrad
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario D: The Hedgehog of Piepsk
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario E: Hill 621
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario F: The Paw of the Tiger
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario G: Hube's Pocket
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario H: Escape from Velikiye Luki
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario I: Buchholz Station
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario J: The Bitche Salient
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario T1: Gavin Take
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario T2: The Puma Prowls
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario T3: Ranger Stronghold
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario T4: Shklov's Labors Lost
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario T5: The Pouppeville Exit
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules
  • ASL Scenario T6: The Dead of Winter
    • Board Configuration
    • Victory Conditions
    • Balance
    • Turn Record Chart
    • Order of Battle
    • Special Scenario Rules

ASL Scenario A: The Guards Counterattack

Stalingrad, Russia, October 6, 1942.

Board Configuration

Board diagram printed on the sheet, north arrow at right. Printed note: (Only hexrows A-P are playable).

Victory Conditions

The Russians win at game end if they Control ≥ 2 more buildings initially occupied by the Germans than they lose of their own initially-held stone buildings to German Control and/or have a favorable 3:1 ratio (Russian to German) of unbroken squad-equivalents.

Balance

  • Add one Hero to any German group.
  • Allow Sewer Movement by Russian units.

Turn Record Chart

  • German sets up first [130].
  • Russian moves first [207].
  • Game turns 1 through 5, then END.

Order of Battle

Company H, 389th Infantry Regiment [ELR: 4] sets up as indicated {SAN: 6}:

  • In building F5: 4¹-6-7 squad (3); 9-1 leader (1); LMG 3-8 (1PP, boxed 1) (1)
  • In building K5: 4¹-6-7 squad (3); 8-0 leader (1); LMG 3-8 (1PP, boxed 1) (2)
  • In building I7: 4¹-6-7 squad (3); 9-2 leader (1); LMG 3-8 (1PP, boxed 1) (2)
  • In building M7: 4¹-6-7 squad (3); 8-1 leader (1); MMG 5-12 (3PP, boxed 2) (1); LMG 3-8 (1PP, boxed 1) (1)
  • In building M9: 4¹-6-7 squad (1); 8-1 leader (1); HMG 7-16 (4PP, boxed 3) (1)

Elements of the 308th Rifle Division [ELR: 3] set up as indicated {SAN: 6}:

  • In building N4: 4-4-7 squad (4); 9-0 leader (1)
  • In building J2: 4-4-7 squad (1); 9-1 leader (1); MMG 4-10 (5PP, boxed 2, B11) (1)
  • In building M2: 4-4-7 squad (3)
  • In building N2: 4-4-7 squad (1)

Elements of 2nd Battalion, 37th Guards Division set up in building F3:

  • 6-2-8 Elite squad (12); 10-2 leader (1)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.

ASL Scenario B: The Tractor Works

Stalingrad, Russia, October 6, 1942.

Board Configuration

Board diagram printed on the sheet, north arrow at right. Printed note: (Only hexrows O-GG are playable).

Victory Conditions

At game end, the player with undisputed control of at least six hexes of building 1X3 wins. A hex containing a Melee is controlled by neither player. If only one player has an unbroken unit in the building at game end, that player is the winner. Any other result is a draw.

Balance

  • Allow Sewer Movement by the Russians.
  • Add one Hero to any German group.

Turn Record Chart

  • Sequential set up: Russian [266]; German [226].
  • Roll die to determine who moves first.
  • Game turns 1 through 8, then END.

Order of Battle

Elements of the 308th Rifle Division [ELR: 3] set up first in building X3 {SAN: 6}:

  • 4-4-7 squad (12); 9-2 leader (1); HMG 6-12 (5PP, boxed 3) (1); MMG 4-10 (5PP, boxed 2, B11) (2); LMG 2-6 (1PP, boxed 1, B11) (3); ? dummy counter, 7 morale (18)

Elements of the 295th Rifle Division [ELR: 3] set up last in buildings P8, P5, Q4, and R1:

  • 5-2-7 squad (26); 9-1 leader (1); 8-0 leader (2); LMG 2-6 (1PP, boxed 1, B11) (4)

Elements of 389th Infantry Division [ELR: 4] set up second after the Russian 308th Rifle Division, as indicated {SAN: 6}:

Company A, Assault Engineer Battalion 50 set up in buildings AA4, CC3, and/or Y8:

  • 8³-3-8 Elite squad (6); 10-3 leader (1); LMG 3-8 (1PP, boxed 1) (2); FT 24-1 (1PP, X10) (2); DC 30-1 (1PP, X12) (4)

Kampfgruppe Stahler set up in buildings U3, T4, R7, and/or T7:

  • 4¹-6-7 squad (7); 9-2 leader (1); 8-1 leader (1); MMG 5-12 (3PP, boxed 2) (2); LMG 3-8 (1PP, boxed 1) (2); ? dummy counter, 7 morale (12)

Kampfgruppe Tienham set up in buildings Y8, CC7, and/or AA4:

  • 4¹-6-7 squad (6); 10-2 leader (1); 9-1 leader (1); 8-0 leader (1); HMG 7-16 (4PP, boxed 3) (1); MMG 5-12 (3PP, boxed 2) (1)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.
  2. Each non-prisoner Russian unit is Fanatic (A10.8) while in building X3.
  3. Building X3 is a Factory (B23.74).

ASL Scenario C: The Streets of Stalingrad

Stalingrad, Russia, October 6, 1942. This scenario combines ASL Scenarios A and B into one game; in addition to the normal two-player game, the scenario is printed as making an excellent team game for four players.

Board Configuration

Board diagram printed on the sheet, north arrow at right.

Victory Conditions

Victory is based upon satisfying the Victory Conditions of ASL Scenarios A and B. If each side fulfills one Victory Condition, the game is a draw. If a player fulfills one Victory Condition and draws the other, he wins. A decisive or "double" victory is achieved when a player fulfills both Victory Conditions.

Balance

  • Allow Sewer Movement by Russian units.
  • Add one Hero to any German group.

Turn Record Chart

  • Sequential set up: Russian [473]; German [356].
  • Roll die to determine who moves first.
  • Game turns 1 through 7, then END.
  • Russian armor support enters on Turn 2 (star marker on the track).
  • German armor support enters on Turn 3 (cross marker on the track).

Order of Battle

Soviet Armor Support enters on Turn 2 on hex I1:

  • T-34 M43, 76L (2/4), printed armor 16-11-6, boxed 1 (1)
  • T-34 M41, 76L (2/4), printed armor 17-11-6, circled 11 (3)

German Armor Support enters on Turn 3 on hex Y10 and/or GG5-GG6:

  • StuG IIIG, 75L (-/-/2*), printed armor 13-8-3, boxed 1 (3)
  • StuG IIIG, 75*, printed armor 14-6-3, boxed 1 (2)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.
  2. Use the exact Order of Battle and Set Up restrictions provided in ASL Scenarios A and B. Set up the forces of Scenario A prior to placing the units of Scenario B.
  3. Each non-prisoner Russian unit is Fanatic (A10.8) while in building X3.
  4. Building X3 is a Factory (B23.74).
  5. German armor may delay entry one game turn and thereafter enter on any southern or eastern mapboard edge hex.
  6. Prior to play, both players may agree that if the game is a draw by the standard victory conditions above, then the Russian loses unless he has a favorable 3:1 ratio of unbroken squads at the end of play.

ASL Scenario D: The Hedgehog of Piepsk

Piepsk, Russia, November 14, 1941.

Board Configuration

Boards 4, 3, and 2, laid north to south in that order from top to bottom, as printed on the sheet (north arrow up).

Victory Conditions

The Russians wins at game end if they Control all stone building locations on board 3.

Balance

  • German: Replace one 9-1 leader with a 9-2 leader.
  • Russian: Replace eight 4-2-6 squads with eight 4-4-7 squads.

Turn Record Chart

  • German sets up first.
  • Russian moves first [176].
  • Game turns 1 through 10, then END.

Order of Battle

Elements of Company A, 3rd Battalion, 72nd Infantry Regiment [ELR: 4] set up using HIP if in Concealment Terrain ≥ 11 hexes from the east edge {SAN: 4}:

  • 4¹-6-7 squad (7); 9-1 leader (2); 8-1 leader (1); 8-0 leader (1); HMG 7-16 (4PP, boxed 3) (1); MMG 5-12 (3PP, boxed 2) (1); LMG 3-8 (1PP, boxed 1) (3); Radio (printed 8) (1)

Elements of 169th Rifle Regiment [ELR: 2] enter on Turn 1 along the east edge {SAN: 2}:

  • 4-4-7 squad (16); 4-2-6 Conscript squad (16); 9-1 leader (1); 8-0 leader (2); MMG 4-10 (5PP, boxed 2, B11) (1); LMG 2-6 (1PP, boxed 1, B11) (3)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.
  2. The Germans receive one module of 80+mm battalion mortar OBA (HE and Smoke) with Scarce Ammunition (C1.211).

ASL Scenario E: Hill 621

Near Minsk, Russia, 1 July 1944.

Board Configuration

Boards 2, 4, and 3, laid left to right in that order as printed on the sheet (north arrow up).

Victory Conditions

The Russians win at game end if they Control ≥ five Level 3 hill hexes on board 2.

Balance

  • Russian (star): Add one 8-1 leader to the initial OB.
  • German (cross): In SSR 4 replace "100mm OBA" with "150mm OBA with Plentiful Ammunition (C1.211)."

Turn Record Chart

  • Russian sets up first [432].
  • German moves first [176].
  • Game turns 1 through 10, then END.
  • German reinforcement markers (cross) are printed on turns 1, 2, 4, 5, and 8. Russian reinforcement markers (star) are printed on turns 2 and 5.

Order of Battle

Elements of Fifth Guards Army [ELR: 4] set up as follows {SAN: 3}:

Initial forces set up on any whole hex of board 3:

  • 4-4-7 squad (24); 5-2-7 squad (24); 9-1 leader (1); 8-0 leader (2); MMG 4-10 (5PP, boxed 2, B11) (2); LMG 2-6 (1PP, boxed 1, B11) (4)

Enter on Turn 2 on any single road hex on the east edge of Board 3:

  • T-34 M43, 76L (2/4), printed armor 16-11-6, boxed 1 (6)

Enter on Turn 5 on any single road hex on the east edge of Board 3:

  • 6-2-8 Elite squad (8); 9-2 leader (1); dummy HMG (3PP, .50 cal) (1); SU-152, 152 gun, B10, printed armor 13-8-6 (2); SU-122, 122 gun, printed armor 17-11-6, circled 11 (3); ZIS-5 truck, printed armor 21, two star markings, T4, 29PP (2)

Retreating elements of 170th Infantry Division [ELR: 3] set up as follows {SAN: 4}:

Letornovski Garrison set up in any whole hex of Board 4:

  • 4¹-6-7 squad (8); 9-2 leader (1); 8-1 leader (1); HMG 7-16 (4PP, boxed 3) (1); MMG 5-12 (3PP, boxed 2) (1); LMG 3-8 (1PP, boxed 1) (3); Radio (printed 8) (1)

Enter on Turn 1 on any single road hex on any edge of Board 2:

  • 2-2-8 crew (1); SPW 251/1, 15PP AAMG, printed armor 16-1-1, boxed 1, T7 (1); Pak 40 75L anti-tank gun, AT M8, boxed 2 (1)

Enter on Turn 2 on any single road hex on the north or south edge of Board 4:

  • Pz IIIN, 75L, printed armor 13-8-3, circled 8, boxed 1 (4)

Enter on Turn 4 on any single road hex on the west edge of board 2:

  • 8³-3-8 Elite squad (4); 10-3 leader (1); 8-0 leader (1); dummy HMG 3-8 (2PP, boxed 1) (1); dummy MMG 3-8 (2PP, boxed 1) (1); Radio (printed 8) (1); SPW 251/1, 15PP AAMG, printed armor 16-1-1, boxed 1, T7 (4)

Enter on Turn 5 on any single road hex along the north, south, or west edge of Board 2:

  • 2-2-8 crew (3); Pz IIIN, 75*, printed armor 13-6-3, boxed 1 (1); StuG IIIG(L), 75L, printed armor 13-8-3, boxed 1 (2); SPW 251/SMG, 7PP CMG, printed armor 16-1-1, boxed 3 (1); SPW 250/1, 9PP AAMG, printed armor 18-1-1, boxed 1, T9 (1); Pak 38 50L anti-tank gun, AT M10, boxed 3, [75] (1)

Enter on Turn 8 along the west edge of Board 2:

  • StuH 42, 105 gun, printed armor 13-8-3, circled empty box (1)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.
  2. After "At Start" placement, each German infantry unit must take a TC. The only possible consequence of failure is that the unit must begin the scenario broken. Those units which break during this pre-game TC are not subject to Desperation Morale in the initial German RPh.
  3. The Germans receive one module of 80+mm battalion mortar OBA (HE and Smoke) with the radio in the initial OB.
  4. The Germans receive one module of 100+mm OBA (HE and Smoke) with the Turn 4 reinforcements.

ASL Scenario F: The Paw of the Tiger

South of Leningrad, Russia, 12 January 1943.

Board Configuration

Boards 2, 4, and 5, laid left to right in that order as printed on the sheet (north arrow up).

Victory Conditions

The Russians win immediately by exiting ≥ one AFV with functioning MA off the west edge provided there are no mobile German AFV on board 2 during the Player Turn in which the Russian AFV exits or (regardless of the presence of mobile German AFV) by exiting ≥ seven AFV with functioning MA off the west edge.

Balance

  • German (cross): In the Victory Conditions, increase the Russian AFV exit requirements from "one" and "seven" to "two" and "eight."
  • Russian (star): In the Victory Conditions, decrease the Russian AFV exit requirements from "one" and "seven" to "zero" and "six."

Turn Record Chart

  • Russian sets up first.
  • Russian moves first.
  • Game turns 1 through 10, then END.
  • Russian reinforcement marker (star) is printed on turn 1.

Order of Battle

Elements of 122nd Tank Brigade enter on Turn 1 along the east edge on 5I10/5Q10/5Y10 (see SSR 3) {SAN: 0}:

  • Tank with printed armor 15, circled 14, boxed 6, 76L (2/4) (6)
  • T-34 M43, 76L (2/4), printed armor 16-11-6, boxed 1 (6)
  • T-34 M41, 76L (2/4), printed armor 17-11-6, circled 11, empty box (6)

Elements of Co. 1, schwere Panzer Battalion 502 [ELR: 3] set up on board 2 {SAN: 3}:

  • 4¹-6-7 squad (3); 2-2-8 crew (1); 9-2 leader (1); 8-1 leader (1); MMG 5-12 (3PP, boxed 2) (1); Radio (printed 8) (1); 9-1 2nd Lt. leader (1); Tiger 88L, printed armor 12-11-8, boxed 1, 3/5 (2); Pz IV 75*, printed armor 13-6-3, boxed 1, 3/5 (2); AT gun 37L, AT M12, boxed 3, H6[9] (1); Foxhole, 5 (OVR, OBA +4; Other +2), 1S (3)

Special Scenario Rules

  1. EC are Snow (E3.7), with Ground Snow (E3.72), and no wind at start. All units have Winter Camouflage (E3.712).
  2. The Germans receive one module of 150+mm OBA (HE and Smoke).
  3. Prior to German setup, the Russians must set up for entry from offmap along hexrows 5I/5Q/5Y in the order they will enter. All Russian units enter on Turn 1 on hexes 5I10/5Q10/5Y10 respectively.

ASL Scenario G: Hube's Pocket

Near Buchach, Southern Russia, 6 April 1944.

Board Configuration

Boards 4, 2, and 5, laid north to south in that order from top to bottom as printed on the sheet (north arrow up).

Victory Conditions

The Germans win immediately by exiting ≥ 10 vehicles off the west edge in either one or two Convoys (see SSR 4).

Balance

  • German (cross): In the German Turn 1 OB, add one 6-5-8 and replace the 9-1 armor leader with a 10-2 armor leader.
  • Russian (star): In the German Turn 1 OB, delete two 6-5-8s and the 10-2.

Turn Record Chart

  • German moves first [172].
  • Star legend row: [202] (the printed legend beside the star reads "[202]"; its side is not named on the sheet). A star marker is printed on turn 1 alongside the cross marker.
  • Game turns 1 through 4, then END (printed under turn 4), with the note "restart on Turn 11 (1)" at the end of the track. Reproduced as printed.

Order of Battle

Elements of 10th SS Panzer Division Frundsberg [ELR: 4] enter on Turn 1 along the west edge of boards 2/5 (see SSR 3) {SAN: 2}:

  • 6²-5-8 squad (11); 10-2 leader (1); 9-1 leader (1); 8-1 leader (2); dummy HMG 3-8 (boxed 1) (1); LMG 3-8 (1PP, boxed 1) (4); PSK 12-4 (X10) (2); DC 30-1 (X12) (2)
  • 75LL vehicle, printed armor 15 circled 18 and 6, boxed 1, 3/5-2 (1)
  • 75L vehicle, printed armor 13-8-3, boxed 1, 3/5 (3)
  • CMG vehicle, 7PP*, printed armor 16-1-1, boxed 3, -/7*/3* (1)
  • SPW 251 AAMG vehicle, 15PP, printed armor 16-1-1, boxed 1, T7, -/-/3 (3)
  • 9-1 2nd Lt. leader (1)

Elements of 1st Panzer Army enter per SSR 4:

  • T2 truck, 29PP, printed armor 24, two star markings (6)
  • T7 truck, 21PP, printed armor 28, two star markings (6)
  • T-4 truck, 19PP, printed armor 17, two star markings (4)

Advance elements of 5th Tank Corps [ELR: 3] enter on Turn 1 along the north edge {SAN: 2}:

  • 6-2-8 Elite squad (8); 4-4-7 squad (10); 9-1 leader (1); 8-1 leader (1); 8-0 leader (1); LMG 2-6 (1PP, boxed 1, B11) (3); T-34/85, 85L, printed armor 16-11-6, boxed 1, 2/4 (3); T-34, 76L, printed armor 16-11-6, boxed 1, 2/4 (6)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.
  2. The SPW 251/sMG inherent HS is a 3-4-8. German inherent crews have a morale level of 9.
  3. No German unit may enter any hex of board 4 prior to Turn 2.
  4. All units of the 1st Panzer Army must enter in Convoy (E11.) on/after Turn 5 (some, none, or all may enter each Turn) along any single road hex along the east edge.

ASL Scenario H: Escape from Velikiye Luki

Velikiye Luki, Russia, 12 January 1943.

Board Configuration

Boards 4, 2, and 3, laid left to right in that order as printed on the sheet (north arrow up).

Victory Conditions

The Germans win immediately by exiting ≥ 8 VP off the west edge.

Balance

  • Russian (star): The Russians may use HIP for ≤ 2 squad-equivalents (in addition to HIP capability granted by E1.2).
  • German (cross): Add two cloaking counters to the German OB.

Turn Record Chart

  • Russian sets up first [91].
  • German moves first.
  • Game turns 1 through 10, then END. The turn 10 box is shaded red on the printed track.

Order of Battle

Elements of 3rd Battalion, 129th Rifle Regiment [ELR: 3] set up on boards 2/3 {SAN: 4}:

  • 4-4-7 squad (13); 9-1 leader (1); 8-0 leader (1); MMG 4-10 (5PP, boxed 2, B11) (1); LMG 2-6 (1PP, boxed 1, B11) (3)

Elements of Company 1, Battalion II, Infantry Regiment 277 [ELR: 4] enter on Turn 1 along the east edge {SAN: 2}:

  • 4¹-6-7 squad (5); 10-2 leader (1); 9-1 leader (1); 8-1 leader (1); LMG 3-8 (1PP, boxed 1) (4)

Special Scenario Rules

  1. EC are Snow (E3.7), with Ground Snow (E3.72) and no wind at start. Night rules (E1.) are in effect. Base NVR is 6 with no Cloud cover and No Moon. The Germans are the Scenario Attacker [EXC: the Germans receive two cloaking counters per squad instead of one; E1.411]. The Russians are the Scenario Defender. The Majority Squad Type of both sides is Normal. All German units are Stealthy while all Russian units are Lax.
  2. All units have Winter Camouflage (E3.712).

ASL Scenario I: Buchholz Station

Buchholz, Germany, 16 December 1944.

Board Configuration

Boards 4 and 3, laid north to south in that order from top to bottom as printed on the sheet (north arrow up).

Victory Conditions

The Americans win immediately by amassing ≥ 13 Casualty VP; the Germans win immediately by amassing ≥ 13 CVP or by exiting ≥ 9 VP off the south edge of Board 3 from either 3Q1 or 3Y1. Any other result is an American victory.

Balance

  • American (hollow star): Increase the U.S. ELR to 4.
  • German (cross): Increase the German ELR to 4.

Turn Record Chart

  • Simultaneous set up [115].
  • German moves first [120].
  • Game turns 1 through 10, then END.

Order of Battle

Advance Company of Fusilier Regiment 27, 12th Volksgrenadier Division [ELR: 3] set up as indicated {SAN: 2}:

  • Hex 4Y10: 4-4-7 squad (1)
  • Hex 4Z9: 8³-3-8 Elite squad (1); 10-2 leader (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 4Z8: 8³-3-8 Elite squad (1); 8-1 leader (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 4AA8: 8³-3-8 Elite squad (1); 8-1 leader (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 4EE6: 4¹-6-7 squad (1); 8-0 leader (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 4EE7: 4¹-6-7 squad (1); 8-0 leader (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 4FF5: 4¹-6-7 squad (1); 9-2 leader (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 4BB7: 4¹-6-7 squad (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 4DD5: 4¹-6-7 squad (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 4FF4: 4-4-7 squad (1)
  • Hex 4DD6: 2-4-7 squad (1); MMG 5-12 (3PP, boxed 2) (1)
  • Hex 4CC7: 2-4-7 squad (1); HMG 7-16 (4PP, boxed 3) (1)

Company L, 3rd Battalion, 349th Infantry Regiment, 99th Infantry Division [ELR: 3] set up as indicated {SAN: 4}:

  • Hex 3Y9: squad, printed 3-6-6 (value read at the sheet's print resolution) (3); leader, value not legible (1); MMG 4-10 (boxed 2) (1); BAZ 44 (1PP, X11, 8-4) (1)
  • Hex 3Z6: squad, printed 3-6-6 (value read at the sheet's print resolution) (3); leader, value not legible (1); MMG 4-10 (boxed 2) (1); BAZ 44 (1PP, X11, 8-4) (1)
  • Hex 3W2: squad, printed 3-6-6 (value read at the sheet's print resolution) (3); leader, value not legible (1); MMG 4-10 (boxed 2) (1); BAZ 44 (1PP, X11, 8-4) (1)
  • Hex 3P7: T5 vehicle, 29PP, printed armor 28, two star markings (1)
  • Hex 3R5: 3-4-6 squad (3); leader (1)
  • Hex 3R6: 3-4-6 squad (1); three further leaders (values not legible at the print resolution of the sheet)
  • Hex 3Q8: T5 vehicle, 20PP, printed armor 28, two star markings (1)
  • Hex 3S7: dummy HMG (.50 cal) (1); vehicle with printed armor 37, boxed empty, T10, 9PP (1)
  • Hex 3R7: vehicle with printed armor 20, boxed 1, 15PP, *AAMG, -/-/4, T6 (1)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.
  2. All American vehicles start in Motion facing due east.
  3. The dm .50-cal HMG must set up as a Passenger in the Jeep.

ASL Scenario J: The Bitche Salient

Bitche, Germany, 14 January 1945.

Board Configuration

Boards 2 and 4 as printed on the sheet (north arrow up).

Victory Conditions

The Americans win at game end by clearing a path of contiguous road hexes from the east edge of Board 2 to the west edge of Board 4 free of Good Order German MMC on/ADJACENT-to any hex of the road, and/or amassing ≥ 20 CVP more than the Germans.

Balance

  • American (hollow star): In the American Turn 5 reinforcements, replace a 9-1 with a 9-2; in SSR 4, change "Normal" to "Plentiful."
  • German (cross): In the initial German OB, replace the 9-1 with a 9-2; in SSR 5, change "80+mm" to "100+mm."

Turn Record Chart

  • U.S. sets up first [154].
  • German moves first [220; see SSR 6].
  • Game turns 1 through 10, then END. The cross marker is printed on turn 2; hollow star markers are printed on turns 4, 5, 7, and 8.

Order of Battle

Elements of 3rd Battalion, 175th Infantry Regiment [ELR: 3] set up on Board 4 in hexes numbered ≤ 5 in hexrows C–DD {SAN: 2}:

  • 4-6-6 squad (14), value partly legible at the sheet's print resolution; 9-2 leader (1); 9-1 leader (1); 8-1 leader (2); 8-0 leader (1); HMG .50 cal (5PP, boxed 3, 8-16) (1); HMG (3PP, boxed 3, 6-12) (1); MMG 4-10 (3PP, boxed 2) (4); BAZ 45 (1PP, 6-5) (3); Radio (printed 8) (1)

Elements of 2nd Battalion, 175th Infantry Regiment enter on Turn 5 along east edge:

  • Squad, printed 4-6-6, value partly legible (11); leader (2); leader (2); leader (1); MMG 4-10 (3PP, boxed 2) (4); BAZ 45 (1PP, 6-5) (4); Radio (printed 8) (1); 105 gun vehicle, boxed 1, -/-/4, circled 3 (2); vehicle, printed armor 20, 10PP, boxed 2, AAMG -/-/12 (1); vehicle, printed armor 20, 15PP, boxed 1, AAMG -/-/4, T6 (3)

Elements of 1st Battalion, 175th Infantry Regiment enter on Turn 8 along east edge:

  • Squad, printed 2-8-7, value partly legible (5); leader (1); leader (1); leader (1); leader (1); HMG (boxed 3, 8-12) (1); MMG 4-10 (3PP, boxed 2) (1); BAZ 45 (1PP, 8-5) (2); T5 vehicle, 20PP, printed armor 28, two star markings (2); T10 vehicle, 9PP, printed armor 37, empty boxed marking (2)

Company 5, Jäger Bataillon I, Gebirgsjäger Regiment II [ELR: 3] set up on any whole hexes of Board 2 {SAN: 4}:

  • 4¹-6-7 squad (6); 9-1 leader (1); 8-0 leader (2); MMG 5-12 (3PP, boxed 2) (2); LMG 3-8 (1PP, boxed 1) (3); Radio (printed 8) (1); Foxhole, 5, 1S (OVR, OBA +4; Other +2) (8); wire (MPh/RtPh: dr = MF; CC: +1/-1) (8)

Elements of Jäger Bataillon II, Gebirgsjäger Regiment II enter on Turn 2 along either the north or south edge:

  • 4¹-6-7 squad (15); 9-2 leader (1); 8-1 leader (2); 8-0 leader (1); HMG 7-16 (4PP, boxed 3) (1); MMG 5-12 (3PP, boxed 2) (2); LMG 3-8 (1PP, boxed 1) (6); 75L vehicle, printed armor 13-8-3, boxed 1, -/4*/1* (1); SPW 251 AAMG vehicle, printed armor 16-1-1, boxed 1, 15PP, AAMG -/-/3, T7 (3); 21PP vehicle, printed armor 28, two star markings, T7 (2)

Special Scenario Rules

  1. EC are Wet, with no wind at start.
  2. No American MMC may set up ADJACENT to any other MMC.
  3. The StuG III is equipped with Schuerzen (D11.2).
  4. The Americans receive one module of 80+mm OBA (HE and Smoke) with Normal Ammunition [EXC: radio contact may not be attempted prior to American Player Turn 4] and one module of 100+mm OBA (HE and Smoke) [EXC: radio contact may not be attempted prior to American Player Turn 7].
  5. The Germans receive one module of 80+mm Battalion Mortar OBA (HE and Smoke) with one Pre-Registered hex (secretly recorded prior to American set-up).
  6. If Battlefield Integrity is being used, it does not apply for German losses until the American Player Turn of Turn 2.

ASL Scenario T1: Gavin Take

Chef-du-Pont, France, 6 June 1944.

Board Configuration

Board 3 as printed on the sheet (north arrow up).

Victory Conditions

The Americans win at game end if they have exited ≥ one squad-equivalent and ≥ one Leader from Q10. For every German HS-equivalent that exits via Q10, increase the American exit requirement by one HS.

Balance

  • German (cross): Add one German 4-4-7 to the German OB.
  • American (hollow star): In the American OB, replace the 8-0 with an 8-1.

Turn Record Chart

  • German sets up first.
  • American moves first [140].
  • Game turns 1 through 6, then END.

Order of Battle

Outpost of Grenadier Regiment 1057, 91st Air Landing Division [ELR: 4] set up in any buildings within the area bounded by the 3N4–U3–Q8 road {SAN: 0}:

  • 4¹-6-7 squad (4); 4-4-7 squad (3); 9-1 leader (1); 8-1 leader (1); 8-0 leader (1); MMG 5-12 (3PP, boxed 2) (2); LMG 3-8 (1PP, boxed 1) (3)

Elements of 507th Parachute Regiment, 82nd Airborne Division [ELR: 5] enter as indicated {SAN: 0}:

Gavin-Maloney Force enters on Turn 1 on hex 3Y1:

  • 7¹-4-7 Elite squad (6); 10-3 leader (1); 8-0 leader (1)

Ostberg Force enters on Turn 1 on hex 3I1:

  • 7¹-4-7 Elite squad (4); 10-2 leader (1)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.
  2. Prior to play, place a stone rubble counter at ground level in hex M2. Falling rubble (B24.12) is NA.
  3. Bore Sighting is NA.

ASL Scenario T2: The Puma Prowls

Lepel, Russia, 28 June 1944.

Board Configuration

Boards 22 and 4, as printed on the sheet (north arrow up).

Victory Conditions

The Germans win at game end by amassing more VP than the Russians. Both sides receive one VP for each enemy AFV eliminated/Immobilized/Abandoned. The Russians receive two VP for each friendly AFV with functioning MA exiting from 22A6 or 4A6. The Germans receive two VP for each friendly AFV with functioning MA exiting from 22GG6 or 4GG6.

Balance

  • Russian (star): Add one Russian 8-1 armor leader to the Russian OB.
  • German (cross): In the German OB, replace the 9-1 armor leader with a 10-2 armor leader.

Turn Record Chart

  • Russian moves first.
  • Game turns 1 through 6, then END.

Order of Battle

Recon Elements, 30th Guards Tank Corps enter on Turn 1 on 22GG1 {SAN: 0}:

  • Tank, 45L gun (-/2), printed armor 14-6-4, empty boxed marking (5)
  • 10-2 leader (1)

Panzer Aufklaerung Abteilung 5, 5th Panzer Division enter on Turn 1 on 4A10 {SAN: 0}:

  • Armored car, 50L gun (-/5), printed armor 33-4-1, boxed 2 (4)
  • 9-1 2nd Lt. leader (1)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.
  2. Russian AFV begin the MPh of Russian Player Turn 1 having already expended 7 MP.

ASL Scenario T3: Ranger Stronghold

Lattari Mountains, NW of Salerno, Italy, 14 September 1943.

Board Configuration

Board diagram printed on the sheet (north arrow up).

Victory Conditions

The Germans win at game end if there are no unbroken American units in hexes numbered ≤ 5 on/between hexrows H–P.

Balance

  • German (cross): Increase game length to 8 Game Turns.
  • American (hollow star): In the German OB, replace the 9-2 with a 9-1.

Turn Record Chart

  • German sets up and moves first [102].
  • Game turns 1 through 6, then END.

Order of Battle

Kampfgruppe of the 16th Panzer Division [ELR: 3] set up on/between hexrows W–FF {SAN: 2}:

  • 4¹-6-7 squad (6); 4-4-7 squad (6); 9-2 leader (1); 8-1 leader (1); 8-0 leader (1); 7-0 leader (1); MMG 5-12 (3PP, boxed 2) (1); LMG 3-8 (1PP, boxed 1) (5); 75L vehicle, printed armor 14-6-3, boxed 1, 3/5 (2)

Elements of the First Ranger Battalion [ELR: 5] set up on/between hexrows B–U {SAN: 4}:

  • 7¹-4-7 Elite squad (5); 3-3-7 Elite squad (1); 10-2 leader (1); 8-0 leader (1); MMG 4-10 (3PP, boxed 2) (2); BAZ 43 (X10, 8-4) (4)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.

ASL Scenario T4: Shklov's Labors Lost

Shklov, Russia, 11 July 1941.

Board Configuration

Board diagram printed on the sheet (north arrow up).

Victory Conditions

The Germans win at game end if they Control buildings N5, M7, P3, P5, and P7.

Balance

  • Russian (star): Add one 4-5-8 and one Russian ATR to the Russian OB.
  • German (cross): Increase the game length to 7 Game Turns.

Turn Record Chart

  • Russian sets up first.
  • German moves first.
  • Game turns 1 through 6, then END.

Order of Battle

"Stalin Scholars" Officer Cadet Unit [ELR: 4] set up east of the line formed by hexes L0–L5–J6–J8–I9–I10 {SAN: 4}:

  • 4-5-8 Elite squad (7); 2-4-8 Elite squad (1); 10-0 leader (1); 10-3 leader (1); HMG 6-12 (3PP, boxed 3) (1); MMG 4-10 (5PP, boxed 2, B11) (1); LMG 2-6 (1PP, boxed 1, B11) (1); ATR 1-12 (1)

Elements of Infantry Regiment Grossdeutschland [ELR: 4] set up west of the line formed by hexes L0–L5–J6–J8–I9–I10 {SAN: 2}:

  • 4²-6-8 Elite squad (9); 10-3 leader (1); 9-2 leader (1); 8-1 leader (1); MMG 5-12 (3PP, boxed 2) (2); LMG 3-8 (1PP, boxed 1) (4); 9-1 2nd Lt. leader (1); 8-1 1st Sgt. leader (1); 75* vehicle, printed armor 14-6-3, boxed 1 (2)

Special Scenario Rules

  1. EC are Moderate, with no wind at start.

ASL Scenario T5: The Pouppeville Exit

Pouppeville, France, 6 June 1944.

Board Configuration

Boards 3 and 5, laid north to south in that order from top to bottom as printed on the sheet (north arrow up).

Victory Conditions

Provided that neither German Gun is functioning and possessed by a Good Order 2-2-8, the Americans win at the end of any Player Turn if they Control ≥ two of the three multi-hex stone buildings on Board 3.

Balance

  • German (cross): In the German OB, replace each German 4-3-6 with a German 4-4-7.
  • American (hollow star): Add one Hero to the American OB.

Turn Record Chart

  • German sets up first.
  • American moves first.
  • Game turns 1 through 8, then END.

Order of Battle

Elements of Battalion III, Infanterie Regiment 1058 [ELR: 2] set up in the indicated hexes {SAN: 2}:

  • Hex 3U2: 2-2-8 crew (1); 37L AA gun (8), AA M8, boxed 3, H5[9] (1)
  • Hex 3N7: 2-2-8 crew (1); 37L AA gun (8), AA M8, boxed 3, H5[9] (1)
  • Hex 3M7: 4-4-7 squad (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 3T1: 4-4-7 squad (1); LMG 3-8 (1PP, boxed 1) (1)
  • Hex 3M3: vehicle, printed armor 30, two star markings, 9PP AAMG, T10, -/-/3, empty boxed marking (1)
  • Hex 3M2 (2nd Level): 4-4-7 squad (1); 9-1 leader (1); MMG 5-12 (3PP, boxed 2) (1)
  • Hex 3R3: 4-3-6 Conscript squad (1); 7-0 leader (1)
  • Hex 3R5: 4-3-6 Conscript squad (1); 8-0 leader (1)
  • Hex 3R6: 4-3-6 Conscript squad (1)
  • Hex 3S3: 4-3-6 Conscript squad (1)

Elements of the 3rd Battalion, 501st Parachute Regiment [ELR: 5] set up on/adjacent-to hexes 5CC8, 5BB8, and/or 3BB6 {SAN: 2}:

  • 7¹-4-7 Elite squad (6); 10-2 leader (1); 9-1 leader (1); 8-0 leader (1); MMG 4-10 (3PP, boxed 2) (1); BAZ 44 (X11, 8-4) (1); DC 30-1 (X12) (1)

Special Scenario Rules

  1. EC are Moist, with no wind at start.
  2. All hexes of hills 534 and 547 are ground-level Marsh (B16.); the building in hex 3I10 does not exist. Kindling is NA.
  3. The German 37L AA guns may not be moved from their initial Locations, but they may change CA.
  4. All American units are Stealthy; all German units are Lax.

ASL Scenario T6: The Dead of Winter

Northwest of Staritsa, Russia, 29 December 1941.

Board Configuration

Board 4. Printed note: (Only hexrows R-GG are playable).

Victory Conditions

The Russians win immediately by Exiting ≥ 20 VP (excluding prisoners) off the south edge on/between hexes 4AA1–4GG1.

Balance

  • German (cross): Lower Russian ELR to 2.
  • Russian (star): Lower German ELR to 3.

Turn Record Chart

  • German sets up first.
  • Russian moves first.
  • Game turns 1 through 5, then END.

Order of Battle

Elements of Infanterie Regiment 18, Infanterie Division 26 [ELR: 4] set up on Board 4 {SAN: 3}:

  • 4¹-6-7 squad (3); 2-2-8 crew (1); 9-2 leader (1); 8-1 leader (1); MMG 5-12 (3PP, boxed 2) (1); LMG 3-8 (1PP, boxed 1) (1); DC 30-1 (X12) (1); 75* vehicle, printed armor 14 (circled 6) 3, boxed 1, 3/5 (1); 37L anti-tank gun, AT M12, boxed 3, printed [9] (1); Trench, OVR, OBA +4; Other +2 (6)

Siberians of the 31st Soviet Army [ELR: 3] enter on Turn 1 along the east edge {SAN: 2}:

  • 6-2-8 Elite squad (6); leader, value partly legible at the sheet's print resolution (1); leader, value partly legible at the sheet's print resolution (1); T-34, 76 gun, 2/4, printed armor 17 (circled 11) 6, empty boxed marking (3)

Special Scenario Rules

  1. EC are Snow (E3.7), with Deep Snow (E3.73), and no wind at start. Extreme Winter (E3.74) is in effect.
  2. The German AFV is dug-in (D9.54).
  3. Russian units have Winter Camouflage (E3.712).