ASL Action Pack #1
ASL Action Pack #1 Rulebook
Table of Contents
Table of Contents
ASL Scenario AP1: The Ring
Niesky, Germany, 20 April 1945.
Boards: 4, 10, 17, 38, 42, 43 (hexrows A-Q on board 38 and Q-GG on boards 42 and 43 are not in play).
Setup and Entry
- German: Elements of Panzerjäger Regiment 1, and Sturmpionier Bataillon, Panzergrenadier Division Brandenburg [ELR: 3] set up anywhere within the playing area: {SAN: 4}
- Russian: Elements of the 1st Guards Cavalry Division and the 254th Rifle Division, with attached support from the 52nd Soviet Army and the 3rd Guards Tank Army [ELR: 3] enter as per SSR 2: {SAN: 2}. Group A, Group B, Group C and Group D (counters on card).
Victory Conditions
The Russians win at game end if they have amassed ≥ 70 Casualty Victory Points. At game end, the Russians receive 5 CVP for each board 10 multi-hex building (see SSR 1) they Control. Beginning on Turn 8, the Germans may Exit units off the west edge of board(s) 17/43; each VP thus exited (excluding prisoners/Recalled-AFV) increases the required Russian CVP total by 1. For all Victory Condition purposes, Ammo Vehicles (see SSR 3) are worth double their normal point value.
Balance
- In the German OB, exchange the PaK 40 for one PaK 43/41.
- In the Victory Conditions, change "≥ 70" to "≥ 65".
Turn Record
German Sets Up First [247]. Russian Moves First [see SSR 2]. Game length: 12 turns (END after Turn 12). The card marks Turns 1, 4, 7 and 10 with a star.
Special Rules
- EC are Wet, with no wind at start. No Rowhouses exist; they are treated as normal multi-hex Two-Story Houses (B23.22) instead. Building 10Z6 is a Multi-Story Building (B23.23) and is considered to have printed stairwells in Z6 and Z7 (only). All buildings are stone. Kindling is NA.
- Prior to German set up, for each group in the Russian OB, the Russians must secretly predesignate the map edge (north, south, east, or west) and turn (1, 4, 7, or 10) on which it will enter, within the following restrictions: Only one group may enter each turn, and all of the forces in a group must enter on the same turn and the same map edge; Group B cannot enter on the same map edge as any other group; Group C cannot enter on the same map edge as Group D. The printed MP allotment of all Russian AFV is halved during the MPh in which they enter.
- Bore Sighting is NA. The Germans may use HIP for ≤ 2 squad equivalents (and all SMC/SW stacked with them). All German 5-4-8s/2-3-8s are Assault Engineers (H1.22). The Opel Blitz trucks are Ammo Vehicles (E10.); one for the PzA III/IV, the others for the PzA IIs. Recalled German AFV must exit off the west edge of boards 17/43.
- All Personnel of Russian Group B have MOL (A22.6) capability. The Russians receive one module of 80+mm battalion mortar OBA (HE and Smoke), with Plentiful Ammo.
- No Quarter is in effect for both sides.
ASL Scenario AP2: Storm of Steel
Near Maloarkhangelsk, Russia, 5 July 1943.
Boards: 18, 42, 43.
Setup and Entry
- Russian: Elements of the 254th Rifle Division, XVIII Guards Rifle Corps [ELR: 3] set up as indicated: {SAN: 4}. Set up on board 43 in hexes numbered ≥ 7 (see SSR 3). Set up on board 42 in hexes numbered ≤ 6 (see SSR 2). Set up on board 42 (counters on card).
- German: Elements of Infanterie Division 216 and Panzerjäger Abteilung 654 [ELR: 4] set up on board 18: {SAN: 3}
Victory Conditions
The Germans win immediately when they have amassed ≥ 75 Casualty/Exit Victory Points (prisoners do not count double). The Germans may exit only off the south edge of board 42.
Balance
- Add two anti-tank ditches to the Russian OB.
- Add a PzKpfw IIIN to the German OB.
Turn Record
Russian Sets Up First [168]. German Moves First [232]. Game length: 11 turns (END after Turn 11).
Special Rules
- EC are Dry, with no wind at start. Kindling attempts are NA.
- All hexes numbered 2 and 3 on board 43 contain a 6 factor A-P, and a 1 factor A-T, Known Minefield (F.7A). OB given mines that are exchanged for A-T mines must be set up with ≥ 2 A-T factors per hex; no mines may be exchanged for Booby Trap capability.
- All board 43 Russian units must set up entrenched (in suitable terrain only) and may utilize HIP if in Concealment Terrain; none of these MMC may set up with/adjacent-to another MMC. For purposes of HIP loss only, G.2 and G.4 apply to units/Fortifications in Concealment Terrain on board 43. Fortifications [EXC: mines] on board 42 may not set up using HIP.
- All board 43 Russian units are Stealthy and receive a -1 PAATC DRM while on a whole hex of board 43. All Russian Personnel have MOL capability (A22.6). No Russian unit may leave the board it sets up on [EXC: to rout] until a Good Order German unit enters a whole hex of board 42. The Russian force is Elite (C8.2).
- The Goliath counters represent B-IV mine clearance vehicles; all rules of German Vehicle Note 93 apply normally with the following exceptions: In lieu of a controlling HS, each B-IV has an inherent driver which may detonate it. A B-IV has 16 MP, 0 AF, a +2 Target Size, and expends MP for VCA changes per D2.11 and 2.32. These vehicles may only be voluntarily detonated in an attempt to clear board 43 minefields (B28.62; a -4 Clearance DRM applies, but only vs. the mines), although same-hex/adjacent units may be affected as per Note 93; B-IV detonations cause neither flames nor Sniper attacks. A B-IV is removed from play once detonated.
- All German 8-3-8s/3-3-8s are Assault Engineers (H1.22) and Sappers (H1.23). The PzJg Tigers have no MG.
ASL Scenario AP3: A Breezeless Day
Gros Rederching, France, 2 January 1945.
Boards: 42, 43.
Setup and Entry
- American: Elements of the 71st and 397th Infantry Regiments, 44th Infantry Division, and the 776th Tank Destroyer and 749th Tank Battalions [ELR: 3] set up on board(s) 42/43, on/south-of hexrow Y (see SSR 3): {SAN: 4}
- German: Elements of SS-Panzergrenadier Regiment 37, SS-Panzerjäger Abteilung 653, and Flammkompanie 353 [ELR: 3] enter on Turn 1 along the north edge of board(s) 42/43: {SAN: 3}
Victory Conditions
The Germans win immediately upon Exiting ≥ 70 Victory Points (excluding prisoners) off the south edge of board(s) 42/43, provided they currently Control ≥ 10 buildings on board 42, on/south-of hexrow K.
Balance
- Add one M36 GMC to the U.S. OB.
- In the Victory Conditions, change "currently Control ≥ 10" to "currently Control ≥ 5".
Turn Record
American Sets Up First [110]. German Moves First [126]. Game length: 9 turns (END after Turn 9).
Special Rules
- EC are Wet, with no wind at start.
- All grain hexes on board 43 are Level 1 Open Ground hill hexes; the printed outline of the grain represents the hill Crest Lines.
- The Americans receive one module of 60+mm battalion mortar OBA (U.S. Ordnance Note 1). The Americans may roll for each M4A3(75)W on the H1.42 Gyrostabilizer Availability Table (D11.1).
- All German 4-4-7s/2-3-7s are considered to have Assault Fire capability, an underlined Morale, have their broken side Morale Level increased by one, and to be SS for all purposes. The German Force is Elite (C8.2).
ASL Scenario AP4: L'Abbaye Blanche
L'Abbaye Blanche, France, 7 August 1944.
Boards: 42 (only hexrows R-GG are playable), with overlays O4 and O5 (see SSR 2).
Setup and Entry
- American: Elements of First Platoon, Company F, 120th Infantry Regiment, and elements of the 823rd Tank Destroyer Battalion [ELR: 4] set up on/south-of hexrow Z using HIP if desired (see SSR 3): {SAN: 3}
- German: Elements of Der Führer Regiment, SS-Panzer Division 2 "Das Reich" [ELR: 5] enter on Turn 1 along the north edge: {SAN: 2}
Victory Conditions
The Germans win at game end if they have Exited ≥ 16 Victory Points (excluding prisoners and AFV/their crews) off the south edge. This total is increased by one for each CVP (excluding AFV/their crews; prisoner CVP are not doubled) amassed by the U.S.
Balance
- Increase the number of mine factors to 30 in the U.S. OB.
- In the German OB, replace the 9-1 with one 9-2.
Turn Record
American Sets Up First. German Moves First [150]. Game length: 6 turns (END after Turn 6).
Special Rules
- EC are Moderate, with no wind at start. All walls and hedges are Bocage (B9.5).
- Place overlays O4 on BB2-CC3, and O5 on Z2-AA2.
- A-P mines may not be exchanged for A-T mines and must be set up on/between hexrows Z and T.
- All U.S. leaders have an inherent FP of "1", a normal range of "4", and a CC(V) of "2". This firepower may not be combined in a FG with any other FP source [EXC: other SMC and in CC/Melee], nor may it be used in the same phase in which the leader directs an attack.
- The German force is Elite (C8.2).
ASL Scenario AP5: Invisible Foes
Near Davao, Mindanao, the Philippines, 5 May 1945.
Boards: 38, 43.
Setup and Entry
- Japanese: Elements of the 100th Infantry Division [ELR: 3] set up on board(s) 38/43, on/between hexrows Z and D: {SAN: 5}
- Allied: Elements of the 21st Infantry Regiment [ELR: 3] enter on Turn 1 along the south/east edge(s) of board 43 on/between GG6 and Q1: {SAN: 4}
- Allied: Enter on Turn 2 along the south edge of board 38 (see SSR 5).
- Allied: Elements of the 107th Guerrilla Division [ELR: 5] enter on Turn 2 along the north edge of board(s) 38/43.
Victory Conditions
The Allies win immediately if they have Exited ≥ 50 Victory Points off board 38 on/between I10 and A5 (see SSR 4), or at game end if they Control all non-hut buildings in the Japanese setup area.
Balance
- The Japanese player may use HIP for one additional squad equivalent and all SMC/SW which set up with it.
- Add one 8-0 and one flamethrower to the initial American force.
Turn Record
Japanese Sets Up First [244]. Allies Moves First [183]. Game length: 9 turns (END after Turn 9).
Special Rules
- EC are Moderate, with no wind at start. PTO Terrain (G.1) is in effect [EXC: all roads exist, but the minimum Road Entry cost for vehicles is 1 MP]. Kindling attempts are NA.
- All of the grain hexes on board 43 represents "Hemp Plantations." These are treated in all respects as Bamboo [EXC: Infantry enters a Hemp Plantation hex at a cost of 3 MF per hex (2 MF for partisans; G3.2 still applies for Manhandling), and a +1 TEM applies even to Indirect/HE/DC attacks].
- The guerrillas are partisans (A25.24-.242), suffer from Ammunition Shortage (A19.131), and may neither Deploy [EXC: A20.5], make Entrenching attempts, nor form multi-Location FG. The Guerrillas use Japanese LMG; Captured-weapon penalties do not apply to such use (nor to partisan use of American MG). The +2 drm of G1.63 does not apply to partisan Search drs.
- The Allies receive Exit Victory Points for U.S. units only. Each truck Exited is worth 5 VP.
- The normal Inherent MF (A4.11; A17.2), and printed MP, allotment of all units of the 21st Infantry's reinforcement group (only) is halved during their Turn 2 MPh. Due to being loaded with supplies for the partisans, all U.S. trucks have 0 PP available.
ASL Scenario AP6: Savannah Rain
Gela, Sicily, 11 July 1943.
Boards: 10, 33, 43, with overlays as listed in SSR 2.
Setup and Entry
- American: Elements of the 1st Ranger Battalion [ELR: 5] set up anywhere on board(s) 10/33: {SAN: 4}. Enter on Turn 4 along the west edge of board(s) 10/33. Enter on Turn 6 along the west edge of board(s) 10/33 (counters on card).
- Axis: Elements of the 33rd and 34th Regiments, Livorno Division [ELR: 3] set up on board 43 on hexes numbered ≥ 6: {SAN: 3}
- Axis: Elements of Schwere Panzer Abteilung 504, Hermann Göring Division enter on Turn 3 along the north edge.
Victory Conditions
The Axis wins at game end if they have amassed more Victory Points than the Americans. At game end, each side is awarded one VP per building Location Controlled; additionally, the Axis receive the Casualty VP value for Axis units which are either unbroken or mobile with functioning MA and are on board 33 in hexes numbered ≥ 8 with a LOS to any Beach hex. The Americans Control all buildings outside of the Axis setup area at start.
Balance
- Add one 6-6-7 and one U.S. MMG to the initial American force.
- The German reinforcements enter on Turn 2.
Turn Record
American Sets Up First [215]. Axis Moves First [184]. Game length: 8 turns (END after Turn 8). The card marks the Axis (cross) turn as Turn 3 and American (star) turns as Turns 4 and 6.
Special Rules
- EC are Dry, with no wind at start. All woods are brush; all orchard hexes are Olive Grove hexes (F13.5). No grain exists. All buildings are stone. Kindling attempts are NA.
- Place Overlays as follows: X8 on 10Y5; X14 on 10Q4-P3; X17 on 10T4-T5; X18 on 10O6-P5; Be4 with hexes 401-402 on 33GG3-GG2; Be5 with hexes 501-502 on 466-467; Be6 with hexes 678-677 on 572-573; OC1 with hexes 1001-1002 on 402-403; OC2 with hexes 2001-2002 on 1131-1132; and OC3 with hexes 3001-3002 on 2144-2145. Beach Slope is slight (G13.21), with Hard Sand (G13.3).
- The Americans receive one module of 150+mm NOBA (G14.6; HE and WP), directed by a Shore Fire-Control Party (G14.61); which sets up with the initial U.S. force. NOBA AR/SR/FFE may be requested/resolved only on whole hexes of board 43. Hexes of an FFE which fall outside of board 43 are not resolved. Prior to Axis setup, the Americans secretly record the location of one NOBA FFE:2 Counter on a board 43 hex numbered ≤ 4. After Axis setup, the FFE:2 is placed on board and is resolved. At the beginning of the Turn 1 U.S. player DFPh, the usual NOBA Contact, Battery Access, and other NOBA rules resume.
- The Italian Guns in the U.S. OB are Captured (A21). All 7-4-7s/3-3-7s are Assault Engineers (H1.22). To simulate the special Pole Charges used by the Rangers, all 6-6-7s/3-4-7s may utilize ATMM (C13.7); however, placement of one adds only a -1 DRM to CC resolution.
ASL Scenario AP7: Directive Number Three
Near Dubno, Russia, 27 June 1941.
Boards: 16, 33, 43.
Setup and Entry
- Russian: Elements of the 68th Tank Regiment and 34th Reconaissance Battalion, Mobile Group Popiel [ELR: 3] enter along the south edge of board 33 (see SSR 3): {SAN: 0}
- German: Elements of the Panzer Regiment 2 and Schützen Brigade 16, Panzer Division 16 [ELR: 4] enter along the north edge of board 16 (see SSR 3): {SAN: 0}
Victory Conditions
The Russians win immediately upon amassing ≥ 65 Exit/Casualty Victory Points. The Russians may only exit units off the north edge of the map. Prisoners do not count double for VP purposes.
Balance
- In the Victory Conditions, change "≥ 65" to "≥ 60".
- Add one PzKpfw IIIH to the German OB.
Turn Record
Simultaneous Set Up; First Move Randomly Determined (see SSR 3). Game length: 6 turns (END after Turn 6).
Special Rules
- EC are Dry, with a Mild Breeze from the northwest at start. Minimum road entry cost is 1 MP. Kindling attempts are NA.
- All Personnel must enter as PRC.
- Prior to setup stand an extra board between the two players. Both players now set up simultaneously, after which both sides enter simultaneously with all units having their normal Inherent MF (A4.11; A17.2), and printed MP, allotments halved. After all movement has been completed, the intervening board is removed and Game Turn 1 now begins with the Russian player making a dr to determine the side moving first. On a dr of 1-3 the Russian moves first, on a dr of 4-6 the German moves first.
ASL Scenario AP8: A Bloody Harvest
Pabianice District, Poland, 7 September 1939.
Boards: 43.
Setup and Entry
- Polish: Elements of the 2nd Infantry Division, Army Lodz [ELR: 3] set up on/north-of hexrow Y, at least 3 MMC must be set up south of hexrow V: {SAN: 5}
- German: Elements of SS-Regiment Leibstandarte Adolf Hitler [ELR: 3] enter along the south edge: {SAN: 3}
Victory Conditions
The Germans win at game end if there are no Good Order Polish MMC within 2 hexes of 43N8.
Balance
- In the Polish OB, exchange the MMG for one Polish HMG.
- Increase the game length to 8 turns.
Turn Record
POLE Sets Up First (the card prints "POLE" for the Polish side). German Moves First [156]. Game length: 7 turns as printed (END after Turn 7); the Balance entry increases this to 8 turns.
Special Rules
- EC are Dry with no wind at start. Kindling attempts are NA.
- Leibstandarte units are treated as non-SS German for all purposes.
- Polish Elite and 1st Line squads have Assault Fire Capability.