ASL Digest 6.4

ASL DIGEST 6.4

July 19, 1996

Editor's NotesTim Hundsdorfer
Letters, we get letters!From around the globe
WotanstellungHannes "der Wiener" Riener
SnudlTim Hundsdorfer
Personal Leader Options"Neon" Dion Loach
A!P! UpdateTim Hundsdorfer
Keep It Simple, Stupid!Tim Hundsdorfer
WWF UpdateTim Hundsdorfer
Last CallTim Hundsdorfer


Editor's Notes:

Here we go again...In case you don't know, I stand on the brink of imminent fatherhood, so this is a little early. I wanted to get the WWF information in people's hands in time to be useful, too, and there is a lot of Park City Info in this issue.

This month features a very cool original scenario from Hannes Riener. Hannes jimmied this from the War Diary of the Wehrmacht High Command, and I think it's a very cool little run and gun scenario. Not anything you are likely to see played in the last round at ASLOK, but one of those that sways back and forth, leaving you with the feeling you've GOT to play it again. Warning: the outcome may hang on a single die roll--it's not for the faint of heart.

A personal leader option rule developed at Neon Laboratories.

There's no historical notes this month, `cause everything ran a bit long, and there was this kid that came along, see...

STIFF OF THE MONTH: Tom Jazbutis for stiffing me on my last weekend of Freedom.


Letters from the Trenches...

Brian Youse, Grand Poobah of MMP (less intimidating than El Presidente de MMP, no?) points out an error in last month's Basic Training article: Dummy stacks do not modify an Ambush, if you advance into CC w/ a dummy stack (only) it is eliminated. If you are a dummy stack and get advanced into by the enemy (real) unit, you are eliminated.

John Appel sez: After reading the letters section, WRT making the Digest public and all the woes of the ASLML, it occured to me that there is a "simple" solution - a moderated list. I say simple because if someone gets out of line, they are put on probation or removed. It's in quotes because moderating a list is not a small undertaking, especially a list the size of the ASLML.

JA>IMHO, what we are all part of is, pardon the buzzword, a "virtual community". In fact, we were one long before this term was coined!

JA>In most communities, there are accepted standards of behavior. Those who do not follow these rules are punished in some fashion. Our community has no enforcement arm other than the good will of fellow posters, and we see where that has gotten us. There are no consequenses for those who abuse the list and other members of the community.

JA>I understand the principles which I believe have kept the previous Listmeisters from moderating it - the belief that the Internet should be a vehicle of free expression - and I certainly endorse and support this cause. Three years ago, when I joined the List, the Internet was a much smaller place, and the rate of new arrivals was low enough that everyone was able to be "educated" in List and Net ettiquete. Those days are gone and not returning, and the community has grown too large to function without some form of, for lack of a better word, governance. IMHO, this is true of any human community once it approaches a certain size - the size dependant upon the nature of the community and it's members.

JA>What should the rules of the community be? How rigid? What should the standards of behavior and the punishments for non-adherence be? Who should set them? And who should enforce them? At this point, the ideas are insufficiently formed in my mind to really know. I'm hardly a fan of censorship - I still take that "Uphold and defend the Constitution" stuff I swore to pretty seriously - but since our in our larger society, the older rules of politness do not suffice, it can hardly be expected that they will suffice when a large enough group gathers online.


WOTANSTELLUNG

Hannes "the Wiener" Riener

WNW of Tokmak, Russia, October 11, 1943: After a heavy artillery-bombardment, the Russian launched a large-scale attack on the 10th across the complete front-sector of the 6th Army. The Russian penetrated the line in several spots and the "Wotan-Stellung"--Wotan's Fortress--started to fall asunder. Under an inexorable red tide, the Germans were forced to retreat but once again, the order came back to "hold the fort!"

BOARD CONFIGURATION:

N
/\
_________________________
|                                                |
|                                           17  |
|_________________________|

BALANCE PROVISIONS:
RUSSIAN: Russian player wins at game end by controlling all buildings within 4 hexes of 17Q5, providing they have 3 AFV's with a functioning MA on board.

GERMAN: Russian player wins instantly at game end by controlling a majority of the buildings within 4 hexes of 17Q5, providing they have 3 AFV's with a functioning MA on board.

VICTORY CONDITIONS: The Russians win at game end by controlling a majority of the buildings within 4 hexes of 17Q5, providing they have 3 AFV's with functioning MA remaining on board.

GERMAN FORCES:

Elements of the 6th Armee, XVII Korps, 294th Division [ELR: 3] {SAN: 3}

Sets up in buildings: 8-0, Radio, 3x 447, LMG, 6x ?

Sets up hooked up and in Motion on/east-of hex row G: 2x SdKfz7, 2x PaK 97/38, 2x 228 (PAK=75AT)

Enters on East board edge on Turn 1: 6x447, 9-1, 8-0, LMG 2x SdKfz7, 2x PaK 97/38, 2x 228 (PAK=75AT)

Elements of the 6th Armee, IV Korps, 17th PzDivision Enters on West edge on Turn X (see SSR4): 2x Pz IVF2 (14 MP 75L), 8-1AL

RUSSIAN FORCES:

Elements of the 51th Armee [ELR: 4] {SAN: 2} Enters on East edge on/after Turn 1: 9-1, 8-0, 6+1, 18x447, 2xLMG, 9-1(armor leader), 6xT-34 M40 (17MP 76)

SPECIAL RULES:

AFTERMATH: With high casualties the Germans resisted the neverending attacks of the Russians. The Germans held these lines until the 23th of October when Melitopol was lost and the Krim cut off. The Wotan-Stellung had held, for a time, but the Gotterdammerung was at hand...



Corporal Otto Snudl

by Tim Hundsdorfer

It had taken Werner and Snudl an hour to flag down another convoy. Ominously, most of the traffic seemed to be heading west, not east toward Stalingrad.

But eventually, they caught a ride to a hill overlooking the town. Smoke spiralled up from a complex of factories to the north, and the town which was visible was in ruins.

"Looks as though it's been a tough fight to take this one," said Werner.

"A very nice prize it is..." said Snudl under his breath. A Feldwebel came up behind them, though he didn't seem to hear Snudl, or at least pretended not to.

"What are you men doing here?" He said, startling both Werner and Snudl. He had a sharp voice, but the kindly face of an old man, like Snudl's Onkel Uwe, who used to give him beer behind his mother's back. Such men could often be found among the ranks of the Feldwebel.

"We were told to report here for directions to our unit," Snudl said, handing the Feldwebel his papers. The Feldwebel took Snudl's papers, then Werner's, and looked them over.

"Yes, you will be in Kompanie B, near the department store. You are lucky, they just came out of the factories, and the fighting is not so heavy for them. When you get to the bottom of this hill, there will be a number of railroad tracks, follow them to the south until you can see the train station--but don't go to the train station, it's held be the Reds, understand? Then work around to the south and east."

"Yes, Feldwebel," Snudl said, and Werner echoed.

"Be careful of snipers, for they are all around," continued the Feldwebel. "Address German soldiers you meet as `Heinzl,' and do not under any circumstances salute, understood?"

Snudl looked thoughtfully at Werner and said, "Understood." He'd have to keep Werner closely under his wing, he thought. The Feldwebel dismissed them and they picked their way down the hill, through brush and gullies. Once a park, it had quickly gone to the devil with neglect in the face of more pressing needs. They reached the tracks, and as they did, they saw men moving across the tracks ahead of them.

Werner was about to raise his arm and hail them, but Snudl stopped him, and they dove off to the side as the men in brown tunics came down the tracks toward them. Within the span of a couple of breaths, the hideous scream of a divebomber paralyzed the advancing men with fear. They flung themselves as best they could for whatever cover they could find: too late.

When it was over, Snudl and Werner approached the bodies of those who didn't dive fast enough, or find cover enough. The platoon, Snudl saw, was made up of boys--boys younger than Werner. Even a woman was among the dead, a woman not bad looking, had she been seen somewhere else, at another time.

`I'm going to die in Russia, we all will,' thought Snudl, as he looked at the sprawled bodies of Stalingrad's defenders. He motioned to Werner and moved silently off to the south.


Personal Leader Optional Rule

by "Neon" Dion Loach

For those that never played SL/COI , this option allowed the player to "role-play" (ACKK! Blasphemy!) as an Infantry leader or AFV crew commander.

Basically , each player started as a 7-0 SMC (or 8-0 AL). During the course of a scenario the leader's actions could gain Elan (+ points) or Cowardice (- points). At the end of a scenario these points would be totaled , with +10 being required to be promoted and -10 resulting in demotion.

Initially , in SL , you could only play Infantry leaders , and of course there was a limited scenario selection. COI added Armour Leaders (WOO-HOO!!) to the mix and more scenarios. But from there, the system died, never being mentioned again. For a number of years , our group of 4 used this option, evolving it and adding our own chrome, and carrying it over to ASL.

What we would do , is decide which front and nationalities we wished to do a "Campaign" with , and then organize 12 - 24 scenarios chronologically. Each player then used his leader(s) in whichever scenarios it was possible; this way, you could not avoid the potentially deadly situations. These leaders were not added to the OB; you could trade down (i.e.: change an 8-0 from the OB for a 7-0 personal leader) but could not trade up , as this could affect the balance of the scenario. So , if you were lucky enough to make it to 10-2 or 10-3 status, there were not many scenarios you could use your personal leader in.

Later , we added a system for awarding decorations for the German and American leaders , which added to our enjoyment of The Game (tm). Keeping short notes from each scenario , you could keep track of a leader's career. Looking back at some of these brings back memories of exciting games from years ago.

For example , my German Infantry leader fought the Russian horde from Jun 1941 until May 1945. On the way he was wounded 3 times , won the Iron Cross 1st and 2nd Class, the Knight's Cross and an incredible _9_ Tank Destroyer Stripes for single handedly trashing 9 Russian tanks. He became Heroic twice , berserk once, and eventually reached 9-2 status. He survived OBA, bombardments, air attacks, Overruns, close combat, snipers and flame-throwers. On at least 4 occasions he was the only survivor left in a Location from a KIA result.

But of course other leaders were not as lucky; one Russian Infantry leader was gunned down by a sniper after the first attack of the game!! "Thanks for coming out, comrade!" BLAM!! Right between the lookers!

So, has anyone else ever used the personal leader option? Or are we an isolated case in desperate need of help?

EDITOR: Admitting to the above, like admitting to any problem, takes courage. So I'll stund up and admit that in addition to making my own leader counters with cute names like "Hundsky" (a dread 10-0 commissar) "Hundsolini" (Italian 8-1 Armor leader) and "Hunnikki" (an 8-0 Finn), I have my favorite leaders. Engelke, the 7-0, who directs particularly menacing OBA, and my Jean-Luc 6+1, who killed a German PzIIF in CC with a green squad, are generally worth the dig. My 6+1 Youse will also be a favorite, I think. More scenarios should have 6+1's.

Dion: PS: Tim , in return for us sending you a Stanley Cup winning NHL team, could you please send us an NFL team (winner not required) :-)

EDITOR: How about the Nuggets?

PERSONAL LEADER OPTION

All Infantry leaders start as a 7-0 and all armour leaders start as a 8-0. During a scenario points are gained or lost for certain actions. At the end of each scenario a leaders' points are tallied , with +10 gaining a promotion and -10 getting a demotion. Leaders may rise as high as 10-3 status (10-2 for armour). If a leader is demoted lower than a 6+1 (8-0 for armour, he may not be used further; basically , he has been reassigned to less strenuous duties,imprisoned , or summarily executed, depending on nationality. A point total is carried over from each scenario; when a promotion is achieved , 10 is subtracted from the total , and when a demotion occurs 10 is added to the total after adjusting rank. A maximum of 1 promotion or demotion may occur at the end of each scenario. An unlimited number of adjustments may occur due to HoB and ELR failure. Also, any leader which becomes Heroic is automatically promoted at the end of a scenario (no point adjustment occurs).

ItemELAN+ points
1rally unit: per HS.5
per Squad/Crew/SMC of equal or lower ML1
2eliminate enemy unit(x2 for OVR*)per HS.5
per Squad/Crew/Soft Vehicle/Gun1
SMC (bonus +1 per -1 leadership)1
3capture enemy unit case #2x2
4Stun/Shock/Immobilize enemy AFV1
5eliminate enemy AFV with AT weapons2
6eliminate enemy AFV without AT weapons3
7survive CC/HTH (must eliminate at least one enemy MMC)3
8member of victorious side of scenario1
9repair malfunctioned item1
10destroy enemy AFV with lower frontal armour *1
11destroy enemy AFV with equal frontal armour *2
12destroy enemy AFV with greater frontal armour *3

ItemCOWARDICE- points
1broke/WIA , per occasion1
2surrendered/captured8
3item being used/directed malfunctions1
4item disabled by use/repair attempt1
5eliminate friendly unit: per HS2
per Squad/Crew/Soft Vehicle/Gun4
per SMC (extra -1 per -1 leadership)4
per AFV CVP/DVP value
6Stunned/Shocked/Immobilized , per occasion *1
7destroyed by AT weapons *3
8destroyed by non-AT weapons *6
*cases apply to armour leaders

DECORATIONS

A leader may be awarded a decoration if he achieves a high point total in one scenario. If the required total is met , the leader may make a DR , with 11+ required to receive the award. A DRM of +1 per point over the required total applies.If the highest possible award is not received , the leader may make a DR for each lower award until all have been unsuccessfully rolled for , or one is awarded.

AMERICAN AWARDS
Medal Of Honor 18+
Distinguished Service Cross 15+
Legion Of Merit 12+
Silver Star 10+
Bronze Star 8+
Purple Heart per scenario WIA

Note: At the time , the PTO stuff was not out so these awards were for Army personnel. They may be slightly different for Marines (ie: Navy Cross, instead of DSC) , but we did not research this.

GERMAN AWARDS
Iron Cross , 2nd Class 8+
Iron Cross , 1st Class 10+
Knight's Cross 12+
w/ Oak Leaves 15+
w/ Swords 18+
w/ Diamonds 21+
War Order of the German Cross 14+ (must have Knight's Cross first)
Wound Badge in Black
1st time WIA Wound Badge in Silver
3rd time WIA Wound Badge in Gold
5th time WIA Wound Badge July 1944
WIA in July 1944 Tank Destroyer Stripe
per AFV single-handedly destroyed (1942 or later)

Note: Multiple awards are not possible with German decorations. Also, they are generally awarded in sequence; ie to get the Iron Cross 1st Class you need to have the Iron Cross 2nd Class. Also , only one wound badge will be worn (unless the individual also receives the July 1944 Wound Badge). ie an individual WIA 5+ times will wear the Wound Badge in Gold only, not all three. As an additional note, very few Knight's Cross with Oak Leaves, Swords and Diamonds were awarded. Most , if not all , were given to fighter pilots.

Although other major/ minor participants in WWII also had their own decorations, we did not research these. Russian info was next to impossible to find at the time , while the other modules (past Yanks) were not yet available. With a little efort , it should be possible to find information on French and Commonwealth decorations.

Editor: Dion: RUSSIAN AWARDS
Not get shot +5
Not under suspicion of seditious behavior +10
Promise of dacha in country +15
Hero of the Soviet Union +20 (Must be party member)


Achtung! Panzer! Update

John Brock, of the Pittsburgh Brocks, has sent in the playtest reports of the Pittsburgh group's playtest. In short, the French side didn't have much fun (which was, I think, partially due to some bad luck on CPP replenishment and Full/Depl rolls.

Changes will have to be made, though, and I'm going to wait to hear from some more playtesters before making them.

Some suggestions were stylistic suggestions. Some were criticisms which could be aimed at RB and KGP as well as A!P!. However, there can be mechanisms to improve the game incorporated in John's suggestions, and a revision will be forthcoming.

Overall, I have found that the Allied players are having a hard time, even in CGI. I think more negative historical modifiers are justified.

Also, Terje Sparby and I have begun collaboration on a new project, namely, a Narvik CG. Terje has great access to maps which will be very helpful, and we have preliminary interest in working on historical ASL maps. This will be very different than other HASL games. There were only FIVE tanks used in the Narvik theatre (French H39's) and only light artillery on both sides. However, there was NOBA and air support used, and an incredible variety of nationalities and unit quality. The action is more spread out the RB or KGP, so don't expect a standard chronological campaign, but an interrelated series of scenarios taking place in a number of locations. I think this could create some very interesting situations.


Keep It Simple, Stupid!

Tim Hundsdorfer

I wanted to put together a list of simple things you can do to improve your ASL game, and put them here one at a time. Submissions will prevent me from coming up with something lame to plug in here:

Count the counters: Keep a running total of your opponent's dummies and HIP units. It may be the difference between knowing what's under that concealment counter: another concealment counter or a deadly half-squad... There are reasons that Vegas doesn't allow card-counters. Keep some scratch paper to the side and keep a tally of starting units, starting dummies and HIP units. Keep a running track of what you know and what's "still out there."


WWF Update from Tim Hundsdorfer

In a few days, the "lads" as Dade "Care Bear" Cariaga calls them, will be gathering in Park City to play a little ASL. From all indications, we're looking at a record turnout.

Park City is an excellent venue for a Summer ASL tournament. As you probably know, Park City is a ski area about 40 miles from Salt Lake City (home of wonderfully cheap air-fares.) Unlike last year's rather spartan accomodations, this year's attendees will find Park City to their liking, with plentiful food, drink and leggy blondes in walking distance.

TIM'S RESTAURANT GUIDE Pizza: Davanza's 649-2222** $ Domino's 649-7788** $$ Main Street Pizza 645-8878 $$ Park City Pizza 649-1591 $ Pizza Hut 649-3838** $$ Other Delivery: Mountain Express: 649-6368** Cariaga-capable Breakfast Establishment Morning Ray Cafe 649-5686 $ Main Street Deli 649-1110 $ Real Food Barking Frog Grill 649-6222 $$$ Cactus Moon 649-0883 $ Dragon Garden 655-0101 $$ Grappa Italian Restaurant 645-0636 $$$ Szechwan Chinese Restaurant 649-0957 $$ Texas Red's Pit Barbeque and Chili Parlor 649-7337 $$ Wasatch Brewery 649-0900 $$ Liquor Store There is one across the street from TMI and in Swede's Alley. Grocery Fairweather Natural Foods 649-4561 (Iron Horse Drive) Drug Store Payless 649-8595 Escort Service Shiatsu Massage 649-1697

** Means for delivery only. I picked out the places in the vicinity of TMI. I only ate at the Main Street Deli and the Wasatch Brewery. Main Street Deli is a really cool place and seemed reasonably priced--remember, this is a ski town. Wasatch was standard Microbrew stuff, but the people were very friendly. Go up to the pool room.

There is parking in Swede's Ally across Main and behind the businesses there, but check out the time restrictions, they have funky times.

Important stuff:
Limo services All Resort Express 800/457-9457 Local:649-3999 Daytrips Transportation 800/649-8294 Local:649-8294 DLS Transportation 800/837-6490 Local:649-2077 Lewis Bros. Stages 800/826-5844 Local:649-2256 Park City Transportation 800/637-3803 Local:649-5466 Summit Transportation 800/388-5289 Local 649-3292 Super Express 800/321-5554 Local 566-6400

The only one of the limo services that gave a price was Daytrips and that was $18 one way to or from the airport, minimum of 3 passengers.

Check out the WWF web page at http://www.cudenver.edu/~thundsdo/wwf.html or e-mail Tim Wilson for details at tim_wilson@nols.edu


Last Call

Next month (or so) we'll have a new scenario from Terje Sparby, a recap of some of the things kicked around on the Scenario Designers' Workshop list, and a look at the development of Platoon Leader scenarios. I hope to finish research on everyone's favorite AFV, the PzKwIV, and, with a little luck, a review of the 96 Annual.

Once again, copyrights apply as applicable, offer void in those countries where U.S. copyright law does not apply, unless applicable through international law, in which case it may apply, I'm not sure. (My lawyer is really stupid.)

Tim Hundsdorfer hundsdor@colorado.edu