Digest 6.9

November 18, 1996

Prep FireTim Hundsdorfer
Midsummer's Night DreamTim Hundsdorfer
Halftrack Driving for ProfessionalsMatt Shostak & Tim Hunsdorfer
Factories on Fire: Another Look at RBChuck Payne, Jeff Shields, Tim Hundsdorfer
Denmark in WWIIMagnus Hindsberger
Nadir Strikes Back!!Nadir El-Farra
SnudlTim Hundsdorfer
Final Protective FireTim Hundsdorfer

Prep Fire

After a delay, here's the latest Digest. I considered changing the name, in order to make a distinction between the ASL Digest, and the ASLML in digest mode, but I got a note from John Foley--one of the original editors, and decided against it. Tradition is, after all, tradition.

Weird scenario this time. It's a night, desert scenario that even got playtested once. Lots of desert weirdness. At any rate, November 15 is Rommel's birthday, and the 27th is his Wedding Anniversary, so: "We Germans must get used to all climates, from the snows of Russia to the sands of the Sahara."

We have a new feature, in which Chuck Payne, Jeff Shields and I will discuss various elements of a Red Barricades Campaign. In fact, we generated such a huge volume of thoughts, I'm splitting it up a bit. As promised, Magnus Hindsberger provides some education about the extremely short lived Danish Theatre of Operations. Also, Nadir gets his day in court, arguing on behalf of his Parker's Crossroads release, which is either released or will be released very soon.

Enjoy and share--a copyright violation if there ever was one.


Midsummer's Night Dream

Tim Hundsdorfer

South of Sidi Abd El Rahman, June 23, 1942: Rommel had hoped to follow up the success of the Gazalla battles with a decisive strike into Egypt. He was convinced that after nearly a month on the offensive, the British and Commonwealth troops were spent. In order to test his theory, he ordered reconnaisance into Egypt, christening the project "Operation Midsummer's Night Dream".

Victory Conditions: German Player wins by inflicting 10 more CVP than he sustains.

Turns: 5, German Moves First, British Sets Up First

Board 27, Overlay O5 27Q5/R5, X13 in any hex adjacent to the O5 overlay, placed by the British player.

Balance:

German OB: Elements of the 15th Panzer Division [ELR:4]{SAN:2} enter on turn 1 from west edge.

PzIIIHx3, 9-2AL, 8-1AL, SPW251/1x3, SPW251/10, 468x3, 248, 9-2, LMG

British OB: Remnants of the 7th Armored Division {SAN:3} Set up 1 or 2 hexes from O5. A13MkIIx3, A13MkIICS, CrusaderIx3

Set up on X13: 228, 40L (2lb'er)

SSR:

AFTERMATH: At a small oasis, the Germans found a badly shaken and disorganized tank formation in bivouac. After a brief fight, the British were crushed and the Germans moved on. Such an easy victory helped convinced Rommel that he could continue to press on, despite the exhaustion of his troops. This would set up the Alamien fight during the next month, for the British, while shaken, were far from beaten, and much closer to supply bases.

Don't Try this at Home, Folks!

Halftrack Driving for Professionals, by Matt Shostak & Tim Hunsdorfer

The use of a halftrack is no more difficult than the use of any other ASL vehicle. O.K., there are the passenger loading/unloading rules, but essentially, they are pretty simple to drive.

In this article, we'd like to give you some pointers on the use of those passenger-toting halftracks (as opposed to meat choppers, TD, mortar carriers, etc, etc.)

The beauty of professional halftrack driving lies in skillfully keeping it alive and making it a subtle, but potent, part of your arsenal.

This is what separates the 8-1 from the 7-0. The use of halftracks requires: 1) a sound knowledge of the vehicle rules in Chapter D; 2) an appreciation for the vulnerability of your weapon; 3) a knowledge of special vehicle notes; and 4) a knowledge of how to use vehicles to your best advantage.

Knowing Chapter D is your first step, and is applicable to all vehicles. Pay particular attention to the rules on passengers and halftracks. There's no reason to go over Chapter D here. Read it, know it, live it.

Next, appreciate that your halftrack is pretty vulnerable to virtually everything on the battlefield. That does not mean that it sucks. It means it's vulnerable.

Almost anything can kill a halftrack--machine guns, light mortars, anti-tank rifles, street fighting and close combat. What is more, there is generally a host of things that WILL kill a halftrack--40L, 37L even a lowly 20L has a quite a good chance of scoring a close-up kill.

Remember that the halftrack, unlike other AFV, is considered CE unless marked. So it's very vulnerable when driving by an infantry unit. Remember also, that when fighting halftracks, a point blank shot is often better than a lame street fighting attack.

A word about CC versus halftracks. Unless the halftrack is in the firing unit's hex, the squad must first pass a pre-armor- attack task check (PAATC or "patsy") (a little better than a 50% chance for a first line squad.) Also note that a PAATC is a concealment loss activity (if the squad fails its check). The squad then has a close combat value of 5, which is modified with a -2 for an open topped vehicle, a -1 for ambush (always incurred when street fighting is taking place) and possibily a +2 for fighting a moving vehicle as well. This would mean a 6 is necessary to immobilize the vehicle. Keep in mind that SMC do not have to take a PAATC, modify a unit in the hex's PAATC (if applicable), add one to the CCV of the unit making the attack and also modify the attack.

EX: A 447 and 149 are in a street fighting location, and elect to street fight. The 447 must make a PAATC, which it makes, and both units are placed in the halftrack's hex. The attack is modified by +2 for a moving vehicle, -2 for an open topped vehicle, a -1 for ambush and a -1 for the heroic DRM. The Hero combines with the 447 for a 6 CCV, meaning the halftrack will be immobilized on an "8" and destroyed on anything less than that, with no chance of crew survival. The 447 and 149 are then moved back to their original hex.

The other advantage of street fighting is that the infantry unit is not held in melee, but is returned to it's hex after making the CC DR.

Your percentages may be better if you are, say, a 666 with a MMG, and the CE halftrack is adjacent, giving you a 20FP+2 attack. Now you will only need a "9" or less to get a potentially stunning MC--much better than the "6" you'll need to immobilize the halftrack with a street fighting attack. This is a good time to mention that an original "12" on a CC DR causes a casualty reduction.

Finally, remember that units marked with any type of fire counter may not use street fighting and that street fighting marks the fighter with a first fire counter.

Since halftracks are generally loaded with passengers, it's vital to do everything you can to keep them alive while they attempt to deliver their cargo--whether it's getting them to the front, or punching through the lines. Since they have such thin armor, not only are they easily destroyed by anti-tank weapons, but they also brew up easily, making things much more dangerous for their passengers. Still, if it is mostly small arms and machine gun fire that they will be facing, the passengers are better off with the halftrack, since they can go farther, faster while in +2 TEM, as opposed to moving on foot, often in the open with the -1 FFNAM modifier. Morever, with the halftrack, they can button up, making them immune to small arms fire.

Halftracks are small targets (usually), and when moving or in motion, they are pretty tough to hit. Throw in even one smoke hindrance, and they can usually expect to get away unscathed. There is little incentive to stopping loaded halftracks, so it's usually a good idea to stay in motion.

You do, however, want to stay out of close combat situations with halftracks. Ambush is likely (especially if BU). Modifiers add up pretty fast--starting with that -2 for being open topped. Close combat can be avoided by keeping clear of enemy units and keeping a little open ground between you and them. Staying in motion also provides a little cushion of relief.

BU or CE? It depends on the situation. Don't subject yourself to point blank shots with crew or passengers, but you don't want to be BU if close combat is a fear. Essentially, being BU at the end of your advance phase neutralizes that halftrack for the entire next player turn--potentially, a very dangerous situation.

Essentially, appreciating the vulnerability of halftracks boils down to remembering that they can be destroyed very easily. So much for point #2.

You need to keep in mind your halftrack's capabilities. Can you take the AAMG with you when you go? (D6.63) And the most often forgotten capability is the ATR or PSK that comes included in every SPW251/10 command vehicle (with the 37L gun)(Chapter H, German vehicle note 65). The German SPW251sMG has the really neat capability of allowing its 3FP AAMG to be removed as a HMG, while retaining its 7FP CMG (Chapter H, German vehicle note 58). You always need to read the vehicle notes before you start the scenario, but with halftracks this is particularly important. Also, remember that some halftracks have infantry (not vehicular) crews (Kampfgruppe Peiper rules).

So, besides the "secret" stuff in Chapter H, what else can your halftrack do? Well, best of all, it can get infantry where you need it. They are often immune to small arms fire as well (by remaining BU). This means that you can deliver a small force of infantry behind the lines, threatening rout paths and providing encircling fire.

Take the scenario Wintergewitter. The Germans start out with a few halftracks, and are assaulting the board 12 village. Without the halftracks, this scenario would be nearly impossible for the Germans. While halftracks are vulnerable to the Russian MG and ATR, they enable the infantry to get up and into the village on Turn 2--which would be totally impossible if they were on foot.

Now, once the halftracks are unloaded, they become even more dangerous--the vulnerable stage is over. In game terms, an empty halftrack is a disposable halftrack. It can provide encircling fire, cut rout paths and lock units up in vehicular bypass, and if it gets killed, no big deal (unless CVP matter, which they do not in WGW).

Once you have an unloaded halftrack in the village, it can move around, cutting off the Russians' line of retreat into the core of buildings around the marketplace. It can also move adjacent, firing a 6FP+2 (against a wooden building)--not a scary attack in itself, but use it right before the 9FP+0 attack of the 9-2/MMG/548 stack, or a 16FP+2 of the PzIIIN's MG, and you have a nasty encircling attack.

There are a number of ways to kill the halftracks, of course, but these generally draw fire from your useful infantry units.

Moving the halftrack into bypass of a location (remaining in motion) is dangerous, of course--the street fighting is murder versus your open topped halftrack--but again, it does draw some fire (the unit is marked with a first fire counter). There are also a number of possible detrimental consequences: possible casualty reduction, possible burning wreck. In any case, concealment IS stripped, unless the unit passes a TC. Also remember that units which are marked with First Fire counters are not eligible for reaction fire. You can expect to lose a lot of halftracks if you try the bypass freeze with them. But once the halftracks are unloaded, who cares?

Halftracks can also cut down on Subsequent First Fire opportunities, simply by getting them in between the firer and the unit you want to move next. Since the halftrack is closer than the moving unit, the firer may not use SFF against the moving unit.

Other things to remember about halftracks: Their AAMG are their MA, so they may attempt to roll a to-kill and can use Sustained Fire. When buttoned, they cannot use their AAMG, and thus are probably defenseless--another modifier in CC. Passengers may add their FP to an overrun attack--tripled and quartered. For SS or American units, this adds a significant amount of firepower. Passengers may also fire SOME SW from halftracks, including LMG, PIATs and thrown DC. Halftracks may form fire groups with other halftracks and infantry--and their MG can be modified by an infantry leader in the same location. It can be quite intimidating to have three or four halftracks standing off at an 8 hex range, each stacked with a squad and LMG, firing at units in a treeline. The infantry can even use the halftracks as +1 cover!

So you do NOT want to leave your halftracks sitting empty around the battlefield. Even when unloaded (or particularly when unloaded), your halftracks have a job to do--make sure they are doing it on every turn.

You conscripts might leave those halftracks empty and safe behind buildings. You might not have troops loaded up when they enter. You might drive around CE when they should be BU, and BU when they should be CE. You may scoff at their value.

Professionals, however, do not.


Denmark in WWII

Magnus Hindsberger

Denmark and Norway were invaded by German troops April 9th 1940 as a part of Operation Weseruebung. Norway was the main target, because her inland waterways protected vital high-grade iron supplies being transported from Northern Swedish mines. Both the Allies and Axis were interested in securing this important supply and preventing the other from getting it.

Denmark was unlucky to be in the way when the Germans reacted, because the Germans had to cross Danish sea and airspace to reach Norway. To succeed in Norway the Germans had to invade Denmark too.

The German Plan:

The 170th Division was to attack across the eastern part of the Danish-German border and was expected to run into the main part of the Danish forces in Jutland. The 170th (veterans of the fighting in Poland) was reinforced with several units including an armored battalion (Pz Abt 40; comprised of lightly armored PzKpfw I and PzKpfw II tanks) making one third of this division motorized.

Along the western coast (where lesser resistance was expected) the 11th motorized infantry Brigade would move forward as fast as possible in order to catch up with the paratroopers from Fallshirmjaeger Regiment 1, who would take the important airfield at Aalborg. From this airfield German fighters and dive bombers could operate over Norway for a much longer period of time.

Two railways crossed the border and 3 armored trains (a successful experiment in Poland) would advance along those. The famous Brandenburgers (the German special forces) were to ensure that the railway bridges near the border weren't blown. This unit would also attack some of the border-crossing points.

In order to control the lines of communication, a German reinforced battalion from the 170th was landed by ship at the bridge connecting Jutland and Fyn and a reinforced company from the 198th Infantry Division would land at the harbor in Nyborg taking control of the important ferry connection to Korsør at Zealand.

The main island of Zealand was to be invaded by the 198th Division landing at three places. The main force would be landed at Korsør, supported by the armored ship Schleswig-Holstein. Other landings were to take place at Gedser and Copenhagen. At Copenhagen (the capital of Denmark), a reinforced battalion was landed in an attempt to bluff past the coastal fortresses. The main targets of this force were the naval harbour and the Armed forces HQ at the Zitadelle, arresting the commanding general if possible. A company sized unit would advance to the Royal castle to prevent the Royal family from escaping and to put pressure on the government. This force could call in airstrikes against the city (like the terror bombardment of Rotterdam later in the war) and deliver the Danish government an ultimatum: Stop fighting or the city would be bombed.

The landing at Gedser was to be supported by an airdrop at a vital bridge. Troops from Fallschirmjaeger Regiment 1 would drop close to a fortress at the bridge, making sure the Germans could pass it unhindered.

To prevent the reaction of the small Danish airforce, the Luftwaffe was to attack it in the first stages of the campaign and, if possible, while it still was on the ground. A squadron of Messerschmitt Bf110s was assigned this task.

The Danish Forces:

Denmark, like most other countries, was not ready for war and especially not a blitzkrieg-style one. The armed forces had been cut for a decade and strong political leadership was non-existant in 1940.

The navy was quite well equipped for its task defending the Danish coasts and included a few powerful armored ships (monitors). The coastal defence, on the other hand, was weak. Only a few of the forts were manned at all (and those were badly undermanned). Guns were in various states of disrepair and badly maintained.

The Army Air Corps (no separate airforce existed) was small with only two squadrons of recon planes, with a total of 25 planes, and two squadrons of fighters with about 20 planes. Both were biplanes making them slow but highly manueverable. The recon planes could carry a (very) small bombload--tacitly giving them a limited strike capacity. The armament of the fighters were powerful, including two excellent 20mm guns. The latter could wreck havoc among the slow German bombers and had a good chance against the Messerschmitt fighters in a close dogfight. All planes were based at the Værløse airbase near Copenhagen.

The army was to some degree well equipped with a great numbers of machineguns (the excellent Danish manufactured Madsen MG, used by many countries at that time). To counter the armored threat two types of AT-guns existed: a 20mm AT-gun normally mounted on the sidecar of a motorcycle and a towed 37mm AT-gun. The only drawbacks were their limited numbers and the fact that the 20mm gun had trouble in penetrating the German tanks from the front.

Danish armored forces were almost nonexistent, with only one platoon of 3 Lynx armored cars found on Zealand and another (with 2 older M/36 cars) in Jutland. All were Swedish made, radio-equipped and had a 20mm gun in a small armored turret. In 1939 another 15 Lynx were purchased in hopes of creating two armored car companies with 9 Lynx in each. But in early 1940 the Swedes denied delivery of the vehicles in order to build up their own armored forces. This left Denmark with only 5 armored vehicles when the Germans struck.

Early on, it was clear there was no chance of preventing the Germans from occupying the country but had they been well-prepared, the Danes could have made it hard for them. The terrain, especially in Jutland, favoured the defender. The terrain included several water obstacles and plans had been made for a defence line along them. Intelligence reports warned the goverment weeks before but the goverment did not dare to mobilize any personnel in fear of provoking the Germans. Even defensive measures, like preparing bridges to be blown, building fortifications, etc. was prohibited. The only action taken was to cancel all leave for military personnel.

The Outcome:

The Germans attacked at 4 am. In Jutland, a small force near the border (about 2000 men) set up roadblocks along the highways and was able to delay the Germans several places. Twelve German armored cars and 3 tanks were destroyed in those actions; the Danish 20mm gun proved to be deadly against the armored cars like the lightly-armored PSW 221.

But before any real defence line could be set up, the message from the headquarter arrived: Hostilities should be stopped.

In Haderslev, a town 50 km. north of the border, the order arrived late, and there the last fighting took place. Parts of a Danish battalion was located there, and since it hadn't had time to get to its planned positions, the commander decided to set up a defenceline along the canal in the southen part of the town. His forces included an infantry company, a MG company and a gun company, giving a total of about 220 men including a few from the local mobilization. This was the only place where mobilization had begun before the ceasefire. One hundred men showed up, but only 20 were equipped in time to take part in the fighting.

The Germans came along the highway with tanks in front. One was stopped by a 37mm gun, the crew of which fought bravely from an uncovered position on the road. At last it was overrun by a tank leaving all crew members killed or wounded. Two 20mm guns and a well-placed machinegun delayed the Germans at the highway-bridge until the ceasefire order arrived at 8 am.

The airport at Alborg had been taken by paratrooper, who were reinforced by a battalion of troops flown in. No Danish troops was in the area to react.

On Zealand in airforce was destroyed on the ground just as it was about to deploy to the smaller wartime airfields. Unhindered landings took place at Gedser and Korsør, and the paratroopers supporting the Gedser landing was surprised to find their target, the fortress, only defended by two soldiers with maintaining duties. This took place one hour ealier than the Aalborg landing making it the first airborne attack in history. The coastal forts failed to stop the landing in Copenhagen and soon fighting was taking place near the Royal Castle, with German bombers flying low over the town.

At the Royal Castle the political and military leadership met (including the commanding general, who escaped capture within a few minutes) deciding the future of the country. It was decided against the general's will to agree to the German ultimatum. Orders to the military were to be given to stop the fighting.

The order war not popular among the Danish troops but they obeyed it anyway. Except at Roskilde on Zealand where Colonel Bennike, the commander of 4th Regiment, decided to move most of his 11th battalion to the coastal town Helsingør, where one company and Bennike boarded the ferry to Sweden at 10 am. Bennike was sure that Sweden had to be at war too, and he wanted to help them fight the Germans. When they landed in Sweden they were met by a few from the surprised Swedish border-police. Sweden was not at war.

Soon the Germans had the airport at Aalborg operative and supplies for the fighting in Norway were transported North on Danish railroads.

The Danes could never have held out by themselves but had they put up a little more resistance they could have turned the German invasion of Norway into a disaster.


Nadir's Day in Court

Nadir El-Farra

[Previously, the editor, in a cloud of a weekend's worth of ASL and suffering from severe Warmonger Weasel Withdrawal, said enough is enough' to Battle of the Bulge products. Specifically taking aim at Braque de Fraiture (sp?). I'll now give my opponent equal time.]

Hi Tim,

I wanted to drop you a line responding to some of the comments you made about Baraque de Fraiture (Parker's Crossroads) following the recent Lafayettefest*. My intent is not to try bludgeoning you into liking the product nor to get into a pissing contest with you over various issues. I don't know if Brian Abela, the designer, will respond separately, but as the publisher, I felt I should clear up a few things:

First, thanks for offering your opinion - you are entirely correct, we must take the good with the bad. I'm not sure it's as bad as you say, but as we know, no product can be all things to all people. Only though receiving and responding to constructive criticism can we improve.

Foremost among my concerns was the mentioning of a $25 price tag- I don't know where that came from since the product, at full retail, is only $15 (if/when it becomes available through Boulder/FineGames/Chips...it will be even less). That puts it on par with GSTK price-wise (version 1 and less than version 4) but puts it ahead on component quality (the final map will be full-color at 2400dpi, the scenarios will be two-color, the notes will be bound and the whole shootin' match will be professionally printed rather than xeroxed). In that sense I believe we're giving the ASL'er a good deal of value for his dollar.

I'm not going to argue with you about whether or not BdF could've been done on regular ASL boards (you say 'yes', I feel too much of what makes it interesting would be lost) or whether or not the situation is interesting (you say 'no', I disagree).

FWIW, the 'situations' of war, particularly modern war, will be quite similar -> E.g. modern war eats supplies, supplies are carried by trucks, trucks need roads, roads generally cross one-another (as well as bridges) leading to many situations like this (just going through the official US Army histories you read many accounts of So-and-So's Crossroads). Are they all the same? I don't think so -> the *primary* difference being the terrain, but of course, there's also the differences in OB's/Nationalities/Weather/etc. The combination of those differences dictates different tactical solutions to the problem that are, IMO, the spice that attracts the ASL gamer. Otherwise, what's the difference between KGP I & II? After all, they're just wooded hills, towns and bridges being fought over by Germans and Americans.

With respect to the issue of 'Why the Bulge again?', my feeling is that there are many *more* Bulge actions that merit attention under ASL (the Elsenborn Ridge, the Schnee Eifel, the relief of Bastogne, etc.) Will I publish another one? I don't know. None are on my development list, but I wouldn't rule it out either. It *was* one of the most dramatic actions in the ETO after all.

Again, I don't mean to preach, so forgive me if it comes across that way. I'm sorry our product didn't meet your expectations, but I hope you'll give us a fair shake when the final product hits the street and base your comments on that, rather than the playtest materials you saw. Also, stay tuned, I'm working with several designers on several different products (in all theaters of WW2) - I may eventually come up with somethingyou *do* like!

best regards,
-Nadir El-Farra
Front Line Productions


Snudl

Tim Hundsdorfer

Snudl and Werner didn't wait long before a couple of trucks came by. The driver waived them aboard and they swung into the back of the second truck. (Snudl had learned, long ago, never to take the first truck.)

In the back were boxes of machine gun ammunition and, oddly, crates of condoms*. Werner looked at the crates curiously, and wondered if perhaps he had simply been in the wrong sector all this time.

The road was extremely rough, having recently been subjected to attacks of marauding Red Air Force bombers. Along either side of the road, the hulks of burnt out tanks and assault guns were a striking symbol of declining German fortunes above Stalingrad.

Snudl took out his sewing kit and began putting the tank destroyer's stripe on his sleeve. What the hell,' he thought, it's not like it is a symbol of rank. Werner only looked out the back, staring alternately on the horizon and scanning the sky. He winced with every jolt of the truck.

"Hey," said Snudl, "look through these boxes for extra grenades, or something we can trade."

Werner started to open a crate of condoms. "Ha!" Laughed Snudl. "We'll be eating those before we get a chance to use them in this hell hole. Look for something useful." Werner disappeared behind a bunch of crates.

He didn't reappear for a long time, and when he got back, Snudl had finished sewing on the patch.

"I found a few teller-mines," Werner said.

"Cripes. Like I want to lug those things around..." Snudl said. "I'm not looking for another one of these, you know." Snudl said, pointing to his tank destroyer's stripe. "Well, I suppose we may find use for them. Good work, lad."

Werner winced. Snudl could tell his age was a sore spot with him.

"You got a girlfriend?" Snudl asked, stuffing a tellermine in his kit.

"Yeah, Heike," said Werner, reaching for a picture. She was a lovely lass, thought Snudl. "We'll be married after the war."

"Ach, then you'd better stick close to Snudl. Because I fully intend to get home in one piece."

"Yeah, me too," said Werner, taking a last look at the picture before putting it back in his tunic pocket. Werner, too, began concealing a tellermine in his kit, and the two were quiet until the truck pulled up at a rail crossing.

"This is as far as we go, mates," came a shout from the front of the truck. "Don't suppose you care to help us unload?"

"Unload? This rubbish? I thought you were just driving it around. Well, leave the machine gun rounds but the rest you can haul back to the rear area--you know why we call it the rear area don't you?" Snudl said with a laugh.

"That's the thanks we get for bringing you all this way."

"Ach, ja. Thanks for driving us up hear to our deaths, you lousy swine!" Both men laughed and shook hands.

"We forgot to check them--those infantrymen are awful thieves!" Shouted one of the truck drivers as they pulled away, laughing. Snudl and Werner waived and started down the tracks. Werner knew the way to the train station, and both men knew they had to be there by dark...

*According to An Enemy at the Gates, some of the last planes which flew into the Kessel actually carried crates of condoms. One has to wonder what was going on in the minds of those supply officers...


Final Protective Fire

Tim Hundsdorfer

I hope you found (and continue to find) the Red Barricades discussion interesting. I think it's probably the best ASL talking point out there.

Magnus' Danish history was also very well done, and I, personally, cannot wait for the counters with the motorcycles and 20LL ATG mounted on them.

Nadir deserved his day in court and he's had it. I'll let the readers judge--and I have no doubt he'll be successful with Parker's Crossroads (Baraque de Fraiture). Of course, I cannot let him get the last word in: I would like to say that I understand the quality of playtest materials is not quite up to snuff. None of my comments on Nadir's product should be taken that I think the components are not quality. I haven't seen them. I don't know. Also, I just based my guess on the price for BdF on current market prices. $15 seems like a decent value for a printed map and some scenarios as well. Will I buy it? No. But it's not for any qualitative reasons, it's more that I have a number of Bulge products (notably KGP I and II) that I won't be playing in the near future, so I don't need another one. Just a matter of taste.

In the next issue: Desert, night scenario. More RB talk. Give Baby Snow a better name than Catbert contest. Halftrack drivin' and maybe even more.

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