Advanced Squad Leader (Brettspiel) (e)

Cover
Subject: ASL FAQ v2.02 (long)
From: bprobst@melbpc.org.au (Bruce Probst)
Reply-To: bprobst@melbpc.org.au
Newsgroups: rec.games.board

THE ADVANCED SQUAD LEADER FREQUENTLY ASKED QUESTIONS FILE
=========================================================

[0.0]    VERSION HISTORY
[0.1]    INTRODUCTION
[0.2]    CREDITS
[0.3]    ABBREVIATIONS AND GLOSSARY

[1.0]    WHAT IS ASL?

[2.0]    WHAT DO I NEED TO PLAY ASL?
[2.1]    SHOULD I BUY SQUAD LEADER FIRST?
[2.11]   WELL, I ALREADY HAVE SL.  HOW DO I START PLAYING ASL?
[2.2]    WHAT IS AVAILABLE FOR ASL?
[2.3]    TAHGC PRODUCTS
[2.31]   MODULES
[2.32]   ANNUALS
[2.33]   ACTION PACK
[2.34]   THE GENERAL
[2.35]   ASL GAP
[2.36]   ANNOUNCED FUTURE PRODUCTS
[2.37]   PARTS
[2.4]    AMATEUR PRODUCTS

[3.0]    WHAT'S THE BEST WAY TO LEARN HOW TO PLAY ASL?
[3.1]    Learning Scenarios

[4.0]    WHAT ELECTRONIC RESOURCES ARE AVAILABLE FOR ASL?
[4.1]    ASL Internet Mailing List (ASLML)
[4.2]    The ASL Digest
[4.3]    The Expanded ASL Index
[4.4]    WWW & FTP
[4.5]    GEnie
[4.6]    CompuServe
[4.7]    AOL
[4.8]    VASL
[4.9]    GAPs
[4.10]    Other Software

[5.0]    HOW DO I PLAY BY E-MAIL?
[5.1]    Ladders

[6.0]    I DOWNLOADED THESE STRANGE FILES; WHAT DO I DO WITH THEM?
[6.1]    Compressed files: ZIP, ARC, Z, TAR, etc.
[6.2]    .ps
[6.3]    .pdf

[7.0]    WHAT AND WHERE ARE THE ASL TOURNAMENTS?
[7.1]    North America
[7.2]    Europe
[7.3]    Australia

[8.0]    WHAT IS THE ASL RECORD?

[9.0]    WHAT IS AREA?

[10.0]   ARE ALL THE Q&A COLLECTED IN ONE PLACE?
[10.1]   Can I send Q's to TAHGC via e-mail?

[11.0]   WHAT ARE THE COMMON ASL QUESTIONS?
[11.1]   Rules philosophy
[11.11]  Why do the US Marines have ML 8?
[11.12]  IFT vs. IIFT
[11.13]  Where did the squad FP values come from?
[11.14]  How can I tell if a scenario is balanced?
[11.15]  Why isn't there an electronic ASLRB?
[11.16]  What is the Australian Balance System?
[11.2]   Specific ASL rules
[11.201] How does a Human Wave work?
[11.202] How does bocage work?
[11.203] CX and leader movement bonus
[11.204] Moving vs. Motion etc.
[11.205] Assault move and laying SMOKE
[11.206] Area Target Type vs. Area Fire
[11.207] Do mortars get ROF with SMOKE?
[11.208] Infantry Target Type CHs
[11.209] Building vs. Location vs. Hex Control
[11.210] Why do the concealment markers have a morale level printed on them?
[11.211] Do I have to declare it when my opponent rolls his SAN?
[11.212] Can a leader direct fire when he can't use his DRM?
[11.213] What does "momentarily reveal" mean?
[11.3]   Practical matters
[11.31]  The Rulebook
[11.32]  Counter storage
[11.33]  Overlays
[11.34]  Scenarios
[11.35]  Good mail-order stores
[11.36]  Where are the errata pages?

=====================================================================

[0.0]    VERSION HISTORY

This is v2.02, dated Sun 11-May-1997.

Revisions:

  2.02:  [11.35] TAHGC web-site info updated; [4.8] VASL info updated;
         [2.34] GENERAL info updated; new [4.3] (Index) section added
         (later sections renumbered accordingly); [11.208] (ITT CH)
         reworded slightly to correct minor terminology error; Pegasus
         Bridge info moved from Section [2.36] to [2.31]; [4.5] (GEnie)
         updated; [4.9] Work on GAP info started (needs lots more work
         still!).
  2.01:  [11.36] expanded slightly; [11.35] New Boulder Games website
         address; [7.2] More info on Belgian tournaments; Section [4.2]
         & [4.9] added (following sections renumbered appropriately).
  2.00:  Complete update and rewrite by new FAQ maintainer (Jan 13, 1997)

[0.1]    INTRODUCTION

This FAQ is intended to serve as a brief introduction to the boardgame
ADVANCED SQUAD LEADER, produced by The Avalon Hill Game Company (TAHGC).
It also aims to provide pointers to many amateur resources available for
the game, and to answer many common questions, both about the game as an
entity, and some specific common rules questions.

This FAQ will be posted by the FAQ maintainer regularly to the ASLML,
the newsgroup rec.games.board, and the Compuserve PBMGAMES and BCRPUB
forums.  Cross-posting of this FAQ to other online services and web
pages of interest to ASL players is encouraged, so long as the contents
are not altered and the FAQ is provided in full.  Please let the FAQ
maintainer know if you store this FAQ on your site.

Errata and suggestions for this FAQ are always welcome.  Please contact
the FAQ administrator at the address below.

[0.2]    CREDITS

This FAQ is currently maintained by Bruce Probst
(bprobst@melbpc.org.au).  It is based on the previous version of the FAQ
that was maintained by Don Hancock, but has been substantially updated
and reorganised.

Much assistance was given to the FAQ maintainer by the following
individuals:

Ole Boe                          oleboe@sn.no
Scott Brady                      IAFF760@delphi.com
Paul Ferraro                     pferraro+@pitt.edu
Patrik Manlig                    m91pma@student.tdb.uu.se
Tom Repetti                      tqr@diac.com
Matt Romey                       maromey1@mmm.com
Asad Rustum                      f90-aru@nada.kth.se
Hennie van der Salm              hennies@xs4all.nl
Fritz Tichy                      f.tichy@akh-wien.ac.at

Thanks also are due to the miscellaneous members of the ASLML who
provided additional proof-reading and suggestions for this FAQ.

[0.3]    ABBREVIATIONS AND GLOSSARY

The following terms may be of use for those not familiar with them:

ABS      Australian Balance System.  See [11.16].

ASLRB    The ASL Rules Book.  (Often referred to as "The Holy Tome", "The
         Word", etc.)

ASLML    ASL Internet Mailing List.  The online "discussion group".

CG       Campaign Game.  A series of scenarios played in sequence, usually
         using survivors of one scenario to determine the OB for the
         next.  CG rules are usually integral parts of HASL modules.

DASL     Deluxe ASL.  ASL played on boards with very big hexes.

ETO      European Theatre of Operations

FTF      Face-to-Face.  Your opponent is sitting across from you, as opposed
         to PBEM.

Grognard "Old grumblers".  Originally the term used by Napoleon to
         describe his veteran troops, who were habitual complainers,
         it's now applied to "veteran" wargamers (not just ASL players)
         - you know, those "old fogeys" who remember way back when ....

HASL     Historical ASL.  Used to denote a module using a mapboard designed
         to recreate a specific battle, rather than using the generic
         geomorphic mapboards.

ML       Morale Level

MMP      Multi-Man Publishing.  The group of ASL players (and longtime
         playtesters for TAHGC) that have been contracted by TAHGC to
         oversee all future ASL products.

OBA      Off-Board Artillery

PBEM     Play By E-Mail.  Your opponent is on the other end of an
         electronic connection, as opposed to FTF.

PTO      Pacific Theatre of Operations

Q&A      Questions and Answers.  Rules clarifications from TAHGC.

SASL     Solitaire ASL.

TAHGC    The Avalon Hill Game Company.

[1.0]    WHAT IS ASL?

To quote the TAHGC 1996 catalogue:

    "Our crowning achievement, and the ultimate wargame.  No other can
    match its combination of beauty, detail and excitement.  ASL is a
    system based on the original Squad Leader game, but revised and
    expanded so that ultimately a player can simulate any company or
    battalion-level ground action in any theater of WWII.  Playing
    pieces (counters) represent squads, half-squads and crews, plus
    individual leaders, heroes, vehicles and guns.  Each ASL module
    contains eight or more carefully balanced, historically based
    scenarios - but players can also design their own using the 40+
    geomorphic SL/ASL mapboards, numerous terrain overlays, copious
    historical notes, and thousands of counters depicting virtually
    every vehicle, gun and troop type in action during the war by every
    major and minor combatant nation."

In addition to the above, there have been many "amateur" products
released over the years since ASL was first released in 1985, so that
now there are hundreds of scenarios and campaigns that can be played in
addition to the "official" ones produced by TAHGC.  It is quite possible
to play nothing but ASL for the rest of your life, and you still might
not get to explore every facet of the game.

[2.0]    WHAT DO I NEED TO PLAY ASL?

The bare minimum required is the ASL Rulebook (ASLRB), and either Beyond
Valor (Module 1), or Paratrooper (Module 2) plus boards 1-4.  You'll
also need at least two (preferably four) six-sided dice of different
colours (dice are provided in BV), some cotton thread or string (for
tracing LOS), and somewhere to set it all up!

See the product listing below [2.2] for more information on what's available
for purchase.

[2.1]    SHOULD I BUY SQUAD LEADER FIRST?

Before ASL, there was SL.  The original SL game was released in 1977 and
was an instant hit.  It became so popular that additions and expansions
were deemed necessary, and these followed as Cross of Iron (COI),
Crescendo of Doom (COD) and GI:Anvil of Victory (GI).  Each new module
required that you owned all the previous ones, and provided additional
rules, revisions of old rules, and new boards and counters.  While an
excellent game, it became something of an administrative nightmare:
important rules were scattered through several rules books, early parts
of the system didn't sit well with later ones, and it became obvious
that things couldn't go on this way.  So, ASL was born.  A complete
revision from the ground up, with all new rules and components that were
based on the SL system but clearly separate to them - and, in the
opinion of most players, a considerable improvement overall.

SL (without the add-ons) remains an excellent game, though it is much
simpler and more abstract than the ASL system.  However, there are so
many differences in detail between the SL rules and the ASL rules that
learning SL can actually hinder your ASL development.  So although SL
can teach you some basic ASL concepts, it is the opinion of the author
that you are usually better off going direct to ASL.

There is a caveat:  many ASL scenarios require the use of the boards
supplied with SL and its expansions.  If you do not have SL/COI/COD/GI,
there are 12 boards (1-8, 12-15) that you will need to purchase
separately before you can play these scenarios.  Usually it is cheaper
to buy them separately from your local game store or direct from TAHGC
than to buy the four SL games, but if you can pick them up second-hand
or whatever you may end up saving money.  (GI also includes several
terrain overlays to modify the mapboards, but to date no official ASL
scenario has used any of these overlays.)

[2.11]    WELL, I ALREADY HAVE SL.  HOW DO I START PLAYING ASL?

Probably the most important thing to remember is to not make any
assumptions.  Many rules in ASL are similar to SL rules, but have
important differences.  Almost no rule is identical between the two
systems.  If you're busily flipping through the ASLRB trying to find
that rule you're *sure* you read somewhere, chances are you may be
thinking of a SL rule instead.

In the '90 Annual [see 2.32] an article is provided for those players
who are changing from SL to ASL.  In eight steps you're taken through
the rules chapters, starting with infantry rules to OBA and finally
AFV's.  The article uses a "programmed instruction" technique very
similar to the way the original SL rules were presented, and makes use of
(modified versions of) the scenarios provided in the original SL set.
Unfortunately the '90 Annual is very hard to find these days, but
fortunately the article was reprinted in Vol.30 #1 of the General [see
2.34].

See also Section [3.0].

[2.2]    WHAT IS AVAILABLE FOR ASL?

ASL products fall loosely into two categories:  "official" products,
which are released by TAHGC, and "amateur" products, which are released
by others.  While it is generally true that the TAHGC products are
better-looking and better researched, this is by no means always the
case, and many of the so-called "amateur" products are the best things
that an ASL gamer could spend his money on.  There is a tacit
understanding however that if it comes down to rules conflicts or
similar problems, the "official" products will win out, mostly because
the TAHGC products usually have a much wider distribution, and it is
unfair to expect new players to know about the alternatives.

Within the above broad categories, ASL products may be defined as
"modules", "magazines", or "other".  Modules are self-contained settings
for a particular nationality or campaign, usually with rules and
counters.  Magazines should be self-explanatory.  "Other" includes
things like scenario packs.

[2.3]    TAHGC PRODUCTS

[2.31]    MODULES

The meat and potatoes of ASL.  Every player will need at least some of
the following:

ASLRB:  Binder and rules organized in chapters.  Chapters A-D, H, J and
        N included.  Modules provide new chapters.  Necessary for all
        ASL play.

1:  Beyond Valor (BV):  German, Finnish, Russian and Partisan counters.
    Important informational counters, 4 mapboards (20-23), 10 scenarios.
    Required for all other modules (except Paratooper).  Boards 1-4 and
    8 are recommended.

2:  Paratrooper (Para):  German and US intro module.  Training manual
    (Chapter K), 1 mapboard (24), 8 scenarios.  Used as intro to ASL.
    An excellent way to start learning the game, and much cheaper than
    BV (but you will need BV eventually).  Boards 1-4 are required.

3:  Yanks:  US counters, weather, paradrops, gliders, fighter-bombers,
    night rules (Chapter E).  4 mapboards (16-19), 8 scenarios.  The
    Chapter E rules make this module a prerequisite for most subsequent
    modules.  In addition to BV requirements, boards 7 and 12 are
    recommended.

4:  Partisan! (Part):  Axis minor infantry (Hungary, Rumania, etc.),
    partisan forces.  No new rules, 1 board (32), 8 scenarios.  BV is a
    prerequisite.

5:  West of Alamein (WoA):  British & Commonwealth counters, desert
    warfare (Chapter F), 5 boards (25-29), 8 scenarios and overlays.
    Yanks is a prerequisite.

6:  The Last Hurrah (LH):  Allied minor infantry (Poland, Belgium, etc).
    No new rules.  2 boards (11, 33), 8 scenarios.  Yanks is a
    prerequisite.

7:  Hollow Legions (HL):  Italian counters, 2 boards (30, 31), 8 scenarios.
    WoA is a prerequisite.

8:  Code of Bushido (CoB):  Japanese counters and rules, half of the
    Pacific theatre rules (Chapter G).  4 boards (34-37), 8 scenarios,
    overlays.  WoA is a prerequisite.

9:  Gung Ho! (GH):  Chinese and US Marine counters and the rest of
    Chapter G, including amphibious landings.  2 boards (38-39), 8
    scenarios, overlays.  CoB is a prerequisite.

10:  Croix de Guerre (CdG):  French (Pre-surrender, Vichy and Free)
     counters, 2 boards (40-41), 8 scenarios, overlays.  WoA is a
     prerequisite.

D1:  Streets of Fire (SoF):  German and Russian "deluxe" module.  Deluxe
     ASL uses very large hexes so miniatures can be used if desired, but
     this is in no way a prerequisite.  DASL is especially for
     scenarios with a high density of forces.  The large hexes allow
     painless coordination without much fumbling and tossing stacks over
     that would otherwise be unavoidable in scenarios with 20 - 25 MMC
     per side on an area equivalent to 1/2 - 1 standard board.
     Scenarios are especially designed for that fact.  4 boards (a-d),
     10 scenarios.  BV is a prerequisite.  Note that this module and HH
     are officially "out of print", so eventually these modules will be
     hard to find.

D2:  Hedgerow Hell (HH):  US deluxe module.  4 boards (e-h), 8 scenarios,
     some useful info counters.  Board b required.

H1:  Red Barricades (RB):  Stalingrad historical module, contains
     several stand-alone scenarios (including the largest in the system,
     "The Last Bid") as well as providing rules for playing scenarios
     that link together into a campaign game, i.e., you need to preserve
     your forces each scenario for use in the next one.  Many additional
     German and Russian counters, Chapter O, 2 unmounted mapsheets
     representing the Barrikady area of Stalingrad in October 1942,
     created from actual aerial recon photos of the area.  Yanks is a
     prerequisite.  A monster, but widely seen as the most exciting ASL
     experience around!

H2:  Kampfgruppe Peiper I (KGPI):  The Battle of the Bulge, given the RB
     treatment.  2 mapsheets representing the historical area of
     Stoumont, Belgium, many additional US and German counters, Chapter
     P.  Yanks is a prerequisite.

H3:  Kampgruppe Peiper II (KGPII):  They couldn't fit it all in one box!
     More of the same.  3 mapsheets representing the villages of La
     Gleize and Chenaux, errata for Chapter P.  KGPI is a prerequisite.

H4:  PEGASUS BRIDGE (PB):  A HASL campaign centred on the British glider
     landings on D-Day.  Aside from the campaign rules (Chapter Q), there
     are several new German vehicle counters and corresponding Chapter H
     notes.  There is one unmounted historical map sheet depicting the
     terrain around the Canal de Caen bridge (renamed "Pegasus Bridge"
     after the war), one countersheet and a continuation of Chapter K
     covering SW mortars and basic ordnance principles.  PB is a
     smaller, simpler CG than has been previously published and would be
     an ideal introduction to the CG "concept".  WoA is a prerequisite.

S1:  Solitaire ASL (Solo):  A system for playing ASL scenarios solitaire.
     Rather than adapting existing scenarios, this system uses generic
     scenarios and random activation of enemy units to create new
     scenarios.  "Campaigns" are encouraged.  Rules (Chapter S) provide
     for US, German and Russian/Partisan forces only.  Yanks is a
     prerequisite.

Module dependency graph:

                                       ASLRB
                                       /   \
                                      BV   Para
                                     / \
                          -----------   \
                          Part, Yanks   SoF
                                 /   \  |
        -------------------------     \ |
        WoA, LH, RB, Solo,   KGPI      HH
         |                    |
         ----------------     |
         HL, CoB, CdG, PB    KGPII
              |
              GH

Note this dependency list is not always as "absolute" as presented here,
e.g., it is possible to play some WoA scenarios without owning Yanks.

[2.32]    ANNUALS

The ASL Annuals are TAHGC's magazine dedicated to ASL.  As their name
implies, they are theoretically released once a year.  In practice this
has varied somewhat.  Each annual includes many scenarios and several
articles on various aspects of ASL.  The current list of available
annuals is:

    89, 90, 91, 92, 93a, 93b, 95w, 96

The 90 Annual is apparently out of print and very hard to come by.
There were two annuals released in 93 but none in 94.  The 95 annual was
supposed to be released in a "Winter" and "Summer" edition but as it
turned out only the first was released.

[2.33]    ACTION PACK

A new concept, the "Action Pack" is a collection of new ASL boards plus
a bunch of miscellaneous scenarios using those boards.  "Action Pack #1"
includes Boards 42 & 43 and 8 scenarios.  It also includes a new
official OBA flowchart which greatly simplifies the OBA procedure.  AP#1
is available without the boards if you already own them (they were
available separately for some time prior to the AP release).  The
scenarios have no particular theme (other than use of the new boards) so
the prerequisites for being able to play these scenarios are diverse.

[2.34]    THE GENERAL

The General is TAHGC's "house organ" and includes articles on virtually
all of their gaming products.  A lot of coverage has been given to ASL
over the years since its release, usually in the form of a new scenario
or two each issue.  There are a number of articles on ASL game play etc.
as well.  (Current editorial policy is a guaranteed 2 scenarios and one
article per issue.)  Subscribers occasionally get benefits not available
to newsstand purchasers, for example sometimes special countersheets are
issued to provide new or replacement counters; a small number of faulty
ASL counters were replaced this way a couple of years back.  If you are
*only* interested in ASL and *nothing but* ASL, a General subscription
is probably not worth the investment, as long as you don't mind missing
out on a handful of new scenarios and articles each year and occasional
ASL errata and Q&A.  (Almost all new Q&A and errata are now published in
the Annuals.)

If you do want to subscribe, details are available in just about any
TAHGC product (including ASL).  You can also contact TAHGC to get
photocopies of ASL articles and scenarios.  Note however that the
photocopy service is available only for out-of-stock items, which means
that usually the only way to get hold of the "recent" old stuff is to
pay the $5 single-issue back-issue price.  See [11.35].

[2.35]    ASL GAP

The GAP (Game Assistance Product) is a computer program designed to make
it easier to keep track of many of ASL's book-keeping requirements.  It
is more fully discussed in the section on electronic resources (see
Section [4.7]).

[2.36]    ANNOUNCED FUTURE PRODUCTS

At the time of writing, the next few official releases for ASL are
slated to include the following (note that all release dates where given
are highly speculative and all information is subject to change):

* BLOOD REEF TARAWA:  A HASL campaign depicting the US Marines invasion
of Tarawa.  Originally published by an amateur group, this has now been
taken into the TAHGC fold.

* THE THIRD BRIDGE:  A HASL campaign depicting the airborne invasion of
Arnhem and the classic fight for "A Bridge Too Far".  Not to be confused
with "God Save The King", an amateur production on the same topic.

* ARMIES OF OBLIVION:  The long-awaited final completion of the basic
ASL system, with the ordnance and vehicles of the Allied and Axis Minor
nations.  Originally to be produced as two separate modules, current
plans are to have it all in one boxed set, supposedly equivalent in size to
BV.  Not expected before 1998.

[2.37]    PARTS

TAHGC sell all parts and components for their games separately, so if
you need replacement boards or additional countersheets, obtain a copy
of their most recent catalogue.  Of special note are the boards not
provided with ASL:  Boards 1-9 and 12-15.  Boards 1-8 and 12-15 are from
SL/COI/COD/GI, as explained above (see [2.1]).  Boards 9-11 were "rogue"
boards for original SL; they were not "official" and were very crudely
painted.  They were redone for ASL and are now very attractive, but
Board 9 has not yet been released in any module (Board 10 was released
in Partisan! and Board 11 in The Last Hurrah).

[2.4]    AMATEUR PRODUCTS

These cover a variety of formats and subjects.  Magazines ("fanzines")
are the most common, but historical modules and special scenario packs
are not unknown.  They are usually of low price and frequently the
physical quality matches the price, but certain amateur publishers are
known for their very high quality components.  Availability comes and
goes, so an up-to-date list is difficult to maintain.  Currently the
best source of information on amateur products is Patrik Manlig's WWW
page dedicated to this topic, which can be located at
http://www.update.uu.se/~pman/aslmenu.html.  If you do not have WWW
access, try e-mailing Patrik at m91pma@student.tdb.uu.se.

[3.0]    WHAT'S THE BEST WAY TO LEARN HOW TO PLAY ASL?

The *absolutely best way* to learn how to play ASL is to find someone
who already knows how to play, and get them to teach you.  You will
probably lose in the beginning, maybe quite often, but eventually you
will start using the tricks you've learned on your opponents and you'll
find yourself winning more often.  Start with simpler,
infantry-only, scenarios and work your way up to guns and armor,
concentrating on learning the game instead of worrying about winning.

Unfortunately nearby opponents are not always available.  Fortunately
there are other options; the most common alternatives are Play by
(E-)Mail and Solitaire.

The rapid turnaround time of PBEM means that you can quickly ask rules
questions of your opponent; the next best thing to "being there".
Solitaire play can be useful but is not much help if you hit a rule that
you just don't understand.  One of the important functions of the ASLML
is being able to quickly answer rules questions of people new to the
game.  As a further note to solitaire play, while the Solitaire module
is a good way to brush up on unfamiliar rules, it's probably not as good
in learning the rules for the first time, since (a) it assumes you
already know them (including the more advanced rules) and (b) it uses
some sub-systems (e.g., Command Control) not found in the regular ASL
rules.  For *learning* purposes, you're probably better off playing a
normal scenario solitaire.

It's helpful if you can get hold of the "Programmed Instructions" for
learning ASL as originally printed in the 90 Annual.  See [2.11] for
more details.

Finally, if you have an opportunity to go to an ASL game convention,
take it!  Meeting other people that you don't play regularly will expose
you to many different styles of play (and rules interpretations) that
will *always* be a learning experience (as well as being a darn good
time).  Don't be worried that you're not "good enough" to play in a
tournament - just go for the ride and do your best.  You'll be
guaranteed to have a blast!  More info on tournaments can be found in
Section [7.0].

[3.1]    Learning Scenarios

Some scenarios are better than others for learning particular rules
sections.  Below is a list compiled from the opinions of many people on
the ASLML:

No guarantee that these scenarios are balanced or fun, just that some
people think they serve as good introductions to certain parts of the
rules.

Scenarios are identified by their ID, their name and the module in which
they can be found.  Note that some of the modules are not official TAHGC
publications.  Some scenarios have had both "amateur" and "official"
publication; some have been seen in several amateur publications.  If an
"official" version exists, that will be the source cited; otherwise the
most recent publication will be cited.

ASL 101: BASIC INFANTRY
1        Fighting Withdrawal           BV
11       Defiance On Hill 30           Para
A        The Guards Counterattack      General 22.6
T1       Gavin Take                    General 24.2
BB5      Going To Church               Backblast 1
RB6      Turned Away                   RB
A80      Commando Schenke              Annual '95w

ASL 103: VEHICLES
T2       The Puma Prowls               General 24.2
35       Blazin' Chariots              WoA
A44      Blocking Action At Lipki      Annual '92
23       Under The Noel Trees          Yanks
F        The Paw Of The Tiger          General 23.5

ASL 112: OBA
D        The Hedgehog Of Piepsk        General 23.2
E        Hill 621                      General 23.2
A59      Death At Carentan             Annual '93a
T7       Hill 253.5                    General 27.3
ASLUG20  The Butcher's Bill            ASLUG ?

ASL 123: NIGHT
61       Shoestring Ridge              CoB
H        Escape From Velikye Luki      General 24.1
20       Taking The Left Tit           Yanks
TOT8     Nightmare                     Time On Target 1
A19      Cat And Mouse                 Annual '90
BB2      Throwing Down The Gauntlet    Backblast 1
DA11     Sicilian Midnight             Annual '93a
TOT18    The Aller Waltz               Time On Target 2
40       Fort McGregor                 WoA

ASL 125: DESERT
35       Blazin' Chariots              WoA
37       Khamsin                       WoA
38       Escape From Derna             WoA
41       A Bridgehead Too Wet          WoA

ASL 126: PTO
A60      Totsugeki!                    Annual '93a
67       Cibik's Ridge                 GH
A53      Smith & Weston                Annual '93a
A58      Munda Mash                    Annual '93a
63       The Eastern Gate              CoB
60       On The Kokoda Trail           CoB
A42      Commando Hunt                 Annual '92
CH28     Children Of The Kunai         Critical Hit! 3
A83      Last Of Their Strength        Annual '95w

ASL 191: BEACH LANDINGS
A55      The Cat has Jumped            Annual '93a
73       Hell or High Water            GH
A79      Mike Red                      Annual '95w

ASL 291: CAVES
BB1      Taming Tulagi                 Backblast 1
72       Sea of Tranquility            GH

[4.0]    WHAT ELECTRONIC RESOURCES ARE AVAILABLE FOR ASL?

[4.1]    ASL Internet Mailing List (ASLML)

The advanced-sl mailing list allows discussion of TAHGC's Advanced Squad
Leader game series.  As of this date (December 1996) there are over 450
subscribers to advanced-sl from all the "corners" of the world.

To subscribe to advanced-sl, send mail to majordomo@list.pitt.edu.  In
the body of the message type the following:

subscribe advanced-sl

To unsubscribe, send:

unsubscribe advanced-sl

A digest version of the list exists.  To subscribe to it, use the above
directions, but instead you must subscribe to advanced-sl-digest.

Etiquette:  Aside from the basic rules of "netiquette" (don't flame
people in public, etc.) there are some ASLML specific things you should
know that will make your stay a happy one.

1) NRBH.

This stands for "No Rulebook Handy".  It is very tempting to jump in and
answer a rules question with an answer that you "know" to be correct.
Unfortunately, it's easy to be wrong.  It's generally preferred that a
rules question be answered with a reference to the relevant rule (you
don't normally need to actually quote the rule).  If you must answer
when you are NRBH, please have the courtesy to flag your message
appropriately.

2) Reality arguments.

In discussing rules and other things on the ASLML as well as in private,
one thing almost always come up:  reality arguments are arguments like
"How come a tank isn't harder to hit from the side when it's moving than
from the front?  After all, if you're seeing the front, it ought to be
moving straight towards you!"

There is a widespread feeling that this is not a good argument, and
people may be upset or dismiss you out of hand.  There are reasons for
this - perhaps not good enough to excuse bad behaviour, but good reasons
nonetheless.

So, what are these reasons.  One is that "reality" is different to
different people.  There are always (and I mean *always*) counter-
arguments that are equally valid.  In the above case, what if the tank
is actually zig-zagging?  Another reason is that we don't *know* what
the rules are trying to simulate in many cases.  OBA have a harder time
hitting targets that are concealed than targets that are hidden.  This
is, of course, totally unrealistic.  However, the reason for this is
that the player has total information while the cardboard person
actually calling in OBA doesn't.  To limit the effects of the player's
omniscience, this is made harder.

That takes us to the next good reason:  it has to work in the game.
While some reality "fixes" might seem perfectly reasonable on their own,
they may not be in tune with the rest of the rules.  A recent suggestion
was to add a more severe modifier to buttoned-up AFVs.  While this might
seem perfectly OK on it's own, the net effect was that it made blind
charges over 500m of open ground against stationary enemy AFVs a good
tactic.  Not quite the intended result.  That's sometimes how the game
mechanics work out; they're more closely integrated than you might
think, and while they might seem unreal in isolation it is the final
result that matters.

Of course, the final reason is the most convincing one:  it's a game.
While *based on* reality, it *isn't* reality.  When playing
competitively or when there is disagreement, whatever the rules say is
what goes.  While discussing the rules on the list you are talking to
strangers, many of whom do not give any weight whatsoever to reality
arguments.  Don't expect to convince them because of your brilliant
reality arguments - they have most probably heard it before, and weren't
convinced then.

Reality arguments are fine when playing for fun or when playing against
your friends.  They are outside the bounds of the ASLML as reality is
*not* a generally agreed-to basis for arguments.  That means they are
most likely to provoke some irritated or dismissive responses and no
consensus whatsoever.

3) FAQs and Grognards.

The ASLML has been in existence since 1991 and a good number of people
have been on the list for years.  It's likely that they've seen FAQ's
come up many times over the years, and it's sometimes easy for them to
forget their manners when replying to an honest question posted by a
newbie.  Everyone is encouraged to relax and cut each other a little
slack.  Before posting your question to the ASLML, please make sure to
check that (a) you've tried finding the answer in the ASLRB and (b)
you've checked to see that it isn't answered in this FAQ.

4) The Signal To Noise Problem

A good metaphor for the list is 600 people talking at once in a big
auditorium.  It's likely that you don't care about 80% of the
conversations going on, and you wish those noisy 80% would just be
quiet.  Unfortunately, the guy next to you has his OWN 80% to worry
about, and chances are that he couldn't care less about the stuff you
really want to talk about.  This is just the way it is on a mailing
list; everybody has his own favorite subjects and they usually don't
overlap.  Again, being reasonable and cutting each other some slack is
the best answer.  If you really can't stand someone or some subject,
consider using a mail utility with a killfile feature; you'll be able to
filter out the offending noise and your life will get less stressful.

[4.2]    The ASL Digest

Before the introduction of the ASLML the only available electronic ASL
forum was the ASL Digest.  The Digest has a long history and the
original issues can still be found today in the various ASL archives.
Recently the ASL Digest was resurrected by Tim Hundsdorfer, who
maintained it for a ten issue stint during 1996.  The ASL Digest's
current editor is John Slotwinski.

The ASL Digest should not be confused with the ASLML-Digest Mode.  The
ASL Digest is an amateur electronic ASL newsletter which is sent out
approximately once a month.  The content of the Digest includes original
scenarios, articles, discussions, product reviews, and editorials.
Historical discussions and game tactics/strategies are also included.
Current and recent issues can be found on Jeff Shields' ASL homepage
(http://www.vims.edu/~jeff/asl.htm).  Submissions are strongly
encouraged from players of all abilities and experience.  To make a
submission or to subscribe to the Digest send e-mail to John Slotwinski
(jslot@gauss.aptd.nist.gov).

[4.3]    The Expanded ASL Index

One section of the ASLRB that just cries for an update is the old index.
As more and more chapters are added to the rulebook, the index falls
further behind the times.  The Expanded Index was a project started back
in 1994, attempting to update the index to cover chapters E through S.
Calling on the on-line community, Tom Huntington has been collecting
missing bits from the index for quite a while now.

After this much time, the index has grown to more than twice the size of
the original.  ASLML-members continue to write in suggestions.  Just
about every time Tom gets into the rulebook, he finds something that
should be added or reworded.  And, bless Avalon Hill's heart, new
modules continue to come out.  A new version of the Expanded Index is
released about twice a year, with the latest corrections and additions
shuffled into the works.  Alert readers are always encouraged to suggest
changes or additions to the index.  To date, Tom has limited the index
contents to reflect only official ASL products.

Many formatted versions of the index exist out on different web sites.
Tom only offers the ASCII format of the index, and if you can't find it
on the web he'll happily e-mail you a copy of the latest version.  And,
best of all, the index is free.  So long as you distribute it in its
entirety, it can continue to spread across the globe bearing the good
news of where to look up information on such esoteric topics as "Elite
troops".

Any questions about the index, whether you want to add an entry or just
want a copy, can be sent to Tom Huntington at:

thh@cccc.cc.colorado.edu

[4.4]    WWW & FTP

The most comprehensive list of WWW, FTP and other sites of interest to
internet-capable ASL players can be found at Jacques Cuneo's ASL
Crossroads site: http://nervm.nerdc.ufl.edu/~jcuneo/links.htm.

[4.5]    GEnie

So far as the author has been able to determine, ASL activity on GEnie
is now non-existent.

[4.6]    CompuServe

There are two CompuServe forums of interest.  The first is Avalon Hill's
"home" forum for their boardgames line (they have a different forum for
their computer games).  This is Section 2 of the BCRPUB forum.  Any and
all discussion of TAHGC games are encouraged here.

The second is the PBMGAMES forum, Section 10 (Other Board Wargames).
This is where the Ladder matches are played out in public postings.
It's also where the general gossip, rules discussions etc. take place.
(This is mostly a matter of history, since the PBMGAMES forum has been
around a lot longer than the BCRPUB forum.)  If you want to join the CIS
Ladder, post a message to Gary Milks [73770,3177].

[4.7]    AOL

"The ASL Club's Home Page is http://members.aol.com/jluebke377/index.htm.
Everything that the ASL Club offers can be accessed through the ASL Club
Home Page.

The ASL Club has an active ASL Ladder where players are matched against
each other and play ASL via E-Mail (called PBEM) in order to rise in
rank, for the quest to be #1.  The ASL Ladder also helps you find
opponents in your skill area, after you've 'settled' into a certain
ranking.  That way, you'll play people of equivalent skill.  PBEM also
offers 'play at your own pace', allowing you the opportunity to peruse
the ASLRB and learn the finer things in the game.

This year's ASL PBEM Tournament that has three rungs, beginner,
intermediate, and advanced play.  It's too late to join the 1996
tourney, but 1997 is right around the corner for those that missed 1996.

The ASL Resource List.  Get what where, and other important questions.
A series replay each season (the ASL Club is looking for 4 SR's per
year).  Submittals are encouraged ....  The complete Chronology of War,
an ASL grognard's must!  ....  ASL Club's for FTF play around the world!
Where are they and who do I contact ....

Plus so much more!!!!

The ASL Club Home Page is a one stop area, where you can access
everything you'd like to and play ASL with people around the world.

It costs nothing to join the ASL Club, just a love of the game.  So stop
by and sign up today!"

Brian Sielski
ASL Club CO

[4.8]    VASL

What is VASL?

VASL is a web site for playing ASL.  Users create a web page for any
scenario they wish to play, specifying the board configuration by
filling out a form.  The two players may subsequently connect at any
time to play the scenario one-on-one live.  The mapboard appears in full
color in a separate window.  Full-color counters are drawn directly on
the map and moved by clicking and dragging.  Players may communicate by
typing messages to one another in a separate chat window.  Other users
may observe and chat along.  The game may be saved and resumed later.
For use as an e-mail aid, players may connect individually and write
commands into a logfile which the opponent may later step through
command-by-command.

VASL requires only a Java-capable web browser.  Latest versions of
Netscape or Microsoft Explorer are recommended.  On-line help for using
VASL and troubleshooting advice are available at the site.  For
questions, contact kinney@atmos.ucla.edu.  The URL for VASL is
http://comanche.atmos.ucla.edu:1175/~kinney/VASL.html

[4.9]    GAPs

A GAP is a Game Assistance Program.  The function of a GAP is not to
*replace* the boardgame, but rather to help the player in keeping track
of the many rules, dice rolls, etc. required during the play of a
typical scenario.  A GAP does *not* provide a computerised opponent, nor
does it make ownership of the boardgame unnecessary.  There are several
different GAPs available for ASL play:

1) The TAHGC "official" GAP.

Originally released for the Apple ][, now only available in MS-DOS
format.  This software is fairly simplistic, and does not offer very
much in the way of "fancy features".  It's designed purely to assist in
normal FtF play.  Within these limitations, the software is functional
and reasonably straight-forward to use.  The only problem I am aware of
with it is that in some circumstances it gives you a result without
telling you what the intervening dice rolls leading to that result were.

2) The Zundel GAP.

MS-DOS.  Shareware.  Optimised for PBEM play.  {TO BE COMPLETED}

3) ASLAP.

Windows-based.  Freeware.  {TO BE COMPLETED}

[4.10]    Other Software

DYO:  A program that will lead a user through the Chapter H DYO rules,
plus generate random scenarios and solitaire missions.  This program was
written by Tim Kitchen and is now in Version 3.0.  The program includes
all data from the Chapter H DYO charts (yes, every vehicle and gun!),
and makes designing DYO scenarios a joy instead of rocket science.  The
program performs all calculations like equivalent infantry, support
weapons, leader generation, etc., and supports all nationalities
released to date.  This software is for Windows 3.1 or Windows 95, and
is available for $25 from the following address:

   Tim Kitchen
   9228 Fetlock Dr.
   Mechanicsville, VA 23116
   U.S.A.
   Phone:  (804) 550-3911
   e-mail: kitchent@erols.com

[5.0]    HOW DO I PLAY BY E-MAIL?

Basically, you trust the other guy to roll the dice for you.

Frequency of Mailings:

Most people play at about the same pace -about 3 or 4 mailings between
the players per week.  Life often intervenes to create delays in a game,
but most games take only 2 or 3 months to complete.  However, sometimes
you've got to just be patient with your opponent's schedule and let the
poor guy take his wife out to the movies instead of working on his Prep
Fire, for crying out loud.

Things you and your opponent should agree on before a game:

* Free LOS Checks

The rules specifically state that you cannot check LOS during a game
without firing a unit.  You are supposed to check all of the important
LOS's BEFORE the game.  Many people ignore this rule and play with
"Free" LOS checks since you can't possibly check ALL of the important
LOS's before the game and it's really frustrating to discover that your
8(-2) attack against his 10-3 is blocked by just *that* much.  Of
course, some people LIKE that kind of tension, so you should be clear on
whether LOS checks are free or not in your game.

* IFT or IIFT

See [11.12] for some discussion on the merits or otherwise of the IIFT.
Regardless, you should be clear with your opponent about which table
you're using.

* ASL Ladder Points

Both players should agree on whether the game is going to be played for
ASL Ladder points (see [5.1]).

* General style

How frequent the mailings should be or anything else that seems
appropriate.  If you're going to Tahiti for a month, it'd be good to let
your opponent know before you start the game.

How to start a game:

This is a sort of quick-n-dirty explanation of the On My Honor PBEM
rules.  Once you've decided on the scenario and the Things to Get
Straight that are listed above, here's how the first few mailings will
go.

* Pre-Game

If you're using non-free LOS checks, do them now.  I've also noticed
that it really helps to spend a lot of time before the game just looking
at the board and trying to envision how the game is going to progress.
Good players probably can do this in a short amount of time, but I need
to take HOURS.  Just a suggestion.  Look at possible attack routes.
Look at whether broken units will find safe havens to rout to.  Try to
look at the game from your opponent's perspective.

* First Mailing

Defender sends his initial setup, showing only the topmost counter in a
stack (rule A2.9) since enemy stacks cannot be inspected prior to play.
The first mailing would look like

    4K1     8-1, 3 counters underneath
    4M5L1   MMG, 1 counter underneath
    (etc.)

Note that "4M5L1" means the Level 1 location of building hex 4M5.
People write this in different ways - you might see it as 4M5(1), 4M5/1
or something.

If one side doesn't have any units that start the game on the board, all
of the other side's units will be able to start Concealed, with ?
counters on top of the stack.  It works both ways, too - the side that
enters the board will be able to have all of his units enter with
Concealed status (A12.12).  So the first mailing in this situation will
look like

    4K1  ?, 2 counters underneath (sometimes written as ?(2))
    4L5  ?, 5 counters underneath  (or ?(5) )
    (etc.)

* Second Mailing

The Attacker sends his initial setup, following the rules for mailing 1.
He also sends the location of his Sniper counter - read A14.2 CAREFULLY
to see the restrictions on the Sniper setup; somehow it seems to be a
rule that fools people.  The Attacker then starts his first turn.  For a
big help on just WHAT to do WHEN, follow the Advanced Sequence of Play
that is printed on the Chapter D divider [or the new Revised Advanced
Sequence of Play that comes with the Chapter N divider in CdG.]

Formats for Turns

People use different formats for recording their turns.  Some people are
pretty free-form and use a lot of words:

  "Rally Phase - OK, let's try to have Cpt. Wetzelberge rally those
  broken squads in R5.  They are all DM, so that's a +4 DRM, and
  Wetzelberg's leadership gives a -2 DRM, so ...."

Others are more terse:

  "RPh
  1) 9-2 in R5 rallies units there
  1a) dm468   DR = 5,2  result = no rally
  1b) dm248   DR = 2,1  result = rallies ...."

Others use a kind of grid format:

  ----------------
  PBEM EVENT SHEET
  ----------------

  !Phase !E# ! Action                  !Rg!FP !DRM!DR  !Result
  !------!---!-------------------------!--!---!---!----!------
  !RPh1b !1  !Wind                     !  !   !   !1,6 !No Effect
  !      !   !                         !  !   !   !    !
  !      !2  !228 in S8L2 Self-Rally   !  !   ! +5!4,2 !Remove DM
  !      !   !                         !  !   !   !    !

Feel free to use whatever format you like.  Note the Wind Change DR in
the above PBEM event sheet.  You should always check for wind change,
even in a scenario where the wind doesn't seem to matter.  The reason is
that most scenarios have units that can create Infantry Smoke, and the
placement of infantry smoke is affected if the wind suddenly kicks up
into a Mild Breeze.  Believe me, it can happen and have a big effect on
the game - it happened to me once!  The attacker does his actions in the
rally phase and moves on to Prep Fire and Movement phases.  When he
fires and gets a result on the IFT, he applies it to the defenders if he
knows what they are:

  PFPh
  1) 8-1 and 467 with MMG in K4 fire at 10-3 and 468 in L6
  1a) Firepower is 9, resolve on the 8 column. DRM is -1
  (leadership) +2
  (wooden building) = +1   DR = 5,3  result = PTC
  1b) PTC vs 10-3  DR = 3,3  result = passed
  1c) PTC vs 468   DR = 1,6  result = passed

If he's firing at Concealed units that he doesn't know the identities
of, he'd just say something like

  1b)  You'll have to resolve the PTC against the concealed units.

While it may seem strange to let your opponent do the dice rolling for
YOUR units, it really helps speed the game along.  If he's going to
cheat, he's going to get you no matter who rolls those morale checks, so
it's not worth worrying about.  Weird events happen in ASL all the time,
and the bad luck that hurts you now will hopefully turn into good luck
later on (although not necessarily in the same game ....)  If you really
suspect that your opponent is cheating, you'd have to come up with some
pretty convincing evidence to prove it, and even then you might be
wrong.  Try to cool off and give the guy the benefit of the doubt -
maybe the dice will get hot in YOUR favor next turn.  Ultimately, the
best thing to do with an opponent who is just too darn lucky in your
opinion is to not play the guy any more.  Nuff said.

The attacker then moves on to the Movement phase.  He will send
something in the same mailing that looks like this:

  MPh
  1)  8-1, 467 in L4 move
  1a) Declare Double Time - place CX counter
  1b) L5 (1 MF)
  1c) L6 (3 MF)
  1d) L7 (5 MF)
  1e) L8  (6 MF)

  2) 9-2, 467, 467 with HMG in K2 move
  2a) K3 (Bypassing K3-K2 hexside, 1 MF)
  2b) K4 (3 MF)
  2c) K5 (4 MF)
  2d) Enter the Foxhole in K5 (5 MF)

Note the cumulative MF expended is listed in parentheses.  Some people
prefer to write the per-hex movement cost instead of a cumulative total.

Third (and other) Mailing(s)

When the Defender gets the attacker's mailing that contains the
attacker's initial setup, he places his own Sniper counter onboard
before he goes on to read the Attacker's Turn 1 Rally Phase.  He'll
notify the attacker of his sniper placement in his next mailing.  The
defender then reads the mailing up to the MPh. He then reads the above
MPh one line at a time and will see if he wants to First Fire at the
moving units.  He may then send the attacker something like

  First Fire
  1) When the 8-1 and 467 enter L7 , the units in J3 open up
  1a) Firepower is 6 (HMG) + 2 (LMG) + 12 (three 447's) = 18
      DRM = -3 (leadership) -2 (FFNAM/FFMO) = -5

Obviously, that 8-1 and the 467 are in deep trouble.  Since their
imminent demise might change the attacker's plans for his second move
above, the Defender should probably stop reading the attacker's mailing
and send him a message telling him about the devastating first fire that
just happened and ask him if he should continue reading the movement
orders.  It slows the game down a little, but not as much as it would if
you had to send one mailing for each unit that moved.

Sometimes the attacker NEEDS to do a little probing before he decides
what to do with the rest of his units in the MPh. He would then send a
Search Mailing where just one or a few units move and try to draw fire
or discover where the enemy is lurking.  The Defender will respond to
each search mailing saying whether or not he first fired at the probing
units.  This slows the game down some, but it doesn't happen very often
and is a very necessary part of the game.

Sometimes the attacker will try to save time by prefacing his movement
orders with something like "Here's my moves - please stop reading and
mail me if you fire and adversely affect one of my units."  The attacker
is saying that he doesn't want to be informed about the defender's first
fire shots that have no effect.  Or else the attacker may not care what
happens in first fire and just say "Do these moves no matter what
happens."  Basically, the idea is to save time by communicating to the
defender what you want to be informed about when you move.  Most people
appreciate it when the defender stops reading the movement orders and
lets them know about the results of each attack.  This kind of
back-and-forth exchange continues until the attacker has moved all of
his units.  The Defender then does a mailing for his DFPh where he
follows the same kind of firing guidelines as for the attacker's PFPh.

The Attacker then sends a mailing containing his AFPh and RPh, advance
phase, and CCPh actions.  (Although he may want to see the results of
the Defender's RtPh actions before planning his APh actions.)  He can
even usually specify the actions his side will take during the
Defender's upcoming Rally Phase.  The Defender then responds with his own
CCPh actions and in the same mailing moves on to the Rally, Prep Fire,
and Movement Phases of his first turn.

It probably looks like a mess, but it's really not that hard at all.
Email is so fast that it doesn't slow the game down to send extra
mailings to your opponent if you have a question or want to go slowly at
a certain point.  The best way to PBEM is to try to recreate the feel of
a FTF game - you should try to allow both players to make the same
decisions that they would be able to make if they were in the same room.
Once you get the hang of it, you'll be moving the game along as far as
possible with each mailing.

Concealment File Format

When you do your initial setup and have concealed units, it can save
time if you send your opponent a Concealment file for each concealed
stack.  That way, if he fires on a concealed stack and gets a result, he
doesn't have to mail you and ask for the contents of that stack; he can
just open the file and see for himself.  Again, you're trusting the guy
to not open the file without having a reason.  These files are also
useful for determining if there's a real unit under a ? stack for
various purposes.  In that case, all the opponent needs is to verify
that the stack isn't a Dummy stack.  With these two purposes in mind, a
concealment file for a stack consisting of a ? counter (with ID of "x")
with 3 counters underneath might look like this:

  --------------------------
  (top of file)
  Contents of ?(x)
  (skip 30 lines)
  Real unit = 4-6-7
  (skip 30 lines)
  Contents = 8-1, MMG, 4-6-7
  --------------------------

You skip 30 lines twice because you don't want your opponent to
accidentally open the file and see what's in the stack.

During a game, units may gain concealment, but it's kind of pointless to
send new concealment files for these units - your opponent should be
able to remember what the unit under the ? counter is.  An exception to
this is when several concealed units come together to form a stack and
then separate ("the old switcheroo".)  In that case, you're not sure
just who is where and it might be good to have concealment files for
those stacks.  [Another way to do a concealment file is to 'grep' on the
hex you need to know the contents of.  Doesn't work with paper though
:-)]

Showing the Game Status

It's possible for either player to screw up and not have a completely
correct map set up at home.  In order to keep both players' maps
"synchronized", it's good to periodically send a description of what
your map looks like.  Some people do this at the end of each player or
game turn; others wait until they feel the need to be sure they've got
it all straight.  All it takes is a listing of what you see on your map:

  German unit dispositions:
  K7  Sniper
  L4  8-1, 467, MMG, 467, broken 247
  Z4L1  ?, 4 counters underneath
  W5  Foxhole, 9-2, HMG, 467

  Russian unit dispositions
  W3   Sniper
  M4   10-0, broken 447, broken 628, broken 628 (all DM)
  T8   447 w/MMG

Note that "447 w/MMG" is another way of saying that the 447 possesses
the MMG.  Note too the "(all DM)" for hex M4 can be easier than
specifying a DM counter on top of each of the broken units.  Also, some
people will write "b447" or "dm447" for a broken or DM 447, and "cx447"
for a CX 447, or "bz447" for a Berzerk 447, or "f447" for a Fanatic 447,
etc.  To each his own, but it's in your interest to be clear when you
convey this information to your opponent.

By the way, in PBEM it's customary for Snipers to have the "1" side of
the counter face the ID number of the hex.

Unit ID's - Some people list units as 4-4-7, others use 447.  No big
deal.  Others like to specify WHICH 447, as in 447(a), LMG(b), 9-2
(Wetzelberger), etc.  The game plays just as well with either system.
It's just a matter of taste.

[5.1]    Ladders

The Internet ASL Ladder is open to basically any participant in the ASL
Mailing list.

The Internet ASL Ladder is something like an on-going tournament.  Each
member of the ladder starts with 1000 points.  Every time you play a
game against another ladder member for "ladder points", the winner is
awarded a number of points based on the ranking of his opponent.
There's a formula whereby all this is figured, but it boils down to
this:  you get more points for beating a higher ranking member of the
ladder than yourself, and fewer for beating someone below you on the
food chain.  In addition, every participant in a ladder game gets two
points as an incentive to participate.  The game can be FTF
(face-to-face), PBEM, PBM, or play-by-Morse-Code if you like.

For more details, see the ASLML Ladder website at
http://www.msen.com/~sdennis/asl/ladder.html.

Other online services run their own Ladder; they all tend to operate in
the same way.  Check out each individual service for more information.

[6.0]    I DOWNLOADED THESE STRANGE FILES; WHAT DO I DO WITH THEM?

[6.1]    Compressed files: ZIP, ARC, Z, TAR, etc.

Utilities to uncompressed these compressed formats are available at
most, if not all, major freeware and shareware sites on the internet.
Hunt around, they're easy to find.

DOS/WINDOWS:  The most common software for the DOS/Windows platform is
PKUnzip.  There are also many Windows programs (e.g., WinZIP) to do the
same thing.  Many of these programs will also work in multiple formats.
For Z and TAR programs, there are DOS versions of the UNIX utilities
that will uncompress them.  Some of the newer versions of Windows
utilities (e.g., WinZIP) will also work with .Z and other formats.

Patrik Manlig has a collection of various DOS archivers at his website:
http://www.update.uu.se/~pman/aslarchive.html.

MACINTOSH:  For the Mac, you can uncompress the .Z files using Stuffit
Expander (available free from the Mac archives at Michigan
(mac.archive.umich.edu).  For .tar files, you can use Stuffit Deluxe,
which is a commercial product.  There's also a freeware utility called
tar4.0b; it's available from Michigan too.

OS/2:  Similar situation to DOS/Windows.  (Of course, you can always use
the DOS versions if you can't find a native OS/2 program to do the job.)
The GNU freeware ZIP and UNZIP programs will handle ZIP files just fine,
and there are numerous PM applications similar to the Windows programs.
Again, most of the UNIX utilities are available in native OS/2 format.

UNIX:  There are UNIX versions of UNZIP, and of course .Z and .TAR files
are native to UNIX anyway.

[6.2]    .ps

PS files are "PostScript" files.  PostScript is a printer control
language; if you send a file with PS information to a PS-compatible
printer, you will get a nice printout.  (For DOS, just type "COPY
FILE.PS LPT1" for example.)

Unfortunately, a lot of people don't have PS printers (they tend to be
much more expensive than "normal" printers), so the PS file has to be
converted before it can be used.  There are many converters around, the
most common is GhostScript.  GhostScript is free for non-commercial use
and is available for all major software platforms.  With GhostScript you
can display the document on your PC and print it to whatever printer you
have available.  Check it out!

Information on Ghostscript can be found on-line at:
http://www.cs.wisc.edu/~ghost/index.html

[6.3]    .pdf

PDF stands for Portable Document Format and was developed by, and
proprietary to, Adobe.  (They're also commonly referred to as "Acrobat"
files.)  Reading a PDF file is easy for most major platforms; Adobe make
readers available for DOS, Windows, Macintosh, OS/2 and various versions
of UNIX.  Check out http://www.adobe.com for more information.

[7.0]    WHAT AND WHERE ARE THE ASL TOURNAMENTS?

[7.1]    North America

Check out the following web page for information on the many tournaments
in this part of the world:
http://www.systems.caltech.edu/EE/Groups/communications/erimli/tourney.htm.

[7.2]    Europe

UK:  For information on Intensive Fire, the annual UK ASL tournament,
     please see http://ourworld.compuserve.com/homepages/NeilSStevens/.

Sweden:  Two annual events:  ASL RAG in the fall (Gothenburg) and AD HOC
         in the summer (Linkoeping).
         URL: http://www.update.uu.se/~pman/aslsweden.html

France:  Information for the "Toulouse tourney" can be found at
         http://www.mygale.org/06/ankif/fg96/fg96.html.  NB: This web
         page is in French.

Belgium: Every quarter Phillippe Leonard, publisher of ASL News,
         organizes the Recontres tournament in Brussels, Belgium.  The
         Rencontres Conventions are held in March, June, September and
         December every year and Philippe hopes that Dec 97's Rencontres
         will be held in the Ardennes!  Contact Phillippe at:

         28, Avenue Seghers
         1080 Bruxelles
         Belgium
         Tel:  00 32 2 414 3559

The Netherlands:
         In April of each year the Dutch ASL Championships take place
         somewhere in the Netherlands.  Contact Peter Hofland for more
         information at 

There are other European ASL tourneys held regularly; info on them will
be added as it becomes available.

[7.3]    Australia

Australia currently has four major ASL tournaments:

CanCon:  Canberra's national gaming convention is held every Australia
Day long weekend (i.e., the weekend closest to 26 January).  The ASL
tournament at CanCon is probably Australia's largest regular ASL event,
drawing players from all over the country.

ANZAC Day Tournament:  Melbourne's Army Group South held a tournament
over the ANZAC Day weekend in 1996, and it was a great success, so we
expect that it will become a regular event.  ANZAC Day is 25 April.

SAGA:  The SAGA gaming convention in Sydney has a regular ASL event.
It's held in June (Queen's Birthday weekend) every year.

Octobear:  Sydney's Paddington Bears tournament.  Held in early
October (funnily enough) every year at the Paddington RSL Club in Sydney.

For more information and contact details for these events, check out the
Paddington Bears WWW page: http://www.ozemail.com.au/~mmjm/index.html.

[8.0]    WHAT IS THE ASL RECORD?

The Record is a win-loss database of nearly every ASL scenario ever
published.  It is a statistical tool to give ASL players the means to
determine which scenarios are more likely to be balanced matches, and
which are more likely to be unbalanced dogs.

It is important to note that as with any other statistical tool, if the
numbers are not large enough than the statistics have no meaning.  If
only five or six win-loss results are recorded for a particular
scenario, that number is too small to be useful.  So a record of 5-0 for
a particular side in a particular scenario really doesn't tell you
anything.  Treat any information on scenarios with less than, say,
thirty recorded results as being *highly questionable*.

In addition to this problem, note that the Record does not record who
was the more experienced player; it does not track rotten dice results
or one player simply having an off-day; it does not track whether any
scenario balancing was in effect.  In short, each scenario has a great
number of variables attached to it.  The only way to counter-act all
these variables is to increase the size of the database, so please be
sure to keep sending your results to the Record maintainer!

The Record may be browsed online at
http://www.ozemail.com.au/~mmjm/record.htm; the Record is maintained by
Will Scarvie, whose email is will@tallis.saic.com.

The *only* qualification for submitting records is that you subscribe to
the ASLML.  You may submit records for non-subscribers.  You may submit
records from past years.  To submit your record, please send the
scenario id (if it has one), the scenario name, and the winning side for
each of the scenarios you have completed or can vouch having been
played.  For scenarios played from non-TAHGC sources, please also
include both nationalities.  When you send Will mail, he'll promptly
send you a thank-you note to confirm his receipt of your mail.

[9.0]    WHAT IS AREA?

AREA is an International "Ratings System" for players, originally
established by TAHGC, now maintained independently.

For more details, see http://elwood.pionet.net/~shangri/russ/Areapg.htm.

[10.0]    ARE ALL THE Q&A COLLECTED IN ONE PLACE?

Yes, they are in several formats.

The most common and easily accessible collection is the comprehensive
one printed in the 96 ASL Annual.  This list is separated into
"Clarifications" and "Errata".  It includes all the relevant Q&A's that
have been printed in the General and previous editions of the Annual.
It is very convenient to keep a photocopy of the Q&A list in your ASLRB
for use during play.  Some people keep their own copy in electronic
format and split them into different pages when they print it out for
each Chapter of the ASLRB.

The other most common collection is the "unofficial" list.  This
combines all of the information from the Annual list, plus includes many
Q&A that have not (yet) been published in an official TAHGC publication.
These are the Q's that have been answered by TAHGC in private
correspondence, and have been posted to the ASLML for the information of
all players.  These include the "Macsez", wherein someone asked Bob
Macnamara (one of ASL's prime developers) a question and received his
off-the-cuff opinion.  "Macsez's" are respected by most and usually
settle a question, but they're definitely unofficial answers.

A note on "official" vs. "unofficial" Q&A. It is generally regarded
that "official" Q&A are to be considered extensions of the ASLRB itself,
that is, what they say goes.  A lot of people don't always agree with
the answers that are given, and disregard them in their home games, but
in tournaments, you should expect that all official Q&A are "in play".

"Unofficial" Q&A are a different beast.  TAHGC has been known to answer
some Q's in private and then provide a different answer in the
"official" version.  Hence, all "unofficial" Q&A (even a "MacSez") must
be treated with caution.  It would not be unreasonable to expect that
your opponent may disregard an "unofficial" Q&A in tournament play.
Nevertheless, many of the "unofficial" Q&A are quite important and make
a lot of sense (and end up becoming "official" eventually anyway).
Simple rule when dealing with "unofficial" Q&A:  Caveat Emptor.

The "unofficial" Q&A is maintained by Bas de Bakker at his WWW site:
http://www.astro.uva.nl/bas/games/asl_qa.txt.  If you have received Q&A
from TAHGC in private correspondence, you are encouraged to send them to
Bas at bas@astro.uva.nl.  Note:  Bas' list is "edited"; he does not
publish every Q&A he receives, since he considers some to be redundant
(or just plain wrong).  Keep this in mind.

Patrik Manlig also has a pretty large collection of errata for many
things ASL (most of them for the "amateur" products) on his WWW pages:
http://www.update.uu.se/~pman/errata.html.

[10.1]    Can I send Q's to TAHGC via e-mail?

Yes you can!  MMP have set up a mailing address to send Q's to.  These
Q's are not answered individually, rather, they are answered in a
collection of Q&A's that are posted to the ASLML on a regular basis.
While still "unofficial" (see above) these answers are otherwise as
valid as an answer direct from TAHGC.

As a general rule, however, to prevent the Q&A address from being
flooded with pointless questions, it is a strong recommendation that all
Q's be sent to the ASLML first for general discussion.  You may find
that your Q has a very simple and unambiguous answer.  Only send those Q
on the e-mail address when there is no "obvious" answer available,

The e-mail address is asl_qa@anodyne.com.  Questions should be formatted
to elicit a YES/NO response.

[11.0]    WHAT ARE THE COMMON ASL QUESTIONS?

[11.1]    Rules philosophy

"Why are the rules the way they are?"  This section attempts to
demystify some of the more-commonly-queried rules decisions.

[11.11]    Why do the US Marines have ML 8?

The short "official" answer is, apparently, they have to be that tough
to survive fighting the Japanese, especially when making Beach Assaults.
During playtest, ML7 Marines often broke and died for failure to rout
from the beach, which did not seem correct to the designers.

Many people feel that this is unfair to the regular US infantry (whose
"Elite" troops only have a ML of 7).  Too bad; deal with it.  It's a game
thing (and a source of a great (and greatly humorous) rivalry between
the Marines and the Paratroopers/Rangers on the ASLML).

[11.12]    IFT vs. IIFT

The IIFT (Incremental Infantry Fire Table) is a variant introduced in
the 89 Annual, that allows for every extra FP factor (or in some cases,
1/2 FP factor) to get you a new column; i.e., so that a 5 FP attack is
slightly better than a 4 FP attack.

Some people feel that this makes the game more "realistic" since you
don't have to be fussy about how you organise your FGs, and throwing in
that extra MG in the attack will always be useful.  Other people feel
that the extra FP factors make it more likely that troops will have
concealment stripped (since the most common "extra" result when using
the IIFT is a PTC).

It's possible to argue mathematically that the effect on concealment
loss is minimal, affecting less than 5% of games.  Try it for yourself;
play a game and make a note of how many times the use of the IIFT
altered a game result; most people find that such altered results are
rare.  In reality, this is all irrelevant; IFT vs. IIFT is a stylistic
thing, you either like it or you don't.

Regardless, the IIFT is an *official* variant from TAHGC.  It's
available for anyone who wants to use it.  If you don't want to use it
in your game, then all you have to do is say "no thanks", just like when
using any other official game variant (e.g., Battlefield Integrity).
It's not worth abusing anyone over.

Incidentally, Ole Boe has made a variation of the IIFT that uses "CTC"
results (Conditional Task Checks).  A CTC is a PTC *only if* the target
is not concealed; hence, the argument that the IIFT "strips concealment"
is nullified.  This version is *not* "official", but again, it's
available if you want to use it.

[11.13]    Where did the squad FP values come from?

Guesswork, mostly.  High FP factors combined with short range tends to
indicate a dependance on fully automatic weapons (SMGs, etc.).  The US
squads are assumed to have at least one inherent BAR, hence their extra
FP at long range.  What it all boils down to though is that the original
factors were designed for the basic SL game, and John Hill just fudged
the numbers until they "felt right".  Everything else in ASL is designed
around those numbers.  Don't lose any sleep over it.

[11.14]    How can I tell if a scenario is balanced?

Experience, mostly.  The more you know about the game the better idea you
will have about the capabilities of the forces involved.

What makes a "balanced" game, anyway?  Ideally if two players of equal
skill level play a scenario, then they should have an equal chance with
winning from either side.  In practice this won't happen all that often.
Even two equal players can have "off" days, and the vagaries of the dice
will guarantee that no scenario will play exactly the same way twice.

Nevertheless, there are some scenarios (e.g., "The Agony Of Doom") that
one side simply cannot lose, no matter what happens.  You will get to
know these scenarios as you become a more prolific (and proficient) ASL
player.  There are plenty of other scenarios that always provide a good
match; the "unbalanced dogs" sink to the bottom fairly quickly.  Don't
sweat it; just concentrate on using your skills to the utmost (and having a
good time while doing so).  Ultimately, would you rather play a fun
unbalanced scenario or an un-fun balanced one?

Finally, note that the ASL Record (see [8.0]) is a tool that can be of
some use (when used carefully!) in determining Scenario balance.

[11.15]    Why isn't there an electronic ASLRB?

A lot of people think it would be great to have the ASLRB available on
CD-ROM.  The theory is that a new CD could be issued at regular
intervals with all the current errata included in the updated text.
Searching for a particular rule would be a lot simpler, and so on.

While all this may be true, none of it will happen unless TAHGC feel
that they can make money by doing so.  Not all ASL players even have
computers; and not all of those that do have computers would be
interested in owning a CD-ROM version.  Is the remainder enough to
sustain the product at a profitable level?  Simply put, no-one really
knows.  It's safe to say that it's not something that will happen any
time soon, if it ever happens at all.

Some people have suggested putting out a "private" version, bypassing
TAHGC altogether - perhaps distributing it via the Internet rather than
on CD-ROM.  It may surprise these people to know that this would
be illegal, since TAHGC own the copyright on ASL.

All this FAQ can suggest is that if you feel strongly about wanting an
electronic version of the ASLRB, you should write to TAHGC and tell them
so.

[11.16]    What is the Australian Balance System?

The ABS is an alternate method of providing balance (and a side-bidding
system) for a scenario.  The standard ASLRB method of scenario balance
involves a single option for each side in a scenario.  (This method is
described in A26.5.)  The ABS (so named because it was invented by an
Australian ASL player, Dave Longworth, and tested at Australian
tournaments) uses a three-tiered system of balance for each side.  The
higher the level of balance for a side, the more that side gives up.
Official scenarios published by TAHGC do not use the ABS, but you will
often see "amateur" scenarios make use of it.  It is especially popular
at tournaments, and sometimes you will see official scenarios have ABS
"retrofitted" to them for more variety.

[11.2]    Specific ASL rules

While the ASLRB generally hangs together surprisingly well, certain
rules sections have become (in)famous for defying logic or common
understanding.  This part of the FAQ attempts to clarify some of these
more obscure rules.

[11.201]    How does a Human Wave work?

{TO BE COMPLETED}

[11.202]    How does bocage work?

Bocage is weird terrain in many ways.  Most of it is straight-forward
(TEM, movement restrictions, etc.) but where many people become lost is
in the interaction of Bocage and LOS.  Closely tied in with this is the
application of the WA rules to Bocage.

When a unit is in non-open Ground behind a Bocage hexside, it can
theoretically Prep Fire at opposing units through the Bocage and then
become immune to Defensive Fire by claiming the TEM of the non-Open
Ground terrain in its hex and dropping out of enemy LOS.  This seems
patently unfair and against the spirit of several rules (reciprocal LOS,
"no free lunch", etc.) to some, but others have noted that Bocage was
tremendously good defensive terrain and the designers may indeed have
intended the rule to play as it seems to read.  Indeed, recent
(unofficial) Q&A confirms this.

The important thing to note is *when* a unit can claim WA.  The simplest
way to interpret the rule is that you always have WA vs. an adjacent
hedge/wall/bocage hexside unless there is something to prevent this.
Note that you can claim WA even when there are no adjacent enemy units
forcing you to make the claim.  The usual reasons for not having WA are:
you're not Good Order; you're claiming a different in-hex TEM instead;
or the adjacent enemy units claimed WA first.  With Bocage, if you don't
have WA, you don't have LOS to a non-adjacent enemy unit through the
Bocage.  Hence, if you lose WA, you can suddenly drop out of LOS.
Note, however, that once WA is lost, it may not be easy to claim it
again.  Especially note that you can't exactly claim/drop WA "at will";
once you voluntarily drop it, it stays dropped for the rest of the
player turn.  You must also decide whether a unit will keep or drop WA
*before* any attacks are declared against that unit.

Finally, note that Bocage makes it easy to keep and gain Concealment; a
unit can move, rally, recover weapons, etc. behind Bocage and not lose
concealment, and a unit behind Bocage can almost always gain Concealment
automatically.

Hence, ASL combat involving Bocage should become a "cat and mouse"
affair, with units on both sides revealing themselves and then
concealing themselves with frightening speed, and units never being
quite sure what lies in wait a couple of hexes away.

[11.203]    CX and leader movement bonus

See the 96 Annual.  It has an excellent article on this very subject.

[11.204]    Moving vs. Motion etc.

Again, see the 96 Annual.

[11.205]    Assault move and laying SMOKE

Yes, you can roll for SMOKE grenades as part of Assault Movement.  A
unit is Assault Moving if (a) it declares that it is doing so before
expending any MF and (b) it moves no more than one location while
expending less than it's full allocation of MF.  Within those
restrictions, you can do anything and still be Assault Moving - SMOKE
grenades, DC placement, SW recovery, etc.

[11.206]    Area Target Type vs. Area Fire

These are easy terms to confuse, but they are separate concepts and
actually refer to different things.

Area Target Type is an Ordnance TH procedure.  MTRs always fire with
ATT, and any weapon attempting to lay SMOKE must also use the ATT.
Otherwise, use of ATT (as opposed to Vehicle Target Type or Infantry
Target Type) is optional.  Use of ATT consumes all of a unit's available
ROF [EXC:  MTR fire], and, if a hit is secured, the normal FP of the
attack is halved.  The advantages of ATT are that it's often easier to
obtain a hit, at the penalty of reduced attack effectiveness.  ATT is
also the only way to gain acquisition against a concealed target.

Area Fire refers to any circumstance that causes your normal FP to be
halved, e.g., firing at a concealed unit, firing in the AFPh, firing at
long range are all examples of Area Fire.  Ordnance is affected by Area
Fire differently; it must add +2 to the TH DR, but if it hits, it
attacks at normal strength *for the chosen Target Type*.  Note that this
means that *if* you are using the Area Target Type vs. a concealed
target, you will have a +2 TH DRM *and* attack at half strength.

[11.207]    Do mortars get ROF with SMOKE?

Yes they do.  MTRs are the only weapon type that can maintain ROF when
using the Area Target Type.  Since the ATT is always used when firing
SMOKE, MTRs may fire SMOKE and keep ROF.

As a point of trivia, this was not the original intention behind the
SMOKE rules.  However, so many people were playing it this way that
TAHGC felt that it would be counter-productive to issue errata to stop
the tactic.  Hence, MTRs are valuable SMOKE-producers in the game.

[11.208]    Infantry Target Type CHs

Scoring an Infantry Target CH is great fun.  You get to double your FP
and reverse the protective TEM, making it very easy to cause damage to
your opponent's forces.  However, it is easy to play this rule
incorrectly.  When firing at the Infantry Target Type, you score a CH if
your modified DR < half of your modified TH #.

Note the distinction between "modified DR" and "modified TH #".  Usually
the only thing that will modify the TH # is range, as modified for short
or long gun barrels, etc.  On the other hand, there are many DRMs that
can apply - TEM being the most common.  You must remember to add the
DRMs to the DR, *not* to the TH #.

E.G.:  A gun Prep Fires at an infantry target in a wooden building at a
range of three hexes.  No modifiers apply at that range to change the TH
#, so it remains at "8".  Thus, a CH will occur if the modified DR is <
4.  What modifiers apply to the DR?  In this example, only the TEM for
the building, +2.  Hence it is not possible to score a CH, since the
lowest possible DR is "4".  [EXC:  if you roll an original "2", you may
still score a CH if a subsequent dr is < half the modified TH number.
Thus, in this example, an original DR of "2" follwed by a subsequent dr
of "3" or less will be a CH.]

Now let us assume that the gun in the above example keeps ROF.  The
second shot will now qualify for a -1 acquisition DRM, hence the total
DRM is now +1, making a CH automatic on a DR of "2".

If the gun keeps ROF again, it now has a -2 acquisition DRM.  Therefore
the total DRM are 0 and a CH will occur on a DR of <= "3".

Note that none of the modifiers in these examples altered the basic TH #
in any way - they only applied to the DR.  A lot of people make the
mistake of modifying the TH # according to the DRM - e.g., if the total
DRM were +2, they would subtract that from the TH # and think they get a
CH if they roll < "3" (if the basic TH # were 8).  In fact, as the first
example above shows, even rolling a "2" is only a *possible* CH when the
total DRM is +2.

Finally, remember that a CH will usually only affect a single target in
the location (determined by Random Selection).  Other targets in the
location are only affected by a normal hit.  Also, the chance to
Rubble or Burn a location is not affected by scoring a CH.

[11.209]    Building vs. Location vs. Hex Control

The important thing to remember here is that *different* requirements
apply to the different forms of Control.  You may succeed in controlling
a *building* but that does *not* automatically give you control of the
*Locations* in that building.  The reverse is usually also true.  E.G.,
suppose an enemy squad is in a building that you want to control.  You
fire at it and break it, and then move in with a squad of your own.  You
do not yet control the *building*, because the presence of the enemy
unit - even if broken - is sufficient to deny you control.  However,
you do now control the *hex* that YOUR squad moved into (and also the
*location* - remember that a single building hex may have several
locations).

Always read the scenario VC carefully.  If you have to control a
*building*, then you must completely clear the enemy units out of that
building, and have one of your armed Good Order MMCs enter the building
to win.  If on the other hand you need to control only a particular
*hex* of a building, then it doesn't matter how many other units may be
elsewhere in that building - if your units are the only ones in that
hex, that's good enough.

[11.210]    Why do the concealment markers have a morale level printed
            on them?

The usual application of the Dummy ML level of 7 is when a vehicle is
overrunning a concealed unit.  You must pass a PAATC to remain concealed
during the overrun.  If the stack being attacked is a dummy stack, then
it uses the Dummy ML of 7 to see if they pass the PAATC.  The Dummy ML
is also used when dummy stacks undergo a Bombardment MC.

[11.211]    Do I have to declare it when my opponent rolls his SAN?

A tricky one.  With most rules in the ASLRB, if you forget to apply
them, too bad, what's done is done.  You don't have to point out that
your opponent has kept ROF with his MG, for example; if he doesn't
notice it, that's his fault for not being observant enough.  SAN can be
interpreted slightly differently, however.  The relevant rule does not
say that SAN is an *optional* attack; the implication is that if the SAN
is rolled, a SAN attack *must* take place, and any player who notices
this should point it out.

Not everyone follows this interpretation, though.  In practice, it
becomes a personal style of play.  It's a "gentlemanly" thing to do;
some opponents may admire you for it, others may think you're a schmuck.
Play it in whatever way makes you comfortable; discuss it with your
opponent before the game starts if you think it might become a source of
contention.

More generally, this question could be categorised as "what make good
ASL ethics?"  Not all players have the same feelings on these topics,
and some players even play differently depending on whether they're
playing in a friendly game or are trying to win a tournament.  If your
opponent's style of play makes you uncomfortable, talk to him about it
and see if you can come to an agreement.  It *is* just a game after all,
and the primary purpose of playing ASL is to have fun!

[11.212]    Can a leader direct fire when he can't use his DRM?

Generally, no.  There are some specific exceptions (e.g., a leader may
direct the fire of a FT to prevent cowering, even though his DRM cannot
affect the outcome) but such exceptions are clearly marked in the ASLRB.
Said exceptions aside, "directing fire" and "applying leadership DRM"
are synonymous for all purposes.

[11.213]    What does "momentarily reveal" mean?

Rule A12.14 discusses the concept of "momentarily revealing" a concealed
unit to strip concealment from an enemy unit.  The concept is that you
must prove to your opponent that you have a real unit that can see the
enemy unit.  There is some dispute amongst ASL players however as to
what defines that "proof".

Reading the rule literally indicates that you must remove the unit's
concealment marker, allowing your opponent to see the real unit, and
then replace the concealment marker.  Some players think that it's
sufficient to show just enough of the counter to prove that it's
genuine, without revealing the actual strength factors involved.  Still
others feel that a statement to the effect of "I have a real unit in
this stack" is sufficient.

Again, this boils down to a style of play, or once again one of those
"ethical" questions.  As with all such questions, the solution is best
worked out between you and your opponent; there is no "official" or
"right" way to do it.

[11.3]    Practical matters

[11.31]    The Rulebook

By the time you have acquired all the modules, you will need additional
binders.  This is especially true if you use ring protectors or other
methods to protect the pages - HIGHLY RECOMMENDED!  The FAQ author
recommends the use of plastic page protectors (his ASLRB is currently
split into three folders).

[11.32]    Counter storage

There are probably as many ways of storing your thousands of ASL
counters as there are players of ASL.  There is certainly no absolute
"best" way; it really is a matter of personal taste (combined with some
other practical considerations - how much space you have, do you want
your ASL gear to be portable, etc.)

Common solutions include:

Counter trays.  These are made in various sizes by TAHGC and other
wargaming companies.  They are not generally preferred for ASL since
they usually are not big enough to hold a good number of counters,
meaning that you need so many of them that they can become impractical
to use.  However, if space and portability is not much of an issue for
you, they will certainly do the job.  They also work fine in combination
with other solutions.

Ziplok envelopes.  The advantage of these is that they're pretty easy to
pack and label, and come in all shapes and sizes, so they can be quite
convenient.  Sorting can however be a bit of a bear since you need so
many of them.

Spare parts drawers.  Available from hardware stores, these are usually
small cabinets with a number of pull-out trays in them for storing odds
and ends.  These are best used when you have no need or desire to make
your ASL set portable, as such cabinets usually have no way of securing
the drawers, meaning they'll fall out and scatter the counters every
where if they're knocked about.  Still, they can be very convenient and
functional, although sometimes a little pricy.  You'll probably need
several of them.

Fishing Tackle boxes.  In the US, they're called "Plano", after a
popular manufacturer of them.  In other parts of the world, Plano can be
hard to come by, but other brands of fishing tackle boxes are not
(unless you live in the middle of a desert, I suppose).  The preferred
boxes are clear plastic (flexible, not brittle) and have many small
compartments.  They seal tight but can carry many hundred of counters,
so you don't need that many of them.  Their only real disadvantage is
that they tend to be pricier than other alternatives.

[11.33]    Overlays

A common solution is to use plastic page protectors (like the ones you
protect your ASLRB pages with) and store them alphabetically in a ring
folder.  Small overlays can be kept in the plastic pages used to store
card collections.

When actually using overlays, there are many solutions.  Many people
recommend rubber cement, which will stick to the boards but peel off
harmlessly when no longer needed.  Don't confuse this with normal glue!
Other solutions include clear plexiglass overlays to hold the overlays
in place (also helps to protect the boards).  "Blue Tak" (that's the
Australian product name; there are equivalents in most countries), the
blue sticky stuff used to hang posters on the wall, will work fine in
small amounts, but note that it has a tendency to leave a stain where it
has been applied.  Some people like to use draftsman's tape - a type of
clear adhesive tape that's designed to peel off easily without damaging
the material underneath.

[11.34]    Scenarios

Obtaining photocopy services is cheap and easy for most people nowadays,
so the usual recommendation is that you copy your scenario cards and
store them in plastic page protectors in a ring folder.  (Yes, you can
end up carrying a lot of folders around!)  Note that this saves you from
cutting up or pulling apart those magazines.  If you photocopy the
original scenario cards, you can then store the scenarios in numerical
order, currently impossible with the bizarre TAHGC scheme used in most
of the modules.

[11.35]    Good mail-order stores

Many people in the US (and in other countries) swear by Boulder Games,
who always sell at a substantial discount.  You can contact them via
e-mail at BoulderG@aol.com, or view their web page at
http://www.csranet.com/~mbakke/mbakke.htm.

TAHGC itself has a very reliable mail order system.  You won't get much
in the way of discounts usually (although you can use coupons from the
General magazine) but the service is good.  The address for TAHGC is:

  The Avalon Hill Game Co.
  4517 Harford Rd.
  Baltimore, MD  21214
  U.S.A.

You can also purchase from TAHGC via their Web page:  check out
http://www.avalonhill.com/.

A list of other mail-order stores can be found at
http://www.ionet.net/~skip/twceal.html.

[11.36]    Where are the errata pages?

TAHGC have published several replacement pages for the ASLRB over the
years.  The errata pages can be identified by a superscript (indicating
the year of publication) next to the page number.  Text that has been
changed by the errata is marked with a black dot in the margin.
Unfortunately, most of the new pages are only available by buying the
various modules.  Here is the current list:

87 Errata pages:  These were sent free to people who sent in their
coupon from the original printing of the ASLRB.  The free offer is no
longer available (current printings of the ASLRB should have the 87
pages already included).  They can still be purchased directly from
TAHGC.

Page Nos.: A7/8, A13/14, A15/16, A27/28, A29/30, B7/8, B19/20, B25/26.

89 Errata pages:  See 87 pages, above, for details of how to get these
pages if you don't already have them.

Page Nos.: C1/2, C3/4, C5/6. C7/8, C11/12, D9/10, D13/14, D17/18.

90 Errata page:  Supplied in the CoB module.

Page No.: E25/26.

91 Errata pages:  Supplied in the GH module.

Page Nos.: B29/30, D1/2.

92 Errata pages:  Supplied in the CdG module.

Page Nos.: A17/18, A29/30, B31/32, F1/2.

96 Errata Pages:  Supplied in the KGP II HASL module.  These pages
replace all but a couple of the Chapter P pages originally provided in
the KGP I module.

END OF ASL FAQ