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 atThere 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