The Australian Balancing System


This article is the first in a series which we hope will eventually cover all the AH scenarios in the ASL game system. A brief introduction to the concept of the Australian Balancing System (ABS) is in order. Rob printed a short synopsis of the ABS in the last issue of FFE, but here is another rundown. For each scenario, each side will be given three levels of handicapping: x1, x2, and x3. In all cases the handicaps will grow progressively more powerful as you move from one to three. It will be up to the players to decide which levels will be acceptable for the scenario they have chosen. The original AH balance provision will be included among the three choices for continuity's sake. At which level it appears was decided based upon its relative value. Some of the AH balance provisions are totally useless, if they weren't we wouldn't be writing this article. We decided to include the AH balances so we would be "staying closer to home" so to speak. The ABS is such a good idea that we would like to see all future scenario designs include 3 levels of handicap for each side. The fact of the matter is that, regardless of the reasons, at least 35% of the now published scenarios have balance problems which the current balance provisions do not remedy. As a result, the decidedly unbalanced scenarios see little or no play at the conventions. The outcome of the game is virtually decided before the first wind change DR. Many of these scenarios are interesting and worth playing save for the fact that they are unbalanced. This is our concern. It would be nice to have a whole new group of scenarios to dive into at the conventions, rather than playing Rocket's Red Glare for the 100th time. When playing at home, people can do whatever they like. Come up with any balance that strikes your fancy, who cares. At the tournaments a universal, widely accepted list of balance provisions is needed. In a perfect world AH would do this and it would be official. However, they have neither the time nor the inclination to do so. We have had preliminary discussions with AH about eventually including a list of "tournament level" scenario balances in a future ASL Annual. Until that time, we win have the FFE listing. Hopefully this list win provide a common reference to use at the tournaments. Want to play Defiance on Hill 30 and have a chance with the U.S.? Now you will be able to. This list will let everyone work from the same page as far as balances go and win be the only one of its kind. We considered only doing those scenarios we felt to be unbalanced. However, our ideas on balance, no matter how good we feel they may be, are not going to agree with everyone else's. That is the beauty of this ABS system, you can completely ignore it for those scenarios you feel are balanced, play it at O vs. O (no handicap), while using it to correct the bad ones. The ABS system is adaptable to the players' idea of balance due to the variable strengths of the balances/ handicaps. Everyone can find a combination that is acceptable to them. This also helps to cover up shoddy playtesting.

O.k., here's how it works. There are three possible ways of employing the ABS system.

Choice A: When utilizing Choice A, each player secretly chooses which side he prefers. If the players choose different sides, play the scenario as published. If both want the same side, either player may reverse himself and take the other side straight up. If neither does, each player then secretly bids using the ABS system choosing a level of handicap (0-3) for the preferred side. The player choosing the highest handicap gets the preferred side but gives up the handicap he bid. The lower bidder receives the other side. If both players choose the same level of handicap for the preferred side, then make a DR for sides. The high roll receives the preferred side but with the handicap (or none if both bid zero) both players bid, the low roll receives the other side. This sounds confusing but is actually very simple.

Here's an example, Scenario: Defiance on Hill 30. Both Mike and Guy prefer to play the Germans. Since we've chosen the same side, and neither of us wishes to revert to the US , we must bid. Mike bids G1, Guy bids G2. Guy wins the bid, so he plays the Germans at AO (no balance). Mike plays the U.S., but receives the German G2 handicap (which is add a Hero, 337 hs, change the U.S. 8-0 to an 8-1, and the reinforcements enter automatically on turn 4.) In another playing, both players bid G1. In this case a DR is made. Mike wins the DR and plays the Germans with AO; Guy gets the U.S. and G1 which is add a Hero to the U.S. You will notice that the handicaps are reversed from the scenario cards, i.e. G1 actually helps the U.S. This is why we refer to them as handicaps, the other side is receiving the help.

Choice B: When using Choice B, both players agree on what level of handicap for each side will constitute a balanced playing of the scenario. Having decided this, both players make a DR. The high roller takes the Axis. Players could also negotiate sides and handicaps if they feel comfortable doing so. However, if either player is afraid of being "sharked" then negotiation is NA, roll the dice for sides after choosing the handicaps.

For each scenario we will list our preferred playing. Those unfamiliar with a scenario can use this as a guide at the conventions. Just choose a scenario, use our preferred playing and roll dice for sides. This will help prevent the rookies from being sharked. (Fortenberry, aka, the Great White Shark, may see his victory total fall off a bit).

Choice C: Choice C adds another element of strategy to the game, and a bit of guesswork. In Choice C, both players secretly choose a side and handicap level simultaneously, with no prior discussion. Then the scenario is played using whatever has been chosen. If both players choose the identical side and level, resolve the matter the same as in a Choice A tie.

EX: In The Czerniakow Bridgehead Mike may strongly favor the Russians while Guy may slightly favor the Germans. Mike therefore chooses R2 so if he does end up with the Germans he has some balance to assist him. Guy chooses G1 for the same reason. In this case Mike gets the Russians but has to give up the R2 handicap. In consolation he receives the G1 handicap. Be aware that Choice C adds another element of strategy to the game as a player must be careful not to under or overbid. Choice C favors those who have played the scenario in the past. In the last issue of FFE, Choice C was the way Rob described the system.

This is how the ABS works. We both prefer methods A and B, Mike likes A the best, Guy prefers B. Some players may enjoy the upmanship involved in Choice C, so it is included here.

By now you may be asking yourselves why we have appointed ourselves to do this list. First, because we have always been interested in this balancing idea, and received favorable responses from other players on the idea. We feel it needs to be done and also feel we are as qualified as anyone else to undertake it. How did we come up with the various handicaps? Through our own brainstorming and the input of other players. Will these balances work? We feel strongly that they will. A set of handicaps is provided for all scenarios. Some we feel are already balanced. We cover this in our preferred playing section. If you disagree, then the handicaps are there for you to use on your own pet unbalanced scenario. We have not played the scenarios with all the possible combinations of handicaps, in fact most have not yet been played at all using this system. How do we know it will work? We are confident in our knowledge of the ASL game system and the scenarios themselves. In the case of a scenario we are unsure of, yes there are some, we have sought other input. The system's flexibility is its real beauty. If you don't want it to, it changes nothing. At the same time it can balance the notoriously uneven scenarios out there. It is unrealistic to playtest all these scenarios with all the variations the ABS can generate. The current playtest methods manage to turn out a handful of badly balanced scenarios in each module. The Annuals are even more notorious for having complete garbage in them as far as balance goes. There are exceptions to these statements, but we both feel that it is a big enough problem that an ABS is needed. We noticed a trend of playing the same scenarios over and over atthe tournaments. We both attend 9 or 10 events a year, so this becomes a problem. An unbalanced scenario is not evil in and of itself. It can be a challenge to take the underdog and work for a tough win. In a tournament setting you would like to have more choices available. This system puts all the scenarios on the same level as far as balance goes. The oldies but goodies can go right on chugging along while a new set of scenario options will be open for exploration also. Most playtests take care of finding the quirks that can ruin a scenario, but some miss the goal of creating balanced scenarios across the board. The ABS should help to make this problem less troublesome. No scenario will be on the "Do not play, unbalanced" list anymore. The handicap levels cover a wide enoughr ange to bring all scenarios into balance. For those that we feel are already even, the handicaps may be less severe. We tried for a smooth progression as you move up in handicap level. We did not want a list of handicaps where none of them created an even match. We think this ABS system will work out great. We want input from other players for upcoming issues, this is not a two man effort, nor do we want it to be. Send your suggestions to the address we give at the end of the article. Put alot of thought into them. We appreciate your help.

In this issue we are going to cover all the scenarios from Beyond Valor and Paratrooper. An asterisk beside the handicap level indicates the AH balance provision. The handicaps are not cumulative unless stated as such. For example, in ASL 1 handicap R3 includes both R1 and R2 since R2 is stated to contain R1.


Beyond Valor

ASL 1 - FIGHTING WITHDRAWAL

R1- Increase Game Length to 8 turns. *
R2- R1 and add a 10-1 leader to the Finnish OB.
R3- R2 and add a HMG to the Finnish OB.

F1- Russians do not suffer Ammunition Shortage. *
F2- F1 and add a 447 and LMG to the Russian OB.
F3- F2 and exchange the Russian 8-1 leader for a 9-2.

Recommended Playing: R1, F1.

ASL 1 was covered in a previous issue of FFE.

ASL 2 - MILA 18

P1- The German needs to earn only 1.5 times the Jewish player's Casualty Points instead of double, or Mop Up only 22 of the 33 buildings without losing more Casualty Points than the ZOB. *
P2- P1 and the Germans may freely deploy their squads prior to Game Start.
P3- P2 and exchange the German 9-1 leader for a 9-2.

G1- Germans are considered Inexperienced. *
G2- G1 + the Partisans receive three additional Fortified building locations which may not be exchanged for tunnels, and No Quarter is in effect for both sides.
G3- G2 and add two 337 MMC to the Partisan OB.

Recommended Playing: P1, G2.

Mila 18 is not one of our favorites, but here it is anyway. In our experience the Partisans get clobbered if they opt for a firefight with the SS, but may win if they hide and try to keep the Germans from meeting the Mopping Up or CVP VC. Hiding in the sewer is a great way to avoid the CVP loss . The Germans must begin to Mop Up right away, remember that each rowhouse hex must be Mopped up separately. We would like to see the Partisans fight, not hide, and still have a good chance to win. We chose the recommended playing based on this. This scenario is not very exciting and is probably among the least played in the game.

ASL 3 - THE CZERNIAKOW BRIDGEHEAD

R1- Add a SPW 251/1 to German OB. *
R2- R1 and add a 467 to the German OB.
R3- R2 and exchange a German 8-1 leader for a 10-2.

G1- Treat the Kampinos Battle Group as Fanatic. *
G2- G1 and the Kampinos Battle Group does not suffer Ammunition Shortage.
G3- G2 and apply a -1 DRM to the SSR2 NMC.

Recommended Playing: R0, G0.

This is a good, even scenario. We enjoy playing it even more at R1, G1. The SPW adds alot of fun to an already good game. This one deserves more playing at the tournaments. Our recommended playing considers balance only, not variety or excitement level. Thus the R0, G0 rating for this one instead of the R1, G1.

ASL 4 - THE COMMISSAR'S HOUSE

R1- The first three DC removed from play for any reason are returned to the German unit which last possessed them for use as a new DC. If that unit has been eliminated prior to this, that extra DC is lost. *
R2 - R1 and reduce the Russian SAN from 6 to 4.
R3 - R2 and exchange the German 10-2 leader for a 10-3.

G1- Exchange the Russian HMG for a .50 cal HMG.
G2- All Russian occupants of building 20Z3 are considered fanatic while in that building. *
G3- G1 and G2.

Recommended Playing: G0, R0.

ASL 4 is one of the classic scenarios. A good, old-fashioned bloodbath.

ASL 5 - IN SIGHT OF THE VOLGA

R1- Game ends after nine turns. *
R2- R1 and add three 467s to the German OB.
R3- R2 and add a HMG and MMG to the German OB.

G1- Russian forces are considered Fanatic but ELR is only 2. *
G2- G1 except ELR is 3.
G3- G2 and exchange the Russian 9-1 leader for a 9-2.

Recommended Playing: R2, G0.

The scenario is heavily Pro-Russian. The Germans need some extra forces to stem the tide of 628s flowing across the river. The Germans need to push hard and fast in this one.

ASL 6 - RED PACKETS

R1- Exchange the 9-1 AL for a 9-2 AL. *
R2- R1 and add a PSW 231(8R) to the German OB.
R3- R1 and add a SPW 251/1, 468 MMC, and ATR to the German OB. (Note) * When using R2 or R3, the Russians still need to destroy only the three original German AFVs to fulfill the second part of the VC.*

G1- Add fourth 447 and squad-sized motorcycle to Russian OB. *
G2- G1 and Russian AFV crews have a Morale of 8.
G3- G2 and add an ATR to the Russian OB.

Recommended Playing: R2, G1

We feel this one is a bit Pro-Russian and the 9-2 AL is not enough help. The extra AC evens things up, especially with the irritating B11 of the German MAs. A fastplaying shoot 'em up scenario.

ASL 7 - DASH FOR THE BRIDGE

R1- The SSR4 secret dr is halved (FRU). The # of turns later for re-entry remains equal to the final dr.
R2- R1 and add one PSK to the German OB. *
R3- R2 and add a PaK 35/36 AT gun and 228 crew to the German OB.

G1- Any German leaders left offboard must be the best still available. *
G2- G1 and delete a SS squad and the 7-0 from the German OB while adding a 447 MMC to the Russian OB.
G3- G2 and delete a second SS squad.

Recommended Playing: R2, G2.

We attempted to fix this scenario as well as balancing it. As it stood originally, the Russian could win by exiting the first eligible board 20 road hex and hoping for a "6" on the secret dr. To defend this the German was forced to leave units off the map. However, the Russians could blow by the first exit area and go for the second or third and, with a high dr, still blow by most of the German defense for an easy win. In short, too much depended on that dr. If the Germans leave enough units offboard to totally negate the dr, the scenario becomes very dull. Again, the dr rules. Our handicaps seek to lessen the effect of the dr while leaving it in play. The dr concept is the heart of the scenario so it cannot be deleted. At the same time the Russians must be given a good chance to push through a stiffer German defense. With the halving of the dr few or no units will be left off map.

ASL 8 - THE FUGITIVES

R1- Add an 8-1 Armor Leader to the German OB. *
R2- R1 and exchange one German MMG for a HMG.
R3- R2 and add a SPW 251/1 to German Group #1.

G1- Shorten game to eight turns. *
G2- G1 and add a 447 to Russian board 20 units.
G3- G2 and Russian reinforcements enter on turn 4.

Recommended Playing: R1, G0.

The Fugitives is one of our favorite scenarios. We like giving the Germans the 8-1 AL, but it is very even and worth repeated playings.

ASL 9 - TO THE SQUARE

R1- Add a 467 and LMG to the German OB.
R2- Shorten game to 9 turns. *
R3- R1, R2 and exchange the German 9-1 leader for a 9-2.

G1- Lengthen game to 11 turns. *
G2- G1 and add another 8-1 leader to the Russian OB.
G3- G2 and exchange the Russian 9-1 leader for a 9-2.

Recommended Playing: G0, R1.

We feel ASL9 is ever so slightly Pro Russian. The extra squad and machine gun helps cover some more ground and provides enough help that we would accept either side. The AH balance was moved to level 2 as we feel the scenario favors the Germans at 9 turns length. This is much stronger than R1 in our opinion. Another enjoyable scenario.

ASL 10 - THE CITADEL

R1- The Germans receive a fourth StuG IIIB. *
R2- R1 and add a 9-2 Armor Leader to the German OB.
R3- R2 and add 10 concealment counters to the German group which starts on board 20.

G1- The Russians receive a +1 drm to their MPh dr.
G2- The Russians may completely fortify any one building of their choice. *
G3- G1 and G2.

Recommended Playing: R1, G0

We covered The Citadel in depth in a previous issue of FFE. It remains one of our favorites.


Paratrooper

ASL 11- DEFIANCE ON HILL 30

G1- Add a Hero to the initial U.S. forces.*
G2- G1 and exchange the U.S. 8-0 for an 8-1, add a 337 hs to the initial U.S. forces, and U.S. reinforcements enter automatically on turn 4.
G3- G2 and add a 747 squad to the U.S. initial forces.

US1- Change one of the German LMG to a HMG. *
US2- Exchange the German 9-1 for a 9-2.
US3- US1 and US2.

Recommended Playing: G2, US0

Defiance On Hill 30 is an enjoyable, balanced scenario when played with these changes. The U.S. can definitely win half the time now.

ASL 12 - CONFUSION REIGNS

G1- The required Victory Condition ratio of German:US CVP is reduced from 2:1 to 3:2. *
G2- G1 and add a 8-1 leader to the US forces.
G3- G2 and exchange a US MMG for a .50 cal HMG.

US1- Add a 7-0 leader to German forces.*
US2- US1 and exchange the German 8-0 for a 9-1.
US3- US2 and add a MMG to the German OB.

Recommended Playing: G0, US0.

Confusion Reigns is an interesting action which is fairly even . More people should try it at the conventions.

ASL 13 - LE MANOIR

G1- Replace one German HMG with a MMG. *
G2- G1 and exchange the US 8-0 for a 9-1.
G3- G2 and delete the German Hero.

US1- The US must be reduced to five unbroken squads/equivalents (not four) to result in an automatic German win. *
US2- US1 and add a 468 squad to the German forces.
US3- US2 and all Germans in building 406 are considered fanatic.

Recommended Playing: GO, US1.

ASL 13 tends to be very dicey. The outcome depends almost exclusively on how much ROF the German gets with the MGs. There is ready no way to correct this without completely overhauling the scenario design. Le Manoir should probably see a wide range of outcomes. Many contests may be tightly fought, but just as many win be wipeouts for one side or the other depending on the ROF results. This can be a fun one for playing at home, but we would avoid it at the tourneys.

ASL 14 - SILENCE THAT GUN

G1- Building 3N1 has no second level. *
G2- G1 and delete two 436 squads from the German forces while also exchanging the US 7-0 leader for a 9-2.
G3- G2 and delete the German MMG.

US1- The American sets up first. *
US2- A bazooka critical hit vs. the AT Gun does not destroy the weapon. The gun's manning infantry is eliminated, but the gun suffers a malfunction. If already malfunctioned, the gun itself is unaffected by the critical hit.
US3- US1, US2, and exchange four 436 squads for 447s.

Recommended Playing: G2, US2.

Silence That Gun has always been decidedly pro-German. Our first choice would be to add a couple of squads to the US force, but since the scenario aftermath is specific about the number of paratroopers present, we felt we could not do this. The Germans were weakened instead. US2 is more of a scenario correction than a handicap . It was always a killer to lose the AT Gun to a stinking critical hit. A scenario should not be won or lost by a single lucky DR. We have seen it happen several times in this one, the Germans would be kicking hell out of the US when, Wham! a bazooka round would end the scenario and leave the German player in a nasty mood. We wanted to eliminate that possibility. A deuce on the effect roll of a bazooka hit could still possibly do this, but the hit must be obtained and the gun crew chosen by a random selection dr, don't leave it alone for this purpose. With the recommended handicaps, ASL 14 can be a good scenario.

ASL 15 - TRAPPED!

G1- The German ELR is 3/2 not 4/3. *
G2- G1 and add a 747 MMC and a MMG to the US forces.
G3- G1 and add two 747 MMCs and a HMG to the US forces.

US 1- The Germans must exit nine (not ten) unbroken squad equivalents off the south edge to win. *
US2- US1 and exchange one German MMG for a HMG.
US3- US2 and exchange the German 9-1 leader for a 9-2.

Recommended Playing: USO, GO.

This is an interesting scenario, but is too lengthy for most tournaments.

ASL 16 - NO BETTER SPOT TO DIE

G1- The Germans win if they control four building hexes on board 24 at game end. *
G2- G1 and add two 747 squads, 2S foxhole capacity, and a 7-0 leader to the US forces.
G3- G2 and add a M2 mortar and bazooka to the US forces.

US1- The Germans win if they control two building hexes on board 24 at game end. *
US2- US1 and exchange a German MMG for a HMG.
US3- US2 and the US AT Gun must set up on board concealed.

Recommended Playing: G2, USO.

The US has always needed a couple more squads in this one. ASL 16 is a short, fun scenario. With the handicap system it is balanced as well.

ASL 17 - LOST OPPORTUNITIES

G1- The Germans win instantly if they currently control five buildings on board 1. *
G2- G1 and add two 747 squads to the US forces.
G3- G2 and the German ELR is 1.

US 1- The Germans win instantly if they currently control three buildings on board 1. *
US2- In SSR2 change "nine" to "five".
US3- US2 and add a 9-2 leader to the German forces.

Recommended Playing: G2, USO.

We covered ASL 17 in a previous issue of FFE. We like the scenario when played as above. It is another good tournament sized action.

ASL 18 - THE ROADBLOCK

G1- The German Movement Secret DR (SSR 4) is subject to a -1 DRM. *
G2- G1 and add two 747 squads and a 8-1 leader to the US reinforcements which will all enter automatically on turn 7 if not yet received.
G3- G2 and exchange the US 8-0 leader for a 9-2.

US1- Extend Game Length to 12 1/2 turns. *
US2- US1 and the Germans receive a +1 DRM to the SSR4 Secret Movement DR.
US3- US2 and exchange a German LMG for a HMG.

Recommended Playing: G2, USO.

The US tended to get steamrolled in this one. The five initial US squads have a hard time slowing down, much less stopping, nineteen German first line squads with armor support. AFV Smoke helps to get the attack rolling across that open ground. The US needs more men to plug the gaps and stop the German advance.


Yanks

ASL 19 - BACKS TO THE SEA (US0, G2)

US1- Increase German ELR to 3. *
US2- US1 and increase game length to 8 turns.
US3- US2 and change one of the 8-0s to a 9-1 in the German OB.

G1- Change the 9-1 leader to a 9-2 in the American OB. *
G2- G1 and eliminate 2 squads, 2 MMG's, 1 LMG, 1 MTR, and a 8-0 from the German OB.
G3- G2 and eliminate one more squad and the last MMG from the German OB.

Comments: This scenario is covered heavily in other articles.

ASL 20 - TAKING THE LEFT TIT (US2, G0)

US1- Increase German ELR to 3. *
US2- US1 and add two 467's and a 9-1 to the German OB.
US3- US2 and add an additional 467, one LMG, and 6 AP mine factors to the German OB.

G1- Extend game length to 8 1/2 turns. *
G2- G1 and add an 8-1 to the US OB.
G3- G2 and change the US 9-1 to a 9-2

Comments: This scenario is heavily pro American. The US has a great deal of FP and the German player will see his puny force broken and unable to rally. With only 2 leaders and the inability of units to rout normally at night or easily lose DM, the Germans are hurting. The German is also on a hill so alot of the time he won't even be getting the night DRM bonus.

ASL 21 - AMONG THE RUINS (US0, G1)

US1- The American wins by exiting at Ieast 12 (not ten) Good Order squads (or their equivalent).*
US2- US1 and add one 548 and a LMG to the German OB.
US3- US2 and add a Flakfierling and crew to the German OB.

G1- The American wins by exiting at least eight (not ten) Good Order squads (or their equivalent).*
G2- G1 and add a M4A1 tank to the US OB.
G3- G2 and add a HMG to the US OB.

Comments: This is one of the all time greats. Two good OB's slug it out over a rubble strewn city board. Throw in some tanks, a flamethrower, and the AA gun, and you have one fun scenario.

ASL 22 - KURHAUS CLASH (US0, G1)

US1- Interrogation rules (E2) are in effect.*
US2- US1 and increase game length to 8 turns.
US3- US2 and add a 658 and a LMG to the German OB.

G1- Exchange five 666 squads for five 667 squads.*
G2- G1 and exchange the 9-1 for a 9-2 in thc US OB.
G3- G1 and add a 9-2 to the US OB.

Comments: Kurhaus Clash slightly favors the Axis. The 9-2 with most of the MG's will be blazing away from the upper levels. The assault guns will drive behind the Americans and fire smoke. The SS are always tough and the Americans have alot of front to defend.

ASL 23 - UNDER THE NOEL TREES (US0,G0)

US1- The US tank destroyers can setup HIP but are revealed normally.
US2- Lower the German AFV exit requirements by one.*
US3- US2 and the US tank destroyers may not set up HIP.

G1- The American may use HIP for two squads and any SMC/SW in the same location with them.*
G2- G1 and add a 9-2 armor leader to the US OB.
G3- G2 and add a .50 cal HMG and a 44 BAZ to the US OB.

Comments: Dice Under the Noel Trees is a pretty good scenario but is very dicey. Victory in this one is usually determined by the ROF rolls of the US tank destroyers. Other than the dice factor it is a fun and even battle. We felt the Avalon Hill balance for the Germans was too powerful and so made it US2 instead of US1. This is one of the occasions where the AH balance is strong enough to change the scenario balance.

ASL 24 - THE MAD MINUTE (US0,G2)

US1- Increase game length to 9 game turns.*
US2- US1 and add a HMG to the German OB.
US3- US2 and add a 9-2 armor leader to the German OB.

G1- Add eight "?" to the American OB.*
G2- G1 and add a HMG, two 747's, two 44 BAZ's, and a 9-2 leader to the US OB.
G3- G2 and add another 57L AT GUN and crew to the US OB.

Comments: This scenario has been covered extensively in other places.

ASL 25 - GAVIN'S GAMBLE (US0,G2)

US1- The American must exit units worth at least 25 casualty points.*
US2- US1 and exchange the 9-1 for a 10-2 in the German OB.
US3- US1 and add a 10-2 to the German OB.

G1- The smokescreen starts the game with an initial Hindrance Strength of +4.*
G2- G1 and eliminate the field phone, one of the 8-0's, one 548, one 447, four 436's, two LMG's, one 20L AA gun and crew from the German OB and reduce the American exit requirements to 10.
G3- G2 and eliminate the 88L and crew from the German OB.

Comments: We thought about eliminating the entire German OB in this one but thought if we did that it would be about 75% pro American and would be fairly boring for the German player (C'mon current!). Seriously, the Americans need major help in this one and hopefully G2 will provide enough to make it even.

ASL 26 - TANKS IN THE STREET (US0,G0)

US1- The German player must Control six multihex buildings. *
US2- US1 and change the 9-2 to a 9-1 in the US OB.
US3- US2 and one 666 from the US OB.

G1- The German player must Control eight multi-hex buildings. *
G2- G1 and add one 666 and a HMG to the US OB.
G3- G2 and add one 666 and a 9-1 to the US OB.

Comments: This is a good scenario, but the fighter bombers can take over the game. They can also doom the US chances if they perform poorly. This is true of many air power scenarios however and does not mean that ASL-26 should be avoided. As long as you are comfortable with the vagaries of the air power, set it up and give it a whirl.


Partisan

ASL 27 - THE LIBERATION OF TULLE (G1, P0)

G1- Exchange a Partisan 8-0 leader for a 8-1 leader.
G2- Delete one German 436 and LMG. *
G3- G1 + G2 + add a LMG to the Partisan board 22 force and a PSK to the board 2 force.

P1- Delete one 337 from the Partisan board 22 force and the Partisan board 2 force. *
P2- P1 + exchange the 6+1 leader for a 8-0 leader.
P3- P2 + add a 447 squad to the German OB.

We rate ASL-27 slightly pro-German. We feel that the AH balance for the Partisans is too powerful, so we made it G2. This is one of the good Partisan scenarios and is pretty straightforward.

ASL 28 - AMBUSH! (B2, P0)

B1- Allow Partisan 9-1 to set up on/east of hexrow D (EXC. not in 4D4) *
B2- B1 + treat all Partisan units as Fanatic and add a two squad foxhole capacity to the Partisan OB.
B3- B2 + delete the 50mm mortar from the Bulgarian OB.

P1- Exchange one Bulgarian 8-0 leader for a 9-1 leader. *
P2- P1 + reduce the Partisan SAN to 3.
P3- P2 + increase game length to nine turns.

Ambush has been discussed extensively in several other places. We felt it is about 90 % pro-Bulgarian. We wanted to make the Partisan MGs non-captured as we felt that would have balanced it. However we felt that would violate the flavor of the scenario and the fact that historically they had just stolen the things. As the AH balance is absolutely no help, we wanted to try to balance it at B2 and we needed a powerful balance. We didn't want to give the Partisans more squads as the situation report said they only had 115 men. We didn't want to play with more Partisan MG's or fewer Bulgarian squads as both elements are involved in the VC. We wanted to increase the Partisan FP because after the MG's break they don't have any. We decided on the Fanaticism as it increases the Partisans resilience and also their FP as they will no longer cower, a very important thing when you are on the 1 FP column. The two foxholes provide some protection against the MTR. We have not play-tested this one yet and it will be interesting. The Fanaticism may be too powerful.

ASL 29 - THE GLOBUS RAID (G0, P1)

G1- Add another 8-0 leader to the Partisan OB.*
G2- G1 + add a 527 squad to the Partisan OB.
G3- G2 + increase game length to 8 1/2 turns.

P1- Exchange any one 237 for a 447 after Freikorps set up, but before Partisan set up. *
P2- P1 + Exchange the German 8-0 leader for a 9-1 leader.
P3- P2 + Exchange the German LMG for a MMG.OB.

We have only played the Globus Raid two times (once each, but not with each other) so are kind of fudging this one. It seems pro-Partisan so here it is.

ASL 30 - SYLVAN DEATH (G1, P0)

G1- Add a 527 squad and LMG to the Partisan OB.
G2- Delete two 468s. *
G3- G1 + G2.

P1- Delete 12 minefield factors. *
P2- P1 + exchange one German LMG for a dismantled MMG.
P3- P2 + add one half turn to game length.

Sylvan death is another of the pretty good partisan scenarios. We rate this one as slightly pro-German. The AH balance is two powerful however. On the tactical side, the German player in this one should always enter to insure that the Partisan player does not retreat to the Northwestern corner of the map behind the stream. If this happens the German is toast.

ASL 31 - THE OLD TOWN (G2, P0)

G1- Six Partisan MMC start the game fanatic. *
G2- G1 + add a 337 squad and MMG to the Partisan OB.
G3- G2 + add a 337 squad and exchange a 8-0 leader for a 8-1 leader in the Partisan OB.

P1- Add a second goliath and a 338 HS to the German OB. *
P2- P1 + add a HMG to the German OB.
P3- P2 + exchange a 8-1 leader for a 9-2 leader in the German OB.

This one is fairly pro-German. G2 should increase the Partisans win/lose record.

ASL 32 - SUBTERRANEAN QUARRY (G0, P1)

G1- Treat Romanians as Lax. *
G2- G1 + Exchange a 8-0 leader for a 9-2 in the Partisan OB
G3- G1 + Add a 9-2 leader to the Partisan OB.

P1- Increase Game Length to 9.5 Turns. *
P2- P1 + Exchange a 8-0 leader for a 9-2 in the German OB
P3- P2 + Add two 548 squads to the German OB

This scenario generally does not get much playing time. These are our guesses, but we have heard that the Partisans can set up some nasty ambushes.

ASL 33 - THE COSSACKS ARE COMING (G0, P0)

G1- Exchange the Partisan 9-0 and the 7-0 for a l0-0 and a 9-1.*
G2- G1 + Add a 527 squad and a LMG to the Partisan OB.
G3- G2 + Add a 337 squad and a MMG to the Partisan OB.

P1- Exchange both Axis 8-0s for 8-1s. *
P2- P1 + Add a 548 squad and a squad horse counter to the Cossack OB
P3- P2 + Add a 347 squad and exchange the MMG for a HMG in the Croatian OB.

ASL 33 is our favorite scenario out of the Partisan module. It is even, has a lot of interesting units and is a good situation.

ASL 34 - A NEW KIND OF FOE (G1, P0)

G1- Add 12 "?" to the Partisan/Russian OB. *
G2- G1 + add a 337 squad and a 447 squad to the Partisan OB.
G3- G2 + add a 628 squad and a MMG to the Partisan OB

P1- Add a 468 and a LMG to the German OB
P2- Add three 468s to the German OB *
P3- P2 + exchange one of the 8-1 leaders for a 9-2

ASL34 we have actually never played. We are not sure why that is but that is the way it has worked out. Players should take the recommended playing balance with a large grain of salt.


Streets of Fire

DASL 1- GURYEV'S HEADQUARTERS (R1,G1)

R1- In any given turn the Russian reinforcements (SSR 4) may not enter more units than the current turn number or the turn's reinforcement dr (whichever is less).*
R2- R1 + exchange a German 9-2 leader for one of the 8-1s.
R3- R2 + lower the Russian SAN to 4.

G1- Building dL1 is considered fortified (with no tunnels) at ground level. *
G2- G1 + the Russians receive eight additional concealment counters in their onboard OB.
G3- G2 + add a 628 and a LMG to the Russian onboard forces.

Comments: We consider Guryev's HQ to be pro-German, but also feel it is pro Russian with only G1 in play. Both sides getting balance makes this one even.

DASL 2 - BERSERK! (R0, G2)

R1- The German 8-0 leader will go berserk on a dr (?) the current turn number, rather than on a dr of 1. *
R2- R1 + Exchange three 458s for 447s.
R3- R2 + add a 8-0 leader to German board d group.

G1- Set up is sequential; the German player sets up his units on board b first, followed by Russian set up, and finally the German sets his units up on board d.*
G2-G1 + add an 8-O and a MMG to the Russian OB, while also fortifying all of building dL1.
G3- G2 + add a .50 cal HMG to the Russian OB.

Comments: Berserk! is pro-German due to the Russians being surrounded and unable to rout in many instances. Many Russian positions tend to become encircled indefinitely.

DASL 3 - STORMING THE FACTORY (R0, G0)

R1- Ignore SSR 7; German ELR is 5. *
R2- R1 + delete the Russian HMG.
R3- R2+ add two 658s to the German OB.

G1- The Russians may boresight. *
G2- G1 + exchange the Russian 9-1 for a 9-2.
G3- G2 + delete the German Armor Leader.

Comments: This is a fun scenario, very bloody, but doesn't see enough play. See Pete Mudge at ASLOK if you want the Germans, the "Impaler" will be glad to defend the factory.

DASL 4 - FIRST TO STRIKE (R0, G1)

R1- The Germans must solely control 13 of the 19 multihex buildings at game end.*
R2- R1 + delete one AT Gun and crew.
R3- R2 + exchange three 467s for 468s.

G1- The Germans must solely control 15 of the 19 multihex buildings at game end.*
G2- G1 + add a 8-1 leader to the Russian OB.
G3- G2 + add 12 concealment counters to the Russian OB.

Comments: Another good scenario. A clever German Pre-registered hex (we like bH3) and numerous 105mm fire missions can complicate the Russian defense. A Barrage is also a possibility given the PreReg hex.

DASL 5 - LITTLE STALINGRAD (R2, G0)

R1- Reduce Game Length one turn. *
R2- R1 + add a PaK 40 ATG/crew, three 658 squads, and two DCs to the German OB.
R3- R2 + add two additional 658 squads and a 9-1 leader to the German OB.

G1- The SS suffer unit replacement normally (A19.132) and are considered to have an ELR of 4. *
G2- G1 + exchange the Russian 9-1 leader for a 9-2.
G3- G1 + add a 9-2 leader to the Russian OB.

Comments: The Germans cannot win Little Stalingrad in a no handicap playing. The Russian player should roll for reinforcements every turn and play aggressively with his troops. We have seen upwards of 50 Russian squads in play in this scenario . The Russians are an unstoppable mob by around turn 6. Several players have differed with our opinion in this one (Warboy, Mudge) and been steamrolled into seeing the light. The given German OB in this scenario is not going to stop 50 + Russian squads backed by T-34s and 120mm OBA from obtaining the VC in 9 or 10 turns time. German CVP (which are going to be numerous) also count for the VC.

DASL 6 - DRACONIAN MEASURES (R1, G2)

R1- The German player may change (or fake a change of) his VC option at the start of Game Turn 4 or upon the arrival of the Russian reinforcements (whichever occurs first). *
R2- R1 + add a flamethrower to the units entering on turn 2.
R3- R2 + add a 9-2 Armor Leader to the units which enter on turn 1.

G1- Allow the Russian reinforcement to enter on a dr (?) the current turn number at the Russian player's option. *
G2- G1 + add a 8-1 leader, 468 squad, and LMG to the Russian OB.
G3- G2 + the Russian player may designate four fortified building locations (no tunnels).

Comments: Draconian Measures is Guy's favorite DASL scenario. The Germans have the advantage if they choose VC (b). VC (a) is very difficult, and VC (c) is second best. If the Soviets set up to defend against (b) or (c) (a hedgehog) they can make the scenario very difficult on the Germans. A hedgehog would leave the Soviets vulnerable to VC (a), the exit. The recommended playing allows the Germans to change VC, thereby negating the possible Soviet guesswork during set up. The hedgehog gambit will not work any more as the German player will switch his VC, bypass the hedgehog, and exit the map.

DASL 7 - WITH FLAME AND SHELL (R0, G1)

R1- The required number of victory points for the German is 45. *
R2- R1 + add a 9-2 Armor Leader to the German OB.
R3- R2 + add two 468s to the German OB.

G1- Reduce the Game length to nine turns.*
G2- G1 + add two 447s to the Russian OB.
G3- G2 + add a 9-2 leader to the Russian OB.

Comments: The German armor is very tough, but the Russians do have six guns and good anti-armor capability with their infantry on a very small playing area. This scenario is a tremendous bloodbath (you may have noticed that for us that is a good point) with alot of interesting units. Play it soon.

DASL 8 - THE SCHOOLHOUSE (R2, G0)

R1- The game ends four turns (not five) after the arrival of the Russian reinforcements.*
R2- R1 + delete six 447s, two KV-1S tanks, a LMG, and a DC from the Russian reinforcements.
R3- R2 + add a 10-2 Armor Leader to the German OB.

G1- Russian reinforcements arrive on a dr 2 (not 3) less than the current turn number.
G2- G1 + delete the German flamethrower.
G3- G2 + add two 458s to the Russian OB.

Comments: There are too many Russians for the Germans to handle. The Elephants tend to be immobilized rather early on, or they hide from the Soviet guns and don't affect the battle. The 88mm guns are needed to root the Russian infantry from their strongholds . When the assault guns roll into position to do this, an AT gun is waiting to blast it's treads off. The Russian reinforcements swarm everywhere and the KVs can roam freely once the Elephants are immobile. The Russians also have Molotov capability, this means even more trouble for the Elephants and drastically increases the Soviet infantry's firepower.

DASL 9 - PREPARING THE WAY (R0, G1)

R1- Decrease exit VP required to 45.*
R2- R1 + add two 468s to the German OB.
R3- R2 + ignore SSR 4.

G1- Decrease Game length one turn. *
G2- G1 + add 12 concealment counters to the Russian OB.
G3- G2 + add a 9-2 leader to the Russian OB.

Comments: Six Panthers in a scenario is not seen very often. The German commander should enjoy wielding these beasts against the Soviet defense. This is not great Panther country though, and caution must be used to avoid numerous, Soviet infantry assisted, urban mishaps.

DASL 10 - THE FINAL BATTLE (R0, G2)

R1- Reduce game length to 8 1/2 turns. *
R2- R1 + add a 9-2 Armor Leader to the German OB.
R3- R3 + exchange five conscript squads for 467s.

G1- Increase game length to 10 1/2 turns.*
G2- G1 + delete four conscript squads and a MMG from the German OB, while adding four 628s, a 10-2 leader, and a 9-1 Armor Leader to the Russian OB and changing "ten" to "eight" in the Victory Conditions.
G3- G2 + Germans suffer from ammunition shortage.

Comments: As Mark Nixon once said, "Show me a Russian winner in The Final Battle and I'll show you a guy who's playing his kid brother." The Russian chances are very slim in this one. The bombardment helps, but there is alot of ground to cover versus some very potent Nazi weapons. The Germans are going to take a large number of Russians down with them. In straight up playings we have not seen a single Russian squad exit the playing area. Crossing the street can bevery hazardous to your health in 1945 Berlin. This scenario requires that a lot of streets be crossed and there are German weapons trained on each one.


Hedgerow Hell

DASL 11- RIPE PICKINGS (G1, US0)

US1- U.S. player must amass >= 24 CVP. *
US2- US1 + delete one bazooka.
US3- US2 + delete the 8-1 Armor Leader and the Gyrostabilizer.

G1- U.S. player must amass > = 20 CVP *
G2- G1 + add a 666 squad to the U.S.
G3- G2 + exchange three 666 squads for 667s.

At least two German tanks should die during the U.S. turn 1 Prep Fire Phase. The Sherman should bag one, with the bazooka teams getting two cracks at taking down another. The Sherman could intensive fire and knock out a third MkIV if the U.S. player is feeling lucky. Once two tanks are dead the Germans must keep an eye on their CVP total; especially look out for prisoners.

DASL 12 - REPULSED (G0, US2)

US1- The U.S. player must control at least 9 building hexes on board b to claim victory.*
US2- US1 + add three 447s, a 9-1 leader, a MMG, and a LMG to the German initial forces.
US3- US2 + exchange one LMG for a HMG.

G1- The U.S. must control at least 7 building hexes on board b to claim victory. *
G2- G1 + add a fourth Sherman to the U.S. OB.
G3- G2 + delete the 81 mm mortar and crew.

The Germans are just too outgunned in this one. The American firepower is awesome with over a 2:1 firepower ratio. Couple that with great terrain, 3 tanks, decent leaders and fairly easy VC, and the Germans need some help. The Germans do have 2 tank-destroyers, but they will be hard to use with all the American bazookas and the short ranges involved.

DASL 13 - BOGGED DOWN (G0, US2)

US1- Add one 50L PaK 38 AT and crew to the German OB. *
US2- US1 + add two 447 squads and a LMG to the German OB.
US3- US2 + delete one of the Sherman tanks.

G1- Exchange five 546 squads for 666 squads.
G2- Extend game length to 8 1/2 turns. *
G3- G2 + G1.

The U.S. firepower in Bogged Down is horrific (for the Germans). The U.S. troops do not have to move very far to get in position. This gives them ample time to sit behind the hedgerows and pound the Germans into submission. The hedgerows break the map up making it hard for the Germans to establish mutually supporting positions across the entire board with only 14 squads. The hedgerows also serve to mask the U.S. attack as the attackers can gain concealment over and over at the end of their turn. The flak guns are potent, but can be neutralized by approaching them concealed with large firegroups. The hedgerows make this easy to do. A Flakfierling will have only a 8+2 attack at a concealed target behind a hedgerow. If ROF is not maintained, the U.S. may get off unscathed and then return fire with devastating effect.Comments: This scenario is covered heavily in other articles

DASL 14 - BUYING THE FARM (G0, US2)

US1- Mistaken air attacks occur on a final sighting TC of > = 10. *
US2- US1 + add two 447 squads and a 9-1 leader to the German OB.
US3- US2 + add 12 additional AP mine factors to the German OB.

G1- Substitute a 9-2 Armor Leader for the 8-1 Armor Leader. *
G2- G1 + delete 12 AP mine factors.
G3- G2 + exchange the U.S. 9-1 leader for a 9-2.

We feel the Germans just don't have enough infantry to stop the Americans for 9 turns, much less 11. This is a pretty good scenario besides the balance. The Germans have to concentrate on force preservation, but also must slow down the Americans. The large number of mines and guns on the German side make this one fun and interesting.

DASL 15 - BARKMANN'S CORNER (G0, US1)

US1- Add one 658 and a LMG to the German OB. *
US2- US1 + add a PSK and a 9-1 leader to the German OB.
US3- US2 + in the Victory Conditions change "40" to "35".

G1- Air support arrives on a dr one less than the current turn number. *
G2- G1 + delete the German HMG.
G3- G2 + in the Victory Conditions change ~40" to ~35w.

Barkmann's Corner is another small, bloody scenario, but this one involves a small German force ambushing a much larger American force. The Americans are strung out in a convoy and in column, but have a much larger force. We feel this one is slightly pro-American, but the Avalon Hill balance solves that nicely. As the Americans, stop at the end of your movement phase so you can get some decent shots in the defensive fire phase to possibly reveal the ambush before it gets sprung.

DASL 16 - CLAY PIGEONS (G0, US2)

US1- U.S. majority squad type is lax. *
US2- US1 + increase game length to 8 1/2 turns.
US3- US2 + add a second flamethrower to the German OB.

G1- Increase the initial base NVR to three hexes. *
G2- G1 + in the Victory conditions change "20" to "25".
G3- G2 + add a 9-1 leader to the U.S. OB.

We like the Americans in this one for the simple reason that the Americans can use the night rout rules to block the German's movement with broken units. The Germans getting one more turn and the Americans being Lax evens this one up nicely. As the Americans, don't forget about your mortar's IR rounds.

DASL 17 - THEY'RE COMING (G0, US1)

US1- Add one PzKpFw VG to German forces entering on turn one. *
US2- US1 + delete the U.S. .50 cal HMG.
US3- US2 + in the Victory Conditions change "45" to "40".

G1- U.S. may use HIP for one MMC per board and/all SMC/SW that set(s) up with it in the same location. *
G2- G1 + add a second 9-1 leader to the U.S. OB.
G3- G2 + add a third 57L ATG and crew to the U.S. OB.

Even though the Germans are Elite and have great leaders and four Panthers, they are on the short end of the stick in this one. The Americans are in good terrain and have tremendous firepower: three .50 cals, two HMG's, three MMG's and 23 six firepower squads. As the Americans, we like to hide either zero or one tanks so as to increase the Germans VC. This is a great scenario that doesn't see enough play. Probably because of its length. The Avalon Hill balance is perfect because it not only gives the German an extra tank, it gives them eight more victory points to exit.

DASL 18 - KING OF THE HILL (G1, US0)

US1- Add one HMG to the German OB.*
US2- US1 + exchange the PaK 38 ATG for a 75L PaK 40 ATG.
US3- US2 + exchange one German MMG for a HMG.

G1- Substitute a 9-2 Armor Leader for the 8-1 Armor Leader in the U.S. OB. *
G2- G1 + exchange the German 9-2 leader for an 8-1.
G3- G2 + exchange one U.S. 7-0 leader for a 8-1 leader.

This one is slightly pro German and fun to play. The hills make for some interesting terrain and lines of sight.