I am the German defenders. While I believe in bringing all my guns up front, I am not backing up fast enough. I am not happy about exchanging casualties with the Russians at the present ratio (slight more than 1:1) since there are twice as many Russians as the Germans! Even though the Russians are spread out, they have 5 leaders in this scenario (these are the Guards Para!).
(Update : All Gone! Thanks!)
Since the new LFT Rat Chart v2+ is coming out, I figured I should do something about my old ones (old, not necessarily used).
I’d like to give 2 away for the price of postage (expect USD4.5 for the US, 2 weeks with tracking) and sell 1.
Email me at hongkongwargamer at speedpost dot net, tell me which one you want (#1, #2 or #3), first ones to pay up gets them. I might even ask you leave a comment here, so figure something smart. One per address please, not that I am expecting requests for multiple copies ..
#1 : Give Away for the price of postage, Used LFT Rat Chart 2nd edition
Been to Mayhem in Manila & Angkorfest Siem Reap!
#2 : Give Away POSTAGE INCLUDED Unused (backup copy) LFT Rat Chart v 1
This one has a laminated cover and is in good shape.
#3 : For Sale Unused (backup copy) LFT Rat Chart v 2, USD15 + Postage
That’s half price + postage (again USD4.5 to the US).
This is something I wanted to do for the longest time – to pick up a copy of the Avalon Hill General Magazine (AHGM) and layout the Series Replay turn by turn – to see the action and to read the commentary!
This is the first one – published in AHGM vol 23 issue 2. This was played only 3 weeks after Advanced Squad Leader was published. The German player was Don Chappell, the Russian player Jim Block and the Neutral Commentator was Charles Kibler.
I have only gotten a turn done so far, but I am proud to have started. I encourage you to pick up a copy of Avalon Hill General Magazine vol 23 issue 2 and follow along as well!!
I will be adding subsequent turns in the days ahead.
Benji at McDonalds
I got up rather early on the last day and so I checked out, took my luggage to the venue and went down to McD for a nice breakfast. I met Benji there. Benji travelled in from nearby via Uber. He told me how he’s been playing Mark Humphries every Friday evening. As a matter of fact John Knowles told me about Benji earlier and said he’s one of those guys who’s been picking ASL up really quickly. Apparently this is his first tournament and he’s enjoying it. He knows there’s a learning curve to be surmounted and he is focusing on getting through the first 100 games. I, on the other hand, is on my 123rd game and I am no where close to NOT feeling like a beginner. I didn’t tell him that.
The China crew
The China crew showed up with 5 players this year (6 including myself). They have already been playing in regional tournaments so they are no strangers to most in attendance. These guys definitely held their own : after all Kyle, Johnny & Xavier are experienced players. Xavier, aka the X teacher, holds monthly ASL classes in a Shanghai game store. However, since he was never before ranked internationally, he is awarded “The Outstanding Newbie” award. Kyle & Zhen “Richard” Wang, are the two chief editors of the Chinese ASL magazine “Dare Death”. We even came in personalised team t-shirts, designed by Xavier.
Jamie Westlake’s Four Dice
One thing a lot of us noticed was Westlake throwing 4 dice at a time. He came in second in the tourney and so whatever he’s doing must have worked. Either that or it’s his superhero t-shirts. We asked him to explain this “Four Dice System”:
“Hi guys…..Aussie convention…..red and white first. Blue and yellow second. If multiple morale checks, top unit red and white, next blue and yellow. Then roll again for third and fourth etc. exception: if you roll HOB, blue and white become HOB resolution. If leader creation, yellow is next. When first introduced to this twenty years ago I hated it. Now I love it…..on a to hit roll, red and white is the hit, blue and yellow the kill. Instant gratification….whack!”
All the “other” folks I’d like to thank
With so many players coming in from overseas and with a good number of new players, we knew there’s going to be an issue with maps and overlays. Will Fleming worked meticulously to put together good solid printouts of scenario maps on thick paper.
George Bates couldn’t make the tournament because of real life issues. However, he’s instrumental to the success of Mayhem in Manila. He pushed through a lot of decisions and set the tone we want to bring forth in these tournaments. He was the one who went to Perry at Multi-Man Publishing and asked for sponsorship. That man showed me how it’s done.
Vlad See did the fantastic Mayhem t-shirts, amongst other things like driving players to airports. The graphics on the t-shirt is actually done by a professional design artist, not that it’s not noticeable.
The sponsors! Oh my god, the sponsors!! They go such a very long way to make this a proper tournament. I can’t be more thankful of their support.
The Blog of Five Rounds
AP89 To the Pain, Bruce Probst
This is a Gary Fortenberry scenario from Action Pack 9 “To the Bridge”. The victory condition is a little out of the ordinary, there are multiple ways you can win. If you fulfil certain number of VC conditions at a certain point in time, the game ends. Otherwise it goes on to the next checkpoint until the 6.5 turn scenario is over.
Bruce Probst was my opponent on this first round. I played him in a Dare Death VASL tourney round before and he’s really one of the nicest chaps you can get matched up with.
If you look the picture above, the locations marked with a “V” are the places that allows the British to score. The arrows show where Probst’s Gurkha Rifles roamed. Probst was probing the left, centre as well as the right. My attention was draw more to the right because my asset allocation was more towards the middle. I don’t worry about the left as much since it’s a much harder terrain to traverse.
Probst took advantage of his mobility and shifted his weight from the left to the centre, where he started focusing on around Turn 3, our first “checkpoint” so to speak. I wasn’t setup very well and so I had no multi-man counters around the middle VC. However, I was confident that I could advance a MMG crew into the area and extend the game to the next checkpoint (from Turn 3 to Turn 5).
As luck would have it, the crew had to roll for an NMC on the Defensive Fire and produced boxcars. It’s easy for me to blame the dice for this but I shouldn’t be in this situation to start with. I should have focused much better on the Victory Conditions.
Focus on the VC!
J150 The Sangshak Redemption, John Knowles
This 5 turn scenario is from ASL Journal 10. Both the Japan side and the Indian / Gurkha’s side get to attack as well as to defend. All the buildings are huts apart from the building in the middle of the VC circle which is a stone church. The IJA wins by winning ownership of the church (even just briefly) and keep two building within the VC circle at game’s end. My opponent was John Knowles, John and I play every Thursday evening, from “Into the Rubble” scenarios to Campaign Game playtests.
Initially, the IJA faced off a weak India setup. I needed to capture the church as soon as possible and to kill those 2 guns, to get into the right positions and to preserve my forces for the Gurkha onslaught. I didn’t move fast enough, I don’t think. I also saw an opportunity to banzai through cover and take out his ordnance. Those ordnance weren’t even pointed towards the banzai’er. Well, that didn’t turn out so well. I was able to pile into one of the Indian squads but neither of the guns.
My guys were off position and then John got a CH on the church from his 76mm mortar.
The expert that he is, he took maximum advantage of the opportunity to push into the church. My IJA couldn’t shoot at all that day, the Gurkhas were stacked and unloading barrages after barrages into the huts that the IJA were holding onto for dear life. In the diagram above, the bottom two arrows were how the IJA made their initial push. The arrows on the top and on the right were the Gurkha reinforcements.
I could have conceded after Turn 3, which was 2 Gurkha Movement Phases after his reinforcement arrived but I fought on. I surprised myself when the battle lasted through to Turn 5 until the necessary IJA forces were KIA’d off the map. To me this is a terrific reason as to why one should never concede. You never know how things will go.
AP59 Taking Heads, Zhen Wang
This is a 6.5 Turn scenario by another Fortenberry pack, Action Pack 6 A Decade of War. My opponent was Zhen Wang. Zhen’s one of the chief editors of Dare Death, the Chinese ASL magazine. The IJA attack down from the top of the map pushing against some ELR2 Philippines Army (“PA”) personnel. They could either win by exiting CVPs off the board, or by a combination of killing US units / capturing buildings (largely to the left of the “Fake HT”.
My issue started before the game even began and is perhaps the key weakness to date in my game. The “weak” Americans also get a 37LL AT Gun and two M3 GMC’s which are halftracks with 75mm guns. If you look at the diagram above, the 2 “bright” red dots are where they were located. The 37LL gun was at the back and never got used. They never really got into the right and is a big reason why I failed to get as many IJA kills as I should when they advance down over the top part of the map. To prevent CVP losses by losing those halftracks, I took them out of play myself. It absolutely obvious but it never hit me until now.
Zhen was able to demolish my PA troops piecemeal all the way back into the village buildings.
Put all your assets into the fight!
ITR1 Debacle at Sungkiang, Akira Lu
I was the defending Chinese in this 6.5 Turn Scott Holst scenario from “Into the Rubble”. My opponent was Akira Lu who is a relative newcomer into the hobby. He came to the tournament with nothing, not even Beyond Valor, but he left the tournament with Mark Humphries’ old Raaco boxes & bag set. I guess he’s finally convinced!
Alan Smee had a quick chat with me about what he saw in my play. He said I need to get as many assets as possible into the fight. I can even fall back into Fortifications but don’t put my assets out of play by putting them the backfields. He told me how he’d do a A103 Mayhem in Manila defence and that point came through loud and clear.
The red points on the map are where I placed my two 76mm artillery.
I put most of my assets forward and engaged the attackers for half the game around the top part of the map. The IJA had to capture 11 of those multihex buildings I won this one by adjudication as we ran out of time. My opponent is a newbie but I could feel the difference from my change in approach.
Push your assets forward, you can always back into fortified positions
AP90 Smashing the Hook, Benji Dayco
This is my other favourite scenario out of Action Pack 9 “To the Bridge”. This is a fast 5.5 turn scenario. The British needed to either destroy both roadblocks or clear IJA units from around the roadblock area.
My opponent was Benji Dayco whom I met that very morning at McD!
I figured we will fight this one in front. I put my 75mm infantry gun on the hill overlooking the first ridge. I had a MMG there in case the gun needed support. I also had HIP units on both sides of the road in front just in case some of these British breaks or if a leader wandered to the wrong place.
This worked out every well. The British seemed torn between running for the first roadblock or fighting it out. I won this one by concession as I had to make for the airport.
Defenders can still choose to fight the attackers in the ground of their choice.
Siem Reap, Cambodia?
We did a quick vote towards the end of Mayhem regarding the location of the next tournament. Siem Reap came out to be the winner and Raphael Ferry can’t be more enthusiastic in taking that on.
Siem Reap, home of Le Franc Tireur, does seem to be a top notched idea.
Snake eyes in the shadows of Ankor Wat.
I was chatting with Witchbottles the other day. Given all the issues and problems we have in life, whether personal or professional, to be able to see each other once a year means the both of you probably didn’t have too bad a year. It’s a blessing really.
See you there, Summer 2017. Have a good year!
Dare-Death is the world’s first Chinese ASL magazine created by Richard “Ferguson” Wang and Grandiose Pz.Kpfw.V Ausf G Driver (or “G Driver”. The term “Driver” in Chinese is the equivalence of “Grognard”.) In support of their efforts and with their blessing, I will translate articles from Dare-Death whenever possible.
To all ASL & ASLSK players in China :
ASL developed bountifully in the 30 years since its start in 1985. To date it has more than 10 official modules, addon packs in the hundreds and scenarios in the thousands. Through the support of its fan base, ASL is second to none in the Second World War tactical combat simulation genre. ASL offers a large library of official products and an even bigger array of third party publications and fanzines from around the world. Unfortunately, there’s no third party product or fanzine from China until now.
Richard “Ferguson”/“爵爷” Wang approached me a month ago about publishing a China ASL e-magazine. I jumped on the idea immediately and hence the first China ASL fanzine was born! The primary goal of this magazine is to serve and to support ASL players in the Chinese speaking world. We will publish new product alerts, AARs, tactical analysis, newbie guides, articles focusing on rules and about historical backgrounds etc. We hope to develop more ASL players and to encourage more game play. We want more people to experience the uniqueness of the ASL system and we hope to promote ASL across China.
Since this is our Premier Issue, both Ferguson and I want to keep a lower profile. That’s why we did all the articles and translations ourselves. Going forward we will try to keep to a quarterly schedule. We welcome all ASL related article submissions. Since we want to keep this a free publication for now, we apologize for not being able to pay any remuneration. Please lend us your support! Finally, we’d like to invite anyone interested in finding out more about ASL to join QQ group 450676993 (a China online chat group). Our ASL chat group is covered around the clock by grognards (aka “old drivers”) who helps with ASL queries and discussions. We also encourage players to look for games online and we might even organise tournaments going forward. Our immediate target is to get more people to play. If conditions allow in future, we will publish scenarios.
By grandiose 开豹式的 g 司机 (grandiose Pz.Kpfw.V Ausf G driver)
(Translated from “Preface” in Dare-Death magazine Issue 01)