Table for One: Operación Backbone (Ludopress/Alea) Review

To some degree, all wargames are hypothetical. Even the most detailed simulation of an actual, historic conflict, with lavishly researched orders of battle and start lines, festooned with elaborate rules governing supply, morale, command and control, and a hundred other factors, deviates from history—becomes hypothetical—the moment a player moves a unit or rolls a die. History has changed, and everything from that point becomes conjectural. And yet what is typically understood as a hypothetical wargame, simulating a conflict that did not actually happen, tends to be devalued in the hobby despite potentially providing the same types of lessons and insights that other, historically-grounded wargames can, at their best, deliver. Though many wargamers carve out an exception to this rule for games on a (thankfully) potential Third World War and its ancillary engagements, titles depicting imaginary conflicts don’t tend to land well with the buying public.

Cover close-up of Alea 37 (Ludopress) with artwork by Iván Cáceres

It’s little surprise, then, that many hypothetical wargames come to market not as boxed games but as magazine games, given the lower price point and, one must confess, lower expectations that come with the format. Yet for that very reason, magazine games offer a fertile canvas for experimentation with approaches as well as topics. Thus we have Operación Backbone: La Invasión Aliada del Protectorado, 1942-43, from Spanish publishers Ludopress via their wargaming magazine Alea. The Allies drafted Operation Backbone, an invasion of Spanish Morocco in December 1942, in order to retain British control of Gibraltar and secure access to the Mediterranean should Spain have allied with, or been invaded by, Germany. In the event, such fears came to naught, and Operation Torch, with its invasion of Vichy French holdings in North Africa, takes place in the same time frame without spreading to the Spanish Protectorate. Operación Backbone is, it perhaps goes without saying, the only game to focus exclusively on this topic—the Europa module Spain and Portugal allows gamers to engage Spanish forces in Morocco, albeit with a much broader brush as a smaller part of an Allied invasion of the Iberian Peninsula—but does such uniqueness provide enough justification, enough insight into what would have been a significant alteration in the course of the Second World War in the European theater, to merit a spot on the table?

Overview

Operación Backbone: La Invasión Aliada del Protectorado, 1942-43
Ludopress, 2021
Alea 37
Designed by Antonio Rodríguez

Operación Backbone appears as the issue game in Alea 37 (September 2021) accompanied by a sheet of 144 die-cut half-inch counters, sixteen of which are variant counters for fellow Spanish publisher SNAFU Design’s Ambon and Batalla a les Illes Formiguesa, along with a semi-matte paper map measuring a bespoke 16″ x 23″, close to but not quite A2 sized. The game covers the hypothetical efforts of several US and UK divisions to invade the Spanish Protectorate of Morocco as a response to Spain allying with Germany and thus threatening Gibraltar and Allied access to the Mediterranean Sea. Operation Torch has already been carried out in this alternate timeline, as American forces begin the game in the base scenario well-established across French Morocco from Port Lyautey (Kenitra) to Taourirt. Operations in Gibraltar or mainland Spain fall outside the game’s scope.

Contents overview of Alea 37 (Ludopress) and the included game, Operación Backbone

Units are mostly regiments for the American, Spanish, and German forces, and brigades for the British, with a few company sized units in play as well, using standard NATO symbols color-coded to denote higher formation affiliations. A small flag flash adorns the bottom right corner of each unit counter to denote nationality, which is also designated by counter color; the corner ornamentation adds a bit of unwelcome busyness to the counter for my taste, which hews to the utilitarian in such matters, but judged by the standards of contemporary counters from some publishers, with their ornate watermarks and garish color schemes, it’s a minor quibble. Air and naval power is abstracted into points that are simply applied to combats as modifiers.

Counter overview from Operación Backbone, Alea 37 (Ludopress)

All ground units bear historical designations. In his design notes, Antonio Rodríguez indicates that he used the forces allocated for Torch as the basis for the Allied order of battle, which seems quite reasonable given the similarity in mission taskings, training, and theater presences. Likewise, the Spanish forces come from those actually in the Spanish Protectorate at the time, forming a well-grounded set of assumptions for this hypothetical conflict.

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East Front Rain: ASL Journal #17 Released

Advanced Squad Leader‘s long-time custodians, Multi-Man Publishing, have in recent years come very close to releasing their flagship product’s support magazine, the ASL Journal, on a near-annual basis, something that was seldom accomplished when it was titled the ASL Annual. (Though in fairness, Avalon Hill, the original publishers of ASL, started that title and themselves never quite lived up to the promised schedule either.) The most recent issue, ASL Journal #17, came out in late July of this year in conjunction with the grandiosely titled World Boardgaming Championships in Seven Springs, Pennsylvania, only nine months after they unveiled Journal #16.

Cover detail from ASL Journal #17 by Multi-Man Publishing, with artwork by Steve Noon

A hallmark of recent issues of the Journal has been an excruciatingly glossy cover, and this most recent offering, featuring artwork by Steve Noon showing American GIs advancing down a ruined street behind a Sherman, ramps the gloss up even higher. You will smudge the cover and festoon it with fingerprints, should you decide to give the articles within more than a cursory glance. I hope a reconsideration of the cover stock is in the offing.

Contents overview of ASL Journal #17 by Multi-Man Publishing

At forty-two pages, Journal #17 comes in slightly longer than prior issues, and pleasingly most of the articles are, continuing the recent pattern, focused on gameplay, including an examination of dashing and street fighting rules by Sean Deller and a deep dive into roadblocks by Carl Nogueira. John Slotwinski, a long-time gaming buddy of mine, contributes an article on one of several monster scenarios in this issue, accompanying a handful of “Pre-Combat Check” articles by Deller that seem to have become a fixture, providing a “things to remember” checklist for various scenarios. A potted history article, of the type I’m long on record as believing has no place in gameplay-focused magazines such as this, also takes up some space.

Article detail from ASL Journal #17 by Multi-Man Publishing

ASL Journals tend to come with an assortment of maps, and Journal #17 obliges, but in a rather different manner. Instead of one or more cardstock maps, a paper map for a single scenario, J282 Paths of Vengeance, accompanies this issue. At almost 20″ by 28″, it’s a substantial bit of cartography, nearly the size of a standard wargaming map, with oversized hexes and a nice, restrained satin matte finish. Featuring built-up city terrain (the scenario is set in Berlin), with stone buildings interlaced by streets and railroad tracks, the map by itself makes a compelling case for the playing the linked scenario.

Map detail from ASL Journal #17 by Multi-Man Publishing

And what a scenario it is: J282 Paths of Vengeance, by Bill Cirillo, Sean Deller, and Steven Pleva, is a three-player scenario whose details span four separate cards. The scenario leverages the three-faction conceit introduced in Twilight of the Reich, with two Soviet forces fighting each other (for the glory of taking Berlin) and the Germans simultaneously. Each side receives points to spend as they please for weapons and fortifications as in ToTR, a conceit repeated through many of the Journal’s fourteen new scenarios (J270-J283), spread over eleven double-sided cardstock cards.

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Sweet Sixteen: ASL Journal #16 (MMP) Released

After sixteen installments, it might not be breaking news that a fresh issue of the ASL Journal, that irregularly published compendium of articles, news, and scenarios and maps for everyone’s favorite World War II tactical combat system, Advanced Squad Leader, has arrived—which is perhaps my feeble excuse for not taking a look at ASL Journal #16, released by Multi-Man Publishing in October, 2025 alongside ASL Action Packs #21 and #22 at ASLOK, until some ten months later.

Cover close-up of ASL Journal #16 by Multi-Man Publishing, with artwork by James Dietz

Wearing an extremely glossy cover with artwork of American paratroopers digging in by James Dietz, ASL Journal #16 clocks in at a relatively slim 38 pages. Several articles recap the “first ever ASL World Championship” held at WBC in 2025, the bespoke scenarios for which are included in this issue. Additional articles by Jim Bishop and Sean Deller focus on rules issues and applications, accompanied by design notes for the forthcoming Kharkov in Flames historical module and the included Carpiquet Airfield scenarios.

Most significant, however, are the proposed rules changes by veteran players Steven Pleva and Mike McGrath, along with new errata to address some of the issues they highlight. (Full disclosure: I played Mike McGrath at Winter Offensive many moons ago; he was unfailingly pleasant as he disarmed my hapless attack with an insouciant ease.)

Article detail from ASL Journal #16 by Multi-Man Publishing

It’s unquestionably the most consequential set of adjustments to the rules since the Second Edition came out back in 2001. MMP has included the changes in the most recent official errata file, so no need to purchase the issue to find out just how wrong you’ve been playing all these years, but finding out why the changes have been made just might be worth the price of admission, especially since several of the unimplemented proposals in the article could yet make it into official status…

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Triple Action: ASL Action Packs #20, 21, 22 (MMP) Released

Fresh—well, semi-fresh—from the fine fellows at Multi-Man Publishing, a trio of Action Packs, numbers 20, 21, and 22, for Advanced Squad Leader, everyone’s favorite tactical combat simulation, to fill out the collection. I say “semi-fresh” because two of these three map-and-scenario packs were first unveiled back at ASLOK in October of 2025 some seven months back, but the latest is genuinely hot off the presses this week.

Action Pack #20, #21, #22 covers by Multi-Man Publishing, with cover artwork by Nicolás Eskubi

These packs serve a useful function in the ASL ecosystem, adding a drip-feed of new boards—and a veritable torrent of new scenarios—for the system to tide gamers over between the larger boxed module releases. As has been noted, the last thing the system really needs is new counters, but we all still want new product, so Action Packs fit the bill perfectly, filling up the map-and-scenario binders while leaving the Planos untouched, and the three latest offer a range of experiences with something for everyone, even picky gamers like myself. All three feature now-standard, yet still striking, cover artwork by Nicolás Eskubi.

ASL Action Pack #20 wears its pedigree on its sleeve (er, sub-title), “ASL Oktoberfest XXXIX,” not just released at the venerable tournament but produced in cooperation with it, featuring a dozen scenarios, spread across seven double-sided cards, by Pete Shelling, David Lamb, and Matt Zajac, plus a single new mapboard, 98. These actions run the gamut, with no particular theme tying them together. Aside from a smattering of near-obligatory East Front battles we get a few set in the Philippines, one in Burma, one in Luxembourg, and, as is becoming a welcome tradition, a pair of Korean War scenarios by Pete Shelling, including one with UN Forces. He’s doing more to keep Korean War ASL alive than anyone else at present. Most of the cards come in around six-seven turns, with reasonable force sizes, as befits a tournament-centric pack, though there are a few actions that will take either fast play or a very long session in a tourney setting.

Scenario detail from Action Pack #20 by Multi-Man Publishing

Board 98, designed by Tom Repetti and painted by Jean-Marc Palmier (his first for the system?), is a welter of brown, tan, and green, with a dirt road leading over and through wooded hills. Cliffs and a stone bridge over a dry gully add to the fun, and a smattering of crags makes an appearance, because why not? It’s a busy, busy map, sadly only used by three of the scenarios in the pack. In addition to 98, boards 6, 16, 35, 36, 37, 49, 58, 62, 68, 71, 75, 87, 88, 90, 5a, 7a, 8b, and deluxe boards b, c, and i are required, plus a handful of overlays. German, Russian, American, Axis Minor, Japanese, Nationalist and Communist Chinese, UN, and North and South Korean counters come into play across the scenarios.

Map detail from Action Pack #20 by Multi-Man Publishing

The other ASLOK Action Pack release, ASL Action Pack #21, takes as its theme “Blitzkrieg to Paris,” a tightly focused compilation of four maps and ten scenarios all by Gary Fortenberry, centered on actions in May, 1940, in the Netherlands, Belgium, and France. The counters needed, commensurately, come in as a very tidy list: German, Allied Minor, and French (plus Partisans). Stretching across six double-sided cards, these actions are anything but tiny—the substantive scenarios draw on many dusty parts of the Plano for counters not frequently seen, always a treat. Perhaps understandably, the Germans take the initiative in all but one of the scenarios, a French counterattack, but the Allies are not without ample tools to resist. For fans of early-war situations, this pack is a must.

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Table for One: France ’44 (Victory Games) Review

Wargaming boasts a few eternal chestnuts, conflicts and battles that publishers, designers, and, it must be said, gamers, just can’t get enough of: Waterloo, Gettysburg, Stalingrad, the Bulge, and, of course, D-Day. The evergreen popularity of these topics speaks to their role as hinges, moments when fates of empires and nations hang in the balance; one of wargaming’s attractions is the ability to revisit, in decidedly distanced form, the choices and challenges faced by the real-world combatants, to see how history might have unfolded differently or to understand why the cards played out as they did.

It’s a bold step, then, for Victory Games, that subsidiary of Avalon Hill comprised mostly of refugees from the lamented SPI, to have published France ’44, a game on the Allies’ drive to the Rhine in 1944 and 1945, that starts after D-Day and ends before V-E Day. No invasion, no desperate attempt to break out from the beachhead, no fear of being pushed back into the sea, no drive deep into Germany once the Westwall falls. By the time July 1944—when the game starts—rolled around, the end of the war was scripted but not yet written, with plenty of hard miles between the bocage of Normandy and the shores of the Rhine but the destination little in doubt, plenty to build a game around. Still, without that strong hook of D-Day to grab gamers, how does France ’44 hope to compete with the dozens of similar games on the market? By turning the basic “rules” of wargaming on their dusty heads.

Overview

France ’44: The Allied Crusade in Europe
Victory Games, 1986
Designed by Mark Herman

Cover detail from France '44 by Victory Games

France ’44 arrives in a standard Avalon Hill/Victory Games slipcase box, irritatingly sized at 8 and 3/8″ wide and 11 and 1/2″ long, just a smidge too small for a sheet of Letter-sized paper. (I would love to hear the story of just why AH made their boxes in such non-standard dimensions, with the concomitant shrinking of all the maps and booklets that needed to fit into them.) The cover artwork, by Jim Talbot, evocatively (if improbably) depicts a Sherman blazing away on the move at multiple enemies at once, the commander firing the cupola-mounted machine gun as the main armament looses a round.

Cover artwork detail by Jim Talbot from France '44 by Victory Games

The contents are such that the 2″ tall box feels cavernous by contrast: one saddle-stapled, black-and-white printed twenty-page rulebook; one matte map, printed on thick paper, measuring 22″ by 32″; a single, die-cut, back printed countersheet with 130 1/2″ inch counters (essentially a half-countersheet by modern reckoning); two d6; and a plastic counter tray with clear snap-on lid that fits snugly in the bottom of the box. Notably, all player charts and tables fit on the map, so that there are no loose tables. Such an economical format suggests that this might have seen life as a magazine game in Strategy & Tactics had it been submitted to SPI rather than VG, but it was marketed at a price of US$15 at the time. Though, of course, a game’s true worth is measured by more than its weight in paper.

Content overview of France '44 by Victory Games

In 2020, Compass Games re-released France ’44 in a “Designer Signature Edition,” a moniker Compass gives to previously published games that are gussied up (and usually super-sized) for a new audience, featuring a mounted map, a mini-map for the congested Normandy area, two countersheets (adding mostly informational markers), various charts and tables, and custom dice for the revised combat system. This review focuses solely on the original 1986 Victory Games release.

Armor units in France ’44 are divisions while infantry units are corps, with HQ units representing Army HQs. The counters, by art director Ted Koller, hew broadly to Victory Games’ simple yet pleasing palette, Allied units in olive green and German units in a greyish-tan. Standard NATO symbology differentiates unit types, and the various nationalities on the Allied side (American, British, French, Canadian, and Polish) are denoted by the color-fill on the unit symbol. Units receive historical Order of Battle denotations, but other than the British 79th Armored Division, which receives bonuses in certain combat situations thanks to its “Funnies,” the designations are for flavor and initial setup only. (Thankfully, VG does not apply differential colors or rules for the laughably “elite” German units that so many wargames insist on calling out as somehow worthy of special attention.)

Counter detail from France '44 by Victory Games

The counters in my copy show very tight registration with no instances of color bleed or off-printing, and they round nicely with my handy dandy counter corner rounder. The cuts are not uniformly deep, requiring some extra X-Acto work here and there to remove them cleanly from the counter sheet and each other. The dreaded Avalon Hill/Victory Games side nibs—those attachment points to the countersheet that fall on the side of the counter rather than the corners—do make an appearance here, as in another VG game from 1986, James Bond 007 Assault!. Unlike corner nibs, which are easily removed, side nibs defy simple remediation and just look tacky. The side nibs are not consistent, nor indeed do they even appear with any degree of regularity or discernible pattern. One can but nod sagely, acknowledging that the ways of the Monarch-Avalon Printing Company will remain forever inscrutable…

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Bagged Bocage: Drop Zone: Chef-du-Pont (MMP) Released

A new historical module for Advanced Squad Leader, everyone’s favorite tactical simulation of World War II combat, typically lands with a thud, representing pounds of paper and cardboard that recreate, in loving and occasionally overwrought detail, the specifics of a particular campaign. Multi-Man Publishing‘s latest, however, makes a more modest appearance on the proverbial doorstep. Drop Zone: Chef-du-Pont, just released, comes not in a box but in the crinkle-wrapped plastic shrouding more commonly seen with paper-only products like Action Packs and Winter Offensive Bonus Packs. Which makes sense, as Ken Dunn’s follow on to his Drop Zone: Sainte-Mère-Église, from 2023, ships with front and end sheets (featuring cover artwork by Nicolás Eskubi), six scenarios on three sheets of cardstock, a single 22″ x 30.5″ semi-glossy paper map, a few pages of special rules for the scenarios and campaign games, and a chapter divider on glossy stock.

Content overview for Drop Zone Chef-du-Pont by Multi-Man Publishing

That’s right, no counters. And for those of us with groaning Planos that long-since lost any semblance of order or harmony, who despair at trying to fit yet another squad type or vehicle variant into the mix, it’s a welcome change, one representing an awareness that new counters are not necessary for a quality product. Sometimes, working with the colors you have proves a finer design feat than insisting on a box of crayons with a hundred subtly different shades, and Ken Dunn demonstrates his design chops here again. (There is cardboard in the package, though—MMP thoughtfully includes a piece for stiffening the bagged package, which otherwise might wobble like my defensive setups in ASL…)

Rule page example from Drop Zone Chef-du-Pont by Multi-Man Publishing

Drop Zone: Chef-du-Pont focuses on the fighting between elements of the American 82nd Airborne and scrounged-together German forces around the hamlet of the same name in Normandy, which hosted a crucial river crossing needed in the immediate aftermath of the D-Day air drops and invasion. The area is best known in ASL circles for hosting 10-3 Brigadier General Gavin, of “Gavin Take” fame, and Drop Zone: Chef-du-Pont brings welcome context to the fighting in and around the classic scenario, even taking on the sacred cow by adapting it to the historical map.

Scenario card detail from Drop Zone Chef-du-Pont by Multi-Man Publishing

Indeed, the scenarios, all by Ken Dunn, have a “traditional” feel to them, heavy on infantry engagements with minimal use of special rules. Bocage and slopes do feature on the map by Charlie Kibler, but they seem the only obstacles to jumping right in, regardless of one’s experience with ASL. All six scenarios can be completed in a sitting by reasonably prompt players, with moderate countermixes and restrained turn lengths. No night scenarios, and only one with OBA, of a sort—CdP6 Consolidation lets the German player use an INF gun as an indirect/OBA piece, an interesting tweaking of the basic rules. My pick of the cards is CdP5 Desperate Defense, probably the biggest card of the lot, using most of the map, with a scant nine elite American squads packing a single Bazooka defending against Germans marshaling captured French tanks.

Scenario card detail from Drop Zone Chef-du-Pont by Multi-Man Publishing

Drop Zone: Chef-du-Pont might seem slim on first glance, but with a commensurately tiny US$32 retail price and six scenarios that are easy to break out at a club meeting or tournament, it’s a value. Players just starting with ASL will find much to appreciate here, with only Beyond Valor (second edition or newer) and Yanks needed to play everything in the box, er, bag. The connection to Drop Zone: Sainte-Mère-Église is thematic rather than in the nature of a sequel, so ownership of that module is not required—but it has cow counters, so why wouldn’t you? Plus you can throw Chef-du-Pont in the Sainte-Mère-Église box with no fuss.

Scenario card detail from Drop Zone Chef-du-Pont by Multi-Man Publishing

As a fresh type of product presentation for Multi-Man Publishing in these, shall we say, intriguing economic times, Drop Zone: Chef-du-Pont feels like a positive step forward, one that recognizes most players have all the foxhole counters and German second line squads they will ever need. Though I hesitate to speak ex cathedra for ASL players as a whole, we want new experiences—with the polish we expect from MMP, that find their way to the table rather than collect dust in the “eventually” pile—rather than new stuff. I love my chrome-laden monster scenarios as much as the next person, but sometimes you just want to pull a card from the binder, throw some counters and maps down in an interesting configuration, learn a little something about a conflict, and spend a pleasant afternoon rolling dice and pushing counters you already own rather than punching (and rounding!) new counters and absorbing pages of special rules. Ken Dunn and MMP deliver that here, with a ton of bang for the buck.