Bowie Bundle: Two New ASL Products from MMP Released

As inevitable as snow in winter (well, most years), January means Winter Offensive, the East Coast’s premier Advanced Squad Leader tournament, held annually by Multi-Man Publishing in bucolic Bowie, Maryland. This year’s tourney saw the release of two new ASL products, the fifteenth edition of the Winter Offensive Bonus Pack and the somewhat uncategorizable Twilight of the Reich. Is it a core module, a sort-of-historical module, an Action Pack gone mad? It’s big, that’s for sure.

Detail of Twilight of the Reich and WO Bonus Pack 15 by MMP

Taking the simpler, but by no means unremarkable, Winter Offensive Bonus Pack #15 first, this scenario-and-map bundle comes, as ever, in a loose cellophane bag with a cover sheet depicting flame-lit street fighting in Stalingrad by Nicolás Eskubi, a tantalizing hint of the actions on offer within. Two of the four scenarios feature rather large engagements set in that ruined city, with each side cramming upwards of thirty squads each onto three deluxe boards. For yes, Bonus Pack #15 follows in the footsteps of Bonus Packs #9 and #13 by including deluxe sized maps, all on the now-standard “Starter Kit” cardstock, likely accounting for much of the $32 retail price. (All of MMP’s proceeds from this, and all the WO Bonus Packs, go to the WWII Foundation, so it’s a reasonable price by any standard.)

Component overview of WO Bonus Pack 15 by MMP

The new scenarios number WO46-WO49, with Pete Shelling supplying two of them (one of the Stalingrad actions and another US vs German tiff set in April ’45 with a trademark Shelling force purchase matrix). Tom Morin contributes the other Stalingrad scenario and Kevin Meyer brings us an action featuring the Canadians in Operation Goodwood. The back of the cover sheet provides a nice overview of the factory rules to accompany the three factory-festooned new maps (Dp/Dq/Dr). Dq and Dr are essentially a matched pair, as they split two giant factories across one of their long sides, making these some of the first “non-geomorphic” Deluxe maps, if not the first, in terms of not matching to other boards along those edges. (No, I’m not digging my Deluxe maps out to check.) It makes for a quite striking factory complex. As the kids today say, you can fit so many squads in these bad boys…

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Ohiofest: ASL Action Pack #18 (MMP) Released

To most people, Oktoberfest conjures up notions of Bavaria, beer halls, and bratwurst, and all fine contributions to human culture they are. To aficionados of Advanced Squad Leader, however, Oktoberfest means a week-long celebration of wargaming in some nondescript hotel in and around Cleveland, Ohio, the longest running (and arguably finest) ASL tournament going. In celebration of this carnival of camaraderie and competition, Multi-Man Publishing, stewards of ASL, just released their fifth scenario-and-map Action Pack in conjunction with ASL Oktoberfest.

Cover Detail of ASL Action Pack 18 by Multi-Man Publishing

ASL Action Pack #18: Oktoberfest XXXVII features two geomorphic mapboards (91 and 92) in the now-standard “Starter Kit” style of thick cardstock plus fourteen ASL scenarios, AP191-204, all on traditional cardstock, sandwiched between front and end sheets on glossy stock with cover art depicting a Crocodile blazing away by Nicolas Eskubi. In keeping with the general “tournament” nature of this Action Pack, the scenarios tend towards the compact, with only two clocking in at seven or more turns and three at a mere four-and-a-half turns. Unit density likewise reflects an emphasis on the manageable, and all should be playable within a six hour span, assuming reasonably punctual players.

Contents Overview of ASL Action Pack 18 by Multi-Man Publishing

The new maps, 91 and 92, hail from the talented Charlie Kibler. Board 91 is a riot of greens, with woods and brush everywhere and a long Level -1 Valley that runs the length of the map. It’s a striking board, one of the strongest in recent years. Board 92 depicts a more normal crossroads village, though curiously dominated by stone row houses more often seen in purely urban settings. Two roadside hills offer intriguing defensive opportunities.

Map Detail of ASL Action Pack 18 by Multi-Man Publishing

All fourteen scenarios were designed Pete Shelling and the late Bill Sisler, both hailing from the Buckeye State, making this an all-Ohio affair. The Germans appear on quite a few of the cards, against American, Russian, Partisan, and British opposition, with a single scenario set in the Pacific and, pleasingly, four actions taking place during the Korean War with the North Koreans facing American troops from the 1st Cavalry. The latter quartet might be considered a continuation of sorts from Action Pack #17, the entirety of which covered the actions of the First Team in World War II and the Korean War. It’s good to see MMP continuing to support the Korean War module with additional scenarios. That conflict represents the furthest extent the ASL system can really cover, chronologically, being so close to World War II as it was in terms of weapons and tactics. Hopefully more gamers will give those scenarios a try.

List of Contents of ASL Action Pack 18 by Multi-Man Publishing

My personal picks from the scenarios include AP191 East Wind by Bill Sisler, with its rarely seen Extreme Winter conditions making life miserable for Russian and German alike; Pete Shelling’s AP194 Not Fade Away, pitting a German defense on the two new boards against American infantry backed up by some Shermans; and AP204 Southside Seesaw, also by Shelling, with a thin force of North Korean defenders holding against a mass of US 1st Cavalry infantry lugging a recoilless rifle up Alpine Hills on Deluxe maps, not something you see every day. Honorable mention goes to Sisler’s AP197 Killer Cats & Easy Eights, an all-AFV affair in the snow that gives 11th Armored’s CCB a total of sixteen up-gunned Sherman variants against half as many German tanks and tank destroyers.

Scenario Detail from ASL Action Pack 18 by Multi-Man Publishing

As ever, to play it all you need to own it all when it comes to Advanced Squad Leader, and Action Pack #18 proves no exception. For the player with everything, though, or at least close enough thereunto, Action Pack #18 is yet another automatic purchase. The two new maps, particularly 91, give scenario designers even more options, and the scenarios avoid being big, tedious slugfests, the time, space, and force constraints that are inherent to “tournament” scenarios forcing players to use what they have to the best of their abilities, while still having room for a beer and another scenario right afterwards—which, if we’re honest, is the whole point of a tournament anyway…

Taking a Gander: TCS Goose Green (MMP) Released

Though best known for their prodigious output as the current benevolent custodians of Advanced Squad Leader, Multi-Man Publishing also shepherds various other wargame series, including the Tactical Combat Series (TCS) pioneered by Dean Essig (and previously released under the aegis of The Gamers, now folded into MMP). The most recent TCS title is Goose Green, designed by Carl Fung, focusing on the initial ground combat between British and Argentinian forces in and around Goose Green and Darwin on the Falkland Islands in May 1982.

Cover sheet detail from MMP's TCS Goose Green

As with the last TCS entry, Ariete, Goose Green comes as a ziplocked, rather than boxed, presentation, with a single standard 22″ x 34″ map on glossy paper; half a countersheet of die cut 1/2″ counters; series and special rules on glossy paper; some charts on relatively thin, glossy stock; and thick front and back cover sheets. It’s a tidy package at an agreeable price. TCS has never seemed to be as big a seller for MMP (or The Gamers previously) as the other series in their stables, so it’s good to see the series continuing in a format that gets the games out to players at a price that is as close to “impulse buy” as wargames tend to get.

Component overview for MMP's TCS Goose Green

Goodness knows I’ve bounced off of TCS more than once in the past, having owned (and sold and owned and sold) several titles in the series over the past two decades. What has thrown me off—and others, I would wager—is the innovation at the heart of TCS: written orders. Like ASL, TCS focuses on tactical battles, highlighting small unit engagements, typically at the platoon level as opposed to ASL’s focus on the squad. TCS, however, requires written instructions for units to act, orders that must pass through the chain of command. No telepathic, instantaneous communication between units here—orders are orders, and just because the player wants to react to an opportunity (or mishap) in one area, the written orders take precedence until new orders can be cut.

Rules detail from MMP's TCS Goose Green

For gamers used to pushing counters at will, it’s a difficult, or at the very least different, mindset to adopt, particularly at the tactical level, and while most TCS series games have small scenarios, the thought of orchestrating a major offensive in writing can be daunting. The relatively small focus of Goose Green feels like an ideal setting to try to come to grips with TCS; even the full campaign for Goose Green should be within the realm of the possible, given that there are a grand total of 140 counters in the game, fewer than half of which are actual units. The game contains a total of five scenarios, ranging from five to forty turns, each turn representing between twenty minutes to an hour duration, depending on light conditions.

Map detail from MMP's TCS Goose Green

Too, with the fortieth anniversary of the conflict in the Falklands just past, Goose Green feels a somewhat timely addition to the relatively thin conflict simulation corpus surrounding that clash in the South Atlantic. Designer Carl Fung goes to significant lengths via the special rules and scenarios to portray the difficulties facing the British as they attempt to conduct a rapid assault against numerically superior Argentine defenders, themselves well dug-in but on the receiving end of an advanced combined arms fusillade. Both sides need to make tough decisions about when to press and when to yield, decisions compounded and complicated by the TCS orders process. Besides, any game with counters for that lovely homegrown Argentinian close air support aircraft, the Pucara, deserves a place in my collection.

Counter detail from MMP's TCS Goose Green

The components themselves are up to the usual handsome MMP standards, the maps hewing broadly to the standard Gamers style, with graphics work by Nicolas Eskubi. Love them or (more likely) hate them, the trademark Gamers’ “every five hexes” printed map coordinate system rears its head here, as does TCS’ legendarily finicky line-of-sight process, but those are small quibbles to bear for a fairly unique take on one of the most important, and overlooked, land battles of the late 20th century. Goose Green promises to be worth the effort involved in finally coming to terms with TCS, in order to examine this signal moment in military history.

Aussie Annual: ASL Journal #14 (MMP) Released

In what promises to be a banner year for Advanced Squad Leader products, Multi-Man Publishing has just released their latest installment in the ASL Journal range, ASL Journal #14. It’s a good thing that MMP long since stopped calling the ASL support periodical the Annual, as the last one, Journal #13, came out a scant five months back—and the one before it five years prior….

Detail of ASL Journal #14 title logo by Multi-Man Publishing

Subtitled the “Aussie Special Edition,” this magazine’s contents focus not just on actions conducted by troops from Australia and New Zealand but also collects articles and scenarios written by contributors from the same regions. It’s an interesting and salutary approach to the publication, which often feels like a grab-bag of whatever has come over the transom in Millersville. While I’m not typically an avid consumer of historical articles in gaming magazines, the focus on the Oceanic experience, frequently underrepresented in accounts of World War II presented through a British and American lens, comes across as an agreeable corrective to the typical fare.

Overview of ASL Journal #14 contents by Multi-Man Publishing

Articles in support of Hatten in Flames and the included Sparrow Force mini-CG, plus scenario analysis of AP161 ANZAC Boys and AP163 Dingos at Damour from the Australian-themed Action Pack #16, round out the bound magazine content, which comes in at 56 pages (including front and back covers) with a satin matte finish. The cover artwork by James Flett, Crossing Daoe River, Morotai, evocatively depicts slouch-hatted Australian soldiers crossing a river.

As ever, the stars of every issue of the ASL Journal are the scenarios, printed separately as usual on thick cardstock. Twenty-four scenarios appear in this installment, and while a good number do center on forces from Australia and New Zealand against various foes, the full gamut of participants appears on these cards, including a French vs. Italian affair at the very start of hostilities between those two adversaries and five actions set after D-Day pitting American and Canadian forces against German troops. Of note, there are very few scenario cards with much in the way of armor support, the late war scenarios seeing the bulk of the actions that will require digging into Chapter D.

Scenario Details from ASL Journal #14 by Multi-Man Publishing

As for the scenarios featuring troops from Australia and New Zealand, many of the actions focus on battles against Japanese forces in the Pacific theater—which certainly explains the relative lack of armor-heavy scenarios—and several take fresh looks at the fighting over Crete against German paratroopers.

Article detail from ASL Journal #14 by Multi-Man Publishing

Three of the scenarios, all by Andy Rogers, form the basis for the included mini-CG, Sparrow Force, set in late February 1942 on West Timor. The Australians of 2/40th Battalion, part of the Sparrow Force of Australian and Dutch troops, attempt to hold against elements of the Japanese Special Naval Landing Force tasked with taking the island. Rather than a traditional campaign game structure, the scenarios are designed to be played chronologically, with an interesting in-scenario force purchase system and a highly modified Refit phase between the scenarios. (In effect, VPs carry over, and wrecks/fortifications remain on map, but otherwise the map is cleared after each scenario.) The scenarios can also be played independently as stand-alone actions.

Detail of Sparrow Force Campaign Game Rules from ASL Journal #14 by Multi-Man Publishing

Two rules pages, with American-standard hole-punches and, most notably, a 22.25″ x 32″ map on glossy paper accompany the Sparrow Force mini-CG. The map comes with slightly over-sized hexes, measuring roughly 1″ across, hexside-to-hexside, as opposed to the standard .75″ width. At 26 hexes wide by 30 hexes long, it’s a reasonable solution to a map that would be awkwardly sized at the smaller dimensions, just in terms of folding, and should fit most gaming tables (and plexiglass) with no fuss. It’s good to see MMP’s willingness to tinker with sizing like this in service of a good product, especially since historical maps do not need to match up with existing maps at the usual standard size.

Scenario Details from ASL Journal #14 by Multi-Man Publishing

As ever, ownership of pretty much the entire Advanced Squad Leader system is required for play of all of the scenarios in Journal #14, mostly due to the maps and overlays used by the scenarios, quite a few of which draw on maps released outside the core modules.

Those ASL players looking for an East Front armor fix might be disappointed in the offerings here, but there’s more than plenty of product out there to fill that need. Players interested in the breadth and depth of experiences across the entirety of the Second World War will find much to appreciate here, and the bespoke attention paid to the Australian and New Zealand effort in particular makes ASL Journal #14 an eminently worthwhile purchase.

Hedgerows and Heifers: Drop Zone Sainte-Mère-Église (MMP) Released

After a soft launch at Winter Offensive 2023, Multi-Man Publishing‘s latest Historical Module for Advanced Squad Leader, Drop Zone: Sainte-Mère-Église, has begun making its way to eager pre-order customers.

Detail of cover art by Ken Smith from Drop Zone: Sainte-Mère-Église by MMP

Focusing on the 82nd Airborne Division’s efforts to secure a vital crossroads town to facilitate the breakout from Utah Beach after D-Day, Drop Zone: Sainte-Mère-Église, by designer Ken Dunn, takes gamers deep into the hedgerows of Normandy as the Americans confront the ramshackle defenses of the various German forces available to stem the inevitable tide. Coming in a thin 1.5″ deep box with cover art by Ken Smith, DZ: SME packs one countersheet, three 22″ x 30.5″ maps on nice semi-gloss paper (with combined dimensions of 22″ x 91.5″), eleven scenarios on cardstock, two chapter dividers on thick stock, and twenty-eight pages covering special rules and three campaign games.

Component overview of Drop Zone: Sainte-Mère-Église by MMP

A long paved road commands all three maps, tying them together north to south. The road pushes straight down the middle of all three maps lengthwise, cutting through open spaces lined with bocage and various small villages. With art by the inestimable Charlie Kibler and input from Sharon Boyd, the maps just scream, “Normandy,” giving a very clear example of the endless hedgerow-enclosed fields stacked one upon the next, each a potential strongpoint to be overcome. Should the map dimensions also seem too much to overcome, only one of the campaign games uses all three maps at once; another CG uses two maps, and one CG and one of the eleven scenarios pulls most of two maps into play. The remaining ten scenarios require only portions of a single map—though, at first glance, most of those defy easy map folding, so consider a 22″ x 30.5″ play area the minimum needed for use of DZ: SME.

Map detail from Drop Zone: Sainte-Mère-Église by MMP

A cursory glance through the scenarios and campaigns suggests that only the ASL Rulebook, Beyond Valor, and Yanks! are required to play all of the scenarios and campaigns in DZ:SME, but one will still need to confront that most confounding of foes: bocage. Not quite a wall, more than a hedge, and as tall as a building, this fearsome terrain type that takes up over two pages in the ASLRB dominates proceedings here.

Map detail from Drop Zone: Sainte-Mère-Église by MMP

Suffice it to say that the Ken Dunn scenarios on offer in DZ: SME make it worth your while to untangle the rules thicket and finally learn how to play bocage. Though notionally all fairly simple actions depicting elite American infantry, predominantly from the 505th Parachute Infantry Regiment of the 82nd, against mostly second-line (and lower) German defenders with a handful of guns and tanks, the special scenario rules elevate these scenario cards to rather intriguing affairs, including the option for “grenade barrages” in one and command confusion rules in another, to say nothing of the obligatory glider landing scenario. And, of course, the cows.

Rules detail from Drop Zone: Sainte-Mère-Église by MMP

It’s likely that DZ: SME will become known as the “cow module” because of the included rules for nudging Normande as moving cover and, alas, as minefield clearance tools, the latter use not in play in the sole scenario here that utilzes them, but included for the same reason that the panji rules in Chapter G are four pages long, for completeness sake. The rules feature my new favorite sentence in ASL, “A MMC possessing a Cow receives an additional +1 Ambush drm (A11.4).” Three cow counters are on the included countersheet, and one can imagine the cow rules will feature in many future scenarios, given, as Ken points out in his designer’s notes, that animal casualties are a frequent, regrettable, and often overlooked, component of war.

Scenario overview from Drop Zone: Sainte-Mère-Église by MMP

The major new addition to the ASL countermix in DZ: SME is a new German squad type, a boxed second line unit with smoke grenade capability, both spray and assault fire underscores, and a short range, provided in squad and half-squad form representing well-trained but brittle late-war troops. Extra squads and vehicles for both sides pad out the existing counter supply for purposes of the Campaign Games, while Waco gliders adorned with black-and-white invasion stripes receive bespoke counters as well, a nice bit of visual chrome. Custom 82nd Airborne and German division control markers and a counter for the new “dual roadblock” round out the single countersheet. My copy shows razor sharp color registration and no bleed whatsoever, as has been typical of MMP products for a very long time now.

My tastes in ASL tend towards the esoteric, and I’d probably be happy playing nothing but Chinese vs. Japanese or Italian vs. Greek scenarios for the remainder of my gaming life, but there’s an undeniable appeal to Drop Zone: Sainte-Mère-Église. Ken Dunn has provided a focused look at a very specific moment of the invasion of Normandy, adding his usual, and quite welcome, flair, all put together with the standard Multi-Man Publishing polish and high quality Charlie Kibler maps. It is a worthwhile purchase and a solid addition to the ranks of Historical ASL modules. It’s easy to feel a bit sated and to take a publication like this for granted, given the amount of high quality Advanced Squad Leader content coming out these days, but had Drop Zone: Sainte-Mère-Église been published in the Avalon Hill days, it’s all gamers would have been talking about for a very long time.

(Cover detail artwork above by Ken Smith.)

Village Victories: Winter Offensive 2023 Bonus Pack #14 (MMP) Released

Wargamers have once again flocked to Bowie, Maryland, for the East Coast’s finest Advanced Squad Leader tournament, Winter Offensive 2023, where hosts Multi-Man Publishing released yet another of their annual bagged scenario-and-map Bonus Packs. This edition, the fourteenth, comes with three scenarios and two maps in the now-standard cardstock “Starter Kit” style, with proceeds from the sale of the pack—and the tournament generally—going to MMP’s long-time charitable partner, the WWII Foundation.

Detail of Winter Offensive Bonus Pack #14 Cover by Multi-Man Publishing

The Winter Offensive Bonus Pack #14 retails for US$20 and features a glossy cover sheet with art showing smock-clad riders atop a tankette in a snowy scene by an uncredited artist, three scenarios (one backprinted on the cover sheet, the other on standard scenario cardstock) from Pete Shelling and Don Petros, and two maps, 89 and 90.

Overview of Winter Offensive Bonus Pack #14 Contents by Multi-Man Publishing

The maps share a similar road-grain-village theme and look quite sharp put together. Map 89 in particular stands out as a much needed addition to the cartographic canon, with a narrow two-to-three hex wide village of single story buildings running much of the length of the board, connected by dirt roads and surrounded by shellholes, grain, orchards, and a handy gully that will make for intriguing defensive possibilities. The other map, 90, provides a bit more open space but shares a similar rhythm of grain and roads as 89, making them a pleasant pairing.

All three scenarios, WO43-45, use the new boards, and given that they are all German vs. Russian affairs, this Bonus Pack marks the rare ASL product that can be played using only the ASL Rule Book and a copy of Beyond Valor. My relative indifference to German/Russian scenarios is well known, but I’m capable of appreciating fine scenario design, and there are some well considered situations and special scenario rules here.

Detail of Winter Offensive Bonus Pack #14 Scenarios by Multi-Man Publishing

The pick of the crop looks to be Don Petros’ WO44 Little Village, pitting Russian defenders (using a trademark Pete Shelling fortification purchase chart) with a stout gun line and dug-in tanks against elite Germans with plenty of heavy metal of their own. At seven and a half turns and 16-20 squads per side, a reasonable diversion for a long game day, which is all any of us can ask.

Detail of Winter Offensive Bonus Pack #14 Scenario WO44 by Multi-Man Publishing

On the whole, the 2023 Winter Offensive Bonus Pack more than earns its price, and the fact that the sales benefit a worthwhile charity makes it an easy purchase indeed.