Dear Diary - a rolling 4 months of comment
Beyond Valor - ASL
I have owned this more than once! First seen in 1985, it was the flagship module to what was then the new Advanced Squad Leader system.
It included the full German order-of-battle and also the Soviet order-of-battle and so together with the rulebook, this became the gateway module to the world of ASL.
It has been important since that time to keep the module in print as most of what followed would need German opposition to play. This is the third edition copy and as well as the original 10 scenarios, it includes a further 14 scenarios that have previously been published in out-of-print journals etc. and they have been re-balanced and all known errata included.
The weighty package (5 kg) includes the 24 scenarios, ten ASL maps (1-5, 8 and 20-23) and fourteen countersheets.
Of immediate importance to me are the admin markers, which I can use while waiting for the starter kits to come back into print (soon) and the box includes board 1. This will allow the playing of the 'classic' 1st scenario from the basic Squad Leader that introduced me to a lifetime interest in tactical WWII boardgames, so there is a bit of a nostalgia blast here.
If I jump the hurdle from starter kits into full ASL, then I will at least have secured a copy of the most important module in the series.
Cutting losses!
I have been spending several days trying to get to grips with a new boardgame (not previously mentioned here or at the Battlefields & Warriors Blog) - but to no avail!
Things did not bode well from the outset as it uses cards and I deeply dislike cards in wargames - so fool on me for buying it in the first place. But outside of that, the game engine is certainly not standard and that combines with the dynamism of card play to get between me and the actual subject.
Sometimes immediate disposal by any means can be a helpful thing to both mind and shelf space!
Though the game box is a handy size for keeping my 28mm hedges in for the figure games :-)
I have a part penned article on how we view things like games and books somehow deserving to hold a recoverable value, while other forms of entertainment such as weekend breaks, coffees, attending sport matches or cinema etc are just as expensive, but we never think that we are 'owed' a right to claw back any of that money spent. I'm not sure the article is or will be sufficiently cogent to actually post it - perhaps a bit more tweaking!
Disclaimer ..... in the image, the bin does not look like my bin :-)
On the flip side, Advanced Squad Leader Starter Kit, which is also complicated, but in a more ordered way, continues to get my favoured attention. So two sides of the same coin - interesting!
Attacking St. Come du Mont
This is Advanced Squad Leader (starter kit) scenario s41 - called Sink's Encouragement (8th June 1944) - designed by Ken Dunn.
This town sits between Carentan and St. Mere Eglise and elements of 1st Battalion of 506th Para (American) are ordered to attack. Their commander, understanding that his men were tired after 2 days of continuous action, arranged for artillery support.
In full ASL, I recall that the artillery rules have some complexity to them .... benefitting from a flowchart to assist!
While off board artillery has not been covered in the starter kit series, it is given some utility in this scenario by a simple hit / scatter die roll and where the fire lands, that and all adjacent hexes are attacked on the 12 Fire Power column. There are 3 such fires at the start of the game, targeting German positions.
The artillery was pretty effective - especially as the squad with the MMG broke, this team had been covering the central building and had good fields of fire.
Even so, there were enough Germans scattered amongst the remaining buildings to cause the paratroopers to advance cautiously, mainly via the orchard. The paratrooper collective fire cut up the defence leaving importantly placed German squads broken.
However - they had taken too much time to get to this point and the victory conditions of capturing all of the town's buildings within 2 hexes of P6 started to slip from reach ..... and so the paratroopers, confident that much of the towns defenders were in a broken state, advanced on this part of the town.
Of course, it all unravelled ... well it would wouldn't it!
The paratroopers' attempts to use smoke grenades all failed - then the MMG team recovered and finally in a close combat amongst the buildings a German defender saw off an attacker despite being out-numbered 2:1.
A situation of several broken German squads that made the edge of town look like a door waiting to be kicked open, instead came to life and the paratroopers ended up with broken squads everywhere with no hope of securing the building.
Play time - just under the two hours mark.
Complexity - I still had to double check some 'Final Fire' stuff, ELR, smoke placement and what does a squad do when their leader breaks, but outside of that, everything was quite straight forward and these rules are bedding in now ...... well, for infantry anyway :-)
Table surgery!
The table where I stand to play figure games and larger boardgames that have two maps is 40" off the ground, so for a bad back sufferer it helps reduce leaning over into the table and so reduces strains on the back, but this space does have one problem, it is a tight fit in the room that I use.
Along the length of the table, the space to move is narrow and so one tends to move along it in a sideways sort of shuffle and I am now convinced that in addition to periods of standing at this table, that unnatural side-stepping shuffle is contributing to ongoing back and leg pain when playing.
The table was originally giving a 6x4 surface and a couple of years ago I cut the 4 foot depth down from 48" to 43" inches. This helped with the amount of physical space to move in, but did not eradicate the side stepping.
Yesterday after some back related problems when setting up a 28mm Wars of the Roses figure game, the game was packed away and today the saw came out to attack the table depth!
The depth was reduced by a further 4" to 39" (exactly 1 metre). This might not seem much, but the difference is that it is now possible to move along the table length by walking dead ahead rather than 'the shuffle'.
I can still do the 6' and 4' length and indeed, on a (now) 4' x 39" a two map boardgame is a better fit so that whichever side the map is approached from, it is easier to reach its centre - so that must surely be a help.
I am only posting this as it might help others identify an issue that isn't immediately apparent and of course I may be totally wrong and the sideways shuffle may not be a contributor to the back ache.
Anyway, as always .... we shall see!
Face to face game
This is Anzio from White Dog Games and it concerns itself with allied landings on the Italian coastline in January '44.
The game just has 4 pages of rules, with the advantage of brevity and the disadvantage of brevity!
Anzio was a hard slog through the mud and the same (quite rightly) can be said of the game, for the middle part of the play, our game looked like something of a stand-off.
Then the break came and the Germans took Cisterna and pushed beyond it and soon after Aprilia fell.
The level of victory is not so easy to work out in a face to face game as it seems to be set up for the Allied Vs Bot game that you can run, however we gauged it to be a minor German win.
Though overall we ran into stalemate positions quite early, it then becomes the push and shove over a handful of hexes and trying to get positional advantage that occupies the attention, so it keeps both sides busy and even on this small map there are nuances at play that keep the players engaged.
So it is a funny game, it doesn't feel exciting enough to race back to, but it is solid enough to give a very entertaining game. It feels like neither side is winning ...... but that is exactly what Anzio was all about!
Progress on the 10mm fast paint force
A few weeks ago, I opened a discussion about getting some 10mm Napoleonics and doing a test run on speed painting, to get that balance between visual and speed by painting figures that are already glued to their bases.
I have now completed samples for infantry, artillery, cavalry and a command base and put a post up on the Battlefields & Warrior Blog.
Link
https://battlefieldswarriors.blogspot.com/2026/05/10mm-napoleonic-french-bases.html
Wars of the Roses rules
One of the items that I picked up from the Partizan show was a set of figure rules stocked by the Society of Ancients and at just £15, including cards, I thought that they would provide at least an interesting read.
While looking for reviews, I noticed that there is an entry on BoardGameGeek that covers the creation of a scenario and subsequent game. It is quite detailed, but I think for those interested in the rules, it gives more useful information in one place than anything I might do.
Here is a link to that free download.
LINK
https://boardgamegeek.com/filepage/288720/blood-red-roses-palm-sunday-battle-1461-from-sling
Partizan wargame show.
A fab day today at Partizan wargame show.
I have put a show report up on the Battlefields & Warrior Blog, just a mix of pictures and comment.
Link
https://battlefieldswarriors.blogspot.com/2026/05/the-partizan-may-2026-wargame-show.html
First go - Battles in the East.
For tonight's face to face game, we had a go at Operation Winterstorm from the recent issue 107 World at War mag (DG), which they call Stalingrad Relief and is part of the Battles in the East series from Decision Games.
I have had the boxed volumes 1 - 4 for a while and they remain unpunched, so tonights game, was a way to ease me in to the system. It is desribed as being an evolution of Army Group South, Panzergruppe Guderian and Cobra ..... which bodes well.
Initially we found it a little more awkward than we expected with its variable supply rules, but this is quite a low counter density battle and so for the first few turns, there were only ever really 2 - 3 points of contact, so we were able to get much more familiar with the game mechanics before the bigger clash started. Having played, I need Post play, I need to re-read the rules before touching anything else, just so that everything falls into place.
I played the Germans and by the start of turn 6, it was clear that my drive to relieve Stalingrad was blunted and that as the Soviet line thickened, counter-attacks would start to push me back.
Mike thought it more of a draw as he didn't feel strong enough to go on a full-pelt counter-offensive. I am left wondering whether I pushed 6th Pz Division hard enough, but I was a little cautious of getting cut off. I will try this again solo over the next week or so and perhaps break one of the box sets open.
The designer notes say that if the Germans have not created a gateway with the Stalingrad garrison by turns 5 - 6, then they will likely lose and by turn 6, this did feel evident. I will loook for some AAR's and see how other players have got on.
A downside is that this doesn't fit out session timewise. It does look like it will be easy to record a game partway through and play the second part at a later date. The art of course is to know when to stop, so that the second part of the game remains viable as a session ..... and that point is not always the halfway mark in turns played.
It still feels a bit more convoluted than I would want or had expected, but being a series game, the re-playability will likely address that.
Full article on most recent dabble
The vehicle rules are starting to stick. Yesterday I ran an exercise of Panzer IV's being ambushed by SU 85's while pushing through a gap in the woods and a few interesting things happened, as they always do.
A reader contacted me yesterday (Hi Mike) to say that they were enjoying the snippets here about the approach to re-learning ASLSK, so I thought it time to do give yesterdays dabble a bit more prominance.
Anyway, if anyone is on am ASLSK path, I have put up a post on the Battlefields & Warriors Blog, covering my most recent tank situation.
LINK
https://battlefieldswarriors.blogspot.com/2026/05/advanced-squad-leader-practice.html
Tweaks for Marengo
I have played the scenario a fourth time, but made an adjustment to the rules. For the French, their turn 1 movement restrictions are now also imposed on turn 2. For the Austrians, on their first two turns, they have their attack (only) strength doubled. This is not as drastic as it sounds as the Austrians have few attack opportunities on the first few turns and it just helps ensure that DR happens more than AR.
Both tweaks are already present in the scenario, so it is not introducing something too new, rather it is just expanding the designer's thoughts of 50 years ago.
Together, the tweaks serve to ensure that during the morning, the French are encouraged to develop their defences on ‘their’ side of the Fontenone Stream, giving the Austrians a timely jump-off point to assault Marengo, while still ensuring that there is plenty of fight and contest going on before Marengo falls.
My game did give me that, but the French hung on and took heavy casualties. In this system, once one side ‘thins’ the other side has more opportunity to overwhelm, break through or turn flanks and start to cut the enemy retreat and this is what happened here.
In the end the French were desperate for their reinforcements just to hold the line, rather than going on the counter-attack and re-taking Marengo. So we end with a very clear Austrian victory.
The scenario was more fun to play than the previous ones of a ‘contained’ Austrian force, but it would need to be played a few more times to make sure that there is also the chance of a French victory. The tweaks may have given us the right opening and a good contest for Marengo, but if they fail to show the French counter-attack in all of its glory, then we still have a problem.
For the next play, I may remove Austrian double strength attacks for turns 1 & 2 and just stick with the French movement restrictions for turns 1 & 2 and see how that goes. Regardless, four enjoyable games of Marengo in just a couple of weeks without the rulebook being used is its own minor victory.
Advanced Squad Leader SK
The playing of small incidents continues and I am noticing my speed picking up.
Here we see the 'Allied Minors' set up at one end of a town ready to meet attacking infantry supported by a self-propelled gun.
The SPG is useful against buildings, attacking as area fire on the '12' column of the Infantry Fire Table... however, a combination of poor shooting and good defender morale meant that the SPG did not deliver the goods this time!
Note the defender's anti-tank rifle is ready to have a crack at the SPG if it enters the town.
The stack at the bottom of the screen contains a medium machine gun, which jammed as it fired at approaching enemy!
The Marengo write-up
As mentioned, the recently released Decision Games’ ‘deluxification’ of the old SPI Napoleon at War has been on my table. I have played three games of the Marengo battle and put some notes up on the blog.
The three games have ended in French victories, so I am yet to crack this battle, but I am struggling to get the Austrians into a winning position so far.
I think I will have a go at Wagram next
Here is a link for anyone interested;
https://battlefieldswarriors.blogspot.com/2026/05/marengo-june-1800-napoleon-at-war.html
Latest issue of WSS
Issue 140 hits the UK high street today and rather a nice issue it is too, being themed on the Saratoga campaign 1777 (AWI).
There are three AWI scenarios included that relate to the subject, from the pen of Steve Jones.
Reviewed is the Rapid Fire supplement 'Barbarossa Border Battles', which is a nice booklet that I already own from the irresistible Rapid Fire Reloaded collection.
Richard Marsh gives us an additional East Front scenario in the magazine called Pelische 1941. All the scenarios are fairly vehicle heavy, but the author has worked from the perspective of getting these games onto a 6x4 table with his favoured 20mm. All the scenarios in this booklet have been built up around changing the scale of tank numbers from 1:5 to 1:10, but those who use Rapid Fire will know that in practice, none of that matters once the dice start rolling.
Richard Clarke (Too Fat Lardies) says 'Don't be a dick!'. He is referring to the very competitive players who ask questions of a designer that are set around a principle of gaining whatever game advantage they can from the rules and use the 'if the rules don't say I can't, then I can' argument for their cause. He is talking about players who will seek any perceived advantage that they can winkle out of the rules and of course for most of us, we might naturally take a wide berth of such players.
I am amused by the concept as quite frankly I never care whether I win or not, it is purely the game for me. Of course one plays to the order of the victory conditions for the win because you have to for the sake of the game / history, but after that .... really!
Chris Peat has an article about his wargame group (Spalding Wargames Club) being featured on the TV (BBC news) with an angle that membership of the club supports gamers mental health.
There is a bunch of other stuff (Hello Baron's War) and overall, this is another excellent cover to cover read.
