ADVANCED SQUAD LEADER/ASL-Avalon Hill/AH, MMP (16x)-Board Game Set + 3 Rulebooks


+ All 4 Squad Leader Games incl. Origins Purple Box ed.


Very rare, mostly Brand New/Sealed in plastic (otherwise 1 New board game - Not Routinely Sealed in plastic, from New (scenario 1 sheet detached from total of 12 scenario sheets)/1 Used - Good Rulebook/1 Like New and unpunched board game/1 Like New and unpunched board game (box has wear and is split on two corners)/1 Like New Rulebook) and all 1st Edition copies of the Avalon Hill (AH) Squad Leader (SL) series and AH/Multi-Man Publishing (MMP) Advanced Squad Leader (ASL) series.


Complete set of 4 New Avalon Hill Squad Leader Board Games, including a 1977 Purple Box First Edition copy of Squad Leader from the First Print Run originally sold at Origins Game Fair. Also included is a complete set of 16 New Advanced Squad Leader Board Games including 10 New AH First Edition copies, 1 Like New (unpunched) AH/MMP First Edition copy, 1 Like New (unpunched - box has wear and is split on two corners) AH First Edition copy, 2 New AH/MMP First Edition copies and 2 New MMP/AH First Edition copies plus a New First Edition (1985) AH Rulebook, a Used - Good, Second Edition (First Printing) (2001) Original Print AH/MMP Rulebook and a Like New Second Edition (Third Printing) (2007) MMP Rulebook.


All of the Squad Leader games are First Editions. Squad Leader, Cross of Iron, Crescendo of Doom and the last in the series, G.I. Anvil of Victory are all First Edition Avalon Hill games.


All of the Advanced Squad Leader Board Games are First Editions, Modules 1 to 11 (including Module 5a) being AH First Editions, Modules 12 and 13 are AH/MMP First Editions and Modules 14 and 15 are MMP/AH First Editions. The 1985 AH First Edition Rulebook is for Modules 1-11 (not including Module 5a), the 2001 AH/MMP Second Edition (First Printing) Original Print Rulebook is for Module 5a and the 2007 MMP Second Edition (Third Printing) Rulebook is for Modules 12, 13, 14 and 15.


Squad Leader (1977 Origins Purple Box First Edition)


Brand New - Not Routinely Sealed in plastic, from New (scenario 1 sheet detached from total of 12 scenario sheets).


Squad Leader 1977 Purple Box First Edition originally sold at Origins Game Fair.


No description (this edition does not come with a description on the back of the box).


Cross of Iron (1978 First Edition)


Brand New/Sealed in plastic.


Cross of Iron 1978 First Edition.


Suddenly there was a tremendous explosion and I was instantly drenched in a cascade of cold water. Paralyzed for what seemed an eternity, I watched dark figures of men darting wildly about . . . our own accompanying infantry diving for cover. What was happening? Then realization hit me like a slap in the face . . . the water tins on the back of the Mk III had been hit. As I grabbed for the hatch, I was already giving the order to the gunner to traverse the turret. "Schnell." One comprehensive glance had taken it all in and fear all but overwhelmed me. Not 50 yards away, a slowly-rising wisp of white smoke gave away the position of the 45mm anti-tank gun pointed straight at the panzer, pointed . . . so it seemed anyway, straight between my eyes. "Hard right!" Beyond it were supporting Russian infantry—all too visible now behind their chattering small arms fire and the louder, staccato hammering of a supporting heavy machine gun. "CLANG" The tank shuddered with the reverberation of a direct hit against the front of the revolving turret. The added 30mm of frontal armor had saved them this time. Now quickly before they can reload . . . "Fire."


This is CROSS OF IRON . . . a gripping game of tactical combat on the Russian Front. Following in the footsteps of its amazingly successful predecessor, CROSS OF IRON comes replete with an entirely restructured armor and artillery system, which does for armor combat what its predecessor, SQUAD LEADER, did for infantry actions. In fact, the first thing the game instructs you to do is throw away your old artillery and armor counters to make way for their expanded revised counterparts. Each AFV now has three separate MG factors, turret position differentiation, "button up" penalties, and advantages, target size differentiation, varying armor modifiers and much more. CROSS OF IRON again utilizes programmed instruction to guide you through 8 scenarios of increasing realism and complexity. The 36-page rulebook starts in where the SQUAD LEADER rules left off . . . at section 63 and continues on to section 103. An expanded Campaign Game enables players to simulate virtually any action of their choosing with a vastly enlarged counter mix encompassing virtually every AVF which saw action in WWII . . . from the diminutive BT5 to the mammoth King Tiger.

CROSS OF IRON is more than just a game. When combined with SQUAD LEADER, it provides a system which can be used to portray any Eastern Front action. Be forewarned! CROSS OF IRON is not an easy game. Do not attempt it unless you have first mastered SQUAD LEADER.


In each game you get:

- 520 double-printed 1/2" die-cut counters representing the men and weapons that made up the combatants of the Eastern Front

- 576 double-printed 5/8" vehicular and artillery counters encompassing the entire OB of the war in Russia

- An additional 8" x 22" geomorphic mapboard section increasing the possible terrain configurations and adding several new terrain types

- Comprehensive, illustrated 36-page rule booklet

- Scenario Cards for game situations 13-20

- Two expanded Quick Reference Data Cards


New features include:

Rockets

Paratroop Drops

Armor Leaders

Target Acquisition

Molotov Cocktails

SS

Bore Sighting

Armored Cars

Cavalry

Partisans

Anti-Aircraft Guns

Critical Hits

Infantry Guns

Burning AFVS

Ammo Depletion

Intensive Fire

Stukas

Marsh, Gullies & Forest-Roads

AT Rifles

Volksgrenadiers & Conscripts

Snipers

Fire & Weather Effects

Range Effects on Penetration

Reverse Movement

Rumanians

Height Advantage

Anti-Tank Magnetic Mines

Prisoners


. . . and much, much more


Crescendo of Doom (1979 First Edition)


Brand New/Sealed in plastic.


Crescendo of Doom 1979 First Edition.


From the Nazi invasion of Poland, through the heroic defense of tiny Finland against the Russian behemoth, the blitzkrieg conquests of Norway and the Low Countries, the battle of France, and the seizure of Greece the player is struck by the despair of men and nations alike as seen by the soldiers who vainly sacrificed their lives against a more powerful aggressor. This is CRESCENDO OF DOOM . . . a gripping game of tactical combat set against the seemingly invincible juggernauts of war-torn Europe. Setting the scene for the colossal struggle of the titans which will follow, CRESCENDO OF DOOM is, nonetheless, far more than a simple prelude to Barbarossa. While further refining the innovations brought forth in its highly successful predecessors SQUAD LEADER and CROSS OF IRON, CRESCENDO breaks yet even more ground in the realm of realistic tactical combat without disturbing the underlying basic simplicity of a universally acclaimed game system. CRESCENDO is a welcome extension for the SQUAD LEADER enthusiast even before he contemplates a single new counter.


But CRESCENDO OF DOOM offers far more than that. Complete armor, ordnance, and infantry units are provided for Poland, Belgium, Finland, and a host of other minor neutrals including Elite, Line and Reservist formations for all nationalities. In graphic details far superior to any narrative account, you will see for yourself how the outnumbered German panzers defeated the superior armor of the French tanks. Experience personally the French frustrations brought on by radioless AFVs and one man turrets. There are no Panthers or T-34s . . . here it is the Mk III vs. the Char B, Somua, or Matilda.

And CRESCENDO need not end in 1942 with our 32nd scenario. The entire British Order of Battle is presented for the whole of WWII enabling fans of the Western Desert, Italian, or Normandy campaigns to design their own scenarios for those periods. CRESCENDO OF DOOM is more than just a game. When combined with SQUAD LEADER and CROSS OF IRON, it provides the ultimate in a tactical gaming system which can be used to portray any company or battalion level action. Be forewarned! CRESCENDO is not an easy game. Do not attempt it unless you have first mastered SQUAD LEADER and CROSS OF IRON.


In each game you get:

- 520 double-printed 1/2" die-cut counters representing the men and weapons that compromised the combatants of the Western Front; 1939-1942

- 804 double-printed 5/8" die-cut counters representing the complete vehicular and ordnance Order of Battle for British, French, Polish, and Belgian Armies

- Two additional 8" x 22" geomorphic mapboard sections increasing the possible terrain configurations and adding several new terrain types

- Comprehensive, illustrated 36 page Programmed Instruction rule book

- Illustrated scenario cards for situations 21-32

- Two expanded Quick Reference Data Cards


New features include:

Obstacle Bypass Movement

Advanced Bombardment Rules

Complete Weather Rules

Advanced Berserk Rules

Wagons & Sleighs

Motorcycles & Bicycles

Bridges & Demolition

Partial Armor Penetration

Rivers, Orchards, Mudflats

Wounded Leaders

Ski Units

Assault Boats

Fighters

Gliders

Trenches

Scouts

Booby Traps

AT Mines

Ghurkas

Field Promotions

Interrogation

HE Critical Hits

. . . and much, much more


G.I. Anvil of Victory (1982 First Edition)


Brand New/Sealed in plastic.


G.I. Anvil of Victory 1982 First Edition.


It is December, 1941; Europe lays stricken beneath the Nazi boot. Only Britain, sheltered by her fleet and the English channel, stands fast before the swastika. To the East, German panzers stand stalled by winter at the very gates of Moscow. However, the Third Reich is nearing its high water mark for the tide is about to turn. The Japanese attack on Pearl Harbour will usher the United States into World War II and seal the doom of the Thousand Year Reich. American industry will supply the Allied armies with vast quantities of war material, and a fresh, new breed of fighting man will enter the fray against Hitler's tested Wehrmacht. The G.I. will become the anvil on which the victory over a bled white Wehrmacht is forged. G.I.; ANVIL OF VICTORY allows you to command the full gamut of American fighting men as they drive the Germans from Africa, Sicily, Italy, Normandy, and back across the Rhine and into Germany itself. G.I. adds the complete American arsenal of fighting men and machines to your SQUAD LEADER repertoire, while expanding and enriching the most acclaimed historical gaming system yet devised. Can the greater numbers and superior gunnery control systems of the American Shermans compensate for the more lethal guns of the feared German Panther? G.I. provides a gripping and graphic answer unmatched by any book.


But G.I. offers far more than just American tanks. It contains more components than any of the preceding games in the series. The entire game system has been streamlined while enhancing realism even further. German, British, and even French infantry counters have been revised to enhance unit identification, add inherent smoke values, and more clearly distinguish the differences between squads, crews, and half-squads.


Like its sister games in the SQUAD LEADER system, G.I. need not end with play of the 14 scenarios provided; the opportunities to design your own scenario based on historical or hypothetical situation are myriad. A veteran user of the game system needs only his imagination and inclination, for the entire Order of Battle and corresponding counters have been provided for every nationality. G.I. is much more than just a game. When combined with SQUAD LEADER, CROSS OF IRON, and CRESCENDO OF DOOM, it provides the ultimate in a tactical gaming system which can be used to portray any company or battalion level action. Be forewarned! G.I. cannot be played without first having mastered the other three games in the series.


In each game you get:

- 1040 two-sided 1/2" inch die-cut counters representing the infantry combatants of the European Theatre from 1942-45

- 528 two-sided 5/8" die-cut counters representing the complete vehicular and ordnance Order of Battle for the U.S. in World War II

- Illustrated scenario cards for situations 33-46

- Five additional 8" x 22" geomorphic mapboard sections increasing the possible terrain configurations many fold and introducing several new terrains types

- Comprehensive, illustrated 36-page Programmed Instruction Rulebook

- Two expanded Quick Reference Data Cards

- Terrain Overlays to further vary existing mapboards


New features include:

Gun Traverse DRMs

Simplified TO HIT table

PIAT

White Phosphorus

Terrain Overlays

Aerial Observation

Sunken Roads

Brush

Elevated Roads

Streams

Hedgerows

Heroes

Graveyards

Fortifications

Tunnels

Crags

Climbing

Swimming

DD Tanks

Fighter-Bombers

Canals

Recoilless Rifles

. . . and much, much more


Advanced Squad Leader Rules (1985 Avalon Hill First Edition)


Brand New/Sealed in plastic.


Advanced Squad Leader 1985 Avalon Hill First Edition Rules.


SQUAD LEADER, CROSS OF IRON, CRESCENDO OF DOOM. G.I. . . . The very list sounds like a veritable wargaming Hall of Fame . . . one award winner after another . . . and now they're all rolled into one revised, comprehensive package:

ADVANCED SQUAD LEADER. ASL is a completely redesigned version of wargaming's most popular game system bulging with new material to maintain its state of the art reputation on the cutting edge of wargame design. And what's more, ASL will always be up to date because it is not just another rulebook which is here today and obsolete tomorrow. ASL comes in a three ring binder which can be constantly updated by removing obsolete pages and adding new ones much in the same manner as U.S. Army Field Manuals. Coupons are included which can be periodically exchanged for any changes to the system. If a rule is changed, instead of errata—you get a completely revised page to post inside your binder with the change highlighted by a gray screen—and the page containing the error is simply removed. When additional chapters covering new subject matter become available, they and an updated Index are simply inserted into the binder. Your rulebook and the game system thus never become obsolete and are truly the source of a lifetime of gaming pleasure. The rulebook itself is copiously illustrated with full color diagrams and each chapter is color coded and separated by a two-ply, fold-out fiberboard divider containing duplicates of all pertinent charts . . . truly the ultimate in simulation game presentation.


ASL is not just reorganized SQUAD LEADER. The basic foundation of the design has been changed to provide the ultimate combination of realism and playability. Foremost among the many changes is a revised movement system wherein all units are vulnerable to special defensive fire modifiers only as they move. Machine guns and ordnance have a rate of fire which allows them to fire an indeterminate number of times depending on how long it takes them to engage each target. Tanks may actually fire as they move and, depending on their speed and accuracy, can conceivably destroy numerous opposing vehicles in a single turn. Make no mistake—ASL is a very different game—those expecting only a reorganization are in for a pleasant surprise.


This package is not a complete game unto itself. It contains only the rules, tables, and charts for the ASL system. The mapboards, unit counters, and scenarios necessary for play of the game must be purchased in the form of boxed modules or ordered separately. We suggest you purchase ASL Module #1: BEYOND VALOR with ASL as it contains the complete counter set for the German and Russian armies plus all the systems counters necessary for play of ASL. While ASL might conceivably be used in combination with existing SQUAD LEADER components, it is not recommended; the playability of ASL is greatly enhanced by its specially designed components.


Ownership of SQUAD LEADER is not necessary to play ASL, but if you've never played SQUAD LEADER before, we suggest you do so before purchasing this product. SQUAD LEADER is less expensive and will either whet your appetite for this type of game or serve notice that ASL is not for you. SQUAD LEADER also uses a form of Programmed Instruction to aid in learning the game—a convenience not found in the more detailed pages of ASL. Lastly, SQUAD LEADER contains four mapboards which you'll ultimately want for inclusion in your ASL game system anyway—and when ordered separately they can cost as much as the entire SQUAD LEADER game.


COMPLEXITY - VERY HIGH

SOLITAIRE SUITABILITY - HIGH


CONTENTS:

One - Three Ring Binder

Two - Full Color Quick Reference Data Cards

Rules for ASL Game System including Designers Notes and coupons for free rules changes to the binder.


TIME SCALE: 2 minutes per Game Turn

MAP SCALE: 40 meters per hex

PLAYERS: 2 (also suitable for solitaire or team play)

UNIT SCALE: 5 to 10 men, plus individual leaders, vehicles, guns

PLAYING TIME: Varies with scenario played; on average, three hours


Beyond Valor [Module 1] (1985 Avalon Hill First Edition)


Brand New/Sealed in plastic (corner damage (slightly squashed) to top right front of box).


Beyond Valor [Module 1] 1985 Avalon Hill First Edition.


June 22nd, 1941 . . . The road is suddenly filled with an approaching Russian motorized column. Only your tiny advance force of three vehicles stands between them and Zhabinki. You wonder if you can possibly hold them off as your gunner slams the first AP round into the breach . . .

September 14th, 1942 . . . Stalingrad is quiet. Your 2nd Battalion has penetrated the western outskirts of the city with little opposition. The Volga lies only a few blocks ahead. Surely it will be yours by nightfall . . .

November 9th, 1942 . . . Stalingrad is in ruins. The remnants of the red brick building which has come to be known the Commissar's House stands defiant against the gray background of the decimated city. Newly arrived engineers of the 50th Pioneer Battalion are moving up with demolition charges and flamethrowers. This defiant symbol of Russian resistance west of the Volga now will surely fall . . . 

January 17th, 1945 . . . The clank of treads on cobblestones foretold the imminent liberation of Warsaw. Without armor of sufficient reserves, the German defense of the city had scant chance, but the fighting would be bitter nonetheless . . . 

May 3rd, 1945 . . . The war has come full circle. Berlin is in utter chaos and civilians fleeing the approaching Red menace fill the streets. Only the battered remnants of the Muecheberg Panzer Division maintains a semblance of order as they sortie for the final time in a desperate effort to break out of the doomed capital and escape to surrender in the west.


This is BEYOND VALOR . . . a tense game simulation of tactical combat on the Russian Front so realistic that you'll duck with every roll of the dice. Yet it is more playable than its famous predecessors—SQUAD LEADER and CROSS OF IRON. In combination with ASL, BEYOND VALOR opens new vistas in the realm of tactical combat simulation gaming. All the fascinating features of the SQUAD LEADER game system have been distilled into a more playable format described in the combined ASL rulebook.

BEYOND VALOR includes all the components you'll need to play ASL, including counters representing the complete Russian, German, and Finnish armies. Depictions of every gun, vehicle, and major weapon of these combatants is included, as well as representative pieces for their many infantry and cavalry formations. Four new geomorphic boards (20, 21, 22, 23), depicting a variety of urban settings, add to the varied assortment of playing surfaces available for this game system.


COMPLEXITY - VERY HIGH

SOLITAIRE SUITABILITY - HIGH


CONTENTS:

4         8" x 22" mounted mapboards

966     5/8" counters laminated on both sides

1430   1/2" counters laminated on both sides

10       Scenarios

4         Six-sided dice


TIME SCALE: 2 minutes per Game Turn

MAP SCALE: 40 meters per hex

PLAYERS: 2 (also suitable for solitaire and team play)

UNIT SCALE: 5 to 10 men, with individual leaders, vehicles, guns

PLAYING TIME: Varies with scenario played; on average; 3 hours


Paratrooper [Module 2] (1986 Avalon Hill First Edition)


Brand New/Sealed in plastic.


Paratrooper [Module 2] 1986 Avalon Hill First Edition.


THE NORMANDY AIRBORNE INVASION, JUNE 6TH—8TH, 1944


The men composing the spearhead of the Allied invasion of France stepped out of their planes 700 feet above the Cotentin peninsula shortly after midnight on June 5th, 1944 to land behind the beaches of Normandy as the largest aerial invasion force yet assembled. Badly scattered by poor drops and facing predicted estimates of 50-90% casualties, they stood alone upon Hitler's Fortress Europa with neither armor support nor heavy equipment. They were not only to hold their ground until relieved from the sea, but were also to attack and secure vital bridges and roads to prevent reinforcement of the beach defenses. This is the story of two American Airborne Divisions, the 82nd and 101st, as they made history in such places as Ste, Mere-Eglise, Foucarville, St. Come-Du-Mont, La Fiere, Pont L'Abbe and Neuville-au-Plain. It is a vivid story of men in combat portrayed in gut-wrenching detail as only ASL can tell it.


PARATROOPER is the second module in the ASL series, which means it is not a complete game unto itself. Players will need boards 1-4 of SQUAD LEADER and the ASL rules to play all eight scenarios included herein. However, all other components necessary to play the game are enclosed—absolutely no other purchase is necessary. PARATROOPER has been specially designed as an Introductory Module for those SQUAD LEADER players contemplating a switch to ASL to provide an inexpensive medium for them to sample the rich delights of the ASL game system without requiring the purchase of the full Russian/German OB found only in the first ASL module: BEYOND VALOR. Yet, the countermix in PARATROOPER serves as a supplement to the BEYOND VALOR components, rather than an unneeded duplication of those counters should the player decide to expand his ASL collection.


Due to the special nature of the fighting that comprised the airborne invasion of Normandy, the scenarios emphasize infantry encounters with little in the way of vehicles, ordnance, OBA or the more detailed rules which constitute the entire spectrum of ASL. This goes hand-in-hand with the introductory nature of PARATROOPER, which also includes Chapter K of the ASL rules: the Squad Leader Training Manual. The Training Manual is not a set of rules—but a supplement to ASL which attempts to teach the basic concepts of the game system to new players in a conversational style complete with attempts at humor. This "hands-on" approach, which takes the reader through repeated examples of play, may even serve as a handy refresher course to veteran Squad Leaders. As always, however, we recommend that players own SQUAD LEADER before attempting PARATROOPER—if only to acquire the four playing boards therein that are required for play of the PARATROOPER scenarios.


COMPLEXITY - HIGH

SOLITAIRE SUITABILITY - HIGH


CONTENTS:

1         8" x 22" mounted Mapboard

390     1/2" Counters laminated on both sides

88       5/8" Counters laminated on both sides

8         ASL Scenarios

1         ASL Chapter K; Training Manual


Time Scale: Two minutes per Game Turn

Map Scale: 40 meters per hex

Players: Two (also suitable for solitaire and team play)

Unit Scale: Five to ten men with individual leaders, vehicles & guns

Playing Time: Variable based on scenario played; three hour average


Yanks [Module 3] (1987 Avalon Hill First Edition)


Brand New/Sealed in plastic.


Yanks [Module 3] 1987 Avalon Hill First Edition.


May 11th, 1944 . . . The Germans had exacted a heavy toll for American advances in Italy. Night attacks were now deemed necessary to break the stalemate. The moon was new, but the lack of cloud cover made it seem incredibly bright, or so it seemed to the men of Company F as they stepped off into the darkness towards Hill 103.

June 6th, 1944 . . . They had scaled the cliffs and taken the lightly-defended coastal battery position with relative ease, but they lacked heavy weapons and their backs were to the sea. Each Ranger now anxiously looked inland for the German response which was sure to come across the cratered landscape of Pointe-du-Hoc.

September 20th, 1944 . . . British paratroops were being slaughtered in Arnhem. There was no time for more frontal assaults on the Waal River bridge. Gavin would hurl his paratroopers across the river in a daring, daylight river assault to outflank the German defenses. How many of the flimsy boats with their cargo of heavily-laden fighting men would make it across against the swift current?

January 3rd, 1945 . . . Hitler's last gamble was just about spent as the Battle of the Bulge drew to its inevitable conclusion, but the embattled defenders of Bastogne knew they would have to endure the fury of yet another armored assault as they watched tanks of the 9th SS Panzer Division deploy for one last desperate attempt to crack the American lines.


This is Yanks . . . the long-awaited American extension to the ASL game system. An extensive U.S. Army countermix is presented so that you can command every major vehicle, weapon and troop type that saw action in the European Theater. Whether you play the eight historical scenarios or use the Point Values to design endless situations of your own, you'll find countless hours of exciting entertainment in the game system that GENERAL readers have proclaimed to be the best ever by a wide margin in that magazine's game rating survey.

While you will be able to play some scenarios without learning a single new rule, YANKS also includes Chapter E for insertion into your ASL binder. Composed entirely of optional rules, Chapter E allows the avid player to add Night, Interrogation, Weather, Ski Troops, Boats, Swimming, Air Support, Gliders, Paratroop Landings, Ammo Vehicles, Convoys and Artillery Barrage rules to his ASL repertoire. Four new geomorphic boards (16-19) depicting a variety of rural settings complement the varied assortment of playing surfaces available for this acclaimed game system. Relatively new SQUAD LEADER enthusiasts should note that boards 7 and 12 are necessary to play three of the scenarios included herein.


COMPLEXITY - VERY HIGH

SOLITAIRE SUITABILITY - HIGH


CONTENTS:

4         8" x 22" mounted mapboards

520     .5" counters laminated on both sides

528     .625" counters laminated on both sides

8         ASL scenarios

1         ASL Chapter E


Time Scale: Two minutes per Game Turn

Map Scale: 40 meters per hex

Players: Two (also suitable for solitaire and team play)

Unit Scale: Five to ten men with individual leaders, vehicles and guns

Playing Time: Variable based on scenario played; three hour average


Partisan! [Module 4] (1987 Avalon Hill First Edition)


Brand New/Sealed in plastic.


Partisan! [Module 4] 1987 Avalon Hill First Edition.


June 24th, 1941...Operation Barbarossa is three days old. The German 5th Infantry Division holds a bridgehead across the Nieman River, and already local civilians have taken to the forest. There, with the help of Red Army troops and equipment left in the wake of the Nazi blitzkrieg, they have interdicted the division's main supply road to its units across the river and have repulsed several consequent attacks. Now, under artillery bombardment, this motley force braces to meet yet another assault, unaware that their valiant stand is bringing the entire German division to a grinding halt.

March 29th, 1942...A cold breeze blows down the Rhodopes Mountains as Greek "bandits" take cover along the edge of a clearing, setting up the machineguns they had acquired only hours earlier during a bold dawn raid on a camp of Bulgarian occupation troops. Soon their Bulgarian pursuers will begin emerging from the forest at the far side of the clearing, and probably will suspect nothing as they proceed out across the open ground—right into the sights of their own machineguns.

June 6th, 1944...For a year the Borgerlige Partisaner have wanted to attack the German-controlled Globus radio factory on the outskirts of Copenhagen, but the multi-building complex, guarded by Danish SS troops, has always seemed too well protected for the small group to attempt it. Now however, they know the factory has begun manufacturing V-2 rocket components—and the urgency of this new situation demands decisive action. So, with every man and Sten gun they can muster, they must attack and blow up the V-2 works...

August 12th, 1944...The Home Army in Warsaw, confident of quick relief by the Red Army, has risen up against the Nazis. But the Soviets have ceased advancing, and now the Germans are mounting strong counterattacks against the Polish strongholds. In the Old Town shells are falling all around as the Poles await the imminent assault. Their ammunition has run low, forcing them to hold their fire until the last minute—so, until they can be assured of "a German for every bullet", they can only watch as the Nazis advance with flamethrowers and Goliaths...

August 17th, 1944...Partisans of the People's Army of Liberation have cut the road into Palesnik, trapping its large but weak garrison or Croatian troops. The Croats lack the strength to break out—yet dare not surrender to the Partisans, for Tito's guerrillas yearn to avenge past Croatian atrocities. Suddenly the sound of gunfire cracks through the clear mountain air, and on the hillsides they see cavalry attacking the Partisan positions from the rear. The cry rings out: "The Cossacks are coming"!

This is PARTISAN!—the fourth ASL module. The eight scenarios contained herein focus on historical World War II battle situations involving the Resistance forces of various countries vs the German and Axis Minor troops occupying their lands. PARTISAN! will challenge your abilities in basic infantry combat as you maneuver and fire your squads, leaders and supporting weapons in scenarios whose forces run the gamut from elite Germans to poorly equipped but highly-motivated freedom fighters, to low-grade occupation troops. Experience—as only ASL can let you—the vicious, no-quarter ambushes, surprise raids and set-piece assaults that characterized guerrilla warfare in the cities, forests and mountains of Europe. Regardless of your preferences (including solitaire play), if you're an ASL infantry-grognard you're bound to find something pleasing in the wide assortment of PARTISAN! scenarios, which range from the large, high-piece-density type to the small, quick setup kind. One is even "three-dimensional", with most of the action occuring underground, using separate boards for the above and below-ground levels.

PARTISAN!, along with its eight scenarios, contains one countersheet of Axis Minor infantry and support weapons—and also includes two boards: 10, with new, revised artwork; and 32, which features dense woods, a stream and a small cluster of buildings. Only ASL, BEYOND VALOR, and SQUAD LEADER boards 1-4 are needed to play PARTISAN!


COMPLEXITY - VERY HIGH

SOLITAIRE SUITABILITY - VERY HIGH


CONTENTS:

2         8" x 22" mounted mapboards

260     1/2" Counters laminated on both sides

8         ASL scenarios


TIME SCALE: Two minutes per Game Turn

MAP SCALE: 40 meters per hex

PLAYERS: Two (also suitable for solitaire and team play)

UNIT SCALE: Five to ten men with individual leaders, vehicles and guns

PLAYING TIME: Variable based on scenario played; three hour average


West of Alamein [Module 5] (1988 Avalon Hill First Edition)


Brand New/Sealed in plastic.


West of Alamein [Module 5] 1988 Avalon Hill First Edition.


March 31st, 1941...The 5th Light Division, just recently arrived in Libya, is on the attack. Its goal: to drive the fresh but green troops of the British 2nd Armoured Division out of their prepared defenses in the coastal bottleneck near Mersa el Brega. Men of the 8th Machinegun Battalion battle their way forward across the undulating sand dunes as Stukas prey on the defenders from above. Suddenly in the swirling dust they encounter minefields and wire, "Sappers forward!" comes the cry. A new chapter in the history of war is beginning, and a new legend—that of Rommel, the Desert Fox—is about to be born.

April 7th, 1941...In confused and headlong retreat, the British are falling back across the Cyrenaican bulge to Derna. But German armored cars and motorized infantry have cut the road atop the coastal escarpment, trapping those still in and west of the town. Colonel Drew of the 5th Battalion, Royal Tank Regiment, organizes a breakout with a mixed bag of troops and vehicles. Surveying the situation, he knows he has no options: he must lead his men up the steep, twisting escarpment road past a huge crater blown in by overanxious sappers; and, once over the lip of the escarpment, must locate the German anti-tank and machinegun positions in the shimmering heat haze and blast a way through. The afternoon promises to be hot in more ways than one.

November 23rd, 1941...As part of the drive to open a corridor to Tobruk, the 25th New Zealand Battalion, supported by Valentine tanks, has just captured Point 175 atop a high inland escarpment. However, instead of halting to prepare for the inevitable German counterattack, the Kiwis continue their advance almost nonchalantly—and walk right into the sights of the 361st Infantry Regiment "Afrika", who at the moment happen to be under the personal command of Rommel. For many, Germans and New Zealanders alike, the bloody battle about to begin will make Point 175 their point of no return.

June 13th, 1942...The Afrika Korps is driving for the coast to cut off what remains of the Gazala Line. One obstacle in its path is the Knightsbridge defensive "box" manned by the 201st Guards Brigade. Two panzer divisions envelop it from east and west, but a violent sandstorm—a khamsin—hits, putting a halt to all activity. As the khamsin subsides, 21st Panzer Division gropes forward in the still-blowing wind and dust, searching for the enemy infantry and A-T guns. Just as it finds them, Grant and Crusader tanks of the Queen's Bays arrive to bolster the defense. In the storm of sand begins a storm of steel...

This is WEST OF ALAMEIN—the long-awaited British addition to the ASL system. As the title implies, it focuses on battles between the British 8th Army and Deutsches Afrika Korps in the North African desert in 1941-43. WEST OF ALAMEIN contains the entire British order of Battle, including all U.S. Lend-Lease vehicles, ordnance and support weapons, thus enabling you to command every major vehicle, gun and troop type used by British and/or Commonwealth forces in every theater throughout the war. Also contained herein is Chapter F of the ASL rules, which covers the terrain types encountered in the desert and other arid regions: scrub, wadis, hillocks, escarpments, soft sand, dunes, deirs and hammada. Chapter F also provides rules for the special climatic conditions that were so much a part of desert combat, such as dust, heat haze and sun blindness. Of the five mounted mapboards in WEST OF ALAMEIN four (#s 26-29) depict flat open desert, with the dominant terrain features on separate, moveable overlays so as to maximize flexibility. The fifth board (#25) represents a rugged hill mass as is found in Tunisia, and can be converted to a large escarpment by means of an overlay specially designed for this purpose. A Design-Your-Own system for the random selection and placement of overlays is also provided, which in combination with the vehicle and weapon points values, historical notes and DYO charts, will provide an endless variety of situations for those who enjoy creating their own scenarios. And as if all this weren't enough, simple rules have been included to enable the desert boards and overlays to represent the steppes of the Ukraine, providing added flexibility for these components. Of the eight scenarios encloses, four can be played using the ASL rules and BEYOND VALOR; the other four also require rules, counters and/or a board from YANKS. No other boards or modules are needed.


COMPLEXITY - VERY HIGH

SOLITAIRE SUITABILITY - HIGH


CONTENTS:

5         8" x 22" mounted Mapboards

560     1/2" Counters laminated on both sides

704     5/8" Counters laminated on both sides

8         ASL scenarios

1         Pad of Terrain Overlays

1         7" x 22" Escarpment Overlay

1         ASL Chapter F


TIME SCALE: Two minutes per Game Turn

MAP SCALE: 40 meters per hex

PLAYERS: Two (also suitable for solitaire and team play)

UNIT SCALE: Five to ten men with individual leaders, vehicles, guns

PLAYING TIME: Variable based on scenario played; four hours average

Advanced Squad Leader Rule Book (2001 AH/MMP Second Edition (First Printing) Original Print)

Used - Good.

Advanced Squad Leader 2001 AH/MMP Second Edition (First Printing) Original Print Rules.

ASL. The premier game system of tactical-level World War II combat uniquely combines soundness of design with attention to detail and ease of play. Built on the popular Squad Leader system, ASL has long been the ultimate in tactical wargaming. Now, ASL has just gotten better with the introduction of the ASL RULES 2nd Edition. Not only are the Rules back in full color, but the 2nd Edition also benefits from all the fine-tuning accumulated over the past 15 years. The 2nd Edition also contains material not previously included in the basic Rules, such as: more examples of play throughout, the advanced rules of Chapter E (night, weather, boats, planes, skis, convoys, etc.), the beginner’s Training Manual in Chapter K, an expanded Index, and widely-acclaimed playing aids such as the Offboard Artillery Player’s Aid and the Overrun Flowchart. Each chapter is in a larger font for ease of reading.

And all without changing how this great game is played. The fruits of 15 years of “playtesting” can be seen here in the ASL RULES 2nd Edition which incorporates all previous errata and questions & answers. Great care has been taken to clear up ambiguities in the rules while keeping the game the same.

Although the ASL RULES 2nd Edition is not a complete game by itself, when combined with its add-on modules it allows the armchair warrior to simulate practically any small-unit action from 1935-1945, opening the gateway to hundreds of unique battles spanning the globe. Combined with the Beyond Valor game module, for instance, the Rules allow you to simulate battles between Finns, Germans, Russians, and partisans from 1939 to the capture of Berlin. Furthermore, ASL’s “Design Your Own” system helps you create “what-if” battles with forces and terrain of your own choosing. The Chapter H notes on vehicles and ordnance (German and Russian notes are included) are one of the best single sources of information on the armor, vehicles, and guns actually used in battle in World War II. Other game modules separately available bring you the complete orders of Battle for U.S. Army and Marines, British, Italian, Japanese, Chinese, and French forces, as well as the Minor nations that fought with the Allies or the Axis. Hand-painted mounted geomorphic mapboards are available, providing innumerable terrain configurations. Historical modules use the Rules to simulate battles and special Campaign Games on map sheets depicting the actual terrain fought over.

Not only is ASL back, but it is being supported better than ever. Just log onto our web site for all of your ASL needs. Whether you are looking for a nearby opponent or gaming club or for a way to hook up with the ASL hobby online; whether you want a schedule of tournaments, need the latest errata, or want to know what ASL products are available, just log onto www.multimanpublishing.com

Included in ASL RULES 2nd Edition are separate full-color chapters for Infantry, Terrain, Ordnance and Offboard Artillery, Vehicles, a miscellaneous chapter with advanced rules (night, weather, boats, planes, skis, convoys, etc.), rules for playing on deluxe-sized boards, “Design Your Own” rules and German and Russian Vehicle and Ordnance Notes, an expanded Training Manual, an expanded Index, and numerous, full-color, hard-stock dividers with useful charts and player aids.

For King and Country [Module 5a] (2003 Avalon Hill/MMP First Edition)

Like New (unpunched).

For King and Country [Module 5a] 2003 Avalon Hill/MMP First Edition.

CALAIS, FRANCE, 25 May 1940...The 10th Panzer Division was closing in on Calais, the most important port on the north coast of France. To hold it, the British High Command hurriedly dispatched the 3rd Royal Tank Regiment and the 30th Infantry Brigade (comprising the 2nd King's Royal Rifles and the 1st Queen Victoria's Rifles). But in the face of overwhelming numbers and unchallenged Luftwaffe bombardment, the defenders were soon forced back into the streets of the city. Could they buy the time needed for the evacuation from Dunkirk?
Near AALST, HOLLAND, 18 September 1944...Stiff German resistance had thwarted Horrock's plan to smash out of the XXX Corps' bridgehead on Sunday and link with the Americans in Eindhoven in less than three hours. By nightfall on the 17th, Lieutenant Colonel Vandeleur's tanks had only reached Valkenswaard—six miles short of the day's objective—where orders to halt the advance were received. To the east of the highway, heather-covered dunes cut by small streams made the area barely negotiable for armor. To the west, the wooden bridges were too frail to support Shermans. Unaware of the destruction of the highway bridge at Zon, his men had spent the night chafing at the seemingly unreasonable delay by their commanders. Cheers went up from the Irish Guards Armoured Regiment as orders finally came to move out. Although the scouting patrols of the Household Cavalry had warned of Germans in good defensive positions up ahead, Vandeleur's force met little opposition as they neared the village of Aalst, halfway to Eindhoven. Was XXX Corps about to get back on schedule?
HERAKLION, CRETE, 20 May 1941...German intelligence had erred terribly in calculating the ability of the British forces to resist an airborne attack. There were three times the number of troops on Crete as expected. They were dug in and well-camouflaged, and little affected by the massive pre-invasion aerial bombardment. The mission of the paratroopers approaching Heraklion was to take the town and, more importantly, the airfield. The invaders needed an airfield as quickly as possible in order to land troops of the 5th Mountain Division. As the paratroopers jumped from the Junkers Ju52s, each armed with only a few grenades and a pistol, they were confident of their success. Would the defenders be scattered and confused enough for the fallschirmjägers to have enough time to form up and attack?
FRANCEVILLE-PLAGE, FRANCE, 7 June 1944...In the original Overlord landing plan, 45 (Royal Marine) Commando's first task after crossing the Orne was to capture a heavily defended gun battery at Merville—if the battery had not already been captured by the 9th Parachute Battalion. The paratroops had attacked the battery, but one gun was still firing and, in the confusion, two groups of Number 3 Commando were sent to finish the job. 45 Commando was then reassigned to secure the coastal town of Franceville-Plage. While advancing across open ground to their objective, the much-reduced force came under intense mortar and sniper fire. Worse, its HQ was ambushed leaving only three officers unwounded. Following a short naval bombardment, two troops entered the main street of the town. Were the lightly armed Commandos a match for the dug-in defenders?

This is FOR KING AND COUNTRY—bringing the entire British order of battle into the ASL system, including all U.S/Lend-Lease vehicles, ordnance, and support weapons, thus enabling you to command every major vehicle, gun, and troop type used by the British and/or Commonwealth forces in every theater throughout the war. The celebrated Chapter H contains over 30 pages of detailed notes on the guns and vehicles, complete with some minor updates to the original. Also included are four previously issued mounted mapboards: boards 1, 7, 8, and 12. These boards needed a good home, and now they will help you play some of the 20 updated scenarios inside for FOR KING AND COUNTRY. These include 13 scenarios from out-of-print ASL Annuals, 6 scenarios from the long-defunct GENERAL, and one scenario previously published in MMP's fanzine Backblast. These are about half of the out-of-print, non-desert, non-PTO scenarios in the archives, and range from France 1940 to Crete 1941, Sicily 1943, and finally D-Day and Market-Garden in 1944. Best of all, they have been re-numbered and re-balanced. All existing errata has been incorporated, and new errata is being issued for the old scenarios to reflect the balancing changes made to these updated scenarios. We hope similarly to resurrect the others separately. No longer do you have to buy desert mapboards and rules in order to get the British OB. FOR KING AND COUNTRY has been separated from the desert module WEST OF ALAMEIN (which will contain the original boards, overlays, scenarios, and Chapter F rules).

FOR KING AND COUNTRY is not a complete game. Ownership of the ASL Rulebook is required. To play all 20 scenarios, ownership of BEYOND VALOR and (for the mapboards) YANKS, and mapboards 2-6, 9-11, 13, 14, & 33 is required.

CONTENTS:
4         Mounted 8"x22" Mapboards #s 1, 7, 8, 12
6         Countersheets
20       ASL Scenarios
1         British Chapter H (32 pages)

TIME SCALE: 2 minutes per Game Turn
MAP SCALE: 40 meters per hex
PLAYERS: 2 (suitable for team play)
UNIT SCALE: 5 to 10 men with individual leaders, vehicles, and guns

PLAYING TIME: 2 hours (or more)
COMPLEXITY: High
SOLITAIRE SUITABILITY: Medium


The Last Hurrah [Module 6] (1988 Avalon Hill First Edition)


Brand New/Sealed in plastic.


The Last Hurrah [Module 6] 1988 Avalon Hill First Edition.

September 1st, 1939...War had come to Europe again, and the Polish army was fighting for survival as the Germans unveiled a new form of warfare...blitzkreig. In the so-called "Polish Corridor", the German 20th Motorized Infantry Division was surging eastward toward the vital crossroads at Chojnice. The Polish 9th Infantry Division had fought the vanguard to a standstill, but casualties were mounting and ammunition was low. The famed Uhlans of the "Pomorska" Cavalry Brigade were ordered to extricate their countrymen. Little did they realize that German armor was also nearing the scene.
April 9th, 1940...Now it was Norway's turn. The capture of the Norwegian King Haakon would be a coup of the first order, and plans were instituted to take him at his capital. But German plans were torn asunder by the torpedoes that ripped the Bluecher. In desperation, the German air attache to the embassy in Oslo rushed to Fornebu, commandeering two companies of German paratroopers landing there. Loaded aboard buses, they set out to capture the King—who was fleeing to the Norwegian Army headquarters at Hamar. But, along the way, the Germans ran headlong into a rag-tag band of heroes who were determined that they would not pass.
May 10th, 1940...Operation Niwi was an audacious German plan to land several hundred men of the SS regiment "Deutschland" by lightplane to seize vital crossroads deep in the Ardennes. One group, coming to ground near the village of Witry, moved forward through the deep woods. Would boldness and cunning be enough to over-come the Belgian Chasseurs d'Ardennais charged with denying the roads of the region to the enemy? Or would the elite Belgian troops, adept at operating in the forests of their homeland, give the SS a bloody nose?
April 9th, 1941...Caught unprepared by the invasion of 49 enemy divisions, the Yugoslavian army was trying desperately to mobilize. But in this country of divided loyalties and poor communications, confusion and despair were endemic. On the third day of the Balkan blitzkreig, leading elements of the 8th Panzer Division descended on Alibunara—mobilization center for several Yugoslavian formations. Never short of courage, the 5th Yugoslavian Cavalry Regiment launched a desperate charge to divert the German iron fist.

This is THE LAST HURRAH—the sixth ASL module. The eight scenarios contained herein focus on historical situations involving the early German blitzkreigs of World War II and the many nationalities that fought against the invaders. Paratroopers, armor, air power, audacity and courage were the tools with which Germany planned to overrun the neutral nations of Europe. And in less than two years, in actions as far apart as Norway and Crete, the German military accomplished all they had set out to do. For the most part, the invaded neutrals (Poland, Norway, Belgium, the Netherlands, Yugoslavia and Greece) were defended by hastily-mobilized reservists stiffened by a few elite units. The actions depicted in THE LAST HURRAH will challenge veteran ASL players to match the tenacity, audacity and victories on both sides in eight scenarios, recreating the German march of conquest. Experience—as only ASL can let you—the desperate fighting of these first days of World War II. Whether commanding German armor, Polish cavalry, Greek infantry, Belgian Chasseurs, Norwegian reservists or Luftwaffe paratroopers, if you're an ASL grognard, you're bound to find something pleasing in the wide spectrum of scenarios included in THE LAST HURRAH. There is even a scenario pitting those age-old foes, the Poles and the Russians!

THE LAST HURRAH contains eight scenarios, one countersheet of Allied Minor infantry and support weapons—and two boards: 11, with revised artwork; and 33, which features open terrain and a large grainfield. ASL, BEYOND VALOR and YANKS (for two scenarios) are needed to play these scenarios.

COMPLEXITY - HIGH

SOLITAIRE SUITABILITY - HIGH


CONTENTS:

2         8" x 22" mounted Mapboards

260     1/2" Counters laminated on both sides

8         ASL Scenarios


TIME SCALE: Two minutes per Game Turn

MAP SCALE: 40 meters per hex

PLAYERS: Two (also suitable for solitaire)

UNIT SCALE: Five to ten men with individual leaders, vehicles and guns

PLAYING TIME: Variable based on scenario played; three-hour average

Hollow Legions [Module 7] (1989 Avalon Hill First Edition)


Brand New/Sealed in plastic.


Hollow Legions [Module 7] 1989 Avalon Hill First Edition.

August 12th, 1941...The 9th "Pasubio" Division's advance guard, the first element of the Italian Expeditionary Force in Russia to see action, is moving down the right bank of the Bug River. Its objective is to seize crossing points along the river to aid in the entrapment of the Soviet 9th Army. In the early morning hours, men of the 80th "Roma" Infantry Regiment launch a surprise attack to capture a bridge spanning a tributary of the Bug. The bridge must be taken swiftly to keep the advance moving...

November 19th, 1941...Unknown to Rommel, the British have launched Operation Crusader. The Italians of the 132nd "Ariete" Armored Division, however, warned by their own intelligence service of an impending attack, stand ready, well dug in behind soggy ground at Bir el Gubi. As Crusader tanks roll into range, their crews disdainful of the Italians' fighting ability, the defenders unleash a hail of AT fire which stops them cold. Then the M13/40s of the Ariete's tank regiment are ordered to counterattack. Suddenly the overconfident British have more on their hands than they bargained for...

July 11th, 1943...The 7th Infantry is pushing forward to expand and secure the U.S. beachhead around Licata, Sicily. As its 3rd Battalion nears the town of Palma di Montechiaro, it comes under fire from low hills to the south. The GIs push the Italian defenders back into the town, whereupon white flags begin appearing on its buildings. Thinking that the Italians are surrendering, a patrol is sent forward. But the flags have been put out by civilians, and the patrol is suddenly cut down by withering fire. Enraged, the battalion commander launches an all-out assault on Palma.
His aim: Retribution.

September 10th, 1943...Two days ago Italy announced its armistice with the Allies. Now the German 2nd Parachute Division, supported by assault guns, is attempting to occupy Rome—but doggedly trying to block its advance is the elite 21st "Grenadiers of Sardinia" Division. The sounds of war echo through the southern suburbs of the Eternal City as the embattled Grenadiers, aided by meager reinforcements and a few armed civilians, slowly yield ground to the tough paratroopers. The Italians field some of the best weapons in their armory, but ammunition is running low and the German pressure is relentless. The battle for Rome is reaching its crescendo...

This is HOLLOW LEGIONS—the long-awaited Italian ASL module. Here is the complete order of battle for a new nationality—one never before offered in the long history of SL/ASL systems. The Italian soldier of the Second World War has been much maligned—but is this view totally justified. How much was his performance affected by the quality of his weapons and the abilities of his small-unit leaders? Playing HOLLOW LEGIONS, which incorporates the results of extensive research on this lesser-known army and its equipment, will allow you to form your own opinion by giving you the opportunity to command every major vehicle, gun and troop type employed by the Italians in North and East Africa, Russia, Sicily the Balkans and Italy during World War II. The two mapboards (#s 30 and 31) contained herein depict open desert; added to those in WEST OF ALAMEIN, they allow you to re-create North African battles of even greater expanse than was possible with just the British module. But HOLLOW LEGIONS is certainly not limited to the desert; indeed, of the eight scenarios in this module, five are set in Europe. Also included are the ASL chapter H (Design Your Own) Italian vehicle and weapon listings, point values, historical notes and DYO charts—plus the ASL chapter N (Armory) pages for the countersheets in HOLLOW LEGIONS, those for the Allied and Axis Minor infantry and support weapons, and those for British ordnance and transport.

COMPLEXITY - VERY HIGH

SOLITAIRE SUITABILITY - HIGH


CONTENTS:

2         8" x 22" mounted Mapboards

380     1/2" Counters laminated on both sides
272     5/8" Counters laminated on both sides

8         ASL Scenarios


TIME SCALE: Two minutes per Game Turn

MAP SCALE: 40 meters per hex

PLAYERS: Two (also suitable for solitaire)

UNIT SCALE: Five to ten men with individual leaders, vehicles, guns

PLAYING TIME: Variable based on scenario played; three-hour average

Code of Bushido [Module 8] (1990 Avalon Hill First Edition)


Brand New/Sealed in plastic.


Code of Bushido [Module 8] 1990 Avalon Hill First Edition.

July 5th, 1939 . . . Since May the desert wasteland of western Manchukuo has been the scene of escalating conflict between Soviet and Japanese forces along the Mongolian border. Two days ago the Japanese launched a full-scale offensive to evict the intruders. Participating in the attack is the first-rate but untested 2/28th Infantry Battalion. Resistance, light at first, has stiffened considerably and the battalion's advance has bogged down. Under relentless Soviet artillery and tank fire, the Japanese dig in along the numerous sand dunes as ranks of Russian infantry approach behind the billowing explosions of a rolling barrage. In the burning heat and swirling dust, the true test of the 2/28th's mettle is about to begin . . .
February 7th, 1944 . . . The 7th Indian Division, finding itself cut off and split up by Japanese forces moving rapidly through the Arakan jungle, has ordered defensive "boxes" to be formed. As two depleted companies of the 4/8th Ghurkas reach the "Admin Box" they are sent to hold an unmanned sector of the perimeter including Point 315. However, this dominating height has not gone unnoticed by the Japanese, who have ordered several of their infantry columns to make for the hill. A vicious meeting engagement is about to occur as the two forces unwittingly collide . . .
May 24th, 1944 . . . The U.S. 158th Regimental Combat Team landed on the north coast of New Guinea three days ago. Its mission: to take and hold the important airfields around Sarmi. Yesterday's progress was satisfactory, but resistance was surprisingly stiff. Today the 3rd battalion, supported by tanks, artillery and combat engineers, is to capture a small village and seize a bridgehead over the narrow Tirfoam River. Little do the Americans know that the Japanese defenders number almost twice what Intelligence has estimated—and that they too have a plan: a massive banzai counterattack . . .

Yes, here it is at last: CODE OF BUSHIDO, the Japanese ASL module. Eagerly anticipated for years, the Japanese finally make their debut in wargaming's premier system of WWII tactical ground combat. Inside you will find the complete ASL order of battle for the Japanese: all the significant vehicles, guns and troop types they employed from the 1930s through 1945. Eight scenarios, whose settings range from the barren plains of Manchuria to the steaming jungles of New Guinea, pit the Japanese against a wide variety of Allied nationalities. Also included are four new mapboards (#s 34-37), fully compatible with all other SL/ASL boards, which depict the dense vegetation so common in tropical areas. Four sheets of overlays (village, stream, wooded hill, rice paddies, etc.) provide the means to create an almost endless variety of new terrain configurations. Chapter G of the ASL rules covers the many unique characteristics of the Japanese as well as new terrain types like jungle, bamboo, huts, swamp and kunai grass, among others. Fanatical soldiers who will die rather than break and run—unwavering, seemingly unstoppable banzai charges—individual tank-hunter infantrymen willing to blow themselves up along with an enemy AFV—these are but a hint of what is offered in this most unique addition to the ASL system. Your first CODE OF BUSHIDO scenario will be an ASL experience like none before—and one you'll likely never forget.

COMPLEXITY - VERY HIGH

SOLITAIRE SUITABILITY - LOW


CONTENTS:

4         8" x 22" mounted Mapboards

420     1/2" Counters laminated on both sides
240     5/8" Counters laminated on both sides

8         ASL Scenarios
1         Pad of terrain overlays
1         ASL Chapter G (Sections 1-10)


TIME SCALE: Two minutes per Game Turn

MAP SCALE: 40 meters per hex

PLAYERS: Two (also suitable for solitaire and team play)

UNIT SCALE: Five to ten men with individual leaders, guns and vehicles

PLAYING TIME: Variable based on scenario played; four-hour average

Gung Ho! [Module 9] (1991 Avalon Hill First Edition)


Brand New/Sealed in plastic.


Gung Ho! [Module 9] 1991 Avalon Hill First Edition.

January 22nd, 1942...A Japanese battalion has successfully infiltrated along near-impassable mountain slopes in the thick jungle of Bataan, trapping the I Philippine Corps by cutting its only road link to the south. Gen. Wainwright, I Corps' commander, hurriedly orders a mixed force of Filipino and U.S. troops, including light tanks and SP guns, to concentrate north and south of the Japanese. As his tired troops arrive on the scene, they are thrown into a piecemeal attack from both directions in a desperate bid to eject the defenders from their stronghold astride the road. Failure will spell certain disaster for I Corps...
July 21st, 1944...The invasion of Guam is underway. The Navy's big guns have ceased firing, and LVTs carrying marines, trailed by LCMs bearing Sherman tanks, clamber across the reef offshore of Chonito Cliff. On their left lies Adelup Point, its heights portending the deadly menace of enfilading fire. Ahead, U.S. aircraft continuously bomb and strafe the shoreline. As the marines approach Red Beach One, the Japanese defenders suddenly open fire; their orders are straightforward: annihilate the enemy at the water's edge...
December 9th, 1944...Bhamo, a river port on the Irrawaddy, has been turned into a fortress by Japanese determined to keep the Bhurma Road out of Allied hands. Anti-tank ditches connect the lagoons that flank the town, numerous buildings are fortified, and wire and panji stakes guarded by automatic weapons in bunkers cover all avenues of approach. Despite their formidableness, the defenses are about to be hit by the Chinese 114th Infantry Regiment. These veteran jungle-fighters, though strangers to urban combat, are well prepared. With air and artillery support, flamethrowers and bazookas, they launch a coordinated assault. For many, it will be their last...

You've fought on the Eastern and Western fronts, in the Mediterranean and North African theaters, on the plains of Manchuria and in the jungles of Burma and New Guinea. You've experienced paradrops, glider-borne landings, Stuka attacks and opposed river crossings. Only one major type of WW2 land combat remains unexplored: the classic amphibious assault. Now, in GUNG HO!, this too is added to the combat repertoire of ASL. And what better way to present assault landings than with the introduction of the U.S. Marines. GUNG HO! offers four types of U.S.M.C. squads, reflecting their evolution through the war years, along with the most comprehensive tactical-level amphibious assault rules ever offered in a wargame. It is all here in the balance of Chapter G: deep and shallow ocean, beaches of variable width and slope, sea walls, piers, beach obstacles, reefs, heavy surf, naval gunfire, and all the important types of landing craft used by the Allies and Japan throughout the war. As if this weren't enough, GUNG HO! also introduces rules and counters for the infamous cave defenses employed by the Japanese, plus new infantry counters for the early U.S. Army in the Philippines and the entire order of battle of the Chinese Army. Last but not least, two new mapboards, several sheets of overlays and eight scenarios are included.

COMPLEXITY - VERY HIGH

SOLITAIRE SUITABILITY - LOW


CONTENTS:

2         8" x 22" mounted Mapboards

680     1/2" Counters laminated on both sides
328     5/8" Counters laminated on both sides

8         ASL Scenarios
1         Pad of terrain overlays
1         ASL Chapter G (Sections 11-18)


TIME SCALE: Two minutes per Game Turn

MAP SCALE: 40 meters per hex

PLAYERS: Two (also suitable for solitaire and team play)

UNIT SCALE: Five to ten men with individual leaders, guns and vehicles

PLAYING TIME: Variable based on scenario played; four-hour average

Croix de Guerre [Module 10] (1992 Avalon Hill First Edition)

Brand New/Sealed in plastic.

Croix de Guerre [Module 10] 1992 Avalon Hill First Edition.

May 13th, 1940 . . . In the chill of the Arctic spring, a French Foreign Legion battalion prepares a hasty assault on a supply depot north of Narvik. Currently in German hands, the depot holds small arms desperately needed by the Norwegians fighting in the mountains. In the face of Wehrmacht machine guns, audacity—and two Hotchkiss tankswill be key to the legionnaires’ success.

May 18th, 1940 . . . The French 9th Army is disintegrating rapidly. Its headquarters, just setting up in the village of Le Catelet, is not sure how far the enemy has advanced. Suddenly the alarm is raised—Germans approaching from the north! Armored cars quickly take up positions to fight a holding action, while the small HQ staff and local garrison hurriedly make what defensive preparations they can. Their day promises to be desperate.
June 20th, 1941 . . . Elements of the free French Division must take the rugged, boulder-strewn stronghold of Hill 740, the last Vichy position covering the road to Damascus. Tanks, guns and men stand ready amidst the wadis and broken ground, but no one is enthusiastic about having to fight his erstwhile brothers-in-arms. Regardless of which side prevails, it is bound to be another sad day for France.
November 8th, 1942 . . . The Americans have landed in Morocco, but in their ranks confusion reigns. Some mistakenly advance in the wrong direction, and in a small village find themselves subjected to a steadily escalating attack made by Vichy infantry with tank and artillery support. The green GIs know they’re in the “big leagues” now—and, whether they like it or not, it’s time to play ball.

Here, at last, is the long-awaited French addition to the ASL system. Compared to the old Crescendo of Doom gamete, CROIX DE GUERRE offers greatly expanded coverage of the French, in terms of both counter types and historical research. Contained herein is not only the entire ASL order of battle (all personnel, weapon and vehicle counters) for the French in 1939-40, but also that of the subsequent Vichy regime’s overseas colonies, plus many extra counters for equipment used by the Free French but never included in YANKS or WEST OF ALAMEIN. Enclosed as well are two new mapboards (#s 40 and 41), one new sheet of building, stream and open-ground overlays, eight revised rulebook pages for Chapters A, B and F, eight new scenarios, and the usual detailed Chapter H historical and Design-Your-Own information (including many facts never before published in the English Language). Last but not least you’ll find the Chapter N divider, which contains both an updated Sequence of Play (incorporating Chapters E, F, G and O) and a standardized “check list” of pre-game functions for printed and DYO scenarios.

COMPLEXITY - VERY HIGH
SOLITAIRE SUITABILITY - MEDIUM

CONTENTS:

2         8" x 22" mounted Mapboards
350     1/2" Counters laminated on both sides
288     5/8" Counters laminated on both sides
8         ASL Scenarios
8         Revised Rulebook Pages
1         Chapter N Divider
1         Sheet of Terrain Overlays

Time Scale: Two minutes per Game Turn
Map Scale: 40 meters per hex
Players: Two (also suitable for solitaire and team play)
Unit Scale: Five to ten men with individual leaders, guns and vehicles
Playing Time: Variable based on scenario played; four-hour average

Doomed Battalions [Module 11] (1998 Avalon Hill First Edition)

Like New (unpunched - box has wear and is split on two corners).

Doomed Battalions [Module 11] 1998 Avalon Hill First Edition.

September 8, 1939 . . . Barely a week into the invasion of Poland, German troops of the 4th Panzer Division were at the gates of Warsaw despite having lost a quarter of their armor. The Polish citizenry was urged to dig anti-tank ditches and fortify buildings, and artillery pieces were hastily aimed down the long avenues of the Ochota district. The war’s first vital urban battle was about to commence …
September 9, 1939 . . . With von Runstedt driving on Warsaw, his northern flank was stretched thin. In a desperate attempt to buy time for the defense of Warsaw, Army Poznan struck south at Leczyca with artillery, tankettes, and motorized machine gun carts. A breakthrough here could blunt the German attack. On the defensive for the first time and without armor support, the landsers of 30th Division teetered on the edge of breaking …
April 9th, 1940 . . . Threatened with aerial bombardment of Copenhagen, the Danish Government quickly surrendered once the Germans crossed the border. The only problem was that the Germans has so efficiently eliminated Danish lines of communication that news of the surrender did not reach the front line troops. In Haderslev, the Danish garrison prepared to repulse the invading Germans, wondering if this was to be their last act . . .
May 13, 1940 . . . As planned, French troops moved up into Belgium as soon as the Germans violated Belgium neutrality. As the blitzkrieg raged, gaps appeared between the Belgian and French armies. One such gap at the railway crossing at Wolmerson, plugged by a mixed force of Belgian infantry and light armor, saw the Germans attacking at the same time that the neighboring French recon force was pulling out. As the Germans advanced from several directions, the outnumbered defenders could only hope that the armor reinforcements of the Belgian Lanciers would get there in time . . .
November 17, 1940 . . . The Greek town of Koritsa fell several days after Italy’s Albanian-based invasion was launched on October 28th. Three weeks later, the Italian “blitzkrieg” still hadn’t made much progress, and the Greeks were preparing a counterattack to retake the strategic mountain village. Horse-drawn artillery and captured Italian tankettes supported the attack, but it was the mounted Greek cavalrymen who struck fear into the hearts of Mussolini’s pride and joy, the Alpini . . .

Doomed Battalions is the Allied Minors Armor and Ordnance Extension to the ADVANCED SQUAD LEADER system. Extensive research into the specifications and usage of the Armored Fighting Vehicles and Ordnance of Poland, Norway, Netherlands, Belgium, Yugoslavia, and Greece allows you to recreate the valiant efforts of these Doomed Battalions to stem the tide of blitzkrieg.
Three beautiful geomorphic mapboards further extend the flexibility of this most versatile game system. Board 9 is the last of the “rogue” boards featuring a large hill mass rising up four levels, with two passes cutting through and a stone “monastery” on the heights, Board 44 depicts a rural crossroads with open terrain perfect for tank warfare. Board 45 provides the more urban feel of a large central European city with a large government building. New terrain rules are added to Chapter B, including rules for narrow streets and steeples. Also provided are updated pages for Chapter A, incorporating clarifications in the rules for “Human Wave” and controlling territory. Eight new scenarios covering actions throughout the early war period are presented. New terrain overlays, including railway overlays, allow you to adapt these and other mapboards to depict many situations. Vehicle counters include the 7TPJW, the queen of Poland’s armored forces, and Denmark’s armed “Nimbus,” a motorcycle unit mounting an anti-tank gun and anti-aircraft machine gun.

COMPLEXITY - VERY HIGH
SOLITAIRE SUITABILITY - MEDIUM

CONTENTS:

3         8" x 22" geomorphic mounted Mapboards
12       Revised Rulebook Pages
12       Chapter H pages
8         ASL Scenarios
3         Sheets of Terrain Overlays
260     1/2" Counters, laminated on both sides
352     5/8" Counters, laminated on both sides

Time Scale: Two minutes per Game Turn
Map Scale: 40 meters per hex
Players: Two (also suitable for solitaire and team play)
Unit Scale: Five to ten men with individual leaders, guns, and vehicles
Playing Time: Variable based on scenario played; four-hour average

Advanced Squad Leader Rule Book (2007 MMP Second Edition (Third Printing))

Like New.

Advanced Squad Leader 2007 MMP Second Edition (Third Printing) Rules.

ASL. The premier game system of tactical-level World War II combat uniquely combines soundness of design with attention to detail and ease of play. Built on the popular Squad Leader system, ASL has long been the ultimate in tactical wargaming. Now, ASL has just gotten better with the introduction of the ASL RULES 2nd Edition. Not only are the Rules back in full color, but the 2nd Edition also benefits from all the fine-tuning accumulated over the past 15 years. The 2nd Edition also contains material not previously included in the basic Rules, such as: more examples of play throughout, the advanced rules of Chapter E (night, weather, boats, planes, skis, convoys, etc.), the beginner’s Training Manual in Chapter K, an expanded Index, and widely-acclaimed playing aids such as the Offboard Artillery Player’s Aid and the Overrun Flowchart. Each chapter is in a larger font for ease of reading.

And all without changing how this great game is played. The fruits of 15 years of “playtesting” can be seen here in the ASL RULES 2nd Edition which incorporates all previous errata and questions & answers. Great care has been taken to clear up ambiguities in the rules while keeping the game the same.

Although the ASL RULES 2nd Edition is not a complete game by itself, when combined with its add-on modules it allows the armchair warrior to simulate practically any small-unit action from 1935-1945, opening the gateway to hundreds of unique battles spanning the globe. Combined with the Beyond Valor game module, for instance, the Rules allow you to simulate battles between Finns, Germans, Russians, and partisans from 1939 to the capture of Berlin. Furthermore, ASL’s “Design Your Own” system helps you create “what-if” battles with forces and terrain of your own choosing. The Chapter H notes on vehicles and ordnance (German and Russian notes are included) are one of the best single sources of information on the armor, vehicles, and guns actually used in battle in World War II. Other game modules separately available bring you the complete orders of Battle for U.S. Army and Marines, British, Italian, Japanese, Chinese, and French forces, as well as the Minor nations that fought with the Allies or the Axis. Geomorphic mapboards are available, providing innumerable terrain configurations. Historical modules use the Rules to simulate battles and special Campaign Games on map sheets depicting the actual terrain fought over.

Not only is ASL back, but it is being supported better than ever. Just log onto our web site for all of your ASL needs. Whether you are looking for a nearby opponent or gaming club or for a way to hook up with the ASL hobby online; whether you want a schedule of tournaments, need the latest errata, or want to know what ASL products are available, just log onto www.multimanpublishing.com

Armies of Oblivion [Module 12] (2005 Avalon Hill/MMP First Edition)

Brand New/Sealed in plastic.

Armies of Oblivion [Module 12] 2005 Avalon Hill/MMP First Edition.

SZENTTANAS, YOGOSLAVIA, 13 April 1941…Now it was Yugoslavia’s turn to be the target of Germany’s blitzkrieg. Only it wasn’t German forces rolling in from the northeastthe Hungarian “Mobil Corps” had joined the offensive assisting their German ally under the age-old reason of protecting the ethnic minority in the Voivodinia area. Would Germany’s “minor” ally be able to execute blitzkrieg?

Near SATURNIA, GALICIA, 23 July 1944…
Having already liberated most of Galicia, the 4th Ukranian Front was now set to invade Hungary. Standing in their way was the Carpathian mountain range where the Hungarians had established a series of defensive lines. Under pressure from the advancing Russians, the Hungarian First Army began withdrawing to another defensive line while protecting the “Tatar Pass”. Helping to cover the withdrawal were two Tiger tanks obtained from the Germans. The Hungarian crews would now test the two months of training they had just received…

East of Nish, SERBIA, 14 October 1944…The Bulgarian surrender and subsequent re-entry into the war on the side of the Allies left the German positions in the Balkans in disarray. Army Group F was entrusted with keeping the all-important withdrawal route open and elements of the 7th SS Prinz Eugen Division took up positions in the mountains east of the Morava River. Before long, the familiar whine of German 105mm artillery could be heard but this time the shells were incoming. The Bulgarians, armed and trained by the Germans, were now turning German-made weapons against their former ally…

This is the long-awaited ARMIES OF OBLIVIONbringing the entire Axis Minor order of battle into the ASL system, thus enabling you to command every major vehicle, gun, and infantry type used by the Romanians, Hungarians, Bulgarians, Slovakians, and Croatians throughout the war. Chapter H distils years of research into pages of detailed notes on the guns and vehicles unique to each of the Axis Minor nations, in addition to the various weapons which many of these nations shared. Also included are three overlay sheets and four mapboards: boards 48, 49, 50, and 51. Twelve scenarios cover a plethora of situations for the various Axis Minor nations, from before Barbarossa to the fall of Budapest, including late in the war after many of these nations had switched to the Allied cause. New two-tone counters were developed for the Hungarians to handle their continued allegiance to the Axis cause.

ARMIES OF OBLIVION is not a complete game. Ownership of the ASL game system is required. Due to the complex nature of this module, components from throughout the system are required in order to play the 12 enclosed scenarios.

CONTENTS:
4         Mounted 8"x22" Mapboards #s 48-51
6         Countersheets
11       ASL Scenarios
1         Axis Minors Chapter H
3         overlay sheets

TIME SCALE: 2 minutes per Game Turn
MAP SCALE: 40 meters per hex
PLAYERS: 2 (suitable for team play)
UNIT SCALE: 5 to 10 men with individual leaders, vehicles, and guns

PLAYING TIME: 2 hours (or more)
COMPLEXITY: High
SOLITAIRE 
SUITABILITY: Medium

Rising Sun [Module 13] (2013 Avalon Hill/MMP First Edition)

Brand New/Sealed in plastic.

Rising Sun [Module 13] 2013 Avalon Hill/MMP First Edition.

North of TAIERZHUANG, CHINA, 23 March 1938: The Japanese offensive in early 1938 was designed to link their northern force from Beijing with their central force from Nanjing. The two forces were to meet west of Xuzhou, thus severing the Lunghai corridor and the railroad which ran from the coast to Xian. Alert to this threat, Chinese leaders massed their forces in the Xuzhou area to counter the coming Japanese attacks. The offensive steadily ground forward, with the Chinese delaying the enemy as long as possible and in some places resorting to guerrilla tactics to harass the advancing armies. In mid-March, the Japanese 10th Division, commanded by Lieutenant-General Rensuke Isogai, launched an attack from Yihsien to take Taierzhuang in preparation for the southward drive on Xuzhou. Supported by armor and bolstered by their earlier successes, the Japanese pushed on toward Taierzhuang expecting an easy victory. Standing in their way, however, was General Chih Feng-Cheng’s 31st Division.
PAYAGYI, BURMA, 6 March 1942: Following the disaster at the Sittang River in February, the troops defending Burma against the Japanese invasionnow a seemingly hopeless task—fell back toward Rangoon. And from there the 7th Armoured Brigade, newly arrived from the North African desert, was rushed to the rapidly collapsing front. The experienced “Desert Rats” quickly discovered that the Japanese lacked a truly effective anti-tank weapon, and that the terrain of rice paddies and broken jungle north of Pegu was quite suitable for tank operations. The 7th briefly checked the Japanese momentum, but could not be everywhere. Daybreak on the 6th of March found them moving to yet another hot spot. Suddenly, Japanese guns brought forward during the night opened fire. After the morning mist dissipated, the British moved to knock them out.
CAPE TOROKINA, BOUGAINVILLE, 1 November 1943: By late 1943 the last significant threat to the U.S.-Australian supply line was the Japanese stronghold at Rabaul, New Britain—and the neutralization of Rabaul became the de facto objective of the entire Northern Solomons campaign. Key to the operation was the seizure of Bougainville, largest of the Solomon Islands and an ideal location to marshal Allied air forces for the ultimate battle over New Britain. The obvious invasion sites on Bougainville and its neighbouring islands were avoided in favor of a landing around Cape Torokina in Empress Augusta Bay. Even the usual prolonged naval bombardment to soften up the Landing Zone was rejected in order to maximize the element of surprise. Shortly before 0600 on D-Day, destroyers and fire-support landing craft commenced pounding the LZ; and at 0710 the first wave of LCVPs, carrying some 7,500 Marines, began the 5,000-yard run to the shore. Opposing them was a single reinforced company of the Japanese 6th Infantry Division. Lacking sufficient men to defend the entire expanse of beach, they had concentrated their defenses around the cape itself. After recovering from their initial shock, the Japanese calmly donned their best uniforms and prepared to fight to the death.

This is
RISING SUN, Advanced Squad Leader’s long-awaited return to the jungles, islands, and atolls of the southwest Pacific. Multi-Man Publishing has combined the original ASL modules CODE OF BUSHIDO and GUNG HO! into one monster package. RISING SUN includes the entire Japanese, Chinese, and United States Marine Corps orders of battle; a 2nd edition of Chapter G, which covers the unique rules needed to play ASL: in the Pacific Theater of Operations and incorporates all the current errata; and an updated Chapter H for the Japanese and Chinese Vehicles and ordnance and for landing craft. Also included are 32 updated scenarios, combining the original CODE OF BUSHIDO and GUNG HO! scenarios with 16 out-of-print PTO scenarios that originally appeared in the pages of the GENERAL, the ASL Annual, and the ASL Journal. From the ASL Annual ‘93b comes the Gavutu-Tanambogo campaign game (Sand and Blood), a new 16”x22” Gavutu-Tanambogo map, and Chapter Z pages. Scenario errata have been incorporated, and new errata have been issued for the older scenarios to reflect the balancing changes made to the updated scenarios. The package is rounded out by seven 8”x22” geomorphic mapboards (boards 34-39 and 47) and dozens of overlays, all updated to match the latest style of boards. Both the rules and the counters benefit from a larger, more readable font.
RISING SUN is not a complete game. Ownership of the Advanced Squad Leader Game System is required for play.

COMPLEXITY - HIGH
SOLITAIRE SUITABILITY - MEDIUM

CONTENTS:
7         8"x22" Maps (34-39, 47)
1         16”x22” Gavutu-Tanambogo Map
16       Sheets of overlays
8         Countersheets
32       ASL Scenarios
1         Chapter G (50 pages)
1         Japanese, Chinese, and Landing Craft Chapter H (27 pages)
1         Chapter Z (6 pages)
2         Chapter Dividers

TIME SCALE: 
2 minutes per Game Turn
MAP SCALE: 40 meters per hex
PLAYERS: 2 (suitable for team or solitaire play)
UNIT SCALE: 5 to 10 men with individual leaders, vehicles, and guns
PLAYING TIME: 2 hours (or more depending on scenario)

Hakkaa Päälle! [Module 14] (2014 MMP/Avalon Hill First Edition)

Brand New/Sealed in plastic.

Hakkaa Päälle! [Module 14] 2014 MMP/Avalon Hill First Edition.

Hakkaa Päälle!
provides the ASL player with the complete order of battle for the Finns, including every major vehicle, gun, and squad type that saw combat during World War II. Chapter H distils years of research into pages of detailed notes on the guns and vehicles involved. Included along with three new Finnish squad types are the revised Chapter A rules to handle them.

Finnish ordnance and armor throughout this period are represented from the single Landsverk armored car that was the only combat-worthy Finnish AFV at the start of the Winter War, through the end of the Lapland War, when Finnish armor included captured Russian AFVs and
Sturmgeschuetz purchased from Germany. Modern tanks like the T-34/85 or StuG IIIG were in the distinct minority, however, and the Finnish player will often find himself equipped with obsolete tanks such as T-26s and T-28s when facing the enemy.

The Soviet Union was Finland’s chief adversary, and
Hakkaa Päälle! also contains new vehicles and Chapter H notes for the Russians. Fan-propelled sleds (aerosans, both armed and not), ad-hoc armed LANO trucks, early war versions of the T-26 (the two-turreted T-26 M31 and the flamethrower-armed OT-26, among others), up-armed T-28s, and the experimental SMK and T-100 tanks are all included. Additionally, a number of Lend-Lease Vehicles (Lee, Matilda II, Valentine VIII, Churchill III, etc.) now see Russian counter form. To simulate the lackluster performance of the Russian forces during the Winter War, SSR-invoked rules for Russian Early War Doctrine are included.

Captured French tanks such as the 38H 735(f) and the 35-S 739(f) used by the Germans in Finland are included in German colors, along with similar German AFV counters whose availability to ASL players was previously limited.

Player aid dividers include the National Capabilities Chart with the new Finnish squad types and other updates, backed by the standard OBA flowchart. Also included are new rules for Prepared Fire Zones and Light Woods, transforming the battlefield for mapboards old and new. The heavily wooded mapboard 52 completes the package.

PERKJÄRVI, FINLAND, 5 December 1939:
To delay the Soviet onslaught from reaching the main Finnish defense line, the Finns engaged in a series of fighting withdrawals. Orders for one such delaying action were directed to 1st Company, Hämeen ratsurykmentti (Häme cavalry regiment) at the small village of Perkjärvi, with support from the only combat-worthy AFV in the entire Finnish army at that time, a Landsverk 182 armored car commanded by Vilho Savikurki. After a suitable delay, the Finns began to pull out when Savikurki realized that a Soviet force had cut off the cavalry’s rearguard platoon from the rest of the force. As Soviet fire poured in from all directions, Savikurki’s armored car was able to escort the cavalrymen to safety, sheltering four wounded men inside the cramped quarters of the AFV.

KIVISILTA, FINLAND, 23 June 1944:
After losing the important city of Viipuri to the Soviets, the Finns withdrew to the next natural defense barrier, the Kivisilta Strait. A small Soviet force crossed at the narrowest part of the strait and formed a bridgehead, and Finnish GHQ ordered a counterattack to clear it. After a failed attempt by 10th Company, Infantry Regiment 61, the job was given to the badly understrength 11th Company with a promise of assault gun support. Thee attack kicked off without any armor, but shortly thereafter two BT-42s arrived, providing the needed support for the assault to progress. Although the assault guns quickly exhausted their ammunition and withdrew, 11th Company eventually drove the Soviets back across the strait, but at a devastating price, with only a few dozen men and no officers surviving. After heavy fighting throughout the summer of 1944, the Finns were finally able to stabilize the lines and sue for peace.

YLIMAA, FINLAND, 8 October 1944:
Pressured by the Soviets to commence combat operations against the Germans, the Finnish High Command ordered the Panssaridivisioona (Armored Division) to take the city of Rovaniemi. When three Jääkäri (Jaeger) battalions could not outflank the position of the German Gebirgsjägers, five Sotkas (captured Russian T-34s) were ordered for support. The combined arms force made good progress at first, before running into an artillery barrage and two hidden anti-tank guns. Eventually the attack was turned back, allowing the Germans to withdraw across the Simo River, destroying the bridges as they did so and further delaying the advance of the Finnish armor.

Hakkaa Päälle!
includes 16 scenarios covering all aspects of Finland’s WWII experience, including battles from the each of its three conflicts.

Finland’s Three Wars

The Winter War
(November 1939-March 1940): After gradually escalating the tension between the Soviet Union and Finland throughout the autumn of 1939, Stalin and Molotov conclude that the Finns will not agree to their demands and launch attacks from the Karelian Isthmus in the south to Petsamo in the Arctic. Their goals are to capture Helsinki and place the country under Soviet control by 18 December, Stalin’s birthday. The Finns, despite gravely neglected defenses, are not ready to give in to their age-old enemy. Independent since 1917, Finland is poorly armed, relying on leftovers from the Czar’s army and whatever aid could be solicited for free or purchased at little cost. Outnumbered in men and material, Finnish hopes ride with Marshal Mannerheim and Sisu
—the spirit of the Finnish troops. Once again the old battle cry Hakkaa päälle! (cut ‘em down!) echoed over Finnish soil.

The Continuation War
(June 1941-September 1944): After siding with the Soviets during the Winter War due to the terms of the Molotov-Ribbentrop pact, Germany changes its attitude toward Finland. As BARBAROSSA planning starts, Finland (unbeknownst to itself at first) is assigned the role of attacking Leningrad from the north and providing a staging area for attacks against the Murmansk railway. Eager to recapture lost territory from the Soviets, the Finns side with the Germans.

The Lapland War (September 1944-April 1945): As part of the harsh armistice conditions imposed by the Soviets, the Finns are required to eradicate all German troops in Finland. At first, the Germans are able to withdraw behind blown bridges with little pursuit by indifferent Finnish troops. But tensions grew, and even as the first fighting takes place, the Soviets
—unhappy with the slow progress of the Finns—offer to “help”. With the threat of Soviet troops crossing the border yet again, the war-weary Finns are forced both to demobilize their army and expel their new enemy at the same time. The Germans feel betrayed by their erstwhile comrades, and acrimony rachets even higher.

COMPLEXITY - HIGH
SOLITAIRE SUITABILITY - MEDIUM

CONTENTS:
1         8"x22" Map (52)
4         Countersheets
16       ASL Scenarios
1         Chapter H
1         Rules Supplement
4         Chapter Dividers

TIME SCALE: 
2 minutes per Game Turn
MAP SCALE: 40 meters per hex
PLAYERS: 2 (suitable for team or solitaire play)
UNIT SCALE: 5 to 10 men with individual leaders, vehicles, and guns
PLAYING TIME: 2 hours (or more depending on scenario)

Forgotten War, Korea: 1950-1953 [Module 15] (2017 MMP/Avalon Hill First Edition)

Brand New/Sealed in plastic.

Forgotten War, Korea: 1950-1953 [Module 15] 2017 MMP/Avalon Hill First Edition.

“I shall go to Korea.” For the first time, an
Advanced Squad Leader module steps outside the traditional World War II era to bring you FORGOTTEN WAR, covering the Korean War of 1950-1953. Called by some a “police action,” this fierce conflict showed what could happen when the Cold War turned hot. FORGOTTEN WAR provides the ASL player with new rules and counters for the armed forces of the Republic of Korea (South Korea), the Chinese people’s Volunteer Army (the nom de guerre of China’s People’s Liberation Army), and the other engaged United Nations countries (troops from nations such as the Netherlands, Ethiopia, France, Thailand, and Turkey). The Korean People’s Army (North Korea), equipped and trained by the Soviet Union, uses the standard Russian counters and rules with which all ASLers are familiar, with a few unique twists. U.S. Army, U.S.M.C., and British Commonwealth Forces in Korea are represented mostly by existing counters from (respectively) YANKS, RISING SUN, and FOR KING AND COUNTRY, but new Korean-era weapons and detailed Chapter H notes are provided for all these forces.

New Chapter W rules in FORGOTTEN WAR cover these combatants, including (on the UN side): Korean Augmentation to the U.S. Army (KATUSA) troops, Human Bullet Heroes, Korean Marine Corps, Royal Marine Commandos, proximity-fuzed artillery, and bayonet charges. The UN forces also enjoyed enhanced air support featuring Tactical Air Control Parties, airborne Forward Air Controllers, and the jet-propelled aircraft of the era such as the F-80C Shooting Star and the F-84D Thunderjet. For the CPVA, there are special grenadier squads, commissar-like Political Officers, infantry platoon movement, half-squad overruns, and bugles. Both sides would encounter paddy fields, light woods, and steep hills
—reflecting the difficulties of movement and combat in the rugged Korean terrain.

Whipped up by propaganda and well-trained and well-equipped by the Soviet Union, the Korean People’s Army crossed the 38th Parallel on 25 June 1950 to reunite the peninsula. Facing them were the ill-prepared forces of the Republic of Korea and a U.S. Army weakened and dispirited by years of post-war demobilization and occupation. Before long, however, the defenders were reinforced by units of the U.S. Marine corps, British Commonwealth, and a number of other UN countries.
FORGOTTEN WAR follows these troops south to the Pusan Perimeter, back to the Inchon landings, north to Yalu River and the Chinese border, and back south again to a stalemate leading to an uneasy ceasefire. FORGOTTEN WAR allows the ASL player to explore new situations and utilize new tactics and weapons, supported as always by the detailed research and attention to detail they have come to expect.

MUNSAN-NI, SOUTH KOREA, 25 June 1950:
100,000 troops of the Korean People’s Army surged across the 38th Parallel and southward toward Seoul. They were led by 150 Soviet-made T-34/85 tanks, against which the Republic of Korea had no effective defense. Tough resistance was offered in a number of places, however, including the village of Munsan-ni, about 35 miles northwest of Seoul, where the 11th Infantry Regiment made a stand along the Imjin River, using satchel charges, some placed on poles, to try to stop the T-34s.

HILL 1282, YUDAM-NI, NORTH KOREA, 27 November 1950:
The 1st Marine Division had been cut off by tens of thousands of Chinese regulars who had infiltrated into North Korea and closed the main supply road to the south. Now the Chinese moved swiftly to overwhelm the high ground around the Chosin Reservoir held by elements of the 7th Marine Regiment. With the Chinese about to break through to regimental command posts, one company commander rallied his troops, declaring “This is Easy Company and this is where we stand!”

IMJIN RIVER, SOUTH KOREA, 25 April 1951:
In the face of the largest Chinese attack of the war, the UN forces withdrew south of the Imjin and Hantan Rivers. There, two battalions of the British 29th Brigade were supported by the formidable Centurion tanks of the Kings Royal Irish Hussars. Exploiting cover afforded by early morning mist, Chinese infantry launched suicidal charges against the tanks, attacking with pole charges. The British fended off the assault with “de-lousing”—spraying each other’s tanks with machine gun fire. Despite heavy losses—six tanks and a quarter of the front line infantry strength in this sector alone—the 29th Brigade lived to fight another day.

HILL 58A, near MUNSAN-NI, SOUTH KOREA, 11 August 1952:
Prior to the 1st Marine Regiment attacking Hill 112 (“Bunker Hill”), D Company was assigned to a night attack against the Chinese entrenched on Hill 58A (“Siberia”) as a diversion. As four M46 Patton tanks equipped with searchlights lit up the positions with light and HE, D Company waited for two flame tanks to attack their way up the hill, followed by two more when the first pair ran out of fuel. With the Chinese well suppressed, the flame tanks withdrew, and D Company moved in to root out the last of the defenders and set up a hasty defense. The M46s remained to cover the assault force and break up Chinese counterattacks. D Company held the crest until withdrawing at midnight, diversion complete.

COMPLEXITY - HIGH
SOLITAIRE SUITABILITY - MEDIUM

CONTENTS:
4         8"x22" Maps (80-83)
7         Countersheets
16       ASL Scenarios
1         Chapter W
1         UN Forces and Communist Forces Chapter H
1         Chapter Divider

TIME SCALE: 
2 minutes per Game Turn
MAP SCALE: 40 meters per hex
PLAYERS: 2 (suitable for team or solitaire play)
UNIT SCALE: 5 to 10 men with individual leaders, vehicles, and guns
PLAYING TIME: 2 hours (or more depending on scenario)

Pictures are of actual items you will receive (the two board game sets).

UK Delivery

- Items will be sent by 'UPS Standard' Courier Service with a Total Delivery Timescale of 3-5 working days after payment has been made. 
I use an Insured, Tracked and Signed For method of transportation through an intermediary company using known carriers. A delivery charge of £170.00 will apply, in total, for two separate boxes, for delivery of all of the items.

International Delivery

Items will be sent by 'UPS Express Saver/UPS Express' Courier Service. I use an Insured, Tracked and Signed For method of transportation through an intermediary company using known carriers. A delivery charge of £530.00 will apply, in total, for two separate boxes, for delivery of all of the items. There will be extra charges for buyers outside of the UK for Import Charges (i.e. Import Tax and Customs Duty/any country relevant fees e.g. a Carrier Fee). These charges will be imposed once the goods have reached the destination country. Buyers from France and Monaco, please contact me prior to purchase on a separate matter.

The items will be sent fully insured. I will send the items out as two separate consignments (to comply with transport requirements) and you will receive two separate parcels (each with 10 games and 1/2 Rulebook(s)).

Due care and attention will be taken to make sure the items are thoroughly protected when packing for delivery.

I operate a 14-day return policy and I abide by the 'eBay Money Back Guarantee'.