the forward observer squad leader...when its firing into the side of german armor. being a small...

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Imagine you and your men are charged with assaulting a network of heavily for- tified positions. Tough, but it’s been done before. Let’s add a few additional factors to make it more interesting. You are attacking uphill. Against crack German units, almost fanatical in their defense. Artillery and mortar fire are falling all around you. Your target is high in the French Alps, almost 3000 meters up. Your troops are poorly equipped, and on top that, the bitter cold and biting wind threatens to finish you off if the Germans don’t first. This is exactly what three French battal- ions faced in the waning days of World War II. In April of 1945, the 27 th Mountain Division, comprised mainly of former maquisard, or partisans, found themselves with the unenviable task of dislodging the enemy from a series of heavily fortified positions high in the French Alps. The German 5 th Mountain Division, along with a company of the Italian Fascist Folgore Regiment, had retreated to sever- al key points along the border between France and Italy. Most notable was the upper Maurienne area, centered around Mt. Cenis and overlooking the strategic Cenis Valley. Germany’s army was in ruins, and less than a month remained before the Third Reich was completely finished. But these troops were deter- mined to not give in, and they dug in for a spirited defense. The Germans Most of the defenders were of the 3 rd Battalion, 100 th Gebirgsjäger Regiment, 5 th Mountain Division. Considered an elite formation, these troops had seen battle on several fronts. In March 1941 the Division was moved from Germany to the Balkans and took a prominent role in the war against Greece. The 5 th Mountain Division was also picked to drop into Crete to support the The Forward Observer SUMMER 2001 INTERNATIONAL EDITION FREE News and Views from around the world of Advanced Squad Leader™ THE HIGHEST BATTLE OF WORLD W AR II by Steve Svare see Highest Battle, page 2 THE HIGHEST BATTLE OF WORLD WAR II - 1 PRISONERS IN ASL - 1 WHAT IN THE ‘H’? - 2 THE ENIGMA - 3 HALL OF HEROES - 3 ORDER OF BATTLE - 4 ASL CYBEROPEN STANDINGS - 12 GAME ROOM POSTER - 13 TWO NEW PETE SHELLING SCENARIOS - 14,15 German troops high in the French Alps HÄNDE HOCH! - Prisoners and Unarmed Units in ASL by Tom Repetti Prisoners - the red-headed stepchildren of ASL. Unloved by their own side, often mistreated by the side that captured them. Burdened with that goofy paren- thesized (1) attack factor. Don’t even come in any color but white. Many new players shy away from taking Prisoners because they don’t want to deal with the complexities of the Rout Phase Surrender rules. That’s actually fine; there are plenty of other things to learn in the game first. But eventually there comes a time when taking Prisoners will spell the difference between victory and defeat. Here’s what you need to know. Five Good Reasons for Taking Prisoners 1) Prisoners are worth double CVP for leaders and MMC if they are still under Guard at game end (A20.1). Even if they are eliminated by an attack from their own side, they immediately count for double CVP. They even count for double Exit VP as well, which often makes a big difference in scenarios where the Victory Conditions depend on Exit VP. 2) Taking Prisoners (or eliminating bro- ken enemy units for Failure to Rout) is the best way to take enemy units off the map. Breaking enemy units is fine, but eventually they can rally and come back at you, and even broken enemy units can block or hinder your movement and rout. In the absence of heavy firepower or -3 leaders to generate KIAs on the IFT or Close Combat Table, rounding up broken enemy units is the most efficient way to get them out of your hair for good. 3) By keeping the Prisoners Welcome sign out, you avoid declaring No see Prisoners, page 7 Spotting Rounds Welcome to our first issue of the Forward Observer. As Coastal Fortress has expanded over the last couple of years, we found that we needed another outlet for ASL material that didn’t conveniently fit into the website. Then Tom Repetti asked “When are you guys going to do a ‘zine?” That got the wheels spinning, and after months of hard work, here it is. We’ll be featuring historical articles, ASL analysis, and personal looks at our hobby. The Forward Observer is slated to be a seasonal publication, so look for the next issue when cooler weather rolls around. Until then, enjoy this offering. If you have comments, criticisms, kudos, or ideas for future issues, please contact us at: [email protected]. Scott Faulk and Steve Svare

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Page 1: The Forward Observer Squad Leader...when its firing into the side of German armor. Being a small target also aids this ability. • If German armor can be tackled using tanks, do so

Imagine you and your men are chargedwith assaulting a network of heavily for-tified positions. Tough, but it’s been donebefore. Let’s add a few additional factorsto make it more interesting.

You are attacking uphill. Against crackGerman units, almost fanatical in theirdefense. Artillery and mortar fire arefalling all around you. Your target is highin the French Alps, almost 3000 metersup. Your troops are poorly equipped, and

on top that, the bitter cold and biting windthreatens to finish you off if the Germansdon’t first.

This is exactly what three French battal-ions faced in the waning days of WorldWar II. In April of 1945, the 27th MountainDivision, comprised mainly of former

maquisard, or partisans, found themselveswith the unenviable task of dislodging theenemy from a series of heavily fortifiedpositions high in the French Alps.

The German 5th Mountain Division, alongwith a company of the Italian FascistFolgore Regiment, had retreated to sever-al key points along the border betweenFrance and Italy. Most notable was theupper Maurienne area, centered aroundMt. Cenis and overlooking the strategicCenis Valley. Germany’s army was inruins, and less than a month remainedbefore the Third Reich was completelyfinished. But these troops were deter-mined to not give in, and they dug in for aspirited defense.

The GermansMost of the defenders were of the 3rd

Battalion, 100th Gebirgsjäger Regiment,5th Mountain Division. Considered anelite formation, these troops had seenbattle on several fronts. In March 1941the Division was moved from Germanyto the Balkans and took a prominent rolein the war against Greece. The 5th

Mountain Division was also picked todrop into Crete to support the

The Forward ObserverSUMMER

2001INTERNATIONAL EDITION

FREENews and Views from around the world of Advanced Squad Leader™

THE HIGHEST BATTLE OF WORLD WAR IIby Steve Svare

see Highest Battle, page 2

THE HIGHEST BATTLE OF WORLD WAR II - 1PRISONERS IN ASL - 1WHAT IN THE ‘H’? - 2

THE ENIGMA - 3HALL OF HEROES - 3ORDER OF BATTLE - 4

ASL CYBEROPEN STANDINGS - 12GAME ROOM POSTER - 13

TWO NEW PETE SHELLING SCENARIOS - 14,15

German troops high in the French Alps

HÄNDE HOCH! -Prisoners and Unarmed Units in ASL

by Tom Repetti

Prisoners - the red-headed stepchildrenof ASL. Unloved by their own side, oftenmistreated by the side that capturedthem. Burdened with that goofy paren-thesized (1) attack factor. Don’t evencome in any color but white. Many newplayers shy away from taking Prisonersbecause they don’t want to deal with thecomplexities of the Rout PhaseSurrender rules. That’s actually fine;there are plenty of other things to learn inthe game first. But eventually therecomes a time when taking Prisoners willspell the difference between victory anddefeat. Here’s what you need to know.

Five Good Reasons for TakingPrisoners1) Prisoners are worth double CVP forleaders and MMC if they are still underGuard at game end (A20.1). Even if theyare eliminated by an attack from theirown side, they immediately count fordouble CVP. They even count for doubleExit VP as well, which often makes a bigdifference in scenarios where the VictoryConditions depend on Exit VP.

2) Taking Prisoners (or eliminating bro-ken enemy units for Failure to Rout) isthe best way to take enemy units off themap. Breaking enemy units is fine, buteventually they can rally and come backat you, and even broken enemy units canblock or hinder your movement and rout.In the absence of heavy firepower or -3leaders to generate KIAs on the IFT orClose Combat Table, rounding up brokenenemy units is the most efficient way toget them out of your hair for good.

3) By keeping the Prisoners Welcomesign out, you avoid declaring No

see Prisoners, page 7

Spotting RoundsWelcome to our first issue of the Forward Observer. As Coastal Fortress has expanded overthe last couple of years, we found that we needed another outlet for ASL material that didn’tconveniently fit into the website. Then Tom Repetti asked “When are you guys going to doa ‘zine?” That got the wheels spinning, and after months of hard work, here it is. We’ll befeaturing historical articles, ASL analysis, and personal looks at our hobby.

The Forward Observer is slated to be a seasonal publication, so look for the next issue whencooler weather rolls around. Until then, enjoy this offering.

If you have comments, criticisms, kudos, or ideas for future issues, please contact us at:[email protected].

Scott Faulk and Steve Svare

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The Forward Observer • Summer 2001 2

WHAT IN THE ‘H’?This regular section of the Forward Observer will offer a closer

look at a vehicle found in the Chapter H of your ASLRB.

Vehicle: M8 Greyhound Armored CarNationality: USAChapter H Vehicle Note: American #42Weight: 7.76 TonsLength: 16’5” Width: 8’4” Height: 7’4.5”Powerplant: Inline 6 cylinder, Hercules JXD @

110hp running on gasolineMaximum Speed: 55mph (36 MF)Crew: 4 (CS of 4)Armament: High velocity 37mm turreted gun

(37LL), .30cal MG, .50cal MG.Ammo Capacity: 37mm=80, .30cal=1500,

.50cal=400Fording Depth: 2’ Maximum Elevation: 20’

In June of 1941, the US Army Ordnance Departmentdrew up plans for an an armored car equipped witha turreted 37mm main armament. Its original con-cept was as a highly mobile tank destroyer. Based onBritish implementation of armored cars in NorthAfrica, it soon became clear that armored cars werebetter suited for recce and scouting roles.

In November of 1941, a 6 x 6 model, designated theT22, made by Ford, won the government contractover a Chrysler model. In May of 1942, the T22 wasstandardized as the “Light Armored Car M8”. Theinitial production order was for six thousand. Manywere lend-leased to the British, where the M8 pickedup the nom de guerre of “Greyhound”.

While in the Pacific the M8 was more than a matchfor Japanese armor, it was vastly undergunned todeal with German panzers. In the Eastern Theaterthe M8 found its niche in close infantry support,scouting and liaison roles.

Tips while using the M8 Greyhound in ASL:• High mobility with the Greyhound will allow it

to flank its opponents. While the 37LL is nearlyworthless against the front glacis of mostPanzers, a TK of 11 is somewhat dangerouswhen its firing into the side of German armor.Being a small target also aids this ability.

• If German armor can be tackled using tanks, doso. The Greyhound, with a Canister DepletionNumber of 7 and two 4FP machine guns, is bet-ter suited for dealing with infantry.

• When opting to use smoke, take a look at thedepletion of the sP. To use it, you have to roll a5 or less on two dice. Being that the M8 is OpenTopped, vehicular smoke grenades (F.10) is a rollof 2 or less on one die.

Some scenarios featuring the M8:• A109: Scouts Out • G3: The Forgotten Front

• G29: Shoot-n-Scoot • SP33: The Eternal City

• TOT1: Take Ten • TOT9: Beat Feet to Foy

• KE11: Lt. Elmo's Fire • ASLUG24: Kicking Assenois

• TOT44: …A Dish Best Served Cold

• CH Rout Pak II #8: Riding Shotgun

Fallschirmjäger air assault, and thenwent on to help capture the rest of theisland. After a period of refitting, theDivision was transferred in October1941 to the Volkhov region southeast ofLeningrad. They served there for nearlya year before being posted to the TenthArmy in Italy. There they took part inbattles south of Rome and the fightingretreat through the Gothic Line beforebeing posted to the mountainous regionbetween Italy and France.

They were supported by 20 field artillerypieces, including 75mm guns, 105mmhowitzers, 150mm howitzers, plus sev-eral 81mm mortars.

The ItaliansA company of the Fascist FolgoreRegiment were attached to the Germanunits, bolstering the total strength of thevarious strongholds to almost 1500 men.With the addition of these elite Italianforces, the defenders greatly outmatchedthe French in experience and weapons.Although the Italians fought throughoutthe region, most of their activity wascentered on defensive patrols.

The FrenchThe 27th Mountain Division sent 3 AlpineBattalions into the operation. Comprisedentirely of volunteers, almost 3000 menbegan the operation. Most had experi-ence fighting the Germans as maquis,especially since the Normandy landingsin June 1944. They had unique experi-

ence in the rugged alpine terrain, manyhaving lived in the area prior to the war.But they were poorly equipped, armedmainly with light weapons. They weresupported by as many as 45 smaller fieldguns, but they had to be disassembledand ported up the mountainsides throughdeep snow before being emplaced andprepared for support fire.

The TerrainThe Cenis Valley is dominated by thehigh snow-covered peaks of one of thelargest solid glacier masses in Europe.Although the valley benefits from warmsunlight most of the winter and is shield-ed from the harshest of the winds tearingthrough the Alps, not so the mountain-sides. Located not far from the Franco/Italian border, the area has a long history

of encampmentsand fortressesbeing built forborder patrolsand supervision.

The first of themany camps tobe built in thisarea was FortTurra, establishedin 1891 mainly inresponse to theItalian outpostsnear MountCenis. It started

as a system of wooden huts on the southside of Mount Turra, designed to hold160 men of the 13th BCA (strictly trans-lated as Mountain Hunter Battalion, butcommonly known as Alpine or Mountaintroops) who were charged with supervis-ing the border. In 1895 the fortress itselfwas built just to the north of the huts. Itwas dug directly into the mountainside,and featured four casemates for fieldartillery guns. Outside the main fortresswere the buildings housing the men, vari-ous storage areas, a kitchen, and a bakery.Surrounded by a stone wall, and accessedby drawbridge, and supplemented by a net-work of barbed wire, the entire encamp-ment originally housed 288 men.

From June 20-25 1940, Italian troopsattempted to dislodge the French troopsfrom Fort Turra, and thereby the valley

see Highest Battle, page 6

HIGHEST BATTLEcontinued from page 1

The Cenis Valley

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The Forward Observer • Summer 2001 3

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9 10 11 12 13

14 15

16 17 18

19 20 21

22 23 24

25

26 27

28 29 30 31

32

33 34 35 36 37 38

39 40 41 42

43 44

45 46

47 48 49

Across1- Japanese leaders ignore this IFT result4- 1940 British Counterattack7- ASL P “The Road __ Wiltz”9- Yugoslav partisan hero11- Armor Piercing (abbr.)12- First German city taken on the Western Front.14- In season April through October15- Opposite of you.16- Tac 20 “___ Baptism”18- Two Player turns is a ____ turn.19- Polish Ambassador to Berlin 33-39.21- One of Scott Romanowski’s major hobby contributions22- A40 “Ad Hoc __ Beaurains”23- Unit Replacement (abbr.)24- Open Ground (abbr.)25- German designation for the Kursk Operation.27- This is a 7 for the Russians in ASL 1 “Fighting

Withdrawal”28- What those “ ? “ counters are for.30- Example32- This is a 3 for the Russians in ASL 1 “Fighting

Withdrawal”33- British Hero of Arnhem38- ASL 78 “Hell __ High Water”39- Initials of WWII Pope’s birth name.40- Illumination Round (abbr.)42- Eastern Terminus of the Kokoda Trail.43- SP3 “Duel at ______ “44- Not Tanambogo45- Brian Williams scenario “Rolin on the _____ “46- PP4 “Peak Hour __ the Golf Hotel”47- Final scenario in the GI PAck: “The ____ “48- In Reply49- A38 “_____ Bank”

Down1- Chapter G2- The Bismarck’s sister ship3- A roll of 8 on the 5fp column of the IIFT.4- British improvement on APCR5- ASL 29 “The Globus ____ “6- Chapter F Fortification7- Woods have a +1 ___8- ASLUG 12 “______ Bridge “10- Postal abbreviation for the state that hosts ASLOK.11- Before you place a spotting round13- Ms. Denisova is one of these.17- Spanish Division on the Eastern Front19- Cheneaux, Stoumont and __ Gleize20- Red Barricades trick o’ the trade (A23.7)21- Tac 11 “Dance with the _____ “24- SP67 “Backs to the ____ “26- Case N: ________ Target29- _______ Effects Modifier31- British midget submarine.34- A British line35- German Army36- Operation Iceberg started in this month.37- Wittman’s mode of trasport at Villers-Bocage38- A31 “__ the Road to Andalsnes”41- On the Chapter H RFC table,

gray denotes a vehicle is ____ .42- Opposite of CE.46- Abbreviation of the makers of Squad Leader.

THE ENIGMA (‘cause you can’t take your ASLRB to the can)

by Scott FaulkHALL OF HEROES

A LOOK AT WWII MEDAL OF HONOR RECIPIENTS

BARFOOT, VAN T.Rank and organization:

Second Lieutenant, U.S. Army,157th Infantry, 45th Infantry Division.

Place and date:Near Carano, Italy, 23 May 1944.

Entered service at:Carthage, Miss.

Birth:Edinburg, Miss. G.O.

No.:79, 4 October 1944.

Citation:For conspicuous gallantry and intrepidity atthe risk of life above and beyond the call ofduty on 23 May 1944, near Carano, Italy. Withhis platoon heavily engaged during an assaultagainst forces well entrenched on command-ing ground, 2d Lt. Barfoot (then Tech. Sgt.)moved off alone upon the enemy left flank.He crawled to the proximity of 1 machinegunnest and made a direct hit on it with a handgrenade, killing 2 and wounding 3 Germans.He continued along the German defense lineto another machinegun emplacement, andwith his tommygun killed 2 and captured 3 sol-diers. Members of another enemy machineguncrew then abandoned their position and gavethemselves up to Sgt. Barfoot. Leaving theprisoners for his support squad to pick up, heproceeded to mop up positions in the immedi-ate area, capturing more prisoners and bring-ing his total count to 17. Later that day, afterhe had reorganized his men and consolidatedthe newly captured ground, the enemylaunched a fierce armored counterattackdirectly at his platoon positions. Securing abazooka, Sgt. Barfoot took up an exposedposition directly in front of 3 advancing MarkVI tanks. From a distance of 75 yards his firstshot destroyed the track of the leading tank,effectively disabling it, while the other 2changed direction toward the flank. As thecrew of the disabled tank dismounted, Sgt.Barfoot killed 3 of them with his tommygun.He continued onward into enemy terrain anddestroyed a recently abandoned German field-piece with a demolition charge placed in thebreech. While returning to his platoon posi-tion, Sgt. Barfoot, though greatly fatigued byhis Herculean efforts, assisted 2 of his serious-ly wounded men 1,700 yards to a position ofsafety. Sgt. Barfoot’s extraordinary heroism,demonstration of magnificent valor, andaggressive determination in the face of point-blank fire are a perpetual inspiration to his fel-low soldiers.

World War II Medal of Honor Recipients.WWW: http://www.army.mil/cmh-pg/mohiia1.htm(May 2, 2001)

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The Forward Observer • Summer 2001 4

The “OoB” will be a recurring section ofThe Forward Observer. The premise ofthis series is to profile an ASL Club orGaming Group in detail. New members,as well as grognards alike, might be insearch of opponents and may not knowthere’s a gaggle of dedicated dice-rollersin the community. This month we put theboys of the Atlanta Area ASL Groupon the hot seat. They have a beautifulwebpage: http://personal.atl.bellsouth.net/atl/a/a/aaaslg and run an annualASL event at the Warfair Table-TopGaming Convention.

FO (Forward Observer):Exchanging emails here with BarryJohnston of the “fledgling” (in ASL clubterms) Atlanta Area ASL Group. Barry isjust an example of the new wave of die-hards coming into the ASL fold, takingthe reins and organizing a loose knitpocket of gamers into a solid foundationfor a region to build on.

FO: So we know that clubs alwaysspring from a few guys getting togetherand playing for a bit, then deciding toform an organized group. Who were thecore guys and who were the decisionmakers for the start-up of the AAASLG?

Barry Johnston: Before the start ofAAASLG (founded February 2000) Ihad been playing two to three times amonth with Doyle Davidson. I was stillvery much a newbie but Doyle hadbrought me a long way, up to includingthe use of armor. Well, Doyle and hiswife were expecting their second childso I knew that our playing time would begreatly reduced once the new babyarrived. At that time I knew of maybe 4other players in Atlanta. I knew therewere more ASL players out there, how-ever, I just didn’t know how to get intouch with them. Doyle had really set theASL hook deep in my mouth so I justhad to find a way to play more ASL. So Iasked the ASLML for advice on startinga club and I got some great replies from

guys like Louie Tokarz, Ron Mosher,Roy Connelly, Robert Wolkey, SteveLinton, Pete Belford, Jim Aikens, JohnSlotwinski and Matt Shostak. These guys

really inspired me and I reached outthrough the ASLML, local hobby storesand ASL Player Directories to find otherASL players in Atlanta. Mike Davisonquickly helped out by volunteering tobuild and webmaster our webpage.Adam Vakiener stepped up in the foun-dation of a club ladder, and Mike Blackhas been just a huge force for us in help-ing to teach the game to all of us and pro-vide 15 + years of ASL and SL experi-ence. Anyway, within 1 month of send-ing my first email about clubs to theASLML, I had founded AAASLG, had16 members join and we had our firstmeeting with 15 ASL players in atten-dance. Talk about a great day, we all feltlike we had met our long lost brothers.

FO: How many members does your clubhave now?

Barry: 36 in one year!

FO: You guys have regular meetings?When and where?

Barry: We have monthly meetings(game days). We have two main meetingsites that we alternate with due to the“sprawl” of Atlanta (the metro area isabout 50 miles north to south and 50miles east to west). This way the sameguys don’t have to drive across townevery meeting. We meet at a local gameshop, The Warroom (on the NE side ofAtlanta) that has a 3,000 sq. ft. gamingarea and also at a local National GuardArmory (W side of Atlanta). Meetings

are on Saturdays and we play from10:00am to 8:00 or 9:00pm.

FO: How large, in area, is your mem-bership draw? In other words, how longis the longest commute?

Barry: The majority of our membershipis local but we do have a member inDalton in north-east Georgia that com-mutes about 1.5 hours, 2 members inMacon that drive about 1.5 hours, 2 morein Athens that drive at least 1 hourdepending on the meeting site, and 1 inSouth Carolina that drives 1.5 hours.

FO: Atlanta has a nation-wide reputa-tion as being a “commuter” city.Meaning that people only live there tem-porarily and are usually native to otherparts of the country. Have you found thata problem with this? Do you you think itwill be a problem in the future?

Barry: We have had one member joinand then move to Birmingham, Alabamadue to work. We do have a large percent-age of non-native Georgians as mem-bers. I’m just guessing, but off the top of

my head, I’d say that we are 70% non-native to 30% native to Atlanta. I’m surethat we will have members that move toanother part of the country, but hopefully

ORDER OF BATTLE - An Interview with the Atlanta Area ASL Groupby Scott Faulk

see Order of Battle, page 5

The 2nd Annual ASL Battle of Atlantawill be held on June 15-17th, in conjunctionwith Warfair 2001, a miniatures convention.

The tourney will feature themed rounds and willbe run by Mike Black. Prizes will be awarded.

The tourney will be held at the Crowne PlazaHotel in NW Atlanta. Convention admissionfor the weekend is $15.00 if your nameappears on the Atlanta Area ASL Group guestlist or $25.00 at the door. Please email me ifyou plan on attending so that I can add you toour guest list. If you’ve already pre-registeredyour convention packet will be available topick up when you arrive.

Hotel information: Crowne Plaza Hotel,6345 Powers Ferry Rd. NW, Atlanta, GA 30339Phone: (770) 955-1700Discount rooms are available at $79.00 pernight. Be sure to mention Warfair 2001 whenregistering to get the discount.

If you would like any further information orhave questions please email Barry [email protected]

Barry Johnston, Mike Black, Jeff Jarrell, DaveJarrell, Cliff Emery and Ken Smith

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The Forward Observer • Summer 2001 5

the influx of new members moving toour area will counterbalance those thathave to move on.

FO: How about a snippet AAR of the lastAAASLG game day?

Barry: Fourteen members made it andscenarios played included T1: “GavinTake”, BRT3: “Ryan’s Orphans”, S: “TheWhirlwind”, J19: “Merzenhausen Zoo”,J5: “Bizory Loves Company”, 55:“Retribution” and a couple of others that Ididn’t record for some reason. Also playedwere a couple of playtest scenarios.

FO: We noticed there are no “thirdparty” scenarios among what wasplayed at the last meeting. Was that coin-cidental or is there a definite preference?

Barry: Just a coincidence. At most meet-ings you’re bound to see scenarios rang-ing from official to Schwerpunkt, Heat ofBattle, Critical Hit, Dispatches from theBunker and many others. I do see a lot ofSchwerpunkt stuff being played. Withour monthly meetings, the tourney sizedscenarios that they produced are verypopular. It is very easy to get in two andsometimes three of those at one of ourmeetings.

FO: You guys IFT or IIFT?

Barry: We play both. I would venturethat most of our scenarios are playedwith the IIFT but everyone seems amica-ble about playing either.

FO: Care to give us the 411 on the 2001Battle of Atlanta?

Barry: This years tourney will be run byMike Black. June 15, 16, and 17th. Hotelprice is $79.00 per night. We piggybackwith a local miniatures convention calledWarfair. Twenty-four hour access to thegame room. Swiss style tourney, moreinfo forthcoming. Check out the clubwebpage at http://personal.atl.bell-south.net/atl/a/a/aaaslg and click on theASL Battle of Atlanta/Warfair 2001poster for the latest. Projected attendanceis around 20 players but this could growdepending on out of towners.

FO: I noticed the RB CG AAR on thesite. Everyone loves RB CG stuff. Care togive us the latest on the battle?

Barry: We just wrapped the CG up,mainly due to a lack of playing time.This was my second CG, but first of RBand Mike and Patrick’s first. We bothmade plenty of mistakes, but due to ournewness to CG’s things have turned outto be fairly even at the point we stoppedat (Oct. 22nd), although as the Russianplayer I think I had a good edge. I’lladmit that could have changed quicklyon the next date when the entire westernedge would have opened up.

FO: Any tips learned through play toshare?

Barry: If you ever get a chance to play aCG do so. It is the best way to learn thefiner points of the game. You will beexposed to tons of situations and eventsthat will make you a better player andincrease your knowledge of the game.Also,I would have lost a lot if Mike andPatrick had attempted the armored blitz,I was unprepared for it.

FO: What would you like to see AAASLGdo in the future?

Barry: I would love to see a newsletter.In fact I would do it myself but my plateis sort of full as I’m the meeting dateplanner and playtest coordinator rightnow. I don’t think I can fit any more hatson my head.

FO: I also briefly spoke to MikeDavison, the webmaster of the impres-sive AAASLG webpage. He stated that heprobably didn’t have much to add thatBarry wasn’t going to tell us. He alsostrongly stated that Barry deserves thecredit for bringing the AAASLG intobeing and being the driving force behindits continued success.

Thanks Barry, and thanks for letting uspeek into the ASL world of Atlanta.

*If you’d like your club or group to beprofiled in an upcoming issue of “TheForward Observer” please contact us [email protected] .

ORDER OF BATTLEcontinued from page 4

What’s in theNext Issue:

History In Focus:Actions in the Reichswald

In-Depth Scenario Analysis:Taking a Look at aSchwerpunkt Favorite

Islands Under Fire:A Look at Gavutu-Tanambogo

Club Interview:Southern Kansas ASL Club

Plus all our recurring features.

What’s Not in theNext Issue:

History In Focus:Paraguay’s Role in WWII

In-Depth Scenario Analysis:Ron Mosher Takes A LookAt Critical Hit’s Latest

Shovels and Sand:Full-size Outdoor ASL Boards

Club Interview: Why I play SASL

Plus a random assortment of oddsand ends.

THE ENIGMA SOLUTION

Salute!We would like to thank the following contributors: Tom Repetti, JohnProvan, Barry Johnston, Mike Davidson, Paul Kenny, and Chris Olden.We would also like to thank Rodney Kinney for permission to use theVASL artwork and mapboards.

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leading to the villages below. Fort Turraheld out and remained unconqueredthroughout the war. The garrison sta-tioned there recieved military honors atthe end of the war.

Fort du Mont Froid, where the action weare discussing took place, traces a simi-lar history and design as Fort Turra. Builtinto the side of Mount Froid, it domi-nates the entire valley below, along withseveral passes and nearby peaks.

The BattleOn 5 April 1945, the French battalionsbegan their offensive against the Germanpositions. Their first objective was totake Mount Froid (2820m) which over-looked the valley and was the corner-stone of the German positions. TheGerman stronghold, located on a narrowridge seven to eight hundred metersacross, was organized around three mainpoints: east and west blocks with run-down casemates and a central bunkersurrounded by a network of trenches.

4th Company, 11th BCA was able to takethe central and western points by the endof the day. The next day, the same unitwas able to capture the eastern section.The French were elated with their victory,but quickly realized the precariousness oftheir situation. They were a long distancefrom any supply base, and the Germanswere preparing to retake the fortress.Coupled with the loss of men suffered inthe initial assault, things looked bleak.

The Forward Observer • Summer 2001 6

Fortunately, 6April saw rein-f o r c e m e n t sarrive. Elementsof 2nd Company,11th BCA, and theentire force of 4th

Company, 6th

BCA managed toreach the out-post. Climbingthe rugged ter-rain covered indeep snow with-out benefit ofskis or snow-shoes, these men carried extra ammuni-tion and supplies to their beleaguredcomrades. As the daylight faded, thetemperature dropped and a thick fog set-tled over the area, making it especiallydifficult to observe German advancetroop movements.

A short time before midnight the enemyshelling began. Immediately behind thiscame a German company and two Italianplatoons, split up into five groups. Theyquickly made for the eastern casemate,with three groups attempting a frontalassault while the other two tried to out-flank the position. Gunfire erupted fromsmall arms everywhere, soon joined bymortar shells and artillery exploding ontop of the fortress. Combined withgrenades and Panzerfaust shells, theGerman fire quickly threatened to over-whelm the French garrison. A platoon of4th Company, 6th BCA was dispatched tothe eastern casemate to help.

Two officers anda private werekilled inside thefort, with threeothers wounded.But the quickaction of the pla-toon allowed therest of the men inthe eastern case-mate to with drawto the centerportion of thefortress, underconstant fire fromthe Germans andItalians. Again

the enemy attacked, screaming across themountainside firing submachineguns andthrowing grenades at the central bunker.The French put up a vigorous fight, actu-ally forcing the German and Italian unitsback. They attackers quickly regroupedthough, and were able to close to veryclose range. Several French soldierswere killed or wounded, but the rest ofthe men kept up a spirited defense[singing the Chant de d’part]. By dawn,the attackers had withdrawn.

During the day of 6 April, a snowstormblew down through the peaks of the Alpsand made the conditions even moreharsh. The temperature dropped quickly,and visibilty was reduced to almost noth-ing. The French were exhausted, begin-ning to suffer from frostbite, and manyof their weapons were frozen solid. TheGermans launched several more failedattacks over the next several days, keep-ing the French under constant pressureand harassment. It wasn’t until 9 Aprilbefore 4th Company, 6th BCA wasrelieved by other elements of the 27th

Mountain Division.

AftermathAfter failing in three counterattacks, theGerman command decided to evacuatethe entire sector around Mount Cenis.But Generaloberst von Vietinghoff, com-mander-in-chief of the German front inItaly, disregarded this decision andordered Mount Froid recaptured at anyprice. After receiving sorely needed rein-forcements from other groups of the

see Highest Battle, page 11

HIGHEST BATTLEcontinued from page 2

The ruins of Fort du Mont Froid

Fort Turra today

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The Forward Observer • Summer 2001 7

Quarter. This ensures that broken enemyunits will continue to surrender peace-ably to your guys rather than Low Crawlaway, perhaps to fight you another day.By avoiding No Quarter, you also ensurethat Encircled broken enemy units willsurrender rather than rout away, even if avalid rout path is available (A20.21); it isSO much easier to take buildings whenyou don’t have to root every brokie outof his upper-level hideout. Mopping Up(A12.153) is also possible if you havenot declared No Quarter, again making itmuch easier to secure large buildings.Also, when No Quarter is in effect, Heatof Battle Surrender results turn intoBerserk (A15.5), a hassle you just don’tneed.

4) There are some benefits to being aGuard, most notable of which is the abil-ity to auto-Deploy (without a leader)regardless of nationality restrictions(A20.5). This allows the Guard player togenerate a stream of Guard halfsquads,often lending his side a certain amount oftactical flexibility that non-Deployingnationalities like the Russians, Italians,and Chinese don’t normally have.

5) When Interrogation is in effect,Prisoners can yield valuable informationabout the enemy forces (E2.1).

How to Take PrisonersOK, now that you’re properly motivated,you flip impatiently to A20.1 to find outhow you too can get in on this Prisonerbandwagon. There are four ways to takePrisoners:

1) The Rout Phase Method (A20.21). Ifyou have a unit1 ADJACENT to a brokenenemy unit that cannot rout away at allor would have to suffer Interdiction orresort to Low Crawl if it did rout away, itwill surrender to your unit instead, drop-ping all of its SW and turning in its col-ors for one of those spiffy (1)-0-6Prisoner counters2. As mentioned above,Encircled units will surrender even ifthey have a valid rout path, as willDisrupted units (A20.21). However, ifyou have declared No Quarter by reject-ing such a surrender3, broken enemy

units will Low Crawl away rather thansurrender to you; No Quarter turns offthe flow of docile, well-mannered sur-rendering brokies.

Who doesn’t surrender by the RoutPhase Method? Tough guys like IJA,Gurkhas, Partisans, Commissars,Fanatics, and SS when facing Russians,as well as those normally-milquetoastguys you hardened by declaring NoQuarter. So why would you ever want todeclare No Quarter? Well, sometimes it'sautomatically in force, as is the case inRed Barricades, in Chinese vs Japanese

scenarios after 1937 or the greater PTOafter May 1942, or for the British inPegasus Bridge scenarios. Also, at somepoint in the game, you might not want aparticular unit to be burdened withPrisoners just before it engages in animportant attack or move. You also mightwant to take Mike McGrath’s advice tonever capture -2 or -3 leaders, as they canuse their great leadership to modify theCC attacks they participate in, shouldthose Prisoners ever try to Escape.

Say what? Yes, that’s right, PrisonerSMC retain their normal morale andleadership levels (A20.5), so amid thedefeated Morale Level 6 rabble of thePrisoner MMC, you can have a ML10ringleader just waiting for his chance to

direct an escape attempt. ThusMcGrath’s advice; don’t capture -2 or -3leaders; they’re too likely to surviveincoming fire while your Guard unitbreaks, and they’re great at directing theClose Combat of an Escape attempt.Note that while A10.21 doesn't seem torule out a Prisoner leader applying hisleadership modifier to any friendly unitsin the Location, Perry sez that the onlything captured leaders can do is modifyCC attacks they participate in.

2) Capture in CC (A20.22) - Normallythe CCPh is a time for kill-or-be-killed,but there are times when you’ll be think-ing capture instead of kill, the mostimportant of which is CC againstInexperienced Infantry, because they’reactually easier to capture than kill.A19.35 notes that the normal +1 CCDRM for a Capture attempt is actually-1 vs Inexperienced Infantry4. Bad newsfor the commander of Conscripts whocan’t think of much use for them besidesCC; they’re not very good at that, either5.

Note, however, what happens when yourunit gets killed while capturing a unit inCC; your guy dies and your newly-cap-tured Prisoner is freed and replaced by aConscript unit (A20.221). Bad show, that;the lesson is: don’t try to capture unitswhile there’s enough enemy CC strengtharound to kill your capturing unit.

3) Mopping Up (A12.153) - Prettystraightforward, and often the best wayto ensure that you’ve really cleaned allthe HIP units out of a huge building, atthe cost of just a halfsquad or two beingTI for a player turn.

4) Recapturing Unarmed or Disruptedenemy units via CC in the MPh(A20.54 and A19.12). This is almostridiculously easy. You can move rightinto an Unarmed or Disrupted unit’sLocation6 and attempt to capture it viaCC in the Movement Phase, at no MFcost, even7. For Disrupto Boys, this isnecessary only if No Quarter is in effect;if the Prisoners Welcome sign is still out,Disrupted units will automatically sur-render to same-Location non-Meleeunits during any phase or to ADJACENTunits at the start of the RtPh. ForUnarmed units, the ease of being

PRISONERScontinued from page 1

see Prisoners, page 8

Unarmed units, the former defenders of Aachen,are marched through the ruined city.

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Moving With ThemPrisoners move at the foot rate of theirGuards10. The Guarding side can evenload them up on a vehicle if the vehiclehas sufficient transport capacity for themall11. Guards escorting Prisoners mayleave the map off a Friendly Board Edgeand not be counted as eliminated forCVP (A20.53).

Being Fired On With ThemIncoming fire affects the Prisoners andGuard alike12. Both Prisoners and Guardstake Morale Checks normally, althoughPrisoners do not break, they CasualtyReduce (A20.54). Remember thatPrisoner SMC retain their non-Prisonermorale levels, so they can be more likelyto pass a MC than their Guards. Theirleadership modifiers, however, cannot beused to aid the Morale Checks of theirfellow Prisoners or Good Order friendlyunits who happen to be in that Location(Perry sez). On the bright side, Prisonersdo not take LLMC/LLTC (A20.54).Prisoners also do not Pin, but instead

share the Pinned status of their Guards(A20.54). K/# results affect whicheverunit is selected by Random Selection(another reason to deploy Prisonersquads). DR’s made for Prisoners do notactivate SAN (A14.1).

If their Guard breaks, the Prisoners arestill under Guard (although they could belooking to make an Escape attempt in thenext CCPh)13. If the Guard is eliminated,the Prisoner immediately transfers toanother eligible enemy unit in the

The Forward Observer • Summer 2001 8

recaptured makes it obvious what theyneed to do: get Armed, one way oranother. More on that later.

Miscellaneous Sundry Things AboutTaking Prisoners• Berserkers do not take Prisoners, nor

can they be captured (A20.2).

• Routing is different at Night; there is noelimination for Failure to Rout andunits can Low Crawl ADJACENT to(but not toward) a Known Enemy Unit(E1.54). This makes rounding upPrisoners at Night harder than it is dur-ing the daytime; you have to surroundthe broken enemy unit and often you’llneed to advance into CC with it inorder to Capture it.

• When units surrender and drop theirSW, a friendly Good Order SMC in theirLocation can automatically recover theSW without a recovery dr (A4.44).

• Surrender can’t be refused in NorthAfrica (F.5). The same goes for ABridge Too Far unless the Guard unit isalready guarding the maximum amountof Prisoners. No Quarter is in effect forRed Barricades, of course.

• If a unit cannot adequately Guard all ofthe units which want to be its Prisoner,the excess is freed as Unarmed units(A20.21)8.

Proper Handling of PrisonersWell, not “proper” in terms of “GenevaConvention” proper, but more like“squeezing every bit of advantage theASL rulebook will allow” proper. Imean, c’mon!

First, though, let’s clarify something.There are two and only two types of(1)-0-6 counters: Prisoners and Unarmedunits. A Prisoner is a unit that has beencaptured and is still under Guard. AnUnarmed unit can appear in severalways, mainly as ex-Prisoners who haveeither escaped or been Abandoned.Prisoners and Unarmed units share a lotof the same characteristics, but their sta-tus is like a binary toggle switch; once aPrisoner escapes or is abandoned, it auto-matically becomes an Unarmed unit andis under the control of its original side.

There is no such thing as an “unguardedPrisoner” or an “Unarmed unit underGuard”. With that in mind, let’s talkabout how to handle Prisoners.

Watching Over ThemPrisoners occupy the same Location astheir Guards and share the Entrenchedstatus of their Guard without causingOverstacking penalties (A20.51)9.Conversely, a Pillbox may never be over-stacked (A5.6), so a Guard squad maynot escort a squad-sized Prisoner into a1+X+Y Pillbox; they’d have to Deployboth Guard and Prisoner beforehand sothat only one squad-equivalent (oneGuard HS plus one Prisoner HS) occu-pied the Pillbox. Since Crest status is atype of Entrenchment, if the Guard is inCrest status, so is the Prisoner.

Beyond a Guard’s ability to auto-Deployitself, it can also auto-Deploy its Prisoners(A20.51), which comes in handy for theabovementioned Pillbox entry as well aspassing the Prisoner halfsquads around toenable moreGuard units toauto-Deploy. Inaddition, morePrisoner half-squads makes itless likely thattheir Guard willbe chosen for anyRandom Selectiondr’s that need tobe made for thatstack, as for K/#or KIA results.

Prisoners gettransferred orabandoned dur-ing the Rally Phase and at the start of theAdvance Phase just like SW (A20.5).However, they cannot be dropped pur-posely during the MPh like SW.

Prisoners do not qualify as KnownEnemy Units for purposes of affectingenemy routs, nor are they Sniper targets(A14.22) or targets for Berserkers(A20.4). At Night, Prisoners do affect theMajority Squad Type for that stack (E.4),making it more likely that their stack isLax (E1.62), with all the Bad Things thatimplies.

PRISONERScontinued from page 7

see Prisoners, page 9

More Exit VP for the Ami’s

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The Forward Observer • Summer 2001 9

Location regardless of Phase (A20.5); ifno such new Guard exists, the ex-Prisoner is freed as an Unarmed unit andcan be moved by its original owner.

Making Them WorkPrisoners can be forced to perform labortasks such as Entrenching and clearingRubble, Flames, and Roadblocks (A20.5).Note, though, that the Guard is also TIand subject to Hazardous Movementwhile its Prisoners are working14.

Firing While Guarding ThemIf a Guard’s Unit Size (US) #15 is less thanthe combined US # of all of its Prisoners,the only time it can attack units other thanits Prisoners is in CC, and even then its CCattack (not defense) strength will behalved (A20.52)16. This argues against aGuard squad auto-Deploying its Prisoners,as the US# of the two Prisoner halfsquadswill be four, thus restricting the Guard’sattack and interdiction options.

When Good Prisoners Go BadA20.55 talks about Escape. It’s prettystraightforward: if the Guard breaks, thePrisoners rout with the Guard (if it routs)and then try to pass an NTC in theupcoming CC Phase17. If they pass,they’ll rise up and engage their Guards inCC, using the leadership modifier of anyleader Prisoner who’s joining theRevolution18. Since the broken Guardcan’t attack back, the Prisoners aren’trisking anything here. Remember too thatPrisoner revolts are one of those sequen-tial CC situations, so the Prisoner gets toattack first before any other CC takesplace in that Location (A11.33).

If the initial CC turns into a Melee, thebroken Guard will not attempt toWithdraw from the next turn’s Meleelike broken units normally do (A11.16),but there’s nothing that says thePrisoners have to stick around; they’refree to Withdraw from the Melee andmake their dash to freedom.

Life on the Run: Unarmed UnitsOnce your boys have made good theirEscape, they become Unarmed units and

are once again under the control of theiroriginal owner. As (1)-0-6’s, they’re stillnot good for much since that (1) attackfactor which can only be used in CC vsPersonnel, but there’s hope. At least anyescaped SMC’s can take their originalcounter form again, and in fact are auto-matically Armed (A20.551).

Job One for an Unarmed unit: get out ofdanger. Unarmed units are easy for theenemy to recapture via CC in theMovement or Close Combat Phase, sothey need to beat feet to safety. Job twois: get Armed. The Index says that anArmed Personnel unit is essentially onethat is not represented by an Unarmed[i.e., (1)-0-6] counter, while an Unarmedunit is one “without Inherent FP usableon the IFT unless mounting or possess-ing a functioning Gun/SW.” While thelatter may be interpreted several ways inthe case of a (1)-0-6 who possesses afunctioning Gun/SW, Perry says that,indeed, such a unit is both Armed andUnarmed19. That is, as soon as theUnarmed unit, the one represented by a(1)-0-6 counter, can recover a function-ing SW or Gun, it is considered Armedmost (though not all) of its social stigmagoes away. In order to trade in its (1)-0-6 Unarmed counter for a Green orConscript unit of the same size, the unithas to Rearm (A20.551) or Scrounge(A20.552) some Small Arms20.

Until they become armed, Unarmed unitsare odd creatures, governed by a melangeof rules scattered throughout the rule-book. The major considerations are:

• Unarmed units are always subject toInexperienced Personnel restrictions(A19.3) regardless of leader presence.

• Unarmed units are still Good Order(A.7).

• Unarmed units are not Armed, unlessthey possess a functioning Gun/SW(see the Index).

All of these together add up to a long listof what Unarmed units can and can’t dothat’s illustrated on the following page.

Now I Have A Machine Gun:Rearming Unarmed UnitsAs you can tell from the table above,Unarmed units are much easier to think

about once they become Armed. If theymanage to eliminate their Guards whileescaping or if their Guards are them-selves Captured, Prisoners can skip thewhole Unarmed thing and go right tobeing a Green or Conscript unit using theweapons they snatched from their formercaptors (A20.551). Unarmed units canalso Scrounge enough Small Arms tobecome a Green or Conscript unit, eitherby running around looking for them onthe ground (A20.552) or by finding themon a non-burning wreck or abandonedvehicle (D10.5). By far, the easiest wayfor an Unarmed unit to get Armed is torecover a Support Weapon from a friend-ly unit. Brother, can you spare a LMG?

Miscellaneous OdditiesWould it be ASL if there weren’t incred-ible chrome?

• Gurkhas don’t get the -1 CC DRM if allof the attacking units are Unarmed(A25.43).

• Infantry above a Panji counter may notguard an Unarmed unit beneath thePanji (and vice-versa, G9.56).

• Paratroops don’t rout or surrender onthe turn they land (E9.5)

• Axis Minor Prisoners will not try toescape, but Hungarians in Hungarywill (A20.55).

• Allied Prisoners in Caves pretty muchsit there and count stalagmites unlessthey magically escape or are rearmed,at which time they are instantly tele-ported to the Cave’s Entrance Hex(G11.98).

• MMC Swimmers become Unarmedunits unless they have been able tobuild a Raft (E6.41).

Credits and ThanksAs always, my articles benefit from thesuperb comments, suggestions, and beta-testing of Bret Hildebran, Dade Cariaga,Tim Wilson, Phil Pomerantz, JR Tracy,and Rodney Kinney. Also, big thanks toPerry Cocke and Scott Jackson for theirmany comments on the murkier aspectsof the issue at hand.

PRISONERScontinued from page 8

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The Forward Observer • Summer 2001 10

• Pin (A20.54)

• Be captured by CC during the Movement Phase (A20.54)

• Freely Deploy/Recombine without a leader (A1.31/1.32)

• Recover/repair/assemble/dm/destroy/use non-inherent SW/Guns

• Be a Spotter

• Clear Wire/Mines or dig Foxholes (B24.7/B27.11)

• Kindle (B25.11)

• Fire a Starshell (E1.921)

• Push Guns (C10.3)

• Search (A12.152)

• Carry a wounded leader (A17.2)

• Participate in a Human Wave/Banzai (A25.23/G1.5) or InfantryOverrun at 8 MF (A4.15 and A19.31).

• Enter a sewer or tunnel (B8.4/B8.61)

• Climb (B11.4)

• Go to Crest status (B20.91)

• Stop friendly units from straying at Night (E1.532)

• Advance (A4.7)

• Deny enemy entrance into a fortified building location (B23.922)

• Gain concealment

• Deny/strip concealment or reveal hidden fortifications due tobeing in LOS

• Provide a temporary crew for an AFV (A21.22)

• Count for exit VP normally

Because they’re Unarmed, they can:

• Use their Firepower to attack in any way except CC vsPersonnel (A20.5)

• Use Inherent SW like PF/MOL/ATMM (C13.31/A22.61/C13.7)

• Undergo Heat of Battle (A15.1)

• Block enemy movement through their Location (A4.14) [EXC:Unarmed IJA can, G1.15].

• Enter a Location containing a Known Enemy Unit(A20.5/A20.54) [EXC: Unarmed IJA can, G1.15]. This has strongimplications for their behavior in a Human Wave, Banzai, orInfantry Overrun.

• Break; they Casualty Reduce instead (A10.3)

• Use CCRF (D7.21)

• Avoid Inexperienced Personnel restrictions even when stackedwith a leader (A19.3)

Because they’re Unarmed, they can’t:

• Only have 3 MF unless being carried or by mounting/dismounting any form of conveyance (A19.31)

• Are Lax (A19.36 and A11.18)

• Cower two columns instead of one (A19.33)

• Have a -1 CC DRM vs Capture instead of the normal +1 (A19.35)

• Take 1PAATC’s instead of normal PAATC’s.

• Use SW with a B# one less than normal (A19.32)

Because they’re Inexperienced, they:

• Interdict

• Be forced to use Final Protective Fire (A8.312)

• Keep enemy units from trying to recover a SW in their Location(A4.44)

• Upper-level Encircle enemy units (A7.72)

• Restrict enemy SFF options (A8.3)

• Restrict broken enemy units from ending the RtPh ADJACENTto them (although broken enemy units still cannot rout ADJA-CENT to them {A10.5/10.51}) [EXC: at Night]

• DM broken enemy units by moving ADJACENT (A10.62)

• Act as Known Enemy Units to prevent routing towards themwhile in their LOS (A10.51)

• Enable enemy units to voluntarily break (A10.41)

• Be a personnel escort for CC vs a friendly vehicle (A11.51)

• Cause Search Casualties (A12.154)

• Mop Up (A12.153)

• Fail ELR (A19.11)

• Capture Prisoners via the RtPh or Mop Up methods (A20.21)

• Guard Prisoners (A20.5)

• Force Human Wave/Banzai units to enter their Location (A25.234)

• Gain control of Locations/buildings/pillboxes or contest enemycontrol (A26.11/A26.132)

• Claim Wall Advantage (B9.32)

Because they’re not Armed, they can’t:Because they’re still Good Order, they can:

UNARMED UNITS REFERENCE CHARTThis chart applies to non-Prisoner (1)-0-6 units which do not possess a functioning Gun/SW. Once such a unit does possess afunctioning Gun/SW, it is Armed and the box in the second row, second column, no longer applies. Once a (1)-0-6 Rearms (A20.551)or Scrounges (A20.552) Small Arms, it is replaced with a Green or Conscript unit of the same size and this entire table (aside from theInexperienced Personnel restrictions) no longer applies to it.

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The Forward Observer • Summer 2001 11

1 A Known armed Good Orderinfantry/Cavalry unit, to be precise.Vehicles and their PRC, then, cannottake Prisoners and will eliminate suchbroken enemy units for Failure to Routrather than take them Prisoner, withoutany implications for No Quarter. Thisis sometimes a good thing.

2 Broken enemy stacks will surrendersimultaneously (A20.21).

3 Or Massacring your own Prisoners(A20.4).

4 True to their comic opera ASL style,the Italians give us a chuckle; the -1Capture DRM also applies to all non-elite Italian infantry.

5 True to their ASL style, Japanese cancommit Hara-Kiri in order to thwartCC Capture attempts (G1.641). If weever find a PTO scenario where theVC’s reward taking IJA prisoners,we’ll let you know.

6 Not “hex” as A19.12 says, that’s someASLRB v2 errata that slipped throughthe proofreaders.

7 Eliminating an escaped or abandonedPrisoner in this manner invokes theMassacre rules (A20.53), so becareful.

8 As Unarmed units, they are immedi-ately under the control of their originalowner, but they don’t have to moveaway from the Guard in their nextMPh. If they’re bent on retribution viaCC with the Guard, they can stay inthe Guard’s Location with a CC count-er on them (Perry sez).

9 Bizarre but true: it’s possible for twoenemy squads, each guarding theirmaximum allowance of five Prisonersquads, to occupy the same 1SFoxhole.

10 Perry sez this even applies to woundedleader Prisoners. Ouch!

11 You don’t want to know what happensif the Passenger/Rider Guard unitbreaks, is eliminated, or abandons itsPrisoner while onboard the transport.Well, yes you do. Since only Infantrymay escape (A20.55), the Prisonerswill not try to escape if the Guard unit

breaks. If the Guard is KIA’d outrightor abandons the Prisoners onboard thevehicle, we are treated to the spectacleof an Unarmed unit riding an uncoop-erative enemy vehicle. If they areRiders, the Unarmed unit can Bail Out.If they are Passengers or would rathernot Bail Out, they can’t try to capturethe vehicle because their (1) attackfactor can only be used in CC vsPersonnel (A20.5), which a vehiclecertainly isn’t. Perry sez that the vehi-cle will have to stop and immediatelyunload the hostile Unarmed unit, butthe ink’s still wet on that ruling.

12 Although Prisoners remain un-Friendly to the Guard. That is, beingfired on by friendly OBA will lowerthe Prisoner’s Morale level and theGuard can be Encircled by hostile firewithout the Prisoner being affected.

13 And there’s nothing the Guarding sidecan do to relieve a broken unit of itsGuard duties since Prisoners can onlybe transferred between Good Orderunits. While the fourth sentence ofA20.5 is somewhat unclear on whetherbroken Guards can abandon theirPrisoners, Perry sez that they can’t; theonly time a Prisoner becomes automat-ically guarded by a new eligible unit intheir Location is if their original Guardis eliminated.

14 Purists will be glad to know thatPrisoners do not receive the -1Entrenching DRM allowed to Russianunits (A25.21). Phew.

15 1 for SMC, 2 for HS/Crew, 3 forSquads.

16 If attacking its Prisoners in CC, it usesfull firepower.

17 EXC: an NTC is not required if aMelee already exists in that Location,whether from the initial round ofEscape attempt CC or from the actionsof other units friendly to the Prisoner(A20.55). Note too that capturedItalian, Japanese, or non-Finnish AxisMinor units will not attempt escape(A20.55 & G1.621).

18 Again, this is the only time thatPrisoner leaders can use their leader-ship modifier. They can’t even use it tohelp their fellow Prisoners pass theirEscape NTC.

19 Really, I’m not kidding.20 Perry further says that Inherent SW

like PF/MOL/ATMM are not availableto Unarmed units, even if they areArmed. Your head spinning yet?

5th Mountain Division, the Germansretook Fort du Mont Froid on 12 April.Two weeks later they received orders toevacuate the entire region.

Check out the scenario “Highest Battleof World War II” based on this actionby Paul Kenny at our website:www.coastalfortress.com

Sources:

In the Battle of Mount Froid. WWW:http://www3. sympatico.ca/cerrial/index21.html. (April 14, 2001)

Ellis, John. World War II: TheEncyclopedia of Facts and Figures.United States: ACE Limited, 1993

Lucas, James. Hitler’s MountainTroops: Fighting at the Extremes. GreatBritain: Cassell Military Classics, 1992

HIGHEST BATTLEcontinued from page 6

HÄNDE HOCH ARTICLE FOOTNOTES

Japanese POWs on Iwo Jima

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CyberASL Open II

Finals Semifinals Quarterfinals Third Round Second Round First Round Second Round Third Round Quarterfinals

December 31, 2001 October 31, 2001 August 31, 2001 June 30, 2001 Done Done Done June 30, 2001 August 31, 2001

1 Tom Weniger (G)

64 Lance Leung (A) ASL 87 - Good Night Sweet Prince 1 Tom Weniger (B)

64 Lance Leung (D)

64 Lance Leung (B) A69 Broich Bash SP34 Frankforce 1 Tom Weniger (R)

32 John Barkoviak (G)

32 John Barkoviak (G) ASL 17 - Lost Opportunities 33 Pierce Mason (G)

33 Pierce Mason (A)

J12 Jungle Fighters DB16 Clearing Kamienka

17 David Rosner (R)

48 Rodney Ding (A) J1 Urban Guerillas 17 David Rosner (R)

48 Rodney Ding (G)

48 Rodney Ding (J) U7 Hans-Sur-Neid J1 Urban Guerillas 16 Sam Tyson (G)

16 Sam Tyson (G)

49 Joe Jackson (G) ASL21 Among the Ruins 16 Sam Tyson (G)

49 Joe Jackson (A)

9 John Garlic (J)

56 Kevin Graves (G) J2 Battlin Buckeyes 9 John Garlic (G)

56 Kevin Graves (A)

56 Kevin Graves (R) AP3 A Breezless Day J32 Panzer Graveyard 9 John Garlic (G)

24 Chuck Tewksbury (G)

24 Chuck Tewksbury (A) AP4 L'Abbye Blanche 41 Jason Wert (B)

41 Jason Wert (A)

A98 Crossing the Gnoloi Tikish A93 Faugh A'Ballagh

25 Peter Belford (G)

25 Peter Belford (G) SP62 ils ne passeront pas 40 Jack Murphy(J)

40 Jack Murphy (C)

25 Peter Belford (G) J 1 Urban Guerillas CH6 Armored Probe 8 Tim Fachko (B)

8 Tim Fachko (R)

57 Mike Manuel (R) A70 - Wintergewetter 8 Tim Fachko(A)

57 Mike Manuel (G)

5 Carl Nogueira (G)

5 Carl Nogueira CH23 - Suffer the Children 60 Eric Von Manstein

60 Eric Von Manstein (P)

37 Don Fuller (R) 60 Eric Von Manstein (A)

28 Steve Dethlefsen

37 Don Fuller AP4 L'Abbye Blanche 28 Steve Dethlefsen

37 Don Fuller

AP12 Cream of the Crop T11 The Attempt to Relieve Peiper 60 Eric Von Manstein

21 Jim Dauphinais (F)

44 James Serafin (R) ASL75 Strangers in a Strange Land 21 Jim Dauphinais (G)

44 James Serafin (G)

53 Steve Garvey (G) Tac 13 Snow and Blood T10 Devil's Hill 21 Jim Dauphinais (G)

12 Michel Loos (A)

53 Steve Garvey (S) U5 Point D' Appui 12 Michel Loos (A)

53 Steve Garvey (G)

13 Chris Mazzei (R)

52 Roy Connelly (A) J23 Kampfgruppe at Karachev 13 Chris Mazzei (G)

52 Roy Connelly (G)

52 Roy Connelly (G) T11 The Attempt to Relieve Peiper ASL 77 Le He'risson 13 Chris Mazzei (G)

20 Michael Farebrother (Z)

45 Peter Palmer (G) ASL2 - Mila 18 20 Michael Farebrother (F)

45 Peter Palmer (G)

J 63 Silesian Interlude A93 Faugh A' Ballagh

29 Frank Amato (G)

29 Frank Amato (B) ASLI - Buchholz Station 36 Mark Greenman (G)

36 Mark Greenman (A)

4 Tom Reppetti (R) ASL 89 Rescue Attempt A35 Guard's Attack 61 Eric Van Horn (R)

4 Tom Reppetti (R)

4 Tom Reppetti (G) J27 High Tide at Heiligenbeil 61 Eric Van Horn (B)

61 Eric Van Horn (G)

Winner of

Consolation 3 Paul Kenny (A)

62 Jim White (A) T1 Gavin Take 3 Paul Kenny (G)

62 Jim White (G)

35 Barry Cooper (A) ASL11 Defiance on Hill 30 First Threat 3 Paul Kenny (B)

30 Ian Percy (R)

35 Barry Cooper (G) J23 Kampgruppe at Karachev 30 Ian Percy (B)

35 Barry Cooper (G)

35 Barry Cooper SP 15 Tabachifficio Fiocche 53 High Price to Pay 46 Phil Pomerantz

19 Scott Faulk (G)

19 Scott Faulk (G) U10 Trial by Combat 46 Phil Pomerantz (G)

46 Phil Pomerantz (A)

19 Scott Faulk (G) KGP 3 Panthers in the Mist U7 Hans-sur-Neid 46 Phil Pomerantz (I)

14 Don Holland (B)

51 John Dietrich (A) SP10 Bring up the Boys 14 Don Holland (A)

51 John Dietrich (G)

11 Rene Rasmussen (D)

54 Vox Day (B) ASL 87 Good Night, Sweet Prince 11 Rene Rasmussen(R)

54 Vox Day (G)

22 Charlie Wilmer (G) Cold Crocs J1 Urban Guerillas 11 Rene Rasmussen (P)

22 Charlie Wilmer (G)

22 Charlie Wilmer (G) T9 Niscemi-Biscari Highway 43 Sean Spence(G)

43 Sean Spence (A)

A 89 Rescue Attempt J34 Men of the Mountains

27 Steve Crowley (R)

38 Mika Harviala (S) Smashing the Third 27 Steve Crowley (G)

38 Mika Harviala (G)

38 Mika Harviala (B) SP 6 Udarnik Bridgehead CH49 High Danger 6 Scott Romanowski (I)

6 Scott Romanowski (G)

59 David Ramsey (R) U11 Thrust and Parry 6 Scott Romanowski (B)

59 David Ramsey (A)

7 Chas Argent (G)

7 Chas Argent (A) ASL86 - Fighting Back 58 Sergio Puzziello (G)

58 Sergio Puzziello (P)

7 Chas Argent U 7 Hans sur Neid AP 14 Ace in the Hole 26 Gary Milks (R)

26 Gary Milks (G)

39 Sam Belcher (G) ABTF7 Among the Bravest 26 Gary Milks (A)

39 Sam Belcher (B)

J27 High Tide at Heilgenbeil 26 Gary Milks

23 Kevin Klausmeyer (G)

42 Daniel Zucker (R) HOW 3 Redlegs as Infantry 23 Kevin Klausmeyer (A)

42 Daniel Zucker (A)

10 Kurt Kurtz SP 8 The Gateway J28 Inhumaine 23 Kevin Klausmeyer (G)

10 Kurt Kurtz (G)

10 Kurt Kurtz (G) DB1 Brashe Encounter 55 Dan Dolan (G)

55 Dan Dolan (F)

15 Jeff Sewall (A)

50 Philippe Vaillant SP26 Wollersheim 15 Jeff Sewall (A)

50 Philippe Vaillant (G)

18 John Provan (C) J20 Guns of Naro 15 Jeff Sewall (F)

18 John Provan (C)

18 John Provan SP19 Men from Mars 47 Klas Malmstrom (I)

47 Klas Malmstrom (J)

SP62 Ils Ne Passeront Pas A89 First Day of Diadem 2 Laurent Cunin

31 Allen Westenbarger (R)

31 Allen Westenbarger (G) RB6 Turned Away 34 Jim Burris (A)

34 Jim Burris (G)

63 Brian Roundhill (G) AP 13 Shielding Moscow TT7 Don Company's Canal 2 Laurent Cunin (G)

2 Laurent Cunin (F)

63 Brian Roundhill (R) J35 Siam Sambal 2 Laurent Cunin (J)

63 Brian Roundhill (T)

Consolation Bracket Winner's Bracket

The Forward Observer • Summer 2001 12

CYBERASL OPEN BRACKET

With John Provan asTournament Director, theCyberASL Open II is drawing toan exciting finish. Semifinalmatches are being contestednow. John is in the planningstages for CyberASL Open III, tobegin this summer. For moreinformation and to keep tabson the action, check out John’swebsite at: http://home. earth-link.net/~johnprovan or con-tact John directly at:[email protected]

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The Forward Observer • Summer 2001 13

IT’S ALWAYS DARKEST JUST BEFORE IT GOES PITCH BLACK.

DESPAIR

GAME ROOM DÉCOR

Page 14: The Forward Observer Squad Leader...when its firing into the side of German armor. Being a small target also aids this ability. • If German armor can be tackled using tanks, do so

The Forward Observer • Summer 2001 14

In Our Next Issue...

Islands Under Fire: A Look at Gavutu-Tanambogo

Live from the Seneca Bowl inWichita, Kansas with Mike “Recon”Rose and Roy “Booger” Connelly.

The British Are Coming!Commonwealth troops on thedoorstep of the Third Reich.

Steve opens up the history bookson the actions in the Reichswald.

ASL in