By Don Menig
IntroductionBefore I began playing the Tactical Combat Series (TCS), I played Advanced Squad Leader (ASL). I actually started with the older Squad Leader, and claim the honorific of "Grognard" based upon my ownership of one of the first purple box copies of the game. As any ASL player will attest, ASL has lots of rules, almost as many dice roll modifiers, and plenty of dice rolling! As much fun as I had with the series I never had the time to devote to mastering all of those intricate rule combinations that smack of "gameyness" to the uninitiated and serve to distinguish the ASL high priest from the humble acolyte. When I was first introduced to the TCS, I was most impressed with the brevity and clarity of the rule book. The system accurately modeled tactical combat and a player could concentrate on fighting the enemy using real tactics, not game tricks. I also appreciated the command and control mechanism. Lack of a command and control system has always been the Achilles' heel of ASL. With only so much time available to play games, I ended up shelving ASL in favor of the TCS. And there the matter stood until one day I awoke to The Gamers benign neglect of the US Army in the TCS. If you look at the list of TCS games currently in print, you'll immediately notice that G.I. Joe is conspicuous by his absence. (Note: Marines, although wonderful fellows, don't count.) The British Army is featured in three of these titles making TCS synonymous with the "Tactical Commonwealth Series." As a retired Army guy, I found this intolerable. [Ed. note: Maybe it has been a while, but hey: the first three TCS titles all featured the US Army in 1944.1 While mulling over this injustice my attention was drawn to my game closet. There, on the top shelf, stood my complete set of ASL modules now gathering dust. Under that dust lay the complete US Army OOB. The thought occurred to me that if I could adapt the ASL counters to the TCS system, I could replay all those terrific published scenarios. Not only that, I could recreate any TCS battle I wished. I could even adapt the ASL solitaire module to make a battalion campaign game and fight my way across Europe from Normandy to the Elbe. I started by looking at the two game scales. What I discovered was the rule of three. An ASL squad is 1/3 the size of a TCS platoon. AnASL hex (40 meters) is 1/3 the size of a TCS hex (125 yards). An ASL game turn is two minutes, a TCS turn is 20 minutes. At first glance, the time scale relationship doesn't fit. But it does. Published discussions in the pages of The General, Avalon Hill's now-defunct house organ, disclosed that the time scale was abstracted. Some actions during a turn take much longer than two minutes. So the time scale could also be said to conform to the rule of three. This meant that the relationship of the troops to time and terrain was internally identical for each system. Therefore, crucial factors such as firepower ranges and movement rates could be used as printed with minimal adjustments. This was important as my main goal was to keep this an off-the-shelf conversion with only minor changes to the published components' values. Are these scenarios balanced playing with the TCS rules? Probably not. At least not without a little fine tuning on your part. But, honestly, were they ever really balanced for the average player? I once won a scenario of "The Crux of Calais" when the first turn shot of my Panzer IIIJ scored a critical hit, leveling a multistory building. Turning thatbuildingto rubble killed the enemy squads concealed inside who had been guarding the bridge, thereby uncovering my opponent's left flank. One turn later I crossed the bridge and my opponent surrendered. Many times I've seen ASL scenarios blown wide open due to random event die rolls. All too often an ASL scenario has been decided on the very last turn not by one player's tactical skill, but by one crucial die roll. The element of luck in ASL scenarios is the reason why no two scenarios ever play the same and contributes marvelously to the replayability of this wonderful game. Like poker, over time the better player will usually win, but Lady Luck is always a factor. So trust me, I haven't lost any sleep agonizing over the play balance issue. Once converted, these scenarios can easily be balanced to suit the experience level of the opponents. Is the defender too weak? Give him an artillery module Or give him a prepared defense op sheet. Is he too strong? Give him a hasty defense instead and take away his mines and dug in counters. Increase or decrease the scenario length. Rules ChangesThis variant is for the person who owns ASL but now plays TCS. It's a way to breathe some more life into the best game components ever published. It gives a player a chance to play some nifty scenarios using TCS rules and expand the boundaries of the TCS universe. This variant uses TCS rules, TCS information counters, ASL unit counters, and ASL terrain boards to play ASL published scenarios. These are TCS battles and the only rules changes are those necessary to sensibly adapt the ASL counters and boards to the TCS system. To use this variant you must own at least one TCS game. This will provide you with the TCS rules and information counters. You will also need at least one ASL module with the necessary COBs, scenarios, and terrain boards. An ASL rule book is not required, but you should be familiar with ASL counter symbology. I really did this for those ASL players who own the whole system. Having invested so much time and money (!) into ASL is the prime motivation to play this variant. I would like to get feedback on this variant in order to improve it. My next project willbe a battalion campaign game featuring the US Army and using the ASL solitaire module with modified reinforcement and random event charts. TCS Rules Modifications The TCS rule book drives this variant. The rules are clarified and modified solely to the extent necessary to make the ASL counters fit into the TCS system. This was easier said than done. During the conversion I often found myself thinking how cool it would be to add this or that bit of ASL chrome to spice things up. For example, I really wanted to find a use for the leader counters in the command phase. I had to keep reminding myself that the goal was not ASL Lite but TCS. [with one exception, the rules references in this article are to sections of the TCS 3.1 series rule book.] III.8 Set Up Notes TCSIASL: In ASL scenarios, the side that qualifies as a scenario defender may be considered to be dug in with an implemented Prepared Defense Op Sheet. When playing multiboard scenarios you may consider each board separately when determining scenario defender status. 3.0 Unit Explanations TCSIASL: This system uses "The TCSIASL Really Enhanced Unit Counters." The Infantry units, Weapons units, Vehicle units, and Carrier units come from the ASL modules and are explained below. This system uses TCS game markers. See the Infantry Counter Conversion Table [Ed note: All tables are grouped together at the end of this article for easier photocopying.] 3.0a Infantry Units TCS/ASL. ASL infantry squad counters are used to represent TCS infantry platoons. Infantry half squad counters represent infantry sections. The three numbers on the bottom of each infantry counter are: Firepower, Range, and Unconverted Morale. Ignore any underlines or superscripts. Morale conversion is explained in 16.0 Morale. 3.0b Weapons Units TCS/ASL. Weapons are represented by a weapons counter stacked together with an infantry counter. When the infantry counter is eliminated, so is the weapons counter. ASL gun crew counters with mortar, medium machine gun (MMG), or heavy machine gun (HMG) counters represent mortar platoons and MG sections. The mortar or MG counter is placed on top with the gun crew counter underneath. Note that light machine guns (LMG), are not used in this variant. LMG firepower values are assumed to be an inherent part of an infantry platoons firepower rating. The firepower value of the mortar is derived by taking the mortar size and converting it to an area firepower value using the Weapon Firepower Table chart below. The range is next to the weapon size in parenthesis. Ignore the minimum range and use the maximum range. The firepower and range values of machine guns are printed on the bottom of the counter. The firepower value on the gun crew counter is merely a reminder that this is a two step unit and has no other use. Ignore the range rating. The unconverted morale rating is used and morale conversion is explained in 16.0 Morale. ASL vehicle crew counters with infantry gun (IG) or anti-tank (AT) counters represent IG and AT sections. The IG or AT counter is placed on top with the vehicle crew counter underneath. The firepower value of the IG or AT is derived by taking the weapon size and converting it to an area or point firepower value using the Weapon Firepower Table chart below. The range is derived using the Weapon Range Table chart below. The firepower value on the vehicle crew counter is merely a reminder that this is a one step unit and has no other use. Ignore the range rating. The unconverted morale rating is used and morale conversion is explained in 16.0 Morale. 3.0c Vehicle Units TCS/ASL. ASL vehicle units represent TCS vehicles. The movement allowance is printed in the upper right corner. The defense value is the average of the Front and Side/Rear Armor values an is explained in 12.0 Point Fire Combat. The firepower value of the vehicle is derived by taking the weapon size and converting it to an area or point firepower value using the Weapon Firepower Table chart below. The range is derived using the Weapon Range Table chart below. 3.0d Carrier Units TCSIASL. ASL carrier units represent TCS carriers. The movement allowance is printed in the upper right corner. The firepower value of the vehicle is derived by taking the weapon size and converting it to an area or point firepower value using the Weapon Firepower Table chart below. The range is derived using the Weapon Range Table chart below. 3.0f Vehicle/Carrier Mounted MGs TCS/ASL. Vehicle and Carrier units that do not possess main armament but do possess bow, coaxial, or anti-aircraft MGs may use any one of them as an area type weapon with a range of 8 hexes. MG equipment is indicated on the counter in the lower right corner with (bow)/(coaxial)/ (anti-aircraft) machine gun firepower values. Only one machine gun firepower value may be used. The values are not cumulative. This rule applies only to vehicles/ carriers with no other armament. 3.0 Weapon Firepower Table TCSI ASL: To use this table, take the weapon size printed on the counter and find it on this chart. For example, a 75mm gun would use the 70 column. A 75mm weapon has an area firepower value of 12 and a point firepower value of 8. See the Weapon Firepower Table 3.0 Weapon Range Table TCS/ASL: To use this table compare the range modifier printed next to the weapon size on the counter to the modifiers below. For example, a 75L gun has a normal range of 6. See the Weapon Range Table. 3.1d Target and Firer Types TCSI ASL: There are no markings on ASL counters to indicate this. However, with your experience this should be readily apparent. 4.0 Modes TCS/ASL: The front side of the unit counter indicates Fire Mode. The back side of the counter is not used. To indicate move mode, place a KT-X marker (available from The Gainers) over the unit counter. Alternatively, place a "Move" counter (from the Solitaire ASL module) or a "Motion" counter (from any ASL module) over the unit counter. A plug for the KT-X markers: I like these the best. I indicate move mode by placing an "X" marker over the unit so that it looks like an 'X" I indicate a unit that has finished moving by placing an "X" counter on top of units in fire mode or beside units in move mode so that it looks like a "+." 6.1 Playing without Command (optional) TCS/ASL: Many of these scenarios are quite small and can easily be played without the formal command system. Nevertheless I encourage its use. When playing straight ASL, I would organize my forces into a command structure of platoons and companies and write out an operations plan. This was before I was introduced to the TCS system. I found that having a written plan helped to keep me from being sidetracked by tactical opportunities that led me away from fulfilling my victory conditions. For small scenarios, using 6.15 Line Entry Command (optional) instead of the full command system is a fair compromise. 6.7 Task Organization TCS/ASL: To convert ASL forces to the TCS system each player will have to organize his available troops into a company/battalion/regimental structure. It is assumed that each player has the required amount of military knowledge and honesty to accomplish this task. Once forces are organized, the player may create his Op Sheets. See Playing ASL scenarios for examples. 6.9b Command Prep TCS/ASL: Do the following to determine the Command Prep Rating for each side: Take the scenario ELR rating for that side and subtract their ELR rating from the number 7. The result is the Command Prep Rating for that side. See table. See the Command Prep Table. 6.9e Weighted Turns TCS/ASL. The average converted ASL scenario is ten turns or less in length. In real time each battle is fought in just under three hours. Op Sheets written after the game begins have a slim chance of being implemented. The key to success is to have a good plan at the beginning and run it using Op Sheets that were implemented at the start. As an option, try this; allow each scenario game turn to count as three (3) game turns for the purpose of accruing Op Sheet weighted turns. 10.0a Steps TCS/ASL: An infantry platoon is indicated by a squad counter with a silhouette of three men. Infantry sections are indicated by a half squad counter with a silhouette of two men, . Mortar platoons, and MG units are indicated by a two-man gun crew counter with a silhouette of two men and an additional counter for that particular weapon. All others are indicated by two- man vehicle crew counters with additional counters for the appropriate weapons. Vehicle and Carrier units have one step. 12.0 Point Fire Combat TCS/ASL: The procedure is straightforward. The only extra calculation is determining the Defender's defense value. To do so, total the Front and Side/Rear armor values printed on the right side of the vehicle counter just underneath the Movement allowance. Divide this total in half and round normally to obtain the Defender's defense value. 15.0 AT Rolls TCS/ASL: These rules are in force. Therefore ASL Bazookas, Panzerfausts, ATMMs, and other squadcarried AT weapons are not used. 16.0 Morale TCSIASL: Convert the printed ASL morale value to TCS morale by subtracting the ASL morale from the number "10." The positive result is the converted morale. See the Morale Conversion Table. 17.1 Artillery Fires TCS/ASL: One ASL artillery module is equal to three batteries. An off-board module of 81mm mortars would be recorded as three batteries of 81mm. They may be fired separately as batteries or together as a battalion fire mission. [The scenario "Hill 621 " uses off-map mortars; field artillery works the same way.] Use the TCS generic battery and battalion artillery markers. Conversely, you may try the ASL artillery counters using the 1/2 inch size for battery fire missions and the 5/8 inch size for battalion fire missions. Use the dark color side for good shoots and the light side for bad shoots. 17.3 Ammunition TCS/ASL: Calculating the scenario ammunition allotment is a problem. The TCS has no general guidance for determining ammunition allotments. The TCS adjustment table makes the ASL chit system redundant. Try this hybrid and let me know what you think. ASL scenarios specify either scarce, normal, or plentiful ammunition. Normal ammunition for the US player is plentiful ammunition unless specifically restricted in the scenario rules. 17.4a The Adjustment Table TCS/ASL. A player with scarce ammunition who rolls a No Shoot result on the adjustment table suffers an additional penalty. That player runs out of ammunition for two of the three batteries that comprise that artillery module. Those batteries are removed from play. The remaining battery may fire normally as a battery but may not participate in any battalion fire missions. Subsequent No Shoot results on the adjustment table for that battery have no other effect other than No Shoot. Batteries with scarce ammunition belonging to other artillery modules in play are not affected by that No Shoot result but are susceptible to the results of a No Shoot from fire from batteries making up their module. 17.7d1. Fast Fire Mission Continuation Check TCSIASL. Only a player with plentiful ammunition may attempt to fire fast fire missions. Remember that the US player always has plentiful ammunition unless specifically restricted. When making the adjustment table dice roll, the high digit (the "tens" digit, the one on the colored die) of that roll is also used as a fast fire continuation check. If the high digit die roll of the adjustment table dice roll is a 6, then that player's ammunition status is downgraded from plentiful to normal and that player may not fire any more fast fire missions for the rest of the game. The player may resolve the current fast fire mission that generated the 6 result as a fast fire mission. The purpose of this fast fire continuation check is to deter a player from routinely firing each mission as a fast fire mission. Now every fast fire mission has the possibility of being that side's last fast fire mission of the game. The player has an incentive for only firing a fast fire mission at critical targets. 20.0 Movement TCS/ASL: ASL infantry and weapons unit counters do not have Move Mode sides with printed movement rates. Therefore, use movement rates for these troops shown in the Infantry Movement Table. 20.1 Terrain Effects on Movement TCS/ASL: The terrain effects table is used as published with the clarifications shown in the Additional Terrain Table. Treat ASL Brush as TCS Woods. Treat ASL Woods as TCS Forest. Treat Wooden Buildings as Buildings. Treat Stone Buildings as City/Village. Treat in-season Grain as Open terrain for spotting purposes and as Partly Protective terrain for combat. Treat out-of-season Grain as Open terrain. 26.0 Aircraft TCS/ASL: These rules are in force. The Gamers have released enough different aircraft counters that it is not necessary to use ASL aircraft counters. Either use the TCS counters or use ASL counters with the values shown in the Aircraft Equipment Table. In any scenario where aircraft are available do the following. During the aircraft phase, each player eligible to receive aircraft rolls one die. If that player rolls less than the current game turn number, then that player receives aircraft. The number of aircraft received is determined by rolling one die. That number is the number of sorties received for the entire game. Make no other arrival rolls. Determine the type of aircraft received by any random method. All aircraft must be of the same type. Execute sorties normally. Aircraft may loiter; they do not have to attack on the turn of arrival. After executing their attacks, remove the sortie aircraft. Removed aircraft may not return. Playing ASL ScenariosTwo of the ASL scenarios I converted and playtested for this article are discussed below.The first was ASL Scenario T1, "Gavin Take." This is a small six turn game pitting 10 squads of unsupported American paratroopers against 7 squads of lst- and 2nd-line German grenadiers armed with machine guns. The Germans are attempting to hold a village in front of a crucial bridge long enough to throw off the American timetable. The German force was converted into a battalion-sized organization of three companies. The first company consisted of two 1st-line platoons, one 2nd-line platoon, and one medium MG section. They were placed in the northern part of the village. The second company consisted of two 1st-line platoons, and one medium MG section. They were placed in the western end of the village. The third company consisted of two 2nd-line platoons. They were placed in the southern end of the village as the battalion reserve. The Germans qualified as scenario defenders. They were allowed a prepared defense Op Sheet and given dug in counters and three minefield counters. The prepared op sheet was a simple graphic showing their line of retreat to alternate battle positions just north of the bridge. The American force was converted into a battalion-sized organization of three companies. The first and second companies consisted of three Elite platoons each. They entered the map across from the northeast side of the village with attack orders to fight their way through the village toward the bridge. The third company consisted of four Elite platoons. They entered from the northwest with attack orders to flank the village and make for the bridge. Note that leader counters were not used. Some will wonder why the medium machine guns were converted as separate sections and not just given to the platoon counters to use, or dropped from the conversion altogether. After all, Dean Essig, our TCS guru, says that the firepower of TCS platoons includes the MGs. That is why the platoon firepower values do not decrease as the step losses mount. I kept the medium machine guns because the German forces were blasted out of existence without them. I made them separate MG sections to give the Germans some more maneuver forces, albeit forces with little staying power. This was helpful because TCS platoons cannot deploy and ASL squads can. The second scenario was an old favorite, ASL scenario E, "Hill 621." This scenario was originally designed for Squad Leader, the predecessor toASL, and converted into the ASL format. Now it has been converted again! The Russian OOB was converted and organized as follows: The twenty-four 44-7 platoons were organized into a twobattalion infantry regiment. Each battalion consisted of three companies of four platoons. The medium machine guns were converted into MG sections, designated as regimental weapons, and issued one per battalion. The twenty-four 5-2-7 platoons were organized the same way and designated as a shock regiment. The six T-34 tanks were organized as a tank company of a tank regiment and assigned to the shock regiment. Each regiment was assigned a separate but mutually supporting axis of advance towards Hill 621. I drew a simple graphic that had each regiment attacking towards Hill 621 with the objective of encircling the hill. The turn 5 reinforcements were organized as a separate tank battalion and assigned the task of passing through the infantry lines and assaulting into the objective hexes. For the Germans, the Letornovski garrison was given a prepared defense Op Sheet and initially placed in along a salient with the village in the center and both flanks refused towards the roads. Their Op Sheet called for a fighting withdrawal to alternate battle positions in the woods east of Hill 621 with final battle positions on the eastern slopes of the hill. The 75mm AT gun and the panzer platoon were assigned to the Letornovski garrison and placed on the flanks. The augmented turn 4 Pionier company was organized, along with the rest of the reinforcements, into a Pionier battalion with orders to defend Hill 621 from battle positions east and west of the hill. My first run through of "Hill 621" was a disaster for the Germans! I did not believe that the first-turn morale check called for by the special scenario rule would have much effect using TCS rules. Therefore I set the garrison up close to the Russian lines to try to slow their advance. Wrong answer! What happened was the suppression of almost half the garrison due to morale checks! The suppressed units were too far away to really hurt the Russian forces with SFAs and too close to escape being mauled during the first-turn Russian advance as suppressed units can't respond to overwatch triggers. The Germans could not retreat fast enough to form a coherent defense before the Russians swarmed through and all around them. It was a rout. Two rule changes helped the play balance. Considering each board separately to determine scenario defender status allowed the Letornovski Garrison to upgrade from a Hasty Defense to a Prepared Defense. Being dug in with a few mines made a difference. I also improved the value of an artillery module, making it worth three 81mm batteries as opposed to the single battery I had given the Germans during the first playtest. (Remember the rule of three?) Better tactics are important. That's why we play these games. I set up the Germans farther back to deny the Russians their first turn SFAs. I placed the German machine guns still farther back to take advantage of their superior range. Then I dropped a three-battery barrage in front of the German defenders for the Russians to advance through. This time the Russians advanced using fire and maneuver to respond to overwatch fires while taking casualties from light but accurate artillery fires. The Russians still gained ground, but this time the German defenders were withdrawing slowly and in good order. By the time the German panzers and Russians T-34s arrived at the front and began dueling each other, I realized that I was playing a TCS battle. I believe that this variant works, and that you can have some fun with it. I would appreciate your comments both good and bad on this variant with a view towards the improvement of it. I can be contacted through The Gamers. Enjoy! TCS/ASL TablesWeapon Range Table
Command Prep Table
Morale Conversion
Table
Infantry Movement
Table
Squad Leader, Advanced Squad Leader, and ASL are trademarks or registered trademarks of Hasbro, Inc and are legally licensed to Multi-Man Publishing. Mention in this magazine of Squad Leader, Advanced Squad Leader, ASL, and any terms or phrases that appear in the Squad Leader and Advanced Squad Leader games does not constitute a challenge to the trademark status of Squad Leader, Advanced Squad Leader, or ASL. The purpose of this article was to enhance the enjoyment of ASL products by the adoption of TCS rules for those into both systems. Back to Table of Contents -- Operations #36 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2000 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |