Advanced Squad Leader The definitive World War II tactical Game System. Once the system is complete practically any skirmish, battle, or campaign can be simulated at individual squad /vehicle/ leader/ gun scale. Advanced Squad Leader Rulebook $60 This 3-ring binder contains Chapters A-E-all the rules needed to play ASL. Also contains Chapter K, a walk-through ASL tutorial. Beyond Valor ASL Module I OUT OF STOCK This module features the Russian, German, and Finnish Armies in scenarios from 1941-1945. NOW INCLUDES the factory struggle for Stalingrad RED BARRICADES Historical Module. Paratrooper ASL Module 2 $30 The introductory module for new ASL players. Eight scenarios covering the Airborne invasion of Normandy, June 6-8,1944. Yanks ASL Module 3 $50 The American extension to the ASL game system covers the American involvement in the European theater. Partisan! ASL Module 4 $22 This module focuses on the resistance forces of various countries fighting German and Axis Minor occupation forces. Includes the Axis Minor infantry Order of Battle. West of Alamein ASL Module 5a Soon! WCA no longer includes the entire British OB, but still contains the boards, counters, rules, and sce- narios needed for combat in the desert. For King and Country ASL Module 5b Soon! The British extension to the ASL game system contains the entire British OB for the European theater and 20 long out-of-print British scenarios. The Last Hurrah ASL Module 6 $30 This module focuses on the early German blitzkriegs of World War 11 and the many Allied nationalities which fought against them. Hollow Legions Module 7 $33 The Italian extension to ASL, this module adds two new desert mapboards and the Italian order of bat- tle. Code of Bushido Module 8 $44 This eagerly anticipated Japanese extension to the ASL game system includes all the rules necessary to recreate the various terrain types unique to the Pacific Theater and the Japanese order of battle. Gung Ho! ASL Module 9 $55 The United States Marines, the early U.S. Army, and the entire order of battle for the Chinese make their appearance in ASL. Croix de Guerre ASL Module 10 $39 The complete French orders of batttle (1939-40 and the later Vichy and Free French armies) are fea- tured. Doomed Battalions ASL Module 11 $50 The vehicles and ordnance of the various Minor Allied armies Hedgerow Hell Deluxe ASL (DASL) Module 2 $28 ASL with 2.2" hexes. Large battles in small areas featuring Bocage and Normandy fighting. Boards from DASL Module 1 are available as parts only. Kampfgruppe Peiper I Historical ASL (HASL) Module 2 $39 Historically accurate maps depict the American versus German struggle for several small towns during the Battle of the Bulge! Kampfgruppe Peiper II HASL Module 3 $44 KGPII continues the saga of America's historic stand versus Peiper's drive for the Meuse. Pegasus Bridge HASL Module 4 $33 Snatch a key bridge prior to the largest invasion of WWII! The British "Ox and Bucks" land gliders within yards of the bridge and hold it until relieved. Blood Reeffarawa HASL Module 5 $50 The Marines try to wrest Betio Atoll from the Japanese. Visually stunning as assault boats try to land in the face of harrowing Japanese fire. A Bridge Too Far HASL Module 6 $50 This module features the attempt of Colonel Frost's battalion to hold Arnhem bridge. Solitaire ASL 2nd Edition $43 Play ASL against yourself! Charts and tables "con- trol" the enemy with lots of random events! Action Pack #2 $25 Two new geomorphic mapboards and 8 scenarios get you right into the action! ASL journal #1 $20 An ASL magazine with nothing but scenarios and articles to keep you busy. ASL journal #2 $30 This journal contains a mini-Historical Module, Kakazu Ridge, and two countesheets. Can you root out the Japanese from the caves in Okinawa? ASL journal #3 $28 30 new scenarios for ASL plus articles and other tips. ASL journal #4 $20 16 scenarios with the feature article on Carriers and their implementation! The GI's Dozen $12 Thirteen old Squad Leader scenarios updated to ASL. Operation: Watchtower $40 The Guadalcanal Historical Study, this boxed module has 16 scenarios touching upon various aspects of the campaign. A historical map and Campaign Game simulating Edson's Ridge is included! Civil War Brigade Series (CWB) An advanced command system accurately simulating 19th century brigade command. Scale is 200 yards/hex and 30 minutes/turn. 1-01 In Their Quiet Fields OUT OF STOCK Antietam on one map with 420 counters. 1-08 No Better Place to Die $33 The Battle of Murfreesboro, this intro to CWB has one map and 280 counters. 1-09 April's Harvest $33 The Battle of Shiloh. Contains one map and 280 counters. 1-10 Champion Hill $33 The battle of Champion Hill at Vicksburg on one map with 280 counters. 1-11 Gaines Mill $49 Featuring the first two days of the Seven Days Battles at Mechanicsville and Gaines Mill. Contains 3 maps and 280 counters. 1-12 Seven Pines $49 The Battles of Savage Station and Seven Pines on 3 maps and 280 counters. 1-13 Malvern Hill $49 The Battles of Glendale and Malvern Hill on 3 maps and 280 counters. Regimental Sub-Series (RSS) An adaptation of the CWB to Regimental-level warfare. The scale is 100 yards/hex and 15 min/turn, a super-tactical ACW "monster" game! 7-02 This Terrible Sound $132 The Battle of Chickamauga on six maps and almost 2000 counters! Napoleonic Brigade Series (NBS) An adaptation of the CWB to Napoleonic warfare. The scale is 200 yards/hex and 30 min/tum. 6-03 Aspern-Essling $45 Napoleon's first defeat, the Austrians crushing the French bridgehead across the Danube in 1809. Tactical Combat Series (TCS) Emphasis on command and control, players plan their operations as did their historical counterparts. Scale is 125 yards/hex and 20 min/turn, units are generally platoons with individual vehicles. 2-04 Matanikau $38 Fighting along the Matanikau River in Guadalcanal. 1 map and 700 counters. 2-05 GD'40 $40 Defense of the Sedan Bridgehead by the Grossdeutschland in France, 1940. 2-06 Hunters from the Sky $43 The German assault on Maleme Airfield on Crete in 1941. 2 maps and 840 counters are used to represent the first almost exclusively air assault. 2-07 Black Wednesday $43 The Spanish Blue Division defends itself in Northern Russia during the winter of 1943.2 maps and 1140 counters. 2-08 Leros OUT OF STOCK The German invasion of the Island of Leros on 3 maps with 560 counters. 2-09 GD'41 $43 Russia's defense of Moscow in 1941 using 2 maps and 840 counters. 2-10 Semper Fi! $38 The Marines in Korea in 1950 using four small maps and 700 counters. 2-11 A Raging Storm $43 The British defense of the Anzio beachhead in early 1944. Uses 2 maps and 980 counters. 2-12 A Frozen Hell $59 The Russo-Finnish war of 1939 using 2 maps and 840 counters. 2-13 Screaming Eagles in Holland $49 The 101st Airborne defend Vehgel using 2 maps and 3 countersheets. Operational Combat Series (OCS) Models all arenas of 20th century operational land and air combat. Scale is 5 miles/hex and 3 days/turn with battalion through division sized units. 4-02 Enemy at the Gates $63 Operations Uranus, Little Saturn, and Mansteins Backhand Blow in Nov 42 - Mar 43 with smaller scenarios for shorter play. 4 maps and 1160 coun- ters. 4-03 Tunisia $43 The end of the Campaign in North Africa and the destruction of the Afrika Korps using 2 maps and 780 counters. 4-07 Sicily $75 Operation Husky using 2 maps and 1260 counters. 4-08 Guderian's Blitzkrieg II $132 Operation Typhoon through May of 1943 using three full, three small, and one blow-up map (of Moscow) and 2940 counters. Standard Combat Series (SCS) Simple rules allow focus on gameplay and tactics, these games are perfect for new boardgamers and challenging for grognards. 5-03 Ardennes $36 The Battle of the Bulge on two maps with 560 counters. 5-05 Crusader $38 The 8th Army's first victory in North Africa on 1 map with 280 counters. 5-06 Gazala $45 The Spring '42 Axis offensive in North Africa on 2 maps with 560 counters. 5-08 Fallschirtnjaeger $48 The German airborne assault on the Netherlands in 1940. Contains 1 map and 560 counters. 5-09 Operation Michael $35 Germany's best chance in 1918. Contains 1 map and 560 counters. Great Campaigns of the American Civil War Seven historical campaigns simulate the Virginia theater of the American Civil War. GCACW uses an initiative system to Simulate the uncertainty of ACW combat. One turn = one day; 2000 yards per hex, and 500 men per strength point. Stonewall In The Valley $40 The Shenandoah Valley campaign from March through June, 1862. Contains 560 counters and 3 maps. Stonewall's Last Battle $35 The Chancellorsville campaign during April and May of 1863 when Stonewall shattered Hooker's XI Corps. Contains 560 counters and 1 map. Grant Takes Command $50 The culmination of the Civil War campaigns in the Eastern Theater. Contains 2 maps and 3 counter-sheets. The Skirmisher #1 $20 A forty-four page magazine supporting the Great Campaigns, it contains rules and counters neces- sary to standardize all existing games in the GCACW series to a single set of rules. Also includ- ed are four new scenarios for the different modules Non-Series Games Games which do not use the rules from our series of games. These games are on enjoyable topics and all are fun to play. 19-01 Circus Minimus $25 A fast-paced chariot racing game for the whole family! Ziplocked to keep costs down, CM contains 1 map and 140 counters. Breakout: Normandy $35 An area-move game using an exciting impulse sys- tem which can result in a turn ending at any time, simulating the invasion of Normandy. Siege of Jerusalem $20 The Romans lay seige to Jerusalem. SOJ contains a detailed map of Jerusalem and nearly 700 counters. HOW TO ORDERSnailmail: MMP
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