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Jul y 2014

Vol ume 8 , number 1


Inside this Issue
1
PREP FIRES
The Editors column.
2
BOUNDING FIRE:
3
AAR #1: VotG9 Eviction
Notice
4
AAR #2: A44 Blocking Action
at Lipki
5
Back to the Basics: Mines
6
AAR #3: AP 54 800 Heroes
7
DEFENSIVE FIRE
Letters to the Editor,
Opponents Wanted
8
FPF: Upcoming West Coast
ASL events calendar and
information
9
CLOSE COMBAT
Ordering information
Silicon Valley ASL Club and NorCal
ASL Club publish Point Blank! as a
non-profit magazine. The editor is J on
Halfin. Please submit any articles or
comments to the Editor at
witchbottles@gmail.com Submissions
become subject to the rules of this
publication upon inclusion. Articles
accepted in any electronic format.
Please add artwork maps or counters
in a separate .gif,.jpg or .bmp
An Independent
J ournal of ASL
Thoughts and Ideas
Published free of charge by the Silicon
Valley and Nor Cal ASL Clubs. If you
paid for this, you need to get your
money back!
ASL is a registered Trademark of
Hasbro Inc. and MultiMan Publishing
Inc. Artwork includes counter art and
map art from Rodney Kinneys brilliant
creation of VASL. This artwork is
used with permission from Mr. Kinney.
Thanks to both Mr. Kinney and Carl
Fago for the quality work on one truly
innovative product for our hobby
Prep Fires
Your Editor, Jon Halfin
2014 has been a tough year so far for
me, your lonely editor, and sadly, Point
Blank became the fat I could trim off
the schedule. I know many readers
enjoy the pages of the issues, and I
would love to be able to promise a
return to bi-monthly issues, but time is
really pressing here. Well, no one said
grad school was going to be easy, and
for me, it certainly has not been.
In any event, this issue is a long awaited
return to Point blank, for me and for the
readership. I look forward to continuing
the tradition of this newsletter. To the
best of my knowledge, only 2 ASL
related newsletters are still publishing
(semi) regular new copies for free
distribution to all ASL'rs. This humble
effort and Banzai(c) from Texas ASL
Club. After 4 years of renewed efforts
here, I can certainly understand why, it
is a large time commitment to generate
these words of (hopefully) wisdom for
general consumption by the masses; and
time seems to be the one item that
grows from boom to bust, at least for
this ASL player.
With more than our fair share of stresses
around here, I've kind of taken what
ASL time I did have the last 6 months to
breathe after the SSND pack design
effort was finally submitted to a
Publisher ( that was an intensive effort.)
I am very glad to have done that project,
and very glad to have met some helpful
and informative people along the way,
and very glad to have created new
friendships both here and abroad in the
process. I must say, I am also VERY
glad it is submitted. My hat is
REALLY off to those who design
regularly, as well as those who choose
to tackle a HUGE project, like Tom
Morin, and Bill Cirillo. It was a fun
journey, but also a tiring one. I can
sympathize with Bill's statement he
made last year that getting back in the
line to begin a new project is something
one needs to rest up for. So I've done
just that and spent my scarce ASL
time simply playing ASL, and enjoyed
to date since December 2013 a grand
total of 22 games completed.
My time efforts took a huge hit on
Thanksgiving, 2013, and my writing
skills as well, when my left arm took a
major hit and I broke the radius in a
compound fracture, along with 4 other
simple fractures in the left hand and a
torn ligament to my thumb. I am still in
physical therapy as we speak, the
operations placed a steel plate and 8
screws into my radius, and a reinforcing
steel collar and 4 more screws into my
ulna ( it had 3 hairline fractures). I am
on the final round of physical therapy
now, however, the hand is useful, and I
only need a bracing at night for 2
fingers and my thumb, thanks to
developing trigger fingers. ( The
brace keeps the fingers and thumb from
locking in the closed position at night
while I am sleeping.)
The Doctor tells me I should be back at
40 pounds lifting by the time this issue
hits the street, and released completely 6
weeks later.
Moral of the story don't try to stop a
fall with your arm. I have lost about
30% range of motion and will end up
with a 50% loss of strength in the hand
and arm, and yes, I am a southpaw so
it is (was) my dominant hand. The
injury itself ,and the months in braces
afterwards, was a severe impediment all
around, but especially to typing /
writing and with my previous
commitments to a magazine article, and
school assignments, Point Blank had to
slow it's production. Hopefully, I can
pick things back up again a little,
however.
Keep Rollin' Low
Bounding Fire
ASL news From the Bay Area
We've had a busy 12 months since the
last issue out here on the Left Coast.
First, we now have some (semi) regular
ASL gaming picking up at Endgames in
Oakland during their regular Gaming
weekend, a small but dedicated group
playing ASL and ASLSK in
Sacramento, and of course the NorCal
and SVASL Clubs are going strong.
Dennis Donovan went down to
PacifiCon 2013 and brought back a fine
AAR:
PacifiCon 2013
2. Re: [SVASL] Pacificon!
Posted by: "Dennis Donovan"
donovandj2002@yahoo.com
donovandj2002
Date: Wed Sep 4, 2013 3:13 pm
((PDT))
Hello Brad and everyone else!
Thanks for the note - it was my
pleasure.
We had 12 guys play all told.
Mike D. -1st place
Brad N. - 2nd
Dan S. -3rd
Charles - 4th
Rick L. -5th
We had prize support from MMP and a
few donations from contestants.
This year's Tournament Theme was
Food! All scenarios had food in title or
some such.
-Dennis
----------------------
Here is the scenario card for the
tournament:
SANTA CLARA, CALIFORNIA, 1
September, 2013: Elements of the
NorCal and SVASL Yahoo groups and
attached elements of MMC (Married
Man Counters) and SMC (Single Man
Counters) launched an early morning
attack against equally crafty, sly and
stalwart opponents. The combatants
used a combination of rules, dice, logic,
charts, tables, humor and even sarcasm
against their foes. At 9:00 sharp,
Corporal Donovan lead the attack the
first room of the first building
immediately erupted into a fierce hand-
to-dice battle
Victory Conditions: The player who
scores the most TVP (Tournament
Victory Points) will be declared the first
place winner. The one with the next
most points the 2nd place winner, etc.
Point will be kept for each of the 2
scenarios played, to be totaled up at the
end of the event.
Scoring is as follows:
- 10 TVP for a win
- 5 TVP for a draw
- +1 TVP for finishing on time
- -1 TVP for exceeding time
- 1 TVP for figuring out and
announcing the Tournament Theme
Bingo points count double. Bingo
scoring:
- TVP for a straight bingo,
- 1 TVP for
a four corners bingo,
- 1.5 TVP for
an X bingo
- 2 TVP for
a black out.
SSR1: Have fun!
SSR2: EC are cool with
a breeze from the ceiling.
SSR3: All participants set up and
retain HIP in the game room from off-
board/site families, wives, significant
others, bosses and work.
SSR4: In each round opponents pick 1
scenario from a set of options. There
will be 1 SK, 1 PTO and 1 ETO
scenario to choose from.
SSR5: The event organizers are
immune from Being Given a Hard Time
A30.3.
SSR6: Interrogation (E2) is in effect
for the event organizers.
AFTERMATH: The battle raged all
day and into the evening. The first
battle died down in the early mid-day
and picked up again an hour later with
increased intensity. These battles were
tense fights of focus, patience and
concentration
Second up Rising Sun arrived in all its
glory and fanfare to renew the PTO here
to our Clubs and ASL players delight. I
must say I am again impressed by the
offering from MMP. With a whole box
full of goodies to collect, one is not at
all shy about the price tags. I'll gladly
play the $100.00 USD +price points
for boxes so thick and so full of
counters, maps and scenarios. A good
job is well earned here, for MMP.
We all know Curt Schilling is facing the
battle for cancer, and every single ASL
player out here on the West Coast
wishes him and his family the best and
a speedy recovery. Let's all pray Curt
get the 1,1, Self Rally a fanatic SMC
deserves. Everyone knows he's already
heroic facing down the cancer.
The issue here brings 4 of my favorite
recent games in AAR mode a
smattering of all theatres of ASL and a
distinct look at four losses in a row, a
Back to the Basics look at mines and
how they are ( and can be) used in ASL.
Finally we close with a player's
perspective of Strategy in Scotland the
Brave I CG from Critical Hit {the
original version} Republished as
Orders for the Major - if anyone is
interested in acquiring it.
We now have a permanent web address
where you can access all back issues as
well as the current issue of Point Blank!
that is still available:
http://aslpointblank.blogspot.com
So without further ado.........
AAR# 1 VotG9
Eviction Notice
(Al Cannamore and I enter Central
Stalingrad for the first time.)
This was to be my initial brush with
Valor of the Guards as an ASL player. I
had owned it for some time, and not yet
played anything from it. Al and I
decided to try something simple to
introduce us to the terrain and the rules
a little at a time, so we both chose this
little gem of a scenario quickly. Al
decided to take the Russians at their
counterattacking best, and I would take
the Germans and try to stem the tide of
the enemy advance.
( the attack begins)
The ATG's obvious first choice for
setup was the center location where I
ultimately installed the 9-2 and a MG
firebase. Knowing it was too obvious to
put the ATG there, and that Al would
likely setup and move to interrupt and
knock out any fire from the Atg at the
central location , I chose to set up much
farther back. This severely limits the
ATGs range of fire, but with the armor
stacked up on the left, I would get good
side shots at the tanks as they assaulted
forward. ( and side shots we would need
against the T-34). The rest of the
defense was to prevent losing any below
the road buildings while providing
covering fire for those above the road
that needed at least one held by game
end to win.
Al's assault was methodical, a slow
crawl forward to take the VC buildings
while suppressing German firebases
below the road. But things took a sharp
turn for the German side when:
The ATG gets lucky with a Stielgranate
41 round and Shocks the T-34 from the
side turret, while the central building
above the road has a 548 get lucky in
CC with the T-70 in its hex and
immobilizes it, forcing the crew out and
into melee. At this point, things look
like they may well turn around and the
Germans will be able to reinforce the
buildings in the center and right above
the road.
The attempt, however, falls prey to
some decent shooting by the remaining
2 T-70's however, who manage to cut
up the Germans as they try dashing
across to reinforce.
The end came soon enough thereafter,
Al's troops on the right sealing off the
last MMC above the road like so:
As you can see, the T-34 resolved its
Shock it rolled for an UK, but then
cleared it and was able to re- enter the
battle in the end. After Action analysis
Al played a first rate game with his
infantry, but a bit reckless with his
tanks, causing one to become
immobilized and the crew KIA in
melee, while the T 34 was out for 2 .5
player turns thanks to exposing it to a
side shot induced Shock. Al was
surprised at the ATG location, and he
lost 2 squads trying to take it out after it
revealed itself on the shock shot. It
finally X'd itself out of action on a 6
repair die roll. Overall, I felt my plan
was flawed in that there was no decent
route across the road, and without it,
one side would not be able to help or
assist the other. The Alamo should have
been dug in with more than a single 4-6-
7 on the top side of the road, and likely
my defense would have been better
served and more difficult for al to
overcome, if the MMG and the 8-0 were
north of the road in the right hand
Alamo with a 548 while the 467 was
fighting the T-70 in CC. Those minor
setup adjustments, I feel are sufficient to
prevent a Russian win of this order if
the Russian commander tries the split
envelopment approach.
Al and I are currently re-matched in his
first every CG- a Peg Bridge CG I.
AAR# 2: A44 Blocking
Action at Lipki
(Jackson Kwan and I tackle his first
really good exposure to multiple AFV's..
Thanks to Jackson for the commentary
on his view of the game as it
progressed.).
I love PTO. ( As do I. In fact, I
prefer PTO and DTO over ETO.)
However, jungles do not
present decent tank country.
Too much time spent in the PTO
as a newbie can result in
lopsided development that is
short on armoured fighting
vehicle (AFV) experience. (
Jackson and I have been working on his
acquisition of tank handling skills in
ASL. This was our latest effort, and a
good choice, as it allowed him as the
German to maneuver a varied Order of
Battle in good tank terrain.)
This scenario took place near
Borisov (Russia), mid-1941
the opening stages of
Barbarossa. Elements of the
1st Moscow Motor Rifle Division
was sent to block the
spearhead that was Guderians
18th Panzer Division.
The Germans deployed on the
top map (west) and the
Russians came in from the
bottom (east). The Russians
can win when they exit more
than 15 victory points (VPs) off
the top edge of the map
between the road on the top
middle to the road on the top
right. The other way to win was
to kill enough Germans. The
KV2 was worth 7 VPs, the T-34
was also worth 7 points and
each squad was worth 2 points.
As you already know, the
Russians had a KV2, a T34
M40 and a couple of BT7s. The
Germans had a couple of
PzIIIGs, a half-track sporting a
37mm gun with a high rate of
fire (I forgot about the ATR that
it also carried) and a couple of
half-tracks with the usual
machine guns. They were
backed by a 28mm antitank
gun and further reinforced by a
pair of PzIVEs in Turn 4.
German Turn 2 saw two
Panzers on the left lying in wait
and hoping to get a first shot at
the Russians. The antitank gun
was towed to a clump of woods
near the exit for a last-ditch
defense. The half track with
the 37mm gun was on the right
and they could hear the speedy
BT7s and a convoy of trucks
rumbling towards them. ( this
was a decent overall split of forces.
Jackson chose the ATG to act as the
backstop; and with its high rate of
fire, it is ideally suited as such.
Unfortunately, he manhandled it into a
woods location presumably for TEM
benefits. This was not a wise choice,
however. ATGs in woods suffer the
doubled Case A DRMs for CA changes.
He was better off relying on the
gunshield TEM to protect the crew from
small arms fire.)
Russian Turn 3. The T34 came
up the left and a PzIIIG fired,
looking to scoot behind the
woods quickly afterwards.
I rolled a 1,1 .. and a 1.
Critical Hit!!
The T34 explodes into a
burning wreck, and the German
tankers sit stunned as bits of
Russian tank rained down. On
the right, the 37mm gun on the
half-track pumped shot after
shot into one of the BT7 and
finally killed it.
German Turn 3. I am very
inexperienced in tank warfare
so you wont see an end to
idiotic moves in the near term.
This was one of them. I backed
a PzIIIG up over the bridge on
the left in the hope of being
able to get away faster when
the Russian tanks appear. Not
only did I presented my rear
facing to the Russians, I forgot
to button up. The tank was
immediately stunned by
infantry fire and then killed by a
Russian antitank rifle (ATR).
Things worked out better on the
right as my 37mm gun shocked
the other BT7. ( The rookie mistake
here would cost Jackson a valuable
armor piercing weapon. The
counterpoint, however, was the loss of
now the T-34 and the BTs meant that
there was no way at this point for the
Russians to win by exit VP. I do not
think Jackson caught onto this fact, he
still worked to block exit routes for
some time yet, as the Russians began
immediately maneuvering for CVP
kills.)
German Turn 4. To the left
occurred another one of my bad
driving moments. The
Germans were hoping to crash
a half-track through the woods
on the left, get back on the
road and circle around the back
of the Russian trucks on the
right. However, they realized
that trail breaking took a little
time and by the time the half
track emerged from the woods,
it was looking down the barrel
of a KV2! So instead of
breaking to the right of the
map, they sped towards the left
to escape. The KV2 fired but
the half-track speed and its size
saved it. The surviving BT7
recovered from its shock and
killed the gun-toting half-track.
Unfortunately the reinforcing
PzIVEs arrived and got it
bracketed from two directions.
( I still was amazed at this move. I did
not see any logic to it, and the trailbreak
would later be used by the KV -2 to
rapidly advance on the German rear
areas.)
Russian turn 5. Our escaping
half-track on the left had a
Russian ATR squad on its tail.(
poor luck was all that saved the half-
track. I got 3 To Hit attempts on this
SPW and could not roll lower than a 9.)
The KV2 on the other hand
laughed and used the trail-
break created by the charitable
half-track to get to the inside
line of the Germans. The BT7
blew out its gun in a shootout
with the PzIVe on its left (which
also malfd its gun) and was
killed by the PzIVe on its right.
The right PzIVe proceeded to
shoot up the Russian trucks one
by one.
During German turn 5, one of
the German half squad had a
berserk moment. They got
tired of the shooting and
concluded that the proper thing
to do was to charge the Russian
medium machine gun. So off
they went. They ran through
Defensive First Fire, then
Subsequent First Fire
jumping into the MMG nest,
they survived Final Protective
Fire!! .. and THIS is how its
done!! they yelled.
Meanwhile, Katya, the peasant
girl sniper rolled her eyes, spat
and muttered Men before
shooting up the marauding
German half squad and ended
the lunacy.( I got a 2MC on the
beserkers at Point blank Range, and
they set off a 1 sniper dr that tracked
right back into them, eliminating the 4
silly Germans. I especially like Jackson
recruiting Katya for me, but I'd have
preferred the svelte Svetlana here.)
Russian Turn 6. During the last
German turn, the only Panzer
with a functioning gun sped into
its final position while its
colleague proceeded to kill all
the Russian trucks with its MGs
on the right of the map.
However, the KV2 killed the
half-track trying to escape from
in front of the wooden house.
The escaping half-track to the
left survived another shot from
the Russian ATR and ran. The
KV2 crew watch incredulously
as the crazy half-track ran
across its covered arc. Then it
realized that KV2 cant
intensive fire.( jackson could not
understand why I didn't IF to bag this
guy. I showed him the vehicle note.)
The half-track disappeared
behind some woods. In this
turn, the KV2 followed. I can
only imagine the commotion on
the half-track as the KV2
reappeared on its rear view
mirrors.
Russian Turn 7. The mighty
KV2 lumbered towards the goal
line. The PzIVE and the
antitank gun bounced shot after
shot off its front armour. The
KV2 went to a fork position,
threatening a German truck
with its rear MGs ( why Jackson did
not exit this thing was beyond me, but a
CVP is a CVP in this scenario.) while
shooting back at the antitank
gun with high explosives from
its terrifying bunker busting
152mm gun. The antitank gun
crew worked as fast as they
could, dreading the massive
fireball that the next moment
must bring.
Then for a moment, there was
silence the 152mm gun
malfunctioned.
The original plan was to threaten the
right with a major infantry push
supported by BT-7s as a bluff, while the
commissar led a small infantry
detachment, the T34 and the beast off
the map on the left for a win ( and as the
game played out, Jackson's left flank
was constantly weaker and vulnerable.)
I was willing to sacrifice all the units on
the right to get the win early on in CVPs
on the left.
The plan failed with an improbable
Critical Hit, followed by a 1,2 TK DR
on the T-34. Now the BTs were
exposed, and likely would be lost in
action without escaping, so although the
left flank could have gotten off cleanly,
the Russians would lose by this strategy
now. So we went for the CVP kill at this
point in the game, and Jackson missed
the change in Russian focus, and offered
enough targets that in the end, killing
the ATG and crew and the truck would
have been enough for a win. The truck
obligingly died; then I malf the MA on
the big gun with a boxcars in my last
turn PFPh. With no more game turns to
finish and possibly repair it, and no
other way to cause the needed 4 CVPs; I
conceded the game to Jackson.
I would agree that the best course of
action is all vehicles in the Russian OB
need to move 9 MP total until they are
visible, in order to keep the Germans
guessing which is the main push.
However, the Russians have the
capability to create 2 separate threats in
axis of advance, and should do so, in
order to stretch the German defense to
the breaking point.
A great game, and we decided to move
into Tolstoy Woods from BFP for
Jackson's next AFV lessons, this time
he is driving 3 of the T-34s.
AAR# 3 800 Heroes
( I took Jackson into the PTO realm
here to get his feet wet in his new
purchase of Rising Sun. The scenario
offers the Japanese and Chinese
nationalities without the rules intensive
terrain or operational concepts of
Chapter G.)
The setup here for the Chinese ( whom I
was playing) offers 3 basic strategies.
The first is to attempt the classic
fallback defense and use the OB given
trenches to offer RtPh and Aph exits
from front line positions into the
factory. I had seen 3 separate AARs
already on this scenario , and they all
had tries this idea, only to see it fail as
the Japanese one closed up banzai in
with a tank supported set of charges and
cut off all escape for the up front
survivors. With the Factory defenses so
crippled by early losses, they all 3 lost
as the Chinese. Okay, strategy 1, out.
The second idea is the reverse slope.
Set up in the good concealment terrain
behind the factory, use the trenches to
cut off tank access to the factory, and
only move in the majority of the
defenders once the Japanese close up,
using just the MGs on the roof to keep
the Japanese honest in their approach,
and dummy stacks up front to slow
them down a bit. I still like this concept,
and finally I decided to go with a slight
variation of it.
The last is everyone into the pot - the
setup being all hands into the factory for
its TEM and its fanatic benefits, and
make the Japanese come to you. I did
not like this, as it gave the Japanese free
cover getting close, and free reign to
maneuver their artillery pieces. It was ,
in effect, much too passive for me.
So I used the second option, but did
place a few scouts out front, and did
position trenches to slow tank access to
the factory, but maintained a sizable
reserve force behind the factory front
lines, able to easily deploy in as needed
under cover. The MGs do belong on the
roof at first, to keep the arty suppressed
and the Japanese from running willy
nilly through Shanghai's streets and
alleys. Jackson learned quickly the
value of the high ground as 99% of
the Japanese army entering lost
concealment in his first Mph.
A rookie Japanese player did a very
good job declaring an armored assault /
banzai on the lead positions, but it gave
the LMG toting Chinese in a trench a
very nice shot at one of the tanks,
nailing it hard. The other failed its NTC
and came to a stop without a platoon
commander, and the banzai took out the
trench defenders and their 4-4-7 scout
out front, to the tune of a wounded
officer and a dead squad of Japanese. I
did not expect such an advanced
maneuver from Jackson, and it cost me.
It would be the first of 2 mistakes I
made.
The second was prematurely detonating
a Set DC to try to kill a tank in the other
platoon, Not realizing the SET Dc has
no capability to harm a BU AFV in any
way whatsoever. Lots of smoke and
noise, and nothing.. Well, you re- learn
something new every day. The bad part,
his MMG nest was moving into that
location, and a more veteran hand could
have nailed them hard with a Set DC
attack DR of 1,5.
Beyond that, the game went as I
expected, and the Japanese were hard
fought to get enough into the factory to
make a difference. However, Jackson
had maneuvered 4 MMCs and the
wounded leader to covered positions in
LOS of the factory defenders, and now
had a breach hexside from an AFV
ramming the building. Covering the
open ground between was a LMG toting
4-4-7. It was do or die time for the
Japanese, and I pointed out even the
wounded officer could start a banzai
charge, and it was a solid tactic at this
point, and he needed to get some MMCs
into the factory to take locations. So
Jackson charges, the officer and a sqd
die in the shooting, but the LMG malfs ,
taking the fire lane down, and the
charge gets into the breach.
Now its all about 3 hexes of CC, and a
wild melee erupts in the factory as the
Chinese broken squad and HS exit out
the back into the woods with a Chinese
leader. Cc ends up going Jacksons way
and he takes all 3 positions, with some
casualties , but has enough MMCs left
to hold all 3 hexes, along with the 1
previously captured, which is enough
for a win. The Chinese leader succeeds
in the last turn in rallying both his
MMCs , and they then know a
counterattack is needed. Covering it is a
single Japanese rifle squad. The assault
move adjacent, the Point blank +1 shot
into the woods rolls a 1,1, the Chinese
roll a 9 to break the leader, a 8 and a 10
to pin and break the MMCs. Game over,
and the Chinese surrender.
I took this as a very good example of
how you can easily lose if you make
just a few critical mistakes in play. It
was an excellent way to feed a newbie
into PTO without being painful for
them.

Back to the Basics:
Mines!
( We examine how one can get 4 and 5
PP SWs into action in ASL)
Uh, yes, you entered a minefield there,
you need to roll for effect. The scariest
sentence an ALS player may hear in a
game. Mines are very useful, but also
ver vulnerable fortifications. They come
in two basic types. The A-P mine, or the
A-T mine. Later on in PTO we discover
the A-B anti boat mine as well, but its
use is so limited, it suffices to ignore it
from a noobies perspective, which is
the basis of this column. A-P mines
come in basic strength sets , 6FP, 8FP,
or 12 FP. A mine attack is always
resolved without any TEM applicable, (
i.e. as a flat attack). This means a 6
FP mine can get a result of a NMC or
better approximately 50% of the time.
They can be placed in darn near every
possible terrain type ( except paved
roads without an SSR allowing it), and
remain HIP until entered. The worst part
of A-P mines, they can affect AFVs as
well as infantry. Their basic use is to
channelize an attacker into a set of SW
LOS lines, or away from defender
strongpoint assault positions. They can
be neutralized in any number of ways.
OBA can do it; as can clearance DRs
from a MMC, but the best method I
have seen for eliminating the threat of
them is to use AFV Riders on heavy
AFVs and roll right through them.
Sure the AFV gets attacked, but its
going to need a very good DR to affect
anyone moving in there.
So how does one eliminate that very big
threat? The simple answer, A-T mines.
Set one or two of these guys up with the
A_P mines, and you have created
something any sane opponent is going
to avoid like the plague. You can
usually, but not always, exchange your
given A-P mines for A-T mines.
Another sneaky use of A-T mines is to
place them HIP with a MMC concealed
in a building next to a paved road, then
daisy chain them out onto the road as
the tank drives by.
All in all, however, most ASL players
simply go around any minefield, as its
only an issue when first discovered. For
this reason, one REALLY needs to
analyze the terrain prior to placing
minefields. They need to go into places
your opponent will either be forced to
move into at some point, or places that
will prevent the enemy from entering a
very damaging location to your board
position. ( Try placing some at the base
of the Le Port Chapel before it is
recaptured by the Germans in Pegasus
Bridge. The SSR for the SAN increase
will make them go after it, and then they
get nailed for it.)
You need to consider where you would
move if you were the opposing side, and
place your mines accordingly.
A-T mines, unlike A-P mines, cannot
harm infantry. In fact, infantry can pick
them up freely off of a road. Hence, we
come back full circle to placing A-P
mines with A-T mines. Nothing less is
going to slow down the enemy forces.
Now occasionally, we come across a
scenario such as The Niscemi Biscari
Highway , where you ONLY have a
small set of A-P mines. ( In this case, I
think they represent the Hawkins Mine.)
You have two basic choices, set them
up to make a VC building defended by
mines outside ( but this affects your
ability to rout as well); or place them to
support your defense elsewhere. In this
scenario, my favorite is to place the
captured ATG in a woods location, and
place the mines there as well, to prevent
enemy infantry from winkling out the
ATG manning infantry. This thing is the
only good tool to keep the German AC
at bay, so supporting it becomes a prime
consideration, and placing it in a VC
building ( any of them) restricts its LOS
too much.
We analyzed the terrain. The enemy can
approach the VC buildings from too
many avenues to cover with a single
minefield. There are no chokepoints
they MUST enter. So we look to use
them to cover a vital position in our
defense, and the ATG fits the bill
nicely.
Use your mines well. Use them to cover
your vital positions or cut off easy
access to VC areas for the enemy, and
you will find they do indeed go boom
much more often than not.
Club News:
Having passed our Contact DR with 8s
all around; heres the news from our
local ASL scenes.
SVASL Club:
SVASL Club regular meetings are
scheduled for the 4th Saturday of every
month, at the game room of the
Game Kastle, located at 1350 Coleman
Ave., Santa Clara, CA 95050 ph:
408-727-2452
http://www.gamekastle.com
Everyone is welcome to post to the Club
board at the Yahoo Group Website if
you would like to pre-arrange a scenario
or opponent.
Nor Cal ASL Club:
Nor Cal ASL Club has three separate
meeting locations for the ASL players
in the group. The primary one is 2nd
Saturdays at:
Location: Olde World Games, 123
Peabody Road, Vacaville Street: 123
Peabody Road City State Zip: Vacaville
Phone: 707-455-8445
Opening bell is at 11 am and closing
bell is at 11 pm. See you there.
We have subsidiary groups meeting
throughout the valley also most
notably:
The Miniature Wargaming Society of
Sacramento meetings is only on
Sundays, at the Carmichael library here
in Sacramento. We have 2-3 ASL
players involved so if you come up for a
day trip, let us know in advance and we
can get you into a game.
And also:
There's also a small group playing ASL
on the 1st and 3rd Sundays at
Endgame in downtown Oakland.
DefensiveFires:
L etters to the E ditor
+
O pponents wanted:
Seeking VASL PBEM opponents for
just about anything. . I prefer IFT.
Please e-mail me at
witchbottles@gmail.com if you are
interested.
Point Blank!
A product of The Silicon Valley ASL Club and Nor
Cal ASL Club
Published completely free of charge
No material from this publication may be sold of
exchanged for goods without written consent from
The Editor. Otherwise, all material may be
reproduced for FREE distribution or revision into
other FREE magazines, or personal use, only.
Close Combat
Distributed via E-mail or
Direct Download as a free
newsletter and journal of
the SVASL, and Nor Cal
ASL Clubs
Available at
www.scribd.com or
aslpointblank.blogspot.com
For Nor Cal ASL Club membership or
questions, visit our Website at:
Http://games.groups.yahoo.com/group/norcalasl.
For SVASL Club membership or questions, please visit
our WebPages at:
Http://groups.yahoo.com/group/SVASL
I am always accepting articles.
You dont need to be a whiz as
ASL to write about ASL. Look
at me! If you would like to
submit an article, see Pg.1
notes.
Older volume Back issues of
Point Blank! Are still available at
the Pointblank Website
http://aslpointblank.blogspot.com
How to Contact the Editor:
Witchbottles@gmail.com
Or, look for our newsletters
posted to the files sections
of our Yahoo! Groups
WebPages for your
download convenience.